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Crusader Kings III
Court
Laws
Power sharing
A government is the system that rules characters and land. It determines the laws available to a character as well as any obligations (taxes and levies) a vassal may have to their liege.
Contents
- 1 Playable governments
- 1.1 Feudal
- 1.2 Clan
- 1.2.1 Tax Jurisdictions
- 1.2.2 House unity
- 1.3 Tribal
- 2 Unplayable governments
- 3 References
Playable governments[edit | edit source]
There are three playable government forms: Feudal, Clan and Tribal. Tribal governments can change to Feudal or Clan government via decisions.
Feudal[edit | edit source]
Feudal governments can create new holdings and cadet branches. They also have access to the Crown Authority law. Each feudal vassal has Obligations included into its feudal contract, which can only be changed one step at a time. Obligations can be lowered at any time, but raising them will add +20 tyranny opinion unless the liege lowers the other obligation or provides the vassal a right. The liege can also use a hook on the vassal to avoid tyranny.
Obligations may be reduced if a character is not a vassal's rightful liege. By default, the reduction is 50%. If the liege holds the de jure title two ranks above the vassal (e.g. king over count), the reduction is only 25%. To be the rightful liege, a character must hold the direct de jure liege title of the vassal's primary title. Dukes whose liege holds the de jure empire title are exempt from the penalty.
Obligation type | Exempt effects | Low effects | Normal effects | High effects | Massive effects |
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Clan[edit | edit source]
Clan governments can create new holdings and cadet branches and have access to the Crown Authority law. All vassals will want to be in an Alliance with their liege and will gain -15
Opinion of their liege if they are not. The penalty is doubled for Powerful Vassals.
When clan rulers are at peace they can appoint a Vizier.
If a clan ruler is a Dynasty Head, their realm will be named after their dynasty rather than the primary title.
Tax Jurisdictions[edit | edit source]
Governments collect taxes and levies from clan vassals by creating Tax Jurisdictions and assigning vassals to them. Tax Jurisdictions are accessible via a sidebar tab only available to Clan governments, or from the bottom of the Realm sidebar, on the Vassals tab. Each jurisdiction requires a Tax Collector. Count and Duke rulers can appoint 1
Tax Collector while King and Emperor rulers can appoint 2. Cultures with the Enlightened Magnates or Legalistic tradition can each appoint an additional one, as can dynasties with the first Brilliance legacy. A Vizier, depending on its Stewardship score, can grant from 1 additional
Tax Collector to 5. Two Innovations, Bailiffs and Court Officials, also each grant an additional one. Only unlanded courtiers can be appointed as
Tax Collector. How much taxes and levies a Tax Jurisdiction provides depends on the
Tax Collector's aptitude, which is the following:
- +1 per
Diplomacy (max 50)
- +1 per
Martial (max 50)
- +1 per
Stewardship(max 50)
- +1 per
Intrigue (max 50)
- +2 per
Learning (max 50)
- +5 per 20
Opinion
- +10 if
Just
- +10 if
Administrator
- +10 if
Avaricious
- +10 if
Diplomat
- +15 if culture has the Enlightened Magnates tradition
- +20 if culture has the Family Business tradition
Aptitude | Gold Contribution | Levies Contribution |
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Terrible (0-19) | 0% | 0% |
Poor (20-44) | 2% | 4% |
Average (45-74) | 6% | 12% |
Good (75-109) | 12% | 24% |
Excellent (110+) | 20% | 40% |
Each Tax Jurisdiction has a Tax Decree, which determines what all vassals assigned to the jurisdiction pay. Each Tax Decree can only be changed once every 5 years and the menu will show current taxes and levies and taxes and levies should the Tax Decree be changed. Existing vassals will be removed as taxpayers if the new Tax Decree does not allow them.
Tax Decree | ![]() | ![]() | Liege effects per vassal | Vassal effects | Requirements | Description |
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Basic Taxes | Normal | Normal | A standard tax. Taxpayers pay no more, and no less, than what they are expected to. | |||
Zakat | +25% | Normal | ![]() |
| Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need. | |
Iqta Grant | -20% | -20% | ![]() |
| Iqta is a tax farming system where local magnates are given wide authority to collect taxes on behalf of the state. In return they must provide significant amounts of soldiers for their liege. | |
Ghazi Status | Normal | -20% |
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| Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state. | |
ji*zya Status | +50% | -75% |
| Tax Nonbelievers tenet or ji*zya special doctrine | ji*zya is a special tax assigned to dhimmis, religious minorities, in return for the privilege to practice their errant faith in peace. | |
Muqata Status | -30% | -30% | ![]() |
| Legacy of Persia DLC | Muqata is a tax system where distant lands are given greater autonomy and taxed less, to promote stability and long-term development. |
Dehqan | +15% | +15% | ![]() | ![]() | Enlightened Magnates tradition | Persian magnates within an ancient, decentralized tax collection system, the deqhans closely manage their lands to promote productivity - and their own prestige. |
Maguh Status | -10% | Normal | ![]() | Brilliance dynasty legacy level 4 | An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state. |
House unity[edit | edit source]
If a House Head has Clan government then its house will have an additional mechanic called House Unity, representing how well members of a house tend to get along with each other. House Unity is increased by taking Unifying Actions towards them and decreased by taking Divisive Actions towards them. House Heads also gain access to the Extol Virtuousness and Accuse of Decadence interactions with other house members as well as the Steer House Unity decision.
Unifying actions | Divisive actions |
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House Unity ranges from 0 to 200 and is divided into 5 levels. All house members who use multiple heirs succession are forced to use the succession law with the same name.
Level | Unity | Invasion CB | CB cost | Claimant faction acceptance | Lifestyle experience | Dread decay | Challenge house head | Other effects | House unity decisions |
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Antagonistic | 0-39 | Unlimited | -30% | +40 | ![]() |
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Competitive | 40-79 | Every 10 years | -15% | +20 | +5% | ![]() |
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Impassive | 80-119 | Once per lifetime | +10% | ![]() |
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Friendly | 120-159 | ![]() | +15% | -20 | +5% | -20% | ![]() |
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Harmonious | 160-200 | ![]() | +30% | -40 | -40% | ![]() |
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Depending on House Unity, the House Head can use the following House Unity decisions. Each decision can only be used once every 20 years.
Decision | Cost | Effects | Requirements |
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Reinforce Army with Loyal Officers | ![]() ![]() | House gains the Loyal Army Officers modifier for 10 years | Antagonistic house unity |
Organize House Members for War | ![]() | House gains the Organized for War modifier for 20 years | Antagonistic or Competitive house unity |
Enforce Intrigue Network | ![]() ![]() | House gains the Intrigue Network modifier for 10 years | Competitive house unity |
Consult House Members | ![]() | ![]() | Impassive house unity |
Improve Taxation | ![]() | House gains the Improved Administration modifier for 10 years | Impassive house unity |
Send Bailiffs | ![]() ![]() | House gains the Enforced Bailiffs modifier for 10 years | Friendly house unity |
Encourage House to Improve Economy | ![]() | House gains the Encouraged Economy modifier for 20 years | Friendly or Harmonious house unity |
Placate Vassals | ![]() ![]() | House gains the Placated modifier for 10 years | Harmonious house unity |
Establish Futuwaa Lodges | ![]() | House gains the Established Futuwaa Lodges modifier for 20 years | Antagonistic or Competitive house unity![]() |
Educate Youth in Mosques | ![]() | House gains the Established Madrasas modifier for 20 years | Friendly or Harmonious house unity![]() ![]() |
Demand Shared Army Logistics | ![]() ![]() | House gains the Shared Army Logistics modifier for 10 years | Legacy of Persia DLC Antagonistic or Competitive house unity ![]() |
Promote Development | ![]() ![]() | House gains the Promoted Development modifier for 10 years | Legacy of Persia DLC Friendly or Harmonious house unity ![]() |
Most houses start at 100 House Unity and thus Impassive. The following houses are exceptions in 867:
- House Abbasid starts at Antagonistic
- House Samanid starts at Competitive
- House Afrighid starts at Friendly
- House Tahirid starts at Harmonious
- House Umayyad starts at Harmonious
Tribal[edit | edit source]
Tribal governments have access to the Tribal Authority law, and can raise it without having to research innovations. If tribal authority is high enough, a tribal ruler can reform their government to become Feudal or Clan. They also have access to the Conquest casus belli, which can be used to invade a realm, with higher-rank realms allowed at higher levels of fame.
Tribal governments have the following unique effects:
- Holdings cannot be created in counties ruled by a tribal ruler, even by a clan or feudal liege.
- Development will only affect supply limit, as tax and levy development increase does not apply in counties ruled by a tribal ruler. (However, a certain level of development is needed to reform government.)
- Development does not passively grow in counties ruled by a tribal ruler.
- Tribal baronies only provide half of their supply limit to armies belonging to other governments.
- Tribal rulers can only discover Tribal-era innovations.
- For succession, tribal rulers are locked to Confederate Partition.
- Tribal rulers can also be challenged by other tribal characters for their titles via personal combat (duel).
- Tribal rulers pay for men-at-arms using prestige instead of gold.
- Tribal rulers can raid (unless their religion forbids it).
- Once per lifetime, a tribal Ruler can use the Subjugation casus belli.
- Tribal rulers cannot prevent their vassals from declaring war.
- Tribal rulers cannot imprison vassals or courtiers without passing level 2 tribal authority.
- −50% Title creation cost.
- +0.2 monthly
prestige.
- −20
opinion with feudal, clan, and republic vassals.
- Tribal rulers have access to a generally inferior Royal court.
Tribal Vassals provide taxes and levies based on the Liege's Level of Fame.
Unplayable governments[edit | edit source]
The following governments are not playable as they do not use dynastic succession.
Government | Requirements | Tithe as vassal | Description |
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Republic | City holding as realm capital | 20% Taxes and 10% Levies | Towns are ruled by the privileged citizens of the burgher class, among whom one is chosen as mayor. While the mayor has significant influence, they depend on popularity to be re-elected. |
Theocracy |
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| In a theocratic government, all authority belongs to a religious institution. It is ruled by a priest or priestess who carries out the will of the divine on Earth. |
Holy Order | Holy Order title | Can hire their armies for free | The holy warriors of the orders have dedicated their life to fighting infidels and serving their faith. They may hold castles given to them by pious landholders. The order leader is chosen within the order ranks. |
Mercenary Company | Mercenary title | ![]() | Mercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks. |
Realm Priests receive vassal income at a rate of 25% from Realm Priests belonging to their liege's direct vassals. They also provide up to 50% of their income from directly-controlled churches and their vassal priests to their feudal liege, scaled based on opinion.
References[edit | edit source]
Mechanics
Characters | Characters • Attributes • Traits • Resources • Modifiers • Lifestyle • Family • Dynasty • Schemes • Activity • Artifacts • Interactions |
Realm & Governance | Vassals • Council • Court • Power sharing • Succession • Government • Laws • Decisions • Titles • Barony • County • Buildings • Royal court |
Warfare | Warfare • Casus belli • Alliance • Army • Hired forces • Duel • Struggle |
Culture & Faith | Culture • Traditions • Innovations • Religion • Faith • Doctrines • Tenets • Holy sites |
Meta | Modding • Patches • Downloadable content • Developer diaries • Achievements • Jargon • Bookmarks • Interesting characters • Ruler Designer |