Castles

From Crusader Kings II Wiki
Jump to navigation Jump to search
A castle holding (albeit one with a unique building to simulate Constantinople's famous walls.)

Castles are holdings held primarily by feudal lords. They pay lower taxes than cities and temples, but provide better levies, both in quality and quantity. Castles are the county seat (capital) for most counties; as such, their higher fort level as compared to temples and cities helps the county to better withstand sieges and raids.

Characters of the following government types can hold castles without penalty: feudal, iqta, monastic feudal, merchant republic, Roman/Byzantine Imperial, Confucian bureaucracy and Chinese imperial.

Castles are composed of buildings which must be upgraded to increase fort level, levies, or income. In addition to the buildings below, castles are allowed to build culture-specific buildings depending upon the culture of the holding's owner. Note that castles are the only source of cavalry levies, and the only holding type where cultural buildings and training grounds can be built.

Constructing a castle (or city) can prevent a formerly-normadic province from reverting due to nomad agitation.

Hindu characters must be of the Kshatriya caste before they can be granted castles.

Note that the effects of 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 4
Fort level.png Fort level 3
Levy.png Levies 60 light infantry
150 heavy infantry
15 light cavalry

Castle Fortifications[edit]

These buildings increase fort level, increasing the time it takes an attacking army to siege the holding and reducing the amount of free loot available to raiders.

Name Price Build time Effects Requirements Tech Requirements
Castle Fortifications I 50 gold 182 days +0.5 fort level
Castle Fortifications II 50 gold 182 days +0.5 fort level Castle Walls I
Castle Fortifications I
Improved Keeps 1
Castle Fortifications III 50 gold 182 days +0.5 fort level Castle Fortifications II Improved Keeps III
Castle Fortifications IV 100 gold 365 days +1 fort level Castle Fortifications III Improved Keeps V
Castle Fortifications V 100 gold 365 days +1 fort level Castle Fortifications IV Improved Keeps VII

Walls[edit]

Walls increase levy size and fort level, raising the defensive capacity. They also slightly increase yearly income from the holding.

Walls Price Build time Effects Requirements Tech Requirements
Castle Walls I 50 gold 365 days +0.5 fort level
+2.5% levy size
+0.2 income
Castle Walls II 50 gold 547 days +0.5 fort level
+2.5% levy size
+0.2 income
Castle Walls I Improved Keeps I
Castle Walls III 100 gold 730 days +1 fort level
+5% levy size
+0.2 income
Castle Walls II Improved Keeps IV
Castle Walls IV 150 gold 1095 days +1 fort level
+5% levy size
+0.2 income
Castle Walls III Improved Keeps VI
Castle Walls V 150 gold 1460 days +1.5 fort level
+10% levy size
+0.5 income
Castle Walls IV Improved Keeps VIII
Theodosian Walls 150 gold 1460 days +4 fort level Castle Walls V, Constantinople

Keeps[edit]

Keeps are arguably the most important building for castles. They increase garrison size, thereby increasing the defensive capacity of the holding, and increase levies, giving the holder the ability to field more troops.

Name Price Build time Effects Requirements Tech Requirements
Keep I 150 gold 547 days +5% levy size
+5% garrison size
Keep II 200 gold 730 days +10% levy size
+10% garrison size
Castle Walls I
Keep I
Keep III 300 gold 1095 days +15% levy size
+15% garrison size
Castle Walls II
Keep II
Improved Keeps II
Keep IV 400 gold 1460 days +20% levy size
+20% garrison size
Keep III Improved Keeps IV
Keep V 500 gold 2190 days +25% levy size
+20% garrison size
Keep IV Improved Keeps VI
Keep VI 500 gold 2190 days +30% levy size
+20% garrison size
Keep V Improved Keeps VIII

Militia Training Grounds[edit]

Militia training grounds increase the output of light infantry and archers in a holding. Both are low quality troops, but tend to make up the majority of armies, being very numerous, and are two of the best troop types during the skirmish phase at the start of a battle.

Name Price Build time Effects Requirements Tech Requirements
Militia Training Ground I 100 gold 365 days +80 light infantry
+10 archers
Militia Training Ground II 120 gold 547 days +50 light infantry
+50 archers
Castle Walls I
Militia Training Ground I
Castle Infrastructure I
Militia Training Ground III 200 gold 1095 days +20 light infantry
+90 archers
Militia Training Ground II Castle Infrastructure V
Militia Training Ground IV 300 gold 1095 days +30 light infantry
+120 archers
Militia Training Ground III Castle Infrastructure VII

Training Grounds[edit]

Training grounds are one of the key buildings that make castles the best holding for levies. This upgrade gives increased morale to all levies raised from the holding, which can make the difference between routing the enemy and being routed. Additionally, the increased levy reinforcement rate means that losses will be replenished faster, and is key when fighting a defensive war. This building is also useful if you intend to form your own mercenary band.

Name Price Build time Effects Requirements Tech Requirements
Training Grounds I 200 gold 730 days +10% morale
+10% levy reinforcement rate
+20 retinue size
Castle Walls II
Training Grounds II 250 gold 1095 days +15% morale
+15% levy reinforcement rate
+20 retinue size
Training Grounds I Castle Infrastructure III
Training Grounds III 300 gold 2190 days +20% morale
+20% levy reinforcement rate
+20 retinue size
Training Grounds II Castle Infrastructure VI

Barracks[edit]

Barracks provide castles with heavy infantry and pikemen, which gives an army staying power and the ability to kill in the melee phase of combat.

Name Price Build time Effects Requirements Tech Requirements
Barracks I 100 gold 365 days +30 heavy infantry
+15 pikemen
Barracks II 120 gold 547 days +40 heavy infantry
+15 pikemen
Castle Walls I
Barracks I
Barracks III 200 gold 730 days +45 heavy infantry
+20 pikemen
Castle Walls II
Barracks II
Castle Infrastructure I
Barracks IV 300 gold 1095 days +50 heavy infantry
+25 pikemen
Barracks III Castle Infrastructure III
Barracks V 400 gold 2190 days +60 heavy infantry
+25 pikemen
Barracks IV Castle Infrastructure V
Barracks VI 500 gold 2190 days +65 heavy infantry
+30 pikemen
Barracks V Castle Infrastructure VII

Stables[edit]

Stables are another key to the power of castles. They are the only way outside of culture specific buildings to acquire heavy cavalry (the best troop type in the game) and provide lots of light cavalry, which is an all around useful troop type, and great for chasing down fleeing armies.

Name Price Build time Effects Requirements Tech Requirements
Stables I 100 gold 365 days +35 light cavalry
Stables II 120 gold 547 days +45 light cavalry Stables I
Castle Walls I
Stables III 200 gold 730 days +55 light cavalry Stables II
Castle Walls II
Castle Infrastructure II
Stables IV 300 gold 1095 days +55 light cavalry
+5 heavy cavalry
Stables III Castle Infrastructure IV
Stables V 400 gold 2190 days +55 light cavalry
+10 heavy cavalry
Stables IV Castle Infrastructure VI
Stables VI 500 gold 2190 days +55 light cavalry
+20 heavy cavalry
Stables V Castle Infrastructure VIII

Castle Towns[edit]

Castle towns are the economic upgrade for castles, and are thus extremely important.

Name Price Build time Effects Requirements Tech Requirements
Castle Town I 100 Gold 365 Days +2 income
Castle Town II 120 Gold 547 days +2 income Castle Town I
Castle Walls I
Castle Town III 200 gold 730 days +2 income Castle Town II
Castle Walls II
Castle Infrastructure II
Castle Town IV 300 gold 1095 days +2 income Castle Town III Castle Infrastructure IV
Castle Town V 400 gold 2190 days +2 income Castle Town IV Castle Infrastructure VI
Castle Town VI 500 gold 2190 days +2 income Castle Town V Castle Infrastructure VIII

Shipyards[edit]

Castle shipyards are buildings that can only be built in coastal provinces; they provide ships that can be used to transport troops.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Castle Shipyard I 100 365 +4 galleys Shipbuilding I Only available in coastal holdings
Castle Shipyard II 100 730 +5 galleys Castle Shipyard I Shipbuilding II Only available in coastal holdings
Castle Shipyard III 100 1095 +6 galleys Castle Shipyard II Shipbuilding III Only available in coastal holdings
Castle Shipyard IV 100 1460 +7 galleys Castle Shipyard III Shipbuilding IV Only available in coastal holdings

Cultural Buildings[edit]

Main article: Cultural_Buildings

Cultural Buildings and Steppe Cultural Buildings can be built in castles, varying in name and specific contributions to their levy on the culture of the province the castle holding is in.

Beyond contributing levy forces, many cultural buildings also give a bonus to the offence, defence, or morale levels of specific units. As these bonuses apply to the retinue of that character if these cultural buildings are built in the capital castle holding, placement of the capital can impact the quality of the army.

All Cultural Buildings, except for the Steppe Cultural Buildings, have the same requirements.

Price (gold) Build time (days) Requirements Tech Requirements Notes
Cultural Building I 200 730 Castle Walls II Improved Keeps II Benefits will vary depending on the culture of the province
Cultural Building II 300 1095 Cultural Building I Castle Infrastructure I Benefits will vary depending on the culture of the province
Cultural Building III 400 2190 Cultural Building II Castle Infrastructure II Benefits will vary depending on the culture of the province
Cultural Building IV 500 2190 Cultural Building III Castle Infrastructure IV Benefits will vary depending on the culture of the province

Steppe Cultural Buildings exist for certain (steppe) cultures when building in steppe terrain, instead of the default Cultural Buildings.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Steppe Barracks I 100 365 +25 Heavy Infantry
+20 Light Cavalry
Steppe Barracks II 120 547 +35 Heavy Infantry
+20 Light Cavalry
Steppe Barracks I Castle Walls I
Steppe Barracks III 200 730 +40 Heavy Infantry
+25 Light Cavalry
Steppe Barracks II Castle Walls II
Improved Keeps II
Steppe Barracks IV 300 1095 +45 Heavy Infantry
+30 Light Cavalry
Steppe Barracks III Castle Infrastructure I
Steppe Barracks V 400 2190 +55 Heavy Infantry
+30 Light Cavalry
Steppe Barracks IV Castle Infrastructure III
Steppe Barracks VI 500 2190 +60 Heavy Infantry
+35 Light Cavalry
Steppe Barracks V Castle Infrastructure V
Price (gold) Build time (days) Effects Requirements Tech Requirements
Steppe Stable I 100 365 +10 Horse Archers
+25 Light Cavalry
Steppe Stable II 120 547 +20 Horse Archers
+25 Light Cavalry
Steppe Stable I Castle Walls I
Steppe Stable III 200 730 +20 Horse Archers
+35 Light Cavalry
Steppe Stable II Castle Walls II
Improved Keeps II
Castle Infrastructure II
Steppe Stable IV 300 1095 +20 Horse Archers
+35 Light Cavalry
+5 Knights
Steppe Stable III Castle Infrastructure IV
Steppe Stable V 400 2190 +20 Horse Archers
+35 Light Cavalry
+10 Knights
Steppe Stable IV Castle Infrastructure VI
Steppe Stable VI 500 2190 +20 Horse Archers
+35 Light Cavalry
+20 Knights
Steppe Stable V Castle Infrastructure VIII

Gompa Monasteries[edit]

Fortified gompas protect the monasteries and universities that lie within them. Can only be built by Monastic Feudal rulers.

Name Price Build time Effects Requirements Tech Requirements
Gompa Monastery I 150 gold 547 days +5% levy size
+5% garrison size
+2.5% tech spread rate
+0.01 cultural tech points
+0.05 liege piety
Gompa Monastery II 200 gold 730 days +5% levy size
+5% garrison size
+5% tech spread rate
+0.02 cultural tech points
+0.05 liege piety
Gompa Monastery I
Castle Walls I
Gompa Monastery III 300 gold 1095 days +5% levy size
+5% garrison size
+7.5% tech spread rate
+0.03 cultural tech points
+0.05 liege piety
Gompa Monastery II Church Infrastructure II
Gompa Monastery IV 400 gold 1460 days +5% levy size
+5% garrison size
+10% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Gompa Monastery III Church Infrastructure IV

Special Fortifications[edit]

This building chain is accessible when the owner or any liege of the castle has the Castellan or Peaceful-Castellan bloodlines. See Bloodline#Forged_Bloodlines

Name Price Build time Effects Requirements Tech Requirements Notes
Insulated Sections 125 gold 365 days +0.5 fort level
+5% morale
Requires an owner or any liege with the Castellan or Peaceful-Castellan bloodlines.
Killing Fields 250 gold 560 days +1 fort level
+5% morale
+5% garrison size
Insulated Sections Improved Keeps III Requires an owner or any liege with the Castellan or Peaceful-Castellan bloodlines.
Extended Machicolations 450 gold 760 days +1.5 fort level
+15% garrison size
+50 archers
Killing Fields Improved Keeps V Requires an owner or any liege with the Castellan or Peaceful-Castellan bloodlines.
Reinforced Barbican 750 gold 1250 days +2 fort level
+20% levy size
+30% garrison size
+100 light infantry
Extended Machicolations Improved Keeps VII Requires an owner or any liege with the Castellan or Peaceful-Castellan bloodlines.

Oppressive Fortifications[edit]

This building chain is accessible when the owner or any liege of the castle has the Murder-Builder bloodline. See Bloodline#Forged_Bloodlines

Name Price Build time Effects Requirements Tech Requirements Notes
Gloomy Monument 125 gold 365 days -5% local revolt risk
+.05 liege prestige
Castle Infrastructure II Requires an owner or any liege with the Murder-Builder bloodline.
Connected Watchtowers 250 gold 560 days +1 fort level
-5% local revolt risk
+5% garrison size
Gloomy Monument Castle Infrastructure IV Requires an owner or any liege with the Murder-Builder bloodline.
Lonely Spire 300 gold 560 days +1 fort level
-5% local revolt risk
+5% garrison size
Connected Watchtowers Castle Infrastructure VI Requires an owner or any liege with the Murder-Builder bloodline.
Palace of Justice 450 gold 760 days +1 fort level
-5% local revolt risk
+5% garrison size
Lonely Spire Castle Infrastructure VIII Requires an owner or any liege with the Murder-Builder bloodline.
Settlements
Special holdings