# Governments

- Fixed government change to NOT cost legitimacy.

- Elections now use scaled republican tradition.

- Added Oligarchic Republic as a new, basic republican government form.

- The new category of dictatorship added, that is treated as a republic if Res Publica is not enabled.

- Merchant Republics no longer get +10 tradepower.

- Constitutional Monarchy lost the prestige decay bonus and instead got -5 years on nationalism.

- Enlightened despotism no longer gets -5% core cost, but instead -10% accepted culture threshold.

- Administrative Republics lost their tolerance bonuses, and instead got -10% Culture Conversion Cost & -5 years on nationalism.

- Republics no longer become Monarchies at 0 Republican Tradition. Instead, they have a chance to become a Dictatorship if they fall below 40 RT, with the chance depending on how low it is.

- Merchant Republics now have 3 different factions. Aristocrats, Traders & Guilds,

- Legitimacy will no longer be set to 0 when changing governments.

- Countries that becomes dictatorships will return to previous government form when the dictator dies.

- Removed the legitimacy penalty for changing governments.





# Military

- Removed manpower impact from productionsize, to be tied to increased by 5% from each military tech.

- Ships trying to break a blockade to flee a port will now return back to that port if defeated.

- Fleets attempting to break blockades will if they retreat retreat back to port.

- Can no longer detach blockade fleet of 0 subunits.



# Diplomacy

- Annul treaty now lasts 10 years.

- Truce length now scales to the amount of warscore taken in the peace, from 5 years at white peace to 15 years at 100% warscore.

- Call for peace is now applied to all attackers.

- Winning an independence war no longer gives Imperial Authority.

- Merchant Republics now have a slightly harder time diplovassalizing.

- Merchant Republics are now very difficult to diplovassalize.

- Can now diplovassalize without having a royal marriage.

- Having a royal marriage now gives a bonus to acceptance when diplovassalizing.

- Can no longer use Claim Throne on countries with a different dynasty.

- Enforce Peace option will now properly account for Current Wars and will be disabled if they cannot join the war. It will also tell the reason why.

- Opinion malus for different religion is now reduced by positive tolerance.

- Native vassals migrating will make overlord discover province.

- Selling provinces now results in the seller getting inflation at the same rate as from gold taken in peace.

- WE loss calculation from peace deals is no longer 100x what it should be.

- Fixed issue when offering renouncing cores in peaceoffer would cost diplo points for the renouncer.

- Having a regency council will no longer prevent independence wars.

- Declaring independence war no longer gives massive AE.

- Minimum relations for Support Independence is now -25.







# HRE

- HRE electors vassals is now considered under control of the overlord is in alliance.

- IA no longer gained when princes convert to the Emperor's religion.

- IA is once again lost when princes convert away from the Emperor's religion.



# Buildings

- Marketplace and Canal are now +2 trade power instead of +1.

- Customs House is now +10 trade power instead of +5, and also adds +2 trade value.



# Rebels

- Culture Conversion is now twice as long as default, but culture conversion cost modifiers can reduce it.

- Overextension over 100% now increases revoltsize by multiplying with OE.

- Peasant rebels will no longer change a country's government when they win.





# Religion

- Capped tolerance towards heretics and heathens at +3.

- Conversion Zeal no longer disappears on conquest of province.

- Hindu republicans can now set new deity when a new ruler has been elected.

- Rebalanced and added decisions across religions to make sure they have similar chances to get high missionary strength.







# Rivals

- Countries that are 50% or more apart in tech speed can no longer set each other as rivals.

- Countries that have chosen you as a rival are now always available to be set as a rival.

- Can no longer buy provinces from or sell provinces to rivals.

- Powerprojection added when vassalising rivals, or fully annexing them.

- Fixed a bug where potential rivals being calculated wrongly when handling countries with overseas provinces

- Powerprojection will also be added when annexing rivals.



# Colonisation

- Being bankrupt now decreases settler growth by 200.

- Can no longer colonize provinces that are adjacent to non-core provinces if they are outside colonial range.

- Colonists will now be cancelled when country is annexed. The colony will belong to the annexer.





# Score

- Implemented impact of wars on the underlying monthly score, so lost wars against higher ranked countries with high peacescore are bad for you, while winning wars are good.

- Now get a 25% penalty to monthly score for each rival not set.



# Trade

- Centers of Trade now provide 100% more tradepower and naval forcelimit.



# Technology

- Countries now get +20% production efficiency for being ahead of time in Production technology.

- Countries now get +20% trade efficiency for being ahead of time in Diplomatic technology.

- Removed power point penalties from all tech groups.

- Neighbour bonus is now +5% per level, and can now reach up to 75% off, to let late westernisers have a chance to catch up.



# Ideas & Policies

- Added 3 new ideagroups. Humanism, Influence & Maritime

- Tweaked numerous policies that were too strong or too weak.

- Moved and removed policies to make sure the MP groups and idea groups have equal amounts.

- Colonial settlement act now gives +1 colonist instead of +10 settler growth.

- Colonial expansions now gives +10 settler growth instead of +1 colonist.

- Reduced legitimacy & republican tradition from policies.

- Added lots of new policies connected to the new Ideagroups.

- Reworked some national ideas to use the new modifiers.

- Moved some ideas around.

- Grand Army is now 20% land forcelimits (down from 25%)

- National Conscripts is now 10% faster regiment recruitment speed instead of +25% global manpower.

- Consolidated infantry, cavalry and artillery cost ideas in Quantity into a single regiment cost idea.

- Added ideas to Quantity: Forced Labor System (-20% building power cost) and Expanded Supply Trains (-10% land attrition).

- Swapped names on Maritime and Naval to be more appropriate to their ideas.