Naming a culture is either left to the creator's discretion, but should the player need it, the game will provide names to choose from. Language, traditions, aesthetics, and martial customs are all things that can be mixed and matched according to the player's preference. Buth cultures must be in a player's realm, and cultural acceptance must be present, as it makes no sense to create a new culture with recently conquered people. Players will be able to merge two cultures together to form a new one, albeit following some rules and fulfilling certain conditions. Hybrid cultures are one of those options. There are two ways for a player to create their own culture. Cultures have blossomed, peaked, and wilted in the era Crusader Kings 3 encompasses, and the culture feature overhaul is a way for players to experience it all fully. Though sometimes called the Dark Ages, nothing can be further from the truth on a world scale. It can save a lot of time and, if successful, can quickly place a faction’s leader inside of a cell.War and commerce are not the only things one can ascribe to medieval times. This option does away with the need for a spymaster and will allow the player to just straight up abduct any enemy they may have. ![]() If the player has invested in the intrigue lifestyle, the player can also use another option: abduction. But preferably the vassal will be imprisoned. Makes things easier for the player. This hook can then be used to increase the chance for a successful imprisonment attempt or used to force the vassal to enter an alliance with the player through an arranged marriage. Wait for the spymaster to report in, and with any luck, the player will be presented with the opportunity to either imprison the vassal or gain a hook on them. Make ample use of the council’s spymaster and set them to investigate the court of any of the faction’s members. Be it through murder schemes or imprisonment, all the player really needs to do is to capture the faction’s leaders or gain a strong hook on them. In the event that diplomacy is deemed either too time-consuming or ineffective, then the player can resort to malicious schemes to dissolve the faction. If the player cannot rule through respect, then they can rule through fear and manipulation. If the player believes their time is better dedicated elsewhere, they can just wait for the faction to send an ultimatum and just crush the rebellion with their own military might. There is another option though: let them fight. If vassals do not convert with the player, then there will be an opinion penalty with each vassal who holds a different religion or culture. ![]() Just keep in mind that either of these actions can potentially have ramifications. ![]() Players can also opt to convert to the local culture or change their religion. ![]() Are they from a different culture? Go to the steward and have him or her attempt to spread the ruler’s culture. Is it because they are of a different religion? Go to the council and have the bishop convert them. Then locate these counties on the map, zoom in, and determine why the ruler's popularity is so low. Click on the faction tab and determine which counties are affiliated with the group. The main factor rulers want to pay attention to when dealing with these factions is their popularity in certain counties. Both because they tend to have little military power and because getting them to dissolve can be fairly easy. Of those, it is usually the populist and peasant rabble faction types that are easier to deal with. These include peasant rabble, populists, liberty, claimant, and independence factions. The first thing to understand is that there are different types of factions.
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