Crusader Kings III

Crusader Kings III

When the World Stopped Making Sense
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Update: 14 Jul @ 4:39pm

Version 0.1.7.2
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Mechanics:
- Titular Roman Empires will be destroyed if one of the historic Roman Capitals for that title are not in the realm during succession
- This models the very tenuous position Julius Nepos found himself in after the deposition of Romulus Augustulus
- For the Western Roman Empire, holding one of Rome, Ravenna, Trier, or Milan will prevent this event
- For the Eastern Roman Empire, holding one of Constantinople or Bithynia will prevent this event
- For the Roman Empire, holding any of the six will prevent his event
- Permanent Tributaries are now generally accessible
- They are created de facto next to Centralized Governments (i.e., Roman, Iranian, and Indian governments) during tributary creation
- If not directly bordering the core polity, it instead becomes a vanilla tributary of the appropriate type

Casus Belli:
- Added Federate Border Raid CB
- Models the occasionally contentious relationship between federates and Rome, especially with the Goths
- Temporarily breaks tributary status and launches a raid war against a county of the suzerain
- Victory also increases subsidies from suzerain, while defeat reduces subsidies
- Requires one of "Fate of Iberia", "Legacy of Persia", "Roads to Power", or "Khans of the Steppe"

Cultures:
- Angle culture replaces "Warrior Culture" Tradition with "Hirds" Tradition
- Old Saxon culture replaces "The Witengamot" Tradition with "Hirds" Tradition
- Jute culture replaces "Coastal Warriors" Tradition with "Hirds" Tradition, regardless of DLC

Traditions:
- Hirds Tradition made unselectable by Scandzan Heritage Cultures with "Northern Lords" DLC

Tweaks:
- Blocked "Cease Paying Tribute" if you are involved in the same war as your suzerain
- Cimbrian Heritage now has Nordsee Kulturbund as well

Bug Fixes:
- Fixed generic tributaries not being able to fight for independence
- Blocked "Expand Duchy" and "Set De Jure Capital" decisions when primary titles are titular
- Fixed Elamite heritage being available on Culture Divergence

Localization:
- The Frankish kingdom is now localized as "Francia" instead of "The Franks", in line with other post-Roman Germanic states
- The Germanic religion is localized to "Germanic" for consistency

Update: 5 Jul @ 6:12pm

Version 0.1.7.1
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- Updated the mod to Vanilla 1.16.2.1

Mechanics:
- Added some new permanent tributary types for centralized governments (Roman, Persian, Indian)
- One for Non-Tribal, Non-Nomadic and another for Nomadic and Tribal
- Non-Tribal, Non-Nomadic adds tributary tax while tribal does not
- These tributaries types are inherited, even after claimant wars
- Re-added Federates as a type of tributaries
- Available only with "Khans of the Steppe" DLC
- Both Suzerain and Tributary Guarantee laws are always on
- Is creatable via interactions, like previous federate interactions
- Federate Gains:
- Receives subsidies from the suzerain, improving domain taxes
- Improved levy size and reinforcement rate, Men-At-Arms cost and maintenance
- Pays levies to the suzerain
- Suzerain Gains:
- Decreased Men-At-Arms cost and maintenance
- Pays gold subsidies to the Federate, loosing capital development growth and domain taxes

Culture:
- Changed Cultures:
- Punic: Gave it a new "Punic" heritage to distinguish the colonial Phoenician population from the Levantine population
- Galatian: Changed to be an Anatolian heritage culture instead of a Continental Celtic heritage culture
- New Cultures:
- Romano-Punic: Represents the Romanization of the relic Punic population in the Vth-IXth centuries, Roman/Punic hybrid
- This is separate from Romano-African culture, with slightly different traditions

Casus Belli:
- Migration Wars:
- Counties that convert to tribal holdings during Major Migrations now destroy all other holdings in the county
- Modified Major Migrations to better match desired conversion of territories to Tribal holdings
- Migration Wars are disabled within the Greate Steppe Situation region
- Nomadic migration is instead used in that area
- Extended lowered required fame level CB requirements to WtWSMS Wars & the effect is compounded for traditions enabling easier migrations

Tweaks:
- Removed extraneous claims for Romulus and Beuka at the appropriate bookmarks
- Removed "Settle as Tribal" Decision, as it is superceded by Khans of the Steppe nomad mechanics
- Blocked some chars from autopopulating families where they did not have any historically
- Re-enabled the "Expand the Steppe" decision
- Reduced at-start Men-at-Arms to be in line with Vanilla, in preparation for more precise evaluation of at-start armies
- Counties with Greco-Roman Social Traditions will not create populist revolts against Roman governments
- Added Vanilla Tribal Innovation Nomad buffs to WtWSMS Tribal Innovations

Bugfixes:
- Fixed bug in the localization of some Senate-related events
- Fixed duplicate dynasty/house banners being created at start

Update: 9 May @ 5:42pm

v0.1.7
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General:
- Updated the mod to Vanilla 1.16.*

Mechanics:
- Redid bookmarks and related graphics:
- Denouement of an Empire: covers the end of the WRE and the Roman post-Roman states
- The New Powers: Covering the Germanic and Amazigh post-Roman states in former Western Roman Empire territory
- Usurpers and Legitimasits: Covers various adventurers, including Odovacar and Zeno
- Battleground of Cultures: Covering the Caucasuses, with some slightly changed characters
- New landless characters added to bookmarks
- Made Odovacar and Zeno landless characters with large military contingents
- Made Odovacar, Severinus, Hormidak, Zeno, and Ajax the missionary landless characters in 476, playable with "Roads to Power DLC"
- If Odovacar looses his War, it becomes a game over
- Odovacar also has a number of landless allies, simulating his role in ruling over the Western Roman Barbarian Military establishment
- If Zeno looses his war, it becomes a game over
- Added some landless missionaries
- These cannot have a successor and will disappear when the current holder dies
- Applies to Severinus of Noricum and Ajax of Suebia
- Added a number of Baguadae as Gallowsbait Brigands in Hispania and Gaul
- The old landed Baguadae holder is now landless in Hispania
- Added several additional Baguadae in Gaul, Armorica, and Hispania
- "Culture Blending" tradition now encourages adoption of the ruler's heritage and language, even without a conqueror culture tradition
- Removed previous Tributary mechanics in favor of direct vassal contracts
- Previous mechanics had significant technical issues
- Implemented a specific vassal contract for tributary like relations providing religious and title protection
- Implementation is very shallow and not designed for player interaction
- PDX is planning on implementing tributaries in the near future
- This will replace this interim ad hoc approach
- Ostrogothic and Moesogothic cultures are not extant until 488 in history
- Ostrogoths and Thracian Goths are instead Gothic at bookmark start
- Changed Theodorics 476 situation to better match history; he's landed in Turnovo
- If you have Fate of Iberia DLC, Border Raid Wars are available
- They are unlocked during the Tribal Era and locked during the Early Medieval Era
- This change is tied with the development of de jure war CBs
- Removed Laguantan and Masmuda kingdom titles and converted them to confederations
- Removed "Pax Mongolica" Decision as it is currently out-of-scope
- Removed "Expand the Steppe" Decision as it requires more work to fit WtWSMS

Culture:
- Reorganized Heritages:
- Moved Germanic cultures from North/East/Central/West Germanic to new heritages for the Late Antique period
- New Heritages:
- Scandzan: Norse, Swede, Geat, Dane, Gutnish
- Istvaeonic: Chatti, Saxon, Frankish, Frisiian
- Cimbrian: Anglo, Jute, Reudignian, Auiones, Warni
- Suebic: Langobard, Buri, Lebus, Alamanni, Marcomanni, Suebi, Suavi
- Visclan (Przeworsk): Visclan, Guti, Vandalic, Gepid, Burgundian, Gustow, Vidivarii, Rygir
- Gothic (Chernyakhov): Taifal, Skirian, Heruli, Gothic, Visigothic, Ostrogothic, Thracian Gothic, Crimean Gothic
- Extended cultural shift mechanics to Germanic cultures
- By default, Scandzan becomes North Germanic, Istvaeonic becomes West Germanic, Suebic becomes Central Germanic, and Visclan and Gothic become East Germanic
- Germanic cultures sufficiently bordering other Germanic cultures of a different heritage will instead shift to the heritage of the surrounding cultures
- New Heritage Kulturbunds:
- Chernyakhov for cultures associated with the Chernyakhov Archaeological Complex; applies to Gothic and Common Slavic
- East Germanic for cultures associated with the East Germanic region; applies to Visclan and Gothic
- Przeworsk for cultures associated with the Przeworsk Archaeological Complex; applies to Common Slavic, Baltic, and Visclan
- Scandzan for cultures associated with North Germanic; applies to Cimbrian and Scandzan heritages
- Suebic for cultures associated with the Suebic confederations; applies to Suebic and Cimbrian heritages
- Siberian for Yugrian and Siberian heritages
- Reorganized Languages:
- Dnieper Baltic added for the (Vistula) Veneti and East Galindians, whose specific linguistic affiliation is only guessed
- New Cultures:
- Guti, associated with the Wielbark Archaeological Complex
- Fenni, the non-Saami proto-Balto-Finns of the migration era
- Carpodaci, the remnant Dacian group that evolved under Chernyakhov influence in the IVth Century
- Gorokhovo, for the likely Magyar-related peoples of the South Urals
- Sargat, for the likely Sakan-Ugrian hybrid peoples between the Tobol and Irtysh Rivers
- Sabir, for the likely Oghuric Turkic Sabir people
- Khuni (i.e., Caucasian Huns) culture for the long-lived Huns near the Caspian, a target of Armenian missionary efforts
- Alauni (i.e., Western Alan) culture for the Alans of Gaul, Hispania, and Africa
- Changed Cultures:
- Baltic Heritage:
- Sudovian: Removed "Battlefield Looters", added "Xenophilic"
- (Vistula) Veneti: Wetlanders, Polygamous, and Culture Blending, Stoic Ethos, Dneiper Baltic Language, Dneiper Baltic Namelist
- East Galindian: Dneiper Baltic Language, Dneiper Baltic Namelist
- Mongolic/Turkic/Mogyer/Sarmatian/Sakan:
- Kirghiz, Kuryakan have "Tribes of the North" and "Forest Folk" without, Removed "Horse Lords"
- Kuryakan removed "Pastoralists"
- Khuni, Tiele removed "Steppe Tolerance" and added "Religion Blending"
- Xiongnu, Ninrun, Tuyuhun, Xianbei have "Iron Cavalry" with "Khans of the Steppe" and "Horse Lords" without
- All others have "Devoted Horsemanship" with "Khans of the Steppe" and "Horse Lords" without
- Siberians:
- Samoyed has Northern Tribes traditions with "Khans of the Steppe"
- Yeniseian, Tungusic have Northern Tribes with "Khans of the Steppe" and "Forest Folk" Without
- Ugro-Permians:
- Permian, Ugrian remove "Forest Wardens", add "Tribes of the North" with "Khans of the Steppe" and "Winter Warriors" without
- All Germanics:
- Extensive overhaul of relations, aesthetics, and traditions
- Other Cultures:
- Saami culture replaces Forest Wardens with Staunch Traditionalists if the player has Royal Court DLC
- Romano-African uses Dryland Dwellers instead of Astute Diplomats
- Hunnic has Ruling Caste instead of Equal Inheritance
- Galatian uses Spiritual instead of Bellicose Ethos
- Mogyer has Yugrian heritage
- Bolghar has Communal Ethos instead of Bellicose
- Illyrian no longer has "Unblemished Rulership" tradition
- Iazyges are Communal Ethos instead of Bellicose Ethos
- Syricac has Bureaucratic Ethos instead of Spiritual, in line with game mechanics
- (Old) Slavic: Removed "Druzhina" & "Collective Lands", Added "Early Slavic Warfare", "Early Slavic Traditions"
- Tweaked Dacian cultural history
- Removed Cultures:
- Alano-Vandalic, Romano-Alan (replaced with Alauni)
- Udmurt; replaced with Permian
- Mansi; replaced with Ugrian
- Kolochin; made into an Old Slavic component
- Dneiper Baltic; merged into Vistula Veneti
- Renamed some Germanic cultures:
- Przeworsk is renamed Visclan, after the name Jordanes used in Getica for the Vistula
- Ethnicities:
- Revisited Ethnic mixes for more consistency
- Namelists:
- Merged Marcomanni and Buri namelists
- Culture Names:
- Added new hybrid and divergent culture names for Balto-Finnic and Baltic cultures

&c.

Update: 2 Apr @ 7:33pm

General:
- Updated the mod to Vanilla 1.15

Tweaks:
- Mehrism made an unreformed faith
- Added many new cultural names for holdings on the map, from Persia to Britain

Bug Fixes:
- Fixed Patron Gods not being available to new Hellenic or Bon religions

Update: 13 Jan @ 5:28pm

2025-01-12 v0.1.6
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Culture:
- Updated cultures in Southeast Persia
- Removed Cultures:
- Indo-Parthian as it was a placeholder
- Romano-Frank as it did not accurately represent the conditions around Trier
- Helleno-Aramean, as its role is superceded by other cultures
- Significantly overhauled Amazigh cultures to move away from language and culture equivalence
- Removed Tashellhit, Tamazight, Riffian, Mzab-Wargla, Shenwa, Tacawit, Taqbaylit, Nafusi
- New Cultures:
- Mauri: Northern Amazigh of Mauritania Tingitana
- Numidians: Northern Amazigh of Mauritania (Dead in 476)
- Mauritanian: Numdian-descended culture that is partially hybridized with Romano-African, representing Mauri under Roman domination
- Gaetulian: Northern nomadic Amazight tribe south of the Numidians and Mauritanians
- Balasagan (Caucasian heritage, Adharic speaking) for the ill-attested peoples of Balasgan
- Elymaean (Iranian heritage, Elamite speaking) for the Elymaean peoples living in former Elymais
- Elamite (Elamite heritage, Elamite speaking) as the progenitor culture of Elymaean (along with Persian) (Dead in 476)
- Cypriot (Byzantine Heritage, Greek speaking) for the Greeks of Cyprus
- Syriac (Levantine Heritage, Aramaic speaking) for Arameans under Greco-Roman influence
- Chaldean (Levantine Heritage, Aramaic speaking) for Arameans of Southern Asoristan
- Seyansihi (Iranian heritage, Persian speaking) for the Eastern Persian settlement occurring in Khorasan by the late Vth century as progenitors of later Eastern Persian dialects (e.g., Dari, Tajik)
- Dranganian (Iranian heritage, Parthian speaking) for the various proto-Baloch tribal peoples living semi-independently south of the argicultural settlements of the Helmand basin
- Med (Indo-Aryan heritage, Paishachi Prakrit speaking) for the coastal fishing and piratical peoples of the Makran and Sindhi coastline
- Jat (Indo-Aryan heritage, Paishachi Prakrit speaking) for the lowland Jats inhabiting western Sindh before the Umayyad Conquest of Sindh
- Qiqanan (Indo-Aryan heritage, Paishachi Prakrit speaking) for the highland, strongly-independent Jats inhabiting western Sindh before the Umayyad Conquest of Sindh
- Changed Cultures:
- Modified 476 Israelite Cultures:
- Added Samaritan (Israelite heritage, Aramaic language) as a child culture of Hebrew
- Added Judean (Israelite heritage, Aramaic language) as a child culture of Hebrew
- Hebrew is dead in 476, uses "Strong Believers" instead of "Eye for an Eye"
- Changed aesthetics of Punic, Romano-Aramean
- Garmantian
- Added Xenophilic, Foggara Builders Traditions
- Removed Dryland Dwellers Tradition
- Other Culture Changes:
- Completely reworked the Vandal namelist
- Added dynasty names for Roman, Romano-Gallic, Romano-Hispanic, Romano-Thracian, Romano-Illyrian and Romano-Aramean cultures
- Added many new name equivalencies and fixed some existing ones
- Traditions:
- New Traditions:
- Added Assyrian Traditions for Assyrians, similar to Aramean Traditions
- Foggara Builders
- Replaces Qanat Irrigation innovation for Garamantians
- Similar effects to Irrigation Experts from Legacy of Persia
- Autochthonous Identity
- Provides +20 baseline acceptance between cultures sharing tradition
- Enables cultural divergence even if culture head
- Makes it harder to promote culture if not Amazigh culture
- Enables Amazigh Confederate succession, and requires it for tribal empires and kingdoms
- Changed Traditions:
- Aramean Traditions (nee Levantine Traditions) removed same/different culture opinion
- "Mercenary Armies" is not selectable with "Malleable Subjects"
- "Independent Marauders" tradition opinion penalties are more generalized and negated for same culture vassals
- Culture Creation Names:
- Tashellhit, Tamazight, Riffian, Mzab-Wargla, Shenwa, Tacawit, Taqbaylit, and Nafusi are all divergent culture names

Religion:
- New Faiths:
- Added Shamsi Paganism from RICE
- Added "Anunnakism"
- Models the more general Assyro-Babylonian paganism of the late Vth Century
- Assyrian Paganism is kept but stays is a dead faith in 476
- Faith Changes:
- Mazdakism: Before 493 start date, Mazdakism has different features (Mazdakism change in 493 not yet implemented)
- Has "Hedonistic" instead of "Asceticism" Tenet
- Has "Theocratic" instead of "Lay Clergy"
- Has "Male Dominated" instead of "Equal"
- Has "Dorustdin" instead of "Korramdin"
- The Magi are Mazdakism's religious head
- Mazdakism is available for conversion
- Replaced "Iranian Paganism" with "Mehrism" under the Yazidi Religion (Replacing Kitebacilweism) (Courtesy of RICE)
- Implemented some of RICE doctrines for Mehrism
- Retains mutually hostile relations with Zoroastrianism, instead of viewing each other as Evil
- Uses Tenents "Ritual Celebrations", "Megalithic Constructions", and "Sun Worship"
- Updated Jewish Faiths
- Samaritan, Haymanot use "Ethnic Religion" instead of "Chosen People"
- Ebionites have "Vegetarianism Required"
- Aghwank Church is Righteous and uses "Communion" instead of "Adaptive"
- Changed Gurzilism's holy sites
- Removed Meknes, Carthage
- Added Ghirza, Garama
- Maronite Church uses "Asceticism" instead of "Communion", "Righteous" instead of "Fundamentalist"
- Added a new branch of Zoroastrianism (of the Good-and-Evil Doctrine Variety)
- Named Dorustdin (roughly "Orthodoxy")
- Is only available to faiths following the Magi
- Faiths view each other as Righteous and convert counties to their HOF's faith
- Behdin now view each other and Dorustdin as astray
- Zurvanism & Mazdayasna have Dorustdin, Afridunism & Khurramism have Korramdin, all others are Behdin
- Tenet Changes:
- Removed opinion buff/nerf from Rigorism
- Holy Sites:
- Moved the location of Takht-E Soleyman from Urmia to Shiz

CBs:
- "Major" Wars:
- Major Wars are a new category of potentially devastating wars. They are wars for large amounts of territory and grand goals, and thus occupation damages development during these wars.
- Applies currently to Major Migrations
- Migrations:
- Major Migrations now cause reduction in development in counties, weighted by how many minorities the county has after migration
- The larger the minority (or majority), the greater the damage
- There is a chance that castle holdings of low development will be converted to tribal holdings during major migrations
- This is mitigated by certain innovations, and some are very important to prevent this effect
- This effect occurs after migratory damages are applied

Laws:
- Added "Amazigh Confederate" title succession law for Tribal Amazigh kingdoms, required for Amazigh cultures in the Tribal era
- Similar to Tribal elective, it has an additional bias against kin of the current claimant
- Has +25 Vassal Title Allegiance and 25% levy contribution multiplier
- Meant to model the somewhat fluid Amazigh tribal confederations, which would form ad hoc for defense or a specific purpose, then effectively dissolve

Decisions:
- Gave Aures a decision to become a kingdom as they declared themselves as such in 477

Map:
- Transcaucasia:
- Added two new counties and adjusted baronies
- Added Balasagan culture to Balasgan
- Made Maskut Persian and Mazdayasna in light of it being the main location of Tats in the future as well as the very limited information about the region
- Overhauled faiths and cultures in counties
- Overhauled minorities in counties
- Southeast Persia:
- Hind is part of Persia in 476, with a sizable non-Mazdayasna aristocracy under it
- Adjusted several holdings in Eastern Persia
- Kaikanans are properly tribal and in the correctly location
- Meds

Update: 30 Dec, 2024 @ 7:30pm

2024-12-30 v0.1.5.3
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General:
- Updated the mod to Vanilla 1.14.2.2

Minor Changes:
- Blocked holders of the Kingdom of Italy from making the Kingdom of Noricum
- Bosporan Kingdom creation decision from Vanilla removed

Bug Fixes:
- Fixed a bug where lay clergy with non-fixed appointment could not nominated new court chaplains after firing
- Fixed bug leading to occasional Republican governments as outcome of popular revolts

Localization Fixes:
- Fixed Roman Dynastic Empresses being called "Augustus" instead of "Augusta"
- Fix Romano-British Dynasties not being localized properly
- Partially broke Polish grammar localization vis-a-vis titles as we lack proper Polish support (sorry)
- Other localization fixes

Update: 27 Oct, 2024 @ 2:50pm

2024-10-27 v0.1.5.2
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General:
- Updated the mod to Vanilla 1.13.2

Major Changes:
- Complete overhaul of governments and related mechanics in light of 1.13.0 features
- Created "Eranian Dynastic" and "Roman Dynastic" to replace Eranshar and Bureaucratic/Gubernatorial governments
- The dynastic term is to inform players that it has mostly feudal-type inheritance mechanics
- Created notion of "Centralized Governments" for features in common in Iranian, Indian, and Roman governments

- Governments:
- General:
- Government flags overhauled for greater clarity
- Tribal Government:
- Tribal vassals get a -10 opinion of nomads, others get a -25 opinion
- High Tribal Government:
- High Tribal obligations now scale 11% for levies and taxes for each level of fame
- High Tribal Organization has modified opinions
- Pre-Feudal Government:
- Pre-Feudal Authority 3 now makes vassal refusal a crime
- Rajamandala Government
- Can now grant baronies to non-family members, but counties and higher must go to family members if possible
- Cannot use the County View to grant titles, given the difficulties in building the necessary triggers in the GUI
- Civil Service flag explicitly marks landed vassals as unemployable as councillors
- Iranian Dynastic Government
- Removed Republican tax & levy buff from Eranshar Government
- Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
- Secular Authority is now consistent across the realm, like Vanilla "Imperial Bureaucracy"
- Clerical Influence overhauled
- Modified piety cost to decrease Clerical Influence
- High levels do not enable temporal condemnation anymore
- Does not interface directly with Zoroastrianism anymore; instead applies directly to court chaplain rules for that polity
- Applies throughout the hierarchy like Vanilla "Imperial Bureaucracy"
- Gets a Vizerate (the Framadar being the inspiration for the later Islamic Vizerate); therefore, does not get Co-Monarchy
- Uses Tax Jurisdictions with a few non-basic jurisdictions
- Wuzurgan for powerful or well-established families of the same religion as the ruler
- Liege gets increased domain limit, tyranny gain, legitimacy, vassal limit, and renown; and decreased prestige and enemy hostile scheme success
- Vassals get increased prestige, domain limit, owned hostile scheme success chance, and liege opinion, and cannot join the dissolution faction
- If you can have this tax decree, your Chancellor, Steward, Marshall, and Spymaster must be from these vassals
- It is always tyrannical to revoke Wuzurgan titles (scaling inversely with Secular Authority), but having a title revocation reason halves the tyranny
- Deqhan available with the new Deqhan Innovation for the growth of smallholders
- Increases taxes and decreases levies provided
- Increases liege prestige per month
- Increase vassal prestige gain and development
- Roman Dynastic Government
- Only applicable to Kingdoms and Empires
- Merge of Bureaucratic and Gubernatorial governments
- Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
- Tyranny-free revocation of titles not in the same duchy as the vassal capital
- Dissolution and Independence factions invalid when your liege shares this government type with you
- Sub-Roman Dynastic
- Uses the same Authority laws as Roman Dynastic government
- The character modifiers implicit in Roman Dynastic are tied to the Sub-Roman Taxation law
- Become Roman Dynastic if vassalized by a Roman Dynastic ruler
- Eventually changes into Clan or Feudal governments

Minor Changes:
- Removed old Succession Expanded Co-Emperors in light of Vanilla Diarchy changes
- As Asoristan was the core of Sassanian power, made all non-tribals in the region Iranian Dynastic with religious protection
- Orestes gets the "Power Behind the Throne" trait preventing him from inheriting titles
- Romulus Augustulus' regency starts entrenched at 50 instead of firing one day later
- Roman, Sub-Roman, and Iranian governments use special election laws automatically at title creation
- "Independent Marauders" now tweaks vassal opinion so that direct vassals have a -20 opinion, but same culture vassals have a +20 opinion
- Tax Revolt faction has been removed in line with government overhaul
- All governments now have liberty factions as applicable
- Added "Roads to Power" buildings to game history
- Added the WtWSMS Soundtrack to the music player
- Various other minor cleanups

Culture:
- Renamed "Medio-Persian Traditions" to the more inclusive "Eranian Traditions"
- Updated some culture tradition graphics
- Updated some faith icons, courtesy of "Faith Icon Collection" on Steam
- "Eranian Traditions" no longer block dissolution factions against the Persian Empire
- Remove "Romano-Frankish" culture, as it is a poor fit for the CK3 culture system
- Disabled "Indomitable Azatani" from selection, folded its effects into "Highland Cavalry" and "Armenian Traditions"
- Those effects require Roads to Power DLC and both Roads to Power DLC and Royal Court DLC to get the special effects
- Culture Changes:
- Armenian:
- Removed "Highland Warriors", Added "Highland Cavalry"

Bug Fixes:
- Fixed some missing language colors
- Roman Empire should show up in the Senate window now
- Fixed Sea showing up as plains in the Terrain GUI window

Update: 13 Aug, 2024 @ 2:33am

2024-08-13 v0.1.5.1
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Tweaks:
- Reduced the income multiplier of the Roman/Byzantine forums so they are not so overpowered.
- Reduced the cost of level 0 buildings, making them easier to build and start up an economy
- Overhauled development history to better line up with Vanilla 867
- Added some random non-dynastic senators at game start so the Senate is not so empty in 476
- Vache II of Albania has no claims in 476
- Romulus Augustulus is now part of Orestes dynasty
- Set Mottos for a handful of dynasties
- Updated some character's traits
- The rulers of Caucasian Albania and Sarir know the locals' language at start to reduce the odds of revolt
- Added Amun to the Egyptian religion pantheon localizations
- Added new icon for Gothic Christianity, replaced Arianism icon with old Gothic Christian icon

Bug Fixes:
- Fixed 476 Turkic powers having primogeniture at start
- Fixed wrong senate shield being shown for some senate events
- Fixed bug with Iranian culture building graphics
- Reduce the occurrence of courtiers having ethnic religions and incorrect cultures
- Fixed characters not learning the new language when their culture shifts language
- Fixed bug where western or eastern senators could be nominated to be consuls in opposing senates
- Fixed an error with conversion to feudalism decision being unavailable
- Fixed an error with being able to declare war on tributaries
- Fixed bug with Vlach culture divergence name

Update: 27 Apr, 2024 @ 8:46am

General:
- Updated the mod to vanilla 1.12.4

Defines & Game Rules:
- Added default game rule slowing hybrid and divergence
- Reduced a number of hard-coded defines, slowing the growth of cultural acceptance
- Added game rule restricting the creation of de jure titles if the ruler's primary title is titular; off by default and has an "AI only" variant as well.

New Mechanics:
- The Senate:
- Created two Senate institutions, with Roman and Constantinopolitan Senates, instead of having them on the map as a title
- The institution is interactable through the GUI as a new menu item
- Senate Interactions:
- Request Recognition:
- An event fires several days after taking the Senate Seat, where the Consul requests that you request Senatorial recognition
- You can Accept, Ignore the Senate, or Stall; all actions costing prestige and conferring modifiers
- After that event, players may request through the GUI that the Senate recognize them if they chose to stall instead of making a decision
- Rather than a decision, players may disestablish the Senate in the GUI if they are not a Roman-type culture or a Roman government
- Senatorial Recognition:
- Getting the recognition of the Senate confers a modifier which negates short-reign penalties, at the cost of prestige, but also gains an opinion bump with Senators
- Ignoring the Senate gains one prestige at the cost of an opinion malus with Senators
- Stalling the Senate hurts one's opinion with Senators, and each new consul will both the Senate Seat top liege, requesting that they seek the approval of the Senate
- Senate Character Interactions:
- The top liege of the Senate seat (Rome or Constantinople for East and West, respectively) and the consul may use Senate Interactions
- They may nominate a new Senator from characters in the "Senatorial Regions" around the Senate Seats or within the top liege of the Senate Holder's realm
- They may elevate dynasties to join the ranks of the senate
- The top liege of the Senate Seat may also nominate the next consul
- However, Senators react negatively to such interference by the top holder and such actions give negative opinion modifiers and cost variable prestige (depending on the nominee's traits and standing)
- Senatorial Families:
- Senatorial families have some implicit modifiers, granting prestige gain for dynasty members as well as bolstering diplomacy and intrigue
- Senatorial families expect to have a certain number of non-capital (or capital) baronies in their family
- Senatorial family dynasts will bother the holder of the Senate seat if their family has fewer holdings than desired
- Accepting grants a random non-capital barony to the Senator's family at the cost of aggrivating vassals
- Refusing irritates the whole Senate
- Traits and Modifiers:
- Senators for both the East and West have traits which denote their membership and provide some prestige gain
- The Consuls have a character modifier indicating their consulship
- Previous Consuls have a trait indicating their prior consulship
- These Traits have additional, culture-related modifiers
- Senate leadership is elected yearly
- The Senate will behave somewhat autonomously, electing Consuls every January, or sooner if the consul dies mid-term, from among their ranks
- Players may nominate Consuls if they hold the Senate Seat, annoying the Senate but giving their nominee prestige and renown, as well as making them next consul
- Senate and Title Revocation:
- Revoking non-capital baronies from Senators _without a revocation_ reason angers all Senators
- Applies even for bureaucratic and gubernatorial governments (who otherwise have very liberal revocation rules)
- This does not extend to Senators with counties or greater
- Either of the Senates may collapse if no senator is available to maintain the Senate's functions
- Rajamandala and Eranshahr governments cannot request interact with the Senate, as they function under very different understanding of universality than the Roman Empire
- Senatorial approval and disapproval comes with legitimacy gain and loss, modified by government type, held titles, and culture features
- Title Creation:
- Titular Cultural Titles and related concepts removed
- Holding only Titular Kingdoms or Empires prevents you from creating de jure kingdoms and empires
- Added a decision for making titular Kingdoms into de jure Kingdoms for characters who cannot establish Roman empires, or for land outside the Roman Empire
- Only available to non-tribal, non-nomad, non-Gubernatorial governments
- Requirements:
- Have held the duchy in which the capital county resides for at least 30 years
- Complete control of at least two duchies within the same de jure kingdom, one of which is the capital duchy
- The capital duchy is your culture and faith
- Your culture has Social Stratification and Writing Innovations
- Legitimacy Level of 3
- Prestige Level of 5
- Maximum Crown-Type Authority if government has it, or sufficient fedualization for Sub-Roman governments
- Added a decision for replacing de jure Roman Provinces with titular Kingdoms for characters who can establish Roman empires, for land within the Roman Empire
- Similar to the above, but requires complete control of the associated kingdom
- Prestige prices increases quadratically with the degree of feudalization in the Realm
- Also requires Legal Codex Innovation
- Added a decision for making titular Empires de jure
- Added a decision for making titular Roman Empires de jure

WtWSMS Mechanics, from Previous Releases:
- Minorities:
- Faith Conversion (by event/decision/interface): a large minority of your old faith will still exist in your capital if you convert
- Culture creation removes parent culture minorities in counties of the new culture
- If a hybrid or diverged culture is within the cooldown period, the parent cultures are subsumed instead of becoming a minority when the county culture changes
- Conversion (by any means) now will keep a large minority of the old faith in your capital county
- Rites and related faiths do not leave behind a minority if converted to the main faith, _unless_ it is a holy site of the Rite and not the main faith

Map and History:
- Adjusted position of the Ostrogoth presence around Lake Balaton
- Increased number of size and Amazigh minorities in North Africa
- Minor fixes to some minorities around the map
- Daylamite Zoroastrian and Iranian Polytheist counties use Afridunism

Government:
- Nomads obligations function like clan obligations in 1.10.*

Religion:
- Zoroastrian faiths no longer have access to Rite tenet, instead using the branch mechanic from Vanilla
- Added Bosnian Church to Christian religion, but made it unconvertable for the time being
- Manicheanism has "Clerical Vegetarianism" Doctrine
- Tenets:
- Hellenic Syncretism is extended to Mazdan faiths as an option
- Patron Gods available to Zoroastrians
- Faith Changes:
- Scythian Paganism replaces "Sky Burials" with "Communal Identity"
- Mazdayasna replaces "Sky Burials" with "Ecclesiarchy", Replaces "Pluralism" with "Righteous"
- Zurvanism replaces "Sky Burials" with "Ritual Celebrations"
- Khurmazta replaces "Sky Burials" with "Communal Identity"
- Arewordik replaces "Sky Burials" with "Communal Identity"
- Funeral Rite Changes (beside Stoic):
- Religions:
- Arabian Paganism uses Bewailment
- Celtic Paganism uses Cremation
- Egyptian Paganism uses Mummification
- Georgian Paganism uses Sky Burials
- Hepthalite Religion uses Cremation
- Indian Tribal Religion uses Cremation
- Iranian Paganism uses Sky Burial
- Khasi Religion uses Cremation

Update: 1 Oct, 2023 @ 10:24am

2023-10-01 v0.1.4
-----------
General:
- Updated the mod for 1.10.2
- Added New "Rise of the White Huns" bookmark to 476 group

Mechanics:
- Improved CCU model:
- Languages:
- Introduced notion of dialect continua to provide more granularity to languages
- A language can have multiple continua, helping provide a better model for languages at the lowest levels
- Introduce notion of creoles to allow genetically unrelated languages to have some degree of relation to each other
- Heritages:
- Allowed heritages to have multiple heritage groups and families, in line with the generally fuzzy notion of what a heritage is
- Added "Kulturbund" concept to capture the relative heritage closeness of some heritages that are still distinct
- Example: Altaic Kulturbund for Turkic and Mongolic heritage, Scythian Kulturbund for Sarmatian and Scythian heritages
- Implemented heritage and language drift events to model the evolution of culture and language during the period
- Implemented for Latin heritage and languages
- Implemented for Indo-Aryan languages
- Integrated Nezaros' Minority system and adapted it to WtWSMS
- Added new minority map modes to be able to see distribution of minorities on the map
- Integrated with council tasks
- "Promote Culture" and "Convert County" tasks increase minority level by one (none -> small minority -> large minority -> majority)
- By default, the tasks will continue until the majority of the county is changed
- Integrated with Migrations
- Instead of county modifiers, migrations (major and minor) will spawn minorities based on development and migration type
- Integrated Typical's Tributary system and adapted it to WtWSMS
- Disabled tributary income at the moment, as the tributary income system is broken
- General Changes:
- Tributaries can call their suzerain to war if being attacked by an external power via decision
- Suzerain can always call tributaries to war via decision
- Made it possible to refuse a suzerain call to arms, breaking the tribute contract and making tributaries target-able with punitive CBs (reinforce Tribute and depose the punished ruler)
- Made it possible to refuse a tributary's call to arms, breaking the tribute contract
- New Tributary Types:
- Foederatus Tributary
- A permanent tributary, but (ai) will never refuse a call to arms, either as a foederatus or a suzerain
- Has some additional modifiers for this tribute type
- Created "Right to Rule" interaction for Roman Emperors with federates
- Enables foederatus to conquer former Roman lands as if Roman Successor
- Costs 1000 prestige for the Emperor but grants a 100 year truce (preventing raiding, among other things)

Causus Belli:
- Minor Migrations
- Overhauled code for minor Migrations
- The player's capital now gets a small minority of the player's faith and culture if successful
- Removed some of the old modifiers that blocked conversion for a limited time
- An event now fires a few days after winning a war, allowing players to choose keeping their old government or adopting new ones
- Major migrations
- Counties still have a chance to flip to the migrator's culture & faith
- If not, there's a chance to spawn large or small minorities
- The probability of these minorities spawning is inversely related to the county's development
- Removed some of the old modifiers that allowed rapid conversion for a limited time
- An event now fires a few days after winning a war, allowing players to choose keeping their old government or adopting new ones
- Extended Sub-Roman reconquest CB to Federates with "Right to Rule" character modifier
- An event now fires a few days after winning a war, allowing players with "Right to Rule" modifier to choose keeping their old government or adopting new ones

Culture Pillars:
- Added new heritages: Common Slavic, Peristani, Sakan, Sarmatian
- Moved Old Slavic to Common Slavic heritage
- Broke up East Iranian heritage into several different heritages
- Sarmatian Heritage: Sarmatian, Alan, Iazyges
- Sakan Heritage: Sakan, Dahi Scythian, Indo-Scythian
- Peristani Heritage: Nuristani
- Tocharian Heritage (Now Serindian): Sogdian
- Iranian Heritage: Afghan, Khwarezmian, Bactrian, Mazanderani (Amardian)
- Overhauled languages in line with with the improved CCU model

Traditions:
- Added concept of Greco-Roman Social Traditions, raising baseline acceptance between Greek and Roman cultures _but_ preventing their hybridization
- Added increased baseline acceptance between cultures sharing a Heritage Tradition
- Caucasian Wolves is tied back to Georgian instead of Colchiscan
- "Right to Rule"-type changes:
- Strong Kinship unlocks the ability to adopt clan government (if neither your culture nor your religion supports your current government type)
- Persian Traditions unlocks the ability to adopt Eranshar government (if neither your culture nor your religion supports your current government type)

Culture:
- Added a number of custom culture creation names from CK2 WtWSMS
- Added customized culture histories that provide players with additional information regarding cultures and design decisions
- Added New Cultures:
- Arabic Heritage:
- Qatarye: Christian coastal Arabs with significant commercial influence before Islam
- Baltic Heritage:
- Sudovian: Models the ancient people who were attested as early as Herodotus and Ptolemy
- East Galindian: Baltic people listed in Slavic records, likely separate from the (Western) Galindians
- Kolochin: Balto-Slavic Archaeological Complex between the Vth and VIIth Centuries
- Dneiper Baltic: Baltic Subgroup in the Dnieper river basin, extant until (possibly) as late as the XIIIth Century
- Caucasian Heritage:
- Awaral: Migration Era (Caucasian) Avars
- Svan: Ancient highland tribal Kartvelian culture
- Indo-Aryan:
- Mathil: Models one of the major Gangetic cultures/languages
- Gandhari: Early important culture in the transmission of Buddhism to Central Asia
- Peristani:
- Burusho: Models the non-Indo-European-speaking people in the Yaisn valley
- Pamiri: Models the East Iranian-speaking people of the Pamir region (Credit: cyberxkhan's RICE)
- Central Germanic:
- Suavi: Tribal Suebi that didn't migrate to Galacia (see Hunimund PLRE Vol 2)
- Sarmatian:
- Romano-Alan: Models the Romanized Alans near Orleans in the Vth Century
- Alano-Vandals: Models the Vandalized Alans in the African Vandal Kingdom
- Serindian:
- Khotanese: Models the Sakanized Tocharian basin culture in Khotan
- Southeast Asian (Burman):
- Tripuri: Ancient Tibeto-Burman people in Tripuria (Credit: Rajas of Asia)
- Khasi: Austroasiatic people settled in Meghalaya (Credit: Rajas of Asia)
- Tibetan:
- Balti: Tibetan people noted by Ptolemy
- Changed Cultures:
- Przeworsk moved to East Germanic heritage
- Brahui moved to Iranian heritage
- Reudignian moved to North Germanic heritage
- Nuristani moved to Peristani heritage
- Removed Cultures:
- Aeolian (Byzantine heritage)
- Gruzinim (Israelite heritage)

Innovations and Eras:
- Reduced number of eras by one and renamed: Tribal, Classical Antiquity, Late Antiquity are the new eras
- Redistributed Vanilla Tribal innovations effects across the new Tribal, Classical Antiquity, Late Antiquity eras
- Overhauled innovations for a cleaner, more natural progression; every era of the above has 10-12 innovations now

Religion Doctrines/Tenets:
- Added Liturgical Rite Christian flavor Doctrines
- Moved Christian Ecumenism to be a Christian Doctrine instead of main group doctrine
- Added "Right to Rule" doctrines from Rajas of Asia, detailing the ability to change government depending on faith and culture
- Added Buddhist Canon doctrines to Buddhist faiths, courtesy of RICE
- Moved Hindu Sampradaya doctrines to the main group