Castles

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A castle holding

Castles are holdings held by feudal lords. They pay lower taxes than cities or temples, but give better levies, both in quality and quantity. Castles are the county seat for most counties, and are the only holding allowed to be kept in a Christian lord's demesne without penalty.

Castles are composed of buildings which must be upgraded to increase fort level, levies, or income. In addition to the buildings below, castles are allowed to build culture-specific buildings depending upon the culture of the holding's owner.

Hindu characters must be of the correct caste (Kshatriya) before they can be granted castles.

Note that the effects of building upgrades stack.

Base Stats[edit]

All holdings have certain base statistics, providing income, fort level, and levies, so even a newly constructed holding will have some value.

Characteristic Value
Icon wealth.png Income 4
Fort level.png Fort level 3
Levy.png Levies 60 light infantry
150 heavy infantry
15 light cavalry

Wall Quality Upgrades[edit]

These buildings increase fort level, increasing the time it takes an attacking army to siege the holding.

Name Price Build time Effects Requirements Tech Requirements
Castle Fortifications I 50 gold 182 days +0.5 fort level
Castle Fortifications II 50 gold 182 days +0.5 fort level Castle Walls I
Castle Fortifications I
Improved Keeps 1
Castle Fortifications III 50 gold 182 days +0.5 fort level Castle Fortifications II Improved Keeps 3
Castle Fortifications IV 100 gold 365 days +1 fort level Castle Fortifications III Improved Keeps 5
Castle Fortifications V 100 gold 365 days +1 fort level Castle Fortifications IV Improved Keeps 7

Walls[edit]

Walls increase levy size and fort level, raising the defensive capacity. They also slightly increase yearly income from the holding.

Walls Price Build time Effects Requirements Tech Requirements
Castle Walls I 50 gold 365 days +0.5 fort level
+2.5% levy size
+0.2 income
Castle Walls II 50 gold 547 days +0.5 fort level
+2.5% levy size
+0.2 income
Castle Walls I Improved Keeps 2
Castle Walls III 100 gold 730 days +1 fort level
+5% levy size
+0.2 income
Castle Walls II Improved Keeps 4
Castle Walls IV 150 gold 1095 days +1 fort level
+5% levy size
+0.2 income
Castle Walls III Improved Keeps 6
Castle Walls V 150 gold 1460 days +1.5 fort level
+10% levy size
+0.5 income
Castle Walls IV Improved Keeps 8
Theodosian Walls 150 gold 1460 days +4 fort level Castle Walls V, Constantinople

Keeps[edit]

Keeps are arguably the most important building for castles. They increase garrison size, thereby increasing the defensive capacity of the holding, and increase levies, giving the holder the ability to field more troops.

Name Price Build time Effects Requirements Tech Requirements
Keep I 150 gold 547 days +5% levy size
+5% garrison size
Keep II 200 gold 730 days +10% levy size
+10% garrison size
Castle Walls I
Keep I
Keep III 300 gold 1095 days +15% levy size
+15% garrison size
Castle Walls II
Keep II
Improved Keeps 2
Keep IV 400 gold 1460 days +20% levy size
+20% garrison size
Keep III Improved Keeps 4
Keep V 500 gold 2190 days +25% levy size
+20% garrison size
Keep IV Improved Keeps 6
Keep VI 500 gold 2190 days +30% levy size
+20% garrison size
Keep V Improved Keeps 8

Militia Training Grounds[edit]

Militia training grounds increase the output of light infantry and archers in a holding. Both are low quality troops, but tend to make up the majority of armies, being very numerous, and are two of the best troop types during the skirmish phase at the start of a battle.

Name Price Build time Effects Requirements Tech Requirements
Militia Training Ground I 100 gold 365 days +80 light infantry
+10 archers
Militia Training Ground II 120 gold 547 days +50 light infantry
+50 archers
Castle Walls I
Militia Training Ground I
Castle Infrastructure 1
Militia Training Ground III 200 gold 1095 days +20 light infantry
+90 archers
Militia Training Ground II Castle Infrastructure 5
Militia Training Ground IV 300 gold 1095 days +30 light infantry
+120 archers
Militia Training Ground III Castle Infrastructure 7

Training Grounds[edit]

Training grounds are one of the key buildings that make castles the best holding for levies. This upgrade gives increased morale to all levies raised from the holding, which can make the difference between routing the enemy and being routed yourself. Additionally, the increased levy reinforcement rate means that losses will be replenished faster, and is key when fighting a defensive war.

Name Price Build time Effects Requirements Tech Requirements
Training Grounds 200 gold 730 days +10% morale
+10% levy reinforcement rate
+20 retinue size
Castle Walls II
Training Grounds II 250 gold 1095 days +15% morale
+15% levy reinforcement rate
+20 retinue size
Training Grounds I Castle Infrastructure 3
Training Grounds III 300 gold 2190 days +20% morale
+20% levy reinforcement rate
+20 retinue size
Training Grounds II Castle Infrastructure 6

Barracks[edit]

Barracks provide castles with heavy infantry and pikemen, which gives an army staying power and the ability to kill in the melee phase of combat.

Name Price Build time Effects Requirements Tech Requirements
Barracks I 100 gold 365 days +30 heavy infantry
+15 pikemen
Barracks II 120 gold 547 days +40 heavy infantry
+15 pikemen
Castle Walls I
Barracks I
Barracks III 200 gold 730 days +45 heavy infantry
+20 pikemen
Castle Walls II
Barracks II
Castle Infrastructure 1
Barracks IV 300 gold 1095 days +50 heavy infantry
+25 pikemen
Barracks III Castle Infrastructure 3
Barracks V 400 gold 2190 days +60 heavy infantry
+25 pikemen
Barracks IV Castle Infrastructure 5
Barracks VI 500 gold 2190 days +65 heavy infantry
+30 pikemen
Barracks V Castle Infrastructure 7

Stables[edit]

Stables are another key to the power of castles. They are the only way outside of culture specific buildings to acquire heavy cavalry, the best troop type in the game, and give plentiful light cavalry, which are an all around useful troop type, and great for chasing down fleeing armies.

Name Price Build time Effects Requirements Tech Requirements
Stables I 100 gold 365 days +35 light cavalry
Stables II 120 gold 547 days +45 light cavalry Stables I
Castle Walls I
Stables III 200 gold 730 days +55 light cavalry Stables II
Castle Walls II
Castle Infrastructure 2
Stables IV 300 gold 1095 days +55 light cavalry
+5 heavy cavalry
Stables III Castle Infrastructure 4
Stables V 400 gold 2190 days +55 light cavalry
+10 heavy cavalry
Stables IV Castle Infrastructure 6
Stables VI 500 gold 2190 days +55 light cavalry
+20 heavy cavalry
Stables V Castle Infrastructure 8

Castle Towns[edit]

Castle towns are the economic upgrade for castles, and are thus extremely important.

Name Price Build time Effects Requirements Tech Requirements
Castle Town I 100 Gold 365 Days +2 income
Castle Town II 120 Gold 547 days +2 income Castle Town I
Castle Walls I
Castle Town III 200 gold 730 days +2 income Castle Town II
Castle Walls II
Castle Infrastructure 2
Castle Town IV 300 gold 1095 days +2 income Castle Town III Castle Infrastructure 4
Castle Town V 400 gold 2190 days +2 income Castle Town IV Castle Infrastructure 6
Castle Town VI 500 gold 2190 days +2 income Castle Town V Castle Infrastructure 8

Shipyard[edit]

Shipyards are buildings that can only be built in provinces with coastline that provide ships that can be used to transport troops.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Castle Shipyard I 100 365 +4 galleys Shipbuilding 1 Only available in coastal holdings
Castle Shipyard II 100 730 +5 galleys Castle Shipyard I Shipbuilding 2 Only available in coastal holdings
Castle Shipyard III 100 1095 +6 galleys Castle Shipyard II Shipbuilding 3 Only available in coastal holdings
Castle Shipyard IV 100 1460 +7 galleys Castle Shipyard III Shipbuilding 4 Only available in coastal holdings
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