Crusader Kings III – Pets Guide
Pets are basically character boosters that hang around for 11 to 16 years. And if your character bites the dust before their pet, the pet can be handed down to someone else. Each pet has its own perks, letting you give them a little pet-pet, and there’s also a 33% shot they might have your back if someone’s plotting against you. Here are the two main pets you can get:
- Pet Dog: It boosts Diplomacy and Prowess by +1. Pretty solid.
- Pet Cat: Adds a +1 to Intrigue and Learning. Nice touch.
Here’s how you can get these furry pals:
- Once you snag a pet, you’ll get a shout the next day to name them.
- Sometimes, a friend or someone like a consort, mate, lover, or vassal might gift you one. You can keep the furball or sell it for some gold.
Back in your younger days, you might come across a pet. You can keep it and get those benefits. But if you’ve got that Sadistic streak, you might, well, not treat the pet so well for a Learning bump.
While you have a pet on your team, here’s some stuff that might happen:
- A vassal can bond with your pet, boosting their opinion of you by +20.
- The pet could randomly get you 2 gold. Sweet!
- You might get a health boost, courtesy of your pet.
- But, the pet could also mess with a vassal’s belongings. You then choose between compensating them with gold or taking a hit in their opinion.
Also, if there’s some sneaky scheme against you, your pet could just spill the beans.
Got both a dog and cat? Here’s the lowdown:
You could get an event dropping your stress by -20.
But, those pets? They might not be BFFs. In a couple of weeks:
30% chance the dog won’t make it.
45% chance it’s curtains for the cat.
15% chance neither of them stick around.
10% chance they sort out their differences, lowering your stress by -10.