Crusader Kings III isn’t a grand strategy game

Crusader Kings III isn’t a grand strategy game. It’s really a role-playing game in which you play the sovereign of a realm. But where its genius lies isn’t in just playing one ruler — when one dies, you take the mantle of your heir. This doesn’t just keep the game going; it allows you to continue role-playing your realm, but from a different perspective.

It’s this lack of given resources that drives the real meat of Crusader Kings III: politicking. Marrying into families, plotting assassinations and fabricating claims on counties are just a few of the tools at your fingertips. Scheming is just as effective as warfare for getting your demands met, sometimes moreso. Others can scheme and plot against you as well, and every person—from your advisors to the noble you bumped into at a party five years ago—has an opinion of you. These aren’t just empty feelings on their part, either. If people don’t like you chances are they’ll make it known in a way that directly impacts you.

There's no real "win" state for Crusader Kings. You can conquer land and you need resources to feed your power, but as opposed to traditional resources like wood or stone, you acquire figurative resources like piety and prestige. In fact, this is the kind of game that gets better when things go wrong. My Scandinavian empire was starting to flourish when a powerful Scottish nation came across the sea and subjugated my kingdom. My new liege tried to earn my allegiance by giving me a seat of power - but my grudge ran so deep I started a plot to assassinate the king who made me bend the knee - and then, for good measure, I assassinated his son as well. As the world changes around you, your power will grow and shrink, but the way you use that power is what makes the experience interesting.

The game is an exercise in realism, with multiple scenarios for the player to choose from, each with their own historically accurate rulers and realms. In each scenario you can pick any ruler to play as, from the lowliest of counts to the mightiest of emperors. No matter who you play as, there’s no special treatment given to the player. If you play as a French noble then you are bound to French culture, with the decisions you are allowed to make directly influenced by your heritage. If you want to raise an army, you better be prepared to wait the month it will take your peasants to rally. All of these systems create a game that limits the player’s ability to actually play the game, but in a way that fits the theme of a realistic medieval simulation. It’s unlikely that a random Count in Ireland could cobble together the entire Empire of Brittania in their lifetime. But maybe if three generations played their hand just right, the dynasty could pull it off.

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