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 ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- [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. ------------------------------------------------------------------------------- [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. ------------------------------------------------------------------------------- [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. ------------------------------------------------------------------------------- [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. ------------------------------------------------------------------------------- [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

+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.