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    FAQ/Strategy Guide by kold_of_caelin

    Version: 1.06 | Updated: 06/26/12 | Printable Version | Search This Guide

    CRUSADER KINGS II
    
    Author: José 'KoldPT' Maia < koldpt2 at <hot>'mail' dot com
    Version: 1.06 Revision 1
    
    LAST UPDATED FOR PATCH VERSION: 1.06
    
    Date Started: 19/06/2012
    -------------------------------------------------------------------------------
    Table of Contents:
    
    [Intro]Introduction
    
    [Strategy]Strategy/Tactics
    	[Strategy.1]Starting a Game
    	[Strategy.2]Titles and You
    	[Strategy.3]Your Court
    	[Strategy.4]Intrigue
    	[Strategy.5]Getting Claims
    	[Strategy.6]Warfare and You
    	[Strategy.7]Tips and Hints
    
    [FAQ]FAQ
    
    [Walk]First Game Walkthrough
    
    [Reference]Reference Guide
    	[Reference.1]Buildings
    		[Reference.1.1] Castle Buildings			
    		[Reference.1.2] Town Buildings
    		[Reference.1.3] Church Buildings
    	[Reference.2]Triggered Modifiers
    	[Reference.3]Traits
    		[Reference.3.1] Education Traits
    		[Reference.3.2] Health Traits
    		[Reference.3.3] Lifestyle Traits
    		[Reference.3.4] Personality Traits
    		[Reference.3.5] Other Traits
    	[Reference.4]Bookmarks
    	[Reference.5]Titles
    		[Reference.5.1] Special Titles		
    		[Reference.5.2] Holy Orders
    		[Reference.5.3] Mercenaries
    		[Reference.5.4] De Jure Titles
    		[Reference.5.5] Titular Titles
    	[Reference.6]Static Modifiers
    		[Reference.6.1] Difficulty
    		[Reference.6.2] Provincial
    		[Reference.6.3] Combat Static Modifiers
    	[Reference.7]Diseases
    	[Reference.8]Minor Titles (aka Honorary Titles)
    	[Reference.9]Nicknames
    	[Reference.10]Plots
    	[Reference.11]Ambitions
    	[Reference.12]Fixed Opinion Modifiers
    	[Reference.13]Decisions
    		[Reference.13.1] Conversion Decisions
    		[Reference.13.2] Crown Laws
    		[Reference.13.3] Dynasty Decisions
    		[Reference.13.4] Employment Decisions
    		[Reference.13.5] Minor Decisions
    	[Reference.14]Technology
    		[Reference.14.1] Military Technology
    		[Reference.14.2] Economic Technology
    		[Reference.14.3] Cultural Technology
    [DLC]DLC List
    
    [Mods]Notable Mods
    
    [Work]Possible Future Work
    
    [Refs]References
    
    [Cred]Contact Info/Credits
    
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    [Intro] 			INTRODUCTION:
    
    Crusader Kings II is a Grand Strategy game developed by Paradox Interactive, a 
    Swedish video game developer known for its historical strategy games like the 
    Hearts of Iron series and the Europa Universalis series.
    
    As opposed to most of their other games, and indeed most games in the market,
    CK2 is entirely based on controlling a dynasty, which makes it scope different
    from games where your country must do well, no matter who is in charge.
    
    The game starts in 1066 and goes up until 1453, the date which incidentally is
    a common start date for Europa Universalis 3 - If your game is interesting,
    you can convert it to the EU3 engine and carry on!
    
    The organization of the game consists of the following:
    Barons -> Counts -> Dukes -> Kings -> Emperors
    
    You can play as counts and above, although emperors are quite rare (Byzantium,
    HRE, the Latin Empire in some start dates, and the Pope - unplayable due to the
    Papacy being a theocratic government and as such not dynasty-based.)
    
    There are a few notable mods, including a total conversion to the immensely 
    popular fantasy universe of the Song of Ice and Fire/Game of Thrones universe.
    
    This FAQ is meant to be a complement to the ingame tutorial, so I'd recommend
    playing it first. I'll still cover most things but this tutorial, unusually for
    Paradox, is fantastic.
    
    The things I will not cover in the scope of this guide are: Technology, the
    thousands of events that the game has, and the extensive history in the game
    files, apart from one or two particularly interesting things.
    
    -------------------------------------------------------------------------------
    [Strategy] 			STRATEGY/TACTICS:
    
    [Strategy.1] 			Starting a Game
    
    Start as someone in Ireland if it's your first time! It will certainly help you
    a whole lot. The Duke of Munster or the Count of Dublin are both powerful
    choices.
    
    Use the several mapmodes (terrain, independent realms, counts, dukes) to find
    someone interesting. Usually recommended choices are the aforementioned, as 
    well as the duchy of Apulia, and Aquitaine in France if you want to try out
    being a very powerful vassal. 
    
    For non-gameplay reasons, there's the Habsburg count of Aargau, the Karling 
    of Vermandois, descended from Charlemagne,or Sergios Spartenos, the only 
    Greek Orthodox in Italy.
    
    
    [Strategy.2] 			Titles and You
    
    There are two types of titles, De Jure and Titular. Titular titles are those
    which (currently) have no land that is recognized as 'belonging' to them, for
    example, the Latin Empire or the various kingdoms in the Turkish area (Ottoman,
    Karaman, Mentese...). They can acquire de jure lands by having control of the
    land for 100 years and not owning the de jure superior title of the land, for
    example, holding the kingdom of Trinacria and owning all of Sicily for 100
    years without having the Kingdom of Sicily as well.
    
    De jure titles, on the other hand, are the titles that correspond to a piece of
    land. For example, if you own a de jure duchy, you have a free Casus Belli 
    (I'll explain later) on the counties underneath that duchy, so that they become
    yours or your vassals.
    
    You can change your primary title usually, unless you're the Pope or similar.
    Despite this, the title you change to must be of the highest level you own.
    The Duke of Munster can't use the title Count of Munster as his primary.
    
    There are several ways titles can be inherited, made different through two
    categories: succession type, and gender laws. Succession can be Gavelkind
    (all your titles are split between your children), Seniority (Oldest member
    of dynasty inherits no matter what), Primogeniture (Depth-first search: your
    son, then his sons, then your second son, then his sons...), Elective (the HRE
    uses this), and the special cases Turkish and Open.
    
    As to Gender, you can have Agnatic (Males only), (True) Cognatic (Females have 
    the same priority as men), or Agnatic-Cognatic (Males preferred, women can 
    still inherit).
    
    Associated to a title there can also be the Crown Laws, where you set the taxes
    and amount of levies your vassals (Feudal, City and Church separately) will
    contribute to your realm. Also here you decide whether you want Papal or Free
    Investiture - Free is a good idea if you want an Antipope, and control the
    level of centralization of your country (Crown Authority).
    
    The most popular strategy seems to be raising taxes in your cities and churches
    while increasing levies in the castle baronies. This will allow your barons to
    improve the castles, which is honestly invaluable so that they get more troops.
    Keeping noble taxes low also makes your dangerous vassals happier :)
    
    
    [Strategy.3] 			Your Court
    
    There are five characters in your Council, each corresponding to a particular 
    stat. All of them use their scores added to yours and your spouse's to 
    determine what your effective score in a stat is, which you can see in your
    profile as X (Y). Naturally, you want to appoint the best choice for a role, 
    but don't worry, the game itself will help you.
    
    There is the Chancellor, who uses Diplomacy and can: Improve Relations with a
    county's titleholder; Fabricate Claims on a county or duchy; Sabotage Relations
    between a title holder and his liege.
    
    Right next is the Martial stat-using Marshal, whose missions are: Supress
    Revolts, which does just what it says on the tin; Train Troops, which both 
    increases maximum levy size in a province and makes it faster for the levy to
    be replenished; Research Military Tech, which improves the rate at which you
    develop technology.
    
    Third up, possibly the most essential one, the Steward, who uses his
    Stewardship stat in order to Collect Taxes - increases tax collection rate;
    Oversee Construction - reduces build time for constructions; Research Economy
    Tech, which improves the rate of economic tech growth.
    
    Next up, the only role that the game lets women (and only some women) do, the
    role of Spymaster. This Intrigue-wielding badass is essential if you want to
    climb the marital ladder to the top as the Habsburgs did, because he can
    Uncover any plots going on in a chosen province (try your capital), he can make
    a Spy Network that enables you to murder people better, and he can Steal Tech
    from a province - early game it's best to point them at Byzantium or the Muslim
    lands.
    
    Finally, the Court Chaplain. He uses Learning, and can Head Local Inquisition
    to convert a province or characters, Research Cultural Tech, which does the
    same as the others but for the third column of techs, or Improve Relations with
    a bishop.
    
    I'm not really going to talk much about technology, because it's quite a hands-
    off thing in CK2. Use your missions if you want to, but only if you don't have
    anything better for your characters to be doing. Check the section about tech
    in the Reference Guide if you're particularly curious about what any tech level
    does.
    
    
    [Strategy.4] 			Intrigue
    
    The Intrigue screen is the most fun screen in the game. Here you can select the
    Plots or Ambitions your character wants, as well as see who you have imprisoned
    and take care of them, and use Decisions for things like organizing a Feast.
    
    You can also see what Threats exist to your kingdom. Make sure you take care of
    the people who are planning to revolt ASAP, before you get a nasty surprise.
    If the guy is a dynasty member, he can call all his/your cousins to beat you up
    but even if he isn't he might have a lot of allies that overwhelm you.
    
    Use plotting to your maximum advantage - marry your kids to the second or third
    in line for a good title and stab away until they're inheriting!
    
    Make sure you use Matrilineal marriages if you're trying to marry a daughter,
    because otherwise the kids won't be of your dynasty - something you don't want.
    
    
    [Strategy.5] 			Getting Claims
    
    If you want to declare a war, you're gonna have to have a reason, even if it's
    not a great one, to declare that war. For that, you need Casus Belli, also 
    known as claims. 
    
    There are several ways of acquiring claims. The usual is the Chancellor action
    Fabricate Claims. A character can also start the game with a claim, or inherit 
    it from their parents. This last one is particularly important to the player,
    due to the dynastic mechanics when pressing claims. At last, you can get claims
    from some rare random events, but don't count on them while expanding.
    
    You can invite someone with a claim to your court, which is useful for marrying
    them off to some of your sons/daughters/whatever.
    
    The other kind of claim, that isn't really 'acquired', is a de jure claim, so
    if you create a duchy you will get a free De Jure casus belli to vassalize
    the counts that are independent within that duchy, or if the county belongs 
    to a duke/king/emperor and is in his demesne you can get a De Jure casus belli
    to take the county for yourself.
    
    As for pressing claims, there are a few things you must know. If you're using
    your own claim (or several of yours) there shouldn't be any problems, although
    if you lose the war you may also end up losing the claim! On the other hand, if
    you are using another person's claim there are a few rules you must follow in
    case you want them to become/remain your vassals.
    
    First off, the title you're pressing must be LOWER than your primary title. It
    is not possible for a Duke to be vassal under a Duke, for example.
    
    Secondly, the title you're pressing must be EQUAL or LOWER than their current
    title, unless they have none
    OR
    They must be of your dynasty
    OR
    The title being pressed is De Jure under one of your titles (even if you don't
    have a De Jure claim on it - say the duchy of Cornwall under England).
    
    If the conditions fit (and the game will tell you), enjoy your new province!
    
    Oh, after all of this there is also the most fun part of the game, which is
    Holy War! You get a duchy and ALL OF ITS BARONIES when you holy war. It's very
    very strong, provided you CAN beat the heathens.
    
    Crusades are a special variety of Holy War as well, and one that relies on 
    specific rules, namely, that the ruler that 'gets more points' in the crusading
    war, when successful, gets the kingdom the crusade is aimed at (provided there
    is no other king in the zone already, of course).
    
    
    [Strategy.6] 			Warfare and You
    
    When in a war, the first thing to do is raise your levies from the Military
    page. I recommend raising your personal levies only whenever possible. Your
    vassals won't enjoy it if you keep dancing around with their troops, and will
    have a negative opinion penalty.
    
    Afterwards, you should either try to meet your opponent in the field, or make
    them come to you. Coming to you is better if you're in a province with a river
    or a mountain, but it's not as reliable and when you get down to it, the only
    thing that REALLY wins wars is numbers. Sheer numbers. (And Heavy Cav)
    
    When you siege a province, there should be several different holdings within it
    you can siege. The main one corresponds to the county, the others to the 
    baronies. Every single barony you siege completely gives you a bit of warscore,
    which raises gradually. When you have 100% warscore you have won the war and 
    your enemy is FORCED to accept peace - capturing the king/duke/count you're
    fighting against gives you instant 100%, which can be a double edged sword if
    they do it to you and you've suddenly lost a lot of stuff.
    
    You can go for a white peace or a surrender before 100%, and sometimes the 
    enemy will even accept your CB before 100%, in case they're already 
    destroyed enough.
    
    You can also recruit mercenaries and holy orders in the Military screen. Be
    careful with mercs, if you stop having money to pay them they can stop fighting
    on your side or even turn to the enemy side!
    
    [Strategy.7]			Tips and Hints
    One cheap yet effective strategy, particularly useful if you're a count or a
    duke with no underling counts, is imprisoning+banishing every baron-level 
    vassal you have. They tend not to spend money very effectively, and you can use
    that money, as well as their troops, to better effect.
    
    If you have a wrong type barony, there are two ways of getting rid of it:
    giving it away to a vassal or pressing right mouse->create new vassal. If it
    is the capital of a province, you may want to revoke a castle/create one so
    that it becomes the capital, then give away the barony.
    
    The usual bookmark is 1066, but there are a few interesting starts, and you can
    adjust the time to whatever you prefer - like the day of the founding of the
    Kingdom of Portugal, which makes for a very very tough reconquista. 
    The last start date possible is 1337, but the end date of the game will be 
    1453.
    
    The maximum age at which a woman births a child is 45.
    
    If you have a couple in your court, they will only have a maximum of 2 kids.
    To prevent this for people you want to reproduce, give them titles!
    
    Wanna know how many troops the realm you're invading has? Click the character
    who is the leader of that realm and check the Realm Tree function. It's well
    hidden, but it's there!
    
    Don't forget about the Ledger in the bottom right corner. There's a lot of data
    there that isn't anywhere else.
    
    -------------------------------------------------------------------------------
    
    [FAQ]				FAQ:
    Q: How does the 'kill' cheat work (and others that require character IDs)
    
    A: Head to Documents\Paradox Interactive\Crusader Kings II\save games and
    open the save game. I suggest Notepad++. 
    Look for the character you are playing and find his ID. For example, for
    Antso IV of Navarra it would be 106000.
    
    Q: What's the best way to kill my ruler?
    A: Try assassinating the HRE. He'll call you back soon.
    
    -------------------------------------------------------------------------------
    [Walkthrough]		FIRST GAME WALKTHROUGH:
    
    I'm gonna write up a very short walkthrough - more of a checklist, really, on
    how to start your first CK2 game. We'll play as a count, the count of Dublin,
    and attempt to reach the Kingdom of Ireland.
    
    So, you've picked Murchad Ua Cheinsellaig, the count of Dublin. Take your time
    and look around if you want. Be sure to check out all the options to your taste
    and get your family members married.
    
    First off, your objective will be to claim the duchy of Meath so you get a De
    Jure CB (Casus Belli) on the county of Kildare.
    Pay attention to Leinster, its count is your father and you will inherit it in
    the event of his death.
    
    Upgrade your buildings in the following order: Castle Cities > Militia Training
    Ground > other military buildings.
    After you have Militia Training Ground you should save up to claim the Duchy of
    Meath, and declare war on Kildare for that county.
    
    Whenever you inherit Leinster, create its duchy too and use its Casus Belli to
    get yet another county.
    
    Around this time you should be trying to get some Fabricate Claims action going
    on somewhere you wish to conquer.
    Attempt to keep your demesne only with two duchies and every single county in
    those duchies. Give everything else off to loyal vassals.
    
    Keep using the power of Fabricate Claims to stomp individual counties until you
    get 50% of Ireland, and can create its kingdom. Congratulations!
    
    I did it, while writing this FAQ, by 21 May 1114. Not too fast, but not too
    slow either.
    -------------------------------------------------------------------------------
    
    
    [Reference]		REFERENCE GUIDE:
    
    [Reference.1] 		Buildings
    
    All buildings require the previous one, so I won't repeat that.
    
    [Reference.1.1] 	Castle Buildings
    
    BUILDING NAME			REQUIRES			GIVES
    
    WALL QUALITY
    Shallow Castle Moat		Wooden Palisade		0.5 Fort level
    Arrow Slits			Low Stone Wall		0.5 Fort level, for a total of 1
    Portcullis			Improved Keeps 1	0.5 Fort level, for a total of 1.5
    Deep Castle Moat		Improved Keeps 3	1.0 Fort level, for a total of 2.5
    Barbicans			Improved Keeps 5	1.0 Fort level, for a total of 3.5
    
    
    WALLS
    Wooden Palisade			n/a			0.5 Fort level, 2.5% levy size, 0.2
    							income
    Low Stone Wall			n/a			0.5 Fort level, 2.5% levy size, 0.2
    							income
    Medium Stone Wall		n/a			1.0 Fort level, 5.0% levy size, 0.2
    							income
    Large Stone Wall		Improved Keeps 2	1.0 Fort level, 5.0% levy size, 0.2
    							income
    Huge Stone Wall			Improved Keeps 4	1.5 Fort level, 10.0% levy size,0.5
    							income
    														
    KEEPS
    Castle Donjon			n/a			5.0% levy size, 5.0% garrison size
    Castle Keep  			Wooden Palisade		10.0% levy size,10.0% garrison size
    Expanded Keep			Low Stone Wall	   	15.0% levy size,15.0% garrison size
    Large Keep			Improved Keeps 1	20.0% levy size,20.0% garrison size
    Great Keep			Improved Keeps 3	25.0% levy size,20.0% garrison size
    Epic Keep			Improved Keeps 5	30.0% levy size,20.0% garrison size
    								
    								
    MILITIA BARRACKS
    Militia Training Ground		n/a			10 archers, 80 light infantry
    Archery Range			Wooden Palisade		90 archers, 20 light infantry
    Large Archery Range		Castle Infrastr. 1 	120 archers, 30 light infantry
    
    
    TRAINING GROUNDS
    Training Grounds		Low Stone Wall		0.1 morale, 10% levy reinforcement
    Large Training Grounds		Castle Infrastr. 2	0.2 morale, 20% levy reinforcement
    
    
    BARRACKS
    Guard Quarters			n/a			30 heavy infantry, 15 pikemen
    Small Barracks			Wooden Palisade		40 heavy infantry, 15 pikemen
    Medium Barracks			Low Stone Wall		45 heavy infantry, 20 pikemen
    Large Barracks			Castle Infrastr. 1 	50 heavy infantry, 25 pikemen
    Great Barracks			Castle Infrastr. 3  	60 heavy infantry, 25 pikemen
    Royal Barracks			Castle Infrastr. 5 	65 heavy infantry, 30 pikemen
    
    
    STABLES
    Small Stable			n/a			45 light cavalry
    Medium Stable			Wooden Palisade		55 light cavalry
    Large Stable			Low Stone Wall		55 light cavalry, 5 heavy
    Great Stable			Castle Infrastr. 2	55 light cavalry, 10 heavy
    Royal Stable			Castle Infrastr. 4	55 light cavalry, 20 heavy
    
    
    CASTLE CITIES
    Castle Village			n/a			1.5 tax income
    Castle Town			Wooden Palisade		2.0 tax income
    Castle City			Low Stone Wall		2.5 tax income
    Large Castle City		Castle Infrastr. 2	3.0 tax income
    Great Castle City		Castle Infrastr. 4	3.5 tax income
    
    
    SPECIAL BUILDINGS
    Warrior Cult			Pagan Religion		120 light infantry, 40 heavy,
    							40 archers
    
    											
    Simple Long Bow Range		Saxon/English culture; Low Stone Wall
    							10.0% archer offensive bonus, 60 archers						
    Long Bow Range			Saxon/English culture; Castle Infrastr. 2
    							10.0% archer offensive bonus, 80 archers
    Expanded Long Bow Range		Saxon/English culture; Castle Infrastr. 4
    							10.0% archer offensive bonus, 100 archers
    Large Long Bow Range		Saxon/English culture; Castle Infrastr. 5
    							10.0% archer offensive bonus, 120 archers
    						
    						
    Small Schiltron Tr.Ground	Scottish culture; Low Stone Wall
    							65 pikemen
    Medium Schiltron Tr.Ground	Scottish culture; Castle Infrastr. 2
    							75 pikemen
    Large Schiltron Tr.Ground	Scottish culture; Castle Infrastr. 4
    							85 pikemen
    Great Schiltron Tr.Ground	Scottish culture; Castle Infrastr. 5
    							95 pikemen
    
    							
    Small Warrior Gath.Ground	Baltic culture group; Low Stone Wall
    							65 heavy infantry
    Warrior Gath.Ground		Baltic culture group; Castle Infrastr. 2
    							75 heavy infantry
    Medium Warrior Gath.Ground	Baltic culture group; Castle Infrastr. 4
    							85 heavy infantry
    Large Warrior Gath.Ground	Baltic culture group; Castle Infrastr. 5
    							95 heavy infantry
    							
    							
    Small Riding Grounds		Altaic culture group; Low Stone Wall
    							15 light cavalry, 10 heavy, 30 horse archers
    Medium Riding Grounds		Altaic culture group; Castle Infrastr. 2
    							15 light cavalry, 10 heavy, 40 horse archers
    Large Riding Grounds		Altaic culture group; Castle Infrastr. 4
    							20 light cavalry, 10 heavy, 45 horse archers
    Great Riding Grounds		Altaic culture group; Castle Infrastr. 5
    							20 light cavalry, 10 heavy, 55 horse archers
    							
    							
    Squire Lists			Frankish/Occitan/German/Norman; Low Stone Wall
    								30 heavy cavalry, 5 light
    Knight Lists			Frankish/Occitan/German/Norman; Castle Infrastr. 2
    								35 heavy cavalry, 5 light
    Chevalier Lists			Frankish/Occitan/German/Norman; Castle Infrastr. 4
    								40 heavy cavalry, 5 light
    Jousting Lists			Frankish/Occitan/German/Norman; Castle Infrastr. 5
    								45 heavy cavalry, 5 light
    								
    							
    Small Cabellero Tr.Ground	Iberian culture group; Low Stone Wall
    							30 light cavalry, 10% l.cavalry offensive bonus
    Cabellero Tr.Ground		Iberian culture group; Castle Infrastr. 2
    							40 light cavalry, 10% l.cavalry offensive bonus
    Large Cabellero Tr.Ground	Iberian culture group; Castle Infrastr. 4
    							50 light cavalry, 10% l.cavalry offensive bonus
    Great Cabellero Tr.Ground	Iberian culture group; Castle Infrastr. 5
    							60 light cavalry, 10% l.cavalry offensive bonus
    
    							
    Small Pike Tr.Ground		Italian culture group; Low Stone Wall
    							70 pikemen, 10% pikemen offensive bonus,
    							-30 light cavalry, -5 heavy
    Pike Tr.Ground			Italian culture group; Castle Infrastr. 2
    							90 pikemen, 10% pikemen offensive bonus,
    							-30 light cavalry, -10 heavy
    Large Pike Tr.Ground		Italian culture group; Castle Infrastr. 4
    							100 pikemen, 10% pikemen offensive bonus,
    							-30 light cavalry, -10 heavy
    Great Pike Tr.Ground		Italian culture group; Castle Infrastr. 5
    							110 pikemen, 10% pikemen offensive bonus,
    							-30 light cavalry, -10 heavy
    
    							
    Small Druzhina Tr.Ground	Russian culture group; Low Stone Wall
    							70 heavy infantry, 10% h.infantry defensive bonus,
    							-30 light cavalry, -5 heavy
    Druzhina Tr.Ground		Russian culture group; Castle Infrastr. 2
    							90 heavy infantry, 10% h.infantry defensive bonus,
    							-30 light cavalry, -10 heavy
    Large Druzhina Tr.Ground	Russian culture group; Castle Infrastr. 4
    							100 heavy infantry, 10% h.infantry defensive bonus,
    							-30 light cavalry, -10 heavy
    Epic Druzhina Tr.Ground		Russian culture group; Castle Infrastr. 5
    							110 heavy infantry, 10% h.infantry defensive bonus,
    							-30 light cavalry, -10 heavy
    							
    							
    [Reference.1.2] 	Town Buildings
    
    WALL QUALITY
    City Moat			Town Palisade		0.4 fort level		
    City Gatehouse			Small City Wall		0.4 fort level
    City Portcullis			Improved Keeps 1	0.5 fort level
    Deep City Moat			Improved Keeps 3	1.0 fort level
    City Barbicans			Improved Keeps 5	1.0 fort level
    
    
    WALLS
    Town Palisade			n/a			0.4 fort level, 2.5% levy size,  
    											0.2 tax income
    Small City Wall			n/a			0.4 fort level, 2.5% levy size, 
    											0.2 tax income
    Medium City Wall		n/a			0.4 fort level, 2.5% levy size, 
    											0.2 tax income
    Large City Wall			Improved Keeps 2	0.4 fort level, 5.0% levy size, 
    											0.2 tax income
    Huge City Wall			Improved Keeps 4	1.0 fort level, 7.5% levy size, 
    											0.5 tax income
    
    											
    TRAINING GROUNDS
    Primative Militia TG		n/a			5.0% levy size, 5.0% garrison size
    Small Militia TG		Town Palisade		7.5% levy size, 10.0% garrison size
    Medium Militia TG		n/a			10.0% levy size, 15.0% garrison size
    Large Militia TG		Improved Keeps 1	12.5% levy size, 20.0% garrison size
    Huge Militia TG			Improved Keeps 3	15.0% levy size, 25.0% garrison size
    Epic Militia TG			Improved Keeps 5	15.0% levy size, 25.0% garrison size
    
    
    BARRACKS
    Militia Mustering G.	n/a			60 light infantry, 30 archers
    City Archery Range	Town Palisade		40 light infantry, 70 archers
    Large Militia Muster.G.	Small City Wall		80 light infantry, 50 archers
    Large City Arch. Range	City Infrast. 1		60 light infantry, 90 archers
    Huge Militia Muster.G.	City Infrast. 3		100 light infantry, 70 archers
    Huge City Archery Range	City Infrast. 5		80 light infantry, 110 archers
    
    
    CITY GUARD
    City Barracks			n/a			45 pikemen
    City Drill Square		Town Palisade		55 pikemen
    City Enlarged Barracks		Small City Wall		65 pikemen
    City Enlarged Drill Sq.		City Infrast. 2		75 pikemen
    City Epic Barracks		City Infrast. 4		85 pikemen
    
    
    CITY MARKETS
    Town Market			n/a			2.5 tax income
    City Guild Hall			Town Palisade		3.0 tax income
    Toll Booth			Small City Wall		3.5 tax income
    Court				City Infrast. 1		4.0 tax income
    Assay Office			City Infrast. 3		4.5 tax income
    Fair				City Infrast. 5		5.0 tax income
    
    
    PORTS
    Small Harbour			Water border		2.5 tax income, 2 galleys
    Harbour				Town Palisade		3.0 tax income, 2 galleys
    Small Port			Small City Wall		3.5 tax income, 2 galleys
    Medium Port			City Infrast. 2		4.0 tax income, 3 galleys
    Large Port			City Infrast. 4		4.5 tax income, 3 galleys
    
    
    UNIVERSITY
    Small University		City Infrast. 1		20% tech growth
    University			City Infrast. 3		30% tech growth
    Large University		City Infrast. 4		30% tech growth
    
    
    [Reference.1.3] 	Church Buildings
    
    WALL QUALITY
    Chruch Moat			Church Palisade		0.5 fort level
    Church Gatehouse		Small Church Wall	0.5 fort level
    Church Portcullis		Improved Keeps 1	0.5 fort level
    Deep Church Moat		Improved Keeps 3	1.0 fort level
    Church Barbicans		Improved Keeps 5	1.0 fort level
    
    
    WALLS
    Church Palisade			n/a			0.5 fort level, 2.5% levy size,
    											0.2 tax income
    Small Church Wall		n/a			0.5 fort level, 2.5% levy size,
    											0.2 tax income
    Medium Church Wall		n/a			1.0 fort level, 5.0% levy size,
    											0.2 tax income
    Large Church Wall		Improved Keeps 2	1.0 fort level, 5.0% levy size,
    											0.2 tax income
    Huge Church Wall		Improved Keeps 4	1.5 fort level, 7.5% levy size,
    											0.5 tax income
    											
    MONASTERIES
    Small Church			n/a			5.0% levy size, 5.0% garrison size
    Church				Church Palisade		7.5% levy size, 10.0% garrison size
    Large Church			n/a			10.0% levy size,15.0% garrison size			
    Cathedral			Improved Keeps 1	12.5% levy size,20.0% garrison size
    Large Cathedral			Improved Keeps 3	15.0% levy size,25.0% garrison size
    Grand Cathedral			Improved Keeps 5	15.0% levy size,25.0% garrison size
    
    
    BARRACKS
    Church Must. Grounds	n/a			60 light infantry, 30 archers				
    Church Archery Range 	Church Palisade		65 light infantry, 45 archers
    Large Church M.Grd.	Small Church Wall	70 light infantry, 60 archers
    Large Church Arc.Range	Church Infrast. 1	75 light infantry, 75 archers
    Huge Church M.Grd.	Church Infrast. 3	85 light infantry, 85 archers
    Huge Church Arc.Range 	Church Infrast. 5 	95 light infantry, 95 archers
    
    
    ELITE BARRACKS
    Small Guard Barracks	n/a					45 heavy infantry
    Guard Barracks			Church Palisade		55 heavy infantry
    Large Guard Barracks	Small Church Wall	65 heavy infantry
    Small Crusader Barracks	Church Infrast.	1	75 heavy infantry
    Crusader Barracks		Church Infrast. 3	85 heavy infantry
    Large Crusader Barracks	Church Infrast. 5	95 heavy infantry
    
    
    CHURCH CITIES
    Small Church Town		n/a					1.5 tax income
    Church Town				Church Palisade		2.0 tax income
    Large Church Town		Small Church Wall	2.5 tax income
    Church City				Church Infrast. 2	3.0 tax income
    Large Church City		Church Infrast. 4	3.5 tax income
    
    
    CHURCH SCHOOLS
    Monastic School			Church Palisade		10% tech growth
    Cathedral School		Small Church Wall	20% tech growth
    
    	
    [Reference.2] 		Triggered Modifiers
    
    So far, the only one is the bankruptcy one, with -0.25 land morale (and the
    chance for mercs to defect!)
    
    
    [Reference.3] 		Traits
    
    [Reference.3.1] 	Education Traits
    
    INTRIGUE
    Amateurish Plotter - Intrigue +1, Stewardship -1;
    Flamboyant Schemer - Intrigue +3, Stewardship -1;
    Intricate Webweaver - Intrigue +6, Martial +1, Diplomacy +1, Stewardship -1;
    Elusive Shadow - Intrigue +9, Martial +2, Diplomacy +2, Stewardship -1;
    
    DIPLOMACY
    Naive Appeaser - Diplomacy +1, Martial -1;
    Underhanded Rogue - Diplomacy +3, Martial -1, Fertility +5%;
    Charismatic Negotiator - Diplomacy +6, Intrigue +1, Learning +1, Martial -1,
    						 Fertility +5%;
    Grey Eminence - Diplomacy +9, Intrigue +2, Learning +2, Martial -1,
    				Fertility +10%;
    				
    STEWARDSHIP
    Indulgent Wastrel - Stewardship +1, Diplomacy -1;
    Thrifty Clerk - Stewardship +3, Diplomacy -1, Fertility +5%;
    Fortune Builder	- Stewardship +6, Martial +1, Learning +1, Diplomacy -1,
                    Fertility +10%;
    Midas Touched - Stewardship +9, Martial +2, Learning +2, Diplomacy -1,
                    Fertility +15%;
    
    MARTIAL
    Misguided Warrior - Martial +1, Learning -1;
    Tough Soldier - Martial +3, Learning -1, Health +0.5;
    Skilled Tactician - Martial +6, Intrigue +1, Stewardship +1, Learning -1,
    				    Health +0.5;
    Brilliant Strategist - Martial +9, Intrigue +2, Stewardship +2, Learning -1,
    				    Health +0.5;
    
    LEARNING
    Besides the stats, all these characters are eligible for priestly roles.
    
    Detached Priest - Learning +1, Intrigue -1;
    Dutiful Cleric - Learning +3, Intrigue -1;
    Scholarly Theologian - Learning +6, Diplomacy +1, Stewardship +1, Intrigue -1,
    					   Fertility -5%;
    Mastermind Theologian - Learning +9, Diplomacy +2, Stewardship +2, Intrigue -1,
    					   Fertility -5%;
    
    					   
    [Reference.3.2] 	Health Traits
    
    These traits are generally given via event. Same Opinion means people with the
    same trait.
    
    Stressed - Intrigue/Stewardship -1, Health -1, Fertility -10%
    
    Depressed - Diplomacy/Stewardship/Martial/Intrigue -1, Health -1, Fertility -5%
    
    Lunatic - Vassal Opinion -25, Sex Appeal -25, Same Opinion +10;
    
    Possessed - Sex Appeal -25, Same Opinion +10;
    
    Wounded - Martial -1, Health -1. Can't have it and Maimed.
    
    Maimed - Sex Appeal -15, Same Opinion +10, Martial -2, Health -2.
    
    Infirm - All Stats -3, Health -1, Fertility -30%.
    
    Incapable - All Stats -6, Health -3, Fertility -30%, requires Regent.
    
    Drunkard - Stewardship -2, Same Opinion +10, Church Opinion -10, Sex Appeal -5.
    
    The following traits are illnesses:
    Ill - Martial -1, Health -2, Fertility -10%. Can't have it and Pneumonic.
    Pneumonic - All stats -2, Health -4, Fertility -50%.
    
    Syphilitic - CONGENITAL. Sex Appeal -25, All stats -1, Health -2, 
                 Fertility -20%.
    
    Leper - Diplomacy -2, Health -2, Fertility -20%, Sex Appeal -50, Same Opinion
    +10, Vassal Opinion -20.
    
    Tuberculosis - EPIDEMIC. Health -2.
    
    Typhoid Fever - EPIDEMIC. Health -3.
    
    Typhus - EPIDEMIC. Health -3.
    
    Bubonic Plague - EPIDEMIC. Health -7.
    
    Measles - EPIDEMIC. Health -2.
    
    Smallpox - EPIDEMIC. Health -3.
    
    Scarred - Prestige -0.1
    
    [Reference.3.3] 	Lifestyle Traits
    
    You can only have ONE of these, and only as an adult.
    
    Celibate - Fertility -10%, Church Opinion +10, Hedonist Opinion -10, Same
               Opinion +20, Piety +1.
    		   
    Hedonist - Fertility +20%, Church Opinion -10, Celibate Opinion -5, Same
    		   Opinion +20, Piety -0.5.
    		   
    Scholar - Learning +2, Same Opinion +20.
    
    Gardener - Stewardship +2, Same Opinion +20.
    
    Mystic - Intrigue +1, Same Opinion +20.
    
    Impaler - Intrigue +1, Same Opinion +20.
    
    Duelist - Martial +1, Same Opinion +20.
    
    Hunter - Martial +1, Same Opinion +20.
    
    Poet - Diplomacy +1, Same Opinion +20.
    
    Falconer - Diplomacy +1, Same Opinion +20.
    
    [Reference.3.4] 	Personality Traits
    
    Deceitful - Intrigue +3, Diplomacy -2, Honest Opinion -10. Can't have it and 
                Honest.
    Honest - Intrigue -2, Diplomacy +3, Same Opinion +10, Deceitful Opinion -10.
    
    Craven - Vassal Opinion -5, Martial -2. Can't have it and Brave
    Brave - Vassal Opinion -10, Craven Opinion -10, Same Opinion +10, Martial +2.
    
    Shy - Diplomacy -2. Can't have it and Gregarious.
    Gregarious - Sex Appeal +5, Same Opinion +5, Vassal Opinion +5, Diplomacy +2.
    
    Ambitious - All Stats +2, Same Opinion -5, Ambition Opinion (against who they
    want something from) -50. Can't have it and Content.
    Content - Intrigue -1, Liege Opinion +50, Piety +0.5.
    
    Arbitrary - Stewardship -2, Learning -2, Vassal Opinion -10. Can't have it and
    Just.
    Just - Stewardship +2, Learning +1, Vassal Opinion +10, Arbitrary Opinion -10,
    Same Opinion +10.
    
    Cynical - Intrigue +2, Church Opinion -5, Zealous Opinion -10, Same Opinion +10,
    	  Piety -0.2. Can't have it and Zealous.
    Zealous - Martial +2, Church Opinion +10, Infidel Opinion -50, Cynical
    	  Opinion -10, Same Opinion (if same religion) +30, Piety +1.
    
    Paranoid - Intrigue +2, Diplomacy -1. Can't have it and Trusting.
    Trusting - Intrigue -2, Diplomacy +1.
    
    Cruel - Intrigue +1, Diplomacy -1, Vassal Opinion -10. Can't have it and Kind.
     
    THE SEVEN SINS AND VIRTUES
    *On the Paradox Forums, some users said that there were reports of characters
    with Chaste being able to get Lustful. That doesn't sound very appropriate,
    but I'll leave that note here. Might happen with the others too.
    
    Lustful - Fertility +20%, Piety -0.25. Can't have it and Chaste.
    Chaste - Fertility -15%, Piety +0.5, Church Opinion +10, Lustful Opinion -10.
    
    Gluttonous - Sex Appeal -15, Church opinion -10, Same Opinion +5, Stewardship
               -2. Can't have it and Temperate.
    Temperate - Church Opinion +10, Gluttonous Opinion -10, Same Opinion +10,
    	    Stewardship +2.
    			
    Greedy - Tax Modifier +10%, Diplomacy -1. Can't have it and Charitable.
    Charitable - Diplomacy +3, Church Opinion +10, Greedy Opinion -10, Same Opinion
    		   +10.
    		   
    Slothful - Vassal Opinion -10, All Stats -1. Can't have it and Diligent.
    Diligent - Vassal Opinion +10, Slothful Opinion -10, Same Opinion +10,
    	   All Stats +1.
    		 
    Envious - Intrigue +2, Diplomacy -1, Liege Opinion -15. Can't have it and Kind.
    Kind - Intrigue -2, Diplomacy +2, Vassal Opinion +10, Same Opinion +10, Envious
           Opinion +10.
    	 
    Wroth - Diplomacy -1, Intrigue -1, Martial +3. Can't have it and Patient.
    Patient - Diplomacy/Intrigue/Stewardship/Learning+1, Wroth Opinion -10.
    
    Proud - Prestige +0.5. Can't have it and Humble.
    Humble - Piety +1, Proud Opinion -10, Same Opinion +10.
    
    
    [Reference.3.5] 	Other Traits
    
    Crusader - Martial +2, Church Opinion +25, Same Opinion (If same religion) +30.
    
    Bastard - Diplomacy -1, Same Opinion +10.
    
    Twin - Twin Opinion +30.
    
    Legitimized Bastard - Diplomacy -1.
    
    Pregnant - Spouse Opinion +25.
    
    Excommunicated - Diplomacy -5, Same Religion Opinion -30.
    
    Kinslayer - Diplomacy -3, Dynasty Opinion -25.
    
    Homosexual - Sex Appeal +30, Vassal Opinion -10, Fertility -15%
    
    Clubfooted - CONGENITAL. Sex Appeal -10, Same Opinion +5, Martial -1.
    
    Harelip - CONGENITAL. Sex Appeal -10, Same Opinion +5, Diplomacy -1.
    
    Hunchback - CONGENITAL. Sex Appeal -30, Same Opinion +5, Vassal Opinion -5,
    		  Martial -1.
    		  
    Lisp - CONGENITAL. Sex Appeal -5, Same Opinion +5, Diplomacy -1.
    
    Stutter - CONGENITAL. Same opinion +5, Diplomacy -1.
    
    Fair - CONGENITAL. Sex Appeal +30, Diplomacy +1. Can't have it and Ugly.
    Ugly - CONGENITAL. Sex Appeal -20, Diplomacy -1.
    
    Dwarf - CONGENITAL. Sex Appeal -30, Same Opinion +10, Martial -1.
    
    Can only have one of these 4:
    Genius - CONGENITAL. All Stats +5, Vassal Opinion +5.
    Quick - CONGENITAL. All Stats +3.
    Slow - CONGENITAL. All Stats -3.
    Imbecile - CONGENITAL. All Stats -8, Sex Appeal -30, Vassal Opinion -10.
    
    Inbred - CONGENITAL. Sex Appeal -30, Fertility -30%, Health -15, All Stats -5,
    	 Vassal Opinion -20
    		 
    Strong - CONGENITAL. Sex Appeal +10, Vassal Opinion +10, Diplomacy +1,
             Health +2, Fertility +10%. Can't have it and Weak.
    Weak - CONGENITAL. Health -1, Fertility -10%, Martial -1, Sex Appeal -10, 
           Vassal Opinion -10.
    
    Pilgrim - Same Religion Opinion +5, Piety +10%
    
    	MUSLIM TRAITS
    Mujahid - Muslim equivalent of Crusader
    	Martial +2, Muslim Opinion +10, Same Opinion +30
    
    Hajjaj - Muslim Opinion +10, Piety +0.1, Stewardship +1
    
    On Hajj - Muslim Opinion +20, Piety +0.2, Pilgrimage
    
    Faquih - Vassal Opinion +10 (Lifestyle)
    
    Hafiz - Muslim Opinion +5
    
    Sayyid - Muslim Opinion +10
    	
    Mirza - Muslim Opinion +5
    
    [Reference.4] 		Bookmarks
    
    Fate of England - 15 September 1066
    Recommended Characters: William the Conqueror, Harold Godwinson, 
    			Harald Hardrade
    
    Norman Conquest - 26 December 1066
    Recommended Characters: William the Conqueror, Svend Estridsen
    
    Third Crusade - January 1 1187
    Recommended Characters: Henry II of England, Philippe II Auguste of France,
    			Friedrich I of the HRE, Hungary, Byzantium
    						
    100 Years War - January 1 1337
    Recommended Characters: Edward III of England, Philippe VI of France
    
    
    [Reference.5] 		Titles
    
    [Reference.5.1] 	Special Titles
    
    "Empire" of Rebels
    "Empire" of Pirates 
    "Kingdom" of the Papal State
    Kingdom of the Ecumenical Patriarch
    "Duchy" of the Sunni Caliphate
    "Duchy" of the Shia Caliphate
    Empire of the Golden Horde
    Empire of the Il-Khanate
    Empire of the Timurids
    
    [Reference.5.2] 	Holy Orders
    
    ALL ARE DUCHY-LEVEL
    Knights Templar
    Teutonic Order
    Knights Hospitaler
    Hashshashin
    
    [Reference.5.3] 	Mercenaries
    
    Sunni Turkic Company
    Sunni Cuman Company
    Sunni Berber Company
    Sunni Bedouin Company
    Shiite Turkic Company
    Shiite Cuman Company
    Shiite Bedouin Company
    White Company
    Great Company
    Company of St George
    Star Company
    Little Hat Company
    Rose Company
    Catalan Company
    Navarrese Company
    Swiss Company
    Breton Company
    Victual Brothers
    Varangian Guard (gets stronger as the game goes on)
    Cuman Company
    Rus Company
    Pecheneg Company
    Bulgarian Company
    Turkic Company
    Lombard Band
    Swiss Band (gets stronger as the game goes on)
    Breton Band
    Catalan Band
    Saxon Band
    Cuman Band
    Rus Band
    Pecheneg Band
    Bulgarian Band
    Turkic Band
    Mamluks
    Venetian Navy
    Genoese Navy
    Hanseatic Navy
    Frisian Navy
    Maghreb Corsairs
    Ghilman
    
    [Reference.5.4] 	De Jure Titles
    Holy Roman Empire
    	Kingdom of Frisia
    		Duchy of Holland
    		Duchy of Gelre
    		Duchy of Brabant
    		Duchy of Flanders
    	Kingdom of Lotharingia
    		Duchy of Luxembourg
    		Duchy of Upper Lorraine
    		Duchy of Lower Lorraine
    		Duchy of Alsace
    	Kingdom of Pomerania
    		Duchy of Mecklenburg
    		Duchy of Pommerania
    		Duchy of Pomeralia
    		Duchy of Saxony
    		Duchy of Brandenburg
    		Duchy of Meissen
    	Kingdom of Bavaria
    		Duchy of Bavaria
    		Duchy of Österreich
    		Duchy of Tyrol
    		Duchy of Carinthia
    	Kingdom of Germany (more important than normal kingdoms)
    		Duchy of Brunswick
    		Duchy of Thuringia
    		Duchy of Köln
    		Duchy of Franconia
    		Duchy of Baden
    		Duchy of Swabia
    	Kingdom of Bohemia
    		Duchy of Bohemia
    		Duchy of Moravia
    
    		
    
    Empire of Byzantium
    	Kingdom of Byzantium
    		Duchy of Paphlagonia
    		Duchy of Nikaea
    		Duchy of Samos
    		Duchy of the Aegean Islands
    		Duchy of Thrace
    		Duchy of Adrianopolis
    		Duchy of Thessalonika
    		Duchy of Dyrrachion
    		Duchy of Epirus
    		Duchy of Athens
    		Duchy of Achaia
    		Duchy of Krete
    		Duchy of Cyprus
    		Duchy of Cherson
    		Duchy of Cibyrrhaeot
    	Kingdom of Anatolia
    		Duchy of Anatolia	
    		Duchy of Thracesia
    		Duchy of Charsianon
    		Duchy of Armeniacon
    		Duchy of Paphlagonia
    		Duchy of Trebizond		
    	Kingdom of Armenia
    		Duchy of Azerbaijan
    		Duchy of Armenia
    		Duchy of Mesopotamia
    		Duchy of Edessa
    		Duchy of Coloneia
    		Duchy of Armenia Minor
    	Kingdom of Bulgaria
    		Duchy of Vidin
    		Duchy of Turnovo
    		Duchy of Karvuna
    	Kingdom of Dacia
    		Duchy of Wallachia
    		Duchy of Moldau
    	Kingdom of Serbia
    		Duchy of Rashka
    		Duchy of Dioclea
    	Kingdom of Croatia
    		Duchy of Slavonia
    		Duchy of Bosnia
    		Duchy of Croatia
    		Duchy of Dalmatia
    	Kingdom of Sicily
    		Duchy of Benevento
    		Duchy of Capua
    		Duchy of Apulia
    		Duchy of Salerno
    		Duchy of Calabria
    		Duchy of Sicily
    
    
    Empire of Scandinavia
    	Kingdom of Sweden
    		Duchy of Uppland
    		Duchy of Ostergotland
    		Duchy of Vastergotland
    		Duchy of Norrland
    		Duchy of Bergslagen
    		Duchy of Smaland	
    	Kingdom of Denmark
    		Duchy of Skane
    		Duchy of Sjaelland
    		Duchy of Slesvig
    		Duchy of Holstein		
    	Kingdom of Norway
    		Duchy of Iceland
    		Duchy of Orkney
    		Duchy of Vestlandet
    		Duchy of Ostlandet
    		Duchy of Trondelag
    		Duchy of Jamtland
    	Kingdom of Finland
    		Duchy of Estonia
    		Duchy of Karelia
    		Duchy of Finland
    	
    Kingdom of Poland
    		Duchy of Mazovia
    		Duchy of Greater Poland
    		Duchy of Silesia
    		Duchy of Upper Silesia
    		Duchy of Opole
    		Duchy of Lesser Poland
    		Duchy of Kuyavia
    	
    Kingdom of Lithuania
    		Duchy of Livonia
    		Duchy of Prussia
    		Duchy of Polotsk
    		Duchy of Lithuanians
    		Duchy of Courland
    		Duchy of Samogitia
    	
    Empire of Russia
    	Kingdom of Rus
    		Duchy of Bjarmia
    		Duchy of Beloozero
    		Duchy of Novgorod
    		Duchy of Rostov
    		Duchy of Tver
    		Duchy of Yaroslavl
    		Duchy of Vladimir
    		Duchy of Moskva
    	Kingdom of Ruthenia
    		Duchy of Kiev
    		Duchy of Galich
    		Duchy of Volhynia
    		Duchy of Turov
    		Duchy of Vitebsk
    		Duchy of Smolensk
    		Duchy of Chernigov
    		Duchy of Novgorod-Seversk
    		Duchy of Ryazan
    		Duchy of Pereyaslavl
    	Kingdom of Volga-Bulgaria
    		Duchy of Bulgar
    		Duchy of Cheremisa
    	Kingdom of Perm
    		Duchy of Perm
    		Duchy of Hlynov
    		Duchy of Tyumen
    	Kingdom of Cuman		
    		Duchy of Itil
    		Duchy of Sarkel
    	Kingdom of Taurica
    		Duchy of Cherson
    		Duchy of Crimea
    	Kingdom of Alania
    		Duchy of Alania
    		Duchy of Azov
    	Kingdom of Khwarizm
    		Duchy of Aktobe
    		Duchy of Khwarizm
    	
    Empire of Persia
    	Kingdom of Persia
    		Duchy of Merv
    		Duchy of Khorasan
    		Duchy of Mazandaran
    		Duchy of Esfahan
    		Duchy of Hormuz
    		Duchy of Fars
    		Duchy of Hamadan
    		Duchy of Birjand
    	Kingdom of Khiva
    		Duchy of Khiva
    		Duchy of Bukhara
    	Kingdom of Mesopotamia
    		Duchy of Kermanshah
    		Duchy of Tigris
    		Duchy of Basra
    		Duchy of Amman
    		Duchy of Baghdad
    		Duchy of Mosul
    		Duchy of Tabriz
    	
    Kingdom of Georgia
    		Duchy of Kartli
    		Duchy of Derbent
    		Duchy of Abkhazia
    	
    Kingdom of Hungary
    		Duchy of Pecs
    		Duchy of Esztergom
    		Duchy of Nyitra
    		Duchy of Ungvar
    		Duchy of Pest
    		Duchy of Transylvania
    	
    Kingdom of Italy
    		Duchy of Venice
    		Duchy of Verona
    		Duchy of Lombardia
    		Duchy of Genoa
    		Duchy of Modena
    		Duchy of Ferrara
    		Duchy of Toscana
    		Duchy of Pisa
    		Duchy of Ancona
    		Duchy of Spoleto
    		Duchy of Sardinia
    
    Empire of Francia
    	Kingdom of France (more important)
    		Duchy of Berry
    		Duchy of Anjou
    		Duchy of Normandy
    		Duchy of Orléans
    		Duchy of Champagne
    		Duchy of Valois
    	Kingdom of Aquitaine
    		Duchy of Aquitaine
    		Duchy of Toulouse
    		Duchy of Gascogne
    		Duchy of Poitou
    		Duchy of Auvergne
    		Duchy of Bourbon
    	Kingdom of Brittany
    		Duchy of Brittany
    	Kingdom of Burgundy
    		Duchy of Provence
    		Duchy of Savoie
    		Duchy of Dauphine
    		Duchy of Upper Burgundy
    		Duchy of Burgundy
    	
    	
    Empire of Spain
    	Kingdom of Castille
    		Duchy of Castilla
    		Duchy of Toledo
    	Kingdom of Aragon
    		Duchy of Aragon
    		Duchy of Barcelona
    		Duchy of Valencia
    		Duchy of Mallorca
    	Kingdom of Navarra
    		Duchy of Navarra
    	Kingdom of Leon
    		Duchy of Asturias
    		Duchy of Leon
    		Duchy of Badajoz	
    	Kingdom of Galicia
    		Duchy of Galicia
    		Duchy of Porto
    	Kingdom of Portugal
    		Duchy of Beja
    		Duchy of Algarve		
    	Kingdom of Andalusia
    		Duchy of Cordoba
    		Duchy of Murcia
    		Duchy of Granada
    		Duchy of Sevilla
    	
    Empire of Arabia
    	Kingdom of Arabia
    		Duchy of Arabia Petrae
    		Duchy of Medina
    		Duchy of Sanaa
    		Duchy of Oman
    		Duchy of Nefoud
    		Duchy of Amman
    	Kingdom of Egypt
    		Duchy of Alexandria
    		Duchy of Damietta
    		Duchy of Cairo
    		Duchy of Aswan
    		Duchy of Sinai
    	Kingdom of Jerusalem
    		Duchy of Oultrejourdain
    		Duchy of Ascalon
    		Duchy of Jerusalem
    		Duchy of Galilee
    	Kingdom of Syria
    		Duchy of Aleppo
    		Duchy of Antioch
    		Duchy of Tripoli
    		Duchy of Damascus
    		Duchy of Syria
    	Kingdom of Mauretania
    		Duchy of Marrakech
    		Duchy of Tangiers
    		Duchy of Fes
    		Duchy of Alger
    		Duchy of Tlemcen	
    	Kingdom of Africa
    		Duchy of Tunis
    		Duchy of Tripolitania
    		Duchy of Cyrenaica
    		Duchy of Kabylia
    	
    		
    Kingdom of Abyssinia
    		Duchy of Harer
    		Duchy of Axum
    		Duchy of Gondar
    	
    Empire of Brittania
    	Kingdom of England (more important)
    		Duchy of Northumberland
    		Duchy of Lancaster
    		Duchy of York
    		Duchy of Norfolk
    		Duchy of Oxford
    		Duchy of Bedford
    		Duchy of Hereford
    		Duchy of Gloucester
    		Duchy of Canterbury
    		Duchy of Somerset	
    	Kingdom of Wales
    		Duchy of Gwynedd
    		Duchy of Deheubarth
    		Duchy of Cornwall		
    	Kingdom of Scotland
    		Duchy of Galloway
    		Duchy of Western Isles
    		Duchy of Lothian
    		Duchy of Albany
    		Duchy of Moray		
    	Kingdom of Ireland
    		Duchy of Ulster
    		Duchy of Munster
    		Duchy of Connacht
    		Duchy of Meath
    		Duchy of Leinster
    		
    Kingdom of Mali
    		Duchy of Timbuktu
    		Duchy of Ghana
    		Duchy of Mali
    		Duchy of Songhay
    
    [Reference.5.5] 	Titular Titles
    
    	Duchies:
    		Abbasid
    		Arabia Felix
    		Arabs
    		Assassin
    		Balearic
    		Belgrade
    		Bergen
    		Bordeaux
    		Braganza
    		Butrinto
    		Campania
    		Catalonia
    		Chaldea
    		Cumberland
    		Curonian
    		Don
    		Dorostotum
    		El Rif
    		El-Arish
    		Erzerum
    		Estonia
    		Galatia
    		Georgia
    		Gilan
    		Hellas
    		Ikonion
    		Ingers
    		Kajaneborg
    		Kappadokia
    		Karnten
    		Kexholm
    		Khazars
    		Kirkuk
    		Kola
    		Krakow
    		Laodikeia
    		Lettigalians
    		Luristan
    		Lut
    		Lykia
    		Mar
    		Milano
    		Minsk
    		Mordvins
    		Nikomedeia
    		Pechenegs
    		Pressburg
    		Pronsk
    		Pruthenians
    		Qom
    		Romagna
    		Salamanca
    		Samoyeds
    		Sandomiersk
    		Satakunta
    		Shiraz
    		Sinope
    		Sistan
    		Slovakia
    		Swiss
    		Tavasts
    		Turkmens
    		Ural
    		Varna
    		Wielkopolska
    		Vlachs
    		Volga
    		Votes
    		Yatviags
    		Zara
    		Zaragoza
    		Zemigalians
    		
    	Kingdoms
    		Almohad
    		Al-Murabitids
    		Aydin
    		Cyprus
    		Beni Helal
    		Candar
    		Khazaria
    		Eretnid
    		Germiyan
    		Hammadid
    		Kafsid
    		Karaman
    		Marinid
    		Mentese
    		Naples	#Obsolete?
    		Bosnia
    		Nubia
    		Ottoman
    		Qarakhnid
    		Rum
    		Saruhan
    		Tekke
    		Trebizond
    		Trinacria #Obsolete?
    		Venice
    		Zenata
    		Zirid
    		Ziyanids
    		
    	Empires:
    		Latin Empire
    
    [Reference.6] 		Static Modifiers
    Only the interesting ones will be listed.
    
    [Reference.6.1] 	Difficulty
    
    VERY EASY
    Fertility +50%
    Morale +50%
    AI Morale -25%
    
    EASY
    Fertility +25%
    Morale +25%
    
    NORMAL
    n/a
    
    HARD
    AI Morale +25%
    AI Tax +25%
    AI Reinforcement Rate +5%
    
    VERY HARD
    Morale -25%
    AI Morale +50%
    AI Tax +50%
    AI Reinforcement Rate +10%
    
    [Reference.6.2] 	Provincial
    
    Mild Winter: Supply Limit -1, Max Attrition 10%
    Normal Winter: Supply Limit -2, Max Attrition 10%
    Severe Winter: Supply Limit -3, Max Attrition 10%
    Out of Supply: Max Attrition 10%
    
    Looted: Supply Limit -1, Local Tax Modifier -50%
    
    [Reference.6.3] 	Combat Static Modifiers
    
    River/Strait Crossing, Amphibious Landing: 
    	Penalty to Archer/Light Infantry
    	Severe Penalty to Pikemen and Heavy Infantry
    	Very severe Penalty to Cavalry
    
    Defender Bonus in a Mountain:
    	Large bonus to arcchers
    	Bonus to Pikemen
    	Small bonus to infantry and horse archers
    
    Defender Bonus in Hills:
    	Bonus to Archer, Pikemen and Horse Archers
    
    
    [Reference.7] 		Diseases
    
    TUBERCULOSIS 
    Date: All game long, several times.
    Contagiousness: Low.
    Effect: -50% city tax, -4 supply limit, 5% max attrition
    Lasts for 24 months.
    
    TYPHOID FEVER 
    Date: All game long, several times.
    Contagiousness: Low.
    Effect: -50% city tax, -4 supply limit, 5% max attrition
    Lasts for 24 months.
    
    TYPHUS
    Date: All game long, several times.
    Contagiousness: Average.
    Effect: -50% city tax, -4 supply limit, 5% max attrition
    Lasts for 5 months.
    
    BUBONIC PLAGUE
    Date: From 1300 to 1400, only once.
    Contagiousness: High.
    Effect: -80% city tax, -4 supply limit, 5% max attrition
    Lasts for 7 months.
    
    MEASLES
    Date: All game long, several times.
    Contagiousness: Average.
    Effect: -50% city tax, -4 supply limit, 5% max attrition
    Lasts for 5 months.
    
    SMALLPOX
    Date: All game long, several times.
    Contagiousness: Average.
    Effect: -20% city tax, -4 supply limit, 5% max attrition
    Lasts for 4 months.
    
    
    [Reference.8] 	Minor Titles
    
    Anyone can only have one minor/honorary title.
    
    Non-Byzantine Titles:
    COURT JESTER
    -10 Opinion, 0.02 Salary, -0.01 Prestige
    Grantable to any adult, if you are a king or emperor.
    
    KEEPER OF THE SWANS
    +10 Opinion, 0.01 Salary, +0.002 Prestige
    Grantable to any adult, if you are a king or emperor.
    
    MASTER OF THE HORSE
    +10 Opinion, 0.02 Salary, +0.004 Prestige
    Grantable to any male adult.
    
    MASTER OF THE HUNT
    +10 Opinion, 0.02 Salary, +0.004 Prestige
    Grantable to any male adult.
    
    HIGH ALMONER
    +10 Opinion, 0.02 Salary, +0.004 Prestige
    Grantable to any adult.
    
    CUPBEARER
    +15 Opinion, 0.05 Salary, +0.006 Prestige
    Grantable to any male adult.
    
    SENESCHAL
    +15 Opinion, 0.05 Salary, +0.006 Prestige
    Grantable to any male adult, if you are a king or emperor.
    
    
    Byzantine Titles:
    DESPOT
    +25 Opinion, 0.1 Salary, +0.01 Prestige
    Grantable to any male close relative.
    
    SEBASTOKRATOR
    +20 Opinion, 0.1 Salary, +0.01 Prestige
    Grantable to any close relative.
    
    CAESAR
    +15 Opinion, 0.1 Salary, +0.01 Prestige
    Grantable to any close relative.
    
    KOUROPALATES
    +15 Opinion, 0.075 Salary, +0.075 Prestige
    Grantable to any male adult close relative.
    
    ANTHYPATOS
    +10 Opinion, 0.005 Salary, +0.005 Prestige
    Grantable to any male adult close relative, available 4 times
    
    
    [Reference.9]	Nicknames
    
    Triggered Only:
    the Lawgiver
    the Usurper
    the Hammer
    the Conqueror
    the Victorious
    the Crusader
    the Holy
    the Avenger
    the Brave
    the Fearless
    the Martyr
    the Unlucky
    the Lucky
    the Restorer
    the Effeminate
    the Clueless
    the Ill-tempered
    the Affable
    the Heathen
    the Liberator
    Haardrade
    
    Other:
    the Young: 10 years of rule, age < 20
    the Old: 20 years of rule, age > 55
    the Accursed: age >20, possessed/kinslayer
    the Wicked: age >20, possessed/kinslayer
    the Bewitched: age >20, possessed/kinslayer
    Priest-Hater: age >20, cynical
    
    the Pious: age >20, piety >1000
    the Apostle: age >20, piety >1000
    the Blessed: age >20, piety >1000
    the Confessor: age >20, piety>1000
    the Monk: age >20, piety>500, chaste/celibate
    
    the Chaste: age >15, chaste/celibate
    the Hunter: age >15, hunter, NOT infirm or incapable
    the Fowler: age >15, falconer/hunter, NOT infirm or incapable
    
    the Just: age >15, just, stewardship >5, NOT deceitful/imbecile/slow/incapable
    the Lame: age >15, clubfooted, inbred
    the Handsome: age >15, age<60, fair, male, NOT dwarf/inbred/harelip/hunchback
    the Fair: age >15, age<50, fair, female, NOT dwarf/inbred/harelip/hunchback
    the Mad: age >15, lunatic
    the Fat: age >15, gluttonous/hedonist/drunkard
    the Drunkard: age >15, gluttonous/hedonist/drunkard
    the Cruel: age >20, NOT kind/charitable, wroth/cruel/impaler
    the Wise: age>20, NOT arbitrary/wroth/slow/imbecile/inbred/incapable,
    		  quick/genius/just/patient/scholar
    		  
    the Bastard: age >10, male, bastard
    the Blind: age >20, maimed/inbred/leper
    Half-Hand: age >10, maimed
    the Gouty: age >40, infirm
    
    the Ironside: 15 years of rule, high prestige, brave/strong, NOT weak
    the Lion: 15 years of rule, brave/strong, high military education, NOT weak
    the Lionheart: 15 years of rule, brave/strong, high military education, 
                   NOT weak
    the Bold: 10 years of rule, 50 piety, brave/strong, not paranoid
    
    the Unready: age >11, 1 year of rule, arbitrary
    the Ill-Ruler: age >11, 1 year of rule, arbitrary
    the Terrible: age >30, 10 years of rule, wroth/lunatic/cruel/impaler, tyrant
    
    the Magnificent: age >30, 15 years of rule, quick/genius, not slow/imbecile, 
                     high education
    the Quarreller: age >30, 15 years of rule, arbitrary
    the Builder: ?
    
    the Devil: 10 years of rule, wroth, kinslayer/excommunicated/impaler
    the Dragon: 10 years of rule, wroth, kinslayer/excommunicated/impaler
    the Careless: age > 30, 10 years of rule, weak/content, NOT diligent/ambitious
    
    the Peaceable: ?
    the Prudent: ?
    the Unwilling: ?
    Lackland: ?
    
    the Able: Age>20, Diligent, Ambitious
    the Kind: Age>20, Charitable, Kind
    the Good: Age>20, Charitable, Just
    the Troubadour: Age>20, Poet, Gregarious
    the Strong: Age>20, Strong, Brave OR Ambitious
    the Magnanimous: Age>20, Charitable, Brave
    the Simple: Age>20, Humble, Slow
    the Merry: Age>20, Gregarious, Kind
    the Noble: Age>20, Diplomacy>9, Intrigue>8, NOT Bastard, good education
    the Gentle: Age>20, Kind, Gregarious
    the Proud: Age>20, Proud, Envious
    the Silent: Age>20, Shy, Patient OR Humble
    the Warlike: ?
    the Great: 10 years of rule, 1000 prestige (Or event)
    
    
    [Reference.10] 	Plots
    
    Acquire the [liege's landed title]:
    	Character must not be prisoner, age > 16, not incapable or imbecile.
    	Crown Law below High.
    
    Revoke the [vassal title]:
    	Character must not be prisoner, age > 16, not incapable or imbecile.
    	Must not be in a defensive war.
    	Available for counts outside a duke's duchy, dukes with no count tiles,
    	count titles in your primary duchy, or a count's secondary county.
    	
    Institute Succession by [succesion type] in [Realm]:
    	Character must not be prisoner, age > 16, not incapable, imbecile or 
    	muslim.
    	Crown law below High.
    	
    Lower Crown Authority:
    	Character must not be prisoner, age > 16, not incapable or imbecile.
    	Cannot be the heir to the title, or married to the title holder.
    	Cannot have a truce with the title holder. Title cannot be titular.
    	Available for Kingdoms or Empires.
    	
    Kill [character]:
    	Character must not be prisoner, age > 16, not incapable.
    	Cannot have the traits Honest, Kind or Just if AI.
    	For the human player, can happen in the following conditions:
    		Pretender to a title, 
    		Heir to a title
    		Child or spouse pretender to a title, 
    		Target is lover to your spouse, 
    		Lunatic/Possessed plotter.
    
    See [spouse] Dead:
    	Character must not be prisoner, age >16, married, not incapable.
    	Cannot have the traits Honest or Kind if AI.
    	Can happen in the following conditions:
    		Male plotter without sons wants to kill old/barren wife;
    		Female plotter dislikes husband, wants child to inherit;
    		Spouse has a lover;
    		Possessed/Lunatic Plotter.
    		
    See the [title] granted to a new ruler:
    	Character must not be prisoner, age >16, not incapable or imbecile.
    	Crown law below High.
    	Available for characers who aren't your heirs, for whom you have no truce
    	with, and who are Dukes or higher.
    
    [Reference.11] 	Ambitions
    
    Become [Court Member]:
    	Character must not be prisoner, age >16, male, not incapable.
    	Weighted if dynasty member, and have corresponding education.
    	Females CAN be spymasters, if they are the mother or spouse of the ruler.
    	
    Amass Wealth:
    	Character must not be charitable or incapable, age >16, wealth under 200.
    	Succeeds at 500 wealth, fails when you get charitable or incapable.
    	+1 Stewardship on success.
    	
    Become Paragon of Virtue:
    	Character must not be cruel/impaler/incapable, age >16, piety under 100.
    	Succeeds at 500 piety, fails when you get one of the above traits.
    	+1 Learning, 100 piety, and possible 'the Holy' nickname on success.
    	
    Become Exalted:
    	Character must not be content, humble or incapable, age >16, 
    	prestige under 200.
    	Succeeds at 1000 prestige, fails when you get one of the above traits.
    	+1 Diplomacy, 100 prestige, and possible 'the Great' nickname on success.
    	
    Get Married:
    	Age >16, not married or betrothed, not celibate or incapable, male or 
    	female under 40.
    	Succeeds when married.
    	10 piety on success.
    	
    Marry a Ruler:
    	Age >16, not married, female under 45, not celibate or incapable, daughter
    	of a duke or king.
    	Suceeds when marrried to a ruler.
    	20 prestige on success.
    	
    Have a Daughter:
    	Age >16, married, no daughters, not celibate or incapable.
    	10 piety on success.
    	
    Have a son:
    	Age >16, married, no sons, human player OR at least two daughters, not 
    	celibate or	incapable.
    	10 piety on success.
    
    Gain a title:
    	Age >16, not incapable, liege is close relative and has a spare title.
    	50 prestige and higher opinion with liege.
    	
    Become Heir:
    	Age >16, not incapable, liege has a poor heir (lunatic, infirm, female...)
    	Suceeds if you are the primary heir.
    	Intrigue +1.
    
    Fabricate Claim on [Liege/Fellow Vassal]'s Title:
    	Age >16, not incapable or imbecile, liege can't be your parent.
    	Gain claim.
    	
    [Reference.12] 	Fixed Opinion Modifiers
    
    Same Dynasty +5
    Ally +25
    At War -20
    Mother/Child +50
    Father/Child +50
    Brother(Muslim) -20
    Half-Brother(Muslim) -40
    Claimant/Holder -20
    Holding De Jure Titles -25
    Holding De Jure Liege Titles -20
    Pretender -50
    Nominee +50
    Supports Different Heir -20
    Foreigner -20
    Foreigner (similar culture) -10
    Infidel -30
    Heretic -35
    Religious Differences -15
    Head of Religion +10
    Demesne Too Big -10
    Female Heir -10
    Female Ruler -10
    Defending My Titles +100
    Defending vs Infidel +30
    Pope/Antipope -100
    Pope/Antipope Controller -50
    Priest/Crusader +25
    Priest/non-crusader -15
    Excommunication Lifted +20 (10 years)
    Lover +75
    Wrong Government (County and above) -30
    Excommunication Lifted +30
    Refused Guardianship -25
    Defeated Rebels +25
    Failed Plot -25
    
    Rival -100 (Important!)
    Friend +100 (Important!)
    
    Declared War -25 for 160 months
    Tyrant -10 for 120 months
    Dishonorable -10 for 60 months
    Released Prisoner +10 for 30 months
    DoW on Son-in-law -15 for 120 months
    Broke Alliance -30 for 120 months
    Broke Truce -25 for 120 months
    Honored Alliance +25 for 60 months
    Joined My War +25 for 60 months
    Pressed My Claim +100 for 240 months
    Insulted -30 for 60 months
    Sent Gift +Giver Diplomacy for 60 months
    Demanded Conversion -10 for 60 months
    
    Campaign Friend +30
    Campaign Rival -20
    Saved on Battlefield +50
    Mentor +25 for 240 months
    Spurned -10 for 12 months
    Embarrased -25 for 18 months
    Invested Bishop 20 for 1000 months
    Invested Antipope 75 for 1000 months
    Good Succession Law Change +25
    Bad Succession Law Change -50
    Unaffected by Succession Law Change -20
    Claimed my title -50
    Revoked my title -80
    Granted Barony +20
    Granted County +40
    Granted Duchy +60
    Granted Kingdom +80
    Granted Empire +100
    Granted Barony (Holy Order) +25
    Granted County (Holy Order) +50
    Transferred Vassal +20
    Usurped a Title -50
    Granted Title to Woman -5
    Divorced(Relative) -30
    Divorced -50
    Entrusted Ward +20
    Lost Ward -15
    Betrothal Broken -30
    Traitor -50 (Can Imprison)
    Lowered Crown Authority +10
    Discovered Plotting +50
    
    Other opinion modifiers are trait/event dependent.
    
    [Reference.13] 		Decisions
    
    [Reference.13.1] 	Conversion Decisions
    Convert to Liege's Religion
    	Can't be Zealous, need 50 Prestige
    	Lose 50 Prestige, Convert
    	
    Convert to Parent Religion
    	Be Heretic, can't be Zealous.
    	Lose 500 Piety, abandon Heresy.
    	
    [Reference.13.2] 	Crown Laws
    
    CENTRALIZATION
    Autonomous Vassals
    	Base law.
    Limited Crown Authority
    	Feudal vassal opinion -5, Can appoint generals, Can Revoke titles.
    	10% Min Levy
    Medium Crown Authority
    	Feudal opinion -10, Free infidel revokation, Vassals cannot fight amongst
    	each other.
    	20% min Levy
    High Crown Authority
    	Feudal Opinion -20, Can appoint regents, titles cannot be inherited 
    	outside your realm.
    	30% Min Levy
    Max Crown Authority
    	Feudal Opinion -30, vassals cannot declare war except on you, free Revoke.
    	40% Min Levy
    	
    INVESTITURE
    Free
    	Pope Opinion -30, Vassals with Bishops +10, Temple Vassals +25.
    	Can appoint bishop successors.
    Papal
    	Base law.
    	Pope appoints bishop successors.
    	
    [Reference.13.3] 	Dynasty Decisions
    
    Legitimize Bastard
    	Needs 20 piety
    	Removes the Bastard trait, adds the Legitimized Bastard one. Lose 20 piety
    	and opinion with your other children.
    	
    [Reference.13.4] 	Employment Decisions
    
    Invite Holy Man to Court
    	Need 5 Piety
    	Lose 5 piety, get a priest in your court.
    	
    Invite Noble to Court
    	Need [x] Gold
    	Lose [x] Gold, get a nobleman in your court
    	
    Present Debutante
    	Need [x] Gold
    	Lose [x] Gold, get a 17 year old noblewoman in your court
    	(increased possiblity of becoming Lover)
    
    [Reference.13.5]	Minor Decisions
    
    Feast
    	Cannot do in war, cannot be prisoner.
    	Costs some prestige and gold, can only be used after October.
    	
    Summer Fair
    	Need to be Christian, and not a prisoner.
    	Costs some gold, can only be done after April.
    	
    Grand Hunt
    	Need to be a male ruler and not a prisoner. Cannot have negative health
    	traits.
    	Costs some gold, can only be done after August.
    	
    [Reference.13.6] 	Realm Decisions
    
    Hold Epic Tournament
    	Have to be a male King or Emperor, and not at war.
    	Costs 200 wealth and gives 100 Prestige.
    
    Buy Indulgence
    	Have to be Catholic and adult. Costs some gold, and the pope may give you
    	some Piety in return.
    
    Issue Declaration of Repentance
    	If excommunicated, costs some gold and might make the pope remove the
    	excommunication
    	
    Demand Liege Title
    	If you are a count and have a good relation with your liege you can ask him
    	for a de jure title.
    
    
    [Reference.14]		Technology
    [Reference.14.1] 	Military Technology
    
    Bows
    	1	Archers/Horse Archers Offensive +10%
    	2	Archers/Horse Archers Offensive +15%
    	3	Archers/Horse Archers Offensive +20%
    	4	Archers/Horse Archers Offensive +25%
    	5	Archers/Horse Archers Offensive +30%
    
    Light Armour
    	1	Light Inf/Light Cav/Archers/Horse Archers Defensive +10%
    	2	Light Inf/Light Cav/Archers/Horse Archers Defensive +15%
    	3	Light Inf/Light Cav/Archers/Horse Archers Defensive +20%
    	4	Light Inf/Light Cav/Archers/Horse Archers Defensive +25%
    	5	Light Inf/Light Cav/Archers/Horse Archers Defensive +30%
    	
    Heavy Armour
    	1	Heavy Infantry/Pikemen/Heavy Cavalry Defensive +10%
    	2	Heavy Infantry/Pikemen/Heavy Cavalry Defensive +15%
    	3	Heavy Infantry/Pikemen/Heavy Cavalry Defensive +20%
    	4	Heavy Infantry/Pikemen/Heavy Cavalry Defensive +25%
    	5	Heavy Infantry/Pikemen/Heavy Cavalry Defensive +20% (*)
    * This looks weird. Might've been a mistake by Paradox?
    
    Infantry Melee Weapons
    	1	Pikemen/Heavy Infantry/Light Infantry +10%
    	2	Pikemen/Heavy Infantry/Light Infantry +15%
    	3	Pikemen/Heavy Infantry/Light Infantry +20%
    	4	Pikemen/Heavy Infantry/Light Infantry +25%
    	5	Pikemen/Heavy Infantry/Light Infantry +30%
    
    Cavalry Melee Weapons
    	1	Light Cavalry/Heavy Cavalry Offensive +10%
    	2	Light Cavalry/Heavy Cavalry Offensive +15%
    	3	Light Cavalry/Heavy Cavalry Offensive +20%
    	4	Light Cavalry/Heavy Cavalry Offensive +25%
    	5	Light Cavalry/Heavy Cavalry Offensive +30%
    
    Siege Equipment
    	1	Siege Speed +10%
    	2	Siege Speed +20%
    	3	Siege Speed +30%
    	4	Siege Speed +40%
    	5	Siege Speed +50%
    
    Military Fortifications
    	1	Siege Defense +10%
    	2	Siege Defense +20%
    	3	Siege Defense +30%
    	4	Siege Defense +40%
    	5	Siege Defense +50%
    
    Tactics
    	1	Land Morale +10%
    	2	Land Morale +20%
    	3	Land Morale +30%
    	4	Land Morale +40%
    	5	Land Morale +50%
    
    [Reference.14.2] 	Economic Technology
    
    Farming
    	1	Castle Tax Modifier +10%
    	2	Castle Tax Modifier +20%
    	3	Castle Tax Modifier +30%
    	4	Castle Tax Modifier +40%
    	5	Castle Tax Modifier +50%
    
    Trade Practices
    	1	City Tax Modifier +10%
    	2	City Tax Modifier +20%
    	3	City Tax Modifier +30%
    	4	City Tax Modifier +40%
    	5	City Tax Modifier +50%
    
    Church Taxes
    	1	Church Tax Modifier +10%
    	2	Church Tax Modifier +20%
    	3	Church Tax Modifier +30%
    	4	Church Tax Modifier +40%
    	5	Church Tax Modifier +50%
    
    Castle/Town/Church Infrastructure, Improved Keeps
    	All levels add more buildings. Check Buildings in the reference guide.
    
    Construction
    	1	Build Time Modifier -5%
    	2	Build Time Modifier -10%
    	3	Build Time Modifier -15%
    	4	Build Time Modifier -20%
    	5	Build Time Modifier -25%
    
    [Reference.14.3] 	Cultural Technology
    Noble Customs
    	1 	Castle Opinion +3
    	2	Castle Opinion +6
    	3	Castle Opinion +8
    	4	Castle Opinion +10
    	5	Castle Opinion +12
    
    Popular Customs
    	1 	City Opinion +3
    	2	City Opinion +6
    	3	City Opinion +8
    	4	City Opinion +10
    	5	City Opinion +12
    
    Religious Customs	
    	1 	Church Opinion +3
    	2	Church Opinion +6
    	3	Church Opinion +8
    	4	Church Opinion +10
    	5	Church Opinion +12
    
    Majesty
    	1	+10% Prestige
    	2	+20% Prestige
    	3	+30% Prestige
    	4	+40% Prestige
    	5	+50% Prestige
    
    Spiritual Art
    	1	+10% Piety
    	2	+20% Piety
    	3	+30% Piety
    	4	+40% Piety
    	5	+50% Piety
    
    Cultural Flexibility
    	1	-10% Opinion Penalty
    	2	-20% Opinion Penalty
    	3 	-30% Opinion Penalty
    	4	-40% Opinion Penalty
    	5	-50% Opinion Penalty
    
    Religious Flexibility
    	1	-10% Opinion Penalty
    	2	-20% Opinion Penalty
    	3 	-30% Opinion Penalty
    	4	-40% Opinion Penalty
    	5	-50% Opinion Penalty
    
    Legalism
    	1	Short Reign length -1
    	2	Short Reign length -2
    	3	Short Reign length -3
    	4	Short Reign length -4
    	5	Short Reign length -5
    
    -------------------------------------------------------------------------------
    [DLC]				DLC LIST:
    
    No matter where you buy the game or its DLC, they all register on Steam, so if
    you get a good deal on, for example, Amazon or GreenManGaming, you can register
    their keys and have the DLC on Steam.
    
    *Ruler Designer 4,99€
    Allows you to create your own ruler. The values for the different traits, if
    you wish to change them, are all in the defines file. Very fun!
    
    *Songs of [the Holy Land/Faith/Albion]	1,99€
    Just extra music.
    
    *Mongol Faces 1,99€
    They both look quite good and are essential if you wish to use the Better-
    Looking Characters mod (which you should!)
    
    *Dynasty Shield 1,99€
    The most 'simply cosmetic' of the mods, it adds some extra shields for renowned
    dynasties like the Habsburgs or the Komnenos.
    
    Upcoming: Sword of Islam, possibly Pagan DLC too.
    
    -------------------------------------------------------------------------------
    [Mods]				NOTABLE MODS:
    
    *Game of Thrones
    
    A mod based on the popular A Song of Ice and Fire fantasy series, including
    things like playable Holy Orders (The Night's Watch) and a Mega-War system.
    
    "At the moment, two scenarios are available: Robert's Rebellion -when Robert 
    Baratheon, Eddard Stark, Jon Arryn, Hoster Tully, and Tywin Lannister 
    overthrew the Mad King and brought the Targaryen dynasty to an end- and 
    the Crowned Stag -set in the immediate aftermath of the above, as the 
    reign of King Robert begins."
    
    *CK2Plus (formerly known as WizCK2)
    Wiz's CK2 mod that has been getting released pretty much from the start and has
    always brought fresh perspectives on things. It includes other smaller mods,
    like Better-Looking Characters or All the Way to Timbuktu.
    
    Personally I can't play the game without this mod, and I'm seriously hoping that
    Paradox will hire Wiz to work for them.
    
    "The purpose of CK2+ is to create a broader, deeper, more challenging and more
    balanced CK2 experience without straying too far from the original game
    mechanics or tacking on deterministic railroading events and modifiers. The 
    purpose of this mod is not historical accuracy (although I try to preserve it
    whenever it is not a major detriment to gameplay) but rather to embrace and 
    enrichen the medieval intrigue sandbox that is CK2, while fixing its various 
    little issues and exploits."
    
    *The Prince and the Thane
    "Macbeth's madness and Machiavelli's cunning - A CKII overhaul mod"
    
    A mod slightly smaller in scope than the previous. It adds things like a new
    building system, jewish communities, and a more accurate set of coats of arms.
    
    *Bela Gerant Alii
    
    "Bella gerant alii - tu felix Austria nube.
    Let others wage war - you, fortunate Austria, marry."
    
    This mod was also one of the first few to show up. It's another game rebalance,
    that adds things like new buildings and traits.
    
    -------------------------------------------------------------------------------
    [Work]			    POSSIBLE FUTURE WORK:
    
    Events guide (probably too big to be done, as well as not that useful)
    In-depth history guide (see above)
    Achievements, when they're implemented
    
    -------------------------------------------------------------------------------
    
    
    [Refs]				REFERENCES:
    How the Hell Do We Play Crusader Kings 2? - A somethingawful Let's Play by
    Kersch, available at http://forums.somethingawful.com/showthread.php?
    threadid=3487258
    
    The In-Depth Guide to CKII - a guide by Meneth for reddit, posted on the
    paradox forums here: http://forum.paradoxplaza.com/forum/showthread.php?589469I
    
    Wikipedia! (not really)
    
    Paradox's website and forums.
    
    The game files as of version 1.05g.
    
    -------------------------------------------------------------------------------
    [Cred]			    CONTACT INFO/CREDITS:
    
    Feel free to contact me at koldpt2 at <hot>mail dot com. I'd appreciate a CK-2
    related message subject so I know what it's about ;)
    
    As for credits... CJayC and SBallen for gamefaqs, Wiz for his amazing modding,
    Paradox... and of course, yours truly.
    
    Copyright José Maia 2012
    Available on GameFAQs, CheatCC and Neoseeker.