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Changelog for Update 1.0.1 [Demetrius] (added 02 May 2019):

Gamebalance
* Tweaked Mercenaries to be less numerous and a bit more spread out.
* Country Capital now has one extra building slot.
* Fortifications in capitals are now normal buildings, and not something that magically appear. First level is still free.

AI
* Fixed disloyal generals being overly helpful and attacking enemy armies.
* Fixed AI not attacking rebels/barbarians.
* Fixed reserve objective behaving rather offensively.
* Reworked AI reconnaissance objective to patrol on borders rather than around a point.
* Army and fort maintenance is auto set to normal maintenance on outbreak of war.

Interface
* Fix to naval combat interface martial skill icon overlap.
* Fixed top-right corner of topbar visually overlapping score indicator.
* Added truces to diplomatic mapmode.
* Tweaked Combat Prediction Indicator to be more accurate.
* Adjusted default UI scaling.
* Tactics view is now scrollable when it needs to be.

Performance
* Optimized daily tick to improve stuttering
* Added option to run a benchmark. Use the launch options with ‘-benchmark’ to run a ~4 minute benchmark, testing GPU & CPU.

Bugfixes
* The game will no longer resend all diplomatic messages to the player that has been saved, each time the game is loaded.
* You now get new inventions when you get new technology from events, unit abilities and other effects.
* Fixed Out of Syncs related to siege & combat.
* Fixed wrong type of apostrophe being used in English version.
* Barbarians no longer have "TRIBE" in their name.
* Fixed issue where mapicons were showing invalid state (such as ended combat or sieges) after a peace deal.
* Fixed rare crash if province was no longer owned while trying to build a fort.
* Fixed rare crash related to events.
* Saving now happens on a background thread, shows a message and will pause the game in multiplayer.
* Disabled pause menu interaction when saving.
* Fixed bug where in some cases a 'zero' navy or army could exist
* Game will now calculate surplus before removing extra trade routes, to prevent incorrectly removing a trade route.
* Can no longer remove disloyal commanders from their armies
* Combat dice rolls are between 1 and 6 now instead of 0 and 5
* Fixed bug where in some cases a 'zero' navy or army could exist.
* Fixed case where country name would contain unlocalized text.
* Fixed potential crash when returning to lobby in multiplayer.
* Fixed potential crash when unit constructions finishes.
* Permanent province Modifiers will no longer be removed on conquest.
* Stopped the Pharos Lighthouse event chain from occasionally concluding prematurely.
* Updated localization in French, Chinese, Spanish and Russian.
* Fixed party conviction being several magnitudes too large when loading an ironman save.
* Fixed incorrect popup when guarantee is upgraded to alliance.
* Fixed bug where clan chiefs could sometimes have count for more than one.
* Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language.
* Various fixes to the Paradox account creation interface.
* Fixed searching for lobbies in lobby browser menu
* Fixed ‘november’ crash due to not enough threads available for processing
* Fixed startup crash on windows 7
* Mare Nostrum achievement no longer requires a small part of the northern Spanish coast.
* Fixed bug with barbarian removal in impassables for minor and major spawn points.
* Fix potential oos caused by imprisoning dead characters.
* Fixed bug where the decision to form Kushan did not properly check the current tier of a country
* Forming Cyprus now requires you to be suitably small.
* Fixed ironman permitting different mods when loading save.
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Changelog for Update 1.0.2 [Cunctator] (added 09 May 2019):

Bug Fixes
* Fixed not being able to take adjacent provinces in peace deals
* Fixed crash relating to reloading active combats in Ironman save
* Fixed achievements not unlocking properly. This affects "Cincinnatus", "The Besieger", "Pax Aeterna", "Antipater's Dream", "To the End of the World" and "The Man who would be King"
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Changelog for Update 1.0.3 [Varus] (added 16 May 2019):

Bugfixes
- After losing, observing is no longer seen as playing an ironman game
- Disabled console in lobby
- Can now always override UI scale between 0.5 and 2.0
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Changelog for Update 1.1.0 [Pompey] (added 26 June 2019) - Part I:

New Features
- Civil Wars have been reworked to be based upon the disloyal power base versus the total power base of a country. Each character have a power base that depends on their holdings,commanded units, wealth, titles, governorship importance etc. This value is displayed in overview, character listings, character and family views.
- Stability has been reworked to no longer be on a scale of -3 to +3, instead it ranges from 0 to 100, and gravitates naturally towards 50. Stability below 50 will give penalties to unrest, happiness and loyalty, as well as lowering the thresholds for civil wars and rebellions. Stability above 50 will benefit research, commerce, population growth, and will make the thresholds for civil war and rebellion higher.
- Increasing stability is no longer instant. Instead sacrifices to the gods will give an increase of Stability over time, and multiple sacrifices in short time will increase the rate of this increase.
- Added Coastal and River Terrain types for naval combat.
- Population Capacity now dictates how many pops can live in each city. Population capacity is primarily increased by things like climate, rivers, ports, but is also possible to increase through building granaries in a city. A city over capacity will get penalties from overpopulation but no city will grow over its cap naturally. Most things that previously affected population growth will now instead affect capacity.
- All countries can now convert religion if their high priest is of the new religion and a majority of the free pops in their capital also follow it. Republics require the approval of their Senate, Monarchies must have 70 Legitimacy and Tribes must have the approval of the Clan Chiefs.
- Seleucid bloodline trait now gives a bit of ticking province loyalty to better allow them to control a far flung empire.
- All Religions now come with their own associated Omens, with their own effects.
- Added country specific Omens to a number of countries and some culture specific ones. More context specific Omens will keep being added in future patches.
- Added Specific Omens for Hellenic countries following the Serapis Cult.
- Every country in the world now has a “Heritage” providing it with passive benefits and a penalty. Heritages are dependent on the capital of the country but can also be specific to other circumstances.
- Added Country specific Heritages to: Rome, Sparta, Carthage, Phrygia, Macedon, Egypt, Seleucid Empire, Mauryan Empire, Judea, Tartessos, Byblos, Armenia, Epirus, Thrace, Rhodes, Athens, Etruria, Syracuse, Icenia, Arvernia, Atropatene, Tarentum, Argos, and Thebes.
- Added the possibility of on map eruptions for the following volcanoes: Vesuvius, Aetna, Ararat, Methana, Aragats, Argaeus Mons, Argaios Mons, Ausara, Bamni, Qarqar, Caucasus Mons and Iberia Mons. A volcano eruption will cause considerable damage to the local economy until cleaned up.
- Added storms that can strike at sea, in deserts or during winter. Storms will cover a number of sea zones, or cities and will deal heavy attrition to present units. While a storm is ongoing it will be visible on the 3D Map.
- Added Navigable Rivers. A navigable river can be forded at specific locations, which can be blocked like straits by a navy. Light ships will perform better than others in a river.
- Legitimacy is no longer instantly increased from a button press, but a stackable over time ticking improvement.
- War Exhaustion is no longer a button to magically decrease it instantly, but instead works like the changed stability.
- You can now embark & disembark armies while in a port, and you have a big enough navy.
- You can now view foreign characters from the diplomatic view.
- Reworked the province view, adding more information, including pierchats of population.
- You can now tell units to start building roads, and they will continue doing it as long as you have power, instead of stopping in each new location to await new orders.
- Monarchies now have access to an Anabasis unit ability, which lets the ruler boost province loyalty in a province capital where he or she is present.

Dual Rulers:
- Aristocratic Republics now have Co-Consuls. Co-Consuls provide power in attributes where they are better than the current ruler, and their ruling traits are applied to the country along with those of the primary ruler. Popularity of ruler is average of both of the Consuls, while corruption is the sum of their corruption.
- Consorts: In Monarchies the consort of the ruler will now count as a co-ruler and give benefits to the country in the form of their stats supplanting the ruler’s if they are better. A consort with living children will get a ticking reduction of loyalty if the primary heir is not their child.

Province & City Improvements:
- Urban development interaction added for cities. Using the interaction increases local Civilization Capacity, as well as Civilization growth rate.
- You can now set what unit types your clan retinues should be. Changing will update retinues as well but strength is dropped to 0.
--> Added four Province-level investments, corresponding to each of the Power types: Population Output and Province Loyalty for Military Power, Building Slots for Civic Power, Local Import Routes for Oratory Power, Same Religion Pop Happiness for Religious Power

Naval Rework:
- Reworked Navies to form lines of battle and split Galleys into 6 classes with different roles, ranging from Light (Highly maneuverable and with a high chance to attempt to board) to Medium (all around balanced) and Heavy (Can only target ships directly opposed, withstand more damage and very hard to board). Heavy Ships are unlocked in some Military Tradition Trees (Persian, Indian and Greek) and can perform special unit abilities to help project power overseas. Navies now also make use of their own Combat Tactics and can shattered retreat to a friendly port.
- Added Liburnian ship type in the Light Ship Category.
- Triremes now belong to the Light Ship Category.
- Added Tetrere and Hexere Ship types in the Medium Ship Category.
- Added Octere and Mega-Polyreme Ship types in the Heavy Ship Category.
- Added Capture Port Naval Unit Ability allowing Heavy ships to capture unguarded adjacent ports.
- Added Port Raid Naval Unit Ability allowing Heavy Ships to create a breach in an ongoing adjacent port with an ongoing siege.
- Added Port Assault Naval Unit Ability Allowing Mega-Polyremes to remove 1 fort level from an adjacent enemy port.
- Added Naval Range: Naval Range is calculated from your closest owned port and any ship that goes out of range will take Attrition damage. Heavy Ships will take increased Attrition damage when out of range.
- Ships can now be captured in Naval combat: A capture attempt will happen if a ship takes enough morale damage to retreat from the battle. Since Light ships primarily deal morale damage this means that they will get more chances to capture opposing ships. Success chances are however also based on chance: Light ships have -20% chance to successfully capture heavy ships, while heavy ships have a +20% chance to capture lights. Medium is +/-10% vs the other. Capture chance is further impacted by admiral Martial skill and national modifiers. Captured ships joins their new owner’s navy but will not take part in the ongoing battle. Number of captured ships will be shown in the combat report.
- Pirates Reworked: Pirates can now be hired to supplement your navy in the Mercenary Tab. Unemployed pirates will eventually go on a raid, harming the economy of an unfortified target city before returning to their old home port. Any country can root out a pirate nest using a unit ability in enemy territory when at war, or in their own territory if they have banned piracy.
- Province Capitals are now fixed, and will never relocate naturally unless the city is lost in a war. Province capital can be moved by the player to another city in the same Province for a cost.
- Added the capability to release a subject country out of any owned Province, from the country overview screen.
- Country capital can now be moved for a power cost that is dependent on the difference in population between your current capital and the desired new location.

Holdings Rework:
- Characters can now hold multiple holdings, limited by their capabilities (mainly finesse). A city can also have multiple holdings, one for each 10 slaves present. Unowned Holdings can be granted to characters by the state or purchased by them over time. Holdings can also be confiscated by the state, lost to starvation, or lost if a city change hands, causing a loss of loyalty for their old owner (this loyalty modifier will last 5 years per lost holding).
- A holding will provide its owner with income, boosting their personal wealth over time.
- If more than half of the Holdings in a city belong to a character on the Rebel side in a Civil War then that city will defect at the start of the conflict.
- It is no longer possible to move or promote slaves if it would mean the loss of a holding for a character.

Ledger:
- Ledger: Added a ledger with a sortable overview of data about the player country as well as other countries in the world. Pages include:
--> Countries: Lists all countries in the world, together with relevant statistics, army sizes, military traditions, heritages, stances, etc.
--> Rulers: Lists all current rulers in the world, and lets you interact with them.
--> Provinces: All Provinces in the currently played country, listed with pops, trade routes, loyalty as well as tax and commerce income.
--> Inventions: Lists all currently bought inventions in the current country.
Our Rulers: lists all former rulers of the current country.
Post edited June 28, 2019 by HypersomniacLive
high rated
Changelog for Update 1.1.0 [Pompey] (added 26 June 2019) - Part II:

New Features (continued)

Government Interactions:
- Government Interactions: Added the concept of Government Interactions. Actions you can take in the government view that are dependent on your current government type: Monarchy Government Interaction: Summon War Council, usable once every 10 years, allowing you to choose a free claim on neighboring territory at the cost of the loyalty of one or more officers.
- Monarchy Government Interaction: Demand Oaths of Allegiance, costing 200 Oratory and Religious Power, and yielding +25 Primary Heir Attraction for 5 years.
- Monarchy Government Interaction: Hold Games has been converted to a Government interaction for monarchies and tribes, allowing your ruler to participate in the games.
- Monarchy Government Interaction: Patronize the Arts, costing 300 Civic power, and yielding 5% Primary Culture Happiness and 0.01% Global Civilization Gain per month, for 5 years
- Republic Government Interaction: Empower Civic Faction decreases build cost by 15%, but increases populist influence by 0.25 per month for 5 years. Costs Civic Power and is cheaper to perform if the Civic Party is in power.
- Republic Government Interaction: Empower Military Faction increases discipline by 2.5%, but increases populist influence by 0.25 per month for 5 years. Costs Military Power and is cheaper to perform if the Military Party is in power.
- Republic Government Interaction: Empower Mercantile Faction decreases Create Trade Route Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Oratory Power and is cheaper to perform if the Mercantile Party is in power.
- Republic Government Interaction: Empower Religious Faction decreases Convert Pop Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Religious Power and is cheaper to perform if the Religious Party is in power.
- Republic Government Interaction: Empower Populist Faction decreases monthly corruption of all characters by 0.05 per month, and reduces Populist Faction Influence by 0.5 per month for 5 years. Costs gold, and requires a Populist Consul.
- Tribal Government Interaction: Assembles Raiding Parties costs 200 military and 200 oratory power, increasing Enslavement Efficiency by 10% for 5 years.
- Tribal Government Interaction: Encourage Tribal Migration which will decrease the Centralization of a Tribal Nation, but cause 5 pops to move out of your realm, into a nearby province (preferring empty provinces).
- Tribal Government Interaction: Tribes can also make use of the Hold Games and “Hold War Council” interactions.

Macrobuilder:
- Macrobuilder Improvements: The Macrobuilder to promote, assimilate or convert Pops, as well as constructing buildings will now show the expected return of each action to give you providing better information to decide what action to take. You can also sort your available target cities on these numbers to find the most ideal spot for performing the chosen action.

Gamebalance

Economy:
- Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.
- Lax Taxation is now -50% tax
- Reworked how commerce work, so it primarily a province income.
- Commerce Economic Policies now impact how much you get from imports vs exports.

Governments:
- Non Scripted rulers at start of the game now have 50 popularity, no longer tanking starting legitimacy
- Electable Governments can now be set to have an minimum age for its elections.
- Health now impacts electability in republics.
- Endorse Party cost up to 50 from 25, and Tyranny down from 5 to 2.
- Republics now only have 1 law reducing unrest like other government forms.
- Disloyal Co-Rulers and Consorts now increase power costs by up to 25% at 0 loyalty up from 0% at 50 loyalty.
- Friends of the ruler in a Monarchy will now have a strong preference for Primary Heir.
- A family married to ruler or heir in a monarchy will have a strong preference for primary heir.
- Characters preferring other heirs now has less of an impact on Legitimacy.

Characters:
- Inspire Disloyalty now reduces loyalty of target by 0.5 per month.
- Increased base amount children per couple by +1.
- Tweaked some traits
- Governor finesse skill now impact the output in a province.
- Loyalty now impacts effect of office holders.
- Loyalty now impacts how well researchers perform!
- Loyalty of generals, admirals and governors is now dropping slowly by default for Major Powers & Great Powers.
- Disloyal employed characters can no longer be dismissed or imprisoned. Instead they need to be brought to trial, potentially sparking a civil war.
- Random Characters now gain 2 traits instead of 3 traits.
- At least one other family member that is not head of family will now always marry.

Units:
- Boarding Tactics is now +10% Ship Capture Chance.
- Changed lots of trireme_cost to ship_cost
- Changed some attrition modifiers to impact weights of units instead.
- Clan leaders that get regular cohorts loyal to them will make them into retinues.
- Enslaved Efficiency from unit modifiers are now considered as well when enslaving.
- Exiled retinues at strength 0 will now disband.
- Reduced impact from troops on unrest from -5 to -4.
- Reduced size of clan retinues a fair bit, and they are now less likely to grow beyond average supply limit in home areas.
- Reward Veterans: removed oratory cost, increased gold cost to 6x monthly income
- Attrition reduction modifiers is now applied AFTER cap is applied.
- Chariots are now more efficient against Archers and Light Infantry.

War & Peace:
- AE reduction from high AE is -3 instead of -5
- Tweaked combat prediction to be more accurate
- Battle Result can now have a larger impact on wars, and not always +1/-1.
- Some war declarations like truce breaking and/or no-cb wars will now also incur some Aggresive Expansion

Technology:
- Tweaked technology ahead of time to be MULTIPLIED on speed.
- There is now a behind on tech speed multiplier that increases your tech speed.
- Technology is now 33% more costly to get.
- Reduced a few loyalty increases from inventions.
- Reduced benefits on happiness from inventions.

Traditions:
- Agema Military Tradition now reduces Heavy Cavalry Cost.
- Greek Tradition bonuses to mountains now instead apply to hills.
- Levantine traditions now give 10% Naval morale instead of 5% (so in line with other traditions).
- March of the Eagles (+10% Land Morale) is now a finisher for latin tradition countries.
- North African Traditions now reduce War Elephant Cost.
- Triplex Acies Tactic now available as second tradition for latin countries.

Mercenaries:
- Tweaked Mercenaries to be less numerous and a bit more spread out.
- Can no longer recruit mercenaries that have not recovered their strength.
- Mercenaries marching home to their home position will not reinforce.
- Mercenary maintainance increased by 50%
- Mercenary Captain is now a status that gives +5 martial while they have a mercenary company
- Mercenaries that would have been stackwiped now charge their disband fee from employer, and leaves his employment.

Pops:
- Assimilation and Conversion of pops now cost 30 Monarch Power.
- Unrest no longer causes negative population growth. (no spiral of doom)
- Colonization can now be done over two seazones.
- Slaves are now far more distributed over your empire, and looks at holdings of general as well.

Tradegoods:
- Glass now increases local civilization.
- Precious Metals is now city loyalty.
- Spices are now for citizen output, while dye is for citizen happiness.
- Surplus of wood in capital is now +50% ship building speed, and export is +20% in ship building speed.

Barbarians:
- Barbarian Hordes have no attrition in unowned provinces.
- Barbarians are no longer clever enough to use zone of control propagation.
- Barbarians now use the cultural graphics type of their commander
- Barbarians reinforce twice as quick when not sieging.
- Barbarians that have not fought in a battle will never accept surrender.
- Barbarians will now grow in size as they take over provinces containing tribesmen.
- Removed potential strength from barbarian negotiations.
- Reworked the size of barbarian spawns to take population, and particularly tribal population into account, instead of always being 1 cohort per barbarian power.

Other:
- Tweaked lots of trireme_* modifiers to use common naval modifiers
- Countries now get +50 loyalty in all current loyal states when they end up in a civil war OR a rebellion.
- Reduced wrong culture happiness for outlawing Judaism to -10% from -25%
- Integration speed is now boosted by 0.05 per parent nation Rank
- Selling a city now removes your claim from it.
Post edited June 28, 2019 by HypersomniacLive
high rated
Changelog for Update 1.1.0 [Pompey] (added 26 June 2019) - Part III:

AI

Economy:
- AI less likely to pick the low wages option.
- Made AI relinquish certain economic policies when in a deficit.
- Constrained AI overspending during distress a bit (it led to a much shorter deficit period than DEFICIT_YEARS).
- AI will no longer run at low maintenance if neighbor with player and not allied.

Diplomacy:
- Upped AI's tendency to negotiate for military access.
- War balance acceptance can now not go below -40. (Added define PEACE_ACCEPTANCE_WAR_BALANCE_CAP).
- AI will use shorter paths if not worried about safety of army/navy.
- Substantial Land Lost - If demanding 20% or more of a country's cities in a peace deal, they have an extra -10 acceptance.
- Fixed bug in AI military access calculation that made it take longest rather than shortest path of countries negotiated with.
- AI may now prefer to plan/declare wars adjacent to countries already declared on so it doesn't have to move its troops as much.
- AI no longer accepts all vassalization offers. (Buggy diplo action serialization.)
- AI now improves relations with nations they want to trade with.
- AI now knows how long time integration takes and that it's probably not worth waiting for it prior to declaring war.
- AI pays off barbarians if they get out of control.
- AI settles barbarians whenever possible.
- AI uses Enforce White Peace
- AI will no longer insult or support rebellion on you unless they have an extremely untrustworthy personality.
- AI will no longer insult or support rebels on an ally unless they have an untrustworthy personality.
- AI will only integrate subjects they have a border with.
- The largest most recent land battle (with weight decaying over time) will if won by a nation increase their War Enthusiasm by 10.

Military:
- Tweaked AI in a number of cases that should result in fewer suicides (fingers crossed).
- Tweaked AI tactic selection to be a bit more likely to use the best choices.
- More accurate war length prediction with ML and incentive to choose shorter wars in planning.
- Fixed AI detach from unit.
- Fixed a reason for AI forgetting that it's about to go to war, thus messing up its preparations.
- AI handling of barbarians tweaked to avoid excessive treasury draining. Also fixed up strike teams to work more as intended instead of constantly running around as huge blobs of troops. Which should also help with handling Barbarians.
- AI builds fewer regular troops when manpower pool is being drained. (Added define ARMY_BUDGET_MANPOWER_REDUCTION.)
- AI doesn't try to merge units into those with disloyal generals.
- AI evaluation of units now take damage taken/done factors into account as well.
- AI now ignores barbarians they have paid off.
- AI now uses Recruit To to gather up newly recruited regiments a bit more effectively.
- AI should be faster in starting to attack into a city a friend is attacking into in some cases.
- AI should no longer immediately go for a respawned enemy retinue.
- AI troops will now attempt to move closer to war target before declaring if they have a land path. This should save some time for them.

Misc:
- Improved AI Legitimacy handling.
- AI can use scripted GUIs if ai_is_valid evaluates to true and ai_chance is above 1 for actions requiring a price to be paid (for which it is the plan value), or above 0 (specifying probability of happening) for other actions.
- AI demands surrender of barbarians whenever possible.
- AI now checks if the omen can actually be called.

Interface

Alerts:
- Clicking the "unassigned titles" notification will now open the offices tab
- Added an alert for when you can enact a decision.
- Barbarian alert will now ignore paid off barbarians.
- You now get an alert if you have free idea slots

Map:
- Simple Terrain Map Mode now displays terrain types in Ocean, Lake and River Zones when zoomed out.
- The on-map widgets should now elide long names, rather than let them overflow.
- Added a new mapmode widget when zoomed in, for the population mapmode.
- Added in red striped in the population mapmode for provinces that are above capacity.
- Sea gulls will now appear around ports as well as potential ports in uncolonized land, signifying the potential for a port in that location.

Misc:
- Reworked colonisation to not be a UI, but an automatic sending of a pop.
- Clicking the top bar resources will now open the corresponding interface
- When moving pops, the target provinces are now sorted by amount of pops in them.
- The "+" and "-" characters outside of the keypad can now be used to alter game speed.
- Pressing Enter will now save the game in the save menu.
- Changed minimum resolution to 1080p
- Wage tooltip in economy screen is now sorted.
- Separated land & navy building menus
- Split Army & Navy stats into two seperate tabs in the military view.
- Show changes in province values when building buildings and when promoting/converting/assimilating pops in tooltips and in macrobuilder
- Added more details to revolt & civil war tooltips to explain why.
- Added the generals wages to the unitview maintenance info
- Added tooltips for when a country is too small for a civil war.
- Clarified governor policy tooltip to include mention of it being useful to purge barbarian strongholds.
- War Exhaustion is now displayed in the top bar!
- Added mouse panning & focus on combat to settings menu
- Replaced the work 'Rank' with rank icon in diplomacy interface nation list (SUL-4107)
- Add shortcurs for mercenary view and macro builder
- Added font icon for hotkey 'Z', and added both space and pausbreak as hotkeys for pause. It'll now show the spacebar font icon in the tooltip.

Macrobuilder:
- Improved Map Tooltips for building buildings through the macrobuilder.
- Show breakdown of cost in price tooltip in the macro builder
high rated
Changelog for Update 1.1.0 [Pompey] (added 26 June 2019) - Part IV:

User Modding

New Functionality:
- Character-Interactions can now have province and country select targets.
- TimedModifiers now keep track of how long they have been active, to be used for progress bars.
- Omens can now have triggers, so different countries can have different omens.
- Tyranny, Warexhaustion and Aggresive Expansion can now be set in prices (together with power, manpower, gold & stability.)

Effects:
- Added 'add_breach' siege effect.
- Added 'divorce_character = char' character effect.
- Added 'set_state_capital = ' state-effect
- Added 'show_animated_text = ' effect for provinces.
- Added 'remove_building_level = building' effect to province
- Added 'remove_holding' effect for character effect
- Added a 'start_civil_war = ' effect to countryeffects.
- Added an 'add_holding=' to character scope.

Modifiers:
- Added 'add_and_extend' to modifier modes.
- Added a scaled holding modifier for characters.
- Added available_holdings modifier for provinces
- Added civil_war_threshold & rebellion_threshold modifiers for countries.
- Added power_base modifier for characters.
- Added holding_income_modifier modifier for characters.
- Added holdings_possible_for_character modifier for characters.
- Separated population growth and population capacity into two separate modifiers.
- Added unique modifier to use for army/navy weight modifiers. (as original tooltip claimed attrition did)
- Added 'naval_damage_done' modifier for country/commander/unit.
- Added 'naval_damage_taken' modifier for country/commander/unit
- Added in adjacent-to-major river and contains minor river modifiers for cities.
- Added 'ship_capture_chance' modifier.
- Added 'ship_cost' and 'cohort_cost' modifiers.
- Added 'non_retinue_morale_modifier' modifier.

Triggers:
- Made strength_percentage & morale_percentage consistent with other percentages
- Added 'has_co_ruler_government' country scope trigger
- Added 'has_holding_in = trigger for characters.
- Added 'has_minor_river' province scope trigger
- Added 'is_adjacent_to_major_river' trigger to provicne scope
- Added 'is_co_ruler' trigger to char scope.
- Added 'is_isolated' trigger to state scope.
- Added 'max_amount_of_holdings ' trigger for province.
- Added 'max_holdings_owned' character trigger.
- Added 'non_loyal_power_base' country trigger.
- Added 'num_holdings_owned' trigger for characters
- Added 'is_state_capital' trigger for province-scope.
- Added 'current_amount_of_holdings' trigger for province.
- Added ' power_base' trigger for character scope.
- Added a 'ship_category = light/medium/heavy' trigger for subunits.
- Added 'has_breach' siege trigger
- Added 'heritage = xyz' trigger for country scope.
- Added 'possible_holdings' trigger to country scope.
- Added percentage_characters_below_max_loyalty.
- Removed num_characters_below_max_loyalty

Scopes & Lists:
- Added 'XXX_neighbor_area' lists.
- Added 'XXX_neighbor_region' list.
- Added '_holdings' lists from character to province list.
- Added 'current_co_ruler' link
- Added '_holding_owners' list from province to characters.
- Added 'siege_controller' scope switch from siege to country.
- Added 'sub_unit_type = heavy_infantry/trireme/etc..' subunit-trigger.
- Added 'subunit_strength_percentage' and 'subunit_morale_percentage' subunit triggers.
- Added 'total_holdings' trigger to country scope.
- Added 'total_power_base' country scope trigger
- Added primary_heir, secondary_heir & consort event-target links from country to character.
- Added siege scope switch from unit/province
- Added location switch from siege to province

UX:
- Added GetTimedModifier('NAME') promote from country/states/unit/province/character.
- Added HasTimedModifier('NAME') promote from country/states/unit/province/character.
- Added a "GetBuildingProgress" to the UI in "Province"-scope.
- Added functions for getsecondaryheir
- Added 'GetInverseProgress' for timedmodifiers, so they go from 100 to 0 as well.
- Added a debug mapmode for climate

Other:
- Added support for morale_damage_done & strength_damage_done attributes on sub unit types.
- Different heritages can have different opinions of other heritages.
- Moved a few more hardcoded defines to prices.
- Moved all the logic of getting stability hits from declaring war at various states to be using prices.
- You can now define co_ruler in the setup file.
- Added some more defines to use for battle impact on warscore.
- Added support for _co_ruler and _consort titles per covernment.
- Added support for historical regnal number from start as well.
- Areas now know if they are adjacent to another area.
- Less likely to crash game while editing omens/military traditions etc.
- Hooked in on_action for holding lost.

Setup & Script

Decisions:
- Form Arcadia can now only be formed by someone with an Arcadian tag or Arcadian Capital City.
- Form Arcadia and Form Achaea are now mutually exclusive from one another.
- Seleucids can now found Antioch and not only Seleucia Pieria.
- Forming a nation now grants between 2 and 5 Free Province Improvements, based on the size/difficulty of the formable.

Events:
- More events now make use of portraits for involved characters.
- Added more Dynamic Historical Events for Carthage.
- Added more Dynamic Historical Events for Italic Minors.
- Added more Dynamic Historical Events for Rome.
- Added events relating to Slavery.
- Added events relating to Dual Rulers in Monarchies and in Aristocratic Republics.
- Characters are now less likely to suffer lunacy

Setup:
- Added Regnal Numbers to Macedon, Odryssia, Dardania, Sparta, Armenia, Bosporan Kingdom and Epirus
- Fixed Turdetania and Edetania, so they are Iberic rather than Druidic.
- Fixed Albania, Pontus, and Gutonia country cultures and Gutonian starting capital
- Fixed Scythia, Maeotia and Kharesmia being the wrong primary culture.
- Changed the religion of some Aestuian pops to be Matrist rather than Tuistic
- Changed three tags in the eastern Alps to be Hellenic rather than Druidic, to fit the population under their rule.
- Corrected a Barbarian Spawn Point in Eastern Arabia.
- A number of starting rulers with a military past now have more impressive character statistics.
- Made horses more prevalent in Southern Italy and Greece while reducing their numbers slightly in Western Europe and Britain.

Map:
- Fixed units not having the correct rotation when stationary
- Added more greek cities in the Seleucid Empire.
--> Added Navigable River Zones in the Nile Delta, the lower Rhine, Euphrates, Tigris, Indus, Ganges and Echedoros.
- Added new cities in Cappadocia, Egypt, Babylonia, the Rhineland and Cyprus.
- All volcanoes are now named. Volcanoes can now be searched for in the province finder by typing “Volcano”.
--> Volcanoes are now more clearly visible on the map, with a big caldera as a sign of volcanic presence.
--> Changed names of cities east of Carthage to better fit reality.
--> Fixed all the single pixels in areas being incorrect
--> Atmospheric fog has been tweaked to be less opaque and adapt more with zoom level and camera tilt. (edited)
high rated
Changelog for Update 1.1.0 [Pompey] (added 26 June 2019) - Part V:

Bugfixes

Stablity & Performance:
- Prevent crash when trying to play sfx without event info, log and error instead
- Fixed crash from older saves
- Fixed potential crash when doing peace treaties
- Fixed potential crash when returning to lobby in multiplayer
- Fixed potential crash when unit constructions finish
- Fixed CTD in ownable_provinces list.
- Fixed CTD when dismissing governor in non-capital province
- Optimized script events & country score calculation
- Fixed issue where game sometimes hangs for a very long time
- Fix for random deadlock when saving game

Multiplayer & Out of Syncs:
- Fixed Potential Out os Syncs related to Combat.
- Fixed out of sync related to AI.
- Fix objectives oos in ai threat map caused by only deleting first matching entry in an unordered map
- Fix oos caused by checksumming ironman manager
- Fix oos caused by incorrect reading of scripted gui ai power estimations
- Fix oos caused by province isolation being recalculated on client when loading save from host
- Fix oos caused by setting NeverGiveUpTradeSurplus from unsyncrhonized code
- Fix oos caused by unsynced parts of ai being included in ai checksum
- Fix oos caused by battle names being saved localized
- Fix oos caused by wrong kind of random in ai pop promotion planning
- Fix oos when switching language while playing in a multiplayer session
- Fix potential oos caused by imprisoning dead characters
- Fixed OOS caused by localized family names being used in synchronized code
- Don't break alliances on hotjoin
- Fix an issue where a player hotjoining back in after dying would instantly game over
- Remove combat location post-read fix since that could cause OOS

Game Mechanic Bugs:
- Recruitment cancelled by lack of resource now is properly refunded.
- Ships can no longer become loyal.
- Zero strength barbarians will now disappear.
- Religious unity is recalculated when you convert the religion of a pop.
- Capital bonus is now only shown when you actually get it from a trade.
- You now get new inventions when you get new technology from events, unit abilities and other effects.
- Removed hardcoded wealth stealing of banished characters (wealth still stolen through script).
- Can no longer remove disloyal commanders from their armies
- Fixed bug where in some cases a 'zero' navy or army could exist
- Fix has_law trigger returning true for inactive law groups, causing Princeps event to fire too often
- Fix owns_or_subject_owns trigger problem causing subjects being able to snatch some decisions from their overlord
- Fix party conviction being several magnitudes too large when loading an ironman save
- Fix to Intervene War failing.
- Fixed an issue where the paid off barbarian would just stand still.
- Flanksize on units are now saved and loaded properly.
- Fixed the oldest child not always inheriting the throne for relevant succession types
- The game will no longer resend all diplomatic messages to the player thats been saved, each time the game is loaded.
- The last pop can now die!
- Characters now consider all titles they have, so party leaders will no longer cause their family to be scorned.
- Battle Prediction is no longer shown for when paid off barbarians would be in same province as you.
- Can no longer settle the same barbarian tribe endless amount.
- Dismiss from Office now works again.
- Don't allow clan retinues on ships to gain new cohorts past the transport capacity
- Overrun will now give proper combat ends.
- Prevent migrant units from moving into water
- Removed auto-divorce when someone goes abroad.
- Make sure transferred subjects join revolter in civil war

Text & UX:
- Improved Disreputable Dalliance tooltip and fixed scope issues with banish and child scopes
- corrected tense for death message!
- Header for outliner should now be properly centered in all languages
- When having no siege progress, the text will no longer be all upper case.
- Attrition in unit window now only has 1 decimal and a percentage sign.
- Fixed the word 'equilibrium' being misspelt in the stability tooltip.
- Increased width of textfield in account creation interface to fit non-English localization
- Fixed message about traderoute giving bonus to entire province when it should just be the capital.
- Fixed some values showing too many decimals.
- Fixed top-right corner of topbar visually overlapping score indicator
- The fourth trait displayed in the Characters & Families tab should now properly show a tooltip when hovered.
- Added dynamic culture name for PROV123 "Iguvium / Icuvium"
- Fixed spelling error in alert for scorned family.
- Fixed spelling error in Spanish localization, Caño (sprout) to Daño (damage)
- Fixed spelling error of 'Inventos' in TECHNOLOGY_MENU
- Fixed type in PROVINCE_TOOLTIP_players, "Treasurey" -> "Treasury"
- Minor loc fix to a Hellenic Flavor event
- Modifier icons in province interface should no longer overflow, instead they overlap when more than 7
- The "No Deficit!" text should be properly centered now, and deficit modifiers should elide when too long.
- Tooltip for Economy interface button in topbar no longer references converting power to gold
- Fixed unit morale damage/strength damage done shown in red instead of green in macro builder.
- Entries in the message log will now elide if longer than two rows
- Fixed missing localization for DECISIONOTHER_* strings
- Fixed missing string for PEACEACCEPTOTHER_ALLY_LOG for all languages
- Fixed "sexy" Russian province names into something less sexy.
- Fixed outdated description of inventions in tutorial.
- Fixed tooltip when no corruption progress
- Fixed case where country name would contain unlocalized text
- Fixed spelling error of "Deceanglia"
- Fixed a few spelling errors "lead by" is now consistently "led by".
- Fixed issue with the “Man of Action” event triggering.
- Fixed broken scopes in English, Chinese and Spanish loc for dip_friends_rivals.11.desc
- Fixed bug where provinces couldn't be searched for when playing with Russian or Chinese language
- Fixed incorrect promote scopes in German/Spanish governor policy tooltips
- Fixed scope issue with Man of Action
- Fixed a spelling mistake in an invention.
- Fixed various minor errors in the Pyrrhus events.
- Improved localization for military alliance acceptance message
- Added some missing Russian Localization.
- Description for Punic Ascendance now correctly mentions requiring to play as Carthage

Misc:
- Updated a number of events that had triggers that were very hard to meet, they should now trigger more regularly.
- Fixed ships sometimes flickering in ports
- After losing, observing is no longer seen as playing an ironman game
- Enabling debug mode will now recalculate the version checksum
- Fixed the Colossus of Rhodes fire being visible on the flat map
- Fix cultural clothing gene modifiers always overwriting random factor with 0
- The port of Appolonia is now linked to the proper sea-zone
- Stopped Etruria selling themselves to Carthage.
- Fixed world conquer achievement not possible
- Forming Cyprus now requires you to be suitably small.
- Added check that both involved characters can get friends and rivals when adding friends or rivals.
- Added missing age check to ip_monarchy.15
- Prevent subject nations from having civil wars
- The 'Bottleneck' tactic should now play a sound when chosen
- Achievement checking for the Alexandria Lighthouse now functions even if the most ambitious version of the lighthouse was built.
- Fixed Lofty Notions not giving office if target already had one
- Fixed bug which made Media unable to form.
high rated
Changelog for Update 1.2.0 [Cicero] (added 24 September 2019) - Part I:

- You can now disband loyal cohorts, for double the cost, but those loyal cohorts will turn into "veteran cohorts" for that character that impact their powerbase, and will be raised as experienced cohorts if that character revolts.
- Pops now no longer instantly promote or demote to another type, assimilate their culture or convert their religion. All of these changes will now instead happen over time due to a combination of factors that you can speed up through government policies and other actions. An overview for current changes underway in a city can be opened from the city interface.
- Pops now migrate over time to neighboring cities, cities in the same province, or between provinces with a port in your empire. Manual movement of pops is now only possible for Slaves and Tribesmen (if you are a Tribe).
- Monarch power has been removed as a concept. Instead mechanics have been changed to happen over time, use other currencies or opportunity cost. A new currency, Political Influence, is now generated by loyal members of your Government over time. Political Influence will be used to perform actions directly relating to your country's government such as selecting National Ideas or implementing Laws.
- Reworked Experience. Unit Experience no longer decays from losses in combat but instead decays over time. All armies now have access to the Drill ability which will increase their cost and loyalty gain chance while allowing them to build up experience.
- Reworked Military Traditions. Military traditions are now acquired using Military Experience, a countrywide value that measures the degree of Military Experience your country has built up. Military Experience increases from your average cohort experience and War Exhaustion, where reliance on mercenaries reduce the speed it accumulates by.
- Split cities into Cities, Settlements and Metropolises, collectively known as territories. Only Cities and Metropolises are now represented by 3D buildings on the map.
- Settlement is the basic owned territorial unit. A settlement has lower population cap than a city and can only have one building. Settlement buildings are different from those available in cities and focus more on production and output. In a settlement the population will trend towards being slaves or tribesmen (if owned by a tribe).
- A city can be founded in a settlement for a cost of Gold and Political Influence. A city can have multiple buildings and will have a higher population cap than a settlement. In cities more slaves are required to produce surplus goods, and over time pops will be more likely to become Citizens or Freemen.
- A Metropolis can be upgraded from a provincial capital city with high population. City buildings are still available but it will have a higher migration attraction, and more building slots than a city.
- A City or Metropolis can be turned back into a settlement for a cost of Tyranny, this costs less Tyranny for Tribes.
- Added 11 new building types, to create more depth to develop your cities,
- Added 5 new buildings for Settlements.
- Fabricating claims is no longer instant, instead it is done over time.
- A new character interaction to bestow a regional nickname on governors has been added.
- A new character interaction to impose corruption sanctions on a character has been added, reducing their corruption at a cost of loyalty and tyranny.
- Food is now produced in all owned territories, the amount is dependent on the local terrain. Food is consumed by Pops and Military units that would otherwise take attrition. Any surplus food is stored in the Province. A large food store will increase population growth and local defensiveness. A depleted food storage results in starvation and lowered defensiveness.
- Surplus Trade Goods can now also generate food, these can be imported to feed big cities.
- Added a new governor policy: Harsh Treatment, reducing migration attraction and population output, in return for higher provincial loyalty.
- Added a version of the War Council government interaction for Republics.
- Added a Curiate Assembly government interaction for Republics.
- All Republic Laws reworked, with certain categories unlock from tech.
- All Monarchy Laws reworked, with certain categories unlock from tech.
- All Tribal Laws reworked, unlocked by certain Centralization thresholds.

Gamebalance
Economy
- Each Holding now gives a boost to commerce income in the city in which they are situated.
- Economic Policy for Wages now only affect those characters that are getting wages.
- Economic Policy for Wages reduced to 0.05 loyalty when increased, down from 0.1.
- Building cost inventions previously targeting specific buildings are converted to -0.05 build_cost, with the exception of Granaries
- All traits yielding build_cost are now -0.05 build_cost from -0.1
- Aqueducts now require civ of 30.
- Mercantile Diplomatic Stance now reduces Trade Route creation cost by 40% instead of 25%.
- Reduced price of province investments.
- Increased effect of Military Province investment.
- Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.
- Increased effect of Military Province investment.
- Reduced price of province investments.

Governments
- The higher Government ranks now increases Political Influence gain.
- Ruler Martial now increases Manpower Recovery Speed & Army Morale Recovery.
- Ruler Finesse now increases National Commerce Income & reduce Build Cost.
- Ruler Charisma now increases Tyranny Reduction and Claim Fabrication Speed.
- Ruler Zeal now increases Monthly Stability Growth and War Exhaustion Reduction.
- Disloyal Characters are less likely to be elected in a Republic, as the Senate is less likely to trust them.
- Standardized Construction idea reduced to -0.2 build cost and speed from -0.3
- Consort or Co-Ruler will now use their finesse instead of rulers for governor policies, if higher.
- Populists no longer block PI gain, but instead has a -33% modifier to its gain.
- Finesse impact on governors reduced from 5% to 2.5%.
- All laws affecting pop ratios now only affect Cities and Metropolises
- Last 2 tribal laws in the Centralization path now grant 5 Civilization capacity instead of poptype happiness
- Laws now only reduce stability by 15 when changed.

Characters
- Popularity from Naval Combat is now 10% of before.
- Tweaked down popularity gain from combat further.
- Families now keep track of how many children they have in total.
- Courtsize limit lowered to 120
- Foreign characters will now have less children.
- Families with less than 4 current children will now be allowed more children.
- Commanders now earn more gold and popularity from taking cities.
- Frequency of disloyalty schemes has been increased
- Magnitude of disloyalty schemes has been increased
- A country will never assume to have less than 5 holdings when calculating powerbase from holdings.
- A disloyal character will no longer get wages from the government.
- Ruler Popularity now impacts clan chief loyalty in tribes.
- The Ruler of a Tribe will no longer make or keep retinues.
- High Wages economic policy now increases loyalty by 0.05 per month (down from 0.1) and the loyalty is only applied to characters gaining a wage.
- Characters with prominence will now lose all prominence on leaving the country, with the exception of olympic competitors.
- Popularity of characters moving country is halved.
- Cautious Personality now gives better morale recovery and reinforcement times on commanded units.

Units
- Popularity from naval combat is no longer 1% of what it should be.
- Cohorts loyal to a rebel commander, but not in their current army will be disbanded at the start of a civil war, and turned into veteran cohorts for that commander.
- You can now move regular cohorts loyal to a character to another unit. (merge, split, transfer, detach..)
- You can now assign units to the capital region.
- Morale from Military Experience reduced by 10x
- Migrant units no longer have any maintenance costs.
- Price of Chariots reduced from 8 to 6.
- Heavy Cavalry now does more damage to light cavalry and camels.
- Heavy Cavalry price reduced from 15 to 10, but build time has increased from 60 to 120.
- Archers now have +10% versus Heavy Infantry.
- Increased Price of Light Cavalry from 6 to 7.
- Reduced Mercenary Maintenance from +300% to +25%.
- Latin Traditions are now slightly weaker in their Light Infantry Bonuses.
- Boosted some of the Barbarian Traditions for Light Infantry and Chariots.
- Increased Siege impact on experience by x10.
- Horse Archers now take extra Morale Damage.
- Building roads now reduce movement by 75% instead of 90%.
- Mega Polyremes and Octeres no longer take less strength damage.
- Greatly increased experience gain from combat.
- Tweaked naval combat strength damage to be notably more significant.

War & Peace
- Powerbase for Subject Loyalty is based around loyal cohorts, not total population compared.
- It is no longer possible to demand gold as part of a peace treaty.
- Experience from combat increased by 10X
- Fabricate Claims now costs 20 Political Influence
- A migrant horde without provinces at peace can declare a war even if at low stability.
- Pirate Raids slightly less frequent.
- Increased the war score from battles significantly, as well as the maximum warscore from battles.
- Liberated nations now get a truce from their former occupier.
- Added beneficial loyalty modifier after civil wars end.
- Pillage now grants treasury based on unit eight and location population.
Post edited September 24, 2019 by HypersomniacLive
high rated
Changelog for Update 1.2.0 [Cicero] (added 24 September 2019) - Part II:

Gamebalance (continued)
Technology
- Invention costs are now based on cost of X gold per pop in your country.
- Inventions no longer improve research speed.
- "Prestigious Trade Goods" invention now increases export value instead of lowering Trade Route cost.
- "Regulated Money Lenders" invention now increases import value instead of Global Commerce.
- Material Science Invention now reduces army unit weight.
- Added a number of country specific inventions.
- Martial technology now increases maintenance costs by 3% per level, from 2%. Civic tech no longer reduces wage modifier.

Religions
- Bon Religion bonus reduced to -0.1 build_cost from -0.15
- Canaanite Religion bonus is now reduced Naval Maintenance Cost.
- Zoroastrian Religion bonus is now reduced Army Maintenance Cost.
- Khaldic Religion bonus is now 10% Freeman Output instead of 5%.
- Iberic Religion bonus increased to 10% Global Import value.
- Heptadic Religion is now increased Cohort Starting Experience.
- All Omens that gave population growth now give increased food output.

Traditions
- Agema Military Tradition now reduces Heavy Cavalry Cost.
- Greek Tradition bonuses to mountains now instead apply to hills.
- Levantine traditions now give 10% Naval morale instead of 5% (so in line with other traditions).
- March of the Eagles (+10% Land Morale) is now a finisher for latin tradition countries.
- North African Traditions now reduce War Elephant Cost.
- Triplex Acies Tactic now available as second tradition for latin countries.

National Ideas
- State Religion now grants +5 Civilization capacity (from 10).
- Central urban Spaces now give 5% province loyalty instead of 3%.
- City Planning now gives 25% population capacity instead of building slots in cities.
- Discount from standard construction is now 15% (down from 20%).
- Grain Stockpile now increases food output and food capacity instead of population Growth.
- Institutional Proselytism now increases pop conversion speed.
- Siege ability from Siege Training is now 15% (up from 10%).

Heritages
- Tartessian heritage now increases build cost by 5% instead of 10%.
- Thracian heritage now reduces Civic Provincial Investment cost by 10% instead of 1%.
- Byblos heritage now reduces Pop Assimilation Speed instead of Manpower Recovery Speed.
- Arvernian Heritage now reduces Heavy Infantry Maintenance instead of Slaves needed for Surplus.
- Rural Heritage now decreases cost to found cities instead of the cost to build roads.
- Armenian Heritage now reduces subject opinion instead of siege speed and increases manpower recovery speed instead of Hostile Attrition.
- Seleukos heritage now increases ruler popularity gain by 0.04 instead of 0.02.
- Ptolemaios heritage now decreases population assimilation instead of reducing diplomatic reputation.
- Added Kushite Heritage.
- Added Dahae Heritage.
- Added Helot Heritage.
- Added Kalingan Heritage.
- Added Nabatean Heritage.

Territories & Provinces
- Governor Policies is now scaled by the finesse of the governor / ruler.
- High Unrest no longer blocks you from building units or build buildings in a province, only disloyal does.
- Migration logic will not move pops to a city where it would make it go over the cap.
- Move Capital no longer costs vast amounts of political influence
- Encourage Trade reduced to 25% base commerce income, but now provides 10% local monthly food modifier.
- Farmland changed to 50% population capacity modifier instead of 20 population capacity

Mercenaries
- Halved the mercenary debt threshold for recruiting.

Pops
- You can now enslave population in cities protected by Zone of Control as well, but there is an internal cooldown of about 5 years.
- Non-Tribes will "promote" tribesmen to slaves if they have more than enough freemen.
- Pop Migrations will not swarm the same place, as each incoming pop reduces target migration value internally by -0.5 at evaluation.
- Slaves will no longer be sent to cities that are at their population capacity limit. Instead slaves will be spread out to other nearby cities.
- Slaves now produce more gold.
- Tribes have less happiness penalties with other cultures.
- Slaves will not migrate on their own.
- Slaves will not promote if that would mean you would lose a goods produced, in cities where all holdings are assigned.
- Slaves may promote to tribesmen in tribes.
- Pops of wrong religion are slower to assimilate.
- Pops of wrong culture are slower to convert.
- Different Poptypes now have individual speeds for assimilation, conversion, promotion, demotion, growing and migrating.
- Overpopulation no longer reduces Population Growth, instead it reduces migration attraction and Pop Happiness.
- Starvation now more harmful to Population Growth.
- Climate now has a smaller effect on Population Capacity but also affects Food Output.
- Base conversion and assimilation speed for all pop types reduced.
- Penalty for wrong dominant culture/religion to action speed reduced.
- Pop capacity now scales per missing pop.
- Starvation now affects total population capacity. Overpopulation now reduces population growth by a small amount per overpopulation

Tradegoods
- Furs export and capital bonus changed to -0.5% experience_decay, from starting experience.
- Marble now increases Civilization Value instead of loyalty, which precious metals already does.
- Removed Growth Category for Trade Good, replaced it with a Food category.
- Surplus of Grain, Fish, Livestock and Vegetables now generates food.
- Salt now increases Population Capacity locally, Surplus of Salt increases Food Storage Capacity.

Buildings
- Fortresses, works as before but can be built in any type of territory (only 1 level in a settlement).
- Settlement: All Settlement buildings increase population capacity by 25%
- Settlement: Barracks increase desired Freemen ratio to around 75%, as well as freemen happiness and manpower by 20%.
- Settlement: Slave Estate Increases Monthly Food Output by 50%, as well as Slave Output by 40%.
- Settlement: Mines can be built in Settlements that produce Marble, Stone, Precious Metals, Base Metals or Iron and will decrease the needed slaves for producing trade good surplus by 5.
- Settlement: Farming Settlements can be built where Grain, Fish, Vegetables and Livestock exists and increases Food output by 50% and reduces slaves needed for producing trade good surplus by 5.
- Settlement: Tribal Settlement increases Tribesman happiness by 20% and their output by 40%.
- Settlement: Provincial Legation increases Migration Speed by 75% and assimilation speed by 0.2.
- City: Training Camps Increase Local manpower by 10%
- City: Foundry Increases Unit Starting Experience by 5, increases local ship building and recruit speed by 10%
- City: Markets increase Local Commerce by 25%
- City: Tax Offices Increase Local Tax by 10%
- City: Courts of Law Increase Monthly state loyalty by 0.02
- City: Academy increases Research points Generation by 2.5% and Pop Promotion Speed by 0.5.
- City: Granaries increase Maximum Food Storage Capacity by 200.
- City: Libraries increase Citizen Happiness by 3% and Desired Citizen Ratio in the city by 0.06.
- City: Forums increases Freemen Happiness by 3% and Desired Freemen Ratio in the city by 0.06.
- City: Mills increases Slave Happiness by 3% and Slave Output by 3% and Desired Slave Ratio in city by 0.06.
- City: Temples increases Happiness for State Religion Pops by 3% and Conversion Speed by 1.
- City: Theatres increase Happiness for State Culture Pops by 3% and Assimilation Speed by 1.
- City: Aqueducts increases population capacity by 4.
Post edited September 24, 2019 by HypersomniacLive
high rated
Changelog for Update 1.2.0 [Cicero] (added 24 September 2019) - Part III:

AI
Economy
- AI will consider building economic buildings where appropriate based on scripted weights.
- AI will consider changing governor policies periodically based on province needs.

Diplomacy
- Rewrote defensive league formation logic, they will now primarily grow in response to a common threat.

Military
- AI will now assault given breaches and sufficient manpower.
- Build ships to navy now will build using naval distance for prioritization.

Misc
- AI will no longer trade away food if it would cause them to starve.
- AI monarchies will no longer demand that characters support their heir, even when they already did so.
- Ai will prioritise disloyal high powerbase characters more with bribes.

Antagonist System
- Countries can now be defined as Antagonists, which gives them mechanical benefits against other AI countries, and also higher bonuses at higher game-difficulties.
- Rome, Carthage, Macedon, Thrace, Parnia & Arverni are now Antagonists.
- Remove deprecated "lucky_nation" bonus for Rome, Bactria and Parnia.
- All antagonists use the previous Roman Aggressiveness.

Interface
Alerts
- Alertmanager tooltip for disloyal characters now have more information about the powerbase.
- You now get an alert if you have free idea slots.

Map
- Added a pirate haven indicator to provinces with pirate havens in the barbarian, diplomatic, trade and trade route map modes.
- Made claim stripes yellow in diplomatic mapmode.

Misc
- Default for trade options is now auto-accept trade, and never give up capital surplus.
- Reworked Buildings Interface.
- View Pops screen now changes to another province when you click on the map.
- View Pops Interface now shows the current pop ratio and desired ratio of pops.
- Trade Interface reworked with more information and a sortable list of trade routes.
- New Technology popups will now list what inventions were unlocked.
- Legitimacy and Centralization is now shown in the top bar for countries that have them.
- You can now detach damaged ships from a fleet with one button press.
- All characters with a power base will now be considered as relevant for the disloyal characters in outliner and alert.
- Added two columns for religious and cultural unity for provinces in the ledger.
- Made the event window slightly less squished.
- Policy Window now fits all policies again without a scrollbar.
- Added sort buttons to the family view.
- The total unit strength is now displayed when you have multiple units selected.
- Improved tooltips for colonising.
- Added outliner category for city building/improvement.
- Clicking the top bar resources will now open the corresponding interface.
- The total unit strength is now displayed when you have multiple units selected.
- Naval mercs are now sorted by naval distance in the Mercenaries Screen.
- Added confirmation window when loading savegame with different version.
- Will now show that a save game is from a different game version.

User Modding
New Functionality
- Prices can now be scripted to be based on "gold_per_pop".
- Territory types can be fully scripted.

Effects
- Added 'add_loyal_veterans' effect for character scope.

Triggers
- Added 'num_loyal_veterans' trigger for character scope.
- Added state_level_loyalty trigger on state scope.
- Added has_low_economic_policy, has_mid_economic_policy & has_high_economic_policy triggers.
- Added 'is_antagonist' trigger for country scope.
- Added state level loyalty trigger.

Other
- Buildings can now get scripted triggers to limit them from being built
- Buildings can now get scripted triggers to limit them from being shown in the build interface as well.
- Inventions can now get scripted triggers to limit them.
- UI can now use big terrain icons.
- All triggers and effects can be printed to your documents folder using the console command ‘script_docs’ (you will need to be in debug mode to access the console)

Setup & Script
Decisions
- Rome now changes to Roman Empire if Imperial government is adopted.
- The "A Mediterrenean Capital" decision now moves your capital for you and gives a better modifier than before to the new capital.

Events
- Roman flavor events added, pertaining to schisms and significant civil wars.
- Unpopular consuls will now trigger various adverse events on election.
- High power base characters will now be eligible for various event chains reducing their loyalty and affecting internal stability.
- New consorts will no longer rival themselves in Discreditable Dalliance and Indecent Affair chains.
- Fixed military character triggers in military co-consul chain.
- Stopped consorts demanding offices.
- Increased cooldown of Bureaucratic Issues event from 5 years to 25.
- Fixed chance of duplicate characters in Debt Bondage Scandal event.
- Reduced harshness of modifiers in Incendiary Slave event.
- Fixed missing event picture in a trial event.
- Fixed imprisoned characters being scapegoats in trials or appearing in mediation events.
- Fixed A Venomous Tongue firing for already disloyal provinces.
- Fixed names of cities in Diadochi startup events.
- Made Eager Consort and In Good Hands chains mutually exclusive.
- Removed some charisma from the Incendiary Slave.
- Rebalanced the Earthquakes so the killed numbers of pop should be more correct to the amount given in the tooltip, and reduced the cost of paying to take care of the affected provinces.
- Prove Legitimacy interaction now gives bloodlines to character's descendents, if discovered.
- Added event chain to marriage proposals.
- Added several Roman flavor events with a civil-war theme.
- Caught Red Handed correctly reduces loyalty on imprisoned character, preventing exploits.
- Reduced frequency of Caught Red Handed character scheme.
- Peace for the eastern satrapies now also applies a truce with all Seleucid subject states.
- City event that speaks of storm is now connected to having a storm.

Setup
- Greekified Greek names, family names, nicknames, and regnal names for everyone except Alexander the Great.
- Added Nikaia, Pleistarchos, and Alexarchos Antipatrid (siblings of Kassandros).
- Added Arsinoe, and Eurydike (daughters of Lysimachos).
- Added Blood the Argeads trait to children of Kassandros and Thessalonike (Philippos, Alexandros, Antipatros).
- Fixed family name of Apama Sogdianid (Seleukos' wife).
- Tweaked Numidian Kings event for Carthage.
- Fixed starting Centralization of Massaesylia, Massylia, Musulamia, and Pontus (from 0 to 50)
- Mithridatids are now Median.
- Created more starting trade routes for Carthage, Macedon, Thrace, Athens and Syracuse.
- Kios is now Bithynian country culture.
- Egypt now starts with Levantine Traditions.
- The starting great men of the era now have slightly more exceptional stats.
- Added some more starting characters to the Seleucid Empire.
- There are now more greek settlements in the Seleucid Empire.

Map
- Added more dynamic city names, removed duplicates, and fixed some anachronistic city names.
- Changed Epirus starting capital to Passaron.
- Changed Euobean starting capital to Karystos.
- Changed Karystos trade good to marble to represent Cipollino/marmor carystium.
- Tweaked starting roads in Jharkhand/east Maurya.
high rated
Changelog for Update 1.2.0 [Cicero] (added 24 September 2019) - Part IV:

Bugfixes
Stability & Performance
- Fixed a rare crash in longer games.
- Fixed crash when killing ships with boarded cohorts.
- Fixed a rare crash when selecting event options.
- Fixed crash in mercenary view on MacOS.
- Fixed issue where the game looks unresponsive while loading the game.
- Fixed potential crash when doing peace treaties.
- Optimizated map drawing of cities and reduced memory usage.
- Made UI checking for available decisions much faster.
- Multithreaded updating of city graphics (units, wonders etc).
- Save files are much smaller now by default.
- Fixed case where we kept updating map icons zoomed out.
- Reduce daily update for spouse death to improve performance. Only check for spouse death on death of a character.
- Fixed crash when trying to read a savegame in some causes
- Improved fixedpoint64 implementation.
- Implemented parallel writing of savegames.
- Fix for making sure onactions with a single effect still can be called 'delayed'.

Multiplayer & Out of Syncs
- Fixed rare on-action related OOS.
- Fixed potential characters OOS.
- Fixed rare OOS caused by wonders.
- Fixed rare crash in longer games.
- Fixed rare crash when revolts failed.
- Fixed rare crash when selecting event options.
- Added crossplay functionality for microsoft store.

Script and Events
- Made Eager Consort and In Good Hands mutually exclusive.
- Consorts will no longer demand offices.
- Characters will now correctly become Foreign Citizens upon moving country.
- Grant stipends no longer charges twice.
- Seize Assets now reduces loyalty of characters, military colonies checks that province has an owner, and governor policy tooltip no longer displays number of tribesmen promoted.

Game Mechanic Bugs
- A bug where local modifiers sometimes did not count (also known as Marketplaces do nothing) has been fixed.
- Units assigned to a Regional Governor will now use their combat tactics in battle.
- Clan chiefs will no longer start as another position.
- Fixed a few bugs where the game had hardcoded 1000 instead of the Cohort_size define.
- Cost Changes for Declaring Wars now work, aka no-cb-wars-omen etc.
- Can no longer attempt ransom prisoner from char interactions if at war.
- Lack of Governor will no longer upset pops that governor is of a different religion called "".
- Hordes can no longer accumulate negative loot.
- Migrations now use migrating speed and not conversion speed for pops.
- Pops will no longer migrate into Volcanos or Wastelands.
- Mercenaries are no longer caught in an endless loop between two cities after employment.
- Imprisoned disloyal characters can no longer start a civil war.
- Fixed city dominant culture not being recalculated as it should.
- It's no longer possible to abort assaults by retreat.
- Fixed a rare crash when revolts failed.
- Fixed bug where it was possible to disband navies in the lobby.
- Fixed bug where re-colonizing a city would clear any permanent modifiers.
- Fixed right flanking units attack the left most unit instead of right most unit.
- Navy combat now respects flanks and properly uses flanking units
- There are no longer child country rulers at start of the game.
- Declaring war on a country which has allies with whom you are fighting together, won't pull them in that war.
- Fixed bug where shattered retreating unit was stopped from passing through non-friendly territory, causing odd ping-pong behaviour.
- Subjects will now join their overlord in war when using the threaten war action.

Text & UX
- Peace Treaties tooltips will now say who will get the AE.
- Invalid Characters will be removed from character target selection.
- Heritage in Ledger is now sorted by name, not by internal index.
- Now only shows 2 decimals for Unit Weight in attrition tooltip.
- Fixed the detach siege tooltip when all are loyal.
- Improved tooltip for Garrisons in cityview.
- Build Ships UI no longer resets to army when clicking on another port.
- Fixed bug where building progress was not displayed when building buildings.
- Fixed gov policy tooltips for decentralize and centralize.
- Fixed disloyal characters appearing twice in alert.
- Fixed attrition not being displayed correctly in multi-unit selection view.
- Fixed trade route cost tooltip lacking the cost icon.
- The mercenary view will now update as new mercenaries are created or destroyed while open.
- Fixed case where alliance was preferred over being at war in diplomacy mapmode.
- Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.
- Fixed superfluous 'our' in the tooltip for the Subjugative diplomatic stance.
- Fixed trade route cost tooltip lacking the cost icon.
- Replaced the work 'Rank' with rank icon in diplomacy interface nation list.
- The Support Rebels (Apoyar a rebeldes) diplomatic action should now properly show up under the Covert Actions (Acciones encubiertas) category when using Spanish language setting.
- The mercenary view will now update as new mercenaries are created or destroyed while open.
- Tooltip for Abort Rebel Support now properly shows the name of the target country.
- Commerce income tooltip now counts bonuses granted by trade.

Misc
- DLCs which don't affect the checksum are no longer required to load saves.
- Enabling debug mode will now recalculate the version checksum.
- Fixed bald characters sometimes growing their hair back.
- Fixed global script variables not being updated.
- Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.
- Fixed case where AI would sometimes not run logic for certain armies.
- No more overwriting ideas when game is in tutorial mode when you load a save.
- Revanchism is now localized.


Windows standalone installer not updated yet.
Changelog for Update 1.3.0 [Livy] (added 03 December 2019) - Part I:

New Features
- New Mission System. The player can at any time pick one of up to three missions. Each mission is a tree that is composed of a number of tasks. Tasks can be timed or instant, and some branches of the tree can be exclusive to one another.
- Added Dynamic and Procedural Missions for conquest for all countries in the game.
- Added Dynamic Mission for developing a Governorship for all countries in the game.
- Added mission to reform out of tribalism for Tribes.
- Great Families: Each country will now have a limited set of Major families that expect to hold a certain influence in the state. By ensuring their members have the amount of jobs they expect, the families will support your rule, but failing to do so will encourage them to rebel.
- Minor Characters: Characters that are not part of Great Families will appear during the campaign and will wield influence and power, but will not be able to call on their kin to get them jobs and positions.
- A Great Family’s Prestige rating will now determine their share of the national pool of Power Base, meaning Families that have held many important jobs will become more dangerous over time.
- Families can now adopt minor characters, and the player can adopt characters to their ruling families in monarchies. Adoption reduces the prestige of the family that adopts and will present the choice of whether to change the family name of the newly adopted person or not.
- Map Mode Manager: You can now select which map modes will be shown in the bar above the Minimap by dragging and dropping.
- Armies now consume and carry food: All units can now carry food with them on campaign, and will consume that food if they are in a situation where they would normally take attrition, instead of losing men. Armies in friendly territory will stock up on food from the Provincial stores.
- Reworked Reinforcement rules: Armies will now only reinforce if they are not currently taking attrition. Consequently sieges can now be lost by the attacker if they run out of food but armies can also operate far deeper into enemy territory without taking attrition, as long as they bring enough food.
- Added Supply Train unit with greater food carrying capacity for long campaigns and sieges.
- Updated Map in Greece, Anatolia, Hibernia, and the Baltic region. Added new territories, impassables and countries, as well as more navigable rivers.
- Statesmanship now governs how well your characters perform in administrative government jobs. Statesmanship is built up by a character over time and acts as a multiplier on their skill, meaning inexperienced characters will not perform to their full potential.
- Line System: Lines will now mark ongoing migration and trade routes on the map, more clearly illustrating these features when you are looking at their respective interfaces.
- Subject Interactions: Subjects can now be asked to abandon an ungrateful overlord, and can themselves seek out a new overlord if they are displeased with their current one.
- Added Minor Event Category: Minor events will not open automatically on your screen but will instead be placed in queue before they take effect. Minor events will primarily be those that are of low impact and connected with characters.

DLC - The Punic Wars
- Added 9 unique mission trees for Rome.
- Added 10 unique mission trees for Carthage and other Punic countries.
- Added unique Numidian unit model for North African armies.
- Added unique unit model for Punic Ships.
- Added unique city set for Punic countries.

Balance
Economy
- Road building now available from Civic tech 4.

Governments
- Upped legitimacy boost from Strengthen Legitimacy to 0.05 from 0.02, and increased cost to 10 Political Influence from 5.

Characters
- Pretenders now receive scaling loyalty penalty based on the power base of their supporters.

Units
- Tweaked starting army and navy sizes. Starting armies and Navies will now be somewhat lower than they were in previous versions.
- Increased national Maintenance for loyal troops slightly.
- Disbanding units now restores 25% of their manpower.
- Unit build costs increased by 20-30% across the board.
- Horse Archers and Light cavalry now have higher attrition weight.
- Added roughly 25% base unit movement speed to infantry types, cavalry retain speed bonus.
- War Elephants now take 10% more morale damage.
- Added Supply Trains and a Support Units category, which will be deployed last on the battlefield and cannot be part of retinues.

War & Peace
- The maximum manpower is now 20 years of Manpower gain rather than 25. Overall Manpower will now be lower as a result of this.
- Base Manpower reduced by 50%.
- Enslavement efficiency reduced across the board, by 25-50%.
- Raze and Pillage can now be used regardless of whether you're at war with the province owner. It will add a stacking opinion debuff each time the action is performed. If opinion goes below -180, a war will be declared, treating the pillaging country as attacker.
- Slave revolts will now be rarer in low population territories.

Diplomacy
- Doubled claim fabrication speed.
- Average truce length decreased by roughly 40%.
- Tyranny now reduces War Score costs in peace treaties.
- Reduced effect on War Score for the Bellicose stance.
- Reduced effect of inventions on War Score cost.
- Reduced effect of Ruler Traits on War Score cost.
- High tributes now only reduces subject opinions by 50.

Technology
- No Inventions affect Omen Duration.

Heritages
- Added Heritage for Heraclea Pontica
- Thrace’s Heritage is now -5% War Score cost instead of 10%.
- Seafaring Heritage no longer reduces movement speed on land, instead it reduces manpower.
- Added Corinthian Heritage for Mission created Corinth.
- Added Theocratic Heritage for mission created Religious Enclave.
- Added Epikratea Heritage for Carthaginian mission created country in Sicily.
- Added Heritage for Pontus.
- Added Heritage for Iberia.

Mercenaries
- Mercenary maintenance increased from 125% of normal unit maintenance to 200%.
- Larger Mercenary armies now get supply trains.

Trade Goods
- Local Bonus for Leather is now increased Slave Output.
- Local bonus for Base Metals is now Freeman Output.

Buildings
- Increased Research Points from Academies.
- Foundry no longer impacts unit build speed, but instead increases output of territory by 1%.
- Destroying a building now refunds 25% of its build cost.
Post edited 3 days ago by HypersomniacLive
Changelog for Update 1.3.0 [Livy] (added 03 December 2019) - Part II:

AI
Economy
- Improved AI budgeting for all resources.
- AI more likely to build farms to counteract being low on Food.
- AI can now try to not keep as many unit leaders around during peace to cut down wage costs.
- Governors should no longer pick a governor policy that would negatively impact food unless there is a lot of stored food in a province.

Diplomacy
- Made AI a bit more mindful about keeping at least one route open for expansion when allying with neighbors.
- Fixed some logic related to offering alliances and then breaking them due to low opinion.
- Alliances will become harder to attain for each current alliance the proposer possesses.
- AI will now make more informed choices on Diplomatic Stances based on its current Aggressive Expansion.
- AI now considers its income rate and how much money it has saved up beyond "is it currently possible?" before sending gifts .
- AI now knows it can enforce demands having fully captured the war goal (and will do so if the war situation isn't improving).
- AI should no longer build forts over their intended maintenance limit.
- Fixed overzealous optimization causing AI to immediately give up if they could not have their most preferred peace deal, that in turn lead to white peaces where gains could have been made.

Military
- Tweaked size of AI sea regions to make selection a bit easier.
- AI desired war exhaustion is now less than 5 instead of 0.
- AI will now spread out their forces a bit more while at peace rather than leaving them all packed in one area, enabling quicker responses to internal and external threats.
- Improved AI retinue handling.
- AI will now pick Military Traditions in a way that makes it prioritize filling out a full path a bit more.
- AI countries will be a bit more inclined to pick Military Traditions that fit them culturally (Dahae will go for Horse Archers), or situationally (Ship paths are only interesting if you have ports).
- AI armies will no longer drill when at war or when there are threats nearby
- Pathfinding should now avoid storms n' deserts when possible.
- AI may try to assault if its army is unavoidably attriting away due to lack of food and there is nothing else for it to do, because it’s more useful to the nation dying in a breach than dying of dysentery.
- AI should be a bit better at attacking low morale units defeated in a battle (they were frequently waiting due to having lost some morale of their own).
- AI should be slightly more interested in pursuing the war goal as well as state capitals.
- AI should consider if they really have food prior to besieging non-wargoal forts (imperfect heuristic).
- AI splits up its fleets depending on perceived strength of enemy fleets now, to cover more tasks.
- AI will no longer recruit mercenaries unless they have a path to friendly capital area or otherwise have access (alleviating need for sea transport).
- Fixed an issue that made AI forget their army at sea for thousands of years if the original departure port had become inaccessible.
- It is now possible to restrict the region of operations for an army by clicking on the map when the Select Objective dialog is open.
- Made AI a bit better at not peacing out when it's got more interesting sieges to pursue in war.
- Made AI units less likely to chase much smaller forces than them (define IGNORE_STRENGTH_RATIO).

Misc
- Will consider building forts on provinces with ports.
- AI absolutely won't pick ship idea without ports now.
- AI now won't disband forts as a revolter against the player (so your forts won't get deleted by troll AI).
- AI units now dynamically increase search range in case they find too few options or fail to reach their current destination pathed to. Should result in less indecisiveness and staying in poor locations.
- Added ai_will_do script weights for inventions, ideas, trade goods, omens. AI modifier weights in ai_plan_goals have a default impact, so it may not be necessary to use these.
- Made AI less likely to build forts neighboring existing ones.

Interface
Alerts
- Added alert for when a Mission can be completed.
- Added alert for when an army is taking attrition due to lack of food.
- Scorned Families now list their power base in the alert.

Map
- Desecrating a holy site now sets the city on fire, you maniacs.
- Cities that are looted will now sometimes visibly burn on the map.

Misc
- Expanded on the tooltip for Civilization value in provinces.
- Ruler titles are now also displayed at the character lists.
- Clicking on a nation flag in the multiplayer lobby will now pan your camera to that location. You can no longer click through some of the GUI elements in the multiplayer lobby.

Modding
- Extensive support for making missions has been added. The game will attempt to draw any tree you care to make. A guide can be found here: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-make-a-mission-in-imperator.1286456/
- Add effects to rename provinces, set military traditions and heritage for new countries, and allow specifying type of cohort in new units.
- Add trigger for number of buildings of type.
- Changed create_country from being an assignment effect to instead require a province scope and then scope to the newly created country. Also add a special name field so that the name can show up correctly in tooltips
- The death effect can now take the argument: silent = yes|no to suppress the death dialogue.

Setup & Script
Decisions
- Lowered party support requirement to declare dictatorship to 70.
- The Pharos Lighthouse now gives extra Building Slots instead of Trade Routes.
- Added decision to form Hibernia.
- Forming Persia now requires being of a Persian culture.

Events
- Events relating to fires will now use fires on the map.
- Added event for Heraclea Pontica where they can choose to go Persian or Greek in the early game.
- Existing events updated to account for changes to families and minor characters.
- Added new Events related to Piracy.
- Added Flavor Events relating to the coronation of Antigonus.
- Added new Flavor Events for Armenia.
- Added new Flavor Events for Thrace.
- The Grand Temple Collapses event can now only happen to small countries.
- Added a number of new Flavor Events tied to Roman Missions.
- Added a number of new Flavor Events tied to Carthaginian Missions.
- Added new Flavor Events for Massalia.
- Added new Flavor Events for Caucasian Iberia.
- Added New Flavor Events for Pontus and Paphlagonia.
- Reworked Annexation event to allow taking in fewer people. Anyone accepted will be a Minor Character in their new homeland.

Setup
- Some countries with recent historical conflicts will now have a negative opinion modifier at start to reflect this.
- Samnium is no longer allied with Lucania at start, instead Lucania is guaranteeing Samnium.
- Corinth now has a special modifier for their famous fortress.
- Reduced the effect of the Rhodian Fortification modifier by half.
- Added a number of new characters to the starting setup.
- Changed the Diadochi starting diplomacy to use alliances, these alliances break when the Epigoni event fires.
- Etruria is now an Oligarchic Republic at start.
- Scripted a number of historical starting families and characters for various countries.
- Added founders and main disciples of main philosophical schools (Peripatetic, Pyrrhonic, Stoic, Epicurean, Platonic, Eretrian, Cyrenaic). Changed Latin culture group to Italic culture group.

Map
- Added a number of new territories and countries in the Baltic area.
- Added new countries in Hibernia.
- Added new territories to Caledonia.
- Added new territories to Greece.
- Added new countries and territories in Sicily.
- The Ganges now has additional arms to the Ganges Delta and its tributary, Brahmaputra, is navigable up to Balipura.
- The Rhone/Rhodanus is now navigable up to Arelatis.
- The Garonne/Garumna is now navigable to Praemiacum.
- The Seine/Sequana is now navigable up to Avalocum.
- The Loire/Liger is now navigable up to Turonorum.
- The Elbe/Albis is now navigable to Aregellia.
- The Dniestr/Tyras is now navigable up to Clepidava.
- The Dniepr/Borysthenes is now navigable for the entirety of the portion before it enters impassable land.
Changelog for Update 1.3.0 [Livy] (added 03 December 2019) - Part III:

Setup & Script (continued)
Misc
- Various character interactions updated with prestige effects.
- Added Poseidon Omen for countries with capitals in: Corinth, Chalcis
- Added Herakles Omen for countries with capitals in: Acragas, Kos, Thasos
- Added Hephaeustus Omen for countries with capitals in: Acragas, Athens, Lemnos
- Added Asclepius Omen for countries with capitals in: Acragas, Epidauros
- Added Aphrodite Omen for countries with capitals in: Athens, Aphrodisias, Corinth, Paphos
- Added Eros Omen for countries with capitals in: Thespiai
- Added Hera Omen for countries with capitals in: Argos, Samos, Olympia, Elis, Ionia
- Added Artemis Omen for countries with capitals in: Ephesos, Delos, Ionia, the Nesiotic League
- Added Helios Omen for countries with capitals in: Corinth, Rhodes
- Added Persephone Omen for countries with capitals in: Locri
- Added Dionysus Omen for countries with capitals in: Amphipolis, Orchomenos, Naxos, Thebes, Boeotia, Nesiotic League
- Added Pan Omen for countries with capitals in: Arcadia
- Added the following Omens for Cretan countries: Diktynna, Eleuthya, Velchanos, Rhea, Diktean Zeus, Ariadne, Amaya, Karmanor
- Added the following Omens for Pontus: Herakles, Zeus Stratios, Selene, Cybele, Mithra, Men, Aphrodite, Dionysus.
- Added Colony Subject type, for now only used in Missions.
- Added more special flags for formable countries.

Bugfixes
Stability & Performance
- Added more checking for invalid objects to prevent potential crashes

Multiplayer & Out of Syncs
- Various fixes to Out of Syncs, especially related to hotjoining.

Script and Events
- Fixed a number of issues with food events.
- Annexation event should now work properly in multiplayer.
- Made some changes to Slave Raid to clarify when there are no viable ports nearby, and when they have simply been recently raided.
- Fixed problem with event that turns tribal vassals into tributaries when they civilize.
- Stopped characters from being blind and one-eyed simultaneously.
- Fixed wrong province id in Babylon formation decision.
- Slave revolts that end in unowned territory will now still count as ended in the origin country.
- Added has_siege = no trigger to city.20 which gives a free fort level
- Added divorce effects to monarchy affair events
- Added divorce effects to affair event options
- Mercenaries can no longer trigger the Military Restructuring event.
- Fixed Attalid triggers, not taking families with them, and reset_scoring scope.
- Fixed inordinate amounts of food being destroyed in Granary Fire.
- Fixes for city_events.2 scope and food_events context switch errors.
- Made sure Ambrakia becomes provincial as well as country capital when Pyrrhus returns.
- Stopped Friends Across Borders firing between countries fighting a war, because 1914 is some centuries away still.
- Arsaces now creates the Arsacid family when he is spawned.

Game Mechanic Bugs
- Slaves should no longer be added above the maximum population capacity of a territory.
- Slaves that are taken are now somewhat less likely to end up in the country capital.
- Fixed case where incoming migrating pops had a broken progress bar.
- Fixed right flanking units attacking the left most unit instead of right most unit
- Naval combat now respects flanks and properly uses flanking units
- Local commerce modifiers now apply to monthly earnings.
- Succession laws now apply properly on events.
- River presence in provinces now properly calculated.
- Twins will now inherit relevant bloodline traits.
- Children of successor women will now inherit their families
- Firstborn rulers from bookmarks have their popularity set.
- Split army now doesn't care for unit loyalty, it only tries to create even stacks.
- A city that is created with ongoing constructions that will produce invalid buildings will be interrupted.
- Fixed bug that could in rare cases generate empty retinues.
- Added the effect for reducing city rank to the harshest option of the city fall events.

Text & UX
- Academies now show final research value improvement.
- Fixed some UI flags not highlighting country.
- Commerce income tooltip now counts bonuses granted by trade.
- Centralization tooltip now shows information about active modifiers and changes.
- Consul now considered employed by character view filters.
- Fixed event option for "Accident in X" being a bit too liberal with its grammatical structure.
- Added gender neutral description for Olympics.
- All duplicate province names fixed.
- Improved presentation of Research Progress tooltip.
- The last event option for "Accident in [city]" event should now follow a more traditional notion of grammar.

Misc
- AI will now better respect subject's overlord in finding war targets.
- Barbarians now stay for a couple of days after their last conquest.
- Fixed case where you could still declare war on a subject of a country you are fighting a war together with.
- Fixed rare crash when revolts failed.
- Fixed ship selection circle sometimes remaining on the map after the ship had been moved to a port.
- Changed trade goods in Laus and Stylacium to fish to give Calabria some food
- Fixed Lake Copais texture.
- Fixed Salamis port location
- Fixed the strait between Epidauros & Kythera going through the incorrect sea zone, causing faulty naval blockades
- Improved accuracy of Grand Trunk Road route and removed minor connecting routes.
- Empty families now get removed from play.
- add_{attribute} effect now properly adds value to attribute
- Fixed roof and wall flickering bug with tribal forts
- Gave movement arrows an outline to contrast better with terrain.
- Increased Stonehenge size from 1.0 to 1.7
- Made the Baltics more habitable-looking and opened up the forests for potential cities.
- A correct co-ruler will now be assigned.
- Build ships to navy now will build using naval distance for prioritization.
- Added a few Wastelands around the map that didn’t get shaded when surrounded to the list of those that are shaded.
- Added valid animation states for unit ability. If current animation state is listed in available animations, the animation state won't change.
- Will now cancel movement if there is no access in target province anymore.
- Fixed the problem of State Improvements saying they'll take 2 years, and only actually taking 1.
- You can no longer abort assaults by retreating and then aborting the retreat.
- Mercenaries are no longer caught in an endless loop between two cities after employment.