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2026-09-05 v0.3.0 - #165

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LT-Rascek merged 35 commits into
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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 ", 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> " (or other special title names like "Salian Franks") would be used, if not already done before
      • Failing that, the "High " 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 " 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

LT-Rascek and others added 30 commits August 10, 2026 11:43
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 Tartar heritage for the cultures historically identified as Para-Mongolic speaking post-Xiongnu 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
- 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
   - "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 10
- Rebalanced many cultures' ethnicities

Landed Titles:
- 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:
- 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

Traits:
- 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

Decisions:
- Added a decision for leaders of Oghuric cultures to form the Bolghar Identity, if they gather enough of the Oghurs under their banner

Events:
- 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

Localization:
- 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:
- "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
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
   - 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
               - 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

Traditions:
- Renamed "Migratory Culture" Tradition to "Elite Rulership"
   - 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

Decisions:
- 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

Casus Belli:
- Overhauled Migration Casus Belli:
   - 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
               - 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)

Events:
- Added "A New Administration?" event that fires under certain wars, namely Migrations and "Overrun Duchy/Kingdom" Casus Belli
   - 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)
- 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
- 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
   - 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

Landed Titles:
- 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

History:
- 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 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
   - 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
      - Clovis education is intrigue-aligned now, becoming (historically) an "Intricate Webweaver"
      - Clovis is Cynical and becomes zealous after the Battle of Tolbiac
- The Frisians are downgraded to a duchy instead of a kingdom
- Northern Gaul has reduced development
Landed Titles:
- 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

Traditions:
- "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 "Monoastic Schools", "Scriptoria", and "Megaliths" buildings
   - Required to reform a faith but not create a new one

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

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

Casus Belli:
- 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

History:
- Slavic super-duchies replaced with confederations
- Fixed some Alans in Hispania who should be Alauni (Western Alan) instead of Alan

Tweaks:
- 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:
- Remapped "Mongolia" localization to "Xiongnu" for the Mongolian Empire

Bug Fixes:
- Fixed a bug where Federates couldn't use the "Promote Culture" task
- Fixed changing to Administrative government types having 0 treasury at start
Landed Titles:
- Made the Praetorian Prefectures landless titles and restored previous empire titles, as the PP system was inoperable

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

Traits:
- Made "Promote Culture" Task have a minimum speed
- 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

Music:
- "When the World Stopped Making Sense" music is now interrupted in game by war declarations

Tweaks:
- Restructured the Roman/Sub-Roman Reconquest CBs to more closely follow the Roman Invasion War CB effects

Bug Fixes:
- 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
Co-Authored-By: ATP-Kraken <34113921+ATP-Kraken@users.noreply.github.com>
- Add scripted appearances for Iranians #152
- Added missing bookmark character DNA
- Updated character illustrations for admin emperors

Co-Authored-By: ATP-Kraken <34113921+ATP-Kraken@users.noreply.github.com>
Co-Authored-By: ATP-Kraken <34113921+ATP-Kraken@users.noreply.github.com>
- Unavailable situations are no longer fired at start
- Overhauled MM/MO Mechanics to fix various edge case issues and standardize closer to the Chinese Ministry template.
- Council Titles now can build within the whole realm
@LT-Rascek
LT-Rascek merged commit 172209c into master Sep 5, 2026
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2 participants