Brave New Worlds aims to generate more variety and flexibility for Mesoamerican and Andean nations and regions, as well as to the Sinosphere in the East, with new religions, estates, mechanics, reforms, bookmarks, and more. This also updates the Nation Designer with negative and mixed options and unlimited flexibility. Project for EUIV 1.28 with all DLCs
See changelog in full description below. There is a LOT of stuff here. Special disasters, fall of Ming, more religion, more mesoamerica, more reform, more rebels, more government, more horde, more everything! This was made for 1.28.3, should work in newer versions (up to 1.34) but I haven't tested... the validator says it does, lol. Anyways until they stop updates I won't update to last. You need all DLCs, otherwise most probably there WILL be bugs. From now on if I mod anything it will be only small mods not big ones. I do custom mods like adding countries and religions with the mechanics you want, for latest patch, for 5-15 usd depending on features. Hit me up on PM.
1.10 Brave New Worlds changes:
For Brave New Worlds 1.10
"African Uprising"
(NY means this is Not Yet done)
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* Subsaharan western africans must be primitives
* Central africans are to be primitives as well (depending which)
ny* Fetishist religious reform path?
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ESTATES
ny- Add Alchemist Estate
-- Enabled for four Naturalquimian religions, Emperor of China, Taoists, Onmyodo, (and some... High Americans?)
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SUBJECT NATIONS
- Hopefully fixed altepatl vassal bug
-> Actually still need to specify culture, just add more culture groups: Central American; otomanguean; aridomerican; and mayan
- Culture can be forced on tributary states
- Ottoman Government can force others into tributaries
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RANDOM NEW WORLDS
- Big adjustements to the New World random generator
- You can now create High Americans anywhere (as long as you pay for cost in nation designer)
- All technology groups have uniform creation costs across the world in the nation designer
-- Particularly the nation conglomerates have been changed to have more variety.
--- Possibility to generate high North American tribes.
--- Possibility of tribal governments (as the Steppe Nomad ones) appearing in different configurations.
--- Smaller landmasses can generate civilizations.
-- Removed some wastelands from pregenerated random tiles = More space in random new worlds (which use to have less provinces than "real world" americas)
RANDOM NEW WORLD NATIONS NOTES:
By default, Random New World nations in Brave New Worlds mod will generate handicapped with negative national ideas.
HOWEVER, you can use the "random" nation setup from ingame options, and the random nations generated in the New World then will have (mostly) positive national ideas like the rest of the countries.
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CULTURES
- Many culture groups now have local bonuses and maluses (generally the malus is made to balance the bonus)
- Gave "levantine" cultures extra unrest to compensate the lack of Ottoman attacks now.
- They also generate attrition for enemies so there is a good part.
- Turks have been shifted into "tatar" culture group.
- Moved/enhanced national ideas a bit to compensate for the arabic "cultural sufferance" that they would have in middle east.
- This also means Ottomans will focus more in pushing into Europe and conquering the Balkans, not considering Arabs higher priority.
- To compensate this harder difficulty for AI, Turkish provinces can raise banners.
- Slovaks moved to West Slavic culture group
- Hungarian national ideas compensate
- Conversely, as an easily conquered Czech is now in Poland cultural group, the Polish ideas which were OP are now somewhat nerfed.
- Made Bohemia (Czechs) more resistant to Polish encroachment via idea reorder/enhance
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NATIONAL FLAVOR & BALANCE
- Allowed AI to form Arabia or Egyptian nations, and lowered tech requirements (will give more variety to Mamluks AI play).
ny* Add Quitoan ideas (currently generic "national ideas", worse than andean)
- Provisionally made Andean
Vietnamese buffs since AI was badly underperforming:
- Dai Viet now has improved traditions to not get eaten up so easily
- Vietnamese culture states can raise banner regiments (as Manchu and Andeans)
- Since Mandate of Heaven is now more sustainable and Ming in general is more stable, Emperor of China is subject to more disaster types (but pre-existing ones were less common/severe).
- Celestial Empire can now be revolution target.
- Added small negative effects (as well as positive ones) to precipitate eventual fall of "too sucessful" Emperor of China.
- Added Unguarded Peasant Frontier as a new disaster for Emperor of China. This is related to some steppe nomads revolting into Peasant's Republics, which used to conveniently disable the previous disaster.
ny- Add decision (revokable) to "strenghten mandate" by using monarch power/money. Program this to be used by AI if Mandate below 50.
- Debuffed AI (normal) mandate modifier due to "ghost mandate" being generated.
- Since for some reason I can't edit Chinese traditions (I do, but there is no effect), I added the extra mandate progressively to their ideas. (up to +0.20 monthy for "Chinese minors" who are the Emperor)
- Adjusted Manchu ideas to allow for more frequent Manchu unification/competitiveness in AI use
ny- Add Russian Unification (culture group) low warscore low agressive expansion CB, goal take capital
ny- Add Unite Orthodoxy, low warscore low agressive expansion CB, goal take provinces (may require something else)
-- This will make the Russian nation easier/more likely and faster to form given that Muscovy has been "nerfed" with a more historical start alliance status, and that ottomans now consider Tatars as their cousins and thus have better relations with them.
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RELIGION
ny- Kali as a (convertible) hindi religion. Appears from events from colonization specially.
ny- Jagganath as a (convertible) hindi religion.
- Anglican countries can now have Religious Turmoil (as Catholic, Reformed and Protestant ones)
- Added a few Yezidi provinces in historical areas with their presence.
- Added a few Bogomilist provinces in historical areas with their presence.
-- This means states can be converted by them.
-- It also means random nations with these territories as capital will adopt it as state religion.
- Satanism exists at the Knight Templar capital though it's not the Knight Templar religion per se.
(they were accussed of being satanists by the Catholic Church when dissolved)
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REBELS
- Added rebels:
-- Yezidi rebels
-- Bogomilist rebels (resilient)
-- Satanist rebels (won't negotiate with "other" Christians)
- Peasant Revolutionaries will no longer rise up in Steppe Nomad governments
(they were generating a few Peasant's Republics in steppe nomads, which isn't very immersive, unlike settled peoples where this did happen.)
- Peasant Revolutionaries should turn Peasant Republics into Populist Kingdoms and Vice-versa; in theory they can also set up religious Charismatic Governments.
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GOVERNMENTS
- Changed republic color to be more different from sea. (more greenish)
- Accordingly Theocracy is more lime.
- Added Platonic Republic government form
- Added Guilds republican government reform
- Enabled other modded unused government types such as "Librarian government" theocracy.
- AI monarchies will sometimes change into Theocracies (Any)
- AI theocracies will sometimes change into Monarchies ("Theocratic feudalism")
- Theocracy steep religion tolerance penalties diminished from some types and removed from others (high Devotion already gives negative tolerance to heretics and heathens in the mod).
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FIXES
- Fixed further Theocracy government reforms which were broken (therefore unavailable, which nerfed theocracy)
- Added several government reforms icons via code.
- Added the correct map reveals for Late Greco-Roman technology group (Byzantium)
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Map changes review:
- Russia becomes stronger as expected after the "Unify Russia" CB is introduced, partially countering "Tatar yoke".
- Manchu have more chances as expected after Manchu traditions reform.
- Ming as expected loses mandate in late game, specially if in a strong Russia or Timurids border which triggers the non-tributary penalty; when mandate drops tribute subjects start revolting, leading to further negative feedback.
- Cuzco and Aztec can become strong and remain into end date, specially if weak Spain, which sometimes happens. Other times, Spain is #1, but still some weaker natives can resist to end date. (This is historical in the case of Mapuche and Lacandons, for example)
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BUGS:
- No idea why and this is graphical only, but some random new world nations have bright eye burning white borders. Maybe some changes in the map or RNW did this, who knows.
- Some new world monarchies in RNW in tribal areas continually abolish their reforms because they are "not valid" for some reason. Seems because this happens when they are invalidly made a "daimyo" under other power.
- Sometimes we have idea duplication. I have no idea what triggers this but I can only assume it's something in the idea files. This changes from version to version. I could say it's a "feature" since it permits to double the national ideas for late game as you research more idea groups, but its clearly a bug, since that is quite unbalanced.
- Occasionally some worlds will crash. This usually happens after 1700 only and RNW increases the probability. Cause unknown.
-- A speculation is that this happens because a repeated negative national idea gets a stat below 0%.
- Matltlzinca "populist government no longer viable and it has been abolished" crash (1516...) , but only if human accepts the event?
-> Oh, it's still the "daimyo" bug. Lets see if removing Central American culture from requirements will fix that. Since it's much smaller than I thought and they are "Otomanguean".
Small religious icons (as for Advisors) are borked, fix.
why i cant find it on steam workshop
Because I don't have the steam version of the game