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** The Legends mechanics of the ''Legends of the Dead'' DLC tend to frustrate players. Legends, rather than just existing as, well, legends, that persist over time and are spun into many variants, are created by rulers at an investment cost and must be "completed". Once completed, they grant significant bonuses over the area they've spread to. However, they fade again, at an extremely rapid rate, often making the rewards not worth the investment. Additionally, once the ruler dies, the legend dies with them; their heir reaps none of the benefits and the legend seed can never be reused. Aside from the mechanical issues, this is considered extremely counterintuitive, as the game presents legends as a long-term investment towards the future of your dynasty and a tool to ensure that your current rulers or their legendary ancestors will never be forgotten, even drawing parallels to historical dynasties of rulers whose members consistently justified their kingship by claiming descent from the same historical or mythological figure, but instead the mechanic exclusively serves to grant a brief spike in power during their lifetime to the rulers that engage with the legend-making process.

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** The Legends mechanics of the ''Legends of the Dead'' DLC tend to frustrate players. Legends, rather than just existing as, well, legends, that persist over time and are spun into many variants, are created by rulers at an investment cost and must be "completed". Once completed, they grant significant bonuses over the area they've spread to. However, they fade again, at an extremely rapid rate, often making the rewards not worth the investment. Additionally, once the ruler dies, the legend dies with them; their heir reaps none of the benefits and the legend seed can never be reused. Aside from the mechanical issues, this is considered extremely counterintuitive, as the game presents legends as a long-term investment towards the future of your dynasty and a tool to ensure that your current rulers or their legendary ancestors will never be forgotten, even drawing parallels to historical dynasties of rulers whose members consistently justified their kingship by claiming descent from the same historical or mythological figure, but instead the mechanic exclusively serves to grant a brief spike in power during their lifetime to the rulers that engage with the legend-making process. Also, the actual chronicle of your legend is entirely generated by the game, with very little option to influence it player-side, commonly resulting in text that arbitrarily hones in on irrelevant minor events in lieu of major legend-worthy things you may have actually accomplished, with the writing often perceived as generic, repetitive, and sometimes downright nonsensical.

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Seems we have a more specific trope for that now


* ComeForTheGameStayForTheMods: As with the predecessor, some people just come for the total conversion mods. Notably, the game's launch was accompanied on day one by a ''very'' well-developed ''TabletopGame/VampireTheMasquerade'' GameMod, invoking this.



* JustHereForGodzilla: As with the predecessor, some people just come for the total conversion mods. Notably, the game's launch was accompanied on day one by a ''very'' well-developed ''TabletopGame/VampireTheMasquerade'' GameMod, invoking this.
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Added DiffLines:

** The Legends mechanics of the ''Legends of the Dead'' DLC tend to frustrate players. Legends, rather than just existing as, well, legends, that persist over time and are spun into many variants, are created by rulers at an investment cost and must be "completed". Once completed, they grant significant bonuses over the area they've spread to. However, they fade again, at an extremely rapid rate, often making the rewards not worth the investment. Additionally, once the ruler dies, the legend dies with them; their heir reaps none of the benefits and the legend seed can never be reused. Aside from the mechanical issues, this is considered extremely counterintuitive, as the game presents legends as a long-term investment towards the future of your dynasty and a tool to ensure that your current rulers or their legendary ancestors will never be forgotten, even drawing parallels to historical dynasties of rulers whose members consistently justified their kingship by claiming descent from the same historical or mythological figure, but instead the mechanic exclusively serves to grant a brief spike in power during their lifetime to the rulers that engage with the legend-making process.
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* MemeticLoser: [[TheGoodKing Just, Diligent and Forgiving rulers]] are portrayed within the playerbase as complete pushovers that everyone bosses around and who keep getting heart attacks from the burden of their crowns. This comes from the release state of the game, where those traits were genuinely detrimental, but even after a bunch of reworks and re-balances, the fandom sticks to the BeingGoodSucks meme.
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* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would ''not'' be NippleAndDimed. [[note]]The devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead. [[/note]]Attention was not deliberately drawn to it, nor was it explicitly mentioned in the preview, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''Boobs!''"

to:

* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would ''not'' be NippleAndDimed. [[note]]The devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead. [[/note]]Attention was not deliberately drawn to it, nor was it explicitly mentioned in the preview, and the character seen naked [[NationalGeographicNudity [[FanDisservice was an elderly woman with a physique appropriate for her age]]. Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''Boobs!''"
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* SequelDifficultyDrop: Compared with its widely popular [[VideoGame/CrusaderKingsII precedessor]], the game streamlined countless mechanics or outright removed them entirely, making it far easier to get into the game, but also with far less to do in it. It's perfectly normal to snowball to the point of establishing a kingdom starting as a count, or, with particularly lucky RNG, get to the empire level.

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* SequelDifficultyDrop: Compared with its widely popular [[VideoGame/CrusaderKingsII precedessor]], the game streamlined countless mechanics or outright removed them entirely, making it far easier to get into the game, but also with far less to do in it. It's perfectly normal to snowball to the point of establishing a kingdom starting as a count, or, with particularly lucky RNG, get to the empire level. [[NintendoHard Just don't expect keeping it together to be easier]].
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* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would ''not'' be NippleAndDimed. [[note]]The devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead[[/note]]Attention was not deliberately drawn to it, nor was it explicitly mentioned in the preview, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''Boobs!''"

to:

* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would ''not'' be NippleAndDimed. [[note]]The devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead[[/note]]Attention instead. [[/note]]Attention was not deliberately drawn to it, nor was it explicitly mentioned in the preview, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''Boobs!''"
Is there an issue? Send a MessageReason:
None


* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would ''not'' be NippleAndDimed. [[note]]the devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead[[/note]] Attention was not deliberately drawn to it, nor was it explicitly mentioned in the preview, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''Boobs!''"

to:

* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would ''not'' be NippleAndDimed. [[note]]the [[note]]The devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead[[/note]] Attention instead[[/note]]Attention was not deliberately drawn to it, nor was it explicitly mentioned in the preview, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''Boobs!''"
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None


** In [=CK1=] and 2, there was nothing worse than ending up with an entire string of daughters, especially as a Muslim. All you could do with them was sending them was to marry them to someone and forget they even existed. Now, however, there is nothing better than being ''blessed'' with an entire string of daughters, ''especially'' as a Muslim. Their main role is still to be married away, but thanks to greatly expanded focus and game mechanics for the dynastic aspect of the game, it is well-worth having as many marriages as possible, building alliances and dynastic renown in the process. As a Muslim, this is especially potent due to polygamy. Your daughter might not be the queen consort ([[MakeItLookLikeAnAccident yet]]), but she's still married to some powerful (or even less powerful) person for benefit of the entire dynasty. You can go as far as marry ''all'' your daughters to the same ruler. This is especially potent when marrying into the Seljuks or another Muslim imperial house, as it counts as ''4 emperors by marriage'', bordering on a GameBreaker.

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** In [=CK1=] and 2, there was nothing worse than ending being cursed to end up with an entire string of daughters, especially particularly as a Muslim. All you could do with them was sending send them was off to marry them to someone and then forget they even existed. Now, however, there is nothing better than being ''blessed'' with an entire string of daughters, ''especially'' as a Muslim. Their main role is still to be married away, but thanks to greatly expanded focus and game mechanics for the dynastic aspect of the game, it is well-worth having as many marriages as possible, building alliances and dynastic renown in the process. As a Muslim, this is especially potent due to polygamy. Your daughter might not be the queen consort ([[MakeItLookLikeAnAccident yet]]), but she's still married to some powerful (or even less powerful) person for benefit of the entire dynasty. You can go as far as marry ''all'' your daughters to the same ruler. This is especially potent when marrying into the Seljuks or another Muslim imperial house, as it counts as ''4 emperors by marriage'', bordering on a GameBreaker.
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** Elective Gavelkind [[note]]where your non-primary heirs automatically get any highest-tier title you could legally create for free, and become independent if those titles are the same tier as your primary one[[/note]] returns as the non-elective 'Confederate Partition', is as annoying as ever, and is the only available succession option for anyone until 900 (when 'normal' Partition becomes available). Unless you usurp the Byzantine Empire (which has Primogeniture by default) or belong to a culture that can switch to an Elective mode of succession[[note]]Norse, Saxon, Celtic, or Feudal realms (but not Muslim Clans), and even then you aren't guaranteed your counties will go Elective so your domain will still get split up[[/note]], expect your realm to get divvied up into independent states every time your character croaks it. Single-heir inheritance isn't available before the High Middle Ages, and even then only Seniority. Primogeniture/Ultimogeniture is only available for the last 250 years of the game, provided you can instantly research and implement it. Pre-1.1, this was even more annoying as the title of Dynasty Head, as well as any unlanded titles (like religious head) would still get passed down the main line of descent instead of being given to the player's primary heir.

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** Elective Gavelkind [[note]]where your non-primary heirs automatically get any highest-tier title you could legally create for free, and become independent if those titles are the same tier as your primary one[[/note]] returns as the non-elective 'Confederate Partition', is as annoying as ever, and is the only available succession option for anyone until 900 (when 'normal' Partition becomes available). Unless you usurp the Byzantine Empire (which has Primogeniture by default) or belong to a culture that can switch to an Elective mode of succession[[note]]Norse, Saxon, Celtic, or Feudal realms (but not Muslim Clans), Clans or Tribal realms), and even then you aren't guaranteed your counties will go Elective so your domain will still get split up[[/note]], expect your realm to get divvied up into independent states every time your character croaks it. Single-heir inheritance isn't available before the High Middle Ages, and even then only Seniority. Primogeniture/Ultimogeniture is only available for the last 250 years of the game, provided you can instantly research and implement it. Pre-1.1, this was even more annoying as the title of Dynasty Head, as well as any unlanded titles (like religious head) would still get passed down the main line of descent instead of being given to the player's primary heir.
Is there an issue? Send a MessageReason:
None


** In [=CK1=] and 2, there was nothing worse than ending up with an entire string of daughters, especially as a Muslim. All you could do with them was sending them was to marry them to someone and forget they even existed. There is nothing better than being ''blessed'' with an entire string of daughters, ''especially'' as a Muslim. Their main role is still to be married away, but thanks to greatly expanded focus and game mechanics for the dynastic aspect of the game, it is well-worth having as many marriages as possible, building alliances and dynastic renown in the process. As a Muslim, this is especially potent due to polygamy. Your daughter might not be the queen consort ([[MakeItLookLikeAnAccident yet]]), but she's still married to some powerful (or even less powerful) person for benefit of the entire dynasty. You can go as far as marry ''all'' your daughters to the same ruler. This is especially potent when marrying into the Seljuks or another Muslim imperial house, as it counts as ''4 emperors by marriage'', bordering on a GameBreaker.

to:

** In [=CK1=] and 2, there was nothing worse than ending up with an entire string of daughters, especially as a Muslim. All you could do with them was sending them was to marry them to someone and forget they even existed. There Now, however, there is nothing better than being ''blessed'' with an entire string of daughters, ''especially'' as a Muslim. Their main role is still to be married away, but thanks to greatly expanded focus and game mechanics for the dynastic aspect of the game, it is well-worth having as many marriages as possible, building alliances and dynastic renown in the process. As a Muslim, this is especially potent due to polygamy. Your daughter might not be the queen consort ([[MakeItLookLikeAnAccident yet]]), but she's still married to some powerful (or even less powerful) person for benefit of the entire dynasty. You can go as far as marry ''all'' your daughters to the same ruler. This is especially potent when marrying into the Seljuks or another Muslim imperial house, as it counts as ''4 emperors by marriage'', bordering on a GameBreaker.
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None


* FriendlyFandoms: With ''[[VideoGame/MountAndBladeIIBannerlord Mount & Blade: Bannerlord]]''. Both are medieval sandbox RPG/strategy hybrids with a ton of [[GameMod Game Mods]] putting them in nearly any setting imagineable, so there's a considerable overlap of fanbases. There's even puts putting ''Crusader Kings'' content in ''Bannerlord'' and vice versa.

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* FriendlyFandoms: With ''[[VideoGame/MountAndBladeIIBannerlord Mount & Blade: Bannerlord]]''. Both are medieval sandbox RPG/strategy hybrids with a ton of [[GameMod Game Mods]] putting them in nearly any setting imagineable, so there's a considerable overlap of fanbases. There's even puts mods putting ''Crusader Kings'' content in ''Bannerlord'' and vice versa.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FriendlyFandoms: With ''[[VideoGame/MountAndBladeIIBannerlord Mount & Blade: Bannerlord]]''. Both are medieval sandbox RPG/strategy hybrids with a ton of [[GameMod Game Mods]] putting them in nearly any setting imagineable, so there's a considerable overlap of fanbases. There's even puts putting ''Crusader Kings'' content in ''Bannerlord'' and vice versa.
Is there an issue? Send a MessageReason:
None


** Unlike the previous two games, the number of holdings is pre-defined and hard-coded into the map itself. You can build new holdings only in counties that have pre-defined free space for that. Development, control or just about anything else doesn't affect it and you simply can't get more holdings within a given county. Due to how baronies are displayed on the map itself, it's impossible to simply gain new holding space by any means, as each of them has to be presented graphically on the map, rather than within the county menu. This issue is complicated by a tech review which links the number of building slots in a holding to technology.

to:

** Unlike the previous two games, the number of holdings is pre-defined and hard-coded into the map itself. You can build new holdings only in counties that have pre-defined free space for that. Development, control or just about anything else doesn't affect it and you simply can't get more holdings within a given county. Due to how baronies are displayed on the map itself, it's impossible to simply gain new holding space by any means, as each of them has to be presented graphically on the map, rather than within the county menu. This issue is complicated by a tech review rework which links the number of building slots in a holding to technology.technology, making it pretty much impossible to get going prior to High Medieval era, date-locked as no sooner than 1050.
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None


** There are exactly four innovations to bee-line for in each era: new development cap, new succession law, new economic buildings and increased building slot. The exact order might vary depending on your situation, but those three are the most important three and everything else is an afterthought. And if your culture has some specific, more convenient succession law from the start, then that removes the need for researching succession law innovations entirely until Late Medieval's primogeniture (which is no sooner than late 1210s).

to:

** There are exactly four innovations to bee-line for in each era: new development cap, new succession law, new economic buildings and increased building slot. The exact order might vary depending on your situation, but those three four are the most important three and everything else is an afterthought. And if your culture has some specific, more convenient succession law from the start, then that removes the need for researching succession law innovations entirely until Late Medieval's primogeniture (which is no sooner than late 1210s).
Is there an issue? Send a MessageReason:
None


* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocs (France[[note]]also just a couple of steps away from (re)forming the Empire of Francia[[/note]], the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]]. The devs have tried to explain that it is time-extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release - but it came of as a ''[[DiggingYourselfDeeper terrible]]'' excuse, as the data is already there, gathered by Paradox for [=CK2=].

to:

* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four five massive blocks blocs (West and East Francia Francia, Lotharingia and Lotharingia, Italy[[note]]also just a couple of steps away from forming the Empire of Italia[[/note]], along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocs (France[[note]]also just a couple of steps away from (re)forming the Empire of Francia[[/note]], the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]]. The devs have tried to explain that it is time-extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release - but it came of as a ''[[DiggingYourselfDeeper terrible]]'' excuse, as the data is already there, gathered by Paradox for [=CK2=].
Is there an issue? Send a MessageReason:
None


** There are exactly three innovations to bee-line for in each era: new development cap, new succession law and new economic buildings. The exact order might vary depending on your situation, but those three are the most important three and everything else is an afterthought. And if your culture has some specific, more convenient succession law from the start, then that removes the need for researching succession law innovations entirely until Late Medieval's primogeniture (which is no sooner than late 1210s).

to:

** There are exactly three four innovations to bee-line for in each era: new development cap, new succession law and law, new economic buildings.buildings and increased building slot. The exact order might vary depending on your situation, but those three are the most important three and everything else is an afterthought. And if your culture has some specific, more convenient succession law from the start, then that removes the need for researching succession law innovations entirely until Late Medieval's primogeniture (which is no sooner than late 1210s).



** Not landing your heir prior to achieving High Crown Authority and once it is done, landing him and instantly [[{{Nepotism}} hiring him as a councillor]]. The first part prevents the heir from getting into a civil war your vassals can freely fight at lower Authority and thus potentially getting slain or captured in battle. The second provides him with extra money, prestige and piety from being landed, and, more importantly, provides extra lifestyle experience from being a member of the council.

to:

** Not landing your heir prior to achieving High Crown Authority and once it is done, landing him and instantly [[{{Nepotism}} hiring him as a councillor]].councilor]]. The first part prevents the heir from getting into a civil war your vassals can freely fight at lower Authority and thus potentially getting slain or captured in battle. The second provides him with extra money, prestige and piety from being landed, and, more importantly, provides extra lifestyle experience from being a member of the council.



** Unlike the previous two games, the number of holdings is pre-defined and hard-coded into the map itself. You can build new holdings only in counties that have pre-defined free space for that. Development, control or just about anything else doesn't affect it and you simply can't get more holdings within a given county. Due to how baronies are displayed on the map itself, it's impossible to simply gain new holding space by any means, as each of them has to be presented graphically on the map, rather than within the county menu.

to:

** Unlike the previous two games, the number of holdings is pre-defined and hard-coded into the map itself. You can build new holdings only in counties that have pre-defined free space for that. Development, control or just about anything else doesn't affect it and you simply can't get more holdings within a given county. Due to how baronies are displayed on the map itself, it's impossible to simply gain new holding space by any means, as each of them has to be presented graphically on the map, rather than within the county menu. This issue is complicated by a tech review which links the number of building slots in a holding to technology.



* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocks (France, the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]]. The devs have tried to explain that it is time-extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release - but it came of as a ''[[DiggingYourselfDeeper terrible]]'' excuse, as the data is already there, gathered by Paradox for [=CK2=].

to:

* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocks (France, blocs (France[[note]]also just a couple of steps away from (re)forming the Empire of Francia[[/note]], the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]]. The devs have tried to explain that it is time-extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release - but it came of as a ''[[DiggingYourselfDeeper terrible]]'' excuse, as the data is already there, gathered by Paradox for [=CK2=].
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** Earning (and having) lots of gold helps a lot, be it creating a higher-tier title to prevent the realm from splintering, building more buildings or baronies (often to earn more gold as well as to gain other benefits) or spending gold on various events to boost various parameters.

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** Earning (and having) lots of gold helps a lot, be it for creating a higher-tier title to prevent the realm from splintering, building more buildings or baronies (often to earn more gold as well as to gain other benefits) or spending gold on various events to boost various parameters.
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**Earning (and having) lots of gold helps a lot, be it creating a higher-tier title to prevent the realm from splintering, building more buildings or baronies (often to earn more gold as well as to gain other benefits) or spending gold on various events to boost various parameters.
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** The Harm System, which will occasionally give characters random events with an 80% chance to die instantly or become incapable in a freak accident unless they happen to have a specific associated trait which gives much better odds of survival. Some players are just happy something is being done about the overly-generous natural lifespans compared to the historical timeframe and lack of general danger especially with the game's (nominal) focus on succession crises, while others are really annoyed at their characters being killed out of the blue through no fault of their own and find the whole thing to be a band-aid solution with the subtlety of a sledgehammer.

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** The Harm System, which will occasionally give characters random events with an 80% chance to die instantly or become incapable in a freak accident unless they happen to have a specific associated trait which gives much better odds of survival. Some players are just happy something is being done about the overly-generous natural lifespans compared to the historical timeframe and lack of general danger especially with the game's (nominal) focus on surviving in a lethal world and succession crises, while others are really annoyed at their characters being killed out of the blue through no fault of their own and find the whole thing to be a band-aid solution with the subtlety of a sledgehammer.
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** The Harm System, which will occasionally give characters random events with an 80% chance to die instantly or become incapable in a freak accident unless they happen to have a specific associated trait which gives much better odds of survival. Some players are just happy something is being done about the game's overly-generous natural lifespans and lack of general danger especially with the game's (nominal) focus on succession crises, while others are really annoyed at their characters being killed out of the blue through no fault of their own.

to:

** The Harm System, which will occasionally give characters random events with an 80% chance to die instantly or become incapable in a freak accident unless they happen to have a specific associated trait which gives much better odds of survival. Some players are just happy something is being done about the game's overly-generous natural lifespans compared to the historical timeframe and lack of general danger especially with the game's (nominal) focus on succession crises, while others are really annoyed at their characters being killed out of the blue through no fault of their own.own and find the whole thing to be a band-aid solution with the subtlety of a sledgehammer.
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None

Added DiffLines:

** The Harm System, which will occasionally give characters random events with an 80% chance to die instantly or become incapable in a freak accident unless they happen to have a specific associated trait which gives much better odds of survival. Some players are just happy something is being done about the game's overly-generous natural lifespans and lack of general danger especially with the game's (nominal) focus on succession crises, while others are really annoyed at their characters being killed out of the blue through no fault of their own.
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** ''Tours and Tournament'' greatly increased the number of special buildings around the map, especially in the form of universities and significant mining sites. Despite that, France barely got [[https://en.wikipedia.org/wiki/University_of_Paris Sorbonne]] (itself after nearly three years of complaints from the playerbase), making it a pattern of yet another expansion in the game neglecting France with any sort of flavour and[=/=]or historical content. This is a particularly contentious issue, because there are at least ''four'' factions on the subject: people who are thrown off by how bland playing anywhere within France is; people who accuse them of "French nationalism" (irregardless of their nationality) and being tired with regional focuses direction the game is taking; people who cynically point out to wait out for the inevitable ''[[MoneyDearBoy Lillies and Frogs]]'' DLC; and, finally, people who would rather have functional, decision-based mechanics that come from player actions and gameplay outcomes, rather than sticking to the system of special focuses for specific regions - or at least restoring [[VideoGame/CrusaderKingsII CK2]]-style monument construction.

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** ''Tours and Tournament'' greatly increased the number of special buildings around the map, especially in the form of universities and significant mining sites. Despite that, France barely got [[https://en.wikipedia.org/wiki/University_of_Paris Sorbonne]] (itself after nearly three years of complaints from the playerbase), making it a pattern of yet another expansion in the game neglecting France with any sort of flavour and[=/=]or historical content. This is a particularly contentious issue, because there are at least ''four'' factions on the subject: people who are thrown off by how bland playing anywhere within France is; people who accuse them of "French nationalism" (irregardless (regardless of their nationality) and being tired with regional focuses direction the game is taking; people who cynically point out to wait out for the inevitable ''[[MoneyDearBoy Lillies and Frogs]]'' DLC; and, finally, people who would rather have functional, decision-based mechanics that come from player actions and gameplay outcomes, rather than sticking to the system of special focuses for specific regions - or at least restoring [[VideoGame/CrusaderKingsII CK2]]-style monument construction.
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Added DiffLines:

** ''Tours and Tournament'' greatly increased the number of special buildings around the map, especially in the form of universities and significant mining sites. Despite that, France barely got [[https://en.wikipedia.org/wiki/University_of_Paris Sorbonne]] (itself after nearly three years of complaints from the playerbase), making it a pattern of yet another expansion in the game neglecting France with any sort of flavour and[=/=]or historical content. This is a particularly contentious issue, because there are at least ''four'' factions on the subject: people who are thrown off by how bland playing anywhere within France is; people who accuse them of "French nationalism" (irregardless of their nationality) and being tired with regional focuses direction the game is taking; people who cynically point out to wait out for the inevitable ''[[MoneyDearBoy Lillies and Frogs]]'' DLC; and, finally, people who would rather have functional, decision-based mechanics that come from player actions and gameplay outcomes, rather than sticking to the system of special focuses for specific regions - or at least restoring [[VideoGame/CrusaderKingsII CK2]]-style monument construction.
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*** Eventually later patches took it a step further: whenever embracing the TheGoodKing personality while having positive traits ''by itself'' turned into a big Stress relief, shaving off large amounts of it whenever the character acted kind, just or diligently, putting an end to BeingGoodSucks the release state of the game suffered from and making it more than feasible to just play a nice character.
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** ''Tours and Tournaments'' DLC reworked hunts and their related mechanics, making them now ''far'' more useful and, more importantly, with just 2 years of cooldown instead of 5. This also made Prolific Hunters and Sacred Hunts cultural traditions significantly more useful, as both of them add bonuses to hunts and halve the cooldown, meaning you can embark on a new hunt every 6 months, while scoring massive rewards. Thus, mostly roleplaying activity and traditions became viable gameplay elements.
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* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocks (France, the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]] However, other devs have explained more reasonably that it is time extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release.

to:

* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocks (France, the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]] However, other [[/note]]. The devs have explained more reasonably tried to explain that it is time extensive time-extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release.release - but it came of as a ''[[DiggingYourselfDeeper terrible]]'' excuse, as the data is already there, gathered by Paradox for [=CK2=].
Is there an issue? Send a MessageReason:
None


* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocks (France, the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]]

to:

* TheyWastedAPerfectlyGoodPlot: Just like in [=CK2=], there are only two possible starts for the early Medieval period: either you start in 867[[note]]Macedonian dynasty in charge of the Byzantine Empire[[/note]] or in 1066[[note]]William the Conqueror gains his nickname by taking over England[[/note]]. This means you are choosing between having Europe divided into four massive blocks (West and East Francia and Lotharingia, along with a strong Byzantine Empire in 867) ''or'' you have it even worse with just ''three'' massive blocks (France, the Holy Roman Empire and the Byzantine Empire in 1066). The period between those two, circa 950, which would have ''no'' {{Space Filling Empire}}s except for the Byzantines, and thus making for far more interesting gameplay of being able to ''rise'' into one is completely absent, not to mention the variety of pagan and/or tribal states being one step away from turning into new Christian kingdoms. This leaves players with a choice between what sort of massive political entity they want to face (or play as), rather than helping to build one in the first place, unless one plans to pick one of the Karling kingdoms (already a major power) and build the HRE. To make matters worse, the official reasoning behind this decision for both [=CK2=] and 3 is that "no easily recognisable events happened in that time-frame".[[note]]''II'' did eventually receive a (free) 936 start date with Patch 3.2 (subtitled "the Iron Century").[[/note]][[/note]] However, other devs have explained more reasonably that it is time extensive to work on new bookmarks, doing research and planning out titles and rulers for many parts of the map, which was why they only added two for the initial release.
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* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would not be NippleAndDimed[[note]]the devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead[[/note]]. It was never explicitly mentioned in the preview, merely seen in a video, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''boobs!''"

to:

* BestKnownForTheFanservice: For many players, the rich and complex system by which you can convert or even found your own religion boils down to, "You can see boobies," since you can pick the Natural Primitivist tenet that makes all the religion's followers permanently naked. And this is what people will mostly discuss about those religions. Which is somehow still an improvement for Jainism, given its reputation [[UsefulNotes/NonNaziSwastika from II]]. Jainism and the new Adamite Christian faith join the club with [[BrotherSisterIncest Zoroastrianism]] and the Messalian [[SatanIsGood sect]]. Additionally, a preview video for the game showed incidentally that nudist characters would not ''not'' be NippleAndDimed[[note]]the NippleAndDimed. [[note]]the devs later clarified there's an option to change this, and fig leaves cover the genitals, though some previews used BarbieDollAnatomy instead[[/note]]. It instead[[/note]] Attention was never not deliberately drawn to it, nor was it explicitly mentioned in the preview, merely seen in a video, and the character seen naked [[NationalGeographicNudity was an elderly woman with a physique appropriate for her age]]. Many Still, many of the top comments, second only to [[BrokenBase complaints about the new naval system]], were variations on, "''boobs!''""''Boobs!''"

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** The lack of options to play as a merchant republic, city-state or anything similar, along with steppe nomads, which were some of the hallmarks of ''II''. Part of the base disowned the game right at the launch for removing those options; part considers it a blatant DLC grab to "re-add" a pre-existing element[[note]]Especially since a variety of DLC-only mechanics from ''II'' got added to the baseline of ''III''[[/note]]; part is increasingly inpatient about [=DLCs=] adding regional or even cosmetic features over what they consider the most vital additions; and part couldn't care any less, as they weren't using those features in ''II'' or simply never played it in the first place.



** Players playing as non-tribal characters without a full demesne will revoke barons holding onto castles and/or temples (in the case of Muslims, or any religion with the ''Lay Clergy'' doctrine). Revoking baronies incurs no tyranny, and barons cannot have councillors.

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** Players playing as non-tribal characters without a full demesne will revoke barons holding onto castles and/or and[=/=]or temples (in the case of Muslims, or any religion with the ''Lay Clergy'' doctrine). Revoking baronies incurs no tyranny, and barons cannot have councillors.

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