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v0.2.1 - #164

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LT-Rascek merged 20 commits into
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0.2.0.2-target
Aug 10, 2026
Merged

v0.2.1#164
LT-Rascek merged 20 commits into
masterfrom
0.2.0.2-target

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"By God Alone" DLC Preparation:

  • Removed Cypriot culture and faith to prepare for BGA
  • Readded Bogomilism, Lollardy, Catharism
  • Touched up heresy emergence events

Mechanics:

  • Culture Drift:
    • Standardized terminology for Culture Drift
    • Culture Drift heritages block hybridization between the ancestors and descendants, preventing certain odd edge-cases from appearing

User Interface:

  • Improved the Senate Family interface notably

Culture:

  • Culture Changes:
    • Fixed up "Southern Arabian" culture
      • Re-localized to be "Soqotri"
      • Uses "Dexterous Fishermen", "Maritime Mercantilism", and "Isolationist" Traditions
    • Replaced "Gothic Warfare" with "Cavalry Skirmishers"/"Horse Lords" for Heruli
    • Replaced "Devoted Horsemanship" with "Cavalry Skirmishers" for Taifali
    • Irish gets "Pastoralists" Tradition
  • Renamed various references to "Old" and "Proto" within languages and cultures
    • Used Vulgar for Proto-Romance
    • Diversified language names to better correspond to historical cultures
  • Culture Creation Names:
    • Adjusted language-based creation names for more endonym usage
    • Adjusted some Romance culture creation logic for consistency between language and name lists
  • Updated cultural graphics for more consistency
    • Mauritanian Architecture is Iberian
    • Phrygian and Galatian Architecture is Byzantine
    • Carthaginians use Arabic COAs and Iberian Architecture
    • Latin Cultures heavily overhauled:
      • Romano-Gallic uses French clothing
      • Roman-African uses Iberian COAs, Iberian Architecture, and Iberian Clothing
      • Romano-British uses British Clothing and Byzantine Military Units
      • Romano-Hispanic uses Iberian Christian Clothing
      • Romano-Aramean uses Iberian Architecture, Middle Eastern Clothes, and Byzantine Military Units
      • Romano-Punic uses Iberian COAs, Iberian Architecture, and Iberian Muslim Clothing
  • Added special clothing triggers for sub-Roman cultures, allowing them to wear Roman-style clothing but automatically transition to appropriate medieval clothing when they stop being Latin
  • Traditions:
    • "Pontic Horsemanship" Tradition no longer provides light cavalry bonuses
    • Added "Cavalry Skirmishers" Tradition for Taifal and Heruli culture, reflecting their use of light cavalry in contrast to Gothic heavy cavalry

Governments:

  • Because of state faith limitations, with "All Under Heaven", Sub-Roman Dynastic is applied for all Sub-Roman titles duchy and below
    • If one acquires a kingdom, with the DLC enabled, the government automatically transitions to Sub-Roman administrative
    • If a realm shatters or Sub-Roman Administrative title ends up independent with less than a kingdom, it automatically becomes a Sub-Roman Dynastic realm
    • Sub-Roman Dynastic titles that end up under Roman Administrative titles become Roman Administrative
    • On the off-chance a player has only a noble family title when the government changes to Sub-Roman Dynastic, the player will become an adventurer
    • Slightly Tweaked government colors for (Sub-)Roman Dynastic governments to make them more distinguishable

Decisions:

  • Clarified "Restore the Western Roman Empire" and "Restore the Eastern Roman Empire" requirements
    • Three Kingdoms no longer required for the decisions
    • To ask the Eastern Emperor for the Western Empire, you only have to have 50% of the Western Roman Empire territory, instead of 80%
    • Provided additional effect descriptions to elucidate how to influence the Eastern Emperor's decision
  • Clarified the Holy Roman Empire creation decision
    • Re-localized the decision to be "Ask the Pope for Imperial Recognition"
    • Provided additional effect descriptions to elucidate how to influence the Pope's decision

History:

  • Some Alan characters in Hispania are fixed to be Alauni (Western Alan) culture
  • Caucasian Albania's capital is Partav in the Vth Century, as per history
  • Applied Level 5 education traits to certain historical characters who deserved it.
  • Modified some dynasty names of historical characters to better match history

Tweaks:

  • Reduced lag on certain dates
  • If a Federate has a kingdom title (or greater), then it adopts Sub-Roman Government upon independence
  • Added new links and icons for WtWSMS concepts
  • Generalized some tradition unlocks to be more consistent throughout the Late Antique and Early Medieval Periods
  • Removed superfluous truces relating to some polities tributaries
  • Removed Childeric's War against Sigobert at start to be more in line with history
  • Increased applicant pool for MO offices
  • Added duplicate candidate influence interaction to handle edge case of titular titles
  • Nomads no longer have Border Raid CBs, as they have plenty of CBs already

GFX:

  • Moorish Architecture requires counties of that culture rather than being intrinsic to the peninsula
  • Added WtWSMS emblems to the COA designer
  • Updated assets for a number of innovations
  • Updated generic temples for Hellenism, Judaism

Bug Fixes:

  • Fixed a bug where Feudal/Clan governments could sneak in early from Nomadic Migration
  • Fixed a bug where Roman Federates couldn't grant titles to anyone not already landed
  • FIxed a bug where Noble families could have Ministry-style appointment
  • Fixed a bug where most top liege's lacked a noble family at start
  • Fixed a bug with Vernerius Noble family being duplicated
  • Fixed an edge case in which Cilicia could end up independent of the ERE on succession
  • Fixed a bug with granting of multiple noble family titles to some characters
  • Fixed a bug with AI granting individuals counties to create federates instead of duchies, as intended
  • Adopting Sub-Roman Administrative Government will adopt the appropriate acclamation/appointment succession laws
  • Fixed Nyitra not being part of Germania Magna region
  • Fixed bug where not enough Noble Families were populating in the WRE and ERE
  • Proper handoff of Imperial Diadem during the Fall of Rome
  • Removed a number of duplicate artifacts
  • Fixed a bug where certain decisions were being checked too often by certain title tier rulers
  • Fixed a bug where nomads would adopt feudal government when settling in conquered lands
  • Fixed a bug where Language Isolates would trigger the Creole flag
  • Fixed part of the Don River being impassible
  • Fixed bug where ERE was not getting many noble families at start
  • Blocked the ability of liege's to convert the culture of the counties of Roman Federates
  • Increased number of noble families in the Eastern Roman Empire at start
  • Fixed a bug where Ravenna had no development
  • Fixed bugs with being unable to Request or Restore the Western Empire
  • Fixed a bug with title creation triggers
  • Fixed bug where influence costs were not scaling correctly as Aristocratic Control increased
  • Meritocratic rulers will spawn noble families appropriately at game start now
  • Fixed a bug wherein Titular Titles could not have candidacy influence
  • Fixed a bug wherein Federates could flip to feudal governments in some edge cases

Localization:

  • Fixed some specific localization and formatting issues (Thanks @Awak!)
  • Fixed up grammar and localization in various places
  • Cleaned up a number of flavorizations of Semitic, Latin cultures
  • Made certain innovation localizations culture-dependent
  • Updated localizations to be more neutral in tone
  • Fixed a duplicate localization that incorrectly identified some tributary types
  • Updated the name of the Vistula, Rhine, and Danube River to be the Late Antique Latin names
  • Changed a number of localizations for seas and rivers to better reflect the Late Antique period
  • Improved Roman Empire Request/formation localizations, including highlighting conditions which help and hurt the changes for approval
  • Replaced "Pre-Feudal" with "Aristocratic" as the term for all the non-tribal, non-nomadic, non-centralized governments before the Era of Feudalism

LT-Rascek and others added 19 commits August 3, 2026 18:23
* Culturally-neutral building names

The names of tier 0 buildings used a mix of Roman- and tribal-themed names.
I've rewritten most of the building loc to better reflect construction by developing cultures, using more descriptive and less negative language.

* Flavorization

- Consolidated Nabatean/Assyrian, Adnanite flavorization
- Moved Basileus title to independent Greek empire, corresponding with the introduction of title and hegemony collapse under Heraclian
- Daco-Thracian titles use Romano-Dacian as fallback
- Finished Bosporan emperor titles
- Edited some load tips

* Add emblems to COA designer

* Sub-Roman clothing

- Added special clothing triggers for sub-Roman cultures, allowing them to wear Roman-style clothing but automatically transition to appropriate medieval clothing when they stop being Latin
- Gave Iberian architecture to Mauretanian and Roman African cultures

* Moorish architecture

Changed Iberian architecture illustration region to require counties of that culture, rather than being intrinsic to the peninsula.

* Game concept linkage, culture drift concepts

- Added Culture Drift, Romance, Early Germanic concept
- Added links and icons to WTWSMS concepts

* Internal rename: "culture shift" to "drift"

* Culture and language renaming

- Renamed a number of cultures to remove anachronous references to "old", "proto", etc
- Adjusted hybrid prefixes and Latin singulars of Germanic groups
- Changed the names of Romance languages
-- Used Vulgar for Proto-Romance
-- Diversified language names to better correspond to historical languages + Fabuloscriptor conlangs
- Changed the names of Amazigh languages and divergent cultures
-- Language groups are Tamazight (language endonym), Zenaga (confederation), Libyan (classical name), Tamajaq (subgroup clearly cognate to other dialects, so Tuaregs seem less monolithic)
-- Rewrote language-based creation names with the form used for people + the Zenata, who were not otherwise represented
- Adjusted some Romance culture creation logic for consistency between languages/name lists/names

* Culture drift blocks hybridization

Affects Latin + Romance, Migratory + Medieval Germanic splits, preventing edge cases where a culture is temporarily eligible to hybridize with a closely-related culture

* Fix loc errors

* North/West Germanic Cimbric drift

* More loc cleanup

* Restore Innovation icons/loc

- Restored the missing innovation changes, adding new assets and remapping innovation_ius_ad_bellum to innovation_casus_belli (vanilla ID)

* Senate family display

- Added fancy Senate Family list
- Added more game concepts for the Senate
- Senate interactions show in admin menu

* Quick Roman error supression

* Pre-BGA religious consolidation

- Re-add Bogomilism, Lollardy, Cathars
- Removed Cypriot culture and faith
- Touch up heresy emergence events

* Delete 07_frankokratia_triggers_BP_overwrite.txt

* Praeses flavorization

* Ministry DLC checks

* Non-DLC Roman council

- Roman ministries can be accessed without All Under Heaven, but don't assign ministry titles
- Added Flavius house for Armatus, making him a playable house head
- Baron-tier rulers can be a Roman Minister
- TODO: Review ministry titles for DLC compatiblity with Roads to Power, get Armatus to not immediately land himself outside of the Eastern Emperor's domain without any DLC

* Restore unmerged commits from 0.2.0-flavor-events

- Odoacer's war fixes, regalia transfer
- Generic temple holding GFX
- Bookmark grammar
- Removed duplicate artifacts

* Update 99_BP_colored_emblems.txt
Mechanics:
- Roman government unlocked with either "Roads to Power" or "All Under Heaven" DLC now
   - Roman Ministries are locked with "All Under Heaven" DLC, however

Culture:
- Cultures:
   - Fixed up "Southern Arabian" culture
      - Re-localized to be "Soqotri"
      - Uses "Dexterous Fishermen", "Maritime Mercantilism", and "Isolationist" Traditions
   - Replaced "Gothic Warfare" with "Cavalry Skirmishers"/"Horse Lords" for Heruli
   - Replaced "Devoted Horsemanship" with "Cavalry Skirmishers" for Taifali
- Traditions:
   - "Pontic Horsemanship" Tradition no longer provides light cavalry bonuses
   - Added "Cavalry Skirmishers" Tradition for Taifal and Heruli culture, reflecting their use of light cavalry in contrast to Gothic heavy cavalry

Governments:
- Because of state faith limitations, with "All Under Heaven", Sub-Roman Dynastic is applied for all Sub-Roman titles duchy and below
   - If one acquires a kingdom, with the DLC enabled, the government automatically transitions to Sub-Roman administrative
   - If a realm shatters or Sub-Roman Administrative title ends up independent with less than a kingdom, it automatically becomes a Sub-Roman Dynastic realm
   - Sub-Roman Dynastic titles that end up under Roman Administrative titles become Roman Administrative
   - On the off-chance a player has only a noble family title when the government changes to Sub-Roman Dynastic, the player will become an adventurer

Decisions:
- Clarified "Restore the Western Roman Empire" and "Restore the Eastern Roman Empire" requirements
   - Three Kingdoms no longer required for the decisions
   - To ask the Eastern Emperor for the Western Empire, you only have to have 50% of the Western Roman Empire territory, instead of 80%
   - Provided additional effect descriptions to elucidate how to influence the Eastern Emperor's decision
- Clarified the Holy Roman Empire creation decision
   - Re-localized the decision to be "Ask the Pope for Imperial Recognition"
   - Provided additional effect descriptions to elucidate how to influence the Pope's decision

History:
- Caucasian Albania's capital is Partav in the Vth Century, as per history
- Applied Level 5 education traits to certain historical characters who deserved it.
- Modified some dynasty names of historical characters to better match history

Tweaks:
- Removed superfluous truces relating to some polities tributaries
- Removed Childeric's War against Sigobert at start to be more in line with history
- Increased applicant pool for MO offices
- Added duplicate candidate influence interaction to handle edge case of titular titles
- Nomads no longer have Border Raid CBs, as they have plenty of CBs already

Bug Fixes:
- Fixed a bug where certain decisions were being checked too often by certain title tier rulers
- Fixed a bug where nomads would adopt feudal government when settling in conquered lands
- Fixed a bug where Language Isolates would trigger the Creole flag
- Fixed part of the Don River being impassible
- Fixed bug where ERE was not getting many noble families at start
- Blocked the ability of liege's to convert the culture of the counties of Roman Federates
- Increased number of noble families in the Eastern Roman Empire at start
- Fixed a bug where Ravenna had no development
- Fixed bugs with being unable to Request or Restore the Western Empire
- Fixed a bug with title creation triggers
- Fixed bug where influence costs were not scaling correctly as Aristocratic Control increased
- Meritocratic rulers will spawn noble families appropriately at game start now
- Fixed a bug wherein Titular Titles could not have candidacy influence
- Fixed a bug wherein Federates could flip to feudal governments in some edge cases

Localization:
- Fixed a duplicate localization that incorrectly identified some tributary types
- Updated the name of the Vistula, Rhine, and Danube River to be the Late Antique Latin names
- Changed a number of localizations for seas and rivers to better reflect the Late Antique period
- Improved Roman Empire Request/formation localizations, including highlighting conditions which help and hurt the changes for approval
- Replaced "Pre-Feudal" with "Aristocratic" as the term for all the non-tribal, non-nomadic, non-centralized governments before the Era of Feudalism
Tweaked Irish culture
Tweaked (Sub-)Roman Dynastic colors
Fixed a few hangs with rearranged triggers
@LT-Rascek
LT-Rascek marked this pull request as ready for review August 10, 2026 15:23
@LT-Rascek
LT-Rascek merged commit 27aff71 into master Aug 10, 2026
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2 participants