Crusader Kings III
Steam News 19 August 20259mo ago

Dev Diary #179 - A Little Bit of Everything

Hello everyone! Studio Black is working at full capacity after the traditional Swedish Summer Break, so today’s dev diary is going to cover a broad range of topics from a few different members of our development team. W…

Update log

Full Crusader Kings III update

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

Repeated intro

Hello everyone! Studio Black is working at full capacity after the traditional Swedish Summer Break, so today’s dev diary is going to cover a broad range of topics from a few different members of our development team. We’ll be talking primarily about Celestial Government mechanics, but we’re also providing a bit more detail about Border Warfare and the new Wanua government’s unique mechanics.

Extracted changes

1 fix3 additions1 change0 removals
  • Gameplay
  • Balance
  • Fixes
addedHello everyone! Studio Black is working at full capacity after the traditional Swedish Summer Break, so today’s dev diary is going to cover a broad range of topics from a few different members of our development team. We’ll be talking primarily about Celestial Government mechanics, but we’re also providing a bit more detail about Border Warfare and the new Wanua government’s unique mechanics.
addedTreasury BudgetingGoeiedag iedereen, Daan here! One of the new features we’ve been iterating on since the “Mechanics of China” Dev Diary is the Imperial Treasury (or just “Treasury” for short).
changedTreasury BudgetingA key thing we wanted to improve is how Treasury flows to parts of the Empire that don’t have their own tax income, such as Ministries. How much should a Ministry receive from the Emperor in Treasury? Well that would depend on the economy of the Empire, which is related to the size of the realm, its development, etc. Absolute numbers like “they get 10 Treasury per month” do not scale well, if at all.
fixedTreasury BudgetingTo provide a more scalable number instead of a “fixed” modifier number, we have implemented a new set of laws that distribute the Treasury excess (called “Budget Capacity”) over a number of recipients.
addedTreasury BudgetingWe have added three categories for this centralized Treasury Budget:

Treasury Budgeting

Goeiedag iedereen, Daan here! One of the new features we’ve been iterating on since the “Mechanics of China” Dev Diary is the Imperial Treasury (or just “Treasury” for short).

A key thing we wanted to improve is how Treasury flows to parts of the Empire that don’t have their own tax income, such as Ministries. How much should a Ministry receive from the Emperor in Treasury? Well that would depend on the economy of the Empire, which is related to the size of the realm, its development, etc. Absolute numbers like “they get 10 Treasury per month” do not scale well, if at all.

Other centralized numbers like Salaries suffered from similar issues - what makes a high salary in 876, is a paltry sum in 1178.

To provide a more scalable number instead of a “fixed” modifier number, we have implemented a new set of laws that distribute the Treasury excess (called “Budget Capacity”) over a number of recipients.

[A window showing the Treasury Budgets before budget Enactment, with changes to Ministry and Salary Budget percentages, costs and effects WIP]

We have added three categories for this centralized Treasury Budget:

  • CosmeticSalary BudgetTreasury which goes to all vassals and sub-vassals that should receive Salaries. It is given as Gold income
  • CosmeticMinistry BudgetEach of the Ministries will receive a slice of this budget as Treasury income
  • Military Budget - Each of the holders of Military Province Types (circuit type) will get a slice from this budget as Treasury income (in addition to their regular Treasury income that is based on Taxes sent)

Any unallocated budget will be income for the general Treasury, to be spent by the Emperor as they please.

You can run a budget Deficit too if you desire, but it will draw from your collected Treasury. Running a Deficit could prove potent, if you want to keep your Government happy and powerful. Don’t run out of Treasury though, as being in Treasury Debt will impact you similarly to being in Gold Debt.

[Part of the Budgeting Window showing what running a deficit looks like - WIP]

Calculating Budget Base Rates

GAME CONCEPT FOR THE BUDGET BASE RATE

How this budget is distributed among the recipients is calculated via the Base Rate. It represents what one “standard” recipient of this type would receive. Each recipient can get more or less of this Base Rate, depending on things like their Title Rank and Merit Rank (in the case of Salaries), but also potentially any individual modifiers.

[Breakdown of a Governor’s Salary, based on the Base Rate, the Tier of their Primary Title, and their Merit Rank]

Calculation example: Say that you have a Budget Category that would get 100 Treasury allocated to it, and it has 8 recipients, of which 6 have a “Base Rate” of 100% and 2 have a “Base Rate” of 150%.

6 * 1.0 = 6 base rate units

2 * 1.5 = 3 base rate units

Total: 9 base rate units (distributed over 8 recipients)

100 / 9 = a Base Rate of 11.1

Each of the normal 6 recipients would receive 11.1 Treasury per month, and the two higher-rate recipients would receive 16.6.

Enacting a Treasury Budget

Now if this Base Rate was calculated continuously, your Treasury Budget would always be “perfectly balanced”. But that is not how Budget-setting usually works in the real world, and kind of boring.

So instead Budgets get Enacted,

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Steam News / 19 August 2025

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