[MOD] When the World Stopped Making Sense - A Migrational Era Mod for CK3 - 476-700 AD

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Lovely stuff, especially given how historiography for this time is quite lacking.
 
Bit of a daft question but what happens if for example Western Empire is sufficiently resuscitated and Latin Italians remain a dominant culture? Will linguistic and cultural drifts still occur if there are no barbarians to fill in the post-roman space (since the Romans haven't gone away in this example).
 
Bit of a daft question but what happens if for example Western Empire is sufficiently resuscitated and Latin Italians remain a dominant culture? Will linguistic and cultural drifts still occur if there are no barbarians to fill in the post-roman space (since the Romans haven't gone away in this example).

The linguistic drift took place over a period of 400 years, it probably should not be a factor even if there is a Barbarian invasion or if the Empire splinters and stays separate.
 
Great stuff man ! Long time lover of this mod ! (5 years) any plans on adding more start dates for the mod anytime soon ?
We will add a few bookmarks for the next release, but unlikely to be beyond 480 for 0.2.0

Bit of a daft question but what happens if for example Western Empire is sufficiently resuscitated and Latin Italians remain a dominant culture? Will linguistic and cultural drifts still occur if there are no barbarians to fill in the post-roman space (since the Romans haven't gone away in this example).
There are conditions under which divergence won't occur, but we're working on fine-tuning and generalizing those requirements.
 
Dev Diary 15: Additional Supply Depots Required Additional Heritages Required

It's been a while, so it's about time for another dev diary. This one will talk more about heritage and culture changes.

Standard Warning: As always, everything featured here can be completely changed or even removed before release.

Heritages
As we alluded to earlier, heritages were also getting a rework. Unlike language, heritage is an extremely fuzzy notion, and as such a tree structure is not a good way of modelling it. Instead, we've done completely away with a tree structure for heritages, and now heritage groups and families are instead flexible.

Heritage Groups and Families
A heritage can now have any number of groups or families instead of only one. This means we can now have far more detailed gradations than was previously possible. For example, consider Byzantine Heritage:

Byzantine_Heritage.jpg


It is now part of both the West Asian and European Families, so it's baseline with both is higher. It also spans both the West Asian and Balko-Anatolian groups.

Or consider Amazigh heritage: it spans the Afro-Asian, North African, and West African Groups, as well as the African and West Asian families.

Berber_Heritage.jpg


The improvement in granularity means we can have a better model for how cultures relate to one another.

Here's the current model for both the Heritage Groups and Heritage Families.

Heritage_Groups_v3.png

Heritage Groups; note Levantine Romance being in both Romance and West Asian Groups
Heritage_Families_v3.png

Heritage Families

Heritage Division
As people can see in the above, we've added a number of new heritages. I'll give a brief overview of some of the major changes:

East Iranian is dead!
First, East Iranian is no longer a heritage group; we've been trying to move away from language branch == heritage group for a while, and the new heritage group/family mechanics means we can finally do so. It's been split into a few new groups:

  • Sakan is for Saka, Dahi Scythian, and Indo-Scythian cultures, representing the nomadic Scythian cultures that were clearly within the Iranian cultural sphere of influence.
  • Samartian is for Sarmatian, Iazyges, and various Alan cultures, representing the nomadic Scythian cultures that were not as readily within the Iranian sphere of influence.
  • Serindian is a renaming of Tocharian heritage; it applies to the "Serindian" cultures, or those non-tribal cultures that were within the Greater Iranian, Greater Indian, and Greater Chinese cultural spheres: Tocharian, Guchi, Khotanese, and Sogdian. Khotanese is a new culture that is a divergence of Sakan and represents the later Sakan groups that settled in the Tarim Basin (the Kingdom of Khotan and Shule kingdoms).
  • Iranian covers the remaining East Iranian groups that were pretty clearly within the greater Iranian cultural sphere: Bactrian, Khwarezmian, Amardian, Afghan.

Khotanese_Example.jpg


Peristan
Peristan is the heritage that covers the various western Himalayan peoples, both Indo-European speaking (Pamirs, Kalash, Nuristanis) and not (Burusho). Being very isolated, they don't cleanly fit into Serindian, Indian, Himmalyan, or Iranian spheres, and thus have their own heritage, along with new traditions helping model their long-term isolation.

Peristani_Example_1.jpg


We've also spoken with cyberxkhan at RICE and integrated Dezawism for the pagan religion of the Peristanis, replacing the various culture-specific religions with something more general.

Peristani_Example_2.jpg


Slavs
With the heritage drift mechanics more-or-less fleshed out, we've moved (Old) Slavic from East Slavic heritage to instead having a (Common) Slavic heritage. Eventually, we'll code for cultural splits like the Latin cultures have.

Slav_Example.jpg


Latin Culture Division
Since many players like playing Latin cultures/governments, it remains a top focus. So we've now added a number of heritages to model the cultural changes that took place (or could have taken place) during the migration period. Here's a list of Latin divergence heritages:

  • Italian: For Romance cultures in Greater Italy
  • Iberian: For Romano-Hispanic cultures
  • Frankish: For Romano-Gallic cultures with a Frankish superstratum (ruled by Franks/hybridized by Franks)
  • Gallic Romance: For Romano-Gallic cultures without a Frankish superstratum
  • Northern Romance: For Romano-British cultures
  • Eastern Romance: For Romano-Pannonian, Romano-Noric, Romano-Thracian, and Romano-Dacian cultures.
  • Southern Romance: For Romano-African cultures
  • Levantine Romance: For Romano-Aramean cultures

Note that some of these aren't strictly in the European Family; Southern Romance spans both African and European families, while Levantine Romance is not in the European family. All these child cultures are still within the Romance group however, so an Italian heritage culture has a +10 acceptance baseline with Levantine Romance while a Central Germanic culture (not being in the same group or family) would have a +0 acceptance baseline.

Both Vasconic and Iberian are in the same group as well, so they have a +10 baseline.

Kulturbunds
The final change we've implemented is the notion of "Kulturbunds" (lit. "culture federation", from my very poor German) for certain cultures that should have a higher-than-group acceptance with one another, but still shouldn't have the same heritage. There are three Kulturbunds right now:
  • The Turko-Mongol kulturbund (Turkic and Mongolic heritages)
  • The Scythian kulturbund (Sarmatian and Sakan heritages)
  • The Himalayan kulturbund (Peristani, Qiangic, and Tibetan heritages)
This provides a +15 baseline acceptance instead of a shared group +10 baseline acceptance. In particular, the Scythian kulturbund allows us to have a sense of "shared cultural values" between the greater Scythian groups without requiring them to have the same heritage.

kulturbund_example.jpg


### Tradition Changes
We've made some minor tweaks to some heritages. There's now a "Greco-Romano" cultural tradition for both Byzantine and Latin cultures that both blocks hybridization and increases baseline cultural acceptance. Should make it easier to hold a combined Greco-Roman empire together.

Greco-Roman_Tradition.jpg


Heritage Cultural Traditions also increase baseline cultural acceptance for cultures that have the same Heritage Cultural Tradition.

Heritage_Cultural_Tradition.jpg


20230325132722_1.jpg

Both Heritage Cultural Tradition and Greco-Roman cultural tradition baseline acceptances stack

Governments: The Vision
Some players have complained about a lack of flavour/dynamism for governments in 0.1.*, that things all play vaguely the same. We hear that and are working on an overhaul of at least bureaucratic/gubernatorial governments in 0.2.0. Ideally, we want each government to feel and play very differently, modelling the different approaches to politics and power. In particular, I want Roman government to avoid feeling like feudalism as much as possible while still remaining interesting to the players.

That said, there are some very real limitations the game engine enforces that we cannot easily work around. We're reviewing how much we can push the game to its limits, but that remains under investigation.

That's it for this dev diary; it's a little shorter than I'd like, but that's all I can talk about right now. Next dev diary might not be for a while (as we investigate the game engine limitations, which is a non-trivial effort), but rest-assured we are working on it.
 
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Post 1.9.* Status Update

Salvete Omnes. It's been a while, so here's a status update; not a real DD, because there's not too much content to discuss.

May turned out to be a terrible month for modding; most of the team has other things that need to be done that pushed back out 1.9.* Update. At least, that means we got 1.9.1 before starting the hard work of modding. Unfortunately, Tours and Tournaments touched a lot of the code base, so it's not nearly as simple an update as 1.5 or 1.6 or 1.8 were, so ToTo [1] will take a while to do. Especially with their changes to how buildings and activities work; our goal is to get 0.1.4 out quickly, so we might temporarily remove a few minor features (like chariot races) along those lines to accelerate release.

We also considered how we want to push going forward, and we will probably finish our 476 map before moving into more mechanics. The map is mostly done, but there's a few regions (e.g., the Balto-Slavs, Persia's religious landscape, India's religious landscape) that require additional work to be fully complete.

Thankfully, PDX will be on holiday next month, so that'll give us a buffer, at least, to get the 1.9.* update done.

I'll make a few more notes, then post the current 0.1.4 changelog below.


Historical Notes

Because of the paucity of some records during the period, we've taken the liberty of adding some historical notes for various cultures; culture itself is a somewhat fuzzy notion and we felt the need to provide some explanation for certain design choices or to provide more information for players. So, I took a cue from Cultures Expanded and added a number of tool tips for players to read if their interest is piqued.

20230601151154_1.jpg

HHHHHHHHuuuuuuuuunnnnnnnnzzzzzzz!!!!!!
20230601151157_1.jpg

Yes, we know some choices are controversial. We know that won't stop people arguing, but you'll at least be aware of it.
20230601151200_1.jpg

What players really want: Citations!!!!
20230601151242_1.jpg

We even did it for the Romans!
20230601151254_1.jpg

Some of them even get a custom texture!
Other Minor Note
From a histographical perspective, the term "Nestorian" is a terrible misnomer for the ancient Church of the East. We've gone through some great pains in When the World Stopped Making Sense to avoid specific polemical appellations wherever possible (see my agonizing search for a better term than "Xiongnu"), but this remains a particular issue in Vanilla.

One of the particular bones of contention I have is the use of the term "Nestorian" in reference to the Church of East and its Christology. For a more thorough treatment of this issue, see Sebastian Brock's "The 'Nestorian' Church: A Lamentable Misnomer" (only 14 pages) [2] or any current ecumenical dialogue between the Western Churches and the descendants of the Eastern Church.

The short summary is: We've replaced the "Nestorian" name with "Eastern Syriac" and labeled their Christology "Eastern Dyophysite". The later term is lamentably of my own invention, but I required a one-line summation of their position for the GUI, so oh well.


20230601152007_1.jpg

I'd prefer not to use a term of my own invention, but I'm not finding a better term to sum it up in literature.

[rant]
If anyone in the PDX design team is reading this, I would really love to see the term "Nestorian" scrubbed from the Church of the East in Vanilla; since Vanilla CK3 isn't going to go into deep discussions of the Christology of various denominations, there are better choices than that.
[/endrant]


Next v0.1.4 Changes
-----------


Mechanics:

  • Integrated Typical's Tributary system and adapted it to WtWSMS
    • Tributary Changes:
      • Tributaries can call their suzerain to war if being attacked by an external power
      • Suzerain can always call tributaries to war
      • No tributary income currently as the system is bugged and requires major overhaul to work
      • Made it possible to refuse a suzerain call to arms, breaking the tributary contract and making tributaries target-able with punitive CBs
  • Suzerain Changes:
    • Made it possible to refuse a tributary's call to arms, breaking the tributary contract (which does not grant a punitive CB option)
  • New Tributary Types:
    • Foederatus Tributary
      • Like a permanent tributary, but (ai) will never refuse a call to arms
  • Integrated Nezaros' Minority system and adapted it to WtWSMS
    • Added notion of minority capacity so an upper limit exists on the number of minorities in a county
    • Minorities can grow and decline in a cellular automaton style system
    • Specific cultural traditions and religious doctrines & tenets will interact with this system
    • 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
  • 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
  • Added new title color system that colours tributary primary titles with their liege's primary title color
  • Added basic religious mission task for Court Chaplains that allows independent rulers to launch conversion missions to other independent rulers with unreformed faiths
    • AI currently does not use this task as it is being balanced
  • Implemented heritage and language drift events to model the evolution of culture and language during the period

Map/History: (Unless otherwise specified, only covers the 476 bookmark)
  • North Africa:
    • Added Byzacena duchy to k_africa
    • Granted Byzacena to Theodoric, son of Gaisaric as per attestation (PLRE Vol 2)
  • Anatolia:
    • Culture/Religion:
      • Removed Aeolian and replaced with Greek
      • Adjusted placement of Montanism, Hypsistarianism to match historical records better
    • Cybellianism, Rabbinism reduced to a minority presence
  • 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
    • Culture/Religion:
      • Added Christian Qatarye provinces for settled Arabic provinces in the Sassanid Empire
  • Britannia:
    • History:
      • Added additional historic holders to various parts of British territory
      • Surrey and Middlesex are tributaries of Kent and Essex, respectively, representing the steady Germanic hold on the region
      • Added Angle tributary of York, representing long-settled Angle laeti
      • Added Jute presence on the Isle of Wight
      • Added additional Pictish principalities with improved granularity
      • Culture/Religion:
        • 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
        • Pelagian presence in Hibernia changed to minorities
        • Improved locations of Angles, Jutes, Saxons in the east of Britannia
  • Caucasus:
    • Tributaries:
      • Converted Iberia, Albania to Sassanid tributaries
      • Converted Lazica, Sarir to ERE tributaries
      • Added Zichia as a ERE tributary, given references to Zichia as under ERE influence during the period
    • Lazica
      • Abaza made a vassal of Lazica
      • Added fictional Svan vassal of Svaneti to match the historic quasi-independence of the region
    • Roman Armenia
      • Added Theodorus, satrap of Sophanene in 502
    • Sarir
      • 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
    • Culture/Religion:
      • 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 descendents in Moesia, as records of Hunnic raiding extend to the Vth Century
    • Added Hormidak 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
  • Hispania:
  • Culture/Religion:
    • Gothic presence reduced to minorities more in line with historic settlement
  • India:
    • Replaced old proto-cultures with a greater variety of cultures
    • Western Satraps moved to a more accurate location
  • Levant:
    • Culture/Religion:
      • Reduced Audianism, Patripassianism to minorities in line with history; replaced with Western Syriac and Maronites
      • Romano-Arameans converted to minorities
      • Some minor adjustments of cultural positions
  • Persia:
    • Culture/Religion:
      • 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
      • Median, Romano-Aramean reduce to minorities
  • Raetia:
    • 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
  • Tarim Basin and Central Asia:
    • Hephthalite Empire uses tributaries instead of vassals, as was the case in CK2 WtWSMS
    • Culture/Religion:
      • 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
      • Khotanese replaces Saka in the Tarim Basin
      • Added Pamiri in the Pamir mountain region
  • 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
    • Culture/Religion:
      • Tsakonian reduced to historical Tsakonia
  • Balto-Slavia:
    • Very much in progress; may be extensively changed in 0.1.5
    • 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
    • Culture/Religion:
      • 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
    • Culture/Religion:
      • 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
      • Acatiri are a Hunnic tributary to start
    • 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
Religion:
  • Doctrines:
    • Right to Rule Doctrines: (Credit: Rajas of Asia)
      • All faiths have a "Right to Rule" doctrine, which influences which type of government they may have
        • If you have a religious doctrine OR cultural tradition that supports your government, you cannot change it
        • Otherwise, a decision is available to change your government
        • Options: Divine Right (Feudal government), Material (Clan government), Rajadharma (Rajamandala government), Khvarenah (Eranshar government)
    • Ritual Doctrines:
      • Added "Ritual Doctrines" category for faiths controlling their views on Conversion, Pilgrimages, and Vegetarianism
      • These interplay with various activities and decisions in game, giving players more customization options
    • Buddhism Doctrines: (Credit: cyberxkhan's RICE)
      • Buddhist faiths have a "canon" doctrine that control relations between each other, similar to Christian ecumenism doctrines
    • Gnostic Doctrines:
      • Gnosticism has a "Syncretism" doctrine, covering potential syncretisms as well as a Communal Identity equivalent
        • Supersessionism (Communal Identity-like): Manicheanism
        • Christian Syncretism: Valentinianism, Marcosianism, Mandeanism,
        • Jewish Syncretism: Sethianism, Caintinism
        • Hellenic Syncretism: Sabianism
      • Gnosticism Doctrine views other Gnostics as astray instead of Righteous
    • Christian Doctrines:
      • Gnosis Christian Soteriology doctrine now covers Gnosticism tenet effects
      • Added Liturgical Rite as a flavor doctrine for Christians (minimal cost to change)
    • Zoroastrian Doctrines:
      • Zoroastrian faiths that share a Head of Faith convert counties to their HoF's faith instead of their own
    • Dharmic Doctrines:
      • Added Nudity Doctrine so all Jains can choose whether to be nude or not
    • Pagan Doctrines:
      • Iranian Paganism has a doctrine improving relations with Zoroastrianism; considers and is considered by Zoroastrianism to be Hostile instead of Evil
  • Tenets
    • Tenet Changes:
      • Gnostics can no longer can choose Communal Identity tenet, as its effect is bundled with a Gnostic Doctrine choice
      • Gnostics can no longer can choose Syncretism tenet, as its effect is bundled with a Gnostic Doctrine choice
      • Jewish Faiths can no longer choose Communal Identity tenet, as they have Jewish Identity covering those effects
      • Christian Faiths can no longer choose Gnosticism tenet, as its effect is in Christian Soteriology Gnosis doctrine
      • Gnosticism Tenet views other Gnostics as astray instead of Righteous
    • New Tenets:
      • Jewish Identity tenet added, replacing Communal Identity for Judaism; similar, but more insular than Communal Identity
    • Removed Faiths:
      • Kalashism (Hinduism)
      • Nuristanism (Hinduism)
    • New Faiths:
      • Christianity:
        • Maronite Church: The Chalcedon Creed accepting, West Syriac Liturgy Christians that retained their communion with Rome
          • Tenets: Communion, Rite, Monasticism
      • Iranian Religion: (New Religion)
        • Iranian Paganism: Models the pre-Zoroastrian faith that preceded Zoroastrianism and probably influenced Yazidism and Yarsanism
          • Tenets: Sun Worship, Megalithic Constructions, Ritual Celebrations
      • Indian Tribal Religion: (New Religion)
        • Gondi Paganism (for non-Hindu Gondi regions)
          • Tenets: Ethnic Religion, Pacifism, Sanctity of Nature
      • Khasi Religion: (New Religion; Credit: Rajas of Asia)
        • Khasi Paganism: Ethnic religion of the Khasi people
          • Tenets: Sanctity of Nature, Ethnic Religion, Megalithic Constructions
      • Peristani Religion: (New Religion; Credit: cyberxkhan's RICE)
        • Nuristani Paganism: Covers the pagan beliefs of the Pamirs, Nuristanis, Kalash, and Burusho
          • Tenets: Cthonic Redoubts, Ritual Celebrations, Ritual Hospitality
  • Faith Changes:
    • Buddhists use Lay Clergy instead of Theocratic Clergy
    • Jains use Lay Clergy instead of Theocratic Clergy
    • Dualists:
    • Doctrine Changes:
      • Valentinianism replaces Lay Clergy with Theocratic Clergy, in line with their proto-Orthodox stance
      • Marcosianism replaces Lay Clergy with Theocratic Clergy, in line with their proto-Orthodox stance
      • Mandeanism replaces Theocratic Clergy with Lay Clergy
      • Sabianism replaces Theocratic Clergy with Lay Clergy
      • Caintinism replaces Theocratic Clergy with Lay Clergy
    • Tenet Changes:
      • Marcosianism replaces Communal Identity with Literalism
      • Christians:
        • African Church uses Righteous pluralism doctrine and replaces Legalism with Monasticism
        • Georgian Orthodoxy starts with the Miaphysite Creed and a local Rite
        • Armenian Christianity uses Etchmiadzin instead of Suenik as a Holy Site
        • Paulicianism replaces Gnosticism with Communion and uses the Gnosis Soteriology doctrine
        • Marcionianism replaces Gnosticism with Aniconism and uses the Gnosis Soteriology doctrine
        • Priscillianism made a Gnostic Christian faith again
      • Judaism:
        • Rabbinism replaces Communal Identity with Jewish Identity
        • Karaism replaces Communal Identity with Jewish Identity
        • Malabarism replaces Communal Identity with Ethnic Religion
      • Zoroastrianism:
        • Khurmazta replaces Theocratic Head of Faith with No Head of Faith
        • Mazdakism replaces Clerical Gender Either with Clerical Gender Only Men
        • Arewordik replaces Unrelenting Faith tenet with Sky Burial tenet
      • Scythian Paganism is part of the Steppe Religion
      • Donipolyoism uses Ethnic Religion instead of Communal Identity
      • Hypsistarianism replaces Sinope and Tebizond with Tanais and Oenoanda as Holy Sites
      • Indian Tribal Religion (New Eastern Pagan religion)
        • Includes Munda Paganism and Gondi Paganism

Innovations:
  • Removed Decentralization innovation as it is no longer necessary
  • Writing and Social Stratification innovations now spread organically; the culture that lacks the innovation must border a sufficient number of counties with cultures having the innovation for them to spread
  • Late Migration "Dominum Mundi" innovation unlocks the ability to change government if neither the player's culture nor faith supports the current government

Culture:
  • Extensively overhauled culture history with custom tooltips for added clarity and player insight
  • Reimplemented previous Indo-Aryan cultures in light of new language/heritage drift mechanics
  • Reworked Languages:
    • Languages extensively reworked in light of new CCU model
  • Reworked Heritages:
    • New heritages added to adapt to the CCU model
    • East Iranian Heritage removed; cultures moved into Sarmatian, Sakan, Serindian, Peristani, or Iranian heritages
      • Sarmatian: Sarmatian, Iazyges, Alan
      • Sakan: Sakan, Indo-Scythian, Dahi Scythian
      • Serindian: Sogdian
      • Iranian: Afghan, Khwarezmian, Bactrian, Mazanderani (Amardian)
      • Peristani: Nuristani
  • Tradition Changes:
    • Strong Kinship unlocks Clan government as a conversion option
    • Vegetarianism adds a prestige bonus for the vegetarian trait instead of passive health bonus
    • Added "Greco-Roman" tradition category, which prevents Greeks and Romans from hybridizing but increases Cultural acceptance between the two
  • New Traditions:
    • Caucasian Mountain Homes
      • For Caucasian Cultures
      • Like Mountain Homes, but with Staunch Traditionalist and Isolationist effects
    • Xenophobic:
      • For Peristani Cultures
      • Like Isolationist, but stronger and makes promoting Xenophobic culture/replacing Xenophobic cultures more difficult
  • New/Extensively Changed Cultures:
    • Arabic Cultures:
      • Qatarye: Models the coastal Arabic communities under Persian suzerainty who had long been settled (see Dilmun, Tylos)
        • Pillars: Cosmopolitan Ethos, Arabic Language, Male Only Martial
        • Traditions: Strong Believers, Dexterous Fishermen, Xenophilic, Maritime Mercantilism, Dryland Dwellers
    • Baltic Cultures:
      • Sudovian/Yotvingians: Models the ancient people who were attested as early as Herodotus and Ptolemy
        • Pillars: Bellicose Ethos, West Baltic Language, Male Only Martial
        • Traditions: Forest Wardens, Battlefield Looters, Swords for Hire
      • East Galindians: Baltic people listed in Slavic records, likely separate from the (Western) Galindians
        • Pillars: Bellicose Ethos, East Baltic Language, Male Only Martial
        • Traditions: Forest Wardens, Hill Dwellers, Staunch Traditionalists (Royal Court) OR Isolationist
      • Kolochin: Balto-Slavic Archaeological Complex between the Vth and VIIth Centuries
        • Pillars: Bellicose Ethos, East Baltic Language, Male Only Martial
        • Traditions: Polygamous, Forest Folk, Sacred Groves
      • Dnieper Baltic: Baltic Subgroup in the Dnieper river basin, extant until (possibly) as late as the XIIIth Century
        • Pillars: Communal Ethos, East Baltic Language, Male Only Martial
      • Traditions: Forest Folk, Wetlanders, Hit-and-Run Tacticians
    • Balto-Finnic Cultures:
      • Chud: Proto-Ingrian/Izhourian/Votes
        • Pillars: Communa Ethosl, Finnic Language, Male Only Martial
        • Traditions: Strong Believers, Forest Folk, Hit-and-Run Tacticians
    • Caucasian Cultures:
      • Svan: Ancient highland tribal Kartvelian culture
        • Pillars: Communal Ethos, Svan Language, Male Only Martial
        • Traditions: Eye for an Eye, Caucasian Wolves Caucasian Mountain Homes
      • Awaral: Migration Era (Caucasian) Avars
        • Pillars: Stoic Ethos, Avaric Language, Male Only Martial
        • Traditions: Eye for an Eye, Quarrelsome, Caucasian Mountain Homes
    • Central Germanic Cultures:
      • Suavi: Tribal Suebi that didn't migrate to Galacia (see Hunimund PLRE Vol 2)
        • Pillars: Spiritual Ethos, Irminonic Germanic Language, Male Only Martial
        • Traditions: Strong Believers, Tribal Hierarchy, Stand and Fight!
    • East Germanic Cultures:
      • Przeworsk: Now represents Germanic component of Przeworsk Archaeological Complex
        • Pillars: Cosmopolitan Ethos, East Germanic Language, Male Only Martial
        • Traditions: Tribal Unity, Forest Folk, Culture Blending (Royal Court) OR Xenophilic
    • Indo-Aryan Cultures:
      • Maithil: Models one of the major Gangetic cultures/languages
        • Pillars: Communal Ethos, Magadhan Language, Male Only Martial
        • Traditions: Xenophilic, Frequent Festivities, Culinary Artists, Parochialism
      • Gandhari: Early important culture in the transmission of Buddhism to Central Asia
        • Pillars: Cosmopolitan Ethos, Gandhari Language, Male Only Martial
        • Traditions: Refined Poetry, Philosopher Culture, Xenophilic, Religious Patronage, Expert Artisans (Royal Court)
    • Peristani Cultures:
      • Burusho: Models the non-Indo-European people in the Yaisn valley
        • Pillars: Communal Ethos, Burusho Language, Male Only Martial
        • Traditions: Xenophobic, Mountain Homes, Equal Inheritance
    • Pamiri: Models the East Iranian-speaking people of the Pamir region (Credit: cyberxkhan's RICE)
      • Pillars: Communal Ethos, Pamir Language, Male Only Martial
      • Traditions: Mendicant Mystics, Mountain Homes, Pastoralists
    • Sarmatian Cultures:
      • Romano-Alan: Models the Romanized Alans near Orleans in the Vth Century
        • Pillars: Spiritual Ethos, Scythian Language, Male Only Martial
        • Traditions: Mendicant Mystics, Strong Believers, Horse Lords, Concubines
      • Alano-Vandals: Models the Vandalized Alans in the African Vandal Kingdom
        • Pillars: Bellicose Ethos, Scythian Language, Male Only Martial
        • Traditions: Mendicant Mystics, Concubines, Ruling Caste, Horse Lords
    • Serindian Cultures:
      • Khotanese: Models the Sakanized Tocharian basin culture in Khotan
        • Pillars: Cosmopolitan Ethos, Sakan Language, Male Only Martial
        • Traditions: Caravaneers, Religious Patronage, Dryland Dwellers, City Keeprs, Expert Artisans (Royal Court)
    • Southeast Asian Cultures:
      • Tripuri: Ancient Tibeto-Burman people in Tripuria (Credit: Rajas of Asia)
        • Pillars: Communal, Kokborok Language, Male Only Martial
        • Traditions: Isolationist, Sacred Groves, Jungle Dwellers, Adaptive Skirmishing
      • Khasi: Austroasiatic people settled in Meghalaya (Credit: Rajas of Asia)
        • Pillars: Communal, Khasi Language, Male Only Martial
        • Traditions: Tribal Unity, Matriarchal, Monogamous
    • Tibetan Cultures:
      • Balti: Tibetan people noted by Ptolemy
        • Pillars: Communal Ethos, Tibetan Language, Male Only Martial
        • Traditions: Isolationist, Himalayan Settlers, Sacred Mountains
  • Cultural Tradition/Pillar Changes:
    • Additions/Removals:
      • Abaza: Added Caucasian Mountain Homes
      • Adyghes: Added Caucasian Mountain Homes
      • Basque: Added Hill Dwellers tradition
      • Minaean: Removed disaporic
      • Parthian: Added Persian Traditions
    • Replacements:
      • Adnanite: Tribal Unity replaces Dryland Dwellers
      • Alamannian: Communal Ethos replaces Cosmopolitan
      • Brahui: Iranian heritage replaces Dravidian heritage
      • Gallaecian: Gallaecian language replaces Celtiberian language
      • Gustow: Sacred Groves replaces Metalworkers
      • Gutnish: Norse language replaces Gothic language
      • Juhuro: Caucasian Mountain Homes replaces Staunch Traditionalists
      • Lusitanian: Latin language replaces Lusitanian language
      • Reudignian: North Germanic heritage replaces Central Germanic heritage
    • Removed Cultures:
      • Aeolian (Byzantine Heritage)
      • Gruzinim (Israelite Heritage)
  • Updated a number of ethnicities to match archeogenetic studies and historical attestations

Casus Belli:
  • Updated migration CB's to utilize the new minority system
    • The chance of flipping the majority population reaches 0 at 20 development
    • Otherwise, there is a chance for minorities (large or small) to spawn as a result of the migration, inversely proportional to development
  • Updated other CB's to interact with tributary system
  • Added Punitive CB so that suzerain's may cheaply force tributary status on tributaries
  • Roman Imperial Reconquest CB is no longer innovation-locked
Decisions:
  • Added new government conversion decision in line with religions partially dictating the type of government one can have
  • Added "Become a Vegetarian" decision to add trait, available depending of cultural and religious features
    • Vegetarianism can also be abandoned
  • Added "Reform Government" decision, which allows one to adopt a fitting government if their religion or culture changes
  • Vegetarian ritual doctrine blocks hunting decisions
Laws:
  • Added minority interaction laws
Localization:
  • Renamed "Gupta government" to "Rajamandala government"
  • Renamed "Macronian" to "Lazic"
  • Renamed "Galician" to "Gallaecian" to avoid collision with Vanilla Galician culture
  • Renamed "Amardian" to "Mazanderani"
  • Renamed "Tocharian" heritage to "Serindian" heritage
  • Renamed "Nestorian" Christian doctrine to "Eastern Dyophysitism" for increased accuracy
Gameplay:
  • Wrote up system that should avoid issues with random government changes as a result of war, grants, &c.
  • Updated GUI to include support for new law tabs
  • Added a large number of custom culture creation names from CK2 WtWSMS
  • A handful of Easter Eggs added
  • Reduced speed of establish de jure in light of bug fixes; is now 67% than de jure drift instead of 150%

Bug Fixes:

  • Fixed vassals to the Roman Empires having access to the Sub-Roman Reconquest CB
  • Fixed some inconsistencies with the "Establish De Jure" council task

Submod improvements:
  • Made an incremental improvement for future colour-blind mods by making religions and cultures use named colours
    • This will make it so submods only need to overwrite name color files

[1] -
[2] - https://www.escholar.manchester.ac....amId=POST-PEER-REVIEW-PUBLISHERS-DOCUMENT.PDF
 
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It looks like a very interesting update. I can't wait until it's available!
 
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Why are the Ghassanids and Oman the same culture?
 
Post 1.9.* Status Update


  • New Faiths:
    • Iranian Religion: (New Religion)
      • Iranian Paganism: Models the pre-Zoroastrian faith that preceded Zoroastrianism and probably influenced Yazidism and Yarsanism
        • Tenets: Sun Worship, Megalithic Constructions, Ritual Celebrations
I don't know whether the team plans to go that far, but a new day-and-night faith based possibility for Iran that worships Mihr, Lord of the Day and Apam Napat (the Burning Lord), Lord of the Night, seems potentially interesting.
 
Short Status Update
Been a while, so a short status update
  • Getting 0.1.3 up-to-date with 1.9.2.1 is mostly finished. There's only a handful more errors to fix.
  • Innovations and eras are getting another look in the face of PDX's vanilla changes ←We are here
  • Actually run the full test suite to see what else I've missed in the 0.1.3 to 1.9.2.1 update
  • Then port in 0.1.4 changes (Unknown ETA, but some of it should be fast)
Could not agree more about the use of "Nestorian".
Glad I'm not alone there.
I don't know whether the team plans to go that far, but a new day-and-night faith based possibility for Iran that worships Mihr, Lord of the Day and Apam Napat (the Burning Lord), Lord of the Night, seems potentially interesting.
For what it's worth, Mihr (or Mithra) isn't Apam Napat's opponent, so far as my knowledge of ancient Iranian religion goes.
Will have to look into this, probably not for 0.1.4 though!
Why are the Ghassanids and Oman the same culture?
The Kahlan (or Khalan) were one of the tribal confederations that came from South Arabia. The Ghassanids traced their genealogy back to Azd, which was a member of that Confederation. The Azd also settled in Oman and became one of the major groups there by the Rise of Islam. With the minorities system in 0.1.4, we can probably give this region more detail (e.g., represent the Persian coastal colonies, &c.)
 
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