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rivtaldm

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Is there an update thats schedule for a release this week end?

Next week; I do a release for this mod every two Fridays.
 

rivtaldm

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BTW I love the new religions mechanics for China it is really well done. I was thinking if something similar couldnt be done with buddhism?

Ideally I'd like to give unique religious mechanics to at least Buddhism, Zoroastrianism, and Judaism in order to give the game some more variability between nations but I don't have concrete ideas yet on what those mechanics will look like.
 

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Version 1.9 is now available as well as version 1.9alt for the vanilla 1.2 'Ciciero' open beta.

Version 1.10 is tentatively planned for September 13th, however that is subject to change based on precisely when Paradox has their formal release for 1.2 'Cicero'.

Version 1.9 for vanilla 1.1.1:

Steam

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Version 1.9alt for vanilla 1.2 open beta:

Steam

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==== General Changes & Fixes ====
* Dynastic status traits can now pass both patrilineally and matrilineally
* Fixed an issue where Phase Out Chariots military tradition (China) was penalizing light cavalry instead of giving it a bonus

==== Events/Missions ====
* Events for the assassination of Mithridates and the flight of his son to Pontus
* Mission tree for Pontus (20 missions)

==== Setup ====
* Added provinces for the Heixi corridor and northern Silk Road
* Tocharian split off from Scythian culture group into it's own group with Khotanese and Yuezhi
* Status traits for Agiad(Sparta), Eurypontid(Sparta), Mithradatid(Kios), and Frataraka(Persis) dynasties
 

rivtaldm

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How did you get your new status traits to pass down generations? I've looked through each file and can't seem to find it. I want to add one for Epirus dynasty

There's an on_action for on_giving_birth and by scoping to the newborn scope in that on_action you can give traits to the child (Paradox handles it in a separate event which is triggered by that on_action; also how I do it).
 

rivtaldm

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Can we play through the game tutorial with thia mod enabled?

No, because of the different stability systems you can't complete at least the first tutorial objective (and possible others; didn't test any further).
 

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Gladio Et Sale version 1.10 is now available, compatible with vanilla 1.2 'Cicero' released today.

This version was built based on the last open beta (beta update 6) and may have some minor issues which will be addressed by a small patch (1.10a) coming no later than this Friday. I'll then resume normal release schedule putting 1.11 two weeks from this Friday (release October 11th).

Steam

Direct Download

==== General Changes & Fixes ====
* Compatibility with 1.2 'Cicero'
* Adjust trade goods to reflect all possible types when changing to/from a city

==== Events/Missions/Flavour ====
* Events for the rise of Arsacid dynasty in Parnia/Parthia
* Mission tree for Pathia (19 missions)
* Status trait for Arsacid dynasty
* Initial setup for Christianity
 

rivtaldm

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The 1.10A update is now available; this includes some minor bug fixes and changes that came between the last open beta and the Cicero release as well as a few bugs introduced in 1.10.

Steam

Direct Download

Version 1.11 will focus on an overhaul of buildings, trade routes, and city/metropolis and be available October 11th.
 

Pilbur

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The 1.10A update is now available; this includes some minor bug fixes and changes that came between the last open beta and the Cicero release as well as a few bugs introduced in 1.10.

Steam

Direct Download

Version 1.11 will focus on an overhaul of buildings, trade routes, and city/metropolis and be available October 11th.

Great news! Can you share some anticipations on the trade route system?
 

rivtaldm

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Great news! Can you share some anticipations on the trade route system?

I'm going to tweak the Ubanization trade routes that 1.10A added and look at ways to boost trade routes in historical crossroads like the Silk Road. Urbanization (cities adding to trade routes of a province) was a good idea in principle, but places with a high concentration of cities (like central Italy at game start) start to rack up inordinate numbers of trade routes.

how do inventions work in this mod?

There's a bar in the technology window where inventions progress over time based on researcher skill levels; they have no other cost.
 

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Question before I start new Rome campaign: Was that bug fixed where one of the early Roman missions could not be completed?

The mission Push North was the issue and it was fixed.