Title actions are accessed through the title screen or by right-clicking the title's shield.
To create a duchy, kingdom, or empire:
Some governments have restrictions:
| Tier | Cost to create | De jure requirement | Additional requirements | |||
|---|---|---|---|---|---|---|
| Duchy | 200 wealth | Additional requirements | Kingdom | 400 wealth and 200 piety | 51% of de jure counties | Hold any two duchies (or already king+ tier) |
| Empire | 600 wealth and 400 piety | 80% of de jure counties | Hold any two kingdoms (or already emperor tier) |
The wealth cost decreases with piety (down to half price at 1000 piety). The "Become King" ambition halves both the gold and piety cost when creating the kingdom. Titular titles cost twice as much to create, but only require that you hold the capital.
If you are able to create a title, a "Can create titles" alert should appear. If you're unable to create a title and want to know why, you'll need to visit its title screen by either:
To peacefully usurp a duchy, kingdom, or empire from another ruler:
Like with title creation,
However, dukes may usurp kingdom titles without needing to hold two duchies first.
The following additional requirements apply to usurpation:
Usurping a title costs gold, with the cost depending on rank and decreasing with piety. Unlike title creation, it never costs piety. Usurping gives half the prestige of creating a title.
Set one of your top tier titles as your primary title.
Nomads and viceroys cannot use this action. Patricians cannot set their family palace as primary.
Nomads may abandon a province that has no settlements, granting it to the owner of a random neighbor province. The land is exploited as part of this action, bringing a population boom to your capital while making the province less useful for the recipient. AI rulers do not take this action.
Begin a "fabricate claim on liege" or "fabricate claim on fellow vassal" plot. These plots are sometimes also listed in the list of suggested plots.
Settlement actions are accessed from the province holdings screen.
Three flavors depending on government type:
The province must share the ruler's religion. If there is "enough space" (it needs at least 2 empty holding slots for one extra free holding, so 3 empty slots for the normal two free holdings), additional minor settlements will be constructed until the county has a full set (generally in this direction: castle, then city, then temple).
If you hold both a county and a minor settlement within it, you may raise the minor settlement to the status of county capital. You can do this, for example, to select the most-upgraded castle as the one you keep (or leave the least-upgraded one for a direct vassal to keep).
Another use is to select the government type used by a courtier to whom you grant the county. For example, if you are a feudal ruler who wants to create a vassal merchant republic, you might start by making a city the capital of a coastal province.
Nomads and some patricians (patricians can if they are not the doge and their capital isn't the capital of the merchant republic) are not allowed to use this action.
Changes your realm capital. Accessed by right-clicking a county's capital settlement, or by clicking the
Make Capital button at the top-left of the province view.
In the rare case that your realm capital is a minor settlement, you can right-click the capital settlement to move your realm capital within the same province. Note that this DOES count as changing your capital for cooldown purposes!
Must be
nomadic. Demote the county capital to baron tier and make an empty slot the capital. Can be used before giving away an unwanted settlement, allowing you to keep the rest of the county as grazing land. The baron-tier vassal can remain under you or be transferred to another vassal.
Nomads can usurp counties with the nomad agitation modifier from non-nomadic vassals. Doing so removes the modifier.
Nomadic and tribal rulers can pillage settlements they own. This destroys two random buildings and gives wealth/manpower/techpoints. Once all buildings are destroyed, the settlement is destroyed as well, creating more space for grazing or tribalism. AI rulers will only pillage tribal holdings (they will leave castle/city/temple alone). Completely destroying all holdings in a province while being
or
will increase
growth rate by 8% and
growth by 10% for 10 years. (This modifier is useless for a tribal ruler)
Tribal rulers cannot pillage any tribe holding, or the last holding of a province, even if it is not a tribe. If pillaging all holdings is desired, pillage a holding with three buildings first.
On the destruction of all holdings of the province, the culture and religion will flip to the current ruler. Rebellion risk modfier caused by pillaging will disappear, but not other modifiers such as "incompetent ruler" or "religious tension".
Stop pillaging a holding you are currently pillaging, makes it so you will be unable to pillaging the holding again.
Allows nomads to change their government type. Three flavors depending on the settlement type:
See Government#Nomadic decisions
You create a new character (of your religion and culture) and grant them the settlement. A quick alternative to using the character finder to select a suitable owner. You must be the owner, and the settlement must not be the county capital.
AlertAmbitionsCapitalCastleCharacter finderCityClaimConsole commandsDecision moddingDiligentDuchiesDuchyEmpireEmpiresFamily palaceGardenerGoldGovernmentKeyboard shortcutsKingdomKingdomsManpowerMerchant republicNomad agitationNomadicNomadismPatricianPietyPlotPopulationPrestigePrimary titleProsperityRealmReligious headTempleTitular titleTribalTribeViceroyWar均分继承法选举均分继承法