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
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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.

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[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.

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[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.

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[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.
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[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.