Crusader Kings 2 isn’t the easiest game to define. It mixes Paradox’s grand strategy formula with a big bucket of RPG flavour, creating something that’s just as playable as an emergent storytelling toy as it is as a wargame. Crusader Kings 3, its freshly-announced sequel, has this same mix of ingredients. But from what we’ve seen so far, it looks like it might just have edged over the line from “a strategy game with RPG elements” to “an RPG you play on a map”.
Let’s be clear: it’s still very much a strategy game. Crusader Kings 3 is about exploiting a range of interlocking systems — from military power to succession law to church doctrine — to grab big metal gauntlets full of power, and rise to the top of the medieval world. That world is now bigger, too. Four times the size, in fact, which brings it to a par with the vast map of Imperator: Rome. And the mechanics used to manipulate it are as varied as they ever were. More than in CK2, however, all of them are affected by who your ruler is as a character.
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