A de jure claim is based on a character's title allowing them to have lands, and can be pressed at any time and never taken away. A strong claim is more direct, and can be pressed at any time for the character in question. Weak claims are tied to specific circumstances and characters-for example, if a child controls the land that you has a weak claim on, then it can be “pressed” (pursued via war), but when the kids comes of age, the weak claim doesn't work. Claims come in three forms: weak, strong, and de jure. It's time to take a look at those “claims” that are available at the top of the screen. (More of this will be covered in the fifth section of this guide, “Long-Term Planning.”) “Pressing claims” is the most common way to engage in expansion. There are many ways to succeed in Crusader Kings II, but as with most strategy games, consistent expansion is usually a good thing. In this third section, I'm going to start and win a war-you should be able to do so as well if you play along.Īnd remember, here are the five sections of this guide: In the first two installments of the guide, I discussed how the game worked at the basic infrastructure level and the more complex political level.
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