History VideoGame / CrusaderKings

26th Apr '16 8:02:27 AM Specialist290
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* PragmaticAdaptation: The concept of "feudalism" as depicted in the game. In RealLife, not only did the system of governance differ from region to region (even among peoples who nominally follow the same religion), it may even differ depending on the era you're looking at. The various systems of governance in the game are a compromise at best.

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* PragmaticAdaptation: The concept of "feudalism" as depicted in the game.game is a simplified version of the pyramid model taught in schools. In RealLife, not only did the system of governance differ from region to region (even among peoples who nominally follow the same religion), it may even differ depending on the era you're looking at. The various systems of governance in the game are a compromise at best.
25th Apr '16 11:03:47 PM YZQ
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* PragmaticAdaptation: The concept of "feudalism" as depicted in the game. In RealLife, not only did the system of governance differ from region to region (even among peoples who nominally follow the same religion), it may even differ depending on the era you're looking at. The various systems of governance in the game are a compromise at best.
25th Apr '16 8:54:47 PM StarSword
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* EarlyGameHell: This can hold true for a lot of games, especially if you're playing as a kingdom with few provinces (like vulnerable Navarre or Georgia) or a ruler with powerful rivals or nearby religious enemies. But it's especially true if you're starting out as a Zoroastrian ruler (and you're determined not to convert). Basically you start out with no advantages except a large starting army (if you're playing the satrap of Karen) that cannot be replenished, virtually no one to make alliances with because of religious differences, and completely surrounded by hostile pagan and Islamic rulers who can gang up against you and will sooner or later, and probably sooner, attack you - and even if you do survive for a couple of centuries you'll probably be right where you'll have to deal with swarms of Seljuk Turks. Even strategies posted online by veteran players can only recommend the "gamey" strategy of pledging allegiance to a neighboring Muslim monarch and exploiting the game's mechanics to try to seize their territory from within, or at least play aggressively and rely on luck, or just pick a stronger and more secure pagan ruler and convert to Zoroastrianism (which is itself tricky, since it usually means you'll have to capture a Zoroastrian woman and make her a concubine).
** Most realms in the earlier bookmarks start out with Gavelking Inheritance. This means that when the ruler dies his realm is divided among his sons. Most players attempt to switch to a less-crippling inheritance system as soon as they can.

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* EarlyGameHell: EarlyGameHell:
**
This can hold true for a lot of games, especially if you're playing as a kingdom with few provinces (like vulnerable Navarre or Georgia) or a ruler with powerful rivals or nearby religious enemies. But it's especially true if you're starting out as a Zoroastrian ruler (and you're determined not to convert). Basically you start out with no advantages except a large starting army (if you're playing the satrap of Karen) that cannot be replenished, virtually no one to make alliances with because of religious differences, and completely surrounded by hostile pagan and Islamic rulers who can gang up against you and will sooner or later, and probably sooner, attack you - and even if you do survive for a couple of centuries you'll probably be right where you'll have to deal with swarms of Seljuk Turks. Even strategies posted online by veteran players can only recommend the "gamey" strategy of pledging allegiance to a neighboring Muslim monarch and exploiting the game's mechanics to try to seize their territory from within, or at least play aggressively and rely on luck, or just pick a stronger and more secure pagan ruler and convert to Zoroastrianism (which is itself tricky, since it usually means you'll have to capture a Zoroastrian woman and make her a concubine).
** Most realms in the earlier bookmarks start out with Gavelking Gavelkind Inheritance. This means that when the ruler dies his realm is divided among his sons. Most players attempt to switch to a less-crippling inheritance system as soon as they can. Pagan realms are stuck with the even-harder-to-control ''elective'' gavelkind[[note]]successor to primary title is elected by vassals from among dynasty members, while any available titles are created for junior heirs, who get the option to go independent[[/note]] unless they convert to a non-pagan faith or reform their own.
25th Apr '16 8:04:49 AM Timjames98
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** Most realms in the earlier bookmarks start out with Gavelking Inheritance. This means that when the ruler dies his realm is divided among his sons. Most players attempt to switch to a less-crippling inheritance system as soon as they can.



** Most realms in the earlier bookmarks start out with Gavelking Inheritance. This means that when the ruler dies his realm is divided among his sons. Most players attempt to switch to a less-crippling inheritance system as soon as they can.
25th Apr '16 8:00:16 AM Timjames98
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** Most realms in the earlier bookmarks start out with Gavelking Inheritance. This means that when the ruler dies his realm is divided among his sons. Most players attempt to switch to a less-crippling inheritance system as soon as they can.
17th Apr '16 3:09:30 PM Mandemo
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* BabyFactory: Surprisingly {{subverted}}. Women can't get priority in inheritance without mods[[note]]''CKII'' includes code for enatic (female-preference) succession, but there is no way to unlock it. The best you can do is absolute cognatic, i.e. male and female heirs are equal in priority, and this is only available to Basques or members of the Cathar and Messalian heresies.[[/note]] and can't normally lead armies (though female rulers can). However, they can still be given certain titles, and it's particularly common for a ruler to name his wife the realm's spymaster. Naming one's wife as spymaster can be dangerous, usually only worth it if the wife has incredible intrigue and/or is in love, ensuring the loyalty needed in a spymaster. A ruler can also appoint his mother as the spymaster (Charlemagne himself does), and the huge mother-to-child relationship bonus is very beneficial here. Muslim rulers can appoint one of their secondary wives as well. ''Conclave'' takes it further by allowing you to enact laws granting expanded rights to women, including allowing them to take council posts other than spymaster.

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* BabyFactory: Surprisingly {{subverted}}. Women can't don't normally get priority in inheritance without mods[[note]]''CKII'' includes code for enatic (female-preference) succession, but there is no way to unlock it. The best you can do is absolute cognatic, i.e. male and female heirs are equal in priority, and this is only available to Basques or members of the Cathar and Messalian heresies.[[/note]] and can't normally lead armies (though female rulers can). can).However, they can still be given certain titles, and it's particularly common for a ruler to name his wife the realm's spymaster. Naming one's wife as spymaster can be dangerous, usually only worth it if the wife has incredible intrigue and/or is in love, ensuring the loyalty needed in a spymaster. A ruler can also appoint his mother as the spymaster (Charlemagne himself does), and the huge mother-to-child relationship bonus is very beneficial here. Muslim rulers can appoint one of their secondary wives as well. ''Conclave'' takes it further by allowing you to enact laws granting expanded rights to women, including allowing them to take council posts other than spymaster.



* HeirClubForMen: Enforced in the original, but ''Crusader Kings II'' allows you to loosen the restriction a little and even (if your characters belong to the Basque culture or Cathar heresy) adopt full gender equality in the succession. Also, the addition of matrilineal marriages means that a woman can inherit a title and pass it on to her children which count as a part of her own dynasty rather then the father's. Enforced with the merchant republics, where women cannot become the Doge or heads of their houses. The game has [[InvertedTrope female-preference]] succession laws, but they are only there for {{Game Mod}}s, as there is no way to enact them in-game (and no-one starts with them.

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* HeirClubForMen: Enforced in the original, but ''Crusader Kings II'' allows you to loosen the restriction a little and even (if your characters belong to the Basque culture or Cathar heresy) adopt full gender equality in the succession. Also, the addition of matrilineal marriages means that a woman can inherit a title and pass it on to her children which count as a part of her own dynasty rather then the father's. Enforced with the merchant republics, where women cannot become the Doge or heads of their houses. The game has [[InvertedTrope female-preference]] succession laws, but they are only there for {{Game Mod}}s, as there is no way Conclave introduced new realm realm laws that allow you to enact change the status of the women, even to point where making them in-game (and no-one starts with them.preferred heir.
15th Apr '16 5:28:13 PM TheGreatUnknown
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* LovePotion: They do exist, apparently, but it's likely you'll be on the receiving end of it, after a "witch" [[SlippingAMickey doles it out to a would-be hunter ruler]]. Fortunately, she's so interested in you in return that she'll come back to your court, with great stats! [[spoiler:Unfortunately, she's also evil. Should have seen that coming when her full name ends with "[[Franchise/DragonAge Of the Wild]]".]]
15th Apr '16 3:48:19 PM TheGreatUnknown
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* OurWerewolvesAreDifferent: Sometimes characters can become them. Again, the text leaves it ambiguous as to [[MaybeMagicMaybeMundane whether you actually transform or just go berserk on the full moon]].
12th Apr '16 5:30:56 AM Sebastian87
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* AnachronismStew: Mostly averted, as the games are fairly good at portraying the timeline realistically, but there are still a few examples. A good one are some of the mercenary companies available in the second game such as the Swiss Band or the Swiss Company; The region today contained in Switzerland wouldn't start exporting armed men as mercenaries until the late 15th century (i.e. the end of the covered timeline), and it would take another three or so centuries before the term "Swiss" would be officially adopted in any way. It is apparently also possible to found settlements that wouldn't exist until the 20th century (f.e. Jewish Moshavim in the Holy Land, complete with Hebrew names).

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* AnachronismStew: Mostly averted, as the games are fairly good at portraying the timeline realistically, but there are still a few examples. ** A good one are some of the mercenary companies available in the second game such as the Swiss Band or the Swiss Company; The region today contained in Switzerland wouldn't start exporting armed men as mercenaries until the late 15th century (i.e. the end of the covered timeline), and it would take another three or so centuries before the term "Swiss" would be officially adopted in any way.
**
It is apparently also possible to found settlements that wouldn't exist until the 20th century (f.e. Jewish Moshavim in the Holy Land, complete with Hebrew names).
12th Apr '16 5:29:42 AM Sebastian87
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* AnachronismStew: Mostly averted, as the games are fairly good at portraying the timeline realistically, but there are still a few examples. A good one are some of the mercenary companies available in the second game such as the Swiss Band or the Swiss Company; The region today contained in Switzerland wouldn't start exporting armed men as mercenaries until the late 15th century (i.e. the end of the covered timeline), and it would take another three or so centuries before the term "Swiss" would be officially adopted in any way. It is apparently also possible to found settlements that wouldn't exist until the 20th century (f.e. Jewish Moshavim in the Holy Land, complete with Hebrew names).
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