***** 1.00 *****
- Early colonization now restricted only semi-artificially; one requires two specific ideas (or 1 specific idea, and 4 ideas total)
to get sufficient colonists to colonize handily, aside from occasional free colonists granted for explorers/conquistadors.
- Religions greatly expanded and religion structure reworked. Added:
- Oriental Orthodoxy (Coptic and Armenian churches)
- Polytheism for the Inca and their core area
- Sikhism
- the Ibadi (the Omani sect)
- radical Wahhabism (The Saudis in the late game)
- Theravada and Mahayana Buddhism (now divided)
- Taoism
- Religious pluralism in the late game
- Religious events greatly expanded. Includes:
- Tolerance and intolerance of Jews
- The Sufis
- Western missionaries to eastern lands
- Protestantism spread corrections, including minor coverage of the Inquisition
- Irish likelihood to convert now modified by bordering non-Irish "oppressors"
- Ability to declare oneself the Caliphate, and greater protection of Mecca
- Shi'ite expansion and unrest; the Shi'a start out with much less territory
- The ability for governments to change religions under certain conditions:
- Hindu to Sunni and back
- Orthodox to Catholic and back
- primitive nations to christianity, islam, paganism or buddhism
- Hindu/Sunni to Sikhism
- Eastern Religions to Christianity, after long exposure to missionary work
- Sunni to Shia under revolutionary conditions
- Removed poorly-structured vanilla pagan-conversion events (if it's a province event, why is there a conversion choice?)
- Religious Tolerance reworked. Religious sliders now have a *tiny* effect - revolt risk is better controlled by the "tolerance-
intolerance" slider, which replaces the innovative-narrowminded slider. One sacrifices stability costs for revolt risk, or vice-
versa. Conversion cheaper, which helps the AI convert more aggressively.
- Cultures tweaked. Added Kurds, expanded Armenians, added distinct Ryukyun and Ainu cultures in Japan. Changed culture groups.
Changed primary culture for the White and Black Sheep Turks and the Mameluks.
- Added Kurdistan and Azerbaijan. Added Ainu revolter nation. Gave Persia cores on Persian-culture provinces. Tweaked Persian
formation.
- Added Navajo. Nubia and Navajo now come into existence naturally regardless of when the game starts, unless their areas are
conquered.
- Governments radically reworked. Many cultures now include appropriate government titles, with slight incentives to keep
titles such as "Duke" rather than "King". All governments except papacy now include the ability to convert to other governments.
Some "prestige" titles added, such as High King of Ireland or Tsar of Russia. Governments are detailed in the extras folder. Stole
the idea from Kaigon, though not the content.
- Ability to claim the mandate of heaven for Confucian governments.
- Coded weakness for Ming, Burgundy, Timurids, and Mameluks - they now lose value (at least, value visible to modding) for luck if
they are selected as lucky nations. Note that this has no effect on a player - it simply ensures that they will not be *unusually*
strong as AI players.
- Revolt risk increased. Revolt risk added for overseas provinces, making patchwork countries less stable. Penalties for low
stability much higher.
- American revolters now flexible in terms of government, religion, and culture. Some revolters will qualify for prestige names, of
which the United States is one.
- Graphics changes:
- reworked religious graphics. Changed default graphics for the pagan religions, Shia, and Shinto (didn't like Paradox's),
and added ones for new religions. Religious groups now have a picture of a prominent building in the domestic window instead of a
tapestry.
- extended domestic policy screen to make room for religions; also gives more room for diplomacy.
- added flags for revolters, fictional prestige nations, and the Navajo.
- Balanced policy sliders.
- Balanced ideas.
- Changed tech groups to "societies" - one can now "westernize" without changing their discovery group at all. Changing a small
amount is not difficult, but changing a large amount takes a great deal of time and effort. Levels are detailed in the extras
folder. One falls levels with inflation; one raises levels with good (i.e., appropriate to the level) sliders and administration,
as well as low inflation.
- In the late game, one can become a "great power" and access certain special bonuses with sliders.
- Doubled time required to gain or lose a core. Made it twice as easy to gain a culture and twice as hard to lose one.
- Made supply and attrition more variable depending upon locality and other factors.
- Made CoTs spawn occasionally by event.
- Severely increased effect of Badboy. Added more penalties for enormous size.
- Enabled capital-moving to certain key sites, with appropriate culture.
- Made other tweaks which appealed to me.