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Crusader Kings III

Love, fight, scheme, and claim greatness. Determine your noble house’s legacy in the sprawling grand strategy of Crusader Kings III. Death is only the beginning as you guide your dynasty’s bloodline in the rich and larger-than-life simulation of the Middle Ages.

Verdict

Verdict coming soon: the jury is still reading

Buy, Wait, and Skip land in the next pass. Nothing on this card can be bought.

Player sentiment

Player sentiment is from Steam (PC) reviews.

All time

90.4%

142,545 reviews

12 months

59.2%

18,093 reviews

90 days

27.6%

8,282 reviews

30 days

10%

6,367 reviews

Declining-22.4 pts versus the previous 90 days

Review history

050100

Bars are review volume. The line is the positive percentage. Periods under 10 reviews are faded.

What players are saying

Positive

  • I definitely recommend Crusader Kings III. I heavily use mods when I play, and the modding community adds an insane amount of content and replayability, but even without mods, the base game itself is genuinely amazing. There’s so much freedom in how you play. You can build a massive empire, focus on your dynasty, scheme your way through politics, create absolute chaos, or somehow turn what was supposed to be a serious campaign into the most ridiculous family drama imaginable. The roleplaying and emergent storytelling are probably my favorite parts. No two campaigns ever really feel the same, and sometimes the completely unexpected things that happen naturally during a playthrough are more entertaining than anything you could have planned. My biggest criticism is the DLC pricing. Some of the DLC is absolutely worth getting and adds a lot to the game, but others feel seriously overpriced for the amount of content they actually provide, especially when you start adding up how much everything costs together. Overall, though, CK3 is easily a game I recommend. Mods are a huge part of how I personally play it, but the core game is still fantastic on its own and has given me more than enough entertainment to justify buying it. Just maybe wait for a sale before grabbing a mountain of DLC.
    2180h 24m played at review · 9 Sept 2026
  • i still have no idea how to play
    1004h 56m played at review · 22 Sept 2026
  • Extremely Engaging game , All paradox games have their personality . HOI4 for war strategy , Vic 3 for Economy Sim CK3's purpose is roleplaying and they have delivered on that promise amazingly . The immersion was already amazing in the base game . But all the DLCs and expansion just further it so amazingly . You can play how you want , wherever in the map you want , in whatever type of government you want other than my wife hating how much i play this game i see no downsides here
    569h 17m played at review · 3 Sept 2026
  • Pretty sure Paradox doesn't even understand how this game works 10/10 would recommend
    14h 15m played at review · 22 Sept 2026

Negative

  • DLC policy is so shameless and predatory, I would rather not to pay that much for each game. I'm sick of paying money for what would be considered "feature updates" for other games and no better than "Mostly Positive" at best.
    182h 26m played at review · 18 Sept 2026
  • I once loved this game, however each DLC brings with it more bugs and the gameplay just keeps getting worse. When this game released its first few DLC expansions the developers did a wonderful job seamlessly implementing them into the games core gameplay, while not effecting users playing without it. Unfortunately like most other paradox games the developers got lazy and the company money hungry. The only updates this game gets are tied to DLC content, most of which creates a gameplay void for those who haven't kept up to date on purchases. To make matters worse each DLC includes less content, more bugs, and a higher price tag. They broke CK3, they overloaded HOI IV with content, bought prison architect and turned it into a buggy mess, and disappointed everyone with Cities Skylines 2. The hope I once had for this company is dead.
    699h 19m played at review · 4 Sept 2026
  • Comprehensive Analysis of Deep Flaws in CK3 Core Mechanics: Centralization vs. Eurocentric "Thug-State" Bias and Broken Pacing Dear Crusader Kings 3 Development Team, I am writing to express my profound frustration with a series of interlocking, deeply flawed design mechanics in Crusader Kings 3. When combined, these mechanics utterly ruin the experience of playing a highly centralized, legitimate bureaucratic empire (such as an Eastern/Confucian state) and turn a grand strategy experience into an exercise in arbitrary time-gating, systemic unfairness, and blatant double standards. I am an experienced player who recently stabilized a massive empire, only to find that the game engine actively cheats the player, rewards treason, and artificially cripples a civilization's timeline. There are three core areas where the game mechanics are profoundly broken: 1. The Culture Leader Time-Gating Nightmare (Stelling a Century of Progress) The interaction between minor (child) rulers, AI hijacking of culture slots, and the mandatory 50-year cooldown timer is mechanically malicious. Here is the exact timeline of events from my campaign that demonstrates how the game engine steals 100 years of gameplay: - Around 1150, my empire completed a culture tradition reform. Due to the 50-year cooldown, I was perfectly on track to reform my next core tradition around 1204. - Right near 1204, my capable adult Emperor was assassinated, and Genghis Khan launched an invasion. My designated legal heir—a 5-year-old child—ascended the throne. - Because the game hard-locks child rulers from being the Culture Leader, the title was instantly stripped from me and handed to an insignificant AI vassal who happened to hold a couple of counties of my culture. - I spent the next 20 years in a brutal, multi-front war, managing a professional army of 34,000 elite troops against 100,000 rebels and repelling 50,000 Mongols. - At around age 25, having successfully subjugated Genghis Khan and locked the rebels in my dungeon, I finally reclaimed the Culture Leader title. However, upon opening the menu, I found the AI had queued up a completely useless, garbage tradition. The progress bar says it won't finish until 1240. Because I am forbidden from canceling an active AI project, and because a mandatory 50-year cooldown applies AFTER it finishes, I am locked out of researching my desired tradition until 1290. I was ready to research in 1204. Because of your child-lock and incompetent AI proxy, I must wait until 1290. That is nearly ONE HUNDRED YEARS completely stolen from the player through arbitrary time-gating. 2. The Broken Logic of National Rebellions and "Faction Immunity" The game completely lacks historical accuracy regarding the political gravity of "Legitimacy" and "Rightful Succession" in centralized states. In a Confucian or high-centralization realm, a lawful crown prince succeeding the throne is a supreme moral anchor. Treason is an absolute, unforgivable crime ("乱臣贼子,人人得而诛之"). Yet in CK3, the moment a child inherits, the AI treats it as a green light for an unmitigated pirate-style plunder. Dozens of vassals representing vast swaths of the empire simultaneously rise in rebellion, acting like mindless profit-calculators rather than members of a bound legal and moral order. Worse yet, the game actively protects these criminals via arbitrary mechanical rules. In my campaign, after two years of grueling civil war, my war score reached 98%. Just one month away from an absolute 100% victory and mass-imprisonment of the traitors, the rebel faction leader suddenly died/committed suicide. The game immediately triggered a "War Invalidated" screen. The war abruptly ended. Because the specific ringleader was dead, the dozens of high-ranking co-conspirators who spent years burning my cities and slaughtering my soldiers were instantly granted full "faction immunity" and an automatic truce! They faced zero legal consequences, their lands could not be revoked, and they walked away scot-free to plot another coup. This is a severe mechanical failure that aggressively punishes the player's military victory. 3. Legitimizing Traitors While Criminalizing the Sovereign ("Protecting the Criminals") The game mechanics enforce a bizarre double standard where rebels are coddled by the rules while the lawful sovereign is heavily penalized for enacting state justice. - If a claimant war breaks out and the player successfully assassinates or kills the puppet claimant, the war does not end. The game arbitrarily shifts the war's justification to an "Against Tyranny" war, allowing the rabid vassal AI to keep fighting seamlessly. The system insists the war *must continue* to favor the AI. - Conversely, if the rebel general dies, the war *must stop* to shield the AI's co-conspirators. - Furthermore, under doctrines like Confucianism, executing traitors who actively sought to destroy the Imperial line should inherently skyrocket the Emperor's Dread and Prestige, earning the praise of the common people for restoring law and order. Instead, the game's hard-coded criminal doctrines treat executing rebel relatives as "Kinslaying" and "Tyranny," imposing massive Piety and Prestige penalties on the victim (the Emperor). The game forces the player into a dystopian scenario where upholding the law makes *you* the criminal, while the system coddles actual traitors. Ironically, if a player adopts a primitive "Human Sacrifice" doctrine, the game happily rewards them with massive Piety for slaughtering captives, but penalizes a civilized Emperor for executing state traitors under civil law. This is a complete inversion of historical and legal logic. Suggested Fixes: 1. Allow adult Culture Leaders to cancel an active AI-initiated tradition project, resetting the queue upon reclaiming their rightful title. 2. Fix the faction system so that when a faction leader dies during a civil war, the war transfers to a co-conspirator or results in an unconditional surrender of all participants, rather than invalidating the war and pardoning traitors. 3. Scale faction rebellion frequencies down significantly once an Empire unlocks advanced inheritance laws like Primogeniture and High Crown Authority, reflecting the actual historical stability of centralized systems. 4. Overhaul criminal and kinslaying doctrines so that executing vassals who are actively imprisoned for treason/rebellion does not trigger tyranny or kinslaying penalties. A player should not have to rely on the debug console (`~`) to manually execute `set_culture_tradition` or `imprison_all_faction_members` just to inject basic fairness and historical sanity back into the game engine. Please address these glaring flaws in your upcoming development cycles. Sincerely, A Deeply Frustrated CK3 Sovereign
    3704h 24m played at review · 22 Sept 2026
  • A very good game. Unfortunately, the constant desynchronization issues and the fact that achievements are disabled in multiplayer are unacceptable.
    1143h 8m played at review · 22 Sept 2026

Available on

Availability only. Player sentiment is from Steam (PC) reviews.

Genres

Price
£41.99
Release
2020-09-01
Developer
Paradox Development Studio
Publisher
Paradox Interactive

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Where to buy

Steam, plus partner stores where a link has been added. Partner stores are labelled Affiliate.

Method

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History window
2020-09-01 to 2026-10-01
  • Under 60 minutes played at review: 0
  • Under 20 characters of text: 0
  • Received for free: 0

Sources: Steam.

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