{"site":"CK3 Database","url":"https://ck3db.com","game":"Crusader Kings III","version":"1.20.1.2","versionName":"Crozier","steamBuild":"26046173","readOn":"2026-10-22","terms":"Unofficial fan reference. Not affiliated with, endorsed or sponsored by Paradox Interactive. Crusader Kings is a trademark of Paradox Interactive AB; game data and art belong to it. Free to read and quote with a link to the page the number came from.","dataset":"CK3 encyclopedia (game concepts)","description":"Every entry of the game's own encyclopedia: name, the words that link to it, parent and child entries, and the description as the game shows it, with the entries it links to.","source":["game/common/game_concepts","game/localization/english/game_concepts_l_english.yml"],"fields":{"key":"concept key (game_concept_<key> in the localisation)","name":"name","aliases":"other words the game links to this entry","parent":"parent entry key (null: none)","children":"child entry keys","description":"the description as plain text, paragraphs separated by a blank line","links":"entry keys the description links to","dlc":"DLC the entry needs (null: base game)","page":"page on ck3db.com (null: the game shows it only as a tooltip)"},"count":1142,"records":[{"key":"abandon_celibacy","name":"Abandon Celibacy","aliases":["Abandon Celibacy Decision"],"parent":"decision","children":[],"description":"A Decision that allows a character to lose the Celibate Trait at will.","links":["decision","trait"],"dlc":null,"page":"https://ck3db.com/concepts/abandon_celibacy"},{"key":"abandon_hook_interaction","name":"Abandon Hook Interaction","aliases":[],"parent":"interaction","children":[],"description":"An Interaction allowing you to abandon a Hook you have in exchange for losing StressStress.","links":["interaction","hook","stress"],"dlc":null,"page":"https://ck3db.com/concepts/abandon_hook_interaction"},{"key":"archabbot","name":"Abbot","aliases":[],"parent":"faith","children":[],"description":"An Abbot is the Ruler of a Monastic Order and the Head of Rite of the Rite their order champions, guiding its members in study, contemplation, and the spread of its Tenets.\n\nAn order may be supported by a Monastic Order Patron, whose Patronage grants it wealth and influence.\n\nUpon an Abbot's death, their Titles pass to a successor, usually their Courtier with the highest Learning.","links":["ruler","monastic_holy_order","head_of_rite","rite","tenet","monastic_order_patron","title","courtier","learning_skill"],"dlc":null,"page":"https://ck3db.com/concepts/archabbot"},{"key":"absolute_nomadic","name":"Absolute","aliases":[],"parent":"nomadic_authority","children":[],"description":"Absolute is the second-highest level of Dominance. At this level Migration can target De Jure Empire Titles within the The Great Steppe.\n\nIndependent Rulers may settle outside of the steppe using the Settle the Steppe Decision","links":["nomadic_authority","migration","de_jure","empire","title","the_great_steppe","independent_ruler","ruler","decision"],"dlc":null,"page":"https://ck3db.com/concepts/absolute_nomadic"},{"key":"absolute_control","name":"Absolute Control","aliases":["Absolute"],"parent":null,"children":[],"description":"Absolute Control is a special state of Control enabled by the Absolute Control Perk, denoting that the ruler has an iron grip over the population.\n\nWhenever Control is at 100, it will instead display as 'Absolute' and give additional bonuses to Taxes and Levies.","links":["county_control","perk","taxes","levies"],"dlc":null,"page":"https://ck3db.com/concepts/absolute_control"},{"key":"absolute_crown_authority","name":"Absolute Crown Authority","aliases":["Absolute"],"parent":"crown_authority","children":[],"description":"Absolute Crown Authority is the highest level of Crown Authority. Vassals have a -30 Opinion penalty toward their Liege.\n\nAt this level — in addition to the effects of High and Limited Crown Authority — the ruler can pick a Designated Heir at a Prestige cost.\n\nFurthermore, vassals cannot declare war even against foreign rulers.","links":["crown_authority","vassal","opinion","liege","high_crown_authority","limited_crown_authority","designated_heir","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/absolute_crown_authority"},{"key":"absolute_tribal_authority","name":"Absolute Tribal Authority","aliases":["Absolute"],"parent":"tribal_authority","children":[],"description":"Absolute Tribal Authority is the highest level of Tribal Authority. Vassals have a -30 Opinion penalty towards their Liege.\n\nAt this level, in addition to the effects of Limited and High Tribal Authority, rulers can now settle and become Feudal.\n\nUnreformed Tribal Pagan rulers require this law to reform their Faith.","links":["tribal_authority","vassal","opinion","liege","limited_tribal_authority","high_tribal_authority","feudal","tribal","faith"],"dlc":null,"page":"https://ck3db.com/concepts/absolute_tribal_authority"},{"key":"acclaimed_knight","name":"Acclaimed Knight","aliases":["Acclaimed Knights","Acclaimed Knight's"],"parent":"accolade","children":[],"description":"The Knight holding an Accolade.\n\nTo be an Acclaimed Knight, a Knight must be Unlanded or a Baron, with at least 8 or more Prowess. An Acclaimed Knight must be eligible for at least one Accolade Attribute which is not already possessed by another of their Liege's Acclaimed Knights.\n\nAcclaimed Knights are less likely to be killed or taken prisoner in battle. They may improve their Glory principally by fighting Wars and attending Activities like the Grand Tournament.\n\nAcclaimed knights may occasionally gain Skills and Traits related to their Accolade's Attributes","links":["knight","accolade","unlanded","baron","prowess_skill","accolade_type","liege","glory","war","activity","skills","trait"],"dlc":"Accolades","page":"https://ck3db.com/concepts/acclaimed_knight"},{"key":"accolade","name":"Accolade","aliases":["Accolades","Acclaimed","Accolade's"],"parent":null,"children":["acclaimed_knight","glory","accolade_succession","accolade_rank","accolade_type","knight_army_modifier"],"description":"Accolades are honors given to Knights by their Liege.\n\nThe Knight who holds an Accolade becomes an Acclaimed Knight.\n\nAs the Acclaimed Knight gains Glory, their Squires Aptitude increases (improving Accolade Succession) and Accolade Ranks may be gained. These allow more Accolade Attributes to be unlocked, offering stronger bonuses.\n\nWhen an Acclaimed Knight dies, Accolade Succession takes place and the knight is immediately replaced with a successor whose skills are modified by Squires Aptitude.\n\nInnovations and higher Tiers allow Rulers to have more Accolades simultaneously.","links":["knight","liege","acclaimed_knight","glory","accolade_squires","accolade_succession","accolade_rank","accolade_type","innovation","title_tier","ruler"],"dlc":"Accolades","page":"https://ck3db.com/concepts/accolade"},{"key":"accolade_type","name":"Accolade Attribute","aliases":["Accolade Attributes"],"parent":"accolade","children":[],"description":"An Accolade has up to 3 Attributes, which provide scaling bonuses as their higher levels are unlocked. Each Attribute has 3 Levels. When an Accolade increases its Accolade Rank, its owner may either increase the level of an existing Attributes or add a new Attribute to the Accolade. The Acclaimed Knight, however, must satisfy any new Attribute's requirements.\n\nEach Knight is only eligible for certain Attributes, which may be based on Traits, Skills or experiential unlocks while serving as a Knight.\n\nEvery Accolade must have unique Attributes: a Liege cannot duplicate Attributes between Accolades. Each Accolade may also specialize in only 1 Men-at-Arms-type Attribute.","links":["accolade","accolade_rank","acclaimed_knight","knight","trait","skills","men_at_arms"],"dlc":"Accolades","page":"https://ck3db.com/concepts/accolade_type"},{"key":"accolade_rank","name":"Accolade Rank","aliases":["Accolade Ranks","Rank"],"parent":"accolade","children":[],"description":"An Accolade has 6 progressive Ranks which allow its owner to unlock and improve Accolade Attribute bonuses, such as Knight Army Modifiers.\n\nGaining Glory unlocks each Rank, while losing Glory can cause them to be lost. When an Accolade loses a Rank, one level of one Accolade Attribute will become disabled. Regaining the Rank will cause the Attribute and its bonus to be restored.","links":["accolade","accolade_type","knight_army_modifier","glory"],"dlc":"Accolades","page":"https://ck3db.com/concepts/accolade_rank"},{"key":"accolade_succession","name":"Accolade Succession","aliases":[],"parent":"accolade","children":[],"description":"Accolade Succession happens when an Accolade's Acclaimed Knight dies or becomes invalid.\n\nThe former Acclaimed Knight is immediately replaced. Young Courtiers and Knights trained due to the Accolade's Squires Aptitude are first favored as Successors; then other knights, other courtiers, wanderers, and finally newly-created Characters. Based on the Aptitude of the Accolade's Squires, the new Knight will receive increased Prowess Skill, Martial Skill, Hastiluder Trait Experience, and possibly other Skills.\n\nAfter Accolade Succession, a small amount of Glory may be lost and the Accolade's Squires Aptitude is reset to now reflect the skills and experience of its new Acclaimed Knight\n\nThe Acclaimed Knight dying in battle, a duel or another honorable manner will negate Glory loss and improve the Accolade's Squires.","links":["accolade","acclaimed_knight","courtier","knight","accolade_squires","character","prowess_skill","martial_skill","trait_level_track_xp","skills","glory"],"dlc":"Accolades","page":"https://ck3db.com/concepts/accolade_succession"},{"key":"activity_state_active","name":"Active","aliases":[],"parent":"activity","children":[],"description":"When the host and guests have arrived and are engaged in an Activity it is considered to be active.","links":["activity"],"dlc":null,"page":"https://ck3db.com/concepts/activity_state_active"},{"key":"activity","name":"Activity","aliases":["Activities"],"parent":null,"children":["activity_option","activity_type","activity_state_passive","activity_state_active","activity_phase","activity_guest","activity_host","intent","feast","hunt_success_chance","hunt_danger","inspection_success_chance","inspection","hike","monument_expedition","hold_court","grand_activity","hunt_sighting","special_guest","honorary_guest","funeral","coronation","ecumenical_council_innovator","ecumenical_council_conservative"],"description":"An Activity is a special occasion hosted for a specific purpose, such as going on a Hunt to relieve Stress.\n\nThe Host holds the Activity in a specific Location, which affects it in various ways, and everyone who attends must Travel there.\n\nEvery attending Character interacts with each other by setting an Intent, which they try to pursue during the Activity.\n\nA regular Activity such as a Feast or a Hunt are smaller and less impressive than Grand Activities.","links":["stress","activity_host","location","travel","intent","grand_activity"],"dlc":null,"page":"https://ck3db.com/concepts/activity"},{"key":"activity_guest","name":"Activity Guest","aliases":["Guest","Activity Guests","Guests","Attending"],"parent":"activity","children":[],"description":"A Guest at an Activity is any Character invited by the Activity Host.\n\nWhile they usually cannot affect the Activity as much as their Host, they can still pursue their Intent.","links":["activity","character","activity_host","intent"],"dlc":null,"page":"https://ck3db.com/concepts/activity_guest"},{"key":"activity_host","name":"Activity Host","aliases":["Activity Host's","Host"],"parent":"activity","children":[],"description":"The Host of an Activity is the Ruler that started it.\n\nThey choose the Activity Type, Location, Activity Options and which Guests to invite.","links":["activity","ruler","activity_type","location","activity_option","activity_guest"],"dlc":null,"page":"https://ck3db.com/concepts/activity_host"},{"key":"activity_option","name":"Activity Option","aliases":["Activity Options"],"parent":"activity","children":["roaming_longer_length_travel"],"description":"All Activities have Options that allow you to customize the planning of your activity. Options have various costs and requirements.","links":["activity"],"dlc":null,"page":"https://ck3db.com/concepts/activity_option"},{"key":"activity_phase","name":"Activity Phase","aliases":["Activity Phases"],"parent":"activity","children":["activity_phase_action"],"description":"An action phase of an activity such as a Contest in a Grand Tournament, Stop on a Tour, or destination of a Pilgrimage during which events occur.","links":["contest","tour_stop","tour","pilgrimage"],"dlc":null,"page":"https://ck3db.com/concepts/activity_phase"},{"key":"activity_phase_action","name":"Activity Phase Action","aliases":[],"parent":"activity_phase","children":[],"description":"Every 7 days while in an Activity there is a chance of something happening outside of regular events. These happenings are shown in the top-right corner of the Activity window.\n\nWhat can happen depends on the Activity Type, for example: the Activity Host can gain Prestige or Activity Guest Opinion in a Feast.\n\nThere is always a chance of nothing happening, this is especially likely before the current Activity Phase is Active.","links":["activity","activity_type","activity_host","prestige","activity_guest","opinion","activity_phase","activity_state_active"],"dlc":null,"page":"https://ck3db.com/concepts/activity_phase_action"},{"key":"activity_type","name":"Activity Type","aliases":["Activity Types"],"parent":"activity","children":[],"description":"Some Activities and Grand Activities have different types corresponding to special variants of the activity.\n\nFor example, when planning a Hunt, you may choose between Standard, Falconry, and Legendary if you fulfill the requirements for that type.","links":["activity","grand_activity"],"dlc":null,"page":"https://ck3db.com/concepts/activity_type"},{"key":"administrative","name":"Administrative","aliases":["Administrative Government","Administrative Governments"],"parent":"government","children":["governor","candidate_score","influence","noble_family","province","province_administration","provincial_army"],"description":"Administrative is a Bureaucratic Government Form that appoints Characters as Governors, to manage and preside over land, called Provinces, on behalf of their Liege.\n\nAdministrative Characters have access to Influence and some also have a personal Family Estate.\n\nOnly Independent Rulers of an Administrative Realm have Legitimacy, while Vassals do not.\n\nGovernor Vassals cannot declare War against each other — Instead, they are encouraged to spend Influence for Appointment Succession and use Schemes to acquire Titles","links":["government_bureaucratic_type","government","character","governor","province","liege","influence","estate","independent_ruler","ruler","realm","legitimacy","vassal","war","scheme","title"],"dlc":null,"page":"https://ck3db.com/concepts/administrative"},{"key":"adoption","name":"Adoption","aliases":["Adopt","Adopts","Adopting","Adopted"],"parent":null,"children":[],"description":"Adoption is the act of bringing another Character into your House and Dynasty.","links":["character","house","dynasty"],"dlc":null,"page":"https://ck3db.com/concepts/adoption"},{"key":"adult","name":"Adult","aliases":["Adults","Adulthood"],"parent":null,"children":[],"description":"An Adult is a character of at least 16 years of age.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/adult"},{"key":"adult_health","name":"Adult Health","aliases":[],"parent":"health","children":[],"description":"Certain Traits, such as Ill, are more dangerous for Adults.\n\nAny penalty to Adult Health stacks with regular penalties to Health, even from the same Trait.","links":["trait","adult","health"],"dlc":null,"page":"https://ck3db.com/concepts/adult_health"},{"key":"advanced_succession","name":"Advanced Succession","aliases":[],"parent":null,"children":[],"description":"An Advanced Succession replaces ordinary inheritance with a special way of selecting the next Holder, such as the designation of a single Heir, acclamation, or appointment.","links":["holder","heir"],"dlc":null,"page":"https://ck3db.com/concepts/advanced_succession"},{"key":"adventurer","name":"Adventurer","aliases":["Adventurers","Adventurer's","Adventurers'"],"parent":null,"children":["contact_list","camp_purpose"],"description":"An Adventurer is an Unlanded Character who leads a Camp.\n\nThey do not have Vassals, nor do they earn income passively in the usual fashion — instead, they must take Contracts to earn their coin, or call in favors from their Roll of Patrons.\n\nAdventurers may freely roam the map. Their main concern is making sure they have enough Provisions to survive on the move.\n\nInstead of Crown Authority, most Adventurers will set a Camp Purpose. This indicates what type of group they have and why they stick together.\n\nDriven seventh sons with no inheritance, ambitious nomads, petulant run-aways, curious scholars, vicious sell-swords, and deposed nobles alike all flesh out the ranks of these tireless wanderers.\n\nTheir sole uniting factor is a hunger for something more than a quiet life of obscurity, and the will to do something about it.","links":["unlanded","character","camp","vassal","task_contract","contact_list","provisions","crown_authority","camp_purpose"],"dlc":null,"page":"https://ck3db.com/concepts/adventurer"},{"key":"ep3_laamp_adventurer_invasion_war","name":"Adventurer Invasion","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli which allows an Adventurer to declare War to attempt to carve out a new Realm","links":["casus_belli","adventurer","war","realm"],"dlc":null,"page":"https://ck3db.com/concepts/ep3_laamp_adventurer_invasion_war"},{"key":"aftermath","name":"Aftermath","aliases":[],"parent":null,"children":[],"description":"The Aftermath phase of a Battle occurs whenever one side has won. The victor will attempt to run down as many Retreating Soldiers as possible.\n\nMen-at-Arms with high Pursuit are able to kill more Soldiers during the Aftermath, while Men-at-Arms with high Screen will protect friendly Soldiers.","links":["battle","retreat","soldiers","men_at_arms","pursuit","screen"],"dlc":null,"page":"https://ck3db.com/concepts/aftermath"},{"key":"agent_discovery","name":"Agent Discovery","aliases":["Discovered"],"parent":"scheme","children":[],"description":"Discovered Secret Scheme Agents may be seen as Criminals by their Liege, and are likely to be Imprisoned if so.","links":["secret_scheme","agents","crime","liege","prison"],"dlc":null,"page":"https://ck3db.com/concepts/agent_discovery"},{"key":"agents","name":"Agents","aliases":["Agent"],"parent":"scheme","children":[],"description":"An Agent is a participant in a Scheme, who can provide one of three benefits. They can increase Success Chance, reduce Phase Length, or improve Secrecy. Only the target's Courtiers, Guests, and Direct Vassals can be recruited as Agents.\n\nFor Hostile Schemes, having agents close to the target is very important. For example Councillors or Close Family of the Scheme Target contribute more to Phase Length and Success Chance.\n\nBeing an Agent in a Hostile Scheme is a Crime, and Agent risk being Discovered.","links":["scheme","scheme_success_chance","scheme_speed","secrecy","courtier","court_guest","direct_vassal","hostile_scheme","councillor","close_family","crime","agent_discovery"],"dlc":null,"page":"https://ck3db.com/concepts/agents"},{"key":"aligned_bloc_member_house","name":"Aligned Bloc Member House","aliases":["Aligned Bloc Member Houses","Aligned Bloc House","Aligned Bloc Houses"],"parent":"bloc_member_house","children":[],"description":"A Aligned Bloc Member House is a House that has joined a House Bloc, and has the same House Aspirations as the Leading House.","links":["house","house_bloc","house_aspiration","leading_house"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/aligned_bloc_member_house"},{"key":"alliance","name":"Alliance","aliases":["Alliances","Allies","Allied","Ally"],"parent":null,"children":[],"description":"An Alliance is a diplomatic relation between two Rulers. Independent Rulers can call on Allies to join each others Wars.\n\nAlliances are created and maintained through a Marriage or Betrothal, as long as the two characters that are wed are closely enough related to the two Rulers. For example, if a King marries off his daughter to another King's son, the two Kings become Allies.\n\nLieges can also create Alliances with their Vassals. The Liege cannot call the Vassal to War, but it prevents them from joining Factions.","links":["ruler","independent_ruler","war","marriage","betrothal","king","liege","vassal","faction"],"dlc":null,"page":"https://ck3db.com/concepts/alliance"},{"key":"ancestral_claim","name":"Ancestral Claim","aliases":[],"parent":null,"children":[],"description":"The Ancestral Claim Casus Belli allows you to annex all lands within a title with which you have a claim gained through a Legitimizing Legend.","links":["casus_belli","legend"],"dlc":null,"page":"https://ck3db.com/concepts/ancestral_claim"},{"key":"coronation_anointment","name":"Anointment","aliases":["Anointment","Anointments"],"parent":"coronation","children":[],"description":"Anointment is one type of a Coronation, where the Ruler will seek out their Head of Faith, or clergy Head of Rite when there is none, to bless their ascension to the throne. In certain faiths this is necessary to truly be considered a Legitimate ruler of their lands.\n\nTo secure that authority's support, the Host can use the Request Anointment Interaction.","links":["coronation","ruler","head_of_faith","head_of_rite","legitimate","court_host","anointment_request","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/coronation_anointment"},{"key":"appointment_level","name":"Appointment Level","aliases":["Appointment Levels"],"parent":"appointment_succession_law","children":[],"description":"An Appointment Level is used by some Appointment Succession Laws as a requirement for Characters to become eligible candidates.\n\nLevels are based on the level of a specific currency and each law can use a different currency as a requirement. A higher tier Title will typically require a higher level.\n\nFor example: Celestial Appointment Succession requires Merit - A Duchy requires a Merit Rank of 7th rank or above, while a Kingdom requires 5th rank or above.","links":["appointment_succession_law","character","title","merit","duchy","merit_level","kingdom"],"dlc":null,"page":"https://ck3db.com/concepts/appointment_level"},{"key":"appointment_succession_law","name":"Appointment Succession Law","aliases":["Appointment Succession Laws","Appointment Succession","Appointment","Appointments"],"parent":"succession_laws","children":["appointment_level"],"description":"Under Appointment Succession Law, the Title and its associated Holdings will be inherited by the Candidate with the highest Candidate Score.\n\nThe types are:\n\n• Appointment Succession\n\n• Acclamation Succession\n\n• Celestial Appointment Succession\n\n• Celestial Commander Succession\n\n• Minister Appointment\n\n• Grand Marshal Appointment\n\n• Meritocratic Appointment Succession\n\n• Meritocratic Commander Succession\n\n• Ritsuryō Appointment Succession\n\n• Clerical Appointment","links":["title","holding","candidate_score"],"dlc":null,"page":"https://ck3db.com/concepts/appointment_succession_law"},{"key":"aptitude","name":"Aptitude","aliases":[],"parent":null,"children":[],"description":"The Aptitude of a Character determines how efficient they are at a various roles at Court. Such roles include Court Positions, Diarchs, and, Tax Collectors.\n\nAptitude is measured in 5 levels, ranging from Terrible to Excellent. A Character's Aptitude level decides the bonuses the Liege gets for employing them in a role at Court.\n\nFor example, a Character that is a Novice Physician will naturally be better equipped to serve as a Personal Physician.","links":["character","court","court_position","diarch","tax_collector","liege"],"dlc":null,"page":"https://ck3db.com/concepts/aptitude"},{"key":"archbishop","name":"Archbishop","aliases":["Archbishops","Archbishop's","Archbishops'"],"parent":"faith","children":[],"description":"An Archbishop is the Christian holder of an Archdiocese, a duchy-tier Clerical Title whose Clerical Region may span several Realms.\n\nAs the Religious Superior of the Bishops and lesser Clergy within that region, an Archbishop ranks above an ordinary Bishop and answers in turn to the Head of Faith.","links":["archdiocese","clerical_title","clerical_region","realm","religious_superior","bishop","clergy","head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/archbishop"},{"key":"archdiocese","name":"Archdiocese","aliases":["Archdioceses"],"parent":"faith","children":[],"description":"An Archdiocese is the Christian form of a Clerical Region, an ecclesiastical domain held by an Archbishop through its Clerical Title and seated in a capital County, where a Grand Cathedral may be raised.\n\nA Christian Ruler answers in spiritual matters to the Archbishop of the Archdiocese that contains their Capital County, and the territory subject to Archdioceses collectively constitutes The Christian Church Situation.","links":["christian","clerical_region","archbishop","clerical_title","county","grand_cathedral","ruler","realm_capital","the_christian_church","situation"],"dlc":null,"page":"https://ck3db.com/concepts/archdiocese"},{"key":"archer_cavalry","name":"Archer Cavalry","aliases":[],"parent":"men_at_arms","children":[],"description":"Archer Cavalry are mounted Men-at-Arms equipped with ranged weapons.\n\nWhile each kind of Archer Cavalry is unique, they generally Counter Heavy Infantry, and are in turn Countered by Archers equipped with crossbows.\n\nArcher Cavalry are also often strong on flat Terrain, particularly Steppe.","links":["men_at_arms","men_at_arms_counter","heavy_infantry","archers","terrain"],"dlc":null,"page":"https://ck3db.com/concepts/archer_cavalry"},{"key":"archers","name":"Archers","aliases":["Archer"],"parent":"men_at_arms","children":[],"description":"Archers are Men-at-Arms who fight on foot with ranged weapons.\n\nWhile each kind of Archer is unique, they generally Counter Skirmishers, and are in turn Countered by Heavy Cavalry and Light Cavalry.","links":["men_at_arms","men_at_arms_counter","skirmishers","heavy_cavalry","light_cavalry"],"dlc":null,"page":"https://ck3db.com/concepts/archers"},{"key":"army","name":"Army","aliases":["Armies"],"parent":null,"children":[],"description":"Armies are used to win Wars by engaging in Battle with other armies, and to Besiege and Occupy enemy Fortified Holdings. Armies are raised in Rally Points and primarily consist of Levies and Men-at-Arms, but can also be bolstered by Mercenaries and Holy Orders.\n\nArmies can move across water by spending an amount of Gold to secure transport. They can suffer losses from Attrition if the local Barony is unable to adequately Supply them.","links":["war","battle","siege","occupation","fortified_holding","rally_point","levies","men_at_arms","mercenary_company","holy_order","gold","attrition","barony","supply"],"dlc":null,"page":"https://ck3db.com/concepts/army"},{"key":"army_commander","name":"Army Commander","aliases":["Commander","Commanders","Army Commanders","Commanding"],"parent":null,"children":[],"description":"An Army Commander is a Character in command of an Army. Any of your Courtiers or direct Vassals can potentially be assigned as a Commander (subject to age, Health, and Doctrines).\n\nIn Battle, the Martial Skill of the Commander heavily influences the Advantage. As long as there is a Commander present, additional Rolls will be made in attempt to increase the Advantage.\n\nIn addition, Commander Traits can provide an Army with many different perks, both in and out of Battle.","links":["army","courtier","vassal","health","doctrines","battle","martial_skill","battle_advantage","combat_roll","commander_trait"],"dlc":null,"page":"https://ck3db.com/concepts/army_commander"},{"key":"artifact","name":"Artifact","aliases":["Artifacts"],"parent":null,"children":["artifact_rarity","artifact_claim","artifact_durability","inventory_artifact","court_artifact"],"description":"An Artifact is a noteworthy object that provides bonuses to the Character who uses it.\n\nArtifacts are divided into two categories:\n\n• Inventory Artifacts are worn or carried by a Character\n\n• Court Artifacts reside inside of a Ruler's Royal Court\n\nSome Artifacts are more special than others, and have a higher Rarity\n\nJust like with Titles, Characters can get Artifact Claims on an Artifact, and try to take that Artifact for themselves.\n\nArtifacts also have a Durability: when it reaches zero, the Artifact is destroyed.\n\nArtifacts are always inherited by the owner's Player Heir. If an Artifact is inherited by someone who is not a Close Family Member, it will lose Durability or even be destroyed outright.","links":["character","inventory_artifact","court_artifact","ruler","royal_court","artifact_rarity","title","artifact_claim","artifact_durability","player_heir","close_family"],"dlc":null,"page":"https://ck3db.com/concepts/artifact"},{"key":"artifact_claim","name":"Artifact Claim","aliases":["Artifact Claims"],"parent":"artifact","children":["personal_artifact_claim","house_artifact_claim"],"description":"An Artifact Claim represents someone's legal rights to an Artifact.\n\nHaving a Claim on an Artifact means that you can take various actions towards that artifact, and its owner, if you do not currently possess it (for example using the Steal Artifact Scheme).\n\nThere are Personal Artifact Claims for Character, and House Artifact Claims for Houses.\n\nArtifact claims are simpler than those for Title Claims; they either exist, or they don't. They are also not inherited past the first generation.","links":["artifact","scheme","personal_artifact_claim","character","house_artifact_claim","house","title_claim"],"dlc":null,"page":"https://ck3db.com/concepts/artifact_claim"},{"key":"artifact_durability","name":"Artifact Durability","aliases":["Durability"],"parent":"artifact","children":[],"description":"Every Artifact has a Durability. When all Durability is lost, the Artifact is destroyed.\n\nDurability decays over time, but can also be lost in certain events, such as Sieges and on Succession.\n\nDurability can be restored by choosing to Reforge or Repair the Artifact.","links":["artifact","siege","succession","reforge_artifact","repair_artifact"],"dlc":null,"page":"https://ck3db.com/concepts/artifact_durability"},{"key":"artifact_rarity","name":"Artifact Rarity","aliases":["Rarity","Common","Masterwork","Famed","Illustrious"],"parent":"artifact","children":[],"description":"Some Artifacts are rarer than others, which is reflected in their Rarity.\n\nThe levels are, from lowest to highest:\n\n• Common (never shown since it is the default)\n\n• Masterwork\n\n• Famed\n\n• Illustrious","links":["artifact"],"dlc":null,"page":"https://ck3db.com/concepts/artifact_rarity"},{"key":"asexual","name":"Asexual","aliases":[],"parent":"sexuality","children":[],"description":"In Crusader Kings III, this character experiences little or no attraction to other characters regardless of gender.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/asexual"},{"key":"aspect_of_creation","name":"Aspect of Creation","aliases":[],"parent":"mandala_aspect","children":[],"description":"With the promise to boost production and incur abundance for their followers, the Creation Aspect give bonuses to economical and organizational undertakings.\n\n• Focuses on Stewardship\n\n• Chaining construction awards aspect of creation stacks\n\n• Regular construction awards Piety\n\n• Rearing Legitimate Children awards Piety\n\n• Has access to the Coerce Contribution Scheme\n\n• May only die from Natural Cause or Religious Deaths","links":["stewardship_skill","piety","legitimate","child","scheme","death_natural_causes","death_religion","character_death"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/aspect_of_creation"},{"key":"aspect_of_destruction","name":"Aspect of Destruction","aliases":[],"parent":"mandala_aspect","children":[],"description":"Fear and dread is the way to rule. True power lies in the ability to extinguish life. The Destruction Aspect provides bonuses to those who divide and conquers.\n\n• Focuses on Martial\n\n• Has bonuses to military modifiers\n\n• Has access to the Plunder for Contribution Casus Belli\n\n• May only die from Natural Cause, Religious or Combat Deaths","links":["martial_skill","casus_belli","death_natural_causes","death_religion","death_combat","character_death"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/aspect_of_destruction"},{"key":"aspect_of_serenity","name":"Aspect of Serenity","aliases":[],"parent":"mandala_aspect","children":[],"description":"A peaceful realm is a prosperous realm — the Serenity Aspect cherishes tranquility and diplomatic dealings, awarding bonuses to those who align with its cause.\n\n• Focuses on Diplomacy\n\n• Avoiding Offensive Wars is premiered by aspect of serenity stacks\n\n• Sway and Befriend Schemes are more successful\n\n• May also Request Great Project Contributions from Allies\n\n• May only die from Natural Cause or Religious Deaths","links":["diplomacy_skill","war","scheme","alliance","death_natural_causes","death_religion","character_death"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/aspect_of_serenity"},{"key":"aspect_of_trickery","name":"Aspect of Trickery","aliases":[],"parent":"mandala_aspect","children":[],"description":"Benevolent or devious; the Trickster Aspect rewards being able to control others without them knowing it. What is godhood for if not to shape the world in your image?\n\n• Focuses on Intrigue\n\n• May use Piety to bribe Agents in Schemes\n\n• Has access to the Leverage Contribution Scheme\n\n• May only die from Natural Cause, Religious or Murder Deaths","links":["intrigue_skill","piety","agents","scheme","death_natural_causes","death_religion","death_murder","character_death"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/aspect_of_trickery"},{"key":"assault","name":"Assault","aliases":["Assaults","Assaulting","Assaulted"],"parent":null,"children":[],"description":"An Assault is when a Besieging Army attempts to storm a Fortified Holding at the risk of losing a lot of Soldiers. Assaults can only be attempted if the walls of the Holding have been Breached, which requires that the Army contains Siege Weapons.","links":["siege","army","fortified_holding","soldiers","siege_weapon"],"dlc":null,"page":"https://ck3db.com/concepts/assault"},{"key":"faith_astray","name":"Astray","aliases":[],"parent":"faith_hostility","children":[],"description":"This Rite differs in a way that is not particularly significant.\n\nIntermarriage may still happen.\n\nEffects:","links":["rite"],"dlc":null,"page":"https://ck3db.com/concepts/faith_astray"},{"key":"at_peace_opinion","name":"At Peace Opinion","aliases":["At Peace"],"parent":null,"children":[],"description":"Characters who have the Warmongering Tenet as part of their Faith will have the 'At Peace Opinion' instead of the Offensive War Opinion penalty.\n\nIf you are at peace for too long, your Vassals will think less of you (if they share your Faith).","links":["tenet","faith","offensive_war_opinion","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/at_peace_opinion"},{"key":"attraction","name":"Attraction","aliases":["Attracted"],"parent":null,"children":[],"description":"Attraction is a type of Opinion that only affects characters whose Sexual Orientation matches your gender.\n\nFor example, a Homosexual man would experience this Opinion towards other men, an Asexual character would not experience it towards anyone, and a Heterosexual woman would experience it towards men.\n\nThis type of Opinion stops having an effect for women above 50 years of age, and for men above 65 years of age.","links":["opinion","sexuality","homosexual","asexual","heterosexual"],"dlc":null,"page":"https://ck3db.com/concepts/attraction"},{"key":"attrition","name":"Attrition","aliases":[],"parent":null,"children":[],"description":"Armies can suffer from Attrition, which is when Soldiers are lost due to desertion, disease or starvation.\n\nAttrition occurs when an Army is out of Supplies, besieging a Fortified Holding, or moving from one hostile County into another if the target location doesn't border a County already under control.","links":["army","soldiers","supply","fortified_holding","county"],"dlc":null,"page":"https://ck3db.com/concepts/attrition"},{"key":"autonomous_vassals_crown_authority","name":"Autonomous Vassals Crown Authority","aliases":["Autonomous Vassals"],"parent":"crown_authority","children":[],"description":"'Autonomous Vassals' is the lowest level of Crown Authority. At this level, Vassals have no Opinion penalty toward their Liege, and the liege only has basic power over them.","links":["crown_authority","vassal","opinion","liege"],"dlc":null,"page":"https://ck3db.com/concepts/autonomous_vassals_crown_authority"},{"key":"available_spouse","name":"Available Spouse","aliases":[],"parent":"spouse","children":[],"description":"In order to serve on a ruler's Council, a Spouse must be available to carry out the responsibilities of that role.\n\nVarious circumstances can prevent a Spouse from fulfilling these responsibilities, but several of the most common ones include:\n\n• Being the Ruler of their own Realm\n\n• Residing in another Ruler's Court\n\n• Being Imprisoned, either at home or abroad\n\n• Having the Incapable Trait\n\nIf an unavailable Spouse becomes available again, they will automatically resume their duties on the Council.\n\nSpouses who are Rulers in their own right can still serve on the Council if they are your Direct Vassals, but otherwise will never be considered available.","links":["council","spouse","ruler","realm","court","prison","trait","direct_vassal"],"dlc":null,"page":"https://ck3db.com/concepts/available_spouse"},{"key":"banishment","name":"Banishment","aliases":["Banish","Banished"],"parent":null,"children":[],"description":"Imprisoned Characters can be Banished from the Realm, which is arguably the harshest form of punishment. Banished Landed Rulers are deposed, while Banished Courtiers have their assets seized.\n\nBanishment without a reason (e.g. some severe Crime) is considered extremely Tyrannical.","links":["prison","realm","landed","courtier","crime","tyranny"],"dlc":null,"page":"https://ck3db.com/concepts/banishment"},{"key":"banish_reason","name":"Banishment Reason","aliases":["Banishment Reasons"],"parent":null,"children":[],"description":"A Banishment Reason gives a Liege the opportunity to freely Banish any subject they have in their Dungeon. They are most often gained from the subject being a Criminal.","links":["liege","banishment","dungeon","crime"],"dlc":null,"page":"https://ck3db.com/concepts/banish_reason"},{"key":"wedding_banquet","name":"Banquet","aliases":[],"parent":"grand_activity","children":[],"description":"The Activity Phase in a Grand Wedding in which food and drinks are offered, and the guests enjoy the entertainment and mingle.","links":["activity_phase"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/wedding_banquet"},{"key":"bargain_fealty","name":"Bargain Fealty","aliases":["Bargained Fealty"],"parent":null,"children":[],"description":"This special Interaction is available to Involved Rulers who are in a defensive War.\n\nThe War Leader asks a neighboring higher-Rank Ruler to join their war in exchange for becoming their Vassal.","links":["interaction","struggle_involved","ruler","war","war_leaders","title_rank","vassal"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/bargain_fealty"},{"key":"baron","name":"Baron","aliases":["Barons"],"parent":"rank","children":[],"description":"A Baron is a Ruler whose Primary Title is a Barony.\n\nTheir Rank is the lowest possible, directly below Counts. As such, they cannot have Vassals and any non-Baron can be their Liege.","links":["ruler","primary_title","barony","title_rank","count","vassal","liege"],"dlc":null,"page":"https://ck3db.com/concepts/baron"},{"key":"barony","name":"Barony","aliases":["Baronies"],"parent":"title","children":[],"description":"A Barony is a Title of the lowest Tier.\n\nBaronies have the smallest footprint on the map, organized into larger Counties.\n\nBarony Titles must always have a Holder if they contain a Holding.","links":["title","title_tier","county","holder","holding"],"dlc":null,"page":"https://ck3db.com/concepts/barony"},{"key":"barter","name":"Barter","aliases":["Bartering","Bartered","Barters"],"parent":null,"children":["barterer","barter_goods"],"description":"Wanua Rulers can raise Barterers to gain Gold through peaceful means. Bartering works similarly to Raiding, with some key differences — it is not a Hostile action, and you need Barter Goods.\n\nYou need 2 Barter Goods to gain 1 Loot from a Holding. If you have too little, nothing will happen.\n\nBartering is a friendly action, and the targeted holding will gain Recently Bartered upon completion. Unlike Raiding, you can freely Barter in the lands of your Tributaries and Suzerain.","links":["ruler","barterer","gold","raid","hostile_army","barter_goods","loot","holding","tributary","suzerain"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/barter"},{"key":"barter_goods","name":"Barter Goods","aliases":[],"parent":"barter","children":[],"description":"Barter Goods — which represents various types of island wares such as dried fish or rattan crafts — are used to Barter and upkeep Armies by Wanua Rulers.\n\nBarter Goods are produced by the Tribal Hold and other Buildings.","links":["barter","army","ruler","building"],"dlc":null,"page":"https://ck3db.com/concepts/barter_goods"},{"key":"barterer","name":"Barterer","aliases":["Barterers"],"parent":"barter","children":[],"description":"Wanua Rulers can Barter by raising their Armies as Barterers. They work similarly to Raiders, except that they will not be Hostile to the Holder of the targeted Holding.\n\nRaiding Armies of other Rulers can fight Barterers and steal their Loot.","links":["ruler","barter","army","raid","hostile_army","holder","holding","loot"],"dlc":null,"page":"https://ck3db.com/concepts/barterer"},{"key":"modifier_base_contribution","name":"Base Contribution","aliases":["Base Contributes","Base Contributions"],"parent":null,"children":[],"description":"A Modifier may change the Base Contribution of your Vassals Obligations. This is not the same as Contribution.\n\nIf you have a Vassal that has a total Income of 10 Gold and pays you 1 Gold per month, and you gain a Modifier that increases Base Contribution by 10%, then the Vassal instead pays you 2 Gold.","links":["modifier","vassal","vassal_obligations","modifier_contribution","income","gold"],"dlc":null,"page":"https://ck3db.com/concepts/modifier_base_contribution"},{"key":"dynasty_prestige_level_0","name":"Base Origins","aliases":[],"parent":null,"children":[],"description":"Base Origins","links":[],"dlc":null,"page":null},{"key":"bastard","name":"Bastard","aliases":["Bastards","Bastardy"],"parent":null,"children":["legitimized_bastard"],"description":"Bastards are illegitimate children born out of wedlock. As such, they are barred from inheriting Titles. However, their parents can legitimize their child with the approval of their House Head.\n\nWhich House a bastard belongs to is determined by the Doctrines of their parents' Faiths when they are born.\n\nIf Bastards are granted Titles or have children of their own, they will found a new Dynasty.","links":["title","legitimized_bastard","house_head","house","doctrines","faith","dynasty"],"dlc":null,"page":"https://ck3db.com/concepts/bastard"},{"key":"battle","name":"Battle","aliases":["Battles"],"parent":null,"children":[],"description":"Battles start when two opposing Armies enter the same Barony.\n\nAt the start of a Battle, one side usually starts with Advantage dependent on factors like Terrain, Commander and Commander Traits.\n\nArmies take Casualties based on the amount of Damage sustained. The Battle enters its Aftermath when no Soldiers remain for one side.\n\nThe winner of a Battle is awarded War Score dependent on the magnitude of the victory.","links":["army","barony","battle_advantage","terrain","army_commander","commander_trait","casualty","damage","aftermath","soldiers","war_score"],"dlc":null,"page":"https://ck3db.com/concepts/battle"},{"key":"battle_advantage","name":"Battle Advantage","aliases":["Advantage"],"parent":null,"children":[],"description":"Battle Advantage makes one side in Battle do more damage. The higher the Advantage, the more damage the Soldiers will do.\n\nBattles often start with one side having a higher Advantage based on Terrain and the Martial Skill and Commander Traits of the Commander. Either side may then gain additional Advantage from Commander Rolls.","links":["battle","soldiers","terrain","martial_skill","commander_trait","army_commander","combat_roll"],"dlc":null,"page":"https://ck3db.com/concepts/battle_advantage"},{"key":"combat_phase","name":"Battle Phase","aliases":[],"parent":null,"children":[],"description":"A Battle Phase is one part of a Battle. Battles have three distinct phases; Maneuver, Main Phase, and Aftermath.","links":["battle","maneuver","main_phase","aftermath"],"dlc":null,"page":"https://ck3db.com/concepts/combat_phase"},{"key":"combat_roll","name":"Battle Roll","aliases":["Roll","Rolls","Advantage Roll","Advantage Rolls"],"parent":null,"children":[],"description":"Advantage Rolls are made by each Commander during Battle. These are done on a scale from 0-10 and are completely random, but can have a decisive effect on the outcome of the Battle.","links":["battle_advantage","army_commander","battle"],"dlc":null,"page":"https://ck3db.com/concepts/combat_roll"},{"key":"ep3_become_landless_adventurer_decision","name":"Become Adventurer Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision unlocked by certain Traditions which allows a Ruler of a small Realm to voluntarily leave and become an Adventurer","links":["decision","culture_tradition","ruler","realm","adventurer"],"dlc":null,"page":"https://ck3db.com/concepts/ep3_become_landless_adventurer_decision"},{"key":"beneficiary","name":"Beneficiary","aliases":["Beneficiaries"],"parent":null,"children":[],"description":"Every participant in a Great Holy War can select a Beneficiary from their Dynasty. Upon victory, the Beneficiary will receive lands in the targeted realm proportional to the War Contribution of their patron ruler.\n\nThe largest contributor can force their Beneficiary to receive the main title being fought over.","links":["great_holy_war","dynasty","war_contribution"],"dlc":null,"page":"https://ck3db.com/concepts/beneficiary"},{"key":"ecclesiastic_grant_claim_interaction","name":"Beseech Claim","aliases":[],"parent":null,"children":[],"description":"An Interaction which provides a Claim to a Title belonging to another Ruler. Requires the acceptance of a relevant Ecclesiastical or Theocratic Character.","links":["interaction","title_claim","title","ruler","ecclesiastical","theocracy","character"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastic_grant_claim_interaction"},{"key":"best_friend","name":"Best Friend","aliases":["Best Friends","Best Friend's","Best Friends'"],"parent":"relation","children":[],"description":"A Best Friend is a Special Relation indicating lifelong dedication and support. It is a stronger Special Relation than a Friend. A Character can only have one Best Friend.","links":["friend","character"],"dlc":null,"page":"https://ck3db.com/concepts/best_friend"},{"key":"bestow_royal_favor","name":"Bestow Royal Favor","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Chancellor, which increases the opinion a chosen Vassals in the Realm has towards their Liege.","links":["councillor_task","chancellor","vassal","realm","liege"],"dlc":null,"page":"https://ck3db.com/concepts/bestow_royal_favor"},{"key":"betrothal","name":"Betrothal","aliases":["Betrothed","Betrothals"],"parent":null,"children":[],"description":"A Betrothal is a promise of a future Marriage. It can be made when either party is not yet an Adult, or when a Grand Wedding is Promised.\n\nBetrothals can grant Alliances just like Marriages. Regular Betrothals can last as long as needed and be easily broken. They can be converted into a proper Marriage upon adulthood, while Grand Wedding Betrothals are converted into a Marriage by completing a Grand Wedding.","links":["marriage","adult","grand_wedding_promise","alliance"],"dlc":null,"page":"https://ck3db.com/concepts/betrothal"},{"key":"bisexual","name":"Bisexual","aliases":[],"parent":"sexuality","children":[],"description":"In Crusader Kings III, this character is attracted to characters of either the same or opposite gender.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/bisexual"},{"key":"bishop","name":"Bishop","aliases":["Bishops","Bishop's","Bishops'"],"parent":"faith","children":[],"description":"A Bishop belongs to the Clergy of a Christian Faith, and holds or leases Temple Holdings.\n\nA Bishop resides within an Archdiocese and answers to the Archbishop there as Religious Superior. An unlanded Bishop with Leased titles serves under a secular Liege; a Bishop with unleased Landed Titles may rule as an Ecclesiastical Ruler.","links":["clergy","faith","temple_holding","archdiocese","archbishop","religious_superior","leasing","liege","landed","title","ecclesiastical","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/bishop"},{"key":"blackmail","name":"Blackmail","aliases":["Blackmailed","Blackmailing"],"parent":"hook","children":[],"description":"If you know another Character's Criminal Secret, you may use a Blackmail Character Interaction to potentially gain a Hook on them.\n\nThe strength of this Hook varies with the severity of the Secret, which in turn is often determined by Doctrines.","links":["crime","secret","interaction","hook","doctrines"],"dlc":null,"page":"https://ck3db.com/concepts/blackmail"},{"key":"bloc_cohesion","name":"Bloc Cohesion","aliases":["Cohesion"],"parent":"house_bloc","children":[],"description":"Cohesion measures the unity of a House Bloc, with higher levels granting increasing benefits to members of Bloc Member Houses, based on the Leading House's House Aspiration.\n\nThe main source is House Relations between Bloc Member Houses, which can affect Cohesion positively and negatively. Additionally, the Bloc's overall size or mismatched House Aspirations or Government of members can reduce Cohesion.\n\nMaintaining a level of Bloc Cohesion will bestow various bonuses on Member Houses, based on the Aspiration of the Leading House.\n\nUpon reaching 0 Cohesion a House Bloc will automatically dissolve.","links":["house_bloc","bloc_member_house","leading_house","house_aspiration","house_relation","government"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/bloc_cohesion"},{"key":"bloc_expansion_war","name":"Bloc Expansion War","aliases":["Bloc Expansion"],"parent":"house_bloc","children":[],"description":"A Bloc Expansion War is a special type of War waged by a Bloc member.\n\nIf victorious, the winner may appoint a Ruler to the contested Titles, or retain them for themselves.\n\nAppointing a Ruler in this way will add a Hook on the recipient, add them to the winner's Bloc, and found a new House if the recipient is not a House Head.","links":["war","house_bloc","ruler","title","hook","house","house_head"],"dlc":null,"page":"https://ck3db.com/concepts/bloc_expansion_war"},{"key":"bloc_member_house","name":"Bloc Member House","aliases":["Bloc Member Houses","Bloc House","Bloc Houses","Member House","Member Houses"],"parent":"house_bloc","children":["aligned_bloc_member_house","divergent_bloc_member_house"],"description":"A Bloc Member House is any House that has joined a House Bloc, including its Leading House.","links":["house","house_bloc","leading_house"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/bloc_member_house"},{"key":"bloc_member_ruler","name":"Bloc Member Ruler","aliases":["Bloc Member Rulers","Bloc Ruler","Bloc Rulers"],"parent":"house_bloc","children":[],"description":"A Bloc Member Ruler is a Ruler who is a member of a House Bloc.","links":["ruler","house_bloc"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/bloc_member_ruler"},{"key":"bloc_supremacy_war","name":"Bloc Supremacy War","aliases":["Bloc Supremacy","Supremacy"],"parent":"house_bloc","children":[],"description":"A Bloc Supremacy War is a special type of War waged between the Leading Houses of two Sōryō House Blocs.\n\nUnlike other Wars, all members of both Blocs will join.\n\nThe victorious Bloc will gain Cohesion, while the losing Bloc will lose a third of its Cohesion.\n\nIn addition, any Sōryō Member Houses of the losing Bloc whose House Head is not Loyal, Hooked by, a sub-Vassal of, an Ally of, Friends with, or Terrified of the losing Leading House's House Head, will join the victorious Bloc.","links":["war","leading_house","soryo_government","house_bloc","bloc_cohesion","bloc_member_house","house_head","hook","vassal","alliance","friend","cowed"],"dlc":null,"page":"https://ck3db.com/concepts/bloc_supremacy_war"},{"key":"blood_brother","name":"Blood Brother","aliases":["Blood Brothers","Blood Brotherhood","Best Friend's","Best Friends'"],"parent":"relation","children":[],"description":"A Blood Brother is a special form of Friend and Ally. Characters may only have one Blood Brother: this Blood Brother becomes a symbolic member of their family (and, thus, must not already be Family). If a Blood Brother's call to War is refused, the Special Relation will break and the two will become Rivals.\n\nBlood Brothers, their Children, and their Primary Spouses have increased mutual Opinion and may negotiate Alliances with one another.\n\nBlood Brotherhood is available through Nomadic Government, the Way of the Nomad Trait, or via Tradition.","links":["friend","alliance","character","family","war","relation","rival","child","opinion","nomadic","trait","culture_tradition"],"dlc":null,"page":"https://ck3db.com/concepts/blood_brother"},{"key":"board_game_type","name":"Board Game Type","aliases":["Board Game Types","counter","counters"],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nAvailable games are:\n\n• Chess\n\n• Pachisi\n\n• Hnefatafl\n\n• Tabula\n\n• Go\n\n• Fidchell","links":["board_game_type_chess","board_game_type_pachisi","board_game_type_hnefatafl","board_game_type_tabula","board_game_type_go","board_game_type_fidchell"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type"},{"key":"border_raid","name":"Border Raid","aliases":["Border Raiding","Border Raids"],"parent":null,"children":[],"description":"This is a special type of War available between Involved Rulers of the Iberian Struggle where the attacker aims to Siege a specific enemy County bordering their Realm.\n\nThe War Leader gains Gold for capturing the War Target, which will lose Development and Control. Buildings may also be destroyed, yielding more Gold, the chance increasing with Development and Siege Army size.\n\nWar Score will be gained rapidly by the attacker upon Occupying the War Target.","links":["war","struggle_involved","ruler","struggle","siege","county","realm","war_leaders","gold","war_target","county_development","county_control","building","army","war_score","occupation"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/border_raid"},{"key":"diarch_power","name":"Borrowed Power","aliases":["Borrowed Powers","Power","Powers","Borrowed Power's","Borrowed Powers'","Power's","Powers'"],"parent":"diarchy","children":[],"description":"A Diarch in an active Power Sharing has access to special Borrowed Powers.\n\nThese are special Character Interactions that mimic those their Liege have, or are other abuses of power. Examples include Revoking Titles from fellow Vassals, or siphoning away Gold from their Liege.\n\nMany Borrowed Powers give the Liege an opportunity to Veto them.","links":["diarch","diarchy","interaction","liege","revoke","title","vassal","gold","regency_veto"],"dlc":null,"page":"https://ck3db.com/concepts/diarch_power"},{"key":"breeding","name":"Breeding","aliases":["Bred","Breed"],"parent":null,"children":[],"description":"By arranging Marriages between characters with good Congenital Traits, it is possible to breed children with the same Traits. Lucky offspring might even get a reinforced version of such Traits.\n\nHowever, the same is true of bad Congenital Traits like Ugly.\n\nIt might be tempting to arrange marriages between closely related characters in order to produce better Traits in your children, but this also carries the risk of Inbreeding defects.","links":["marriage","congenital","trait","inbreeding"],"dlc":null,"page":"https://ck3db.com/concepts/breeding"},{"key":"treasury_budget_base_rate","name":"Budget Base Rate","aliases":["Base Rate"],"parent":"treasury_budgeting","children":[],"description":"The amount a standard recipient of a Budget Category receives. Recipients may receive more or less than the base rate depending on their Rank, Merit Rank, or other modifiers.","links":["treasury_budget_category","title_rank","merit_level"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budget_base_rate"},{"key":"treasury_budget_capacity","name":"Budget Capacity","aliases":[],"parent":"treasury_budgeting","children":[],"description":"The monthly amount of Treasury available for Treasury Budgeting. Consists of the treasury income minus any regular expenses that are not managed by budgeting, such as Vassal Development and Court Amenities.","links":["treasury","treasury_budgeting","treasury_vassal_development","court_amenities"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budget_capacity"},{"key":"treasury_budget_category","name":"Budget Category","aliases":[],"parent":"treasury_budgeting","children":["treasury_cardinal_budget","treasury_ministry_budget","treasury_salary_budget","treasury_military_budget"],"description":"One distinct part of Treasury Budgeting that can receive budget allocation. Each budget category can have different recipients, and might pay out in Gold instead of Treasury.","links":["treasury_budgeting","gold","treasury"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budget_category"},{"key":"treasury_budget_category_trend","name":"Budget Category Trend","aliases":["Trend"],"parent":"treasury_budgeting","children":[],"description":"The difference in Treasury that a Budget Category will receive compared to the previous budget enactment.","links":["treasury","treasury_budget_category"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budget_category_trend"},{"key":"build_holy_pilgrim_roads_decision","name":"Build Pilgrim Roads","aliases":[],"parent":null,"children":[],"description":"A Decision where you build roads to make life easier for pilgrims.","links":["decision"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/build_holy_pilgrim_roads_decision"},{"key":"ai_economical_boom_personality","name":"Builder","aliases":[],"parent":"economical_archetype","children":[],"description":"A Builder wants to invest all of their Gold into the Realm. They will empty their treasury to fund Buildings and Men-at-Arms, and often construct more Economic Buildings and Holdings. They only save up gold if directly threatened, such as by a strong Faction.\n\nBuilder rulers are slightly less likely to create and promote Legends.\n\nBold Rulers with a propensity for building and no particular inclination for War tend to be Builders.\n\nCommon Traits include Calm, Patient, Diligent, Generous, Stubborn, and Profligate. Rulers with the Domain Focus also tend to be Builders.","links":["gold","realm","building","men_at_arms","economic_building","holding","faction","legend","war"],"dlc":null,"page":"https://ck3db.com/concepts/ai_economical_boom_personality"},{"key":"building","name":"Building","aliases":["Buildings"],"parent":null,"children":["duchy_building","special_building","great_building","economic_building","military_building","fortification_building","pious_building"],"description":"Buildings are improvements that can be constructed in Holdings.\n\nMany types of Buildings can only be constructed in specific Baronies or in certain Terrain.\n\nEach holding has a limited amount of Building slots, so a holding cannot contain all Building types. County Capitals have access to an additional Building slot.\n\nDuchy Buildings and Special Buildings use their own slots.","links":["holding","barony","terrain","county_capital","duchy_building","special_building"],"dlc":null,"page":"https://ck3db.com/concepts/building"},{"key":"bully","name":"Bully","aliases":["Bullies","Bully's","Bullies'"],"parent":"relation","children":[],"description":"A Bully is a cruel Child who picks on another Child (their Victim), for fun, profit, or just boredom. Upon reaching Adulthood, a Bully may become a Rival, or they may grow out of their childish hate.","links":["child","victim","adult","rival"],"dlc":null,"page":"https://ck3db.com/concepts/bully"},{"key":"government_bureaucratic_type","name":"Bureaucratic","aliases":["Bureaucratic Government"],"parent":null,"children":[],"description":"Some Governments are Bureaucratic, which means they are highly centralized and typically rely on Governors, Appointment, and landless Noble Families to manage Provinces within the Realm.\n\nOther common features include Domiciles, Influence, and Title Men-at-Arms.\n\nThere are several Bureaucratic Governments:\n\n• Administrative\n\n• Celestial\n\n• Meritocratic\n\n• Ritsuryō\n\n• Meritocratic Khanate","links":["government","governor","appointment_succession_law","noble_family","province","realm","domicile","influence","title_men_at_arms"],"dlc":null,"page":"https://ck3db.com/concepts/government_bureaucratic_type"},{"key":"buy_artifact_claim","name":"Buy Artifact Claim","aliases":["Buy Artifact Claim Interaction"],"parent":"interaction","children":[],"description":"An Interaction that allows a character to buy Personal Artifact Claims in exchange for Piety or Prestige.","links":["personal_artifact_claim","piety","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/buy_artifact_claim"},{"key":"buy_claim","name":"Buy Claim","aliases":["Buy Claim Interaction"],"parent":"interaction","children":[],"description":"An Interaction that allows a character to buy Unpressed Claims in exchange for Piety.\n\n• A Vassal may not buy a claim on any Liege's Title, and a Liege may not buy a claim on any Vassal's Title\n\n• A King or Emperor may not buy claims on Kingdom Titles, and Emperors may not buy claims on other Empires\n\n• No one may buy a claim on their Head of Faith","links":["unpressed_claim","piety","vassal","liege","title","king","emperor","head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/buy_claim"},{"key":"cadet_branching","name":"Cadet Branching","aliases":["Cadet Branch","Cadet Branches"],"parent":null,"children":[],"description":"Dynasties always have a founding House, but in order to become House Heads themselves, House members can choose to create their own new House — a Cadet Branch.\n\nMembers of such offshoot Houses are free to do the same, eventually leading to a tree of Houses within the larger Dynasty.","links":["dynasty","house","house_head"],"dlc":null,"page":"https://ck3db.com/concepts/cadet_branching"},{"key":"camel_cavalry","name":"Camel Cavalry","aliases":[],"parent":"men_at_arms","children":[],"description":"Camel Cavalry are mounted Men-at-Arms that, similar to Light Cavalry, excel at scouting and pursuing the enemy.\n\nThey generally Counter Light Cavalry and are in turn Countered by Spearmen.\n\nCamel Cavalry are often strong in Desert and Dryland Terrain.","links":["men_at_arms","light_cavalry","men_at_arms_counter","spearmen","terrain"],"dlc":null,"page":"https://ck3db.com/concepts/camel_cavalry"},{"key":"camp","name":"Camp","aliases":["Camps","Adventurer Camp","Adventurer Camps"],"parent":"domicile","children":["camp_temperament"],"description":"Camps are a portable mess of tents, pack animals, and people. They vary in size from just a small circle to great roving armies.\n\nEach Adventurer has a Camp Domicile which moves across the map with them.\n\nCamp Upgrades may be built here, which provide powerful bonuses to the Adventurer in lieu of Counties of their own. Followers, like their Family and Knights, travel with the Camp, and may be appointed as Officers.\n\nLike Courts, Camps include some nameless Characters not important enough to portray — albeit less of them.\n\nEven when not Traveling between Counties, Camps are generally not static in the Location they're in, and will move around every few nights.","links":["domicile","camp_building","county","follower","family","knight","officer","court","character","travel","location"],"dlc":null,"page":"https://ck3db.com/concepts/camp"},{"key":"camp_purpose","name":"Camp Purpose","aliases":["Camp Purposes","Purpose","Purposes"],"parent":"adventurer","children":[],"description":"Camp Purposes are what passes for law in the free-spirited anarchy of Camps.\n\nThey represent the binding force that motivates the Camp to stay together, whether that be scholarly inclination, sellswording skills, or a burning desire to put a rightful ruler back on their throne.\n\nDifferent Purposes unlock different Camp Upgrades (and in turn unique Officers), lead to different events or event options, and affect which Contracts are spawned.\n\nCamp Purpose also affects the Adventurer's title and the clothing of their Followers.","links":["camp","camp_building","officer","task_contract","follower"],"dlc":null,"page":"https://ck3db.com/concepts/camp_purpose"},{"key":"camp_temperament","name":"Camp Temperament","aliases":[],"parent":"camp","children":[],"description":"Unlike the rigid hierarchy of a Court, Camps are largely informal places where grumbling from important Characters other than the leading Adventurer can matter a great deal.\n\nPlacated Camps are any where the range of Opinions fall between these two extremes. They apply no Modifiers.\n\nThe effects of Camp Temperament scale with an Adventurer's Level of Fame. The more famous the Adventurer, the more dramatic the possible benefits — and drawbacks — of the atmosphere in their Camp.","links":["court","character","adventurer","prestige_level"],"dlc":null,"page":"https://ck3db.com/concepts/camp_temperament"},{"key":"camp_building","name":"Camp Upgrade","aliases":["Camp Upgrades"],"parent":"domicile_building","children":[],"description":"Camp Upgrades are unique improvements to a Camp.\n\nMechanically, they are Domicile Buildings — though many represent social customs or simply areas of focus for the Camp, rather than being literal structures.\n\nThe bonuses they can confer include:\n\n• Unlocking new Officers\n\n• Powerful Skill buffs for Followers\n\n• Boosting the strength of Men-at-Arms\n\n• Unlocking actions that Landed Rulers take for granted.\n\nWhen an Adventurer becomes Landed, their Camp Upgrades are liquidated and a portion refunded as Gold.","links":["camp","domicile_building","officer","skills","follower","men_at_arms","landed","ruler","adventurer","gold"],"dlc":null,"page":"https://ck3db.com/concepts/camp_building"},{"key":"merit_pool","name":"Candidate List","aliases":["Candidate Lists","Candidate List's"],"parent":null,"children":[],"description":"A Candidate List contains all potential Characters who are eligible to gain Titles with certain types of Appointment.\n\nCandidates are sorted based on their Candidate Score. Some Appointment Succession Laws use Merit, which will sort the candidates by their Merit Rank first and Candidate Score second.\n\nWhen the Holder of a Title with Appointment dies, the Title will pass to the highest ranking character in the list. If the character holds a Title already, the Title must have higher a higher Prominence, otherwise it will pass to the next character.","links":["character","title","appointment_succession_law","candidate_score","merit","merit_level","holder","appointment_prominence"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/merit_pool"},{"key":"candidate_score","name":"Candidate Score","aliases":["Candidate Scores"],"parent":"administrative","children":["investment_cap"],"description":"Characters in the Line of Succession for a Title with Theocracy or Bureaucratic Government have a Candidate Score.\n\nThis score dictates who will receive the title(s) upon Succession and can be changed through various means from Scheming to spending Influence.","links":["character","line_of_succession","title","theocracy","government_bureaucratic_type","succession","scheme","influence"],"dlc":null,"page":"https://ck3db.com/concepts/candidate_score"},{"key":"canonized","name":"Canonized","aliases":["Canonization","Sainthood"],"parent":null,"children":[],"description":"A Character who has, after death, been declared a saint or another faith's equivalent, such as a Wali or a venerated ancestor, gaining the Venerated Ancestor Trait.\n\nA virtuous life may end in Canonization: it is petitioned through a Decision, may require the blessing of the Head of Faith, and is sealed by consecrating the saint's burial site. Their resting place thereafter draws pious travelers, and their remains may yield Holy Relics.","links":["character","trait","decision","head_of_faith","holy_relic"],"dlc":null,"page":"https://ck3db.com/concepts/canonized"},{"key":"capital_duchy","name":"Capital Duchy","aliases":[],"parent":null,"children":[],"description":"The Capital Duchy Modifier increases the amount of Levies you get out of all Holdings you hold within the same De Jure Duchy as your Capital. It also gives a bonus to all Stationed Men-at-Arms. For this modifier to be active, you need to personally hold the associated Duchy.\n\nThis modifier does not stack with Realm Capital bonus.","links":["levies","holding","de_jure","duchy","realm_capital","stationed_regiment","men_at_arms"],"dlc":null,"page":"https://ck3db.com/concepts/capital_duchy"},{"key":"cardinal","name":"Cardinal","aliases":["Cardinals","Cardinal's","Cardinals'","Cardinalate","Cardinalates"],"parent":"rank","children":["college_of_cardinals"],"description":"A Clergy member selected by the Pope to help further exert the will of The Christian Church. All members of the College of Cardinals are both candidates and electors for the Papacy and have a Papabile Score.","links":["clergy","the_christian_church","college_of_cardinals","papabile_score"],"dlc":null,"page":"https://ck3db.com/concepts/cardinal"},{"key":"treasury_cardinal_budget","name":"Cardinal Budget","aliases":["Cardinal","Cardinal Benefices"],"parent":"treasury_budget_category","children":[],"description":"Treasury allocated to Cardinals from the central church treasury, representing direct and indirect benefices assigned to them.","links":["cardinal"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_cardinal_budget"},{"key":"castle_holding","name":"Castle Holding","aliases":["Castle","Castles","Castle Holdings"],"parent":"holding_type","children":[],"description":"Castles are the most heavily fortified Holding Type and the standard type for Feudal, Clan and Tribal Rulers, as well as Holy Orders. They tend to provide more Levies than Taxes.","links":["holding_type","feudal","clan","tribal","ruler","holy_order","levies","taxes"],"dlc":null,"page":"https://ck3db.com/concepts/castle_holding"},{"key":"casualty","name":"Casualty","aliases":["Casualties"],"parent":null,"children":[],"description":"Armies will sustain a certain amount of Casualties during a Battle dependent on the amount of Damage taken.\n\nWhen Soldiers are removed from a Battle, they will be considered to be either Routed Casualties or Fatal Casualties.","links":["army","battle","damage","soldiers","routed_soldiers","dead_soldiers"],"dlc":null,"page":"https://ck3db.com/concepts/casualty"},{"key":"casus_belli","name":"Casus Belli","aliases":["Casus Bellis"],"parent":null,"children":["mongol_invasion_casus_belli","hungarian_invasion_casus_belli","imperial_expedition_cb","ducal_conquest_casus_belli","vassalize_casus_belli","fp3_install_loyalist_cb","fp3_unify_house_cb","fp3_free_house_member_cb","ep3_laamp_adventurer_invasion_war","pax_romana_invasion_casus_belli","seize_peripheral_duchy","dissolve_empire_casus_belli","pam_challenge_hof_cb","pam_antiking_cb"],"description":"A Casus Belli ('Cause for War') required to declare War on another Ruler.\n\nThe Casus Belli specifies what the War is about, usually a specific territory — the War Target. It is not possible to gain anything more than the Casus Belli allows, regardless of how soundly the enemy is defeated.\n\nOne of the most important Casus Bellis are Claims, whether they come from Succession or the Fabricate Claim on County Task.","links":["war","ruler","war_target","title_claim","succession","fabricate_claim"],"dlc":null,"page":"https://ck3db.com/concepts/casus_belli"},{"key":"ai_cautious_personality","name":"Cautious","aliases":[],"parent":"economical_archetype","children":[],"description":"A Cautious Ruler wants to be prepared for War to be declared upon them. They are somewhat averse to declaring offensive Wars, instead preferring a slow buildup. They keep a buffer of Gold to help defend themselves, and invest into Buildings and Men-at-Arms to help them feel safe.\n\nCautious rulers are less likely to create and promote Legends.\n\nReserved and careful Rulers tend to be Cautious.\n\nCommon Traits include Patient, Calm, Craven, Paranoid, and Content. They will never be Fickle.","links":["ruler","war","gold","building","men_at_arms","legend"],"dlc":null,"page":"https://ck3db.com/concepts/ai_cautious_personality"},{"key":"promote_other_culture_development_decision","name":"Celebrate Other Cultures Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision that enables you to improve Development, Control, Building costs, and defensive Advantage in Counties from different Cultures with a Cultural Acceptance of 75% or more.\n\nTaking the Decision will also increase your Prestige Prestige and Levies.\n\nAll Counties in the Realm are affected. The Gold cost scales with the number of affected Counties.","links":["decision","county_development","county_control","building","battle_advantage","county","culture","cultural_acceptance","prestige","levies","realm","gold"],"dlc":null,"page":"https://ck3db.com/concepts/promote_other_culture_development_decision"},{"key":"celestial_bureaucracy","name":"Celestial Bureaucracy","aliases":[],"parent":"government_authority","children":[],"description":"Celestial Bureaucracy represents a Celestial Realm's level of centralization and the general power that the Ruler wields over their Vassals.\n\nOnly the Top Liege can change Celestial Bureaucracy. Celestial Vassals use the same level as their Liege.\n\nThere are four levels of Celestial Bureaucracy:\n\n• Autonomous Provinces\n\n• Limited Civil Service\n\n• Centralized Ministries\n\n• Divine Mandate\n\nIncreasing Celestial Bureaucracy costs an amount of Prestige depending on Realm Size and the ruler's Learning Skill.","links":["celestial_government","realm","ruler","vassal","top_liege","prestige","realm_size","learning_skill"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/celestial_bureaucracy"},{"key":"celestial_government","name":"Celestial Government","aliases":["Celestial","Celestials"],"parent":null,"children":[],"description":"Celestial is a Bureaucratic Government Form in which the Liege appoints characters as Governors, of which there are two types, Civilian and Military.\n\nCharacters have access to Influence, Noble Families, Family Mansions, and Treasury.\n\nIndependent Rulers have Legitimacy, while Vassals focus on obtaining Merit.","links":["government_bureaucratic_type","government","liege","governor","civilian_governor","military_governor","influence","noble_family","east_asian_estate","treasury","ruler","legitimacy","vassal","merit"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/celestial_government"},{"key":"ceremonial_claimant_faction","name":"Ceremonial Claimant Faction","aliases":["Ceremonial Claimant Factions"],"parent":"faction","children":[],"description":"The Claimant Faction seeks to install a particular Claimant as Ceremonial Monarch. If successful, the incumbent Ceremonial Liege will have to relinquish their Title to the Claimant. All Faction members will gain a Hook on the Claimant.","links":["claimant","ceremonial_liege","title","faction","hook"],"dlc":null,"page":"https://ck3db.com/concepts/ceremonial_claimant_faction"},{"key":"ceremonial_house","name":"Ceremonial House","aliases":[],"parent":"ceremonial_liege","children":[],"description":"The Ceremonial House refers to the House of the Ceremonial Monarch of a Realm.","links":["house","ceremonial_liege","realm"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/ceremonial_house"},{"key":"ceremonial_liege","name":"Ceremonial Monarch","aliases":["Ceremonial Monarch's"],"parent":null,"children":["ceremonial_house","japanese_emperor"],"description":"In certain Realms (such as Japan) a powerful bureaucrat or commander may have taken true power as a Ruling Regent, leaving a nominally reigning Ceremonial Monarch as a mere figurehead and Vassal in practice. All members of a Ceremonial Monarch's House are considered part of the Ceremonial House.\n\nDespite not ruling directly, the Ceremonial House is the most esteemed bloodline in a realm, and other Houses will gain more Prestige for marriages with them, with such connections strongly influencing the succession of the Ruling Regent.\n\nThe Ceremonial Monarch may take back true power if they somehow regain the Primary Title of the realm, such as by Faction demand or competing for the Ruling Regent Title using Influence.","links":["realm","ceremonial_regent","vassal","house","ceremonial_house","prestige","primary_title","faction","title","influence"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/ceremonial_liege"},{"key":"wedding_ceremony","name":"Ceremony","aliases":[],"parent":"grand_activity","children":[],"description":"The Activity Phase in a Grand Wedding in which the Spouses exchange vows and get Married.","links":["activity_phase","spouse","marriage"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/wedding_ceremony"},{"key":"pam_challenge_hof_cb","name":"Challenge Head of Faith","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli used by a Challenger Head of Faith or their sponsor against the legitimate Head of Faith of their Faith. Victory installs the Challenger Head of Faith as Head of Faith and makes their Rite the Mainline Rite. A sponsor who wins the war and outranks their Challenger Head of Faith also takes them as a Vassal.","links":["casus_belli","challenger_hof","head_of_faith","faith","rite","mainline_rite","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/pam_challenge_hof_cb"},{"key":"challenger_hof","name":"Challenger Head of Faith","aliases":["Antipope"],"parent":"head_of_faith","children":[],"description":"A Challenger Head of Faith is a rival Head of Faith raised against the Mainline Rite Head of Faith.\n\nA Ruler may sponsor a member of their Clergy as Challenger Head of Faith. A Clergy Ruler or a ruler from a Faith with a Temporal Head of Faith may declare themselves as a Challenger instead.\n\nA sponsored Challenger Head of Faith takes up their sponsor's Rite, becomes that sponsor's Clerical Ruler Puppet and owes them a Weak Hook.\n\nThe Mainline Rite Head of Faith cannot Excommunicate anyone who follows a Challenger Head of Faith: the sponsor and their Vassals.\n\nEveryone following a Challenger Head of Faith brings their clerical requests to them instead of to the Mainline Rite Head of Faith, among them these Interactions:\n\n• Seek Antipope's Indulgence\n\n• Petition Antipope for Gold\n\nA Challenger Head of Faith or their sponsor may use the Challenge Head of Faith Casus Belli against the legitimate Head of Faith.\n\nRival Kings or above of the same Faith may instead use the Depose Antipope against a sponsor, deposing the rival claimant.","links":["head_of_faith","mainline_rite","ruler","clergy","faith","rite","external_clerical_puppet","weak_hook","excommunication","vassal","interaction","petition_antipope_indulgences_interaction","petition_antipope_gold_interaction","pam_challenge_hof_cb","casus_belli","king","pam_antiking_cb"],"dlc":null,"page":"https://ck3db.com/concepts/challenger_hof"},{"key":"infection_chance","name":"Chance of Infection","aliases":["Chance of Infection"],"parent":"epidemic","children":[],"description":"Your Chance of Infection determines how likely you are to contract Diseases from an ongoing Plague.","links":["illness","epidemic"],"dlc":null,"page":"https://ck3db.com/concepts/infection_chance"},{"key":"chancellor","name":"Chancellor","aliases":["Chancellors"],"parent":"councillor","children":[],"description":"The Chancellor is the Councillor in charge of diplomatic efforts, both inside and outside the Realm.","links":["councillor","realm"],"dlc":null,"page":"https://ck3db.com/concepts/chancellor"},{"key":"dynastic_cycle_era_type_chaotic","name":"Chaotic Era","aliases":[],"parent":"dynastic_cycle","children":[],"description":"Chaotic Era Types present times when the Empire is shattered, and the Mandate of Heaven is lost - potentially to be regained by those worthy.\n\nThere is only one Chaotic Era: Division","links":["dynastic_cycle_era_type","mandate_of_heaven"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/dynastic_cycle_era_type_chaotic"},{"key":"the_christian_church_chapter_type","name":"Chapter Type","aliases":["Chapter Types"],"parent":"the_christian_church","children":["the_christian_church_unstable","the_christian_church_crisis","the_christian_church_zeal","the_christian_church_stability"],"description":"There are four Chapter Types in The Christian Church, they categorize The Christian Church Chapters.\n\nChapter Types: Instability, Crisis, Zeal, and Stability","links":["the_christian_church","situation_the_christian_church_phase","the_christian_church_unstable","the_christian_church_crisis","the_christian_church_zeal","the_christian_church_stability"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/the_christian_church_chapter_type"},{"key":"character","name":"Character","aliases":["Characters","Character's","Characters'"],"parent":null,"children":[],"description":"Characters are either Noble or Lowborn, Landed or Unlanded, each with their own set of Skills and Traits, goals and aspirations. They come in the form of Rulers, Courtiers and Guests. As long as they are within Diplomatic Range, they can be interacted with.","links":["noble","commoner","landed","unlanded","skills","trait","ruler","courtier","court_guest","diplomatic_range"],"dlc":null,"page":"https://ck3db.com/concepts/character"},{"key":"character_death","name":"Character Death","aliases":["Dying","Die","Dies","Death","Deaths"],"parent":null,"children":["death_natural_causes","death_religion","death_combat","death_murder"],"description":"Death triggers Succession, which is important for Rulers.\n\nIf a Player Character dies, the player will continue playing as their Player Heir — or be faced with a Game Over, if they have no valid heir.","links":["succession","ruler","player_heir"],"dlc":null,"page":"https://ck3db.com/concepts/character_death"},{"key":"character_modifier","name":"Character Modifier","aliases":["Character Modifiers"],"parent":"modifier","children":[],"description":"Modifiers held by a Character, affecting their personality, Skills, and even Income. Unlike Traits, Character Modifiers tend to represent temporary effects.","links":["modifier","skills","income","trait"],"dlc":null,"page":"https://ck3db.com/concepts/character_modifier"},{"key":"board_game_type_chess","name":"Chess","aliases":[],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nIn Chess:\n\n• Martial counters Learning\n\n• Learning counters Intrigue\n\n• Intrigue counters Martial","links":["martial_skill","learning_skill","intrigue_skill"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type_chess"},{"key":"child","name":"Child","aliases":["Children","Child's"],"parent":null,"children":[],"description":"A Child is a character younger than 16.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/child"},{"key":"child_health","name":"Child Health","aliases":[],"parent":"health","children":[],"description":"Certain Traits, such as Measles, are especially dangerous to Children.\n\nAny penalty to Child Health stacks with regular penalties to Health, even from the same Trait.","links":["trait","child","health"],"dlc":null,"page":"https://ck3db.com/concepts/child_health"},{"key":"childhood_trait","name":"Childhood Trait","aliases":[],"parent":"trait","children":[],"description":"Every child gains a Childhood Trait as they are growing up, such as Rowdy or Charming.\n\nThe gained trait is indicative of which Education Focus would suit them best.","links":["education_focus"],"dlc":null,"page":"https://ck3db.com/concepts/childhood_trait"},{"key":"childrens_examination","name":"Children's Examination","aliases":[],"parent":null,"children":[],"description":"The first level Civil Service Examinations, taken from the age of 6. Parents can send their children to the examination through the Send to Children's Examination Interaction.","links":["imperial_examination","interaction"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/childrens_examination"},{"key":"christendom","name":"Christendom","aliases":[],"parent":null,"children":[],"description":"Christendom encompasses the Realms of all Independent Christian Rulers who are members of The Christian Church Situation.","links":["realm","independent_ruler","christian","ruler","the_christian_church","situation"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/christendom"},{"key":"christian","name":"Christian","aliases":["Christians","Christian's"],"parent":null,"children":[],"description":"An adherent of the Christian Religion.","links":["religion"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/christian"},{"key":"church_authority","name":"Church Authority","aliases":[],"parent":"law","children":[],"description":"Church Authority represents the power that a Theocratic Ruler wields over their Clergy and Vassals.\n\nThere are four levels of Church Authority; Autonomous Clergy, Limited Church Authority, High Church Authority, and Absolute Church Authority. Increasing Church Authority costs an amount of Piety and Prestige depending on the level and the ruler's Learning Skill.\n\nVassals dislike higher levels of Church Authority, and lowering it is the primary goal of Liberty Factions.","links":["theocracy","ruler","clergy","vassal","piety","prestige","learning_skill","liberty_faction"],"dlc":null,"page":"https://ck3db.com/concepts/church_authority"},{"key":"church_centralization","name":"Church Centralization","aliases":["Minimal Centralization","Mild Centralization","Strong Centralization"],"parent":"church_obligations","children":[],"description":"Church Centralization represents to what degree the Church has adopted centralized authority and financial structures. Stronger centralization means more income flows upward in the clerical hierarchy.\n\nThe types are:\n\n• Minimal Centralization: Subordinates pay 5% of their Church Holding income to their Religious Superior\n\n• Mild Centralization: Subordinates pay 10% of their Church Holding income to their Religious Superior\n\n• Strong Centralization: Subordinates pay 20% of their Church Holding income to their Religious Superior, and 1% directly to their Head of Faith","links":["religious_subordinate","church_property","religious_superior","head_of_faith"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/church_centralization"},{"key":"church_property","name":"Church Holdings","aliases":["Church Holding","Church Holdings"],"parent":null,"children":[],"description":"Church Holdings are Temples under the control of a Realm Priest.\n\nIn Faiths with the Lay Clergy Doctrine, there are no Church Holdings and Temples can be directly held by secular Rulers without penalty.","links":["temple_holding","realm_priest","faith","doctrines","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/church_property"},{"key":"church_obligations","name":"Church Obligations","aliases":[],"parent":null,"children":["church_centralization","secular_obligations"],"description":"Church Obligations represent the combined obligations on Church Holding income. These obligations are paid to the Superior, Head of Faith, and/or the local secular Ruler. Example Church Centralization and Secular Obligations.","links":["church_property","religious_superior","head_of_faith","ruler","church_centralization","secular_obligations"],"dlc":null,"page":"https://ck3db.com/concepts/church_obligations"},{"key":"city_holding","name":"City Holding","aliases":["City","Cities","City Holdings"],"parent":"holding_type","children":[],"description":"Cities are the wealthiest Holding Type, favoring Taxes over Levies. They are associated with Republics, and holding them as any of the playable Government Forms will always incur a penalty.","links":["holding_type","taxes","levies","republic","government"],"dlc":null,"page":"https://ck3db.com/concepts/city_holding"},{"key":"imperial_examination","name":"Civil Service Examination","aliases":["Civil Service Examinations","Examination","Examinations"],"parent":"merit","children":["exam_cheat","exam_advantage","exam_score","entrant"],"description":"The Civil Service Examinations hold a key role in the Bureaucratic functions of Celestial and Meritocratic Governments.\n\nThrough the examination system, bureaucrats are appointed by Merit over lineage, ensuring that the brightest scholars, regardless of heritage, may gain Governorship appointments.\n\nThe examination levels are:\n\n• Children's: Parents can have their children take the examination from the age of 6 through the Send to Children's Examination Interaction.\n\n• Provincial: Characters who are not Landed may attempt the second level of Examinations through the Local Examination Activity.\n\n• Metropolitan: Held by the Celestial Government through the Capital Examination activity.\n\n• Palace: The final 10 entrants at the Capital Examination are invited to a feast at the royal palace, to meet and show their worth to the Son of Heaven.","links":["government_bureaucratic_type","government","merit","governor","interaction","landed","activity","son_of_heaven"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/imperial_examination"},{"key":"civil_war","name":"Civil War","aliases":["Civil Wars","Revolt","Revolts","Revolting"],"parent":"war","children":[],"description":"A War where one or more Vassals and/or Counties rise in revolt against their Liege. They are most commonly the result of a Faction whose demands have not been met.\n\nLosing a Civil War often has consequences that are more severe than the original demands of the rebelling faction.","links":["war","vassal","county","liege","faction"],"dlc":null,"page":"https://ck3db.com/concepts/civil_war"},{"key":"civilian_career_path","name":"Civilian Career Path","aliases":["Civilian Career","Civilian"],"parent":null,"children":[],"description":"Rulers who pursue a Civilian Career Path focus on administrative skills over martial cunning. They are appointed to Civilian Circuits and their Merit will grow according to their success in developing the land with Buildings and increasing the Taxes paid to their Liege.","links":["ruler","merit","building","taxes","liege"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/civilian_career_path"},{"key":"civilian_governor","name":"Civilian Governor","aliases":["Civilian Governors","Civilian"],"parent":"governor","children":[],"description":"A Civilian Governor is a Governor with civilian Subject Obligations. Unlike Military Governors, they are unable to field Title Men-at-Arms and focus solely on administrative tasks and to develop the land they govern.\n\nCharacters who pursue a Civilian Career Path can become Civilian Governors.","links":["governor","vassal_obligations","military_governor","title_men_at_arms","character","civilian_career_path"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/civilian_governor"},{"key":"claimant","name":"Claimant","aliases":["Claimants","Claimant's"],"parent":null,"children":[],"description":"A Claimant is a person with one or more Claims to Titles. Ruler Claimants can press these by using the Claim Casus Belli to declare Wars.\n\nThis Casus Belli can also be used to press the Claims of Vassals and even Unlanded characters in your Realm.\n\nClaimants can also lead Factions — even if they do not reside in your Realm.","links":["title_claim","title","ruler","casus_belli","war","vassal","unlanded","realm","faction"],"dlc":null,"page":"https://ck3db.com/concepts/claimant"},{"key":"claimant_faction","name":"Claimant Faction","aliases":["Claimant Factions"],"parent":"faction","children":[],"description":"The Claimant Faction seeks to install a particular Claimant on the throne of a Title held by their Liege. If successful, the Liege will have to relinquish the Title to the Claimant and the Vassal structure will be updated accordingly. All Faction members will gain a Hook on the Claimant.","links":["claimant","title","liege","vassal","faction","hook"],"dlc":null,"page":"https://ck3db.com/concepts/claimant_faction"},{"key":"clan","name":"Clan","aliases":["Clan Government","Clans"],"parent":"government","children":["tax_jurisdiction"],"description":"Clans are a Government Form in which the amount of Levies and Taxes given to a Liege by their Vassals is determined by the Aptitude of said Liege's Tax Collector. Clans also make use of House Unity.","links":["government","levies","taxes","liege","vassal","aptitude","tax_collector","house_unity"],"dlc":null,"page":"https://ck3db.com/concepts/clan"},{"key":"clan_house_head","name":"Clan House Head","aliases":["Clan House Heads","Head"],"parent":"house_head","children":[],"description":"A Clan House Head is in many ways like a normal House Head, but differs in some notable ways.\n\nClan House Heads do not get a Weak Hook on all the members of their House. They have more influence over House Unity than other house members. Additionally, any house member may challenge a Clan House Head for superiority to become the House Head themself.","links":["house_head","weak_hook","house","house_unity"],"dlc":null,"page":"https://ck3db.com/concepts/clan_house_head"},{"key":"clergy","name":"Clergy","aliases":[],"parent":"faith","children":[],"description":"Court Chaplains, Realm Priests, Theocratic Rulers, and anyone with the Monk trait are considered members of the Clergy.\n\nThe Doctrines of the Faith determine who can be a member of the Clergy, and whether members of the Clergy can marry, inherit land, etc.","links":["court_chaplain","realm_priest","theocracy","doctrines","faith"],"dlc":null,"page":"https://ck3db.com/concepts/clergy"},{"key":"clergy_opinion","name":"Clergy Opinion","aliases":["Clerical"],"parent":"opinion","children":[],"description":"This type of Opinion only affects Clergy of your own Faith.","links":["opinion","clergy","faith"],"dlc":null,"page":"https://ck3db.com/concepts/clergy_opinion"},{"key":"clerical_region","name":"Clerical Region","aliases":["Clerical Regions","Clerical Region's","Clerical Regions'"],"parent":null,"children":["clerical_region_capital"],"description":"A Clerical Region is a geographical region that falls under the jurisdiction of a Clerical Title. Any member of the clergy within the region will be a Subordinate to the holder of the Title associated with the region.\n\nA Ruler belongs to the Clerical Region that contains their Capital County, and a new region is founded upon the Capital of its founder's Primary Title. The region may cover multiple Realms and have subordinates that are in different realms.\n\nA Ruler may only hold one Clerical Region at a time. If granted a new Region, the Ruler forfeits all their held land within the previous one.","links":["clerical_title","religious_subordinate","title","ruler","realm_capital","county","primary_title","realm"],"dlc":null,"page":"https://ck3db.com/concepts/clerical_region"},{"key":"clerical_region_capital","name":"Clerical Region Capital","aliases":["Clerical Region Capitals"],"parent":"clerical_region","children":[],"description":"The Clerical Region Capital is the County a Clerical Region was founded upon with an Ecclesiastical Estate, serving as the seat of the Clerical Title that governs the region. Unlike a De Jure Capital, it is fixed to the region and cannot be relocated.","links":["county","clerical_region","ecclesiastical_domicile","clerical_title","de_jure_capital"],"dlc":null,"page":"https://ck3db.com/concepts/clerical_region_capital"},{"key":"external_clerical_puppet","name":"Clerical Ruler Puppet","aliases":["Clerical Ruler Puppets"],"parent":"puppet","children":[],"description":"A powerful member of the Clergy — an Archbishop or even the Head of Faith — that has become the Puppet of another Ruler.\n\nThe mightier the cleric, the greater the reach: a puppeted Head of Faith can Excommunicate your enemies, appoint Cardinals, grant a Pressed Claim, or incite a Holy War on your behalf.","links":["clergy","archbishop","head_of_faith","puppet","ruler","excommunication","cardinal","pressed_claim","holy_war"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/external_clerical_puppet"},{"key":"clerical_title","name":"Clerical Title","aliases":["Clerical Titles"],"parent":null,"children":[],"description":"A Clerical Title is an Ecclesiastical Title of the Clergy governing a Clerical Region within a Faith. Among the Christian faiths this is an Archdiocese.\n\nThe holder is the Religious Superior of the Clergy in that region, and is usually appointed by the Head of Faith.","links":["ecclesiastical","title","clergy","clerical_region","faith","christian","archdiocese","religious_superior","head_of_faith"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/clerical_title"},{"key":"cloistered_emperor","name":"Cloistered Emperor","aliases":["Cloistered Emperor's","Jōkō","Jōkō's"],"parent":"ceremonial_regent","children":[],"description":"A Cloistered Emperor is a retired Ten'nō who govern as de facto Ruling Regent for the reigning Emperor.\n\nTo become Cloistered Emperor, an Emperor must abdicate the Chrysanthemum Throne and become a Monk.","links":["japanese_emperor","ceremonial_regent"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/cloistered_emperor"},{"key":"close_family","name":"Close Family","aliases":["Close Family Members","Close Family Member"],"parent":"family","children":[],"description":"The Close Family of a character includes:\n\n• Parents\n\n• Grandparents\n\n• Children\n\n• Grandchildren\n\n• Siblings","links":[],"dlc":null,"page":"https://ck3db.com/concepts/close_family"},{"key":"co_monarchy","name":"Co-Monarchy","aliases":["Co-Monarchies","Co-Monarch","Co-Monarchs"],"parent":"co_rulership","children":[],"description":"Co-Monarchies are a type of Power Sharing that provides Feudal rulers with a way to select a Designated Heir even in earlier Eras.\n\nThe cost for this is entering into a permanent Power Sharing agreement with them, where they will have easier access to many of the same powers as an Entrenched Regent.\n\nCo-Monarchs are only available to Kings and Emperors.","links":["diarchy","feudal","designated_heir","era","entrenched_regency","king","emperor"],"dlc":null,"page":"https://ck3db.com/concepts/co_monarchy"},{"key":"co_rulership","name":"Co-Rulership","aliases":["Co-Rulerships","Co-Ruler","Co-Rulers"],"parent":"diarch","children":["duumvirate","nominal_duumvirate","co_monarchy"],"description":"Co-Rulers are a form of Power Sharing where the Diarch is considered to officially and permanently share the rule of the Realm.\n\nThey are always the Designated Heir (though may still lose elections), and can only be removed from office by Execution — unless their Liege has an appropriate Cultural Tradition, in which case they can be maimed instead.\n\nUniquely, when a Co-Ruler executes their Liege or defeats them in a war, they Usurp their Titles. In Cultures where maiming is an acceptable way to remove a Co-Ruler, then the Co-Ruler may also maim their Liege to Usurp them.\n\nExamples of Co-Rulerships include:\n\n• Duumvirates\n\n• Nominal Duumvirates\n\n• Co-Monarchies","links":["diarchy","diarch","realm","designated_heir","execute","liege","culture_tradition","usurp_title","title","culture","duumvirate","nominal_duumvirate","co_monarchy"],"dlc":null,"page":"https://ck3db.com/concepts/co_rulership"},{"key":"collect_taxes","name":"Collect Taxes","aliases":[],"parent":"councillor_task","children":[],"description":"Collect Taxes is a Councillor Task performed by the Steward.\n\nIt increases all taxes in a character's personal Domain.","links":["councillor_task","steward","domain"],"dlc":null,"page":"https://ck3db.com/concepts/collect_taxes"},{"key":"college_of_cardinals","name":"College of Cardinals","aliases":[],"parent":"cardinal","children":[],"description":"The College of Cardinals is the body of Cardinals who advise the Pope and elect the next Head of Faith of The Christian Church.\n\nEvery Cardinal is both a candidate and an elector for the Papacy.","links":["cardinal","head_of_faith","the_christian_church"],"dlc":null,"page":"https://ck3db.com/concepts/college_of_cardinals"},{"key":"death_combat","name":"Combat","aliases":[],"parent":"character_death","children":[],"description":"Receiving a fatal blow while partaking in a battle, dueling or other martial-related contests, such as Tournaments, are the main ways of passing on in a Combat manner.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/death_combat"},{"key":"combat_width","name":"Combat Width","aliases":[],"parent":null,"children":[],"description":"Combat Width indicates how many Soldiers from each side may fight each other concurrently in Battle, and may be affected by factors such as Terrain.\n\nThis prevents one side from completely overwhelming the other and is determined at the start of the Battle.","links":["soldiers","battle","terrain"],"dlc":null,"page":"https://ck3db.com/concepts/combat_width"},{"key":"command_modifier","name":"Command Modifier","aliases":["Command Modifiers"],"parent":null,"children":[],"description":"This Modifier is only active for Commanders.\n\nIf a character with a Command Modifier commands an Army, it will get this effect.","links":["modifier","army_commander","army"],"dlc":null,"page":"https://ck3db.com/concepts/command_modifier"},{"key":"commander_trait","name":"Commander Trait","aliases":["Commander Traits"],"parent":"trait","children":[],"description":"Commander Traits are special Traits that confer useful perks to characters when acting as Army Commanders.\n\nCommander Traits are typically acquired by children raised with the Martial Education Focus, but can also be gained through the Martial Lifestyle and other means.","links":["trait","army","army_commander","education_focus","martial_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/commander_trait"},{"key":"commission_epic","name":"Commission Epic","aliases":["Commission Epic Decision"],"parent":"decision","children":["exceptional_epic"],"description":"A Decision that lets a character trade Gold for an Artifact, by commissioning a family epic.\n\nThe epic will give Renown and can give also give other bonuses depending on your choices.","links":["decision","gold","artifact","dynasty_prestige"],"dlc":null,"page":"https://ck3db.com/concepts/commission_epic"},{"key":"commoner","name":"Commoner","aliases":["Commoners","Lowborn"],"parent":null,"children":[],"description":"A Commoner or Lowborn Character is not a member of a Noble Dynasty. They can, however, still be powerful Rulers of Theocracies and Republics.\n\nIf a Commoner becomes Landed, they immediately become Nobles and found their own Dynasties (except in Republics and Theocracies, which are largely run by Commoners).","links":["noble","dynasty","ruler","theocracy","republic","landed"],"dlc":null,"page":"https://ck3db.com/concepts/commoner"},{"key":"complete_control","name":"Complete Control","aliases":["Completely Controls","Completely Control","Completely Controlled"],"parent":null,"children":[],"description":"This condition is fulfilled when all De Jure vassal Titles of the targeted title are held by either the Ruler or by their Vassals and none of its Counties are Occupied by hostile Armies.","links":["de_jure","title","ruler","vassal","occupation","army"],"dlc":null,"page":"https://ck3db.com/concepts/complete_control"},{"key":"complete_control_region","name":"Complete Control","aliases":["Completely Controls","Completely Control"],"parent":null,"children":[],"description":"This condition is fulfilled when all Counties in the targeted Region are held by either the ruler or by their Vassals and none of its Counties are occupied by hostile armies.","links":["county","region","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/complete_control_region"},{"key":"struggle_phase_iberia_compromise","name":"Compromise Phase","aliases":[],"parent":"iberian_struggle","children":[],"description":"Whether through sickness with the strife of the Hostility Phase or deft escalation during the Conciliation Phase, the Compromise Phase represents a growing accommodation between the peoples of Iberia. Differences fall by the wayside and shared history and heritage binds former foes together.\n\nThe peninsula stands at a cross-roads: if conflicts reappear, then the Opportunity Phase awaits.","links":["struggle_phase_iberia_hostility","struggle_phase_iberia_conciliation","struggle_phase_iberia_opportunity"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/struggle_phase_iberia_compromise"},{"key":"struggle_persia_phase_concession","name":"Concession","aliases":[],"parent":"persian_struggle","children":[],"description":"Over time, as tensions in Persia calm down and both supporters and detractors of the Caliphate tire of constant bloodshed, the Iranian Intermezzo might come to end naturally: not with a bang, but with a whimper.","links":["persian_struggle"],"dlc":"Legacy of Persia","page":"https://ck3db.com/concepts/struggle_persia_phase_concession"},{"key":"struggle_phase_iberia_conciliation","name":"Conciliation Phase","aliases":[],"parent":"iberian_struggle","children":[],"description":"The product of a notable Compromise Phase, during this Phase, relations between the peoples of Iberia grow so cordial that outsiders find their permissiveness difficult to parse. Inter-Faith Marriages are particularly common.\n\nThis can't last forever, though, and abuses of trust will eventually bring the Iberian Struggle back around to the Compromise Phase.","links":["struggle_phase_iberia_compromise","faith","marriage","iberian_struggle"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/struggle_phase_iberia_conciliation"},{"key":"concubinage","name":"Concubinage","aliases":["Concubine","Concubines","Concubine","Concubine"],"parent":null,"children":[],"description":"A Concubine is of lesser status than a Spouse, allowed in Faiths with the Concubines Doctrine.\n\nUnlike Marriage, Concubinage does not yield Alliances. Concubines can also be set aside at will, without the complications of a Divorce. The children of Concubines are considered Legitimate.\n\nConcubinage is mutually exclusive with Polygamous.","links":["spouse","faith","doctrines","marriage","alliance","divorce","legitimate"],"dlc":null,"page":"https://ck3db.com/concepts/concubinage"},{"key":"confederate","name":"Confederate","aliases":["Confederates"],"parent":"confederation","children":[],"description":"A Ruler who is in a Confederation. They will automatically join the Defensive Wars of their fellow Confederates, and are restricted from attacking or Raiding them.","links":["ruler","confederation","war","raid"],"dlc":null,"page":"https://ck3db.com/concepts/confederate"},{"key":"confederation","name":"Confederation","aliases":["Confederation Government","Confederations"],"parent":"government","children":["confederate"],"description":"A relation that binds Tribal or Nomadic Rulers in mutual defense, similar to an Alliance. Formed through the Call for Confederation Decision, a confederation requires its members to join each other's Defensive Wars. Confederations are visible in the Diplomacy tab.\n\nFellow Confederates also may not attack or Raid one another. They are restricted from high levels of Tribal Authority and Dominance, and may not create new Titles.\n\nConfederates may use the Abandon Confederation Decision or Migrate to become Independent. If a confederation is left with only one member, it is destroyed.","links":["tribal","nomadic","ruler","alliance","decision","war","confederate","raid","tribal_authority","nomadic_authority","title","migration","independent_ruler"],"dlc":null,"page":"https://ck3db.com/concepts/confederation"},{"key":"confidant","name":"Confidant","aliases":[],"parent":null,"children":[],"description":"As a Clan Government Ruler you can decide to assign either your Vizier or any of your Spouses as your Confidant. Whoever you choose will support you in your daily tasks.","links":["clan","vizier","spouse"],"dlc":null,"page":"https://ck3db.com/concepts/confidant"},{"key":"congenital","name":"Congenital","aliases":["Congenital Trait","Congenital Traits"],"parent":null,"children":[],"description":"Certain Traits are Congenital and can be inherited by offspring. Through proper Breeding, it is even possible to reinforce some such Traits.\n\nFor example, if both parents are Quick, there is a chance that their children will get the even better Intelligent Trait.\n\nBase Skills are not congenital.","links":["trait","breeding","skills"],"dlc":null,"page":"https://ck3db.com/concepts/congenital"},{"key":"ai_conqueror_personality","name":"Conqueror","aliases":["Conquerors"],"parent":"economical_archetype","children":[],"description":"A Conqueror wants to expand their Realm through War, at any cost. They will invest all of their Gold into the War Chest or to buy Men-at-Arms.\n\nThey tend to declare many more Wars than normal, and are rather untrustworthy Allies. They forsake most frivolous pleasures in life, such as hosting or going to Activities and sponsoring Inspirations — to save Gold for crushing their enemies. They will only use Activities to gain enough Prestige and Piety to go to War.\n\nAny non-Cautious Ruler has the potential to become a Conqueror, but normally there are no more than a handful of Rulers worldwide with this archetype.","links":["realm","war","gold","war_chest","men_at_arms","alliance","activity","inspiration","prestige","piety","ai_cautious_personality","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/ai_conqueror_personality"},{"key":"ecumenical_council_conservative","name":"Conservative","aliases":["Conservative","Conservatives","Conservatives"],"parent":"activity","children":[],"description":"Conservatives are Guests at the Ecumenical Council Activity voting against the Host in their suggestions to change status of a Tenet or a Doctrine.\n\nThey are directly opposed to the Innovators, guests who are attempting to enact the changes.\n\nCharacters that are allowed to vote are: Clergy, Rulers with Realm Priest Puppet and the Activity Host","links":["activity_guest","ecumenical_council","activity","activity_host","tenet","doctrines","ecumenical_council_innovator","character","clergy","ruler","clerical_puppet"],"dlc":null,"page":"https://ck3db.com/concepts/ecumenical_council_conservative"},{"key":"contest","name":"Contest","aliases":["Contests"],"parent":"grand_activity","children":[],"description":"A Grand Tournament is comprised of a series of Contests, selected by the Activity Host, where Qualifying Contestants can compete to win Prizes and other rewards.\n\nEach Contest uses one of four different ways to determine a winner: Knock-Out, Turns, Teams, and Race.\n\nYour chance of winning a Contest is determined by your Skills, Traits, preparation, and other factors. Eligibility to enter physical Contests is determined by health and sex, based on the Culture and Faith of the Activity Host.","links":["activity_host","contest_qualification","contestant","prize","contest_category_versus","contest_category_turn","contest_category_team","contest_category_race","skills","trait","culture","faith"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest"},{"key":"contest_aptitude","name":"Contest Aptitude","aliases":[],"parent":"grand_activities","children":[],"description":"Different Contests require different talents: Foot, Horse, Bow, Wit, or a combination.\n\nYour aptitude is derived from your Skills, Health, Traits, and Hastiluder Trait Experience.\n\nFor example, a Giant with high Prowess has a natural advantage in a Wrestling contest.","links":["contest","skills","health","trait","trait_level_track_xp","prowess_skill"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_aptitude"},{"key":"contest_round","name":"Contest Round","aliases":["Contest Rounds"],"parent":"grand_activities","children":[],"description":"Knock-Out Contests determine a winner by pairing all Qualifying Contestants against each other in knock-out bouts until only one remains.\n\nThere are three rounds: quarter-finals, semi-finals, and the final.","links":["contest_category_versus","contest","contest_qualification","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_round"},{"key":"contestant","name":"Contestant","aliases":["Contestants"],"parent":"grand_activities","children":[],"description":"In order to compete in Grand Tournament Contests, you must fulfill its requirements. Board Games allow all characters to compete, while others, like Wrestling, depend on Martial rules.\n\nNon-competing characters will be Spectators, and potential Contestants may opt-out of participating if they wish to spectate.\n\nEligibility to enter Contests is determined by gender and health, based on the host's Culture and Religion.","links":["contest","spectator","contestant","culture","religion"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contestant"},{"key":"task_contract","name":"Contract","aliases":["Contracts","Contract's","Contracts'"],"parent":null,"children":["contractor","contract_scheme","mandala_ritual"],"description":"Contracts are the primary way that Adventurers make Gold or Prestige. They can also award Provisions, Piety, and even Artifacts.\n\nEach one is a task put out by a local Ruler — generally requiring the Adventurer to perform a Scheme, complete a Travel, or help them in War — and can be undertaken for a reward and to put the Contractor on the Roll of Patrons.\n\nMore Contracts are spawned by traveling either long distances or to new Kingdoms.\n\nThe higher the Tier or the Ruler offering a Contract, the higher that Contract's Tier. Higher tiers pay substantially better.\n\nBeware Criminal Contracts: their rewards are often excellent, but the world has far less understanding for the petty crimes of some homeless vagrant than a Landed Liege.","links":["adventurer","gold","prestige","provisions","piety","artifact","ruler","scheme","travel","war","contractor","contact_list","kingdom","title_tier","task_contract_tier","criminal_task_contract","landed","liege"],"dlc":null,"page":"https://ck3db.com/concepts/task_contract"},{"key":"contract_scheme","name":"Contract Scheme","aliases":["Contract Schemes","Contract Scheme's","Contract Schemes'","Contract"],"parent":"task_contract","children":[],"description":"Many Contracts require Adventurers to successfully complete a Scheme.\n\nThese can be harmful (like murdering a Contractor's Rival), pleasant (like simply telling stories to entertain their Court for a few months), or innocuous (like transcribing texts for them).\n\nIf the Scheme is failed or abandoned for any reason, the Contract is failed too.","links":["adventurer","scheme","contractor","rival","court"],"dlc":null,"page":"https://ck3db.com/concepts/contract_scheme"},{"key":"task_contract_tier","name":"Contract Tier","aliases":["Tier"],"parent":null,"children":[],"description":"Contract Tier is reflective of the Tier of the Contractor.\n\nBarons and Counts are one star, Dukes are two stars, and Kings and Emperors are three stars.\n\nContractors won't offer work to Adventurers with insufficient Level of Fame for their Rank. If you're only established, then Kings and Emperors won't even consider you.\n\nThe higher the Contract Tier, the higher the pay is scaled to be — though the difficulty of the task is generally also higher.\n\nPersonality also affects pay: Greedy Characters will pay under the going rate, Generous or Profligate Characters will pay far over it.","links":["title_tier","contractor","baron","count","duke","king","emperor","adventurer","prestige_level","title_rank","personality","character"],"dlc":null,"page":"https://ck3db.com/concepts/task_contract_tier"},{"key":"contractor","name":"Contractor","aliases":["Contractors","Contractor's","Contractors'"],"parent":"task_contract","children":[],"description":"A Contractor is the Character putting out a Contract.\n\nThe Contract will generally chiefly affect them, and they are usually the one paying an Adventurer's wages.\n\nCriminal Contracts are generally not put out by their Contractor, and instead focus on exploiting them — for instance, tricking someone into giving you Gold because they signaled their gullability.","links":["character","adventurer","criminal_task_contract","gold"],"dlc":null,"page":"https://ck3db.com/concepts/contractor"},{"key":"modifier_contribution","name":"Contribution","aliases":["Contributes","Contributions"],"parent":null,"children":[],"description":"A Modifier may change the Contribution of your Vassals Obligations. This is not the same as Base Contribution.\n\nIf you have a Vassal that pays you 1 Gold per month, and you gain a Modifier that increases Contribution by 10%, then the Vassal instead pays you 1.1 Gold.","links":["modifier","vassal","vassal_obligations","modifier_base_contribution","gold"],"dlc":null,"page":"https://ck3db.com/concepts/modifier_contribution"},{"key":"great_project_contribution","name":"Contribution","aliases":["Contributions","Contribute","Contributed"],"parent":null,"children":[],"description":"Contributions allow multiple Rulers to assist in the development of a Great Project, gaining various benefits in return.\n\nSome Contributions are mandatory for progress on the Great Project to start, while others are optional. Remaining optional Contributions can still be made while progress has started, up to certain point in time.","links":["ruler","great_project"],"dlc":null,"page":"https://ck3db.com/concepts/great_project_contribution"},{"key":"great_project_contributor","name":"Contributor","aliases":["Contributors","Contributor's","Contributors'"],"parent":null,"children":[],"description":"Contributors Rulers that committed to cover at least one Contribution of a Great Project, gaining various benefits in return.\n\nFor most Contributions any Subject in the Realm can become a Contributor.","links":["ruler","great_project_contribution","great_project","subject","realm","great_project_contributor"],"dlc":null,"page":"https://ck3db.com/concepts/great_project_contributor"},{"key":"convert_county","name":"Convert Faith in County","aliases":["Convert","Converted","Converting"],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Court Chaplain which targets a County of a different Faith — or one of the same Faith but a different Rite — than the Liege.\n\nProgress increases each month, and at 100% the majority of the Target County adopts the Court Chaplain's Faith. The new Rite follows the Liege whenever the resulting Faith matches the Liege's — otherwise it is the Chaplain's own Rite.\n\nConversion speed is affected by many factors, including the Councillor's Learning Skill and the Fervor of the involved Faiths. A Chaplain whose Rite differs from the Liege's converts more slowly.\n\nOn a Rite-only shift, Fervor favours the mainline Rite above 50% and non-mainline (including heretical) Rites below it.","links":["councillor_task","court_chaplain","county","faith","rite","liege","councillor","learning_skill","fervor"],"dlc":null,"page":"https://ck3db.com/concepts/convert_county"},{"key":"convince_dejure","name":"Convince De Jure Territory","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Steward. It targets a De Jure County of the councillor's Liege that is owned by an Independent Ruler. When the county is persuaded, they will ask their Ruler to release them to their De Jure Liege.","links":["councillor_task","steward","de_jure","county","liege","independent_ruler","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/convince_dejure"},{"key":"core_tenet_status","name":"Core","aliases":[],"parent":"tenet_status","children":[],"description":"A Core Tenet Status means the Rite is actively promoting this Tenet or Doctrine as one of its defining practices. All adherents of the Rite are subject to its effects.","links":["tenet_status","rite","tenet","doctrines"],"dlc":null,"page":"https://ck3db.com/concepts/core_tenet_status"},{"key":"coronation","name":"Coronation","aliases":["Coronations"],"parent":"activity","children":["coronation_magnificence","oath","coronation_supporter","coronation_detractor","coronation_anointment"],"description":"The Coronation is an Activity wherein a Ruler invites Vassals, peers, and Guests from far and wide to witness their ascension to the throne.\n\nThe Coronation comes in two forms, a regular Coronation and an Anointment, with the latter providing better rewards, but at greater costs.\n\nAnticipated rewards:\n\n• Crowned Sovereign or Anointed Sovereign Law\n\n• While the Coronation exists, Factions cannot Press Demands\n\n• OpinionOpinion\n\n• PrestigePrestige\n\n• Legitimacy\n\n• A potent Oath Decision\n\nFactions and other foes will harm the Coronation's Magnificence","links":["activity","ruler","vassal","court_guest","coronation_anointment","law","faction","opinion","prestige","legitimacy","oath","decision","coronation_magnificence"],"dlc":null,"page":"https://ck3db.com/concepts/coronation"},{"key":"council","name":"Council","aliases":[],"parent":null,"children":["ministry"],"description":"The Council consists of six Councillors who assist their Ruler in the administration of the Realm. As the heads of their respective departments, they can be assigned various important Councillor Tasks.","links":["councillor","ruler","realm","councillor_task"],"dlc":null,"page":"https://ck3db.com/concepts/council"},{"key":"councillor","name":"Councillor","aliases":["Councillors"],"parent":null,"children":["spymaster","steward","chancellor","marshal","court_chaplain","realm_priest","kurultai","minister"],"description":"Councillors are the primary assistants of any Ruler, and make up the Council. There are six positions on the council: Chancellor, Marshal, Steward, Spymaster, Court Chaplain (or Realm Priest), and finally your Spouse.\n\nEach is in charge of a department that can be given different Councillor Tasks to perform.\n\nPowerful Vassals will be upset if not appointed to one of these positions, meaning you often have to make a choice between placating a powerful vassal or appointing someone who is actually competent.\n\nServing as a Councillor to your Liege gives you a bonus, which increases with the Rank of the Liege.","links":["ruler","council","chancellor","marshal","steward","spymaster","court_chaplain","realm_priest","spouse","councillor_task","powerful_vassal","liege","title_rank"],"dlc":null,"page":"https://ck3db.com/concepts/councillor"},{"key":"councillor_task","name":"Councillor Task","aliases":["Councillor Tasks"],"parent":null,"children":["councillor_task_possible_side_effects","espionage","disrupt_schemes","increase_control","fabricate_claim","collect_taxes","promote_culture","accept_culture","manage_guards","convince_dejure","organize_levies","foreign_affairs","domestic_affairs","bestow_royal_favor","integrate_title","convert_county","religious_relations","develop_county"],"description":"Councillor Tasks are important jobs that can be given to your Councillors. These tasks can either be general or specifically target a County or Court.\n\nIf you have a Special Relation with a Councillor, Tasks with a completion time may take more or less time.\n\nNote that councillors are not physically present to perform these tasks, but merely lead the efforts.","links":["councillor","county","court","relation"],"dlc":null,"page":"https://ck3db.com/concepts/councillor_task"},{"key":"count","name":"Count","aliases":["Counts"],"parent":"rank","children":[],"description":"A Count is a Ruler whose Primary Title is a County.\n\nTheir Rank is only above Barons and directly below Dukes, and as such they can have Barons as Vassals, and a Duke or above as their Liege.","links":["ruler","primary_title","county","title_rank","baron","duke","vassal","liege"],"dlc":null,"page":"https://ck3db.com/concepts/count"},{"key":"scheme_countermeasure","name":"Countermeasure Focus","aliases":["Countermeasure Focuses","Countermeasure","Countermeasures"],"parent":"scheme","children":[],"description":"When you suspect that a Scheme is targeting you, you can do something about it by directing all your defenses against one type of Scheme at the cost of others.\n\nBecause of this, only one can be active at a time. Strengthening defenses in one area involves drawing attention away from another.\n\nThey can be used to reduce Secrecy or adjust the Success Chance of different groups of Schemes. They may buy you time or shore up your defenses, but come with drawbacks that mean you do not want to have one active at all times.","links":["scheme","secrecy","scheme_success_chance"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_countermeasure"},{"key":"county","name":"County","aliases":["Counties"],"parent":"title","children":[],"description":"A County is a Title one Tier below a Duchy and one above a Barony.\n\nThe Title includes the County Capital in the County, as well as De Jure rights to all the Baronies in the County.\n\nCounties always have Holders because County Capitals cannot be destroyed.","links":["title","title_tier","duchy","barony","county_capital","de_jure","holder"],"dlc":null,"page":"https://ck3db.com/concepts/county"},{"key":"county_capital","name":"County Capital","aliases":["County Capitals"],"parent":null,"children":[],"description":"The County Capital is the main Holding of a County. This Holding can never be destroyed or Leased out and is always owned by the Ruler who holds the County Title.\n\nCounty Capitals allows the construction of an additional Building compared to a lesser Holding.","links":["holding","county","leasing","ruler","title","building"],"dlc":null,"page":"https://ck3db.com/concepts/county_capital"},{"key":"county_control","name":"County Control","aliases":["Control"],"parent":null,"children":[],"description":"County Control measures the grip that the government has on the population of a County. It is crucial especially for collecting Taxes from the Holdings.\n\nWhen a County changes hands through War, Control goes down drastically, which is a good reason to vassalize the current Holder instead (if the Casus Belli allows). County Control can also be damaged by Sieges and Peasant Uprisings.\n\nLow Control may lead to County Corruption, and the primary way of increasing Control is a Councillor Task available to your Marshal.","links":["county","taxes","holding","war","holder","casus_belli","siege","peasant_faction","county_corruption","councillor_task","marshal"],"dlc":null,"page":"https://ck3db.com/concepts/county_control"},{"key":"county_corruption","name":"County Corruption","aliases":[],"parent":null,"children":[],"description":"While a County has low Control or its Holder is in Debt, the County might acquire County Corruption. These are various kinds of negative County Modifiers.\n\nCounty Corruption will fade over time, but if the root cause persists (Debt or low Control), it may reappear.\n\nThe Marshal's Increase Control in County Councillor Task can clear out County Corruption faster.","links":["county","county_control","holder","debt","county_modifier"],"dlc":null,"page":"https://ck3db.com/concepts/county_corruption"},{"key":"county_fertility","name":"County Fertility","aliases":[],"parent":"the_great_steppe","children":["fertility_equilibrium","domain_fertility"],"description":"County Fertility exists in Counties located within the The Great Steppe, and can be grazed by Nomadic Rulers to increase their Herd.\n\nA County's Fertility represents the quality of its pastures.\n\nFertility stabilizes around the Fertility Equilibrium, allowing Nomadic Rulers with a large Domain Limit to sustain their Herd growth. Fertility is affected by the Steppe Seasons and slowly replenished by Herders.\n\nWhen a Realm's fertility is low, it is a sign to Migrate.\n\nCounty Control slows down the rate at which Fertility grows by a percentage equal to the current control.","links":["county","the_great_steppe","ruler","herd","fertility_equilibrium","domain_limit","steppe_season","herder","realm","migration","county_control"],"dlc":null,"page":"https://ck3db.com/concepts/county_fertility"},{"key":"county_modifier","name":"County Modifier","aliases":["County Modifiers"],"parent":"modifier","children":[],"description":"County Modifiers are modifiers that affect a County's various values.\n\nBaronies can have modifiers of their own, and they can be viewed in the Holdings of the County.","links":["county","barony","holding"],"dlc":null,"page":"https://ck3db.com/concepts/county_modifier"},{"key":"court","name":"Court","aliases":["Courts"],"parent":null,"children":[],"description":"Every Ruler has a Court, consisting of various Unlanded Characters who serve their Liege.\n\nUsually, these Courtiers consists of the Ruler's family and a mix of unrelated but potentially useful Nobles and commoners.","links":["ruler","unlanded","liege","courtier","noble"],"dlc":null,"page":"https://ck3db.com/concepts/court"},{"key":"court_amenities","name":"Court Amenities","aliases":["Amenities","Court Amenity"],"parent":null,"children":[],"description":"Court Amenities are the set standards of living in the Royal Court.\n\nThese are set by the Ruler of the Royal Court, with each category (fashion, food, lodging, and servants) having several levels. Spending more on your Amenities typically yields more Court Grandeur Value.\n\nRulers with the Tribal are barred from choosing higher Amenities.","links":["royal_court","ruler","court_grandeur"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_amenities"},{"key":"court_artifact","name":"Court Artifact","aliases":["Court Artifacts"],"parent":"artifact","children":[],"description":"A Court Artifact is an Artifact that is put on display in a Ruler's Royal Court, such as tapestries or beautifully illustrated books.\n\nCourt Artifacts are one factor determining the Court Grandeur of a Royal Court.\n\nThere is no limit to how many Artifacts a Character can have, but only those displayed in a slot of its type has any effect.\n\nYou can create new Court Artifacts from Inspired Characters, from the Commission Artifact Decision, or from choosing to Reforge an Inventory Artifact","links":["artifact","ruler","royal_court","court_grandeur","inspiration","character","reforge_artifact","inventory_artifact"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_artifact"},{"key":"court_chaplain","name":"Court Chaplain","aliases":["Court Chaplains","Court Chaplain's","Court Chaplains'"],"parent":"councillor","children":[],"description":"The Court Chaplain is the Councillor in charge of religious and spiritual affairs in Faiths with the Lay Clergy Doctrine.\n\nFaiths with the Theocratic Doctrine have the far more powerful (and troublesome) Realm Priest instead of a Court Chaplain.","links":["councillor","faith","doctrines","realm_priest"],"dlc":null,"page":"https://ck3db.com/concepts/court_chaplain"},{"key":"court_event","name":"Court Event","aliases":["Court Events"],"parent":"royal_court","children":[],"description":"A Court Event is an event involving the members of your Court, they are viewable in the Royal Court.","links":["court","royal_court"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_event"},{"key":"court_grandeur","name":"Court Grandeur","aliases":["Court Grandeur Value","Grandeur"],"parent":null,"children":[],"description":"A Royal Court's Court Grandeur Value shows how famed the Court is, and unlocks new Court Grandeur Levels as it increases.\n\nThe value ranges from 0 and 100, and over time will settle at its Baseline value. The Baseline is affected by things like Dynasty Legacies, how much you're spending on Court Amenities, and if you have any magnificent Court Artifacts.\n\nA portion of Grandeur is lost upon Succession.","links":["royal_court","court_grandeur_level","dynasty_perk","court_amenities","court_artifact","succession"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_grandeur"},{"key":"court_grandeur_expectations","name":"Court Grandeur Expectations","aliases":["Grandeur Expectations","Court Grandeur Expectation"],"parent":null,"children":[],"description":"You are expected to have a Court Grandeur Level that is high enough compared to your Realm Size.\n\nAs your Realm becomes larger, your subjects and the world at large expect your Royal Court to be equally grand.\n\nIf you do not meet expectations, various penalties will apply. On the other hand, if you exceed expectations, you will instead gain various bonuses.\n\nThe Expectations of Tribal Rulers are always the same as their current Grandeur.","links":["court_grandeur_level","realm_size","realm","royal_court"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_grandeur_expectations"},{"key":"court_grandeur_level","name":"Court Grandeur Level","aliases":["Court Grandeur Levels","Grandeur Level","Grandeur Levels"],"parent":null,"children":[],"description":"A Royal Court's Grandeur Level gives bonuses to its owner, and is unlocked as the Court's Court Grandeur Value increases.\n\nIn addition to each level's effects, large Realms are expected to have reached higher Grandeur Levels. This is known as Court Grandeur Expectations.","links":["royal_court","court_grandeur","realm","court_grandeur_expectations"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_grandeur_level"},{"key":"court_guest","name":"Court Guest","aliases":["Guest","Guests"],"parent":null,"children":[],"description":"Wanderers sometimes show up in Court as Guests. They will only stay for a limited time, but can be recruited as permanent Courtiers by the Ruler.","links":["wanderer","court","courtier","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/court_guest"},{"key":"court_host","name":"Court Host","aliases":["Host","Hosting"],"parent":null,"children":[],"description":"A Court Host is a Ruler who is not the liege of a character, yet still has them in their Court.\n\nThere are several possible reasons this can occur, such as Wanderers visiting a Ruler or Wards staying in the same Court as their Guardian.","links":["ruler","court","wanderer","ward","guardian"],"dlc":null,"page":"https://ck3db.com/concepts/court_host"},{"key":"court_language","name":"Court Language","aliases":["Court Languages"],"parent":"language","children":[],"description":"A Court Language is the official Language of a Royal Court, spoken by the nobility and used by the bureaucracy.\n\nThe Court Grandeur Baseline is increased for each Realm County that shares the Language, for each Royal Court which speaks the same Court Language, and if it is the Ruler's native Language.","links":["language","royal_court","court_grandeur","realm","county","ruler"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_language"},{"key":"court_position","name":"Court Position","aliases":["Court Positions"],"parent":null,"children":["master_assassin","court_position_task"],"description":"Court Positions are specialized roles Courtiers and Vassals can be granted in order to aid their Liege.\n\nThe benefits you gain from a Court Positions are dictated by the holder's Aptitude for the position.\n\nGiving out Court Positions is free, but you have to pay a monthly salary in Gold, and revoking them costs Prestige.","links":["courtier","vassal","liege","aptitude","gold","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/court_position"},{"key":"court_position_task","name":"Court Position Task","aliases":["Court Position Tasks","Task","Tasks"],"parent":"court_position","children":[],"description":"Some Court Positions can perform an additional task, often giving more benefits at an extra cost.\n\nOnly one task can be active at a time per Court Position.","links":["court_position"],"dlc":null,"page":"https://ck3db.com/concepts/court_position_task"},{"key":"court_type","name":"Court Type","aliases":["Court Types"],"parent":"royal_court","children":[],"description":"As a part of their Royal Court, Rulers can have a designated Court Type.\n\nEach Court Type provides the Ruler and the Court with their own set of bonuses, depending on Court Grandeur Level.\n\nThe Ethos of a Ruler's Culture decides which Court Types they can have.\n\nThe different Court Types are:\n\n• Diplomatic Court\n\n• Warlike Court\n\n• Administrative Court\n\n• Intrigue Court\n\n• Scholarly Court\n\n• Tribal Court","links":["royal_court","ruler","court","court_grandeur_level","ethos","culture"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_type"},{"key":"court_type_trait","name":"Court Type Trait","aliases":[],"parent":"trait","children":[],"description":"After serving 5 years in a Royal Court a Courtier receives a Trait reflecting the Court Type of that court.\n\nThe quality of this Trait is decided by how long the Character has served as a Courtier in the Court.","links":["royal_court","courtier","trait","court_type","character"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/court_type_trait"},{"key":"courtier","name":"Courtier","aliases":["Courtiers"],"parent":null,"children":[],"description":"A Courtier is an Unlanded character who serves a Ruler in their Court.\n\nCourtiers can:\n\n• Serve as Councillors\n\n• Serve in Court Positions\n\n• Serve in Armies as Commanders or Knights\n\n• Become their Ruler's Vassal if granted a Title\n\n• Let their Ruler press their Claims in War\n\nAdventurers have Followers instead of Courtiers — they serve the same role, albeit generally smellier and with more mud.","links":["unlanded","ruler","court","councillor","court_position","army","army_commander","knight","vassal","title","title_claim","war","adventurer","follower"],"dlc":null,"page":"https://ck3db.com/concepts/courtier"},{"key":"draw_up_new_charts","name":"Create Travel Itinerary","aliases":["Create Travel Itinerary Decision"],"parent":"decision","children":[],"description":"A Decision that lets a character trade Gold for an Artifact, by commissioning a travel itinerary describing places they have visited.\n\nThe itinerary Artifact will give different effects depending on where you have been and what choices you make.","links":["decision","gold","artifact"],"dlc":null,"page":"https://ck3db.com/concepts/draw_up_new_charts"},{"key":"crime","name":"Crime","aliases":["Crimes","Criminal","Criminals"],"parent":null,"children":[],"description":"Crimes are actions that society views as objectionable enough to be worthy of punishment.\n\nCrimes may be secular (such as a Vassal Revolting against their Liege) or religious (any kind of Shunned behavior that is made illegal by Doctrine). Secular crimes can only be punished by the character(s) who were harmed by the offense, but any Ruler can punish their subjects for religious Crimes.\n\nAll crimes give Rulers a valid reason to Imprison Criminals, and, depending on the severity of the Crime, to Revoke their Titles, Banish, Torture, or Execute them. Each Crime can only be punished by a Ruler once, though some Crimes will give the Criminal a negative Fame Trait that they will carry to their grave.\n\nSometimes characters get away with Crimes, which are then Secrets that can be uncovered by other characters and used for Blackmail.","links":["vassal","civil_war","liege","shunned","doctrines","ruler","prison","revoke","title","banishment","torture","execute","fame_trait","secret","blackmail"],"dlc":null,"page":"https://ck3db.com/concepts/crime"},{"key":"criminal_task_contract","name":"Criminal Contract","aliases":["Criminal Contracts","Criminal Contract's","Criminal Contracts'"],"parent":"task_contracts","children":[],"description":"A Criminal Contract typically involves seedy contracts that may be lucrative, but will award you Gallowsbait Trait Experience.\n\nLevelling the Gallowsbait Trait will make most of the world hate you more and respect you less, and eventually cause Followers of yours who disapprove of your brigandry to dramatically leave your employ.\n\nGallowsbait is a highly negative Trait, meaning a character is a petty criminal of the lowest order — at least a murder at court has some kind of class to it.\n\nIt can be scrubbed clean with the Wipe Slate Decision.","links":["trait_level_track_xp","trait","follower","decision"],"dlc":null,"page":"https://ck3db.com/concepts/criminal_task_contract"},{"key":"the_christian_church_crisis","name":"Crisis Chapter","aliases":["Crisis"],"parent":"the_christian_church_chapter_type","children":[],"description":"A Crisis Chapter is The Christian Church at its most scorched:\n\nIndulgences may be cheaper, Ecumenical Councils more frequent, Rulers may appoint their own Court Chaplain, Clergy may marry, the Head of Faith may refuse to host an Anointment and Taxes may suffer.\n\nSaeculum Obscurum and Investiture Controversy are Crisis Chapters.","links":["the_christian_church","ecumenical_council","ruler","court_chaplain","clergy","head_of_faith","coronation_anointment","taxes","situation_the_christian_church_phase"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/the_christian_church_crisis"},{"key":"critical_failure","name":"Critical Failure","aliases":["Critically Fail"],"parent":"success_chance","children":[],"description":"Some Schemes have the possibility of Critical Failure during execution.\n\nExact outcomes vary, but include the Scheme backfiring on the Owner, or preventing them from attempting the same Scheme against the same Target for some time.","links":["scheme","scheme_owner","scheme_target"],"dlc":null,"page":"https://ck3db.com/concepts/critical_failure"},{"key":"crown_authority","name":"Crown Authority","aliases":[],"parent":"government_authority","children":["autonomous_vassals_crown_authority","limited_crown_authority","high_crown_authority","absolute_crown_authority"],"description":"Crown Authority represents the general power that a Ruler wields over their Vassals.\n\nThere are four levels of Crown Authority; Autonomous Vassals, Limited, High, and Absolute. Increasing Crown Authority costs an amount of Prestige depending on the level and the ruler's Learning Skill.\n\nVassals dislike higher levels of Crown Authority, and lowering it is the primary goal of Liberty Factions.","links":["ruler","vassal","autonomous_vassals_crown_authority","limited_crown_authority","high_crown_authority","absolute_crown_authority","prestige","learning_skill","liberty_faction"],"dlc":null,"page":"https://ck3db.com/concepts/crown_authority"},{"key":"crush","name":"Crush","aliases":["Crushes","Crush's","Crushes'"],"parent":"relation","children":[],"description":"A Crush is another Child that this Child is developing their first (rather painfully-awkward) feelings for. Upon reaching Adulthood, if the Crush is mutual, it may blossom into becoming Lovers, or the Character may move on with their life.","links":["child","adult","lover","character"],"dlc":null,"page":"https://ck3db.com/concepts/crush"},{"key":"cultural_acceptance","name":"Cultural Acceptance","aliases":[],"parent":"culture","children":["cultural_acceptance_baseline"],"description":"Cultural Acceptance measures how accepting two Cultures are of each other.\n\nPrimarily, it affects how much Opinion is reduced between Characters of different Cultures. It also affects Popular Opinion, and the cost of forming a Hybrid Culture.\n\nCultural Acceptance can change from many actions, most notably Wars, granting and revoking Titles, and the Promote Cultural Acceptance Councillor Task.\n\nOver time, Acceptance will return to the Cultural Acceptance Baseline if exceeded.","links":["culture","opinion","county_opinion","hybrid_culture","war","title","accept_culture","councillor_task","cultural_acceptance_baseline"],"dlc":null,"page":"https://ck3db.com/concepts/cultural_acceptance"},{"key":"cultural_acceptance_baseline","name":"Cultural Acceptance Baseline","aliases":[],"parent":"cultural_acceptance","children":[],"description":"Cultural Acceptance has a baseline which it will decay towards if exceeded. The baseline depends on:\n\n• Shared Heritage\n\n• Shared Language\n\n• Shared Faith and Religion, especially if Pluralist or Dharmic\n\n• Shared Ethos within the same Region","links":["cultural_acceptance","heritage","language","faith","religion","ethos","region"],"dlc":null,"page":"https://ck3db.com/concepts/cultural_acceptance_baseline"},{"key":"cultural_fascination","name":"Cultural Fascination","aliases":["Fascination"],"parent":null,"children":[],"description":"Each Culture is always Fascinated by a specific Innovation, which greatly increases the speed of discovery at a rate depending on the Skills of the current Culture Head. Each Innovation benefits from a specific Skill.\n\nThe Cultural Head can change the Cultural Fascination freely.","links":["innovation","skills","culture_head"],"dlc":null,"page":"https://ck3db.com/concepts/cultural_fascination"},{"key":"cultural_festival","name":"Cultural Festival","aliases":["Culture Festival","Cultural Festivals","Culture Festivals"],"parent":"tour","children":[],"description":"An Activity Phase during a Royal Tour in which a Vassal is expected to entertain their Liege, which often results in an increase in Popular Opinion and Cultural Acceptance.","links":["activity_phase","tour","vassal","liege","county_opinion","cultural_acceptance"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/cultural_festival"},{"key":"culture_pillar","name":"Cultural Pillar","aliases":["Cultural Pillars"],"parent":"culture","children":["heritage","ethos","martial_custom"],"description":"Pillars are qualities that reflect the origins of a Culture.\n\nThere are 5 distinct Cultural Pillars:\n\n• Ethos\n\n• Heritage\n\n• Language\n\n• Martial Custom\n\n• Aesthetics\n\nOf these, Ethos, Language and Martial Customs can be changed by the Culture Head through Reformation.","links":["culture","ethos","heritage","language","martial_custom","culture_head","reformation"],"dlc":null,"page":"https://ck3db.com/concepts/culture_pillar"},{"key":"cultural_spread","name":"Cultural Spread","aliases":["Spread"],"parent":null,"children":[],"description":"Contact with other Cultures that have undiscovered Innovations will cause one of those Innovations to be discovered more quickly. Among eligible Cultures the one with the highest Cultural Acceptance will be selected to Spread Innovation progress.","links":["culture","innovation","cultural_acceptance"],"dlc":null,"page":"https://ck3db.com/concepts/cultural_spread"},{"key":"culture_tradition","name":"Cultural Tradition","aliases":["Cultural Traditions","Tradition","Traditions"],"parent":"culture","children":[],"description":"Traditions represent the practices, habits, values, and ethics of individual Cultures.\n\nEach Tradition grants some type of bonus or special ability to Characters or Counties of that Culture.\n\nThe Culture Head can establish new Traditions or replace existing ones for a Culture through Reformation.\n\nCultures can have up to 6 Traditions, but most have fewer.","links":["culture","character","county","culture_head","reformation"],"dlc":null,"page":"https://ck3db.com/concepts/culture_tradition"},{"key":"culture","name":"Culture","aliases":["Cultures","Cultural","Culture's"],"parent":null,"children":["cultural_acceptance","culture_pillar","culture_tradition","culture_intermingling","hybrid_culture","divergent_culture"],"description":"Culture represents the language and customs of a Character or County.\n\nCharacters of different Cultures will have lower Opinions of each other. This penalty can be reduced by increasing Cultural Acceptance.","links":["county","opinion","cultural_acceptance"],"dlc":null,"page":"https://ck3db.com/concepts/culture"},{"key":"culture_head","name":"Culture Head","aliases":["Cultural Head"],"parent":null,"children":[],"description":"A 'Culture Head' is the Ruler who has the most influence over their own Culture.\n\nThe Cultural Head can influence which Innovation should be prioritized for discovery by setting the Cultural Fascination.\n\nThe Culture Head can also Reform parts of their Culture.","links":["ruler","culture","innovation","cultural_fascination","reformation"],"dlc":null,"page":"https://ck3db.com/concepts/culture_head"},{"key":"culture_intermingling","name":"Culture Intermingling","aliases":[],"parent":"culture","children":[],"description":"The more of two Cultures that coexist in the same Realm, the more intermingling will happen and the Cultures will increase their Cultural Acceptance.","links":["culture","realm","cultural_acceptance"],"dlc":null,"page":"https://ck3db.com/concepts/culture_intermingling"},{"key":"damage","name":"Damage","aliases":[],"parent":null,"children":[],"description":"A Soldier's Damage determines how many Casualties they can inflict upon the enemy during a Battle.\n\nA Levy Soldier does 10 Damage.","links":["soldiers","casualty","battle","levies"],"dlc":null,"page":"https://ck3db.com/concepts/damage"},{"key":"travel_danger","name":"Danger","aliases":[],"parent":"travel","children":[],"description":"On your Travels you might pass through dangerous lands, for example deserts or swamps, that might impede your journey.\n\nYou can mitigate the risks of Danger by improving your Safety. You do this by investing in Travel Options or by hiring a Caravan Master.\n\nSeveral Cultural Traditions reduce or remove the risks of certain types of Danger.","links":["travel","travel_safety","travel_option","culture_tradition"],"dlc":null,"page":"https://ck3db.com/concepts/travel_danger"},{"key":"de_jure","name":"De Jure","aliases":[],"parent":null,"children":["de_jure_drift"],"description":"Most Titles of are considered part of a higher-Tier Title De Jure ('by law').\n\nFor example, a Ruler may be King of England, but their Realm does not yet contain all the lands that are legally considered to be part of England.\n\nThe Holder of a Duchy, Kingdom, or Empire always has a Casus Belli to seize control of its De Jure constituent titles.\n\nVassals will also decide who their Rightful Liege is based on what Title their Primary Title is De Jure a part of.","links":["title","ruler","king","realm","holder","duchy","kingdom","empire","casus_belli","vassal","rightful_liege","primary_title"],"dlc":null,"page":"https://ck3db.com/concepts/de_jure"},{"key":"de_jure_capital","name":"De Jure Capital","aliases":[],"parent":null,"children":[],"description":"The De Jure Capital of a Title is the County that was its historical capital. You can always choose to move your Realm Capital to your Primary Title's De Jure Capital, even if it has already been moved.","links":["title","county","realm_capital","primary_title"],"dlc":null,"page":"https://ck3db.com/concepts/de_jure_capital"},{"key":"de_jure_drift","name":"De Jure Drift","aliases":["Drifted","Drift","De Jure Drifting"],"parent":"de_jure","children":[],"description":"A slow process by which a Title's De Jure Liege can change. It occurs naturally when a Duchy or Kingdom is completely controlled by a Ruler who does not hold the territory's de jure liege title.\n\nThis process can be sped up by assigning your Chancellor to the appropriate Councillor Task (Integrate Title). Duchies can only De Jure Drift into Kingdoms, and Kingdoms can only Drift into Empires.\n\nLetting titles De Jure Drift into your Primary Title is a good way to get rid of the Rightful Liege penalty.\n\nExample: The Duchy of Northumbria is de jure part of England, but the territory of the duchy is entirely within Scotland. Since the King of Scotland does not also hold England, the duchy will start to De Jure Drift toward becoming a part of Scotland.","links":["title","de_jure","liege","duchy","kingdom","ruler","chancellor","councillor_task","empire","primary_title","rightful_liege"],"dlc":null,"page":"https://ck3db.com/concepts/de_jure_drift"},{"key":"de_jure_partition","name":"De Jure Partition","aliases":["De Jure Partitioned"],"parent":null,"children":[],"description":"Realms that have been De Jure Partitioned have been split into two same-Tier Titles, but can still be reunited easily.\n\nEither Title can Drift Completely Controlled Duchies from the other Title into its De Jure instantly via Decision.\n\nIf either Title is ever destroyed or loses the last of its De Jure Counties, then the remaining Title absorbs all of its De Jure.","links":["realm","title_tier","title","de_jure_drift","complete_control","duchy","de_jure","decision","county"],"dlc":null,"page":"https://ck3db.com/concepts/de_jure_partition"},{"key":"debt","name":"Debt","aliases":[],"parent":"gold","children":[],"description":"Debt is the state of having a negative amount of GoldGold. This typically happens when a Ruler at war hires Mercenaries without having enough Gold to cover the full cost, or when they are at war for too long.\n\nWhile in Debt you cannot declare new Wars, your Men-at-Arms do not reinforce, and your enemies will have an Advantage over you in battle. The deeper into debt you fall, the more penalties you will get — fewer Levies, reduced Popular Opinion, and your Vassals will like you less.\n\nIn addition to this, various other minor destabilizing events may occur, such as gaining County Corruption in your Domain Counties.\n\nIt is generally a good idea to strike your enemies while they are in Debt, as they will fight with reduced Advantage!","links":["gold","ruler","mercenary_company","war","men_at_arms","battle_advantage","levies","county_opinion","vassal","county_corruption","domain","county"],"dlc":null,"page":"https://ck3db.com/concepts/debt"},{"key":"decision","name":"Decision","aliases":["Decisions","Decide"],"parent":null,"children":["extort_subjects_decision","sell_titles_decision","embrace_celibacy","abandon_celibacy","commission_epic","deceitful_progress_hostile_schemes_decision","diligent_development_focus_decision","impatient_rushing_all_schemes_decision","promote_other_culture_development_decision","draw_up_new_charts","local_arbitration","designated_terrain","master_terrain","improve_city_province_decision","kindle_royal_fire_decision","fp3_embellish_capital_decision","admin_confirmation","ep3_become_landless_adventurer_decision","pam_shape_the_christian_church_decision"],"description":"A Decision is a special action that a Character can take at their leisure.\n\nEach decision has its own set effects, which can range from minor Character changes to Empire-shaking impacts.\n\nDecisions that move a Character to a specific location for a period of time are called Activities.","links":["character","empire","activity"],"dlc":null,"page":"https://ck3db.com/concepts/decision"},{"key":"defeat","name":"Defeat","aliases":[],"parent":"peace","children":[],"description":"Defeat is one of three possible Peace Offers. The exact outcome of Defeat in a War depends on the Casus Belli, but defeated Defenders typically lose Titles within the War Target region, whereas defeated Attackers instead lose things like Gold, Prestige and Piety.","links":["peace","war","casus_belli","title","war_target","gold","prestige","piety"],"dlc":null,"page":"https://ck3db.com/concepts/defeat"},{"key":"request_clerical_chastity_interaction","name":"Demand Chastity","aliases":[],"parent":null,"children":[],"description":"An Interaction which demands another Character assumes vows of chastity and takes on a long-term Fertility penalty.","links":["interaction","character","fertility"],"dlc":null,"page":"https://ck3db.com/concepts/request_clerical_chastity_interaction"},{"key":"demand_conversion","name":"Demand Conversion","aliases":["Demanding Conversion"],"parent":null,"children":["refuse_conversion_crime"],"description":"Rulers who have a subject of another Faith may Demand Conversion to change their subject's Faith to their own. The Ruler's Learning skill and the subject's Opinion of their liege are major factors in determining if the subject accepts the demand, or refuses it.","links":["ruler","faith","learning_skill","opinion","refuse_conversion_crime"],"dlc":null,"page":"https://ck3db.com/concepts/demand_conversion"},{"key":"demand_payment","name":"Demand Payment","aliases":["Demand Payment Interaction"],"parent":"interaction","children":[],"description":"A Diplomatic Interaction that allows a character to demand payment of Gold in exchange for any Hooks they have.","links":["gold","hook"],"dlc":null,"page":"https://ck3db.com/concepts/demand_payment"},{"key":"fp3_demand_submission_interaction","name":"Demand Submission","aliases":[],"parent":"interaction","children":[],"description":"Demand a Character's loyalty in the form of a Hook by using piety, guile, or intimidation.","links":["character","hook"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_demand_submission_interaction"},{"key":"denounce","name":"Denounce","aliases":["Denouncement"],"parent":"dynasty","children":[],"description":"A Dynasty Head may denounce a member of their Dynasty for a cost of Renown.\n\nAny member of the same dynasty (including the Dynasty Head themselves) will gain an Imprisonment Reason against the denounced member.","links":["dynast","dynasty","dynasty_prestige","imprisonment_reason"],"dlc":null,"page":"https://ck3db.com/concepts/denounce"},{"key":"depose","name":"Depose","aliases":["Deposed"],"parent":null,"children":[],"description":"Rulers can be Deposed as a result of Faction demands or special events. Their Heirs will inherit their Titles even though the old ruler is still alive.","links":["ruler","faction","heir","title"],"dlc":null,"page":"https://ck3db.com/concepts/depose"},{"key":"pam_antiking_cb","name":"Depose Antipope","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli available to Christian Kings and above who neither sponsor nor serve as a Challenger Head of Faith. Waged against an Independent sponsor of their own Faith to depose their Challenger Head of Faith and earn the gratitude of the legitimate Head of Faith.","links":["casus_belli","christian","king","challenger_hof","independent_ruler","faith","head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/pam_antiking_cb"},{"key":"designate_chief_sacrifice","name":"Designate Chief Sacrifice","aliases":["Designate a Chief Sacrifice","Chief Sacrifice"],"parent":null,"children":[],"description":"When holding a grand sacrificial festival, Characters may designate one of their Prisoners to be the primary sacrifice. This Prisoner is killed first, and may cause the sacrificing character to gain more Piety.\n\nPreferable sacrifices are:\n\n• Landless Characters whose Faith is either hostile or evil\n\n• Landed Characters of at least Count-Rank\n\n• Heads of Faith (though this may have repercussions)","links":["character","prison","piety","faith","faith_hostile","faith_evil","landed","count","title_rank","head_of_faith"],"dlc":"The Northern Lords","page":"https://ck3db.com/concepts/designate_chief_sacrifice"},{"key":"designated_heir","name":"Designated Heir","aliases":[],"parent":null,"children":[],"description":"The Designated Heir takes priority when deciding who becomes the Realm Heir.","links":["realm_heir"],"dlc":null,"page":"https://ck3db.com/concepts/designated_heir"},{"key":"designated_terrain","name":"Designated Terrain","aliases":[],"parent":"decision","children":[],"description":"A Decision unlocked from the Wandering Lifestyle tree, where you can choose a Terrain group to specialize in. Certain Perks will provide different boons to the terrain group chosen.\n\nTerrain groups one can choose from:\n\n•  Forests /  Jungles /  Taiga /  Wetlands\n\n•  Mountains /  Hills /  Desert Mountains\n\n•  Plains /  Steppe /  Farmlands /  Floodplains\n\n•  Deserts /  Drylands /  Oasis","links":["decision","wanderer_lifestyle","terrain","perk"],"dlc":null,"page":"https://ck3db.com/concepts/designated_terrain"},{"key":"destination","name":"Destination","aliases":["Travel Destination"],"parent":"travel","children":[],"description":"The Destination is the objective whilst Traveling, or one of several objectives. For a Pilgrimage it would be the Holy Site that is Traveled to, whereas for a Tour every single Vassal that is being visited would be considered a Destination.","links":["travel","pilgrimage","holy_site","tour","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/destination"},{"key":"detail_zoom","name":"Details Map","aliases":[],"parent":null,"children":[],"description":"Details Map\n\nThe Details Map gives you an overview of Terrain and your Domain, and is ideal for moving Regiments and constructing Buildings.\n\nIn this mapmode, clicking the map will select Holdings","links":["terrain","domain","regiment","building","holding"],"dlc":null,"page":"https://ck3db.com/concepts/detail_zoom"},{"key":"coronation_detractor","name":"Detractor","aliases":["Detractors"],"parent":"coronation","children":[],"description":"Detractors are Guests at the Coronation Activity opposing the Host in their ascension to the throne. They will attempt to foil the Ruler and ruin their Legitimacy.\n\nThey are directly opposed to the Supporters, guests who are attempting to aid the host.","links":["activity_guest","coronation","activity","court_host","ruler","legitimacy","coronation_supporter"],"dlc":null,"page":"https://ck3db.com/concepts/coronation_detractor"},{"key":"diligent_development_focus_decision","name":"Develop Capital Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision allowing you to improve your Capital. Grants Development in exchange for Stress.","links":["decision","realm_capital","county_development","stress"],"dlc":null,"page":"https://ck3db.com/concepts/diligent_development_focus_decision"},{"key":"county_development","name":"Development","aliases":["Development"],"parent":null,"children":[],"description":"Development is a measure of the local infrastructure and technological advancement in a County.\n\nHigher Development increases the Levies, Taxes, and Supply Limit gained from a County.","links":["county","levies","taxes","supply_limit"],"dlc":null,"page":"https://ck3db.com/concepts/county_development"},{"key":"county_development_growth","name":"Development Growth","aliases":["Development Growth"],"parent":null,"children":[],"description":"Development Growth measures how far along the County is towards increasing its Development.\n\nAt 100 Development Growth, the Development increases by 1.","links":["county","county_development"],"dlc":null,"page":"https://ck3db.com/concepts/county_development_growth"},{"key":"piety_experience","name":"Devotion","aliases":[],"parent":"piety","children":[],"description":"Each point of Devotion a character gets increases their progress towards the next Level of Devotion. When a character gains Piety they also gain an equal amount of Devotion.","links":["piety_level","piety"],"dlc":null,"page":"https://ck3db.com/concepts/piety_experience"},{"key":"diarch","name":"Diarch","aliases":["Diarchs","Diarch's","Diarchs'"],"parent":"diarchy","children":["vizier","co_rulership","grand_secretariat_director"],"description":"The junior partner during Power Sharing, a Diarch helps their Liege run the Realm.\n\nThe Diarch has access to Borrowed Powers, and gain more of these as the Scales of Power tip in their favor.","links":["diarchy","liege","realm","diarch_power","scales_of_power"],"dlc":null,"page":"https://ck3db.com/concepts/diarch"},{"key":"diarch_aptitude","name":"Diarch Aptitude","aliases":[],"parent":"diarchy","children":[],"description":"Diarch Aptitude governs how well a Diarch achieves each Mandate set by their Liege.\n\nBoth Skills and Personality Traits play a role. For instance, a Greedy Diarch tasked with the 'Fill Coffers' Mandate may not send as much Gold to their Liege.\n\nDiarchs are well-suited to a Mandate when they have around 40+ Aptitude for it.","links":["diarch","mandate","liege","skills","personality_trait","gold"],"dlc":null,"page":"https://ck3db.com/concepts/diarch_aptitude"},{"key":"regency_veto","name":"Diarchy Veto","aliases":["Veto"],"parent":"regency","children":[],"description":"When a Diarch uses their Borrowed Powers, their Liege may use their Diarchy Veto to stop them, at the cost of Prestige","links":["diarch","diarch_power","liege","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/regency_veto"},{"key":"diplomacy_task_contract","name":"Diplomacy Contract","aliases":["Diplomacy Contracts","Diplomacy Contract's","Diplomacy Contracts'"],"parent":"task_contracts","children":[],"description":"A Diplomacy Contract typically involves settling local disputes or negotiating advantageous deals using your wit.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/diplomacy_task_contract"},{"key":"diplomacy_lifestyle","name":"Diplomacy Lifestyle","aliases":[],"parent":"focus","children":[],"description":"The Diplomacy Lifestyle is suitable for Characters who want to gain Claims and Casus Bellis, increase their Prestige, or gain boons from Family and Friends.","links":["title_claim","casus_belli","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/diplomacy_lifestyle"},{"key":"diplomacy_skill","name":"Diplomacy Skill","aliases":["Diplomacy"],"parent":"skills","children":[],"description":"Diplomacy is a Skill representing a Character's ability to charm, negotiate and persuade.\n\nDiplomacy directly affects the Opinions other characters have of you. It is also used to further Diplomatic Schemes.\n\nThe corresponding Lifestyle is the Diplomacy Lifestyle.","links":["skills","opinion","scheme","lifestyle","diplomacy_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/diplomacy_skill"},{"key":"diplomatic_range","name":"Diplomatic Range","aliases":["Range"],"parent":null,"children":[],"description":"You can only interact with characters who are within Diplomatic Range. However, neighboring Realms are always in range.","links":["realm"],"dlc":null,"page":"https://ck3db.com/concepts/diplomatic_range"},{"key":"direct_vassal","name":"Direct Vassal","aliases":["Direct Vassals"],"parent":"vassal","children":[],"description":"Your Direct Vassals are the Vassals that serve under you personally. Vassals-of-vassals are not included.","links":["vassal"],"dlc":null,"page":"https://ck3db.com/concepts/direct_vassal"},{"key":"directed_great_holy_war","name":"Directed Great Holy War","aliases":["Directed Great Holy Wars","Jihad","Jihads","Directed"],"parent":"great_holy_war","children":[],"description":"A Directed Great Holy War is declared by a Temporal Head of Faith with the intention of bringing a Kingdom under their own rule.\n\nRulers of their Faith might choose to assist the Head of Faith, and may get rewards from doing so. Rewards include Piety and potentially having their Dynasty become Landed within the conquered Kingdom.\n\nRulers of the targeted Religion may choose to defend against this war without the need for an Alliance.","links":["head_of_faith","kingdom","ruler","faith","piety","dynasty","landed","religion","alliance"],"dlc":null,"page":"https://ck3db.com/concepts/directed_great_holy_war"},{"key":"disaster","name":"Disaster","aliases":["Disasters","Natural Disaster","Natural Disasters"],"parent":null,"children":["earthquake","flood"],"description":"Natural Disasters encompasses Floods and Earthquakes.\n\nA Natural Disaster will result in the Death of many Characters in the affected Counties, and will further have a significant negative impact on Development, Popular Opinion, and Control in accordance with the disaster's severity.\n\nThe devastation caused by a Natural Disaster can be undone and the land revitalized with the completion of a Relief Great Project.","links":["flood","earthquake","character_death","character","county","county_development","county_opinion","county_control","great_project"],"dlc":null,"page":"https://ck3db.com/concepts/disaster"},{"key":"disciple","name":"Disciple","aliases":["Disciples","Disciple's","Disciples'"],"parent":"movement","children":["disciple_limit"],"description":"Disciples are Characters that respect the high status of an Elder and follow their teachings, up to a Limit.\n\nThey can access to the Request Mentorship Character Interaction (Scheme) to increase their Skills, and the Make a Request Character Interaction to obtain Gold, Courtiers and more.\n\nA Disciple and an Elder:\n\n• Obtain more Merit\n\n• Are less likely to use Hostile Schemes against each other\n\n• Are more likely to accept Interactions sent by the other\n\n• Are more likely to use friendly Interactions on the other (i.e. Send Gift, Council Invitation, etc.)\n\n• Will both belong to the Elder's Movement","links":["character","elder","disciple_limit","interaction","skills","gold","courtier","merit","hostile_scheme","movement"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/disciple"},{"key":"disciple_limit","name":"Disciple Limit","aliases":["Limit"],"parent":"disciple","children":[],"description":"The Disciple Limit is a capacity on how many Disciples an Elder can have at a given time.\n\nThe limit is 5 by default. It can be increased by, for example, improving a Domicile with certain Domicile Buildings.","links":["disciple","elder","domicile","domicile_building"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/disciple_limit"},{"key":"faction_discontent","name":"Discontent","aliases":["Discontent"],"parent":"faction","children":[],"description":"Discontent is a measure of how close a Faction is to issuing an ultimatum.\n\nIf a Faction's Military Power is at the threshold, Discontent will increase every month. If Military Power is below the threshold, Discontent will decrease. Very powerful Factions will have their Discontent rise quickly.","links":["faction","faction_military_power"],"dlc":null,"page":"https://ck3db.com/concepts/faction_discontent"},{"key":"disinherit","name":"Disinherit","aliases":["Disinherited","Disinheriting","Disinherits"],"parent":"succession","children":[],"description":"A Dynasty Head may disinherit a member of their Dynasty at the cost of Renown.\n\nThis will remove the dynasty member from any regular Line of Succession of any titles that are currently held by other dynasty members.","links":["dynast","dynasty","dynasty_prestige","line_of_succession"],"dlc":null,"page":"https://ck3db.com/concepts/disinherit"},{"key":"dismiss_strong_hook_interaction","name":"Dismiss Hook Interaction","aliases":[],"parent":"interaction","children":[],"description":"An Interaction allowing you to dismiss a Hook targeting you in exchange for Prestige.","links":["interaction","hook","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/dismiss_strong_hook_interaction"},{"key":"disobedient","name":"Disobedient","aliases":[],"parent":null,"children":[],"description":"In Nomadic Realms, obedience determines the loyalty of a Character to their Liege, Suzerain or owner of their Court. Characters can only be obedient to one Ruler at a time.\n\nObedient characters are less likely to participate in Hostile Schemes, join Wars or join Factions against their liege. They will always support their liege's preferences during Succession and won't press their Claims on them. Non-obedient Tributaries may try to break free.\n\nWhen a character's score surpasses the Obedience Threshold they become obedient.","links":["realm","character","liege","suzerain","court","ruler","hostile_scheme","war","faction","succession","title_claim","tributary","obedience_threshold"],"dlc":null,"page":"https://ck3db.com/concepts/disobedient"},{"key":"disparate_tribes_tribal_authority","name":"Disparate Tribes Tribal Authority","aliases":["Disparate Tribes"],"parent":"tribal_authority","children":[],"description":"Disparate Tribes is the lowest level of Tribal Authority. At this level, Vassals have no Opinion penalty towards their Liege, and the liege lacks any power over them other than the ability to demand Levies and Taxes.","links":["tribal_authority","vassal","opinion","liege","levies","taxes"],"dlc":null,"page":"https://ck3db.com/concepts/disparate_tribes_tribal_authority"},{"key":"disrupt_schemes","name":"Disrupt Schemes","aliases":[],"parent":"councillor_task","children":[],"description":"Disrupt Schemes is a Councillor Task performed by the Spymaster.\n\nIt increases a Ruler's Scheme Discovery Chance and slows down the hostile Spymaster actions of other Rulers, such as Find Secrets.","links":["councillor_task","spymaster","ruler","scheme_discovery_chance","espionage"],"dlc":null,"page":"https://ck3db.com/concepts/disrupt_schemes"},{"key":"dissolution_faction","name":"Dissolution Faction","aliases":["Dissolution Factions","Dissolved"],"parent":"faction","children":[],"description":"The Dissolution Faction seeks to destroy the Realm of their Liege. If they are successful, all the vassals in the realm become Independent, and their liege loses their Primary Title.","links":["dissolution_faction","realm","liege","independent_ruler","primary_title"],"dlc":null,"page":"https://ck3db.com/concepts/dissolution_faction"},{"key":"dissolve_empire_casus_belli","name":"Dissolve Empire","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli that allows a Ruler of the same Faith to declare War on an Excommunicated Emperor and destroy that Empire Title upon victory.","links":["casus_belli","ruler","faith","war","excommunication","emperor","empire","title"],"dlc":null,"page":"https://ck3db.com/concepts/dissolve_empire_casus_belli"},{"key":"rite_divergence","name":"Divergence","aliases":["Divergent","Divergence"],"parent":"rite","children":[],"description":"Divergence measures how far a Rite's Tenets and Doctrines have drifted from the parent Faith. A Rite that adopts Prohibited Tenets as Core is more Divergent.\n\nHigh Divergence weakens the parent faith's Fervor making outbreaks of Heresy more common. A Rite that reaches 100 Divergence will be automatically declared a heresy and become a new Faith.","links":["rite","tenet","doctrines","faith","prohibited_tenet_status","core_tenet_status","fervor","heresy"],"dlc":null,"page":"https://ck3db.com/concepts/rite_divergence"},{"key":"divergent_bloc_member_house","name":"Divergent Bloc Member House","aliases":["Divergent Bloc Member Houses","Divergent Bloc House","Divergent Bloc Houses"],"parent":"bloc_member_house","children":[],"description":"A Divergent Bloc Member House is a House that has joined a House Bloc, but a different House Aspirations as the Leading House.","links":["house","house_bloc","house_aspiration","leading_house"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/divergent_bloc_member_house"},{"key":"divergent_culture","name":"Divergent Culture","aliases":["Divergent Cultures","Diverge","Diverges"],"parent":"culture","children":[],"description":"A Divergent Culture is an offshoot of an existing Culture, created by a Ruler.\n\nThe Divergent Culture keeps its Heritage, but other aspects of the original Culture can be changed.\n\nThe Culture that is diverged from must be at least -9900–200 years old, and the Prestige cost to diverge is based on the creating Ruler's Realm Size.\n\nNew Cultures can also appear as a Hybrid Culture.","links":["culture","ruler","heritage","prestige","realm_size","hybrid_culture"],"dlc":null,"page":"https://ck3db.com/concepts/divergent_culture"},{"key":"house_unity_devisive_actions","name":"Divisive Actions","aliases":[],"parent":null,"children":[],"description":"Divisive Actions towards your House members will decrease your House Unity.\n\nHouse Heads can use the Steer House Unity Decision and the Accuse of Decadence Interaction to greatly decrease Unity.\n\nSome examples of divisive actions are:\n\n• Revoke Title\n\n• Declare War\n\n• Imprison\n\n• Move to Dungeon\n\n• Force to Join Faction\n\n• Disinherit\n\n• Denounce\n\n• Expose a Secret\n\n• Blackmail\n\n• Break Betrothal\n\n• Join Independence Faction\n\n• Accuse of Violating Sumptuary Law\n\n• Claim Liege Title","links":["house","house_unity","house_head","decision","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/house_unity_devisive_actions"},{"key":"divorce","name":"Divorce","aliases":["Divorced","Divorcing","Divorces"],"parent":null,"children":[],"description":"Married Spouses can arrange a Divorce, although the rules, requirements and consequences depend on the Doctrines of their Faiths.\n\nConcubines can simply be set aside at will.","links":["marriage","spouse","doctrines","faith","concubinage"],"dlc":null,"page":"https://ck3db.com/concepts/divorce"},{"key":"doctrines","name":"Doctrines","aliases":["Doctrine"],"parent":"faith","children":["gender_doctrines"],"description":"Doctrines could be considered religious laws that determine what is acceptable behavior within a Faith.","links":["faith"],"dlc":null,"page":"https://ck3db.com/concepts/doctrines"},{"key":"domain","name":"Domain","aliases":["Domains"],"parent":null,"children":[],"description":"A Ruler's Domain is the collection of all Holdings that they personally own.\n\nThe fairly static Domain Limit means that Rulers have to rely on Vassals to increase the size of their Realm beyond a certain point.","links":["ruler","holding","domain_limit","vassal","realm"],"dlc":null,"page":"https://ck3db.com/concepts/domain"},{"key":"domain_fertility","name":"Domain Fertility","aliases":[],"parent":"county_fertility","children":[],"description":"Domain Fertility is the total County Fertility of all your held Counties.","links":["county_fertility","county"],"dlc":null,"page":"https://ck3db.com/concepts/domain_fertility"},{"key":"domain_income","name":"Domain Income","aliases":["Domain Taxes"],"parent":null,"children":[],"description":"Your Domain Income consists of the Taxes that you collect from your own Domain. The amount collected depends on the local Control and Development levels.","links":["taxes","domain","county_control","county_development"],"dlc":null,"page":"https://ck3db.com/concepts/domain_income"},{"key":"domain_limit","name":"Domain Limit","aliases":[],"parent":null,"children":[],"description":"The Domain Limit determines how many Holdings you can legally have in your Domain. The Domain Limit is affected by many things, such as your Succession Law and the tier of your Primary Title.\n\nAlthough you can go above your Domain Limit, doing so will lower your Income and Vassal Opinions.","links":["holding","domain","succession_law","primary_title","income","vassal","opinion"],"dlc":null,"page":"https://ck3db.com/concepts/domain_limit"},{"key":"domestic_affairs","name":"Domestic Affairs","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Chancellor, which increases the opinion Vassals in the Realm have towards the Liege.","links":["councillor_task","chancellor","vassal","realm","liege"],"dlc":null,"page":"https://ck3db.com/concepts/domestic_affairs"},{"key":"domicile","name":"Domicile","aliases":["Domiciles"],"parent":null,"children":["domicile_building","estate","camp","nomadic_holding","yurt","east_asian_estate","japanese_manor"],"description":"A Domicile is the private or assigned property of certain Characters who have a particular Government Form, such as Administrative, Adventurer or Ecclesiastical.\n\nThe Domicile acts as the owner's primary powerbase instead of Holdings, and can be improved with Domicile Buildings.\n\nEvery Domicile is located within a designated Barony, and some may be moved to a new location. Restrictions may apply depending on the Domicile Type.\n\nSome Domiciles have a special landless Title and follow its Succession.","links":["character","government","administrative","adventurer","ecclesiastical","holding","domicile_building","barony","title","succession"],"dlc":null,"page":"https://ck3db.com/concepts/domicile"},{"key":"domicile_building","name":"Domicile Building","aliases":["Domicile Buildings"],"parent":"domicile","children":["estate_building","camp_building","ecclesiastical_domicile_building","east_asian_estate_building","japanese_manor_building"],"description":"All Domiciles can be upgraded with certain Domicile Buildings, which grant income, resources such as Prestige, and many other benefits to the owner.\n\nThe availability of buildings depends on the type of Domicile, as each type has a vastly different set of buildings.\n\nSome Domicile Buildings can have Internal Upgrades.","links":["domicile","prestige","domicile_building_upgrade"],"dlc":null,"page":"https://ck3db.com/concepts/domicile_building"},{"key":"domicile_building_slot","name":"Domicile Building Slot","aliases":["Domicile Building Slots","Slot","Slots"],"parent":"domicile_buildings","children":[],"description":"Each Domicile has only a limited number of potential Slots for new buildings.\n\nNew Slots can be unlocked by upgrading the central Domicile Building, like an Estate's Villa or a Camp's Pavilion.\n\nLocked Slots are shown in the Domicile view — there is no way to get extra Slots beyond these.","links":["domicile","estate","camp"],"dlc":null,"page":"https://ck3db.com/concepts/domicile_building_slot"},{"key":"nomadic_authority","name":"Dominance","aliases":["Dominance"],"parent":"government_authority","children":["unruly_nomadic","limited_nomadic","high_nomadic","absolute_nomadic","unrestricted_nomadic"],"description":"Dominance represents the projected power of a Nomadic Ruler. It can be increased by Herd size and will unlock additional Migration options.\n\nThere are five different levels of Dominance: Unruly Nomads, Limited, High, Absolute and Unrestricted.\n\nThe last level can only ever be obtained by one ruler per playthrough.","links":["ruler","herd","migration","unruly_nomadic","limited_nomadic","high_nomadic","absolute_nomadic","unrestricted_nomadic"],"dlc":null,"page":"https://ck3db.com/concepts/nomadic_authority"},{"key":"dominant_family","name":"Dominant Family","aliases":["Dominant Families","Dominant"],"parent":"noble_family","children":[],"description":"A Dominant Family is a Powerful Family that has spread their control far and wide. They are considered the most influential House within a Realm.\n\nA member of a Dominant Family is even better at Political Schemes and is even more likely to get what they want when Interacting with other Characters.\n\nA House must control at least 25% of the Realm to become Dominant.","links":["powerful_family","house","realm","political_scheme","interaction","character"],"dlc":null,"page":"https://ck3db.com/concepts/dominant_family"},{"key":"dominate_title","name":"Dominate Title","aliases":["Domination War"],"parent":"war","children":[],"description":"Nomads who want to gain a Title of a higher Tier without Migrating have the alternative of fighting the local inhabitants of an area over a title, as long as they have the right Dominance level.\n\nIf there is someone holding the title in question, they will begin a war against that target, to usurp the title from them. If there isn't anyone holding the title in question, they will instead fight every single non-Tributary, non-Ally in the De Jure area of the title.\n\nOn a victory, the aggressor will gain the title in question, and all defenders will become their Tributary. On a loss, the aggressor will pay GoldGold to the defender, and lose a significant amount of DreadDread.\n\nIf the Decision taker holds the whole De Jure area, they will simply gain the title immediately, as there are no defenders to be fought.","links":["nomadic","title","title_tier","migration","nomadic_authority","tributary","alliance","de_jure","gold","dread","decision"],"dlc":null,"page":"https://ck3db.com/concepts/dominate_title"},{"key":"dread","name":"Dread","aliases":["Dreadful","Dreaded"],"parent":null,"children":["intimidated","cowed"],"description":"Dread is a measure of how feared a Ruler is.\n\nRulers increase Dread by performing cruel and heinous acts such as torturing and executing Prisoners.\n\nDread makes it viable to play as a Tyrant, because unruly Vassals can become Intimidated or Terrified, making them too scared to oppose you.\n\nA character's Dread can range from 0 to 100, except for Nomads, who can achieve 150. Over time, their Dread will tend towards their Natural Dread, which is defined by their Personality Traits.\n\nA Dreadful Ruler reaps the following benefits:\n\n• Vassals are discouraged from joining Factions\n\n• Vassals are discouraged from Scheming\n\n• Increases Vassal acceptance (E.g. Title Revocation)\n\n• Increases Offer Vassalization acceptance\n\n• Makes Electors more likely to vote as you do\n\n• Makes vassals unlikely to oppose Law changes\n\nNote that brave and bold Vassals are less affected by Dread!","links":["ruler","prison","tyranny","vassal","intimidated","cowed","nomadic","personality_trait","faction","scheme","offer_vassalization","elector","law"],"dlc":null,"page":"https://ck3db.com/concepts/dread"},{"key":"ducal_conquest_casus_belli","name":"Ducal Conquest Casus Belli","aliases":["Ducal Conquest"],"parent":"casus_belli","children":[],"description":"A Casus Belli that allows the seizure of Counties required to create an Uncreated Title of Duchy rank.","links":["casus_belli","county","title_creation","duchy"],"dlc":null,"page":"https://ck3db.com/concepts/ducal_conquest_casus_belli"},{"key":"duchy","name":"Duchy","aliases":["Duchies"],"parent":"title","children":[],"description":"A Duchy is a Title one Tier below a Kingdom and one above a County.\n\nThe Holder of a Duchy has De Jure rights to its constituent Counties and can have Counts as Vassals.\n\nDuchies may be dormant and have no current Holder. Such Title Succession can be created by a Ruler who controls at least half of its Counties.","links":["title","title_tier","kingdom","county","holder","de_jure","count","vassal","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/duchy"},{"key":"duchy_building","name":"Duchy Building","aliases":["Duchy Buildings"],"parent":"building","children":[],"description":"Duchy Buildings are powerful Buildings that can only be constructed in the De Jure Capital of a Duchy. Only one type can be constructed in each Duchy.\n\nDuchy Buildings are only active if the owner also holds the associated Duchy Title.\n\nMany Duchy Buildings have modifiers that affect all Holdings in the Duchy, making them powerful tools for specializing your Domain.","links":["building","de_jure_capital","duchy","title","holding","domain"],"dlc":null,"page":"https://ck3db.com/concepts/duchy_building"},{"key":"single_combat_prowess_bonus","name":"Duel Edge Bonus","aliases":[],"parent":"single_combat_fight","children":[],"description":"As Characters Duel, they may gain temporary advantage, such as by leveraging Terrain or special Traits. This increases their Prowess for the duration of the current bout, and is lost immediately after.\n\nThe opposite of Duel Edge Bonus is Duel Edge Penalty.","links":["character","terrain","trait","prowess_skill","single_combat_prowess_malus"],"dlc":null,"page":"https://ck3db.com/concepts/single_combat_prowess_bonus"},{"key":"single_combat_prowess_malus","name":"Duel Edge Penalty","aliases":[],"parent":"single_combat_fight","children":[],"description":"As Characters Duel, they may be afflicted with temporary disadvantage, often due to their opponent severely hurting or intimidating them. This decreases their Prowess for the duration of the current bout, but is regained immediately after.\n\nThe opposite of Duel Edge Penalty is Duel Edge Bonus.","links":["character","prowess_skill","single_combat_prowess_bonus"],"dlc":null,"page":"https://ck3db.com/concepts/single_combat_prowess_malus"},{"key":"duke","name":"Duke","aliases":["Dukes"],"parent":"rank","children":[],"description":"A Duke is a Ruler whose Primary Title is a Duchy.\n\nTheir Rank is directly above Counts and directly below Kings, and as such they can have Counts as Vassals, and a King or above as their Liege.","links":["ruler","primary_title","duchy","title_rank","count","king","vassal","liege"],"dlc":null,"page":"https://ck3db.com/concepts/duke"},{"key":"dungeon","name":"Dungeon","aliases":["Dungeons"],"parent":"prison","children":[],"description":"Imprisoned Characters kept in the Dungeon or Stockade suffer from increasing Stress as well as a Health penalty. In time, they are likely to die from Illness or suffer mental breaks.\n\nFor Landed Rulers, Commoners are automatically imprisoned in the Dungeon, but can be moved to House Arrest.","links":["prison","stress","health","illness","landed","ruler","commoner","house_arrest"],"dlc":null,"page":"https://ck3db.com/concepts/dungeon"},{"key":"duumvirate","name":"Duumvirate","aliases":["Duumvirates","Co-Emperor","Co-Emperors"],"parent":"co_rulership","children":[],"description":"A Duumvirate is the rule of one Empire by two Characters. A senior emperor (the Liege), and a junior emperor (the Co-Emperor).\n\nThey generate passive Influence for both themselves and their senior emperor. How much exactly scales up every 5 years in the job, including any time they spent as Nominal Co-Emperor.\n\nIn practice, most power still rests in the hands of the Liege who actually holds the imperial title rather than their Diarch, but the Co-Emperor does have access to several powerful ways to affect the Realm & is a cheaper candidate to promote for Administrative positions.\n\nNotably, Co-Emperors can use the Imperial Expedition Casus Belli at higher levels of Scales of Power swing.\n\nCo-Emperors are able to Usurp their senior emperor via ritually maiming them.","links":["empire","character","liege","influence","nominal_duumvirate","diarch","realm","administrative","imperial_expedition_cb","casus_belli","scales_of_power","usurp_title"],"dlc":null,"page":"https://ck3db.com/concepts/duumvirate"},{"key":"dynastic_cycle","name":"Dynastic Cycle","aliases":["Dynastic Cycle's"],"parent":"situation","children":["situation_dynastic_cycle_phase","dynastic_cycle_era_type","dynastic_cycle_era_type_stable","dynastic_cycle_era_type_unstable","dynastic_cycle_era_type_chaotic"],"description":"The Dynastic Cycle depicts the socio-political status of the Great Empire of China, which flows through Dynastic Cycle Eras of stability, instability, and chaos.\n\nKey to the Dynastic Cycle is the Mandate of Heaven, a form of Legitimacy held by the Emperor. If it is ever lost, the Great Empire of China will shatter - until it is again united by someone worthy to be the Son of Heaven.","links":["situation_dynastic_cycle_phase","mandate_of_heaven","legitimacy"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/dynastic_cycle"},{"key":"dynastic_cycle_catalyst","name":"Dynastic Cycle Catalyst","aliases":["Dynastic Cycle Catalysts","Dynastic Cycle Catalyst's","Dynastic Cycle Catalysts'"],"parent":"situation_catalyst","children":[],"description":"Certain Situations transition between Situation Phases when a Situation Catalyst occurs.\n\nA list of which Situation Catalyst are important in each Situation Phase can be found in the Situation window.","links":["situation","situation_phase"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/dynastic_cycle_catalyst"},{"key":"situation_dynastic_cycle_phase","name":"Dynastic Cycle Era","aliases":["Dynastic Cycle Eras","Era","Eras"],"parent":"dynastic_cycle","children":[],"description":"The socio-political state of the Dynastic Cycle.\n\nEras:\n\n• Stable Era: Advancement, Expansion\n\n• Unstable Era: Tension\n\n• Chaotic Era: Division","links":["dynastic_cycle","dynastic_cycle_era_type_stable","dynastic_cycle_era_type_unstable","dynastic_cycle_era_type_chaotic"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/situation_dynastic_cycle_phase"},{"key":"dynastic_cycle_era_type","name":"Dynastic Cycle Era Type","aliases":["Era Types"],"parent":"dynastic_cycle","children":[],"description":"There are three Era Types in the Dynastic Cycle, they categorize the Dynastic Cycle Eras and place each into the three-part repeating nature of the Dynastic Cycle.\n\nEra Types: Stable Era, Unstable Era, Chaotic Era","links":["dynastic_cycle","situation_dynastic_cycle_phase","dynastic_cycle_era_type_stable","dynastic_cycle_era_type_unstable","dynastic_cycle_era_type_chaotic"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/dynastic_cycle_era_type"},{"key":"dynasty","name":"Dynasty","aliases":["Dynasties","Dynasty Members"],"parent":null,"children":["dynast","denounce"],"description":"A Dynasty is a group of Noble descendants of a Landed ancestor; the founder of the Dynasty. The original House can split into new ones (Cadet Branches), all still members of the wider Dynasty.\n\nWhen your Character dies, you must have a Player Heir, or the game will end (though you can pick another ruler and continue playing in the same world).\n\nMuch like Prestige for characters, dynasties have Renown.","links":["noble","landed","house","cadet_branching","player_heir","prestige","dynasty_prestige"],"dlc":null,"page":"https://ck3db.com/concepts/dynasty"},{"key":"dynast","name":"Dynasty Head","aliases":[],"parent":"dynasty","children":["dynast_interaction"],"description":"A Dynasty Head is the House Head that heads the entire Dynasty and all of its Houses.\n\nThe Dynasty Head wields certain unique powers over the members of the Dynasty, known as Dynasty Head Interactions. The Dynasty Head also picks Dynasty Legacies for the Dynasty.\n\nNormally, the Dynasty Head is the House Head that can have the most Soldiers. If all House Heads have the Bureaucratic Government, the Dynasty Head is instead whoever has the highest Powerful Family Rating.","links":["house_head","dynasty","house","dynast_interaction","dynasty_perk","soldiers","government_bureaucratic_type","government","powerful_family_rating"],"dlc":null,"page":"https://ck3db.com/concepts/dynast"},{"key":"dynast_interaction","name":"Dynasty Head Interaction","aliases":["Dynasty Head Interactions"],"parent":"dynast","children":[],"description":"Interactions that are uniquely available to the Dynasty Head of a Dynasty, against other members of that dynasty.\n\nThey cost Renown to use.","links":["dynast","dynasty","dynasty_prestige"],"dlc":null,"page":"https://ck3db.com/concepts/dynast_interaction"},{"key":"dynasty_perk","name":"Dynasty Legacy","aliases":["Dynasty Legacies"],"parent":null,"children":[],"description":"Dynasty Legacies are unlockable boons that provide powerful effects to all members of a Dynasty.\n\nThe Dynasty Head unlocks Dynasty Legacies by spending Renown, with each Legacy in the same track being progressively more expensive and powerful.\n\nDynasty Legacies are slow to get, but stay with the Dynasty forever.","links":["dynasty","dynast","dynasty_prestige"],"dlc":null,"page":"https://ck3db.com/concepts/dynasty_perk"},{"key":"earthquake","name":"Earthquake","aliases":["Earthquakes"],"parent":"disaster","children":[],"description":"An Earthquake is a type of Natural Disaster which causes grievous and sudden destruction in a small number of Counties.\n\nEarthquakes can only occur in regions which are more prone to seismic activity.","links":["disaster","county"],"dlc":null,"page":"https://ck3db.com/concepts/earthquake"},{"key":"east_asian_estate","name":"East Asian Mansion","aliases":["East Asian Mansions","Mansion","Mansions","Family Mansion","Family Mansions"],"parent":"domicile","children":[],"description":"A Mansion is a type of Domicile held by the House Head of notable Noble Families within Ritsuryō and Sōryō Realms. They represent private landholdings untied to any particular Landed Title.\n\nEast Asian Mansion may be constructed here to expand the family's wealth and Influence, and the Mansion will be inherited by future generations.","links":["domicile","house_head","noble_family","realm","landed","title","east_asian_estate","influence"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/east_asian_estate"},{"key":"east_asian_estate_building","name":"East Asian Mansion Building","aliases":["East Asian Mansion Buildings"],"parent":"domicile_building","children":[],"description":"East Asian Mansion Buildings are unique and persistent improvements to a East Asian Mansion.\n\nA large variety of structures are available for construction and may be built by the Mansion's owner to generate private income, expand the family's Influence, and gain access to a number of Decisions, Interactions, and more.","links":["east_asian_estate","influence","decision","interaction"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/east_asian_estate_building"},{"key":"eastern_roman_empire","name":"Eastern Roman Empire","aliases":[],"parent":null,"children":[],"description":"An Empire Title that can be created by the holder of the Roman Empire.\n\nThe title is created by taking the Cleave the Empire Decision.","links":["empire","title","decision"],"dlc":null,"page":"https://ck3db.com/concepts/eastern_roman_empire"},{"key":"ecclesiastical","name":"Ecclesiastical","aliases":["Ecclesiastical Government"],"parent":"government","children":["papabile_score"],"description":"Ecclesiastical is a Theocratic Government Form held by Christian Clergy Rulers, such as Bishops and Archbishops.\n\nMost Ecclesiastical rulers are theocratic Vassals who Lease their Temple Holdings from a secular Liege and answer to the Head of Faith, although a Bishop who possesses Landed Titles that are not Leased may rule as an Independent Ecclesiastical Ruler in their own right. The power such a ruler holds over their own Vassals is determined by their Church Authority.","links":["theocracy","government","christian","clergy","ruler","bishop","archbishop","vassal","leasing","temple_holding","liege","head_of_faith","landed","title","independent_ruler","church_authority"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastical"},{"key":"ecclesiastical_domicile","name":"Ecclesiastical Estate","aliases":["Ecclesiastical Estate","Ecclesiastical Estates","Cathedral Complex","Cathedral Complexes"],"parent":"faith","children":[],"description":"An Ecclesiastical Estate — or Cathedral Complex — is a type of Domicile attached to a Clerical Title, representing the intimate landholdings of an Archbishop and their see. Lesser Clergy in an Ecclesiastical must rise to such a Title before they are granted one.\n\nEcclesiastical Estate Buildings may be constructed here to expand the holder's wealth, Piety, and Spiritual Fulfillment. The Ecclesiastical Estate does not change location and will be inherited by the next title Holder.","links":["domicile","clerical_title","archbishop","clergy","title","ecclesiastical_domicile_building","piety","spiritual_fulfillment","holder"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastical_domicile"},{"key":"ecclesiastical_domicile_building","name":"Ecclesiastical Estate Building","aliases":["Ecclesiastical Estate Building","Ecclesiastical Estate Buildings","Cathedral Complex Building","Cathedral Complex Buildings"],"parent":"domicile_building","children":[],"description":"Ecclesiastical Estate Buildings are unique and persistent improvements to a Ecclesiastical Estate.\n\nA large variety of structures are available for construction and may be built by the holder to generate private income, Piety, Spiritual Fulfillment, and gain access to a number of Decisions, Interactions, and more.","links":["ecclesiastical_domicile","piety","spiritual_fulfillment","decision","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastical_domicile_building"},{"key":"economical_archetype","name":"Economic Archetype","aliases":[],"parent":"personality","children":["ai_warlike_personality","ai_cautious_personality","ai_economical_boom_personality","ai_conqueror_personality","ai_economical_unpredictable_personality","ai_pious_builder_personality"],"description":"A Ruler's Economic Archetype affects how they decide to spend their GoldGold. It is in large part based on their Traits.\n\nThe Economic Archetypes are:\n\n• Warlike\n\n• Cautious\n\n• Builder\n\n• Unpredictable\n\n• Conqueror","links":["ruler","gold","trait","ai_warlike_personality","ai_cautious_personality","ai_economical_boom_personality","ai_economical_unpredictable_personality","ai_conqueror_personality"],"dlc":null,"page":"https://ck3db.com/concepts/economical_archetype"},{"key":"economic_building","name":"Economic Building","aliases":["Economic Buildings"],"parent":"building","children":[],"description":"Economic Buildings are Buildings whose primary function is to increase their holding's Domain Income.","links":["building","domain_income"],"dlc":null,"page":"https://ck3db.com/concepts/economic_building"},{"key":"ecumenical_council","name":"Ecumenical Council","aliases":["Ecumenical Councils"],"parent":null,"children":[],"description":"An Ecumenical Council is an Activity in which the top Clergy in all of Christendom gather to settle the future of the Church.\n\nOver successive debates, the assembled prelates rule on the Tenet Status of contested Tenets — declaring them Permitted or Prohibited, or elevating them to Core — and settle the Doctrines of the Faith.","links":["activity","clergy","tenet_status","tenet","permitted_tenet_status","prohibited_tenet_status","core_tenet_status","doctrines","faith"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/ecumenical_council"},{"key":"education_focus","name":"Education Focus","aliases":["Education","Educations","Educate","Educated","Focus"],"parent":null,"children":[],"description":"All Children between age 6 and 9 can be given an Education Focus geared towards one of the five Skills.\n\nThe Education ends with an Education Trait upon reaching Adulthood.\n\nThe quality of the Education Trait they receive will depend on how well their Childhood Trait matched their Education Focus as well as the relevant Skill of their Guardian.\n\nWhen setting the Education Focus, you can also specify whether or not the child should be raised in the Guardian's Faith and/or Culture.","links":["child","skills","education_trait","adult","childhood_trait","guardian","faith","culture"],"dlc":null,"page":"https://ck3db.com/concepts/education_focus"},{"key":"education_trait","name":"Education Trait","aliases":["Education Traits"],"parent":"trait","children":[],"description":"Upon reaching Adulthood, every character receives an Education Trait.\n\nThere are five types of Education Traits, each of which directly corresponds a specific Skill.\n\nThe quality of the Trait a character receives will depend how well their Childhood Trait matched the Education Focus as well as the relevant Skill of their Guardian.\n\nA characters Education Trait improves how fast they will progress in the corresponding Lifestyle.","links":["adult","skills","trait","childhood_trait","education_focus","guardian","lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/education_trait"},{"key":"tutorial_education_trait","name":"Education Trait","aliases":[],"parent":null,"children":[],"description":"Petty King Murchad (your Character) followed a Martial Education. Upon reaching adulthood, he received the trait Skilled Tactician.","links":["character","martial_skill","education_focus"],"dlc":null,"page":null},{"key":"elder","name":"Elder","aliases":["Elders","Elder's","Elders'"],"parent":"movement","children":[],"description":"An Elder is a Character with one or more Disciples, who follow the Elders' teachings.\n\nA Disciple and an Elder:\n\n• Obtain more Merit\n\n• Are less likely to use Hostile Schemes against each other\n\n• Are more likely to accept Interactions sent by the other\n\n• Are more likely to use friendly Interactions on the other (i.e. Send Gift, Council Invitation, etc.)\n\n• Will both belong to the Elder's Movement","links":["character","disciple","elder","merit","hostile_scheme","interaction","movement"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/elder"},{"key":"elder_traits","name":"Elder Health Traits","aliases":[],"parent":null,"children":["clouded_eyes_mitigation","fragile_bones_mitigation","withering_mind_mitigation","infirm_mitigation"],"description":"As Characters grow older, they can gain age-related Traits like Faltering Heart or Fragile Bones. These normally appear around age 50, but may show up earlier.\n\nYou're less likely to get these traits if you have:\n\n• Good Health\n\n• Athletic, Hale, or Whole of Body\n\n• For Withering Mind: Family Hierarch, Seducer, knowing Languages, many Friends and Lovers\n\nYou're more likely to get them if you have:\n\n• Bad Health\n\n• Drunkard or Reclusive\n\n• Obese or Malnourished\n\n• High Stress\n\n• Parents or grandparents with the traits","links":["character","trait","health","language","friend","lover","stress"],"dlc":null,"page":"https://ck3db.com/concepts/elder_traits"},{"key":"elderly_health","name":"Elderly Health","aliases":[],"parent":"health","children":[],"description":"Certain Traits, such as Pneumonia, are more dangerous for those of at least 50 years of age.\n\nAny penalty to Elderly Health stacks with regular penalties to Health, even from the same Trait.","links":["trait","health"],"dlc":null,"page":"https://ck3db.com/concepts/elderly_health"},{"key":"elective_succession","name":"Elective Succession","aliases":[],"parent":null,"children":[],"description":"Under an Elective Succession, Electors vote to choose the Title's next Holder instead of the title passing by ordinary inheritance.","links":["elector","title","holder"],"dlc":null,"page":"https://ck3db.com/concepts/elective_succession"},{"key":"elector","name":"Elector","aliases":["Electors","Election","Elections"],"parent":null,"children":["prince_elector"],"description":"Electors are the characters who get to vote on their preferred Title Heir under Elective Succession Laws. The specific Law determines who is considered an Elector.","links":["title_heir","succession_law"],"dlc":null,"page":"https://ck3db.com/concepts/elector"},{"key":"elephant_cavalry","name":"Elephant Cavalry","aliases":[],"parent":"men_at_arms","children":[],"description":"Elephant Cavalry are mounted, often armored Men-at-Arms.\n\nWhile each kind of Elephant Cavalry is unique, they are generally a strong Counter to infantry units, and are in turn Countered by Spearmen.\n\nElephant Cavalry are also often strong in Jungle Terrain.","links":["men_at_arms","men_at_arms_counter","spearmen","terrain"],"dlc":null,"page":"https://ck3db.com/concepts/elephant_cavalry"},{"key":"eligible_child","name":"Eligible Child","aliases":["Eligible Children"],"parent":null,"children":[],"description":"Eligible Children are, by law, allowed to inherit their parent's Titles.\n\nBastards are not considered eligible, as well as children of certain genders under specific Gender Laws.","links":["title","bastard","gender_law"],"dlc":null,"page":"https://ck3db.com/concepts/eligible_child"},{"key":"embarking","name":"Embarking","aliases":["Embarked","Embark","Embarkation"],"parent":null,"children":[],"description":"An Army will automatically Embark onto a Fleet when given a move order into a Sea Zone, or when there is no land path to the targeted Barony.\n\nEmbarking costs a sum of Gold, symbolizing the procurement and construction of ships. For every 100 men Embarking, a cost of 1 Gold is paid.","links":["army","fleet","barony","gold"],"dlc":null,"page":"https://ck3db.com/concepts/embarking"},{"key":"fp3_embellish_capital_decision","name":"Embellish Capital Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision that enables you to improve your Capital at the cost of a recently conquered County","links":["decision","realm_capital","county"],"dlc":"Legacy of Persia","page":"https://ck3db.com/concepts/fp3_embellish_capital_decision"},{"key":"embrace_celibacy","name":"Embrace Celibacy","aliases":["Embrace Celibacy Decision"],"parent":"decision","children":[],"description":"A Decision that allows a character to gain the Celibate Trait at will.","links":["decision","trait"],"dlc":null,"page":"https://ck3db.com/concepts/embrace_celibacy"},{"key":"eminent_holy_site","name":"Eminent Holy Site","aliases":["Eminent Holy Sites","Eminent"],"parent":"holy_site","children":[],"description":"An Eminent Holy Site is a Holy Site of high importance to a Faith. Each Faith may designate only a few of its Holy Sites as Eminent.\n\nOnly Eminent Holy Sites contribute modifiers that affect all followers of a Faith.","links":["holy_site","faith"],"dlc":null,"page":"https://ck3db.com/concepts/eminent_holy_site"},{"key":"emperor","name":"Emperor","aliases":["Emperors"],"parent":"rank","children":[],"description":"An Emperor is a Ruler whose Primary Title is an Empire.\n\nTheir Rank is directly above Kings and directly below Hegemons, and as such they can have Kings and below as Vassals, and only a Hegemon as their Liege.","links":["ruler","primary_title","empire","title_rank","king","hegemon","vassal","liege"],"dlc":null,"page":"https://ck3db.com/concepts/emperor"},{"key":"empire","name":"Empire","aliases":["Empires"],"parent":"title","children":[],"description":"An Empire is a Title one Tier below a Hegemony and one above a Kingdom.\n\nThe Holder of an Empire has De Jure rights to its constituent territory and can have Kings as Vassals.\n\nEmpires can be dormant and have no current Holder. Such Titles can be created by a Ruler who controls more than 80% of the Counties within.","links":["title","title_tier","hegemony","kingdom","holder","de_jure","king","vassal","ruler","county"],"dlc":null,"page":"https://ck3db.com/concepts/empire"},{"key":"end_date","name":"End Date","aliases":[],"parent":null,"children":[],"description":"1453 AD is the End Date, and upon reaching it the game will end.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/end_date"},{"key":"struggle_ending_decision","name":"Ending Decision","aliases":["Ending Decisions"],"parent":"struggle","children":[],"description":"An Ending Decision is a unique Decision that ends a Struggle. Such decisions are often only available during particular Phases.","links":["decision","struggle","struggle_phase"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_ending_decision"},{"key":"ending_phase","name":"Ending Phase","aliases":[],"parent":"struggle","children":[],"description":"An Ending Phase is a special type of Struggle Phase that ends the Struggle when it is triggered. Involved and Interloper Characters can progress towards the ending phase in the normal way, using Catalysts.","links":["struggle_phase","struggle","struggle_involved","struggle_interloper","character","struggle_catalyst"],"dlc":null,"page":"https://ck3db.com/concepts/ending_phase"},{"key":"enforce_truce","name":"Enforce Truce","aliases":["Enforced Truce"],"parent":null,"children":[],"description":"This is a special type of Interaction available to Involved Rulers which ends a War in a White Peace and establishes Truces.\n\nIt may only be used to end wars between other Involved Rulers of lower Rank in which at least one side is Independent or part of the same Realm.","links":["interaction","struggle_involved","ruler","war","white_peace","truce","title_rank","independent_ruler","realm"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/enforce_truce"},{"key":"enshrined","name":"Enshrined","aliases":["Enshrine"],"parent":"holy_site","children":[],"description":"An enshrined Holy Relic at a Holy Site activates holy site bonuses and improves the bonuses it grants, scaled by the total Rarity levels of all enshrined artifacts.\n\nAn enshrined artifact is no longer owned by a character, but may be interacted with by the Holder, Top Liege, or Clerical Region holder of the holy site. The artifact will no longer decay. You can enshrine only holy relics for your own Faith; enshrined holy relics of other faiths will provide no benefits.\n\nThere may be rewards or costs associated with enshrining or removing an enshrined artifact.","links":["holy_relic","holy_site","artifact_rarity","holder","top_liege","clerical_region","faith"],"dlc":null,"page":"https://ck3db.com/concepts/enshrined"},{"key":"entourage","name":"Entourage","aliases":[],"parent":"travel","children":[],"description":"It's dangerous to go alone, so you should bring along some companions in your Entourage. Everyone who Travels with you is part of your Entourage and share in the challenges you may face on your journey.\n\nYour Caravan Master is the leader of the Entourage and manages your travel plans.\n\nSome Characters are added to your Entourage by default when planning to travel. Travel Options and Activity Options offer additional ways to add characters.","links":["travel","character","travel_option","activity_option"],"dlc":null,"page":"https://ck3db.com/concepts/entourage"},{"key":"entrant","name":"Entrant","aliases":["Entrants"],"parent":"imperial_examination","children":[],"description":"An Entrant is a character testing their mettle against the Civil Service Examination Activity.","links":["imperial_examination","activity"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/entrant"},{"key":"entrenched_regency","name":"Entrenched Regency","aliases":["Entrenched","Regency","Entrenched Regent","Entrenched Regents","Entrench","Entrenched Regencies"],"parent":"regency","children":[],"description":"If a Regency lasts too long, it may become Entrenched, and the Regent becomes even more powerful compared to their Liege.\n\nThe benefits the Regent gets from the Scales of Power become much more powerful.\n\nTo end an Entrenched Regency, the Regent must accept a gift from their Liege, or the Liege must tip the Scales in their favor.","links":["regency","regent","liege","scales_of_power"],"dlc":null,"page":"https://ck3db.com/concepts/entrenched_regency"},{"key":"era","name":"Era","aliases":["Eras"],"parent":null,"children":[],"description":"Innovations can only be discovered if the Culture has reached the requisite Era. The next Era can only start past a certain year, and if at least 50% of the Innovations of the previous Era have been discovered.\n\nRulers with Tribal Government and Nomadic Government can only make use of Tribal Era Innovations.","links":["innovation","culture","tribal","nomadic"],"dlc":null,"page":"https://ck3db.com/concepts/era"},{"key":"escalated_peasant_faction","name":"Escalated Peasant Faction","aliases":["Escalated Peasant Factions"],"parent":"faction","children":[],"description":"The Escalated Peasant Faction is populated by Counties with low Popular Opinion that already enforced demands of a Peasant Faction on one of your Vassals. Lead by an infamous leader, the faction is dangerous and capable of breaking away from your Realm.","links":["county","county_opinion","peasant_faction","vassal","realm"],"dlc":null,"page":"https://ck3db.com/concepts/escalated_peasant_faction"},{"key":"estate","name":"Estate","aliases":["Estates","Family Estate","Family Estates"],"parent":"domicile","children":[],"description":"An Estate is a type of Domicile held by the House Head of notable Noble Families within Administrative Realms. They represent private landholdings untied to any particular Landed Title.\n\nEstate Buildings may be constructed here to expand the family's wealth and Influence, and the Estate will be inherited by future generations.","links":["domicile","house_head","noble_family","administrative","realm","landed","title","estate_building","influence"],"dlc":null,"page":"https://ck3db.com/concepts/estate"},{"key":"estate_building","name":"Estate Building","aliases":["Estate Buildings"],"parent":"domicile_building","children":[],"description":"Estate Buildings are unique and persistent improvements to a Noble Family's Estate.\n\nA large variety of structures are available for construction and may be built by the Estate's owner to generate private income, expand the family's Influence, and gain access to a number of Decisions, Interactions, and more.","links":["noble_family","estate","influence","decision","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/estate_building"},{"key":"ethos","name":"Ethos","aliases":[],"parent":"culture_pillar","children":[],"description":"The Ethos of a Culture defines its core values, guiding principles, and general attitude of its members towards life in general.\n\nIn addition, the Ethos greatly affects the cost for a Culture Head establishing new Traditions.\n\nThe Culture Head can replace their current Ethos through Reformation.","links":["culture","culture_head","culture_tradition","reformation"],"dlc":null,"page":"https://ck3db.com/concepts/ethos"},{"key":"faith_evil","name":"Evil","aliases":[],"parent":"faith_hostility","children":[],"description":"This Rite is considered anathema.\n\nIntermarriage rarely happens, Holy Wars can be waged.\n\nEffects:","links":["rite","holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/faith_evil"},{"key":"exam_advantage","name":"Exam Advantage","aliases":[],"parent":"imperial_examination","children":[],"description":"Exam Advantage improves the chances of various actions during an Civil Service Examination, such as when answering questions and demonstrating skills.","links":["imperial_examination"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/exam_advantage"},{"key":"exam_cheat","name":"Exam Cheat","aliases":[],"parent":"imperial_examination","children":[],"description":"An Exam Cheat unlock options that may be used to bypass the upcoming exam. Beware though, getting caught is costly.","links":[],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/exam_cheat"},{"key":"exam_score","name":"Exam Score","aliases":[],"parent":"imperial_examination","children":[],"description":"The Exam Score determines how likely an entrant is to pass a Civil Service Examination\n\nThe initial score is based on the entrant's Confucian Education Trait, as well as their Learning, Stewardship and Martial Skills depending on the focus of the Examination.\n\nOnly the top ten entrants in the Capital Examination Activity may attempt the  Palace Examination.","links":["imperial_examination","trait","learning_skill","stewardship_skill","martial_skill","skills","activity"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/exam_score"},{"key":"situation_silk_road_phase_exceptional_bounty","name":"Exceptional Bounty","aliases":[],"parent":"silk_road_situation","children":[],"description":"Astounding treasures can be gained, the greatest profits can be made, and ideas and innovations spread the widest when times are good on the Silk Road.","links":[],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/situation_silk_road_phase_exceptional_bounty"},{"key":"exceptional_epic","name":"Exceptional Epic","aliases":[],"parent":"commission_epic","children":[],"description":"A Family Epic written through the Commission Epic Decision has a chance of being an Exceptional Epic, which confers greater bonuses than a normal epic.\n\nThe chance of the Epic being Exceptional can be affected by event choices.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/exceptional_epic"},{"key":"excommunicated_ruler","name":"Excommunicated Ruler","aliases":["Excommunication War"],"parent":null,"children":[],"description":"In an Excommunication War, the attackers are fighting to remove an Excommunicated ruler from power.\n\nIf victorious, the attackers will gain a large amount of Piety and the approval of their Head of Faith, while the Excommunicated ruler is forced to abdicate to their Heir.\n\nHowever, if the Excommunicated ruler wins, their Head of Faith is forced to revoke their Excommunication, as they have proven their righteousness on the battlefield.","links":["excommunication","piety","head_of_faith","heir"],"dlc":null,"page":"https://ck3db.com/concepts/excommunicated_ruler"},{"key":"excommunication","name":"Excommunication","aliases":["Excommunicate","Excommunicated"],"parent":null,"children":["excommunicated_recovery"],"description":"Characters who are Excommunicated by their Head of Faith are seen as Criminals by other characters of their Faith.\n\nIndependent Rulers who have been Excommunicated may have an Excommunication War declared on them. If they lose, they are forced to abdicate to their Heir.\n\nExcommunication can be lifted through repentance, petitioning the Head of Faith, winning an Excommunication War, converting to another Faith, or participating a Great Holy War. For restrictions, timing, and step-by-step recovery, see Recover from Excommunication.","links":["head_of_faith","crime","faith","independent_ruler","ruler","excommunicated_ruler","heir","great_holy_war","excommunicated_recovery"],"dlc":null,"page":"https://ck3db.com/concepts/excommunication"},{"key":"execute","name":"Execute","aliases":["Execution","Executions","Executed","Executing"],"parent":null,"children":[],"description":"Imprisoned Characters can be Executed. This is considered Tyrannical unless their imprisoner has an Execution Reason.\n\nExecutions increase your Dread and are never well received by the Close Family of the unfortunate target.","links":["prison","tyranny","execute_reason","dread","close_family"],"dlc":null,"page":"https://ck3db.com/concepts/execute"},{"key":"execute_reason","name":"Execution Reason","aliases":["Execution Reasons"],"parent":null,"children":[],"description":"A Execution Reason gives a Liege the opportunity to freely Execute a subject they have in their Dungeon. They are most often gained from the subject being a Criminal.","links":["liege","execute","dungeon","crime"],"dlc":null,"page":"https://ck3db.com/concepts/execute_reason"},{"key":"existing_development","name":"Existing Development","aliases":[],"parent":null,"children":[],"description":"The Increase Development in County steward task suffers from diminishing returns. The more Development a County already has, the more Development Growth is penalized.\n\nBy default, Counties reach the maximum Existing Development penalty at 10 Development. Each Era has an Innovation which significantly increases this limit, going all the way up to 90 Development in the Late Medieval Era.\n\nInnovations that affect the Existing Development modifier:\n\n• Public Works\n\n• Communal Government\n\n• Urbanization\n\n• Renaissance Thought","links":["develop_county","county_development","county","county_development_growth","existing_development","era","innovation"],"dlc":null,"page":"https://ck3db.com/concepts/existing_development"},{"key":"improve_city_province_decision","name":"Expand Cities Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision that enables you to increase the number of Buildings available in a City Holding.","links":["decision","building","city_holding"],"dlc":null,"page":"https://ck3db.com/concepts/improve_city_province_decision"},{"key":"expand_dominance","name":"Expand Dominance","aliases":["Dominance Expansion"],"parent":"war","children":[],"description":"A special war for Nomadic Rulers for either an area within their De Jure lands, or to expand their De Jure area to new frontiers.\n\nAll Nomadic Rulers of a Duchy Tier or higher can start the war within their De Jure. On a victory they will attempt to either Vassalize the defender or force them to become a Tributary, or conquer their lands altogether if they hold land outside of the target lands of the war.\n\nTo expand their dominion to foreign lands, a Nomadic Ruler has to be of a Kingdom Tier or higher. On a victory they will still attempt to Vassalize, Tributarize, or conquer the lands, but the lands will also immediately shift De Jure to the primary title of the Nomadic ruler.","links":["ruler","de_jure","duchy","title_tier","vassal","tributary","kingdom"],"dlc":null,"page":"https://ck3db.com/concepts/expand_dominance"},{"key":"mandala_decree_expansion","name":"Expansion Decree","aliases":["Expansion"],"parent":"mandala_decree","children":[],"description":"The Expansion Decree dictate that all Subjects focus their efforts on expanding the Realm.\n\nIncreasing soldier count, military accommodations and supporting any eventual Wars directed by their Mandala Ruler is imperative.","links":["subject","realm","war","mandala","ruler"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_decree_expansion"},{"key":"expected_legitimacy","name":"Expected Legitimacy","aliases":["Legitimacy Expectations"],"parent":"legitimacy","children":[],"description":"The Legitimacy Level that Vassals expect of their Ruler, based on their historical relationship. Some factors that lower the Expectations are:\n\n• Being the De Jure Liege of the vassal\n\n• Being part of the Close Family of the vassal\n\n• Being the Preferred Heir of the vassal\n\n• Being the same Dynasty that the vassal has served for longer than 50 years\n\n• The vassal not being a Powerful Vassal\n\nIf the actual Level is below their Expectations they may become unruly: their Opinion will be lower and they may join Factions against their Liege.\n\nExpectations increase with the level of their Primary Title, as well as with the Era.","links":["legitimacy_level","vassal","ruler","de_jure","liege","close_family","vassal_stance","dynasty","powerful_vassal","opinion","faction","primary_title","era"],"dlc":null,"page":"https://ck3db.com/concepts/expected_legitimacy"},{"key":"impatient_rushing_all_schemes_decision","name":"Expedite Schemes Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision allowing you to accelerate your Scheme. Grants Advantages in exchange for Stress.","links":["decision","scheme","scheme_opportunity","stress"],"dlc":null,"page":"https://ck3db.com/concepts/impatient_rushing_all_schemes_decision"},{"key":"extended_family","name":"Extended Family","aliases":["Extended Family Members"],"parent":"family","children":[],"description":"The Extended Family of a character includes:\n\n• Cousins\n\n• Uncles\n\n• Aunts\n\n• Nephews\n\n• Nieces","links":[],"dlc":null,"page":"https://ck3db.com/concepts/extended_family"},{"key":"extort_subjects_decision","name":"Extort Subjects Decision","aliases":["Extort Subjects"],"parent":"decision","children":[],"description":"A Decision offering different opportunities to demand extra Gold from subjects, at a different cost...","links":["decision","gold"],"dlc":null,"page":"https://ck3db.com/concepts/extort_subjects_decision"},{"key":"scheme_precaution","name":"Extra Measure","aliases":["Extra Measures","Measure","Measures"],"parent":"scheme","children":[],"description":"Not every Character can pull off a Scheme with Skill alone — when the Target is too tough, paying for Extra Measures can help to compensate for one weakness at the expense of another.\n\nMeasures are optional: use them tactically.","links":["character","skills","scheme_target"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_precaution"},{"key":"extramarital_sex","name":"Extramarital Sex","aliases":["sleeping with"],"parent":null,"children":[],"description":"If they are discovered, two characters engaged in extramarital sex will suffer consequences depending on their Faith's Doctrines.\n\n• Each character will become known as either a Fornicator or an Adulterer, depending on their own marital status\n\n• If a man and a woman sleep together, it may result in a Bastard pregnancy\n\n• If the characters are of the same gender, consequences are determined by their Faith's Same-Sex Relations Doctrine\n\n• Any sexually transmitted Diseases held by one character may infect the other","links":["faith","doctrines","bastard","illness"],"dlc":null,"page":"https://ck3db.com/concepts/extramarital_sex"},{"key":"game_rule_extreme","name":"Extreme Game Rule","aliases":[],"parent":null,"children":[],"description":"This Game Rule makes the game significantly more difficult.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/game_rule_extreme"},{"key":"dynasty_prestige_level_9","name":"Fabled","aliases":[],"parent":null,"children":[],"description":"Fabled","links":[],"dlc":null,"page":null},{"key":"fabricate_claim","name":"Fabricate Claim on County","aliases":["Fabricate Claim","Fabricated Claims","Fabricating Claims"],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Court Chaplain.\n\nTargets a County, and builds progress over time. At 100% Progress, a Claim can be fabricated for a cost of Gold.","links":["councillor_task","court_chaplain","county","title_claim","gold"],"dlc":null,"page":"https://ck3db.com/concepts/fabricate_claim"},{"key":"faction","name":"Faction","aliases":["Factions"],"parent":null,"children":["independence_faction","liberty_faction","claimant_faction","ceremonial_claimant_faction","peasant_faction","escalated_peasant_faction","popular_faction","faction_discontent","faction_military_power","faction_commitment","imperial_policy_faction","dissolution_faction"],"description":"A Faction is a group of Vassals with common political interests. The local population of Counties can also join certain types of Factions, such as the Peasant Faction.\n\nFactions become dangerous once their Discontent reaches a certain point, at which time they will issue an ultimatum.","links":["vassal","county","faction_discontent"],"dlc":null,"page":"https://ck3db.com/concepts/faction"},{"key":"faction_commitment","name":"Faction Commitment","aliases":[],"parent":"faction","children":[],"description":"The likelihood of a Character supporting a Faction against their Liege.\n\nIt can be affected by a multitude of reasons, the most common being Personality, Opinion, and Culture.","links":["character","faction","liege","personality","opinion","culture"],"dlc":null,"page":"https://ck3db.com/concepts/faction_commitment"},{"key":"faction_military_power","name":"Faction Military Power","aliases":["Military Power"],"parent":"faction","children":[],"description":"Faction Military Power is a measure of the total military strength of a Faction relative to their target.\n\nEach individual faction member adds their full strength to the Faction as long as they remain in the Faction. If the faction target is the Liege of a member, the strength of the member is also subtracted from the relative power of the liege.","links":["faction","liege"],"dlc":null,"page":"https://ck3db.com/concepts/faction_military_power"},{"key":"faith","name":"Faith","aliases":["Faiths","Faith's"],"parent":null,"children":["religion","head_of_faith","fervor","doctrines","clergy","heresy","archdiocese","grand_cathedral","rite","archabbot","archbishop","bishop","ecclesiastical_domicile"],"description":"A Faith is a specific denomination of a larger Religion. All characters and Counties have a Faith just as they have a Culture, and follow one of its Rites.\n\nA Faith is defined by its Mainline Rite, whose Tenets and Doctrines represent the beliefs of the Faith as a whole. Other Rites may champion different beliefs, and the further they drift from it the more Divergent they become.\n\nEach Faith also has a Fervor value which controls how vulnerable it is to Heresy, as Divergent Rites break away into Faiths of their own.","links":["religion","county","culture","rite","mainline_rite","tenet","doctrines","rite_divergence","fervor","heresy"],"dlc":null,"page":"https://ck3db.com/concepts/faith"},{"key":"faith_hostility","name":"Faith Hostility","aliases":["Tolerance","Tolerate","Tolerates"],"parent":null,"children":["faith_hostile","faith_astray","faith_righteous","faith_evil"],"description":"All Faiths and Rites have a relation towards each other that is determined by how closely related they are.\n\nCloseness is decided by several factors, such as if they share Religion, Religious Family, or if the Faith has special Doctrines.\n\nIf two Faiths are far apart, they are often able to Holy War each other.\n\nThe following relations exist: righteous, astray, hostile, and evil.","links":["faith","rite","religion","religious_family","doctrines","holy_war","faith_righteous","faith_astray","faith_hostile","faith_evil"],"dlc":null,"page":"https://ck3db.com/concepts/faith_hostility"},{"key":"fallback_heir","name":"Fallback Heir","aliases":[],"parent":null,"children":[],"description":"The Fallback Heir becomes the Realm Heir for the targeted Title when the regular line of Succession is empty.","links":["realm_heir","title","succession"],"dlc":null,"page":"https://ck3db.com/concepts/fallback_heir"},{"key":"fallback_heir_title","name":"Fallback Heir Title","aliases":[],"parent":null,"children":[],"description":"The Holder of the Fallback Heir Title becomes the Realm Heir for the targeted Title when the regular line of Succession is empty.","links":["holder","realm_heir","title","succession"],"dlc":null,"page":"https://ck3db.com/concepts/fallback_heir_title"},{"key":"prestige_experience","name":"Fame","aliases":[],"parent":"prestige","children":[],"description":"Each point of Fame a character gets increases their progress towards the next Level of Fame. When a character gains Prestige they also gain an equal amount of Fame.","links":["prestige_level","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/prestige_experience"},{"key":"fame_trait","name":"Fame Trait","aliases":["Fame Traits"],"parent":"trait","children":[],"description":"A Fame Trait is a special Trait gained from specific circumstances and affects others' Opinion of them. One can gain these traits as the results of accomplishing a positive deed, or when one's dark Secrets are exposed. Others are the result of one's circumstances at birth.","links":["trait","opinion","secret"],"dlc":null,"page":"https://ck3db.com/concepts/fame_trait"},{"key":"family","name":"Family","aliases":["Family Members","Family Member"],"parent":null,"children":["close_family","extended_family"],"description":"A character's family consists of their Close Family Members and Extended Family Members.","links":["close_family","extended_family"],"dlc":null,"page":"https://ck3db.com/concepts/family"},{"key":"dynasty_prestige_level_7","name":"Famous","aliases":[],"parent":null,"children":[],"description":"Famous","links":[],"dlc":null,"page":null},{"key":"dead_soldiers","name":"Fatal Casualties","aliases":[],"parent":"soldiers","children":[],"description":"During Battle, many (but usually not most) Soldiers are killed or too badly wounded to ever fight again. These are permanent Casualties as opposed to merely Routed Casualties.","links":["battle","soldiers","casualty","routed_soldiers"],"dlc":null,"page":"https://ck3db.com/concepts/dead_soldiers"},{"key":"fatalities","name":"Fatalities","aliases":[],"parent":null,"children":[],"description":"Characters that have perished as a direct result of an Plague or Natural Disaster.","links":["character","epidemic","disaster"],"dlc":null,"page":"https://ck3db.com/concepts/fatalities"},{"key":"favor","name":"Favor","aliases":["Favors"],"parent":"hook","children":[],"description":"Characters can owe each other Favors, which is considered a type of Hook.\n\nFavors can be gained in many ways, but often through various scripted events. Every child born to a Noble House also owes the House Head an initial Favor.","links":["hook","noble","house","house_head"],"dlc":null,"page":"https://ck3db.com/concepts/favor"},{"key":"papal_recipient","name":"Favored Candidate","aliases":[],"parent":null,"children":[],"description":"If the main target of the Great Holy War is already held or claimed by a member of the aggressor faith, they will be considered the rightful recipient of the title being fought over, unless the main Contributor decides to give precedence to their Beneficiary.","links":["great_holy_war","war_contribution","beneficiary"],"dlc":null,"page":"https://ck3db.com/concepts/papal_recipient"},{"key":"favored_era","name":"Favored Era","aliases":["Favored Era's"],"parent":"dynastic_cycle_era_short","children":[],"description":"The Favored Era is the will of Heaven manifested by Son of Heaven about the course of the Dynastic Cycle. It determines which Stable Era will be enacted after Unstable Era is over.","links":["son_of_heaven","dynastic_cycle","dynastic_cycle_era_type_stable","dynastic_cycle_era_type_unstable"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/favored_era"},{"key":"favored_movement","name":"Favored Movement","aliases":["Favored Movement's","Favored"],"parent":"movement","children":[],"description":"The Favored Movement is the Movement that has gained the support of Son of Heaven.\n\n•  Members have higher Candidate Scores for any Titles in China\n\n• Petitions from Make Movement Petition Decision are more likely to be accepted\n\n• Dynastic Cycle's Catalysts are triggered based on which Movement is favored\n\n• Gains access to Shape the Dynastic Cycle Decision\n\nTo become a favored movement you have to defeat the current favored movement leader in Debate Activity.","links":["movement","son_of_heaven","candidate_score","title","decision","dynastic_cycle","situation_catalyst","activity"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/favored_movement"},{"key":"favorite_child","name":"Favorite Child","aliases":[],"parent":"interaction","children":[],"description":"A Favorite Child is a direct descendant of the same Dynasty that a Player ruler can choose to favor. They will have a higher Opinion of you and when you die, you can choose to continue your legacy as them, instead of your heir.\n\nYour favorite child can be any children, grandchildren, and great-grandchildren, as long as they are in your dynasty.","links":["dynasty","opinion"],"dlc":null,"page":"https://ck3db.com/concepts/favorite_child"},{"key":"feast","name":"Feast","aliases":[],"parent":"activity","children":[],"description":"An Activity where rulers and courtiers in a realm gather to celebrate... one thing or another.\n\nParticipants will lose Stress and increase their Opinion of the host. There may also be any number of other consequences from bringing that many people together.\n\nA Ruler will invite their Liege and their Vassals (along with various Courtiers) to a Feast.","links":["activity","stress","opinion","ruler","liege","vassal","courtier"],"dlc":null,"page":"https://ck3db.com/concepts/feast"},{"key":"fertility","name":"Fertility","aliases":[],"parent":null,"children":[],"description":"Fertility measures how able a Character is to produce children.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/fertility"},{"key":"fertility_equilibrium","name":"Fertility Equilibrium","aliases":["Equilibrium"],"parent":"county_fertility","children":[],"description":"Fertility Equilibrium is a prediction of how fertile the County will become over a longer time. It is a value toward which County Fertility will arrive over time.\n\nIf the current County Fertility is below the Equilibrium, it will grow, and decline if it's above it.\n\nThe Fertility Equilibrium and the speed of change are mostly dependent on the ratio of Growth and Consumption modifiers for the County. If both Growth and Consumption are relatively small, any change will have a much greater effect on the Equilibrium.","links":["county","county_fertility"],"dlc":null,"page":"https://ck3db.com/concepts/fertility_equilibrium"},{"key":"fervor","name":"Fervor","aliases":[],"parent":"faith","children":[],"description":"The Fervor of a Faith ranges from 0 to 100%. It measures the spiritual unity of the faith.\n\nFervor increases through aggressive expansion: County Conversion, winning Holy Wars, and resisting incoming holy wars.\n\nFervor decreases when the faith fragments: highly Divergent Rites sap fervor, and an unchecked heretical Rite depletes it further. Low Fervor makes it easier for rulers to create new Rites of their own.\n\nFervor also shapes how Rites spread within the faith: above 50%, the mainline Rite converts other Rites more easily; below 50%, non-mainline and heretical Rites gain the upper hand instead.\n\nWhen Fervor drops to 40 or below, the faith becomes vulnerable to a Heresy outbreak.","links":["faith","rite_divergence","rite","heresy"],"dlc":null,"page":"https://ck3db.com/concepts/fervor"},{"key":"house_feud","name":"Feud","aliases":["Feuds","Feuding"],"parent":null,"children":[],"description":"Sometimes, a rivalry can grow into a vendetta against a particular House.\n\nKilling, Torturing, cuckolding, robbing, and winning Wars against members of the target House will increase your House's score, while falling victim to these actions will reduce it.\n\nWhile a Feud is ongoing, all House members receive a Hostile Schemes bonus against members of the target House, and will be more likely to target its members.\n\nWhen the Feud ends, your House will be rewarded based on the relative damage inflicted on its enemies, ranging from Pathetic Family to Formidable Family.","links":["house","torture","war","hostile_scheme"],"dlc":"Friends and Foes","page":"https://ck3db.com/concepts/house_feud"},{"key":"feudal","name":"Feudal","aliases":["Feudal Government","Feudalism"],"parent":"government","children":[],"description":"Under the Feudal Government Form, a Liege gives their Vassals Land to govern in exchange for Levies and Taxes, regulated by individual Vassal Contract between Vassal and Liege.","links":["government","liege","vassal","landed","levies","taxes","vassal_contract"],"dlc":null,"page":"https://ck3db.com/concepts/feudal"},{"key":"board_game_type_fidchell","name":"Fidchell","aliases":[],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nIn Fidchell:\n\n• Learning counters Prowess\n\n• Prowess counters Diplomacy\n\n• Diplomacy counters Learning","links":["learning_skill","prowess_skill","diplomacy_skill"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type_fidchell"},{"key":"espionage","name":"Find Secrets","aliases":[],"parent":"councillor_task","children":[],"description":"Find Secrets is a Councillor Task performed by the Spymaster.\n\nIt targets a Ruler's Court, and tries to uncover Secrets about the characters there.","links":["councillor_task","spymaster","ruler","court","secret"],"dlc":null,"page":"https://ck3db.com/concepts/espionage"},{"key":"fleet","name":"Fleet","aliases":["Fleets"],"parent":null,"children":[],"description":"Armies who move into a Sea Zone will automatically Embark onto a Fleet. Embarking costs a sum of Gold, symbolizing the procurement and construction of ships.\n\nWhile on a Fleet, Armies will be able to traverse water at a rapid pace, though they will cost 25% more maintenance and will start losing Supplies after 30 days at sea.\n\nFleets do not engage each other in Battles.\n\nWhen an Army disembarks, the Fleet will disappear and the Army will become Recently Disembarked.","links":["army","embarking","gold","supply","battle","recently_disembarked"],"dlc":null,"page":"https://ck3db.com/concepts/fleet"},{"key":"flood","name":"Flood","aliases":["Floods","Flooded"],"parent":"disaster","children":[],"description":"A Flood is a Natural Disaster which causes growing damage in a large number of Counties.\n\nFloods can only occur along the banks of major rivers.","links":["disaster","county"],"dlc":null,"page":"https://ck3db.com/concepts/flood"},{"key":"focus","name":"Focus","aliases":["Focuses"],"parent":null,"children":["martial_lifestyle","intrigue_lifestyle","diplomacy_lifestyle","stewardship_lifestyle","learning_lifestyle","wanderer_lifestyle"],"description":"Each Lifestyle contains a number Focuses, one of which must be chosen upon selecting the Lifestyle.\n\nFocuses provide passive bonuses and influence the types of events that appear. (E.g., having the Temptation Focus will boost Fertility and increase the chances of Seduction-themed events appearing.)\n\nCharacters can switch between Focuses within the same Lifestyle without losing the ability to gain experience in that Lifestyle.","links":["lifestyle","fertility"],"dlc":null,"page":"https://ck3db.com/concepts/focus"},{"key":"follower","name":"Follower","aliases":["Followers","Following"],"parent":null,"children":[],"description":"A Follower is an Unlanded character who accompanies an Adventurer.\n\nMechanically, they are equivalent to Courtiers, though they are under less obligation to show respect or hang around if they dislike their leader.\n\nThe collective Opinion of a character's Followers determine their Camp Temperament.\n\nFollowers can:\n\n• Serve as Officers\n\n• Serve in Armies as Commanders or Knights\n\n• Let their Adventurer press their Claims in War","links":["unlanded","adventurer","courtier","opinion","camp_temperament","officer","army","army_commander","knight","title_claim","war"],"dlc":null,"page":"https://ck3db.com/concepts/follower"},{"key":"incite_revolts_interaction","name":"Foment Revolt","aliases":[],"parent":null,"children":[],"description":"Allows to invest GoldGold in order to motivate the Peasant Faction in another Realm, if they have Counties with negative Popular Opinion.","links":["gold","peasant_faction","realm","county","county_opinion"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/incite_revolts_interaction"},{"key":"vassalize_casus_belli","name":"Forced Vassalization Casus Belli","aliases":["Forced Vassalization","Forcefully Vassalized"],"parent":"casus_belli","children":[],"description":"A Casus Belli allowing for the forceful Vassalization of a neighboring independent Ruler of lower rank. Unlocked by the Forced Vassalage Perk.\n\nYou can Vassalize any Ruler that does not have more than 4 Counties in their Realm.\n\nThis limit is increased by +3 for each of the following innovations:\n\n• Casus Belli\n\n• Chronicle Writing\n\n• Divine Right\n\n• Rightful Ownership","links":["casus_belli","vassal","ruler","perk","county","realm"],"dlc":null,"page":"https://ck3db.com/concepts/vassalize_casus_belli"},{"key":"foreign_affairs","name":"Foreign Affairs","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Chancellor.\n\nFor an Independent Ruler, it increases the opinion other independent rulers have of them. For a vassal, it increases the opinion that other vassals of the same Liege have of them.","links":["councillor_task","chancellor","independent_ruler","ruler","liege"],"dlc":null,"page":"https://ck3db.com/concepts/foreign_affairs"},{"key":"language_limit","name":"Foreign Language Limit","aliases":[],"parent":"language","children":[],"description":"You can only comfortably remember a set amount of Languages. If you exceed this limit, you will either have to forget a Language or suffer from Stress.\n\nThe Language spoken by your Culture does not count towards this limit.\n\nThe limit is determined by:\n\n• Everyone has a Base of 1\n\n• Every 5 points of Learning SkillLearning increases it by 1\n\n• The Open-Minded Perk increases it by 2\n\n• The Smooth Operator Perk increases it by 1\n\n• The Language Scholars Dynasty Legacy increases it by 1","links":["language","stress","culture","learning_skill","perk","dynasty_perk"],"dlc":null,"page":"https://ck3db.com/concepts/language_limit"},{"key":"fort_level","name":"Fort Level","aliases":[],"parent":null,"children":[],"description":"Some Holdings are fortified and need to be Besieged and Occupied in order to gain control of the County.\n\nThe Fort Level of such Fortified Holdings determines how long the Siege can be expected to last.\n\nA high Fort Level will require Siege Weapons in order to be Besieged efficiently, although each Siege Weapon is only effective up to a certain Fort Level.\n\nIncreasing the Fort Level of a non-fortified Holding has no effect.","links":["holding","siege","occupation","county","fortified_holding","siege_weapon"],"dlc":null,"page":"https://ck3db.com/concepts/fort_level"},{"key":"fortification_building","name":"Fortification Building","aliases":["Fortification Buildings"],"parent":"building","children":[],"description":"Fortification Buildings are Buildings whose primary function is to either increase their holding's Fort Level or provide bonus Advantage for defenders.","links":["building","fort_level","battle_advantage"],"dlc":null,"page":"https://ck3db.com/concepts/fortification_building"},{"key":"fortified_holding","name":"Fortified Holding","aliases":["Fortified Holdings"],"parent":null,"children":[],"description":"A Fortified Holding is a Holding with Buildings that increase its Fort Level. County Capitals are always Fortified.\n\nIn order to fully Occupy a County, all its Fortified Holdings must be Occupied.","links":["holding","building","fort_level","county_capital","occupation","county"],"dlc":null,"page":"https://ck3db.com/concepts/fortified_holding"},{"key":"friend","name":"Friend","aliases":["Friends","Friend's","Friends'","Friendship","Friendships"],"parent":"relation","children":[],"description":"A Friend is a Special Relation indicating close friendship and support, and can be had by both Children and Adults.\n\nFriends with a deep connection might become Best Friends.","links":["child","adult","best_friend"],"dlc":null,"page":"https://ck3db.com/concepts/friend"},{"key":"funeral","name":"Funeral","aliases":["Funerals"],"parent":"activity","children":[],"description":"An Activity in which a Host invites various Characters to offer their respect after a recent Character Death. Funerals often result in increases in Legitimacy, decreases in Stress, and opportunities to show Piety.","links":["activity","court_host","character","character_death","legitimacy","stress","piety"],"dlc":null,"page":"https://ck3db.com/concepts/funeral"},{"key":"game_over","name":"Game Over","aliases":[],"parent":null,"children":[],"description":"The game ends when your current lineage dies out.\n\nHowever, even if the game is over for your lineage, you can still choose to play as another Ruler anywhere in the world.\n\nThe game can end in two ways:\n\n• You die without Player Heir\n\n• You reach the year 1453","links":["ruler","player_heir"],"dlc":null,"page":"https://ck3db.com/concepts/game_over"},{"key":"garrison","name":"Garrison","aliases":[],"parent":null,"children":[],"description":"The Garrison of a Fortified Holding protects it from being Besieged by smaller Armies.\n\nThe besieging Army needs to have more Soldiers than the Garrison in order for the Siege to progress.\n\nWhen a Siege is lost, the Garrison is set to 25. From there, the Garrison refills every month depending on the Garrison Reinforcement Rate until it reaches its max capacity.\n\nWhen a Siege begins, the manning of the Garrison affects the required amount of Siege Progress.","links":["fortified_holding","siege","army","soldiers","garrison_reinforcement","siege_progress"],"dlc":null,"page":"https://ck3db.com/concepts/garrison"},{"key":"garrison_reinforcement","name":"Garrison Reinforcement Rate","aliases":[],"parent":null,"children":[],"description":"The Garrison Reinforcement Rate of a Fortified Holding defines how fast the Garrison recovers after losing a Siege.\n\nEvery month, the Garrison will regain a percentage of its maximal capacity equal to the current rate. It can be increased by upgrading the Holding.\n\nDuring a Siege however, the reinforcement is frozen and the rate set to 0.","links":["fortified_holding","garrison","siege","holding"],"dlc":null,"page":"https://ck3db.com/concepts/garrison_reinforcement"},{"key":"gender_doctrines","name":"Gender Doctrines","aliases":[],"parent":"doctrines","children":[],"description":"These Doctrines determine which Gender Laws are available to characters of the Faith.\n\nIt also determines certain additional rules, such as what Claims can be inherited, who can be Commanders and Knights, and to which of their parents' House a Bastard will belong.\n\nThe Gender Doctrines are:\n\n• Male Dominated\n\n• Equal\n\n• Female Dominated","links":["doctrines","gender_law","faith","title_claim","army_commander","knight","house","bastard"],"dlc":null,"page":"https://ck3db.com/concepts/gender_doctrines"},{"key":"gender_law","name":"Gender Law","aliases":["Gender Laws"],"parent":"law","children":[],"description":"Every Ruler has a main Gender Law that determines who their Titles can pass to on Succession. Gender Laws also affect who can command Armies and the eligibility of having multiple Spouses or Concubines.\n\nAvailable Gender Laws depend on the 'View on Gender' Doctrine of the Faith.","links":["ruler","title","succession","army","spouse","concubinage","doctrines","faith"],"dlc":null,"page":"https://ck3db.com/concepts/gender_law"},{"key":"gift","name":"Gift","aliases":["Send Gift","Gifts"],"parent":null,"children":[],"description":"Sending a Gift to another character will increase their Opinion of you in exchange for GoldGold.\n\nThe greedier the recipient, the more Gold you will have to send, and the more Opinion you will get.\n\nThe higher your Diplomacy, the more Opinion you will get.","links":["opinion","gold","diplomacy_skill"],"dlc":null,"page":"https://ck3db.com/concepts/gift"},{"key":"dynasty_prestige_level_8","name":"Glorious","aliases":[],"parent":null,"children":[],"description":"Glorious","links":[],"dlc":null,"page":null},{"key":"glory","name":"Glory","aliases":[],"parent":"accolade","children":[],"description":"An Accolade's Glory increases its Accolade Rank.\n\nGlory is gained by the Acclaimed Knight winning Battles, defeating warriors, competing in Grand Tournament Contests, and attending Activities.\n\nHowever, the Accolade's Glory is lowered when the Acclaimed Knight is involved in losing battles, and may also diminish on Accolade Succession if the Acclaimed Knight did not die in battle, a duel, or some other honorable fashion.","links":["accolade","accolade_rank","acclaimed_knight","battle","contest","activity","accolade_succession"],"dlc":"Accolades","page":"https://ck3db.com/concepts/glory"},{"key":"board_game_type_go","name":"Go","aliases":[],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nIn Go:\n\n• Learning counters Martial\n\n• Martial counters Intrigue\n\n• Intrigue counters Learning","links":["learning_skill","martial_skill","intrigue_skill"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type_go"},{"key":"gold","name":"Gold","aliases":[],"parent":null,"children":["debt"],"description":"'Gold' really represents all liquid assets of a Character; their wealth. It can be spent on many things, most notably constructing Buildings, paying for Regiments, and creating Titles.","links":["building","regiment","title"],"dlc":null,"page":"https://ck3db.com/concepts/gold"},{"key":"goliardic_shenanigans","name":"Goliardic Shenanigans","aliases":[],"parent":null,"children":[],"description":"A character in University Visit can get up to all sort of mischief when embracing the life of the student. The consequences of their adventures are unpredictable, and include Skill points, lifestyle and stress Traits, lifestyle experience, diseases, and wounds.","links":["skills","trait"],"dlc":"Wards and Wardens","page":"https://ck3db.com/concepts/goliardic_shenanigans"},{"key":"governance_issue","name":"Governance Issue","aliases":["Governance Issues","Governance Issue's","Governance Issues'"],"parent":null,"children":[],"description":"A Governance Issue is a task for a Governor to perform.\n\nIssue appears within a Province every few years or so, and often revoles around a problem the Governor must solve. Issues can, however, present opportunities as well.\n\nSuccessfully solving Issues typically awards Gold, Influence, and experience in the Governor Trait. Depending on the Issue at hand, other rewards may be available as well.\n\nEach Governance Issue has a Tier which affects the rewards it provides.","links":["governor","province","gold","influence","trait","governance_issue_tier"],"dlc":null,"page":"https://ck3db.com/concepts/governance_issue"},{"key":"governance_issue_tier","name":"Governance Issue Tier","aliases":["Tier"],"parent":null,"children":[],"description":"Every Governance Issue has a Governance Issue Tier, which reflects the overall rewards of an Issue when successfully solved. Solving an Issue with a higher tier will typically result in larger amounts of Gold or Influence, as well as a greater amount of experience gained in the Governor Trait","links":["governance_issue","gold","influence","trait"],"dlc":null,"page":"https://ck3db.com/concepts/governance_issue_tier"},{"key":"government","name":"Government","aliases":["Governments","Government Form","Government Forms"],"parent":null,"children":["feudal","tribal","clan","theocracy","republic","administrative","nomadic","confederation","herder","ecclesiastical","ritsuryo_government","soryo_government"],"description":"A Ruler's Government Form determines what kind of Laws they have access to, as well as what Obligations they have to their Liege if they are not Independent.\n\nThe Government forms are: Feudal, Tribal, Clan, Theocracy, Republic, Administrative, Nomadic and Herder.","links":["ruler","law","vassal_obligations","liege","independent_ruler","feudal","tribal","clan","theocracy","republic","administrative","herder"],"dlc":null,"page":"https://ck3db.com/concepts/government"},{"key":"government_authority","name":"Government Authority","aliases":[],"parent":"law","children":["crown_authority","tribal_authority","imperial_bureaucracy","nomadic_authority","celestial_bureaucracy","japanese_bureaucracy","meritocratic_bureaucracy"],"description":"Government Authority represents the general power that a Ruler wields over their Vassals.\n\nDifferent Governments have different form of Government Authority. For example, Feudal Realms use Crown Authority, Clans use Tribal Authority, and Administrative use Imperial Bureaucracy. Increasing Government Authority costs an amount of Prestige depending on the level and the ruler's Learning Skill.\n\nVassals dislike higher levels of Government Authority, and lowering it is the primary goal of Liberty Factions.\n\nNot all Governments have Government Authority.","links":["ruler","vassal","government","feudal","realm","crown_authority","clan","tribal_authority","administrative","imperial_bureaucracy","prestige","learning_skill","liberty_faction"],"dlc":null,"page":"https://ck3db.com/concepts/government_authority"},{"key":"governor","name":"Governor","aliases":["Governors","Strategos","Strategoi","Governorship","Governorships","Governed","Governor's","Governors'"],"parent":"administrative","children":["governor_efficiency","civilian_governor","military_governor"],"description":"A Governor is the primary vassal of a Liege with a Bureaucratic Government. They are appointed by their Liege to preside over the lands within the Realm, utilizing their Governor Efficiency.\n\nA Governor's Title, as well as the Counties it includes, is referred to as a Province. Governance Issues may appear inside a Province, which the Governor has to solve.\n\nGovernors can accumulate Influence and manipulate the Succession of other Governorships.","links":["liege","government_bureaucratic_type","realm","governor_efficiency","title","county","province","governance_issue","influence","succession"],"dlc":null,"page":"https://ck3db.com/concepts/governor"},{"key":"governor_efficiency","name":"Governor Efficiency","aliases":[],"parent":"governor","children":[],"description":"Governor Efficiency is a measurement of how good a Governor is at their job, and how well they manage the Holdings they are assigned to.\n\nThe Efficiency affects how much Taxes and Levies a Holding provides, and the effectiveness of Title Men-at-Arms.\n\nA character's Governor Efficiency is mainly decided by their Skills and the Governor Trait.","links":["governor","holding","taxes","levies","title_men_at_arms","skills","trait"],"dlc":null,"page":"https://ck3db.com/concepts/governor_efficiency"},{"key":"governor_salary","name":"Governor Salary","aliases":[],"parent":null,"children":[],"description":"In Administrative Governments that distinguish between Gold and Treasury, Governors receive a Salary in Gold.","links":["administrative","gold","treasury","governor"],"dlc":"Admin Gov","page":"https://ck3db.com/concepts/governor_salary"},{"key":"admin_confirmation","name":"Governorship Confirmation","aliases":[],"parent":"decision","children":[],"description":"Governors can have their appointments formally and publicly confirmed by their Liege.","links":["governor","liege"],"dlc":null,"page":"https://ck3db.com/concepts/admin_confirmation"},{"key":"secrecy_grace","name":"Grace","aliases":[],"parent":"secrecy","children":[],"description":"Most Schemes have a grace period of around ~6 months before they can be discovered monthly.\n\nAfter the grace period is over, Schemes may be discovered monthly, causing a Breach. This is at a far reduced rate than when the scheme is executed, but checked significantly more frequently.","links":["scheme_breach"],"dlc":null,"page":"https://ck3db.com/concepts/secrecy_grace"},{"key":"grand_activity","name":"Grand Activity","aliases":["Grand Activities"],"parent":"activity","children":["contest","prize","progress_to_victory","locale","tour","wedding_ceremony","wedding_banquet","wedding_night","grand_wedding_promise"],"description":"Splendid displays of wealth and magnificence, Grand Activities are by nature larger and grander than regular Activities. They may have multiple Activity Phases and offer more chances for customization in planning.\n\nTours provide the opportunity to visit multiple Vassals in your Realm while Tournaments offer a variety of Contests to host.","links":["activity","activity_phase","vassal","realm","contest"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/grand_activity"},{"key":"grand_cathedral","name":"Grand Cathedral","aliases":["Grand Cathedrals"],"parent":"faith","children":[],"description":"A Grand Cathedral is a Great Building raised through a Great Project in the capital of an Archdiocese, the seat of its Archbishop.\n\nRaising the first Cathedral is a monumental act of devotion: its founder gains lasting Piety, Legitimacy and Spiritual Fulfillment, an additional Personal Tenet slot, and a standing bonus to their same-Faith Opinion. Once raised, it draws Christian pilgrims from across Christendom, expands the holder's Cathedral Complex, and may later be enlarged into a Gothic Grand Cathedral or Flamboyant Grand Cathedral.","links":["great_building","great_project","archdiocese","archbishop","piety","legitimacy","spiritual_fulfillment","personal_tenet","faith","opinion","christendom","ecclesiastical_domicile"],"dlc":null,"page":"https://ck3db.com/concepts/grand_cathedral"},{"key":"minister_grand_chancellor","name":"Grand Chancellor","aliases":["Grand Chancellor's"],"parent":"minister","children":[],"description":"The Grand Chancellor is the highest ranking Minister and is in charge of diplomatic matters. They are typically assigned the position of Secretary Director.\n\nThe Chancellor can be the designated Secretary Director, depending on the Grand Secretariat Control Law.\n\nThe minister can, for example:\n\n• Use the Shape the Dynastic Cycle Decision\n\n• Invite any type of Courtier with the Summon Courtiers for the Celestial Bureau Decision\n\n• Access special Influence Career Interaction options, and at a reduced cost\n\n• Start the Compel Religious Uniformity Great Project","links":["minister","grand_secretariat_director","law","decision","courtier","interaction","great_project"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_grand_chancellor"},{"key":"minister_grand_marshal","name":"Grand Marshal","aliases":["Grand Marshal's"],"parent":"minister","children":[],"description":"The Grand Marshal is the highest ranking commander in the Realm and commands an Army of Title Men-at-Arms.\n\nThe Marshal can be the designated Secretary Director, depending on the Grand Secretariat Control Law.\n\nThe minister can, for example:\n\n• Start the Grand Campaign Great Project\n\n• Start the Construct Great Barracks Great Project\n\n• Use Seize Hegemonic County and Seize Hegemonic Duchy Casus Bellis in Expansion and Conquest Eras\n\n• Access special Influence Career Interaction options","links":["realm","army","title_men_at_arms","grand_secretariat_director","law","great_project","casus_belli","situation_dynastic_cycle_phase","interaction"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_grand_marshal"},{"key":"grand_wedding_promise","name":"Grand Wedding Promise","aliases":["Grand Wedding Promises","Promised"],"parent":"grand_activity","children":[],"description":"A Betrothal with the promise attached that a Grand Wedding will be celebrated for the union of the two characters involved.\n\nThe Grand Wedding Promise will expire after 3 years. Not organizing a Grand Wedding in time or breaking the Betrothal will bear punishing consequences.","links":["betrothal"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/grand_wedding_promise"},{"key":"great_building","name":"Great Building","aliases":["Great Buildings"],"parent":"building","children":["ruined_building","rebuilt_building"],"description":"Great Buildings are unique Buildings, and are constructed as a result of Great Projects. One famous example is the Great Walls of China.\n\nGreat Buildings are usually very powerful, but their utility is tied to specific conditions.","links":["building","great_project"],"dlc":null,"page":"https://ck3db.com/concepts/great_building"},{"key":"great_holy_war","name":"Great Holy War","aliases":["Great Holy Wars"],"parent":null,"children":["directed_great_holy_war","undirected_great_holy_war"],"description":"A Great Holy War is a special type of War that only the Head of Faith of certain Faiths can declare, with the goal of bringing an entire Kingdom under the rule of their Faith.\n\nGreat Holy Wars target all Rulers of another Religion within a chosen Kingdom, forcing them to defend together. If victorious, all Titles within the targeted Kingdom will be seized and divided between the attackers.\n\nDepending on its Doctrines, a Faith might have access to Directed Great Holy Wars, Undirected Great Holy Wars or no Great Holy Wars at all:\n\n• The Armed Pilgrimages, Struggle and Submission, or Warmongering Tenets are required to access to Great Holy Wars in general\n\n• Faiths with a Temporal Head only have access to Directed Great Holy Wars\n\n• Faiths with a Spiritual Head only have access to Undirected Great Holy Wars\n\n• Faiths without a Head of Faith cannot declare any Great Holy Wars, even if they would normally be eligible\n\nSome Faiths have special names for their Great Holy Wars such as 'Crusade' or 'Jihad'. These Great Holy Wars differ in name only, and function as any other Great Holy War.","links":["war","head_of_faith","faith","kingdom","ruler","religion","title","doctrines","directed_great_holy_war","undirected_great_holy_war","tenet"],"dlc":null,"page":"https://ck3db.com/concepts/great_holy_war"},{"key":"great_project","name":"Great Project","aliases":["Great Projects","Great Project's"],"parent":null,"children":[],"description":"Great Projects are massive undertakings that call on all the resources of the Realm.\n\nSome Great Projects involve constructing a Great Building, while others involve recovering from a Natural Disaster.\n\nWhile the Realm's Ruler oversees the development of the Great Project, Subjects can offer Contributions to assist its progress.","links":["realm","great_building","disaster","ruler","subject","great_project_contribution"],"dlc":null,"page":"https://ck3db.com/concepts/great_project"},{"key":"grudge","name":"Grudge","aliases":["Grudges","Grudge's","Grudges'"],"parent":"relation","children":[],"description":"A Grudge is a Special Relation indicating unilateral hatred and resentment. The target of a grudge does not return the feelings and may not even know.\n\nGrudges are most commonly formed when one Character does something horrible to another without even realizing they exist — for instance, a king leaving a peasant in their Dungeon for forty years.","links":["character","dungeon"],"dlc":null,"page":"https://ck3db.com/concepts/grudge"},{"key":"guardian","name":"Guardian","aliases":["Guardians","Guardian's","Guardians'","Guardianship"],"parent":"relation","children":[],"description":"A Guardian is a Character assigned to Educate a Child (called their Ward).\n\nGuardians tend to pass on their Personality Traits to their Wards, as well as their Culture and/or Faith, if so specified in the Education Focus.\n\nThe Guardian can reside in a different Court. Entrusting a Close Family Member to the mercy of another Ruler in this way will increase their Opinion of you.","links":["character","education_focus","child","ward","personality_trait","culture","faith","court","close_family","ruler","opinion"],"dlc":null,"page":"https://ck3db.com/concepts/guardian"},{"key":"pam_shape_the_christian_church_decision","name":"Guide the Christian Church","aliases":[],"parent":"decision","children":[],"description":"A Decision available to prelates and mighty rulers, pushing The Christian Church towards the chapter of their choosing.","links":["decision","the_christian_church"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/pam_shape_the_christian_church_decision"},{"key":"gurkhan","name":"Gurkhan","aliases":[],"parent":"the_great_steppe","children":[],"description":"The biggest threat of The Great Steppe. The Gurkhan is that Nomadic Ruler with the biggest Herd in the entire region, marking them as a powerful ally or a dreadful enemy.\n\nOnly the Gurkhan may reach the highest level of Dominance, allowing them to become the Greatest of Khans and marking them as a target.","links":["the_great_steppe","ruler","herd","nomadic_authority"],"dlc":null,"page":"https://ck3db.com/concepts/gurkhan"},{"key":"hajj","name":"Hajj","aliases":["Hajjes"],"parent":null,"children":[],"description":"Characters of most Islamic Faiths can choose to undertake an Activity to go on a Hajj to Mecca as part of their Pilgrimage Doctrine once a year.\n\nSuch a journey may be filled with both opportunity and peril, but upon reaching the holy city characters will earn Piety and may receive other rewards.","links":["faith","activity","doctrines","piety"],"dlc":null,"page":"https://ck3db.com/concepts/hajj"},{"key":"gunpowder","name":"Handgunner","aliases":[],"parent":"men_at_arms","children":[],"description":"Handgunners are Men-at-Arms who are armed with potent gunpowder weapons.\n\nWhile each kind of Handgunner is unique, they generally Counter Heavy Infantry, and are in turn Countered by Heavy Cavalry and Light Cavalry.","links":["men_at_arms","men_at_arms_counter","heavy_infantry","heavy_cavalry","light_cavalry"],"dlc":null,"page":"https://ck3db.com/concepts/gunpowder"},{"key":"situation_silk_road_phase_hardship","name":"Hardship","aliases":[],"parent":"silk_road_situation","children":[],"description":"From war, calamity, and unpredictable twists and turns of fate, the Silk Road is at an absolute standstill. Neither money nor ideas are moving, and the only thing gained from following the Silk Road's routes is misery and poverty.","links":[],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/situation_silk_road_phase_hardship"},{"key":"harrying_widget","name":"Harrying of the North","aliases":[],"parent":null,"children":[],"description":"Norman rulers and the recently-deposed Anglo-Saxon nobles are locked in a fierce battle for control over England. Such a contest won't end until one or both groups have been wholly removed from power.\n\nAs the situation progresses, actions they and other characters take will govern the Resistance and Pacification levels of the region.\n\nHigher Resistance will lead to:\n\n• Lower Cultural Acceptance\n\n• Lower County Control\n\n• A higher chance of Claimant Factions or even a Civil War.\n\nHigher Pacification will lead to:\n\n• Higher Cultural Acceptance\n\n• Rising Dread for the ruler of England\n\n• Access to the Embrace English Culture Decision.","links":["harrying_resistance","harrying_pacification","cultural_acceptance","county_control","claimant_faction","civil_war","dread","decision"],"dlc":null,"page":"https://ck3db.com/concepts/harrying_widget"},{"key":"winter_severity_harsh","name":"Harsh Winter","aliases":[],"parent":"winter","children":[],"description":"…","links":[],"dlc":null,"page":null},{"key":"head_of_faith","name":"Head of Faith","aliases":["Heads of Faith","Head of Faith's"],"parent":"faith","children":["spiritual_head_of_faith","temporal_head_of_faith","challenger_hof"],"description":"A Head of Faith is the formal leader of a Faith. The powers and nature of the Head of Faith depends on the Doctrines of the Faith.\n\nSome Faiths have a Spiritual Head of Faith (e.g. the Pope), some a Temporal Head of Faith (e.g. a Caliph), and some do not have a Head of Faith at all.","links":["faith","doctrines","spiritual_head_of_faith","temporal_head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/head_of_faith"},{"key":"religious_head_succession_law","name":"Head of Faith Succession Law","aliases":["Head of Faith Law","Head of Faith Succession Law","Head of Faith Laws"],"parent":"law","children":[],"description":"Rulers who are also Heads of Faith have an additional realm Succession law, requiring that their Heir be of the same Faith as them. This can never be changed, and Head of Faith Titles cannot have separate Title Succession. The only way to remove this type of realm law is for an external force to destroy the Head of Faith Title.","links":["ruler","head_of_faith","succession","heir","faith","title","title_succession"],"dlc":null,"page":"https://ck3db.com/concepts/religious_head_succession_law"},{"key":"head_of_rite","name":"Head of Rite","aliases":[],"parent":"rite","children":[],"description":"The leading Character of a Rite: the Head of Faith if they follow it; otherwise the holder of the Clerical Region where the rite has its strongest following, and failing that, the Ruler who governs the most of the Rite's Counties.\n\nOnly the Head of Rite may edit their Rite's Tenets and Doctrines, and it is they who speak for their flock when the church drifts toward Schism.","links":["character","rite","head_of_faith","clerical_region","ruler","county","tenet","doctrines","schism"],"dlc":null,"page":"https://ck3db.com/concepts/head_of_rite"},{"key":"health","name":"Health","aliases":["Healthy"],"parent":null,"children":["child_health","adult_health","elderly_health","illness"],"description":"Health measures how likely a Character is to die by Illnesses and old age.\n\nOld characters have a chance to lose health every year, increasing the older they are.","links":["illness"],"dlc":null,"page":"https://ck3db.com/concepts/health"},{"key":"health_trait","name":"Health Trait","aliases":[],"parent":"trait","children":[],"description":"A Health Trait is a Trait that directly affects one's physical and mental Health, such as Diseases. Temporary traits that affect one's bodily capabilities, such as pregnancies and wounds also falls under this category.\n\nOld Characters may gain Elder Traits.","links":["trait","health","illness","character","elder_traits"],"dlc":null,"page":"https://ck3db.com/concepts/health_trait"},{"key":"heavy_cavalry","name":"Heavy Cavalry","aliases":[],"parent":"men_at_arms","children":[],"description":"Heavy Cavalry are mounted, heavily armored Men-at-Arms\n\nWhile each kind of Heavy Cavalry is unique, they generally Counter Archers, and are in turn Countered by Spearmen.\n\nHeavy Cavalry are also often strong on flat Terrain.\n\nIn comparison with Light Cavalry, they are usually stronger at raw Damage and Toughness.","links":["men_at_arms","men_at_arms_counter","archers","spearmen","terrain","light_cavalry","damage","toughness"],"dlc":null,"page":"https://ck3db.com/concepts/heavy_cavalry"},{"key":"heavy_infantry","name":"Heavy Infantry","aliases":[],"parent":"men_at_arms","children":[],"description":"Heavy Infantry are Men-at-Arms who fight on foot, with heavier armor and weapons.\n\nWhile each kind of Heavy Infantry is unique, they generally Counter Spearmen, and are in turn Countered by Skirmishers.","links":["men_at_arms","men_at_arms_counter","spearmen","skirmishers"],"dlc":null,"page":"https://ck3db.com/concepts/heavy_infantry"},{"key":"hegemon","name":"Hegemon","aliases":["Hegemons"],"parent":"rank","children":[],"description":"A Hegemon is a Ruler whose Primary Title is a Hegemony.\n\nTheir Rank is the highest possible, directly above Emperors. As such, they can have any non-Hegemons as their Vassals, and they can never have a Liege.","links":["ruler","primary_title","hegemony","title_rank","emperor","vassal","liege"],"dlc":null,"page":"https://ck3db.com/concepts/hegemon"},{"key":"hegemony","name":"Hegemony","aliases":["Hegemonies"],"parent":"title","children":[],"description":"A Hegemony is a Title of the highest Tier.\n\nThe Holder of a Hegemony has De Jure rights to its constituent territory and can have Emperors as Vassals.","links":["title","title_tier","holder","de_jure","emperor","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/hegemony"},{"key":"heir","name":"Heir","aliases":["Heirs","Heir's"],"parent":null,"children":["primary_heir","player_heir","title_heir","realm_heir"],"description":"An Heir is a Character that stands to inherit one or more Titles.\n\nEvery held Title has an Heir, determined by the Succession Laws of its current Holder. When the current Holder of the Title dies, or otherwise triggers a Succession, the Title's current Heir will inherit it.\n\nNote that Titles held by the same Ruler can have different Heirs. Most notably, the Primary Title is inherited by the Primary Heir and players will keep playing as their Player Heir.","links":["title","succession_law","holder","succession","ruler","primary_title","primary_heir","player_heir"],"dlc":null,"page":"https://ck3db.com/concepts/heir"},{"key":"herd","name":"Herd","aliases":[],"parent":null,"children":["horde"],"description":"Herd represents a Nomadic Ruler's people and flock of animals like horses, sheep, and goats.\n\nIt can be obtained through holding Counties with high County Fertility, Vassals, or Tributaries. Cultural Traditions, Dynasty Legacies, Legitimacy, and certain Nomadic Capital Yurt Buildings can offer bonuses to Herd gain.\n\nA fraction of the Herd gets converted into Nomadic Horde when a ruler raises their Armies, and they can then be turned into Men-at-Arms at a reduced cost. Once these armies are disbanded, the remaining horde will convert back into herd.\n\nHerd provides a small trickle of Gold, and can also be used as a currency for taking certain Decisions or increasing Migration acceptance.","links":["ruler","county","county_fertility","vassal","tributary","culture_tradition","dynasty_perk","legitimacy","yurt","yurt_buildings","horde","army","men_at_arms","gold","decision","migration"],"dlc":null,"page":"https://ck3db.com/concepts/herd"},{"key":"herder","name":"Herder","aliases":["Herders"],"parent":"government","children":[],"description":"Herder realms are removed from all aspects of rulership. They do not command Armies, own Buildings, create Alliances, or declare Wars. When Nomads Migrate a Holding, herders will slowly replenish the local County Fertility by virtue of their smaller flock.\n\nThey are intimidated by proper Nomad Rulers and will immediately surrender their land when challenged.","links":["army","building","alliance","war","nomadic","migration","holding","county_fertility","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/herder"},{"key":"herder_holding","name":"Herder Settlement","aliases":[],"parent":"holding_type","children":[],"description":"A Herder Settlement is the smallest of the Holding Types. They represent the presence of Herders in the area, and provide bonuses to the County Fertility.","links":["holding_type","herder","county_fertility"],"dlc":null,"page":"https://ck3db.com/concepts/herder_holding"},{"key":"heresy","name":"Heresy","aliases":["Heresies","Heretical"],"parent":"faith","children":[],"description":"When the Fervor of a Faith falls critically low, a Heresy outbreak may erupt. Outbreaks come in three increasingly severe forms:\n\n• An existing Rite becomes more Divergent and spreads further afield.\n\n• A significantly Divergent new Rite appears and sweeps across the lands.\n\n• For Christian Faiths, a historical heresy such as Bogomilism or Catharism appears.\n\nA Faith stands at true risk of Heresy only once its Mainline Rite is in at least 100 Counties. Below that the two more severe forms cannot erupt at all, and even the mildest is far rarer.\n\nEvery outbreak ends in a unifying surge of Fervor.","links":["fervor","faith","rite","rite_divergence","mainline_rite","county"],"dlc":null,"page":"https://ck3db.com/concepts/heresy"},{"key":"heritage","name":"Heritage","aliases":[],"parent":"culture_pillar","children":[],"description":"A Heritage is a Cultural Pillar that represents the common ancestry of several Cultures.\n\nCultures of the same Heritage generally have high Acceptance of one another.","links":["culture_pillar","culture","cultural_acceptance"],"dlc":null,"page":"https://ck3db.com/concepts/heritage"},{"key":"heterosexual","name":"Heterosexual","aliases":[],"parent":"sexuality","children":[],"description":"In Crusader Kings III, this character is attracted to characters of the opposite gender.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/heterosexual"},{"key":"high_nomadic","name":"High","aliases":[],"parent":"nomadic_authority","children":[],"description":"High is the middle level of Dominance. At this level Migration can target De Jure Kingdom Titles within the The Great Steppe and the liege can Retract a Vassal's vassals.","links":["nomadic_authority","migration","de_jure","kingdom","title","the_great_steppe","retract","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/high_nomadic"},{"key":"high_crown_authority","name":"High Crown Authority","aliases":["High"],"parent":"crown_authority","children":[],"description":"High Crown Authority is the second to highest level. Vassals have a -20 Opinion penalty toward their Liege.\n\nAt this level — in addition to the powers the liege gets at Limited Crown Authority — vassals under the same liege can no longer wage war against each other, the ruler can change between all available Succession Laws, and vassals' Titles cannot be inherited by rulers outside the liege's Realm.\n\nLastly, refusing title Revocation or vassal Retraction is considered a Crime even if the liege lacks sufficient justification.","links":["vassal","opinion","liege","limited_crown_authority","succession_law","title","realm","revoke","retract","crime"],"dlc":null,"page":"https://ck3db.com/concepts/high_crown_authority"},{"key":"high_tribal_authority","name":"High Tribal Authority","aliases":["High"],"parent":"tribal_authority","children":[],"description":"High Tribal Authority is the second-highest level of Tribal Authority. Vassals have a -20 Opinion penalty toward their Liege.\n\nAt this level, as well as the ability to Imprison Characters, the liege may Revoke Titles and Retract a vassal's vassals.","links":["tribal_authority","vassal","opinion","liege","prison","character","revoke","title","retract"],"dlc":null,"page":"https://ck3db.com/concepts/high_tribal_authority"},{"key":"highlighted_text","name":"Highlighted Text","aliases":[],"parent":null,"children":[],"description":"This information is here for you, whenever you are unsure about a game concept.\n\nYou can even move your cursor into this tooltip for even more information! Neat!","links":["highlighted_text_example"],"dlc":null,"page":null},{"key":"hike","name":"Hike","aliases":[],"parent":"activity","children":[],"description":"Set out on a solitary expedition to take a break from the pressure of courtly existence.\n\nAnticipated rewards:\n\n• OpinionOpinion\n\n• StressStress Loss\n\n• Fame\n\n• May gain Wise Man Trait or Trait Experience","links":["opinion","stress","prestige_experience","trait","trait_level_track_xp"],"dlc":null,"page":"https://ck3db.com/concepts/hike"},{"key":"hired_troops","name":"Hired Soldiers","aliases":[],"parent":null,"children":[],"description":"Hired Soldiers are either Mercenaries or Holy Orders.","links":["mercenary_company","holy_order"],"dlc":null,"page":"https://ck3db.com/concepts/hired_troops"},{"key":"hireling_task_contract","name":"Hireling Contract","aliases":["Hireling Contracts","Hireling Contract's","Hireling Contracts'"],"parent":"task_contracts","children":[],"description":"A Hireling Contract typically involve hired muscle work such as guarding rulers, merchants, and bolstering garrisons.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/hireling_task_contract"},{"key":"board_game_type_hnefatafl","name":"Hnefatafl","aliases":[],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nIn Hnefatafl:\n\n• Intrigue counters Martial\n\n• Martial counters Prowess\n\n• Prowess counters Intrigue","links":["intrigue_skill","martial_skill","prowess_skill"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type_hnefatafl"},{"key":"hold_court","name":"Hold Court","aliases":["Holding Court"],"parent":"activity","children":[],"description":"An Activity where Vassals and Courtiers in a Realm gather at a Royal Court to petition their Liege and air their grievances.\n\nSituations the Liege will be called to pass judgment upon can range from petty disputes and misunderstandings to realm-wide catastrophes. Most issues will have a solution that is beneficial – if not for the involved parties then at least for the liege.","links":["activity","vassal","courtier","realm","royal_court","liege"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/hold_court"},{"key":"holder","name":"Holder","aliases":["Holders","Holder's","Holders'","Hold","Held"],"parent":null,"children":[],"description":"A Title's Holder is the character who owns the title. Barony and County titles will always have Holders once settled, whereas Duchy, Kingdom and Empire titles might not have been created yet. As a further caveat, the Holder of a high-level Title might not actually control any territory within the Title's De Jure area.\n\nHolding higher-tier Titles allows you to have higher-tier Vassals. For example, Dukes can have Counts as Vassals, and Kings can have Dukes.","links":["title","barony","county","duchy","kingdom","empire","de_jure","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/holder"},{"key":"holding","name":"Holding","aliases":["Holdings"],"parent":null,"children":["holding_type"],"description":"A Holding is the central settlement of a Barony or County Capital.\n\nIt provides Taxes and Levies to its Holder, depending on its Holding Type. The collection of Holdings personally owned by a Ruler is called a Domain.","links":["barony","county_capital","taxes","levies","holder","holding_type","ruler","domain"],"dlc":null,"page":"https://ck3db.com/concepts/holding"},{"key":"holding_type","name":"Holding Type","aliases":["Holding Types"],"parent":"holding","children":["castle_holding","temple_holding","city_holding","tribal_holding","temple_citadel_holding","herder_holding"],"description":"There are four types of Holdings: Castles, Cities, Tribes, and Temples. Each type allows different types of Buildings. A Ruler's Government Form determines which types of Holding the Ruler can personally own without penalty. In the case of Temples, the Doctrines of their Faith may also play a role.","links":["holding","castle_holding","city_holding","tribal_holding","temple_holding","building","ruler","government","doctrines","faith"],"dlc":null,"page":"https://ck3db.com/concepts/holding_type"},{"key":"holy_order","name":"Holy Order","aliases":["Holy Orders","Holy Order's","Holy Orders'"],"parent":null,"children":[],"description":"A Holy Order is an organization of religious devotees which exists to serve the Faith.\n\nAn Order will lease Holdings from other Rulers. They may have a Holy Order Patron who controls their Capital, and to whom they provide benefices.\n\nThere are two types of Holy Orders. Monastic Orders serve to increase Development, spread Tenets, and provide Spiritual Fulfillment. Military Orders may be hired into Holy Wars against a hostile or evil.","links":["faith","holding","ruler","holy_order_patron","monastic_holy_order","county_development","tenet","spiritual_fulfillment","military_holy_order","holy_war","faith_hostile","faith_evil"],"dlc":null,"page":"https://ck3db.com/concepts/holy_order"},{"key":"holy_order_patron","name":"Holy Order Patron","aliases":["Patronize","Holy Order Patronage"],"parent":null,"children":[],"description":"A Holy Order's Holy Order Patron is a Ruler of Duke-Tier or higher who shares their Faith and whose Realm contains their Capital. A Patron must take care not to lose the County that contain this Capital, as patronage can be lost to Vassals of Duke-Tier or higher.\n\nPatrons may either be a Monastic Order Patron (of a Monastic Order) or a Military Order Patron (of a Military Order).\n\nNot all Holy Orders have a Holy Order Patron, and they are not strictly required to.","links":["holy_order","ruler","duke","title_tier","faith","realm","county","vassal","monastic_order_patron","monastic_holy_order","military_holy_order_patron","military_holy_order"],"dlc":null,"page":"https://ck3db.com/concepts/holy_order_patron"},{"key":"holy_relic","name":"Holy Relic","aliases":["Holy Relics"],"parent":"holy_site","children":[],"description":"A Holy Relic is an Artifact that holds religious significance for a Faith. A Holy Relic can be Enshrined in a Holy Site of that faith to gain benefits.\n\nSome artifacts are inherently holy for a faith, but artifacts can also be Sanctified to become a holy relic.","links":["artifact","faith","enshrined","holy_site","sanctified"],"dlc":null,"page":"https://ck3db.com/concepts/holy_relic"},{"key":"holy_site","name":"Holy Site","aliases":["Holy Sites"],"parent":null,"children":["enshrined","sanctified","eminent_holy_site","holy_relic"],"description":"A Holy Site is a County which contains a place of religious significance to a Faith. Holy Sites held by a Character of the correct Faith will provide an effect to everyone of that Faith, and can also allow the creation of Special Buildings or Holy Orders. Each Faith has a different set of Holy Sites.\n\nAn ordinary Holy Site gives no global faith benefits, only local ones. A Faith's most revered sites are instead designated as Eminent Holy Sites. A Faith can only have a limited number of each.","links":["county","faith","special_building","holy_order","eminent_holy_site"],"dlc":null,"page":"https://ck3db.com/concepts/holy_site"},{"key":"holy_war","name":"Holy War","aliases":["Holy Wars","Holy"],"parent":null,"children":[],"description":"A Holy War is a special type of War waged by a Ruler of one Faith against a Ruler of a different Faith.\n\nHoly War are usually quite destructive, with the winner of a Holy War typically seizing all Counties in the targeted area for themselves. However, if attacker's Faith is Pluralist or the defender has Vassals of the attacker's own Faith in the targeted area, some or all Vassal Rulers in the targeted area may simply be transfered to the attacker instead.\n\nUnlike other wars, Rulers of the same Faith as the target may choose to join in their defense without the need of an Alliance.\n\nHoly Wars may be allowed or restricted depending on the different Religious Families","links":["war","ruler","faith","county","vassal","alliance","religious_family"],"dlc":null,"page":"https://ck3db.com/concepts/holy_war"},{"key":"pay_homage","name":"Homage","aliases":[],"parent":"royal_court","children":[],"description":"An Activity where Vassals can formally display their allegiance to their Liege.\n\nHomage can be paid in a variety of ways, and can grant Opinion, Prestige, and Renown to both parties.","links":["activity","vassal","liege","opinion","prestige","dynasty_prestige"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/pay_homage"},{"key":"home_court","name":"Home Court","aliases":["Home Courts","Home Court's"],"parent":null,"children":[],"description":"A Ruler who is a Close Family Member of a Hostage and has sent them to a Warden as an assurance of peace or submission.","links":["ruler","close_family","hostage","warden"],"dlc":null,"page":"https://ck3db.com/concepts/home_court"},{"key":"homosexual","name":"Homosexual","aliases":[],"parent":"sexuality","children":[],"description":"In Crusader Kings III, this character is attracted to characters of their own gender.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/homosexual"},{"key":"honorary_guest","name":"Honorary Guest","aliases":[],"parent":"activity","children":[],"description":"A Feast can have an Honorary Guest, in whose honor the celebration is held. The central part of the banquet, the toast, will grant them Prestige due to this prominent position. But beware — it can also be a trap... Murder Feast hosts have a tendency for killing their Honorary Guest.","links":["prestige"],"dlc":null,"page":"https://ck3db.com/concepts/honorary_guest"},{"key":"hook","name":"Hook","aliases":["Hooks","Hooked"],"parent":null,"children":["weak_hook","perpetual_hook","strong_hook","favor","blackmail","manipulation"],"description":"A Hook is a general term for a relationship between characters where one can get the other to do their will.\n\nThere are two types, Weak Hooks and Strong Hooks, which are acquired in different ways.\n\nHooks can be used to force through many interactions, for example Marriage proposals and Vassal Contract changes.","links":["weak_hook","strong_hook","marriage","vassal_contract"],"dlc":null,"page":"https://ck3db.com/concepts/hook"},{"key":"hostage","name":"Hostage","aliases":["Hostages","Hostage's"],"parent":null,"children":[],"description":"A Close Family Member of a Ruler, sent away from their Home Court as an assurance of peace or submission.\n\nThe reputation of Rulers who declare War despite sending or receiving a Hostage will be dramatically damaged, and Wardens may freely execute the Hostages of their enemies.\n\nWell-treated Hostages are likely to become loyal to their Warden, who may gain a Hook, or even become Friends with them.\n\nHostages must be landless children, siblings, nieces, nephews, or grandchildren of their Home Court's Ruler.\n\nWardens have a chance to gain a Perpetual Hook on a child Hostage when they come of age, based on personality, opinion, and years spent at the Wardens court.","links":["close_family","ruler","home_court","war","hook","friend","perpetual_hook"],"dlc":null,"page":"https://ck3db.com/concepts/hostage"},{"key":"hosted_dinner","name":"Hosted Dinner","aliases":["Hosted Dinners","Host a Dinner"],"parent":"tour","children":[],"description":"An Activity Phase during a Royal Tour in which a Vassal is expected to entertain their Liege, which often results in an increase in mutually forming Hooks and Special Relations.","links":["activity_phase","tour","vassal","liege","hook","relation"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/hosted_dinner"},{"key":"hostile_army","name":"Hostile","aliases":[],"parent":null,"children":[],"description":"A Hostile Army can be engaged just as if you were at War with the owner, though no War Score will be given.\n\nHostility is caused by you having conflicting interests, including:\n\n• Enemies of your Liege\n\n• Vassals of your enemies\n\n• Rulers attacking the same enemy","links":["army","war","war_score","liege","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/hostile_army"},{"key":"faith_hostile","name":"Hostile","aliases":[],"parent":"faith_hostility","children":[],"description":"This Rite deviates significantly.\n\nIntermarriage may still happen, Holy Wars can be waged.\n\nEffects:","links":["rite","holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/faith_hostile"},{"key":"hostile_scheme","name":"Hostile Scheme","aliases":["Hostile Schemes","Hostile"],"parent":"scheme","children":[],"description":"Hostile Schemes are Schemes that aim to cause harm to a Character. Most Hostile Schemes make use of Secrecy.\n\nExamples of Hostile Schemes are:\n\n• Murder\n\n• Abduct\n\n• Claim Throne\n\n• Fabricate Hook","links":["scheme","character","secrecy"],"dlc":null,"page":"https://ck3db.com/concepts/hostile_scheme"},{"key":"struggle_phase_iberia_hostility","name":"Hostility Phase","aliases":[],"parent":"iberian_struggle","children":[],"description":"Tensions flare and tempers fray in this Phase. Repeated acts of malice and escalated misunderstandings during the Opportunity Phase have lead to rising hatred of Characters with differing Cultures, Faiths, or worse: both.\n\nSuch bloodshed cannot persist forever, though. Eventually, either cooler heads or simple exhaustion bring the peninsula to the Compromise Phase.","links":["struggle_phase_iberia_opportunity","character","culture","faith","struggle_phase_iberia_compromise"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/struggle_phase_iberia_hostility"},{"key":"house","name":"House","aliases":["Houses","House's"],"parent":null,"children":[],"description":"A House is a branch of members on the bigger tree of a Dynasty. Houses are created by Rulers who no longer wish to answer to their current House Head and would rather be the Head of a new House.\n\nAlthough Houses have their own names and Coats of Arms, they still share Renown, and other members of the Dynasty can still be your Player Heir.","links":["dynasty","ruler","house_head","dynasty_prestige","player_heir"],"dlc":null,"page":"https://ck3db.com/concepts/house"},{"key":"house_arrest","name":"House Arrest","aliases":[],"parent":"prison","children":[],"description":"House Arrest is a lenient form of Prison where Characters suffer from no ill effects except boredom. However, Rulers may throw them into the Dungeon, though it lowers the Opinions of the Prisoner's Close Family.\n\nCaptured Nobles are automatically put in House Arrest.","links":["prison","ruler","dungeon","opinion","close_family","noble","house_arrest"],"dlc":null,"page":"https://ck3db.com/concepts/house_arrest"},{"key":"house_artifact_claim","name":"House Artifact Claim","aliases":["House Artifact Claims"],"parent":"artifact_claim","children":[],"description":"If you hold an Artifact for long enough, your whole House will get an Artifact Claim on it – a House Artifact Claim.\n\nYou can only act on a House Artifact Claim if the Artifact is not held by a member of your house.\n\nWhen a Cadet Branch is formed, any existing House Claims on Artifacts held by the members of the new House are transferred to the new House.","links":["artifact","house","artifact_claim","cadet_branching"],"dlc":null,"page":"https://ck3db.com/concepts/house_artifact_claim"},{"key":"house_aspiration","name":"House Aspiration","aliases":["House Aspirations","Aspiration","Aspirations"],"parent":"house_attribute","children":[],"description":"A House Aspiration represents the goals and methods of a Japanese House, and each provides different bonuses and opportunities.\n\nThe House Head can choose which Aspiration to pursue, and spend Prestige to further commit to it, gaining access to more powerful boons.","links":["house","house_head","prestige"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/house_aspiration"},{"key":"house_attribute","name":"House Attribute","aliases":[],"parent":null,"children":["powerful_family_attribute","house_aspiration","mandala_aspect"],"description":"In certain Governments, Houses can have a House Attribute which affects the members of the House.\n\nThe different House Attributes are:\n\n• Powerful Family Attribute\n\n• House Aspiration\n\n• Mandala Aspect","links":["government","house","powerful_family_attribute","house_aspiration","mandala_aspect"],"dlc":null,"page":"https://ck3db.com/concepts/house_attribute"},{"key":"house_bloc","name":"House Bloc","aliases":["House Blocs","House Bloc's","Bloc","Blocs","Bloc's"],"parent":null,"children":["bloc_cohesion","bloc_member_house","bloc_member_ruler","leading_house","bloc_supremacy_war","bloc_expansion_war"],"description":"A House Bloc is an defensive alliance of Houses within a Realm. Any Member House who is attacked will be defended by all other Member Houses.\n\nHouse Heads decide whether to become Bloc Member Houses, with all ruling members of their House in the Realm following them.\n\nBlocs always have a Leading House, whose House Head may expel other members, is the favored Ruling Regent of all members, and whose House Aspiration determines the bonuses granted by higher levels of Cohesion.\n\nOnly Leading House's House Head may create Factions against the Top Liege, and all Bloc Member Houses members will join all Factions they create.","links":["house","realm","bloc_member_house","house_head","leading_house","ceremonial_regent","house_aspiration","bloc_cohesion","faction","top_liege"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/house_bloc"},{"key":"house_head","name":"House Head","aliases":["House Heads","Head","Heads","House Head's"],"parent":null,"children":["clan_house_head","house_head_interaction"],"description":"Every House within a Dynasty has a House Head, who wields certain unique powers over the members of the House.\n\nNotably, the House Head can legitimize Bastards, call the members of the House to War and demand conversion of Landed members. The House Head also gets a Weak Hook on all members of their House that are born while they are in power.\n\nWhen they die, their Primary Heir becomes the new House Head.\n\nClan House Heads have special rules and privileges.","links":["house","dynasty","bastard","war","landed","weak_hook","primary_heir","clan_house_head"],"dlc":null,"page":"https://ck3db.com/concepts/house_head"},{"key":"house_head_interaction","name":"House Head Interaction","aliases":[],"parent":"house_head","children":[],"description":"Special Interactions that can be made by a House Head against members of their House.","links":["interaction","house_head","house"],"dlc":null,"page":"https://ck3db.com/concepts/house_head_interaction"},{"key":"house_relation","name":"House Relation","aliases":["House Relations"],"parent":null,"children":[],"description":"When two Houses interact they may develop a positive or negative House Relation, which remains over the generations.\n\nBeyond affecting the Opinion of all House members, each House Relation level may have extra effects, such as making Alliances and Wars easier or harder to effect.\n\nThe House Relation remains at the same level until the sum of all actions reach either +100% or -100%. Then, the House Relation is moved to the next level, either positive or negative.","links":["house","opinion","alliance","war"],"dlc":null,"page":"https://ck3db.com/concepts/house_relation"},{"key":"house_succession_law","name":"House Succession Law","aliases":[],"parent":null,"children":[],"description":"In Clan Realms the current House Unity Level dictates which Succession Law is used.\n\nClans can switch to a Single Realm Heir Succession Law, which will prevent House Unity from changing it, but doing so is much harder than normal.","links":["realm","house_unity_level","succession_law","realm_heir","house_unity"],"dlc":null,"page":"https://ck3db.com/concepts/house_succession_law"},{"key":"house_unity","name":"House Unity","aliases":["Unity"],"parent":null,"children":[],"description":"House Unity represents the state of internal relationships within a Clan House, and the attitude members have towards each other.\n\nThere are several House Unity Levels, which provides the members of a House with various benefits and penalties.\n\nHouse Unity changes depending on the actions House members take towards one another. Unifying Actions will generally increase House Unity, while Divisive Actions will decrease it. The House Head generally have a greater degree of influence over their House's Unity.","links":["clan","house","house_unity_level","house_unity_unifying_actions","house_unity_devisive_actions","house_head"],"dlc":null,"page":"https://ck3db.com/concepts/house_unity"},{"key":"house_unity_level","name":"House Unity Level","aliases":["House Unity Levels"],"parent":null,"children":[],"description":"House Unity Level is the current state of House Unity. Active level changes as Unity increases through Unifying Actions or decreases through Divisive Actions, and each level provides the members of a House with various benefits and penalties.\n\nThere are five different levels:\n\nGetCurrentHouseUnityStagesDescForLocalPlayer\n\nEach level entails its own House Succession Law.","links":["house_unity","house_unity_unifying_actions","house_unity_devisive_actions","house","succession_law"],"dlc":null,"page":"https://ck3db.com/concepts/house_unity_level"},{"key":"hunt_danger","name":"Hunt Peril","aliases":["Peril","Perilous"],"parent":"activity","children":[],"description":"The unpredictability of even gentle wild beasts, coupled with the frenzy of the chase, has undone many a mighty warrior.\n\nMore Perilous animals will grant greater PrestigePrestige to the hunter.\n\nThe remoteness of the wilderness and abundance of opportunity should also not be ignored when choosing guests...","links":["prestige"],"dlc":null,"page":"https://ck3db.com/concepts/hunt_danger"},{"key":"hunt_sighting","name":"Hunt Sighting","aliases":["Hunt Sightings","Sighting","Sightings"],"parent":"activity","children":[],"description":"A Hunt Sighting is a report of specific prestigious animals spotted in a County, which may be pursued in a Hunt held there.\n\nMaster of the Hunt Court Position will search for Sightings.","links":["county","court_position"],"dlc":null,"page":"https://ck3db.com/concepts/hunt_sighting"},{"key":"hunt_success_chance","name":"Hunt Success Chance","aliases":["Success Chance"],"parent":"activity","children":[],"description":"When setting out on a Hunt there is no guarantee you will corner your quarry. The main factors are:\n\n• Hunter Trait Experience\n\n• Master of the Hunt Aptitude\n\n• Buildings, Terrain, and Development\n\n• Animal Sightings\n\nHunt Success Chance can never be higher than 80.\n\nSuccessful hunts end with slaying the quarry, where trophy Artifacts may be gained and great PrestigePrestige conferred on the hunter.","links":["trait_level_track_xp","aptitude","building","terrain","county_development","hunt_sighting","artifact","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/hunt_success_chance"},{"key":"hunting_task_contract","name":"Hunting Contract","aliases":["Hunting Contracts","Hunting Contract's","Hunting Contracts'"],"parent":"task_contracts","children":[],"description":"A Hunting Contract typically involves assisting the local ruler to cull wildlife and help bolster supplies.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/hunting_task_contract"},{"key":"hybrid_culture","name":"Hybrid Culture","aliases":["Hybrid Cultures","Hybridize","Hybridized","Hybridizing","Hybridizes"],"parent":"culture","children":[],"description":"A Hybrid Culture is a Culture that was created by a Ruler as the combination of two existing Cultures.\n\nThe Hybrid Culture is a mixture of the two original Culture's Traditions, Cultural Pillars, and Aesthetics.\n\nOnly Cultures of different Heritage can form a Hybrid, and the Prestige cost to do so is based on their Cultural Acceptance of each other.\n\nThe higher the Cultural Acceptance, the more Counties will convert when a Hybrid forms. Rulers of a Hybrid culture Promote Culture much faster in Counties of its parent cultures for -9950–100 years after it forms.\n\nNew Cultures can also appear as a Divergent Culture.","links":["culture","ruler","culture_tradition","culture_pillar","heritage","prestige","cultural_acceptance","county","promote_culture","divergent_culture"],"dlc":null,"page":"https://ck3db.com/concepts/hybrid_culture"},{"key":"secure_iberian_foothold_decision","name":"Iberian Foothold","aliases":[],"parent":null,"children":[],"description":"A Decision that allows a non-Involved Ruler to end the Iberian Struggle.","links":["decision","struggle_involved","ruler","iberian_struggle"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/secure_iberian_foothold_decision"},{"key":"iberian_reclamation","name":"Iberian Reclamation","aliases":["Iberian Reclaiming","Iberian Reclamations"],"parent":null,"children":[],"description":"This is a special type of War available to Involved Rulers of the Iberian Struggle.\n\nThe attacker aims to conquer a Duchy which contains any Involved Counties held by an Interloper or Uninvolved Ruler, or Vassalize them if they hold no land outside that Duchy.","links":["war","struggle_involved","ruler","iberian_struggle","duchy","county","struggle_interloper","struggle_uninvolved","vassal"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/iberian_reclamation"},{"key":"iberian_struggle","name":"Iberian Struggle","aliases":[],"parent":"struggle_region","children":["struggle_phase_iberia_opportunity","struggle_phase_iberia_hostility","struggle_phase_iberia_compromise","struggle_phase_iberia_conciliation"],"description":"The Iberian Struggle depicts the centuries of fractious relationships on the Iberian Peninsula. Though born of the Umayyad Conquest of Iberia in the 8th Century, the Struggle shifts between Phases of hate-fueled violence, wary truces, and pragmatic cooperation. There are few permanent allies in such a situation, and Rulers should be wary of relying purely on a shared Faith or Culture.","links":["struggle","struggle_phase","ruler","faith","culture"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/iberian_struggle"},{"key":"illness","name":"Illness","aliases":["Ill","Illnesses","Sick","Sickness","Diseases"],"parent":"health","children":[],"description":"Illnesses are a kind of negative Traits that lower a Character's Health. Illness Traits can last for varying amounts of time and differ greatly in lethality.","links":["trait","health"],"dlc":null,"page":"https://ck3db.com/concepts/illness"},{"key":"imperial_bureaucracy","name":"Imperial Bureaucracy","aliases":[],"parent":"government_authority","children":[],"description":"Imperial Bureaucracy represents an Administrative Realms level of centralization and the general power that the Ruler wields over their Vassals.\n\nOnly the Top Liege can change Imperial Bureaucracy. Administrative Vassals use the same level as their Liege.\n\nThere are four levels of Imperial Bureaucracy:\n\n• Decentralized Realm\n\n• Limited Administration\n\n• Centralized Bureaucracy\n\n• Absolute Autocracy\n\nIncreasing Imperial Bureaucracy costs an amount of Prestige depending on Realm Size and the ruler's Learning Skill.","links":["administrative","realm","ruler","vassal","top_liege","prestige","realm_size","learning_skill"],"dlc":null,"page":"https://ck3db.com/concepts/imperial_bureaucracy"},{"key":"minister_censor","name":"Imperial Censor","aliases":["Imperial Censor's"],"parent":"minister","children":[],"description":"The Imperial Censor is the Minister in charge of matters of intrigue and intelligence.\n\nBeware of having a disloyal Censor, for they can easily conceal and participate in Schemes against you and your Close Family!\n\nThe Censor can be the designated Secretary Director, depending on the Grand Secretariat Control Law.\n\nThe minister can, for example:\n\n• Use Find Secrets (Scheme) Interaction to find Secrets in Vassal Courts, which you can use to get a GoldGold reward from your Liege or gain Hooks\n\n• Doing Blackmail will trigger 'Imperial Censor Blackmailed a Governor' Dynastic Cycle Catalyst\n\n• Access special Influence Career Interaction options","links":["minister","scheme","close_family","grand_secretariat_director","law","interaction","secret","vassal","court","gold","liege","hook","blackmail","minister_censor","governor","dynastic_cycle_catalyst"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_censor"},{"key":"imperial_expedition_cb","name":"Imperial Expedition","aliases":["Expedition"],"parent":"casus_belli","children":[],"description":"An extremely powerful Casus Belli usable by Co-Emperors in Duumvirates.\n\nAn Imperial Expedition may be launched against any Realm that either borders the Empire or holds lands that De Jure belong to the senior emperor.\n\nIt can (and generally will) target all Duchies that de facto border the Empire or De Jure belong to it.\n\nFurther, every Governor bordering the defender will be forcibly called to War as an Ally. Remote Governors with military Province Administrations may optionally join the conflict.\n\nIf the War is won, the Co-Emperor must decide between:\n\n• Turning the conquered lands over to their senior emperor for Influence and Opinion\n\n• Keeping the territories for themselves (costing Opinion)\n\n• Handing over most of them whilst keeping the best Duchy (slightly reduced Influence and Opinion)\n\n• Appointing local interim Governors who will be indebted to them\n\nAll rewards scale to the land taken: a large conquest earns significantly more Influence than a small border war.","links":["casus_belli","duumvirate","realm","empire","de_jure","duchy","governor","war","alliance","province_administration","influence","opinion"],"dlc":null,"page":"https://ck3db.com/concepts/imperial_expedition_cb"},{"key":"imperial_family","name":"Imperial Family","aliases":["Imperial Families","Imperial"],"parent":"noble_family","children":[],"description":"The Imperial Family is the top House in a Bureaucratic Realm.","links":["house","government_bureaucratic_type","realm"],"dlc":null,"page":"https://ck3db.com/concepts/imperial_family"},{"key":"imperial_grace","name":"Imperial Grace","aliases":[],"parent":null,"children":[],"description":"Imperial Grace represents the status bestowed onto a Tributary by Son of Heaven.\n\nHigh Imperial Grace may result in special privileges being granted to the Tributary during Tribute Missions. At low levels of Imperial Grace, the Son of Heaven may exact tribute from you, and if it reaches zero it could mean the end of the relationship.","links":["tributary","son_of_heaven","tribute_mission"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/imperial_grace"},{"key":"imperial_policy","name":"Imperial Policy","aliases":["Imperial Policies"],"parent":null,"children":[],"description":"The Imperial Policy is a Law set by the Top Liege of Japan that applies to all Vassals. Different policies may restrict or allow actions, or bestow Realm-wide effects.","links":["law","top_liege","vassal","realm"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/imperial_policy"},{"key":"imperial_policy_faction","name":"Imperial Policy Faction","aliases":["Imperial Policy","Imperial Policy Factions"],"parent":"faction","children":[],"description":"The Imperial Policy Faction seeks to change the Imperial Policy of the Realm, adopting a new Law selected by the faction leader.","links":["imperial_policy","realm","law"],"dlc":null,"page":"https://ck3db.com/concepts/imperial_policy_faction"},{"key":"implicit_claim","name":"Implicit Claim","aliases":["Implicit Claims"],"parent":"claim","children":[],"description":"Implicit Claims are Claims that are given to Eligible Children on all Titles held by their parents. If a parent loses a Title, the child's Implicit Claim will be removed too.","links":["title_claim","eligible_child","title"],"dlc":null,"page":"https://ck3db.com/concepts/implicit_claim"},{"key":"imprisonment_reason","name":"Imprisonment Reason","aliases":["Imprisonment Reasons"],"parent":null,"children":[],"description":"A Imprisonment Reason gives a Liege the opportunity to freely Imprison a subject. They are most often gained from the subject being a Criminal.","links":["liege","prison","crime"],"dlc":null,"page":"https://ck3db.com/concepts/imprisonment_reason"},{"key":"inbreeding","name":"Inbreeding","aliases":["Inbred"],"parent":null,"children":[],"description":"The Children of two closely related Characters risk being born with a Congenital defect, the most serious of which is the Inbred Trait.\n\nThis is rare in the first generation, but successive Inbreeding increases the risk.\n\nGenerations of Inbreeding can, however, also result in the beneficial Pure-blooded Trait, which (if both parents share it) makes offspring immune to birth defects due to all flaws having been Bred out of the bloodline.","links":["child","character","congenital","trait","breeding"],"dlc":null,"page":"https://ck3db.com/concepts/inbreeding"},{"key":"incest","name":"Incest","aliases":["Incestuous"],"parent":null,"children":[],"description":"Incest refers to sexual activity between close relatives.\n\nWhat relations are incestuous is determined by the Consanguinity Doctrine of a character's Rite.","links":["doctrines","rite"],"dlc":null,"page":"https://ck3db.com/concepts/incest"},{"key":"ecclesiastic_incite_claim_war_interaction","name":"Incite Claim War","aliases":[],"parent":null,"children":[],"description":"An Interaction through which Ecclesiastical Rulers can make same-Faith secular rulers declare War to press a Claim on a secular Ruler.","links":["interaction","ecclesiastical","ruler","faith","war","title_claim"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastic_incite_claim_war_interaction"},{"key":"ecclesiastic_incite_holy_war_interaction","name":"Incite Holy War","aliases":[],"parent":null,"children":[],"description":"An Interaction through which Ecclesiastical Rulers can make same-Faith secular rulers declare Holy War on rulers of hostile faith.","links":["interaction","ecclesiastical","ruler","faith","holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastic_incite_holy_war_interaction"},{"key":"income","name":"Income","aliases":[],"parent":null,"children":[],"description":"There are many sources of Gold, but the two most important ones are Taxation of your own Holdings and of your Vassals.","links":["gold","taxes","holding","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/income"},{"key":"increase_control","name":"Increase Control in County","aliases":[],"parent":"councillor_task","children":[],"description":"Increase Control in County is a Councillor Task performed by the Marshal.\n\nIt targets a County, where it increases Control, and removes County Corruption over time.","links":["councillor_task","marshal","county","county_control","county_corruption"],"dlc":null,"page":"https://ck3db.com/concepts/increase_control"},{"key":"develop_county","name":"Increase Development in County","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Steward. It targets a County, where it speeds up Development Growth and reduces the construction time for Buildings.","links":["councillor_task","steward","county","county_development_growth","building"],"dlc":null,"page":"https://ck3db.com/concepts/develop_county"},{"key":"independence_faction","name":"Independence Faction","aliases":["Independence Factions","Independence"],"parent":"faction","children":[],"description":"The Independence Faction seeks independence for all its members. If successful, they will go Independent from their Liege.","links":["independent_ruler","liege"],"dlc":null,"page":"https://ck3db.com/concepts/independence_faction"},{"key":"independent_ruler","name":"Independent Ruler","aliases":["Independent","Independent Rulers"],"parent":"ruler","children":[],"description":"Independent Rulers have no Liege and thus enjoy greater freedom of action (e.g. in declaring Wars).\n\nHowever, unlike Vassals they can also be directly attacked by foreign Rulers.","links":["ruler","liege","war","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/independent_ruler"},{"key":"infection_rate","name":"Infection Rate","aliases":["Infection Rates"],"parent":"epidemic","children":[],"description":"Baronies affected by Plagues have an Infection Rate that handles their severity and the strength of its effects.\n\nThe Infection Rate will always progress towards its maximum value if nothing is done to fight it. Minor, Major and Apocalyptic Plagues will progress at different velocities, marked by their intensity.\n\nIn order to mitigate the impact of the Infection, Rulers can improve the Plague Resistance of their Realm.","links":["barony","epidemic","ruler","epidemic_resistance","realm"],"dlc":null,"page":"https://ck3db.com/concepts/infection_rate"},{"key":"influence","name":"Influence","aliases":["Influential"],"parent":"administrative","children":["influence_level"],"description":"Influence represents a Character's political reach and authority in a Realm that has the Administrative Government.\n\nInfluence is an essential tool and can be acquired in numerous ways. For example by becoming a Governor, upgrading an Estate, or being allied to the House Head of a Noble Family.\n\nThe main way to spend and make use of Influence is to acquire a Governorship, but is also a valuable resource to sway other Characters to do your bidding.\n\nEvery time a Character gains Influence, they also progress towards their next Level of Influence.","links":["character","realm","administrative","governor","estate","house_head","noble_family","influence_level"],"dlc":null,"page":"https://ck3db.com/concepts/influence"},{"key":"influence_ward_personality","name":"Influence Ward's Personality","aliases":[],"parent":null,"children":[],"description":"An Interaction where one can attempt to influence a Ward to pick up a Personality Trait akin to one's own.","links":["interaction","ward","personality_trait"],"dlc":null,"page":"https://ck3db.com/concepts/influence_ward_personality"},{"key":"initial_legitimacy","name":"Initial Legitimacy","aliases":[],"parent":"legitimacy","children":[],"description":"The Legitimacy a Character has when they become landed.\n\nIt is calculated based on Level of Splendor, relation to their predecessor, Court Grandeur, gender, Bastardy, years as a Ruler, the Legitimacy Dynasty Legacy, Diplomacy, Virtues, Sins and other special Traits, like Sayyid, Diplomat and Just.\n\nHeirs will inherit 25% of the previous ruler's Legitimacy if inheriting a higher Tier Title.","links":["character","dynasty_prestige_level","court_grandeur","bastard","ruler","legitimacy","dynasty_perk","diplomacy_skill","virtue","sin","trait","heir","title_tier","title"],"dlc":null,"page":"https://ck3db.com/concepts/initial_legitimacy"},{"key":"innovation","name":"Innovation","aliases":["Innovations"],"parent":null,"children":[],"description":"Innovations are technologies and other advances that benefit all characters of a certain Culture. Innovations are grouped into the Eras when they can be discovered.\n\nThrough contact with neighboring Cultures, each Culture is always Spread to one specific Innovation which will be discovered much quicker.\n\nIn addition, the Culture Head can set another (or the same) Innovation as the Cultural Fascination for an additional boost.","links":["culture","era","cultural_spread","culture_head","cultural_fascination"],"dlc":null,"page":"https://ck3db.com/concepts/innovation"},{"key":"ecumenical_council_innovator","name":"Innovator","aliases":["Innovator","Innovators","Innovators"],"parent":"activity","children":[],"description":"Innovators are Guests at the Ecumenical Council Activity voting with the Host in their suggestions to change status of a Tenet or a Doctrine.\n\nThey are directly opposed to the Conservatives, guests who are voting against any changes, wanting to preserve the status quo.\n\nCharacters that are allowed to vote are: Clergy, Rulers with Realm Priest Puppet and the Activity Host","links":["activity_guest","ecumenical_council","activity","activity_host","tenet","doctrines","ecumenical_council_conservative","character","clergy","ruler","clerical_puppet"],"dlc":null,"page":"https://ck3db.com/concepts/ecumenical_council_innovator"},{"key":"dynasty_prestige_level_2","name":"Insignificant","aliases":[],"parent":null,"children":[],"description":"Insignificant","links":[],"dlc":null,"page":null},{"key":"inspection","name":"Inspection","aliases":["Inspections"],"parent":"activity","children":[],"description":"An activity where the Liege travel to a County in the Realm to oversee the local magnates and nobles.\n\nThey will have opportunities in one of the following focus areas:\n\n• Claims & Offer Vassalization Acceptance\n\n• Taxes, Development, & Control\n\n• Levies, Opinion, & Popular Opinion","links":["liege","county","realm","title_claim","offer_vassalization","taxes","county_development","county_control","levies","opinion","county_opinion"],"dlc":null,"page":"https://ck3db.com/concepts/inspection"},{"key":"inspection_success_chance","name":"Inspection Success Chance","aliases":["Success Chance"],"parent":"activity","children":[],"description":"Success is not a given when undertaking an Inspection. The main factors affecting these odds are:\n\n• Skills\n\n• County Control\n\n• Bordering Foreign Realm\n\nInspection Success Chance can never be higher than 95.","links":["inspection","skills","county_control","realm"],"dlc":null,"page":"https://ck3db.com/concepts/inspection_success_chance"},{"key":"inspiration","name":"Inspiration","aliases":["Inspirations","Inspired"],"parent":null,"children":[],"description":"Inspired Characters are skilled artisans with a Project that could come true if you become their Sponsor.\n\nYou can use the Commission Artifact Decision to hire such a Character, in order ot create an Artifact.\n\nIn addition, Inspired Characters periodically appear in Royal Courts, especially those with a high Court Grandeur Level.\n\nWhen their Project is complete, the Sponsor gets to keep the result, normally an Artifact.","links":["character","project","sponsor","decision","artifact","royal_court","court_grandeur_level"],"dlc":null,"page":"https://ck3db.com/concepts/inspiration"},{"key":"the_christian_church_unstable","name":"Instability Chapter","aliases":["Instability"],"parent":"the_christian_church_chapter_type","children":[],"description":"An Instability Chapter of The Christian Church is one where obedience runs thin:\n\nRulers may be more easily swayed to a different Rite, excommunications may happen more frequently, and Gold may be spent for one's own benefit.\n\nFragile Unity and Reform are Instability Chapters.","links":["the_christian_church","ruler","rite","gold","situation_the_christian_church_phase"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/the_christian_church_unstable"},{"key":"fp3_install_loyalist_cb","name":"Install a Supporter","aliases":[],"parent":"casus_belli","children":[],"description":"Allows you to wage a War in order to install a Supporter of Caliphal Authority of the Caliphate at the head of the targeted Realm","links":["war","realm"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_install_loyalist_cb"},{"key":"integrate_title","name":"Integrate Title","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Chancellor, which accelerates the De Jure Drift process of a Title.","links":["councillor_task","chancellor","de_jure_drift","title"],"dlc":null,"page":"https://ck3db.com/concepts/integrate_title"},{"key":"intent","name":"Intent","aliases":["Intents"],"parent":"activity","children":[],"description":"An Intent represents what a character personally seeks to accomplish at an Activity; the host and guests each have their own motives and ends.","links":["activity"],"dlc":null,"page":"https://ck3db.com/concepts/intent"},{"key":"interaction","name":"Interaction","aliases":["Character Interaction","Interactions","Interacting"],"parent":null,"children":["offer_vassalization","demand_payment","buy_claim","buy_artifact_claim","dismiss_strong_hook_interaction","abandon_hook_interaction","force_duel_criminals_interaction","force_duel_anyone_interaction","favorite_child","fp3_request_turkic_invasion_interaction","fp3_demand_submission_interaction","fp3_request_house_unity_change_interaction","fp3_request_honorary_titles_interaction","trilateral_interaction","swing_scales_of_power","ep3_purchase_land_interaction","ep3_negotiate_settlement_interaction","reinforce_soldiers"],"description":"Actions taken by one character towards another. They can have a wide range of purposes and effects.\n\nSome interactions require the target character's approval, while some can be performed without it.\n\nUsually they are accessed by right-clicking on a character to access the Interaction Menu for the target character, but sometimes they are available through special interfaces.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/interaction"},{"key":"struggle_interloper","name":"Interloper","aliases":["Interlopers"],"parent":"struggle","children":[],"description":"When a Character is tangled up in a specific Struggle but not yet considered fully Involved, they're an Interloper.\n\nInterlopers have their Capitals within the Struggle Region, but do not have both an Involved Faith and an Involved Culture.\n\nFully Involved Characters think of them as nosy, troublesome outlanders who don't understand where they're not wanted. Interloper Rulers thus generally take some penalties in Counties they hold inside a Struggle Region.","links":["character","struggle","struggle_involved","realm_capital","struggle_region","faith","culture","ruler","county"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_interloper"},{"key":"domicile_building_upgrade","name":"Internal Upgrade","aliases":["Internal Upgrades"],"parent":"domicile_buildings","children":[],"description":"Some Domicile Buildings can be improved with Internal Upgrades.\n\nAn Upgrade, while similar to other Domicile Buildings, may only be constructed within a specific building. Every building with access to Upgrades have their own unique set of Upgrades available.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/domicile_building_upgrade"},{"key":"intimidated","name":"Intimidated","aliases":[],"parent":"dread","children":[],"description":"Characters who greatly fear another character are Intimidated by them. This is usually caused by Dread and/or a cowardly personality.\n\nIntimidated characters are less likely to initiate hostile actions against the character they fear, including joining or starting Factions.\n\nCharacters who are even more fearful are marked as Terrified.","links":["dread","faction","cowed"],"dlc":null,"page":"https://ck3db.com/concepts/intimidated"},{"key":"intimidation_tour","name":"Intimidation Tour","aliases":[],"parent":"tour","children":[],"description":"A Tour Type in which you attempt to intimidate your Vassals, gaining Dread and forcing them out of Factions.","links":["tour_type","vassal","dread","faction"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/intimidation_tour"},{"key":"intrigue_task_contract","name":"Intrigue Contract","aliases":["Intrigue Contracts","Intrigue Contract's","Intrigue Contracts'"],"parent":"task_contracts","children":[],"description":"A Intrigue Contract typically involves assisting with matters ranging from reconnaissance to jailbreaks.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/intrigue_task_contract"},{"key":"intrigue_lifestyle","name":"Intrigue Lifestyle","aliases":["Rigueint"],"parent":"focus","children":[],"description":"The Intrigue Lifestyle is suitable for Characters who want to succeed in Schemes, gain Dread, or Seduce others with ease.","links":["scheme","dread"],"dlc":null,"page":"https://ck3db.com/concepts/intrigue_lifestyle"},{"key":"intrigue_skill","name":"Intrigue Skill","aliases":["Intrigue"],"parent":"skills","children":[],"description":"Intrigue is a Skill representing a Character's ability to understand and manipulate other characters, and to organize elaborate plots.\n\nIt is mainly used to further — and defend against — Intrigue Schemes.\n\nThe corresponding Lifestyle is the Intrigue Lifestyle.","links":["skills","scheme","lifestyle","intrigue_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/intrigue_skill"},{"key":"inventory_artifact","name":"Inventory Artifact","aliases":["Inventory Artifacts"],"parent":"artifact","children":[],"description":"Inventory Artifacts are Artifacts that a Character wears or carries with them, such as a weapon or a crown.\n\nThere is no limit to how many Artifacts a Character can have, but only those equipped in a slot of its type has any effect.\n\nYou can create new Inventory Artifacts from Inspired Characters, or from the Commission Artifact Decision.","links":["artifact","character","inspiration"],"dlc":null,"page":"https://ck3db.com/concepts/inventory_artifact"},{"key":"investment_cap","name":"Investment Capacity","aliases":[],"parent":"candidate_score","children":[],"description":"This is the maximum a character may invest in their own or anyone else's Candidate Score for a Title.\n\nFor Governorships, age, Family Rating, Level of Influence, and Estate Buildings are the main factors that determine this limit.\n\nFor Clerical Appointment, age and Level of Devotion are the main factors that determine this limit.\n\nChildren have a small scaling malus to this limit, while adult's limits rise as they age.","links":["candidate_score","title","governor","powerful_family_rating","influence_level","estate_building","piety_level"],"dlc":null,"page":"https://ck3db.com/concepts/investment_cap"},{"key":"struggle_involved","name":"Involved","aliases":[],"parent":"struggle","children":[],"description":"When a Character or a County is Involved, it means they're considered a natural and integral part of a Struggle by the people of a particular Struggle Region. They benefit fully from the fluid advantages of Phases, and are the primary activators of Catalysts.\n\nCultures and Faiths that are considered Involved are those that have or had significant presence in the Region.\n\nTo be Involved, a Character must have both their Culture and Faith be Involved and have their Capital within the Struggle Region.","links":["character","county","struggle","struggle_region","struggle_phase","struggle_catalyst","culture","faith","realm_capital"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_involved"},{"key":"struggle_involved_culture","name":"Involved Culture","aliases":["Involved Cultures"],"parent":"struggle","children":[],"description":"Some Cultures start already Involved in the Struggle. Others may become involved due to changing circumstances.","links":["culture","struggle_involved","struggle"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_involved_culture"},{"key":"struggle_involved_faith","name":"Involved Faith","aliases":["Involved Faiths"],"parent":"struggle","children":[],"description":"Some Faiths start already Involved in the Struggle. Others may become involved due to changing circumstances.","links":["faith","struggle_involved","struggle"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_involved_faith"},{"key":"persian_struggle","name":"Iranian Intermezzo","aliases":[],"parent":"struggle_region","children":["struggle_persia_phase_stabilisation","struggle_persia_phase_unrest","struggle_persia_phase_concession"],"description":"The Iranian Intermezzo depicts the tumultuous decline of the Abbasid Caliphate, in which Mesopotamia was ravaged by rebellions and power struggles and several Persian rulers asserted their independence.\n\nThough Involved Characters can have many agendas, most will want to either become a Supporter of Caliphal Authority and work towards restoring the power of the Caliphate, or a Detractor of the Caliphate and try to destroy it.\n\nThe Struggle shifts between two Phases - Unrest and Stabilization.","links":["struggle_involved","character","struggle","struggle_phase","struggle_persia_phase_unrest","struggle_persia_phase_stabilisation"],"dlc":"Legacy of Persia","page":"https://ck3db.com/concepts/persian_struggle"},{"key":"japanese_bureaucracy","name":"Japanese Bureaucracy","aliases":[],"parent":"government_authority","children":[],"description":"Japanese Bureaucracy represents a Ritsuryō Government Realm's level of centralization and the general power that the Ruler wields over their Vassals.\n\nOnly the Top Liege can change Japanese Bureaucracy. Japanese Vassals use the same level as their Liege.\n\nThere are four levels of Japanese Bureaucracy:\n\n• Autonomous Governors\n\n• Limited Oversight\n\n• Powerful Ministries\n\n• Centralized Governance\n\nIncreasing Japanese Bureaucracy costs an amount of Prestige depending on Realm Size and the ruler's Learning Skill.","links":["ritsuryo_government","realm","ruler","vassal","top_liege","prestige","realm_size","learning_skill"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/japanese_bureaucracy"},{"key":"japanese_emperor","name":"Japanese Emperor","aliases":["Japanese Emperor's","Ten'nō","Ten'nō's"],"parent":"ceremonial_liege","children":[],"description":"The Ten'nō is the official Emperor of all Japan, though true power is generally in the hands of the Ruling Regent, who administers the state on their behalf.","links":["ceremonial_regent"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/japanese_emperor"},{"key":"japanese_manor","name":"Japanese Manor","aliases":["Japanese Manors","Manor","Manors","Shōen","Family Manor","Family Manors"],"parent":"domicile","children":[],"description":"A Manor - or Shōen - is a type of Domicile held by the House Head of notable Noble Families within Ritsuryō and Sōryō Realms. They represent private landholdings untied to any particular Landed Title.\n\nJapanese Manor Building may be constructed here to expand the family's wealth and Influence, and the Manor will be inherited by future generations.","links":["domicile","house_head","noble_family","realm","landed","title","japanese_manor_building","influence"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/japanese_manor"},{"key":"japanese_manor_building","name":"Japanese Manor Building","aliases":["Japanese Manor Buildings","Manor Building","Manor Buildings"],"parent":"domicile_building","children":[],"description":"Japanese Manor Buildings are unique and persistent improvements to a Japanese Manor.\n\nA large variety of structures are available for construction and may be built by the Manor's owner to generate private income, expand the family's Influence, and gain access to a number of Decisions, Interactions, and more.","links":["japanese_manor","influence","decision","interaction"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/japanese_manor_building"},{"key":"justicar_task_contract","name":"Justicar Contract","aliases":["Justicar Contracts","Justicar Contract's","Justicar Contracts'"],"parent":"task_contracts","children":[],"description":"A Justicar Contract typically involve culling criminals while bringing justice and adhering to local law.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/justicar_task_contract"},{"key":"kampaku","name":"Kampaku","aliases":["Kampaku's"],"parent":"ceremonial_regent","children":[],"description":"Kampaku is, de facto, the highest position in the Ritsuryō bureaucracy, exercising significant control over the organs of state in the Ten'nō's stead.\n\nThough generally dominated by the Fujiwara family, with enough Influence and Prestige, any family might rise to the occasion.","links":["ritsuryo_government","japanese_emperor","influence","prestige"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/kampaku"},{"key":"kindle_royal_fire_decision","name":"Kindle Royal Fire Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision that enables you to kindle a royal fire, gaining bonuses to Health and Renown.","links":["decision","health","dynasty_prestige"],"dlc":null,"page":"https://ck3db.com/concepts/kindle_royal_fire_decision"},{"key":"king","name":"King","aliases":["Kings"],"parent":"rank","children":[],"description":"A King is a Ruler whose Primary Title is a Kingdom.\n\nTheir Rank is directly above Dukes and directly below Emperors, and as such they can have Dukes and below as Vassals, and an Emperor or above as their Liege.","links":["ruler","primary_title","kingdom","title_rank","duke","emperor","vassal","liege"],"dlc":null,"page":"https://ck3db.com/concepts/king"},{"key":"kingdom","name":"Kingdom","aliases":["Kingdoms"],"parent":"title","children":[],"description":"A Kingdom is a Title one Tier below a Empire and one above a Duchy.\n\nThe Holder of a Kingdom has De Jure rights to its constituent territory.\n\nKingdoms may be dormant and have no current Holder. Such Titles can be created by a Ruler who controls at least half of the Counties within.","links":["title","title_tier","empire","duchy","holder","de_jure","ruler","county"],"dlc":null,"page":"https://ck3db.com/concepts/kingdom"},{"key":"kinslaying","name":"Kinslaying","aliases":["Kinslayer","Kinslayers"],"parent":null,"children":[],"description":"A Kinslayer is a Character who is known to have slain a Family Member. Some Faiths view kinslaying as Criminal.\n\nThe three Kinslaying traits are:\n\n• Kinslayer — Given to those who kill Close Family\n\n• Familial Kinslayer — Given to those who kill Extended Family\n\n• Dynastic Kinslayer — Given to those who kill a member of their Dynasty","links":["family","faith","crime","close_family","extended_family","dynasty"],"dlc":null,"page":"https://ck3db.com/concepts/kinslaying"},{"key":"knight","name":"Knight","aliases":["Knights","Knight's"],"parent":null,"children":[],"description":"A Knight is a Vassal, Courtier, or Follower that fights directly in your Army.\n\nDuring Battles, Knights use their Prowess Skill to fight more effectively. A high Prowess means that they will be able to inflict more damage on the enemy, and are more likely to survive or even emerge from Battle unscathed.\n\nYou gain Prestige each time one of your Knights successfully Qualifies for or wins a Grand Tournament Contest.\n\nKnights that are given an Accolade become Acclaimed Knights.\n\nKnights can be known by different names depending on Culture or Faith. For example, Champions, Fāris or Baghaturs.\n\nKnights represent both the character and their retinue of troops.","links":["vassal","courtier","follower","army","battle","prowess_skill","prestige","contest_qualification","contest","accolade","acclaimed_knight","culture","faith"],"dlc":null,"page":"https://ck3db.com/concepts/knight"},{"key":"knight_army_modifier","name":"Knight Army Modifier","aliases":["Knight Army Modifiers"],"parent":"accolade","children":[],"description":"An effect applied to any Army which contains the pertinent Acclaimed Knight.\n\nThe Knight need not be their Army's Commander for their Knight Army Modifier to apply.","links":["army","acclaimed_knight","knight","army_commander"],"dlc":"Accolades","page":"https://ck3db.com/concepts/knight_army_modifier"},{"key":"knight_effectiveness","name":"Knight Effectiveness","aliases":[],"parent":null,"children":[],"description":"A Ruler's Knight Effectiveness determines how well their Knights fight in Battle.\n\nAt 100%, Knights fight as normal, but at 200% they fight as if their Prowess was doubled.","links":["ruler","knight","battle","prowess_skill"],"dlc":null,"page":"https://ck3db.com/concepts/knight_effectiveness"},{"key":"contest_category_versus","name":"Knock-Out","aliases":[],"parent":"grand_activities","children":[],"description":"The winner of a Knock-Out Contest is the last one remaining after three Contest Rounds between Qualifying Contestants.\n\nKnock-Out Contests:\n\n• Wrestling\n\n• Duel\n\n• Joust\n\n• Board Games","links":["contest","contest_round","contest_qualification","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_category_versus"},{"key":"known_tenet_status","name":"Known","aliases":[],"parent":"tenet_status","children":[],"description":"A Known Tenet Status means the Rite is aware of this Tenet or Doctrine, but neither endorses nor permits its practice. It can be considered when authoring or diverging the Rite, and may be raised to a higher Tenet Status.","links":["tenet_status","rite","tenet","doctrines"],"dlc":null,"page":"https://ck3db.com/concepts/known_tenet_status"},{"key":"kurultai","name":"Kurultai","aliases":["Kurultais","Kurultai Member","Kurultai Members"],"parent":"councillor","children":[],"description":"The Kurultai replaces the Council for the Nomadic Government. The Kurultai members are among the elite of the realm, and should either be appeased or forced into Obedience to assure a smooth Succession.\n\nAfter the event of a chaotic succession, they may steal some Herd, abandon their new Liege, they will gain a Claim on the Realm Title.","links":["council","nomadic","obedience","succession","herd","liege","title_claim","realm","title"],"dlc":null,"page":"https://ck3db.com/concepts/kurultai"},{"key":"landed","name":"Landed","aliases":["Land"],"parent":null,"children":[],"description":"A Landed Character is a Ruler who owns Holdings. Except in Theocracies and Republics, Commoners automatically become Nobles when they are landed, founding a new Dynasty.","links":["ruler","holding","theocracy","republic","commoner","noble","dynasty"],"dlc":null,"page":"https://ck3db.com/concepts/landed"},{"key":"language","name":"Language","aliases":["Languages"],"parent":null,"children":["language_limit","court_language"],"description":"A Language is the Cultural Pillar that determines what language the general populace of a Culture speaks. Cultures which speak the same language gain a permanent bonus to their Cultural Acceptance Baseline.\n\nA Character can know one or more Languages. Knowing a language cuts the Cultural Acceptance Opinion penalty in half towards Characters and Counties that speak it. It also discourages Independence and Claimant Factions.\n\nCharacters can learn additional languages by using the Learn Language Scheme. Characters can comfortably learn languages up to their Foreign Language Limit.","links":["culture_pillar","culture","cultural_acceptance_baseline","character","cultural_acceptance","opinion","county","independence_faction","claimant_faction","scheme","language_limit"],"dlc":null,"page":"https://ck3db.com/concepts/language"},{"key":"law","name":"Law","aliases":["Laws"],"parent":null,"children":["succession_law","religious_head_succession_law","title_law","church_authority","government_authority","gender_law","retirement_age","mandala_decree"],"description":"A Realm's Laws are what determine how that Realm is structured.\n\nThe most fundamental of these is the Realm's Government Authority, as those Laws determine how Lieges and Vassals interact on a regular basis.\n\nThough less impactful on the day-to-day life of Rulers in a Realm, Succession Laws and Title Laws are still very important to consider for Succession.","links":["realm","government_authority","liege","vassal","ruler","succession_law","title_law","succession"],"dlc":null,"page":"https://ck3db.com/concepts/law"},{"key":"leading_house","name":"Leading House","aliases":["Leading Houses","Leading House's","House Bloc Leadership","Bloc Leadership","Bloc Leader"],"parent":"house_bloc","children":[],"description":"A Leading House is a House that is the agreed leader of a House Bloc.","links":["house","house_bloc"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/leading_house"},{"key":"learning_task_contract","name":"Learning Contract","aliases":["Learning Contracts","Learning Contract's","Learning Contracts'"],"parent":"task_contracts","children":[],"description":"A Learning Contract typically involves copying texts or facilitating actions of solidarity.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/learning_task_contract"},{"key":"learning_lifestyle","name":"Learning Lifestyle","aliases":[],"parent":"focus","children":[],"description":"The Learning Lifestyle is suitable for Characters who want to live long and healthy lives, gain Piety, or gain additional bonuses from their Faith.","links":["piety","faith"],"dlc":null,"page":"https://ck3db.com/concepts/learning_lifestyle"},{"key":"learning_skill","name":"Learning Skill","aliases":["Learning"],"parent":"skills","children":[],"description":"Learning is a Skill measuring a Character's literacy and wisdom. The Learning Skill of a Ruler affects the cost of increasing Crown Authority, and also yields an amount of monthly Piety.\n\nCharacters with high Learning can be expected to have extensive knowledge of all common scholarly endeavors, including theology, philosophy, language and mathematics.\n\nThe corresponding Lifestyle is the Learning Lifestyle.","links":["skills","ruler","crown_authority","piety","lifestyle","learning_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/learning_skill"},{"key":"lease_contract","name":"Lease Contract","aliases":[],"parent":"lease","children":[],"description":"The legal conditions under which a character is Leasing a title. It also determines who their Religious Superior is.","links":["leasing","religious_superior"],"dlc":null,"page":"https://ck3db.com/concepts/lease_contract"},{"key":"leasing","name":"Leasing","aliases":["Lease","Leases","Leased","Lessee"],"parent":null,"children":[],"description":"Minor Baronies can be leased out to Holy Orders, Monastic Orders, or Clergy. Leased baronies provide Taxes and Levies to the Lessee rather than the Holder.\n\nMilitary Orders can lease Castle Holdings and City Holdings, while Monastic Orders and clergy can lease Temple Holdings. A lease may have a Lease Contract.\n\nLeased Holdings are still considered part of the holder's Realm. County Capitals cannot be leased.","links":["barony","holy_order","monastic_holy_order","clergy","taxes","levies","leasing","holder","castle_holding","city_holding","temple_holding","lease_contract","holding","realm","county_capital"],"dlc":null,"page":"https://ck3db.com/concepts/leasing"},{"key":"legalism","name":"Legalism","aliases":["Legalistic"],"parent":null,"children":[],"description":"A Tenet emphasizing legal practice and tradition in theology and devoutness. It affects law costs and Vassal Faction membership based on the number of Sins or Virtues a Ruler has.","links":["tenet","vassal","faction","sin","virtue","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/legalism"},{"key":"legend","name":"Legend","aliases":["Legends"],"parent":null,"children":["owned_legend","promoted_legend","legend_seed","legend_quality","legend_protagonist","legend_promoter","legend_type","legend_library"],"description":"A Legend represents the important deeds that a Character achieved in life, and are created from Legend Seeds.\n\nLegends are powerful ways to obtain Legitimacy, and other possible rewards like Skill increases, Opinion bonuses, Renown, Prestige or Piety. Baronies in which a Legend has spread may also receive additional effects, if held by the Legend owner or a Legend Promoter.\n\nLegends have a Legend Type that governs those rewards: they can be Legitimizing, Holy or Heroic. Each Legend also has a Legend Quality level, which influences the strength of those rewards, as well as its spread.","links":["legend_seed","legitimacy","skills","opinion","dynasty_prestige","prestige","piety","barony","legend_promoter","legend_type","legend_quality"],"dlc":null,"page":"https://ck3db.com/concepts/legend"},{"key":"legend_library","name":"Legend Library","aliases":[],"parent":"legend","children":[],"description":"The Legend Library holds completed Legends that have spread to your Domain, you created, or were actively promoting.\n\nYou can also actively add completed Legends if you are traveling through the spread area of the legend.\n\nYou can remove Legends from your library at will.","links":["legend_library","legend","domain"],"dlc":null,"page":"https://ck3db.com/concepts/legend_library"},{"key":"legend_promoter","name":"Legend Promoter","aliases":["Legend Promoters"],"parent":"legend","children":[],"description":"A Legend Promoter is a Ruler that supports another ruler's Legend.\n\nA Legend Promoter gets extra bonuses that vary depending on the Legend Type and Legend Quality of the Legend in exchange for a monthly Gold contribution.","links":["ruler","legend","legend_type","legend_quality","gold"],"dlc":null,"page":"https://ck3db.com/concepts/legend_promoter"},{"key":"legend_protagonist","name":"Legend Protagonist","aliases":["Legend Protagonists"],"parent":"legend","children":[],"description":"The Legend Protagonist is the main character of a Legend, whose the deeds are therein described. The owner of a Legend can also be its Legend Protagonist, but so can any member of their family — dead or alive, as long as they are 16 years old.\n\nLegend Protagonists get no direct extra bonuses themselves, but the content about the Legend will be focused on them. They will, however, grant additional Legitimacy to the Legend Owner, based on how many Virtuous Traits they hold.\n\nThe Legend Protagonist must be an adult, for stating that an infant killed a dragon might be controversial.","links":["legend","legitimacy","virtue","trait"],"dlc":null,"page":"https://ck3db.com/concepts/legend_protagonist"},{"key":"legend_quality","name":"Legend Quality","aliases":["Famed","Illustrious","Mythical"],"parent":"legend","children":[],"description":"The Quality of a Legend marks both the strength of its effects and the reach of its spread, as well as affecting its final rewards. Legends can be Famed, Illustrious or Mythical — for there is no such thing as a common Legend.\n\nThe Quality can be increased by spreading the Legend to more Baronies and paying an upgrade cost.\n\nWhen the owner of a Legend dies, their family can continue it, with no damage to its Quality.","links":["legend","barony"],"dlc":null,"page":"https://ck3db.com/concepts/legend_quality"},{"key":"legend_seed","name":"Legend Seed","aliases":["Legend Seeds"],"parent":"legend","children":[],"description":"A Legend in the making. Legend Seeds are the basis of a Legend and, by founding them, a Ruler may start a Legend.\n\nLegend Seeds can be earned by fulfilling some criteria like being the heir of Charlemagne or by performing legendary deeds: Major Decisions, winning a Great Holy War, becoming a King or Emperor, organizing a Grand Activity, hunting a legendary animal, et cetera.\n\nInactive Legend Seeds have no cost, but bear no effects. Founding a Legend Seed for the first time has a Gold cost to it.","links":["legend","ruler","decision","great_holy_war","king","emperor","activity","gold"],"dlc":null,"page":"https://ck3db.com/concepts/legend_seed"},{"key":"legend_type","name":"Legend Type","aliases":["Legend Types","Heroic Legend","Holy Legend","Legitimizing Legend"],"parent":"legend","children":[],"description":"A Legend has a Type that influences the category of the effects it will grant, as well as the theme of its content.\n\nThe Legend Types are Legitimizing, Heroic and Holy, granting Legitimacy, Prestige and Piety, correspondingly.","links":["legend","legitimacy","prestige","piety"],"dlc":null,"page":"https://ck3db.com/concepts/legend_type"},{"key":"dynasty_prestige_level_10","name":"Legendary","aliases":[],"parent":null,"children":[],"description":"Legendary\n\nThis is the highest Level of Splendor.","links":[],"dlc":null,"page":null},{"key":"legitimacy","name":"Legitimacy","aliases":[],"parent":null,"children":["legitimacy_level","expected_legitimacy","initial_legitimacy","mandate_of_heaven"],"description":"Legitimacy is the representation of the right to reign of a Ruler. Vassals also generate Legitimacy Expectations that the Liege is supposed to meet.\n\nOnly Rulers have Legitimacy, which is calculated at the moment they become rulers and results in their Initial Legitimacy. A fraction of the Legitimacy of the previous ruler is also inherited by their Heir.\n\nLegitimacy affects many of the game systems, making Marriage proposals, Vassalization and Alliances more likely to be accepted, and Claims cheaper, as well as swinging the Scales of Power in a Regency.","links":["ruler","vassal","expected_legitimacy","liege","initial_legitimacy","heir","marriage","alliance","title_claim","scales_of_power","regency"],"dlc":null,"page":"https://ck3db.com/concepts/legitimacy"},{"key":"legitimacy_level","name":"Legitimacy Level","aliases":["Legitimacy Levels","Legitimacy Gain"],"parent":"legitimacy","children":[],"description":"Legitimacy Levels can be gained through various means: winning Wars, releasing Valuable Prisoners, creating Legends, holding Court, or attending Activities.","links":["war","valuable_prisoner","legend","court","activity"],"dlc":null,"page":"https://ck3db.com/concepts/legitimacy_level"},{"key":"legitimate","name":"Legitimate","aliases":[],"parent":null,"children":[],"description":"Children born of Married parents are considered Legitimate, as opposed to Bastards who may not inherit any Titles. The children of Concubines are also considered Legitimate, though of slightly lower status.","links":["marriage","bastard","title","concubinage","legitimate"],"dlc":null,"page":"https://ck3db.com/concepts/legitimate"},{"key":"legitimized_bastard","name":"Legitimized Bastard","aliases":["Legitimized"],"parent":"bastard","children":[],"description":"A Bastard may be Legitimized, either at birth, or as a Character Interaction later, depending on approval from their House Head.\n\nA Legitimized Bastard has the same right of inheritance as Legitimate children, but the stain of bastardy will follow them throughout their life.","links":["bastard","interaction","house_head","legitimate"],"dlc":null,"page":"https://ck3db.com/concepts/legitimized_bastard"},{"key":"piety_level","name":"Level of Devotion","aliases":["Level(s) of Devotion"],"parent":"piety","children":["maximum_piety_level","piety_level_impact"],"description":"A Character's Level of Devotion is a measure of how virtuous and devout they are, as well as their standing with other members of their Faith.\n\nEvery time a Character gains Piety, they also progress toward the next Level of Devotion.\n\nThe Mandala Government can unlock additional Levels of Devotion after religious icon up to, and including, godlike. To achieve that degree of divinity their Devotion needs to be proven over generations.\n\nThe Levels are:\n\n• sinner\n\n• dutiful\n\n• faithful\n\n• devoted servant\n\n• paragon of virtue\n\n• religious icon\n\n• divine\n\n• demigod\n\n• godlike","links":["faith","piety","mandala","government"],"dlc":null,"page":"https://ck3db.com/concepts/piety_level"},{"key":"piety_level_impact","name":"Level of Devotion Impact","aliases":[],"parent":"piety_level","children":[],"description":"Level of Devotion Impact increases or decreases the Modifiers gained from your current Level of Devotion.","links":["modifier","piety_level"],"dlc":null,"page":"https://ck3db.com/concepts/piety_level_impact"},{"key":"prestige_level","name":"Level of Fame","aliases":["Levels of Fame"],"parent":"prestige","children":["prestige_level_impact"],"description":"A Character's Level of Fame measures their general reputation, and how well perceived they are by everyone.\n\nEach time a Character gains Prestige, they also progress towards the next Level of Fame.\n\nThe Levels are:\n\n• disgraced\n\n• established\n\n• distinguished\n\n• illustrious\n\n• exalted among men\n\n• legendary figure","links":["prestige"],"dlc":null,"page":"https://ck3db.com/concepts/prestige_level"},{"key":"prestige_level_impact","name":"Level of Fame Impact","aliases":[],"parent":"prestige_level","children":[],"description":"Level of Fame Impact increases or decreases the Modifiers gained from your current Level of Fame.","links":["modifier","prestige_level"],"dlc":null,"page":"https://ck3db.com/concepts/prestige_level_impact"},{"key":"influence_level","name":"Level of Influence","aliases":["Levels of Influence"],"parent":"influence","children":["influence_level_impact"],"description":"A Character's Level of Influence measures their overall political power and reach.\n\nEach time a Character gains Influence, they also gain progress towards the next Level of Influence.\n\nThe Levels are:\n\n• impotent\n\n• influential\n\n• persuasive\n\n• controlling\n\n• authoritative\n\n• imperious","links":["character","influence"],"dlc":null,"page":"https://ck3db.com/concepts/influence_level"},{"key":"influence_level_impact","name":"Level of Influence Impact","aliases":[],"parent":"influence_level","children":[],"description":"Level of Influence Impact increases or decreases the Modifiers gained from your current Level of Influence.","links":["modifier","influence_level"],"dlc":null,"page":"https://ck3db.com/concepts/influence_level_impact"},{"key":"dynasty_prestige_level","name":"Level of Splendor","aliases":[],"parent":null,"children":[],"description":"Level of Splendor is a measure of how famous a Dynasty is. Level progress is made whenever your Dynasty gains Renown. Characters get an amount of initial Prestige when they are born depending on their Level of Splendor. Similarly, Spouses gain some Prestige from each other's Dynasty when they Marry.\n\nThe levels are:\n\n• Base Origins\n\n• Obscure\n\n• Insignificant\n\n• Noteworthy\n\n• Reputable\n\n• Well-known\n\n• Significant\n\n• Famous\n\n• Glorious\n\n• Fabled\n\n• Legendary","links":["dynasty","dynasty_prestige","prestige","spouse","marriage","dynasty_prestige_level_0","dynasty_prestige_level_1","dynasty_prestige_level_2","dynasty_prestige_level_3","dynasty_prestige_level_4","dynasty_prestige_level_5","dynasty_prestige_level_6","dynasty_prestige_level_7","dynasty_prestige_level_8","dynasty_prestige_level_9","dynasty_prestige_level_10"],"dlc":null,"page":"https://ck3db.com/concepts/dynasty_prestige_level"},{"key":"levies","name":"Levies","aliases":["Levy"],"parent":"soldiers","children":[],"description":"The bulk of most Armies is made up of Levies.\n\nEach Holding provides a set number of Levies to their Holder. Vassals in turn provide a part of their Levies to their Liege.\n\nLevies are made up of mostly poorly-armed fighters (peasant militias, ruffians, local sellswords, destitute nobles, minor landowners, etc.) and are considered their own unit type.\n\nA Levy has 10 Damage and 10 Toughness. The other type of Soldiers in the game are Men-at-Arms — expensive trained professionals.","links":["army","holding","holder","vassal","liege","damage","toughness","soldiers","men_at_arms"],"dlc":null,"page":"https://ck3db.com/concepts/levies"},{"key":"liberty_faction","name":"Liberty Faction","aliases":["Liberty","Liberty Factions"],"parent":"faction","children":[],"description":"The Liberty Faction seeks to lower the Government Authority and, if applicable, their own Vassal Contracts. If successful, their Liege will be unable to change the Government Authority of the Realm for some time.","links":["government_authority","vassal_contract","liege","realm"],"dlc":null,"page":"https://ck3db.com/concepts/liberty_faction"},{"key":"liege","name":"Liege","aliases":["Lieges","Liege's"],"parent":"ruler","children":["rightful_liege","top_liege"],"description":"A Liege is a Ruler with at least one Vassal. Lieges may themselves be Vassals to even higher ranked Rulers, and so on.","links":["ruler","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/liege"},{"key":"liege_taxes","name":"Liege Taxes","aliases":[],"parent":"taxes","children":[],"description":"Your Liege Taxes are the Taxes that you must pay to your Liege as part of your Obligations. You do not pay any Liege Taxes if you are Independent.\n\nFrom your Liege's point of view, these same taxes are instead called Vassal Taxes to distinguish them from any taxes they may owe to their own Liege.","links":["taxes","liege","vassal_obligations","independent_ruler","vassal_taxes"],"dlc":null,"page":"https://ck3db.com/concepts/liege_taxes"},{"key":"life_expectancy","name":"Life Expectancy","aliases":[],"parent":null,"children":[],"description":"Life Expectancy is the number of years a character is expected to live before dying of natural causes.\n\nA high Life Expectancy will make characters visibly age slower.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/life_expectancy"},{"key":"lifestyle","name":"Lifestyle","aliases":["Lifestyles"],"parent":null,"children":[],"description":"Adult Rulers may choose a Lifestyle, which will in turn allow them to select a Focus and start gaining Perks.\n\nEach Lifestyle has its own type of Experience, which is used to purchase Perks. For example, Experience in the Intrigue Lifestyle is necessary to gain Perks such as Dreadful or Like Weeds in a Garden.\n\nThe Lifestyles are:\n\n•  Diplomacy Lifestyle\n\n•  Stewardship Lifestyle\n\n•  Martial Lifestyle\n\n•  Intrigue Lifestyle\n\n•  Learning Lifestyle\n\n•  Wandering Lifestyle","links":["adult","ruler","focus","perk","lifestyle_experience","intrigue_lifestyle","diplomacy_lifestyle","stewardship_lifestyle","martial_lifestyle","learning_lifestyle","wanderer_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/lifestyle"},{"key":"lifestyle_experience","name":"Lifestyle Experience","aliases":["Experience"],"parent":null,"children":[],"description":"Lifestyle Experience is accumulated passively by having a Focus selected, or granted by events. There are different types of Lifestyle Experience, one per Lifestyle category.\n\nGaining enough Lifestyle Experience within a category will award a Perk.","links":["focus","lifestyle","perk"],"dlc":null,"page":"https://ck3db.com/concepts/lifestyle_experience"},{"key":"lifestyle_trait","name":"Lifestyle Trait","aliases":["Lifestyle Traits"],"parent":"trait","children":[],"description":"A Lifestyle Trait is the result from picking certain Lifestyle perks, Decisions, or Interactions.\n\nSome Lifestyle traits are upgradeable as the character improves their mastery of the skill. The levels range between 1-3, and the stars on the trait icon indicate the current level.","links":["lifestyle","decision","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/lifestyle_trait"},{"key":"light_cavalry","name":"Light Cavalry","aliases":[],"parent":"men_at_arms","children":[],"description":"Light Cavalry are mounted Men-at-Arms who excel at scouting and pursuing the enemy.\n\nWhile each kind of Light Cavalry is unique, they generally Counter Archers, and are in turn Countered by Spearmen.\n\nLight Cavalry are also often strong on flat Terrain.\n\nIn comparison with Heavy Cavalry, they are usually better at Pursuit and Screen.","links":["men_at_arms","men_at_arms_counter","archers","spearmen","terrain","heavy_cavalry","pursuit","screen"],"dlc":null,"page":"https://ck3db.com/concepts/light_cavalry"},{"key":"single_combat_success_chance","name":"Likelihood of Success","aliases":["Duel Success"],"parent":"single_combat_fight","children":[],"description":"When fighting a Single Combat, your Likelihood of Success is how well you are doing in the Duel. To win, you must get your Likelihood of Success far above your opponent's.\n\nAs rounds go on, it becomes easier to win, meaning you need less lead over your opponent.\n\nThe counterpart to Likelihood of Success is Risk of Injury.","links":["single_combat_injury_chance"],"dlc":null,"page":"https://ck3db.com/concepts/single_combat_success_chance"},{"key":"limited_nomadic","name":"Limited","aliases":[],"parent":"nomadic_authority","children":[],"description":"Limited is the second-lowest level of Dominance. Migration can target De Jure Duchy Titles within the The Great Steppe, Titles can be revoked and the liege may now Imprison Characters in their Realm.\n\nCan use the Forsake Nomadism Decision","links":["nomadic_authority","migration","de_jure","duchy","title","the_great_steppe","prison","character","realm","decision"],"dlc":null,"page":"https://ck3db.com/concepts/limited_nomadic"},{"key":"limited_crown_authority","name":"Limited Crown Authority","aliases":["Limited"],"parent":"crown_authority","children":[],"description":"'Limited Crown Authority' is the second to lowest level of Crown Authority. Vassals have a -10 Opinion penalty toward their Liege, and the liege may Revoke Titles and Retract a vassal's vassals. The Ruler can change between available Partition Succession Laws.","links":["crown_authority","vassal","opinion","liege","revoke","title","retract","ruler","succession_law"],"dlc":null,"page":"https://ck3db.com/concepts/limited_crown_authority"},{"key":"limited_tribal_authority","name":"Limited Tribal Authority","aliases":["Limited"],"parent":"tribal_authority","children":[],"description":"Limited Tribal Authority is the second-lowest level of Tribal Authority. Vassals have a -10 Opinion penalty towards their Liege, and the liege may now Imprison Characters in their Realm.","links":["tribal_authority","vassal","opinion","liege","prison","character","realm"],"dlc":null,"page":"https://ck3db.com/concepts/limited_tribal_authority"},{"key":"line_of_succession","name":"Line of Succession","aliases":["Line"],"parent":null,"children":[],"description":"The Line of Succession is the order in which certain characters stand to inherit certain Titles, determined by the Succession Law.","links":["title","succession_law"],"dlc":null,"page":"https://ck3db.com/concepts/line_of_succession"},{"key":"local_arbitration","name":"Local Arbitration","aliases":["Local Arbitration Decision"],"parent":"decision","children":[],"description":"A Decision that lets a character improve a County in their current location.","links":["decision","county"],"dlc":null,"page":"https://ck3db.com/concepts/local_arbitration"},{"key":"locale","name":"Locales","aliases":["Locales"],"parent":"grand_activity","children":[],"description":"You may choose how you explore the Grand Tournament while the Contests are being prepared.\n\nEach Locale offers opportunities to socialize with guests, improve Progress to Victory, or sabotage Contestants.\n\nIf a Locale is not selected, you will visit one at random after a short period of time.","links":["contest","progress_to_victory","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/locale"},{"key":"location","name":"Location","aliases":[],"parent":"travel","children":[],"description":"Every Character has a location indicating where they currently are in the world. To get from one location to another, you must Travel.","links":["character","travel"],"dlc":null,"page":"https://ck3db.com/concepts/location"},{"key":"roaming_longer_length_travel","name":"Long Hike","aliases":[],"parent":"activity_option","children":[],"description":"Long Hike is an Activity Option for the Hike Activity. The character will spend a significantly longer time with the activity, and will be given more opportunities.","links":["activity_option","activity"],"dlc":null,"page":"https://ck3db.com/concepts/roaming_longer_length_travel"},{"key":"long_reign","name":"Long Reign","aliases":[],"parent":null,"children":[],"description":"'Long Reign' is an increasing Opinion bonus that all characters in a Realm get with a Liege who has ruled over them for a long time.\n\nSimilarly, subjects have a decaying Short Reign Opinion penalty with new Lieges.","links":["opinion","realm","liege","short_reign"],"dlc":null,"page":"https://ck3db.com/concepts/long_reign"},{"key":"loot","name":"Loot","aliases":[],"parent":null,"children":[],"description":"If a Holding is Raided, Occupied in a Siege, or engaged in Bartering, the attacker or Barterer will get an amount of Gold equal to the Loot. The more prosperous a Holding is, the more Loot it will have.\n\nA Holding which has been Raided, Sieged, or Bartered with recently will not have any Loot.","links":["holding","raid","occupation","siege","barter","barterer","gold"],"dlc":null,"page":"https://ck3db.com/concepts/loot"},{"key":"lover","name":"Lover","aliases":["Lover's","Lovers","Lovers'"],"parent":"relation","children":[],"description":"A Lover is a Special Relation indicating an ongoing amorous and sexual association between two Characters.\n\nAs they often take place outside the bonds of Marriage or Concubinage, most Lover Special Relations begin as Secrets.\n\nIf a man and a woman are Lovers, the woman may become pregnant with the man's child. If they are not Married (and one is not the Concubine of the other), the child will be a Bastard, secret or otherwise.\n\nLovers who are deeply loyal and affectionate might become Soulmates.","links":["character","marriage","concubinage","secret","bastard","soulmate"],"dlc":null,"page":"https://ck3db.com/concepts/lover"},{"key":"diarch_loyalty","name":"Loyalty","aliases":["Diarch Loyalty","Loyal"],"parent":"diarchy","children":[],"description":"A Diarch's Loyalty decides how likely it is they will abuse their powers, at their Liege's or the Realm's expense.\n\nSelfless Diarchs refrain from using Borrowed Powers, try to fulfil the Mandate set for them dutifully, and give up their power willingly when asked.\n\nSelf-Interested Diarchs use Borrowed Powers liberally, try to fulfil their Mandate in order to swing the Scales of Power in their direction, and may refuse to give up power if the Scales are swung heavily enough towards them.\n\nSituational Diarchs might use Borrowed Powers, will generally either split Mandate benefits with their Liege or ignore their Mandate entirely, and might need bribing to give up their office if the Scales of Power suit them.","links":["diarch","liege","realm","diarch_power","mandate","scales_of_power"],"dlc":null,"page":"https://ck3db.com/concepts/diarch_loyalty"},{"key":"coronation_magnificence","name":"Magnificence","aliases":[],"parent":"coronation","children":[],"description":"The Magnificence of a Coronation determines the outcome of the Activity; a higher Magnificence score leads to a better outcome for the Host.\n\nMagnificence can be gained through Intents, Activity Options, and events in the activity. Supporters and Detractors may affect the value as well.","links":["coronation","activity","court_host","intent","activity_option","coronation_supporter","coronation_detractor"],"dlc":null,"page":"https://ck3db.com/concepts/coronation_magnificence"},{"key":"main_phase","name":"Main Phase","aliases":[],"parent":null,"children":[],"description":"In the Main Phase of a Battle, Soldiers and Knights from the two sides fight each other.\n\nThe Main Phase ends when all troops of one side have become Casualties or one side has decided to Retreat.\n\nAfter the Main Phase the combat enters the Aftermath.","links":["battle","soldiers","knight","casualty","retreat","aftermath"],"dlc":null,"page":"https://ck3db.com/concepts/main_phase"},{"key":"mainline_rite","name":"Mainline Rite","aliases":["Mainline Rites","Mainline"],"parent":"rite","children":[],"description":"The Mainline Rite represents the most prominent set of beliefs of a Faith. A non-Mainline Rite is considered to be Divergent from this Rite.\n\nWhich Rite is Mainline depends on whether the Faith has a Head of Faith.\n\nIf the Faith has a Head of Faith, the Mainline Rite is whichever one they follow. This means it can change when a successor of a different Rite takes their place, including a potential Challenger Head of Faith.\n\nWithout a Head of Faith, any Rite followed by more Counties than the Mainline supplants it, provided it holds at least as many Holy Sites as the Rite it seeks to replace.","links":["rite","faith","rite_divergence","head_of_faith","challenger_hof","county","holy_site"],"dlc":null,"page":"https://ck3db.com/concepts/mainline_rite"},{"key":"majesty_tour","name":"Majesty Tour","aliases":[],"parent":"tour","children":[],"description":"A Tour Type in which you attempt to sway your Vassals by increasing their Opinion.","links":["tour_type","vassal","opinion"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/majesty_tour"},{"key":"manage_guards","name":"Manage Royal Guards","aliases":[],"parent":"councillor_task","children":[],"description":"Increase Control in County is a Councillor Task performed by the Marshal.\n\nIt increases Knight Effectiveness and lowers Hostile Scheme Success Chance against the councillor's Liege.","links":["councillor_task","marshal","knight_effectiveness","hostile_scheme","scheme_success_chance","liege"],"dlc":null,"page":"https://ck3db.com/concepts/manage_guards"},{"key":"mandala","name":"Mandala","aliases":["Mandala Government","Mandalas"],"parent":null,"children":[],"description":"Under the Mandala Government Form, the Domain Limit and amount of Direct Vassals are limited. Instead the Liege and Suzerain are reliant on Tributaries for expanding their realm.\n\nA Mandala Ruler can aspire to be seen as a God King, or Devaraja, and then relies on Mandala Radiance to acquire and keep Tributaries.\n\nA Ruler must maintain Opinion and grow relations with their Tributaries to keep them long-term. On succession Tributaries may scatter unless the Ruler is a worthy Devaraja Successor.","links":["government","domain_limit","direct_vassal","liege","suzerain","tributary","ruler","mandala_radiance","opinion","mandala_succession"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala"},{"key":"mandala_aspect","name":"Mandala Aspect","aliases":["Mandala Aspects","Aspect","Aspects"],"parent":"house_attribute","children":["aspect_of_creation","aspect_of_serenity","aspect_of_destruction","aspect_of_trickery"],"description":"In order for a Mandala Ruler to achieve ever-lasting reverence and divinity, they need to align with one of the Aspects that identify them as a god.\n\nThe available Aspects are:\n\n• Aspect of Creation\n\n• Aspect of Serenity\n\n• Aspect of Destruction\n\n• Aspect of Trickery\n\nThese Aspects will impact certain expectations and actions undertaken by the Ruler.","links":["mandala","ruler","aspect_of_creation","aspect_of_serenity","aspect_of_destruction","aspect_of_trickery"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_aspect"},{"key":"mandala_decree","name":"Mandala Decree","aliases":["Decree","Decrees","Mandala Decrees"],"parent":"law","children":["mandala_decree_prosperity","mandala_decree_expansion","mandala_decree_reverence"],"description":"The Mandala Decrees are the three Decrees mandated by the Mandala Ruler — signified by Prosperity, Expansion and Reverence.\n\nGenerally the Mandala realm has a very centralized authority, where the power over Subjects and Laws lies with the associated Ruler who can change them as required with little to no objection from its denizens.","links":["mandala","ruler","mandala_decree_prosperity","mandala_decree_expansion","mandala_decree_reverence","subject","law"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_decree"},{"key":"mandala_radiance","name":"Mandala Radiance","aliases":["Radiance","Radiant"],"parent":null,"children":[],"description":"The magnetism to attract and maintain Subjects for a Mandala Ruler is referred to as Mandala Radiance. It is a blend of their Level of Devotion, Capital Temple Complex Great Building level as well as Mandala Aspect level.\n\nHigher rewards, more Subjects and more power await those who combine the three to become more Radiant.","links":["subject","mandala","ruler","piety_level","great_building","mandala_aspect"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_radiance"},{"key":"mandala_ritual","name":"Mandala Ritual","aliases":["Mandala Rituals","Ritual","Rituals"],"parent":"task_contract","children":["mandala_ritual_tier"],"description":"Mandala Rituals are tasks that appear occasionally for Mandala Rulers — it is a sign that a particular part of your Realm is in need of your guidance and divine uplifting.\n\nBeing more skilled in your Mandala Aspect will increase any gains from making appearances for your Subjects.","links":["mandala","ruler","realm","mandala_aspect","subject"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_ritual"},{"key":"mandala_ritual_tier","name":"Mandala Ritual Tier","aliases":["Ritual Tier"],"parent":"mandala_ritual","children":[],"description":"The Ritual Tier of a Mandala Ritual indicates just how much that destination would benefit from your admonition as well as the rewards for you, personally.","links":["mandala_ritual_tier","mandala_ritual"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_ritual_tier"},{"key":"mandala_succession","name":"Mandala Succession","aliases":["Succession","Mandala Trials","Devaraja Successor"],"parent":"succession","children":[],"description":"When a Mandala Ruler passes on, and has chosen a Mandala Aspect, their Heir faces the Mandala Succession Trials. In these Trials, the Heir is subject to Skill Challenges which test their mettle in the associated Aspect Skill but also two other Aspect Skills.\n\nSucceeding these trials means the Heir managed to convince their followers that they are a worthy successor and the Realm remains stable.\n\nFailing however, will incur increasing penalties:\n\n• 1 Failed Challenge: Losing a Level of Devotion and a small amount of Tributaries break free.\n\n• 2 Failed Challenges: Losing two Level(s) of Devotion and all Tributaries break free.\n\n• All Failed Challenges: Losing three Level(s) of Devotion and the shattering of the Realm.","links":["mandala","ruler","mandala_aspect","heir","skills","realm","piety_level","tributary"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_succession"},{"key":"mandate","name":"Mandate","aliases":["Mandates","Mandate's","Mandates'"],"parent":"regency","children":[],"description":"Mandates are useful tasks a Liege can set for their Diarch when Sharing Power.\n\nSimilarly to Councillor Tasks, the Liege selects a Mandate and then slowly receives benefits from it.\n\nWhen a Diarch does their job well, they both swing the Scales of Power towards themselves and generate Strife with their fellow Vassals.\n\nHow much benefit the Liege receives depends on their Diarch's Diarch Aptitude and Loyalty.","links":["liege","diarch","diarchy","councillor_task","scales_of_power","strife","vassal","diarch_aptitude","diarch_loyalty"],"dlc":null,"page":"https://ck3db.com/concepts/mandate"},{"key":"mandate_of_heaven","name":"Mandate of Heaven","aliases":["Mandate"],"parent":"legitimacy","children":["son_of_heaven"],"description":"The Mandate of Heaven is a special type of Legitimacy only available to Son of Heaven. It represents the monarch's right to rule, and who is considered the supreme ruler under all of heaven.\n\nThe Mandate is closely connected to the Dynastic Cycle. The Cycle affect how the reigning monarch gains Legitimacy and may also change Dynastic Cycle Era based on the monarch's level of Mandate.","links":["legitimacy","son_of_heaven","dynastic_cycle","situation_dynastic_cycle_phase"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandate_of_heaven"},{"key":"maneuver","name":"Maneuver","aliases":[],"parent":null,"children":[],"description":"The Maneuver phase occurs at the start of a Battle and indicates the time it takes before the Main Phase begins, and Armies engage each other in combat.","links":["battle","main_phase","army"],"dlc":null,"page":"https://ck3db.com/concepts/maneuver"},{"key":"manipulation","name":"Manipulation","aliases":[],"parent":"hook","children":[],"description":"Manipulation is a form of Hook where you have managed to manipulate the mind of another character in some way in order to get them to do your will.","links":["hook"],"dlc":null,"page":"https://ck3db.com/concepts/manipulation"},{"key":"reinforce_soldiers","name":"Manually Reinforce","aliases":["Reinforcements"],"parent":"interaction","children":["adventurer_siege_replenishment"],"description":"Adventurers and Nomads may recruit Men-at-Arms, but they do not reinforce automatically as Landed Ruler's do. Instead, recruits must be enticed using interactions.","links":["adventurer","nomadic","men_at_arms","landed","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/reinforce_soldiers"},{"key":"marriage","name":"Marriage","aliases":["Married","Marry","Marries","Marriages","Marrying"],"parent":null,"children":[],"description":"Marriages are a union between two Spouses, and are (alongside Betrothals) the main way to forge an Alliance with another Ruler.\n\nSpouses may also produce Legitimate children, who can be Bred and raised as suitable Heirs.\n\nMarriages only end when one Spouse dies or Divorces the other.\n\nHosting a Grand Wedding greatly increases the acceptance of a Marriage proposal.","links":["spouse","betrothal","alliance","ruler","legitimate","breeding","heir","divorce"],"dlc":null,"page":"https://ck3db.com/concepts/marriage"},{"key":"marshal","name":"Marshal","aliases":["Marshals"],"parent":"councillor","children":[],"description":"The Marshal is your chief Commander and the Councillor in charge of military matters in general.","links":["army_commander","councillor"],"dlc":null,"page":"https://ck3db.com/concepts/marshal"},{"key":"martial_custom","name":"Martial Custom","aliases":[],"parent":"culture_pillar","children":[],"description":"Martial Custom is the Cultural Pillar that determines what genders can act as Commanders or Knights.\n\nSome Traditions and Doctrines can modify these rules for certain Characters.","links":["culture_pillar","army_commander","knight","culture_tradition","doctrines","character"],"dlc":null,"page":"https://ck3db.com/concepts/martial_custom"},{"key":"martial_lifestyle","name":"Martial Lifestyle","aliases":[],"parent":"focus","children":[],"description":"The Martial Lifestyle is suitable for Characters who want to improve their Men-at-Arms and Knights, boost Control in their Domain, or increase their chances to win Wars.","links":["men_at_arms","knight","county_control","domain","war"],"dlc":null,"page":"https://ck3db.com/concepts/martial_lifestyle"},{"key":"martial_skill","name":"Martial Skill","aliases":["Martial"],"parent":"skills","children":[],"description":"Martial Skill indicates how good a Character is at waging War and leading Armies in Battle.\n\nA high Martial Skill is important for Army Commanders, since it improves their Advantage in Battle.\n\nThe corresponding Lifestyle is the Martial Lifestyle.","links":["skills","war","army","battle","army_commander","battle_advantage","lifestyle","martial_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/martial_skill"},{"key":"master_assassin","name":"Master Assassin","aliases":["Assassin"],"parent":"court_position","children":[],"description":"The Master Assassin is a Court Position enabled by Faiths with the Fedayeen Tenet. The Master Assassin is a dangerous fanatic who works together with lesser assassins to slay perceived enemies of the faith.","links":["court_position","faith","tenet"],"dlc":"Legacy of Persia","page":"https://ck3db.com/concepts/master_assassin"},{"key":"master_terrain","name":"Master Terrain","aliases":[],"parent":"decision","children":[],"description":"A Decision unlocked from the Wandering Lifestyle tree, where you can choose a Terrain to specialize in, based on the group one chose in Designated Terrain.\n\nThis decision will give significant boons for the terrain chosen, giving bonuses such as increased Advantage, improved Battle Roll, reducing Attrition, and increased Prestige and Fame from Battle.","links":["decision","wanderer_lifestyle","terrain","designated_terrain","battle_advantage","combat_roll","attrition","prestige","prestige_experience","battle"],"dlc":null,"page":"https://ck3db.com/concepts/master_terrain"},{"key":"board_game_match","name":"Match","aliases":["Board Game","Board Games","Game"],"parent":null,"children":["board_game_winning","board_game_type","board_game_type_chess","board_game_type_pachisi","board_game_type_hnefatafl","board_game_type_tabula","board_game_type_go","board_game_type_fidchell"],"description":"A board game consists of two players trying their luck and skill against one another in a game of wits and chance. They may be played as friendly matches, or with a wager of some kind.\n\nThere are many different Board Game Types, though the ways to Win and play each remain the same. Only the skills used differ.","links":["board_game_type","board_game_winning"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_match"},{"key":"matrilineal","name":"Matrilineal","aliases":["Matrilineally"],"parent":null,"children":[],"description":"In a Matrilineal Marriage, children will be born into their mother's House instead of their father's.","links":["marriage","house"],"dlc":null,"page":"https://ck3db.com/concepts/matrilineal"},{"key":"maximum_piety_level","name":"Maximum Level of Devotion","aliases":[],"parent":"piety_level","children":[],"description":"The Maximum Level of Devotion represents the highest Level of Devotion that a Ruler may achieve in their lifetime. By default, this level is religious icon.…","links":["piety_level","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/maximum_piety_level"},{"key":"medical_treatments","name":"Medical Treatments","aliases":[],"parent":null,"children":[],"description":"When a character becomes Ill or Wounded a Medical Treatment can help them recover faster.\n\nThe one responsible for treating you and your Courtiers is the Personal Physician. Try to always have one employed if you can afford their salary.\n\nThe more treatments a Personal Physician performs, the more their skill will grow, granting them Novice Physician Traits.","links":["illness","courtier","trait"],"dlc":null,"page":"https://ck3db.com/concepts/medical_treatments"},{"key":"men_at_arms","name":"Men-at-Arms","aliases":[],"parent":"soldiers","children":["skirmishers","archers","light_cavalry","heavy_cavalry","spearmen","heavy_infantry","archer_cavalry","camel_cavalry","elephant_cavalry","gunpowder","peasant_militia","men_at_arms_counter"],"description":"Men-at-Arms are professional Soldiers superior to Levies.\n\nThe player has direct control over the composition and size of their Men-at-Arms Regiments.\n\nDifferent types of Men-at-Arms are good or bad in different types of Terrain. Each type also Counters another type.\n\nMen-at-Arms can be Stationed in Holdings to increase their effectiveness.","links":["soldiers","levies","regiment","terrain","men_at_arms_counter","stationed_regiment","holding"],"dlc":null,"page":"https://ck3db.com/concepts/men_at_arms"},{"key":"men_at_arms_counter","name":"Men-at-Arms Counter","aliases":["Counter","Counters"],"parent":"men_at_arms","children":[],"description":"Most Men-at-Arms are able to Counter another type of Men-at-Arms.\n\nWhen a Regiment is Countered, its effectiveness during a Battle is decreased. The more a Regiment is outnumbered by its Counter, the higher the penalty.","links":["men_at_arms","regiment","battle"],"dlc":null,"page":"https://ck3db.com/concepts/men_at_arms_counter"},{"key":"mental_break","name":"Mental Break","aliases":["Mental Breaks"],"parent":null,"children":[],"description":"When Stress overwhelms a character they will experience a Mental Break — a personal crisis in which they feel that they must do something to lower their Stress, no matter the cost.\n\nCharacters suffering from a Mental Break will have several ways that they can deal with the situation, though many of them will have negative consequences.\n\nAt low Stress Levels these consequences are minor and easily managed. As Stress Level increases however, so do these consequences, eventually leading to insanity and even death.","links":["stress","stress_level"],"dlc":null,"page":"https://ck3db.com/concepts/mental_break"},{"key":"mentor","name":"Mentor","aliases":["Mentors","Mentor's","Mentors'"],"parent":"relation","children":[],"description":"Mentors are Characters that help to improve the Skills of their Student. They can be gained through events when your Lifestyle Focus is set to a particular Skill.","links":["character","skills","student","lifestyle","focus"],"dlc":null,"page":"https://ck3db.com/concepts/mentor"},{"key":"mercenary_company","name":"Mercenary Company","aliases":["Mercenary","Mercenaries"],"parent":null,"children":[],"description":"Mercenaries are Soldiers for hire who fight in exchange for Gold. Mercenary Armies come in various sizes, with different types of Men-at-Arms and a number of Knights.\n\nMercenaries sign up for 36 month contracts that can be extended for another 36 months if you are still at War. Mercenary contracts persist even if their Regiments are dismissed — they can be raised again without further cost.\n\nYou are allowed to go into Debt in order to hire Mercenaries (up to 24 months).","links":["mercenary_company","soldiers","gold","army","men_at_arms","knight","war","debt"],"dlc":null,"page":"https://ck3db.com/concepts/mercenary_company"},{"key":"mercenary_contract","name":"Mercenary Contract","aliases":["Mercenary Contracts"],"parent":null,"children":[],"description":"Establishing a Mercenary Contract incurs a one-time cost which allows the use of their troops for 36 months.","links":["mercenary_company"],"dlc":null,"page":"https://ck3db.com/concepts/mercenary_contract"},{"key":"mercenary_task_contract","name":"Mercenary Contract","aliases":["Mercenary Contracts","Mercenary Contract's","Mercenary Contracts'"],"parent":"task_contracts","children":[],"description":"A Mercenary Contract involves aiding a Character in either an on-going War, or else one they intend to start with your help. Pay is awarded based on War Contribution, as well as the actual result.","links":["character","war","war_contribution"],"dlc":null,"page":"https://ck3db.com/concepts/mercenary_task_contract"},{"key":"merit","name":"Merit","aliases":["Meritorious"],"parent":null,"children":["merit_level","imperial_examination"],"description":"A Character's Merit tracks their progress to the next Merit Rank. All characters with an Elder or Disciples produce a passive Merit gain.\n\nGovernors can increase their Merit by constructing Buildings in their assigned Holdings, going on an Inspection Activity, participating in a Debate and attending Examinations.\n\nStandard governors increase their monthly merit gain by paying more Taxes to their Liege, while Military governors increase it by creating Men-at-Arms.\n\nNon-Governors can attempt to increase it by attending Examinations.","links":["character","merit_level","elder","disciple","governor","building","holding","inspection","activity","imperial_examination","taxes","liege","men_at_arms"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/merit"},{"key":"merit_level","name":"Merit Rank","aliases":["Merit Ranks"],"parent":"merit","children":[],"description":"A Character's Merit Rank indicates how appropriate they are as a Governor in East Asian Administrative Governments.\n\nIt represents their documented achievements and moral conduct according to Confucian ideals through the amount of Merit they have gained.\n\nAn official with a high Merit Rank has a higher Candidate Score and Governor Salary.\n\nThe Ranks are:\n\n• no rank\n\n• 9th rank\n\n• 8th rank\n\n• 7th rank\n\n• 6th rank\n\n• 5th rank\n\n• 4th rank\n\n• 3rd rank\n\n• 2nd rank\n\n• 1st rank","links":["character","governor","administrative","merit","candidate_score","governor_salary"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/merit_level"},{"key":"meritocratic","name":"Meritocratic","aliases":[],"parent":"administrative_government","children":[],"description":"Meritocratic is a Bureaucratic Government Form similar to Celestial, in which the Liege appoints characters as Governors, of which there are two types, Civil and Military.\n\nCharacters have access to Influence, Noble Families, and Family Mansions.\n\nIndependent Rulers have Legitimacy, while Vassals focus on obtaining Merit.","links":["government_bureaucratic_type","government","celestial_government","liege","governor","influence","noble_family","east_asian_estate","ruler","legitimacy","vassal","merit"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/meritocratic"},{"key":"meritocratic_bureaucracy","name":"Meritocratic Bureaucracy","aliases":[],"parent":"government_authority","children":[],"description":"Meritocratic Bureaucracy represents a Meritocratic Realm's level of centralization and the general power that the Ruler wields over their Vassals.\n\nOnly the Top Liege can change Meritocratic Bureaucracy. Meritocratic Vassals use the same level as their Liege.\n\nThere are four levels of Meritocratic Bureaucracy:\n\n• Autonomous Provinces\n\n• Limited Civil Service\n\n• Centralized Ministries\n\n• Divine Mandate\n\nIncreasing Meritocratic Bureaucracy costs an amount of Prestige depending on Realm Size and the ruler's Learning Skill.","links":["meritocratic","realm","ruler","vassal","top_liege","prestige","realm_size","learning_skill"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/meritocratic_bureaucracy"},{"key":"steppe_admin","name":"Meritocratic Khanate","aliases":[],"parent":"administrative_government","children":[],"description":"Meritocratic Khanate is a Bureaucratic Government Form similar to the Celestial and Meritocratic, but originating from a Nomadic Government Form. The Liege appoints characters as Governors, of which there are two types, Civil and Military. They still maintain Tributaries, enforce Obedience, and have a higher maximum Dread.\n\nCharacters have access to Influence, Noble Families, and Family Mansions.\n\nIndependent Rulers have Legitimacy, while Vassals focus on obtaining Merit.","links":["government_bureaucratic_type","government","celestial_government","meritocratic","nomadic","liege","governor","tributary","obedience","dread","influence","noble_family","east_asian_estate","ruler","legitimacy","vassal","merit"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/steppe_admin"},{"key":"metropolitan_examination","name":"Metropolitan Examination","aliases":[],"parent":null,"children":[],"description":"The third level Civil Service Examinations. Held by the Celestial Government through the Capital Examination Activity.\n\nWhen passed:","links":["imperial_examination","government","activity"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/metropolitan_examination"},{"key":"hungarian_invasion_casus_belli","name":"Migrate to Pannonia Casus Belli","aliases":["Migrate to Pannonia"],"parent":"casus_belli","children":[],"description":"A powerful Casus Belli that may only be used once per campaign, total, to conquer all territories held by the target within Pannonia.\n\nOn victory, all Mogyërs in the attacker's Realm will move with them to Pannonia, Counties and Vassals, displacing Avar Counties. Other vassals outside of Pannonia are abandoned, while Counties formerly occupied or held by Mogyërs are left to local petty warlords and rival steppe tribes.","links":["casus_belli","realm","county","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/hungarian_invasion_casus_belli"},{"key":"migration","name":"Migration","aliases":["Migrate","Migrates","Migrated","Migrating"],"parent":null,"children":[],"description":"Migration is essential to Nomads. When the County Fertility in their Realms is low they will often move in search of greener pastures.\n\nMigration can only target De Jure Titles and the accessible Tiers are limited by a Ruler's Dominance.\n\nA proposal will be sent to the Nomad with the biggest Herd in the desired area, and they can decide whether to leave their lands willingly, or to go to war to defend them.\n\nHerders will always leave their lands, as they do not have the means to defend themselves.","links":["nomadic","county_fertility","realm","de_jure","title","title_tier","ruler","nomadic_authority","herd","herder"],"dlc":null,"page":"https://ck3db.com/concepts/migration"},{"key":"winter_severity_mild","name":"Mild Winter","aliases":[],"parent":"winter","children":[],"description":"…","links":[],"dlc":null,"page":null},{"key":"contract_assistance","name":"Military Assistance","aliases":["Assisting Militarily"],"parent":null,"children":[],"description":"This is a special type of Interaction available to Involved Rulers of the Iberian Struggle, allowing them to join other Involved Ruler's Wars in exchange for Gold.\n\nPayment is made on conclusion of the War, whatever the outcome, as long as the contractor made a War Contribution of at least 100.","links":["interaction","struggle_involved","ruler","struggle","war","gold","war_contribution"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/contract_assistance"},{"key":"treasury_military_budget","name":"Military Budget","aliases":["Military"],"parent":"treasury_budget_category","children":[],"description":"Treasury sent to military Province Vassals from the central government, for the purposes of funding additional military activities. It is based on the periodically calculated allocation of the Treasury income of the Top Liege.","links":["province","vassal","treasury","top_liege"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_military_budget"},{"key":"military_building","name":"Military Building","aliases":["Military Buildings"],"parent":"building","children":[],"description":"Military Buildings are Buildings whose primary function is to increase the number of Levies they provide to their Holder.","links":["building","levies","holder"],"dlc":null,"page":"https://ck3db.com/concepts/military_building"},{"key":"military_career_path","name":"Military Career Path","aliases":["Military Career","Military"],"parent":null,"children":[],"description":"Rulers who pursue a Military Career Path focus on martial skills over administrative tasks. They are appointed to Military Circuits and their Merit will grow based on their ability to recruit and maintain Title Men-at-Arms.","links":["ruler","merit","title_men_at_arms"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/military_career_path"},{"key":"military_governor","name":"Military Governor","aliases":["Military Governors","Military"],"parent":"governor","children":[],"description":"A Military Governor is a Governor with military Subject Obligations. They are able to field Title Men-at-Arms, unlike Civilian Governors, and will use them to protect the Realm from foreign incursions and support other Governors in need of military aid.\n\nCharacters who pursue a Military Career Path can become Military Governors.","links":["governor","vassal_obligations","title_men_at_arms","civilian_governor","realm","character","military_career_path"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/military_governor"},{"key":"military_holy_order","name":"Military Order","aliases":["Military Orders","Military Order's","Military Orders'","Military Order Patronage"],"parent":null,"children":[],"description":"A Military Order is a type of Holy Order populated by warriors sworn to defend and expand the lands of their Faith.\n\nSame-Faith Rulers may hire the Order if they are at War with a hostile or evil Faith, at the cost of Piety. Once this War ends, the Order no longer fights for that Ruler.\n\nA Holy Order may have a Military Order Patron, who does not need to pay to engage their services.","links":["holy_order","faith","war","faith_hostile","faith_evil","piety","military_holy_order_patron"],"dlc":null,"page":"https://ck3db.com/concepts/military_holy_order"},{"key":"military_holy_order_patron","name":"Military Order Patron","aliases":["Patronize"],"parent":null,"children":[],"description":"A Military Order's Holy Order Patron is a Ruler of Duke-Tier or higher who shares their Faith and whose Realm contains their Capital.\n\nThe Holy Order Patron may call upon the support of the Holy Order against religious enemies for free, instead of paying Piety.\n\nPatronage can be lost to Vassals of Duke-Tier or higher, if control of the Order's Capital is ceded.","links":["military_holy_order","ruler","duke","title_tier","faith","realm","piety","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/military_holy_order_patron"},{"key":"minister","name":"Minister","aliases":["Minister's","Ministers","Ministers'"],"parent":"councillor","children":["minister_grand_chancellor","minister_grand_marshal","minister_censor","minister_of_personnel","minister_of_revenue","minister_of_rites","minister_of_war","minister_of_justice","minister_of_works"],"description":"Ministers are a type of Councillors serving on the Council, or Ministry, of Son of Heaven.\n\nEach minister has a number of responsibilities, such as funding Great Projects and helping Governors in different ways.","links":["councillor","council","ministry","son_of_heaven","great_project","governor"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister"},{"key":"minister_of_justice","name":"Minister of Justice","aliases":["Minister of Justice's"],"parent":"minister","children":[],"description":"The Minister of Justice is the Minister in charge of legal affairs and assisting Son of Heaven to maintain a righteous rule.\n\nThe minister can, for example:\n\n• Start the Establish Control Great Project\n\n• Use Imprison Interaction on Vassals and Courtiers, who cannot refuse\n\n• Use Grant Pardon Interaction on Characters who have committed Crimes\n\n• Use Find Secrets (Scheme) Interaction to find Secrets in Vassal Courts and Imprison or pardon known Criminals\n\n• Exposing Secrets will trigger Minister of Justice exposed a Governor Dynastic Cycle Catalyst\n\n• Access special Influence Career Interaction options","links":["minister","son_of_heaven","great_project","interaction","vassal","courtier","character","crime","secret","court","prison","minister_of_justice","governor","dynastic_cycle_catalyst"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_of_justice"},{"key":"minister_of_personnel","name":"Minister of Personnel","aliases":["Minister of Personnel's"],"parent":"minister","children":[],"description":"The Minister of Personnel is the Minister in charge of all matters related to Appointments and can greatly impact the Candidate Score of other Characters.\n\nThe minister can, for example:\n\n• Use Request Retirement Interaction to fire Governors regardless of the Retirement Age Law\n\n• Invite any type of Courtier with the Summon Courtiers for the Celestial Bureau Decision\n\n• Compel acceptance of the Offer Courtier and Demand Courtier Interactions\n\n• Access special Influence Career Interaction options, and at a reduced cost","links":["minister","appointment_succession_law","candidate_score","character","interaction","governor","law","courtier","decision"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_of_personnel"},{"key":"minister_of_revenue","name":"Minister of Revenue","aliases":["Minister of Revenue's"],"parent":"minister","children":[],"description":"The Minister of Revenue is the Minister in charge of Taxation and aids Son of Heaven with the Treasury.\n\nThe minister can, for example:\n\n• Aid Vassals who can Request Treasury Funds\n\n• Use the Suggest Treasury Audit Decision\n\n• Start the Conduct Census Great Project\n\n• Use Debt Relief Interaction to pay Treasury Debt of Civilian Governors triggering 'Minister or Son of Heaven cleared Treasury Debt' Dynastic Cycle Catalyst\n\n• Access special Influence Career Interaction options","links":["minister","taxes","son_of_heaven","treasury","vassal","decision","great_project","interaction","treasury_debt","civilian_governor","dynastic_cycle_catalyst"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_of_revenue"},{"key":"minister_of_rites","name":"Minister of Rites","aliases":["Minister of Rites'"],"parent":"minister","children":[],"description":"The Minister of Rites is the Minister in charge of religious and spiritual affairs, and can assist Governors in hosting Examinations.\n\nThe minister can, for example:\n\n• Start the Assimilate Area Great Project\n\n• Start the Compel Religious Uniformity Great Project\n\n• Aid Vassals in hosting Examinations\n\n• Access special Influence Career Interaction options\n\n• Compel Conversion on Characters of Hostile or Evil Faiths","links":["minister","governor","imperial_examination","great_project","vassal","interaction","character","faith_hostile","faith_evil","faith"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_of_rites"},{"key":"minister_of_war","name":"Minister of War","aliases":["Minister of War's"],"parent":"minister","children":[],"description":"The Minister of War is the Minister in charge of the administration and management of troops. When subject Governors are in need of military aid, it is the Minister of War who can send Military Governors to help.\n\nThe minister is not an active Commander and does not lead troops. That is the purview of the Grand Marshal.\n\nThe minister can, for example:\n\n• Send aid to Vassals at War who can Request Military Aid\n\n• Order Military Governors to join the Wars of other Governors\n\n• Start the Military Operation Exercise Great Project\n\n• Use Debt Relief Interaction to pay Treasury Debt of Military Governors triggering 'Minister or Son of Heaven cleared Treasury Debt' Dynastic Cycle Catalyst\n\n• Access special Influence Career Interaction options","links":["minister","governor","army_commander","minister_grand_marshal","vassal","war","military_governor","great_project","interaction","treasury_debt","son_of_heaven","dynastic_cycle_catalyst"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_of_war"},{"key":"minister_of_works","name":"Minister of Works","aliases":["Minister of Works's"],"parent":"minister","children":[],"description":"The Minister of Works is the Minister in charge of construction and development throughout the Realm, and may start Great Projects.\n\nThe minister can, for example:\n\n• Start the Develop Communities Great Project\n\n• Start the The Grand Canals Great Project\n\n• Start the Improve the Great Wall Great Project\n\n• Can construct Buildings and Holdings inside the Realm\n\n• Can construct Buildings and Holdings inside Tributaries of Son of Heaven in Advancement Era\n\n• Access special Influence Career Interaction options","links":["minister","realm","great_project","building","holding","tributary","son_of_heaven","situation_dynastic_cycle_phase","interaction"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/minister_of_works"},{"key":"ministry","name":"Ministry","aliases":["Ministry's","Ministries","Ministries'"],"parent":"council","children":["ministry_obligations"],"description":"The Ministry is a type of Council only available to Son of Heaven.\n\nThere are nine Ministers, each one representing the highest level of government and is the head of their own department. These are sorted into a hierarchy, allowing a Minister of a lower rank to be promoted to a position of higher rank, based on the Prominence of the Title.\n\nThe Ministers are:\n\n• Grand Chancellor\n\n• Imperial Censor\n\n• Grand Marshal\n\n• Minister of Personnel\n\n• Minister of War\n\n• Minister of Revenue\n\n• Minister of Justice\n\n• Minister of Rites\n\n• Minister of Works","links":["council","son_of_heaven","minister","appointment_prominence","title","minister_grand_chancellor","minister_censor","minister_grand_marshal","minister_of_personnel","minister_of_war","minister_of_revenue","minister_of_justice","minister_of_rites","minister_of_works"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/ministry"},{"key":"treasury_ministry_budget","name":"Ministry Budget","aliases":["Ministry"],"parent":"treasury_budget_category","children":[],"description":"Treasury sent to Vassals from the central government, for the purposes of funding Ministries. It is based on the periodically calculated allocation of the Treasury income of the Top Liege.","links":["vassal","ministry","treasury","top_liege"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/treasury_ministry_budget"},{"key":"ministry_obligations","name":"Ministry Obligations","aliases":["Ministry Obligation"],"parent":"ministry","children":[],"description":"Ministry Obligations is a unique set of Subject Obligations only available for Ministers.\n\nAll civil ministers have a specific option set as their default, while the Grand Marshal has a unique option that provides the Marshal with Title Men-at-Arms.\n\nThese obligations cannot be changed.","links":["vassal_obligations","minister","minister_grand_marshal","title_men_at_arms"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/ministry_obligations"},{"key":"clouded_eyes_mitigation","name":"Mitigate Clouded Eyes","aliases":[],"parent":"elder_traits","children":[],"description":"While it's not possible to prevent Clouded Eyes from progressing, you can slow it down by:\n\n• Avoiding Travel\n\n• Avoiding locations with Desert or Desert Mountains Terrain\n\n• Avoiding locations with Normal Winter or Harsh Winter","links":["travel","terrain","winter_severity_normal","winter_severity_harsh"],"dlc":null,"page":"https://ck3db.com/concepts/clouded_eyes_mitigation"},{"key":"fragile_bones_mitigation","name":"Mitigate Fragile Bones","aliases":[],"parent":"elder_traits","children":[],"description":"While it's not possible to prevent Fragile Bones from progressing, you can prevent large Trait Path increases by:\n\n• Avoiding Travel and Activities\n\n• Avoiding Commanding Armies","links":["trait_level_track","travel","activity","army_commander"],"dlc":null,"page":"https://ck3db.com/concepts/fragile_bones_mitigation"},{"key":"infirm_mitigation","name":"Mitigate Infirmity","aliases":[],"parent":"elder_traits","children":[],"description":"Staying healthy is the main way to stave off infirmity.\n\nThe Infirm Trait progresses by a full level when contracting an Illness, and by a small amount every year.\n\nIf you are sick for a prolonged amount of time, the Trait Path will progress much faster each year. It will also progress much faster if you're more than 65 years old.","links":["trait","illness","trait_level_track"],"dlc":null,"page":"https://ck3db.com/concepts/infirm_mitigation"},{"key":"withering_mind_mitigation","name":"Mitigate Withering Mind","aliases":[],"parent":"elder_traits","children":[],"description":"While it's not possible to prevent Withering Mind from progressing, you can slow it down by:\n\n• Having Friends (the more, the better)\n\n• Having Lovers (the more, the better)\n\n• Keeping your Stress low\n\n• Having the Family Hierarch or Seducer Traits\n\n• Traveling and partaking in Activities\n\nMany of these factors also reduce the chance of getting the Trait in the first place.","links":["friend","lover","stress","trait","travel","activity"],"dlc":null,"page":"https://ck3db.com/concepts/withering_mind_mitigation"},{"key":"modifier","name":"Modifier","aliases":["Modifiers"],"parent":null,"children":["county_modifier","character_modifier"],"description":"A Modifier is an effect that changes a value over a longer period of time. It may for example change the value of a character's Skills, or the Success Chance of a Scheme.\n\nModifiers typically appear for Characters, Schemes or Counties.","links":["skills","scheme_success_chance","scheme","county"],"dlc":null,"page":"https://ck3db.com/concepts/modifier"},{"key":"monastic_holy_order","name":"Monastic Order","aliases":["Monastic Orders","Monastic","Monastic Order's","Monastic Orders'"],"parent":null,"children":["monastic_order_patron","holy_order_vicinity"],"description":"A Monastic Order is a type of Holy Order devoted to prayer, learning, and the spread of a single Tenet. It belongs to the Rite of its founder and champions one of that Rite's Tenets, spreading the practice among the faithful.\n\nLed by an Abbot, a Monastic Order is sustained by the Temple Holdings and Gold granted by its Monastic Order Patrons. The Order then provides Spiritual Fulfillment and Piety in return.\n\nAny Ruler whose Faith permits monasticism can establish one with the Found Monastic Order Decision.","links":["holy_order","tenet","rite","archabbot","temple_holding","gold","monastic_order_patron","spiritual_fulfillment","piety","ruler","faith","decision"],"dlc":null,"page":"https://ck3db.com/concepts/monastic_holy_order"},{"key":"monastic_order_patron","name":"Monastic Order Patron","aliases":["Monastic Order Patrons","Patronize","Patronized","Patronage"],"parent":"monastic_holy_order","children":[],"description":"A Monastic Order Patron is an Ecclesiastical or secular Ruler of Duchy Tier or higher who sustains a Monastic Order, most often the ruler who founded it. A patron endows the order with worldly wealth, leasing it Temple Holdings and donating Gold to its coffers.\n\nIn return for this generosity, the patron earns Piety and Spiritual Fulfillment. They may also take control of the Order's leader, and have them execute Clerical interactions as a Puppet.","links":["ecclesiastical","ruler","duchy","title_tier","monastic_holy_order","temple_holding","gold","piety","spiritual_fulfillment","clergy_opinion","puppet"],"dlc":null,"page":"https://ck3db.com/concepts/monastic_order_patron"},{"key":"mongol_empire","name":"Mongol Empire","aliases":[],"parent":null,"children":[],"description":"An Empire Title that can be created by a powerful tribal ruler on the Steppes. It enables the Mongol Invasion Casus Belli.\n\nThe title is created by taking the Become Greatest of Khans Decision.","links":["empire","title","mongol_invasion_casus_belli","decision"],"dlc":null,"page":"https://ck3db.com/concepts/mongol_empire"},{"key":"mongol_invasion_casus_belli","name":"Mongol Invasion Casus Belli","aliases":[],"parent":"casus_belli","children":[],"description":"A powerful Casus Belli available only to the Ruler of the Mongol Empire.\n\nIt can target an entire Kingdom Title at once, and allows for rapid expansion across large swathes of land.","links":["casus_belli","ruler","mongol_empire","kingdom","title"],"dlc":null,"page":"https://ck3db.com/concepts/mongol_invasion_casus_belli"},{"key":"monument_expedition","name":"Monument Expedition","aliases":[],"parent":"activity","children":[],"description":"An activity where a character chooses to travel to a famous monument or landmark to improve themselves, by delving into its history, knowledge, and mysteries.\n\nAnticipated rewards:\n\n• Intrigue SkillDiplomacy SkillMartial SkillLearning SkillStewardship Skill Skill Points\n\n• Court PositionExcellent-Aptitude Court Positions\n\n• PrestigePrestige","links":["intrigue_skill","diplomacy_skill","martial_skill","learning_skill","stewardship_skill","skills","court_position","aptitude","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/monument_expedition"},{"key":"movement","name":"Movement","aliases":["Movements","Movement's","Movements'"],"parent":"situation_participant_group","children":["movement_power","movement_leader","favored_movement","disciple","elder"],"description":"Group of Characters with shared interests and vision of the Dynastic Cycle. Each Movement member can have access to different Interactions and Decisions to nudge the cycle. A Movement Leader is a spokesperson that represents the Movement's interests with Son of Heaven.","links":["character","dynastic_cycle","interaction","decision","movement_leader","movement","son_of_heaven"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/movement"},{"key":"movement_leader","name":"Movement Leader","aliases":["Movement Leaders","Movement Leader's","Movement Leaders'","Leader"],"parent":"movement","children":[],"description":"A character leading the Movement, delegated as the only member allowed to directly speak with Son of Heaven to further the Movements agenda using Make Movement Petition Decision.\n\nTo become a leader you either have to have the highest amount of Movement PowerMovement Power on previous leader's death or defeat the current leader in Debate Activity.","links":["movement","son_of_heaven","decision","movement_power","activity"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/movement_leader"},{"key":"movement_locked","name":"Movement Locked","aliases":["Movement Lock"],"parent":null,"children":[],"description":"After an Army has completed more than half of a given move order, it will not be possible to change it until they arrive at their destination.","links":["army"],"dlc":null,"page":"https://ck3db.com/concepts/movement_locked"},{"key":"movement_power","name":"Movement Power","aliases":["Power"],"parent":"movement","children":["personal_movement_power"],"description":"Movement Power represents the political clout of a group involved in the Dynastic Cycle. It is the sum of Personal Movement Power of all of the characters in the group.\n\nMovement Power800 unlocks Dismiss Hook Interaction, Request Permission to Raid Interaction and Raid Estate Scheme\n\nPower is derived from:\n\n• MeritMerit Rank\n\n• InfluenceLevel of Influence\n\n• Age\n\n• Movement Power of Disciples\n\n• Current Military Strength (less important in Advancement)\n\n• Confucian Education Trait Experience (less important in Expansion)\n\n• Governor Trait Experience (less important in Expansion)","links":["dynastic_cycle","personal_movement_power","movement_power","interaction","scheme","merit","merit_level","influence","influence_level","disciple","trait_level_track_xp"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/movement_power"},{"key":"diarch_affected_actions","name":"Mundane Actions","aliases":[],"parent":"diarchy","children":[],"description":"When the Scales of Power favor the Diarch during Power Sharing, some Interactions the Liege takes may begin to cost Prestige.\n\nThe affected actions are:\n\n• Revoking a Title\n\n• Retracting a Vassal\n\n• Imprisoning Characters\n\n• Executing Characters (unless the Liege's Faith practices some form of human sacrifice)","links":["scales_of_power","diarch","diarchy","interaction","liege","prestige","revoke","title","retract","vassal","prison","character","execute","faith"],"dlc":null,"page":"https://ck3db.com/concepts/diarch_affected_actions"},{"key":"death_murder","name":"Murder","aliases":[],"parent":"character_death","children":[],"description":"Death finally catching up to you by being murdered — a death in deceit. The way you lived; the way you died.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/death_murder"},{"key":"death_natural_causes","name":"Natural Causes","aliases":["Natural Cause"],"parent":"character_death","children":[],"description":"Passing on peacefully is the key to dying of Natural Causes. For this purpose, old age and chronic diseases are the main ways to leave this world.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/death_natural_causes"},{"key":"highlighted_text_example","name":"Neat!","aliases":[],"parent":null,"children":[],"description":"Good job!","links":[],"dlc":null,"page":null},{"key":"ecclesiastic_transfer_land_interaction","name":"Negotiate For Land","aliases":[],"parent":null,"children":[],"description":"An Interaction which facilitates the peaceful transfer of a Title or Vassal between two Rulers, relying on the acceptance of the target Ruler and a secondary intercessor.\n\nRefusal will usually cost the recipient Piety and Legitimacy, as well as an additional cost selected by the actor as a method of compelling acceptance.\n\nThe intercessor, a relevant Ecclesiastical or Theocratic ruler, may both forbid this interaction from even taking place and, with the Absolute Church Authority Law, may force through its acceptance.","links":["interaction","title","vassal","ruler","piety","legitimacy","ecclesiastical","theocracy","law"],"dlc":null,"page":"https://ck3db.com/concepts/ecclesiastic_transfer_land_interaction"},{"key":"ep3_negotiate_settlement_interaction","name":"Negotiate Settlement","aliases":[],"parent":"interaction","children":[],"description":"An Interaction which allows a Ruler to grant settle an unruly Adventurer in their Realm","links":["interaction","ruler","adventurer","realm"],"dlc":null,"page":"https://ck3db.com/concepts/ep3_negotiate_settlement_interaction"},{"key":"nemesis","name":"Nemesis","aliases":["Nemeses","Nemesis'","Nemeses'"],"parent":"relation","children":[],"description":"A Nemesis is a Special Relation indicating utter (and mutual) contempt and hatred. It is a stronger Special Relation than a Rival. A character can only have one Nemesis.","links":["rival"],"dlc":null,"page":"https://ck3db.com/concepts/nemesis"},{"key":"nerge","name":"Nerge","aliases":["Nerge Outcome"],"parent":null,"children":[],"description":"The Nerge is a special type of Hunt that can be undertaken by Nomadic Rulers. Instead of hunting a single animal, it is a large scale hunt where hundreds, if not thousands, of animals are slaughtered.\n\nInstead of using the regular Hunt Success Chance, it instead tracks a Nerge Outcome score based on how many animals are killed, which decides the kind of rewards the Host and Guests will get.\n\nA successful Nerge will usually reward:\n\n• Legitimacy\n\n• PrestigePrestige\n\n• DreadDread\n\n• GoldGold\n\nAnd in some cases it may reward:\n\n• Martial SkillMartial\n\n• Command ModifierCommander Trait or Trait Experience","links":["ruler","hunt_success_chance","activity_host","activity_guest","legitimacy","prestige","dread","gold","martial_skill","command_modifier","commander_trait","trait_level_track_xp"],"dlc":null,"page":"https://ck3db.com/concepts/nerge"},{"key":"nickname","name":"Nickname","aliases":["Epithet","Cognomen","Nicknames","Epithets","Cognomens"],"parent":null,"children":[],"description":"Nicknames, Epithets, and Cognomens are all secondary names either taken by or attributed to Characters (e.g. Charles 'the Bald'). Nicknames are purely aesthetic, though the circumstances surrounding their acquisition are often dramatic or noteworthy affairs.\n\nBad Nicknames will sometimes be overridden by good ones (such as William 'the Bastard' becoming William 'the Conqueror').","links":["character"],"dlc":null,"page":"https://ck3db.com/concepts/nickname"},{"key":"noble","name":"Noble","aliases":["Nobles","Noblemen","Nobleman","Noblewoman","Noblewomen","Nobility"],"parent":null,"children":[],"description":"Nobles are characters who are members of a Dynasty. Characters without a Dynasty are considered lowborn Commoners.","links":["dynasty","commoner"],"dlc":null,"page":"https://ck3db.com/concepts/noble"},{"key":"noble_family","name":"Noble Family","aliases":["Noble Families","Noble Family's"],"parent":"administrative","children":["powerful_family","dominant_family","imperial_family","regent_family"],"description":"Noble Families are powerful Houses in a Bureaucratic Realm. They own an Estate, controlled and managed by the House Head, and remain an integral part of the Realm at all times, as they will attempt to gather Influence and secure Provinces for themselves.\n\nAn influential Noble Family may become a Powerful Family or a Dominant Family.","links":["house","government_bureaucratic_type","realm","estate","house_head","influence","province","powerful_family","dominant_family"],"dlc":null,"page":"https://ck3db.com/concepts/noble_family"},{"key":"nomadic","name":"Nomadic","aliases":["Nomadic Government","Nomads","Nomad"],"parent":"government","children":[],"description":"Nomadic Rulers graze County Fertility to grow their Herd. They can use Herd as Nomadic Horde, which can be upgraded to Men-at-Arms. They have a Nomadic Capital.\n\nNomads can Migrate to find more fertile lands, though large nomadic Realms can grow their herd through Tributaries or by reaching a high Fertility Equilibrium.\n\nNomads have a higher maximum Dread.","links":["ruler","county_fertility","herd","horde","men_at_arms","yurt","migration","realm","tributary","fertility_equilibrium","dread"],"dlc":null,"page":"https://ck3db.com/concepts/nomadic"},{"key":"yurt","name":"Nomadic Capital","aliases":["Nomadic Capitals"],"parent":"domicile","children":["yurt_buildings"],"description":"Nomadic Capitals are moving sets of tents, livestock, people and horses. They can go from just a few sheep to a roaring horde.\n\nNomadic Rulers have a Nomadic Capital that they grow through Yurt Buildings and take with them when they Migrate. They cannot construct regular Buildings in Holdings.\n\nThe Nomadic Capital has a Faith and Culture representing the majority of the migrating people, which can be different from that of the Ruler.\n\nTheir whole Court travel with them, as well as their Family, Kurultai and Knights.","links":["ruler","yurt_buildings","migration","building","holding","faith","culture","court","family","kurultai","knight"],"dlc":null,"page":"https://ck3db.com/concepts/yurt"},{"key":"horde","name":"Nomadic Horde","aliases":[],"parent":"herd","children":[],"description":"The Nomadic Horde is the representation of a Nomadic Ruler's military strength. It is obtained as a fraction of their Herd, and it only appears when the Ruler raises their Armies.\n\nThey are converted into Horde Riders that can be upgraded to other Men-at-Arms by paying a Gold cost.\n\nCertain Cultural Traditions, Dynasty legacy perks and Yurt Buildings can increase the conversion rate.","links":["ruler","herd","army","men_at_arms","gold","culture_tradition","dynasty","yurt_buildings"],"dlc":null,"page":"https://ck3db.com/concepts/horde"},{"key":"nomadic_holding","name":"Nomadic Settlement","aliases":["Nomadic Settlement"],"parent":"domicile","children":[],"description":"Nomadic Settlement represent the existence of a Nomadic Capital on the map. They are a Holding Type used by Nomadic Rulers and provide small amounts of County Control and Popular Opinion.","links":["yurt","holding_type","ruler","county_control","county_opinion"],"dlc":null,"page":"https://ck3db.com/concepts/nomadic_holding"},{"key":"nominal_duumvirate","name":"Nominal Duumvirate","aliases":["Nominal Duumvirates","Nominal Co-Emperor","Nominal Co-Emperors"],"parent":"co_rulership","children":[],"description":"A Duumvirate is the rule of one Empire by two Characters. A senior emperor (the Liege), and a junior emperor (the Nominal Co-Emperor).\n\nThey are considered to be Nominal Duumvirates when the junior emperor is a Child who cannot effectively rule, but will transition into being full Duumvirates when they reach adulthood.\n\nNominal Co-Emperors generate passive Influence for both themselves and their senior emperor. How much exactly scales up every 5 years in the job, carrying over when they become a full Co-Emperor.\n\nAppointing a Child Nominal Co-Emperor marks them as being trained to one day likely be the senior emperor. The more practice they get, the more training they receive.\n\nThis is represented as additional Skill distributed to them when they become an Adult, depending on their Scales of Power swing.\n\nChildren do not receive Mandate events.","links":["empire","character","liege","child","duumvirate","influence","skills","adult","scales_of_power","mandate"],"dlc":null,"page":"https://ck3db.com/concepts/nominal_duumvirate"},{"key":"nominate","name":"Nominate","aliases":["Nomination","Nominations","Nominate Heir"],"parent":null,"children":[],"description":"Under Elective Succession Laws, each Elector can Nominate their preferred Title Heir. Valid candidates and Elector voting preferences differ depending on the specific Law.","links":["succession_law","elector","title_heir"],"dlc":null,"page":"https://ck3db.com/concepts/nominate"},{"key":"winter_severity_normal","name":"Normal Winter","aliases":[],"parent":"winter","children":[],"description":"…","links":[],"dlc":null,"page":null},{"key":"dynasty_prestige_level_3","name":"Noteworthy","aliases":[],"parent":null,"children":[],"description":"Noteworthy","links":[],"dlc":null,"page":null},{"key":"oath","name":"Oath","aliases":["Oaths"],"parent":"coronation","children":[],"description":"Oaths are sworn during the Coronation Activity by the Host, and play an important role in securing the Legitimacy of a new Ruler as they step up to take the throne.\n\nOaths will unlock special time-limited Decisions which the ruler will have to complete to prove themselves worthy of their Title. The rewards gained will be affected by the Magnificence of the coronation.","links":["coronation","activity","court_host","legitimacy","ruler","decision","title","coronation_magnificence"],"dlc":null,"page":"https://ck3db.com/concepts/oath"},{"key":"obedience","name":"Obedience","aliases":["Obedient"],"parent":null,"children":["obedience_threshold"],"description":"In Nomadic Realms, obedience determines the loyalty of a Character to their Liege, Suzerain or owner of their Court. Characters can only be obedient to one Ruler at a time.\n\nObedient characters are less likely to participate in Hostile Schemes, join Wars or join Factions against their liege. They will always support their liege's preferences during Succession and won't press their Claims on them. Non-obedient Tributaries may try to break free.\n\nWhen a character's score surpasses the Obedience Threshold they become obedient.","links":["realm","character","liege","suzerain","court","ruler","hostile_scheme","war","faction","succession","title_claim","tributary","obedience_threshold"],"dlc":null,"page":"https://ck3db.com/concepts/obedience"},{"key":"obedience_threshold","name":"Obedience Threshold","aliases":[],"parent":"obedience","children":[],"description":"The Obedience Threshold is the score that Characters need to achieve in order to be considered Obedient.\n\nThe threshold is affected by a series of factors: if they are Close Family of the Overlord, if they are the Primary Heir, their Friendship or Rivalry, their Traits and whether you employ them or not in your Kurultai or Court. Children are more likely to be obedient than adults.\n\nNomadic Rulers can use the Desperate Times Decision to make everyone obedient, the Impose Obedience Intent during a Hunt to target one character and the Demand Obedience Character Interaction if they have high enough Dread.","links":["character","obedience","close_family","overlord","primary_heir","friend","rival","trait","kurultai","court","child","ruler","decision","intent","interaction","dread"],"dlc":null,"page":"https://ck3db.com/concepts/obedience_threshold"},{"key":"objectives","name":"Objectives","aliases":[],"parent":null,"children":[],"description":"Certain parts of an enemy Realm (usually the Realm Capital and the Holdings in the War Target region of a War) are considered Objectives. By Occupying Objectives, you start gaining 'ticking' War Score.\n\nFor the Defender, War Score starts to tick up (after an initial period of time) if the Attacking side can be prevented from Occupying any Objectives.","links":["realm","realm_capital","holding","war_target","war","occupation","war_score"],"dlc":null,"page":"https://ck3db.com/concepts/objectives"},{"key":"dynasty_prestige_level_1","name":"Obscure","aliases":[],"parent":null,"children":[],"description":"Obscure","links":[],"dlc":null,"page":null},{"key":"occupation","name":"Occupation","aliases":["Occupy","Occupying","Occupied","Occupations","Occupies"],"parent":null,"children":[],"description":"Occupied Holdings are temporarily under the control of a hostile Ruler during a War. An Army standing in a Barony with a hostile Fortified Holding will start to Besiege it if the number of Soldiers in the army outnumbers the Garrison.\n\nIf the Siege is successful, the Holding is Occupied, which will give War Score to the Occupying side in the War.\n\nOccupying a Holding does not mean it is now yours! Only territory specified by the War Target can actually change hands, and only if the Attacker Wins.","links":["holding","ruler","war","army","barony","fortified_holding","siege","soldiers","garrison","war_score","war_target","victory"],"dlc":null,"page":"https://ck3db.com/concepts/occupation"},{"key":"offensive_war_opinion","name":"Offensive War Opinion","aliases":["Offensive War"],"parent":null,"children":[],"description":"Being the main attacker in a war will gradually cause your Vassals to dislike you after 6 months. Civil Wars and Great Holy Wars are excluded from this. Once no longer in such a war, the penalty will slowly decay.","links":["vassal","civil_war","great_holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/offensive_war_opinion"},{"key":"spiritual_counsel_interaction","name":"Offer Spiritual Counsel","aliases":[],"parent":null,"children":[],"description":"An Interaction in which a Clerical authority trades the comfort of Spiritual Fulfillment for a Hook","links":["interaction","clergy_opinion","spiritual_fulfillment","hook"],"dlc":null,"page":"https://ck3db.com/concepts/spiritual_counsel_interaction"},{"key":"offer_vassalization","name":"Offer Vassalization","aliases":["Offer Vassalization Interaction"],"parent":"interaction","children":[],"description":"An interaction offering Vassalage to an Independent Ruler of lower Rank, peacefully adding them to the realm.","links":["vassal","independent_ruler","ruler","title_rank"],"dlc":null,"page":"https://ck3db.com/concepts/offer_vassalization"},{"key":"officer","name":"Officer","aliases":["Officers"],"parent":null,"children":[],"description":"Officers are specialized roles Followers can be granted in order to aid their Camp.\n\nMechanically, they operate very similarly to Court Positions. As with them, the benefits you gain from Officers are dictated by the holder's Aptitude for the position.\n\nUnlike Court Positions, appointing Officers is free and they are not paid a monthly salary, though revoking them still costs Prestige.\n\nOfficers are unlocked by many different Camp Upgrades.","links":["follower","camp","court_position","aptitude","prestige","camp_building"],"dlc":null,"page":"https://ck3db.com/concepts/officer"},{"key":"opinion","name":"Opinion","aliases":["Opinions"],"parent":null,"children":["clergy_opinion","secular_opinion"],"description":"Every Character has a one-way Opinion of every other Character, represented by a value ranging from -100 to +100.\n\nThe Opinion that another character has of you is of crucial importance, for it will drive their behavior!\n\nYou should be especially wary of the Opinions of your Powerful Vassals, Spymaster and Spouse.","links":["powerful_vassal","spymaster","spouse"],"dlc":null,"page":"https://ck3db.com/concepts/opinion"},{"key":"struggle_phase_iberia_opportunity","name":"Opportunity Phase","aliases":[],"parent":"iberian_struggle","children":[],"description":"After a long period of relatively peaceful coexistence during the Conciliation Phase, complacency begins to set in. Peasantry and nobility alike are comfortable that things just work, allowing more shrewd Characters to take advantage of their naivety.\n\nEventually, fresh abuses will either cause an escalation into the Hostility Phase, or else savvy politicking reaches an uneasy equilibrium through the Conciliation Phase.","links":["struggle_phase_iberia_conciliation","character","struggle_phase_iberia_hostility"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/struggle_phase_iberia_opportunity"},{"key":"holy_order_vicinity","name":"Order Vicinity","aliases":[],"parent":"monastic_holy_order","children":[],"description":"The minimum range at which a Monastic Order or Military Order is accessible to a Ruler.\n\nTo satisfy Holy Order Vicinity, the Order must have a Leased Holding that is within your sub-Realm or a neighboring County.\n\nMilitary Orders must be within Holy Order Vicinity to be hired for Wars. Similarly, most Monastic Order Interactions are not available while the Monastic Order is too far distant.","links":["monastic_holy_order","military_holy_order","ruler","leasing","holding","realm","county","war","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/holy_order_vicinity"},{"key":"organize_levies","name":"Organize Army","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Marshal. It increases Garrison Size and Levy Reinforcement Rate in the Realm of the councillor's Liege.","links":["councillor_task","marshal","garrison","levies","realm","liege"],"dlc":null,"page":"https://ck3db.com/concepts/organize_levies"},{"key":"organized","name":"Organized","aliases":[],"parent":null,"children":[],"description":"An Organized Faith has a religious hierarchy. Worship and practices are more organized and scriptures are formalized.\n\nUnreformed Pagan Faiths can become Organized by reforming, while other Faiths are always considered Organized.","links":["faith"],"dlc":null,"page":"https://ck3db.com/concepts/organized"},{"key":"megaduke_penalty","name":"Overextension","aliases":[],"parent":null,"children":[],"description":"When you have more than 30 Counties in your Realm as a Duke, you suffer an Overextension Penalty, reducing your Tax income.\n\nBecoming King or Emperor Rank removes this penalty.","links":["county","realm","duke","taxes","king","emperor","title_rank"],"dlc":null,"page":"https://ck3db.com/concepts/megaduke_penalty"},{"key":"overlord","name":"Overlord","aliases":["Overlord's"],"parent":"ruler","children":[],"description":"An Overlord is a Ruler to whom another ruler has pledged obedience, either as a Vassal or as a Tributary. Both Suzerains and Lieges are overlords.","links":["ruler","vassal","tributary","suzerain","liege"],"dlc":null,"page":"https://ck3db.com/concepts/overlord"},{"key":"owned_legend","name":"Owned Legend","aliases":["Owning Legend"],"parent":"legend","children":[],"description":"An Owned Legend is a Legend owned by a Ruler, who is the main beneficiary of its effects.\n\nThe owner of a Legend can be its Legend Protagonist, but it's not necessary.\n\nA Legend can also be supported by Legend Promoters, who pay a monthly contribution to also get part of its bonuses.","links":["legend","ruler","legend_protagonist","legend_promoter"],"dlc":null,"page":"https://ck3db.com/concepts/owned_legend"},{"key":"board_game_type_pachisi","name":"Pachisi","aliases":[],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nIn Pachisi:\n\n• Diplomacy counters Intrigue\n\n• Intrigue counters Stewardship\n\n• Stewardship counters Diplomacy","links":["diplomacy_skill","intrigue_skill","stewardship_skill"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type_pachisi"},{"key":"harrying_pacification","name":"Pacification","aliases":[],"parent":null,"children":[],"description":"Pacification tracks how effective the new Norman rulers of England are at subduing the resentful Anglo-Saxon population. Assuming Pacification is higher than Resistance, it bestows effects at the following levels:\n\nPacification above 5\n\n• Anglo-Saxon/Norman Cultural Acceptance: +1 per month\n\nPacification above 8\n\n• Anglo-Saxon/Norman Cultural Acceptance: +3 per month\n\n• Adds Dread1 Dread to the ruler of England per month\n\nPacification above 11\n\n• Anglo-Saxon/Norman Cultural Acceptance: +5 per month\n\n• Adds Dread2 Dread to the ruler of England per month\n\nPacification above 14\n\n• Anglo-Saxon/Norman Cultural Acceptance: +10 per month\n\n• Adds Dread3 Dread to the ruler of England per month\n\n• Enables the Embrace English Culture Decision","links":["harrying_resistance","cultural_acceptance","dread","decision"],"dlc":null,"page":"https://ck3db.com/concepts/harrying_pacification"},{"key":"paiza","name":"Paiza","aliases":[],"parent":null,"children":[],"description":"Paiza, or a gerege, is a small metal tablet issued by powerful Characters in the The Great Steppe, which extends the Khans' power to the carrier.\n\nMechanically, they are Artifacts that a powerful Nomadic ruler issues to their favorites via the Paiza Character Interaction.\n\nAfter taking the Establish Paiza System Decision, you get access to Summon Wealthy Visitors: Paiza Decision that allows you to engage in trade with settled people, improved by the various Internal Upgrades to the Barter Stalls Yurt Buildings\n\nHowever, Characters carrying Paiza Artifacts bearing the name of a living Gurkhan have access to Abuse Gurkhan's Authority Decision and Leverage Khan Authority Character Interaction\n\nBy the power of Eternal Heaven. By the protection of the Imperial Good Fortune. An edict of the Khan; any person whosoever who does not respect it shall be punished, shall die.","links":["character","the_great_steppe","artifact","interaction","decision","domicile_building_upgrade","yurt_buildings","gurkhan"],"dlc":null,"page":"https://ck3db.com/concepts/paiza"},{"key":"palace_examination","name":"Palace Examination","aliases":[],"parent":null,"children":[],"description":"The fourth and final Civil Service Examinations. The final 10 entrants at the Capital Examination are invited to a feast at the royal palace, to kowtow and show their worth to the Son of Heaven.\n\nWhen passed:","links":["imperial_examination","son_of_heaven"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/palace_examination"},{"key":"papabile_score","name":"Papabile Score","aliases":["Papabile Scores"],"parent":"ecclesiastical","children":[],"description":"All members of the College of Cardinals have a Papabile Score that takes into account their Traits, Level of Devotion, Rite and the Opinion of other cardinals.\n\nCardinals with the highest Papabile Score are likely to receive more votes during a papal election.\n\nThe Papabile Score can be increased via the Increase Papabile Score Character Interaction and the Promulgate Word of Pious Deeds Decision.","links":["college_of_cardinals","trait","piety_level","rite","opinion","cardinal","interaction","decision"],"dlc":null,"page":"https://ck3db.com/concepts/papabile_score"},{"key":"papal_bull","name":"Papal Bull","aliases":["Papal Bulls","Bull","Bulls"],"parent":"the_christian_church","children":[],"description":"A Papal Bull is a solemn decree of the Head of Faith of a Christian Faith, backed by the authority of The Christian Church.\n\nA Christian Head of Faith with sufficient Church Authority may proclaim a Bull through the Enact a Bull Decision, spending Piety to:\n\n• Summon a Great Holy War\n\n• Denounce a Rite as a Heresy\n\n• Declare a Tenet Permitted or Prohibited","links":["head_of_faith","christian","faith","the_christian_church","church_authority","decision","piety","great_holy_war","rite","heresy","tenet","permitted_tenet_status","prohibited_tenet_status"],"dlc":null,"page":"https://ck3db.com/concepts/papal_bull"},{"key":"paper_zoom","name":"Paper Map","aliases":[],"parent":null,"children":[],"description":"Paper Map\n\nThe Paper Map gives you a top-level overview of all independent Realms in the world.\n\nIn this mapmode, clicking the map will select Realms","links":["realm"],"dlc":null,"page":"https://ck3db.com/concepts/paper_zoom"},{"key":"situation_participant_group","name":"Participant Group","aliases":["Participant Groups"],"parent":"situation","children":["movement"],"description":"Participant Groups within a Situation are a collection of characters that share the same effects during each Situation Phase.","links":["situation","situation_phase"],"dlc":null,"page":"https://ck3db.com/concepts/situation_participant_group"},{"key":"partition_share","name":"Partition Share","aliases":[],"parent":null,"children":[],"description":"Under any Succession Law with multiple Realm Heirs, a Character's Partition Share is which Titles that particular Heir will inherit upon Succession. Usually, this means dividing between the children of a Ruler, or, rarely, their siblings.\n\nTypically, depending on what type of Succession is in place, Titles may be divided evenly between separate Realms, evenly within the same Realm, or given mostly to the main Heir while dividing the remainder evenly between any other Heirs.","links":["succession_law","realm_heir","character","title","succession","ruler","realm"],"dlc":null,"page":"https://ck3db.com/concepts/partition_share"},{"key":"activity_state_passive","name":"Passive","aliases":[],"parent":"activity","children":[],"description":"An Activity is in a passive phase when the host or the guests have all not yet arrived, or when they are between one Stop and the next on a Tour.","links":["activity","tour_stop","tour"],"dlc":null,"page":"https://ck3db.com/concepts/activity_state_passive"},{"key":"patrilineal","name":"Patrilineal","aliases":[],"parent":null,"children":[],"description":"In a Patrilineal Marriage, children will be born into their father's House.","links":["marriage","house"],"dlc":null,"page":"https://ck3db.com/concepts/patrilineal"},{"key":"pax_romana_invasion_casus_belli","name":"Pax Romana Casus Belli","aliases":[],"parent":"casus_belli","children":[],"description":"A powerful Casus Belli available only to the Ruler of the Roman Empire for the purpose of inaugurating a new era of Pax Romana.\n\nIt can target an entire Empire Title at once, and allows for rapid expansion across large swathes of land.","links":["casus_belli","ruler","empire","title"],"dlc":null,"page":"https://ck3db.com/concepts/pax_romana_invasion_casus_belli"},{"key":"peace","name":"Peace","aliases":["Peace Offer","Peace Offers"],"parent":null,"children":["victory","defeat","white_peace"],"description":"Wars can end in three types of Peace: Victory, Defeat, or White Peace.\n\nAt 100% War Score, the other side cannot refuse a Peace Offer and must accept Defeat.\n\nThe effects of Victory or Defeat depend entirely on the type of Casus Belli that was used to declare the war and its associated War Target.","links":["war","victory","defeat","white_peace","war_score","casus_belli","war_target"],"dlc":null,"page":"https://ck3db.com/concepts/peace"},{"key":"peasant_faction","name":"Peasant Faction","aliases":["Peasant Factions"],"parent":"faction","children":[],"description":"The Peasant Faction is populated by Counties with low Popular Opinion. Unlike other Factions, this one will always revolt even if Faction Military Power is low, as peasants are generally both optimistic and illiterate... Successful Peasant Revolts will significantly lower Control in your Realm.","links":["county","county_opinion","faction","faction_military_power","realm"],"dlc":null,"page":"https://ck3db.com/concepts/peasant_faction"},{"key":"peasant_militia","name":"Peasant Militia","aliases":[],"parent":"men_at_arms","children":[],"description":"Peasant Militias are Men-at-Arms who are armed with pitchforks and spears.\n\nWhile each kind of Militia is unique, they generally Counter Heavy Cavalry and Light Cavalry, and are in turn Countered by Heavy Infantry.\n\nPeasant Militias are strong in mountainous and fertile Terrain.","links":["men_at_arms","men_at_arms_counter","heavy_cavalry","light_cavalry","heavy_infantry","terrain"],"dlc":null,"page":"https://ck3db.com/concepts/peasant_militia"},{"key":"perk","name":"Perk","aliases":["Perks"],"parent":null,"children":[],"description":"Perks are unlockable boons that provide many useful and interesting effects. They are unlocked by selecting a Focus within a Lifestyle and spending the associated form of Experience (e.g. Intrigue Experience if you wish to unlock an Intrigue Lifestyle Perk.)","links":["focus","lifestyle","lifestyle_experience"],"dlc":null,"page":"https://ck3db.com/concepts/perk"},{"key":"permitted_tenet_status","name":"Permitted","aliases":["Permit"],"parent":"tenet_status","children":[],"description":"A Permitted Tenet Status means the Rite approves of this Tenet or Doctrine without actively promoting it. A Character of the Rite may adopt the Tenet as a Personal Tenet without spiritual penalty.","links":["tenet_status","rite","tenet","doctrines","character","personal_tenet"],"dlc":null,"page":"https://ck3db.com/concepts/permitted_tenet_status"},{"key":"perpetual_hook","name":"Perpetual Hook","aliases":["Perpetual Hooks"],"parent":"hook","children":[],"description":"A Perpetual Hook is a Hook that you might have on a character who owes you a favor, or that you have manipulated to do your will.\n\nThey cannot be used to force someone to become your Agent in a Murder and do not provide a passive benefit (for that, a Strong Hook is necessary.)\n\nPerpetual Hooks are not spent when used, but instead go on a cooldown before they can be used again.","links":["hook","agents","strong_hook"],"dlc":null,"page":"https://ck3db.com/concepts/perpetual_hook"},{"key":"personal_artifact_claim","name":"Personal Artifact Claim","aliases":["Personal Artifact Claims"],"parent":"artifact_claim","children":[],"description":"A Personal Artifact Claim is an Artifact Claim that is personal to you, as opposed to a House Artifact Claim.\n\nWhen you die, your children get Claims on all your Artifacts.\n\nYou also get a Claim on an Artifact if it's stolen during a Siege or Raid.\n\nArtifact Claims are never inherited.","links":["artifact_claim","house_artifact_claim","siege","raid"],"dlc":null,"page":"https://ck3db.com/concepts/personal_artifact_claim"},{"key":"personal_movement_power","name":"Personal Movement Power","aliases":["Power"],"parent":"movement_power","children":[],"description":"Personal Movement Power is how much a member increases the overall Power of their Movement","links":["movement_power","movement"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/personal_movement_power"},{"key":"personal_scheme","name":"Personal Scheme","aliases":["Personal","Personal Schemes"],"parent":"scheme","children":[],"description":"Personal Schemes are Schemes that aim to induce a status between the Scheme Owner and the Scheme Target.\n\nExamples of Personal Schemes are:\n\n• Sway\n\n• Befriend\n\n• Seduce\n\n• Elope","links":["scheme","scheme_owner","scheme_target"],"dlc":null,"page":"https://ck3db.com/concepts/personal_scheme"},{"key":"personal_tenet","name":"Personal Tenet","aliases":["Personal Tenets"],"parent":null,"children":[],"description":"A Personal Tenet is a Tenet that a Ruler adopts as a core part of their spirituality.\n\nAdopting a Personal Tenet that is Core or has been Permitted by the Faith yields Spiritual Fulfillment, while taking on a Prohibited one will result in a Secret. Personal Tenets also provide additional effects and unlock special mechanics.\n\nThe number of Personal Tenets that a character can subscribe to is affected by their Level of Devotion and the Radiant Perk.","links":["tenet","ruler","core_tenet_status","permitted_tenet_status","faith","spiritual_fulfillment","prohibited_tenet_status","secret","piety_level","perk"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/personal_tenet"},{"key":"personality","name":"Personality","aliases":["Behave","Character Personality","Personalities"],"parent":null,"children":["economical_archetype"],"description":"Characters will act towards you and others according to their Personality, which is primarily determined by their Personality Traits.\n\nThe behavior of Rulers may be affected by other factors, such as some Modifiers and special Traits like Conqueror.","links":["personality_trait","ruler","modifier","trait"],"dlc":null,"page":"https://ck3db.com/concepts/personality"},{"key":"personality_trait","name":"Personality Trait","aliases":["Personality Traits"],"parent":"trait","children":[],"description":"A Personality Trait is a Trait that determine a person's world-view and what actions they are most likely to take. They also affect the Opinion others. One might both lose and gain new traits during one's lifetime. Acting against your own Personality causes Stress.","links":["trait","opinion","stress"],"dlc":null,"page":"https://ck3db.com/concepts/personality_trait"},{"key":"petition_liege","name":"Petition","aliases":[],"parent":"royal_court","children":[],"description":"An opportunity for Vassals to request aid from their Liege.\n\nA variety of issues can be raised, and it is up to the Liege to decide whether to accept.","links":["vassal","liege"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/petition_liege"},{"key":"petition_antipope_gold_interaction","name":"Petition Antipope for Gold","aliases":[],"parent":null,"children":[],"description":"An Interaction available to anyone following a Challenger Head of Faith. Request Gold from your Antipope. Their sponsor is accepted automatically.","links":["interaction","challenger_hof","gold"],"dlc":null,"page":"https://ck3db.com/concepts/petition_antipope_gold_interaction"},{"key":"physical_trait","name":"Physical Trait","aliases":["Physical Traits"],"parent":"trait","children":[],"description":"A Physical Trait is a descriptor of a physical Trait tied to their appearance or behavior, and the level of intellect a character has. Many physical features affect how Attracted others are to them.\n\nThey are often Congenital, thus gained at birth and permanent.","links":["trait","attraction","congenital"],"dlc":null,"page":"https://ck3db.com/concepts/physical_trait"},{"key":"piety","name":"Piety","aliases":["Pious"],"parent":null,"children":["piety_experience","piety_level"],"description":"Piety represents the virtue of a Character.\n\nActing piously (according to the Doctrines of their Faith) will increase a Character's Piety, such as going on a Pilgrimage.\n\nPiety can be spent on various religious matters depending on Government Form, Doctrines, etc.\n\nEach time a Character gains Piety, they also progress towards the next Level of Devotion.","links":["doctrines","faith","government","piety_level"],"dlc":null,"page":"https://ck3db.com/concepts/piety"},{"key":"pilgrimage","name":"Pilgrimage","aliases":["Pilgrimages"],"parent":null,"children":[],"description":"Characters of most Faiths can choose to undertake an Activity to go on a Pilgrimage to a Holy Site. Each Holy Site has an individual grace period before you can revisit.\n\nSuch a journey may be filled with both opportunity and peril, but upon reaching their destination characters will earn Piety and may receive other rewards.","links":["faith","activity","holy_site","piety"],"dlc":null,"page":"https://ck3db.com/concepts/pilgrimage"},{"key":"ai_pious_builder_personality","name":"Pious Builder","aliases":[],"parent":"economical_archetype","children":[],"description":"A Pious Builder wants to invest all of their Gold into increasing their Piety.\n\nThey will spend their treasury to fund religious and ceremonial Buildings, Great Projects, Activities and Decisions, and often construct more Pious Buildings and Temple- or Temple Citadel Holdings. They only save up gold if directly threatened, such as by a strong Faction.\n\nPious Builders are more likely to create and promote holy Legends.\n\nZealous or Mandala Rulers with a penchant for Virtue and no particular inclination for War, tend to be Pious Builders.\n\nCommon Traits include Zealous, Forgiving, Improvident, Humble, Patient, Diligent, and Generous. Rulers with the Theology Focus also tend to be Pious Builders.","links":["gold","piety","building","great_project","activity","decision","pious_building","temple_holding","temple_citadel_holding","holding","faction","legend","mandala","ruler","virtue","war"],"dlc":null,"page":"https://ck3db.com/concepts/ai_pious_builder_personality"},{"key":"pious_building","name":"Pious Building","aliases":["Pious Buildings"],"parent":"building","children":[],"description":"Pious Buildings are Buildings whose primary function is to increase their holding's Piety.","links":["building","piety"],"dlc":null,"page":"https://ck3db.com/concepts/pious_building"},{"key":"epidemic","name":"Plague","aliases":["Plagues"],"parent":null,"children":["infection_rate","epidemic_resistance","infection_chance","plague_intensity"],"description":"A Plague is an outbreak of a disease that spreads across the map, causing both local effects and infecting characters in its area. Affected Baronies have an Infection Rate that handles their severity and can be countered by improving the Plague Resistance.\n\nA Plague can have different Plague Intensities, affecting its area of effect, duration and Fatalities.","links":["barony","infection_rate","epidemic_resistance","plague_intensity","fatalities"],"dlc":null,"page":"https://ck3db.com/concepts/epidemic"},{"key":"plague_intensity","name":"Plague Intensity","aliases":["Plague Intensities","Apocalyptic","Major","Minor"],"parent":"epidemic","children":[],"description":"A Plague can be Apocalyptic, Major or Minor, affecting its area of spread, the duration and the Characters that get infected by it, causing Fatalities.","links":["epidemic","character","fatalities"],"dlc":null,"page":"https://ck3db.com/concepts/plague_intensity"},{"key":"epidemic_resistance","name":"Plague Resistance","aliases":["Plague Res."],"parent":"epidemic","children":[],"description":"The Plague Resistance lowers the Infection Rate of a Barony or County, mitigating the effects of a Plague.\n\nThe Plague Resistance can be increased through Buildings like Hospices or Burial Site (Duchy Building), Court Position Tasks performed by the Personal Physician, Decisions or events.","links":["infection_rate","barony","county","epidemic","building","duchy_building","court_position_task","decision"],"dlc":null,"page":"https://ck3db.com/concepts/epidemic_resistance"},{"key":"player_heir","name":"Player Heir","aliases":[],"parent":"heir","children":[],"description":"The Player Heir is the Heir that a player will keep playing as on Succession.\n\nThe Player Heir is usually the same as the Primary Heir, but if the Succession Law of your Primary Title dictates that it should go to a character outside of your Dynasty, you will instead keep playing as the dynastic heir to your second highest-tier title (or third, fourth, etc.).\n\nThis situation is common when your Player Heir is voted out under an Elective Succession Law. If you are House Head of a Noble Family in an Administrative Realm you may lose your Realm to Primary Heirs outside of your House but retain your Noble Family Title.\n\nIf you are Ecclesiastical, your Player Heir is the character who is set to inherit your Primary Title, usually an Archdiocese.","links":["heir","succession","primary_heir","succession_law","primary_title","dynasty","house_head","noble_family","administrative","realm","house","ecclesiastical","archdiocese"],"dlc":null,"page":"https://ck3db.com/concepts/player_heir"},{"key":"point_of_interest","name":"Point of Interest","aliases":["Points of Interest"],"parent":"travel","children":[],"description":"A Point of Interest is a location in the world that is worth visiting. When you visit that location for the first time, you will gain the benefits associated with it.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/point_of_interest"},{"key":"political_zoom","name":"Political Map","aliases":[],"parent":null,"children":[],"description":"Political Map\n\nThe Political Map gives you a comprehensive overview of Rulers in an area, and is ideal for planning Wars, managing Vassals and exploring Realms.\n\nIn this mapmode, clicking the map will select Realms","links":["ruler","war","vassal","realm"],"dlc":null,"page":"https://ck3db.com/concepts/political_zoom"},{"key":"political_scheme","name":"Political Scheme","aliases":["Political Schemes","Political"],"parent":"scheme","children":[],"description":"Political Schemes includes Schemes that are chiefly of a political and bureaucratic nature, commonly used by the Administrative and Mandala Government types.\n\nAdministrative Political Schemes:\n\n• Challenge Status\n\n• Depose\n\n• Expand Power Base\n\n• Generate Claim\n\n• Promote\n\n• Slander\n\nMandala Political Schemes:\n\n• Coerce Tributary","links":["scheme","administrative","mandala"],"dlc":null,"page":"https://ck3db.com/concepts/political_scheme"},{"key":"county_opinion","name":"Popular Opinion","aliases":[],"parent":null,"children":[],"description":"The general populace of each County has an Opinion of the Character who holds their County. If the population is unhappy, they might start or join a Peasant Faction or Populist Faction, either of which can soon spread throughout an entire Realm.\n\nThe easiest way of controlling Popular Opinion is to ensure that the County Holder is of the same Culture and Faith as the population.\n\nPopular Opinion from having a different Faith is modified by both the county's Faith Hostility and its Fervor, scaling linearly between 0 and 100 Fervor.","links":["county","opinion","character","peasant_faction","popular_faction","realm","holder","culture","faith","faith_hostility","fervor"],"dlc":null,"page":"https://ck3db.com/concepts/county_opinion"},{"key":"popular_faction","name":"Populist Faction","aliases":["Populist Factions"],"parent":"faction","children":[],"description":"The Populist Faction is populated by Counties with low Popular Opinion that share a common element, such as Culture or Faith. They seek to break free, and choose a new Ruler based on their Culture or Faith. This type of uprising is typically very dangerous.","links":["county","county_opinion","culture","faith","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/popular_faction"},{"key":"councillor_task_possible_side_effects","name":"Possible Side Effects","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task may have unexpected consequences over time. These may be good or bad, with positive effects being more likely the higher the Councillor's relevant Skill, and negative effects being more likely the lower the relevant Skill is.","links":["councillor_task","skills"],"dlc":null,"page":"https://ck3db.com/concepts/councillor_task_possible_side_effects"},{"key":"diarchy","name":"Power Sharing","aliases":["Power Sharing","Share Power","Sharing Power","Power Sharing"],"parent":"diarchy","children":["strife","diarchy","diarch","regency","diarch_power","scales_of_power","diarch_aptitude","diarch_loyalty","diarch_succession","diarch_affected_actions"],"description":"Power Sharing occurs when a Ruler shares some authority with one of their Vassals or Courtiers, who becomes their Diarch.\n\nThe Ruler who shares their power may set Mandates for their Diarch, while the Diarch may use special Borrowed Powers.\n\nThe Scales of Power measure whether the Ruler or the Diarch has the most authority.","links":["ruler","vassal","courtier","diarch","mandate","diarch_power","scales_of_power"],"dlc":null,"page":"https://ck3db.com/concepts/diarchy"},{"key":"powerful_family","name":"Powerful Family","aliases":["Powerful Families","Powerful"],"parent":"noble_family","children":["powerful_family_rating"],"description":"A Powerful Family represents one of the most influential Houses and Noble Families in a Bureaucratic Realm.\n\nA member of a Powerful Family is better at Political Schemes and is more likely to get what they want when Interacting with other Characters.\n\nThere can only be a limited number of Powerful Families at any given time, and it is the top rated Noble Families that are considered powerful based on their Rating. The House of the Top Liege is an exception, which is always considered Powerful.\n\nA Family controlling a significant part of a Realm's land can become a Dominant Family.","links":["house","noble_family","government_bureaucratic_type","realm","political_scheme","interaction","character","powerful_family_rating","top_liege","dominant_family"],"dlc":null,"page":"https://ck3db.com/concepts/powerful_family"},{"key":"powerful_family_attribute","name":"Powerful Family Attribute","aliases":["Family Attribute"],"parent":"house_attribute","children":[],"description":"A Powerful Family Attribute is a set of bonuses associated with a House inside a Bureaucratic Realm. The Attribute benefits the members of the House, as well as the Liege.\n\nAttributes are only active as long as the House is considered a Powerful Family, and the Family Attribute of a Dominant Family does not benefit their Liege.\n\nThe House Head can freely replace the Attribute at any given time.","links":["house","government_bureaucratic_type","realm","liege","powerful_family","dominant_family","house_head"],"dlc":null,"page":"https://ck3db.com/concepts/powerful_family_attribute"},{"key":"powerful_family_rating","name":"Powerful Family Rating","aliases":["Rating","Family Rating"],"parent":"powerful_family","children":[],"description":"Powerful Family Rating is a measure of how influential a Powerful Family is.\n\nWhile there are many ways to increase a Family's Rating, the main factor is the number of held Governorships.\n\nA House must have a Rating of at least 40 to be considered Powerful.","links":["powerful_family","governor","house"],"dlc":null,"page":"https://ck3db.com/concepts/powerful_family_rating"},{"key":"powerful_vassal","name":"Powerful Vassal","aliases":["Powerful Vassals","Powerful","Powerful Vassal's"],"parent":"vassal","children":[],"description":"'Powerful Vassals' are the handful of Vassals with the most Soldiers and highest Income. You need to pay careful attention to these vassals, because they expect to hold a seat on your Council and will have significantly lower Opinion of you if they do not.\n\nChanging a Succession Law requires all Powerful Vassals to either have a positive Opinion of you, be Terrified by you, or be Imprisoned.","links":["vassal","soldiers","income","council","opinion","succession_law","cowed","prison"],"dlc":null,"page":"https://ck3db.com/concepts/powerful_vassal"},{"key":"predicted_scheme_difficulty","name":"Predicted Scheme Difficulty","aliases":["Predicted Difficulty"],"parent":"scheme","children":[],"description":"Many factors go into a successful Scheme, some of which can not be known until it begins and Agents are recruited.\n\nThough any Scheme is possible, many can be costly.\n\nThe five levels of difficulty are:\n\n• Very Easy — likely to be easy, fast, and silent\n\n• Easy — minimal effort required\n\n• Moderate — a few bribes may be needed\n\n• Hard — success will be expensive\n\n• Very Hard — success is unlikely and costly","links":["scheme","agents"],"dlc":null,"page":"https://ck3db.com/concepts/predicted_scheme_difficulty"},{"key":"preparation_phase","name":"Preparation Phase","aliases":[],"parent":null,"children":[],"description":"The Preparation Phase is the time before an Undirected Great Holy War is declared.\n\nDuring this time, Rulers of attacking Faith can choose to pledge military support to the war and/or donate to the War Chest.\n\nA timer will count down until the Preparation Phase ends, whereupon the war will be declared.\n\nRulers of the defending Religions can choose to counter-pledge their military support during this time, giving an overview of the strength of the two sides.","links":["undirected_great_holy_war","ruler","faith","war_chest","religion"],"dlc":null,"page":"https://ck3db.com/concepts/preparation_phase"},{"key":"pressed_claim","name":"Pressed Claim","aliases":["Pressed Claims","Pressed"],"parent":"claim","children":[],"description":"Pressed Claims are considered legally strong, and are inherited as Unpressed Claims by the children of the Claimant.","links":["title_claim","unpressed_claim","claimant"],"dlc":null,"page":"https://ck3db.com/concepts/pressed_claim"},{"key":"prestige","name":"Prestige","aliases":["Prestigious"],"parent":null,"children":["prestige_experience","prestige_level"],"description":"Prestige represents a Character's fame and social standing.\n\nPrestige can be spent on various worldly matters depending on Government Form, Doctrines, et cetera.\n\nEvery time a Character gains Prestige, they also progress toward the next Level of Fame.","links":["government","doctrines","prestige_level"],"dlc":null,"page":"https://ck3db.com/concepts/prestige"},{"key":"prevented_murder","name":"Prevented Murder","aliases":["Prevent"],"parent":"scheme","children":[],"description":"Rarely, certain situations in the life of the Target of a Murder may cause the Scheme to fail in the final stages of its execution.\n\nThis overrides Success Chance.\n\nExamples include intervention by a bodyguard, a foodtaster, a shieldmaiden, or a loyal pet.","links":["scheme_target","scheme","scheme_success_chance"],"dlc":null,"page":"https://ck3db.com/concepts/prevented_murder"},{"key":"primary_heir","name":"Primary Heir","aliases":["Primary Heirs","Primary Heir's"],"parent":"heir","children":[],"description":"The Primary Heir is the character who will inherit the Primary Title of a Ruler on Succession. This is usually — but not always — the same character as the Player Heir.","links":["primary_title","ruler","succession","player_heir"],"dlc":null,"page":"https://ck3db.com/concepts/primary_heir"},{"key":"primary_spouse","name":"Primary Spouse","aliases":[],"parent":"spouse","children":[],"description":"In Polygamous Faiths, Rulers must choose one of their Spouses to be their Primary Spouse. A ruler's Primary Spouse gains increased Fertility with them, increased Opinion of them, and may serve on their Council.","links":["faith","ruler","spouse","fertility","opinion","council"],"dlc":null,"page":"https://ck3db.com/concepts/primary_spouse"},{"key":"primary_title","name":"Primary Title","aliases":["Primary Titles"],"parent":"title","children":[],"description":"A Ruler's Primary Title is their highest-ranked Title that they identify most closely with, determining their Coat of Arms and the name of their Realm.\n\nIf you control multiple titles of the same tier, you can choose which one should be your Primary Title.","links":["ruler","title","realm"],"dlc":null,"page":"https://ck3db.com/concepts/primary_title"},{"key":"prince_elector","name":"Prince-Elector","aliases":["Prince-Electors"],"parent":"elector","children":[],"description":"Prince-Electors are the 7 Electors who select a Title Heir along with the Emperor under the Princely Elective Succession Law used by Holy Roman Empire.\n\nHolders of 7 preferred Titles are prioritized as Prince-Electors. These Titles are selected when the Empire is created.\n\nIf a Prince-Elector Title is destroyed, not held by a De Jure Imperial Vassal, held by another Prince-Elector, or the Holder's Religion differs from the Emperor's, another De Jure Title held by a direct Imperial Vassal or Independent Ruler will be selected based on these criteria:\n\n• Rulers of Emperor's Faith and Culture are favored\n\n• Theocratic and Feudal Rulers are favored\n\nPreferred Titles are listed in the Election view","links":["elector","title_heir","succession_law","holder","title","de_jure","vassal","religion","independent_ruler","ruler","faith","culture","theocracy","feudal"],"dlc":null,"page":"https://ck3db.com/concepts/prince_elector"},{"key":"prison","name":"Prison","aliases":["Imprisons","Imprison","Imprisoned","Prisons","Imprisoning","Imprisonment","Prisoner","Prisoners","Jailor"],"parent":null,"children":["dungeon","stockade","house_arrest"],"description":"Landed Rulers can keep other Characters as Prisoners, either in their Dungeon or under simple House Arrest. In a Camp all Prisoners are kept in the Stockade. Characters risk imprisonment in Battle or at the end of a Siege.\n\nCharacters can also arrest anyone inside their own Realm, or Camp. However, this is viewed as Tyrannical unless the Character is guilty of a Crime.\n\nPrisoners are at your mercy and can be Executed, Tortured, Ransomed or simply Released.","links":["landed","ruler","dungeon","house_arrest","camp","stockade","battle","siege","realm","tyranny","crime","execute","torture"],"dlc":null,"page":"https://ck3db.com/concepts/prison"},{"key":"prisoner_of_war","name":"Prisoner of War","aliases":["Prisoners of War"],"parent":null,"children":[],"description":"A Prisoner of War is a Prisoner who's captured during a War, but not of importance to provide the captors with War Score.\n\nValuable Prisoners are released when the war ends, unlike prisoners of war, but can still be ransomed for release.","links":["prison","war","war_score","valuable_prisoner"],"dlc":null,"page":"https://ck3db.com/concepts/prisoner_of_war"},{"key":"privation","name":"Privation","aliases":[],"parent":"provisions","children":[],"description":"When a Camp is stationary, they can sustain themselves with bartering food for odd jobs, hunting, foraging, or fishing where allowed and possible, and generally just about treading water on their supply situation.\n\nAs soon as they have to start Traveling, they're entirely reliant on their Provisions to survive, since they cannot both move and obtain sufficient food. As Provisions run low (then run out), tempers will flare and Followers will starve.\n\nWhen this happens, Characters will begin to leave the Camp, negative Modifiers are increasingly applied, and those who remain will eventually mutiny or die.","links":["camp","travel","follower","character","modifier"],"dlc":null,"page":"https://ck3db.com/concepts/privation"},{"key":"prize","name":"Prize","aliases":["Prizes"],"parent":"grand_activity","children":[],"description":"Prizes are Artifacts awarded to the victors of Grand Tournament Contests with a single winner.\n\nThe quality of the Prize depends on the options chosen by the Activity Host and the Era.","links":["artifact","contest","activity_host","era"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/prize"},{"key":"progress_to_victory","name":"Progress to Victory","aliases":[],"parent":"grand_activity","children":[],"description":"An abstraction of your likelihood to win a given Contest relative to the other contestants, based on your Skills, Health, and Traits. For example, a Giant with high Prowess has an advantage in physical contests fought on foot, such as Wrestling.\n\nA minimum Progress to Victory is required to guarantee Qualification for a Contest. Visit Locales for opportunities to improve your chances and sabotage your opponents.\n\nThe Tournament Leaderboard displays all contestant's current Progress to Victory.","links":["contest","skills","health","trait","prowess_skill","contest_qualification","locale"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/progress_to_victory"},{"key":"prohibited_tenet_status","name":"Prohibited","aliases":["Prohibit"],"parent":"tenet_status","children":[],"description":"A Prohibited Tenet Status means the Rite explicitly forbids this Tenet or Doctrine. A Character of the Rite adopting the Tenet as a Personal Tenet keeps it as a Secret, and a Rite adopting Prohibited Tenets as Core becomes much more Divergent from its Faith.","links":["tenet_status","rite","tenet","doctrines","character","personal_tenet","secret","prohibited_tenet_status","core_tenet_status","rite_divergence","faith"],"dlc":null,"page":"https://ck3db.com/concepts/prohibited_tenet_status"},{"key":"project","name":"Project","aliases":[],"parent":null,"children":[],"description":"A project is something an Inspired Character undertakes with the help of a Sponsor to realize their vision, normally in the form of creating an Artifact.","links":["inspiration","character","sponsor","artifact"],"dlc":null,"page":"https://ck3db.com/concepts/project"},{"key":"appointment_prominence","name":"Prominence","aliases":[],"parent":null,"children":[],"description":"Prominence reflects how desirable a Title is to eligible candidates.\n\nA candidate who already holds a Title will only be appointed to a new one of the same Tier if it has higher Prominence.\n\nProminence is typically based on local wealth and proximity to the Realm Capital, but other factors may apply depending on circumstance, such as the size of Title Men-at-Arms for Military Governors.","links":["title","title_tier","realm_capital","title_men_at_arms","military_governor"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/appointment_prominence"},{"key":"accept_culture","name":"Promote Cultural Acceptance","aliases":["Promoting Acceptance"],"parent":"councillor_task","children":[],"description":"Promote Cultural Acceptance is a Councillor Task performed by the Steward.\n\nIt increases the Cultural Acceptance between the target Culture and the Ruler's Culture.","links":["councillor_task","steward","cultural_acceptance","culture","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/accept_culture"},{"key":"promote_culture","name":"Promote Culture","aliases":[],"parent":"councillor_task","children":[],"description":"Promote Culture is a Councillor Task performed by the Steward.\n\nIt changes the Culture of a County to match its ruler's Culture.","links":["councillor_task","steward","culture","county"],"dlc":null,"page":"https://ck3db.com/concepts/promote_culture"},{"key":"promoted_legend","name":"Promoted Legend","aliases":["Promoting"],"parent":"legend","children":[],"description":"A Promoted Legend is a Legend owned by a different Ruler that is being supported by Legend Promoters, who pay a monthly contribution to also get part of its bonuses.","links":["legend","ruler","legend_promoter"],"dlc":null,"page":"https://ck3db.com/concepts/promoted_legend"},{"key":"mandala_decree_prosperity","name":"Prosperity Decree","aliases":["Prosperity"],"parent":"mandala_decree","children":[],"description":"With the Prosperity Decree, the Mandala Ruler is focused on stimulating and inspiring all Subjects to enact constructive changes.\n\nEfforts are funneled into furthering Development, Buildings, amassing wealth as well as strengthening community via personal relations.","links":["mandala","ruler","subject","county_development","building"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_decree_prosperity"},{"key":"province","name":"Province","aliases":["Provinces","Provincial","Theme","Themes","Thematic","Circuit","Circuits"],"parent":"administrative","children":[],"description":"A Province is a Title held by a Governor inside a Bureaucratic Realm.\n\nA Province has an associated Province Administration that greatly impacts the benefits the Province provides.","links":["title","governor","government_bureaucratic_type","realm","province_administration"],"dlc":null,"page":"https://ck3db.com/concepts/province"},{"key":"province_administration","name":"Province Administration","aliases":["Province Administrations","Administration","Theme Administration","Theme Administrations","Circuit Administration"],"parent":"administrative","children":[],"description":"Each Province of a Bureaucratic Realm has a Province Administration, which may be set by the Liege and Governor to specialize the Province.\n\nOnly one Province Administration may be active per Province.","links":["province","government_bureaucratic_type","realm","liege","governor"],"dlc":null,"page":"https://ck3db.com/concepts/province_administration"},{"key":"provincial_army","name":"Provincial Army","aliases":["Provincial Armies","Thematic Army","Thematic Armies"],"parent":"administrative","children":[],"description":"A Provincial Army is an army recruited and maintained by a Governor in a Realm with the Bureaucratic Government.\n\nThey are exclusively made up of Title Men-at-Arms. The effectiveness of Men-at-Arms are affected by a Governor's Governor Efficiency.\n\nThe Liege can spend Influence to gain control of Armies.\n\nGovernors may borrow troops from their peers under certain circumstances, such as being Allies or using a Hook.\n\nA borrowed Army is returned if the Character who borrowed them dies or when they end all of their ongoing Wars. Armies can also be returned manually.","links":["governor","realm","government_bureaucratic_type","government","title_men_at_arms","men_at_arms","governor_efficiency","liege","influence","alliance","hook","character","war"],"dlc":null,"page":"https://ck3db.com/concepts/provincial_army"},{"key":"provincial_examination","name":"Provincial Examination","aliases":[],"parent":null,"children":[],"description":"The second level Civil Service Examinations, taken via the Local Examination Activity.\n\nWhen passed:","links":["imperial_examination","activity"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/provincial_examination"},{"key":"provisions","name":"Provisions","aliases":["Provision"],"parent":null,"children":["privation"],"description":"Provisions represent the total amount of food, water, and shelter a Camp can provide.\n\nCamps lose Provisions while moving Location. Exactly how much is affected by size of their Men-at-Arms, the Terrain moved across, and what Officers are currently hired.\n\nCamp followers running low on Provisions will start suffering Privation events: starting with Characters quickly losing Opinion of their leader, escalating rapidly to starvation and death.\n\nProvisions can be refilled when stationary by requesting them from Patrons, taking a Decision, or as Contract rewards.","links":["camp","location","men_at_arms","terrain","officer","privation","character","opinion","contact_list","decision","task_contract"],"dlc":null,"page":"https://ck3db.com/concepts/provisions"},{"key":"prowess_skill","name":"Prowess Skill","aliases":["Prowess","Natural Prowess"],"parent":"skills","children":[],"description":"Prowess is a Skill that reflects the Character's aptitude in personal combat.\n\nA high Prowess Skill means they are more likely to survive and perform well both as Knights in Battles and in Duels.\n\nEach point of Prowess gives a Knight:\n\n• Damage: 50\n\n• Toughness: 10\n\nIncreasing prowess through natural sources (not through Artifacts) will increase a Character's muscle mass.","links":["skills","knight","battle","single_combat_fight","damage","toughness","artifact"],"dlc":null,"page":"https://ck3db.com/concepts/prowess_skill"},{"key":"force_duel_criminals_interaction","name":"Punish Criminal Interaction","aliases":[],"parent":"interaction","children":[],"description":"An Interaction allowing you to Duel criminals when you are Stressed.","links":["interaction","single_combat_fight","stress_level"],"dlc":null,"page":"https://ck3db.com/concepts/force_duel_criminals_interaction"},{"key":"puppet","name":"Puppet","aliases":["Puppets","Puppeting","Puppeted"],"parent":null,"children":["puppet_type","puppeteer","clerical_puppet","external_clerical_puppet","external_ruler_puppet"],"description":"A Puppet is a Character under the control of a Puppeteer, who may take special Puppet actions through them.\n\nActing through a Puppet opens doors that would otherwise stay closed: a Realm Priest Puppet can petition for Clerical Titles or an Excommunication on your behalf, while a Secular Ruler Puppet can be made to release Tributaries, grant independence, or divorce their Spouse.\n\nThe actions available are determined by the Puppet Type.","links":["character","puppeteer","clerical_puppet","clerical_title","excommunication","external_ruler_puppet","tributary","spouse","puppet_type"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/puppet"},{"key":"puppet_type","name":"Puppet Type","aliases":["Puppet Types"],"parent":"puppet","children":[],"description":"A Puppet always has a type which determines the actions they may take on your behalf.\n\nWhile most of their special actions are shared, each Puppet Type comes with unique actions only available to that type.\n\nFor instance, a Realm Priest Puppet may Excommunicate someone on your behalf, while a Secular Ruler Puppet may be compelled to release a Tributary or divorce their Spouse.\n\nYou can only have one Puppet per type.","links":["puppet","clerical_puppet","excommunication","external_ruler_puppet","tributary","spouse"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/puppet_type"},{"key":"puppeteer","name":"Puppeteer","aliases":["Puppeteers","Puppeteer's","Puppeteers'"],"parent":"puppet","children":[],"description":"A Puppeteer is a Character in control of one or more Puppets.\n\nActing through their Puppets, a Puppeteer wields powers beyond their station, such as the influence of the Clergy or the authority of a foreign Realm.","links":["character","puppet","clergy","realm"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/puppeteer"},{"key":"ep3_purchase_land_interaction","name":"Purchase Land","aliases":[],"parent":"interaction","children":[],"description":"An Interaction which allows an Adventurer to buy land from a Ruler and settle in their Realm","links":["interaction","adventurer","ruler","realm"],"dlc":null,"page":"https://ck3db.com/concepts/ep3_purchase_land_interaction"},{"key":"purchase_truce_interaction","name":"Purchase Truce","aliases":[],"parent":null,"children":[],"description":"An Interaction that allows Truces to be bought preemptively in exchange for GoldGold.","links":["interaction","truce","gold"],"dlc":null,"page":"https://ck3db.com/concepts/purchase_truce_interaction"},{"key":"pursuit","name":"Pursuit","aliases":[],"parent":null,"children":[],"description":"A victorious Army increases the amount of Casualties they inflict in the Aftermath of a Battle by their Army's combined Pursuit value, converting Routed Casualties into Fatal Casualties.","links":["army","casualty","aftermath","battle","routed_soldiers","dead_soldiers"],"dlc":null,"page":"https://ck3db.com/concepts/pursuit"},{"key":"contest_qualification","name":"Qualification","aliases":["Qualify","Qualifier","Qualifiers","Qualifying","Qualifies"],"parent":"grand_activities","children":[],"description":"While a Grand Tournament will attract many eligible Contestants, only a small number will Qualify for each Contest, with a chance of winning glory and its Prize.\n\nTo guarantee Qualification, your Progress to Victory must be above the threshold when the Contest begins.","links":["contestant","contest","prize","progress_to_victory"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_qualification"},{"key":"troop_quality","name":"Quality","aliases":[],"parent":"soldiers","children":[],"description":"Quality gauges the power of an Army relative to its number of Soldiers.\n\nAn Army that only contains Knights and Men-at-Arms will be of high Quality while an Army containing a large number of Levies will be of lower Quality.\n\nThis means that a smaller Army with a high Quality will punch well above their weight — carefully consider both the amount of Soldiers and Quality before engaging the enemy!","links":["army","soldiers","knight","men_at_arms","levies"],"dlc":null,"page":"https://ck3db.com/concepts/troop_quality"},{"key":"contest_category_race","name":"Race","aliases":[],"parent":"grand_activities","children":[],"description":"The winner of Race Contests is the Qualifying Contestant whose entered horse has taken first place at the end of the race.\n\nRace Contests:\n\n• Horse Race","links":["contest","contest_qualification","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_category_race"},{"key":"raid","name":"Raid","aliases":["Raiding","Raids","Raider","Raiders","Raided"],"parent":null,"children":["raid_intent"],"description":"Armies can be raised as Raiders from Rally Points. Raiders can move into neighboring lands and pillage them for Gold.\n\nIn order to Raid, a Raiding Army must stop in a Holding owned by a foreign Ruler and choose to start Raiding — upon doing so they will be stuck Raiding for a some time, after which they will get Gold and pillage the Holding.\n\nGold will be stored on the Army, and only added to the treasury when they arrive home. If you defeat a Raiding Army carrying Gold you will take it, and they will be unable to Raid you for some time.\n\nOnly some Rulers are allowed to Raid, most notably Tribal and Nomadic Rulers.\n\nSpecific Raid Intents can be set to obtain different rewards.","links":["army","rally_point","gold","holding","ruler","tribal","raid_intent"],"dlc":null,"page":"https://ck3db.com/concepts/raid"},{"key":"flowery_war","name":"Raid for Captives","aliases":["Raids for Captives","Raiding for Captives"],"parent":null,"children":[],"description":"This is a special type of War, started by a Ruler whose Faith practices human sacrifice. The primary goal of Raiding for Captives is to do battle and capture Prisoners for sacrifice, with either side able to get enough War Score through combat to win without ever having to Siege.\n\nAt the end of the War, if the victor (including the defender) follows a Faith practicing human sacrifice, then they will take several Prisoners from the Court of the loser. If both main combatants in a Raid for Captives follow the same faith, then the war is considered sacred, meaning that the loser still receives (reduced) Piety even in defeat.\n\nYou cannot conduct or continue a Raid for Captives if you have any Prisoners obtained through winning a Raid for Captives in your Dungeon.","links":["war","ruler","faith","prison","war_score","siege","court","piety","dungeon"],"dlc":null,"page":"https://ck3db.com/concepts/flowery_war"},{"key":"raid_intent","name":"Raid Intent","aliases":["Raid Intents"],"parent":"raid","children":[],"description":"A Raid Intent may modify the types of rewards obtained from a Raid or an army's movement speed or Loot capacity. Apart from the regular raiding for Gold and Prestige, there are alternatives like attempting to destroy Buildings, or increasing the chance of Imprisoning Characters.","links":["raid","loot","gold","prestige","building","prison","character"],"dlc":null,"page":"https://ck3db.com/concepts/raid_intent"},{"key":"rally_point","name":"Rally Point","aliases":["Rally Points"],"parent":null,"children":[],"description":"A Rally Point is a mustering ground for the Levies and Men-at-Arms under your command.\n\nIn times of War, you can call up your Soldiers at a Rally Point to gather an Army.\n\nThe Levies assigned to a Rally Point must come from either your own Domain or your Vassals. Rally Points can be reorganized, split and merged as you see fit.","links":["levies","men_at_arms","war","soldiers","army","domain","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/rally_point"},{"key":"title_rank","name":"Rank","aliases":["Rank","Ranks","Ranks"],"parent":null,"children":[],"description":"The personal equivalent of Title Tier, Rank determines the position of a Ruler within the hierarchy of the game.\n\nAll Title Tiers have an associated Rank, which determines the highest possible Rank of Vassals that the Holder can have.\n\nHegemon > Emperor > King > Duke > Count > Baron.","links":["title_tier","ruler","vassal","holder","hegemon","emperor","king","duke","count","baron"],"dlc":null,"page":"https://ck3db.com/concepts/title_rank"},{"key":"realm","name":"Realm","aliases":["Realms","Realm's"],"parent":null,"children":["top_realm"],"description":"A Realm is all the land that a Ruler controls either directly or through Vassals (in contrast to a Domain, which is only the Holdings personally owned by a Ruler).","links":["ruler","vassal","domain","holding"],"dlc":null,"page":"https://ck3db.com/concepts/realm"},{"key":"realm_capital","name":"Realm Capital","aliases":["Realm Capitals","Capital","Capitals","Realm Capital's","Capital's"],"parent":null,"children":[],"description":"The Realm Capital is the Holding where a Ruler and their Court resides. This Holding has a Tax bonus, and is always inherited by the Primary Heir.\n\nOccupying the Realm Capital of an enemy in a war gives a significant amount of War Score and sometimes lets you Imprison members of the enemy's family.","links":["holding","ruler","court","taxes","primary_heir","occupation","war_score","prison"],"dlc":null,"page":"https://ck3db.com/concepts/realm_capital"},{"key":"realm_heir","name":"Realm Heir","aliases":["Realm Heirs"],"parent":"heir","children":[],"description":"A Realm Heir is one of the Heirs of a Realm, and will receive either all or some of the Titles held by the Ruler of that Realm when that Ruler dies.\n\nA Realm may have one or more Realm Heirs depending on its Succession Law.","links":["heir","realm","title","ruler","succession_law"],"dlc":null,"page":"https://ck3db.com/concepts/realm_heir"},{"key":"realm_priest","name":"Realm Priest","aliases":["Realm Priests","Realm Priest's"],"parent":"councillor","children":[],"description":"A Realm Priest is a Councillor in charge of religious and spiritual affairs in Faiths with the Theocratic Doctrine.\n\nUnlike their Lay Clergy equivalent (Court Chaplains), Realm Priests automatically Lease all Temple Holdings in a Ruler's Domain, and also receive a portion of Taxes and Levies from Vassal Realm Priests.\n\nRealm Priests provide their Liege with Levies and Taxes if they have a positive Opinion of them. The higher the Opinion of their Liege, the more they will provide.\n\nRealm Priests with a low Opinion of their Liege will not provide them with any Taxes or Levies, and might cause problems.","links":["councillor","faith","doctrines","court_chaplain","leasing","temple_holding","ruler","domain","taxes","levies","vassal","liege","opinion"],"dlc":null,"page":"https://ck3db.com/concepts/realm_priest"},{"key":"clerical_puppet","name":"Realm Priest Puppet","aliases":["Realm Priest Puppets"],"parent":"puppet","children":[],"description":"A Realm Priest that is a Puppet of their Liege.\n\nThrough them, their Puppeteer can reach into the affairs of the Faith: petitioning the Head of Faith for Clerical Titles or an Excommunication, managing Holy Sites, founding a new Rite, or hosting an Ecumenical Council.","links":["realm_priest","puppet","liege","faith","head_of_faith","clerical_title","excommunication","holy_site","rite","ecumenical_council"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/clerical_puppet"},{"key":"realm_size","name":"Realm Size","aliases":[],"parent":null,"children":[],"description":"A character's Realm Size is the number of Counties owned by them and their Vassals.","links":["county","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/realm_size"},{"key":"rebuilt_building","name":"Rebuilt Building","aliases":["Rebuilt","Rebuilding"],"parent":"great_building","children":[],"description":"The act of rebuilding a Ruined building, restoring it to its former glory.","links":["ruined_building"],"dlc":null,"page":"https://ck3db.com/concepts/rebuilt_building"},{"key":"recently_acquired_holding","name":"Recently Acquired Holding","aliases":["Recently Acquired Holdings"],"parent":null,"children":[],"description":"Holdings acquired in the last year that put a ruler above their Domain Limit do not cause penalties to their other holdings, but also provide no Taxes or Levies.","links":["holding","domain_limit","taxes","levies"],"dlc":null,"page":"https://ck3db.com/concepts/recently_acquired_holding"},{"key":"recently_disembarked","name":"Recently Disembarked","aliases":[],"parent":null,"children":[],"description":"An Army will become 'Recently Disembarked' whenever it disembarks after having been at sea. This will cause the Army to suffer from an Advantage penalty in Battles for a certain duration.","links":["army","battle_advantage","battle"],"dlc":null,"page":"https://ck3db.com/concepts/recently_disembarked"},{"key":"excommunicated_recovery","name":"Recover from Excommunication","aliases":[],"parent":"excommunication","children":[],"description":"When a Character is Excommunicated, they suffer immediate harm and ongoing restrictions until absolution.\n\nUpon excommunication, they immediately suffer:\n\n• Major Legitimacy loss\n\n• One Level of Devotion lost\n\n• -50% Piety gain while the Trait remains\n\n• Loss of Spiritual Fulfillment\n\nWhile Excommunicated, they are restricted from:\n\n• Holding or attending a Coronation\n\n• Using the Seek Indulgences Interaction\n\n• Divorce through the Church\n\n• Hiring Holy Orders\n\nThey may also face:\n\n• The Recent Excommunication Modifier, which blocks absolution for one year\n\n• An Excommunication War from neighboring Rulers of the same Faith, if they are an Independent Ruler\n\nAbsolution can be sought by:\n\n• Dukes and below (local excommunication): Make Declaration of Repentance with a valid cleric (your Head of Faith if no lesser cleric outranks you)\n\n• All Rulers excommunicated by your Head of Faith, or ruling a kingdom or empire: petition your Head of Faith in person and choose Lift Excommunication\n\n• Winning an Excommunication War as the defender\n\n• Converting to another Faith\n\nAfter absolution, sponsoring a Challenger Head of Faith can protect a Ruler from future Excommunication by the Mainline Rite Head of Faith.","links":["character","excommunication","legitimacy","piety_level","piety","trait","spiritual_fulfillment","coronation","interaction","divorce","holy_order","modifier","excommunicated_ruler","ruler","faith","independent_ruler","head_of_faith","challenger_hof","mainline_rite"],"dlc":null,"page":"https://ck3db.com/concepts/excommunicated_recovery"},{"key":"reforge_artifact","name":"Reforge Artifact","aliases":["Reforge"],"parent":null,"children":[],"description":"Some Inventory Artifacts can be Reforged, turning them into Court Artifacts.\n\nYou need to have an Antiquarian and pay Gold to Reforge an Artifact, though older Artifacts are cheaper to Reforge.\n\nJust like when you Repair an Artifact, its Durability is restored.\n\nOnly Weapons, Armors, Crowns and Regalia can be Reforged, and they always become Pedestal Items.","links":["inventory_artifact","court_artifact","gold","artifact","repair_artifact","artifact_durability"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/reforge_artifact"},{"key":"reformation","name":"Reformation","aliases":["Reform"],"parent":null,"children":[],"description":"The Culture Head is able to change certain parts of their Culture through Reformation. This is a process that takes a long time and can't be stopped once initiated.\n\nThe reformable parts are:\n\n• Traditions\n\n• Ethos\n\n• Martial Custom","links":["culture_head","culture","culture_tradition","ethos","martial_custom"],"dlc":null,"page":"https://ck3db.com/concepts/reformation"},{"key":"refuse_conversion_crime","name":"Refuse Conversion","aliases":["Refusing Conversion","Refused Conversion"],"parent":"demand_conversion","children":[],"description":"Refusing to convert will be considered a Crime if:\n\n• The refusing Character is of the same Religion as the Character making the demand\n\n• The Religion has Heresies\n\n• The Faith of the Character making the demand is Hostile or more towards the refusing Character's Faith","links":["crime","character","religion","heresy","faith","faith_hostile"],"dlc":null,"page":"https://ck3db.com/concepts/refuse_conversion_crime"},{"key":"regency","name":"Regency","aliases":["Regencies","Regency's","Regencies'"],"parent":"diarchy","children":["regent","regency_veto","regent_succession_score","entrenched_regency","mandate"],"description":"A Regency is a special form of Power Sharing for when the Ruler is not able to rule their Realm on their own.\n\nIt generally occurs if the Ruler is a Child, Imprisoned, Incapable, or attending an Activity outside their Realm.\n\nA Regency that persists too long may become an Entrenched Regency.","links":["diarchy","ruler","realm","child","prison","activity","entrenched_regency"],"dlc":null,"page":"https://ck3db.com/concepts/regency"},{"key":"regent_succession_score","name":"Regency Succession Score","aliases":[],"parent":"regency","children":[],"description":"In a Regency, the next Regent is picked based on which candidate has the highest Regency Succession Score.\n\nIf the Ruler of the Realm designates a Regent, they will override the succession order and be chosen instead.\n\nThis favors Characters related to the Ruler, especially landless Family at their Court and the politically savvy.","links":["regency","regent","ruler","realm","character","family","court"],"dlc":null,"page":"https://ck3db.com/concepts/regent_succession_score"},{"key":"regent","name":"Regent","aliases":["Regents","Regent's","Regents'"],"parent":"regency","children":[],"description":"A Regent is the name for a Diarch during a Regency.\n\nA Ruler can designate a Regent before a Regency occurs. Otherwise, the candidate with the highest Regency Succession Score is automatically chosen.","links":["diarch","regency","ruler","regent_succession_score"],"dlc":null,"page":"https://ck3db.com/concepts/regent"},{"key":"regent_family","name":"Regent Family","aliases":[],"parent":"noble_family","children":[],"description":"The Regent Family is the top House in an Realm with a Ruling Regent.","links":["house","realm","ceremonial_regent"],"dlc":null,"page":"https://ck3db.com/concepts/regent_family"},{"key":"regiment","name":"Regiment","aliases":["Regiments"],"parent":null,"children":["stationed_regiment","soldiers"],"description":"A Regiment is a group of Soldiers of a single type (e.g., archers, footmen, or Levies). Although Levies are organized into Regiments, the ones of real interest are the Men-at-Arms.","links":["soldiers","levies","men_at_arms"],"dlc":null,"page":"https://ck3db.com/concepts/regiment"},{"key":"region","name":"Region","aliases":["Region"],"parent":null,"children":[],"description":"A region constitutes a specific geographical area on the map. Unlike De Jure, regions are never subject to change.","links":["de_jure"],"dlc":null,"page":"https://ck3db.com/concepts/region"},{"key":"force_duel_anyone_interaction","name":"Release your Anger Interaction","aliases":[],"parent":"interaction","children":[],"description":"An Interaction allowing you to Duel anyone when you are Stressed.","links":["interaction","single_combat_fight","stress_level"],"dlc":null,"page":"https://ck3db.com/concepts/force_duel_anyone_interaction"},{"key":"religion","name":"Religion","aliases":["Religions"],"parent":"faith","children":["religious_superior","religious_subordinate"],"description":"A Religion can consist of many different denominations, called Faiths. Religions, in turn, belong to one of four larger Religious Families; Abrahamic, Dharmic, Sinitic or Pagan.","links":["faith","religious_family"],"dlc":null,"page":"https://ck3db.com/concepts/religion"},{"key":"death_religion","name":"Religion","aliases":["Religious"],"parent":"character_death","children":[],"description":"Being passed into the next world by heathens and the sacrilegious dispatching of your mortal coil — martyrdom, crucifixion — remaining true to your faith to the very end, what more genuine way is there to pass on.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/death_religion"},{"key":"religious_family","name":"Religious Family","aliases":["Religious Families"],"parent":null,"children":[],"description":"A Religious Family is a group of Religions. The Religious Family affects how the various Religions, and Faiths therein, view each other.\n\nThe Abrahamic Family condones Holy Wars against everyone (including other Abrahamics). Religions are susceptible to Heresy.\n\nThe Dharmic Family only condones Holy Wars against other Religious Families.\n\nThe Pagan Family condones Holy Wars against everyone, but Faiths within the Religions must be reformed to access them.","links":["religion","faith","holy_war","heresy"],"dlc":null,"page":"https://ck3db.com/concepts/religious_family"},{"key":"tenet_knowledge","name":"Religious Knowledge","aliases":["Doctrine Knowledge","Knowledge"],"parent":"rite","children":[],"description":"Characters do not know the full details of every religious practice.\n\nKnown tenets and doctrines can be used when creating a Divergent Rite, and may be adopted as Personal Tenets. Knowing all Tenets and Doctrines of a Rite makes conversion easier.\n\nAll Tenets and Doctrines within your Faith are known to you. New knowledge can be gained from relations like Spouses or Friends, Traveling, Activities, or the Study Rite Scheme.","links":["rite_divergence","personal_tenet","tenet","doctrines","faith","spouse","friend","travel","activity","scheme"],"dlc":null,"page":"https://ck3db.com/concepts/tenet_knowledge"},{"key":"religious_relations","name":"Religious Relations","aliases":[],"parent":"councillor_task","children":[],"description":"A Councillor Task performed by the Court Chaplain.\n\nIncreases same-Faith Theocratic rulers' opinion of the character, and increases monthly Piety gain.","links":["councillor_task","court_chaplain","faith","theocracy","piety"],"dlc":null,"page":"https://ck3db.com/concepts/religious_relations"},{"key":"religious_subordinate","name":"Religious Subordinate","aliases":["Religious Subordinates","Subordinate","Subordinates"],"parent":"religion","children":[],"description":"A Religious Subordinate is a Character who has a Religious Superior within a hierarchical religious structure.","links":["character","religious_superior"],"dlc":null,"page":"https://ck3db.com/concepts/religious_subordinate"},{"key":"religious_superior","name":"Religious Superior","aliases":["Religious Superiors","Superior"],"parent":"religion","children":[],"description":"A religious Superior is a Character who holds religious jurisdiction over one or more Subordinate religious clergy in a hierarchical religious structure.","links":["character","religious_subordinate"],"dlc":null,"page":"https://ck3db.com/concepts/religious_superior"},{"key":"renounce","name":"Renounce","aliases":["Renounced"],"parent":null,"children":[],"description":"Prisoners can be released in return for Renouncing all Claims on Titles within your Realm.\n\nHowever, children of the current Holder can never lose their Claims as long as the Holder is still alive.","links":["prison","title_claim","title","realm","holder"],"dlc":null,"page":"https://ck3db.com/concepts/renounce"},{"key":"dynasty_prestige","name":"Renown","aliases":["Renown"],"parent":null,"children":[],"description":"Renown is much like Prestige, but shared by an entire Dynasty.\n\nA Dynasty gains Renown for the following:\n\n•  The number of currently living members\n\n•  The number of Rulers\n\n•  The number of Spouses to other Rulers\n\nNote that a Ruler will not generate Renown should they have any Liege of the same Dynasty.\n\nAs with Prestige, Renown also counts towards increasing your Level of Splendor.\n\nRenown can be spent by the Dynasty Head in order to unlock Dynasty Legacies and influence the members of the Dynasty in various ways.\n\nA Dynasty spread far and wide between several different Realms will generate more Renown than a Dynasty concentrated within a single Realm.","links":["prestige","dynasty","ruler","spouse","liege","dynasty_prestige_level","dynast","dynasty_perk","realm"],"dlc":null,"page":"https://ck3db.com/concepts/dynasty_prestige"},{"key":"repair_artifact","name":"Repair Artifact","aliases":["Repair"],"parent":null,"children":[],"description":"When an Artifact has low Durability, you can choose to Repair it.\n\nYou need to pay Gold to Repair an Artifact.\n\nAlternatively, you can choose to Reforge the Artifact.","links":["artifact","artifact_durability","gold","reforge_artifact"],"dlc":null,"page":"https://ck3db.com/concepts/repair_artifact"},{"key":"republic","name":"Republic","aliases":["Republics","Republican","Republican Government"],"parent":"government","children":[],"description":"Republican Government is an unplayable Government Form where an elected citizen rules for life — the Government Form of burghers and merchants.\n\nRepublican Vassals have static Obligations that cannot be changed, and thus always provide a dependable and predictable amount of Levies and Taxes.","links":["government","vassal","vassal_obligations","levies","taxes"],"dlc":null,"page":"https://ck3db.com/concepts/republic"},{"key":"dynasty_prestige_level_4","name":"Reputable","aliases":[],"parent":null,"children":[],"description":"Reputable","links":[],"dlc":null,"page":null},{"key":"anointment_request","name":"Request Anointment","aliases":["Request Anointment"],"parent":"anointment","children":[],"description":"The Request Anointment Character Interaction is a special interaction that can be used by a Ruler of Empire Tier or higher on their Head of Faith, or clergy Head of Rite when there is none, to secure their support in an Anointment.","links":["interaction","ruler","empire","title_tier","head_of_faith","head_of_rite","coronation_anointment"],"dlc":null,"page":"https://ck3db.com/concepts/anointment_request"},{"key":"strengthen_claim_interaction","name":"Request Claim Endorsement","aliases":[],"parent":null,"children":[],"description":"An Interaction which strengthens an Unpressed Claim into a Pressed Claim through the endorsement of a relevant Ecclesiastical or Theocratic Ruler.","links":["interaction","unpressed_claim","pressed_claim","ecclesiastical","theocracy","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/strengthen_claim_interaction"},{"key":"request_ecclesiastical_title_expansion_interaction","name":"Request Clerical Title Expansion","aliases":[],"parent":null,"children":[],"description":"An Interaction used by Ecclesiastical Rulers to expand their Clerical Region into the De Jure Counties of an adjacent Duchy.\n\nThis is only possible with the approval of the Head of Faith.","links":["interaction","ecclesiastical","ruler","clerical_region","de_jure","county","duchy","head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/request_ecclesiastical_title_expansion_interaction"},{"key":"fp3_request_honorary_titles_interaction","name":"Request Honorary Title","aliases":[],"parent":"interaction","children":[],"description":"Ask your Head of Faith to honor you with a specific title","links":["head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_request_honorary_titles_interaction"},{"key":"fp3_request_house_unity_change_interaction","name":"Request House Unity Interference","aliases":[],"parent":"interaction","children":[],"description":"Ask your Head of Faith to steer your House Unity in a certain direction","links":["head_of_faith","house_unity"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_request_house_unity_change_interaction"},{"key":"fp3_request_turkic_invasion_interaction","name":"Request Incursion","aliases":[],"parent":"interaction","children":[],"description":"Finance any Turkic-heritage Ruler to conquer any of your neighboring rulers","links":["ruler"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_request_turkic_invasion_interaction"},{"key":"fp3_free_house_member_cb","name":"Rescue House Members","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli available to House Heads that forces the target to release every Imprisoned House member.","links":["casus_belli","house_head","prison","house"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_free_house_member_cb"},{"key":"research_project","name":"Research Project","aliases":["Research Projects"],"parent":null,"children":[],"description":"A Research Project is an Inspiration that relies on a Court Scholar's Aptitude to bring benefits to their employer.\n\nIn some rare cases the Research Project can uncover a new Innovation.","links":["inspiration","aptitude","innovation"],"dlc":null,"page":"https://ck3db.com/concepts/research_project"},{"key":"harrying_resistance","name":"Resistance","aliases":[],"parent":null,"children":[],"description":"Resistance measures the ongoing opposition to Norman rule in England from the pre-existing Anglo-Saxon population. Assuming Resistance is higher than Pacification, it bestows effects at the following levels:\n\nResistance above 7\n\n• Anglo-Saxon/Norman Cultural Acceptance: -1 per month\n\nResistance above 10\n\n• Anglo-Saxon/Norman Cultural Acceptance: -3 per month\n\n• Slightly increased chance of Claimant Factions against the ruler of England\n\nResistance above 13\n\n• Anglo-Saxon/Norman Cultural Acceptance: -5 per month\n\n• Somewhat increased chance of Claimant Factions against the ruler of England\n\n• County Control in all Counties reduced by -10 every 3 months for every Vassal of England\n\nResistance above 16\n\n• Anglo-Saxon/Norman Cultural Acceptance: -10 per month\n\n• Greatly increased chance of Claimant Factions against the ruler of England\n\n• County Control in all Counties reduced by -20 every 3 months for every Vassal of England","links":["harrying_pacification","cultural_acceptance","claimant_faction","county_control","county","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/harrying_resistance"},{"key":"restored_emperor","name":"Restored Emperor","aliases":["Restored Emperor's"],"parent":"ceremonial_regent","children":[],"description":"A Restored Emperor is a Ten'nō who governs independently of a Ruling Regent.\n\nTo become a Restored Emperor, a Ten'nō may be installed by a Restore Ceremonial Monarch Faction, or use the Restore Direct Imperial Rule Decision after becoming Ruling Regent.","links":["japanese_emperor","ceremonial_regent","faction","decision"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/restored_emperor"},{"key":"retinue_maa","name":"Retinue Men-at-Arms","aliases":[],"parent":"soldiers","children":[],"description":"Some Accolade Attributes give access to special Men-at-Arms. They are unlocked by having an Acclaimed Knight with progress in relevant Hastiluder Trait Path or a relevant Commander Trait.\n\nRetinue Men-at-Arms are restricted to one Regiment. They are twice as effective at countering other Men-at-Arms.","links":["accolade_type","men_at_arms","acclaimed_knight","trait_level_track","commander_trait","regiment"],"dlc":"Accolades","page":"https://ck3db.com/concepts/retinue_maa"},{"key":"retirement_age","name":"Retirement Age","aliases":[],"parent":"law","children":[],"description":"The Retirement Age Law is the age, determined by the Top Liege of the Realm, beyond which Governors and Ministers may choose to retire via Decision or be compelled to do so with a Character Interaction, on the grounds of their impending decrepitude and diminished capacity to serve.","links":["law","top_liege","realm","governor","minister","decision","interaction"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/retirement_age"},{"key":"retract","name":"Retract","aliases":["Retracted","Retraction","Retractions","Retracting"],"parent":null,"children":[],"description":"At Limited Crown Authority or higher, Rulers can Retract the Vassal of a Vassal, but unless the latter is Imprisoned this is risky, for the Vassal may refuse and rise up in rebellion.\n\nVassal Retraction is considered Tyrannical unless the target is guilty of a fairly severe Crime.","links":["limited_crown_authority","ruler","vassal","prison","tyranny","crime"],"dlc":null,"page":"https://ck3db.com/concepts/retract"},{"key":"retreat","name":"Retreat","aliases":["Retreats"],"parent":null,"children":[],"description":"An Army will Retreat if it loses a Battle. Armies can also be ordered to Retreat during Battles. While Retreating, the Army cannot disband or be given new movement orders.","links":["army","battle"],"dlc":null,"page":"https://ck3db.com/concepts/retreat"},{"key":"mandala_decree_reverence","name":"Reverence Decree","aliases":["Reverence"],"parent":"mandala_decree","children":[],"description":"The Reverence Decree mandates that the Mandala Subjects focus their efforts on furthering spirituality and worship.\n\nPilgrimages, rituals and Piety are the cornerstones of this Mandala Decree.","links":["mandala","subject","pilgrimage","piety"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/mandala_decree_reverence"},{"key":"revoke","name":"Revoke","aliases":["Revoked","Revocation","Revocations","Revoking"],"parent":null,"children":[],"description":"At Limited Crown Authority or higher, Rulers can Revoke the Titles of their Vassals, but unless the Vassal is Imprisoned this is a risky proposition, for the Vassal may refuse and rise up in rebellion.\n\nTitle Revocation is considered Tyrannical unless the Vassal is guilty of a fairly severe Crime.","links":["limited_crown_authority","ruler","title","vassal","prison","tyranny","crime"],"dlc":null,"page":"https://ck3db.com/concepts/revoke"},{"key":"faith_righteous","name":"Righteous","aliases":[],"parent":"faith_hostility","children":[],"description":"This Rite is considered legitimate.\n\nIntermarriage is common.\n\nEffects:","links":["rite"],"dlc":null,"page":"https://ck3db.com/concepts/faith_righteous"},{"key":"rightful_liege","name":"Rightful Liege","aliases":[],"parent":"liege","children":[],"description":"The Rightful Liege of a Vassal is the Ruler who holds the direct De Jure Liege Title of the Vassal's Primary Title. If a Vassal is not under their Rightful Liege, they will contribute less Taxes and Levies as well as suffer an Opinion penalty towards their Liege. Holding a higher-Tier Title of the same De Jure results in lessened penalties.\n\nAn exception to this is Dukes that are part of an Empire's De Jure hierarchy and directly vassalized to their Emperor, which still contribute fully, exactly as if the Emperor held their De Jure Kingdom Title.\n\nExample: The Count of Dunbar is a direct vassal of the King of England. Since the King is neither Duke of Lothian, King of Scotland, nor Emperor of Britannia, the Count of Dunbar only contributes a tiny amount of their taxes and levies.\n\nThe Count of Norfolk is also a direct vassal of the King of England. The King does not hold the Duchy of East Anglia, so the Count also contributes reduced taxes and levies. However, because the England is the De Jure Kingdom of Norfolk, the Count of Norfolk still contributes significantly more tax and levies to the King than the Count of Dunbar does.","links":["vassal","ruler","de_jure","liege","title","primary_title","taxes","levies","opinion","title_tier","duke","empire","kingdom"],"dlc":null,"page":"https://ck3db.com/concepts/rightful_liege"},{"key":"single_combat_injury_chance","name":"Risk of Injury","aliases":["Injure","Injury Risk"],"parent":"single_combat_fight","children":[],"description":"Characters in Single Combats run the risk of hurting themselves, either by accidentally opening their guard to their opponent, or simply injuring themselves with their own weapon. As they fight, they also build Risk of Injury.\n\nDuels that go on longer make it easier to hurt yourself.\n\nThe counterpart to Risk of Injury is Likelihood of Success.","links":["character","single_combat_success_chance"],"dlc":null,"page":"https://ck3db.com/concepts/single_combat_injury_chance"},{"key":"rite","name":"Rite","aliases":["Rites","Rite's","Rites'"],"parent":"faith","children":["state_rite","mainline_rite","head_of_rite","rite_divergence","tenet_status","tenet_knowledge"],"description":"A Rite is a branch of a Faith: a local variation of its religious practices, led by a Head of Rite and followed by its own Counties and Characters. Every faith has a Mainline Rite, and may grow several more.\n\nA Rite defines itself by the Tenets and Doctrines it champions. Whether a Tenet is Permitted or Prohibited is judged by the Faith through its Mainline Rite, and the more a Rite's choices defy those judgements, the higher its Divergence: divergent Rites sap the Faith's Fervor, come to be seen as Heresy, and at 100 Divergence break away as a Faith of their own.\n\nNew Rites may be founded by the pious, Rulers can be swayed from one Rite to another, only the Head of Rite may edit one.","links":["faith","head_of_rite","county","character","mainline_rite","tenet","doctrines","permitted_tenet_status","prohibited_tenet_status","rite","rite_divergence","fervor","heresy","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/rite"},{"key":"ritsuryo_government","name":"Ritsuryō Government","aliases":["Ritsuryō","Ritsuryō"],"parent":"government","children":[],"description":"Ritsuryō is a type of Bureaucratic Government unique to Japan.\n\nIt is a centralized Bureaucratic Government Form where Characters are appointed as Governors on behalf of their Liege, have access to Influence, and Noble Family Heads have a Family Manor and House Aspiration.\n\nA Kampaku governs the Realm on behalf of the Japanese Emperor, and may be elected from among Noble Family Heads, or imposed by Faction demand.\n\nRitsuryō Vassals generally govern only a single County, but may reject the centralized system and become local Sōryō lords to build their own power, though this is usually considered a Criminal act.\n\nRitsuryō House Heads may create and join House Blocs within the Realm, which will support the Leading House in becoming Kampaku.\n\nJapanese Governments have a lower Domain Limit than others, which may be increased by upgrading the Family Manor.\n\nThe Ritsuryō system refers to the centralized administrative government of Japan, inspired by the Chinese Confucian bureaucracy.","links":["government_bureaucratic_type","government","character","governor","liege","influence","noble_family","house_head","japanese_manor","house_aspiration","kampaku","realm","japanese_emperor","faction","vassal","county","soryo_government","crime","house_bloc","leading_house","domain_limit"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/ritsuryo_government"},{"key":"rival","name":"Rival","aliases":["Rivals","Rival's","Rivals'","Rivalries","Rivalry"],"parent":"relation","children":[],"description":"A Rival is a Special Relation indicating life-long resentment, if not hatred.\n\nRivals who truly despise each other might become Nemeses.","links":["nemesis"],"dlc":null,"page":"https://ck3db.com/concepts/rival"},{"key":"cid_loyalty","name":"Rodrigo's Loyalty","aliases":[],"parent":null,"children":[],"description":"By remaining loyal to his liege even in exile, El Cid may regain their favor and restore his advantageous position.\n\nBy becoming disloyal, El Cid may gain special options to raise himself as an independent ruler.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/cid_loyalty"},{"key":"contact_list","name":"Roll of Patrons","aliases":["Patron","Patrons"],"parent":"adventurer","children":[],"description":"Adventurers are without Land, but not without connections.\n\nThe Roll of Patrons is a list of every Character they have successfully completed a Contract for, as well as others that have some reason to support them — Family with high Opinion of them, Friends, Lovers, and so on.\n\nPatrons can be milked for extra support via the Make a Request Character Interaction.","links":["adventurer","landed","character","task_contract","family","opinion","friend","lover","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/contact_list"},{"key":"routed_soldiers","name":"Routed Casualties","aliases":[],"parent":"soldiers","children":[],"description":"In Battle, most Casualties are actually Routed Casualties and not dead or badly wounded. Unlike Fatal Casualties, these Soldiers will live to fight another day and return to the Army after the Battle is concluded. They can still be ridden down by the winning side during the Aftermath of a Battle, including if the Army voluntarily Retreats.","links":["battle","casualty","dead_soldiers","soldiers","army","aftermath","retreat"],"dlc":null,"page":"https://ck3db.com/concepts/routed_soldiers"},{"key":"royal_court","name":"Royal Court","aliases":["Royal Courts"],"parent":null,"children":["court_type","court_event","petition_liege","pay_homage"],"description":"Distinguished Rulers are famed enough to maintain a Royal Court, which gives access to a variety of bonuses and opportunities.\n\nWhen a Feudal, Clan, or Tribal Ruler becomes King or Emperor, they gain access to their Royal Court.\n\nEach Royal Court has a Court Grandeur Level, which gives benefits based on how famed the Royal Court is, and which Court Type the Royal Court is.\n\nPetitioners, Vassals, and Courtiers may appear at your Royal Court, or you can Hold Court to invite anyone in the Realm to air their grievances.\n\nA Royal Court also allows the Ruler to display Court Artifacts, and Inspired Guests may appear at the Royal Court, offering to create new Artifacts.\n\nWhen you die, your Player Heir will inherit your Royal Court.","links":["ruler","king","emperor","court_grandeur_level","court_type","vassal","courtier","hold_court","realm","court_artifact","inspiration","court_guest","artifact","player_heir"],"dlc":"The Royal Court","page":"https://ck3db.com/concepts/royal_court"},{"key":"ruined_building","name":"Ruined Building","aliases":["Ruined"],"parent":"great_building","children":[],"description":"A building that has been Ruined has been shattered, defaced or pillaged for parts by external forces.\n\nThese external forces might be things like:\n\n• Natural Disasters\n\n• Vengeful Mandala Rulers","links":["disaster","mandala"],"dlc":null,"page":"https://ck3db.com/concepts/ruined_building"},{"key":"ruler","name":"Ruler","aliases":["Rulers","Ruler's"],"parent":null,"children":["vassal","secular_ruler","liege","independent_ruler","overlord","suzerain","subject"],"description":"A Ruler is a Character who holds at least one Title.","links":["character","title"],"dlc":null,"page":"https://ck3db.com/concepts/ruler"},{"key":"ceremonial_regent","name":"Ruling Regent","aliases":["Ruling Regency","Ruling Regents"],"parent":null,"children":["kampaku","shogun","cloistered_emperor","restored_emperor"],"description":"Ruling Regent is the general term for any Top Liege who rules de facto on behalf of a Ceremonial Monarch, such as the Japanese Ten'nō.\n\nThe name of the Ruling Regent's position may change based on the current political circumstances; in Japan they may be referred to as Kampaku or Shōgun.","links":["top_liege","ceremonial_liege","kampaku","shogun"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/ceremonial_regent"},{"key":"travel_safety","name":"Safety","aliases":[],"parent":"travel","children":[],"description":"Having a high Safety value will help you avoid Danger during your Travels. Your Safety is affected by your Skills as well as those of your Caravan Master.\n\nA character's contribution can never be lower than 0.","links":["travel_danger","travel","skills","character"],"dlc":null,"page":"https://ck3db.com/concepts/travel_safety"},{"key":"treasury_salary_budget","name":"Salary Budget","aliases":["Salary"],"parent":"treasury_budget_category","children":[],"description":"Treasury sent to Vassals from the central government, which they receive as Gold to be used as their personal salary. It is based on the periodically calculated allocation of the Treasury income of the Top Liege.","links":["vassal","gold","treasury","top_liege"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_salary_budget"},{"key":"sanctified","name":"Sanctified","aliases":["Sanctify","Sanctifying"],"parent":"holy_site","children":[],"description":"Sanctifying an Artifact makes it a Holy Relic for a Faith. An artifact can be sanctified for multiple faiths.","links":["artifact","holy_relic","faith"],"dlc":null,"page":"https://ck3db.com/concepts/sanctified"},{"key":"scales_of_power","name":"Scales of Power","aliases":["Scales"],"parent":"diarchy","children":[],"description":"During Power Sharing, the balance of power between the Liege and their Diarch is measured on the Scales of Power.\n\nAs the Scales tip towards the Diarch, they unlock Borrowed Powers and may add costs to the Liege's Mundane Actions.\n\nAs they tip towards the Liege, it instead makes it easier for the Liege to end the Power Sharing.\n\nThe Scales can be swung by:\n\n• Using the Swing the Scales of Power Character Interaction against the opposing party\n\n• As the Diarch, serving your Liege well (however cynically) in Mandate events","links":["diarchy","liege","diarch","diarch_power","diarch_affected_actions","interaction","mandate"],"dlc":null,"page":"https://ck3db.com/concepts/scales_of_power"},{"key":"scheme","name":"Scheme","aliases":["Schemes","Scheming"],"parent":null,"children":["scheme_countermeasure","scheme_precaution","hostile_scheme","personal_scheme","political_scheme","scheme_phase","secret_scheme","agent_discovery","scheme_discovery_chance","predicted_scheme_difficulty","agents","scheme_target","scheme_owner","prevented_murder","scheme_speed","scheme_resistance","scheme_success_chance","secrecy","scheme_opportunity","scheme_breach"],"description":"A Scheme is a long-term attempt to affect the world around you. Schemes can target Characters, Titles, Cultures and Faiths, and come in four types: Personal, Hostile, Political, and Contract Schemes.\n\nYour Scheme's Success Chance grows over time depending on how proficient you are in the associated Skill, and can also be impacted by the Agents you plot your Scheme with.\n\nSecret Schemes are hidden from their target but can be discovered if their Secrecy is low.","links":["character","title","culture","faith","personal_scheme","hostile_scheme","political_scheme","contract_scheme","scheme_success_chance","skills","agents","secret_scheme","secrecy"],"dlc":null,"page":"https://ck3db.com/concepts/scheme"},{"key":"scheme_opportunity","name":"Scheme Advantage","aliases":["Advantage","Scheme Advantages","Advantages"],"parent":"scheme","children":[],"description":"Advantages represent progress made towards the goal of a Scheme. They can be spent to convince Agents to join a Scheme, or to execute one with an increased Success Chance.","links":["scheme","agents","scheme_success_chance"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_opportunity"},{"key":"scheme_breach","name":"Scheme Breach","aliases":["Scheme Breaches","Breach","Breaches"],"parent":"scheme","children":[],"description":"A Breach represents a complication in a Secret Scheme. When a Scheme is breached, its Success Chance is reduced. The penalty to Success Chance increases for each cumulative Breach. Once a Scheme reaches 5 Breaches, it will automatically fail.\n\nSchemes also check their Secrecy when they are finally executed — breaches have no effect on this one way or another.","links":["secret_scheme","scheme","scheme_success_chance"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_breach"},{"key":"scheme_discovery_chance","name":"Scheme Discovery Chance","aliases":[],"parent":"scheme","children":[],"description":"This number is directly deducted from the Secrecy score of any Secret Scheme against you or your Courtiers.\n\nSecrecy is checked when a Scheme is executed, and at a reduced rate once per month.","links":["secrecy","secret_scheme","courtier"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_discovery_chance"},{"key":"scheme_growth","name":"Scheme Growth","aliases":["Growth","grow"],"parent":"scheme_success_chance","children":[],"description":"Every Phase, a Scheme's Success Chance is increased by this value, until the maximum current Potential is hit.\n\nFor instance, if a Scheme currently has 50% Success Chance, a Potential of 54%, and a Growth of 3%, then after one Phase has gone by, it'll have 53% Success Chance.\n\nSince Growth is still capped by Potential, after the next phase, the Scheme would only have 54% Success Chance.","links":["scheme_phase","scheme_success_chance","scheme_potential"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_growth"},{"key":"scheme_owner","name":"Scheme Owner","aliases":["Schemer","Scheme Owners","Owner"],"parent":"scheme","children":[],"description":"A Scheme's Owner is the Character scheming against the Scheme Target.\n\nFor example, the would-be killer in a Murder Scheme.","links":["character","scheme_target"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_owner"},{"key":"scheme_phase","name":"Scheme Phase","aliases":["Scheme Phases","Phase","Phases"],"parent":"scheme","children":[],"description":"A Phase is the length of time it takes to boost Scheme Success Chance once.\n\nEach Phase the Scheme will gain an Advantage. The Phase Length can be shortened by appointing Agents, and is increased by the Scheme Resistance of the target.","links":["scheme_success_chance","scheme_opportunity","scheme_speed","agents","scheme_resistance"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_phase"},{"key":"scheme_speed","name":"Scheme Phase Length","aliases":["Phase Length"],"parent":"scheme","children":[],"description":"Phase Length refers to how many days it takes to complete a single Scheme Phase. Speed is affected by your Skill, Agents, and your Spymaster, as well as by the 'Support Schemes' Councillor Task if the Scheme is Hostile.\n\nA lower Phase Length is beneficial because it will cause a Scheme to progress faster.","links":["scheme_phase","skills","agents","spymaster","councillor_task","hostile_scheme","scheme"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_speed"},{"key":"scheme_potential","name":"Scheme Potential","aliases":["Potential"],"parent":"scheme_success_chance","children":[],"description":"A Scheme has a Success Chance, a percentage value that determines its outcome, reached via Scheme Growth. This is limited by Scheme Potential, which serves as the upper bound of a Scheme.\n\nScheme Potential can be increased by hiring appropriate Agents, but can never exceed 95%, except for Contract Schemes.\n\nHarmonious Agents may give further bonus Modifiers via events.\n\nExcess Success Chance above a Scheme's Potential is lost.","links":["scheme","scheme_success_chance","scheme_growth","agents","contract_scheme","modifier"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_potential"},{"key":"scheme_resistance","name":"Scheme Resistance","aliases":["Resistance","Hostile Scheme Resistance"],"parent":"scheme","children":[],"description":"The Scheme Resistance of a Character slows down Schemes against them.\n\nThe Scheme Phase Length of the Scheme Owner is reduced by this value, increasing the time it takes for the Scheme to gain Advantages.\n\nScheme Resistance is increased by the corresponding Skill of the Scheme Target and their Spymaster, as well as by the 'Disrupt Schemes' Councillor Task (if the Scheme is Hostile).","links":["character","scheme_speed","scheme_owner","scheme_opportunity","skills","scheme_target","spymaster","councillor_task","hostile_scheme"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_resistance"},{"key":"scheme_success_chance","name":"Scheme Success Chance","aliases":["Success Chance"],"parent":"scheme","children":["scheme_growth","scheme_potential"],"description":"The Success Chance of a Scheme determines how likely it is for it to succeed when executed.\n\nA Scheme's Success Chance will grow over time, and is based on the assigned Agents as well as an associated Skill. Success Chance is limited by Scheme Potential. No Scheme can ever exceed a 95% Success Chance, except for Contract Schemes.\n\nSecret Schemes have a risk of being discovered by target. If that happens your Success Chance will be heavily reduced.","links":["scheme","scheme_growth","agents","skills","scheme_potential","contract_scheme","secret_scheme"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_success_chance"},{"key":"scheme_target","name":"Scheme Target","aliases":["Target","Scheme Target's"],"parent":"scheme","children":[],"description":"A Scheme's Target is the Character being schemed against by the Scheme Owner.\n\nFor example, the potential victim in a Murder Scheme.","links":["character","scheme_owner"],"dlc":null,"page":"https://ck3db.com/concepts/scheme_target"},{"key":"schism","name":"Schism","aliases":["Schisms"],"parent":null,"children":[],"description":"The Great Schism is the moment the unified Chalcedonianism Faith breaks apart along its Roman and Greek Rites, splitting into Catholicism and Orthodoxy.\n\nIt threatens when The Christian Church Situation enters certain Chapters, and rulers across Christendom must pick a side. Unless the divisions are mended — or forced apart — through Decisions, the split becomes permanent when the chapter ends.","links":["faith","rite","the_christian_church","situation","situation_the_christian_church_phase","decision"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/schism"},{"key":"screen","name":"Screen","aliases":[],"parent":null,"children":[],"description":"A defeated Army reduces the amount of Casualties they take in the Aftermath of a Battle by their Army's combined Screen value.","links":["army","casualty","aftermath","battle"],"dlc":null,"page":"https://ck3db.com/concepts/screen"},{"key":"seal_of_investiture","name":"Seal of Investiture","aliases":[],"parent":null,"children":[],"description":"Simultaneously a legal document and a revered symbol of the grace of the Son of Heaven, the Seal of Investiture signifies the holder's special status as a loyal and favored Tributary of China.\n\nA Seal of Investiture may be granted to Tributaries with high Imperial Grace during the closing ceremonies of a successful Tribute Mission.","links":["tributary","imperial_grace"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/seal_of_investiture"},{"key":"seasonal_prediction","name":"Seasonal Prediction","aliases":[],"parent":"steppe_season","children":[],"description":"A skillful Stargazer can predict the next Steppe Season in a region, offering helpful information to their liege in order to plan their next moves.","links":["steppe_season"],"dlc":null,"page":"https://ck3db.com/concepts/seasonal_prediction"},{"key":"secrecy","name":"Secrecy","aliases":[],"parent":"scheme","children":["secrecy_grace"],"description":"The Secrecy of a Hostile Scheme determines how likely it is for it to remain undetected from the Scheme target.\n\nThe Secrecy of a Scheme will have an initial immunity period where it is unable to be discovered. After this period, the Scheme will be at risk of being discovered every month through a Breach. Your Agents can greatly impact how well you are able to keep your Scheme secret.\n\nA Scheme with a Secrecy of 80% has a 20% chance to be discovered on execution, and a 2% chance to be discovered each month it continues.","links":["hostile_scheme","scheme","scheme_breach","agents"],"dlc":null,"page":"https://ck3db.com/concepts/secrecy"},{"key":"secret","name":"Secret","aliases":["Secrets"],"parent":null,"children":[],"description":"Secrets are things that characters do not wish others to know because they are embarrassing, immoral or outright Criminal.\n\nSecrets can be discovered through the 'Find Secrets' Councillor Task for the Spymaster. Once you know someone's Secret, you can Blackmail the character to gain a Hook.","links":["crime","councillor_task","spymaster","blackmail","hook"],"dlc":null,"page":"https://ck3db.com/concepts/secret"},{"key":"secret_scheme","name":"Secret Scheme","aliases":["Secret Schemes","Secret"],"parent":"scheme","children":[],"description":"A Secret Scheme is a Scheme that progresses unbeknownst to the Scheme Target.\n\nHowever, it can be discovered, causing a reduction in Success Chance, and increasing the likelihood that the Scheme Owner is discovered when the Scheme executes.\n\nAgents that are recruited to a Secret Scheme have a chance of being Discovered.","links":["scheme","scheme_target","scheme_success_chance","scheme_owner","agents","agent_discovery"],"dlc":null,"page":"https://ck3db.com/concepts/secret_scheme"},{"key":"grand_secretariat_director","name":"Secretary Director","aliases":["Grand Secretariat","Grand Secretariat's","Grand Secretariat System"],"parent":"diarch","children":[],"description":"The Secretary Director is a type of Diarch for Son of Heaven, helping the divine ruler to manage the Realm.\n\nWho the Director is depends on the active Grand Secretariat Control Law. The position can be held by either the Grand Chancellor, the Grand Marshal, or the Imperial Censor.\n\nThe Director is able to start most Great Projects available to certain Ministers and Son of Heaven.","links":["diarch","son_of_heaven","realm","law","minister_grand_chancellor","minister_grand_marshal","minister_censor","great_project","minister"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/grand_secretariat_director"},{"key":"secular_obligations","name":"Secular Obligations","aliases":["Personal Obligations","Fixed Obligations"],"parent":"church_obligations","children":[],"description":"Secular Obligations represent how it is determined what amount of income from Church Holdings belongs to the local Secular Ruler.\n\nThe types are:\n\n• Personal Obligations: Secular rulers get up to 25% of Church Holding income, depending on Realm Priest opinion and/or Hooks\n\n• Fixed Obligations: Secular rulers get 15% of Church Holding income, regardless of Realm Priest opinion or Hooks\n\nIn some chapters secular rulers additionally hold local power over the Church:\n\n• Local Power: Secular rulers get an additional 10% of Church Holding income (up to the maximum of 25%)","links":["church_property","secular_ruler","realm_priest","hook"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/secular_obligations"},{"key":"secular_opinion","name":"Secular Opinion","aliases":[],"parent":"opinion","children":[],"description":"This type of Opinion affects all characters that are not Clergy.","links":["opinion","clergy"],"dlc":null,"page":"https://ck3db.com/concepts/secular_opinion"},{"key":"secular_ruler","name":"Secular Ruler","aliases":["Secular Rulers","Secular"],"parent":"ruler","children":[],"description":"A Secular Ruler is a Ruler that is not part of a religious Government Form.","links":["ruler","government"],"dlc":null,"page":"https://ck3db.com/concepts/secular_ruler"},{"key":"external_ruler_puppet","name":"Secular Ruler Puppet","aliases":["Secular Ruler Puppets"],"parent":"puppet","children":[],"description":"A non-Clergy Ruler that has become Puppet to another Character. Through this puppet, you can meddle in the affairs of other Realms, for example by using Schemes or Imprisonment.\n\nAcquiring a puppet of this type requires at least one of these to be true:\n\n• You are a Clergy Vassal of the target\n\n• You are a Seducer and the target is your Lover, or your Soulmate if the target is of King rank or higher\n\n• You are a Torturer and hold the target in your Dungeon\n\n• You are Family Hierarch and the target is your Close Family\n\n• You are a Diplomat and the target is an Independent Ruler\n\n• You are a Schemer and have a Hook on the target, or a Strong Hook if the target is of King rank or higher\n\n• You are a Gallant and the target is your Spouse\n\n• You are a Diarch of the target in an Entrenched Regency\n\n• You are the target's Head of Faith, Challenger Head of Faith, or Head of Rite","links":["clergy","ruler","puppet","character","realm","scheme","prison","vassal","lover","soulmate","king","dungeon","close_family","independent_ruler","hook","strong_hook","spouse","diarch","entrenched_regency","head_of_faith","challenger_hof","head_of_rite"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/external_ruler_puppet"},{"key":"petition_antipope_indulgences_interaction","name":"Seek Antipope's Indulgence","aliases":[],"parent":null,"children":[],"description":"An Interaction available to anyone following a Challenger Head of Faith. Pay Gold to your Antipope for forgiveness and Piety, bypassing the Mainline Rite Head of Faith. Their sponsor is accepted automatically.","links":["interaction","challenger_hof","gold","piety","mainline_rite","head_of_faith"],"dlc":null,"page":"https://ck3db.com/concepts/petition_antipope_indulgences_interaction"},{"key":"seize_peripheral_duchy","name":"Seize Peripheral Duchy","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli available to Rulers bordering a Realm governed by a Bureaucratic Government Form.\n\nIt allows the attacker to seize a neighboring Duchy that lies outside the defender's capital's De Jure hierarchy.","links":["casus_belli","ruler","realm","government_bureaucratic_type","government","duchy","de_jure"],"dlc":null,"page":"https://ck3db.com/concepts/seize_peripheral_duchy"},{"key":"sell_titles_decision","name":"Sell Titles Decision","aliases":["Sell Titles"],"parent":"decision","children":[],"description":"A Decision allowing for the sale of trivial titles — titles of a purely symbolic importance. Grants Gold in exchange for Prestige.","links":["decision","gold","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/sell_titles_decision"},{"key":"settlement_issue","name":"Settlement Issue","aliases":[],"parent":null,"children":[],"description":"Settlement Issues are tasks given to a Nomad Ruler after finishing a Migration to new lands. They give the opportunity to handle conflicts and increase the local County Control in the new Domain.\n\nThese issues will continue to happen for the first years after a ruler has migrated, as long as the county has low county control.","links":["nomadic","ruler","migration","county_control","domain"],"dlc":null,"page":"https://ck3db.com/concepts/settlement_issue"},{"key":"settlement_issue_tier","name":"Settlement Issue Tier","aliases":[],"parent":null,"children":[],"description":"Every Settlement Issue has a Settlement Issue Tier, which reflects the overall rewards of an Issue when successfully solved. Solving an Issue with with a higher tier will typical in more rewards in addition to the County Control.","links":["settlement_issue","county_control"],"dlc":null,"page":"https://ck3db.com/concepts/settlement_issue_tier"},{"key":"sexuality","name":"Sexual Orientation","aliases":[],"parent":null,"children":["heterosexual","homosexual","bisexual","asexual"],"description":"A character's sexual orientation determines which other characters they are potentially Attracted to.\n\nSexual orientation has no impact on who they can Marry, but may reduce the Fertility of a wedded couple if either spouse fails to match the other's preference.\n\nThe limited sexual orientations modeled in Crusader Kings III include:\n\n• Heterosexual\n\n• Homosexual\n\n• Bisexual\n\n• Asexual","links":["attraction","marriage","fertility","heterosexual","homosexual","bisexual","asexual"],"dlc":null,"page":"https://ck3db.com/concepts/sexuality"},{"key":"shogun","name":"Shōgun","aliases":["Shōgun's"],"parent":"ceremonial_regent","children":[],"description":"A Shōgun, or Dictator, is the de facto Sōryō Government ruler of all Japan, who has consolidated their position to the point their succession is hereditary, and reigns in the Ten'nō's stead.","links":["soryo_government","japanese_emperor"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/shogun"},{"key":"short_reign","name":"Short Reign","aliases":[],"parent":null,"children":[],"description":"'Short Reign' is a decaying Opinion penalty that all characters in a Realm get with a new Liege.\n\nIn a similar way, subjects get an increasing Long Reign Opinion bonus with Lieges who have ruled over them for a long time.","links":["opinion","realm","liege","long_reign"],"dlc":null,"page":"https://ck3db.com/concepts/short_reign"},{"key":"shunned","name":"Shunned","aliases":[],"parent":null,"children":[],"description":"Many Rites have Doctrines which designate certain behaviors as Shunned. Depending on the specific Doctrine, these behaviors may also be considered Criminal.\n\nCharacters who are caught practicing behaviors that are Shunned by their Rite lose a Level of Devotion and gain a corresponding Fame Trait; this Trait will be disliked by everyone whose Rite considers that behavior to be either Shunned or Criminal.\n\nExamples of Shunned behaviors include:\n\n• Fornicator\n\n• Adulterer\n\n• Deviant\n\n• Sodomite\n\n• Kinslayer\n\n• Witch","links":["rite","doctrines","crime","piety_level","fame_trait"],"dlc":null,"page":"https://ck3db.com/concepts/shunned"},{"key":"siege","name":"Siege","aliases":["Besiege","Besieged","Sieges","Besieging"],"parent":null,"children":[],"description":"Siege is when an Army surrounds a Fortified Holding in order to starve the citizens into submission so that it can be Occupied. A Siege starts automatically once an Army enters the location of a hostile Fortified Holding and stands still — if the Army outnumbers the Garrison.\n\nThe besieging Army can Assault the Holding if its walls are Breached.","links":["army","fortified_holding","occupation","garrison","assault"],"dlc":null,"page":"https://ck3db.com/concepts/siege"},{"key":"siege_progress","name":"Siege Progress","aliases":[],"parent":null,"children":[],"description":"The Siege Progress indicates how close a Siege is to being completed and how long the Siege is expected to last. When Progress is full, the Holding will become Occupied.\n\nThe amount of Siege Progress required is affected by Fort Level and the manning of the Garrison.\n\nProgress is gained daily and is affected by Siege Events. It can also be increased by having Siege Weapons, or an Army that vastly outnumbers the Garrison.","links":["siege","holding","occupation","fort_level","garrison","siege_weapon","army"],"dlc":null,"page":"https://ck3db.com/concepts/siege_progress"},{"key":"adventurer_siege_replenishment","name":"Siege Replenishment","aliases":[],"parent":"reinforce_soldiers","children":[],"description":"When an Adventurer successfully Sieges a Holding, a portion of their Men-at-Arms will be replenished.\n\nAll Men-at-Arms Regiments in the Army will be replenished by x2 times the Holding's Loot value.\n\nThe increase is made up of new recruits, the press-ganging of locals, and simply paying those who wandered off during the siege.","links":["adventurer","siege","holding","men_at_arms","regiment","army","loot"],"dlc":null,"page":"https://ck3db.com/concepts/adventurer_siege_replenishment"},{"key":"siege_weapon","name":"Siege Weapon","aliases":["Siege Weapons"],"parent":null,"children":[],"description":"Siege Weapons are Men-at-Arms that focus entirely on Sieges.\n\nThey do not have an impact on Battles, but will make a Siege complete much faster by increasing the Siege Progress.\n\nHowever, Siege Weapons are only effective at besieging Holdings up to a certain Fort Level.","links":["men_at_arms","siege","battle","siege_progress","holding","fort_level"],"dlc":null,"page":"https://ck3db.com/concepts/siege_weapon"},{"key":"dynasty_prestige_level_6","name":"Significant","aliases":[],"parent":null,"children":[],"description":"Significant","links":[],"dlc":null,"page":null},{"key":"silk_road_situation","name":"Silk Road","aliases":["Silk Road"],"parent":null,"children":["situation_silk_road_phase_exceptional_bounty","situation_silk_road_phase_steady_trading","situation_silk_road_phase_hardship"],"description":"The Silk Road is not one road, but a whole network of routes that connect the furthest corners of civilization to exchange gold, goods, and ideas. To have access to the Silk Road is to have access to all the riches of the world.\n\nDifferent levels of access to the silk road grant varying gold bonuses, and may provide unique opportunities to unlock exotic Innovations. The amount of gold and knowledge traveling on the Silk Road will change depending on its prosperity, which is influenced by many factors, including wars, events, and China's Dynastic Cycle.","links":["innovation","dynastic_cycle"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/silk_road_situation"},{"key":"silk_road_innovation","name":"Silk Road Innovation","aliases":["Silk Road Innovations","Silk Road"],"parent":null,"children":[],"description":"Silk Road Innovations are Innovations that spread westwards along the Silk Road.\n\nCultures with the Sinophilic Tradition have access to all Silk Road Innovations discovered by the Han Culture.\n\nRulers outside the Silk Road can attempt to bring knowledge back to their Culture via the Visit a Silk Road Market Decision. If successful, the Silk Road Innovation can be discovered like any other Innovation once they return.","links":["innovation","silk_road_situation","culture_tradition","ruler","culture","decision"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/silk_road_innovation"},{"key":"sin","name":"Sin","aliases":["Sins","Sinful"],"parent":null,"children":["sin_weight"],"description":"Every Rite considers certain Traits to be Sinful. Characters with these Traits incur Opinion penalties from all characters who consider those traits Sinful, even if they do not share the same Rite. In addition, Characters who have Traits that their own Rite considers Sinful will lose Piety every month.\n\nExactly what traits are considered to be Sins varies from Rite to Rite, but is typically determined by a combination of that Rite's Tenets and the Religion the Rite belongs to.","links":["rite","trait","opinion","piety","tenet","religion"],"dlc":null,"page":"https://ck3db.com/concepts/sin"},{"key":"sin_weight","name":"Sin Weight","aliases":[],"parent":"sin","children":[],"description":"Traits can have an associated Sin or Virtue Weight, determined by the Tenets and Doctrines of a Rite, and the Religion it belongs to.\n\nThe traits with the highest Sin or Virtue Weight within a Rite become that Rite's Sins and Virtues.","links":["sin","virtue","tenet","doctrines","rite","religion"],"dlc":null,"page":"https://ck3db.com/concepts/sin_weight"},{"key":"single_combat_fight","name":"Single Combat","aliases":["Duel","Single Combats","Duels","Sudden Death"],"parent":null,"children":["single_combat_success_chance","single_combat_injury_chance","single_combat_prowess_bonus","single_combat_prowess_malus"],"description":"In a Single Combat, two Characters fight, either to the Death or to first blood. Each round, both Characters select one randomly rolled option from a list, trading blows until one Character gets a solid strike in, with the options available depending on your Prowess and Traits.\n\nSome options may give special effects, and most will increase your Likelihood of Success and Risk of Injury. As Duels go on, they grow more dangerous and uncertain, and it becomes easier to win or hurt yourself. After several rounds, Duels enter sudden death, ending immediately with the higher Prowess combatant winning.\n\nWhen fighting Duels, you may gain temporary Duel Edge Bonus or Duel Edge Penalty Character Modifiers, increasing or reducing your Prowess until the Duel ends.","links":["character","character_death","prowess_skill","trait","single_combat_success_chance","single_combat_injury_chance","single_combat_prowess_bonus","single_combat_prowess_malus","character_modifier"],"dlc":null,"page":"https://ck3db.com/concepts/single_combat_fight"},{"key":"situation","name":"Situation","aliases":["Situations"],"parent":null,"children":["the_great_steppe","situation_sub_region","situation_phase","situation_participant_group","situation_catalyst","dynastic_cycle"],"description":"Situations are medium to long term affairs that involve characters within a geographical Situation Region, switching between different Situation Phases.","links":["situation_sub_region","situation_phase"],"dlc":null,"page":"https://ck3db.com/concepts/situation"},{"key":"situation_catalyst","name":"Situation Catalyst","aliases":["Catalyst","Catalysts"],"parent":"situation","children":["dynastic_cycle_catalyst"],"description":"Certain Situations transition between Situation Phases when a Situation Catalyst occurs.\n\nA list of which Situation Catalyst are important in each Situation Phase can be found in the Situation window.","links":["situation","situation_phase"],"dlc":null,"page":"https://ck3db.com/concepts/situation_catalyst"},{"key":"situation_phase","name":"Situation Phase","aliases":["Situation Phases"],"parent":"situation","children":[],"description":"Each Situation Phase has its own modifiers and conditions that affect the involved characters.\n\nSome Situation Phases are triggered by specific conditions, while others simply follow the passage of time.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/situation_phase"},{"key":"situation_sub_region","name":"Situation Region","aliases":["Situation Regions"],"parent":"situation","children":[],"description":"Situations may have more than one region, each of them with independent Situation Phases.","links":["situation","situation_phase"],"dlc":null,"page":"https://ck3db.com/concepts/situation_sub_region"},{"key":"skill_challenges","name":"Skill Challenges","aliases":["Challenges"],"parent":"skills","children":[],"description":"Skill challenges are moments where a character has a chance to use one of their Skills to affect the outcome of an event. The higher the skill, or skills, the more likely the character will get their will or a beneficial outcome will happen.","links":["skills"],"dlc":null,"page":"https://ck3db.com/concepts/skill_challenges"},{"key":"skills","name":"Skills","aliases":["Skill"],"parent":null,"children":["diplomacy_skill","martial_skill","stewardship_skill","intrigue_skill","learning_skill","prowess_skill","skill_challenges"],"description":"The Skills of a Character measure how good they are at various things.\n\nThe five main skills are: Diplomacy, Martial, Stewardship, Intrigue, Learning.","links":["diplomacy_skill","martial_skill","stewardship_skill","intrigue_skill","learning_skill"],"dlc":null,"page":"https://ck3db.com/concepts/skills"},{"key":"skirmishers","name":"Skirmishers","aliases":["Skirmisher"],"parent":"men_at_arms","children":[],"description":"Skirmishers are Men-at-Arms who are lightly armed and skilled in harassing the enemy.\n\nWhile each kind of Skirmisher is unique, they generally Counter Heavy Infantry, and are in turn Countered by Archers.","links":["men_at_arms","men_at_arms_counter","heavy_infantry","archers"],"dlc":null,"page":"https://ck3db.com/concepts/skirmishers"},{"key":"soldiers","name":"Soldiers","aliases":["Soldier"],"parent":"regiment","children":["levies","men_at_arms","routed_soldiers","dead_soldiers","troop_quality","retinue_maa","title_men_at_arms"],"description":"Soldiers is a collective term for the troops in a Regiment or an Army, whether they are Levies, Men-at-Arms, or Knights.\n\nHaving the most Soldiers helps win Battles and Sieges.","links":["regiment","army","levies","men_at_arms","knight","battle","siege"],"dlc":null,"page":"https://ck3db.com/concepts/soldiers"},{"key":"son_of_heaven","name":"Son of Heaven","aliases":["Son of Heaven's"],"parent":"mandate_of_heaven","children":[],"description":"The Son of Heaven is the Hegemon of China and the Top Liege of the Celestial Government.\n\nThe Son of Heaven has a special form of Legitimacy, the Mandate of Heaven, and a unique Participant Group simply called Son of Heaven.","links":["hegemon","top_liege","celestial_government","legitimacy","mandate_of_heaven","situation_participant_group"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/son_of_heaven"},{"key":"soryo_government","name":"Sōryō Government","aliases":["Sōryō","Sōryō"],"parent":"government","children":[],"description":"Sōryō is a type of Feudal Government unique to Japan.\n\nSōryō represents local lords who have discarded or supplanted the reach of the central Ritsuryō government and rule provinces as their own fiefs.\n\nSōryō Characters do not use Influence, but Noble Family Heads retain their Family Manor and House Aspiration.\n\nThough they cannot be elected Ruling Regent, Sōryō Rulers may take power via the Install Ruling Regent Faction, and use the Formalize Shōgunate Decision.\n\nSōryō Ruling Regents govern the Realm on behalf of the Japanese Emperor, inherit by Primogeniture Succession, and may be overthrown by Faction demand.\n\nSōryō House Heads may create and join House Blocs within the Realm.\n\nJapanese Governments have a lower Domain Limit than others, which may be increased by upgrading the Family Manor.\n\nSōryō refers to the early stages of Japanese feudalization beginning in the Heian-period, increasingly formalized under the Kamakura-period's first Shōgunate.","links":["feudal","government","ritsuryo_government","influence","noble_family","house_head","japanese_manor","house_aspiration","ceremonial_regent","ruler","faction","decision","realm","japanese_emperor","succession","house_bloc","domain_limit"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/soryo_government"},{"key":"soulmate","name":"Soulmate","aliases":["Soulmates","Soulmate's","Soulmates'"],"parent":"relation","children":[],"description":"A Soulmate is a Special Relation indicating a deep, profound, romantic love. It is a stronger Special Relation than a Lover. A Character can only have one Soulmate.","links":["lover"],"dlc":null,"page":"https://ck3db.com/concepts/soulmate"},{"key":"spearmen","name":"Spearmen","aliases":[],"parent":"men_at_arms","children":[],"description":"Spearmen are Men-at-Arms who fight on foot with various polearms.\n\nWhile each kind of Spearman is unique, they generally Counter Heavy Cavalry and Light Cavalry, and are in turn Countered by Heavy Infantry.\n\nSpearmen are also often strong on hilly and mountainous Terrain.","links":["men_at_arms","men_at_arms_counter","heavy_cavalry","light_cavalry","heavy_infantry","terrain"],"dlc":null,"page":"https://ck3db.com/concepts/spearmen"},{"key":"special_building","name":"Special Building","aliases":["Special Buildings"],"parent":"building","children":[],"description":"Special Buildings are unique Buildings that are present in a few predetermined places around the world.\n\nExamples include ancient wonders, grand cathedrals, and notable mines. Some are already constructed at the start of the game, while others have to be constructed.\n\nSpecial Buildings are usually very powerful, and well worth fighting for.","links":["building"],"dlc":null,"page":"https://ck3db.com/concepts/special_building"},{"key":"special_guest","name":"Special Guest","aliases":["Special Guests"],"parent":"activity","children":[],"description":"Special Guests hold a special place of honor at Grand Activities. Honor someone at your Feast or select a Champion to represent you at your Grand Tournament!\n\nThey are more likely to accept your invitation and any activity to which they are invited will not begin until they arrive.","links":["grand_activity"],"dlc":null,"page":"https://ck3db.com/concepts/special_guest"},{"key":"relation","name":"Special Relation","aliases":["Special Relations","Special Relationship"],"parent":null,"children":["lover","soulmate","friend","best_friend","rival","nemesis","grudge","guardian","ward","mentor","student","bully","victim","crush","blood_brother"],"description":"Special Relations are relationships a character has which are not bound by family or Vassalage. These Special Relations fall into several different categories, may carry Character Modifiers for the character involved, and determine what things can happen between them.\n\nStandard Relations:\n\n• Friend\n\n• Lover\n\n• Rival\n\n• Guardian\n\n• Ward\n\n• Mentor\n\n• Student\n\n• Elder\n\n• Disciple\n\nUpgraded Relations:\n\n• Best Friend\n\n• Soulmate\n\n• Nemesis\n\nChildhood Relations:\n\n• Bully\n\n• Victim\n\n• Crush","links":["vassal","character_modifier","friend","lover","rival","guardian","ward","mentor","student","elder","disciple","best_friend","soulmate","nemesis","bully","victim","crush"],"dlc":null,"page":"https://ck3db.com/concepts/relation"},{"key":"special_troops","name":"Special Soldiers","aliases":[],"parent":null,"children":[],"description":"Special Soldiers are not like regular Armies, as they are not raised from a Holding. Special Soldiers can be gained through Events, and represent various things such as retinues, ravenous hordes and ambitious peasantry.\n\nNormally they do not cost maintenance, and do not reinforce. Use them wisely if you have them.\n\nSeveral historical Rulers start with Special Soldiers.","links":["army","holding","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/special_troops"},{"key":"spectator","name":"Spectator","aliases":["Spectators","Spectating","Spectate"],"parent":"grand_activities","children":[],"description":"Any character who is not permitted to compete in a Contest will Spectate instead.\n\nIt is also possible to potential Contestants to opt-out instead of competing.","links":["contest","spectator","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/spectator"},{"key":"travel_speed","name":"Speed","aliases":[],"parent":"travel","children":[],"description":"Having a high Speed while Traveling will enable you to get to your destination faster. Your Speed is affected by your Skills as well as those of your Caravan Master.\n\nA character's contribution can never be lower than 0.","links":["travel","skills","character"],"dlc":null,"page":"https://ck3db.com/concepts/travel_speed"},{"key":"spiritual_fulfillment","name":"Spiritual Fulfillment","aliases":["Fulfillment"],"parent":null,"children":["spiritual_fulfillment_level"],"description":"Spiritual Fulfillment is the measurement of how at peace a Character feels in respect to their Faith.\n\nThe baseline is calculated based on the Traits they have, and whether they are considered Sinful or Virtuous.\n\nSpiritual Fulfillment can be gained or lost by acting in ways that the Faith considers appropriate, and Personal Tenets can be adopted to offset harmful traits.","links":["character","faith","trait","sin","virtue","personal_tenet"],"dlc":null,"page":"https://ck3db.com/concepts/spiritual_fulfillment"},{"key":"spiritual_fulfillment_level","name":"Spiritual Fulfillment Level","aliases":["Spiritual Fulfillment Levels"],"parent":"spiritual_fulfillment","children":[],"description":"A Character's Spiritual Fulfillment is divided into Spiritual Fulfillment Levels by thresholds, each applying its own effects.\n\nLow levels make life harder and sinful deeds cheaper. High levels make devotion easier and open new religious options.","links":["character","spiritual_fulfillment"],"dlc":null,"page":"https://ck3db.com/concepts/spiritual_fulfillment_level"},{"key":"spiritual_head_of_faith","name":"Spiritual Head of Faith","aliases":["Spiritual"],"parent":"head_of_faith","children":[],"description":"A Spiritual Head of Faith is Theocratic and does not have to be Landed (although they can be).\n\nSpiritual Heads of Faith usually have access to interactions such as being able to grant Claims or Gold.\n\nShould the Doctrines of the Faith allow for Great Holy Wars then they will be Undirected (e.g. Crusades).","links":["head_of_faith","theocracy","landed","title_claim","gold","doctrines","faith","great_holy_war","undirected_great_holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/spiritual_head_of_faith"},{"key":"sponsor","name":"Sponsor","aliases":["Sponsored"],"parent":null,"children":[],"description":"A Sponsor is Ruler who funds the Project of an Inspired Character.","links":["ruler","project","inspiration","character"],"dlc":null,"page":"https://ck3db.com/concepts/sponsor"},{"key":"golden_age_jewish_science_in_iberia_decision","name":"Sponsor Jewish Sciences","aliases":[],"parent":null,"children":[],"description":"A Decision where you sponsor local Jewish scholars and reap the benefits.","links":["decision"],"dlc":"The Fate of Iberia","page":"https://ck3db.com/concepts/golden_age_jewish_science_in_iberia_decision"},{"key":"spouse","name":"Spouse","aliases":["Spouses","Spouse's"],"parent":null,"children":["primary_spouse","available_spouse"],"description":"A Spouse is a Character's husband or wife; the result of a Marriage.\n\nIn order to have legitimate offspring and produce Heirs, you should have a Spouse or Concubine (though Bastards can be legitimized).\n\nThe only way of forging an Alliance is through marriage or Betrothal; your own or that of a close relative.\n\nYour (main) Spouse is also a member of your Council and can perform many useful Councillor Tasks.\n\nFaith Doctrines determine how many Spouses you can have and how they can be Divorced.","links":["marriage","heir","concubinage","bastard","alliance","betrothal","council","councillor_task","faith","doctrines","divorce"],"dlc":null,"page":"https://ck3db.com/concepts/spouse"},{"key":"spymaster","name":"Spymaster","aliases":[],"parent":"councillor","children":[],"description":"The Spymaster is your Councillor in charge of matters of intrigue and intelligence. Beware of having a disloyal Spymaster, for they can easily conceal and participate in a Murder against you and your close family!","links":["councillor"],"dlc":null,"page":"https://ck3db.com/concepts/spymaster"},{"key":"accolade_squires","name":"Squires","aliases":["Squire"],"parent":"accolades","children":[],"description":"Each Accolade has Squires Aptitude metric, which modifies the Traits and Skills (principally, Prowess Skill, Martial Skill and Hastiluder Trait Experience) of its next Acclaimed Knight.\n\nThere are 5 levels of Aptitude for Squires:\n\n• Accomplished\n\n• Capable\n\n• Inexperienced\n\n• Feckless\n\n• Pathetic\n\nHaving an Aptitude of Inexperienced or higher will cause the Acclaimed Knight to sporadically influence the Traits and Skills of young, martial-gender Courtiers, giving them priority to assume the Accolade upon Accolade Succession\n\nSquires are principally improved by Glory gain, but also:\n\n• The Acclaimed Knight's Prowess Skill\n\n• The Acclaimed Knight's Martial Skill'\n\n• The Acclaimed Knight gaining Hastiluder Trait Experience\n\n• The Acclaimed Knight gaining Aspiring Blademaster Trait Experience\n\n• The Martial Skill of the Accolade's Liege\n\n• The Prowess Skill of the Accolade's Liege\n\nEach Accolade Succession resets the Accolade's Squires.","links":["accolade","trait","skills","prowess_skill","martial_skill","trait_level_track_xp","acclaimed_knight","courtier","accolade_succession","glory","liege"],"dlc":"Accolades","page":"https://ck3db.com/concepts/accolade_squires"},{"key":"the_christian_church_stability","name":"Stability Chapter","aliases":["Stability"],"parent":"the_christian_church_chapter_type","children":[],"description":"A Stability Chapter is rare daylight for The Christian Church:\n\nBuilding in a Temple Holding is cheaper, Grand Cathedrals progress faster, Characters are more likely to become a Monk, and the Great Schism may get mended.\n\nConcord is the only Stability Chapter.","links":["the_christian_church","temple_holding","character"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/the_christian_church_stability"},{"key":"struggle_persia_phase_stabilisation","name":"Stabilization","aliases":[],"parent":"persian_struggle","children":[],"description":"Despite the brewing troubles, the caliph still commands respect. Rebellions and factionalism are on the back foot, but the lords of Persia will not be brought easily to heel.\n\nThe tension might spiral into Unrest, which would mean more chaos to come.","links":["struggle_persia_phase_unrest"],"dlc":"Legacy of Persia","page":"https://ck3db.com/concepts/struggle_persia_phase_stabilisation"},{"key":"dynastic_cycle_era_type_stable","name":"Stable Era","aliases":[],"parent":"dynastic_cycle","children":[],"description":"Stable Era Types present times when the Empire is most prosperous and successful, and the Mandate of Heaven is strong.\n\nEras: Expansion, Advancement","links":["dynastic_cycle_era_type","mandate_of_heaven"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/dynastic_cycle_era_type_stable"},{"key":"state_rite","name":"State Rite","aliases":["State Rite"],"parent":"rite","children":[],"description":"State Rite is the Rite supported and condoned by an Administrative Government. This rite is attached to the Title and not to any one specific Character. It is easier to convert characters in the Realm to the state rite and very difficult to convert them away from it.\n\nOnly the Ruler of an Administrative Realm may change the State Rite, but Governors may freely convert to it.","links":["rite","administrative","title","character","realm","ruler","governor"],"dlc":null,"page":"https://ck3db.com/concepts/state_rite"},{"key":"stationed_regiment","name":"Stationed Regiment","aliases":["Station Regiment","Stationed","Station","Stationed Holding"],"parent":"regiment","children":[],"description":"A Men-at-Arms Regiment receives bonuses to its effectiveness by being Stationed in a Holding.\n\nBuildings can further increase these bonuses — sometimes for any type of Men-at-Arms, but most commonly for one or two. For example, Small Stables provides a bonus to Stationed Light Cavalry and Heavy Cavalry.\n\nYou can Station at any time except during War, or if the Holding is Occupied. If a Holding is lost, any Stationed Men-at-Arms will be unstationed.","links":["men_at_arms","regiment","holding","building","light_cavalry","heavy_cavalry","war","occupation"],"dlc":null,"page":"https://ck3db.com/concepts/stationed_regiment"},{"key":"situation_silk_road_phase_steady_trading","name":"Steady Trading","aliases":[],"parent":"silk_road_situation","children":[],"description":"Profits are made, deals are haggled over, and business continues as usual. There might be some more lucrative options elsewhere, but the Silk Road is more reliable.","links":[],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/situation_silk_road_phase_steady_trading"},{"key":"steppe_season","name":"Steppe Season","aliases":["Steppe Seasons"],"parent":"the_great_steppe","children":["seasonal_prediction"],"description":"A Steppe Season represents the current climate of The Great Steppe, and the effects that this has on County Fertility, as well as the actions that are available to involved Situation Rulers.\n\nSteppe Seasons are independent to each region, and Nomadic Rulers may want to move to those with positive active Seasons.\n\nOn occasion, the same Season may occur in more than one Situation Region at a time.","links":["the_great_steppe","county_fertility","situation","ruler","situation_sub_region"],"dlc":null,"page":"https://ck3db.com/concepts/steppe_season"},{"key":"steward","name":"Steward","aliases":["Stewards"],"parent":"councillor","children":[],"description":"The Steward is the Councillor in charge of Domain administration, for example matters of Taxation, Culture and Development.","links":["councillor","domain","taxes","culture","county_development"],"dlc":null,"page":"https://ck3db.com/concepts/steward"},{"key":"stewardship_task_contract","name":"Stewardship Contract","aliases":["Stewardship Contracts","Stewardship Contract's","Stewardship Contracts'"],"parent":"task_contracts","children":[],"description":"A Stewardship Contract typically involves performing a census or even constructing buildings.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/stewardship_task_contract"},{"key":"stewardship_lifestyle","name":"Stewardship Lifestyle","aliases":[],"parent":"focus","children":[],"description":"The Stewardship Lifestyle is suitable for Characters who want to improve their Domain, appease their Liege and Vassals, or gain a lot of Gold.","links":["domain","liege","vassal","gold"],"dlc":null,"page":"https://ck3db.com/concepts/stewardship_lifestyle"},{"key":"stewardship_skill","name":"Stewardship Skill","aliases":["Stewardship"],"parent":"skills","children":[],"description":"Stewardship is a Skill that helps Rulers manage their Domains. It directly increases Taxation, making it a very useful Skill for all rulers.\n\nThe corresponding Lifestyle is the Stewardship Lifestyle.","links":["skills","ruler","domain","taxes","lifestyle","stewardship_lifestyle"],"dlc":null,"page":"https://ck3db.com/concepts/stewardship_skill"},{"key":"stockade","name":"Stockade","aliases":["Stockades"],"parent":"prison","children":[],"description":"Imprisoned Characters kept in the Dungeon or Stockade suffer from increasing Stress as well as a Health penalty. In time, they are likely to die from Illness or suffer mental breaks.\n\nFor Landed Rulers, Commoners are automatically imprisoned in the Dungeon, but can be moved to House Arrest.","links":["prison","stress","health","illness","landed","ruler","commoner","house_arrest"],"dlc":null,"page":"https://ck3db.com/concepts/stockade"},{"key":"story_cycle","name":"Story","aliases":["Stories"],"parent":null,"children":[],"description":"A Story is a personal situation tied to a Ruler.\n\nThere are many kinds of Stories — from owning a Pet Dog to becoming a Conqueror. Each is built from different elements, typically involving key Characters, Titles, or Decisions.","links":["ruler","character","title","decision"],"dlc":null,"page":"https://ck3db.com/concepts/story_cycle"},{"key":"stress","name":"Stress","aliases":["Stress Loss"],"parent":null,"children":[],"description":"Characters gain Stress when taking actions that conflict with their Personality Traits.\n\nCharacters who gain enough Stress will also gain a Stress Level, causing various negative effects on their mental health that persist until they manage to reduce their Stress.\n\nA straight-forward way to relieve Stress is to partake in Activities such as a Hunt.","links":["personality_trait","stress_level","activity"],"dlc":null,"page":"https://ck3db.com/concepts/stress"},{"key":"stress_level","name":"Stress Level","aliases":["Stressed","Stress Levels"],"parent":null,"children":[],"description":"Every 100 Stress a character accumulates also causes them to gain a Stress Level. Stress Levels range from 0 to 3, with each level imposing increasing penalties to a character's Fertility and Health.\n\nIn addition, as long as a character has at least 1 Stress Level, they are vulnerable to Mental Breaks.","links":["stress","fertility","health","mental_break"],"dlc":null,"page":"https://ck3db.com/concepts/stress_level"},{"key":"strife","name":"Strife","aliases":["Strife Opinion"],"parent":"diarchy","children":[],"description":"Strife is an Opinion penalty for fellow Vassals.\n\nStrife occurs when a subject of the Liege takes an action against another Vassal. For example, Diarch uses their Borrowed Powers, or in Mandate events, as the Diarch does not have the same authority as their Liege","links":["opinion","vassal","liege","diarch_power","mandate"],"dlc":null,"page":"https://ck3db.com/concepts/strife"},{"key":"strong_hook","name":"Strong Hook","aliases":["Strong Hooks"],"parent":"hook","children":[],"description":"A Strong Hook is a very powerful Hook that you might have on a character who you have Blackmailed.\n\nStrong Hooks are much more powerful than Weak Hooks, and can force someone to do terrible deeds for you — such as to become your Agent in a Murder (in addition to everything a Weak Hook can do!)\n\nA Strong Hook also prevents the target from taking any hostile actions towards the holder.\n\nStrong Hooks are not spent when used, but instead go on a cooldown before they can be used again. The passive effect is not lost when the Hook is used.","links":["hook","blackmail","weak_hook","agents"],"dlc":null,"page":"https://ck3db.com/concepts/strong_hook"},{"key":"strong_vassal","name":"Strong Vassal","aliases":["Strong Vassals"],"parent":"vassal","children":[],"description":"A Strong Vassal is a Vassal who approaches or exceeds their Liege in power, incurring an Opinion penalty. They see their liege as weak and ill-suited to rule the realm.","links":["vassal","liege","opinion"],"dlc":null,"page":"https://ck3db.com/concepts/strong_vassal"},{"key":"struggle","name":"Struggle","aliases":["Struggles","Struggle's"],"parent":null,"children":["struggle_phase","struggle_catalyst","struggle_involved","struggle_interloper","struggle_uninvolved","struggle_region","struggle_conquest","struggle_involved_faith","struggle_involved_culture","ending_phase","struggle_ending_decision"],"description":"Struggles are long-term conflicts involving large Regions with many Faiths and Cultures. Within the boundaries of a Struggle, peculiar special rules and Modifiers may take effect, changing over time. Since they last decades to centuries, not all Characters in a Struggle are at War with each other all of the time.\n\nEach Struggle consists of multiple Phases. As Characters within the Struggle Region act (e.g., declaring War, or Marrying), they may activate Catalysts that progress them between the different Phases.\n\nDepending on the degree to which they're seen to be a part of the Struggle by other participants, Characters with Land in the area may be seen as Involved, Interlopers, or Uninvolved.","links":["struggle_region","faith","culture","modifier","character","war","struggle_phase","marriage","struggle_catalyst","landed","struggle_involved","struggle_interloper","struggle_uninvolved"],"dlc":null,"page":"https://ck3db.com/concepts/struggle"},{"key":"struggle_catalyst","name":"Struggle Catalyst","aliases":["Catalyst","Catalysts"],"parent":"struggle","children":["struggle_large_conquest"],"description":"Struggles transition between Phases when certain notable actions are taken, building their Struggle Region's consensus towards a particular mood. A list of which actions are important in which Phase can be found in the Struggle window.\n\nExample: the Opportunity Phase of the Iberian Struggle can transition into either the Hostility Phase or the Conciliation Phase. Murdering an important Character might work towards the former, whilst forming a Marriage Alliance with someone of a different Faith would build towards the latter.","links":["struggle","struggle_phase","struggle_region","struggle_phase_iberia_opportunity","iberian_struggle","struggle_phase_iberia_hostility","struggle_phase_iberia_conciliation","character","marriage","alliance","faith"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_catalyst"},{"key":"struggle_conquest","name":"Struggle Clash","aliases":["Clash","Clashes"],"parent":"struggle","children":[],"description":"It's not uncommon for Rulers involved in a Struggle to get into border disputes and petty quarrels, changing with the nature of the current Struggle Phase. The ready availability of niche local disputes allows Rulers to conduct small-scale land grabs, conquering or vassalizing their targets.\n\nSince Clashes depend on the environment of their Struggle, their Prestige cost scales with the current Struggle Phase.","links":["ruler","struggle","struggle_phase","prestige"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_conquest"},{"key":"struggle_large_conquest","name":"Struggle Large Conquest","aliases":[],"parent":"struggle_catalyst","children":[],"description":"Some Catalysts involve the successful completion of a major War by the attacker.\n\nThe following Casus Bellis are counted for this:\n\n• Duchy Conquest\n\n• Individual De Jure Duchy\n\n• Imperial Reconquest\n\n• Invasion\n\n• Clan Invasion\n\n• Mongol Invasion\n\n• Major Holy War\n\n• Both Directed & Undirected Great Holy Wars\n\n• Subjugation","links":["war","casus_belli","de_jure","duchy","holy_war","directed_great_holy_war","undirected_great_holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_large_conquest"},{"key":"struggle_phase","name":"Struggle Phase","aliases":["Phase","Phases"],"parent":"struggle","children":[],"description":"A Phase is a general mood common to Involved Characters and Counties within a Struggle Region. It represents short-term societal trends and mores temporarily dominating the dialogue of the Struggle.\n\nExample: in one Phase, the people of a Region may think that religious tolerance is paramount even if the rest of their faith disagrees.","links":["struggle_involved","character","county","struggle_region","struggle"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_phase"},{"key":"struggle_region","name":"Struggle Region","aliases":["Region","Regions"],"parent":"struggle","children":["iberian_struggle","persian_struggle"],"description":"Each Struggle is tied to a Region on the map. A Character's location within this Region (as well as their Culture and Faith) determines whether they are classified as Involved, an Interloper, or Uninvolved.\n\nCounties within a Struggle Region are generally subject to different County Modifiers depending on the current Phase.","links":["struggle","region","character","culture","faith","struggle_involved","struggle_interloper","struggle_uninvolved","county","county_modifier","struggle_phase"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_region"},{"key":"student","name":"Student","aliases":["Students","Student's","Students'"],"parent":"relation","children":[],"description":"Students are Characters benefiting from the advice of a Mentor, who is helping them to advance one of their Skills. Mentors are gained through events when your Lifestyle Focus is set to a Skill they excel at.","links":["character","mentor","skills","lifestyle","focus"],"dlc":null,"page":"https://ck3db.com/concepts/student"},{"key":"deceitful_progress_hostile_schemes_decision","name":"Study the Art of Scheming Decision","aliases":[],"parent":"decision","children":[],"description":"A Decision allowing you to improve your Hostile Schemes. Grants Success Chance and Scheme Phase Length in exchange for Stress.","links":["decision","hostile_scheme","scheme_success_chance","scheme_speed","stress"],"dlc":null,"page":"https://ck3db.com/concepts/deceitful_progress_hostile_schemes_decision"},{"key":"subject","name":"Subject","aliases":["Subjects"],"parent":"ruler","children":["tributary"],"description":"A Subject is any Ruler that has sworn loyalty to another ruler. They can be of various types, like Vassals or Tributaries, each with their own specifications.","links":["ruler","vassal","tributary"],"dlc":null,"page":"https://ck3db.com/concepts/subject"},{"key":"vassal_obligations","name":"Subject Obligations","aliases":["Obligations","Obligation"],"parent":null,"children":[],"description":"Subject Obligations define how much Tax and how many Levies a Subject provides to their Suzerain. A Subject's Government Form determines how their Obligations are modified.\n\nFor example, Feudal and Clan Vassals Obligations depend on their Vassal Contract, Administrative Vassal's depend on their Province Administration, while Tributary's depend on their Tributary Contract.","links":["taxes","levies","subject","suzerain","government","vassal","vassal_contract","province_administration","tributary","tributary_contract"],"dlc":null,"page":"https://ck3db.com/concepts/vassal_obligations"},{"key":"subject_standing","name":"Subject Standing","aliases":[],"parent":null,"children":[],"description":"Subject Standing represents the status bestowed onto a Tributary or Vassal by their Suzerain or Liege.","links":["tributary","vassal","suzerain","liege"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/subject_standing"},{"key":"succession","name":"Succession","aliases":[],"parent":null,"children":["disinherit","mandala_succession"],"description":"Succession occurs when a Ruler dies, dividing their Gold and Titles among their Heirs according to the Succession Laws.\n\nPlayers will keep playing as their Player Heir even if some titles are lost to other characters.\n\nIf there is no player heir, the game will end.\n\nSome rare circumstances can force a Succession to occur even before a ruler dies, such as losing an Excommunication War. Legally speaking, however, Rulers may not choose to abdicate on their own.","links":["ruler","gold","title","heir","succession_law","player_heir","excommunicated_ruler"],"dlc":null,"page":"https://ck3db.com/concepts/succession"},{"key":"diarch_succession","name":"Succession","aliases":["Diarch Succession"],"parent":"diarchy","children":[],"description":"Diarch Succession governs which of a Liege's direct Vassals or Courtiers is automatically made Diarch when one is needed.\n\nThis happens either because a Liege begins Power Sharing or because the current Diarch dies or is removed from office.\n\nDifferent types of Power Sharing may calculate succession order differently — in a Regency, landless Characters with strong personal connections to their Liege tend to dominate.\n\nSpeaking the Liege's Language (and Court Language, if they have one) is almost always crucial.","links":["liege","vassal","courtier","diarch","diarchy","regency","character","language","court_language"],"dlc":null,"page":"https://ck3db.com/concepts/diarch_succession"},{"key":"succession_law","name":"Succession Law","aliases":["Succession Laws"],"parent":"law","children":[],"description":"Every Ruler has a main Succession Law that determines what happens to their Titles on Succession.\n\nIn addition, an individual Title can sometimes have its own Title Succession Law that takes precedence over the default one. For example, the Holy Roman Empire might be Elective even though the emperor has Partition as main Succession Law.\n\nYou can only change Succession Law when at the appropriate level of Crown Authority.","links":["ruler","title","succession","title_succession","crown_authority"],"dlc":null,"page":"https://ck3db.com/concepts/succession_law"},{"key":"supply","name":"Supply","aliases":["Supply State","Supplies","Supplied"],"parent":null,"children":[],"description":"Supply is the amount of food and equipment an Army carries. Armies will begin losing Supply when their size goes above the Supply Limit of their current location.\n\nArmies that are running low on Supplies will suffer an Advantage penalty in Battle, and when they run out completely they will begin suffering from Attrition.\n\nSupply increases over time as long as the Army remains below the Supply Limit in friendly territory.","links":["army","supply_limit","battle_advantage","battle","attrition"],"dlc":null,"page":"https://ck3db.com/concepts/supply"},{"key":"supply_limit","name":"Supply Limit","aliases":[],"parent":null,"children":[],"description":"The Supply Limit dictates the amount of Soldiers you may have in a Barony, as determined by the Barony's Terrain and Development.\n\nShould your total Army size go above the Supply Limit, your Armies will lose Supply and eventually suffer from Attrition.","links":["soldiers","barony","terrain","county_development","army","supply","attrition"],"dlc":null,"page":"https://ck3db.com/concepts/supply_limit"},{"key":"coronation_supporter","name":"Supporter","aliases":["Supporters"],"parent":"coronation","children":[],"description":"Supporters are Guests at the Coronation Activity supporting the Host in their ascension to the throne. They will have special opportunities to aid the Ruler in securing their Legitimacy.\n\nThey are directly opposed to the Detractors, guests who are attempting to foil the host.","links":["activity_guest","coronation","activity","court_host","ruler","legitimacy","coronation_detractor"],"dlc":null,"page":"https://ck3db.com/concepts/coronation_supporter"},{"key":"suzerain","name":"Suzerain","aliases":["Suzerains","Suzerain's"],"parent":"ruler","children":[],"description":"A Suzerain is a Ruler with at least one Tributary. Suzerains may themselves be Tributaries to another Ruler, but they must never be Vassals.","links":["ruler","tributary","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/suzerain"},{"key":"suzerain_taxes","name":"Suzerain Taxes","aliases":[],"parent":"taxes","children":[],"description":"Your Suzerain Taxes are the Taxes that you must pay to your Suzerain as part of your Obligations.\n\nFrom your Suzerain's point of view, these same taxes are instead called Tributary Taxes to distinguish them from any taxes they may owe to their own Suzerain.","links":["taxes","suzerain","vassal_obligations","tributary_taxes"],"dlc":null,"page":"https://ck3db.com/concepts/suzerain_taxes"},{"key":"swing_scales_of_power","name":"Swing the Scales of Power","aliases":["Swing the Scales of Power"],"parent":"interaction","children":[],"description":"At the cost of Prestige, Piety, or Gold, a Liege or a Diarch can move the Scales of Power in their favor.","links":["prestige","piety","gold","liege","diarch","scales_of_power"],"dlc":null,"page":"https://ck3db.com/concepts/swing_scales_of_power"},{"key":"board_game_type_tabula","name":"Tabula","aliases":[],"parent":"board_game_match","children":[],"description":"When playing a Board Game, different play styles counter your opponent. Countering their moves severely reduces the points they gain from them, even if successful. Skilled opponents may note your own skills and deliberately attempt to counter you.\n\nIn Tabula:\n\n• Intrigue counters Learning\n\n• Learning counters Stewardship\n\n• Stewardship counters Intrigue","links":["intrigue_skill","learning_skill","stewardship_skill"],"dlc":null,"page":"https://ck3db.com/concepts/board_game_type_tabula"},{"key":"tax_collector","name":"Tax Collector","aliases":["Tax Collectors"],"parent":"tax_jurisdiction","children":[],"description":"A Tax Collector enables Tax Jurisdictions to function.\n\nTheir Aptitude determines the amount of Taxes and Levies they collect for their Liege.","links":["tax_jurisdiction","aptitude","taxes","levies","liege"],"dlc":null,"page":"https://ck3db.com/concepts/tax_collector"},{"key":"tax_decree","name":"Tax Decree","aliases":["Tax Decrees"],"parent":"tax_jurisdiction","children":[],"description":"Each Tax Jurisdiction can have a different Tax Decree, modifying the Taxes and Levies contributed by its Taxpayers.\n\nTax Decrees will often change the Obligations in return of another penalty or boon.","links":["tax_jurisdiction","taxes","levies","taxpayer","vassal_obligations"],"dlc":null,"page":"https://ck3db.com/concepts/tax_decree"},{"key":"tax_jurisdiction","name":"Tax Jurisdiction","aliases":["Tax Jurisdictions"],"parent":"clan","children":["tax_collector","tax_decree","taxpayer","untaxed_jurisdiction"],"description":"A Tax Jurisdiction is a group of Taxpayers made up of Clan Vassals. Each Tax Jurisdiction supports up to 12 Taxpayers.\n\nEach Tax Jurisdiction can have a Tax Decree.\n\nThe number of available Tax Jurisdictions is determined by Rank, Traditions, and Innovations.\n\nA Tax Jurisdiction requires a Tax Collector to be appointed.","links":["taxpayer","clan","vassal","tax_decree","title_rank","culture_tradition","innovation","tax_collector"],"dlc":null,"page":"https://ck3db.com/concepts/tax_jurisdiction"},{"key":"taxation_tour","name":"Taxation Tour","aliases":[],"parent":"tour","children":[],"description":"A Tour Type in which you attempt to extract wealth from your Vassals, gaining Gold.","links":["tour_type","vassal","gold"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/taxation_tour"},{"key":"taxes","name":"Taxes","aliases":["Tax","Taxation"],"parent":null,"children":["vassal_taxes","liege_taxes","tributary_taxes","suzerain_taxes"],"description":"Taxes are the most important monthly source of Gold Income for Rulers.\n\nEvery Holding a ruler has provides them with some Domain Taxes every month. In addition, most Vassals have an Obligation to pay a portion of their own collected Taxes to their Liege in the form of Liege Taxes.","links":["gold","income","ruler","holding","domain_income","vassal","vassal_obligations","liege","liege_taxes"],"dlc":null,"page":"https://ck3db.com/concepts/taxes"},{"key":"taxpayer","name":"Taxpayer","aliases":["Taxpayers"],"parent":"tax_jurisdiction","children":["unassigned_vassal"],"description":"Taxpayers are Clan Vassals that have been assigned to a Tax Jurisdiction, and will contribute monthly Tax Income and Levies as long as a Tax Collector is appointed.","links":["clan","vassal","tax_jurisdiction","taxes","levies","tax_collector"],"dlc":null,"page":"https://ck3db.com/concepts/taxpayer"},{"key":"contest_category_team","name":"Teams","aliases":[],"parent":"grand_activities","children":[],"description":"In Teams Contests, all Qualifying Contestants on the team with the most combined points at the end of the contest receive rewards.\n\nTeams Contests:\n\n• Melee","links":["contest","contest_qualification","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_category_team"},{"key":"temple_citadel_holding","name":"Temple Citadel Holding","aliases":["Temple Citadel","Temple Citadels","Temple Citadel Holdings"],"parent":"holding_type","children":[],"description":"Temple Citadels are a pragmatic mix of the Castle fortification and the Temple worship — it is the standard Holding Type for Mandala Rulers. They provide an even amount of Levies, Piety and Taxes.","links":["castle_holding","temple_holding","holding_type","mandala","ruler","levies","piety","taxes"],"dlc":null,"page":"https://ck3db.com/concepts/temple_citadel_holding"},{"key":"temple_holding","name":"Temple Holding","aliases":["Temple","Temples","Temple Holdings"],"parent":"holding_type","children":[],"description":"Temples are a Holding Type that can be held by members of the Clergy as Church Holdings (the Theocratic Government Form). However, in Faiths with the Lay Clergy Doctrine, anyone can hold Temples without penalty.\n\nTemples provide a fairly even mix of Levies and Taxes.","links":["holding_type","clergy","church_property","theocracy","government","faith","doctrines","levies","taxes"],"dlc":null,"page":"https://ck3db.com/concepts/temple_holding"},{"key":"temporal_head_of_faith","name":"Temporal Head of Faith","aliases":["Temporal"],"parent":"head_of_faith","children":[],"description":"A Temporal Head of Faith acts much like a normal Ruler, with the Head of Faith Title being destroyed should they lose all their land.\n\nShould the Doctrines of the Faith allow for Great Holy Wars they will be Directed (e.g. Jihads).","links":["head_of_faith","ruler","title","doctrines","faith","great_holy_war","directed_great_holy_war"],"dlc":null,"page":"https://ck3db.com/concepts/temporal_head_of_faith"},{"key":"tenet","name":"Tenet","aliases":["Tenets","Tenet","Tenets","Core"],"parent":null,"children":[],"description":"While Doctrines represent issues a Rite must take a stance on, Tenets represent the Rite's unique quirks and practices.","links":["doctrines","rite"],"dlc":null,"page":"https://ck3db.com/concepts/tenet"},{"key":"tenet_popularity","name":"Tenet Popularity","aliases":[],"parent":"tenet_status","children":[],"description":"As Personal Tenets spread within a Faith their practice becomes more common. Tenet Popularity tracks how widespread a Tenet is and affects how likely it is to be picked as debate topic in an Ecumenical Council or as a target of a Papal Bull.\n\nThe higher the Tenet Popularity, the more the Clergy will side with a tenet when it is debated in an Ecumenical Council. Once a tenet reaches 2000 Tenet Popularity, the Head of Faith will most likely declare it Permitted no matter their own convictions.","links":["personal_tenet","faith","tenet","ecumenical_council","papal_bull","clergy","head_of_faith","permitted_tenet_status"],"dlc":null,"page":"https://ck3db.com/concepts/tenet_popularity"},{"key":"tenet_status","name":"Tenet Status","aliases":[],"parent":"rite","children":["unknown_tenet_status","known_tenet_status","permitted_tenet_status","prohibited_tenet_status","core_tenet_status","tenet_popularity"],"description":"Tenet Status is a Rite's stance on a Tenet or Doctrine. There are five possible stances:\n\n• Unknown — the Rite has never heard of this Tenet or Doctrine.\n\n• Known — the Rite is aware of it and has not ruled on its practice.\n\n• Permitted — the Rite approves of the practice.\n\n• Prohibited — the Rite forbids the practice.\n\n• Core — the Rite both permits and actively promotes the Tenet.\n\nA Rite's stance governs whether a Tenet or Doctrine can be picked when authoring or diverging a Rite, and which practices cost adherents spiritual penalties.\n\nTenet Status is distinct from a Character's Religious Knowledge, which is personal awareness, not the overall Rite's stance.","links":["rite","tenet","doctrines","unknown_tenet_status","known_tenet_status","permitted_tenet_status","prohibited_tenet_status","core_tenet_status","character","tenet_knowledge"],"dlc":null,"page":"https://ck3db.com/concepts/tenet_status"},{"key":"terrain","name":"Terrain","aliases":["Terrains"],"parent":null,"children":[],"description":"Each Barony has a specific dominant Terrain which can affect things like Supply, movement speed of Armies, the efficacy of the various types of Men-at-Arms Regiments in Battle and the Buildings that can be constructed there.\n\nMany Commander Traits also deal with Terrain.","links":["barony","supply","army","men_at_arms","regiment","battle","building","commander_trait"],"dlc":null,"page":"https://ck3db.com/concepts/terrain"},{"key":"cowed","name":"Terrified","aliases":[],"parent":"dread","children":[],"description":"Terrified Characters are paralyzed by fear of another character and will rarely take any hostile actions against that character, including starting Factions.\n\nCharacters are Terrified or Intimidated by Dread and/or a cowardly personality.","links":["faction","intimidated","dread"],"dlc":null,"page":"https://ck3db.com/concepts/cowed"},{"key":"debug_test_story","name":"Test Loyalty Value","aliases":[],"parent":null,"children":[],"description":"By remaining loyal , Test Loyalty Value may increase their loyalty meter.\n\nBy becoming disloyal, debug_test_story may lower their loyalty meter.","links":["debug_test_story"],"dlc":null,"page":"https://ck3db.com/concepts/debug_test_story"},{"key":"the_christian_church","name":"The Christian Church","aliases":[],"parent":null,"children":["situation_the_christian_church_phase","the_christian_church_chapter_type","papal_bull"],"description":"The Christian Church is the ecclesiastical body that oversees and guides the followers of Jesus Christ, represented as a Situation that advances through a sequence of Chapters.\n\nIts boundaries encompass every Archdiocese in the world; every Christian Ruler of County rank or higher with any part of their Realm inside an Archdiocese is a member, be they clergy or secular.","links":["situation","situation_the_christian_church_phase","archdiocese","christian","ruler","county","realm"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/the_christian_church"},{"key":"situation_the_christian_church_phase","name":"The Christian Church Chapter","aliases":["The Christian Church Chapters","Chapter","Chapters"],"parent":"the_christian_church","children":[],"description":"Chapters are the Situation Phases of The Christian Church. There are seven total chapters, organised in four Chapter Types.","links":["situation_phase","the_christian_church","the_christian_church_chapter_type"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/situation_the_christian_church_phase"},{"key":"the_great_steppe","name":"The Great Steppe","aliases":[],"parent":"situation","children":["county_fertility","steppe_season","gurkhan"],"description":"The Great Steppe represents the endless sea of grass of the Eurasian Steppe, and the climate conditions that shape it, and is divided into three regions: Western, Central and Eastern.\n\nThe different Steppe Seasons depict these both positive and adverse events, offering opportunities for special actions only available during that time, and modifying the County Fertility of each region.\n\nOnly Nomadic and Herder Rulers take part in this Situation and the Gurkhan represents the most powerful ruler in the entire region.","links":["steppe_season","county_fertility","herder","ruler","situation","gurkhan"],"dlc":null,"page":"https://ck3db.com/concepts/the_great_steppe"},{"key":"story_content_hasan","name":"The Story of Hasan Sabbah","aliases":[],"parent":null,"children":[],"description":"Story Style: Moderate\n\nAs Hasan, you will be guided down a path of religious fanaticism, picking a place to bring the light of the True Faith to and converting Counties out from under their Rulers.\n\nEventually, your story will culminate with a major religious uprising against your chosen foe.\n\nStory content is optional. You may always opt out of it once you start playing.","links":["county","ruler"],"dlc":null,"page":null},{"key":"story_content_hereward","name":"The Story of Hereweard 'the Wake'","aliases":[],"parent":null,"children":[],"description":"Story Style: Extensive\n\nAs Hereward, your exile abroad will prove to be short-lived. With England under the foreign yoke, you will return home to fight for freedom, clear your name, and kill Normans.\n\nA special mechanic will be active for the duration, charting England's resistance to Norman rule, and scripted story events will play during this. Your story will culminate with death: yours, or your enemy's.\n\nStory content is optional. You may always opt out of it once you start playing.","links":[],"dlc":null,"page":null},{"key":"story_content_temujin","name":"The Story of High Chieftain Temüjin","aliases":[],"parent":null,"children":[],"description":"Story Style: Light\n\nAs Temüjin you will seak vengeance against a rival tribe that had imprisoned your spouse, and test the loyalty of your closest vassal and friend — Jamukha.\n\nStory content is optional. You may always opt out of it once you start playing.","links":[],"dlc":null,"page":null},{"key":"story_content_jamukha","name":"The Story of High Chieftain Temüjin","aliases":[],"parent":null,"children":[],"description":"Story Style: Light\n\nAs Jamukha you have always lived under the long shadow of Temüjin, but it is time to prove your own might. Will you remain loyal to him, or will you slit his throat in the dark?\n\nStory content is optional. You may always opt out of it once you start playing.","links":[],"dlc":null,"page":null},{"key":"story_content_el_cid","name":"The Story of Rodrigo Díaz 'the Campeador'","aliases":[],"parent":null,"children":[],"description":"Story Style: Light\n\nAs El Cid, you will be wrongly cast aside by your liege. In exile, you may opt to stay loyal or find your own path, eventually culminating with a return to court or the ultimate prize — Valencia.\n\nStory content is optional. You may always opt out of it once you start playing.","links":[],"dlc":null,"page":null},{"key":"story_content_wallada","name":"The Story of Wallada bint al-Mustakfi","aliases":[],"parent":null,"children":[],"description":"Story Style: Moderate\n\nAs Wallada, you will level up the bespoke Violet Poet by writing poetry and founding lyrical salons across the world, improving a unique tome as you go.\n\nYour story's conclusion is as dramatic as you choose to make it, but despite being childless, you will be given ways to continue playing.\n\nStory content is optional. You may always opt out of it once you start playing.","links":[],"dlc":null,"page":null},{"key":"theocracy","name":"Theocracy","aliases":["Theocracies","Theocratic","Theocratic Government","Theocratic Government"],"parent":"government","children":["theocratic_vassal"],"description":"Theocracy is a Government Form available for some Faiths depending on Doctrines. They are usually lead by a Head of Faith or a Landed Realm Priest. A Bishop might also become an Independent Theocratic ruler in their own right.","links":["government","faith","doctrines","head_of_faith","landed","realm_priest","independent_ruler"],"dlc":null,"page":"https://ck3db.com/concepts/theocracy"},{"key":"theocratic_vassal","name":"Theocratic Vassal","aliases":["Theocratic Vassals"],"parent":"theocracy","children":[],"description":"Vassals who have the Theocratic Government form.\n\nHow they function is determined by a Faith's Doctrines.","links":["theocracy","faith","doctrines"],"dlc":null,"page":"https://ck3db.com/concepts/theocratic_vassal"},{"key":"title_tier","name":"Tier","aliases":["Tiers"],"parent":null,"children":[],"description":"The land equivalent of Title Rank, the Tier determines the position of a Title within the hierarchy of the game.\n\nAll Titles have a Tier, which determines the highest possible Tier of Vassals that the Holder can have.\n\nHegemony > Empire > Kingdom > Duchy > County > Barony.","links":["title_rank","title","vassal","holder","hegemony","empire","kingdom","duchy","county","barony"],"dlc":null,"page":"https://ck3db.com/concepts/title_tier"},{"key":"title","name":"Title","aliases":["Titles","Title's"],"parent":null,"children":["primary_title","barony","county","duchy","kingdom","empire","hegemony","title_creation","titular_title"],"description":"A Title is essentially a certificate of land ownership.\n\nThe smallest unit of land on the map is the Barony. Baronies are organized into larger areas called Counties. Counties De Jure belong to a Duchy, duchies to a Kingdom, and Kingdoms to an Empire.\n\nDuchies, Kingdoms and Empires do not always have a Holder, but are Titles that can be Created by a ruler who controls enough of the corresponding territory.","links":["barony","county","de_jure","duchy","kingdom","empire","holder","title_creation"],"dlc":null,"page":"https://ck3db.com/concepts/title"},{"key":"title_allegiance","name":"Title Allegiance","aliases":[],"parent":null,"children":[],"description":"Vassals can owe Allegiance to a specific Title rather than the person of their Liege. This can only happen if the Title has its own Succession Law. On Succession, such Vassals will become vassals of the new Title Holder.","links":["vassal","title","liege","succession_law","succession","holder"],"dlc":null,"page":"https://ck3db.com/concepts/title_allegiance"},{"key":"title_claim","name":"Title Claim","aliases":["Title Claims","Claim","Claims","Claimed"],"parent":null,"children":[],"description":"A Claim on a Title represents a legal right to own it and provides a Casus Belli to conquer it through War. Claims also provide a valid reason to Revoke Titles off Vassal Holders.\n\nClaims are usually given to Rulers whenever they lose control of Titles to someone else, but can also be created through the Fabricate Claim Task.\n\nFurthermore, each child (even Bastards) of a ruler has an Implicit Claim on all of that ruler's Titles. If they do not inherit that title from the Ruler when they die, those Implicit Claims will convert to Pressed Claims, which can then be inherited by their own children as Unpressed Claims.","links":["title","casus_belli","war","revoke","vassal","holder","ruler","fabricate_claim","bastard","implicit_claim","pressed_claim","unpressed_claim"],"dlc":null,"page":"https://ck3db.com/concepts/title_claim"},{"key":"title_creation","name":"Title Creation","aliases":["Uncreated Title","Create Title","Created Title","Create","Created"],"parent":"title","children":[],"description":"A Ruler who controls the majority of a not-yet-created Title's De Jure land will be able to create its associated Title. Creating a Title costs Gold, but gives Prestige.\n\nOnly Duchy, Kingdom or Empire tier Titles can be created.\n\nThe Issues widget contains a list of all Titles which you can currently create.","links":["ruler","title","de_jure","gold","prestige","duchy","kingdom","empire"],"dlc":null,"page":"https://ck3db.com/concepts/title_creation"},{"key":"title_heir","name":"Title Heir","aliases":["Title Heirs"],"parent":"heir","children":[],"description":"The Title Heir is the Heir to a specific Title with its own Title Succession. They will receive that Title when the current Holder dies.","links":["heir","title","title_succession","holder"],"dlc":null,"page":"https://ck3db.com/concepts/title_heir"},{"key":"title_law","name":"Title Law","aliases":["Title Laws"],"parent":"law","children":[],"description":"Titles can be given a Title-Specific Law that is specific to that Title. This Law will dictate different rules for succession than other titles held by the same character.","links":["title","title_succession"],"dlc":null,"page":"https://ck3db.com/concepts/title_law"},{"key":"title_men_at_arms","name":"Title Men-at-Arms","aliases":[],"parent":"soldiers","children":[],"description":"Title Men-at-Arms are Men-at-Arms that exists for a given Title. Instead of being personally owned by the Ruler, these troops always follow the Title they belong to. Meaning that whomever owns the Title will also own and control the corresponding troops.\n\nTitle Men-at-Arms are used by certain Government Forms, such as Administrative.","links":["men_at_arms","title","ruler","government","administrative"],"dlc":null,"page":"https://ck3db.com/concepts/title_men_at_arms"},{"key":"revoke_title_reason","name":"Title Revocation Reason","aliases":["Title Revocation Reasons"],"parent":null,"children":[],"description":"A Title Revocation Reason gives a Liege the opportunity to freely Revoke a Title from a subject. They are most often gained from the subject being a Criminal.","links":["liege","revoke","title","crime"],"dlc":null,"page":"https://ck3db.com/concepts/revoke_title_reason"},{"key":"title_succession","name":"Title Succession","aliases":["Title-Specific"],"parent":null,"children":[],"description":"A Title can have its own Succession Law, which is different from that of the Holder's Realm.\n\nKingdoms and Empires are most likely to have a traditional Title Succession.\n\nThe Holder of the Title can add or remove Title-Specific Succession Laws, usually at the cost of Prestige\n\nDomiciles also have their own Title Succession, which cannot be removed.","links":["title","succession_law","holder","realm","kingdom","empire","prestige","domicile"],"dlc":null,"page":"https://ck3db.com/concepts/title_succession"},{"key":"titular_title","name":"Titular Title","aliases":[],"parent":"title","children":[],"description":"A Titular Title is a Title that has no De Jure land on the map. Non-Titular Titles can become Titular through De Jure Drift.\n\nMercenary, Head of Faith and Holy Order Titles are often Titular.","links":["title","de_jure","de_jure_drift","mercenary_company","head_of_faith","holy_order"],"dlc":null,"page":"https://ck3db.com/concepts/titular_title"},{"key":"top_liege","name":"Top Liege","aliases":["Top Lieges","Top Liege's"],"parent":"liege","children":[],"description":"The 'Top Liege' is the Liege at the top of the Vassal hierarchy.\n\nThey are fully Independent Rulers and answer to no mortal.","links":["liege","vassal","independent_ruler","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/top_liege"},{"key":"top_realm","name":"Top Realm","aliases":[],"parent":"realm","children":[],"description":"The 'Top Realm' is the Realm of the Top Liege.","links":["realm","top_liege"],"dlc":null,"page":"https://ck3db.com/concepts/top_realm"},{"key":"torture","name":"Torture","aliases":["Tortured","Torturing"],"parent":null,"children":[],"description":"Imprisoned Characters can be Tortured, damaging their Health or even maiming them in different ways.\n\nTorture can relieve Stress for Callous and Sadistic Characters, but causes Stress for those of a kind nature.\n\nTorturing Rulers can also increase your Dread.","links":["prison","health","stress","ruler","dread"],"dlc":null,"page":"https://ck3db.com/concepts/torture"},{"key":"toughness","name":"Toughness","aliases":[],"parent":null,"children":[],"description":"A Soldier's Toughness determines how much Damage they can take in Battle before they become a Casualty.\n\nA Levy Soldier has 10 Toughness.","links":["soldiers","damage","battle","casualty","levies"],"dlc":null,"page":"https://ck3db.com/concepts/toughness"},{"key":"tour","name":"Tour","aliases":["Tours","Royal Tour","Royal Tours","Grand Tour","Grand Tours"],"parent":"grand_activity","children":["cultural_festival","hosted_dinner","tour_the_grounds","tour_stop","tour_success","tour_type","majesty_tour","intimidation_tour","taxation_tour"],"description":"A Grand Activity in which a Liege pays a royal visit to a collection of their Vassals to reap rewards such as Gold, Dread, Opinion, Control, and Cultural Acceptance.","links":["grand_activity","liege","vassal","gold","dread","opinion","county_control","cultural_acceptance"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/tour"},{"key":"tour_stop","name":"Tour Stop","aliases":["Stops","Stop","Tour Stops"],"parent":"tour","children":[],"description":"An Activity Phase during a Royal Tour in which a liege can either: attend a Hosted Dinner, Tour the Grounds of their Vassal, or enjoy a Cultural Festival.","links":["activity_phase","tour","hosted_dinner","tour_the_grounds","vassal","cultural_festival"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/tour_stop"},{"key":"tour_success","name":"Tour Success","aliases":["Tour Success Points","Tour Success Point"],"parent":"tour","children":[],"description":"A value which determines which rewards you will get at the end of your Grand Tour. You can gain and lose points by selecting certain options at the start of your tour and making decisions which align with your Tour Type.","links":["tour","tour_type"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/tour_success"},{"key":"tour_the_grounds","name":"Tour the Grounds","aliases":["Touring the Grounds","Tour of the Grounds","Tour Grounds"],"parent":"tour","children":[],"description":"An Activity Phase during a Royal Tour in which a Vassal is visited by their Liege, which often results in an increase in Control in their Counties.","links":["activity_phase","tour","vassal","liege","county_control","county"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/tour_the_grounds"},{"key":"tour_type","name":"Tour Type","aliases":[],"parent":"tour","children":[],"description":"An option which determines what kind of Tour you're having and which rewards you gain. Tour types include Majesty Tour, Intimidation Tour, and Taxation Tour.","links":["tour","majesty_tour","intimidation_tour","taxation_tour"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/tour_type"},{"key":"trait","name":"Trait","aliases":["Traits"],"parent":null,"children":["trait_level_track","commander_trait","education_trait","personality_trait","lifestyle_trait","physical_trait","fame_trait","health_trait","childhood_trait","court_type_trait"],"description":"A Character's Traits describe their personality, quirks, deeds and state of being.\n\nTraits can have many effects, but many affect the Skills of a Character.\n\nPersonality Traits also greatly affect how characters can be expected to behave. Acting against your own Personality causes Stress.\n\nSome Traits are Congenital and can be inherited by offspring.","links":["skills","personality_trait","stress","congenital"],"dlc":null,"page":"https://ck3db.com/concepts/trait"},{"key":"trait_level_track_xp","name":"Trait Experience","aliases":[],"parent":"trait_level_track","children":[],"description":"Experience is required in order to move further down a Trait Path and change the bonuses the Trait provides.","links":["trait_level_track","trait"],"dlc":null,"page":"https://ck3db.com/concepts/trait_level_track_xp"},{"key":"trait_level_track","name":"Trait Path","aliases":[],"parent":"trait","children":["trait_level_track_xp"],"description":"Some Traits offer several paths, each of which will change the Trait in different ways.\n\nEarning Trait Experience is required to move further down a path.","links":["trait","trait_level_track_xp"],"dlc":null,"page":"https://ck3db.com/concepts/trait_level_track"},{"key":"transfer","name":"Transfer","aliases":["Transferred","Transferring"],"parent":null,"children":[],"description":"Rulers can Transfer one of their Vassals to another Vassal, as long as the former is of lower rank than the latter. This is a good way of raising a Vassal's Opinion, particularly if the Transferred vassal is De Jure part of their Realm.","links":["ruler","vassal","opinion","de_jure","realm"],"dlc":null,"page":"https://ck3db.com/concepts/transfer"},{"key":"transport_task_contract","name":"Transport Contract","aliases":["Transport Contracts","Transport Contract's","Transport Contracts'"],"parent":"task_contracts","children":[],"description":"A Transport Contract typically involves transporting goods, like Artifacts, or escorting important character like Wards over intermediate distances.","links":["artifact","ward"],"dlc":null,"page":"https://ck3db.com/concepts/transport_task_contract"},{"key":"travel","name":"Travel","aliases":["Travels","Traveling","Traveled"],"parent":null,"children":["travel_option","travel_danger","travel_safety","travel_speed","destination","entourage","location","point_of_interest"],"description":"Travel is the means by which a Character gets from one Location to another, primarily to attend Activities.\n\nThere are numerous ways to plan your journey like choosing a Caravan Master to hire, selecting Travel Options, and customizing your route. You will meet many interesting characters along your path, but be wary of Danger that may lay in wait.","links":["character","location","activity","travel_option","travel_danger"],"dlc":null,"page":"https://ck3db.com/concepts/travel"},{"key":"travel_option","name":"Travel Option","aliases":["Travel Options"],"parent":"travel","children":[],"description":"An option you pick when planning your Travel to enhance or modify the journey you are about to set out on.","links":["travel"],"dlc":null,"page":"https://ck3db.com/concepts/travel_option"},{"key":"treasure_map_task_contract","name":"Treasure Map Contract","aliases":["Treasure Map Contracts","Treasure Map Contract's","Treasure Map Contracts'"],"parent":"task_contracts","children":[],"description":"Bring an old and withered adventurer to find their final treasure.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/treasure_map_task_contract"},{"key":"treasury","name":"Treasury","aliases":["Imperial Treasury"],"parent":null,"children":["treasury_debt"],"description":"In certain Governments, Treasury represents assets that may only be used for governmental purposes, in contrast with your personal Gold.\n\n• Treasury is created by either your Top Liege (centralized), or locally (decentralized).\n\n• A percentage of Taxation income is converted into Treasury\n\n• As a Vassal, you may receive Treasury from your Liege, based on your Tax contributions and other obligations\n\n• You can transfer Gold to the Treasury at will\n\n• The Treasury stays with the Title if it gets a new Holder","links":["government","gold","top_liege","taxes","vassal","liege","title","holder"],"dlc":null,"page":"https://ck3db.com/concepts/treasury"},{"key":"treasury_budget_deficit","name":"Treasury Budget Deficit","aliases":["Deficit"],"parent":"treasury_budgeting","children":[],"description":"When spending more than the Budget Capacity, an amount will be subtracted from the monthly Treasury income.","links":["treasury_budget_capacity","treasury"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budget_deficit"},{"key":"treasury_budgeting","name":"Treasury Budgeting","aliases":["Treasury Budget"],"parent":null,"children":["treasury_budget_capacity","treasury_budget_base_rate","treasury_budget_category","treasury_budget_category_trend","treasury_budget_unallocated","treasury_budget_deficit"],"description":"A system responsible for distributing central funds to specific Vassals and sub-vassals at specific allocation rates.\n\nWhen a budget is enacted, a per-vassal Budget Base Rate is calculated for each Budget Category based on the available Budget Capacity.\n\nThe calculated base rate will not be changed until a new budget is enacted in the future! So if you get more recipients, your budget costs will rise.","links":["vassal","treasury_budget_base_rate","treasury_budget_category","treasury_budget_capacity"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budgeting"},{"key":"treasury_debt","name":"Treasury Debt","aliases":[],"parent":"treasury","children":[],"description":"Treasury Debt is the state of having a negative amount of TreasuryTreasury. This typically happens when a Governor at war hires Mercenaries without having enough Treasury to cover the full cost, when they are at war for too long, or if they pay too much in Salaries for what they collect from their Vassals.\n\nWhile in Debt you cannot declare new Wars, your Men-at-Arms that depend on Treasury do not reinforce, and your enemies will have an Advantage over you in battle. The deeper into debt you fall, the more penalties you will get — fewer Levies, reduced Popular Opinion, and your Vassals will like you less.\n\nIn addition to this, various other minor destabilizing events may occur, such as gaining County Corruption in your Domain Counties.\n\nIt is generally a good idea to strike your enemies while they are in Debt, as they will fight with reduced Advantage!","links":["treasury","governor","mercenary_company","treasury_budgeting","vassal","war","men_at_arms","battle_advantage","levies","county_opinion","county_corruption","domain","county"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_debt"},{"key":"trial_by_combat","name":"Trial-by-Combat","aliases":["Trials-by-Combat","Trial","Combat"],"parent":null,"children":[],"description":"In some Cultures, issues that cannot be settled through words or war are grounds for a Trial-by-Combat instead. If accepted, the two Characters engage in a Duel for a preselected settlement. If the offending party wins, they prove their innocence.\n\nThe general requirements for such a Trial are:\n\n• Both of you must be of a valid culture.\n\n• You must have an Imprisonment Reason against them (which will be used up).\n\n• They must not be your Liege, Vassal, or the Guest or Courtier of yourself or one of your Vassals.\n\nCharacters that are not fit to fight themselves can still be challenged as long as they are Rulers, nominating a Knight to fight on their behalf instead.\n\nA Combat may only opt to be fought to the Death if the aggrieved party is Tribal and both Characters are fighting personally in the Duel; if the offending party has to nominate a champion to fight on their behalf, then Death is not an option.","links":["culture","character","single_combat_fight","imprisonment_reason","liege","vassal","court_guest","courtier","ruler","knight","character_death","tribal"],"dlc":"The Northern Lords","page":"https://ck3db.com/concepts/trial_by_combat"},{"key":"tribal","name":"Tribal","aliases":["Tribal Government"],"parent":"government","children":[],"description":"Tribal realms have stunted county Development, cannot advance past Tribal Era Innovations, cannot construct new Holdings, and are usually unable to change their Succession Law.\n\nHowever, they can make use of Prestige rather than Gold to build their realms and hire Men-at-Arms, and have access to more Casus Belli compared to Feudal Realms. Non-Tribal armies suffer a Supply Limit penalty in hostile Tribal territory.","links":["county_development","innovation","holding","succession_law","prestige","gold","men_at_arms","casus_belli","feudal","supply_limit"],"dlc":null,"page":"https://ck3db.com/concepts/tribal"},{"key":"tribal_authority","name":"Tribal Authority","aliases":[],"parent":"government_authority","children":["disparate_tribes_tribal_authority","limited_tribal_authority","high_tribal_authority","absolute_tribal_authority"],"description":"Tribal Authority represents the general influence that a Tribal Ruler wields over their Vassals. Compared to Crown Authority, it offers fewer powers and at later levels.\n\nThere are four levels of Tribal Authority: Disparate Tribes, Limited, High, and Absolute. Increasing Tribal Authority costs an amount of Prestige depending on the level and the ruler's Learning Skill, but is generally more expensive than increasing crown authority.\n\nVassals dislike higher levels of Tribal Authority, and lowering it is the primary goal of any Liberty Faction.","links":["tribal","ruler","vassal","crown_authority","disparate_tribes_tribal_authority","limited_tribal_authority","high_tribal_authority","absolute_tribal_authority","prestige","learning_skill","liberty_faction"],"dlc":null,"page":"https://ck3db.com/concepts/tribal_authority"},{"key":"tribal_holding","name":"Tribal Holding","aliases":["Tribe","Tribes","Tribal Holdings"],"parent":"holding_type","children":[],"description":"Tribes are poor in Taxes but rich in Levies, Prestige, and Men-at-Arms upgrades. They have limited upgrade potential and, while strong early, quickly dwindle in power the longer time progresses. Only Tribal characters can hold them without penalties.\n\nIf a Tribe exists in a County, no other Holdings can be built. Feudal rulers will have to spend Gold to transform Tribes into Castles.","links":["taxes","levies","prestige","men_at_arms","tribal","county","holding","feudal","gold","castle_holding"],"dlc":null,"page":"https://ck3db.com/concepts/tribal_holding"},{"key":"tributary","name":"Tributary","aliases":["Tributaries","Tributary's"],"parent":"subject","children":["tribute_mission"],"description":"A Tributary is a Ruler who has reached an agreement with another ruler, their Suzerain.\n\nThe Tributary provides a periodic tribute in the form of Herd, Taxes, Prestige or even Piety (depending on their type) and, in exchange, gains a Truce with the Suzerain.\n\nTributaries are a looser form of subject that cannot join Factions, but can break free if their requirements aren't met.\n\nIf the Suzerain is no longer Landed nor Migrating, the Tributaries will break free after a short amount of time.","links":["ruler","suzerain","herd","taxes","prestige","piety","truce","faction","landed","migration"],"dlc":null,"page":"https://ck3db.com/concepts/tributary"},{"key":"tributary_contract","name":"Tributary Contract","aliases":["Tributary Contracts"],"parent":null,"children":[],"description":"Tributary Contract dictate the Obligations between a Tributary and their Suzerain.\n\nAll Tributaries have access to different Obligations, negotiated individually for each Tributary.\n\nTributaries pay a percentage of their total Taxes, Levies, Herd, Prestige or even Piety to their Suzerain, based on their Obligations.","links":["vassal_obligations","tributary","suzerain","taxes","levies","herd","prestige","piety"],"dlc":null,"page":"https://ck3db.com/concepts/tributary_contract"},{"key":"tributary_taxes","name":"Tributary Taxes","aliases":[],"parent":"taxes","children":[],"description":"Your Tributary Taxes consist of the Taxes that you receive from your Tributaries. The amount depends on each Tributary's Obligations.\n\nFrom your Tributaries' point of view, these same taxes are called Suzerain Taxes to distinguish them from any Tributary Taxes they collect from their own Tributaries.","links":["taxes","tributary","vassal_obligations","suzerain_taxes"],"dlc":null,"page":"https://ck3db.com/concepts/tributary_taxes"},{"key":"tribute_mission","name":"Tribute Mission","aliases":["Tribute Missions","Tribute","Tributes"],"parent":"tributary","children":[],"description":"As a Tributary, respects, as well as Tribute, needs to be paid to the Suzerain on a regular basis.\n\nFailing to do so might have a various slew of consequences, of which the most benign one is to lose Legitimacy.","links":["tributary","suzerain","legitimacy"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/tribute_mission"},{"key":"trilateral_interaction","name":"Trilateral Interaction","aliases":["Trilateral Interactions"],"parent":"interaction","children":[],"description":"Trilateral Interactions require not only an approval of a recipient, but also of a third party.\n\nAn example would be Borrowed Powers, where a Liege may use their Diarchy Veto.","links":["diarch_power","liege","regency_veto"],"dlc":null,"page":"https://ck3db.com/concepts/trilateral_interaction"},{"key":"truce","name":"Truce","aliases":["Truces"],"parent":null,"children":[],"description":"Every War ends with a Truce; a period when the Attacker may not declare War again on that same Ruler (the Defender is not bound by the Truce).\n\nTruces can be broken, but there is a severe penalty.","links":["war","ruler"],"dlc":null,"page":"https://ck3db.com/concepts/truce"},{"key":"contest_category_turn","name":"Turns","aliases":[],"parent":"grand_activities","children":[],"description":"The winner of a Turns Contests is the Qualifying Contestant with the most points at the end of the competition.\n\nTurns Contests:\n\n• Archery\n\n• Recital","links":["contest","contest_qualification","contestant"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/contest_category_turn"},{"key":"tyranny","name":"Tyranny","aliases":["Tyrant","Tyrannical"],"parent":null,"children":[],"description":"Many actions of a Ruler are considered Tyrannical — against the law or religious Doctrine. For example, Imprisoning or Revoking Titles off someone who has committed no Crime is considered Tyrannical.\n\nTyranny acts as a blanket Opinion modifier for all characters in the Realm.","links":["ruler","doctrines","prison","revoke","title","crime","opinion","realm"],"dlc":null,"page":"https://ck3db.com/concepts/tyranny"},{"key":"treasury_budget_unallocated","name":"Unallocated Treasury Budget","aliases":["Unallocated"],"parent":"treasury_budgeting","children":[],"description":"Any unallocated treasury budget will contribute to general Treasury income.","links":["treasury"],"dlc":null,"page":"https://ck3db.com/concepts/treasury_budget_unallocated"},{"key":"undirected_great_holy_war","name":"Undirected Great Holy War","aliases":["Undirected Great Holy Wars","Crusade","Crusades","Undirected"],"parent":"great_holy_war","children":[],"description":"An Undirected Great Holy War is declared by a Spiritual Head of Faith with the intention of bringing a Kingdom under the rule of their Faith.\n\nUndirected Great Holy Wars are not started immediately, instead they enter a Preparation Phase.\n\nBefore and during the war, rulers of the attacking Faith can choose to donate Gold to the War Chest.\n\nIf victorious, the targeted Kingdom will be taken and given to a character of the attacking Faith. Rewards for the attackers include Piety and potentially having their Dynasty become Landed within the conquered Kingdom.","links":["head_of_faith","kingdom","faith","preparation_phase","gold","war_chest","piety","dynasty","landed"],"dlc":null,"page":"https://ck3db.com/concepts/undirected_great_holy_war"},{"key":"fp3_unify_house_cb","name":"Unify The House","aliases":[],"parent":"casus_belli","children":[],"description":"A Casus Belli that allows a House Head to reclaim House members from another Realm as Vassal.","links":["casus_belli","house_head","house","realm","vassal"],"dlc":null,"page":"https://ck3db.com/concepts/fp3_unify_house_cb"},{"key":"house_unity_unifying_actions","name":"Unifying Actions","aliases":[],"parent":null,"children":[],"description":"Unifying Actions towards your House members will increase your House Unity.\n\nHouse Heads can use the Steer House Unity Decision and the Extol Virtuousness Interaction to greatly increase Unity.\n\nSome examples of unifying actions are:\n\n• Negotiate Alliance\n\n• Offer to Join War\n\n• Gift Artifact\n\n• Pay Ransom\n\n• Offer Guardianship\n\n• Ask to Join Military Order\n\n• Restore Inheritance\n\n• Abandon Hook\n\n• Stop Vassal War\n\n• Sponsor Inspiration\n\n• Swear Oath of True Friendship","links":["house","house_unity","house_head","decision","interaction"],"dlc":null,"page":"https://ck3db.com/concepts/house_unity_unifying_actions"},{"key":"struggle_uninvolved","name":"Uninvolved","aliases":[],"parent":"struggle","children":[],"description":"For a Character to be considered Uninvolved in a particular Struggle, they need only have their Capital outside the Struggle Region.\n\nThis means they're considered an outsider, someone who not only doesn't have a serious stake in the ongoing Phases, but who shouldn't, because they clearly couldn't understand the local nuances.\n\nAs one of the only things people inside a Struggle can agree on is that Uninvolved Characters have no business in their lands, Uninvolved Rulers generally take harsh penalties in any Counties they hold within a Struggle Region.","links":["character","struggle","realm_capital","struggle_region","struggle_phase","ruler","county"],"dlc":null,"page":"https://ck3db.com/concepts/struggle_uninvolved"},{"key":"game_rule_unique","name":"Unique Game Rule","aliases":[],"parent":null,"children":[],"description":"This Game Rule significantly alters the gameplay experience.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/game_rule_unique"},{"key":"unknown_tenet_status","name":"Unknown","aliases":[],"parent":"tenet_status","children":[],"description":"An Unknown Tenet Status means the Rite has no awareness of this Tenet or Doctrine at all. Adherents of the Rite do not implicitly know it, and cannot pick it when creating a new Rite or as a Personal Tenet.","links":["tenet_status","rite","tenet","doctrines","personal_tenet"],"dlc":null,"page":"https://ck3db.com/concepts/unknown_tenet_status"},{"key":"unlanded","name":"Unlanded","aliases":[],"parent":null,"children":[],"description":"Unlanded Characters have no Holdings in their Domain, but can theoretically still be Rulers of a sort. For example, this can be the case for Heads of Faith and the Grand Masters of Holy Orders.","links":["holding","domain","ruler","head_of_faith","holy_order"],"dlc":null,"page":"https://ck3db.com/concepts/unlanded"},{"key":"unmanaged_holdings","name":"Unmanaged Holdings","aliases":["Unmanaged Holding"],"parent":null,"children":[],"description":"These are disabled Holdings that do not count toward your Domain Limit.","links":["holding","domain_limit"],"dlc":null,"page":"https://ck3db.com/concepts/unmanaged_holdings"},{"key":"ai_economical_unpredictable_personality","name":"Unpredictable","aliases":[],"parent":"economical_archetype","children":[],"description":"An Unpredictable Ruler has no Traits pushing them towards any specific Economic Archetype and may decide upon any strategy.\n\nThey can choose to temporarily invest heavily in Buildings like a Builder, or to build up their Realm slowly with a buffer of Gold. They go to War at a regular pace.","links":["ruler","trait","building","ai_economical_boom_personality","realm","gold","war"],"dlc":null,"page":"https://ck3db.com/concepts/ai_economical_unpredictable_personality"},{"key":"unpressed_claim","name":"Unpressed Claim","aliases":["Unpressed Claims","Unpressed"],"parent":"claim","children":[],"description":"Unpressed Claims are legally tenuous, and are not inherited by the children of the Claimant.\n\nHowever, Unpressed Claims become Pressed if they are used in a Casus Belli to declare War — even if the war ends in a White Peace.","links":["title_claim","claimant","pressed_claim","casus_belli","war","white_peace"],"dlc":null,"page":"https://ck3db.com/concepts/unpressed_claim"},{"key":"unreformed_pagan_combat_bonus","name":"Unreformed Pagan Combat Advantage","aliases":[],"parent":null,"children":[],"description":"Unreformed Pagan Faiths get a Battle Advantage in Counties of their faith.","links":["faith","battle","battle_advantage","county"],"dlc":null,"page":"https://ck3db.com/concepts/unreformed_pagan_combat_bonus"},{"key":"struggle_persia_phase_unrest","name":"Unrest","aliases":[],"parent":"persian_struggle","children":[],"description":"Beset by rebellions and intrigues, the Caliphate crumbles. Ambitious warlords and cunning governors alike grasp at whatever power they can usurp, squabbling constantly.\n\nOver time, unless the situation is resolved by an Ending Phase, the realm will enter a Stabilization phase as desperate supporters claw back caliphal authority.","links":["ending_phase","struggle_persia_phase_stabilisation"],"dlc":"Legacy of Persia","page":"https://ck3db.com/concepts/struggle_persia_phase_unrest"},{"key":"unrestricted_nomadic","name":"Unrestricted","aliases":[],"parent":"nomadic_authority","children":[],"description":"Unrestricted is the highest level of Dominance. This level can only be obtained by one Character in the entire game, and they will become the Greatest of Khans.\n\nIndependent Rulers may use the Become the Greatest of All Khans and Reform the Great Khaganate Decisions","links":["nomadic_authority","character","independent_ruler","ruler","decision"],"dlc":null,"page":"https://ck3db.com/concepts/unrestricted_nomadic"},{"key":"unruly_nomadic","name":"Unruly Nomads","aliases":[],"parent":"nomadic_authority","children":[],"description":"Unruly Nomads is the lowest level of Dominance. At this level, Migration can only target De Jure County Titles within the The Great Steppe and Characters cannot be Imprisoned.","links":["nomadic_authority","migration","de_jure","county","title","the_great_steppe","character","prison"],"dlc":null,"page":"https://ck3db.com/concepts/unruly_nomadic"},{"key":"dynastic_cycle_era_type_unstable","name":"Unstable Era","aliases":[],"parent":"dynastic_cycle","children":[],"description":"Unstable Era Types present times when the Empire is in turmoil due to internal or external forces, and the Mandate of Heaven is wavering.\n\nEras: Tension, Conquest","links":["dynastic_cycle_era_type","mandate_of_heaven"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/dynastic_cycle_era_type_unstable"},{"key":"untaxed_jurisdiction","name":"Untaxed Jurisdiction","aliases":["Untaxed Jurisdictions","Untaxed"],"parent":"tax_jurisdiction","children":[],"description":"An Untaxed Jurisdiction is a Tax Jurisdiction with Taxpayers, but without a Tax Collector. This means that the assigned Taxpayers will not give any Taxes or Levies to their Liege.","links":["tax_jurisdiction","taxpayer","tax_collector","taxes","levies","liege"],"dlc":null,"page":"https://ck3db.com/concepts/untaxed_jurisdiction"},{"key":"unassigned_vassal","name":"Untaxed Vassals","aliases":["Untaxed Vassals","Untaxed"],"parent":"taxpayer","children":[],"description":"Untaxed Vassals are Clan Vassals who are not assigned to a Tax Jurisdiction as Taxpayers, and therefore not contributing Taxes or Levies.\n\nOnce assigned to a Tax Jurisdiction with a Tax Collector, they will start paying monthly.","links":["clan","vassal","tax_jurisdiction","taxpayer","taxes","levies","tax_collector"],"dlc":null,"page":"https://ck3db.com/concepts/unassigned_vassal"},{"key":"usurp_title","name":"Usurp Title","aliases":["Usurp","Usurpation","Usurped"],"parent":null,"children":[],"description":"A Title held by a foreign Ruler can usually be Usurped if more than 50% of its De Jure Counties are within your Realm. This process gives the Title to you, which is particularly important for ensuring you are the Rightful Liege of your Vassals.\n\nUsurpation is more difficult if the current holder's Faith is hostile to yours; in this case usurpation is only possible if the holder no longer possesses any of its De Jure Counties inside his Realm.","links":["title","ruler","de_jure","county","realm","rightful_liege","vassal","faith"],"dlc":null,"page":"https://ck3db.com/concepts/usurp_title"},{"key":"valuable_prisoner","name":"Valuable Prisoner","aliases":["Valuable Prisoners"],"parent":null,"children":[],"description":"A Valuable Prisoner is a Prisoner who provides War Score when captured during a War.\n\nFor a person to be deemed a Valuable Prisoner, they have to be third in line or higher to inherit their war leader's primary title.\n\nValuable Prisoners are released when the war ends, unlike Prisoners of War.","links":["prison","war_score","war","prisoner_of_war"],"dlc":null,"page":"https://ck3db.com/concepts/valuable_prisoner"},{"key":"varangian_adventure","name":"Varangian Adventure","aliases":["Varangian Adventures","Adventuring","Adventure"],"parent":null,"children":[],"description":"This is a special type of War, where the attacker intends to move their Realm to the War Target wholesale.\n\nIf they win, they will immediately annex the appropriate Counties and move their Capital there. Their old vassals will go independent, and their old Counties will be given to upstart local warlords. Varangian Adventures are ONLY available to Duke and Count-Tier Rulers, becoming progressively more expensive with each successful Adventure.\n\nThis Casus Belli is NEVER available after the Tribal Era, and cannot be used against other Cultures that can Adventure or against neighboring Rulers.\n\nNorth Germanics launching their first Varangian Adventure receive up to 2000 bonus Special Soldiers, the amount going up with every same-Faith same-Culture county they completely control within Mainland Scandinavia.","links":["war","realm","war_target","county","realm_capital","duke","title_tier","ruler","casus_belli","era","culture","special_troops","faith"],"dlc":"The Northern Lords","page":"https://ck3db.com/concepts/varangian_adventure"},{"key":"vassal","name":"Vassal","aliases":["Vassals","Vassalize","Vassalization","Vassal's","Vassals'","Vassalage"],"parent":"ruler","children":["direct_vassal","powerful_vassal","strong_vassal","vassal_stance","vassal_limit","vassal_directive"],"description":"A Vassal is a Ruler who has sworn fealty to another ruler — their Liege.\n\nThe Vassal provides their liege with Levies and Taxes — their Obligations — in exchange for protection.\n\nIf a Vassal's Opinion of their liege is low, they may join Factions, or Scheme to replace their liege with someone else.","links":["ruler","liege","levies","taxes","vassal_obligations","opinion","faction","scheme"],"dlc":null,"page":"https://ck3db.com/concepts/vassal"},{"key":"vassal_contract","name":"Vassal Contract","aliases":["Vassal Contracts"],"parent":null,"children":[],"description":"Vassal Contracts dictate the Obligations between a Vassal and their Liege.\n\nVassals of the Feudal, Clan, Administrative and Nomadic Government Forms have access to different Obligations, negotiated individually for each Vassal.\n\nAll Vassals pay a percentage of their total Taxes and Levies to their Liege, based on their Obligations. These Contributions can in turn be modified by 'fine print' options such as Fortification Rights Granted.\n\nSome Special Contracts are limited to certain Ranks:\n\n• March Contract and Scutage Contract: Duke and above\n\n• Palatinate Contract: Count and above\n\n• Castellan Contract: Count only\n\nNote, Governor Obligations are also known as Province Administrations.","links":["vassal_obligations","vassal","liege","feudal","clan","administrative","nomadic","taxes","levies","modifier_contribution","duke","count","governor","province_administration"],"dlc":null,"page":"https://ck3db.com/concepts/vassal_contract"},{"key":"treasury_vassal_development","name":"Vassal Development","aliases":[],"parent":null,"children":[],"description":"Treasury sent to direct Vassals through their Liege, based on their tax contributions and other Obligations.","links":["vassal","liege","vassal_obligations"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/treasury_vassal_development"},{"key":"vassal_directive","name":"Vassal Directive","aliases":["Vassal Directives","Directive","Directives"],"parent":"vassal","children":[],"description":"As a Liege, you can issue Directives to your Vassals, influencing their Councillor Tasks and which Buildings they construct.\n\nTo issue a Directive, you need to enable it, such as by having 50 or more Opinion with the Vassal. Advanced Government Forms do not require this.","links":["liege","vassal","councillor_task","building","opinion","government"],"dlc":null,"page":"https://ck3db.com/concepts/vassal_directive"},{"key":"vassal_limit","name":"Vassal Limit","aliases":[],"parent":"vassal","children":[],"description":"The Vassal Limit determines how many Direct Vassals you can legally have (excluding Barony-tier vassals).\n\nAlthough you can go above your Vassal Limit, doing so will lower the Taxes and Levies your vassals provide, and you may be better off Transferring some vassals to stay below the limit.","links":["direct_vassal","barony","taxes","levies","transfer"],"dlc":null,"page":"https://ck3db.com/concepts/vassal_limit"},{"key":"vassal_stance","name":"Vassal Stance","aliases":["Vassal Stances","Preferred Heir","Unpreferred Heir","Preferred Heirs","Unpreferred Heirs"],"parent":"vassal","children":[],"description":"Every Vassal has a Vassal Stance which affects the Opinion they have with you as their Liege, and which Heir they prefer as successor to the Realm.\n\nVassals in the same stance will like and dislike the same things. For example; all Glory Hound Vassals dislike when you lose Wars.\n\nEvery Vassal Stance prefers one specific Heir. Upon succession, each preferred Heir will have lower Legitimacy Expectations with the Vassals of that stance.\n\nThe Vassal Stances are:\n\n• Courtly\n\n• Parochial\n\n• Glory Hound\n\n• Zealot\n\n• Minority\n\n• Minor Landholder\n\n• Belligerent","links":["vassal","opinion","liege","heir","realm","war","expected_legitimacy"],"dlc":null,"page":"https://ck3db.com/concepts/vassal_stance"},{"key":"vassal_taxes","name":"Vassal Taxes","aliases":[],"parent":"taxes","children":[],"description":"Your Vassal Taxes consist of the Taxes that you receive from you Vassals. The amount depends on the each Vassal's Obligations.\n\nFrom your Vassals' point of view, these same taxes are called Liege Taxes to distinguish them from any Vassal Taxes they collect from their own Vassals.","links":["taxes","vassal","vassal_obligations","liege_taxes"],"dlc":null,"page":"https://ck3db.com/concepts/vassal_taxes"},{"key":"victim","name":"Victim","aliases":["Victims","Victim's","Victims'"],"parent":"relation","children":[],"description":"A Victim is a Child who is currently being harassed by another Child, often for reasons unclear to anyone but their Bully. Upon reaching Adulthood, they may become Rivals with their Bully, or learn to put the struggles of youth behind them.","links":["child","bully","adult","rival"],"dlc":null,"page":"https://ck3db.com/concepts/victim"},{"key":"victory","name":"Victory","aliases":["Win","Wins","Winning"],"parent":"peace","children":[],"description":"Victory is one of three possible Peace Offers. The exact outcome of Victory in a War depends on the Casus Belli.\n\nFor the Attacker, it typically involves the seizure of Titles within the War Target region.\n\nFor the Defender, Victory usually means the attacker has to pay a large sum of gold as war reparations.","links":["peace","war","casus_belli","title","war_target"],"dlc":null,"page":"https://ck3db.com/concepts/victory"},{"key":"virtue","name":"Virtue","aliases":["Virtues","Virtuous"],"parent":null,"children":["virtue_weight"],"description":"Every Rite considers certain Traits to be Virtuous. Characters with these Traits gain Opinion bonuses from all characters who consider those traits Virtuous, even if they do not share the same Rite. In addition, Characters who have Traits that their own Rite considers Virtuous will gain bonus Piety every month.\n\nExactly what traits are considered to be Virtues varies from Rite to Rite, but is typically determined by a combination of that Rite's Tenets and the Religion the Rite belongs to.","links":["rite","trait","opinion","piety","tenet","religion"],"dlc":null,"page":"https://ck3db.com/concepts/virtue"},{"key":"virtue_weight","name":"Virtue Weight","aliases":[],"parent":"virtue","children":[],"description":"Traits can have an associated Sin or Virtue Weight, determined by the Tenets and Doctrines of a Rite, and the Religion it belongs to.\n\nThe traits with the highest Sin or Virtue Weight within a Rite become that Rite's Sins and Virtues.","links":["sin","virtue","tenet","doctrines","rite","religion"],"dlc":null,"page":"https://ck3db.com/concepts/virtue_weight"},{"key":"vizier","name":"Vizier","aliases":["Viziers","Vizierate"],"parent":"diarch","children":["vizier_succession_score","vizier_extravagance"],"description":"A Vizier is a type of Diarch that Clan Rulers may voluntarily appoint to help boost their Income. They have less to Borrowed Powers but can be very difficult to remove.\n\nViziers grant their Liege bonus Tax Jurisdictions scaling to their Stewardship, and increase the Aptitude of Tax Collectors according to how much the Scales of Power favor them.\n\nCrucially, Lieges can drain Viziers of their GoldGold via the Mulct Vizier Interaction.\n\nBeing empowered civil servants, Viziers are not considered a prestigious position for Nobles despite their influence. Their successor is picked according to Vizier Succession Score.\n\nAs a Ruler can only have one Diarch at a time, they'll remain in the event that a Regency would occur.","links":["diarch","clan","ruler","income","diarch_power","liege","tax_jurisdiction","stewardship_skill","aptitude","tax_collector","scales_of_power","gold","interaction","noble","vizier_succession_score","regency"],"dlc":null,"page":"https://ck3db.com/concepts/vizier"},{"key":"vizier_extravagance","name":"Vizier Extravagance","aliases":["Vizier Extravagances","Extravagance","Extravagances"],"parent":"vizier","children":[],"description":"Whilst in office, Viziers will spend their Gold on increasingly ornate Extravagance Modifiers, pampering themselves and the other social elite of their Liege's Capital.\n\nThe Liege may loot these Modifiers by using the Mulct Vizier Interaction, transforming them into Gold the Vizier is forced to transfer.\n\nWhen a Vizier stops Sharing Power, they lose the ability to maintain their extravagant lifestyle, and any remaining Modifiers are lost.\n\nLooting more and later tiers provides more Gold — the four tiers of Extravagance are:\n\n• Notable\n\n• Remarkable\n\n• Famous\n\n• Illustrious","links":["vizier","gold","modifier","liege","realm_capital","interaction","diarchy"],"dlc":null,"page":"https://ck3db.com/concepts/vizier_extravagance"},{"key":"vizier_succession_score","name":"Vizier Succession Score","aliases":[],"parent":"vizier","children":[],"description":"In a Vizierate, the next Vizier is picked based on which candidate has the highest Vizier Succession Score.\n\nProspective candidates may occasionally try to convince the Ruler to let them replace the incumbent in exchange for Gold.\n\nThis allows only landless and Baron-Tier Characters, favoring those with strong Diplomacy, Stewardship, and Intrigue, as well as Traits that make for a good civil servant.\n\nSpecial Relations with the incumbent Vizier or the Liege's Spouses, Concubines, and Adult landless Children can drastically affect the score.","links":["vizier","ruler","gold","baron","title_tier","character","diplomacy_skill","stewardship_skill","intrigue_skill","trait","relation","liege","spouse","concubinage","adult","child"],"dlc":null,"page":"https://ck3db.com/concepts/vizier_succession_score"},{"key":"voter_strength","name":"Voter Strength","aliases":["Voting Strength","Voting Power","Vote Strength"],"parent":null,"children":[],"description":"Voter Strength represents the amount of influence that an Elector carries when voting in an elective Succession Law. This value usually increases depending on a ruler's Rank, but other factors may come into play depending on the Title's law.","links":["succession_law","title_rank","title"],"dlc":null,"page":"https://ck3db.com/concepts/voter_strength"},{"key":"wanderer","name":"Wanderer","aliases":["Wanderers"],"parent":null,"children":[],"description":"Characters who do not belong to a Court or hold any Titles are called Wanderers. They travel the world, visiting Courts as Guests along the way. Wanderers might become Mercenary Captains, leaders of Holy Orders, Clergy members, or City holders.","links":["court","title","court_guest","mercenary_company","holy_order","clergy","city_holding"],"dlc":null,"page":"https://ck3db.com/concepts/wanderer"},{"key":"wanderer_lifestyle","name":"Wandering Lifestyle","aliases":[],"parent":"focus","children":[],"description":"The Wandering Lifestyle is suitable for Characters who want to see Points of Interest, or gain additional bonuses from Traveling.","links":["point_of_interest","travel"],"dlc":null,"page":"https://ck3db.com/concepts/wanderer_lifestyle"},{"key":"wanua","name":"Wanua","aliases":["Wanua Government"],"parent":null,"children":[],"description":"The Wanua Government shares weaknesses with the Tribal Government, but also have reduced Domain Limit and Vassal Limit. While they use Gold to construct Buildings and recruit Men-at-Arms, they earn very little Gold from Buildings.\n\nHowever, they can Barter GoodsBarter, Raid, and have synergies with the Mandala Government as they gain Legitimacy from being a Tributary.","links":["government","domain_limit","vassal_limit","gold","building","men_at_arms","barter_goods","barter","raid","legitimacy","tributary"],"dlc":"All Under Heaven","page":"https://ck3db.com/concepts/wanua"},{"key":"war","name":"War","aliases":["Wars"],"parent":null,"children":["civil_war","dominate_title","expand_dominance"],"description":"Armed conflict is the most straightforward way to expand your Realm. However, declaring War requires a justification for doing so, called a Casus Belli. You cannot achieve more with a War than the selected casus belli permits.\n\nWars are won by defeating enemy Armies in Battle and Occupying enemy Holdings. Doing so will accrue War Score, eventually forcing the enemy to accept Defeat in the Peace Offer.\n\nRegardless of the outcome of a War, the attacker gains a Truce toward the defender for a time, but the defender is free to declare a new war immediately.","links":["realm","casus_belli","army","battle","occupation","holding","war_score","defeat","peace","truce"],"dlc":null,"page":"https://ck3db.com/concepts/war"},{"key":"war_chest","name":"War Chest","aliases":[],"parent":null,"children":[],"description":"The War Chest is a collection of Gold, Piety and Prestige. The contents are primarily used as rewards for successfully winning Undirected Great Holy Wars, where they are divided between the attackers based upon their participation in the War.\n\nA certain portion of what's in the War Chest is also divided between the attackers as the War is declared.\n\nIf an Undirected Great Holy War is defeated, the defenders will divide the Piety and Prestige portion of the War Chest between them (the Gold is lost.)","links":["gold","piety","prestige","undirected_great_holy_war","war"],"dlc":null,"page":"https://ck3db.com/concepts/war_chest"},{"key":"war_contribution","name":"War Contribution","aliases":["Contribution","Contribute"],"parent":null,"children":[],"description":"Rulers who are helping their Allies in a War gain War Contribution depending on the number and size of Battles they fight in, as well as the number of Holdings they manage to Occupy.\n\nAfter a war ends, each Contributor is rewarded in relation to their Contribution. The exact spoils depend on the war's Casus Belli, but is typically Gold, Prestige or Piety.\n\nNote that Contribution increases even from losing Battles.","links":["ruler","alliance","war","battle","holding","occupation","casus_belli","gold","prestige","piety"],"dlc":null,"page":"https://ck3db.com/concepts/war_contribution"},{"key":"war_leaders","name":"War Leaders","aliases":["War Leader"],"parent":null,"children":[],"description":"The primary attacker and the primary defender of a War. Usually this is the character who instigated the war, and the Top Liege of the character who holds the War Target.\n\nThere are a variety of Casus Belli for many different kinds of war, some with different characters as the War Leaders.","links":["war","top_liege","war_target","casus_belli"],"dlc":null,"page":"https://ck3db.com/concepts/war_leaders"},{"key":"war_score","name":"War Score","aliases":[],"parent":null,"children":[],"description":"A measure of which side is winning in a War. It goes from -100 to 100, with e.g. -25 for one side being 25 for the other. At 100 War Score, you can force the other side to accept your Peace Offer.\n\nWar Score can be gained by:\n\n• Defeating Armies in Battle\n\n• Imprisoning the enemy Ruler or their Heirs (not including their Allies)\n\n• Occupying enemy Holdings (especially within the War Target)\n\n• Occupying the enemy's Realm Capital\n\n• Controlling all Objectives for an extended period of time","links":["war","peace","army","battle","prison","ruler","heir","alliance","occupation","holding","war_target","realm_capital","objectives"],"dlc":null,"page":"https://ck3db.com/concepts/war_score"},{"key":"war_target","name":"War Target","aliases":["War Targets"],"parent":null,"children":[],"description":"A region on the map targeted by a Casus Belli in a War. If the casus belli does not target a specific region, the Realm Capital of the defender is the War Target.\n\nThe attacking side gains more War Score by Occupying Holdings within the War Target. Conversely, the defender will — after an initial grace period — start accruing war score for holding on to all Counties in the War Target region.","links":["casus_belli","war","realm_capital","war_score","occupation","holding","county"],"dlc":null,"page":"https://ck3db.com/concepts/war_target"},{"key":"ward","name":"Ward","aliases":["Wards","Ward's","Wards'"],"parent":"relation","children":[],"description":"A Ward is a Child being Educated by a Guardian. Each Guardian can handle up to two Wards.","links":["child","education_focus","guardian"],"dlc":null,"page":"https://ck3db.com/concepts/ward"},{"key":"warden","name":"Warden","aliases":["Wardens","Warden's"],"parent":null,"children":[],"description":"A Ruler who has been sent a Hostage by a foreign Home Court as an assurance of peace or submission.\n\nA Warden will accrue PrestigePrestige over time for each Hostage in their Court.","links":["ruler","hostage","home_court","warden","prestige","court"],"dlc":null,"page":"https://ck3db.com/concepts/warden"},{"key":"ai_warlike_personality","name":"Warlike","aliases":[],"parent":"economical_archetype","children":[],"description":"A Warlike Ruler wants to be ready to declare War, always. They will save Gold for War before investing it in developing their Realm. If a Warlike Ruler is at peace for an extended period of time, they will use the Gold in their war chest to build Buildings.\n\nWarlike rulers are more likely to create and promote heroic Legends.\n\nBold and greedy Rulers tend to be Warlike.\n\nCommon Traits include Wrathful, Impatient, Sadistic, Ambitious, Vengeful, Irritable, and Zealous.","links":["ruler","war","gold","realm","building","legend"],"dlc":null,"page":"https://ck3db.com/concepts/ai_warlike_personality"},{"key":"weak_hook","name":"Weak Hook","aliases":["Weak Hooks"],"parent":"hook","children":[],"description":"A Weak Hook is a fairly common Hook that you might have on a character who owes you a favor, or that you have manipulated to do your will.\n\nWhile there are many interactions where a Weak Hook can be used, for example in Marriage proposals, they cannot be used to force someone to become your Agent in a Murder and do not provide a passive benefit (for that, a Strong Hook is necessary.)\n\nEvery child born to a Noble House also owes the House Head an initial Weak Hook.\n\nOnce a Weak Hook is used, it is spent.","links":["hook","marriage","agents","strong_hook","noble","house","house_head"],"dlc":null,"page":"https://ck3db.com/concepts/weak_hook"},{"key":"wedding_night","name":"Wedding Night","aliases":[],"parent":"grand_activity","children":[],"description":"The Activity Phase in a Grand Wedding in which the Spouses consummate the wedding, and the guests continue their celebration.","links":["activity_phase","spouse"],"dlc":"Advanced Activities","page":"https://ck3db.com/concepts/wedding_night"},{"key":"dynasty_prestige_level_5","name":"Well-known","aliases":[],"parent":null,"children":[],"description":"Well-known","links":[],"dlc":null,"page":null},{"key":"white_peace","name":"White Peace","aliases":[],"parent":"peace","children":[],"description":"A White Peace is one of three possible Peace Offers. Sometimes, both sides will agree that the War is no longer worth pursuing.\n\nWith a White Peace, the Attacker typically still loses some Piety or Prestige, but far less than with a humiliating Defeat.","links":["peace","war","piety","prestige","defeat"],"dlc":null,"page":"https://ck3db.com/concepts/white_peace"},{"key":"board_game_winning","name":"Winning","aliases":["Win","Sudden Death"],"parent":"board_game_match","children":[],"description":"Winning at a Board Game is accomplished in one of two ways:\n\n• Obtaining a dramatic lead in score over your opponent.\n\n• Being the defending player if there's no clear winner after round 4.","links":[],"dlc":null,"page":"https://ck3db.com/concepts/board_game_winning"},{"key":"winter","name":"Winter Severity","aliases":[],"parent":null,"children":["winter_severity_mild","winter_severity_normal","winter_severity_harsh"],"description":"Winter steadily drains Supply over time, making armies lose Supply while standing in a barony affected by Winter. The Supply penalty increases with each severity. Winter has three different severities; Mild, Normal, and Harsh.","links":["supply","winter_severity_mild","winter_severity_normal","winter_severity_harsh"],"dlc":null,"page":"https://ck3db.com/concepts/winter"},{"key":"yurt_buildings","name":"Yurt Buildings","aliases":["Yurt Building"],"parent":"yurt","children":[],"description":"Yurt Buildings are unique improvements to the Nomadic Capital.\n\nMechanically, they are Domicile Buildings — though many represent social customs or simply areas of focus for the Nomad tribe, rather than being literal structures.\n\nThe bonuses they can confer include:\n\n• Unlocking Court Positions and Nomadic Decisions and Character Interactions\n\n• Various bonuses to Herd and County Fertility, including Terrain specializations\n\n• Unlocking and improving Nomadic Men-at-Arms and boosting the strength of Nomadic Horde\n\n• Unique nomadic Cultural Tradition bonuses\n\n• Ways to manage your Vassals and Tributaries, as well as influence Characters at your court.\n\n• Kurultai and Obedience bonuses.","links":["domicile_building","court_position","decision","interaction","herd","county_fertility","terrain","men_at_arms","horde","culture_tradition","vassal","tributary","character","kurultai","obedience"],"dlc":null,"page":"https://ck3db.com/concepts/yurt_buildings"},{"key":"the_christian_church_zeal","name":"Zeal Chapter","aliases":["Zeal"],"parent":"the_christian_church_chapter_type","children":[],"description":"A Zeal Chapter stirs outward fire:\n\nMass conversions may take place, Great Holy Wars may become more common, Papal Bulls may be more frequent, and Faith conversion may be easier.\n\nConversion and Crusade are Zeal Chapters.","links":["great_holy_war","papal_bull","faith","situation_the_christian_church_phase"],"dlc":"By God Alone","page":"https://ck3db.com/concepts/the_christian_church_zeal"}]}