• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Crusader Kings 3 Dev Diary #94 - Anatomy of a Struggle

Welcome comrades, to a dev diary I’ve been champing at the bit to write for months! Today, we’re going to be talking about the new struggle feature - what it is, how we’ve used it, and how it all works.

The Basic Pitch​

A struggle is a long-form conflict (generally not just a war, though they likely include them) covering a particular chunk of the map. They have different phases, each of which have different variant gameplay rules (e.g., “holy wars are disabled”, “characters of different religions may marry without”, or “Jerusalem can’t declare or be declared war on”).

Phases progress between each other by way of catalysts, specific gameplay actions (“declare war on an involved character”, “two involved characters become soulmates”, etc.) that accrue points towards a future phase. When enough points are accrued, the phase changes to the new one.

Struggles can be resolved, permanently affecting their area in some way, through dramatic and difficult ending decisions.

They are assumed to last at least a couple of centuries: a conqueror carving out a new realm from the ruins of an old giant wouldn’t be a struggle by itself, but if it includes dramatic aftershocks that last for generations, then it just might be.

Philosophy​

So why are we introducing this mechanic attached to a flavour pack? Well, simply put, we didn’t think we could do the historical realities of Iberia justice without something like this.

The changing moods and temperaments of the peninsula over different decades, the way particular activities fluctuated between oddly permissive (by the standards of much of the rest of the world) and intensely strict, the role of notable characters and their policies in shaping the shifting tides of public opinion whether intentionally or not…

Medieval Iberia is just such a fascinating smorgasbord of mercurial special rules that we had to create a system that would allow us to model them, one that guided roleplay whilst giving it consequences, and provided default end goals for players other than just conquering all of Hispania.

Though Iberia badly needed such a thing, it would have been a waste to create a system tailored for only Iberia. Complex and shifting local circumstances and long-form conflicts that don’t always take the form of actively-prosecuted warfare are things seen in many parts of the world, and a setting-agnostic system that catered to the peninsula but could be easily repurposed elsewhere seemed like a very worthwhile project to spend time on.

So let’s get into how it works!

Involvement​

Struggles are, first and foremost, local things. Local to large areas (Iberia, for instance, is a decently sized little peninsula), but still local. The most basic thing that defines them, then, is the struggle region - a predefined group of titles that the rules of the struggle apply within.

For FoI’s struggle, we’ve used the ol’ reliable world_europe_west_iberia region that’s been in the title since launch, but any region or combination of regions can be defined in the appropriate parameter. At the moment, these are static and only take regions, but we’re considering other options (e.g., titles, regions selected as part of the starting effect, etc.) for the future.

0000.PNG


Cultures and faiths are regarded as either involved or not. This defines whether a specific culture or faith is seen as being a part of the “in-group” for the region, even when members of that in-group may occasionally (or frequently) be very hostile to each other. For the Iberian Struggle, for instance, a Castilian and an Andalusian both understand the changing nature of the peninsula instinctively in a way that an Anglo-Saxon would struggle to acclimate to.

Cultures become involved either on first starting a struggle, manually via script, or automatically when a certain percentage of their total counties are within the struggle region (the number is set per struggle, currently at 80% for the Iberian Struggle).

Hybrids and divergent cultures automatically become involved if they convert at least one county within the region on creation.

Neither cultures nor faiths lose their involvement automatically. Once they’re in, they’re in permanently, unless manually removed via script. For Fate of Iberia, this is necessary to keep the ruling class of al-Andalus, predominantly culturally insular families of Arabs or Berbers, involved, but it’s generally there to prevent wonky behaviour with struggles incorporating cultures and faiths from beyond their region who don’t actually have county within it.

A simpler example would be a hypothetical Anglo-Norman struggle for after the Conquest. We’d probably want to set Norman up as an involved culture, and wouldn’t want them to immediately become uninvolved because there are no Norman counties in the British Isles.

But Characters Tho?​

Within the region, characters are defined by their personal involvement: the degree to which they’re considered part of the ongoing medley of social and cultural fluctuations that define an active struggle, and so how other characters (and counties) treat them. There are three levels to involvement:
  • Involved
  • Interloper
  • Uninvolved

Involved characters are those who are wholeheartedly engaged in the unique power dynamics of the struggle, and seen as insiders within the region. They may differ wildly from other involved characters, but involved characters are generally considered to appreciate the minutiae that make a struggle play differently from the rest of the world. Both their culture and faith must be flagged as being involved in the struggle, and either their capital is located within the struggle region or, if they’re unlanded, they’re physically there.

Interlopers are active within a struggle’s region but don’t quite grasp exactly how or why people from the region act the way they do. They generally don’t benefit from variant struggle rules as much as involved characters, but also aren’t as heavily restricted by them. Either their culture, their faith, or both are not flagged as being involved in the struggle, but their capital (or physical location if landless) is located within the region.

Uninvolved characters are outsiders and outlanders. Their concerns are remote to the struggle region, and even if they’re originally from that region, their isolation from it makes them lose touch with its subtleties and current events. Regardless of culture or faith, if their capital is located outside of the struggle region (or if they’re landless and physically not there), a character is considered uninvolved in that struggle. Uninvolved characters are generally expected to take penalties for holding counties within a struggle region, encouraging them to either delegate to vassals with a better level of involvement, or else getting more involved themselves.

0001.PNG


Phases​

Alright, so we know how a struggle covers an area, and how people are divided up into categories within that area. What do these categories and this area actually do?

For that, we need to look to phases.

Each phase reflects a sort of mood or temperament within a struggle region specific to that struggle, the outcome of many prior actions leading to a shifting tide of general opinion about what is and isn’t acceptable. Maybe some things that were taboo become mainstream for a time, and things otherwise considered acceptable are baulked at by even very conservative characters.

Though we’ll talk about how exactly you transition between phases a bit more in a moment, it’s worth noting that each phase has at least one (and usually more) future phase predefined for it, a phase that actions take in the course of play will gradually move the region’s “mood” towards.

Within the Iberian Struggle, phases are on a loosely even cycle: though there’s some lateral movement and backtracking possible, they mostly move evenly in a circle. This is purely a design choice, and more esoteric flows are entirely scriptable.

Manifesting the Mood​

The actual effects of each phase can be split into three broad categories - parameters, character modifiers, and county modifiers. These are then further split by the involvement of different characters.

Parameters work similarly to doctrine parameters in faiths, or tradition parameters for cultures. They’re special rules, entirely defined within script (and so fully moddable) that can be referred to elsewhere in script to unlock unique content, provide special exemptions, or block off specific actions.

For example: in one phase, involved characters might be able to intermarry between faiths, in another, interlopers might receive cheaper holy wars whilst involved characters have them blocked entirely, and in both uninvolved characters may be blocked from culture converting involved cultures.

0002.PNG


As with other breeds of parameter, struggle parameters are identified purely by their exact spelling and can thus be reused simply by duplicating them, either within a struggle or in other struggles, making them very versatile rules.

Character modifiers can be applied directly to involved or interloper characters. This generally chiefly affects involved characters, making some things easier and others harder, but we also use it to let interlopers occasionally have an easier time of bending or breaking local rules. Though these are our current guidelines, since these are all entirely scriptable, they can be changed according to the tonal needs of any given struggle.

Uninvolved characters do not have a character modifier slot - we don’t want characters in India getting negative modifiers for not being involved or interlopers in a struggle in Iberia!

Finally, we have county modifiers. These are applied to any county in the struggle region according to the direct holder of each county and their involvement; they generally have situational variables depending on phase for involved characters, mild to moderate debuffs for interlopers, and moderate to heavy debuffs for uninvolved characters.

Catalysts​

Transitioning from a phase to any of its future phases requires the activation of catalysts: notable events, gameplay actions, and consequences to existing mechanics that drive the current phase towards a specific future phase.

Catalysts themselves can be anything. A war being declared, a type of character being seduced, a certain type of scheme failing, and so on. They’re set inside a phase’s future phase block, and, as with other elements of struggles, are entirely scriptable. Virtually any effect block in the entire title can be made into a catalyst with a bit of thought.

Whenever a catalyst is activated, meaning that the thing that sets them happens, the current phase gains points towards the future phase that that catalyst was tied to (for instance, a notable interfaith marriage might help an uncertainty-focused phase gain points towards a tolerance-focused phase). Catalysts themselves are repeatable and the points they give vary with the difficulty of the catalyst in question - two notable characters becoming soulmates might well be worth more points than a notable character being executed, for instance.

Points for put into simple tallies: when one tally for a future phase is met, that future phase becomes the new current phase, though there’s a grace period of a month before the actual switch.

On the off chance that all of the dozens or hundreds of characters involved in a struggle are being incomprehensibly boring, we should note the existence of one special catalyst: the passage of time. Every phase has a default future phase, and receives a single point per year towards that phase’s tally, representing the natural trend of public discourse towards particular conclusions. This can (and essentially always will) be overridden or exacerbated by more dramatic catalysts being activated, but even in very calm struggle, change is always coming.

Ending Decisions​

A core part of the identity of struggles is that they’re not things that can be solved just by painting the map - after all, if they were, then the Iberian Struggle would’ve ended in its first decade when Musa ibn Nusayr had essentially subjugated the entire peninsula.

We wanted to provide more difficult and interesting goals for ending a struggle than just conquering the whole struggle region. After all, it really doesn’t matter if you’ve conquered everyone if that hasn’t dealt with the underlying societal causes besetting a struggle locale.

Ending decisions are our solution to this, being major, demanding decisions with consequences for the entire struggle region when taken and usually pretty intricate requirements.

In order for a struggle to be endable through the usual flow, at least one phase must have an ending decision defined, though they can be ended manually through script also. The Iberian Struggle has three ending decisions, each tied (both mechanically and thematically) to a different phase).

The Iberian Struggle​

To finish up, let’s take a look at the new Iberian Struggle’s design (though I’ll put an obligatory reminder that this stuff isn’t final and that we generally continue to adjust things as we balance and playtest).

The Iberian Struggle’s phases are Opportunity, Hostility, Compromise, and Conciliation. Opportunity can lead to either Hostility or Conciliation, depending on how the peninsula’s leaders treat each other, whilst both Hostility and Conciliation respectively build or degrade towards Compromise, which in turn decays into Opportunity, starting the cycle again.

In Opportunity, Iberia is approaching a stage of uncertainty after notable spikes (hostile or friendly) in prior relations between faiths and cultures have abated. Struggle modifiers and parameters make war easier and cheaper, changing cultures and faiths easier and cheaper, but also unlock interfaith marriages and block off holy wars. Friendly interrelations between disparate characters activate catalysts guiding it towards Conciliation, whilst violent ones do the same for Hostility.

For Hostility, aggressive actors have brought tensions to a simmering fever pitch, and even the slightest differences may be cause for aggressive persecution. The phase’s effects make wars cheaper and more brutal for all involved, reduce economic and technological progress, and increase the capacity of many characters for hostile schemes. Violence can’t persist forever though, and either efforts at building bridges or simple exhaustion will eventually bring even the most violent Hostility phase towards Compromise.

Standing opposite Hostility is Conciliation, where pragmatic politicking builds bridges between even very disparate realms. Characters in this phase aren’t really tolerant by the modern meaning of the word, but many of the harsher biases of their time are temporarily dropped or ignored in the name of expediency. Wars become more expensive and truces longer, but there’s opportunity to unite against outsiders intervening in Iberian matters, and ruling over more multicultural and multifaith realms becomes easier and more beneficial.

Periods of interreliance like this don’t generally last. Granted privileges decay, ignored biases relapse, and power-hungry nobles tear down bridges for short-term gain. Even the most wholeheartedly supported Conciliation phase decays towards Compromise eventually.

Finally, Compromise. In this phase, Iberia has reached a point of equilibrium. Wars are less likely and most costly, but economic investment and other forms of passive stability are easier and better, whilst interfaith marriages flourish. The exhausted pragmatism of Compromise isn’t permanent, and will someday give rise to the cynical dynamism of Opportunity. The cycle begins anew.

Naturally we’ve peppered all of this with phase-specific events, decisions, interactions, the odd CB, and so on. Most phases also add variant unlocking criteria to existing pieces of content, adjusting the circumstances under which things like the Claim Throne scheme or Found Holy Order decision can be used - most commonly temporarily extending them to characters who’d usually not have access.

Say you don’t want to move on from a phase, though. Maybe you think Hostility’s the place for you, or you’d prefer a more permanent Conciliation, and want to break the endless cycle of social transmutation - well, unless you wanted permanent Opportunity, you’re in luck, because we’ve got ending decisions for Hostility, Compromise, and Conciliation.

0003.PNG


Hostility’s ending decision is Dominance, reflecting the final ascension of one of Iberia’s warring states to a position of not just military dominance, but social and spiritual hegemony.

This gives your house an incredibly powerful modifier, making county and faith conversion within Iberia markedly faster, improving relations with those who share your faith or culture but markedly worsening them with other involved cultures or faiths, and making Holy Wars and Conquests cheaper and easier to access. It requires holding several important duchies, having a monocultural, monofaith primary kingdom, and being the only major player independent ruler in Iberia.

0004.PNG


Conciliation’s ending decision is Détente, making temporary accommodations into more permanent ones.

Involved cultures gain a huge amount of cultural acceptance with each other, a house modifier that improves the opinion of different faiths and cultures, and several signature mechanics of the Conciliation phase become permanent for involved culture characters within Iberia: namely, interfaith marriage and disabled holy wars. Additionally, Iberian characters may join defensive wars for targets within Iberia against any aggressor from outside of Iberia.

It requires a certain level of fame, being allied to every other independent involved Iberian ruler, and completely controlling an Iberian kingdom without controlling more than a certain fraction of Iberian territory.

0005.PNG


Compromise’s ending decision is Status Quo. Where Dominance is enforcing will and Détente finding accommodation, Status Quo is accepting that times have changed, that attempts to unite the peninsula are futile, and that its peoples and realms should go their separate ways and leave their neighbours be.

Status Quo balkanises Iberia, transferring duchies to connected kingdoms if appropriate and making every kingdom within Iberia its own de jure empire whilst permanently destroying Hispania. Ruling houses across the former struggle region gain a modifier for two centuries making them better at fighting in lands of their own cultural heritage, whilst the capital counties of all independent rulers become strongholds for the next century. Some CBs within Iberia become more expensive.

The requirements for Status Quo are a bit byzantine, essentially because it functions as the opt out decision if Dominance or Détente prove too difficult to work towards. If Iberia can’t be subjugated or coerced into cooperation then, in extremis, it can always be destroyed.

Future Use​

The Iberian Struggle is our first go at a struggle system, and it’s one we’re fairly pleased with. That said, we’ve certainly taken note of how the feature seems to have caught the popular imagination over the last week or so, and we’re very interested to hear your thoughts now that there’s a bit more information available. Needless to say, modders will be able to utilise this mechanic and share their creations from the release of 1.6 onwards.

So, are there parts of the system you’d like to see refined and made more flexible? What are the struggles you’d like to see made in future? What’s your jankiest idea for hope for how to use the struggle system?

As ever, I’ll be around in the thread for the next hour or so to answer your queries.
 
This is more interesting than I expected. I'm looking forward to the system being deployed elsewhere, e.g. the Hundred Years War. I could also see this used to represent the Rome/Constantinople conflict, culminating in either reconciliation or the Great Schism (although from the comment above the system would need modification to support multiple struggles impacting characters at once).
 
The Byzantine-Turkic struggle for first the Anatolian plateau (when the Turks were still mostly pastoralists) and then second for the Byzantine heartland comes to mind. It did span historically several centuries (pre Manzikert 1071 till 1453) and involved a whole region.
Interesting idea. This struggle was a catalyst for the First Crusade, so it would have some interesting involvement of characters. Also, in the final stages the BYZ Emperor negotiated for Western military assistance in exchange for, among others things, converting to Catholicism.
 
I think the struggle system should be a dynamic thing that happens when two religions contest a region.
Examples include the Crusades in the Middle East obviously
The northern crusader conflicts between the Baltic pagans and Christian holy orders
Anatolia after manzikert between Byzantines and Turkic beys
And the Muslim invasions of India

all of these cases would work much better with the struggle system laid out than the normal holy war system

honestly I’m more in favor of getting rid of the holy war Cb altogether and making religious struggles more like what’s been presented here as the struggle system
 
  • 2
  • 1
Reactions:
As an Englishman I am obliged to both thumbs up any mention of the Hundred Years War and point out that the Wars of the Roses are, sadly, technically outside of our time period - they started in 1455 and our last year is 1453. Certainly some interesting choices, though!
Although the wars of the roses are technically outside the period, they're the sort of conflict that might work well as a model if you have a "generalised" struggle becomes possible (say if there's a kingdom/empire claimant war between two houses of the same dynasty and some conditions are met then you target as a region the involved titles?).

It's the sort of thing I could certainly appreciate in various places, under various names. :D
Even though it takes place in the back end of the game where most people do not play to, the Hundred Years War would be an excellent struggle that would not only make the conclusion of the game very exciting, but also provide reason for a late game bookmark. Furthermore, you could combine this with a 1066 Norman struggle to make an English-French themed succession flavor pack.
It's also the sort of conflict that could arise at any point, not just as a late game scenario.
 
  • 4
Reactions:
Thank you for the amazing DD!! Really looking forward to play FOI!

I would very much like see a Struggle involving Rus, Ruthenia and in in general all Russian Grand Principalities (and it would be really great to actually have them named "(Velikoe) Knyazhestvo" as you do with other regional title names), the states of Cumans and Pechenegs in the 1066 start, and Khazaria and the Norse states in the 867 start, and also Baltic (Lithuania, Teutonic Order) and Western states, and the Mongols. I think there are a lot of interesting possibilities and opportunities there, because it's a really interesting region, with many cultures and faiths involved (for example, the interfaith marriage mechanic could reflect the actual historical marriages between children of Russian and Cuman rulers), a lot of tension, intrigue, alliances and wars between Russian Knyazyas themselves and other rulers, and, in general, this region would be a great idea for a Flavor Pack! :)
 
Last edited:
  • 3Like
Reactions:
Some ideas:

- Ibn Khaldun struggle, involving the islamic faith in maghreb, misr, mashrek and Persia. Phases would be "carve out an empire and blob among muslims" then "more and more vassals become independent" until either you recreate the Caliphate (unification) or the muslim world remains divided and the caliph title disapears.

- Steppe nomadic struggle: a peaceful phase where the people of the steppe have many trade-related events with the outsiders, which can transition to either directly a steppe-focused wartime phase (destroying old empires and making new ones, changing power balance) or a shorter migration phase where varangian-like CBs could be launched by small tribes (and be easy to succeed) before shifting to a wartime phase to integrate post-migration divided counties into bigger realms. The conclusion could be allowing mega blobbing (the Mongol Empire) or a pacification of the steppe, making it easier to feudalize.

- Imperial division or unity in China if it ever gets added :p

- Some that other people already described (Latin States, 4th crusade, Baltic Crusades, Cathar Crusade...) and of course a Karling/setting the HRE struggle
 
  • 4Like
  • 2Love
  • 2
Reactions:
West slavic state forming struggle?
This struggle mechanic could be fitted for the nation forming and unification of relatively recently settled and formed semitribal western slavic states and their resistance towards frankish/HRE meddling.
I say "unification" but it was more of a securing of trade around Moravia (meant the region, not state) and back then west slavs practically still spoke the same language (even liguists think that difference between Polish and Czech was definite only in 12th century)
during 9th century it was the Great Moravia
during 10th century it was Bohemia
during 10-11th century split it was Poland under Boleslaw the Brave and it ended in failure (or status quo you could say)
Bohemia+Moravia+Meissen+Lusatia became part of HRE but Bohemia eventually stabilised and kept Moravia
Nitra(Slovakia) became part of Hungary but never played an important role compared to the rest ever since
Poland was independent but dynastically fractured and, with breaks, constantly arguing with Bohemia over Silesia
from late 11th century onward you only had 3 kingdoms which interacted with each other more or less dynastically or over border skirmishes (like the mentioned Silesia)
...
edit: to note I didn't mention Pommerania because it was "in a way" kept out almost separate issue more closely related to the Baltics
 
  • 1
  • 1Like
Reactions:
God, this looks dope. Really excited for this pack to eat several weeks of my life.

Creating Hispania is locked behind resolving the struggle (to keep things a bit more interesting), but resolving the struggle does not automatically create Hispania.
This prompted a thought: when it's time to expand this mechanic into other areas of the map, what about locking every de jure Empire behind a Struggle? It would make empires feel really special, an achievement of generations that can't be accomplished just by map-painting and conquest. Start dates could have an in-progress Struggle for the already existing empires, and then for all the others, if nothing else has yet happened to trigger a regional Struggle it could automatically kick off as soon as a ruler meets the other requirements for Empire creation.

I don't know if a 1:1 Struggle : Empire relationship is exactly right; you have some historical conflicts that feel right for a Struggle but are either conflicts between regions mapped as different de jure empires (any French-English conflict, for example) or involve smaller territorial regions within the same de jure Empire but not comprising all of it (lots of stuff that happened within the de jure HRE). But I think it might be a good starting point, and then you could evaluate region by region whether multiple Empires could be locked behind the same Struggle, multiple Struggles could be a gateway to the same Empire, and which Struggles could pit two or more de jure Empires against each other.

Hell, maybe even have kind of a default Struggle template that the player touches off when they meet the requirements for creating a custom Empire. "Imperial Ambitions" or something; checks the region's the most powerful vassals, most troublesome counties, and most dangerous neighbors and uses the cultures and religions involved to generate an appropriate set of Phases and Catalysts.
 
  • 6Like
  • 3
  • 1Love
Reactions:
Hot take: give every empire its own internal struggle. With Expansion, Competition, Prosperity, Decline phases.
As long as Decline isn't forced upon the player "Just because"...
 
  • 7
Reactions:
The struggle concept could be interesting for creating special title like the Outremer Empire / Roman Empire or during the Mongol Invasion.

It could even create or modify an existing religion (remove or add a Syncretism tenet).
 
  • 1Like
Reactions:
As someone who lives in the Catalonia area I am curious to know several things:

1- The Catalan counties belong to Aquitaine in 867, how will this be reflected in the fighting system?


2- Will there be events/decisions for the Catalan counties to become independent and join the kingdom of Aragon?

3- Will the AI be able to evolve the kingdoms of 867 to how they are in 1066?

examples: Asturias can become the kingdom of León?

Can the crown of Aragon be created?

Can the Taifa kingdoms appear?

thanks for any answer
 
  • 5
Reactions:
First would like to say I'm super excited about struggles! Not something the community was expecting, but you all really delivered on coming up with a new system we would love.

My big question is whether the AI will be more aggressive towards the player in a struggle? In the base game I've had war declared on me like 5 times out of hundreds of hours of play and would be looking forward to some real challenge with the struggle. I have a couple ideas that I don't think have been touched on below.

Mongolia 1179: This is a great point in time for a struggle in Mongolia. Many interesting participants you could start as. Ong Khan of the Kereyid tribe has just declared war against the Merkid on behalf of his vassal Temujin (future Genghis Khan) and his other vassal Jamukha (Temujin's blood brother and eventual biggest rival). All this to rescue Temujin's wife Borte (could be a new CB "abduction). The other two main tribal leaders are Tayang Khan ruling the Naiman in the West and Altan Khan in the east as vassals of the Jurched of Northern China. Struggle would be great for this as you could go for unification with multi-culture and multi-religion like Genghis Khan, a unification with one of the cultures or religions dominating, status quo to keep the tribes warring like China wants so they're too busy to attack them. Interesting religions in the area that might conflict like Tengrism, Nestorian Christianity, Islam, and Buddhism. Aristocrats versus individuality could be a big part of the struggle historically as Genghis was against the traditional aristocracy.

Italian Republic: I don't know how historical this is, but I love the major decision in Sicily to form a Parliament of the three estates. I would love to have a struggle that involves Italy forming a parliament, restoring the senate, parliamentary monarchy, resisting republicanism, restoring the old religions. We've got tons of different Latin heritages, North African Muslims, Orthodox Greeks, the Byzantines next door, HRE above, and the pope involved in it all just makes it way more interesting.

The Karlings 867: Not much to say about this. It's already one of the most interesting starts in the game with the chaos of several kingdoms with claims on each other that goes different every play through. To have the struggle system placed on top would be great. Struggles could end in separate kingdoms, reforming Charlemagne's empire, or constant struggle.
 
  • 3Like
  • 1Love
Reactions:
I would love a struggle between the Shia and Sunni sects in the Muslim regions. They are just so . . . barren compared to the rest of Europe even though they are a huge part of history.
 
  • 1
Reactions:
Will Christian and Muslim feudals be able to raid (razia, or ghazah) each other during the Hostility phase? This is something that I've always wanted to see in the games and this seems like the perfect opportunity to do it. Minor raiding was a big part of the Reconquista that sadly never actually happens in CK2 or CK3.

*Edited because I originally wrote "non-feudals", which actually don't exist in the Peninsula during the time period.
 
Last edited:
  • 8Like
Reactions:
As a Spanish player, and after the well-known disasters affecting our community, it is only fair to recognise that this DLC looks amazing.

Congratulations.

However, let me beg you to be ESPECIALLY careful with the bad or missing translation this time.

I'm looking forward to this.
 
  • 1Love
Reactions:
I'm curious about how the struggle responds to interlopers conquering the entire region (say the Almohads, France, or a player reforming the Roman Empire).

Can the interloper enforce one of the endings or can only an involved character? Do interlopers get any benefit for ending the struggle? Or does the struggle keep going on, just now inside the interlopers realm?

Alternatively will the struggle respond to interlopers conquering of the region, maybe ending the struggle prematurely if a certain amount is taken by the interlopers so the local can focus on responding to the interlopers?

Edit: re-reading the dev diary, my example would I guess be uninvolved characters as their capitals are outside the region (though they might have interloper or involved vassals). So are any of the answers to these questions different if the realm conquering Iberia is uninvolved in the struggle?
 
Last edited:
  • 4
Reactions: