Unofficial fan reference · game files of Crusader Kings III 1.20.0.3 “Crozier”
CK3 Database

Crusader Kings III lifestyles and perk trees

6 lifestyles, 18 perk trees, 162 perks, from the game files of patch 1.20.0.3. A focus earns experience in its lifestyle; every 1,000 experience is one perk point, spent on a perk of that lifestyle's trees. Each tree ends with a lifestyle trait.

Perk planner: pick perks, see the years they take

Diplomacy lifestyle

1,000 experience per perk · base 25 a month · 3 trees, 27 perks · every tree ≈ 30 years before modifiers

Focus on understanding people and their motives, how to handle other realms, and how to win the unwavering loyalty of your subjects.

Diplomacy focuses (4)

Foreign Affairs Focus

Not Adventurer government

One can never have too many friends, near or far.

  • Diplomacy+3

Majesty Focus

Not Adventurer government

Regality flows from ritual, tradition and glory.

  • Diplomacy+1
  • Prestige+1/month

Family Focus

Not Adventurer government

Even if we do not choose them, those closest to us are the most important.

  • Diplomacy+2
  • Fertility+20%

Heralding

Adventurer government

Carry the banner of others. Make sure your name is known.

  • General Opinion+10
  • Travel Speed+30%
  • Diplomatic Scheme Phase Length15 days faster per Scheme Phase

Martial lifestyle

1,000 experience per perk · base 25 a month · 3 trees, 27 perks · every tree ≈ 30 years before modifiers

Focus on control of your realm, honorable conduct, and the strategies that will win your wars.

Martial focuses (4)

Strategy Focus

Not Adventurer government

Luck can win a duel. A fool can win a battle. It takes more to win a war.

  • Martial+3

Authority Focus

Not Adventurer government

To rule is to make all the aspects of a realm move in unison and work together.

  • Martial+1
  • Monthly county control growth+0.3/month
  • Dread Gain+20%

Chivalry Focus

Not Adventurer government

Victory comes not through blood or gold, but honor.

  • Advantage+5
  • Prowess+3
  • Attraction Opinion+10

Valor

Adventurer government

Take the command. Lead by example.

  • Advantage+10
  • Men-at-Arms Toughness+15%
  • Martial Scheme Phase Length15 days faster per Scheme Phase

Stewardship lifestyle

1,000 experience per perk · base 25 a month · 3 trees, 27 perks · every tree ≈ 30 years before modifiers

Focus on dealing justice, administrating the lands of your realm, and filling your coffers with gold.

Stewardship focuses (4)

Wealth Focus

Not Adventurer government

War, honor, and loyalty are all means to an end: gold!

  • Monthly Income+10%

Domain Focus

Not Adventurer government

My land and the people under my care are my strength.

  • Stewardship+3

Duty Focus

Not Adventurer government

The bonds of loyalty that bind us do not constrict; they show the way.

  • Stewardship+1

Bartering

Adventurer government

Find the best opportunities. Do the job efficiently.

  • Contract scheme success chance growth+2.5%
  • Stewardship Scheme Phase Length15 days faster per Scheme Phase
  • Provisions Gain+25%

Intrigue lifestyle

1,000 experience per perk · base 25 a month · 3 trees, 27 perks · every tree ≈ 30 years before modifiers

Focus on the manipulation of people, the nature of secrets, and the cunning plots that will bring your plans to fruition.

Intrigue focuses (4)

Skulduggery Focus

Not Adventurer government

Schemes, subversion, and secrets.

  • Intrigue+3
  • Scheme Secrecy+15%

Temptation Focus

Not Adventurer government

Seduction, desire, and the gentle art of twisting people around your little finger.

  • Attraction Opinion+10
  • Fertility+20%
  • Seduce Phase Length20 days faster per Scheme Phase

Intimidation Focus

Not Adventurer government

Threats, both overt and subtle, guide the path to true power.

  • Intrigue+2
  • Natural Dread+30
  • Dread Loss-25%

Subterfuge

Adventurer government

Plan carefully. Stay away from prying eyes.

  • Hostile scheme success chance growth+2.5%
  • Scheme Secrecy+20%
  • Intrigue Scheme Phase Length15 days faster per Scheme Phase
  • Prowess Scheme Phase Length15 days faster per Scheme Phase

Learning lifestyle

1,000 experience per perk · base 25 a month · 3 trees, 27 perks · every tree ≈ 30 years before modifiers

Focus on learning all that you can. The realm of knowledge and divinity lie within your grasp, as well as the secrets to life itself.

Learning focuses (4)

Medicine Focus

Not Adventurer government

An understanding of life, beyond the vagaries of the world upon the body.

  • Learning+1
  • Health+0.25

Scholarship Focus

Not Adventurer government

The knowledge of those who have come before, the knowledge of those still living, and the knowledge of perpetual truths.

  • Learning+3
  • Development Growth+15%

Theology Focus

Not Adventurer government

Faith and knowledge. Understanding the divine means understanding the world.

  • Head of Faith Opinion+10
  • Piety Rewards+5%
  • Piety+1/month

Sagacity

Adventurer government

Know where to go. Know where not to go.

  • Learning Scheme Phase Length15 days faster per Scheme Phase
  • Stress Gain-20%
  • Travel Safety+10

Wandering lifestyle

1,000 experience per perk · base 20 a month · 3 trees, 27 perks · every tree ≈ 38 years before modifiers · needs Wandering Nobles

Focus on traveling to the corners of the world, seeing great sights that others can only dream of, and surviving to tell the tale.

Wandering focuses (3)

Internal Affairs Focus

Not Adventurer government

Guiding progress and prosperity through a personal touch.

  • Stewardship+1
  • Intrigue+1
  • Monthly county control growth+0.3/month

Journey Focus

Every step is a journey in itself.

  • Diplomacy+2

Destination Focus

There is a world out there waiting to be seen.

  • Stewardship+1
  • Martial+1

Childhood education focuses

The focus a guardian picks for a child, and what it gives the child while chosen.

  • Diplomacy Education

    The study of etiquette, communication and the practices of courtly life.

    • Diplomacy+1
  • Martial Education

    The study of warfare and combat and the commanding of armies.

    • Martial+1
  • Stewardship Education

    The study of administration, management and the flow of gold.

    • Stewardship+1
  • Learning Education

    The study of scholarship, theology and the pursuit of knowledge.

    • Learning+1
  • Intrigue Education

    The study of secrecy, shadows and careful planning.

    • Intrigue+1

Source: game/common/lifestyles, game/common/lifestyle_perks, game/common/focuses and the English localisation, Crusader Kings III 1.20.0.3. Years = perks × experience per perk ÷ base monthly experience ÷ 12; in play, modifiers to monthly lifestyle experience (education traits give +10% to +50%, for example) shorten it — the perk planner takes them into account.