Dev Diary 16 - New counties, Afrocubano culture, and Holy Site changes

New Counties

The County of Saint-Pierre.

The County of Greenstone.

Culture map of Ontario. Note that Renfrew is Ontarian again.

The County of Anguilla.

New strait crossings, part 1.

New strait crossings, part 2.

Afrocubano culture

Afrocubano culture in the east of Cuba.

Holy site changes

New Jewish holy sites.

Brooklyn

Manhattan

Washington, D.C.

Charleston

Palm Beach

New Neognostic holy sites.

Denver

Yellowstone

Salt Lake

Las Vegas

Sacramento

Other minor changes

Prevented the kingdoms of Carolina or Dixieland from being formed if you are part of the HCC.

Prevented Afro-Anglos from forming the Kingdom of Dixieland - they instead have access to a new titular Kingdom of Tuskegee. (If you want to know why I made this change, load up the mod and take a look at the flag of Dixieland. Yeah.)

Added new dynasty CoAs for the Russian religion

Added two new artifacts - Terminus Est and a broken pre-Event firearm

Added a ton of new popes to the history of k_papal_state so there isn't a 200-year gap between the current Pope and the last Pope

Changed d_wilds to d_pennsyltucky

Added new pagan CoA for k_lakotah

Good tidings, all! Hope you had a wonderful 4th of July!As you might have been able to tell from the title, I still haven't gotten around to adapting the Hermetics equivalent into the mod. I've been having trouble coming up with an idea that wouldn't require me to change half of the content associated with the society, so I've been putting it off. However, I have managed to make a few other changes that should make the mod even better!You may have noticed that we haven't made many changes to the map since the Fan Fork began. We've added exactly one new county - Isla Socorro, off the coast of Baja California. However, we recently got original AtE team member Shadeoses to work with us, and he has added three new counties to the mod. Thanks so much for your help, dude!So, where are these three new counties?The first is the County of Saint-Pierre, off the coast of Newfoundland.It has a good reason to be separate - the islands of Saint-Pierre and Miquelon are actually part of France IRL, and is the last remnant of France's colonial empire in North America. To this day, the population is overwhelmingly Francophone. We figured that adding it as an independent entity would make playing in Newfoundland even more interesting. (It's part of the single-county Duchy of Miquelon, in the Kingdom of Newfoundland. It's culturally Acadien and religiously Brethren.)The second new county is the County of Greenstone, in northern Ontario.This county corresponds to a town of over 4,000 people that lies along Highway 11 in Ontario. It seemed kind of weird for this area to just be a blank wasteland in-game, so this new county was added. (It's part of the Duchy of Thunder, in the Kingdom of Aurora. They have Ontarian culture and United Church religion.)We've also adjusted the cultural makeup of Ontario a little bit - here's a culture map of the entire region.The final new county is the County of Anguilla, down in the Caribbean.Note that this county also includes the island of Saint Martin, but the name "Anguilla and St. Martin" couldn't fit into the province view, so we were forced to shorten it. Sorry, Saint Martin! This should be pretty self-explanatory. (The island is part of the Duchy of Leeward Isles, in the Kingdom of Antilles.)Oh, and we've also added a bunch of strait crossings to islands in the Caribbean. This should make playing in the area less frustrating for both the player and the AI.Now that we have the map changes out of the way, let's look at the other changes we've made!We've added one new culture to the map - Afrocubano culture (part of the Caribeno culture group). Afro-Cubans have always had a highly distinct culture from the rest of Cuba, and the Santeria religion actually originated with the Afro-Cubans, so we figured that they deserved some representation, especially considering that most of the other de jure kingdoms in the Caribbean are divided between multiple cultures. Afrocubanos exist in eastern Cuba, and there is one Afrocubano ruler available to play at the start - the Marquis of Oriente.Note that Afrocubanos arepart of the Yanquito melting pot right now, although we may change this in the future. This addition should make Cuba even more interesting to play in.We've also changed the holy sites of a few religions for gameplay purposes. First, we've significantly shifted the Jewish holy sites, as you can see below.Reform and Orthodox Judaism now share the exact same holy sites, which are as follows:This was done for gameplay purposes - having Chicago as an Orthodox holy site made a lot of sense, but Judaism has enough obstacles to overcome at the start of the game, and spreading out the Jewish holy sites like that makes it incredibly difficult to maintain a high moral authority. This is especially problematic because having a MA over 80 is required to form the Empire of America. As a result, we've moved the holy sites so they're all along the Eastern Seaboard of the United States.We've also changed the Neognostic holy sites. Before now, playing as a Neognostic was very frustrating because you'd essentially be forced to conquer the entire Midwest to get even a single additional holy site. We've shifted the Neognostic holy sites so they're all situated in the Rockies or California.The new holy sites are as follows:This should make playing as a Neognostic far less frustrating.We've also changed Candomble's holy sites - the holy sites in Haiti and Cuba have been replaced with Boa Vista and Cayenne, because that makes way, WAY more sense.We've also made a number of other, more minor changes:That's it for this week. Stay tuned for more updates! (Also, if you guys could suggest some potential Hermetic society equivalents, that would be amazing.)