Tribes

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A tribal holding

Tribes are the preferred settlement type for tribal rulers. There can only be one tribe in a province, but it gets +50% income and levy size for each empty slot in the province.

At game start, tribes are usually the only holding in their province. As the game progresses, rich tribal rulers may choose to build temples.

Tribal rulers can construct tribes in provinces without them, e.g. after conquering land from a feudal or nomadic realm. The cost is 25 prestige per empty slot in the province, and they only take a year to build.

Converting[edit]

Main article: Tribalism

There are two different paths to follow when converting your tribal lands to come along side the rest of civilization, either to become a standard Feudal Lord (replacing your capital holding with a castle), or become a Merchant Republic (replacing your capital holding with a city). The action to convert can be found within your "Intrigue" Decisions.

In either case you must be either a reformed pagan religion or any other religion. Specifically "is NOT [an] unreformed pagan". You must also have Legalism I and be of duke level or greater in order to push Tribal Organization under laws to Maximum, and your capital holding must have one of its buildings upgraded to the maximum level - which one depends on how you're converting.

After converting, all tribal holdings in demesne become a city or castle (depending on the government chosen), and all provinces in demesne get both a city or barony (for feudal and republican, respectively) and a temple holding (if one does not exist already in the province) built in them. Buildings you've built in the holding may be converted to buildings in the new holding depending on the level of upgrade (see Buildings below).

Additionally, whenever you get a tribal holding in your demesne you get the decision to convert it into a holding of your government type, getting the same extra holdings in that province as if you had converted to a new government for the first time. Unlike the initial conversion, this requires the province to share your religion.

As a vassal you will only get the decision to convert your government into feudalism, even if you are under a republican liege, as soon as your liege converts to other government.

Adopt Feudalism[edit]

Upgrading a tribal holding to a castle requires you to build the Stone Hillfort (level 4) and then choose the Adopt Feudalism decision. In order to build the Stone Hillfort you need Castle Infrastructure I.

Found Merchant Republic[edit]

Merchant Republics must be on a coastline, have built their way towards a Large Market City (level 4) which requires Town Infrastructure 1.

Base stats[edit]

Characteristic Value
Icon wealth.png Income 0.5
Fort level.png Fort level 1
Levy.png Levies

100 light infantry 
20 archers 
5 heavy infantry 

Buildings[edit]

Unlike standard holdings, most buildings in a tribal holding cost Prestige instead of Wealth. The exceptions are hillforts and markets.

Hillfort[edit]

Hillfort Cost Build time Effects Requirements Tech Requirements Notes
Earth Hillfort 37.5 gold 365 days +0.5 fort level
+5% levy size
Wooden Hillfort 75 gold 365 days +0.5 fort level
+5% levy size
Earth Hillfort Converts to City Walls I (if holding converted to city)
Reinforced Hillfort 112.5 gold 365 days +0.5 fort level
+5% levy size
Wooden Hillfort Castle Infrastructure 1
Stone Hillfort 150 gold 365 days +0.5 fort level
+5% levy size
Reinforced Hillfort Castle Infrastructure 1 Converts to City Walls II (if holding converted to city)
Allows changing holding to castle

Market[edit]

Market Cost Build time Effects Requirements Tech Requirements Notes
Market Village 37.5 gold 365 days +0.5 income
Market Town 75 gold 365 days +0.5 income Market Village Converts to Castle Town I (if holding converted to castle)
Market City 112.5 gold 365 days +0.5 income Market Town Town Infrastructure 1
Large Market City 150 gold 365 days +0.5 income Market City Town Infrastructure 1 Converts to Castle Town II (if holding converted to castle)
Allows changing holding to city

Shipbuilder[edit]

Shipyards can only be built in coastal provinces.

Shipbuilder Cost Build time Effects Requirements Tech Requirements Notes
Shipbuilder I 300 prestige 365 days +6 galleys Shipbuilding 1 Converts to Castle Shipyard I / City Shipyard I
Shipbuilder II 400 prestige 730 days +7 galleys Shipbuilder I Shipbuilding 2 Converts to Castle Shipyard II / City Shipyard II
Shipbuilder III 500 prestige 1095 days +8 galleys Shipbuilder II Shipbuilding 3 Converts to Castle Shipyard III / City Shipyard III
Shipbuilder IV 600 prestige 1460 days +9 galleys Shipbuilder III Shipbuilding 4 Converts to Castle Shipyard IV / City Shipyard IV

Training Grounds[edit]

Training Grounds Cost Build time Effects Requirements Notes
Training Grounds I 300 prestige 365 days +2.5% levy size


+2.5% garrison size

Training Grounds II 400 prestige 547 days +5% levy size


+5% garrison size

Training Grounds I Upgrades to Keep I / (City) Training Grounds I
Training Grounds III 500 prestige 730 days +7.5% levy size


+7.5% garrison size

Training Grounds II
Training Grounds IV 600 prestige 1095 days +10% levy size


+10% garrison size

Training Grounds III Upgrades to Keep II / (City) Training Grounds II

War Camp[edit]

War Camp Cost Build time Effects Requirements Notes
War Camp I 300 prestige 365 days +40 light infantry
War Camp II 400 prestige 547 days +40 light infantry War Camp I Converts to Barracks I / Mustering Ground I
War Camp III 500 prestige 730 days +40 light infantry War Camp II
War Camp IV 600 prestige 1095 days +40 light infantry War Camp III Converts to Barracks II / Mustering Ground II

Practice Range[edit]

Practice Range Cost Build time Effects Requirements Notes
Practice Range I 300 prestige 365 days +15 archers
Practice Range II 400 prestige 547 days +15 archers Practice Range I Converts to Militia Training Grounds I / City Barracks I
Practice Range III 500 prestige 730 days +15 archers Practice Range II
Practice Range IV 600 prestige 1095 days +15 archers Practice Range III Converts to Militia Training Grounds II / City Barracks II

Steppe Barracks[edit]

Replaces the War camp for cultures from Altaic and Magyar culture groups in provinces on steppe terrain.

Barracks Cost Build time Effects Requirements Notes
Barracks I 300 prestige 365 days +12 archers


+10 light cavalry

Barracks II 400 prestige 547 days +12 archers


+10 light cavalry

Barracks I Converts to Steppe Barracks I / Guard I
Barracks III 500 prestige 730 days +12 archers
+10 light cavalry
Barracks II
Barracks IV 600 prestige 1095 days +12 archers
+10 light cavalry
Barracks III Converts to Steppe Barracks II / Guard II

Stables[edit]

Replaces the Practice Range for cultures from Altaic and Magyar culture groups in provinces on steppe terrain.

Stable Cost Build time Effects Requirements Notes
Stables I 300 prestige 365 days +12 light cavalry
+5 horse archers
Stables II 400 prestige 547 days +12 light cavalry
+5 horse archers
Stables I Converts to Steppe Stables I / Barracks I
Stables III 500 prestige 730 days +12 light cavalry
+5 horse archers
Stables II
Stable IV 600 prestige 1095 days +12 light cavalry
+5 horse archers
Stables III Converts to Steppe Stables II / Barracks II

Weaponsmith[edit]

Weaponsmith Cost Build time Effects Requirements Notes
Weaponsmith I 300 prestige 365 days +10% morale
+10% reinforce rate
Weaponsmith II 400 prestige 547 days +10% morale
+10% reinforce rate
Weaponsmith I Converts to Training Grounds I / Arsenal I*
Weaponsmith III 500 prestige 730 days +10% morale
+10% reinforce rate
Weaponsmith II
Weaponsmith IV 600 prestige 1095 days +10% morale
+10% reinforce rate
Weaponsmith III Converts to Training Grounds II / Arsenal II*
  • Note: since an arsenal can only be built in the capital of a merchant republic, a weaponsmith will do nothing in a non-capital upgraded to a city.
Holdings
Settlements
CastlesCitiesTemplesTribesNomadic capital
Special holdings
Concepts