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2026-09-26 v0.3.1
-----------
Major Tweaks:
- "Promote Cultural Acceptance" Council Task base progress increased by 25% to adapt to our lower baseline culture acceptance growth rates
- Added a "Chronicle" Situation that tracks events in the mod, inspired by the CK2 Chronicle
- Also tracks some Mod-specific features and events
Migration Situation:
- Migrators, Tribals get a +15% bonus to raid speed, -20% Development Growth, and +20% Development Decline
Casus Belli:
- Roman Wars:
- Roman wars now cost treasury, or gold if no treasury available
- Cost is dependent on yearly income, but is at a minimum 100 for counties, 300 for duchies, 750 for kingdoms
- Migration Wars:
- Major Migration Wars can only target Kingdoms or realms with at least 8 counties
- Revamped title logic so that one can migrate to non-adjacent kingdoms
- Reworked fame levels; migration wars no longer require fame levels to launch
- Title selection is dependent on fame level; further titles require higher fame
- "Legendary Leader" trait is effectively one fame level for this purpose
- Traditions which reduce fame level CB requirements are effectively one fame level for this purpose
- All migration wars may always target neighboring kingdoms and duchies
- Successful migrations unlock the ability to move your capital, if the automatically chosen one is not to your liking
- "Recent Immigration" modifiers add county opinion, preventing immediate populist uprisings
- Modified the army spawning for migration wars
- Counties of either the attacker's faith or culture will spawn troops
- Troops include some Men-At-Arms, depending on culture and innovations, and size dependent on development
- Development decline is dependent on the county culture or faith (logical or)
- Nomad Invasions:
- Nomadic Invasions will not trigger "A New Culture?" event if the defender was either Tribal, High Tribal, or Nomadic
Decisions:
- "Change State Faith" decision is 95% cheaper, both in influence and piety, if the state faith is unreformed and the top liege faith is reformed
- Consolidated the expel minorities decision into a single decision
- Made Ask for WRE decisions visible only to those who can possibly achieve it
- Regrouped certain decisions to prevent too many decisions in the "Major" Category
- Added a decision for Augustulus to repudiate the "Augustulus" nickname
- Valid if he is an adult, ruling a Roman Empire, has a weak diarchy (if there is one), and is crowned (if playing with Coronations DLC)
- Added decision to Proclaim the 2000th Anniversary of the Gothic Kingdom
- Visible for Gothic Heritage, Gothic-derived cultures
- Is valid if you are the dynast, have some Tribal Innovations, are at least an Empire, have at least 150 counties, and sufficient Prestige and Legitimacy
- Costs 1000 Prestige, 100 Piety, and a variable amount of Gold or Treasury
- Gold/Treasury costs scale with realm size and inversely with dynasty fame level
- Gives the ruler 2000 Renown, Increases Dynasty Fame Level enough to be Well-Known or better, Gives the "Gothic Hero" Modifier, and reduces Roman Minority Rule by 1 level if applicable
- "Gothic Hero" modifier increases Legitimacy gain, grants 0.05 Monthly Renown, and 0.5 Monthly Prestige, and most Vassal Stance Opinion while reducing Minority Vassal Stance Opinion
Culture:
- "Stratocratic Elite" reduces culture acceptance required for hybridization by 20
- Sarmatian cultures changes:
- Iazyges start with "Writing" and "Oral Law" Innovations
- Consolidated Iazyges and Sarmatian name lists
- Converted 'd' to 'l' for Sarmatian name list in line with reconstruction of Pontic Steppe pronunciations
- This does not extend to the Alan name list, which did not undergo the same evolution
- Roman Politics, Eastern Roman Politics, and Hellenic Culture allow for dynastic elevation to the Senate
Governments:
- High Tribal Government:
- Moderate High Tribal Organization blocks creating and joining Confederations
- Moderate High Tribal Organization blocks raiding, unless non-governmental aspects allow it
History:
- Romance culture tribals in Pannonia are High Tribal, in line with mechanics
- Hyspiratis is now a castle holding to sidestep potential issues with the conquest of the Tzani
Map:
- Splatum made the capital of its county as it was the most important settlement historically
Memories:
- Added a special memory type for the Fall of Rome
- Added memories relating to becoming a Senator and being elected Consul
GFX:
- Fixed Faction GUI so primary titular titles did not cause overlapping display problems
- Updated county view to better accommodate large minority selections
- Tweaked several innovation icons
- Added new icon for Aristocratic Governments
- Updated Realm GUI to show what the Aristocracy Law of your vassals is for Sub-Roman governments, to help players find a path to reducing the Feudalization of their realm laws
- Updated Migration Situation GUI to provide a map mode showing range for major Migration Wars
- Updated Migration Situation GUI to provide a map mode showing what polities can target you for major Migration Wars
- Updated Classical and Late Antiquity Era images to better fit CK3 images schemes
- Updated interface image for Migration Period in the Situation selection GUI
Localization:
- Thorciling Dynasty gets a custom motto
- Clarified some inapplicable rules
- Fixed some missing localizations
Tweaks:
- The "A New Administration?" Event
- Will always show the Roman option if available, and list the reasons it is not selectable
- Tweaked migration gold and treasury:
- If adopting a government without treasury, gain 160 gold times your rank less one (so Dukes get 160 and Kings get 320)
- If adopting a government with treasury, gain 40 gold times your rank less one and 120 treasury times your rank less one
- In either case, this value is the maximum; you only gain enough of either to hit that limit
- "A New Culture?" Event
- Only fires if your government is *not* tribal after migration
- Picks regional name based on whatever custom naming region has the most counties
- Added a third option to diverge culture for Tribal governments without adding the other Traditions
- The "Keep Culture" option is only valid if you don't migrate too far away from the rest of your culture
- Raised the threshold to avoid negative effects for keeping Sub-Roman Military and Taxation policies
- Blocked AI Roman Admin/Sub-Roman Admin from handing out titles to federates like candy
- Halved "Non-Roman Rule" Law Culture Acceptance malus
- "Barbarian Settlement" Dynasty perk makes "De Jure Landing Decisions" group decisions cheaper
- Turned down odds that AI will make an immediate beeline for maximum Aristocratic Laws
- Increased odds that AI will flee overly large confederations
- Syagrius starts with a rivalry with Euric, Gundobad, Alaric, and Gundomar, because they too frequently ally
- Diocletian's Palace is enabled for Greco-Roman cultures, Roman Political Cultures, or Roman Governments
- Culture Hybridization requires a minimum of 10 acceptance to hybridize
- Hegemonies and Empires can no longer use border raids (they are too large to bother with such minimalist wars)
- If Augustulus wins the war with Odoacer, he imprisons all the Federates and all the Federate titles dissolve (instead of just Odoacer's)
- Nepos starts with more troops in February 476
- Got Tributary interactions to revert to base types if not the Chinese, Indian, or Islamic Hegemony
- Added "Legendary Leader" trait to ruler designer for a cost of 160 (It's like Intelligent, but better but also not inheritable)
- Clarified various kingdom and empire landing decisions so people aren't confused when their primary title is titular and they possess a non-titular title
Bug Fixes:
- Fixed Brachilla's contract not being military when the war ends
- Fixed issues with triggers making the Sub-Roman decay events much less rare than intended
- Fixed a bug leading to the accumulation in Noble Families in some instances
- Removed Tradition cooldown application for "A New Culture?" and "Intransigent Martial Practices" events
- Fixed a bug where minorities would not flip during migration culture change events
- Fixed a bug where Federate Government would spread via some edge inheritance cases
- Fixed a bug where the "Non-Roman Rule" Laws set to "Oppressing Romans" when flipping from Sub-Roman Admin to Sub-Roman Dynastic (and vice-versa)
- Fixed a bug leading to out-of-realm capitals during migration wars
- Fixed a bug causing some crashes because of Roman Ministry grant edge cases
- Fixed some HOF titles being destroyed in edge cases
- Fixed the Manichean Church getting destroyed at game start
- Because of how titles interact with mechanics in administrative realms, non-primary, non-noble family titular titles get destroyed upon converting to (Sub-)Roman Administrative government(s)
- Fixed bug leading to Romulus being still landed when loosing the war with Odoacer
- Reduced tendency of AI to engage in stupid migrations
- Tweaked language/heritage drift to not fire quite as often
- Fixed an edge case leading to a lack of NF titles in newly minted Sub-Roman Admin realms
- Fixed some edge cases leading to Tribal rulers having noble family titles
- Ended tributary status when successfully migrating
- Fixed bug causing Slavic culture traditions to be removed early
- Fall of Rome informational event fire failure fixed
- Blocked an edge case where Coronations could spawn Holy Orders before the necessary innovation
- Fix an edge case leading to occasional negative influence at start for some rulers
- Roman Federates are no longer transferable to vassals
- Fixed a bug where Characters turning 25 weren't added to the Senate Situation
- Fixed incorrect gold/treasury from "A New Administration?" Event
- When the Senate is disestablished, all the Senators will be properly removed from the situation
- Fixed council tasks not continuing automatically until full conversion for human rulers
- Blocked Premierships being available when not being a hegemony
- Properly clean up religion traits upon conversion, like "Enarei" or "House of David"
- The "Intransigent Marital Practices" event now will only check to make sure you control at least half of your culture if you have any cultures on the map
- Added a check for completely landless administrative realms so that them implode when reaching this state
- Fixed title creation bugs for the empires of Italy, Spain, and Gaul
- Fixed migration wars not being available in some edge cases
- Fixed issue with migrating vassals not returning their titles to their liege properly
2026-09-05 v0.3.0
-----------
Migration Situation: Added a new situation to subsume our disparate migration mechanics
- Participant Groups:
- Migrators: German, Slavic, or Sarmatian heritage or Germanic, Slavic, or Steppe religion tribals and adventurers
- Civilized Polities: Nations with centralized governments
- Barbarian Polities: Former Migrators that now rule centralized governments
- Successor States: All other participants
- Tribals: Groups with tribal governments who aren't Migrators
- Others: All other groups
- Regions:
- Western Roman Empire, Eastern Roman Empire, Britannia, Germania and Slavia
- If playing without "Khans of the Steppe", the Steppe will also be its own region
- Phases:
- Migration Phase:
- Lasts until AD 795
- Everyone is targetable by Migration CBs, in general
- Migrators:
- War Effects:
- Migration CB is enabled, if Tribal or Nomad government
- Cultural Unification CB is enabled
- Lifetime Subjugation CB is increased by one
- Adventurer CBs are less expensive
- Culture Effects:
- Time required for Hybridization/Divergence cooldown is halved
- Required Cultural Hybridization acceptance lowered in most instances
- Faster "Promote Culture" Task in counties with just tribal holdings
- Faith Effects:
- Faster "Convert Faith" Task in counties with just tribal holdings
- Other Effects:
- Forming Confederation is easier
- Can form Titular Duchies
- AI is more inclined to accept confederations
- AI is bolder and more aggressive
- Tribals:
- War Effects:
- Cultural Unification CB is enabled
- Lifetime Subjugation CB is increased by one
- Culture Effects:
- Time required for Hybridization/Divergence cooldown is halved
- Required Cultural Hybridization acceptance lowered in most instances
- Faster "Promote Culture" Task in counties with just tribal holdings
- Faith Effects:
- Faster "Convert Faith" Task in counties with just tribal holdings
- Other Effects:
- Forming Confederation is easier
- Can form Titular Duchies
- AI is more inclined to accept confederations
- AI is bolder and more aggressive
- Barbarian Polities:
- Other Effects:
- Sub-Roman Decay events happen faster
- "Integrate Title" Task completes faster
- Passing of a Cultural Law is enabled, with various benefits and drawbacks, modeling the Lex Burgundiorum and Lex Visigothorum
- AI is bolder and more aggressive
- Roman Successors:
- Other Effects:
- "Integrate Title" Task completes faster
- Transition Phase:
- Runs for 1 year, then ending the situation
Game Rules:
- Added "Migration Behavior" Game Rule giving players more control over AI migration Behavior
- "Historical" (Default): AI rulers of cultures that did not migrate historically, such as the Franks or Alemannians or Gepids, will not use the Migration Casus Belli
- "Classic": Based on CK2 WtWSMS. So long as an AI is capable, it will consider migrations
- Removed "Custom Kingdom Blocked" Rule, as it is superseded by migration mechanics
Casus Bellorum:
- Added Heritage Unification Casus Belli:
- Cheaper, unlimited variant of Tribal Subjugation Casus Belli for the Despoliation Dynasty Legacy Track
- Only targets characters of the same heritage
- Can only target characters with your title or higher
- Your Realm must be a kingdom or smaller and be less than 50 counties in size
- Overhauled Migration Casus Bellorum:
- Kingdom Level Migration:
- Available to Dukes and Kings
- On Victory:
- Attacker gets a new titular title matching their primary title's rank, if their primary title isn't titular and looses all de jure Duchies and higher ranked titles
- Avoids edge case where someone migrates with de jure titles only to have them usurped shortly afterwards
- The attackers previous counties get handed off to characters of their faith and culture with the "Peasant Leader" trait
- Exclaves become independent if there is no path to the capital, potentially shattering realms
- If the kingdom holder has a Centralized Government, Tribal, High Tribal, Roman Federate, and player vassals within the conquest region will either become your vassals or become your tributaries, depending on their title tier compared to yours
- All conquered provinces will be looted for 5 years and counties have a modifier nerfing garrison and levies by 33%
- Greatly simplified the impact of innovations on tribalization of holdings
- Odds of flipping holdings to tribal: Base 20%
- Reduced by 2% for each level of development
- Reduced 0.5% for each Tribal Era Military Innovation and 1% for each Tribal Era Civic Innovation, with "Oral Law", "Writing", and "Social Stratification" each reducing the odds by 1.5%
- Greatly simplified the flipping of county culture/faith during migration
- Odds of flipping culture/faith: Base 30%
- Reduced 2% for each level of development over 5, and increased 2% by each level of development under 5
- Odds doubled if the title province holding is a tribal, herder, or nomad holding
- Is more likely to occur in the least developed counties
- Will never flip more counties than the number of counties of your previous realm that were of your culture and faith
- Each era, beyond the Tribal Era, for which the county culture has at least one innovation reduces odds by 5%
- "A New Administration?" and "A New Culture?" events may fire under certain conditions
- On White Peace:
- All attacker counties get a modifier reducing garrison, levies, taxes, and increasing build speed for 5 years
- All attacker provinces get the looted modifier for 5 years
- On Defeat:
- Attacker looses a level of fame
- All attacker counties get a modifier reducing garrison, levies, taxes, and increasing build speed for 10 years
- All attacker provinces get the looted modifier for 5 years
- Duchy Level Migration:
- Similar to the above, but only available to counts and dukes
- Does not get "A New Culture?" event if victorious
- Added Cultural Unification Casus Belli:
- Cheaper, unlimited variant of Tribal Subjugation Casus Belli for Migrators, Tribals, and Others
- Only targets characters of the same culture
- Costs more to attack higher ranked title holders and costs more to attack the culture head
- AI culture heads will be the only AI characters to use it
- Modified Overrun Duchy/Kingdom Casus Bellorum (with "Khans of the Steppe" DLC):
- A victorious attacker will get an event that gives the choice of adopting "Nomadic Rulership" Tradition (with or without Cranial Deformation features depending on the existing traditions)
Culture:
- Significantly overhauled Turkic heritage(s):
- Added Hunas heritage for the cultures generally identified as part of the "Iranian Huns", which were significantly Iranized at varous points
- Added Oghuric heritage for the Oghuric-speaking Western Turkis of the late Vth century
- Added Oghuzic heritage for the cultures historically identified as part of the Tiele confederation
- Added Orpun heritage for the Yueban and various Hunno-Sakan cultures, representing the central steppe cultures arising from a confluence of Turkic and Sakan peoples
- Added Tokhari heritage for the nomadic, Scythian-influenced Wusun and Yuezhi peoples
- Added Xiongnu heritage for the Xiongnu, whose ethno-linguistic identification remains inscrutable
- Hunnic no longer part of the Turkic Heritage Continua
- Added some new Heritage Continua:
- Added "Turkic" Heritage Continua between various Turkic groups
- Added "Para-Mongolic" Heritage Continua between Tartar and Mongolic heritages
- Split North Asian Heritage Group into North Asian and Northeast Asian (Mongol, Evenk, Tunguisc, Nivkh, Ainuic heritages)
- Overhauled the history, cultures, and faiths of the various Steppe peoples
- Hunas Cultures:
- Added Chionite culture, representing the various nomadic groups who conquered and lived in Bactria and Northwest India during the period
- Stoic Ethos, Hunas Heritage, Sakan Language, Turkic and Sakan COAs, Turkic clothing, Steppe Architecture
- Uses "Warrior Culture", "Shaped to Rule", and "Devoted Horsemanship"/"Horse Lords" Traditions
- Added Hunas culture, representing the Alchon and Nezak Huns who branched off from the Chionites
- Bellicose Ethos, Hunas Heritage, Bactrian Language, Turkic and Sakan COAs, Turkic clothing, Steppe Architecture
- Uses "Nomadic Rulership"/"Shaped to Rule", "Religious Patronage", "Quarrelsome", and "Devoted Horsemanship"/"Horse Lords" Traditions
- Added Hepthalite culture, representing the Hepthalites who were distinguished from the Alchons and Nezaks
- Communal Ethos, Hunas Heritage, Bactrian Language, Turkic and Sakan COAs, Turkic clothing, Steppe Architecture
- Uses "Zealous People", "Nomadic Rulership"/"Shaped to Rule", "Castle Keepers", and "Devoted Horsemanship"/"Horse Lords" Traditions
- Hunnic Cultures:
- Hunnic uses "Shaped to Rule" Tradition instead of "Ruling Caste" Tradition
- Iranian Cultures:
- Added Pakthun culture for the proto-Pashtuns in modern Afghanistan
- Communal Ethos, Iranian Heritage, Pastho Language, Iranian Aesthetics
- Uses "Mountain Homes", "Staunch Traditionalists"/"Isolationist" (with Royal Court), and "Jirga" (with Legacy of Persia) Traditions
- Added Koyfar culture for the proto-Baloch population in Makran
- Communal Ethos, Iranian Heritage, Pastho Language, Iranian Aesthetics
- Uses "Mountain Homes", "Isolationist", and "Jirga" (with Legacy of Persia) Traditions
- Mogyer Cultures:
- Mogyer replaces "Strong Believers" with "Shaped to Rule" Tradition
- Oghuric Cultures:
- Oghuric (Bolghar), Khuni, Sabir cultures put in this group
- Oghuric (formerly Bolghar):
- Replaces "Malleable Invaders" Tradition with "Astute Diplomats" Tradition, replaces "Ruling Caste" with "Shaped to Rule" Tradition
- Added Barsil culture for the long-lasting Oghur Turks of the Astrakhan Wetland
- Stoic Ethos, Oghuric Heritage, Oghur Language, Turkic Aesthetics
- Uses "Wetlanders", "Shaped to Rule", "Pontic Horsemanship"
- Khuni made a hybrid Hunnic-Oghuric (Bolghar) culture, using its own name list from CK2, replaces "Ruling Caste" with "Shaped to Rule" Tradition
- Sabirs replace "Malleable Invaders" Tradition with "Swords for Hire" Tradition
- Oghuzic Cultures:
- Kirghiz, Kuryakan cultures in this group
- Overhauled Tolis (Tiele) culture:
- Stoic Ethos, Tolis Heritage, Shaz Turkic Language, Turkic aesthetics
- Uses "Quarrelsome", "Swords for Hire", "Devoted Horsemanship"/"Horse Lords" Traditions
- Orpun Cultures:
- Added Hunno-Sakan culture, representing the poorly-attested fusion of Turkic and Sakan peoples that occurred in the early centuries AD
- Communal Ethos, Orpun Heritage, Oghur Language, Orpun name lists, Turkic aesthetics
- Uses "Pastoralists", "Isolationist", "Staunch Traditionalist" (with Royal Court DLC) Traditions
- Added Orpun (Yueban) culture, representing the Southern Xiongnu split culture that formed the basis for several later Turkic groups
- Communal Ethos, Oghuric Language, Orpun name list, Turkic aesthetics
- Uses "Loyal Subjects", "Pastoralists" and "Devoted Horsemanship"/"Horse Lords" Traditions
- Added Uar culture, representing the Central Asian peoples who pushed the Sabirs and Bolghars into the Pontic-Caspian region
- Stoic Ethos, Oghuric Language, Saka and Xiongnu name lists, Turkic aesthetics
- Uses "Pastoralists", "Staunch Traditionalists" (with Royal Court DLC) and "Devoted Horsemanship"/"Horse Lords" Traditions
- Qiang Heritage:
- Added Lushuihu culture, representing the Yuezhi-admixed Qiangic peoples near the Hexi corridor who played a role in the end of the Jin Dynasty
- Stoic Ethos, Qiangic Heritage, Tangut Language, Tangut aesthetics, Iranian House Frame
- Uses "Mountain Homes", "Mountaineers", and "Swords for Hire" Traditions
- Sarmatian Cultures:
- Alan Culture replaces "Steppe Tolerance" with "Shaped to Rule"
- Alauni (Western Alan) Culture replaces "Steppe Tolerance" with "Nomadic Rulership"/"Shaped to Rule"
- Sakan Cultures:
- Overhauled Indo-Scythian culture:
- Descend from Malvi instead of Gurjati
- Spiritual Ethos, Sakan Heritage, Apabhrasmsa Pakrit Language, Scythian COAs and Frames, Indian Clothing and Architecture, Scythian unit graphics
- Uses "Religion Blending", "Fervent Temple Builders", "Nomadic Rulership", and "Devoted Horsemanship"/"Horse Lords" Traditions
- Dahae Culture uses Communal Ethos instead of Bellicose Ethos, adds "Shaped to Rule" Tradition
- Sakan Culture uses "Shaped to Rule" Tradition instead of "Culture Blending"/"Xenophilic" Tradition
- Serindian Cultures:
- Added Fereghan culture, representing the culture that admixed Sogdian, Greek, and Sakan influences
- Cosmopolitan Ethos, Serindian Heritage, Sogdian Language, Turkic aesthetics, Sogdian aesthetics with Greek influences
- Uses "Religion Blending", "Agrarian", "Parochialism", "Horse Breeders", and "Frontier Warriors"/"Futuwaa" Traditions
- Added Kankan culture, representing the admixed Sakan/Sogdian culture of ancient Chach, capital of the Kangju polity
- Cosmopolitan Ethos, Serindian Heritage, Sogdian Language, Sakan COAs, Iranian clothing, Iranian Architecture
- Uses "Religion Blending", "Parochialism", "Dryland Dwellers", "Devoted Horsemanship"/"Horse Lords", and "Culture Blending"/"Xenophilic" Traditions
- Added Tokhari culture, representing the hybridized Yuezhi-Bactrian rulers of the Kushan Empire
- Spiritual Ethos, Tokhari Heritage, Bactrian Language, Tokhari COA graphics, Turkic House Frames, Iranian Architecture, and Bactrian clothing
- Uses "Religion Blending", "Religious Patronage", "Ruling Caste", "Culture Blending", and "Frontier Warriors"/"Futuwaa" Traditions
- Tweaked Sogdian culture: Uses "Dryland Dwellers" tradition
- Tartar Heritage:
- Added Tuyuhun to the Tartar heritage group
- Overhauled Sarpi (Xianbei) culture:
- Bellicose Ethos, Mongolic Heritage, Tuoba Language, Mongolic aesthetics, Dynasty name is always first
- Uses "Quarrelsome", "Ruling Caste", "Devoted Horsemanship"/"Horse Lords" Traditions
- Overhauled Ninrun (Rouran) culture:
- Cosmopolitan Ethos, Mongolic Heritage, Ninrun Language, Mongolic aesthetics, Dynasty name is always first
- Uses "Ruling Caste", "Xenophilic"/"Sinophilic", and "Devoted Horsemanship"/"Horse Lords" Traditions
- Added Tuoba culture for the ruling class of the Northern Wei Dynasty rulers
- Courtly Ethos, Mongolic Heritage, Tuoba Language, Chinese Aesthetics
- Uses "Nomadic Rulership", "Art of War"/"Formation Fighting Experts", "Scholar Officials"/"Philosopher Culture", "Cultivation" (with "All Under Heaven" DLC), and "Sinophilic" (with "All Under Heaven" DLC) Traditions
- Tokhari Cultures:
- Added Wusun culture, representing the long lasting Wusun peoples who were eventually swept away by the Rouran expansion
- Communal Ethos, Tokhari Heritage, Tokhari Language, Steppe aesthetics with Scythian and Chinese COA graphics
- Uses "Hill Dwellers", "Mountain Homes", and "Staunch Traditionalists"/"Isolationist" Traditions
- Added Yuezhi culture, representing the nomadic Yuezhi peoples that eventually formed the Kushan Empire
- Stoic Ethos, Tokhari Heritage, Tokhari Language, Steppe aesthetics with Scythian and Chinese COA graphics
- Uses "Shaped to Rule", "Warriors of the Dry", and "Frontier Warriors"/"Horse Lords" Traditions
- Turkic Cultures:
- Added Turuk culture, representing the nascent Turks, who were consider not a part of either the Tolis and Yueban peoples
- Spiritual Ethos, Turkic Heritage, Shaz Turkic Language, Turkic aesthetics
- Uses "Warrior Culture", "Metalworkers", "Iron Cavalry"/"Horse Lords" Traditions
- Xiongnu Cultures:
- Overhauled Xiongnu culture:
- Bellicose Ethos, Xiongnu Heritage, Xiongnu Language, Turkic aesthetics
- Uses "Warrior Culture", "Hit and Run Tacticians", "Devoted Horsemanship"/"Horse Lords" Traditions
- Other Culture Changes:
- Frankish culture uses the "Strong Believers" Tradition
- Egypiote culture uses "Philosopher Culture" Tradition instead of "Strong Believers" Tradition
- Removed some cultures:
- Dranganian, Barsil cultures removed
- Languages:
- Added "Tokhari" as an Indo-European language with its own branch
- Added "Xiongnu" as an isolate language
- Added "Sarpi" (Xianbei) and "Tuoba" as Para-Mongolic languages
- Hunnic made an isolate language
- Removed "Ninrun" language
- Traditions:
- Added New Traditions:
- "Shaped to Rule" Tradition: Models the practices of Steppe Peoples who practiced Artificial Cranial Deformation and remained somewhat insular
- Courtiers are less likely to leave a court of the same culture
- Rulers are less likely to convert culture
- The "Cranial Deformation" Trait gives a monthly prestige multiplier, prestige, direct vassal opinion, and attraction opinion
- "Nomadic Rulership" Tradition: Models the cultures that ruled a number of kingdoms in Bactria and Central Asia from a small elite
- Makes peasant and populists factions less common
- Rulers are less likely to use the "Promote Culture" Council Task
- Rulers are less likely to force conversion of Vassals
- Rulers are less likely to use the "Convert Culture" Decision
- The "Cranial Deformation" Trait gives a monthly prestige multiplier, prestige, direct vassal opinion, and attraction opinion
- If 3 contiguous counties of this culture or 5 total counties of this culture appear on the map, this tradition is replaced with "Ruling Caste"
- Added Alternate "Nomadic Rulership" tradition for cultures that don't use Cranial Defomration
- Renamed "Migratory Culture" Tradition to "Stratocratic Elite"
- Added "The Martial Education Traits are more valued" parameter
- Has "The Learning Education Traits are less valued" parameter
- Adds a -5 opinion of different cultures
- "Ruling Caste" Tradition is not selectable if one's Culture has "Migratory Culture" Tradition or "Shaped to Rule" or "Nomadic Rulership" Tradition
- "Isolationst" Tradition is not selectable if one's Culture has "Migratory Culture" Tradition or "Shaped to Rule" or "Nomadic Rulership" Tradition
- Xenophobic Tradition no longer encourages the Zealous trait
- "Sinophilic" Tradition increases baseline cultural acceptance with Chinese heritage cultures by 15
- "Frankish Traditions" reduce Men-at-Arms maintenance by 25% instead of 50%
- "Early Slavic Warfare" Tradition overhauled
- No longer provides a Light Cavalry bonus
- No longer has sieges damaging development
- No longer provides extra soldiers during migrations
- Reduces all war Level of Fame requirements by one
- CBs are cheaper in general
- "Early Slavic Traditions" Tradition overhauled
- No longer provides bonus to "Promote Culture" Task and to "Convert County" Tasks
- No longer provides easier Culture Divergence and Culture Hybridization requirements
- Forming Confederations no longer require a powerful neighbor, the Diplomat, or Family Hierarch traits
- Elevating a Confederation costs more prestige and takes a higher level of fame to pass
- +20 Offer Confederation Character Acceptance
- Titles cost 25% more gold to create
- Innovations:
- Touched up some Tribal Innovation graphics and names
- Added "Formalized Rituals" Innovation
- Is a Civic Innovation
- Required to build "Monastic Schools", "Scriptoria", and "Megaliths" buildings
- Required to reform a faith but not create a new one
- Unlocks Coronations with "Coronations" DLC, if playing with "Coronations" DLC; otherwise, no Coronation laws exist
- Rebalanced many cultures' ethnicities
Laws:
- High Tribal Organization impacts cost of feudalization, title creation, army maintenance, and men at arms maintenance and recruitment
- Values vary from -40% off to -10% off each
- Prestige multiplier decreases from 15% to 0%
- Feudalization costs depend on High Tribal Organization:
- Gold cost starts at 50 and increases by 50 for each level of High Tribal Organization
- Prestige cost starts at 200 and decreases by 50 for each level of High Tribal Organization
Landed Titles:
- The Gepid capital is in Sirmium at the start of the 476 scenario
- Made the Praetorian Prefectures landless titles and restored previous empire titles, as the PP system was inoperable
- Overhauled Persian Hegemony
- Add the Bactrian Empire to Persia and put Bactria, Sogdiana, and Kabulistan in it
- Moved various titles to be De Jure instead of Titular in line with CK3 DLC mechanics:
- Moved the Hunnic history to the Empire of Sarmatia
- Moved Rouran history to the Mongolian Empire
- Moved Hepthalite history into the Bactrian Empire
- Moved Tuyuhun history into Amdo
- Reorganized some titles in Germania Inferior and Belgica
- Added Texandria and Mosiana as de jure duchies to Germania Inferior
- Texandria include Maastricht, Zeeland, Brabant, and Antwerp
- Mosiana inclues Liege, Boullion, and Namur
- Koblenz is de jure part of Germania Inferior Duchy
- Briey is part of the Belgica Prima duchy
- Triveria is the cultural title for Franks controlling Belgica Prima
- Tournai made the capital of Hainaut
- Greatly reduced non-tribal holdings in Frankish counties
- Removed many Titular titles on the Steppe, because of how the Steppe situation interacts with Titular titles
- Overhauled Tarim Basin de jure titles
- Added a de jure duchy for Kucha
- Cleaned up titles in the Hexi corridor to more align with Vanilla
- Added new duchies:
- Added Atrakhan as a duchy within Alania
- Kucha separated out as a duchy from Karashar and Kasghar
- Tavan Bogd separated out as a duchy from Salair
- Balashagun separated out as a duchy from Muyunkum
- Beshbalik separated out as a duchy from Kara Koja
- Added new kingdoms:
- Created the Kingdom of Ciscaucasia out of the Duchy of Ciscaucasia and the Duchy of Adigey
- Created a new kingdom out of Khotan holding
- Xia Kingdom split into Xia and Hexi Kingdoms
- Added Kabulistan as a de jure kingdom and reorganized Bactria and Sogdiana to better reflect Late Antique territorial notions
- Changed some empires:
- Moved Zhetsyu and Kipchak kingdoms into the Scythian Empire
- Renamed Tartaria to the Tarim Empire
- Changed some capitals:
- Alak-Nor made the capital of Boro Burgasu
- Liangzhou made the capital of Xia
- Ruy made the capital of West-Tokharestan County
- Jarbaya (Bagram/Kapisa) made the capital of Bamian County, in line with the city's historical importance
History:
- Warnic and Seaxan Confederations divided into more members
- Removed Harla as a kingdom as it rapidly absorbed the Horn of Africa
- Added fictional holders for Lucania
- Slavic super-duchies replaced with confederations
- Fixed some Alans in Hispania who should be Alauni (Western Alan) instead of Alan
- At start military modifications:
- Removed Merovingian Special at start troops and tweaked their starting Men-At-Arms
- Added Contus Bearer Men-At-Arms to Orleans Alans at start troops
- Reduced Soissons at start title troops
- Overhauled troops of Triveria
- Fixed up history of Brittany region
- Britons now run most of Armorica
- Fixed up Frankish character and culture history
- Ragnachar, Chararic, Childeric, and Sigobert's polities are in more likely locations
- Created some confederations centered on Ragnachar/Chararic/Childeric/Sigobert on the Roman side of the Rhine to model the proto-state formation ongoing before the establishment of Francia
- Broke up the Frankish holdings on the opposite side of the Rhine into individual tribal units
- Landed the Frankish duchies to better conform with CK3 expectations with respect to duchies
- Added Evochilde as the mother of Theuderic I of Metz
- Sigobert no longer has the Loyal trait
- Overhauled Clovis' history so he isn't a stack of traits
- Clovis acquires traits in history more in line with CK3's childhood system
- In 476, he starts as a Rowdy, Ambitious, Agile, Legendary Leader, with education tilting towards Intrigue and Martial
- Clovis education is intrigue-aligned now, becoming (historically) an "Intricate Webweaver"
- Clovis is Cynical and becomes zealous after the Battle of Tolbiac
- Franks on the Gallic side of the Rhine are High Tribals, while those on the German side are Tribal, in line with Frankish history
- Frankish culture history overhauled; Franks are in Classical Antiquity Period after 395
- The Frisians are downgraded to a duchy instead of a kingdom
- Northern Gaul has reduced development
- Extensively overhauled Steppe history in 476
- Created a number of nomadic confederations, reflecting the dynamism of the period
- Wusun exist as a confederation in the Tarbagatai Mountains; they were historically driven off by the Rouran in the later half of the Vth Century
- Yueban exist as a confederation in and around Zhetsyu
- The Dahae exist as a confederation in the Eastern Caspian coastal region
- More accurately reflected the culture and religion of the Northern Wei rulers
- Chersonesus is a castle holding instead of a city holding
- Made all states in the Tarim Basin duchies instead of having titular kingdoms
- The Hepthalites directly control most of their vassals, excepting Khwarezmia, the Alchon Huns, the Nezak Huns, and their nomadic tributaries
- Xianbei Western Regions rulers are Xianbei until Emperor Xiaowen's Sinicization in 496
- Attila has the "Dynastic Kinslayer" trait for executing some members of his dynasy
Council:
- The Magister Militum and Magister Officiorum can now build buildings in the same realm, like the Chinese Minister of Works and Minister of War
Council Tasks:
- Made "Promote Culture" Task have a minimum speed
Traits:
- Modified some traits in light of the "Strengthen Bloodline" Decision
- Good Physical Traits: Tall, Agile, Ambidextrous, Left-Handed, Melodious Voice, Powerful Voice, Calm Voice
- Bad Physical Traits: Absentminded, Wrymouth, Harelip
- Added "Cranial Deformation" trait, for Steppe cultures which practiced cranial Deformation
- All noble characters of cultures with the "Shaped to Rule" or "Nomadic Rulership" traditions gain the trait at birth
- The trait gains XP every birthday until after the 6th birthday
- Each rank in the trait increases Prestige Gain, Monthly Prestige, Direct Vassal Opinion, and Atraction opinion
- For cultures that do not value Cranial Deformation, each rank of the trait negatively impacts the Direct Vassal Opinion and Attraction Opinion
Dynasty Legacies:
- Added a new Dynasty Legacy: "Despoliation", available to dynasts with Tribal, Federate, or Nomadic government, as well as certain dynasties
- Level 1: "Barbarian Origins": Raiding permanently unlocked, Raider Trait is easier to acquire, Pillager Commander Trait Experience increased by 25%
- Level 2: "Barbarian Army": Allows the dynast to pick a dynasty trait, improving the damage, toughness, and (in some cases) size of one class of Men-At-Arms
- Level 3: "Barbarian Kingdom": Makes Cultural Unification Casus Belli and Heritage Unification Casus Belli available, Custom Kingdoms and Empires requires one-third fewer counties to form
- Level 4: "Barbarian Settlement": "Promote Culture" Task Speed: +15% (does not apply to Roman Council positions), "Convert County" Task Speed: +15%
- Level 5: "Barbarian Future": Greatly loosens the requirements for the Adopt Clan and Adopt Feudalism decisions (including dropping innovation requirements), +1 Martial per Level of Fame, +5% Legitimacy Gain
- Because of engine limitations, it *cannot* be made available based on scripted content
- Therefore, cannot be tied to situation features
- We thus hardcode various Barbarian King dynasty to have it as an option, but it cannot be made available to Barbarian King custom characters
- Romanitas, Virtue, and Elegance Tracks are mutually exclusive with Despoliation Track
Decisions:
- Added a decision for a Migrator or Character who had been a migrator to become a Sub-Roman Government, partly modeling the transition of the Franks from a Tribal to Romanesque polity
- Added "Form a Tribe" Decision for Tribals and Migrators
- Cheaper form of "Form a Duchy" decision
- Creates only a titular duchy instead of a de jure Duchy
- "Found Duchy" decision is unavailable for Tribals and Migrators, as they have access to "Form a Tribe" decision
- Overhauled and Generalized the "Claim Frankish Kingdom" Decision
- Instead lands a currently titular kingdom title, such as those created by the "Elevate Confederation" decision
- Requires:
- Have to have controlled your primary titular kingdom title for 10 years
- Only available to Migrators and Tribals (Otherwise must use the existing de jure decision)
- Requires a large number of culture counties (25), of which the ruler controls 66% of them
- Requires a realm size of over 25 and all powerful vassals having an opinion of at least 35 with you
- Requires a Prestige Level of "Exalted among Men" and a Legitimacy Level of "True", or the trait "Legendary Leader", and Maximum Tribal authority
- Effect:
- If Frankish, replace your titular confederal title with Francia; otherwise, your title gets renamed
- Your capital duchy and all completely controlled duchies become
- You receive a pressed claim on the empire containing your capital duchy for yourself and your heirs, unlocking the Unification War Casus Belli
- Tweaked the "Elevate Confederation" Decision
- Requires no other Confederate has a title with a tier higher than yours
- Added custom picture for decision in some circumstances
- Different custom names are used for Migrators and Tribals in the Migration Situation for the newly formed kingdom
- Gives the character a Major Conquest Casus Belli
- Extended the "Convert to High Tribal" decision to small, independent Sub-Roman Dynastic realms, modeling the more immediate decay of Roman government in Britannia and among semi-Romanized Groups
- Only for Sub-Roman types of governments
- If a Romance Culture character, requires a realm size of 1, not being a tributary, or having an obscure dynasty
- If not a Romance Culture character, the realm size must be less than or equal to 3
- Much cheaper prestige cost to devolve a Sub-Roman government than to adopt it as a tribal government
- Added "Pass a Cultural Law" decision, modeling the Late Antique legal codices such as Lex Visigothorum and Lex Burgundorum
- The decision has customizable localization name for some cultures
- Only AI Visigoths and Burgundians will use this decision
- May only be passed once per culture, including child cultures who share a heritage with the culture that passed it
- Costs gold/treasury equivalent to your realm's net development (minimum of 5 per county, doubled cost without Oral Law and 50% more expensive without Mundium), and costs 500 prestige as well when binding closer to Roman culture
- Given three options: Emphasize your culture's origins, assert the status quo, or blend with Romans
- The first option gives you the nickname "the True <CultureName>", gives your dynasty 250 Renown, moves your Non-Roman rule law one harsher towards Rome, and reduces cultural acceptance with Romance cultures in your realm by 10
- Gain the "Adopted Law" Dynasty Modifier, giving same culture vassal opinion and same culture opinion, reducing minority vassal option, and giving 2.5% more renown per character for 100 years
- The second option gives you the nickname "the Lawgiver", gives you 500 prestige, and a level of fame
- Gain the "Adopted Law" Dynasty Modifier, giving 5% Culture Head Fascination, 5% legitimacy gain, and 5% prestige for dynasty characters for 100 years
- The third option gives you the nickname "the Roman", moves your Non-Roman rule law one level more agreeable to Rome, and increases cultural acceptance with Romance cultures in your realm by 10
- Gain the "Adopted Law" Dynasty Modifier, giving 20% control growth, 20% progress in sieges against revolts, 5% monthly influence, and 5% development growth for dynasty characters for 100 years
- Regardless of Choice, the decision also gives you one of "Oral Law", "Mundium", or a random available civic innovation, in that order
- Added a decision for leaders of Oghuric cultures to form the Bolghar Identity, if they gather enough of the Oghurs under their banner
Events:
- Added "A New Administration?" event that fires under certain wars, namely Migrations and "Overrun Duchy/Kingdom" Casus Belli
- Grants a small amount of money and treasury to prevent immediate economic collapse
- If the target of the migration has a Centralized Government, an event will fire allowing the attacker to adopt Hight Tribal Government
- If adopting the High Tribal government, the ruler receives a modifier increasing monthly control growth and reducing different faith Popular Opinion
- If declining to upgrade the government, the ruler receives prestige and a Level of Fame
- If that Centralized Government is a Roman Government, there is also the option to adopt Sub-Roman government
- This inherits the Sub-Roman Transition state from the previous government as well
- Adopting Roman government gives 5% cultural acceptance with all cultures with a Roman Political or Cultural Tradition
- Will have a chance to diverge your culture and give either "Migratory Culture" Tradition or "Nomadic Rulership" Tradition (if having "Shaped to Rule" Tradition)
- Personal troops are converted to title troops for Administrative government forms
- Added "A New Culture?" event that fires under certain wars, namely Migrations and "Overrun Duchy/Kingdom" Casus Belli
- Models "Elite Transfer" sort of migration, wherein the cultural elite move instead of the whole populace
- You either adopt a new divergent culture or your culture diverges from yours (if you were the culture head)
- If accepted, "Ruling Caste" and "Shaped to Rule" Traditions will be removed from your resulting culture and either "Migratory Culture" or "Nomadic Rulership" will be adopted as traditions
- If declined, gain a Level of Fame and 500 Prestige
- If you were the culture head, the following happens to your old culture:
- Looses all traditions associated with elite sort of rule (e.g., "Ruling Caste", "Staunch Traditionalists", "Trial Unity", "Sinophilic", &c.)
- Gains enough traditions to fill its free slots from a list of traditions that are not elite-related, like "Collective Lands", or encourage further hybridization, like "Culture Blending" or "Xenophilic"
- Other traditions chosen to emphasize a non-elite approach, like "Strength in Numbers" or "Religion Blending"
- Also has some realm terrain-related traditions like "Forest Folk" and "Mountain Homes" as choices
- The divergent culture also gets a unique name:
- Certain names get priority over all others (e.g., historically, the Vandal migration would create the "Visclan" culture name)
- Failing that, a regionalized name would be used (e.g., "Gallic Franks", "Crimean Goths", "Thracian Goths"), if not done before
- Failing that, a "<HOUSE_NAME> <CULUTRE>" (or other special title names like "Salian Franks") would be used, if not already done before
- Failing that, the "High <CULTURE>" name if the diverging culture former has a higher title rank than the character generating the event, if not already done before
- Failing that, the "Old <CULTURE>" name, if not already done before
- Otherwise, whatever CK3 does generically
- Added an event chain modeling the Battle of Tolbiac
- For Migrators and Tribals in the Migration Situation
- If you are landed duke or better, have an unreformed faith, and either a spouse, a concubine, a consort, or some county in your realm has an organized faith, the event may fire if you are outnumbered in the fight
- At the start of the chain, you get an option to appeal to this foreign god for Victory
- If you do so, you replace the Zealous Trait with the Cynical Trait and loose "Faithful Blade" Commander Trait and get a random modifier that will add a random amount of positive or negative advantage for the battle
- If you instead pray to the old gods, you gain the "Cautious Leader" Commander Trait and gain XP for it
- You can also choose to rely on your own power, gaining prestige, loosing piety, and blocking the event chain from occurring any further
- If you win the battle and prayed to the new god you can:
- Keep your promise
- You gain the Zealous trait, gain the "Faith Warrior" Trait, gain the "Faithful Blade" Commander Trait and a good amount of XP for that trait, and you get the typical events that fire when converting
- Welch on your promise: Has similar effects to loosing the battle
- In either case, new and old faiths gain and loose some fervor as appropriate
- If you win the battle and prayed to the old gods you gain:
- A Level of Fame, a Level of Piety, gain the "Faith Warrior" Trait, gain the "Faithful Blade" Commander Trait and XP for it
- The new and old faiths gain and loose some fervor as appropriate
- If you loose the battle, you have:
- Loose a Level of Fame and a Level of Piety
- Have any of a number of random effects occur (e.g., Nothing, Stress Gain, Stress Loss, Personality Trait changes, Lunacy, Faltering Heart, Death)
- The initial event can never occur more than once in a character's life and will never happen again if a character wins the battle praying to the new gods, wins, and converts
- When there are no more landed Parthian rulers, the name of Parthian culture changes to Pahlavi
GFX:
- Added new COA emblems for the Alchon and Nezak Huns
Music:
- "When the World Stopped Making Sense" music is now interrupted in game by war declarations
Tweaks:
- City Holdings are no longer valid for Roman Federate governments, given their quasi-feudalistic orientation
- Coronation Laws are enabled for Roman Federates of the Kingdom level or higher
- Added several historical and pseudo-historical mottos for dynasties
- Restructured the Roman/Sub-Roman Reconquest CBs to more closely follow the Roman Invasion War CB effects
- In general, if a character has only a landless title under a government that is not administrative, the title is destroyed (and the character becomes an adventurer if the character is a player)
- Members are more inclined to leave large confederations (i.e., more than 8 members)
- AI is inclined to promote culture more in counties with "Recent Emigration" modifier
- Hunnic herd reduced more at start
- Burgundians replace "Ruling Caste" with "Stratocratic Elite"
- Aristocratic government uses dynasty named realms where applicable
Localization:
- Renamed "Mongolic" Heritage to "Tartar" for the various Para-Mongolic peoples
- Remapped "Mongolia" localization to "Xiongnu" for the Mongolian Empire
- Some cleanup of Turkic-related flavorizations
- Extensively reviewed and overhauled cultural history descriptions for cultures
- Renamed "Hunnic" Heritage to "Oghuric" and "Bolghar" culture to "Oghuric"
- Renamed "Ruanruan" language to "Ninrun"
Bug Fixes:
- Odoacer's Takeover War:
- Fix Odoacer's War leaving certain vassals as having Dynastic instead of Administrative government variants
- Fixed a bug where errors might arise if a landless title that's part of Odoacer's Takeover War runs out of heirs
- Fixed a bug where certain grants of tribal territory would produce admin governments
- Note that the auto-grant option is engine-side, and thus can't be modified to prevent incorrect government application
- Can now transfer vassals to federates if they vassal has a de jure vassal title of the federates' main title
- Federates can revoke their federate vassals' holdings
- Blocked the nomadic holding spam bug
- Fixed bug leading to Kipchack and Mongol cultures appearing during Steppe Migration
- Fixed bugs relating to landless title management
- Fixed a bug where Primogeniture wasn't being shown in Administrative governments
- Dead Senators should not haunt the Senate anymore
- Western Roman Emperors get the "Augustus" trait upon gaining the throne
- Fixed a bug blocking House Seniority Succession for Centralized Dynastic Realms
- Fixed a bug where Roman and Sub-Roman Administrative vassals had normal appointment succession instead of Roman Appointment Succession
- Centralized, Administrative realms loose access to most non-appointment, non-acclamation succession laws
- Fixed a bug where High Tribals were not able to Feudalize holdings but were able to Tribalize holdings
- Fixed a bug where Roman and Sub-Roman Administrative titles would get title laws applied incorrectly in some circumstances
- Fixed a bug with landless senator trigger checks
- Fixed a bug that allowed MM and MO titles to become landed in some edge cases
- Fixed a number of bugs relating to the MM and MO titles not assigning correctly
- Fixed a bug where certain laws weren't showing in the GUI for Administrative governments
- Fixed a bug with Roman Federate transition triggers
- Fixed a bug with Federate Revocation Wars in certain circumstances
- Fixed various domicile location at start
- Fixed a bug where Federates couldn't use the "Promote Culture" task
- Fixed changing to Administrative government types having 0 treasury at start
- "Move into Conquered Lands" decision will no longer let you sneak into being a feudal ruler early
- Fixed nomad holdings being tribal holdings in Zhetsyu
2026-08-10 v0.2.1
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"By God Alone" DLC Preparation:
- Removed Cypriot culture and faith to prepare for BGA
- Readded Bogomilism, Lollardy, Catharism
- Touched up heresy emergence events
Mechanics:
- Culture Drift:
- Standardized terminology for Culture Drift
- Culture Drift heritages block hybridization between the ancestors and descendants, preventing certain odd edge-cases from appearing
User Interface:
- Improved the Senate Family interface notably
Culture:
- Culture Changes:
- Fixed up "Southern Arabian" culture
- Re-localized to be "Soqotri"
- Uses "Dexterous Fishermen", "Maritime Mercantilism", and "Isolationist" Traditions
- Replaced "Gothic Warfare" with "Cavalry Skirmishers"/"Horse Lords" for Heruli
- Replaced "Devoted Horsemanship" with "Cavalry Skirmishers" for Taifali
- Irish gets "Pastoralists" Tradition
- Renamed various references to "Old" and "Proto" within languages and cultures
- Used Vulgar for Proto-Romance
- Diversified language names to better correspond to historical cultures
- Culture Creation Names:
- Adjusted language-based creation names for more endonym usage
- Adjusted some Romance culture creation logic for consistency between language and name lists
- Updated cultural graphics for more consistency
- Mauritanian Architecture is Iberian
- Phrygian and Galatian Architecture is Byzantine
- Carthaginians use Arabic COAs and Iberian Architecture
- Latin Cultures heavily overhauled:
- Romano-Gallic uses French clothing
- Roman-African uses Iberian COAs, Iberian Architecture, and Iberian Clothing
- Romano-British uses British Clothing and Byzantine Military Units
- Romano-Hispanic uses Iberian Christian Clothing
- Romano-Aramean uses Iberian Architecture, Middle Eastern Clothes, and Byzantine Military Units
- Romano-Punic uses Iberian COAs, Iberian Architecture, and Iberian Muslim Clothing
- Added special clothing triggers for sub-Roman cultures, allowing them to wear Roman-style clothing but automatically transition to appropriate medieval clothing when they stop being Latin
- Traditions:
- "Pontic Horsemanship" Tradition no longer provides light cavalry bonuses
- Added "Cavalry Skirmishers" Tradition for Taifal and Heruli culture, reflecting their use of light cavalry in contrast to Gothic heavy cavalry
Governments:
- Because of state faith limitations, with "All Under Heaven", Sub-Roman Dynastic is applied for all Sub-Roman titles duchy and below
- If one acquires a kingdom, with the DLC enabled, the government automatically transitions to Sub-Roman administrative
- If a realm shatters or Sub-Roman Administrative title ends up independent with less than a kingdom, it automatically becomes a Sub-Roman Dynastic realm
- Sub-Roman Dynastic titles that end up under Roman Administrative titles become Roman Administrative
- On the off-chance a player has only a noble family title when the government changes to Sub-Roman Dynastic, the player will become an adventurer
- Slightly Tweaked government colors for (Sub-)Roman Dynastic governments to make them more distinguishable
Decisions:
- Clarified "Restore the Western Roman Empire" and "Restore the Eastern Roman Empire" requirements
- Three Kingdoms no longer required for the decisions
- To ask the Eastern Emperor for the Western Empire, you only have to have 50% of the Western Roman Empire territory, instead of 80%
- Provided additional effect descriptions to elucidate how to influence the Eastern Emperor's decision
- Clarified the Holy Roman Empire creation decision
- Re-localized the decision to be "Ask the Pope for Imperial Recognition"
- Provided additional effect descriptions to elucidate how to influence the Pope's decision
History:
- Some Alan characters in Hispania are fixed to be Alauni (Western Alan) culture
- Caucasian Albania's capital is Partav in the Vth Century, as per history
- Applied Level 5 education traits to certain historical characters who deserved it.
- Modified some dynasty names of historical characters to better match history
Tweaks:
- Reduced lag on certain dates
- If a Federate has a kingdom title (or greater), then it adopts Sub-Roman Government upon independence
- Added new links and icons for WtWSMS concepts
- Generalized some tradition unlocks to be more consistent throughout the Late Antique and Early Medieval Periods
- Removed superfluous truces relating to some polities tributaries
- Removed Childeric's War against Sigobert at start to be more in line with history
- Increased applicant pool for MO offices
- Added duplicate candidate influence interaction to handle edge case of titular titles
- Nomads no longer have Border Raid CBs, as they have plenty of CBs already
GFX:
- Moorish Architecture requires counties of that culture rather than being intrinsic to the peninsula
- Added WtWSMS emblems to the COA designer
- Updated assets for a number of innovations
- Updated generic temples for Hellenism, Judaism
Bug Fixes:
- Fixed a bug where Feudal/Clan governments could sneak in early from Nomadic Migration
- Fixed a bug where Roman Federates couldn't grant titles to anyone not already landed
- FIxed a bug where Noble families could have Ministry-style appointment
- Fixed a bug where most top liege's lacked a noble family at start
- Fixed a bug with Vernerius Noble family being duplicated
- Fixed an edge case in which Cilicia could end up independent of the ERE on succession
- Fixed a bug with granting of multiple noble family titles to some characters
- Fixed a bug with AI granting individuals counties to create federates instead of duchies, as intended
- Adopting Sub-Roman Administrative Government will adopt the appropriate acclamation/appointment succession laws
- Fixed Nyitra not being part of Germania Magna region
- Fixed bug where not enough Noble Families were populating in the WRE and ERE
- Proper handoff of Imperial Diadem during the Fall of Rome
- Removed a number of duplicate artifacts
- Fixed a bug where certain decisions were being checked too often by certain title tier rulers
- Fixed a bug where nomads would adopt feudal government when settling in conquered lands
- Fixed a bug where Language Isolates would trigger the Creole flag
- Fixed part of the Don River being impassible
- Fixed bug where ERE was not getting many noble families at start
- Blocked the ability of liege's to convert the culture of the counties of Roman Federates
- Increased number of noble families in the Eastern Roman Empire at start
- Fixed a bug where Ravenna had no development
- Fixed bugs with being unable to Request or Restore the Western Empire
- Fixed a bug with title creation triggers
- Fixed bug where influence costs were not scaling correctly as Aristocratic Control increased
- Meritocratic rulers will spawn noble families appropriately at game start now
- Fixed a bug wherein Titular Titles could not have candidacy influence
- Fixed a bug wherein Federates could flip to feudal governments in some edge cases
Localization:
- Fixed some specific localization and formatting issues (Thanks @awak!)
- Fixed up grammar and localization in various places
- Cleaned up a number of flavorizations of Semitic, Latin cultures
- Made certain innovation localizations culture-dependent
- Updated localizations to be more neutral in tone
- Fixed a duplicate localization that incorrectly identified some tributary types
- Updated the name of the Vistula, Rhine, and Danube River to be the Late Antique Latin names
- Changed a number of localizations for seas and rivers to better reflect the Late Antique period
- Improved Roman Empire Request/formation localizations, including highlighting conditions which help and hurt the changes for approval
- Replaced "Pre-Feudal" with "Aristocratic" as the term for all the non-tribal, non-nomadic, non-centralized governments before the Era of Feudalism
2026-07-19 v0.2.0.1
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Mechanics:
- Federates:
- Revamped "Request Foederatus" interaction
- If playing without AUH DLC, you can only gift your domain
- If playing with AUH DLC, you gift a specific province within your realm that is not your capital
- Added "Revoke Foederatus" interaction
- Allows player to revoke lands held by Federates
- Costs scale inversely to Imperial Bureaucracy law
- If accepted, federate becomes an adventurer
- If refused, triggers a "Federate Revocation War"
Casus Bellorum:
- Added "Federate Revocation War"
- Triggered when Federates reject revocation, with the Federate as the Defender
- If won by the liege, the Federate looses their lands and becomes an adventurer
- If won by the federate, they receive a prestige level, exemption from liege taxes, and immunity from Federate Revocation the rest of their life
- Added "Border Raid" CBs for Federates, available against fellow vassals
- Emulates one of the difficulties that Romans had with various federate forces: frequent raiding
- Requires "Fate of Iberia" DLC
Tweaks:
- Prevented various administrative interactions that are not really useable by federates
- Removed interaction for acquiring federates without surrendering territory; CK3 tributary mechanics more closely aligns with that functionality
- A dynasty can be elevated to the Senate only if the dynast is of a Romance or Hellenic culture
- The Senate Houses can now be found in the Senate Situation GUI
- Sorted some character interaction categories
Localizations:
- Cleaned up localization around Imperial Bureaucracy to better clarify how it works with Roman Governments
- Fixed a number of broken localizations
- Made localization for Roman War declarations appropriately generic
- Fixed a number of missing localizations relating to succession laws
Bug Fixes:
- Fixed Theodoric missing his special troops in the last 476 bookmark
- Fixed bugs relating to the Border Raid CB in general; should be more readily applicable
- Fixed a bug where certain border expansion CBs were available to Federates
- Fixed a bug where the Iranian cultures had "Ius Ad Bellum" innovation incorrectly, locking up Border Wars prematurely
- Fixed a bug where Federate Exempt Taxes were unselectable
- Fixed a bug where Romulus Augustulus' noble family was regularly destroyed on loosing the war
- Fixed a bug where having no duchy-level vassals prevented a liege from increasing Aristocratic Control Law
- Fixed bug where Roman Acclamation didn't include noble house heads as potential emperors
- Fixed bug where Vanilla Acclamation/Appointment is available to Roman governments
- Fixed bug where being an emperor of a reunited Rome would prevent you from ever being consul of either Senate
- Fixed bug preventing Roman Dynastic and Sub-Roman Dynastic liege's from increasing their realm laws
- Fixed bug where inapplicable faiths were available during stress breaks
- Fixed bug where hegemonies but not empires would have cultures diverge heritages
- Fixed bug where Roman Senators kept getting the Senator event after their 25th birthday
- Fixed bug leading to invalidation of certain conquest wars in edge conditions
- Fixed bug preventing Roman Imperial Reconquest CBs from being visible
- Fixed bug where Roman Ministry titles would get transferred from WRE/ERE to Roman Empire during the reformation decision
- Fixed bug where Roman Administrative rulers could not revoke theocratic titles
2026-06-20 v0.2.0
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- Updated the mod to CK3 Vanilla 1.19
- At Start Information Event:
- Changed theme to be more fitting
- Added a game rule to toggle the at-start informational event
- This will change with every major version upgrade, so the rule setting will change with each version
Mechanics:
- Overhaul Senate Mechanics (Thanks DPh-Kraken!):
- The Senate is now a Situation with its own interface
- Current Phase determines the Senate's outlook on Rome's Ruler
- Senate Decisions moved into their own category
- Update Senate-Related Graphics
- Decreased defined cultural acceptance gains and increased cultural acceptance losses to make cultural convergence take longer
- Only applies to passive values, not active values
- Added WtWSMS as a separate rule category for easy finding of WtWSMS-specific game rules
- Added hegemonies to the map, including the Eastern Roman Empire, the Western Roman Empire
- Added mechanic for "Hegemony Collapse"
- Occurs when non-China Hegemony titles drop below a realm size of 50
- Models the transition of the WRE after the death of Nepos as well as the collapse of the Sasanids during the Arab-Sasanid war
- Feudal Mutation Mechanic Overhauled for Roman Governments, both Dynastic and Administrative, as well as Roman Federate governments
- Removed the old, obtuse system for something more directly usable
- New system functions on 3 laws for Sub-Roman governments, measuring Military Centralization, Roman Taxation Infrastructure, and Aristocratic Control
- Military Centralization:
- Models the steady transition from a standing army to a landed army
- In Administrative, it shifts the Men-at-Arms from being tied to the title to being tied to the ruler and increases MAA costs
- In Dynastic, decreases the number of Men-At-Arms for the top liege towards feudal numbers
- Unable to be manipulated manually
- Roman Taxation:
- Models the decay of the Roman Bureaucratic apparatus
- In Administrative, reduces Domain Limit, Domain Taxes, and share of treasury for salary/ministries/military (for vassals) and share of treasury delivered from Vassals (for the top liege)
- In Dynastic, same as above without the treasury implications
- Unable to be manipulated manually
- Aristocratic Control
- Models the decay from an appointment-based succession system to a dynastic-based succession system
- In Administrative, increases influence and prestige and title creation cost, as well as increasing succession weight towards blood relations
- In Dynastic, ...
- At the highest level, unlocks Confederate Partition Inheritance
- Can be manipulated manually
- Helpful for boosting influence and making one's children inherit
- Cannot be made less Aristocratic if half of direct vassals have a more aristocratic law than the one you desire
- Changing has a potential to improve or decline all vassal's aristocratic control laws
- Vassals and the conclusion of wars will fire events wherein you can either accept an increase in the law and move away from Roman Government, or suffer penalties
- Feudal Mutation Event is now a splash event
- Added several new administrative governments for Romans and Sub-Romans:
- Added new "Roman Administrative Government" to model the Early-to-Mid Late Antique period Roman governments
- An administrative government for Empires and Hegemonies, it enables landless gameplay
- Has the following features: Landless Gameplay, county-tier Noble Families, Treasury, State Faiths
- Uses Roman Appointment Succession
- Has a bonus to domain taxes and limit
- Has a nerf to levy cost, mercenary cost, Men-at-Arms maintenance, and Men-At-Arms caps and sizes
- Most of the taxes flow to the liege in the form of Treasury
- Has a Roman Diarchy Law for Hegemonies, tying diarchies to the Magister Officiorum or Magister Militum position, or neither position for a malus
- Added new "Sub-Roman Administrative Government" to model the decaying Roman institutions across Western Europe during the Migration Period
- An administrative government for Empires and Hegemonies, it enables landless gameplay
- Has the following features: Landless Gameplay, county-tier Noble Families, Treasury, State Faiths
- Uses Roman Appointment Succession
- Has a bonus to domain taxes and limit
- Has a nerf to levy cost, mercenary cost, Men-at-Arms maintenance, and Men-At-Arms caps and sizes
- Most of the taxes flow to the liege in the form of Treasury
- Has a Roman Diarchy Law for Hegemonies, tying diarchies to the Magister Officiorum or Magister Militum position, or neither position for a malus
- Has a "Non-Roman Minority Rule" Law, modeling the complicated relationship between the various non-Roman ruling classes and their Roman subjects
- Applies only for cultures without a Greco-Roman Social Tradition in a Sub-Roman Government
- At the most oppressive, it blocks Romans from succession and allows for conversion of Roman provinces and characters
- At the most accommodating, it integrates Romans into succession and blocks conversion of Roman provinces and characters
- Only manipulatable by the top-level liege
- Both Roman Administrative Governments use the same governorship
- Several Themes:
- Civilian Government: Default, no title Men-At-Arms, sends more taxes and fewer levies
- Limitanei: For provinces bordering a tribal duchy or higher, has title Men-At-Arms, sends fewer taxes, has defensive advantages
- Naval Theme: For a single coastal province, no title Men-At-Arms, reduces embarkation and increases naval movement speed
- Military Theme: For Sub-Roman governments: Allows title Men-At-Arms, reduced men at arms cost and maintenance, increased treasury granted, limited by realm size
- Civilian Ministry: For landless non-military titles like the Magister Officiorum, allows some title troops
- Military Ministry: For landless Empire titles, allows title Men-at-Arms, has a large increase in total title Men-At-Arms
- Landed Military (for Sub-Roman Realms): ties into Feudal Mutation mechanic
- For hegemony-tier Roman Administrative and Sub-Roman Administrative Governments, a special council is utilized
- The primary offices are Magister Officiorum, the Realm Priest, the Magister Militum, and the Spy Master
- The Bureaus under the Magister Officiorum (Diplomacy, Stewardship), Magister Militum (Martial), Spy Master (Intrigue), and Realm Priest (Learning) are the only positions that provide "On the Job" and "Reliable House" modifiers
- Being one of the lesser offices provides fewer benefits than being one of the greater offices
- The Magister Officiorum must have an a opinion of at least -25 and not have a rivalry, grudge, or nemesis relation to be a valid Bureau Director
- Promulgate Laws Task:
- Passive multiplier to influence gain, reaching a baseline maximum value of twice the Clerical Bureau Director's stewardship (sans bonuses)
- Potentially gain or loose influence, depending on Clerical Bureau Director's stewardship
- Other Effects:
- Roman Admin rulers may call their Magister Militum troops for free
- Added new "Roman Federate Government" to model Federates as land cessations in exchange for military service, seen in both Roman and post-Roman states
- An administrative government for Empires and Hegemonies, it enables landless gameplay
- Uses Roman Federate Succession
- Has implicit access to title troops, reduced influence
- Only available to vassals, not as an independent ruler
- If a federate becomes independent, transitions to Tribal or High Tribal governments
- Uses Tribal Authority Law
Government:
- Centralized governments unlock the second level of Estate domicile main buildings
- High Tribal Government reworked slightly
- High Tribal Governments use Tribal Authority as the authority law mechanic universally
- High Tribal Obligations obligations modified
- Uses prestige level and scaling like Tribal Governments
- Minimum and Maximum values for High Tribal Obligations change to conform to low-to-massive feudal obligations, tied to High Tribal Organization
- High Tribal Organization moved to be a special class of law, like Sub-Roman features
- This law is driven by acquiring innovations and entering cultural eras
- Models the transition towards a more feudal-like legal system
- Unlocks Title Revocation, Vassal Retraction at lower Authority Levels, aligning with Crown Authority
- Added new diarchy type for Roman Administrative and Sub-Roman Administrative Hegemonies: Premierships
- Is tied to either the Magister Officiorum, Magister Militum, or neither by Law
- The swing balance level is 40
- At Level 20, the Diarch cannot be deposed
- Functions similar to many other Diarchs
Landed Titles:
- Praetorian Prefectures:
- Reorganized old Empire titles into Praetorian Prefecture titles in line with Hegemonies
- Currently the Prefectures are not creatable as we are working out making the AI function well with Empire-level titles within the Roman Empires