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Project Balance
« : 10 Temmuz 2013, 10:39:05 »

Project Balance v3.2.22.7z
1.103 sürümü içindir.


İçerdiği 3.Parti Modlar:
Kod: [Seç]
Council Shuffling mini-mod - By The_Chancellor
Lotharinga and Lowlands mod - By Darrigan
North African Expansion mod - By Korbah
Icelandic Republic - By Birdboy2000
Hormuz Republic - By Cybrxkhan
Somali Republic - By Cybrxkhan
Aden Republic - By Jordarkelf
Novgorod Republic - By neondt
Hamburg Republic - ]By Thure
Old Age - By Cybrxkhan
Sniggles' Bookmarks - By Sniggles
Catholics Can Unite the Schism - By NovaCuro
VIET Traits - By cybrxkhan
Dungeons and Sieges - By waylit1
New Duel Engine - By jordarkelf based on work by Galle

İçerisindeki Modüller:

  • Gender Equality: Artık kadınlarda erkekler gibi, ordu yönetip konseyde söz sahibi olabilir. Tüm müslüman olmayan "realm" ler (Türkçesini unuttum) Absolute Cognatic succession ile başlar.
  • No Assaults: Artık yerleşim yerlerine baskın yapılamayacak.
  • Vanilla Demesne Laws: Vanilla sürümün demesne kuralları ile oynarsınız.
  • No Ahistorical Empires: Sadece Bizans ve HRE imparatorlukları kurulabilir/oynanılabilir olur.
  • Shattered Balance: Her kontluk bağımsız, -oyunun haritasında gözükmüyor ama öyle :P" No Assaults modu hariç diğer modlarla çalışabilir.



    Changelog:
    Kod: [Seç]
    Added a loan mechanic
    Denmark and Norway use Primogeniture
    Assassinations cost 100 gold and 10 piety, plus 75 gold per title tier
    All eligible women can become spymasters (only your spouse or mother could before)
    All eligible women can become treasurers if their liege's primary title doesn't use Agnatic succession
    All eligible women can become chancellors if their liege's primary title uses Absolute Cognatic succession
    Increased max duchies held to 3
    Each Pagan religion has a holy order
    Pechenegs cannot form Wallachia
    The Arabian peninsula has navigable seas surrounding it
    Reduced the cooldown between changing a councilor's job action to 60 days
    Added more info to the tooltip you get when hovering over a character
    Made Jamtland a republic like it was historically
    Reduced the number of unnecessary courtiers
    Shia Islam is a heresy of Sunni Islam
    You can imprison vassals for free if they attempt to (or succeed at) murder you, your close kin, or your spouse
    Reduced base fertility to 40% from 50% (4 children per couple should not be the norm)
    Removed the Holy Roman Emperor's mother's claim on Aquitaine and Poitou
    The Jizya tax gives -25% levies in the province
    Upon winning a Crusade one gets the choice to give the title away to a son, brother, dynasty member, or courtier. The AI will take this choice unless it is their only kingdom. The ruler of the newly formed Crusader Kingdom will get a character modifier for 25 years which gives some temporary bonuses and makes them immune to holy war. They also get a 2500-man army that cannot be reinforced
    Bribing the Pope so as to keep Free Investiture costs 200 gold + 2 years' income, rather than just 200 gold
    Added an event for isolated provinces that spawns a rebellion. If successful it will cause the province to become part of a bordering realm instead
    Split the Cumans in two, Cumania and Kipchaks
    Removed the Polish king's mother's claims on several Russian duchies
    Discouraged huge courts; fertility is reduced once a court has more than 20 members (30 in vanilla)
    Tweaked decadence effect of combat (+25%) and realm size (-20%)
    Decadence-gain reduction of titles and councillors increased by 50%
    Added modifiers for low, medium, and high decadence. If your decadence is below 10% everyone will like you more (+10) and your vassals will provide you more levies. They'll like you less (-10) if your decadence is above 50%, and even less (-20) if it is above 75%
    Reduced the levy increasing effect of "Train Troops" by 40%
    Reduced the size of the Knights Templar and Knights Hospitallier by 2/7
    Reduced the size of the Teutonic Order by 1/7
    If you refuse to change to Papal Investiture there's a high chance the Pope will excommunicate you
    If you're catholic and involved in an offensive war against the Pope you will be excommunicated and lose the Zealous trait unless you've got an anti-pope
    If Galicia is inherited or conquered by another kingdom and is titular, it will be destroyed
    The AI will form multiple kingdoms
    Characters will no longer die "natural" deaths between age 10 and 40
    Added a large number of new bookmarks from VIET and Sniggle's Bookmarks
    The AI will no longer try to form claims on provinces outside its realm unless it is independent or king tier
    If William the Bastard wins the war for England he'll get a 3000-man mercenary company vassalized to him. It will go away once the ruler of England isn't either William or one of his sons
    Most scripted armies disband once they're no longer at war with anyone
    Pagans don't get bonuses to levy/garrison size. Instead they get a 30% bonus to the strength of the appropriate unit
    You need four holy sites to reform a pagan religion
    The Knights Templar and Hospitaler start as dejure vassals of Jerusalem
    The Pope will not ask his liege to implement Papal Investiture
    Having held a feast doesn't a bonus to Diplomacy, but gives a slightly larger opinion bonus
    Zoroastrian inbreeding won't affect fertility, occurence of inbreeding, etc
    The Mongols can convert to Reformed Tengri if they manage to get ahold of provinces with the religion
    If the leaders of the Golden Horde and the Ilkhanate are the same religion, Timur will be the same religion as them rather than Shia
    Religious Conversion:
    Provinces take twice as long to convert if they don't border any provinces of your religion
    Converting a province takes 25% longer if the province borders other provinces of the same religion
    Converting provinces to or from Paganism, Zoroastrianism, or Judaism takes twice as long
    Muslims convert muslim provinces considerably more slowly
    Halved the rate of character conversion when sending your court chaplain to convert a province
    Made the AI smarter about who it'll send their court chaplain to convert
    Culture:
    Culture can spread via ports
    Norman counties outside England are more likely to become English if their liege is English
    Added a somewhat rare event that changes a ruler's culture to that of his capital if it is of his religion. Also changes the culture of any same dynasty children he has under the age of 16. Its mean time to happen is affected by his age, his rank, and whether or not the new culture is of the same culture group
    Added a somewhat rare event that changes a child's (under 1 year old) culture to that of the province he's living in if the province is of his religion. Affected by his parents' rank, and whether or not the new culture is of the same culture group
    Provincial culture spread takes 50% longer in empires
    Provinces change culture 20% faster if they border two or more provinces of the owner's culture with rulers of the same culture
    Provinces take 25% longer to change culture if they border any province of the same culture
    Rulers change culture 25% faster if their capital borders no provinces of their culture
    Patricians are half as likely to take on the culture of their capital
    Provincial culture conversion happens twice as fast if the province doesn't neighbor any provinces of the same culture
    Characters of North Germanic, Altaic, Arabic, and Iranian cultures dislike people of other cultures 40% less (E.G., foreigner penalty against different culture groups is 12 instead of 20)
    Added melting pot events for Norse-Gael and Sicilian
    The Norwegian provinces in Scotland and Ireland are Norse-Gael, as are all provinces in the duchy of The Isles
    Added Somali and Nubian culture
    Slowed down culture conversion by about 20%
    Holy War:
    Muslims cannot declare holy war or Jihad on Miaphysites or Orthodox Ethiopians, and vice versa
    Depressed, infirm, or incapable rulers cannot declare holy war
    Content rulers cannot declare holy war unless they're Brave or Wroth, Zealous, Lunatic, or Possessed
    Craven rulers cannot declare holy war unless they're Ambitious, Wroth, Zealous, Lunatic, or Possessed
    Stressed rulers cannot declare holy war unless they're Ambitious, Brave, Wroth, Zealous Lunatic, or Possessed
    Having any two of Craven, Stressed, and Content will prevent rulers from declaring holy war (unless they're Lunatic or Possessed)
    If the target duchy is not part of a de jure kingdom or empire the ruler holds, he has to be Ambitious, Brave, Wroth, Zealous, Lunatic, or Possessed to declare holy war
    If the target duchy is not part of a de jure kingdom or empire the ruler holds, he cannot be Craven, Stressed, and Content (unless they're Possessed or Lunatic, or has any two of Ambitious, Brave, Wroth or Zealous)
    Rulers below 100 piety cannot start holy wars
    Crown authority laws restrict holy wars in some cases
    Added a 5-year cooldown between holy wars and the special Muslim CBs (when used upon other religious groups)
    If the target duchy has provinces of your religion within it, all Holy War restrictions are void
    Characters defending against holy wars that aren't involved in any offensive wars get a 10% boost to minimum and maximum vassal levies
    All Holy War restrictions are removed from the Teutonic Order if the target is Pagan, and from the Knights Templar/Hospitaler if the target is Muslim
    The holder of Jerusalem now gets the Holy War CB for free against Muslim duchies in the dejure kingdom of Jerusalem
    Merchant republics cannot use the holy war CB. Their special coastal CBs should be enough for expansion
    Applied most of the holy war restrictions to special muslim CBs. Only applies against non-muslims. Cannot be used against Pagans
    Other Warfare:
    Sieges are 25% shorter
    Tweaked supply bonus for bordering a province (50%), coastal provinces (30%), realm holdings (40%)
    Increased base supply to 6
    Most truces reduced to 5 years (from 10)
    Halved reinforcement rates
    Reduced ratio needed to overrun armies to 15 (from 25)
    Increased the warscore gained from battles by a lot
    Reduced defender warscore bonus to 40% (was 50%)
    White peace in independence wars will make the revolter independent if he's revolting from someone who isn't his de jure liege. No prestige will be awarded, and crown authority will be unaffected. His former liege will have claims upon his land
    Rulers cannot declare claim wars upon allies, unless they're Ambitious, Envious, Arbitrary, or Wroth (rebellions excluded)
    Rulers cannot declare claim wars upon allies if they're Craven, Just, Kind, or Content (rebellions excluded)
    The two rules above do not apply to heathens, heretics, and excommunicated rulers
    Possessed or Lunatic rulers can declare claim and holy wars regardless of other traits
    Besieged holdings' don't reinforce their levies, and their income halved
    Tribal invasions can't be started against Finns or Catholics
    Tweaked movement times, reducing movetimes in most terrain by about 30%
    Pagans don't get dejure county claims upon others of the same religion
    The AI is considerably less likely to attempt to gain independence from their dejure liege, unless the rebeller's title is king-level. Rebellion odds remain the same, but they'll be more likely to use another CB
    Increased the cost of declaring war on allies to 150 prestige
    Made it impossible for non-muslims to use the county-conquest CB
    Tweaked the crusade weights so Muslims typically attack further east when declaring a Jihad upon Byzantium
    Dejure wars terminate if the dejure title is lost
    Depose Liege and tyranny rebellions terminate if the liege dies
    The occupation modifiers increase construction time by 50 to 200%, depending on the type
    Imperial Reconquest can be used against Muslims
    The Imperial Reconquest CB has been given strict requirements
    Characters don't get dejure barony claims on the Pentarchy baronies unless they're Christian
    Added a 5-year cooldown to the Coastal Republic CB
    Being at war gives a -20% modifier to tax income
    Declaring war costs 50 Prestige and 10 Piety
    Increased the upkeep for levies and mercenaries by ~50%
    Only Christian merchant republics can use the seize county CB
    Emperors can only push the claims of close relatives and their spouse
    Galleys carry 200 men
    Halved the size of the mercenary galleys
    Harald Hardråde starts with galleys off of the coast of York
    The AI is quicker to white peace in stalemates
    Muslim Invasions and Coastal County CB cannot be declared by rulers with the content, slothful, imbecile, or craven traits
    Increased the Prestige cost of refusing to join offensive wars to 75, and the cost of refusing to join defensive wars to 150
    Reduced the Piety gain from sieges by 25%
    Taking a capital in a war contributes 20% more than a regular holding
    All revolt CBs let you gain warscore by occupying any attacker's holdings
    Muslim Invasions vassalize rebelling vassals in the dejure area
    Tribal Invasions vassalize rebelling vassals in the dejure area, vassalize Christian kingdoms rather than destroying them, no longer end inconclusively if all vassals in the dejure area are rebelling, and can only target adjacent kingdoms
    Crusades will take the titles of rebelling vassals in the dejure area
    It is not possible to start a claimant war while your liege is at war, as success causes any defensive wars your liege was involved in to end inconclusively
    Crusades don't get called against any kingdom other than Jerusalem unless Jerusalem is completely controlled by Christians
    Crusades can only happen after an event proclaiming the Christian world's quest to reclaim the holy land is triggered
    Light infantry, archers, knights, and pikemen are somewhat more vulnerable during the pursue phase
    Light cavarly is 50% more destructive during the pursue phase, and twice as destructive as light infantry in the skirmish phase
    It is impossible to forge claims upon anyone who don't either border you or share a sea zone with you
    It is not possible to fabricate claims on the capitals merchant republics. It is still possible to fabricate claims on their non-capital provinces
    The capital of a merchant republic can be conquered using the republican "seize county" CB, but only if it is their last province and they only have 0 or 1 trade-post left
    France, HRE, and the Byzantines are less likely to expand via holy war
    The AI is no longer an idiot when it comes to assaults. It'll wait until it has at least 20 times as many soldiers as the defending garrisons, rather than 6
    When a Crusade is won, if the target title already exists and is held by someone of a different religion it will be destroyed then recreated by the winner, ensuring that a Crusader State can be created
    If the target title of a Crusade exists, it must either be held by another catholic or by the target
    Made participating in battles a bit more (25%) important when it comes to gaining war contribution (E.G., in crusades)
    Reduced the size of liege levies by 10% to more accurately correspond with levy laws
    Doubled the frequency of combat events
    Fixed bad siege events being more likely if you had high martial, and vice versa (vanilla issue)
    Removed all random chances of injury or death in battle. This can only happen via the Duel Engine
    Added small chances of being wounded, maimed, rendered incapable, or dying upon losing a battle
    The "Become King" ambition reduces the Subjugation cooldown to 3 years rather than eliminating it entirely
    Content, Craven, stressed, depressed, or Slothful rulers cannot take the Become King ambition, nor use the Subjugation CB. AI rulers won't use them if they're not ambitious unless they're offensive Pagans
    Only dukes and independent counts can take the Become King ambition
    Halved the Piety gain from winning a Subjugation war
    The Subjugation CB costs 100 prestige
    The Subjugation CB only works against titles you border
    Unless the target you're subjugating is in the same kingdom as your capital, you must be Brave, Ambitious, or Diligent
    The Invasion CB doesn't apply the "Recently Conquered" modifier
    You need to be Ambitious, Diligent, Zealous, Wroth, or Brave to use the pagan county conquest CB, and it is on the same cooldown as holy wars. It costs 100 prestige and 50 piety
    Merged the Pagan Holy War into the regular holy war CB, since there's no functional difference between the two
    Prepared Invasion forces can no longer be inherited
    The County Conquest CBs count as holy wars, thus letting characters of the same religion as the target join in defense
    The Muslim Invasion CB cannot be used if the attacker's decadence is above 50%
    The Pagan Subjugation CB can only target kingdoms you have (directly or via a vassal) at least one title within
    Increased galley maintenance cost by 1/3
    The truce from Tribal Invasions lasts 5 years rather than 1
    Unreformed West African Pagans get defensive attrition
    Halved the troop loss for the besieger for most siege events
    Increased the effect of martial on combat modifiers by 50%
    The Ilkhanate spawns further south, attacking the kingdom of Persia rather than Khiva. This should lead to them expanding in the correct direction more often
    Mongol event forces take 10% of normal attrition rather than no attrition
    Looting:
    Halved the prestige from looting
    To loot at the maximum rate you now need 1000 soldiers rather than 500
    Halved the amount of loot boats can carry
    Doubled the rate of looting, but reduced the amount looted by 25%
    Lootable gold in a province now replenishes 20% slower
    Looted holdings have their income reduced by 66% rather than 50%
    Looted holdings don't gain reinforcements
    Reduced the amount of gold protected from raids by fort level by 25%
    Retinues:
    Retinues cost 25% of their max maintenance even when not reinforcing
    All military buildings give +20 to retinue caps for each level
    Castles give a base retinue of 50
    Halved the cost of hiring retinues
    Reduced the size of retinue units to 250 men (doesn't affect the # of men you can raise, just makes it more precise)
    Barons and single province non-independent counts cannot have retinues. The player is exempt from this restriction
    Retinues only increase by 50% per tech level (from 200%)
    Holdings give 5 retinue points (from 6)
    Made the AI more likely to use its cultural retinue rather than generic retinues
    Integrated the additional cultural retinues SWMH adds
    Buildings:
    Warrior Cult gives Light/Heavy Infantry and Archers, fort-level (+1), levy size (-25%, to give a declining campaign-start advantage), tech growth (-50%), offensive/defensive heavy infantry boost (+10%), and garrison size (-25%)
    Added a Warrior Cult building to Pagan temples and cities
    Castles give 5 heavy cavalry
    Reduced the base tax income from cities from 12 to 10
    Removed the port building; coastal cities earn a lot more than inland cities without it due to merchant republics
    Marketplaces give galleys, like ports used to
    Added a low maintenace cost to all military buildings
    Reduced the levy gain from building keeps by 80%
    Reduced the levies from walls by 80%
    Reduced the garrison gain from building keeps by 40%
    Increased the income the trade post buildings give
    Reduced the base troop amounts from the 3 main holding types some, as buildings are easier to get in 1.10
    Increased the tech requirements for most buildings slightly
    Reduced the number of prebuilt buildings in 1066
    Reduced the base fort level of castles by 1
    Reduced the galleys from shipyards to two per level. Halved the cost and reduced the building time of all levels to 1 year
    There are only two levels of shipyards
    Reduced the number of ships from each level of marketplace by 1
    Reduced the base number of ships from castles by 1, and from cities by 2
    The Warrior Cult building gives 2 galleys
    Removed the 50% increase to all costs (added in vanilla 1.10)
    Culture buildings:
    Rebalanced the cultural buildings, making them more consistent
    There are six tiers rather than four, one per tech level
    What culture building is available depends on province culture, not owner culture
    Tier one and two are buildable by everyone
    Tier three and four are buildable by characters of the same culture group as the province
    Tier five and six are buildable by characters of the same culture as the province
    Laws:
    Split Crown Authority into separate groups of laws for each aspect; crown levies, revokation, internal peace, and external inheritance
    Absolute Cognatic succession can be imposed by a female ruler as long as she has almost any of the positive nicknames, and isn't content
    You can appoint army commanders at any crown authority level
    To change succession law one must have sufficient prestige. Counts need 100, dukes 250, kings 500, and emperors 1000
    You'll get 0 levies at -50 opinion rather than -25
    It is possible for non-Celtic players to switch to Tanistry succession with strict requirements
    The HRE has a unique law reducing their levies and tax, to represent its heavily decentralized nature. A dedicated player can revoke this law
    It is not possible to enact Free Infidel Revokation, Complete King's/Emperor's Peace, No External Inheritance, or High/Maximum Crown Levies when using Feudal Elective succession. If you've got any of those laws you cannot adopt Feudal Elective succession
    It is not possible to increase obligation laws as the HRE when the Decentralized HRE law is in effect, nor as the ERE when the Decayed Theme System law is in effect. If someone with above minimum obligations inherits with either law in effet the obligations will be forced down to minimal levels
    The HRE cannot change succession law when the Decentralized HRE law is in effect
    Changing gender law requires a certain level of prestige (500 for Agnatic and Agnatic-Cognatic, 1000 for True Cognatic). The prestige is not lost
    Added Enatic-Cognatic and Enatic succession with some very high restrictions (not present in the Gender Equality module). The AI will never use either
    It is not possible to move directly from Agnatic to True Cognatic; succession law has to be changed in steps: Agnatic -> Agnatic-Cognatic -> True Cognatic -> Enatic-Cognatic -> Enatic
    Unrest:
    Removed the provincial revolt risk for different culture or religion (in the same religious group)
    Halved the provincial revolt risk for different religious group and heresy
    Tweaked tax/levy/garrison/levy-reinforcement values of provinces: same culture group with liege but different culture (-5%), different culture group than liege (-10%), same religion group with but different religion (-10%), different culture group than liege (-20%), heretic provinces (-20%), isolated provinces (-50%)
    Technology:
    Starting tech is more reasonably distributed, giving appropriate tech to Ethiopia and Sicily, while fixing a few enclaves of high/low tech. To achieve this, some provinces will have the wrong culture or religion on the campaign screen, but return to normal when one hits Play
    Increased the base chance of gaining tech from 1.25% (1.2% in vanilla) to 2.5%
    Coastal provinces get +80% to tech
    Increased neighbor spread from 15% to 130%. From 30% to 156% if in the same religion group
    Reduced the demesne bonus from 30% to 20%
    Reduced the focus bonus from 100% to 50%
    Changed the ideal tech years slightly
    Every holding in a county gives +8% to tech, to simulate richer provinces growing faster technologically
    Wall, garrison, town, and port buildings give a small bonus to tech. The bonus is slightly higher for military tech in castles, and slightly higher for economy and culture in cities and temples
    Various provinces start with a trade post building, increasing tech gain by 30% per tier, as well as giving galleys and taxes. A full list available below
    Reduced max opinion from tech to 10 (was 16)
    Reduced max religion flexibility to 25% (was 50%)
    Reduced max culture flexibility to 40% (was 50%)
    Reduced max short reign reduction to 4 (was 5)
    Reduced the demesne tech bonus for emperors to the same level as kings
    Halved the tech gain from attributes, battle, and councilor events
    Opinion:
    Upped the length of the 'granted a x' modifiers to 120, 180, 240, 360, 720 (barony, county, duchy, kingdom, empire)
    Reduced the opinion penalty for feudal taxes by 5
    Reduced the vassal opinion bonus for Feudal Elective by 10
    Increased the dynasty opinion bonus for Seniority by 5
    Increased the opinion bonus for same dynasty by 5
    Reduced the opinion penalty for having a female heir by 5
    Reduced the opinion bonus from defending against infidels to 15
    Reduced the opinion penalty from wrong government type by 10
    The opinion penalties for murder no longer expire
    The opinion penalty for executing someone's child no longer expires
    Reduced the vassal opinion bonus from Free Investiture to 5 (was 10)
    Reduced the bishop opinion bonus from Free Investiture to 15 (was 25)
    Increased the infidel opinion penalty to -50
    Prestige and Piety give a max of +10 opinion. Opinion is gained half as slowly from each
    The long reign modifier only starts after reigning for 20 years
    Characters get -40 opinion towards heretics (was -35)
    Increased the opinion penalty for forcing religious conversion from -10 to -20
    Reduced the opinion bonus for crushing a major revolt to 10
    Increased the base short reign length to 8 years (was 5)
    Subjugating someone only gives +30 to opinion rather than +75, and 20 if they're a different religion
    Characters:
    The Ambitious childhood personality event twice as common if one of the child's parents, or the child himself, is vassal to an emperor
    Made the Content childhood personality event half as common if one of the child's parents, or the child himself, is vassal to an emperor
    Gave the Holy Roman Emperor the Content trait
    Reduced the Diplomacy of the Polish king by 2 so as to weaken Poland slightly
    Removed the Sultan of Marracech's claims
    Harald Hardråde's claim on England is weak
    Gave Robert of Apulia claims upon Epirus and Dyrrachion
    At any campaign start between 1066 and Robert of Apulia's death in 1085 he's attacking the Byzantines in a Claim All war
    Robert of Apulia starts with a moderately large force raised in Lecce
    The duke of Apulia is Ambitious
    Ensured that an insignificant French courtier doesn't start with a weak claim on Barcelona
    Map:
    All Vlach counties east of the Dniester are Tengri/Pecheneg
    The Kama province os Komi culture and Suomenusko religion (was Tengri/Cuman, surrounded by Komi/Suomenusko and Turkish/Sunni)
    The Mozhaysk province has Russian culture and Orthodox religion (was Komi/Suomenusko, surrounded by Russian/Orthodox)
    The Derbent province has Persian culture and Sunni religion (was Armenian/Orthodox, surrounded by various other cultures and religions, with a Persian/Sunni liege)
    The Kuma province has Alan culture (was Turkish, primarily done to improve survival) and the Semender province Persian (the change to Kuma made it isolated from Turkish culture)
    The Livonian rulers are the correct culture and religion
    The Livonian, Mordevin, Komi, and Ugric-Baltic rulers and the count of Lappland have correct cultures and religions
    All of Muslim-controlled Iberia is Muslim and Andalusian
    Thessalia is Greek
    Reduced the number of holdings at game start in northern Muslim Iberia
    Sicily starts with Sicilian culture in the 1130 start and onwards
    Made the province of Dwin Persian and Sunni (controlled by Muslims since the 8th century)
    Gave the county of Ingria some shipyards so Rurik actually has a few ships
    Moved the counties of Yatvyagi and Jacwiez from Mazovia to Lithuania, Galaz from Karvuna to Moldau, Kasogs from Abzhakia to Alania, Grisons from Lombardy to Upper Burgundy, Viken from Västergötland to Østlandet, Oleshye from Crimea to Moldau, Chelmno from Pomeralia to Prussia, and Abydos from the Aegan Islands to Samos
    Gave the county of Torki to the Pechenegs
    Al-Andalus is formable by non-Andalusians if they hold every duchy in it
    Added a city to Pohjanmaa
    Divided the Duchy of Moldau into Moldau and Belgorod
    Divided the Byzantine into several dejure kingdoms: Thessalonika, Epirus, Bulgaria Nikaea, Iconium, Cilicia, and Trebizond
    Divided the Kingdom of Rus into Novgorod and Kiev. The respective duchies are required to form/usurp them
    Added a Crimean kingdom. Having the duchy of Crimea is required to form/usurp it
    Made Alania a de jure kingdom
    Pomerania is not part of any empire
    Germany is divided into Saxony and Bavaria
    Split Savoie in two; A Burgundian and an Italian part
    Made the Alps look a bit better
    Added a mountain pass between Tirol and Trent
    Iceland is a dejure, unformed kingdom so as to make annexation by Norway less likely
    Added a 3rd province to Iceland; Suðisland
    Added impassable mountains between Norway and Finland, between Lappland and Finland, and between Kemi and Kola
    Valladolid is a vassal of Castille in 1066
    Viscaya is a vassal of Navarre in 1066. Ceded to Castille in 1076
    Porto is part of Portugal rather than Galicia
    Added new provinces: Teruel to Navarra, Pontevedra to Galicia, and Huesca to Aragon
    Gave the Kingdom of Thessalonika a more historical coat of arms
    Added a kingdom of Cilicia (dejure area: Armenia Minor) which has a holder from 1199
    Improved the borders at the intersection of Tarsos, Adana, Tyana, and Lykandos; Tyana and Adana no longer border, while Tarsos and Lykandos now border
    Amisos no longer border Koloneia
    Redrew some of the borders in western Byzantium
    Merged the duchies of Dyrrachion and Vidin to form the duchy of Bulgaria
    Rashka is independent from Byzantium in 1066 (conquered by Duklja and given to the ruler's son at some point during the 60s)
    Bira is part of the duchy of Edessa
    Forming the kingdom of Pomerania requires holding the duchy of Mecklenburg and either Pomerania or Pomeralia
    Added a few more starting holdings in Southern Iberia
    Moved the duchy of Galicia from Galicia to Leon. Galicia is titular
    Created a Bulgarian Empire that exists from after the Bulgarian revolt in 1185. Dejure lands are Bulgaria and Serbia
    Redrew the northern border of Mainz to make the borders in the area less jagged
    Flanders is dejure French
    Flavor:
    Norwegians have a chance of their children being named after their (grand)parent, the same values as Danes and Swedes have
    Syphilis renamed to Gonhorrea as there is little evidence Syphilis was present in Europe at the time
    Tweaked the colors of Bohemian and Polish culture to make them more distinct
    Irish duchesses and queens are called queens and high queens
    Most Christian titles (Prince-bishop and similar) have female versions
    Russian kings are called Grand Duke/Duchess
    Changed the color of various titles
    Linked various names for the purposes of regnal numbering
    Made the borders of a few provinces in Pomerania follow the rivers more closely
    Added Slovene culture, and made Carinthia Slovene
    Ensured that Toscana is Matilda of Toscana's primary title
    Added a small cost to hiring priests; half the cost of hiring other courtiers
    Added decisions to hire spies, diplomats, and soldiers
    Saxon infantry uses the Scandinavian sprites (except shields) as this is more historical
    Added Norwegian and Danish names for Austisland
    Added Scandinavian names for Sudisland
    Made Novgorod a more likely AI primary title
    Made Chernigov a more likely AI primary title
    The Russian dukes all start with Agnatic Succession
    Renamed Ostlandet to Østlandet
    Updated the CoA of Bulgaria (duchy and kingdom)
    Updated the coats of arms in Iceland
    The province of Viken is named Ranrike (historical name) when not under Norse rule
    Pagans and Zoroastrians have random CoAs, since the defined CoAs often only make sense for Christians
    Dublin is called Dyflin if part of a Norse realm
    Made Norse religion blue, Slavic religion greenish, and Zoroastrianism light blue
    Scandinavia and Britannia will have raven CoAs (black and white) if held by Norse Pagans
    The Scandinavian kingdoms have Norse Pagan CoAs defined rather than using random ones
    Turkish emperors are called Sultan rather than Padishah (historical: Ottoman and Seljuk empires)
    Plots/Ambitions:
    Vassals are more likely to plot to lower crown authority against emperors
    The Prestige, Wealth, and Piety ambitions are not repeatable
    The Prestige, Wealth, and Piety ambitions have three tiers, so you're more likely to be able to have the ambition available
    The councilor ambitions require a minimum of 10 points in the relevant skill
    All women can have becoming spymaster as their ambition
    Removed the requirement that the target of the "Fabricate Claim" plot is Feudal
    Added a new ambition: Convert a Province. Available to any adult ruler with a province of a different religion, as long as they're not cynical and have a positive Piety. Upon success the ruler will gain some extra piety, and potentially a good trait. Having the ambition will speed up province conversion by 25%. Stewardship will be reduced by two until the ambition is complete
    Made the Christian Iberians more likely to plot to murder one another
    Made men less likely to pick the "Get Married" ambition over other possible ambitions
    Ambitions can be changed every 2 years rather than 3
    Made the AI more likely to pick the stat improvement ambitions
    Factions:
    Vassals of emperors are now 50% more likely to join the Independence faction
    Made the AI wait until it is a bit stronger before launching a faction demand. Should lead to fewer revolts, but those that happen will be stronger
    Characters are now twice as likely to join the Independence faction if they only border members of the faction
    Counts will now no longer start Independence factions unless their liege is a duke. They can still join it
    Reduced the chance of Greek Orthodox characters vassalized to a Greek Orthodox Byzantine/Roman Emperor joining crown authority factions by 90%
    Characters will no longer join crown authority or independence factions if they're in a claimant faction. They can however still join the Independence faction if they're not a dejure vassal
    Increased the base chance of joining the Independence faction by 25% in order to compensate for the other changes
    Reduced the base chance of starting the Independence faction by 25%
    Characters are only 5% as likely to join the Independence faction if they're a dejure vassal
    Characters are ten times as likely to join the Independence faction if they consider their liege a heretic
    Characters are ten times as likely rather than twice as likely to join the Independence faction if their liege is in a different religion group
    Made the Independence faction wait until it is even stronger before launching its attack
    The leader of a faction to reduce crown authority will now be imprisoned if the war is lost
    Reduced the chance of joining the Feudal Elective faction by 50%
    Characters are now 50% more likely to join the Independence faction if they border another member of the faction
    Characters are now a lot less likely to join a Claimant faction if the claimant is a child
    Muslims won't try to gain independence from someone of the same religion if their liege's decadence is below 25%
    It is no longer possible to start a claimant war while your liege is at war, as success causes any defensive wars your liege was involved in to end inconclusively
    Muslims are a lot less likely to support a claimant with a decadence over 50%, and will never support a claimant with a decadence over 75%. The only exception is if they're members of the same dynasty
    Made it more likely for characters with moderately positive opinion of their liege to join factions
    Non-dejure vassals of an empire will not create claimant factions, as they are more likely to want independence. They're also a lot less likely to support a claimant
    Reduced the chance of new claimant factions being created if there's already one present for someone else
    Tweaked some of the weights for independence factions
    Envious characters might now also start claimant factions in elective realms
    Children can now join the independence faction (regent pushing them into it)
    Characters entirely surrounded by independence faction members won't refuse to join the faction just because they like their liege
    Vassals won't start or join succession law factions if they really like the current heir
    The AI now waits a bit longer before sending faction ultimatums
    Character will no longer attempt to gain independence from dukes
    The Elective Succession faction now requires that the realm have no crown laws except at most low crown levies (previously it only required no King's Peace. Vassals should only be able to force Elective in highly decentralized realms
    Vassals will no longer try to install a women without a strong claim
    Factions can no longer try to install claimants with weak claims unless the claim could be pushed normally
    The AI will no longer try to remove/lower one of the crown laws unless it dislikes the liege or is ambitious, deceitful, or envious
    Giving in to an Independence faction's demands no longer gives you any claims
    Vassalized mercenaries, holy orders, and religious heads will not join factions
    Vassals won't start/join factions for 10 years after crushing a major revolt unless their opinion of their liege is below -25
    The HRE losing an independence war causes all non-dejure vassals to become independent
    Empires:
    Removed Brittany from Francia
    Removed Finland from Scandinavia
    All empires (except Arabia and the Mali Empire)) display as kingdom-level, E.G., King of Scandinavia, not Emperor of Scandinavia
    All the empires have short names, E.G., Scandinavia rather than Kingdom of Scandinavia
    Added Italian, Abyssinian, Mali, and Polish-Lithuanian empires
    Bretons can form Brittany
    To form an empire you need to hold or control all territory of each dejure kingdom within it (some exceptions for certain titles)
    Renamed Russia to Rus
    Renamed the Arabian Empire to Arabia
    When the Roman Empire is reformed, the Holy Roman Empire becomes the German Realm instead. It is still empire-level, but its rulers will be called Kings
    You now only need 75% of all an empire's provinces to form it (from 80%)
    You now only need 60% of all an empire's provinces to usurp it (from 80%)
    It is not possible to form more than one empire. You now need to be an adult, have ruled for at least five years, and at peace in order to form an empire
    Norse characters can now form Britannia
    Decisions:
    Added a decision to create random characters for your courtiers to marry, on a per courtier basis
    Added a decision to marry your courtiers to one another where possible
    Added a decision that toggles the two decisions above
    Added decisions to hire soldiers, spies, and diplomats
    The AI will use the employment decisions if it can afford it, and does not have a skilled character either filling that position, or available for filling the position
    Added a decision that lets you check if war upon allies is possible
    Added a decision letting you request a dejure title from your liege (vanilla has a similar event, but it is rather rare). The AI can only make the request if it is greedy, envious, or ambitious. The decision can only be taken once per character
    Added decisions to create the Holy Roman Empire if one's king of both East or West Francia and Italy
    Added decisions to release, ransom, or execute all prisoners
    Laws:
    Split crown authority into several sets of laws, each law only affecting a single type of privilege
    Tax and levy laws have been replaced by a tax vs. levies slider which does not affect opinion, and an increased obligations slider which reduces opinion the higher it is set
    Prestige/piety:
    Reduced prestige from having vassals (barons by -25%, others by -50%) and holding titles (county and higher by -25%)
    Increased the prestige cost of revoking titles by 50%
    Newborns get half as much prestige from their dynasty
    Holding an empire gives the same amount of prestige as a kingdom
    Increased the prestige cost of destroying a kingdom title to 500 (was 400)
    Being a councilor gives 0.25 prestige per month rather than 0.015 (spies and court chaplains get less)
    Being a court chaplain gives 0.1 piety and 0.15 prestige per month rather than just 0.015 piety per month
    Being a spymaster gives 0.15 prestige per month
    Characters get prestige upon becoming a councilor, ranging from 50 for count-level lieges to 200 for emperor-level lieges. Spymasters get half this amount. Firing and rehiring a councilor will not give the bonus again
    Republics:
    Increased the cost of building trade posts from 150 to 185
    Reduced the tax income of trade posts (6 to 5) and family palaces (10 to 8)
    The Seize Coastal City CB can now only be used if you own a trade-post in the same province
    Muslim Trade Republics now get -40% to tax income in order to slow down their growth. Do note that due to how this stacks with Stewardship, it will in practice not be a 50% decrease in income
    Dejure claims can no longer be used on merchant republics in the same realm
    Gave the duke of Novgorod and his son weak claims on the county of Ingria so as to encourage the formation of the Republic of Novgorod
    Trade-post costs go up 150% more by distance
    Patrician elections are now somewhat less predictable
    Reduced the effect of the campaign fund on elections by 40%
    Increased the opinion bonus/penalty for trade post costs by about 90%
    Traits:
    The Intrigue education traits makes the AI more amoral (more likely to join plots and such)
    The Diplomacy and Learning education traits makes the AI more moral
    The first tier of each education trait makes the AI less ambitious. The two last tiers makes the AI more ambitious (except for Learning)
    Celibate characters now dislike Hedonists -10 rather than -5
    Reduced the opinion bonus from Born in the Purple from 10 to 3
    Halved the opinion bonus of Strong, Diligent, Kind, Brave, Just, Sayyid, and Hajajj to 5
    Reduced the opinion bonus from Gregarious from 5 to 3 (+2 diplomacy gives extra opinion already)
    Reduced the opinion bonus lieges get from Content characters from 50 to 3
    Reduced the opinion penalty from ambitious to 30
    Almost all Lifestyle traits give 2 stat points
    Reduced Diplomacy gain from many traits
    There is a low chance of inheriting genetic traits from one's grandparents upon birth. For most genetic traits you get a 5% chance of inheritance per grandparent that has it
    Doubled the chance of being randomly born with most congenital traits
    Seljuks/Byzantines:
    Made the Seljuks hold the Persian Empire
    The Seljuks start with their army raised in Amida
    Byzantium has a modifier until 1075 reducing their morale and morale recovery by 20%
    Extended the Persian Empire to include Armenia and Syria
    Gave the Seljuks an additional castle in Qazwin, Rayy, Mazandaran, and Tabaristan
    Gave the Seljuks level 1 barracks in all cities and temples
    Increased the Seljuk Sultan's Diplomacy by 4
    Azerbaijan is a vassal of the Seljuks
    Gave the Seljuk Sultan claims on eastern Anatolia and Debrent
    Only provinces of the Byzantine culture-group starts with walls, castle upgrades, and militia buildings within Byzantium (also applies gives walls to any Byzantine culture-group provinces outside Byzantium). Starting buildings in general are tied to the Byzantine culture-group rather than the empire
    Removed Ambitious from the duke of Mosul
    Reduced the size of the Varangian Guard to 1800 men
    Made Aleppo and Edessa vassals of the Seljuks
    Alexios Komnenos has a claim upon the Byzantine Empire in 1066 rather than 1072
    Ensured the Byzantines don't start with any Content vassals due to random trait generation
    Reduced the size of the Ghilman mercenary band to 3600 men
    The Seljuk Sultanate starts with Title Revocation Allowed
    The Seljuk Sultantate only holds e_persia, not k_persia
    The Byzantines will set Constantinople as their capital even when the Legacy of Rome DLC isn't enabled
    Added an event with strict conditions that causes the Seljuks to invade Anatolia and them form an independent Sultanate of Rum. Causes Cilicia to cease being dejure Byzantine, and all of Iconium to become dejure Rum instead
    Rulers won't get the Holy War CB for free (due to same-religion provinces) against the Rum Sultanate. If the other conditions are met, Holy War can still be declared
    The Rum Sultanate gets a large boost to religious conversion until year 1200
    The Sultan of Rum gets a modifier for 10 years after the formation of Rum which makes them immune to holy wars and gives them some temporary bonuses, making it more likely for them to survive (especially considering half their provinces will have "recently conquered" modifiers)
    The Ghilman mercenary band is transfered to Rum upon its formation
    Added an event chain for the independence of Antioch and Cilicia after the Rum Sultanate is formed
    The independence of Antioch and Cilicia causes Rum and Armenia to cease to be dejure parts of Byzantium
    Increased the length of the character modifier the first Sultan of Rum gets to 15 years
    The Rum Sultanate gets a 8000-man non-reinforcable army when formed to help them survive
    When Rum is formed their capital will be converted to Turkish culture, giving them a chance of spreading their culture to Anatolia
    Rum being formed prevents the Byzantine Empire from using the Imperial Reconquest CB for 15 years
    Turkish culture spreads half as quickly to coastal provinces, and thrice as quickly to inland provinces. Turks can no longer spread culture via ports
    Added an event following the formation of Rum that causes the Bulgarian Empire to become a dejure title consisting of Bulgaria and Serbia. It also adds severe negative modifiers to South Slavic provinces in the Byzantine Empire unless the Byzantine Emperor chooses to give them increased autonomy, handing over all titles held by non-Bulgarians in the Bulgarian Empire to a Bulgarian who becomes king of Bulgaria while remaining a vassal
    If the Byzantines manage to retake all of Rum, the kingdom of Iconium is restored dejure, and it and Cilicia becomes dejure Byzantium
    The Byzantines start with a "Decayed Theme System" law, reducing their levies and taxes. The system can be reformed with enough political will and ability, and its penalties will disappear entirely if the Roman Empire is reformed
    Reforming the Roman Empire is only possible if the Theme System has been at least partially reformed. Reforming the empire will replace the theme law with the equivalent Crown Levies law
    The kingdoms in Byzantium cannot be created by vassals of the empire
    The Byzantine Empire uses Agnatic succession
    Fatimids:
    Halved the size of the Mamluk mercenary band
    The Mamluks are Turkish
    The Fatimid ruler starts heavily in debt; he could barely afford to pay his army at the time
    Reduced the Fatimids' diplomacy
    Gave the Seljuks claims upon the Fatimid duchies east of Sinai
    Gave the Fatimid Sultan a few starting traits (content, humble, and slothful) based on how he dealt with the Fatimid famine and civil war
    Weakened the Fatimids by having the Caliph start with a much smaller demesne
    Made almost all of the Shia Fatimid provinces Sunni
    Egypt doesn't exist until 1171 when Saladin took power. The Caliphate is instead kingdom-tier
    867 start:
    When Hungary is formed the Pechenegs get an event to move into their former territory
    The Magyars doesn't get a second doomstack upon forming Hungary
    Removed the Abbassids' immense claims
    Finnmark is independent
    The county of Ranrike is independent, as there is no reliable evidence it was under Danish rule at the time; Harald Hårfagre was able to invade it without reprisal
    Reduced the size of Bagsecg's scripted army some
    The Seljuks don't spawn so ridiculously far north, so they're far less likely to expand into the Steppe
    Pardon, yazıyı yazamadan tıkladım. :P Yazı geliyor.
« Son Düzenleme: 10 Temmuz 2013, 12:20:48 Gönderen: Barış »
 

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« Yanıtla #1 : 10 Temmuz 2013, 15:07:55 »
Modüller aktif-inaktif edilebiliyor sanırım. Eğer edilemiyorsa çöp. :P
 

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« Yanıtla #2 : 10 Temmuz 2013, 16:02:10 »
Ediliyor. :P
 

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« Yanıtla #3 : 12 Eylül 2013, 21:25:18 »
1.111 uyumlu sürüm: Project Balance v3.2.28.7z
« Son Düzenleme: 13 Eylül 2013, 23:10:00 Gönderen: Ozan »
 

 

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