Tradition
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Effects
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Obligatory requirements
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Optional requirements
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Preferred ethos
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Description
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 Astute Diplomats
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+50 Alliance Negotiation Acceptance
+10 White Peace Acceptance
+1 Foreign Language Limit
+25% Learn Language Scheme Power
Cannot attack Allies
Cannot attack during a Truce
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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It is a common idea in this culture that the purest expression of superiority is the ability to subdue your enemy without fighting them.
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 Collective Lands
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+30 Control to counties granted to Lowborn characters
Lowborn characters gain the Peasant Leader trait when granted a County
+20% Development Growth
−20% Control Growth
+20% Building Construction Time
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Culture has at least 2 Counts with the Peasant Leader trait
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- Communal
- Egalitarian
- Stoic
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The idea that individuals personally own land is alien to this culture; land belongs to all people, for the common good.
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 Esteemed Hospitality
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−25 Courtiers and Guests Acceptance for Hostile Schemes against rulers
−20% Court Position Salary Cost
−20% Guest Recruitment Cost
+10 Courtier and Guest Opinion
+5% Personal Scheme Success Chance
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Iranian heritage
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- Communal
- Courtly
- Spiritual
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In this culture rulers are known, and expected, to welcome anyone who might come to their court with open arms. Hosting guests and visitors in a spectacular fashion.
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 Garden Architects
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Can construct Royal Gardens duchy buildings
Can grant the Court Gardener court position
Enables the Recruit Gardener decision
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At least 10 counties with Desert Agriculture, Orchards or Farms & Fields buildings
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- Communal
- Courtly
- Spiritual
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This culture has a long tradition of constructing and maintaining various types of gardens, building themselves a small paradise.
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 Isolationist
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Courtiers are less likely to leave the court of a ruler of the same culture
+0.5 Monthly Control
+5 Same Culture Opinion
−50 Marriage Acceptance towards other Cultures
−35% Cultural Acceptance Gain
−25% Diplomatic Range
AI characters are less likely to declare war
AI characters never offer marriage to characters of a different culture
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Below 40 Cultural Acceptance with all neighbor cultures
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This culture prefers to keep to itself, and doesn't often look outside its own sphere.
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 Marital Ceremonies
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+25% Skills from Spouse Councilor Tasks
- Hidden modifierː Stat values are now always rounded up instead of down
+10 Marriage Acceptance
−50% Hostile Scheme Success Chance towards Spouses
−10 Same Culture Opinion towards Fornicators
−15 Same Culture Opinion towards Adulterers
Cannot Divorce
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Culture has less than 5 Counts with the Adulterer trait
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- Communal
- Courtly
- Spiritual
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For this culture, the union of two people in marriage is considered a highly public and ritualistic affair.
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 Metalworkers
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Blacksmiths buildings have additional bonuses in Counties of this Culture:
+25% Supply Limit per Blacksmiths level
+2/+3/+4 Prowess scaling with Blacksmith level
+3%/+5%/+8% Heavy Infantry and Spearmen Toughness scaling with Blacksmith level
Royal Armories buildings have additional bonuses in Counties of this Culture:
+15% Knight Effectiveness per Royal Armories level
+2/+3/+4 Prowess scaling with Royal Armories level
-10%/-15%/-20% Building and Holding Construction Cost scaling with Royal Armories level
+5% Army Toughness
+5% Army Gold Maintenance
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Culture is present in a County with a Mine
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- Bureaucratic
- Communal
- Stoic
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This culture has enjoyed easy access to iron for centuries. Over time they have developed their understanding of metal to such a degree that their name has become a byword for durable and high quality arms and armor.
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 Ruling Caste
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Different Culture and Populist Factions are less common
−30% Dread Decay
+0.3 Monthly Dread per Tyranny
+25% Siege Progress against Revolts
−25% Cultural Acceptance Gain
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Any councilor with a different culture
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Rulers of this culture are used to lording over subjects that are not their own culture. They know how to effectively suppress revolts, though at the cost of public perception.
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 Agrarian
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Children are more likely to gain the Content trait
Children are less effective at Martial Education
+30% Development Growth in Farmlands and Floodplains Terrain
+10% Levy Size in Farmlands and Floodplains Terrain
−20% Building Construction Cost in Farmlands and Floodplains Terrain
+20% Taxes in Farmlands and Floodplains Terrain if Diligent or Patient
+20% Development Growth in Farmlands and Floodplains Terrain if Athletic
−2 Prowess
+25% Men-at-Arms Recruitment Cost
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Culture is present in a county with Farmlands or Floodplains
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Culture is present in 5 counties with Farmlands or Floodplains
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture is distinctly agrarian, their lands producing ample crops for hungry armies. While not having to struggle for food means many peasants for the levy, it also means that each soldier is not as motivated as those from harsher regions.
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 Amharic Highlanders
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Enables the Sarawit innovation
Can Castrate Prisoners
+5 Hills Advantage
+20% Development Growth in Hills Terrain
−15% Holding and Buildings Construction Cost in Hills Terrain
Hill Farms have additional bonuses in Counties of this Culture:
+1% Knight Effectiveness per Hill Farms level
+1% Men-at-Arms Counter Efficiency per Hill Farms level
+0.5% Levy Size per Hill Farms level
+2 Defender Advantage per Hill Farms level
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Ethiopian culture or descent
Culture is present in a county with Hills
Hill Dwellers tradition
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30% of culture is present in counties with Hills
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Spiritual
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The Amharic highlands are quite suitable for farming as long as one knows how to best approach the matter. For many generations this people have worked and lived in this environment, thriving while developing their own traditions and customs.
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 Castle Keepers
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+5 Defender Advantage per Castle Holding level
+0.1 Monthly Renown per Castle Holding
+0.1/+0.1/+0.2/+0.2 Monthly Prestige scaling with Castle Holding level
+0.5 Monthly Prestige if Architect
+10% Castle Holdings Construction Time
+20% Castle Holdings Construction Cost
AI characters are more likely to construct Castle Holdings
AI characters are more likely to construct buildings that improve Fort Level
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Feudal or Clan government
City Keepers tradition
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Battlements innovation
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- Bellicose
- Bureaucratic
- Stoic
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Offense is not a good defense. A good defense is having the most castles on the face of the known world.
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 City Keepers
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−25% City Buildings Construction Time
+5 Popular Opinion per City Holding level
+0.5 Monthly Prestige if Architect
The Guilds line of buildings can be constructed one Era early
AI characters are more likely to construct City Holdings
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Feudal government
Castle Keepers tradition
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Communal Government innovation
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- Bureaucratic
- Courtly
- Egalitarian
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Cities are the beating urban heart of this culture, and they wish for every one of their metropolises to become enviable gems known across the world.
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 Court Eunuchs
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Can Castrate Prisoners
Can grant the Chief Eunuch court position
The Eunuch Trait has additional bonuses
+2 Stewardship if Eunuch
+2 Intrigue if Eunuch
+2 Learning if Eunuch
+10 Liege Opinion if Eunuch
−10 Vassal Opinion if Eunuch
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Vassal, Courtier or Councilor with the Eunuch trait
Byzantine Traditions tradition
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Councilor with the Eunuch trait
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- Communal
- Courtly
- Spiritual
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This culture makes extensive use of eunuchs at court, occupying positions ranging from domestic servants to bureaucratic administrators and even military commanders. Men with no desire are easy to trust.
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 Dryland Dwellers
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+15% Development Growth in Drylands Terrain
+35% Development Growth in Desert Terrain
−15% Holding and Buildings Construction Cost in Desert and Drylands Terrain
Desert Agriculture has additional bonuses in Counties of this Culture:
−1% Light Cavalry and Camel Cavalry Maintenance per Desert Agriculture level
−1% Light Cavalry and Camel Cavalry Recruitment Cost per Desert Agriculture level
+0.0625/+0.1/+0.1375/+0.175/+0.2125/+0.25/+0.2875/+0.325 Tax scaling with Desert Agriculture level
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Culture is present in a county with Desert or Drylands
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30% of culture is present in counties with Desert or Drylands
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture is accustomed to living in dry climates, and know where to find water and how to work the lands.
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 Eastern Roman Legacy
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Can recruit Cataphracts Men-at-Arms
−15% Men-at-Arms Recruitment Cost
−15% Men-at-Arms Maintenance
+2 Max Size of Heavy Cavalry Regiments
+2 Max Size of Heavy Infantry Regiments
−25% Levy Size
−25% Levy Reinforcement Rate
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Byzantine heritage
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Culture has at least 50 Counties de jure part of Byzantine Empire
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- Bellicose
- Courtly
- Egalitarian
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The military organization of the Roman Empire is still in living memory within this culture. A professional army is favored over levied troops.
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 Equal Inheritance
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Can enact the Equal Gender Law
Removes the ruler gender opinion penalty
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Warrior Queens tradition
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Culture has at least 3 male and 3 female Counts
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Egalitarian
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This culture has a history of rulers dividing their lands between all their children, even those who normally would be excluded.
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 Family Business
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+5 Close Family Opinion
+20 Court Position Aptitude for Close Family Members
+10% Progress Speed for Councilor Tasks for Close Family Members
+10% Skill Impact for Councilor Tasks for Close Family members
−150 Prestige for revoking a County from a Close Family Member
−350 Prestige for revoking a Duchy from a Close Family Member
−750 Prestige for revoking a Kingdom from a Close Family Member
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At least 10 Close Family members
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80 Opinion with 50% of all Close Family Members
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This culture encourages businesses to develop along familial lines, each generation picking up the tools and techniques of their trade from the last, building a strong tradition of ancestral professionalism
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 Fervent Temple Builders
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+750 Prestige when constructing a Temple Holding
+5 Fervor when constructing a Temple Holding
+2 Fervor when upgrading a Temple Holding
Gain prestige from constructing temples
Various traits give temple construction bonuses
−5% Temple Holding and Buildings Construction Time if Conscientious Scribe
−10% Temple Holding and Buildings Construction Time if Insightful Thinker or Scholar
−15% Temple Holding and Buildings Construction Time if Astute Intellectual
−20% Temple Holding and Buildings Construction Time if Mastermind Philosopher or Diligent
+20% Temple Holding and Buildings Construction Cost if Cynical
−5% Temple Buildings Construction Cost if Mastermind Philosopher
−5% Temple Holding and Buildings Construction Cost if Scholar or Wise Man
−10% Temple Holding and Buildings Construction Cost if Theologian or Mystic
−15% Temple Holding and Buildings Construction Cost if Humble or Miracle Worker
−25% Temple Holding and Buildings Construction Cost if Zealous
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At least 20% of the culture's holdings are temple holdings
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Culture has at least 5 Counts with the Zealous trait
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This culture finds constructing temples the most direct path to the divine. Fervent rulers are expected to build many, and grand, temples.
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 Forest Folk
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+15% Development Growth in Forest and Taiga Terrain
−15% Holding and Buildings Construction Cost in Forest and Taiga Terrain
Forestries have additional bonuses in Counties of this Culture:
+2% Archers and Skirmishers Damage per Forestry level
−2% County Build Speed per Forestry level
−1% County Build Cost per Forestry level
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Culture is present in a county with Forest or Taiga
 Baltic heritage
 Balto-Finnic heritage
 Volga-Finnic heritage
 Ugro-Permian heritage
Forest Wardens tradition
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30% of culture is present in counties with Forest or Taiga
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture lives close to vast forests, and knows how to forage its bounties.
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 Hereditary Hierarchy
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−15% Castle Holding Construction Cost
+10% Feudal Vassal Tax Contribution
+25% Long Reign Bonus
−75% Tyranny Loss
−10 Feudal Opinion from level 1 education traits
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Feudal government
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King with 10 vassals
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It is ingrained in this culture that leadership in passed on by blood, nobility is bound by stone in castles, and that the feudal structure is unshakable. They do not easily forget those who break the feudal code.
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 Hidden Cities
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+35% Development Growth in Jungle Terrain
−15% Holding and Buildings Construction Cost in Jungle Terrain
+1 Fort Level for Tribes in Jungle Terrain
+2 Fort Level for Castles in Jungle Terrain
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Culture is present in a county with Jungle
Akan or Yoruba heritage
Jungle Dwellers tradition
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30% of culture is present in counties with Jungle
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Bureaucratic
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Whether they are up in the jungle trees, or protected by the organic maze, foreigners may not even know this culture's cities exist, let alone have a clue how to besiege them.
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 Hill Dwellers
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+20% Development Growth in Hills Terrain
−15% Holding and Buildings Construction Cost in Hills Terrain
Hill Farms have additional bonuses in Counties of this Culture:
+1% Knight Effectiveness per Hill Farms level
+1% Men-at-Arms Counter Efficiency per Hill Farms level
+0.5% Levy Size per Hill Farms level
+2 Defender Advantage per Hill Farms level
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Culture is present in a county with Hills
 Ethiopian culture or descent
Amharic Highlanders tradition
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30% of culture is present in counties with Hills
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture is at home in hills, and know how to work its lands effectively.
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 Jungle Dwellers
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+25% Development Growth in Jungle Terrain
−15% Holding and Buildings Construction Cost in Jungle Terrain
Outposts have additional bonuses in Counties of this Culture:
−1% Archer and Skirmisher Maintenance per Outposts level
−1% Archer and Skirmisher Recruitment Cost per Outposts level
+1% Levy Size per Outposts level
+0.125/+0.2/+0.275/+0.35/+0.425/+0.5/+0.575/+0.65 Tax scaling with Outposts level
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Culture is present in a county with Jungle
 Akan heritage
 Yoruba heritage
Hidden Cities tradition
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30% of culture is present in counties with Jungle
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture lives close to the jungle, and knows how to harvest its riches.
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 Legalistic
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−50% Law Cost Penalty from Realm Size
+20 Vassal Acceptance of Rightful Punishments
+0.5 Monthly Prestige if Just
+1 Diplomacy per Level of Fame if Just
+30 Vassal Limit
−30% Title Creation Cost
+25% Tyranny Gain
−1% Monthly Prestige per Dread
Children are more likely to gain the Just trait
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Faith has a Head of Faith
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Bailiffs innovation
Communal Government innovation
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- Communal
- Courtly
- Egalitarian
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This culture regards the rule of law and its codification as being the most important parameter of a civilized society.
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 Maritime Mercantilism
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+10% Coastal Holding Tax
+10 Republic Vassal Opinion
The Tradeports line of buildings can be constructed one Era early
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Culture is present in a coastal county
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30% of culture is present in coastal counties
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- Bureaucratic
- Egalitarian
- Stoic
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The world may be ruled by armies, but this culture knows that it is truly controlled by whoever dominates the flow of gold across the seas.
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 Matriarchal
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Can enact the Female Only Gender Law
Can enact the Female Preference Gender Law
+10 Opinion of Female Rulers
−10 Opinion of Male Rulers
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Female Dominated faith doctrine or Nubian or Daju culture
Warrior Queens tradition
 Male Only Succession
 Male Preference Succession
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Culture has 5 at least female Counts
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Egalitarian
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This culture enforces a matriarchal hierarchy, where the ruling class is overwhelmingly comprised of women.
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 Monastic Communities
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Children are more likely to gain the Temperate trait
+0.5 Monthly Piety if Temperate
+10 Same Culture Opinion if Temperate
+3 Learning if Devoted
+25 Ask to Take Vows Acceptance for adults
+125 Ask to Take Vows Acceptance for children
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Faith has Monasticism tenet
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Devoted Servant level of devotion
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This culture has a long history of sending noble progeny to serve the faith. Revered political thinkers often arise from the monastic orders.
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 Mountain Homes
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+20% Development Growth in Mountain Terrain
+35% Development Growth in Desert Mountain Terrain
+350 Prestige for constructing in Mountain and Desert Mountain Terrain
−15% Holding and Buildings Construction Cost in Mountain Terrain
−15% Holding and Buildings Construction Cost in Desert Mountain Terrain
Quarries have additional bonuses in Counties of this Culture:
−1% Heavy Infantry, Spearmen, and Heavy Cavalry Maintenance per Quarries level
−1% Men-At-Arms Recruitment Cost per Quarries level
+1% Levy Size per Quarries level
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Culture is present in a county with Mountain or Desert Mountain
 Arabic heritage
 Berber heritage
 Tibetan heritage
 Qiangic heritage
Himalayan Settlers tradition
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30% of culture is present in counties with Mountain or Desert Mountain
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture knows how to live and thrive on plateaus near the harsh slopes of mountains.
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 Parochialism
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−10% City Holding and Buildings Construction Time
+25% Levy Size per City Holding level
+1% Holding Taxes per City Holding level
+5% Monthly Development per City Holding level
−25% Monthly Control per City Holding in the County
−20 Republic Vassal Opinion
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 Latin heritage
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Have a city holding in at least 90% of counties that share your culture within your realm
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- Communal
- Courtly
- Spiritual
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City residents of this culture are fiercely competitive and independent. They invest a lot of money and energy to make sure that their city is the grandest.
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 Pastoralists
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+1 Prowess
Pastoral Lands have additional bonuses in Counties of this Culture:
−1% Light Cavalry Maintenance per Pastoral Lands level
+0.5% Holding Taxes per Pastoral Lands level
+0.5% Levy Size per Pastoral Lands level
+2 Defender Advantage per Pastoral Lands level
Small Disease Resistance
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40% of culture is present in counties with Plains or Steppe
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60% of culture is present in counties with Plains or Steppe
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This culture is at home in wide and open terrain, where they herd large groups of animals.
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 Polders
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Enables the Adaptive Militia innovation
Pastoral Lands, Farms & Fields, Wetland Farms, Manor Houses, and Orchards have additional bonuses in coastal Counties of this Culture:
+0.5% Holding Taxes per Pastoral Lands level in coastal baronies
+0.5% Levy Size per Pastoral Lands level in coastal baronies
+2%/+3%/+4%/+5%/+6%/+7%/+8%/+9% Holding Taxes scaling with Farms & Fields level in coastal baronies
+2%/+3%/+4%/+5%/+6%/+7%/+8%/+9% Holding Taxes scaling with Wetland Farms level in coastal baronies
+2%/+3%/+4%/+5%/+6%/+6%/+7%/+8% Holding Taxes scaling with Manor Houses level in coastal baronies
+1% Holding Taxes per Orchards level in coastal baronies
+0%/+0%/+10%/+10%/+10%/+10%/+10%/+10% Supply Limit scaling with Orchards level in coastal baronies
−10% Construction Time in coastal baronies
+5% Skirmisher Damage
+10% Skirmisher Screen
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Dutch culture or descent
Culture is present in a coastal county
Amharic Highlanders tradition
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30% of culture is present in coastal counties
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- Bureaucratic
- Communal
- Stoic
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This culture has a long tradition of reclaiming land from the surrounding sea. This allows them to utilize what would normally be a shallow seabed for farming and construction.
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 Republican Legacy
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Can create up to 4 Count Republic Vassals
Republic Vassals above Baron give more Taxes and Levies
Can unlock the Pike Columns innovation
−10% City Holding and Buildings Construction Cost
+25% Levies from City Holdings per level
+1% Taxes from City Holdings per level
+5% Development Growth from City Holdings per level
−25% Control from City Holdings
−20 Republic Vassal Opinion
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Latin heritage
Parochialism tradition
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At least 10% of the culture's holdings are city holdings
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- Communal
- Courtly
- Spiritual
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This culture has a long history of republican values, where the urban classes are just as important as the rural landholders.
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 Tribal Unity
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+10% Levies if Family Hierarch
+1 Monthly Prestige if Family Hierarch
+10 House Opinion
+30% Personal Scheme Success Chance with House Members
+75 Prestige for granting a County to a House Member
+150 Prestige for granting a Duchy to a House Member
+350 Prestige for granting a Kingdom to a House Member
+750 Prestige for granting an Empire to a House Member
−150 Prestige for revoking a County from a House Member
−350 Prestige for revoking a Duchy from a House Member
−750 Prestige for revoking a Kingdom from a House Member
−5 Liege Opinion
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Tribal or Clan government
 Gaelic culture or descent
 Scottish culture or descent
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At least 3 House Members
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This culture emphasizes the familial and communal bonds its people share, pushing them to remember their shared heritage.
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 Wetlanders
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+25% Development Growth in Wetlands Terrain
−25% Holding and Buildings Construction Cost in Wetlands Terrain
+10% Levy Size in Wetlands
+25% Supply Limit in Wetlands
+10 Wetlands Advantage
Wetland Farms have additional bonuses in Counties of this Culture:
−1% Building Construction Cost per Wetland Farms level
−2% Building Construction Time per Wetland Farms level
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Culture is present in a county with Wetlands
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30% of culture is present in counties with Wetlands
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- Bureaucratic
- Communal
- Courtly
- Egalitarian
- Spiritual
- Stoic
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This culture has mastered the bogs and marshes. Though life is at times a battle against mold, they have learned to use the peat to their advantage.
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 Ancient Miners
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Quarries can be constructed in Hills Terrain in Counties of this Culture
Quarries have additional bonuses in Counties of this Culture:
−1% Heavy Infantry, Spearmen, and Heavy Cavalry Maintenance per Quarries level
−1% Men-At-Arms Recruitment Cost per Quarries level
+1% Levy Size per Quarries level
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Cornish or Gur culture
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This culture has always been surrounded by raw materials, ore, and uncut gems. They have an affinity for finding sites for mining excavations.
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 Coastal Warriors
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Can recruit Huscarls Men-at-Arms
Can recruit Bondi Men-at-Arms
Can recruit Vigmen Men-at-Arms
Can recruit Varangian Veterans Men-at-Arms
Certain traits grant Prestige
+1% Chance to be born with the Strong trait for each 5 Prowess
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Northern Lords DLC
North Germanic heritage
Culture is present in a coastal county
Warrior Culture tradition
Seafarers tradition
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30% of culture is present in coastal counties
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Bellicose
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We have always been drawn to the shoreline. The sting of sea air, the crying gulls, the scent of smoked fish... what warrior would ever opt to live far from the water and its freedoms?
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 Culture Blending
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−75% Hybrid Culture Creation Cost
+25% Cultural Acceptance Gain
+30% Learn Language Scheme Power
+1 Max Learn Language Schemes
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Royal Court DLC
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At least 30% of the realm does not have the same culture
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Members of this culture have often lived alongside people of other cultures. Through exposure, they have become adept at incorporating foreign languages, traditions and customs into their own lives.
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 Staunch Traditionalists
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Children are more likely to gain the Stubborn trait
+5 Controlled Territory Defender Advantage
+0.3 Monthly Control
−10% Cultural Fascination Progress
+300% Convert to Local Culture Decision Cost
Creating a Hybrid Culture is twice harder
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Royal Court DLC
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Entire realm shares the same culture
|
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Tradition is tradition, it is immovable and unchangeable. We must be ready and willing to stand up for what makes us who we are.
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Malleable Subjects
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Vassals of this Culture do not consider differing Faith or Culture when joining Factions
Vassals of this Culture will often learn the Language of their Liege
Harder to Promote Culture in Counties of this Culture unless you share a Heritage
Easier to Promote Culture in Counties of this Culture if you share a Heritage
More likely to attract wandering Knights
+200% Available Mercenary Companies
-50% Mercenary Hire Cost
+25% Cultural Acceptance Gain
+10 Different Culture Opinion
No Negative Opinion of Other Cultures
+25% Vassal Levy Contribution
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Fate of Iberia DLC
Iberian Heritage
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Who's to say what freedom is? One king is much like another regardless of culture. True freedom comes from learning how to live with any liege.
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State Ransoming
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Knights in Battle die less often but are captured more often
Characters with a Liege of this Culture are more likely to be captured in Sieges
Can demand higher ransom for lower rank Rulers
-25% Monthly income while at war
-50% Friendly Fatal Casualties
+10% Levy Size
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Fate of Iberia DLC
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Iberian Heritage or Cultural Head speaks Iberian Vulgar
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Every soldier goes into battle ready to risk life and limb for their liege! Does it not behoove the liege to offer them some guarantee of safety, regardless of station, should they be captured in the field?
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