This guide delves into situations that optimize taste, enjoyment, and engagement, along with occasional advice on gameplay and achieving success.
Introduction
I’ve been an enthusiast of Paradox Games since my early years, and what truly captivates me is the immersion and roleplaying aspects. While winning is undoubtedly satisfying, it’s the journey filled with unexpected challenges and flavorful storytelling that leaves a lasting impression on me. Some of my most memorable experiences in games like CK2 and CK3 involve scenarios where things took a turn for the worse. I had to step into the shoes of characters I hadn’t planned for – characters who were far from ideal, like an alcoholic, unlikable, cowardly uncle. These are the games where civil wars threatened to end my dynasty.
Beyond the misfortunes, I relish the opportunity to play as plausible characters, crafting an alternate vision of history with both their flaws and strengths in realistic situations.
To maintain the challenge and unpredictability that I crave, I strongly recommend playing on Ironman mode with balanced characters. Starting with a perfect, Herculean Genius Hottie can be dull. While cultivating overpowered traits within your family over generations is possible, it’s not guaranteed. Ironman mode is essential for me to have genuine fun. Sure, there’s a 15% chance you might encounter setbacks or even failure, but the risk makes the victories all the sweeter.
For those dire situations in Ironman, there’s a bit of a cheat you can employ – simply press control alt delete and end the program. If you’re fortunate and the game wasn’t auto-saved, you can load a previous save to avert disaster.
Another piece of advice: never play on max speed. I’ve learned the hard way that a split-second mistake can cost you warscore and doom your campaign.
When it comes to succession, it’s wise to follow a religion or culture that allows control over your heirs, or work towards adding such traits to your own. Executing your own sons to fix succession can quickly turn everyone against you. For instance, the Greek culture lets you make Eunuchs, which is a rather monstrous solution but effective if you don’t want a particular son to inherit. Orthodox and Catholic religions allow you to turn your children into monks.
Once you reach the mid-game and beyond, you won’t need these extreme measures because you’ll accumulate excess Renown. There are various ways to earn Renown, such as Family Epics and cultural traits that boost Renown from feasts. The more family members you have alive and the more power they wield, the more Renown you’ll earn each month. Therefore, making eunuchs and monks can hinder your Renown growth. Praying for daughters and arranging matrilineal marriages can be a more sustainable strategy.
I personally prefer not to start as anything higher than a duchy because it takes away the satisfaction of earning your position in the game. However, if that’s not a concern for you, starting as a king in certain scenarios can make things easier and allow you to dive right into the action.
The choice of starting location is subjective, and I’ve carefully selected my preferred starting locations and dates for specific reasons. You can adjust the challenge level or choose a different location to suit your preferences. The game’s difficulty can be tailored to your liking, and if you’re up for a significant challenge, starting as a count can be the most demanding but rewarding choice.
There are numerous nuances that have become second nature to me, which might not be obvious to others. I’ll do my best to share any useful tips I have, and I’m always eager to impart my knowledge to others. If anyone needs assistance or has questions, please don’t hesitate to ask.
Mixing different cultures is possible, even though it can be challenging. You just need to convert one province in your lands to your culture and boost cultural acceptance with your Steward. Sometimes, you might need to convert two or three provinces to gain enough acceptance. It’s time-consuming but allows you to create any cultural combination you desire with persistence.
I enjoy exploring various religions in the game, even though some may seem like window dressing to a certain extent. However, certain religious groups have unique tenets that can significantly impact gameplay. I’m confident that there will be religion-focused expansions in the future. The same goes for nomads, who could use more differentiation from regular tribal gameplay. I suggest patience if you plan on embarking on a Mongol conquest campaign; it might become more unique in future updates. Additionally, I’m excited about the prospect of China being added to the game.
I’ve put considerable effort into making all the scenarios in the game make sense, drawing from my extensive reading and research. I’m eager to hear from players worldwide who may have firsthand knowledge of the peoples and places featured in the game. Whether it’s criticism or praise, I welcome your feedback.
Viking Valor
Starting Date – 867
Starting Location – Austr Agdir, Norway, Scandinavia
Culture – Touissanti, Frankish French and Northern Germanic Norse hybrid
Religion – Catholicism
Theme – Chivalry and Martial Prowess
Sent by King Charles and the Papacy with a divine mission – tame the Norse Lands and bring the word of God to them, by word, deed, or sword.
This campaign provides a fantastic opportunity to blend the knightly traditions of the French with the warrior ethos of the Norse. It adds significant depth to the concept of tournaments and warrior-oriented characters, enriching the overall gaming experience with a unique flavor. The fusion of these two cultures for this specific theme is truly remarkable. Moreover, the Norse cultural trait known as “Performative Honor” breaks gender barriers, enabling women to take up arms and actively engage in this warrior society. It’s a campaign that combines belligerence with chivalry in an exceptional manner.
Milano Supremo
Starting Date – 1066
Starting Location – Provence, Burgundy, France
Culture – Milanese, Latin Cisalpine and Frankish Occitan hybrid
Religion – Catholicism
Theme – Chivalry, Politics, and Trade
A Kingdom in equal parts Mercantile and Honorable. Be a dutiful servant to the Holy Roman Emperors while taking the lands from your local rivals. Your house is concerned with winning tourneys as much as it is profiting off of Mediterranean trade. These things are what will win you distinction. With enough ambition one could even set their eyes on independence, in due time.
Are there any fans of Medieval 2 Total War here? I acquired that game during my sixth-grade years, and it ignited my enduring passion for history. Milan, due to its strategic location, always held a special fascination for me.
In Crusader Kings 3, I derive immense enjoyment from serving as a vassal within a larger empire, as opposed to occupying the top position (unless I’m specifically pursuing a conquest-oriented playthrough). This choice adds layers of engaging gameplay challenges beyond mere territorial expansion. It fosters deeper character interactions and allows for intricate political maneuvering reminiscent of A Song of Ice and Fire.
To embark on this journey, one can start by consolidating control over the lands of vassals and neighboring territories to acquire the desired counties and eventually establish a kingdom.
Although the starting point isn’t exactly Milan, I found it the most captivating option within proximity. Of course, you can adjust it to a more historically accurate commencement. For those seeking a more formidable challenge, beginning as a count would certainly provide that.
Anglo-Anatolia
Starting Date – 867 or 1066
Starting Location – Kibyrrhaiotai, Anatolia, Turkey
Culture – Anatolian, Brythonic Welsh and Byzantine Greek hybrid
Religion – Orthodox
Theme – Longbow Enjoyers
The illegitimate son of Rhodri the Great, the Welsh King was exiled to prevent a potential succession crisis. Due to his family’s prominence and connections he found friends in the other half of Christendom. Now landed in the Byzantine Empire, his goal is to forge his own kingdom and people from the crumbling empire before the caliphates get there first. Soaring ambition is all one needs.
I created this character with the intention of experimenting with English Longbows. However, I’ve discovered that playing in the British Isles can be rather dull due to its inherent simplicity. It seems that in nearly every strategy game, England turns out to be the easiest region to conquer and maintain control over.
To infuse some excitement into the gameplay, I decided to explore cultures with excellent synergy. The Greeks bring in formation fighting techniques and the option for Cataphracts if desired. Meanwhile, Anatolia’s terrain, characterized by hills, offers abundant quarries and mines, which translates to a steady influx of wealth.
Norse Revival
Starting Date – 1066
Starting Location – Jylland, Denmark, Scandinavia
Culture – Norscan, West Germanic Old Saxon and North Germanic Danish hybrid
Religion – Asatru
Theme – Rivalry and Tradition
In Scandinavia, old habits die hard. Despite the soft Christian interlopers corrupting most of the royalty, there are still those loyal to Odin. The time has come to restore Norse dominance and reform the religion to be able to stand on its own in the modern world. The challenge will be great, you have few friends. Keep to tradition, never be complacent, and do not forget your divine grudge.
If you’re in the mood for a gameplay experience centered around a family constantly embroiled in conflicts and clashes with rivals and adversaries, look no further. The combination of Old Saxon and Danish cultures creates a highly militaristic and aggressive society. Rivalries are commonplace, and martial prowess is held in the highest regard.
Starting in the year 1066 is essential, as it forms the foundation of this challenging playthrough. It’s essentially a trial by fire. Embracing the Asatru faith means that powerful neighboring realms will constantly seek your demise. I opted to commence as a Duke in Denmark, ready to face the inevitable civil war when my liege came to claim my lands. Once you ascend to the position of King, your focus should shift towards acquiring your holy sites and expediting the reformation process. The Norse faith struggles with converting counties, so reforming it is imperative to make it a viable option. You have two potential paths to follow: become a Christian Syncretic or fully commit to a path of hostility, creating a fundamentalist murder cult.
Illyrian Islam
Starting Date – 867 or 1066
Starting Location – Zachlumia, Croatia, Balkans
Culture – Illyriadi, Arabic Maghrebi and South Slavic Croatian hybrid
Religion – Islam
Theme – Colonization
Seeing an opportunity to bring the word of Muhammad to the European infidels, our people set sail for a potential weak point. Much of Europe is united in Christ. The Balkans are squabbling and vulnerable. Land there and create a legacy to stand the test of time. Seek to establish a caliphate and appoint your own imam to so that we can integrate into the area just as our brothers in Al-Andalus have.
If you’re seeking a truly challenging gameplay experience centered around a hostile religion in one of the most hostile regions within the game, look no further. Expect to be universally despised, and be prepared for an uphill battle. However, if you persevere, you’ll reap the rewards of establishing a Croat caliphate.
In my playthrough, I crafted a new Islamic religion and embraced syncretism with Christianity. Alternatively, you could opt to remain a fundamentalist and aggressively conquer your surroundings. As a twist, I introduced a matriarchal Islamic heresy for added irony, although I typically play male characters.
I must admit, this campaign ranks among the most difficult I’ve attempted. I faced numerous failures along the way. Eventually, I found success by pledging fealty to the Byzantine Empire once I had attained the rank of Duke. This strategic move helped shield me from constant attacks by neighboring realms. If you manage to grow strong within the Byzantine fold and later pursue independence, you’ll have a better chance of maintaining your newfound power.
Hellenic League
Starting Date – 1066
Starting Location – Messina, Sicily, Italy
Culture – Hellene, Byzantine Greek and Latin Sicilian hybrid
Religion – Hellenism
Theme – Pagan Republicanism
Long ago, the gods of Olympus held sway from Sicily to the Aegean. The Christians have all but extinguished the worship of the real and true gods. With the help of Zeus and Ares we will restore the ancient beliefs of our peoples, both in Italy and Greece.
I opted for the 1066 start date in this campaign because Italy is more fragmented during this period, making it quicker to conquer. However, one of the major challenges of being a non-Catholic in the heart of Christendom is contending with Holy Orders, which significantly complicate your efforts to acquire even small territories. Expect every Catholic you attack to call upon a formidable force of Knights Templar as backup. Consequently, this campaign proved to be exceedingly arduous for me. Yet, with the right knowledge and experience, you can navigate the pitfalls I encountered.
This campaign offers several intriguing starting locations. If you wish to begin with control over a Hellenic holy site, you can start as the Duke of Athens. However, be prepared for a less-than-amicable relationship with your liege. Alternatively, if you commence your journey under Byzantine rule, consider adopting the role of a highly attractive woman with an Intrigue focus. This way, you can use a hook on your liege to gain religious protection. Most rulers are heterosexual men, so by having an exceptionally attractive character, you can foster a positive opinion from your liege, potentially preventing them from taking action against your faith. However, if your liege is homosexual, it may pose a different set of challenges.
If you start as an independent ruler, you have the option to swear fealty to Byzantium, which grants you religious protection when you join them. I personally enjoy playing religions that are not dominant within another religion’s realm and then reforming them to promote mutual amicability. Syncretic religious tenets serve as an excellent means to achieve this goal.
Teutonic Order
Starting Date – 867
Starting Location – Samogitia, Lithuania, Baltic Coast
Culture – Teuton, Baltic Lithuanian and Central Germanic Saxon hybrid
Religion – Catholicism
Theme – Christianization
The Papacy is always seeking new adherents. Your order was founded in Germany by the Holy Roman Emperor and the Holy See. They have tasked your order with taming the Baltic and beyond by force. We must Catholicize the area before Orthodoxy gains a foothold in our own backyard. Once the Baltic peoples are brought to heel then turn your focus to the Finnic peoples. Succeed and the Norse caught between our realms will have no choice but to convert or fall.
I share your enthusiasm for campaigns where you must confront a hostile religion and strive to convert a region, mirroring the historical endeavors of the Teutonic Order, even though they ultimately failed. The choice of the start date is crucial, as selecting a later date might mean that pagan religions are already on the decline.
One of your primary objectives in this endeavor should be to secure control over the Duchy of Holmgardr. Whenever possible, I make Novgorod my capital. It’s a legendary county within a legendary duchy, and it also aligns with historical accuracy. If you can successfully defeat Rurik, you should find it considerably easier to extend your influence throughout the region.
Baltic Kings
Starting Date – 1066
Starting Location – Estonia, Estonia, Baltic Coast
Culture – Latvian, Baltic Latgalian and Balto-Finnic Estonian hybrid
Religion – Vidilist
Theme – Pagan Stronghold
The Christian kings that surround us are poised to strike. They desire our lands and the destruction of our sacred traditions. Act now and take power, or fall to the deluge of Christian warriors soon the be unleashed upon us.
Inverting the Teutonic Order campaign entails a different historical approach. Rather than facilitating the Christianization of the Baltic Coast, your objective would be to repel the Christians to your west and east, ultimately establishing a prosperous coastal kingdom.
The choice of the starting date holds significance, as in 1066, pagan factions find themselves in a disadvantaged position. Embracing the role of the underdog is a key aspect of this strategy.
As is customary in such scenarios, the reform of your religion is pivotal in aligning it with your aspirations. Opting for a syncretic tenet can prove advantageous by facilitating favorable marriages and cultivating alliances with like-minded individuals.
Greco-Slavia
Starting Date – 867
Starting Location – Konugardr, Ruthenia, Ukraine
Culture – Mariupol, Byzantine Greek and East Slavic Russian hybrid
Religion – Orthodox
Theme – Byzantine Loyalists
Your ancestors came from Greece centuries ago, bringing their culture and God with them. Over time the local Slavic people and the Greeks melded into one. It is time for the prodigal son to return. We seek reintegration with the Byzantine Empire. In order to accomplish this we must expand our realm until it borders Byzantium. Enemies surround us, but with quick decisive action, we can garner the Empire’s protection before the looming horse lords to our East come to conquer us.
This campaign is primarily driven by its distinctive flavor and offers an excellent opportunity to experiment with the Druzhina, the unique Russian Men-at-Arms unit. In my personal playthrough, I chose to pledge allegiance to Khazaria, thus avoiding the daunting prospect of engaging in an unwinnable conflict. It’s worth noting that, over time, the AI is prone to losing control of its empire, opening up the chance for you to stage a revolt and either align with the Byzantines or maintain your independence.
As a side note, I’ve had the pleasure of attending an Orthodox Church’s parish picnic, and I must say that the food was exceptionally delectable. It’s a culinary experience that I would enthusiastically repeat. A solid 10/10 rating for the delightful food and the sense of camaraderie in sharing a meal with fellow members of the faith.
Moroccan Marauders
Starting Date – 867 or 1066
Starting Location – Sous, Idrisid, North Africa
Culture – Moroccan, Iberian Andalusian and Berber Butr hybrid
Religion – Achamanism
Theme – Pagan North Africa
For centuries Islam has slowly eradicated our traditions and replaced them with Abrahamic falsehoods. If we do not act now our gods will be forgotten. Form Morocco, reform the religion, and expel Islam. Once we have a secure position we can set eyes on involving ourselves in the Iberian struggle. The Spaniards have been under the heel of the Abrahamic religions for far too long. Shall we liberate them?
I have a deep appreciation for playing cultures that boast swift armies and formidable cavalry. Combining these attributes can yield armies with incredible speed and potent light cavalry. For those who are willing to deviate from historical accuracy, commencing as a Turk or Mongol and subsequently integrating with the Butr culture can result in astounding bonuses. Taking it a step further and merging with the Andalusian culture later can lead to the creation of the most overpowered armies imaginable. This strategic approach can counter one of the AI’s tactics, which involves evading and exhausting your forces. Being able to easily catch them with your swift armies can significantly diminish the frustration of waging wars.
From a flavor perspective, this approach introduces an intriguing pagan option for players interested in exploring the regions of North Africa and Spain. The accessibility of most of your holy sites should enable you to reform your faith before your initial character’s demise. This is of utmost importance because in religions that permit polygamy but disallow bastards, the succession can become exceedingly complex. Unless you have the primogeniture succession law in place, I highly recommend opting for monogamy, as it is a much more practical choice given the intricacies of succession mechanics.
Crusader Kingdom
Starting Date – 1066
Starting Location – Palestine, Jerusalem, Israel
Culture – Levantine, Iberian Visigothic and Arabic Mashriqi hybrid
Religion – Mozarab Christian
Theme – Coexistence
After the Byzantines abandoned and botched our Crusade attempt, we are left stranded in Israel with a tenuous hold on power. A precarious agreement has been reached with the Sultan, we are barely tolerated. We need to ingratiate ourselves to the local ruling class and integrate before we are annihilated. Our goal should be to hold the Kingdom of Jerusalem and reform our religion to coexist better with our Islamic neighbors and subjects. Once you are secure, wait for an opportunity to gain independence and carve Christendom permanently into the Levant.
Embarking on a campaign as a Crusader King undoubtedly offers a wealth of flavor and intrigue. The allure of such a role is hard to resist.
I opted for the Visigothic culture because it aligns well with a coexistence and integration playstyle. However, I must admit that for the sake of flavor, French, German, or English cultures hold a strong appeal, albeit with a slight nod to powergaming. Similarly, when considering religion, Mozarab and Catholic choices come into play. While Mozarab might make things somewhat easier, opting for Catholicism is often a more historically appropriate choice. There is, however, a challenge when you belong to a hostile culture and follow the Catholic faith – your liege is inclined to seize your territory promptly. Overcoming this predicament is not impossible, but it certainly presents a formidable obstacle to navigate.
Zoroastrian Vengeance
Starting Date – 867
Starting Location – Nasrid, Makran, Iran
Culture – Parthian, Iranian Persian and Arabic Bedouin hybrid
Religion – Behafaridism, Zoroastrianism
Theme – Revenge
My brothers we have suffered crimes most grave. For centuries our righteous religion has been slowly eradicated by the Islamic interlopers. Keep a good face but lay in wait until an opportunity to strike comes. Consolidate power within the caliphate until they are weak enough for us to throw off their yoke! Zoroaster shall return.
The historical context you’ve considered in your choice of culture hybrid is commendable. Arabic culture, given its historical conquest of Zoroastrian lands, is indeed a logical choice in this context.
Your affinity for underdog challenges is well-established. Acquiring religious protection from your liege, particularly by securing Jizya status, is a pragmatic approach to safeguard your position rather than facing outright extinction. The synergies between these cultures offer an array of impressive buffs, providing a wealth of options and directions for your campaign.
I share your perspective on the Mubarizun Men-at-Arms from Arabian cultures. Their ability to function as heavy infantry capable of countering other heavy infantry units does give them a substantial advantage, which some might consider a bit overpowered. Combining cultures with such formidable Men-at-Arms can indeed make your armies highly adaptable and capable of countering a wide range of opponents.
While some players leverage stacking Knight buff bonuses for their effectiveness, your preference for a more balanced and less “cheesy” approach is entirely valid, as it adds a unique flavor to your gameplay and strategic choices.
Slavic Horselords
Starting Date – 1066
Starting Location – Pomerania, Pomerania, Central Europe
Culture – Romani, Turkic Kimek and West Slavic Pomeranian hybrid
Religion – Slovianskan
Theme – Slavic Pagan Resistance
Our traditions have been all but extinguished by the monotheists. Mount your steed and set out east to unify the remaining Slavic pagans. Reform the religion and legitimize our people, our gods, and our rule. Once that is done look to the opulent realms of Western Europe, ripe for the plundering.
This campaign’s challenge can vary widely. Poland and the Holy Roman Empire are looming threats but oftentimes they will leave you alone. Get as powerful as possible as quickly as possible and you will become a permanent fixture of central Europe. Reform the religion and go full horse lord conqueror or syncretize with Christianity to be accepted without conquest.
Good excuse to use Konni and synergize it with Turk horse lord traits. You are also surrounded by strong Christian realms that will soon have access to holy orders. Pick your battles wisely.
Arabian Hebrews
Starting Date – 867
Starting Location – Jawf Al-Yamani, Yemen, Arabian Peninsula
Culture – Judean, Israelite Bevlim and Arabic Bedouin hybrid
Religion – Samaritanism, Judaism
Theme – Take the Holy Land
Cast out from our ancestral lands in Israel we have been pushed all the way to the Arabian Sea. We could have fled to India like many of our brethren, but instead we have chosen to stand and fight. We must forge a realm from the sand and mingle with the local Arabs. Once we are established in the deep desert we simply must wait for the opportunity to strike at a weakened caliphate and take back what is ours.
This campaign is for those who wish to enact the dreams of many a Hebrew throughout the ages. Take and hold the Holy Land back from those who expelled them. Both Bedouin and Yemeni are cultures worthy hybridizing with. You have many options on paths to take. When possible, reforming the religion to make it syncretic with Christians or Islam is a logical course. Otherwise it will be difficult to find good political marriages.
Stalwart Han
Starting Date – 867 or 1066
Starting Location – Wuluhai, Xia, Tibet
Culture – Sino-Tibetan, Tibetan Sumpa and Chinese Han hybrid
Religion – Shangqing, Taoism
Theme – Emperor’s Vanguard
Our Emperor, Xuanzong of Tang, has sent us to establish a Chinese colony. Our goals are twofold: protect the borders of the Empire and establish ourselves as a power in our own right, subservient to the Chinese crown. Seize as much of Tibet as possible and keep an eye on the nomadic peoples to your North and West. Do your utmost to crush any “Great Khan” before he gets a chance at said greatness.
My knowledge of Chinese history is dim at best, but I wanted to have a campaign utilizing Chinese people in a realistic way, as well as getting to see Taoism. You have an interesting crossroads of a location, being a buffer between the horse lords and the rest of Tibet. Can you survive the invasion of Genghis Khan?
The Han are the only culture with access to crossbows. Pretty freaking cool.
Siberian Holdouts
Starting Date – 867
Starting Location – Ural, Permia, Siberia
Culture – Siberian, Turkic Laktan and Ugro-Permian Permian hybrid
Religion – Turumic
Theme – Mongol Invasion Survival Simulator
Our people are hard as iron. The vast taigas and unforgiving cold demand it of us. For millennia we have endured invasions from the nomadic peoples. Let us seize our destiny and create a stalwart hermit kingdom to stand the test of time.
This region of the world is rarely highlighted, worth a playthrough for that alone.
A classic “Tall” playthrough. Establish your borders and stick to them. Focus on being small but strong. Surviving the inevitable Mongol horde is your ultimate goal.
Between these two cultures and the Stoic Ethos you will be in a great position to fight and win defensive wars against much larger armies. The land itself is hostile to invasion, combined with staunch people and you have an uncrackable nut.
Alexander’s Successors
Starting Date – 867
Starting Location – Khuttal, Transoxiana, Afghanistan
Culture – Achaemenid, Iranian Tajik and Byzantine Armenian hybrid
Religion – Manichaeism
Theme – Conquest
Long ago, Alexander campaigned eastward. After his death, the Macedonian generals split his empire between them. In time they crumbled as well. Since those days, our small Greek community in Bactria has long been supplicants of more powerful realms. If you have the ambition, you can reforge the Seleucid Empire and even bring it to greater heights than it was in days of yore.
Fun campaign where you can LARP as an Alexandrian successor kingdom. You could combine this and the Zoroastrian campaign pretty easily. I chose Manichaeism because its an oddball religion that is basically extinct in the game, as well as being historically plausible.
Even though Rome 2 Total War is a steaming pile of poo and always will be. Yes I know its gotten better yes I know mods make it playable. It is still the worst Total War I have ever played in terms of the battles. The soundtrack is partially to blame but the combat itself is just completely unexciting and blobby. Despite all that I remember it put me on a path to learning more about the Macedonian Empire and its descendants. Bactria was always interesting to me as its in a spot rarely highlighted in games.
I picked Tajik because I like its traits. Afghan is another good choice and might even make more sense historically.
Proto-Mughal
Starting Date – 867 or 1066
Starting Location – Anartta, Solanki, India
Culture – Mughal, Turkic Oghuz and Indo-Aryan Rajasthani hybrid
Religion – Almohadism, Islam
Theme – Conquest
In India the Eastern Religions hold sway. Pacifism and personal growth dominate these religions. This breeds disunity in the political realm, making them ripe for the taking. We have landed on the shores of India with a mission from the caliph: bring the Indian subcontinent to Muhammad’s light. Whether they like it or not they will see the truth and worship the prophet. Bring low their kingdoms and establish an eternal eastern caliphate.
Straightforward conquest campaign with Islamic and Indian flavor. I like Rajasthani because of its aggressive nature. There are many great choices for a hybrid culture though. India has many rivers so any culture that lets you sail major rivers will make your life much easier. Picking an Arabian culture can also make sense and give you the incredible Mubarizun. That being said, as best I can tell Turkic makes more sense historically.
Almohadism is my Islamic sect of choice for conquest as its perfect for it. Muwalladi is my sect of choice when I am trying to fit in with the locals more.
Independent Georgia
Starting Date – 867
Starting Location – Georgia, Georgia, Caucasus
Culture – Caucasoid, Byzantine Georgian and Iranian Daylamite hybrid
Religion – Apostolic Christian
Theme – Survival Mode
For centuries we have been ravaged by the Islamic caliphates, barely preserving our people. We must unite Georgia and stand independent from the rest. Our nation lies in a crossroads of vital importance. We must seize this for our own benefit once and for all.
Really tough campaign if you try to strictly remain independent. I failed many times. I settled on swearing fealty to Khazaria or Byzantium until I was strong enough to go independent. If you insist on staying independent you will constantly be attacked and whittled down, causing even more vultures to arrive. Not saying it is impossible but pretty close. Eventually you can make a nice Caucasian kingdom that is really hard to budge from their mountain homes.
Orthodox Christian makes more sense historically, I just picked apostolic because its rare.
Azerbaijan and Armenia are nearby locations that are also ripe for some succulent campaigns.
I enjoy hybridizing for fun and power, but this is a case where staying Georgian and reforming that culture makes more sense historically.
Because I only had a very specific area I wished to control for flavor, I tooled my religion and culture to be pacifistic but stalwart. I no longer needed offensive war so I became the Gadsden serpent. Become untreadable.
Indian Exclave
Starting Date – 867 or 1066
Starting Location – Danakil, Adal, The Horn of Africa
Culture – Mauritian, Indo-Aryan Gujarati and Horn African Afar hybrid
Religion – Shaivism, Hinduism
Theme – Colonization
The same old families in the same old order constrict the ambitious Indian. We set sail for the Horn of Africa to establish a new dominion where growth is still possible. Will we embrace local religion and customs or will be seek to create a new Gujarat?
Due to the technological and societal gap between India and Africa, it makes sense as a place for an Indian colony to form, thinking to exploit the people and resources there, or perhaps just to start anew.
Horn Africans come with a unique Skirmisher Men-at-Arms called Horn Warriors that counter heavy infantry, as well as their own local religion if you prefer that to Hindu. Personally, I made a new Hindu sect with Syncretic Folk Traditions. This is particularly useful in Africa as its heavily pagan. This will allow you to intermarry with much of Africa.
Tons of options for hybrid cultures. You could start much deeper in Africa and have your pick of the litter but that wouldn’t make much sense in reality. You can always hybridize twice or more. I have done it a few times if I really want a trait from a certain culture but can’t realistically hybridize with it until a much later date.
Kosher Burma
Starting Date – 867 or 1066
Starting Location – Ramannadesa, Pagan, Burma
Culture – Cochin, Kochinim Israelite and Burman Burmese hybrid
Religion – Malabarism, Judaism
Theme – East Asian Diaspora
Our people have been scattered to the four winds repeatedly, leaving us uncoupled from our region of origin. We chose to settle in Burma, bringing God and our traditions with us. We believe we are chosen and we must fight for this belief. Gain power in Burma and form a Jewish state. Once established, seek to solidify our people in this place and create a new home.
Really cool campaign that gets to highlight Judaism and Jewish culture which is super rare in the actual game. All historically legit too. Hebrews on elephants baby.
Another “Tall” focused game. Expanding beyond Burma militarily is not the focus. Building up and becoming super rich and powerful in your small kingdom is the focus. India and Burma are extremely rich, exploit that. If a large empire forms close to you, swear fealty for your own safety.
Hebrew uses a completely different alphabet, so apologies to my Israelite friends for any errors. Researching Hebrews is more difficult than most peoples due to the massive language barrier.
African Mission
Starting Date – 867 or 1066
Starting Location – Savalu, Borgu, Nigerian Delta
Culture – Afrikaaner, Central Germanic Frisian and Nigerian Delta Ewe
Religion – Catholicism
Theme – Colonization
We come to spread the word of God and the teachings of Christ. Most of the locals are hostile to us. As we traveled farther down the west coast of Africa, we finally found a people receptive to God. The Ewe welcomed us and we established a colony. We must establish a foothold for the Holy See and set ourselves up as rulers so we may guide these wayward pagans into the Lord’s favor. By force is necessary.
Catholicism in Africa is a double edged sword. Being able to receive funding from the Pope as a small tribal government fighting other small tribes is a powerful boon. The other side of it is that as a foreign culture and religion you will deal with frequent large rebellions. The early game is precarious. I failed a few times because I had revolts much larger than my levies and lost. Methodical expansion and shrewd management is a must until you are firmly established.
If you want to try out other kinds of Christianity there are a few obscure ones to try, such as Insularism. The ones that still have access to the Catholic Pope are the best powergaming-wise.
Yes I had to type Nigerian instead of minus the i-a-n because Steam thought it was profanity and censored it. Good god we live in a world of adult babies.
Ptolemaic Egypt
Starting Date – 867 or 1066
Starting Location – Makuria, Nubia, The Horn of Africa
Culture – Pharaonic, East African Nubian and Arabic Egyptian
Religion – Coptic Christian
Theme – Matriarchal Christian Egypt
The Arab conquest of Egypt has shifted the culture dramatically, but our people remember the old ways. Older even than that of Christianity. We yearn to return Egypt to its ancestral owner’s and restore the Pharaohs through the female line, the line of Cleopatra.
Despite the cringetacular Netflix doc about her, I still think Cleopatra is interesting. So why not have some fun restoring the Ptolemaic dynasty? Like seriously people stop watching all this crap or it will never stop being produced. Every day I see ads for a million new garbage TV shows and movies and wonder who the hell is watching it? I grew up on video games and books and always disliked tell-lie-vision so maybe that’s just me.
I chose to go matriarchal because its uncommon and Nubian is already geared towards it. I would go just equal gender law but the problem is that without primogeniture your successions will be a disaster in an equal law realm. Unless you have mods or its late game its simply more logical to go patriarchy or matriarchy.
I made a new Christian Sect that made my family, the Ptolemys, into god-kings. What could be more fitting? You can pick Communion and be the Pope of your religion and it will make you absurdly rich. Once your realm is fairly large you will receive constant money for forgiveness of sins. Its very OP and has no downside. That is one way to cheese any religion. Make yourself the head of the religion and pick communion. You will have never ending money. The only drawback is you are sacrificing other religious tenets that are useful beyond the simplicity of the monetary. Money can’t buy everything you know.
Islamic Ireland
Starting Date – 867
Starting Location – Munster, Ireland, British Isles
Culture – Al-Mustafan, Iberian Andalusian and Goidelic Irish
Religion – Almohadi, Islam
Theme – Colonization
For centuries the Barbary corsairs have raided for chattel from Corsica to Ireland. Why not create a permanant stronghold in the pastoral lands of Ire while it is weak and divided? The other kingdoms present on the Isles will no doubt seek to expel you. Move decisively and with ruthlessness before the English, Scottish, or Norse unify.
Very ahistorical as the Pope would send a pan-European legion to crush you immediately. But crusades do not exist as a mechanic in the game until much later so you have plenty of time to turn the British Isles Islamic. You can take Muwalladi instead of Almohadi if you want to integrate with the locals more instead of being purely belligerent.
Dutch East Indies
Starting Date – 867
Starting Location – Pandya, Tamilakam, India
Culture – Germani, Central Germanic Dutch and Dravidian Telugu hybrid
Religion – Nestorian Christian
Theme – European Exclave in India
We come seeking a share of the great wealth of the east. We must establish our own kingdom and Christianity along with it. Through trade we will wield power and influence unmatched.
City focused cultures are not very fleshed out as of yet but it won’t stop me from trying them.
Campaign is fairly easy to be honest due to Dharmic pacifism shielding you from easily declared wars. Lots of flavor though 🙂
I did the achievement to have 95% or better cultural acceptance with 10 cultures in your realm on this playthrough. Just hyper focus on cultural traits that raise acceptance gain and you won’t have much trouble. Egalitarian ethos is a big help as well.
Paragons and Pirates
Starting Date – 867 or 1066
Starting Location – Somavamsi, Orissa, India
Culture – Siddi, Akan Kru and Indo-Aryan Oriya hybrid
Religion – Yumaism
Theme – Conquest
Our people were brought here as slaves. Through sheer suffering and time we finally have gained a small measure of autonomy. We still hold our tribal traditions despite the modernity that surrounds us. We have adopted local pagan gods and must establish the religion with a solid foundation before the Eastern religions permanently overshadow us. Become independent and make our enslavers regret abusing the Siddi!
This campaign gets to utilize the “Practiced Pirates” cultural trait which is very rare. It has a few benefits, the most interesting being that you can raid even after you become feudal and regardless of religion. It also lets you raid overseas. India is extremely wealthy and being able to raid Burma and Sri Lanka is really neat! Unfortunately they patched it and you can only be Duchy or lower and still raid regardless of restrictions. So make sure you get all your raiding urges out before you get too big and too legit.
1066 is for those who want a much harder challenge.
If you use the map filters you can see governments. You will then see why I picked the county I did. Because it is the only tribal government in India proper. In 867 that is a good thing. In 1066 this will mean you are really far behind.
Historically the Siddi largely became Christian, Hindu, and Islamic and did not hold pagan beliefs. It could be a good excuse to try one of the myriad eastern religions in the game. Gujarati and Kannada would be the historically accurate hybrid cultures.
Will the real Hungary please stand up
Starting Date – 867
Starting Location – Yedisan, Zaporizhia, Black Sea Coast
Culture – Hunnic, Mogyer Magyar and Turkic Avar hybrid
Religion – Taltosist
Theme – Thracian Horse Lords
While the Arpad dynasty seeks to strategically sell out to the Christians to garner favor and legitimacy, we reject this notion. Our gods are older our claims are truer. We will sweep our foes from the field one by one and establish a Khanate in Thrace and beyond.
This is a tough campaign but so very rewarding. Pagan horse lords in the middle of loads of hostile realms. Gives you a great reason to play the Taltosist religion as it fits flavor-wise and its holy sites are realistically attainable.
There were long periods of this campaign where my realm size stagnated due to lack of options. All you need is one kingdom level holy war and you will be set on the path to conquest. You have lots of choice in terms of direction you go because of your central location. Or just absorb everyone like the giant horde you are.
That's everything we are sharing today for this Crusader Kings III guide. This guide was originally created and written by Irenicus. In case we fail to update this guide, you can find the latest update by following this link.