Hi Doomie,
'1) Entirely new nations can not be added.'
I know.
'2) Of the strange leftover nations only KAL and HEI are fully functional. ITA and MER do not get diplomatic interaction even if you add them to the matrix. PIR, NAT, REB, MIN and MUS are in fact used by the game.'
Realised this also yesterday, that´s why I only use KAL and HEI. For all other additions I plan to remove an existing country, which wasn´t really there (like CYR). Btw:What is 'MUS' reserved for? Can it not be made functional?
'3) AFAIK, you can only set the tech group for nations that rebel. I have found no way to change the tech group in the .inc or .eug files. So HEI and KAL should be used for nations in the latin (Western European) sphere or nations elsewhere that may become independent during the game.'
Right so, but as Greece is a revolter, I could use HEI for them and set the tech group to 'orthodox' nevertheless.
'4) Default leader values may not be changed. I've not even managed to change their names, although the necessary file appears to exist in two places (DB/RandomLeaders.csv and DB/leaders/RandomLeaders.csv).'
I suspected this. A real letdown...
'5) I've not managed to change the set of unit sprites for nations. That connection appears to exist in the code.'
That´s why a careful replacing of countries should be in order. As I didn´t tackle the noneuropeans yet, there´s still time to think about an elegant solution...
'This gives us quite little room to maneuver. We must judge which nations that we feel are most important to add, and then use KAL and HEI for European nations (since they have the correct unit graphics). HEI could be a German state unless we can change the leader names. KAL will have the wrong leader names no matter what (unless we assign it to Finland

.'
Yes, agreed. But the 'default leader name' quirk is a minor annoyance IMHO. I will ask Johan, whether something can be done here.
'I suggest (i.e. would like to see):
KAL - Novgorod
HEI - Greece/Constantinople'
Already have used HEI for Greece, so that´s fine. KAL is Ragusa in my version and I feel it´s a nice addition (as Novgorod would be, no doubt about this). We also have to consider, that Ragusa is already EXISTING from the start, whereas Novgorod would have to successfully rebel first. I think it´s good to have KAL/HEI used for one revolter and one 'starter'.
'BAN - Zulu. (Zulu feels cooler than Bantu. Quite subjective.

'
Cool!
'MAH - Vietnam. (The Mahratti States don't feel as necessary.)'
You´re reading my thoughts, Grandmaster Doomie!
'CYR - Ethiopia. This is not ideal, however, since Cyrenaica will never even be able to declare independence anymore. Also, it will mean that Ethiopia is placed in the muslim tech group with muslim unit graphics.'
I tend to do so, but indeed, there´s the problem You mentioned. Another idea would of course be, to replace Nubia, which wasn´t there anymore at 1492. But I´d like to avoid this for gameplay reasons.
'Is Ragusa really so important?'
IMHO it is.

You would prefer Novgorod instead?
Regards, Hartmann