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Releases: loup99/BP

v0.1.5.2

27 Oct 20:26
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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

v0.1.5.1

13 Aug 09:04
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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

v0.1.5

27 Apr 15:05
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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 aggrivating 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)...
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v0.1.4

01 Oct 17:12
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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 Ch...
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v0.1.3

19 Dec 09:22
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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

v0.1.2

02 Oct 13:44
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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

v0.1.1

11 Sep 20:39
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  • 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 Eranshar) 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

v0.1

04 Sep 19:33
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Initial 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