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 Crusader Kings III Cheats

 
   
 
 
Crusader Kings III

Cheat Codes:
------------
Submitted by: David K.

Cheat menu:
-----------
Right click Crusader Kings III in your Steam Library, then select the "Properties" 
option in the "General" tab. Select the "Set Launch Options" button, enter "-debug_mode" 
in the text field, and save. Note: Make sure there are no spaces when setting the launch 
options.While playing the game, press ~ to display the cheat menu.



Carolingian Consolidation Achievement (Fast Way):
-------------------------------------------------
Written by SaltPak

This is a fast way to get the Carolingian Consolidation achievement. 
Pretty funny how broken it is, so I thought I would share.

Carolingian Consolidation Achievement  in Less Than 20 Years

-=Intro=-
To get this achievement, you need to be independent and be of the Karling Dynasty. 
You could do the hard/regular start and play as a Karling king in 866... 
OR you could do it the fast broken way!

-=Step #1: 1066 Start=-
To start it off, play as Count Herbert of Vermandois, a vassal of France. He is the 
only landed Karling in 1066, so all you gotta do is be independent from France! 
Make sure Ironman mode is on.

-=Step #2: Setup=-
At the start, everything is pretty set. Vassals are happy, heir is young, etc. You can 
do whatever you want EXCEPT for your lifestyle. You start with a boost in learning, 
but you're gonna want to go down the Intrigue Lifestyle and eventually pick up the 
kidnapper perk.

Other than that, do whatever. I made an alliance with Normandy for fun.

-=Step #3: Unrest in Vermandois=-
Next, start an independence faction. I never joined one myself, but if there's 
already one just join it. If it disbands for whatever reason, just start one yourself.

-=Step #4: Time to Plot=-
When you get the Kidnapper Perk, now you can start a plot to Abduct your liege! When 
you plot against the King of France, you'll probably get like a 20-50% chance of 
success. Just bribe EVERY single person to join your plot. 
Debt does not matter for this achievement.

Tip: If you didn't know, as long as the game is paused, you can invite people to 
join your plot EVEN if you are technically out of money.

-=Step #5: Profit=-
With everything setup, you should have a 95% chance to kidnap the King and an 
independence faction brewing. Once the popup for the kidnapping comes, Press demands
 for independence when the king is kidnapped! Even if he rejects it, you'll have 
100% warscore because you have the king! Enforce demands and BAM, you got the 
achievement.

This achievement took me 12 years to complete, only one try. 



How to Remove Primary Empire, Kingdom or Duchy Title:
-----------------------------------------------------
Written by linis

So you gained that wonderful title of Emperor / Empress, King / Queen, Duke / 
Duchess and maybe you want to retreat from the world a bit, and manage a smaller 
territory.

-=How-To=-
You'll need to have access to console commands to get this to work. I wouldn't 
recommend doing this with your absolute last County title, that could cause weird 
things to happen.

Now to remove the title of your choice:

* Click on a random ruler from the map.
* Click on the Pin icon in the top right corner of the ruler's window.
* Make a note of this ruler's title name, and whether it's an Empire, Kingdom, 
  Duchy title.
* Open up the console, assuming you've enabled it.
* Click on the button with the letter D in the top right part of the console to 
  enable Debug UI Elements, if it's not already enabled.

Take the target ruler's title with the following command:
give_title e_titlename

Replace titlename ^ with the name of the ruler's title. 
The e_ before titlename refers to an Empire title so...

give_title e_titlename <-- Empire
give_title k_titlename <-- Kingdom
give_title d_titlename <-- Duchy
give_title b_titlename <-- Barony / County

Once you've taken their title, make it your primary by:

Clicking on your ruler's portrait in the bottom left corner of the screen.
Click on the title in the ruler's window that pops up.
Click on the Make Primary button at the bottom of the title window.

Go back and click on your old title that you want to get rid of and click on 
the Destroy Title button.

Move your mouse cursor over the ruler you took the title from, and look for their 
"ID" number under the Debug section of the window that pops up.

Now give back that ruler their title with
give_title e_titlename 23840230423

Replace the long string of ^numbers ^ with whatever their ID number is.

You are now no longer bound by your Empire, Kingdom, Duchy title!

Of course you'll need to still work on becoming independent, but I'll leave that 
for another guide.

I'm sure some people are wondering why I didn't just give away the original title 
instead of taking another one. When using a modded empire this can cause problems as 
giving your title to another ruler has a chance to give them a "copy" of your title. 
It's weird, so this is the reason for the extra steps.

I'm hoping one of the modders out there adds this function so it's a simple click 
to remove it.

Someone out there probably knows an easier way to do this with console commands, but 
I haven't come across it yet ("destroy_title" doesn't work for me, which is why I 
decided to make this guide).



Going Places Achievement Guide (Ironman-Mode):
----------------------------------------------
Written by Phoenix26160

In this guide I describe to you how to obtain the achievement “Going Places” 
in Ironman-Mode.

-=How to Get Your Kingdom=-
For this achievement, you need to start as Earl Haesteinn of Montaigu in the 867 
start date and, before your leader’s death, get a kingdom-like title.

Declare war on Cornwall with the Claim Duchy CB (they might have allied West Francia 
but that doesn’t matter, you’ll crush them), raise your armies in Montaigu, set 
yourself as commander and sail over to Cornwall. If the Franks come, let them come, 
you will defend in woods, your army composition ih highly specialized and Haesteinn 
himself has an incredible 33 Martial, so you can crush them multiple times easily. 
After you have won, sell your prisoners for money (you’ll need it). Now you have a 
easy claimed duchy and a foothold in Britannia.

After you have formed the duchy of Cornwall, you have two options: Either culture-
convert and form the Kingdom of Cornwall by decision or do it the diificult way and 
try to get the Kingdom of Wales. Now you’ll eat up the little welsh lands, no one 
of them should be a match for your superior army. After you have taken seven 
provinces in the Wales area, you have enough de jure titles to form Wales. Now you 
only need 750 Ducats (250 for the Duchy of Gwynedd and 500 for the kingdom itself). 
You can get them by raiding super easy, as your leader is a Norse.

By the way, you might have to crush some rebellions of cornish/welsh people, but 
that shouldn’t be a problem.

This situation also offers great opportunities for conquering the british isles 
and doing fun viking stuff, also you can try to get another achievement, that
requires you to have the highest prestige level (Haesteinn starts at the second 
highest level already).




How to Recruit a Physician:
---------------------------
Written by Sputnik

Sure, you can interview for new physicians. But how to tell if they’re just a quack 
or not before signing them on?

-=The Ailment=-
Maybe you’re lucky and find an excellent physician just loitering amongst your court 
flunkies. Otherwise, once a year you can order the minor decision ‘Search for 
Physician’ (costs you nothing). Then within two weeks you get presented with 2 
or 3 candidates. But are they any better than what you’ve already got?

While you can right-click and examine their learning stats and doctoring traits, you
can only really guess at their aptitude once they’re in the job. And course, they 
always ask an outrageous sign-on fee.

-=The Prescription=-
I’ve found it’s better to always to flunk them all at interview, but invite one or 
more to court anyway (done via right-clicking their portrait in the interview screen).

-=Advantages=-
* That way I can see exactly how good they are before re-assigning the position 
  (you can compare candidates from your court via the change Physician order panel).
* If they’re no better than my current Doc, then I haven’t swapped him out-and-back
  needlessly and got him all cranky about it.
* I don’t need to pay any ruinous sign-on fee.
* They might be good at court in some altogether different position. I can check 
  their stats during interview for suitability on Council and maybe recruit them 
  for that instead.
* In any case, a few extra quacks are still handy to have at Court in reserve.
* Caveat: If you’re just starting out a game then it might be less easy to invite 
  them to court.



Console Commands & Cheats:
--------------------------

-=How to enable Console?
Steam: Right-click on Crusader Kings 3 in your game library -> Properties -> Under the 
"General" tab, select "Set Launch Options." -> Type -debug_mode ->  press OK

Gamepass / Windows 10 users
Open a text editor (like notepad) -> Create a new file -> Paste this line: 
shell:AppsFolder\ParadoxInteractive.ProjectTitus_zfnrdv2de78ny!App -debug_mode 
-> Save the file as a .bat file in your desktop -> Double click on the file to launch 
Crusader Kings 3 in debug mode.

age [amount]: Adds age [amount] to the character
add_claim [title id]: Adds a pressed claim on [title id] to the character
add_doctrine [doctrine id] [faith id]: Adds age [doctrine id] to to [faith id]
add_dread [amount]: Adds [amount] of dread  to the character
add_maa [regiment id]: Adds [regiment id] of of men-at-arms to the character
add_perk [perk id]: Adds [perk id] to to the character
add_piety [amount]: Adds piety [amount] to the character
add_prestige [amount]: Adds prestige [amount] to the character
add_realm_law [law id]: Passes [law id] to the realm of the character
add_realm_law_skip_effects [law id]: Passes [law id] to the realm of the character
add_relation [relation id] [character id: Adds [relation id] with [character id]
add_secret [secret id]: Adds [secret id] to the character
add_stress [amount]: Adds stress [amount] to the character
add_title_law [title id] [law id]: Adds [law id] to [title id]
add_trait [trait id]: Adds [trait id] to the character
change_martial [amount]: Adds martial skill [amount] to the character
change_stewardship [amount]: Adds stewardship skill [amount] to the character
change_intrigue [amount]: Adds  intrigue skill [amount] to the character
change_learning [amount]: Adds learning skill [amount] to the character
change_prowess [amount]: Adds prowess skill [amount] to the character
clear_character_modifiers: Removes all character modifiers
clear_title_laws [title id]: Removes all title succession laws from [title id].
clear_traits: Removes all traits
discover_all_eras: Discovers all innovations for the culture
discover_era [era id]: Discovers [era id] and all its innovations
discover_fascination: Discovers the current fascination for the culture
dynasty_prestige [amount] [dynasty id]: Adds renown [amount] to [dynasty id]
end_schemes: All schemes targeting the player character are abandoned.
event [event id]: Triggers [event id]
gain_all_dynasty_perks: Buys all dynasty legacies for the dynasty
gain_all_perks: Gives all lifestyle perks
give_title [title id]: Gives [title id] to he character
gold [amount]: Adds gold [amount] to the character
instabuild: Holdings and buildings completed in a day
instant_birth: Pregnancies last a day
join_era [era id]: Enters [ era id ] for the culture
kill [character id]: if no [character id] = suicide
know_schemes: Discovers all schemes
merge_culture [culture id] [culture id]: Merge cultures
pregnancy [character id] [character id]: Character ids are mother & father
remove_doctrine [doctrine id] [faith id]: Removes [doctrine id] from [faith id]
remove_nick [character id]: Removes the current nickname from [character id]
set_dread [amount] [character id]: Changes the dread to [amount] for [character id]
set_faith [faith id] [character id]: Changes the faith to [faith id] for [character id]
set_focus [focus id] [character id]: Changes the focus to [focus id] for [character id]
set_nick [nickname id] [character id]: Changes the nickname to [nickname id] for [character id]
set_stress [amount] [character id]: Changes the stress to [amount] for [character id]
set_diplomacy [amount] [character id]: Changes the diplomacy to [amount] for [character id]
set_martial [amount] [character id]: Changes the martial to [amount] for [character id]
set_stewardship [amount] [character id]: Changes the stewardship to [amount] for [character id]
set_intrigue [amount] [character id]: Changes the intrigue to [amount] for [character id]
set_learning [amount] [character id]: Changes the learning to [amount] for [character id]
set_rowess [amount] [character id]: Changes the rowess to [amount] for [character id]
yesmen: AI characters accept all proposals
Clear: Clears console historyv
effect [effect script]: Executes a scripted effect.
faction_spawn [faction type]: Spawns [faction type]
generate_cadet_coa: Generates a new coat of arms
help [command]: Prints the description of [command]
instamove: Armies move one barony per day
map_editor: Opens the map editor.
nomen: AI characters refuse all proposals
observe: observer mode.
portrait_editor: Opens the portrait editor.
reload [filename] [target]: Reloads mod and game files into memory
run: Executes the commands in [file name]
set_is_ai [character id]: Allows the AI to control [character id]
set_is_player [character id]: Disallows the previous command




Useful Tips for Factions:
-------------------------
You can hover over their faction members in the faction screen, and see their ‘faction 
commitment’ to see a breakdown of what makes them want to stay a member. Sometimes it is 
personality traits. My game rule on the hardest ‘instability’ setting gives them all 
something like a 50-point commitment, so even vassals with 50 opinion of me or more will 
still join factions.

Sometimes they just need a nudge. If you have lots of gold you can usually send a strong 
member a gift and it will put them out of the faction. Some have extremely low/borderline 
commitment and it isn’t always entirely dependent on their opinion of you.

-=Pro Tip=-
If you have a vassal in a faction that has a high opinion of you that you feel there’s no 
logical reason why they should want to be in that faction, they probably are being forced 
by another AI to join the faction due to a strong hook.

That’s a good time to send your spymaster to try to find out what secrets they hold, maybe 
even get a strong hook on them yourself. You need a really talented spymaster though, to 
find those secrets as quickly as possible (and hopefully your spymaster isn’t the one 
holding the hook on them because they’ll probably be more terrified of your spymaster than 
you, which is another reason they’d want to stay in the faction).

My spymasters are almost always courtiers because a vassal spymaster can do a lot of damage 
to you, at their benefit, unless you’re certain they’re loyal.

I did this recently and found out that one of the faction members was a sodomite, even 
though he had 100 opinion of me he just would not quit the faction, and I’m almost certain 
the faction leader knew his secret as well. Once you expose their secret, any blackmail on 
them becomes useless (including blackmail by AI), so I exposed it and he left the faction.

There’s also somewhat of a delay for them to leave the faction (I believe it calculates 
monthly) so if you bribe someone to like you and they don’t immediately leave the faction, 
don’t panic just check again a month later and see if they’re gone.

If they are still there then there’s probably some other reason. Also if you are planning 
to expose their secret it’s probably best not to blackmail them first because blackmail 
gives a permanent -15 opinion for their lifetime, but exposure gives -30 but decays. 
Just kinda up to you what you want to do with the information your spymaster finds for you.




Tips to Deal with Powerful Vassals:
-----------------------------------
Lots of ways you can fix this without giving them a council position. You can 
make them love you, you can make them fear you, or you can get rid of the problem 
by delegation/elimination.

One idea is to make them a vassal to another vassal who does like you or you have 
influence over – if you can. You lose a little income and levy but not a lot; you 
were only getting a percentage of both to begin with anyway. They then are your 
vassal’s problem to make happy and, if they do revolt – and win, they are still 
YOUR vassal that you can hand off to yet another vassal.

Another idea is to keep the unhappiness manageable. Watch the power/demand bars 
for factions and do what you need to do to keep them below the 50% threshold and 
timelines for making demands. Sway. Fabricate hooks. Befriend. Send gifts. Give 
away the artifact you never use. You don’t need to influence everybody in a faction, 
just focus on the powerful and get those that don’t completely hate you to change 
their mind. You want to keep them just shy of being powerful and numerous enough to 
be a threat. Increasing the size of your own military tips the scale here too.

Another idea is boost your dread. Unless they are brave, fear works for keeping 
vassals in line. Executing prisoners is an easy way to boost dread and a short war 
or outing secrets for people you rule over that don’t particularly matter are both 
ways to acquire prisoners.

Last, but not least, is simple murder. Is their heir more “manageable”? If you want 
to be “cheesy” about it you don’t even have to kill them directly. You just force 
them to be a knight, start a war, and send them out to fight without support until 
they die. Pick an easily beatable enemy that’ll want a white peace ASAP. I think PDX 
even pointed this method of dealing with undesireables out years ago.

Also if you have foreign vassals, you can learn their language to counter the cultural 
acceptance penalties.



How to Take Down a Kingdom Quick:
---------------------------------
Written by Sputnik

A cheeky method to seize a rival Kingdom in just two wars, with claims on just 
over 1/4 of its Counties.

-=Caveats=-
* This involves usurping titles. That works easily only against a Kingdom with a 
  faith that’s non-hostile to your own. Usually there’s plenty of good targets 
  nearby.
* It assumes you have the means to win two wars against an enemy King – either 
  through strength or guile. There’s other guides about all that business at the 
  pointy end.
* This method described here, although quick, is a little complex. Let me know in 
  the comments of any missteps I’ve made and I’ll make amends.

-=Stuff You Need=-
Roughly in order of importance:

* The ‘Chronicle Writing’ innovation
* Gold in abundance
* A good Chaplain

-=Chronicle Writing=-
This is an Early Medieval period Civic tradition. It takes a while to get, so set 
your culture ‘Fascination’ to this early (perhaps second only to Royal Prerogative)

Chronicle Writing opens two important war goals for us:
* ‘Your Claims’ lets you press any number of your own claims 
  (rather than just one at a time)
* ‘Seize All De Jure Lands’ lets you war for any number of Duchies you have title to.
These are mutually exclusive goals in a single war. So that’s why we need to launch 
two wars.

-=Gold=-
“The sinews of war are infinite money” says Cicero. You won’t need that much!

But you will need enough gold to pay for all the titles you’ll be usurping and/or 
creating during the course of a 5 year truce period between wars (250 gold per Duchy 
and 500 for the Kingdom). But since you probably won’t have Chronicle Writing till 
your affluent mid-game this shouldn’t be a problem. (‘Ask Head of faith for Gold’ 
and ‘Extort Subjects’ are handy sources of extra cash).

-=Chaplain=-
A Chaplain with a high learning score will hasten the claims you still need to 
fabricate early on. But if you’re not your ‘Head of Faith’ you might be stuck with 
some idiot they gave you.

Take cheer – chaplains are quite easy to keep murdering until you get a good one.

-=Stuff to Do=-
* As promised, your Chaplian need only fabricate claims for a little over 1/4 of
  the enemy Kingdom’s counties – but they have to be the right ones! Target half
  of the enemy Duchies plus one more. and fabricate claims on just over 50% of 
  the counties within each (Shift+Q to see where the De Jure Duchies are on the map).
* Declare war for all these by selecting the war goal ‘Your Claims.’ Be a winner.
* During the 5 year end-of-war truce you’ve got some spending to do:
  ‘Usurp’ each Duchy you’ve just half-conquered Any duchy had no title to usurp you’ll 
  have to create one for (either way, this will cost you 250 gold a pop). Now you’re 
  holding titles over more than half of their Duchies you can do the same for their 
  entire Kingdom. Usurp the Kingdom tile if it exists, or else create the title (500
  more gold thanks)
* After the truce period ends, declare a second war to Seize All De Jure Lands (Just 
  check all the duchies you want are highlighted on the map before launch. If not, you
  may need to shake the money bag out again and grab those missing titles.
* Win this second war to gain outright control of the emery’s kingdom. You know it’s 
  right and proper.
 

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