The thread on easiest and hardest factions and the differences between 6.1 and 6.2 got me thinking and I decided to give a go at Crusader States since I thought it was very easy in 6.1 but I haven't gone back to try with BGR and 6.2 so-
I can report it does seem much more difficult this time around- mostly due to RC/RR and some of BGR far as I can tell and luckily it is not my first BGR campaign or I would not be qualified to write any guide.
Turn 1 situation-
3 Regions are controlled at the start; Jerusalem, Antioch, and Edessa.
Crusader States starts with 7 notable units.
1 diplomat near Rome, a nice Princess, Knights of St Lazurus a strong HC, and 4 Armenian archers. The rest of the military is an assortment of mounted sergeants, pilgrims, and 1 diplomat and spy near Jerusalem.
Fatimids are the only nearby faction and first thing should be a trade relationship and alliance. There are 3 relatively large empires nearby who could be strong enemies for CS this early so taking advantage or inspiring a schism between the Turks and Fatimids is recommended.
The challenges for CS in BGR is that it is simply not possible to keep a freshly conquered region without at least 50% religious support unless you can move a small army of priests to convert it above that number within 3 turns or less. So CS starts without a single church in any settlement and only 1 priest while every region under control has less than 50% Catholic.
BGR also requires a general to be present to build any new construction unless you leave it to AI control. So first turn make 2 churches and put Edessa under AI control and either growth or cultural build policy which usually will get a church within the first 3 builds the AI makes if no church exists.
This means for CS there will be several turns in the beginning of the campaign were nothing much happens. It it tempting to go on a rampage vs Egypt/Fatimids as Gaza is very vulnerable and Egypt is as weak as it will ever be on turn 1 but since CS starting army is small and unable to be retrained for quite some time, its territories are separated, and it cannot hold anything it captures for quite some time it doesn't seem a wise choice.
Send the diplomats on the normal routes to gain trade partners... the princess is a bit of a puzzle- you can try to send her towards Byzantines or Hungary which are the only factions she can reach in a decent amount of time that have unmarried generals and hope a nice suitor proposes as she travels so a lot of wasted travel turns won't need to occur. I ended up building a boat in Jerusalem and putting the diplomat and the princess on board. First stop is Cyprus and a trade treaty and alliance with Byzantines, then split them up- Princess departs ship in Anatolia to reach the closest Turkish city and establish trade and an alliance. Yes- 3 alliances... sure that will mean CS is forced to choose between someone eventually and get a drop in relations but it also gains some time where each faction will hesitate to attack CS.
By turn 7 CS can manage these 3 alliances while also having built 2 churches and recruited 1 more priest(since you start with 1 you can only gain 1 with 2 churches). After churches I focused on financial builds primarily because without being able to go on a conquest spree, money will be very important. The AI auto-manage in Edessa never ended up building a church by turn 7 so I sent the general in Antioch to personally direct construction.
Tripoli starts with 30% Catholic and the only other region which is a possible early target is Kerak which starts at 20%. Since CS only has 2 priests for now it will take some time converting before either target is ready for conquest. I choose Tripoli first because the north end of the kingdom is most vulnerable for now and will be the future core.
I use the spy to rotate around looking for easy targets to train up his skills on as I am not a rabid reloader. I generally reload 3 tries with the first spy and if he is not successful in 3x he just dies. The rest of the time I just let the spy succeed or die since I won't build another until my economy can afford suffering some losses.
On turn 7 I enter the first battle when the rebels in Acre patrol their borders... King Baldwin takes the opportunity to weaken Acre for future conquest.
I received missions relating to reinforcing and gained some free units that way which is nice since regions are so undeveloped. The ship that transported diplomat and princess is disbanded to save on upkeep.
By turn 14 not much more has happened except an offer of Hospitaliers Guild in Antioch which I refuse for now. It will likely be offered again and with very limited money I can't waste it on a guild I won't be able to take full advantage of for some time anyway. I did accept a Theologians Guild in Jerusalem... partly for roleplay but mostly because Jerusalem starts at only 40% Catholic and right next to Egypt which will likely soon be able to swarm with Imams and the extra conversion bonus is essential. Can always delete it later but for now since no priest can be spared to convert in regions already controlled it is necessary. It also gives a small boost to new priests which is handy.




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