2. Charlemagne
Playing CK2 without the 769 AD start date almost feels like heresy once you've had this DLC installed for a while. History develops across nearly 700 years, the initial setting is a fantastic one, and all kinds of old religions like Zoroastrianism aren't fringe yet.
It's the perfect starting point for a campaign. Heck, this game stretches so far back that the Vikings have to wait 24 years before they get a crack at Lindisfarne.
Besides the well-fleshed-out event chain for Charlemagne himself, this DLC introduces the Chronicle, which keeps track of the story of your faction and the world across all that history.
On top of that, this also is the DLC that opens up “Create Kingdom” that isn't bound by geography. If you've got enough duchy titles, crown yourself king. Get enough kingdoms and make your own empire. It opens up player strategy in ways that the de jure system is sometimes at a loss to properly do.
More strategic variety means more varied ways to play, and more varied ways to play means more fun. But even if this DLC did nothing but set the clock back at the start, it'd still be essential.
3. Holy Fury
This is the biggest pure content pack in terms of changing the way the game is played without adding a new start date or new factions to the game.
In a nutshell, Holy Fury is less DLC and more overhaul mod.
For one thing, it buffs pagans big-time. Yu gi oh duel moster mp4 sub indo. If you have Old Gods installed, you'll be able to play rulers with massive buffs from joining Warrior Lodges, all with a whole bunch of new flavor events.
Christian rulers get new Crusade events, a Sainthood trait that buffs all the saint's descendants forevermore, coronations by clergy to bless the king's divine right in the eyes of God, and a new baptism mechanic to make conversion of the unsaved all the more satisfying.
Plus, you get shattered and random worlds; no longer are you bound by the hard limits of history, so you can create a map you can play your way and explore your way.
This is one of three revolutionary DLC packs for Crusader Kings 2. You can read my full review of the expansion, as well as my tips guide for getting started if you want to know more.
4. Way of Life
Way of Life brings Focus into the game, as every character, upon hitting adulthood, can now set the general trajectory of their lives.
For rulers, this can be as mundane as +3 to Stewardship, as they try to become better rulers. However, for the intrigue-minded and lustful, this can be the Seduction trait, or “having sex with your courtiers' wives for fun, profit, and occasionally bastards.” For the bloodthirsty, the War traits can break a stalemate and generate more powerful armies.
Even the tech-minded can engage in Learning-based traits, which are especially useful for Duke-level rulers and above. That's because they can use excess Learning to crank up the rate at which Knowledge Points are generated, which in turn can grant advantages in battle or more stable realms.
And of course, with all these new ways of life come diplomatic options and event chains that put a bunch of character in your characters.
This expansion makes such a huge change (for the better) to role-playing that no CK2 player should be without it.
5. Monks and Mystics
This is the DLC that adds Secret Societies to the game, giving a bunch of new flavor to playable characters.
In addition, those religious societies grant buffs to characters that go way beyond mere role-playing. You can create some pretty strong rulers with this one.
And not everything is monastic orders and worshipping the divine. There's outright devil worship (heavy metal sold separately) in the list of secret societies, where an evil-minded character can come up with all kinds of deliciously chaotic mischief.
Even better, though, is the initiative that the DLC grants to courtiers. There's more to life than just your Big 5 on the council settling tribes and preaching to heathens while the marshal trains troops and the chancellor gins up fake claims for wars.
Now, a talented councilor can be instructed more generally, and that means that occasionally, an event will fire that buffs your realm or the people in it.
This is also the DLC that adds the Relic Treasury for yet more ways to build an economic powerhouse without worrying about a good province being inherited out from under you during a dynastic shakeup.
Depends on Your Playstyle DLC
6. Sword of Islam
Play as the Muslims and kick those crusader kings out of the Holy Land with Sword of Islam.
This DLC, in addition to making the Muslims playable, also massively fleshes out Islamic factions with a Decadence system, the chance for Muslim rulers to have up to four wives, new Commander traits that make combat a whole lot more interesting, and a big ol' pile of new events.
A whole slew of new religion-based casi belli make religious warfare a whole lot more fun, especially if you're playing as the two big players that the game's title implies; whether it's shouting Deus Vult!, or calling for a jihad, this will escalate the violence in the Middle East so fast you'd think there was an American president facing an election year.
Granted, if you don't play much on the periphery of the Islamic world, or a Muslim ruler, there's not much here for you; however, just about every player crosses paths with the sons of the Prophet eventually. Having this DLC will make them more interesting foes.
7. Horse Lords
What if, instead of waiting for the Mongols to show up, you decided to actually be the Mongols?
That's the proposition on offer in Horse Lords, and it makes nomadic factions playable, with their own game mechanics and unique playstyle.
This is also the other DLC that's going to get anything out of Jade Dragon.
The societies of the steppes aren't settled feudal societies. They're not even tribes. Instead, they're populations from which armies are raised and who are hard to conquer.
Also included is the Silk Road and the landless adventurer. Fighting the adventurer off is a challenge for all but the most well-developed kingdom.
While this is built for those who play nomadic, an argument can be made that it's a beneficial DLC for those who don't play it as well -- and a reason to give the playstyle a try.
8. The Republic
In The Republic, you're less crusader king and more Merchant of Venice, as the emphasis shifts from pure warfare to something more trade-oriented.
This is where factions like the Hanseatic League, Gotland, Genoa, Venice, and Pisa live, constructing trading posts and moving goods and money all over the Mediterranean and Baltic.
This changes the game big-time; you're no longer a king or an emperor but rather a Patrician. You're trying not to rule the world with a giant demesne and lots of soldiers but with the title of Doge and many prestige and much coins.
If you prefer your conquests with armies, or you don't like playing seaborne factions, this isn't going to be much for you, but if you love cloak and dagger, this is a must-have.
9. Legacy of Rome
What Sons of Abraham did for Catholics, Legacy of Rome does for Orthodox factions in general and the Byzantines in particular.
This is also the DLC that introduces the factional system into the basegame, making it much more of a universal DLC for all playstyles, not just for the titular “Eastern Roman Empire.”
Factions will revolt and start civil wars as they try to seize whatever it is they were spawned to do, whether it's forcing a change in the realm's laws, forming a breakaway state, or even installing a usurper on the throne for a game over.
This DLC also offers Orthodox Patriarchs the opportunity to match up with the Catholic Cardinals to the west, which is essential for playing any of the factions in southeastern Europe or in Russia.
And there's even a nice little perk where rulers can get ambitions to improve their weaknesses, which tend to trigger event chains leading toward that goal.
But the real joy here is in Retinues. These are standing armies that don't cost upkeep except when losses are replenished. Once you have a big enough realm and sufficient military technology, those standing armies can be big enough and strong enough to take on levies three times their size, and they don't have to be disbanded like levies do for declarations of war.
The only time you'll ever have to raise your levies again is if you're fighting a super-strong enemy, and even then, your superior retinue can tilt the tide of battle.
Even if you don't play in Orthodox territory, there's a lot to like about this DLC, and it's only five bucks at full price.
10. Sons of Abraham
For Christian rulers, Sons of Abraham is the first of three DLC packs (Legacy of Rome and Conclave are the other two) that gives them a ton of new stuff to play with.
Particularly, this DLC opens up new opportunities for a Jewish ruler, where either through Ruler Designer or through choosing a Jewish faction to start the game, you can restore the Kingdom of Israel to Biblical glory.
The real shining star of this DLC, though, is the Catholics, because additional Papacy and College of Cardinals gameplay options create a new way for an ambitious Western ruler to gain outsized power and influence over all of Western Europe.
Even the Muslims get a bit of stuff to play with, too, as an event chain involving the Hajj makes an appearance.
If you play Crusader Kings as an actual crusader king, this is going to be a must-have, but if you don't, this is “stuff for other people.”
11. Rajas of India
There's a lot to like here if you're the kind of player who wants to give the Buddhist, Jain, and Hindu religions a try, and culturally, India provides a massively different game flow from typical scenarios.
Karma replaces Piety, events and decisions are radically different in India than they are in Europe, and if you do happen to have Jade Dragon, this is one of the DLC packs that brings out and makes use of its features.
If you have an interest in the cultures of the East, and especially if you have one of the DLC packs that enables an earlier start date, there's a lot to like here.
But if you prefer your CK2 experience more traditional with actual Crusades and Vikings and European feudalism, this is just going to push the map out without giving you anything to actually play with while you're there.
Don't Bother DLC
12. Conclave
Conclave makes Crusader Kings 2 a bit more frustrating if you're the type of player that prefers to rule with an iron fist, as there is now a council of nobles that must be appeased in order to achieve the level of centralization required to run an empire smoothly.
There's also a new education system with a lot more events for molding children into good adults, a new diplomatic system that makes strategic marriages much more important, and a buff to mercenary companies that makes them get better commanders.
That said.. that's all you get here. Nothing truly game-changing, just a few tweaks to existing systems.
13. Jade Dragon
The Chinese make an appearance with playable Taoist and Han religion and culture, and players who enjoy the wilds of the East will now be able to beef up their economy and make the best use of the Silk Road.
But here's where you start to see why so much CK2 DLC is for-a-certain-kind-of-player-only stuff. If you don't like to play in India or Transoxiana (or you don't have the Rajas of India or Old Gods DLC), you're going to have nothing here that contributes in any way to your actual game.
A lot of CK2 fans were hoping this would finally stretch the map all the way across the Eurasian continent, but instead, what we got was an expansion that is highly niche-focused and simply not very well fleshed out.
14. The Reaper's Due
The biggest value-add in this DLC is the addition of a Court Physician, a special job that helps cut down on the capriciously random deaths from illness that tend to crop up in a playthrough.
Get a courtier with a high enough Knowledge skill and they can rescue infants who would otherwise have died a horrible death in infancy, and they can even be the difference between life and death for a ruler.
You can also build hospitals in your provinces if you have a feudal government, and disease resistance now grants advantages to those clever enough to maximize it.
But for 10 bucks, there are no groundbreaking gameplay changes that aren't just tweaks to existing systems. That's too steep an ask for what the DLC offers.
15. Sunset Invasion
The whipping boy DLC of the franchise, Sunset Invasion answers the question “what would happen if the Mesoamerican civilization pulled a Columbus and set sail across the Atlantic with a horde to invade Western Europe?”
While it certainly adds a heck of a threat to the midgame, it throws the balance entirely out of whack; the Aztecs are massively overpowered, and the Mesoamerican disease mechanics render the early-game pointless, severely curtailing the fun factor of a playthrough.
This is partially mitigated if you're playing a faction in the ever-expanding eastern territory of the map, or if you get to watch from the fringes of the conflict on a perch in Africa or Finland or Poland, but compared to other DLC, the content here offers very little for actual players to tinker with and enjoy.
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In truth, all 15 DLC packs for Crusader Kings 2 have at least something to offer, especially if you can get them on sale, and with Steam's annual blowout extravaganza happening right now, this is the perfect time to open up your wallet and start in on completing your collection.
Crusader Kings 2 Overview
Crusader Kings 2 Free Download for PC is a grand strategy game set in the Middle Ages, developed by Paradox Development Studio and published by Paradox Interactive as a sequel to Crusader Kings. It was released for Microsoft Windows on February 14, 2012. An OS X version, Paradox Interactive's first in-house development for the operating system, was released on May 24, 2012. A Linux version was also released on January 14, 2013.
The game has been Paradox's second most successful release to date, after Cities: Skylines, with over 1 million copies sold. Crusader Kings 2 Download free Full Version.
Gameplay
Crusader Kings 2 Screenshots
It’s a rare strategy game that’s still receiving major expansions so many years after release. The fact that Crusader Kings II is one of those few represents just one of the aspects that makes it special. But with all that extra stuff comes a hefty, extra price tag. Across 15+ DLCs (if we’re just counting the major, gameplay-altering ones), you can expect to pay nearly $200 on top of the base game (at full price) to acquire the “full” experience.
We have guides for Paradox's other grand-strategy titles as well, namely Europa Universalis 4 & Stellaris - check them out!
Steam sales and combo bundles can easily knock more than half of that off, but it’s still tough to digest if you’re just getting started. So, we’ve broken down every gameplay DLC, and whether we think it's worth your money.
SWORD OF ISLAM (2012) - $9.99
Highlights:
Unlocks Muslim rulers (base CK2 only allows you to select Christian characters) with loads of new mechanics
- Decadence can cause your dynasty to collapse if you engage in immoral behavior.
- A new succession type for Muslim realms in which all legitimate sons have a shot at inheritance based on their prestige.
- Ability to have up to four wives.
- New CBs (reasons to go to war) specific to the Muslim world.
- Tons of new, Muslim-specific events and decisions, such as going on Hajj to Mecca.
Is it worth it?
As you’re going to discover with many CK2 expansions, it depends highly on whether or not you are interested in playing the new content it unlocks. You can play non-Muslim rulers forever and the fact that you don’t have this DLC installed will have no effect on you at all. They are a rather large, distinct, and interesting sphere of CK2’s world, however, and quite worth giving a spin if you’re looking for something different from feudal Catholic Europe.
LEGACY OF ROME (2012) - $4.99
Highlights:
- New decisions and events for the Byzantine Empire, allowing them to restore the Roman Empire by capturing its former territories.
- Orthodox rulers can Mend the Schism, re-uniting the Western and Eastern halves of the church and rendering Roman Catholicism a heresy.
- A new army type called retinues, in contrast to feudal levies which must be called to war each time, represent standing armies like those of the Byzantines that exist on the map at all times and never need to be disbanded.
Is it worth it?
Absolutely. It’s only $5, and retinues are such an essential element of late game CK2 that you’re basically handicapping yourself by not having access to them. The other features are fairly specific to Byzantium and other Eastern Orthodox rulers, but retinues alone put Legacy of Rome on the essential list - especially since it tends to go for under $3 on sale.
SUNSET INVASION (2012) - $4.99
Highlights:
- Adds an ahistorical invasion of technologically-advanced Aztecs who arrive from across the Atlantic to conquer Europe in the late game.
- Introduces Nahuatl culture and the Aztec pagan religion.
Is it worth it?
As probably CK2’s most controversial expansion, and the only highly anachronistic one, that’s a bit of a loaded question. It’s probably the least essential expansion, and I play with it turned off the vast majority of the time. That being said, there is enjoyment to be had if you go in knowing you want an unrealistic and almost silly campaign that’s quite a bit different from what CK2 has to offer otherwise. It also puts pressure on Western Europe at a time when things can start to feel static, similar to the role the Mongols play in Eastern Europe.
THE REPUBLIC (2013) - $9.99
Highlights:
- Unlocks playable merchant republics, such as Venice, Genoa, and the Hansa.
- Can build trade posts in other rulers’ provinces to extend their trade networks and get richer.
- Rather than playing a hereditary ruler, you play the head of one of a number of powerful families who try to influence elections to stay in power.
- Lots of new events specific to republics.
Is it worth it?
Like Sword of Islam, this one is entirely situational. You won’t see any of its effects if you only ever play feudal rulers. And given that there are a fairly small number of republics in the game’s timeframe, it opens up fewer, new options than most of the character-unlocking DLCs. Still, republics offer a rather unique way to play the game that can help keep things from feeling stale, especially for players who love to amass gold and spend it on cool stuff.
THE OLD GODS (2013) - $14.99
Highlights:
- Unlocks playable pagans (Norse, Slavic, Suomenusko, and Romuva) and Zoroastrians with tons of new mechanics for each.
- Adds a new start date in 867, the height of the Viking Age.
- Lots of new Viking mechanics, such as coastal raids and being able to sail your longships up major rivers.
- Revolts are now led by a named leader character who can be captured, killed, or reasoned with like other rulers.
- Adventurers are a new AI character type, representing warriors with no land who gather an army and set off to conquer distant lands.
- Adds the ability to “reform” a pagan religion to make it more capable of competing with the Abrahamic faiths.
- Zoroastrians can restore the old Persian Empire by reclaiming it from the Muslim conquerors.
Is it worth it?
Absolutely. This is still probably my overall favorite CK2 expansion, though I admit that I’m heavily biased towards all things Norse pagan. The 867 start date is far more volatile and dynamic than 1066, with greater ahistorical possibilities, while not straying so far out of the feudal age that it feels like a bad fit for CK2’s mechanics -- which is the impression I often get from the even earlier 769 start added in the Charlemagne expansion, which we will discuss below. Pagans and Zoroastrians are a ton of fun, as are their respective mechanics for cementing their places in history.
SONS OF ABRAHAM (2013) - $9.99
Highlights:
- Introduces the Catholic College of Cardinals, which can be manipulated to put a friendly Pope in power.
- Adds Judaism as a playable religion with new events, decisions, and mechanics.
- Two new Catholic holy orders.
- New holy orders for religions that didn’t have them already (such as Zoroastrians).
- The ability to borrow money from the Knights Templar/
- A huge number of new events, many for Abrahamic faiths.
- Christians can now go on pilgrimages to holy sites.
- Muslims can side with the Mutazilitie (science-focused) or Ashari (piety-focused) schools.
- Christians can force relatives and courtiers to take the vows and become a monk or a nun.
Is it worth it?
This is the first major expansion to expand on Catholic Europe, the area the game focused on at release. If that’s your thing, this one is borderline essential. The new holy orders make a big difference in making some previously bare bones religions feel fleshed-out. Judaism gets some pretty cool stuff, like being able to restore the Kingdom of Israel, which makes for a fun playthrough. And the new Muslim mechanics offer an interesting trade-off, allowing you to continue the scientific revolution of medieval Islam at the risk of potentially offending some of your more devout coreligionists. There’s something for everyone, but Muslim, Christian, and Jewish characters will get the most out of it.
RAJAS OF INDIA (2014) - $14.99
Highights:
- Unlocks playing as the Buddhist, Hindu, and Jain rulers of the Indian subcontinent.
- Tons of events and decisions for the religions listed above.
- Members of Indian faiths are tolerant of one-another, so a Buddhist ruler isn’t obligated to convert his Hindu subjects.
- War elephant units for Indian rulers.
Is it worth it?
Crusader Kings 2 Trade Route
This one is very easy to ignore if you’re not particularly interested in the Indian subcontinent, especially given its relative distance and isolation from the rest of the map. The Indian religions are each flavorful and interesting, but to this day still feel less fleshed-out and more disconnected from the rest of the map. There’s plenty of enjoyment to be had, but it’s definitely among the least essential DLCs.
CHARLEMAGNE (2014) - $14.99
Highlights:
- A new, even earlier start date of 769 AD, when Charlemagne was competing with his brother Karloman to rule over the Franks.
- A bunch of events and decisions tied to Charlemagne and Karloman that give a number of different ways for their fates to play out.
- Empires with sufficient legalism (like Byzantium) can now appoint titles to temporary governors called viceroys instead of handing them out as permanent, hereditary, feudal holdings.
- Adds the playable Zun religion.
- Can now create custom kingdoms and empires not based on historical ones if you own enough land.
Is it worth it?
I have mixed feelings about Charlemagne. At first, I loved the 769 start. But the more I’ve played it, the more two issues become apparent. One: CK2 was not designed to handle this time period. Two: 700 years (769 - 1444) is just too long to play a single campaign. I almost always get bored long before I’m finished, which makes the extra centuries more of a burden than a boon. The story events with Charlemagne are a lot of fun to play through a time or two, but leave the dozens of subsequent generations feeling less dramatic and dynamic. I find it hard to say this expansion isn’t worth ever getting. Quite the contrary. But I don’t consider it nearly as essential as I once did.
WAY OF LIFE (2014) - $7.99
Highlights:
- Adds character focuses, such as War, Family, and Theology, that each have many associated events to flesh out the day-to-day life of your character.
Is it worth it?
It doesn’t sound like much, but the answer is definitely yes. No matter what kind of character you’re playing focuses can break up the monotony and add a greater sense of reality to the world, while helping to break up the long chunks of time when there might be nothing politically interesting going on. Some of the best events in CK2 came out of this DLC, and I’d have a hard time making myself play without it.
HORSE LORDS (2015) - $14.99
Highlights:
- New playstyle for nomadic hordes that’s vastly different from their settled counterparts
- Clans can vie for power to become the Great Khan.
- Feudal holdings can be razed for pasture land, increasing the potential population of your horde.
- New succession mechanics where only strong rulers can command respect, allowing vast hordes to collapse with the death of one man.
- Members of your court and family can now found mercenary bands and gather followers to fight with them for pay.
- Adds the Silk Road trade routes, which can be fortified with trade posts to give their owners more income.
- Can now force another ruler to become your tributary in war.
Is it worth it?
We’re back in firmly situational territory here. The hordes can be a ton of fun to play, but are really emblematic of what I see as the developers trying to “hack” CK2’s systems and make them do things they were never intended for. The somewhat awkward management of nomad holdings and governments can get you to wondering why they didn’t just make a new game about horse nomads, instead of trying to shoehorn them into a feudal incest simulator. If you don’t plan on playing as a horse nomad tribe or holding land along the Silk Road, you can definitely skip this one.
CONCLAVE (2016) - $14.99
Highlights:
- Your ruler’s council now plays a much larger role, able to vote on certain issues and maneuver to gain more authority at the expense of the monarch.
- A new system of favors allows exchanges of resources for votes on the council.
- Powerful vassals will now be very unhappy if not on the council.
- Rework of regencies.
- New system for educating and influencing the traits/stats of young children.
- Rework of realm laws.
- Able to change laws defining the status of women in your society, giving them more equality over time.
Is it worth it?
For my money, absolutely. It was one of the more controversial expansions at launch due to the addition of some questionable features (and I was one of the loudest complainers!) that have since been revised and/or made toggleable game options. But the core of it, the new council mechanics, is fantastic. It brings new depth and strategy to internal politics, makes playing a vassal of a higher ruler much more fun, and more realistically simulates the simple fact that most rulers in the middle ages were not even close to being unchallenged, absolute monarchs. Getting your way is a lot more satisfying when you have to manipulate a bunch of people to do so.
THE REAPER’S DUE (2016) - $9.99
Highlights:
- Rework of the disease system including symptoms, new diseases, and treatment options via a new appointed office called Court Physician.
- Epidemic diseases can depopulate a province, lowering income and manpower, which takes time to recover from.
- Rulers can now build hospitals in provinces, which protect to some extent against depopulation.
- Provinces that have not been ravaged by war or disease can now become prosperous, increasing income and manpower recovery.
- Crown Focus allows rulers to choose one of their provinces to focus on, increasing its prosperity.
- Tons of new events, including many related to the revamped Black Plague.
- Adds the ability to seal yourself in your castle to avoid an epidemic, triggering many new events related to isolation.
- New ways to torture and execute prisoners
Is it worth it?
Before Reaper’s Due, I was always complaining about how one of the most momentous, continent-changing events of the Middle Ages, the Black Death, was barely represented in CK2. Now, it’s much more of a world event with fanfare and unique mechanics. And while it still doesn’t trigger the kinds of cascading historical changes it did in the real world, it’s still nice to see it getting more recognition. The court physician and prosperity systems are also useful and interesting no matter whom you’re playing.
MONKS AND MYSTICS (2016) - $14.99
Highlights:
- Adds Societies to the game, which characters can join and rise through the ranks of to gain access to new abilities.
- The Hermetic society focuses on esoteric learning and the secrets of the cosmos.
- Lucifer’s Own is devoted to Satan and gives its members dark powers to prolong their lives and harm their enemies
- The Shia Hashashin are masters of murder and intimidation.
- Monastic orders for many religions allow you to pursue a life of devotion and purity.
- Lots of new events related to societies.
- Characters now have inventories for storing weapons, artefacts, and symbols of office that have an impact on stats.
Is it worth it?
Some of the societies are really cool, but also nearly as unrealistic as Sunset Invasion at the higher levels. So if you want a purely historical playthrough, it’s probably safe to skip this one. The new events are really the highlight of it all. They’re well-written and often shocking, and combined with those added in previous expansions like Reaper’s Due and Way of Life, really give your character enough to do that you can play CK2 almost as an RPG or a visual novel instead of a strategy game about conquest. At least, until they start to get repetitive - which they definitely will if you stay with the same society for long enough,
Jade Dragon (2017) - $14.99
Highlights:
- Adds China as an off-map power that can conquer territory on the map by way of the Western Protectorate title, demand tribute, or even be conquered to install your dynasty on the throne.
- New Silk Road mechanics that react to the changing political situation in China
- Rally points that allow you to raise all of your levies and have them travel automatically to a specified province.
- New CBs that make it easier for small rulers surrounded by same-religion rivals to expand.
- Bön and Khurmazta relgions (also unlocked if you own The Old Gods)
- Taoism religion (also unlocked if you own Rajas of India)
Is it worth it?
Rally points and the new CBs are nice, all-around quality of life features. But what will really determine how much bang you get for your buck with Jade Dragon is how often you like to play on the Eastern edge of the map. Having the Chinese Emperor to deal with makes the region feel very different, both in terms of opportunities and challenges. The huge number of new events and diplomatic options tied to China liven things up as well. Obviously, however, the further from China your realm is located, the less any of this is going to matter.
Holy Fury (2018) - $19.99 (Review)
Highlights
- Adds ‘Random’ and ‘Shattered’ World generation options. One lets you play on a completely fictional map of Europe, a la Random New World from EU4, while the other keeps the land-mass in place and simply changes up the faction dynamics and configurations.
- Legendary Bloodlines allow for really good characters to pass on buffs and bonuses to their descendants. Players can found their own, but there’s also some pre-made historical ones as well.
- Some new event chains to go along with the (free) revamped Crusader mechanics.
- Extremely pious characters can become saints, and Feudal Kings must find Clergy to crown them and legitimise their authority.
- Lots and lots of other changes big and small.
Is it worth it?
It’s a strong yes, although there’s an equally strong caveat. Holy Fury manages to breathe new life into the wider game thanks to the Random/Shattered world options. Much like the Random New World from EU4, your mileage on this may vary, but Holy Fury also manages to completely revitalise the Christian game specifically on more standard map settings through new Crusade and Character mechanics. We didn’t think CK2 could do it again, but by gosh, it’s done it again.
CAVEAT: Unfortunately, if you lack DLCs like Sword of Islam, Sons of Abraham, and Rajas of India you may accidentally run into several ‘Game Over’ states if you switch your character to a religion you’re not allowed to play as. Check our review for more details. Also, the free patch once again proves to be as strong, if not stronger, than the DLC itself.
MINOR DLCs:
Ruler Designer ($4.99) - Allows you to create a ruler from scratch, selecting traits, appearance, culture, religion, and stats. They will replace any character in the historical map you choose. This is a fun, worthwhile little DLC… but keep in mind that in a game you will likely play for over a dozen generations, the character you create will only be a small part of the story.
Customization Pack ($4.99) - Allows you to change the hair and beard of a character any time you want, as well as rename any of your titles. While by no means essential, I’d definitely miss being able to call the empire I just founded whatever I damn well please if I were to play without it.
Europa Universalis IV Save Converter ($9.99) - In theory, this is one of my single favourite pieces of DLC Paradox has ever put out. Being able to continue my medieval shenanigans into the renaissance, potentially completing an epic, 1100-year-long mega-campaign makes me drool just thinking about it. The only reason this one doesn’t get my unreserved endorsement is that support for it is spotty. The team in charge of maintaining the converter is far too small (basically one guy, from what I understand), to keep up with the major changes being made to both games on a regular basis. Sometimes, it’s in great working shape. At other times, it’s largely nonfunctional with little concept of when a new update might get it up and running again. I’m so, so, so glad it exists, and it’s a wonder to behold when it’s in top form. I just wish it got the love it deserved to be an integral part of PDS’s grand strategy equation.
THE BREAKDOWN
Essential Expansions for Everyone:
- The Old Gods
- Legacy of Rome (Specifically for the Retinues feature)
- Way of Life
- Conclave
- The Reaper’s Due
Situational Expansions (In No Particular Order):
- Holy Fury (Essential for Christians and Pagans)
- Sword of Islam (Essential for Muslims)
- The Republic (Essential for Republics)
- Sons of Abraham (Essential for Judaism, Very Highly Recommended for Christians and Muslims)
- Rajas of India (Essential for Indian religions)
- Charlemagne (Essential for Zunists, Very Highly Recommended for playing large, advanced empires due to the Vice-royality features)
- Horse Lords (Essential for Steppe Nomads)
- Jade Dragon (Highly recommended for the Far East - particularly the steppe, Tibet, and the Tarim Basin. Not necessarily essential for India.)
Got any other thoughts on the Crusader Kings II DLCs? Let us know in the comments below!
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