This is more of a patch for the current version, but it's packed full of stuff - including new borders in the Meuse, reshaped provinces in Anatolia and Uruguay and a few reworks on American decisions (and a new one). There were several problems with the old version, and one of the biggest ones was the NNM-HPM mixed dismantlement that didn't work as well as I wanted. Now it's closer to what I envisioned for the dismantlement rework - and should be fairer. I will later write a piece about how it works, the biggest changes in this version and I will try and answer as many questions and messages as I can. Until then, have fun! Checksum should be ZRTH.

Changelog:

-Zulu will now start with "appointed" instead of "party appointed" for UH reform. -Moved the port in Corinth to Athens. -Changed a few RGOs in Japan to basic RGOs (fruit, cattle, wool, fish) from cash crops or industrial goods. They change back to the old RGOs via a decision once the country westernizes (or the area is held by a westernized country - it's not tag specific). -Gave the artisans in a few countries (in the middle east, north Africa, Persia, Indonesia and Japan) the ability to build ammunition and firearms. -Made reforms that affect bureaucrat promotion SPEED affect it less than it did (up to 4% for the last tier instead of 16%). -Gave Antwerp sea access and fixed the coast of Netherlands a little bit. Moved the port from Bruges to Antwerp. -Made sure events can't fire for an non-existent FRCA. -Converted a few more start events to triggered only for performance. -Changed INVENTION_IMPACT_ON_DEMAND (reduced from 0.2 to 0.15 ) -Increased FACTORY_PAYCHECKS_LEFTOVER_FACTOR from 0.3 to 0.6 -Reduced BASE_COUNTRY_TAX_EFFICIENCY and BASE_COUNTRY_ADMIN_EFFICIENCY from 0.02 to 0.018 -Changed the values of Tax Efficiency given by techs/inventions so the maximum efficiency you can get from techs/inventions is 50% (previous was 53% - 28% from Techs and 25% from inventions. Now it is 30% from Techs and 20% from inventions). -The Central Bank modifier that you get after enacting the central bank decision will now give 5% tax and 10% tariff efficiency. -To better account for the increase in good demand from pops, values for the reforms that give unemployment_benefit and pension_level where doubled. -The AI will now stop using Trade Policy decisions if they have more than 3 million in the bank. If they dip below that, they will start using it again. -Increased the effects of the province modifier for Electricity and Local Distributions channels (when you have both inventions researched this province modifier event can fire, giving the state a "Commercial Retailers and Electrical Lighting" modifier) from +50% to the production of all RGOs to +80% and the factory throughput from +5% to +10%. -Stopped the events that give the "Tractors", "Mechanized Mining" and "Commercial Retailers and Electrical Lighting" modifiers from firing if the province has more than 2% unemployed farmers (for tractors), labourers (for mechanized mining) or either (for Commercial Retailers and Electrical Lighting). This should help avoid overproduction. These events will also fire faster if farmers (tractors), laborers (mechanized mining) or capitalists (retailers and lighting) have money on the bank. -Reshaped Uruguayan provinces. Fixed terrain there and fixed a few RGO icon positions in Indonesia, Japan and Philippines. -Reshaped Danzig as a smaller, more compact province. -Vassals can no longer use the decisions to pick a Trade Policy. -Fixed Great Game CBs so the UK is capable of taking Makran, Sindh and Kalat. Made the militancy values fair for both Russia and the UK and made smaller countries be absorbed faster. Also made the Regency modifier affect the speed a country is absorbed. Changed the events so Afghanistan is the last country to be targeted by either Russia or UK. -Fixed the "Restore Order CB" not being excluded from the CBs that can't be used with 1 military score or less. -Fixed a duplicate requirement in the Italian Irredentism decision. -Limited one of the AI cleanup decisions that remove serfs to once every 365-days per country, to avoid countries spamming it. -Fixed Punta Arenas and Rio Grande RGOs constantly flipping between gold, wool and coal. Fixed Sandakan constantly flipping between Oil and Iron. Fixed a few constant flips problems in the Australian gold rushes. None of these should have any flipping around anymore. -Fixed the description of the the "Argentina-Chile Border Treaty" event. -Overhauled the requirements for the ACW to trigger and cores to spread, so it takes into account the two-party system boosting conservatives and the ideology rework. -Stopped a potential crash when forming Yugoslavia with the "Create Yugoslavia" decision and the "Integrate Albania into Yugoslavia" if Albania was already integrated into Yugoslavia. -Fixed India being released by the AI unless Pakistan cores exist. It should be the other way around (India is not created unless Pakistan cores exists). Added a few more requirements such as militancy for the AI to take the decision. -Fixed name placement in Iringa. -Fixed a few colonies that could be organized without holding all the necessary states. -Revamped the Form Laos decision and made sure the event associated with it doesn't fire for countries that don't exist. -Made so Hungary inherits social reforms as well as more political reforms from Austria once the revolution of 1848 starts. Changed so that if the player chooses to play as Hungary they (Hungary) now get the same reforms as if they don't. -Fixed so Pearl Hunting in the arab gulf doesn't end with Abu Dhabi constantly flipping between Oil and Precious Goods. -Fixed unit placement in Bougouni. -Fixed the decisions "claim xhosa lands" for the UK and the "force publique" for Belgium. Also fixed a double condition in the arab_union_claims decision. -Fixed Zambia being organizable for the UK if they organize Rhodesia. -Gave a few techs for Sudan when the Mahdist revolt happens. -Changed IMMIGRATION_SCALE from 0.004 to 0.008 and PROMOTION_SCALE from 0.002 to 0.004. This should, in practice, make both immigration and promotion faster when the conditions are right, which will lead to a more dynamic economy. -Simplified the system that doesn't give research points on conquest for isolationist uncivs by including it in the Isolationism modifier. -Removed Border Policy and Conscription changes from under the "Government Decisions" "tab" in the decisions screen. -Changed so the "Long War" modifier happens through an event rather than a triggered modifier. It also has more strict requirements and take into account vassals. Should avoid false-positives. -Uniting Indonesia as a native through the path of good relations and nationalism now requires the (uniting) country being at least a secondary power. -Made Belluno part of the Venetia state. -Minor overhaul of the Neuchatel Crisis event chain. Fixed spaghetti code, cleaned effects and triggers a bit. Also made it so Switzerland can solve the issue any time the claiming country (which can be Prussia, NGF or Germany) drops out of GP status. The only claiming country is Prussia, so if the NGF or Germany is formed by another nation and absorbs them, the claim will also be lost. Fixed one of the Neuchatel decisions possibly being taken more than once. -Minor cleanup of the decision for Polish minors to unite with Poland. It also requires good relations (more than 50) with Poland/Congress Poland and similar government (a fascist polish minor won't unite with a communist one. Democratic minors unite with democracies and Constitutional monarchies. monarchies unite with monarchies. Communists/fascists only with communists/fascists. Presidential Dictatorships unite with everyone). -Fixed several typos in decisions descriptions. -Added a few military goods to the stockpile of countries at the start of the game. Countries with a higher rank have more supplies. -Doctrine of Lapse events shouldn't fire if for Russia/UK if they are disarmed or recently lost a war. -Creating Pakistan will no longer automatically remove India cores from Pakistani territory. -Reworked the claims in the Congo Conference if the country awarded doesn't get all the territory from its awarded owner (removed a special CB that was causing problems). -Re-did the decision to integrate North and South Yemen so the AI takes it more and conditions are more reasonable. -Reworked Kunduz province cores to avoid late-game border gore and added a missing Afghan core. -Fixed a wrong tag in the "The Conakry Protectorate" decision. -Added the new AFPG flag for the Tokugawa Monarchy. Kudos to him! -The shastar_vidya modifier for the Sikh should be removed once the country westernizes. -Indo-Iranian countries like Bahalwapur should join India as long as the Two-Nation Theory didn't happen yet (I should add a way for it to pop up organically too). -Fixed the "[culture] Rebellion in [state]" (event 97100) so it doesn't happen for India at all and normally doesn't happen for Indo-Iranian countries (can still happen in a few conditions). -Made sure Indian nationalist rebels won't spawn in India. -Added another option for the "Colonial Legacy" decision so it doesn't require civilization progress for high literacy (>75%) former colonies. -Fixed the "Shipwrecked Sailors" event effects. -Changed the RP gain from the "Western Presence" province modifier from 2% to 1% and added a militancy gain to it. The effects are also usually temporary. -Unciv Isolationism should now affect CB fabrication speed. -Moved the event dealing with the Mandate of Heaven to the setup decision. Also made bureaucrats and Aristocrats in China start with more literacy. -Re-made the Malay sultanates (Johor, Pahang, Perak and Selangor) integration decisions into 2 repeating events for the sphere owner or neighbouring countries. This should clear up some clutter from the British decisions and will make the actual integration of these sultanates a bit more random. -Fixed pops in Malaysia (lack of aristocrats, presence of some British bureaucrats). Fixed the OOB of the Malay states. -Reorganized the Spanish OOB. -Fixed the (NNM) Sulu Protectorate decision being impossible to take because it required Sulu not owning one of its core provinces. -Reshaped 1842 - Junaynah and 2564 - Salima so there aren't straight borders between both states. The state of Darfur (1842 and 1841) was integrated in Kordofan and Waw (1843) in present day south sudan was moved tot he Sudd state, removing one state from Sudan. Fixed terrain in Obeid Junaynah. -Gave a new state to France, Champagne. It's made of half of the easternmost Picardie provinces + Chaumont. Franche-Comté now has 4 provinces, same as Champagne, and Picardie has 3. -Reshaped the provinces in France-Comté to follow the Meuse rivers, partially based on >>133643504. Fixed pops to account for the change. -Minor reshape of provinces in Anatolia, following for the most part the proposed borders in >>134359994 -Moved province 895 - Mersin from the Adana state to the Konya state. -Included 548 - Stralsund and 547 - Greifswald in the Mecklenburg state. That way Mecklenburg has 4 provinces instead of being 6 - 2 provinces states. -Fixed Ashkenazi/Sephardic pops in France, Algeria, Belgium, Austria, Hungary, Switzerland, Czech Republic, Luxembourg, Netherlands, Germany, Poland, Baltic states, Balkans, Turkey, Italy, Ukraine, Belarus and Russia. Pops there were diversified (so they aren't all artisans) to include all common classes (soldiers, farmers, clergy, aristocrats), micro-pops (5 or less) were increased. A few states that had no jewish pops got jewish pops. French and German Jewish pops were changed to Ashkenazi. Added a small (3%) protestant north german minority to Luxembourg. -Changed Province 583 from Westfalen region to East Rheinland. Changed province 681 Kustrin from Brandenburg region to Pomerania. Moved 585 - Detmold from Westfalen to Hannover. Moved 538 - Osnabruck from East Friesland to Westfalen. Moved 535 - Nienburg from Hannover to Lower Elbe. Moved 2560 - Darmstadt from Hessen to the Palatinate Region. Moved 693 - Elbing from East to West Prussia. Overall, these changes aim to make the German states a bit more balanced in the number of provinces as well as pops. -Renamed province 582 - Minden to Bielefeld. -Made an event for the Ostflucht that can trigger if pops in the East are poor and will worse emigration from the east. -Fixed the 1850 compromise not properly adding Texas cores back. -Made the blood and iron event require tech (Open Hearth Furnace) or any year after 1900 and increased its MTTH from 800 to 1200. -Increased the MTTH of the events that spread CSA cores. -Minor changes on pop support/opposition too slavery based on ideology. Made African Diaspora culture also have a -50% modifier for supporting slavery and +25% for abolishing it. -Reworked the stop-gap dismantlement that shipped with version 0.4. Now it works like this: *Colonies will be distributed through a period of a year, during which the countries that won the war (and I took steps to avoid the false-positives that happen in the NNM dismantlement) will randomly get events offering them the colonies. In NNM you pay a flat 4 or 2 infamy for this process, but the new dismantlement works with the population of the former colony - you get 0.5 infamy for every 500k pops, capping at 10 infamy. Colonies with less than 500k but more than 250k give 0.25 infamy. Countries with less give 0.05 infamy. The country can choose to get the colony, wait for other opportunities (skip a colony) or drop out of the partition process. Waiting doesn't cost or change anything and dropping out gives you -2 infamy. *The final point is how it handles partial colonies. Before all colonies are released any country that is not allied with the loser and is not in a war, dismantled or disarmed and that holds a partial colony (or more specific, certain key provinces of a partial colony) can claim the rest of the colony infamy free. *If a country is not picked to be a colony, they will be decolonized after one year of the dismantlement date. *The system is not perfect - there's tweaks in values and more colonial regions to add, but the outcomes are varied and realistic enough and the borders drift towards normalization rather than gore. Please report any odd behaviour! -Made Romania releasable during a dismantlement (previously it was impossible for them to be released). -Rhodesia is one of the releasable nations if the UK is dismantled (won't be divided as part of the colonial spoils). -Added a "Back to Africa Act" for non African diaspora-primary New World dictatorships (except communist). If the country owns/sphere/vassals Liberia, they can take a decision to deport African-diaspora cultures. Slaves are sure to go while free pops might escape. The decision works with a timed province event that tries to do the deportation while a modifier will add infamy while the decision is activated. You can't have the "slavery debate" modifier and need the Phenomenalism tech to enact it, among other requirements. -Slaves now can only join a "Slave Revolt" rebel type. They don't usually get funding but if they do (which I never saw) they might rise. They will free slaves of the provinces they conquer, abolish slavery if they take the capital and kill non African-diaspora and non-slave pops in the provinces they take. -Fixed provinces 131 and 130 not having any cores. -Reworked the Ostend Manifesto so it's worthwhile to take. It can give less infamy and it triggers the event chain to offer to buy Cuba. If refused, you get CBs. Also made the requirements more legible. -Tweaked the decision to buy Cuba a little bit. Made it available for the CSA and Texas. -Changed the Falklands back into "Tundra" terrain again. -The US should now use their Monroe Doctrine CB on European countries that take Patagonia, excluding the Falklands. -Made abolitionist GPs boost the abolitionist movement in their spheres. -Removed hazara as accepted from Persia. They didn't move there until the late 1880's - see Iranicaonline.org -Changed the has_unclaimed_cores that some people were having trouble with another check that will hopefully not give any trouble. -Stopped the CSA from having to pay vassal contributions before the Civil War. -Changed provinces 1377 - Tourane and 1378 - Pleiku from Tobacco to Fish and Fruit, respectively. Changed 1381 - Donqguai from Cotton to Wool. Changed 1370 - Hai Phong from grain to Cattle. 1362 - Satavan from Tobacco to Fruit. 1356 - Luang Prabang from tropical_wood to grain. 1357 - Vientiane from grain to wool. 1351 - Praichinburi from Grain to Fish. Changed 1364 - Phnom Penh and 1367 - Kampot from tropical_wood to grain and fish, respectively. 1368 - Stongtreng and 1366 - Battambang were changed from grain to wool and fruit respectively. 1339 - Haka, 1334 - Ava and 1336 - Magwe were changed from tropical_wood to fruit, wool and cattle, respectively. Changed 2572 - Nan from Opium to wool. Did other changes to Indonesia and Malaysia. This is done to ensure small nations in SE Asia have basic RGOs and can survive even in shortage events. Most RGOs are flipped to cash-crops again with events/decisions. -Added events to organize production Vietnam, Malaysia and Cambodia to revert a few basic crops to cash crops. These events can be used by (civilized) native tags or colonizers. In Indonesia, Cambodia, Vietnam and Laos, it uses the already existing "Organize/Create X" decisions. Otherwise it will happen on civilizing for these countries. -Made the decisions to annex Laosi minors or Cambodia non-exclusive to a GP France. Now it requires an SP/GP that owns Vietnam and is in Europe or is Japan, except for Russia and Turkey (unless they have sea power and the merchant marine tech school) or any country that has sea power tech school. -Added some coal and iron to Vietnam that will show up when they westernize or the colony is organized. Based on Annales.org and Pdfs.semanticscholar.org (Mineral resources of Vietnam by Imrich Kušnír) -Fixed the Mexican OOB where a few brigades didn't appear and some where based on 15 soldier pops. Reduced the number of brigades to be closer to the actual number of circa 6,500 soldiers. -Texas will start with 3 frigates and a clipper transport. The Navy is commanded by Charles Edward Hawkins. -Changed how the event to Capture Santa Anna works for Texas. Instead of the NNM requirements where it was based on how much % of Texas was occupied, it will have 4 triggers: any units being in a battle with Mexico, if the Texan Navy is blockading the coast of Mexico, if more than 5% of Mexico is occupied or if Texas occupies the capital of Mexico. Santa Anna will also be represented as a modifier, which will expire around the 1870's (random chance each game) and/or will be removed once they lose the war and/or lose to a revolution. This way the event to capture Santa Anna will never fire if Santa Anna should be dead already. -Slightly increased the colonial points that are given by the Sea Power Doctrine and Naval Imperialism Doctrine inventions.

-Added missing Togo cores when the colony is organized.