Difference between revisions of "The Knights"
m (→Late Ottoman War)
m (→Late Ottoman War)
Latest revision as of 18:46, 9 August 2020
- +5% Discipline
- May raid coasts
- +25% Fort defense
- +15% Manpower recovery speed
- +1 Diplomatic relation
- +20% Galley combat ability
- +15% Chance to capture enemy ships
- −2 National unrest
- +50% Naval force limit modifier
- +0.5 Yearly army tradition
- +2 Yearly papal influence
The Knights Hospitaller are an ancient Catholic military order. Arising from a group of nurses and doctors, to care for the sick, around the turn of the millennium this holy order turned to its Knights to throw back the Turkish and Muslim threat. Controlling only the island city of Rhodes the Knights must contend with both the Heathens and the aloof Venetians, as well as heretics in Rhodes itself. Things are not going to be easy for The Knights. Starting with one province The Knights must deftly rebuild a power base throughout the Mediterranean and convert the heretical Christians back to the one true faith. The Barbary Pirates will be eyeing The Knights and their gold and the Ottomans will be keen to destroy the thorn in their side. Find allies and find them quickly for the Knights of Rhodes will have some dark days ahead.
- 1 Raid Coasts
- 2 Missions
- 3 Events
- 4 Decisions
- 5 Strategy
- 6 Achievements
- 7 Notes
|Available only with the Mare Nostrum DLC or the Golden Century DLC enabled.|
Costal Raiding is a naval ability added in the Mare Nostrum expansion which allows fleets belonging to nations with the Raid Coasts idea, which in the base game belongs to the Maghrebi culture group ( Morocco, Tlemcen, Tunis and the formable nations of Algiers and Tripoli), Habsan and The Knights to raid the coasts of other nations of a different religion for loot (ducats) and sailors. This idea is also available to Custom Nations.
The Golden Century DLC introduces Pirate Republics (specifically; New Providence, Tortuga, Port Royal, So, Palembang (through an event) and Custom Nations with the Pirate Republic government), which also have the ability to raid coasts and are capable of raiding the coasts of countries with the same religion.
Historically, this ability reflects the raids carried out by Barbary pirates which were active in the Mediterranean Sea during the mid-16th to early 19th centuries while in the case of the three Pirate Republics, it simulates the Golden Age of Piracy in the Caribbean Sea from the mid-16th to the early 18th century. So is a special case, as it represents a resurgence of the Japanese Wokou Pirates that raided the coasts of East Asia intermittently from the 4th century to the 17th century.
Raiding can provide a significant early-game boost to the income and sailor pools of nations that can do it and can also serve as a way to damage the economy of other nations. An example of this is So, which can employ Coastal Raiding against Ming to pile up devastation and cause Ming to potentially lose the Mandate of Heaven and collapse.
- Main article: Crusader missions
- Main article: Knights' events
The Knights can get an event that has them capture the brother of the Ottoman sultan (even if not involved in a war), a choice is given between several European nations to ransom him to.
The Knights can form Jerusalem; where they will become a Feudal Monarchy and can choose to switch to Jerusalem's national ideas. One should carefully consider these effects before switching the ideas. In particular, the loss of -2 unrest from Hospitaller ideas, and 2 Tolerance of the True Faith from Theocracy can result in an unexpectedly sharp increase in rebellions.
Rhodians and other Greeks in the Order
Please help with verifying or updating this infobox. It was last verified for version 1.28.
In the face of the advance of the heathens we cannot afford to discriminate against the local Rhodians and other Greeks. All that can must serve the order.
Greek becomes an accepted culture of the Knights.
Reestablish The Kingdom of Jerusalem
Jerusalem does not exist.
The country gains 25 prestige.
The AI will never enact this decision.
The Knights begin in 1444 with one low developed province on the island Rhodes. Although they are in a tight spot with the aggressive Ottomans surrounding them to the north and large Mamluks to the south, it is possible for the player to carve a large power base out of the coast of Anatolia and choose their path from there.
There are many alternate routes to take once the player is in a reliable position. The Knights can take the exploration idea group and try their hand at colonizing and compete with Portugal and Castile. They can also try expanding north towards the Balkans region. If the player is more of an achievement hunter, one can instead expand south and attempt to take The Knight's decision to "Reestablish The Kingdom of Jerusalem".
Establishing a power base in the Ottomans
This strategy allows the player to establish a stable presence in the Balkan region and Anatolia region. This is also somewhat specific and luck may be needed, so resets may happen frequently.
Once the game begins, it is ideal to take The Knight's navy and raid coasts wherever possible in order to gain ducats and sailors, both of which are important. Afterwards, the player should make the maximum number of galleys possible in order to fend off the Ottoman's navy (it is recommended that the player also deletes other ships, save for at least one transport boat, in order to increase the chances of surviving a naval battle). The player should also work on fabricating a claim on Byzantium as the Ottomans will soon declare war for their claims on Constantinople, to which the player can sneak a few provinces from under their nose.
It is also recommended that the player attempts to ally themselves with small countries to the west like Venice, Albania, and Ragusa. If the Ottomans were to attack, then they would likely be inclined to attack the player's allies rather than the player themselves as they are disconnected from the mainland.
Early Ottoman War
Just before declaring war, the player should try to make sure that the Ottoman army (or at least most of it) are in the Balkan region and away from the province of Edirne. The player should also hire a good admiral or get one from the bourgeoisie estate through interaction. It's best to make sure the Ottomans have no allies east of the Balkan region, or at least enough you can handle so that you will be met with little to no resistance once war starts. Byzantium should also still have Constantinople and not be at war with the Ottomans in order to prevent passage through the strait between Constantinople and Kocaeli.
When ready, the player should fill their transports and park boats in the Sea of Marmara then declare a war of reconquest. When war is declared, the player should immediately siege down the province of Biga. Once Biga is occupied then the Ottomans will have no access to the Anatolia region as long as the player keeps boats in the Sea of Marmara and keeps at least one regiment on Biga to prevent it from being recaptured from an adjacent fort in Edirne. From this point on, the player can siege down all the available provinces in the area and rack up a large amount of warscore while fighting little to no enemies.
Once the player declares peace, it is essential that they take the provinces of Biga and Kocaeli from the Ottomans to make sure the straits are blockable without having to siege down provinces. From this point on, the player can reuse parts of this strategy to continually take provinces from the Ottomans while at the same time avoiding battle.
Late Ottoman War
The player may also decide to delay an early war with the Ottomans, typically due to a lack of opportunity or desire to build up strength. Early expansion around the Ottoman will require a an early war with Byzantium, best taken as soon as the Ottomans declare war. Though getting your troops to the province first will make you siege leader, this is not always possible. Occupying southern Greece and Athens to deny them to the Ottomans should be the goal. If the Ottomans take Constantinople before you, you will need to wait till they peace out before taking the maximum warscore peace deal you can. The player should prioritize taking as much land as they can for themselves, and making Athens into a vassal, who will contribute more troops and ships to your power rating, helping to dissuade the Ottomans from attacking.
Naples will reliably gain independence from Aragon via succession event. This will provide the player with an avenue of expansion around the Ottomans, till such time they feel confident enough to fight them. If Naples gets powerful allies such as France, one might need to wait for a period of time till their ally won't defend them. Against smaller allies such as Florence or a member of the empire, it will be merited to go over force limit with troops or mercenaries to ensure the victory. Don't be afraid to go over naval forcelimit to control the seas, galley and transport ships have low maintenance cost.
War with Genoa for their cores in the Aegean Sea can also be used to secure their assets in Crimea, opening a second lane of expansion, provided the nation of Crimea aren't made subjects by the Ottomans during a succession event of their own. The Caucasus and Georgia will remain a viable option of expansion, even should the Ottomans get their free vassal.
Recommended idea groups
The player starts with an Orthodox province, causing religious unity to essentially be at 0. Prolonged low religious unity causes devotion to drop and reduces prestige, papal influence, and tax. The extra missionary and additional missionary strength would help convert conquered provinces and reduce strife. Once the idea group is completed, the player also receives a permanent casus belli against heathens and infidels alike, which is extremely useful since The Knights are one of the few Catholic nations in the area. It is recommended that the player takes this idea group as their first one.
Even if The Knights successfully fought back the Ottomans and established a stable presence, the force limit exerted will likely be hard to increase until truces expire so more troops to defend and expand would greatly help the player. The expanded force limit plus increase of manpower and manpower recovery alike would help the player stay a float in even battles, especially if the player were to fight the Mamluks in order to create Jerusalem. It is recommended the to take this idea group second or third.
- This is a province modifier which has no effect in the country scope