Posted November 04, 2018
First...accept that the game has a scissors-approach towards the kindom-part, if you're behind the expected value you have a harder time to solve the events, more fails slow down or stop your kingdomprogress, making it even harder, then you start to get events that create unrest...unrest give you a debuff to all advisor-rolls and so on.
If you need a avarage roll of 15+ for events you most likly allready loosed, luck or savescumming might help to survive some time but earlier then later the next major problem rises and chances are high that your kingdom crumbles while you deal with it.
If..on the other hand you can stay ahead of the expected development, you will solve most problems and start getting more&more thriumphs=bonusrewads (stats and sometimes even BP), that will raise your stats faster, unlock projects that give your kingsdom buff/new buildings/ways to generate income...
Important Basics:
Unrest
If any of the Kingdom-stats, including the BP, reach zero or below you get a unrestlevel, each level of unrest gives a -1debuff to all kingdom rolls, additionally, as far as i observed it, you gain a higher chance for unrestevent=events
that generate more unrest if the appear, most but not all unrestevents "heal" some unrest if solved but it's a fast road to hell.
You can't avoid unrest completly because there's a number of scripted events&quests that generate unrest even if dealt with asap.
Some people will now tell you to just activate the option invincible kingdom at the difficulty settings, think twice about it, invincible kingdom will save you from gameover via unrestlevel&unrestevents..nothing more...if your kingdom is
allready in bad shape, now you get a -4 to all rolls+more negative events and the next major problem rises, chances are high that your kingdom will fail during this crisis.
There is no real way to deal with unrest, if you fall below -3 you will get events that alow you to "heal" one level of unrest for 1k BP but thats it.
Overall,sad but true, if you get unrest through a unlucky advisor roll it's best to reroll/reload, otherwise it can add up fast with a bit of bad luck.
Aligment Buildings
Several Buildings are tied to the Aligment of the Baranoy/kingdom, your Baranoy/kingdom has the aligment you had while being raised to nobility.
Lawfull and evil Aligment get Buildings that make all province events easier.
The Aligment of your Baranoy/Kingdom wan't change if your Aligment change.
Buying BP
One of the Merchant at your capital(mainsquare) sells BP, use it
Controlling your Kingdom
You can controll your Kingdom from the travelmap, als long as you stay withing your borders, if you leave the area you can't give orders and more important you don't get any messages about kingdomevents
Advisors
There're three Advisors for most positions, each position is tied to a kingdom stat, for every 20 stat-points a new rank is unlocked.
A new rang allows to "level up" the rank via project, each rank give a bonus to the rolls for that advisor+unlocks new projects from time to time that might help your kingdom+raises your BP-Income. Some Advisor-positions are blocked at the start, they're unlocked by raising the basic stats to 60+ and storyprogress.
The non-companion-advisors are tied to alliances/questdecions=you will never have all of them.
There's no way to get more advisors
Every Advisor-position has a attribute tied to it, the attribute-bonus of the advisor together with the rankbonus is the "skill" of this Kingdomstat, non-companion-advsiors get a project every few ranks to upgrade their attributes.
This lead to a important desicion, exp-sharing&equipment for unused companions, if you disable expsharing&sell all surplus-equipment your party will be stronger but your kingdom weaker and the other way around.
This leads to
Is my Kingdom of any use
If they fix the royal artisans you get some items from time to time, these items are usefull early&midgame if you get the artisans to work early, aside from this the kingdom is only there to cause you trouble and drain your funds/time.
You can build a army that is feared by all known countrys, create a trade network that bring exotic goods from all over the world back to your kingdom, you can raise the arcane power of your kingdom to such heights that you have factorys that outfit even the common soldiers with magic equipment...but..thats only flavor text and stats.
Dreamed about sending worker to claim the loot you could not carry, using teleportation or magic communication,...or hoped that you at last could send the workers to that iron deposit you found&cleared...nope, npc(foes, friends and sometimes even your own underlings) can do a way more then you do, you allways stay the little erandboy that just started his adventure, one of your artisans wishes a bottle of wine..well..run king run, a might be thief claims to be innocent and that a witness at your capital can proof it..run king run...no way that you order the guardsman to check it...
So, long story cut short...you have to develop your kingdom as good&fast as you can to avoid game over and reduce the pain as much as possible but don't expect to get something back
Development Preparations during Chapter 1
Chapter1 has is own timelimit that is not tied to the kingdom, i made some testing with the first kingdomcrisis and noticed that the kingdomtimer(s) start after you're raised to nobility.
This means...make good use of the time you have. Follow the two mainquests first, until the point you're ready to beat the staglord. Now...explore the map as far as the mist allows, beat all optional areas if you can,
gather all loot...even the stuff with bad weight/price-tag..this will give you around 15% additional gold and if you're patient run around at the worldmap for some random encounters..but..the combatexp and the loot you can get are just bad
Raise to nobility Idea by InEffect
Directly after your raise to nobility you get the offer of a 500 BP loan.
Take into mind..it's not a gift, it's a Highrisk-loan. In most cases, esp. during the frist Playthrough
it will be more of a drawback then a help.
Your own barony, lets start
First the "Don't do it(s)"
-Hunting
seriously..don't hun't, cooking&camouflage takes one hour and is done at the same time, resting take 10 hours max , hunting take up to 8hours per roll after the first one and at barren areas you might get zero rations/roll, worst case for me was 24h to gather those 6 rations.
About the Rations weight, you can get several items that allow you to carry more stuff, animal companions carry stuff and one of the companions has a campspecial that reduces the number of rations you need.
Overall i had the impression that carrying enough ration is the easiest and fatest way to travel&rest.
Edit:Info/different opinion from InEffect,
about resting. hunting is fine but keep some supplies handy and always check use supplies, unless you are going into a long dungeon. having a good Lore: Nature guy will almost guarantee you will get 5-6 rations every time. it doesn't work as you described afaik. you only waste time if you hunt for more than you get in one roll. also supply weight will cost you more time traveling, than hunting would if you would not hunt at all. My go-to is 12 supplies. 6 for travel and 6 if I would need a nap in dungeon.
-Delaying Mainquests/crisis
After you get you barony you're fighting to stay ahead of the timeline, with a few expections the maincrises-quests/event work like start at day x after raise to nobility,some sidequests and questdecions modify it but overall you wan't to deal with it as fast as possible for two reasons
I.Crisisevents, again a scissors-approach, with one expection all event-chains start with some medicore problem-events for your kingdom but number&difficulty of the problems raise fast
II:Timeline, as allready mentioned the game has a timeline, modified+/- depending at the things you did, the longer you need to solve a problem the less time you have to develop you kingdom and explore the land you claimed until the next major crisis hit you.
-Traveling overloaded
If you take a look at the lower right of the shared inventory and hover over the medium&heavy encumberance you will see that it reduces your travelspeed, at least during crisisevent you should aim to stay at light encumberance if
possible.
-Exploring/Sidequests during Times of crises
Just don't do it, aside from delaying the Mainquest is a bad idea after you claimed the area you can explore&quest while still managing your Kingdom
-Ignoring Kingdom/Companionquests
Several Quests fail after some Time, Kingdomquests&Companion quest might start a recurring bad event after some time if ignored instead of failing
Doing research-projects
Sadly...most researchprojects only give a minor statgain that is a joke compared to the BP and more important advisor-time you have to invest, just using the adivsor to solve events will give you much more for free.
A few unlock additional buildings ore give a buff that give you statpoints under very special conditions but nothing came close to justify the ammount of time it need...
Spamming Kingdomprojects and Advisorupgrade-projects
Projetcs that make it easier to solve Problems or that improve advisors you use are good, the two immunity-buffs are good...everything else has to be checked very carefully.
I really hated it to see the projects pile up...but...whats the use of a 5% discount-project for some buildings if the project is so expensive that you need to build 20+ of them just to get the BP-investment back
If you need a avarage roll of 15+ for events you most likly allready loosed, luck or savescumming might help to survive some time but earlier then later the next major problem rises and chances are high that your kingdom crumbles while you deal with it.
If..on the other hand you can stay ahead of the expected development, you will solve most problems and start getting more&more thriumphs=bonusrewads (stats and sometimes even BP), that will raise your stats faster, unlock projects that give your kingsdom buff/new buildings/ways to generate income...
Important Basics:
Unrest
If any of the Kingdom-stats, including the BP, reach zero or below you get a unrestlevel, each level of unrest gives a -1debuff to all kingdom rolls, additionally, as far as i observed it, you gain a higher chance for unrestevent=events
that generate more unrest if the appear, most but not all unrestevents "heal" some unrest if solved but it's a fast road to hell.
You can't avoid unrest completly because there's a number of scripted events&quests that generate unrest even if dealt with asap.
Some people will now tell you to just activate the option invincible kingdom at the difficulty settings, think twice about it, invincible kingdom will save you from gameover via unrestlevel&unrestevents..nothing more...if your kingdom is
allready in bad shape, now you get a -4 to all rolls+more negative events and the next major problem rises, chances are high that your kingdom will fail during this crisis.
There is no real way to deal with unrest, if you fall below -3 you will get events that alow you to "heal" one level of unrest for 1k BP but thats it.
Overall,sad but true, if you get unrest through a unlucky advisor roll it's best to reroll/reload, otherwise it can add up fast with a bit of bad luck.
Aligment Buildings
Several Buildings are tied to the Aligment of the Baranoy/kingdom, your Baranoy/kingdom has the aligment you had while being raised to nobility.
Lawfull and evil Aligment get Buildings that make all province events easier.
The Aligment of your Baranoy/Kingdom wan't change if your Aligment change.
Buying BP
One of the Merchant at your capital(mainsquare) sells BP, use it
Controlling your Kingdom
You can controll your Kingdom from the travelmap, als long as you stay withing your borders, if you leave the area you can't give orders and more important you don't get any messages about kingdomevents
Advisors
There're three Advisors for most positions, each position is tied to a kingdom stat, for every 20 stat-points a new rank is unlocked.
A new rang allows to "level up" the rank via project, each rank give a bonus to the rolls for that advisor+unlocks new projects from time to time that might help your kingdom+raises your BP-Income. Some Advisor-positions are blocked at the start, they're unlocked by raising the basic stats to 60+ and storyprogress.
The non-companion-advisors are tied to alliances/questdecions=you will never have all of them.
There's no way to get more advisors
Every Advisor-position has a attribute tied to it, the attribute-bonus of the advisor together with the rankbonus is the "skill" of this Kingdomstat, non-companion-advsiors get a project every few ranks to upgrade their attributes.
This lead to a important desicion, exp-sharing&equipment for unused companions, if you disable expsharing&sell all surplus-equipment your party will be stronger but your kingdom weaker and the other way around.
This leads to
Is my Kingdom of any use
If they fix the royal artisans you get some items from time to time, these items are usefull early&midgame if you get the artisans to work early, aside from this the kingdom is only there to cause you trouble and drain your funds/time.
You can build a army that is feared by all known countrys, create a trade network that bring exotic goods from all over the world back to your kingdom, you can raise the arcane power of your kingdom to such heights that you have factorys that outfit even the common soldiers with magic equipment...but..thats only flavor text and stats.
Dreamed about sending worker to claim the loot you could not carry, using teleportation or magic communication,...or hoped that you at last could send the workers to that iron deposit you found&cleared...nope, npc(foes, friends and sometimes even your own underlings) can do a way more then you do, you allways stay the little erandboy that just started his adventure, one of your artisans wishes a bottle of wine..well..run king run, a might be thief claims to be innocent and that a witness at your capital can proof it..run king run...no way that you order the guardsman to check it...
So, long story cut short...you have to develop your kingdom as good&fast as you can to avoid game over and reduce the pain as much as possible but don't expect to get something back
Development Preparations during Chapter 1
Chapter1 has is own timelimit that is not tied to the kingdom, i made some testing with the first kingdomcrisis and noticed that the kingdomtimer(s) start after you're raised to nobility.
This means...make good use of the time you have. Follow the two mainquests first, until the point you're ready to beat the staglord. Now...explore the map as far as the mist allows, beat all optional areas if you can,
gather all loot...even the stuff with bad weight/price-tag..this will give you around 15% additional gold and if you're patient run around at the worldmap for some random encounters..but..the combatexp and the loot you can get are just bad
Raise to nobility Idea by InEffect
Directly after your raise to nobility you get the offer of a 500 BP loan.
Take into mind..it's not a gift, it's a Highrisk-loan. In most cases, esp. during the frist Playthrough
it will be more of a drawback then a help.
Your own barony, lets start
First the "Don't do it(s)"
-Hunting
seriously..don't hun't, cooking&camouflage takes one hour and is done at the same time, resting take 10 hours max , hunting take up to 8hours per roll after the first one and at barren areas you might get zero rations/roll, worst case for me was 24h to gather those 6 rations.
About the Rations weight, you can get several items that allow you to carry more stuff, animal companions carry stuff and one of the companions has a campspecial that reduces the number of rations you need.
Overall i had the impression that carrying enough ration is the easiest and fatest way to travel&rest.
Edit:Info/different opinion from InEffect,
about resting. hunting is fine but keep some supplies handy and always check use supplies, unless you are going into a long dungeon. having a good Lore: Nature guy will almost guarantee you will get 5-6 rations every time. it doesn't work as you described afaik. you only waste time if you hunt for more than you get in one roll. also supply weight will cost you more time traveling, than hunting would if you would not hunt at all. My go-to is 12 supplies. 6 for travel and 6 if I would need a nap in dungeon.
-Delaying Mainquests/crisis
After you get you barony you're fighting to stay ahead of the timeline, with a few expections the maincrises-quests/event work like start at day x after raise to nobility,some sidequests and questdecions modify it but overall you wan't to deal with it as fast as possible for two reasons
I.Crisisevents, again a scissors-approach, with one expection all event-chains start with some medicore problem-events for your kingdom but number&difficulty of the problems raise fast
II:Timeline, as allready mentioned the game has a timeline, modified+/- depending at the things you did, the longer you need to solve a problem the less time you have to develop you kingdom and explore the land you claimed until the next major crisis hit you.
-Traveling overloaded
If you take a look at the lower right of the shared inventory and hover over the medium&heavy encumberance you will see that it reduces your travelspeed, at least during crisisevent you should aim to stay at light encumberance if
possible.
-Exploring/Sidequests during Times of crises
Just don't do it, aside from delaying the Mainquest is a bad idea after you claimed the area you can explore&quest while still managing your Kingdom
-Ignoring Kingdom/Companionquests
Several Quests fail after some Time, Kingdomquests&Companion quest might start a recurring bad event after some time if ignored instead of failing
Doing research-projects
Sadly...most researchprojects only give a minor statgain that is a joke compared to the BP and more important advisor-time you have to invest, just using the adivsor to solve events will give you much more for free.
A few unlock additional buildings ore give a buff that give you statpoints under very special conditions but nothing came close to justify the ammount of time it need...
Spamming Kingdomprojects and Advisorupgrade-projects
Projetcs that make it easier to solve Problems or that improve advisors you use are good, the two immunity-buffs are good...everything else has to be checked very carefully.
I really hated it to see the projects pile up...but...whats the use of a 5% discount-project for some buildings if the project is so expensive that you need to build 20+ of them just to get the BP-investment back
Post edited November 10, 2018 by DF1871