1.37.5.0 (2024-10-17)
Patch notes 1.37.5
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Base Game
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- The Cosmetic DLC Digital Extreme Edition Upgrade Pack has been merged into the Base Game.
- The expansion Art of War has been merged into the Base Game.
- The expansion Rights of Man has been merged into the Base Game.
- The expansion Common Sense has been merged into the Base Game.
1.37.3.0 (2024-09-10)
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Interface
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Other
- Hovering over the river crossing icon in province view will now highlight all other provinces with river adjacencies.
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Usermodding
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Other
- Added the on_expanded_infrastructure_removed on_action.
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Script
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Decisions
- The "Form Great Yuan" decision now removes the Altaic cultures from being accepted.
- Georgia can no longer move the capital to Constantinople if the province is not inside a state.
- The "Form Austria-Hungary" administrative technology requirement has been changed from 20 to 18.
- "Adopt Aztec Traditions" now highlights the province of Mexica and provinces owned by Aztecs.
- The “Transfer Nitra” decision is no longer visible if the Slovakia area is directly owned.
- The "Unite with the Iberian Crown" decision is now only visible if Castile or Spain are not subjects and they are valid Personal Union targets.
Events
- Separatist sentiment event now has a cooldown of 180 days to discourage keeping the event open instead of clicking the option.
- Elections no longer trigger the "Mummification of the Dead" event.
- The Aztec event “Deites of Nahua does not list the National Unrest for Quetzalcoatl option tooltip.
- The Dutch event “The Throne of England” now properly checks for DLC on the first option.
- The Dutch event “The Thorne of England” now properly spells “Man Of Wars”.
-The Dutch event "The Throne of England" event now grants a naval reformer advisor.
- “The Great Council of the Low Countries” can only fire for Burgundy now.
- The “Mongol Peace” event removes previous modifiers and grants “Pax Mongolica” modifiers.
- The event "Mongol Peace" now clarifies that only future rulers will gain the Conqueror trait.
- Yuan released through the Timurid Event "Yuan Campaign" now inherits technology and ideas from its overlord.
- Changing the culture group to Gothic Germanic with the “The Court of Alexis” event, will now change the culture of the ruler and heir as well.
- The event "Independence of the Egyptian Eyalet" will now always trigger if Egypt is not an Eyalet under the Ottomans.
Ideas
- Greater Armenian ideas are now properly assigned if the country does not have Armenian ideas.
Missions
- Aztecs, Mayan nations, and Cusco now receive generic American missions without "Winds of Change" DLC.
- Random New World tags can no longer randomly get missions of specific American natives.
- The Mayan "Punish the Invaders" mission event preview now informs about the ability to convert the player technology group to High American.
- The "Expansion of Tenochtitlan" mission now has alternative rewards if the City of Tenochtitlan modifier is already present.
- The mission "Fall of the Isles" for the Sunset Invasion Tree will only highlight the Stonehedge province if the player owns 25 provinces in Britain except the one with the Stonehedge.
- The mission "La Rose et le Lys" for the Sunset Invasion Tree will only highlight Paris if the player owns 15 provinces in France excluding Paris.
- The "Iberian Windmills" mission for the Sunset Invasion Tree will only highlight Madrid if the player owns at least 15 provinces in Iberia excluding Madrid.
- The “Aztec Roads” mission will no longer spill out if the player has an estate with a long name.
- The mission tree no longer breaks when forming a Nation with High American Tree as an Aztec, Mayan, or Incan nation.
- Removed the ability for non-Cusco tags to see the tooltip informing of the Machu Picchu upgrade after the "Ground Shaker" mission
- The Dutch mission "Tales of Gold and Spice" now has an improved tooltip fixing an issue with the highlight.
- The Dutch mission "Question of the Confederation" now grants rewards properly.
- The Dutch mission "Ending the Sound Toll" requires to be the Netherlands.
- Duch Mission "Ending the Sound Toll" will no longer display the country's name for the "Diplomatic" way of completing the mission.
- Forming another nation as Bohemia no longer breaks the Bohemian mission tree.
- The Austrian mission "The Imperial Border" now takes into account HRE member subject provinces.
- The Austrian mission “Defeat the French” does not create new regiments as soon as the player converts France into a personal union.
- The Austrian mission "Iberian Relations” has an alternative trigger if Castile and Spain do not exist.
- The Hungarian mission "Weaken Austria" is now completeable when Austria is a subject of Hungary.
- The Italian Mission "Befriend Ethiopia" now has a fallback in case no Christian nations exist in the Horn of Africa.
- The German mission “Industrialize Rhineland” requires only 250 of development in Rhineland instead of 500.
- Forming any country that does not have any branching missions while allowing the preview for branching missions active will now remove the preview buttons properly.
- Horde missions now grant claims needed for the mission "Ending the Divine Wind".
- Horde missions now grant claims needed for the mission "Hermit Ender".
- Tatar missions now give claims on Tibet.
- The Moghulistan and Tatar mission tree now contain claims on Tibet.
- Horde mission "Into Iran" now gives claims on Persia.
- The Mongol mission "Tumu Crisis" now gives claims on Manchuria.
- "For the Horde" Hordes’ mission no longer says that it will rename the Clergy estate into the Shamans.
- The Mongol mission "Heart of Persia" now mentions the Persia Region instead of just Persia to avoid confusion.
- The Horde mission "Into Egypt" now has alternative rewards in case the player is not able to raze.
- The Horde mission "Siege Beijing" no longer gives duplicate claims for Mongols.
- The Hordes mission "Cross the Caucasus" effect now properly displays Legitimacy equivalents.
- Horde Mission "Opening the Dragon's Gate" no longer requires to directly own Ningxia.
- The Tatar Mission "Unify the Great State" can now be completed if the Mongol Empire is formed before the Golden Horde.
- Yuan mission "Emperor's Guard" now checks for Sino-Altaic cultured provinces.
- The Hormuzi/Omani mission "Arabian Thalassocracy" now has alternative rewards in case the player is already a Thalassocracy.
- The mission "Exploiting the Coffee's Secret" for Ormuzi/Oman now properly highlights the provinces if the player owns them.
- The Omani mission "Forts of Oman" now requires to have ownership of the province of Nizwa.
- The Omani mission "Indian Ocean Supremacy" now gives Monthly Arabian Mercantilism.
- The Omani mission "Indian Ocean Supremacy" no longer removes the merchant from the "Far East Company" modifier.
- The Hormuzi/Omani mission “The Overseas Outpost” mission now properly checks for DLCs and adds the effects for Trade Companies and Center of Trade if are unlocked.
- The Omani mission "Indian Ocean Supremacy" does not contain any more unnecessary dash marks in the tooltip.
- The "Befriend the Shah" mission of Hisn Kayfa no longer costs 50 of each monarch's power.
- Purple Phoenix Byzantine Missions "Restore the Pentarchy" and "The Eternal City" accept subject-owning provinces.
- The “Overthrow the Turkomen” mission for Armenia now discovers the Khorasan region instead of Persia, since Persia has already been fully discovered.
- Byzantium formed by Morea can keep its mission tree and can utilize branching missions.
- Theodorian mission "Basileus of the Balkans" no longer shows Great Projects reward if Leviathan is not enabled.
- The Theodorian mission “Return to Gothic Ways” is now applied properly to future provinces.
- The Theodorian mission "Russian Aristocracy" no longer shows both conditional rewards as completed.
- The Theodorian mission "Rival Genoa" no longer shows favors if the player does not have the correct DLCs.
- The Theodorian mission "A Merchant's Family Home" no longer keeps the Greek variant of Gothic culture if the player decides to change the Gothic culture to the Germanic one.
Modifiers
- The Austrian province modifier "Hungarian Nobility Privileges" no longer gives global maluses.
- The Hungarian province modifier “Austrian Nobility Privileges” no longer gives global maluses.
- The Austria modifier "Bulwark of Catholicism" can’t be obtained twice.
Setup
- The Theodorian Privilege “Italian Coastal Influence” is no longer present in the setup if the player does not have the Winds of Change DLC.
- Ala al-Dawla is now mentioned as a grandson of Gawhar Shad.
Other
- Sunset Colonies can now declare their own wars.
- The Aztec Estate Privilege "Arm Lesser Nobles with Macuahuitl" is no longer removed when switching to High American Technology Group.
- Declare War for a Sunset Colonies no longer has unlocalized text.
- The Great Project “El Escorial” cannot be rebuilt after completing the "Iberian Windmills" mission.
- Old World Nations and Mesoamerican Tributaries no longer can have Mesoamerican Tributaries.
- The Austrian Government Reform “Great Council of Mechelen” has a proper localization in the confirmation window.
- The Dutch Goverment Reform “Seven Provinces” lists all the relevant modifiers.
- The “Dutch Revolt” disaster no longer requires less than 3 Stability for it to progress faster
- The Venician Government reform “Venetian Government” is available if the player forms Italy as Venice.
- "Rekindle the Hussite Wars" aspect of faith is no longer visible when Winds of Change DLC is disabled.
- The Timurids' privilege "Promote Ijazah" now prevents the estate from losing loyalty when seizing land.
- The “Mongol Brother Realms” subject type has an improved tooltip explaining that it does not cost any diplomatic slots.
- The Keshigs Mercenary company no longer costs Army Professionalism.
- The Keshigs Mercenary company no longer takes 15% more fire damage.
- Propagate Religion can now be maintained without needing a dominant religion if you use the Arabian plutocratic government's ability "Empower Religious Propagation”.
- The Turkoman Government reform “Modernized Turkoman Federation” is now also available for republics and theocracies.
- Theodorian Government Reform “Russian Mercenary Guard” has a proper localization in the confirmation window.
- The Theodorian diplomatic action requirements for “Recruit Foreign General” are now displayed properly.
- Armenian Government Reform "The Sparapet Office" has a proper localization in the confirmation window.
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Bugfixes
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CTD
- Fixed a CTD when selecting a big amount of treaties in a peace deal.
- Fixed a CTD with missing submission_to_emperor triggered modifier.
- Fixed a CTD with “Restore dependency” casus belli.
- Fixed a CTD with automatic transportation and attached boats.
- Fixed a random new world CTD connected with areas.
Warfare
- Units are no longer allowed to attach if they are movement-locked.
- Fixed an issue with attached units getting their movement canceled during a battle.
-Fixed incorrect display of force limit in different places.
- Fixed automatic army transportation bug with boats going to the wrong province.
- Fixed military view not showing leader traits in some cases.
- Fixed a monthly sailor gain overflow issue.
- Made pathfinding want to move through neutral territory more often in certain situations.
- Fixed boat attaching system not working.
Diplomacy
- Vassals can no longer create Heathen Royal Marriages.
- Declaring war on the subject of a guaranteed nation now correctly calls in the guaranteers of the overlord.
- Vassalazing a nation that unconditionally surrendered in an offensive war will no longer make said nation stay in the war.
- Fixed missing tooltip for AI acceptance of a call to war when declaring on own tributary who is allied to another tributary.
- Fixed an uncommon issue for the “Sending gift” action being blocked without any reason.
- Removing a guarantee with treaties now properly creates a truce between the two nations.
- Fixed mission localization for declaring war on Incorporated Personal Union subjects.
- Annexed tags no longer retain their siege objectives.
- Fixed issue with the war declaration screen not showing the overlord of a tributary who in turn is the overlord of a vassal player is attacking.
- Signing a peace with a Mesoamerican vassal's overlord will no longer end the war with the subject if the subject was the war leader.
- Personal union-like subject types now correctly transfer over when their overlord becomes a junior partner in a personal union
- Allies now take into consideration land given to them in separate wars when calculating favors given/lost.
- Releasing a nation as a country with reformed native religion makes the new vassal also have the religion reformed.
- Coalitions now don't suddenly disband after reloading a save.
- Coalition members now leave them after reaching low AE.
- Countries with elective monarchy can no longer break their personal unions established in a succession war with ruler elections.
- Releasing a new nation now sets their unit types correctly.
- Full annexing a country now correctly gives negative liberty desire to your subjects if they were given land.
- Fixed incorrect description of modifier to enable transfer vassals treaty.
- Fixed a rare issue with nations not being able to declare wars because of a pending call to war action against a nonexistent country.
- Vassals no longer retain vassal independence support when they are transferred over after a war.
AI
- AI subjects will not try to invade when set to a passive stance.
- AI now correctly takes into consideration PU seniors of an overlord of a vassal they want to attack.
- AI will no longer desire the land of others' vassals more than if the overlord owned that land.
- AI will no longer break a royal marriage after claiming a throne.
Other
- Changing the religion of the HRE emperor to one from a different religious group will no longer dismantle the HRE immediately.
- HRE religious peace is now not locked behind Art of War DLC because it can be achieved by passing reform ”Proclaim Erbkaisertum” as well.
- Changed the tooltip for enforcing religious unity in HRE action to say that the actor will receive a CB on the recipient.
- Missing Art of War DLC will no longer hide the HRE religion icon.
- Fixed broken localization for the “Dismantling the Revolution” tooltip.
- Austria can no longer form Austria-Hungary while at war to prevent other bugs related to tag switching at war.
- Pronoias no longer give land to other nations when integrated.
- Tagging into different countries now correctly updates the leader list if there is only one leader in the country.
- Landlocked countries can get knowledge sharing again.
- Fixed technology screen changing the Institution map mode even when not going into the Institutions tab.
- Fixed constructions getting delayed in some specific situations in capitals and trade node capitals.
- Fixed incorrect flag being shown in text for colonial nations.
- hire_advisor and define_advisor effects are no longer limited to advisor level 3 if Cradle of Civilization is on.
- Setting holy order via an effect triggers abandonment and establishes the effects of those orders.
- Country Center of Trade modifiers now correctly get removed and added when a country loses or gains provinces.
- Scripted diplomatic actions now get updated correctly in the diplomatic window.
- Interesting countries now correctly change to new tags when another nation forms a new country.
- Revanchism now gets distributed according to the core development lost.
- Prestige penalty from signing a separate peace deal no longer takes into account only individual war score against War Leader.
- Colonies now don't need a port to allow their overlord to colonize next to them.
- Increased rate at which parliament seats are assigned if more than half of the seats is missing.
- Fixed custom ui error log spam.
- Limited amount of vassals Doom-using countries are getting.
- Previously granted permanent claims are now correctly awarded to the tag that was destroyed and re-formed.
- Fixed on_thri_yearly_pulses not firing.
1.37.2.0 (2024-06-13)
1.37.2.0
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Interface
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Tooltips
- Added a missing unlocalized string for when the player enacts the Institutionalized Black Army government reform.
- Added a missing localized tooltip for unlocking State Madrasas and Karimi Stations' government reforms for the Mamluks and Egypt.
- New modifers icons for cawa_cost_modfier, hussasrs_cost_modifier, territories_governing_cost.
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Script
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Achievements
- The achievement "Back to the Piast" now mentions Glogow and Opole instead of Silesia.
- The achievement "Kushite Restoration" now mentions that you or your subjects can own Egypt and that they don't have to be core provinces.
- The achievement "Land of Eastern Jade" now properly mentions the Mexcio region instead of just Central America.
- The "Truly Divine Ruler" achievement now mentions that the ruler can be higher than just a 5/5/5 to count.
- The achievement "One Night in Paris" now mentions that the Angevin Kingdom is allowed for the achievement.
- The achievement "There Khan only be one!" is no longer blocked by native countries reforming into hordes.
Decisions
- Added a check for LotN when completing relevant missions upon forming Poland.
- The decision from "[Root.GetBurghersName] Financial Demand" will now show up even if you don't have any ports. However, you still need at least one port to enact it.
- The "Re-form the Golden Horde" decision is no longer blocked from having a subject holding the necessary provinces.
Events
- The "Praxis Pietatis Melica" event can now trigger for Prussia too.
- The event "Disagreement over Company Purchases" can no longer give you a claim over a province you own yourself already.
- The event "Tribute from <From country>" will now show how much money you gain.
- The event "The <Dynasty>" can no longer fire for junior partners.
- The event "Complaints about [Root.GetLowLevelOfficialForCountry]" will now have a 4 monthly income cost for Republics if they execute the official.
- The event "Hostility to New Production Techniques" now has a goto button.
- The event "Cabinet of Curiosities" now has a goto button.
- Switched the modifier names from the "National Bank" event.
- The Burgundian Inheritance is no longer locked into picking monarchies as the potential senior partner for Burgundy. In other words: if you happen to be a Signora with a lot of land and you marry Burgundy then you become eligible for the Succession, though you have only a 10th chance as a normal monarchy would have.
- The event "Emergent Culture in the Colonies" can now appear for Anglois countries too.
- The event "The Shadow Kingdom" now mentions that you lose 0.2 IA per development per Italian province which leaves the HRE if you do not have Emperor active.
- Updated the tooltip in "Strengthening Our Merchants" for the privilege in the event option so it no longer lies to the player.
- The event “Kreditwerk” will no longer fire multiple times.
- The event “Our Cause is Just” now fires for the Espionage ideas, not the Influence ideas.
- Fixed scoping issues within the event "The Fate of France". In other words, you get mana points, and France gets to destroy its monuments.
- The event republic_factions.101 no longer fires for republics with lottery elections.
- The “Crown of Rome”'s second option to release the Latin Empire will only appear if Thrace is directly owned by the player.
- The event "Intercolonial Disputes" no longer fires for Sunset Colonies.
- The event "Campaign into Thessaly" will now properly disable the "Rise of a Pretender" event.
- The event "Vengence for Manzikert" now has a proper picture.
- The event "Election of a New Ruler" can no longer fire for Integrated PU subjects.
- The event "Disaster in Franconia" can no longer fire for Brandenburg if the player does not own the Domination DLC.
- "The Italian Military" now properly disables the "Cruelty of Mercenaries" event.
Missions
- For Hungary's "Recover Dalmatia" mission, ships are now only granted if there's no naval construction ongoing. If there is, the player will earn an alternate reward.
- Updated the effect tooltip of the Dutch mission "Trade in the Ivory Coast".
- The Dutch mission "Ending the Sound Toll" now properly fires its event.
- The Dutch mission "University of Leiden" now highlights Den Haag.
- The Dutch mission "Fate of the Confederation" now properly applies its reward on all Land Right privileges.
- The Dutch mission "Lands of the Generality" no longer checks parliament size if you don't have one.
- The Dutch mission "Relations in Britain" no longer requires you to have a spy network in them if England/GB becomes a subject.
- The Dutch mission "Lands of the Generality" now properly applies its rewards even if you pick the "Superiority of the State" gov reform.
- The Austrian mission "Royal Hungary" will no longer instantly kill Ladislaus if he is still an heir.
- The Austrian mission "Defeath the French" now properly splits France even if they are in a PU with you.
- The Austrian mission "Emperors of the East" now only gives IA when you are the Emperor.
- The Hisn Kayfa mission "Fate of Anatolia" now grants its rewards properly when completed.
- The Oman mission "Fall of Baghdad" now properly requires the areas that are highlighted by the mission.
- Updated tooltips of Trebizond's missions to emphasize that provinces with their PORT in the Black Sea are counted.
- Fixed the Timurid's mission tree branch name display.
- The Timurid mission "Ambition in Yuan" now gives proper cores for all the subjects released in the event.
- The Mughal mission "Din-i Ilahi" does now properly prevent the Sinner personality from appearing.
- The Inca mission "Rule of the Sun" now has a fallback in case the player has already unlocked all reforms before forming the Inca.
- The Venice mission wof_ven_destroy_austria now accounts for Austria-Hungary.
- Fixed the “Lost Legions” from the Italian mission "Return His Legions" so that they no longer cost the Army Professionalism.
- The Theodoro mission "Aegean Supremacy" now properly checks that you own Nasso.
- The Theodorian mission "A Russian Aristocracy" no longer mentions "saving a country as russian_ally".
- The mission "Tumu Crisis" has now its requirements in an OR section if you are not Oirat.
- The mission "Tumu Crisis" now properly highlights Beijing.
- The Tatar's mission "Bowed Heads; Bent Knees" now always gives rewards no matter the way you complete it.
- The mission yua_printing_press now correctly grants progress for the institution when that spawns.
- Khiva now has access to the Moghulistan missions.
- Ferghana now has access to the Moghulistan missions.
- Khalkha now has Mongol missions.
- Khoshuud now has access to all the Mongol missions.
- Kalmyk now has access to all the Tatar missions.
- Reforming the Golden Horde now gives the Horde missions properly.
- Completing the Persian mission "Expand Our Influence" will now properly show the new cap for the reduction of Persian Influence cost in the government abilities.
- The Georgian mission "Patriarchate of All Georgia" now grants proper rewards even if you don't have Third Rome active.
- The “Apostolic Church” idea is now gaining its upgrade from the Armenian mission tree properly.
- The DLC-locked rewards of the Armenian mission "Proclaim Great Armenia" are no longer mentioned if the needed DLCs are inactive.
- The Byzantine mission "Return to Gold" now takes into account whether Trebizond has gold as its raw good.
- The Ming mission "Survey the Ocean Shores" will now mention that the power projection is permanent.
- The Reform Civil Registration mission of the EoC now correctly grants its alternative reward if the Rights of Man DLC is not active.
Modifiers
- Removed duplicate instances of the ITA_extra_goods_produced_for_colonies modifier.
- The modifier hsn_a_sublime_alliance from the "A Sublime Alliance" mission no longer disappears after breaking an alliance.
- The “Marine Exercises” modifier reward for Venice is now properly permanent.
Setup
- Orochoni is now eligible to use the mercenary company "Mongol Banner".
- The Aztecs no longer start with the Triple Alliance privilege if you do not have Winds of Change.
Other
- The privilege "Outwards Perfection" now reduces max absolutism.
- “Scuola Grande” local organizations are now available after you change your tag as Venice.
- Hindu rebels now properly give influence to the Brahmins when they enforce their demands.
- Forming Silesia will no longer mention that you obtain any new missions as there are no missions for Silesia.
- The Burghers Agenda "Discover <Area>" will no longer be given if you don't have any permanent source for new explorers/conquistadors.
- The Hungarian/German Revolution can now fire even if Hungary/Austria is a subject nation. However, once Austria-Hungary is formed, the subjected nation automatically joins AH and the former overlord can fight a DEFENSIVE war against AH.
- The "Strengthen the Dhimmi" government reform will ensure the Dhimmi estate's existence and prevent the Brahmins from appearing.
- Incorporated Vassals / PU now count for Strong Duchies and Integration Policy privileges.
- Fixed the alert text for recruiting foreign generals.
- Added missing localization explaining that you cannot DoW your own Mongol Brother Realm. There won't be family conflicts under the Mongol roof.
- Updated the "has center of trade" trigger so it no longer implies that a province can have more than CoTs with different levels.
- Added a missing localization which explains to you that you cannot declare wars on your own Commercial Enterprise subjects.
- Fixed an issue with the Porcelain Agenda perpetually increasing its requirements.
- The estate privilege "High Altitude Adaptation" now applies its maluses on provinces you gain after having the privilege enacted already.
- The Rajput Military Leadership reform is no longer available if you don't have Dharma active.
- Sunset Colonies now count towards the "Create a Colonial Empire" Age Objective.
- The government mechanic button "Strengthen Overseas Outposts" now has a 10-year cooldown.
- The Stadhouder Monarchy reform is now removed when you become a PU subject.
- It is no longer possible to replace governors of Sunset Colonies.
- It is now possible to seize territories from Sunset Colonies.
- Forming Austria-Hungary will now give dip points if there is no slot free for Hungarian / Austrian to accept.
- The "Arabian Plutocracy" gov reform now unlocks the Plutocratic Idea Group.
- Forming Egypt as Hisn Kayfa will now properly fire the "New Traditions and Ambitions" event.
- The Potosi mine will correctly check the conditional reward of the Chinese Emperor's single whip law.
- The "Empower Religious Propagation" government mechanic is now properly applied.
- Fixed minor typo for Russian Mercenary Guard gov reform.
- The VOC will now automatically adopt the technology group of its overlord.
- removed the "has_unlocked_government_reform_tooltip" scripted trigger, the base has_unlcoked_government_reform trigger now supports the custom tooltip baseline.
- The Dutch Republic government reforms now count for events that are supposed to trigger for countries capable of forming Personal Unions (in other words: missions/events that grant PU CBS are now eligible for the Netherlands too).
- Fixed an unlocalized string when enacting the Wagenburg Tactics government reform.
- Fixed an unlocalized string when enacting the Bohemian Elective Monarchy government reform.
- Fixed an unlocalized string when enacting the Imperial Hungarian Monarchy government reform.
- Fixed unlocalized string when enacting the Crusader Nobility reform.
- Fixed an unlocalized string when enacting any of the Germany specific government reforms.
- Fixed an unlocalized string when enacting the Bergordnung Reform.
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3D
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- Theodoro retains its unit sprites after switching cultures from Gothic (Byzantine) to Gothic (Germanic).
- Weapon for Umbrian Tier 1 infantry/artillery is held with both hands
- Mercenary Company "Gascon Musket Company "based in Armagnac (175 ) uses Southern French unit sprites instead of the French sprites
- Uzbek unit models from the Great Horde Unit Pack are useful for all the Altaic cultures instead of being replaced by Timurid units from the Great Horde Unit Pack.
- After completing geo_throne_of_the_romans, Georga start using the Byzantine sprite
- Yi and Miao use now the Dali Unit Sprites.
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Bugfixes
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- Fixed an issue with Eunuch rebels not spawning.
- Fixed an issue with duplicate effect after centralizing a state while having the French Absolutist Monarchy.
- Fixed an issue with the has_any_ongoing_construction trigger.
- Fixed AI taking defender of faith regardless of the scripted AI weights.
1.37.0.1 (2024-05-08)
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Expansion Features
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- Incas: A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire; 1 new Government Mechanic, the ‘Divine Authority’; 1 new Government Reform, the 'Andean Empire'; 11 new Events; and additional content such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and then Incan National Ideas.
- Aztecs: A mission tree for the Aztecs with 42 missions in total;1 new government mechanic, the ‘Tonalli’; 6 new Government Reforms; 3 new Estate Privileges; 6 new Events; a new Subject type, ‘Nahuatl Tributary’; and additional content such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.
- Mayan: A mission tree for the Mayans with 40 missions in total; 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’; 5 new Estate Privileges; new province modifier for Obsidian in the Yucatan peninsula; and additional content such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.
- Sunset Invasion: A mission tree for Aztecs / Incas / Mayans with 34 missions in total; 2 new Estate Privileges; 8 new Events; 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’; a new subject type, ‘European Colonies’, allowing the creation of subjects in the Old World; and additional content such as naval doctrines, diplomatic actions, and more.
- Netherlands: A mission tree for the Netherlands with 64 missions in total; 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’; 5 new Estate Privileges, 12 new Events; and 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.
- Austria: A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’; 3 new Government Reforms; 9 new Estate Privileges; 12 new Events; 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’; 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’; a decision to form Austria-Hungary; and additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.
- Germany: A revamped German mission tree with 30 missions, of which 9 are new, and 21 are updated from the Emperor mission tree; 12 new Government Reforms; a new Government Mechanic, ‘Cultural Unity’; 2 new estate privileges; 15 new events; 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’; and a new subject type, ‘Incorporated Vassal’.
- Venice: A new Venetian mission tree with 52 new missions in total; a new government mechanic, ‘The Council of Ten’; 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’; 15 new Events; and additional content such as new National Ideas for the ‘Golden Republic’, and a new Local organization, the ‘Scuola Grande’.
- Italy: A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree; 3 new Estate Privileges; 12 new Events; 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’; and 1 type of mercenary company, the ‘Lost legion’.
- Bohemia: A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia; a new formable nation, Great Moravia, with its branching mission tree, with 9 missions in total; 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’; 1 new Estate Privilege; 10 new Events; and additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.
- Hungary: A new Hungarian mission tree with 42 missions in total; 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’; 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’; 15 new Events; 1 new Local Organization, ‘The Order of the Dragon’; and a decision to form Austria-Hungary.
- Theodoro: A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’; 3 new Government Reforms; 2 new Estate Privileges; 9 new Events; and additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.
- Trebizond: A new mission tree for Trebizond with 20 new missions; 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility; 6 new Events; a new diplomatic action called ‘Heathen royal marriage’.
- Hisn Kayfa: A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia; 1 new Government Reform, the ‘Ayyubid Dynasty’; 8 new Events; and additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.
- Hormuz & Oman: A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman; a new Government Mechanic, the ‘Arabic trade influence’; 1 new Government Reform; 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’; 5 new Events; and a new cosmetic country name, ‘Zanzibar’.
- Timurids: A new Mission Tree for the Timurids with 50 missions in total; 2 new Government Reforms; 6 new Estate Privileges; 11 new Events; 1 new CB Type, ‘Reconquest of China’; additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.
- Mughals: A new Mughal Mission Tree with 53 missions in total; 7 new Events; 6 new Estate Privileges; and additional content such as new decisions, and mercenary companies.
- Hordes: 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 unique missions for Moghulistan, and 3 unique missions for the Mongols, plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths; a new Government Reform; 9 new Estate Privileges; 10 new Events; 1 new Subject Type, the ‘Mongol Brother Realm’.
- 8 new Unit Packs, for the Umbrian, Romagnol, Croatian, Dalmatian, Slovakian, Renish, Westphalian, and Moldavian cultures, with 32 new sprites in total.
- 3 new Music Packs, of Pre-Columbian, Central European, and Central Asian flavors, with 9 new songs in total, plus an additional Music Pack with 3 songs for those Pre-Ordering the DLC.
###################
Gamebalance
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Governments
- The Venetian Government no longer allows switching to a Monarchy or a Theocracy
- It's no longer possible to go over the special unit force limit with the Cossack government interactions
- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of
- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.
- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture
- The Great Mongol Empire reform now grants you the Siberian Frontier ability.
Other
- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.
- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.
- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.
- The Chan Chan Citadel now starts at level 2 instead of 1.
- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.
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Interface
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Icons/Art
- Rajputs will no longer have different banner colors in the army view window.
Tooltips
- Added a tooltip for has_term_election = yes/no.
Other
- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.
- Fixed so that the court view refreshes when there's a new monarch.
- Fixed so game options in the game lobby start at their positions instead of moving to them.
- Cultures that are promoted for free now have an indication.
- Great Project construction progress added to the outliner.
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Usermodding
###################
Effects
- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.
- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.
- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.
Modifiers
- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.
Other
- Added frame_variable for custom icons to avoid many frame clauses.
- Added custom GUI to colonization view.
- Added custom GUI to siege view.
- Added custom GUI to the topbar interface.
- Added a custom_window to the custom_gui.
- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.
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Script
###################
Achievements
- Trade Protectorates now count for achievements.
- Great Moravia's achievement now accounts for Great Moravia's cores.
Decisions
- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap
- All Adm Tech 20 Formable countries will now require Adm Tech 18.
- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.
- The "Thalassocracy" Decision now may be completed with Trade Ideas.
- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.
- Forming Japan will now grant claims on Korea if the Domination DLC is active.
Events
- The event "The Destruction of the Persian Embassy" now properly refers to Persia.
- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.
- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set
- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.
- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.
- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.
- The event Feast of the Dead will no longer fire for non-Dakota culture countries.
- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.
- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.
- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.
Ideas
- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.
- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.
- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.
Missions
- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.
- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.
- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.
- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.
- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.
- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.
- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".
- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.
- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.
- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.
- Generic missions now have generally more flavorful and interesting rewards.
- The Ottoman mission 'Defeat the Mamluks' now grants the Ottoman Invasion CB against Egypt, if the Mamluks do not exist.
Setup
- Renamed Chagatai to Moghulistan.
- The starting ruler of Oirat now has his birth year set to 1407
- Venice now has Thessaloniki (ID: 148) at the game start
- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term
- Tarija is now a mountain province, and Camana is now a Coastal Desert province.
Other
- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".
- Added AI logic to the new policies from 1.35, allowing them to pick those policies.
- Added dynamic province names for Austrian and Bavarian cultures.
- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.
- The Anglican church action "Reformation Diplomacy" now also affects Hussites.
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.
- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.
- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.
- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.
- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.
- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).
- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.
- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.
- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.
- The circumnavigation event now gives monarch power if you have already 100 Prestige.
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Bugfixes
###################
- Fixed heir and consort names for Janissary countries.
- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.
- AI will now want to form Spain Diplomatically.
- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.
- Fixed issue where music would start playing when paused and locked windows.
- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.
- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.
- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.
- Spy network now correctly transfers over when the target forms a new country.
- Fixed parliament seat map mode tooltip.
- Fixed the issue with having to double-click the trade node button in the province view.
- Fixed how we decide what government icons to show for tribes.
- Fixed issue with not being able to cancel construction of annexed subjects.
- Fixed an issue where monastic orders could generate female heirs.
- Fixed so loading from in-game resets province highlights.
- Fixed a hot join desync related to the tariff being set to 0.
- Fixed a CTD related to AI attempting to claim RNW state.
- Fixed potential crashes when annexing countries that have hereditary pronoiars.
- Fixed missing tooltips for scripted GUI in the celestial empire view.
- Fixed custom GUI not working in the parliament view.
- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.
- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.
- Changed the description of the Warned popup to mention only bordering countries, not all countries.
- Decisions linked with estates now show their names correctly in the statistics and history window.
- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.
- Colonies will no longer use colonial region colors when playing without Leviathan DLC.
- Greatly shortened the vassal modifier description tooltip.
- Fixed weird indentation for separatism effects.
- Getting an upgraded default trade policy will now correctly set all merchants to it.
- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.
- Fixed one missing new line in trade power modifiers.
- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.
- The music player will now correctly display the pause button when the music is playing.
- Annexing a subject will no longer use up more diplomatic power than needed.
- Placate ruler can no longer be used when the modifier is at -100% LD.
- Breaking alliances with Favours is now possible without the Rights of Man DLC.
- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.
- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.
- Fixed a gray window appearing when trying to build boats in a landlocked country.
- Fixed a bug that disallowed giving away province occupations in some cases.
- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.
- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.
- Attacking vassals will now correctly call in a coalition that their overlord is part of.
- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.
- type = random will no longer crash the game due to wrong Province ID calculation.
- Imperial incidents do not refer to the wrong countries.
- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.
- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.
- Ai will now take Defender of Faith when possible.
- Fixed framerate drop in the economy tab while playing as a big nation.
- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.
- Removed the ability to cancel any movement with automatic ship transportation.
- Fixed modifiers in reforms for players with missing DLCs.
- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.
- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.
- Chance to inherit personal unions modifier now adds correctly to the overall chance.
- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.
- Army maintenance will no longer influence mercenary morale damage.
- Added a missing new line after a change of siege effect.
- Fixed missing localization for mechanic_heirs.
- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.
- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.
- Scripted triggers with estate_influence no longer fail trigger validation.
- Fixed custom attributes not appearing in government reform tooltips.
- Knowledge-sharing actions now correctly calculate colonial range.
- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.
- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.
- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.
- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.
- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.
- Personal Union calculations are no longer different for nations with more than 1000 development.
- It is no longer possible to rival yourself after forming a nation.
- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.
- Fixed incorrect localization for Rajput regiments in tooltips.
- Regency ending notification no longer appears with Leviathan DLC disabled.
- Disband ship tooltip and message no longer displays max sailor count incorrectly.
- Upgrade trade center notification no longer appears with Dharma DLC disabled.
- Fixed the chat channel kick button and added tooltips.
- Fixed issues with independence support war declarations when multiple subjects are involved.
- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.
- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.
- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.
- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.
- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.
- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.
- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.
- Zoroastrian Theocracy now has a proper icon.
1.36.2.2 (2023-12-12)
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Usermodding
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Other
- Added the custom_desc trait for estates which works exactly like custom_names, but shows the custom description for the estate instead.
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Script
###################
Achievements
-
"Legacy of Saint George" is now doable with either England OR Great Britain.
-
"Legacy of Saint George" now accounts for countries reforming into others as well.
-
Improved the description of the "Basileus" achievement so it is clear that the Eastern Roman Empire's borders are meant.
-
The achievement "Norwegian Wood" is no longer blocked when you form Scandinavia.
-
"This Is Persia" now can be completed if you are Eranshahr.
Decisions
-
Restoring the Byzantine Empire will now make you into a monarchy and grant you the Byzantine Autocracy government reform.
-
The decision to form Rûm will now rename you to the Seljuk Empire if you do it as AQ or QQ. Atop of this, you will now keep your AQ / QQ missions when you have formed into the Seljuk Empire.
-
Fixed a decimal error for the "Contribute Warriors" Estate Decision.
Events
-
The event "Parsi Sanctuary in Sanjan" now no longer locked behind having an advisor who has the Parsi culture.
-
MEE_Byzantine_Events.33 about the Ottomans building a castle that would no longer fire if Byzantium won a war against them.
-
Fixed a bug where the event "Ottoman Troops Haul Ships" had the wrong event option text.
-
The event "The Tripolitanian Rebellion" will now correctly trigger with Tripoli as the revolter tag, not Trier.
-
Fixed a small typo for the Teutonic event effects which explains the mission paths.
-
Removed reference to 'nodynasty' in the event consort_events.56's description.
Government
-
Enabled the government reform "Karimi Merchants" for King of Kings DLC, as originally intended.
-
The government reform "Persian Government" is now available to Zoroastrian Custom Nations.
-
The "Legacy of the Safavid" government reform is now linked to the Feudal Theocracy Mechanic. This means gaining the Caliphate will no longer automatically remove the Safavid reform.
-
The government reform "Reform the Pronoia System" is now only available to you if you have King of Kings, as intended; the modifiers do not make sense otherwise.
-
The government reform "Reform the Pronoia System" is now exclusively available to those who have the Pronoia Mechanic active.
-
The government reform "Reform the Pronoia" is available to Roman countries too.
-
Fixed missing localization for when you hover over the Pronoia icon to see what effects they have.
Ideas
- Fixed a typo for the Eranshahr ideas which mentioned a "Zoro" and his infamous religion of "Zoroastrian".
Missions
-
Mamluk's "Center of the Islamic World" mission now takes colonial subjects into account when measuring cultural unification.
-
Mamluks no longer receive ex machina cash by canceling the Suez Canal.
-
The "Highway of an Empire" Mamluk mission now checks for control and siege.
-
The Mamluk Mission "Highway of an Empire" now requires at least 5 buildings in the Sharqiya province and no free building slots.
-
Fixed a bug for the Persian "Restore the Avesta" mission where the core was not correctly applied to the province of Daman.
-
The Persian mission "Restore the Avesta" will no longer block you from converting your own heretic/heathen provinces to the true faith via Trade Policies.
-
Fixed the province highlighting of "A New Eranshahr" / "Indomitable Lion".
-
The Persian mission "Protect the West Iranian" now requires 8 Kurdish provinces instead of 10. It also has a fallback in case there are no more Kurdish provinces in the world.
-
The second option of the mission reward event "Future of the Pronoia System" will now only trigger the Crownland gain from inheritances every 5 years.
-
The estate privilege unlocked by the Byzantine mission "Recover Authority" is no longer locked behind the Byzantine tag.
-
Reduced the number of province requirements for the mission geo_catholicos_patriarch.
-
Reduced the Patriarch Authority gain per advisor level from the geo_cathedral_living_pillar mission.
-
The Byzantine mission "Church in Distress" now requires 20% Patriarch Authority instead of 2000.
-
Completing the 'Reorganize the State' mission as Aq Qoyunlu no longer removes the 'Tribal Unity' government reform.
-
The AQ and QQ mission "Repopulate Iran" now only requires 500 instead of 600 total development in Persia and only 5 instead of 10 provinces with 15 dev.
-
The AQ and QQ mission "Turco-Persian Architecture" now requires you to have 15 Temples, 15 Workshops and 5 Market Places instead of 20 of each.
-
The AQ and QQ mission "Legacy of the Seljuk" now only requires you to own 10 provinces in the Khorasan region instead of the whole region.
-
The AQ and QQ missions "Break Timur's Bloodline" no longer require you to own Herat. Instead, they will now require you that the Timurids have no provinces in the Persia region.
-
Fixed a bug for the Yemen mission "Expel the Sunni" which showed the wrong number of wars to win.
-
Added a fallback requirement for the mission "Uniting the Tribes" for NA natives.
-
Fixed an issue that prevented Dakota's mission 'Village to the End' from being completed.
-
Added a helpful tip in Pegu's mission "Reconquer Dvaravati" to indicate possible rewards if AYU is a subject.
-
Fixed an error with the Hungarian and Bohemian missions for Poland.
-
Fixed a bug with removing Ming's "Monopoly on Horses" when a subject no longer controls Lhasa.
-
Simplified the mission rewards of the EoC mission "Examination System".
-
The EoC mission "Examination System" now highlights Xi'An.
-
Lubeck's "Organize Hanseatic Diets" mission should now scope to trade league members and subjects in the requirements.
-
Crusader missions will now require the tag to be independent or a subject of another Catholic nation.
-
Fixed a tooltip bug for the Swedish mission "The German Coastline" where it promises -15% CCR instead of -10%.
-
Fixed the missing modifier "Germanic Alliance" for the Swedish mission "The German Coastline".
-
Added a helpful tip for the reward of the Restore Hariphunchai mission for Pegu.
-
The event Diplomacy with the Emperor of China now correctly appears for the owner of Kyoto.
Setup
-
Fixed a small typo for the startup screen for Byzantium.
-
Renamed the Georgian Culture of the Byzantine Culture Group into "Greco-Georgian".
-
As a native, you can no longer get the "Push Back the Colonizers" CB against other natives or their tribal land.
-
Shirvan no longer starts with a Shia school as a Sunni country.
-
Fixed a dynasty typo for Shirvan. Now their rulers are of the dynasty Derbendi instead of the Derbendid.
Other
-
Eyalets, Sphere of Cultural Influence subjects and Pronoias get turned into vassals if their overlord gets annexed by a country that cannot support these subject types.
-
Fixed the missing number of Zoroastrian Invitations in the UI if you have no invitations set yet.
-
Fixed missing localization for the description of the Zoroastrian Holy Sites.
-
Adjusted the localization for the "Supremacy over the Aristocracy" privilege if you are Zoroastrian as Persia.
-
The Qizilbash estate has now an Aswaran description should you become Zoroastrian. Also replaced some Qizilbash mentions with the dynamic Aswaran name in case you are Zoroastrian. Note: the unit name is static and cannot be adjusted...
-
Fixed the weird adjective for Eranshahr to Iranian.
-
The naval doctrine "Tactica" is now available to countries of the Roman primary culture too.
-
Releasing Sapmi via Return Province will now spawn them as Catholics instead of Fetishists (they are not Animist to avoid making the Norse events easier to get).
-
The estate privilege "Promote Single Market" now benefits from Court Ideas' absolutism penalty reduction.
-
The peace treaty "Claim the Norwegian Throne" will no longer mention that Denmark becomes a subject.
-
Fixed missing localization for the Ahmudan System once you are attacked/attacking somebody.
###################
Bugfixes
###################
-
Landing a Pronoia no longer clears accumulated liberty desire effects.
-
Ottoman decadence no longer influenced by yearly government power modifier.
-
Fixed the issue where you would get 25 karma per enemy when honoring a call to arms.
-
Fixed an issue where special units would require double manpower to reinforce.
-
Fixed issue for custom nation ideas modifiers missing labels.
-
Fixed issue with the "For The Glory" achievement.
-
Fixed issue with "End Latin Favouritism" decision checking monthly trade income.
-
Fixed crashes related to technology specifying unit types that don't have files specified for them.
-
Fixed crash related to modifiers for subunits not belonging to a unit.
-
Fixed crash related to assigning holy orders while changing UI.
-
Fixed a CTD related to the carpet siege army mission.
-
Fixed CTDs related to threading if one of the tasks takes too long.
1.36.1.0 (2023-11-14)
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Interface
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Other
- Fixed a typo for the Themata event.
- Added special unit modifiers to the country modifier list.
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Script
###################
Achievements
- Fixed a bug that prevented the achievement "King of Kings" from being earned when you chose the Zoroastrian path.
- The achievements "This is Persia", "The Zoro-Austrians" and "Shahanshah" are now achievable when you form Eranshahr instead of Persia.
- The achievements "The Zoro-Austrians", "Breadbasket of the World" and "Desert Power" now only show up if you have King of Kings enabled as they are not possible to achieve otherwise.
- Fixed the highlighting for "Mehmet's Ambition" so it properly shows the needed provinces.
- The achievement "Around the world in 80 years" now properly requires San Francisco.
Events
- Fixed the modifier for the ‘Grand Vizier: Inquisitor’ from the event ‘Appointment of the State Minister’, triggered by the Persian decision ‘Select Grand Vizier’. Now it increases instead of reducing the Warscore from Battles.
- The Zoroastrian event chain for Persia now puts a bigger punch against you as there will be significantly more rebels during the event chain.
- Reduced the art progress penalties for the Art Promotion events. The rule of thumb is now that around after 10 events the art is done.
- The event "Parsi Sanctuary in Sanjan" now only fires once per country, but has now a higher chance to trigger.
- The event "A Questions of Faith" will no longer fire for Persia while it is going through the Zoroastrian religion event chain.
- The event "Imereti Declares Independence" will now only trigger during the disaster and when you are not a vassal.
- Fixed a rare bug where pretender rebels can trigger the 10 Imperial Authority event if they enforce their demands.
- The Event "Refusal to Pay Taxes" now has a go-to button.
- Added go-to buttons to several events about Company Investments.
- Added custom tooltips for the event “The Valladolid Debate”.
Missions
- The Persian mission "Caucasian Conquest" no longer requires you to own direct control over provinces.
- The Persian mission "Expand our Influence" now considers accepted cultures and cultures within your group.
- Fixed a bug that removed the counter of provinces you have culturally converted for the Persian "Language of Poetry" mission.
- Completing the Georgian mission ‘Throne of the Romans’ no longer removes Armenian as an accepted culture. Atop of this, you won't have Georgian as both an accepted and as the primary culture at the same time.
- The Georgian mission ‘Vakhtang's Succession’ can no longer be completed before accepting the starting event.
- The Georgian mission ‘Preventing the Collapse’ now gives the correct reward relating to Estate Loyalty.
- Changed the mission icon for the Armenian mission "The Office of Sparapet".
- Added legitimacy equivalent requirements for Aq Qoyunlu and Qara Qoyunlu missions.
- King of Kings and base-game Aq Qoyunlu missions no longer intersect if Domination is not active.
- Qara Qoyunlu's mission 'Break Timur's Bloodline' now correctly grants the PP reward.
- Added alternative for Ardabil’s 'Establish the Safaviyya' mission in case Golden Century is not active.
- Fixed a trigger for Egypt that prevented the 'Center of the Islamic World' requirement from counting Westernization.
- Mamluks' ‘The Northern Territories’ mission now only gives claims on key states across Anatolia instead of the whole region.
- Adjusted the icons of the default Timurid missions to remove repetition.
- Mission rewards which give an accepted culture and a culture slot alongside it will now mention that you gain +100 Dip points when you have the culture accepted already.
- Added the GUI for more flexible previews, allowing you to preview up to 3 batches of branching missions at the same time.
- The branching missions of Songhai, Sweden, Denmark, Norway, the Ottomans, Ming, Qing, the France missions related to the HRE, and the Japanese missions related to the military have now preview buttons. The branching missions of Mali, Kongo, Poland, Gotland, the religious branch of Japan, the Italian branch of France, and the mission tree of England/GB/Angevin will continue without them for a while due to their mission tree structures, which need a deeper future fix.
- The Aragonese mission ‘Consulate of the Sea’ can now be completed with any trade building.
- Taking the Mandate of Heaven will no longer reset missions in certain outliner cases.
- The Kongo mission "A proper Kingdom" now has its legitimacy requirement only when they are a monarchy.
- Removed a duplicate permanent claim from the Songhai "Conquer Timbuktu" mission.
- Maori mission "Perform a Haka" no longer requires the mission "Gain Mana" for Custom Nations compatibility.
- Enabled Franconian missions for Coburg.
- The Chinese Kingdom mission "Fall of the Great Ming" now properly grants the +1 Tech increase.
Setup
- The Narikala Fortress monument will now have no culture requirements.
- Syria now has a proper starting ruler.
- The decision to declare the Hanseatic League no longer depends on having fewer than 20 provinces.
Other
- Aq Qoyunlu can now form Persia without the King of Kings DLC.
- Fixed some mission titles not appearing correctly in the German and Spanish translations.
- The Persian Age Ability is not available for Eranshahr.
- The Qizilbash agenda "Win a Glorious Battle" now scales in its conditions and Army Tradition rewards with age.
- Fixed unit description typos for Stratioti cavalry.
- The Pronoiar Monarchy is now only available to custom nations that pick it in the first place.
- The Byzantine Tier 3 government reform 'Restore the Master of Offices' now provides the proper Global Autonomy Reduction scaling with your Statesman's skills.
- The estate privilege "Development of Temples" for the Brahmins now properly applies the modifier whenever a tax building is built.
- Subjects of the Cultural Sphere of Influence type now count as autonomous subjects (in other words: triggers like "is_subject_other_than_tributary_trigger" and "is_free_or_tributary_trigger" now contain this new subject type too).
- Added fallback for Local Organizations and Holy Orders in King of Kings and Domination, for players who do not own Golden Century.
- The White House monument is now available to all former colonial subjects and countries with their capital in North or South America.
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Bugfixes
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- Fixed crash when shift right-clicking multiple alerts.
- Fixed crash related to 0 size navies.
- Fixed overextension impact modifier to scale the effect of overextension.
- Fixed flickering confirmation when attempting to remove subject buildings you haven't built.
- Tooltips saying an advisor is -100% cheaper now say it's 100% more expensive.
- Modifier icons and collected/transferred value text are no longer shown when selecting merchants in the trade node view.
- Fixed a missing modifier icon for the influence_to_vassal_elevation_cost modifier.
- Fixed the icon for the "has_marines" modifier.
- Fixed a privilege icon where the legitimacy icon is way too low.
1.36.0.1 (2023-11-06)
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Expansion Features
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- Persia: Added a new Mission Tree for Persia with 116 Missions in total (77 common Missions, 31 Mission depending on Religion - Sunni, Shiite, Zoroastrian, 8 Missions depending on Origin - Ardabil, post-Timurid, Mazandarani); a new mission tree for Ardabil with 12 Missions; 2 new government mechanics (‘Persian Influence' for a Muslim Persia, and 'The Three Royal Fires for a Zoroastrian one'); 2 new Estates ('Ghilman' and 'Qizilbash) with their own set of agendas and disasters; 20 new estate privileges; 6 government reforms; 1 new special unit, the ‘Qizilbash’, which can be recruited either as Infantry or as Cavalry units; 68 new events; and more additional content like Diplomatic Actions, Subject Types, CBs, and Local Organizations.
- Mamluks: Added a new mission tree for the Mamluks with 39 missions; 1 new government mechanic, 'Egyptian Westernization' (either by forming Egypt through the Mamluk Mission Tree, or independently as another Nation); 7 new government reforms; 13 new estate privileges; 1 new Holy Order, 'Kashifs'; 4 new Naval Doctrines, 'Mamluk Galleys', 'Mamluk Light Ships', 'Mamluk Warships', and 'Mamluk Transports'; 1 new special unit, 'Mamluks’; 16 new events; and more additional content like new hirable Mercenaries, Diplomatic Actions, and Estate Agendas for the Nobility centered around the Mamluk ruling class.
- Byzantium: Added a new mission tree for Byzantium with 55 missions; 6 new government reforms; 6 new Estate Privileges; 57 new events; 10 new decisions; a new Type of Subject, ‘Pronoia’; and new Decisions and hireable Mercenaries.
- Arabia: Added a new mission tree for Arabian Minors with 34 Missions (making it possible to form Arabia using the Mission Tree); 1 New Estate Privilege, ‘Oasis Development’; 9 new events; 1 new CB, 'Spread Islam'; and a new Decision for Arabia.
- Yemen: Added a new mission tree for Yemeni Nations with 26 Missions, plus 5 extra missions for the Rassids; 1 new Estate Privilege, ‘Monopoly on Coffee’; and 7 new events.
- Georgia: Added a new mission tree for Georgia with 30 missions in total; 1 new disaster, 'Georgian Crisis', with 4 new related events; 1 new Estate Privilege, 'Highland Fortifications'; and 7 new events.
- Armenia: Added a new mission tree for Karabakh/Armenia with 30 missions in total; 2 new government reforms, 'Nakharar Title' and 'Sparapet Office'; and 4 new events.
- Turkomen: Added new mission trees for Aq Qoyunlu (31 missions in total) and Qara Qoyunlu (30 missions in total); Aq Qoyunlu and Qara Qoyunlu can now access Janissaries and Pashas through the mission tree; 1 new government reform, 'Turkmen Ottoman Institutions'; 2 new Estate Privilege, 'Emirs of Baghdad' and 'Great Works of Iran'; and 11 new events
- 8 new Unit Packs, including Cyprus, Trebizond, Karaman, Israel, Tlemcen, Syria, Armenia and Georgia, with 32 new sprites in total.
- 3 new Music Packs (Persia, Egypt, Caucasus), with 12 new songs in total.
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Free Features
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- Added 9 new achievements: ‘King of Kings’, ‘Restore the Pentarchy’, ‘Mets Hayk’, ‘Desert Power’, ‘Breadbasket of the World’, ‘The Last Crusade’, ‘A truly good maaa-tch’, ‘Legacy of Saint George’ and ’ ZoroAustrians’.
- Added 8 new Monuments accessible through the Leviathan DLC: Golestan Palace, Al-Azhar University, City of Sana’a, Tomb of Shah Rukn-e-Alam, Nizwa Fort, Itchan Kala, Narikala Fortress and Kazan Kremlin.
- Added the Savayyid Order for Ardabil and Shia Persia accessible through the Golden Century DLC.
- Added 25 events for Persia which fire during a playthrough.
- Added a new Georgian culture and a new setup for the Georgian area in the base game.
- Added the Turco-Iranian culture in the base game.
- The Teuton and Livonian Order mission trees now have buttons to preview branching missions.
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Gamebalance
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Governments
- The government reform "Millennialist Theocracy" no longer grants Monarch Power per dev when converting a country. Instead, you will gain devotion per dev. Additionally, the gov reform now grants +1 Monthly Church Power, +0.25 Monthly Fervor, -25% Enforce Religion Cost, +10% Morale Damage and -2 Yearly Devotion.
- The government reform "Elite Mercenaries" now only decreases merc cost by -15% instead of -25%
- The government reform "Mercenary Leadership" now only decreases merc cost by -10% instead of -25%
- The government reform "Cavalry Warfare" now decreases Cav Cost by -10% instead of -15%
- The government reform "Expand Temple Rights" no longer decreases Admin Advisor Cost.
- ‘Land of the Christian Sun’ reform now turns Japan into a monarchy to avoid script complications with overlapping reforms
- ‘Land of the Christian Sun’ reform will no longer allow for heirs since generals become rulers
- Added two new government reforms for Byzantium and one reform exclusively for Custom Nations so they can play with the Byzantine subject too.
- Added a new government reform for Tier 6 which is available for countries which completed Court Ideas. The reform allows you to seize and sell crownland to targeted estates.
- Fixed government power bars not working properly with values different from -100 and 100.
Units
- Added more sources of Revolutionary Guard special unit in relevant government reforms.
Other
- Removed Manpower reward from the Brandenburg Gate via the Prussian mission 'Balance of Power'
- Appanages have now the subject interactions "Seize Court Resources" and "Request Extra Levies".
- The Ottoman holy order "Mevlevi" now only decreases local dev cost by -5% instead of by -10%
- The Eyalets now only provide 10% of their forcelimit / manpower to their overlord instead of 20%. Core Eyalets now only provide 20% of their forcelimit /manpower to their overlord instead of 33%.
- The Ottoman mission reward of the mission "The Eyalet of Al-Andalus" no longer reduces Warscore Cost vs Other Religions.
- The Ottoman mission reward of the mission "A Sunni Empire" will no longer increase Tolerance of Own Faith and will no longer decrease Warscore Cost vs other Religions.
- The Ottoman mission reward of the mission "Spread the True Faith" no longer decreases Warscore Cost against other Religions.
- The Janissary estate privilege "Strict Devshirme System" now only grants 10% Local Manpower Modifier and +15% Fort Defense".
- The Janissary privilege "Ensure Disciplined Training" now increases the discipline of Janissaries by 2.5% instead of 5%.
- The Janissary estate privilege "Professional Soldiers" now reduces the Reinforce Cost Modifier of Janissaries by -10% instead of by -20%
- The permanent Ottoman modifier "Expanded Imperial Administration" from the "Expansion of the Imperial Bureaucracy" event no longer decreases CCR.
- The Devshirme ability "Assign Local Pashas" now only decreases CCR by 5% instead of 10%.
- The Devshirme Action "Conscript Heathen Recruits" will now only increase the Vassal Manpower Contribution by 15%, nerfing it down from +25% Vassal Manpower Contribution and +10% Manpower Recovery Speed.
- The modifier "The Ottoman Rule" from the event "The Internal Power Structure" now only gives -25% Autonomy Change Time, removing the passive War Exhaustion reduction from it entirely.
- The Ottoman government reform "Expanded Devshirme System" will now decrease only the Reinforce Cost of Janissaries by 10%, nerfing it down from its previous -20% and +25% Reinforce Speed.
- The Tripitaka Koreana now gives +100% Local Institution Spread instead of a passive Institution bonus. The tall Empire of Korea will be slowed down by it, but should still be a force to reckon with even if they do not conquer a single province.
- The Provincial Government System will now only increase the local tax by 20% instead of by 33% and giving -1 Local Unrest.
- Recruitment by Merit now increases the Janissary Infantry Combat by 10% at 100% crownland instead of by 20%
- The Janissary Estate privilege "Sultan-Appointed Aghas" no longer grants +0.3 Yearly Army Tradition.
- Taking the Great Council of Mechelen reform will now disable the Dutch Revolt even after it started getting progress. It will NOT stop the disaster once it has fired though.
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Interface
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Icons/Art
- Added an icon showing mutually exclusive reforms for the empire of China.
Tooltips
- Improved tooltipable area for estate factors in grant privilege view.
- Improved the tooltip for introducing a new heir.
Other
- Added a Development based information in the tooltip of the Religion pie chart in the Ledger.
- Added sort buttons for Autonomy Macrobuilder. Provinces that can have their autonomy Increased/Decreased will be now grouped together.
- Added an alert for State Edicts that are no longer needed. For example Missionary Strength Edict if all provinces are converted.
- It's now possible to click on names in State View to view that province.
- You are now able to transfer multiple province occupations to one ally by selecting provinces with Shift + Left Click beforehand.
- It’s now possible to merge normal armies without needing to deselect mercenaries. The mercenary armies won’t be merged but they won’t block the button to merge.
- Added a sort by giver in the peace deal screen.
- Fixed so diplomacy mapmode gets updated as states and cores are added/removed.
- Improved the coring list height and button positioning when having height resolution greater than 1080.
- Added the ability to remove buildings via right click in the macrobuilder.
- The Metropolitan map mode is now renamed into the "Local Organisation" map mode and its tooltip now reflects its changed purpose.
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Usermodding
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Effects
- Added 'effect' and 'removed_effect' clauses to Ideas, Institutions (only 'effect'), Hegemons, Fetishits Cults, Technologies (only 'effect')
- Added play_sound effect.
- Added transfer_papal_controller which will change the controller without killing the current Pope.
- Added random_in_area and random_in_region effect scopes
- on_actions are now additive
Modifiers
- Added has_marines modifier.
- Added Manpower and Sailors Percentage static modifiers.
- Added "reverse_under_governing_capacity_modifier" static modifier.
Other
- Added on_overrun on action.
- Added can_join_hre and can_leave_hre scripted functions.
- base_tax, base_production, base_manpower, development and development_discounting_tribal now accept scopes as value.
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Script
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Achievements
- The Achievement "David the Builder" no longer requires you to start as Imereti.
- The "Mehmet's Ambition" achievement has now been updated to reflect the changes to the Roman Empire decision.
Decisions
- Timurids can now form Persia.
- Forming Persia as the Timurids will now require that every single subject nation of the Timurids as well as Ajam and its subjects is not existing.
- Barbary Iqtas can now form the Mamluks too.
- You now have to be Muslim to form Arabia
- Countries of the Byzantine culture group can now restore Byzantium.
- Forming a country will now always reset your name and color to the default name of the newly formed country.
- The decision to form Siam as anybody but Ayutthaya will now require you to complete 2 non-estate disasters to mirror the difficulty Ayutthaya has to overcome to form Siam.
- The decision to convert to Islam will no longer be taken by the AI immediately if they are a Theocracy, Jewish or Zoroastrian. Additionally, it now demands of Theocracies to have less than 80 devotion to be picked, making it impossible to have Sunni Jerusalem day one after they are released.
- Forming Rome will no longer require you to own the entirety of the highlighted regions. Instead, it will require you to own 425 provinces of these regions (for comparison: before this change, you were required to own at least 328 provinces, but you were obligated to own everything of France, Italy, Balkans, Anatolia and Mashriq). The highlighted provinces are the ones the real Roman Empire owned at any point of time.
Events
- The Ottoman AI will now try to make Mamluks to their Eyalet should they declare on the Mamluks with the right cb and occupy their capital for one year.
- The events of Purple Phoenix have now all a MTTH of 72 months as they tended to be very spammy.
- Added a line to all the Eyalet events emphasizing that the cores on regions are only applied to the provinces already owned by the Ottomans.
Ideas
- The Persian ideas now give +10% Production Efficiency instead of 5%, +15% Manpower Recovery Speed instead of +10% Manpower Recovery Speed, +15% Global Tax instead of +10% Global Tax and additionally -5% Dev Cost Modifier.
- Added ideas for the nation of Arabia.
- Added ideas for the nation of Egypt.
- The Byzantine Ideas now give +20% Improve Relations, +10% Goods Produced Modifier instead of +5%, +25% Core-Creation Cost instead of the Mercenary Maintenance, +0.3 Yearly Patriarch Authority, +20% Reform Progress Growth instead of the National tax modifier, +15% Fort Defense instead of the -10% Stability cost modifier, +15% National Manpower Modifier instead of +10%. Global Trade Power and Yearly Prestige has been removed from the ideas.
- The game will now properly subscribe LPC ideas when the Commonwealth is formed by Lithuania
- The first idea of Court Ideas now gives +1 Dip Rep.
Missions
- The Polish mission that extends your Golden Era, will now do so for 50 years, instead of 30.
- The Daimyo mission "Regulate the Social Order" now offers an alternative requirement to Absolutism, so you can complete it before the Age of Absolutism.
- The timed challenge around the Franconian Succession will now only be available to Brandenburg.
- The Spanish mission 'Rein in France' now grants 10 Power Projection instead of 25.
- ‘The Varna Aftermath’ mission for Poland will now grant 1 PU CB instead of 2, and claims instead of the 2nd PU CB, depending on the choice in the Jagiellon event.
- Streamlined the Polish missions ‘Protect Hungary’, ‘Throne of Bohemia’ and ‘Balance the Princely Lands’.
- The Polish mission "Leverage the Magnates" will now require fewer than 4 privileges, instead of fewer than 2 for the nobles.
- The Mughals missions are available if you own King of Kings.
- Fixed a bug where the default missions for England without all DLCs are disconnected.
- Added DLC checks for some missions in Iberia that require flagships
- Economic ideas now properly grant the development from constructing manufactories once the ideaset is completed
- Economic ideas now grant their mechanic rewards at proper times
- Fixed a localisation error with the PLC mission 'Golden Liberty'
- Fixed an incorrect scope for Pagan faiths in the EoC missions
- Qing's ‘Three Feudatories’ no longer gives Subjugation CB towards the wrong country
- ‘The Examination System’ mission for the Emperor of China will no longer cost more Gov Reform progress than it should
- Added checks for Leviathan in many missions that require trust because the latter is hard to attain without the DLC despite being a base game feature
- Completing the Japanese mission ‘Balance of Power’ via Absolutism will now grant the proper reform as reward
- The Qing mission "Expel Foreign Merchants" now gives proper effects for the trade nodes of Ragusa and Aleppo.
- The Ming mission "End the Sengoku Jidai" now properly gives a fallback reward in case you don't own Mandate of Heaven.
- The conditions for the Manchurian mission "Reorganize the Tribes" now properly checks for the primary cultures of the countries.
- The highlighting for the French mission "House of God" now works properly if you decide to align with the Pope.
- The conditions for the French mission "The Peninsula War" now properly checks for local autonomy.
- The fallback for the Spanish mission "Holy See Politics" will now properly check if you have an inquisitor.
- Fixed an issue where the Chinese mission "Fortify the Coast" would not grant any reward whatsoever.
Modifiers
- Fixed an issue with 3 French religious wars modifiers granting local unrest instead of global.
Setup
- Timurids and the Ottomans are now historical rivals.
- Added proper names for the Tabriz and Azerbaijan areas.
- France will no longer integrate Burgundy if the latter is a player.
- Syria now starts as a subject to the Mamluks.
- Changed the bonuses of the Pyramids great project to better co-exist with the new great project in Cairo
- Added Krakow in the european_trade_node_scope scripted trigger
- The province of Daman now starts as a religious center for Zoroastrianism.
- Most of the provinces in Persia now start as Sunni instead of Shia.
- Konstantinos Palaiologos, the starting heir of Byzantium, is now a 5/2/3 instead of a 3/2/2, but has only 60 Claim on the throne.
- The province of Burgas now belongs to Byzantium in 1444 instead of the Ottomans.
- Byzantine provinces in the Morea area now start with +25% Local Autonomy.
Other
- AI is now actually inclined to form Arabia when they reach ADM tech 19
- Removed some immersion-breaking military reforms from the 5th tier for Tribal nations.
- Forming Arabia now allows you to place your capital in one of 5 important Islamic cities.
- Added a disclaimer to the scripted effect for Innovativeness or Monarch Power gain from Events, which emphasizes that you do not gain extra monarch power from Innovativeness Gain modifiers.
- The decision "Promote Sojunghwa" now is usable even after the Mandate has been destroyed.
- Persia and Eranshahr (the Zoroastrian Persia tag) are now Endgame Tags.
- Prussian militarization evolution rewards will now only show up if you are Prussia / Germany and have the Prussian Monarchy reform
- The "Cathedral" building is now called "Great Synagogue" and "Great Fire Temple" for Jewish and Zoroastrian countries respectively.
- The Edinburgh monument no longer tells you that you could use it from a mission reward as such mission reward does not exist in the game.
- The Zoroastrian religion can now propagate their religion via the trading policy.
- Changed the Zoroastrian blessings a bit: Replaced the Yearly Corruption with +10% Improve Relations
- Replaced the "Shirvan" and the "Sabzevarian" holy sites with the provinces of "Zanjan" and "Tun" respectively. The achievement "Keep the Flame Burning" has been updated to reflect this change, and as such requires now the 5 Holy Sites AND atop of it the monument in Shirvan.
- Zoroastrian and Jewish countries are now allowed to claim the Defender of Faith title. No other religions will get this privilege as it is intended for Zoroastrian / Jewish countries to spread their religion without affecting the overall balance too much.
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Bugfixes
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- Advisor's death now correctly fires on_x_advisor_fired on action.
- Fixed a crash when using trigger values.
- Fixed attached units moving in different directions in some cases.
- Curia Power Cost is now capped at 10%.
- In the Trade Favors for Trust menu the values are now displayed correctly.
- Ifs in Scripted triggers now correctly assign values to triggers. Added a post validation function to IfTrigger to assign values in the limit.
- Fixed a missing "is" in a tooltip for several monuments.
- add_province_triggered_modifier will no longer show errors when used in different places.
- Removed a bug that allowed a ruler to be immortal if Ottomans were in a disaster and without an heir.
- Added a new line in the description of the trade company investments modifier.
- Added a check if a human ally can join a war in the war declaration screen. It will now show an X instead of a question mark.
- The Russian AI will no longer bankrupt itself by purchasing Modern Ideas
- The Estate Action "Ask for Contribution" from the Vaishyas now actually scales with their influence.
- Fixed an issue which caused estates to have their loyalty and influence reduced while they are in power.
- Changing trade goods to Coal now properly subtracts 1 base production from the province, if the province had a manufactory and Economic ideas
- Placing a relative on the throne in a subject now correctly calls the on_new_monarch and on_monarch_death on actions.
- Government reforms now display Special Unit forcelimit modifiers in gray when that unit isn't available yet instead of being hidden.
- Fixed tooltips for State Edicts in the Macrobuilder
- Added replacements for Mandate of Heaven modifiers when playing without that expansion.
- Ming no longer starts with more boats than their forcelimit allows.
- Overlords can now request maps from their subjects. Subjects can request maps from their overlords or subjects under the same overlord.
- Fixed Revolutionary text not being hidden when creating a Client State before Revolutions are available.
- Removed an unnecessary new line in the Annexation tooltip.
- Fixed remove_trade_modifier tooltip having the color "spill out"
- Expand the Empire peace treaty no longer allows for full annexation.
- Fixed blockade capacity tooltip showing half of the development that can be blockaded.
- extend_golden_age now adds to the month counter, using it two times will result in a sum instead of only one value.
- Force Religion Warscore cost modifier is now capped at -90%
- AI will no longer send privateers to Trade Nodes they can't reach.
- Fixed Fervors not being updated correctly with their potential trigger.
- Fixed a CTD when the start_debate effect is used on a country without a Parliament.
- Regiment Discipline from mercenary modifiers and special unit modifiers is now accounted for when calculating Military Tactics during a battle.
- Fixed a crash when hovering over a building in the technology screen.
- Made it so the core_all button in the state view doesn't get enabled if we can't core due to war.
- Fixed government power bars not working properly with values different from -100 and 100.
- Parliament issue modifiers are now tied to the duration of the issue which can be changed with modifiers.
- Fixed so the disinherit button becomes visible immediately without having to reopen the court view.
- Fixed issues with DLC only modifiers applying wrong values.
- Moving the date from a bookmark will no longer cause interesting countries’ shields to show wrong information.
- Fixed issue where tribal rebels are more likely to spawn than separatists before coring a province.
- Non-existing countries will be automatically removed from tribal federations.
- Unconditional surrender now isn't applied to provinces that are sieged by 3rd party nations in different wars.
- AI will buy trade company investments more often
- Fixed an issue with non reinforcing rebels using only the relocation movement
- Set the minimum trade power transferred between nations to 0.
- Changed local_unrest in reset_parliament_debate_modifier to global since it's applied to a country not provinces.
- Raise Cossack Host no longer grants 50% of the force limit but 5%.
- Fixed parliament issues being initially backed by too few seats, because the wrong define was used.
- Establish Eyalet peace treaty no longer allows to take War Reparations as well.
- Fixed Government Reform switch confirmation window showing wrong potential.
- Provence now properly integrates Lorraine in the ‘House de Valois’ event for France
- The Eunuch Agenda ‘Appease Eunuch Quotas’ will no longer require you to embrace undiscovered institutions
- Swapped the power level calculations of Eyalets and Core Eyalets. Core Eyalets are now much easier to keep loyal while Eyalets themselves consider the power of all subjects instead of just their own now.
- Only Eyalets are now allowed to gather favor towards their overlord.
- Fixed an issue where the name "Nouvelle-Écrosse" could not appear for Colonial Canada.
- Fixed a bug with the Polish disaster "Struggle for Royal Power"
1.35.4.1 (2023-06-20)
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####################################################### 1.35.4.0 #########################################################
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Gamebalance
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Governments
- The Ordenanças government reform now properly grants Army Tradition.
- The English Monarchy T1 is now available for Great Britain which has been formed by a different tag than England.
- Tweaked the likelihood of the AI investing in Prussian militarization if they don't have an abundance of military monarch power.
- Added a fallback modifier for the Separate the Boyars from Court government reform.
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Interface
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Icons/Art
- Re-exported and added .dds files for achievement_chop_chop and achievement_kinslayer in the corresponding folder.
Other
- Fixed several issues with localization.
- The parliament of Denmark will now be called "Folketing".
- Added a lot of missing description localization.
Tooltips
- The Fleeing Serfs Cossack interaction now scopes to a random province, instead of a wrong province.
- Fixed the tooltip for Flood events in China.
- Improved tooltips for granting and revoking privileges.
- Updated the Expel Minorities tooltip.
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Usermodding
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Other
- Added a on_heir_disinherited action.
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Script
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Decisions
- The decision to form Siam no longer requires ADM tech 20.
Events
- The Chinese flood events now check for appropriate provinces to apply to in all circumstances.
- There is now a 25% chance that the development does not get reduced by the flood.
- The Chinese flood events can no longer fire for the AI.
- The event "The Karma Kagyu School and the [Root.Monarch.Dynasty.GetName] Dynasty" now properly grants a subjugation CB.
- The Iberian Wedding now requires that Aragon and Castile are monarchies.
- The Castilian Civil War option that grants the Aragonese candidate, will now grant Isabel as it should, if possible.
- The event "End of the Castilian Civil War" now correctly takes away stability based on its outcome.
- The French event 'Treaty of the Lily Flower' now grants the option to refuse the treaty, but the AI will never pick it.
- Fixed an error that incorrectly attributed Crimea as a Tributary State to the Ottomans for players who do not own the Mandate of Heaven.
- Nurhaci is now spawned with his historical dynasty preset from the Manchu flavor events.
- The Urban event for the Ottomans won't fire until you have the money necessary to hire him in your treasury.
- Advisors granted via English flavor events will now spawn with the Angevin culture in mind if you are Anglois.
- The event Commercial Expansion in Alexandria will no longer fire continuously.
- The event "The Baronial Revolt" will not fire for Naples while they are at war.
- Nahuatl event Pochteca Spies now grants the Trade War CB for 10 years, instead of 152 years.
Missions
- The French minor mission "Capture Paris" now properly grants claims on the French region.
- Chinese EoC missions will now not be available to Japan, since the latter already has its version of EoC missions in their file.
- The Angevin mission "Eliminate Burgundy" now takes into account land held by subjects of subjects.
- The Brandenburg Prussia mission that grants access to the Polish Age Ability now only takes into account development you own directly in the Polish region.
- The modifier "Tatar Vanguard" will not be removed for the Ottomans if Crimea is promoted to an Eyalet.
- The Ottoman mission "End the Persian Threat" now requires 20 provinces owned by you or a non-tributary subject, instead of 20 provinces directly owned by you.
- The Ottoman mission Collect the Siyasah now requires reform level 6 Government reforms while the Ottoman mission Expand the Devshirme requires reform tier 5.
- Removed an excess claim from the Portuguese mission "Settle Indonesia".
- The mission "End the Eyalet Rebellions" will now check for only eyalets and core eyalets instead of all subject types.
- The Korean mission "Defeat the Shogun" will now properly display its Harmonization reward when applicable.
- Fixed an error for Chinese warlord missions that did not grant the mil tech bonus.
- Improved the tooltip of the Mutual Trade System mission for the EoC for better readability.
- The mission to handle the Eyalet Revolts will no longer require you to have provinces in the Egypt and Persia regions.
- The mission to handle the Harem will no longer ask for ruler stats to be complete.
- Reorganized the requirements of the Russian mission "Most Holy Synod" for better readability.
- Emperor of China missions should no longer disappear if you already have access to them upon forming Manchu.
- The general for the Russian mission Dissolve the Streltsy has been lowered from 20 pips to 15 pips as a requirement.
Setup
- Every level of the Brandenburg Gate monument now grants the same amount of militarization.
- The Prussian militarization tiers are now available to Germany as well as other countries that may gain access to it (modding).
- Fixed an issue with the trigger conditions for The Times of Trouble for Muscovy / Russia.
- Perm can now be annexed at the same date as other subjects under the starting setup of Muscovy.
- The Great Council of Mechelen will now properly disable the Dutch Revolt from ticking.
- The Unify China CB now targets all provinces in China, not just neighboring ones.
- The "Expand into X" Agenda for Noble/Cossack/Maratha etc estates will now request provinces to be held by you or any type of subject, including Tributaries and Colonies.
Modifiers
- The modifier "Empowered Junkers" now correctly grants militarization for Prussia.
Other
- The Slavic culture group has now dynamic names for the provinces.
- The Sisterhood of Jeanne d'Arc" government reform is now limited to theocracies only.
- The AI is now aware to pick the Yearly Mandate decree over other decrees to maintain the Mandate a bit easier.
- Celestial Reforms now cost 70 Mandate instead of 80. The minimum amount of Mandate to take a Celestial Reform remains 80 for the sake of the AI.
- The Potosi reward for Ming will now apply if the mine is controlled by a subject of the Ming.
- Álvaro de Luna now joins the Royalists during the Infantes of Aragon disaster.
- Flavor Events for new Rulers no longer fire when Junior Partner in a Personal Union.
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Bugfixes
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- The Ottoman Siyasah Tax System government reform now properly changes between manpower and tax based on province religion compared to your religion.
- The Bektashi Order local organization no longer grants global Production Efficiency.
- The Decentralized Reform reward for the EoC mission Examination System now correctly grants Development Cost country-wide.
- Spawning Coal, while Smithian Economics is active, should now subtract 1 Base Production as the Manufactory of the old trade good is removed.
- The Duchy of Finland, when released by Russia as part of the latter's event Reward will now have proper borders.
- Japan now has proper access to the Port of Dejima mission.
- The modifier "Parliamentarian Authority" attributed to provinces, will now grant the proper amount of Monthly Devastation reduction.
- The mission "Protect the South Slavs" will no longer remove the "Hegemony over the Carpathians" modifier. The mission "Partition Poland" now also gives you Slovak as an accepted culture and will no longer have +10% Manpower in accepted culture provinces.
- The Russian decision "Proclaim the Emperor Title" will now properly request to have 90 Modernization.
- The event Fate of the Peasantry for Russia will not fire if Russia has no nobility.
- The Russian mission "Fate of the Peasantry" will now give 100 points for each category in case you complete it with no privilege active.
- The event "Fate of the Peasantry" will no longer add the respective estate privilege if you have already picked one before.
- Appease the Patriarchate now applies in every province that is part of a state with a Patriarchate.
- Completing the Ottoman Struggle for Power disaster now gives the Modernized Ottoman Government if you did not weaken the Harem. This means you have the Harem when you finish the disasters again.
- Fixed an issue where the Gascon Musket Company and the Order of Saint Joan didn't have the new unit models from the Domination DLC.
- Fixed a bug that prevented the Sisterhood of Jeanne d'Arc to have the proper government and ruler names if the modifier is missing.
- The government reform "Bureaucratic Rule" now increases the Harmonization Speed instead of decreasing it.
- "Reclaim Neumark” effect for Domination when the player is the Emperor is changed. Now, you gain 1 Imperial Authority for every 25+ Dev province you conquer.
- The EoC mission "Grand Coordinators" now has a non-DLC alternative reward.
- The tooltip information about gaining a PU CB on Portugal for Castile is now displayed better.
- The Catholic reward for the French mission regarding the French Wars of Religion is now granted for the properly displayed duration.
- The Spanish Armada mission now properly displays the conditions for getting the Restoration of Union CB on ENG/GBR.
- The event "A new Imperial Capital?" for the Ottomans will no longer grant you territorial cores outside of Italy when you decide to move your capital to Rome.
- The estate agenda "Befriend <Rival Country>'s Rivals" will not be available if you are at war with the rival's rival country.
- The Anglican Aspect unlocked by the English mission Piety of the State for the Protestant Faith is now correctly granted and unlocked.
- Zimbabwe will no longer magically create production development by building and demolishing farm estates.
- The Tribe's estate privilege "Autonomy to the Tribes" will no longer prevent the Tribes from losing estate loyalty when you seize land.
- The event "The Subjugation of Austria" will no longer cause Austria to be inherited by another Christian country in very rare situations.
- Fixed a bug that prevented advisors outside of your culture group to grant monthly modernization.
- Land of the Christian Sun T1 is now properly logged as a T1 for Republic / Theocratic Japan.
- The system of Councils for Spain will only allow one bonus at a time.
- France has access to Strong Duchies after integrating all their Appanages.
- The reform "Representatives of the Crown" will now work with Appanages.
- The Sino-Altaic culture now has proper access to Subutai's Strategies gov. Reform.
- Fixed an issue of the "Protectors of Eastern Christianity" modifier being removed too soon for Japan.
- Estate privilege "Noble Contracts" will now properly not subtract loyalty from nobles getting their land seized for Brandenburg and Prussia.
- The Teuton AI will no longer kill itself by attacking other HRE members while inside the Empire under regulations by the Emperor.
- Fixed issues regarding canals in savegames.
- Reactivated base-game missions for Ming and East Asian countries in the absence of the Domination DLC.
- Tibetan Horses will only be granted and permanent if a subject owns Lhasa.
- Completing Mission Crisis of the Ming Dynasty no longer unlocks Government Reforms up to Tier 10.
- Fixed AI not raiding Coast.
- Fixed the overlap of the name and parliament button in the province view.
- Support for conditional scaled modifiers for government mechanics.
- Open Store Page will now use Steam Overlay Browser before opening an external browser.
- Disinheriting your heir as Aragon will no longer create a personal union between Navarra and Castile.
- Banner cavalry now has a static cost of 0.1 Corruption. The discount they get has been reduced from -0.1 to -0.04.
- Banner cavalry cost can't be brought down below 0 to remove corruption for free.
- Dismantle HRE tooltip shows electors' names again.
- Prestige gain in Dismantle HRE tooltip is no longer visible if it's 0.
- Effects are now shown in the Dismantle HRE button tooltip.
- Vassals no longer have a merchant icon next to them in the subject's view.
- Vassals now have a vassal-type icon in the subject view that shows what modifiers they get and give their overlord.
- Added a missing new line in requirements to maintain a personal union tooltip.
- Added missing localization for the history log about incidents starting in the HRE.
- Fixed peace treaty terms changing after reopening the peace treaty interface with a province ceded in a state that is pillaged.
- When two vassals that are allied to each other are being annexed, one declaring an independence war no longer results in the other being instantly annexed.
- Fixed issue where forts un-mothballing cause movement to be recalculated.
- Eyalet subjects are no longer displayed as automatically joining Overlords war.
- Fixes so you can call on senior allies when going to war against a vassal.
- Taking land in war no longer occasionally loses all crownland.
- fixed AI over-prioritizing militarization.
- Fixed state view interactions going out of the screen on smaller resolutions.
- After accepting a Request to Share Maps from another nation, the popup that appears shows correctly who is the receiver.
- Naval doctrine icon now shows the correct icon and the "No doctrine" icon is back instead of showing the first Naval doctrine.
- Added an alert for Slacken Recruiting Standards.
- can_use_peace_treaty now doesn't check if both countries are at war.
- Fixed Expand Empire Casus Belli not showing up.
- Fixed fleets not being able to merge after repairing.
- Fixed mine depletion resulting in decimal development.
- Form Coalition action is now available at 50 Aggressive Expansion, not 51.
- Fixed incorrect number for sailors increase in macro builder tooltips.
- Added information about government power being frozen in the tooltip.
- Galley flagships can now be built.
- The “Wants your provinces” modifier can no longer overflow into positive values.
- Reinforcement cost is now capped at 10%.
- Fixed occupation priority to match that from the siege screen.
- Ideas taken within 1 year of the first country now correctly give innovativeness.
- Fixed fleet speed modifier applying two times for flagships.
- Fixed heir not being removed as a military leader in define_heir effect.
- Fixed special units not being able to be hired when below 0 Absolutism.
- Fixed colonial range map mode showing incorrect effective distance.
- Fixed provinces are colored green in the macro builder when trying to build special units even if the limit has been reached.
- Mercenary companies no longer use the origin province owner's land maintenance for their maximum morale.
- Destroy and add building effects now update the building window properly if they are used together.
- Added overflow checks to variable effects.
- Sich Rada government ability now spawns Cossack cavalry and infantry in a 3-1 ratio.
- Mercenary condottieri are now allowed to use the mercenary drilling modifier of the original country.
- Random Candidate Bonus ability is now distributed in all categories instead of one.
- CAT tag can be used again in the script.
- Added a development cap for development-based growth of government power.
- Tribal allegiance now can't go down by more than 0.25 monthly from development.
- Define ruler now changes the original dynasty.
- Fixed Cavalry to Infantry ratio from Born to the Saddle leader trait not working.
- Fervor will no longer decrease the upper limit when a Focus is selected.
- Condottieri can't loot provinces of countries that the renting country isn't at war with.
- Changed the text of unoccupied forts requirement in peace deals.
- Enemy Zone of Control no longer extends to tributary land.
- Special naval units no longer show the cost and build button on provinces with the inland sea.
- Fixed outliner tooltip for why integration can't progress.
- The mandate Growth tooltip now includes the multiplier.
- Fixed the wrong government name mentioned in the debate failed message.
- Effects text in monument tooltips won't be shown if there are no effects applicable.
- Added information about overextension in Grant Province Screen when it would go above 100% for subjects.
- Fixed overlapping text in the naval macro builder.
- Added a missing line break in the Current Trade Power tooltip.
- Cleaned the Found Indian Company decision reward.
- Added a missing line break to the monument upgrade effect.
- Fixed sorting by diplomatic cost in the peace treaty screen.
- AI will ignore truces with enemy subjects in the war declaration screen as they do with manual call-ins via diplomatic action.
- Add a finish date to the tooltip for vassal cores.
- Declare war screen now shows HRE emperor allies and counts them into force summary. Setting them as co-belligerents is now allowed.
- Fixed trade protectorates not being able to be canceled.
- Expand Infrastructure Cost Modifier will be replaced for players without Leviathan DLC.
- AI shouldn't be able to call Players to war when they are already at war with a nation AI declared on.
- Updated the Expel Minorities tooltip.
1.35.2.1 (2023-05-04)
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Gamebalance
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Governments
- The government reform "French Feudalism" no longer needs 50% of Crownland to integrate subjects. Instead, the "Seize Land" effect has now a counter which allows you to start the integration of an appanage. In other words: to integrate Orleans you would need to seize land and start the integration. For integrating Armagnac you would have to seize land again. You can save up the seize land charges so you can integrate all appanages later at the same time.
- Modernization has now a base decay of 0.3 per month.
- Increased the yearly manpower gain from the "Mobilize New Order Regiments" interaction from 0.3 to 0.75 for the Russian Empire and its republican equivalent.
- Increased the yearly manpower gain from the "Equip Streltsy" interaction from 0.2 to 0.3 for the Russian Principality and from 0.1 (which was a number bug) to 0.6 Years of Manpower.
- The elective monarchy is now mutually exclusive with States General
Other
- The decadence mission "End the Eyalet Rebellions" now requires you to have 70 Absolutism if you are in the Age of Absolutism or Revolutions. "The Eyalet Rebellion" will now remove 100 Absolutism when fired.
- Added an alternative trigger to the decadence disaster "Restructure Administration" which no longer forces you to have 2 Admin Idea Groups filled to complete this mission.
- The decadence disaster "End the Eyalet Rebellion" will now request 60 provinces in the Europe continent instead of 50 in Western Europe specifically.
- The Plot of the Harem disaster no longer reduces the stats of your heirs by 1/1/1.
- The decadence event "Corruption of the Court" now costs 0.1 years of income instead of 0.2.
- The mission reward of the decadence mission "The Eyalet Crisis" now lasts for 30 years instead of 19750 days.
- The decadence mission "Handle the Janissaries" no longer requires you to make 9 Mil power per month.
- Severely tuned down the Janissaries spawned from events of the Janissary Coup disaster.
- Eyalets now count as your border, meaning you can core provinces next to them.
- Missions that require you to have some idea groups of a category filled out have now alternatives. Also decreased the number of needed military and admin idea groups from 3/2 to 2/1 idea groups needed.
- The Janissary Coup disaster now increases the Janissary Influence by 10% instead of 30% and Janissary Max Privileges by 3. It no longer decreases the Loyalty Equilibrium.
- The events of the Internal Power Struggle disaster now have a lower increase of their penalties. Additionally, they no longer decrease the stability to their fullest strength.
- The estate privileges for the Janissaries from the Janissary Coup disaster now increase influence by 10% instead of 20%.
- The English Parliament Issue "Army Reform Acts" increases Army Tradition by 5 and Army Professionalism by 0.5% instead of 15 and 1% respectively.
- The English Parliament Issue "Man-of-War Acts" increases Navy Tradition by 5 instead of 15.
- The English Parliament Issue "Maritime Discipline Acts" adds 20 Military Power instead of 50.
- The English Parliament Issue "The Black Act" will now increase stability by 1 instead of 3.
- Restored Siamese ideas partially. They have their old traditions and ambition back as well as their cavalry combat ability.
- Takeda ideas now grant proper Army Professionalism.
- Restored Siamese ideas partially. They have their old traditions and ambition back as well as their cavalry combat ability.
- Eyalets and Core Eyalets have now -5k Manpower and -5 Land Force Limit to reduce the benefits from having a high quantity of low development Eyalets.
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Interface
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Country
Icons
- Thalassocracy (Government Reform) now has a proper icon.
Unitmodels
- Fixed typo in country colors that turned a lot of country unit models white. (Thanks for finding the solution @Gunthah)
Tooltips
- Benefits from Celestial reforms no longer have a blank name in the country modifiers tab.
- Fixed a tooltip error in the mission "Shield of Outremer"
- Fixed an error that prevented the Divine Empire of Japan from granting the appropriate title of 'Tenno' to its rulers
Other
- Fixed a typo in the description of the Portuguese achievement 'The Navigator'.
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Script
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Achievements
- Fixed an issue that prevented the Forever Golden Achievement from being displayed as available to Castile for Golden Century or Domination owners
- Aragonese missions are now properly cataloged towards the Forever Golden Achievement
- The Achievement 'Big Blue Blob' now correctly highlights all non-French provinces in Europe
- Fixed a few localization and requirement minor issues with 1.35 Achievements
- Spain can now be diplomatically formed via 90 Republican Tradition or 100 Devotion so Aragon as a Peasant Republic can form it diplomatically.
Decisions
- Forming England will now grant you the English Monarchy as long your tier 1 is not locked / your government is not locked.
- The decision to form the Angevin Kingdom no longer requires you to have 25 provinces in the French region.
- Forming Siam through the decision now requires Administrative Technology 20.
Events
- Made the Yellow and Yangtze River floods less punishing.
- English/British flavor events can now fire for the Angevin Kingdom too.
- A Question of Faith event will no longer fire during the Shinto Christianity Incident.
- The event 'Question of Faith' will also not fire during the Ikko Ikko and Neo-Confucianism incidents.
- Hungary now has to be an independent country to be forced into a personal union under Austria.
- Elective Monarchies now look for a Christian noble when the country is Christian itself. In other words, the House of Osman will no longer claim the Czech throne.
- The Ottoman event 'The Ottoman Line of Succession' will now fire less frequently if you have already had this event with the same heir and will reduce its maluses for recurring instances of the event for the second option
- Made it so if you choose to convert to Christianity via the Shinto incident event chain, you will always get the full Christian outcome (Land of the Christian Sun)
- Revolutionary France will now properly be able to choose regarding the adoption of new national ideas upon embracing the Revolution in the event "The Storming of Bastille"
- The Golden Bull Treaty event which subjugates the Pope for France, now also sets the Pope to start with much less Liberty Desire to account for Liberty Desire from Development
- The event "Election of a New Ruler" for Elective Monarchies will now remove the heir if you decide to not elect your current ruler/heir.
Missions
- The Qing mission 'Ten Grand Campaigns' now grants the necessary claims in the Burma region
- Added proper highlighting for the Lower Burma area in the 'Campaign in Burma' mission for Qing in Domination
- Adjusted the mission ‘Campaign in Burma’ for Domination's Qing, to require 25 provinces in Burma, instead of certain set areas
- Added Random New World triggers for 2 French missions
- The mission "A Realm of Chivalry" now requires 100k troops killed in total instead of 20k troops killed in a single battle.
- The Emperor of China mission Shengshi & Zhishi now has simplified requirements and rewards
- The mission "Seize France's Throne" now grants permanent claim on the areas of Britanny, Burgundy, Picardy, Lorraine, and Provence.
- Added dynamic province highlighting for the French mission 'Indian Dominance’
- Added a new and improved version of the 'Conduct Population Census' to better reflect and display the +1 Monthly Administrative Power granted by the Reform Civil Registration mission of the Emperor of China.
- Added a new version of the Expand Palace Bureaucracy to better reflect its empowered version granted by the Cornerstone of an Empire mission
- Added alternative triggers for French colonial missions if Random New World is active
- The Angevin mission will no longer request you to discover Canada and this is already covered when you colonize North America.
- Added an easier to understand tooltip to the "Mainland Alliances" British mission.
- Fixed an issue that made it unclear that you can't cheese the upgrade of your Centers of Trade in the Swedish mission tree.
- Added a sneaky missing bracket at the very end of the DOM_Spain_Missions file
- The Brandenburg mission 'Construct the Kiel Canal' now properly grants access to the Canal even before Tech 22 and grants a supplementary bonus to your treasury
- Fixed a trigger for a Revolutionary France mission
- Added the Toulon Dockyard modifier to the correct province, for the Aragonese mission.
- Fixed an issue that fired the failure event for the conquest of Franconia for Domination's Brandenburg mission
- Fixed an error that prevented the Japanese Divine Empire from being granted
- Daimyo missions now have alternative requirements other than "Is Japan" to allow Domination players to complete the mission tree before forming Japan.
- The Spanish mission 'New Capital' no longer highlights every single capital everywhere.
- The Mission 'Holy See Politics' now properly scopes to the capital of the Papal States.
- The modifier "Religious Stability" from the English mission "Piety of the State" now increases Tolerance of true faith by 0.5 and Yearly Patriarch Authority by +0.5.
- The Russian mission "Break the Tatar Yoke" has now a secondary condition that allows you to get rid of the Tatar Yoke modifier if you have 85% Warscore.
- Fixed an issue with the Angevin mission "Settle in America" which tells you to colonize Canada instead of colonizing the New World.
- Fixed an error that prevented 'A New Buddha' from granting a new mission for people without other DLCs other than Domination.
- Fixed a wrong scope in the Fortify the Coast mission for Chinese minors, Qing and Ming.
- Adjusted the displayed tooltip reward for the Toulon mission of France, to reflect the actual reward granted
- Reordered the triggers for the 'Kingdoms of Spain' for better visibility and fixed an error associated with its reward
- Added a missing claim for Malacca in the Portuguese missions
- The modifier 'Reformed Haijin Policy' now has a proper modifier scoped to the country level
- Added a missing claim for the Majeerteen area in the proper mission reward
- The Shinto Warriors modifier now grants 0.5 flat Land Morale instead of 0.1
- The Portuguese mission "The Cape of Good Hope" now grants a claim on Zanzibar
- Fixed an error that gave breakaway Chinese warlords 100 Monarch points instead of 150 in their Independence mission
- Removed the positive gain of inflation from the modifier "Silver House of China" granted by the Single Whip Law mission
- Fixed an issue between the Occitania and Provence missions for Aragon
- Fixed an issue that prevent Qing from completing the "Dominate the Jurchen Tribes" missions due to the latter requiring "Be Manchu"
- Fixed an issue that prevented some based game Qing missions from appearing without Domination
- Reduced the refunding of corruption granted by the "The Eight Banners" mission available to Jurchen tribes, Manchu, and Qing
- Provence will now always accept the subjugation offer by France in "Provençal Question" however they will not be instantly integrated by the "A House United" special mission reward.
- Swapped the icons of ‘Fecho del Imperio’ and ‘Universal Monarchy’ for consistency's sake
- Readded the mission "Prepare Reconquista" for Castile, so they can have claims to Granada again
- Fixed an issue regarding Golden Century Castilian missions appearing in the wrong place
Modifiers
- The Single Whip Law privilege now offers a lot more national tax and a lot less increased inflation to make it more appealing
- Replaced both instances of flat land morale for Japan and Portugal with percentage ones
Setup
- Fixed an error that allowed the estate privilege "Factionalist Nobility" to be momentarily visible for Castile even without the Domination DLC
- Fixed a missing national idea for Orleans
- Adjusted the Banners-related Celestial reform. It now requires 15% Cavalry Combat Ability OR 25 Banners and grants 10% Ratio instead of 50% as well as 5% Cavalry Combat Ability
- Fixed an issue that prevented the Struggle for Royal Power from firing for the players who do not own Lions of the North
Other
- Changed the icon for "Control over Monetary Policy" so it no longer gets confused with "Indebted to the Burghers".
- The decadence bar now also mentions that it in- and decreases by stability.
- The Decadence description now mentions that the ruler's victories and defeats decrease and increase Decadence.
- The privileges regarding liberating or enserfing the peasants will now block government reforms which would remove the Nobles or Burghers estate.
- All countries which can get their name or color changed have now proper access to decisions that allow them to restore their original color and name. Former Eyalets will now also restore their original names and color.
- Fixed an issue with the Tier 5 Tercios Government reform being instantly abolished but remaining available.
- The Expanded Black Army reform is now correctly registered in tier 5.
- The event "The Franco-Ottoman Alliance" can no longer trigger when France and the Ottomans are at war with each other.
- Fixed a wrong scope for the Emperor of China for Chinese Warlord missions
- Fixed the Spanish localization of a few missions.
- Estate Privilege 'Support the Brahmins' now is only available to Muslim countries.
- Fixed a tooltip error with the mission 'Wine Monopolies'.
- Fixed some issues with the German localization.
- Improved the descriptions of some estate privileges.
- The Franciscan order now grants base production instead of base manpower
- Fixed one of the canals having the wrong development cost reduction
- The event "The Franco-Ottoman Alliance" can no longer trigger when France and the Ottomans are at war with each other.
- Fixed a wrong scope for the Emperor of China for Chinese Warlord missions
- Forming Siam through the decision now requires Administrative Technology 20.
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Bugfixes
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- Fixed null subject type crash
- Fixed no federal constitution advancement crash
- Fixed crash not finding GUI for a dialog
- Fixed issue with GOG Windows build not shutting down when restarting at the exit to the main menu.
- Russia can no longer have 5 different variations of serfdom active at the same time.
- Removed confusing triggers for the Plot of the Harem disaster.
- The estate agenda "Expand Port Infrastructure" is now properly auto-completed by the Burgher's privilege action instead of the one of the Clergy.
- Damarwulan has enough of his imposters. Fake Damarwulans will no longer count in won battles for the Damarwulan event.
- Buying subject upgrades for your colonies will no longer grant you admin power instead of costing it.
- Fixed an oversight that would have allowed the Mamluks to integrate way too large vassals when they get turned into an Eyalet by the Ottomans.
- Fixed a missing localization for the trigger "has_unembraced_institution"
- Fixed a bug where under rare DLC circumstances you would see your ability to form Trade Leagues and Trade Cities twice as a Veche Republic.
- Fixed a bug where the Russian Empire (and its Republican equivalent) would only give 0.05 Yearly Absolutism instead of 0.5 Yearly Absolutism.
- It is no longer possible as Russia to have your peasants be enserfed and liberated at the same time.
- Building and destroying farming estates will no longer increase your development under rare conditions. The "Expand the Fortifications" modifier is now properly removed from a province with a level 2 fort if said fort gets destroyed.
- The mission reward for the Ottoman mission "The Cradle of Civilization" lasts now for 30 years instead of 29 years and 265 days.
- Fixed a bug that prevented Anglois countries to benefit from Stonehenge.
- Fixed a bug where the Gokaido Reform and the Reform the Samuari government reforms would not show up in Japanese countries.
- Fixed the Decadence jumps from winning or losing battles with your monarch.
- Renamed the second add_stability_or_adm_power to add_stability_or_adm_power_per_stab to avoid overloading a single scripted effect.
- Removed an unnecessary base_monthly_growht from the Mercenary militarization.
- Removed the secondary_religion_group scripted trigger as it is no longer needed.
- Removed an unnecessary made_monthly_growht from the Mercenary militarization.
- The Order of Avis can now be established when you accept the Portuguese culture.
- Fixed a display error that showed Russia paying nothing for modernization ideas.
- Fixed an issue where Monthly Innovativeness gain was colored in red even if the gain was positive.
- The parliament issue "Fund an Industrial Project" now actually constructs a manufactory in the province.
- The parliament issue "Acts of Representation" now properly reduces the liberty desire of your subjects instead of your own.
- Fixed an issue where the rewards were swapped for the mission "The Asian Trade" for Novgorod-Russia.
- The Russian Rule ability no longer resets completely to 0 for the diplomatic and military abilities when a new ruler comes to power.
- Forming England and following the Angevin Path will no longer allow you to complete the mission "The Angevin Kingdom" twice.
- Fixed a missing localization for the trigger "has_unembraced_institution"
- Fixed some minor localization issues.
- Fixed the missing diplomatic action which allows you to call Trade Protectorates into your wars as advertised.
- Mission or event effects which distribute Development for provinces of a certain area do this now the defined amount of times. In other words: Missions like "Establish the Pashas" for the Ottomans now give properly 10 development instead of randomly giving more or less.
- The event "Competition with Nobility" now reduces properly the influence of the Janissaries if you pick the third option.
- Events for Russia and England / GB which define a new heir or ruler now check that the country is not a junior partner in a personal union.
- Elective Monarchies can no longer trigger the event for the Imperial Authority to gain twice should they be re-elected as the Emperor.
1.35.1.1 (2023-04-20)
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Gamebalance
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War & Peace
- Fixed naval damage calculations.
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Script
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Missions
- Removed duplicate requirement from EoC missions that asked for 95 Mandate twice.
- Fixed an error that prevented players from accessing base-game Jurchen missions while owning Mandate of Heaven.
- Fixed an error with Emperor of China missions requiring content that is only exclusive to Ming (Haijin mission, Single Whip National Idea).
- Fixed an error that prevented players from progressing down the Aragonese/Spanish mission tree if they owned Golden Century but lacked Rule Britannia.
- Removed duplicate requirement from Emperor of China missions that asked for 95 Mandate twice.
Setup
- Increased to 40 from 25 the maximum number of owned provinces that France can have to be eligible for integration via the Parliament Act to Form the Angevin realm.
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Bugfixes
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- Fixed CTD caused by disabling alerts which do not exist in the game.
- Fixed AI asking other AI for a 0 Trust for 0 Favors.
- Fixed so the game doesn't switch away from the main theme in the main menu.
- Fixed CTD caused by revoking a seat when a parliament debate is ongoing.
- Fixed crashes related to mods modifying the music player.
- Fixed crash in faction view due to listbox not existing.
1.35.0.4 (2023-04-18)
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Expansion Features
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- Ottomans: Added a new mission tree with 68 missions, two new mechanics (Devshirme System and Ottoman Decadence), 12 new government reforms, a new Janissary estate (with a new set of Estate Privileges, Agendas and 2 disasters), 5 new disasters, 62 new events, the new Eyalet type of subject, and 2 new Holy Orders.
- China: Added 5 new mission trees (Ming, Jianzhou/Manchu/Jin, Qing, Chinese warlords, and Emperor of China, accounting for 77 missions in total), 2 new government reforms, 32 new events, 3 ‘Grand Coordinator Offices’ using the Holy Orders feature, a 1 new estate edict.
- Japan: Added a new mission tree with 30 missions (plus possible access to the new Emperor of China mission tree), a new mechanic (Land of the Christian Sun), 6 new government reforms, 1 new estate privilege, 12 new events, and 2 new special CBs.
- Russia: Added a new mission tree for Muscovy and Russia with 57 missions and 7 new missions for Novgorod, 2 new mechanics for Russia (Russian Modernization and Table of Ranks), 9 new government reforms, 12 new estate privileges, 65 new and reworked events, and 2 new decisions.
- Spain: Expanded and reworked the mission trees of Castile, Aragon and Spain, with 20 new missions, a new mechanic (System of Councils), 3 new government reforms, 2 new estate privileges, 1 disaster, and 7 new events.
- France: Added a new mission tree with 68 missions plus 16 extra missions for Revolutionary France, 4 new government reforms, 24 new events, and the new Appanage type of subject.
- Great Britain: Added a new mission tree for Great Britain with 71 missions, 4 new government reforms, 41 new events, more than 40 unique Parliament Issues, 2 new types of subjects (Commercial Enterprise and Trade Protectorate), and reworked the English Civil War disaster.
- Prussia: Reworked the Prussian mission tree with new triggers and rewards, added a new mechanic (Prussian Militarization), and 6 new events.
- Portugal: Reworked the Portuguese mission tree with 5 new missions, new triggers and rewards, and 2 new government reforms.
- Korea: Added a new government mechanic (Perfectionism), added access to the Emperor of China mission tree, 2 new government reforms, and the ‘Tripitaka Koreana’ events and provincial modifier.
- Added 68 new unique Government Reforms, available to different countries and culture groups.
- Added 60 new Estate Privileges, distributed amongst all the estates. On average, every current estate gained 5 new privileges.
- Added 9 new special units, of which 3 are Land units (Japanese ‘Samurai’, Spanish ‘Tercios’, and French ‘Musketeers’), and 6 are the new Naval type (Iberian ‘Caravel’ and ‘Galleon’, Italian ‘Galleass’, Korean ‘Geobukseon’, British ‘Man of War’, and Dutch ‘VOC Indiamen’).
- 2 new Unit Packs, one for French cultures (Francien, Occitan, Walloon and Burgundian minors), and another for Eastern cultures (Southern China minors, Ainu, Dali and Filipino).
- 3 new Music Packs (French, Ottoman, Chinese), plus a ‘March of Power’ Music Pack for DLC Pre-Order.
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Free Features
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- Added 3 new sets of Ideas (Infrastructure, Court, and Mercenary), and further rebalanced all the Idea Groups.
- Added 27 new events related to the new idea groups.
- Added a new Tier of Government Reforms, Related to Military Doctrines, with 7 reforms.
- Added 7 new Estate Privileges, to estates that did not have a privilege that exempts them from seizing land.
- Added more Ruler, General and Admiral personalities.
- Added 7 new Parliament bribes and National Bribes, which are more expensive versions of bribes, but cover multiple parliament seats at a time, to Common Sense DLC.
- Added 21 new Imperial Reforms, 21 new Decrees, and reworked special Age Abilities for Mandate of Heaven DLC.
- Added 11 new Naval Doctrines to Rule Britannia DLC.
- Added 11 New Iberian Holy Orders to Golden Century DLC.
- Added the Latin Empire as a tag which can be formed through the Crusader mission tree to Emperor DLC.
- Added 7 new Great Projects to Leviathan DLC.
- Added 9 new Achievements.
- Re-Added the Trade Protectorate subject type, available for countries that confirmed Thalassocracy.
- Added a peace option that allows you to annex a migrative native country forcefully.
- Added 6 new artillery units.
- Added 27 new flavor events for the Ottomans.
- Added 5 new flavor events for Russia.
- Added 2 new flavor events for England / Great Britain.
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Gamebalance
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Economy
- Expanded Temple rights no longer apply to a subject if the Overlord has the reform and the subject in question does not.
- Expanded Infrastructure decreases the development cost now by 15% instead of 25%.
- Buffed Mercantilism. Increased the Embargo Efficiency from 50% to 100% and the Burghers / Vaishyas Loyalty Equilibrium from 5% to 10% at 100 Mercantilism.
- Local Unrest now decreases Local Tax Modifier by 2% per 1 point of unrest.
- Province Tax now gives -2% Local Regiment Recruitment Time, -1% Local Great Project Upgrade Time, -1% Local Construction Time and +2% Local Institution Spread.
- Inflation now also increases the cost of missionary maintenance, upgrading a great project, embracing an institution, adjusting colonial subjects, upgrading centers of trade and trade company investments.
- Changed the color of Fars to mint green.
Governments
- Parliament seats now give +10% Local Sailors Modifier and +15% Local Tax Modifier. Production Efficiency and Manpower are untouched.
- Granting Parliament Seats now reduce Absolutism by 2 instead of 3. There is no difference in Absolutism loss when Parliament Seats are granted manually or automatically.
- Every member of a Trade League gives its leader +5% Trade Steering, +2 Naval Forcelimit, +1k Sailors, +1k Manpower and +1 Land Forcelimit.
- Militarization gives now -0.5 Monthly Militarization, basically adding decay to the militarization. Being at war gives +0.1 Monthly Militarization, being at peace gives -0.1, and every point of War Exhaustion gives.
- The Sich Rada can now select Horde Ideas and have a 25% Special Unit Force limit.
- Sich Rada can now have estates. Cossacks estate included.
- Formalize the Right to Re-election and Dutch Republic are now mutually exclusive because the latter could not enforce a "re-election".
- Native countries no longer gain from their government any buffs to their Land Maintenance Modifiers, Global Regiment Costs and Manpower Recovery Speed.
- A Catholic Prussia and Custom nations can now maintain the Prussian Monarchy T1.
- The Religious Tolerance state edict available from government reform "Regional Councils" gives now -100% Local Religious Unity Contribution instead of 50%.
- The government reform "Maintain Balance of Power" now increases the All Estate Loyalty modifier by 10% instead of 5% and grants +1 Diplomat.
Religion
- The Protestant Church Aspect "Priests May Marry" now gives -15% Same Religion Advisor Cost instead of Clergy Influence.
- Declaring wars no longer affects Piety. Every new ruler now starts at 0 Piety.
- Negative Piety now gives -10% Idea Cost instead of 20% Fort Defense.
- Trade Companies now reduce the local missionary strength by 20% instead of 200%.
- Being the Curia Controller now gives the bonuses of the "Send Papal Legate".
- Coptic gives now +15% Fort Defense instead of +10%, All Buddhistic faiths now give +2 Tolerance to Heretics instead of +1. Shinto gives now +2 Tolerance to Heretics instead of +1 to Heathens.
- Reworked the Reformed's fervor aspects. They have now a cost of 8 Fervor and have stronger modifiers. Added a fourth "Diplomacy Fervor" aspect.
- The Fervor Aspects now cost 8 instead of 5 and have a maintenance cost of 8 instead of 5. Fervor points now decrease construction cost by -10%, Stability Cost by -10%, Years of Separatism by -5 and increase Improve Relations by +10%. The Stability focuses now gives -25% Spy Action Cost instead of -10% Construction Cost. Added a new diplomacy fervor aspect which increases Diplomatic Reputation by +2, Improve Relations by 25% and All Estate Equilibrium by 10%.
Units
- Cossacks now have +15% Shock Damage instead of +10.
- Cawa units now cost 2 Mil Power instead of 5, spawn with 50% Regiment Strength and 10% Morale (was the other way around before). Cawas now have -5% Shock Damage received, -50% Land Attrition and +50% Reinforcement Speed.
- Janissaries now start with 10% of their manpower strength, and 10% of their Morale. Additionally, they have now a +50% Assault Fort Ability and +50% Army Drill Gain Modifier instead of a +100% Army Drill Gain Modifier and 100% Reinforcement Cost.
- Cossacks no longer increase stability cost when used.
- The Streltsy unit itself no longer increases stability cost and has +10 Fire Damage, -10 Fire Damage Received and +15% Land Maintenance.
War & Peace
- Doubled the negative effects of Devastation.
- Blockaded provinces now have -100% Local Trade Power instead of -50%. This has been done so market buildings can no longer counteract it.
- Call for Peace now increases War Exhaustion by a rate of 0.005 instead of 0.008.
- Rebalanced the unit pips. Nerfed Aboriginal and Pacific units, fixed issues where African / Muslim units got worse with better tech than their previous unit type, nerfed early-game Anatolian units and rebalanced some Indian units.
- The "Inspirational Leader" General Trait now gives +5% Land Morale atop the Army Morale Recovery Speed.
- The "Born in the Saddle" General Trait now gives a +100% Cav to Infantry Ratio. However, it requires also a 30% Cav fraction in the army instead of 20%.
Other
- You can now change your rivals every 5 years instead of 25 years.
- Native Aggressiveness decreases Local Colonist Placement Chance by 1% for each aggressiveness.
- Tropical provinces now reduce local development costs by 5% instead of 10%.
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AI
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Diplomacy
- The AI can no longer declare wars on a country if it would get a stability loss from the stability_cost_to_declare_war modifier.
Other
- Fixed one instance of a loop where AI armies would start and stop moving.
- AI uses less artillery, especially when poor.
- Made overseas subjects more likely to declare independence.
- Fixed some cases of AI armies' fear paralysis.
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Interface
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Country
- After community feedback, ENG changed to three lions flag, AVE Angevin gave the old England flag with the French Fleur-de-lis quartering.
- Portugal map color is now blue! (At the expense of Tlemcen).
- Prussia is now Prussian Blue.
Tooltips
- Improved area for tooltip for ideas selection.
Unitmodels
- Adjusted country colors for England, Angevin, Great Britain, and East India Company.
- Tweaked country colors of Brabant and Flanders to match their flags better and suit the Walloon units.
- Modified Lotharingia unit colors.
- [Great Nations Unit Pack] English Tier 3 now uses dynamic colors on his tunic facings.
- Old DLCs with English units adapted so the new Anglois (French group) culture can use them.
- New Walloon Sprite pack extended to Flemish culture too.
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Usermodding
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Commands
- Added guibounds command that allows debugging UI elements while doing UI mods.
- Added set_country_flag and clr_country_flag.
Effects
- Added change_country_color = { country = <country scope> / color = { r g b } } If the former argument is used then the country will adapt the color of the specified country scope. If the latter is used then a defined color will be used instead. Of course, it comes with a restore_country_color = yes.
- Added release_all_possible_countries = yes #Country scope, the current country scope releases all countries which can be released from its owned provinces. If possible, the order should go from the smallest releasable to the biggest. If that is not possible then it should be just random.
- Added janissary_infantry = <country scope> #Province scope, spawns a janissary unit in the current province scope for the defined country scope.
- Added revolutionary_guard_infantry = <country scope> #Province scope, spawns a revolutionary guard unit in the current province scope for the defined country scope.
- Added revolutionary_guard_cavalry = <country scope> #Province scope, spawns a revolutionary guard cavalry unit in the current province scope for the defined country scope.
- Added revolutionary_guard_artillery = <country scope> #Province scope, spawns a revolutionary guard artillery unit in the current province scope for the defined country scope.
- Added hire_advisor = { type = <advisor_type> cost_mulitplier = <double> skill = <int> name = <string> religion = <religion> culture = <culture> female = <boolean> location = <province_id> age = <int> max_age = <int> min_age = <int> } #Country scope, An effect which forcefully recruits an advisor and puts it into your court. The old advisor gets fired if the space is preoccupied already. From a scripting point of view, it works exactly like "define_advisor" with all the same parameters.
- Added steer_trade = <country> #Country scope, the current country scope steers trade power to the specified country scope.
- Added disband_all_units = yes #Country scope, the current country scope disbands all units it has. No matter where they are. Units, which are in battle while this effect fires are "stack wiped".
- Added disband_all_regiments = yes #Country scope, the current country scope disbands all troops it has. No matter where they are. Units, which are in battle while this effect fires are "stack wiped".
- Added disband_all_ships = yes #Country scope, the current country scope disbands all ships it has. No matter where they are. Units, which are in battle while this effect fires are "stack wiped".
- Added add_construction_progress = <float> #Province scope, used to only affect great projects but now applies to any construction.
- Added remove_guarantee = <country_scope> #Country scope, the current scope removes its guarantee of the specified country.
- Added remove_country = yes #Country scope, the current country scope gets removed from existence. All of its provinces become uncolonized, all subjects become independent and all units are getting disbanded.
- Added define_advisor = {} now accepts min_age = <int>, max_age = <int> and age = <int>.
- Added Naval Doctrines, Personal Deities, Policies, Decrees and Assimilated Cultures from the Diwan Mechanic have now effect = {} and removed_effect = {} sections.
- Added add_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power.
- Added add_government_power_scaled_to_seats = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power, scaled to the number of seats in parliament.
- Added set_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #sets government power.
- Added freeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power no longer changes.
- Added unfreeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power can change again.
- Added add_rebel_progress = { (rebel_type = <rebel type>) value = <int> } #Add rebel progress to a specified rebel type. If no rebel type is defined then add progress to all rebels.
- Added start_debate = <parliament issue id> #Country scope, immediately starts the defined debate. Ongoing debates will be canceled (canceling a debate should NOT activate the prestige loss).
- Added cancel_current_debate = yes #Country scope, cancel the current debate immediately. You can start a new debate then.
- Added remove_enacted_issue = yes #Coutnry scope, the current enacted parliament issue gets removed. You can start a new debate.
- Added enact_issue = <parliament issue id> #Country scope, immediately enact the parliament issue and skip the whole process of debating about an issue.
- Added end_current_debate = yes/no #Country scope, end the current debate immediately. If "yes" then the debate succeeds and the issue gets enacted. If "no" then the issue fails and you get the penalty for it.
- Added regenerate_government_mechanics = yes #Regenerate the country's government mechanics. Used for UI purposes.
- Added set_papal_controller = <country scope> #Sets the defined country scope as the new papal controller.
- Added remove_power_projection = { key = <key of the power projection> amount = <int> (amount is optional, if not defined, remove the whole key instead) }.
- Added remove_hegemon = <country scope> #The defined country loses its hegemon status.
- Added add_subjects_development_ducats = {multiplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add ducats scaling with the development of your defined subject. Multiplier and age multiplier multiply the number of ducats you gain while the trigger checks which subject countries are taken into consideration.
- Added add_owned_provinces_development_ducats = { mulitplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add ducats scaling with the development of your provinces. Multiplier and age multiplier multiply the number of ducats you gain while the trigger checks which provinces are taken into consideration.
- Added add_owned_provinces_development_manpower = {multiplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add manpower scaling with the development of your defined subject. Multiplier and age multiplier multiply the amount of manpower you gain while the trigger checks which subject countries are taken into consideration.
- Added add_subjects_development_manpower = { mulitplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add ducats manpower with the development of your provinces. Multiplier and age multiplier multiply the amount of manpower you gain while the trigger checks which provinces are taken into consideration.
- Added tercio_infantry = <country scope> #Province scope, spawns a Tercio regiment.
- Added musketeer_infantry = <country scope> #Province scope, spawns a Musketeer regiment.
- Added samurai_infantry = <country scope> #Province scope, spawns a Samurai regiment.
- Added geobukseon_galley = <country scope> #Province scope, spawns a Geobukseon Galley.
- Added man_of_war_heavy = <country scope> #Province scope, spawns a Man of War Heavy.
- Added man_of_war_light = <country scope> #Province scope, spawns a Man of War Light Ship.
- Added galleon_heavy = <country scope> #Province scope, spawns a Galleaon Heavy.
- Added galleass_galley = <country scope> #Province scope, spawns a Galleass Galley.
- Added caravel_light = <country scope> #Province scope, spawns a Caravel Light.
- Added voc_indiamen_light = <country scope> #Province scope, spawns a VOC Indiaman Light Ship.
- Added create_unit_forcelimit_percentage = { type = <unit type such as infantry, cavalry, etc.> (special_unit_category = <special unit type such as cossacks, tercio, musketeer>) force_limit_percentage = <double> }.
- Added extend_country_modifier = { name = <modifier id> duration = <days> }.
- Added start_debate = <parliament issue id> #Country scope, immediately starts the defined debate. Ongoing debates will be canceled (canceling a debate should NOT activate the prestige loss).
- Added cancel_current_debate = yes #Country scope, cancel the current debate immediately. You can start a new debate then.
- Added remove_enacted_issue = yes #Coutnry scope, the current enacted parliament issue gets removed. You can start a new debate.
- Added enact_issue = <parliament issue id> #Country scope, immediately enact the parliament issue and skip the whole process of debating about an issue.
- Added end_current_debate = yes/no #Country scope, end the current debate immediately. If "yes" then the debate succeeds and the issue gets enacted. If "no" then the issue fails and you get the penalty for it.
- Added set_papal_controller = <country scope> #Sets the defined country scope as the new papal controller.
- Added remove_power_projection = { key = <key of the power projection> amount = <int> (amount is optional, if not defined, remove the whole key instead) }
Modifiers
- Custom icons can now be used for country modifiers
- Added static modifier under_governing_capacity_modifier = {}
- Added static modifier mandate = {} #100% Strength at 100 Mandate, 0% at 0 Mandate
- Added static modifier imperial_authority = {} #100% Strength at 100 Imperial Authority, 0% at 0 Imperial Authority
- Added static modifier positive_imperial_authority = {} #100% Strength at 100 Imperial Authority, 0% at 50 Imperial Authority
- Added static modifier negative_imperial_authority = {} #100% Strength at 0 Imperial Authority, 0% at 50 Imperial Authority
- Added static modifier average_over_sea_liberty_desire = {} #Country scope, This static modifier scales with the average liberty desire of all your "Oversea subjects". A subject is overseas if their capital is on a different continent than your capital. It will be needed for colonial content. The higher the average, the better the modifiers. Only counts subjects that have the "is_oversea_subject_type = yes" (see the subject types section here) for the average. This way tributaries and daimyos would not affect this static modifier for their overlord. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier reverse_average_over_sea_liberty_desire = {} #Country scope, This static modifier scales inversely with the average liberty desire of all your "Oversea subjects". A subject is overseas if their capital is on a different continent than your capital. It will be needed for colonial content. Only counts subjects that have the "is_oversea_subject_type = yes" (see the subject types section here) for the average. This way tributaries and daimyos would not affect this static modifier for their overlord. The lower the average, the better the modifiers. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier average_liberty_desire = {} #Country scope, This static modifier scales with the average liberty desire of ALL of your subjects. The higher the average, the better the modifiers. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier reverse_average_liberty_desire = {} #Country scope, This static modifier scales inversely with the average liberty desire of ALL of your subjects. The lower the average, the better the modifiers. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier average_global_autonomy_modifer = {} #Country scope, scales with the average global autonomy your country has. The more autonomous the state, the stronger the modifiers.
- Added static modifier reverse_average_global_autonomy_modifer = {} #Country scope, scales inversely with the average global autonomy your country has. The less autonomous the state, the stronger the modifiers.
- Added special_unit_cost_modifier = <float> #Country modifier, modifies the non-manpower/sailors cost of all special unitsspecial_unit_manpower_cost_modifier.
- Added some special unit modifiersnumber_of_cannons = <int.
- Added monarch_power_tribute = <integer> #Increases the yearly monarch power tribute a tributary pays to its overlord by this amount (still caps the same as usual monarch power tribute)
- Added tributary_conversion_cost_modifier = <float> #Modifies the cost of the mandate that is required to turn a tributary into a vassal, which is unlocked via the final reform of the mandate.
- Added global_allowed_num_of_manufactories = <integer> #Increases the number of possible manufactories that all provinces of the country scope can have. #Works similarly to its local modifier equivalent!
- Added can_claim_states = yes / no #Allows for fabricating claims on areas instead of provinces, much like the Tsardom T1 Government reform already allows
- Added free_concentrate_development = yes #Allows for concentrate development without the cost, much like the Mandala government reform
- Added expand_infrastructure_cost = <float> #Modifies the cost of the Expand Infrastructure action, by reducing both the reform progress and adm cost required, by a percentage
- Added max_absolutism_effect = <float> #modifies the maximum effect of absolutism on modifiers
- Added chance_to_inherit = <float> #Country scope, increases the chance to inherit a personal union when your ruler dies
- Added culture_conversion_time = <float> #Country scope, modifies the time needed to culturally convert a province. A negative number means that it goes faster (so -0.25 would be equal to 25% faster culture conversion)
- Added local_culture_conversion_time = <float> #Province scope, modifies the time needed to culturally convert the province which has this modifier. A negative number means that it goes faster (so -0.25 would be equal to 25% faster culture conversion)
- Added same_religion_advisor_cost = <float> #Country scope, works like same_culture_advisor_cost, but instead of checking for the culture it checks for the religion of the advisor and if it matches with the ruler.
- Added artillery_barrage_cost = <float> #Country scope, modifies the cost for using "Artillery Barrage" action during sieges. Should be usable as a trait for your generals too, so a general with artillery_barrage_cost = -0.5 would have 50% cheaper barrages in a siege
- Added great_project_upgrade_time = <float> #Country scope, modifies the time needed to upgrade a great project. Has the build_time modifier as a fallback if Leviathan is disabled.
- Added local_great_project_upgrade_time = <float> #Province scope, modifies the time needed to upgrade a great project in the province with this modifier. Has the local_build_time modifier as a fallback if Leviathan is disabled.
- Added warscore_from_battles_modifier = <double> #Country scope, modifiers the amount of war score you gain from land and naval battles. Take DEFAULT_WARGOAL_BATTLESCORE_BONUS for more context.
- Added yearly_innovativeness = <float> #Country scope, gives you yearly innovativeness equal to the value of the modifier - so a yearly_innovativeness = 0.25 would be 0.25 innovativeness each year. Is not present if you don't have Rule Britannia active.
- Added enable_forced_march = yes #Country, Army scope, allows you to use Force March for this army regardless of your current tech level. A merc company with this ability could just force march.
- Added reverse_relation_with_same_religion = <int> #Country scope, modifies the opinion of OTHER countries towards you. So for example: if you are Catholic and you have reverse_relation_with_same_religion = 25 then every other Catholic country has a +25 opinion of you. Conceptually, it works like the Religious Diplomats' estate privilege. It's a way to get rid of a performance-heavy hidden event which is also the reason why the AI is not allowed to take the privilege.
- Added janissary_cost_modifier = <float> #Country, modifies the mil power cost for recruiting Janissaries
- Added yearly_government_power = <float> #Country, adds the defined value flat to the government mechanic buttons like the one needed for the Russian government.
- Added number_of_cannons_modifier = <float> #Country/Flagship scope, modifies the number of cannons all of your ships have. Multiplicative modifier (so a heavy with 200 cannons would have 220 cannons if the modifier number_of_cannons_modifier = 0.1 is applied).
- Added hull_size_modifier = <float> #Country/Flagship scope, modifies the hull size of all of your ships. Multiplicative modifier (so a heavy with 60 hull size would have 66 hull size if the modifier hull_size_modifier = 0.1 is applied).
- Added max_flagships = <int> #Country scope, which modifies the number of flagships a country can have at the same time. Baseline, all countries should have 1 in the static modifiers.
- Added heavy_ship_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your heavy ships have. Multiplicative modifier
- Added heavy_ship_hull_size = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your heavy ships
- Added light_ship_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your light ships have. Multiplicative modifier
- Added light_ship_hull_size = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your light ships
- Added galley_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your galleys have. Multiplicative modifier
- Added galley_hullsize = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your galleys
- Added transport_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your transports have. Multiplicative modifier
- Added transport_hullsize = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your transports
- Added loyalty_change_on_revoked = <float> #Country scope, modifies the estate loyalty hit when you revoke a privilege. So for example: loyalty_change_on_revoked = -0.10 would mean that you lose 30% Estate Loyalty instead of 20%
- Added estate_interaction_cooldown_modifier = <float> #Country scope, modifies the months needed until you can enact one of the estate interactions again (like Seizing Land). The cooldown in question is defined as "cooldown_months = <int>" in common/estate_crown_land/00_interactions.txt
- Added all_estate_possible_privileges = <int> #Increases the number of possible privilege slots on all estates
- Added the ability to define "privilege" modifiers for the estates which increase the number of possible privileges to grant
- Added allow_mercenary_drill = yes #Country/Army scope, allows Mercenaries the ability to drill. Is not shown when you don't have Cradle of Civilization
- Added merc_leader_army_tradition = <float> #Country/Army scope, modifies the army tradition a leader of a merc company is spawned with
- Added merc_independent_from_trade_range = yes #Country scope, allows you to recruit merc companies which have their home in provinces which are outside your trade range
- Added allow_mercenaries_to_split = yes #Country/Army scope, allow Mercenaries to split. They can only merge with regiments of their own company though. (this one might not be possible to implement, but should be tried nonetheless). CAN CAUSE DESYNCHS
- Added centralize_state_cost = <float> #Country scope, modifies the adm and government reform progress cost for centralizing a state. Does nothing if you don't have Leviathan enabled.
- Added local_centralize_state_cost = <float> #Province scope, modifies the adm and government reform progress cost for centralizing a state in the province with the modifier. Does nothing if you don't have Leviathan enabled.
- Added land_morale_constant = <float> #Country/Army/Unit scope, adds a flat amount of morale for the land army or for the unit itself - depending on the scope
- Added naval_morale_constant = <float> #Country/Fleet/Flagship/Ship scope, adds a flat amount of morale for the fleet or for the ship itself - depending on the scope
- Added max_general_shock/fire/maneuver/siege = <integer> #Country scope, increases the max amounts of pips a general can have in the category. So a max_general_shock = 2 would mean a general could have, theoretically, 8 pips in shock (under the assumption the LEADER_MAX_PIPS = 6 is in defines). Works for conquistadors too.
- Added max_admiral_shock/fire/maneuver/siege = <integer> #Country scope, increases the max amounts of pips an admiral can have in the category. So a max_admiral_fire = 2 would mean a general could have, theoretically, 8 pips in fire (under the assumption the LEADER_MAX_PIPS = 6 is in defines). Works for explorers too.
- Added coast_raid_range = <int> #Country scope, modifies the amounts of sea tiles you can raid in. Base line, you can raid provinces which are at max 3 sea provinces away from your closest port. With a coast_raid_range = 2, this would be increased to 5
- Added development_cost_in_primary_culture = <float> #Country scope, modifies the development cost of provinces of your primary culture
- Added reduced_trade_penalty_on_non_main_tradenode = <float> #Country scope, modifies the trade power penalty from collecting in your non-main trade nodes - this adds on to TRADE_NON_CAPITAL_OFFICE (-0.5) to give the total penalty, so positive numbers here are good
- Added colony_cost_modifier = <float> #Country, modifies the maintenance cost of having colonies in progress. Multiplicative.
- Added local_colony_cost_modifier = <float> #Province, modifies the maintenance cost of the current colony with this modifier for its owner. Multiplicative.
- Added spy_action_cost_modifier = <float> #Country, modifies the spy network costs of ALL spy actions. Multiplicative.
- Added placed_merchant_power_modifier = <float> #Works similarly as placed_merchant_power but is increased on a % basis
- Added reduced_liberty_desire_on_other_continent = -20 #Works similarly to reduced_liberty_desire_on_same_continent, integer!
- Added overextension_impact_modifier = <float> #Reduces or Increases the impact of conquered provinces in regards to the overextension
- Added artillery_level_modifier = <float> #Country/Army scope, (not to be confused with the one that allows using more artillery for a siege) multiplier for how much an artillery unit contributes towards a siege. E.g. 0.2 would mean a 20% bonus, so 5 artillery would count for 6
- Added local_tolerance_of_heretics = <double> #Province scope, works like Tolerance of Heretics, but on a province level so this means the province gets treated as if you have the global Tolerance of Heretics + the local value. (To make it more understandable: imagine you have +1 Tolerance of Heretics. All heretic provinces have -1 Local Unrest. A province with +1 Local Tolerance of Heretics would however now have -2 Local Unrest)
- Added local_tolerance_of_heathens = <double> #Province scope, works like local_tolerance_of_heretics, but for heathens instead
- Added garrison_damage = <float> #Country, modifies the damage the garrison deals when the fort gets assaulted or when you use the sortie to fight the hostile army
- Added local_garrison_damage = <float> #Province, modifies the damage the local garrison deals when the fort gets assaulted or when you use the sortie to fight the hostile army
- Added assault_fort_cost_modifier = <float> #Country, modifies the military cost to assault forts
- Added local_assault_fort_cost_modifier = <float> #Province, modifies the military cost to assault the fort of the province which has this modifier. This applies to the besieging force
- Added assault_fort_ability = <float> #Country/Army/Unit, modifies the damage your troops deal to the garrison when assaulting a fort
- Added local_assault_fort_ability = <float> #Province, modifies the damage assaulting troops would deal to the garrison. Here, negative numbers are green as you want to have the local version be negative.
- Added vassal_manpower_bonus = <float> #Country scope, modifies the bonus of manpower gained from their subjects. The manpower from the subject gained is defined in the subject_types script as manpower_to_overlord = <float>
- Added vassal_sailors_bonus = <float> #Country scope, modifies the bonus of sailors gained from their subjects. The manpower from the subject gained is defined in the subject_types script as sailors_to_overlord = <float>
- Added vassal_naval_forcelimit_bonus = <float> #Country scope, modifies the bonus to a country's naval force limit from their subjects. The naval force limit gain is defined as naval_forcelimit_to_overlord = <float>
- Added annexation_relations_impact = <float> #Country scope (applied to the overlord), modifies the impact of the relations applied to all subjects when their overlord is annexing a subject. If you didn't know: annexing subjects gives all other subjects -30 opinion.
- Added can_revoke_parliament_seats = yes #Country scope, allows you to remove seats from a province
- Added parliament_backing_chance = <float> #Country scope, modifies how many seats will back an issue in general
- Added parliament_effect_duration = <int> #Country scope, adds a flat number of years for an issue's effects to prevail once passed. NOTE: No issue should have a lower time of year than 1 year.
- Added parliament_debate_duration = <int> #Country scope, adds a flat number of years of the time needed for an issue to get into the debate phase. If an issue would reach 0 or negative years then the issue is in the debate phase the day it is active.
- Added parliament_chance_of_decision = <float> #Country scope, adds an additional % chance to the chance of a debate is ended after PARLIAMENT_DEBATE_DURATION
- Added num_of_parliament_issues = <int> #Country scope, increases the max amount of issues you can pick from. The NUM_PARLIAMENT_ISSUES in the defines would be converted into a modifier with this.
- Added max_possible_parliament_seats = <int> #Country scope, which determines how many possible parliament seats your parliament can have. If the modifier is 0 or negative then your parliament can have unlimited parliament seats like how it is working now.
- Added can_recruit_cawa = yes
- Added can_recruit_cossacks = yes
- Added can_recruit_rajputs = yes
- Added can_recruit_revolutionary_guards = yes
- Added naval_morale_damage = <float> #Country/Fleet/Ship scope, modifies the amount of morale damage your navy deals
- Added naval_morale_damage_received = <float> #Country/Fleet/Ship scope, modifies the amount of morale damage your navy receives
- Added has_<special_unit> = yes #Country scope, unlocks the special unit for the country, and makes it available to be recruited. NOTE: I am aware that with the special units added for 1.35, we have decided to go with the <special_unit>_fraction_modifier = <float> to make them available. However, we ran into the issue that certain special units would be available to countries that are not supposed to have them. Example: the amount of Tercios you can have should scale with the Army Tradition you have -> we added the fracture modifier to Army Tradition. However, now everyone was able to recruit Tercios as long they had a single Iberian province (we assigned the local_has_tercio = yes modifier to the Iberian culture group) which is NOT intended.
- Added no_claim_cost_increasement = yes #Country scope, removes the additional cost for fabricating a claim if you already have a claim on this country
Triggers
- Added num_of_revolutionary_guard (not sure why it was missing).
- Added num_of_speical_units = { special_unit_category = <special unit type, musketeer/tercio/streltsy etc> type = infantry/cavalry/artillery/etc value = <int> }.
- Added years_of_manpower = <float> #Country scope, returns true if the country has the float amount of years of manpower in their manpower pool. Works like "years_of_income".
- Added years_of_sailors = <float> #Country scope, returns true if the country has the float amount of years of sailors in their sailor pool. Works like "years_of_income".
- Added Improve the tooltip of the trade_goods_produced_amount = {} trigger.
- Added has_been_humiliated_by = <country scope> #Country scope, checks if the current country scope has been ever humiliated by the specified country.
- Added humiliated = <country scope> #Country scope, checks if the current country scope has humiliated the specified country.
- Added has_saved_global_event_target = <string> #Works exactly like has_saved_event_target, but instead checks for a global event target.
- Added same_trade_node_as = <province> #Province scope, returns true if the current scope is in the same trade node as the specified province.
- Added same_home_trade_node_as = <country> #Country scope, returns true if the current country scope has the same trade node as the home trade node as the specified country does.
- Added has_owner_harmonized_religion = yes #Province scope, returns true if the current province scope has a religion that is harmonized by its owner.
- Added has_owner_secondary_religion = yes #Province scope, returns true if the current province scope has a religion that is the secondary of its owner.
- Added secondary_religion_group = <religion group> #Country scope, returns true if the country has a religion of the specified religion group as its secondary religion.
- Added has_assimilated_culture_group = <country/province/culture group id> #Country scope, returns true if the country has assimilated the culture group of the specified country/province or has assimilated a specified culture group. Works like accepted_culture.
- Added has_assimilated_culture = <country/province/culture id> #Country scope, returns true if the country has assimilated the culture of the specified country (in this case its primary culture)/province or has assimilated a specified culture. Works like accepted_culture.
- Added num_ships_protecting_trade = <int> / <country scope> #Country scope, returns true if the country has at least as many ships protecting trade as the specified country or the specified number.
- Added has_protecting_trade_share_in_trade_node = { who = <country scope> share = <float> } #Province scope (Trade node-specific), Returns true if the country has a certain percentage of the trade in a given node through its light ships protecting trade there.
- Added num_of_pashas = <int> #Country scope, returns true if the country has assigned Pashas in at least x areas.
- Added transfers_trade_power_to = <country scope> #Country scope, returns true if the current scope transfers trade power to the specified country.
- Added steers_trade_to = <country scope> #Country scope, returns true if the current scope steers trade to the specified country.
- Added receives_trade_power_from = <country scope> #Country scope, returns true if the specified country scope transfers trade power to the current country scope.
- Added receives_trade_steering_from = <country scope> #Country scope, returns true if the specified country scope steers trade to the current country scope.
- Added has_advisor_type_in_pool = <advisor type> #Country scope, returns true if any advisor of the specified advisor type is available for you to hire right now. Does not check for hired advisors.
- Added possible_buildings = <int> #Province scope, returns true if the amount of possible buildings in the province scope is equal to or higher than the specified int value.
- Added trade_node = <trade node id> #Province scope, returns true if the current scope is part of the specified trade node.
- Added home_trade_node = <trade node id> #Country scope, returns true if the current scope has its home trade node in the specified trade node.
- Added owned_by_subject_of = <country scope> #Province scope, returns true if the province is owned by a subject of the specified country scope.
- Expanded the "employed_advisor" trigger with extra parameters: is_discounted = yes #Checks if the advisor in question has a discount which is caused by the cost_multiplier = <int> or the discount = yes parameters from "define_advisor", skill = <int> #Checks if the advisor in question has a skill level or higher of the specified int, name = <string> #Checks if the advisor has a certain name.
- Added empire_of_china_num_reforms_passed = <int> #Checks how many reforms the Emperor of China has passed.
- Added empire_of_china_has_active_decree = <key/yes/no> #Checks the current active Decree for the Emperor of China.
- Added num_of_times_expanded_infrastructure = <int> #Province scope, counts how many times a province has had its infrastructure expanded.
- is_neighbor_of = <tag> #Can now be used in province scope as well as country scope.
- Added has_liberty_desire_modifier = <key> #Checks for if a country has a particular liberty desire modifier.
- Added has_eclipsed = <country scope> #Country scope, returns true if the current scope is too powerful to select the specified country as a rival (aka. it eclipsed the target country).
- Added has_been_eclipsed_by = <country scope> #Country scope, returns true if the current scope is too weak to be selected by the specified country as a rival (aka. it has been eclipsed by the target country).
- Added subject_owns = <province scope> #Country scope, returns true if any subject owns the specified province
- Added has_advisor_type_in_pool = <advisor type> #Country scope, returns true if any advisor of the specified advisor type is available for you to hire right now. Does not check for hired advisors.
- Added possible_buildings = <int> #Province scope, returns true if the amount of possible buildings in the province scope is equal or higher than the specified int value
- Added home_trade_node = <trade node id> #Country scope, returns true if the current scope has its home trade node in the specified trade node
- Added owned_by_subject_of = <country scope> #Province scope, returns true if the province is owned by a subject of the specified country scope
- Added years_of_manpower = <float> #Country scope, returns true if the country has the float amount of years of manpower in their manpower pool. Works like "years_of_income".
- Added years_of_sailors = <float> #Country scope, returns true if the country has the float amount of years of sailors in their sailor pool. Works like "years_of_income".
Other
- Government mechanics, powers and interactions are now fully scriptable (see /government_mechanics/readme.txt)tribal_allegiance is now a government power, so tribal_allegiance, is yearly.
- Added the "Has Harem events" custom government attribute which now calls all the Harem-related events.
- Split all the estate privileges from one file into several files - for each estate a file.
- Now able to modulate the colors of decision entries.
- Added on actions for religion and culture changing in a province - on_province_religion_changed and on_province_culture_changed.
- Reforms of the Celestial Empire can use them all, member and province modifiers that the HRE uses
- Added subject interaction seize_court_resources = yes/no #A subject interaction which gives your subject immediately +25% Liberty Desire and you 1 year's worth of their monthly monarch power generation. No cooldown.
- Added subject interaction request_extra_levies = yes/no #A subject interaction which gives your subject immediately +25% Liberty Desire and you 1 year's worth of their manpower and sailors. No cooldown.
- Added subject interaction grant_administrative_autonomy = yes/no #A subject interaction which gives your subject immediately -10% Liberty Desire and you -20 Reform Progress. No cooldown. Not available when you don't have the reform progress
- Added subject trait can_gain_favors = yes/no #A subject trait which allows the overlord to have favors with its subjects if it is set to "yes". By default, overlords don't gain any favors with subjects but trust instead. Due to the favor additions from a previous Jira, it should be added now so all these interactions can be used.
- Added subject trait co_belligerent = yes/no #Enemies can force this subject to join its overlord in the defense war. Only used when the subject has the "joins_overlords_wars = no". By default, it's "no".
- Added subject trait called_to_wars = yes/no #Overlord can ask the subject to join wars like it could ask allies to join. You would require favors to call them to wars. Only used when the subject has the "joins_overlords_wars = no". By default, it's "no"
- Added subject trait favors_cost_to_join_offensive_wars = <int> #Defines how much favors the overlord needs to invest to call the subject into an offensive war
- Added subject trait favors_cost_to_join_defensive_wars = <int> #Defines how much favors the overlord needs to invest to call the subject into a defensive war
- Added subject trait opinion_cost_to_join_offensive_wars = <int> #Defines how much opinion the subject loses of the overlord to call the subject into an offensive war. Applied if you do not have Leviathan
- Added subject trait opinion_cost_to_join_defensive_wars = <int> #Defines how much opinion the subject loses of the overlord to call the subject into a defensive war. Applied if you do not have Leviathan
- Added subject trait opinion_cost_instead_of_favors_cost = yes/no #Determines if the subject requires favors or opinion to join a war. If set "yes" then it requires the aforementioned opinion costs - regardless if Leviathan is active or not. "No" is the default setting
- Added subject trait opinion_on_subject_integration = -30 #Determines how much opinion they lose when a fellow subject gets integrated. Right now it is hardcoded to be -30 per integration but not every subject should be equally annoyed by it.
- Added the government attribute can_inherit_personal_unions = yes/no #En- or disables the ability to inherit PUs
- Added the government attribute force_general_leader = yes/no #"yes" forces your ruler to become a general when he gets to power. Works like force_admiral_leader = yes. "no" is the default setting
- Added the government attribute block_cultural_union = yes/no #"Yes" disables Cultural Unions entirely for you. "yes" is the default setting and doesn't change anything
- Added the government attribute has_cultural_union = yes/no #"yes" means that your country has the cultural union already regardless of your development or government rank. "no" is the default setting and lets you behave like normal
- Added the government attribute has_pasha = yes and separated it from has_janissaries = yes
- Added the privilege argument loyalty_scaled_conditional_modifier = { trigger = { <triggers> } modifier = { <modifiers> } } #(at 100% Loyalty = 100% effect of the modifier)
- Added the privielge argument influence_scaled_conditional_modifier = { trigger = { <triggers> } modifier = { <modifiers> } } #(at 100% Influence = 100% effect of the modifier)
- Added the privilege mechanic no_estate_crownland_loss_from_developing #Prevents crown land loss for an estate from developing provinces
- Added on_colony_finished = {} #ROOT = is the colony which just finished, fires whenever a province gets colonized - regardless if it was done by a colonist or not (which means Siberian Frontier colonies would trigger this on_action too when they done)
- Added on_colony_established = {} #Is called when a province gets fully colonized - either through a colonist or through the Siberian Frontier. ROOT = province, FROM = country which colonizes the province
- Added on_colonial_nation_established = {} #Is called when a colonial nation is created. ROOT = the new colonial nation, FROM = the overlord of the colonial nation.
- Added on_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for all categories
- Added on_adm_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for the adm category
- Added on_dip_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for the dip category
- Added on_mil_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for the mil category
- Added on_core = {} #ROOT = province which gets cored, FROM = coring country, fires whenever a province gets cored by a country - either through the manual action or through the "add_core = <country>" effect
- Added on_adm_tech_taken = {} #ROOT = is the country that is taking a new admin tech
- Added on_dip_tech_taken = {} #ROOT = is the country that is taking a new diplomatic tech
- Added on_mil_tech_taken = {} #ROOT = is the country that is taking a new military tech
- Added on_barrage = {} #ROOT = is the country using barrage on the province, FROM = is the province which gets barraged
- Added on_naval_barrage = {} #ROOT = is the country using naval barrage on the province, FROM = is the province which gets naval barraged
- Added on_scorch_earth = {} #ROOT = is the country using scorch earth on the province, FROM = is the province which gets scorched
- Added on_parliament_debate_reset = {} # ROOT = country
- Added on_parliament_seat_given = {} # ROOT = province, triggers when you give a seat to a province
- Added on_parliament_seat_lost = {} # ROOT = province, triggers when a province loses its parliament seat
- Added on_alliance_broken = {} #Country scope, triggers when an alliance gets dissolved - it does not matter how (be it through the diplomatic action, through a war, through a peace treaty or through one of the partners becoming the subject of the other county) ROOT = is the "first" alliance partner which means the country which created the alliance, FROM =, is the "second" alliance partner who accepted the alliance offer
- Added on_royal_marriage_broken = {} #Country scope, triggers when a royal marriage gets dissolved - it does not matter how (be it through the diplomatic action, through a war, through a peace treaty or through one of the partners becoming the subject of the other county) ROOT = is the "first" partner which means the country which originally offered the royal marriage, FROM =, is the "second" alliance partner who accepted the offer
- Added on_mandate_reform_passed = {}
- Added mercenary trait counts_towards_force_limit = no #Removes the contribution to the force limit from the mercenary company when hired
- Added mercenary trait max_size = <int> #Limits the size of this mercenary company. If a merc company would be larger than the max size allows then every additional "would be" regiment will be transferred to the company's manpower pool. If not set or if "-1" then it is the default setting.
- Added mercenary trait min_size = <int> #Limits the minimum size of this mercenary company. So if you hire a merc company it will ALWAYS have at least as many regiments as min_size demands it to be. If it's bigger than "max_size" then it should throw an error in the error log and be deactivated. If not set or if "-1" then it is the default setting.
- Added mercenary trait no_additional_manpower_from_max_size = yes #A flag for the merc company which disallows the behavior that every single additional "would be" regiment over max_size will be turned into company manpower. "no" is the default.
- Added mercenary trait manpower_pool = <double> #Defines how large the manpower pool of the merc company is. Merc Manpower modifier uses this as the base to modify. At default, it is -1 which means it just uses the normal way of calculating the available manpower for the merc company
- Added building argument on_construction_started = { <effects on province scope> } #Gets called when you start building a building
- Added building argument on_construction_canceled = { <effects on province scope> } #Gets called when you cancel a building construction
- Centers of Reformation can now spawn in other continents than the ones of their religion's center_of_religion
- Added the scripted function can_remove_idea_group which can disallow you to remove idea groups
- Added potential = {} to decrees, fervors, golden_bulls, isolationism, personal_deities, gurus and trading policies
- Added trigger = {} to decrees and fervors. Replaced "allowed = {}" of personal_deities with "trigger = {}"
- Added the define JANISSARIES_STARTING_STRENGTH
- Added the define JANISSARIES_STARTING_MORALE
- Added land_units_killed_var, land_units_lost, naval_units_killed_var and naval_units_lost variables which are set after each battle. They do not count the total amount of killed units throughout the game.
- Added argument for parliament issues backing_percentage = <int> #Determines how many seats will back up the issue. backing_percentage = 100 would mean all seats would back it up, backing_percentage = 0 means no seat backs it up. If undefined then the game uses the PARLIAMENT_BACKING_PERCENTAGE from Defines
- Added argument for parliament issues effect_duration = <int> #Determines how long the effects of a passed debate last, and also the amount of time before you can debate the next issue after passing one. If undefined then the game uses the PARLIAMENT_EFFECT_DURATION from the Defines.
- Added argument for parliament issues debate_duration = <int> #Determines how long the debate will go before it gets into the phase where it can be randomly closed. If undefined then the game uses the PARLIAMENT_DEBATE_DURATION from the Defines.
- Added argument for parliament issues chance_of_decision = <float> #Determines the chance debate is ended after debate_duration / PARLIAMENT_DEBATE_DURATION. Defaults to PARLIAMENT_CHANCE_OF_DECISION
- Added argument for parliament bribe chance = { factor = <float> } #chance argument for a bribe to appear. Parliament issues already have this chance section
- Added scope papal_controller = {} #Scopes to the Papal Controller
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Script
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Achievements
- The achievement "Baltic Crusader" no longer requires you to colonize two provinces or so in the Urals. (Note: apologies for not having this fixed earlier).
- The achievement of "Master of India" can be completed when a subject owns all of India instead too.
- The achievement "For the Emperor" can now be completed even if you play as a released vassal. It was never intended to be blocked this way anyway.
Decisions
- Confirming Thalossacracy now unlocks a new government reform for tier 8 which allows you to establish Trade Protectorates.
- The "Rein in Italy" has now a better tooltip, explaining what you are supposed to do.
- The decision "Formalize Separation of Powers" is now available to every country with a parliament. The modifier "Separation of Power" now also gives a +3% Backing Chance for Parliament Issues.
- The piety gained from Muslim decisions is now negative when you have negative Piety already.
- Forming Egypt will no longer force you into a kingdom rank if you are already an empire.
- Junior partners can adopt the Hussite faith via decision, their ruler will remain their overlord's religion.
- Gaining the Sich Rada from the decision no longer blocks the decision. This means you will always have the opportunity to regain this reform.
- Decisions that change your government will no longer remove reform levels.
Events
- Nzinga of Ndongo and Matamba is now of whatever culture you are.
- Nahuatl Event 'Pochteca Traders Harassed' no longer grants a CB that lasts 152 years.
- You can now see the "X Institution has Spawned" event even if you can't see its origin.
- Granting Malta to the Knights will now give access to the San Juan Holy Order for owners of the Golden Century DLC.
- The Nordic countries will no longer flip back to Catholicism when they proceed in their mission trees.
- The Ethiopian AI will no longer move its capital through an event to a province that has not been fully colonized yet.
- The Sisters Takeover for Orleans now gives a unique Tier 1 government reform.
- The event for unifying the HRE will no longer create a grocery list that tries to escape the screen.
- The event "A Helping Hand" now costs max 500 Ducats when you decide to get an advisor.
- The event "The Maid of $PROVINCE$" no longer removes legitimacy for the PU overlord. Also, the general generated has now 50 Army Tradition and is always female.
- Added an event to the mission tree of Finland which allows you to change your name to one of the Finish Empires.
- Added an event to the Kongo mission tree which asks you if you want to become a monarchy or stay as a tribe.
- The event "Consultation of the Monasteries" gives now Karma scaled with the amount of Karma you have right now. As an example: if you are above 90 Karma you would lose 25, above 50 you lose 15, above 25 you lose 10 and otherwise you lose 5. Vice versa for negative Karma is also true.
- Good Monsoons now give +20% Local Tax Modifier instead of -20% Local Dev Cost.
- The event "The Agenda of the Diet" now supports up to 6 estates at the same time instead of just 3.
- Added an event that fires when you dissolve the Holy Roman Empire. The events give now the 100 Prestige (which turn into Monarch Power when overflowing), 200 Splendor, and 25 Power Projection.
- The event Event A Helping Hand will not fire if all owned great projects are already fully upgraded.
Ideas
- Norse ideas no longer overwrite all of your ideas if you just happen to have the Norse culture and religion.
- Ruthenian's ideas have been buffed. They have now 20% Manpower Recovery Speed and -10% Morale Damage Received in their traditions. Foreign Influence now gives +2 Number of Accepted Cultures and -25% Promote Culture Cost. Zaporizhian Cossacks now give +1 Privilege Slots to the Cossacks. Reuniting Rus gives now -a 10% Core Creation Cost and Birth of Russian Orthodoxy now increases Tolerance of True Faith by 2 and Yearly Patriarch Authority by 0.5.
- All ideas which increase Land Forcelimit Modifiers by 33% have their value decreased to 25%.
- Russia's ideas have been adjusted. Their tradition now gives -a 15% Core Creation Cost. Land of the Rus now gives -a 15% AE reduction. Life-long Conscription now increases the Land force limit by 33% instead of 50%. Abolishing the Mestnichestvo now decreases the Nobility's Influence by 10%.
- Ideas that have a Free Leader have their ideas now altered. Traditions and Ambitions with the Free Leader have a new modifier replacing the leader one. Everywhere else a second idea has been added.
- The English idea "Bill of Rights" now gives +1 Num of Parliament Issues. The English Ambition now gives +10% Morale for Navies.
- Reworked Siamese ideas and nerfed their power level considerably.
- Added +2 Artillery Shock to Smolensk's ideas. BOOM!.
- The British ideas of "Merchant Navy" and "City Upon a Hill" have been combined into one. Instead of the "Merchant Navy" idea, GB now gets the "British Parliament" idea, giving -1 Global Unrest and +1 Number of available Issues.
- Orisa's tradition now gives +10% Production Efficiency (previously +5%).
- Adjusted the Ottoman ideas. They now have -25% CCR (previously -20%), +15% Global Tax (previously +10%), +10% Reform Progress Growth (new), -2 Global Unrest (replacing the -10% War Exhaustion Reduction Cost) and +0.5 Yearly Naval Tradition (new).
- Qing's Core Creation Cost from its ideas has been buffed from 20% to 25% so it can keep up with Yuan.
- Adjusted the French ideas. They now have -50% War Taxes Cost (in addition to +10% National tax), +15% Morale of Armies and +0.5 Yearly Army Tradition (replacing +20% Morale of Armies), National Unrest -1 and +10% Reform Progress Growth (replacing the +1 Diplomatic Relation), -10% Core Creation Cost and +5 Maximum Absolutism (replacing the -10% Technology Cost), +15% Fort Defense and +50% Garrison Army Damage (instead of -20% Fort Maintenance), and -10% Development Cost as a Tradition (replacing the +2 Tolerance of Heretics and +2 Tolerance of Heathens).
- Added a new set of National Ideas for Revolutionary France.
- Adjusted the Spanish Ideas. They now have Church Power and Fervor in case of being Protestant or Reformed (added to Devout Christianism), replaced the Treasure Fleet idea with the Castilian idea School of Salamanca and added +10% Reform Progress Growth to it, A Spanish Armada now gets +25% Naval Force Limit modifier (replaces +1 Naval Leader Maneuver, which has been moved to Grand Armada Naval Doctrine), added -5 Estate Loyalty on Revoking Privileges to Rein in the Cortes.
- Adjusted the Castilian ideas. The Tradition now has a +25% Naval Force Limit Modifier (replaces +25% Marines Force Limit), and +10% Reform Progress Growth (added to School of Salamanca idea).
Missions
- You can now complete the Polish mission 'Delegate with the Emperor' as the Emperor of the HRE.
- The English "Strategic Control" is no longer soft-blocked when you force a PU over France before finishing the mission.
- The Burgundian mission "Chivalry is not Dead" now gives +25 Permanent Power Project. This is mostly a small addition to them as the Angevin Kingdom uses the same event.
- The Polish mission 'Break Livonia' now grants claims to conquer Pomerania.
Setup
- Added a missing escalated level of crownland between 80 and 100.
- Renamed the province Kelang to Tamsui.
- Valladolid is now part of the North Castile area and Asturias is now part of the Leon area.
- Renamed the Asturias and Castile areas to North and South Castile.
- Changed the trade goods of many provinces in Iberia to better reflect historical accuracy.
- Muscovy is now a Historical Rival of the Great Horde.
- Aveiro and Algarvae now produce Salt.
- The Patagonia and Amazonas trade node now has a connection to Cuiaba. Lima has now a connection to the Polynesian Triangle. These changes aim to make colonizing South America more profitable for Asian countries.
- Zaporizhzhia has now Eastern technology instead of Nomad one.
- The Hudson Bay Trade now flows into California.
- The Anatolian minors now start with the Beylik government reform.
- All French appanages now start with the Appanage government reform.
- The starting ruler of Augsburg now remembers that he went to university at some point and has gained 4 Diplo points.
- The Great Horde has now its capital in Sarai. Additionally, Sarai now starts with the "Tatar Yoke" triggered province modifier if Domination is active.
Other
- You will no longer be informed that seizing land will cause rebels when you have a government reform that disables rebels spawning from seizing crown land.
- Colonial subjects should no longer get access to "Establish a Colonial Subject" Estate Agendas.
- Pashas now give -20% Local Governing, 20% Local Minimum Autonomy, -0.1 Monthly Local Autonomy (basically, they have a higher base Autonomy, but they reach this base faster now), -33% Local State Maintenance Modifier and +10 Local Tolerance of Heathens.
- Zhuang can now be sinicized.
- The Zacatecas Great Project now ensures the province has Gold.
- AI has now a 90% chance to automatically complete an estate agenda.
- Self Governing Colonies now have access to Burghers and Nobles. (Note: Judging the events for the colonies, they were intended to have them ever since 1.31...).
- Combined the special unit custom nation ideas into one.
- Moved many random events from the bi-yearly pulse to an empty 4-yearly pulse to increase performance and, paradoxically, make them more likely to fire in the game.
- The state edict "Centralization Effot" now decreases local autonomy by -0.03 instead of.
- The global modifier "Disembark Time" has been renamed into "Disembark Speed".
- All Estate disasters can now gain progress unless their respective estate hast at least 60% Loyalty instead of 50%.
- Forming the Holy Roman Empire with Domination adds a new Holy Imperial Monarchy to your country.
- The Ikko-Ikki rebels will now try to enforce the Ikko-Ikki government reform.
- The admin costs of Subject Upgrades now scale down with all power cost modifiers.
- The French Wars of Religion can now also fire if you are Hussite or Anglican.
- Forming Scandinavia while having the Unified Kalmar Monarchy reform will now form Scandinavia but with the "Kalmar Union" as a name and the yellow from the flag as the map color.
- The Religious Turmoil disaster can now fire for Hussite and Anglican countries too.
- Added a Casus belli for Confucian nations against countries with other religions when you get the "Deus Vult" CB or when you finish Humanist ideas. The reason for this addition is the impossibility to use the Deus Vult CB against countries which religion you have harmonized with.
- Added the "Sultanate of Rûm" and the "Ruthenian Tsardom" as new government reforms for Rûm and Ruthenia.
- The triggered province modifier "Paektu Mountain" can now be active too if the religion of the province is Mahayana.
- The triggered modifier for the occupation of Rome is now province-triggered.
- Mali is no longer an endgame tag.
- You can no longer gain the "Babbling Buffoon" ruler trait if you have more than 5 diplomatic stats.
- The Naval Doctrine of Portugal now decreases Naval Barrage cost by 50%.
- Replaced the bonus for the Korean naval doctrine with a +20% Hull Size Modifier.
- Estate breakaways from the Cossacks are now Eastern and have the Sich Rada reform. They are no longer hordes.
- The Unify China Casus belli now gives only territorial cores instead of full cores upon occupying a province.
- Strong Duchies is now available if you have a combination of 2 marches, vassals or personal unions.
- The government reform "Separate the Clergy from State" now also disables the Brahmin's estate.
- The Teutons are properly no longer accepted to join the HRE when they choose to stick to their crusader path.
- Re-enabled the event "National decline".
- The event "Prospering Times" now upgrades a province greatly as it is a one-time-only event for countries.
- The event "Incompetent Cousin" now specifies which of your subjects the cousin has.
- Adjusted the colonial borders of the new world so they no longer split areas apart.
- Added to the events "The Republic of Salé" and "The Pirate Queen of Tétouan" a third option that allows you to ignore the Pirate Republic entirely. The AI will still always release the pirates.
- The Naval Doctrine 'Grand Armada' now also grants +25 Marines force limit +1 Naval Leader Maneuver.
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Bugfixes
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- Fixed OOS related to cardinal IDs.
- Fixed desync related to countries that are called to join a war but haven't yet for hot joiners.
- Fixed CTD related to losing merchants when the trade node interface is open.
- Fixed a desync that could happen when a country changes religion, invites a religious scholar, and there's a player that's lagging enough.
- Fixed so the build flagship button is greyed out when light ships cost more than heavies and you can't afford it.
- Fixed OOS related to modifier from trade centers applied to countries not resetting when trade center decreases in level.
- OOS fix related to mercenary companies keeping track of which country they belong to, which didn't handle tag switching.
- Fixed issue with automated improved relations entry text in outliner that wouldn't align to the right.
- Fixed so that terrain bonus for combat map marker is displayed positive for positive values.
- Improved logic for automatically computing the amount of money when demanding/offering peace.
- Fixed issues with random factors regarding missions and their events always being the same.
- Fixed a crash related to government reform properties not existing.
- Moved federation strength computation to code, removed script functions with effects due to them causing crashes/desyncs.
- Fixed an issue where the "carolean_infantry" where mentions Cawa units instead of Carolean units.
- Fixed policies "Diplomatic Consolidation Act" and "Colonial Improvement Act" not displaying any value in the policy window.
- Fixed on actions triggers when culture and religion change via the events.
- Fixed desync in great projects executing on_built effect when loading a save game.
- Fixed issue with ambient map objects visibility is reset after loading a save.
- The event "Muslim-Born Men Enroll as Janissaries" gives now 5% Discipline to the Janissaries instead of a pathetic 1.5% (which was originally supposed to be 15% Discipline apparently...).
- Fixed several script-related errors which inflated the error log over the period of a game.
- Fixed a race condition crash related to AI taking decisions.
- The special_units_forcelimit modifier now applies to all special units.