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ChangeLog.txt
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2024-10-27 v0.1.5.2
-----------
General:
- Updated the mod to Vanilla 1.13.2
Major Changes:
- Complete overhaul of governments and related mechanics in light of 1.13.0 features
- Created "Eranian Dynastic" and "Roman Dynastic" to replace Eranshar and Bureaucratic/Gubernatorial governments
- The dynastic term is to inform players that it has mostly feudal-type inheritance mechanics
- Created notion of "Centralized Governments" for features in common in Iranian, Indian, and Roman governments
- Governments:
- General:
- Government flags overhauled for greater clarity
- Tribal Government:
- Tribal vassals get a -10 opinion of nomads, others get a -25 opinion
- High Tribal Government:
- High Tribal obligations now scale 11% for levies and taxes for each level of fame
- High Tribal Organization has modified opinions
- Pre-Feudal Government:
- Pre-Feudal Authority 3 now makes vassal refusal a crime
- Rajamandala Government
- Can now grant baronies to non-family members, but counties and higher must go to family members if possible
- Cannot use the County View to grant titles, given the difficulties in building the necessary triggers in the GUI
- Civil Service flag explicitly marks landed vassals as unemployable as councillors
- Iranian Dynastic Government
- Removed Republican tax & levy buff from Eranshar Government
- Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
- Secular Authority is now consistent across the realm, like Vanilla "Imperial Bureaucracy"
- Clerical Influence overhauled
- Modified piety cost to decrease Clerical Influence
- High levels do not enable temporal condemnation anymore
- Does not interface directly with Zoroastrianism anymore; instead applies directly to court chaplain rules for that polity
- Applies throughout the hierarchy like Vanilla "Imperial Bureaucracy"
- Gets a Vizerate (the Framadar being the inspiration for the later Islamic Vizerate); therefore, does not get Co-Monarchy
- Uses Tax Jurisdictions with a few non-basic jurisdictions
- Wuzurgan for powerful or well-established families of the same religion as the ruler
- Liege gets increased domain limit, tyranny gain, legitimacy, vassal limit, and renown; and decreased prestige and enemy hostile scheme success
- Vassals get increased prestige, domain limit, owned hostile scheme success chance, and liege opinion, and cannot join the dissolution faction
- If you can have this tax decree, your Chancellor, Steward, Marshall, and Spymaster must be from these vassals
- It is always tyrannical to revoke Wuzurgan titles (scaling inversely with Secular Authority), but having a title revocation reason halves the tyranny
- Deqhan available with the new Deqhan Innovation for the growth of smallholders
- Increases taxes and decreases levies provided
- Increases liege prestige per month
- Increase vassal prestige gain and development
- Roman Dynastic Government
- Only applicable to Kingdoms and Empires
- Merge of Bureaucratic and Gubernatorial governments
- Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
- Tyranny-free revocation of titles not in the same duchy as the vassal capital
- Dissolution and Independence factions invalid when your liege shares this government type with you
- Sub-Roman Dynastic
- Uses the same Authority laws as Roman Dynastic government
- The character modifiers implicit in Roman Dynastic are tied to the Sub-Roman Taxation law
- Become Roman Dynastic if vassalized by a Roman Dynastic ruler
- Eventually changes into Clan or Feudal governments
Minor Changes:
- Removed old Succession Expanded Co-Emperors in light of Vanilla Diarchy changes
- As Asoristan was the core of Sassanian power, made all non-tribals in the region Iranian Dynastic with religious protection
- Orestes gets the "Power Behind the Throne" trait preventing him from inheriting titles
- Romulus Augustulus' regency starts entrenched at 50 instead of firing one day later
- Roman, Sub-Roman, and Iranian governments use special election laws automatically at title creation
- "Independent Marauders" now tweaks vassal opinion so that direct vassals have a -20 opinion, but same culture vassals have a +20 opinion
- Tax Revolt faction has been removed in line with government overhaul
- All governments now have liberty factions as applicable
- Added "Roads to Power" buildings to game history
- Added the WtWSMS Soundtrack to the music player
- Various other minor cleanups
Culture:
- Renamed "Medio-Persian Traditions" to the more inclusive "Eranian Traditions"
- Updated some culture tradition graphics
- Updated some faith icons, courtesy of "Faith Icon Collection" on Steam
- "Eranian Traditions" no longer block dissolution factions against the Persian Empire
- Remove "Romano-Frankish" culture, as it is a poor fit for the CK3 culture system
- Disabled "Indomitable Azatani" from selection, folded its effects into "Highland Cavalry" and "Armenian Traditions"
- Those effects require Roads to Power DLC and both Roads to Power DLC and Royal Court DLC to get the special effects
- Culture Changes:
- Armenian:
- Removed "Highland Warriors", Added "Highland Cavalry"
Bug Fixes:
- Fixed some missing language colors
- Roman Empire should show up in the Senate window now
- Fixed Sea showing up as plains in the Terrain GUI window
2024-08-13 v0.1.5.1
-----------
Tweaks:
- Reduced the income multiplier of the Roman/Byzantine forums so they are not so overpowered.
- Reduced the cost of level 0 buildings, making them easier to build and start up an economy
- Overhauled development history to better line up with Vanilla 867
- Added some random non-dynastic senators at game start so the Senate is not so empty in 476
- Vache II of Albania has no claims in 476
- Romulus Augustulus is now part of Orestes dynasty
- Set Mottos for a handful of dynasties
- Updated some character's traits
- The rulers of Caucasian Albania and Sarir know the locals' language at start to reduce the odds of revolt
- Added Amun to the Egyptian religion pantheon localizations
- Added new icon for Gothic Christianity, replaced Arianism icon with old Gothic Christian icon
Bug Fixes:
- Fixed 476 Turkic powers having primogeniture at start
- Fixed wrong senate shield being shown for some senate events
- Fixed bug with Iranian culture building graphics
- Reduce the occurrence of courtiers having ethnic religions and incorrect cultures
- Fixed characters not learning the new language when their culture shifts language
- Fixed bug where western or eastern senators could be nominated to be consuls in opposing senates
- Fixed an error with conversion to feudalism decision being unavailable
- Fixed an error with being able to declare war on tributaries
- Fixed bug with Vlach culture divergence name
2024-04-27 v.0.1.5
-----------
General:
- Updated the mod to Vanilla 1.12.4
Defines & Game Rules:
- Added default game rule slowing hybrid and divergence
- Reduced a number of hard-coded defines, slowing the growth of cultural acceptance
- Added game rule restricting the creation of de jure titles if the ruler's primary title is titular; off by default and has an "AI only" variant as well.
New Mechanics:
- The Senate:
- Created two Senate institutions, with Roman and Constantinopolitan Senates, instead of having them on the map as a title
- The institution is interactable through the GUI as a new menu item
- Senate Interactions:
- Request Recognition:
- An event fires several days after taking the Senate Seat, where the Consul requests that you request Senatorial recognition
- You can Accept, Ignore the Senate, or Stall; all actions costing prestige and conferring modifiers
- After that event, players may request through the GUI that the Senate recognize them if they chose to stall instead of making a decision
- Rather than a decision, players may disestablish the Senate in the GUI if they are not a Roman-type culture or a Roman government
- Senatorial Recognition:
- Getting the recognition of the Senate confers a modifier which negates short-reign penalties, at the cost of prestige, but also gains an opinion bump with Senators
- Ignoring the Senate gains one prestige at the cost of an opinion malus with Senators
- Stalling the Senate hurts one's opinion with Senators, and each new consul will both the Senate Seat top liege, requesting that they seek the approval of the Senate
- Senate Character Interactions:
- The top liege of the Senate seat (Rome or Constantinople for East and West, respectively) and the consul may use Senate Interactions
- They may nominate a new Senator from characters in the "Senatorial Regions" around the Senate Seats or within the top liege of the Senate Holder's realm
- They may elevate dynasties to join the ranks of the senate
- The top liege of the Senate Seat may also nominate the next consul
- However, Senators react negatively to such interference by the top holder and such actions give negative opinion modifiers and cost variable prestige (depending on the nominee's traits and standing)
- Senatorial Families:
- Senatorial families have some implicit modifiers, granting prestige gain for dynasty members as well as bolstering diplomacy and intrigue
- Senatorial families expect to have a certain number of non-capital (or capital) baronies in their family
- Senatorial family dynasts will bother the holder of the Senate seat if their family has fewer holdings than desired
- Accepting grants a random non-capital barony to the Senator's family at the cost of aggravating vassals
- Refusing irritates the whole Senate
- Traits and Modifiers:
- Senators for both the East and West have traits which denote their membership and provide some prestige gain
- The Consuls have a character modifier indicating their consulship
- Previous Consuls have a trait indicating their prior consulship
- These Traits have additional, culture-related modifiers
- Senate leadership is elected yearly
- The Senate will behave somewhat autonomously, electing Consuls every January, or sooner if the consul dies mid-term, from among their ranks
- Players may nominate Consuls if they hold the Senate Seat, annoying the Senate but giving their nominee prestige and renown, as well as making them next consul
- Senate and Title Revocation:
- Revoking non-capital baronies from Senators _without a revocation_ reason angers all Senators
- Applies even for bureaucratic and gubernatorial governments (who otherwise have very liberal revocation rules)
- This does not extend to Senators with counties or greater
- Either of the Senates may collapse if no senator is available to maintain the Senate's functions
- Rajamandala and Eranshahr governments cannot request interact with the Senate, as they function under very different understanding of universality than the Roman Empire
- Senatorial approval and disapproval comes with legitimacy gain and loss, modified by government type, held titles, and culture features
- Title Creation:
- Titular Cultural Titles and related concepts removed
- Holding only Titular Kingdoms or Empires prevents you from creating de jure kingdoms and empires
- Added a decision for making titular Kingdoms into de jure Kingdoms for characters who cannot establish Roman empires, or for land outside the Roman Empire
- Only available to non-tribal, non-nomad, non-Gubernatorial governments
- Requirements:
- Have held the duchy in which the capital county resides for at least 30 years
- Complete control of at least two duchies within the same de jure kingdom, one of which is the capital duchy
- The capital duchy is your culture and faith
- Your culture has Social Stratification and Writing Innovations
- Legitimacy Level of 3
- Prestige Level of 5
- Maximum Crown-Type Authority if government has it, or sufficient fedualization for Sub-Roman governments
- Added a decision for replacing de jure Roman Provinces with titular Kingdoms for characters who can establish Roman empires, for land within the Roman Empire
- Similar to the above, but requires complete control of the associated kingdom
- Prestige prices increases quadratically with the degree of feudalization in the Realm
- Also requires Legal Codex Innovation
- Added a decision for making titular Empires de jure
- Added a decision for making titular Roman Empires de jure
WtWSMS Mechanics, from Previous Releases:
- Minorities:
- Faith Conversion (by event/decision/interface): a large minority of your old faith will still exist in your capital if you convert
- Culture creation removes parent culture minorities in counties of the new culture
- If a hybrid or diverged culture is within the cooldown period, the parent cultures are subsumed instead of becoming a minority when the county culture changes
- Conversion (by any means) now will keep a large minority of the old faith in your capital county
- Rites and related faiths do not leave behind a minority if converted to the main faith, _unless_ it is a holy site of the Rite and not the main faith
Map and History:
- Adjusted position of the Ostrogoth presence around Lake Balaton
- Increased number of size and Amazigh minorities in North Africa
- Minor fixes to some minorities around the map
- Daylamite Zoroastrian and Iranian Polytheist counties use Afridunism
Government:
- Nomads obligations function like clan obligations in 1.10.*
Religion:
- Zoroastrian faiths no longer have access to Rite tenet, instead using the branch mechanic from Vanilla
- Added Bosnian Church to Christian religion, but made it unconvertable for the time being
- Manicheanism has "Clerical Vegetarianism" Doctrine
- Tenets:
- Hellenic Syncretism is extended to Mazdan faiths as an option
- Patron Gods available to Zoroastrians
- Faith Changes:
- Scythian Paganism replaces "Sky Burials" with "Communal Identity"
- Mazdayasna replaces "Sky Burials" with "Ecclesiarchy", Replaces "Pluralism" with "Righteous"
- Zurvanism replaces "Sky Burials" with "Ritual Celebrations"
- Khurmazta replaces "Sky Burials" with "Communal Identity"
- Arewordik replaces "Sky Burials" with "Communal Identity"
- Funeral Rite Changes (beside Stoic):
- Religions:
- Arabian Paganism uses Bewailment
- Celtic Paganism uses Cremation
- Egyptian Paganism uses Mummification
- Georgian Paganism uses Sky Burials
- Hepthalite Religion uses Cremation
- Indian Tribal Religion uses Cremation
- Iranian Paganism uses Sky Burial
- Khasi Religion uses Cremation
- Peristani Religion uses Cremation
- Proto-Carpathian Religions use Bewailment
- Faiths:
- Illyrian Paganism uses Cremation
Cultures:
- Add ability to have more than one parent culture for historical cultures (enabling hybridization locks)
- Updated custom culture name triggers so they should appear more often in games
- Tweaked Sanitization innovation so that its available during classical antiquity to any culture that can build cities during that era
- Traditions:
- Hereditary Hierarchy unlocks the ability feudal government for government changing decisions, just like Divine Right Doctrine
- Xenophobic Tradition adds a malus to minority opinion (on top of the previous negative opinions)
- Heritages and Languages:
- Kemetic language added for Kemetic (Ancient Egyptian)
- Trojan language added for Trojan
- Trojan heritage added for Trojan
- Culture Tweaks:
- Qatarye's innovations at start have been slightly changed
- Sardinian starts with Proto-Sardinian instead of Sardinian Vulgar in 476
- Suebi (as in, Iberian Suebi) replaces Agrarian with Strong Believers
- Lusitanian is a parent culture of Romano-Hispanic (to prevent hybridization)
- Coptic is a divergent culture of Kemetic (Ancient Egyptian)
- Helleno-Coptic is a hybrid of Greek and Kemetic
- Trojan has its own heritage and language
- Made Indo-Scythian Indo-Aryan instead of Sakan heritage, to prevent hybridization with surrounding Indo-Aryan cultures
- Tradition Changes:
- Medio-Persian Traditions
- Unlocks Deqhan Tax Jurisdiction
- Makes characters better Tax Collectors
- Is not selectable with Engligthened Magnates
- Culture Tradition Changes:
- Afghan:
- DLC Triggered: Jirga (with Legacy of Persia)
- Brahui:
- DLC Triggered: Staunch Traditionalists (with Royal Court) / Isolationist (without)
- DLC Triggered: Jirga (with Royal Court) / Tribal Unity (without)
- Cyrtian
- DLC Triggered: Fierce Independence (with Legacy of Persia) / Swords for Hire (without)
- Daylamite
- Removed: Refined Poetry
- Added: Stallwart Defenders
- DLC Triggered: Pragmatic Creed (with Legacy of Persia) / Futuwaa (without)
- Khotanese:
- DLC Triggered: Frontier Warriors (with Legacy of Persia)
- Khwarezmian:
- DLC Triggered: Frontier Warrors (with Legacy of Persia) / Futuwaa (without)
- Parthian
- Removed: Ruling Caste
- DLC Triggered: Beacon of Learning (with Legacy of Persia) / Philosopher Culture (without)
- Sogdian:
- DLC Triggered: Frontier Warriors (with Legacy of Persia) / Futuwaa (without)
- Tocharian:
- DLC Triggered: Frontier Warriors (with Legacy of Persia)
Traditions:
- Roman/Latin Traditions have a feature reducing occurrence of the Dissolution Faction for Roman Empires
- Extended Byzantine Dissolution Faction blocker to all Roman Empires
- Frankish Traditions have looser can_keep conditions to model the continuation of Salic Law into the Medieval Period
- Added parameter to Colonizers so that your heritage and language are kept during event hybridization and the capital county's ethos is adopted
- Added parameter to Culture Blending & Malleable Invaders, where the capital county's heritage and language are kept during hybridization and your ethos is adopted
Innovations:
- Hospices are available from Classical Antiquity Era
- Writing is required to unlock all scriptorium buildings, in addition to any other innovations
Council Tasks:
- If a hybrid or diverged culture is within the cooldown period, the parent cultures are subsumed instead of becoming a minority when the county culture changes
Events:
- Overhauled Vanilla Culture Hybridization Event
- By default, the hybrid culture uses the capital county's heritage and language, along with your ethos
- If you have Colonizers tradition, instead your heritage and language are used by the hybrid, along with the capital county culture's ethos
- If you have Malleable Invaders or Culture Blending, the default is always used
- Extended Staunch Traditionalist hybrid event protection to a number of other cultures (Greek, Egyptian, Armenian, &c.)
- "Intransigent Marital Practices" event
- Fires if:
- A culture head converts to a reformed faith from an unreformed faith
- He controls 50%+1 of the culture counties
- The unreformed faith is present in 50%+1 of the culture counties
- The culture gains the corresponding marriage type tradition of the old faith
- Feudalization Event Chain
- Players have the option of converting to feudal or clan, depending on faith and culture parameters
Traits:
- Added Senate-related traits and modifiers
Other:
- Greatly simplified title revocation for bureaucratic and gubernatorial governments
- Vassals who both Greco-Roman Social Traditions will not take minority stance against their liege if their liege has a Greco-Roman Social Tradition as well
- Dissolution factions are fixed, so they large realms should shatter more readily
- Vassal stances applied to Crown-Authority like laws
- Vassal stances applied to minority laws
- Realm succession laws tweaked at start, so there's more "Male-Only" succession for cultures that are male biased
GUI:
- Re-aligned the Ritual Doctrines GUI; should be properly centered now
- Overhauled Realm GUI:
- Non-Crown Authority-like laws are now shown in the Law Tab instead of as a Realm Law
- The feudalization progress, influencing how like the feudal shift is to occur, is now shown to the Players
- Added tool tips to feudalization progress which show when feudalization can occur
GFX:
- Overhaul bookmark graphics to be closer to Vanilla
- Added new loading screen illustrations
- Updated loading screens so that Vanilla loading screens do not show
- Slightly changed Zurvanism, Arewordik religious icons
Localization:
- Cleaned up bookmark localizations
- Added localization for case where Roman culture heritage drifts in the heritage/language drift events
- Restored dynamic localization of Legalism for Hellenic and Egyptian religions
- Changed Localization:
- Renamed "Byzantine Traditions" to "Eastern Roman Traditions"
- Renamed "Coptic Heritage" to "Kemetic Heritage"
- Renamed "Divine Ontology" to "Perichoresis"
- Renamed "Heritage Culture Tradition" to "Legal Tradition"
- Fixed various missing localizations
Bug Fixes:
- Fixed a bug with the Fall of Rome Event
- Fixed a bug with independent Marauders Tradition depending on DLC available
- Fixed a bug where Hinduism was missing the Eastern religion doctrine
- Fixed a bug with some combinations of religious reformation and tenets not being selectable properly
- Fixed an arithmetic bug causing culture shift events to happen much faster than desired
- Ensured the AI properly references existing, historical hybrid cultures at game start for culture divergence events
- Fixed a bug with cultural tradition triggers preventing some traditions from being selectable
- WtWSMS Main Menu Theme "From the Hills" plays correctly
- Fixed error where some patron deity modifiers wouldn't be cleaned up during conversion
- Improved Character View GUI so that the triburtary tab functions like all other tabs
- Added travel point of interests for WtWSMS buildings
- Various other bugfixes
2023-10-01 v0.1.4
-----------
General:
- Updated the mod for 1.10.2
- Added New "Rise of the White Huns" bookmark to 476 group
Mechanics:
- Improved CCU model:
- Languages:
- Introduced notion of dialect continua to provide more granularity to languages
- A language can have multiple continua, helping provide a better model for languages at the lowest levels
- Introduce notion of creoles to allow genetically unrelated languages to have some degree of relation to each other
- Heritages:
- Allowed heritages to have multiple heritage groups and families, in line with the generally fuzzy notion of what a heritage is
- Added "Kulturbund" concept to capture the relative heritage closeness of some heritages that are still distinct
- Example: Altaic Kulturbund for Turkic and Mongolic heritage, Scythian Kulturbund for Sarmatian and Scythian heritages
- Implemented heritage and language drift events to model the evolution of culture and language during the period
- Implemented for Latin heritage and languages
- Implemented for Indo-Aryan languages
- Integrated Nezaros' Minority system and adapted it to WtWSMS
- Added new minority map modes to be able to see distribution of minorities on the map
- Integrated with council tasks
- "Promote Culture" and "Convert County" tasks increase minority level by one (none -> small minority -> large minority -> majority)
- By default, the tasks will continue until the majority of the county is changed
- Integrated with Migrations
- Instead of county modifiers, migrations (major and minor) will spawn minorities based on development and migration type
- Integrated Typical's Tributary system and adapted it to WtWSMS
- Disabled tributary income at the moment, as the tributary income system is broken
- General Changes:
- Tributaries can call their suzerain to war if being attacked by an external power via decision
- Suzerain can always call tributaries to war via decision
- Made it possible to refuse a suzerain call to arms, breaking the tribute contract and making tributaries target-able with punitive CBs (reinforce Tribute and depose the punished ruler)
- Made it possible to refuse a tributary's call to arms, breaking the tribute contract
- New Tributary Types:
- Foederatus Tributary
- A permanent tributary, but (ai) will never refuse a call to arms, either as a foederatus or a suzerain
- Has some additional modifiers for this tribute type
- Created "Right to Rule" interaction for Roman Emperors with federates
- Enables foederatus to conquer former Roman lands as if Roman Successor
- Costs 1000 prestige for the Emperor but grants a 100 year truce (preventing raiding, among other things)
Causus Belli:
- Minor Migrations
- Overhauled code for minor Migrations
- The player's capital now gets a small minority of the player's faith and culture if successful
- Removed some of the old modifiers that blocked conversion for a limited time
- An event now fires a few days after winning a war, allowing players to choose keeping their old government or adopting new ones
- Major migrations
- Counties still have a chance to flip to the migrator's culture & faith
- If not, there's a chance to spawn large or small minorities
- The probability of these minorities spawning is inversely related to the county's development
- Removed some of the old modifiers that allowed rapid conversion for a limited time
- An event now fires a few days after winning a war, allowing players to choose keeping their old government or adopting new ones
- Extended Sub-Roman reconquest CB to Federates with "Right to Rule" character modifier
- An event now fires a few days after winning a war, allowing players with "Right to Rule" modifier to choose keeping their old government or adopting new ones
Culture Pillars:
- Added new heritages: Common Slavic, Peristani, Sakan, Sarmatian
- Moved Old Slavic to Common Slavic heritage
- Broke up East Iranian heritage into several different heritages
- Sarmatian Heritage: Sarmatian, Alan, Iazyges
- Sakan Heritage: Sakan, Dahi Scythian, Indo-Scythian
- Peristani Heritage: Nuristani
- Tocharian Heritage (Now Serindian): Sogdian
- Iranian Heritage: Afghan, Khwarezmian, Bactrian, Mazanderani (Amardian)
- Overhauled languages in line with with the improved CCU model
Traditions:
- Added concept of Greco-Roman Social Traditions, raising baseline acceptance between Greek and Roman cultures _but_ preventing their hybridization
- Added increased baseline acceptance between cultures sharing a Heritage Tradition
- Caucasian Wolves is tied back to Georgian instead of Colchiscan
- "Right to Rule"-type changes:
- Strong Kinship unlocks the ability to adopt clan government (if neither your culture nor your religion supports your current government type)
- Persian Traditions unlocks the ability to adopt Eranshar government (if neither your culture nor your religion supports your current government type)
Culture:
- Added a number of custom culture creation names from CK2 WtWSMS
- Added customized culture histories that provide players with additional information regarding cultures and design decisions
- Added New Cultures:
- Arabic Heritage:
- Qatarye: Christian coastal Arabs with significant commercial influence before Islam
- Baltic Heritage:
- Sudovian: Models the ancient people who were attested as early as Herodotus and Ptolemy
- East Galindian: Baltic people listed in Slavic records, likely separate from the (Western) Galindians
- Kolochin: Balto-Slavic Archaeological Complex between the Vth and VIIth Centuries
- Dneiper Baltic: Baltic Subgroup in the Dnieper river basin, extant until (possibly) as late as the XIIIth Century
- Caucasian Heritage:
- Awaral: Migration Era (Caucasian) Avars
- Svan: Ancient highland tribal Kartvelian culture
- Indo-Aryan:
- Mathil: Models one of the major Gangetic cultures/languages
- Gandhari: Early important culture in the transmission of Buddhism to Central Asia
- Peristani:
- Burusho: Models the non-Indo-European-speaking people in the Yaisn valley
- Pamiri: Models the East Iranian-speaking people of the Pamir region (Credit: cyberxkhan's RICE)
- Central Germanic:
- Suavi: Tribal Suebi that didn't migrate to Galacia (see Hunimund PLRE Vol 2)
- Sarmatian:
- Romano-Alan: Models the Romanized Alans near Orleans in the Vth Century
- Alano-Vandals: Models the Vandalized Alans in the African Vandal Kingdom
- Serindian:
- Khotanese: Models the Sakanized Tocharian basin culture in Khotan
- Southeast Asian (Burman):
- Tripuri: Ancient Tibeto-Burman people in Tripuria (Credit: Rajas of Asia)
- Khasi: Austroasiatic people settled in Meghalaya (Credit: Rajas of Asia)
- Tibetan:
- Balti: Tibetan people noted by Ptolemy
- Changed Cultures:
- Przeworsk moved to East Germanic heritage
- Brahui moved to Iranian heritage
- Reudignian moved to North Germanic heritage
- Nuristani moved to Peristani heritage
- Removed Cultures:
- Aeolian (Byzantine heritage)
- Gruzinim (Israelite heritage)
Innovations and Eras:
- Reduced number of eras by one and renamed: Tribal, Classical Antiquity, Late Antiquity are the new eras
- Redistributed Vanilla Tribal innovations effects across the new Tribal, Classical Antiquity, Late Antiquity eras
- Overhauled innovations for a cleaner, more natural progression; every era of the above has 10-12 innovations now
Religion Doctrines/Tenets:
- Added Liturgical Rite Christian flavor Doctrines
- Moved Christian Ecumenism to be a Christian Doctrine instead of main group doctrine
- Added "Right to Rule" doctrines from Rajas of Asia, detailing the ability to change government depending on faith and culture
- Added Buddhist Canon doctrines to Buddhist faiths, courtesy of RICE
- Moved Hindu Sampradaya doctrines to the main group (as there is only 1 doctrine specific to Hindus)
- Tweaked nudity doctrine so new Jain faiths can more freely adopt naked priests
- Added new "Ritual Doctrines" category for Vegetarianism and moved Pilgrimages to the Ritual Doctrine category
- Zunism uses Zoroastrian Syncretism instead of Ritual Hospitality (under the Zurvan-hypothesis; the links of Zhun to Shiva is handled elsewhere)
- Donyipoloism uses Communal Identity instead of Ethnic Religion
- Gnostic Tenets/Doctrines consider each other Astray, not Righteous
- Doctrine Changes:
- Zoroastrian Asvan faiths that share a Head of Faith convert counties to their Head of Faith's faith instead of their own
- Iranian Pagans consider and are considered by Zoroastrians to be hostile instead of evil
- Tenet Changes:
- Gnosticism is unavailable to Christians; they use the "Gnosis" Christian doctrine now
- Reincarnation is available to Christians with Gnosis Doctrine or Jews with Gnosticism Tenet
Religion:
- Removed Eastern Pagan family; the relations between the Eastern Faiths and Eastern pagans is now handled by a doctrine
- Improved Vanilla compatibility and removed some unnecessary religion overwrites
- Moved Priscilianism to Christianity (formerly Dualism)
- Reviewed Clergy in all faiths:
- Jainism and Buddhism use Lay Clergy
- Modified some Dualist Theocracy stances; the proto-Christian faiths now use Theocracy instead of Lay Clergy
- Scythian Paganism made a faith in the Steppe Religion
- New religions:
- Indian Tribal Religion for Munda and Gondi Paganism
- Added Dezawism covering the religious traditions of the Peristani people
- Added Austroasiatic religion covering the religious traditions of the Khasi people
- Added Iranian Religion covering the proto-Zoroastrian beliefs of the Highland peoples that influenced later Yazidism and Yarsanism
- New Faiths:
- Maronite Church added for the Chalcedon Creed accepting, West Syriac Liturgy Christians that retained their communion with Rome
Buildings:
- Overhauled buildings in light of innovation rework
- Level 1 unlocked in the Tribal Era
- Level 2 unlocked in the Classical Antiquity Era
- Level 3 unlocked in the Late Antiquity era
- Level 4-5 in Early Medieval Era, 6-7 in the High Medieval Era, 8-9 in the Late Medieval Era
Governments:
- Removed contract option to change non-Gubernatorial governments to Gubernatorial (temporarily, under review)
Council Tasks:
- Establish Title Task:
- Update Establish Title task; progress is saved in the capital and thus stays through a ruler and his councilor's deaths
- Moving or loosing the capital county eliminates all progress
- Establish Title base speed reduced to 5/3× that of title drift, down from 5/2× title drift speed in light of progress being more readily saved
Decision/Activities:
- Removed Chariot Races (Temporarily)
- Added Government Conversion decisions from Rajas of Asia (with permission) and extended to WtWSMS governments
- Added decisions relating to adopting/abandoning vegetarianism
- Removed "Proclaim Gothic Empire" decision
Map/History:
- Characters:
- Added Theodorus, satrap of Sophanene in 502
- Orestes is an extremely entrenched diarch, making playing Romulus Augustulus harder
- Because of game mechanic issues, the associated event fires one day after game starts
- Updated history of various characters related to Attila, Tanukhids, Langobards, Goths, and Bosporans
- Various other minor character history tweaks and improvements
- Countries:
- Thaton and Ostrogoths made Tribal in 476 in line with history information
- Map overhauled
- Added new cultures, religions to the map and adjusted them throughout in line with minority mechanics
- Overhauled history, especially in Britain, Gaul, Hispania, North Africa
- Specific Region Notes (includes major cultural/religion changes):
- Africa (Northwest):
- Added Byzacena duchy to k_africa
- Granted Byzacena to Theodoric, son of Gaisaric as per attestation (PLRE Vol 2)
- Removed Aeolian and replaced with Greek
- Adjusted placement of Montanism, Hypsistarianism to match historical records better
- Arabia:
- Adjusted some county borders to better represent
- Fixed Zarqa Jadi being alive in 476 and replaced with Monophysite Hanzalah tribe in Yamama
- Added Hanwazinid's as a subordinate tribe to Hajr-Amr
- Fixed Tamim, Taghlebi, and Al-Qays locations
- Removed Lebbaeus presence in Arabia, as Mesan did not extend that far south
- Added Christian Qatarye provinces for settled Arabic provinces in the Sassanid Empire
- Britannia:
- Added additional historic holders to various parts of British territory
- Added Jute presence on the Isle of Wight
- Added additional Pictish principalities with improved granularity
- Moved Pelagian counties to those under Germanic domination, in line with early references to Pelagianism being a problem for the Church in the Urban east
- Improved locations of Angles, Jutes, Saxons in the east of Britannia
- Caucasus:
- Abaza made a vassal of Lazica (in line with notional control)
- Added fictional Svan vassal of Svaneti to match the historic quasi-independence of the region
- Sarir moved to a more accurate location centered on Kumukh, as per best sources for its location
- Added fictional Durdzuk ruler under Sarir so Sarir is connected (tenuously) to the ERE
- Added independent Adyghes ruler in Cabardinia
- Adjusted Corduenian culture to better match history
- Added Awaral to match historic distribution
- Extended Adyghes counties to match historic distribution
- Dacia & Moesia:
- Added Tuldila's (PLRE Vol 2) descendents in Moesia, as records of Hunnic raiding extend to the Vth Century
- Added Hormidak (PLRE Vol 2) as a vassal of the Gepids as he was active during the period
- Gaul and Italia:
- Corrected the placement of Frankish tribes
- Expanded Frankish presence in Gaul
- Improved Romano-Raetian distribution
- Added new holders for Romano-Alan regions in Gaul
- Handled the division of Burgundians between the children of Gunderic (whereas they were previously unlanded)
- Adjusted the Roman-Germanic border along the Danube to more accurately represent the chaos of the period
- Gave St. Severinus a holding in Sankt Polten under Rugi dominion, to model the complexity of the period
- India
- Western Satraps moved to a more accurate location
- Persia
- Zurvanism remains the court religion of the Sassanids, but has no on-map presence
- Indo-Parthian used to cover the extent of future Balochi cultures
- Brahui brought more in line with historic presence
- Tarim Basin and Central Asia
- Fixed the horrific Bactrian/Sogdian border (the old version was to fix some CTD; no longer CTDs)
- Sakan replaces Sogdian in the Syr Daya basin
- Thrace and Hellas:
- Gave the Thracian Goths a Hunnic vassal in c_vratsa based on historic attestation of Hunnic settlement & activity into the Vth Century
- Tsakonian reduced to historical Tsakonia
- Balto-Slavia:
- Very much in progress; may be extensively changed in future versions
- Adjusted position of Antes and Sklaveni to closer match early Archaeological complexes
- Removed ahistorical Slavic tribes (Lutogostians, Berimirians) to have more accurate Balto-Slavic tribes instead
- Added additional East Baltic tribes in Aesti territory
- Adjusted general disposition of Balts and Slavs in e_russia, e_finland, e_baltic_empire
- Germania Magna:
- Adjusted borders of many tribal powers to better match historical records, include Saxony, Thuringia, Alamannia, Lombards, Venedi
- Added Suavi vassal in the eastern part of the Alamannian Confederation, per Jordanes
- Chatti moved to a more accurate region for Vth Century
- Cheruscii removed as they were likely no longer extant
- Pontic-Caspian Steppe:
- Improved the position of the Bolghar tribes
- Improved the division of Crimea between the Bosporan Kingdom, the (Crimean) Goths, and Byzantium
- Tibetan Plateau:
- Balti replaces Zhangzhung in the Kashmir area
- Kalash and Burusho made independent, as has more-or-less been the case in that region
- Turks:
- Turuk/Gokturk culture removed for 476
Localization:
- Increased number of dynasty names in Old Kamarupan culture
- Renamed "Gupta" government to "Rajamandala" government
- Culture Pillars:
- Renamed West Iranian heritage to Iranian heritage
- Renamed Tocharian heritage to Serindian heritage
- Cultures:
- Added extensive custom culture history localizations to provide players with increased information about various proto-cultures
- Renamed Macronian to Lazic
- Renamed Galician to Gallaecian to avoid Vanilla collision
- Renamed Amardian to Mazanderani
- Religion Doctrines:
- Renamed "Gnostic" Soteriology Doctrine to "Gnosis"
Bugfixes:
- Fixed vassals to the Roman Empires having access to the Sub-Roman Reconquest CB
- Fixed bug in Fall of Rome event firing incorrectly (hopefully)
- Nepos properly hates Romulus and Orestes now
2022-12-19 v0.1.3
-----------
General:
- Updated the mod for 1.8.1
Faiths:
- Fixup some Hellenic gender laws vis-a-vis Pythagoreanism and Platonism
- Assyrian Pagans gain piety from raiding in addition to other effects
- Audianism, Patripassianism use Communion instead of Aniconism as they have a HOF
- Sethians use Communion instead of Inner Journey because Inner Journey isn't available to Dualists
- Hepthalites use Lay Clergy
- Made Slavic pagan pluralist instead of fundamentalist
Cultures:
- Przeworsk become Cosmopolitan (i.e., Egalitarian) to better reflect contact culture status and make amenable with Vistula-Veneti divergence
- Old Slavic touch-ups (Stoic instead of Bellicose + Collective Lands)
- Fixup Vidivarii ethnicities
Localization:
- Hypsisterian holy book changed to match Hellenism
- Fixed Armenian Chancellor name
- Updated tooltip as to why k_byznatium can't be made
Graphics:
- Changed Valentinianism color for more clarity
- Ported in new religion icons, courtesy of super7700
Gameplay:
- Added empire creation rule to allow players to create multiple empires if they so desire (like in Vanilla)
- Modified Zeno's War CB to account for total occupation of Zeno's provinces somewhat.
Bug Fixes:
- Fixed Valentinianism consanguinity doctrine
- Fixed issue with Italian kingdom triggers
- Added missing localization for Roman Empire triggers
- Fixed WRE de jure flips
- Removed hanging prefeudal conversion reference that was missed
- Fixed the create Israel decision
- Removed references to an unexisting Germanic-Norse split
- Fixed the starting governor of Liguria being a part of Flavius Aetius' dynasty
2022-10-02 v0.1.2
-----------
General:
- Updated the mod for 1.7.2
Title Grants:
- Temporarily disabled the generic title grant buttons in the GUI for Eranshahr governments with low Secular Authority for counties while working on a GUI fix that takes religion of the holder into account
Culture:
- Ostrogoths get "Quarrelsome" tradition to grant them additional CBs
History
- Updates to some in-game DNA (does not yet effect bookmarks)
Decisions
- Nikomedia is a valid capital for ERE restoration
Casus Belli:
- Roman Successor and Roman Imperial conquests have dynamised gold costs; they cost 1/2 the years income OR 500 gold, whichever is less
Landed Titles:
- Titular titles now properly support AI primary priorities
Map:
- Some minor updates to Aghwank (Caucasian Albania) holdings and cultural names
Religion:
- Women allowed to be Mithraic priests
Localisation
- Updated Hypsistarian localisation
- Updated Slavic Duchy flavorisation
- Updated the "Grant to [My Culture] Noble" and "Grant to Local Noble" buttons to inform players of why that button might be disabled
- Localisation typo fixes
Bugfixes:
- Patron Gods extends to Hellenics properly
- Fixed automutilation being available to eunuchs
- Tax revolt localisation/graphics issues fixed
- Allowed non-Zoroastrian Eranshahr government characters to grant Zoroastrian counties to anyone
- Islamic Syncretism blocked before rise of Islam
- Fixed the bureaucratic succession bug not changing vassal bureaucrats to gubernatorials
- Ahistorical artifacts should no longer spawn as a result of inspirations
- Fixed tribal holdings not converting when changing government to Feudal/Clan
- Fixed permission issue for government conversion decisions
- Fixed issue with title revocation for capitals
- Fixed independent Sub-Roman getting the "as a vassal you petition your liege on taxes" Sub-Roman event
2022-09-11 v0.1.1
-----------
- Update for 1.7.0
Religion:
- Tib is a holy site for Mandeans, replacing Farz
- Assur, Ninive are holy sites for Assyrian Pagans; new holy sites are Assur, Ninive, Harran, Baghdad, and Sinjar
- Monophysitism gets Apostolic succession to enable potential Autocephaly like in CK2
Culture:
- Frankish Traditions get 50% MAA maintenance cost (can't currently make that only prestige cost)
- Indian Language Union extended to Meitei, Kachari languages
- Taifals have Concubines Tradition like other Christian Germans
Map:
- Some city name improvements
- Takrit is Birtha for Greeks
- Takrit is Assyrian culture
- Updated Sitifensis religious distribution
Casus Belli:
- Roman Successor Reconquests are available again for hefty prices.
- Advanced Governments (Sub-Roman, Bureaucratic, Gubernatorial, Gupta, and Eranshahr) have access to De Jure and Claim conquests
Localization:
- Added missing Assyrian Pagan Localization for Assyrian Paganism
- Some additional localization polish (making some adjectives proper adjectives)
Other:
- Tweaked WtWSMS default game rule conversion values slightly
- Updated credits for more proper names and catching some contributors that had been missed
- Updated music with new version of "From the Hills", courtesy of Christian Szajna and TJ Moran (lead cello)
Major Bugfixes:
- Custom characters will not yield feudalism; on account of how CK3 works, on day 1 the character will be feudal. Day 2, it will revert to the previous government. We will continue to investigate how to mitigate this in the GUI in the future.
- Fixed bug in minor aristocracy time being 50 instead of 25 years
- Colonizers/Romance Culture/Hellenizers/Hellenic Culture traditions should be selectable so long as the resulting hybrid has the appropriate heritage
- High Tribals may build/use tribal buildings now
- Custom titles are creatable under most circumstances; the Franks must still try to make Francia while the Goths need to try to make Empire of the Goths. Will look into making a game rule to disable this in future releases.
- Sub-Romans should not get every feudal transition event a the same time anymore
- Conversion to High Tribalism no longer requires a reformed faith (as faith reformation is innovation locked)
Minor Bugfixes:
- Many localization typo corrections
- Fixed an issue with monolithic culture triggers
- Fixed some incorrect ages in bookmarks for character dna
- Fixed some wonkiness in the Arascid dynasty by making Phriaptes an Arascid
- Fixed duplicate Creones/Western Isles duchy
- Catholicism/Orthodoxy won't appear as a result of stress anymore
- Liege's may demand settled vassals convert (if the liege has State Religion)
- "As I Lay Dying" event should no longer occur (for now)
- Trier instead of Turin is one of the valid capitals for re-establishing the Roman Empire
- Fixed Empire of Gaul creation trigger so it's available to human players
- Graphics bugs in Chur and Barcelona should be fixed
- Sub-Romans can retract vassals
2022-09-04 v0.1
---------------
Initial alpha release, including:
- Playable 476 bookmark
- Fully covered map with title history
- Ported functional religions
- Entirely ported cultures
- De jure spanning across the map
- Ported character history
- Ported governments with adapted vassal contacts
- Reworked terrain for 476
- Key CBs, like Migration and Roman Reconquest
- Review of existing vanilla content, including character and heresy spawns