

Set your Steward to Collect Taxes, to help build up a substantial war chest.Set your Marshal Train Commanders (this gradually buffs all your knights and men-at-arms, with a good chance to increase knight prowess and score some nice commander traits).Set your Bishop to Fabricate Claim on this territory, targeting one county after the other.Decide on a sequence of duchies you’ll have knock over to get there.a particular regional empire achievement).

Have a good idea of your long-term goal (e.g.That’s something each ruler might do only a couple of times during their lifetime, so it may as well be planned out for a solid long term advantage. While the early game made for an erratic stop-start play-style, the mid-game allows you to embark upon a lengthy campaign for great swathes of land (thanks to that Divine Right tradition). Not essential, but very nice since it speeds up your Bishop’s ‘Fabricate Claim’ task by +50% This one is key – since it lets you press any number of claims in a single war, allowing you to launch lengthy campaigns. ‘Divine Right’ is a High Medieval tradition.They also net you the higher rates of vassal tax and levy contribution: You’re gonna need that. Both will give you a lot of control over your vassals. It allows you to pass High and Absolute Crown authorities. ‘Royal Prerogative’ is an Early Medieval tradition.Get yourself these traditions ASAP – setting them as your cultural ‘Fascinations’: But this period also gives you the time to research the tech needed for the mid-game. Sure, that’s just dirty street fighting, but you’ll eating just turnips and far too poor do much else. This usually means scrapping your way up to around kingdom size – targeting neighbours engaged in succession struggles with few or no allies. Conflicting councillor duties: Preparing for War, vs.Guide to Campaign Warfare Strategy ForewordĬK3, like any good strategy game, makes you juggle conflicting agendas:
