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Europa Universalis IV announced

Started by Octavian, August 10, 2012, 10:05:06 AM

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Josephus

Quote from: Zanza on February 01, 2023, 01:03:44 PMThe scope of this suggests that it will be the final DLC for the game and that's why the revisit each of the majors one more time.

If they do an EU5 after this, I hope they more or less keep diplomacy and warfare, but rework exploration, colonization and trade. Let's see.

Yeah. looking forward to this DLC. Honestly, not sure we need an EU5 after this. they've thrown the kitchen sink at this game now.
Civis Romanus Sum<br /><br />"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we'll change the world." Jack Layton 1950-2011

crazy canuck

I would like a 5th edition to the series if, as Zanza suggests, they rework exploration, colonization and trade.  If they could create new systems for those, it would be worthy of a stand alone game.

Syt

I fired EU4 up again to take another stab at it.

What I'm struggling to figure out is:

Development - is it worth investing in it (and if so - when), considering that it costs precious monarch points? In fact I'm often very unsure what it's worth spending them sweet sweet points on, considering that I need them for that ever important tech advancement and keeping stability at +1 or +2.

Estates - what are good/bad levels of influence? How much loyalty is "enough", and what are general benefits of high loyalty, and are privileges worth it to keep them happy? Does it make sense to give them monopolies or would I lose out too much income in the long run for short term gain? And that's not even going into ohw much land I should grant them or not, or how much of a max absolutism I should aim for.

Buildings - my instinct from EU2 days is that if I can build a building I should do so, but I've seen comments that there's some buildings and/or situations where it's just not worth it (not to mention money is usually in short supply).

I started a game yesterday, just reading through all the menu screens for almost two hours to try to piece things together for me and then it was time for bed, without ever unpausing. :P
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Syt

Nvm, I see the EU4 wiki has strategy tips on all those; for some reason I never noticed those. :P
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Solmyr

For development, early on I get my tech to 4 and then develop the capital to 30 to fulfill the age objective. This is especially important for non-western countries as it's the only way to spawn Renaissance in your state. Later on, generally speaking you shouldn't get tech if it's ahead of time or you haven't embraced the appropriate institution yet, since those waste monarch points. Those time are good for developing. Remember to activate the -10% development cost edict in any province you are developing.

Estates: Early game you can give out privileges without bothering about influence too much, as long as it doesn't go to 100. Usually the best privileges are the +1 mana ones, -25% advisor cost ones, religious diplomats for the clergy (+25 relations with countries of your religion), +manpower for nobility (but be careful with that one since it prevents you from seizing land from the nobility), and Patronage of the Arts (+prestige) for burghers. Also you should give the privilege where you take cheap loans from the burghers, since you can get quite a lot of money from that. Once you've repaid those, take them again since the loans will be bigger as your economy grows. It's a great way to jumpstart early conquests and buildings. Monopoly privileges essentially give you 80% of the money you would have gotten over the next 10 years from that trade good. You can give those if you really need the money right now. I haven't really used them, loans (burgher and regular ones as needed) are generally enough.

Remember to call the diet and seize land every 5 years or as much as you can. You want your crownland to go up all the time. You want to keep estate loyalty equilibrium at 50 so they don't rebel or give penalties after seizing land, since that reduces loyalty by 20. The rebels aren't too dangerous, but can be annoying. Less land for estates also means less influence, and at some point you want their loyalty to be higher than influence so you can revoke some privileges once absolutism comes around. You probably want to get absolutism to 100 eventually, so get rid of anything that reduces max absolutism (you don't need to do it all right away, since absolutism only goes up by 1 per year normally). Which privileges you revoke or keep depends on whether you get any other max absolutism bonuses so you can eventually get it to 100. This is why some people like to trigger the Court and Country disaster, since if you win you get a hefty max absolutism bonus and can keep more estate privileges.

For buildings I use this guide: https://www.reddit.com/r/eu4/comments/wbzzp8/building_guide/ . The only difference is that courthouses don't take a building slot anymore, so you can build them in pretty much every province and will probably need to if you expand a lot, to stay within your governing capacity.

Syt

I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Threviel

Been playing Anbennar a bit lately, been having great fun. Seems like a Kaiserreich for HoI equivalent in that I will probably have a hard time to go back to the base game.

Zanza

#3667
Current Dev Diary is on Russia, next one on France. That suggests they want to update almost everything...

Also:
QuoteAnd before you ask for it: No, there will not be dynamic trade in EU4. Period.
Dynamic trade in EU5 confirmed. :w00t:

Syt

Quote from: Threviel on February 02, 2023, 03:14:04 PMBeen playing Anbennar a bit lately, been having great fun. Seems like a Kaiserreich for HoI equivalent in that I will probably have a hard time to go back to the base game.

Was listening to the latest Three Moves Ahead podcast yesterday where they spoke about it for 90 minutes. It sounds pretty amazing. :)
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Zanza

Next DLC. I will of course buy it.



My earlier assumption that this would be the end of EU4 was not true. Johan announced a new DLC that would cover the Middle East.

Syt

Every time I try and "get into" the game, I end up annoyed with the UI. If I switch it to 4k, the map looks great, but the UI is too tiny to make out anything. The scaling feature leaves everything blurry, esp. the text. Using a different font (e.g. Stellaris) gets around it, but has a habit of breaking some text boxes/mess up some menus.

There's the 4K interface mod (though you have to delete bits of it if you want achievements), but it's scaled to 2x (i.e. mathing the 1080p original look), when I would prefer it to be 1.5x or 1.3 (like I use in Victoria 3, for example). Or I could play in 1080p, which leaves everything slightly blurry (again, esp. the text). I get that they probably won't add "proper" scaling to the game at this point, but it's making me rather unreasonably irritated. :P

(And yes, I tried the various scaling/compatibility options of Windows/my screen/my GPU)
I am, somehow, less interested in the weight and convolutions of Einstein's brain than in the near certainty that people of equal talent have lived and died in cotton fields and sweatshops.
—Stephen Jay Gould

Proud owner of 42 Zoupa Points.

Solmyr


garbon

"I've never been quite sure what the point of a eunuch is, if truth be told. It seems to me they're only men with the useful bits cut off."
I drank because I wanted to drown my sorrows, but now the damned things have learned to swim.

Solmyr

Quote from: garbon on April 04, 2023, 03:11:08 AM
Quote from: Solmyr on April 04, 2023, 03:08:33 AM
Quote from: Zanza on April 03, 2023, 01:46:36 PMNext DLC. I will of course buy it.

Already preordered. :D  :ph34r:


Gotta get that music?

Not even sure if I'll get it, since I preordered from Gamesplanet. Do resellers give you preorder bonuses?

Josephus

It's oout

###################
# Free Features
###################
- Added 3 new sets of Ideas (Infrastructure, Court, and Mercenary), and further rebalanced all the Idea Groups.
- Added 27 new events related to the new idea groups.
- Added a new Tier of Government Reforms, Related to Military Doctrines, with 7 reforms.
- Added 7 new Estate Privileges, to estates that did not have a privilege that exempts them from seizing land.
- Added more Ruler, General and Admiral personalities.
- Added 7 new Parliament bribes and National Bribes, which are more expensive versions of bribes, but cover multiple parliament seats at a time, to Common Sense DLC.
- Added 21 new Imperial Reforms, 21 new Decrees, and reworked special Age Abilities for Mandate of Heaven DLC.
- Added 11 new Naval Doctrines to Rule Britannia DLC.
- Added 11 New Iberian Holy Orders to Golden Century DLC.
- Added the Latin Empire as a tag which can be formed through the Crusader mission tree to Emperor DLC.
- Added 7 new Great Projects to Leviathan DLC.
- Added 9 new Achievements.
- Re-Added the Trade Protectorate subject type, available for countries that confirmed Thalassocracy.
- Added a peace option that allows you to annex a migrative native country forcefully.
- Added 6 new artillery units.
- Added 27 new flavor events for the Ottomans.
- Added 5 new flavor events for Russia.
- Added 2 new flavor events for England / Great Britain.

###################
# Gamebalance
###################
# Economy
- Expanded Temple rights no longer apply to a subject if the Overlord has the reform and the subject in question does not.
- Expanded Infrastructure decreases the development cost now by 15% instead of 25%.
- Buffed Mercantilism. Increased the Embargo Efficiency from 50% to 100% and the Burghers / Vaishyas Loyalty Equilibrium from 5% to 10% at 100 Mercantilism.
- Local Unrest now decreases Local Tax Modifier by 2% per 1 point of unrest.
- Province Tax now gives -2% Local Regiment Recruitment Time, -1% Local Great Project Upgrade Time, -1% Local Construction Time and +2% Local Institution Spread.
- Inflation now also increases the cost of missionary maintenance, upgrading a great project, embracing an institution, adjusting colonial subjects, upgrading centers of trade and trade company investments.
- Changed the color of Fars to mint green.

# Governments
- Parliament seats now give +10% Local Sailors Modifier and +15% Local Tax Modifier. Production Efficiency and Manpower are untouched.
- Granting Parliament Seats now reduce Absolutism by 2 instead of 3. There is no difference in Absolutism loss when Parliament Seats are granted manually or automatically.
- Every member of a Trade League gives its leader +5% Trade Steering, +2 Naval Forcelimit, +1k Sailors, +1k Manpower and +1 Land Forcelimit.
- Militarization gives now -0.5 Monthly Militarization, basically adding decay to the militarization. Being at war gives +0.1 Monthly Militarization, being at peace gives -0.1, and every point of War Exhaustion gives.
- The Sich Rada can now select Horde Ideas and have a 25% Special Unit Force limit.
- Sich Rada can now have estates. Cossacks estate included.
- Formalize the Right to Re-election and Dutch Republic are now mutually exclusive because the latter could not enforce a "re-election".
- Native countries no longer gain from their government any buffs to their Land Maintenance Modifiers, Global Regiment Costs and Manpower Recovery Speed.
- A Catholic Prussia and Custom nations can now maintain the Prussian Monarchy T1.
- The Religious Tolerance state edict available from government reform "Regional Councils" gives now -100% Local Religious Unity Contribution instead of 50%.
- The government reform "Maintain Balance of Power" now increases the All Estate Loyalty modifier by 10% instead of 5% and grants +1 Diplomat.

# Religion
- The Protestant Church Aspect "Priests May Marry" now gives -15% Same Religion Advisor Cost instead of Clergy Influence.
- Declaring wars no longer affects Piety. Every new ruler now starts at 0 Piety.
- Negative Piety now gives -10% Idea Cost instead of 20% Fort Defense.
- Trade Companies now reduce the local missionary strength by 20% instead of 200%.
- Being the Curia Controller now gives the bonuses of the "Send Papal Legate".
- Coptic gives now +15% Fort Defense instead of +10%, All Buddhistic faiths now give +2 Tolerance to Heretics instead of +1. Shinto gives now +2 Tolerance to Heretics instead of +1 to Heathens.
- Reworked the Reformed's fervor aspects. They have now a cost of 8 Fervor and have stronger modifiers. Added a fourth "Diplomacy Fervor" aspect.
- The Fervor Aspects now cost 8 instead of 5 and have a maintenance cost of 8 instead of 5. Fervor points now decrease construction cost by -10%, Stability Cost by -10%, Years of Separatism by -5 and increase Improve Relations by +10%. The Stability focuses now gives -25% Spy Action Cost instead of -10% Construction Cost. Added a new diplomacy fervor aspect which increases Diplomatic Reputation by +2, Improve Relations by 25% and All Estate Equilibrium by 10%.

# Units
- Cossacks now have +15% Shock Damage instead of +10.
- Cawa units now cost 2 Mil Power instead of 5, spawn with 50% Regiment Strength and 10% Morale (was the other way around before). Cawas now have -5% Shock Damage received, -50% Land Attrition and +50% Reinforcement Speed.
- Janissaries now start with 10% of their manpower strength, and 10% of their Morale. Additionally, they have now a +50% Assault Fort Ability and +50% Army Drill Gain Modifier instead of a +100% Army Drill Gain Modifier and 100% Reinforcement Cost.
- Cossacks no longer increase stability cost when used.
- The Streltsy unit itself no longer increases stability cost and has +10 Fire Damage, -10 Fire Damage Received and +15% Land Maintenance.

# War & Peace
- Doubled the negative effects of Devastation.
- Blockaded provinces now have -100% Local Trade Power instead of -50%. This has been done so market buildings can no longer counteract it.
- Call for Peace now increases War Exhaustion by a rate of 0.005 instead of 0.008.
- Rebalanced the unit pips. Nerfed Aboriginal and Pacific units, fixed issues where African / Muslim units got worse with better tech than their previous unit type, nerfed early-game Anatolian units and rebalanced some Indian units.
- The "Inspirational Leader" General Trait now gives +5% Land Morale atop the Army Morale Recovery Speed.
- The "Born in the Saddle" General Trait now gives a +100% Cav to Infantry Ratio. However, it requires also a 30% Cav fraction in the army instead of 20%.

# Other
- You can now change your rivals every 5 years instead of 25 years.
- Native Aggressiveness decreases Local Colonist Placement Chance by 1% for each aggressiveness.
- Tropical provinces now reduce local development costs by 5% instead of 10%.

###################
# AI
###################
# Diplomacy
- The AI can no longer declare wars on a country if it would get a stability loss from the stability_cost_to_declare_war modifier.

# Other
- Fixed one instance of a loop where AI armies would start and stop moving.
- AI uses less artillery, especially when poor.
- Made overseas subjects more likely to declare independence.
- Fixed some cases of AI armies' fear paralysis.

###################
# Interface
###################
# Country
- After community feedback, ENG changed to three lions flag, AVE Angevin gave the old England flag with the French Fleur-de-lis quartering.
- Portugal map color is now blue! (At the expense of Tlemcen).
- Prussia is now Prussian Blue.

# Tooltips
- Improved area for tooltip for ideas selection.

# Unitmodels
- Adjusted country colors for England, Angevin, Great Britain, and East India Company.
- Tweaked country colors of Brabant and Flanders to match their flags better and suit the Walloon units.
- Modified Lotharingia unit colors.
- [Great Nations Unit Pack] English Tier 3 now uses dynamic colors on his tunic facings.
- Old DLCs with English units adapted so the new Anglois (French group) culture can use them.
- New Walloon Sprite pack extended to Flemish culture too.

###################
# Usermodding
###################
# Commands
- Added guibounds command that allows debugging UI elements while doing UI mods.
- Added set_country_flag and clr_country_flag.

# Effects
- Added change_country_color = { country = <country scope> / color = { r g b } } If the former argument is used then the country will adapt the color of the specified country scope. If the latter is used then a defined color will be used instead. Of course, it comes with a restore_country_color = yes.
- Added release_all_possible_countries = yes #Country scope, the current country scope releases all countries which can be released from its owned provinces. If possible, the order should go from the smallest releasable to the biggest. If that is not possible then it should be just random.
- Added janissary_infantry = <country scope> #Province scope, spawns a janissary unit in the current province scope for the defined country scope.
- Added revolutionary_guard_infantry = <country scope> #Province scope, spawns a revolutionary guard unit in the current province scope for the defined country scope.
- Added revolutionary_guard_cavalry = <country scope> #Province scope, spawns a revolutionary guard cavalry unit in the current province scope for the defined country scope.
- Added revolutionary_guard_artillery = <country scope> #Province scope, spawns a revolutionary guard artillery unit in the current province scope for the defined country scope.
- Added hire_advisor = { type = <advisor_type> cost_mulitplier = <double> skill = <int> name = <string> religion = <religion> culture = <culture> female = <boolean> location = <province_id> age = <int> max_age = <int> min_age = <int> } #Country scope, An effect which forcefully recruits an advisor and puts it into your court. The old advisor gets fired if the space is preoccupied already. From a scripting point of view, it works exactly like "define_advisor" with all the same parameters.
- Added steer_trade = <country> #Country scope, the current country scope steers trade power to the specified country scope.
- Added disband_all_units = yes #Country scope, the current country scope disbands all units it has. No matter where they are. Units, which are in battle while this effect fires are "stack wiped".
- Added disband_all_regiments = yes #Country scope, the current country scope disbands all troops it has. No matter where they are. Units, which are in battle while this effect fires are "stack wiped".
- Added disband_all_ships = yes #Country scope, the current country scope disbands all ships it has. No matter where they are. Units, which are in battle while this effect fires are "stack wiped".
- Added add_construction_progress = <float> #Province scope, used to only affect great projects but now applies to any construction.
- Added remove_guarantee = <country_scope> #Country scope, the current scope removes its guarantee of the specified country.
- Added remove_country = yes #Country scope, the current country scope gets removed from existence. All of its provinces become uncolonized, all subjects become independent and all units are getting disbanded.
- Added define_advisor = {} now accepts min_age = <int>, max_age = <int> and age = <int>.
- Added Naval Doctrines, Personal Deities, Policies, Decrees and Assimilated Cultures from the Diwan Mechanic have now effect = {} and removed_effect = {} sections.
- Added add_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power.
- Added add_government_power_scaled_to_seats = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power, scaled to the number of seats in parliament.
- Added set_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #sets government power.
- Added freeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power no longer changes.
- Added unfreeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power can change again.
- Added add_rebel_progress = { (rebel_type = <rebel type>) value = <int> } #Add rebel progress to a specified rebel type. If no rebel type is defined then add progress to all rebels.
- Added start_debate = <parliament issue id> #Country scope, immediately starts the defined debate. Ongoing debates will be canceled (canceling a debate should NOT activate the prestige loss).
- Added cancel_current_debate = yes #Country scope, cancel the current debate immediately. You can start a new debate then.
- Added remove_enacted_issue = yes #Coutnry scope, the current enacted parliament issue gets removed. You can start a new debate.
- Added enact_issue = <parliament issue id> #Country scope, immediately enact the parliament issue and skip the whole process of debating about an issue.
- Added end_current_debate = yes/no #Country scope, end the current debate immediately. If "yes" then the debate succeeds and the issue gets enacted. If "no" then the issue fails and you get the penalty for it.
- Added regenerate_government_mechanics = yes #Regenerate the country's government mechanics. Used for UI purposes.
- Added set_papal_controller = <country scope> #Sets the defined country scope as the new papal controller.
- Added remove_power_projection = { key = <key of the power projection> amount = <int> (amount is optional, if not defined, remove the whole key instead) }.
- Added remove_hegemon = <country scope> #The defined country loses its hegemon status.
- Added add_subjects_development_ducats = {multiplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add ducats scaling with the development of your defined subject. Multiplier and age multiplier multiply the number of ducats you gain while the trigger checks which subject countries are taken into consideration.
- Added add_owned_provinces_development_ducats = { mulitplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add ducats scaling with the development of your provinces. Multiplier and age multiplier multiply the number of ducats you gain while the trigger checks which provinces are taken into consideration.
- Added add_owned_provinces_development_manpower = {multiplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add manpower scaling with the development of your defined subject. Multiplier and age multiplier multiply the amount of manpower you gain while the trigger checks which subject countries are taken into consideration.
- Added add_subjects_development_manpower = { mulitplier = <double> age_multiplier = <double> custom_tooltip = <tooltip> trigger = {} } #Add ducats manpower with the development of your provinces. Multiplier and age multiplier multiply the amount of manpower you gain while the trigger checks which provinces are taken into consideration.
- Added tercio_infantry = <country scope> #Province scope, spawns a Tercio regiment.
- Added musketeer_infantry = <country scope> #Province scope, spawns a Musketeer regiment.
- Added samurai_infantry = <country scope> #Province scope, spawns a Samurai regiment.
- Added geobukseon_galley = <country scope> #Province scope, spawns a Geobukseon Galley.
- Added man_of_war_heavy = <country scope> #Province scope, spawns a Man of War Heavy.
- Added man_of_war_light = <country scope> #Province scope, spawns a Man of War Light Ship.
- Added galleon_heavy = <country scope> #Province scope, spawns a Galleaon Heavy.
- Added galleass_galley = <country scope> #Province scope, spawns a Galleass Galley.
- Added caravel_light = <country scope> #Province scope, spawns a Caravel Light.
- Added voc_indiamen_light = <country scope> #Province scope, spawns a VOC Indiaman Light Ship.
- Added create_unit_forcelimit_percentage = { type = <unit type such as infantry, cavalry, etc.> (special_unit_category = <special unit type such as cossacks, tercio, musketeer>) force_limit_percentage = <double> }.
- Added extend_country_modifier = { name = <modifier id> duration = <days> }.
- Added start_debate = <parliament issue id> #Country scope, immediately starts the defined debate. Ongoing debates will be canceled (canceling a debate should NOT activate the prestige loss).
- Added cancel_current_debate = yes #Country scope, cancel the current debate immediately. You can start a new debate then.
- Added remove_enacted_issue = yes #Coutnry scope, the current enacted parliament issue gets removed. You can start a new debate.
- Added enact_issue = <parliament issue id> #Country scope, immediately enact the parliament issue and skip the whole process of debating about an issue.
- Added end_current_debate = yes/no #Country scope, end the current debate immediately. If "yes" then the debate succeeds and the issue gets enacted. If "no" then the issue fails and you get the penalty for it.
- Added set_papal_controller = <country scope> #Sets the defined country scope as the new papal controller.
- Added remove_power_projection = { key = <key of the power projection> amount = <int> (amount is optional, if not defined, remove the whole key instead) }

# Modifiers
- Custom icons can now be used for country modifiers
- Added static modifier under_governing_capacity_modifier = {}
- Added static modifier mandate = {} #100% Strength at 100 Mandate, 0% at 0 Mandate
- Added static modifier imperial_authority = {} #100% Strength at 100 Imperial Authority, 0% at 0 Imperial Authority
- Added static modifier positive_imperial_authority = {} #100% Strength at 100 Imperial Authority, 0% at 50 Imperial Authority
- Added static modifier negative_imperial_authority = {} #100% Strength at 0 Imperial Authority, 0% at 50 Imperial Authority
- Added static modifier average_over_sea_liberty_desire = {} #Country scope, This static modifier scales with the average liberty desire of all your "Oversea subjects". A subject is overseas if their capital is on a different continent than your capital. It will be needed for colonial content. The higher the average, the better the modifiers. Only counts subjects that have the "is_oversea_subject_type = yes" (see the subject types section here) for the average. This way tributaries and daimyos would not affect this static modifier for their overlord. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier reverse_average_over_sea_liberty_desire = {} #Country scope, This static modifier scales inversely with the average liberty desire of all your "Oversea subjects". A subject is overseas if their capital is on a different continent than your capital. It will be needed for colonial content. Only counts subjects that have the "is_oversea_subject_type = yes" (see the subject types section here) for the average. This way tributaries and daimyos would not affect this static modifier for their overlord. The lower the average, the better the modifiers. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier average_liberty_desire = {} #Country scope, This static modifier scales with the average liberty desire of ALL of your subjects. The higher the average, the better the modifiers. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier reverse_average_liberty_desire = {} #Country scope, This static modifier scales inversely with the average liberty desire of ALL of your subjects. The lower the average, the better the modifiers. Applies to the overlord. The multiplier scales with the average liberty desire.
- Added static modifier average_global_autonomy_modifer = {} #Country scope, scales with the average global autonomy your country has. The more autonomous the state, the stronger the modifiers.
- Added static modifier reverse_average_global_autonomy_modifer = {} #Country scope, scales inversely with the average global autonomy your country has. The less autonomous the state, the stronger the modifiers.
- Added special_unit_cost_modifier = <float> #Country modifier, modifies the non-manpower/sailors cost of all special unitsspecial_unit_manpower_cost_modifier.
- Added some special unit modifiersnumber_of_cannons = <int.
- Added monarch_power_tribute = <integer> #Increases the yearly monarch power tribute a tributary pays to its overlord by this amount (still caps the same as usual monarch power tribute)
- Added tributary_conversion_cost_modifier = <float> #Modifies the cost of the mandate that is required to turn a tributary into a vassal, which is unlocked via the final reform of the mandate.
- Added global_allowed_num_of_manufactories = <integer> #Increases the number of possible manufactories that all provinces of the country scope can have. #Works similarly to its local modifier equivalent!
- Added can_claim_states = yes / no #Allows for fabricating claims on areas instead of provinces, much like the Tsardom T1 Government reform already allows
- Added free_concentrate_development = yes #Allows for concentrate development without the cost, much like the Mandala government reform
- Added expand_infrastructure_cost = <float> #Modifies the cost of the Expand Infrastructure action, by reducing both the reform progress and adm cost required, by a percentage
- Added max_absolutism_effect = <float> #modifies the maximum effect of absolutism on modifiers
- Added chance_to_inherit = <float> #Country scope, increases the chance to inherit a personal union when your ruler dies
- Added culture_conversion_time = <float> #Country scope, modifies the time needed to culturally convert a province. A negative number means that it goes faster (so -0.25 would be equal to 25% faster culture conversion)
- Added local_culture_conversion_time = <float> #Province scope, modifies the time needed to culturally convert the province which has this modifier. A negative number means that it goes faster (so -0.25 would be equal to 25% faster culture conversion)
- Added same_religion_advisor_cost = <float> #Country scope, works like same_culture_advisor_cost, but instead of checking for the culture it checks for the religion of the advisor and if it matches with the ruler.
- Added artillery_barrage_cost = <float> #Country scope, modifies the cost for using "Artillery Barrage" action during sieges. Should be usable as a trait for your generals too, so a general with artillery_barrage_cost = -0.5 would have 50% cheaper barrages in a siege
- Added great_project_upgrade_time = <float> #Country scope, modifies the time needed to upgrade a great project. Has the build_time modifier as a fallback if Leviathan is disabled.
- Added local_great_project_upgrade_time = <float> #Province scope, modifies the time needed to upgrade a great project in the province with this modifier. Has the local_build_time modifier as a fallback if Leviathan is disabled.
- Added warscore_from_battles_modifier = <double> #Country scope, modifiers the amount of war score you gain from land and naval battles. Take DEFAULT_WARGOAL_BATTLESCORE_BONUS for more context.
- Added yearly_innovativeness = <float> #Country scope, gives you yearly innovativeness equal to the value of the modifier - so a yearly_innovativeness = 0.25 would be 0.25 innovativeness each year. Is not present if you don't have Rule Britannia active.
- Added enable_forced_march = yes #Country, Army scope, allows you to use Force March for this army regardless of your current tech level. A merc company with this ability could just force march.
- Added reverse_relation_with_same_religion = <int> #Country scope, modifies the opinion of OTHER countries towards you. So for example: if you are Catholic and you have reverse_relation_with_same_religion = 25 then every other Catholic country has a +25 opinion of you. Conceptually, it works like the Religious Diplomats' estate privilege. It's a way to get rid of a performance-heavy hidden event which is also the reason why the AI is not allowed to take the privilege.
- Added janissary_cost_modifier = <float> #Country, modifies the mil power cost for recruiting Janissaries
- Added yearly_government_power = <float> #Country, adds the defined value flat to the government mechanic buttons like the one needed for the Russian government.
- Added number_of_cannons_modifier = <float> #Country/Flagship scope, modifies the number of cannons all of your ships have. Multiplicative modifier (so a heavy with 200 cannons would have 220 cannons if the modifier number_of_cannons_modifier = 0.1 is applied).
- Added hull_size_modifier = <float> #Country/Flagship scope, modifies the hull size of all of your ships. Multiplicative modifier (so a heavy with 60 hull size would have 66 hull size if the modifier hull_size_modifier = 0.1 is applied).
- Added max_flagships = <int> #Country scope, which modifies the number of flagships a country can have at the same time. Baseline, all countries should have 1 in the static modifiers.
- Added heavy_ship_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your heavy ships have. Multiplicative modifier
- Added heavy_ship_hull_size = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your heavy ships
- Added light_ship_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your light ships have. Multiplicative modifier
- Added light_ship_hull_size = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your light ships
- Added galley_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your galleys have. Multiplicative modifier
- Added galley_hullsize = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your galleys
- Added transport_cannons = <float> #Country/Fleet/Ship/Flagship scope, modifies the number of cannons all of your transports have. Multiplicative modifier
- Added transport_hullsize = <float> #Country/Fleet/Ship/Flagship scope, modifies the hull size of your transports
- Added loyalty_change_on_revoked = <float> #Country scope, modifies the estate loyalty hit when you revoke a privilege. So for example: loyalty_change_on_revoked = -0.10 would mean that you lose 30% Estate Loyalty instead of 20%
- Added estate_interaction_cooldown_modifier = <float> #Country scope, modifies the months needed until you can enact one of the estate interactions again (like Seizing Land). The cooldown in question is defined as "cooldown_months = <int>" in common/estate_crown_land/00_interactions.txt
- Added all_estate_possible_privileges = <int> #Increases the number of possible privilege slots on all estates
- Added the ability to define "privilege" modifiers for the estates which increase the number of possible privileges to grant
- Added allow_mercenary_drill = yes #Country/Army scope, allows Mercenaries the ability to drill. Is not shown when you don't have Cradle of Civilization
- Added merc_leader_army_tradition = <float> #Country/Army scope, modifies the army tradition a leader of a merc company is spawned with
- Added merc_independent_from_trade_range = yes #Country scope, allows you to recruit merc companies which have their home in provinces which are outside your trade range
- Added allow_mercenaries_to_split = yes #Country/Army scope, allow Mercenaries to split. They can only merge with regiments of their own company though. (this one might not be possible to implement, but should be tried nonetheless). CAN CAUSE DESYNCHS
- Added centralize_state_cost = <float> #Country scope, modifies the adm and government reform progress cost for centralizing a state. Does nothing if you don't have Leviathan enabled.
- Added local_centralize_state_cost = <float> #Province scope, modifies the adm and government reform progress cost for centralizing a state in the province with the modifier. Does nothing if you don't have Leviathan enabled.
- Added land_morale_constant = <float> #Country/Army/Unit scope, adds a flat amount of morale for the land army or for the unit itself - depending on the scope
- Added naval_morale_constant = <float> #Country/Fleet/Flagship/Ship scope, adds a flat amount of morale for the fleet or for the ship itself - depending on the scope
- Added max_general_shock/fire/maneuver/siege = <integer> #Country scope, increases the max amounts of pips a general can have in the category. So a max_general_shock = 2 would mean a general could have, theoretically, 8 pips in shock (under the assumption the LEADER_MAX_PIPS = 6 is in defines). Works for conquistadors too.
- Added max_admiral_shock/fire/maneuver/siege = <integer> #Country scope, increases the max amounts of pips an admiral can have in the category. So a max_admiral_fire = 2 would mean a general could have, theoretically, 8 pips in fire (under the assumption the LEADER_MAX_PIPS = 6 is in defines). Works for explorers too.
- Added coast_raid_range = <int> #Country scope, modifies the amounts of sea tiles you can raid in. Base line, you can raid provinces which are at max 3 sea provinces away from your closest port. With a coast_raid_range = 2, this would be increased to 5
- Added development_cost_in_primary_culture = <float> #Country scope, modifies the development cost of provinces of your primary culture
- Added reduced_trade_penalty_on_non_main_tradenode = <float> #Country scope, modifies the trade power penalty from collecting in your non-main trade nodes - this adds on to TRADE_NON_CAPITAL_OFFICE (-0.5) to give the total penalty, so positive numbers here are good
- Added colony_cost_modifier = <float> #Country, modifies the maintenance cost of having colonies in progress. Multiplicative.
- Added local_colony_cost_modifier = <float> #Province, modifies the maintenance cost of the current colony with this modifier for its owner. Multiplicative.
- Added spy_action_cost_modifier = <float> #Country, modifies the spy network costs of ALL spy actions. Multiplicative.
- Added placed_merchant_power_modifier = <float> #Works similarly as placed_merchant_power but is increased on a % basis
- Added reduced_liberty_desire_on_other_continent = -20 #Works similarly to reduced_liberty_desire_on_same_continent, integer!
- Added overextension_impact_modifier = <float> #Reduces or Increases the impact of conquered provinces in regards to the overextension
- Added artillery_level_modifier = <float> #Country/Army scope, (not to be confused with the one that allows using more artillery for a siege) multiplier for how much an artillery unit contributes towards a siege. E.g. 0.2 would mean a 20% bonus, so 5 artillery would count for 6
- Added local_tolerance_of_heretics = <double> #Province scope, works like Tolerance of Heretics, but on a province level so this means the province gets treated as if you have the global Tolerance of Heretics + the local value. (To make it more understandable: imagine you have +1 Tolerance of Heretics. All heretic provinces have -1 Local Unrest. A province with +1 Local Tolerance of Heretics would however now have -2 Local Unrest)
- Added local_tolerance_of_heathens = <double> #Province scope, works like local_tolerance_of_heretics, but for heathens instead
- Added garrison_damage = <float> #Country, modifies the damage the garrison deals when the fort gets assaulted or when you use the sortie to fight the hostile army
- Added local_garrison_damage = <float> #Province, modifies the damage the local garrison deals when the fort gets assaulted or when you use the sortie to fight the hostile army
- Added assault_fort_cost_modifier = <float> #Country, modifies the military cost to assault forts
- Added local_assault_fort_cost_modifier = <float> #Province, modifies the military cost to assault the fort of the province which has this modifier. This applies to the besieging force
- Added assault_fort_ability = <float> #Country/Army/Unit, modifies the damage your troops deal to the garrison when assaulting a fort
- Added local_assault_fort_ability = <float> #Province, modifies the damage assaulting troops would deal to the garrison. Here, negative numbers are green as you want to have the local version be negative.
- Added vassal_manpower_bonus = <float> #Country scope, modifies the bonus of manpower gained from their subjects. The manpower from the subject gained is defined in the subject_types script as manpower_to_overlord = <float>
- Added vassal_sailors_bonus = <float> #Country scope, modifies the bonus of sailors gained from their subjects. The manpower from the subject gained is defined in the subject_types script as sailors_to_overlord = <float>
- Added vassal_naval_forcelimit_bonus = <float> #Country scope, modifies the bonus to a country's naval force limit from their subjects. The naval force limit gain is defined as naval_forcelimit_to_overlord = <float>
- Added annexation_relations_impact = <float> #Country scope (applied to the overlord), modifies the impact of the relations applied to all subjects when their overlord is annexing a subject. If you didn't know: annexing subjects gives all other subjects -30 opinion.
- Added can_revoke_parliament_seats = yes #Country scope, allows you to remove seats from a province
- Added parliament_backing_chance = <float> #Country scope, modifies how many seats will back an issue in general
- Added parliament_effect_duration = <int> #Country scope, adds a flat number of years for an issue's effects to prevail once passed. NOTE: No issue should have a lower time of year than 1 year.
- Added parliament_debate_duration = <int> #Country scope, adds a flat number of years of the time needed for an issue to get into the debate phase. If an issue would reach 0 or negative years then the issue is in the debate phase the day it is active.
- Added parliament_chance_of_decision = <float> #Country scope, adds an additional % chance to the chance of a debate is ended after PARLIAMENT_DEBATE_DURATION
- Added num_of_parliament_issues = <int> #Country scope, increases the max amount of issues you can pick from. The NUM_PARLIAMENT_ISSUES in the defines would be converted into a modifier with this.
- Added max_possible_parliament_seats = <int> #Country scope, which determines how many possible parliament seats your parliament can have. If the modifier is 0 or negative then your parliament can have unlimited parliament seats like how it is working now.
- Added can_recruit_cawa = yes
- Added can_recruit_cossacks = yes
- Added can_recruit_rajputs = yes
- Added can_recruit_revolutionary_guards = yes
- Added naval_morale_damage = <float> #Country/Fleet/Ship scope, modifies the amount of morale damage your navy deals
- Added naval_morale_damage_received = <float> #Country/Fleet/Ship scope, modifies the amount of morale damage your navy receives
- Added has_<special_unit> = yes #Country scope, unlocks the special unit for the country, and makes it available to be recruited. NOTE: I am aware that with the special units added for 1.35, we have decided to go with the <special_unit>_fraction_modifier = <float> to make them available. However, we ran into the issue that certain special units would be available to countries that are not supposed to have them. Example: the amount of Tercios you can have should scale with the Army Tradition you have -> we added the fracture modifier to Army Tradition. However, now everyone was able to recruit Tercios as long they had a single Iberian province (we assigned the local_has_tercio = yes modifier to the Iberian culture group) which is NOT intended.
- Added no_claim_cost_increasement = yes #Country scope, removes the additional cost for fabricating a claim if you already have a claim on this country

# Triggers
- Added num_of_revolutionary_guard (not sure why it was missing).
- Added num_of_speical_units = { special_unit_category = <special unit type, musketeer/tercio/streltsy etc> type = infantry/cavalry/artillery/etc value = <int> }.
- Added years_of_manpower = <float> #Country scope, returns true if the country has the float amount of years of manpower in their manpower pool. Works like "years_of_income".
- Added years_of_sailors = <float> #Country scope, returns true if the country has the float amount of years of sailors in their sailor pool. Works like "years_of_income".
- Added Improve the tooltip of the trade_goods_produced_amount = {} trigger.
- Added has_been_humiliated_by = <country scope> #Country scope, checks if the current country scope has been ever humiliated by the specified country.
- Added humiliated = <country scope> #Country scope, checks if the current country scope has humiliated the specified country.
- Added has_saved_global_event_target = <string> #Works exactly like has_saved_event_target, but instead checks for a global event target.
- Added same_trade_node_as = <province> #Province scope, returns true if the current scope is in the same trade node as the specified province.
- Added same_home_trade_node_as = <country> #Country scope, returns true if the current country scope has the same trade node as the home trade node as the specified country does.
- Added has_owner_harmonized_religion = yes #Province scope, returns true if the current province scope has a religion that is harmonized by its owner.
- Added has_owner_secondary_religion = yes #Province scope, returns true if the current province scope has a religion that is the secondary of its owner.
- Added secondary_religion_group = <religion group> #Country scope, returns true if the country has a religion of the specified religion group as its secondary religion.
- Added has_assimilated_culture_group = <country/province/culture group id> #Country scope, returns true if the country has assimilated the culture group of the specified country/province or has assimilated a specified culture group. Works like accepted_culture.
- Added has_assimilated_culture = <country/province/culture id> #Country scope, returns true if the country has assimilated the culture of the specified country (in this case its primary culture)/province or has assimilated a specified culture. Works like accepted_culture.
- Added num_ships_protecting_trade = <int> / <country scope> #Country scope, returns true if the country has at least as many ships protecting trade as the specified country or the specified number.
- Added has_protecting_trade_share_in_trade_node = { who = <country scope> share = <float> } #Province scope (Trade node-specific), Returns true if the country has a certain percentage of the trade in a given node through its light ships protecting trade there.
- Added num_of_pashas = <int> #Country scope, returns true if the country has assigned Pashas in at least x areas.
- Added transfers_trade_power_to = <country scope> #Country scope, returns true if the current scope transfers trade power to the specified country.
- Added steers_trade_to = <country scope> #Country scope, returns true if the current scope steers trade to the specified country.
- Added receives_trade_power_from = <country scope> #Country scope, returns true if the specified country scope transfers trade power to the current country scope.
- Added receives_trade_steering_from = <country scope> #Country scope, returns true if the specified country scope steers trade to the current country scope.
- Added has_advisor_type_in_pool = <advisor type> #Country scope, returns true if any advisor of the specified advisor type is available for you to hire right now. Does not check for hired advisors.
- Added possible_buildings = <int> #Province scope, returns true if the amount of possible buildings in the province scope is equal to or higher than the specified int value.
- Added trade_node = <trade node id> #Province scope, returns true if the current scope is part of the specified trade node.
- Added home_trade_node = <trade node id> #Country scope, returns true if the current scope has its home trade node in the specified trade node.
- Added owned_by_subject_of = <country scope> #Province scope, returns true if the province is owned by a subject of the specified country scope.
- Expanded the "employed_advisor" trigger with extra parameters: is_discounted = yes #Checks if the advisor in question has a discount which is caused by the cost_multiplier = <int> or the discount = yes parameters from "define_advisor", skill = <int> #Checks if the advisor in question has a skill level or higher of the specified int, name = <string> #Checks if the advisor has a certain name.
- Added empire_of_china_num_reforms_passed = <int> #Checks how many reforms the Emperor of China has passed.
- Added empire_of_china_has_active_decree = <key/yes/no> #Checks the current active Decree for the Emperor of China.
- Added num_of_times_expanded_infrastructure = <int> #Province scope, counts how many times a province has had its infrastructure expanded.
- is_neighbor_of = <tag> #Can now be used in province scope as well as country scope.
- Added has_liberty_desire_modifier = <key> #Checks for if a country has a particular liberty desire modifier.
- Added has_eclipsed = <country scope> #Country scope, returns true if the current scope is too powerful to select the specified country as a rival (aka. it eclipsed the target country).
- Added has_been_eclipsed_by = <country scope> #Country scope, returns true if the current scope is too weak to be selected by the specified country as a rival (aka. it has been eclipsed by the target country).
- Added subject_owns = <province scope> #Country scope, returns true if any subject owns the specified province
- Added has_advisor_type_in_pool = <advisor type> #Country scope, returns true if any advisor of the specified advisor type is available for you to hire right now. Does not check for hired advisors.
- Added possible_buildings = <int> #Province scope, returns true if the amount of possible buildings in the province scope is equal or higher than the specified int value
- Added home_trade_node = <trade node id> #Country scope, returns true if the current scope has its home trade node in the specified trade node
- Added owned_by_subject_of = <country scope> #Province scope, returns true if the province is owned by a subject of the specified country scope
- Added years_of_manpower = <float> #Country scope, returns true if the country has the float amount of years of manpower in their manpower pool. Works like "years_of_income".
- Added years_of_sailors = <float> #Country scope, returns true if the country has the float amount of years of sailors in their sailor pool. Works like "years_of_income".

# Other
- Government mechanics, powers and interactions are now fully scriptable (see /government_mechanics/readme.txt)tribal_allegiance is now a government power, so tribal_allegiance, is yearly.
- Added the "Has Harem events" custom government attribute which now calls all the Harem-related events.
- Split all the estate privileges from one file into several files - for each estate a file.
- Now able to modulate the colors of decision entries.
- Added on actions for religion and culture changing in a province - on_province_religion_changed and on_province_culture_changed.
- Reforms of the Celestial Empire can use them all, member and province modifiers that the HRE uses
- Added subject interaction seize_court_resources = yes/no #A subject interaction which gives your subject immediately +25% Liberty Desire and you 1 year's worth of their monthly monarch power generation. No cooldown.
- Added subject interaction request_extra_levies = yes/no #A subject interaction which gives your subject immediately +25% Liberty Desire and you 1 year's worth of their manpower and sailors. No cooldown.
- Added subject interaction grant_administrative_autonomy = yes/no #A subject interaction which gives your subject immediately -10% Liberty Desire and you -20 Reform Progress. No cooldown. Not available when you don't have the reform progress
- Added subject trait can_gain_favors = yes/no #A subject trait which allows the overlord to have favors with its subjects if it is set to "yes". By default, overlords don't gain any favors with subjects but trust instead. Due to the favor additions from a previous Jira, it should be added now so all these interactions can be used.
- Added subject trait co_belligerent = yes/no #Enemies can force this subject to join its overlord in the defense war. Only used when the subject has the "joins_overlords_wars = no". By default, it's "no".
- Added subject trait called_to_wars = yes/no #Overlord can ask the subject to join wars like it could ask allies to join. You would require favors to call them to wars. Only used when the subject has the "joins_overlords_wars = no". By default, it's "no"
- Added subject trait favors_cost_to_join_offensive_wars = <int> #Defines how much favors the overlord needs to invest to call the subject into an offensive war
- Added subject trait favors_cost_to_join_defensive_wars = <int> #Defines how much favors the overlord needs to invest to call the subject into a defensive war
- Added subject trait opinion_cost_to_join_offensive_wars = <int> #Defines how much opinion the subject loses of the overlord to call the subject into an offensive war. Applied if you do not have Leviathan
- Added subject trait opinion_cost_to_join_defensive_wars = <int> #Defines how much opinion the subject loses of the overlord to call the subject into a defensive war. Applied if you do not have Leviathan
- Added subject trait opinion_cost_instead_of_favors_cost = yes/no #Determines if the subject requires favors or opinion to join a war. If set "yes" then it requires the aforementioned opinion costs - regardless if Leviathan is active or not. "No" is the default setting
- Added subject trait opinion_on_subject_integration = -30 #Determines how much opinion they lose when a fellow subject gets integrated. Right now it is hardcoded to be -30 per integration but not every subject should be equally annoyed by it.
- Added the government attribute can_inherit_personal_unions = yes/no #En- or disables the ability to inherit PUs
- Added the government attribute force_general_leader = yes/no #"yes" forces your ruler to become a general when he gets to power. Works like force_admiral_leader = yes. "no" is the default setting
- Added the government attribute block_cultural_union = yes/no #"Yes" disables Cultural Unions entirely for you. "yes" is the default setting and doesn't change anything
- Added the government attribute has_cultural_union = yes/no #"yes" means that your country has the cultural union already regardless of your development or government rank. "no" is the default setting and lets you behave like normal
- Added the government attribute has_pasha = yes and separated it from has_janissaries = yes
- Added the privilege argument loyalty_scaled_conditional_modifier = { trigger = { <triggers> } modifier = { <modifiers> } } #(at 100% Loyalty = 100% effect of the modifier)
- Added the privielge argument influence_scaled_conditional_modifier = { trigger = { <triggers> } modifier = { <modifiers> } } #(at 100% Influence = 100% effect of the modifier)
- Added the privilege mechanic no_estate_crownland_loss_from_developing #Prevents crown land loss for an estate from developing provinces
- Added on_colony_finished = {} #ROOT = is the colony which just finished, fires whenever a province gets colonized - regardless if it was done by a colonist or not (which means Siberian Frontier colonies would trigger this on_action too when they done)
- Added on_colony_established = {} #Is called when a province gets fully colonized - either through a colonist or through the Siberian Frontier. ROOT = province, FROM = country which colonizes the province
- Added on_colonial_nation_established = {} #Is called when a colonial nation is created. ROOT = the new colonial nation, FROM = the overlord of the colonial nation.
- Added on_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for all categories
- Added on_adm_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for the adm category
- Added on_dip_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for the dip category
- Added on_mil_advisor_hired = {} #ROOT = is the country which hires the advisor, fires for the mil category
- Added on_core = {} #ROOT = province which gets cored, FROM = coring country, fires whenever a province gets cored by a country - either through the manual action or through the "add_core = <country>" effect
- Added on_adm_tech_taken = {} #ROOT = is the country that is taking a new admin tech
- Added on_dip_tech_taken = {} #ROOT = is the country that is taking a new diplomatic tech
- Added on_mil_tech_taken = {} #ROOT = is the country that is taking a new military tech
- Added on_barrage = {} #ROOT = is the country using barrage on the province, FROM = is the province which gets barraged
- Added on_naval_barrage = {} #ROOT = is the country using naval barrage on the province, FROM = is the province which gets naval barraged
- Added on_scorch_earth = {} #ROOT = is the country using scorch earth on the province, FROM = is the province which gets scorched
- Added on_parliament_debate_reset = {} # ROOT = country
- Added on_parliament_seat_given = {} # ROOT = province, triggers when you give a seat to a province
- Added on_parliament_seat_lost = {} # ROOT = province, triggers when a province loses its parliament seat
- Added on_alliance_broken = {} #Country scope, triggers when an alliance gets dissolved - it does not matter how (be it through the diplomatic action, through a war, through a peace treaty or through one of the partners becoming the subject of the other county) ROOT = is the "first" alliance partner which means the country which created the alliance, FROM =, is the "second" alliance partner who accepted the alliance offer
- Added on_royal_marriage_broken = {} #Country scope, triggers when a royal marriage gets dissolved - it does not matter how (be it through the diplomatic action, through a war, through a peace treaty or through one of the partners becoming the subject of the other county) ROOT = is the "first" partner which means the country which originally offered the royal marriage, FROM =, is the "second" alliance partner who accepted the offer
- Added on_mandate_reform_passed = {}
- Added mercenary trait counts_towards_force_limit = no #Removes the contribution to the force limit from the mercenary company when hired
- Added mercenary trait max_size = <int> #Limits the size of this mercenary company. If a merc company would be larger than the max size allows then every additional "would be" regiment will be transferred to the company's manpower pool. If not set or if "-1" then it is the default setting.
- Added mercenary trait min_size = <int> #Limits the minimum size of this mercenary company. So if you hire a merc company it will ALWAYS have at least as many regiments as min_size demands it to be. If it's bigger than "max_size" then it should throw an error in the error log and be deactivated. If not set or if "-1" then it is the default setting.
- Added mercenary trait no_additional_manpower_from_max_size = yes #A flag for the merc company which disallows the behavior that every single additional "would be" regiment over max_size will be turned into company manpower. "no" is the default.
- Added mercenary trait manpower_pool = <double> #Defines how large the manpower pool of the merc company is. Merc Manpower modifier uses this as the base to modify. At default, it is -1 which means it just uses the normal way of calculating the available manpower for the merc company
- Added building argument on_construction_started = { <effects on province scope> } #Gets called when you start building a building
- Added building argument on_construction_canceled = { <effects on province scope> } #Gets called when you cancel a building construction
- Centers of Reformation can now spawn in other continents than the ones of their religion's center_of_religion
- Added the scripted function can_remove_idea_group which can disallow you to remove idea groups
- Added potential = {} to decrees, fervors, golden_bulls, isolationism, personal_deities, gurus and trading policies
- Added trigger = {} to decrees and fervors. Replaced "allowed = {}" of personal_deities with "trigger = {}"
- Added the define JANISSARIES_STARTING_STRENGTH
- Added the define JANISSARIES_STARTING_MORALE
- Added land_units_killed_var, land_units_lost, naval_units_killed_var and naval_units_lost variables which are set after each battle. They do not count the total amount of killed units throughout the game.
- Added argument for parliament issues backing_percentage = <int> #Determines how many seats will back up the issue. backing_percentage = 100 would mean all seats would back it up, backing_percentage = 0 means no seat backs it up. If undefined then the game uses the PARLIAMENT_BACKING_PERCENTAGE from Defines
- Added argument for parliament issues effect_duration = <int> #Determines how long the effects of a passed debate last, and also the amount of time before you can debate the next issue after passing one. If undefined then the game uses the PARLIAMENT_EFFECT_DURATION from the Defines.
- Added argument for parliament issues debate_duration = <int> #Determines how long the debate will go before it gets into the phase where it can be randomly closed. If undefined then the game uses the PARLIAMENT_DEBATE_DURATION from the Defines.
- Added argument for parliament issues chance_of_decision = <float> #Determines the chance debate is ended after debate_duration / PARLIAMENT_DEBATE_DURATION. Defaults to PARLIAMENT_CHANCE_OF_DECISION
- Added argument for parliament bribe chance = { factor = <float> } #chance argument for a bribe to appear. Parliament issues already have this chance section
- Added scope papal_controller = {} #Scopes to the Papal Controller

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# Script
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# Achievements
- The achievement "Baltic Crusader" no longer requires you to colonize two provinces or so in the Urals. (Note: apologies for not having this fixed earlier).
- The achievement of "Master of India" can be completed when a subject owns all of India instead too.
- The achievement "For the Emperor" can now be completed even if you play as a released vassal. It was never intended to be blocked this way anyway.

# Decisions
- Confirming Thalossacracy now unlocks a new government reform for tier 8 which allows you to establish Trade Protectorates.
- The "Rein in Italy" has now a better tooltip, explaining what you are supposed to do.
- The decision "Formalize Separation of Powers" is now available to every country with a parliament. The modifier "Separation of Power" now also gives a +3% Backing Chance for Parliament Issues.
- The piety gained from Muslim decisions is now negative when you have negative Piety already.
- Forming Egypt will no longer force you into a kingdom rank if you are already an empire.
- Junior partners can adopt the Hussite faith via decision, their ruler will remain their overlord's religion.
- Gaining the Sich Rada from the decision no longer blocks the decision. This means you will always have the opportunity to regain this reform.
- Decisions that change your government will no longer remove reform levels.

# Events
- Nzinga of Ndongo and Matamba is now of whatever culture you are.
- Nahuatl Event 'Pochteca Traders Harassed' no longer grants a CB that lasts 152 years.
- You can now see the "X Institution has Spawned" event even if you can't see its origin.
- Granting Malta to the Knights will now give access to the San Juan Holy Order for owners of the Golden Century DLC.
- The Nordic countries will no longer flip back to Catholicism when they proceed in their mission trees.
- The Ethiopian AI will no longer move its capital through an event to a province that has not been fully colonized yet.
- The Sisters Takeover for Orleans now gives a unique Tier 1 government reform.
- The event for unifying the HRE will no longer create a grocery list that tries to escape the screen.
- The event "A Helping Hand" now costs max 500 Ducats when you decide to get an advisor.
- The event "The Maid of $PROVINCE$" no longer removes legitimacy for the PU overlord. Also, the general generated has now 50 Army Tradition and is always female.
- Added an event to the mission tree of Finland which allows you to change your name to one of the Finish Empires.
- Added an event to the Kongo mission tree which asks you if you want to become a monarchy or stay as a tribe.
- The event "Consultation of the Monasteries" gives now Karma scaled with the amount of Karma you have right now. As an example: if you are above 90 Karma you would lose 25, above 50 you lose 15, above 25 you lose 10 and otherwise you lose 5. Vice versa for negative Karma is also true.
- Good Monsoons now give +20% Local Tax Modifier instead of -20% Local Dev Cost.
- The event "The Agenda of the Diet" now supports up to 6 estates at the same time instead of just 3.
- Added an event that fires when you dissolve the Holy Roman Empire. The events give now the 100 Prestige (which turn into Monarch Power when overflowing), 200 Splendor, and 25 Power Projection.
- The event Event A Helping Hand will not fire if all owned great projects are already fully upgraded.

# Ideas
- Norse ideas no longer overwrite all of your ideas if you just happen to have the Norse culture and religion.
- Ruthenian's ideas have been buffed. They have now 20% Manpower Recovery Speed and -10% Morale Damage Received in their traditions. Foreign Influence now gives +2 Number of Accepted Cultures and -25% Promote Culture Cost. Zaporizhian Cossacks now give +1 Privilege Slots to the Cossacks. Reuniting Rus gives now -a 10% Core Creation Cost and Birth of Russian Orthodoxy now increases Tolerance of True Faith by 2 and Yearly Patriarch Authority by 0.5.
- All ideas which increase Land Forcelimit Modifiers by 33% have their value decreased to 25%.
- Russia's ideas have been adjusted. Their tradition now gives -a 15% Core Creation Cost. Land of the Rus now gives -a 15% AE reduction. Life-long Conscription now increases the Land force limit by 33% instead of 50%. Abolishing the Mestnichestvo now decreases the Nobility's Influence by 10%.
- Ideas that have a Free Leader have their ideas now altered. Traditions and Ambitions with the Free Leader have a new modifier replacing the leader one. Everywhere else a second idea has been added.
- The English idea "Bill of Rights" now gives +1 Num of Parliament Issues. The English Ambition now gives +10% Morale for Navies.
- Reworked Siamese ideas and nerfed their power level considerably.
- Added +2 Artillery Shock to Smolensk's ideas. BOOM!.
- The British ideas of "Merchant Navy" and "City Upon a Hill" have been combined into one. Instead of the "Merchant Navy" idea, GB now gets the "British Parliament" idea, giving -1 Global Unrest and +1 Number of available Issues.
- Orisa's tradition now gives +10% Production Efficiency (previously +5%).
- Adjusted the Ottoman ideas. They now have -25% CCR (previously -20%), +15% Global Tax (previously +10%), +10% Reform Progress Growth (new), -2 Global Unrest (replacing the -10% War Exhaustion Reduction Cost) and +0.5 Yearly Naval Tradition (new).
- Qing's Core Creation Cost from its ideas has been buffed from 20% to 25% so it can keep up with Yuan.
- Adjusted the French ideas. They now have -50% War Taxes Cost (in addition to +10% National tax), +15% Morale of Armies and +0.5 Yearly Army Tradition (replacing +20% Morale of Armies), National Unrest -1 and +10% Reform Progress Growth (replacing the +1 Diplomatic Relation), -10% Core Creation Cost and +5 Maximum Absolutism (replacing the -10% Technology Cost), +15% Fort Defense and +50% Garrison Army Damage (instead of -20% Fort Maintenance), and -10% Development Cost as a Tradition (replacing the +2 Tolerance of Heretics and +2 Tolerance of Heathens).
- Added a new set of National Ideas for Revolutionary France.
- Adjusted the Spanish Ideas. They now have Church Power and Fervor in case of being Protestant or Reformed (added to Devout Christianism), replaced the Treasure Fleet idea with the Castilian idea School of Salamanca and added +10% Reform Progress Growth to it, A Spanish Armada now gets +25% Naval Force Limit modifier (replaces +1 Naval Leader Maneuver, which has been moved to Grand Armada Naval Doctrine), added -5 Estate Loyalty on Revoking Privileges to Rein in the Cortes.
- Adjusted the Castilian ideas. The Tradition now has a +25% Naval Force Limit Modifier (replaces +25% Marines Force Limit), and +10% Reform Progress Growth (added to School of Salamanca idea).

# Missions
- You can now complete the Polish mission 'Delegate with the Emperor' as the Emperor of the HRE.
- The English "Strategic Control" is no longer soft-blocked when you force a PU over France before finishing the mission.
- The Burgundian mission "Chivalry is not Dead" now gives +25 Permanent Power Project. This is mostly a small addition to them as the Angevin Kingdom uses the same event.
- The Polish mission 'Break Livonia' now grants claims to conquer Pomerania.

# Setup
- Added a missing escalated level of crownland between 80 and 100.
- Renamed the province Kelang to Tamsui.
- Valladolid is now part of the North Castile area and Asturias is now part of the Leon area.
- Renamed the Asturias and Castile areas to North and South Castile.
- Changed the trade goods of many provinces in Iberia to better reflect historical accuracy.
- Muscovy is now a Historical Rival of the Great Horde.
- Aveiro and Algarvae now produce Salt.
- The Patagonia and Amazonas trade node now has a connection to Cuiaba. Lima has now a connection to the Polynesian Triangle. These changes aim to make colonizing South America more profitable for Asian countries.
- Zaporizhzhia has now Eastern technology instead of Nomad one.
- The Hudson Bay Trade now flows into California.
- The Anatolian minors now start with the Beylik government reform.
- All French appanages now start with the Appanage government reform.
- The starting ruler of Augsburg now remembers that he went to university at some point and has gained 4 Diplo points.
- The Great Horde has now its capital in Sarai. Additionally, Sarai now starts with the "Tatar Yoke" triggered province modifier if Domination is active.

# Other
- You will no longer be informed that seizing land will cause rebels when you have a government reform that disables rebels spawning from seizing crown land.
- Colonial subjects should no longer get access to "Establish a Colonial Subject" Estate Agendas.
- Pashas now give -20% Local Governing, 20% Local Minimum Autonomy, -0.1 Monthly Local Autonomy (basically, they have a higher base Autonomy, but they reach this base faster now), -33% Local State Maintenance Modifier and +10 Local Tolerance of Heathens.
- Zhuang can now be sinicized.
- The Zacatecas Great Project now ensures the province has Gold.
- AI has now a 90% chance to automatically complete an estate agenda.
- Self Governing Colonies now have access to Burghers and Nobles. (Note: Judging the events for the colonies, they were intended to have them ever since 1.31...).
- Combined the special unit custom nation ideas into one.
- Moved many random events from the bi-yearly pulse to an empty 4-yearly pulse to increase performance and, paradoxically, make them more likely to fire in the game.
- The state edict "Centralization Effot" now decreases local autonomy by -0.03 instead of.
- The global modifier "Disembark Time" has been renamed into "Disembark Speed".
- All Estate disasters can now gain progress unless their respective estate hast at least 60% Loyalty instead of 50%.
- Forming the Holy Roman Empire with Domination adds a new Holy Imperial Monarchy to your country.
- The Ikko-Ikki rebels will now try to enforce the Ikko-Ikki government reform.
- The admin costs of Subject Upgrades now scale down with all power cost modifiers.
- The French Wars of Religion can now also fire if you are Hussite or Anglican.
- Forming Scandinavia while having the Unified Kalmar Monarchy reform will now form Scandinavia but with the "Kalmar Union" as a name and the yellow from the flag as the map color.
- The Religious Turmoil disaster can now fire for Hussite and Anglican countries too.
- Added a Casus belli for Confucian nations against countries with other religions when you get the "Deus Vult" CB or when you finish Humanist ideas. The reason for this addition is the impossibility to use the Deus Vult CB against countries which religion you have harmonized with.
- Added the "Sultanate of Rûm" and the "Ruthenian Tsardom" as new government reforms for Rûm and Ruthenia.
- The triggered province modifier "Paektu Mountain" can now be active too if the religion of the province is Mahayana.
- The triggered modifier for the occupation of Rome is now province-triggered.
- Mali is no longer an endgame tag.
- You can no longer gain the "Babbling Buffoon" ruler trait if you have more than 5 diplomatic stats.
- The Naval Doctrine of Portugal now decreases Naval Barrage cost by 50%.
- Replaced the bonus for the Korean naval doctrine with a +20% Hull Size Modifier.
- Estate breakaways from the Cossacks are now Eastern and have the Sich Rada reform. They are no longer hordes.
- The Unify China Casus belli now gives only territorial cores instead of full cores upon occupying a province.
- Strong Duchies is now available if you have a combination of 2 marches, vassals or personal unions.
- The government reform "Separate the Clergy from State" now also disables the Brahmin's estate.
- The Teutons are properly no longer accepted to join the HRE when they choose to stick to their crusader path.
- Re-enabled the event "National decline".
- The event "Prospering Times" now upgrades a province greatly as it is a one-time-only event for countries.
- The event "Incompetent Cousin" now specifies which of your subjects the cousin has.
- Adjusted the colonial borders of the new world so they no longer split areas apart.
- Added to the events "The Republic of Salé" and "The Pirate Queen of Tétouan" a third option that allows you to ignore the Pirate Republic entirely. The AI will still always release the pirates.
- The Naval Doctrine 'Grand Armada' now also grants +25 Marines force limit +1 Naval Leader Maneuver.

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# Bugfixes
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- Fixed OOS related to cardinal IDs.
- Fixed desync related to countries that are called to join a war but haven't yet for hot joiners.
- Fixed CTD related to losing merchants when the trade node interface is open.
- Fixed a desync that could happen when a country changes religion, invites a religious scholar, and there's a player that's lagging enough.
- Fixed so the build flagship button is greyed out when light ships cost more than heavies and you can't afford it.
- Fixed OOS related to modifier from trade centers applied to countries not resetting when trade center decreases in level.
- OOS fix related to mercenary companies keeping track of which country they belong to, which didn't handle tag switching.
- Fixed issue with automated improved relations entry text in outliner that wouldn't align to the right.
- Fixed so that terrain bonus for combat map marker is displayed positive for positive values.
- Improved logic for automatically computing the amount of money when demanding/offering peace.
- Fixed issues with random factors regarding missions and their events always being the same.
- Fixed a crash related to government reform properties not existing.
- Moved federation strength computation to code, removed script functions with effects due to them causing crashes/desyncs.
- Fixed an issue where the "carolean_infantry" where mentions Cawa units instead of Carolean units.
- Fixed policies "Diplomatic Consolidation Act" and "Colonial Improvement Act" not displaying any value in the policy window.
- Fixed on actions triggers when culture and religion change via the events.
- Fixed desync in great projects executing on_built effect when loading a save game.
- Fixed issue with ambient map objects visibility is reset after loading a save.
- The event "Muslim-Born Men Enroll as Janissaries" gives now 5% Discipline to the Janissaries instead of a pathetic 1.5% (which was originally supposed to be 15% Discipline apparently...).
- Fixed several script-related errors which inflated the error log over the period of a game.
- Fixed a race condition crash related to AI taking decisions.
- The special_units_forcelimit modifier now applies to all special units.
Civis Romanus Sum<br /><br />"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we'll change the world." Jack Layton 1950-2011