I'm not seeing the several decades too early thing for the reformation, it's usually kicking off in the 1500s for me, as was intended. Unless you're saying it shouldn't happen before 1517.
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- Council of Trent concludes with the majority vote.
I'm pretty sure that line means that the AI pope will no longer think the majority option is in the minority and vice versa when picking, nothing to do with a player pope.
You might want to rethink that and add colonies to the list. At the moment if we form a colony (like the Caribbean, canada or Mexico) we are unable to ever get enough trade range to put merchants in the colonies.- Trade range extended only by PUs and client vassals/client marches, and trading cities give a 20% boost to trading range from them. Time to create those trading cities!.
Trying out Korea and have noted two issues with the new Sinicisation mechanic. They're pretty small things without a meaningful gameplay impact, and maybe they are indeed WAD, but I still wanted to note them:
1. once you take the decision, your culture, "Korean (Chinese)," is no longer recognized as "Korean" for the purposes of missions that require a certain number of provinces to have "Korean" culture (nor, I'm guessing, for the mission requiring a certain total development in Korean-culture provinces, though I'd already completed that before claiming the Mandate so I'm not sure).
2. once you take the decision, all province names are re-localized into Chinese, including in the Korea region. I know it's purely aesthetic but still, I really dislike this. This is my first time playing as Korea, but far from my first time as the celestial emperor, and I was looking forward to the subtle but immersive effect of getting to see the Korean names of everything. For me personally, as someone who enjoys learning a bit about lots of new languages while playing this game, it's extra frustrating: I took Mandarin in college so I don't need any more practice with pronouncing province names and learning geography in Chinese, and I was looking forward to using this campaign as an excuse to start learning some Korean and use the Korean province names for pronunciation practice. Plus, as far as storytellinng and roleplay goes, it's definitely my head-canon that if the Joseon had done the real-life equivalent of taking the Mandate, they would've expanded the Hangul system for Chinese dialects as part of a huge educational campaign across China to improve literacy. Kinda hard to imagine that being the subtext behind meritocracy events for a Korean Celestial Empire now.
For the first issue, I don't know what y'all would prefer, but it seems you could either just have "Korean (Chinese)" satisfy the missions the same way "Korean" does, OR if you think the sinicisation decision should change things, you could make an alternative way to fulfill the missions. Maybe even something like requiring a certain percentage of all Chinese culture group provinces/development be "Korean (Chinese)?" Or, if the point is that these missions should be completed before taking the Mandate and/or should only be available to a Korea that isn't interested in the Mandate, some text warning that sinicising will prevent the mission would be helpful.
For the second issue.... I know the people who care about this could possibly be counted on one hand, but.... maybe if it's quick enough to do, you could script an event to be triggered by the decision that would give the player the option to retain Korean names? Maybe three options: all Chinese names, all Korean names, or Chinese names in China but Korean names in Korea. Would be an interesting opportunity to build in some flavor around the decision, too; like, is this decision representing Joseon emperor declaring Korean to be a first among equals and that the cultures should cooperate and learn from one another, or is it Koreans assimilating and losing something of themselves in order to form a larger order, or is this like forcing Korean culture onto the Chinese, albeit in a sort of condescendingly benevolent patriarchal way?
Anyway, lastly: haven't tried Dai Viet yet but presumably there would be similar issues to smooth out?
The first thing is correct, in 1.33 colonial nations no longer give their trade range to the overlord and you are unable to ever put a merchant in the colonies due to it.I dont know if it is a bug, but I am playing as Spain, and once I formed colonial nation, I can't send merchant to trade node for example to Caribbean, because it is outside my colonial range and natives declare war on my colonial nation with push back colonizers CB me as overlord is not called in to war I have to use enforce peace interaction to help them in war.
You can already choose whether or not you want to do this.but in most cases the national ideas of your daimyo are better than those of the Japan tag.