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
- Balance
- Gameplay
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
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