Military Folkemøte of November 868 (summary of advice for Ch 8)
Military Folkemøte of November 868
So, a formal Thing was not called on this occasion. Instead, as King Rurik had been on the road, he received messages and scrolls on some issues from counsellors far and wide, while also drawing on the advice of his leading officers and warriors at a kind of informal 'military folkemøte', if you will. Once again, thank you to all who have contributed to this important process. The advice provided is, as in the previous style of Gumarich der Schreiber's writings, organised based on the questions Rurik had posed.
Ch8 Q1: Council Tasks and Recall. I have played around with the screens a bit on this, but have been unable to find any way of calling Helgi up to the colours. I had wanted to make him one of the wing commanders on the march of the advance guard to Torzhok. So, does that mean commanding troops in the field is considered a ‘job’ for these purposes? Is there anything I am missing – no other method of ceasing his task so he can take to the field? It is too late for this campaign, but would be handy to confirm for future usage.
Ch8 Q2: Great Raid. So, like other Council tasks, is this one where the Marshal starts it, then waits for the ‘die roll’ to come up based on the % likelihood, then a group of blood-and-treasure-thirsty raiders suddenly materialise? As with the zealots and legend-seekers of previous episodes? I also presume that having the Marshal prepare a great raid has no effect or inhibition on plans for normal raiding in the meantime. And to confirm, I can’t change tasks now (from training to raid organising), can I?
As an aside, I think I also need to consider reallocating some subordinate commander responsibilities, as a couple of slots are being taken up by councillors who tend to be otherwise occupied most of the time (though anyone so relieved of command is going to be pissed off). There's also the residual issue of what to do about powerful and potentially disaffected vassals of the heretic Slavic Pagan faith and culture. I'm looking at you especially, Svetozar!
Ch8 Q3: Varangian Guard. So, this sounds like it should be of interest and perhaps have some effect on a Norse/Viking realm or leader such as Rurik’s, but nothing is clear from the announcement itself. Any guidance on what it may signify in practical terms?

Ch8 Q4: Battle and Tactics. This is the first time I’ve had a pitched battle and have had the chance to explore the components. I’ve picked out what seem to be a few of the more important aspects, but may have missed something else of note. What isn’t clear to my casual and uneducated eye is what effect martial skills have. Presumably the yellow shading on the tactical roundels signifies how many days left for the chosen tactic. If anyone has any useful or salient pointers on what to draw from these battle screens and what (if any) one can do to affect things after battle is joined/reinforced would be very useful. As this has been a small battle and I haven’t created left or right flanks, I guess any additional pointers are not obvious yet, but if there are any observations about those and what to look for, that would also be great.
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Ch8 Q5: Magyars. As with the announcement about the Varangian Guard, any notes of interest or likely impact of this event on relatively distant Holmgarðr would be useful. Useful fact or (for Rurik) just a historical footnote?

Ch8 Q6: Heirs and Concubines. A fairly simple question, and one more of strategy perhaps, but I would be interested in views on how far to go in the quest for and extra heir or two. Under the succession laws, does that risk fragmentation after Rurik departs? Or at this early stage of the dynasty, is the risk of running out of heirs and the whole line failing too great to worry about that?




. Will have to think hard later about longer term steps for religion and culture. For now, it will remain Norse Pagan - in part to see how that goes as a process, for the learning value. Reform or conversion later can be pursued for more study.

Ch8 Q7: Military Advances. A very basic choice to be made – the realm’s first technological advance – appropriately in the military arts. Words of wisdom and assessments of comparative value for early adoption in particular areas, for a tribal Norse army in 868, would be greatly appreciated.
General Comments and Advice


There you have it - another comprehensive educational experience for King Rurik and yours truly. Now, next steps is to apply what I can and discover more things to ask about!
So, a formal Thing was not called on this occasion. Instead, as King Rurik had been on the road, he received messages and scrolls on some issues from counsellors far and wide, while also drawing on the advice of his leading officers and warriors at a kind of informal 'military folkemøte', if you will. Once again, thank you to all who have contributed to this important process. The advice provided is, as in the previous style of Gumarich der Schreiber's writings, organised based on the questions Rurik had posed.
Ch8 Q1: Council Tasks and Recall. I have played around with the screens a bit on this, but have been unable to find any way of calling Helgi up to the colours. I had wanted to make him one of the wing commanders on the march of the advance guard to Torzhok. So, does that mean commanding troops in the field is considered a ‘job’ for these purposes? Is there anything I am missing – no other method of ceasing his task so he can take to the field? It is too late for this campaign, but would be handy to confirm for future usage.
No, there's actually a lotta love between father and son so far. One reason Rurik has been so understanding of what is for him (and in a fiercely warrior society too) the terrible stain on Helgi of being a craven. And why Helgi is doing his best to balance pleasing his father against his incongruous (for someone with 19 martial skill) cowardice!Q1: Does he dislike you? I found that commanders who disliked me greatly couldn't be selected. Though I might mistake correlation for causation there.
OK, that's clear.1: If a councillor is doing a job, he can't be called back before a certain time pass. This means he won't be able to lead armies. If he is a vassal he also won't go on a raiding.
Thanks for the tip.Q1: In addition to the answers already given, you can actively block your Councillors from becoming commanders. The little round button to the right of the 'appoint' button controls that.
Ch8 Q2: Great Raid. So, like other Council tasks, is this one where the Marshal starts it, then waits for the ‘die roll’ to come up based on the % likelihood, then a group of blood-and-treasure-thirsty raiders suddenly materialise? As with the zealots and legend-seekers of previous episodes? I also presume that having the Marshal prepare a great raid has no effect or inhibition on plans for normal raiding in the meantime. And to confirm, I can’t change tasks now (from training to raid organising), can I?
Q2: It occupies the Marshal. And you can only change tasks after a length of time (date will be visible in tooltips).
2: Yes, it's another special unit. And the only downside is that you don't have your Marshal around while he is preparing this (and depending on how fast he is, maybe even for a little more).
OK, that's how I read it too. It is being used by Helgi as a somewhat desperate but useful way for him to do something useful while putting off his introduction to combat again! But also, it means the rest of the forces can raid.Q2: You pretty much have it understood. Your marshal has a chance of generating some special troops who want to raid (maybe only can raid). If they aren't actively raiding for a period of time, they'll disband. I've had problems where it takes too long to get them to places to raid and had them disband, even! As others mentioned, there's a timeout for changing councilor jobs.
As an aside, I think I also need to consider reallocating some subordinate commander responsibilities, as a couple of slots are being taken up by councillors who tend to be otherwise occupied most of the time (though anyone so relieved of command is going to be pissed off). There's also the residual issue of what to do about powerful and potentially disaffected vassals of the heretic Slavic Pagan faith and culture. I'm looking at you especially, Svetozar!
Ch8 Q3: Varangian Guard. So, this sounds like it should be of interest and perhaps have some effect on a Norse/Viking realm or leader such as Rurik’s, but nothing is clear from the announcement itself. Any guidance on what it may signify in practical terms?
Q3: Your sons may express an interest in heading off to join the prestiguous Varangian Guard. You can stop them, or let them go. If they go, they could come back with booty, ptsd, death, or a bunch of other positive or negative effects. I've found it more positive than not usually. Those who come back do get the nifty Varangian Guard trait.
A lot of your questions depend heavily on how you want to play and so on. But this one is easy. Unless you live next to or in the Empire nothing it does really should bother you. A hundred years from now if it is expanding into Europe, yes, then worry. But now, don't worry about it.
3: @Nuada Airgetlám said everything. It's the equivalent of joining an holy order for the catholic, except your son can actually come back, instead of rotting somewhere in Spain or Israel.
Q3: @Nuada Airgetlám answered this well. As well, the Emperor now has an exclusive cheap mercenary force, so if you end up at war with him add 3000 to any troop calculations you do.
Thanks one and all - explains it well. As yet, with only the one (craven) son, heir and Marshal, Helgi won't be joining the Varangian Guard any time soon! Maybe later, when/if the child-mill starts churning them out in greater quantities (see concubines below) it may become a more relevant and useful option for Rurik.Q3: Your sons may start asking to join the Varangian guard. If you let them, they go away for a while, and eventually 1 of several outcomes will occur, many of them positive (though not all). If you have excess sons its a great way to get good commanders as well as some bonus loot.
I'll just expand a bit on the answer to Q3. The Varangian Guard is a permanent force (retinue) of the Byzantine Emperor. Any of your sons that volunteer to go serve in it become temporary courtiers of the Byzantine Emperor, and can serve as commanders in stacks that contain the Varangian Guard. As such, they are prone to any events that would normally happen to a commander in your armies. Death, added/lost traits (brave, craven, wroth, etc.) gain leadership abilities (inspiring leader, siege leader, organizer, etc.), wounded, maimed, gain prestige etc. You're basically throwing them into an almost perpetual state of war, subjecting them to the diseases in the Byzantine Empire (which can be really deadly), and all of the intrigue that surrounds what is basically the Mos Eisley of CK2. They'll fight in every war and rebellion for the Emperor, and are almost constantly on the move somewhere. It's quite perilous indeed.
Thanks also for this very detailed and useful post-script. Bteween you all, I think we now probably have 'all you need to know about the Varangian Guard, but were afraid to ask'!All of the negatives mentioned, I usually try to keep at least one son out of there at a time. By the time you've got a son old enough to join, you've typically got several.
It's a great option for your sons to have an opportunity to gain a massive amount of positive traits, experience, and also to potentially thin the herd if your pool of sons is getting a bit on the large side.
Ch8 Q4: Battle and Tactics. This is the first time I’ve had a pitched battle and have had the chance to explore the components. I’ve picked out what seem to be a few of the more important aspects, but may have missed something else of note. What isn’t clear to my casual and uneducated eye is what effect martial skills have. Presumably the yellow shading on the tactical roundels signifies how many days left for the chosen tactic. If anyone has any useful or salient pointers on what to draw from these battle screens and what (if any) one can do to affect things after battle is joined/reinforced would be very useful. As this has been a small battle and I haven’t created left or right flanks, I guess any additional pointers are not obvious yet, but if there are any observations about those and what to look for, that would also be great.
That makes sense and seems logical. A similar principle is applied in HOI3.Q4: Martial skill gives the commander better odds of selecting the better combat tactics, and less odds of selecting bad ones. Selecting quality commanders is a huge force multiplier in my experience and one I missed for ages.
Ditto.4: Martial skills make them decide the best tactics, martial traits make them pic one tactic over another. But usually, if you put someone with the right traits and a decent martial skill in the right place, good tactics come by themselves.
Ditto plus.Q4: Up to skill 13, more skill means better tactics, possibly other multipliers. It's quite important to select good commanders. At skill 13, that factor levels off, but traits start mattering. However over [hover over?] the traits for tooltips about their effects. I'm personally fond of the ones that give straight bonuses for leading from the center or from flanks.
Gold, thanks Locklen for providing even more detail on the excellent answers already given. That's very useful to knowQ4: In addition to selecting military tactics, as previously mentioned, Martial skill acts as a amplifying force on traits that impact your troops. In Rurik's case, this would be Brave and Cavalry commander. Brave has a base effect of Morale Defense +10%, and at 10 martial that's what you get. At 28, it becomes 19%. If he had any negative traits their effects would be diminished by his exceptional Martial score. Also, Martial of a person effects the size of the levy he is capable of raising from his holdings.
Ch8 Q5: Magyars. As with the announcement about the Varangian Guard, any notes of interest or likely impact of this event on relatively distant Holmgarðr would be useful. Useful fact or (for Rurik) just a historical footnote?
Thanks, thought as much, but still interesting to know.Q5: Hungary just formed. That's about it afaik.
Ah, a 'thing' but not a 'Thing'. I get it5: Hungary is now a thing. Apparently a thing divided between actual Hungary and the northern Black Sea. That's about it.
Ditto.Q5: As others said, that's just Hungary becoming a thing. IIRC, it also includes the Magyars going from nomadic to tribal, but I could be wrong. Beyond the geopolitics, it has no effect on you.
Ch8 Q6: Heirs and Concubines. A fairly simple question, and one more of strategy perhaps, but I would be interested in views on how far to go in the quest for and extra heir or two. Under the succession laws, does that risk fragmentation after Rurik departs? Or at this early stage of the dynasty, is the risk of running out of heirs and the whole line failing too great to worry about that?
Yes, will aim to do that, hopefully without going overboard. Is there an optimum range in these circumstance, ie no fewer that 2, no more than around X (say 4-5)?Q6: It's a gamble to only have one heir, and certain problems if there are multiple heirs. Personally, I would get more heirs just to make sure the dynasty carries on.
6: Ah, Gavelkind, how I hate you. Let's talk about what will happen if you die under this damn rule:
Hmm, sounds like good advice. Not sure how quickly I will be able to do that (and hoping Rurik doesn't die early from disease or misadventure!If you want more sons, child of concubines are better because they will inherit something, but usually people won't like them as much as they like your wife's son.
- If you have one son and any number of daughters, since your law is Agnatic, he gets everything;
- If you get a second son, your first son will get your main title, your county capital, and one or two of the other counties. The second son gets everything else.
- If you get more sons, they divide more, always with your first son inheriting your main title and the capital.
So for now don't you dare creating another Duchy, it will only shatter your realm when you die. I would change the law to Primogeniture or Seniority ASAP.
Yes, could be. This is a learning saga after all: if the realm implodes in a river of blood and shattered dreams, then it will be a lesson and warning to others who follow!Q6: Others discussed gavelkind better than I can, as I've yet to discover good strategies regarding it. Maybe the splintering and civil wars are where the fun is supposed to come from.
Heh, sounds like 'fun'!As for Q6... as a Tribal Norse Pagan you can only be in Agnatic Gavelkind succession IIRC so you're kind of screwed regardless. One son is tiptoeing through the game hoping desperately that nothing bad happens to your heir (lol good luck there). Two plus sons is begging the Karling RNG god to sunder your realm upon death. It also breeds adventurers, murders and all sorts of other issues that come with unlanded male claimants. I've always played under the "more the merrier" principle and gone for mass chaos upon death. Kind of keeps you on your toes![]()
Well-warned, thanks. And I liked the evocative description of the typical elective gavelkind processEdit: In order to unlock better succession laws, you'll need to reform the Germanic faith and convert to feudalism, or adopt a mainstream faith (Orthodox, Catholic, Muslim, or a heresy of one of those three). Reforming the faith requires multiple holy sites of the faith, which are mostly in Scandanavia or Northern Germany I believe. Gavelkind it is. Also, Elective Gavelkind is a thing you can do but I wouldn't recommend it with your Slavic vassals. The top tier title holder (ie you) and all vassals one level below (ie the Slavic stooges) get to vote for the next heir. And the stooges are eligible to become your heir. And they'll vote for an inbred Slavic imbecile over your genius strong attractive brilliant strategist son with Viking/Varagian/Game Master traits. So don't do it.
Yes, never never never never ever pick Elective. It does not matter how good your eldest son is - if they dislike you they will not vote for the strongest or smartest. They will vote for the one they can control.Even if it means THEY ALL get conquered by a stronger neighbor.
Ditto. You paint the picture of glory slipping through the fingers to become a slough of dull despond nicely. I'll certainly be on the lookout for better alternatives than the current system. Elective clearly not being one of them. If a faction for 'Implement Elective Gavelkind' arises within the realm, I will seek to terminate all members of it with 'extreme prejudice' (as they say in Apocalyse Now)!I remember playing Pagan once. Was one holy site away from reform - I think it was Zealand. Then my Uncle started a war for my throne.I beat him but in doing so let Zealand slip out of my fingers. And then died before I could take it back. And it was Gavelkind.
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Again, another option for Rurik to look at down the track. For now, he is off to raid - then some more conquest!In regards to reforming the faith, there are Slavic holy sites more accessible to you. Switching to the local religion in order to reform it may be an option in the future.
Ch8 Q7: Military Advances. A very basic choice to be made – the realm’s first technological advance – appropriately in the military arts. Words of wisdom and assessments of comparative value for early adoption in particular areas, for a tribal Norse army in 868, would be greatly appreciated.
Sounds logical. I just wish I had a greater proportion of HI - I take it I'll probably need to get some more advanced techs and buildings to do that (haven't looked into that too deeply yet, as the options haven't been immediately before me).Q7: Heavy Infantry or Military Organisation would be my picks. Norse heavy infantry are great and military organisation is all-round useful.
Yes, per above.7: Light Infantry is a no because you are a viking. Cavalry is a no because you are tribal and cavalry is very hard to maintain for you right now. Shipbuilding is a waste of time right now since you have only one port and anyway you don't need more ships. Siege Equipment can be useful on the long run but right now, again, you don't need it, because all you are going to siege are a bunch of tribes. So as Nuada said, either Military Organization or Heavy Infantry.
Thanks for the added nuance there Idhrendur. With all the above, it seems like Military Organisation first, then I'll toss up between HI and Siege Equipment later.Q7: In general, I prefer (in order), military organization, siege equipment, and the most relevant troop type for my culture (for you, heavy infantry). Eventually as you do more ship-based raiding ship construction may become relevant, but it's less so for now. You can hover over the different squares for tooltips on the exact bonuses you get.
General Comments and Advice
OK, thanks. Re the education, I'll have to experiment a bit with my screens - not sure if that is built into either the base game or DLC I already have, or some/all mis dependent on Conclave or some other DLC (which I don't have yet but can always add).Aside from those, I highly recommend making sure that your better courtiers are married and having kids. And with Conclave, you can finetune their education.
If you want to convert provinces to Germanic Norse, you can assign counties to vassals to try and convert. Or politely ask vassals if you can educate their kids as a guardian, raising them as good Norse.
Thanks, was happy with how quickly it did finish (with the fortunate capture of Radoslav in battle, rather than having to go through another siege).The questions have been answered better than I could have done.
Great to see the war brought to a thunderingly successful conclusion.
Fair enough, makes sense.<On the damage effects applied to newly conquered provinces> That's bascially to stop people using their new conquests immediately to expand outwards again. Otherwise, you could drain your country dry of resources to get new land and then immediately use that new land to war again.
Yessir! DoneDo the thing!
Yes, a quick field battle (which was what I was hoping for re the learning aspects), a capture and a neat end.Well that was quickTorzhok put up bascally no fight.
I just appreciate your support and participation - thank you!Can’t really add to gameplay tips people have suggested but loving how you are weaving narrative, history and storytelling.
There you have it - another comprehensive educational experience for King Rurik and yours truly. Now, next steps is to apply what I can and discover more things to ask about!
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