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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]

The holding window displays a barony's capital status. In this example, Chester is the county capital (1) and can become the realm capital (2).

A barony can be two types of capital:

  • County capital.png 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.
  • Realm capital.png 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. If the county does not have a set of 1 Castle, 1 City and 1 Temple the missing holdings must be constructed first.
  • 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.

Holding Level Monthly tax  Levies  Garrison  Fort level Required innovation Description Can be directly held by
Holding castle.png
Motte +0.4 +175 +250 +1  Mottes This small but formidable fortification is situated upon a raised earthwork. Feudal
Holy Order
Keep +0.7 +325 +750 +4  Battlements The Keep (or Donjon) is a large tower serving as a fortified residence and last line of defense.
Concentric Castle +1 +475 +1250 +8  Hoardings The Concentric Castle is surrounded by two or more walls, the inner one higher than the outer one.
Fortress +1.3 +625 +1750 +13  Machicolations The Fortress is the epitome of defense, able to both repel enemy assaults and house a large military.
Holding city.png
Village Center +0.8 +75 +150 0  City Planning A populous city which houses a large number of burghers, merchants, and hard-working townsfolk. Republic
Holy Order
Large City +1.4 +125 +300 0  Manorialism This city has attracted the attention of traders and craftsmen from all around, with wealthy merchants setting up shop and diligent craftsmen erecting new houses almost daily.
City Center +2 +175 +450 0  Windmills No longer content with just occupying its original area, the city now subsumes nearby farmland into its prosperous center. The city is vast and full of wealth and opportunity.
Bustling Metropolis +2.6 +225 +1050 0  Cranes This city is known far and wide for the bountiful opportunities that lie within — it is said that even the lowliest peasant can find fortune here. Houses line the streets for as far as the eye can see, with carts and animals busy transporting goods wherever you look.
Holding church.png
Shrine +0.5 +125 +150 0  City Planning A place of worship ruled by the clergy, surrounded by a town of faithful peasants. Theocracy
Lay Clergy
Temple Grounds +0.9 +225 +450 0  Manorialism A temple sits at the center of the village, carefully constructed by local craftsmen to show their dedication to the faith.
House of Worship +1.3 +325 +750 0  Windmills While the temple can take in a lot of worshipers, that is not its only purpose — it also has to house the clergy, support a large library and protect relics. With the addition of the house of worship there's always plenty of room for the faithful to pray.
Grand Temple +1.7 +425 +1050 0  Cranes Not satisfied with a small and modest temple, local artisans and architects have worked together to create a true work of art. This grand temple seemingly calls down the power of heaven itself into any worshiper who enters its glorious halls.
Holding tribal.png
Tribal Hold +0.2 +250 +250 +1 Yes None Constructed out of logs and rough-hewn stone, this hold is imposing despite its small size. Tribal
Fortified Tribal Hold +0.5 +400 +500 +2  Planned Assemblies The fortified hold takes its inspiration from feudal castles, adding many new defensive elements.

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.

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]

A map showing each type of terrain in Crusader Kings III

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.

Terrain Movement Speed Combat width.png Combat Width Defender Advantage County Supply Limit County Development Growth Other effects
Terrain desert.png Desert 70% 100% 0 -30% -50%
Terrain desert mountains.png Desert Mountains 50% 50% +12 -60% -50% -30% Defender Retreat Losses
Terrain drylands.png Drylands 100% 100% 0 -5%
Terrain farmlands.png Farmlands 100% 100% 0 +50% +20%
Terrain floodplains.png Floodplains 100% 75% 0 +35% +20%
Terrain forest.png Forest 80% 90% +3 -10%
Terrain hills.png Hills 80% 80% +5 -10% -10%
Terrain jungle.png Jungle 50% 70% +6 -25% -40%
Terrain mountains.png Mountains 50% 50% +12 -50% -25%
Terrain oasis.png Oasis 100% 100% 0 +10% +10%
Terrain plains.png Plains 100% 100% 0
Terrain steppe.png Steppe 100% 100% 0 -50%
Terrain taiga.png Taiga 80% 80% +4 -20% -5%
Terrain wetlands.png Wetlands 70% 60% +5 -25% -25% +25% Retreat Losses
+20% Fatal Casualties

Winter[edit | edit source]

Severity  Supply Loss Fatal Casualties Defender Advantage
Winter mild.png Mild -2 0 0
Winter normal.png Normal -5 0 0
Winter harsh.png Harsh -10 -20% +5

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]

Characters CharactersAttributesTraitsResourcesLifestyleDynastyCultureInnovationsModifiers
Realm & Governance VassalsCouncilCourtSchemesGovernmentLawsDecisionsTitlesBaronyCounty
Warfare WarfareCasus belliAllianceArmyHired forces
Faith ReligionFaithDoctrinesTenets
Meta ModdingPatchesDownloadable contentDeveloper diariesAchievementsJargon