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* GladToBeAliveSex: When you pull a seduction or romance scheme, one of the events that might unfold is your lover being attacked by a giant wolf while out on a hunting trip. Should the scheme be successful, your character will slay the wolf and the two will enthusiastically, ahem, ''celebrate'' on the spot.
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* PlayerExclusiveMechanic: {{Inverted}} by knighthood. Human-controlled characters can never be knights, either in their own army or their liege's army. While this is likely a matter of shielding the player from the potentially un-fun scenario of randomly getting slaughtered in a battle, which is an all-too-common fate for knights in battle, it also greatly reduces the value of the prowess stat for player characters.

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* PlayerExclusiveMechanic: {{Inverted}} by knighthood. Human-controlled characters can never be knights, either in their own army or their liege's army. While this is likely a matter of shielding the player from the potentially un-fun scenario of randomly getting slaughtered in a battle, which is an all-too-common fate for knights in battle, it also greatly reduces the value of the prowess stat for player characters. [[note]] Unless the player character is a tribal lord, in which case a rival may seek to steal your titles via a KlingonPromotion. In this case the prowess stat is vital to keeping your throne, and your life. [[/note]]
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* ArtisticLicenseHistory: The Scottish are labelled a North Germanic culture, with the Gaels being a separate culture from them, with the event for the culture forming stating that they are Anglo-Saxons living in the Scottish lowlands. This is quite incorrect. While Anglo-Saxons living in the Scottish lowlands did ''eventually'' become part of the Scottish, the Scottish are a Celtic culture, formed by the Irish Gaels and the native Brittonic Picts, with their name coming from the Latin name for the Gaels of Ireland ([[https://en.wikipedia.org/wiki/Scoti Scoti]]). They seem to have mixed the Scottish up with the [[https://en.wikipedia.org/wiki/Scots_language Scots language]], a sister language of English, which is a part of the North Sea Germanic language family[[note]]Which, confusingly, are part of the ''West'' Germanic language family, ''not'' the North Germanic family, which is made up of languages like Danish, Norwegian, and Swedish[[/note]], which wouldn't eclipse Scottish Gaelic until the late Middle Ages, and it wasn't until the reign of David I in 1124 that the any of the nobility favoured a foreign language, much less considering themselves a different culture. In fact, the English-speaking areas were more likely to be considered a separate cultural group from the Scottish, rather than the Gaelic areas.

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* ArtisticLicenseHistory: The Scottish are labelled a North West Germanic culture, with the Gaels being a separate culture from them, with the event for the culture forming stating that they are Anglo-Saxons living in the Scottish lowlands. This is quite incorrect. While Anglo-Saxons living in the Scottish lowlands did ''eventually'' become part of the Scottish, the Scottish are a Celtic culture, formed by the Irish Gaels and the native Brittonic Picts, with their name coming from the Latin name for the Gaels of Ireland ([[https://en.wikipedia.org/wiki/Scoti Scoti]]). They seem to have mixed the Scottish up with the [[https://en.wikipedia.org/wiki/Scots_language Scots language]], a sister language of English, which is a part of the North Sea Germanic language family[[note]]Which, confusingly, are part of the ''West'' Germanic language family, ''not'' the North Germanic family, which is made up of languages like Danish, Norwegian, and Swedish[[/note]], which wouldn't eclipse Scottish Gaelic until the late Middle Ages, and it wasn't until the reign of David I in 1124 that the any of the nobility favoured a foreign language, much less considering themselves a different culture. In fact, the English-speaking areas were more likely to be considered a separate cultural group from the Scottish, rather than the Gaelic areas.
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Scotland makes no sense.

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* ArtisticLicenseHistory: The Scottish are labelled a North Germanic culture, with the Gaels being a separate culture from them, with the event for the culture forming stating that they are Anglo-Saxons living in the Scottish lowlands. This is quite incorrect. While Anglo-Saxons living in the Scottish lowlands did ''eventually'' become part of the Scottish, the Scottish are a Celtic culture, formed by the Irish Gaels and the native Brittonic Picts, with their name coming from the Latin name for the Gaels of Ireland ([[https://en.wikipedia.org/wiki/Scoti Scoti]]). They seem to have mixed the Scottish up with the [[https://en.wikipedia.org/wiki/Scots_language Scots language]], a sister language of English, which is a part of the North Sea Germanic language family[[note]]Which, confusingly, are part of the ''West'' Germanic language family, ''not'' the North Germanic family, which is made up of languages like Danish, Norwegian, and Swedish[[/note]], which wouldn't eclipse Scottish Gaelic until the late Middle Ages, and it wasn't until the reign of David I in 1124 that the any of the nobility favoured a foreign language, much less considering themselves a different culture. In fact, the English-speaking areas were more likely to be considered a separate cultural group from the Scottish, rather than the Gaelic areas.
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* AnimalAssassin: One possible assassination method is to have a deadly spider placed in the target's bed.

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* AnimalAssassin: One possible assassination method is to have a deadly spider placed in the target's bed. The announcement trailer has an assassin kill a baby by placing a venomous snake in the target's cradle.
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* AnimalAssassin: One possible assassination method is to have a deadly spider placed in the target's bed.


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* RescueRomance: One possible event when trying to romance somebody is saving them from a knife-wielding intruder. Needless to say, the character you saved will be ''extremely'' grateful. May double as an example of RescueSex if you choose to lay with them.
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* ChallengingTheChief: If tribal, a rare event can allow your rival to challenge you for your primary title as long as they also have a claim to it. Instead of a faction, it becomes an opposed Prowess challenge.
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* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]] If your Dread is above certain level of their Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases Boldness however, making it harder for Dread to affect them[[/note]]. However, when they dies and their heir takes over, most of negative opinion of their prior ruler [[SinsOfTheFather will be applied to the heir]], and since Dread is not inherited, those people might use that as an excuse to topple the heir instead.

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* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]] If your Dread is above certain level of their Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases Boldness however, making it harder for Dread to affect them[[/note]]. However, when they dies die and their heir takes over, most of negative opinion of their prior ruler [[SinsOfTheFather will be applied to the heir]], and since Dread is not inherited, those people might use that as an excuse to topple the heir instead.

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* FantasticReligiousWeirdness: Religions are far more customisable in Crusader Kings 3, with tenets and doctrines being alterable. This can lead to some wild interpretations of virtuous behaviour: you can make a religion in which lying and scheming is seen as a virtue, cannibalism is a sacred ritual, and marriage between close relatives is acceptable. Downplayed in that you can't just create a new religion overnight; you need a lot of piety and clout to make it stick, and the more you deviate from your parent faith's core beliefs the harder it will be to sell it to your subjects and the world at large. Also downplayed in that you can't just attach any tenet to any faith as some require the new faith either be part of or not be part of certain other religions or religion groups - for example, Jewish, Christian, and Islamic faiths can never practice human sacrifice, while pagan and eastern faiths can't embrace iconoclasm like Abrahamic faiths can.

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* FantasticReligiousWeirdness: Religions are far more customisable in Crusader Kings 3, with tenets and doctrines being alterable. This can lead to some wild interpretations of virtuous behaviour: you can make a religion in which lying and scheming is seen as a virtue, cannibalism is a sacred ritual, and marriage between close relatives is acceptable. Downplayed in that you can't just create a new religion overnight; you need a lot of piety and clout to make it stick, and the more you deviate from your parent faith's core beliefs the harder it will be to sell it to your subjects and the world at large. Also downplayed in that you can't just attach any tenet to any faith as some require the new faith either be part of or not ''not'' be part of certain other religions or religion groups - for example, Jewish, Christian, and Islamic faiths can never practice human sacrifice, while pagan and eastern faiths can't embrace iconoclasm like Abrahamic faiths can.


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* PlayerExclusiveMechanic: {{Inverted}} by knighthood. Human-controlled characters can never be knights, either in their own army or their liege's army. While this is likely a matter of shielding the player from the potentially un-fun scenario of randomly getting slaughtered in a battle, which is an all-too-common fate for knights in battle, it also greatly reduces the value of the prowess stat for player characters.

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** There are no Zunist, Yazidi, Taoist rulers or counties in either start date, although these faiths can be revived at a very steep piety cost.

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** There are no Zunist, Yazidi, or Taoist rulers or counties in either start date, although these faiths can be revived at a very steep piety cost.



* EyepatchOfPower: Which is reflected in game mechanics. Being one-eyed makes a character more intimidating.



* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]] If your Dread is above certain level of their Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases Boldness however, making it harder for Dread to affect them[[/note]]. However, when they dies and their heir takes over, most of negative opinion of their prior ruler will be applied to the heir, and since Dread is not inherited, those people might use that as an excuse to topple the heir instead.

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* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]] If your Dread is above certain level of their Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases Boldness however, making it harder for Dread to affect them[[/note]]. However, when they dies and their heir takes over, most of negative opinion of their prior ruler [[SinsOfTheFather will be applied to the heir, heir]], and since Dread is not inherited, those people might use that as an excuse to topple the heir instead.
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* MachiavelliWasWrong: PlayedWith: the Dread mechanic allows you to pull this off [[note]] If your Dread is above certain level of their Boldness, characters will be Intimidated and less likely to act against you. If it's high enough they'll be too Terrified to act against you at all. Certain traits like Brave increases Boldness however, making it harder for Dread to affect them[[/note]]. However, when they dies and their heir takes over, most of negative opinion of their prior ruler will be applied to the heir, and since Dread is not inherited, those people might use that as an excuse to topple the heir instead.
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** In ''II'', a [[TheCaligula ruler with the lunatic trait]] could [[CaligulasHorse appoint their horse Glitterhoof as chancellor]]. The event is missing in '''III''', but a lunatic spouse can suggest some... [[OddNameOut ''interesting'' names]] for your newborn. Among them is, yes, "Glitterhoof."

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** In ''II'', a [[TheCaligula ruler with the lunatic trait]] could [[CaligulasHorse appoint their horse Glitterhoof as chancellor]]. The event is missing in '''III''', ''III'', but a lunatic spouse can suggest some... [[OddNameOut ''interesting'' names]] for your newborn. Among them is, yes, "Glitterhoof."

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added ascended meme example


* AscendedMeme: In ''Crusader Kings II'''s base game, the Munster 1066 start was called [[VideoGame/RuneScape "Tutorial Island"]] by the fandom, as it was a small, mostly-contained space where players could get a grasp of the game with a somewhat advantageous start as Petty-King Murchad[[note]]Murchad would start with two territories when everyone else in Ireland had one, he could usurp his vassal's territory, easily win a war with Desmond to the south, and would be in prime position to steamroll the other territories and become King of Ireland in a short time.[[/note]]. For many players, it proved to be a much better tutorial for the game's mechanics than the official tutorial, which didn't go nearly into as much depth as Munster 1066 required. Come ''III'', Munster 1066 is officially the game's tutorial level and covers all the bases rather than just a few basics.

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* AscendedMeme: AscendedMeme:
**
In ''Crusader Kings II'''s base game, the Munster 1066 start was called [[VideoGame/RuneScape "Tutorial Island"]] by the fandom, as it was a small, mostly-contained space where players could get a grasp of the game with a somewhat advantageous start as Petty-King Murchad[[note]]Murchad would start with two territories when everyone else in Ireland had one, he could usurp his vassal's territory, easily win a war with Desmond to the south, and would be in prime position to steamroll the other territories and become King of Ireland in a short time.[[/note]]. For many players, it proved to be a much better tutorial for the game's mechanics than the official tutorial, which didn't go nearly into as much depth as Munster 1066 required. Come ''III'', Munster 1066 is officially the game's tutorial level and covers all the bases rather than just a few basics.basics.
** In ''II'', a [[TheCaligula ruler with the lunatic trait]] could [[CaligulasHorse appoint their horse Glitterhoof as chancellor]]. The event is missing in '''III''', but a lunatic spouse can suggest some... [[OddNameOut ''interesting'' names]] for your newborn. Among them is, yes, "Glitterhoof."
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* CuckoldHorns: The icon for the Adulterer trait is a HeartSymbol with horns.


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* TheStoner: Using hashish is a coping mechanism. As one may expect, in addition to making a character less stressed, it has the side effects of reducing one's vengefulness and energy, along with lowering the Stewardship and Learning stats.

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* AscendedMeme: In ''Crusader Kings II'''s base game, the Munster 1066 start was called [[VideoGame/RuneScape "Tutorial Island"]], as it was a small, mostly-contained space where players could get a grasp of the game with a somewhat advantageous start as Petty-King Murchad[[note]]Murchad would start with two territories when everyone else in Ireland had one, he could usurp his vassal's territory, easily win a war with Desmond to the south, and would be in prime position to steamroll the other territories and become King of Ireland in a short time.[[/note]]. Come ''III'', Munster 1066 is officially the game's tutorial level.

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* AscendedMeme: In ''Crusader Kings II'''s base game, the Munster 1066 start was called [[VideoGame/RuneScape "Tutorial Island"]], Island"]] by the fandom, as it was a small, mostly-contained space where players could get a grasp of the game with a somewhat advantageous start as Petty-King Murchad[[note]]Murchad would start with two territories when everyone else in Ireland had one, he could usurp his vassal's territory, easily win a war with Desmond to the south, and would be in prime position to steamroll the other territories and become King of Ireland in a short time.[[/note]]. For many players, it proved to be a much better tutorial for the game's mechanics than the official tutorial, which didn't go nearly into as much depth as Munster 1066 required. Come ''III'', Munster 1066 is officially the game's tutorial level.level and covers all the bases rather than just a few basics.
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* EvolvingTitleScreen: The main menu will display the models of your current character, spouse, and heir.
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* AscendedMeme: In ''Crusader Kings II'''s base game, the Munster 1066 start was called [[VideoGame/RuneScape "Tutorial Island"]], as it was a small, mostly-contained space where players could get a grasp of the game with a somewhat advantageous start as Petty-King Murchad[[note]]Murchad would start with two territories when everyone else in Ireland had one, he could usurp his vassal's territory, easily win a war with Desmond to the south, and would be in prime position to steamroll the other territories and become King of Ireland in a short time.[[/note]]. Come ''III'', Munster 1066 is officially the game's tutorial level.
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The game folows the mechanical structure of its predecessors, with changes and improvements. Character portraits are now rendered as 3D models that change depending on traits and conditions, and several core gameplay systems have been reworked to be more intuitive. The game also features a more detailed map, displaying holding more clearly and expanding to Central Africa and more of South Asia.

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The game folows follows the mechanical structure of its predecessors, with changes and improvements. Character portraits are now rendered as 3D models that change depending on traits and conditions, and several core gameplay systems have been reworked to be more intuitive. The game also features a more detailed map, displaying holding more clearly and expanding to Central Africa and more of South Asia.
Is there an issue? Send a MessageReason:
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The game folows the mechanical structure of its predecessors, with changes and improvements. Character portraits are now rendered as 3D models that change depending on traits and conditions, and several core gameplay systems have been reworked to be more intuitive. The game also features a more detailed map, displaying holding more clearly andexpanding to Central Africa and more of South Asia.

to:

The game folows the mechanical structure of its predecessors, with changes and improvements. Character portraits are now rendered as 3D models that change depending on traits and conditions, and several core gameplay systems have been reworked to be more intuitive. The game also features a more detailed map, displaying holding more clearly andexpanding and expanding to Central Africa and more of South Asia.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ck3_6.png]]

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[[quoteright:350:https://static.[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/ck3_6.png]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ck3_5.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ck3_5.png]] org/pmwiki/pub/images/ck3_6.png]]
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The game folows the mechanical structure of its predecessors, with changes and improvements. Character portraits are now rendered as 3D models that change depending on traits and conitions, and several core gameplay systems have been reworked to be more intuitive. The game also features a more detailed map, displaying holding more clearly andexpanding to Central Africa and more of South Asia.

to:

The game folows the mechanical structure of its predecessors, with changes and improvements. Character portraits are now rendered as 3D models that change depending on traits and conitions, conditions, and several core gameplay systems have been reworked to be more intuitive. The game also features a more detailed map, displaying holding more clearly andexpanding to Central Africa and more of South Asia.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ck3.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ck3.org/pmwiki/pub/images/ck3_5.png]]
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''Crusader Kings III'' is a grand strategy game developed and published by Creator/ParadoxInteractive, and the third entry in ''VideoGame/CrusaderKings'' series. revealed at PDX Con 2019 in October, and released on September 1, 2020.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ck3.png]]
''Crusader Kings III'' is a grand strategy game developed and published by Creator/ParadoxInteractive, and the third entry in ''VideoGame/CrusaderKings'' series. The game was revealed at PDX Con 2019 in October, and released on September 1, 2020.
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* AerithAndBob: The game enables the naming of children after their father, their mother, their father's parents, their mother's parents, an even more distant ancestor, a name from their father's culture, a name from their mother's culture, or a name from their family's religion.

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The game folows the mechanical structure of its predecessors, with changes and improvements. haracter portraits are now rendered as 3D models that change depending on traits and conitions, and several core gameplay systems have been reworked to be more intuitive. The game also expands the map to Central Africa and more of South Asia.

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The game folows the mechanical structure of its predecessors, with changes and improvements. haracter Character portraits are now rendered as 3D models that change depending on traits and conitions, and several core gameplay systems have been reworked to be more intuitive. The game also expands the map features a more detailed map, displaying holding more clearly andexpanding to Central Africa and more of South Asia.
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''Crusader Kings III'' is a grand strategy game developed and published by Creator/ParadoxInteractive, and the third entry in ''VideoGame/CrusaderKIngs'' series. revealed at PDX Con 2019 in October, and released on September 1, 2020.

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''Crusader Kings III'' is a grand strategy game developed and published by Creator/ParadoxInteractive, and the third entry in ''VideoGame/CrusaderKIngs'' ''VideoGame/CrusaderKings'' series. revealed at PDX Con 2019 in October, and released on September 1, 2020.
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''Crusader Kings III'' is a grand strategy gaùme developed and published by Creator/ParadoxInteractive, revealed at PDX Con 2019 in October, and released on September 1, 2020.

to:

''Crusader Kings III'' is a grand strategy gaùme game developed and published by Creator/ParadoxInteractive, and the third entry in ''VideoGame/CrusaderKIngs'' series. revealed at PDX Con 2019 in October, and released on September 1, 2020.

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[[redirect:VideoGame/CrusaderKings]]

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[[redirect:VideoGame/CrusaderKings]]''Crusader Kings III'' is a grand strategy gaùme developed and published by Creator/ParadoxInteractive, revealed at PDX Con 2019 in October, and released on September 1, 2020.
The game folows the mechanical structure of its predecessors, with changes and improvements. haracter portraits are now rendered as 3D models that change depending on traits and conitions, and several core gameplay systems have been reworked to be more intuitive. The game also expands the map to Central Africa and more of South Asia.
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!!The game provides examples of:
* AlbinosAreFreaks: Characters with the Albino trait get penalties to everyone's opinion of them, but get a bonus to their Dread.
* AllDesertsHaveCacti: The icon for the Desert Warrior trait shows a saguaro cactus, even though the game is entirely set in the Old World.
* AndNowYouMustMarryMe: It's perfectly possible to coerce a character into a marriage they wouldn't otherwise agree to if you have a sufficiently strong "hook" on them.
* AuthorityEqualsAsskicking:
** Not necessarily your character, but the characters marked as "knights" (or the cultural equivalent) in your court will rack up a lot more kills than any of your men-at-arms or levies, if they're competent.
** This can also be Averted: this game actually decouples Martial stat from Prowess (which governs personal combat ability), so it's possible to have character with high Martial but very low prowess. These characters are better suited as commanders than as knights.
* {{Blackmail}}: Discovering another character's secrets (for example, if they're having a scandalous affair, or murdered their cousin to take the throne) can give your character a "hook" on them, which can be used to secure titles, marriages, or even assistance in your own nefarious schemes. The hook will be lost if it's exposed, however.
* CastFullOfGay: One of the game rules can make the dominant sexuality of characters homosexual. There are also options to make bisexuality or asexuality the dominant sexualities.
* ComfortFood: A possible coping mechanism characters may develop is to overindulge in food when stressed. May also be {{Inverted|Trope}} by the inappetitic coping mechanism, in which the character loses their appetite from stress and tends to waste away.
* TheConfidant: Finding a trusted confidant is a rare but highly effective coping mechanism that unlike most coping mechanisms, has no drawbacks.
* DemotedToExtra:
** Merchant Republics are the only rulers that were playable in [=CK2=] that are no longer playable, due to Paradox being unsatisfied with their mechanics. Paradox has said that they may make them playable once more through DLC.
** There are no Zunist, Yazidi, Taoist rulers or counties in either start date, although these faiths can be revived at a very steep piety cost.
* DevelopersForesight:
** Like in [=CK2=], the Prophet Muhammed has a character profile, but does not have a character model.
** The list of faiths includes completely dead religions like Hellenism and Zunism.
* {{Diary}}: One of the healthiest coping mechanisms a character may develop is keeping a journal or diary. Unlike most coping mechanisms, this has no direct negative effects.
* DrowningMySorrows: Characters may turn to alcoholism as a method of coping with stress, which carries significant statistical penalties and minor health penalties.
* FantasticReligiousWeirdness: Religions are far more customisable in Crusader Kings 3, with tenets and doctrines being alterable. This can lead to some wild interpretations of virtuous behaviour: you can make a religion in which lying and scheming is seen as a virtue, cannibalism is a sacred ritual, and marriage between close relatives is acceptable. Downplayed in that you can't just create a new religion overnight; you need a lot of piety and clout to make it stick, and the more you deviate from your parent faith's core beliefs the harder it will be to sell it to your subjects and the world at large. Also downplayed in that you can't just attach any tenet to any faith as some require the new faith either be part of or not be part of certain other religions or religion groups - for example, Jewish, Christian, and Islamic faiths can never practice human sacrifice, while pagan and eastern faiths can't embrace iconoclasm like Abrahamic faiths can.
* FunctionalAddict: One of the many coping mechanisms characters may develop over a lifetime of stress is the consumption of hashish, which while carrying significant statistical penalties, isn't particularly more disadvantageous than other coping mechanisms.
* HairTriggerTemper: Stress may cause a character to become perpetually irritable. Especially for an already impatient and wrathful character, this can make them a ticking time bomb of violence waiting to be unleashed on friends, family, courtiers, guests, vassals, and anyone else unfortunate enough to be nearby.
* InUniverseCatharsis: A character with a coping mechanism may indulge one or more of their coping mechanisms every few years to reduce their stress at the cost of some penalty (eg. Self-flagellating wounds you and aggravates your injuries further if you're already wounded and if you're already at the highest-level wounded trait, kills you. Engaging in sex for solace at the local brothel can be expensive and is a good way to pick up venereal diseases. Going on a big exercise binge leaves you sweaty and smelly enough that you get a general opinion debuff). In general, indulging coping mechanisms with greater penalties to yourself, such as whipping yourself bloody, burns off more stress than those with smaller penalties like going on a shopping spree, which is just a monetary cost.
* KarmaMeter: A new metric called Devotion; your faith will have an opinion of you based on your behaviour. This is a tiered ranking that greatly affect your piety gain and limits what you can do with your amassed piety. All your religious brownie points you've earned in the past count for very little if your religious peers consider you the lowest kind of sinner.
* NoNudityTaboo: Adamite Christians and Yapanyia Jains, as well as any other faith with the Natural Primitivism tenet practice universal nudism. Additionally, Digambara Jains (the most mainstream Jain faith) have the special Naked Priests doctrine, in which nudism isn't expected of all practitioners, but priests and zealous characters reject clothing.
* OldMaster: Characters whose dynasty has completed the kin legacy no longer suffer a penalty to their combat prowess with old age, meaning that they'll be every bit as deadly a knight at age 70 as they were at 20.
* OneManArmy: Skilled knights can individually kill dozens of enemies every battle. It's possible for ten good knights to rack up kills in the hundreds.
* ReligionOfEvil: The religion system allows you to found custom faiths that view scheming and cannibalism as virtuous.
* RetailTherapy: Among the coping mechanisms a character may adopt is consuming goods beyond their means and compulsively spending.
* RichInDollarsPoorInSense: A possible coping mechanism characters may develop is compulsive donation to charities far beyond what is financially sound. This is even more financially deleterious than taking up compulsive shopping.
* SanityMeter: The Stress meter, which is primarily affected by how well your character's behaviour fits with their personality [[note]]Other things that can affect it includes death of loved ones (lovers and soulmates can hit especially hard), or being locked up in prison for too long[[/note]]. Taking decisions that give you lots of benefits is great, but your character may disagree with the action and become stressed from having to take it (for example: executing your treacherous cousin plotting to take your throne makes perfect sense, but a kind-hearted character will still be broken up inside by having to do such a thing.) Too much stress can lead to a mental breakdown, with such effects as drunkenness, gluttony, sexual deviancy and depression. [[note]] The developers added this to encourage role-play and to eliminate the "no-brainer" decisions from previous games, where only hardcore role-players would take the bad choices. [[/note]]
* ScarsAreForever: Whether as a result of participating in battle or other causes, characters who gain large scars keep them for the rest of their life. This can be limited to some superficial scars that don't have any impact beyond cosmetic "[[GoodScarsEvilScars showing of character]]", all the way to a person who's lost AnArmAndALeg or even more serious and debilitating maiming.
* TheSecretOfLongPorkPies: There is one possible event where your character, after some snooping in the kitchen, discovers that their chef is feeding them children. You can choose either to punish the chef, or to let it go since it was just so delicious, netting you a slight health boost and the "cannibal" secret.
* SelfHarm: A coping mechanism characters may adopt is self-flaggelation, which carries a significant health penalty and actively indulging it inflicts the wounded trait on the character or advances it to the next level of injury if they're already injured or maimed.
* SexForSolace: Among the many coping mechanisms a character may develop is frequent sexual intercourse, especially at brothels.
* TheShutIn: Characters may come to cope with their stress by routinely locking themselves in their room, often to the neglect of their duties.
* SilverFox: In full force for men and {{downplayed}} for women with positive attractiveness traits under normal circumstances - positive sex appeal modifiers stop applying after a certain age (50 for women[[note]]up from 42 in the previous game[[/note]], 65 for men), which allows characters to remain attractive to others into middle age, and even old age for men. However, the dynastic bloodline legacy and fecund trait can reinforce this, as the fecund trait and the final perk in the bloodline legacy each extend a character's life expectancy by five years, which also extends how long they're fertile, how rapidly their portrait visibly ages, and how long sexual attractiveness traits apply for them, extending to as old as 60 for women and 75 for men.
* WorkingOutTheirEmotions: One of the rare coping mechanisms with purely positive effects is for a character to channel their stress into exercise.
* ZergRush: Downplayed from previous entries; while it is still possible to overwhelm your opponent with a massive doomstack, far more emphasis is placed on the composition of your armies, the skill of your commander, prowess of your knights and the suitability of your men-at-arms to the terrain. A high quality but small army can easily curb-stomp a huge army consisting of nothing but levies (who are basically peasants given a sword and told to fight.)
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[[redirect:VideoGame/CrusaderKings]]

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