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patch-notes.txt
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#### id=2880120246
### Update 124
# Patch Notes
## Economy and Trade
- **Demand Adjustments**:
- Increased starting demand for sugar, spice, and everything nice.
- More food industries starting with spiced food.
- Added a tiny amount of sugar needed for spiced food.
- **Trade Improvements**:
- Added more taxed goods to countries.
- Added more import-export priorities to country files.
- Added more trade routes.
- Updated export priority for coffee and dyes for countries with large excesses.
- **Economic Modifiers**:
- Gave Italian Stock Exchange a loan interest reduction modifier.
- Gave Market Capital a small political strength bonus.
- Increased tariff levels for Protectionism.
- Put tariff modifiers on the Inward Perfection modifier.
---
## Military and Strategy
- **Army Adjustments**:
- Increased army sizes for Mughals, Juan, Ming, Marathra, Korea, and Ming's vassals.
- Increased max conscription centers in capitals, similar to barracks.
- **AI Strategy**:
- Adjusted AI strategies for improved gameplay.
---
## Cultures and Populations
- **Population Needs**:
- Added a tiny minimum population need for sugar and spice.
- **Culture Updates**:
- Adjusted Arab pops, buildings, and trade.
- Made all Turkic and Mongols have a horse obsession.
- Renamed Mods Exarchate Bulgaria to Moesia and removed Bulgarian as a Primary Culture.
- Removed Albanian as a Primary Culture for Dyrrachion.
- Changed Afro-Dutch culture from German-speaking to Low Countries.
- Renamed Afro-Arab to Zanji.
- Added semi-generic flavor to Cahokia and Pueblo.
- Added Saxon homelands to Silesia and Posen.
- Added Frankish homelands to Saxony.
- Removed Baltic homelands from Posen.
- Added Kykladian as a new subculture of Elysian.
- **Missing Modifiers**:
- Added missing culture modifiers.
---
## New Additions
- **Technology**:
- Added sewage tech.
- **New Nations**:
- Cahokia (new country).
- Hyperborea (Varangian buffer state between Elysian and Vinland).
- Kykladia (small island chain in modern-day Bahamas).
- **New Cultures**:
- Cahokian.
- **New Gameplay Features**:
- New journal for the West Indies.
- New modifiers for controlling West Indies trade and piracy.
- **Characters**:
- Added new characters for new Elysian tags.
- **Naming Options**:
- Added a new naming decision for BR to change the name to Romania.
---
## Map and Territory Changes
- **Map Pass**:
- Began a pass on the map data files.
- Smoothed Japanese New World colony borders for a cleaner look.
- Adjusted map data prime land to reflect differences.
- Cleaned up owned provinces for consistent formatting.
- **Native American Nations**:
- Added states, pops, buildings, and formations to optionally playable Native American nations.
- Merged MSC into Creek to form a larger tribal nation.
- **West Indies Adjustments**:
- Gave Dutch West Indies and Ostend Company small islands in the West Indies with:
- One arable land for sugar plantations.
- A small anchorage port.
- ~5k pops each.
- **Protectorates**:
- Apalesia and Aithaia made protectorates and changed from colonial to unrecognized.
- Changed LAN to a colonial tag to function as a chartered company.
- **Renaming**:
- Renamed various strategic regions.
---
## Gameplay Adjustments
- **Production Methods**:
- Removed grain cost from base horse PM to align with the base sheep PM.
- **Fixes**:
- Fixed issues where AI decisions would target the player if they subjugated the target.
- Fixed states and pops.
- **File Organization**:
- Renamed `01_global` to `01_global_states` for state effects.
- Reorganized BR country definitions, moving files with `br_` to BR definitions.
- Moved events from country files into a global file for easier management.
---
## Aesthetics and Flags
- **Flags**:
- Scaled down flags to reduce in-game space usage.
- Adjusted flag widths to prevent squashed appearances after scaling.
- **Coat of Arms**:
- Updated Coat of Arms for Ven and Gen subjects.
- Added new CoA for TWT and NAH monarchies.
- Minor CoA changes.
- **Thumbnails**:
- Updated thumbnails for consistency.
### Update 123 'Antipódeia pros Apalaísia'
##Clothing rework
- Reworked the vanilla portrait files to make the mod cultures make use of more diverse set clothing assets based on various dfferent factors.
##Unique flavor text and more objectives nations
-Added North Sea Empire and Aigyptios to the Economic Dominance Objectives selection screen.
-Added Tartaria and Al-Andalus to the Hegemony Objectives selection screen.
-Removed Elysium from the Egalitarian Society Objectives selection screen.
-Added New Angland, Antipódeia, and Anahuac to the Egalitarian Society Objectives selection screen.
-Added unique flavor text to the following nations; Mali, Elysium, New Angland, Aigyptios, North Sea Empire, Milan, Venice, HRE, Tartaria, Al-Andalus, Persia, and Australis.
-Added semi-generic custom flavor to; Parma, Lucca, Modena, Maya, Anahuac, and Tawantinsuyu.
## Area Ravamps
##Elysium and Vinland
#New Countries added
- Added Apaleisia Republic and Mount Aithaia as new Elysian Tags semi independent from game start.
- Added multiple new sub cultures for Elysian and Vinlander cultures.
- Renamed Neo Hellenic to Plethonist updated our lore document wth the details.
#Tartaria
- Revamped the Tartars Eastern border all the way to china. Pops, buildings and formations updated for the region
- Edited Tartaria's western states provinces with russia giving a dozen or so more provinces to a few of the russian countries.
- Changed most of the Turkmen in Tartaria into Tatars for game performance
#Australis renamed to Antipódeia
- Tuned the borders of all the colonies to be more coastal less inland.
- Updated all the Hub names
- Updated the Antipódeia map data made the coastal provinces "prime land" so theres more arable land along the coast and less in the interior
- updated pops and buildings.
- Added New Holland as dutch Colony
- Added some more buildings in New Holland
- boosted New Hollands capital buildings and pops.
- Added few starting mines to North and West Antipódeia so their was an obvious reason for settling the area.
- Changed Antipódeia colonial law to frontier from resettlement and discovered it can now colonialize land not connected to capital previously could not.
- New Journal for Autralis and rewrote the Vinland/Elysium one all the same right now but can individualize later
##Scripted features
- Created a script for colonial nations that works similar to the slave trade one, that auto assimilates European descendent peasants into the colonial culture. I also created one so if a colonial culture pop moves back to Europe they ditch their colonial culture and go back to their mother culture. Added a bunch of safety rails that make it only effective in the colonial cultures primary region etc
- added/updated some scripted mass migration events
- created new settler events
- Added Colonial Heritage for colonial cultures this is used in the assimilation script to not assimilate colonial cultures into other colonial cultures via the script normal methods still will assimilate colonial cultures into other colonal cultures.
##Modifiers
- Added modifiers for the following techs; Gunsmithing (+2 Army Offense), Sextant (+5% Convoy Defense), Careening (+3 Navy Defense), Field Guns (+2% Kill Rate), and Currency Standards (+10% Building Cash Reserves, +5% Minting)
- Updated and added a few other modifiers
##Decisions
- Updated all the annex decisions to require the subject not be a player.
- Added some more ai triggers to decisions
- Change Religion decisions changes
##Other Balance adjustments
- Switched the generic offensive and defensive national modifiers to unique techs but made them less powerful overall. removed the persian modifier from files and kept the other two in the files.
- gave officers and soldiers more base political strength.
- Genoa added as a releasable also ai decision to release it
- Gave Genoa and Venice a 48 month truce to give Venice and chance since they are usually already on the back foot against Milan.
- changed some migration laws doesn't affect mass migration.
- minor diplomacy tweaks
- Adjusted devastation to go up and down 1/3rd as fast.
- Added a little starting Devastation to India and China due to their ongoing major wars.
- lowered colonization speed modifer buffs, removed colonization from some countries starting laws but made sure their IGs have a bonus to passing it.
- added ranchng thoughput bonus to industry banned law.
- improved the autonomous march modifer
- removed colonial fever country modifier and replaced it with a better state modifier "colonial opportunity.
- added some debuffs to the Italian buff modifiers.
- added a tiny modifier to mercantilism tech
- lowered base bureaucracy for trade routes to 12 from vanilla cost of 20
- other tweaks to improve trade profitability
- added more starting political movements to the ere.
- slowed down debt slavery as debt slavery is much more widespread in the mod at start and the colonies with slave trade import so many slaves so fast and it leave less jobs for other immigrants.
- Gave the more trade based power blocs start with Economic Imperialism principle. Gives the leader a manufacturing boost but decreases members.
- Updated the Church and state law to be similar to the latest pdx version to allow conversion to lowest acceptance
- slightly lower pop growth
- slightly slowed war
- added many more secret goals to ai
- moved MAI to HER trib from KAB.
- Gave BUK couple more provinces that made sense
- Updated Political Movements.
- Updated some rulers Ideologies to make sure they start with the correct Movement.
- Updated the Immigrant script to not assimilate other Colonial cultures.
- Renamed Mande culture to Mandinka and made their color more gold.
- Further work on New world pops and buildings
- New Decision for ERE to give black sea colonies to taurica
- Secret goal adjusts
- Italian diplo adjusts
##Character Names
New Anglo-Saxon/New Anglander Names
For the Anglo-Saxon and New Anglander cultures;
-Added 86 Male names
-Added 69 Female names
-Added 24 Noble last names
-Added 26 Commoner last names
-Started condensing name lines
##Organization stuff
- moved NET and FLA from HRE diplomacy to a new Lowlands diplomacy file added DEI and br_new_holland.
-Continued compression of 00_cultures.txt, removed 2,579 lines.
- slight clean up of country files
- further country law tidying and balance pass
- Reorganized coat of arms files
- moved unused textured emblems to the unused folder.
- reorganized the defines files
- Fixed the Japanese assimilation script
- Made Afro cultures also Colonial cultures and made them not auto assimilate as they had already been auto assimilated.
- few coat of arms updated.
- moved more unused coat of arms to the unused folder
- hashed out the now defunct hre powerbloc identity.
##Bug Fixes
- removed the bugged HRE power bloc Identity moved them back to sovereign empire but created and gave them a new principle that does the things the identity did.
- figured out what folder to put the icon in for the forced trade access.
- expanded the immigrant script
- removed the left over historical UK characters.
- removed duplicate Godwinson in localization.
- fixed various bugs and missing loc.
- Fixed 3 errors related to nations not being allowed to have Tribal Armies Law type
- adjusted pops in various areas to balance and fix bugs related to outdated amounts of certain pops since 1.7 ownership changes.
### Update 122
##History/Map/Nation Balance
- Adjusted Majapajit
- Lots of adjustments in India added new trade ports Andalus, Oman and Dutch East Indies. Lot of new buildings owned by the foreign trade posts to represent their vast trade interests. Also good amount of pop changes.
- Similarly but less so in China, SE Asia, Afghanistan.
- Added 100s more starting trade routes.
- Created Custom Military formation for DEI.
- Adjusted Zanzibar borders
- Added grand port to Goa.
- buildings, state and pop adjustments
- buildings added and ownership adjustments
- some starting techs adjusted no more nations starting with general staff or percussion cap replaced with mandatory service/ military drill.
- New World South border tuning
- More trade routes
- Created Verona and Aquileia as Venice Subjects
- Some new interests so countries can have above trade routes.
- Added admin buildings to several countries that start with -100% bureaucracy. Should prevent early game bankruptcies by the AI
- Added claims in Algeria for all 3 Algerian minors, so any can easily form it.
- Added homelands for a few cultures in Iberia
- Added claims on those homelands in Iberia
- Broke off Spoleto as an Italian Subject
- Split up the Power bloc/Alliance and Economic Dynamic in Northern Italy. Milan and Florence are now their own power bloc, took some of the Italian minors and made them protectorates of Milan to connect their power bloc and make sure Milan can trade via the sea.
- Created 100s of new trade routes to facilitate their economies as well as the rebalance affecting the Venice/Genoa markets.
- Updated the Verona, Aquilenia, Spoleto and Benevento releasables.
- Moved a few buildings and pops around in Italy.
##Decisions/Events & Journals
- Fixed Tartaria reviving Khazer Khaganate decision will now given you Jewish Priesthood IG 'Kohen'.
- Fixed convert to Sunni decision will now rename IG.
- Fixed Tartaria Religious IG being called Sunni, will start as Tengri Priesthood.
- If you convert to Tengri will rename your Religion IG to Tengri Priesthood.
- Fixed Exarchate event for most situations
- new decision to go shitte
- three new decisions to expand ERE Vassals: ARM,MES, br_syria.
- some ere modifier adjustments
- some events/ decisions will have an ai and player version.
- Remove Latin Trade Privileges JE and decision will remove the Forced Trade Access for Venice and Genoa.
- Added generic JEs to some nations that made sense.
- Added a form Italy (north) JE
##Diplomatic Actions
- New Diplomatic Action 'forced trade access' works like a trade pact except it can't be canceled. Set up so certain nations can't embargo and have the keep their trade routes open despite terrible relations.
- Colony 25% from 50% and Chartered companies 10% from 50%. will provide less convoys to overlord. I want their ai to make their own trading empires and to be playable for players.
- Fixed EOCFM content not working for Basileia Romaion.
#Misc
- modifier adjustments
- new companies for OMA.JAP,TUS
- some IG modifiers adjusted
- lots of diplomacy adjustments
- benign error fixes, almost no fixable errors left.
- IG mod adjustments
- added Clothes, Luxury Clothes, Furniture, Luxury Furniture, and Porcelain goods modifiers
- Changed Japans modifier from Glassworks output to porcelain output
- Added Italian Craftsmanship to all Italian nations
- Added Fine China modifier to China and their Han Subjects.
#AI
- AI adjustments to goals, objectives etc.
- New AI only decisions/events
- Updated Italian AI goals and diplomatic relations
- Added AI triggers for north Italians to be more aggressive in forming Italy.
##GFX
- Coat of Arms for some Italian minors
- Known bug the new diplomatic action 'Forced Trade Access' has no icon.
- Other Bug fixes
### 121
- Adjusted majapajit
- Fixed Tartaria reviving Khazer Khaganate decision will now given you Jewish Priesthood IG 'Kohen'.
- Fixed convert to Sunni decision will now rename IG.
- Fixed Tartaria Religious IG being called Sunni, will start as Tengri Priesthood.
- If you convert to Tengri will rename your Religion IG to Tengri Priesthood.
- Colony 25% from 50% and Chartered companies 10% from 50%. will provide less convoys to overlord. I want their ai to make their own trading empires and to be playable for players.
- Lots of adjustments in India added new trade ports Andalus, Oman and Dutch East Indies. Lot of new buildings owned by the foreign trade posts to represent their vast trade interests. Also good amount of pop changes.
- Similarly but less so in China, SE Asia, Afghanistan.
- Added 100s more starting trade routes.
- Created Custom Military formation for DEI.
- Added generic JEs to some nations that made sense.
- Adjusted Zanzibar borders
- modifier adjustments
- Added grand port to Goa.
- Fixed Exarchate event for most situations
- Improved Korea buildings
- Gave Korea own market
- added more trade routes
- Added two new trade companies for Japan and Oman
### Update 120 'Christoúgenna' 12/25/24
## Journal Entries & Modifiers
- Added a JE for "Control over Baltic trade" includes a modifer active while you control the required states
- Added a JE for "Control over the Strait of Hercules" includes a modifer active while you control the required states
- Added a JE for "Control over Bosphorus Straits" includes a modifer active while you control the required states
- Added a JE for "Control over the Klysma Canal" includes a modifer active while you control the required states
- Added a JE for "Control over Persian straits" includes a modifer active while you control the required states
- Added a JE for Papal States "Alms of St Peter" moved Papal Tithe modifer from country tab to JE.
- Added a JE for Abbasids "Hajj" moved Hajj modifier from country tab to JE.
- Improved the JE for "Control trade in the East Indies" includes a modifer active while you control the required states
- Updated a few of the new JEs triggers, effects and modifiers
## Miltary
- Added custom military formations for England, Ireland, Scotland, Wales, Finland, United Baltic Duchies and Pommeria. This will greatly improve their military and they should use conscripts now.
##Map/history changes
- Improved Persian borders at Dagastan and Southern Afganistan.
- Adjusted diplomacy of a few nations
- Improved Delhi's starting buildings
- Gave West Indies and Andalus each a small Mid Atlantic Island
- Dutch East Indies have had their toe hold in Bengal returned. (1.8 I didn't quite finish the remap of India)
- Andalus given a small treaty port in India.
##Events
- Improved the Frankish revolt event
- Added a Bengal revolt event.
- Added a Transylvania revolt event.
##Decisions
- Adjusted the requirements the Vineland Decision to annex the Norse New world Company
##AI
- Further work on the AI goals and objectives.
##GUI
- The Orthadox Gui will now full screen so lower resolution can see everything.
### Update 119 'Saturnalia' 12/24/24
## Journal Entries
- Added a JE to help Elysium expand Westward.
- Added a JE to help Vineland expand Westward.
- Added a JE related to gaining independence available to all reorganized subject nations once nationalism is researched.
- Added a JE for the east India trade companies to control the spice trade moved the modifier to the JE. This is available to any reorganized nation with an interest and foothold in one of the required spice states.
- Added a JE for Tartara to expand Eastward into the Steppe/Siberia.
- Added a JE for Japanese Shiberia to expand deeper into Siberia.
- Added a JE for restoring Russia (Available to 'recognized' Russo-Ruthenian Countries)
- Added a JE for Mughals to consolidate Northern India
- Added a JE for Tartaria to Modernize and remove the Decentralized Khanate debuff.
- Added a JE for Tartaria to stop Oppressing our Slavic and other minorities.
- Added a JE for Persia to directly control Afganistan
- Added a JE for Persia to directly control Central Asia
- Added a Hungarian JE to annex Transylvania.
- Added a JE for England to restore control over England if they gain independence.
- Added a JE for HRE to conquer Aquitaine.
- Added a JE for Armenia to restore its eastern borders.
- Added a JE for Serbia to restore its borders.
- Added a JE for Aegypt to control the Nile.
- Added new modifiers to most of the new JEs
- Added a JE for Colonial Subjects
- Added a JE for New World Colonies
- Added a JE for Africa Colonies
- Added a JE for Merchant Republics
- Added a JE for Colonial Merchant Republics
- Added a JE for Independent New World Countries
- Added a JE dealing with Inward Perfection
- Added AI triggers for aggression and state targeting towards the JE targets.
#Map/history changes
- Created Kappadokía Pronoia (Is also ruled by Phokas and Mesopotamia will align itself with it)
- Elysium has been struggling to attract migrants in 1.8 due to their starting religion. I switched their starting religion to Elysian Orthodox and switched the decision to go Hellenic to make it possible for them at the start of game this doesn't effect BR which doesn't get the decision until after the Olympics are founded.
- Created a unique power bloc identity for the HRE.
- Added a new Power bloc principle
- Some subjects that don't have nationalism were given the independence JE at game start
#Other changes
- Decreased the wage bonus primary culture received as it was bankrupting everyone.
- Removed the mods 10% added liberty desire as the new JE has that on the modifier.
- Removed the Rus buff from country modifiers its now tied to the JE.
- Updated Eastern Orthodoxy Content to be in line with the current Greece, Byzantium and Balkan Flavor Mod
- Added the new base game tax rate changes to the mod.
- halved the cost of government admin building to be closer to recent change in vanilla
- Some flavor text changes
- Gave some countries Religious Schools
- Renamed the culture of Kōkaijin to Kaitakusha.
- Added a bit more taxes to unincorporated states if you didn't know unincorporated states pay taxes in BR 0.15 in each source.
- Plenty of other minor changes and fixes
### Patch 118 'Deutschland'
##New Features
-Added a germany major formable aswel as north and south german Confederations as normal formable
-Added multiple journal entries around the german unification
-Added a journal entry around liberating schleswig Holstein from the North Sea Empire
-Added a journal entry around liberating pomerania from Sweden
-Adapted multiple base game journals about the german unification into new ones for the mod
-Added German unification Events
-Added dynamic names for germany depending on who forms it
-Deutschland (saxony + baltic states)
-Germania (Bavaria)
-Alemannia (Swabia)
-Lotharingia (Franconia + Thuringia)
-Added a Arlat Kingdom formable for Burgundy
-Added a Switzerland formable called 'Confoederatio Helvetica' for all countries with the 'alemannic' culture
##
-Added variables to distinguish between north, south or a specific german culture
-Added a modifier 'br_modifier_independent_german_state' for indepdent german states, which grants prestige
-Added a on_active_yearly to add the modifier 'br_modifier_independent_german_state' if a new german state becomes indepdent
-Added Talinn as a baltic homeland
-Added a coa_trigger file in scripted_triggers
-Added a culture_trigger file in scripted_triggers
-Added new german modifier
-Added a north german content overview
### 1.8/PoE Alpha future Patch 117 these notes are rough and not complete
##New Features
- Integrated Eastern Orthodoxy Content from Greece, Byzantium and Balkan Flavor Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3051891793
## Made mod compatible with 1.8
# New content related to Patch 1.8
- Completely redone map of the Indian Subcontinent with a new balance of power and sprinkled with flavored characters, modifiers, laws and more.
- Redid all the mods companies all are tied to a location on the map and own buildings throughout the map. The Mods Trade Companies have lots of oversea plantations and rare resource buildings taking the profits of which to their mother country.
- Added some unique starting political movements
- Added new Cultural and Religion discrimination traits added for the new discrimination system in order to try and customize which cultures are at what acceptence level on game start.
- re-code of many modifiers, did a balance pass while at it. Many of the modifier types on the 1.7 version were removed by pdx without a replacement yet those are currently without replacement.
- Adjusted modifiers to make use of the new effect types
- buildings and production methods to 1.8 standards
- recoded the subject types and make use of the new types added in 1.8
- adjusted ai to make use of new code
- Consolidated all our edited base game cultures into the OG files only so its easier to reconcile each pdx patch in the future.
## Other changes for update 117
#History/Map changes outside of India
- Gave Andalus Legacy Slavery and added some slaves to their barbary coast colonies
- Added some Latvian and German Slave pops to West Indies and Gambia to represent failed Courland
- Updated Subsahara Map, adding new countries, pops etc especially Nigeria area.
- Fix a military formation error
- Fixed Japanese Shiberia they now start with claims on all the coast and starting colonization
- Temp removed the game rule that made certain african tribals playable. Currently Only African countries outside of the settler countries I would recommend would be Mali or Abyssinia and even those would be dark souls level challenge.
#Fixes
- Fixed missing state from Transcaucasia Formable
- Added a debug_silencer for variable and event orphan errors in br_code_on_actions this greatly reduces the errors when running debug_mode that were caused by base game events, variables etc not used by the mod. Thank you 1230 James explaining the concept and Smekens for coding it into the mod.
- Renamed some variable to indicate better that they are from the mod and are variables
- fixed some other general errors
- Fixed bugs related to mods character ideologies
- Fixed bugs related to the new Indian Farm mesh not loading the spice plantation correctly
- fixed various code on actions not being coded correctly for 1.8.
- Added missing background for the Embassy building
- Added missing trigger for a EOCFM Event.
- Removed references to British yearly dictates
- Updated EOC decree scope
- Removed Syrian Exarchate event as Syria is no longer active nation in the mod.
- Removed 00_community_gui.gui it was clogging the error log. It improves the Eastern Orthodoxy gui but doesn't seem to be mandatory to function. It is included in the community mod so can load that to get the improved gui.
- Fixed romanization decree
- Removed references to previous game rules not currently in the mod.
- Added in all base game dynamic country map colors that make sense in the mod.
- Added in all base game formables that make sense in the mod.
- Added in some new character ideology triggers
- Fixed PLC journal
- Removed some secession defines that are no longer used in 1.8
- Some game rule fixes
- fixed a FLA decision that would bug out if either DEI or EOC stopped existing.
- Fixed errors related to adding building to states without the goods required for them to be there.
- Removed dead trade routes
- adjusted some subjects so they are not released on day one.
- adjusted some interests for countries that were above their cap
- Re-activated harvest conditions do not appear to be causing a crash after todays patch.
- Few small history bug fixes
- Further work fine tuning the AI.
- Rebalanced the new Colony speed mechanics made it more equal less massive differences. Will greatly improve Elysium's colonization speed for example and slightly lower Vinelands.
- Removed Japans Teraykota journal as replacing the modifier proved ineffective.
- nerfs to birth rate bonus from early laws
- Replaced soldiers nerf guns with pellet guns increasing causality rates slightly still less than vanilla though BR wars last a bit longer.
-
##Localization
- Moved a couple localization files that were replacing base game names into the replace folder.
### Patch 116
- Added Benevento as a new Southern Italian country starting as a vassal of the Papacy.
- Added three new releasables in central italy.
- Added Hmong as a new decentralized tag in Yunnan.
- szekely culture added into the mod. The Dracula event should now function let me know if you come across any bugs with it.
- New option in game rules to create the Bulgarian Empire at game start.
- Split off some of the Debuffs from the Curruption modifier Basileia Romaion starts with to a new one called Fallen Eagle its tied to the Renaissance Journal Entry.
- Rebalance to laws especially affect officer/soldiers political strength.
- few late game production methods tweaked.
- Fixed a couple releasables that had wrong states
- couple scananavian strait traits improved.
- Adjustments to a few techs
- Updated and streamlined the history files to a unified standard to be in line with current PDX standard. This may potentially increase performance and decrease errors
- Lots more Bug fixes
### Patch 115 'Guldensporenslag'
## Feature
# Flanders content
- New journal entries around expanding in the lowlands and breaking free form the HRE
- New modifiers for Flanders
- Flanders renamed to Vlaanderen-Brabant
- New colonial nation the 'Ostend Company' a Dominion of Flanders
- New decisions and events around merging the 'Ostend Company' and 'Dutch East Indies' if they are both your subject
- Added Belgium, as a formable for Flanders
- Added new custom military/navy for Vlaanderen-Brabant
- Adjusted Vlaanderen-Brabant starting laws
## Other Balnce changes & Bug Fixes
- Added missing localization to Zorosatrian priest
- Made internal Trade available to all Power Bloc types.
- draft_exemption_tax renamed from its turkish name to a more generic name of "Military Exemption Tax"
- Fixed a bug that caused Katepaníkion Italías to be renamed to Sicily if it takes back the rest of the Island from Andalusia.
- Changed the HRE revolution to happen after 50 years instead of 75 roughly translating to the irl french revolution date.
- Added a decision to br_remove_insufficient_infrastructure_decision trait from any country with that trait.
- Lots of misc bug fixes and missing localizations added.
#Hotfix 114
- adds the missing localization to the opening HRE event.
### Update 113 'Charlemagne's Legacy'
## Feature
# Initial HRE Expansion including but not limited to the following --- Special Thanks to Smekens for doing most of the work.
- New Journals for HRE including multiple paths for your nation and culture
- New Events for HRE
- New modifiers for HRE
- Multiple new Flags for each Government Type
- New Decisions
- Added Lotharingia as a releasable
- Added a scripted revolt to HRE to happen under certain conditions
- Updated HRE soldier uniforms Black shirt red trousers and Yellow hat instead of a solid yellow jumpsuit.
- Added new Power Bloc principle group "Autonomous Subjects". Made it pretty common at start of game the Cohesion bonus should stop weaker power blocks from collapsing right away.
- Improved HRE AI to make it more of a challenging rival.
## Other Added Decisions --- Created by @Smekens
- Accept Baltic German decision for anyone who owns a Baltic State homeland
- Accept Anglo-Dane for North Sea Empire
## GFX --- Commissioned by @Jozue
- Added New IG Icons for some of the custom ideologies.
#History - Pops
- Finished Setting up Aegyptian pops.
## Balance & Fixes
- Changed Siam and Java's Subjects from Dominions to Tributaries
- Updated laws to empower pops instead of Interest Groups directly.
- Removed the option to order your subjects to annex other nations. You can still order them to conquer a state.
- Changed Aegpyt, Kyrencia and Afrika starting rulers to Romaioi culture (Not their nations cultures)
- Changed starting colonial institutions to level one for the new world nations that did not have the tech for level 2.
- Adjusted French political parties to be available to any nation with French or Frankish Culture and not be limited to FRA tag.
- Added a 64 month truce for AGY-ARA at start of game to stop ARA from spoiling scripted protectorate play.
- Changed successions cooldown to 8 years from 5 so they will happen less often.
- Tech Cost Adjustments (Keep in mind the mod is less sandboxy then vanilla playing nations with low Literacy will be very hard)
- era 1 lowered to 8500 from 10000
- era 2 unchanged at 12000
- era 3 lowered to 15000 from 18000
- era 4 lowered to 20000 from 26000
- era 5 lowered to 30000 from 40000
- era 6 lowered to 45000 from 60000
##Localization
- Updated the non English languages to be caught up to the English.
- Renamed some modifiers
- Renamed some more States @Jozue
- Added missing Localization for Caribbean Islands and Yemeni Coffee
###
-
#Update 112
#Exarchate of Afrika
- reAdded Afrikanós culture as the primary settler culture of Afrika.
#Katepaníkion of Italias
- Catholic primary relgion I never intended to make it orthodox.
- Sikelianoi (Sicilian in greek) split off from South Italian. Primarily greek speaking though has italian trait as well and are orthodox though 10-25% start as catholic and some of the ones in andalus controlled start as sunni.
#South Africa
- Seperated Afrikaans from Colonial Dutch for South Africa.
#Religion
#Balance
- Lowered conquer state to 10% higher than base game down from 20% higher
- Lowered Annex country to 15% higher than base game down from 50% higher.
- Lowered the liberty desire modifiers from -0.25 and -0.15 to flat -0.10
#Modifiers
- adjusted various modifiers replacing many of the ones that had unit_supply_consumption_mult trait as it did not do what i thought it did. (It only affects goods shipped via sea route).
- added the provinces lost trait to a few of the defensive modifiers.
- Added some new modifiers to the Rus nations
- Improved the Swedish military buff.
- Added toll modifiers for revenue the swedes and danes get for controlling baltic trade.
#Interest Groups
- Added new a few new leader ideologies
- These will populate randomly based on factors but also applied them to some of the mods custom characters.
- Added new IG traits to interest groups in Ming China, Japan, Basileia Romaion, Tartaria and nations with semi_nomadic rural folk Ideology.
#AI
- fine tuned the main nations ai to be more focused and less random
- Updated Baselia Romaion ai to be slightly more progressive in passing laws.
#Pops
-adjusted pops in a few states.
#Diplomacy
- adjusted Bohemia to has less friendly relations with their neighbors
#Fixes
- Various minor bugs fixed
- added silesian as a cultural homeland to silesia at game start removed baltic and polish.
- fixed some releasables and other country defines.
- fixed some countries missing certain techs they need for their starting laws.
- increased the hidden amount of infamy that was decreased from 50 to 75 Latin intervention event chain.
###Update 111
#Naval rework
- Added three new naval units, adjusted costs for all units. Coal required for steam ships and oil for end game ships.
- Caravel is the tier one light ship just below Frigate, Screw Frigate is tier 3 light ship just after frigate and Carrack is the tier 1 capital ship.
- Most non-western navies start with Caravels/Carracks instead of Frigates/Manowars.
#Population growth
- added state_mortality_wealth_mult bonus to three techs in the society tree.
- tweaked native modifier to disable population growth/decline (This only affects decentralized nations) if the modifier is on a playable nation let me know.
- Other slight tweaks to population growth. May be slightly lower at the start but techs and healthcare and other laws can increase it more as well as relgious traits.
# Africa
- Changed Ashanti, Dahomey, Sokoto, Kongo & Zulu Decentralized by default and added a option to change them to Unrecognized in game rules.
#Balance
- adjusted the native conscription military buffs from general offensive/defensive to homeland only and added it so less provinces are lost per defeat.
- Adjusted Genoa, Venice and Romaioi trade companies to also boost financial centers.
#Culture
- Irish names re-done thanks to Highfive.
#Fixes
- Fixed the GBR formable being called "England" will now correctly be called "Britain"
- Various minor bugs fixed
###Update 110
- added localization to the objectives. Nation descriptions are generic for now but its something.
- halfed the goods cost of embassies and staff size by 1/3rd lowered influence added by half but kept infamy reduction the same.
- Changed some minor countries to Unrecognized.
- Fixed English and Kurdish adjectives
ai
- Tribal society will build less cannons more Calvary.
- increased Mandate of heaven ai constuction sector desire from the base games 0.1 to 0.25
- renamed colonial-chinese to Huáqiáo suggestion by freeloquots
- renamed Colonial Japanese to Kōkaijin thanks to hydropawah for suggestion
- renamed Irish hubs under Irish ownership to Gaelic names thanks to highfive for the names.
- Renamed Nea Attiki to Nea Ipeiros suggested by fillipostrains
###Update 109
#Events and Journals
- Added new event chain to start a war over Syria between Aegypt and Basileia Romaion
- Added a dozen new Separatist events tied to the Suppress Separatism Journal entry for the ERE(BR). These are more random then the current Dynatoi revolts tied to reforms.
- Updated all the BR Reform Journals related to subjects and owning territory. Worked in Liberty desire and type of subject as a factor.
- I made it so you require 12 out of the currently 16 possible reforms to win the reforms journal you have 100 years.
- added dozen or so mass migration events
#Pop changes
- Confucianism made the majority religion for Han 60%ish and about 40% for Korean.
- Lots of changes to the British Isles
- Two New Cultures Anglo-Dane and Norse-Gaels
- Religion changed Scottish, Welsh and English are Catholic by deafult. Though the population is split much higher protestant for pops under direct NSE and much higher Catholic under the native tags. The ai of the tags should all work together to try and gain their independence.
- More Anglo-Saxons added to New Angland.
- New Anglanders also made Catholic.
- Removed Anglophone trait on scottish/welsh added celtic to scottish
- Czech and Silesians made majority Protestant (Hussite Legacy)
#Balance, fixes & Misc
- Added a buildable "Embassy" that increases influence and infamy decay.
- Added more Arts academies to Italy, Andalusia and ERE.
- Added a couple more Paper factories in BR.
- Added services as an input goods for Constantinople monuments as well as the generic Palace Complex.
- Split off Thuringia from Franconia as a new HRE subject.
- Australis re made a protectorate of Aegypt.
- Gave Elysium and event that happens if they go Elysian Orthodox to become a BR protectorate. (AI will not choose to stay independent).
- Few Character changes in BR and Inca.
- Adjusted ownership in favor of NSE. giving them a portion of "home counties" including "London" and "Midlands" coast.
- Added new various timed modifiers to certain states at games start to encourage immigration to those states.
- updated countries
- updated ai strategies
- added new game rules
- adjusted br hardwood
- adjusted starting relations
- created Genoa power bloc
- adjusted other Italian power blocs
- adjusted revolts
- Decreased the progressiveness of some Italian starting laws to decrease their attraction to migrants.
- Decreased power of some modifiers
- Gave BR a couple extra mil techs to help the ai struggling to win wars and decrease the chance of them going into downward spiral.
- Fixed the a modifier error on the Exarchate events which was causing the modifier to be added to the wrong overlord instead of the vassal.
- turned a couple of the br subjects into puppets instead of dominions
- updated to-do list
- Merged Ardalan into the "Kurdistan" tag formally called Arbil.
- Updated the mods unique companies
- Moved Nassios and Vidin, from Bulgaria dominions to Serbian tributaries.
- huge amount of law changes
- removed freedom of movement from power blocs at start.
- some formation fixes
#AI
- Revamped starting strategies so must nations will pick logical choices
- adjusted conscript ratios for br, hre and colonies.
#Localization
- Created two new Dynamic country names
- Kurdistan if I Persian subject will be known as Kurdish principalities
- England if a NSE subject will be known as English Lords.
- renamed Irish hubs under Irish ownership to Gaelic names
- I incorrectly named the other languages localization so they were not functioning. I have fixed this.
- renamed bulgarian_revolts to br_balkan_revolt and anatolian_revolts to br_anatolian_revolts
###Update 108
- Many states renamed in the New World and Oceania. Thanks to @Jozue
- Slightly buffed the PLC starting modifiers.
- Made Vinland, New Angland & Elysium fully independent at game start.
- Elysium switched from colonial to recognized so can now form power blocs.
- Gave Elysium the unique BR tech 'Greek-Fire'
- Reverted Japanese Shogunate to their default dynamic color.
- Made a new modifier for the above nation 'Independent New World Colony' which is a slighly better than 'New World Colony' modifier. Hopefully they gave enough mass migration to make up for the loss of market migration which was why I kept them connected to a larger market previously dispite it not making sense lore wise. Gameplay is always priority. Give feedback will revert if they just don't have the same umpf as their neighbors which have overlords market migration.
- Added new game rules for regarding Size of Abbasid Caliphate.
- Abbasid Caliphate Small:
- Abbasid Caliphate starts off pushed into the Arabian desert with only Mecca and a few small vassals/tributaries
- Abbasid Caliphate Large:
- Abbasid Caliphate is resurgent, having just recently restored control of Mesopotamia,Egypt & Syria.
- Replaced the default nation selection in the objectives with BR nations I'd recomend. Localization not yet set.
- Updated the Exarchate events to also convert a portion of the Exarchates population to Orthodox if you force them back to Orthadoxy.
- Updated the force your culture on subject to no longer also give them your state religion. (Not thoughly tested)
- Added a force your state religion on your subject diplmatic action. (Not thoughly tested)
- Made it so tags that are "Colonial" can form power blocs. They require at least 15% the prestige of the highest prestige great power so if they have 1000 prestige you need 150 prestige to form the power bloc.
- Added new Power bloc for Abyssinia
- Maratha dynasty changed to Bhonsle.
- Improved the Papal power bloc
- Improved diplomacy including adjusting all subjects starting liberty desire.
- Canals can now be nationalized
- ERE rename decisions are hidden added a decision to show/hide them.
- Improved the Persian borders in the Caucasus.
- Fixed some missing modifier localizations.
- Added missing culture and religion standard of living modifier.
- Fixed errors related to 1.7.4 law changes
- Fixed errors related to 1.7.4 subsistance farms changes
- Fixed errors with Saxony formations
- Fixed error in Wallachia Lobbies
- Fixed errors with countires having relationships with invalid countires
- fixed trade route errors
- Updated the production methods and laws to match the changes in 1.7.5.
- Changed the way the mod handles dynamic names and colors so I won't need to keep as many redundent files. Nothing should change other than the obvious above Japan color change but if any countries have weird colors or names let me know.
- fixed missing ai evalution for protectorate, personal union, subject attack, force culture, force religion.
- added New Religion 'Elysian Orthodox' and decision for Elysium to return to it. Years of religious conflict within Elysium between the Neo Hellenes and Elysian Orthdox similar to the 30 years war in our timeline have rocked the colony since its independence.
- Due to many requests the Mod has the English available in every language Paradox supports so you can play in your local language with the Mods content in English. I am seeking folks to help me translate the mod properly in every language.
###Update 104
- Assaigned coat of arms to all starting power blocs
- Updated the rules to create a power bloc by making it no longer nesssary to be a Major Power and just requiring 10% as much prestige as the highest Great Power.
- Removed/No longer need the timed modifier Power Bloc leader that gave 100 prestige for a month previously needed it so most of my power blocs would not disband on games utilization.
- Updated starting lobbies
- Adjusted many country and state modifiers to be 50-100 years instead of permanent (Many of the debuff ones are removable by decision or other method but now waiting them out is just another method).
- Adjusted some ai to start out wanting to befriend the members they are in a power bloc with so their power bloc doesn't fall apart as random ai makes them rivals etc.
-
###Update 103
- Bug Fixes
- Fixed missing diplmatic plays.
- Fixed missing Mapi from trains.
- Features, adjustments & Balance changes
- added three new "Exarchate" events/journals and revamped the previous three.
- added new rules that prevent increase/decrease autonomy for colonies and certain other subjects until civilizing mission researched (Nationalism for some).
- some culture/ethnicity adjustments.
- toned down a few modifiers
- added new modificers
- started changing some permanent modifiers to 50 or 100 years. Ongoing process.
- Adjusted the AI so militarized nations keep more consripts.
- removed Hans opium addiction. Mughals are zonked though.
- Added a player only decision to add a temporary modifier for for Yuan to make it easier to win the war against ming. AI will not use it.
- Improved the Romanization Decree.
- Localisation imoprovements
### Update 102
- Balance changes
- Added a homeland defensive buff to the PLC and Abyssinia
- Moved the Iberians to HRE Sphere
- Removed nearly all the games starting wars, vassal gameplay is a fun addition of 1.7 so more vassals to exploit now I mean peacfully guide.
- Slightly tuned down the liberty desire modifiers I added.
- New unique BR tech "Greekfire"
- Two new mobilization options; Horse Transportation and Greekfire. (Previous iteration was just renamed flamethrower tech/mobilization option this is seperate unique now)
- Added +1 interest group to the Moscow Patriachate modifier to make it easier for them to get diplomatic help against their overlord.
- Fixed the Bulgarian revolt event was sucession dp which did not annex at the end. Changed to Annex subject dp which actually functions right. (The rally around the Basileus events subtracts the amount of infamy gained)
-Bug Fixes
- Fixed some AI strategy bugs
- Fixed some localization bugs
- Added missing COA to Vidin Nassios and Jamland.
-
###################
##### Update 98 1.7 Mega Update.
###################
### Power Blocs
- Created 14 Power Blocs
### Map changes
- Added dozens of new nations. Some are indepdent most are new subjects.
- New and Renamed states/hubs.
- Adjusted the borders of many previous nations/states.
- Adjusted starting arable land/resources to many states.
- Adjusted strategic regions
### Countries
- New countries on the map as well as new releasables/formables.
- changed colors and flags for some nations.
### Characters
- Many characters have been adjusted
- Clothing Adjustments
### Buildings
- Re-balanced entire maps starting buildings/production methods.
- Added building ownership to every building in the game.
- Re-balanced buildings
- Re-balanced production methods
- Fixed various UI and other bugs related to buildings and monuments.
### Military
- Added/adjusted military formations in particular the new new nations and states.
- Removed Skirmish infantry from game at start.
- Increased size of some countries starting militaries.
- Added Manowars to some nations starting fleets.
- Changed how Calvary works its no longer possible to upgrade Cavalry this was done because they AI just upgrades everything to Lancers and ruins immersion so if you want higher quality cavalry you'll need to disband the lower quality ones sorry.
### Technology
- Rebalanced many of the new techs and some old ones.
- Changed starting techs for many nations.
- Fixed bugs with many techs.
### AI
- Changed many nations strategies and secret goals.
- North Sea Empire, Swedan, Hordes, Tribals will keep substanially larger armies.
- Netherlands and other Trade nations will keep much larger navies.
### Liberty Desire changes
#- Lowered economic dependence effect on liberty desire to 25% of base game levels. Not in this update
- Added Modifiers to further slow down
### Laws
- Adjusted many laws
### Diplomacy
- Created Power Blocs
- Changed some subjects to either be a different type or no longer a subject but instead a member of the powerbloc.
- Re-Balanced subject types
- Added new diplomatic options to some nations. (Markets, Tribute etc)
- Changed some diplomatic types
- Removed some starting wars or added new ones.
### Goods
- Adjusted BR goods
- Services and Services/Transportation still market wide but made untradable.
### Modifiers
- Re-balanced all modifiers
- Re-balanced all state traits
- Example: All rivers have at least a 5% bonus too MAPI and agriculture thoughtput.
- Added Autocephalous Patriarchate Modifiers
### Map
- Turned Hudson bay into "Ocean" from impassible "lake" created exit routes for the ports in Ontario and Manatobia to exit into it.
### Populations
- Adjusted various states starting populations.
- Adjusted religions of many pops on the map.
### Cultures
- added, re-added, removed some cultures from the map.
- Added Afro cultures to the new world those forcibily imported will convert to the new cultures.
### Markets
- Some subjects now start with their own markets affecting the overall supply of goods in some previous markets
### Trade Routes
- Adjusted and added/removed many trade routes based on the supply/economic changes caused by all of the above changes.
### Stripted Trigger
- Added a scripted trigger that Lord R made so that when you play Baselia Romaion with Morgenröte the later knows BR is active and runs a compatible version of the mod.
### Clothing
- adjusted clothing / uniforms to many nations.
### Bugs and Internal stuff
- Internally reformated all the mods tags to prevent conflicts with PDX nations.
- Cleared out unused Tags.
- fixed 1000s of errors related to new systems
- Lots of stuff I lost track of also done please play and give feedback on discord.
Update 95 (Tech Tree Update)
# Technology
- Since the mod spans an additional 100 years compared to the base game, the tech tree has also be expanded to reflect this.
- Adjusted the eras of techs so that era 5 becomes era 6, era 4 becomes era 5, etc
- Added a new era 1, which contains the very basic production, military and society techs
- Added 13 new production techs
- Moved some of the laws/buildings to said new techs
- Added 15 new society techs
- Moved some of the laws/buildings to said new techs
- Added 13 new military techs
- Moved some of the buildings/military units to said new techs
- Laws have are unlocked at new techs.
- Buildings are unlocked at new techs.
# Future work
- Add distinct icons for each of the new techs
- Add PMs to reflect artisans manufacturing better.
- Continue to Balance the new and old techs.
# Other additions
- Testing out making Services/Transportation market wide goods since they are already limited by MAPI. I like the results but please give me your feedback.