CRUSADER KINGS II
Author: José 'KoldPT' Maia < koldpt2 at <hot>'mail' dot com
Version: 1.06 Revision 1
LAST UPDATED FOR PATCH VERSION: 1.06
Date Started: 19/06/2012
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Table of Contents:
[Intro]Introduction
[Strategy]Strategy/Tactics
[Strategy.1]Starting a Game
[Strategy.2]Titles and You
[Strategy.3]Your Court
[Strategy.4]Intrigue
[Strategy.5]Getting Claims
[Strategy.6]Warfare and You
[Strategy.7]Tips and Hints
[FAQ]FAQ
[Walk]First Game Walkthrough
[Reference]Reference Guide
[Reference.1]Buildings
[Reference.1.1] Castle Buildings
[Reference.1.2] Town Buildings
[Reference.1.3] Church Buildings
[Reference.2]Triggered Modifiers
[Reference.3]Traits
[Reference.3.1] Education Traits
[Reference.3.2] Health Traits
[Reference.3.3] Lifestyle Traits
[Reference.3.4] Personality Traits
[Reference.3.5] Other Traits
[Reference.4]Bookmarks
[Reference.5]Titles
[Reference.5.1] Special Titles
[Reference.5.2] Holy Orders
[Reference.5.3] Mercenaries
[Reference.5.4] De Jure Titles
[Reference.5.5] Titular Titles
[Reference.6]Static Modifiers
[Reference.6.1] Difficulty
[Reference.6.2] Provincial
[Reference.6.3] Combat Static Modifiers
[Reference.7]Diseases
[Reference.8]Minor Titles (aka Honorary Titles)
[Reference.9]Nicknames
[Reference.10]Plots
[Reference.11]Ambitions
[Reference.12]Fixed Opinion Modifiers
[Reference.13]Decisions
[Reference.13.1] Conversion Decisions
[Reference.13.2] Crown Laws
[Reference.13.3] Dynasty Decisions
[Reference.13.4] Employment Decisions
[Reference.13.5] Minor Decisions
[Reference.14]Technology
[Reference.14.1] Military Technology
[Reference.14.2] Economic Technology
[Reference.14.3] Cultural Technology
[DLC]DLC List
[Mods]Notable Mods
[Work]Possible Future Work
[Refs]References
[Cred]Contact Info/Credits
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[Intro] INTRODUCTION:
Crusader Kings II is a Grand Strategy game developed by Paradox Interactive, a
Swedish video game developer known for its historical strategy games like the
Hearts of Iron series and the Europa Universalis series.
As opposed to most of their other games, and indeed most games in the market,
CK2 is entirely based on controlling a dynasty, which makes it scope different
from games where your country must do well, no matter who is in charge.
The game starts in 1066 and goes up until 1453, the date which incidentally is
a common start date for Europa Universalis 3 - If your game is interesting,
you can convert it to the EU3 engine and carry on!
The organization of the game consists of the following:
Barons -> Counts -> Dukes -> Kings -> Emperors
You can play as counts and above, although emperors are quite rare (Byzantium,
HRE, the Latin Empire in some start dates, and the Pope - unplayable due to the
Papacy being a theocratic government and as such not dynasty-based.)
There are a few notable mods, including a total conversion to the immensely
popular fantasy universe of the Song of Ice and Fire/Game of Thrones universe.
This FAQ is meant to be a complement to the ingame tutorial, so I'd recommend
playing it first. I'll still cover most things but this tutorial, unusually for
Paradox, is fantastic.
The things I will not cover in the scope of this guide are: Technology, the
thousands of events that the game has, and the extensive history in the game
files, apart from one or two particularly interesting things.
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[Strategy] STRATEGY/TACTICS:
[Strategy.1] Starting a Game
Start as someone in Ireland if it's your first time! It will certainly help you
a whole lot. The Duke of Munster or the Count of Dublin are both powerful
choices.
Use the several mapmodes (terrain, independent realms, counts, dukes) to find
someone interesting. Usually recommended choices are the aforementioned, as
well as the duchy of Apulia, and Aquitaine in France if you want to try out
being a very powerful vassal.
For non-gameplay reasons, there's the Habsburg count of Aargau, the Karling
of Vermandois, descended from Charlemagne,or Sergios Spartenos, the only
Greek Orthodox in Italy.
[Strategy.2] Titles and You
There are two types of titles, De Jure and Titular. Titular titles are those
which (currently) have no land that is recognized as 'belonging' to them, for
example, the Latin Empire or the various kingdoms in the Turkish area (Ottoman,
Karaman, Mentese...). They can acquire de jure lands by having control of the
land for 100 years and not owning the de jure superior title of the land, for
example, holding the kingdom of Trinacria and owning all of Sicily for 100
years without having the Kingdom of Sicily as well.
De jure titles, on the other hand, are the titles that correspond to a piece of
land. For example, if you own a de jure duchy, you have a free Casus Belli
(I'll explain later) on the counties underneath that duchy, so that they become
yours or your vassals.
You can change your primary title usually, unless you're the Pope or similar.
Despite this, the title you change to must be of the highest level you own.
The Duke of Munster can't use the title Count of Munster as his primary.
There are several ways titles can be inherited, made different through two
categories: succession type, and gender laws. Succession can be Gavelkind
(all your titles are split between your children), Seniority (Oldest member
of dynasty inherits no matter what), Primogeniture (Depth-first search: your
son, then his sons, then your second son, then his sons...), Elective (the HRE
uses this), and the special cases Turkish and Open.
As to Gender, you can have Agnatic (Males only), (True) Cognatic (Females have
the same priority as men), or Agnatic-Cognatic (Males preferred, women can
still inherit).
Associated to a title there can also be the Crown Laws, where you set the taxes
and amount of levies your vassals (Feudal, City and Church separately) will
contribute to your realm. Also here you decide whether you want Papal or Free
Investiture - Free is a good idea if you want an Antipope, and control the
level of centralization of your country (Crown Authority).
The most popular strategy seems to be raising taxes in your cities and churches
while increasing levies in the castle baronies. This will allow your barons to
improve the castles, which is honestly invaluable so that they get more troops.
Keeping noble taxes low also makes your dangerous vassals happier :)
[Strategy.3] Your Court
There are five characters in your Council, each corresponding to a particular
stat. All of them use their scores added to yours and your spouse's to
determine what your effective score in a stat is, which you can see in your
profile as X (Y). Naturally, you want to appoint the best choice for a role,
but don't worry, the game itself will help you.
There is the Chancellor, who uses Diplomacy and can: Improve Relations with a
county's titleholder; Fabricate Claims on a county or duchy; Sabotage Relations
between a title holder and his liege.
Right next is the Martial stat-using Marshal, whose missions are: Supress
Revolts, which does just what it says on the tin; Train Troops, which both
increases maximum levy size in a province and makes it faster for the levy to
be replenished; Research Military Tech, which improves the rate at which you
develop technology.
Third up, possibly the most essential one, the Steward, who uses his
Stewardship stat in order to Collect Taxes - increases tax collection rate;
Oversee Construction - reduces build time for constructions; Research Economy
Tech, which improves the rate of economic tech growth.
Next up, the only role that the game lets women (and only some women) do, the
role of Spymaster. This Intrigue-wielding badass is essential if you want to
climb the marital ladder to the top as the Habsburgs did, because he can
Uncover any plots going on in a chosen province (try your capital), he can make
a Spy Network that enables you to murder people better, and he can Steal Tech
from a province - early game it's best to point them at Byzantium or the Muslim
lands.
Finally, the Court Chaplain. He uses Learning, and can Head Local Inquisition
to convert a province or characters, Research Cultural Tech, which does the
same as the others but for the third column of techs, or Improve Relations with
a bishop.
I'm not really going to talk much about technology, because it's quite a hands-
off thing in CK2. Use your missions if you want to, but only if you don't have
anything better for your characters to be doing. Check the section about tech
in the Reference Guide if you're particularly curious about what any tech level
does.
[Strategy.4] Intrigue
The Intrigue screen is the most fun screen in the game. Here you can select the
Plots or Ambitions your character wants, as well as see who you have imprisoned
and take care of them, and use Decisions for things like organizing a Feast.
You can also see what Threats exist to your kingdom. Make sure you take care of
the people who are planning to revolt ASAP, before you get a nasty surprise.
If the guy is a dynasty member, he can call all his/your cousins to beat you up
but even if he isn't he might have a lot of allies that overwhelm you.
Use plotting to your maximum advantage - marry your kids to the second or third
in line for a good title and stab away until they're inheriting!
Make sure you use Matrilineal marriages if you're trying to marry a daughter,
because otherwise the kids won't be of your dynasty - something you don't want.
[Strategy.5] Getting Claims
If you want to declare a war, you're gonna have to have a reason, even if it's
not a great one, to declare that war. For that, you need Casus Belli, also
known as claims.
There are several ways of acquiring claims. The usual is the Chancellor action
Fabricate Claims. A character can also start the game with a claim, or inherit
it from their parents. This last one is particularly important to the player,
due to the dynastic mechanics when pressing claims. At last, you can get claims
from some rare random events, but don't count on them while expanding.
You can invite someone with a claim to your court, which is useful for marrying
them off to some of your sons/daughters/whatever.
The other kind of claim, that isn't really 'acquired', is a de jure claim, so
if you create a duchy you will get a free De Jure casus belli to vassalize
the counts that are independent within that duchy, or if the county belongs
to a duke/king/emperor and is in his demesne you can get a De Jure casus belli
to take the county for yourself.
As for pressing claims, there are a few things you must know. If you're using
your own claim (or several of yours) there shouldn't be any problems, although
if you lose the war you may also end up losing the claim! On the other hand, if
you are using another person's claim there are a few rules you must follow in
case you want them to become/remain your vassals.
First off, the title you're pressing must be LOWER than your primary title. It
is not possible for a Duke to be vassal under a Duke, for example.
Secondly, the title you're pressing must be EQUAL or LOWER than their current
title, unless they have none
OR
They must be of your dynasty
OR
The title being pressed is De Jure under one of your titles (even if you don't
have a De Jure claim on it - say the duchy of Cornwall under England).
If the conditions fit (and the game will tell you), enjoy your new province!
Oh, after all of this there is also the most fun part of the game, which is
Holy War! You get a duchy and ALL OF ITS BARONIES when you holy war. It's very
very strong, provided you CAN beat the heathens.
Crusades are a special variety of Holy War as well, and one that relies on
specific rules, namely, that the ruler that 'gets more points' in the crusading
war, when successful, gets the kingdom the crusade is aimed at (provided there
is no other king in the zone already, of course).
[Strategy.6] Warfare and You
When in a war, the first thing to do is raise your levies from the Military
page. I recommend raising your personal levies only whenever possible. Your
vassals won't enjoy it if you keep dancing around with their troops, and will
have a negative opinion penalty.
Afterwards, you should either try to meet your opponent in the field, or make
them come to you. Coming to you is better if you're in a province with a river
or a mountain, but it's not as reliable and when you get down to it, the only
thing that REALLY wins wars is numbers. Sheer numbers. (And Heavy Cav)
When you siege a province, there should be several different holdings within it
you can siege. The main one corresponds to the county, the others to the
baronies. Every single barony you siege completely gives you a bit of warscore,
which raises gradually. When you have 100% warscore you have won the war and
your enemy is FORCED to accept peace - capturing the king/duke/count you're
fighting against gives you instant 100%, which can be a double edged sword if
they do it to you and you've suddenly lost a lot of stuff.
You can go for a white peace or a surrender before 100%, and sometimes the
enemy will even accept your CB before 100%, in case they're already
destroyed enough.
You can also recruit mercenaries and holy orders in the Military screen. Be
careful with mercs, if you stop having money to pay them they can stop fighting
on your side or even turn to the enemy side!
[Strategy.7] Tips and Hints
One cheap yet effective strategy, particularly useful if you're a count or a
duke with no underling counts, is imprisoning+banishing every baron-level
vassal you have. They tend not to spend money very effectively, and you can use
that money, as well as their troops, to better effect.
If you have a wrong type barony, there are two ways of getting rid of it:
giving it away to a vassal or pressing right mouse->create new vassal. If it
is the capital of a province, you may want to revoke a castle/create one so
that it becomes the capital, then give away the barony.
The usual bookmark is 1066, but there are a few interesting starts, and you can
adjust the time to whatever you prefer - like the day of the founding of the
Kingdom of Portugal, which makes for a very very tough reconquista.
The last start date possible is 1337, but the end date of the game will be
1453.
The maximum age at which a woman births a child is 45.
If you have a couple in your court, they will only have a maximum of 2 kids.
To prevent this for people you want to reproduce, give them titles!
Wanna know how many troops the realm you're invading has? Click the character
who is the leader of that realm and check the Realm Tree function. It's well
hidden, but it's there!
Don't forget about the Ledger in the bottom right corner. There's a lot of data
there that isn't anywhere else.
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[FAQ] FAQ:
Q: How does the 'kill' cheat work (and others that require character IDs)
A: Head to Documents\Paradox Interactive\Crusader Kings II\save games and
open the save game. I suggest Notepad++.
Look for the character you are playing and find his ID. For example, for
Antso IV of Navarra it would be 106000.
Q: What's the best way to kill my ruler?
A: Try assassinating the HRE. He'll call you back soon.
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[Walkthrough] FIRST GAME WALKTHROUGH:
I'm gonna write up a very short walkthrough - more of a checklist, really, on
how to start your first CK2 game. We'll play as a count, the count of Dublin,
and attempt to reach the Kingdom of Ireland.
So, you've picked Murchad Ua Cheinsellaig, the count of Dublin. Take your time
and look around if you want. Be sure to check out all the options to your taste
and get your family members married.
First off, your objective will be to claim the duchy of Meath so you get a De
Jure CB (Casus Belli) on the county of Kildare.
Pay attention to Leinster, its count is your father and you will inherit it in
the event of his death.
Upgrade your buildings in the following order: Castle Cities > Militia Training
Ground > other military buildings.
After you have Militia Training Ground you should save up to claim the Duchy of
Meath, and declare war on Kildare for that county.
Whenever you inherit Leinster, create its duchy too and use its Casus Belli to
get yet another county.
Around this time you should be trying to get some Fabricate Claims action going
on somewhere you wish to conquer.
Attempt to keep your demesne only with two duchies and every single county in
those duchies. Give everything else off to loyal vassals.
Keep using the power of Fabricate Claims to stomp individual counties until you
get 50% of Ireland, and can create its kingdom. Congratulations!
I did it, while writing this FAQ, by 21 May 1114. Not too fast, but not too
slow either.
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[Reference] REFERENCE GUIDE:
[Reference.1] Buildings
All buildings require the previous one, so I won't repeat that.
[Reference.1.1] Castle Buildings
BUILDING NAME REQUIRES GIVES
WALL QUALITY
Shallow Castle Moat Wooden Palisade 0.5 Fort level
Arrow Slits Low Stone Wall 0.5 Fort level, for a total of 1
Portcullis Improved Keeps 1 0.5 Fort level, for a total of 1.5
Deep Castle Moat Improved Keeps 3 1.0 Fort level, for a total of 2.5
Barbicans Improved Keeps 5 1.0 Fort level, for a total of 3.5
WALLS
Wooden Palisade n/a 0.5 Fort level, 2.5% levy size, 0.2
income
Low Stone Wall n/a 0.5 Fort level, 2.5% levy size, 0.2
income
Medium Stone Wall n/a 1.0 Fort level, 5.0% levy size, 0.2
income
Large Stone Wall Improved Keeps 2 1.0 Fort level, 5.0% levy size, 0.2
income
Huge Stone Wall Improved Keeps 4 1.5 Fort level, 10.0% levy size,0.5
income
KEEPS
Castle Donjon n/a 5.0% levy size, 5.0% garrison size
Castle Keep Wooden Palisade 10.0% levy size,10.0% garrison size
Expanded Keep Low Stone Wall 15.0% levy size,15.0% garrison size
Large Keep Improved Keeps 1 20.0% levy size,20.0% garrison size
Great Keep Improved Keeps 3 25.0% levy size,20.0% garrison size
Epic Keep Improved Keeps 5 30.0% levy size,20.0% garrison size
MILITIA BARRACKS
Militia Training Ground n/a 10 archers, 80 light infantry
Archery Range Wooden Palisade 90 archers, 20 light infantry
Large Archery Range Castle Infrastr. 1 120 archers, 30 light infantry
TRAINING GROUNDS
Training Grounds Low Stone Wall 0.1 morale, 10% levy reinforcement
Large Training Grounds Castle Infrastr. 2 0.2 morale, 20% levy reinforcement
BARRACKS
Guard Quarters n/a 30 heavy infantry, 15 pikemen
Small Barracks Wooden Palisade 40 heavy infantry, 15 pikemen
Medium Barracks Low Stone Wall 45 heavy infantry, 20 pikemen
Large Barracks Castle Infrastr. 1 50 heavy infantry, 25 pikemen
Great Barracks Castle Infrastr. 3 60 heavy infantry, 25 pikemen
Royal Barracks Castle Infrastr. 5 65 heavy infantry, 30 pikemen
STABLES
Small Stable n/a 45 light cavalry
Medium Stable Wooden Palisade 55 light cavalry
Large Stable Low Stone Wall 55 light cavalry, 5 heavy
Great Stable Castle Infrastr. 2 55 light cavalry, 10 heavy
Royal Stable Castle Infrastr. 4 55 light cavalry, 20 heavy
CASTLE CITIES
Castle Village n/a 1.5 tax income
Castle Town Wooden Palisade 2.0 tax income
Castle City Low Stone Wall 2.5 tax income
Large Castle City Castle Infrastr. 2 3.0 tax income
Great Castle City Castle Infrastr. 4 3.5 tax income
SPECIAL BUILDINGS
Warrior Cult Pagan Religion 120 light infantry, 40 heavy,
40 archers
Simple Long Bow Range Saxon/English culture; Low Stone Wall
10.0% archer offensive bonus, 60 archers
Long Bow Range Saxon/English culture; Castle Infrastr. 2
10.0% archer offensive bonus, 80 archers
Expanded Long Bow Range Saxon/English culture; Castle Infrastr. 4
10.0% archer offensive bonus, 100 archers
Large Long Bow Range Saxon/English culture; Castle Infrastr. 5
10.0% archer offensive bonus, 120 archers
Small Schiltron Tr.Ground Scottish culture; Low Stone Wall
65 pikemen
Medium Schiltron Tr.Ground Scottish culture; Castle Infrastr. 2
75 pikemen
Large Schiltron Tr.Ground Scottish culture; Castle Infrastr. 4
85 pikemen
Great Schiltron Tr.Ground Scottish culture; Castle Infrastr. 5
95 pikemen
Small Warrior Gath.Ground Baltic culture group; Low Stone Wall
65 heavy infantry
Warrior Gath.Ground Baltic culture group; Castle Infrastr. 2
75 heavy infantry
Medium Warrior Gath.Ground Baltic culture group; Castle Infrastr. 4
85 heavy infantry
Large Warrior Gath.Ground Baltic culture group; Castle Infrastr. 5
95 heavy infantry
Small Riding Grounds Altaic culture group; Low Stone Wall
15 light cavalry, 10 heavy, 30 horse archers
Medium Riding Grounds Altaic culture group; Castle Infrastr. 2
15 light cavalry, 10 heavy, 40 horse archers
Large Riding Grounds Altaic culture group; Castle Infrastr. 4
20 light cavalry, 10 heavy, 45 horse archers
Great Riding Grounds Altaic culture group; Castle Infrastr. 5
20 light cavalry, 10 heavy, 55 horse archers
Squire Lists Frankish/Occitan/German/Norman; Low Stone Wall
30 heavy cavalry, 5 light
Knight Lists Frankish/Occitan/German/Norman; Castle Infrastr. 2
35 heavy cavalry, 5 light
Chevalier Lists Frankish/Occitan/German/Norman; Castle Infrastr. 4
40 heavy cavalry, 5 light
Jousting Lists Frankish/Occitan/German/Norman; Castle Infrastr. 5
45 heavy cavalry, 5 light
Small Cabellero Tr.Ground Iberian culture group; Low Stone Wall
30 light cavalry, 10% l.cavalry offensive bonus
Cabellero Tr.Ground Iberian culture group; Castle Infrastr. 2
40 light cavalry, 10% l.cavalry offensive bonus
Large Cabellero Tr.Ground Iberian culture group; Castle Infrastr. 4
50 light cavalry, 10% l.cavalry offensive bonus
Great Cabellero Tr.Ground Iberian culture group; Castle Infrastr. 5
60 light cavalry, 10% l.cavalry offensive bonus
Small Pike Tr.Ground Italian culture group; Low Stone Wall
70 pikemen, 10% pikemen offensive bonus,
-30 light cavalry, -5 heavy
Pike Tr.Ground Italian culture group; Castle Infrastr. 2
90 pikemen, 10% pikemen offensive bonus,
-30 light cavalry, -10 heavy
Large Pike Tr.Ground Italian culture group; Castle Infrastr. 4
100 pikemen, 10% pikemen offensive bonus,
-30 light cavalry, -10 heavy
Great Pike Tr.Ground Italian culture group; Castle Infrastr. 5
110 pikemen, 10% pikemen offensive bonus,
-30 light cavalry, -10 heavy
Small Druzhina Tr.Ground Russian culture group; Low Stone Wall
70 heavy infantry, 10% h.infantry defensive bonus,
-30 light cavalry, -5 heavy
Druzhina Tr.Ground Russian culture group; Castle Infrastr. 2
90 heavy infantry, 10% h.infantry defensive bonus,
-30 light cavalry, -10 heavy
Large Druzhina Tr.Ground Russian culture group; Castle Infrastr. 4
100 heavy infantry, 10% h.infantry defensive bonus,
-30 light cavalry, -10 heavy
Epic Druzhina Tr.Ground Russian culture group; Castle Infrastr. 5
110 heavy infantry, 10% h.infantry defensive bonus,
-30 light cavalry, -10 heavy
[Reference.1.2] Town Buildings
WALL QUALITY
City Moat Town Palisade 0.4 fort level
City Gatehouse Small City Wall 0.4 fort level
City Portcullis Improved Keeps 1 0.5 fort level
Deep City Moat Improved Keeps 3 1.0 fort level
City Barbicans Improved Keeps 5 1.0 fort level
WALLS
Town Palisade n/a 0.4 fort level, 2.5% levy size,
0.2 tax income
Small City Wall n/a 0.4 fort level, 2.5% levy size,
0.2 tax income
Medium City Wall n/a 0.4 fort level, 2.5% levy size,
0.2 tax income
Large City Wall Improved Keeps 2 0.4 fort level, 5.0% levy size,
0.2 tax income
Huge City Wall Improved Keeps 4 1.0 fort level, 7.5% levy size,
0.5 tax income
TRAINING GROUNDS
Primative Militia TG n/a 5.0% levy size, 5.0% garrison size
Small Militia TG Town Palisade 7.5% levy size, 10.0% garrison size
Medium Militia TG n/a 10.0% levy size, 15.0% garrison size
Large Militia TG Improved Keeps 1 12.5% levy size, 20.0% garrison size
Huge Militia TG Improved Keeps 3 15.0% levy size, 25.0% garrison size
Epic Militia TG Improved Keeps 5 15.0% levy size, 25.0% garrison size
BARRACKS
Militia Mustering G. n/a 60 light infantry, 30 archers
City Archery Range Town Palisade 40 light infantry, 70 archers
Large Militia Muster.G. Small City Wall 80 light infantry, 50 archers
Large City Arch. Range City Infrast. 1 60 light infantry, 90 archers
Huge Militia Muster.G. City Infrast. 3 100 light infantry, 70 archers
Huge City Archery Range City Infrast. 5 80 light infantry, 110 archers
CITY GUARD
City Barracks n/a 45 pikemen
City Drill Square Town Palisade 55 pikemen
City Enlarged Barracks Small City Wall 65 pikemen
City Enlarged Drill Sq. City Infrast. 2 75 pikemen
City Epic Barracks City Infrast. 4 85 pikemen
CITY MARKETS
Town Market n/a 2.5 tax income
City Guild Hall Town Palisade 3.0 tax income
Toll Booth Small City Wall 3.5 tax income
Court City Infrast. 1 4.0 tax income
Assay Office City Infrast. 3 4.5 tax income
Fair City Infrast. 5 5.0 tax income
PORTS
Small Harbour Water border 2.5 tax income, 2 galleys
Harbour Town Palisade 3.0 tax income, 2 galleys
Small Port Small City Wall 3.5 tax income, 2 galleys
Medium Port City Infrast. 2 4.0 tax income, 3 galleys
Large Port City Infrast. 4 4.5 tax income, 3 galleys
UNIVERSITY
Small University City Infrast. 1 20% tech growth
University City Infrast. 3 30% tech growth
Large University City Infrast. 4 30% tech growth
[Reference.1.3] Church Buildings
WALL QUALITY
Chruch Moat Church Palisade 0.5 fort level
Church Gatehouse Small Church Wall 0.5 fort level
Church Portcullis Improved Keeps 1 0.5 fort level
Deep Church Moat Improved Keeps 3 1.0 fort level
Church Barbicans Improved Keeps 5 1.0 fort level
WALLS
Church Palisade n/a 0.5 fort level, 2.5% levy size,
0.2 tax income
Small Church Wall n/a 0.5 fort level, 2.5% levy size,
0.2 tax income
Medium Church Wall n/a 1.0 fort level, 5.0% levy size,
0.2 tax income
Large Church Wall Improved Keeps 2 1.0 fort level, 5.0% levy size,
0.2 tax income
Huge Church Wall Improved Keeps 4 1.5 fort level, 7.5% levy size,
0.5 tax income
MONASTERIES
Small Church n/a 5.0% levy size, 5.0% garrison size
Church Church Palisade 7.5% levy size, 10.0% garrison size
Large Church n/a 10.0% levy size,15.0% garrison size
Cathedral Improved Keeps 1 12.5% levy size,20.0% garrison size
Large Cathedral Improved Keeps 3 15.0% levy size,25.0% garrison size
Grand Cathedral Improved Keeps 5 15.0% levy size,25.0% garrison size
BARRACKS
Church Must. Grounds n/a 60 light infantry, 30 archers
Church Archery Range Church Palisade 65 light infantry, 45 archers
Large Church M.Grd. Small Church Wall 70 light infantry, 60 archers
Large Church Arc.Range Church Infrast. 1 75 light infantry, 75 archers
Huge Church M.Grd. Church Infrast. 3 85 light infantry, 85 archers
Huge Church Arc.Range Church Infrast. 5 95 light infantry, 95 archers
ELITE BARRACKS
Small Guard Barracks n/a 45 heavy infantry
Guard Barracks Church Palisade 55 heavy infantry
Large Guard Barracks Small Church Wall 65 heavy infantry
Small Crusader Barracks Church Infrast. 1 75 heavy infantry
Crusader Barracks Church Infrast. 3 85 heavy infantry
Large Crusader Barracks Church Infrast. 5 95 heavy infantry
CHURCH CITIES
Small Church Town n/a 1.5 tax income
Church Town Church Palisade 2.0 tax income
Large Church Town Small Church Wall 2.5 tax income
Church City Church Infrast. 2 3.0 tax income
Large Church City Church Infrast. 4 3.5 tax income
CHURCH SCHOOLS
Monastic School Church Palisade 10% tech growth
Cathedral School Small Church Wall 20% tech growth
[Reference.2] Triggered Modifiers
So far, the only one is the bankruptcy one, with -0.25 land morale (and the
chance for mercs to defect!)
[Reference.3] Traits
[Reference.3.1] Education Traits
INTRIGUE
Amateurish Plotter - Intrigue +1, Stewardship -1;
Flamboyant Schemer - Intrigue +3, Stewardship -1;
Intricate Webweaver - Intrigue +6, Martial +1, Diplomacy +1, Stewardship -1;
Elusive Shadow - Intrigue +9, Martial +2, Diplomacy +2, Stewardship -1;
DIPLOMACY
Naive Appeaser - Diplomacy +1, Martial -1;
Underhanded Rogue - Diplomacy +3, Martial -1, Fertility +5%;
Charismatic Negotiator - Diplomacy +6, Intrigue +1, Learning +1, Martial -1,
Fertility +5%;
Grey Eminence - Diplomacy +9, Intrigue +2, Learning +2, Martial -1,
Fertility +10%;
STEWARDSHIP
Indulgent Wastrel - Stewardship +1, Diplomacy -1;
Thrifty Clerk - Stewardship +3, Diplomacy -1, Fertility +5%;
Fortune Builder - Stewardship +6, Martial +1, Learning +1, Diplomacy -1,
Fertility +10%;
Midas Touched - Stewardship +9, Martial +2, Learning +2, Diplomacy -1,
Fertility +15%;
MARTIAL
Misguided Warrior - Martial +1, Learning -1;
Tough Soldier - Martial +3, Learning -1, Health +0.5;
Skilled Tactician - Martial +6, Intrigue +1, Stewardship +1, Learning -1,
Health +0.5;
Brilliant Strategist - Martial +9, Intrigue +2, Stewardship +2, Learning -1,
Health +0.5;
LEARNING
Besides the stats, all these characters are eligible for priestly roles.
Detached Priest - Learning +1, Intrigue -1;
Dutiful Cleric - Learning +3, Intrigue -1;
Scholarly Theologian - Learning +6, Diplomacy +1, Stewardship +1, Intrigue -1,
Fertility -5%;
Mastermind Theologian - Learning +9, Diplomacy +2, Stewardship +2, Intrigue -1,
Fertility -5%;
[Reference.3.2] Health Traits
These traits are generally given via event. Same Opinion means people with the
same trait.
Stressed - Intrigue/Stewardship -1, Health -1, Fertility -10%
Depressed - Diplomacy/Stewardship/Martial/Intrigue -1, Health -1, Fertility -5%
Lunatic - Vassal Opinion -25, Sex Appeal -25, Same Opinion +10;
Possessed - Sex Appeal -25, Same Opinion +10;
Wounded - Martial -1, Health -1. Can't have it and Maimed.
Maimed - Sex Appeal -15, Same Opinion +10, Martial -2, Health -2.
Infirm - All Stats -3, Health -1, Fertility -30%.
Incapable - All Stats -6, Health -3, Fertility -30%, requires Regent.
Drunkard - Stewardship -2, Same Opinion +10, Church Opinion -10, Sex Appeal -5.
The following traits are illnesses:
Ill - Martial -1, Health -2, Fertility -10%. Can't have it and Pneumonic.
Pneumonic - All stats -2, Health -4, Fertility -50%.
Syphilitic - CONGENITAL. Sex Appeal -25, All stats -1, Health -2,
Fertility -20%.
Leper - Diplomacy -2, Health -2, Fertility -20%, Sex Appeal -50, Same Opinion
+10, Vassal Opinion -20.
Tuberculosis - EPIDEMIC. Health -2.
Typhoid Fever - EPIDEMIC. Health -3.
Typhus - EPIDEMIC. Health -3.
Bubonic Plague - EPIDEMIC. Health -7.
Measles - EPIDEMIC. Health -2.
Smallpox - EPIDEMIC. Health -3.
Scarred - Prestige -0.1
[Reference.3.3] Lifestyle Traits
You can only have ONE of these, and only as an adult.
Celibate - Fertility -10%, Church Opinion +10, Hedonist Opinion -10, Same
Opinion +20, Piety +1.
Hedonist - Fertility +20%, Church Opinion -10, Celibate Opinion -5, Same
Opinion +20, Piety -0.5.
Scholar - Learning +2, Same Opinion +20.
Gardener - Stewardship +2, Same Opinion +20.
Mystic - Intrigue +1, Same Opinion +20.
Impaler - Intrigue +1, Same Opinion +20.
Duelist - Martial +1, Same Opinion +20.
Hunter - Martial +1, Same Opinion +20.
Poet - Diplomacy +1, Same Opinion +20.
Falconer - Diplomacy +1, Same Opinion +20.
[Reference.3.4] Personality Traits
Deceitful - Intrigue +3, Diplomacy -2, Honest Opinion -10. Can't have it and
Honest.
Honest - Intrigue -2, Diplomacy +3, Same Opinion +10, Deceitful Opinion -10.
Craven - Vassal Opinion -5, Martial -2. Can't have it and Brave
Brave - Vassal Opinion -10, Craven Opinion -10, Same Opinion +10, Martial +2.
Shy - Diplomacy -2. Can't have it and Gregarious.
Gregarious - Sex Appeal +5, Same Opinion +5, Vassal Opinion +5, Diplomacy +2.
Ambitious - All Stats +2, Same Opinion -5, Ambition Opinion (against who they
want something from) -50. Can't have it and Content.
Content - Intrigue -1, Liege Opinion +50, Piety +0.5.
Arbitrary - Stewardship -2, Learning -2, Vassal Opinion -10. Can't have it and
Just.
Just - Stewardship +2, Learning +1, Vassal Opinion +10, Arbitrary Opinion -10,
Same Opinion +10.
Cynical - Intrigue +2, Church Opinion -5, Zealous Opinion -10, Same Opinion +10,
Piety -0.2. Can't have it and Zealous.
Zealous - Martial +2, Church Opinion +10, Infidel Opinion -50, Cynical
Opinion -10, Same Opinion (if same religion) +30, Piety +1.
Paranoid - Intrigue +2, Diplomacy -1. Can't have it and Trusting.
Trusting - Intrigue -2, Diplomacy +1.
Cruel - Intrigue +1, Diplomacy -1, Vassal Opinion -10. Can't have it and Kind.
THE SEVEN SINS AND VIRTUES
*On the Paradox Forums, some users said that there were reports of characters
with Chaste being able to get Lustful. That doesn't sound very appropriate,
but I'll leave that note here. Might happen with the others too.
Lustful - Fertility +20%, Piety -0.25. Can't have it and Chaste.
Chaste - Fertility -15%, Piety +0.5, Church Opinion +10, Lustful Opinion -10.
Gluttonous - Sex Appeal -15, Church opinion -10, Same Opinion +5, Stewardship
-2. Can't have it and Temperate.
Temperate - Church Opinion +10, Gluttonous Opinion -10, Same Opinion +10,
Stewardship +2.
Greedy - Tax Modifier +10%, Diplomacy -1. Can't have it and Charitable.
Charitable - Diplomacy +3, Church Opinion +10, Greedy Opinion -10, Same Opinion
+10.
Slothful - Vassal Opinion -10, All Stats -1. Can't have it and Diligent.
Diligent - Vassal Opinion +10, Slothful Opinion -10, Same Opinion +10,
All Stats +1.
Envious - Intrigue +2, Diplomacy -1, Liege Opinion -15. Can't have it and Kind.
Kind - Intrigue -2, Diplomacy +2, Vassal Opinion +10, Same Opinion +10, Envious
Opinion +10.
Wroth - Diplomacy -1, Intrigue -1, Martial +3. Can't have it and Patient.
Patient - Diplomacy/Intrigue/Stewardship/Learning+1, Wroth Opinion -10.
Proud - Prestige +0.5. Can't have it and Humble.
Humble - Piety +1, Proud Opinion -10, Same Opinion +10.
[Reference.3.5] Other Traits
Crusader - Martial +2, Church Opinion +25, Same Opinion (If same religion) +30.
Bastard - Diplomacy -1, Same Opinion +10.
Twin - Twin Opinion +30.
Legitimized Bastard - Diplomacy -1.
Pregnant - Spouse Opinion +25.
Excommunicated - Diplomacy -5, Same Religion Opinion -30.
Kinslayer - Diplomacy -3, Dynasty Opinion -25.
Homosexual - Sex Appeal +30, Vassal Opinion -10, Fertility -15%
Clubfooted - CONGENITAL. Sex Appeal -10, Same Opinion +5, Martial -1.
Harelip - CONGENITAL. Sex Appeal -10, Same Opinion +5, Diplomacy -1.
Hunchback - CONGENITAL. Sex Appeal -30, Same Opinion +5, Vassal Opinion -5,
Martial -1.
Lisp - CONGENITAL. Sex Appeal -5, Same Opinion +5, Diplomacy -1.
Stutter - CONGENITAL. Same opinion +5, Diplomacy -1.
Fair - CONGENITAL. Sex Appeal +30, Diplomacy +1. Can't have it and Ugly.
Ugly - CONGENITAL. Sex Appeal -20, Diplomacy -1.
Dwarf - CONGENITAL. Sex Appeal -30, Same Opinion +10, Martial -1.
Can only have one of these 4:
Genius - CONGENITAL. All Stats +5, Vassal Opinion +5.
Quick - CONGENITAL. All Stats +3.
Slow - CONGENITAL. All Stats -3.
Imbecile - CONGENITAL. All Stats -8, Sex Appeal -30, Vassal Opinion -10.
Inbred - CONGENITAL. Sex Appeal -30, Fertility -30%, Health -15, All Stats -5,
Vassal Opinion -20
Strong - CONGENITAL. Sex Appeal +10, Vassal Opinion +10, Diplomacy +1,
Health +2, Fertility +10%. Can't have it and Weak.
Weak - CONGENITAL. Health -1, Fertility -10%, Martial -1, Sex Appeal -10,
Vassal Opinion -10.
Pilgrim - Same Religion Opinion +5, Piety +10%
MUSLIM TRAITS
Mujahid - Muslim equivalent of Crusader
Martial +2, Muslim Opinion +10, Same Opinion +30
Hajjaj - Muslim Opinion +10, Piety +0.1, Stewardship +1
On Hajj - Muslim Opinion +20, Piety +0.2, Pilgrimage
Faquih - Vassal Opinion +10 (Lifestyle)
Hafiz - Muslim Opinion +5
Sayyid - Muslim Opinion +10
Mirza - Muslim Opinion +5
[Reference.4] Bookmarks
Fate of England - 15 September 1066
Recommended Characters: William the Conqueror, Harold Godwinson,
Harald Hardrade
Norman Conquest - 26 December 1066
Recommended Characters: William the Conqueror, Svend Estridsen
Third Crusade - January 1 1187
Recommended Characters: Henry II of England, Philippe II Auguste of France,
Friedrich I of the HRE, Hungary, Byzantium
100 Years War - January 1 1337
Recommended Characters: Edward III of England, Philippe VI of France
[Reference.5] Titles
[Reference.5.1] Special Titles
"Empire" of Rebels
"Empire" of Pirates
"Kingdom" of the Papal State
Kingdom of the Ecumenical Patriarch
"Duchy" of the Sunni Caliphate
"Duchy" of the Shia Caliphate
Empire of the Golden Horde
Empire of the Il-Khanate
Empire of the Timurids
[Reference.5.2] Holy Orders
ALL ARE DUCHY-LEVEL
Knights Templar
Teutonic Order
Knights Hospitaler
Hashshashin
[Reference.5.3] Mercenaries
Sunni Turkic Company
Sunni Cuman Company
Sunni Berber Company
Sunni Bedouin Company
Shiite Turkic Company
Shiite Cuman Company
Shiite Bedouin Company
White Company
Great Company
Company of St George
Star Company
Little Hat Company
Rose Company
Catalan Company
Navarrese Company
Swiss Company
Breton Company
Victual Brothers
Varangian Guard (gets stronger as the game goes on)
Cuman Company
Rus Company
Pecheneg Company
Bulgarian Company
Turkic Company
Lombard Band
Swiss Band (gets stronger as the game goes on)
Breton Band
Catalan Band
Saxon Band
Cuman Band
Rus Band
Pecheneg Band
Bulgarian Band
Turkic Band
Mamluks
Venetian Navy
Genoese Navy
Hanseatic Navy
Frisian Navy
Maghreb Corsairs
Ghilman
[Reference.5.4] De Jure Titles
Holy Roman Empire
Kingdom of Frisia
Duchy of Holland
Duchy of Gelre
Duchy of Brabant
Duchy of Flanders
Kingdom of Lotharingia
Duchy of Luxembourg
Duchy of Upper Lorraine
Duchy of Lower Lorraine
Duchy of Alsace
Kingdom of Pomerania
Duchy of Mecklenburg
Duchy of Pommerania
Duchy of Pomeralia
Duchy of Saxony
Duchy of Brandenburg
Duchy of Meissen
Kingdom of Bavaria
Duchy of Bavaria
Duchy of Österreich
Duchy of Tyrol
Duchy of Carinthia
Kingdom of Germany (more important than normal kingdoms)
Duchy of Brunswick
Duchy of Thuringia
Duchy of Köln
Duchy of Franconia
Duchy of Baden
Duchy of Swabia
Kingdom of Bohemia
Duchy of Bohemia
Duchy of Moravia
Empire of Byzantium
Kingdom of Byzantium
Duchy of Paphlagonia
Duchy of Nikaea
Duchy of Samos
Duchy of the Aegean Islands
Duchy of Thrace
Duchy of Adrianopolis
Duchy of Thessalonika
Duchy of Dyrrachion
Duchy of Epirus
Duchy of Athens
Duchy of Achaia
Duchy of Krete
Duchy of Cyprus
Duchy of Cherson
Duchy of Cibyrrhaeot
Kingdom of Anatolia
Duchy of Anatolia
Duchy of Thracesia
Duchy of Charsianon
Duchy of Armeniacon
Duchy of Paphlagonia
Duchy of Trebizond
Kingdom of Armenia
Duchy of Azerbaijan
Duchy of Armenia
Duchy of Mesopotamia
Duchy of Edessa
Duchy of Coloneia
Duchy of Armenia Minor
Kingdom of Bulgaria
Duchy of Vidin
Duchy of Turnovo
Duchy of Karvuna
Kingdom of Dacia
Duchy of Wallachia
Duchy of Moldau
Kingdom of Serbia
Duchy of Rashka
Duchy of Dioclea
Kingdom of Croatia
Duchy of Slavonia
Duchy of Bosnia
Duchy of Croatia
Duchy of Dalmatia
Kingdom of Sicily
Duchy of Benevento
Duchy of Capua
Duchy of Apulia
Duchy of Salerno
Duchy of Calabria
Duchy of Sicily
Empire of Scandinavia
Kingdom of Sweden
Duchy of Uppland
Duchy of Ostergotland
Duchy of Vastergotland
Duchy of Norrland
Duchy of Bergslagen
Duchy of Smaland
Kingdom of Denmark
Duchy of Skane
Duchy of Sjaelland
Duchy of Slesvig
Duchy of Holstein
Kingdom of Norway
Duchy of Iceland
Duchy of Orkney
Duchy of Vestlandet
Duchy of Ostlandet
Duchy of Trondelag
Duchy of Jamtland
Kingdom of Finland
Duchy of Estonia
Duchy of Karelia
Duchy of Finland
Kingdom of Poland
Duchy of Mazovia
Duchy of Greater Poland
Duchy of Silesia
Duchy of Upper Silesia
Duchy of Opole
Duchy of Lesser Poland
Duchy of Kuyavia
Kingdom of Lithuania
Duchy of Livonia
Duchy of Prussia
Duchy of Polotsk
Duchy of Lithuanians
Duchy of Courland
Duchy of Samogitia
Empire of Russia
Kingdom of Rus
Duchy of Bjarmia
Duchy of Beloozero
Duchy of Novgorod
Duchy of Rostov
Duchy of Tver
Duchy of Yaroslavl
Duchy of Vladimir
Duchy of Moskva
Kingdom of Ruthenia
Duchy of Kiev
Duchy of Galich
Duchy of Volhynia
Duchy of Turov
Duchy of Vitebsk
Duchy of Smolensk
Duchy of Chernigov
Duchy of Novgorod-Seversk
Duchy of Ryazan
Duchy of Pereyaslavl
Kingdom of Volga-Bulgaria
Duchy of Bulgar
Duchy of Cheremisa
Kingdom of Perm
Duchy of Perm
Duchy of Hlynov
Duchy of Tyumen
Kingdom of Cuman
Duchy of Itil
Duchy of Sarkel
Kingdom of Taurica
Duchy of Cherson
Duchy of Crimea
Kingdom of Alania
Duchy of Alania
Duchy of Azov
Kingdom of Khwarizm
Duchy of Aktobe
Duchy of Khwarizm
Empire of Persia
Kingdom of Persia
Duchy of Merv
Duchy of Khorasan
Duchy of Mazandaran
Duchy of Esfahan
Duchy of Hormuz
Duchy of Fars
Duchy of Hamadan
Duchy of Birjand
Kingdom of Khiva
Duchy of Khiva
Duchy of Bukhara
Kingdom of Mesopotamia
Duchy of Kermanshah
Duchy of Tigris
Duchy of Basra
Duchy of Amman
Duchy of Baghdad
Duchy of Mosul
Duchy of Tabriz
Kingdom of Georgia
Duchy of Kartli
Duchy of Derbent
Duchy of Abkhazia
Kingdom of Hungary
Duchy of Pecs
Duchy of Esztergom
Duchy of Nyitra
Duchy of Ungvar
Duchy of Pest
Duchy of Transylvania
Kingdom of Italy
Duchy of Venice
Duchy of Verona
Duchy of Lombardia
Duchy of Genoa
Duchy of Modena
Duchy of Ferrara
Duchy of Toscana
Duchy of Pisa
Duchy of Ancona
Duchy of Spoleto
Duchy of Sardinia
Empire of Francia
Kingdom of France (more important)
Duchy of Berry
Duchy of Anjou
Duchy of Normandy
Duchy of Orléans
Duchy of Champagne
Duchy of Valois
Kingdom of Aquitaine
Duchy of Aquitaine
Duchy of Toulouse
Duchy of Gascogne
Duchy of Poitou
Duchy of Auvergne
Duchy of Bourbon
Kingdom of Brittany
Duchy of Brittany
Kingdom of Burgundy
Duchy of Provence
Duchy of Savoie
Duchy of Dauphine
Duchy of Upper Burgundy
Duchy of Burgundy
Empire of Spain
Kingdom of Castille
Duchy of Castilla
Duchy of Toledo
Kingdom of Aragon
Duchy of Aragon
Duchy of Barcelona
Duchy of Valencia
Duchy of Mallorca
Kingdom of Navarra
Duchy of Navarra
Kingdom of Leon
Duchy of Asturias
Duchy of Leon
Duchy of Badajoz
Kingdom of Galicia
Duchy of Galicia
Duchy of Porto
Kingdom of Portugal
Duchy of Beja
Duchy of Algarve
Kingdom of Andalusia
Duchy of Cordoba
Duchy of Murcia
Duchy of Granada
Duchy of Sevilla
Empire of Arabia
Kingdom of Arabia
Duchy of Arabia Petrae
Duchy of Medina
Duchy of Sanaa
Duchy of Oman
Duchy of Nefoud
Duchy of Amman
Kingdom of Egypt
Duchy of Alexandria
Duchy of Damietta
Duchy of Cairo
Duchy of Aswan
Duchy of Sinai
Kingdom of Jerusalem
Duchy of Oultrejourdain
Duchy of Ascalon
Duchy of Jerusalem
Duchy of Galilee
Kingdom of Syria
Duchy of Aleppo
Duchy of Antioch
Duchy of Tripoli
Duchy of Damascus
Duchy of Syria
Kingdom of Mauretania
Duchy of Marrakech
Duchy of Tangiers
Duchy of Fes
Duchy of Alger
Duchy of Tlemcen
Kingdom of Africa
Duchy of Tunis
Duchy of Tripolitania
Duchy of Cyrenaica
Duchy of Kabylia
Kingdom of Abyssinia
Duchy of Harer
Duchy of Axum
Duchy of Gondar
Empire of Brittania
Kingdom of England (more important)
Duchy of Northumberland
Duchy of Lancaster
Duchy of York
Duchy of Norfolk
Duchy of Oxford
Duchy of Bedford
Duchy of Hereford
Duchy of Gloucester
Duchy of Canterbury
Duchy of Somerset
Kingdom of Wales
Duchy of Gwynedd
Duchy of Deheubarth
Duchy of Cornwall
Kingdom of Scotland
Duchy of Galloway
Duchy of Western Isles
Duchy of Lothian
Duchy of Albany
Duchy of Moray
Kingdom of Ireland
Duchy of Ulster
Duchy of Munster
Duchy of Connacht
Duchy of Meath
Duchy of Leinster
Kingdom of Mali
Duchy of Timbuktu
Duchy of Ghana
Duchy of Mali
Duchy of Songhay
[Reference.5.5] Titular Titles
Duchies:
Abbasid
Arabia Felix
Arabs
Assassin
Balearic
Belgrade
Bergen
Bordeaux
Braganza
Butrinto
Campania
Catalonia
Chaldea
Cumberland
Curonian
Don
Dorostotum
El Rif
El-Arish
Erzerum
Estonia
Galatia
Georgia
Gilan
Hellas
Ikonion
Ingers
Kajaneborg
Kappadokia
Karnten
Kexholm
Khazars
Kirkuk
Kola
Krakow
Laodikeia
Lettigalians
Luristan
Lut
Lykia
Mar
Milano
Minsk
Mordvins
Nikomedeia
Pechenegs
Pressburg
Pronsk
Pruthenians
Qom
Romagna
Salamanca
Samoyeds
Sandomiersk
Satakunta
Shiraz
Sinope
Sistan
Slovakia
Swiss
Tavasts
Turkmens
Ural
Varna
Wielkopolska
Vlachs
Volga
Votes
Yatviags
Zara
Zaragoza
Zemigalians
Kingdoms
Almohad
Al-Murabitids
Aydin
Cyprus
Beni Helal
Candar
Khazaria
Eretnid
Germiyan
Hammadid
Kafsid
Karaman
Marinid
Mentese
Naples #Obsolete?
Bosnia
Nubia
Ottoman
Qarakhnid
Rum
Saruhan
Tekke
Trebizond
Trinacria #Obsolete?
Venice
Zenata
Zirid
Ziyanids
Empires:
Latin Empire
[Reference.6] Static Modifiers
Only the interesting ones will be listed.
[Reference.6.1] Difficulty
VERY EASY
Fertility +50%
Morale +50%
AI Morale -25%
EASY
Fertility +25%
Morale +25%
NORMAL
n/a
HARD
AI Morale +25%
AI Tax +25%
AI Reinforcement Rate +5%
VERY HARD
Morale -25%
AI Morale +50%
AI Tax +50%
AI Reinforcement Rate +10%
[Reference.6.2] Provincial
Mild Winter: Supply Limit -1, Max Attrition 10%
Normal Winter: Supply Limit -2, Max Attrition 10%
Severe Winter: Supply Limit -3, Max Attrition 10%
Out of Supply: Max Attrition 10%
Looted: Supply Limit -1, Local Tax Modifier -50%
[Reference.6.3] Combat Static Modifiers
River/Strait Crossing, Amphibious Landing:
Penalty to Archer/Light Infantry
Severe Penalty to Pikemen and Heavy Infantry
Very severe Penalty to Cavalry
Defender Bonus in a Mountain:
Large bonus to arcchers
Bonus to Pikemen
Small bonus to infantry and horse archers
Defender Bonus in Hills:
Bonus to Archer, Pikemen and Horse Archers
[Reference.7] Diseases
TUBERCULOSIS
Date: All game long, several times.
Contagiousness: Low.
Effect: -50% city tax, -4 supply limit, 5% max attrition
Lasts for 24 months.
TYPHOID FEVER
Date: All game long, several times.
Contagiousness: Low.
Effect: -50% city tax, -4 supply limit, 5% max attrition
Lasts for 24 months.
TYPHUS
Date: All game long, several times.
Contagiousness: Average.
Effect: -50% city tax, -4 supply limit, 5% max attrition
Lasts for 5 months.
BUBONIC PLAGUE
Date: From 1300 to 1400, only once.
Contagiousness: High.
Effect: -80% city tax, -4 supply limit, 5% max attrition
Lasts for 7 months.
MEASLES
Date: All game long, several times.
Contagiousness: Average.
Effect: -50% city tax, -4 supply limit, 5% max attrition
Lasts for 5 months.
SMALLPOX
Date: All game long, several times.
Contagiousness: Average.
Effect: -20% city tax, -4 supply limit, 5% max attrition
Lasts for 4 months.
[Reference.8] Minor Titles
Anyone can only have one minor/honorary title.
Non-Byzantine Titles:
COURT JESTER
-10 Opinion, 0.02 Salary, -0.01 Prestige
Grantable to any adult, if you are a king or emperor.
KEEPER OF THE SWANS
+10 Opinion, 0.01 Salary, +0.002 Prestige
Grantable to any adult, if you are a king or emperor.
MASTER OF THE HORSE
+10 Opinion, 0.02 Salary, +0.004 Prestige
Grantable to any male adult.
MASTER OF THE HUNT
+10 Opinion, 0.02 Salary, +0.004 Prestige
Grantable to any male adult.
HIGH ALMONER
+10 Opinion, 0.02 Salary, +0.004 Prestige
Grantable to any adult.
CUPBEARER
+15 Opinion, 0.05 Salary, +0.006 Prestige
Grantable to any male adult.
SENESCHAL
+15 Opinion, 0.05 Salary, +0.006 Prestige
Grantable to any male adult, if you are a king or emperor.
Byzantine Titles:
DESPOT
+25 Opinion, 0.1 Salary, +0.01 Prestige
Grantable to any male close relative.
SEBASTOKRATOR
+20 Opinion, 0.1 Salary, +0.01 Prestige
Grantable to any close relative.
CAESAR
+15 Opinion, 0.1 Salary, +0.01 Prestige
Grantable to any close relative.
KOUROPALATES
+15 Opinion, 0.075 Salary, +0.075 Prestige
Grantable to any male adult close relative.
ANTHYPATOS</pre><pre id="faqspan-2">
+10 Opinion, 0.005 Salary, +0.005 Prestige
Grantable to any male adult close relative, available 4 times
[Reference.9] Nicknames
Triggered Only:
the Lawgiver
the Usurper
the Hammer
the Conqueror
the Victorious
the Crusader
the Holy
the Avenger
the Brave
the Fearless
the Martyr
the Unlucky
the Lucky
the Restorer
the Effeminate
the Clueless
the Ill-tempered
the Affable
the Heathen
the Liberator
Haardrade
Other:
the Young: 10 years of rule, age < 20
the Old: 20 years of rule, age > 55
the Accursed: age >20, possessed/kinslayer
the Wicked: age >20, possessed/kinslayer
the Bewitched: age >20, possessed/kinslayer
Priest-Hater: age >20, cynical
the Pious: age >20, piety >1000
the Apostle: age >20, piety >1000
the Blessed: age >20, piety >1000
the Confessor: age >20, piety>1000
the Monk: age >20, piety>500, chaste/celibate
the Chaste: age >15, chaste/celibate
the Hunter: age >15, hunter, NOT infirm or incapable
the Fowler: age >15, falconer/hunter, NOT infirm or incapable
the Just: age >15, just, stewardship >5, NOT deceitful/imbecile/slow/incapable
the Lame: age >15, clubfooted, inbred
the Handsome: age >15, age<60, fair, male, NOT dwarf/inbred/harelip/hunchback
the Fair: age >15, age<50, fair, female, NOT dwarf/inbred/harelip/hunchback
the Mad: age >15, lunatic
the Fat: age >15, gluttonous/hedonist/drunkard
the Drunkard: age >15, gluttonous/hedonist/drunkard
the Cruel: age >20, NOT kind/charitable, wroth/cruel/impaler
the Wise: age>20, NOT arbitrary/wroth/slow/imbecile/inbred/incapable,
quick/genius/just/patient/scholar
the Bastard: age >10, male, bastard
the Blind: age >20, maimed/inbred/leper
Half-Hand: age >10, maimed
the Gouty: age >40, infirm
the Ironside: 15 years of rule, high prestige, brave/strong, NOT weak
the Lion: 15 years of rule, brave/strong, high military education, NOT weak
the Lionheart: 15 years of rule, brave/strong, high military education,
NOT weak
the Bold: 10 years of rule, 50 piety, brave/strong, not paranoid
the Unready: age >11, 1 year of rule, arbitrary
the Ill-Ruler: age >11, 1 year of rule, arbitrary
the Terrible: age >30, 10 years of rule, wroth/lunatic/cruel/impaler, tyrant
the Magnificent: age >30, 15 years of rule, quick/genius, not slow/imbecile,
high education
the Quarreller: age >30, 15 years of rule, arbitrary
the Builder: ?
the Devil: 10 years of rule, wroth, kinslayer/excommunicated/impaler
the Dragon: 10 years of rule, wroth, kinslayer/excommunicated/impaler
the Careless: age > 30, 10 years of rule, weak/content, NOT diligent/ambitious
the Peaceable: ?
the Prudent: ?
the Unwilling: ?
Lackland: ?
the Able: Age>20, Diligent, Ambitious
the Kind: Age>20, Charitable, Kind
the Good: Age>20, Charitable, Just
the Troubadour: Age>20, Poet, Gregarious
the Strong: Age>20, Strong, Brave OR Ambitious
the Magnanimous: Age>20, Charitable, Brave
the Simple: Age>20, Humble, Slow
the Merry: Age>20, Gregarious, Kind
the Noble: Age>20, Diplomacy>9, Intrigue>8, NOT Bastard, good education
the Gentle: Age>20, Kind, Gregarious
the Proud: Age>20, Proud, Envious
the Silent: Age>20, Shy, Patient OR Humble
the Warlike: ?
the Great: 10 years of rule, 1000 prestige (Or event)
[Reference.10] Plots
Acquire the [liege's landed title]:
Character must not be prisoner, age > 16, not incapable or imbecile.
Crown Law below High.
Revoke the [vassal title]:
Character must not be prisoner, age > 16, not incapable or imbecile.
Must not be in a defensive war.
Available for counts outside a duke's duchy, dukes with no count tiles,
count titles in your primary duchy, or a count's secondary county.
Institute Succession by [succesion type] in [Realm]:
Character must not be prisoner, age > 16, not incapable, imbecile or
muslim.
Crown law below High.
Lower Crown Authority:
Character must not be prisoner, age > 16, not incapable or imbecile.
Cannot be the heir to the title, or married to the title holder.
Cannot have a truce with the title holder. Title cannot be titular.
Available for Kingdoms or Empires.
Kill [character]:
Character must not be prisoner, age > 16, not incapable.
Cannot have the traits Honest, Kind or Just if AI.
For the human player, can happen in the following conditions:
Pretender to a title,
Heir to a title
Child or spouse pretender to a title,
Target is lover to your spouse,
Lunatic/Possessed plotter.
See [spouse] Dead:
Character must not be prisoner, age >16, married, not incapable.
Cannot have the traits Honest or Kind if AI.
Can happen in the following conditions:
Male plotter without sons wants to kill old/barren wife;
Female plotter dislikes husband, wants child to inherit;
Spouse has a lover;
Possessed/Lunatic Plotter.
See the [title] granted to a new ruler:
Character must not be prisoner, age >16, not incapable or imbecile.
Crown law below High.
Available for characers who aren't your heirs, for whom you have no truce
with, and who are Dukes or higher.
[Reference.11] Ambitions
Become [Court Member]:
Character must not be prisoner, age >16, male, not incapable.
Weighted if dynasty member, and have corresponding education.
Females CAN be spymasters, if they are the mother or spouse of the ruler.
Amass Wealth:
Character must not be charitable or incapable, age >16, wealth under 200.
Succeeds at 500 wealth, fails when you get charitable or incapable.
+1 Stewardship on success.
Become Paragon of Virtue:
Character must not be cruel/impaler/incapable, age >16, piety under 100.
Succeeds at 500 piety, fails when you get one of the above traits.
+1 Learning, 100 piety, and possible 'the Holy' nickname on success.
Become Exalted:
Character must not be content, humble or incapable, age >16,
prestige under 200.
Succeeds at 1000 prestige, fails when you get one of the above traits.
+1 Diplomacy, 100 prestige, and possible 'the Great' nickname on success.
Get Married:
Age >16, not married or betrothed, not celibate or incapable, male or
female under 40.
Succeeds when married.
10 piety on success.
Marry a Ruler:
Age >16, not married, female under 45, not celibate or incapable, daughter
of a duke or king.
Suceeds when marrried to a ruler.
20 prestige on success.
Have a Daughter:
Age >16, married, no daughters, not celibate or incapable.
10 piety on success.
Have a son:
Age >16, married, no sons, human player OR at least two daughters, not
celibate or incapable.
10 piety on success.
Gain a title:
Age >16, not incapable, liege is close relative and has a spare title.
50 prestige and higher opinion with liege.
Become Heir:
Age >16, not incapable, liege has a poor heir (lunatic, infirm, female...)
Suceeds if you are the primary heir.
Intrigue +1.
Fabricate Claim on [Liege/Fellow Vassal]'s Title:
Age >16, not incapable or imbecile, liege can't be your parent.
Gain claim.
[Reference.12] Fixed Opinion Modifiers
Same Dynasty +5
Ally +25
At War -20
Mother/Child +50
Father/Child +50
Brother(Muslim) -20
Half-Brother(Muslim) -40
Claimant/Holder -20
Holding De Jure Titles -25
Holding De Jure Liege Titles -20
Pretender -50
Nominee +50
Supports Different Heir -20
Foreigner -20
Foreigner (similar culture) -10
Infidel -30
Heretic -35
Religious Differences -15
Head of Religion +10
Demesne Too Big -10
Female Heir -10
Female Ruler -10
Defending My Titles +100
Defending vs Infidel +30
Pope/Antipope -100
Pope/Antipope Controller -50
Priest/Crusader +25
Priest/non-crusader -15
Excommunication Lifted +20 (10 years)
Lover +75
Wrong Government (County and above) -30
Excommunication Lifted +30
Refused Guardianship -25
Defeated Rebels +25
Failed Plot -25
Rival -100 (Important!)
Friend +100 (Important!)
Declared War -25 for 160 months
Tyrant -10 for 120 months
Dishonorable -10 for 60 months
Released Prisoner +10 for 30 months
DoW on Son-in-law -15 for 120 months
Broke Alliance -30 for 120 months
Broke Truce -25 for 120 months
Honored Alliance +25 for 60 months
Joined My War +25 for 60 months
Pressed My Claim +100 for 240 months
Insulted -30 for 60 months
Sent Gift +Giver Diplomacy for 60 months
Demanded Conversion -10 for 60 months
Campaign Friend +30
Campaign Rival -20
Saved on Battlefield +50
Mentor +25 for 240 months
Spurned -10 for 12 months
Embarrased -25 for 18 months
Invested Bishop 20 for 1000 months
Invested Antipope 75 for 1000 months
Good Succession Law Change +25
Bad Succession Law Change -50
Unaffected by Succession Law Change -20
Claimed my title -50
Revoked my title -80
Granted Barony +20
Granted County +40
Granted Duchy +60
Granted Kingdom +80
Granted Empire +100
Granted Barony (Holy Order) +25
Granted County (Holy Order) +50
Transferred Vassal +20
Usurped a Title -50
Granted Title to Woman -5
Divorced(Relative) -30
Divorced -50
Entrusted Ward +20
Lost Ward -15
Betrothal Broken -30
Traitor -50 (Can Imprison)
Lowered Crown Authority +10
Discovered Plotting +50
Other opinion modifiers are trait/event dependent.
[Reference.13] Decisions
[Reference.13.1] Conversion Decisions
Convert to Liege's Religion
Can't be Zealous, need 50 Prestige
Lose 50 Prestige, Convert
Convert to Parent Religion
Be Heretic, can't be Zealous.
Lose 500 Piety, abandon Heresy.
[Reference.13.2] Crown Laws
CENTRALIZATION
Autonomous Vassals
Base law.
Limited Crown Authority
Feudal vassal opinion -5, Can appoint generals, Can Revoke titles.
10% Min Levy
Medium Crown Authority
Feudal opinion -10, Free infidel revokation, Vassals cannot fight amongst
each other.
20% min Levy
High Crown Authority
Feudal Opinion -20, Can appoint regents, titles cannot be inherited
outside your realm.
30% Min Levy
Max Crown Authority
Feudal Opinion -30, vassals cannot declare war except on you, free Revoke.
40% Min Levy
INVESTITURE
Free
Pope Opinion -30, Vassals with Bishops +10, Temple Vassals +25.
Can appoint bishop successors.
Papal
Base law.
Pope appoints bishop successors.
[Reference.13.3] Dynasty Decisions
Legitimize Bastard
Needs 20 piety
Removes the Bastard trait, adds the Legitimized Bastard one. Lose 20 piety
and opinion with your other children.
[Reference.13.4] Employment Decisions
Invite Holy Man to Court
Need 5 Piety
Lose 5 piety, get a priest in your court.
Invite Noble to Court
Need [x] Gold
Lose [x] Gold, get a nobleman in your court
Present Debutante
Need [x] Gold
Lose [x] Gold, get a 17 year old noblewoman in your court
(increased possiblity of becoming Lover)
[Reference.13.5] Minor Decisions
Feast
Cannot do in war, cannot be prisoner.
Costs some prestige and gold, can only be used after October.
Summer Fair
Need to be Christian, and not a prisoner.
Costs some gold, can only be done after April.
Grand Hunt
Need to be a male ruler and not a prisoner. Cannot have negative health
traits.
Costs some gold, can only be done after August.
[Reference.13.6] Realm Decisions
Hold Epic Tournament
Have to be a male King or Emperor, and not at war.
Costs 200 wealth and gives 100 Prestige.
Buy Indulgence
Have to be Catholic and adult. Costs some gold, and the pope may give you
some Piety in return.
Issue Declaration of Repentance
If excommunicated, costs some gold and might make the pope remove the
excommunication
Demand Liege Title
If you are a count and have a good relation with your liege you can ask him
for a de jure title.
[Reference.14] Technology
[Reference.14.1] Military Technology
Bows
1 Archers/Horse Archers Offensive +10%
2 Archers/Horse Archers Offensive +15%
3 Archers/Horse Archers Offensive +20%
4 Archers/Horse Archers Offensive +25%
5 Archers/Horse Archers Offensive +30%
Light Armour
1 Light Inf/Light Cav/Archers/Horse Archers Defensive +10%
2 Light Inf/Light Cav/Archers/Horse Archers Defensive +15%
3 Light Inf/Light Cav/Archers/Horse Archers Defensive +20%
4 Light Inf/Light Cav/Archers/Horse Archers Defensive +25%
5 Light Inf/Light Cav/Archers/Horse Archers Defensive +30%
Heavy Armour
1 Heavy Infantry/Pikemen/Heavy Cavalry Defensive +10%
2 Heavy Infantry/Pikemen/Heavy Cavalry Defensive +15%
3 Heavy Infantry/Pikemen/Heavy Cavalry Defensive +20%
4 Heavy Infantry/Pikemen/Heavy Cavalry Defensive +25%
5 Heavy Infantry/Pikemen/Heavy Cavalry Defensive +20% (*)
* This looks weird. Might've been a mistake by Paradox?
Infantry Melee Weapons
1 Pikemen/Heavy Infantry/Light Infantry +10%
2 Pikemen/Heavy Infantry/Light Infantry +15%
3 Pikemen/Heavy Infantry/Light Infantry +20%
4 Pikemen/Heavy Infantry/Light Infantry +25%
5 Pikemen/Heavy Infantry/Light Infantry +30%
Cavalry Melee Weapons
1 Light Cavalry/Heavy Cavalry Offensive +10%
2 Light Cavalry/Heavy Cavalry Offensive +15%
3 Light Cavalry/Heavy Cavalry Offensive +20%
4 Light Cavalry/Heavy Cavalry Offensive +25%
5 Light Cavalry/Heavy Cavalry Offensive +30%
Siege Equipment
1 Siege Speed +10%
2 Siege Speed +20%
3 Siege Speed +30%
4 Siege Speed +40%
5 Siege Speed +50%
Military Fortifications
1 Siege Defense +10%
2 Siege Defense +20%
3 Siege Defense +30%
4 Siege Defense +40%
5 Siege Defense +50%
Tactics
1 Land Morale +10%
2 Land Morale +20%
3 Land Morale +30%
4 Land Morale +40%
5 Land Morale +50%
[Reference.14.2] Economic Technology
Farming
1 Castle Tax Modifier +10%
2 Castle Tax Modifier +20%
3 Castle Tax Modifier +30%
4 Castle Tax Modifier +40%
5 Castle Tax Modifier +50%
Trade Practices
1 City Tax Modifier +10%
2 City Tax Modifier +20%
3 City Tax Modifier +30%
4 City Tax Modifier +40%
5 City Tax Modifier +50%
Church Taxes
1 Church Tax Modifier +10%
2 Church Tax Modifier +20%
3 Church Tax Modifier +30%
4 Church Tax Modifier +40%
5 Church Tax Modifier +50%
Castle/Town/Church Infrastructure, Improved Keeps
All levels add more buildings. Check Buildings in the reference guide.
Construction
1 Build Time Modifier -5%
2 Build Time Modifier -10%
3 Build Time Modifier -15%
4 Build Time Modifier -20%
5 Build Time Modifier -25%
[Reference.14.3] Cultural Technology
Noble Customs
1 Castle Opinion +3
2 Castle Opinion +6
3 Castle Opinion +8
4 Castle Opinion +10
5 Castle Opinion +12
Popular Customs
1 City Opinion +3
2 City Opinion +6
3 City Opinion +8
4 City Opinion +10
5 City Opinion +12
Religious Customs
1 Church Opinion +3
2 Church Opinion +6
3 Church Opinion +8
4 Church Opinion +10
5 Church Opinion +12
Majesty
1 +10% Prestige
2 +20% Prestige
3 +30% Prestige
4 +40% Prestige
5 +50% Prestige
Spiritual Art
1 +10% Piety
2 +20% Piety
3 +30% Piety
4 +40% Piety
5 +50% Piety
Cultural Flexibility
1 -10% Opinion Penalty
2 -20% Opinion Penalty
3 -30% Opinion Penalty
4 -40% Opinion Penalty
5 -50% Opinion Penalty
Religious Flexibility
1 -10% Opinion Penalty
2 -20% Opinion Penalty
3 -30% Opinion Penalty
4 -40% Opinion Penalty
5 -50% Opinion Penalty
Legalism
1 Short Reign length -1
2 Short Reign length -2
3 Short Reign length -3
4 Short Reign length -4
5 Short Reign length -5
-------------------------------------------------------------------------------
[DLC] DLC LIST:
No matter where you buy the game or its DLC, they all register on Steam, so if
you get a good deal on, for example, Amazon or GreenManGaming, you can register
their keys and have the DLC on Steam.
*Ruler Designer 4,99€
Allows you to create your own ruler. The values for the different traits, if
you wish to change them, are all in the defines file. Very fun!
*Songs of [the Holy Land/Faith/Albion] 1,99€
Just extra music.
*Mongol Faces 1,99€
They both look quite good and are essential if you wish to use the Better-
Looking Characters mod (which you should!)
*Dynasty Shield 1,99€
The most 'simply cosmetic' of the mods, it adds some extra shields for renowned
dynasties like the Habsburgs or the Komnenos.
Upcoming: Sword of Islam, possibly Pagan DLC too.
-------------------------------------------------------------------------------
[Mods] NOTABLE MODS:
*Game of Thrones
A mod based on the popular A Song of Ice and Fire fantasy series, including
things like playable Holy Orders (The Night's Watch) and a Mega-War system.
"At the moment, two scenarios are available: Robert's Rebellion -when Robert
Baratheon, Eddard Stark, Jon Arryn, Hoster Tully, and Tywin Lannister
overthrew the Mad King and brought the Targaryen dynasty to an end- and
the Crowned Stag -set in the immediate aftermath of the above, as the
reign of King Robert begins."
*CK2Plus (formerly known as WizCK2)
Wiz's CK2 mod that has been getting released pretty much from the start and has
always brought fresh perspectives on things. It includes other smaller mods,
like Better-Looking Characters or All the Way to Timbuktu.
Personally I can't play the game without this mod, and I'm seriously hoping that
Paradox will hire Wiz to work for them.
"The purpose of CK2+ is to create a broader, deeper, more challenging and more
balanced CK2 experience without straying too far from the original game
mechanics or tacking on deterministic railroading events and modifiers. The
purpose of this mod is not historical accuracy (although I try to preserve it
whenever it is not a major detriment to gameplay) but rather to embrace and
enrichen the medieval intrigue sandbox that is CK2, while fixing its various
little issues and exploits."
*The Prince and the Thane
"Macbeth's madness and Machiavelli's cunning - A CKII overhaul mod"
A mod slightly smaller in scope than the previous. It adds things like a new
building system, jewish communities, and a more accurate set of coats of arms.
*Bela Gerant Alii
"Bella gerant alii - tu felix Austria nube.
Let others wage war - you, fortunate Austria, marry."
This mod was also one of the first few to show up. It's another game rebalance,
that adds things like new buildings and traits.
-------------------------------------------------------------------------------
[Work] POSSIBLE FUTURE WORK:
Events guide (probably too big to be done, as well as not that useful)
In-depth history guide (see above)
Achievements, when they're implemented
-------------------------------------------------------------------------------
[Refs] REFERENCES:
How the Hell Do We Play Crusader Kings 2? - A somethingawful Let's Play by
Kersch, available at
http://forums.somethingawful.com/showthread.php?
threadid=3487258
The In-Depth Guide to CKII - a guide by Meneth for reddit, posted on the
paradox forums here:
http://forum.paradoxplaza.com/forum/showthread.php?589469I
Wikipedia! (not really)
Paradox's website and forums.
The game files as of version 1.05g.
-------------------------------------------------------------------------------
[Cred] CONTACT INFO/CREDITS:
Feel free to contact me at koldpt2 at <hot>mail dot com. I'd appreciate a CK-2
related message subject so I know what it's about ;)
As for credits... CJayC and SBallen for gamefaqs, Wiz for his amazing modding,
Paradox... and of course, yours truly.
Copyright José Maia 2012
Available on GameFAQs, CheatCC and Neoseeker.