Imperator: Rome

Imperator: Rome

Stratera Balance
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Update: 21 Oct, 2019 @ 4:22am

####21.10.2019#########
### Stratera 0.4.1
Small River: +5 PopCap replaced +20%, +0.5 MigrationAttraction added
Major River: +10 PopCap replaced +50%,

##Military Traditions
Persian: -20% HorseArchers-Costs-buff increased from -15%

##Religions
Zalmoxian: +10% TribesmenOutput increased from +5%
Armazic: +20% Defensive increased from +10%
Khaldic: +10 StartExperience increased from +5
Cybelene: +10% WrongCultureHappiness increased from +5%
Druidic: +10% SameReligionHappiness increased from +5%
Zoroastrianism: -10% ArmyMaintenance increased from -5%
Megalithic: +10% SameReligionHappiness increased from +5%
Tuistic: +20% LightInfantry-Offensive replaced -10% MigrationCost-buff
Heptadic: +10% MilitaryExperienceModifier increased from +5%
Hindu: -0.1 Tyranny replaced -10% ReligiousStateInvestment-buff
Matrist: +10% ManpowerRecovery increased from +5%

##Supply
Capital: SupplyLimitModifier removed
Small River: +25% SupplyLimitModifier increased from +5%
Major River: +50% SupplyLimitModifier increased from +10%
Roads: +10% SupplyLimitModifier added

##Tribes
-1% ExperienceDecay added
Found City: +50% Costs increased from +25%
Governors: +25% GovernorPolicyCosts-debuff increased from +10%
Tribesmen: 2 MovementCosts decreased from 5
Migration: -2 Stability decreased from -5

Update: 20 Oct, 2019 @ 11:12am

####20.10.2019#########
### Stratera 0.4
Dacian Culturegroup have now Barbarian Military Traditions instead of Greeks #savegames are not touched!
-25% Conversion/Assimilation each when state religion or primary culture is not dominant
Assimilation is not affected by Pop-Religion anymore
Conversion is now affected by WrongCulture about -25% before it was -15%
Base MonthlyCivilization removed, 0.01 Base PopulationGrowth decreased from 0.04

##Actions
Tyranny: Increased Tyranny-costs for most actions
Move Capital: Your Culture and Religion are not necessary anymore for a new capital
Revoke City Status: -1 StabilityCosts decreased from -2 StabilityCosts
Revoke Metropolis Status: -3 StabilityCosts decreased from -5 StabilityCosts
Grant laurels: StabilityCosts decreased to 5 from 10
Legitimacy invest: +10 PoliticalInfluence-costs increased from +5, +0.2 MonthlyTyranny increased from +0.025, +0.1 Legitimacy increased from +0.02
New Monarch/Chief: -15 Stability increased from -10
Migration: -5 Stability decreased from -8
Assasination: +15 Tyranny replaced +20 AE
Republic Governmentinteractions: +20 Tyranny replaced 30 PoliticalInfluence-costs

##CBs
Superiority: +200% ConquerCosts removed
Naval superiority: +100% ConquerCosts decreased from +1000%

##Characters
Charisma impact on Popularity decreased to 0.3/Charisma from 0.5

##Diplomacy
Fabricate Claim: +1 ClaimSpeed decreased from +2

##Economic Policies
Reduced Wages: -1 PopulistInfluence-debuff decreased from -2
Increased Wages: +1 PopulistInfluence decreased from +2

##Governmentinteractions
#Republics
Republic: Populists Influence replaced by other partys
Civic: -25% CivicStateInvestment-buff, -25% GovernorPolicyCosts-buff replaced -15% BuildCost
Military: -25% MilitaryStateInvestment added, +5% Discipline increased from +2.5%
Mercantil: -25% OratoryStateInvestment-buff added, -50% Traderoute-costs-buff increased from -25%
Religious: -25% ReligiousStateInvestment-buff added
Populist: -0.1 Corruption increased from -0.05, +1 PopulistInfluence increased from -0.5

#Monarchies/Tribes
Patronize Arts: +0.03 MonthlyCivilization increased from +0.01, +10% SameCultureHappiness increased from +5%, +20% ResearchPoints added
Oaths of allegiance: +0.1 Legitimacy added
Assemble Raiding: +20% Enslavement increased from +10%

##Heritages
Hellenic Heritage is not longer used in Macedonia-region
Coastal heritage: +10% Commerce replaced +20% ExportValue, +20% MigrationSpeed replaced +1 DiploRelation

##Inventions
#Religious
Level 1: 0.25 ConversionSpeed decreased from 0.5
Level 10: 0.25 ConversionSpeed decreased from 0.5
Level 11: -20% DevotioCost replaced -20% OmenCost #wtf_pdx

##Laws in Monarchies
Nobility Admission Law: +10% MilitaryExperienceModifier increased from +5%

##Laws in Republics
Lex Antonia/Shortened Terms: Populists can now enact that
Princeps Civitatis/Lifetime Elections: Every Party can now enact that
Curiate Assembly/Assembly of Citizen: +0.5 PopulistInfluence replaced +1 ReligiousInfluence
Lex Gabinia/Lowered Import Tariffs: +0.5 CivicInfluence replaced +0.5 ReligiousInfluence, -50% Traderoute-costs replaced -50% ForcingSenate-costs
Lex Caec de Vect./Institute Wealth Levy: +0.5 MercantilInfluence replaced +0.5 CivicInfluence
Lex Claudia/Anti Piracy Status: +1 MercantilInfluence increased from +0.5
Avoid Religious Mandate/Traditional Observance: -0.5 ReligiousInfluence added
Lex Aelia Et Fufia/Deny Priests in Senate: -1 ReligiousInfluence replaced +0.5 CivicInfluence
Lex Domitia de Sac./Senatorial Veto: -25% StabilityCostModifier decreased from -33%
Lex Canuleia/Occupation Rights: +0.5 CivicInfluence added
Lex Papia de Peregrinis/Relocation Policy: +0.5 MercantilInfluence replaced +0.5 CivicInfluence

#Approval
All laws: Also Populists will approve more likely when Factionleader is friend of the ruler and his popularity is high
Add a lot of "favorite-laws" for partys, when enact a favorite-law the party will less likely approve another law change

##Mercenarys
Bad impact on MilitaryExperience increased about +100%

##Monarchies
Legitimacy: +10% Land/NavalMoral-buff added on 100leg, +50/-50 NextRulerLegitimacy added on 100/-100leg
Base-NextRulerLegitimacy removed but Stability will affects (50:+25)
Religious Unity: Next Ruler Legitimacy increased to +25 from +20
Support for other Heirs: -0.03 Legitimacy increased from -0.01, -2 NextRulerLegitimacy removed

##Military Experience
Base: +0.1 MilitaryExperience decreased from +0.3
Average Army Experience: +1 MilitaryExperience increased from +0.7 on 100avg-xp
Defensive War: +25% MilitaryExperienceModifier increased from +10%
AI: +0.1 MilitaryExperience added

##Ranks
Greatpower: +25% StabilityCostModifier added
Superpower: +50% StabilityCostModifier added

##RulerCorruption
Legitimacy-debuff decreased to -0.25 from -0.5 on 100cor

##RulerPopularity
Legitimacy-buff decreased to +0.2 from +0.25 on 100Pp
Senate Influence increased to +0.3 from +0.1 on 100Pp
MonthlyLoyalty decreased to +0.2 from +0.25 on 100 Pp
Clan chief loyalty removed

##Stability
Positive: +0.5 NextRulerLegitimacy added (100:+25)
Negative: -0.02 Legitimacy added (-25:-0.5), -0.005 RulerPopularity removed, PrimaryCultureHappiness/WrongCultureHappiness-debuff increased (0:-25%/-37.5%)

##Technology
Martial: +5% Army/Naval-Maintenance-debuff increased from +3%, +5% Army/Naval-RecruitmentTime-debuff added
Civic: +1% PopCap decreased from +2%
Religious: +1% OmenPower decreased from +2.5%

##Tribes
Positive Centralization: -50% ArmyMaintenance added on 100c to compensate tribes-malus

##Tyranny
AI Tyranny-buff increased to -0.1 from -0.05 on hard and very hard
MonthlyLoyalty-debuff decreased back (10:-0.05)
Discipline-buff added (10:+1%)
GovernorPolicyCosts-buff added (10:-10%)

##Warexhaustion
10 Max Warexhaustion decreased from 20 (30 in Offensive Wars)
from Battle-losses: Increased about 150%
from Attrition: Decreased to +100% default from +300%
-0.1 RulerPopularity added per WE
Peace: -0.01 Warexhaustion-buff added
Max WE from battle: 2 Warexhaustion decreased from 5

Update: 17 Oct, 2019 @ 6:11am

####17.10.2019#########
### Stratera 0.3.2a
AI should stab more pigs
Aggressive Expansion: +0.25% AggressiveExpansionDecay increased from +0.2%
Internal Commerce: +0.1 Income increased from +0.05
Stabbing pig: +25% StabilityCostModifier decreased from +50%

Update: 17 Oct, 2019 @ 12:30am

####17.10.2019#########
### Stratera 0.3.2
##Laws
Made many balance changes that laws feeling more impactful
Republics and Rome: Increased Partychanges

##State Investments
Religious: +0.5 ConversionSpeed added

##Stability
Peace: +0.2 MonthlyStability increased from +0.1, +1 MilitaryInfluence added
Stabbing Pig: 50 PoliticalInfluence-costs decreased from 100, +0.1 MonthlyStability decreased from +0.2

Update: 16 Oct, 2019 @ 10:56am

####16.10.2019#########
### Stratera 0.3.1
Actions: Move Capital 10 PoliticalInfluence-costs decreased from 25
Buildings: Court 0.3% MonthlyCivilization added
Capitals: +2 BuildingSlots for the Capital increased from +1, +1 for Province Capital added
Governor policies: PoliticalInfluence-costs reduced for Regional-, Great- and Super Powers
Metropolis: +7 BuildingSlots increased from +5, +3 Holdings increased from +2, +2 StateTraderoute increased from +1
Poptypes: Slaves TaxIncome increased back to 0.03 from 0.025
Promotion Speed for Freeman and Slaves decreased to +0.25/+0.5 from +0.5/+1
Provinces: +1 StateTraderoute added (Attention: when you change the Province Capital you will lose the route until next month!)
Military State Investment: 6% Output increased from +4%
Religious State Investment: 5% SameReligionHappiness increased from +3%

Update: 16 Oct, 2019 @ 4:58am

####16.10.2019#########
### Stratera 0.3
Halved Manpower from Freeman but doubled Base-Manpower and increased effects of Training Camps and Barracks!
Changed Stability/AE-costs for most CBs

##AI
Change AI-Stability-buffs that they tend to 80 instead of 100 if in peace and stabbed one pig like the player but can recover from negative stability faster
Warexhaustion and Tyranny-buffs decreased
Will not use Bleed them dry-Policy anymore to prevent starving AI-nations

##Buildings
Settlement buildings-costs decreased to 100 from 120
Training Camps: +25% Manpower increased from +10%
Barracks: +50% Manpower increased from +20%
Court: -1 Unrest decreased from -1.5
Provincial legation: +100% MigrationSpeed increased from +75%, +0.5 Conversion added

##CBs
All Warexhaustion through CBs removed
Breaking truce: 15 StabilityCosts decreased from 50, 50 AE increased from 25
Great/Good relations: 10/5 StabilityCosts decreased from 20/10
Military Access: 30 AE replaced 40 StabilityCosts
No CB: 20 AE increased from 5, StabilityCosts removed
Subject: 20 StabilityCosts decreased from 40, 40 AE increased from 5

##Characters
Charisma impact on Popularity increased to 0.5/Charisma from 0.25
Loyal cohorts: PowerBase increased to 5 per 1% CountryArmySize from 3
Loyal veterans: PowerBase increased to 5 per 1% CountryArmySize from 3

##Governments
Aristocratic republic: +10% CitizenHappiness replaced +10% FreemenHappiness, +0.03 Loyalty increased from +0.02
Theocratic republic: +20% OmenPower increased from +15%
Oligarchic republic: -15% Wages-buff increased from -10%
Democratic republic: -1 Unrest added
Plutocratic republic: +15% Tradevalue increased from +10%
Theocratic monarchy: +20% OmenPower increased from +15%
Plutocratic monarchy: +15% Tradevalue increased from +10%

##Governor Policies
Bleed them dry: -50% Food-debuff increased from -25%, -1% PopulationGrowth-debuff removed

##Partys
Civics in power: +10% TaxIncome decreased from +20%, +20% ResearchPoints added
Mercantil in power: +25% Tradevalue increased from +10%
Religious in power: +20% OmenPower increased from +10%, -20% StabilityCostModifier-buff added
Populists in power: +15% FreemenHappiness and -0.03 Tyranny-buff added

##Poptypes
Freemen CommerceValue increased to 0.003 from 0.001
Freemen Manpower decreased to 0.005 from 0.01
Slaves TaxIncome decreased to 0.025 from 0.03

##Stability
Impact on ReligiousInfluence and LoyaltyGainChanceModifier increased

##Unrest
+1 Unrest TaxIncome/CommerceValue/ResearchPoints/Manpower-debuff decreased to -0.05 from -0.1
+1 Unrest MigrationAttraction and MigrationSpeed increased

Update: 1 Oct, 2019 @ 7:48am

####01.10.2019#########
### Stratera 0.2.2
##Buildings:
Idea-Costs reduced back to 30 from 50
Aqueduct: PopCap increased to +5 from +4
Granary: FoodCap increased to +250 from +200
Character: HoldingBaseCap increased to 2 from 1
Devotio: Also affected by Religious Unity now and base costs increased to 6 from 3 (100%RE:-50%)
Heritages: Make Heritages more interesting and impactful
Religions: Give every religion one more bonus
Warexhaustion: MilitaryExperienceModifier increased to +10% per WE from +5%

Update: 30 Sep, 2019 @ 12:38pm

####30.10.2019#########
### Stratera 0.2.1 HOTFIX
Academy: PopPromotion decreased back to 0.5 from 1
AI-Hard: Tyranny-buff, Civilwar, RebellionsThreshold and MonthlyStability-buff increased, Warexhaustion-buff added
AI-Very hard: Tyranny-buff, Civilwar, RebellionsThreshold and MonthlyStability-buff increased, Warexhaustion-buff added
Holdings: PowerBase decreased to 6-times higher than vanilla from 10

Update: 30 Sep, 2019 @ 4:45am

####30.09.2019#########
### Stratera 0.2
New Enddate: 999AUC/276AD instead of 727AUC/26BC
PoliticalInfluence at Start increased to 200 from 100
Base number of children per couple increased to 2 from 1

##Actions
Buy Idea: PI-costs increased to 50 from 30
Fabricate Claim: PI-costs increased back to 20
Found City: PoliticalInfluence-costs decreased to 25 from 50
Found Metropolis: PoliticalInfluence-costs decreased to 50 from 100
Revoke City Status: -2 StabilityCosts replaced +5 Tyranny-costs
Revoke Metropolis Status: -5 StabilityCosts replaced +10 Tyranny-costs
Hold triumph: Gold-costs decreased to 3 MonthlyIncome from 6
Hold games: Gold-costs decreased to 3 MonthlyIncome from 4.2
Grant laurels: StabilityCosts decreased to 10 from 20, Gold-costs decreased to 6 MonthlyIncome from 12
Stipends: Gold-costs decreased to 3 MonthlyIncome from 6
Reward veterans: Gold-costs decreased to 3 MonthlyIncome from 6

##AI
Hard: Most values replaced by MonthlyStability-buff and StabilityCostModifier-buff
Very hard: MonthlyStability-buff and StabilityCostModifier-buff added

##Aggressive Expansion
AggressiveExpansionImpact-buff added again but weaker (100:-100%)

##Attrition
Warexhaustion increased to 4times higher than vanilla

##Buildings
Training Camps: +5% StartExperience added
Foundry: StartExperience removed, RecruitmentTimes-buff increased to +20% from +10%
Court: -1.5 Unrest replaced +0.02% StateLoyalty
Academy: ResearchPoints increased to 5% from 2.5%, PopPromotion increased to +1 from +0.5
Slave estate: SlavesOutput increased to 50% from 40%
Tribal settlement: TribesmenOutput increased to 50% from 40%
Provincial Legation: AssimilationSpeed increased to 0.5 from 0.2

##Characters
Every character can hold at least one Holding regardless the finesse

#Partys
General and Admiral: MilitaryPartyConviction increased to 0.05 from 0.01
General cohorts: MilitaryPartyConviction increased

#Loyalty
Same family as ruler: +0.1 MonthlyLoyalty-buff added
Not from ruler party: MonthlyLoyalty-debuff increased to -0.05 from -0.01
Same party as co-ruler: MonthlyLoyalty-buff increased to 0.1 from 0.05
Same party as co-ruler disloyal: MonthlyLoyalty-debuff increased to -0.1 from -0.05
Friend of ruler: MonthlyLoyalty-buff increased to 0.2 from 0.05
Rival of ruler: MonthlyLoyalty-debuff increased to -0.2 from -0.05
Foreign ruler friend: MonthlyLoyalty-debuff increased to -0.05 from -0.025
Pretender modifier: MonthlyLoyalty-debuff increased to -0.3 from -0.2
Family married to ruler or heir: MonthlyLoyalty-buff increased to 0.1 from 0.05

#Loyal Cohorts and Veterans
MonthlyPopularity-buff increased to 3 per 1% CountryArmySize from 0.5
General popularity: LoyaltyGainChanceModifier increased to 1% per popularity from 0.01% (100:+100%)
Character wealth: LoyaltyGainChanceModifier increased to 10% per 100 gold from 1%

#PowerBase
Ruler population fraction: PowerBase increased to 1 per 1% Countrys population from 0.2
Loyal cohorts: PowerBase increased to 3 per 1% CountryArmySize from 1
Loyal veterans: PowerBase increased to 3 per 1% CountryArmySize from 1
Character wealth: PowerBase increased to 1 per 100 gold from 0.01 per 100 gold
Holdings: PowerBase increased 10-times

#RulerPopularity
Legitimacy-buff increased (100:+0.25/50:+0)
MonthlyLoyalty-buff added (100:+0.25/50:+0)
MonthlyStability removed

#Titles and Offices
Ruler and Co-Ruler: PowerBase increased to 10 from 5
Tech office: PowerBase increased to 3 from 1
Consort: PowerBase increased to 3 from 1
Crown Prince: PowerBase increased to 5 from 1
Party leader: PowerBase increased to 5 from 1
Clan chief: PowerBase increased to 10 from 5
All offices: PowerBase increased to 3 from 1

#Traits
More traits are in opposite to each other to gain authentic personalities
A lot of traits improved (not so much space here, look in the files! - changelog)

##Ruler Corruption
PopulistInfluence increased to +2 at 100 from +0.3
Legation-Debuff increased to -0.5 at 100 from -0.1
MigrationSpeed increased to +10% at 100 from +5%

##Diplomatic Stances
Appeasement: AggressiveExpansionDecay decreased to 0.001 from 0.002
Warmongering: WarscoreCost-buff increased to -25% from 20%

##Economic Policies
#Tax
Low: TaxIncome increased to -25% from -50%, +1 CivicInfluence added
High: +25% TaxIncome replaced +10% SlavesOutput, ResearchPoints-debuff increased to -25% from -20%, +1 MercantilInfluence added

#Commerce
Low: ExportValue increased to 25% from 20%, ImportValue decreased to -25% from -15%, +1 CivicInfluence added
High: ExportValue decreased to -25% from -15%, ImportValue increased to +25% from +20%, +1 MercantilInfluence added

#Tribute
Low: TributeIncome-debuff decreased to -25% from -33%
High: SubjectOpinion-debuff decreased to -50 from -100

#Army
Low: LandMoral-debuff decreased to -75% from -80%, +1 MilitaryInfluence added
High: LandMoral-buff increased to +15% from +10%, ArmyMaintenance decreased to +33% from +50%, -1 MilitaryInfluence added

#Navy
Low: NavalMoral-debuff decreased to -75% from -80%, +0.5 MilitaryInfluence added
High: NavalMoral-buff increased to +15% from +10%, NavyMaintenance decreased to +33% from +50%, -0.5 MilitaryInfluence added

#Forts
Low: FortMaintenance decreased to -33% from -25%, +0.5 MilitaryInfluence added
High: FortMaintenance increased to +33% from +25%, Defensive and GarrisonSize increased to +25% from +10%, -0.5 MilitaryInfluence added

#Wages
Low: MonthlyWage decreased to -33% from -25%, -2 PopulistInfluence added
High: MonthlyWage decreased to +33% from +50%, MonthlyLoyalty increased to 0.1 from 0.05, +2 PopulistInfluence added

##Governor Policies
Acquisition of wealth: Tax and Commerce increased to +15% from 10%, Wage increased to 30% from 20%
Harsh treatment: Output decreased to -50% from -40%
Religious Conversion: ConversionSpeed decreased to 1 from 5
Bleed them dry: Tax and Commerce increased to +50%/+25% from +30%/+20%, -1% PopulationGrowth-debuff added
Borderland: Defensive increased to +25% from +20%
Encourage trade: Commerce increased to +33% from +25%, Food increased to +15% from +10%
Social mobility: PopPromotion decreased to 2 from 5

##Heritages
A lot of heritages improved (not so much space here, look in the files! - changelog)

##Poptypes
Dominant non state religion/culture Conversion/AssimilationSpeed-debuff removed but PopDemotion increased
Convert different cultures increased to -15% from -20%
Citizen ConversionSpeed decreased to 0.3 from 0.6
Citizen PopDemotion decreased to 1 from 4
Freemen ConversionSpeed decreased to 0.3 from 0.6
Freemen PopPromotion decreased to 0.5 from 4
Freemen PopDemotion decreased to 1 from 5
Slaves ConversionSpeed decreased to 0.3 from 0.6
Slaves PopPromotion decreased to 1 from 4
Tribesmen ConversionSpeed decreased to 0.1 from 0.2
Tribesmen PopPromotion decreased to 0.25 from 0.4
Tribesmen PopDemotion decreased to 0.25 from 0.4

##Stability
RulerPopularityGain added (0:-0.25/100:+0.25)
Legitimacy removed
Negative Stability: ReligiousInfluence replaced PopulistInfluence (0:+2)

##Territories
Ports: All values increased
Roads: All values increased
City: BuildingSlots increased to 3 from 2
Metropolis: BuildingSlots increased to 5 from 4, MigrationAttraction increased to 3 from 2

##Tyranny
All Characters are influenced now by MonthlyLoyalty-debuff
AssimilationSpeed increased to 1% per 1 Tyranny and ConversionSpeed added in same amount
MonthlyStability-debuff decreased to -0.1 per 10 from -0.2

##Unrest
-1 Unrest TaxIncome/CommerceValue/ResearchPoints/Manpower increased to -0.1 from -0.05

##Warexhaustion
RulerPopularityGain removed

Update: 27 Sep, 2019 @ 6:59am

####27.09.2019#########
### Stratera 0.1 initial release
##Actions
Enact Law: PoliticalInfluence-costs (PI) increased to 50 from 35
Buy Idea: PI-costs increased to 30 from 20
Fabricate Claim: PI-costs decreased to 10 from 20
Endorse party: StabilityCosts removed, Tyranny-costs increased to 6 from 2
Create Traderoute: Gold-costs decreased to 5 from 15
Change Governor Policy: PI-costs decreased to 10 from 15
Force through Senate: Tyranny-costs increased to 6 from 5
Same party reelected: Tyranny-costs increased to 3 from 2
Governmentinteractions: PI-costs decreased to 30 from 60/100
Province Investments: PI-costs decreased to 50 from 80
Found City: Gold-costs increased to 250 from 200
Found Metropolis: Gold-costs increased to 500 from 400

##Aggressive Expansion
PrimaryCultureHappiness, WrongCultureHappiness and WrongCultureGroupHappiness replaced by MonthlyStability (100:-1)
PoliticalInfluence-debuff increased (100:-50%;-5%)
AggressiveExpansionImpact removed

##Attrition
Warexhaustion increased

##Buildings
Citybuildings BuildSpeed increased to 365d from 180d
Forts BuildSpeed increased to 1095d from 915d

##Deficit
-0.1 MonthlyStability added

##Governor Policies
Religious Conversion: ConversionSpeed decreased to 2 from 5
Cultural Assimilation: AssimilationSpeed decreased to 1 from 5

##Poptypes
Citizen AssimilationSpeed decreased to 0.3 from 0.8
Citizen ConversionSpeed decreased to 0.6 from 0.8
Freemen 0.002 CommerceValue added
Freemen AssimilationSpeed decreased to 0.3 from 0.8
Freemen ConversionSpeed decreased to 0.6 from 0.8
Slaves TaxIncome decreased to 0.03 from 0.035
Slaves AssimilationSpeed decreased to 0.3 from 0.8
Slaves ConversionSpeed decreased to 0.6 from 0.8
Tribesmen AssimilationSpeed decreased to 0.1 from 0.4
Tribesmen ConversionSpeed decreased to 0.2 from 0.4

##Stability
StabilityDecay decreased to 1% from 2%

#Positive Stability
ResearchPoints/CommerceValue replaced by PrimaryCultureHappiness(100:5%), WrongCultureHappiness(100:10%) and WrongCultureGroupHappiness(100:15%)
Legitimacy increased (100:+0.25;+0.15)
RebellionsThreshold increased (100:+10%;+5%)

#Negative Stability
Unrest replaced by PrimaryCultureHappiness(0:-25%), WrongCultureHappiness(0:-50%) and WrongCultureGroupHappiness (0:-100%)
Additional StabilityDecay removed
RebellionsThreshold decreased (0:-15%;-5%)

#Pig stabbing
BaseCost increased to 100 from 50 but on ReligousUnity decreased costs (100:-50%)
StabilityCostModifier decreased to +50% from +65%

##Peace
+0.1 MonthlyStability replaced 0.04 PopulationGrowth

##RulerPopularity
MonthlyStability added (100:+0.1/0:-0.1)
PrimaryCultureHappiness removed for negative RulerPopularity

##Tyranny
PrimaryCultureHappiness replaced by MonthlyStability (10:-0.2)
MonthlyLoyalty-debuff increased (10:-0.1;-0.05)

##Units
#Land
Archers Damage against LightInfantry and HeavyInfantry increased to 30%/15% from 25%/10%
Archers Gold-costs increased to 6 from 4
Archers RecruitmentTime increased to 90d from 45d
Camels Gold-costs decreased to 8 from 10
Camels RecruitmentTime increased to 60d from 40d
Chariots RecruitmentTime increased to 60d from 45d
HeavyCavalry -10% Damage against HeavyInfantry removed
HeavyCavalry Gold-costs increased to 12 from 10
HeavyCavalry RecruitmentTime increased to 180d from 120d
HeavyInfantry RecruitmentTime increased to 120d from 60d
HorseArchers RecruitmentTime increased to 180d from 60d
LightCavalry Gold-costs increased to 8 from 7
LightCavalry RecruitmentTime increased to 90d from 45d
LightInfantry RecruitmentTime increased to 45d from 30d

#Naval
Tretere RecruitmentTime increased to 210d from 180d
Hexere RecruitmentTime increased to 240d from 180d
Octere RecruitmentTime increased to 270d from 180d

##Unrest
-1 Unrest TaxIncome/CommerceValue/ResearchPoints/Manpower increased to -0.05 from -0.02
-1 Unrest ConversionSpeed and AssimilationSpeed decreased to -0.1 from -0.8

#Warexhaustion
Unrest replaced by MonthlyStability