- Added more titular empires and made certain titular empires available to all cultures. The goal is to have at least one culture-specific empire for each culture, plus one 'available to all' option for each major region. A complete list of currently formable Empires and their requirements will be made available in the next few days.
- Added a workaround to correct an issue where vassals granted titles via event would become a vassal of your liege instead of yourself.
- Increased frequency of random genetic traits in newborns.
- You will no longer be able to escape the consequenses of defaulting on a loan by dying.
- Consequenses of defaulting on a loan now last longer.
- If you default on a loan you will now be unable to take another in your lifetime.
- You can now plot to kill any character in the game.
- If your murder plot is revealed before it is put in action, you may now become dishonorable as a consequense.
- You no longer get a decision to kill characters with plots. Instead, you have to wait for an event to fire that gives you the option on whether to strike with your current plot power, wait for a better opportunity, or call it off altogether. Higher plot power and more backers will make the event fire sooner. Note that this makes it possibly to execute kill plots with very low plot power (as long as you have at least one backer), although you will have very poor odds of success.
- Fixed a bug where maintenance would incorrectly remove the Appointed/Hereditary titles law from Byzantium.
- Emperors will now hand out King-level titles to loyal vassals, though they will always retain at least one King title for themselves.
1.19:
- Fixed some bugs in the dynamic title system related to the AI creating Kingdoms.
- Fixed a bug where non-Muslim rulers could end up with Open succession as a result of conquering land. The succession will now auto-correct on the next maintenance pulse.
- Reverted to old civil war system as the new one seems to not be working properly.
1.18:
- Fixed a game-breaking bug where the Pope would not, in fact, be wearing a Pope hat.
- Provinces are now converted faster if there is an adjoining province of the same culture or culture group of the religion you are trying to convert to.
- 40% moral authority is now required for calling a Crusade or Jihad, to prevent a death spiral of failed Crusades killing off moral authority.
- Tweaked moral authority to increase faster as a result of a competent head of religion.
- West Africa is no longer accessible by ship, to make it more appropriately isolated from the rest of the world.
- State martial score now increases minimum levy size.
- State intrigue now reduces revolt risk in provinces.
- After some consideration, I have restored the old stewardship demense size variable (1 per 10). Instead of nerfing stewardship, I will be aiming to increase the effects of the other stats to make them just as useful.
1.17:
- Simplified the Tyranny system. Instead of a variable amount of Tyranny based on rank and cause, any action that gave the tyrant opinion modifier in vanilla will now give an appropriate amount of tyranny that is now shown in the tooltip when carrying out the action. This was the only way to correct a number of bugs with actions giving tyranny when they shouldn't be. As a result the system is now less flexible but much easier to understand. Tyranny costs are now as follows: 10/20 for unlawfully imprisoning a courtier/vassal, 5/10 for executing a courtier/vassal, 0/20 for banishing a courtier/vassal.
- Fixed more bugs with succession laws.
- Culture-specific buildings will no longer be destroyed unless the culture of the province changes, although you will still be unable to build them unless you are of the appropriate culture.
1.16:
- Added more culture-specific buildings.
- Slightly increased effects of stewardship on demesne size.
- Fixed a bug with tourneys that caused them to not end correctly.
- Fixed some bugs with localisation and graphics on the 'Befriend Top Liege' ambition.
- Reduced the effects of difficulty on councillor actions (they were a bit extreme).
- Fixed some problems with the loading order of the mod.
- Fixed a bug where a woman could become simultaneously pregnant with her spouse and her lover.
1.15:
- Now compatible with version 1.05g.
- Upgraded to the latest version of Better Looking Characters, which features a number of performance improvements that should make it less memory intensive.
- Integrated Mercator Mod, which improves greatly on the game's terrain with proper mountain placement, river locations, etc.
- Titular titles will now never be elective when created.
- If your demesne laws are higher than what crown authority allows (for example because crown authority went down) an event will now fire that adjusts them to their highest allowed level.
- Added events for pious Muslim or Christian rulers to sponsor missions to a neighbouring Pagan ruler, which have a chance of converting that ruler to the sponsor's faith.
- Reworked the effects of difficulty. Instead of providing flat bonuses to the player or the AI, difficulty now instead influences things such as councillor actions, loans and vassal loyalty. A player on low difficulty will (to name a few effects) find it easier to fabricate claims and have vassals stay loyal during civil wars, while getting the opposite effect on high difficulty. A high difficulty AI will get more claims, better terms on loans and other such things to make up for its various shortcomings versus a player. On Normal, AIs play almost entirely by the same rules as a player. Only a single flat bonus was left in place: Siege speed. High difficulty AIs will be more difficult to siege to account for their tendency to only siege a single province at once.
- Victory in a succession war will now result in taking all the enemy's titles you have claims on in addition to taking the title whose succession you were disputing.
- Reworked civil wars. Vassals who choose to side with their liege will now actively join the war and raise their troops to fight the traitors. To compensate for this, the base chance of vassals joining a civil war was increased.
- AI vassals will now be reluctant to rebel against an AI ruler that has recently been in a civil war.
- It is once again possible for your character's culture to spread to your capital, even if there is no adjacent province of the same culture. The chance is greatly reduced unless your character is independent.
- Neighbours will no longer get a religious call to arms when war is declared between characters of the same religion group (as long as one is not a heresy of the other).
- Further refined education formula. The child's attributes are now more important than the tutor's trait in how well they take to their education, though educator trait still makes a significant difference. Overall frequency of level 3 and 4 education traits were lowered.
- Nearly all decisions now have graphical icons to make them more immediately visually identifiable.
- Martial skill is now much more important in determining who wins a grand tournament.
- Upped Kingdom creation cost to 500 gold and Empire creation cost to 1000 gold.
- Further decreased effects of personal stewardship on demesne limit.
- Removed piety cost for Kingdom creation. While it makes sense for Catholics, it doesn't for pretty much every other faith and it always felt strange how impious, ambitious characters were locked out of making themselves Kings.
- AI rulers will now only attempt to Restore the Papacy once after it is lost. If they make the attempt and fail, the same character will not try again.
- Attempts to Restore the Papacy to Rome can now only be made for 100 years after it is lost.
- De Jure claim wars now always result in seizing the province, to prevent the situations where you would force-vassalize a character and he would revolt immediately as the war ends.
- State martial skill now influences the amount of troops you can raise from your vassals.
- The AI will now usurp Kingdoms that it controls more than 50% of the land in, even if it already has a Kingdom or Empire level title.
- The AI will no longer limit itself to a single Kingdom, creating any Kingdom titles it is eligible for with the exception of titles inside a de jure empire that it holds.
- Added titular Kingdoms of Bavaria, Prussia and Khazaria.
- If a titular kingdom turns de jure, the special creation/usurp penalties from it are now removed (so if the Kingdom of Venice has de jure land, it is no longer only holdable by republics, for example).
- Players without an ambition will now suffer a penalty to their prestige (to prevent an exploit where the player would only pick ambitions as they are about to complete).
- Removed the 'No New Empires' module (as it no longer serves a purpose).
- Implemented a new system of dynamic empires. All de jure Empires except the HRE and Byzantium are now gone, and are instead replaced by a large number of titular empires that can be formed by any ruler with the right culture and 4 kingdom titles. The following empires are currently createable via this system: Latin Empire, Frankish Empire, Occitan Empire, Italian Empire, Roman Empire, Polish Empire, Russian Empire, Persian Empire, Danubian Empire, Spanish Empire, Maghreb Empire, Arabian Empire, Egyptian Empire, Celtic Empire, Nordic Empire, Ethiopian Empire, Britannian Empire, Mali Empire, Lithuanian Empire, Finnish Empire, Magyar Empire, Seljuk Turks, Ottoman Empire and Al-Andalus.
- Removed all religion limits on creating de jure kingdom titles. Instead, some titles will have an 'alternate' version for muslims, and on creating that title the non-muslim title will be destroyed and the muslim title will take its place. If the muslim title is then destroyed and re-created by christians or pagans, it reverts to the non-muslim version. (For example: If a muslim ruler creates Portugal, he will get the Sultanate of Al-Garb instead, with Portugal's de jure lands. If his realm is wiped out and Al-Garb is created by a Christian, that Christian will get the Kingdom of Portugal).
- Fixed some bugs related to starting succession laws. As a result, you will be unable to change succession laws in the first week or so after starting a new game.
- Heresies no longer affect or are affected by moral authority changes from Holy Wars and province conversion.
- Courtiers can now take lovers among other courtiers, and young men or women with much older spouses will be particularily suspectible to romance.
- Changing succession laws now requires and costs 125/250/500/750/1000 prestige for Barons/Counts/Dukes/Kings/Emperors respectively. Changing gender succession laws does not cost prestige.
- Removed crown law requirements for switching succession laws. Medium Crown Authority is still required for switching an Elective Kingdom or Empire away from being Elective.
- You can no longer complete the 'Amass Wealth' objective by taking a loan.
- Increased base amount of troops from holdings.
- Increased build cost of holdings.
- Fixed a bug that caused countries to incorrectly become independent when a third-party claim was pressed.
- Revamped tyranny mechanics. When you perform tyrannical actions (such as imprisoning, banishing or executing characters) without a rightful cause, you will now get tyranny 'points' that translate into a Tyrant trait with a potency from 1 to 100. For each point of tyranny, you suffer penalties to prestige and vassal opinion. Imprisoning and executing characters when you have rightful cause to do so (for example if they rebelled against you) will not result in any tyranny, and the tyranny penalties for banishment are lowered if you have rightful cause. Note that a character revolting/acting dishonorably towards you will only give you cause for ONE punishment, so you can either revoke, banish OR execute them... additional punishments will result in normal amounts of tyranny. Tyranny goes away over time, and will not be inherited by your successor when you die.
- You will now get kinslayer only for executing or assassinating close relatives (rather than any dynasty member).
- Fixed some issues with weird/conflicting assassination plot requirements.
- AI characters that have been caught assassinating before are now less likely to plan new assassinations.
- A character that wins an invasion will now get claims on all Counties and Duchies in the target Kingdom.
- You can no longer pick the ambition to befriend a character you are at war with (and the ambition will abort if you go to war with them).