RNGesus1836

Historical Balancer features

Mar 29th, 2020
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  1. **********************************
  2. Historical Balancer - New Features
  3. **********************************
  4. - Province development now increases/decreases automatically, based on a combination of terrain, climate, devastation, and development cost modifiers; these affect autodeveloping by a 1:3 factor; -+1% dev cost = +-3% autodev rate.
  5. - A dynamic development system, where development can migrate to other provinces, usually as a result of high devastation or a difference in provincial DEV cost (aka: infrastructure), to make development more resemble population or GDP.
  6. - A complete and total rework of the Institution system, institution embracement now requires you to overcome a unique disaster for each institution (with accompanying unique events), and the spreading mechanism has been altered with the result being that it is far more realistic and historically accurate (without imposing arbitrary blocks). Furthermore, manually developing a province no longer boosts institution progress, however you now have much more control over how you can gain institution progress, especially for the first four institutions.
  7. - A new dynamic, fully interactive model of the Atlantic Slave Trade, complete with special periodic event-spawned Slave Raider rebels, mechanisms for African countries to capture slaves in battle and sell them to colonizers, and mechanisms for Slaves to be "sold" in Slave producing Ivory Coast provinces to colonial nations, where they arrive in the form of Production Development, and have a chance to change the local culture to one of many unique African diaspora cultures (Afro-American, Afro-Dutch, Afro-French, etc).
  8. - Another dynamic, fully interactive model of the East African Slave Trade, similar to the previous mechanic except most of the sold slaves will go to Muslim countries, instead of granting Production DEV they give one of many temporary modifiers to the country that purchases them. Some of the slaves can also go to South Africa or the islands in the Indian Ocean.
  9. *** For a more detailed explanation of the Slave Trade mechanics, see the following Pastebin: https://pastebin.com/E01MXe3G
  10. - A new mechanism to represent the Silk Road and its decline in the form of special province and triggered modifiers, with accompanying events and decisions to interact with it.
  11. - 16 new Buildings, such as Roads which increase movement speed, Libraries that increase institution spread, Clinics that reduce devastation, Guard Towers that increase hostile attrition and fort defense, and more! Max building slots in a province is now 16, up from 12.
  12. - The event "Capture of X" from my old Sons of Plunder mod, that allows you to choose what to do to a province you occupy (Plunder, Destroy Fort, Massacre, Raze, Enslave, and Steal Artisans). Has a 50% base chance to fire with capital provinces, 30% base chance for non-capital forts, and 4% for unfortified provinces. The chance to fire is influenced by Looting Speed modifiers.
  13. - New subject type; Protectorates, which are a subject that cannot be integrated or have land seized, automatically transfer Trade Power to their overlord, do not join your wars, and do not take up a diplomatic slot.
  14. - New accompanying Diplomatic Options and Peace Treaties that allow you to create Protectorates, either from your own subjects, from a willing neighbor, or in a peace deal as a result of war.
  15. - New "convenience" decisions, such as being able to revoke Parliament Seats, being able to disable Estates completely, or being able to increase *your* (not their opinion of you) opinion of a country at will (so you don't lose alliances over something you have no control over).
  16. - New triggered modifiers representing the historical Atlantic Triangle Trade, the Cape-India Trade route, a Suez-Aden-India route, and a Pacific Triangle Trade route. Control over these routes becomes important for ticking up Global Trade quickly in your country.
  17. - Dozens of new Trade Node connections, such as Persia->Astrakhan, Caribbean->English Channel, Philippines->Japan, and more.
  18. - New Diplomatic Action that allows you to send Manpower to other countries. The AI will use this for a country fighting their rival.
  19. - Four new triggered modifiers, one for each Age the game is in. Each modifier gives different bonuses and penalties related to the time period.
  20. - New triggered modifiers that give every non-primitive country "slots" for one Admiral and one Vassal/March/Personal Union, that give an extra free leader/diplomatic relations slot. Basically meaning having one Admiral won't hinder you by denying you a General slot.
  21. - A complete rework of the Burgundian Inheritance and Dutch Revolt events; the former is more dynamic instead of just autopartitioning the country (and can affect players too), and the latter is now a disaster that forces an independence war upon reaching 100% progress.
  22. - New Inward-Perfection style debuffs for Ming with accompanying reform decisions, to better model the vulnerability of Ming China at the time. This goes hand-in-hand with the DEV boost to China that this mod has.
  23. - New Reactionary Rebel types that reduce institution progress in provinces they occupy, as well as a beefed-up version of Nationalist Rebels that can only spawn via certain one-time events.
  24. - 18 new unique Ruler Personalities, some of which have both buffs and debuffs.
  25. - 5 new Estate Interactions, such as asking the Clergy to bless your heir, which increases heir claim by 10, and asking the Nobility for diplomatic aid, which grants you +1 Diplomatic Reputation for 20 years.
  26. - 4 new Anglican Church Aspects, such as conscripting zealots into your army, or training your heir's administrative ability.
  27. - Hundreds of new events and decisions to represent historical wars, diplomacy, and major changes within historical powers, such as the Ottoman subjugation of the Mamluks, Rise of the Safavids, the Great Turkish War, the Khmelnytsky Uprising, and more!
  28. - Incorporation of the Muscovite Civil War mod by Isildur into this one.
  29.  
  30. *********************
  31. Major Balance Changes
  32. *********************
  33. ***General***
  34. - An undoing of the new Corruption, Conversion, and Tag-Switching changes in 1.26, "too many" territories will not give you corruption, you are still able to convert territories, and there is no such thing as "end-game tags" for players in this mod.
  35. - No more restrictions on moving your capital, you can now move it wherever you want instead of needing 50% development on that continent.
  36. - All difficulty levels have been pushed up by one, instead of Very Easy -> Very Hard it's now Easy/Normal/Hard/Very Hard/Nightmare. Nightmare difficulty gives not only bonuses to the AI but also penalty modifiers to the player. This is so that experienced players would still be able to play countries like Ottomans or France without feeling it to be too easy even on Very Hard.
  37. - Removal of Knowledge Sharing and Charter Province options, as both are broken and ahistorical, and in the case of Charter Province, not moddable to be player-exclusive.
  38. - Removal of the +1 base free policy that every country gets, this is to further cut down on the modifier power creep that occurs after every patch (didn't want to nerf policies instead).
  39. - Rebalancing of most idea sets, in particular buffs to weak idea sets such as Naval, Maritime, Espionage, Trade, and Innovative, as well as weak National Idea sets such as for Denmark and Portugal (WIP). Nerfed most military idea sets slightly (to make them less of a no-brainer pick).
  40. - Lucky Nations has been changed into a system of four situational AI triggered modifiers: Lucky, Very Lucky, Decadent, and Backward. These all fire in specific situations for different AI countries, and are disabled for countries that border a player. Can be turned off in game options.
  41. - The Civil War, Internal Conflicts and Peasant's War Disasters are all repeatable. They have an individual 30-year cooldown and a shared 10-year one, so you won't get them back-to-back. Civil War in particular is almost guaranteed to fire if you have low Legitimacy, although it won't fire if you're Bankrupt.
  42. - Army Tradition and Prestige both decay at 7% per year, up from 5%. This is to reduce the incidence of permanently being at 100 Tradition/Prestige once you start stacking enough modifiers.
  43. - Base years of Separatism reduced from 30 to 20. However, the triggered modifiers for each Age now gives 0/5/10/20 extra years of Separatism, so that once you reach Age of Revolutions the years of Separatism is 40. This models how nationalism and attachment to one's country was less common early on, and only grew later in the EU4 timeline.
  44. - Uncontested cores no longer give -0.1 prestige per year, unlike in vanilla. This feature really screwed over the AI so I removed it in this mod, with positive results in the end.
  45.  
  46.  
  47. *** AI ***
  48. - Large-scale improvements to Building AI, the AI will now prioritize money-producing buildings before anything else, and are far more likely to construct buildings when they are sitting on a lot of money.
  49. - AI now attempt to fight armies when they have a 1.25x advantage, rather than a 1.7x advantage.
  50. *** Hopefully this change stops the "AI running away to Siberia" problem in warfare.
  51. - AI aggressiveness has been increased by roughly 50% when it comes to declaring war. On Hard, Very Hard and Nightmare difficulty this is increased even further, while on Easy it is reduced.
  52. *** This is meant to make the AI behave a bit more like a player rather than a pushover.
  53. - AI no longer convert cultures unless the game is on Nightmare difficulty. Exceptions are Colonial Nations which have their own special events to convert culture, and special flavor events that are meant to simulate historical culture conversions.
  54. - AI stubbornness in wars reduced from 60 months to 42 months.
  55. *** Should make the whole "total war every time" phenomenon less common.
  56. - AI colonizers now have a number of mechanisms to make them colonize at the rate and locations that they did historically. This can be turned off via Game Options decisions by the player.
  57. - Many AI countries now have special decisions to release specific nations as Substates or Protectorates. For example, AI Ottomans will release Tunis, Wallachia, Moldavia, and Transylvania as Substates (Substates are basically Protectorates that join your wars, and are currently limited to specific events and decisions that grant them). This can also be turned off via Game Options decisions.
  58.  
  59. ***Warfare***
  60. - Cavalry movement speed is now 0.98, infantry and artillery are still 0.7.
  61. - All countries can have 100% Cavalry armies and divisions without suffering any penalty. This is so Cavalry are no longer just "more expensive infantry", all-Cavalry divisions are now a viable method of scouting and harassing your enemy.
  62. - Shattered Retreat now increases movement speed of the retreating stack by 65%, up from 50%. This is so you can't keep up with a fleeing stack with cavalry and stackwipe them as soon as they arrive back home.
  63. - Siege Progress cap is now 50 instead of 12, meaning that you'll never get "stuck" on a 42% chance siege like you would in vanilla. The chance will eventually reach 100% even if you're unlucky.
  64. - Loot bar for each province is now 2.5 ducats per development instead of 1. In addition, the 5 ducats/month limit on looting has been removed. This makes looting a legitimate way of making money, especially for Hordes.
  65. - Manpower pool now stores up to 20 years of manpower, instead of 10 years. This is so that you don't run out of manpower completely after reinforcing your army once.
  66. - Mercenary pool base size has been halved. The Age of Reformation triggered modifier doubles the Merc pool, but after that merc-spamming is far less. This fixes the merc problem and makes the game more historical, by the 1700s Mercenary bands were starting to decline in significance.
  67. - Blockades are now more crippling to the provinces they affect, and a fully blockaded country can no longer gain tariff income from its colonies.
  68. - Military Technology has been rebalanced such that there are no giant "spikes" like Tech 4 and Tech 6; instead the bonuses are proportionally consistent such that each Mil Tech you're ahead makes you approximately 7-10% stronger (exponentially).
  69. - Drilling an army now sets its Morale to a max of 1.75, up from 0.5. This reduces the effect of the whole "DoW and ambush a drilling army on the border" strat.
  70. - Take Gold peace deal changed from 5 WS/loan up to 25 to 10 WS/loan up to 30.
  71. *** This change means you can't take thousands of gold from a country like Ming or Ottomans that easily, although it does make it useless against small countries. I wish I could return it to the pre-1.25 system but sadly it can't be modded back in.
  72. - Rebel size and morale now scales slightly more with MIL tech compared to vanilla, from 3->3.2% size per Tech and 1->1.2% morale per Tech. This is further increased to 3.5/3.8% and 1.3/1.4% on Very Hard/Nightmare difficulty respectively.
  73. - Ticking warscore from the wargoal increased from 0.4->0.6 per month, max increased to 25->36. Max WS from battles increased 40->50.
  74. - Army Professionalism gain from drilling has been increased, while the gain from hiring generals has been decreased.
  75. *** Makes drilling more worth it and Professionalism less of a mana dump.
  76. - Base Attrition cap has been increased from 5 to 6. In addition, most modifiers (terrain, climate, weather) that increase attrition also raise the cap as well. To compensate, the AI now has -20% Attrition, since they can't plan around it.
  77. - Scorch Earth now increases local Attrition, Fort Defense, and reduces Supply Limit in addition to reducing hostile movement speed.
  78. - War Exhaustion is now 40% less expensive to lower while at Peace, and 40% more expensive to lower while at war.
  79. - Forts now cost 25% less across the board, both to build and to maintain them. Fort devastation reduction reduced from 10/year to 3/year.
  80. - Maintaining Forts bonuses increased, in addition to +1 Army Tradition it also provides -1% Army Tradition Decay, +10% Fort Defense and +10% Siege Ability. Basically meant to make keeping Forts up worth it.
  81. - All ships now have their movement speed increased by 20%. Kinda just wanted to buff the navy more I guess.
  82.  
  83. *** Economy and Trade ***
  84. - Trade Companies no longer contribute to Land Forcelimit, have a greatly reduced spread of institutions, and have an autonomy floor of 30%. This is meant to nerf Trade Companies which are pretty overpowered in Vanilla, and also stops institutions from spreading around the world within a few decades due to TC provinces.
  85. - Base loan interest increased from 4% to 8%. -Interest modifiers have been un-nerfed back to where they were pre-1.24. This is meant to reduce loanspam, while making -interest modifiers actually useful for once.
  86. - Debase Currency charge replenish time increased from 12 months to 36 months. You can still save up to 5 charges. Again this is meant to make Debasing/Loans more significant, instead of an endless money tap.
  87. - Reduction in magnitude of most Development Cost modifiers, most are either -2.5%, -5% or -7.5% DEV cost. Scaled DEV cost from high development reduced from 3% per extra DEV to 0.45%, basically DEV cost modifiers are less extreme in how low or high they can go.
  88. - Manual developing now costs 120 MP as a baseline, but now also reduces Devastation by 30 over a 5 year period in the province. This is meant to split development gain between Automatic development and Manual development, while not nerfing Manual devving too much.
  89. - Mercantilism is no longer increased by just spending DIP power; furthermore it now has a drawback of lowering Trade Efficiency in return for higher Provincial Trade Power.
  90. - Addition of an accompanying decision to choose a National Trade Policy every 10 years; each option gives a unique modifier and raises or lowers Mercantilism by 10 each time it is chosen.
  91. *** This makes Mercantilism vs Free Trade more of a situational choice, similar to EU3. The different modifiers in the Trade Policy decision also give an element of customization to the country, as each has benefits and drawbacks.
  92. - State Maintenance now has a lower base cost, but also increases more based on distance and non-accepted culture compared to vanilla.
  93. - Max Production/Trade Efficiency from Adm/Dip Tech increased from 20% to 50% at Tech 32.
  94. - Trade Steering now increases outgoing value by 3.5%, down from 5%. This reduces the compounding effect of Trade income, especially lategame.
  95. - Caravan Power is now DEV / 9 instead of DEV / 3, in return the cap is now 100 instead of 50. Makes Caravan Power something that matters a bit more now for large states, and less annoying for regions containing many small states.
  96. - Religious Tolerance now increases Tax and Manpower by 2% per 1 Tolerance. This is to make Tolerance more than just "worse National Unrest".
  97. - All non-subject countries now gain +0.5 Tax income per month. Early game this is pretty big especially for Hordes and OPMs.
  98.  
  99. *** Government ***
  100. - Base MP gain increased from 3 to 4, to compensate Tech cost increased from 600 to 700 and Idea cost from 400 to 450.
  101. *** This makes mana gain less dependent on random Ruler stats.
  102. - Ahead of Time penalty for Technology reduced from 10% per year to 5% per year.
  103. - Rework of Absolutism to add drawbacks in addition to benefits. It now increases Admin Efficiency, Autonomy reduction, number of States, and reduces Cultural conversion cost, in return for increasing National Unrest, reducing Mercenary availability, and reducing number of Accepted Cultures.
  104. - Added new decisions that give you positive or negative Yearly Absolutism in return for increased Unrest or increased Autonomy, respectively. These are meant to function as a "slider" of sorts for Absolutism and makes its increase or decrease faster.
  105. - Rebalancing of Religious conversion; the cost is now fixed at 0.4 ducats/month, however it now takes longer in provinces with high autonomy, unaccepted culture, or nationalism. Development no longer affects conversion speed.
  106. - Can now have Estates and Parliament Seats in the same province.
  107. - Reduction in the number of states a country can get, in order to make states more valuable and less ubiquitous (more historical, an empire the size of Qing, Ottomans, or Russia at their peak should have way more territories than states).
  108. - Uncored provinces now only give 80% as much Overextension, to compensate coring time is increased from 3 to 4 years.
  109. - Strengthen Government is no longer usable, to compensate there's a special decision that basically does the same thing, except on a 10-year cooldown, increasing Legitimacy by 10 plus 1/year for 10 years, and costing 1 year's income instead of 100 MIL power.
  110. *** This makes Legitimacy more impactful, instead of just being a problem solvable by dumping mana into it.
  111. - You no longer get ticking Corruption from Unbalanced Tech.
  112. - Autonomy reduction/increase now has a cooldown of 15 years, down from 30. Increasing autonomy increases it by 15, down from 25, and decreasing it decreases it by 10, down from 25.
  113. - Province autonomy now ticks down slower over time (-0.05 instead of -0.10 at peace), to compensate higher autonomy also reduces local unrest by up to -4 at 100% autonomy.
  114. - Conquering/Integrating a province now sets it at a higher autonomy level than Vanilla. It's 65->75% for Diploannex, 50->65% for Conquest, 40->60% for Claim conquest, and 0->40% for retaking a Core.
  115. *** Autonomy changes are meant to make autonomy reduction more of a long-term thing, rather than something that goes from 100% down to 0% in the span of a few decades. It reduces the power of blobbing and increases the value of autonomy reduction modifiers and the Reduce Autonomy action.
  116. - Admin Efficiency now scales up to 35% at Tech 32 up from 30%, but Admin Efficiency from Absolutism reduced to 20%, down from 40%.
  117. *** Slightly cuts down on the blobbing late-game, and makes Absolutism less of a must-have if you're going wide.
  118. - Republican Tradition now gives up to +2 Tolerance of Heretics/Heathens at 100. This makes sense (Republics are usually more tolerant) and also buffs them a bit.
  119.  
  120.  
  121. *** Diplomacy ***
  122. - Embargoing a non-rival no longer reduces Trade Efficiency, instead it reduces Improve Relations modifier by -5% for each embargo. Opinion penalty for embargo increased from -25 to -75.
  123. - Number of rivals a country can have reduced to 1. In return, Humiliating rivals gives more Power Projection, and Humiliate now costs only 30 warscore, down from 40.
  124. - Power Projection from being a Great Power now scales from 75 at rank 1 to 5 at rank 8, and projection from fulfilling Age objectives increased to 4 for each objective.
  125. **These changes are due to my belief that the Rival system is flawed, as it locks equal-dev countries into permanent conflict. It also helps the AI a bit when they don't have to fight all their neighbors at the same time. The first change also makes Embargoes into a useful tool against anyone, you just sacrifice diplomacy for extra profit.
  126. - Tributaries no longer automatically send out a Call to Arms to their Overlord when attacked, to compensate the Overlord can choose to Enforce Peace even when the Tributary is the attacker.
  127. - Colonies can no longer attack other colonies on their own, they can only attack New World natives. If anyone besides the natives attacks the colony, the overlord is automatically called in. Overlord can still Enforce Peace against anyone in war with their colony.
  128. - Sow Discontent, Sabotage Reputation, and Agitate for Liberty can only be done if your Government Rank is equal or higher than the target, or if you and your target are Rivals. Sow Discontent also has its penalties reduced to +1 National Unrest.
  129. *** This should end the whole "OPMs endlessly using Sow Discontent on your country" issue.
  130. - Espionage actions are now unlocked much earlier, with the latest one being Infiltrate Adminstration at Tech 16, down from Tech 30.
  131. *** Felt it's kinda dumb to have all these actions only unlock in the last 50 or so years of the game.
  132.  
  133. *** Rebels ***
  134. - "Recent Uprising" modifier now lasts 15 years, up from 10.
  135. - Religious rebels now reduce the development of a province when they force-convert it, usually by 1 or 2, rarely by 20% of the current development.
  136. - Heretic, Particularist, Peasant, Noble, and Polish Noble rebels will impose a 10-year country debuff if they enforce demands:
  137. - Heretic Rebel debuff reduces Tolerance of True Faith, Dip Rep, and Improve Relations, prevents conversion of heretic faiths, and
  138. prevents Papal Influence gain.
  139. - Noble Rebel debuff increases Army Recruitment and Maintenance costs, and reduces Absolutism over time.
  140. - Peasant Rebel debuff reduces Tax income and Manpower.
  141. - Particularist Rebel debuff reduces Trade Efficiency and Absolutism over time.
  142. - Polish Noble Rebel debuff reduces Tax, Manpower, Land Forcelimit, and Army Tradition over time.
  143. - You can no longer see the stats of Pretender Rebel leaders, so you don't know whether the rebel leader is better than yours or not.
  144. - Getting a Pretender on the throne now gives a Ruler modifier that reduces Legitimacy, Dip Rep and increases National Unrest slightly until the ruler's death.
  145. *** These changes are meant to make rebels more impactful and losing to them more of a setback, while at the same time making rebels spawn on fewer occasions so that it's not too much of a whack-a-mole game.
  146.  
  147. **********************************
  148. Regional/Country-specific Changes
  149. **********************************
  150. - Development of the following regions/continents have been changed, to better represent their historical wealth/population in 1444:
  151. - France: +20%
  152. - Africa: +20%
  153. - Korea: +25%
  154. - Japan: +25%
  155. - India: +30%
  156. - China: +40%
  157. - Caucasus: -15%
  158. - Manchuria: -20%
  159. - Low Countries: -20%
  160. - British Isles: -20%
  161. - Scandinavia: -20%
  162.  
  163. - Added 15 extra Coal provinces across the world, using the Victoria 2 Coal RGO map as reference.
  164. - Uncolonized provinces all start at 3 development (because they're uncolonized).
  165. - Both France and the Oirat Horde now have their own vassal swarm (and custom modifiers), to represent their decentralized administration and power in 1444.
  166. - Coastal Raiding now has a 25-year cooldown, instead of 15. Furthermore, it now gives a CB to all raided countries for 10 years, that allows them to take the raiding country's coastal provinces.
  167. - AI Russian states no longer gain access to Streltsy, this is to stop them from spamming it to the point where their entire army lategame is infantry.
  168. - Siberian Colonization DIP power cost reduced from 20 to 15, in return the speed has been reduced from 5-15 to 4-7 per month.
  169. *** IRL Russian conquest of Siberia took about 120 years, in vanilla this can be done in a few decades.
  170.  
  171. - Raising Janissaries now costs 5 MIL per regiment, down from 10. However, raising them will place a 10-year area modifier that increases local unrest and local development cost. Janissaries are also stronger now, having +10% fire and shock damage in addition to their vanilla bonuses.
  172. *** Should help model the stunted development of the Balkans under Ottoman rule, while also making the Ottomans a bit stronger militarily early on.
  173.  
  174. - Protestant and Reformed CoRs are now about half as strong as in vanilla.
  175. *** Too powerful Reformation was a big issue in vanilla, these changes make it so usually the Reformation is limited to North Germany, Netherlands, Scandinavia and Britain (without Rule Britannia).
  176. - Prussian Militarization now works differently: instead of being raised by spending mana and lowering based on number of provinces, it now is raised passively while you're at war and lowers while you're at peace.
  177. - Prussian Militarization benefits changed, now provides War Exhaustion Reduction, +Manpower Recovery Speed, +Reinforce Speed and +Movement Speed.
  178. *** Basically these changes are meant to make Militarization a more interesting mechanic than just button-pressing. The bonuses were tweaked to be more logistics-focused and help out in longer wars.
  179.  
  180. - Buffs to Emperor of China reforms to make the mechanic worth having. Furthermore, taking the Emperor of China now gives you +0.15 Mandate per month for 10 years, up from 0.05. Starting Mandate for a new Emperor also increased from 50 to 60.
  181. - Ming now starts with Admin Tech 4, Portugal with Dip Tech 4, and Ottomans with Mil Tech 4.
  182. ** Gives each of these countries historically accurate flavor regarding their technological superiority, and also helps the Ottomans early game.
  183. - Monarch Power gain from Tributaries reduced by 33%. This is mainly to stop the case where the Emperor of China keeps up in Tech even when they lack institutions.
  184. - Daimyos no longer give extra Land Forcelimit to the Shogun by default, the Sword Hunt action however still does so. Basically Ashikaga (and/or any Shogun that takes over after it) starts out with a Forcelimit barely above that of each of its own Daimyos.
  185. *** This is more historical and makes playing the Shogun more of a challenge, and makes Japan less boring compared to vanilla where Ashikaga just diploannexes the whole of Japan.
  186. - New Disaster: Afghan Revolt, which pretty much operates just like the new Dutch Revolt. This one fires in the Age of Absolutism or Revolutions, and has basically the same requirements and outcome (release Afghanistan, and either let them go or fight them). Meant to represent the Afghan rebellions that broke the Safavids in the end.
  187. - Indian Tech Group countries now have an inheritance system similar to Gavelkind in CK2. Basically when you get a new monarch, you get an event that gives you the option to release a random area as a Substate, ruled by a member of your dynasty, or take a minor Legitimacy/Prestige hit and fight a Pretender rebel stack. AI has an equal chance of choosing either option (except for AI Mughals), and this mechanic stops firing once you get Absolutism above 50.
  188. *** This was actually how Indian states in the Medieval period carried out inheritance. The purpose of this mechanic is to cut down on the number of AI blobs in India in a realistic way. If you don't want to keep creating subjects you can just take the -10 Legitimacy/Prestige hit and kill the Pretender stack, it's not going to fire more than once every few decades.
  189.  
  190. - Non-tribal West African countries (Mali, Songhai, etc.) now start with Feudalism and Tech 3.
  191. - Sub-Saharan African countries that are below Empire rank all have a negative event that can fire if either their Stability or Prestige are below 0, or if their Legitimacy is below 75. This event (State Erosion) increases nationalism and unrest in non-primary culture provinces with low autonomy or high devastation. If enough provinces gain this modifier, they may break away to form a separate country, and you have a choice to fight them or let them go. MTTH for these events are usually 20 years each.
  192. *** This mechanic is meant to basically be a realistic/historically accurate blobbing limit for African countries, making them more vulnerable to disintegration if they screw up. For the player, this shouldn't be much of an issue since you can choose to give autonomy to those provinces instead, and this mechanic ceases to fire once you get 1k DEV or Empire rank.
  193. - Central African countries now start with Tech 1, and Native American tribes start with Tech 0 (except for Mesoamerican and Andean, which are still Tech 1).
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