# R/Europe Multiplayer Mod (1.31)
## General
- Everyone but Americans and some Tibetans starts with Feudalism
- Everyone starts tech 3
- Replaced or nerfed Privateering Efficiency with other navy related bonuses from Ideas/Policies/Decisions
- Removed trade steering added value
- Replaced Trade Steering with other boni (excluding events/missions), detailed List down below
- Removed dev cost penalty from Arid and Tropical provincial modifiers (was +10% each)
- Made max ticking warscore 40 and raised monthly tick accordingly.
- Buffed Temples and Cathedrals to +50% and +100% tax effieciency respectively (was +40%/+60%)
- Changed cost of changing Government Reforms to 25 (was 50)
- Lose fewer government reforms on swapping:
<details>
<summary>Click to expand!</summary>
from monarchy to republic from 3->1; from monarchy to theocracy from 4->2; from republic to theocracy 7->5, from republic to monarchy 7->5; from theocracy to monarchy 3->1; from theocracy to republic 2->0; from tribe->monarchy 4->2; from tribe to republic 4->2; from tribe to theocracy 4->2
</details>
- Being Over Governing Capacity increases Development cost by up to +50% (at 100% over Governing Capacity)
- Reduced the Exploit Development cooldown from 20years to 10years
- Made the National Focus change cooldown a baseline 15 years, regardless of Government rank
- Minimum relations to ally changed to -199 (was -25)
- Made Enlightenment institution spread the same outside the continent of origin as on the continent of origin.
- Reduced Defender of Faith CTA decline trust loss from 20 to 1
- Reduced the Slacken Recruitment Standards manpower gain from 2 years to 1 year
- Increased drill/army professionalism gain, reduce drill loss (drill speed from 10->20, decay from -1to-0.75; armyprofgain from drilling from 0.01->0.025)
- Soldier Houses no longer gain any extra manpower depending on tradegood
- Reduced the Marine shock damage taken from 25% to 0
- Reduced the Attrition at sea for armies on transports from 10% to 3%
- Base cavalry ratio increased to 75% (was 50%)
- Severely increased the speed at which the revolution starts and spreads (from 600years mtth to 100; spread count to 5 from 3; daily spread to 1.5 from 1)
- Scorched earth now increases devastation by 25 (up from 5)
- Scorched Earth now reduces Hostile Movement Speed by -25% (was -50%)
- Increased max mana alert from 3 months to 6 months
- Increased the Rebel relocation distance from 200 to 400 (max distance rebels will magically teleport to disconnected land)
- Gave Everyone -100% Morale Loss From sunk Ships
- Changed cavalry rebel suppression from 0.25 to 0.5
- Changed Cavalry Speed from 0.7 to 0.9
- Changed Infantry Speed from 0.7 to 0.8
- Changed various monuments (more down below)
- Nerfed concentrate development; there is no free concencrate, you take 10% of the dev (was 20%) of which 50% (was 20%) is lost. Cant concentrate from any subject type.
- Changed money gained by selling Crownland to 1 year of estate land income regardless of age (down from 2.5 age of discovery, 2.0 age of reformation, 1.5 age of absolutism)
- Enabled Seize Land during war
- Show Strength cb should not show up vs players
- Removed extra AE from taking HRE provinces
- Halved special age bonuses for Spain/France/Prussia
- Picking Eastern Plutocraty reform removes Nobility estate
- Added Burghers to Merchant Republics
- AI won't release nations anymore when over governing capacity (unless they are 2000% over)
- Increased AI level of what they consider dangerous overextension to 100%
- Changed Colonial Nations so when Independent countries with their Capital in a Colonial Region declare on a Colonial Nation, the overlord gets called in and becomes the warleader. Colonial Nations can no longer declare war.
- Removed overlord modifiers from Colonizers
- Changed colony modifiers to +25% development cost and +10% building cost
- Set all colony modifiers for manpower, sailors and fleet/force limit to the one of the self governing colony (10% bonus, 5% to overlord)
- Removed ability to Send Officers for Crown Colony
## Religion
- Inverted boni for Defender of Faith tiers (fewer members, bigger bonus)
- Changed Tengri Cav ratio to -0.05 Monthly War Exhaustion
- Buffed Hussites from -5%shock dmg received to -10%; added +10%infantry combat to one aspect
- Nerfed Orthodox manpower to +20% max (was+33%) and the dev icon to -5% (was-10%)
- Halved Hindu event mean time to happen (from ~100 years to ~50years)
- Changed Sunni Muslim Hanafi school from -5% adm tech cost to -5% idea cost
- Added decision to German and Scandinavian culture group to turn Norse religion; added 2 holy sites to Norse Religion in Stockholm and Paderborn; added a Norse-specific Merc Company; added a Clergy privilege similar to the Brahmin one which lets you change your personal deity
- Added over 40 Norse religion events
- Added Varangian Guard Mercenary company to Byzantine Empire if any country turns Norse
- "NEW" Formable: Jomsvikings; be norse, turns you into theocracy
- Updated both the Norse and Hindu change personal deity event to show what each deity gives
- Judaism gains Anglican mechanics, consort aspects replaced with:
- - spend 100 church power for 10 reformprogress
- - spend 100 church power for 10 legitimacy equivalent
- Buffed Catholic Papal Interactions:
- - +15% Tax (unchanged)
- - +10% land morale for 20 years (new)
- - -0.5interest per annum/-0.1yearly inflation (was 0.25interest)
- - +1yearly prestige/+1yearly legitimacy/+1papal influence (merged 2 and added PI)
- - +20% manpower recovery speed (was +15%)
- - +1diplomatic reputation/-10% advisor cost (was just +1 diplo rep)
- - +10 Government Reform Progress (Was +1Mercantilism)
- - +1 Stability (unchanged)
- The Papal States can now use Papal Interactions as well via decisions for different costs (Mana/Devotion/Money)
- Changed Confucianism: Works more like piety but with more agency. You get different benefits depending on which side of the scale you are, the more extreme the better.
- - 50 - 0 Harmony gives up to -5% development cost; technology cost -5%; tolerance of heathens +2, tolerance of true faith +2 (was up to -3 Tolerance of true Faith; +25% development cost; -1 yearly Legitimacy; -2yearly Meritocracy)
- - 50 - 100 Harmony gives up to +5% Discipline; -1 National Unrest; -0.2Yearly Corruption (was up to +1 Tolerance of True Faith)
- Religious Ideas now also increase Harmonization Speed by 20%
- **Harmonized Religions:**
Vajrayana = +1Missionary, +1%Missionary Strength
Theravada = -10%Advisor cost
Mahayana = -10%Idea cost
Shinto = +10%Infantry Combat Ability
Muslim = +10%Trade Efficiency
Christian = +1Diplomat
Dharmic = +15%Production Efficiency
Pagan = +10%Cavalry Combat
Zoroastrian & Judaism unchanged
## China and Friends
- Gave Daimyo Government reform +3 Force Limit to counter the subject malus
- Removed Governing Capacity Penalty from Independent Daimyo Reform
- Japan can now have independent Daimyo Government Reform
- Qing missions no longer give cores on all of china, permanent claims instead
- Removed Ming, replacing it with ~30 New custom Nations with custom ideas and unique missions as well as formables. Not all are meant to be played but if you like to suffer, go ahead. Follow [this link](https://hackmd.io/@Chairswing/HykPJ-uJO) for more detailed info on the China setup.
- Changed Mandate benefits and detriments. 50-100 Mandate gives up to
```
National Unrest -2
Stability Cost -10%
Monthly War Exhaustion -0.05
```
- 50-0 Mandate gives up to
```
Goods Produced -25%
National Unrest +2.5
Mercenary Manpower -25%
National Manpower -25%
```
- Taking the mandate no longer gives Permaclaims on all of China, losing Mandate no longer removes all Permaclaims on China. Losing Mandate causes 1 Stability hit (was 2). The "Lost Mandate Of Heaven" Modifier now lasts 5 years (was 20) and now gives:
```
Discipline -5%
Stability Cost +25%
National Unrest +5
Goods Produced -25%
Liberty desire in subjects +25%
Legitimacy -1/year
Mercenary Manpower -25%
National Manpower -25%
```
- Boosted Mandate gain from Stability slightly, from Prosperity in states massively
- Reduced Mandate loss from devastation by 50%, reduced Mandate loss from loans. Not Controlling Beijing/Nanjing/Canton does not incur a -0.05 Mandate penalty per province anymore.
- Changed the Celestial Reforms to:
- - Yearly Meritocracy +0.5 (unchanged)
- - +3Tax income/month; +1Diplomat (was +5% Trade efficiency; +1 Diplomat)
- - Manpower Recovery Speed +15%; -0.5% Army Tradition Decay (was -0.05 monthly Autonomy)
- - -10% Technology cost; -10% Idea Cost (was -10% Core Creation Cost)
- - +1 Monarch skill on each category (for future monarchs) (was +1 Monarch skill in adm)
- Reduced cost to pass Chinese Imperial Reform from 70 Mandate to 40
- Changed the "Unify China" CB to 75% AE, 150% Prestige, 100% WS cost (was 50% AE, 150% Prestige, 50% WS cost)
- Changed the "Take Mandate of Heaven" CB to 75% AE, 100% Prestige, 100% WS cost (was 50% AE, 100% Prestige, 50% WS cost)
- Increased dev requirement to trigger the "Unguarded Nomadic Frontier" disaster from 300 development Horde to 2000.
- Removed Avas Royal Marriages
- Ava got Taungu missions
## Africa
- Added Carthage formable for Tunisia with unique ideas and missions.
- Blocked Mamluks from forming Tunisia, Tripoli and Algiers (completely unrelated)
- Added Savannah/Steppe Development Cost Privilege to Eastern/Central/Western African Technology Groups
- Added government reform for African techs which grants 1 Colonist but reduces Colonial Range
- Added Kongolese Culture Group missions and events
- Added Western African missions and formable, the "United African Republic" with unique ideas and missions
- Added Central African formable, the "Kitara Empire/Buha Gang", with unique ideas
- Added South-East African formable, the "Rozvi Empire", with unique ideas and missions (basically Butua)
- Added Ethiopian missions, stolen and altered from the "Missions expanded mod"
## Americas
- Made Aztecs Reformable
- Buffed Aztecs NI, merged war exhaustion and Legitimacy, added -10% Dev cost
- Triggered modifier for primitives: -10% all power costs
## Middle East
- Gave some Arabians a privilege
- Najd ideas changed from 50% cav flanking to +10%Morale, +10%Cav Combat
- Arabian ideas changed from 25%cav flanking to +25%cav combat; added +15%Morale to last idea; changed from +15% Trade Steering to +15% Caravan Power and +15% Ship Power Propagation
- Changed forming Arabia requirements, excludes Mashriqi, Syrian and Egyptian culture; requires fewer provinces, only requires provinces in Arabia region; gives idea change event
- Added an event to Arabia
- "NEW" Formable: Ayyubids. Get Hisn Kayfa Ideas/Colour/Flag, New unique missions and events. Sets you to Shafi'i school. Makes you Iqta. Available to Egyptian, Mashriqi, Syrian and Kurdish culture and Sunni religion.
- "NEW" Formable: Hashashins; Iranian culture group or Syrian culture, Shiite religion, finished espionage ideas, turns into ismaili theocracy, unique missions
- "NEW" Formable: Israel; jewish religion
- New repeatable muslim event
- "New Madrasah" event mtth from 600months to 300months
- Blocked Mamluks being formed by Ayyubids, Hashshashins and Rûm
- Changed Janissary Decadence disaster:
- - intended to give you the option of switching out of Ottoman Government while remaining Muslim, new Government more military focused, disables Janissaries and Harem events, eventually lets you recruit janissaries again with a tier4 reform
- - Starting condition changed from less than 0 stab to less than 1
- - Stopping condition added if no longer Ottoman government
- - Ticking +1 from 50 loans to 10, added 3 modifers for +1 each if Monarch has a 1 or less in a skill, added +1 for having less than 50 legitimacy; added +1 for having more than 5 War exhaustion; added a +2modifier for having 20 or more christian provinces
- - makes you choose between supporting Janissaries or Royalists, if you choose Royalists you can end the disaster much faster but won't get new government form, if you choose Janissaries it takes 5 years minimum to finish the disaster and it turns you into a republic for 10years after which you get turned into the new government. This gives you the option to pick Plutocratic ideas and also makes you lose a lot of government reforms, I advise not to pick any reforms during this period and save the reformprogress instead
## Monuments
- Made all Monuments unmovable
- Removed all requirements to activate Monuments
- Changed certain monument effects, for list
<details>
<summary>CLICK HERE!</summary>
- Alhambra: Changed administrative efficiency to 5/7.5/10 per level.
- Ambras Castle: No change.
- Angkor Wat: Changed technology cost to -5/-7.5/-10 per level.
- Aït Benhaddou: Removed Caravan Power, changed Trade Efficiency to 2.5/5/7.5 per level, changed Global Trade Power to 2.5/5/10 per level.
- Bagan Temples: No change.
- Baku Ateshgah: Removed Discipline, removed Land Fire Damage Done, changed Culture Conversion Cost to -2.5/-5/-7.5 per level.
- Belem Tower: No change.
- Borobudur Temple: Changed Culture Conversion Cost to -5/-10/-15 per level.
- Buddha Statues: Changed Culture Conversion Cost to -2.5/-5/-7.5 per level.
- Cerro Rico del Potosí: Removed Interest Per Annum, added Goods Produced modifier +1/+2.5/+5 per level.
- Chichen Itza: Removed Infantry Cost, changed Manpower Recovery Speed to 2.5/5/7.5 per level.
- City of Khami: Changed Technology Cost to -5/-7.5/-10 per level.
- Cologne Cathedral: No change.
- El Escorial: Removed Global Tariffs, removed Treasure Fleet income.
- Great Mosque of Djenné: No change.
- Hagia Sophia: No change.
- Harmandir Sahib: No change.
- Heddal Stave Church: No change.
- Himeji Castle: No change.
- Holy City of Jerusalem: No change.
- Imperial City of Hue: No change.
- Inukshuk: No change.
- Jokhang Temple: No change.
- Kaaba: No change.
- Kanbawzathadi Palace: Changed tier 3 Advisor Cost to -50% Dip Advisor Cost.
- Kiev Pechersk Lavra: No change.
- Machu Picchu: Changed Idea Cost to -2.5/-5/-7.5 per level.
- Mausoleum at Halicarnassus: No change.
- Mesa Verde: Changed Idea Cost to -2.5/-5/-7.5 per level.
- Moai: No change.
- Mount Fuji: Starts on tier 3. Paradox please tell me how I can upgrade a mountain.
- Murud-Janjira Fort: No change.
- Notre-Dame Cathedral: No change.
- Parthenon: Changed Advisor Cost to -5/-7.5/-10 per level.
- Petra: Removed Diplomatic Relation.
- Prambanan Temple: Removed Development Cost.
- Pura Besakih: No change.
- Pyramid of Cheops: Changed Advisor Cost to -5/-7.5/-10 per level.
- Registan Square: No change.
- Saint Peter's Basilica: Changed Idea Cost to -2.5/-5/-7.5 per level.
- Sankin-kotai Palaces: Changed prestige from land battles to 15/30/50 per level, changed general cost to -2.5/-5/-7.5 per level.
- Shwedagon Pagoda: No change.
- Stonehenge: No change.
- Taj Mahal: Removed Power Projection from Insults gain.
- Temple of Confucius: Changed prestige to 0.05/0.15/0.25 per level.
- Tenochtitlan: No change.
- The Forbidden City: Changed Prestige Decay to -0.05/-0.15/-0.25 per level.
- The Grand Palace of Bangkok: Removed Vassal Force Limit Contribution.
- The Great Wall of China: Changed Attrition for enemies to 0.25/0.33/0.5 per level.
- The Kremlin: No change.
- Tower of London: No change.
- Versailles: No change.
</details>
## Ideas
<details>
<summary>TRADE STEERING CHANGES CLICK HERE</summary>
- Changed Trade Ideas from +25% Trade Steering to +25% Ship Power Propagation and +25 Placed Merchant Power
- Changed Mamluk NI from 25% trade steering to 25%caravan power and 5%global trade power to 25%
- Changed Aragons NI from 20% trade steering to 20% ship trade power propagation and global trade power from +20% to +25%
- Changed Lübeck NI from 10% trade steering to 10% ship trade power propagation and Global trade power from 10% to +20%
- Changed Norways NI from +20% trade steering to +20% ship trade propagation and Global Trade Power from +10% to +20%
- Changed Oman NI from +33% trade steering to +33% Global Trade Power
- Changed Granadas NI from +10% trade steering to +15% ship trade power propagation and +10% domestic trade power to +15% domestic trade power
- Changed Orissan NI from +20% Trade Steering to +20% Global Trade Power
- Changed Ryukyu NI from +20% Trade Steering to +20% Global Trade Power
- Changed Breton NI from +10% Trade Steering to +10% Global Trade Power
- Changed Huron NI from +20% Trade Steering to +20% Global Trade Power
- Changed Javan NI from +10% Trade Steering to +10% Global Trade Power
- Changed Croatian NI from +10% Trade Steering to +10% Global Trade Power and +10% Ship Power Propagation
- Changed Navarran NI from +25% Trade Steering to +25% Global Trade Power
- Changed Silesian NI from +10% Trade Steering to +10% Caravan Power and from +10% Provincial Trade Power to +15% Provincial Trade Power
- Changed Danzig NI from +20% Trade Steering to +10% Goods Produced and from +15% Global Trade Power to +25%
- Changed Krakau NI from +10% Trade Steering to +10% Caravan Power
- Changed Pskov NI from +20% Trade Steering to +10% Trade Efficiency, changed their Global Trade Power and Caravan Power by +5%
- Changed Mapuche NI from +20% Trade Steering to +20% Global Trade Power
- Changed Pomeranias NI from +25% Trade Steering to +20% Ship Trade Power Propagation and their Global Trade Power from +10% to +15%
- Changed Canadas NI from +15% Trade Steering to +15% Domestic Trade Power
- Changed Transylvanian NI from +20% Trade Steering to +20% Global Trade Power
- Changed Kutais NI from +20% Trade Steering to +20% Ship Trade Power Propagation
- Changed Luxembourgs NI from +15% Trade Steering to +15% Caravan Power
- Changed Medinas NI from +10% Trade Steering to +10% Global Trade Power
- Changed Pate NI from +20% Trade Steering to +20% Ship Power Propagation
- Changed Ouchi NI from +15% Trade Steering to -15% Mercantilism Cost and +5% Global Trade Power
- Changed Shimazu NI from +20% Trade Steering to +20% Global Trade Power
- Changed Connacht NI from +10% Trade Steering to +10% Global Trade Power
- Changed Brabant NI from +20% Trade Steering to +20% Caravan Power and +20% Ship Power Propagation
- Changed East Frisian NI from +20% Trade Steering to +20% Ship Power Propagation
- Changed Soo NI from +20% Trade Steering to +20% Ship Power Propagation
- Changed Saluzzo NI from +20% Trade Steering to +20% Caravan Power
- Changed Xi'ans NI from +15% Trade Steering to +15% Caravan Power (update China hackmd)
- Changed Hong Kongo NI from +20% Trade Steering to +20% Ship Power Propagation (update China hackmd)
- Changed Malayas NI from +25% Trade Steering to 10% Provincial Trade Power. Changed their Ship Power Propagation and Global Trade Power by +5% each
- Changed Israels NI from +10% Trade Steering to +10% Global Trade Power
- Changed Malay Culture Group NI from +10% Trade Steering to +10% Global Trade Power
- Changed Arabian NI from +15% Trade Steering to +15% Caravan Power and +15% Ship Power Propagation
- Changed Somali NI from +15% Trade Steering to +15% Global Trade Power
- Changed Sulawesi NI from +10% Trade Steering to +10% Ship Power Propagation
</details>
- Changed Albanias NI from +50% cav flanking to +20%cav combat; +33% looting speed
- Changed Lan Na NI from +50%flanking to +1cav shock
- Changed Clanricarde NI from +50%cav flanking to +1cav fire
- Changed Ilkhanate NI from +50%cav flanking to +10%Morale
- Changed Mossi NI from +50% cav flanking to +25%looting speed and +10%movement speed
- Unnerfed Kazan ideas from +50%cav flanking back to +10%morale
- Buffed Austrian, Norwegian, Sardigne-Piedmontese, Cusco/Incan ideas to 5% discipline (from 3/2,5%)
- Nerfed Economic idea finisher to -10% dev cost (was-20%)
## Policies
- Changed Expansion-Trade policy from +20% Trade Steering to +20% Ship Power Propagation
- Changed Defensive-Trade policy from +25% Trade Steering to +25%Caravan Power and +25 Placed Merchant Power
- Nerfed Economic-Quantity Policy to +10%Force Limit / +10% Production efficiency (was +10%FL/-10%Dev Cost)
- Changed Maritime-Quality policy from +20% Naval morale to +10%
## Privileges
- Added a Privilege to certain South East Asian countries for -20% Land Attrition, gets removed when picking Defensive or Quantity ideas
- Added a Privilege for negative Karma/Piety/Harmony gain (exclusive with its positive counterpart)
- Added a Privilege that allows norse to raid other faiths
- Added a Privilege that gives janissaries 5%discipline and +10% land maintenance for 20years, costs 1year of income (possible after age of discovery)
- Added a -15% Coastal Desert Development Cost Privilege to Hejaz, Rassids, Yemen, Oman, Hormuz
- Added a Privilege for Aztec/Otomanguean Culture groups for -10% Hills and Highlands Dev Cost
- Added a Mayan culture privilege: Jungle -10% dev cost
- Incan culture privilege: Mountain dev cost -10%
- Church Estate Privilege which costs 20Reformprogress, reduces culture conversion cost by 25% and reduces primary culture province governing cost by -15%, culture group governing cost by -5% and increases other culture governing cost by +15%
- Adjusted certain provincial manpower privileges province modifiers to their privilege tooltip (cossack steppe province manpower +100%->+25%; Dhimmi heathen/heretic province manpower +30%->+20%; Muslim Marathas Hindu province manpower +30%->+20%)
- Made it so you can't revoke the Burgher/Jain loan privilege while still having those loans
## Mercenaries
- Reduced max size to 40 scaling with dev (down from 60)
- Manpower per regiment increased from 2k to 4k
- Merc company army tradition reduced from 50 to 20 (should lead to weaker Merc Company Generals)
- will be pure infantry starting from the Age of Absolutism (unless specialised company)
- Reduced Mercenary Manpower by -50% In Age of Discovery
- Reduced Mercenary Manpower by -25% in Age of Reformation
- Gave almost all remaining companies a -5% Morale malus
- Removed or limited a lot of mercenary companies, for a complete list
<details>
<summary>CLICK HERE!</summary>
- removed the standard merc companies from colonial nations (so they cant instaspawn 160k troops anywhere on the globe)
- removed the Black Army reserves from Hungary (og black army still there)
- removed Banda Nere (Italy) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Schwarze Garde (Germany) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*
- removed Doppelsöldner (Swabia) entirely
- removed Reisläufer (Switzerland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*
- removed Hessian Jägerkorps (Hessen) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events but **NOT** from *Swedish Mercenary Core*; also removed its Artillery
- removed Bascoli (Labourd) entirely
- removed Levends (Dalmatia) entirely
- removed Morlachs (Croatia) entirely
- gave Crabats +5% cavalry combat ability in first 2 ages
- Made Guardia Corsa (Corsica) only available to Genoa and Corsica
- removed Hadjduks (Transylvania) entirely
- Made Gallowglasses only available if you hold a province in Ireland; removed its artillery; removed it from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Redshanks (Scotland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*, made them only available during the Religious Leagues
- removed Scottish Guard (Scotland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*, made them only available during the Religious Leagues, removed its artillery
- removed Armatoles (Greece) entirely
- removed White Company (England) entirely
- removed Flemish Company (Low Countries) entirely
- removed Huai Army (Kaifeng) entirely
- removed Xiang Army (South China) entirely
- removed Shanxi Guard (Shanxi) from Tartary Superregion
- removed Yongning Warriors (Sechuan) from Tartary Superregion
- removed Kyushu Wokou (Japan) from Korea and Manchuria Region
- removed Ghorkhalis (Nepal) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Company of the Ganges (Jaunpur) entirely
- removed Bukhara Band (Central Asia) from Caucasus region
- removed Zeybeks (Anatolia) entirely
- removed Zanj Company (Kilwa) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Sahel Company (Timbuktu) from Guinea Region
- removed Nubian Company (Nubia) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Tonkinese Army (Vietnam) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- Nerfed our Mongol Company (Mongolia) Post age of Reformation variant from 20% Infantry Combat to 10% Infantry Combat
- Made Bedouin Auxiliaries (Tabuk) exclusive to countries with Capital in Arabia region and removed them from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- Made Kurdish Company (Kurdistan) exclusive to countries with capital in Persia, Mashriq or Anatolia region
- Made Laz Auxiliaries (Georgia) exclusive to Orthodox and Coptic countries who fulfill the other conditions
- Made Novgorod Company (Novgorod) available to countries with their capital in the Russia, Ruthenia, Scandinavia, Pontic Steppe, Poland, Baltic or Ural regions instead of the Eastern Europe Superregion
- Changed Lithuanian Company (Vilnius) from being available to anyone owning a province in the Baltic, Poland or Ruthenia region to having their capital in one of these regions
- removed Frisian Free Company (Friesland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*
- removed Finnish Company (Finland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Moorish Company (Morocco) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Kutai Company (Borneo) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Free Swiss Company (Bern) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events; Made it exclusive to Europeans
- removed Independent Cossack Host (Zaporozhie) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Kazakh Company (Central Asia) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- removed Great Lakes Free Warriors (Uganda) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events
- Included Göktürk Khaganate for Mongol Banners (Oirat)
</details>
## Miscellaneous
- Changed Franconias Colour
- Changed Prussias Colour
- Added a Central Asian Horde formable, the "Göktürk Khaganate" with unique ideas and Mongol Missions
- Buffed the tier 5 Horde government reform to give 3 Yearly Horde Unity (was 2)
- Gave Hordes an event to gain one of the three base Estates (Nobles/Clergy/Burghers)
- Changed Horde Government from +20% Speed to +17.5%Speed
- Added a strait between France and England
- Added Rhineland formable with unique ideas and missions, stolen and altered from the "Missions Expanded" mod
- Added 1 mission to the Italian missions, stolen and altered from the "Missions Expanded" mod
- Removed Danish age ability and made it available to everyone, giving yearly legitimacy equivalent
- Changed Dutch Age ability from -0.20 Yearly Corruption to -0.5 Interest per Annum
- Made Monsoon modifiers last 1 year instead of 5
- Turned French Cores on England into Permanent Claims
- Removed Enrique from Castile, gave -5prestige for 10years
- Reduced Force Change Religion cost from -40% to -80% with the global crusade reform
- Gave Italian Signora +1random ruler stat
- Removed subscription banner (credit https://steamcommunity.com/sharedfiles/filedetails/?id=2430179723 )
- Added decision to show how many times deved (credit to MJL mod)
## Formables
### Carthage
- Galley Combat Ability +25%; Global Engagement Width +10%
- Mercenary Manpower+25%; Mercenary Discipline +5%
- Naval Forcelimit +25%; National Sailors +15%
- Ship Trade Power Propagation +20%; Sailor Mantenance -20%
- Naval Morale +10%
- Trade Efficiency +15%; Trade Range +25%
- Culture Conversion Cost -25%; Same Culture as Ruler Advisor Cost -25%
- Discipline +5%
- Combat rolls off owned coast +1
### United African Republic
- Merchants +1; Trade Efficiency +10%
- Land Morale +15%
- National Manpower +25%
- Monthly Piety -0.5%; Tolerance of True Faith +2
- Interest Per Annum -0.5
- Building Cost -10%
- Infantry Combat Ability +10%
- Number of Accepted Cultures +1
- Production Efficiency +10%
### Empire of Kitara/Buha Gang
- Technology Cost -10%; Idea Cost -10%
- Domestic Trade Power +25%
- Infantry Combat Ability +15%
- Yearly Legitimacy +1; Yearly Prestige +1
- Land Attrition -20%; Global Supply Limit +20%
- Development Cost -10%; Goods Produced +10%
- Shock Damage +15%
- Siberian Frontier
- National Manpower +25%
### Rozvi Empire
- Infantry Cost -10%; Land Morale +10%
- Institution Spread +10%; Global Trade Power +10%
- Movement Speed +10%
- Goods Produced +10%
- Trade Efficiency +15%
- Mercenary Manpower +25%; Advisor Cost -10%
- Inflation Reduction -0.1
- Disicpline +5%
- Development Cost -10%
### Rhineland
- Merchants +1; Caravan Power +25%
- National Manpower +15%; Fire Damage Received -10%
- Diplomatic Reputation +2; Years of Separatism -5
- Mercenary Maintenance -15%
- Yearly Corruption -0.2
- Defensiveness +15%
- Goods Produced +10%; Development Cost -10%
- Building Cost -10%; Regiment Cost -10%
- Land Morale +10%
### Göktürk Khaganate
- Cavalry Combat Ability +20%; Core Creation Cost -20%
- Tolerance of Heathens +2; Years of Separatism -5
- Manpower Recovery Speed +10%; National Manpower +10%
- Land Morale +10%
- Caravan Power +20%
- Domestic Trade Power +25%
- Horde Unity/Legitimacy +1
- Cavalry Shock +1
- Development Cost -10%
### Peoples Republic of China
- National Manpower +33%; Land Force Limit +25%
- Land Morale +5%; Infantry Combat Ability +10%
- Shock Damage Received -15%
- Manpower Recovery Speed +30%; Reinforce Cost -20%
- Development Cost -10%
- Trade Efficiency +15%
- Possible Advisors +1; Stability Cost -10%
- Harsh Treatment Cost -50%; National Unrest -2
- Governing Capacity +500
### Taiping Heavenly Kingdom
- Building Cost -10%; Advisor Cost -10%
- Land Leader Shock +1
- Army Tradition Decay -0.5%
- Tolerance of True Faith +2
- Artillery Fire +1
- Disicpline +5%
- Development Cost -10%
- Land Morale +15%
- Monarch Skill in Mil +1
### Celestial Empire
- Goods Produced +15%; Governing Capacity +400
- Monarch Skill in Mil +1
- Development Cost -10%
- Discipline +5%
- Land Morale +15%
- National Manpower +20%; Manpower Recovery Speed +20%
- Administrative Efficiency +5%; Diplomats +1
- Infantry Combat Ability +10%
- Artillery Fire +1
### Jomsvikings
- Land Leader Shock +1; Discipline +5%
- Land Morale +10%
- Land Force Limit +15%; Naval Force Limit +5%
- +10% Manpower Recovery Speed
- Permanent CB against other Religions
- Production Efficiency +10%
- Stability Cost -10%
- Yearly Prestige +1
- Infantry Combat +10%
### Israel
- +1Yearly Legitimacy; +1Tolerance of true Faith
- National Unrest -1
- Discipline +5%
- Production efficiency +20%
- +10% Trade Efficiency; +10% Trade Steering
- Interest per annum -1
- Global Settler increase +33
- Hostile core creation cost +100%
- Diplomatic Reputation +1