Crusader Kings III

Crusader Kings III

When the World Stopped Making Sense
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Update: Jul 31 @ 7:36pm

2025-07-31 v0.1.7.5
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Bug Fixes:
- Fixed a bug with the Titular Roman Empires disintegrating because of a faulty on-death check

Update: Jul 29 @ 6:38pm

2025-07-29 v0.1.7.4
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Bug Fixes:
- Fixed a bug with the Titular Roman Empires disintegrating regardless of capital's being held (slightly different).
- Odoacer is properly the House Head of his house, instead of his older brother
- Simplified the Titular Roman Empire disintegration event and improved animation choices
- Fall of Rome event doesn't trigger if the holder has the Roman Empire Titles or a Greco-Roman Social Tradition
- Romulus Augustulus looses all his claims if he becomes unlanded during the war with Odoacer

Localizations:
- Fixed some missing localizations in the "Restore Roman Empire" decisions

Update: Jul 26 @ 12:27pm

2025-07-26 v0.1.7.3
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Bug Fixes:
- Fixed a bug with the Titular Roman Empires disintegrating regardless of capital's being held.

Update: Jul 14 @ 4:39pm

Version 0.1.7.2
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Mechanics:
- Titular Roman Empires will be destroyed if one of the historic Roman Capitals for that title are not in the realm during succession
- This models the very tenuous position Julius Nepos found himself in after the deposition of Romulus Augustulus
- For the Western Roman Empire, holding one of Rome, Ravenna, Trier, or Milan will prevent this event
- For the Eastern Roman Empire, holding one of Constantinople or Bithynia will prevent this event
- For the Roman Empire, holding any of the six will prevent his event
- Permanent Tributaries are now generally accessible
- They are created de facto next to Centralized Governments (i.e., Roman, Iranian, and Indian governments) during tributary creation
- If not directly bordering the core polity, it instead becomes a vanilla tributary of the appropriate type

Casus Belli:
- Added Federate Border Raid CB
- Models the occasionally contentious relationship between federates and Rome, especially with the Goths
- Temporarily breaks tributary status and launches a raid war against a county of the suzerain
- Victory also increases subsidies from suzerain, while defeat reduces subsidies
- Requires one of "Fate of Iberia", "Legacy of Persia", "Roads to Power", or "Khans of the Steppe"

Cultures:
- Angle culture replaces "Warrior Culture" Tradition with "Hirds" Tradition
- Old Saxon culture replaces "The Witengamot" Tradition with "Hirds" Tradition
- Jute culture replaces "Coastal Warriors" Tradition with "Hirds" Tradition, regardless of DLC

Traditions:
- Hirds Tradition made unselectable by Scandzan Heritage Cultures with "Northern Lords" DLC

Tweaks:
- Blocked "Cease Paying Tribute" if you are involved in the same war as your suzerain
- Cimbrian Heritage now has Nordsee Kulturbund as well

Bug Fixes:
- Fixed generic tributaries not being able to fight for independence
- Blocked "Expand Duchy" and "Set De Jure Capital" decisions when primary titles are titular
- Fixed Elamite heritage being available on Culture Divergence

Localization:
- The Frankish kingdom is now localized as "Francia" instead of "The Franks", in line with other post-Roman Germanic states
- The Germanic religion is localized to "Germanic" for consistency

Update: Jul 5 @ 6:12pm

Version 0.1.7.1
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- Updated the mod to Vanilla 1.16.2.1

Mechanics:
- Added some new permanent tributary types for centralized governments (Roman, Persian, Indian)
- One for Non-Tribal, Non-Nomadic and another for Nomadic and Tribal
- Non-Tribal, Non-Nomadic adds tributary tax while tribal does not
- These tributaries types are inherited, even after claimant wars
- Re-added Federates as a type of tributaries
- Available only with "Khans of the Steppe" DLC
- Both Suzerain and Tributary Guarantee laws are always on
- Is creatable via interactions, like previous federate interactions
- Federate Gains:
- Receives subsidies from the suzerain, improving domain taxes
- Improved levy size and reinforcement rate, Men-At-Arms cost and maintenance
- Pays levies to the suzerain
- Suzerain Gains:
- Decreased Men-At-Arms cost and maintenance
- Pays gold subsidies to the Federate, loosing capital development growth and domain taxes

Culture:
- Changed Cultures:
- Punic: Gave it a new "Punic" heritage to distinguish the colonial Phoenician population from the Levantine population
- Galatian: Changed to be an Anatolian heritage culture instead of a Continental Celtic heritage culture
- New Cultures:
- Romano-Punic: Represents the Romanization of the relic Punic population in the Vth-IXth centuries, Roman/Punic hybrid
- This is separate from Romano-African culture, with slightly different traditions

Casus Belli:
- Migration Wars:
- Counties that convert to tribal holdings during Major Migrations now destroy all other holdings in the county
- Modified Major Migrations to better match desired conversion of territories to Tribal holdings
- Migration Wars are disabled within the Greate Steppe Situation region
- Nomadic migration is instead used in that area
- Extended lowered required fame level CB requirements to WtWSMS Wars & the effect is compounded for traditions enabling easier migrations

Tweaks:
- Removed extraneous claims for Romulus and Beuka at the appropriate bookmarks
- Removed "Settle as Tribal" Decision, as it is superceded by Khans of the Steppe nomad mechanics
- Blocked some chars from autopopulating families where they did not have any historically
- Re-enabled the "Expand the Steppe" decision
- Reduced at-start Men-at-Arms to be in line with Vanilla, in preparation for more precise evaluation of at-start armies
- Counties with Greco-Roman Social Traditions will not create populist revolts against Roman governments
- Added Vanilla Tribal Innovation Nomad buffs to WtWSMS Tribal Innovations

Bugfixes:
- Fixed bug in the localization of some Senate-related events
- Fixed duplicate dynasty/house banners being created at start

Update: May 9 @ 5:42pm

v0.1.7
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General:
- Updated the mod to Vanilla 1.16.*

Mechanics:
- Redid bookmarks and related graphics:
- Denouement of an Empire: covers the end of the WRE and the Roman post-Roman states
- The New Powers: Covering the Germanic and Amazigh post-Roman states in former Western Roman Empire territory
- Usurpers and Legitimasits: Covers various adventurers, including Odovacar and Zeno
- Battleground of Cultures: Covering the Caucasuses, with some slightly changed characters
- New landless characters added to bookmarks
- Made Odovacar and Zeno landless characters with large military contingents
- Made Odovacar, Severinus, Hormidak, Zeno, and Ajax the missionary landless characters in 476, playable with "Roads to Power DLC"
- If Odovacar looses his War, it becomes a game over
- Odovacar also has a number of landless allies, simulating his role in ruling over the Western Roman Barbarian Military establishment
- If Zeno looses his war, it becomes a game over
- Added some landless missionaries
- These cannot have a successor and will disappear when the current holder dies
- Applies to Severinus of Noricum and Ajax of Suebia
- Added a number of Baguadae as Gallowsbait Brigands in Hispania and Gaul
- The old landed Baguadae holder is now landless in Hispania
- Added several additional Baguadae in Gaul, Armorica, and Hispania
- "Culture Blending" tradition now encourages adoption of the ruler's heritage and language, even without a conqueror culture tradition
- Removed previous Tributary mechanics in favor of direct vassal contracts
- Previous mechanics had significant technical issues
- Implemented a specific vassal contract for tributary like relations providing religious and title protection
- Implementation is very shallow and not designed for player interaction
- PDX is planning on implementing tributaries in the near future
- This will replace this interim ad hoc approach
- Ostrogothic and Moesogothic cultures are not extant until 488 in history
- Ostrogoths and Thracian Goths are instead Gothic at bookmark start
- Changed Theodorics 476 situation to better match history; he's landed in Turnovo
- If you have Fate of Iberia DLC, Border Raid Wars are available
- They are unlocked during the Tribal Era and locked during the Early Medieval Era
- This change is tied with the development of de jure war CBs
- Removed Laguantan and Masmuda kingdom titles and converted them to confederations
- Removed "Pax Mongolica" Decision as it is currently out-of-scope
- Removed "Expand the Steppe" Decision as it requires more work to fit WtWSMS

Culture:
- Reorganized Heritages:
- Moved Germanic cultures from North/East/Central/West Germanic to new heritages for the Late Antique period
- New Heritages:
- Scandzan: Norse, Swede, Geat, Dane, Gutnish
- Istvaeonic: Chatti, Saxon, Frankish, Frisiian
- Cimbrian: Anglo, Jute, Reudignian, Auiones, Warni
- Suebic: Langobard, Buri, Lebus, Alamanni, Marcomanni, Suebi, Suavi
- Visclan (Przeworsk): Visclan, Guti, Vandalic, Gepid, Burgundian, Gustow, Vidivarii, Rygir
- Gothic (Chernyakhov): Taifal, Skirian, Heruli, Gothic, Visigothic, Ostrogothic, Thracian Gothic, Crimean Gothic
- Extended cultural shift mechanics to Germanic cultures
- By default, Scandzan becomes North Germanic, Istvaeonic becomes West Germanic, Suebic becomes Central Germanic, and Visclan and Gothic become East Germanic
- Germanic cultures sufficiently bordering other Germanic cultures of a different heritage will instead shift to the heritage of the surrounding cultures
- New Heritage Kulturbunds:
- Chernyakhov for cultures associated with the Chernyakhov Archaeological Complex; applies to Gothic and Common Slavic
- East Germanic for cultures associated with the East Germanic region; applies to Visclan and Gothic
- Przeworsk for cultures associated with the Przeworsk Archaeological Complex; applies to Common Slavic, Baltic, and Visclan
- Scandzan for cultures associated with North Germanic; applies to Cimbrian and Scandzan heritages
- Suebic for cultures associated with the Suebic confederations; applies to Suebic and Cimbrian heritages
- Siberian for Yugrian and Siberian heritages
- Reorganized Languages:
- Dnieper Baltic added for the (Vistula) Veneti and East Galindians, whose specific linguistic affiliation is only guessed
- New Cultures:
- Guti, associated with the Wielbark Archaeological Complex
- Fenni, the non-Saami proto-Balto-Finns of the migration era
- Carpodaci, the remnant Dacian group that evolved under Chernyakhov influence in the IVth Century
- Gorokhovo, for the likely Magyar-related peoples of the South Urals
- Sargat, for the likely Sakan-Ugrian hybrid peoples between the Tobol and Irtysh Rivers
- Sabir, for the likely Oghuric Turkic Sabir people
- Khuni (i.e., Caucasian Huns) culture for the long-lived Huns near the Caspian, a target of Armenian missionary efforts
- Alauni (i.e., Western Alan) culture for the Alans of Gaul, Hispania, and Africa
- Changed Cultures:
- Baltic Heritage:
- Sudovian: Removed "Battlefield Looters", added "Xenophilic"
- (Vistula) Veneti: Wetlanders, Polygamous, and Culture Blending, Stoic Ethos, Dneiper Baltic Language, Dneiper Baltic Namelist
- East Galindian: Dneiper Baltic Language, Dneiper Baltic Namelist
- Mongolic/Turkic/Mogyer/Sarmatian/Sakan:
- Kirghiz, Kuryakan have "Tribes of the North" and "Forest Folk" without, Removed "Horse Lords"
- Kuryakan removed "Pastoralists"
- Khuni, Tiele removed "Steppe Tolerance" and added "Religion Blending"
- Xiongnu, Ninrun, Tuyuhun, Xianbei have "Iron Cavalry" with "Khans of the Steppe" and "Horse Lords" without
- All others have "Devoted Horsemanship" with "Khans of the Steppe" and "Horse Lords" without
- Siberians:
- Samoyed has Northern Tribes traditions with "Khans of the Steppe"
- Yeniseian, Tungusic have Northern Tribes with "Khans of the Steppe" and "Forest Folk" Without
- Ugro-Permians:
- Permian, Ugrian remove "Forest Wardens", add "Tribes of the North" with "Khans of the Steppe" and "Winter Warriors" without
- All Germanics:
- Extensive overhaul of relations, aesthetics, and traditions
- Other Cultures:
- Saami culture replaces Forest Wardens with Staunch Traditionalists if the player has Royal Court DLC
- Romano-African uses Dryland Dwellers instead of Astute Diplomats
- Hunnic has Ruling Caste instead of Equal Inheritance
- Galatian uses Spiritual instead of Bellicose Ethos
- Mogyer has Yugrian heritage
- Bolghar has Communal Ethos instead of Bellicose
- Illyrian no longer has "Unblemished Rulership" tradition
- Iazyges are Communal Ethos instead of Bellicose Ethos
- Syricac has Bureaucratic Ethos instead of Spiritual, in line with game mechanics
- (Old) Slavic: Removed "Druzhina" & "Collective Lands", Added "Early Slavic Warfare", "Early Slavic Traditions"
- Tweaked Dacian cultural history
- Removed Cultures:
- Alano-Vandalic, Romano-Alan (replaced with Alauni)
- Udmurt; replaced with Permian
- Mansi; replaced with Ugrian
- Kolochin; made into an Old Slavic component
- Dneiper Baltic; merged into Vistula Veneti
- Renamed some Germanic cultures:
- Przeworsk is renamed Visclan, after the name Jordanes used in Getica for the Vistula
- Ethnicities:
- Revisited Ethnic mixes for more consistency
- Namelists:
- Merged Marcomanni and Buri namelists
- Culture Names:
- Added new hybrid and divergent culture names for Balto-Finnic and Baltic cultures

&c.

Update: Apr 2 @ 7:33pm

General:
- Updated the mod to Vanilla 1.15

Tweaks:
- Mehrism made an unreformed faith
- Added many new cultural names for holdings on the map, from Persia to Britain

Bug Fixes:
- Fixed Patron Gods not being available to new Hellenic or Bon religions

Update: Jan 13 @ 5:28pm

2025-01-12 v0.1.6
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Culture:
- Updated cultures in Southeast Persia
- Removed Cultures:
- Indo-Parthian as it was a placeholder
- Romano-Frank as it did not accurately represent the conditions around Trier
- Helleno-Aramean, as its role is superceded by other cultures
- Significantly overhauled Amazigh cultures to move away from language and culture equivalence
- Removed Tashellhit, Tamazight, Riffian, Mzab-Wargla, Shenwa, Tacawit, Taqbaylit, Nafusi
- New Cultures:
- Mauri: Northern Amazigh of Mauritania Tingitana
- Numidians: Northern Amazigh of Mauritania (Dead in 476)
- Mauritanian: Numdian-descended culture that is partially hybridized with Romano-African, representing Mauri under Roman domination
- Gaetulian: Northern nomadic Amazight tribe south of the Numidians and Mauritanians
- Balasagan (Caucasian heritage, Adharic speaking) for the ill-attested peoples of Balasgan
- Elymaean (Iranian heritage, Elamite speaking) for the Elymaean peoples living in former Elymais
- Elamite (Elamite heritage, Elamite speaking) as the progenitor culture of Elymaean (along with Persian) (Dead in 476)
- Cypriot (Byzantine Heritage, Greek speaking) for the Greeks of Cyprus
- Syriac (Levantine Heritage, Aramaic speaking) for Arameans under Greco-Roman influence
- Chaldean (Levantine Heritage, Aramaic speaking) for Arameans of Southern Asoristan
- Seyansihi (Iranian heritage, Persian speaking) for the Eastern Persian settlement occurring in Khorasan by the late Vth century as progenitors of later Eastern Persian dialects (e.g., Dari, Tajik)
- Dranganian (Iranian heritage, Parthian speaking) for the various proto-Baloch tribal peoples living semi-independently south of the argicultural settlements of the Helmand basin
- Med (Indo-Aryan heritage, Paishachi Prakrit speaking) for the coastal fishing and piratical peoples of the Makran and Sindhi coastline
- Jat (Indo-Aryan heritage, Paishachi Prakrit speaking) for the lowland Jats inhabiting western Sindh before the Umayyad Conquest of Sindh
- Qiqanan (Indo-Aryan heritage, Paishachi Prakrit speaking) for the highland, strongly-independent Jats inhabiting western Sindh before the Umayyad Conquest of Sindh
- Changed Cultures:
- Modified 476 Israelite Cultures:
- Added Samaritan (Israelite heritage, Aramaic language) as a child culture of Hebrew
- Added Judean (Israelite heritage, Aramaic language) as a child culture of Hebrew
- Hebrew is dead in 476, uses "Strong Believers" instead of "Eye for an Eye"
- Changed aesthetics of Punic, Romano-Aramean
- Garmantian
- Added Xenophilic, Foggara Builders Traditions
- Removed Dryland Dwellers Tradition
- Other Culture Changes:
- Completely reworked the Vandal namelist
- Added dynasty names for Roman, Romano-Gallic, Romano-Hispanic, Romano-Thracian, Romano-Illyrian and Romano-Aramean cultures
- Added many new name equivalencies and fixed some existing ones
- Traditions:
- New Traditions:
- Added Assyrian Traditions for Assyrians, similar to Aramean Traditions
- Foggara Builders
- Replaces Qanat Irrigation innovation for Garamantians
- Similar effects to Irrigation Experts from Legacy of Persia
- Autochthonous Identity
- Provides +20 baseline acceptance between cultures sharing tradition
- Enables cultural divergence even if culture head
- Makes it harder to promote culture if not Amazigh culture
- Enables Amazigh Confederate succession, and requires it for tribal empires and kingdoms
- Changed Traditions:
- Aramean Traditions (nee Levantine Traditions) removed same/different culture opinion
- "Mercenary Armies" is not selectable with "Malleable Subjects"
- "Independent Marauders" tradition opinion penalties are more generalized and negated for same culture vassals
- Culture Creation Names:
- Tashellhit, Tamazight, Riffian, Mzab-Wargla, Shenwa, Tacawit, Taqbaylit, and Nafusi are all divergent culture names

Religion:
- New Faiths:
- Added Shamsi Paganism from RICE
- Added "Anunnakism"
- Models the more general Assyro-Babylonian paganism of the late Vth Century
- Assyrian Paganism is kept but stays is a dead faith in 476
- Faith Changes:
- Mazdakism: Before 493 start date, Mazdakism has different features (Mazdakism change in 493 not yet implemented)
- Has "Hedonistic" instead of "Asceticism" Tenet
- Has "Theocratic" instead of "Lay Clergy"
- Has "Male Dominated" instead of "Equal"
- Has "Dorustdin" instead of "Korramdin"
- The Magi are Mazdakism's religious head
- Mazdakism is available for conversion
- Replaced "Iranian Paganism" with "Mehrism" under the Yazidi Religion (Replacing Kitebacilweism) (Courtesy of RICE)
- Implemented some of RICE doctrines for Mehrism
- Retains mutually hostile relations with Zoroastrianism, instead of viewing each other as Evil
- Uses Tenents "Ritual Celebrations", "Megalithic Constructions", and "Sun Worship"
- Updated Jewish Faiths
- Samaritan, Haymanot use "Ethnic Religion" instead of "Chosen People"
- Ebionites have "Vegetarianism Required"
- Aghwank Church is Righteous and uses "Communion" instead of "Adaptive"
- Changed Gurzilism's holy sites
- Removed Meknes, Carthage
- Added Ghirza, Garama
- Maronite Church uses "Asceticism" instead of "Communion", "Righteous" instead of "Fundamentalist"
- Added a new branch of Zoroastrianism (of the Good-and-Evil Doctrine Variety)
- Named Dorustdin (roughly "Orthodoxy")
- Is only available to faiths following the Magi
- Faiths view each other as Righteous and convert counties to their HOF's faith
- Behdin now view each other and Dorustdin as astray
- Zurvanism & Mazdayasna have Dorustdin, Afridunism & Khurramism have Korramdin, all others are Behdin
- Tenet Changes:
- Removed opinion buff/nerf from Rigorism
- Holy Sites:
- Moved the location of Takht-E Soleyman from Urmia to Shiz

CBs:
- "Major" Wars:
- Major Wars are a new category of potentially devastating wars. They are wars for large amounts of territory and grand goals, and thus occupation damages development during these wars.
- Applies currently to Major Migrations
- Migrations:
- Major Migrations now cause reduction in development in counties, weighted by how many minorities the county has after migration
- The larger the minority (or majority), the greater the damage
- There is a chance that castle holdings of low development will be converted to tribal holdings during major migrations
- This is mitigated by certain innovations, and some are very important to prevent this effect
- This effect occurs after migratory damages are applied

Laws:
- Added "Amazigh Confederate" title succession law for Tribal Amazigh kingdoms, required for Amazigh cultures in the Tribal era
- Similar to Tribal elective, it has an additional bias against kin of the current claimant
- Has +25 Vassal Title Allegiance and 25% levy contribution multiplier
- Meant to model the somewhat fluid Amazigh tribal confederations, which would form ad hoc for defense or a specific purpose, then effectively dissolve

Decisions:
- Gave Aures a decision to become a kingdom as they declared themselves as such in 477

Map:
- Transcaucasia:
- Added two new counties and adjusted baronies
- Added Balasagan culture to Balasgan
- Made Maskut Persian and Mazdayasna in light of it being the main location of Tats in the future as well as the very limited information about the region
- Overhauled faiths and cultures in counties
- Overhauled minorities in counties
- Southeast Persia:
- Hind is part of Persia in 476, with a sizable non-Mazdayasna aristocracy under it
- Adjusted several holdings in Eastern Persia
- Kaikanans are properly tribal and in the correctly location
- Meds

Update: Dec 30, 2024 @ 7:30pm

2024-12-30 v0.1.5.3
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General:
- Updated the mod to Vanilla 1.14.2.2

Minor Changes:
- Blocked holders of the Kingdom of Italy from making the Kingdom of Noricum
- Bosporan Kingdom creation decision from Vanilla removed

Bug Fixes:
- Fixed a bug where lay clergy with non-fixed appointment could not nominated new court chaplains after firing
- Fixed bug leading to occasional Republican governments as outcome of popular revolts

Localization Fixes:
- Fixed Roman Dynastic Empresses being called "Augustus" instead of "Augusta"
- Fix Romano-British Dynasties not being localized properly
- Partially broke Polish grammar localization vis-a-vis titles as we lack proper Polish support (sorry)
- Other localization fixes

Update: Oct 27, 2024 @ 2:50pm

2024-10-27 v0.1.5.2
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General:
- Updated the mod to Vanilla 1.13.2

Major Changes:
- Complete overhaul of governments and related mechanics in light of 1.13.0 features
- Created "Eranian Dynastic" and "Roman Dynastic" to replace Eranshar and Bureaucratic/Gubernatorial governments
- The dynastic term is to inform players that it has mostly feudal-type inheritance mechanics
- Created notion of "Centralized Governments" for features in common in Iranian, Indian, and Roman governments

- Governments:
- General:
- Government flags overhauled for greater clarity
- Tribal Government:
- Tribal vassals get a -10 opinion of nomads, others get a -25 opinion
- High Tribal Government:
- High Tribal obligations now scale 11% for levies and taxes for each level of fame
- High Tribal Organization has modified opinions
- Pre-Feudal Government:
- Pre-Feudal Authority 3 now makes vassal refusal a crime
- Rajamandala Government
- Can now grant baronies to non-family members, but counties and higher must go to family members if possible
- Cannot use the County View to grant titles, given the difficulties in building the necessary triggers in the GUI
- Civil Service flag explicitly marks landed vassals as unemployable as councillors
- Iranian Dynastic Government
- Removed Republican tax & levy buff from Eranshar Government
- Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
- Secular Authority is now consistent across the realm, like Vanilla "Imperial Bureaucracy"
- Clerical Influence overhauled
- Modified piety cost to decrease Clerical Influence
- High levels do not enable temporal condemnation anymore
- Does not interface directly with Zoroastrianism anymore; instead applies directly to court chaplain rules for that polity
- Applies throughout the hierarchy like Vanilla "Imperial Bureaucracy"
- Gets a Vizerate (the Framadar being the inspiration for the later Islamic Vizerate); therefore, does not get Co-Monarchy
- Uses Tax Jurisdictions with a few non-basic jurisdictions
- Wuzurgan for powerful or well-established families of the same religion as the ruler
- Liege gets increased domain limit, tyranny gain, legitimacy, vassal limit, and renown; and decreased prestige and enemy hostile scheme success
- Vassals get increased prestige, domain limit, owned hostile scheme success chance, and liege opinion, and cannot join the dissolution faction
- If you can have this tax decree, your Chancellor, Steward, Marshall, and Spymaster must be from these vassals
- It is always tyrannical to revoke Wuzurgan titles (scaling inversely with Secular Authority), but having a title revocation reason halves the tyranny
- Deqhan available with the new Deqhan Innovation for the growth of smallholders
- Increases taxes and decreases levies provided
- Increases liege prestige per month
- Increase vassal prestige gain and development
- Roman Dynastic Government
- Only applicable to Kingdoms and Empires
- Merge of Bureaucratic and Gubernatorial governments
- Kingdoms of vassals revert to the top liege upon death, and duchies and counties not in the same duchy as the vassal capital revert to the top liege on death
- Tyranny-free revocation of titles not in the same duchy as the vassal capital
- Dissolution and Independence factions invalid when your liege shares this government type with you
- Sub-Roman Dynastic
- Uses the same Authority laws as Roman Dynastic government
- The character modifiers implicit in Roman Dynastic are tied to the Sub-Roman Taxation law
- Become Roman Dynastic if vassalized by a Roman Dynastic ruler
- Eventually changes into Clan or Feudal governments

Minor Changes:
- Removed old Succession Expanded Co-Emperors in light of Vanilla Diarchy changes
- As Asoristan was the core of Sassanian power, made all non-tribals in the region Iranian Dynastic with religious protection
- Orestes gets the "Power Behind the Throne" trait preventing him from inheriting titles
- Romulus Augustulus' regency starts entrenched at 50 instead of firing one day later
- Roman, Sub-Roman, and Iranian governments use special election laws automatically at title creation
- "Independent Marauders" now tweaks vassal opinion so that direct vassals have a -20 opinion, but same culture vassals have a +20 opinion
- Tax Revolt faction has been removed in line with government overhaul
- All governments now have liberty factions as applicable
- Added "Roads to Power" buildings to game history
- Added the WtWSMS Soundtrack to the music player
- Various other minor cleanups

Culture:
- Renamed "Medio-Persian Traditions" to the more inclusive "Eranian Traditions"
- Updated some culture tradition graphics
- Updated some faith icons, courtesy of "Faith Icon Collection" on Steam
- "Eranian Traditions" no longer block dissolution factions against the Persian Empire
- Remove "Romano-Frankish" culture, as it is a poor fit for the CK3 culture system
- Disabled "Indomitable Azatani" from selection, folded its effects into "Highland Cavalry" and "Armenian Traditions"
- Those effects require Roads to Power DLC and both Roads to Power DLC and Royal Court DLC to get the special effects
- Culture Changes:
- Armenian:
- Removed "Highland Warriors", Added "Highland Cavalry"

Bug Fixes:
- Fixed some missing language colors
- Roman Empire should show up in the Senate window now
- Fixed Sea showing up as plains in the Terrain GUI window