/r/CrusaderKings
Crusader Kings is a historical grand strategy / RPG game series for PC, Mac, Linux, PlayStation 5 & Xbox Series X|S developed & published by Paradox Development Studio. Engage in courtly intrigue, dynastic struggles, and holy warfare in mediæval Europe, Africa, the Middle East, India, the steppes and Tibet. Can you achieve fame and fortune for your noble family, or will your names be forgotten to history?
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Welcome to CrusaderKings
Crusader Kings is a historical grand strategy / RPG video game series for PC, Mac & Linux developed & published by Paradox Interactive. Engage in courtly intrigue, dynastic struggles, and holy warfare in mediæval Europe, North Africa, the Middle East, India, the Steppes & Tibet.
Can you achieve fame and fortune for your noble family, or will your names be forgotten to history?
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Link: https://discord.gg/gvkBVJw
Crown Laws of /r/crusaderkings
1. The actual content of a post - not just the title, or the general idea - needs to be related to Crusader Kings. A picture of a crusader doing something silly? Not related, and it will be removed. If you just want history related memes, go to /r/trippinthroughtime or /r/ParadoxExtra . This rule is being enforced at the time of posting, rather than us having to go through the sub and remove a bunch of old posts.
2. Don't be racist, discriminatory, or otherwise a dick.
5. If you post a screenshot of the game, please point out what you want people to look at in the image or explain in the comments.
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As Temujin, I grew my Empire into Iran and the west coast of the Caspian Sea, and now that his grandson took over, I don't really feel like conquering much no more, I'll try to reach Europe either from Anatolia or Siberia, but after that I'd love to have the empire split as it did IRL into the White Horde, Chagatai etc. so I can continue as one of the succesor states, but idk how to make it happen, I'd assume it's not a faction thing, but rather an event that launches if some requirements are met, but I'm not even sure does the split happen if it's the player rulling the Mongol Empire? Any ex-Temujin's help pls :)
Happy Halloween!
I wanted to share this with everyone. One of my coworkers enjoys putting his artwork up on the glass panels in our office. We like similar games and I introduced him to crusader kings. He loves the memes, the stories, and especially anything about glitterhoof. He's a big fan and hasn't even started playing yet.
BTW we found out that there is supposed to be an office decoration competition. Looks like glitterhoof will be out submission.
The other day I started a game as that 867 barcelona count and after I gained independence from aquitaine I wanted to check which way is the struggle heading but the struggle icon didnt appear in the lower right corner. My guess is one of the mods in the playlist hides it for some reason but I want to ask here just in case. Ty in advance for help :3.
Hello my friends,
My character died not too long ago. His life was one of misery. He always had two knights on the 22 he could have, his court was always empty, his camp didn’t have a lot of settlements.
He was the strongest human alive and yet literally nobody was willing to marry him.
What was I doing wrong? Please help me with some general advices on how to manage landless.
Thanks!
Thinking of starting a new campaign after a yearish-long break. What mods would you recommend latest update for a big role player, not a big map painter or achievement chaser?
No rebelion, no nothing he just replaces my vassal right there
For example Mercian, itself is a unique which has a chance to spawn if you are control the duchy of Mercia. But these cultures don't always spawn, so how likely are they to be spawned by the game?
I'm about to diverge Saxon with Dutch, but i can't come up with a good name. The game gives me Neo-Frisian, but are there any better names?
Test from Charles the Bald going to Jerusalem at day 1, no route changes and max pomp. Caravan master + mercenary + captain. For all events the option taken was to make it "more pious". Funeral at day 1 with max activity options at the capital.
For comparison a feast costs 130 gold at base and a massive stress loss that doesnt depend on traits comes from 1 random event. Funerals you get stress loss almost every single event.
Pilgrimages are kinda ass to calculate how efficient they're because they're RNG heavy. Depends on the amount of events and which ones you get and they often come with a cost like losing family/courtier that want to become monk, marrying a family/courtier to a random heathen, pay gold for some piety, chance of get ill, that sort of shit. On the bright side pilgrimages increase the monthly piety and gives you the trait so have that in mind:
Funeral - 21 months
cost: 201 gold
piety: 437 (+1094 total)
"efficiency": 9.57 g/m to gain 52.09 piety/month = 5.44 piety/g/m
Pilgrimage to Jerusalem (zealotry) - 34 months
cost: 502 gold
piety: 537 (+1082 total)
"efficiency": 14.76 g/m to gain 31.82 piety/month = 2.15 piety/g/m
Pilgrimage to Jerusalem (altruism) - 34 months
cost: 502 gold
piety: 412 (+1010 total)
"efficiency": 14.76 g/m to gain 29.70 piety/month = 2.01piety/g/m
Hi, so with the recent adventurer feature in Roads to Power I realized that the adventurer gameplay felt like a good starting point for the nomads playstyle. So I wanted to ask, what would you imagine(or hope) would be included in a speculative Nomads expansion and furthermore do you think Paradox is saving the nomad mechanics for a map expansion into China? What would your ideal nomad mechanics be for the game?
Personally I would hope for the following:
-Nomadic Hunting: Nomads don't farm like settled people do, they use up provisions like adventurers, and like adventurers need to keep those provisions stocked by either raiding or hunting. Nomads have unique hunting events and can to varying degrees clear their land of all game for more provisions.
-Nomadic Tradition: The Nomadic lifestyle is a harsh one, the longer your people have been in the saddle and the more they have been raiding translates to experience as nomads and thus a higher nomadic tradition, the higher your nomadic tradition the more access to buildings and other bonuses that simply makes your people more used to the saddle than Fresh Migrators. Nomads can unlock technology for a time(10 yrs for Civic & CnR, 15yrs for military) by repeatedly raiding cultures that already have researched that technology.
-Desolation & Destruction: Nomads can sack the entirety of a settlement in raids, making room for your nomadic clans to use the land for pastures and hunting ground.
-Population: Nomadic clans need population to grow their settlements and in turn their camps need the room for population to live. The higher the population the more nomadic retinues your horde can supply, however higher populations consume your provisions quicker forcing you to find more ways of feeding them besides hunting.
-Settlement: Nomads can settle into land and depending on how high their population is, replace the religion and culture of that surrounding land. Settling in tribal or vacant land your government will always become tribal, however your vassal clans might need more convincing before settling down themselves and continue a semi-nomadic lifestyle. (works the same way as converting vassals to administrative government) ((Historic analog were some magyar clans continued to roam the carpathian basin as nomadic groups for a small time period after migrating to modern day Hungary))
-From Plow to Saddle: Tribal governments, under certain conditions, can abandon their tribal ways and begin a migration as a nomadic horde, they will desolate their holdings into Uninhabited Land and convert the development into provisions and pop. Some vassals might choose to stay behind however as Fresh Migrators start out with no nomadic tradition. ((The Magyars started as tribals in the urals before migrating west, the germanic people during the migration era and some early medieval examples.))
~Tech Loss~: If no counties of your culture exists with a settled government your culture will lose all your tech past the tribal stage while your culture has the "Fresh Migrators" debuff.
-Nomans' Land: Noman's Land and uninhabited land are counties that do not have human habitation, the land was either recently completely destroyed by a nomadic raid, abandoned by the tribals, or simply hadn't had any nomadic hordes in it recently leaving up for grabs by any neighbors or nomads.
~Resettlement~: the first settlement of nomans' land by a settled people (tribal, feudal, adventurer, etc.) will be a fort > tribal > other. An adventurer can colonize Nomans' land, however must keep stocking provisions and attracting settlers until their camp (which the colonize decision has converted into a fort), has been converted to either a tribal or feudal holding(if your culture has feudal holdings already and your fort has built all buildings).
-Terrain Type affects a county's usefulness to Nomads: Certain terrains are better for nomads than others, Desert Terrains provide the least yield where as farmlands and plains are the most covetable for their extreme yields.
-Vassal Clans & Nomadic Confederations: Vassal Clans are other nomadic clans that are powerful but not in charge(similar to powerful families in administrative governments) a Khan can grant vassal clans certain positions and privilege's and this can affect their ai and where in respects of the Horde that clan may generally hunt and pasture. For example, the Khagan might appoint a clan "Red Clan" position and that clan will henceforth tend to dwell in the southern quarter of the Horde's domain for as long as they are appointed "Red Clan". (Basically it would be Black (North), Blue (East), Green (Central), White (West), and Red (South)). Nomadic Confederations are nomadic governments with more than one clan, and they form by diplomatic interactions with other independent clans of similar culture and faith(ignored if have steppe tolerance). Additionally Nomadic domains (with no settlements) territory will work like how occupation works in hoi4, while your troops are raiding it, the territory is transferred to your domain if the enemy fails to retake it before the raid timer is up. (this is the motive behind desolation and destruction [insert free real estate meme here].
Nomadic Invasion Event: Independent individual clans can declare "Nomadic Invasion" on a nearby ruler, similar to the Northmen Invasion event that ruler can respond with one of 4 reactions. (it's identical to Northman Invasion, just that large nomad realms can also declare on a kingdom level.
-Desert Nomads & Semi-Nomadic Peoples: Certain Bedouins and Berbers(like the Tuareg) were historically nomadic or semi-nomadic. (no extra feature here besides maybe expanding the sahara maybe?) Best I can think of is a Nomadic government that liege CAN build tribal holdings. Maybe you can become this unique government after your camp has stayed in a place for a very long time? (perhaps this can be part of the transition from nomadic to tribal?)
-Camp Raids: Nomad Camps like any settlement can be raided, and there is a lot of prestige lost if you let this happen.
-Expunge the Nomads! War: Settled peoples can declare wars against nomads to make them unable to enter your lands during a truce without asking for permission. Entering the land will result in the "Truce Breaker" debuff. Asking for travel access will cost nomads gold, and the settled people will gain this gold. This might be necessary as nomads can establish camp in your territory similar to adventurers, only you can't build a new settlement while the nomads are there. Unless the Nomads have passage permission from the owner, their camp can be raided by the owner. A diplomatic interaction exists for these cases, the nomadic leader can stay with the "Ask for Passage" diplomatic permission which results in the "Passage Granted" Truce which prevents hostilities between the nomads and the settled domain for x amount of time (works like purchase truce), or can ask for a bribe for the nomads to leave. The Ruler can also offer passage for gold (or just give it) or even offer gold for the nomads to leave their land.
Does "attempted family murder" mean she trued to murder a member of my family or hers?
My player character is getting old and I deliberately waited with producing heirs to be able to play them young once this one is very old. However, lately someone is on a killing spree and is targeting my carefully genetically enhanced heirs...
I have managed to find an agent at one point, but I couldn't get any info out of him. I cycled through spymasters and put a befriended 33 intrigue spymaster with the loyal trait in charge, and I turned on the 'Double Guards' option, yet the discovered schemes keep staying at 95% and I keep losing heirs.
I am unsure if 'Double Guards' is for all court-related schemes or just for schemes against me, but Is there anything I can do to protect my heirs, or are there ways to find out who's behind the schemes in some capacity before my line dies due to lack of heirs?
I think the romance, befriend, funded artifact, seduce event chains are bugged. None of the events are popping up. They always complete at the first phase
Both traits add the option to declare wars without a casus belli and one war on a kingdom per life time. If I have both do they sum up or not? Can I declare two wars on kingdoms?
Together with the Holy War for a kingdom it would be three wars... Damn, too good.
Today, I want to buy the Roads to Power DLC and start a new campaign with it, but the Wandering Nobles DLC is releasing in 4 days. Should I wait, or is the new DLC not worth getting?
I made a rather strong character, whose traits eventually gave him really high martial, so almost instantly I got a conqueror event. I refused as I wanted to RP first, then got the event again in a few years. Since then, about 30 years has passed and I did not get the event since. Is there a chance that it will pop up in this lifetime again, or did me refusing to become a conqueror twice before somehow made the event locked? Should I just give to my char with debug or am I just unlucky with the event popping up again?
Edit: sorry for typo in the title
Hello I play CK2 with no DLC and i got declared on by muslims for a holy war and there was a decision allowing me to become muslim so i thought i should do that in order to get out of the wars i was losing and become Christian again later. I without realizing that i would instantly lose the game because i don't have the DLC required clicked it and immediately realized what i had done. I tried to alt f4 but it was to late and it was saved. This playthrough i got really lucky and managed to set up a kingdom as the an island nation and i had to attempt this many times before i managed to get here. This is Irona man btw.
So is there anyway to re do this/change the game files or am i screwd and have to start from the beginning?
I am doing a Persia run and adventurers just keep stealing my artifacts. During 20 years of reign, I got 4 artifacts stolen. I have all the good quality bodyguards/antiquarians etc hired.
Is there any way to protect against those ruffians?
I have just returned from a successful raid in Italy. I have just quickly glanced over my captives if I managed to capture the pope for the sweet 300g + 300 prestige. I did so I was already happy and then just went with the standard mass ransom.
When I do that, I don't pay much attention to ransom accepted notification and just clear them fast. However, I couldn't miss that the pope just completely emptied his coffer giving me ~2300 gold for a single prisoner, meaning it wasn't even the full value.
Any idea who might be worth this much to pope?