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Sunfury #12
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- Changed estate system to mirror my Fallout implementation, should allow for easier extension for more Warcraft-related content - Fixed checksum failed spam in error.log - Changed the Guild estate system so each guild is a separate estate with unique bonuses. Allows for unique privileges in the future.
- Overhauled Ideagroups. There are now 10 general ADM groups + 4 government specific ADM groups, 15 DIP groups and 15 MIL groups. - Overhauled Policies. A policy requires 1 specific group (i.e. Administrative) and 1 from the same type (i.e. any ADM group) to unlock. Added a 3 policies for each group (1 in ADM, 1 in DIP, 1 in MIL). - Added 3 new provinces to Plunder Isle. - Added Deepholm and Vashj'ir tradenodes (unconnected). - Deepholm is now a landmass so it looks more similar to the actual zone. - Vashj'ir is now deep water so it looks more like a special part of the sea. - Added 5 new provinces to Kun-lai Summit. - Added 4 new provinces in the Silithus borders, allowing access to Ungoro, Uldum and Feralas in a less restrictive fashion. - Added 2 new provinces in Ahn'Qiraj area, allowing access to Uldum and adding a colonisable coastline province.
- Reduced the initial fire/shock modifiers from technology so combat isn't so quick at the start of the game. - Added the lakes to Mt. Hyjal. - Reduced max rivals to 1. - Added "Establish Trust" diplomatic action that allows you to buy 1 Trust for 100 DIP with friendly nations. This is to allow a semblance of control over the trust you have with another nation. - Added several provinces to Uldum.
- Changed the Hegemonies so they are much easier to achieve. - Added Manufactory building: trade_goods_size = 1.0 - Added Arcane Tower manufactory: adds global_trade_goods_size_modifier = 0.05 in provinces with Artifacts - Added Citadel manufactory: adds fort_level = 2, local_hostile_attrition = 2, local_defensiveness = 0.33 - Added City Barracks manufactory: adds local_manpower = 1.0 - Added Garrison manufactory: adds statewide_governing_cost = -0.5, min_local_autonomy = -5
- Added events by Papillonmyu. - Added Vol'dun Cartel and Vulpera technology/culture. - Added Sethrak Empire and Sethrak technology/culture, and the Faithless religion. - Added Nazmir and Blood Troll technology/culture. - Added Tortollan Refuge and Tortollan technology/culture. - Added custom syncretic faith system
- Renamed the Chaotic Grasp religion mechanic to Strength of Will. - Arcane nations now start at 10% Strength of Will, not 100%. - Arcane nations will now actually risk becoming Fel if they remain at 0% Strength of Will. - Strength of Will now has passive gain whilst at peace and stable, and loss when at war or unstable. - Removed Mystery of the Makers religion, since there is no real usage of it in lore. - Cleaned up the Burning Legion mechanics for the Fel religion. - Added Unholy Decrees for Fel. - Fixed the Unholy influence actions interface. - Added "Spread Fel" covert diplomatic action for Fel nations. Requires 100% Legion Strength. - Added "Corrupt Ruler" dynastic diplomatic action for Fel nations. Requires 100% Legion Strength. - Added "Corrupt Heir" dynastic diplomatic action for Fel nations. Requires 100% Legion Strength. - Added 3 events that boost Legion Strength. - Added 2 events that grant benefits when at 100% Legion Strength - Added "Fel Empowerment" triggered modifier for Fel nations at 100% Legion Strength
- Added a new diplomatic action that allows the player to switch control between overlord and vassal nations. - Added a new diplomatic action for Scourge nations, whilst playing as any nation classified as a Scourge nation, you can switch player control between them, emulating the power of the Lich King. - Added "Hereditary Rule" reform that applies the maintain dynasty rule to a monarchy. Stormwind now starts with this reform and the Feudal Monarchy, instead of having a separate government form. - Added "Militarized State" reform, adding the Militarization mechanic for a nation. - Added "Justified Conquest" reform: adding the Claim States mechanic for a nation. - Added customised Iqta mechanics to Feudal Kingdom government form. - Added customised Tribal Federation mechanics to Warband government form. - Added customised Mamluk mechanics to Ancient government forms. - Added customised Theocratic mechanics to Theocracy government form. - Added customised Cossacks mechanics to Demonic Order government form.
- Added the ability to syncretise with other religions to the Rational Philosophies religious group. - Reworked the tradenodes to bring the focus on the Eastern Kingdoms, which will encourage the AI to conquer Kalimdor/Panadaria/Northrend/etc. Each node is now bigger and has more steering options.
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Religion_overhaul.zip