# Governments and Nations

- All Republic Laws rebalanced, with certain categories unlock from tech.

- All Monarchy Laws reworked, with certain categories unlock from tech.

- Political Influence from nation Rank changed to a modifier, rather than flat increase. This should result in a more dynamic value, as well as less gained overall.



# Characters

- Weighting of schemes has been rebalanced.



# Units

- You can now assign units to the capital region.

- Morale from Military Experience reduced by 10x

- Combined strength is now shown in the UI when multiple armies are selected



# War and Peace

- Fabricate Claims now costs 20 Political Influence



# Cities and Provinces

- High Unrest no longer blocks you from building units or build buildings in a province, only province disloyalty does.



# Pops

- Each Library now increase desired amount of Citizens by 2.5%, instead of increasing citizen output.

- Each Forum now increase desired amount of Freemen by 2.5%, instead of increasing citizen output.

- Rebalanced migration, promotion, assimilation and conversion to be having an additive value, and a multiplying modifier on it.

- Non-Tribes will "promote" tribesmen to slaves if they have more than enough freemen.

- Pop Migrations will no longer all swarm the same place, as each incoming pop reduces target migration value internally by -0.5 at evaluation.



# AI

- AI will consider building economic buildings where appropriate based on scripted weights, all weights rebalanced.



# Interface

- Policy Window now fits all policies again without a scrollbar.

- Added sort buttons to the family view.



# Events

- 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.



# Stablity & Performance

- Various crashfixes