Paradox has dropped the eighth Silk & Silver diary, laying out the inner workings of the upcoming economic overhaul in Crusader Kings III. Trade becomes a living organism: production, building needs and supply routes intertwine, and every ruler’s decision ripples across entire regions.
The map will host 922 markets – one for each duchy that contains at least one county. Players will juggle 44 distinct goods split into 20 need categories. Some resources are harvested directly in provinces, others are crafted from raw materials; for example, the weaving guild turns cloth into finished textiles. Each good carries a base price, and buildings gain bonuses when supplied with the right resources.
When a market can’t meet all demands, the system allocates goods by priority: the capital is fed first, then other holdings according to settlement size. Players can influence this order by rearranging districts and building queues. A shortage alone doesn’t impose penalties, but specific mechanics like famine can shrink populations. Surpluses and deficits fuel trade, while routes share the overall stock rather than draining it. Developers also touched on tariffs, monopolies and route limits, noting that the numbers are still being fine‑tuned for future updates.
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