Rule
|
Setting
|
Effects
|
Achievements
|
Exclave Independence
|
Off
|
Rulers can have disconnected land anywhere in the world
|
|
Limited (AI Only)
|
AI Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by one county or a naval path
|
|
Significant (AI Only)
|
AI Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by a naval path
|
|
Total (AI Only)
|
AI Rulers at peace will lose disconnected land on succession unless it's connected to the capital by a naval path
|
|
Limited
|
Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by one county or a naval path
|
|
Significant
|
Rulers at peace will lose disconnected land on succession unless it's part of their de jure territory or is connected to the capital by a naval path
|
|
Total
|
Rulers at peace will lose disconnected land on succession unless it's connected to the capital by a naval path
|
|
Multiplayer: Murder Schemes
|
Default
|
Players can use Hostile Schemes against other players and their families
|
|
No Players
|
Players cannot use Hostile Schemes against other players but can against their families
|
|
No Player Families
|
Players cannot use Hostile Schemes against other players or their families
|
|
Minor Diseases
|
Default
|
Minor diseases appear as per normal
|
|
Fewer
|
Minor diseases appear 30% less often
|
|
Matrilineal Marriages
|
Never
|
AI characters will never arrange matrilineal marriages unless part of a Female Dominated realm
|
|
Default
|
AI characters will arrange matrilineal marriages if they belong to the player's close family, a Reputable Dynasty, an Equal realm, or are strong rulers Female Dominated realms default to Matrilineal
|
|
Default (no Player exception)
|
AI characters will arrange matrilineal marriages if they belong to a Reputable Dynasty, an Equal realm, or are strong rulers Female Dominated realms default to Matrilineal
|
|
Always
|
AI characters will arrange matrilineal marriages for all female Dynasty members unless target belongs to a Reputable Dynasty, an Equal realm, or are strong rulers
|
|
Female Dominated & Equal
|
AI characters will arrange matrilineal marriages if part of a Female Dominated or Equal realm unless target belongs to a Reputable Dynasty or are strong rulers
|
|
Gender Equality
|
Default
|
All cultures start with their historical martial custom pillar All faiths start with their historical views on gender, clerical gender, male adultery and female adultery doctrines All realms start with their historical gender succession law
|
|
Equal
|
All cultures start with the Equal martial custom pillar All faiths start with the Equal views on gender doctrine and Either clerical gender doctrine All faiths start with male adultery and female adultery doctrines at the same level (the lesser one) All realms start with the Equal gender succession law
|
|
Inverted
|
All cultures start with their martial custom pillar inverted All faiths start with their historical views on gender, clerical gender, male adultery and female adultery doctrines inverted All realms start with their historical gender succession law inverted
|
|
Realm Stability
|
Lesser Stability
|
Factions will form more often
|
|
Default
|
Factions will form at default rate
|
|
Higher Stability
|
Factions will form more rarely
|
|
Extreme Stability
|
Factions will form extremely rarely
|
|
Regional Heresies
|
Strict
|
Heresies are 200 times more likely to be historical if they happen in certain regions
|
|
Default
|
Heresies are 5 times more likely to be historical if they happen in certain regions
|
|
Relaxed
|
Heresies are random no matter where they happen
|
|
Mongol Invasion
|
Default
|
An unique AI character will use the Become Greatest of Khans decision between the years 1180 and 1250 if the player isn't Mongol Culture Head with 100 realm size
|
|
Never
|
AI characters cannot use the Become Greatest of Khans decision
|
|
Random
|
An unique AI character can use the Become Greatest of Khans decision at any point if the player isn't Mongol Culture Head with 100 realm size
|
|
Casus Belli Costs
|
Default
|
Casus Bellis cost resources
|
|
No Costs
|
Casus Bellis do not cost resources
|
|
Culture Conversion Speed
|
Significantly Slower
|
The Promote Culture councilor task makes progress 4 times slower
|
|
Slower
|
The Promote Culture councilor task makes progress 2 times slower
|
|
Default
|
The Promote Culture councilor task makes progress as per normal
|
|
Faster
|
The Promote Culture councilor task makes progress 2 times faster
|
|
Significantly Faster
|
The Promote Culture councilor task makes progress 4 times faster
|
|
Faith Conversion Speed
|
Significantly Slower
|
The Convert Faith in County councilor task makes progress 4 times slower
|
|
Slower
|
The Convert Faith in County councilor task makes progress 2 times slower
|
|
Default
|
The Convert Faith in County councilor task makes progress as per normal
|
|
Faster
|
The Convert Faith in County councilor task makes progress 2 times faster
|
|
Significantly Faster
|
The Convert Faith in County councilor task makes progress 4 times faster
|
|
Diplomatic Range
|
Restricted
|
Diplomatic Range is reduced by 25%
|
|
Default
|
Diplomatic Range remains unchanged
|
|
Unrestricted
|
Characters can interact no matter the distance
|
|
End Date
|
1453
|
The game will end in 1453
|
|
No End Date
|
The game will never end
|
|
De Jure Requirement
|
On
|
Every 5 years titles with de jure land will be destroyed if their holder controls none of their de jure land
|
|
On (Limited)
|
Every 5 years titles with de jure land will be destroyed if their holder controls none of their de jure land unless it's a player's primary title
|
|
Off
|
Titles with de jure land can only be destroyed manually
|
|
Empire Obscurity
|
On
|
AI de jure empire are replaced with a pressed claim if the title holder no longer controls at least 20% of its de jure counties. Player characters can avoid it at the cost of Prestige and Fame.
|
|
Off
|
De jure empires remain even if the title holder no longer controls at least 20% of its de jure counties.
|
|
Custom Kingdoms
|
On
|
The Found a New Kingdom and Found a New Empire decisions are available
|
|
Off
|
The Found a New Kingdom and Found a New Empire decisions are not available
|
|
Generate Families
|
On
|
Landed characters with no recorded family will start with a spouse, a valid heir, a second child if the mother is over 25 and a third child if the mother is over 33
|
|
On (AI Only)
|
Landed AI characters with no recorded family will start with a spouse, a valid heir, a second child if the mother is over 25 and a third child if the mother is over 33
|
|
Off
|
Landed characters with no recorded family will not start with any family
|
|
Same-Sex Relations
|
Default
|
All faiths start with their historical same-sex relations doctrine
|
|
Accepted
|
All faiths start with the Accepted same-sex relations doctrine
|
|
Same-Sex Marriages
|
Default
|
Same-sex marriage and concubinage are not possible
|
|
Accepted
|
Same-sex marriage and concubinage are possible for faiths with the Accepted same-sex relations doctrine
|
|
Sexuality Distribution
|
Default
|
Characters have a 89% chance to be heterosexual, 5% chance to be homosexual, 5% chance to be bisexual and 1% chance to be asexual
|
|
Bisexuality
|
Characters have a 89% chance to be bisexual, 5% chance to be homosexual, 5% chance to be heterosexual and 1% chance to be asexual
|
|
Homosexuality
|
Characters have a 89% chance to be homosexual, 5% chance to be heterosexual, 5% chance to be bisexual and 1% chance to be asexual
|
|
Asexuality
|
Characters have a 89% chance to be asexual, 3.6% chance to be homosexual, 3.6% chance to be bisexual and 3.6% chance to be heterosexual
|
|
Equal
|
Characters have equal chances to be heterosexual, homosexual, bisexual and asexual
|
|
Faith Acceptance
|
Default
|
All faiths start with their historical views on other faiths
|
|
Full
|
All faiths start with the Full Tolerance special doctrine
|
|
Randomized Faiths
|
Off
|
All characters and counties start with their historical faith
|
|
On
|
All characters and counties start with a random faith
|
|
Random Ruler Placement
|
Off
|
All rulers have start with their real historical titles
|
|
On
|
All rulers have start with random historical titles
|
|
On (Conversion)
|
All rulers have start with random historical titles and convert to the faith of their primary title's capital
|
|
Hungarian Migration
|
Historical
|
An AI character will use the Prepare to Cross the Carpathians decision between the years 890 and 910 if the player doesn't do it before
|
|
Immediate
|
The Mogyër Confederation starts having used the Prepare to Cross the Carpathians decision and in a war against the Kingdom of Bulgaria using the Migrate to Pannonia casus belli
|
|
Random
|
An AI character will use the Prepare to Cross the Carpathians decision between the years 872 and 910 if the player doesn't do it before
|
|
Player-Only
|
AI characters cannot use the Prepare to Cross the Carpathian decision
|
|
Scandinavian Adventurers
|
Off
|
Scandinavian adventurers will never try to target Russia or the North Sea
|
|
Rare
|
Scandinavian adventurers will try to target Russia and the North Sea every 15 years
|
|
Occasional
|
Scandinavian adventurers will try to target Russia and the North Sea every 10 years
|
|
Frequent
|
Scandinavian adventurers will try to target Russia and the North Sea every 5 years
|
|
Apocalyptic
|
Scandinavian adventurers will try to target Russia and the North Sea every year and do not require specific traits to launch Varangian Adventures
|
|
Fall of Al-Andalus
|
No Limitation
|
Dissolution Factions can appear in the Kingdom of Al-Andalus at any point
|
|
Death of the Caliph
|
Dissolution Factions can appear in the Kingdom of Al-Andalus after Sultan Muhammad Abd al-Rahman dies
|
|
Historical Timing
|
Dissolution Factions can appear in the Kingdom of Al-Andalus after year 1020
|
|
Hybrid Culture Frequency
|
Default
|
AI characters will create hybrid cultures at default frequency
|
|
Less Common
|
AI characters will create hybrid cultures 5 times more rarely and with a 10 years global cooldown
|
|
None
|
AI characters will never create hybrid cultures
|
|
Hybrid Culture Restrictions
|
Default
|
AI characters will never create hybrid cultures if their culture is already a hybrid culture unless it is historical AI characters will never create hybrid cultures with another hybrid culture unless it is historical
|
|
Relaxed
|
AI characters will never create hybrid cultures if their culture is already a hybrid culture unless it is historical
|
|
Very Relaxed
|
AI characters can always create hybrid cultures
|
|
Divergent Culture Frequency
|
Relaxed
|
AI characters will create divergent cultures 1.25 times more often
|
|
Default
|
AI characters will create divergent cultures at default frequency
|
|
Less Common
|
AI characters will create divergent cultures 5 times more rarely
|
|
None
|
AI characters will never create divergent cultures
|
|
Divergent & Hybrid Culture Cooldowns
|
No Cooldowns
|
Cultures can always diverge and hybridize
|
|
Faster
|
Cultures can only diverge after having existed for 50 years Cultures can only hybridize after having existed for 25 years
|
|
Default
|
Cultures can only diverge after having existed for 100 years Cultures can only hybridize after having existed for 50 years
|
|
Slower
|
Cultures can only diverge after having existed for 200 years Cultures can only hybridize after having existed for 100 years
|
|