There are four important resources which are necessary for most actions in the game: gold, prestige, piety and renown. Each resource can be spent on different things and all of them can be spent or gained through events. With the exception of gold, each resource also accrues towards a secondary resource— fame, devotion and splendor, respectively—which rarely decreases and provides smaller passive benefits.
Gold is a measure of a character's wealth reserves. Most rulers start the game with gold equal to 18 months of income.
|Gold can be gained from:||Gold can be spent on:|
|Your holdings (and their buildings)||Buildings|
|Vassals||Recruiting men at arms|
|Ransoming prisoners||Creating titles|
|Raiding||Paying raised troops and hiring mercenaries|
|Inheriting||Hosting feasts and hunts|
|Asking spiritual head of faith||Bribing characters|
(The table is not exhaustive.)
Debt occurs when a character has negative gold. During debt, characters cannot declare war, their counties can always acquire corruption, their men-at-arms cannot reinforce, and they can experience various negative events. In addition, debt grants increasingly negative modifiers the longer it goes on.
|Years in debt||Levy size||Levy reinforcement rate||Development growth||Vassal opinion||Popular opinion||Advantage||Join faction acceptance|
Monthly gold income comes from two main sources.
Domain tax is generated by a character's personal holdings. The holder of the barony receives all of the barony's domain tax. It can be increased by the following:
- Character's stewardship skill (+2% per level)
- Collect Taxes council task (+0.5% per stewardship level)
- County development (+0.5% per level)
- Absolute Control (+10%)
Vassal tax is given to a title holder's direct liege. The amount given depends on the vassal's obligations:
- Castles are limited to normal obligations, giving 10% of their domain tax to the liege.
- Cities are held by republics, who provide 20% taxes.
- Vassal feudal counts, dukes and kings provide tax based on their individual vassal contracts.
- Vassal clan counts, dukes and kings provide tax based on their opinion, with the minimum amount determined by crown authority.
- Vassal tribal counts, dukes and kings provide tax based on their liege's level of fame.
- Churches are taxed according to the Clerical Tradition doctrine of the faith.
- Lay Clergy: churches function identically to castles.
- Theocratic: churches are held directly by a Realm Priest and are taxed under the following system: Realm Priests receive vassal income at a rate of 25% from Realm Priests belonging to their liege's direct vassals. They also provide up to 50% of their income from directly-controlled churches and their vassal priests to their feudal liege, scaled based on opinion.
The taxable income of feudal vassals (count/duke/king) is their own domain tax, as well as vassal tax from their own vassals. If the vassal receives income from a Realm Priest, this income is not included as taxable income.
The following affect monthly income:
|Greedy trait||+5% base|
+10% per Stress level
|War Profiteer perk (Avaricious tree)||+10% while at war|
|Golden Aplomb perk (Avaricious tree)||+10% per Stress level|
|Overextension||−5% per county over limit|
|Vow of Poverty modifier (from Take Vow of Poverty decision)||−20%|
Prestige represents the amount of political capital, social influence and goodwill a character is able make use of at any given time. Holding titles, specially of higher rank, as well as the diplomacy skill are the main continuous sources of prestige, but many events can generate it on occasion as well. Prestige can be spent on most secular matters of realm of management, such as vassal interactions, decisions and declarations of non-holy war. For tribal rulers, Prestige is also used for men-at-arms payment and upkeep, as well as constructing buildings.
Prestige's secondary resource is fame, which represents the character's general reputation over their entire life. Each time a character gains prestige, they gain the same amount of fame; battles fought in secular wars, as well as winning certain wars as war leader, will also net fame, while losing certain wars as war leader will lose fame. As fame accrues, it will increase progress towards the character's next level of fame, which grants various benefits, such as enabling decisions or certain types of casus belli. Fame also affects the amount of taxes and levies received from tribal vassals. Since fame is meant to merely accumulate, not be spent, it rarely decreases, but particularly dishonorable acts can cost levels of fame. A character who lacks the prestige to declare a secular war can also opt to spend fame, at an inflated price.
|Level of fame||Feudal secular opinion||Tribal secular opinion||Knights||Tribal vassal tax||Tribal vassal levies||Max conquest CB rank||Adopt Feudal / Clan Ways||Custom kingdoms||Custom empires||Fame|
|Exalted among Men||+20||+10||+3||32%||60%||Kingdom||8000|
|The Living Legend||+30||+20||+4||40%||75%||Kingdom||16000|
Piety is a measure of how virtuous a character is in the eye of others of their religion. It is gained primarily from religious relations, the character's learning skill, and traits that its faith considers virtuous. Piety is spent when interacting with the church and declaring holy wars. The icon displayed for representing piety depends on the character's religion.
The table below shows available sources of monthly piety. Note that these are value gains; for percentage effects, see the table on factors.
|Is court chaplain||Dependent on liege's rank:
|Religious Relations council task||
+0.05 per Learning skill
|Has a virtuous trait||
|Has a sinful trait||
|Imam Ali Mosque||
|Great Mosque of Mecca||
|Great Mosque of Cordoba||
|Great Mosque of Djenne||
|Great Mosque of Samarra||
+0.1 per knight
|Hall of Heroes||
|Ritual Hospitality tenet||
+0.3 per powerful vassal on the council
|Braslau holy site||
+0.1 per knight
|Is head of faith||
|Polygamous marriage doctrine|
| Prophetic Visions modifier
( Possessed trait)
| Steward of the Sacred River modifier
( Take Stewardship of the Sacred River decision)
+0.1 per knight
|Halq modifier ( Undertake the Hajj)||
Factors affecting monthly piety
The following table shows factors affecting the gain of monthly piety as a percentage effect. For value additions to monthly piety, see the table above
|Buddhas of Bamiyan||+10%|
|Temple City||+5% per powerful vassal on the council|
|The Third Temple / Dome of the Rock||+3%|
|Divine Right innovation||+10%|
|Ordained Rulership (second tier of Erudition legacy)||+10%|
|Prophet perk (Theologian tree)||+1% per knight|
|Defender of Faith perk (Theologian tree)||+20% if faith is Pluralist|
|Sculptor's Workshop Investment modifier
(A Word of Advice event)
|Great Sculptor's Workshop Investment modifier
(A Word of Advice event)
|Earthly Focus modifier
(Scholarship lifestyle event)
|Clerical Guidance modifier
(Commision Epic decision)
|Related to Wisdom modifier
(Sell Minor Titles decision)
|Excommunication Recently Lifted|
|Crusading House modifier
(house beneficiary won crusade)
|House of the Mujahid modifier
(house beneficiary won jihad)
|Holy Warriors modifier
(house beneficiary won great holy war)
|Saoshyant Resurgent modifier
(Become the Saoshyant decision)
|Devotee of Hayagriva modifier
(Determine Bhakti decision)
|Jerusalem holy site||+20%|
|Dwin holy site||+5%|
|Armagh holy site||+5%|
|Mecca holy site||+2% per knight|
|Lalish holy site||+20%|
|Ayodhya holy site||+1% per knight|
|Palitana holy site||+10%|
|Maowün holy site||+1% per knight|
|Rebgong holy site||+2% per powerful vassal on the council|
|Takht-e Soleyman holy site||+10%|
|Uppsala holy site||+1% per knight|
|Raivola holy site||+2% per powerful vassal on the council|
|Kiev holy site||+10%|
|Olvia holy site||+10%|
|Kabul holy site||+5%|
|Multan holy site||+5%|
|Lhasa holy site||+20%|
|Kukiya holy site||+1% per knight|
|Ife holy site||+20%|
|Harar holy site||+10%|
|Stuffed Corpse modifier
(Mental break event)
|Church and State perk
|+100% from buildings if faith has Lay Clergy|
| Divine Protection modifier
( Go on a Pilgrimage)
| Dedicated Pilgrim modifier
( Go on a Pilgrimage)
| Determined Pilgrim modifier
( Go on a Pilgrimage)
|+2.5% per knight|
Level of devotion
Each time a character gains piety, they will also gain devotion, which gives progress towards their next level of devotion. Like the levels of fame above, each level of devotion grants various benefits. A character will lose a level of devotion if they are caught doing something their faith doctrines consider shunned. A character can pay a piety cost with devotion if they don't have enough piety. Generated characters and those at the game start begin with the Dutiful level.
|Icons||Level of devotion||Clergy opinion||Theocracy vassal tax||Theocracy vassal levies||Max holy war objective rank||Create holy orders||Consecrate Bloodline||Required piety|
|Paragon of Virtue||+20||45%||40%||Kingdom||4500|
Renown is a resource accumulated by a dynasty and is used for the most powerful dynasty head interactions, unlocking dynasty legacies and increasing a dynasty's level of splendor. Each living dynasty member will add renown to the dynasty, and prestige to its dynasty head and house head. Renown can also be gained by marrying a ruler of a different dynasty.
|Title rank||Renown||Dynasty head prestige||House head prestige||Marriage renown|
|None (stacks with title bonuses)||+0.02||+0.01||+0.02||0|
Renown gain is capped at +2 for total non-ruler house members (100 members). Dynasty head prestige gain is capped at +3. House head prestige gain is capped at +5. Rulers will not add renown to their dynasty if any liege is a member of the same dynasty.
Renown earned by a dynasty is also added to its level of splendor, which determines how well known the dynasty is in the eyes of the world, how much prestige characters get from being born or marrying into it, the maximum Long Reign opinion characters can get, and how decorated the dynasty's coat of arms will be. Having a high level also makes it much easier to arrange marriages, especially with dynasties with a lower level of splendor. Splendor will only decrease if a player character attempts suicide. Peasant dynasties start at Base Origins.