The location of the capital determines:
- Where the court is located and therefore distance, and is also important when an epidemic disease sweeps through the land or the realm is under siege.
- It is worth more warscore once occupied than other provinces during wars.
- Vassals far from your capital are more likely to seek independence (and vassals bordering the capital duchy cannot create an independence faction)
- The effect of two conversion decisions: "Convert to local culture" and "Convert to local religion".
It affects your army size in several ways:
- Vassal levies
- Demesne levies
- Which county/holdings gets the "capital county" bonus to troops. (+50% for independent rulers, +25% for vassal dukes and kings)
- Which other demesne counties/holdings get the "capital duchy" bonus to troops. (+25% for independent dukes and above, +15% for vassal dukes and kings)
- Which county does NOT suffer from "oversize demesne" penalties to troops.
- Which mercenaries and holy orders are close enough to be hired (based on their respective headquarters).
It is also key for many aspects of technology:
- The cultural bonuses that are applied to the whole realm (relations, legalism, ...)
- Retinue size from Military Organization technology
- For merchant republics, the Trade Practices level and thus the number of trade posts each family can build
- The levels shown in the technology screen F5, when not hovering over a province
- Where you spend technology points
- Where your spymaster's "Study Technology" mission improves technology
When you have the ambition to become king , it determines which kingdom you hope to become king of, and in turn:
- For pagans, which realms you can subjugate.
- Which kingdom title you must gain for success (+1000 prestige) -- otherwise, the ambition is canceled.
Changing the capital
A capital can be changed:
- once per a ruler's lifetime, to any other county within the ruler's demesne (using the button in the top left of the county screen).
- at any time, when moving the capital to the de jure capital of your primary title. AI rulers will most often do it.
- for merchant republics, only to the de jure capital of the primary title, although you can switch which of your highest-rank titles is your primary at any time. Make sure your de jure capital is not inland, because an AI doge will move the capital there and destroy the "merchant" part of the republic!
- by granting the current capital county to a vassal. The new capital county will be the one at the top of the list of lands that can be granted, and is typically the oldest held county. You cannot grant your capital after using the Change Capital button.
De jure capital
Most titles higher than count have a historic de jure capital. For some titular duchies and kingdoms, controlling this county is the sole requirement for creating the titular title.
The AI will often revoke the de jure capital from a vassal, even without justification, in order to move their capital there.
- by clicking the title crown, and seeing that it centers the map in the same location as clicking the province crown.
- by hovering the province in the appropriate de jure map mode (e.g. "De Jure Kingdoms" to confirm a kingdom's capital)
Select a province with many holdings: more of your direct baron vassals providing the maximum vassal levies. Your tax base is more certain, especially if gavelkind succession causes you to lose other demesne provinces. If you are rich enough, also consider the number of open holding slots. Holding extra baronies in your capital will boost your personal levies and income significantly, with the effectiveness of your Steward collecting taxes and Marshal training troops being multiplied.
Select a technologically advanced province for short term bonuses and spread of technology.
With multiple same-rank titles, choose the county with the largest de jure structure: to maximise levies modifiers, place your capital in the biggest county of the biggest duchy of the biggest kingdom of the biggest empire.
Place the capital at the centre of the realm, to minimize distance penalties and independence factions.