1.00:
- It is now possible to sail between the Nile Delta and the Gulf of Suez. This is necessary because otherwise the AI has issues with getting its troops stuck waiting for ships on the other side.
- Added decisions to form special titular Kingdoms for Muslims in Iberia.
- Reduced piety gain from handing titles to church, so that it is not possible to wage perpetual Holy War simply by handing out the temples you gain.
- A white peace in an independence war will no longer result in independence.
- Winning an independence war will now result in all other independence wars against the same target being automatically won. Ideally I would have liked to make independence war a war where you can call in other vassals who also become independent if you win, but this does not seem to be possible to do.
- Winning a war to replace your liege (by any of the various CBs) will now end any wars with the same general goal inconclusively.
- Winning a Religious Defense war will now end any offensive Crusade or Religious Wars the enemy is fighting against your religion. Any other Religious Defense wars your faith is waging against the same target will also end inconclusively.
- It is now possible to wage Holy War against distant enemies. Such a war is distinguished by a different name: Religious Invasion. A Religious Invasion costs 250 piety and cannot be declared if your piety is below 0.
- It now costs 100 piety to wage a Holy War on a neighbouring enemy. You cannot declare a Holy War if your piety is below 0. This is meant to represent Church/Temple approval of your war, and also to slow down the general pace of expansion.
- Changed the way invasions work. Instead of taking all occupied titles, you now get all titles the target character was holding which fall under the Kingdom you were invading. So if William wins the Norman Invasion, he takes the Kingdom of England and all English Counties, Duchies and Baronies Harold was holding.
- Pagans can now wage Holy Wars.
- Made the AI more reluctant to expand into Ethiopia.
- Axum is once again independent at game start.
- Added preferred terrain types for different unit/tactics. For instance, Pikemen will perform better in hills and mountains but poorly in forests, while light cavalry will do well in forests and deserts but poorly in mountains.
- Changed all battle tactic stats into standardized formulas.
- Linked battle morale break point with generals martial stat (flanks with no general will break at 50% morale, decreasing in increments to 25% break point at 20+ martial skill).
- Added mild defensive bonuses to most terrain types.
- Added the Have Fifteen Children and Have Twenty Children ambitions. Completing the Have Twenty Children ambition will give you a special nickname.
- Orthodox Priests can now marry.
- AI Barons and Mayors will now get married instead of letting their dynasties die out.
- Feasts, Grand Hunts and Summer Fairs now cost a fixed amount of money depending on your title rank. Many of the events related to them have also been given fixed gold costs.
- Titular titles can no longer have Elective succession (as they have no valid electors).
- You now have a small chance of fabricating claims on a Duchy, even if your Chancellor has < 15 skill.
- Your chance of successfully fabricating a claim is now increased by having high prestige.
- Increased the prestige cost of fabricating claims to 200/500 for County/Duchy.
- Increased the wrong holding type penalty to -66%.
- Reduced the effects of ambitious and content to -30/+30 respectively.
- Added a decision to automatically arrange marriages for all eligible bachelors in your court. The characters will primarily marry women in your court, but if there is not enough women then random spouses will be generated for them. This decision is meant for people like me who like to have a large court but don't want to go through the tedious micromanagement of finding spouses for every male courtier. Close relatives of yours will not be affected by this decision, so you won't accidentally marry your son or daughter to a courtier.
- Switching out of Elective now requires High Crown Authority.
- Localisation should no longer be a mess in non-default language settings, though all the text from the mod will be in English.
- Tweaked province names, laws and borders in Poland.
- Integrated the 'Offer You Can't Refuse' mod that adds Sicilian cultural melting pots.
- Characters now have a 5% chance of gaining the culture of their province shortly after birth.
- Rulers can now 'go native', converting them and any children of theirs below the age of 16 to the culture of their capital province. Kings and Emperors are much less likely to go native. The chance to go native goes down with age. The player gets an option to avoid it happening to their character.
- Removed Warrior Cults. Instead, Pagans start with more regular troop buildings.
- Removed the direct warscore bonus for holding contested settlements.
- Doubled the yearly warscore bonus for holding contested settlements.
- Tweaked it so that Barons can't convert the culture of a province. This should slow down rate of culture conversion.
- Reduced truce time for Ducal Claim wars to 6 years.
- Reduced truce time for County Claim wars to 3 years.
- The ruler of Mallorca in 1066 is now much more historical.
- Religious Head and Holy Order titles will now automatically convert characters holding them to their religion.
- Rebalanced province values in Russia and Scandinavia. Overall development potential of provinces was reduced.
- You will no longer have vassals declare independence wars without warning. Instead, vassal revolt risk and effects of regencies/civil wars were tweaked so that revolt chain reactions should happen on their own (see below).
- Added a decision to become King of Wends if you are Wend Pagan ruler that holds the Duchies of Brandenburg, Mecklenburg, Pommerania or Pomeralia either directly or through vassals.
- The AI will now make proper use of demesne laws.
- Tax laws are now tied to crown authority in the same way as Levy laws. Default tax laws are None for Feudal vassals and Minimum for Church and City vassals. This should put large Duchies at more of a disadvantage to proper Kingdoms.
- Added the county of Teate in Benevento to make the borders between Sicily and Lombardy more historical.
- Fixed some bugs related to heresies.
- You will no longer get tyranny from characters dying in your prison unless they died as a result of illnesses contracted from being in prison.
- Sick or injured prisoners will now ask for better accomondations, even if they were previously denied them. This is meant to give the player a second chance to avoid a tyranny hit if a prisoner falls ill.
- The dungeon and the oubliette no longer give direct health maluses, instead they make it much more likely to catch an illness.
- Rebalanced the Mongols to have fewer but larger stacks.
- Reduced the effects of dynastic prestige on marriages and newly born characters (having babies born with 500 prestige was getting silly).
- Winning a Holy War or Crusade will now result in taking the Duchy title the war was for, if the enemy is holding it. You still get all the holdings in the Duchy.
- Created an event will make the AI much smarter about handing out newly created Duchy titles, preferring to give them to Counts with their capital in the right area, or alternatively granting them along with a County to a Courtier, only granting a Duke title to an existing Duke if there are no better alternatives. This will only sometimes work on revoked/usurped titles, as the AI is sometimes too fast for my handout event to take effect.
- The Duchy of Tyrol is no longer divided by impassable mountains.
- Tweaked some weirdly shaped provinces.
- Tweaked Duchy borders in Algiers, and added the Duchy of Atlas.
- Added Ibiza as a County in the Duchy of Mallorca.
- Added the Kingdom of Azerbaijan as a de jure part of the Empire of Persia, composed of the Duchies of Tabriz, Azerbaijan and Derbent.
- Pommerania is now de jure a part of Germany.
- Salzburg is now a de jure part of Austria.
- Grisons is now a de jure part of Tyrol.
- Viviers is now a de jure part of Auvergne.
- Anhalt is now a de jure part of Brandenburg.
- Treviso is now a de jure part of Venice.
- Fejer is now a de jure part of Esztergom.
- Vendome is now a de jure part of Anjou.
- Damman and Basra are now de jure parts of Arabia.
- Jacwiez and Yatvagi are now de jure part of Lithuania.
- Rebellions will now rarely result in a large rebel army rising up. If the rebels take control of a province, the chance of bad rebel events (like burned buildings or killed province lords) increases, and the province may defect.
- Integrated 'culturally different cities' mod which gives different culture groups their own distinct city graphics.
- Rebalanced culture buildings so that different culture groups are roughly on part with each other.
- Cost of tech growth buildings is now consistent at 200 gold per 10% growth speed the building confers.
- Khazars now start with 2 provinces, and Itil was split into the Duchies of Itil and Saray so that nobody will have a ducal claim on them. This should give them a chance of surviving past the first five minutes of the game.
- Reduced the relations penalty for title claimaints.
- Stressed and Depressed are now mutually exclusive.
- When a character with the dishonorable trait dies, their heir will now get a 'dynastic stain' trait that confers diplomatic penalties equal to their predecessor's level of dishonorable, but which does not qualify you for excommunication or other ill effects of being dishonorable. If a character with dynastic stain is caught assassinating, the dynastic stain turns into a regular dishonorable trait at one level above what their dynastic stain level was at. Assuming you keep dynastic stain from being turned into dishonorable, it will not be transferred over to your heir. This change is meant to add additional risk to inheritance-by-assassination, as you can now not simply wash away the consequenses by dying.