1.12:
- Now compatible with official patch 1.05f.
- Upgraded to latest version of Culturally Different Cities.
- The Komnenos dynasty now starts with claims to Byzantium in 1066.
- Kingdoms and Empires must now have at least Medium crown authority to fight a de jure war over a province whose Duchy they do not control.
- Removed the attribute nerfs on birth since new education system makes them redundant (and I can always just tweak good education trait chances down if stat inflation becomes a problem again).
- Added a new education system. Children will now get an education trait sometime between the age of 15 and 16 instead of getting it on their 16th birthday. The trait they get will always be the same archetype as their tutor (ie a tutor with an intrigue trait will generate an intrigue trait for their student) but which trait the child gets is now influenced by the child's own attributes, so a high martial child is likely to do well in a martial education for example. Randomization was also increased so the child doesn't just get the exact same trait as their tutor almost every time. Overall, the higher end education traits should now be significantly rarer.
- Added a notification event that fires when one of your close relatives turns 16, letting you know that they are an adult and which education trait they got (to compensate for the lack of an education notification).
- Reduced the power/cost of universities and increased the power/cost of monastic schools, to make Temples the foremost holding for research speed.
- Decreased the chance of healthy women dying in childbirth.
- Upgraded to latest version of family relations mod.
- Sped up the spread of English and Sicilian cultures.
- The learning and piety of a head of religion will now influence the moral authority of that religion through events.
- Randomly generated characters (both at game start and after) should now properly get assigned genetic traits.
- Removed the Arrange Courtier Marriages decision. Instead, courtiers with money and a position on your council will marry on their own.
- Reduced the piety cost of early Crusades, to make Crusade-less games less likely.
- When you win an independence war, the defeated ruler will now get claims on your titles.
- Changed the way loans work. Instead of an event that fires when you go into the red, a loan can now be taken at any time through a decision. The loan amount scales to your income, and is always a five-year loan at 25% interest. If you do not have the money to pay it back on the due date, you can extend it for another five years by paying the interest. If your character dies with an unpaid loan, the debt will be transfered to your heir.
- The AI will now make use of loans during wartime in order to buy mercenaries and fund its armies.
- AI will now only change succession laws under fairly specific circumstances (so half the world won't switch to Primogeniture on day one of the game).
- Reduced the penalty for characters dying in prison.
- Reduced the chance of prisoners in the dungeon falling ill.
- Imprisoned characters can no longer join a revolt.
- Increased the chance of characters with titles escaping from prison. The higher ranked the character, the higher the chance of them making the attempt.
- Reduced starting troop multiplier for Alp Arslan (due to the changes below).
- Added more buildings to the Seljuk Turks and increased the strength of the Ghilmans.
- Removed some holdings in Byzantium and reduced the strength of the Varangian Guard.
- Further improved performance by removing some unnecessary AI checks and moving others to events.
- Added two new ambitions: Befriend Liege and Befriend Head of Religion.
- Building destruction on siege events should now work correctly.
- Added two events associated with the 'Research Economy Tech' action. The positive event improves province prosperity, while the negative event results in temporary revolt risk.
- Center leader martial skill is now a very important factor for reducing attrition to your troops.
- Reduced the effects of Siege Equipment, to balance out for the removal of Military Fortifications.
- Replaced the Military Fortifications tech with Logistics, which increases supply limits to better correspond to later game army sizes.
- Attrition is once again a factor in war, although at greatly reduced maximum rates and heavily tweaked holding supply effects.
- Reduced garrison sizes to make stalled wars less likely.
- Increased effectiveness of defending garrison during assaults (to make up for lower numbers).
- Tweaked province prosperity events so that the extreme ends of the spectrum (Rich/Struggling) are less common.
- When pushing third-party claims, the tooltip will no longer say that the claimaint will become your landed vassal if that is not possible because the pushed title is equal or higher rank than your own.
- When pushing third-party claims, the claimaint will now remain your vassal if the title you are pushing is in the same realm as your own (ie held by your liege or one of his/her vassals).
- Pushing a third-party claim will no longer turn a character independent if the title you pushed for him or her was not already independent.
- You can now plot to kill characters whose title you or your child is a pretender to.
- Removed the demesne size requirements for raising crown authority, as they all too often locked the AI at autonomous vassals.
- Most titles formable by Christians are now also formable by Pagans.
- Kingdom of Wends can now be formed by Wends of any religion.