But there"s not much here if you aren"t interested in some Scandinavian adventures.


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We"ve ultimately been graced with the an initial piece the DLC for Crusader monarchs 3. North Lords is a Norse-themed DLC the adds new events and also mechanics to dynasties in north Europe. Paradox is calling this "Flavor Packs" as opposed to full expansions, similar to the Immersion packs they released for England, Russia, and also Iberia in Europa Universalis IV. This way the transforms hone in ~ above a specific component of the civilization rather than mixing up the pot because that everyone. It"s pretty small in limit overall, but there"s a decent amount below for just $7/£5.19.

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The most immediately noticeable additions are all visual. Norse personalities can pick from one armload of brand-new hairstyles and beards, and wear historically ideal clothing the even changes if you adopt a different culture or convert to a brand-new religion. The coats of arms, too, reflect even if it is or not you"ve continued to be true to her pagan traditions. The shield for the Kingdom of Sweden, for example, bears a yellow Thor"s Hammer if you type it as a pagan, rather of the an ext familiar coat of eight the Christian Swedish queens wore historically. And they"ve included some gorgeous brand-new backgrounds, including a cozy longhouse, to serve as the collection for feasting, fighting, and also fratricide.

The UI has gotten some nice small touch-ups, together well, with the top and bottom bars sporting thematically-appropriate, wood-carved dragon motifs. Also the menu buttons ~ above the appropriate hand side currently look rougher and more tribal. That doesn"t change everything, though. The character screen, because that instance, looks similar to how it would certainly playing as any other culture. And also the ever-present tip widget still follows the stained glass motif the the default UI, i m sorry feels specifically inappropriate once I"m cruising my longships about the cold phibìc Sea searching for plunder.



(Image credit: Paradox)

For pan of nautical adventure, we get two new dynasty legacies exclusive come Norse pagans: Pillage renders you far better at steal everyone"s stuff, and Adventure provides you agile and also adaptable, able to set up a new home almost everywhere your sails could take you. An ext on the in a second. Both of these are good to play with and really aid your Norse empires feel distinct. If every part of the world eventually gets this much love, it would go a long way to reducing the feeling that a many things it seems ~ a little bit too comparable in CK3, nevertheless of your starting area.


CK2"s great Blots return together a unique tenet because that the norse pagan religion, which allows you to have actually a huge party and also hang part monks native a tree in Odin"s surname every ripe years. Norse pagan characters can also pick a patron god now, despite the perform is reasonably limited—only Odin, Thor, Ullr, and also Freyr will certainly answer her call. North Lords also expands top top the runestone system, permitting you come carve new types the stones, consisting of a an extremely useful one that boosts regulate in a newly-conquered county.


The headline function is the brand-new Varangian Adventure system, named for the intrepid Norse seafarers who resolved in eastern European and even battled for the oriental Emperor. A Norse leader with a rank reduced than king deserve to target any type of duchy in diplomatic range, as long as it"s not already ruled by a other Norseman, and declare war for it. If successful, you"ll relocate your whole court there, and all of your old home counties will be exit to live independence counts. You can do this as many times as you want with boosting prestige cost, so it"s possible to with the Bengal Delta from Norway in only one generation. And you even get some event troops that continue to be tied to her house throughout multiple generations the an initial time you explain an adventurer war.



(Image credit: Paradox)

This is the first time in the Crusader Kings collection we"ve had true wanderer mechanics. Also the equine lords that the steppe in CK2 couldn"t simply up and leave your old lives behind, aside from a special, one-time event that was specifically tied come the Magyars. It"s a really exciting playstyle that feels a lot different from exactly how a video game of CK3 typically goes. And it"s not just a rehash of functions we"d already seen in Crusader monarchs 2"s terrific Old Gods and Holy rage expansions—unlike a lot of the remainder of this stuff. Unfortunately, that doesn"t do lot for friend in the lengthy run, various other than giving you the flexibility to go plop under some mustache berserkers all over you want on the map. You"ll at some point settle and also start playing a an ext familiar type of game, though you"ll tho have any Norse-specific dynasty legacies you"ve unlocked, as well as a nice little modifier that allows you continue to progressive runestones even if you determined to convert to the neighborhood culture.

If you choose playing norse rulers, there"s a lot here to love. Ns haven"t even scratched the surface of the dozens of new events however in the 20-ish hours I"ve play so far. If that"s no really your thing, there isn"t much reason to choose it up. Yet that"s the great thing around flavor packs, and I really choose that Paradox is law DLC this way now. There will be bigger expansions that add stuff because that everyone, yet you won"t have to worry around playing an incomplete version of the video game just since you"re absent a flavor load for a society or region you"re no interested in. And the price seems pretty reasonable because that what you"re getting, too, at less than fifty percent what few of the larger Paradox DLCs cost.

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Plus, friend can come to be a berserker and literally strangle civilization with their own entrails. It"s funny for the totality family.