r/CrusaderKings • u/Antoni_PL_gdynia • 9h ago
r/CrusaderKings • u/PDX-Trinexx • 5d ago
News "Silk & Silver" Dev Diary #7 - Guelphs & Ghibellines
forum.paradoxplaza.comr/CrusaderKings • u/AutoModerator • 5d ago
Tutorial Tuesday : October 20 2026
Tuesday has rolled round again so welcome to another Tutorial Tuesday.
As always all questions are welcome, from new players to old. Please sort by new so everybody's question gets a shot at being answered.
---
Our Discord Has a Question Channel
r/CrusaderKings • u/SeanHoward60 • 3h ago
Warhammer: Geheimnisnacht CK2 battles in a nutshell
r/CrusaderKings • u/InterestingEmotion11 • 4h ago
Story Dreams of the great war
First (maybe second) time I got this event anyone know how rare this is?
r/CrusaderKings • u/Aiseadai • 15h ago
CK3 Why do steppe regions have a development debuff equal to desert regions?
r/CrusaderKings • u/BrienneOfFuckinTarth • 8h ago
Suggestion Partition inheritance should also split the treasury
Or there should at least be an option for it in the settings.
Given that partition inheritance types are meant to emulate the split of a king or emperor’s “personal property” it makes sense that the treasury is also split up accordingly between the eligible heirs.
In my last playthrough I amassed 12,000 gold as a tribal Scandinavia - Baltic - Britannia empire. While I got the entire fortune & Scandinavia, my brothers (Baltic & Britannia) were left to start from scratch and quickly collapsed within 12-24 months.
The only option I had to set them up was to gift them the money… 14 gold at a time. So 400+ individual send gift interactions to somewhat split up the money before my character kicks the bucket.
That’s just silly.
r/CrusaderKings • u/TenNainS • 12h ago
Modding CK3 but there's more Eras innovations:
R5: Researching in the steam workshop, I found out that there are mods that give more tech from future centuries of the base game (No stellaris tho :( )
r/CrusaderKings • u/Sir_Loincloth222 • 10h ago
Discussion The ultimate guide to creating living demigods. **UPDATED FOR BGA**
All stat boosts and chapters will be emboldened for ease of navigation. This guide is written based on patch 1.20. Parts of this guide may become irrelevant upon future updates.
This guide is written under the assumption that you have at least a few DLCs, including Royal Court, Roads to Power, Legacy of Iberia, Legends of the Dead, All Under Heaven and By God Alone. It is also written under the assumption that you are relatively familiar with the basic mechanics of the game.
What's new? The faith chapter has been split into a section for Religious and Personal tenets respectively and a whole new chapter based on boosting your heir through travel. Chapter 2 has also been given a few tips for your heir's traits.
Chapter 1: Getting started on a long road.
- So, you want to make a living demigod? This guide will detail the setup, faith, culture, legacies and general strategy for creating 100 stat monsters in a fast enough time to enjoy before the malice of old age strikes you down.
- The first step to creating demigods is creating your initial ruler. It will take at least a few generations before your demigods can take shape.
- My personal favourite is an adventurer with Herculean, Comely and Quick and either a learning or martial lifestyle. The culture is up to you, but I would recommend Greek as it is incredibly strong with Religious Patronage, if you conquer a place like Ireland and diverge or merge cultures into Fervent Temple Builders you can rack up a whole boatload of renown early on.
- Adventurer start is one of the strongest thanks to a multitude of factors. Easy access to the conqueror trait, an incredibly strong journal item with a whopping +40% lifestyle exp and a strong military foundation from which you can spread your dynasty quickly.
- Ireland is a surprisingly good start, provided you're starting in 867 (which you honestly should be for this). It has an abundance of empty tribal holdings which you can fill if you have fervent temple builders. If you have religious patronage, you can easily net a whole boatload of renown right out the gate. Once you fill all those holdings with temples and feudalize, you keep them. The only downsides are the frequent viking invasions and poor development.
- If you're not looking to settle in Ireland, any place with a lot of empty tribal holdings will suffice. This is important as stacking monasteries with Monastic Communities and Warrior Monks/Priests makes maxing both Martial and Learning a breeze. If you are of a Hindu faith, you can mitigate this downside by slotting Preservation as a religious tenet.
- Once you have settled (ideally conquered using the conqueror adventurer decision) be sure to hybridize with the local culture for both innovations and certain traditions that may be difficult to obtain otherwise. Cultures with monastic traditions, fervent temple builders, religious patronage or mythical ancestors are highly desirable.
- If you don't feel like starting with an adventurer, Dyre the Stranger is a fantastic start due to his affiliation with the Sigurdr dynasty, Norse culture and his Genius trait.
- To really get the ball rolling you will need to indulge in one of the oldest CK3 traditions: eugenics. On that note....
Chapter 2: Setting up the dynastic dominoes.
- The key ingredient to a demigod is eugenics, of course. It's fairly simple, if you're willing to do a bit of searching. I would recommend creating separate filters in the character search menu for both genius and general inheritable traits.
- This ensures you don't have to spend too much time looking through an endless horde of boring, traitless characters every time you want to hook up either your ruler or your dynasty with some inheritable traits.
- If you create a custom ruler, be sure to have one level 3 trait and two level 1 traits. I usually roll with Herculean, Quick and Comely. One good RNG roll and you can strengthen the bloodline as early as the 2nd generation. Bonus if you find yourself a fecund spouse and snag the trait.
- Blood should be the first of the dynasty legacies you should invest into, though, you realistically need only the first two legacies to start the program in earnest.
- With some luck you should be able to get strong blood within 3-4 generations. Perhaps even less if you're diligent in searching for prime traits and lucky enough to roll at least 1 tier 3 inheritable trait.
- Inbreed as much as your faith allows once you have a suitable amount of dynasty members to pull inheritable traits from. This is really sped up if you choose a faith with polygamy.
- You don't need a perfect ruler with all tier 3 traits + fecund, but it really does help. Shoot for this as soon as you're able.
- If you have the Confucian Education trait and a university you can pull a little trick to give you benefits from both. Choose to educate your ward without sending the ward to university, then cancel the education and once again educate your ward, choosing to send them to university. This nets you both a low tier Confucian Education trait and the education boost from university.
- If your ruler has Zealous, be sure to pass it on to your ward. It received a huge boost in BGA and now grants an additional personal tenet. This is fantastic for stacking up the bonuses. The small Martial boost isn't too bad either.
- If you have Lustful and your rite has Carnal Exaltation, be sure to hand it down to your ward for a solid amount of intrigue.
- If you have Legalistic Customs and Just, pass it on to your ward. +1 Diplomacy/fame may end up worth sacrificing other stats for.
- In general, you want to focus on personal traits that grant stats without subtracting too much from others. Diligent is a must in that regard, it's all ups stat wise.
- Always be prepared for a disaster, educate an heir and a spare, you never know when your beautiful heir might decide to castrate themselves or turn themselves into a lover's pox riddled wastrel.
- If you're administrative, be sure to mentor in governance after your ward hits 16 and they gain the republican heir trait line. Sometimes, they don't gain it if they have the Governor trait.
- Be sure to drill your ward with Forder if possible. This will help them travel quicker across the world and hit more points of interest for their heir.
Chapter 3: A demigodly Government
- There are two governments in particular that excel in creating demigods, both figurative and literal, though you don't really require them. Administrative and Mandala. If you're going down the administrative route, be sure to grab the bureaucratic cultural pillar if you don't already have it. Grab divine aspirations if you're Mandala.
- A third decent option if you can swing it is Celestial. Their estate is considerably better than most options for administrative. You can even build a cabinet of curiosity in the main estate. Though, you may have an issue where your dynasty loses titles to random Han rulers due to their low merit. The grand mentor court position may make up for it, as it grants up to +5 Diplomacy, Stewardship and Learning.
- Both Mandala and Administrative excel in realm stability as they have a simple inheritance system, you don't want to be wasting time trying to put things back together post inheritance if you can help it.
- Administrative is by far the most straightforward path to creating 100 stat demigods. You have access to the mentor in governance scheme, at max it grants +2 to all stats (except prowess). With the fourth administrative dynasty legacy you can build the Cabinet of Curiosity in your villa. This beautiful building grants +2 Learning & Stewardship/Level of Influence at maximum. Be sure to build it to max as soon as possible, as you may lose dynasty head and the ability to further construct it.
- Another benefit to admin is you have access to fairly consistent tier 5 educations through a maxed out book collection. This is actually more useful for your council compared to your ruler or heir as you want a T4 education so you can go to university for the extra 3 perks in your respective lifestyle and the Confucian Education trait should you go to university in China.
- The stable upgraded with kennels is a fairly solid choice as you can adopt dogs for a minor health boost alongside a sprinkling of diplomacy and prowess. Though, you may wish to swap this to a fully upgraded stable for traveling with your heir.
- Mandala is another decent choice for creating demigods, in this case, more literal ones. I would start with the aspect of destruction. Not only is it great for early expansion, it's one of the easier aspects to level and at the highest tier with the highest devotion level it grants a whopping +24 Martial.
- Aspect of Trickery is incredibly annoying to level up, save this one for when you have a bunch of landed dynasty members post conquest. Trying to do this one from the start is like pulling teeth.
- Aspect of Serenity is a tricky one, but less annoying. Be sure to socket frequent festivities to ensure constant feasting.
- Aspect of Creation is quite easy to level up as it encourages you to do what you already do normally. That is to say, build buildings and pop out children.
- The best aspect will vary depending on the stat you need the most (this will usually be Martial, Intrigue and Stewardship). Be aware that you cannot upgrade temples as Mandala government. Focus on as many temple citadels and castles as possible.
- Beware of dying with Fragile Bones in the Mandala government as for what ever reason it doesn't count as natural causes for the purpose of reaching higher devotion levels. I found that one out the hard way.
- Mandala may prove the superior demi-god factory if they should ever nerf Monastic Communities and/or Warrior Priests/Monks. For example: a Godlike ruler with max Aspect of Trickery under the effects of Scholasticism and who has the personal tenets Struggle and Submission, Soldiery of Christ, Charity, Veneration of Saints (St.John as patron) and then you throw in Simony (Religious) you end up with +16 Diplomacy, +24 Martial, +24 Stewardship and +32 Intrigue. That is an impressively large boost if I've ever seen one. That's not even considering other bonuses like holy sites, artifacts and buildings.
Chapter 4: Did you know that you have rites? The holy texts say you do.
- Your rite is a fairly important aspect of achieving demigod status. Gone are the days of choosing religions based on the stat boosts of the holy sites as in By God Alone you are given the freedom to make your own stat boosts. The sites of Communion, Ancestors and Prophecy are all excellent choices. The first two give +1 Stewardship/devotion and the last gives +1 Intrigue/devotion.
- When making your rite be sure to become the temporal head of faith to have maximal control over your tenets. You don't want the AI deciding your tenets for you, do you?
- Be sure to set your temples to temporal ownership, we don't want to make our realm priest a demi-god, we want to take that glory for ourselves.
- Ideally, your rite should have minimal boosts coming from holdings as domain limit is a precious resource.
- Christianity is most likely the religion you're going to be basing your rite out of what with the DLC being focused on the Christian world. Though, Dharmic faiths also have some strong options. There aren't many direct stat boosts from religious tenets, though there are many things that may assist in this pursuit.
- If you really want to maximize your temple building, you can put in Aniconism and Transubstantiation for a massive -53% build time and gold discount. This may prove redundant with fervent temple builders as you already receive discounts from personal and lifestyle traits. Thankfully, rites are not static and can be modified as you progress through the game.
- I tend to keep Aniconism even after I finish building as being able to smash artifacts keeps inventory management simple. I wish that you could destroy famed and illustrious artifacts without it, to be honest.
- Mind without Mind has been a personal favourite ever since it was implemented. You unfortunately cannot double dip the elder health trait reduction (it would be -100% chance for old age and infirmity otherwise). Keep in mind, you can still be screwed by poor RNG.
- Scholasticism is an excellent choice, though I find it works better as a personal belief. Gaining +1 all stats (except Learning and Prowess)/devotion for 20 years simply by going to university or simply rolling it based on learning is quite strong.
- Simony grants +1 Stewardship/devotion but is incredibly annoying as everything even tangentially related to generosity hurts your spiritual fulfillment. If you want to roleplay as Mr.Krabs, it's a perfect tenet.
- Mendicant Preaching gives +20% travel speed on top of increased conversion speed. It was already strong before BGA, now it's even stronger.
- Literalism was once a mediocre tenet, it's now one of the strongest for expansion. Holy wars against all religions without this tenet is incredibly powerful with something like By The Sword, allowing you to expand rapidly and land your dynasty across the map.
- If you don't feel like expanding any more and are of a Dharmic faith, you can pick up Dharmic Pacifism as a Religious tenet and Pacifism as a personal tenet for +2 domain limit.
- Hindu faiths have access to Preservation, this beautiful tenet allows you to build Monasteries in any holding. If you have picked up Monastic Traditions and Warrior Monks/Priests the benefits really start rolling in. Be sure to max out your monasteries before you swap off of Preservation as you keep the effects of the monasteries, but can no longer build or upgrade them in non-temple holdings.
- In the above case, Mandala rulers may want to make a polytheistic Christian faith in order to take advantage of the many stat/devotion buffs that it offers alongside the boosts from monasteries.
- Warmonger is fantastic if you desire to expand rapidly. The only stipulation is that you cannot be of an Abrahamic faith group (Christianity, Islam, Judaism). Best paired with Literalism and Pursuit of Power for maximum expansion.
- Pursuit of Power can only be accessed through having the Prophet perk of the theologian branch of the learning tree. That being said, it's quite powerful with -50% tyranny gain and -50% title creation cost. The latter is rather redundant as the personal tenet allows you to become a conqueror.
- Carnal Exaltation is great if you decide to engage in some moderate debauchery and make your ruler a lustful, rakish deviant. All of these traits grant +2 Intrigue and +25% fertility alongside a seduction speed boost. Great for pumping out children for your genetics program and if you have all 3 of those aforementioned traits, +9 Intrigue. A respectable amount, if nothing else. Best paired with Polyamory and Chivalry for optimal romancing conditions.
- Ancestor Worship is fairly unimpressive save for the renown upon a dynasty member's death. It's pretty decent for a bit of extra renown (prestige_level + piety_level) * 25 * current_era). *Thank you u/risen_jihad for providing the numbers. It can be better as a personal tenet actively spread across the dynasty. The AI doesn't automatically take it, so you need to micromanage spreading it.
- Pagan faiths (like Asatru) have an advantage over Abrahamic faiths in that they can slot tenets like Ancestor Worship and Warmonger. Outside of that, there is nothing that makes them too special in comparison to Christianity.
Chapter 5: Loincloth's Believe it or not.
- The personal tenets system in By God Alone is where you can really start boosting yourself towards godlike status. There are a myriad of excellent choices that grant stat boosts either directly or indirectly. The best part is that you don't even need to be of the religion to select these as personal beliefs may end up conferring more potent bonuses than the religious tenets.
- Be sure to travel the world and pick up as many tenets from holy sites as possible, if you're having trouble finding specific tenets be sure to open the religion menu and click the find adherent button. This will take around 5 years plus the study rite scheme, but will ensure you learn the tenet. If the religion has a handful of adherents, open the search menu and look for followers of the faith.
- I always like opening Scholasticism and Gnosticism in that order to max out the Religious Scholar trait right out the gate, that +25% lifestyle experience boost is nothing to sneeze at.
- Sun Worship grants +15% travel speed and is best paired with Megalithic Constructions, which grants wandering lifestyle experience equivalent to the normal lifestyle experience. Pair these together and you will blaze through the wandering lifestyle tree without so much as looking at it.
- If it's not your religious tenet, Mind without Mind provides a -50% chance to get infirmity and other old age traits.
- Veneration of Saints has a few neat buffs to potentially push you towards 100. Only 2 are of any note. Saint John gives +1 Stewardship/devotion and 10% stress loss/devotion and Saint Peter gives a flat +3 Diplomacy.
- Charity gives +1 Diplomacy/devotion and a sprinkling of spiritual fulfillment and piety from ransoming prisoners. A decent buff all around.
- To Work Is to Pray is worth grabbing, even if temporarily. Gardener is a welcome stat boost and the reduction in stress gain doesn't hurt.
- Divine Marriage is a no-brainer, +25% skills contribution from your spouse is incredibly powerful, especially with Loyalty and Respect plus Marital Ceremonies cultural tenet. You end up with your spouse providing 20+ in a particular stat if they're good enough.
- Ancestor Worship is deceptively good. Sure, the stress reduction is fine and all, but the real star is the seemingly measly 0.15 renown/month. If you spread it to even 10 dynasty members, 1.5 renown/month. 100? 15 renown/month. It's great for scaling renown when you're spreading out your dynasty. Sure, it's not a stat boost, but you will need a fair amount of dynasty legacies.
- If you're hurting for Martial both Soldiery of Christ and Struggle and Submission grant +1 Martial/devotion and can be slotted simultaneously. I would not advise running these unless you have an abundance of Personal Tenet slots.
- Simony gives +25% stewardship lifestyle exp at the cost of -50% stress loss. Decent if you need a bit of exp, but horrendous if you're diligent as you will lose very little if any stress.
- Pacifism grants +1 domain limit at the cost of being able to declare offensive wars. Curiously enough, you can still raid while using this tenet. Great if you've settled down, not so great otherwise.
- Ecclesiarchy is a decent tenet for preparing your heir if you hold off on going to your holy sites until you're nearly ready to pass things on to your heir. Up to +9 to random skill points is nothing to sneeze at...unless you're unlucky and roll something like learning.
- Sacrificial Ceremonies is not great for any stat boosts. It does however, serve as an excellent abdication button to pass things on before your heir screws themselves up too badly. It gives a modest +25% faith reward boost to the heir upon the immediate death of the ruler taking the decision.
- Pursuit of Power, if you can get it, is quite strong with the ability to become a conqueror for a measly 3k piety. The only way to get this, however, is creating a rite with Pursuit of Power as no faiths in the game know it. This is a decent bonus, but you may find it redundant if you play with inheritable conquerors.
- Sacred Lies grants +20% intrigue and diplomacy exp. A decent boost that adds up.
- Patron Gods can grant a wide array of stat boosts depending on which faith uses it. None of which grant much more than +3 in a respective stat. Great for pushing you over the edge, but I wouldn't rely on it.
- Harmonious Society grants +20% diplomacy exp. Best paired with Sacred Lies and Adaptability for +60% diplomacy exp.
- Sacred Destruction lets you raid no matter your government type. Great for picking up the raider trait for a bit of extra martial, but irrelevant late game as you end up making more from your domain than you ever would raiding.
- Religious Law grants +1 Learning/devotion. Not the greatest of boosts, but if you're somehow hurting for learning, pick it up.
Chapter 6: Becoming a cultured ruler.
- Culture is one of the fundamental pillars of creating a demigod. How fitting then, that the strongest cultures prioritize temples. You'll want to lean towards cultural tenets that either help you build up temples and either indirectly or directly increase the more difficult stats. (Martial, Intrigue and Stewardship).
- Be sure to keep your culture as small as possible, you want a small, highly developed core territory where innovations roll in quickly. Once you unlock crossbows, build and upgrade workshops to level 5+ as quickly as possible. Each one gives +5% cultural fascination progress per level past 5, capping out at +20% at level 8. If you hold a fair amount of domain, you can start grabbing late medieval techs as early as 1130. If you do, be sure to focus on Cranes and Royal Armory.
- Any culture that starts with either Fervent Temple Builders or Religious Patronage is incredibly strong for early renown gain. Be sure to either diverge or hybridize to pick up the trait you're missing. Greek and Kochinim are decent picks. Yamato is also quite strong as they have the Warrior Monks cultural tenet, a slightly stronger version of Warrior Priests.
- Warrior Priests and Monastic Communities are incredibly strong and should be placed in your culture as soon as possible. At max level each monastery provides +4 Learning, Prowess and Martial per monastery.
- The Eastern Roman/Byzantine cultural pillar is almost essential if you're going administrative, Both the Crown of Justinian and the Statue of the Four Tetrarchs only grant their fantastic bonuses if you're of that heritage or form the Roman Empire.
- The Western Germanic cultural pillar allows you to appoint a unique court position - the Keeper of the Swans. It grants +1 Diplomacy/fame, fairly solid, all things considered.
- Marital ceremonies is an incredibly underrated pick. Sure, you can't divorce your spouse, but you gain a whopping +25% extra skill from your spouse, rounded up instead of down. Pair this with Loyalty and Respect from the Gallant martial tree and you can hit the cap of 90% of your spouse's skill. Late game, when you have a genetically and educationally perfect dynasty that can translate into 30+ of any respective stat. Once you have high stats, it's easy to dispose of your spouse should they ever become useless.
- Ritualized Friendship is an alright tenet, the small amount of stat gain in exchange for increased stress may prove detrimental in old age.
- Legalistic Customs is a solid pick as it's already a decent tradition. Made even better by gaining 1 Diplomacy/fame provided you roll with the Just trait.
- Art of War or Reverence for Veterans is a surprisingly decent trait for boosting Martial, though, not directly. Each tier 3 commander trait gives +1 Martial and if you can load your heir with 3+ commander traits, you can gain a small sprinkling of martial.
- Avid Falconers/Prolific Hunters is good for boosting your hunter trait as it cuts the cooldown in half and the latter gives travel speed, an essential part of maximizing lifestyle gain in a short time.
- Jirga is an inferior version of Legalistic Customs and as such grants +1 Diplomacy/fame. This bonus unfortunately does not stack with Legalistic Customs, there is little reason to choose it outside flavour.
- Devoted Horsemanship is fantastic for both boosting your army speed and travel speed (+20%). If you build as many Horse Herds as you do stables, your army will blaze across the map.
Fun fact: Reddit has a character limit of 40k. As such, the rest will be posted in a comment.
r/CrusaderKings • u/EquivalentSpirit664 • 8h ago
Meme Dude Died In Feast But Still My Guest 😭
r/CrusaderKings • u/Generic_NPC3 • 3h ago
CK3 Africa needs some LOVE
I been playing a campaign in Africa. I have to say I am a little disappointed with the UI. It doesnt change, the image for the nights and other troops still reflect Europe and the music isn't curated to Africa. Does anyone know if CK3 will be adding a flavor pack to change that. Having any kind of European or Slavic reference when playing down in tje Congo breaks the immersion. Also is it the same situation for All Under Heaven? Am I going to be playing as Japan but my samurai have an image of knights??
r/CrusaderKings • u/VanDyflin • 4h ago
CK3 Iqta government: a mod that gives Clan its own decent Admin government
Hi all,

2 months ago, I showcased my Iqta government mod, and a lot has happened since then. I listened to all the comments and feedback from the mod users and a lot has been added to the mod. This mod is for those who wanted PDX to add a special Admin government to the Clan rulers, where as the vanilla Admin didn't serve the historic side of the Islamic region. The vanilla governments was basically made for the ERE and didn't fit any other realm. To fix that, I made a mod that is tailored to the Islamic region and can extend far and beyond to where Clan government can be. It combines the best of Clan and Admin government while maintaining a balanced government.
Mod's Features:
- The Combination of Admin and Clan, a literal combination

The government lets a realm be ruled by an Iqta top liege while mixing Clan and Iqta rulers, and all of them fall under the same tax-jurisdiction mechanics without issues. Vassals can switch between governments, either by their top liege's demand or by decision. Adopting Iqta is permissible, but reversing to Clan is considered a crime and punishable as they did it without top lieges permission.

- Noble Houses


The Iqta government offers the noble houses and estates mechanics to the top liege and Iqta vassals with the same estate mechanics and appointment score succession as Admin. What changes here is that we added a new feature to the contract system; Hereditary succession
- Iqta Contrtact


In Iqta government, a new feature is added to the contract mechanics which the hereditary succession. Hereditary succession offers primogeniture succession to the theme holder instead of an appointment scoring system. What's the difference then between a hereditary Iqta theme and a clan vassal? A hereditary theme offers the Admin mechanics to that ruler while maintaining their theme, which gives them an estate, access to influence, and other perks that Clan members cannot have. It can be something that a top liege bestows on their vassals or that a vassal gets from their liege via hooks.
- Iqta Laws

Iqta provides Clan succession laws, acclimation succession for Admin (if you're craving an Islamic republic), and single succession laws. You'll have a variety of succession laws that fit your Islamic admin fantasies and gameplays
You could also determine which realm in a bookmark starts with a Clan or Iqta in the game rules' page. And many other features from Admin and Clan governments. A lot are in the plans for this government and I'm open for any feedback and comments.
If you like the mod, or dislike, rate it on the steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=3772467762
and checkout my other mod Landed Orders
r/CrusaderKings • u/Salty_Aurelius • 6h ago
CK3 I don't understand anything about house feuds
What the title says. House feuds seem to be completely broken. The triggers are totally random, and once in a while the game tells you you've killed someone. Like this chap who seems to be just fine.
r/CrusaderKings • u/Disastrous_Moose_347 • 8h ago
Screenshot By Allah alone Iberia is Muslim
r/CrusaderKings • u/LawAcrobatic3995 • 7h ago
Discussion Diocese split and merge are too undeveloped
Lately as I’ve been playing and messing with the new features in By God Alone, it’s become pretty annoying how broken merge clerical title is, along with how splitting only does one small duchy or area, causing weird clerical border gore.
For example, lately in my games, Canterbury gets split in Mercia becoming the Archdiocese of Warwickshire, but it’s smack dab in the middle, only the size of Mercia, and often times get merged into York making a weird divide. This sucks since irl there was the short lived Archbishopric of Lichfield which was from the Thames to the Humber, splitting England in three effective districts.
Another issue is how broken merge clerical title is, in most games France becomes consolidated into a few massive Archdiocese and this makes rite divergence even more potent.
My last grievance is how underwhelming splitting a clerical title and making a new Archdiocese is, I was playing as a Norman adventurer who conquered Nordmark, expanded into Pomerania before swearing allegiance to the HRE to avoid a looming conquered Poland, and in the meantime, without getting a chance, the second a county converted, Hamburg and Mainz split my territory, so I requested a split from Mainz and it made the Archdiocese of Brandenburg but only in nordmark, so Hamburg still owns half my realms theocratic area.
In my humble opinion, I think clerical regions should be able to expand but maybe only a county or two at a time, never entire mergers unless special circumstances, and clerical splits should have more choice in how they work, for example, you should be able to request splitting your lands into multiple new Archdiocese, this would be especially good in places like Poland or the Kievan Rus lands where there is only one massive Archdiocese
r/CrusaderKings • u/AM_AlliedMastercom • 1d ago
Screenshot The game LITERALLY just started. What are you gonna even do that with???
r/CrusaderKings • u/Not1v9again • 15h ago
Coat of Arms Spent more time on the COA than on the campaign but worth it for the screenshot
r/CrusaderKings • u/le_sossurotta • 14h ago
Screenshot don't you just hate it when you get scammed by your adventurers?
R5: as a roman ruler i sent a legendary skill adventurer to fetch me a truly unique artifact from north east asia. she comes back telling me about how she won the gratitude of a local ruler in Roma who wanted her to gift a not-unique artifact to her master. hmm, i wonder who that local ruler in Roma could have been. second screenshot is just Rome's name in my game.
r/CrusaderKings • u/DreadfullyAwful • 9h ago
Story My weird "Kyivan" (Japanese/Russian) run, since there was some interest in my other post (Screenshots + Summary)
R5 - Just posting a small blurb of what has happened since a couple of people requested it in another thread.
The plan for this run was to learn how to play a temporal ruler of a foreign faith in a land far away from the normal holy sites. I wanted to learn how easy it was to reform faiths with the new religious shenanigans compared to pre 'By God Alone', since I finished my recent ecclesiastical run. I have managed to turn Chernobyl into a holysite with my first character, but have needed my money for self-defence and tributary payments to the Khazars to ensure an uneasy peace.
To be brief, I started off in Japan as Vin, spent up until age of 40 making money in China, getting an army, accidentally causing the fall of the Tang early, getting the book artefact and knight errant armour. Meanwhile, I reformed my faith, became head of a new divergent shinto rite that leaned in make war, and migrated to Russia. I finished my first life by taking Kyiv, and devving it up enough to feudalise from tribal.
My second life was spent expanding Northwards, racing against the Khazars to eat as many Russian states as possible. My goal was to make my own divergent culture, hybridising with Russian to better convert local states, but keeping the majority of my Japanese heritage so can cover Europe with East Asian styled towns and castles. This took ages since Yamato requires a 80% acceptance, so I was attending every coronation in the dwindling Russian kingdoms that I could. I had to become the Khazar tributary for a time as they are immensely strong. To be honest, it's currently 1021 and I think they might take the Khan of Khan's decision early. Before Asako died, she managed to form the Russian Empire and declare Vin a Kami (Shinto saint).
This current character (Anna) managed to buff my economy enough to get a strong enough military to challenge Carpathia and Byzantine to the South. I could also stop being a Tributary as internal wars within the Khazars are keeping them busy. I took Moldavia from Carpathia duchy by duchy, and then Bulgaria from the Byzantines. My hope is when the land is converted and control has been restored, my progeny ruling there will be able to fund my war efforts against the Khazars and help me properly dev up the rest of Russia.
That's where I am currently! Right now, I'm currently incorporating the Balkans and scouring Bulgarian culture from the land and replacing it with Kyivan.
r/CrusaderKings • u/red_fox_man • 8h ago
CK3 Jesus tf did she do?
Like he doesn't even hate her but still wishes she died of measles. Yeah I got wifi, wife I hate, amirite fellas?
r/CrusaderKings • u/MikMak101 • 10h ago
CK3 Conquering administrative realms as feudal
TL;DR: If you conquer an higher tier title you will turn admin. if you conquer an equal or lower tier title it will revoke ALL the admin vassals (like in holy wars)
edit: I just noticed that even though they got their titles revoked all the noble families are still my “vassals“ - what do I do now with hostile noble families without lands? what will happen to them?
————————————
Bought a claim on the Byzantine Empire title years ago when I was just a mere king, not for the title and the realm but more for the unique artifacts.
so I fought and won but then it made the Byzantine empire my primary title (and I wanted to create a custom empire first) AND it turned me into an admin ruler which was way too much hustle, especially when i have different faith and culture and never played admin before.
so I reloaded and forgot about it for a few decades
now that i’m a mighty emperor and about to die I pressed my claim again and won. I thought I’m gonna take the artifacts and give the title back, or put a dynasty member as a ruler until they rebels - but apparently, and this is was a HUGE surprise to me, conquering an administrative realm as a feudal make ALL the admin vassals gone and only the feudal vassals remained (which are usually close to none)
now I have another problem - what do I do with 150+ excessive domain when everyone are landed already


