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Start Date Jan 01 769 Welcome to Kamarupa! This kingdom is on the eastern edge of the world and as of Horse Lords, one of the two start points of the. Kamarupa is a good place to start if you're learning about CK2, and especially if you're new to playing Hindus and their rigid. This guide assumes that besides Rajas, you also have Charlemagne (for the start date), Horse Lords (for the Silk Road) and Reaper's Due (for the mechanic). Playing without the Silk Road is definitely more challenging as your income capacity is reduced.
Jade Dragon is a double-edged sword; while you might be able to get into China's good books, you're more likely to pay tribute or be harassed by the Western Protectorate instead. With Patch 2.8, Kamarupa is no longer the start point of the Route, and trade posts cannot be built within the kingdom. Also, with the introduction of the Tibetan Plateau, the Mongol Empire may well decide to expand into India. Why play in Kamarupa? So, why should you start in Kamarupa for your first game in India? Well, with Horse Lords, three provinces in your demesne are on the route. And being in the corner of the world means that you'll almost always benefit from the Silk Road, unless your provinces are being sieged.
This also means that given time and peace, you can make money other feudal lords in India (who are of similar size) can only dream of. Next, your neighbourhood is relatively peaceful in the Indian context. To your south is the Buddhist kingdom of Pala, and an independent Hindu duke whose duchy is de jure part of Pala. He has one province that is de jure yours (part of the duchy of Para-Lauhitya), but frankly speaking, you will not be challenging him (or his descendants) for years as you build up your economy. Keep the King of Pala happy and an eye on the duke, and your rule should be very peaceful. In terms of domestic politics, your demesne is the richest within the kingdom, and your capital the best developed. At the most, you have only one vassal duke with a 2-county (expandable to 3, but still poorly developed) demesne.
Kamarupa will help you understand building strategies (especially the building of new holdings, which are expensive and seldom covered in other start locations); your survival literally depends on it. In short, 769 Kamarupa is similar to 1066 Ireland in many ways.
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The main difference is that you start being relatively 'big', and can make a lot of money, and that will help you grow strong and prepare for expansion via warfare. Strategy I must stress that playing in Kamarupa can be boring on this start date.
Yes, you have provinces on the Silk Road, but your realm is weak in terms of economy. Many counties are missing cities; others are lacking temples. In fact, if you do not expand, you have exactly one slot where you can build a castle, and that's in your capital county (the best developed, and thus the castle will be very expensive). That is how bad your economic situation is.
In addition, many buildings are also missing. One consolation is that as a non-Catholic, your temples won't be unreliable when it comes to taxes and levies. Changing Laws: First up, remember that Hindus are restricted in their succession laws.
(If you have sons, you can designate your own heir if you convert to Jainism or Buddhism. Buddhism is immediately available once you reach 500 prestige. There is still the problem of heirs that are not your immediate sons, however) As a kingdom, your only other option besides gavelkind at this point is ultimogeniture. Since the King starts with the entire kingdom in his demesne, increase the Crown Authority and change your succession. After switching, the king's demesne is now too big. Land the pre-generated son with the two counties which are de jure part of Para-Lauhitya.
This also removes the -25 'desire Para-Lauhitya' opinion penalty the independent duke has if he chooses to hold onto the third county of the duchy. However, with Conclave active, you'll only be able to change succession laws if you have the required Legalism technology; feudal elective is still available once you give the council Full Council Authority. Kamarupa is suitable for feudal elective as you can easily make every elector a dynasty member. Of Marriage and Concubines: Also, remember that Hindus and Buddhists can remain unmarried, and yet have legitimate children due to concubines.
This means that if you cannot marry well, don't. Take concubines for your heirs.
However, your AI heirs are unlikely to do that. So, marry them well; while you can offer concubines to your heirs, they may not accept, particularly if they are homosexual. Your direct vassals for the rest of the playthrough in de jure Kamarupa should be your dynasty members, and the king's demesne should be the strongest in the realm. So, pre-expansion, there should be little to be worried about when it comes to domestic politics.
The Trade Must Flow: Your ultimate goal is to build up the 3 provinces of the Silk Road into 1 trade zone. This means at least level 2 in Trade Practices. Your first post should be in your capital, as it has a city and is the richest part of the realm.
Once applicable, send your Spymaster out to study technology. For now, spend your money building castle walls and castle towns to boost your income. The trade post at your capital should be the most developed one. Once your tech allows it, build trade posts in the other counties.
After that, accumulate enough money and found cities in the other counties on the route. This allows you to take advantage of the boost to city income due to the presence of a trade zone. Set your Steward to collect taxes in your capital. Options: After building cities on the Silk Road, depending on your generosity, you may choose to build a city for your vassal, the duke of Para-Lauhitya. One of his counties consists literally of one castle and nothing else.
The city will be relatively cheaper, but you may not be able to hold onto it long without angering the duke. Of course, you may choose to do a little catch-up by building military buildings in your castles. Or, you may choose to found a temple in your non-capital Silk Road province, if you want even more money and piety for yourself. Your vassal mayors and clergy, given time, will build most of the holding improvements on their own. If you wish to, you can help them along. On character development (with or without Way of Life), it is up to you.
As a king, your minimum demesne limit is 3. In the context of Kamarupa, it is really all you need. (If you wish, you can increase centralisation to +1, to hold the 4 counties in your two duchies.) For those who stay Hindu, the main challenge is finding good commanders; In a Hindu realm, only the Kshatriyas can become soldiers and castle holders. You may have to invite soldiers from elsewhere or educate your sons to become good commanders. Set your Marshal to train troops (as is usually the case).
As the generations go by, you may want to increase Crown Authority further in order to switch to Primogeniture. The Future: Once your realm gets filled up with cities and temples (and are upgraded substantially) and your military buildings are set up (and your levies replenished), the region is your oyster. Will you expand your realm to dominate the entire stretch of the Silk Road in the area?
The capital county of Pala is a rich one (and on the Silk Road, to boot). As long as Pala remains Buddhist, your armies will have a higher morale compared to Pala's.
Or would you marry your daughters to the various kings (or a son to the odd queen appearing every now and then) in the region? Caravan Raiders and Steppe Hordes This event chain is probably the only time where you'll face real trouble. The recommended choices are to send your marshal to handle them, and if your marshal refuses, to spend gold to hire soldiers. Note that if your marshal does act, there's a chance that he might die. If you handle the situation yourself, you are likely to get maimed (or die) or be held as a hostage, forcing a ransom to be paid. Also, there are times where steppe hordes might come to raid your lands. My advice is to grin and bear it, unless they declare war for land to settle.
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Hope you've saved up enough money for mercs, and throw everything you have at them.