--- title: Mediocre mod --- # Mediocre mod changelog [Mediocre Strategist Discord server](https://discord.gg/erZzeMZptv) ## Disclaimer This is a complete Changelog of every single change in the mod and thus very long, if you feel daunted/tired to real all of it you dont have to worry too much, the game still plays mostly like vanilla, the biggest changes being idea groups and policies which you can look in game Most country specific changes are also fairly obvious when you decide to try out a country and you can always ask me or anyone in the discord for stuff about the mod and we are happy to help You can also use the Chapters for any specific changes to look up [April 2025 changes](#April-2025-Update) ## General Changes * Everyone starts with Tech 3 * Court and Country Disaster removed, instead monarchy gets the bonus absolutism reward split between 2 reforms, yes only monarchy gets it ( intended as a monarchy buff) * all chinese formables can be formed by all chinese minors * banners nerfed * you now need 90% trade power to propagate religion in a node * call for peace removed * Parliament draft nerfed * Nerfed parliament dev cost debate to 5% instead of 10% * Changed starting province of Wallachia ( Buzau ) to Steppe from Farmlands all local dice roll modifiers removed * removed trade cb * culture conversion speed made 10 times faster * Changed galley combat bonus in inland seas from 100% to 75% and their coastal bonus from 50% to 25% * everyone gets a colonist at tech 7 * mandate loss from loans reduced by half * spy defense from mertitocracy removed * open sea naval attrition reduced to that of coastal * everyone has -100% uprisng chance, colonial policies changed in accordance hordes nerfed to have +10-10 shock damage instead of +25-25 on flatlands/non flatlands * Fixed great peasant war causing chain peasant wars * tc harbor investment nerfed from flat 4 power to 75% /100% trade power, massively nerfs trade power from tcs which in turn reduces goods produced from tcs a lot * yellow river events gone, poof, vanished, erased, now you see me now you dont * Movement speed reduction from monsoons halved * morale loss from sinking removed, disengagement chance stays the same as vanilla * eyes are not here colonial event nerfed so it stops giving 2000 adm mana in one session * coup disaster from having regency removed seems like it just snowballs nations with a shitty regency further into a negative cycle, dosent seem like a healthy thing to have with how fast it ticks * base gov cap increased so smaller nations have less of a penalty, in compensation empire gov cap bonus reduced by 100 so big nations overall have same gov cap * all regencies should be able to declare war * tribal succession fixed * Cannons dont take morale damage in backrow, so no mid battle backline retreating, however be warned this does mean cannons enter frontrow with full morale when frontline breaks so make sure to retreat army manually then because otherwise your cannons will get slaughtered on the frontline!! * Gov Penalty set to -30% Goods Produced and -30% Production Efficiency instead of admin efficiency * Old world starts with Feudalism * Added an event chain that allows a player PU to be released, if both subject and overlord are players * Prosperity changed from 25% Goods Produced to * 10% Goods Produced, * 10% Production Efficiency and * 20% Tax Efficiency. * Prosperity no longer gives Development Cost Reduction Arid/Tropical Climate no longer gives +10% Development Cost All Trade Steering modifiers in ideas are removed and changed * Trade Steering value removed * Removed +100% Trade Power from Trade Companies -! * Nerfed the requirement for getting a Merchant from Trade Companies from 51% to 66% * Nerfed the Inflation gained from Promoting Investment from 0.03 yearly to 0.1 yearly * Sumatra Java strait is back * National Focus (mana focus) cooldown is always 15 years independent of government rank * Pirates lose 10 land and 10 naval morale * Exploit Development cooldown lowered from 20 years to 15 years * Changed War of Roses as to fire independently of getting an heir 95% chance of spawning Cloves in the possible provinces * Forts conditional modifier at year 1480 * Fort defence +40% * Garrison Army damage +50% * Fort conditional modifier at tech 20 * Fort defence -30% * Garrision Army damage -50% * Ramparts can only be built on flatlands * Development edict has been reworked, so it now gives local supply limit modifier. * Morale is removed from pp * Corruption from debase is now capped at 6 * Added a straight from contentin to dorset * Added a straight from calais to kent * Decision to spend 800 splendor for 20 mana each * Downstream trade power reduced by 40% * Absolutism chagned to 7.5% disc at 100 absolutism. * Admin efficiency from absolutism slightly nerfed * New world natives removed * flag ship flat trade power removed * Enable edict in all provinces * trade flow changed in philipines ## Warfare Changes * Warscore from Wargoal changed from 25 to 40. * Ticking speed increased respective to new value * Removed loss of Prestige from declining a Call to Arms or early White Peace * Time before Unconditional Surrender lowered from 1 year to 1 month Mercenaries are entirely reworked: * Infantry: * 1 Free Company infantry stack available till 150 Development * 2 normal cost infantry stacks available at 50 Development respectively * 1 +150% cost infantry stacks available at 150 Development * Cavalry: * 1 normal cost cavalry stacks avaiable at 150 Development * 1 +150% cost cavalry stack available at 150 Development * All local companies removed * All special companies are removed ## Country Changes * All Double Golden eras are removed * hordes cca from new mt reduced a bit * All naval doctrines with morale loss changed * Everyone has -50% tariffs ### Angevian * Integrate france parliment debate nerfed * the limit on no of provinces france can have is severely reduced * angevian gb and england modify ni debates changed to give proper drawbacks for any bonus taken ### Austria * mt slightly nerfed, * removed milan pu cb * hungary pu cb will only be given if hungary is not a player * nerfed +2 dip power privilege to +1 dip power * spread dynasty removed * slightly nerfed absolute austrian monarchy reform * naples pu removed * German route loses 10 morale of armies ### Ava * Prome and Taunguu no longer start as tributaries ### Aztec * removed ### Bavaria * Shock Damage +10% * DevCost finish from 10->15 ### Bohemia * hungary pu cb only given if hungary is not a player ### Burgundy * Heir buffed to 3/1/4 * Nevers and Flanders integrated * Remaining subjects are vassals * Inheritance is removed * Incident is removed ### Castille * Added Aragon as Historical Friends * added Aragon/France as Historical Rivals * Spanish mt slightly nerfed across the board * removed potosi upgrade * nerfed goods prod on gold, * Spain tier 1 gov form slightly nerfed government buttons to not have +1 mana * No more free gov reform from missions ### Delhi * loses most cores on jaunpur ### England * mission tree nerfed * permanent ica made temporary * other permanent modifiers nerfed * removed ability to select goods in colonies * nerfed cn trade and prod eff modifier from dominate new world mission * Gets a fort on dorset ### Ethiopia * 0.20 autonomy halved to 0.10 ### France * France mt nerfed * reduced early cannons to 1 * nerfed a few permanent modifiers like golden march * removed early patron of the arts ruler trait * removed all power cost removal from control over monetary policy * holy orders ability removed * France lost its cores and now gets perma claims instead * Holy Orders removed ### Germany * scamrble for africa and claim a piece cbs removed ### Golden Horde * Can now be formed by Uzbek (checks west altaic main culture). * -5% Land Maintenance to -10% Regiment Cost * 10% Institution Spread -> -10% Fire Damage Received * 20% Cav Combat gets +5% Morale Damage dealt as an addition * Province Trade Power 10% -> 15% * 10% Devcost gets +5% Goods Produced as an addition ### Great Horde * Changed starting ruler to 3-2-3 * Changed heir to 3-4-3 * -10% AE -> +10 Shock Damage Dealt (start idea) * -5% Land Maintenance to -5% Regiment Cost ### Hanseatic League * formation requirements changed * is a republic * less than 25 cities * requires 40 mercantilism * burgher influence above 90 * strongest power in lubeck node ### Hisn Kafya * second golden age removed ### Hungary * black army gov reform now gives 10% merc manpower only* * nerfed cca in missions and reforms * second golden age removed * polish pu cb only given if poland isnt a player * naples pu cb removed ### Ilkhanate * Changed +10% Fire Damage dealt to -10% Fire Damage received * Finisher is +7.5% Morale Damage dealt. ### Inca * removed ### Italy * italy removed roman ambition cb * italian unification province modifier slightly nerfed ### Japan: * samurai fl slightly nerfed * permanent modifers all slightly nerfed * gov reforms slightly nerfed * guaranteed ruler nerfed * japan can have independent daimyo * mt bonuses for dev cost nerfed/changed ### Khmer * Removed the disaster * Removed the -25% all power cost from finishing the disaster ### Korea * removed the 2 tech cost and mp decisions * added truce with ashikaga * nerfed a few eoc perma modifiers * buffed hermit kingdom slightly ### Lithuania * nerfed CCA from 25% to 20% * Tolerance of heretics buffed to +4 ### Majapahit * removed the disaster ### Mali * mali autonomy change removed from disaster( and subseqient mission requirement of modifer also changed) * mali ruler buffed to 3/3/2 ### Mamluks * Mamluk burgher privs from mt Slightly nerfed * mamluks does not get access to hydraulic rights anymore * Syria starts integrated * Ruler is 60 years old * Mamluks can form rum without culture shirt ### Maya * removed ### Morocco * Ceuta is now owned by Morocco * Morroco also Now starts with the goldmine * Fort rule exception to keep its fort on fez and ceuta ### Mughals * debase rupee privilege nerfed * perma modifiers reduced a bit * removed all reduce capital movement cost ### Mutapa * magic dev mission removed. * Now gives 300 mana upon completion. ### Nepal * End game tag ### Netherlands * mt slightly nerfed * second golden age removed * VOC ship privs made far less extreme * true freedom modifier nerfed * slightly nerfed upgraded reformed mechanics ### Norway * 2.5% disc changed to 5 * gets 25% marines instead of trade steering ### oirat * starting general nerfed * removed all cores and added truce with mongolia ### Ottoman * Ottoman misison tree nerfed * removed early morale bonus * removed second golden age bonus * also removed all eylat cb bonuses * reduced early cannons to 1 * removed decadence system * removed any way to make eylats ### Persia * Persia price change events removed * Persia cav breeding decision slightly nerfed * Persia qizbilah(and the other one) estate privs slightly nerfred, 10ICA to 2.5 Ica * Persia MT slightly nerfed access the board, mostly dev cost modifiers from the privilege giving dev cost based on terrain nd other modifers * Persia no longer gets access to tribes estate * the legacy of the seljuk mission province requirement reduced * Persia Three fires gov reform significantly nerfed * all +1 mana removed * Since becoming zoro is much easier as persia now, shirvan monument nerfed to 3.5% disc, fire damage bonus removed * Scaling discipline privilege changed to 5% morale damage * cooldown on capital dev cost increased to 7.5 years * Forming Persia now needs timmies and Mughals to not exist and own more of Persia * timmies gets a different formation decision * mamluks can no longer be formed by timmies * holy orders removed * age objective removed * terrain dev cost privilege removed * cca from qizillah removed ### Poland * nerfed CCA from 33% to 20% * End game tag ### Porgugal * the Azores are now in the continent of Africa ### Qara Qoyunlu * has 53% Religious Unity instead of 23% by converting a few provinces * no longer needs to be a monarchy to form persia * becomes a monarchy on forming persia * dev req for repopulate iran reduced to 350 * black sheep modifer nerfed * QQ no longer gets acess to tribes estates * QQ gets shirvan integrated * QQ mission to get claims on ajam if timmies is at war spy network requirement removed * Starting privilege removed ### Qing * 10 CCA ### Rum * has ottoman missions * 10% more manpower recovery speed * 10% more goods produced * construction cost changed to trade efficiency ### Russia * russia serfdom modifiers nerfed * mt nerfed removed gold chance in alaska * nerfed vodka reform * nerfed gov mechanic which gave 10 dev cost * buffed the gov mechanic to gove 1.5 years of mp * Muscovy tartar yoke removed * early ccr modifier nerfed to 10% * lose 10 ica in gov button * lose free tech event * remove perma morale from event * remove +1 building slot reward from missions * remove 5% disc permanent reward from missions ### Sardinia-Piedmont * no longer requires Monarchy to form ### Scandinavia * End game tag ### Siam * ni slightly un nerfed after pdx nuked them * removed tech req from decision to form it * end-game tag * Removed 2 Siamese subjugation missions( 1 only subjugation rewards is removed) * Removed 1 perma claim missions ### Sweden * 40% copper price for 40 years mission reward changed to 10 mercantilism ### Switzerland * merc manpower reduced heavily * merc cost slightly reduced * swiss special merc removed * papal special merc removed ### Timurids * cores on transox, fars , ajam removed * transox removed as timmies vassal * timmies can now form persia without culture shifting * can no longer raze with reform * can still pick horde ideas * perma modifiers in mt nerfed * reconquest china cb removed * new privs nerfed a bit * Vassalize cb of Ajam removed ### Uzbek * Uzbek starts with 80% Accepted Culture instead of 4% Accepted Cultures ### Venice * mt slightly nerfed * can no longer get suez provinces for free if mamluks is a player * removed second golden age * slightly nerfed few perma modifiers ### Vijayanagar * starting fort fixed * ### Wu Wei * slightly nerfed. ### Yarkand * owns entire Chagatai, * entire nation is converted to Vajrayana, * has buffed ideas and * can form tibet without culture swapping ### Yemen * mt slightly nerfed * feudal theocracy upgrade nerfed * they no longer get access to thallosscracy reform * propagate religion trade power req reduction removed ## Unit type changes *Nomad "Eastern Steppe Cavalry" lost 1 offensive shock pip. * Nomad "Eastern Swarm Cavalry" also lost 1 offensive shock pip * Nomad late game cav (post tech 23) got +1 offensive & defensive shock ` * Nomad late mid game cav (tech 14-23) got +1 offensive shock * chinese early game pips buffed ## Age Bonus changes ### Age of Exploration * embrace renaissance objective will be changed to just be embraced and not in every province ### Age of Reformation * Reformation Resistance edict buffed to full resistance from Reformation * Change age of reformation objetive "create a colonial empire" to have at least 30 innovativeness ### Age of Absolutism * Absolutism requirement lowered from 90 to 75 * Autonomy Reduction time bonus buffed from just -50% to also giving 10% Gov. Cap * Harsh Treatment Cost bonus buffed from just -50% cost to also giving -20% Culture Conversion Cost * persian age ability removed * Edict of Absolutism heavily buffed from -0.025 Monthly Devastation to * -0.05 Devastation, * -0.4 Local Autonomy and * 2.5% Prosperity Growth. ### Age of Revolution * Prussian Discipline nerfed form -20% to -15% Fire Damage Taken ## Buildings * Churches buffed from 40% Tax Efficiency to 50% Tax Efficiency and 1.5% Local Missionary Strength * Cathedrals buffed from 60% Tax Efficiency to 100% Tax Efficiency * First fort upgrade moved to tech 12. * Forts cannot be build adjacent to other forts except across straits. ## Estates/Privileges * Everyone starts with atleast 30.0 Crownland * Eastern Plutocracy does no longer have acces to the Nobility Estate * Can now Seize Land during war * Can’t remove Indebted to the Burghers Privilege when you still have Burgher Loans * nobles colony maintaince priv removed * Removed Development Cost Reduction from Tropical City Planning * Removed cossacks army tradition spam from estate privilege * maratha rajput dev cost priv nerfed to 5% * Cossacks now give -10%/10% Cavalry Cost depending on Loyalty and 10% cavalry power based on Influence * Cossacks Herding Rights nerfed from 100% Local Manpower to 25% Local Manpower * Swedish Expand the forest priv to give dev cost on forest and woods is removed * Inwards Perfection changed to only have 15 scaling dev cost and being exempt from seize land, everything else removed * Cossacks Exploration nerfed from -15% Development Cost to -7.5% Local Development Cost * Poland/Commonwealth no longer get +1 dice roll as a reward from lifetime of war mission, other reward is in * Dhimmi Local Manpower nerfed from 30% to 20% Local Manpower * Discipline from Maratha Military Leadership (Marathas privilege) nerfed from 10% Discipline to 5% Discipline * Mansabdar cav cost privilege reduced from 50% to 10% * Tibet has a unique Church Privilege granting it -15% Development Cost on Mountains, Hills and Highlands. This also counteracts the debuff from Arctic Modifier, requires Tibetan NI + Buddhistic religion * Changed money gained from sell titles to 2x for the first age and 1.5x for all other ages, from 2.5x, 2x,1.5x,1x ## Government Reforms * All colonial T1 Reforms are redone * theocracies nerfed, removed dev cost and shock damage, land morale to 0.05 * republics morale nerfed to 5% from 10% * United Cantons Reform nerfed, lowered mercenary manpower from 50% to 25% * Mercenary leadership Reform nerfed, lowered possible condotierri to 25% * Hessian militarization mechanic nerfed, mercenary manpower to 15% from 25% , mercenary discipline to 5% * Elective monarchy bonus from either being Ireland/Bohemia or having aristo ideas is removed * Doppelsoldner Reform nerfed, lowered possible condotierri to 25% * Condotierri contracts reform nerfed, possibe condotierri lowered to 25% * Swiss mercenary reform nerfed, lowered possible condotierri to 25% and mercenary discipline to 2.5% * Hungarian black army reform nerfed, lowered mercenary manpower to 50% * All Reforms that have the “has had”-requirement have the “has had”-requirement removed. This means you lose the Reform once the requirements are no longer met * Reforms with Militarization are now locked and can’t be unselected * Militarization is nerfed to * 5% Discipline, * 10% Manpower Recovery Speed and * -10% Land Maintenance. * theocracy gets +15 max absolutism in reforms compared to +10 * republic base absolutism debuff reduced from -40 to -25 * Lockean proviso no longer requires economic ideas * Independent daimyo loses 10% ica ## National Idea ## Idea groups * Naval Ideas removed * Infrastructure removed * Diplomatic removed ### Administrative #### Innovative ```d * Innovativeness gain = +100% * Prestige decay = -1% * Technology cost = -10% embracement cost = -10% * advisor pool = +1 * institution spread = +25% * war exhaustion = -0.05 monthly splendor = +1 * free policy = +1 * advisor cost = -20% ``` #### Religious ```d * missionaries = +2 missionary strength = +3% missionary maintenance cost = -50% * culture conversion cost = -25% * advisor cost of the same religion = -10% papal influence = +2 monthly fervor = 0.5 church power modifier = +15% monthly piety accelerator = 0.2% yearly karma decay = 15 yearly partriarch authority = +0.75% * power projection from insults = +50% relations with same religion = +10 casus belli on religious enemies = yes * prestige per converted development = +10% Buffed religious culture with additional * local tax modifier = +30% * local governing cost = -10% * monthly autonomy reduction = -0.1 * manpower in true faith = +20% * prestige = +1 Unlocks monastic breweries as economic reform for all religions and governments * -dev cost primary culture = -5% * yearly devotion = +0.5 church estate loyalty = +10% brahmins estate loyalty = +10% ``` #### Economic ```d * global tax modifier = +15% * yearly infation reduction = -0.1 * merchants = +1 * gold depletion chance = -25% * land maintenance modifier = -5% * interest per annum = -0.5 * production efficiency = 10% development on manufactories = +1 * goods produced = +10% ``` #### Expansion ```d * colonists = +1 * merchants = +1 * settler growth = +20 * global tariffs = +10% envoy travel time = -20% * diplomats = +1 liberty desire on other continent = -5% * colonists = +1 settler chance = +5% * global trade power modifier = +20% * minimum autonomy in territories = -10% ``` #### Administrative ```d * coring cost = -25% * advisor pool = +1 administrative advisor cost = -25% * state governing cost = -10% * promote culture cost = -30% * stability cost modifier = -25% * global monthly autonomy = -0.05 * administrative tech cost modifier = -10% * governing capacity modifier = +20% eunuchs estate loyalty = +10% ``` #### Humanist ```d * global tax modifier = +25% * idea cost = -15% * manpower in accepted culture = +20% promote culture cost = -80% number of accepted cultures = +10 * innovativeness gain = +100% * national focus cooldown = -20 * improve relations modifier = +30% * national unrest = -2 harmonization speed = +25% yearly harmony = 0.25 no religious penalty = yes * possible policy = +1 * free policy = +1 brahmins estate loyalty = +10% dhimmi estate loyalty = +10% ``` ### Diplomatic #### Espionage ```d * can fabricate claims = yes can transfer vassals for half cost = yes * aggresive expansion impact = -20% * spy network creation = +50% siege ability = +15% * diplomats = +1 advisor cost = -15% * foreign spy detection = +33% yearly corruption = -0.2 * chance to capture ships = +25% privateering efficiency = +33% * monthly favour generation = +33% vassalization acceptation reasons = +15 * rebel support efficiency = +100% spy actions cost = -20% ``` #### Trade ```d * global trade power = +10% * merchants = +1 * trade range modifier = +25% * trade efficiency = +10% cost to increase mercantilism = -25% * merchant trade power = +15 * global sailors modifier = +60% allowed marines = +20% * caravan power = +25% * merchants = +1 burghers estate loyalty = +10% jains estate loyalty = +10% vaisyas estate loyalty = +10% ``` #### Exploration ```d * may hire explorers and conquistadors = yes naval attrition = -10% * colonists = +1 * colonial range = +50% * settler increase = +10 * trade company governing cost = -10% trade company investment cost = -10% * settler chance = +10% * naval forcelimit modifier = +25% treasure fleet income = +25% * can claim new world provinces = yes ``` #### Maritime ```d * naval tradition from protecting trade = +100% trade range modifier = +25% * global saillors modifier = +75% allowed marines = +25% * global ship repair = +0.1 * sailor maintenance modifier = -10% * naval forcelimit modifier = +50% * ship trade power propagation = +25% * ship cost = -10% * naval engagement width modifier = +10% admiral cost = -25% * blockading efficiency = +50% privateering efficiency = +25% * can repair at sea = yes ship movement speed = +1 ``` #### Influence ```d * diplomats = +2 improve relations modifier = +30% diplomatic reputation = +2 * diplomatic advisor cost = -33% * province warscore cost = -20% unjustified demands = -50% * liberty desire in subjects = -50% diplomatic nnexation cost = -25% * income from vassals = +25% * envoy travel time = -33% reinforce speed = +33% * diplomatic relations = +1 unlocks new grand march subject * warscore cost modifier = -100% ``` #### Court ```d * power projection from insults = +100% diplomatic reputation = +1 * all estate loyalty = +10% loyalty cost on privilege revoked = -5 * prestige = +1 * reform progress growth = +20% * all estate possible privileges = +1 * monthly splendor = +2 estate interaction cooldown = -20% yearly absolutism = +1 * possible diplomatic policy = +1 monarch diplomatic power = +1 * legitimacy = +0.5 republican tradition = +0.2 devotion = +0.5 horde unity =+0.5 meritocracy = +0.25 imperial mandate = +0.1 imperial authority = +0.05 development cost = -5% allows freely revoking estate privileges = yes ``` ### Military #### Horde ```d * cavalry cost = -15% cavalry to infantry ratio = +25% * cavalry combat ability = +10% aggresive expansion impact = -10% * religious unity = +25% * land attrition = -20% * national unrest = -1 * yearly horde unity = +0.5 * caravan power +20% * accepted cultures = +2 * cavalry combat ability = +10% tribes estate loyalty = +10% ``` #### Aristocratic ```d * cavalry combat ability = +10% cavalry to infantry ratio = +25% * global manpower ratio = 15% development cost = -5% * cavalry cost = -15% * army tradition decay = -1% naval tradition decay = -1% * diplomats = +1 general cost = -10% * cost to fabricate claims = -50% unjustified demands = -25% * global autonomy reduction = -0.025 yearly absolutism = +0.5 * land leader siege = +1 nobles estate loyalty = +10% rajput estate loyalty = +10% maratha estate loyalty = +10% Changes one infantry merc company to a cav merc company ``` #### Plutocratic ```d * mercenary cost = -20% regiment cost = -5% * morale of armies = 10% national unrest = -1 * monthly reform progress = +0.1 * merchants = +1 * goods produced = +10% * caravan power = +25% development cost = -5% * manpower recovery speed = +20% * provincial trade power modifier = +25% burghers estate loyalty = +10% vaisyas estate loyalty = +10% Unlocks 1 infantry merc company ``` #### Divine ```d * yearly devotion = +1 yearly legitimacy = +0.5 development cost = -5% * fire damage received = -10% * leader cost = -10% war exhaustion reduction cost = -33% * morale damage received = -10% * cost to enforce religion = -30% culture conversion cost = -10% * national unrest = -2 * manpower in true faith = +15% * prestige from land battles = +50% * heretic missionary strength = +1% church estate loyalty = +10% brahmin estate loyalty = +10% ``` #### Offensive ```d * land leader shock = +1 * regiment recruitement speed = -10% * land leader fire = +1 * prestige from land battles = +100% * siege ability = +20% * land forcelimit modifier = +15% special unit cost modifier = -20% * discipline = +5% * recovery of army morale = +0.1 qizilbash estate loyalty +10% ``` #### Defensive ```d * yearly army tradition = +0.75 * morale of armies = +15% * land leader maneuver = +1 * land maintenance modifier = -5% regiment manpower usage = -5% * defensiveness = +30% * reinforce speed = +30% * size of garrison = +33% * hostile attrition = +1 maximum hostile attrition = +1 ``` #### Quality ```d * infantry combat ability = +10% * army tradition = +0.5 naval tradition = +0.5 * cavalry combat ability = +10% * ship durability = +5% * morale of navies = +10% * naval attrition = -25% * artillery combat ability = +10% * discipline +5% janissaries estate loyalty = +10% ghulams estate loyalty = +10% ``` #### Quantity ```d * global manpower modifier = +50% regiment manpower usage = -5% * manpower recovery speed = +20% * global regiment cost = -10% * global supply limit modifier = +33% * reinforce cost modifier = -33% * land maintenance modifier = -5% * land attrition = -25% * land forcelimit modifier = +25% ``` #### Mercenary ```d * mercenary cost = -20% * military advisor cost = -25% * mercenary maintenance cost = -25% * military technology cost = -10% * war taxes cost = -50% * infantry combat ability = +10% * mercenary manpower = +40% * allow mercenaries to drill = yes * mercenary discipline = +7.5% possible condottieri = +50% ``` ## Policies ### Administrative Policies #### Innovative - Trade ```d * development cost = -7.5% * trade efficiency = +10% ``` #### Innovative - Influence ```d * advisor cost = -15% * diplomatic annexation cost = -10% ``` #### Innovative - Court ```d * maximum absolutism = +10 * maximum revolutionary zeal = +10 * maximum effect absolutism = +10% ``` #### Innovative - Aristocratic ```d * production efficiency = +25% ``` #### Innovative - Plutocratic ```d * yearly prestige = +0.5 * advisor cost = -10% ``` #### Innovative - Divine ```d * goods produced = +5% * land attrition = -20% ``` #### Innovative - Defensive ```d * fort defense = +10% * fort maintenance modifeir = -10% * land attrition = -20% ``` #### Innovative - Mercenary ```d * military advisor cost = -20% * mercenary cost = -10% * war taxes cost = -50% ``` #### Religious - Trade ```d * goods produced = +10% * missionary strength = +3% ``` #### Religious - Court ```d * same religion advisor cost = -20% * advisor pool = +2 ``` #### Religious - Horde ```d * fire damage received = -10% ``` #### Religious - Aristocratic ```d * yearly absolutism = +2 * leader cost = -20% ``` #### Religious - Offensive ```d * assault cost modifier = -100% * assault fort ability = +20% ``` #### Economic - Trade ```d * production efficiency = +10% * trade efficiency = +10% ``` #### Economic - Influence ```d * diplomatic relations = +1 * vassal income = +10% * global tax modifier = +10% ``` #### Economic - Court ```d * production efficiency = +10% * same culture advisor cost = -10% ``` #### Economic - Horde ```d * raze mana gain = +33% * horde unity = +1 ``` #### Economic - Aristocratic ```d * global tax modifier = +10% * cavalry cost = -10% ``` #### Economic - Plutocratic ```d * gobal tax modifier = +10% * republican tradition = +0.5 ``` #### Economic - Divine ```d * administrative efficiency = +5% * years of separatism = -15 ``` #### Economic - Defensive ```d * development cost in primary culture = -10% * stability cost modifier = -25% ``` #### Economic - Quantity ```d * land maintenance modifier = -10% * land forcelimit modifier = +15% ``` #### Economic - Mercenary ```d * global tax modifier = +15% * yearly army proffessionalism = +0.75% ``` #### Expansion - Espionage ```d * monthly autonomy reduction = -0.1 * cost to fabricat claims = -25% ``` #### Expansion - Influence ```d * colony development boost = +1 ``` #### Expansion - Court ```d * liberty desire in subjects = -15 * global tariffs = +10% ``` #### Expansion - Aristocratic ```d * construction cost = -15% ``` #### Expansion - Plutocracy ```d * production efficiency = +10% * global manpower modifier = +10% ``` #### Expansion - Divine ```d * missionary strength = +1% * tolerance of true faith = +1 ``` #### Expansion - Offensive ```d * auto explore on colony finished = yes * settler chance = +5% * colony cost modifier = -25% ``` #### Administrative - Espionage ```d * yearly corruption = -15% * advisor cost = -20% ``` #### Administrative - Influence ```d * diplomatic annexation cost = -20% ``` #### Administrative - Court ```d * core creation cost = -5% * global tax modifier = +15% ``` #### Administrative - Horde ```d * global manpower modifier = +10% * manpower recovery speed = +15% ``` #### Administrative - Aristocracy ```d * legitimacy = +1 * republican tradition = +0.25 * devotion = +1 * horde unity = +1 * meritocracy = +0.5 * development cost = -5% ``` #### Administrative - Plutocratic ```d * global tax modifier = +10% * global manpower modifier = +20% * development cost = -5% ``` #### Administrative - Divine ```d * development cost = -5% * reform progress growth = +20% ``` #### Administrative - Offensive ```d * income from vassals = +20% * liberty desire same continent = -10% ``` #### Administrative - Defensive ```d * culture converison cost = -15% * manpower in own culture provinces = +15% ``` #### Humanist - Trade ```d * idea cost = -10% * institution spread = +20% ``` #### Humanist - Aristocracy ```d * nobles privilege slots = +1 * production efficiency = +10% * religious unity = +25% ``` #### Humanist - Plutocratic ```d * mercenary cost = -20% * mercenary manpower = +20% ``` #### Humanist - Offensive ```d * army tradition from battles = +50% * separatism = -10 years ``` #### Humanist - Quality ```d * military tactics = +0.2 * army tradition decay = -0.5% ``` ### Diplomatic Policies #### Espionage - Innovative ```d * stability cost modifier = -25% * global monthly devestation = -0.1 * diplomats = +1 ``` #### Espionage - Religious ```d * warscore cost against other religiosn = -10% * power projection from insults = +100% ``` #### Espionage = Economic ```d * rebel support efficiency = +50% * diplomats = +1 ``` #### Espionage - Humanist ```d * espionage action cost = -33% * spy network construction = +33% ``` #### Espionage - Offensive ```d * fire damage = +10% ``` #### Espionage - Mercenary ```d * foreign spy detection = +33% * fort defense = +15% ``` #### Trade - Expansion ```d * trade efficiency = +15% * global trade power = +10% ``` #### Trade - Administrative ```d * trade efficiency = +10% * mercantilism cost = -33% ``` #### Trade - Horde ```d * mercantilism cost = -20% * global trade power = +10% ``` #### Trade - Aristocracy ```d * foreign trade power = +30% * merchants = +1 ``` #### Trade - Divine ```d * improve relations modifier = +15% * trade efficiency = +10% ``` #### Trade - Defensive ```d * merchants = +1 * global trade power = +20% ``` #### Trade - Quality ```d * trade efficiency = +15% ``` #### Trade - Quantity ```d * goods produced = +15% ``` #### Trade - Mercenary ```d * ship trade power = +33% * light ship cost = -10% ``` #### Exploration - Innovative ```d * settler chance = +5% * global trade power = +10% ``` #### Exploration - Religious ```d * missionary strength = +2% * liberty desire from development = -33% ``` #### Exploration - Economic ```d * global trade power = +10% * tariff efficiency = +15% ``` #### Exploration - Expansion ```d * settler growth = +15 * native uprising chance = -50% ``` #### Exploration - Administrative ```d * colonial development boost = +1 ``` #### Exploration - Humanist ```d * settler growth = +10 * native assimilation = +50% * native uprising chance = -50% ``` #### Exploration - Horde ```d * settler chance = +5% * native uprising chance = -50% ``` #### Exploration - Plutocratic ```d * colonial range = +20% * settler growth = +10 ``` #### Exploration - Offensive ```d * chance to capture ships = +33% ``` #### Exploration - Defensive ```d * morale of navies = +15% ``` #### Exploration - Mercenary ```d * troop attrition on boats = -100% ``` #### Maritime - Innovative ```d * naval leader manuever = +1 * heavy ship combat ability = +10% ``` #### Maritime - Religious ```d * morale of navies = +10% * naval morale recovery speed = 0.1 ``` #### Maritime - Economic ```d * global sailors = +35% * allowed marines fraction = +35% ``` #### Maritime - Expansion ```d * naval forcelimit = +33% ``` #### Maritime - Administrative ```d * yearly naval tradition = +1 ``` #### Maritime - Humanist ```d * sailor recovery speed = +33% ``` #### Maritime - Horde ```d * naval force limit = +10% * yearly naval tradition = +1 ``` #### Maritime - Plutocratic ```d * light ship cost = -15% * ship trade power = +20% ``` #### Maritime - Divine ```d * naval tradition from battles = +50% * prestige from naval battles = +100% ``` #### Maritime - Offensive ```d * naval leader manuever = +1 * regiment disembasrk speed = +25% * ship durability = +5% ``` #### Maritime - Defensive ```d * ship cost = -10% * naval forcelimit = +15% ``` #### Maritime - Quality ```d * morale of navies = +10% * global sailor modifier = +10% * allowed marines = +10% ``` #### Maritime - Quantity ```d * galley cost = -15% * galley combat ability = +20% ``` #### Maritime - Mercenary ```d * global sailor modifier = +10% * allowed marines fraction = +10% * ship cost = -10% ``` #### Influence - Religious ```d * culture conversion cost = -15% ``` #### Influence - Humanist ```d * diplomatic annexation relation impact = -100% * yearly prestige decay = -1.5% ``` #### Influence - Divine ```d * reinforcement cost = -33% ``` #### Influence - Quality ```d * income from vassals = +15% * diplomatic annexaction cost = -10% ``` #### Influence - Defensive ```d * monthly war exhaustion = -0.03 * garrison growth = +33% * garrison size = +33% ``` #### Influence - Quantityz ```d * reinforcement speed = +33% * manpower recovery speed = +10% ``` #### Influence - Mercenary ```d * diplomatic relations = +2 * allow client states = yes ``` #### Court - Humanist ```d * yearly absolutism = +3 * monarch lifespan = +100% ``` #### Court - Horde ```d * horde unity = +1.5 * aggresive expansion = -10% ``` #### Court - Plutocratic ```d * reform progress growth = +20% * maximum absolutism = +20 * maximum revolutionary zeal = +20 * maximum absolutism effect = +10% ``` #### Court - Divine ```d * construciton cost = -10% ``` #### Court - Mercenary ```d * mercenary cost = -25% * mercenary manpower = +15% ``` ### Military Policies #### Horde - Innovative ```d * shock damage received = -0.05 * fire damage received = -0.05 ``` #### Horde - Expansion ```d * yearly army tradition = +0.5 * shock damage = +10% ``` #### Horde - Humanist ```d * yearly horde unity = +2 * morale damage = +10% ``` #### Horde - Espionage ```d * shock damage = +15% ``` #### Horde - Influence ```d * morale of armies = +10% ``` #### Aristocratic - Espionage ```d * nobles estate loyalty = +10% * cavalry to infantry ratio = +25% * cavalry combat ability = +10% ``` #### Aristocratic - Exploration ```d * global manpower modifier = +20% ``` #### Aristocratic - Maritime ```d * maximum admiral manuever = +1 * yearly naval tradition decay = -0.5% ``` #### Aristocracy - Influence ```d * possible military policies = +2 * monthly splendor = +3 ``` #### Aristocratic - Court ```d * nobles estate loyalty = +10% * global manpower modifier = +25% ``` #### Plutocratic - Religious ```d * merchatns = +1 * naval morale damage received = -10% * morale damage received = -10% ``` #### Plutocratic - Espionage ```d * morale damage received = -10% * global manpower modifier = +20% ``` #### Plutocratic - Trade ```d * merchants = +1 * regiment cost = -15% ``` #### Plutocratic - Influence ```d * merchants = +2 * trade range modifier = +33% * mercenary discipline = +5% ``` #### Divine - Religious ```d * morale damage = +10% * morale of armies = +5% ``` #### Divine - Humanist ```d * shock damage received = -10% ``` #### Divine - Espionage ```d * siege ability = +10% * artillery levels available against forts = +1 ``` #### Divine - Exploration ```d * global manpower modifier = +10% * land forcelimit modifier = +10% ``` #### Offensive - Innovative ```d * siege ability = +10% * land leader siege = +1 ``` #### Offensive - Economic ```d * artillery combat ability = +10% ``` #### Offensive - Trade ```d * movement speed = +20% * trade efficiency = +10% ``` #### Offensive - Influence ```d * reinforcement cost modifier = -25% * artillery barrage cost = -50% * diplomatic relations = +1 ``` #### Offensive - Court ```d * maximum absolutism = +25 * maximum revolutionary zeal = +25 * maximum effect absolutism = +25% ``` #### Defensive - Religious ```d * fort maintenance on rival border = -100% * garrison damage = +25% ``` #### Defensive - Expansion ```d * regiment cost = -10% * army morale recovery speed = 0.15 ``` #### Defensive - Humanist ```d * land attrition = -33% * monthly war exhaustion = -10% ``` #### Defensive - Espionage ```d * fort defense = +15% * yearly corruption = -0.1 ``` #### Defensive - Court ```d * aggresive expansion impact = -10% * morale damage received = -10% ``` #### Quality - Innovative ```d * infantry combat ability = +15% ``` #### Quality - Religious ```d * morale damage taken in reservers = -25% ``` #### Quality - Economic ```d * discipline = +5% ``` #### Quality - Expansion ```d * land leader fire = +1 * max general fire = +1 ``` #### Quality - Administrative ```d * global manpower modifier = +20% * reinforcement speed = +20% ``` #### Quality - Espionage ```d * land attrition = -20% * global manpower modifier = +10% ``` #### Quality - Exploration ```d * manpower recovery speed = +10% * land attrition = -25% ``` #### Quality - Court ```d * maximum absolutism = 20 * maximum revolutionary zeal = 20 * maximum effect absolutism = +20% * yearly army professionalism = +0.5 ``` #### Quantity - Innovative ```d * infantry combat ability = +10% * cavalry combat ability = +10% ``` #### Quantity - Religious ```d * diplomatic reputation = +1 * land forcelimit modifier = +20% ``` #### Quantity - Expansion ```d * land force limit modifier = +20% * settler growth = +10 ``` #### Quantity - Administrative ```d * land maintenance modifier = -15% * manpower recovery speed = +15% * fire damage received = -10% ``` #### Quantity - Humanist ```d * yearly army professionalism = +0.5% * land leader shock = +1 ``` #### Quantity - Espionage ```d * global manpower modifier = +10% * mercenary manpower = +20% ``` #### Quantity - Exploration ```d * movement speed = +10% * land leader manuever = +1 * max general maneuver = +2 ``` #### Quantity - Court ```d * artillery cost = -15% * infantry cost = -15% * fire damage = +10% ``` #### Mercenary - Religious ```d * morale of armies = +10% * missionary strength = +2% ``` #### Mercenary - Expansion ```d * enables forced march = yes * recovery army morale speed = 0.15 ``` #### Mercenary - Administrative ```d * mercenary discipline = + 5% * advisor cost = -0.15% ``` #### Mercenary - Humanist ```d * land leader shock = +1 * land leader fire = +1 * land leader manuever = +1 * land leader siege = +1 ``` ## National Ideas * Vanilla nation idea changes are listed in country changes * ALl trade steering modifiers are adjusted to fitting new ideas ### China #### Canton ```d * infantry combat ability = +10% * heavy ship combat ability = +10% * global manpower modifier = +10% global sailors modifier = +10% * trade efficiency = +10% trade range modifier = +20% * institution embracement cost = -20% * ship durability = +5% * technology cost = -5% * development cost = -5% construction cost = -15% * power projection from insults = +100% diplomats = +1 * discipline = +5% ``` #### Zhuang ```d * land leader shock = +1 infantry power = +10% * casus belli on religious enemies = yes * may recruit female generals = yes manpower recovery speed = +10% * global manpower modifier = 10% available loot = +15% * global institution spread = +20% * development cost = -5% * idea cost = -10% * fire damage received = -15% * hostile attrition = +2 * morale of armies = +10% ``` #### Jin ```d * morale of armies = +10% * global tax modifier = +10% * shock damage dealt = +10% * development cost = -5% global fort defense = +15% * land leader shock = +1 * advisor cost = -10% * global manpower modifier = +25% manpower recovery speed = +10% * goods produced = +10% * land forcelimit modifier = +10% * construction cost = -15% ``` #### Muege ```d * goods produced = +15% * morale of armies = +10% * discipline = +5% * power projection from insults = +100% * core creation cost = -10% * administrative efficiency = +5% * fire damage dealt = +15% * global manpower modifier = +25% * development cost = -10% * missionaries = +1 ``` #### Northern Ming ```d * fire damage received = -5% * infantry combat ability = +10% * global tax modifier = +20% * reinforcement speed = +20% * global regiment recruitment speed = -10% * prestige from land battles = +100% * development cost = -5% goods produced = +5% * global trade power = +5% * morale of armies = +10% * artillery combat ability = +5% artillery cost = -5% * envoy travel time = -20% ``` #### Qiang ```d *infantry combat ability = +15% * global tax modifier = +10% * morale of armies = +5% global manpower modifier = +10% * land attrition = -10% * number of accepted cultures = +1 * army tradition = +1 * construction cost = -15% * tolerance of true faith = +2 * envoy travel time = -20% diplomats = +1 * fire damage received = -15% ``` #### Southern Ming ```d * land maintenance modifier = -10% * diplomants = +1 * aggresive expansion impact = -15% * global tax modifier = +15% * discipline = +5% * production efficiency = +10% * trade efficiency = +10% * infantry combat ability = +10% * national unrest = -1 * land leader fire = +1 land leader shock = +1 ``` #### Horhot ```d * Cavalry combat ability = +15% * Cavalry cost = -20% * caravon power = +20% * nobles estate loyalty = +5% tribes estate loyalty = +5% * possible loot = +20% * cavalry fire = +0.5 * province warscore cost = -20% * manpower recovery speed = +20% * no wrong religion penalty = yes * land forcelimit modifier = +15% ``` #### Shangxi ```d * global fort defense = +30% * shock damage received = -10% * garrison size = +25% enemy core creation cost = +10% * morale of armies = +10% * hostile attrition = +2 * production efficiency = +10% * development cost = -5% trade efficiency = +5% * advisor pool = +1 * fort maintenance modifier = -10% * yearly corruption = -10% * church estate loyalty = +10% ``` #### Yuyang ```d * shock damage received = -15% * global tax modifier = +10% * infantry combat ability = +20% * global institution spread = +15% technology cost = -5% * defensiveness = +25% * war exhaustion = -0.05 * governing capacity = +100 reformprogress growth = +5% * legitimacy = +1 republican tradition = +0.2 devotion = +0.5 * inflation cost reduction = -10% * discipline = +5% ``` #### Hubei ```d * production efficiency = +20% * global tax modifier = +10% * stability cost modifier = -20% * land forcelimit modifier = +15% * development cost = -10% * goods produced = +10% monthly autonomy reduction = -0.02 * diplomatic relations = +1 * global manpower modifier = +20% * free administrative policy = +1 ``` #### Huai ```d * Manpower recovery speed = +25% * land forcelimit modifier = +20% * global regiment cost = -5% * monthly autonomy reduction = -0.05 * nobles estate loyalty = +5% * stability cost modifier = -10% * development cost = -5% religious unity = +5% * global sailors modifier = +20% * Domestic trade power = +20% * global manpower modifier = +30% ``` #### Dai Xia ```d * infantry combat ability = +15% * global manpower modifier = +20% * yearly prestige = +2 * number of accepted cultures = +1 * arumy tradition decay = -0.5% * development cost = -10% estate nobles loyalty = +5% * discipline = +5% * construction cost = -10% * tolerance of true faith = +2 * fire damage received = -10% ``` #### Great Ming/China ```d * development cost = -10% * morale of armies = +10% * fort defense = +20% * garrison size = +20% * discipline = +5% * stability cost modifier = -30% * production efficiency = +20% * trade efficiency = +15% * global tax modifier = +10% administrative efficiency = +5% * land leader fire = +1 naval leader fire = +1 * artillery combat ability = +10% ``` #### Wu Wei ```d * global tax modifier = +10% * land forcelimit modifier = +10% * morale of armies = +10% global regiment cost = -10% * land leader manuever = +1 naval leader manuever = +1 * national unrest = -1 * global manpower modifier = +10% * development cost = -5% * discipline = +5% * fort defense = +20% ``` #### Wu ```d * core creation cost = -20% * fabricate claims cost = -50% * goods produced = +15% * number of accepted cultures = +1 * galley combat ability = + 15% naval maintenance modifier = -5% * movement speed = +15% * land leader manuever = +2 * development cost = -5% institution spread = +20% * shock damage = +10% * global manpower modifier = +25% ``` #### Kaiming ```d * land leader shock = +1 * land leader manuever = +1 * global tax modifier = +20% * advisor cost = -15% * advisor pool = +2 * monarch administrative power = +1 * legitimacy = +1 republican tradition = +0.2 meritocracy = +0.3 * national unrest = -2 * army tradition decay = -1% naval tradition decay = -1% * land leader fire = +1 ``` #### Laizhou ```d * trade efficiency = +20% * light ship cost = -10% * infantry combat ability = +10% * global trade power = +20% * naval forcelimit modifier = +15% * mercenary discipline = +5% * development cost = -5% goods produced = +10% * merchants = +1 * fort defense = +20% fort maintenance modifier = -10% * trade steering = +10% ``` #### Trading cities ```d * trade efficiency = +10% * light ship cost = +10% * infantry combat ability = +15% * global trade power = +10% * naval maintenance modifier = -10% * mercenary discipline = +5% * goods produced = +10% * diplomats = +1 * fort defense = +20% * development cost = -10% ``` #### Taiwan ```d * infantry combat ability = +15% * fire damage = +10% * ship cost = -10% * settler growth = +10 native assimilation = +25% * naval forcelimit = +25% * naval leader manuever = +2 * yearly naval tradition = +1 * construction cost = -10% * yearly prestige = +1 * monarch diplomatic power = +1 ``` ### Central Asia #### Yarkand ```d * trade efficiency = +10% * morale of armies = +10% * caravan power = +20% * global tax modifier = +10% * diplomatic reputation = +1 * tolerance of true faith = +2 legitimacy = +0.5 devotion = +0.5 republican tradition = +0.15 meritocracy = +0.5 horde_unity = +0.5 * discipline = +5% * global manpower modifier = +15% * provincial trade power modifier = +15% * Domestic trade power = +10% ``` #### Tibet ```d * morale of armies = +10% * missionary strength =+1% * missionaries = +1 * land leader shock = +1 * production efficiency = +10% trade efficiency = +10% * tolerance of heretics = +1 tolerance of heathens = +1 * diplomatic reputation = +1 * discipline = +5% * global manpower modifier = +20% * fire damage =+10% ``` ## Cav Unit Changes | Tech | Vanilla Shock | New Shock | |------|---------------|-----------| | 0 | 0.8 | 0.8 | | 1 | 0.8 | 0.8 | | 2 | 1 | 1 | | 3 | 1 | 1 | | 4 | 1 | 1 | | 5 | 1.2 | 1.2 | | 6 | 1.2 | 1.2 | | 7 | 1.2 | 1.4 | | 8 | 2 | 1.8 | | 9 | 2 | 1.8 | | 10 | 2 | 2 | | 11 | 2 | 2 | | 12 | 2 | 2 | | 13 | 2 | 2 | | 14 | 2 | 2 | | 15 | 2 | 2.3 | | 16 | 2 | 2.3 | | 17 | 3 | 2.7 | | 18 | 3 | 2.7 | | 19 | 3 | 3 | | 20 | 3 | 3 | | 21 | 3 | 3 | | 22 | 3 | 3 | | 23 | 4 | 4 | | 24 | 4 | 4 | | 25 | 4 | 4 | | 26 | 4 | 4 | | 27 | 4 | 4 | | 28 | 4 | 4 | | 29 | 4 | 4 | | 30 | 5 | 5 | | 31 | 5 | 5 | | 32 | 5 | 5 | ## Religion * Inverted Defender of the Faith and allowed it for all religions * Females can be Defender of the Faith * Added a religious slider decision that allows both negative and positive ticking values (like the old estate privilege) ### Catholic ```d * Removed Morale from Crusade (reminder that 1.32 added Morale to the Curia options) ``` ### Reformed ```d * dev cost reduced to 5% * increased button cost from 5 to 8 a month ``` ### Orthodox ```d * dev cost reduced to 5% ``` ### Hussite ```d * Buffed the Shock Damage Received from -5% to -10% * Removed Stability Cost from Pacifism aspect * Added 10% Infantry Combat Ability to Regular Defenestration ``` ### Coptic ```d * Buffed Republican Tradition from Legitimize Government blessing from 0.2 yearly to 0.3 yearly * Buffed Manpower Recovery Speed from Warriors of the Faith blessings to 0.15 Manpower Recovery Speed * Buffed Territorial Rights blessing from -10% to -15% Core Creation Cost * Buffed Will of the Martyrs from 2.5% Discipline to 5% Discipline ``` ### Anglican ```d * Halved consort mana generation. now *6 instead of 12 per missing consort stat ``` ### Zoroastrian ```d * Buffed Yasna blessing from -0.05 Corruption to -0.1 Corruption * Buffed Navjote blessing from 2% Missionary Strength to 3% Missionary Strength ``` ### Sikhism #### Base Sikhism ```d * mil_tech_cost_modifier = -5% * land_Morale = 5% ``` #### Gurus ```d * Guru Nanak * diplomatic_upkeep = 1 * production_Efficiency = 15% * global_regiment_cost = -10% ``` ```d * Guru Angad * technology_cost = -5% * all_loyalty_modifier = 7.5% * yearly_army_professionalism = 0.5% ``` ```d * Guru Amar Das * global_tax_modifier = 20% * diplomatic_upkeep = 1 * all_loyalty_modifier = 7.5% ``` ```d * Guru Ram Das * legitimacy = 0.5 or equivalent * prestige = 1 * global_Manpower_modifier = 15% ``` ```d * Guru Arjan * global_institution_spread = 50% * religious_unity = 100% * land_Morale = 5% ``` ```d * Guru Hargobind * legitimacy = 0.5 or equivalent * war_exhaustion = -0.05 * Discipline = 2.5% ``` ```d * Guru Har Rai * yearly_Corruption = -0.2 * diplomatic_upkeep = 1 * all_loyalty_modifier = 7.5% ``` ```d * Guru Har Krishan * monarch_admin_power = 1 * monarch_dip_power = 1 * monarch_mil_power = 1 ``` ```d * Guru Tegh Bahadur * global_missionary_strength = 3% missionaries = 1 * advisor_cost = -10% tolerance_heretic = 2 * defensiveness = 15% hostile_attrition = 2 ``` ```d * Guru Gobind Singh * advisor_cost = -20% * war_taxes_cost_modifier = -100% * special_unit_Forcelimit = 25% drill_gain_modifier = 100% ``` ```d * Guru Granth Sahib * development_cost = -10% * trade_Efficiency = 10% * drill_decay_modifier = -25% ``` ### Fetishist ```d * All African cults avalaiable at game start * Cult Changes * Discilipne 2.5% to 3.5 * Morale 2.5% to 5% * Development 10% to 7.5% * cooldown to change primary cult changed to 25 years instead of 50, also privilege cant be revoked for 25 years now ``` ### Tengri ```d * Swapping syncretic faith only costs 10 prestige ``` ### Confucian ```d * Harmonization * Christian stab cost from -5% to -10% * Dharmic group from tolerance own +1 to tolerance all +1 * Muslim group from 5% to 10% * Pagan group from -0.5 to -1 Unrest * Shinto from 5% to 10% ICA * Mahayana from -7% to -10% Idea Cost * Theravada from 5% to 10% Advisor Cost * Vajrayana from 5% Production Efficiency ``` ## Colonies/Exile * Colonies are no longer locked behind Dutchy rank -! * All reformed Natives get a +20% Development Cost penalty * Cns can no longer collapse due to a bug, they now instead get a 3/3/3 pirate council at 30 RT * All player colonies/exiled/released colonies get a debuff called on the global sideline * ```d +20% Development Cost +2 Interest per Annum +30% min autonomy -25% goods produced * All subclass colonies no longer give any bonuses to its overlord * Crown Colony gives: ```d * 25% Land Forcelimit * 25% Global Manpower` * Private Enterprise gives: ```d * -1 Interest per Annum * 25% Naval Forcelimit * 25% Global Sailors * Self Governing colony gives: ```d * -10% Development Cost * 200 Governing Capacity !!!! * Encourage Cash Crops from Private Enterprise colony guarantees Cash Crops in exchange for -50 Global Settler Increase * Cns only have 2 infantry and 1 cav merc company ## Institutions * Churches and Marketplaces grant a slow spread of Renaissance * Docks and Harbours grant a slow spread of Colonialism * Courthouses grant a slow spread of the Printing Press * All negative modifiers to spread for not being on the same continent as the origin of the institution are removed!!! ## April 2025 Update * new markdown file * priavteering efficiency gut many forms * Fixed admin power bug in colonial buttons * remove prestige loss from selling and return cores * give rum ottoman missions * Added straits * Sumatra-Borneo * East africa-Madagaskar * Korea-Japan (only works if both sides of the strait are owned by one country) * Reworked Influence * Reworked Religious Ideas * Reworked Humanist Ideas * Removed Diplomatic Ideas * Reworked most policies * see [Policies](#Policies) * change the dice roll buff in hussite/bohemia to 10% morale * siam end game * mamluks formation require all of Egypt and egyptian primary culture * ai aragon cannot not become a republic * change pu objective to 5 subjects * Monarchies disinherit cost 30 prestige now and can be done till -50 * buff hre minors (below 200 dev with subjects) * 24 yearly tax income * -25% coring cost * -25% diplomatic annexation cost * +3 fl * +5k manpower * strelsky starting strength reduced to 100 * nerf revolutionary guard damage taken modifiers * added revolutionary zeal to policies with court and court itself * nerfed the naples mission giving claims * Cav shock changes see [Cav Unit Changes](##Cav-Unit-Changes)