0.0 hours played
Written 13 days ago
Reviewing (mostly) every game (or DLC) in my library, part 126:
⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆ (8/10)
[i]Crusader Kings III: Roads to Power[/i] is one of the boldest DLCs Paradox has released—introducing non-landed gameplay, a Byzantine court politics system, and a full-on bureaucracy simulator. You don’t rule a duchy or kingdom—you work for one. You're a career courtier scheming for promotions, appointments, and glory in a deeply political environment where birthright means little and survival means everything.
It’s impressive in scope, ambitious in execution, and genuinely fun, if you’re the type of player who thrives on court intrigue, narrative mechanics, and planning your career like a resume. But it’s not for everyone. This DLC sacrifices map-painting for power-lurking, and some of its best content is buried behind slow progression and region-locked mechanics.
🏛️ [b]Pros:[/b]
[list]
[*] A completely new way to play CK3. You can now play as a landless character, working your way through Byzantine society as a courtier, general, or administrator. No domain management. No vassal wrangling. You succeed by scheming, politicking, and climbing the social ladder. It’s RPG first, map second.
[*] Ambition trees give structure to roleplay. The new “Ambitions” system is like a personal skill tree that guides your goals and narrative. You might rise through the military ranks, become a church powerbroker, or play the long game to become Emperor. Each ambition has milestones, perks, and branching choices that feel meaningful and replayable.
[*] Bureaucratic gameplay that actually works. In the Byzantine Empire, power is assigned—not inherited. Titles are delegated by the Emperor, and your fate rests on your ability to gain favor, perform well, and survive rivalries. You’re always one bad scheme away from being exiled or demoted. It’s tense in a way CK3 rarely is.
[*] Deep political mechanics with flavor. Instead of wars, you have senate speeches, favors, public reputation, and court influence. You might leak a scandal, support a rival to curry favor, or deliberately lose a battle to make a superior look bad. It’s a Game of Thrones simulator, but you’re in the HR department.
[*] Works surprisingly well with CK3’s systems. Schemes, relationships, hooks, and court positions all matter more than ever. You’re not building a realm; you’re building a career. Every decision, friend, or bribe matters. It’s arguably the best realization of CK3’s RPG focus.
[/list]
📍 [b]Cons:[/b]
[list]
[*] It’s a slow burn. Without land or wars to speed things up, [i]Roads to Power[/i] plays out like a long campaign of waiting, reading, and managing relationships. It’s engaging, but you have to be patient—and sometimes bored. There’s no button-mashing your way to the top here.
[*] Limited agency early on. The opening hours as a landless nobody can feel passive. You depend on AI decisions, random events, and long-term planning. Until you get your foot in the door, you’re basically at the mercy of RNG. The struggle feels real, but not always fun.
[*] Needs more surface-level feedback. Some systems are buried in UI layers or lack clear feedback. It’s hard to know how well you’re doing without reading event flavor closely or digging through character panels. It’s a lot to track with not a lot of transparency.
[*] Not for conquerors. If you play CK3 to raise armies, expand borders, and dominate the map, this DLC won’t give you much. Even when you lead armies as a general, it’s through appointments, not conquest. You’re a cog in the machine, not the machine itself.
[/list]