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Europa Universalis IV - Development Diary 21st of March 2023 - Balance Changes and Usermodding Additions

Greetings! Today we will take a final look at some of the balance changes and the additions for usermodding coming with 1.35. So without further ado let’s get started!

First thing to present are the changes to the Age Abilities. As some Great Powers have received changes to their power level, it was only fitting to adjust their Age Abilities too. The following balance changes have been made:

  • “Guns of Urban” has been renamed to “Ottoman Siegecraft” and now gives +1 Leader Siege instead of +33% Siege Ability
  • “Spanish Tercios” has been replaced by “Spanish Field Marshals” and now gives +1 Leader Land Shock instead of -30% Shock Damage Received
  • “Mughal Artillery” has been changed from -50% Artillery Cost to +15% Artillery Combat Ability
  • “Persian Reinforcement” has been replaced by “Persian Enlightenment” and now gives -20% Development Cost instead of -30% Reinforce cost
  • “French Musketeers” has been replaced by “French Absolutism” and now gives +30% Max Effect of Absolutism instead of +20% Land Fire Damage
  • “Dutch Officials” has been replaced by “Dutch Commercialization” and now gives +33% Trade Steering instead of -0.2 Yearly Corruption
  • “British Fleet” now gives +1 Max Admiral Fire instead of -33% Naval Maintenance Modifier
  • “Russian Empire” now gives -10% Minimum Autonomy in Territories instead of +33% Governing Capacity Modifier
  • “Austrian Diplomacy” has been replaced by “Austrian Tenacity” and now gives -20% Morale Damage Received
Some other noteworthy balance changes:
  • Ramparts can now only be placed on terrain which is seen as “Flatland” in the game. This means it is only possible to build ramparts on farmlands, grasslands, steppes, savannahs, drylands, (coastal) deserts and coastlines.
    Note: we are aware that this change is a bit against the nature of what ramparts actually are. The reason behind this change is that mountains with ramparts can lead to oppressive situations where neither side wants to commit to an attack due to the threat which are -3 on rolls.
  • The cooldown for changing rivals has been reduced from 25 years to 5 years
  • Iberian Trade Goods have been adjusted
    iberian_tradegoods.png

    Related to this, the event "A new Spanish Capital" now changes the trade good of Madrid to glass if you decide to make it to your new capital.
  • Celestial Reforms now cost 80 Mandate instead of 70
  • The mandate growth has been adjusted:
    • Every point of stability gives now +0.4 instead of +0.24 Yearly Mandate
    • Every state with prosperity now gives +0.04 instead of +0.03 Yearly Mandate
    • Every 100 development with 100% devastation now gives -12.0 instead of -10.0 Yearly Mandate, scaling with degree of devastation
    • Every 5 loans now gives -0.6 Yearly Mandate instead of -0.36
  • Piety has seen some changes in order to have an easier time reaching Mysticism while having it a bit harder to reach Legalism
    • Piety always resets to 0 when a new ruler ascends
    • Piety no longer gets increased or decreased when you declare a war
    • All decisions but “Denouncement of Secret Practices” now push you into the piety direction you are directing for. So this means, “Enforce Religious Unity” now gives -15 Piety if you are below 0. Otherwise it gives +15 Piety. Denouncement of Secret Practices gives +10 Piety.
    • Added a new privilege for the Clergy which gives -0.1 Monthly Piety. It cannot be combined with “Clerical Ministers” which gives +0.1 Monthly Piety.
    • Mysticism now gives -10% Idea Cost instead of 20% Fort Defense
  • The Special Units have seen some rebalancing:
    • Janissaries:
      • Start now with 10% of their Regiment strength instead of 100%
      • Start now with 10% of their Morale instead of 100%
      • Cost now 3 Military Power instead of 10
      • Janissaries have now +50% Assault Fort Ability
      • Janissaries have now 50% Army Drill Gain Modifier instead of 100%
    • Cawa:
      • Start now with 50% of their Regiment strength instead of 10%
      • Start now with 10% of their Morale instead of 50%
      • Cost now 2 Military Power instead of 5
      • Cawa have now -0.05 Shock Damage Received instead of -15%
      • Cawa have now -50% Land Attrition instead of -25%
      • Cawa have now +50% Reinforce Speed instead of -25%
      • The reinforce cost of Cawas has been removed
    • Streltsy:
      • Are no longer spawned through the government abilities
      • They are now recruited like regular troops
      • Stretsy are available for Russian Principalities, Veche Republics, Tsardoms and Great Veche Republics. You can recruit 10% of your force limit as streltsy as a Principality / Veche Republic. This is further increased by another 10% if you upgrade your government reform by forming Russia.
      • The “Raise Streltsy” government ability has been changed to “Equip Streltsy” which decreases War Exhaustion by 2, grants you a low amount of yearly manpower (5% as Principality, 10% as Tsardom) and increases the Infantry Combat Ability of your Streltsy by 5% / 10% for 10 years.
      • Streltsy have now -10% Fire Damage Received additionally to their Fire Damage dealt
      • Reliance on Streltsy no longer increases stability cost
    • Cossacks:
      • Reliance on Cossacks no longer increases stability cost
      • Cossacks have now +15% Shock Damage instead of 10%
  • Blockaded provinces now gain -100% Trade Power Modifier
  • Local Base Tax now has some additional province modifiers which give base tax a bit of an identity. Every point of base tax has the following effects:
    • -1% Local Construction Time
    • -2% Local Recruitment Time
    • +2% Institution Spread
    • -1% Local Great Project Upgrade Time
  • Pashas have seen some changes
pashas.png
  • Note: Local Tolerance of Heathens makes the province behave as if you would have the amount of Tolerance (or less if your Max Tolerance is below the Local Tolerance value). So in our example here: the Ottomans have +1.5 Tolerance of Heathens while a Max Tolerance of Heathens of 3. A province which is in the hands of the Pasha behaves as if the Ottomans have 3 Tolerance of Heathens due to the +10 Local Tolerance but only a +3 Max Tolerance.
    You might also notice that it gives Monthly Autonomy Change while also increasing the Minimum Local Autonomy. This is intended as it raises the base Autonomy, but makes it easier for the province to reach this base.
  • The negative effects of devastation (with the exception of local movement speed and supply limit modifiers) have been doubled
  • Inflation now increase Missionary Maintenance, Colony Maintenance, Great Project Upgrade Cost, Embracement Cost, Colonial Subject Upgrade/Change Cost and State Maintenance by 1% for each 1% of Inflation
  • Call for Peace now increases War Exhaustion with a rate of 0.005 instead of 0.008
  • Expand Infrastructure now decreases local development cost by 15% instead of 25%
Last week we presented the toggle function of Slack Recruiting Standards. We did some number adjustment to it so it provides 100% Manpower Recovery Speed instead of 50%.

This is by far not the entire list of changes to game balance, but the most important parts should now be covered. Before we continue, I would like to showcase you three new map modes which we will add with 1.35 too!

Razing Map Mode:
razing_mapmode.png

Scorched Earth Map Mode:
scorched_earth_mapmode.png

Expanded Infrastructure Map Mode:
expanded_infrastructure_mapmode.png

And last but not least, special state effects such as Pashas or Holy Orders are now visible in the Metropolitan map mode:
better_metropolitan.png

Let’s move on to the additions for modders. One of the most frequent questions were about the moddability of the government mechanics. Fortunately enough, the programmers have created a very handy readme.txt file which goes into detail of what is possible with the government mechanics:
Code:
#<government_mechanic_id> = { #The ID of the government mechanic which is used by the government_abilities in the gov reform files
# alert_icon_gfx = <icon> #defines which GFX icon strip the alert icon to use for this mechanic is in
# alert_icon_index = <int> #the index of the icon for this mechanic in the above strip
# available = <trigger> #criteria for the mechanic to be available
#
# powers = {} #1..n of
#  <government_power_type_id> = {
#   gui = <string> #link to the gui that will be used to display this power. By default, it will be government_shared_power if it's not a power only associated with one action, or if it is a unique power for one interaction, this will be ignored and the bar from the interaction's gui will be used. New versions of this will need to contain the same elements so they can be filled in.
#   min = <int> #min power value - usually just leave this at 0.
#   max = <int> #Defines how much progress you can save up for the progress bar.
#   default = <int> #default power when resetting, usually leave as 0
#   reset_on_new_ruler = yes/no #Defines if a new ruler resets the progress bar. It does so if set to yes, otherwise the progress remains saved even if you get a new ruler.
#   base_monthly_growth = <float> #Defines the base amount of progress growing. At default, it is 0.
#   development_scaled_monthly_growth = <float> #defines the amount of monthly growth you get from development scaled by Development/COUNTRY_DEVELOPMENT_SCALE (i.e. was in country_development)
#   monarch_power = <adm/mil/dip> #specify if the power also gains from the ruler's skill value. Don't specify if you don't want this feature
#   scaled_modifier = <conditional modifier> #optional country modifier that scales with the percentage of power. You can have n of them in the power.
#   reverse_scaled_modifier = <conditional modifier> #optional country modifier that scales with ( 1 - percentage of power ). You can have n of them in the power.
#   on_max_reached = <effect> #effect when you get to full power
#   on_min_reached = <effect> #effect when you get to the least available power
#   is_good = <yes/no> #is this power....desirable?
#  }
#
# Modifiers will be generated for the power types like this:
#  monthly_<government_power_type_id> = <float> #a monthly amount of this power given to the country
#  <government_power_type_id>_gain_modifier = <float> #Modifies the gain from the add_government_power effect
# for each of these, you'll need to add a string for the generated modifier id and an icon.
#
# There are effects for all government powers:
#  add_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power
#  add_government_power_scaled_to_seats = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power, scaled to the number of seats in parliament
#  set_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #sets government power
#  freeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power no longer changes
#  unfreeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power can change again
#
# ...and triggers:
#  has_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #tests if government power is at least value
#  government_power_frozen = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #tests if government power is frozen
#
# interactions = {} #1..n of
#  <government_power_interaction_id> = {
#   gui = <string> #link to the gui that will be used to display this power. By default, it will be government_interaction_type if not specified. New versions of this will need to contain the same elements so they can be filled in.
#   icon = <gfx icon name> #Defines how the icon of the button should look like.
#   cost_type = <progress_type_id> # which progress type we're spending (if any)
#   cost = <int> #Defines how much progress you need to press the button. If pressed, it drains <int> amount of progress from the progress bar.
#   trigger = { <country triggers> } #Defines the triggers needed for the button to be used. At default, it is empty which means there are no triggers greying the button out
#   effect = { <country effects> } #Defines the effects happening when you press the button
#   cooldown_years = <int> #Defines the cooldown years for this one button.
#   cooldown_token = <any token> #defines the cooldown to use. If not specified, it will use the id of the action, so the cooldown will be unique to the action. This is useful if actions are to be mutually exclusive
#   cooldown_desc = <string key> #defines the string to use for the name of the cooldown. If not specified, it will use the name of the interaction.
#   ai_chance = <mtth> #mean time to happen, used to test to see how interested the AI is in doing this interaction
#  }
# }
# in theory, you can have as many interactions and powers as you like, but you'll need to make sure the UI script can handle them.
You can then assign the government mechanic in the reform like this:
Code:
example_gov_reform = {
    icon = "mercenaries"
    allow_normal_conversion = yes
    potential = {}
    trigger = {}
    modifiers = {
        diplomatic_reputation = 1
    }
    government_abilities = {
        government_ability_1
        government_ability_2
        government_ability_3
        #You can have n government abilities in the same reform. UI can be a bit clunky though as you will have to rely on a scrollbar
    }
    ai = {
        factor = 1
    }
}
Here are a few example government mechanics:
Code:
tribal_federation_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 5
    available = {
        has_dlc = "Cradle of Civilization"
    }

    powers = {
        tribal_allegiance = {
            max = 100
            reset_on_new_ruler = no
            base_monthly_growth = 0
            development_scaled_monthly_growth = -0.25
           
            scaled_modifier = {
                modifier = {
                    manpower_recovery_speed = 0.33
                    global_unrest = -3
                }
            }
        }
    }
   
    interactions = {
        enlist_general = {
            icon = GFX_enlist_general_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
            }
            effect = {
                create_general = {
                    tradition = 40
                }
            }
            cooldown_years = 0
            ai_chance = {
                factor = 10
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                    has_government_power = {
                        mechanic_type = tribal_federation_mechanic
                        power_type = tribal_allegiance
                        value = 95
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leaders = {
                            value = 1
                            type = general
                            include_monarch = no
                            include_heir = no
                        }
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leaders = {
                            value = 2
                            type = general
                            include_monarch = no
                            include_heir = no
                        }
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leader_with = {
                            general = yes
                            total_pips = 6
                        }
                    }
                }
                modifier = {
                    factor = 0.1
                    has_leader_with = {
                        general = yes
                        total_pips = 11
                    }
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                }
            }
        }
       
        train_horsemanship = {
            icon = GFX_train_horsemanship_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = train_horsemanship_modifier
                    duration = 3650
                }
            }
            cooldown_years = 10
            ai_chance = {
                factor = 100
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                    has_government_power = {
                        mechanic_type = tribal_federation_mechanic
                        power_type = tribal_allegiance
                        value = 95
                    }
                }
                modifier = {
                    factor = 0
                    not = { cavalry_fraction = 0.1 }
                }
                modifier = {
                    factor = 0.1
                    not = { cavalry_fraction = 0.2 }
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                }
                modifier = {
                    factor = 0
                    NOT = { manpower_percentage = 0.8 }
                }
            }
        }
       
        conscript_from_tribes = {
            icon = GFX_conscript_from_tribes_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
                capital_scope = {
                    controller = {
                        tag = ROOT
                    }
                    has_siege = no
                }
            }
            effect = {
                capital_scope = {
                    add_unit_construction = {
                        type = cavalry
                        amount = 6
                        speed = 0.25
                        cost = 0
                    }
                }
            }
            cooldown_years = 0
            ai_chance = {
                factor = 0    #Just no
            }
        }
    }
}
Code:
mamluk_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 3
    available = {
        has_dlc = "Cradle of Civilization"
    }
   
    powers = {
        mamluk_adm_power = {
            max = 150
            monarch_power = ADM
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
        mamluk_dip_power = {
            max = 150
            monarch_power = DIP
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
        mamluk_mil_power = {
            max = 150
            monarch_power = MIL
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
    }
   
    interactions = {
        promote_culture_in_government = {
            icon = GFX_promote_culture_in_government_button
            cost_type = mamluk_adm_power
            cost = 100
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = promote_culture_in_government_modifier
                    duration = 365
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #Never a reason to say no to this either
            }
        }
        sell_off_culture_slaves = {
            icon = GFX_sell_off_culture_slaves_button
            cost_type = mamluk_dip_power
            cost = 100
            trigger = {
                custom_trigger_tooltip = {
                    tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
                    any_owned_province = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                }
            }
            effect = {
                add_owned_provinces_development_ducats = {
                    custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
                    trigger = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                    multiplier = 2
                    age_multiplier = 1
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #There is never a reason to say no to money
                modifier = {
                    factor = 20
                    num_of_loans = 1
                }
                modifier = {
                    factor = 20
                    num_of_loans = 3
                }
                modifier = {
                    factor = 20
                    num_of_loans = 5
                }
                modifier = {
                    factor = 20
                    num_of_loans = 7
                }
            }
        }
        recruit_from_culture_lands = {
            icon = GFX_recruit_from_culture_lands_button
            cost_type = mamluk_mil_power
            cost = 100
            trigger = {
                custom_trigger_tooltip = {
                    tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
                    any_owned_province = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                }
            }
            effect = {
                add_owned_provinces_development_manpower = {
                    custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
                    trigger = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                    multiplier = 0.05
                    age_multiplier = 1
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #Say yes to manpower
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.3 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.2 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.1 }
                }
            }
        }
    }
}
Code:
iqta_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 2
    available = {
        has_dlc = "Cradle of Civilization"
    }
   
    interactions = {
        efficient_tax_farming = {
            icon = GFX_efficient_tax_farming_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = efficient_tax_farming_modifier
                    duration = 7300
                }
                add_subjects_development_ducats = {
                    multiplier = 2
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 20
                modifier = {
                    factor = 0
                    NOT = { num_of_loans = 1 }
                }
                modifier = {
                    factor = 0.5
                    is_in_deficit = no
                }
                modifier = {
                    factor = 1.25
                    has_any_disaster = yes
                }
                modifier = {
                    factor = 1.5
                    num_of_loans = 2
                    is_in_deficit = yes
                }
                modifier = {
                    factor = 20
                    num_of_loans = 1
                }
                modifier = {
                    factor = 100
                    num_of_loans = 3
                }
                modifier = {
                    factor = 100
                    num_of_loans = 5
                }
                modifier = {
                    factor = 100
                    num_of_loans = 7
                }

            }
        }
        land_acquisition = {
            icon = GFX_land_acquisition_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = land_acquisition_modifier
                    duration = 7300
                }
                add_subjects_development_manpower = {
                    multiplier = 0.05
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 20
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.3 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.2 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.1 }
                }
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                }
                modifier = {
                    factor = 30
                    is_at_war = yes
                    is_in_deficit = no
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                    OR = {
                        NOT = {
                            any_neighbor_country = {
                                NOT = { truce_with = ROOT }
                            }
                        }
                        manpower_percentage = 0.9
                    }
                }
            }
        }
        lenient_taxation = {
            icon = GFX_lenient_taxation_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = lenient_taxation_modifier
                    duration = 7300
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 10
                modifier = {
                    factor = 0
                    NOT = {
                        any_subject_country = {
                            liberty_desire = 40
                        }
                    }
                }
                modifier = {
                    factor = 20
                    any_subject_country = {
                        liberty_desire = 45
                    }
                }
                modifier = {
                    factor = 50
                    any_subject_country = {
                        liberty_desire = 50
                    }
                }
                modifier = {
                    factor = 100
                    any_subject_country = {
                        liberty_desire = 60
                    }
                }
            }
        }
    }
}
But that is by far not everything! Here are a few of my personal highlights as a content designer which get added for 1.35:
  • Guibounds command for the console, allowing you to debug the UI
    guibounds.png

  • Change_country_color = { country = <country scope> / color = { r g b } } If the former argument is used then the country will adapt the color of the specified country scope. If the latter is used then a defined color will be used instead. Of course it comes with a restore_country_color = yes
  • Decisions (and parliament issues) can be recolored. Here is an example of the decisions activated by estate privileges:
    recolored_decisions.png

  • Bunch of new on_actions such as on_parliament_debate_reset, on_parliament_seat_given, on_parliament_seat_lost, on_hre_reform_passed, on_mandate_reform_passed, on_slacken_start, on_slacken_stop, on_colony_finished, on_advisor_hired, on_adm_advisor_hired, on_dip_advisor_hired, on_mil_advisor_hired, on_core, on_tech_taken, on_adm_tech_taken, on_dip_tech_taken, on_mil_tech_taken, on_barrage, on_naval_barrage, on_scorch_earth, on_war_ended, on_alliance_broken, on_royal_marriage_broken, on_alliance_created and on_royal_marriage
  • Bunch of new static modifiers such as under_governing_capacity_modifier, mandate, imperial_authority_emperor, imperial_authority_member, positive_imperial_authority_emperor, positive_imperial_authority_member, negative_imperial_authority_emperor, negative_imperial_authority_member, average_overseas_subject_liberty_desire, reverse_average_overseas_subject_liberty_desire, average_subject_liberty_desire, reverse_average_subject_liberty_desire, average_global_autonomy and reverse_average_global_autonomy
  • Potentials (conditions which hide this object if they are not fulfilled) and trigger/allowed (conditions which are required to interact with this object) for Decrees, Fervor aspects, Golden Bulls. Personal Deities and Trading Policies
  • The amount of soldiers killed / lost are now automatically exported to the variables “land_units_killed”, “land_units_lost”, “naval_units_killed” and “naval_units_lost”. Note: they do not count together into a variable of the total amount of units you have killed over the campaign. Every battle sets the variable to the new value.
  • Added “effect” and “removed_effect” for the following mechanics:
    • Diwan mechanic (so if you assimilate a culture group the effect fires, if you lose the assimilation bonus, the removed_effect fires)
    • Naval Doctrines
    • Personal Deities
    • Policies
    • Decrees
  • Additions to modding Parliaments:
    • Issues have now the following arguments:
      • backing_percentage = <int> #Determines how many seats will back up the issue. backing_percentage = 100 would mean all seats would back it up, backing_percentage = 0 means no seat backs it up. If undefined then the game uses the PARLIAMENT_BACKING_PERCENTAGE from Defines
      • effect_duration = <int> #Determines how long the effects of a passed debate last, and also the amount of time before you can debate the next issue after passing one. If undefined then the game uses the PARLIAMENT_EFFECT_DURATION from the Defines.
      • debate_duration = <int> #Determines how long the debate will go before it gets into the phase where it can be randomly closed. If undefined then the game uses the PARLIAMENT_DEBATE_DURATION from the Defines.
      • chance_of_decision = <float> #Determines the chance debate is ended after debate_duration / PARLIAMENT_DEBATE_DURATION. Defaults to PARLIAMENT_CHANCE_OF_DECISION
    • Bribes have now a chance = {} argument which defines how likely a bribe is to appear
  • New attributes for Mercenaries
    • counts_towards_force_limit = no (a merc company with this trait would not occupy any force limit)
    • max_size = <int> #Limits the size of this mercenary company. If a merc company would be larger than the max size allowed then every additional "would be" regiment will be transferred to the company's manpower pool. If not set or if "-1" then it is the default setting.
    • min_size = <int> #Limits the minimum size of this mercenary company. So if you hire a merc company it will ALWAYS have at least as many regiments as min_size demands it to be. If it's bigger than "max_size" then it should throw an error in the error log and be deactivated. If not set or if "-1" then it is the default setting.
    • no_additional_manpower_from_max_size = yes #A flag for the merc company which disallows the behavior that every single additional "would be" regiment over max_size will be turned into company manpower. "no" is the default.
    • manpower_pool = <double> #Defines how large the manpower pool of the merc company is. Merc Manpower modifier use this as the base to modify. At default, it is -1 which means it just uses the normal way of calculating the available manpower for the merc company
    • So in script a merc company could look like this then:
    • Code:
      merc__local_free_company = {
           regiments_per_development = 0.025
           cavalry_weight = 0.1
           artillery_weight = 0.1
           cavalry_cap = 2
           cost_modifier = 0.75
           trigger = {
               total_development = 150
               is_allowed_to_recruit_mercenaries = yes
           }
           # No home province means local mercenary company
           max_size = 12
           min_size = 4
           no_additional_manpower_from_max_size = yes
           manpower_pool = 50
      }
      This free company would have 4 regiments minimum and cannot have more than 12 regiments max. Every single regiment which would be part of this company gets lost as "no_additional_manpower_from_max_size = yes" is set. It also has a manpower pool of exactly 50k troops as "manpower_pool = 50" is defined.
  • And last but not least: new modifiers. This is the complete list of ALL modifiers in the game. Be warned though: unit, province and country modifiers have been put all in the same place. This list serves first and foremost as a source of information that a certain modifier exists in the first place.

    [*]
    Code:
    #test_modifier = {
    #    can_not_build_colonies = yes
    #    can_not_build_buildings = yes
    #    can_not_build_missionaries = yes
    #    can_not_declare_war = yes
    #    can_not_send_merchants = yes
    #    capped_by_forcelimit = yes
    #    can_claim_states = yes
    #    free_concentrate_development = yes
    #    build_cost = -0.1
    #    local_build_cost = -0.1
    #    build_time = -0.1
    #    local_build_time = -0.1
    #    local_unrest = -1
    #    global_unrest = -1
    #    development_cost = -0.1
    #    development_cost_modifier = -0.1
    #    local_development_cost = -0.1
    #    local_development_cost_modifier = -0.1
    #    trade_efficiency = 0.1
    #    province_trade_power_value = 0.1
    #    province_trade_power_modifier = 0.1
    #    global_prov_trade_power_modifier = 0.1
    #    production_efficiency = 0.1
    #    local_production_efficiency = 0.1
    #    trade_goods_size = 1
    #    trade_goods_size_modifier = 0.1
    #    raze_power_gain = 0.1
    #    monarch_power_tribute = 1
    #    tributary_conversion_cost_modifier = -1
    #    expand_infrastructure_cost_modifier = -1
    #    max_absolutism_effect = 0.1
    #    centralize_state_cost = -0.1
    #    local_centralize_state_cost = -0.1
    #    land_morale_constant = 1
    #    naval_morale_constant = 1
    #    max_general_shock = 1
    #    max_general_fire = 1
    #    max_general_maneuver = 1
    #    max_general_siege = 1
    #    max_admiral_shock = 1
    #    max_admiral_fire = 1
    #    max_admiral_maneuver = 1
    #    max_admiral_siege = 1
    #    coast_raid_range = 1
    #    development_cost_in_primary_culture = -0.1
    #    reduced_trade_penalty_on_non_main_tradenode = -0.1
    #    colony_cost_modifier = -0.1
    #    local_colony_cost_modifier = -0.1
    #    spy_action_cost_modifier = -0.1
    #    placed_merchant_power_modifier = 1
    #    reduced_liberty_desire_on_other_continent = -1
    #    overextension_impact_modifier = -0.1
    #    artillery_level_modifier = 1
    #    local_tolerance_of_heretics = 1
    #    local_tolerance_of_heathens = 1
    #    tax_income = 1
    #    global_tax_income = 1
    #    local_tax_modifier = 0.1
    #    global_tax_modifier = 0.1
    #    stability_cost_modifier = -0.1
    #    inflation_reduction = 0.1
    #    inflation_reduction_local = 0.1
    #    interest = -0.1
    #    colonists = 1
    #    missionaries = 1
    #    merchants = 1
    #    diplomats = 1
    #    global_trade_power = 0.1
    #    global_foreign_trade_power = 0.1
    #    global_own_trade_power = 0.1
    #    colonist_placement_chance = 0.1
    #    local_colonist_placement_chance = 0.1
    #    global_missionary_strength = 0.01
    #    local_missionary_strength = 0.01
    #    land_morale = 0.1
    #    naval_morale = 0.1
    #    local_manpower = 1
    #    global_manpower = 1
    #    local_manpower_modifier = 0.1
    #    global_manpower_modifier = 0.1
    #    manpower_recovery_speed = 0.1
    #    morale_damage_received = -0.1
    #    morale_damage = 0.1
    #    military_tactics = 1
    #    local_sailors = 1
    #    global_sailors = 1
    #    local_sailors_modifier = 0.1
    #    global_sailors_modifier = 0.1
    #    sailors_recovery_speed = 0.1
    #    land_forcelimit = 1
    #    naval_forcelimit = 1
    #    overlord_naval_forcelimit = 1
    #    overlord_naval_forcelimit_modifier = 0.1
    #    land_forcelimit_modifier = 0.1
    #    naval_forcelimit_modifier = 0.1
    #    land_maintenance_modifier = -0.1
    #    naval_maintenance_modifier = -0.1
    #    merc_maintenance_modifier = -0.1
    #    fort_maintenance_modifier = -0.1
    #    local_fort_maintenance_modifier = -0.1
    #    mercenary_cost = -0.1
    #    infantry_cost = -0.1
    #    cavalry_cost = -0.1
    #    artillery_cost = -0.1
    #    heavy_ship_cost = -0.1
    #    light_ship_cost = -0.1
    #    galley_cost = -0.1
    #    transport_cost = -0.1
    #    infantry_power = 0.1
    #    cavalry_power = 0.1
    #    artillery_power = 0.1
    #    heavy_ship_power = 0.1
    #    light_ship_power = 0.1
    #    galley_power = 0.1
    #    transport_power = 0.1
    #    attrition = 1
    #    hostile_attrition = 1
    #    artillery_barrage_cost = -0.1
    #    transport_attrition = -0.1
    #    land_attrition = -0.1
    #    naval_attrition = -0.1
    #    max_attrition = 1
    #    max_hostile_attrition = 1
    #    supply_limit = 0.1
    #    war_exhaustion = 0.1
    #    war_exhaustion_cost = -0.1
    #    local_hostile_attrition = 1
    #    army_tradition = 0.1
    #    navy_tradition = 0.1
    #    army_tradition_decay = -0.01
    #    navy_tradition_decay = -0.01
    #    leader_land_fire = 1
    #    leader_land_shock = 1
    #    leader_naval_fire = 1
    #    leader_naval_shock = 1
    #    leader_siege = 1
    #    leader_naval_manuever = 1
    #    leader_land_manuever = 1
    #    state_maintenance_modifier = -0.1
    #    local_state_maintenance_modifier = -0.1
    #    global_spy_defence = 0.1
    #    spy_offence = 0.1
    #    trade_value = 0.1
    #    fort_level = 1
    #    blockade_efficiency = 0.1
    #    ship_recruit_speed = -0.1
    #    regiment_recruit_speed = -0.1
    #    global_ship_recruit_speed = -0.1
    #    global_regiment_recruit_speed = -0.1
    #    prestige = 0.1
    #    prestige_decay = -0.01
    #    prestige_from_land = 0.1
    #    prestige_from_naval = 0.1
    #    trade_value_modifier = 0.1
    #    garrison_growth = 0.1
    #    global_garrison_growth = 0.1
    #    advisor_cost = -0.1
    #    advisor_pool = 1
    #    female_advisor_chance = 0.1
    #    technology_cost = -0.1
    #    discipline = 0.1
    #    reinforce_speed = -0.1
    #    range = 0.1
    #    global_colonial_growth = 1
    #    local_colonial_growth = 1
    #    tolerance_own = 1
    #    tolerance_heretic = 1
    #    tolerance_heathen = 1
    #    defensiveness = 0.1
    #    local_defensiveness = 0.1
    #    global_ship_cost = -0.1
    #    global_ship_repair = 0.1
    #    global_regiment_cost = -0.1
    #    global_tariffs = 0.1
    #    diplomatic_reputation = 1
    #    papal_influence = 0.1
    #    devotion = 0.1
    #    legitimacy = 0.1
    #    horde_unity = 0.1
    #    republican_tradition = 0.1
    #    monthly_splendor = 1
    #    local_ship_cost = -0.1
    #    local_ship_repair = 0.1
    #    local_regiment_cost = -0.1
    #    local_friendly_movement_speed = 0.1
    #    local_hostile_movement_speed = -0.1
    #    trade_range_modifier = 0.1
    #    global_heretic_missionary_strength = -0.01
    #    global_heathen_missionary_strength = -0.01
    #    improve_relation_modifier = 0.1
    #    trade_steering = 0.1
    #    all_power_cost = -0.1
    #    core_creation = -0.1
    #    enemy_core_creation = 0.1
    #    free_leader_pool = 1
    #    idea_cost = -0.1
    #    heir_chance = 0.1
    #    embargo_efficiency = 0.1
    #    recover_army_morale_speed = 0.1
    #    recover_navy_morale_speed = 0.1
    #    diplomatic_upkeep = 1
    #    unjustified_demands = -0.1
    #    mercenary_manpower = 0.1
    #    fabricate_claims_cost = -0.1
    #    claim_duration = 0.1
    #    regiment_manpower_usage = -0.1
    #    all_estate_influence_modifier = -0.1
    #    justify_trade_conflict_cost = -0.1
    #    rebel_support_efficiency = 0.1
    #    discovered_relations_impact = -0.1
    #    annexation_relations_impact = -0.1
    #    vassal_income = 0.1
    #    religious_unity = 0.1
    #    inflation_action_cost = -0.1
    #    migration_cost = -0.1
    #    add_tribal_land_cost = -0.1
    #    settle_cost = -0.1
    #    monthly_fervor_increase = 0.1
    #    monthly_piety = 0.001
    #    monthly_piety_accelerator = 0.001
    #    monthly_karma = 0.01
    #    monthly_karma_accelerator = -0.01
    #    global_rebel_suppression_efficiency = 0.1
    #    caravan_power = 0.1
    #    yearly_corruption = -0.1
    #    min_autonomy = -1
    #    global_autonomy = -0.1
    #    min_local_autonomy = -1
    #    local_autonomy = -0.1
    #    siege_ability = 0.1
    #    privateer_efficiency = 0.1
    #    global_trade_goods_size_modifier = 0.1
    #    global_trade_goods_size = 0.1
    #    envoy_travel_time = -0.1
    #    imperial_authority = 0.1
    #    imperial_authority_value = 0.1
    #    imperial_mandate = 0.1
    #    ae_impact = -0.1
    #    province_warscore_cost = -0.1
    #    supply_limit_modifier = 0.1
    #    global_supply_limit_modifier = 0.1
    #    national_focus_years = -1
    #    vassal_forcelimit_bonus = 0.1
    #    vassal_naval_forcelimit_bonus = 0.1
    #    vassal_manpower_bonus = 0.1
    #    vassal_sailors_bonus = 1
    #    years_of_nationalism = 1
    #    local_years_of_nationalism = 1
    #    num_accepted_cultures = 1
    #    culture_conversion_cost = 1
    #    local_culture_conversion_cost = 1
    #    culture_conversion_time = 1
    #    local_culture_conversion_time = 1
    #    diplomatic_annexation_cost = 1
    #    chance_to_inherit = 1
    #    ship_durability = 1
    #    liberty_desire = 1
    #    reduced_liberty_desire = 1
    #    allowed_num_of_buildings = 1
    #    global_allowed_num_of_buildings = 1
    #    allowed_num_of_manufactories = 1
    #    global_allowed_num_of_manufactories = 1
    #    church_power_modifier = 1
    #    monthly_church_power = 1
    #    garrison_size = 1
    #    local_garrison_size = 1
    #    loot_amount = 1
    #    embracement_cost = 1
    #    local_institution_spread = 1
    #    global_institution_spread = 1
    #    native_uprising_chance = 1
    #    native_assimilation = 1
    #    may_recruit_female_generals = yes
    #    block_introduce_heir = yes
    #    can_transfer_vassal_wargoal = yes
    #    can_chain_claim = yes
    #    free_maintenance_on_expl_conq = yes
    #    colony_development_boost = 1
    #    attack_bonus_in_capital_terrain = 1
    #    can_bypass_forts = yes
    #    ignore_coring_distance = yes
    #    force_march_free = yes
    #    possible_condottieri = 1
    #    global_ship_trade_power = 1
    #    local_naval_engagement_modifier = 1
    #    global_naval_engagement_modifier = 1
    #    global_naval_engagement = 1
    #    block_slave_raid = yes
    #    may_perform_slave_raid = yes
    #    may_perform_slave_raid_on_same_religion = yes
    #    cavalry_flanking = 1
    #    movement_speed = 1
    #    capture_ship_chance = 1
    #    sunk_ship_morale_hit_recieved = 1
    #    naval_tradition_from_battle = 1
    #    army_tradition_from_battle = 1
    #    local_core_creation = 1
    #    immortal = yes #Dummy, doesn't do anything but has a cool icon I guess
    #    amount_of_banners = 1
    #    local_amount_of_banners = 1
    #    has_banners = yes
    #    local_has_banners = yes
    #    has_carolean = yes
    #    local_has_carolean = yes
    #    amount_of_carolean = 1
    #    local_amount_of_carolean = 1
    #    can_recruit_hussars = yes
    #    amount_of_hussars = 1
    #    local_amount_of_hussars = 1
    #    hussars_cost_modifier = 1
    #    free_land_leader_pool = 1
    #    free_navy_leader_pool = 1
    #    amount_of_cawa = 1
    #    local_amount_of_cawa = 1
    #    fire_damage = 1
    #    shock_damage = 1
    #    fire_damage_received = 1
    #    shock_damage_received = 1
    #    reinforce_cost_modifier = 1
    #    garrison_damage = 1
    #    local_garrison_damage = 1
    #    assault_fort_cost_modifier = 1
    #    local_assault_fort_cost_modifier = 1
    #    assault_fort_ability = 1
    #    local_assault_fort_ability = 1
    #    local_religious_conversion_resistance = 1
    #    global_religious_conversion_resistance = 1
    #    placed_merchant_power = 1
    #    ship_power_propagation = 1
    #    institution_spread_from_true_faith = 1
    #    prestige_per_development_from_conversion = 1
    #    administrative_efficiency = 1
    #    yearly_absolutism = 1
    #    max_absolutism = 1
    #    core_decay_on_your_own = 1
    #    autonomy_change_time = 1
    #    expand_administration_cost = 1
    #    rival_change_cost = 1
    #    rival_border_fort_maintenance = 1
    #    harsh_treatment_cost = 1
    #    reduced_liberty_desire_on_same_continent = 1
    #    backrow_artillery_damage = 1
    #    enforce_religion_cost = 1
    #    liberty_desire_from_subject_development = 1
    #    monarch_admin_power = 1
    #    monarch_diplomatic_power = 1
    #    monarch_military_power = 1
    #    local_heir_adm = 1
    #    local_heir_dip = 1
    #    local_heir_mil = 1
    #    artillery_levels_available_vs_fort = 1
    #    country_admin_power = 1
    #    country_diplomatic_power = 1
    #    country_military_power = 1
    #    meritocracy = 1
    #    yearly_harmony = 1
    #    harmonization_speed = 1
    #    cav_to_inf_ratio = 1
    #    local_monthly_devastation = 1
    #    global_monthly_devastation = 1
    #    global_prosperity_growth = 1
    #    local_prosperity_growth = 1
    #    monthly_favor_modifier = 1
    #    monthly_gold_inflation_modifier = 1
    #    gold_depletion_chance_modifier = 1
    #    local_gold_depletion_chance_modifier = 1
    #    tolerance_of_heretics_capacity = 1
    #    tolerance_of_heathens_capacity = 1
    #    move_capital_cost_modifier = 1
    #    war_taxes_cost_modifier = 1
    #    siege_blockade_progress = 1
    #    warscore_cost_vs_other_religion = 1
    #    mercenary_discipline = 1
    #    sailor_maintenance_modifer = 1
    #    yearly_army_professionalism = 1
    #    general_cost = 1
    #    reserves_organisation = 1
    #    drill_gain_modifier = 1
    #    drill_decay_modifier = 1
    #    same_culture_advisor_cost = 1
    #    same_religion_advisor_cost = 1
    #    promote_culture_cost = 1
    #    own_coast_naval_combat_bonus = 1
    #    local_own_coast_naval_combat_bonus = 1
    #    global_defender_dice_roll_bonus = 1
    #    local_defender_dice_roll_bonus = 1
    #    global_attacker_dice_roll_bonus = 1
    #    local_attacker_dice_roll_bonus = 1
    #    own_territory_dice_roll_bonus = 1
    #    can_revoke_parliament_seats = yes
    #    parliament_backing_chance = 1
    #    parliament_effect_duration = 1
    #    parliament_debate_duration = 1
    #    parliament_chance_of_decision = 1
    #    num_of_parliament_issues = 1
    #    max_possible_parliament_seats = 1
    #    institution_growth = 1
    #    innovativeness_gain = 1
    #    possible_policy = 1
    #    free_policy = 1
    #    possible_adm_policy = 1
    #    possible_dip_policy = 1
    #    possible_mil_policy = 1
    #    free_adm_policy = 1
    #    free_dip_policy = 1
    #    free_mil_policy = 1
    #    adm_advisor_cost = 1
    #    dip_advisor_cost = 1
    #    mil_advisor_cost = 1
    #    reform_progress_growth = 1
    #    reform_progress_growth_building = 1
    #    monthly_reform_progress = 1
    #    monthly_reform_progress_modifier = 1
    #    monthly_reform_progress_building = 1
    #    min_autonomy_in_territories = 1
    #    reelection_cost = 1
    #    leader_cost = 1
    #    candidate_random_bonus = 1
    #    election_cycle = 1
    #    monthly_support_heir_gain = 1
    #    power_projection_from_insults = 1
    #    local_religious_unity_contribution = 1
    #    trade_company_investment_cost = 1
    #    cawa_cost_modifier = 1
    #    janissary_cost_modifier = 1
    #    blockade_force_required = 1
    #    hostile_disembark_speed = 1
    #    hostile_fleet_attrition = 1
    #    regiment_disembark_speed = 1
    #    allowed_tercio_fraction = 1
    #    amount_of_tercio = 1
    #    local_has_tercio = yes
    #    allowed_musketeer_fraction = 1
    #    amount_of_musketeers = 1
    #    local_has_musketeers = yes
    #    allowed_samurai_fraction = 1
    #    amount_of_samurai = 1
    #    local_has_samurai = yes
    #    allowed_geobukseon_fraction = 1
    #    amount_of_geobukseon = 1
    #    local_has_geobukseon = yes
    #    allowed_man_of_war_fraction = 1
    #    amount_of_man_of_war = 1
    #    local_has_man_of_war = yes
    #    allowed_galleon_fraction = 1
    #    amount_of_galleon = 1
    #    local_has_galleon = yes
    #    allowed_galleass_fraction = 1
    #    amount_of_galleass = 1
    #    local_has_galleass = yes
    #    allowed_caravel_fraction = 1
    #    amount_of_caravel = 1
    #    local_has_caravel = yes
    #    allowed_voc_indiamen_fraction = 1
    #    amount_of_voc_indiamen = 1
    #    local_has_voc_indiamen = yes
    #    allowed_marine_fraction = 1
    #    can_recruit_janissaries = yes
    #    can_recruit_cawa = yes
    #    can_recruit_cossacks = yes
    #    can_recruit_rajputs = yes
    #    can_recruit_revolutionary_guards = yes
    #    allow_janissaries_from_own_faith = yes
    #    allow_mercenary_drill = yes
    #    merc_leader_army_tradition = 1
    #    merc_independent_from_trade_range = yes
    #    allow_mercenaries_to_split = yes
    #    may_explore = yes
    #    sea_repair = yes
    #    cb_on_government_enemies = yes
    #    cb_on_primitives = yes
    #    no_religion_penalty = yes
    #    auto_explore_adjacent_to_colony = yes
    #    reduced_stab_impacts = yes
    #    extra_manpower_at_religious_war = yes
    #    idea_claim_colonies = yes
    #    may_establish_frontier = yes
    #    can_fabricate_for_vassals = yes
    #    cb_on_overseas = yes
    #    reduced_native_attacks = yes
    #    may_not_reduce_inflation = yes
    #    no_cost_for_reinforcing = yes
    #    may_build_supply_depot = yes
    #    may_refill_garrison = yes
    #    may_return_manpower_on_disband = yes
    #    may_not_convert_territories = yes
    #    allow_client_states = yes
    #    enable_forced_march = yes
    #    number_of_cannons_modifier = 1
    #    heavy_ship_number_of_cannons_modifier = 1
    #    light_ship_number_of_cannons_modifier = 1
    #    galley_number_of_cannons_modifier = 1
    #    transport_number_of_cannons_modifier = 1
    #    hull_size = 1
    #    hull_size_modifier = 1
    #    heavy_ship_hull_size_modifier = 1
    #    light_ship_hull_size_modifier = 1
    #    galley_hull_size_modifier = 1
    #    transport_hull_size_modifier = 1
    #    engagement_cost = 1
    #    engagement_cost_modifier = 1
    #    special_unit_cost_modifier = 1
    #    special_unit_manpower_cost_modifier = 1
    #    number_of_cannons_flagship_modifier = 1
    #    number_of_cannons_flagship = 1
    #    number_of_cannons = 1
    #    max_flagships = 1
    #    flagship_morale = 1
    #    naval_maintenance_flagship_modifier = 1
    #    trade_power_in_fleet_modifier = 1
    #    ship_trade_power = 1
    #    ship_trade_power_modifier = 1
    #    can_transport_units = yes
    #    flagship_naval_engagement_modifier = 1
    #    blockade_impact_on_siege_in_fleet_modifier = 1
    #    movement_speed_in_fleet_modifier = 1
    #    flagship_durability = 1
    #    morale_in_fleet_modifier = 1
    #    exploration_mission_range_in_fleet_modifier = 1
    #    barrage_cost_in_fleet_modifier = 1
    #    naval_attrition_in_fleet_modifier = 1
    #    cannons_for_hunting_pirates_in_fleet = 1
    #    movement_speed_onto_off_boat_modifier = 1
    #    admiral_skill_gain_modifier = 1
    #    privateering_efficiency_in_fleet_modifier = 1
    #    prestige_from_battles_in_fleet_modifier = 1
    #    naval_tradition_in_fleet_modifier = 1
    #    landing_penalty = 1
    #    establish_order_cost = 1
    #    treasure_fleet_income = 1
    #    global_naval_barrage_cost = 1
    #    center_of_trade_upgrade_cost = 1
    #    local_center_of_trade_upgrade_cost = 1
    #    missionary_maintenance_cost = 1
    #    local_missionary_maintenance_cost = 1
    #    naval_tradition_from_trade = 1
    #    admiral_cost = 1
    #    expel_minorities_cost = 1
    #    infantry_fire = 1
    #    cavalry_fire = 1
    #    artillery_fire = 1
    #    infantry_shock = 1
    #    cavalry_shock = 1
    #    artillery_shock = 1
    #    curia_treasury_contribution = 1
    #    cb_on_religious_enemies = yes
    #    yearly_patriarch_authority = 1
    #    yearly_authority = 1
    #    yearly_karma_decay = 1
    #    available_province_loot = 1
    #    relation_with_heretics = 1
    #    relation_with_heathens = 1
    #    relation_with_same_religion = 1
    #    reverse_relation_with_same_religion = 1
    #    relation_with_same_culture = 1
    #    relation_with_same_culture_group = 1
    #    relation_with_accepted_culture = 1
    #    relation_with_other_culture = 1
    #    stability_cost_to_declare_war = 1
    #    special_unit_forcelimit = 1
    #    curia_powers_cost = 1
    #    appoint_cardinal_cost = 1
    #    papal_influence_from_cardinals = 1
    #    unrest_catholic_provinces = 1
    #    imperial_reform_catholic_approval = 1
    #    disengagement_chance = 1
    #    manpower_in_true_faith_provinces = 1
    #    manpower_in_own_culture_provinces = 1
    #    manpower_in_culture_group_provinces = 1
    #    manpower_in_accepted_culture_provinces = 1
    #    free_city_imperial_authority = 1
    #    imperial_mercenary_cost = 1
    #    max_free_cities = 1
    #    max_electors = 1
    #    manpower_against_imperial_enemies = 1
    #    monarch_lifespan = 1
    #    max_revolutionary_zeal = 1
    #    yearly_revolutionary_zeal = 1
    #    flagship_cost = 1
    #    governing_capacity = 1
    #    governing_capacity_modifier = 1
    #    governing_cost = 1
    #    trade_company_governing_cost = 1
    #    state_governing_cost = 1
    #    territories_governing_cost = 1
    #    local_governing_cost = 1
    #    local_governing_cost_increase = 1
    #    state_governing_cost_increase = 1
    #    statewide_governing_cost = 1
    #    reasons_to_elect = 1
    #    years_to_integrate_personal_union = 1
    #    legitimate_subject_elector = 1
    #    accept_vassalization_reasons = 1
    #    transfer_trade_power_reasons = 1
    #    local_warscore_cost_modifier = 1
    #    mercantilism_cost = 1
    #    tribal_development_growth = 1
    #    monthly_federation_favor_growth = 1
    #    monthly_heir_claim_increase = 1
    #    monthly_heir_claim_increase_modifier = 1
    #    great_project_upgrade_cost = 1
    #    local_great_project_upgrade_cost = 1
    #    great_project_upgrade_time = 1
    #    local_great_project_upgrade_time = 1
    #    colonial_type_change_cost_modifier = 1
    #    colonial_subject_type_upgrade_cost_modifier = 1
    #    yearly_doom_reduction = 1
    #    all_estate_loyalty_equilibrium = 1
    #    loyalty_change_on_revoked = 1
    #    estate_interaction_cooldown_modifier = 1
    #    all_estate_possible_privileges = 1
    #    no_stability_loss_on_monarch_death = yes
    #    allow_free_estate_privilege_revocation = yes
    #    warscore_from_battles_modifier = 1
    #    yearly_innovativeness = 1
    #    yearly_government_power = 1
    #    no_claim_cost_increasement = yes
    #    naval_morale_damage = 1
    #    naval_morale_damage_received = 1
    #    has_tercio = yes
    #    has_musketeer = yes
    #    has_samurai = yes
    #    has_geobukseon = yes
    #    has_man_of_war = yes
    #    has_galleon = yes
    #    has_galleass = yes
    #    has_caravel = yes
    #    has_voc_indiamen = yes
    #    has_streltsy = yes
    #    allowed_streltsy_fraction = 1
    #    amount_of_streltsy = 1
    #    local_has_streltsy = 1
    #}

You can see the file in the game where it is called “02_test_modifiers.txt”. It is commented out, so it has absolutely no effect in the game.

This was it for this week! Next week @SaintDaveUK will talk about the art of Domination. Until then I wish you all a great week!
dd_modding_chapel.png
 
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  • Change_country_color = { country = <country scope> / color = { r g b } } If the former argument is used then the country will adapt the color of the specified country scope. If the latter is used then a defined color will be used instead. Of course it comes with a restore_country_color = yes

At the moment if we change a country's colour, it modifies the checksum and so isn't ironman/achievement compatible, is this new one useable in ironman-friendly places or does it have to go in things like the country formation decision, missions etc?
 
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Completely agree on the notes ppl making about the ramparts.
Would like to talk about the Expand Infrastructure. Personally this feature almost died after the nerf made on the government reform that affected it's cost. Nerfing it even more seems weird to me. This game is getting too much "features" that became completely useless because of constant nerfs (like the expel minorities button for example) maybe it's time to make some of this features relevant.
I assume you mean Centralize State and how it default costs 50 reform progress and 50 adm? Honestly yeah, I never want to touch it until after my reforms are well at hand. Maybe if it refunded 100% of the reform progress cost but still cost you admin that would feel more usable.
 
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I assume you mean Centralize State and how it default costs 50 reform progress and 50 adm? Honestly yeah, I never want to touch it until after my reforms are well at hand. Maybe if it refunded 100% of the reform progress cost but still cost you admin that would feel more usable.
Never mind, for some reason i confuse the name of the 2 features :D my bad! :)
And yes, the early game the reform cost makes it too expensive for you to use it, and when you get to a point where you can afford waste reform the admin starts to matter a bit more so no point using it. That and the fact you need to do insane amount of micro to make sure you do it again 5 years after you started doing it.
 
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I like the map mode adjustments, holy orders being visible in the metropolitan map mode only make me wish further for more Muslim holy orders being added but I am sure that'll come with ME additions.
 
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If we ever get the possibility to culture convert a colonial subject's provinces, either now or in a future colonial nations DLC, I hope it is not done in the same way that we convert our own provinces, a simple click and spend diplo points.

It should at least be made via interacting with the subject nation and demanding it. Part of the proper flavor we should expect from colonies is the fact that there are middlemen, local interests, and things we can't just do directly.
I don't care how they implement it, I just would like it to be an option. Even if it costs liberty desire or whatever.
 
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Make it so formables can inherit the color of the country they formed it as as a way to add a lil flavor, so a white France formed by Brittany or green Spain by Portugal etc ...
 
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As additional map modes are being implemented in this patch, will there be a method to easily display the provinces with parliament seats? Just an idea regarding the changes to the parliament bribes being viable while having a lot of seats assigned. At 50+ seats it becomes tedious finding a new place for a seat, when the "Please Assign Seat" alert appears for example.
 
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We have not removed content from Rule Britannia, Golden Century or Third Rome; if you've got those DLCs and not Domination, you will play their old mission trees, while if you have Domination, you will get the new mission trees and country mechanics.

In fact, we added more content to both Rule Britannia (the new Naval Doctrines) and Golden Century (the new Holy Orders).


Yes. Valencia still has the mission to make it produce Silk ('Valencian Silk').
@Pavía please, consider letting us convert culture in colonial nations' provinces as thir overlords please.
 
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Since we are discussing ramparts, I would like to make a suggestion on how I think forts could work to make more sense both historically and gameplay-wise.

I would have all forts give -1 attacker’s dice modifer regardless of terrain, except for mountains, where it would still be -2. Terrain would thus be made relevant only for defensiveness modifiers. This means that attacking a fort in grassland would have the same dice modifier than attacking a fort in hills or forest (-1), but not the same defensiveness modifiers (I would buff hills to give 20%, from 10%, and forests 10%, from 0, to compensate for the loss of the dice roll bonus).

Then ramparts can be built to further increase the attacker’s roll modifier up to a maximum of -2, on top of the extra defensiveness and attrition.
Some examples for the sake of clarity:

- Fort on farmlands: -1 roll for the attacker
- fort on farmlands+ramparts: -2 roll, +15% defensiveness, +1 attrition
- fort on hills: -1 roll, +20% defensiveness
- fort on hills+ramparts: -2 roll, +35% defensiveness, +1 attrition
- fort on mountains: -2 roll, +25% defensiveness
- fort on mountains+ramparts: -2 roll, +40% defensiveness, +1 attrition

As you can see, investment and technology would play a greater role here than terrain, which would still be relevant, just not as determining.

This proposal would have the following effects:

- It would even out the effectiveness of forts in flat, forest and hill terrain. This would make fort positioning more flexible, since a greater variety of locations would make for good forts, while still preserving the superiority of mountainous chokepoints that were historically hard to penetrate (the Pyrenees, the Alps, the Carpathians, etc.) for reasons that, incidentally, had more to do with logistics than any real combat bonus for the defender, but I think the abstraction here is good enough as it is.

- It is a better abstraction of how forts worked historically. In the modern age, which is the age of powder, the quality of the design and the resources invested were far more important to a fort than terrain, as forts tended to hide from the enemy artillery line of sight by excavating themselves into the ground so they would make a smaller target. There’s no reason why a fort in flat terrain should be worse than a fort in hills in this era (if anything, nearby hills provided better firing spots for the attacker’s artillery), and the way Eu4 encourages you to delete all forts on flat terrain makes no sense whatsoever. Check out the wikipedia page on bastions to know more.

- It would make the IA more competent. Since the ability to place and utilise forts on advantageous terrain is one of the key advantages the players holds over the IA. All those forts on farmlands the IA keeps paying for would then be actually useful.

So, what do you guys think?
 
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Is the new metropolian mapemode or what it's called also suited / useable for orthodox states? i guess so, right?
 
New razing map mode is good. But you should probably combine it with the piracy map mode. I mean it's the same basic concept, and consider- is there going to be much gold for a bunch pirates to loot if a bunch of mongols have razed that same province last week? So a razed province should be off limits for a pirate to raid, and combining the map modes wouldn't be doubling up on raid signifiers because provinces probably shouldn't be double razed anyway. It could also maybe be combined with scorched earth too under the same idea, I mean I can see a utility in multiplayer where you scorch all your coastlines just to prevent a pirate player from raiding them. But then again, maybe scorched earth could be combined with the devastation map instead. Certainly sounds like a good strategy for dealing with a horde player too- burn all your provinces and then the player has to wait to core them so they can recover from devastation

Also to plug something- there should be some government reform to allow hordes to become pirates. Ahistorical? Very. Incredibly fun? Definitely. It should probably be a reform way up there and dependent on having a large coast.

I also appreciate combining metropolitans, Pasha's, and holy orders. Will this also include the 'holy orders' you just added for China?
 
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Good changes, except 2 ones:
Russian Empire” now gives -10% Minimum Autonomy in Territories instead of +33% Governing Capacity Modifier". Russia really needs the extra Governing Capacity to to be able to expand to its historical borders.
and
Ramparts on flat lands only. No explanation needed!
 
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It's a shame you didn't seem to have touched the commonly available age bonuses, only the GP specific ones. And also the possible requirements. Stuff like ship trade power propagation is a pretty meaningless bonus (20% of 20% effectively translates into a largely situational 4% TP bonus for 800 splendor), not to mention resistance to reformation when you are playing as a non-Christian far away from internal turmoil of the Jesus freaks. Some regional/religious variety would have done good for the requirements too, discovering the Americas or joining the reformation as a Central African or Asian tag is pretty much unachievable/undesirable as someone playing outside Europe, so introducing alternative avenues for splendor generation would have been a welcome change for 1.35, given that you were already touching up on the age mechanics wrt great powers.

As for release dates, if we're on the mod/balance section and next week is art, I predict three more diaries before release: Art, Achievements/Misc, then the final Patchnote
We usually get an announcement 1 month before release, so since there's no sight of that, early May is the soonest possible window. IRC from the announcement show, a game or a DLC is already dropping at the end of April, and I doubt they'll time two releases for the same window/week, so I doubt that we get an announcement next week, leaving Domination's release window until early/mid May.
 
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the modder's government mechanic power can be triggered?
For example tribal_allegiance can be triggered, if modder create a native_allegiance , it can be triggered?
 
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I really don’t like the ramparts changes. This is not at all representative of real life. Personally, I feel like ramparts discouraging attacks on forts is fine, that’s absolutely realistic and makes sense. An extremely fortified place in the mountains is not a good place to attack. If a change is really necessary then perhaps make two different types of ramparts. One rampart type for flat terrain that adds the dice roll, and one for hilly terrain that doesn’t. This could be done using the same way different manufactory types are determined. That, or somehow making ramparts apply the same change but as a single building.
 
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