Optimal strategy for the new players

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SuitedQueens
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Optimal strategy for the new players

Post by SuitedQueens »

Thats the new strat compared to Empires. In Empires you wanted to grow and build up ASAP to 16-20 Population and then throw everyone on gold. Impossible in Kingdoms, so more measured approach required. The idea is that Gold and National Authority are the number one resources. Everything tied to the Military buildings is 2nd. The main reason you need Authority is to progress in order to unlock more Standing Army Units support and improve Diplomacy, plus to keep newly conquered distant regions in check. I was pushing the game and was able to hold Spain + WEST Europe as tier 1 state with a single capital, so in that sense you can ignore progressing if you are fine with what you have. Civil Wars are not that scary if most of your regions are 75+ Loyalty.

To maximize manpower just grow your cities and realm. Tier 2 buildings from all categories less so for Production and Commerce has Manpower attached to them. Non-mixed pops (your ethnicity) provide the biggest bang for your buck, so can plan Conquest accordingly. Now to the Metal issue. Relevant buildings all in the Infrastructure. You want regions with natural metal veins where the most common are iron and tin. You should edict for Roads and Ports only. Always go for the infrastructure in the new regions first.

:idea: You can blitz through building queues by using this methodology:

1) Every region should have 3 tier 1 infrastructure buildings to unlock free roads, free builder hall, free 2 levels of land expansion, potential mines if you get lucky on Prospect Resources.

2) Supporting buildings for highest value are Military, Stewardship and Health in that order. Largerly ignore food (unless percentage based or food region) and Piety. Use Fortification Military buildigns as your shuffle option to not waste Authority on Edicting. Build up Piety support to uphold 3-4 per POP standard.

3) Supporting buildings is fine since they are pseudoshuffle as well, but decide your region priority. Coastal and/or Central Domain/Province region fit for the Commerce buildings, plains for food, Rough for infrastructure. Thats your 3 basic region types, where food onr has the least priority. Provincial Capital and your border regions for Military. And in case if Capital you want to maximize stewardship + piety for Education. Remaining for stewardship especially if they are far away from the capital.

:idea: For trading: Just go on buildings spree whatever produces the most resources once you figured out which region focus you want. It will pan out. Once growth curve slows down around 15 POP in most regions with decent starting POP open trade window and reevaluate (shift+2 & T when region selected). You can build structures with 3xResources cost if you knkw that those are pretty common and will pop up later down the road rather soon.

:idea: As far as RGDs go: maximize Forge Claim, all recruit decisions, all population promotion, all vassal related, spy & gift to nobility and develop region. Everything else can be dumped in grey zone until occassion arrises which can promt the signal boost temporarily.

:idea: For Army Compositions: you want your SAUs to be infantry and cavalry. Cant waste these slots on medium infantry or skirmishers. Those unit types handled by Levies and Mercenaries. As long as you have army wide enough to cover Rough frontage which is 2 flanking squares for cavalry and 8 squares for the infantry/cavalry + 6-8 supports you are fine. Try to avoid Deserts and Plains meanwhile. Due to how proximity to the center mechanics work your best bet is to have 4 cavalry, 6 heavy infantry (for ranged defense and assaults early to midgame) or 4 heavy/2 medium backed up by 8 archers.

For the open terrains and prolonged sieges pad out the line with more medium infantry. Have like 4 heavy infantry, 4 medium infantry, 8 cavalry. Usually the idea behind more cavalry and mediums besides lower upkeep is flexibility. You can fight in all types of terrain and intercept by virtue of being fast after splitting away from heavies who gonna keep up the siege going. Try to fish with edicts for Siege Workshop to get the early artillery spawned. If you can afford it have your 2nd stsck composed from mediums, cavalry and supports for mobility and killing smaller nations. It really depends on how your opponent forces compositions looks like. Sometimes you need to brute force with all heavies.

:idea: Remember to use Retaliate often to train your troops. Destroy their mobile stacks sk they cant get behind you and then split to mop up remaining regions by straight up assaults (0 or lvl 1 walls) or sieges. Can assault lvl 2 or above if their only defense is garrisons and you have 2 exp stars heavy infantry to cover the frontage and 2 offense general. For prolonged besieging want 1-2 general and mostly medium infantry army. 0-2 or 0-1 riskier if opponwnt sorties. Game doesnt always recognizes them as attacker in that scenario.

:idea: For naval you actually want 1-1 general due to how impulses systems choses randomly who the attacker most of the time since you are not directly targeting opponent fleet in 90% of cases. You want 14-16 ships, most of them are light. Have like 3 havies and 3 mediums. Cant split easily since Naval AI is more competent than in Empires. But still can use 1 light ship to blockade ports once their main naval forces been dealt with.
Surt
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Re: Optimal strategy for the new players

Post by Surt »

Excellent guide.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Three finer additions after watching a few vids on YT and Twitch:

1) Don't underestimate Diplomacy and use it semi-constantly. The best buffer is having strong ally and vassals. The biggest benefit you get from them is protection of your territories and combined Land Power ledger stat will be a huge deterrent to AI declaring wars on you.

Use gifts often. This time power of Insults compared to Empires is capped due to Diplomatic Craze Authority penalty for diplo actions spam. You start with 30 Actions in stash and get 1 per turn before getting Authority debuffs for spam similar to lost combats. Don't neglect Insults tho cuz you get free claims planted that way.

2) Characters: start worrying about their loyalty only if it approaches 30. As long as your Authority 50 or more you face no risk really. 30 loyalty and below should be kept near regions with high loyalty. Dont give them big stacks as well.

Now try to use ALL characters. Why? Their perks apply to individual regions they are stationed in. You can't stack multiple generals perks in the same region. Thats one if the best uses for peasants. Use 1 peasant stack to assign general and send them in where they are best suited. Tour around with general who has "Extra building slot" perk. Pit 80+ loyalty character in your nation capital to suppress Court revolt possibility. I already said how to use 0-2 generals offensively for combat.

Can send in 8 unit peasant brigades to have somewhat decent chance of your low quality character dying. But not worth it IMO. Killing your Leader to end Dynasty in order to dispose of relatives is hard thing to do, but necessary sometimes. If you get unsuitable leader and low Loyalty relatives its a slam dunk no brainer. If you dont have 2 attack generals killing ending dynasty is another band aid solution. Royal Marriages to free up slots work too.

3) Why Military is the best supporting category? Authority generating events every turn, Military Expertise for better combat rating characters, faster units scientific progress tiers, better quality garrison to prevent AI declaring wars, starting XP and unit stat upgrades that essential for assaults.

Upgrading levy to Standing Army Unit is insane value since often you can't hire past the arbitrary limit later in the game. For National upgrades always chose Move Speed, Attack or Ranged Defense in that order. You have the chance to receive extra RGD while under 3 stocked.
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Re: Optimal strategy for the new players

Post by Surt »

Usually the limiting factor to growth is gold at start, resource in the middle and dissent in later turns.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Three new topics that cause confusion often:

:idea: Trade:

1) If building tooltip says Trading required that means there are no sources of this resources in that region Trading Range. Otherwise you would have them listed.

2) Even if you have listed Import places that are not Local there is a chance that this resource will be snatched by someone else if they do have a higher Trading Acumen. So if Import list have 1 or 2 regions you might not get this trade good on one of the subsequent turns.

3) Trading Acumen of your neighbors gets triple penalty for goods produced within your borders if you don't have Cooperation treaty signed. If you do then penalty gone.

4) Expanding on point 3. If you have a single region that needs trading good with Accumen 4, but your opponents have 3 regions in range with Accumen 4, 4 and 5 AND you don't have Cooperation deal the next is true:
Chance to get said good is 4 x 3 = 12 for your region, [4+4+5] x RelationshipsPenalty[neutral, so none] x DistancePenalty[say x0.9] = 11. So its 50/50 on who gets this Good each turn when Trade Routes are recalculated.

5) Trade Routes recalculated every turn BEFORE combat and movement. So blockade of city or port won't be active immediately after you arrive there. Have to wait an extra turn.

:idea: Religious and Ethnic Conversion practical tips:

Culture and Religion work differently. Basically Religion depends on Piety stash and output, while Ethnicity on Stewardship stash and output.

1) Build Health, Piety and Stewardship in these regions. Starve population by allocating zero POP on food. The only issue is that Noble or Priest can die, but they should be replaced regularly. If region has heretic place the army there with high Piety general to speed up POP elimination process. Once you arrive at like 7 POP you have 50% chance that new born POP will be of your ethnicity and Religion + you Maximized the chance to convert remaining ones.

2) While doing step 1 put all non-convert decisions and non-POP promotion decisions except Forge Claim in grey. Keep your RGDs lower than 3 to have the chance to get 2 RGDs per turn. Your Piety and Stewardship stash modified depending on your natural Ethnicity and Religion. So if you have 10 POP and only half share your faith only half of Piety stash gonna be counted towards conversion base percentage.

3) Stack however you have with conversion modifiers that applied after the base chance calculated. Make sure to have 1 Peasant squads with Generals that have Conversion related perks presiding over said regions.

:!: A bit on Conquest RGDs:

1) Recruit Non-Standard units and Mercenaries are two most powerful RGDs in the game since you can arrive at your destination with relatively small armies AND then use them in the spot to create stacks good enough for the mop up job. Your main calculated stacks crush opponent main forces and assault strong fortified cities, while created forces supported by hired archers from these newly conquered region assault weaker regions and keep rebels in check.

2) Make sure to stack Forge Claims in almost all regions you are planning to keep. Authority boosts and Legacy gain is nothing to sneeze at.
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Re: Optimal strategy for the new players

Post by Surt »

Just be careful of the adjusting the RGD all at once, its costly.
Place your useless but loyal uncle as the General of the Praetorians in your Capital, wouldn't want to have a random disloyal general make a coup.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

1) Yea, adjusting RGDs is a costly business. I would suggest developing gradation of 3 colors. 3-4 decisions you want to see RIGHT NOW should reside in VERY HIGH CHANCE. Decent decisions you happy to see at any point are LOW CHANCE. Everything else is VERY LOW CHANCE. Similar to how the game proposes you certain buildings more often if you have Bonus resources nearby, RGD chances get skewed on your current situation. But here the caveat: game engine is not the best judge of your current priorities.

2) Now more important point. I checked Province/Domain capital movement logic which is very important in order to maximize units starting XP, and prevent easy blockades of the the entire province unit production pipeline by opponents. The current HIGHEST Stewardship output (not total stashed) region at the final Capital Dismantling turn becomes the new provincial capital. Similar to Culture output in Empires.

3) One correction. It appears that devs simplified conversion system based on the quick glance at the code. For both Religion and Ethics Stewardship and Piety stockpiles doesn't matter. Other practical advice apply, but since its the Output prioritized you want to create many of the same buildings anyway as if you were trying to fill up that stockpile. Don't forget putting convert decisions, transform Peasant to Freeman, Freeman to Clergy & Noble and temporary Stewardship & Piety boost decisions in VERY HIGH CHANCE when you posses these regions.
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Re: Optimal strategy for the new players

Post by Surt »

Changing RGD cost 50 gold per click so don't do as I did, but take a few at start.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Surt wrote: Tue Jun 11, 2024 6:06 am Changing RGD cost 50 gold per click so don't do as I did, but take a few at start.
At start you have to rely on luck. Can't afford spending money on very slight chance increase. Just make sure you sit at 3 or less RGDs to have a chance to receive 2 per turn. You gonna need that cash for initial gifts and army upkeep once you go into war. Once you consolidated if you don't want to go for the turn 100 win its time for the Gift spree and altering your decisions chances.

OP decisions list you want at least in light grey always in alphabetical order:
Develop Region (roads and free fortifications)
Ennoble a petty landowner (green)
Forge Claim (green)
Form Vassal (green, 2nd best decision)
From Peasant to Freeman (green)
Gain Character (fishing for 2 offense generals)
Grant Land (by disassembling later you can get Form Vassal RGD)
Mercenary Company (green)
Ordinate Priest (green)
Place Holding or Concession (similar to Grant Land)
Prospect for Resources (dig those hills and mountains)
Recruit Local Units (green early game)
Recruit non-standard units (green, best decision in the game)
Reinforce a March (similar to develop region, but worse)
Remove Civilized (for annoying Knighty Orders and Form Vassal)
Sap Authority (green)
Sneak Attack (green)
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Re: Optimal strategy for the new players

Post by SuitedQueens »

If you want to really maximize your economy you have to exploit AI Governor tendencies. In the early game, mistake and lategame alike you want to overbuild the next resources for the exports:
Iron Ore
Wood
Livestock
Leather
Tiles&Brick/Ceramics

Rarer but worth:
Pottery/Cloth/Copper
Horses/Brass/Legumes/Flax
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Re: Optimal strategy for the new players

Post by Laboratorium »

SuitedQueens wrote: Fri Jun 07, 2024 7:18 am Thats the new strat compared to Empires. In Empires you wanted to grow and build up ASAP to 16-20 Population and then throw everyone on gold.
This is a pretty novice strategy for Empires...

The best long term strategy is to build infrastructure buildings (neglecting food, culture and gold) and max out production speed for buildings. When you have a decent infrastructure, you can build all the free building (taking no slots) and only after having all of them go for more population.

That means, that you are best with a medium sized empire for that time avoiding too much decadence from the size of your realm.
Putting everyone on gold may be neccessary in some situations, but have you suffer later, if you neglect a decent building strategy.

My current Bactria in a multiplayer game has actually no single one on gold, but has about 12.000 gold surplus each turn with army of around 3000.

Also in Empires in the later game the most scarse ressource becomes manpower not gold.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Laboratorium wrote: Tue Jun 11, 2024 11:22 am
This is a pretty novice strategy for Empires...

The best long term strategy is to build infrastructure buildings (neglecting food, culture and gold) and max out production speed for buildings. When you have a decent infrastructure, you can build all the free building (taking no slots) and only after having all of them go for more population.

That means, that you are best with a medium sized empire for that time avoiding too much decadence from the size of your realm.
Putting everyone on gold may be neccessary in some situations, but have you suffer later, if you neglect a decent building strategy.

My current Bactria in a multiplayer game has actually no single one on gold, but has about 12.000 gold surplus each turn with army of around 3000.

Also in Empires in the later game the most scarse ressource becomes manpower not gold.
Are you trying to derail this thread? Its very clear that optimal strategy for Empires that leads to a single player wins on turn 100 is the one I described. Finer details and code dive results for longer term strategies are on the Empires forum. This strategy allows you to fight on 4 fronts the earliests and Manpower is always the biggest issue for the optimizing players. I have more than 3000 hours on Empires.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

3 new solid tips:

1) PLEASE don't forget to Pillage the regions. Dont get how everyone overlooks this option in the posted vids/streams. Pillage is free always successful raid. You get tons of money if your stack is at least 150 Combat Power. When you arrive to your opponent borders and play stashed Recruit Non-Standard and Recruit Mercenaries that's the way they would pay for themselves. You can get away with the negative 1800 gold income.

Remember that Pillage status exist for one turn and action inacts on the first movement impulse so you always Pillage the region you start in. Plan your move to end up in the region you can Pillage on the next turn. You can rotate between two region to Pillage constantly. This will lower the Regions War Score cost when you gonna attempt to piece out and take them.

And as extra: I give you rule of a thumb, Its 30 base chance + random roll. Then base modifiers of Combat Power of your stack rolled against 3 x Fortification value of their region + their garrison Combat Power. You can have regular and critical successes/failures. The idea here is to typically have at the very least 100 Combat Power to succeed against lvl 1 walls + invisible autogarrison often enough. Add 25 for each next level of walls.

2) On Demesne Leaders Administration stat CAP:

// +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// MAX DEMESNE
// [Authority rule] Determines if you'll lose or gain Authority per turn, if you are beyond this value, you lose Auth, if under, you gain some.
// Function might be called 10-20 per faction in hosting
// +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

**RELEVANT PARTS. I cleared up this function to be more readable:**

FUNCTION Faction_Government_MaxDemesne(factionID)
{
modifier = 100 + Faction_GetAllModifiersLevel(factionID, MOD_EFFECT_MAXDEMESNE_BONUS, MOD_EFFECT_MAXDEMESNE_PENALTY);
modifier = Max(25, modifier);

***Modifiers from factions and buildings can be found in Government CSV table MaxDemesne column and search MOD_EFFECT_MAXDEMESNE_BONUS in Modifiers CSV table***


baseMax = Government_MaxDemesne(Faction_Government_Get(factionID));
govBonus = 0

// Increase max Demesne with gov admin, up to the base
count = GetNumLeaders(factionID);
for (ldr = 0; ldr < count; ldr++)
{
leaderID = GetLeaderID(factionID, ldr);
if (Leader_GetProvince(leaderID) > 0)
{
govBonus += Leader_Admin(leaderID)
}
}
baseMax = Min(2 * baseMax, baseMax + govBonus);

***I think this is the most relevant part. So its indeed 2xBase from the Faction table. Before it reached all Admin values will be accounted for***


value = DivideAndRound(baseMax * modifier, 100);

***As you can see modifier applies after the Hard Cap***


return Max(1, value);
}

3) Pocus message on Characters loyalty:

There are many factors. Some that are not obvious are:
- if you are above the Demesne Limit
- if you have high local authority in the province capital
- if the person is rich
- if you have a loyal general (loyalty 75+) with an army at the capital (to fend off coups)

Generals do indeed have more chances, the bigger the army they lead.

As a rule of thumb, I would say that chances are very low (1%) for a governor with 40-60 loyalty, if you have at least 50 local authority, you are not above the Demesne Limit (or say no more than 4-5 regions), and you have a loyal general with some decent troops at the capital. That would be my estimate. If you are missing several criteria or if loyalty is under 40, I would not put him in charge, or only for one turn and then I would trial him.
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Link to the Trade Goods and Buildings for planning your economy by YD from Discord. Remember that buildings producing Legacy, Authority, Military Aithority events, Gold, Commerce percentage & Freeman percentage (early) are must have, so plan around them:

https://docs.google.com/spreadsheets/d/ ... p=drivesdk
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Slot Calculation for the must have buildings for your economy:

Final Composition universal, 0 slot buildings without Needs are not listed cuz they always worth it:
+ 6 slots for the gatekeep structures that has insane value and Authority production;
+ 1 Terraced Farmfield in Hills/Mountains (Produces Grain and Legacy)
+ 1 Country Market (Needs Grain)
+ 0 Farm Workhorses (Needs Tools)
+ 1 Nuts Presser (Produces 8 Health and Needs Nuts&Seeds)
+ 1 Crude Smelter into Bloomery (Needs Iron and Health -4)
+ 1 Stone Mason into Builder Hall into Mentoring Hall (Needs Tiles&Brick)
+ 1 Glass Blower or Forest Glassworks (Produces Glassware or Glassware x2)
+ 1 Toolsmith (Produces Tools x2, Needs Iron)
+ 1 Medical Practitioner into Physician House (Main benefit is 10 Health)
+ 1 Open Canalization into Drainage System (13 Health)
+ 2 Hostel of God (Needs Glassware, Main benefit is 14 Health)
+ 0 Leech Gatherer (Needs Ceramics)
+ 1 Local Market into Fair (Needs Glassware)
+ 1 Ceramics Workshop (Produces Ceramics)
+ 1 Sculpture Workshop (Produces Luxury, Needs Marble)
+ 1 Hostelry (Bonus from Fair & 5 Health)
+ 1 Exotic Merchant (Main benefit is Commerce Bonus and Diplo Relationships)
+ 1 Emporium (must have for rare resources and Iron)
+ 1 Tournament Ground into Jousting Field (extra Authority)
+ 1 Armor Smith (Produces Armor)
+ 1 Large Concentric Castle (Needs Armor)
+ 1 Unlock Structure i.e. Stables (1 per region in the province)
+ 1 Cathedral OR Mosque (Needs Religious Work)
+ 1 Commoner Cemetery into Walled Cemetery into Necropolis (Needs Ceramics and provides 5 Health)
+ 1 Monastery into Abbey/Cisterian Monastery (Produces Religious Work) OR Library into Science Academy (Needs Parchment)
+ 1 Pilgrims Refuge (Legacy, Conversion bonus and Health -5)
+ 1 Feudal Village into Feudal Town into Feudal City (Needs Cloth, grants Trade Range increase and Health -8)
+ 0 (1) Village Green into Open Square (temporary for the City Council)
+ 1 Town Council into City Council (Needs Parchment)
+ 0 (1) Freeman Cottages OR Tenants houses (Needs Tiles & Bricks, temporary until growth is finished along the Tier 2 Health Noble building and upgraded Farms as Christians)
+ 1 Tax Collector (Taxation to offset Court Expenses)
+ 1 King's Agent (Replaces Freeman Cottages)
+ 1 Courthouse (The main benefit is Authority and Court Expenses)
+ 1 Public Lighting (Needs Honey & Wax, Produces Legacy, Loyalty and Health)
= about 40 Population per region, where final region specialization will be either Infrastructure resources production OR commerce OR Legacy output.

That means that after building Roads you should max Food Growth Percentages (including temporary Crop Rotation), Food bonuses after Population Grown (don't care about sieges here), Health bonuses (capped at 60%), Freeman and Noble conversion buildings, Authority Production buildings, Commerce mini-package (Fair+Ceramics+Hostelry+Exotic), Metal mini-package (mainly Bloomeries backed up by Charcoal Burners & Lime Kilns), 3-4 Piety upkeep package for your typical region of your own Faith and Ethnicity before going on rebuilding into the final version.
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Re: Optimal strategy for the new players

Post by Surt »

That leaves out ... which building that are a waste of space :)
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Surt wrote: Mon Jun 17, 2024 5:40 pm That leaves out ... which building that are a waste of space :)
Honestly I can find uses for all of them. The objectively best strategy is to cap out at about 20 POP for every region, keep only Authority, Gold and Metal production buildings, get Legacy for the rest of the slots. You don't care about Plagues, Heretics, Unrest, Impediments, etc since you are trying to win around turn 100. Stick in Stables, Levy Camps and wing it. But there are not really a competition for the value those particular buildings provide.
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Re: Optimal strategy for the new players

Post by Pocus »

Well, I'm not too fond of rush strategies; I think they are "devolved". I would prefer strategies for "normal play".

And Sudden Death turn will be pushed to turn 150 in 1.01, so you will have to endure 50 extra turns of heresies and plagues, by the way! :mrgreen:
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Re: Optimal strategy for the new players

Post by SuitedQueens »

Pocus wrote: Tue Jun 18, 2024 12:46 pm Well, I'm not too fond of rush strategies; I think they are "devolved". I would prefer strategies for "normal play".

And Sudden Death turn will be pushed to turn 150 in 1.01, so you will have to endure 50 extra turns of heresies and plagues, by the way! :mrgreen:
I see. Thats why I don't want to reveal some advanced stuff until AAR subforum created. Yours and Edmons responses to Byzantine threads inspired my next message:

8) On Court Expenses and mini-tips for Byzantine:

In Empires and Kingdoms Administrative Burden/Court Expenses calculated off:

- your current bracket = the optimal one is coffers filled with lower than 2000 gold, but you are fine up to the 4000 gold. If you can't stay below that watermark you are not playing efficiently. One of the best money dumps = having high Combat Power (300+) stack in your National Capital with 75+ Loyalty General AND/OR constant Gifts AND/OR Regions/Units buying off the opponents (look for the overseas launching pads first). Authority above 50 introduces a new bracket of the extra 10%. Authority above 90 is even more suffering = 25%. Court Expenses are moving average similar to how CDR in Empires was, so you might not notice changes immediately. So you see gradual moves to the new stabilization point.

- nation size = regions formed in provinces half that penalty, but difficulty increases it AND you have free 10 regions discount. Sometimes giving up/exchanging regions is a good idea. As Byzantines on Very Difficult and above you want to create natural buffers by donating to the Nations neutral to the ones bordering you e.g. wall off from Seljuqs to curb stomp their chances of DOWing you. That way you can dispose of low value low loyalty regions that otherwise require major investments. On top of that you don't have nearly enough Governors to oversee them, you need free up Demesne limit for the conquests AND outvalue Court Expenses.

- Buildings amount which punishes densely populated regions. Thats why you need to restructure your regions into value buildings listed in the message above after the initial growth focus IF you don't rush. The food needed to grow an additional population is cubic to city size (quadratic for small cities), and soon becomes much larger than infrastructure cost. The real reason to have Infrastructure focused regions are Metal, Iron, Wood, Tools, Marble, Stone, Glass, Copper. Thats why my initial message vouched to Prioritize Infrastructure and Commerce Regions, while food regions bonuses are not significant due to the structures produced goods AND can be replaced by Import from AIs who love to spam them. Likewise, the contribution to Court Expenses of a structure is proportional to # of structures^0.75. That is, the benefit of a buliding rises with the number of Tier 2 structures of same type in the region, while the cost rises with number of structures (across all types) in the region. It is therefore optimal to have as few types as possible in a region.

- Civilization level, where higher is more painful, but you can't do much about that except going for perpetual Renaissance. Typically you want to progress unless you are rushing for Sudden Death wins, in which case Ascending status of your starting Government Tier is the only realistic goal. RULER Administration value better be above 2, where 2 is the cut off point. Assign your Ruler to lead your suicidal armies that has compositions like 8 Peasants, 4 Light Archers, 4 Xbows (another way to dump the extra cash) to maximize his chance of dying. Unfortunately in Kingdoms chances were lowered due to constant complaints on Steam. Use Assassinate Ruler on self without Deploying Spy Network or having tons of Luck producing structures. Going into Negative Authority never really worth it.
Pocus
Ageod
Ageod
Posts: 7044
Joined: Tue Oct 02, 2012 3:05 pm

Re: Optimal strategy for the new players

Post by Pocus »

Good, technical advice. You are welcome to post this as a Steam guide, this is where the majority of players are.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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