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Update 1.13.0.3

Hello everybody! We’re releasing a small hotfix today to address some of the issues reported to us by the community since the release of Roads to Power and the 1.13.0 “Basileus” Update on Tuesday. Most notably, Adventurers have received a few balance adjustments to their military strength and income.

If you encounter any issues after today’s update, please check our Known Issues list and submit a bug report if your issue isn’t already listed there. We hope this hotfix improves your enjoyment of new content!

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PC Update 1.13.0.3 Changelog

[h2]Balance[/h2]​
  • Fixed an issue that would frequently cause adventurers using the Refill Men-at-Arms interaction to be told they were going to be charged significantly more gold or provisions than they were; this has meant removing scaling provision costs based on maximum army size, so the overall cost of refilling with provisions has been boosted by about 25% to compensate
  • Rebalanced buffs to Adventurer MaA from officers and Buildings; they should now be much more consistent between unit types (moved additive bonuses to be multiplicative by-and-large) and on average lower. Adventurers will still be very powerful (esp. early on) but should not crush enemy armies into a fine powder with just a handful of upgrades.
  • General contract gold rewards decreased by about ~30%
  • Travel contract gold rewards decreased by about ~25%
  • Crime contract gold rewards decreased by about ~16%
  • The “Settle Boundary Dispute” contract had its gold rewards significantly decreased (~50%), due to it being so much easier than most other contracts
  • Provision contract rewards decreased by approximately 1 tier:
    • 500 -> 250
    • 750 -> 500
    • 1250 -> 1000
    • 2000 -> 1500
  • "Free Provisions" in the Visit Settlement decision has been nerfed
    • Halved the amount you would gain from trying to charm the salesmen
    • Halved the amount you would gain from trying to steal provisions
  • The refund for aborting your Rite of Passage now matches the initial cost. Changing your mind should not conjure up gold and prestige from thin air.
  • Nerfed the "Reinstated the Theodosian Borders" modifier gained from the decision to re-establish said borders. The Renown gain has been removed. It was, frankly, quite insane to give everyone in your dynasty a 10% boost. You'll gain a flat amount of Renown by taking the decision instead.
  • Significantly reduced the amount of AI's willing to leave their realms behind to become adventurers, as it became almost impossible to manage a realm under some scenarios because your vassals kept packing their stuff up and leaving


[h2]Bugfixes​[/h2]
  • Fixed an issue where loading an old save into 1.13 would cause armies to number in the billions
  • Fixed an instance where the player’s Adventurer camp could get ‘cleaned up’ because their heir wasn’t cool enough, this should no longer happen and the player should be able to continue on their merry way!
  • Fixed an issue where Bookmark adventurers wouldn’t inherit from landed rulers properly (they would break free from realms rather than stay subjects as intended)
  • Fixed an issue where your vassals would gain Strong Blackmail Hooks on you without you having a say in it
  • Fixed some Administrative-specific events firing for non-Administrative rulers
  • Fixed the issue with the lingering Eunuch story cycle, even after the Eunuch left court.
  • Made sure you couldn't inherit any titles with the Gallivanter trait.
  • Adventurers who win Crusades should now adopt a more logical government (more often Feudal instead of Clan)
  • Fixed the 'Not Content to Serve' achievement not triggering when playing as Alexios (if you’ve already started a game as him before the update you need to restart unfortunately)
  • Fixed a crash that occurs when loading old saves with mismatching provinces.
  • Fixed guests showing up as blank agent spaces in the Agent selection window for Hostile Schemes.
  • The estate/domicile window will now close rather than crash when the estate ceases to exist due to the character dying.
  • Fixed the issue where you would occasionally try to settle down peacefully as the Champion of a Culture, and fail to receive any land.
  • Ensured that you aren't petitioning your liege repeatedly in an infinite loop.
  • You can no longer recruit a hooded figure infinitely from the tavern.
  • You can no longer create Custom Rulers as Landless Administrative Vassals, as that would cause the game to crash.
  • Fixed the issue where you could be asked if you wanted land in an Administrative realm, but not receive anything besides a Duchy title (and not transferring Counties), leaving you as a non-ruler
  • Ensured that there is only one estate per Noble Family. This should also fix the issue where Estates could reset on inheritance.
  • Fixed a crash when trying to calculate the number of free building slots in holdings.
  • Fixed a crash in vassal contracts that could occur when loading an older save
  • Fixed an OOS that could occur when Hotjoining
  • Fixed the LotD soundtrack not showing in the Music Player


[h2]Interface[/h2]​
  • The decision menu will now close itself when taking certain decisions; Visit Settlement, Gather Provisions, etc. This should make the flow smoother.
  • The Relationship Reason icons will now be visible for other characters again in the relationships tab, so you can see the reason why two characters are friends, rivals, etc

New Crusader Kings 3 DLC gives you completely different ways to play

If you thought the vast world of Crusader Kings 3 was already big enough, think again. The new Roads to Power expansion just arrived, and it's packed full of new strategies, events, and customizable features that take the game way beyond what was previously possible. Make no mistake, this is not simply DLC for the sake of it, this is a game-changing twist on the original format of the game, with new ways to grow and rule your empire.


Read the rest of the story...


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Roads to Power & Free 1.13.0 "Basileus" Update - Available Now

Hello everybody! Today we're releasing our Major Expansion for the year and the centerpiece of Chapter 3: Roads to Power. We're also releasing Update 1.13.0 "Basileus" alongside this expansion.

Check out the release trailer below, and then a partial changelog under that. The full changelog is well beyond the limits of what we can fit into a Steam announcement, so check out our forums for a more comprehensive list of changes coming in today's update!

[previewyoutube][/previewyoutube]

Read the full 1.13.0 changelog on our forums!



Expansion Features (Paid)


  • Added Administrative Government: A new government heavily inspired by the Byzantine Empire which introduces a completely new playstyle focused around the bureaucracy of a large realm.
    • Noble Families: Families are ranked and put into three categories depending on their overarching rating; Noble Families, Powerful Families, and Dominant Families, unlocking actions and various benefits as your family increases in importance.
    • Family Attribute: Set an attribute for your Noble Family, giving you a small bonus to all members of your house.
    • Influence: A new resource representing your political capital.
      • Earn it by scheming, landing your family members, being a successful governor, and, most importantly, constructing buildings in your estate.
      • Spend it on making your family members governors, or asking the emperor for various favors.
    • New Succession Law: Appointment - Spend your influence to put yourself and the members of your family first in the line of succession of the many provinces throughout the realm.
    • New Succession Law: Acclamation - Vie for control of the throne and become emperor. While skills, suitability, and family status is important, influence is the deciding factor in whether you will succeed in putting yourself, or someone else, on the throne.
    • Has access to Estates: A domicile type owned and controlled by the head of a noble family.
      • Upgrades and buildings provide valuable gold and influence income, and can be tailored to suit your own needs and playstyle.
    • Governors: Administrative vassals act as governors, making use of several new features:
      • Governor Efficiency: Based on a governor’s skill, they may increase or decrease the amount of taxes holdings provide, and the effectiveness of their Imperial Armies.
      • Governance Issues: On-map interactive pieces on content, issues appear for governors to solve or somehow address, gaining valuable resources and Governor Trait experience.
      • Governor Trait: A trait that represents a governor’s overall skill at governing. Experience is primarily gained by successfully solving Governance Issues, but older content has also been updated to provide experience whenever it makes sense, such as successfully reducing the impact of Plague outbreaks.
    • 14 Political Schemes: A new category of schemes custom tailored to Administrative gameplay - Such as teaching others to become better governors, or raiding the Estate of another family.
    • Imperial Armies: Recruit and maintain Men-at-Arms for titles.
      • All governors can maintain a provincial army by recruiting any available Men-at-Arms for their provincial title.
      • The liege has a unique access to armies, and can freely seize control of any available provincial army by spending influence.
      • Other governors may request provincial armies from their fellow vassals, assuming they have a valid reason and enough influence.
      • The efficiency of Men-at-Arms is affected by the respective governors Governor Efficiency.
    • New obligation types: Have your vassals govern their provinces in the way you want with six new obligation types, Balanced, Civilian, Military, Frontier, Navy, and Imperial.
    • Imperial Bureaucracy: A new law that replaces crown authority - Instead of individual levels of crown authority, the top liege of an Administrative realm sets the law level and all Administrative vassals will follow suit.
    • State Faith: Decoupled from the ruler, a state faith is the primary faith of a given realm, making it easier to convert vassals to the state faith, but more difficult to convert them away from it.
    • Reactive event content to the current state of the empire, the status of the emperor, and the nature of your governorate.
    • Confirm Governorship: An Administrative version of Pay Homage sees the Emperor bestow his grace upon Appointments.
    • Petition Emperor: Administrative vassals have new options for Petitions, including Gold, Family Governorship Appointments, and a bonus to House succession score.
  • New Byzantine Throne Room - A spectacular throne room is made available for the Byzantine Empire (or any would-be conquerors of Constantinople!), including:
    • Marble floors and walls.
    • Stunning mosaics.
    • Mechanical roaring lions with slamming tails.
  • Added historical artifacts for Byzantium: hydraulic organ, (half of the) statue of the four tetrarchs, and statue of a Roman woman.
  • New Dynasty Legacy: Bureaucracy - A new legacy with a focus on Administrative gameplay, unlocking new buildings for the Estate, improving Governor Efficiency, improving political schemes, and more.
  • Added new Chariot Race activity.
    • Host a Chariot Race to gain Legitimacy and Popular Opinion.
    • Place bets on your favorite team, and favored charioteer, in an attempt to win large amounts of wealth.
    • Interact with other nobles and governors, gaining influence, opinion, and more.
    • Make skilled individuals compete for you by appointing them to the Champion Charioteer Court Position, providing you with influence.
  • Added an exclusive Map Table, that reflects the marbled luxury of Byzantium.
  • New Men-at-Arms:
    • Ayrudzi - Light cavalry unit available to Armenians.
    • Conrois - Heavy cavalry unit available to Normans.
    • Akritai - Skirmisher unit available to Greeks.
    • Ballistrai - Archer unit available to Greeks.
    • Skoutatoi - Spearmen unit available to Greeks.
    • Varangian Guards - Heavy infantry uniquely available as special Men-at-Arms recruitable only as title troops for the Byzantine Empire.
  • New Greek Cultural Traditions: These have a heavy focus on Greek flavor, adding new Men-at-Arms, decisions, Court Positions, and more, as well as having several tie-ins with the new Administrative government type.
    • Imperial Tagmata
    • Roman Ceremonies
    • Palace Politics
    • Cultivated Sophistication
  • New Norman Cultural Tradition: Audacious Cadets.
  • New Armenian Cultural Tradition: Indomitable Azatani.
  • Flavor Content: a stable of misc events, mainly for Greeks but some available also for neighboring cultures. Traits like Beardless Eunuch (with genuine hairlessness!) and Despoiler of Byzantium. New interactions and decisions such as:
    • Castrate Kin
    • Offer Eunuch
    • Prepare Greek Fire
    • Found the Varangian Guard
    • Re-Establish the Theodosian Borders
    • Refound the Pandidakterion
    • Hold a Triumph
    • Reinstate the Grain Dole
    • Restore Greece
    • Ask for Support - seek military aid from the Catholics of Western Europe.
    • Evangelize the Pagans
    • Restore the Byzantine Empire
    • Establish Silk Production
    • Commission Icon
    • Commission Silk Regalia
  • Splintered Crusade/Frankokratia: Catholic rulers can break their Crusade in two and redirect attackers in an assault against Byzantium. This unique war can destroy the Byzantine Empire, and begin a turbulent era as the new Latin Empire fights with Byzantine successor kingdoms.
    • Crusader and Byzantine flavor events.
    • Dynamic story cycle has multiple semi-historical outcomes and provides choices for both Byzantine vassals and victorious Crusaders.
    • New decisions for Latins and Greeks to switch de jure kingdom ownership back and forth.
    • Seize Imperial Duchy casus belli available to all rulers in former Byzantine lands: it provides special troops on attacker victory.
  • Many new character assets to give the Byzantine Empire a distinct look:
    • 26 unique new variants of byzantine clothing for both male and female characters
    • 8 unique new variants of byzantine cloaks for both male and female characters
    • 22 unique new variants of byzantine headgears for both male and female characters
    • 12 unique new hairstyles for both male and female characters
    • 4 new beards for male characters
  • Added 7 New Artifacts:
    • Statue of the Four Tetrarchs
    • Statue of Constantine
    • Statue of A Roman Woman
    • Tree Automata
    • Hydraulic Organ
    • Byzantine Icons
    • Throne of Solomon (Byzantine)
  • Added 11 new music tracks
    • 01 – Roads to Power - Main Theme
    • 02 – Easter Prayers
    • 03 – Knowledge from the Past
    • 04 – Divine Mercy
    • 05 – Greek Fire
    • 06 – Ectenia
    • 07 – Constantinople at Sunrise
    • 08 – In the Name of the Lord
    • 09 – A Journey to Adventure
    • 10 – Awaiting Nightfall
    • 11 – The Winds of Fortune
  • Added Co-Emperors
    • Sufficiently powerful entrenched regents can, if their liege's title or culture would allow a co-emperor, forcibly appoint themselves as co-emperor.
    • Co-emperors and their senior emperors can now publicly scapegoat each other to the rest of the realm, sacrificing their relationship for influence.
    • Co-emperors may request (or coerce) a private despotate out of their senior emperor at a certain scales of power level.
    • Co-emperors may be blinded, castrated, disfigured, maimed, or killed to remove them from office — they may likewise do this to their senior emperor to steal control of the empire.
    • Rulers able to have co-emperors can now (generally) dissolve powerful factions against them by appointing the faction leader as their co-emperor.
    • Administrative emperors with Roman Ceremonies may now raise one of their children as a nominal co-emperor, graduating to a full co-emperor on their majority.
    • Added Request Imperial Expedition interaction for co-emperors, allowing them access to a powerful cb to expand the realm's borders (_if_ their senior emperor is willing to risk it).
  • Added Landless Adventurers, a new government focused on informal groups of characters (from small bands of scholars to large mercenary companies), allowing players to traverse the map and use the medieval world as a backdrop for smaller, character-focused roleplay.
    • Contracts: adventurers cannot easily obtain significant fixed incomes, so they have to earn their gold and prestige from serving landed rulers via contracts. These can consist of mercenary work, decisions, event chains, and one-off events.
      • Added 26 basic contracts.
      • Added 4 dedicated warfare contracts for starting different types of wars + the mechanics for getting hired as a mercenary in an on-going war.
      • Added 8 types of transport contracts.
      • Added 11 misc/reactive contracts.
    • Provisions: a new resource that adventurers require to travel across the map. As they travel, they deplete provisions (with the amount going up for some terrain types, as well as with the amount of Men-at-Arms they have).
    • Has access to Camps: a domicile type owned by the leader of each adventuring party. Buildings and upgrades focus on the culture and specialities of the group you’ve gathered, providing powerful bonuses representing your position as a powerful (yet scorned) outsider.
    • Several bespoke buildings are made available by your Camp Purpose
    • Switch between six Camp Purposes representing different types of adventurers, each with different unlocks and a little added flavor:
      • Travel the world as a Wanderer
      • Kill for money as a Sword-for-Hire
      • Teach as a Scholar
      • Sojourn to far-off lands as an Explorer
      • Commit many crimes as a Freebooter
      • Regain a lost throne as a Legitimist
    • Gallowsbait: adventurers that indulge in criminal acts will find that society no longer affords them the same respect a landed ruler would get. Petty crimes level up their gallowsbait trait, slowly making the world hate them.
    • All landed-specific lifestyle perks have been redesigned for adventurers, effectively giving them a (mostly) entirely new set of lifestyle perks to choose from.
      • The functionality for changing perk bonuses according to government is available for future vanilla use cases, as well as modding.
    • Many ways to become an adventurer:
      • A selection of historical adventurers can be picked from the ruler selection screen.
      • Adventurers can be custom made in the ruler designer.
      • Rulers that would otherwise game over due to losing all their land may become adventurers.
      • Various ways for minor rulers or unlanded characters to spontaneously become adventurers during gameplay.
    • Historical characters may appear in gameplay and become adventurers that players can switch to.
    • Many new interactions for adventurers to interact with the world around them, from requesting support to buying land to leaving wars.
    • Unlocked Iberian Struggle ‘Offer Contract Assistance’ interaction for landless adventurers.
    • Added adventurer-specific Casus Bellis, unlocked by reaching higher Prestige Levels.
    • Added the Seize Realm scheme unlocked when reaching a very high level of Prestige, allowing you to seize an entire realm (while significantly destabilizing it).
    • A new micro-activity, the camp revel, that replaces feasting for adventurers.
    • Added special Men-at-Arms refill mechanics for adventurers.
      • They pay no maintenance on their armies, but do not refill them naturally. Instead, they have a brace of interactions that they can take to refill them in exchange for currency costs.
      • Successfully sieging holdings also returns a small amount of troops, enough for their armies to recoup most siege losses (and maybe a little extra) most of the time.
    • Added 28 camp officers, the adventurer equivalent of court positions (which they generally replace), most of which are unlocked by different domicile upgrades.
    • Added Visit Settlement decision, allowing adventurers to explore the holdings they pass through.
    • Added 7 new major decisions for landless adventurers:
      • Become a Great Conqueror
      • The [Your Faith Here] Path
      • The Travels of [Your Name]
      • Found a Holding
      • The Knight of the Swan
      • Champion Your Culture
      • Levy the Outcasts
    • Added various minor decisions alongside, including a small one for going fishing.
    • Added story content for:
      • Hereward the Wake
      • Hassan Sabbah
      • Wallada bint al-Mustakfi
      • El Cid
    • Added an interaction for expelling adventurers from your realm.


Free Features

Dev Diary #157 - Schemes & Stories

Welcome comrades! I’m Wokeg, and today we’ll be going over some of the upcoming changes to the scheme system, as well as some of the story content we’re adding for a few lucky landless adventurers this DLC.

My word count is going to be restricted in this Dev Diary because Community says that if I can’t edit myself down, they’ll edit it for me. Please send help.

[CM’s note: Woe, word-count limit be upon ye.]

Discuss Dev Diary #157 on our forums!



Schemes

Alright, those of you who are paying attention will have likely seen the reworked schemes interface in several previous dev diaries — what have we done here, and why have we done it?

[The new intrigue window, with a murder scheme spinning up]

Put simply, we felt the old scheme system was a bit too random. It’s difficult to conduct political machinations when the machinery by which you politic is more of a catapult than a crossbow. It’d rarely be practical to have a foe murdered on a strict timer (say, for war or a timely inheritance), but more than that, it was very… binary.

You could either almost definitely pull a scheme off, or it wasn’t even worth attempting, with a very small middle ground for maybe-worthwhile schemes. This wasn’t helped by most positive aspects of a scheme being strongly positively correlated, so if your chance of doing it at all isn’t high, then you’ll likely also be slow and lacking in secrecy.

Likewise, when on the receiving end of a scheme, you were generally either completely safe or utterly screwed, with no real room for manoeuvre or concern due to changing circumstances and enemies. If I’ve got good intrigue and my spymaster likes me, you ain’t murdering me.

What we wanted to do was to significantly widen the gap in the middle between “scheme’s done the second I start it” and “scheme isn’t even worth attempting”, making it easier to both murder and be murdered by allowing characters to invest resources other than intrigue and gold in their schemes, as well as making agents more individually meaningful. The idea has been to give you more precise tools and interactivity within schemes, without notably increasing the micro required to conduct a basic one.

[An adventurer contract scheme]

Early on in development, we had actually intended for most of what adventurers do to be different varieties of schemes that would require vastly different characters as agents. This didn’t turn out quite how we’d hoped, so we iterated, and eventually pivoted away from it to the current contract model — a few scheme contracts are still scattered through adventurers, though, they’re just not the only thing they do.

[h2]Making Agents People[/h2]
We wanted to get away from agents as faceless masses of people who hate a scheme’s target and little else. Most of the time, you don’t even know who’s in your scheme unless they’re a victim’s spymaster.

Instead, we wanted agents to be — generally — just a few people who you pick carefully, fitting the right characters to the right job. What we’ve done to accomplish this is reduce the number of agents you get down to a general max of around 5, and give them each a specific role in the scheme, their agent type.

[The tooltip for an agent type, the Footpad, which makes schemes faster]

These roles all boost some aspect of the plot, so one might help it go faster, another helps keep it secret, and a third helps increase success chance. Different agent types have different requirements, so not every character is a good fit for every role, and different schemes have different agent types available.

[The tooltip for an agent type, the Assassin, which increases a scheme’s maximum success chance]

At the start of a scheme, you choose which broad type of agents you want to focus on from a set of several packages, generally selecting between focusing on success chance, focusing on speed, focusing on secrecy, or going for a balanced mix. We initially trialled adding agents randomly over time from event options, letting the player select between two choices, but this proved frustrating and micro-intensive, so we moved away from it and towards the current system of pre-defined groups.

[The new murder interaction window]

What we hoped to create here was a situation where you might have different specialities within your scheme based on who you could get to join it, as well as be able to configure the same scheme type in different ways for different purposes — “here’s my speed-focused murder scheme, we’re gonna get the job done and fast but it won’t be quiet”, that type of thing.

In order to humanise them a bit more, we’ve also added a smattering of agent-specific (rather than scheme-specific) events. These let them have interpersonal conflicts, learn on the job, or bond over common hatreds, as well as dole out rewards for selecting agents that work well together and punishments for doing things like putting two nemeses in the same plot and asking them to work closely together.

[An agent event]

Lastly, we do still have an auto-invite agents button, so you don’t have to micro-manage agent adding if you don’t want to. The button won’t always grab the best person, and it won’t help you with bribes or anything, but if someone would be easy enough to murder, it’ll do the job.

[h3]Agent Acquisition[/h3]
Agents can now come from a broader pool, too; this changes a bit per scheme, but notably you can often bring in your own courtiers and vassals to help you conduct illicit business abroad, making intrigue-focused realms better able to wage war from the shadows without depending entirely on their targets’ weaknesses.

[Inviting an agent to a scheme, with many new bribes pictured — though not all]

In order to lure in better possible characters, we’ve added many new types of bribes besides hooks and gold: if you really, really, _really_ need someone dead, well, you can empty your treasury, expend your good word, maybe proffer land or use your scheme’s progress to sway them.

[h2]Anatomy of a Scheme[/h2]
Other than agents, the other big change we’ve made is to scheme progression.

Under the old system, a scheme had a random chance to progress every X months. This could be very slow and ponderous, and meant that (barring event content interference) you could not murder someone in less than ten months, regardless of your own skill or how much people hated them. Your chance to succeed was also largely fixed outside of adding more agents. You plod through the progress bar chunks, then you execute the scheme.

Under the new system, your success chance starts out low (sometimes below 0%, especially for higher tier targets), and grows over time up to a maximum. Instead of having a progress bar with discrete chunks, your speed determines the interval of time it takes to gain a boost of success chance. Every time you complete one of these phases, you gain an advantage point: you can use these to help you recruit agents and a certain amount are required to execute a scheme.


This means that you:

Start with a low chance to succeed (exactly how low mostly depending on the target).
  1. Grow your actual success chance by a certain amount every phase (exactly how much is mostly determined by your intrigue skill).
  2. Can increase your speed, giving you faster phases, by adding the right agents.
  3. Increase your maximum success, your scheme’s potential, by adding the right agents.
  4. The general idea is that high intrigue will very much aid you in speedy, stealthy kills, but strong agent composition is needed to get to the finish line reliably. Scheme potential is tied extremely heavily to agents, having a base of only 30%, so you can’t do schemes by yourself reliably.


[The tooltip for a scheme’s current success chance, showing how much has been gained over time]

TL;DR = there’s a bar for success chance that grows over time, you affect how the bar grows over time and to what level, and you decide when you want to risk an ending.

[h3]Secrecy[/h3]
Since the new system makes schemes, on average, much shorter, we’ve also increased the frequency with which they’re detected. There’s a grace period of about six months, and then after that, a low chance to be detected monthly.

To help you make an informed choice about whether it’s worthwhile executing a scheme early, we’ve formalised the old system of segmented scheme discovery into a simple number that you can see in the interface, your scheme’s breaches. Every time your target gets a notification about your scheme, whether it be rumours of someone plotting to kill them or an agent rooted out or the actual scheme being exposed, that constitutes a breach.

When you hit the maximum number of breaches, your scheme is automatically destroyed.

[h2]Execution[/h2]
Once you’re ready, you execute (most) schemes manually. If you’ve accrued excess advantages, you can use them to boost your scheme success even further here. After you execute, the scheme proceeds just like it used to.

[Schemes may now be executed manually, as pictured]

This lets you make a meaningful choice on when to finalise your plans: is 60% success good enough if this dude is bearing down on me with an army? Can I simply murder a rival commander or troublesome spouse? How many breaches can we afford before discovery?

Likewise, we’ve done some magic behind the scenes to make the blocking of different types of murder a bit more consistent. The mechanics of this are a bit specific, but in short, rather than the prior system of determining which murder method was being used then looking to see if the victim had anything that might block it (which made balancing murder blocks virtually impossible), we roll two flat checks. One to see if they’ve got a one-use murder blocker (e.g., a dog throwing itself in front of the knife) — and then pick the highest from that list — and one vs. repeatable murder blockers (e.g., bodyguards), which takes a sum of all repeatable chances to a max of 75%.

[h2]Countermeasures, Odds, & Basic Schemes[/h2]
Another thing about schemes as-is is that… you can’t really do much about them. You can replace your spymaster (if you didn’t hire the best one you could before unpausing on day 1), and you can set them to Disrupt Schemes (if you weren’t already just defaulting to that).

To complement a more varied scheme system with more tools to interact with it from the schemer’s side, we’ve added scheme countermeasures. These provide ways to proactively oppose hostile schemes, acting a little bit like council tasks. Their benefits are varied and excellent for buying time, but each also comes with severe drawbacks that mean you don’t want to have one toggled on for long without good reason.

[The various countermeasure focuses]

If you suspect someone is plotting to murder you or seduce someone you don’t want seduced, countermeasures can give you a solid way to oppose them in the short to medium term at the cost of potential eventual instability.

All countermeasures come with different tiers, generally unlocked by religious tenets or cultural traditions, though sometimes traits help too. These generally lower the penalties and increase the effects, meaning that some cultures, faiths, and just people are better able to resist scheming than others.

[A specific countermeasure, reducing opposing secrecy drastically for a significant cost]

Odds replace the old scheme chance prediction — they don’t give an exact value, because that’s very difficult to successfully build with the new mechanics, but they give a general idea of how likely a scheme is to succeed.

[Sway, a basic scheme, still uses simple mechanics]

Basic schemes are what we’ve done with schemes that don’t have agents: they have a simple success chance prediction ala the old system, and one long phase after which they execute automatically. We actually did experiment with adding agents to all schemes initially (even sway and seduction), but this proved very unfit for purpose during play-testing, so we created basic schemes as a way to allow plotting without all the extra clicks of the new agents system.

[hr][/hr]

Stories

Coming up this DLC, we’ve got some pre-scripted historical story content for four of our new landless adventurer characters. Unless I’m very much mistaken, this is CK’s first venture into this type of thing since Charlemagne aaaaallll the way back in CK2, and I’m sure some of you are curious as to why.

As people came over from the Legends of the Dead team to Roads to Power, we had a bit of a grey zone whilst they were onboarding to working on a different DLC.

We took a bit of a risk, and asked some of them to try making story content for our more famous landless adventurers — we had some really cool people lined up, and couldn’t easily represent why without giving them some bespoke mechanics (is it really Hassan Sabbah if you don’t found the assassins? Can you call Hereward Hereward if he never murders a Norman?). That just sorta ballooned into this experiment into narrative content.

As a result, we ended up with narrative content for four characters:
  • El Cid
  • Wallada bint al-Mustakfi
  • Hasan Sabbah
  • Hereward the Wake


The size of this content is unevenly distributed, because the people making it had drastically different amounts of time given. We initially assumed everyone would get a very small amount of time to make just a little bit, which is what happened for El Cid, but then we found a bit more time for the person covering Hasan Sabbah, two designers collaborated (one from a different game team offering some spare time) on Wallada, and Hereward just… absolutely swelled in scope, because the designer allocated was able to spend much more time on him than expected.

We didn’t prioritise who got the most story content based on anything at all, it just worked out that El Cid got a light touch whereas Hereward got a whole sub-system.

[The new adventurer bookmark]

All story content is optional, so if you don’t want to engage in it, you don’t have to.

[h2]El Cid[/h2]
As El Cid, you’ll go through a small chain representing his travails through Iberia after being exiled by his foolishly-misled lord, King Sancho the Strong of Castille. As you progress, you will get opportunities to demonstrate your loyalty or assert your independence.

If you remain steadfast and resolute even in exile, King Sancho will doubtless eventually welcome you back to the fold (assuming he lives…), though a more ambitious Rodrigo may set his eyes on the prize of Valencia in the south.

El Cid also starts with many of his historical friends and family, like Alvar Fanez & Martin Antolinez, as well as his uncle, nephew, and mother. Alas, in 1066, he is not yet married, though his future wife Jimena de Oviedo is yet available to romance and elope with from her brother’s court.

He begins as a Sword-for-Hire, and has plenty of work for him amidst the Iberian Struggle.

[h2]Wallada bint al-Mustakfi[/h2]
Wallada is the last of the Umayyads in 1066, daughter of Caliph Muhammad of Andalusia, and inheritor of a great legacy and great wealth. Historically, she spent her life writing poetry, tutoring women at a school she founded, and generally causing consternation in her home city of Cordoba. She never married, nor did she have children, though she did take a broad variety of lovers, making her something of an eccentric by the standards of her time.

As an adventurer, her story content revolves around securing an adopted child, tactical use of seduction and romance, and writing and selling poetry in order to level up both her unique Violet Poet trait and the Double-Moon Tome (an artefact collating her works). She can also found a literary salon for the ages in a county of her choosing, once she has acquired suitably talented courtiers.

Wallada begins as a Scholar with ample starting gold and a decent prestige level. As she is quite old in 1066, her story may be inherited by her chosen successor and played for an additional generation.

[h3]Hasan Sabbah[/h3]
Hasan Sabbah is not a particularly religious teenager in 1066. He is, however, about to become one — after a chance encounter with an Ismaili preacher, he finds himself radicalised and set on a path to found the deadly Hashashins, eventually becoming the legendary Old Man of the Mountain.

As an adventurer, his story content lets him fast-track the religious conversion of counties. By doing so, he will eventually be summoned to Egypt, convert once more to Nizarism, and then take on the fierce might of Seljuk Persia. With the people of the land behind him (or not, depending on how conversion goes), Hasan tries to lead a revolution against the Sunni Turks.

Eventually, he may found the Assassins, leaving them in a mountain fastness to defend all good Nizaris going forwards.

Hasan starts play as a Scholar, though given the nature of the work set out before him, he may not stay one for long.

[h3]Hereward the Wake[/h3]
Hereward begins exiled to the continent, but unless there’s a player involved in the Conquest, he won’t stay that way for long.

The decisive win of William of Normandy puts a Norman yoke on English necks, and begins the elaborate mechanics of the Harrying of the North, where Hereward, William, Norman invaders, and Anglo-Saxon lords compete to pacify or incite the country’s populace to revolt against the new status quo. As he kills Normans and rallies the locals against their attacker, Hereward levels his unique trait, becoming a better and better guerrilla fighter in his native fenlands in the east of England.

Hereward begins play as a Freebooter, and history could hardly describe him as anything else.

[h3]Smaller Stories[/h3]
We’ve also got a smattering of smaller pieces of story content available — Prince Suleyman Qutalmishoglu, another bookmark character, has a small introductory event where he chooses how to react to his exile in the mountains of Cilicia…



… Basileus Basileos has an introductory event featuring the (early) murder of his predecessor and a tie-in to the Many Roads to Power comic…



… and Siward Barn has a small chain forking off of Hereward’s content where you can go on to found the colony of New England in its natural, rightful, obvious place — the shores of the Black Sea.



Right, and that about does it for our final dev diary before release. Next week will be the release of Roads to Power itself!

[hr][/hr]

Write glorious new sagas of military conquest and romantic adventures with Chapter III.
This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!

https://store.steampowered.com/bundle/38036

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Dev Diary #156 - Modding & Achievements

Hello there! We’ve got some new stuff available for you to tinker with and I’m happy to have the honor of presenting it for you! I’m Jens, the programmer behind the Barbershop upgrade and Message Settings. But first I want to talk about Domiciles, the system behind Estates & Camps.

Discuss Dev Diary #156 on our forums!



Domiciles

When building the feature, I made it in close collaboration with artists, designers and UX. Nobody wanted to work with another activity locale window again. So gathering the learnings and feedback, I wanted to make it as easy as possible for anyone to set the amount of building slots, their positioning or size and appearance based on triggers, all while having it updated by hot reloading in real time.


[h2]Domicile Slots[/h2]
To get some terminology out of the way, we decided on 3 different domicile building slot types:

  • Main: The building slot of your home building. It differs from the external slot in that its building is auto-constructed at start for free and is indestructible. Otherwise it’s handled just like any other external building slot. We decided on one main slot per domicile type, but there is no cap so technically you can add as many as you want.
  • External: The visual building slot you see as you open the window. It has 4 states: locked, unlocked, under construction and constructed. Clicking an unlocked slot opens the building panel where you select what building you want to construct in the slot. There’s a new character modifier domicile_external_slots_capacity_add which sum determines how many extra slots are unlocked.
  • Internal: For Estates we added internal building slots for its main building and for Camps we put them in the external buildings, but it's not enforced so any external building can host internal slots. They share the same 4 states as external slots even though it's visually presented in another way.



[Highlighted external building slot states of the Camp]


[Highlighted internal building slots of the Estate]


[h2]Domicile Types[/h2]
With Roads to Power we add Camps and Estates as two new domicile types. What domicile type to use is set per government type. Each domicile has base_external_slots which sets how many slots always are unlocked before the domicile_external_slots_capacity_add modifier is applied.

In the domicile_building_slots array you define the amount of external building slots the domicile type has. Because it’s an array you’re free to add as many or as few building slots as you like. Camps have fewer building slots than Estates so we made its artwork slightly bigger to get the zoomed in feeling. For each slot you can define if its main or external, its position and size and what image to select for the empty and under construction slot states (meaning each slot can look unique if you so wish).

[Database of domicile type displaying how the array of domicile building slots is defined]

The order of definition is only relevant when drawing the slots on the screen as the first items will appear behind the last items of the array. In the above example you can see we have several empty_slot_asset defined where slot appearance is selected by a trigger depending on current location. Make sure to have at least one empty_slot_asset and one construction_slot_asset per slot to cover the states.

The background of the window is selected in the same manner by defining domicile_asset that will pick the first triggered match starting from the top.

[Database of domicile type showing how window background is selected using triggered domicile assets]

If a domicile type uses provisions or not while moving is determined by a bool. Whether the domicile type will have a followers window and handle follower temperament will automatically be enabled if you start adding domicile_temperament_low_modifier or domicile_temperament_high_modifier.


[h2]Domicile Buildings[/h2]

[Example building of the domicile building database]

Some things in the above example are self explanatory but other parts are not that straightforward.

  • allowed_domicile_types: This is an array defining what domicile types this building will be available for. If not specified this building won’t show up anywhere.
  • previous_building: Is arguably the most complex as setting what building comes before this is what the upgrade tree structure will be based on. It is fully dynamic so you can make the tree as simple or as complex as you wish regardless what slot type the building is.
  • slot_type: This determines in what slot you may construct the building. Note that setting the previous building of an internal building requires its predecessor to either also be an internal building or being the base building of an external or main building track. Internal buildings cannot be base buildings so all internal buildings require a previous_building.
  • internal_slots: Defines how many internal slots this building hosts regardless if it’s an external or main building. (Please don’t add internal slots to internal buildings as that would start getting silly).
  • asset: Works just like assets for the domicile types and may be selected by triggers as well.


Not shown above we also have can_construct trigger and on_start/on_cancelled/on_complete effects.

[Picture of a more complex tree structure. Note you won’t find this particular building in the game]


Decision Groups

As you might have noticed in some screenshots we have structured the decisions window into collapsible groups. What decision belongs to which collapsible group and in what sort order is fully moddable.

[Displaying decisions sorted into collapsible groups]

The only thing you have to do is to set decision_group_type = on the decision to have it show up within a specific collapsible group. The keys are defined in the decision group types database.

[Displaying decisions sorted into collapsible groups]

We use gui_tags as an arbitrary string to check for within gui files changing how they should be presented and you can easily append with your own in the same manner if you want a unique look.

Message Settings

To talk about this I also have to reveal some updates to Message Settings we will ship later with the patch.

[Picture of the Message Setting window in the patch version]

[h2]Message Filters[/h2]
Each message can define its own message_filter_type to be handled as. These filters are defined in a separate database.

In the filters database you can set the default behavior of messages of the filter. You can set its display type, always_show if it never can be hidden, auto_pause by default and finally the collapsible group it will belong to. All but the always_show would get overridden as a player’s starts changing their own settings.

[Example of the Message Setting Filter database]

[h2]Message Groups[/h2]
Works exactly like decision groups mentioned above, but without the gui_tag functionality.

[h2]Message Settings Patch Updates[/h2]
Added shortcut on each message, quickly locating their respective filter.

[Image of shortcut icon on a toast message to its message settings filter]

This one is from Joror: Added text field to search through your message filter list.

[Text search field for message filters]


And as a parting gift requested by Mindel in a previous dev diary I present to you: Custom Messages! Giving you the ability to write messages to your future self reminding you about things of importance.

[Screenshot displaying the Custom Message feature]

[hr][/hr]

Development Tool Improvements

Hiya, this is Joror - programmer on CK3 - I have been a modder myself before my Paradox days, and was also part of our central GSG Tools team before I joined CK3. So you can say that I have experienced our dev-tools from many different angles!

Developing or modding any grand strategy game can be an overwhelming task, given the sheer amount of systems and visualization layers that work together to create a believable world.

But we can help ourselves by improving the weapons that we have to wrangle this beast - our development tools. The modding community knows this all too well. (And often it has created better tools than the dev teams themselves. You do outdo us often, but you do outnumber us as well.)

We have improved a number of the in-game dev-tools during the development of this expansion. And as a modding-friendly game, you get to use them too! Here is a probably-not-complete overview.

[h2]Object Explorer[/h2]
A tool often used to check out what is going on in the simulated world while it is running; we tweaked its UX a bit. To access this tool you can run ‘explorer’ console command. You can also open the ‘Inspector’ part of it by ctrl-alt mouse clicking any portrait.

Improvements:

  • Made the edit input box bigger
  • Added provider name to title of dockable
  • 'Save as Default' also remembers size and position of the object browser window
  • Object Browsers 'stack' when opened on top of eachother
  • Object Inspector will now always open to the right of the Browser window instead of on top of it
  • Hitting ctrl-enter while typing in the text box will auto-apply it
  • Bugfix - Alt-Tab no longer kills half your typed text in the text box


[The Object Browser with more information and bigger input fields]

[Picture of several stacked Object Browser window, also demonstrating it remembers a Default size and position]

[h2]Script Debug Logs[/h2]
That honker of a text file called `errors.log` - it is usually filled with messages of shame from a strict and mysterious machine overlord. We have cautiously convinced it to perhaps tell us a bit more than “Error on line 0”.

Improvements:

  • Scripted effects/triggers state their actual line-number instead of the 'relative' line-number
  • Scripted effects/triggers state their full file name
  • Multi-line script errors go "last-to-first" instead of "last, first-to-last" (they're now in an order like most stack traces)
  • Script file lines mention extra context in (...) behind them - the name of the object they were in, with potentially their sub-part
  • Mean-time-to-happen script calls now actually put their script location in the logs too
  • A bit of extra indenting for visual clarity


[The same error reported in the old log style and the new]

We also now follow script-execution-chains through more layers. More verbose, but ultimately easier to track down where things went wrong. For example with events triggering other events:

[A long chain of script calls, from a ‘hold_court_decision’ initial call, all the way through a series of triggered events]


[h2]Localization Syntax Checker[/h2]
Almost all of the text of our game lives in a large amount of .yml (sort-of YAML) text files. We call these files and their entries “loc” - after “localization” - but they’re also responsible for our text-formatting, and they can call Data script functions as well. A complex database, where it is easy to make a small mistake that goes unseen. Until spotted by our talented translators, or our very observant player base.

Improvements:

  • Added a high-level localization syntax checker at game startup on all localization keys of the current language (when in debug mode)
  • Checks for extra / unterminated loc symbols `[...] (...) $...$ '...'`
  • Checks for invalid usage of Text replacement within Data functions
  • Other loc-key replacements via `$...$` can now also apply formatters via `$...|u$`
  • Escaping single quotes in `$...$` can be done via a new formatter `q` : `$...|q$` - you’ll see a bunch of our localization has been tweaked to add this.


[h2]Various improvements[/h2]
  • The map debug menu buttons work again in our release version (they still worked in our internal development builds, but modders brought this to our attention)
[Map debug menu - all these button now again do things, nice for streamers and modder that want to enable/disable visuals]

  • The Script Profiler (originally from Victoria 3 ) has been ported to CK3!
[The script profiler at work, showing us how much time was spent on various script statements]


[h2]Various AI Watch Window Changes[/h2]
One of the tools at our, and modder’s, disposal is the Watch Windows. Some of these are receiving some minor improvements.

First improvement to speak of is the AIWatch window, which contains various information regarding some of the AI logic and how the AI considers things like marriage, activities and relevant to this entry: available casus belli. One of the improvements we’ve made to the AI is that they will now consider a ruler’s military power rather than their military strength. Allow me to clarify the distinction: strength is the raw numbers a ruler has, no matter what troops they are. All military calculations up until now have been based on this. Power is a more accurate representation, in that it combines a regiment’s combined damage and toughness and multiplies that with the strength of the regiment. The short of it is: the AI now knows that levies are much weaker than MAAs and Knights when both declaring wars and picking battles.

To make it easier for ourselves when investigating how the AI picks available casus belli, we are exposing the AI’s power calculation, and the power they estimate other rulers to have. It is important to note that this calculation is affected by the ruler’s personality when targeting administrative realms, such that a craven ruler will overestimate a target’s power, while a bold ruler will underestimate a target’s power; a craven ruler will assume all governors operate at peak efficiency, while a bold ruler will assume them all to be useless administrators barely fit for office. These calculations can now be seen in the AIWatch Window in the Casus Belli section.

[AIWatch Window with military power in the CB tab]

Furthermore, while in debug mode, the military strength tooltip in the character window will also show an entry for the ruler’s military power.

Next is an improvement to the AI War Coordinator Watch Window. While this is not a window that helps modders too much, as the items shown within are more relevant to us who have access to the source code, it can be of worth for those who modify the strength of levies and knights.

[AI War Coordinator Watch Window]

While rarely relevant for modders, the ai war coordinator watch window can be of value when modders change the calculus of war by modifying the strength of levies, men at arms and knights, to see if their tweaks have the desired effect on strength on the sides of war.

The military power information is also available in the character window when in debug mode.

[Character Window showing “Our Military Strength” tooltip with debug mode enabled]


Warfare Modding

[h2]Retiring some of !warfaremodding[/h2]
New modders often ask the question: can I mod armies and regiments? For the longest time we have not allowed any sort of warfare modding to the point where our modding community has had this little command on their Discord server, first proposed in 2022.

[CK3 Mod Co-op !warfaremodding command proposal and first use]

Now we retire some of these points. We are adding a whole suite of effects and triggers that affects regiments. Yes, we are making regiments a scope and various ways to access them. You’ll now be able to create, destroy, change size of, and add troops to regiments from script.

Let’s look at the refill_maa_with_provisions_effect as an example where one of them is used.

[Warfare modding example with change_maa_troops_count]

Another thing we’re adding with Roads to Power is dynamically changing commanders in battles. While not directly moddable, this does mean that one can add temporary modifiers to commanders to swap them around.

[h2]Starting wars never was easier![/h2]
The ‘start_war’ script effect has some downsides because you have to specify exactly which war you want to start, and you might not know which Casus Belli and targets might be available to a character. Troublesome. You will have to wait for the general AI war background process to kick off a war you want to start.

So to give our script a bit more power, we have added a new ‘complex’ effect called ‘ai_start_best_war’, which can be used only for AI characters. It will go through all the valid wars a character can start at this moment, and gives you the opportunity to ‘select’ them via the ‘is_valid’ trigger.

Out of all the wars selected this way, the effect will start the one with the highest AI score. (as determined by the regular AI scoring mechanism for wars, which is a combination of a code-based score and script-based ‘ai_score’ calculation on Casus Belli)

The outcome of the effect can be further acted on by its two sub-effects: ‘on_success’ and ‘on_failure’.

It is a key component of how we made characters with our new Conqueror trait extra aggressive!



Music Player

The contents of the music player are moddable. For those who're already modding music into the game, there's just a few more steps you have to do in order to have the songs show in the music player.

We add the Music tracks we wish to put into the Music Player into categories. To do this they must be implemented with the following files structure:

[Music Player Modding directories]

The music.txt files contain information on the tracks themselves, and in order to have them localized they all must have a name = loc_key field. Example:

[music.txt entry example for music player modding]

The music_category.txt files will then contain information on the categories and tracks contained within:

[music_category.txt example for music player modding]

It is important to note that the id field in these categories must be unique. Finally, here’s where you can add illustrations for the music player. Using the above category as an example:

[Directory structure to add illustration for music player]

Of course all the audio banks and all that must also be added into it.

Flavourization

Some changes are coming to the Flavourization system. For the uninitiated, this is what separates the Petty-King from the Duke, the Emperor from Basileus, and the Divine Empress from Empress-Bishop. The big thing of note from before is that we’re encapsulating previous true/false flags in a container to collect them all. This is to improve legibility when new rules are added. Let’s look at the full structure of supported members.

[Complete structure of the flavourization, minus the detailing documentation]

This entire structure was undocumented previously, so all modders had to go on was how we had previously used it. An up to date .info file on the structures will be coming with Roads to Power so you can make your own, flavourful modifications to titles, names and the like. As of Roads to Power, naming conventions of characters with their titles (Emperor Chad to Holy Emperor Chad), title tier names (duchy to petty-kingdom) and domicile names (Estate to Family Holding) are supported.

As an example:

[Example flavourization entry for Badass Queen]

An interesting thing we discovered while adding features to the Flavourization system was: we already supported looking for character flags. It was just never documented. Our designers were enthusiastic about this revelation. Our programmers were… not so enthusiastic about the designer’s enthusiasm:

[Slack thread on Flavourization changes and discoveries]

Fair warning to our modders: the Flavourization system can get very expensive to do in terms of execution, so as much as I know better than to say this but – use it responsibly.

[hr][/hr]

Achievements

Hello! Rageair here with a preview of the Achievements coming with Roads to Power! I’ll start off with the easy ones, getting harder as we go down the list…


As mentioned in a previous Dev Diary we have Historical Characters such as Dante or Fibonacci spawning across the map. If you get one of them to appear in your realm while owning Roads to Power, you will have the option to set out on an adventure as them!


Take care of the people in your camp and this one should come rather easily! It’s not entirely trivial to get people to join your camp in the first place, though…


A callback to an old way to play the game, harkening back to the CK2 days (there were several YouTube series with this gimmick!) - switching which character you played every time you died. Now this is supported by the game, making it easier than ever!


Now we’re getting into the intermediate difficulty achievements. This one can happen naturally, but a fun thing to try is by playing Harold in the 1066 invasion of England, and then returning to reclaim the crown from William!


Quite straightforward - create a large realm, then adopt the new government form!


Deceptively hard seeing as there are a lot of buildings to construct in your Estate!


Buddy up with the emperor and then smite your enemies with his permission! You will probably find a lot of enemies while playing in Byzantium, so you should be motivated to pursue this.


If you’re really chummy with the emperor you might be named co-emperor, and as a co-emperor you can demand a larger share of the realm to rule as your own…


This achievement is based on history; the Palaiologos dynasty became the longest-ruling dynasty in Byzantine history after having served faithfully for a long time.


A fun challenge! Save up a lot of gold in order to weasel your way into becoming a noble family (hint: this is easier to do if you adopt Byzantium's State Faith), and then use your influence to claim the throne, good luck!


Time for the harder achievements - if you follow the story of the historical founder of the assassins it will culminate with the dissolution of an empire (historically the seljuks, but you can take him anywhere!)


Playing as El Cid you will have plenty of choice; this achievement is unlocked by following his historical path.


Saladin starts out as a Conqueror, so this is a tall feat to pull off. You have a few years to prepare for his invasion as he tends to go for central arabia before holy warring Jerusalem.


If it’s not broken, don’t fix it! Having a turkic-dominated islamic administrative empire is a fun challenge to pursue, especially seeing how Byzantium still can pack quite a punch despite having lost a lot of territories to you in the 1178 bookmark.


A natural continuation of the venerable ‘Rags to Riches’ achievement from the base game!


Georgia had plans on holy warring for these territories, but in history this plan didn’t come to fruition - an interesting and plausible alternative history scenario to pursue!


You have to work hard in climbing the political ladder to achieve the position of dominant family! Try putting as many family members on important positions as you can!


In 1178 Byzantium is at a low point, making it a fun challenge to not only survive, but thrive!


Perfect achievement to pursue in combination with Chaos is a Ladder.


If you wish to pursue this I recommend the 1178 bookmark, as it’s very likely for this to happen around that time.

[hr][/hr]

That's all we have for this week; come back next Tuesday as we dive into the details behind the new Scheme rework coming in Roads to Power!

[hr][/hr]

Write glorious new sagas of military conquest and romantic adventures with Chapter III.
This Chapter includes two expansions, one event pack, and one cosmetic enhancement. Enjoy new mechanics, new events, and new historical flavor to add greater depth to Crusader Kings III!

https://store.steampowered.com/bundle/38036

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