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  1. Guide Annex
  2. Crusader Kings 3
  3. Traits
  4. Paranoid

Paranoid

Updated Personality

Paranoid: diplomacy falls by 1, intrigue rises by 3, stress gain rises by 100%, dread gain rises by 25%, enemy scheme secrecy falls by 10%, enemy personal scheme success chance falls by 25%, travel speed falls by 10, travel safety rises by 10, and opinion of vassals falls by 10.

Paranoid trait icon
Paranoid · Personality · patch 1.20.1.2

Effects

Modifier values for patch 1.20.1.2 are listed below. Check the in-game tooltip for availability and current setup.

Paranoid modifiers
ModifierValue
Diplomacy-1
Intrigue+3
Stress Gain+100%
Dread Gain+25%
Enemy Scheme Secrecy-10%
Enemy personal scheme success chance-25%
Travel Speed-10
Travel Safety+10
Opinion of Vassals-10

In play

Paranoid: diplomacy falls by 1, intrigue rises by 3, stress gain rises by 100%, dread gain rises by 25%, enemy scheme secrecy falls by 10%, enemy personal scheme success chance falls by 25%, travel speed falls by 10, travel safety rises by 10, and opinion of vassals falls by 10. Paranoid catches enemy schemes and builds dread. Stress, vassal opinion, and travel speed pay for the watchfulness. Trusting is the opposite.

How to get Paranoid

  • Gain: Paranoid comes from childhood events beside Ambitious and Sadistic, or Shy and Craven; a Paranoid guardian makes it likelier. Adults can turn Paranoid through the prison stress event Mental Break: The Darkest Corners, and a Mystic's treatment can leave Paranoid as a side effect.
  • Remove or lose: If your faith counts Paranoid as a sin, the pilgrimage event with a local guru and the Mendicant Mystics tradition event A Mystic's Wrath can swap it for Trusting.

Sources: ck3db: Paranoid (patch 1.20.1.2)