Dynasty
A Dynasty represents an unbroken noble line descending from the same Landed character who founded the Dynasty. Each Dynasty is made up of multiple Houses working towards bringing Renown upon the Dynasty. A Dynasty can be renamed by the Dynasty Head at any point.
Houses[edit | edit source]
Each Dynasty will have a Founding House, usually of the same name as the Dynasty, which is the first House of that Dynasty. Ruling members of a Dynasty may choose to create a Cadet Branch, a new House under the Dynasty. Each House has its own name and motto, usually inspired by the location in which they are founded and the founding character, which can be changed at will by the House Head. They will also have a unique coat of arms that has two quarters copied from the Dynasty coat of arms.
Creating a Cadet Branch has the following requirements:
- Not the current House head
- Must be an adult
- Must have Feudal or Clan government
- Not third or closer in line of succession to any of the current House Head's titles
- No living ancestors belong to current house
- Not a bastard
- Men have to be married if in a female-dominated faith.
- Women have to be married if in a male-dominated faith.
- Married characters have to be in a patrilineal (if male) or matrilineal (if female) marriage.[1]
If a House Head demands the religious conversion of a House member and the member refuses, it will result in the creation of a new Cadet Branch.
Each character born from a Marriage will belong to the father's House unless the marriage is Matrilineal.
House Head[edit | edit source]
The House Head is the leader of a House. House Heads have the power to legitimize bastards, call House members to war at no cost and demand that they convert to their Faith. In addition, House Heads will get a Weak Hook on all newly born House members and monthly prestige from living and landed members of their house. If a faith has the Must be Approved doctrine for divorces but no head of faith, the House Head must approve of divorces.
When a character creates a Cadet Branch, they become its House Head, and free from the direct influence of their old House Head unless they were the Dynasty Head.
When a House Head dies, their Primary Heir becomes the next House Head. One exception: The house head at the start of the game is determined differently. If the founder of the house is still alive, the founder will always be the house head. If the founder is not alive, then the house head at game start will be the house member with the largest realm size. This is why Ludwig II is the Karling house head in 867, even though he is not the oldest male child.
Dynasty Head[edit | edit source]
The most powerful House Head of a Dynasty, as determined by military strength, will be the Dynasty Head. If another House Head becomes 10% stronger than the current Dynasty Head it will take its place. The Dynasty Head gains Monthly Prestige from living and landed members of their Dynasty. The Dynasty Head can always disinherit and also has access to the following interactions with dynasty members of the same faith:
If the first Adventure Dynasty Legacy has been unlocked Dynasty Heads will also gain the Send to the Varangian Guard interaction. Using it costs 350
Prestige, sends an unlanded and unmarried Dynasty Member to the court of the Byzantine Empire and gives them the
Varangian trait. The interaction is not limited to Diplomatic Range but is not available if the Dynasty Head's faith has the Pacifism tenet, the Dynasty Head is at war or truce with the Byzantine Empire or the Byzantine Empire title was destroyed.
Disinheriting[edit | edit source]
Disinheriting is a character interaction that will give the targeted character the Disinherited trait and a permanent -75
Opinion. It can be reversed at any point at the cost of 75
Renown. Disinheriting requires the target to be a vassal and is not available towards characters with a
Strong Hook.
Dynasty Heads can disinherit any member of their Dynasty for the following cost:
- 75
Renown and 150
Prestige if Dynasty Member is Unlanded
- 150
Renown and 300
Prestige if Dynasty Member is Heir to a title
- 225
Renown and 900
Prestige if Dynasty Member is Landed
- 20
General Opinion for 5 years if the targeted character has the
Disputed Heritage or
Bastard trait
If the Fate of Iberia DLC is installed all Dynasty members, including the Dynasty Head, can disinherit their own children with the last Coterie legacy. This disinheritance does not cost
Renown but it gives -30
Opinion with all vassals.
Renown[edit | edit source]
Renown is a resource accumulated by a Dynasty and is used for the most powerful Dynasty Head interactions, unlocking Dynasty Legacies and increasing a Dynasty's level of Splendor. Each living Dynasty member will add Renown to the Dynasty, and Prestige to its Dynasty Head and House Head.
Title rank | ![]() |
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None (stacks with title bonuses) | +0.02 | +0.01 | +0.02 | 0 |
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+0.12 | +0.01 | +0.02 | +0.1 |
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+0.25 | +0.02 | +0.04 | +0.2 |
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+0.5 | +0.03 | +0.06 | +0.4 |
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+1 | +0.04 | +0.08 | +0.8 |
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+2 | +0.5 | +0.1 | +1.6 |
Being married to a ruler of another dynasty grants 80% of the Renown their primary title generates.
Renown gain is capped at +2 for total non-ruler house members (100 members). Dynasty Head Prestige gain is capped at +3. House Head Prestige gain is capped at +5. Rulers will not add Renown to their Dynasty if any Liege is a member of the same Dynasty.
Other Renown sources[edit | edit source]
- Traditions
- Castle Keepers (0.1
Renown per castle held by a dynasty member of same culture)
- Chivalry (+50
Renown per successful romance scheme)
- Culinary Artists (+50
Renown per feast) (add Frequent Festivities for faster feasts) (add Law 1 Dynasty Legacy for cheaper feasts)
- Religious Patronage (+150
Renown when constructing temples holdings, +75
Renown when upgrading them)
- Mystical Ancestors (+50
Renown for granting County to House Member, +75
Renown for every Duchy, +150
Renown for every Kingdom, +250
Renown for every Empire)
- Castle Keepers (0.1
- Buildings
- Holy Sites (+5%
Renown for each one held by a dynasty member of the corresponding Faith)
- Universities (+0.25
Renown)
- Great Megalith (+5%
Renown) (Ducal Building) (Requires Megalithic Constructions Tenet)
- Holy Sites (+5%
- Decisions
- Commission Epic (Diplomatic Focus, August tree) (can be +50
Renown or +75
Renown; alongside another possible Event during that Decision giving 75
Renown)
- Sell Minor Titles (Stewardship Focus, Wealth tree) (can be some Renown, but unreliable)
- Consecrate Bloodline (+500
Renown if Spiritual Head of Faith, +1000
Renown if Temporal Head of Faith)
- Dynasty of Many Crowns (+1000
Renown)
- Elevate the Kingdom of Mann & the Isles (+2500
Renown)
- Sponsor Jewish Sciences (+15%
Renown for 120 years)
- Commission Epic (Diplomatic Focus, August tree) (can be +50
- Court
- Homages (Works both ways) (Have vassal of same dynasty)
- Artifacts (Make court artifacts and grant them to courts of same dynasty) (Same for inventory artifacts, but those can be granted to all landed dynasty members)
Level of Splendor[edit | edit source]
Firstly, all renown earned by a Dynasty counts towards its Level of Splendor, which determines how well-known the Dynasty is in the eyes of the world, how much Prestige characters get from being born or marrying into it, the maximum long reign Opinion characters can get and how decorated the Dynasty's coat of arms will be. Having a high level also makes it much easier to arrange marriages, especially with Dynasties with a Lower Level of Splendor. The Level of Splendor will only decrease if a player character attempts suicide. Peasant Dynasties start at Base Origins.
Dynasty legacies[edit | edit source]
Dynasty legacies are permanent bonuses that can be unlocked by the Dynasty Head and affect every member of a dynasty. Each legacy track contains five legacies. If an AI character becomes Dynasty Head it will only unlock legacies belonging to the track with the most current progress. If the AI selects Architected Ancestry a random trait will be chosen.
The first dynasty legacy costs 250 Renown to unlock and each one afterwards costs 500 more than the previous one.
Track | Legacy 1 effects | Legacy 2 effects | Legacy 3 effects | Legacy 4 effects | Legacy 5 effects |
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Warfare![]() |
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+1 Max number of Men-at-Arms Regiments Can recruit House Guard Men-at-Arms |
Law![]() |
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Guile![]() |
+20% Dread Gain
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Blood![]() |
+30% Chance to inherit positive traits +30% Chance of new good congenital traits |
+30% Chance to reinforce congenital traits | -30% Chance to inherit negative traits -30% Chance of new bad congenital traits |
+5 Years Life Expectancy | |
Erudition![]() |
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+10% Monthly piety
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+10% Effectiveness of Councilor Tasks |
Glory![]() |
+30 Marriage Acceptance |
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Kin![]() |
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Customs[edit | edit source]
If the Royal Court DLC is installed all dynasties will have access to the Customs legacy track as well.
North Germanic legacies[edit | edit source]
If the Northern Lords DLC is installed, dynasties whose Dynasty Head either has Norse culture or has a culture descended from Norse culture have two additional legacy tracks available. Once the first Legacy of a track has been unlocked its track will remain available regardless of the Dynasty Head's culture.
Iberian legacies[edit | edit source]
If the Fate of Iberia DLC is installed dynasties whose Dynasty Head has Iberian heritage or the realm capital in the region of Iberia have two additional legacy tracks available. Once the first Legacy of a track has been unlocked the track will remain available regardless of Dynasty Head.
References[edit | edit source]
- ↑ Required regardless of gender doctrine.
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