2.5. Checksum GDJD (w/ map mod XSPD) - Fix South Africa coming out ugly. - Spain no longer retains cores on Mariana Islands and Palau if it sells them. - Fix Mexico losing cores if annexed in a certain way. - Fix early game UK dismantlement from making a really ugly Canada - Slightly lowered tax efficiency again. Slightly increased production efficiency to compensate. - Opium and Tobacco a bit more valuable per unit. Demand decreased in everyday needs slightly but increased in luxury needs - Kuomintang will now have their capital in Nanjing. - Fix Tokyo sometimes getting repeating +Life Rating events. - German Life Rating will now lower slightly (by 5) in the mid game to stem the German Horde. - Russian annexation of the central Asian Great Game states no longer requires the crimean war to have happened. - Manchuria starts with cores to prevent Manchu assimilation by foreign powers. - South Africa/Boer/etc events will now function for nations other than UK/England holding South Africa. - Organizing South Africa as a Dutch nation will now add Boer as an accepted culture. - Straightened out accepted pops in India, which now properly depends on who formed it. States will also civilize before joining India so that they don't become colonies. - Fix independence wars giving an abnormally long truce. - Provinces of civilized countries in Africa are inherited as colonies rather than states.   2.4b. Checksum PYPS (w/ map mod BWRM) - Major fix to pop migration (has_culture_core from vanilla does not appear to work), which caused excessive assimilation. - Minor fix to broken starting relations modifier for USA<->MEX   2.4. Checksum BHZH (w/ map mod LNTD) - Fix Poland not starting with tech. - Fix major vanilla bug in pop assimilation. Several grouped modifiers were listed in reverse order. e.g. You were supposed to gain an assimilation bonus at 10%, 30%, 50%, etc luxury needs met, but due to the reverse order you received no bonus unless you had 90% luxury needs met. - Buffed ship movement speed up to about 75% of vanilla from 50% of vanilla. - Normalized early unit discipline slightly. - Slightly increased the effectiveness of digging in to counter stronger offensive ability of units. - Implemented decisions to return cores to vassals or sphere members. - Fix AI-only free trade decision from showing up to players. - Scaled the infamy cost for spanish/portuguese retaking of american colonies by the pops of the targetted country. Added an option to delay annexation. - Spain now gets an event chain for uniting Italy similar to France and Austria's. - Great Irish Famine now affects all of Ireland and actually lowers pop growth. - Irish no longer revolt if they are an accepted culture for the UK. - Fix some uncivs that civilize after release being given Medicine but not Basic Chemistry - Altered map mod 1836 Mexican borders to be more historical - Altered map mod African borders to give more aesthetically pleasing treaty ports.   * NOTE: Due to the alphabetical precedence of mods, the map mod had to be renamed to override files properly. This will cause old save games using the map mod to not show up. Copy your old save games to the new mod folder if you want to use them.   2.3. Checksum FSPC (w/ map mod JDFY) - Altered French starting relations to simulate the French diplomatic isolation in the wake of Napoleon. French relations with most GPs is in the negatives preventing an early alliance, and French relations with German minors is very low, making it significantly harder for France to diplomatically interfere in Germany. - Lowered tax efficiency boosts across the board to make late-game budget management slightly less easy mode. Since this disproportionately affects Laissez Faire economies the max taxation limit on them was slightly increased. - Market functionality techs will now lower the maximum tariff rate by 5% apiece since they are mostly based around free trade. Starting max tariff rate slightly increased for free trade economics. - Added some demand for radios to planes and automobiles/radios to tanks - Increased price of mid and late game ships to more reasonable levels. - Max Oil RGO sizes increased. Since RGO max size is based around 1836 pops it was wholly inadequate for many colonial states. - Lowered chance of Dai Nam AI blobbing into Siam. - Tweaks to emigration. Most of europe has more of a slow trickle to the new world rather than huge amounts from single countries. - Internal migration is now quicker to deal with unemployment problems. - Dozens of minor map fixes and a few not so minor ones. Map mod made slightly clearer. - Tweaked some country colors by popular demand. - Added some new flags - Remove prestige gain from the wargoal to enforce payment of reparations, since it was too abusable for free early prestige. - Fix Germany not loses cores the 2nd time its dismantled, and made some minor dismantling improvements.   2.2. Checksum WQMZ (w/ map mod ) TXZM - Naval combat now somewhat less deadly and easier to retreat from. - Naval power from non-core ports reduced slightly (.3->.25) - Fixed missing localization for ACW intervention. - Fix minor misfiring event during the ACW intervention. - Fix the ACW intervention to trigger based on occupation of the US capital rather than Washington DC. - ACW intervention now gives the USA significant war exhaustion since its impossible to end the war by event and still create a truce. This prevent an immediate USA re-declaration. - Left Bank decision for France changed. It can now be taken after NGF has formed. Taking it before NGF has formed can cause it to form sooner (lifts requirement for Nationalism & Imperialism). AI better about taking the decision when it will actually use the CB (i.e. at war) - New England will now have British as their primary culture if they become a subject of the UK   2.1. Checksum JXYJ (w/ map mod GFLX) - Updated for 3.04 - Re-enabled vanilla election events and disabled PDM's now that vanilla isn't spammy. - Reverted artillery strength change, converted it back to a discipline penalty. - Mobilization now mobilizes pops as Irregulars rather than Infantry. Note: old saves will have malfunctioning infantry. - Irregulars now keep pace with Infantry with tech and inventions but suffer a discipline penalty. - Artillery starts off significantly weaker to approximate its historical effectiveness. Tech bonuses are higher, by 1870 it is back to normal. - Philosophy techs nerfed significantly. Philosophy inventions now are responsible for the majority of research-boosting. Inventions require previous tech's inventions completed and have a low chance (MTTH about 6 years) to research unless it has already been discovered elsewhere. This has two desirable effects: 1. Recently-civilized nations are unable to catch up immediately with western nations in research capability, and 2. Beelining Philosophy is less essential, countries that research 1 or 2 other techs can still keep up. - Change Frigates and Man-o-Wars to use Small Arms rather than Artillery, since uncivs can't produce Artillery. Tests show this greatly helping AI nations like China/Japan/Egypt keep a navy. Maintenance costs stay approximately the same. - Rebalanced "Great" ministers to be 25-33% more effective than "Average" ministers, rather than 50%. - Fix Congress Poland becoming Poland while in the middle of a war. - Fix countries other than Tunis getting events to throw off Ottoman rule if Ottomans are unable to annex Tripoli. - Fix issue with Satsuma rebellion. - Fix some random vanillia pop copy-paste stupidity (like capitalists being more likely to demote to artisans if there are lots of soldiers, when they can't even demote to soldiers). Also fixed vanilla bug that caused excessive promotion to craftsmen. - Modified the usurp puppet during war event chain to have an interval in which the occupied must maintain control of the puppet. - Mexico now starts with a substantial debt that must be paid off through decision. If they are unable to do so before the US civil war, European GPs have the option of taking out their aggression on helpless Mexico. If Mexico City and a substantial portion of Mexico is occupied, they will have the opportunity to puppet Mexico (only France is likely to choose so). - Add option to more directly support the USA or CSA with armaments during the civil war. This was needed since often the world market is unable to supply them with material, especially the CSA. - If the CSA manages to capture Washington and cause significant WE then the UK may intervene and demand an end to the civil war in the CSA's favor. - Add option to support the Qing or Taiping during the Taiping Rebellion. This will also give the supported side powerful historical foreign generals that participated in the war. - Some tweaks to make it more likely for Germany and Austria-Hungary to ally. - Increased the chance of the Spanish-American war occurring. - Made the Philippines one state to make it a more attractive target if the Spanish-American war doesn't occur. - Entente Cordiale decision now is only available if Germany exists to give NGF/Prussia a little breathing room if its doing poorly. - AI Switzerland will now automatically end all military access and alliance treaties with other nations. - Prevent AI from going over infamy limit with the scramble for africa CB. Even though it was amusing for the UK to have 50 infamy and be torn to shreds. - Complete overhaul of warlord era China:     * All warlords are released as whole states. No spagetti everywhere.     * CHI/KMT/TPG will always be assurred of having their original core states. No more becoming a micro-power.     * All warlords in peacetime naturally become vassals of CHI/TPG/KMT depending on who they support, if the faction they support doesn't exist then they will default to the reigning power. Warlords can change who they support on the fly if relations become poor.     * CHI/KMT/TPG can declare war on their vassals by decision. This will release all of their vassals and have them choose a side or stay neutral while the war is ongoing. This carries a heavy relation hit.     * Once CHI/KMT/TPG is at peace they can enforce peace on the other warlords if there are no other independent powers, preventing the warlords from starting further wars and returning them to vassals when they are at peace.     * If KMT or CHI doesn't exist, a powerful warlord can form it.     * If KMT/CHI/TPG are a GP and have a warlord sphered, the warlord will be unable to break free even if they support another faction.   1.17b. Checksum JTVU (w/ map mod MLIG) - Reverted unit discipline to normal, rescaled average ORG vs. STR damage to be more even through each tech level. - Artillery and Planes are now 2k strength rather than 3k strength, to lower their durability on the front lines and decrease effectiveness of doomstacking them. - Tanks are now 4.5k strength to increase their durability. - The rate at which armies get more expensive with tech was increased. Planes and Tanks cost increased further. - To fix a bug where uncivs that had access to improved cavalry types could lose them permanently when civilizing, improved cavalry types are now available to all nations. Stat-wise they will be the same as regular cavalry until the Hussar/Cuirassier/Dragoon invention is unlocked. - Fix decision to turn Poland back into Congress Poland. - Dismantling Germany or Austria now handles Polish cores better. - Germany upon first dismantlement will retain their cores on lost land. On second dismantlement the Oder-Neisse line will be enforced upon them, and they will lose all foreign cores. - Congress Poland or Poland will now properly absorb other polish states if both are independent or both are subject to the same overlord.   1.17. Checksum KQNJ (w/ map mod NIZW) - Added Congress Poland as a substate of Russia. This represents Russian ambitions to use Polish claims as a means to expand into Prussia/Austria (either through event granting them the free people CB, or a great war dismantlement) and represents the possibility of an overrun Poland to be re-established as a puppet of Germany or Austria-Hungary (a la the Kingdom of Poland established during WW1). Congress Poland's cores will dynamically switch depending on who their overlord is. A Russian overlord will give Congress Poland cores on Austria and Germany, a German overlord will give Congress Poland cores on Austria and Russia, and so on. Note for players: the event to take or release a puppet nation from their overlord during war requires good relations to fire, your occupation of the capital, and over 50% occupation in general. - Mexican-American War can now have different outcomes by event. The AI will now (rarely) press Mexico for a greater amount of territory. The UK has the opportunity to intervene on Mexico's side. - Becoming the SGF decision for Austria modified so that it can be taken while holding non-cores (the decision itself will release the proper nations). This allows an AI Austria to become the SGF, as previously the AI had no idea it needed to release all non-cores to do so. - Fix NNM bug with France giving Al Rif to Spain even if it didn't exist (e.g. Iberia was formed), causing the AI Iberia to become Portugal. - Siam given a slightly better starting army to discourage Burma/Dai Viet from immediately attacking and taking Laos every game. - Darfur now 10 Life rating to prevent Ottoman colonizing down through Libya - Demand for everyday/luxury goods doesn't scale up as much over time with inventions, but starts higher in most instances. - Several goods that were previously purely luxury goods for most pops now have a small amount of everyday needs. This helps stabilize prices by ensuring that there is always at least a small amount of demand for these goods. - Removed support from engineers since they fucked up the backline composition and it makes no sense for an engineer to have the range of artillery anyway. Increased their stats slightly in compensation. - Italian Call to Union now gives a constant militancy increase for a year. Now only accessible after 1960, with the historical Expedition of the Thousand decision being available earlier to a Sardinia-Piedmont who successfully liberates Lombardia. - Bunch of minor bug fixes.   1.16d. Checksum RFDA (w/ map mod ONRO) - Greatly increased emigration from Europe to make up for the overall decreased emigration from China. - Increased truce time for Great Wars to lower occurrence of multiple Great Wars back-to-back. - Dismantling nations during a Great War now costs 15 infamy rather than being free, to discourage it from being used in literally every late game war between GPs. - French events to expand in Algeria will no longer occur if they are part of a sphere. They will also no longer occur if Algeria is played by a player, for the 1 person out there who wants to play Algeria. - League of Three Emperors will now only happen after Great Wars are invented, since otherwise AI nations will immediately drop alliances with multiple GPs which made the whole decision pointless. - Implemented Entente Cordiale event to help reconcile the UK with France and establish an alliance before WW1. - Adjusted life ratings for Pacific Islands so that they are standardized within regions (which are always colonized together) and so that they do not conflict with the Scramble for Africa - Adjusted the Lagos port secession event to put Oyo in the sphere of the UK, which should help encourage the UK's colonial ambitions in Nigeria. - Adjusted colonial competition to go quicker. - Greatly improved starting OOB for UK, with more forces in India and a better balanced (not all infantry) composition. Should make UK less prone to lose battles against Sikh/China. - Oriental Crisis CB turned to Cut Down to Size for Egypt, since even Humiliate was leading to the war ending too soon. If the Ottoman Empire is disarmed it may cause the Berlin Congress to happen much earlier. - Fixed Ottomans not getting the "sick man" flag if the Oriental Crisis was finished before other GPs could intervene and Egypt won. - Fix our lands returned event in case of USA v. UK war in Canada. - Raised price of tank barrels/airplanes while decreasing unit consumption. Should help encourage the AI to make more since they are more profitable, thereby preventing situations of the AI locking up with hundreds of tanks/planes in production and no supply to start construction. - Increased pop demand for paper and clothes since those goods and the resources they used would be chronically oversupplied by the late game. - Remove channel islands strait. - Decreased bonus RP from being GP/SP slightly. - Fix Ottoman cores in Greece after Berlin Congress. - Fix Qing mobilizing too soon in Taiping Rebellion (when they can only mobilize 7-8 regiments instead of the correct number after they gain Beifaren as an accepted culture). - Removed yearly event spam from owning canals, implemented strategic effect giving more rich strata income, lessened import cost, and a naval research bonus. - Large nerfs to the income and number of soldiers indian warlords can field by removing cores. This will make expansion harder for them and make European AIs more interested in invading. - Changed South German culture color back to vanilla, because I have no idea why it was changed and I like to see the difference between North and South Germans. - Added a bunch of starting factories in 1836 to European states with unemployed craftsmen.   1.16c. Checksum ZIKQ - Split Asia into new "continents": Near East, India, Central Asia, and Far East. This will have no/little effect on players, but will help the AI stick to their historical theatres. Due to hard-coded limitations I can't put extra working filters in the diplomacy tab without modifying the executable, so unfortunately Near East and Central Asia won't be viewable there. - Egypt is treated as a Near East nation for most purposes (including CB and events), but will still operate as an African country and be diplo-annexed to a sphere owner during the Scramble for Africa. It will not get the Scramble CB. - General lowering of some mobilization bonuses. - Fix vassals asking for return of cores to not happen if vassal is not overseas. - Fix Ottoman cores on greece decision to give core on Cyclades - Fix Carlist Spain formation of Iberia - Fix Hungarian Revolution stuff. - Hungarian Revolution changed to not remove Hungarian cores from Croatia, but require Hungary to fight for them. If Hungary loses it will lose the cores as well. - Expanded Ethiopia nations, fixed Ethiopia being releasable and corrected starting tech. - Mandate of Heaven now lowers pop needs slightly. - Fix Unequal Treaty still giving provinces to Qing if the Heavenly Kingdom controls China. - Fix Treaty of Shimonoseki, which was checking for whether China owned Formosa, but since the war was often started for Formosa Japan would already have owned it. - Fix Chinese events only occurring for QNG to occur for TPG as well. - Improvements to Warlord Era China. Chinese factions will attempt to unite the independent Chinese states before confronting Japan. - Fix Anglo-Burmese war so that UK takes Pegu. - Some extra logic to make CSA cores spread in a way that is more asthetically pleasing when the ASW happens. - Most pre-Scramble CBs on West and Central Africans removed for non-Africans. In its place is a Demand Port CB. This will take a port province from the target and put them in your sphere of influence. - Cut initial Irish militancy to lower occurrence of crises for Ireland. - Chittagong and Jessore now have a land connection - Greatly improve dismantling for the UK. No more enclaves in India. Some minor dismantling improvements to Russia, Germany, and France. - Implemented Warlord era India. Warlord era will start either if the UK is dismantled or if Sepoys successfully demand retreat from India. This will divide India into several major power blocs. All Indians will have CBs against each other once N&I unlocks, and foreign GPs will have CBs that cost 7 infamy per state. Indian nations can end the Warlord era by becoming a GP and either having a rank of 4 or by having 30M pops, while outside powers can end it and reserve their exclusive right to have the normally british imperialism in india CB by holding Delhi, Bombay, and Calcutta and removing any Indian GPs that might pop up. - Oriental Crisis now has a humiliate CB for Egypt to prevent Egypt white peacing the Ottomans too quickly. In exchange the other GPs will take longer to intervene unless the Ottomans are really getting steamrolled. - Add Hakka as accepted culture for Taiping.   1.16b. Checksum VRWR - Increased time to colonize without competitors, to help ensure competition and lower incentive to take inland Africa early as a springboard. - Colonial Points:Supply ratio of ships normalized to 1. This lowers the CP return on most mid-game ship types. Intended to reduce the several thousand points most nations could easily get, and help the AI who would otherwise only have a modern fleet if their old one was lost in a war. - Removed USA cores from Washington to encourage historical USA/UK colonization competition. Cores will be given by the Oregon treaty events, however they play out. - Increased Life Rating of West Morocco to 15 to encourage French/UK/Spanish colonization of the region in 1880 rather than everyone in the world competing in 1890 and the winner being some random silly nation like USA. - Opportunity for Spain to get core on Perpignan. - Changed some migration modifiers to make internal migration within a country better move pops to places where there are jobs. - Fix potential enclave CSA due to Missouri being hard-coded not to be released. Missouri will now be released as part of the CSA if needed to prevent a CSA enclave in Kansas, Nebraska or Iowa. - Adjusted some life ratings in Canada to get better immigrant distribution. - Fix Greece not getting Attica back during Berlin Congress if it was taken by Ottomans. - Warlord era events will no longer force wars between vassal nations. - Lowered starting relations between USA and some other American nations to slow the rate at which the USA spheres most of the continent. Rationalize it as apprehension to the Monroe Doctrine declaration. - Political Parties reform now influences pop ideology rather than just voting, making it matter for governments that don't have elections. - Countries that fall from GP status will now be at a friendly level of influence with all of the allies they had as a former GP. Should help avoid situations of Germany or Italy formation being stunted for decades for the AI because a sphereling was GP for a single year. - Fix MP exploit allowing multiple ministers.   1.16H1. Checksum XFGY - Fix an event for crushing a rebellion as Qing from repeating endlessly.   1.16. Checksum HWNT - Fixed Yemen cores - Spain now gets imperial reconquest CB upon taking the decisions to reclaim its empire. No cores. - Buffed NFs for party loyalty. - Added a bunch of AI improvements to NF usage (AI won't use Bureaucrat NF in majority unaccepted cultures, won't use craftsmen/clerk/capitalist if literacy too low, won't use soldier in non-core) - Blockades will now increase the life need requirements of a country. - Puppet nations who have their capital and at least 50% of their territory occupied during war may now turn on their overlords and side with the aggressors. Requires that occupier be a GP and have decent relations with the puppet (remember that war will decrease relations). - Mandate of Heaven changed to be dynamic. Will now be lost if you have recently lost a war, have high war exhaustion, or don't control the four historic capitals of China. Slightly stronger effects overall. - A few event chains that would repeat endlessly for China until the mandate of heaven was lost (which was possible to keep forever before and is now even more likely if China does well) have been fixed to not do so. - Fixed Civil War mobilization boost for US civil war so that it can be taken before the war starts, as otherwise the AI usually mobilizes before taking the decision making it useless. Can also be re-taken in case of a second war of independence. - Added a small amount of Protestant pops to China. If Heavenly Kingdom wins the civil war, it will slowly convert to Protestant. Otherwise they will go away when China civilizes. - Some country color tweaks. - Tightened up the "our cores returned" event again. Now will only give back adjacent provinces (to avoid problems with misdetection of provinces to be returned) and added note about occupied provinces being returned. - Uniting Italy as an outside power now gives the option of leaving Two Sicilies out of the deal.   1.15b. Checksum FCCX - Fix potential major bug with the "our cores returned" event that could cause the AI to give away all occupied land if involved in multiple wars. Also fixed bug with rebel occupations being counted as territory to be returned. - Added event chain for uniting Italy as France or Austria. - Modified forming Italy to not kick an Italian minor player in multiplayer. This is accomplished by moving the player to Liberia for a few days while the events fire. - Rise of Christinos event to re-trigger the Christino rebels for Carlist Spain now only fires once rather than endlessly. - Timber renamed to Wood. Lumber is now used for most things rather than wood (Lumber was previously mostly useless). - Adjusted some starting factories to alleviate early game shortages. - Fix exploit giving 2 ministers. - Large pop logic re-write. Should improve performance, especially in later years. - Oriental Crisis modified slightly in order to make more likely to play out historically historically. Will occur slightly earlier on average (less chance of a strong Ottoman destroying Egypt without help) and other GPs are more quickly to intervene. Also gives bonus prestige and influence with Egypt for a non-Ottoman GP who triggers the surrender. - Some rebalancing of CB justification times. - Improved distribution of colonies for dismantled nations. More likely to give out pieces in whole states rather than single provinces. - Fix broken Mexico events from NNM (fight_the_power was never set). Provincial rebellions, seccession of the Rio Grande, and an event for the retaking of Texas can now occur. - Added Irish Oppression modifier to Ireland under British Rule. - Integration policy decision will now continue indefinitely on its own, revokable after 10 years as normal. - USA losing cores on Canada works properly now. - NV changes pushed back until Nationalism and Imperialism. - Fix Mexico annexing Texas too often.   1.15 hotfix 1. Checksum QMUO - Fix US civil war.   1.15. Checksum GPKY - Restoring the Mexican Empire now makes Central American an accepted culture for Mexico, along with making Mexico the cultural union of Central America. - Move several inventions under Medicine to more historically-appropriate dates. Still a powerful tech, slightly less powerful to rush immediately. Also buffed the military hospitals bonus to keep pace with increased pop casualties. - Geneva convention slightly better in effects. Decision will no longer annoy you if its available and you don't want to take it. - Added +1 siege to Cuirassier and Dragoon for absolutely no reason other than to make them a little less worthless. - Limited a few spammy generic events (cotton and disloyal regiment one). - Some minor shifting of african province borders to facilitate less ugly colonization. - Sardinia-Piedmonte annexation of other North Italian minors will only give prestige if they are doing it with themselves as a GP, not if they are merely part of the same sphere group of another GP. - CSA should no longer start with enclave states. - Clean up some silly rebel behaviors. Most notably colonies will be far less likely to become jacobins/fascists/communists/etc in an attempt to change the ruling government, instead they'll go right to nationalists attempting to break free. - Liberal Revolution modifier now only applies to non-colonial pops. - Bankruptcy event now allows other nations the opportunity to get a make puppet CB, at the cost of infamy. - Rescaled some AI tech priorities to encourage AI to not fall behind on most techs. - Some AI army tweaks. - Fix the partition of Switzerland event to give cores to Germany and work with German Confederation if it exists. - Colonial negotiations unlocking tweaked as follows: Only GPs get it "for free" if someone else has it researched (SPs have to have the prereq Machine Guns for themselves), and SPs get it one year later. Intended to curb Spain colonizing most of Central Africa and Portugal being able to cock-block UK every game. - Added some straits in Indonesia to help Netherlands be less shit at defending colonies and hopefully less likely to leave their homeland undefended. Straits now connect Palak Pinang<->Kota Waringen and Flores<->Makassar. Considering the already ridiculous straits of Alor<->Aru and Aru<->Sorong I don't think this is too unreasonable. - Slightly lower immigration pull to America/Oceania, slightly greater pull to same-culture country. For example, a free poland should draw some small amount of polish emigrants from nearby lands rather than have them all go to America. - Implemented a War Reparations CB that cheaply gives the same effect as the war reparations of Cut Down to Size but without the military penalties. - Implemented a Revoke Cores CB. This will allow you to remove enemy cores from your land. Costs 100 warscore and is a "status quo" type wargoal, meaning other goals can't be added afterwards. Intended to be only for defensive wars, but I can't expressly enforce that. Will remove both cores of the enemy nation and cores of their potential cultural union (Italy/Germany). Implemented a very basic claims system where if NGF is forced to revoke Germany cores on Alsace-Lorraine it will be able to re-claim those cores after becoming Germany at the cost of infamy. This can only be done once, the second revocation will be final. - Added Belgian Congo decision in 1879 to annex Kinshasa and Boma if they are still independant. - Fix random extra Ottoman core from previous version. - Carlist/Christino cells in Spanish provinces are now far less likely to spread to neighboring provinces with military garrisons and slightly more likely to be detected in provinces with more military units (up to 3). - Pre-set flags in history files for unciv nations so that they get credit towards tech when civilizing for reforms that they start the game with.   1.14d. Checksum ZXEK - Oriental Crisis altered slightly. European GPs will now only get the event to support the Ottomans if Egypt is winning. The Ottoman Empire will now gain prestige if they are able to subdue Egypt without European intervention, and will lose Prestige the more europeans that intervene (which is linked to how endangered the empire is). Egypt is now stronger and should generally have the upper hand. France or any other GP with high relations may still intervene on Egypt's side, but may only do so once Egypt is endangered by other GPs and is less likely to do so the more the odds are stacked against them. If the Ottoman AI is able to win without outside help it is more likely to go with the puppet Egypt or annex Egypt option rather than merely taking its cores. - Potential for GP Ottomans to reclaim Greece with N&I. AI will only do if at least rank 4 or it won the oriental crisis without outside help. - Potential for Ottomans to reclaim Crimea and control of the Black Sea (in lieu of the normal Crimean War, which only happens if Ottomans aren't a GP) if they outrank the Russian Empire. - Reduced soldier promotion a bit. - Make AI puppets more likely to research their overlord's tech. This is because puppet receive a 50% discount on all tech their overlord has. - Manifest Destiny now requires the USA to own Seattle. - Refute Manifest Destiny will now also apply to any colonies Mexico may have (Washington/Oregon/Idaho/Colorado/Oklahoma), giving Mexico cores on the region and removing USA cores. - Altered the CBs for restoring America to hopefully allow a collapsed USA to reform quicker.   1.14c. Checksum KSMS - Trade ports in China controlled by Europeans will now switch to valuable goods and receive large production bonuses in order to make them economically valuable. - Uncivilized nations that civilize will now have their provinces which are not accepted culture and on another continent or in China turned into colonies. - Free Allied Cores CB is now justifiable. Require Alliance and puppet/sphereling relationship with subject nation. - New CB to acquire state for a substate of your nation. Same requirement of Alliance and puppet/sphereling relationship with subject nation. Same infamy cost and justification time as normal acquire state, but works on OPMs (due to technical limitations). - Increased minimum cooldown between crises. - Lowered overall pop promotion rate a bit (25%). - Soldier promotion limits more fluid. Rather than a hard cap at 5% soldiers now hard cap is at 10%. - Artisans can now demote to soldiers. - Lowered sphering rate slightly (25%). Increased neighboring sphere bonus to +50% (same as normal neighbor). Increased the max storable influence points to 125. - Fix Spanish/Portuguese empire restoration to require absolute monarchy or fascist dictatorship to annex the relevant nations. - Adjusted some life ratings in USA to get better migration patterns to major cities. - Fixed event to return non-core provinces to work in MP. Paradox: Why the hell do events function differently in MP compared to SP? This may also have been the source of some OOSes. - Fix Odense-Esbjerg strait looking funky.   1.14b hotfix 1. Checksum MHFN - Fix duplicate event ids   1.14b - Fix oversight that left civilized nations getting more research than GPs. - Lowered War Exhaustion gain rate from occupation back to vanilla (0.5->0.05) but increased the penalty at 100% WE from -100% throughput to -200% throughput. This should alleviate late-game problems of 100% WE being mostly ignorable once nations had large amounts of tech and infrastructure boosting throughput. - Rebalanced ministers since intellectual and statesman were widely considered far more powerful than other options:     *Artisocrat has been merged into Industrialist, and the bonuses are now 50% higher.     *Military Man bonuses have doubled.     *Reformer now provides a 25% bonus to assimilation and 15% to immigration per level.     *Administrator bonuses have doubled. - Minister selection event choices now describe the primary effects of each minister type. - Social Reforms are reformed:     *Increased immigration attraction of Minimum wage, Unemployment subsidies and Pensions.     *Safety regulations gets a small factory output boost to mirror Work Hours reform on input     *Higher levels of administrative_multiplier were translated into negative administrative_efficiency_modifier. This has almost the same effect, but administrative_efficiency_modifier is visible on the reform screen to show the player that Health Care and School System specifically require much more bureaucrats than the other options - Rescaled supply consumption to a base of 100% rather than 50%. - Congress Poland will now become Poland if it is no longer a puppet - Removed small nation mobilization bonuses from AI German minors. - Fixed Madagascar colonial region to be South Madagascar. - Lower chance of AI giving away land to puppet nations. In particular England should no longer be giving up most of India to their subject nations as soon as they civilize. - Workaround for Chinese treaty port events giving the territory back to China as a colony. - Spain/Portugal/Iberia/Carlist Spain may now attempt to restore their respective empires. New puppet CB for former American colonies while Spain has decisions to get cores on Naples, Sardinia, and Netherlands. Requires N&I, Great Power status, and either an Absolute Monarchy or Fascist Dictatorship.   1.14 - Fix bug with annexation of Mexico - Discourage UK AI from puppeting Ottomans. - Slightly lowered overall research rate, and lowered the bonus for being a GP or SP. - Capitalists now give a small bonus to research. - Corrected mis-named modifier (unit_start_experience) to (land_unit_start_experience and naval_unit_start_experience) so that literacy and jingoism boost experience correctly. - Scramble for Africa applies against civilized nations after 1895 (Italian-Ethiopian war date) for Europeans so long as the target isn't a Secondary Power or higher. - Scramble for Africa now allows non-europeans to sphere-annex Africans after 1895. - Level 1 Unciv national values no longer give mobilization. Level 2 NVs (reachable upon 50% civilization progress) now give a minor mobilization bonus. All uncivs now start with the appropriate level of NV. - Uncivs without reforms now get an administration bonus to simulate their less centralized nature and prevent death spirals from not being able to promote pops. Each reform taken lowers the admin bonus. - Exhaustive review of all unciv nations to ensure that each had some number of bureaucrats. - All unciv reforms now grant two levels of technology. - Slight bonus to soldier promotion when a province has a low amount of soldiers. - Implemented strategic effects that allow smaller-pop countries to mobilize a stronger force. Every million-pop step below 10M gives a 0.5% bonus. Civilized nations only. - Fixed mobilization impact modifiers for each NV. Slightly nerfed Might and Supremacy NVs since the aforementioned mobilization bonus from being a smaller country will serve to boost Prussia early game while Germany really doesn't need the help. - Slight economy tweaks. A bit more production of coal and sulfur. Canned Food factories produce more. RGO max sizes increased overall. - Clippers no longer benefit from Steamship speed upgrades.