Checksum JZAX after 2nd startup. Added province selector decision to add/remove cores and an option to always allow factory construction for all economic policies. The choice to enable or disable these features will be voted on at the start of the game. Added strait crossing province modifier icons to provinces that control straits. Changed soldier POPs to middle class and disabled all assimilation for middle class POPs in order to finally stop the soldier assimilation glitch that would let provinces go above the soldier cap. Introduced port limits to late game capital ships. Increased availability of military goods in the early game by giving China the mechanized mining tech which allows its artisans to make military supplies. Added a decision to ask other human players to instantly unoccupy your provinces in a war in order to speed up the addition of wargoals after a surrender in multiplayer games.
#Version 0.73 - 7/13/2022
## Bug fixes:
* Made soldiers middle class and disabled assimilation of middle classes. There is an assimilation glitch that can make POPs go past their limit, e.g. soldiers going above 5% and clergy going above 4%. Grouping soldiers with bureaucrats, clergy, and officers and then disabling middle class assimilation should completely stop this glitch from occuring.
* Changed the event that force peaces AI nations with the Neutral flag into a decision instead. If all conditions are met for an event, the earliest it can fire is the beginning of the next month. This created a delay where players could call in Neutral flagged AI nations into wars for a month, then instantly call them in again because ending wars via event doesn't give a truce. Decisions can be fired the same day conditions are met, so players cannot abuse Neutral flagged AI nations this way anymore.
* Death of Ranjit Singh event won't fire unless UK has no truce with Punjab. This prevents a bug that made UK unable to join the Anglo-Sikh war which would result in an immediate white peace.
* Added missing naval invasion penalty to several coastal provinces.
* Added missing ports to Calvinia, Nikolaev, and Narva.
* Reduced Province Size modifier in Mosul sulphur mine to 3x.
* Fixed broken Form Indonesia decision.
## Interface changes:
* Added a Strait Crossing Tile icon to the provinces of Copenhagen, Gibraltar, Messina, Gallipoli, Istanbul, and Kerch.
## Map changes:
* Added a strait across the Straits of Messina through the province of Messina and the Sea of Azov through the province of Kerch.
* Re-arranged some sea tiles in the Mediterranean.
* Added 3 extra provinces in Bohemia and Moravia, removed 3 provinces in Croatia and Romania.
* Re-arranged Rovne and Kovel province borders.
* Merged West Sahara and Sahara states.
* Merged Mauritania and Inner Mauritania states.
* Reduced mountain defense bonus from 3 to 2 and marsh defense bonus from 2 to 1.
* Combined Apulia and Brasilicata states.
## Gameplay changes:
* Added Request Cease Fire decision for use in multiplayer games. This triggers an event for all human countries the player is at war with that gives them the option to return occupied (not owned) territory back to the player's control. This was added to speed up adding wargoals on nations after one side has surrendered.
* Added "Remove Cores" and "Add Cores" province selector decisions. These allow the player to remove all other countries' cores or add their own cores to a state. Has a cooldown of 15 years and takes 15 years for the cores to be added or removed. If a province in the state is occupied or changes ownership before the 15 year timer is up then the addition and removal of cores will be cancelled for that province. Players will vote to enable these decisions or stick with the old RNG based event system of coring provinces at the start of a new game; the two are mutually exclusive.
* Added an option to allow all economic policies to manually build factories. This feature will be voted on at the start of a new game.
* Enable or Disable Crises event changed to be based on majority vote instead of automatically being disabled if a single player voted no.
* China and East India Company start with mechanized mining researched in 1836. This allows their artisans to make military goods and greatly increases early military game supply.
* Lowered base factory worker's paychecks from 98% to 80%. This lowers craftsmen and clerks income by almost 20% but it helps to display more green numbers in the factory menu and is less confusing to most players.
* Rebalanced artisan goods so that they are all roughly equal in profitability if the artisan has access to inputs.
* Canal decisions are no longer restricted to great powers.
* Doubled province migration bonus from Migration Attraction province selector decision.
* Made farmers, labourers, and artisans more likely to migrate to mining RGOs.
* All countries that start at war in the WW1 scenario have health care set to No Healthcare.
* Increased cooldown for Scorced Earth province selector decision from 6 months to 1 year and restricted use to states that have provinces neighbouring foreign occupied provinces.
* Lowered upkeep cost of Man'o' Wars, Frigates, and Ironclads.
* In 1900, all provinces with liferating of 35 will be lowered to 33 and all provinces above 35 will be lowered to 35.
* Lowered cost of Large Mine Expansion decision from 1.5M to 750K and Mine Expansion from 500K to 250K.
* Added 1 per port limit to Battleships, Dreadnoughts, and Carriers.
* Increased pop limit for Declare Neutrality decision from 2M, 3M, and 4M for the years of 1860, 1885, and 1910 to 3M, 4M, and 6M.
* Increased iron and coal rgo sizes in several provinces across the world.
* Lowered warscore cost of acquire state and take capital by 20%.
## Country changes:
###### Austria:
* Imported GFM starting populatoins for Czechia, Croatia, and Slovenia.
###### Hungary:
* Imported GFM starting population.
###### Germany:
* Forming the North German Confederation changes centralization level to federalism.
###### Texas:
* Added Texan Manifest Destiny decision.
###### Africa:
* Removed Adrar from 1836 start date.
Great!
Are you sure it's a good idea to disable middle class assimilation? I think that glitch was so minor that it doesn't justify the existence of a big middle class that'll never lose its nationality. Say, in US you'll always have a **** ton of non-assimilated artisans, for example.
Artisans were changed to lower class awhile ago in order to make them eligible for mobilization. If I see it as a problem in the Americas I will do something about it, but in other parts of the world I don't see any issues arising from it.