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Crusader Kings 3 'Silk & Silver' DLC: A major overhaul of trade, merchants, and republic systems announcedCrusader Kings 3's new DLC 'Silk & Silver' heralds a major overhaul of the game's economic system. The introduction of new systems like trade, commodity production, and merchant republics is expected to deepen gameplay. This update also includes economic and regional system revamps that will apply even to players who don't purchase the DLC.
1. 🎮 'Silk & Silver' DLC: Fundamental Changes to CK3's Economy
· The 'Silk & Silver' DLC fundamentally reshapes Crusader Kings 3's economic system, aiming to integrate trade, merchants, and republics as core game elements.
· With this DLC, the developers intend to enhance the differentiation between various regions and cities in the game and visually represent a world that changes over time.
· The new trade system goes beyond mere financial gain, offering bonuses based on the actual transport of goods and demand, adding new strategic depth to gameplay.
· With this DLC, the developers intend to enhance the differentiation between various regions and cities in the game and visually represent a world that changes over time.
· The new trade system goes beyond mere financial gain, offering bonuses based on the actual transport of goods and demand, adding new strategic depth to gameplay.
00:00 - 01:04
1. 🎮 'Silk & Silver' DLC: Fundamental Changes to CK3's Economy
· The 'Silk & Silver' DLC fundamentally reshapes Crusader Kings 3's economic system, aiming to integrate trade, merchants, and republics as core game elements.
· With this DLC, the developers intend to enhance the differentiation between various regions and cities in the game and visually represent a world that changes over time.
· The new trade system goes beyond mere financial gain, offering bonuses based on the actual transport of goods and demand, adding new strategic depth to gameplay.
· With this DLC, the developers intend to enhance the differentiation between various regions and cities in the game and visually represent a world that changes over time.
· The new trade system goes beyond mere financial gain, offering bonuses based on the actual transport of goods and demand, adding new strategic depth to gameplay.
01:05 - 04:07
2. 📦 Trade System: How Goods, Production, and Markets Work
· The new trade system operates by transporting goods to regions where they are needed, thereby earning bonuses. Merchant republics are primarily responsible for this, but feudal lords can also participate to some extent.
· Each duchy is considered an independent market, and new facilities for goods production and consumption are added to provinces. These facilities require specific goods, and supplying them yields additional benefits.
· Goods are produced in places like farms, mines, and workshops, and can go through multiple stages of processing to become final products. This creates a chain reaction of production and consumption.
· A new slot called 'Resource Region' is added where facilities for goods production can be built, and there are about 10 types of goods.
· Each duchy is considered an independent market, and new facilities for goods production and consumption are added to provinces. These facilities require specific goods, and supplying them yields additional benefits.
· Goods are produced in places like farms, mines, and workshops, and can go through multiple stages of processing to become final products. This creates a chain reaction of production and consumption.
· A new slot called 'Resource Region' is added where facilities for goods production can be built, and there are about 10 types of goods.
04:08 - 05:50
3. 📈 Trade Routes: Limitations, Experience, and Specialization
· When creating trade routes, various limiting factors apply, including the quantity of goods, number of markets, route length, total transportable volume, and competitiveness.
· Initially, only limited goods and short distances are available, but as you gain experience and increase the reputation of your trading company, you can expand to more goods and regions.
· Accumulating trading experience with specific goods grants bonuses for trading those goods, such as increased selling prices. This allows for specialization in certain commodities.
· Players can focus on specific goods or flexibly change their trading items based on market conditions.
· Initially, only limited goods and short distances are available, but as you gain experience and increase the reputation of your trading company, you can expand to more goods and regions.
· Accumulating trading experience with specific goods grants bonuses for trading those goods, such as increased selling prices. This allows for specialization in certain commodities.
· Players can focus on specific goods or flexibly change their trading items based on market conditions.
05:51 - 07:50
4. 🏛️ New Government Forms: Merchants and Republics
· The 'Silk & Silver' DLC introduces two new government forms: 'Merchant' and 'Republic'. Both are closely related to trade but have differences.
· Merchants are landless characters who establish trade networks centered in cities and supply goods. Their gameplay focuses on financial gain and acquiring prestige.
· Merchants accumulate wealth through contracts, trade activities, and special agreements, which they can use to develop their residences or establish republics. They can also specialize in various areas like credit, military supplies trade, and caravan trade.
· Republics are based on various historical examples like Italian city-states and the Hanseatic League, with competition among Patricians for control of cities and the republic being central. Republics own territory, and power is temporarily held by a Doge or Podestà.
· Republics can enact laws through an 'Assembly' system and cooperate or compete with other republics through trade hubs and trade leagues.
· Merchants are landless characters who establish trade networks centered in cities and supply goods. Their gameplay focuses on financial gain and acquiring prestige.
· Merchants accumulate wealth through contracts, trade activities, and special agreements, which they can use to develop their residences or establish republics. They can also specialize in various areas like credit, military supplies trade, and caravan trade.
· Republics are based on various historical examples like Italian city-states and the Hanseatic League, with competition among Patricians for control of cities and the republic being central. Republics own territory, and power is temporarily held by a Doge or Podestà.
· Republics can enact laws through an 'Assembly' system and cooperate or compete with other republics through trade hubs and trade leagues.
07:51 - 10:22
5. 🏗️ Economic and Regional System Overhaul: Districts, Buildings, and Development
· The previous system of constructing individual buildings is abolished and replaced by a 'District' system. Districts have specific themes (military, market, urban, rural, etc.), and related buildings are placed within them.
· This adds flexibility to gameplay and encourages long-term investment in district development. Changing and replacing buildings becomes easier.
· 'Development' is separated into 'Prosperity' and 'Settlement Size'. Prosperity represents the economic well-being of a district and affects tax income, while Settlement Size indicates population and determines the number of districts that can be built.
· The territory 'Control' system is revamped. The capital has high base control, but other territories require strengthening control through castles, forts, and districts. This demands more investment in managing conquered territories.
· The 'Opinion' system is also revamped, with a base value and an expanded range from -100 to 100. High opinion contributes to increased control and better utilization of territory.
· This adds flexibility to gameplay and encourages long-term investment in district development. Changing and replacing buildings becomes easier.
· 'Development' is separated into 'Prosperity' and 'Settlement Size'. Prosperity represents the economic well-being of a district and affects tax income, while Settlement Size indicates population and determines the number of districts that can be built.
· The territory 'Control' system is revamped. The capital has high base control, but other territories require strengthening control through castles, forts, and districts. This demands more investment in managing conquered territories.
· The 'Opinion' system is also revamped, with a base value and an expanded range from -100 to 100. High opinion contributes to increased control and better utilization of territory.
11:04 - 12:02
6. 💰 Overall Economic Balance Adjustment and Specialization
· The developers plan to re-examine the overall economic balance of the game to mitigate the 'snowball effect' where players become too wealthy too quickly and reduce the economic gap with the AI.
· Instead of universal bonuses, they will provide specialized bonuses for specific income sources (e.g., harbor income) or construction types (e.g., building military districts), diversifying players' strategic options.
· This encourages players to focus more on military expansion or economic growth, enabling in-depth strategies tailored to each playstyle.
· Instead of universal bonuses, they will provide specialized bonuses for specific income sources (e.g., harbor income) or construction types (e.g., building military districts), diversifying players' strategic options.
· This encourages players to focus more on military expansion or economic growth, enabling in-depth strategies tailored to each playstyle.
12:03 - 12:36
7. 🇮🇹 Italian Region: Guelph-Ghibelline Conflict and Carnivals
· The 'Silk & Silver' DLC adds the 'Guelph' and 'Ghibelline' faction conflict to the Italian region. This reflects the conflict between supporters of the Pope and the Holy Roman Emperor.
· Parts of the Italian map will be modified, and new activities like 'Carnivals' may be added.
· The developers stated that while the Italian region revamp won't be as extensive as the China region overhaul, it will bring meaningful changes.
· Parts of the Italian map will be modified, and new activities like 'Carnivals' may be added.
· The developers stated that while the Italian region revamp won't be as extensive as the China region overhaul, it will bring meaningful changes.
12:37 - 14:51
8. ❓ Developer Q&A and Additional Information
· Naval combat is not included in this DLC, but there's a possibility it could be added in the future.
· There are various types of republics, each with unique content. The ability to switch between republics and monarchies will enrich late-game play experiences.
· The Assembly system currently applies only to republics but may be expanded to other government forms.
· Viking trade, slavery, and soap production are not included in this DLC.
· Merchant republics operate centered around cities, accumulating wealth and exerting influence without owning land. Players can start as merchant families and gradually expand their power.
· Cities will not be self-sufficient and will depend on merchants for goods supply. It will be difficult to completely ignore the trade system.
· Players can conduct trade activities without leaving their cities, and individuals from various backgrounds can become merchants.
· There are various types of republics, each with unique content. The ability to switch between republics and monarchies will enrich late-game play experiences.
· The Assembly system currently applies only to republics but may be expanded to other government forms.
· Viking trade, slavery, and soap production are not included in this DLC.
· Merchant republics operate centered around cities, accumulating wealth and exerting influence without owning land. Players can start as merchant families and gradually expand their power.
· Cities will not be self-sufficient and will depend on merchants for goods supply. It will be difficult to completely ignore the trade system.
· Players can conduct trade activities without leaving their cities, and individuals from various backgrounds can become merchants.
