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Dev Diary 21 - Unique and Special Reformation Doctrines (+ other minor additions)

It is time for the first non-map dev diary in a while (though there will be a few map screenshots). Various map-related things (adding proper positions, adding seven baronies for each province, etc.) are still being worked on, and we've still got to add rulers to a lot of places to even have proper top-level borders.

View attachment 447445

The above is roughly how the map currently would look if we just added back the title history files for titles with the same names as we had in the previous version (which can lead to errors; there's a Xi-Xia province in Taiwan since the associated county name can be found there). Some later start dates would look even worse than the above in some areas, and the above hasn't been checked for anything other than "Does a title with this name exist?" and "Is the liege title something that exists?", so we still have some distance to go before we have proper history files even when it comes to independent realms.

The Silk Road (and, to a much lesser extent, Trans-Sahara Trade Route) has been expanded a bit from vanilla. It is still a bit WIP, and we might cut a few bits here and there or redraw parts of it.

View attachment 447450
View attachment 447451
As mentioned, our positions still are far from complete, which creates some rather noticeable issues.

The current list of Silk Road trade post counties:
# Vanilla
province_id = 1491 # Purang
province_id = 1498 # Lhasa
province_id = 1478 # Kathmandu
province_id = 1359 # Mathura
province_id = 1365 # Delhi
province_id = 1448 # Dunhuang
province_id = 1440 # Khotan
province_id = 1439 # Kashgar
province_id = 678 # Trapezous
province_id = 764 # Antiocheia
province_id = 802 # Alexandria
province_id = 596 # Tana
province_id = 667 # Tabriz
province_id = 693 # Baghdad
province_id = 649 # Basra
province_id = 646 # Esfahan
province_id = 641 # Hormuz
province_id = 630 # Merv
province_id = 1180 # Udabhanda
province_id = 1297 # Debul
province_id = 1127 # Navasarika
province_id = 1220 # Goa
province_id = 1114 # Mahoyadapuram
province_id = 1221 # Vijayawada
province_id = 1446 # Kara Khoja
province_id = 868 # Muscat
province_id = 719 # Mecca
province_id = 1338 # Multan
province_id = 1369 # Socotra
province_id = 858 # Aden
province_id = 903 # Samarkand
province_id = 1185 # Kabul
province_id = 1129 # Kataka
province_id = 1318 # Samatata
province_id = 1297 # Debul
province_id = 1163 # Varanasi
province_id = 1154 # Laksmanavati
province_id = 1151 # Magadha
province_id = 1481 # Paro
province_id = 1115 # Cholamandalam
province_id = 1288 # Ujjayini
province_id = 796 # Cairo
province_id = 1362 # Lahur
province_id = 728 # Damascus
province_id = 774 # Jerusalem
province_id = 620 # Itil
province_id = 1794 # Yangikent
province_id = 775 # Jaffa
province_id = 633 # Gurgan
province_id = 664 # Qazwin
province_id = 644 # Shiraz
province_id = 1797 # Almaty

# Added vanilla provinces
province_id = 496 # Constantinople
province_id = 333 # Rome
province_id = 561 # Theodosia
province_id = 750 # Nikaea
province_id = 741 # Nikomedeia
province_id = 483 # Rhodos
province_id = 757 # Famagusta
province_id = 745 # Smyrna
province_id = 474 # Cephalonia
province_id = 356 # Venezia
province_id = 468 # Ragusa
province_id = 339 # Messina
province_id = 935 # Amalfi
province_id = 327 # Pisa
province_id = 233 # Genoa
province_id = 652 # Al Hasa
province_id = 718 # Medina
province_id = 1443 # Karashar
province_id = 1513 # Jiuquan
province_id = 730 # Palmyra
province_id = 1142 # Pratishthana
province_id = 1215 # Dakhina Desa

# Added Tianxia provinces
province_id = 2861 # Chang'an
province_id = 2804 # Wuhou
province_id = 2691 # Litang
province_id = 2639 # Mong Yang
province_id = 2632 # Pagan
province_id = 2619 # Pegu
province_id = 2657 # Dali
province_id = 2655 # Pu'er
province_id = 2643 # Kyaingtong
province_id = 2566 # Haripunchai
province_id = 2558 # Lavapura
province_id = 2550 # Chaiya
province_id = 2268 # Lamuri
province_id = 2608 # Luang Prabang
province_id = 2573 # Angkor
province_id = 2571 # Chantaburi
province_id = 2685 # Dai La
province_id = 2698 # Zhenzhou
province_id = 2671 # Indrapura
province_id = 2596 # Champassak
province_id = 2669 # Vijaya
province_id = 2577 # Oc Eo
province_id = 2537 # Temasek
province_id = 2292 # Pelalawan
province_id = 2540 # Melaka
province_id = 2281 # Panai
province_id = 2305 # Palembang
province_id = 2322 # Kalapa
province_id = 2867 # Hong'an
province_id = 2769 # Tanzhou
province_id = 2724 # Guangzhou
province_id = 2707 # Hong Kong
province_id = 2829 # Fu
province_id = 2736 # Changle
province_id = 2851 # Hefei
province_id = 2753 # Hangzhou
province_id = 2844 # Guangling
province_id = 2876 # Luoyang
province_id = 2882 # Kaifeng
province_id = 2889 # Linyi
province_id = 2914 # Dadu
province_id = 2934 # Hanseong
province_id = 2944 # Naju
province_id = 2923 # Liaoyang
province_id = 2955 # Busan
province_id = 2940 # Jeonju
province_id = 2975 # Pyeongan
province_id = 2449 # Chikuzen
province_id = 2481 # Settsu
province_id = 2485 # Yamashiro
province_id = 2484 # Yamato
province_id = 2436 # Chuzan
province_id = 2734 # Quanzhou

In the last dev diary, I briefly went through the holy sites as they were at that point. There have been a few changes since then; Ryukyuan now has Taipei, Shimajiri (southern Okinawa), Jeju, Hyuga (eastern Kyushu), and Kii (central Honshu) as its holy sites, and Shinto now has Yamashiro, Ise (central Honshu), Buzen (northern Kyushu), Hitachi, and Shimajiri.


Now, on to the main topic of this dev diary: Reformation Doctrines.

As in the case of vanilla pagans with HF, Tianxia pagans with HF that reform will get to customize their faiths, and all of them have access to unique Doctrines. In the case of the Sanamahi, Kaharingan, Melanesian, and Ainu faiths, there's just one unique doctrine each.

View attachment 447453

Sanamahi - Ancestor Veneration + Animist.

View attachment 447456

Kaharingan - Haruspicy + Ancestor Veneration

View attachment 447474

Melanesian - Sea-Bound (minus river movement) + Animistic

View attachment 447457

Ainu - Haruspicy + Animistic


Given that there still are four pagan religions left, there's obviously something different about them. What is different isn't that they don't have unique Doctrines; rather, they potentially have access to more than one special Doctrine.

View attachment 447460

Equality + Unrelenting

View attachment 447462

Equality + Sea-Bound (minus river movement)

For the Ryukyuan religion the two choices are "The Three Mountains" and "Children of the Seas". The first of these is, as you might suspect, a reference to the EU4 achievement with the same name (which requires conquering the world as Ryukyu), while the latter probably is more historically plausible. As the ahistorical choice might not be to everyone's liking, there is a game rule controlling the availablility of this Doctine (Three Mountains Disabled/Player Only/Allowed/Enforced). Be aware that the AI is set to generally pick Warmongering/Dogmatic + The Three Mountains if it has the option.


In the case of Shenism, Muism, and Thanism, they all have one unique Doctrine and one JD-exclusive shared Doctrine option.

View attachment 447454
Thanist - Meritocracy + Ancestor Veneration

View attachment 447467

Muist - Meritocracy + Animistic

View attachment 447468

Shenist - Meritocracy + Astrology

You can see the actually unique Doctrines above. That leaves the shared one (which can be restricted a bit by a game rule; more on that below).

View attachment 447473
Meritocracy + Stability


What is so special about Meritocracy + Stability? Why is it a JD-exclusive doctrine restricted to a few religions? Why did the Nature, the second Doctrine, and the Leadership change between the two screenshots, for that matter? And why would we want a game rule to disable a certain Doctrine?

Well, we rather obviously want the Yuan Dynasty to be Chinese Imperial (and for the Yuan emperor to be the "target" of the Grace system after they finish off the Song, which is dependent on that government type and JD). However, the relevant characters are Buddhists, and it would be rather ahistorical to make them Taoist just for the Chinese Imperial government type. Because of that, we have to somewhat loosen the restrictions on the Chinese Imperial government's religion requirement (which previously was "Taoists only!"), and it therefore made sense to open it up for a few of the pagans under very strict conditions.

The current religious condition for the Chinese Imperial and Confucian Bureaucracy governments (the latter of which also comes with further conditions to prevent it from being used by vanilla Buddhists and various Tianxia Buddhists and Taoists we want to be unaffected) is that the religion either is Taoist, Buddhist, or lives up to all of the following:
- The Holy Fury DLC is active (since the religion otherwise gets a religious head and GHWs).
- The base reformed religion is Shenist, Thanist, or Muist.
- The Nature is Cosmopolitan.
- The religion has the benefits from the Stability and Meritocracy Doctrines, and not through picking the unique Thanist Doctrine (since Ancestor Veneration won't work with Autonomous). This means you've selected Confucian Bureaucracy (+ something; see below for further restrictions), Stability + Meritocracy, Sons of Heaven (Shenist only) + Stability, or Spiritual Wisdom (Muist only) + Stability.
- None of the following Doctrines have been selected: Divine Marriage, Polygamy, Agnatic Clans, Enatic Clans, Bloodthirsty Gods, Daring, Sea-Bound, Unrelenting, and Ancestor Veneration. This leaves (in addition to the unique Doctrines, Meritocracy, and Stability) Astrology, Haruspicy, Equality (which is something that probably will disable Imperial Marriages down the line), Animistic, Monasticism, Religious Tax, and Syncretism.
- The Leadership is Autonomous (meaning no religious head exists and therefore that GHWs are unavailable).

Regarding the game rule for this, the availability of the Confucian Principles Doctrine can be set to the following: Disabled, Player Only, Shenist Only, Player Shenist Only, Allowed. Note that the AI is extremely likely to reform in a way that allows it to become Chinese Imperial if it is allowed to do so and that the option to pick Meritocracy + Stability (+ Cosmopolitan + Autonomous) remains regardless of what the game rule is set to.

It is also worth noting that the Grace system itself and the decision to adopt Chinese Imperialism remain locked behind JD. China itself (and most likely a few special exceptions down the line) can still be Chinese Imperial (without access to the Grace system) without JD, but even though we've changed the government type a bit the option to get it (outside of the special exceptions) will remain restricted to JD.


There has also been one other addition that is related to Chinese Imperialism, which is Bloodlines for both real Emperors (or Empresses, as the case may be) of China and those founding a pretender empire.

View attachment 447476

In the case of pretender bloodlines, the bonuses are half as large as for a real bloodline (rounded down). Also, while a character can have both a real Chinese Imperial Bloodline and a pretender one (and several of either kind), pretender Bloodlines will not provide any benefits if you also belong to a real Chinese Imperial Bloodline. Multiple real bloodlines do, however, stack, as do multiple pretender bloodlines.

Those who founded a historical Chinese imperial dynasty get their bloodlines in the history files on the appropriate date (the real Yuan bloodline is only granted once they take e_china from the Song, not when the dynasty was proclaimed), and both the Yuan and Jin dynasties have pretender bloodlines in the history files (the Yuan get theirs a bit early for gameplay reasons); the Xia haven't gotten one due to not being Empire-tier. Versions exist for all the twenty-four name options (the only difference is the description), and the AI is extremely likely to name its empire (real or pretender) in accordance with an already owned Chinese Imperial Bloodline if the option is available.


That is everything for this dev diary. Since the current focus is on fixing positions and adding baronies to various provinces (and fixing the history files), there is unlikely to be something particularly interesting to report soon, but there still will hopefully be something from time to time.

So how will you guys deal with the Yuan being (at least nominally) the overlords of the other khanates?
 
We had it split (Mongolia, the old stuff around Lake Baikal (that's currently not added and might not be added at all), Jin, Dong-Xia, and most of the land that's currently de jure Balhae (which was titular in the old version and is part of de jure Korea in this version) was another empire), but I made the decision to remove it for the time being because it (to some extent) violates our "Don't mess with vanilla stuff unless you have to or it is tied to the Far East" rule and I didn't feel like either waiting for a decision to be made about an exception or taking the initiative to make that change at the time. Considering how easy it is to tweak the de jure structure (well, aside from the CoA), it will be easy enough to rearrange things if we figure out something we want instead.

I agree that Tartaria is quite large (even if it isn't nearly as large as China), though, so it might be worth taking a look at. Of course, we previously decided against messing with another vanilla de jure near the borders of the map, so we might avoid it for that reason or decide to just move Jin and Dongxia (and possibly Balhae (which then might lose a couple of duchies to Goryeo since they're in the Korean Peninsula)) into some other empire (that probably would require you to hold a kingdom outside the de jure when founding it, considering how small it would be).

I totally understand now. Personally I think part of the reason Tartaria is the de Jure empire of Mongolia in vanilla is specifically because the rest of the steppe and mongolia is missing and they would probably add in more empires if they did their own china expansion. Of course if you want to be conservative about it I completely understand that too.

Personally I don't mind you guys doing minor adjustments to vanilla areas to synchronise them better with the chinese expansion but that's your own choice to make. You guys were working on mongolia way before the ck2 devs did anyways :p
 
So how will you guys deal with the Yuan being (at least nominally) the overlords of the other khanates?

They'll probably have them as tributaries in the appropriate start dates. Other than that, it is hard to say since it ties into how we want China to work (beyond what we've already got (or instead of what we've already got, if we figure out something better)), how we want a Mongol China to work (if different from a Chinese China (or Jurchen China, or whatever)) in general, how we want a Mongol China to work with respect towards nomads (that might be related to them or not), and how we want the Mongols to work (if different from vanilla), which are some rather big things we've yet to fully decide on (particularly since some other things have had been (and still are) significantly higher priority).
 
I'm really enjoying these dev diaries, I can't wait to play this mod!

I have a question, will players be able to create the Kingdom of Tamna in Jeju island?

Tamna is the Jeju name for the one county duchy of Jeju, and independent Korean/Jeju dukes are petty kings, but there currently isn't, and probably won't be, any actual kingdom-tier Kingdom of Jeju/Tamna since the only one-county kingdom in the game is Venice and that's only for republics.
 
I think red province sholud be part of Shan for better borders and gameplay (connecting Burma and Tibet / separating Dali and Kamarupa). Eventually the blue provinces as part of Kham (like in previous versions). I do not like these Dali borders. I hope that changes are still possible :)
3GAfRu4.png
 
Dali and Kamarupa don't have a land border (though it is really hard to tell in the screenshots that have been posted, so I understand the confusion), but the red province could definitely be in Kham instead (and did in fact have a comment along the lines of "Should this be in Kham?"). The second province might perhaps be moved as well, but that would almost certainly require some duchy changes in the region and would make the already small de jure of Shan smaller, so I'm not sure about moving that and will need to think a bit more before making up my mind.
 
Maybe red province can become part o Shan?

I will miss the vast lands of Siberia :(

The red province already is in Shan. Shan and Ava have rather similar colours, though, so it might be hard to tell.

As for Siberia, we might add something there down the line, but it depends on several things (e.g. how performance is doing when we've done some other things, whether we can find some good sources for provinces and baronies (that shouldn't have Russian names...) in the region (those we had weren't great), and whether it is a priority (since we'd like to add mechanics/flavour in various areas)).


On a completely unrelated note: We'll probably be able to do something with the new Wonder system (see today's dev diary if you've got no idea what I'm talking about), but until we can try things out it is impossible to say what we can do with it, and some seemingly obvious choices might not work well (e.g. unless we can add a Great Wall that actually does impede movement from the north, it might not be particularly worthwhile).
 
Not terribly soon, I'm afraid, since there's not a lot of work being done on the mod (due to the vast majority of the Tianxia devs not being active at all) and there's a lot of work that needs to be done.


The best-case scenario for the map rework is that all provinces are on the map (in a non-polished form) about a month from now (the actual working time is significantly less than a month, but I don't have all the time in the world to spend working on Tianxia and don't have the energy to spend all of my free time working on Tianxia). At that point, many/all (depending on what's getting done while I'm adding provinces; I'm focusing on that and have told people to work on the rest in the meantime) of the provinces will not have proper positions for graphical stuff (meaning units, councillors, etc. won't show up properly), will not have the proper amount of baronies (seven per province, due to Prosperity requiring that), will be missing proper CoAs (everything currently uses a placeholder CoA since it would take me longer to check every CoA than to copy and rename the placeholder for each title, and we had some placeholders even before the work on HF began), will be missing a proper (and ideally complete, at least as far as the top liege goes) title history (which depends on the character history) file (meaning you can't start as someone holding the province and that the province will be fully independent when the game starts), might have a bad province history file (the culture/religion/starting holdings might be weird), or might have other issues (e.g. missing/bad localization, a weird shape, a lack of adjacencies (strait/major river crossings), no starting tech values, not being in all relevant geographical regions, not having proper Black Death patterns, and/or not being a Silk Road (and Silk Road trading post, where relevant) province), some of which must be fixed before we even are prepared to share the mod with the Closed Alpha testers.

Beyond the above (a bunch of which isn't stuff that's possible to just port from the 2.8 version), there's a bunch of things that must completed/added before the mod works with HF (e.g. rel head titles and localization for our new Doctrines), a bunch of things that should be added (as part of HF compatibility/earlier compatibility) that doesn't prevent the mod from being playable but that is noticeable in its absence (Warrior Lodges for all of our pagans, holy orders for various religions, unique retinues/cultural buildings for everyone, more artefacts for everyone (especially basic smith-crafted ones), and basic flavour (e.g. a feast-like decision/event chain for all religions)), a bunch of things that should be added that's new content (which I'm not going to discuss here), some old stuff (that's currently commented out internally due to varying issues) that should be either fixed or fully removed (and other stuff that might need to be tweaked due to e.g. assuming that the recipient (and possibly the sender) automatically is an adult male character in whatever part of the world a culture/religion historically would be present it), a bunch of localization that should be checked (for grammar/spelling mistakes, proper pronouns (since some of it likely predates the SoW laws and thus assumes that various rulers are male), and just plain bad writing), and various other things that we might want to add that may or may not be worth delaying a release (public or Closed Alpha only) for and that may or may not be easy to add (and sometimes we have a lot of individually easy things to add that makes it a fairly big undertaking to add it all).

All of the above might not need to be done for the mod to be as playable as the internal 2.8 version (which only the Closed Alpha testers got to see, since a decision was made to not update the public version) is/was (though some bits, such as the map, are strictly necessary to get done before we're at that point) and to have basic HF compatibility, but even when the mod gets to that point it might not immediately be shared in a public fashion (since a decision was made to not do so in the past). We've got a list of goals (that might grow or shrink, and that I'm not going to share here) that we want to complete before we move on to the (Closed) Beta, and some of those goals are rather big, so there might be further delays due to that (and possibly also due to further DLCs/vanilla patches forcing us to do more compatibility work; even though HF wasn't as related to our stuff as JD, it still messed with a bunch of files that we also had tweaked and added some new things we need/needed to add).


Understandably, this isn't want you wanted to hear, and understandably this is rather vague, but there are things that I cannot (or should not) say here, a lot of uncertainties about how quickly things can get done due to not knowing how many devs will be even somewhat active (judging by recent and not-so-recent activity in our internal forum and elsewhere, not many, even if I'm generous with how I define "being active"), not being sure how difficult some things might be to do (some things are simple on paper, but turn out to be rather more difficult to actually do), and not being fully certain if our goals will change, and a number of things that I've got no control over (for example, I don't get to decide when we release something). I'll just say that I'm doing all the work I reasonably can do to ensure that a new version can be released as quickly as possible, but that releasing something quickly might not be possible.
Well, i can help with some of that, like adding baronies, CoAs, and HO. I could probably also learn how to do the cultural buildings. Can I join and help out?
 
Well, i can help with some of that, like adding baronies, CoAs, and HO. I could probably also learn how to do the cultural buildings. Can I join and help out?

Please PM LumberKing about it. I can't add people to the team, but help would certainly be appreciated.
 
1066.png

Things are starting to look somewhat more reasonable than they did a while back. All counties have (more or less) proper positions, and about 50 % of all counties (and several higher titles) have got some kind of title history (a lot of it placeholders) that should be correct at least at the top liege level for the Stamford Bridge start (and most of those added so far also have placeholder history for 769 and 867).
 
A numerical breakdown of the progress towards 3.0.X compatibility:

Since it might be of interest, here's a breakdown of how far we've gotten towards several important sub-goals. Note that this list is non-exhaustive, and that I am not the final authority on when we've got something that's ready for release, whether to the testers or publicly.

For reference, the map expansion consisted of 185 sea zones, 8 lake provinces, 2 (currently 3) wasteland provinces, 44 navigable river provinces, and 816 (currently 815) counties. Some of the counties are in vanilla de jures, but we currently have 8 non-vanilla de jure empires, 44 non-vanilla de jure kingdoms, and 223 non-vanilla de jure duchies, as well as a bunch of non-de jure titles (e.g. mercenaries and religious heads).

Province layout:
The province layout is about 99.9 % done. One province (Kamchatka) is currently being uncooperative as anything other than a wasteland (it causes a CTD when opening the de jure duchy map mode), which is something that we'll hopefully manage to fix (given its location and unimportance, it isn't a priority to fix that over some other things). Other than that, the only thing left to do when it comes to the province layout is potential polishing, assuming we do not decide to split something up or to add even more provinces (neither of which is particularly likely at this time, considering we've got other things we need to do).

Positions:
Positions are 100 % done, barring any necessary tweaks that become necessary. Not counting ports (which all coastal counties have), a total of 2677 map elements have been positioned (each requiring two coordinates, and with a number of the ports having a non-defualt rotation as well).

Title history:
The main priority when it comes to the history files is to get Stamford Bridge (1066.9.15) in working order. 867 and 769 will probably be relatively close to being done as a result of that, since many areas will have history based on the files we had in the previous version (which had history for those dates). Right now, we pretty much only care about having titles in the correct top realm (though there are a few (mostly placeholder) vassals in places), and areas without good sources will end up with some guesswork even when it comes to that.

At present, 75 % of all counties (612 of 816 (counting Kamchatka)) have title history files, as do a number of higher titles.

1066.png


867.png


769.png


Updating Tianxia files for 3.0.X/modifying vanilla files for Tianxia:
This sub-goal is 100 % done (barring anything requiring further tweaks). Very little new stuff has been added aside from the new Doctrines, though the Silk Road (and Trans-Saharan Trade Route) have been extended a bit (particularly in the Far East) and the plague patterns are updated to cover Tianxia provinces as well. Note that the trade routes might be redrawn in some parts of the world depending on various factors.

ck2_1.png
ck2_2.png


Baronies:
While there were a few areas that had the required seven potential baronies (due to Prosperity) from the start, most of our counties needed six baronies (all of them had at least one, named after the county itself in most cases) added or checked (since there were a number of counties where baronies either might have ended up in a different province after the map rework or where the baronies were uncertain to be correct to begin with). While it is a bit hard to come up with exact numbers here because it isn't possible to check how many provinces had proper baronies, a total of 4896 baronies would have been needed at the start if all provinces had needed six of them. At present, 211 counties have had all required baronies added, meaning a bit less than 26 % of the work is done, though some of the remaining areas are done to some extent. It is likely that the testers will get something before all baronies are added, but the lack of baronies is something that needs to be addressed before a public release.

Things that are hard to measure:

- A number of provinces are likely to have an incorrect religion, an incorrect culture, an incorrect number of existing holdings or potential (pre-Prosperity) holdings, or other issues. The former two issues are relatively easy to deal with when we have the time (they're fairly low priority at present, since such issues don't affect playability) and know what needs to be fixed, while the holding issues can't be dealt with until we have enough potential baronies to add more.

ck2_3.png


- A number of titles lack unique title colours. This does not actually prevent the mod from being playable, but it can make it hard to e.g. check de jure borders. Some areas also could use title colours that followed a theme instead of what we've currently got, but replacing those is very much not a priority.

- We currently haven't got proper CoAs added for any of our titles. This does not actually prevent the mod from being playable, but having all armies/fleets running around with white banners is likely to be confusing. It is currently unclear how many titles we have that completely lack non-white placeholders, how many titles have usable placeholders in the previous version, and how many titles that have fully usable CoAs in the previous version.

- We need to run a number of observer games and some test games to look for issues that will not be easily spotted without doing that, and will also need to check the error log and the Validator to look for issues. Depending on the issues discovered, the time needed to fix them could differ quite a bit.
 
There's not much to report at the moment, though I can give you some minor tidbits:

- Initial 1066 placeholder history is 99.9 % done (Kamchatka remains, for reasons mentioned previously). It'll probably need a good amount of changes down the line as there are areas where characters hold way too much land or where we might be able to find more accurate rulers.
- A bit over 100 more provinces have gotten the necessary seven baronies added, which means about 38.5 % of them are done in that regard.
- All non-county titles have gotten a bit more distinct title colours (though some of them might still need some polishing in that regard).
- A number of titles have gotten proper CoAs, though there are still several hundred that need work.
- The testers have gotten access to a test version of the mod (which is slightly behind the internal version). There have been some minor bugs discovered (which have been fixed internally), but on the whole the mod appears to be stable and largely bug-free.

Right now, the priority remains baronies, bugfixing, and (once Great Works drops) compatibility, so you shouldn't really expect dev diaries anytime soon since chances are we won't have anything interesting to show. I'll try to remember to post progress updates similar to this one somewhat frequently, though.

As briefly mentioned a while back, we'll probably end up doing something with the Great Works system once that drops, but we can't really start thinking in detail about the specifics before we've got access to that script and can look at it in detail (the generic "Great Wall" mentioned in the latest vanilla dev diary sounds like something to investigate further...), and it won't be a priority to add new stuff for the time being (though if something essentially is a copy-paste job it might be added more quickly than if it is completely new).
 
How long till release? I am salivating

Not anytime soon.

The currently active team is quite small (including people that only have been active in the sense that they've been communicating in our Discord, four people have been active over the course of the last month), and we've got some big things that must be done before we've got something that's remotely releasable (e.g. we still need to add/check/fix the baronies in 462 provinces (assuming my count is correct) and positions.txt needs quite a bit of work thanks to GW resulting in every province now needing positions for wonders).

It is also possible that we also will want to get some new/improved mechanics (beyond those we've already added since the last public version) into the next public version, that we'll want to add some "standard" stuff that we're missing (e.g. cultural retinues/buildings for most cultures, holy orders for our religions, or non-DW/-SRS societies for our religions), that we'll want to fill in more bookmarks (and/or improve the setup we've got for Stamford Bridge), that we'll want to fix some stuff that's disabled due to various issues (that weren't trivial to fix when they were discovered), and so on, which I don't get to decide, so I can't even give you a complete list of what needs to be done.
 
Nice, I look forward to the updated version of this mod, I am glad that there are still people who are active and dedicated. You have my encouragement and support. In the future, if and when I get a lot more experience and knowledge in modding, there is a possibility I may want to join the efforts of this mod.