-Add Build-in "Cheat" Decisions(Debug usage, but can actually use in a game play to make it unfair to bots) -Add at least two new government reforms for each government type (except native) to the game -Add several religion groups (also religions of course) as well as new army and navy units to the game for supporting these new government reforms -Add several new events and decisions to the game for supporting those new government reforms and new religions -Add a lot of custom ideas, ideas, policies and different modifies (for different objects, like flagship) -Add a new nation, Protoss, to the game with most OP setup (just for meme, 0 fun experience)
4/3/22 - make it compatible with v1.33.2
4/4/22 - add 2 government reforms
4/7/22 - add 3 new idea groups (for all government reforms)
4/10/22 - age unique bonus changed
4/12/22 - militarized society buff
4/14/22 - buff mercantism
4/17/22 - fix a bug for revolutionary age bonus
4/19/22 - buff the two extreme reforms and add new reform decision for soviet communism reform
4/24/22 - adjust an op bonus to all buffs that's involved, and smooth age buffs
4/25/22 - adjust land forcelimit to reduce lag and over floating
4/28/22 - add some new aspects to protectant and hussian and replace monarch power with country power in republic
5/3/22 - add 3 new roman great projects and buff some mod great projects
5/4/22 - add 4 new idea groups (3 unique to Roman Empire/Republic) and several related policies, and adjust 2 existed idea groups corresponding to the new general idea group
7/6/23 - adapting to v1.35.4, remove 2 government reforms that is no longer needed, add 3 new idea groups and 4 general custom idea sets, delete cheat event tag culture(no longer maintainning, use command console instead)
7/10/23 - small change of new mandate reforms to make it competitble with the original mandate reforms in 1.35.4, remove most of cheat events(ways too out of date, dont want to maintain them)
7/14/23 - few change to adapting to v1.35.6
7/15/23 - add a new religion under pagan group and used as requirement for roman republic and roman empire, change mod name to more staffs more fun
7/16/23 - fix a bug that cause game crush when a mod religion harmonizes pagan
7/23/23 - fix a bug that there is no national decision to formally reform roman empire after completing claiming as roman empire successor
7/28/23 - fix a text bug in age of revolution tag, adjust mod roman empire reform text and modifers (now, cannot pick it in custom nation set up and only can access through national decision, and it's now an op reform) to differentiate from the game original roman empire reform. nerf roman republic reform and change its name to the republic of rome
8/1/23 - some remaining remove obsoleted modifiers, add a new event that will break Ming dynasty into pieces as what happened in history, add 3 idea groups unique for Qing dynasty (stronger than normal idea group, but with debuffs, and without combination bonus).
8/4/23 - slightly adjust development effect on manpower, sailor and force limits, reduce some negative effects of new Qing dynasty unique ideas.
8/5/23 - add 3 policies when completing all 3 Qing Dynasty unique ideas (strong policies with some negative effects)
9/11/23 - add 3 idea groups unique to the roman empire and 3 idea groups unique to jurchen jianzhou, manchu or qing dynasty which has 3 combined policies for each 3-idea-group. adds 2 more decrees, 10 more mandate reforms to celestial empire that requires qing dynasty to enact. Now, 10 mandate reforms added in the past of this mod will also require qing dynasty to enact.
9/18/23 - fixed some bugs due to misunderstanding of some modifiers.
9/23/23 - add two more great project (one is unique for roman empire, another is unique for celestial empire) and adjust some modifier value to fit the game better.
10/5/23 - add two events for eliminating low stat ruler if conditions are met, add 3 provinces as initial protoss owned lands in the same state (if protoss was denied by the event, these 3 provinces will be also set to 1/1/1 stat, culture and religion set to default)
11/1/23 - add 4 great projects unique to great british empire and fix some text error
11/3/23 - add branch of new (female) advisors that are stronger than normal ones and buff some existed mod (female) advisors in order to let female advisor changes modifier have even higher value
2/15/24 - Adapting to 1.36.2
2/16/24 - Add a new government reform pairing with new religion
2/17/24 - Add several events to make schools of the new religion works (basically allow bots to change national religion to the new religion and pick a school, so others with the same religion can invite scholars)
2/18/24 - Fix some old mod event to work with new events intruduced for new religion.
2/19/24 - allow new religion to access some monuments (build and get benefits), fix some estate problems with mod government reforms.
2/24/24 - Remove most mod govt reforms from national design (you can only get those reforms through national decision when the conditions are met). fix some decisions that are able to enact during wars. Rebalance 4 general reforms and make them basically equally good.
2/29/24 - adjust government rank bnous, naval hegemon requirement for my previous misunderstanding which makes it too easy to be acquired, and all mod reforms' governing capacity, estate influence, estate loyalty modifiers.
3/2/24 - add 10 new custom ideas with strong benefits, which attempt to balance newly changed government reforms that bots will enact and become too strong in very hard difficulty.
3/3/24 - add 2 new native government reforms with 4 following reforms for each, 3 new ideas unique to the new native reform(the strong one, which require adm tech 18 to enact). Bots will enact these new reforms and pick new ideas if the requirements are met with high priority.
3/15/24 - fix some issues that cuase some mod reforms through decisions unable to obtain.
4/12/24 - edit requirements for 3 strong idea groups so only sepcial reforms can access them. add a new strong-level reform as only high american tech and american culture can access it (also reqiure capital in either north or south american continent), and 1 new religion, 3 new idea groups with 3 new policies, 3 new wonders unique to this reform. the strength of this new set is about equivalent to full mod set of great britain or roman empire.
4/20/24 - adjust requirements of special flagship modifiers so newly added mod reforms can use some of them according the their strength. adjust some ideas, custom ideas and policies to balance low morale bonus from them comparing to non-moded bonus. fix a bug that causes the cost of moving capital overflowed (resulting in 0 cost) if having the latest added mod reform.
-Current Mod Version: 1.36.4