Temples

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A temple holding

Temples are the generic name for religious holdings in a county. They are one of three major settlement types, the other two being castles and cities. Christian temples are called churches and Muslim temples are called mosques.

Temples are normally associated with Theocratic government. An exception is made for Muslims, for whom the Iqta government replaces both Feudal and Theocratic governments. Iqta rulers often hold both castles and mosques; they gain monthly piety for each mosque in their demesne.

Clergy of most religions are disqualified from succession. This can be useful for managing gavelkind succession, especially for Catholics, who have frequent opportunities to invest bishops. Christian bishops from other denominations are appointed through open elective succession.

Granting a temple to a courtier of your religion gives 25 piety. This often happens after holy wars. You still get the piety if you right-click the temple to generate a random vassal. Hindu characters must be of the Brahmin  caste to be granted temples.

Holy sites that lack a temple only give +5% to the religion's moral authority. Constructing a temple boost this to 10%. Constructing a temple in any province also gives +1% to moral authority for 20 years.

Buildings are functionally identical across religions even though their names vary. Note that 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 8
Fort level.png Fort level 0
Levy.png Levies 45 light infantry
45 heavy infantry
40 archers
2 galleys

Moats and gates[edit]

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

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Moat 50 182 +0.5 fort level Church Palisade
Church Gatehouse 50 182 +0.5 fort level Small Church Wall
Church Moat
Improved Keeps 1
Church Portcullis 50 182 +0.5 fort level Church Gatehouse Improved Keeps 3
Deep Church Moat 100 365 +1 fort level Church Portcullis Improved Keeps 5
Church Barbicans 100 365 +1 fort level Deep Church Moat 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.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Palisade 50 365 +0.5 fort level
+2.5% levy size
+0.2 income
Small Church Wall 50 547 +0.5 fort level
+2.5% levy size
+0.2 income
Church Palisade Improved Keeps 2
Medium Church Wall 100 730 +1 fort level
+5% levy size
+0.2 income
Small Church Wall Improved Keeps 4
Large Church Wall 100 1095 +1 fort level
+5% levy size
+0.2 income
Medium Church Wall Improved Keeps 6
Huge Church Wall 150 1460 +1.5 fort level
+7.5% levy size
+0.5 income
Large Church Wall Improved Keeps 8

Churches[edit]

Churches are the center of the Church holding and one of the most important buildings, because they increase percentage-wise the number of levy and garrison troops available.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Small Church 150 547 +5% levy size
+5% garrison size
+0.05 liege piety
Church 200 730 +7.5% levy size
+10% garrison size
+0.05 liege piety
Church Palisade
Small Church
Large Church 300 1095 +10% levy size
+15% garrison size
+0.05 liege piety
Church Church Infrastructure 2
Cathedral 400 1460 +12.5% levy size
+20% garrison size
+0.05 liege piety
Large Church Church Infrastructure 4
Large Cathedral 500 2190 +15% levy size
+25% garrison size
+0.05 liege piety
Cathedral Church Infrastructure 6
Grand Cathedral 500 2190 +15% levy size
+25% garrison size
+0.05 liege piety
Large Cathedral Church Infrastructure 8

Militia Grounds[edit]

Militia Quarters increase the raw number of light infantry and archers available. These two troop types are of low quality, but make up the majority of armies and are utilised mostly in the skirmish phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Militia Quarters 100 365 +60 light infantry
+30 archers
Small Church Militia Grounds 120 547 +65 light infantry
+45 archers
Church Palisade
Church Militia Quarters
Medium Church Militia Grounds 200 730 +70 light infantry
+60 archers
Small Church Militia Grounds Church Infrastructure 1
Large Church Militia Grounds 300 1095 +75 light infantry
+75 archers
Large Militia Mustering Ground Church Infrastructure 3
Great Church Militia Grounds 400 2190 +85 light infantry
+85 archers
Large Church Militia Grounds Church Infrastructure 5
Huge Church Militia Grounds 500 2190 +95 light infantry
+95 archers
Great Church Militia Grounds Church Infrastructure 7

Barracks[edit]

Church Barracks provide heavy infantry, which are heavy hitters and important in the melee phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Guard Quarters 100 365 +45 heavy infantry
Small Church Barracks 120 730 +55 heavy infantry Church Palisade
Church Guard Quarters
Medium Church Barracks 200 730 +65 heavy infantry Small Church Wall
Small Church Barracks
Church Infrastructure 2
Large Church Barracks 300 1095 +75 heavy infantry Medium Church Barracks Church Infrastructure 4
Great Church Barracks 400 2190 +85 heavy infantry Large Church Barracks Church Infrastructure 6
Huge Church Barracks 500 2190 +95 heavy infantry Great Church Barracks Church Infrastructure 8

Towns and Cities[edit]

Church towns/cities increase the income of the holding, a portion of which goes to you. These are good to build because what gold doesn't go to you goes to the bishop of the church, who, in theory, will use that gold to build other buildings.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Village 100 365 +2 income
Church Town 120 547 +2 income Church Village
Church Palisade
Large Church Town 200 730 +2 income Church Town
Small Church Wall
Church Infrastructure 1
Church City 300 1095 +2 income Large Church Town Church Infrastructure 3
Large Church City 400 2190 +2 income Church City Church Infrastructure 5
Town 6 500 2190 +2 income Large Church City Church Infrastructure 7

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
Shipyard 1 100 365 +4 galleys Shipbuilding 1 Only available in coastal holdings
Shipyard 2 100 730 +5 galleys Shipyard 1 Shipbuilding 2 Only available in coastal holdings
Shipyard 3 100 1095 +6 galleys Shipyard 2 Shipbuilding 3 Only available in coastal holdings
Shipyard 4 100 1460 +7 galleys Shipyard 3 Shipbuilding 4 Only available in coastal holdings

Schools[edit]

Schools are educational institutions that increase the rate of technological growth in the entire county.

Price (gold) Build time (days) Effects Requirements Notes
Monastic School 120 547 +10% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Church Infrastructure 3 Bonus affects the entire county
Cathedral School 120 547 +20% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Monastic School
Small Church Wall
Church Infrastructure 6
Bonus affects the entire county
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