
There really isnt any reason someone just starting shouldnt know when someone is talking about ireland, they mean the 1066. If someone is still learning the game I dont think they should be bothering with 867 start at all tbh (which you mention.) I also want to point out that the game tells you to start in Ireland 1066 already even if players dont tell you and if I remember right its even the start the tutorial puts you in. Still, that can be a stretch goal: Can you muster together enough forces to take on West Francia? Chances are, though, that the King of Lotharingia will make the Count of Lyon the Duke of Viennois and you will become the new duke's vassal, but that gives you one more goal: find a way to claim the Viennois duchy yourself! You do have pressed claims on some of the best land in West Francia, but to be honest, you'll likely never get a chance to use them. Where you stand, there's little chance that West Francia or Italy try to conquer you, and the bishopric of Viviers makes an obvious first target for expansion. You start at 58 with no wife and no children, but your younger brother is the Count of Trier already, so if you die before siring an heir, you get to still play. Historically, he's kind of interesting: he's the game's representation of Girart de Roussillon, and House Chatenois eventually becomes one of the important houses in European history, founding House Habsburg-Lorraine.

You start with two counties in what is today the south of France. So here are my picks of good newbie starts in 867: You'll understand quickly just why 867 Ireland is such a hard start. After that, start as Ivar the Boneless, and form the Kingdom of Ireland. One way I'd introduce the game is starting in Ireland, form the Kingdom of Ireland. You can try out folks like the Karlings or Haesteinn or Jorvik once you know the game a bit better, and you'll have a blast with them. Remember, the goal of these starts isn't to plunge you into big stakes, but to give you time to figure things out while still letting you make mistakes.
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It should be simple enough to understand what all the resources you have, and how to use them. There should be things you can do nearby that make for interesting targets. Your neighbors should be similar in power. No one should be threatening to attack you early. Yes, you can be plunged into doing a bunch of smacking stuff around, but then you'll end up used to having more resources available than what you will normally start with, and it makes the strategies you learn early harder to adjust. A Tribal start can be very powerful, but more unstable. Learning that before trying out Tribal will be easier than learning Tribal then trying to figure out Feudal/Clan. There's a few criteria I'm using to determine what a good newbie start is, and they'll be different from what the "best" or "easiest" starts might be: So, here's a list of good starts for someone just trying to figure the game out, in 867.

But lots of people think, "But I want to start at the beginning! Wouldn't it be better to start in 867? Wouldn't I have more time? Less buildup?" Honestly, no, but okay. There are more stable positions throughout the world, fewer powderkegs, and better places to be left alone long enough to ease into the game and give yourself the time to figure out how things work. In general, I recommend sticking to 1066 if you're brand new to the game. get stomped by unrelenting waves of Vikings. Many people when they first start playing Crusader Kings III have a similar experience: They hear that Ireland is Tutorial Island, even try out the tutorial scenario in Ireland, and then want to start as early as possible.
