Crusader Kings III
Steam News 22 May 20250y ago

Update 1.16.2.1

Hello everyone! Today we're releasing Update 1.16.2.1, which brings a variety of tweaks, fixes, and balance changes. Most notably, this update introduces optional new difficulty levels (creatively named "Hard" and "Very…

Update log

Full Crusader Kings III update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone! Today we're releasing Update 1.16.2.1, which brings a variety of tweaks, fixes, and balance changes. Most notably, this update introduces optional new difficulty levels (creatively named "Hard" and "Very Hard") that can be selected via game rules when starting a new campaign. This update should be fully compatible with existing 1.16.2 saves.

Extracted changes

0 fixes4 additions0 changes0 removals
  • Balance
  • Gameplay
addedHello everyone! Today we're releasing Update 1.16.2.1, which brings a variety of tweaks, fixes, and balance changes. Most notably, this update introduces optional new difficulty levels (creatively named "Hard" and "Very Hard") that can be selected via game rules when starting a new campaign. This update should be fully compatible with existing 1.16.2 saves.
addedGame ContentAdded a game rule to add Tibet as a Nomadic Region. Due to the ruler setup of the area, many nomadic rulers will start with Bodpa culture but a Tuyuhun Nomadic Capital
addedGame ContentAdded Hard / Very Hard Difficulty game rule options The philosophy behind these changes is to try and compensate for what the AI can't or shouldn’t be able to do as efficiently as a player. For example: the AI doesn’t change Vassal Contracts very often, intentionally use Abductions to win wars/gain loads of money, use Marriages to pull realms into losing wars en masse, or mass construct economic buildings before hiring MaA, to name a few. We’ve tried to keep most of these changes as invisible as possible, instead of showing ‘Very Hard’ as a modifier in various tooltips (although it happens in some places out of necessity). Added the Hard difficulty which boosts AIs and changes some systemic behavior for players, aimed at providing a more challenging yet still balanced experience While AI realms are buffed, generally the game should progress similarly to the Normal game Changes for the AI: Buying and maintaining MaA is significantly easier Stress management is improved Constructing buildings and holdings is somewhat easier (not too much, or the player would be able to abuse it for their own gain!) Levies reinforce faster Improving opinion is faster Tyranny gain is reduced Mercenary use is cheaper Factions are slightly more lenient Revoking titles and retracting vassals is easier Activity costs are reduced Court Position management is significantly cheaper Agents are slightly more willing to join schemes vs. players Recruiting guests is significantly cheaper Amenities are significantly cheaper CB prestige costs are cheaper, especially vs. players Regular Mercenaries are more expensive Factions are somewhat less lenient (depending on vassal opinion) Revoking titles and retracting vassals is harder More vassals are inclined to join tyranny wars started by players, primarily guided by opinion Much less likely to randomly become a Conqueror Heavier penalties to arranging marriages based on number of existing alliances, lesser bonuses from desires alliance, etc. The player should be able to have one significant alliance, and one minor alliance. Gaining alliances at war will be almost impossible. Marrying with the intent of getting highly skilled courtiers or wanderers to join your court is now much harder, especially if your candidate is not your close family member. This should make it much harder to, for example, gain a great general or several fantastic knights the day before you go to war. Agents are slightly less willing to join schemes Tyranny gain from unfair Vassal Contract changes is significantly increased (see changes to Vassal Contract scoring in the balance section to see why this change is significant!) More resources are needed to reinforce armies for Adventurers & Nomads Gold gain from ransoming is lowered Religious heads are now less inclined to grant players gold
addedGame ContentAdded the Very Hard Difficulty which significantly boosts AIs, changes systemic behavior, and applies some penalties to players, aimed at providing a much

Check the changelog below for more information!

Update 1.16.2.1 Changelog

Game Content

  • Added a game rule to add Tibet as a Nomadic Region.

    • Due to the ruler setup of the area, many nomadic rulers will start with Bodpa culture but a Tuyuhun Nomadic Capital

  • Added Hard / Very Hard Difficulty game rule options

    • The philosophy behind these changes is to try and compensate for what the AI can't or shouldn’t be able to do as efficiently as a player. For example: the AI doesn’t change Vassal Contracts very often, intentionally use Abductions to win wars/gain loads of money, use Marriages to pull realms into losing wars en masse, or mass construct economic buildings before hiring MaA, to name a few. We’ve tried to keep most of these changes as invisible as possible, instead of showing ‘Very Hard’ as a modifier in various tooltips (although it happens in some places out of necessity).

    • Added the Hard difficulty which boosts AIs and changes some systemic behavior for players, aimed at providing a more challenging yet still balanced experience

    • While AI realms are buffed, generally the game should progress similarly to the Normal game

    • Changes for the AI:

      • Buying and maintaining MaA is significantly easier

      • Stress management is improved

      • Constructing buildings and holdings is somewhat easier (not too much, or the player would be able to abuse it for their own gain!)

      • Levies reinforce faster

      • Improving opinion is faster

      • Tyranny gain is reduced

      • Mercenary use is cheaper

      • Factions are slightly more lenient

      • Revoking titles and retracting vassals is easier

      • Activity costs are reduced

      • Court Position management is significantly cheaper

      • Agents are slightly more willing to join schemes vs. players

      • Recruiting guests is significantly cheaper

      • Amenities are significantly cheaper

      • CB prestige costs are cheaper, especially vs. players

      • Regular Mercenaries are more expensive

      • Factions are somewhat less lenient (depending on vassal opinion)

      • Revoking titles and retracting vassals is harder

      • More vassals are inclined to join tyranny wars started by players, primarily guided by opinion

      • Much less likely to randomly become a Conqueror

      • Heavier penalties to arranging marriages based on number of existing alliances, lesser bonuses from desires alliance, etc.

        • The player should be able to have one significant alliance, and one minor alliance. Gaining alliances at war will be almost impossible.

      • Marrying with the intent of getting highly skilled courtiers or wanderers to join your court is now much harder, especially if your candidate is not your close family member. This should make it much harder to, for example, gain a great general or several fantastic knights the day before you go to war.

      • Agents are slightly less willing to join schemes

      • Tyranny gain from unfair Vassal Contract changes is significantly increased (see changes to Vassal Contract scoring in the balance section to see why this change is significant!)

      • More resources are needed to reinforce armies for Adventurers & Nomads

      • Gold gain from ransoming is lowered

      • Religious heads are now less inclined to grant players gold

  • Added the Very Hard Difficulty which significantly boosts AIs, changes systemic behavior, and applies some penalties to players, aimed at providing a much

Source

Steam News / 22 May 2025

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