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Crusader Kings 2 Game Guide by gamepressure.com

Crusader Kings 2 Game Guide

Table of Contents

Individual features | Characters Crusader Kings 2 Guide

Last update: Wednesday, May 11, 2016

Statistics

Every character has a number of statistics describing its virtues and flaws. All those values affect the game, ones influence interpersonal relations, others on the course of battles and next influence the spy actions. Proper personal politics is very meaningful for the kingdom's development, it's obvious that military men should be good soldiers and priests to be distinguished with the good education. Statistics are affected not only by the inborn values (inherited from parents) and acquired abilities (look at: Traits) but also by many external factors like excommunication and education. It means that the characters of the personages will change as the time passed by and the perfect spy may change in a total manta within few days. That's why you should follow character's statistics.

General value of the attribute is a sum of three persons abilities: character, his wife and proper councillor. - Individual features - Characters - Crusader Kings II - Game Guide and Walkthrough
General value of the attribute is a sum of three persons' abilities: character, his wife and proper councillor.

Characters ruling some lands besides their personal attributes have also bonuses from spouses and councillors (screen above). Final value of the feature is shown in the brackets.

Below you can find the list of all features with the description:

Diplomacy - one of the most important feature of the main hero, affecting his opinion between other characters. It also the most important for the Chancellor.

Martial - affects directly the course of battles, increasing soldiers' morale. Important for the Marshal.

Stewardship - important feature of every lord, increasing income in gold. Increases effectiveness of the Steward.

Intrigue - the most important for the Spymaster. Chance for an successful coup you may increase by building spy network.

Learning - crucial for the Court Chaplain because it influences his actions' effectiveness. What is more, it increases speed of technological development in lands depended on you.

Traits

As far as the features decide about the success of the character's actions, the traits affects on the statistics. For example if the hero is cruel (trait) it'll increase his abilities (statistics) of Intrigue but decrease his Diplomacy. All traits you gain during the lapse of time, but some of them can be inherited. You may decide about your character's development only when you steer her or you're his (look at: Diplomacy: Education of children).

Traits:

Name

Comment

Effect

Ambitious

Ambitious rulers can achieve more

+2 to all features

Arbitrary

Justice has no secrets for you.

-2 to Stewardship

-1 to Learning

Attractive

Being cute is good!

+1 to Diplomacy

Bastard

Bastards aren't taken into the consideration during elections.

-1 to Diplomacy

Brave

Bravery is a virtue for the warrior.

+2 to Martial

Bubonic plague

Group and infectious sentence of death.

-7 to Health

Celibate

Not only for priests.

+1 to Piety (monthly)

No chances for descendant.

Clubfooted

Inborn flaw decreasing your mobility.

-1 to Martial

Content

Happy, easier to control.

- 1 to Intrigue

+0,5 to Piety (monthly)

Craven

Cowards aren't good soldiers.

-2 to Martial

Cruel

Cruelty is rather common in the middle-age.

+1 to Intrigue

-1 to Diplomacy

Crusader

Veteran of crusades is a symbol of a good warrior.

+2 to Martial

Cynical

Never enough of cynics.

+2 to Intrigue

-0,2 to Piety

Deceitful

May be useful but also dangerous.

+3 to Intrigue

-2 to Diplomacy

Depressed

If you don't want to live, everything is hard.

-1 to all features besides Learning

-5% to chances for descendant

-1 to Health

Drunkard

Second cup?

-2 to Stewardship

Duelist

Toying with weapon may be lethal.

+1 to Martial

Dwarf

Small persons are called "dwarfs".

-1 to Martial

Excommunicated

You are out of the Church.

-5 to Diplomacy

Fair

It's very effective against the other sex.

+1 to Diplomacy

Falconer

It's not only great fun, but also a respected ability.

+1 to Diplomacy

Gardener

Gardening is your favorite hobby!

+2 to Stewardship

Genius

Genius are commonly respected.

+2 to all features

Gregarious

Good mediator.

+2 to Diplomacy

Harelip

Harelip can be frightening.

-1 to Diplomacy

Hedonist

Partying and depravity are your favorite hobbies!

+20% chances for a descendant

-0,5 to Piety (monthly)

Homosexual

Shameful feature.

-15% chances for a descendant

Honest

Honesty can be both plus and a flaw.

+3 to Diplomacy

-2 to Intrigues

Huchback

Huchbacks aren't too attractive.

-1 to Martial

Hunter

It's joy worth of kings!

+1 to Martial

Ill

It's often a death sentence, there are rarely doctors in the middle-ages.

-1 to Martial

-10% chances for a descendant

-2 to Health

Imbecile

An idiot.

-2 to all features

Impaler

No one likes sadists.

+1 to Intrigue

Inbred

Frequent marriages within one House causes births of small monsters.

-3 to all features

-30% chances for a descendant

-1,5 to Health

Incapable

If you were seriously hurt in head or are old, it'll affect your lifestyle. Persons with this trait rules through the regents.

-6 to all features

-30% chances for a descendant

-3 to Health

Infirm

No chances for respect or glory.

-3 to all features

-30% chances for a descendant

-1 to Health

Just

Just is one of the biggest ruler's values.

+2 Stewardship

+1 Learning

Kinslayer

It was revealed that the person killed a member of the family.

-3 to Diplomacy

Legitimized bastard

Legitimized bastards are taken into account during succession but the flaw of iniquitous birth remains.

-1 to Diplomacy

Leper

Leper is horrible, untreatable disease. Often deathly.

-2 to Diplomacy

-20% chances for a descendant

-2 to Health

Lisp

Lisp doesn't help in communication.

-1 to Diplomacy

Maimed

Maimed heals very rarely and often lead to the death.

-2 to Martial

-2 to Health

Measles

Measles is unpleasant and quite dangerous disease.

-1 to all features

-20% chances for a descendant

-2 to Health

Mystic

Mysticism requires big skills, you have hide it before the Inquisition.

+1 to Intrigue

Paranoid

You have enemies everywhere - or you just think so.

+2 to Intrigue

-1 to Diplomacy

Pneumonic

Pneumonic is not only for smokers.

-2 to all features

-4 to Health

-50% chances for a descendant

Poet

Poetry is not only a key to women's heart but also useful diplomacy tool.

+1 to Diplomacy

Possessed

Possessed person behaves in weird, often harmful way.

Random effects, growing during the time.

Pregnant

Woman is pregnant.

The child will be birthed.

Quick

Dodgers have easier life.

+1 to all features

Scholar

Reading develop your imagination.

+2 to Learning

Shy

Shy persons aren't good diplomats.

-2 to Diplomacy

Slow

You're not the clever one.

-1 to all features

Smallpox

Powerful disease which kill almost half of infected.

-3 to Health

Stressed

Stressed heroes have problems with doing things.

-1 to Stewardship and to Intrigue

-10% chances for a descendant

-1 to Health

Strong

Physical power is not only respectable but also very useful.

+2 to Martial

+1 to Diplomacy

+10% chances for a descendant

+2 to Health

Stutter

Stuttering isn't a diplomat's feature.

-1 to Diplomacy

Syphilitic

Visits in brothels may end in very bad way.

-1 to all features

-20% chances for a descendant

-2 to Health

Trusting

Naivety may be funny, but it's rather dangerous.

+1 to Diplomacy

-2 to Intrigue

Tuberculosis

Not very lethal but dangerous plague.

-2 to Health

Typhoid Fever

Infectious disease.

-3 to Health

Typhus

Very dangerous, often deathly disease.

-3 to Health

Ugly

Fuuuuu!

-1 to Diplomacy

Weak

Weakness is a reason of being mocked. Maybe some war-training?

-1 to Martial

-5% chances for a descendant

-1 to Health

Wounded

Participation in tournaments, hunts and wars may end with an accident.

-1 to Martial

-1 to Health

Zealous

Fanaticism gives you enemies among fidels and allies among people of the Church.

+2 to Martial

+1 to Piety (monthly)

Sins and virtues:

Name

Comment

Effect

Charitable

Kindness increases popularity.

+3 to Diplomacy

Chaste

Virtuosity means marital fidelity, what decreases chances for bastards.

-15% chances for a descendant

+0,5 to Piety (monthly)

Diligent

Diligence is always profitable.

+1 to all features

Envious

Envy people detects intrigues easier but aren't popular.

+2 to Intrigue

-1 to Diplomacy

Gluttonous

Gluttony costs.

-2 to Stewardship

Greedy

Seemingly greedy isn't...profitable.

+10% to tax income

-1 to Diplomacy

Humble

Modesty and humility are very important for priests.

+1 to Piety (monthly)

Kind

Being kind earns you a subject's' love.

+2 to Diplomacy

-2 to Intrigue

Lustful

Lust being useful when you want many of descendants, but the Church doesn't like it.

+20% chances for a descendant

-0,25 to Piety (monthly)

Patient

Patience is a virtue for every ruler.

+1 to all features besides Martial

Proud

Vanity may be irritating but it gives you and ambition.

+0,5 to Prestige (monthly)

Slothful

Being a lazy man is a big flaw.

-1 to all features

Temperate

Moderation is a important virtue for every money-owner.

+2 to Stewardship

Wroth

Spitfires and their surroundings don't have an easy life.

+3 to Martial

-1 to Intrigue

-1 to Diplomacy

Career

Besides skills you have thanks to your birth and education there are also some types of personalities to which your hero is ascribed in his 16th birthdays. Those types depends mostly on possessed attributes but also they come out from the mentor's character. Every type of personality has a few levels of advancement which affect hero's profile. List of all regularity you may find below.

Diplomats:

Name

Bonuses

Naive appeaser

-1 to Martial

+1 to Diplomacy

Underhanded rogue

-1 to Martial

+3 to Diplomacy

+5% chances for a descendant

Charismatic negotiator

-1 to Martial

+1 to Intrigue

+6 to Diplomacy

+1 to Learning

+5% chances for a descendant

Grey eminence

-1 to Martial

+2 to Intrigue

+9 to Diplomacy

+2 to Learning

+10% chances for a descendant

Warriors:

Name

Bonuses

Misguided warrior

+1 to Martial

-1 to Learning

+0,5 to Health

Tough soldier

+3 to Martial

-1 to Learning

+0,5 to Health

Skilled tactician

+6 to Martial

+1 to Intrigue

+1 to Stewardship

-1 to Learning

+0,5 to Health

Brilliant strategist

+9 to Martial

+2 to Intrigue

+2 to Stewardship

-1 to Learning

+0,5 to Health

Stewards:

Name

Bonuses

Indulgent wastrel

-1 to Diplomacy

+1 to Stewardship

Thrifty clerk

-1 to Diplomacy

+3 to Stewardship

+5% chances for a descendant

Fortune builder

+1 do Martial

-1 to Diplomacy

+6 to Stewardship

+2 to Science

+10% chances for a descendant

Midas touched

+2 do Martial

-1 to Diplomacy

+9 to Stewardship

+2 to Science

+15% chances for a descendant

Intriguers:

Name

Bonuses

Amateurish plotter

+1 to Intrigue

-1 to Stewardship

Flamboyant schemer

+3 to Intrigue

-1 to Stewardship

Intricate webweaver

+1 to Martial

+6 to Intrigue

+1 to Diplomacy

-1 to Stewardship

Elusive shadow

+2 to Martial

+9 to Intrigue

+2 to Diplomacy

-1 to Stewardship

 

Theologians:

Name

Bonuses

Detached priest

-1 to Intrigue

+1 to Learning

Dutiful cleric

-1 to Intrigue

+3 to Learning

Scholarly theologian

-1 to Intrigue

+1 to Diplomacy

+1 to Stewardship

+6 to Learning

+5% chances for a descendant

Mastermind theologian

-1 to Intrigue

+2 to Diplomacy

+2 to Stewardship

+9 to Learning

+5% chances for a descendant

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