• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Vindahl

Colonel
27 Badges
Feb 14, 2012
1.077
352
  • Deus Vult
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Knights of Honor
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
A simple question, that someone might help me out with...
I often notice this option, to grant a vassal independence, but why would I do that?

Is there ANY scenario where it would be a good idea?
 

DunkFunk

Major
70 Badges
Aug 26, 2010
594
10
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • March of the Eagles
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Europa Universalis 4: Emperor
  • Steel Division: Normandy 44
  • Victoria 2: Heart of Darkness
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Imperator: Rome
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Golden Century
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Megacorp
  • Hearts of Iron IV: Death or Dishonor
  • Rome: Vae Victis
if you have a powerful vassal who has inherited alot of land somehow or even created a king title in your empire and has started an independence faction.

Instead of fighting the faction and potentially them getting alot of free troops release this trouble maker which will probably kill the faction without him and fight him that way.

other then that probably no reason ever.
 

rk47

Second Lieutenant
1 Badges
Jan 19, 2011
178
0
  • Crusader Kings II
You shouldn't grant independence ever.
For Duchy/County I'd say throw him to the Pope for Piety and Relations bonus.

If it's a kingdom, then yes, perhaps there's a time when you know this guy will not serve you and is a leader of a faction, bringing other super dukes together to revolt. When you know a military action is a waste of resources, it's best to just cut him off from your empire instead.
 

themunck

Major
107 Badges
May 10, 2012
619
364
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sword of the Stars
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities in Motion
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Knights of Honor
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - After Dark
  • Tyranny - Tales from the Tiers
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis III: Chronicles
  • A Game of Dwarves
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
A simple question, that someone might help me out with...
I often notice this option, to grant a vassal independence, but why would I do that?

Is there ANY scenario where it would be a good idea?

If you somehow acquire a problematic vassal on the other side of the map, for example. Can't tell you how many times I've been doing my own thing in Scandinavia only to end up with a barony in the Andes, whose ies are too far away for me to use, and whom I keep disbanding.
It's also useful for roleplaying, of course.
And finally, if you have an independence faction with 1 strong member and a lot of smaller members whom you -don't- want to lose, you can grant independence to the strong vassal, instead of fighting him and losing him -and- the smaller vassals.
 
  • 1
  • 1
Reactions:

Klarum

Major
60 Badges
Feb 6, 2009
503
2
  • Warlock: Master of the Arcane
  • Magicka
  • Heir to the Throne
  • Majesty 2 Collection
  • Pillars of Eternity
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Rome Gold
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Crusader Kings II
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Warlock 2: Wrath of the Nagas
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Knights of Honor
  • BATTLETECH
  • Tyranny - Tales from the Tiers
  • Age of Wonders III
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Ancient Space
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Warlock 2: The Exiled
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
Never. Even in the scenario described above you have easy ways to end a plot without loosing land and having to war to get it back . Also if you give independence to a King you will not get a strong claim on the Kingdom so getting the territory back as others are suggesting is a county-by-county, duchy-by-duchy pain in the ***.

Just have your spy plot on the capital of the faction leader and soon the option to force him to leave it will show up. Also you can send gifts to faction members or deal with whatever issue is making them not like you.

With that said I have used the grant independence option in one game where my goal was to spread my House all over the map without direct control. So when I gathered a new kingdom I would give it to a close family member and set them free. It was a quite enjoyable game to see all kingdoms in Europe and East belong to my family after a couple of centuries. Wars were also fun. Even if your own army could not rival the Golden Horde/Ikhanate the fact you can call in 6-10 family Kings made it a blast.
 

Vindahl

Colonel
27 Badges
Feb 14, 2012
1.077
352
  • Deus Vult
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • Knights of Honor
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
If you somehow acquire a problematic vassal on the other side of the map, for example. Can't tell you how many times I've been doing my own thing in Scandinavia only to end up with a barony in the Andes, whose ies are too far away for me to use, and whom I keep disbanding.
It's also useful for roleplaying, of course.
And finally, if you have an independence faction with 1 strong member and a lot of smaller members whom you -don't- want to lose, you can grant independence to the strong vassal, instead of fighting him and losing him -and- the smaller vassals.

How can I roleplay such an event?
I can only see such a scenario if the ruler is generous - but wouldn't it be too much to give away independence? I just give them gifts, at the top of my generous roleplay...
Perhaps if the ruler is insane too? :)
 

unmerged(26764)

General
Mar 14, 2004
1.833
5
Sometimes, if I get a vassal not of my religion who refuses to convert, I grant him independence so I can declare holy war on him...

Yep, this or the strange stranded vassal on the other side of the map you don't want to deal with.

If you're a heretic, you can't free-revoke your parent religion. But you can holy war them. Internal holy wars are also a great way to get rid of unwanted republics, or to create one out of a feudal duchy. You can redistribute titles any way you want to.
 

Karensky

Captain
65 Badges
Oct 16, 2011
481
0
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • War of the Vikings
  • Arsenal of Democracy
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings III
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings Complete
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
If you are NOT trying to blob up and conquer everything, then granting independence to vassals on the other side of the map might be a good idea. Makes it easier to change certain laws, as those far-away vassals will almost always be very angry with you.
 

JonStryker

ɹǝʞʎɹʇSuoſ
67 Badges
Mar 20, 2012
5.285
372
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Europa Universalis IV: Mare Nostrum
  • Imperator: Rome Deluxe Edition
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • The Showdown Effect
  • Stellaris: Ancient Relics
  • Magicka 2
  • Humble Paradox Bundle
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Stellaris
  • Age of Wonders III
  • Crusader Kings Complete
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Victoria 3 Sign Up
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Distant Stars
  • Imperator: Rome Sign Up
  • Imperator: Rome
  • Europa Universalis IV
  • Crusader Kings II: Holy Fury
  • Shadowrun Returns
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Leviathan: Warships
  • Magicka
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Knights of Pen and Paper +1 Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis III
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: The Old Gods
There are many cheesy ways to abuse the grant independence mechanism:

- Grant independence to a duke with only one county. Then attack him to take his land and destroy the duchy. Very helpful to get demesne land and to get rid of duchies. Let's say there is a rebellious duke with one count as vassal. Grant a (landless) duchy to the count, then grant independence to both the duchies. After that attack both end take their land. A landless duchy can be created from an area where either all counties are held by you or all counts are already under some other duke. Especially powerful in combination with the Byzantine Imperial title.

- Getting rid of trouble makers: If there is a powerful faction you have to immediately get rid of and the leader is a minor title holder you can grant him independence. He might even freely join you after you've stabilized the realm. If he doesn't crushing him is also an option. Just make sure to not grant independence to a Merchant Republic or wrong religion / wrong culture people outside of your de jure area. Getting those back is significantly harder.
 

grumphie

Field Marshal
102 Badges
Apr 23, 2012
3.414
881
  • Stellaris: Galaxy Edition
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sengoku
  • Europa Universalis IV: Rights of Man
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Magicka 2 - Signup Campaign
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Horse Lords
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Hearts of Iron III Collection
  • Divine Wind
  • A Game of Dwarves
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Stellaris: Nemesis
  • Europa Universalis III Complete
1. you or a vassel inherited some random county in the middle of asia minor while playing as england. its going to be more troublesome than its worth, and granting independence to it might be less troublesome
2. you won a crusade, but have little intrest in keeping(say) jerusalem as you alrready have too much problems at home to add in infidels wanting your lands. wait until the penalties wear off, and give it to a second son or a nephew.
3. youre roleplaying, and want to(say) divide brittannia in 5 roughly equal parts between you and your brothers for RP purposes.
4. to get rid of troublemakers. that duke constantly nagging you? independence, and de jure war his titles back into the realm.
 

Rustedness

Sergeant
35 Badges
Jan 24, 2013
66
0
  • Crusader Kings II
  • Crusader Kings II: Jade Dragon
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Horse Lords
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis III
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Crusader Kings II: Way of Life
  • Cities: Skylines
There was one particular instance before this was implemented in game where I really wished for it. As the Emperor of Britannia, I conquered most of the scandinavian peninsula from the Golden Horde. I had dukes declaring independence every five minutes (this was before the faction system). Really just wanted to hand the areas off to the extended family and continue inflicting punishment on the Horde.
 

Delta107

Imperial Guard Conscript
51 Badges
Feb 13, 2006
1.393
138
  • Steel Division: Normandy 44
  • Europa Universalis IV: Pre-order
  • Hearts of Iron: The Card Game
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - Mass Transit
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV: Art of War
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Arsenal of Democracy
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • 500k Club
That's a good question. I think I might grant independence to lands which can't be defended once the hordes come. I am not sure if the Mongols would vassalize them or not.
 
Last edited:

Incomitatus

Second Lieutenant
35 Badges
Apr 29, 2012
136
0
  • Crusader Kings II
  • Arsenal of Democracy
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Necroids
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings Complete
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
I ran into this recently. Playing as Alania, one starts with one de jure county of Georgia. Georgia will declare war, eventually, to get it back. Much better not to be owning it when that happens.
 

Yeronimo

Sergeant
18 Badges
Mar 25, 2013
93
3
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Victoria 2: A House Divided
  • Europa Universalis IV: Wealth of Nations
It depends on how you play. Currently I'm playing as my own sicilian dynasty and I've wan two holy wars (Jerusalem & Egypt) and had a succesful invasion of England (since William failed). Instead of building an enormous and divided empire I prefered to keep the kingdoms for a couple of years and then grant them (along with independence) to some of my youngest sons. Playing like this means that 4 of the 5 strongest kingdoms are ruled by my dynasty. This gives me several lifelong allies (who always answers my calls) while keeping my own kingdom realtively tiny to avoid issues with factions and such.
 

Ols

Liberal Nihilist
102 Badges
Jun 12, 2012
6.217
784
  • Rome: Vae Victis
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • For the Motherland
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron IV: Cadet
  • Victoria 2
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Conclave
  • Europa Universalis III Complete
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
I ran into this recently. Playing as Alania, one starts with one de jure county of Georgia. Georgia will declare war, eventually, to get it back. Much better not to be owning it when that happens.

No, the better solution is to become stronger that Georgia before your alliance runs out and try to fabricate a claim on the rest of Abkhazia before they attack you. Another, even better solution is to swear fealty to Cumania, get a normal marriage for your son with Anna Terteroba and then press Anna Terteroba's claim on Cumania after the Khan dies. After that, her heir will be your heir's heir and you'll become the Alan King of Cumania. Form Alania instantly, and make it your primary title.

I grant independence to places I really can't defend, titles on the other side of the map and land which is so far flung or peripheral as to be useless. I generally don't care about Mali and Abysinnia and grant them independence if I gain them. I've also granted independence to large amounts of non de jure land as the Holy Roman Emperor when I gained the title accidentally, then lost the title and declared independence myself to try and make my own splinter kingdom with the culture and vassals I actually care about.
 

Chyll

General
57 Badges
Aug 8, 2009
2.165
654
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Rome Gold
  • Leviathan: Warships
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • BATTLETECH
  • BATTLETECH: Season pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Cities: Skylines - Snowfall
  • 500k Club
  • Stellaris: Necroids
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Mass Transit
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
How can I roleplay such an event?
I can only see such a scenario if the ruler is generous - but wouldn't it be too much to give away independence? I just give them gifts, at the top of my generous roleplay...
Perhaps if the ruler is insane too? :)

Or weak, apprehensive, and fearful of conflict.