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CK3 867 Start: Strategy Guide for Tribal SuccessIn the 867 start scenario of Crusader Kings 3, tribal rulers have a significant advantage over feudal rulers. During this period, leveraging the low maintenance cost of tribal armies and powerful building bonuses to rapidly expand territory, and absorbing advanced technologies from Eastern cultures, are key strategies for a successful campaign.
CK3 867 Start: Strategy Guide for Tribal Success
1. 🎮 The Overwhelming Strength of Tribal Rulers in the 867 Start
· In the 867 start scenario, Tribal rulers are overwhelmingly stronger compared to Feudal rulers, and tribal rulers can play the game much more easily for the next 100 years.
· Tribal rulers use Prestige to hire and maintain Men-at-Arms, and Prestige can be easily gained through activities like feasts, hunts, and culture-specific events (e.g., Blot). The costs for these activities are very cheap compared to feudal rulers.
· Especially tribal rulers from cultures like Norse or Balhe, who can raid overseas, can secure immense Prestige and Gold.
· Tribal buildings provide enormous buffs to Men-at-Arms at a very low cost. For example, Tier 2 Palisades and Tier 2 War Camps grant over 30% damage and toughness bonuses to Men-at-Arms.
· Tribal rulers benefit from a 50% reduction in kingdom title creation costs, making it advantageous to Play Wide.
· Feudal rulers are very vulnerable in the early game due to a lack of technology. Buildings that provide Men-at-Arms buffs (e.g., Outpost) require High Medieval era technology, which is only available hundreds of years later.
· Feudal rulers struggle to acquire Gold, and the costs for hiring and maintaining Men-at-Arms, activities, and title creation are all expensive.
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1. 🎮 The Overwhelming Strength of Tribal Rulers in the 867 Start
· In the 867 start scenario, Tribal rulers are overwhelmingly stronger compared to Feudal rulers, and tribal rulers can play the game much more easily for the next 100 years.
· Tribal rulers use Prestige to hire and maintain Men-at-Arms, and Prestige can be easily gained through activities like feasts, hunts, and culture-specific events (e.g., Blot). The costs for these activities are very cheap compared to feudal rulers.
· Especially tribal rulers from cultures like Norse or Balhe, who can raid overseas, can secure immense Prestige and Gold.
· Tribal buildings provide enormous buffs to Men-at-Arms at a very low cost. For example, Tier 2 Palisades and Tier 2 War Camps grant over 30% damage and toughness bonuses to Men-at-Arms.
· Tribal rulers benefit from a 50% reduction in kingdom title creation costs, making it advantageous to Play Wide.
· Feudal rulers are very vulnerable in the early game due to a lack of technology. Buildings that provide Men-at-Arms buffs (e.g., Outpost) require High Medieval era technology, which is only available hundreds of years later.
· Feudal rulers struggle to acquire Gold, and the costs for hiring and maintaining Men-at-Arms, activities, and title creation are all expensive.
05:46 - 11:07
2. 🗺️ Eastern Cultures' Technological Superiority and Expansion Strategy
· In the 867 start scenario, Tech is very important, and Eastern cultures have an overwhelming technological advantage over Western ones.
· Western European cultures (e.g., French) only have about 8 out of 25 Tribal Innovations.
· In contrast, Han culture has achieved almost all 21 Tribal Innovations, and has even unlocked Armored Horsemen, one of the Early Medieval innovations.
· This means that from the start of the game, Han culture possesses powerful Men-at-Arms that others won't obtain for hundreds of years.
· If aiming for world conquest, starting in the East or Hybridizing with Eastern cultures to absorb their technology can be a very powerful strategy.
· This reflects the historical situation where the East was much more economically and socially developed than the West during this period.
11:08 - 13:02
3. ⚔️ Advantages of Aggressive Play in the 867 Start
· In the 867 start scenario, Attack is much more advantageous compared to other start scenarios.
· Due to a general lack of technology, most regions, especially the Western feudal world, do not have access to technologies that significantly increase Defender Holding Advantage.
· Advanced defensive buildings (e.g., Walls and Towers, Outposts) require construction up to Tier 5 to gain defender advantage, which necessitates High Medieval technologies like Hoardings and Concentric Castles, along with immense Gold. This is impossible in the early game.
· Therefore, the penalties attackers receive in combat are fewer than in other start scenarios.
· This is very suitable for world conquest or an aggressive playstyle, synergizing with the powerful military of tribal rulers.
· Especially Eastern tribal rulers (or rulers who have hybridized with Eastern cultures) have a technological advantage, making them very strong for early expansion.
· For the first 50-100 years of the campaign, tribal factions hold an overwhelming advantage and can grow rapidly. While feudal rulers can catch up in a long-term campaign, tribal rulers are extremely powerful early on.
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