PCPOWERPLAY

CRUSADER KINGS III

How to win kingdoms and influence people

- By Fraser Brown

I’ve become completely tangled up in Crusader Kings III’s plots and family trees. It’s my jailer, keeping me far too busy orchestrat­ing murders and becoming pen pals with the King of France to leave the flat. I should probably do something about that, but I’ve got this succession crisis to sort out. You know how it is.

There never feels like a good time to step away from Paradox’s grand strategy RPG. It’s One More Crisis Syndrome and I’ve got it bad. Anyone who’s played Crusader Kings II should be familiar with the ailment and well-prepared for the sequel. Once again, you’re the head of an early medieval dynasty, and you’ll try to keep it trucking for as long as you can by click, click, clicking on an elaborate map and a big stack of menus. Your tools are diplomacy, intrigue, warfare, and luck, and your goals are whatever whims your mind conjures up.

Like all grand strategy games, it’s cursed to look incredibly imposing, but this is the friendlies­t of the bunch. It’s shed none of its complexity, but it’s much better at showing how everything is connected. On top of a serviceabl­e tutorial that gets you started in Ireland, there’s an encyclopae­dia and a seemingly infinite supply of tooltips. Even the tooltips have tooltips. Getting advice is like stepping through a portal into a dimension constructe­d purely out of tips on how to lead a medieval dynasty, which turns out to be quite helpful.

Don’t get too hung up on that stuff, though. You can obsess over numbers and powergame your way through history, or you can go on an experiment­al journey to create a matriarcha­l society in North Africa founded by Vikings, but you don’t need epic ambitions to get the most out of Crusader Kings III; all you need is a dysfunctio­nal family.

Your tools are diplomacy, intrigue, warfare, and luck.

KING’S QUEST

Imagine The Sims, but you’ve got 20 people in your house, half of them have virulent STDs, and the others are plotting a coup. It’s a glorious mess. Your dynasty doesn’t exist in a vacuum, either, and will constantly collide with other families and courts, but you can burn through plenty of hours just mucking around with your domestic affairs and securing your grip over your realm.

Crusader Kings has always been about characters instead of nations, but they’ve never seemed so rich and so maddeningl­y real before. Each of them is full of agency and ambitions and will more often than not act out when they don’t get their way. They might be greedy, cruel, pious, horny, perpetuall­y drunk – if you’re looking for an adjective, you’ll find it. Everything has a root cause, something that the trait can be traced back to, like a childhood bully or a battle that went badly, creating characters moulded by their pasts.

They start developing before they’re even born. Parents can pass on congenital traits to their children that can be strengthen­ed over generation­s, letting you promote things like intelligen­ce and symmetrica­l features through arranged marriages and bad science. Inbreeding is one way this can be done – a perfectly normal thing to write in a videogame review – but that’s a ticking time bomb. One of my rival dynasties ended up almost destroying itself by keeping it all in the family, which made a whole generation almost entirely infertile. Big Game of Thrones fans.

A long-lived character will accumulate a wide assortment of traits over their life, some of them slightly contradict­ory, but there are always a couple of reliable core personalit­y quirks that bubble to the surface. Everyone gets an epithet that sums them up, too, so you don’t have to trawl through their character sheet to get the measure of them. I’d be Fraser the Tired Critic.

These come in extremely handy when you’re setting up marriages or considerin­g someone for a job on your council. You don’t want your

marshal to be an irrational craven – unless you think it’ll be a laugh – and a marriage with a resentful villain probably won’t be a very happy one.

Sometimes they seem almost bespoke. All their stories are random, emergent narratives, but then you get these arcs that just seem too perfect. There are characters who go on these journeys taking them from nobodies to kings, full of surprise twists, heroic comebacks, secret romances – the lot of it. In that way Crusader Kings III doesn’t really need us at all.

To really make a mark on the world, as well as keeping your unruly dynasty in check, you first need to focus on beefing up your ruler and hitting some personal milestones. Thankfully, there’s always one event or another hurtling towards you with opportunit­ies for growth. You might walk into your bedroom one night and find a member of your court molesting one of your shoes, at which point you can chase them out or call the guards, but you might instead decide that, actually, fondling random objects is very much your kind of thing. And voila, you’ve got a new hobby. More wholesome events include having a really nice conversati­on with a new friend and getting a really cool dog.

LIVE IT UP

Lifestyles let you chisel away at your rulers without having to rely on random events. They’re like classes, each representi­ng one of the game’s skills. Through their education, everyone has an inclinatio­n for a specific lifestyle, but you can pick whichever one you want. Each lifestyle is split up into areas you can focus on, giving you a persistent passive bonus and letting you start to earn XP that can be used to unlock perks from the lifestyle’s three trees. Where its predecesso­r took a lot of inspiratio­n from RPGs, this is a full RPG progressio­n system that’s fuelled by stories rather than kills and quests.

The intrigue lifestyle is what I’ve found myself gravitatin­g towards the most. It gives you a leg up in the murky world of secrets, schemes and hooks, and well as spawning events that let you explore your shady side. I often start with good intentions, but it never takes long before I’m spinning my web. Or at least trying to. On more than one occasion, I’ve realised too late that I was really the fly.

The lovely Mediterran­ean powerhouse I’d spent a lifetime building ended up ruined when my big mouth of a brother outed me for killing our other, stupider brother. I did the deed, I’ll admit it. I sent my spymaster to dig around for secrets I could use as hooks to make people do my bidding. I seduced my brother’s vassal and bribed one of his knights to join me in the plot. And when he was dead, I used the secrets I’d gathered to force my cowed nobles into making shitty deals and giving me more cash. So when my surviving brother found out about the deed, he tried to blackmail me and, failing that, told everyone.

All my vassals with their bruised egos rose up against me, naturally and I met a very nasty end. That’s what I get for dragging my 70-yearold ass into the battle.

BEST STRESSED

The most insidious threat to a ruler is stress. It’s what keeps you honest. Or cruel. Or greedy. You gain stress whenever you act against your personalit­y. If you’re chaste and you start rolling around in the hay with a courtier, you’re going to be wracked with guilt. It’s sneaky. It got me once just because I thought about my deceased best friend. Boom – I’m feeling stressed. I hit the bottle to push down those feelings, and then I kept hitting the bottle until I looked like gammon. And then I died, again.

Sometimes I’d talk myself into taking a stress hit – it’s just poisoning one guy, it’s fine, just do it – but it quickly ramps up. There are so many ways that it can kill you, or at the very least make you a completely ineffectiv­e leader, so the prospect of getting stressed in a game made me extremely stressed in real life. It’s awesome. There’s more weight to these choices, more risk, and the price of free will is the constant threat of an existentia­l crisis.

I’ve always had a problem with RPGs letting you make completely out-of-character choices without any real consequenc­es. You can play Commander Shepard as a paragon of virtue and then turn around and be like, “I’m super xenophobic now, guys” and nobody thinks that’s weird. It’s fine. Here’s some red karma. Crusader Kings III will kill your hypocritic­al ass if you try that shit.

While you can spend incalculab­le hours wrapped up in roleplayin­g and intrigue, there’s a huge simulated world to paint in your colour. It’s a sprawling, kaleidosco­pic map that stretches from Iceland to Nigeria to Tibet, and what were often tiny bits of land with few identifyin­g features in Crusader Kings II are now large regions with their own character.

Diverse terrain, geographic­al quirks and special buildings set these areas apart and make some of them very tempting prizes for would-be conquerors, as well as unique challenges. Maybe the fortress you’re besieging has monumental­ly tough walls, or the terrain might put your units at a major disadvanta­ge. The expanded map also means more tactical wrinkles that make fights less of a pure numbers game.

OK, a lot of the time it does just come down to who has the most people willing to die for them. And you’ll usually need to chase them and fight them again until they’re

The price of free will is the constant threat of an existentia­l crisis.

completely wiped out. It’s still Crusader Kings. There are more opportunit­ies to get an edge, though, like using knights and more high quality, specialise­d troops. Knights are like regular members of your court who want titles and legacies and a litany of other things, but they’re also brilliant warriors who will wade into battle alongside the army’s commander and slice their way through the peasant levies. They’re badasses, but as they grow more influentia­l they’ll have greater expectatio­ns, so your greatest knight could also become your greatest rival.

There are other ways to conquer the world that don’t come with the responsibi­lity of managing an empire that spans continents. You can expand your dynasty to every corner of the map without gobbling up every county, using marriage and inheritanc­es to place your relatives in seats of power outside your realm. Powerful members of your dynasty may also form a cadet branch, getting out from under your influence and gaining control over the family members in this new house.

DYNASTY WARRIORS

You’re not sacrificin­g power; you’re dividing responsibi­lity. Other houses and independen­t rulers contribute renown to the dynasty, and as the head that means you’re able to throw your weight around and spend that renown on dynasty-wide legacies – think perks, but they’re permanent and for the whole family. Eventually you can build a dynasty of warlords or ensure that all the realms under your dynasty’s supervisio­n run with machine-like efficiency.

It has been a huge relief to let some other characters do some of the heavy lifting. Leading a dynasty to immortalit­y is exhausting, but now it’s a team effort. There are loads of different ways to play Crusader Kings III, but it’s best when you’ve got a small or medium realm to worry about, with enough characters so that you’ve always got some drama, but not so many that your court is filled with strangers. Spreading your dynasty lets you enjoy the hit of power and rush of expansion but doesn’t ditch you with a whole host of new administra­tive problems.

The loftiest ambition, of course, is to make everyone agree your god is the best one, or you could get in on the medieval era’s biggest craze: heresy! Yes, if you’re bored of Catholicis­m or another religion, you can just make your own faith. This can cause a lot of instabilit­y, piss off the dominant faith and requires a lifetime devoted to piety to pull off, but it’s entirely worth it.

Religion in Crusader Kings III is vastly influentia­l and usually chock full of rules that ruin everyone’s fun. They’re strict and way too interested in what people do in their own bedrooms. Your new faith can get rid of all that. Faiths are built out of tenets, traditions that come with special mechanics, and doctrines that determine the legality of things like same-sex relationsh­ips, who can become a priest and if divorce is OK. There are 14 doctrines that you have to settle, a trio of tenets to choose from a massive list, and then you’ve got to decide what traits are virtuous or sinful. You might as well make yourself head of the faith while you’re at it, but if you’d rather work behind the scenes you can let others enjoy the majestic glory.

Making a new faith is a lot like creating a new culture, but there’s also a discrete culture system that’s tied to innovation­s. New laws, unique units and special bonuses can be unlocked over time for everyone in the culture, but only the dominant ruler can actually pick what innovation­s to focus on. Even research becomes another source of competitio­n and intrigue and you try to keep your fellow rulers behind you. Just as new faiths keep popping up, new cultures can also appear and start challengin­g their more establishe­d neighbours.

Crusader Kings III is always in motion, always jumping to new stories, so it never lets you get too settled. But it also never ventures far out of its comfort zone. Paradox hasn’t taken it in a different direction or made changes that will elicit any gasps. The stuff that made Crusader Kings II so enduring has been pushed to the front even more, while some of the bloat that accumulate­d over the better part of a decade has been chipped away. It’s a very sensible sequel.

I know, I know – ‘sensible’ is not the most encouragin­g of words. Let me reassure you, then, that Crusader Kings III is incredible. It’s an irrepressi­ble story engine that spits out a constant stream of compelling alt-histories, delightful­ly infuriatin­g characters, and social puzzles that I’ve become obsessed with. I can’t imagine being done with it. I just subsist on digital drama now. Will Alfred finally leave the torture chamber and make a friend? What’s Bjorn going to do now he knows his wife is in love with his chancellor? And who’s going to be committing patricide next? I need to spend less time writing reviews and more time with my dynasties.

It spits out a constant stream of compelling alt-histories.

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 ??  ?? How could I be anything other than deeply moved by such evocative poetry?
How could I be anything other than deeply moved by such evocative poetry?
 ??  ?? Children are by far Crusader KingsIII’s creepiest characters.
Children are by far Crusader KingsIII’s creepiest characters.
 ??  ?? What I wouldn’t do to cover up that tiny bit of table.
What I wouldn’t do to cover up that tiny bit of table.
 ??  ?? Family portraits are always a bit awkward.
Family portraits are always a bit awkward.
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