CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Game rule · Difficulty · AI

Difficulty

Difficulty is a game rule in Crusader Kings III (Difficulty and AI) with 5 settings: Normal (the default), Hard, Very Hard, Easy and Very Easy. “Easy” and “Very Easy” disable achievements. 4 settings apply modifiers, e.g. Hard: Men-at-Arms Recruitment Cost -50%, Stress Gain -50%, Building Construction Cost -25%, Holding Construction Cost -25% and 10 more. Patch 1.20.1.2, from game/common/game_rules/00_game_rules.txt.

This section as JSON: /raw/game-rules.json

Quick answers (5)
What is the default Difficulty game rule in CK3?
Normal: You will play on an even playing field, without any significant bonuses. (patch 1.20.1.2)
Does changing the Difficulty rule disable achievements?
Yes for “Easy” and “Very Easy”: the file gives them the flag blocks_achievements. The other settings keep achievements on.
What does Difficulty: Hard change?
AI rulers get Men-at-Arms Recruitment Cost -50%, Stress Gain -50%, Building Construction Cost -25%, Holding Construction Cost -25%, Domicile Building Construction Cost -25%, Build herd cost -25%, Building Construction Cost -50%, Levy Reinforcement Rate +100%, Sway Phase Length 150 days faster per Scheme Phase, Tyranny Gain -50%, Embarkation Cost -100%, Mercenary Hire Cost -30% and 1 more; Players get Mercenary Hire Cost +50%.
What does Difficulty: Very Hard change?
AI rulers get Men-at-Arms Recruitment Cost -75%, Stress Gain -75%, Building Construction Cost -50%, Holding Construction Cost -50%, Domicile Building Construction Cost -50%, Build herd cost -50%, Building Construction Cost -75%, Levy Reinforcement Rate +300%, Sway Phase Length 250 days faster per Scheme Phase, Tyranny Gain -75%, Embarkation Cost -100%, Mercenary Hire Cost -60% and 2 more; Players get Hostile scheme success chance max -50%, Knight Effectiveness -50%, Mercenary Hire Cost +150%.
What does Difficulty: Easy change?
Players get Health +0.5, Disease Resistance (Health) +0.5, Tyranny Gain -25%, Fertility +10%, Stress Gain -25%, Short Reign Duration -25%, Enemy Hostile Scheme Phase Length 20 days slower per Scheme Phase.

5 settings

  1. Normal

    Default

    You will play on an even playing field, without any significant bonuses.

    normal_difficulty

  2. Hard

    AI rulers will receive bonuses, such as less stress and more stable realms. This will make AI realms much more stable and rich, which will make the game less balanced.

    Players get the modifier hard_difficulty_player (“Hard”):

    The script checks it 85 times, in 57 places

    Script values 40

    • base_court_amenities_cost
    • base_wedding_cost
    • common_cb_cost_multiplier_core
    • coronation_cost_factor_for_ai
    • court_position_antiquarian_salary
    • court_position_physician_salary
    • court_position_travel_leader_salary
    • feast_activity_cost
    • funeral_good_option_cost
    • funeral_normal_option_cost
    • gold_refill_value
    • gold_refill_value_tt
    • herd_refill_value
    • herd_refill_value_tt
    • major_court_position_piety_salary
    • major_court_position_prestige_salary
    • major_court_position_salary
    • medium_court_position_piety_salary
    • medium_court_position_prestige_salary
    • medium_court_position_salary
    • minor_court_position_piety_salary
    • minor_court_position_prestige_salary
    • minor_court_position_salary
    • monthly_court_position_task_cost
    • normal_ransom_cost_value
    • provision_refill_value
    • provision_refill_value_tt
    • ransom_herd_value
    • recruit_guest_interaction_cost_with_list
    • standard_activity_base_cost
    • standard_playdate_activity_cost
    • tiny_court_position_salary
    • tournament_base_cost
    • tournament_option_bad_cost
    • tournament_option_good_cost
    • tournament_option_normal_cost
    • tournament_option_splendid_cost
    • tournament_option_very_good_cost
    • vassal_obligation_increase_tyranny_gain
    • very_high_court_position_prestige_salary

    Scripted modifiers (AI weights) 5

    • ai_agent_join_chance_hostile_general_suite_modifier
    • ask_for_gold_acceptance_modifier
    • common_faction_modifiers
    • marriage_ai_accept_modifier
    • marriage_ai_accept_politic_modifier

    Factions 2

    • Escalated Peasant Faction
    • Peasant Faction

    Activities 1

    Every has_game_rule = hard_difficulty in game/common and game/events, by the top-level object it sits in.

    hard_difficulty

  3. Very Hard

    AI rulers will receive significant bonuses, such as less stress and more stable realms. This will make AI realms extremely stable and rich, which will make the game less balanced.

    The script checks it 85 times, in 57 places

    Script values 40

    • base_court_amenities_cost
    • base_wedding_cost
    • common_cb_cost_multiplier_core
    • coronation_cost_factor_for_ai
    • court_position_antiquarian_salary
    • court_position_physician_salary
    • court_position_travel_leader_salary
    • feast_activity_cost
    • funeral_good_option_cost
    • funeral_normal_option_cost
    • gold_refill_value
    • gold_refill_value_tt
    • herd_refill_value
    • herd_refill_value_tt
    • major_court_position_piety_salary
    • major_court_position_prestige_salary
    • major_court_position_salary
    • medium_court_position_piety_salary
    • medium_court_position_prestige_salary
    • medium_court_position_salary
    • minor_court_position_piety_salary
    • minor_court_position_prestige_salary
    • minor_court_position_salary
    • monthly_court_position_task_cost
    • normal_ransom_cost_value
    • provision_refill_value
    • provision_refill_value_tt
    • ransom_herd_value
    • recruit_guest_interaction_cost_with_list
    • standard_activity_base_cost
    • standard_playdate_activity_cost
    • tiny_court_position_salary
    • tournament_base_cost
    • tournament_option_bad_cost
    • tournament_option_good_cost
    • tournament_option_normal_cost
    • tournament_option_splendid_cost
    • tournament_option_very_good_cost
    • vassal_obligation_increase_tyranny_gain
    • very_high_court_position_prestige_salary

    Scripted modifiers (AI weights) 5

    • ai_agent_join_chance_hostile_general_suite_modifier
    • ask_for_gold_acceptance_modifier
    • common_faction_modifiers
    • marriage_ai_accept_modifier
    • marriage_ai_accept_politic_modifier

    Factions 2

    • Escalated Peasant Faction
    • Peasant Faction

    Activities 1

    Every has_game_rule = very_hard_difficulty in game/common and game/events, by the top-level object it sits in.

    very_hard_difficulty

  4. You will be given bonuses, such as lessening the impact of disease, hostile schemes and stress. It will also be easier to handle Factions.

    Players get the modifier easy_difficulty (“Easy”):

    The script checks it 18 times, in 15 places

    Scripted modifiers (AI weights) 6

    • ai_agent_join_chance_hostile_general_suite_modifier
    • ai_agent_join_chance_hostile_title_modifier
    • ai_agent_join_chance_personal_general_suite_modifier
    • common_faction_modifiers
    • hostile_scheme_base_chance_modifier
    • hostile_scheme_title_base_chance_modifier

    Script values 3

    • disease_outbreak_pulse_chance_of_no_event
    • hostile_scheme_base_odds_prediction_guts_value
    • outbreak_chance_major_mult_value

    Factions 2

    • Escalated Peasant Faction
    • Peasant Faction

    Combat phase events 1

    • commander_none

    Character interactions 1

    Every has_game_rule = easy_difficulty in game/common and game/events, by the top-level object it sits in.

    easy_difficulty

  5. You will be given significant bonuses, such as lessening the impact of disease, hostile schemes and stress. It will also be much easier to handle Factions.

    The script checks it 19 times, in 16 places

    Scripted modifiers (AI weights) 6

    • ai_agent_join_chance_hostile_general_suite_modifier
    • ai_agent_join_chance_hostile_title_modifier
    • ai_agent_join_chance_personal_general_suite_modifier
    • common_faction_modifiers
    • hostile_scheme_base_chance_modifier
    • hostile_scheme_title_base_chance_modifier

    Script values 3

    • disease_outbreak_pulse_chance_of_no_event
    • hostile_scheme_base_odds_prediction_guts_value
    • outbreak_chance_major_mult_value

    Combat phase events 2

    • commander_killed
    • commander_none

    Factions 2

    • Escalated Peasant Faction
    • Peasant Faction

    Character interactions 1

    Every has_game_rule = very_easy_difficulty in game/common and game/events, by the top-level object it sits in.

    very_easy_difficulty

Source: game/common/game_rules/00_game_rules.txt line 1 (key difficulty), modifiers from game/common/modifiers, names from the English localisation; Crusader Kings III 1.20.1.2.

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