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Temples

(Redirected from Temple)
A temple holding

Temples are the generic name for religious holdings in a county. They are one of four major settlement types, the other three being castles, cities and tribes. Christian temples are called bishoprics, Muslim temples are called mosques, Zoroastrian temples are called vahrams, Hindu and Jain temples are called mandirs, while Buddhist temples are called viharas. Temples are the only holding type which all playable government types can build.

Temples are normally associated with Theocratic government. An exception is made for rulers of Iqta and Monastic Feudal realms, which allows for both castles and temples to be held without penalty; they gain monthly piety for each temple holding in their demesne.

Clergy of most religions are disqualified from succession. This can be useful for managing gavelkind succession, especially for Catholics, who have frequent opportunities to invest bishops. Temple holders are otherwise normally appointed through open elective succession.

Granting a temple to a courtier of your religion gives 25 piety. This often happens after holy wars. You still get the piety if you right-click the temple to generate a random vassal. Hindu characters must be of the Brahmin caste to be granted temples.

Holy sites that lack a temple only give +5% to the religion's moral authority. Constructing a temple boosts this to 10%. An additional +5% is awarded if the religion's head personally holds a temple in one of the religion's holy sites; this bonus does not stack. Constructing a temple in any province also gives +1% to moral authority for 20 years.

Buildings are functionally identical across religions even though their names vary. Note that building upgrades stack.

Contents

Base StatsEdit

All holdings have certain base statistics, providing income, fort level, and levies, so even a newly constructed holding will have some value.

Characteristic Value
  Income 8
  Fort level 0
  Levies 45 light infantry
45 heavy infantry
40 archers
2 galleys (if located at coastal county)

FortificationsEdit

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.

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

WallsEdit

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

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Walls I 50 365 +0.5 fort level
+2.5% levy size
+0.2 income
Church Wall II 50 547 +0.5 fort level
+2.5% levy size
+0.2 income
Church Walls I Improved Keeps II
Church Walls III 100 730 +1 fort level
+5% levy size
+0.2 income
Church Walls II Improved Keeps IV
Church Walls IV 100 1095 +1 fort level
+5% levy size
+0.2 income
Church Walls III Improved Keeps VI
Church Walls V 150 1460 +1.5 fort level
+7.5% levy size
+0.5 income
Church Walls IV Improved Keeps VIII

Churches and CathedralsEdit

Chuches are the center of the Temple holding and increase percentage-wise the number of levy and garrison troops available. They also provide piety to the liege, and holder if Muslim.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church I 150 547 +5% levy size
+5% garrison size
+0.05 liege piety
Church II 200 730 +7.5% levy size
+10% garrison size
+0.05 liege piety
Church Walls I
Church I
Church III 300 1095 +10% levy size
+15% garrison size
+0.05 liege piety
Church II Church Infrastructure II
Cathedral I 400 1460 +12.5% levy size
+20% garrison size
+0.05 liege piety
Church III Church Infrastructure IV
Cathedral II 500 2190 +15% levy size
+25% garrison size
+0.05 liege piety
Cathedral I Church Infrastructure VI
Cathedral III 500 2190 +15% levy size
+25% garrison size
+0.05 liege piety
Cathedral II Church Infrastructure VIII

Militia QuartersEdit

Militia Quarters increase the raw number of light infantry and archers available. These two troop types are of low quality, but make up the majority of armies and are utilised mostly in the skirmish phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Militia Quarters I 100 365 +60 light infantry
+30 archers
Militia Quarters II 120 547 +65 light infantry
+45 archers
Church Walls I
Militia Quarters I
Militia Quarters III 200 730 +70 light infantry
+60 archers
Militia Quarters II Church Infrastructure I
Militia Quarters IV 300 1095 +75 light infantry
+75 archers
Militia Quarters III Church Infrastructure III
Militia Quarters V 400 2190 +85 light infantry
+85 archers
Militia Quarters IV Church Infrastructure V
Militia Quarters VI 500 2190 +95 light infantry
+95 archers
Militia Quarters V Church Infrastructure VII

BarracksEdit

Church Barracks provide heavy infantry, which are heavy hitters and important in the melee phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Barracks I 100 365 +45 heavy infantry
Barracks II 120 730 +55 heavy infantry Church Walls I
Barracks I
Barracks III 200 730 +65 heavy infantry Church Walls II
Barracks II
Church Infrastructure II
Barracks IV 300 1095 +75 heavy infantry Barracks III Church Infrastructure IV
Barracks V 400 2190 +85 heavy infantry Barracks IV Church Infrastructure VI
Barracks VI 500 2190 +95 heavy infantry Barracks V Church Infrastructure VIII

TownsEdit

Church towns increase the income of the holding.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Church Town I 100 365 +2 income
Church Town II 120 547 +2 income Church Town I
Church Walls I
Church Town III 200 730 +2 income Church Town II
Church Walls II
Church Infrastructure I
Church Town IV 300 1095 +2 income Church Town III Church Infrastructure III
Church Town V 400 2190 +2 income Church Town IV Church Infrastructure V
Church Town VI 500 2190 +2 income Church Town V Church Infrastructure VII

Temple ShipyardsEdit

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

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

SchoolsEdit

Schools are educational institutions that increase the rate of technological growth in the entire county. Names varies depending on religion.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Monastic School 120 547 +10% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Church Walls I Church Infrastructure III Bonus affects the entire county
Cathedral School 120 547 +20% tech spread rate
+0.04 cultural tech points
+0.05 liege piety
Monastic School
Church Walls II
Church Infrastructure VI Bonus affects the entire county

Monumental ShrinesEdit

This building chain is accessible when the owner or any liege of the temple has the Monumental (Carpenter) or Peaceful-Monumental bloodlines. See Bloodline#Forged_Bloodlines

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Monumental Shrines I 125 365 +1 income
+0.05 liege piety
Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
Monumental Shrines II 250 560 +1 income
+0.1 liege piety
Monumental Shrines I Church Infrastructure III Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
Monumental Shrines III 250 560 +1 income
+0.15 liege piety
Monumental Shrines II Church Infrastructure V Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.
Monumental Shrines IV 250 560 +1 income
+0.25 liege piety
Monumental Shrines III Church Infrastructure VII Requires an owner or any liege with the Monumental or Peaceful-Monumental bloodlines.

Saint ShrineEdit

Available with the Tomb of the Saint province modifier

Price (gold) Build time (days) Effects Requirements Tech Requirements
Shrine 150 210 +0.05 liege piety
-0.05% revolt risk
+2 income
Settlements
Special holdings