Skip to content

Crusader Kings II Maps & Locations Guide: Every Area Covered

Complete Crusader Kings II maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
Advertisement

Crusader Kings II ran from 2012 to 2020 and went free to play in 2019, which is why it still holds a live player base alongside its sequel. You play a dynasty rather than a country, starting anywhere from 769 with the Charlemagne expansion or 867 with The Old Gods through to 1337, and the game ends the moment no landed member of your dynasty is left to inherit. Everything else, the wars, the marriages, the murders, exists to stop that from happening.

Crusader Kings II features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Build
1Duchy of Munster, 1066Beginner, one duchy and a few countiesThe Kingdom of Ireland title, and a working understanding of claims and successionTribal
2Byzantine Empire, 1066Advanced, an empire tier title from turn oneEnormous starting strength, and the hardest lesson in the game about plotsTribal
3Scandinavia, 867Intermediate, tribal government with raiding unlockedRaid income, the Norse reformation, and the shortest route from petty king to emperorFeudal
4Francia, 769Advanced, requires the Charlemagne expansionThe chance to build the Holy Roman Empire from its actual starting positionFeudal
5Kingdom of England, 1337Intermediate, a short game ending in 1453A compressed campaign that finishes rather than running for six hundred yearsFeudal

Advertisement

Duchy of Munster, 1066: Starting Area

Murchad ua Briain in southern Ireland, the classic first campaign. A handful of small neighbours, no great power within reach, and enough room to make every beginner mistake without losing the save.

AttributeDetail
DifficultyBeginner, one duchy and a few counties
Key RewardsThe Kingdom of Ireland title, and a working understanding of claims and succession
Recommended BuildTribal
Key EquipmentPikemen

What to Do Here


Byzantine Empire, 1066: Early Game

Konstantinos X Doukas ruling from Constantinople with the largest army on the map and a court full of people who want him dead. The Seljuks press from the east while the internal politics do more damage than any invader.

AttributeDetail
DifficultyAdvanced, an empire tier title from turn one
Key RewardsEnormous starting strength, and the hardest lesson in the game about plots
Recommended BuildTribal
Key EquipmentPikemen

What to Do Here

  • Focus on mastering Levies and retinues. It's critical from this point on.
  • Farm for Pikemen if you don't have it yet.
  • Complete all objectives for maximum rewards.
  • Prepare for the difficulty spike in Scandinavia, 867.

Scandinavia, 867: Mid Game

The Old Gods start, where the sons of Ragnar Lodbrok and Rurik in the east are all on the map at once. Norse pagans can raid for prestige and loot, and reforming the faith is a long-term project worth planning around.

AttributeDetail
DifficultyIntermediate, tribal government with raiding unlocked
Key RewardsRaid income, the Norse reformation, and the shortest route from petty king to emperor
Recommended BuildFeudal
Key EquipmentPikemen

What to Do Here


Advertisement

Francia, 769: Late Game

The Charlemagne start, the earliest date the game allows. Karl and his brother hold the Frankish inheritance between them, with the Umayyads in Iberia and the Saxons unconquered to the east.

AttributeDetail
DifficultyAdvanced, requires the Charlemagne expansion
Key RewardsThe chance to build the Holy Roman Empire from its actual starting position
Recommended BuildFeudal
Key EquipmentHeavy Infantry

What to Do Here

  • Full build optimization is expected by this point.
  • Heavy Infantry should be your primary, fully upgraded.
  • Societies and lifestyle focuses mastery starts mattering here.
  • Farm resources for the push into Kingdom of England, 1337.

Kingdom of England, 1337: Endgame

The Hundred Years War bookmark and the latest start in the game. Borders are settled, succession laws are mature, and the interesting problems are diplomatic rather than expansionist.

AttributeDetail
DifficultyIntermediate, a short game ending in 1453
Key RewardsA compressed campaign that finishes rather than running for six hundred years
Recommended BuildFeudal
Key EquipmentHeavy Infantry

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Iqta for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Duchy of Munster, 1066 → Byzantine Empire, 1066 → Scandinavia, 867 → Francia, 769 → Kingdom of England, 1337. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your equipment: Some areas favor different equipment types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

More Crusader Kings II Guides

Similar Games

If you enjoy Crusader Kings II, check out these related guides:

Advertisement