Les Règles
Game rules are configuration choices available when starting a new game that can slightly alter some mechanics. Some options will disable Achievements. Game rules can be saved as presets.
Difficulty
The difficulty setting will grant either player or AI rulers powerful bonuses. Setting it to Easy or Very Easy disables achievements.
| Difficulty | Player effects | AI effects |
|---|---|---|
| Very Easy |
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| Easy |
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| Normal | No effects for either players or AI | No effects for either players or AI |
| Hard |
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| Very Hard |
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Gameplay options
The gameplay options can change the game to be less historical.
| Rule | Setting | Effects | Achievements |
|---|---|---|---|
| Exclave Independence | Off | Rulers can have disconnected land anywhere in the world | Fichier:Icon achievements enabled.png |
| Limited (AI Only) | AI Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by one county or a naval path | Fichier:Icon achievements enabled.png | |
| Significant (AI Only) | AI Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by a naval path | Fichier:Icon achievements enabled.png | |
| Total (AI Only) | AI Rulers at peace will lose disconnected land on succession unless it's connected to the capital by a naval path | Fichier:Icon achievements enabled.png | |
| Limited | Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by one county or a naval path | Fichier:Icon achievements enabled.png | |
| Significant | Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by a naval path | Fichier:Icon achievements enabled.png | |
| Total | Rulers at peace will lose disconnected land on succession unless it's connected to the capital by a naval path | Fichier:Icon achievements enabled.png | |
| Multiplayer: Murder Schemes | Default | Players can use Hostile Schemes against other players and their families | Fichier:Icon achievements enabled.png |
| No Players | Players cannot use Hostile Schemes against other players but can against their families | Fichier:Icon achievements enabled.png | |
| No Player Families | Players cannot use Hostile Schemes against other players or their families | Fichier:Icon achievements enabled.png | |
| Black Death Frequency | Never | The Black Death will never appear | Fichier:Icon achievements disabled.png |
| Once | The Black Death can appear once | Fichier:Icon achievements enabled.png | |
| Unlimited | The Black Death can appear multiple times | Fichier:Icon achievements enabled.png | |
| Plague Frequency | Disabled | Plagues cannot appear with the exception of Black Death | Fichier:Icon achievements enabled.png |
| Very Rare | Plagues appear 60% less often and spread 50% slower | Fichier:Icon achievements enabled.png | |
| Rare | Plagues appear 35% less often and spread 25% slower | Fichier:Icon achievements enabled.png | |
| Normal | Plagues appear and spread at normal rates | Fichier:Icon achievements enabled.png | |
| Often | Plagues appear 10% more often and spread 25% faster | Fichier:Icon achievements enabled.png | |
| Very Often | Plagues appear 20% more often and spread 50% faster | Fichier:Icon achievements enabled.png | |
| Doomsday | Plagues appear 40% more often and spread 150% faster | Fichier:Icon achievements enabled.png | |
| Minor Diseases | Default | Minor diseases appear as per normal | Fichier:Icon achievements enabled.png |
| Fewer | Minor diseases appear 30% less often | Fichier:Icon achievements disabled.png | |
| Matrilineal Marriages | Never | AI characters will never arrange matrilineal marriages unless part of a Female Dominated realm | Fichier:Icon achievements enabled.png |
| Default | AI characters will arrange matrilineal marriages if they belong to the player's close family, a Reputable Dynasty, an Equal realm, or are strong rulers Female Dominated realms default to Matrilineal |
Fichier:Icon achievements enabled.png | |
| Default (no Player exception) | AI characters will arrange matrilineal marriages if they belong to a Reputable Dynasty, an Equal realm, or are strong rulers Female Dominated realms default to Matrilineal |
Fichier:Icon achievements enabled.png | |
| Always | AI characters will arrange matrilineal marriages for all female Dynasty members unless target belongs to a Reputable Dynasty, an Equal realm, or are strong rulers | Fichier:Icon achievements enabled.png | |
| Female Dominated & Equal | AI characters will arrange matrilineal marriages if part of a Female Dominated or Equal realm unless target belongs to a Reputable Dynasty or are strong rulers | Fichier:Icon achievements enabled.png | |
| Gender Equality | Default | All cultures start with their historical martial custom pillar All faiths start with their historical views on gender, clerical gender, male adultery and female adultery doctrines All realms start with their historical gender succession law |
Fichier:Icon achievements enabled.png |
| Lenient | All cultures start with their historical martial custom pillar All faiths start with their historical views on gender, clerical gender, male adultery and female adultery doctrines All realms that have the Male Only gender succession law will change it to Male Preference |
Fichier:Icon achievements enabled.png | |
| Equal | All cultures start with the Equal martial custom pillar All faiths start with the Equal views on gender doctrine and Either clerical gender doctrine All faiths start with male adultery and female adultery doctrines at the same level (the lesser one) All realms start with the Equal gender succession law |
Fichier:Icon achievements disabled.png | |
| Inverted | All cultures start with their martial custom pillar inverted All faiths start with their historical views on gender, clerical gender, male adultery and female adultery doctrines inverted All realms start with their historical gender succession law inverted Warrior Queens tradition is replaced by Warrior Kings |
Fichier:Icon achievements enabled.png | |
| Name of Byzantium | Byzantine Empire | Byzantine Empire will be named Byzantine Empire | Fichier:Icon achievements enabled.png |
| Eastern Roman Empire | Byzantine Empire will be named Eastern Roman Empire | Fichier:Icon achievements enabled.png | |
| Roman Empire | Byzantine Empire will be named Roman Empire | Fichier:Icon achievements enabled.png | |
| Empire of Romania | Byzantine Empire will be named Empire of Romania | Fichier:Icon achievements enabled.png | |
| Empire of the Greeks | Byzantine Empire will be named Empire of the Greeks | Fichier:Icon achievements enabled.png | |
| Basileia tōn Rhōmaiōn | Byzantine Empire will be named Basileia tōn Rhōmaiōn | Fichier:Icon achievements enabled.png | |
| Unholy Roman Empire | Byzantine Empire will be named Unholy Roman Empire | Fichier:Icon achievements enabled.png | |
| Realm Stability | Default | Factions will be created and joined at default rate | Fichier:Icon achievements enabled.png |
| Lesser | Factions will be created and joined more often Popular Opinion penalties required for Populists, Peasant Rabble and Nomads factions to appear are reduced |
Fichier:Icon achievements enabled.png | |
| Higher | Factions will be created and joined more rarely Popular Opinion penalties required for Populists, Peasant Rabble and Nomads factions to appear are increased |
Fichier:Icon achievements enabled.png | |
| Extreme | Factions will be created and joined extremely rarely Popular Opinion penalties required for Populists, Peasant Rabble and Nomads factions to appear are greatly increased |
Fichier:Icon achievements enabled.png | |
| Lesser Limited | Factions will be created and joined more often | Fichier:Icon achievements enabled.png | |
| Higher Limited | Factions will be created and joined more rarely | Fichier:Icon achievements enabled.png | |
| Extreme Limited | Factions will be created and joined extremely rarely | Fichier:Icon achievements enabled.png | |
| AI Only: Lesser | Factions will be created and joined more often for AI rulers | Fichier:Icon achievements enabled.png | |
| AI Only: Higher | Factions will be created and joined more rarely for AI rulers | Fichier:Icon achievements enabled.png | |
| AI Only: Extreme | Factions will be created and joined extremely rarely for AI rulers | Fichier:Icon achievements enabled.png | |
| AI Only: Lesser Limited | Factions will be created and joined more often for AI rulers | Fichier:Icon achievements enabled.png | |
| AI Only: Higher Limited | Factions will be created and joined more rarely for AI rulers | Fichier:Icon achievements enabled.png | |
| AI Only: Extreme Limited | Factions will be created and joined extremely rarely for AI rulers | Fichier:Icon achievements enabled.png | |
| Random Harm | Dangerous | Harm events happen at regular frequency | Fichier:Icon achievements enabled.png |
| Illusion of Safety | Harm events happen at 25% frequency | Fichier:Icon achievements enabled.png | |
| Safe | Harm events will not happen | Fichier:Icon achievements enabled.png | |
| Tragic | Harm events happen at 150% frequency | Fichier:Icon achievements enabled.png | |
| Spiteful | Harm events happen move often to characters with 15+ skills, 20 perks unlocked, positive congenital traits, king or emperor title rank or max level of fame or devotion | Fichier:Icon achievements enabled.png | |
| Tragically Spiteful | Harm events happen at 150% frequency move often to characters with 15+ skills, 20 perks unlocked, positive congenital traits, king or emperor title rank or max level of fame or devotion | Fichier:Icon achievements enabled.png | |
| Random Harm Target | Player Only | Harm events can happen to player characters | Fichier:Icon achievements enabled.png |
| Anyone | Harm events can happen to all characters | Fichier:Icon achievements enabled.png | |
| AI Only | Harm events can happen to AI characters | Fichier:Icon achievements enabled.png | |
| Random Nickname Frequency | Doubled | Random nicknames appear at double frequency | Fichier:Icon achievements enabled.png |
| Default | Random nicknames appear at regular frequency | Fichier:Icon achievements enabled.png | |
| Halved | Random nicknames appear at half frequency | Fichier:Icon achievements enabled.png | |
| Quartered | Random nicknames appear at quartered frequency | Fichier:Icon achievements enabled.png | |
| Disabled | Random nicknames will never appear | Fichier:Icon achievements enabled.png | |
| Casus Belli Costs | Default | Casus Bellis cost resources | Fichier:Icon achievements enabled.png |
| No Costs | Casus Bellis do not cost resources | Fichier:Icon achievements disabled.png | |
| Culture Conversion Speed | Significantly Slower | The Promote Culture councilor task makes progress 4 times slower | Fichier:Icon achievements enabled.png |
| Slower | The Promote Culture councilor task makes progress 2 times slower | Fichier:Icon achievements enabled.png | |
| Default | The Promote Culture councilor task makes progress as per normal | Fichier:Icon achievements enabled.png | |
| Faster | The Promote Culture councilor task makes progress 2 times faster | Fichier:Icon achievements disabled.png | |
| Significantly Faster | The Promote Culture councilor task makes progress 4 times faster | Fichier:Icon achievements disabled.png | |
| Faith Conversion Speed | Significantly Slower | The Convert Faith in County councilor task makes progress 4 times slower | Fichier:Icon achievements enabled.png |
| Slower | The Convert Faith in County councilor task makes progress 2 times slower | Fichier:Icon achievements enabled.png | |
| Default | The Convert Faith in County councilor task makes progress as per normal | Fichier:Icon achievements enabled.png | |
| Faster | The Convert Faith in County councilor task makes progress 2 times faster | Fichier:Icon achievements disabled.png | |
| Significantly Faster | The Convert Faith in County councilor task makes progress 4 times faster | Fichier:Icon achievements disabled.png | |
| Diplomatic Range | Restricted | Diplomatic Range is reduced by 25% | Fichier:Icon achievements enabled.png |
| Default | Diplomatic Range remains unchanged | Fichier:Icon achievements enabled.png | |
| Unrestricted | Characters can interact no matter the distance | Fichier:Icon achievements disabled.png | |
| End Date | 1453 | The game will end in 1453 | Fichier:Icon achievements enabled.png |
| No End Date | The game will never end | Fichier:Icon achievements enabled.png | |
| De Jure Requirement | On | Every 5 years titles with de jure land will be destroyed if their holder controls none of their de jure land | Fichier:Icon achievements enabled.png |
| On (Limited) | Every 5 years titles with de jure land will be destroyed if their holder controls none of their de jure land unless it's a player's primary title | Fichier:Icon achievements enabled.png | |
| Off | Titles with de jure land can only be destroyed manually | Fichier:Icon achievements enabled.png | |
| Empire Obscurity | On | AI de jure empire are replaced with a pressed claim if the title holder no longer controls at least 20% of its de jure counties. Player characters can avoid it at the cost of Prestige and Fame. | Fichier:Icon achievements enabled.png |
| Off | De jure empires remain even if the title holder no longer controls at least 20% of its de jure counties. | Fichier:Icon achievements enabled.png | |
| Custom Duchies | On | The Found a New Duchy and Expand Duchy decisions are available | Fichier:Icon achievements enabled.png |
| Player Only | The Found a New Duchy and Expand Duchy decisions are available for players | Fichier:Icon achievements enabled.png | |
| Off | The Found a New Duchy and Expand Duchy decisions are not available | Fichier:Icon achievements enabled.png | |
| Custom Kingdoms | On | The Found a New Kingdom and Found a New Empire decisions are available | Fichier:Icon achievements enabled.png |
| Off | The Found a New Kingdom and Found a New Empire decisions are not available | Fichier:Icon achievements enabled.png | |
| Generate Families | On | Landed characters with no recorded family will start with a spouse, a valid heir, a second child if the mother is over 25 and a third child if the mother is over 33 | Fichier:Icon achievements enabled.png |
| On (AI Only) | Landed AI characters with no recorded family will start with a spouse, a valid heir, a second child if the mother is over 25 and a third child if the mother is over 33 | Fichier:Icon achievements enabled.png | |
| Off | Landed characters with no recorded family will not start with any family | Fichier:Icon achievements enabled.png | |
| Same-Sex Relations | Default | All faiths start with their historical same-sex relations doctrine | Fichier:Icon achievements enabled.png |
| Accepted | All faiths start with the Accepted same-sex relations doctrine | Fichier:Icon achievements disabled.png | |
| Same-Sex Marriages | Default | Same-sex marriage and concubinage are not possible | Fichier:Icon achievements enabled.png |
| Accepted | Same-sex marriage and concubinage are possible for faiths with the Accepted same-sex relations doctrine | Fichier:Icon achievements disabled.png | |
| Adoption | Forbidden | Adopt interaction is not available | Fichier:Icon achievements enabled.png |
| Default | Adopt interaction has regular requirements and costs | Fichier:Icon achievements enabled.png | |
| Always Allowed | Adopt interaction is available for all rulers who are unmarried or the dominant partner in the marriage and do not have opposite-gender Consorts or Concubines Adoptions do not have any cost |
Fichier:Icon achievements disabled.png | |
| Sexuality Distribution | Default | Characters have a 89% chance to be heterosexual, 5% chance to be homosexual, 5% chance to be bisexual and 1% chance to be asexual | Fichier:Icon achievements enabled.png |
| Bisexuality | Characters have a 89% chance to be bisexual, 5% chance to be homosexual, 5% chance to be heterosexual and 1% chance to be asexual | Fichier:Icon achievements enabled.png | |
| Homosexuality | Characters have a 89% chance to be homosexual, 5% chance to be heterosexual, 5% chance to be bisexual and 1% chance to be asexual | Fichier:Icon achievements enabled.png | |
| Asexuality | Characters have a 89% chance to be asexual, 3.6% chance to be homosexual, 3.6% chance to be bisexual and 3.6% chance to be heterosexual | Fichier:Icon achievements enabled.png | |
| Equal | Characters have equal chances to be heterosexual, homosexual, bisexual and asexual | Fichier:Icon achievements enabled.png | |
| Faith Acceptance | Default | All faiths start with their historical views on other faiths | Fichier:Icon achievements enabled.png |
| Full | All faiths start with the Full Tolerance special doctrine | Fichier:Icon achievements disabled.png | |
| Randomized Faiths | Off | All characters and counties start with their historical faith | Fichier:Icon achievements enabled.png |
| On | All characters and counties start with a random faith | Fichier:Icon achievements disabled.png | |
| Random Ruler Placement | Off | All rulers have start with their real historical titles | Fichier:Icon achievements enabled.png |
| On | All rulers have start with random historical titles of same title rank | Fichier:Icon achievements disabled.png | |
| On (Conversion) | All rulers have start with random historical titles of same title rank and convert to the faith of their primary title's capital | Fichier:Icon achievements disabled.png | |
| AI Embarkation Cost | Default | The AI pays to embark armies on Normal, Easy and Very Easy difficulty | Fichier:Icon achievements enabled.png |
| None | The AI doesn't pay to embark armies | Fichier:Icon achievements enabled.png | |
| Domain Limit | -3 | Rulers have -3 Domain Limit | Fichier:Icon achievements enabled.png |
| -2 | Rulers have -2 Domain Limit | Fichier:Icon achievements enabled.png | |
| -1 | Rulers have -1 Domain Limit | Fichier:Icon achievements enabled.png | |
| +1 | Rulers have +1 Domain Limit | Fichier:Icon achievements enabled.png | |
| +2 | Rulers have +2 Domain Limit | Fichier:Icon achievements enabled.png | |
| +3 | Rulers have +3 Domain Limit | Fichier:Icon achievements enabled.png | |
| Default | Rulers have default Domain Limit | Fichier:Icon achievements enabled.png | |
| -3, player only | Player has -3 Domain Limit | Fichier:Icon achievements enabled.png | |
| -2, player only | Player has -2 Domain Limit | Fichier:Icon achievements enabled.png | |
| -1, player only | Player has -1 Domain Limit | Fichier:Icon achievements enabled.png | |
| +1, player only | Player has +1 Domain Limit | Fichier:Icon achievements disabled.png | |
| +2, player only | Player has +1 Domain Limit | Fichier:Icon achievements disabled.png | |
| +3, player only | Player has +1 Domain Limit | Fichier:Icon achievements disabled.png | |
| Scandinavian Adventurers | Off | Scandinavian adventurers will never try to target Russia or the North Sea | Fichier:Icon achievements disabled.png |
| Rare | Scandinavian adventurers will try to target Russia and the North Sea every 15 years | Fichier:Icon achievements disabled.png | |
| Occasional | Scandinavian adventurers will try to target Russia and the North Sea every 10 years | Fichier:Icon achievements enabled.png | |
| Frequent | Scandinavian adventurers will try to target Russia and the North Sea every 5 years | Fichier:Icon achievements enabled.png | |
| Apocalyptic | Scandinavian adventurers will try to target Russia and the North Sea every year and do not require specific traits to launch Varangian Adventures | Fichier:Icon achievements enabled.png | |
| Imperial Power Projection | Strict Hard Power Advantage | Creating empires also requires 50% more troops than every bordering or de jure sharing empire | Fichier:Icon achievements enabled.png |
| Strict Any Power Advantage | Creating empires also requires a strong hook on, close family marriage with or 50% more troops than every bordering or de jure sharing empire | Fichier:Icon achievements enabled.png | |
| None | Creating empires has no additional requirements | Fichier:Icon achievements enabled.png | |
| Any Power Advantage | Creating empires also requires a strong hook on, close family marriage with or 50% more troops than every bordering empire | Fichier:Icon achievements enabled.png | |
| Hard Power Advantage | Creating empires also requires 50% more troops than every bordering empire | Fichier:Icon achievements enabled.png | |
| Soft Power Advantage | Creating empires also requires a strong hook on or close family marriage with every bordering empire | Fichier:Icon achievements enabled.png | |
| Imperial Power Projection Target | AI Only | Imperial Power Projection game rule restrictions apply to AI rulers | Fichier:Icon achievements enabled.png |
| Anyone | Imperial Power Projection game rule restrictions apply to all rulers | Fichier:Icon achievements enabled.png | |
| Player Only | Imperial Power Projection game rule restrictions apply to player rulers | Fichier:Icon achievements enabled.png | |
| Impact of Advantage | 1 | Every point of advantage over the opponent increases Damage by 1% | Fichier:Icon achievements enabled.png |
| 2 | Every point of advantage over the opponent increases Damage by 2% | Fichier:Icon achievements enabled.png | |
| 5 | Every point of advantage over the opponent increases Damage by 5% | Fichier:Icon achievements enabled.png | |
| 7 | Every point of advantage over the opponent increases Damage by 7% | Fichier:Icon achievements enabled.png | |
| 10 | Every point of advantage over the opponent increases Damage by 10% | Fichier:Icon achievements enabled.png | |
| Elderly Health | Default | Elderly characters can get the Infirm, Clouded Eyes, Fragile Bones, Withering Mind or Faltering Heart trait | Fichier:Icon achievements enabled.png |
| Infirm Only | Elderly characters can get the Infirm trait Other old age traits can still be added to custom rulers |
Fichier:Icon achievements enabled.png | |
| None | Elderly characters cannot get old age traits Old age traits can still be added to custom rulers |
Fichier:Icon achievements disabled.png | |
| Earthquakes | Default | Earthquakes will occur once per year | Fichier:Icon achievements enabled.png |
| Rare | Earthquakes will occur once per two years | Fichier:Icon achievements enabled.png | |
| Disabled | Earthquakes will never occur | Fichier:Icon achievements enabled.png | |
| Floods | Default | Floods will occur once per year | Fichier:Icon achievements enabled.png |
| Rare | Floods will occur once per two years | Fichier:Icon achievements enabled.png | |
| Disabled | Floods will never occur | Fichier:Icon achievements enabled.png | |
| Easter Egg Characters | Default | Easter Egg characters will be present in 1066 | Fichier:Icon achievements enabled.png |
| None | Easter Egg characters will not be present | Fichier:Icon achievements enabled.png | |
| Unrestricted Dynasty Legacies | Default | Certain DLC dynasty legacy trees have government or culture heritage restrictions | Fichier:Icon achievements enabled.png |
| Player Only | All dynasty legacy trees are available to player characters | Fichier:Icon achievements enabled.png | |
| All Rulers | All dynasty legacy trees are available to all rulers | Fichier:Icon achievements enabled.png | |
| Hybrid Culture Frequency | Default | AI characters will create hybrid cultures at default frequency | Fichier:Icon achievements enabled.png |
| Less Common | AI characters will create hybrid cultures 5 times more rarely and with a 10 years global cooldown | Fichier:Icon achievements enabled.png | |
| None | AI characters will never create hybrid cultures | Fichier:Icon achievements enabled.png | |
| Hybrid Culture Restrictions | Default | AI characters will never create hybrid cultures if their culture is already a hybrid culture unless it is historical AI characters will never create hybrid cultures with another hybrid culture unless it is historical |
Fichier:Icon achievements enabled.png |
| Relaxed | AI characters will never create hybrid cultures if their culture is already a hybrid culture unless it is historical | Fichier:Icon achievements enabled.png | |
| Very Relaxed | AI characters can always create hybrid cultures | Fichier:Icon achievements enabled.png | |
| Divergent Culture Frequency | Relaxed | AI characters will create divergent cultures 1.25 times more often | Fichier:Icon achievements enabled.png |
| Default | AI characters will create divergent cultures at default frequency | Fichier:Icon achievements enabled.png | |
| Less Common | AI characters will create divergent cultures 5 times more rarely | Fichier:Icon achievements enabled.png | |
| None | AI characters will never create divergent cultures | Fichier:Icon achievements enabled.png | |
| Divergent & Hybrid Culture Cooldowns | No Cooldowns | Cultures can always diverge and hybridize | Fichier:Icon achievements disabled.png |
| Faster | Cultures can only diverge after having existed for 50 years Cultures can only hybridize after having existed for 25 years |
Fichier:Icon achievements enabled.png | |
| Default | Cultures can only diverge after having existed for 100 years Cultures can only hybridize after having existed for 50 years |
Fichier:Icon achievements enabled.png | |
| Slower | Cultures can only diverge after having existed for 200 years Cultures can only hybridize after having existed for 100 years |
Fichier:Icon achievements enabled.png | |
| Legend Spread Chance | Very Low | Legends spread is reduced 50% | Fichier:Icon achievements enabled.png |
| Low | Legends spread is reduced 30% | Fichier:Icon achievements enabled.png | |
| Normal | Legends spread at normal rates | Fichier:Icon achievements enabled.png | |
| High | Legends spread is increased 30% | Fichier:Icon achievements enabled.png | |
| Very High | Legends spread is increased 50% | Fichier:Icon achievements enabled.png | |
| Legend Cost | Very Low | Legends will cost a quarter as much as normal | Fichier:Icon achievements enabled.png |
| Low | Legends will cost half as much as normal | Fichier:Icon achievements enabled.png | |
| Normal | Legends will cost a normal amount | Fichier:Icon achievements enabled.png | |
| High | Legends will cost twice as much as normal | Fichier:Icon achievements enabled.png | |
| Very High | Legends will cost four times as much as normal | Fichier:Icon achievements enabled.png | |
| Max Amount of Landless Adventurers | 200 | There will be a maximum of 200 Landless Adventurers (ignoring historical and event adventurers) | Fichier:Icon achievements enabled.png |
| 150 | There will be a maximum of 150 Landless Adventurers (ignoring historical and event adventurers) | Fichier:Icon achievements enabled.png | |
| 100 | There will be a maximum of 100 Landless Adventurers (ignoring historical and event adventurers) | Fichier:Icon achievements enabled.png | |
| 50 | There will be a maximum of 50 Landless Adventurers (ignoring historical and event adventurers) | Fichier:Icon achievements enabled.png | |
| 25 | There will be a maximum of 25 Landless Adventurers (ignoring historical and event adventurers) | Fichier:Icon achievements enabled.pngx | |
| Coronation Laws | Default | New kings and emperors start with the Uncrowned law | Fichier:Icon achievements enabled.png |
| Crowned Imperial Ascension | New kings start with the Uncrowned law | Fichier:Icon achievements enabled.png | |
| No Coronation Laws | Coronation laws are not available | Fichier:Icon achievements enabled.png | |
| Starting Silk Road Innovations | Preset | Starting Silk Road innovations use the same preset depending on the start date | Fichier:Icon achievements enabled.png |
| Random | Starting Silk Road innovations are random from eras discovered by Han culture | Fichier:Icon achievements enabled.png |
Historical events
The following game rules determine how certain historical events will play out.
| Rule | Setting | Effects | Achievements |
|---|---|---|---|
| Historical Characters | Notify All | Historical characters can spawn Notification if a historical character is born in the realm |
Fichier:Icon achievements enabled.png |
| Default | Historical characters can spawn Notification if a historical character is born in the domain or is well-known |
Fichier:Icon achievements enabled.png | |
| Disable Spawns | Historical character cannot spawn | Fichier:Icon achievements enabled.png | |
| Black Death Circumstance | Random | The Black Death will appear in a random barony | Fichier:Icon achievements enabled.png |
| Organic | The Black Death follows the same generation rules as all other plagues | Fichier:Icon achievements enabled.png | |
| Historical | The Black Death can appear in Central Asia after 1346 and is 50 times less likely to spread to Milan, Poland and Tibet | Fichier:Icon achievements enabled.png | |
| Regional Heresies | Strict | Heresies are 200 times more likely to be historical if they happen in certain regions | Fichier:Icon achievements enabled.png |
| Default | Heresies are 5 times more likely to be historical if they happen in certain regions | Fichier:Icon achievements enabled.png | |
| Relaxed | Heresies are random no matter where they happen | Fichier:Icon achievements enabled.png | |
| Mongol Invasion | Default | An unique AI character will use the Become Greatest of Khans decision between the years 1180 and 1250 if the player isn't Temüjin or a Mongol Culture Head with 100 realm size | Fichier:Icon achievements enabled.png |
| Never | AI characters cannot use the Become Greatest of Khans decision | Fichier:Icon achievements disabled.png | |
| Random | An unique AI character can use the Become Greatest of Khans decision at any point if the player isn't Temüjin or a Mongol Culture Head with 100 realm size | Fichier:Icon achievements enabled.png | |
| Hungarian Migration | Historical | An AI character will use the Prepare to Cross the Carpathians decision between the years 890 and 910 if the player doesn't do it before | Fichier:Icon achievements enabled.png |
| Immediate | The Mogyër Confederation starts having used the Prepare to Cross the Carpathians decision and in a war against the Kingdom of Bulgaria using the Migrate to Pannonia casus belli | Fichier:Icon achievements enabled.png | |
| Random | An AI character will use the Prepare to Cross the Carpathians decision between the years 872 and 910 if the player doesn't do it before | Fichier:Icon achievements enabled.png | |
| Player-Only | AI characters cannot use the Prepare to Cross the Carpathian decision | Fichier:Icon achievements disabled.png | |
| Fall of Al-Andalus | No Limitation | Dissolution Factions can appear in the Kingdom of Al-Andalus at any point | Fichier:Icon achievements enabled.png |
| Death of the Caliph | Dissolution Factions can appear in the Kingdom of Al-Andalus after Sultan Muhammad Abd al-Rahman dies | Fichier:Icon achievements enabled.png | |
| Historical Timing | Dissolution Factions can appear in the Kingdom of Al-Andalus after year 1020 | Fichier:Icon achievements enabled.png | |
| Seljuk Invasion | Random | The Seljuks will invade at a random time unless the Iranian Intermezzo is taking place | Fichier:Icon achievements enabled.png |
| Default | The Seljuks will invade between the years 945 and 1066 unless the Iranian Intermezzo is taking place | Fichier:Icon achievements enabled.png | |
| Never | The Seljuks will never invade | Fichier:Icon achievements disabled.png | |
| Outcome of the Norman Conquest | Eadgar of Wessex | Shortly after start the Norman Conquest will be won by Eadgar of Wessex Shortly after start Harold Godwin of England and William of Normandy die |
Fichier:Icon achievements enabled.png |
| Margaret of Wessex | Shortly after start the Norman Conquest will be won by Margaret of Wessex Shortly after start Harold Godwin of England and William of Normandy die |
Fichier:Icon achievements enabled.png | |
| Aelfwine Knytling | Shortly after start the Norman Conquest will be won by Aelfwine Knytling Shortly after start Harold Godwin of England and William of Normandy die |
Fichier:Icon achievements enabled.png | |
| Svend of Denmark | Shortly after start the Norman Conquest will be won by Svend of Denmark Shortly after start Harold Godwin of England and William of Normandy die |
Fichier:Icon achievements enabled.png | |
| Cadoc of Cornwall | Shortly after start the Norman Conquest will be won by Cadoc of Cornwall Shortly after start Harold Godwin of England and William of Normandy die |
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| Mechanical | The victor of the Norman Conquest will be determined by game mechanics If playing as Hereweard the Wake then shortly after start the Norman Conquest will be won by William of Normandy |
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| Harold Godwin of England | Shortly after start the Norman Conquest will be won by Harold Godwin of England | Fichier:Icon achievements enabled.png | |
| Haraldr Yngling of Norway | Shortly after start the Norman Conquest will be won by Haraldr Yngling of Norway | Fichier:Icon achievements enabled.png | |
| William of Normandy | Shortly after start the Norman Conquest will be won by William of Normandy | Fichier:Icon achievements enabled.png | |
| True King of Munster | Classic - Murchad | In 1066 the Petty Kingdom of Munster is ruled by King Murchad | Fichier:Icon achievements enabled.png |
| Historical - Toirdelbach | In 1066 the Petty Kingdom of Munster is ruled by King Toirdelbach Selecting King Murchad on the scenario screen will result in playing as King Toirdelbach |
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| Chance of Frankokratia | None | Frankokoratia story cannot happen | Fichier:Icon achievements enabled.png |
| Fourth Crusade | In 867 and 1066 Frankokoratia story can only happen after 3 Crusades took place In 1178 Frankokoratia story can only happen after 1 Crusade took place |
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| Balanced | In 867 and 1066 Frankokoratia story can only happen after 1 Crusade took place In 1178 Frankokoratia story can happen at any point |
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| High | Frankokoratia story can happen at any point | Fichier:Icon achievements enabled.png | |
| Historical Legends | Dynamic | Legend seeds can be generated by events | Fichier:Icon achievements enabled.png |
| Only Historical Legends | Legend seeds cannot be generated by events | Fichier:Icon achievements enabled.png |
Conquerors
Conquerors rules determine how Conquerors affect gameplay and the Modèle:Icon/c Conqueror trait. None of them disables achievements.
| Rule | Setting | Effects |
|---|---|---|
| Frequency | Default: Strong Only | Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors |
| 50% Reduced: Strong Only | Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors The chance is reduced by 50% | |
| 90% Reduced: Strong Only | Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors The chance is reduced by 90% | |
| 100% Increased: Strong Only | Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors The chance is doubled | |
| Default | Every 5 years there is a chance for AI rulers to become Conquerors | |
| None | The Become a Great Conqueror decision is not available | |
| 50% Reduced | Every 5 years there is a chance for AI rulers to become Conquerors The chance is reduced by 50% | |
| 90% Reduced | Every 5 years there is a chance for AI rulers to become Conquerors The chance is reduced by 90% | |
| 100% Increased | Every 5 years there is a chance for AI rulers to become Conquerors The chance is doubled | |
| Bonuses | Extreme | Conquerors gain the Conqueror trait and the Scourge of the Gods modifier Conquerors are 3 times less likely to be wounded or killed in battle |
| Random | Conquerors gain the Conqueror trait and have a 5% chance to gain the Scourge of the Gods modifier | |
| Low Random | Conquerors gain the Conqueror trait and have a 0.5% chance to gain the Scourge of the Gods modifier | |
| Default | Conquerors gain the Conqueror trait | |
| None | Conquerors do not gain any bonuses | |
| Inheritance | All Heirs | Conqueror personality and bonuses are inherited by all heirs |
| Primary Heir | Conqueror personality and bonuses are inherited by the primary heir | |
| No Inheritance | Conqueror personality and bonuses are not inherited |
Situations
Modèle:Expansion Situation rules determine whether certain situations will be present in the game or not. None of them disables achievements.
| Rule | Setting | Effects |
|---|---|---|
| Iberian Struggle | Enabled | Iberian Struggle situation will be present |
| Disabled | Iberian Struggle situation will not be present | |
| Iranian Intermezzo | Enabled | Iranian Intermezzo situation will be present in 867 |
| Disabled | Iranian Intermezzo situation will not be present | |
| The Great Steppe | Enabled | The Great Steppe situation will be present |
| Disabled | The Great Steppe situation will not be present |
Extra Administrative Realms
Modèle:Expansion Extra Administrative Realms rules can make a realm start with Administrative government to better reflect its historical organization. None of them disables achievements.
| Realm | Setting | Effects | Historical |
|---|---|---|---|
| Egypt | Not Administrative | Egypt will not start with Administrative Government | Yes |
| Always Administrative | Egypt will start with Administrative Government in all start dates | Yes | |
| Arabian Empire | Not Administrative | Arabian Empire will not start with Administrative Government | Yes |
| Administrative in 867 | Arabian Empire will start with Administrative Government in 867 | Yes | |
| Ghana | Not Administrative | Ghana will not start with Administrative Government | Yes |
| Always Administrative | Ghana will start with Administrative Government in all start dates | Yes | |
| Kabulistan | Not Administrative | Kabulistan will not start with Administrative Government | Yes |
| Always Administrative | Kabulistan will start with Administrative Government in all start dates | Yes | |
| Persia | Administrative in 1178 | Persia will will start with Administrative Government in 1178 | Yes |
| Not Administrative | Persia will not start with Administrative Government | Yes | |
| Always Administrative | Persia will start with Administrative Government in all start dates | No | |
| Maghreb | Not Administrative | Maghreb will not start with Administrative Government | Yes |
| Administrative in post-1066 | Maghreb will will start with Administrative Government in 1066 and 1178 | Yes | |
| Always Administrative | Maghreb will start with Administrative Government in all start dates | No | |
| Tamilakam | Not Administrative | Tamilakam will not start with Administrative Government | Yes |
| Administrative in 1066 | Tamilakam will will start with Administrative Government in 1066 | Yes | |
| Always Administrative | Tamilakam will start with Administrative Government in all start dates | No | |
| The Carolingians | Not Administrative | The Carolingians will not start with Administrative Government | Yes |
| All Administrative in 867 | West Francia will start with Administrative Government in 867 Lotharingia will start with Administrative Government in 867 East Francia will start with Administrative Government in 867 Italy will start with Administrative Government in 867 |
Somewhat | |
| West Francia in 867 | West Francia will start with Administrative Government in 867 | No | |
| Lotharingia in 867 | Lotharingia will start with Administrative Government in 867 | No | |
| East Francia in 867 | East Francia will start with Administrative Government in 867 | No | |
| Italy in 867 | Italy will start with Administrative Government in 867 | No | |
| Players | No Special Changes | Player realms will start with their historical government | Yes |
| Always | Player kingdoms and empires with Feudal, Clan, Tribal, Wanua, Nomadic, Sōryō or Mandala government will start with Administrative government Note: Does not replace holdings if the realm originally had Tribal, Wanua or Nomadic government |
No | |
| With August Trait | Player kingdoms and empires with Feudal, Clan, Tribal, Wanua, Nomadic, Sōryō or Mandala will start with Administrative government if the player character has the August trait Note: Does not replace holdings if the realm originally had Tribal, Wanua or Nomadic government |
No |
Extra Nomadic Region
Modèle:Expansion Extra Nomadic Region rules can make a region use nomad mechanics. None of them disables achievements.
| Region | Setting | Effects |
|---|---|---|
| Sápmi & Karelia | Default | The Taiga and Tundra region plays as usual |
| Nomadic | The Taiga and Tundra region uses nomad mechanics Tribal rulers in The Taiga and Tundra region of the Sami, Karelian and Bjarmian cultures AND players become Nomadic | |
| Arabia | Default | Al-Bādiya region plays as usual |
| Nomadic | Al-Bādiya region uses nomad mechanics Tribal rulers in Al-Bādiya region become Nomadic | |
| Sahel | Default | Tiniri region plays as usual |
| Nomadic | Tiniri region uses nomad mechanics Tribal rulers in Tiniri region of Berber heritage and Bedouin culture AND players become Nomadic | |
| Tibet | Default | Tibet region plays as usual |
| Nomadic | Tibet region uses nomad mechanics Tribal rulers within Tibet region become Nomadic | |
| Horn of Africa | Default | Bilād as-Sūmāl region plays as usual |
| Nomadic | Bilād as-Sūmāl region uses nomad mechanics Tribal rulers in Bilād as-Sūmāl region of Somali, Beja, Afar and Bedouin cultures AND players of Welayta, Ethiopian, Nubian, and Daju cultures become Nomadic |
Ironman mode
Ironman mode is a special game rule that disables character switching and manual saving. The game is saved automatically once every 6 months as well as when exiting the game. Prior to version 1.9.X, achievements could only be obtained in Ironman mode. In Ironman mode, the game over screen only has the option to exit to the main menu.
Références
| Wiki | |
|---|---|
| Guide du Débutant | Guide du Débutant - Mécaniques - Les Règles - Personnages intéressants - FAQ |
| Personnages | Personnages - Attributs - Traits - Ressources - Mode de vie - Dynastie - Intrigues - Hameçons - Artéfacts - Modificateurs |
| Gouvernance | Le Conseil - Cour - Gouvernements - Lois - Prisonniers - Activités - Décisions - Partage du pouvoir - Cour Royale - Aventuriers |
| Pays | Titres - Sujets - Comté - Baronnie - Domicile - Grands Projets - Situations - Batiments - Tous les Batiments |
| Guerre | Guerre - Armées - Chevaliers - Mercenaires - Casus Belli - Alliance - Duel |
| Cultures | Cultures - Liste des cultures - Traditions - Innovations |
| Fois | Fois - Liste des fois - Doctrines - Principes - Lieux Saints |
