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* ThePatriarch:
** Ideally your PlayerCharacter is always one of these (or slightly more rarely an ApronMatron in certain cultures) by being the Dynasty Head of your own dynasty, which allows you to exert influence over your extended dynastic family. If you're not the Dynasty Head, someone else will probably be fulfilling this role ''for'' you and possibly pressuring you into doing things you don't want.
** On a smaller scale, the Patriarch skill path in the Diplomacy lifestyle allows you to better groom your children for roles that you see fit and exert greater control over and respect from your immediate family members.
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* WarriorPoet: It's entirely possible to have a character who is both a martial badass (either an amazing commander or master of the blade) who also has the Poet trait. In fact, the Ásatrú religion has Poet as a virtuous trait alongside more warlike traits, actively encouraging you to become this.
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* HollywoodHeartAttack: When reaching maximum stress, there is a chance the character will suffer a heart attack and perish instantly, with the description describing them feeling a sharp pain in chest and left arm and subsequently collapsing on the floor.
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* EasyLogistics: Averted. Want to move your gigantic army seven thousand men strong halfway across the European continent, through two mountain ranges? You're going to lose hundreds of them to starvation and attrition, as the local regions can't provide enough supplies and forage for an army of that size. For this reason, you'll have to either split your giant army into smaller ones and reform them later, which runs the risk of the smaller ones getting picked off by your enemies, or try to delicately chart a path through the landscape that avoids as much attrition as possible.
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* GoodFeelsGood: One of the benefits to having "good" character traits is that, after an update, they can reduce stress by simply being good people, as opposed to picking up deleterious methods of stress relief.

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* RuggedScar: Suffering injuries may result in a character gaining a scar, which grants them a minor bonus to attraction opinion and monthly prestige.

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* RuggedScar: Suffering injuries may result in a character gaining a scar, which grants them a minor bonus to attraction opinion (so long as it remains light) and monthly prestige.prestige. Excessively heavy scarring will also increase the character's Dread gain.


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* ScarsAreUgly: While minor levels of scarring [[SexyFlaw are considered attractive]], heavier levels will actually reduce your attraction opinion, along with making children dislike you.


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* SexyFlaw: Minor levels of scarring will improve a character's attraction opinion, giving them a slightly easier time with those of appropriate sexual orientation. [[AvertedTrope Averted]] with heavier levels of scarring, however, as they won't improve opinion, [[ScarsAreUgly and the last level will actively worsen it]].


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* SingleWomanSeeksGoodMan: [[DownplayedTrope Downplayed]] with the Charitable and Brave traits, which grant minor attraction opinion, and thus make it slightly easier to engage in seduction and romance. It can also be [[GenderInvertedTrope gender-inverted]], as these same bonuses also apply to women who have the traits, and will also affect gay characters.
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** Great Holy War target weights and localizations exist for every religion in the game, even those like Jainism, Taoism, and Buddhism which aren't known for their religious warfare, and in the case of Jainism, are famous for their strict pacifism. Just in case a player makes a splinter faith that does engage in such warfare or a Buddhist or Jain enacts the "Become Chakravati" decision after uniting India and adds the "Rightful Rulers of the World" special doctrine to their faith (provided their particular faith has a religious head).

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* ComebackMechanic:

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* ComebackMechanic: The Great Holy War casus belli unlocks as a reaction to various losses and serves to allow a faith to reclaim lands it considers rightfully its own.


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** Islamic Jihads are likewise structured as a comeback of sorts, only triggering if Muslims do not control Jerusalem or if Christians have enabled their Crusades and any holy site of an Islamic faith with the Struggle and Submission tenet is not under the control of any Islamic faith.
** Generically, any faith can trigger their Great Holy War casus belli if they have a tenet that allows it, they're an organized faith, and either at least two of its holy sites are held by another religion or both Crusades and Jihads are enabled and at least one holy site is under a faith that is considered hostile or evil.
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* ComebackMechanic:
** As in ''VideoGame/CrusaderKings2'', taking certain core Catholic or Islamic lands can trigger Crusaders or Jihads early, allowing them to organize under a shared banner and wage holy war for entire kingdoms. This also comes with immediately spawning holy orders for the religion in question, giving several thousand high-quality troops to them with which to wage these wars.
** Even the regular Crusades have an element of this, though they're "coming back" from a setback that has already happened at both start dates. If Jerusalem is already in Christian hands, the Byzantine Empire is in decent shape, and continental Western Europe is secure, Crusades won't activate until the generic Great Holy War triggers are hit (head of faith is not in jail, at least 35 counties follow the faith, Fervor is at least 65%, year is at least 1100, and at least one other faith has unlocked their own Great Holy War ''casus belli''.

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* NoNudityTaboo: Adamite Christians and Yapaniya Jains, as well as other faith with the Natural Primitivism tenet practice universal nudism, if you did not disable the option to show it. 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.

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* NoNudityTaboo: Adamite Christians and Yapaniya Jains, as well as any other faith with the Natural Primitivism tenet practice universal nudism, if you did not disable the option to show it. 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.


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** Prior to patch 1.12, Sky Burials was a religious tenet and gave a small health bonus and enabled a decision, which isn't nothing, but was borderline useless compared to nearly all other tenets available. Patch 1.12 added the Funerary Tradition doctrine category and moved Sky Burials to one of the options for this doctrine and added a new tenet to those faiths that previously had Sky Burials as a tenet.
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** Various lifepaths from the previous game and their related events became significantly weaker. This hit Learning especially hard, as the events related to it offer meaningless bonuses, while Stewardship went from free estates and gold to incredibly chancey outcomes that might easily put the player in net loss. On top of it all, the game removed picking "wrong" lifepaths as a way for characters to catch-up (say, a low Martial character learning the skill), and made it incredibly slow to go through a life path not aligned with the education traits, while ''also'' making low-tier traits just as bad as not having a related one.

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* NoNudityTaboo: Adamite Christians and Yapaniya Jains, as well as any other faith with the Natural Primitivism tenet practice universal nudism, if you did not disable the option to show it. 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.

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** In early versions, man-at-arms boosting buildings applied a flat increase to relevant man-at-arms stats based on their level and stacking across all such buildings. Approving realm priests in realms whose religion has theocratic religious holding ownership would also pass these bonuses on to their employer, which made a wide holding strategy with as many temples as possible under the county capital incredibly strong and unit types with smaller regiment sizes much weaker than larger ones, as this flat bonus could eclipse any base stats. This was initially nerfed to a small percentage boost from the same buildings, still stacking and passed on by realm priests, but at least making elephantry and heavy cavalry more valuable. Additionally, elephantry, camelry, and horse archers were eventually split off as entirely distinct unit types (having been initially considered variant heavy cavalry, light cavalry, and skirmishers, respectively), reducing stacking bonuses for their unit types being used for non-intended unit types. But this still heavily favored wide realms with lots and lots of temples. Eventually, this was also resolved at the cost of micromanagement by tying men-at-arms bonuses to a specific holding in which they'd be stationed and allowing a taller strategy focusing on personally holding multiple baronies in the same county to be more competitive, while also weakening the realm priest and making theocratic clergy less dominant over lay clergy.
* NoNudityTaboo: Adamite Christians and Yapaniya Jains, as well as any other faith with the Natural Primitivism tenet practice universal nudism, if you did not disable the option to show it. 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.
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** In gameplay, cultures with the Eye for an Eye tradition see this is normal and just and the vengeful trait is considered proper behavior for an upstanding member of the culture, while being forgiving is seen as a sign of weakness. Likewise, this also applies to the Germanic Pagan faith and any faith with the Sacred Murders (Fedayeen if Muslim) tenet, as they too see vengeful behavior as pious and Germanics see being forgiving or cowardly as sinful, while those who practice Sacred Murders see cowardice but not forgiveness as sinful.

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** In gameplay, cultures with the Eye for an Eye tradition see this is as normal and just and the vengeful trait is considered proper behavior for an upstanding member of the culture, while being forgiving is seen as a sign of weakness. Likewise, this also applies to the Germanic Pagan faith and any faith with the Sacred Murders (Fedayeen if Muslim) tenet, as they too see vengeful behavior as pious and Germanics see being forgiving or cowardly as sinful, while those who practice Sacred Murders see cowardice but not forgiveness as sinful.
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** In gameplay, cultures with the Eye for an Eye tradition see this is normal and just and the vengeful trait is considered proper behavior for an upstanding member of the culture, while being forgiving is seen as a sign of weakness. Likewise, this also applies to the Germanic Pagan faith and any faith with the Sacred Murders (Fedayeen if Muslim) tenet, as they too see vengeful behavior as pious and Germanics see being forgiving or cowardly as sinful, while those who practice Sacred Murders see cowardice but not forgiveness as sinful.
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** Germanic Paganism's holy sites were adjusted so that only two are in Scandinavia proper, as it was considered to be previously too easy to reform the faith without pushing into new lands or uniting large amounts of geographically disparate co-religionists as most other pagan faiths have to in order to reform. At the same time, it's also a buff for Rurik and Ivar the Boneless as they have starting point to reform the faith from Gardariki (Novogorod) and Jorvik (York), which are now holy sites. As such, it's gone from one of the easiest Pagan faiths to reform to one of the harder ones.

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* {{Acrofatic}}: While being obese imposes a Prowess and health penalty, there's nothing stopping a rotund character from being strong by nature or nurture and putting on great shows of physicality and agility in duels and tournaments the same as a thinner character with the same traits and similar Prowess.



** Once a dynasty unlocks the entire Warfare line of legacies, it gains access to House Guards men-at-arms. Compared with regular Armored Footmen, they have better stats all over the board (and gain additional high Screen stats that regular footmen lack). Only a single regiment of those can be maintained.
** Cultural retinues are this, being a regional flavor of the regular unit type with improved stats, the ability to counter additional types of enemy retinues, [=and/or=] terrain specialties related with their place of origin. To get them, your culture must either have specific cultural traditions ''or'' you have to control a sufficient number of counties in a specific region of the map and then research the necessary innovation.

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** Once a dynasty unlocks the entire Warfare line of legacies, it gains access to House Guards men-at-arms. Compared with regular Armored Footmen, they have better stats all over the board (and gain additional high Screen stats that regular footmen lack). Only a single regiment of those can be maintained.
maintained and it's limited to a a maximum size of 5 (500 men).
** Cultural retinues and regional men-at-arms are this, being a regional flavor of the regular unit type with improved stats, the ability to counter additional types of enemy retinues, [=and/or=] terrain specialties related with their place of origin. To get them, your culture must either have specific cultural traditions and reach the correct era ''or'' you have to control a sufficient number of counties in a specific region of the map and then research the necessary innovation. Every default culture has an associated men-at-arms tradition, though divergent cultures may drop the tradition or hybrid cultures can inherit such traditions from both parent cultures. However, not every region has an associated regional men-at-arms innovation.



** From ''II'', ''de jure'' drift and "all count vassals" were nerfed. Now, ''de jure'' drift has an additional requirement of close proximity (e.g. sharing a land border) before the drift can begin. Also, with the "Rightful liege" mechanic, count vassals now give you reduced taxes and levies if you are a king or emperor and not holding the duchy title directly above them. However, there's also a buff to ''de jure'' drift in the form of a new Steward action that accelerates the process.

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** From ''II'', ''de jure'' drift and "all count vassals" were nerfed. Now, ''de jure'' drift has an additional requirement of close proximity (e.g. sharing a land border) before the drift can begin. Also, with the "Rightful liege" mechanic, count vassals now give you reduced taxes and levies if you are a king or emperor and not holding the duchy title directly above them. However, there's also a buff to ''de jure'' drift in the form of a new Steward action that accelerates the process.



** In a broader sense, every barony (city/temple/castle) belongs to a county, every county belongs to a duchy, every duchy belongs to a kingdom, and every kingdom belongs to an empire, regardless of the historical existence of any or all of those levels of political organization in the area in question, with a great many ''de jure'' kingdoms and empires literally existing just to fill space and with borders defined more by game balance and loose adherence to geographic regions than any particular historical basis. This is most visible with imperial titles, as vast majority of them has zero historical basis, existing solely to consolidate land in places like Eastern Europe, the Great Steppe and Central Asia.

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** In a broader sense, every barony (city/temple/castle) belongs to a county, every county belongs to a duchy, every duchy belongs to a kingdom, and every kingdom belongs to an empire, regardless of the historical existence of any or all of those levels of political organization in the area in question, with a great many ''de jure'' kingdoms and empires literally existing just to fill space and with borders defined more by game balance and loose adherence to geographic regions than any particular historical basis. This is most visible with imperial titles, as vast majority of them has zero historical basis, existing solely to consolidate land in places like Eastern Europe, the Great Steppe and Central Asia.Asia and lacking a historical basis, often have generic, regional names like "Volga-Ural", "Deccan Empire", and "West Salvia".



* StoryDrivenInvulnerability: The Papacy has a slightly downplayed version of this, though not individual Popes. Unless the Great Schism is mended or you control the entire region of Italia and choose to dismantle it, there will always be a Pope, and even if you conquer and convert the Eternal City as another religion but not the entire peninsula, the Pope is staying right there undermining you. This is in stark contrast to real life, where the actual Papacy moved to Avignon as soon as Rome started to decline (later moving back).

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* StoryDrivenInvulnerability: The Papacy has a slightly downplayed version of this, though not individual Popes. Unless the Great Schism is mended or you control the entire region of Italia as a Muslim or certain types of Pagan and choose to dismantle it, there will always be a Pope, and even if you conquer and convert the Eternal City as another religion but not the entire peninsula, the Pope is staying right there undermining you. This is in stark contrast to real life, where the actual Papacy moved to Avignon as soon as Rome started to decline (later moving back).
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* DeathOfTheOldGods: A theme throughout the game is the death of disorganized, mostly polytheistic religions in the face of more organized, mostly monotheistic religions, and those that don't still fade into obscurity as gameplay mechanics leave them stuck with tribal governments and unable to advance to the higher TechnologyLevels that allow greater consolidation, stronger militaries and economies, and greater stability. Even if the gods themselves aren't dying, belief in them certainly is. Reforming the faith into an organized religion can avert this and is generally a difficult process, but notably the Tibetan Bön faith has already done this and formed a syncretic faith with Buddhism to the point that it's hard to tell where exactly one ends and the other begins. Between the start dates, this hits Germanic, Magyar, and Slavic paganism particularly hard, with Germanic Paganism being reduced from all of Scandinavia and a foothold in the British Isles to barely hanging on in northern Scandinavia as most of its followers have converted to Catholicism, Magyar Paganism completely dying out after the Magyars migrate to Carpathia and convert ''en masse'' to Catholicism, and Slavic Paganism going from nearly all of Eastern Europe and a large chunk of the Balkans to just a small remnant in Pomerania. Other pagan faiths have also had bites taken out of them, such as the Sunni and Nestorian footholds in the steppe in 1066 and Islam pushing further south into Africa and further consolidating its position in Persia while the older Zoroastrian faith has declined considerably.
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* FromNobodyToNightmare: Inverted with Norse culture. It starts ''very'' strong in 867, with a plethora of special gameplay elements, along with religion and cultural innovations tailor-made for fearsome raiders. But as time goes on, viking raids go from "pretty challenging" to "annoying nuisance", and eventually become completely ignoreable. On their own, the Norse will eventually either split into Danish, Swedish and Norwegian, [[GoingNative go native with the locals they've conquered]] or get completely sidelined on the fringes of the map. Most notably, to prevent the ever-increasing power-disparity, Norse rulers must either reform Ásatrú religion (a daunting task) or simply adopt any of the organised faiths - either of which will disable raiding, on which Norse gameplay revolves, but at least allows to escape the Tribal Era tech restictions. Tellingly, in the 1066 start, Norse is effectively a dead culture, limited to remnants on Iceland and the Orkeys.

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* FromNobodyToNightmare: Inverted with Norse culture.culture and the Ásatrú faith. It starts ''very'' strong in 867, with a plethora of special gameplay elements, along with religion and cultural innovations tailor-made for fearsome raiders. But as time goes on, viking raids go from "pretty challenging" to "annoying nuisance", and eventually become completely ignoreable. On their own, the Norse will eventually either split into Danish, Swedish and Norwegian, [[GoingNative go native with the locals they've conquered]] or get completely sidelined on the fringes of the map. Most notably, to prevent the ever-increasing power-disparity, Norse rulers must either reform Ásatrú religion (a daunting task) or simply adopt any of the organised faiths - either of which will disable raiding, on which Norse gameplay revolves, but at least allows to escape the Tribal Era tech restictions. Tellingly, in the 1066 start, Norse is effectively a dead culture, limited to remnants on Iceland and the Orkeys.Orkeys (both of which are Catholic), while Ásatrú is similarly almost a dead faith, only practiced by a handful of relatively weak tribes and counts in northern Norway and Sweden, with the strongest being Jarl Erik "the Heathen", the only real duke-or-higher level follower of the faith.
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* FromNobodyToNightmare: Inverted with Norse culture. It starts ''very'' strong in 867, with a plethora of special gameplay elements, along with religion and cultural innovations tailor-made for fearsome raiders. But as time goes on, viking raids go from "pretty challenging" to "annoying nuisance", and eventually become completely ignoreable. On their own, the Norse will eventually either split into Danish, Swedish and Norwegian, [[GoingNative go native with the locals they've conquered]] or get completely sidelined on the fringes of the map. Most notably, to prevent the ever-increasing power-disparity, Norse rulers must either reform Ásatrú religion (a daunting task) or simply adopt any of the organised faiths - either of which will disable raiding, on which Norse gameplay revolves, but at least allows to escape the Tribal Era tech restictions. Tellingly, in the 1066 start, Norse is effectively a dead culture, limited to remnants on Iceland and the Orkeys.

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** Levies in general are moderately useful in 867 (and more broadly in conflict with tribes) due to their raw numerical bulk and the comparatively low performance of Tribal Era men-at-arms. However, as technology advances and feudal/clan governments are established with castles and the like and their additional levels of men-at-arms boosting buildings, men-at-arms open a much wider gap between their performance and that of levies, and knights similarly accumulate greater bonuses to their own effectiveness. Meanwhile, levies never improve their own effectiveness from the equivalent of 10 damage and 10 toughness (which actually rivals some lower-end unboosted men-at-arms like skirmishers). As such, by 1200, even a small stack of men-at-arms can cut through far, far larger numbers of levies. Even their use as general siege stacks wanes as fort levels get higher and sieging without dedicated siege engines starts becoming incredibly time-consuming.



* 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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* 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 a mix of hastily-armed peasants given a sword and told to fight.various low-skilled and low-ranking soldiers.)
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* WorkingOutTheirEmotions: One of the rare coping mechanisms with purely positive effects is for a character to channel their stress into exercise.

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* WorkingOutTheirEmotions: One of the rare coping mechanisms with purely positive passive effects is for a character to channel their stress into exercise.exercise. The only drawback is that actively indulging it with a particularly heavy exercise session leaves the character sweaty and smelly enough to incur a general opinion debuff.
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** Periphery regions of the map like East Africa, West Africa, Central Asia, the Himalayas, Northern Europe, and the Eurasian taiga and steppe see little to no development or innovation gain between the 867 and 1066 start dates, while the core regions see significant advances and has mostly moved on to the Early Feudal era. Said periphery regions are further locked in the lowest of TechnologyLevels, as they are likely to be following an unorganised religion and thus prevented from advancing to the next level.
** The game uses TechnologyLevels, and each of those levels, known as eras, has a hard-coded starting date. Even if a culture manages to blitz through an era (which is likely in 867 starts), it is locked from further research until the game reaches the mandated minimal year to unlock the next era. In the most extreme cases, it is entirely possible to sit for ''almost a century'' without progressing the tech one bit. And if one changes or removes the minimal date or simply cheat, the in-game tech still ends with the Late Medieval inventions.

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** Periphery regions of the map like East Africa, West Africa, Central Asia, the Himalayas, Northern Europe, and the Eurasian taiga and steppe see little to no development or innovation gain between the 867 and 1066 start dates, while the core regions see significant advances and has mostly moved on to the Early Feudal era. Era. Said periphery regions are further locked in the lowest of TechnologyLevels, as they are likely to be following an unorganised religion under tribal government and thus prevented from advancing to the next level.
level and under unreformed pagan faiths preventing advancing to feudal or clan governments to advance to the Early Feudal Era.
** The game uses TechnologyLevels, and each of those levels, known as eras, has a hard-coded scripted starting date. Even if a culture manages to blitz through an era (which is likely in 867 starts), starts, even in the aforementioned periphery), it is locked from further research until the game reaches the mandated minimal year to unlock the next era. In the most extreme cases, it is entirely possible to sit for ''almost a century'' without progressing the tech one bit. And if one changes or removes the minimal date or simply cheat, the in-game tech still ends with the Late Medieval inventions.



** From ''II'', ''de jure'' drift and "all count vassals" were nerfed. Now, ''de jure'' drift has an additional requirement of close proximity (e.g. sharing a land border) before the drift can begin. Also, with the "Rightful liege" mechanic, count vassals now give you reduced taxes and levies if you are a king or emperor and not holding the duchy title directly above them.
** Levies are no longer a random smattering of units of specific types like in ''II'', but instead just an armed rabble, offering close to zero use in battles (not even as CannonFodder). This not only renders any structures and policies increasing their number useless, but also affects your dealings with your vassals. Since they are only offering a percentage of their levies, there is no real point or reason to maintain a high level of their military participation, or to keep their troops standing.

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** From ''II'', ''de jure'' drift and "all count vassals" were nerfed. Now, ''de jure'' drift has an additional requirement of close proximity (e.g. sharing a land border) before the drift can begin. Also, with the "Rightful liege" mechanic, count vassals now give you reduced taxes and levies if you are a king or emperor and not holding the duchy title directly above them.
them. However, there's also a buff to ''de jure'' drift in the form of a new Steward action that accelerates the process.
** Levies are no longer a random smattering of units of specific types like in ''II'', but instead just an armed rabble, offering close to zero use in battles (not even as CannonFodder). This not only renders any structures and policies increasing their number useless, but also affects your dealings with your vassals. Since they are only offering a percentage of their levies, nigh-useless levies and not their far more valuable knights and men-at-arms, there is no real point or reason to maintain a high level of their military participation, or to keep their troops standing.



* RaisedByGrandparents: A very common occurence in the game is for the current player character to raise their ''grand''kids, grooming them into perfect rulers. Oftentimes, it leads to the situation where the direct heir to the current character is a ''worse'' successor (due to being controlled by AI and screwing around for a few decades on their own) than the grandchild that barely hits maturity before the elderly PC finally dies, which might lead to some... creative ways of handling the inheritance.

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* RaisedByGrandparents: A very common occurence occurrence in the game is for the current player character to raise their ''grand''kids, grooming them into perfect rulers. Oftentimes, it leads to the situation where the direct heir to the current character is a ''worse'' successor (due to being controlled by AI and screwing around for a few decades on their own) than the grandchild that barely hits maturity before the elderly PC finally dies, which might lead to some... creative ways of handling the inheritance.
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* StayInTheKitchen: 'Male Dominated' faiths take this stance, blocking women from succession by default, giving opinion penalties to female rulers, and barring female characters from polygamy even if the religion permits male rulers to practice it. Due to the time period the game is set in, this kind of attitude is quite common among in-game characters under the default religion and succession game rules. A few faiths however avert this, and custom and reformed faiths can even invert the trope, favoring equality or even a female-dominated society. Additionally, cultural traditions can override these religious expecations, such as Basque and Visigothic equal succession and certain African cultures having traditions of warrior queens (and female-preference or female-only succession).

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* StayInTheKitchen: 'Male Dominated' faiths take this stance, blocking women from succession by default, giving opinion penalties to female rulers, and barring female characters from polygamy even if the religion permits male rulers to practice it. Due to the time period the Gender roles in game can be broadly divided into three categories - "dominant" gender (who is set in, this kind of attitude allowed or at least favored to rule), clerical gender (who is quite common among in-game characters under allowed to be a priest), and martial gender (who is allowed to fight). The first two are determined by faith and the default religion and succession game rules. A few faiths however avert this, and custom and reformed faiths can even invert the trope, favoring equality or even latter is determined by a female-dominated society. Additionally, cultural traditions can override these religious expecations, pillar, and dominant gender and martial gender may be overridden by cultural traditions. However, the vast majority of the map is under male dominated faiths with an all-male clergy and follows cultures in which only men are allowed to fight and exceptions are rare and nearly always single-categorical equality, such as Basque and Visigothic equal succession and certain succession, though a few African cultures having traditions have a tradition of warrior queens (and female-preference female succession in place. However, when establishing a new faith (or reforming a pagan faith) and reforming a culture, these can be made equal or female-only succession).even all turned on their head, creating a religion and culture in which women form the clergy, are expected to rule, and are the only ones allowed to seek martial glory, or any combination of these categories.
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** The game follows a rule that every barony must exist on-map even if unfilled, and must belong to a county, which in turn belongs to a duchy. These are often based on a mix of out-of-period settlements, regional tribes, geographic names (that may or may not have been assigned by people who would only later occupy the regions in question), but mostly have some clear basis and are inherently necessary to the game as these levels of organization are immutable in normal gameplay. However, all of these duchies in turn belong to ''de jure'' kingdoms and these kingdoms to ''de jure'' empires based loosely on either geography or cultural presence in the large portions of the map where no unifying state ever existed (or wouldn't exist until long after the game for the significant portions of the map that would eventually fall under empires like Russia and the Mughals), or where historical kingdoms or empires are simply prohibitively large (again, such as the vast swathes of the map that would eventually wind up under the Russian Empire). These are also less strictly necessary as the game allows for the creation of titular titles (titles with no ''de jure'' territory) and for duchies to drift into kingdoms and kingdoms to drift into empires as part of the natural course of gameplay, as well as allowing for special effects on certain types of title creation that add some or all titles to a new ''de jure'' kingdom or empire.

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** The game follows a rule that every barony must exist on-map even if unfilled, and must belong to a county, which in turn belongs to a duchy. These are often based on a mix of out-of-period settlements, regional tribes, geographic names (that may or may not have been assigned by people who would only later occupy the regions in question), question - as an example, Tyumen exists as a tribal settlement in 867 and 1066 in the hands of Urgic tribes, even though the city of that name wouldn't be founded until 1586 after at least two cultural changes of ownership, first to the Mongols and Turkic khanates who would found Chimgi-Tura (possibly initially as Chinkidin) there in the 12th century and which was later taken by Russia and refounded as Tyumen), but mostly have some clear basis and are inherently necessary to the game as these levels of organization are immutable in normal gameplay. However, all of these duchies in turn belong to ''de jure'' kingdoms and these kingdoms to ''de jure'' empires based loosely on either geography or cultural presence in the large portions of the map where no unifying state ever existed (or wouldn't exist until long after the game for the significant portions of the map that would eventually fall under empires like Russia and the Mughals), or where historical kingdoms or empires are simply prohibitively large (again, such as the vast swathes of the map that would eventually wind up under the Russian Empire). These are also less strictly necessary as the game allows for the creation of titular titles (titles with no ''de jure'' territory) and for duchies to drift into kingdoms and kingdoms to drift into empires as part of the natural course of gameplay, as well as allowing for special effects on certain types of title creation that add some or all titles to a new ''de jure'' kingdom or empire.
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** There is a limit of 15 for 'legitimate' children per character, at which point the fertility of the character's marriage(s) and ongoing affairs is set to 0. Like in ''Crusader Kings 2'', bastards are exempt from this.

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** There is a limit of 15 for 'legitimate' children per character, at which point the fertility of the character's marriage(s) and ongoing affairs is set to 0. Like in ''Crusader Kings 2'', bastards and event-generated pregnancies are exempt from this.
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Adding edit reason: displayed recessive traits actually are reliably heritable. It's dominant ones that aren't.
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** The children of two parents with a genetic trait will always pass on that trait (this includes known recessive traits like Albinism), and has a chance of upgrading it if it exists on a scale. In real life, even autosomal dominant traits are at best only passed on 75% of the time (there is a 25% chance that the recessive allele is passed on from both parents).

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** The children of two parents with a genetic trait will always pass on that trait (this includes known recessive traits like Albinism), trait, and has a chance of upgrading it if it exists on a scale. In real life, even while this makes sense for recessive traits like Albinism (as each parent must have two alleles for the trait to display it themselves, and thus only have alleles for that trait to pass down), autosomal dominant traits are at best don't have any such guarantee as either parent only passed on 75% of needs one allele to display the time (there is trait and thus if both parents are heterozygous, there's a 25% chance that of non-inheritance of the recessive allele is passed on from both parents).trait. Of course, there's also the matter of the gross oversimplification of a genetic bias towards greater intellect, stronger physique, or more pleasing features being treated as a single genetic trait in the first place and not a combination of several genetic factors.
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** Mercenary companies are tied to cultures, with a minimum of three companies per culture - ''even if it exists just in a single county''. This allows to abuse regions with a multitude of cultures in them (like Iberia or Italy) as prime merc hiring grounds and, more importantly, abuse this feature by landing [[CadreOfForeignBodyguards your foreign knights]] in mismatched counties. They will either [[GoingNative go native]], which is good by itself, or, far more likely, create a new culture, providing their liege with an additional swarm of soldiers to hire. Since mercs are significantly more useful than the feudal levies vassals provide, this pays off in the long term.

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* ProudWarriorRace: Tribal vassals' obligations depend on the liege's level of fame. Gold is very much a secondary method of income, as most things are purchased partially or entirely with prestige instead. Gameplay is focused on organizing raids (which provides gold and prestige in equal quantities) and waging many wars by spending prestige to rapidly expand, with heavy undertones of BlingOfWar.

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* ProudWarriorRace: ProudWarriorRace:
**
Tribal vassals' obligations depend on the liege's level of fame. Gold is very much a secondary method of income, as most things are purchased partially or entirely with prestige instead. Gameplay is focused on organizing raids (which provides gold and prestige in equal quantities) and waging many wars by spending prestige to rapidly expand, with heavy undertones of BlingOfWar.BlingOfWar.
** The Bellicose cultural ethos emphasizes violence as an essential part of life, boosts the Prowess of everyone with such a culture, makes man-at-arms maintenance cheaper, spawns more mercenary companies for the culture, and enables the Warlike and Intrigue style courts.
** Most pagan religions (except Slavic, Mundhumism, Tanism, Hsexje, Tibetan, Kordofan, and Mandé) consider bravery to be a virtue, meaning a virtuous follower of those religions is expected to be willing to face physical danger such as combat. Germanic Paganism takes this further by also having Vengeful and Wrathful as virtues. While no tenets add Brave or Wrathful as virtues, Sacred Murder allows any faith to add Vengeful as a virtue and Craven as a sin, though it otherwise is more along the lines of being Proud ''Assassin'' Religion.
** Any culture with the Ting-Meet tradition gives rulers a popular opinion bonus for being brave and/or a blade master.
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* TheVamp: The Seduction lifestyle tree culminates with the Seductor/Seductress trait, providing a huge ''+40'' attraction opinion modifier[[note]]For perspective, Beautiful, an in-born trait, provides +30 - and you of course can have both, all while the scale ends at +100[[/note]]. The opinion is near-useless for males... but reaches game-breaking potential for female rulers. By just existing, a Seductress can easily do whatever she wants, since nobody will mind - the bonus alone can negate ''unlawful revocation of two titles'' as if nothing happened. And that's without the fact that she's irresistible in-game, as all the perks needed to even reach the Seductress perk make seduction schemes near-impossible to fail and allow you to ensnare ''everyone'', even if you happen to be homosexual. Oh, and the trait itself offers +3 Intrigue, so all types of backstabbing and scheming are even easier.

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* TheVamp: The Seduction lifestyle tree culminates with the Seductor/Seductress trait, providing a huge ''+40'' attraction opinion modifier[[note]]For perspective, Beautiful, an in-born trait, provides +30 - and you of course can have both, all while the scale ends at +100[[/note]]. The opinion is near-useless for males... but reaches game-breaking potential for female rulers. By just existing, a Seductress can easily do whatever she wants, since nobody will mind - the bonus alone can negate ''unlawful revocation of two titles'' as if nothing happened. And that's without the fact that she's irresistible in-game, as all the perks needed to even reach the Seductress perk make seduction schemes near-impossible to fail and allow you to ensnare ''everyone'', even if you happen to be homosexual.''everyone'' who shows any interest in your sex, regardless of your character's own sexuality. Oh, and the trait itself offers +3 Intrigue, so all types of backstabbing and scheming are even easier.

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