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Introduction
This guide is a basic step by step walkthrough intended to get you started, and instruct the newbie player during his first steps into the game. There is already a tutorial campaign in the game but it doesn’t cover everything. This guide will cover some things already included in the Tutorial to make it easier for me to write, and some more advanced things that are not. So lets get started shall we?
- Getting Started - Which Nation?
- The Mini-Map and Map Modes
- How to sort out Income
- Books, Piety and Kingdom Power
- Royal Dynasty
- The Knights
- Construction & Building Upgrades
- Unit Requirements & Warfare
- Kingdom Advantages
- Crusades and Jihads
- Religion and Religious Leaders
- Minor Victory and the Election
- Patches and Updates
- User made Mods
- Links
- Acknowledgements
2. Getting Started - Which Nation?
To get straight into a campaign, from the main menu choose ‘Play alone’ then select ‘Play on Europe’. This will take you into the main campaign menu. From here you will begin your adventure. Before you get to choose which nation you want to play as though, you must first choose a time period. There are three available: Early, High and Late. To select which time period you wish play in, click the corresponding button on the top left of the screen.
Each different time period has different nations available. Many will be playable in all three period but may have different borders in each one.
Below is a table listing every playable nation, and which of the time periods they can selected in form the start.
Early (1000 AD)
High (1200 AD)
Late (1350 AD)
Abbassids
Yes
Algeria
Yes
Almohads
Yes
Antioch
Yes
Aragon
Yes
Yes
Armenia
Yes
Yes
Yes
Athens
Yes
Yes
Austria
Yes
Baghdad
Yes
Bdin
Yes
Berbers
Yes
Yes
Bohemia
Yes
Yes
Yes
Bosnia
Yes
Brandenberg
Yes
Brittany
Yes
Yes
Yes
Bulgaria
Yes
Yes
Burgundy
Yes
Yes
Byzantia
Yes
Yes
Castilia
Yes
Yes
Cordoba
Yes
Croatia
Yes
Yes
Yes
Cumans
Yes
Cyprus
Yes
Yes
Denmark
Yes
Yes
Yes
Dobrudzha
Yes
East Anglia
Yes
England
Yes
Yes
Epir
Yes
Fatimids
Yes
Yes
France
Yes
Yes
Yes
Gelre
Yes
Genoa
Yes
Yes
Georgia
Yes
Yes
Yes
Germany
Yes
Yes
Yes
Golden Horde
Yes
Yes
Granada
Yes
Highlands
Yes
Hungary
Yes
Yes
Yes
Ilkhanids
Yes
Ireland
Yes
Italy
Yes
Yes
Jerusalem
Yes
Karaman
Yes
Kazan
Yes
Yes
Khazars
Yes
Kiev
Yes
Yes
Latins
Yes
Leinster
Yes
Yes
Leon
Yes
Yes
Yes
Lithuania
Yes
Yes
Yes
Lombardy
Lotharingia
Yes
Lothian
Yes
Mameluks
Yes
Mecklenberg
Yes
Moldavia
Yes
Morocco
Yes
Munster
Yes
Yes
Muscovy
Yes
Yes
Yes
Naples
Yes
Yes
Navarre
Yes
Yes
Nicea
Yes
Normandy
Yes
Norway
Yes
Yes
Yes
Novgorod
Yes
Yes
Yes
Ottomans
Yes
Palatinat
Yes
Pamplona
Yes
Pechnegs
Yes
Poland
Yes
Yes
Yes
Pomerania
Yes
Portugal
Yes
Yes
Provence
Yes
Ryazan
Yes
Savoy
Yes
Saloniki
Yes
Scotland
Yes
Yes
Seljuk Turks
Yes
Yes
Serbia
Yes
Yes
Sicily
Yes
Yes
Spain
Yes
Suzdal
Yes
Sweden
Yes
Yes
Yes
Switzerland
Yes
Teutonic Order
Yes
Yes
Trebizond
Yes
Yes
Tunis
Yes
Yes
Turnovo
Yes
Ulster
Yes
Yes
Venice
Yes
Yes
Wales
Yes
Yes
Yes
Wallachia
Yes
Wessex
Yes
York
Yes
Zenata
Yes
Zeta
Yes
Zirid
Yes
If geographical location is important to your decision, then click the button with the map to switch to a view of Europe, where you click on the location to see what nation is there. Click on the one with the dots and lines will return you to the list.
Once you have chosen your desired time period and which nation you want to play as, you must now choose your difficulty setting. This button can be located just below the Map of Europe one.
You can either choose to keep it selected on normal, or if you don’t feel confident enough, you can set it to easy.
When you are done click on the play button in the bottom right to begin.
3. The Mini-Map and Map Modes
This is the Mini-Map. It is a basic overview of Europe with each of the cities pinpointed by the gold symbols dotted about it. There are five buttons at the top which, from left to right, have the following functions: Political View, hide Morale and Portrait, Hide Population and Production Icons, Hide Names, Zoom, Toggle Mode. More information on each can be found be hovering the mouse over them. Once in political view there are more options available, which are listed below.
Top Row, left to right: Kingdoms, Relations, Stances
Middle: Religion, Rebellion Risk, Trade Goods
Bottom: Units, Buildings, Strategic View
Relations: Shows the relations of the selected country with its neighbours, green is good, red is bad.
Stances: Shows who is at war with who
Religion: Shows which provinces follow which faith, Purple is Catholic, Pink is Orthodox, Green is Muslim. Grey/Purple is an excommunicated Catholic Kingdom. Stripes across a provinces denotes the religion of the owner.
Rebellion Risk: The closer to red, the more likely it is that rebels will spawn in that province
Trade Goods: Shows which provinces have the potential to produce the goods, and which already can.
Units: Shows which provinces have the potential to produce the unit and which already can.
Buildings: Shows which provinces have the potential to produce the building and which already can
Strategic: Return to strategic view.
4. How to sort out income
The first thing you will want to do when you start a new game is to make sure you have a positive income. The best way to do this at the start of the game is to hire some merchants. There are two ways of doing this. Firstly, you can select one of your Royal Family from the Royal Court menu and use him. This will be free of charge. The second will be to hire a Knight and use him. This will cost £1000. If your royal court member is the heir to throne, or the King, he will eventually die and a replacement found, if he is the second or third son or a Knight, then he will not die of old age. (More explained on this in the Knights section).
Look at the Royal Court menu at the top of the screen and click on one of the empty Knight places, this will bring up a menu like the one shown below. Family members who are not hired will have a gold outline around their portraits, click any of them, or both, and choose to make them a merchant.
This is done by clicking the money bag icon. Make as many of your family merchants as you want. Now you must sign some Trade Agreements. Trade Agreements allow you to trade with foreign nations and are vital for success.
To sign a trade agreement, enter political view and click and click on a nation, or click on a foreign town, then click on the portrait of the rule to open a diplomatic window. From there select Offer, then Trade Agreement. Depending upon your relations and the nation will either accept or decline. If they accept you can now send merchants there to bring back Gold or Trade Goods. Just click on the portrait of the merchant in the Royal Court menu, select ‘Trade with Kingdom’ then choose which nation to send him to. Then choose gold to start bringing in some money.
5. Books, Piety and Kingdom Power
These three items will either make or break your nation. Books and Piety are accumulated over time depending on how many Churches, Cathedrals, Libraries and Universities you have. Clerics governing a province will also increase the piety and book gain from that province.
Kingdom Power however requires a lot of money and piety to increase. What Kingdom power does it act a Prestige does in Victoria, or Stability does in Europa Universalis. It shows your wealth and power, and the more you have the more income will be generated.
Kingdom Power ranges from -5 to + 5. It can be increased by clicking on the number at the top left of the screen, which denotes how much Kingdom Power you have.
It will decrease when you break agreements with another nation or dishonour a military alliance. It will also decrease when you try and claim land from another nation through a royal marriage, if the target nation rejects your claims.
Low Kingdom Power means decreased income, and a deduction from your overall budget, as well as an increased risk of rebellion.
High Kingdom Power means an increase in your income and a lower risk of rebellion. It also means you can afford to break agreements or declare war on friends without suffering to much in a decrease.
Books are used to educate knights and adopt provinces. Educating knights will improve their performance and success rates, whilst adopting the population of a newly conquered province will decrease its nostalgia by a few points immediately.
Piety is used to increase kingdom power and convert the religion of the population of one province to your state religion. This is an expensive process and there is no guarantee the Cleric will survive, he may be lynched by fanatics. The more educated the Cleric is, the more likely a successful conversion will be.
6. The Royal Dynasty
Your Royal Dynasty, or family, is vital to the success of your empire. It plays several roles.
Royal Marriages: These are used when you wish to marry off your Princes to a foreign Princess. Useful as when the other King dies, you will have the chance to claim land off of him due to the marriage. But beware, the same can be done to you. It is a good idea to marry off your King and Heir if they are not already, this way you will have a longer time for them to have children.
Knights: Family members who become Knights in the royal court are free to hire and do not cost any monthly maintenance unlike normal knights.
To marry off one of your family members, you must first initiate a diplomatic menu. Select Offer then Royal Marriage. The target nation must have an eligible Prince or Princess to be married or nothing can happen.
In the Royal Court menu, family members are denoted by a crown. The large red one indicated the King, the smaller one shows who the Princes are. The rest of the Court are Knights.
When your King dies, the crown will automatically pass the First born prince. However there are circumstances where one of the Knights of the Court will usurp the throne and become King, if the King dies with no male heirs. Also, if you choose to select the Second or Third born Prince as heir, then the rightful first born may rebel against you and fight for his right to be King.
The other use they have are their traits and stats. These are complex and are not at all of any use to a new player. For more information on them go the Sunflowers forums or Paradox forum, links to which are at the end of this guide.
7. The Knights
Each different type of Knight provides its own different bonus and actions it can perform. There are six different types in total.
1. The Marshal: This guy is the commander of your armies. Each marshal can have 9 squads attached to him to take into battle. Every time he wins a battle he will gain experience, which is shown the yellow bar under his portrait while selected. When the bar fills up he will be granted one skill point. These can be used to grant special abilities and skills to the marshal that will affect him and/or his army. They range from being able to Decrease the enemy’s morale, increase his own, to constructing siege weapons or build boats. By hovering your mouse over each skill you can see what its effects are.
The green bars indicate unit morale.
2. The Merchant: Merchants are used to import gold, generating income and to import trade goods your Kingdom cannot produce itself. They are the most effective way of become rich and powerful.
3. The Cleric: Clerics are used to reduce nostalgia in a province by adopting the population and convert the religion of one province to your own state religion. Clerics governing a province will generate more books and piety for you. Every successful conversion they undertake will grant them one star of education/experience.
4. The Spy: This guy can be a very powerful tool. He is used to infiltrate an enemy kingdom and hopefully be hired as one their knights. When this happens several options become available to you depending on what he has been hired as.
Marshal: He will lead the enemy armies but be able to instigate a revolt, in which all enemy armies turn to rebels. He will also be able to force the enemy to sign a peace deal with you.
Cleric: He can raise nostalgia in all border provinces, convert one enemy province to paganism (if governing), make a province accept your religion (if governing) Hand over a town to your kingdom without a fight (if governing), Claim independence as a new kingdom (if governing)
Merchant: Hand over a town to your kingdom without a fight (if governing), Claim independence as a new kingdom (if governing) sabotage a trade agreement, arrange an annexation (if the kingdom is a vassal or smaller than you)
Builder: Claim independence as a new kingdom (if governing), Hand over a town to your kingdom without a fight (if governing)
Landlord: Claim independence as a new kingdom (if governing), Hand over a town to your kingdom without a fight (if governing)
Spy: Assassinate the enemy King, assassinate a member of the royal family, break agreements with you to avoid KP drop when attacking.
5. Builder: Builders governing towns provide more workers, and as a result buildings are built faster, and the town is more efficient.
6. Landlord: A landlord will governing a town will increase the food supply and the population limit. The population will grow more quickly and be able to withstand sieges a lot longer.
7. The Pope: If you are playing a catholic kingdom, and you have been a good boy and not attacked many other catholic kingdoms, then your Cleric may be appointed Pope. When this happens you are able to call your own marshals onto crusades and even gain the power to excommunicate other kingdoms. But be careful not to abuse this power, for the Pope may choose to leave your court and excommunicate you instead.
Knights can be educated by clicking on their portrait in the Royal Court menu and selecting ‘Educate Knight’. A Star will then appear above his picture showing what level of education he has. This costs 1000 books.
8. Construction and Building Upgrades.
This is one of the simplest features to get to grips with in Knights of Honor. Every building you build will grant a bonus to the Province or town, or allow the production of a new trade good, or allow construction of a new military unit. There are three types of building: Military, Civilian and Advanced. Military structures are as you would imagine, buildings that upgrade your army and town defences. Civilian buildings are structures that allow the production of some trade goods, or grant town happiness bonuses. They also allow the construction of Advanced buildings. Advanced buildings are where the rarer trade goods are produced and the larger more expensive buildings can be found.