Les Règles

De CK3 - FR
Cette page est une traduction de la page Games rules du Wiki officiel de Crusader Kings 3.


Game rules are configuration choices available when starting a new game that can slightly alter some mechanics. Some options will disable Achievements. Game rules can be saved as presets.

Difficulty

The difficulty setting will grant either player or AI rulers powerful bonuses. Setting it to Easy or Very Easy disables achievements.

Difficulty Player effects AI effects
Very Easy
  • Modèle:Icon/u Much less likely to join factions against player rulers
  • Modèle:Icon/u Much less likely to target player rulers with hostile schemes
Easy
Normal No effects for either players or AI No effects for either players or AI
Hard
Very Hard

Gameplay options

The gameplay options can change the game to be less historical.

Rule Setting Effects Achievements
Exclave Independence Off Rulers can have disconnected land anywhere in the world Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
Total (AI Only) AI Rulers at peace will lose disconnected land on succession unless it's connected to the capital by a naval path Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
Total Rulers at peace will lose disconnected land on succession unless it's connected to the capital by a naval path Fichier:Icon achievements enabled.png
Multiplayer: Murder Schemes Default Players can use Hostile Schemes against other players and their families Fichier:Icon achievements enabled.png
No Players Players cannot use Hostile Schemes against other players but can against their families Fichier:Icon achievements enabled.png
No Player Families Players cannot use Hostile Schemes against other players or their families Fichier:Icon achievements enabled.png
Black Death Frequency Never The Black Death will never appear Fichier:Icon achievements disabled.png
Once The Black Death can appear once Fichier:Icon achievements enabled.png
Unlimited The Black Death can appear multiple times Fichier:Icon achievements enabled.png
Plague Frequency Disabled Plagues cannot appear with the exception of Black Death Fichier:Icon achievements enabled.png
Very Rare Plagues appear 60% less often and spread 50% slower Fichier:Icon achievements enabled.png
Rare Plagues appear 35% less often and spread 25% slower Fichier:Icon achievements enabled.png
Normal Plagues appear and spread at normal rates Fichier:Icon achievements enabled.png
Often Plagues appear 10% more often and spread 25% faster Fichier:Icon achievements enabled.png
Very Often Plagues appear 20% more often and spread 50% faster Fichier:Icon achievements enabled.png
Doomsday Plagues appear 40% more often and spread 150% faster Fichier:Icon achievements enabled.png
Minor Diseases Default Minor diseases appear as per normal Fichier:Icon achievements enabled.png
Fewer Minor diseases appear 30% less often Fichier:Icon achievements disabled.png
Matrilineal Marriages Never AI characters will never arrange matrilineal marriages unless part of a Female Dominated realm Fichier:Icon achievements enabled.png
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
Fichier:Icon achievements enabled.png
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
Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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
Fichier:Icon achievements enabled.png
Lenient 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 that have the Male Only gender succession law will change it to Male Preference
Fichier:Icon achievements enabled.png
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
Fichier:Icon achievements disabled.png
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
Warrior Queens tradition is replaced by Warrior Kings
Fichier:Icon achievements enabled.png
Name of Byzantium Byzantine Empire Byzantine Empire will be named Byzantine Empire Fichier:Icon achievements enabled.png
Eastern Roman Empire Byzantine Empire will be named Eastern Roman Empire Fichier:Icon achievements enabled.png
Roman Empire Byzantine Empire will be named Roman Empire Fichier:Icon achievements enabled.png
Empire of Romania Byzantine Empire will be named Empire of Romania Fichier:Icon achievements enabled.png
Empire of the Greeks Byzantine Empire will be named Empire of the Greeks Fichier:Icon achievements enabled.png
Basileia tōn Rhōmaiōn Byzantine Empire will be named Basileia tōn Rhōmaiōn Fichier:Icon achievements enabled.png
Unholy Roman Empire Byzantine Empire will be named Unholy Roman Empire Fichier:Icon achievements enabled.png
Realm Stability Default Factions will be created and joined at default rate Fichier:Icon achievements enabled.png
Lesser Factions will be created and joined more often
Popular Opinion penalties required for Populists, Peasant Rabble and Nomads factions to appear are reduced
Fichier:Icon achievements enabled.png
Higher Factions will be created and joined more rarely
Popular Opinion penalties required for Populists, Peasant Rabble and Nomads factions to appear are increased
Fichier:Icon achievements enabled.png
Extreme Factions will be created and joined extremely rarely
Popular Opinion penalties required for Populists, Peasant Rabble and Nomads factions to appear are greatly increased
Fichier:Icon achievements enabled.png
Lesser Limited Factions will be created and joined more often Fichier:Icon achievements enabled.png
Higher Limited Factions will be created and joined more rarely Fichier:Icon achievements enabled.png
Extreme Limited Factions will be created and joined extremely rarely Fichier:Icon achievements enabled.png
AI Only: Lesser Factions will be created and joined more often for AI rulers Fichier:Icon achievements enabled.png
AI Only: Higher Factions will be created and joined more rarely for AI rulers Fichier:Icon achievements enabled.png
AI Only: Extreme Factions will be created and joined extremely rarely for AI rulers Fichier:Icon achievements enabled.png
AI Only: Lesser Limited Factions will be created and joined more often for AI rulers Fichier:Icon achievements enabled.png
AI Only: Higher Limited Factions will be created and joined more rarely for AI rulers Fichier:Icon achievements enabled.png
AI Only: Extreme Limited Factions will be created and joined extremely rarely for AI rulers Fichier:Icon achievements enabled.png
Random Harm Dangerous Harm events happen at regular frequency Fichier:Icon achievements enabled.png
Illusion of Safety Harm events happen at 25% frequency Fichier:Icon achievements enabled.png
Safe Harm events will not happen Fichier:Icon achievements enabled.png
Tragic Harm events happen at 150% frequency Fichier:Icon achievements enabled.png
Spiteful Harm events happen move often to characters with 15+ skills, 20 perks unlocked, positive congenital traits, king or emperor title rank or max level of fame or devotion Fichier:Icon achievements enabled.png
Tragically Spiteful Harm events happen at 150% frequency move often to characters with 15+ skills, 20 perks unlocked, positive congenital traits, king or emperor title rank or max level of fame or devotion Fichier:Icon achievements enabled.png
Random Harm Target Player Only Harm events can happen to player characters Fichier:Icon achievements enabled.png
Anyone Harm events can happen to all characters Fichier:Icon achievements enabled.png
AI Only Harm events can happen to AI characters Fichier:Icon achievements enabled.png
Random Nickname Frequency Doubled Random nicknames appear at double frequency Fichier:Icon achievements enabled.png
Default Random nicknames appear at regular frequency Fichier:Icon achievements enabled.png
Halved Random nicknames appear at half frequency Fichier:Icon achievements enabled.png
Quartered Random nicknames appear at quartered frequency Fichier:Icon achievements enabled.png
Disabled Random nicknames will never appear Fichier:Icon achievements enabled.png
Casus Belli Costs Default Casus Bellis cost resources Fichier:Icon achievements enabled.png
No Costs Casus Bellis do not cost resources Fichier:Icon achievements disabled.png
Culture Conversion Speed Significantly Slower The Promote Culture councilor task makes progress 4 times slower Fichier:Icon achievements enabled.png
Slower The Promote Culture councilor task makes progress 2 times slower Fichier:Icon achievements enabled.png
Default The Promote Culture councilor task makes progress as per normal Fichier:Icon achievements enabled.png
Faster The Promote Culture councilor task makes progress 2 times faster Fichier:Icon achievements disabled.png
Significantly Faster The Promote Culture councilor task makes progress 4 times faster Fichier:Icon achievements disabled.png
Faith Conversion Speed Significantly Slower The Convert Faith in County councilor task makes progress 4 times slower Fichier:Icon achievements enabled.png
Slower The Convert Faith in County councilor task makes progress 2 times slower Fichier:Icon achievements enabled.png
Default The Convert Faith in County councilor task makes progress as per normal Fichier:Icon achievements enabled.png
Faster The Convert Faith in County councilor task makes progress 2 times faster Fichier:Icon achievements disabled.png
Significantly Faster The Convert Faith in County councilor task makes progress 4 times faster Fichier:Icon achievements disabled.png
Diplomatic Range Restricted Diplomatic Range is reduced by 25% Fichier:Icon achievements enabled.png
Default Diplomatic Range remains unchanged Fichier:Icon achievements enabled.png
Unrestricted Characters can interact no matter the distance Fichier:Icon achievements disabled.png
End Date 1453 The game will end in 1453 Fichier:Icon achievements enabled.png
No End Date The game will never end Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
Off Titles with de jure land can only be destroyed manually Fichier:Icon achievements enabled.png
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. Fichier:Icon achievements enabled.png
Off De jure empires remain even if the title holder no longer controls at least 20% of its de jure counties. Fichier:Icon achievements enabled.png
Custom Duchies On The Found a New Duchy and Expand Duchy decisions are available Fichier:Icon achievements enabled.png
Player Only The Found a New Duchy and Expand Duchy decisions are available for players Fichier:Icon achievements enabled.png
Off The Found a New Duchy and Expand Duchy decisions are not available Fichier:Icon achievements enabled.png
Custom Kingdoms On The Found a New Kingdom and Found a New Empire decisions are available Fichier:Icon achievements enabled.png
Off The Found a New Kingdom and Found a New Empire decisions are not available Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
Off Landed characters with no recorded family will not start with any family Fichier:Icon achievements enabled.png
Same-Sex Relations Default All faiths start with their historical same-sex relations doctrine Fichier:Icon achievements enabled.png
Accepted All faiths start with the Accepted same-sex relations doctrine Fichier:Icon achievements disabled.png
Same-Sex Marriages Default Same-sex marriage and concubinage are not possible Fichier:Icon achievements enabled.png
Accepted Same-sex marriage and concubinage are possible for faiths with the Accepted same-sex relations doctrine Fichier:Icon achievements disabled.png
Adoption Forbidden Adopt interaction is not available Fichier:Icon achievements enabled.png
Default Adopt interaction has regular requirements and costs Fichier:Icon achievements enabled.png
Always Allowed Adopt interaction is available for all rulers who are unmarried or the dominant partner in the marriage and do not have opposite-gender Consorts or Concubines
Adoptions do not have any cost
Fichier:Icon achievements disabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
Equal Characters have equal chances to be heterosexual, homosexual, bisexual and asexual Fichier:Icon achievements enabled.png
Faith Acceptance Default All faiths start with their historical views on other faiths Fichier:Icon achievements enabled.png
Full All faiths start with the Full Tolerance special doctrine Fichier:Icon achievements disabled.png
Randomized Faiths Off All characters and counties start with their historical faith Fichier:Icon achievements enabled.png
On All characters and counties start with a random faith Fichier:Icon achievements disabled.png
Random Ruler Placement Off All rulers have start with their real historical titles Fichier:Icon achievements enabled.png
On All rulers have start with random historical titles of same title rank Fichier:Icon achievements disabled.png
On (Conversion) All rulers have start with random historical titles of same title rank and convert to the faith of their primary title's capital Fichier:Icon achievements disabled.png
AI Embarkation Cost Default The AI pays to embark armies on Normal, Easy and Very Easy difficulty Fichier:Icon achievements enabled.png
None The AI doesn't pay to embark armies Fichier:Icon achievements enabled.png
Domain Limit -3 Rulers have -3 Domain Limit Fichier:Icon achievements enabled.png
-2 Rulers have -2 Domain Limit Fichier:Icon achievements enabled.png
-1 Rulers have -1 Domain Limit Fichier:Icon achievements enabled.png
+1 Rulers have +1 Domain Limit Fichier:Icon achievements enabled.png
+2 Rulers have +2 Domain Limit Fichier:Icon achievements enabled.png
+3 Rulers have +3 Domain Limit Fichier:Icon achievements enabled.png
Default Rulers have default Domain Limit Fichier:Icon achievements enabled.png
-3, player only Player has -3 Domain Limit Fichier:Icon achievements enabled.png
-2, player only Player has -2 Domain Limit Fichier:Icon achievements enabled.png
-1, player only Player has -1 Domain Limit Fichier:Icon achievements enabled.png
+1, player only Player has +1 Domain Limit Fichier:Icon achievements disabled.png
+2, player only Player has +1 Domain Limit Fichier:Icon achievements disabled.png
+3, player only Player has +1 Domain Limit Fichier:Icon achievements disabled.png
Scandinavian Adventurers Off Scandinavian adventurers will never try to target Russia or the North Sea Fichier:Icon achievements disabled.png
Rare Scandinavian adventurers will try to target Russia and the North Sea every 15 years Fichier:Icon achievements disabled.png
Occasional Scandinavian adventurers will try to target Russia and the North Sea every 10 years Fichier:Icon achievements enabled.png
Frequent Scandinavian adventurers will try to target Russia and the North Sea every 5 years Fichier:Icon achievements enabled.png
Apocalyptic Scandinavian adventurers will try to target Russia and the North Sea every year and do not require specific traits to launch Varangian Adventures Fichier:Icon achievements enabled.png
Imperial Power Projection Strict Hard Power Advantage Creating empires also requires 50% more troops than every bordering or de jure sharing empire Fichier:Icon achievements enabled.png
Strict Any Power Advantage Creating empires also requires a strong hook on, close family marriage with or 50% more troops than every bordering or de jure sharing empire Fichier:Icon achievements enabled.png
None Creating empires has no additional requirements Fichier:Icon achievements enabled.png
Any Power Advantage Creating empires also requires a strong hook on, close family marriage with or 50% more troops than every bordering empire Fichier:Icon achievements enabled.png
Hard Power Advantage Creating empires also requires 50% more troops than every bordering empire Fichier:Icon achievements enabled.png
Soft Power Advantage Creating empires also requires a strong hook on or close family marriage with every bordering empire Fichier:Icon achievements enabled.png
Imperial Power Projection Target AI Only Imperial Power Projection game rule restrictions apply to AI rulers Fichier:Icon achievements enabled.png
Anyone Imperial Power Projection game rule restrictions apply to all rulers Fichier:Icon achievements enabled.png
Player Only Imperial Power Projection game rule restrictions apply to player rulers Fichier:Icon achievements enabled.png
Impact of Advantage 1 Every point of advantage over the opponent increases Damage by 1% Fichier:Icon achievements enabled.png
2 Every point of advantage over the opponent increases Damage by 2% Fichier:Icon achievements enabled.png
5 Every point of advantage over the opponent increases Damage by 5% Fichier:Icon achievements enabled.png
7 Every point of advantage over the opponent increases Damage by 7% Fichier:Icon achievements enabled.png
10 Every point of advantage over the opponent increases Damage by 10% Fichier:Icon achievements enabled.png
Elderly Health Default Elderly characters can get the Infirm, Clouded Eyes, Fragile Bones, Withering Mind or Faltering Heart trait Fichier:Icon achievements enabled.png
Infirm Only Elderly characters can get the Infirm trait
Other old age traits can still be added to custom rulers
Fichier:Icon achievements enabled.png
None Elderly characters cannot get old age traits
Old age traits can still be added to custom rulers
Fichier:Icon achievements disabled.png
Earthquakes Default Earthquakes will occur once per year Fichier:Icon achievements enabled.png
Rare Earthquakes will occur once per two years Fichier:Icon achievements enabled.png
Disabled Earthquakes will never occur Fichier:Icon achievements enabled.png
Floods Default Floods will occur once per year Fichier:Icon achievements enabled.png
Rare Floods will occur once per two years Fichier:Icon achievements enabled.png
Disabled Floods will never occur Fichier:Icon achievements enabled.png
Easter Egg Characters Default Easter Egg characters will be present in 1066 Fichier:Icon achievements enabled.png
None Easter Egg characters will not be present Fichier:Icon achievements enabled.png
Unrestricted Dynasty Legacies Default Certain DLC dynasty legacy trees have government or culture heritage restrictions Fichier:Icon achievements enabled.png
Player Only All dynasty legacy trees are available to player characters Fichier:Icon achievements enabled.png
All Rulers All dynasty legacy trees are available to all rulers Fichier:Icon achievements enabled.png
Hybrid Culture Frequency Default AI characters will create hybrid cultures at default frequency Fichier:Icon achievements enabled.png
Less Common AI characters will create hybrid cultures 5 times more rarely and with a 10 years global cooldown Fichier:Icon achievements enabled.png
None AI characters will never create hybrid cultures Fichier:Icon achievements enabled.png
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
Fichier:Icon achievements enabled.png
Relaxed AI characters will never create hybrid cultures if their culture is already a hybrid culture unless it is historical Fichier:Icon achievements enabled.png
Very Relaxed AI characters can always create hybrid cultures Fichier:Icon achievements enabled.png
Divergent Culture Frequency Relaxed AI characters will create divergent cultures 1.25 times more often Fichier:Icon achievements enabled.png
Default AI characters will create divergent cultures at default frequency Fichier:Icon achievements enabled.png
Less Common AI characters will create divergent cultures 5 times more rarely Fichier:Icon achievements enabled.png
None AI characters will never create divergent cultures Fichier:Icon achievements enabled.png
Divergent & Hybrid Culture Cooldowns No Cooldowns Cultures can always diverge and hybridize Fichier:Icon achievements disabled.png
Faster Cultures can only diverge after having existed for 50 years
Cultures can only hybridize after having existed for 25 years
Fichier:Icon achievements enabled.png
Default Cultures can only diverge after having existed for 100 years
Cultures can only hybridize after having existed for 50 years
Fichier:Icon achievements enabled.png
Slower Cultures can only diverge after having existed for 200 years
Cultures can only hybridize after having existed for 100 years
Fichier:Icon achievements enabled.png
Legend Spread Chance Very Low Legends spread is reduced 50% Fichier:Icon achievements enabled.png
Low Legends spread is reduced 30% Fichier:Icon achievements enabled.png
Normal Legends spread at normal rates Fichier:Icon achievements enabled.png
High Legends spread is increased 30% Fichier:Icon achievements enabled.png
Very High Legends spread is increased 50% Fichier:Icon achievements enabled.png
Legend Cost Very Low Legends will cost a quarter as much as normal Fichier:Icon achievements enabled.png
Low Legends will cost half as much as normal Fichier:Icon achievements enabled.png
Normal Legends will cost a normal amount Fichier:Icon achievements enabled.png
High Legends will cost twice as much as normal Fichier:Icon achievements enabled.png
Very High Legends will cost four times as much as normal Fichier:Icon achievements enabled.png
Max Amount of Landless Adventurers 200 There will be a maximum of 200 Landless Adventurers (ignoring historical and event adventurers) Fichier:Icon achievements enabled.png
150 There will be a maximum of 150 Landless Adventurers (ignoring historical and event adventurers) Fichier:Icon achievements enabled.png
100 There will be a maximum of 100 Landless Adventurers (ignoring historical and event adventurers) Fichier:Icon achievements enabled.png
50 There will be a maximum of 50 Landless Adventurers (ignoring historical and event adventurers) Fichier:Icon achievements enabled.png
25 There will be a maximum of 25 Landless Adventurers (ignoring historical and event adventurers) Fichier:Icon achievements enabled.pngx
Coronation Laws Default New kings and emperors start with the Uncrowned law Fichier:Icon achievements enabled.png
Crowned Imperial Ascension New kings start with the Uncrowned law Fichier:Icon achievements enabled.png
No Coronation Laws Coronation laws are not available Fichier:Icon achievements enabled.png
Starting Silk Road Innovations Preset Starting Silk Road innovations use the same preset depending on the start date Fichier:Icon achievements enabled.png
Random Starting Silk Road innovations are random from eras discovered by Han culture Fichier:Icon achievements enabled.png

Historical events

The following game rules determine how certain historical events will play out.

Rule Setting Effects Achievements
Historical Characters Notify All Historical characters can spawn
Notification if a historical character is born in the realm
Fichier:Icon achievements enabled.png
Default Historical characters can spawn
Notification if a historical character is born in the domain or is well-known
Fichier:Icon achievements enabled.png
Disable Spawns Historical character cannot spawn Fichier:Icon achievements enabled.png
Black Death Circumstance Random The Black Death will appear in a random barony Fichier:Icon achievements enabled.png
Organic The Black Death follows the same generation rules as all other plagues Fichier:Icon achievements enabled.png
Historical The Black Death can appear in Central Asia after 1346 and is 50 times less likely to spread to Milan, Poland and Tibet Fichier:Icon achievements enabled.png
Regional Heresies Strict Heresies are 200 times more likely to be historical if they happen in certain regions Fichier:Icon achievements enabled.png
Default Heresies are 5 times more likely to be historical if they happen in certain regions Fichier:Icon achievements enabled.png
Relaxed Heresies are random no matter where they happen Fichier:Icon achievements enabled.png
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 Temüjin or a Mongol Culture Head with 100 realm size Fichier:Icon achievements enabled.png
Never AI characters cannot use the Become Greatest of Khans decision Fichier:Icon achievements disabled.png
Random An unique AI character can use the Become Greatest of Khans decision at any point if the player isn't Temüjin or a Mongol Culture Head with 100 realm size Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
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 Fichier:Icon achievements enabled.png
Player-Only AI characters cannot use the Prepare to Cross the Carpathian decision Fichier:Icon achievements disabled.png
Fall of Al-Andalus No Limitation Dissolution Factions can appear in the Kingdom of Al-Andalus at any point Fichier:Icon achievements enabled.png
Death of the Caliph Dissolution Factions can appear in the Kingdom of Al-Andalus after Sultan Muhammad Abd al-Rahman dies Fichier:Icon achievements enabled.png
Historical Timing Dissolution Factions can appear in the Kingdom of Al-Andalus after year 1020 Fichier:Icon achievements enabled.png
Seljuk Invasion Random The Seljuks will invade at a random time unless the Iranian Intermezzo is taking place Fichier:Icon achievements enabled.png
Default The Seljuks will invade between the years 945 and 1066 unless the Iranian Intermezzo is taking place Fichier:Icon achievements enabled.png
Never The Seljuks will never invade Fichier:Icon achievements disabled.png
Outcome of the Norman Conquest Eadgar of Wessex Shortly after start the Norman Conquest will be won by Eadgar of Wessex
Shortly after start Harold Godwin of England and William of Normandy die
Fichier:Icon achievements enabled.png
Margaret of Wessex Shortly after start the Norman Conquest will be won by Margaret of Wessex
Shortly after start Harold Godwin of England and William of Normandy die
Fichier:Icon achievements enabled.png
Aelfwine Knytling Shortly after start the Norman Conquest will be won by Aelfwine Knytling
Shortly after start Harold Godwin of England and William of Normandy die
Fichier:Icon achievements enabled.png
Svend of Denmark Shortly after start the Norman Conquest will be won by Svend of Denmark
Shortly after start Harold Godwin of England and William of Normandy die
Fichier:Icon achievements enabled.png
Cadoc of Cornwall Shortly after start the Norman Conquest will be won by Cadoc of Cornwall
Shortly after start Harold Godwin of England and William of Normandy die
Fichier:Icon achievements enabled.png
Mechanical The victor of the Norman Conquest will be determined by game mechanics
If playing as Hereweard the Wake then shortly after start the Norman Conquest will be won by William of Normandy
Fichier:Icon achievements enabled.png
Harold Godwin of England Shortly after start the Norman Conquest will be won by Harold Godwin of England Fichier:Icon achievements enabled.png
Haraldr Yngling of Norway Shortly after start the Norman Conquest will be won by Haraldr Yngling of Norway Fichier:Icon achievements enabled.png
William of Normandy Shortly after start the Norman Conquest will be won by William of Normandy Fichier:Icon achievements enabled.png
True King of Munster Classic - Murchad In 1066 the Petty Kingdom of Munster is ruled by King Murchad Fichier:Icon achievements enabled.png
Historical - Toirdelbach In 1066 the Petty Kingdom of Munster is ruled by King Toirdelbach
Selecting King Murchad on the scenario screen will result in playing as King Toirdelbach
Fichier:Icon achievements enabled.png
Chance of Frankokratia None Frankokoratia story cannot happen Fichier:Icon achievements enabled.png
Fourth Crusade In 867 and 1066 Frankokoratia story can only happen after 3 Crusades took place
In 1178 Frankokoratia story can only happen after 1 Crusade took place
Fichier:Icon achievements enabled.png
Balanced In 867 and 1066 Frankokoratia story can only happen after 1 Crusade took place
In 1178 Frankokoratia story can happen at any point
Fichier:Icon achievements enabled.png
High Frankokoratia story can happen at any point Fichier:Icon achievements enabled.png
Historical Legends Dynamic Legend seeds can be generated by events Fichier:Icon achievements enabled.png
Only Historical Legends Legend seeds cannot be generated by events Fichier:Icon achievements enabled.png

Conquerors

Conquerors rules determine how Conquerors affect gameplay and the Modèle:Icon/c Conqueror trait. None of them disables achievements.

Rule Setting Effects
Frequency Default: Strong Only Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors
50% Reduced: Strong Only Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors
The chance is reduced by 50%
90% Reduced: Strong Only Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors
The chance is reduced by 90%
100% Increased: Strong Only Every 5 years there is a chance for AI rulers with at least 15 realm size, 4 domain, 500 gold, 3000 soldiers and younger than 36 to become Conquerors
The chance is doubled
Default Every 5 years there is a chance for AI rulers to become Conquerors
None The Become a Great Conqueror decision is not available
50% Reduced Every 5 years there is a chance for AI rulers to become Conquerors
The chance is reduced by 50%
90% Reduced Every 5 years there is a chance for AI rulers to become Conquerors
The chance is reduced by 90%
100% Increased Every 5 years there is a chance for AI rulers to become Conquerors
The chance is doubled
Bonuses Extreme Conquerors gain the Conqueror trait and the Scourge of the Gods modifier
Conquerors are 3 times less likely to be wounded or killed in battle
Random Conquerors gain the Conqueror trait and have a 5% chance to gain the Scourge of the Gods modifier
Low Random Conquerors gain the Conqueror trait and have a 0.5% chance to gain the Scourge of the Gods modifier
Default Conquerors gain the Conqueror trait
None Conquerors do not gain any bonuses
Inheritance All Heirs Conqueror personality and bonuses are inherited by all heirs
Primary Heir Conqueror personality and bonuses are inherited by the primary heir
No Inheritance Conqueror personality and bonuses are not inherited

Situations

Modèle:Expansion Situation rules determine whether certain situations will be present in the game or not. None of them disables achievements.

Rule Setting Effects
Iberian Struggle Enabled Iberian Struggle situation will be present
Disabled Iberian Struggle situation will not be present
Iranian Intermezzo Enabled Iranian Intermezzo situation will be present in 867
Disabled Iranian Intermezzo situation will not be present
The Great Steppe Enabled The Great Steppe situation will be present
Disabled The Great Steppe situation will not be present

Extra Administrative Realms

Modèle:Expansion Extra Administrative Realms rules can make a realm start with Administrative government to better reflect its historical organization. None of them disables achievements.

Realm Setting Effects Historical
Egypt Not Administrative Egypt will not start with Administrative Government Yes
Always Administrative Egypt will start with Administrative Government in all start dates Yes
Arabian Empire Not Administrative Arabian Empire will not start with Administrative Government Yes
Administrative in 867 Arabian Empire will start with Administrative Government in 867 Yes
Ghana Not Administrative Ghana will not start with Administrative Government Yes
Always Administrative Ghana will start with Administrative Government in all start dates Yes
Kabulistan Not Administrative Kabulistan will not start with Administrative Government Yes
Always Administrative Kabulistan will start with Administrative Government in all start dates Yes
Persia Administrative in 1178 Persia will will start with Administrative Government in 1178 Yes
Not Administrative Persia will not start with Administrative Government Yes
Always Administrative Persia will start with Administrative Government in all start dates No
Maghreb Not Administrative Maghreb will not start with Administrative Government Yes
Administrative in post-1066 Maghreb will will start with Administrative Government in 1066 and 1178 Yes
Always Administrative Maghreb will start with Administrative Government in all start dates No
Tamilakam Not Administrative Tamilakam will not start with Administrative Government Yes
Administrative in 1066 Tamilakam will will start with Administrative Government in 1066 Yes
Always Administrative Tamilakam will start with Administrative Government in all start dates No
The Carolingians Not Administrative The Carolingians will not start with Administrative Government Yes
All Administrative in 867 West Francia will start with Administrative Government in 867
Lotharingia will start with Administrative Government in 867
East Francia will start with Administrative Government in 867
Italy will start with Administrative Government in 867
Somewhat
West Francia in 867 West Francia will start with Administrative Government in 867 No
Lotharingia in 867 Lotharingia will start with Administrative Government in 867 No
East Francia in 867 East Francia will start with Administrative Government in 867 No
Italy in 867 Italy will start with Administrative Government in 867 No
Players No Special Changes Player realms will start with their historical government Yes
Always Player kingdoms and empires with Feudal, Clan, Tribal, Wanua, Nomadic, Sōryō or Mandala government will start with Administrative government
Note: Does not replace holdings if the realm originally had Tribal, Wanua or Nomadic government
No
With August Trait Player kingdoms and empires with Feudal, Clan, Tribal, Wanua, Nomadic, Sōryō or Mandala will start with Administrative government if the player character has the August trait
Note: Does not replace holdings if the realm originally had Tribal, Wanua or Nomadic government
No

Extra Nomadic Region

Modèle:Expansion Extra Nomadic Region rules can make a region use nomad mechanics. None of them disables achievements.

Region Setting Effects
Sápmi & Karelia Default The Taiga and Tundra region plays as usual
Nomadic The Taiga and Tundra region uses nomad mechanics
Tribal rulers in The Taiga and Tundra region of the Sami, Karelian and Bjarmian cultures AND players become Nomadic
Arabia Default Al-Bādiya region plays as usual
Nomadic Al-Bādiya region uses nomad mechanics
Tribal rulers in Al-Bādiya region become Nomadic
Sahel Default Tiniri region plays as usual
Nomadic Tiniri region uses nomad mechanics
Tribal rulers in Tiniri region of Berber heritage and Bedouin culture AND players become Nomadic
Tibet Default Tibet region plays as usual
Nomadic Tibet region uses nomad mechanics
Tribal rulers within Tibet region become Nomadic
Horn of Africa Default Bilād as-Sūmāl region plays as usual
Nomadic Bilād as-Sūmāl region uses nomad mechanics
Tribal rulers in Bilād as-Sūmāl region of Somali, Beja, Afar and Bedouin cultures AND players of Welayta, Ethiopian, Nubian, and Daju cultures become Nomadic

Ironman mode

Ironman mode is a special game rule that disables character switching and manual saving. The game is saved automatically once every 6 months as well as when exiting the game. Prior to version 1.9.X, achievements could only be obtained in Ironman mode. In Ironman mode, the game over screen only has the option to exit to the main menu.

Références

Wiki
Guide du Débutant Guide du Débutant - Mécaniques - Les Règles - Personnages intéressants - FAQ
Personnages Personnages - Attributs - Traits - Ressources - Mode de vie - Dynastie - Intrigues - Hameçons - Artéfacts - Modificateurs
Gouvernance Le Conseil - Cour - Gouvernements - Lois - Prisonniers - Activités - Décisions - Partage du pouvoir - Cour Royale - Aventuriers
Pays Titres - Sujets - Comté - Baronnie - Domicile - Grands Projets - Situations - Batiments - Tous les Batiments
Guerre Guerre - Armées - Chevaliers - Mercenaires - Casus Belli - Alliance - Duel
Cultures Cultures - Liste des cultures - Traditions - Innovations
Fois Fois - Liste des fois - Doctrines - Principes - Lieux Saints