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{{version|1.0}} This a comprehensive guide for one for the hard achievements installed with 1.0 version of CKIII, “Mother of Us All”. This achievement requires the player to start as one particular character “Countess Daurama Daura of Kano” in the year 867, which is also the only recommended starting character in Africa and is marked as Medium in difficulty. The goal of this achievement is to unify the continent of Africa (the known part of the Africa to medieval Europeans displayed within the game setup), and convert it to the one true faith. Additionally, the true faith also needs to be reformed. For the purpose of this guide, the whole strategy guide will be divided into different aspects and discussed accordingly. Most of those discussion could also be considered as basic guides for game mechanics. If the viewer of this page is alreadly familiar with the game, it is advisable to skip to the last section, where a step by step strategy guide is breifly discussed. == Reform Your Faith == Faith is one of the most important part of this achievement. In this section, precisely the reformation of the Bori faith will be discussed. === The Old Bori Faith === The player begins with the Bori faith[[File:Religion west african bori.png|caption|24px|]], which is an unreformed Hausan (African Pagan) faith with decent tenets to utilize. All in all, the three tenets of old Bori is great for accumulating the great amount of piety that is needed for a reformation. [[File:Core_tenet_adorcism.png|60px|caption]]'''Adorcism''' This tenet enables the decision to acquire [[File:Trait possessed.png|24px|caption]] Possessed, which is viewed as a Great Virtue to the faith with this tenet. It is useful to boost piety gain for the reformation, as well as increasing learning focus experience. However, this trait will bring with it a minor health penalty. '''[[File:Core_tenet_bhakti.png|60px|caption]]Esotericism''' This tenet marks all three level of [[File:Trait mystic.png|24px|caption]]Mystic as a Virtue and also allows character to acquire or upgrade the trait through Learning focus as well as Pilgrimage with a possibility based on their learning. This trait is arguably one of the best lifestyle traits in the game, as it enables the “Hold Mystical Communion” decision which grants the character 300 learning experience as well as a medium boost to the stats at a cost of mere 100 piety and a minor risk to get ill or lose 1 level of devotion, and the loss of devotion is not definite and could be prevented by an option to annul the decision. '''[[File:Core_tenet_festivities.png|60px|caption]]Ritual Celebrations''' This tenet grants minor opinion boost to courtiers and vassals and awards 100 piety when starting a feast. It is reasonably good to get piety for the reformation, however, gold is indeed a valuable resource in early games, which renders this tenet slightly less useful than it seems. ===The Reformed Bori Faith=== ==== New Tenets ==== Since the goal is to facilitate a great conversion rates on the whole continent, here are several tenets recommended for the job. '''[[File:Core_tenet_missionary.png|60px|caption]]Mendicant Preachers''' This tenet is chosen mainly for the “+33% Conversion Speed” modifier. Other buffs are to some extent irrelevant, but it is good to have [[File:Trait temperate.png|24px|caption]]Temperate as a virtue as it boosts stewardship and health. '''[[File:Core_tenet_shadyfigure.png|60px|caption]]Sanctioned False Conversions''' This tenet is chosen mainly for the “+30% Conversion Resistance” as well as the unique “Amnesty for False Conversions” decision. The decision immediately convert the counties with “Suspected False Converts” modifier which is randomly occurred to heretic county within the realm, and it seems that the possibility to have this modifier is greater if the heretic religion is closer or similar to the true faith, so it should be useful when dealing with the heresy blast brought by low fervor, which the player should be suffering through several times throughout the game. '''[[File:Core_tenet_bigbook.png|60px|caption]]Islamic Syncretism''' This tenet is recommended as it makes Islamic faith friendlier, since the player will be confronting both [[File:Religion_muwalladi.png|24px|caption]]Muwalladism in Maghreb region and [[File:Religion sunni.png|24px|caption]]Ash’ari in Egypt. After conquering those region, the player will be facing huge populist revolts from local Sunni population, it would significantly slow their revolt if they view Bori as astray instead of evil. '''[[File:Core_tenet_judged.png|60px|caption]]Pursuit of Power''' This tenet provide the player with the Invasion CB which will be lost through feudalization. However, it does impose a -10 direct vassal opinion modifier which could be problematic. '''[[File:Core_tenet_sword.png|60px|caption]]Warmonger''' Like the previous tenet, it also enables Invasion CB, and if the reformed faith is designed to have a head of faith, it also enables great holy war. '''[[File:Core_tenet_adorcism.png|60px|caption]]Reincarnation''' This tenet is chosen mainly for the “+20% Conversion Resistance”. Besides, Reincarnation is also potentially useful and could grant useful trait [[File:Trait shrewd.png|24px|caption]]Shrewd to potential heirs, but the probability to acquire it is quite low, to be honest. Apart from that, when some of your family members are hailed as reincarnations of the ancestors, they give the dynasty as a whole 75 Renown. '''[[File:Core_tenet_meditation.png|60px|caption]]Monasticism''' It is a good tenet for managing inheritance without wasting too much renown and prestige, which are incredibly valuable in early games as those resources accumulate slowly in relatively small realm. === New Doctrine === As for the doctrines, most of those are basically irrelevant. However, a few alterations to some key doctrines are recommended. '''View of Gender:Male/Female Dominated''' As long as it is not equal, the player should have less children to disinherit. Since the tribal government does not all manually changing gender preference of succession law, it would be painful to have too many children to disinherit for the sake of the integrity of the realm. '''Religious Attitude:Fundamentalist''' It is recommened for obvious reasons. The player could convert heretic or heathen counties much faster with this doctrine. '''Marriage Type:Monogamous''' It is relatively difficult to manage heritage in the early phase, so it won’t be much awarding to have a lot of children before feudalization. It is recommended to have a monogamous doctrine, but it is not much of a big deal overall. '''Witchcraft:Accept''' The “Witch Coven” dynasty modifier is already overpowered in itself, not to say it also enables the “Host Grand Rite” decision, which basically grant the character a free perk of random focus every 10 year for being a witch. However, Bori is already accepting Witchcraft from the beginning, so no modification is needed. '''Clerical Gender:Either''' One of the most important method to disinherit adult issue is to appoint them as court chaplain. Also, reaching around 1100CE, the player should have already have a strong house in terms of congenital traits so a genius son or daughter with high learning as court chaplain would speed up the conversion. '''Head of Faith:None''' This is not at all a strong recommendation. Nonetheless, it is preferable to have “no head of faith” simply because a head of faith with vices could be causing a lot of trouble to the fervor. Alternatively, the player could always appoint himself/herself as the head of faith, especially with the great holy war enabled. ===The Reformation=== To initiate the reformation, the play will need around 4000 piety, provided that they have already unlocked the ''Prophet'' perk in the [[File:Trait theologian.png|24px|caption]]Theologian tree, which are to be completed to acquire more piety anyway. The player also needs to control three holy sites, one of which is the realm capital Daura; the other two relatively nearer are Garumele and Wandala to the west, both of which are fairly easy to conquer. ==Convert Your Realm== During most, if not all, of the play through, the court chaplain will be doing the conversion task. Fabricating claims is not necessary as there are so many other strong CBs for tribal rulers anyway. To help with the process, it is advisable to have ''Zealous Proselytizer'' and ''Religious Icon'' unlocked for every single generation. Usually, it would take 3-5 years to convert a county with a court chaplain of decent learning skill. However, it does not mean the player has to do it all alone. Generally speaking, when granted a heretic county, the new vassal should be start the conversion of the county immediately. And it also seems that characters with higher learning would complete it faster. So it would be useful to grant them the counties that are harder to convert (like those with high development or those with [[File:Religion_muwalladi.png|24px|caption]]Muwalladism faith which are hard to convert inherently). Also, if multiple counties are granted to one character, like the player, they will only be converting one county at a time, thus it is also advisable to grant each character one single county to speed up the process as long as it won’t exceed the vassal limit, especially after a holy war for a huge kingdom like Andalusia with more than 30 counties. However, with a CB like subjugation, upon winning the player will be vassalizing a great amount of heretic or even heathen characters. It would be much more problematic to deal with. However, since all faith except the old Bori are considered hostile or evil, those titles could be revoked without triggering tyranny. Nonetheless, most of those revocation will be resulting in a revolt, and if one revolts, others would join since they will most certainly be in a same independent faction since they don’t like a heathen liege. It happens a lot in early game when the main character is not neither prestigious and renowned nor dreadful enough. Some perks in the [[File:Trait scholar.png|24px|caption]]Scholar tree would help help with the situation to some extent, but keep it in mind that most of the time it is unavoidable to have several revocation revolt each time a subjugation war towards a large independent realm is won. Another setback the player will be facing is the low fervor heresy outbreak which has been briefly mention earlier. When it happens, it will turn one county into a heretic faith of the true faith, which Bori should only have one. After that, it will spread to neighbor counties and convert their rulers as well, usually a monetary gift is good enough to convert them back which will convert the county back as well. However, if the player’s treasure is running low, it is ok to leave it as it is as long as the highest tier rulers below the player (usually a king) remain followers of the true faith, and they will be dealing with it themselves in time. Also, as it is mention before, “Amnesty for False Conversions” is incredibly useful in this situation. Anyway, sometime these outbreaks would help the conversion as it will also boost the fervor significant. ==Expand Your Border== However, it is not enough to just focus on the faith. The player starts with a small countess, and one of the main goals is to unify the whole known Africa, which consist of around 450 counties. Luckily, tribal government provides the player a lot of ways to conquer massive lands with one single war. In addition to a great amount of either prestige, some of these CBs also requires high level of fame or devotion, which could be achieved mainly through large combat victories. ===Once per life time CBs=== '''Subjugation''' This CB is incredibly useful early on as it only cost 500 prestige for tribal government. However, the player could only use subjugation as CB when the target is also under tribal government, which means both the Umayyad and the Abbasid, the two ultimate rivals, are immune to this CB. When the war is won, the target will be vassalized, and if he/she is of the same or a higher rank, the player will also usurp their highest title. However, as a result, it will significantly destabilize the realm as it would bring in either one huge disloyal foreign heathen vassal, or worse, smaller but massive swarm of those vassals. '''Invasion of Kingdom''' This CB requires the character to have 2000 prestige or piety. Most of the time, the target will be heathen, which means a huge amount of prestige is required to start the war. In addition to the war cost, the character will also need to have the level 4 of fame, which is also hard to accumulate early on when realm is small. Like subjugation, you will also be getting foreign heathen vassals after winning the war. If the opponent hold lands outside war target, they will remain independence and all land directly owned by him/her within the target kingdom will be transfered into the player’s own domain. '''Holy war for kingdom''' This CB is unlock once the faith is reformed, and could only be used against rulers with hostile or evil faith. The kingdom tier CB requires 750 piety as well as a level 4 of devotion, which is arguable harder to achieve than fame. Do keep it in mind that, each holy war, no matter what level it is, will lower the fervor by 10, so it is not advisable to start a ducal tier or lower. However, it is better than subjugation and invasion since it will make all counties of the target kingdom your own domain if they have a heathen ruler, which means the player will not be dealing with the problem of foreign heathen vassals; instead, he/she will be dealing with unrelenting populist revolts, which is large in size but relatively easier to defeat as these are consist of simple revolting farmers who simply perish upon defeat. However, for the kingdom of Egypt or Andalusia, since they are very well developed, the player could be facing an army of 70000-100000 levies, and they could potentially revolt at the frequency of every three year upon defeat, which means the player will not be able to expand the territory before converting at least 50% of these lands. ===Other Useful CBs=== '''Kingdom tier claims for others''' If the character runs out of large CBs and is still young, he/she could potentially claim the kingdoms for someone else provided that the main character is already at emperor/empress rank. Firstly, since the player cannot invite anyone to the realm by simply giving 15 gold any more in CKIII, he/she will need to befriend the target with the kingdom tier claim. The scheme can be unlocked very early through diplomacy focus, and once the target becomes a friend, he/she can be invited; notice that if the target is a junior partner in marriage (female in normal marriage, male in matrilineal marriage), the player should befriend his wife/her husband. Upon arrival, the player should convert them first and then press their claim. Notice that the situation upon winning the war is even worse than subjugation/invasion as in most of the cases, the friend will be losing to a revolt against tyranny as he/her will immediately attempt to revoke titles of the heathen ruler. However, the player can always deal with it as if it is after a subjugation war. '''Player’s own claims''' On the other hand, the player can always claim lands for himself/herself. However, not through claims fabrication by court chaplain since he/she is almost certainly occupied by converting task. Here, the player will need the ''Sanctioned Loopholes'' perk which is unlocked right before the [[File:Trait scholar.png|24px|caption]]Scholar traits. That perk enables the player to buy claim with piety, 250 piety per county to be more precise. During late stage games, the player will be accumulating piety at a higher rate with the Grand Temples as well as the Universities in Madrid and Cairo in control. With the extra piety, claims could easily be bought that allows the player to create small kingdoms that are held by nobody and have not claimant. Just remember to keep all those claims within on single opponent realm so that they could be pressed in a single war. '''Seize all de jure land''' This CB is unlock in the last era of the game and should be used several times at the end phase to finish up to conquest once acquiring Africa de jure kingdoms or empires. However, it consumes a great amount of prestige, especially when the counties left to be conquered are scattered inside multiple duchies or even kingdoms. ==Enjoy Your Life== Throughout the whole game, the player will be mainly focusing on three of the five aspects, diplomacy, stewardship and learning. But of course, Martial and Intrigue focus are not completely useless, they just do not appear as useful as the other three. ===Diplomacy=== All important perks in this focus can be unlock very early, with sufficient congenital traits and education, the character could actually get all needed perks in merely 5 years. ''Forced Vassalage'' and ''True Ruler'' are the most important ones, also it is good to have ''Befriend'' unlocked as well. The ultimate traits are not particularly useful, so there is no need to focus too much on this lifestyle. ===Martial=== This focus is not really needed since the player will not be facing great military threat. The tribal ruler around pose no threat when the player rises to the level of emperor, Coptic kingdoms are generally weak and those Muslims basically have no interest in central Africa. However, if the player does get several perks unlocked through the grand rite of witches, invest those into the [[File:Trait strategist.png|24px|caption]]strategist tree for a stronger army. Also, ''Bellum Justum'' perk also provide cost reduction if the seize all de jure land CB in late game costs too much prestige. ===Stewardship=== It is advisable to mainly focus on [[File:Trait administrator.png|24px|caption]]Administrator tree as it would stabilize the realm and make larger the army to conquer new lands. As a tribe ruler, the player doesn’t particularly need to construct a lot of buildings or squeeze more money out of the vassals, thus it is recommended to alter the focus once the [[File:Trait administrator.png|24px|caption]]Administrator trait is unlocked. ===Intrigue=== The abduct scheme is useful for converting rulers that you don't want to directly declare war on. The player could always use a decent amount of dread to keep realm intact. It is not recommended to invest very much into intrigue focus, but if the player do have get several traits unlocked, [[File:Trait torturer.png|24px|caption]]Torturer tree is helpful for keeping the vassals too scared to revolt. In addition to that, dread would also help with demand conversion interaction should old Bori outbreak happens. ===Learning=== This has always been the main focus of this campaign. Usually it is helpful to get at least on trait unlock as well as some perks from other trees. [[File:Trait theologian.png|24px|caption]]Scholar tree would do the biggest favor by rasing the opinion of those foreign heathen vassals, and thus allow the player to convert them with a higher successful rate. As it is mentioned before, the player also needs the first three perks in the [[File:Trait theologian.png|24px|caption]]Theologian tree to speed up the conversion. Also, ''Know thyself'' allows the player to prepare and plan for the succession, which is extremely helpful during middle stage of the campaign where the realm is reasonably big but the dynasty is not quite renowned enough help the heir deal with potential revolts. ==Survive Your Succession== ===Inheritance=== This has always been an issue before you have primogeniture law of succession, which usually you could only get after 1200 CE in CKIII. This means you will have to narrow the number of your eligible children down to one especially when there are multiple titles of your highest rank. Several ways that could be used to disinherit your eligible son/daughter. '''Disinherit as dynasty head''' It would ultimately cost significant amount of prestige and renown which accumulate slowly during early stage. Note that the player will not be able to disinherit if the target is outside the realm, usually when being a junior partner in marriage. '''Appoint him/her as court chaplain''' According to the game mechanism, all theocratic ruler are automatically disinherited. However, if the player change court chaplain from a child to someone else, the child’s eligibility of inheritance will be restored. '''Ask him/her to take vow''' This method requires the corresponding tenet to unlock. So, if the player considers succession would be a constant problem in the future, it is recommended to include that tenet when reforming the faith. '''Get him/her killed on the battlefield''' Cruel as it may seem, sometime this is the best way to prevent an imbecile or inbreed to sit on the throne. Knight him/her and let him/her face thousands of heathen armies all alone. However, it would become a problem if the child get caught instead of killed which would lower your war score, especially when the one is currently the primary heir. '''Mulitple kingdom inheritance strategy''' Provided that the character are an emperor or empress, if holding multiple kingdom titles and having less eligible children than the number of kingdoms; upon succession, the primary heir will keep all the counties in the domains and other children will each get one of the kingdoms and remain vassal of the primary heir. Thus it may help to keep as many kingdom titles as possible, however, it won’t work if there are more than one empire title as the second child will be granted the second empire and thus become independent. Furtherly, under confederate partition, even if the second empire title is not currently held, the second child will get it anyway as long as there are enough lands to create it. === Survival Guide upon Succession === Usually in Crusader Kings Games, the player will be facing huge threat when current character dies and is replaced with your heir. First of all, the player should always design an amiable and popular heir through education. Usually, the heir should be educated by the main character so that he/she could get some good or virtuous personality traits which will increase general opinion. When succession occurs, the old long reign positive opinion modifier will be replaced with a short reign negative modifier and thus create an opinion loss. However, the short reign negative modifier could be greatly shortened by both the dynasty legacy and the Pyramid special building in the County of Giza for a total -40%. Thus secure this two modifier would be important. Nonetheless, the new monarch will be facing large factions asking either for independence or lower crown/tribal authority. To prevent a huge faction, the heir must be prepared to form alliances with several strong vassals. Thus the heir needs to have several available children, preferably of different gender, that could be either married or betrothed to those vassals or their issues. On the other hand, to diminish the inheritance problem in the future, the heir should also have not too many children as well. Four issues would be more than enough to keep the faction in check. The player could also imprison as many of vassals as possible before the demise of the old monarch, there will always be several known criminal within the realm, and it is easier to catch them when they have higher opinion. The player could also have the chancellor working on domestic affairs and thus improving general opinion. And of course, the power of gold is as amazing as always, especially since sending monetary gift is much cheaper for tribal rulers than feudal rulers, the player could theatrically bribe those people so that they like the new monarch more early on during this campaign. ==Enhance Your People== ===Dynasty Empowerment=== The dynasty will be growing stronger as the game progresses, however, for the purpose of future generations, the player might want to speed up the process through legacies as well as several decisions. '''Legacy''' For this part, the player should be focusing on ''Blood'', ''Erudition'' as well as ''Glory''. Start with ''Blood'', at least complete level two for a greater chance of good congenital traits. As the realm grow bigger, the player will be able to take down greater enemies with larger army, and for the purpose of war, the +10% prestige/piety gain modifier in the ''Erudition'' and ''Glory'' are advisable to have; after that, aim for level 4 ''Glory'' legacy as it will significantly shorten the short reign penalty. '''Witch Coven''' It is advisable to get as soon as possible as it would be extremely hard to get when the house grows big. Sometimes the player will get a courtier with either [[File:Secret_religious.png|24px|caption]]witch secret or [[File:Trait witch.png|24px|caption]]witch trait, and he/she will try to convert the main character. Accept it gladly as Bori faith actually allows witchcraft. Once the main character have the secret, it will unlock a personal scheme to convert others. Immediately convert the heir and family members, and then take the decision “Found Witch Coven” and it will add permanently all members and future members of your house a strong buff that provides +10% Fertility, Medium health boost, +10 Hostile scheme power/resistance. It will also unlock the grand rite decision which grant random perks every 10 years. '''Strong Blood''' This is also advisable to unlock as soon as possible. Unlike witch coven, it will affect all dynasty members instead just house members. In addition to a small health boost, it also enhance the possibility for inheriting good congenital traits and since it will affect other houses of the dynasty, it ultimately allows the player to marry the children to distant relatives who will also be getting good congenital traits without facing the risk of producing inbreeds. '''Other Decisions''' There are other decisions that could potentially benefit the dynasty such as "Consecrate Bloodline" and "Dynasty of Many Crowns". However, they are not as helpful as those mentioned above, and dynasty of many crowns just does not fit in this campaign since it is required to keep all land inside your realm. ===Culture Shift=== Countess Daurama starts as a Hausan, however, it does not means the family need to stay Hausa throughout the campaign. In current stage of the game, cultural shift could yield great benefit when converting from an underdeveloped culture to an advanced one. On the continent of Africa, the most advanced culture is probably the Egyptian. So the plan is pretty simple, take the Kingdom of Egypt from Abbasid, grant all lands to new vassals expect for the duchy of Cairo, move realm capital to Cairo, convert to Egyptian culture through decision. Once you take the decision, the player will be able to enjoy all the innovations that the Egyptians has already unlocked. ==Advance Your Government== This is perhaps the most important and critical decision to take throughout the whole campaign. A precise timing is needed for such a reformation in government. There are several conditions that are required for feudalization: * Have ''Absolute Tribal Authority'' * Have an ''Organized Faith'' * ''Level of fame'' is higher than 2 * ''Development'' in Capital county is higher than 10 * All ''Tribal Era Innovations'' (except for region/cultural) unlocked Except for technology, all other four could be unlocked pretty early, and all technology could be research around 1050CE. However, it does not mean the player should feudalizing as soon as possible. On the other hand, settling from tribal to feudal significantly enfeebles the realm: it will replace tribe with castle and destroy all buildings within and replace some of them with random castle buildings, which would, empirically speaking, shrink the tax income and size of levy by about 50% and thus make the player extremely vulnerable to other tribes. Besides, upon converting to feudalism, the player will need to start to pay man-at-arm with real gold instead of prestige, which would furtherly pressure the already degenerated economy. It would take quite some time to recover from the feudalization for sure, but the player could instead do a more gradual version of feudalization. In fact, waiting a little longer, the subject kingdoms in the realm could feudalize before the player. This certainly triggers to a negative opinion, but it is still manageable since they will be also suffering from “the feudalization debuff” and become too weak to revolt, even if they don’t like the main character as they used to. However, the player should keep the realm on level 3 of tribal authority since level 4 only enables the decision of feudalization but have -30 opinion modifier instead -10 on level 3. It could be simply raised to level 4 when the player is ready to feudalize. And it is suggested to be done it after most of the strong tribe are already conquered, excluding those in Ajuraan area. A much safer plan is to conquer literally all tribes and then feudalize, and it should be done around 1080CE if the campaign is progressing decently. ==Step By Step Strategy Guide== Getting into the game, the player will notice that Countess Daurama, the Mother of Us All, has a set of excellent stats as well as useful personalities, great education and even greater lifestyle traits. In fact, she is easily one of the greatest starting characters with predetermined status, which means unlike most characters who get their random stats upon map generation, she will always start with such a skill set. However, despite she is matrilineally married to his husband, who by the way is also a preinstalled character, their only child is not of mother’s dynasty. But don’t worry, there will be an event fires probably within a year that offers options to deal with this problem. In that event, it is recommended to select the option that change gender law to female preference and also disinherit the son. As it is mentioned before, it preferable to have an unequal gender law as it would lower the number of eligible children for inheritance. The player could always restore the inheritance of him later if he turns out to be great and/or the mother fails to have another good heir. Before unpause the game, just declare a conquest war for neighbor County of Gobir. After that, conquer Tahoua and create the Duchy of Gobir for more prestige generation. If the player is fast enough with these early wars, he/she could get both county before they are sacked by other raiders in the neighborhood. Once the Duchy is created, it is time to raise raiders and start to accumulate some gold for later conquest. Start looting the Kebbi and Air, and going farther into Dendi or Nupe. However, any county farther than that would not be recommended as it will cost too much attrition to the army. The next goal will be forming the Kingdom of Hausaland, which needs six county in total. If the husband dies early, his land will be divided and make the Kingdom easier to create. And if not, get other county on the west to create kingdom title. If the Mother has unlocked “True Ruler” perk, it is also possible to vassalize the husband, and then the player could have court chaplain fabricating claim on his land in order to revoke those title from his children after he dies. After the Kingdom of Hausaland is united, next war should be a ducal conquest of the Duchy of Bornu to secure the second Holy Site, and also pave way for another conquest, a conquest for the County of Wandala get a third holy site. However, it is relatively hard to have the Mother herself reforming Bori as she, during most of her life, will be mainly focusing on Diplomacy and War. Thus the player will need a more learning oriented heir who can accumulate great amount of piety for the reformation. Additonally, during Mother’s reign, she will be able to vassalize several count tier rulers with her extraordinary diplomatic skill, mostly among the land to the east that shares the same faith with her. If the campaign progress has gone well so far, the player will be able to create the Empire of Kanem-Bornu by advancing to the east. Upon reach the border to Coptic countries, it is recommended to turn around and start to conquer those heathen tribal rulers to the west. By that time, there will be at least one “great power”, usually Ghana, which could be potentially subjugated and absorbed into the realm. But before that, the player will have to assess his/her own military strength as those heathen rulers will not be as weak as the tribe to the east. The help from strong allies is extremely important during this period of time when the Daura dynasty is at its infancy to become the sole great power of Africa. With land seizing CBs mentioned above, continue to push westward to the South Atlantic Ocean, which would probably take about 200-250 years in total. Stay tribal during this period of time even if most of the kingdom vassals have adopt feudalism around 1050CE. After united all tribes, the major military conquest could be paused for perhaps twenty years and the player should focus on enforcing religious unity within the realm. Meanwhile, if the situation in the Horn of Africa is still a mass, the player could the potentially waltz in and conquer the Kingdom of Ajuraan and/or the Kingdom of Outer Ajuraan. However, they could be simply dealt later after the conquest of Sunni regions in Africa. Before invading the Muslim world, the player should make sure that he/she could actually defeat either the Umayyad or the Abbasid. Usually, by around 1100CE, both of the two caliphate are very powerful. Try to find an opportunity to backstab them when they are busy fight the Catholic Crusaders. If the player are extremely lucky, he/she could find an independent Kingdom of Egypt, or “Tulunids” as it is called by the Muslims referring to the ruling dynasty, from the Abbasid Caliphate. Grab Egypt with a Holy War for Kingdom CB, take the richest land of Egypt into the main character’s domain, move capital to Cairo, fight of the Muslim populist uprising (there will be quite a few times before the conversion of at least half of Egypt). When the realm is stable enough, the player could finally settle down as feudal emperor and shift culture to Egyptian. Alternatively, the player could take, instead of Egypt, the Kingdom of Andalusia, which is equally developed but consist of more counties. However, the player will be facing a much larger revolt, about 10k for the first time, and since more counties are joining the faction, the revolt is much more frequent than Egypt. Also, if the realm capital is moved to Cordoba or Sevilla, the “Unify Africa” decision will be disabled as the realm would technically be considered European. After the defeat of two major Sunni powers, which should take not more than 100 years, the player will also need to tackle another Christian Power who has land in the Mediterranean North Africa. It would usually be the Byzantine or Kingdom of Italy, which should not be that much of a trouble especially with have both Andalusia and Egypt inside the realm. Even if the Catholic church still remain its dominance in Western Europe, their Crusade is more likely to target Iberia, Near East and Anatolia; in my experience, unlike CK2, Egypt is rarely targeted if those three above are still heathen, thus there won’t be much threat from the Pope. Once taking control over all Africa Region, the player can finally take the “Unify Africa” decision which would immediately convert several heretic or heathen county as well as vassal in Africa. By that time, the player should have at least 95% area converted, thus it would only require a decade or so to finish the job and get the achievement. [[Category:演练]] {{AchievementNavbox}} [[en:Mother of Us All]]
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