Crusader Kings III
Steam News 22 April 20251y ago

Dev Diary #170 - Changelog & Achievements

Hello everyone! Everyone at Studio Black is busy putting the finishing touches on Khans of the Steppe ahead of its release next week, so this week’s dev diary is going to be a relatively short one. Without any further c…

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Full Crusader Kings III update

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Repeated intro

Hello everyone! Everyone at Studio Black is busy putting the finishing touches on Khans of the Steppe ahead of its release next week, so this week’s dev diary is going to be a relatively short one. Without any further chatter, here are the achievements coming with Khans of the Steppe, and the changelog for the associated 1.16 “Chamfron” Update.

Extracted changes

0 fixes2 additions0 changes0 removals
  • Gameplay
  • Maps
addedExpansion Features (Paid)Added the new Nomadic Government Type, heavily inspired by the nomads of the Eurasian Steppe, introducing a new playstyle around Herd and Migration. Migration allows nomadic rulers to move around the Great Steppe in search of better pasture lands. Negotiate with the locals or subjugate them by force. Herd is a new currency only available for Nomads that can be converted into Horde Riders and upgraded into better Men-at-Arms. Nomadic Vassal Contracts: focused on Herd instead of Levies. The Nomadic Capital Domicile – It represents the collection of yurts nomads have during migration. They include 8 new domicile buildings with 80+ new internal upgrades and a Domicile Culture/Faith mechanic with unique Decisions and Character Interactions. 5 Dominance levels for Nomads that govern their Domain and Vassal limit, which Decisions they can take and what titles they can target during migration. Nomads have a new Dread cap: 150. Nomadic Subjects and Courtiers have Obedience towards their overlord, measuring how likely they are to form factions, perform hostile plots and respect their decision of heir during succession. Gain someone's Obedience by demanding it, negotiating it or just impressing them through new Character Interactions and Activity Intents. Added new Schemes for Nomads, such as Steal Herd. Added 4 Vassal Directives just for nomadic vassals. New Council Positions for Nomads – the Kurultai Members. Kurultai Members may perform some familiar tasks like Increase County Control and Domestic Affairs, but they will also have 6 new tasks focused on Herd gain, Fertility management, Piety, Raiding, Culture Hybridization and Reformation and even Exploiting their own lands to gain some extra income but reduce the Fertility. A new Succession Type for nomads: the Kurultai Succession with different outcomes based on how Stable or Chaotic it is. Chaotic successions have effects such as herd loss, realm splits, or even realm dissolution (depending on realm size and number of disobedient kurultai members) Settlement Issues: new contracts available for nomadic rulers after migration, focusing on increasing the county control of their new area. The Way of the Nomad trait ensures that the nomadic lifestyle stays with their children for one generation after leaving the steppe, focusing on Cultural and Religious tolerance and opening up the possibility of becoming an adventurer.
addedExpansion Features (Paid)Added the Great Steppe Situation: a new regional mechanic for the Eurasian Steppe, divided in three geographical regions. Every county within the Great Steppe has County Fertility, regulating the Herd gained by the nomads holding them. With appropriate alerts for when the fertility is low, or when its time to migrate. The Steppe Seasons affect the County Fertility of their region, as well as the behavior of the nomadic rulers within, including Vassalization and Tributarization acceptance, bonuses to raiding and even free CBs. The seasons are visualized on the map. Gather the largest Herd of the steppe and become the Gurkhan, a formidable warrior marked for greatness, en route to

Achievements

Very Easy

Easy

Medium

Hard

Very Hard

Update 1.16.0 "Chamfron" Changelog

Reminder: This update is not live yet!

Expansion Features (Paid)

  • Added the new Nomadic Government Type, heavily inspired by the nomads of the Eurasian Steppe, introducing a new playstyle around Herd and Migration.

    • Migration allows nomadic rulers to move around the Great Steppe in search of better pasture lands. Negotiate with the locals or subjugate them by force.

    • Herd is a new currency only available for Nomads that can be converted into Horde Riders and upgraded into better Men-at-Arms.

    • Nomadic Vassal Contracts: focused on Herd instead of Levies.

    • The Nomadic Capital Domicile – It represents the collection of yurts nomads have during migration. They include 8 new domicile buildings with 80+ new internal upgrades and a Domicile Culture/Faith mechanic with unique Decisions and Character Interactions.

    • 5 Dominance levels for Nomads that govern their Domain and Vassal limit, which Decisions they can take and what titles they can target during migration.

    • Nomads have a new Dread cap: 150.

    • Nomadic Subjects and Courtiers have Obedience towards their overlord, measuring how likely they are to form factions, perform hostile plots and respect their decision of heir during succession.

      • Gain someone's Obedience by demanding it, negotiating it or just impressing them through new Character Interactions and Activity Intents.

    • Added new Schemes for Nomads, such as Steal Herd.

    • Added 4 Vassal Directives just for nomadic vassals.

    • New Council Positions for Nomads – the Kurultai Members.

      • Kurultai Members may perform some familiar tasks like Increase County Control and Domestic Affairs, but they will also have 6 new tasks focused on Herd gain, Fertility management, Piety, Raiding, Culture Hybridization and Reformation and even Exploiting their own lands to gain some extra income but reduce the Fertility.

    • A new Succession Type for nomads: the Kurultai Succession with different outcomes based on how Stable or Chaotic it is. Chaotic successions have effects such as herd loss, realm splits, or even realm dissolution (depending on realm size and number of disobedient kurultai members)

    • Settlement Issuesnew contracts available for nomadic rulers after migration, focusing on increasing the county control of their new area.
    • The Way of the Nomad trait ensures that the nomadic lifestyle stays with their children for one generation after leaving the steppe, focusing on Cultural and Religious tolerance and opening up the possibility of becoming an adventurer.

  • Added the Great Steppe Situation: a new regional mechanic for the Eurasian Steppe, divided in three geographical regions.

    • Every county within the Great Steppe has County Fertility, regulating the Herd gained by the nomads holding them. With appropriate alerts for when the fertility is low, or when its time to migrate.

    • The Steppe Seasons affect the County Fertility of their region, as well as the behavior of the nomadic rulers within, including Vassalization and Tributarization acceptance, bonuses to raiding and even free CBs. The seasons are visualized on the map.

    • Gather the largest Herd of the steppe and become the Gurkhan, a formidable warrior marked for greatness, en route to

Source

Steam News / 22 April 2025

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