A Barony is the lowest rank of landed titles and the only rank that is not playable (although they may be held by playable characters). Each county has 1-7 baronies, which will always be in the same realm as the county they're part of. Baronies may be sparsely populated or have a holding.
Capital[edit | edit source]
A barony can be two types of capital:
- The county capital is the primary barony of a county. Its holding can never be destroyed and is always owned by the ruler who holds the county title. County capitals allow the construction of an additional building and have +1 Fort Level. Furthermore, if the county is also the capital of its de jure duchy, then the barony gains one further building slot for the Duchy building. County capitals can be changed when the owner of the county also has another holding in the county.
- The realm capital is the barony where a ruler and its court resides and is always inherited by the primary heir. The realm capital can only be moved once per lifetime unless it's the de jure capital of the primary title. It also produces an additional +1 tax. Each barony within the same de jure duchy as the realm capital will gain +10% Levies. The realm capital cannot be moved during a war.
Holdings[edit | edit source]
Each barony may have a holding, which represents the main settlement inside it and is required to be able to use the barony. Constructing a new holding will create a title for that barony, which may be held or given to another character. Baronies that are not a county capital can be granted to a Courtier; when constructing holdings in a Vassal's county, the holder of the County title will automatically receive the holding once construction is complete. All holdings are constructed at level 1 and can be upgraded up to level 4. Constructing or upgrading a holding takes 5 years (before any bonuses/penalties).
Note: all costs listed below are before any bonuses/penalties.
- Constructing a feudal/clan holding (Castle/City/Temple) requires 400 gold
- Upgrading a feudal/clan holding to level 2 requires 550 gold
- Upgrading a feudal/clan holding to level 3 requires 700 gold
- Upgrading a feudal/clan holding to level 4 requires 850 gold
- Upgrading a tribal holding requires 200 gold and 400 prestige
- Tribal holdings cannot be constructed; Feudal and Clan rulers can turn them into Castle holdings at the cost of 500 gold
Constructing a Temple holding will raise Fervor by 1 and grant its county title holder 500 Piety regardless of which ruler funded it.
Giving away a holding that cannot be controlled (not giving any taxes or levies) does not grant Stress regardless of traits.
Buildings[edit | edit source]
- Main article: Building
Each holding has a number of slots for buildings. Most holdings have 3 building slots. If the holding is the County Capital, it will have 4 slots; if it's also the Duchy Capital, it will have a 5th slot reserved for duchy buildings. Certain holdings have a dedicated slot for special buildings.
Construction options[edit | edit source]
Constructing holdings in sparsely-populated baronies are restricted by certain factors:
- For non-tribal rulers, if the county does not have a set of 1 Castle, 1 City and 1 Temple, the "missing" holdings must be constructed first.
Barons' Liege[edit | edit source]
The de jure (and de facto) Liege of barons in a County is the holder of the County title. If a baron is given a county title which their barony is not de jure part of, they will surrender the barony to the holder of the County title, who can then hold it themselves or grant it to another Courtier.
You cannot grant baronies to barons who are not your Direct Vassals (since this will violate the rule that every character has only one Direct Liege).
Terrain[edit | edit source]
Each Barony has a dominant terrain. The terrain determines the movement speed and combat width in the Barony and can affect the supply limit and development growth in its County as well as which buildings can be constructed.
Winter[edit | edit source]
|Severity||Supply Loss||Fatal Casualties||Defender Advantage|
All baronies that are not near desert areas will suffer winter effects each year. Winter starts near the middle of October and its Severity slowly increases but it is not the same every year. How early and severely it affects a barony depends on its position on the map, with northmost and mountain baronies being affected first and most severely. Winters end at the beginning of March. Certain regiments of Men-at-Arms receive bonuses or penalties during Winter.
References[edit | edit source]