Crusader Kings III launched with two historical start dates, 867 and 1066, and later added a 1178 bookmark as part of the free update alongside the Roads to Power expansion. Both 867 and 1066 are valid full campaigns, but the map of faiths, cultures, and political pressure is different enough that one is usually a better fit for the kind of ruler you want to play. This guide lays out the official mechanics each start locks in, then matches them to common playstyles.
What changed: how Paradox frames the two starts
Crusader Kings III does not give the two dates a difficulty rating, and the official tutorial recommends a small, stable realm for first campaigns. What does differ is the political map and the technology level. The 867 start sits in the Tribal technology era, with tribal government available in Scandinavia, the British Isles, and parts of Eastern Europe, and a more fragmented religious landscape: Insular Christianity in the British Isles, Slavic and Finnic paganism in the east, and a Sunni Abbasid Caliphate still controlling much of the Middle East. The 1066 start sits one era ahead in the Early Medieval technology era, featuring a more settled Catholic Europe and a weakened Byzantine Empire; the later 1178 bookmark sits in the High Medieval era. Both starts use the same Traditions, Legacies, and skill systems, but the surrounding conditions change which of those systems is most useful.
How it works: the four picking lenses
Lock in one of these before you pick a start date. Each one gives a different answer to “who should I start as.”
- Stability vs. opportunity. 1066 has more large, established kingdoms (England, France, Hungary, the Holy Roman Empire). 867 has fewer mega-states and a lot of medium dukes and counts with wargoals against each other. Stability favors tall realm-building and dynasty work; opportunity favors conquest and faith reformation.
- Government tier. Tribal and clan governments are more available in 867 across the British Isles, Scandinavia, and the Rus. Feudal government is the norm in 1066 across most of Europe. If you want to play the early-decision tribal-to-feudal transition, 867 is the start. If you want feudal succession and partition law complications, 1066.
- Faith landscape. 867 has more unreformed faiths in play (Norse, Slavic, Finnic, Suomenusko, West African, and a long list of regional pagan and syncretic beliefs). 1066 is overwhelmingly Christian or Muslim with a few remaining pagan holds in the Baltic and the steppe. Faith reform is the headline mechanic of the 867 era.
- Tech and innovation. 1066 starts one era ahead, which means Men-at-Arms regiments, buildings, and innovation unlocks are further along on day one. 867 gives you 200 years of in-game time to research before catching up.
Build path: matching ruler to date
The community-tested good starts break down like this.
867 AD – open map, faith reformation, tribal play. This is the era that rewards rulers who want to reform a faith, raid neighbors, and watch history diverge. Good starting ruler profiles:
- A Norse or Slavic ruler in Scandinavia or the Rus. Tribal government, unreformed faith, and a coastline that lets you raid Western Europe for quick gold. Jarl/Count Haesteinn of Montaigu, a historical Norse adventurer, is a community favorite for this reason. The 867 start is the era when Norse, Slavic, and Finnic pagan faiths are most widely present and easiest to reform, because more of their holy sites and adherents are on the map.
- An Abbasid vassal or a minor count near the Caliphate. This is the era when the Sunni Caliphate still controls Baghdad, Egypt, and much of the Middle East, though Persian governors are already breaking away. Playing a count inside that empire and rising through the court gives a tight political-scheming experience; playing a count outside it gives a religious-struggle experience.
- A tribal ruler in the British Isles or Ireland. Insular Christianity, Norse raiders, and small tribal kingdoms make 867 Ireland a long-time introductory scenario. A small tribal Irish ruler, such as Áed mac Gormlaith of Meath, or a Norse petty king on the isles, is the closest 867 equivalent to the 1066 tutorial experience.
- A Byzantine vassal or theme general. The Byzantine Empire is intact and on the offensive, but the Basil I dynasty is about to face a turbulent succession. 867 is the better date for playing a military rise inside the empire.
1066 AD – stable kingdoms, feudal politics, early medieval tech. This is the era that rewards rulers who want to play long succession games, royal marriages, and dynasty engineering. Good starting ruler profiles:
- A Bohemian duke, Hungarian king, or Polish prince. Each realm has a clear expansion plan, no immediate existential threat, and enough internal politics to stay interesting. Bohemia and Hungary both have succession problems that are easier to manage in 1066 than in 867.
- An English or French vassal or duke. The 1066 map has William the Conqueror about to cross the Channel and the early Capetian line still consolidating. The Royal Court DLC’s throne-room and grandeur systems fit the kingdom-level politics of this era well.
- A ruler near the Levant or an Iberian Christian/Muslim lord. The First Crusade is still a generation away in 1066, so the Crusader states do not yet exist, but the region is already volatile as the Seljuks press against Byzantium and the Fatimids fragment. Iberia is split between Christian kingdoms and Muslim taifas and is another high-drama theater.
- A Norse or steppe ruler. The Norse homelands have largely converted to Christianity by 1066, though Iceland and a few pockets keep the old ways. Steppe peoples such as the Pechenegs and Cumans, and some Scandinavian tribal holds, still offer a tribal-to-feudal transition without the 867 chaos.
For “first campaign” advice, the official tutorial and most official guides converge on the same recommendation: a small, stable realm with few imminent threats. The classic suggestions are Petty King Murchad of Munster in Ireland (1066, the in-game tutorial pick), Duke Vratislav of Bohemia (1066), King Sancho II of Castile (1066), or Duke Robert of Apulia (1066). There is no direct 867 equivalent to the 1066 tutorial scenario, although a small tribal Irish or Scandinavian ruler can be a manageable beginner start.
Difficulty tiers (informal)
Without a published difficulty rating, here is the loose community consensus based on what each start locks in:
- Easy. 1066 Ireland (Murchad of Munster), 1066 Hungary, 1066 Bohemia, 1066 Castile. Small realm, clear expansion plan, defensible borders.
- Medium. 1066 France (large realm, succession problems), 867 West Francia (Carolingian collapse), 1066 England (post-Conquest chaos), 1066 Byzantine Empire (large but pressure from Seljuks and Normans).
- Hard. 867 Byzantine Empire (decade of turbulence after Basil I), 867 Abbasid Caliphate (overextension, factionfaction. An in-game group or nation players can align with or fight against, with its own goals and reputation system. pressure), 1066 HRE (imperial politics, low centralization), a Levantine ruler facing Seljuk and Fatimid pressure in 1066 (relentless border war), tribal realms in the 867 British Isles (raids on every front).
These are informal, not from a Paradox-published list. They are useful as a sanity check, not a hard rule.
What it means: which start for which goal
- “I want to play tall and grow my dynasty over many generations.” Pick 1066. You start with feudal government, mature Men-at-Arms, and more developed counties. Dynasty Legacy tracks and Cultural Hybridisation pay off faster because the surrounding cultures are more settled.
- “I want to reform a faith and change the map.” Pick 867. Most unreformed faiths are far more available at this start, and reforming one lets you define a new faith with custom Doctrines and Tenets. 1066 has fewer unreformed faiths to choose from.
- “I want a military conquest campaign.” Pick 867. More small realms, more tribal rulers with no defensive technology, more casus belli from holy wars against pagans. 1066 has more developed defenses, which means longer sieges.
- “I want the cleanest first-game experience.” Pick 1066 with a small Western European ruler. The base game is more stable in this era, the technology level is higher, and you avoid the decade-of-turbulence triggers that can destroy a 867 Byzantine campaign before you stabilize.
- “I want to play a Norse, Slavic, or tribal ruler.” Pick 867. Tribal government and unreformed pagan faiths are far more available in 867, and the Varangian-adventurer and raiding mechanics give the era its own migration flavor.
If you own the Royal Court expansion, the date also changes how often you interact with the court mechanic, since the court is unlocked at king or emperor tier and 1066 has more established kingdoms. Hybridisation and divergence are Royal Court DLC features available in any start date where the prerequisites are met, but 867 gives you a richer cultural map to play with.