Release date, price, and what you need
Silk and Silver releases on 17 Nov 2026. Paradox announced the date in a press release on 19 Oct 2026, and the Steam store page lists the same day. On 9 Nov 2026 the store marks it as coming soon. Paradox calls it a Major Expansion.
The announced price is 29.99 USD, 25.99 GBP, or 29.99 EUR. You need the base game, Crusader Kings 3, on Steam. The Paradox add-on page offers a wishlist button and a link to Chapter V. It does not mention a separate pre-order.
The way to pay before release is the Chapter V expansion pass. It has been on sale since 20 Apr 2026. On 9 Nov 2026 Steam lists it at 43.99 USD or 36.99 GBP. Pass owners get Silk and Silver on the day it unlocks. The pass already delivered By God Alone on 30 Sep 2026.
A GamingOnLinux headline gave 19 Nov. Paradox, Steam, and the dev diary announcement all say 17 Nov 2026. Plan on the 17th.
The 19 Oct 2026 press release dates Silk and Silver to 17 Nov 2026 at 29.99 USD, 25.99 GBP, and 29.99 EUR, and says it is part of Chapter V.
The Steam store page for app 4232910 lists the release date as Nov 17, 2026, marked coming soon, with no standalone price on 9 Nov 2026.
The Chapter V package on Steam contains Symbols of Authority, Songs of the Realm, By God Alone, and Silk and Silver. It lists 43.99 USD and Windows, Mac, and Linux on 9 Nov 2026.
The Paradox add-on page reads Coming November 17 and links to Steam for wishlisting and to Chapter V for purchase.
Official (Paradox add-on page, Silk & Silver, as of 2026-11-09)
A GamingOnLinux headline in Oct 2026 said the expansion arrives November 19. The official date is 17 Nov 2026.
| Item | Status | Source |
|---|---|---|
| Release date | 17 Nov 2026 | Paradox press release, Steam store |
| Price | 29.99 USD / 25.99 GBP / 29.99 EUR | Paradox press release |
| DLC type | Major Expansion, part of Chapter V | Steam store, Chapter V package |
| Pre-order | Through the Chapter V pass only | Paradox add-on page, Chapter V news |
| PC platforms | Windows, Mac, Linux listed for Chapter V | Steam package page |
| Consoles | Not announced | No source names a console date |
| Free update number | Not announced | Dev diaries call it the accompanying patch |
What Silk and Silver adds
The store lists two new governments: Merchant and Republic. It lists a trade system with over 40 trade goods, two new bookmarks, a civic carnival activity, and a Guelphs and Ghibellines conflict in northern Italy. Dev Diary 8 counts 44 trade goods.
The free update that comes with it changes every player. Dev Diary 1 says all regular buildings are removed. Counties get district slots instead, and buildings go inside districts. Development splits into Settlement Size and Prosperity. Control and popular opinion trend toward a baseline instead of always climbing to the top. Those changes are free with the patch. The current rules are on domain and economy.
Italy gets a redrawn map, with Amalfi back, and new cultural traditions. The developers say Italy is not the main focus. Dev Diary 1 also rules out naval warfare for this expansion. There is trade across water, but no naval battles.
If you are new to the game, read what Crusader Kings 3 is first. Silk and Silver changes how money works. The heir, the house, and the map stay the same.
The Steam store lists New Government Type: Merchant, New Government Type: Republic, Trade Routes for over 40 trade goods, the 1066 Channels of Commerce and 1178 Guelphs and Ghibellines bookmarks, and civic carnivals.
Dev Diary 1 says regular buildings are replaced by districts, development is split into Settlement Size and Prosperity, and control and popular opinion get baselines. It says these changes come free with the patch.
Dev Diary 1 states there will be no naval warfare or naval battles in Silk and Silver.
Dev Diary 8 lists 922 trade markets, one per de jure duchy, and 44 trade goods, 16 of them Basic Goods.
Dev Diary 9 adds donkeys and dromedaries as portrait props and map units, and says modding improvements come in the free update that accompanies Silk and Silver.
Merchant companies


A merchant is landless. You lead a family company from a domicile in a city. Your patron is whoever holds the county your palace sits in. Dev Diary 3 calls that a new tributary link: you are their Beneficiary. Every route you start begins at your domicile, and moving the company destroys all your routes.
A count or a duke can become a merchant through a decision, if their culture allows it. Patricians and adventurers can take it too. A merchant can later buy land from their patron, or join or form a republic. Asking your patron for favors is the main way to turn gold into prestige, and one favor is a marriage into low nobility. Marriage and alliances covers how matches work today.
The store names three specializations: Caravaneer, Creditor, and Artisan. Dev Diary 6 lists four company purposes, with Reputable as the default. A Creditor lends gold for a Strong Hook that lasts as long as the debt. Open interest asks for 25% more back. Disguised interest asks for 15% more. A new Usury doctrine decides whether a debtor's faith lets them void the loan. Intrigue and hooks explains what a strong hook does.
Rival companies fight over markets. Dev Diary 6 shows schemes to steal trade secrets, challenge or sabotage a competitor, merge two companies, or attempt a hostile takeover. Landed rulers can also hire you for Commission Routes, which last 10 years.
Dev Diary 3 says the patron is the holder of the county where the merchant's palace is, and that a duke or count can become a merchant by decision if their culture allows it.
Dev Diary 6 lists four company purposes: Reputable, Artisan, Creditor, and Caravaneer. War Profiteer was folded into Creditor.
Dev Diary 6 describes Loan Gold: open interest owes 25% more, disguised interest owes 15% more, and the creditor takes a Strong Hook for as long as the debt lasts.
The store text names three merchant specializations: Caravaneer, Creditor, and Artisan.
Playable republics: Venice, Genoa, and more

Republics exist on today's map, but you cannot play them. Silk and Silver makes them playable. The press release names Venice and Genoa. Dev Diary 1 goes wider: Italian republics, free cities of the Holy Roman Empire, and the Hanseatic towns of the Baltic. Florence and the Commune of Rome are named as examples. Venice has its own realm page.
You play a patrician family. A doge or podesta holds the top title for a term, and elections are the usual succession law. An Assembly votes on laws, decrees, and election rules. Republics do not use crown authority. Revoking titles, for example, is a law the Assembly has to pass. Push the laws toward despotism and the title changes, from Doge to Prince. For today's succession rules, see the succession crash course and disinherit or elective.
Every republic has an administration. Venice starts as a Maritime Republic, the type that trades furthest. A county-tier republic is stuck with Communal administration and a tight domain limit. Republics grow tall: a bigger capital unlocks a tier law that raises domain and vassal limits. Compare that with the feudal, clan, and tribal governments, and with how domain limit works now.
Patricians build Trade Posts in other rulers' counties. Owning one opens a Conquer Trade County casus belli against neighboring or coastal counties. Republics can also join Trade Leagues. Watch the capital's popular opinion. When it drops low, a Capital Uprising faction can form.
The press release says Republics such as Venice or Genoa are now playable, with laws, bribery, an Assembly, Trade Posts, and Trade Leagues.
Dev Diary 1 says republics are not limited to Genoa, Venice, Amalfi, and Pisa. It names the free cities of the Holy Roman Empire and the Hanseatic League.
Dev Diary 6 says Venice starts as a Maritime Republic, county-tier republics are limited to Communal administration, and republics do not use crown authority.
Dev Diary 4 says republics usually use elections for succession, and a despotic ruler can change it to despot succession.
Trade routes and the Silk Road

Every de jure duchy is a market. A route buys a good where a market has a surplus and sells it where a market has a need. Buildings have needs. A met need turns on the building's bonus. An unmet need just leaves it off. Merchants and republics run Profit Routes for gold. Feudal, clan, tribal, and administrative rulers get Distribution Routes. Those move basic goods between two of their own markets and earn no gold.
Distribution Routes depend on rank. Dev Diary 8 gives 1 for a duke, 2 for a king, 3 for an emperor, and 4 for a hegemon. They are served before any merchant. A market owner sets tolls on sales, and every market starts at Medium, a 3% toll. A market owner can also grant monopolies.
Entrepots resell goods further down the line. Dev Diary 5 names Cairo, Baghdad, Constantinople, and Venice, with more along the Silk Road. Roads link the markets. The Late Tang road between south and north China is one of the roads already built at the start.
The Silk Road situation came with All Under Heaven. Dev Diary 6 says it opens to every Silk and Silver owner, because merchants on the Silk Road join it. Its effect on the dynastic cycle only matters if you also own All Under Heaven. That ties trade to the Chinese hegemony and the hegemony rank.
Dev Diary 8 lists 1 Distribution Route for a duke, 2 for a king, 3 for an emperor, and 4 for a hegemon, and says feudal, clan, tribal, and administrative rulers get Distribution while merchants and republics get Profit Routes.
Dev Diary 8 lists six toll levels from 0% to 5%. Every market starts at Medium, 3%.
Dev Diary 5 names Cairo, Baghdad, Constantinople, and Venice as entrepot cities.
Dev Diary 6 makes the Silk Road situation available to all Silk and Silver owners. Its dynastic cycle effects need All Under Heaven.
Dev Diary 184 splits the All Under Heaven Silk Road situation into six regions: China, Central Asia, Tibet, Transcaspia, India, and the Occident.
The 1066 and 1178 bookmarks and northern Italy
Channels of Commerce is the new 1066 bookmark. It is built around famous merchants and a world trading in spices, silk, and silver. Guelphs and Ghibellines is the new 1178 bookmark, set in northern Italy between pope and emperor.
The Guelphs and Ghibellines situation runs in both. In 1066 it starts in a quiet prelude phase. Henry IV rules the empire then, and Matilda of Tuscany holds Tuscany as his vassal. Dev Diary 7 says the leaders get the Investiture Controversy if they play through 1075.
In 1178 the situation starts in Repose. Legnano in 1176 and the Treaty of Venice have just ended the fighting. Frederick Barbarossa is the emperor of that bookmark. A Guelph victory frees the imperial vassals of northern Italy. A Ghibelline victory makes Italy de jure Holy Roman Empire land and costs the church authority.
The church side ties into By God Alone and the Papacy. Faith rules today are on faith and conversion.
The store names 1066 Channels of Commerce and 1178 Guelphs and Ghibellines as the two new bookmarks.
Dev Diary 7 says the situation starts in the Papal Resurgence phase in 1066 and in Repose in 1178, after Legnano in 1176 and the Treaty of Venice.
Dev Diary 7 says a Ghibelline victory makes the Kingdom of Italy and the Kingdom of Romagna de jure Holy Roman Empire, and a Guelph victory makes the empire's northern Italian vassals independent.
Venice, Byzantium, and the 1082 charter
In May 1082 Alexios I Komnenos granted Venice a chrysobull, a charter under a gold seal. Vasiliev's history says Venice received it in return for the aid of its fleet. Venetian merchants could buy and sell across the empire free of customs and port dues. They also got a quarter in Constantinople and three landing places.
Vasiliev places the charter beside Robert Guiscard's Balkan war. Robert of Apulia is the 1066 seat for that Norman duke. Alexios took the throne in 1081, between the 1066 and 1178 bookmarks. The Komnenos and Byzantine Empire pages follow those seats.
In the game, Constantinople is one of the named entrepots. Dev Diary 6 says the Conquer Trade County casus belli is meant to echo Venetians taking Greek islands. No dev diary names a scripted 1082 event.
Vasiliev dates Alexius's chrysobull to May 1082. It gave Venetian merchants the right to buy and sell across the empire free of customs and port dues, a large quarter in Constantinople, and three landing places.
Vasiliev, History of the Byzantine Empire, Alexius I and external relations
Dev Diary 6 says the Conquer Trade County casus belli simulates expansion such as Venetians taking Greek islands or the Genoese in Crimea.
How it fits Chapter V and By God Alone
Chapter V is an expansion pass. Paradox announced it on 20 Apr 2026, the same day as the 1.19 update. It holds four items: Symbols of Authority, a clothing pack; Songs of the Realm, a music pack; By God Alone, a core expansion; and Silk and Silver, the major expansion.
By God Alone came first, on 30 Sep 2026, with the 1.20 update. The hub's data patch, 1.20.1.2, is a By God Alone hotfix from 21 Oct 2026. Silk and Silver closes the pass on 17 Nov 2026.
The two expansions touch. Dev Diary 6 says trade and merchant modifiers are being hooked into the new tenets from By God Alone. Silk and Silver adds a Usury doctrine to faith rites. The full pass is on Chapter V, and the faith half is on By God Alone.
The Chapter V news post of 20 Apr 2026 lists Symbols of Authority, Songs of the Realm, By God Alone, and Silk and Silver, and said Silk and Silver would release in Q4 2026.
The By God Alone store page gives a release date of 30 Sep 2026.
The 1.19 Scribe update was announced as available on 20 Apr 2026, the same day as the Chapter V post.
Update 1.20.1.2 is a 21 Oct 2026 hotfix for By God Alone and the Crozier update.
What to do before 17 Nov 2026
You play on patch 1.20.1.2 until release. Merchant and republic play are not live. Use the time on habits that carry over.
Raise skilled children. Dev Diary 6 ties a trader's performance to their skills. Dev Diary 8 builds the Doge of Venice's competitiveness partly from his skills. Education and guardians shows how to aim a child at stewardship or another focus.
Hold troops and forts where you collect taxes. Dev Diary 8 says the control baseline comes mainly from stationed troops and fortifications. Men-at-arms timing and domain and economy cover stationing today.
Build renown. Dev Diary 6 names a new dynasty legacy that raises the Trade Post limit. Dynasty and renown explains how legacies are bought. Marriages still form alliances, so marriage and alliances stays useful.
Dev Diary 8 says control baseline is mainly raised by stationing troops and building fortifications.
Dev Diary 6 says the Trade Post limit can rise from tier progression, cultural traditions, lifestyle perks, and a new dynasty legacy.
Dev Diary 8 says markets are created on load when you open a save from before Silk and Silver.
Traits tied to republics and trade
Patch 1.20.1.2 already has a republican education line. Town Dweller gives 1 learning and 1 stewardship. Mayor Trainee gives 2 of each, Town Maven 3, and Republican Heir 4. They exist in today's files. No dev diary says how Silk and Silver uses them.
Silk and Silver adds new traits. Dev Diary 6 names Dealbreaker, a fame trait for a merchant who cancels a Commission Route. Traders gain experience in a Merchant trait. A Creditor trait also gains experience.
Some current traits matter to tolls. Dev Diary 8 says greedy, indebted, or warlike AI market owners push tolls toward Very High. Generous ones drop to Low. See Greedy and Generous. Avaricious raises holding taxes today. Add skills up in the trait calculator.
The 1.20.1.2 trait roster records Town Dweller, Mayor Trainee, Town Maven, and Republican Heir as republican education traits worth 1 to 4 learning and stewardship.
Dev Diary 6 names the Dealbreaker fame trait and Merchant and Creditor trait experience.
Dev Diary 8 says greedy, indebted, or warlike AI market owners raise tolls toward Very High, and generous ones drop to Low.
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