Lux Invicta Contemporary Chronology
[repository for Lux Invicta changelogs post-TOG]
v6K3 (aka the Giri Choco update )
Inexhaustive Changelog
> Buildings tentatively returned to old-LI style
> Various mechanics tweaks, removals, and additions
> Partial adoption of CM and WoL mechanics
> New stuff for LI-BLC (some integrated, others requiring the DLC-compatibility submod)
KNOWN ISSUES:
> NO CHANGEROG FOH YOU... again (a proper comprehensive changelog will be done next time, once all changes have been properly trawled through ... probably)
> Minimal documentations update to the LI pages in the forum (that'll happen in the next "proper" release)
> Minimal mechanics from CM adopted so far (they're still a WIP)
Older Changelogs:
v6K2 (aka the Nippon Geimu update )
KNOWN ISSUES:
> NO CHANGEROG FOH YOU (a proper comprehensive changelog will be done next time, once all changes have been properly trawled through)
> Minimal documentations update to the LI pages in the forum (that'll happen in the next "proper" release)
> All buildings were reverted to vanilla pending a redesign. Pre-built building are also haywired due to improper history-definitions of technology (ie. to-do-listed)
> Minimal mechanics from CM adopted so far (we're working on them for the next release)
> Culture names reverted to vanilla (we'll probably release a submod that returns them-pretentious names eventually)
> Various random mechanics may have been accidentally and/or intentionally reverted to vanilla values during the post-RoI and post-CM updates. Some are (temporarily) WAD, some are not-so-WAD. If you noticed any, please report them to the forums (we only have so much manpower, so we'll need your help with these matters).
v6J2 ( aka the Unborn update )
#> special troops
> comprehensive troop rebalance
> reduced short reign malus to -4 per year (max -40), and made long reign start at 15 years
> tweaked diplo distance. Base distance now 500, with co-culture/religion gives +500, while co-religion/culture group gives by +300
> reverted multiple modifiers to proper LIBERT3 values, and doubled Jungle Defender bonuses
KNOWN ISSUES:
> never saw the light of day :rofl:
> that "changelog" above is obviously vestigial, but whatever
v6J1 ( aka the Summer Scorch's Spiel update )
> New LI music: All credits to the teams of 0 A.D., Europa Barbarorum, and the composers Morgan Casey, Nick Wylie and Omri Lahav.
> New nomad mechanics (altaic cultures)
> Formed Brittania event (with Celts having their own titular empire)
> Made every religion hostile with it's own religion group (because in the grim light of LI, there's only war)
> Reshuffled some vanilla tactics for LI cultures, and a hellensitic phalanx and roman triple line tactic
> Custom CoAs for some LI dynasties (Argead, Argeadai and Sassanid at the moment)
> Changed all the game resign screen dynasties to LI ones[note: localisations not yet finished]
> Sacred Band retinue for Afrophoenicians (made them HC/PI)
> Pendragon nickname
> Added obj_raise_worthy_daughter, title_favored_daughter and favored_daughter opinion for enatic, enatic-cognatic and cognatic realms, restricted title_favored_son (and thus obj_raise_worthy_son) to agnatic, agnatic-cognatic and cognatic realms.
> Recolor for a few cultures
> added religious icons for all the heresies.
> Added trial by combat to martial soul religions and heroic cultures
> Expanded battlefield duel to martial soul religions
> New sacrifice decisions: zealous/lunatic/cruel characters of the norsegerman/zalmoxian/serer/slavic/solar/aztec/celtic/ahrimanic religions can sacrifice a character for 150 piety
> Zoroastrian religions now pre-reformed (workaround for an issue)
> d_almaqah now a vassal religious head to k_saba. Almaqah religion given investiture (but not laws) and the ability to give claims and money on request.
> Added vassal religious heads, when possible, some of these religions have to king-tier rulers so they're independent instead
> Ash-Shams is now Shamashi, direct descendant of ancient Mesopotamian cult of Shamash
> religions that allow for female temple holders also have the "feminist = yes" line now
> New republic mechanics (WIP): for now, just a length of term demesne law exclusive to Merchant Republics, tied to a flag timer. An event should trigger at the end of the timer depending on the term length and prompt you to hold vanilla republic elections of face public disapproval.
> Yearly event to kill off useless courtiers
> Dynamic fighter (duel mod) trait assigner added to startup event.
> Updated VIET components
> Custom tooltips for some decisions
> modifications of AI loan mechanic
> more LI-fication
>> adapted Dulcinian events (VIET) for Populist/Messianic
>> Rokkatru keeps with the pattern of naming the reformed religion in Old Norse.
>> Modified names for Berbers: more Tamazight ones and less Latin ones
>> Adapted most buddhist features to all the Buddhist and Pseudo-buddhist faiths and some to the indohelen religions (except the choose branch for any other than indoh_bud and the caste system)
>> Changed Asturias to a more era appropriate name
>> León is now Legio
>> Phoenician and Nabatean king tier title now are the proper semitic root mlk (Melekh: king)
>> fixed bulgar and kurdish culture's names.
>> made available RoI's Buddhists shenanigans to LI's Buddhists.
>> SELENized Hindu and Jain religions
> Slavery mechanic tweaks
>> added custom tooltips to explain which religions can('t) be slavers
>> lunatics can now enact chattel/thralldom regardless of religion
>> Arbitrary/lunatic no longer required to enact chattel slavery or thralldom
>> Enacting any slavery law will automatically give slave owner trait.
>> Removed light infantry from slave camps
>> lowered prices all-around
>> made slave raids less ubiquitous
>> AI should buy/sell slaves less frequently, and will choose AI slave traders more often
>> made slavery less restrictive and more attractive to AI (where appropriate)
> Council job tweaks:
>> New event for populist rally job action
>> Added localisations for every job action.
>> Some experiments with the court job buttons
> experimental raiding rebalance:
>> raid aggression significantly reduced (workaround for AI behavior oddity)
>> increased gold and reduced authority from looting
>> made the raids tick per week instead of daily (lag reduction experiment)
>> further lowered gold protected per fort level (making more county targets viable raiding targets)
> Boosted base tax holding income to vanilla levels.
> Added missing ck2+ steward events
> Used vanilla's convert to province culture/religion, and convert to liege's culture or religion
> Modified republican titles localization
> Disabled young/old age modifiers
> Tweaks to the family_relations events for speed optimisation
> Reverted font to vanilla (still available at submod section)
> Reverted to (new) vanilla decadence ambition
> Added missing decision icons
> Updated the custom map buildings
> Fixed Westfriesland being an ocean
> Fixed Suez sea portage
> fixed Donatist holy order's name
> Fixes for Akademia events
> Fixed battle crashes
> Fixed some survey events
> Removed do Seid
> Fixed concubine decisions
> removed the against liege treason and betrayal plots.
> Added missing ambition, traits, and their respective education events.
> Fixed some women/children job title code
> Corrected some capitals.
> Corrected perform state rituals events
> Loosen clan control faction war should now work, and will now declare war as a united faction revolt like the lower crown authority faction
> Disabled pledge mod (suspected CTD trigger)
> Made human-useful-only events player-only
> Fixed SELIN province modifier events to go in accord with Numahr's template (and possibly enhancing performance)
> Fixed costs on CBs
> Fixed Exalted ambition icon
?> test to fix the claim faction cbs...
?> Removed Pentarchy and reunite the faiths related decisions until I get a chance to take a look at them deeply
?> tentatively removed Finnish haltija mechanics to speed up the game
KNOWN ISSUES:
> theocracy buildings still unimplemented
> some missing/unassigned icons and localizations for some decisions (e.g. romantic interest ones, etc)
> localisations for LI dynasties at the end game screen (we probably should just copy-paste the stuff Shaytana wrote for the bloodlines)
> siath70's noted issue with levies. I'm unable to replicate it but I removed the possible cause anyway since the relavant line is vestigial
> the standing armies of raider realms still exists, but at a much less severe rate it would seem. I'm still guessing it's a vanilla AI issue
v6I4 ( aka the Frozen Salt update )
> added placeholder buildings to eliminate the cause of the bugs
> returned the Cult buildings
KNOWN ISSUES:
> Survey Realm events still continue despite being "interrupted"
> localisations for placeholder buildings are hit and miss
v6I3 ( aka the Precision Thawing update )
> Fixed duplicate headhunter events
> Approval of Clans system for tribals preliminary test (I'll add a personal duel feature in the future, but right now, if the ruler isn't worthy a random vassal gets a strong claim on the main title)
> Updated celtic flavor events.
> disabled the Convert to Attacker's Religion decision (might be reactivated in the future with tweaks)
> made some Veteran, et al., traits persist (at the cost making it a potential random trait)
> disabled the martial Cult buildings for feudals as they were causing the game to freeze when checking holdings you don't own that have them (no idea why)
> fixed the excessive health/fertility bug for independent characters
> removed the sacrifice decisions for now
> tweaked the Character Tooltip design
> integrated the Pledge Mod with some tweaks
> LIBERT3v12d:
> gave a 10% fertility effect to the bloodline traits
> Ransom All (decision) now costs 25 authority (not worth it for less than 5 prisoners)
> Release Prisoners (decision) now gives 10 piety and 5 authority (same as individual release)
> Execute Prisoners (decision) now costs 100 authority (not worth it for less then 4 prisoners)
> doubled the authority loss but removed piety loss (made no sense for many LI-religions) from having loans unpaid
> Survey Realm and Laws are now not available for landless* mercenary companies
> made the organize spies action also give the same arrest chance
> tweaked the Renowned Puppetmaster to give 15% assassinate chance and 10% arrest chance
> AI now seek a concubine or 2 if they lack a son
> reduced the initial health for special characters from 9 to 7
> Reduced monthly siege morale loss to 0.16 (previously 0.2), and increased defender damage factor to 0.555 (ratio now 1:18) as well as troop kill factor to 0.009 (vanilla 0.015), to make sieges slightly longer and assaults slightly faster
> craven characters now +5% retreat
> systematically reduced the "Legendary Units" sizes
>> heavy infantry types now only give 150 (previously 250)
>> pikemen types now only give 165 (previously 280)
>> archer types now only give 200 (previously 330)
>> light cavalry types now only give 180 (previously 300)
>> horse archer types now only give 100 (previously 200)
>> heavy cavalry types still give 50
> increased mercenary upkeep by 25%
> tweaked event offset to 25 instead of 30 or vanilla 20
> AI realms now raid until they have 100 holdings, plus do it more often and now also attack same-culture/religion groups.
> reverted patrician tax-to-liege to 50%
> tweaked Mercantile Code tech to give +50% Global Tax instead of City Tax
> reduced the global supply limit bonus of Feudalism tech
KNOWN ISSUES:
> random possibility for the game freezing when clicking certain holdings you don't own (they're "reproducible" as in they're save-consistent, but the affected holdings seem to change per campaign - currently, incidence rate is minimal)
> Survey Realm events still continue despite being "interrupted"
v6I2 ( aka the Unconquered Heart update )
> fixed CTD's when clicking some holdings
> fixed kingdom titles being uncreatable unless emperor
> fixed Indoctrinate Child scoping
> disabled random CoA's for muslims (caused bugs)
> fixed gfx bugs
> corrected Title Breakup for traditional religions (will be replaced at the future)
> implemented new icons by AnaxXiphos
> implemented the papal history backdraft by Hawkeye
> updated BLC component
> updated Norse Mod component
> added an entry for slavery in the intro events [used Spice and Wolf screens ^_^]
> added a decision to retrigger the intro events (sans the very first one)
> tweaked misc localisations
> LIBERT3v12c:
> made the intro event give health=1 and fertility=0.5 for all independent rulers
> reduced AI slave purchase probability (AI now has 1/2 chance to buy when conditions met, versus 20/21 before)
> tweaked Arminius bloodline to give diplomacy/martial instead of intrigue/martial
> converting to Atttacker's Religion costs 500 authority and 100 piety (bug note: this actually shows up for all CB's from non-religionists, and won't invalidate the war for non-religion-related wars)
> reverted tech requirement to unlock trade posts to level 1 (level 0 wasn't working)
KNOWN ISSUES:
> the Convert to Attacker's religion still shows up despite when it won't do anything (ie. converting to enemy religion won't end the war for non-religion-related wars)
> the veteran/champion trait doesn't persist betweens saves
> Survey Realm events still continue despite being "interrupted"
v6I1 ( aka the Eve of the East update )
> various localisation tweaks for different components, from SELIN to LIBERT3 to LI-original and vanilla-tweaks
> updated a lot of submods to their new versions
> added placeholder descriptions for SELIN religions (yay!)
> made No Hassles Vassals cost 50 gold/authority
> made Hand Out Minor Titles cost 50 gold but give 10 authority
> returned base Morale Recovery to 25%
> tweaked the raider events from the Norse Mod, and added a Monster Slayer/Survivor modifier for the chimera event (reduced trigger chance for the chimera event as well as death chance, but increased chance for the generic raiding events)
> fixed duplicate castle buildings in city holdings
> fixed VIET buddhist and other misc event bugs
> fixed multiple bugged decisions
> removed the decision to restore rome to the pope
> disabled the Restoration of Rome event (more accurately, made you required to be 10,000 years old to have it) because it's not yet finished
> disabled the Jeane of Arc events for now
> integrated PB stuff (loans, icons, misc) and borrowed some decision icons from there as placeholders
> made titular empires creatable from the decisions tab (the AI gets some discount in creating the titles to make them appear more likely)
> added new bloodlines (not all assigned in-game yet): Mithridates, Hieron, Maccabeus, Viriathus, Chlorus, Theodoric, Arminius, Asander.
> integrated jordarkelf's "A Little Sanity in Duchy & Kingdom Creation" in the code
> implemented the Slavery mechanics from AGOT with some rebalancing and tweaking - a new realm, Qart-Hadast (formerly Gambia) will serve as the main map slaver realm (there might be an off-map implementation in the future)
> integrated non-DLC parts of BLC (please use the virtual memory tweak noted in the front page if you're experiencing Runtime Errors)
> added Alternative Mongol Children by AnaxXiphos
> LIBERT3 v12b:
> made buildings 10% cheaper than base
> made City economic buildings take longer to build (from 300/365 to 450/600/700 months base) and some are more expensive to balance their benefits
> made an undeveloped new holding cost a base of 250 to build (vanilla 500)
> made Patricians able to build trade posts at the very start (tech level 0 requirement)
> tweaked threshold for courtier child penalty to 15 (half of vanilla)
> reduced natural deaths for ages 0~9 to 1 per 10k (previously 3)
> increased natural deaths for ages 10~19 to 5 per 10k (previously 1)
> halved extra base NR of children for players
> reduced base fertility to 0.25 (vanilla 0.5)
> increased chance of stillborns to 5% (vanilla 0%) and maternity death to 5% (vanilla 2%)
> rebalanced land organisation (vis-a-vis SELIN) to make armies recover morale always
> tweaked Renowned Puppetmaster to give +0.25 fertility and health only, but upped assassination chance to +25%
> increased Renowned Scholar to give -10% build cost and +25% tech spread
> Legendary Wisdomseeker now gives +50% tech spread and -25% build cost
> Legendary Puppetmaster still gives +0.5 health and fertility like before, but now gives +25% arrest chance modifier as well
> Enforcer of the Public now only gives +0.5 health and fertility, but gives +25% arrest chance
> tweaked patrician modifiers to appear at level-25 stats
> tweaked the tax decisions to also cost/give a base amount aside from the scaled amount
> gave Irminsuls (Saxons) access to the Traditional-soul honorary titles as a special exemption (they'd have none, otherwise).
> made the Cupbearer not available to the "pagan" religions, to match the other christian honorary titles
> halved the tax penalty of Pacify Province
> rebalanced the Rebuild Persepolis modifier, to now give -200% tax, -50% levies, but -50% build time and -50% build cost. Also increased the length of the modifiers by 25% and buffed the tech spread to 30%
> fixed a coding oversight with pagan laws
> removed callous as a restriction for Control Policies
> made the survey realm event take 30 days per segment, with preparations lasting 10 days, for 100 days
> corrected the settler's event localisation, and made the conversion of province require 150 gold but give 25 piety and 50 authority, while the second option triggers the event that allows you to embrace the province's culture
> reduced authority cost of enforced taxation (war tax and peace tax) decisions by 1/3rd , but buffed opinion malus
> made the Marriage Duty collection event gold option scale with rank (higher rank gets higher base gold, but lower annual income scaling to compensate)
KNOWN ISSUES:
> aside from the noted theocracy buildings being locked, most known bugs have been resolved with this update (keep the reports coming of course)
v6I ( aka the Anno Domini patch )
> FnF deeper integration
> integrated SELIN updates involving religious sites, holy orders, reformation mechanics, and general bug-fixing.
> integrated the Project Chronos's Fvror Africanvs update
> utilized a new terrain texture map
> integrated Vyllis's SFX
> Updated interface to CK2 2.0
> Character sheet now uses the big 32x32 religious icons. Interface edited to accommodate these
> Fixed wrong modifier icon positioning
> tweaked Humble piety to match Pride authority
> removed 50% discount on buildings
> fixed the Moderate Crown Policy of pagans requiring Devoted instead of just Loyal Disposition.
> added "markers" for the pagan disposition laws
> fixed a bug with provincial conversion requiring 12 Millenia to convert. it now requires just 1/2 millenia to do so
> *probably* fixed crown authority ultimatum bug for pagans
> Most SoA events and decisions ported and adapted to LI setting
> All instances of judaism_group replaced with jewish_group (Jews only playable with SoA now)
> Integrated Damocles' MB-GOTW
> Integrated Consort mod
> Integrated No Hassles Vassals (with edited EN localisations for clarity)
> Removed Koeppen Climate provincial modifiers due to lag and maintenance overhead. Kept the seasonal flavour events.
> Removed some lagging useless events (CK2+ leftovers mostly)
> Deleted friend checker decision (useless)
> A lot of new religious icons by AnaxXyphos
> made the required sites 4 instead of 5
> Lowered the authority per holy site to 15 from 20
> the Solar-Imperial religion has investiture = yes now. It doesn't get the investiture laws (intended, those are restricted to Catholics), BUT makes it so that you can request money from the pontifex maximus.
> Lowborn Concubines decision now costs 5 authority
> Norse Mod old viking system events should now fire on looting a holding (for all religions who can loot, de-norsefied the events properly)
> added the Abbey of Crime mod events, making it available for all religions, tweaked requirements (like removing the ward and reducing the MTTH to 1/5 of the original), and tweaking the event text as appropriate
> added Danevang's "better skulls"
> swapped Traits, Claims, and Modifiers around in the interface
> added some Vyllis sound effect
> removed the old Duel Engine events and referencing the new Duel Engine one (un-Luxified, ie. no distinction between Heroic Cultures and regulars yet)
> removed the old CK2+ ai-decision giving money at war
> added a Levy War Tax decision and a Demand Peace Scutage decision based on TPATT's kingdom tax
> added an intro chain of pseudo-tutorial events (with a choice to skip them), and a small decision to re-trigger the part regarding the hotkeys
> LIBERT3 v12a:
> nerfed Martial Code by re-adding a Garrison Size malus of -50% (balanced by Principles of Defence) at most and halving the morale bonus to +0.5 at most
> nerfed Principles of Defence by reducing Garrison Growth to 100% at most
> nerfed Call of Adventure by reducing Levy Reinforcement to 50% at most. Retained the +- levy/garrison mechanic (counteracted by the building system anyway).
> tweaked Realm Intrigue to give revolt risk: -0.1%, assassinate chance: +0.2%, and vassal tax +0.1% per level (base-25 still applies)
> tweaked Diplomatic Disaster to give -15 opinion and -1.5 authority monthly instead
> tweaked the "Travelling" trait from Survey Realm and event due to the short duration to 2
> tweaked the Realm Event, making it potentially restart as early as 1 year (original 5) and have a base of 5 years to restart (original 20), and doubled its duration.
> removed minimum demesne count of survey realm (but made AI even less likely to trigger it to compensate)
> tweaked Price of Power modifiers to be less punishing (-70 instead of 75)
> decreased MTTH of Spymaster's Conduct Subterfuge actions
> made Pacify Province only cost 1% tax loss per diplomacy point
> doubled tech spread modifier of councilors
> ambition to convert province culture now reduces MTTH to 1/3 (previously to 2/3), thus 166 years MTTH. Succeeding now gives 1000 authority and 3 stewardship
> swapped the titles-requirement for dejure swapping and creation in-code to follow intended parameters
> reduced chance of death for 0~9 age
> reduced effect of war and peace on fertility (now 10%) and health (now 0.5).
> increased fertility of trying for child to 15%
> tweaked patrician campaign fund and authority factor to 4 and 5 (previously 2 and 3)
> demanding the main plotter to stop costs 50 authority, while plot-backers costs 20 authority
> reduced revolt triggering chance 25% even further
> tweaked the Young Age modifier to not give a health malus and instead give an Authority malus yet a general opinion boost
> tweaked the Old Age modifier to not give a health malus, but amplified attribute/fertility loss loss yet give an Authority boost
> Revised the Traditions mechanic:
>> abandoned the province flagging mechanic for Martial Traditions
>> buffed the command modifier of the tradition traits to twice in exchange
> Combat Rebalance:
>> Increased base morale by 0.5
>> Reduced base morale recovery from 25% to 10%
>> Reduced morale loss factor to 3 (vanilla 6)
>> Reduced troop kill factor to 0.007 (vanilla 0.015)
>> Reduced tech gain from battles to 90% (overcompensated by lengthened battles)
>> added a "Ruler Taking Command" modifier for feudals when leading troops at war that increases land morale and morale recovery by 0.1, authority by 0.5, and general opinion by 5 but instead get a -0.25 fertility
>> added a "Ruler Shriking Command" modifier for feudals when not leading troops during war, decreasing authority by 1 monthly and general opinion by -5. This does not trigger if the feudal ruler is a councillor though.
>> Increased Defender Bottleneck modifier by 25%
>> tweaked defending against infidels/foreigners to +30/25 from +75/50
>> made Aggressive Offensive War not give a morale recovery malus
>> returned battle authority gain to vanilla
>> made War Knowledge not trigger when already previously triggered and active (for a year)
>> removed effect of realm size on retinue cap
>> reduced impact of leader martial on Damage Bonus and Command Modifier to 3%
>> returned center leader's martial effect on attrition to 0.10%
>> reactivated three generic retinues: Hedge Knight Cohorts, Rhodoki Crossbow Contigent, Elite Spearwall Company
>> doubled combat bonus of retinues and gave +1 morale for both units for culturals (+1 for dominant unit only for generics)
>> regular mercs cost 25% of their unit-weight to hire and 50% to maintain
>> vassal mercs cost 1/3 of regular mercs to hire but 3x to maintain
>> holy orders cost 1/3 of gold-cost in piety
>> retinues cost 1/3 of unit-weight to reinforce/maintain and further 1/3 to hire
>> reduced all event troops to 50% (of highest garrison level) from 100%
> Levy Rebalance:
>> Increased liege levy to 75% to skew importance to the top-liege's role
>> Tweaked martial effect on levies - now base 75%, but each martial point gives 2.5%
>> Increased scale of opinion effect on levies to old vanilla's -50~100 instead of new/old vanilla/LI's 0~100
>> Vassals in your capital's de-jure-duchy give 100% of liege levy, in de-jure-kingdom get 90% of liege levy, and de-jure-empire get 75% of liege levy.
>> Liege levies outside your de jure are 50% smaller (to represent local auxiliaries).
>> Vassal barons in capital-county give 125% of liege levy (to represent efficiency in the capital recruitment).
>> Realm Duress scaling for vassal levies reduced to 2% per tier (previously 2.5%). Vassal tax scaling retained at 2.5%
> Buildings Recalibration:
>> restored and rebalanced all city-holding and patrician-palace buildings
>> cultural military buildings now take a base of 550 days (~1.5yrs) to construct (750days/~2years for temples/cities) and cost 50/87.5/125 for the 1st/2nd/5-7th levels, and cost 1 gold for upkeep per level (1.5 for cities, 0 for temples [for now] )
>> reduced levy size effects of buildings by 10-fold (while tentatively retaining garrison effects, pending an observe game)
>> added a +25% garrison size to Traditions while systematically reducing retinue points from them
>> reduced initial retinue size bonii from all holdings and made the total castle-holding retinue size to 25,000 from 30,000 (most are concentrated around mid-game to very-late-game buildings anyway)
>> nerfed all SELIN-related martial buildings to 25% of previous for feudals and 50% for temples.
>> tweaked Town 1 and Small Bands requirement a bit
>> tweaked Wall/Keep/Stronghold relationships
>> the Keeps now only require level 5 walls
>> replaced the Defence System requirement for Military Settlers to Defence Policy, and downgraded it to a level-2 tier while adding a Feudalism requirement to it.
>> downgraded Military Holdings to a level-3 tier
>> Local Assemblies now need Military Settlers 7 instead of Military Holdings 7
>> Removed the feudalism requirement except for the Military Holdings chain, as well as the odd Military Assembly tie-in requirement for Conscription centers
>> Tweaked the Local Judges so that it upgrades from Court and requires >> Magistrates instead of the other way around
KNOWN ISSUES:
> still the occasional bugged localisation and whatnot here and there
> temple holding still not worked on aside from the early tiers (others still locked behind level 8)
> some SELIN events aren't perfectly up to date
> mid-game may be laggier than previously
> not all religions have tooltips
> there seems to be a bug about being hostile with the world - it's unknown if this has been fixed, but it seems to occur with Martial-soul religions
v6H ( aka the Ragnarok Transcendent patch )
> implemented and integrated accumulated SELIN, VIET, and F&F event updates
> cumulative tweaks to transferring de jure scopes of titles like Italia, Slavinia, Bulgaria, Syria, et.al.
> added the vanilla siege leader trait
> added a "generous" trait in conjuntion with SELIN pagan-traits
> completed post-TOG rebalancing for feudal holding buildings
> added in the remaining yet-rebalanced City/Temple/Patrician buildings with a level 8 tech requirement to lock them out (for save compatibility in the future)
> made buildings generally 30% cheaper ( might affect the AI? )
> disabled a couple battle ambition events
> enabled current Duel Engine events for all cultures for now pending a comprehensive integration/rebalance
> tweaked the present debutante to have either attractive, gregarious, shy, lustful, deceitful.
> rebalanced Better Armies's (non cultural) Tactics to increased weighting for composition for skirmish tactics (now 20~30%)
> reused vanilla Ruler Designer values with some reductions
> returned the custom black internal borders graphics
> preliminarily edited PB-factions file a bit (no balancing yet)
> new loading screens
> LIBERT3 rebalance:
> Comprehensive Rebalance of crown/demesne laws, using PB, NM, and LI laws as a base:
KNOWN ISSUES:
> certain levels of City, Temple, and Patrician buildings have a level 8 tech requirements - these buildings were intentionally "locked" as they haven't been properly tweaked and rebalanced post-TOG
> the summer fair, hold feast, grand hunt are currently only available to catholics, and the grand hunt itself doesn't fire properly, as the cause is tied along with other events
> many religions still don't have their proper localisations for descriptions, as SELIN is still a WIP
>>Continuation of Older Changelogs<<
KNOWN ISSUES:
> NO CHANGEROG FOH YOU (a proper comprehensive changelog will be done next time, once all changes have been properly trawled through)
> Minimal documentations update to the LI pages in the forum (that'll happen in the next "proper" release)
> All buildings were reverted to vanilla pending a redesign. Pre-built building are also haywired due to improper history-definitions of technology (ie. to-do-listed)
> Minimal mechanics from CM adopted so far (we're working on them for the next release)
> Culture names reverted to vanilla (we'll probably release a submod that returns them-pretentious names eventually)
> Various random mechanics may have been accidentally and/or intentionally reverted to vanilla values during the post-RoI and post-CM updates. Some are (temporarily) WAD, some are not-so-WAD. If you noticed any, please report them to the forums (we only have so much manpower, so we'll need your help with these matters).
v6J2 ( aka the Unborn update )
#> special troops
> comprehensive troop rebalance
> reduced short reign malus to -4 per year (max -40), and made long reign start at 15 years
> tweaked diplo distance. Base distance now 500, with co-culture/religion gives +500, while co-religion/culture group gives by +300
> reverted multiple modifiers to proper LIBERT3 values, and doubled Jungle Defender bonuses
KNOWN ISSUES:
> never saw the light of day :rofl:
> that "changelog" above is obviously vestigial, but whatever
v6J1 ( aka the Summer Scorch's Spiel update )
> New LI music: All credits to the teams of 0 A.D., Europa Barbarorum, and the composers Morgan Casey, Nick Wylie and Omri Lahav.
> New nomad mechanics (altaic cultures)
> Formed Brittania event (with Celts having their own titular empire)
> Made every religion hostile with it's own religion group (because in the grim light of LI, there's only war)
> Reshuffled some vanilla tactics for LI cultures, and a hellensitic phalanx and roman triple line tactic
> Custom CoAs for some LI dynasties (Argead, Argeadai and Sassanid at the moment)
> Changed all the game resign screen dynasties to LI ones[note: localisations not yet finished]
> Sacred Band retinue for Afrophoenicians (made them HC/PI)
> Pendragon nickname
> Added obj_raise_worthy_daughter, title_favored_daughter and favored_daughter opinion for enatic, enatic-cognatic and cognatic realms, restricted title_favored_son (and thus obj_raise_worthy_son) to agnatic, agnatic-cognatic and cognatic realms.
> Recolor for a few cultures
> added religious icons for all the heresies.
> Added trial by combat to martial soul religions and heroic cultures
> Expanded battlefield duel to martial soul religions
> New sacrifice decisions: zealous/lunatic/cruel characters of the norsegerman/zalmoxian/serer/slavic/solar/aztec/celtic/ahrimanic religions can sacrifice a character for 150 piety
> Zoroastrian religions now pre-reformed (workaround for an issue)
> d_almaqah now a vassal religious head to k_saba. Almaqah religion given investiture (but not laws) and the ability to give claims and money on request.
> Added vassal religious heads, when possible, some of these religions have to king-tier rulers so they're independent instead
> Ash-Shams is now Shamashi, direct descendant of ancient Mesopotamian cult of Shamash
> religions that allow for female temple holders also have the "feminist = yes" line now
> New republic mechanics (WIP): for now, just a length of term demesne law exclusive to Merchant Republics, tied to a flag timer. An event should trigger at the end of the timer depending on the term length and prompt you to hold vanilla republic elections of face public disapproval.
> Yearly event to kill off useless courtiers
> Dynamic fighter (duel mod) trait assigner added to startup event.
> Updated VIET components
> Custom tooltips for some decisions
> modifications of AI loan mechanic
> more LI-fication
>> adapted Dulcinian events (VIET) for Populist/Messianic
>> Rokkatru keeps with the pattern of naming the reformed religion in Old Norse.
>> Modified names for Berbers: more Tamazight ones and less Latin ones
>> Adapted most buddhist features to all the Buddhist and Pseudo-buddhist faiths and some to the indohelen religions (except the choose branch for any other than indoh_bud and the caste system)
>> Changed Asturias to a more era appropriate name
>> León is now Legio
>> Phoenician and Nabatean king tier title now are the proper semitic root mlk (Melekh: king)
>> fixed bulgar and kurdish culture's names.
>> made available RoI's Buddhists shenanigans to LI's Buddhists.
>> SELENized Hindu and Jain religions
> Slavery mechanic tweaks
>> added custom tooltips to explain which religions can('t) be slavers
>> lunatics can now enact chattel/thralldom regardless of religion
>> Arbitrary/lunatic no longer required to enact chattel slavery or thralldom
>> Enacting any slavery law will automatically give slave owner trait.
>> Removed light infantry from slave camps
>> lowered prices all-around
>> made slave raids less ubiquitous
>> AI should buy/sell slaves less frequently, and will choose AI slave traders more often
>> made slavery less restrictive and more attractive to AI (where appropriate)
> Council job tweaks:
>> New event for populist rally job action
>> Added localisations for every job action.
>> Some experiments with the court job buttons
> experimental raiding rebalance:
>> raid aggression significantly reduced (workaround for AI behavior oddity)
>> increased gold and reduced authority from looting
>> made the raids tick per week instead of daily (lag reduction experiment)
>> further lowered gold protected per fort level (making more county targets viable raiding targets)
> Boosted base tax holding income to vanilla levels.
> Added missing ck2+ steward events
> Used vanilla's convert to province culture/religion, and convert to liege's culture or religion
> Modified republican titles localization
> Disabled young/old age modifiers
> Tweaks to the family_relations events for speed optimisation
> Reverted font to vanilla (still available at submod section)
> Reverted to (new) vanilla decadence ambition
> Added missing decision icons
> Updated the custom map buildings
> Fixed Westfriesland being an ocean
> Fixed Suez sea portage
> fixed Donatist holy order's name
> Fixes for Akademia events
> Fixed battle crashes
> Fixed some survey events
> Removed do Seid
> Fixed concubine decisions
> removed the against liege treason and betrayal plots.
> Added missing ambition, traits, and their respective education events.
> Fixed some women/children job title code
> Corrected some capitals.
> Corrected perform state rituals events
> Loosen clan control faction war should now work, and will now declare war as a united faction revolt like the lower crown authority faction
> Disabled pledge mod (suspected CTD trigger)
> Made human-useful-only events player-only
> Fixed SELIN province modifier events to go in accord with Numahr's template (and possibly enhancing performance)
> Fixed costs on CBs
> Fixed Exalted ambition icon
?> test to fix the claim faction cbs...
?> Removed Pentarchy and reunite the faiths related decisions until I get a chance to take a look at them deeply
?> tentatively removed Finnish haltija mechanics to speed up the game
KNOWN ISSUES:
> theocracy buildings still unimplemented
> some missing/unassigned icons and localizations for some decisions (e.g. romantic interest ones, etc)
> localisations for LI dynasties at the end game screen (we probably should just copy-paste the stuff Shaytana wrote for the bloodlines)
> siath70's noted issue with levies. I'm unable to replicate it but I removed the possible cause anyway since the relavant line is vestigial
> the standing armies of raider realms still exists, but at a much less severe rate it would seem. I'm still guessing it's a vanilla AI issue
v6I4 ( aka the Frozen Salt update )
> added placeholder buildings to eliminate the cause of the bugs
> returned the Cult buildings
KNOWN ISSUES:
> Survey Realm events still continue despite being "interrupted"
> localisations for placeholder buildings are hit and miss
v6I3 ( aka the Precision Thawing update )
> Fixed duplicate headhunter events
> Approval of Clans system for tribals preliminary test (I'll add a personal duel feature in the future, but right now, if the ruler isn't worthy a random vassal gets a strong claim on the main title)
> Updated celtic flavor events.
> disabled the Convert to Attacker's Religion decision (might be reactivated in the future with tweaks)
> made some Veteran, et al., traits persist (at the cost making it a potential random trait)
> disabled the martial Cult buildings for feudals as they were causing the game to freeze when checking holdings you don't own that have them (no idea why)
> fixed the excessive health/fertility bug for independent characters
> removed the sacrifice decisions for now
> tweaked the Character Tooltip design
> integrated the Pledge Mod with some tweaks
> LIBERT3v12d:
> gave a 10% fertility effect to the bloodline traits
> Ransom All (decision) now costs 25 authority (not worth it for less than 5 prisoners)
> Release Prisoners (decision) now gives 10 piety and 5 authority (same as individual release)
> Execute Prisoners (decision) now costs 100 authority (not worth it for less then 4 prisoners)
> doubled the authority loss but removed piety loss (made no sense for many LI-religions) from having loans unpaid
> Survey Realm and Laws are now not available for landless* mercenary companies
> made the organize spies action also give the same arrest chance
> tweaked the Renowned Puppetmaster to give 15% assassinate chance and 10% arrest chance
> AI now seek a concubine or 2 if they lack a son
> reduced the initial health for special characters from 9 to 7
> Reduced monthly siege morale loss to 0.16 (previously 0.2), and increased defender damage factor to 0.555 (ratio now 1:18) as well as troop kill factor to 0.009 (vanilla 0.015), to make sieges slightly longer and assaults slightly faster
> craven characters now +5% retreat
> systematically reduced the "Legendary Units" sizes
>> heavy infantry types now only give 150 (previously 250)
>> pikemen types now only give 165 (previously 280)
>> archer types now only give 200 (previously 330)
>> light cavalry types now only give 180 (previously 300)
>> horse archer types now only give 100 (previously 200)
>> heavy cavalry types still give 50
> increased mercenary upkeep by 25%
> tweaked event offset to 25 instead of 30 or vanilla 20
> AI realms now raid until they have 100 holdings, plus do it more often and now also attack same-culture/religion groups.
> reverted patrician tax-to-liege to 50%
> tweaked Mercantile Code tech to give +50% Global Tax instead of City Tax
> reduced the global supply limit bonus of Feudalism tech
KNOWN ISSUES:
> random possibility for the game freezing when clicking certain holdings you don't own (they're "reproducible" as in they're save-consistent, but the affected holdings seem to change per campaign - currently, incidence rate is minimal)
> Survey Realm events still continue despite being "interrupted"
v6I2 ( aka the Unconquered Heart update )
> fixed CTD's when clicking some holdings
> fixed kingdom titles being uncreatable unless emperor
> fixed Indoctrinate Child scoping
> disabled random CoA's for muslims (caused bugs)
> fixed gfx bugs
> corrected Title Breakup for traditional religions (will be replaced at the future)
> implemented new icons by AnaxXiphos
> implemented the papal history backdraft by Hawkeye
> updated BLC component
> updated Norse Mod component
> added an entry for slavery in the intro events [used Spice and Wolf screens ^_^]
> added a decision to retrigger the intro events (sans the very first one)
> tweaked misc localisations
> LIBERT3v12c:
> made the intro event give health=1 and fertility=0.5 for all independent rulers
> reduced AI slave purchase probability (AI now has 1/2 chance to buy when conditions met, versus 20/21 before)
> tweaked Arminius bloodline to give diplomacy/martial instead of intrigue/martial
> converting to Atttacker's Religion costs 500 authority and 100 piety (bug note: this actually shows up for all CB's from non-religionists, and won't invalidate the war for non-religion-related wars)
> reverted tech requirement to unlock trade posts to level 1 (level 0 wasn't working)
KNOWN ISSUES:
> the Convert to Attacker's religion still shows up despite when it won't do anything (ie. converting to enemy religion won't end the war for non-religion-related wars)
> the veteran/champion trait doesn't persist betweens saves
> Survey Realm events still continue despite being "interrupted"
v6I1 ( aka the Eve of the East update )
> various localisation tweaks for different components, from SELIN to LIBERT3 to LI-original and vanilla-tweaks
> updated a lot of submods to their new versions
> added placeholder descriptions for SELIN religions (yay!)
> made No Hassles Vassals cost 50 gold/authority
> made Hand Out Minor Titles cost 50 gold but give 10 authority
> returned base Morale Recovery to 25%
> tweaked the raider events from the Norse Mod, and added a Monster Slayer/Survivor modifier for the chimera event (reduced trigger chance for the chimera event as well as death chance, but increased chance for the generic raiding events)
> fixed duplicate castle buildings in city holdings
> fixed VIET buddhist and other misc event bugs
> fixed multiple bugged decisions
> removed the decision to restore rome to the pope
> disabled the Restoration of Rome event (more accurately, made you required to be 10,000 years old to have it) because it's not yet finished
> disabled the Jeane of Arc events for now
> integrated PB stuff (loans, icons, misc) and borrowed some decision icons from there as placeholders
> made titular empires creatable from the decisions tab (the AI gets some discount in creating the titles to make them appear more likely)
> added new bloodlines (not all assigned in-game yet): Mithridates, Hieron, Maccabeus, Viriathus, Chlorus, Theodoric, Arminius, Asander.
> integrated jordarkelf's "A Little Sanity in Duchy & Kingdom Creation" in the code
> implemented the Slavery mechanics from AGOT with some rebalancing and tweaking - a new realm, Qart-Hadast (formerly Gambia) will serve as the main map slaver realm (there might be an off-map implementation in the future)
> integrated non-DLC parts of BLC (please use the virtual memory tweak noted in the front page if you're experiencing Runtime Errors)
> added Alternative Mongol Children by AnaxXiphos
> LIBERT3 v12b:
> made buildings 10% cheaper than base
> made City economic buildings take longer to build (from 300/365 to 450/600/700 months base) and some are more expensive to balance their benefits
> made an undeveloped new holding cost a base of 250 to build (vanilla 500)
> made Patricians able to build trade posts at the very start (tech level 0 requirement)
> tweaked threshold for courtier child penalty to 15 (half of vanilla)
> reduced natural deaths for ages 0~9 to 1 per 10k (previously 3)
> increased natural deaths for ages 10~19 to 5 per 10k (previously 1)
> halved extra base NR of children for players
> reduced base fertility to 0.25 (vanilla 0.5)
> increased chance of stillborns to 5% (vanilla 0%) and maternity death to 5% (vanilla 2%)
> rebalanced land organisation (vis-a-vis SELIN) to make armies recover morale always
> tweaked Renowned Puppetmaster to give +0.25 fertility and health only, but upped assassination chance to +25%
> increased Renowned Scholar to give -10% build cost and +25% tech spread
> Legendary Wisdomseeker now gives +50% tech spread and -25% build cost
> Legendary Puppetmaster still gives +0.5 health and fertility like before, but now gives +25% arrest chance modifier as well
> Enforcer of the Public now only gives +0.5 health and fertility, but gives +25% arrest chance
> tweaked patrician modifiers to appear at level-25 stats
> tweaked the tax decisions to also cost/give a base amount aside from the scaled amount
> gave Irminsuls (Saxons) access to the Traditional-soul honorary titles as a special exemption (they'd have none, otherwise).
> made the Cupbearer not available to the "pagan" religions, to match the other christian honorary titles
> halved the tax penalty of Pacify Province
> rebalanced the Rebuild Persepolis modifier, to now give -200% tax, -50% levies, but -50% build time and -50% build cost. Also increased the length of the modifiers by 25% and buffed the tech spread to 30%
> fixed a coding oversight with pagan laws
> removed callous as a restriction for Control Policies
> made the survey realm event take 30 days per segment, with preparations lasting 10 days, for 100 days
> corrected the settler's event localisation, and made the conversion of province require 150 gold but give 25 piety and 50 authority, while the second option triggers the event that allows you to embrace the province's culture
> reduced authority cost of enforced taxation (war tax and peace tax) decisions by 1/3rd , but buffed opinion malus
> made the Marriage Duty collection event gold option scale with rank (higher rank gets higher base gold, but lower annual income scaling to compensate)
KNOWN ISSUES:
> aside from the noted theocracy buildings being locked, most known bugs have been resolved with this update (keep the reports coming of course)
v6I ( aka the Anno Domini patch )
> FnF deeper integration
> integrated SELIN updates involving religious sites, holy orders, reformation mechanics, and general bug-fixing.
> integrated the Project Chronos's Fvror Africanvs update
> utilized a new terrain texture map
> integrated Vyllis's SFX
> Updated interface to CK2 2.0
> Character sheet now uses the big 32x32 religious icons. Interface edited to accommodate these
> Fixed wrong modifier icon positioning
> tweaked Humble piety to match Pride authority
> removed 50% discount on buildings
> fixed the Moderate Crown Policy of pagans requiring Devoted instead of just Loyal Disposition.
> added "markers" for the pagan disposition laws
> fixed a bug with provincial conversion requiring 12 Millenia to convert. it now requires just 1/2 millenia to do so
> *probably* fixed crown authority ultimatum bug for pagans
> Most SoA events and decisions ported and adapted to LI setting
> All instances of judaism_group replaced with jewish_group (Jews only playable with SoA now)
> Integrated Damocles' MB-GOTW
> Integrated Consort mod
> Integrated No Hassles Vassals (with edited EN localisations for clarity)
> Removed Koeppen Climate provincial modifiers due to lag and maintenance overhead. Kept the seasonal flavour events.
> Removed some lagging useless events (CK2+ leftovers mostly)
> Deleted friend checker decision (useless)
> A lot of new religious icons by AnaxXyphos
> made the required sites 4 instead of 5
> Lowered the authority per holy site to 15 from 20
> the Solar-Imperial religion has investiture = yes now. It doesn't get the investiture laws (intended, those are restricted to Catholics), BUT makes it so that you can request money from the pontifex maximus.
> Lowborn Concubines decision now costs 5 authority
> Norse Mod old viking system events should now fire on looting a holding (for all religions who can loot, de-norsefied the events properly)
> added the Abbey of Crime mod events, making it available for all religions, tweaked requirements (like removing the ward and reducing the MTTH to 1/5 of the original), and tweaking the event text as appropriate
> added Danevang's "better skulls"
> swapped Traits, Claims, and Modifiers around in the interface
> added some Vyllis sound effect
> removed the old Duel Engine events and referencing the new Duel Engine one (un-Luxified, ie. no distinction between Heroic Cultures and regulars yet)
> removed the old CK2+ ai-decision giving money at war
> added a Levy War Tax decision and a Demand Peace Scutage decision based on TPATT's kingdom tax
> added an intro chain of pseudo-tutorial events (with a choice to skip them), and a small decision to re-trigger the part regarding the hotkeys
> LIBERT3 v12a:
> nerfed Martial Code by re-adding a Garrison Size malus of -50% (balanced by Principles of Defence) at most and halving the morale bonus to +0.5 at most
> nerfed Principles of Defence by reducing Garrison Growth to 100% at most
> nerfed Call of Adventure by reducing Levy Reinforcement to 50% at most. Retained the +- levy/garrison mechanic (counteracted by the building system anyway).
> tweaked Realm Intrigue to give revolt risk: -0.1%, assassinate chance: +0.2%, and vassal tax +0.1% per level (base-25 still applies)
> tweaked Diplomatic Disaster to give -15 opinion and -1.5 authority monthly instead
> tweaked the "Travelling" trait from Survey Realm and event due to the short duration to 2
> tweaked the Realm Event, making it potentially restart as early as 1 year (original 5) and have a base of 5 years to restart (original 20), and doubled its duration.
> removed minimum demesne count of survey realm (but made AI even less likely to trigger it to compensate)
> tweaked Price of Power modifiers to be less punishing (-70 instead of 75)
> decreased MTTH of Spymaster's Conduct Subterfuge actions
> made Pacify Province only cost 1% tax loss per diplomacy point
> doubled tech spread modifier of councilors
> ambition to convert province culture now reduces MTTH to 1/3 (previously to 2/3), thus 166 years MTTH. Succeeding now gives 1000 authority and 3 stewardship
> swapped the titles-requirement for dejure swapping and creation in-code to follow intended parameters
> reduced chance of death for 0~9 age
> reduced effect of war and peace on fertility (now 10%) and health (now 0.5).
> increased fertility of trying for child to 15%
> tweaked patrician campaign fund and authority factor to 4 and 5 (previously 2 and 3)
> demanding the main plotter to stop costs 50 authority, while plot-backers costs 20 authority
> reduced revolt triggering chance 25% even further
> tweaked the Young Age modifier to not give a health malus and instead give an Authority malus yet a general opinion boost
> tweaked the Old Age modifier to not give a health malus, but amplified attribute/fertility loss loss yet give an Authority boost
> Revised the Traditions mechanic:
>> abandoned the province flagging mechanic for Martial Traditions
>> buffed the command modifier of the tradition traits to twice in exchange
> Combat Rebalance:
>> Increased base morale by 0.5
>> Reduced base morale recovery from 25% to 10%
>> Reduced morale loss factor to 3 (vanilla 6)
>> Reduced troop kill factor to 0.007 (vanilla 0.015)
>> Reduced tech gain from battles to 90% (overcompensated by lengthened battles)
>> added a "Ruler Taking Command" modifier for feudals when leading troops at war that increases land morale and morale recovery by 0.1, authority by 0.5, and general opinion by 5 but instead get a -0.25 fertility
>> added a "Ruler Shriking Command" modifier for feudals when not leading troops during war, decreasing authority by 1 monthly and general opinion by -5. This does not trigger if the feudal ruler is a councillor though.
>> Increased Defender Bottleneck modifier by 25%
>> tweaked defending against infidels/foreigners to +30/25 from +75/50
>> made Aggressive Offensive War not give a morale recovery malus
>> returned battle authority gain to vanilla
>> made War Knowledge not trigger when already previously triggered and active (for a year)
>> removed effect of realm size on retinue cap
>> reduced impact of leader martial on Damage Bonus and Command Modifier to 3%
>> returned center leader's martial effect on attrition to 0.10%
>> reactivated three generic retinues: Hedge Knight Cohorts, Rhodoki Crossbow Contigent, Elite Spearwall Company
>> doubled combat bonus of retinues and gave +1 morale for both units for culturals (+1 for dominant unit only for generics)
>> regular mercs cost 25% of their unit-weight to hire and 50% to maintain
>> vassal mercs cost 1/3 of regular mercs to hire but 3x to maintain
>> holy orders cost 1/3 of gold-cost in piety
>> retinues cost 1/3 of unit-weight to reinforce/maintain and further 1/3 to hire
>> reduced all event troops to 50% (of highest garrison level) from 100%
> Levy Rebalance:
>> Increased liege levy to 75% to skew importance to the top-liege's role
>> Tweaked martial effect on levies - now base 75%, but each martial point gives 2.5%
>> Increased scale of opinion effect on levies to old vanilla's -50~100 instead of new/old vanilla/LI's 0~100
>> Vassals in your capital's de-jure-duchy give 100% of liege levy, in de-jure-kingdom get 90% of liege levy, and de-jure-empire get 75% of liege levy.
>> Liege levies outside your de jure are 50% smaller (to represent local auxiliaries).
>> Vassal barons in capital-county give 125% of liege levy (to represent efficiency in the capital recruitment).
>> Realm Duress scaling for vassal levies reduced to 2% per tier (previously 2.5%). Vassal tax scaling retained at 2.5%
> Buildings Recalibration:
>> restored and rebalanced all city-holding and patrician-palace buildings
>> cultural military buildings now take a base of 550 days (~1.5yrs) to construct (750days/~2years for temples/cities) and cost 50/87.5/125 for the 1st/2nd/5-7th levels, and cost 1 gold for upkeep per level (1.5 for cities, 0 for temples [for now] )
>> reduced levy size effects of buildings by 10-fold (while tentatively retaining garrison effects, pending an observe game)
>> added a +25% garrison size to Traditions while systematically reducing retinue points from them
>> reduced initial retinue size bonii from all holdings and made the total castle-holding retinue size to 25,000 from 30,000 (most are concentrated around mid-game to very-late-game buildings anyway)
>> nerfed all SELIN-related martial buildings to 25% of previous for feudals and 50% for temples.
>> tweaked Town 1 and Small Bands requirement a bit
>> tweaked Wall/Keep/Stronghold relationships
>> the Keeps now only require level 5 walls
>> replaced the Defence System requirement for Military Settlers to Defence Policy, and downgraded it to a level-2 tier while adding a Feudalism requirement to it.
>> downgraded Military Holdings to a level-3 tier
>> Local Assemblies now need Military Settlers 7 instead of Military Holdings 7
>> Removed the feudalism requirement except for the Military Holdings chain, as well as the odd Military Assembly tie-in requirement for Conscription centers
>> Tweaked the Local Judges so that it upgrades from Court and requires >> Magistrates instead of the other way around
KNOWN ISSUES:
> still the occasional bugged localisation and whatnot here and there
> temple holding still not worked on aside from the early tiers (others still locked behind level 8)
> some SELIN events aren't perfectly up to date
> mid-game may be laggier than previously
> not all religions have tooltips
> there seems to be a bug about being hostile with the world - it's unknown if this has been fixed, but it seems to occur with Martial-soul religions
v6H ( aka the Ragnarok Transcendent patch )
> implemented and integrated accumulated SELIN, VIET, and F&F event updates
> cumulative tweaks to transferring de jure scopes of titles like Italia, Slavinia, Bulgaria, Syria, et.al.
> added the vanilla siege leader trait
> added a "generous" trait in conjuntion with SELIN pagan-traits
> completed post-TOG rebalancing for feudal holding buildings
> added in the remaining yet-rebalanced City/Temple/Patrician buildings with a level 8 tech requirement to lock them out (for save compatibility in the future)
> made buildings generally 30% cheaper ( might affect the AI? )
> disabled a couple battle ambition events
> enabled current Duel Engine events for all cultures for now pending a comprehensive integration/rebalance
> tweaked the present debutante to have either attractive, gregarious, shy, lustful, deceitful.
> rebalanced Better Armies's (non cultural) Tactics to increased weighting for composition for skirmish tactics (now 20~30%)
> reused vanilla Ruler Designer values with some reductions
> returned the custom black internal borders graphics
> preliminarily edited PB-factions file a bit (no balancing yet)
> new loading screens
> LIBERT3 rebalance:
> declaring war on allies costs 500 authority
> modified the visual weighting of units to be equal
> made AI create kingdom titles (might help shake things up)
> reduced Aztec invasion armies to 40% of vanilla while tweaking composition ratio to 4:3:3 of HI/LI/AR (previously 2:1:1 HI/LI/AR)
> tweaked the peasant revolt a bit to have slightly less units and no light cavalry
> tweaked the peasant leader trait to have command maluses (to make peasants easier to defeat )
> reduced base revolt chance of TOG version to half of vanilla
> tweaked the imprisonment event after sieges to fire half of the time
> increased the province-cultural conversion MTTH to 1000 years, the settler's event to 750 years, while decreased Ruler Assimilation to 25 years.
> Ruler Assimilation is now less likely with high diplomacy, while Conversion/Settler's events likelier with both high diplomacy and learning.
> Holy Orders and Mercenaries 5x less likely to culturally assimilate.
> added AI ambition to Vestigial Empire to incite them to expand more (until the modifier is no longer valid )
> tweaked short reign years to 10 (max -50 at zero Divine Right tech, minimum -10 at max Divine Right tech) , and made long reign years start after 20 years
> halved effect of marriage tiers on authority
> reduced Shrine piety effects (+0.05 max) while giving minor tax income (+0.35 max)
> added a base of 10 LI and 5 AR to cities, and adjust minimum fort level to 3
> implemented SELIN-virtue/faults system for Lux Invicta-defined pagans (extra authority/piety source) [disabled vassal opinion effects tentatively and instead increased authority effect]
> standardized decadence gain to 50% of vanilla, but doubled realm-size multiplier
> disabled/nerfed effect of realm diplomacy/intrigue on vassal taxes , but triped/doubled ( for diplomacy/intrigue) revolt risk reduction (while disabling base RR and vassal tax modifiers to compensate
> disabled the effect of State Martial on minimum vassal levy (still affects MAX levy)
> weakened land morale effect of bankruptcy while amplifying the monthly authority loss instead
> Decreased MTTH of Corruption Uncovered, Vicious Rumors, and Sow Dissent events of the Spymaster's Subterfuge option to 1/3 of vanilla (and the chance of getting caught to 1/2 of vanilla )
> Tweaked the Spymaster's Spy Ring action to give 0.3% revolt risk reduction and assassination chance addition per level (previously 0.5% and 0.1% respectively)
> Added a small revolt-risk addition to the Steward's Collect Taxes option (0.5%/level)
> Rebalanced CB's
> Rebalanced authority/piety requirements
> Rebalanced Looting
> Rebalanced Tech
> Rebalanced Authority:
> Rebalanced Opinion
> Rebalanced base values for holdings (fort/tax)
> Rebalanced Warfare
> modified the visual weighting of units to be equal
> made AI create kingdom titles (might help shake things up)
> reduced Aztec invasion armies to 40% of vanilla while tweaking composition ratio to 4:3:3 of HI/LI/AR (previously 2:1:1 HI/LI/AR)
> tweaked the peasant revolt a bit to have slightly less units and no light cavalry
> tweaked the peasant leader trait to have command maluses (to make peasants easier to defeat )
> reduced base revolt chance of TOG version to half of vanilla
> tweaked the imprisonment event after sieges to fire half of the time
> increased the province-cultural conversion MTTH to 1000 years, the settler's event to 750 years, while decreased Ruler Assimilation to 25 years.
> Ruler Assimilation is now less likely with high diplomacy, while Conversion/Settler's events likelier with both high diplomacy and learning.
> Holy Orders and Mercenaries 5x less likely to culturally assimilate.
> added AI ambition to Vestigial Empire to incite them to expand more (until the modifier is no longer valid )
> tweaked short reign years to 10 (max -50 at zero Divine Right tech, minimum -10 at max Divine Right tech) , and made long reign years start after 20 years
> halved effect of marriage tiers on authority
> reduced Shrine piety effects (+0.05 max) while giving minor tax income (+0.35 max)
> added a base of 10 LI and 5 AR to cities, and adjust minimum fort level to 3
> implemented SELIN-virtue/faults system for Lux Invicta-defined pagans (extra authority/piety source) [disabled vassal opinion effects tentatively and instead increased authority effect]
> standardized decadence gain to 50% of vanilla, but doubled realm-size multiplier
> disabled/nerfed effect of realm diplomacy/intrigue on vassal taxes , but triped/doubled ( for diplomacy/intrigue) revolt risk reduction (while disabling base RR and vassal tax modifiers to compensate
> disabled the effect of State Martial on minimum vassal levy (still affects MAX levy)
> weakened land morale effect of bankruptcy while amplifying the monthly authority loss instead
> Decreased MTTH of Corruption Uncovered, Vicious Rumors, and Sow Dissent events of the Spymaster's Subterfuge option to 1/3 of vanilla (and the chance of getting caught to 1/2 of vanilla )
> Tweaked the Spymaster's Spy Ring action to give 0.3% revolt risk reduction and assassination chance addition per level (previously 0.5% and 0.1% respectively)
> Added a small revolt-risk addition to the Steward's Collect Taxes option (0.5%/level)
> Rebalanced CB's
>> Made the Conquest CB available for neighboring seazones, but increased cost to 100 gold (previously only 50 gold spent )
>> Vanquishment War (traditional/martial) now only needs 250 authority stockpiled, and has no authority cost when declared (but has an amplified losing authority penalty ).
>> Glorious Conquest (previously Invasion) now requires 500 authority (but 1000 stockpiled), 200 gold, 200% annual income, and either ambitious/authorative/naturalleader/proud/arrogant/selfish/greedy/pompous/demanding but NOT content/weakwilled/submissive, and now works as a similar to the subjugation CB
>> Prepared Invasion (populist/messianic) requires 500 authority stockpiled, but instead costs 250 piety. Tweaked max target/attacker de jure holdings to 30. Now also applies the recently conquered modifier
>> Grand Invasion (only used by Aztecs and mercenaries ) only require positive authority, but removed authority gain on victory
>> Sacred War now only requires to NOT be cynical/tolerant/content and 250 authority and positive piety to declare
>> made the Conquest, Expansion, Vanquishment, and Sacred War CB's transfer 50 gold when defeated in addition to current scaled wealth
>> made the Holy War, Total War, Subjugation, and Glorious Conquest transfer 100 gold when defeated in addition to current scaled wealth
>> made the Crusade, Sanctioned Invasion, Grand Invasion, and Prepared Invasion transfer 150 gold when defeated in addition to current scaled wealth
>> tweaked "conquest" CB's so that those with Vanquishment and/or Expansion War (11 religions can use both ) can't use the base Conquest War
>> tweaked the Holy/Total War so that those they are mutually exclusive
>> Vanquishment War (traditional/martial) now only needs 250 authority stockpiled, and has no authority cost when declared (but has an amplified losing authority penalty ).
>> Glorious Conquest (previously Invasion) now requires 500 authority (but 1000 stockpiled), 200 gold, 200% annual income, and either ambitious/authorative/naturalleader/proud/arrogant/selfish/greedy/pompous/demanding but NOT content/weakwilled/submissive, and now works as a similar to the subjugation CB
>> Prepared Invasion (populist/messianic) requires 500 authority stockpiled, but instead costs 250 piety. Tweaked max target/attacker de jure holdings to 30. Now also applies the recently conquered modifier
>> Grand Invasion (only used by Aztecs and mercenaries ) only require positive authority, but removed authority gain on victory
>> Sacred War now only requires to NOT be cynical/tolerant/content and 250 authority and positive piety to declare
>> made the Conquest, Expansion, Vanquishment, and Sacred War CB's transfer 50 gold when defeated in addition to current scaled wealth
>> made the Holy War, Total War, Subjugation, and Glorious Conquest transfer 100 gold when defeated in addition to current scaled wealth
>> made the Crusade, Sanctioned Invasion, Grand Invasion, and Prepared Invasion transfer 150 gold when defeated in addition to current scaled wealth
>> tweaked "conquest" CB's so that those with Vanquishment and/or Expansion War (11 religions can use both ) can't use the base Conquest War
>> tweaked the Holy/Total War so that those they are mutually exclusive
>> removed piety cost for Transfer Vassal
>> Releasing Prisoners now GIVES 10/5 piety/authority
>> Send Gift now 5 authority
>> Offer Vassalization now 10/30 piety/authority
>> Ransoming now 5 authority
>> Demand to end/leave plot now 15/30 gold/authority
>> Asking to Ransom now costs 10 authority
>> Asking to Join War now costs 10 authority
>> Releasing Vassalage now costs 25 authority
>> Make Consort now costs 5 authority
>> Retracting Vassals now costs 10/50 gold/authority
>> Tweaked authority gain from VIET random battle events higher.
>> Releasing Prisoners now GIVES 10/5 piety/authority
>> Send Gift now 5 authority
>> Offer Vassalization now 10/30 piety/authority
>> Ransoming now 5 authority
>> Demand to end/leave plot now 15/30 gold/authority
>> Asking to Ransom now costs 10 authority
>> Asking to Join War now costs 10 authority
>> Releasing Vassalage now costs 25 authority
>> Make Consort now costs 5 authority
>> Retracting Vassals now costs 10/50 gold/authority
>> Tweaked authority gain from VIET random battle events higher.
>> increased the tax penalty of the Looted modifier to -75%
>> further lowered effect of fort level on looting to 0.2 (so 5 fort level protect is necessary to protect 1 tax base )
>> further increased maximum fort level of adjacent counties to rivers that disable river raiding to 80 to compensate
>> increased looting speed by twice of previous (now 1/4th of vanilla)
>> increased looted tax to twice the holding value (vanilla 1.5x)
>> a holding now needs at least 50 "buildings" to be immune from eradication, but chance of incidence reduced to 0.5%
>> a successful loot is guaranteed to destroy a random "building"
>> reduced TOG revolt incidence rate to 1/2 of vanilla
>> further lowered effect of fort level on looting to 0.2 (so 5 fort level protect is necessary to protect 1 tax base )
>> further increased maximum fort level of adjacent counties to rivers that disable river raiding to 80 to compensate
>> increased looting speed by twice of previous (now 1/4th of vanilla)
>> increased looted tax to twice the holding value (vanilla 1.5x)
>> a holding now needs at least 50 "buildings" to be immune from eradication, but chance of incidence reduced to 0.5%
>> a successful loot is guaranteed to destroy a random "building"
>> reduced TOG revolt incidence rate to 1/2 of vanilla
>> increased tech spread from the Sypmaster's Conduct Subterfuge job to 2.5%
>> rebalanced tradepost tech spread bonus to 1%
>> slightly rebalanced tech to year 1000 +100/level
>> Increased ahead penalty to 50%
>> further reduced the gain of techpoints from stats, making tech growth slower in general (vanilla 0.4, LI 0.015 )
>> doubled the effect of many techs aside from opinion, tax, and build time/cost related ones, which got variably amplified
>> made the War Knowledge give +50% martial tech spread from capital, but reduced to 4 months
> Rebalanced Ruler modifiers:
>> halved vassal tax bonii of Respected Ruler modifiers
>> Legendary Worldwelder now piety +1 authority +3 monthly
>> Legendary Warmaster now +20% min/max vassal levy
>> Legendary Wealthbringer now +10% vassal tax but +25% global tax and -25% building cost
>> rebalanced tradepost tech spread bonus to 1%
>> slightly rebalanced tech to year 1000 +100/level
>> Increased ahead penalty to 50%
>> further reduced the gain of techpoints from stats, making tech growth slower in general (vanilla 0.4, LI 0.015 )
>> doubled the effect of many techs aside from opinion, tax, and build time/cost related ones, which got variably amplified
>> made the War Knowledge give +50% martial tech spread from capital, but reduced to 4 months
> Rebalanced Ruler modifiers:
>> halved vassal tax bonii of Respected Ruler modifiers
>> Legendary Worldwelder now piety +1 authority +3 monthly
>> Legendary Warmaster now +20% min/max vassal levy
>> Legendary Wealthbringer now +10% vassal tax but +25% global tax and -25% building cost
>> removed authority from baron/count titles/vassals, and reduced the rest
>> reduced the pre-Imperial Administration authority bonuses
>> increased authority loss from low attribute modifiers from 0.15 to 0.25
>> reduced authority from Realm of Man to +1.5 and Prestigious Empire to +1
>> increased division of dynasty-prestige-to-authority from birth/marriage to 50
>> removed opinion bonus from Respected Ruler modifiers (is already part of the general Authority opinion modifier )
>> increased authority from Lux Bloodlines to +0.5 monthly
>> reduced the pre-Imperial Administration authority bonuses
>> increased authority loss from low attribute modifiers from 0.15 to 0.25
>> reduced authority from Realm of Man to +1.5 and Prestigious Empire to +1
>> increased division of dynasty-prestige-to-authority from birth/marriage to 50
>> removed opinion bonus from Respected Ruler modifiers (is already part of the general Authority opinion modifier )
>> increased authority from Lux Bloodlines to +0.5 monthly
>> weakened the Lux Bloodline bonuses to +5 vassal opinion
>> removed Realm of Man/Prestigious Empire opinion effects
>> converted all existing triggered modifier non-SELIN vassal-opinion values to general opinion (vassal opinion doesn't work as is known)
>> increased foreigner opinion to -30 and related culture to -15
>> increased infidel opinion to -20
>> tweaked linear conversion to +1 opinion from 200 authority or 50 piety (max 6k authority or 1000 piety)
>> disabled general opinion effect of Respected Ruler modifiers (retained them for negative values)
>> made the Administration modifiers (now "Realm Duress") give increasing opinion maluses (-2/level for Expanded and -3/level for Imperial starting at -20, with max -70 opinion for size 500 realms )
>> removed Realm of Man/Prestigious Empire opinion effects
>> converted all existing triggered modifier non-SELIN vassal-opinion values to general opinion (vassal opinion doesn't work as is known)
>> increased foreigner opinion to -30 and related culture to -15
>> increased infidel opinion to -20
>> tweaked linear conversion to +1 opinion from 200 authority or 50 piety (max 6k authority or 1000 piety)
>> disabled general opinion effect of Respected Ruler modifiers (retained them for negative values)
>> made the Administration modifiers (now "Realm Duress") give increasing opinion maluses (-2/level for Expanded and -3/level for Imperial starting at -20, with max -70 opinion for size 500 realms )
>> castles: 5/3
>> churches: 4/4
>> cities: 3/5
>> palaces: 3/8rs.
>> tweaked Tradition buildings to give relevant tech points as well as retinues size
>> churches: 4/4
>> cities: 3/5
>> palaces: 3/8rs.
>> tweaked Tradition buildings to give relevant tech points as well as retinues size
>> disabled the previous offensive/defensive warfare modifiers for a generic Offensive/Defensive one for now
>> declaring war on allies now costs 500 authority
>> battles now contribute a maximum of 50% warscore (each, and scaled by size) - previously 100%
>> increased total occcupation scale necessary for 100% warscore to 150% for balance.
>> warscore target worth 2.5x warscore, enemy capital now worth 1.5x, private demesne of enemy ruler worth 1x, and demesne of vassals of enemy worth 0.5x,
>> ticking warscore (of non-independence wars) reduced to 5% warscore anually to accomodate longer wars (independence wars are still faster as before)
>> troops detached for garrison increased to 33.3% (vanilla 10%) to further minimise recapture
>> decreased monthly siege morale loss from 0.3 to 0.2 (longer siege times)
>> slightly increased battle prestige multiplier (previously 15, now 20 )
>> corrected terrain effects which somehow got reverted to vanilla - they now are again twice as important than vanilla
>> increased effect of flanking damage to 50% (vanilla 30% )
>> increased terrain specialization bonuses to 50% (vanilla 25%)
>> increased effect of leader martial damage to 7.5% (vanilla 5%)
>> doubled days before retreating successfully
>> amplified Recently Conquered modifier to -500% to account for excess modifiers.
>> reduced AI Naval Invasion Range to 0.5x
>> returned AI DOW aggressiveness to vanilla
>> increased ratio of AI assaulting to 20 (ideal assault ratio is 25 based on damage/defence ratio of assault in general )
>> rebalanced attrition multipliers to 0.25/1/5 (vanilla values of 0.5/1/2) for attrition levels of base/50%+/100%+ to slightly assist maintaining sieges while still punishing disproportionately large armies
>> increased mild winter attrition to -1.5, normal to -2.5, and severe winter to -4
>> increased attrition when no adjacent territory is controlled to -0.5 (previously 0 )
>> tweaked attrition reduction per martial point of the center-leader to 0.15%
>> reduced pagan attrition effect to 15% of total supply (originally only 5% is possible)
>> naval maintenance is now further reduced to 30 gold (merely 10% of vanilla)
>> increased naval attrition to 3% (compensated by the reduced cost)
>> reduced naval movement speed to vanilla levels of 15 (previously 20)
>> further increased land movement speed to 5 (vanilla 3)
>> war contribution from battles increased to 0.5 (previously 0.2)
>> reduced lethality of combat by 50% of previous
>> reduced holy order hiring conversion cost to 25%
>> reduced retreat threshold to 10% of morale
>> returned AI DOW aggression to vanilla
>> tweaked leadership traits to 2 again while rebalanced their values to make them more potent
>> made the AI prioritize cultural buildings as soon as they are available to upgrade
>> increased battle event frequencies
>> declaring war on allies now costs 500 authority
>> battles now contribute a maximum of 50% warscore (each, and scaled by size) - previously 100%
>> increased total occcupation scale necessary for 100% warscore to 150% for balance.
>> warscore target worth 2.5x warscore, enemy capital now worth 1.5x, private demesne of enemy ruler worth 1x, and demesne of vassals of enemy worth 0.5x,
>> ticking warscore (of non-independence wars) reduced to 5% warscore anually to accomodate longer wars (independence wars are still faster as before)
>> troops detached for garrison increased to 33.3% (vanilla 10%) to further minimise recapture
>> decreased monthly siege morale loss from 0.3 to 0.2 (longer siege times)
>> slightly increased battle prestige multiplier (previously 15, now 20 )
>> corrected terrain effects which somehow got reverted to vanilla - they now are again twice as important than vanilla
>> increased effect of flanking damage to 50% (vanilla 30% )
>> increased terrain specialization bonuses to 50% (vanilla 25%)
>> increased effect of leader martial damage to 7.5% (vanilla 5%)
>> doubled days before retreating successfully
>> amplified Recently Conquered modifier to -500% to account for excess modifiers.
>> reduced AI Naval Invasion Range to 0.5x
>> returned AI DOW aggressiveness to vanilla
>> increased ratio of AI assaulting to 20 (ideal assault ratio is 25 based on damage/defence ratio of assault in general )
>> rebalanced attrition multipliers to 0.25/1/5 (vanilla values of 0.5/1/2) for attrition levels of base/50%+/100%+ to slightly assist maintaining sieges while still punishing disproportionately large armies
>> increased mild winter attrition to -1.5, normal to -2.5, and severe winter to -4
>> increased attrition when no adjacent territory is controlled to -0.5 (previously 0 )
>> tweaked attrition reduction per martial point of the center-leader to 0.15%
>> reduced pagan attrition effect to 15% of total supply (originally only 5% is possible)
>> naval maintenance is now further reduced to 30 gold (merely 10% of vanilla)
>> increased naval attrition to 3% (compensated by the reduced cost)
>> reduced naval movement speed to vanilla levels of 15 (previously 20)
>> further increased land movement speed to 5 (vanilla 3)
>> war contribution from battles increased to 0.5 (previously 0.2)
>> reduced lethality of combat by 50% of previous
>> reduced holy order hiring conversion cost to 25%
>> reduced retreat threshold to 10% of morale
>> returned AI DOW aggression to vanilla
>> tweaked leadership traits to 2 again while rebalanced their values to make them more potent
>> made the AI prioritize cultural buildings as soon as they are available to upgrade
>> increased battle event frequencies
Crown Policies
Demesne Laws
Control Policy
lvl 1: +5 opinion, generals chosen, no external inheritance, -30% vassal max levy, -20% vassal tax
lvl 2: -5 opinion, revocation possible, -15% vassal max levy, -10% vassal tax
lvl 3: -10 opinion, free infidel revocation, -5% vassal max levy
lvl 4: -25 opinion, vassal peace, +5% vassal min/max levy, +5% vassal tax
lvl 5: -40 opinion, vassal no wars, +15% vassal min/max levy, +10% vassal tax
Economic Policy
lvl 1: -30% vassal tax, +5 opinion
lvl 2: -15% vassal tax, + 5% global tax, -2.5% build time
lvl 3: +10% global tax, -5% build time, -10 opinion
lvl 4: +10% vassal tax, -20 opinion, +15% global tax, -7.5% build time
lvl 5: +20% vassal tax, -30 opinion, +20% global tax, -10% build time
Military Policy
lvl 1: -40% vassal min levy, +5 opinion
lvl 2: -20% vassal min levy, + 5% organisation, +0.025 morale
lvl 3: +10% organisation, +0.05 morale, -10 opinion
lvl 4: +15% vassal min levy, -20 opinion, +15% organisation, +0.075 morale
lvl 5: +30% vassal min levy, -30 opinion, +20% organisation, +0.1 morale
The requirements for changing crown policies are as below:
EXTRA REQUIREMENTS for pagans:
level 2/3: Loyal Disposition for all vassal types
level 4/5: Devoted Disposition disposition for all vassals
Control Policy - defaults at level 2
lvl 1-3:
ambitious/diligent/scholar/just/hardworking/restless/gregarious/magnetic/practical/authoritative/noblespirit/naturalleader/rebellious, but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled
1000 authority and 100 gold
lvl 4:
ambitious OR authorative but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled/practical/noblespirit/naturalleader/just/kind/temperate/patient/humble/charitable
2000 authority and 100 gold
lvl 5:
ambitious OR authorative but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled/practical/noblespirit/naturalleader/just/kind/temperate/patient/humble/charitable
3000 authority and 100 gold
Economic Policy
for all levels:
ambitious/diligent/scholar/just/hardworking/restless/gregarious/magnetic/practical/authoritative/noblespirit/naturalleader/rebellious, but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled
500 authority and 100 gold
Military Policy
for all levels:
ambitious/diligent/scholar/just/hardworking/restless/gregarious/magnetic/practical/authoritative/noblespirit/naturalleader/rebellious, but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled
500 authority and 100 gold
AI Behavior Notes:
A Diplomatic/Intrigue-education ruler will favour Control Policy
A Stewardship/Learning-education ruler will favour Economic Policy
A Martial-education ruler will favour Military Policy
lvl 1: +5 opinion, generals chosen, no external inheritance, -30% vassal max levy, -20% vassal tax
lvl 2: -5 opinion, revocation possible, -15% vassal max levy, -10% vassal tax
lvl 3: -10 opinion, free infidel revocation, -5% vassal max levy
lvl 4: -25 opinion, vassal peace, +5% vassal min/max levy, +5% vassal tax
lvl 5: -40 opinion, vassal no wars, +15% vassal min/max levy, +10% vassal tax
Economic Policy
lvl 1: -30% vassal tax, +5 opinion
lvl 2: -15% vassal tax, + 5% global tax, -2.5% build time
lvl 3: +10% global tax, -5% build time, -10 opinion
lvl 4: +10% vassal tax, -20 opinion, +15% global tax, -7.5% build time
lvl 5: +20% vassal tax, -30 opinion, +20% global tax, -10% build time
Military Policy
lvl 1: -40% vassal min levy, +5 opinion
lvl 2: -20% vassal min levy, + 5% organisation, +0.025 morale
lvl 3: +10% organisation, +0.05 morale, -10 opinion
lvl 4: +15% vassal min levy, -20 opinion, +15% organisation, +0.075 morale
lvl 5: +30% vassal min levy, -30 opinion, +20% organisation, +0.1 morale
The requirements for changing crown policies are as below:
EXTRA REQUIREMENTS for pagans:
level 2/3: Loyal Disposition for all vassal types
level 4/5: Devoted Disposition disposition for all vassals
Control Policy - defaults at level 2
lvl 1-3:
ambitious/diligent/scholar/just/hardworking/restless/gregarious/magnetic/practical/authoritative/noblespirit/naturalleader/rebellious, but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled
1000 authority and 100 gold
lvl 4:
ambitious OR authorative but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled/practical/noblespirit/naturalleader/just/kind/temperate/patient/humble/charitable
2000 authority and 100 gold
lvl 5:
ambitious OR authorative but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled/practical/noblespirit/naturalleader/just/kind/temperate/patient/humble/charitable
3000 authority and 100 gold
Economic Policy
for all levels:
ambitious/diligent/scholar/just/hardworking/restless/gregarious/magnetic/practical/authoritative/noblespirit/naturalleader/rebellious, but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled
500 authority and 100 gold
Military Policy
for all levels:
ambitious/diligent/scholar/just/hardworking/restless/gregarious/magnetic/practical/authoritative/noblespirit/naturalleader/rebellious, but NOT with slothful/content/gullible/oldfashioned/cautious/callous/submissive/weakwilled
500 authority and 100 gold
AI Behavior Notes:
A Diplomatic/Intrigue-education ruler will favour Control Policy
A Stewardship/Learning-education ruler will favour Economic Policy
A Martial-education ruler will favour Military Policy
Demesne Laws
General Category Laws:
Noble Emphasis:
Martial: +40% min/max levies, -50% tax
Levies: +20% min/max levies, -25% tax
Balanced: +10% min/max levies, -10% tax
Taxation: -10% min/max levies, +15% tax
Mercantile: -20% min/max levies, +30% tax
Noble Demands:
Lax: -25% min/max levies, -15% tax, +20 opinion
Lenient: -10% min/max levies, -5% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +5% tax, -15 opinion
Excessive: +25% min/max levies, +15% tax, -30 opinion
Merchant Emphasis:
Martial: +20% min/max levies, -20% tax
Levies: +10% min/max levies, -10% tax
Balanced: -10% min/max levies, +10% tax
Taxation: -20% min/max levies, +20% tax
Mercantile: -40% min/max levies, +30% tax
Merchant Demands:
Lax: -15% min/max levies, -25% tax, +20 opinion
Lenient: -5% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +5% min/max levies, +10% tax, -15 opinion
Excessive: +15% min/max levies, +25% tax, -30 opinion
Clergy Emphasis:
Martial: +30% min/max levies, -30% tax
Levies: +15% min/max levies, -15% tax
Balanced: +5% min/max levies, +5% tax
Taxation: -15% min/max levies, +15% tax
Mercantile: -30% min/max levies, +30% tax
Clergy Demands:
Lax: -20% min/max levies, -20% tax, +20 opinion
Lenient: -20% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +10% tax, -15 opinion
Excessive: +20% min/max levies, +20% tax, -30 opinion
Muslim Category Laws:
Iqta Emphasis:
Martial: +20% min/max levies, -25% tax
Levies: +10% min/max levies, -10% tax
Balanced: +5% min/max levies, -5% tax
Taxation: -5% min/max levies, +5% tax
Mercantile: -10% min/max levies, +15% tax
Iqta Demands:
Lax: -25% min/max levies, -15% tax, +20 opinion
Lenient: -10% min/max levies, -5% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +5% tax, -15 opinion
Excessive: +25% min/max levies, +15% tax, -30 opinion
Tajr Emphasis:
Martial: +15% min/max levies, -10% tax
Levies: +5% min/max levies, -5% tax
Balanced: -5% min/max levies, +5% tax
Taxation: -10% min/max levies, +10% tax
Mercantile: -25% min/max levies, +20% tax
Tajr Demands:
Lax: -15% min/max levies, -25% tax, +20 opinion
Lenient: -5% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +5% min/max levies, +10% tax, -15 opinion
Excessive: +15% min/max levies, +25% tax, -30 opinion
Imam Emphasis:
Martial: +20% min/max levies, -20% tax
Levies: +10% min/max levies, -10% tax
Balanced: +5% min/max levies, +5% tax
Taxation: -10% min/max levies, +10% tax
Mercantile: -20% min/max levies, +20% tax
Imam Demands:
Lax: -20% min/max levies, -20% tax, +20 opinion
Lenient: -10% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +10% tax, -15 opinion
Excessive: +20% min/max levies, +20% tax, -30 opinion
AI Behavior Notes:
A charitable/noblespirit/generous/kind AI will prefer decreasing Demands
A greedy/cruel/ambitious/authoritative AI will prefer increasing Demands
A just/practical AI will prefer going towards Lawful Demands
A submissive/weakwilled AI will not increase Demands
A content AI will not change Demands at all
The AI will not change the Emphasis sliders from its default.
Pagan Category Laws:
Martial Disposition:
apathy: [<500 authority] -30% max levies, -40% tax, -20 opinion, castle_levy_size -25%, levy_reinforce_rate -25%
interest: [<1000 authority] -15% max levies, -20% tax, -10 opinion, castle_levy_size -10%, levy_reinforce_rate -10%
respect: [<2000 authority] +15% min/max levies, +10% tax, +10 opinion, castle_levy_size +10%, levy_reinforce_rate +10%
loyalty: [<3000 authority] +25% min/max levies, +20% tax, +20 opinion, castle_levy_size +25%, levy_reinforce_rate +25%
devotion: [>3000 authority] +50% min/max levies, +40% tax, +40 opinion, castle_levy_size +50%, levy_reinforce_rate +50%
Mercantile Disposition
apathy: [<500 authority] -40% max levies, -30% tax, -20 opinion, garrison_size -25%, garrison_growth -25%
interest: [<1000 authority] -20% max levies, -15% tax, -10 opinion, garrison_size -10%, garrison_growth -10%
respect: [<2000 authority] +10% min/max levies, +15% tax, +10 opinion, garrison_size +10%%, garrison_growth +10%
loyalty: [<3000 authority] +20% min/max levies, +25% tax, +20 opinion, garrison_size +25%%, garrison_growth +25%
devotion: [>3000 authority] +40% min/max levies, +50% tax, +40 opinion, garrison_size +50%, garrison_growth +50%
Missionary Disposition
apathy: [<500 authority] -30% max levies, -30% tax, -20 opinion, land_morale -0.25, land_organisation -0.25
interest: [<1000 authority] -15% max levies, -15% tax, -10 opinion, land_morale -0.1, land_organisation -0.1
respect: [<2000 authority] +10% min/max levies, +10% tax, +15 opinion, land_morale +0.1, land_organisation +0.1
loyalty: [<3000 authority] +20% min/max levies, +20% tax, +30 opinion, land_morale +0.25, land_organisation +0.25
devotion: [>3000 authority] +40% min/max levies, +40% tax, +50 opinion, land_morale +0.5, land_organisation +0.5
Noble Emphasis:
Martial: +40% min/max levies, -50% tax
Levies: +20% min/max levies, -25% tax
Balanced: +10% min/max levies, -10% tax
Taxation: -10% min/max levies, +15% tax
Mercantile: -20% min/max levies, +30% tax
Noble Demands:
Lax: -25% min/max levies, -15% tax, +20 opinion
Lenient: -10% min/max levies, -5% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +5% tax, -15 opinion
Excessive: +25% min/max levies, +15% tax, -30 opinion
Merchant Emphasis:
Martial: +20% min/max levies, -20% tax
Levies: +10% min/max levies, -10% tax
Balanced: -10% min/max levies, +10% tax
Taxation: -20% min/max levies, +20% tax
Mercantile: -40% min/max levies, +30% tax
Merchant Demands:
Lax: -15% min/max levies, -25% tax, +20 opinion
Lenient: -5% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +5% min/max levies, +10% tax, -15 opinion
Excessive: +15% min/max levies, +25% tax, -30 opinion
Clergy Emphasis:
Martial: +30% min/max levies, -30% tax
Levies: +15% min/max levies, -15% tax
Balanced: +5% min/max levies, +5% tax
Taxation: -15% min/max levies, +15% tax
Mercantile: -30% min/max levies, +30% tax
Clergy Demands:
Lax: -20% min/max levies, -20% tax, +20 opinion
Lenient: -20% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +10% tax, -15 opinion
Excessive: +20% min/max levies, +20% tax, -30 opinion
Muslim Category Laws:
Iqta Emphasis:
Martial: +20% min/max levies, -25% tax
Levies: +10% min/max levies, -10% tax
Balanced: +5% min/max levies, -5% tax
Taxation: -5% min/max levies, +5% tax
Mercantile: -10% min/max levies, +15% tax
Iqta Demands:
Lax: -25% min/max levies, -15% tax, +20 opinion
Lenient: -10% min/max levies, -5% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +5% tax, -15 opinion
Excessive: +25% min/max levies, +15% tax, -30 opinion
Tajr Emphasis:
Martial: +15% min/max levies, -10% tax
Levies: +5% min/max levies, -5% tax
Balanced: -5% min/max levies, +5% tax
Taxation: -10% min/max levies, +10% tax
Mercantile: -25% min/max levies, +20% tax
Tajr Demands:
Lax: -15% min/max levies, -25% tax, +20 opinion
Lenient: -5% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +5% min/max levies, +10% tax, -15 opinion
Excessive: +15% min/max levies, +25% tax, -30 opinion
Imam Emphasis:
Martial: +20% min/max levies, -20% tax
Levies: +10% min/max levies, -10% tax
Balanced: +5% min/max levies, +5% tax
Taxation: -10% min/max levies, +10% tax
Mercantile: -20% min/max levies, +20% tax
Imam Demands:
Lax: -20% min/max levies, -20% tax, +20 opinion
Lenient: -10% min/max levies, -10% tax, +10 opinion
Lawful: <default>
Heavy: +10% min/max levies, +10% tax, -15 opinion
Excessive: +20% min/max levies, +20% tax, -30 opinion
AI Behavior Notes:
A charitable/noblespirit/generous/kind AI will prefer decreasing Demands
A greedy/cruel/ambitious/authoritative AI will prefer increasing Demands
A just/practical AI will prefer going towards Lawful Demands
A submissive/weakwilled AI will not increase Demands
A content AI will not change Demands at all
The AI will not change the Emphasis sliders from its default.
Pagan Category Laws:
Martial Disposition:
apathy: [<500 authority] -30% max levies, -40% tax, -20 opinion, castle_levy_size -25%, levy_reinforce_rate -25%
interest: [<1000 authority] -15% max levies, -20% tax, -10 opinion, castle_levy_size -10%, levy_reinforce_rate -10%
respect: [<2000 authority] +15% min/max levies, +10% tax, +10 opinion, castle_levy_size +10%, levy_reinforce_rate +10%
loyalty: [<3000 authority] +25% min/max levies, +20% tax, +20 opinion, castle_levy_size +25%, levy_reinforce_rate +25%
devotion: [>3000 authority] +50% min/max levies, +40% tax, +40 opinion, castle_levy_size +50%, levy_reinforce_rate +50%
Mercantile Disposition
apathy: [<500 authority] -40% max levies, -30% tax, -20 opinion, garrison_size -25%, garrison_growth -25%
interest: [<1000 authority] -20% max levies, -15% tax, -10 opinion, garrison_size -10%, garrison_growth -10%
respect: [<2000 authority] +10% min/max levies, +15% tax, +10 opinion, garrison_size +10%%, garrison_growth +10%
loyalty: [<3000 authority] +20% min/max levies, +25% tax, +20 opinion, garrison_size +25%%, garrison_growth +25%
devotion: [>3000 authority] +40% min/max levies, +50% tax, +40 opinion, garrison_size +50%, garrison_growth +50%
Missionary Disposition
apathy: [<500 authority] -30% max levies, -30% tax, -20 opinion, land_morale -0.25, land_organisation -0.25
interest: [<1000 authority] -15% max levies, -15% tax, -10 opinion, land_morale -0.1, land_organisation -0.1
respect: [<2000 authority] +10% min/max levies, +10% tax, +15 opinion, land_morale +0.1, land_organisation +0.1
loyalty: [<3000 authority] +20% min/max levies, +20% tax, +30 opinion, land_morale +0.25, land_organisation +0.25
devotion: [>3000 authority] +40% min/max levies, +40% tax, +50 opinion, land_morale +0.5, land_organisation +0.5
> certain levels of City, Temple, and Patrician buildings have a level 8 tech requirements - these buildings were intentionally "locked" as they haven't been properly tweaked and rebalanced post-TOG
> the summer fair, hold feast, grand hunt are currently only available to catholics, and the grand hunt itself doesn't fire properly, as the cause is tied along with other events
> many religions still don't have their proper localisations for descriptions, as SELIN is still a WIP
>>Continuation of Older Changelogs<<
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