Crusader Kings 3 will have a new patch soon, called “Argent”. Paradox Interactive has shared a YouTube video with Roll1D2. In t5he video, you can see how you are going to make your own ruler. You will get every freedom to choose your gender as well as in-game cultures, and religion.
In its official website, they revealed the whole patch information:
1.2.0 Changelog
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# Free Features
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– Added a Ruler Designer where you can customize the ruler you’ll start with before the game starts. This works with achievements – but under certain restrictions.
– Added a character Kill List to the character window
– Added the functionality to attach your armies to another allied army located in the same province in order to follow the other army
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# Balance
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– Added a new game rule that controls the AI’s willingness to do Matrilineal marriages.
– Mercenaries are no longer guaranteed to include cultural men at arms; they’re just likely to
– Mercenary companies of cultures that have Camel Riders unlocked will no longer include tons of camels for no reason
– Armored horsemen and war elephants can now appear in mercenary bands, but at lower numbers than other men at arms types
– Holy Order regiment sizes are now smaller for War Elephants and similar
– Holy Orders now consolidate their MaA regiments some rather than having a ton of 100-man MaA regiments
– Cats and dogs now live a bit longer, appear slightly less often, and trigger events less frequently
– Constructing a brand new Temple now gives your faith some fervor
– Economically-inclined AI’s now somewhat prefer upgrading Economic buildings
– Founding a Holy Order now gives fervor to the affected Faith
– GHW: A successful GHW will now reduce the attacking Faith’s Fervor by 25 (down from 30), an unsuccessful GHW will only reduce Fervor by 15 (down from 30)
– GHW: Invalidated GHWs now reduce Fervor by much less
– GHW: The cooldown between Great Holy Wars has been increased to 30 years (up from 5), in practice this means that Fervor for bigger faiths should stay at higher levels for longer
– GHW: The minimum fervor for launching a Great Holy War has been lowered to 65 (used to be 75), so that the increased cooldown between GHW’s doesn’t mean that too few are launched
– Successful Holy Wars now affect fervor significantly less (minor Holy Wars reduce by 1, Duchy Holy Wars by 2, Kingdom Holy Wars by 5)
– Unsuccessful Holy Wars no longer reduce the attacking Faith’s fervor
– Halved the impact of Fervor on the speed of the Convert Faith of County councilor task, converting a high-fervor faith as a low-fervor one should no longer be impossible (but still hard, of course!)
– Greedy AI’s are now less inclined to spend gold on their target during non-hostile schemes
– Having a strong hook on your realm priest will now cause them to pay you maximum contribution as if they endorsed you with 100 opinion.
– In independence wars, ticking warscore is now given to the revolters if they fully control all the revolters’ domain, while the defender gets ticking warscore as long as they occupy at least one holding from the revolters’ domain
– It’s no longer possible to send your court chaplain, spouse or concubines to a foreign court as a guardian
– It’s now easier to divorce openly incestuous spouses
– Landless religious heads not of your faith will no longer show up in the marriage finder
– MaA maintenance cost can no longer go below 10%
– Made hostility due to conflicting wars a lot broader. Now it applies to defensive wars too, and propagates to vassals. In practice this should mean that you’ll never be unable to siege a holding in a realm you’re at war with due to it being occupied by a third party
– Male/Female Only realm law now consistently blocks the other gender from inheriting claims
– Only the holder of a holding can cancel construction now. No more canceling your vassals’ constructions to get money
– Peasant/Populist Revolt leaders can no longer marry
– The AI should no longer choose to create Cadet Branches should that mean that the player’s children, grandchildren or great-grandchildren would change house
– The AI should now found more Holy Orders
– The Arrogant trait now gives -10 Secrecy to owned schemes
– The Craven trait now gives +10 Secrecy to owned schemes
– The Crusader trait (Warrior of the Faith) now gives less Same Faith opinion and more Prowess
– The block on granting de jure vassals independence is now based only on whether their primary title is de jure under a title you hold, rather than *any* title they hold being dejure under a title you hold
– Great Holy Wars will now fail to launch if total projected attacker strength is less than 33% of projected defender strength
– The defender in an Undirected Great Holy War (Crusade) can now gain up to 150% warscore from battles.
– Warscore from battles in Undirected Great Holy Wars (Crusades) has been increased significantly. This should make defending less of a slog, especially in massive crusades (with 100k+ troops on each side) where battles should no longer give miniscule warscore values.
– The ticking warscore in Undirected Great Holy Wars (Crusades) has been significantly increased. This allows a defender to more easily win if they manage to keep the entire targeted kingdom free from occupations.
– The first army of the siege controller that has a commander now determines the siege commander
– The first army to arrive at a siege now controls the siege
– Third party occupations are now in the owner’s favor for the purpose of ticking warscore. So for instance some Peasant Rebels or warring vassals occupying part of the war goal will now no longer mean that you as the defender stop getting ticking warscore against the realm trying to take that land from you
– Titles with Male/Female Only/Preference will now get handed out according to Partition if your realm law is Partition and all your Partition Heirs are of the title’s preferred gender
– You can no longer manually add Gender Law exceptions to your held titles
– Updated some scheme events’ impact on schemes
– Vassals will no longer convert their capital when you demand their conversion
– Buildings now give % modifiers to MaA stats rather than flat mods, this should prevent stat inflation and keep Cultural MaA variants competitive
– Wandering characters no longer get absurd stats should they have immense amounts of gold to spend
– Wandering characters of the player’s dynasty no longer spend money on self-improvement, to prevent an exploit where you would load your heir with gold and kick them out of court
– When Feudalizing, there’s now a random chance for a City and/or a Temple to spawn in each tribal County. Higher development increases this chance.
– When you push the claim of a foreign ruler in a claimant faction, they now become a vassal of the former holder of the title if that title becomes their new primary title
– You can now arrange marriages for all of your descendants, not only your direct children
– Reduced the overall effectiveness of Light Cavalry in the main phase of combat. They were simply too cost-effective for the stats they would bring. Light Cavalry units still excel during the aftermath, as well in their preferred terrain type.
– Armored Horsemen now have an added penalty to Toughness and Pursuit in Wetlands like other cavalry units.
– Blocked several uncommon situations where successful Populist Factions could seize all of the counties which belong to a vassal player, causing the player to Game Over immediately and without warning
– Children can become more inclined to drink later in life if their guardians are a poor influence
– Courtiers and guests no longer seek out new lovers when they already have a partner
– Did a pass over character weight values and the traits that affects weight gain/loss
– Granting a vassal to your liege now creates a two-way truce between you and your former vassal
– Improved Mongol Empire disintegration
– Increased the County Opinion bonus for putting down a Peasant or Popular Rebellion by 150%, and also increased the duration by 150%
– Increased the penalties to the Seduce scheme’s success change when the scheme target is married and loves their spouse
– Just characters no longer gain Stress when they execute someone if they also have a faith with the Human Sacrifice tenet.
– Reduced the amount of levies and taxes gained from Tribal Obligations. Vassals now provides 75% levies (down from 100%) and 40% taxes (down from 50%) on the highest level of fame.
– Reduced the frequency of certain events intended to create friendships, rivalries, disease-outbreaks-by-way-of-corpse etc
– Significantly slowed down Fabricate Claim task when targeting vassals
– The Embassies perks now has a maximum number of skill points it can give out
– The Sound Formation perk now has a maximum number of skill points it can give out
– Updated and moved the Gold Mines of Mali special buildings to their respective county capital, allowing them to be built by tribals.
This is only about the “Balance”. You will get everything in the official site.