A demesne is a character's collection of personal holdings. Such holdings may either be counties or baronies. A ruler's capital is an important part of their demesne.
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A character's demesne (pronounced /dɪ'meɪn/, almost but not quite like 'domain') will usually provide the majority of their income, as well as a decent amount of levies (both from land personally held and from vassal barons). It is within one's demesne that most construction occurs, including construction of new settlements in county empty slots.
Each ruler (except nomads) has a demesne limit, and exceeding it causes a penalty to taxes and levies. This limit is what forces rulers to distribute power to vassals rather than directly controlling their entire realm. A ruler's demesne limit is based on tier, personal and spouse stewardship, succession type, and centralization law.
If you're looking for Crusader Kings 3 cheats, we don't blame you. So adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next. Sep 01, 2020 The Building and development of your Holdings is simpler than in CK2, while offering a lot more depth and many more options. In this guide we're only going to look at castle buildings as you won't normally find yourself in control of anything else in Crusader Kings 3.
- 1Demesne limit
Demesne limit[edit]
Nomadic rulers do not have a demesne limit. Instead, Khagans will be increasingly pressured to give out excess nomadic counties (defined as counties with 0 or 1 settlement) to vassal clans (or to start a new clan), as excess counties lower clan sentiment, which lowers vassal khans' opinion towards the Khagan. If the Khagan continues to hold onto too many counties, a minor clan can rise up in rebellion to force the Khagan to recognise it as a major clan. (Unless the realm already has 9 clans) The Clans screen will indicate whether a Khagan needs to give out nomadic counties. However, while nomads are in control of holdings to carry out pillages, their liege tax is reduced until the pillages have destroyed the holdings.
When a ruler is over their demesne limit, they suffer penalties due to inefficiency:
- Reduced opinion from vassals (-10 per settlement over limit)
- Reduced demesne levies, except in the capital (-20% per, up to -90% with the 5th)
- Reduced demesne income (-20% per, up to -90% with the 5th)
- Reduced tax from vassals (-20% per, up to -100% at 5 over)
There is a 2-month grace period when a ruler goes over their limit due to acquiring new titles. However, if a ruler goes over their limit due to a reduction in stewardship skill, the penalties kick in immediately.
The demesne limit is (the notation refers to rounding down to the nearest integer):
Gavelkind[edit]
Gavelkind Bonus = 1.3 (+30%) if you are under Gavelkind or Elective gavelkind succession law, 1 otherwise.
Rank[edit]
Each rank has a base demesne value:
Rank | Base demesne | Notes |
---|---|---|
Baron/Count/Duke | 1 | |
Great Duke | 2 | A 'Great Duke' is a Duke with 2 or more duchy titles. |
King | 3 | |
Emperor | 4 |
Unlike feudal lords, Patricians have different base demesne sizes. The base is 2 for a patrician and 3 for a doge, no matter what rank title they hold.
Stewardship[edit]
The stewardship bonus is (in case of polygamy, only the primary spouse's stewardship is used):
Here is a table of the values required to achieve a certain increase in demesne limit relative to the limit you would have without Gavelkind and with 0 stewardship (note that this is different from the stewardship bonus, since the actual stewardship bonus is multiplied by 1.3 in the case of Gavelkind):
Succession | Rank | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 | +16 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Not Gavelkind | any | 7 | 14 | 20 | 27 | 34 | 40 | 47 | 54 | 60 | 67 | 74 | 80 | 87 | 94 | 100 | 107 |
Gavelkind | Duke | 4 | 9 | 14 | 19 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 66 | 71 | 76 | 81 |
Gavelkind | Great Duke | 3 | 8 | 13 | 18 | 23 | 28 | 33 | 38 | 44 | 49 | 54 | 59 | 64 | 69 | 74 | 79 |
Gavelkind | King | 1 | 6 | 11 | 16 | 22 | 27 | 32 | 37 | 42 | 47 | 52 | 57 | 63 | 68 | 73 | 78 |
Gavelkind | Emperor | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 46 | 51 | 56 | 61 | 66 | 71 | 76 |
This table can be computed using
Tribal[edit]
Tribal rulers get a +2 bonus to their demesne, at a cost of -10 to their vassal limit.
Law bonuses[edit]
Centralization Bonus depends on the Centralization law, available to dukes and above:
Level | Decentralized | Low Centralization | Medium Centralization | High Centralization | Centralized |
---|---|---|---|---|---|
Bonus | +0 | +1 | +2 | +3 | +4 |
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With the Conclave DLC, absolutism (all council laws in ruler's favor) gives +2 to demesne limit. Tribal rulers may attempt to get this bonus only after reaching Absolute Tribal Organization, as it is only then can they propose to reclaim powers.
Breakdown[edit]
The in-game tooltip breakdown may be confusing, as values are rounded as integers for display, but formula uses float values behind.
Here's an example illustrating the tooltip discrepancy for a king with 12 stewardship married to a wife with 9 stewardship under gavelkind succession:
- Rank Base Demesne: 3*1 = 3, displayed as +3
- Stewardship Bonus: 0.15 * (12 + 0.5*9) = 2.4, displayed as +2
- Gavelkind: 30% * 5.4 = 1.6, displayed as +1
- Total: 3 + 2.4 + 1.6 = 7, displayed as +7 and not +6
Wrong settlement type[edit]
Characters get a 75% penalty to income and levies in demesne settlements that do not match their government type. These settlements should generally be given to a vassal of the correct type or to a courtier (who will automatically take on the correct type).
- Tribal rulers can only hold tribes without penalty
- Feudal rulers can hold all castles + tribes of their culture without penalty
- Patricians can hold all cities and castles + tribes of their culture without penalty
- Iqta rulers can hold all castles and mosques + tribes of their culture without penalty, and gain extra piety if they hold mosques.
- Nomads cannot hold any settlement without penalty except their nomadic capital.
- Monastic Feudal rulers may also hold temples and castles + tribes of their culture without penalty.
- Imperial rulers can hold castles and cities + tribes of their culture without penalty
Conversion of tribes in demesne[edit]
Rulers who already have advanced government (i.e. not nomadic/tribal) can convert tribes in demesne counties which share their religion. This also requires the tribe to have a Stone Hillfort built. Once the Stone Hillfort is built, right-click on the tribe to convert it. Depending on the number of empty holding slots in the county (minimum two slots), additional free holdings may be added to the ruler's demesne.
This method of converting tribes is more critical when playing as a feudal unreformed pagan.
Other considerations[edit]
- If playing as a Muslim Caliph or a reformer of a pagan faith with the Temporal leadership type, consider holding a temple in one of the denomination's holy sites to increase moral authority. However, note that unless you are a Muslim or a reformed Bön ruler using the Monastic Feudal government, being a religious head does not prevent you from suffering wrong government penalties for directly holding the holy site temple.
- If aiming to change religion, consider holding a county of the relevant faith's holy sites for the option of secret conversion. In particular for Abrahamic faiths, consider personally holding the county of Jerusalem. Another way of secret conversion is via a demesne county's religion.
- Holding counties which are considered important on the Silk Road can boost your income as you build and upgrade trade posts.
Baronies • Counties • Duchies • Kingdoms • Empires
Succession laws • Crown laws • Demesne laws • Realm laws • Council laws
De jure • Demesne • Feudalism • Titular title • Council • Council vote
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Demesne&oldid=41873'
The Retinues tab under the Military screen
Retinues are regiments of troops which form a standing army for each ruler. They require the Legacy of Rome DLC. Unlike levies, retinues do not need to be dismissed before declaring war.
Non-tribals must pay a fee to hire retinues. They also have a monthly maintenance cost and can be expensive while reinforcing back to full strength. With the Monks and Mystics DLC, a Marshal can be assigned to a job which reduces the monthly maintenance costs of retinues.
In place of retinues, nomads use horde troops. Tribals use tribal retinues which costs Prestige to hire and maintain.
- 3List of retinues
- 4Strategies
Retinue cap[edit]
Each ruler can only have a retinue of a limited size, dependent on their retinue cap. Different troop types take up differently-sized portions of the cap, with more powerful types (such as heavy cavalry) using more.
The retinue cap is given by the formula:
where:
- Rank is 2 for Counts, 3 for Dukes, 4 for Kings and 5 for Emperors.
- RealmHoldings is the number of holdings in the realm.
- BuildingBonus comes from specific buildings:
- Training Grounds in a Castle give 20 cap per level.
- Garrisons in a trade post give 20, 30 and 50 retinue cap at each level. This applies to the patrician that controls the trade post, not the ruler of the province where it is built.
- The Silk Road Trade Office building, built in Silk Road Trade Posts, gives 50, 100, and 150 retinue cap for each level. This applies to the owner of the trade post.
- The Military Warehouse buildings in a patrician's Family Palace give 200, 400 and 600 retinue cap.
- The Royal Palace Great Work gives 250, 500 and 750 retinue cap. This applies to the top liege of the Palace, not the ruler of the province where it is built.
- MilitaryOrganizationTech is the Military Organization technology in the ruler's capital.
- UnreformedGermanicBonus is 0.5 if the ruler is unreformed Germanic pagan. Their 50% bonus to retinue is multiplicative rather than additive.
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If a retinue unit is completely wiped out (i.e. all members killed in battle) then it will be disbanded and the retinue cap usage will be decreased by the amount that had been used by the now-destroyed retinue unit.
Reinforcement[edit]
A purchased regiment starts out with a single man and gradually reinforces up to full capacity. If the retinue takes casualties, each regiment will reinforce continually until they are back to full strength.
If a ruler cannot afford the (sometimes steep) cost, reinforcement can be halved or stopped completely on the retinue tab:
- normal reinforcement rate: 2.5% per month.
- half reinforcement rate: 1.2% per month.
- no reinforcement.
At 2.5% per month, a retinue normally takes 40 months to fill. It may be slightly faster due to rounding.
List of retinues[edit]
Retinue regiments can be divided into three types:
- Generic retinues are available to all rulers except tribal rulers.
- Cultural retinues are specific to the ruler's culture.
- Tribal retinues are exclusive to tribal goverments.
Generic retinues[edit]
Type | Composition | Retinue cap usage | Initial cost (gold) | Monthly reinforcement cost | Monthly Upkeep | Unique Effect | ||
---|---|---|---|---|---|---|---|---|
Shock |
| 700 | 98 | 2.1 | 0.175 | +20% Archer Offense +10% Heavy Infantry Offense +10% Heavy Infantry Defense | ||
Defence |
| 725 | 101 | 2.175 | 0.18125 | +20% Archer Defense +20% Pikeman Offense +40% Pikeman Defense | ||
Cavalry |
| 900 | 126 | 2.7 | 0.225 | +20% Light Cavalry Offense +20% Light Cavalry Defense | ||
Skirmish |
| 550 | 77 | 1.65 | 0.1375 | +20% Archer Offense +10% Archer Defense +10% Heavy Infantry Defense | ||
Light Skirmish |
| 580 | 81 | 1.74 | 0.145 | +20% Archer Offense +10% Archer Defense +20% Light Infantry Defense +20% Light Infantry Morale |
Cultural retinues[edit]
Starting with patch 2.4, retinues also receive the benefit of the cultural buildings in the capital holding. In addition, each cultural retinue always has the unique effects outlined in the table below.
See Combat and the 3 Culture Bonuses for an explanation of how cultural building bonuses can stack with retinue's unique effects, also known as the cultural retinue bonus.
This list is up to date as of the Holy Fury expansion:
Type | Culture | Composition | Retinue cap usage | Initial cost (gold) | Monthly reinforcement cost | Monthly Upkeep | Unique effect | ||
---|---|---|---|---|---|---|---|---|---|
Longbow |
|
| 500 | 70 | 1.5 | 0.125 | +20% Archer Offense +10% Archer Defense | ||
Schiltron |
|
| 1000 | 140 | 3 | 0.25 | +20% Pikemen Offense +40% Pikeman Defense +20% Pikeman Morale | ||
Baltic Warrior |
|
| 900 | 126 | 2.7 | 0.225 | +30% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Horse Archer |
|
| 880 | 123 | 2.64 | 0.22 | +20% Horse Archer Offense +12% Horse Archer Morale | ||
Knight |
|
| 1200 | 168 | 3.6 | 0.3 | +10% Heavy Cavalry Offense +10 Heavy Cavalry Defense +20% Heavy Cavalry Morale | ||
Caballero |
|
| 1200 | 168 | 3.6 | 0.3 | +20% Light Cavalry Offense +20% Light Cavalry Morale | ||
Pike |
|
| 1000 | 140 | 3 | 0.25 | +20% Pikeman Offense +20% Pikeman Defense +40% Pikeman Morale | ||
Druzhina |
|
| 750 | 105 | 2.25 | 0.1875 | +10% Heavy Infantry Offense +50% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Housecarl |
|
| 600 | 84 | 1.8 | 0.15 | +40% Heavy Infantry Offense +20% Heavy Infantry Morale | ||
Hussar |
|
| 900 | 126 | 2.7 | 0.225 | +60% Light Cavalry Defense +20% Light Cavalry Morale | ||
Camel Warrior |
|
| 750 | 105 | 2.25 | 0.1875 | +20% Camel Cavalry Offense +20% Camel Cavalry Defense +20% Camel Cavalry Morale | ||
Andalusian Cavalry |
|
| 1200 | 168 | 3.6 | 0.3 | +20% Light Cavalry Offense +40% Light Cavalry Defense +20% Light Cavalry Morale | ||
Berber Cavalry |
|
| 1200 | 168 | 3.6 | 0.3 | +50% Light Cavalry Offense +30% Light Cavalry Morale | ||
Cataphract |
|
| 1300 | 182 | 3.9 | 0.325 | +10% Heavy Cavalry Offense +10% Heavy Cavalry Defense +20% Heavy Cavalry Morale | ||
Gallowglass |
|
| 600 | 84 | 1.8 | 0.15 | +40% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Ethiopian Skirmisher |
|
| 280 | 39 | 0.84 | 0.07 | +50% Light Infantry Offense +30% Light Infantry Defense | ||
Somali Skirmisher |
|
| 280 | 39 | 0.84 | 0.07 | +40% Light Infantry Offense +40% Light Infantry Defense | ||
Free Warrior |
|
| 480 | 67 | 1.44 | 0.12 | +60% Light Infantry Offense +10% Light Infantry Defense +10% Light Infantry Morale | ||
Gusar |
|
| 1050 | 147 | 3.15 | 0.2625 | +10% Heavy Cavalry Defense +10% Heavy Cavalry Morale +20% Light Cavalry Offense +20% Light Cavalry Defense | ||
Goedendag Militia |
|
| 460 | 64 | 1.38 | 0.115 | +20% Light Infantry Offense +20% Light Infantry Defense +10% Light Infantry Morale +30% Pikeman Offense +20% Pikeman Defense +10% Pikeman Morale | ||
Jaguar Warrior |
|
| 638 | 89 | 1.914 | 0.1595 | +40% Light Infantry Offense +20% Light Infantry Morale +20% Heavy Infantry Offense +10% Heavy Infantry Morale | ||
Bar Kochba Guards |
|
| 600 | 84 | 1.8 | 0.15 | +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Steel Bow Infantry |
|
| 600 | 84 | 1.8 | 0.15 | +10% Archer Offense +30% Archer Defense | ||
Nubian Archers |
|
| 600 | 42 | 0.9 | 0.075 | +20% Archer Offense +20% Archer Defense | ||
Frankish Heavy Infantry |
|
| 600 | 84 | 1.8 | 0.15 | +20% Heavy Infantry Offense +10% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Lombard Heavy Infantry |
|
| 900 | 126 | 2.7 | 0.225 | +10% Heavy Infantry Offense +10% Heavy Infantry Morale | ||
Suebi Longspearman |
|
| 515 | 72 | 1.545 | 0.12875 | +30% Light Infantry Defense +20% Light Infantry Morale +30% Pikeman Defense +20% Pikeman Morale | ||
Pictish Raiders |
|
| 512 | 71 | 1.536 | 0.128 | +30% Light Infantry Offense +10% Light Infantry Defense +20% Light Infantry Morale +10% Archer Offense +10% Archer Morale | ||
Nubing |
|
| 750 | 105 | 2.25 | 0.1875 | +30% Archers Offense +10% Archers Defense +20% Pikeman Defense +30% Pikeman Defense +10% Pikeman Morale | ||
Himalayan Mountaineer |
|
| 510 | 71 | 1.53 | 0.1275 | +50% Light Infantry Offense +30% Light Infantry Defense +10% Light Infantry Morale +20% Light Cavalry Offense +20% Light Cavalry Defense +10% Light infantry Morale | ||
Tie-Futu |
|
| 975 | 136 | 2.925 | 0.24375 | +10% Knights Offense +10% Knights Defense +10% Light Cavalry Offense +10% Light Cavalry Morale | ||
Praetorian |
|
| 1450 | 136 | 2.925 | 0.24375 | +20% Pikemen Offense +20% Pikemen Defense +40% Pikemen Morale +25% Heavy Infantry Offense +25% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Guerriers |
|
| 600 | 136 | 2.925 | 0.24375 | +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Matoei |
|
| 600 | 136 | 2.925 | 0.24375 | +30% Archers Defense +20% Pikemen Defense | ||
Outremer Knight |
|
| 1050 | 147 | 2.55 | 0.19625 | +10% Heavy Cavalry Morale 10% Heavy Cavalry Attack +20% Camel Cavalry Attack +10% Camel Cavalry Morale | ||
Arberian Stratiotet |
|
| 600 | 84 | 1.8 | 0.15 | +20% Light Cavalry Defense +20% Light Cavalry Attack +40% Light Cavalry Morale | ||
Sardinian Birrudo |
|
| 900 | 126 | 2.7 | 0.225 | +20% Archers Defense +20% Pikemen Attack +20% Pikemen Defense +40% Pikemen Morale | ||
Horse |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Light Cavalry Defense +75% Light Cavalry Morale | ||
Cat |
|
| 210 | 136 | 2.925 | 0.24375 | +200% Light Infantry Offense +25% Light Infantry Morale | ||
Bear |
|
| 900 | 136 | 2.925 | 0.24375 | +100% Heavy Infantry Offense +25% Heavy Infantry Morale | ||
Hedgehog |
|
| 750 | 136 | 2.925 | 0.24375 | +100% Pikemen Defense +25% Pikemen Morale | ||
Duck |
|
| 900 | 136 | 2.925 | 0.24375 | +50% Heavy Infantry Offense +50% Heavy Infantry Defense +50% Heavy Infantry Morale | ||
Dog |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Heavy Cavalry Defense +100% Heavy Cavalry Morale | ||
Elephant |
|
| 1000 | 136 | 2.925 | 0.24375 | +50% War Elephants Offense +25% War Elephants Defense | ||
Dragon |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Heavy Cavalry Offense +100% Heavy Cavalry Morale |
Tribal retinues[edit]
As of patch 3.0, the mechanic of prestige based tribal retinues has replaced the option to 'Raise tribal army' if is active.
These retinues are available if you use a tribal government and cost prestige instead of Gold. There are also retinues with piety costs available to defensive pagans.
Type | Composition | Retinue cap usage | Initial cost (prestige/piety) | Monthly reinforcement cost | Monthly Upkeep | Unique Effect |
---|---|---|---|---|---|---|
Tribal Warriors |
| 105 | 25 | +20% Light Infantry Offense +50% Light Infantry Defense +20% Light Infantry Morale | ||
Trapper |
| 170 | 50 | +60% Light Infantry Defense +30% Light Infantry Morale +40% Archer Offense +20% Archer Defense +10% Archer Morale | ||
Hunting Party |
| 220 | 75 | +60% Light Infantry Offense +20% Light Infantry Defense +10% Light Infantry Morale +10% Light Cavalry Offense +10% Light Cavalry Defense | ||
Veteran Warriors |
| 220 | 75 | +30% Light Infantry Offense +30% Light Infantry Defense +30% Light Infantry Morale +10% Heavy Infantry Offense +10% Heavy Infantry Defense | ||
Steppe Riders |
| 250 | 75 | +10% Light Cavalry Offense +10% Light Cavalry Defense +10% Horse Archer Defense | ||
Ardent Guardians |
| 250 | 75 | +20% Archer Offense +40% Archer Defense +20% Archer Morale +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Sworn Defenders |
| 203 | 50 | +60% Light Infantry Defense +40% Light Infantry Morale +40% Archer Defense +20% Archer Morale |
Strategies[edit]
Using retinues for combat[edit]
By letting you control army composition, retinues can easily beat a messy levy army that has the same total 'cost'. The key is to choose an army composition that lets you:
- Excel at one combat phase, and control phases to your advantage.
- Excel at one combat tactic in each phase, and ensure the tactic is chosen.
- Appoint a commander whose combat specialization and cultural tactic matches your forces.
When combining retinues with levies, always keep them on separate flanks to avoid polluting the retinue's tactics. A popular choice is retinues in the center and levies on the sides.
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Risk 2 mac download. Another approach is to engage the enemy first with pure cavalry (likely to roll a Charge tactic), then follow with another army as combat quickly enters the melee phase.
Using retinues for siege[edit]
An army of pikemen is great at assaulting holdings (computed as melee).
An army of light infantry is best for carpet sieges and discouraging rebellion, since it is the cheapest per soldier.
Beware of unreformed Pagan provinces, where attrition can be extremely high (unless you have Military Organization level 4). When fighting a war on their lands, assaulting walls may cost less troop losses than attempting to siege. Alternatively, constructing forts can negate attrition due to unreformed paganism.
Using retinues for raiding[edit]
This strategy is better suited for tribal rulers, as their retinues cost Prestige. Using retinues to supplement a raiding party can make raiding faster and opens possibilities for sacking holdings.
Tribal retinues for transition period between tribalism and feudalism[edit]
A newly converted holding will generally have fewer levies than the tribal holding it replaced, since it no longer gets a bonus to levies from empty holding slots. Also, tribal vassals will be unhappy (-20 Wrong Government Type) until they convert, and if you convert to a merchant republic, this penalty will never lapse as vassals can only adopt feudalism. Event troops from council missions and (without )decisions will no longer be available. Thus, hiring and retaining tribal retinues during the transition phase can help the newly-feudal ruler significantly.
Crusader Kings 2 How To Increase Army Size Comparison
External guides[edit]
Levies • Retinues • Mercenaries • Holy orders • Event troops • Hordes • Adventurers
Alliances • Casus Belli • Claims • Crusades, jihads and great holy wars • Factions • Attrition
Crusader Kings 2 How To Increase Army Size In Game Of Thrones
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