Crusader Kings III: Friends & Foes Review (Kate27)
Reviewing (mostly) every game (or DLC) in my library, part 128:
⭐️⭐️⭐️⭐️⭐️☆☆☆☆☆ (5/10)
Crusader Kings III: Friends & Foes was the game’s first event pack—and it feels like it. Marketed as a way to deepen interpersonal drama and flesh out character relationships, it introduces hundreds of new events centered on friendships, rivalries, childhood memories, and family drama. The idea is strong. The execution? Less so.
The new House Feuds mechanic adds long-simmering animosity between dynasties, which can build across generations and subtly (or not-so-subtly) impact politics. It’s the most structurally interesting feature here—but it’s also frustratingly opaque. There’s no real way to*track a feud’s progress, determine who’s “winning”, or even end it intentionally. It just lingers in the background with no clear path forward. That lack of feedback makes what should be a powerful narrative system feel half-baked.
Worse, most of your actual character interactions rely on random events. You can’t choose to prank, insult, sabotage, or support another character unless an event pops up, and even then, your options are narrow. Want to roleplay a petty, backstabbing noble who spreads rumors and manipulates the court for fun? You’re out of luck unless the RNG blesses you. In a game about storytelling, it’s weirdly hard to tell your own story.
Friends & Foes wants to enrich CK3’s human side but ends up exposing its limitations. Without the ability to direct relationships or make strategic social choices, you're left watching events unfold like a passive observer. A few fun surprises aside, the writing is corny, the systems underdeveloped, and the overall experience gets stale fast. Grab it in a bundle—but only if you're starved for more flavor text.
🤝 Pros:
House Feuds have potential. When they hit, they’re flavorful and fun, with intergenerational grudges and unexpected twists. They provide an interesting backdrop to court politics and dynastic drama.
More everyday flavor. Characters reminisce about childhood friends, sulk over lost loves, and complain about bad backs. If you like slice-of-life storytelling, this adds texture.
Fits well with roleplaying. If you play CK3 as a life simulator more than a map-painter, the added events can bring your characters’ personalities to the forefront—when they work.
😕 Cons:
No proper way to manage Feuds. There's no interface to check progress, no clear way to "win" or "end" a feud, and no active gameplay tools to steer it. It feels like a system that’s just … there.
Random event roulette. You don’t get to do most of the social actions your character might want. Want to scheme against a rival? Hope the event triggers. There’s no way to initiate it yourself. It undermines both strategic planning and immersive roleplay.
Corny and repetitive writing. Many events are overly theatrical, with rivals screaming cartoonish insults or nobles sobbing over petty slights. You’ll see the same events repeat across multiple lifetimes, and it gets old fast.
Geographically nonsensical. Because this pack released before Tours & Tournaments, events often break immersion—like the King of Italy casually walking through London to duel you. There’s no travel logic.
Minimal mechanical impact. Most events just change opinions or give you stress. Rarely do they change succession, court politics, or realm stability. The stakes feel low.
Outclassed by newer DLCs. Later packs like Wards & Wardens and Tours & Tournaments offer deeper, more meaningful narrative systems. Friends & Foes now feels like a rough draft by comparison.
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