Now Available: By God Alone & 1.20.0 "Crozier" Update

Hello everyone! By God Alone, our latest Core Expansion for Crusader Kings III, is now available alongside the free 1.20.0 "Crozier" Update.In By God Alone, being a good ruler and being a good believer aren't always the same thing. Your characters will wrestle with sin as they try to live up to their faith's ideals, while navigating the rich and evolving political landscape of the Christian Church. Stir up religious debates (or bring them to an end), decide where the authority of the crown ends and the cross begins, and weigh your ambitions against the fate of your soul.By God Alone is available as part of Crusader Kings III: Chapter V, or as an individual purchase. Check out our release trailer below, followed by the changelog.By God Alone & 1.20.0 "Crozier" Free Update Changelog​Expansion Features (Paid)​The Christian Church​Added the Christian Church, a Situation covering all of Christendom. Every Christian ruler of County tier or above is a participant. All participants share the same Chapter, modifiers, and Great Schism progress.Participants are sorted into six groups. The Main Power is the Christian Faith that holds the most Counties.Main Power (Clerical)Main Power (Secular)Secondary Powers (Clerical)Secondary Powers (Secular)Heretics (Clerical)Heretics (Secular)The Situation moves through Chapters. Each Chapter has its own Religion, Subject, Diplomacy, and Warfare modifiers, applied differently to each participant group.Chapters come in four types: Stability, Zeal, Instability, and Crisis. A Crisis Chapter can end in the Great Schism once Schism progress has reached its threshold.Seven Chapters, each with its own events:Fragile Unity (Instability)Saeculum Obscurum (Crisis)Conversion (Zeal)Reform (Instability)Investiture Controversy (Crisis)Crusade (Zeal)Concord (Stability)Catalysts move the Situation between Chapters. They include:Clerical marriage and childrenSimonyMurdered prelates, including Cardinals, Heads of Rite, and ArchbishopsCardinal appointmentsHoly warsExcommunicationsLost and reclaimed Holy SitesNew RitesAntipopesHeresy outbreaksEcumenical CouncilsConsecrated kingdomsGreat Project contributionsA Pope of the same dynasty three times in a rowAdded the Guide the Christian Church decision, available once every ten years. It triggers a Catalyst of your choice and pushes the Situation toward the Chapter you want. Taken as Head of Faith, it has four times the effect.Added the Christian Church window. It shows the current Chapter, participant groups, active modifiers, and Great Schism progress, with sub-windows for All Phases and History.Added events for the Saeculum Obscurum, Conversion, and Reform Chapters.Clerical Titles, Clerical Regions, and the Ecclesiastical Government​Added the Ecclesiastical Government for Christian clergy. Ecclesiastical rulers hold land as an office of the Church, and their titles pass by clerical succession.Added Clerical Titles and Clerical Regions, the Church's own spheres of influence parallel to the secular one. An Archdiocese is a Clerical Region held by an Archbishop. Its seat is the Clerical Region Capital, the County the region was founded on.Added ecclesiastical titles with holder history for 867, 1066, and 1178, including Aksum, Antioch, Alexandria, and Jerusalem.Clerical Regions can be founded on any held title of Duchy tier or above.Clerical Regions convert neighboring Counties to their holder's Rite over timeAdded a Clerical Regions map mode. It shows each see's holder and Rite, and stripes Counties whose Rite differs from the region's.Added Lease Contracts. They set the terms between a secular ruler, the clergy leasing land inside their realm, and the clergy's Religious Superior.Church Obligations are set at Minimal, Mild, or Strong Centralization. They decide how much the leasing clergy contributes upward to their Religious Superior.Secular Obligations are set as Personal or Fixed. They decide how much the leasing clergy contributes to the secular ruler's income.Religious Superiors and Religious Subordinates form a hierarchy parallel to the feudal one, for both Theocratic and Ecclesiastical clergy.All clergy of a Faith now belong to that Faith's clerical organization. The link is used for succession and other functions.The Ecclesiastical Government uses a church Treasury. Most regular Treasury income comes from local income, unlike Administrative Treasuries, which are filled from a central point.Ecclesiastical and Theocratic rulers can hold any Temple holding directly. Temples in their domain that they do not hold directly are held by a Baron-tier Ecclesiastical vassal.When Ecclesiastical Rulers hold multiple titles of their primary Tier, the non-primary titles are kept together with the primary one on succession.Added Ecclesiastical Laws covering Cardinal benefices. A benefice grants a Cardinal a special Treasury income paid by the Pope.Added Clerical Elective and Clerical Appointment succession for Church seats. Clerical appointments favor the holder

Sep 30, 2026 - 15:00
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Now Available: By God Alone & 1.20.0 "Crozier" Update

Hello everyone! By God Alone, our latest Core Expansion for Crusader Kings III, is now available alongside the free 1.20.0 "Crozier" Update.

In By God Alone, being a good ruler and being a good believer aren't always the same thing. Your characters will wrestle with sin as they try to live up to their faith's ideals, while navigating the rich and evolving political landscape of the Christian Church. Stir up religious debates (or bring them to an end), decide where the authority of the crown ends and the cross begins, and weigh your ambitions against the fate of your soul.

By God Alone is available as part of Crusader Kings III: Chapter V, or as an individual purchase. Check out our release trailer below, followed by the changelog.

By God Alone & 1.20.0 "Crozier" Free Update Changelog​
Expansion Features (Paid)​
The Christian Church​
  • Added the Christian Church, a Situation covering all of Christendom. Every Christian ruler of County tier or above is a participant. All participants share the same Chapter, modifiers, and Great Schism progress.

  • Participants are sorted into six groups. The Main Power is the Christian Faith that holds the most Counties.

    • Main Power (Clerical)

    • Main Power (Secular)

    • Secondary Powers (Clerical)

    • Secondary Powers (Secular)

    • Heretics (Clerical)

    • Heretics (Secular)

  • The Situation moves through Chapters. Each Chapter has its own Religion, Subject, Diplomacy, and Warfare modifiers, applied differently to each participant group.

  • Chapters come in four types: Stability, Zeal, Instability, and Crisis. A Crisis Chapter can end in the Great Schism once Schism progress has reached its threshold.

  • Seven Chapters, each with its own events:

    • Fragile Unity (Instability)

    • Saeculum Obscurum (Crisis)

    • Conversion (Zeal)

    • Reform (Instability)

    • Investiture Controversy (Crisis)

    • Crusade (Zeal)

    • Concord (Stability)

  • Catalysts move the Situation between Chapters. They include:

    • Clerical marriage and children

    • Simony

    • Murdered prelates, including Cardinals, Heads of Rite, and Archbishops

    • Cardinal appointments

    • Holy wars

    • Excommunications

    • Lost and reclaimed Holy Sites

    • New Rites

    • Antipopes

    • Heresy outbreaks

    • Ecumenical Councils

    • Consecrated kingdoms

    • Great Project contributions

    • A Pope of the same dynasty three times in a row

  • Added the Guide the Christian Church decision, available once every ten years. It triggers a Catalyst of your choice and pushes the Situation toward the Chapter you want. Taken as Head of Faith, it has four times the effect.

  • Added the Christian Church window. It shows the current Chapter, participant groups, active modifiers, and Great Schism progress, with sub-windows for All Phases and History.

  • Added events for the Saeculum Obscurum, Conversion, and Reform Chapters.

Clerical Titles, Clerical Regions, and the Ecclesiastical Government​
  • Added the Ecclesiastical Government for Christian clergy. Ecclesiastical rulers hold land as an office of the Church, and their titles pass by clerical succession.

  • Added Clerical Titles and Clerical Regions, the Church's own spheres of influence parallel to the secular one. An Archdiocese is a Clerical Region held by an Archbishop. Its seat is the Clerical Region Capital, the County the region was founded on.

  • Added ecclesiastical titles with holder history for 867, 1066, and 1178, including Aksum, Antioch, Alexandria, and Jerusalem.

  • Clerical Regions can be founded on any held title of Duchy tier or above.

  • Clerical Regions convert neighboring Counties to their holder's Rite over time

  • Added a Clerical Regions map mode. It shows each see's holder and Rite, and stripes Counties whose Rite differs from the region's.

  • Added Lease Contracts. They set the terms between a secular ruler, the clergy leasing land inside their realm, and the clergy's Religious Superior.

    • Church Obligations are set at Minimal, Mild, or Strong Centralization. They decide how much the leasing clergy contributes upward to their Religious Superior.

    • Secular Obligations are set as Personal or Fixed. They decide how much the leasing clergy contributes to the secular ruler's income.

  • Religious Superiors and Religious Subordinates form a hierarchy parallel to the feudal one, for both Theocratic and Ecclesiastical clergy.

  • All clergy of a Faith now belong to that Faith's clerical organization. The link is used for succession and other functions.

  • The Ecclesiastical Government uses a church Treasury. Most regular Treasury income comes from local income, unlike Administrative Treasuries, which are filled from a central point.

  • Ecclesiastical and Theocratic rulers can hold any Temple holding directly. Temples in their domain that they do not hold directly are held by a Baron-tier Ecclesiastical vassal.

  • When Ecclesiastical Rulers hold multiple titles of their primary Tier, the non-primary titles are kept together with the primary one on succession.

  • Added Ecclesiastical Laws covering Cardinal benefices. A benefice grants a Cardinal a special Treasury income paid by the Pope.

  • Added Clerical Elective and Clerical Appointment succession for Church seats. Clerical appointments favor the holder's own clergy and greater sees, and penalize candidates from outside the clergy.

  • Added decisions for rulers with clergy in their realm:

    • Levy the Tithes: demand gold from every Theocratic and Ecclesiastical vassal in your realm.

    • Educate your Clerical Court: ordain, instruct, or recruit clergy for your court.

    • Seize the Clerical Region: take the Clerical Region your capital lies in. If the seat is held, its Archbishop is deposed.

  • Added interactions for managing Clerical Titles:

    • Create Clerical Title: found a Clerical Title inside a ruler's realm, seated on the de jure capital of the title you pick.

    • Expand Clerical Title: grow a Clerical Region into an adjacent de jure Duchy held by rulers of your Faith.

    • Merge Clerical Title: absorb a neighboring Clerical Title and all of its Counties.

    • Split Clerical Title: carve the part of a Clerical Region that lies inside a chosen ruler's realm into a new Clerical Title, and grant it to a cleric of your choice.

    • Replace Archbishop: depose an Archbishop and give their Clerical Title to a worthier cleric. Deposing an Archbishop of another Rite costs far more Piety, needs higher Learning than theirs, and weakens your Faith's Fervor.

    • Grant Clerical Title: give an existing Clerical Title to a cleric. If the seat is held, the current holder is deposed.

    • Buy Clerical Title: purchase a Clerical Title from its holder. Available to Faiths with the Simony tenet.

  • Added petitions to the clergy:

    • Request Elevation: petition the Head of Faith for the Clerical Title of your own Clerical Region, whether it is vacant or held by your superior. It grants the whole clerical domain, cannot unseat players, and has a low acceptance chance.

    • Request New Court Chaplain: ask for a replacement Court Chaplain, drawn from courtiers in your realm.

    • Request Church Treasury: ask your Religious Superior or Subordinate for gold from their treasury.

    • Demand Church Succession: make yourself the fallback heir to a cleric's lands should they die without a rightful heir. Piety cost scales with the tier of the realm pledged.

    • Request Enforced Succession: ask a cleric to compel the holder of a title you have a claim on to yield it to their rightful heir.

    • Preach My Legitimacy: spend Piety to have a cleric's priests raise your Legitimacy.

  • Added Influence Clerical Candidacy: spend Piety to raise or lower a candidate's score for a Clerical Title.

  • Added interactions for land and claims:

    • Beseech Claim: gain a claim on one of a ruler's titles with the help of an Ecclesiastical ruler or your Head of Faith.

    • Negotiate For Land: take vassals or titles you have a claim or de jure right to, with the help of an Ecclesiastical ruler.

    • Bestow Title: as a cleric, grant a title that does not yet exist directly to someone, possibly raising their rank.

    • Bestow De Jure Lands: as a cleric, add a neighboring title to a ruler's de jure territory.

    • Beseech De Jure Rights: ask a cleric to make a neighboring title a de jure part of your primary title.

    • Consecrate Kingdom: as a cleric, create a new Kingdom for someone and gain a Hook on them in return.

  • Added war interactions:

    • Incite Holy War: urge a ruler to declare a holy war.

    • Incite Claim War: urge a ruler to press a claim by war.

    • Request Victory: ask a cleric to declare your war against another Christian ruler won, once you hold at least 90% War Score.

    • Request White Peace: ask a cleric to mediate a white peace with another Christian ruler.

  • Added personal interactions:

    • Offer Spiritual Counsel: offer private counsel in exchange for a Hook.

    • Seek Communion: petition the Head of Faith to receive your Faith back into the Church, ending its status as a heresy.

    • Demand Divorce: demand that someone put aside a spouse whose marriage offends the Faith, or can be made to look that way.

    • Demand Chastity: demand a vow of chastity. While the vow holds, the target takes a lasting Fertility penalty and cannot start a seduction or courtship. Lustful characters find a forced vow harder to bear. The vow can be shed with the Renounce Vow of Chastity decision.

Playable Theocracies​
  • Theocratic and Ecclesiastical rulers are now playable. Theocratic rulers get their own government type and succession.

  • Added Designate Theocratic Heir: name your preferred heir to your theocratic title.

  • Added the Adopt Theocratic Rule decision, which converts your government to a Theocracy, and the Restore Temporal Rule decision, which converts a Theocracy back to Feudal.

  • Theocratic gender succession follows the Clerical Gender doctrine.

  • Theocratic titles can interact with factions.

  • Theocracies can only declare religious wars.

  • Clerical rulers can divorce on their own authority. Where dynastic approval applies, they ask their house head.

  • Clergy of a marrying Faith can take the Renounce Vows decision, which removes the Devoted trait so they can marry again.

  • The Court Chaplain of a Clergy Ruler is always going to endorse them.

Cardinals and the Papacy​
  • Added the College of Cardinals and Cardinal Titles. A Cardinal holds a Cardinalate, votes for the next Pope in the conclave, and can take orders from the Head of Faith.

  • Cardinals exist in all three start dates.

  • The College holds up to 70 Cardinals.

  • Cardinalate titles are destroyed on succession. A Cardinal who becomes Pope or Antipope gives up their seat.

  • Cardinals of a Lay Clergy Rite cannot be elected Pope.

  • Added Papabile Score, which measures a Cardinal's standing in the next conclave.

  • Added Increase Papabile Score: spend Piety or gold to raise a Cardinal's Papabile Score.

  • Added Influence College of Cardinals Vote: pressure a Cardinal to cast their vote for your chosen candidate.

  • Added the Renounce the Papacy decision. A clerical ruler who renounces the Papacy is removed from every conclave shortlist. A Cardinal keeps their own vote. The renunciation can be reversed later.

  • Added a Cardinal Budget to the church treasury.

  • Added the Endow Masses decision. It spends treasury for Piety, and your subordinate clergy gain Piety and opinion of you.

  • Added Cardinal interactions:

    • Appoint Cardinal: as Head of Faith, raise a cleric to Cardinal.

    • Strip Cardinalate: dissolve a Cardinalate. Its holder stops being a Cardinal and loses their voice in the College.

    • Give Cardinal Order: as a Cardinal's superior, have them marshal church resources to carry out your will. Costs 50 Piety.

    • Request Cardinalate for Court Chaplain: petition the Head of Faith to raise your Court Chaplain into the College.

  • A new Pope chooses a regnal name in a dedicated interface. Female Popes get the option too.

  • Added the College of Cardinals window, with candidate shortlists and scoring tooltips. Alt+G opens it.

  • An Antipope who becomes Pope gains the College of Cardinals.

Papal Bulls​
  • Added Papal Bulls, solemn decrees of a Christian Head of Faith backed by the authority of the Church. The Enact a Bull decision costs Piety. The Bulls are:

    • Permit a Tenet: endorse a Tenet as Permitted across the Faith and announce it to every ruler of the Faith.

    • Forbid a Tenet: mark a Tenet as Prohibited across the Faith and announce it to every ruler of the Faith.

    • Declare a Rite Heretical: name a divergent Rite of your Faith a heresy.

    • Proclaim the Age of Crusades: adopt Armed Pilgrimages as a Core Tenet of the Mainline Rite, opening the way to Great Holy Wars.

  • Added Church Authority, four levels of law that measure a theocratic ruler's power over their clergy and vassals. Issuing Bulls requires enough Church Authority.

  • Added the Send Legatine Mission decision. Spend treasury to send a legate to a County, improving its Development growth and Control for 10 years.

  • Added the Bend the Knee decision. During the Investiture Controversy, pledge to support the Church's claim to clerical appointments, and stand with the faithful when the Investiture Council is called.

Ecumenical Councils​
  • Added the Ecumenical Council, an Activity where the clergy of Christendom and its most influential rulers gather to settle doctrine. It has a 25-year cooldown.

  • Guests split into Innovators and Conservatives. Debate phases run one month each. Events let guests sway the other side, duel over a point of doctrine, or bypass the cost with a matching Personal Tenet or trait.

  • A Council can change Core Tenets, rule on Doctrines, and set a Tenet's status.

  • Clergy, rulers with a clerical Puppet, and the host may vote.

  • Councils are a major source of Great Schism progress, for or against.

  • Rewards include Tenet and Doctrine changes, Fervor, Piety, opinion, and the Scholar lifestyle trait.

  • Added an Activity Planner widget for selecting Tenets and Doctrines.

  • Added the Investiture Council activity. It settles an Investiture Controversy on spiritual or temporal terms and decides who appoints the clergy.

Puppets​
  • Added Puppets: characters you control and can order to act on your behalf.

  • Three Puppet types:

    • Realm Priest Puppet, made with Puppet Realm Priest: your Court Chaplain acts for you.

    • Clerical Ruler Puppet, made with Puppet Clerical Ruler: a member of the clergy outside your realm acts for you.

    • Secular Ruler Puppet, made with Puppet Secular Ruler: a ruler forced to do your bidding.

  • Puppet Actions cover:

    • Excommunication

    • Holy Sites

    • Faith and Rite creation

    • Clerical Title requests

    • Cardinal appointments

    • Conversions

    • Monastic vows

    • Claims

    • Schemes

    • Imprisonment

    • War

    • Tributaries

    • Marriage and divorce

    • Alliances

    • Gifts

    • Decisions

    • Great Projects

  • Puppets tab in the Intrigue window lets you manage your puppets.

  • Actions a Puppet can perform for you are marked with a Puppet banner on their buttons.

  • A Puppet pays the costs of their own actions and takes the blame for refusals.

  • Secular puppeteers have their own requirements for winning a Puppet over, separate from Spiritual Fulfillment.

  • Mandala God-Kings and the Son of Heaven can manipulate Rites without a Puppet.

  • The Realm Priest Puppet is disabled for characters with a Ministry or Kurultai.

Monastic Order Management​
  • Added decisions and interactions for founding and running Monastic Orders:

    • Found Monastic Order: build a temple holding in an empty barony of a chosen County. When it is finished, it becomes the seat of a new order focused on a Core Tenet of your choice.

    • Patronize Monastic Movement: found a new Monastic Order at once and transfer another order's leases within your domain to it.

    • Reform Monastic Endowment: spend gold for Piety, Spiritual Fulfillment, and the opinion of the orders' leaders.

    • Reform Order: as patron, bind an order you patronize to one of your Personal Tenets and to your own Rite.

    • Dissolve Order: destroy a Monastic Order.

  • Added a monastic funeral event chain for funerals held where a Monastic Order holds a lease.

Saints, Relics, and Holy Sites​
  • Added Canonization. A Head of Faith can raise a departed member of their dynasty to sainthood and choose where to lay them to rest.

  • Added the Promulgate Word of Pious Deeds decision. Taken during a character's life, it spends Piety to either raise your election score for your superior's title or improve your chance of later canonization.

  • Added the Consecrate the Saint decision: pick the Cathedral or Holy Site in your realm where a saint is consecrated and laid to rest, so that they draw the faithful.

  • Added a Select a Patron Saint decision.

  • Added Proclaim the Living Word: become a Herald of your Faith.

  • Added saint titles for non-Christian Faiths, with Venerated Ancestor as a fallback. Examples:

    • Wali

    • Divus

    • Siddha

    • Kami

  • Added the Herald trait for living holy persons, with per-religion names. Examples:

    • Tzadik

    • Arhat

    • Sant

    • Zhenren

    • Sage

    • Ashavan

  • Added the Extract a Relic decision: take a relic from a saint buried in lands you control. The relic can then be enshrined in a Holy Site.

  • Added Sanctify Artifact: as Head of Faith, bless one of a character's artifacts, making it a holy relic of your Faith. Ask to Sanctify Artifact petitions a cleric to do the same for one of yours. Added a suggestion for it and a buried saint point of interest.

  • Every Rite can sanctify a baseline of devotional artifacts, so Sanctify Artifact works for Rites with few tenets. Vows of Poverty Rites cannot sanctify illustrious relics. They can sanctify humble artifacts of any quality.

  • Added Holy Myron, a consecrated oil made with the Prepare the Holy Myron decision. It sends your Court Chaplain to gather rare balsams and consecrate an Ampulla of Holy Myron, an artifact whose charges are spent on anointments.

    • Gift the Holy Myron: fill a fresh ampulla for another character, spending one charge for Piety and their gratitude.

    • Anoint an Artifact with Holy Myron: spend one charge to sanctify one of your artifacts, regardless of what your tenets would normally allow.

  • Added the Secure Pilgrim Routes decision, which adopts Armed Pilgrimages as a Core Tenet.

  • Added pilgrim badges as a new artifact type with their own badge slot.

The Grand Cathedral and the Ecclesiastical Estate​
  • Added the Grand Cathedral, a Great Project built in three tiers: Romanesque, Gothic, and Flamboyant. Several characters can fund it, and each investor is rewarded on completion. If the founder dies, the reward reaches their heir.

  • The site must be its Archdiocese's capital and must not already hold a cathedral.

  • An event chain runs alongside construction: laying out the site, casting the bells, commissioning frescoes, contributing stained glass, building a cantoria, and preaching the first sermon once the west wall is up.

  • Added the Ecclesiastical Estate, the domicile of Clerical Title holders, with its own Cathedral Complex.

  • The character window uses church backgrounds that change as the domicile develops.

  • Added the Mass Conversion Great Project, which converts large swaths of Counties of unreformed Faiths.

  • Added the Proclaim the Kingdom of Heaven decision, which makes you holder of a new Hegemony-tier title, the Kingdom of Heaven.

  • Added the Establish a Dynasty decision, which lets a theocratic ruler start their own dynasty.

The Great Schism​
  • The Great Schism is now a tracked, playable event.

  • Great Schism progress comes from Ecumenical Councils, rulers crossing between the Rites, excommunications across the Rites, and County conversions in Holy Site Counties. Every source counts as a single grievance. Progress never decreases.

  • Players in the Christian Church Situation are notified whenever Great Schism progress accrues, and the participant groups show which side of the Schism each character is on.

  • Added three decisions, all requiring the Saeculum Obscurum Chapter and the progress threshold:

    • Cause the Great Schism

    • Prevent the Great Schism

    • Mend the Great Schism Through Diplomacy

  • Added the Sway Schism Stance interaction: urge a ruler to adopt your stance on the coming division of the Church.

  • Mending the Schism gives the mender's dynasty 10,000 Renown and a permanent modifier.

  • A Crisis Chapter ending only causes the Great Schism if the progress threshold has been met.

  • Added the Unite the Miaphysite Churches major decision.

Religious Study​
  • Added the Religious Study scheme, which lets a character study a Rite in depth. The decision that starts it is named after your Faith's holy text, for example Study the Bible..

  • Added the Scholar lifestyle trait and the Renowned Exegete and Doctrinal Clarity outcomes.

Other Expansion Additions​
  • Added an important action for excommunicated rulers. It explains how to lift the excommunication.

  • Antipopes expansion features:

    • An Antipope you declare also becomes your Clerical Ruler Puppet.

    • Petition Antipope for Gold: request gold from your Antipope.

    • Seek Antipope's Indulgence: pay your Antipope gold for forgiveness and Piety, bypassing the Mainline Head of Faith.

  • Added a Pastoral Letter event and a Debate of East and West random event.

  • Added ritual celebration events, secular faith events and memories such as healing the sick with a king's touch, and a discovery event set.

  • Added decisions tied to specific Personal Tenets:

    • Invite Syncretic Exiles, for the syncretism tenets: invite exiles from a religion your personal syncretism recognizes. They settle in your Counties, raising Development and changing the local Faith or Rite. Costs a large amount of Piety.

    • Curse an Enemy, for the Adorcism tenet: perform a ritual against a rival or an opponent in one of your wars.

    • Seek Aid for War, for the Adorcism tenet: petition the spirits for aid in your current wars.

  • Added personal devotion decisions:

    • Take Confession: confess your sins to your Court Chaplain, losing Stress and gaining Spiritual Fulfillment.

    • Stage an Act of Devotion: hold a great public mass, exchanging Piety for Prestige. Once per decade, and only while your Fame is below Illustrious.

    • Sacrifice Wealth: spend gold to raise a County's Development growth and gain Spiritual Fulfillment.

    • Raise a Khachkar: commission an ancestral cross-stone in one of your Counties.

    • Receive Last Rites: prepare your soul as death nears, gaining Spiritual Fulfillment. It opens automatically when a character is close to death, and names a plausible killer.

Bookmark​
  • Added the 867 bookmark Fathers of the Faithful.

  • Added the Slavic Rite story cycle in 867 for Rostislav. It follows the Moravian Mission and the birth of the Slavic Rite.

Dynasty Legacy​
  • Added the Servants of God dynasty legacy for Christian dynasties, with five perks:

    • Private Devotions

    • Alms and Endowments: Head of Faith petitions are looked on more favorably, and the church treasury is more willing to fund your dynasty members' requests.

    • A Faithful Flock: dynasty members gain 50% more Tenet Popularity when evangelizing their Personal Tenets.

    • Mitre and Crosier: stronger candidate scores for Christian clerical appointments, a higher chance of being made a Cardinal, and more tax from ecclesiastical vassals.

    • Princes of the Church: dynasty members are stronger candidates for the Papal Throne, and can take the Guide the Christian Church decision regardless of rank or clerical office, with double the effect.

Achievements​
  • Added 10 achievements:

    • Guido's Guiding Light: Starting as Archbishop Guido of Milan, become Antipope and make the Ambrosian Rite the Mainline Rite.

    • The Two Swords: Have both the Holy Roman Emperor and the Pope as your Puppets at the same time.

    • Father's Best Side: Enshrine a relic taken from a saint of your own family in a Holy Site your Dynasty founded.

    • The Father, the Son, and the Holy Grandson: As a Theocrat, establish a Dynasty and hold an Archbishopric for three generations.

    • Servus Servorum Dei: Starting as a secular ruler of Duke tier or lower, or as a Count-tier cleric, become the Pope.

    • Papal Bull: Make your Puppet Pope sleep with your spouse.

    • Where There's a Will: Demand Church Succession from another ruler, then murder them and inherit their lands.

    • Home See Advantage: As an Archbishop, change a Tenet or Doctrine at an Ecumenical Council hosted in your own Cathedral.

    • Cardinal Sin: Starting as a non-Clergy ruler, have five members of your dynasty as Cardinals at the same time.

    • Holier Than Thou: Have three Personal Tenets and 100 Spiritual Fulfillment at the same time.

Audio​
  • Added 6 music tracks, collected in the By God Alone soundtrack list:

    • Anathema

    • Sanctos

    • The Conclave

    • Council's Judgement

    • Deus Hoc Vult

    • The Shepherd's Flock

  • Added sound effects for the Grand Cathedral start and completion events.

Art​
  • Added a Christian UI skin, including a reworked HUD main tab, letter window, and side buttons.

  • Added 836 faith icons. Every religion now has a full set of Faith and Rite icon variants with color options.

  • Added new tenet icons, including animated tenet icons in the Faith window, and new doctrine icons.

  • Added event window effects:

    • Stained glass

    • Night scene windows

    • Flickering candlelight, in two strengths

    • Double vision, in two strengths

  • Added a character halo effect with its own shader, and a divergent Rites map mode effect with positive and negative variants.

  • Added the Papal Court in three Grandeur variants, with its own lighting, windows, and materials. Props:

    • The Pope's throne

    • Three fountain variants: stone, sculpted, and marble

    • A lectern

    • Porphyry pedestals for Grandeur 3

    • Candelabra Magna

    • Censer

    • Polycandela

  • Added a Papal throne room main menu background and a new loading screen illustration.

  • Added new interface icons:

    • 45 character interaction icons

    • 19 artifact icons

    • 14 domicile building icons

    • 13 flat icons

    • 11 realm frames

    • 10 achievement icons

  • Added 13 decision illustrations, and event illustrations for:

    • The Christian Church Situation phases

    • The Grand Cathedral Great Project

    • Spiritual Fulfillment

    • The Petition Head of Faith decision

    • The Servants of God legacy track

  • Added Grand Cathedral models in four variants for the Great Project, with separate western and eastern models and Orthodox variants.

  • Added special building models:

    • St Peter's Basilica

    • The Archbasilica of St John Lateran

    • The Palais des Papes

    • Reims Cathedral

    • The Abbey of St Gall

  • Added Church domicile models and two Church domicile backgrounds, one forested and one urban.

  • Added character art:

    • 120 female and 35 male clothing meshes, including:

      • Benedictine and Camaldolese habits with per-order robe colors

      • Cardinal clothing

      • Catholic and Orthodox high clergy vestments

      • Female versions of the male religious clothing

    • 24 female and 18 male headgear meshes, including:

      • New mitres for Catholic Bishops and Archbishops

      • The nun's crown for female Latin ruler clergy

      • Clerical female hats

    • Monk hairstyles, tonsures, and beards

    • The Crown of Hildegard von Bingen

  • Added artifacts and props:

    • Croziers, in portrait and artifact versions

    • A bible and an open bible

    • An ornate bible court artifact

    • A thurible

    • A situla

    • A whip

    • An altar cross

    • A crucifix wall artifact

    • Crucifix artifact icons

  • Added character animations:

    • Prayer:

      • Standing prayer, and a second more extroverted standing prayer

      • Muslim prayer

      • Crossing self

      • Four divine gestures

      • Divine ecstasy, standing and kneeling

      • Spiritual Fulfillment

    • Preaching:

      • Preaching, and preaching without a book

      • Acknowledging while holding a crozier

      • Head of Faith idle with a crozier

    • Penance and zeal:

      • Self-flagellation

      • Whipping

      • Mental agony

      • Superior

      • Villain

      • Condemn

    • Other:

      • Deliberation and contemplation

      • Good priest and corrupt priest

      • Holding a situla

      • Thurible

      • Aggressive with sword and shield

      • Point

Free Features​
Rites​
  • Added Rites. A Rite is a distinct tradition within a Faith, with its own Head of Rite, liturgy, Tenets, and map color. The Faith as a whole follows its Mainline Rite.

  • Every existing faith branch and school is now a Rite, including:

    • Ambrosian

    • Mozarabic

    • Hanafi

    • Daoxue

    • Theravada

    • Rabbinism

    • Zurvanism

  • Added Divergence. A Rite that drifts far enough from its Faith's Mainline Rite counts as heresy. A Rite that reaches maximum Divergence immediately branches off as a new Faith.

  • Added the Head of Rite, who sits under the Head of Faith.

  • Added the Rite Creation window and the Create a Rite flow, which lets a character found a new Rite of their Faith.

  • Added Sway to Rite, which urges a character to adopt your Rite. It comes in three versions, for courtiers, vassals, and rulers, each with its own recipient list. Range is limited to the acting cleric's own realm and diocese.

  • Founding a Rite converts the founder's whole same-faith domain and court to the new Rite. Rulers who accept the founding conversion offer convert their domain and court too.

  • A Rite founded by a culture head takes its name from the religion, for example Polish Christianity.

  • Proselytizing to locals converts them to the traveler's own Rite.

  • Faith Fervor reacts to the distribution of Rites. Fervor decreases when new Rites are created, and declines faster as Rites grow Divergent from the Mainline. Fervor increases when Rites are reined in, or declared heretical and split from the Faith.

  • Faiths found new Rites as they grow. New Rites have a grace period against instant reconversion.

  • Gender preference laws, crimes, and liturgical language are set per Rite.

  • Rites can override special Faith and Religion localizations such as the name of the High God.

  • State Faith is now State Rite.

Heresies​
  • Heresies now break out in Faiths whose Fervor has fallen below 40. Outbreak chance rises as Fervor falls further.

  • Added heresy Rites for ten historical Rites:

    • Cathar

    • Waldensian

    • Lollard

    • Hussite

    • Joachimite

    • Iconoclast

    • Bogomilist

    • Paulician

    • Messalian

    • Adoptionist

  • Added the Declare a Rite Heretical decision. It names a divergent Rite of your Faith a heresy, using the Faith's current heresy threshold.

  • All Tenets and Doctrines now have an additive Divergence score that tracks how different from the mainline a Rite is. The additional Divergence of every item can be seen in the Divergence breakdown and on the individual items when creating or editing a Rite.

Excommunication​
  • Reworked excommunication. Piety cost now scales per tier, modified by Piety level and sanctity modifiers.

  • The Excommunicated trait now halves one-off Piety gains as well as monthly Piety.

  • Updated the Excommunicated trait and its game concepts, and added a concept for mitigating excommunication.

  • Excommunication letters now say why you were excommunicated and by whom. A tip warns when you are at risk.

  • An excommunicated Archbishop can ask their Head of Faith for absolution directly, since no lesser cleric may absolve them.

Personal Tenets and Spiritual Fulfillment​
  • Added Spiritual Fulfillment, a per-character measure of how well a character lives up to their own beliefs.

  • Living up to a virtue raises Spiritual Fulfillment and acting on a sin lowers it. The amount varies per virtue and sin.

  • Added Personal Tenets. A character can hold beliefs of their own, separate from their Faith's Core Tenets.

  • Added the Personal Beliefs window, opened from the HUD.

  • Added Tenet Statuses: Unknown, Known, Permitted, Prohibited, or Core.

  • Added Tenet Popularity for Faiths, shown as a tiered badge in the Faith view. It shows how popular and widespread it is to practice that Tenet, publicly or privately.

  • Added Religious Knowledge for characters, split into Doctrine Knowledge and Rite Knowledge. Knowledge of Tenets and Doctrines lets rulers shape their Faith and makes it easier to convert to other Faiths. The Faith window shows your knowledge of another Rite as a percentage.

  • Holding a Prohibited Personal Tenet creates a secret.

  • Added ways to spread or suppress a Tenet:

    • Evangelize Personal Tenet interaction: urge one character to adopt your Personal Tenet as their own.

    • Evangelize Personal Tenet decision: preach your Personal Tenet to the subjects and rulers of your capital's Clerical Region, raising its Tenet Popularity. Available to landless characters as well.

    • Persecute Tenet decision: spread slander against a Tenet known to your Faith, lowering its Tenet Popularity.

    • Evangelize Tenet activity intent: preach your Personal Tenet to receptive guests at an activity, with preaching actions during the activity.

  • Tenet pickers sort by popularity.

  • Added 26 new Tenets:

    • Peace of God

    • Dulia

    • Hyperdulia

    • Transubstantiation

    • Ora et Labora

    • Simony

    • Monophysitism

    • Miaphysitism

    • Acts of the Apostles

    • Purgatory

    • Be Fruitful and Multiply

    • Apostolic Succession

    • Confession

    • Original Sin

    • Celestial Hierarchy

    • Miles Christi

    • Charity

    • Scholasticism

    • Adoptionism

    • Love Thy Neighbour

    • Divine Liturgy

    • Hesychasm

    • Anachoresis

    • Mortification of the Flesh

    • Holy Myron

    • Khachkars

  • Existing Tenets effects have been reworked and all have new Personal Tenet effects

  • Added the Organization and Geographical Regions windows, and a shared Title Selector.

  • Added decision view widgets for selecting a:

    • Character

    • Artifact

    • Holy Site

    • Realm County

    • Rite

    • Tenet

    • Title

  • Added vertical progress bars and succession election widgets as shared GUI components.

Monastic and Military Orders​
  • Reworked Holy Orders into Monastic Orders and Military Orders, each with its own government type, patron, and leadership.

  • Monastic Orders exist at game start across Christendom and grow by building their own temple holdings. This includes separate Benedictine houses in 867 England and the historical military orders in 1178.

  • Added Orthodox and other eastern monastic orders, and dynamic Muslim orders.

  • Added Holy Order Vicinity. An order's reach depends on where its houses are.

  • Added the Order Foot Knights and Order Knights Men-at-Arms for Christian knightly orders.

  • Added interactions for dealing with the orders:

    • Take Vows: ask someone to take the vows and join the clergy.

    • Ask to Take Monastic Vows: ask someone to join a Monastic Order.

    • Demand Child for the Cloister: demand a child, descendant, or underage courtier in someone's care as a Devoted courtier of your own, removing them from succession.

    • Bestow a Monastery: lease a temple holding to a Monastic Order, gaining Piety, Spiritual Fulfillment, and better access to the order.

    • Revoke Lease: take a leased holding back from an order.

  • Monastic Orders weigh the donor's Rite when accepting donations and leases, with a large penalty when the donor's Rite prohibits the tenet the order was founded on.

  • Added the Form Knightly Sellsword Band decision. It turns an accolade knight into a mercenary company that stays allied to you, sends yearly gifts of gold, and recruits a Men-at-Arms regiment based on the accolade or the knight's culture.

  • Added a Holy Orders map mode. It shows leased holdings linked to their orders, and government icons for each order.

Holy Sites​
  • Added Eminent Holy Sites, a rank above regular Holy Sites.

    • Faiths can have a limited amount of Eminent Holy Sites (usually three); only Eminent Holy Sites affect all characters of a Faith

    • Faiths can now have more total Holy Sites than before - up to nine in total

  • Some Holy Sites were shuffled / added throughout the world, including but not limited to:

    • Lhasa replaces Muara Takus as an eminent Vajrayana Holy Site, which brings the Jowo Shakyamuni into play.

    • Antioch replaces Aksum as Miaphysitism's third eminent Holy Site. Aksum remains a regular Holy Site.

    • Mahayana has three extra regular Holy Sites in China/Japan: Mount Wutai, Luoyang and Nara

    • Vajrayana has two extra regular Holy Sites in Dali and Pagan

  • Added the Holy Site window and the Create Holy Site window, with four Holy Site actions:

    • Elevate Holy Site: raise a Holy Site to Eminent. If the Faith is at its Eminent maximum, demote one first.

    • Demote Holy Site: return an Eminent Holy Site to a normal one.

    • Abandon Holy Site: remove a Holy Site from your Faith. Its enshrined relics go to the County holder.

    • Adopt Holy Site: add an existing Holy Site inside your realm to your Faith. Limited to Holy Sites within your Religion unless you have the Adoptionism tenet

  • You can Create new Holy Sites where none existed before

    • Ten new types of Dynamic Holy Site types have been added

    • Faiths cannot duplicate multiple Dynamic Holy Site types

    • Creating new Holy Sites requires having Holy Relics of sufficient quality

    • Elevating a new regular Holy Site to an Eminent Holy Site can be done via a separate step. If the Faith is at the maximum for Eminent Holy Sites, you might first need to Demote an existing Eminent Holy Site first.

  • Holy Sites allow Enshrining of up to three Holy Relic Artifacts

    • There are both local and global modifiers on Holy Sites that scale depending on the total amount of Artifact quality levels Enshrined in a Holy Site

    • Holy Sites without any Enshrined Holy Relics (for the correct Faith) are considered inactive for the purposes of providing holy site benefits, even the unscaled benefits

    • An Enshrined Artifact is no longer owned by a Character, but by the Holy Site. Removing and adding Holy Relics can be done by Rulers that hold the Holy Site, by Heads of Faith, or by religious rulers who control the Clerical Region (Archdiocese) it is in.

    • Enshrining or removing Enshrined Holy Relics will give/lose Piety, and will make character like/dislike you more

  • The creation of a new Faith grants three free Holy Site actions (create, demote, elevate, abandon, adopt)

  • Holy Sites without a special building but with Enshrined Holy Relics are now considered minor Religious Points of Interest

  • Holy Relics are now more dynamic

    • You can create new Holy Relics by sanctifying

Antipopes and Holy War​
  • Added Antipopes and the Challenger Head of Faith, a rival head of your Rite.

  • Declare an Antipope: install a cleric of your Rite as a rival Head of Faith. The candidate adopts your Rite and becomes an independent ruler.

  • Proclaim Yourself Antipope: declare yourself the Challenger Head of Faith. For Muslims the decision is Challenge the Caliph.

  • Added the Challenge Head of Faith casus belli. If the challenger wins, they become Head of Faith and their Rite becomes the Mainline Rite. Co-religionists may join either side.

  • Added the Depose Antipope casus belli, which removes a rival's Antipope.

  • Added the Humiliation casus belli against Theocracies. It takes gold from their treasury and lowers their authority. Secular rulers can use it, and the AI only uses it when impious and greedy.

Game Rules​
  • Added Branched Rite Frequency. By default a Faith waits 3 to 18 years between new Rites. Settings run from Much More Often (1 to 8 years) to Much Less Often (8 to 45 years), or None.

  • Added Branched Rite Amount. By default a Faith supports one extra Rite per 70 Counties and founds its first at 140. Settings run from Many More (one per 35, first at 70) to Far Fewer (one per 140, first at 280).

  • Added Heresy Outbreak Frequency, from a quarter as likely to four times as likely.

  • The Randomized Faiths game rule is now Randomized Faiths & Rites. It assigns each ruler a random Faith and a random Rite within it, drawn from all Faiths in the game.

  • Added Expand Nomadic Region: Northeastern Asia. The Nomadic setting puts the region on the Great Steppe nomadic mechanics. Requires Khans of the Steppe.

Art and Interface​
  • Added a portrait light rotation offset so a character's lighting stays consistent between the event window and Barbershop camera angles.

  • Revamped the Sin and Virtue icons.

  • Added icons for succession types, shown next to the Primary Heir label.

  • Map modes with sub map modes now show them as round buttons above the map mode name. The lobby map has a sub map mode switcher too.

  • Added hotkeys for the Rite and Culture buttons on the HUD: Alt+T and Alt+R. The Rite button now sits above Culture, as in the character window.

  • Reduced the size of sheep and horses on the map.

  • Dithered the scene output to remove gradient banding, most visible in ground fog.

Other Free Additions​
  • Added the Study Faith scheme. It lets rulers learn the Tenets and Doctrines of nearby Faiths and Rites, and possibly convert once they have learned enough. A Faith you fully know cannot be studied.

  • Added a Doctrine that tracks how a Faith persists its traditions: orally, through myths, or with a written code. It decides whether rulers can learn a Faith by letter or need a tutor present in person.

  • Added the Find Adherent of Faith scheme. It lets rulers summon adherents of Faiths in their realm to study their Faith. In special circumstances rulers can also look for hidden adherents of dead Faiths, though the search can be long and arduous.

  • Added Hegemony support for Rites, Faiths, and Cultures, and lists for hegemonies of a given Culture, Rite, or Faith.

  • Added a Clergy invite rule to activities.

  • Added an option in the Offer Vassalization interaction to skip paying Influence.

  • When granting a title to an unlanded character, you can grant it under the Theocratic or Ecclesiastical government type, whatever government the granter has.

  • Reaching 100 in any skill now shows the tooltip label Godlike.

  • Added Kingdom of Albania as a formable title.

  • The Empire of Britannia title now has several alternate names and title colors depending on the culture of its founder.

  • Added two new setting toggles: "Beautify Deceased Characters" to cap the apparent age of deceased characters while removing negative trait portrait overrides, and "Stylize Deceased Characters" to add a visual effect to portraits to make it more obvious when beautification is being applied.

Game Content​
Christianity​
  • Extended scripted content to the Apostolic Faith:

    • Great Holy War spheres

    • Notifications

    • Saint relics

    • Flavorization

    • Armenian as a liturgical language

  • Iberian prelates start on the Mozarabic Church Rite and take the culture of their own see.

  • Replaced the generic Grand Basilica in Vaticano with the St Peter's Basilica special building in all start dates.

  • Added Hildegard von Bingen.

  • Added the Eskil and Blotsven event chain.

  • Rewrote all Tenet and Doctrine descriptions and reframed them for the Ecumenical Council.

  • Improved the excommunication letter events and several older court, learning, health, travel, and danger events.

East Asia and Other Content​
  • Karaism and Malabar Judaism have their first adherents: Karaite courtiers with the Fatimid governors of Jerusalem, Cairo, and Basra, and a Malabar Jew in Kerala.

  • Expanded greeting, insult, and compliment custom localization with lines from Crusader Kings II, including Norse raven declarations of war, classic insults, and letter flattery.

  • Court Musicians now always give an opinion bonus toward a feast for all attendees, scaled by their aptitude.

  • Added a modifier for Hasan as a bonus of Founding the Assassins, since a landless adventurer cannot benefit from the special building. The order also allies Hasan and joins his decision war.

  • Communal Possessions now removes the Legitimacy loss for marrying lowborn.

  • Most Jurchen have changed from Nomadic to Tribal government, matching history, and sit outside the default steppe Situation.

  • Adjusted the innovation setup for East Asia, and made the Silk Road innovation trigger work for Sinophilic cultures.

  • Added a fallback tradition for cultures that lost Horse Lords without Khans of the Steppe.

  • Legitimacy now affects AI agent join chance.

  • Updated Mind Without Mind to also reduce other elder traits.

  • Added more Han and Korean names.

  • Korean Meritocratic officials, including the Jipjeong, now wear Song-style court dress appropriate to their rank.

  • Non-Japanese characters with Japanese governments now use the corresponding flavorization.

  • Viet culture is now valid for East Asian events.

  • Added three traditions to the Sardinian culture:

    • Ancient Miners

    • Legalistic

    • Hill Dwellers

  • Blocked the scapegoat counterpart interaction for the Grand Secretariat.

  • Added Divorced as a character memory.

  • Improved the formatting of historical commander events.

  • Added character detailing for the four Rashidun caliphs.

Game Balance​
  • A player Head of Faith now receives requests for gold, claims, indulgences, and excommunications at most once every 2 to 4 years in total. Emperors can petition again.

  • Seek Indulgences now charges a modest base price with the absolution cost added on top. It is asked of your own Archbishop first.

  • Spiritual Heads of Faith of King rank or above now almost never accept vassalization.

  • Devout clergy and Heads of Faith are now much harder to seduce, romance, befriend, and sway. The penalty is based on zeal and high clerical office. The Zealous and Devoted traits no longer drive it. Rites that hold lust a virtue are exempt.

  • Fabricating a hook on clergy and Heads of Faith now carries the same scheme penalties, at higher magnitudes.

  • Clergy opinion no longer caps out automatically for a Pope:

    • Rome's Holy Site and both basilicas lose their flat clergy opinion.

    • Faithful trades clergy opinion for Piety gain.

    • Open-Minded gives theocrats County tolerance.

  • In Theocratic Clergy Rites, a secular ruler's Level of Devotion only grants an opinion bonus with clergy. A cleric's Level of Devotion opinion bonus only applies to secular rulers.

  • Theocratic defenders in some religious wars can now call in rulers of the same Faith, even against an attacker of that Faith.

  • The Fervor a Faith gains when another Faith expels one of its Holy Orders drops from 5 to 0.3 per revoked lease.

  • Take Vows for Buddhists now follows the Monasticism doctrine. Previously Immaterial Harmony forced it on.

  • The Consolamentum death now pays the heir more Piety and a 10-year modifier.

  • Increased Secrecy for schemes within your own Court.

  • Refusing to attend the Passion Play now gives a very small amount of Piety.

  • New hybrid cultures spread to one confirmed circle and two random circles of Counties. Conversion chance scales smoothly with acceptance up to 100%, and a diverged culture counts as full acceptance.

  • Virtues and Sins are now capped at 7, with Religion and Core Tenets having the highest priority and Doctrines and Permitted Tenets also taken into account at lower priority.

AI​
  • The AI is now much less willing to join defensive wars between clergy of its own Faith.

  • The AI now spares vassals from revocation unless they are excommunicated or the resulting civil war would involve too many powerful vassals.

  • Only Feudal or Japanese government rulers create a cadet branch when their liege is house head.

  • The AI no longer needs a spouse or consort to consider murder targets.

  • Paranoid rulers are now weighted against adopting.

  • The AI now upgrades accolades when level-up points are available.

Modding​
Religion database restructure​
  • Split the nested FaithType out of ReligionType into its own database.

  • Separated the tenet_types array from the doctrine_types array in the faith_type database.

  • Added a separate database for doctrine categories. Previously they were only strings inside doctrine groups.

  • Doctrines now store which doctrine group they belong to. Adding a new doctrine no longer requires changing its doctrine group file.

  • Doctrine groups can be locked at Rite, Faith, or Religion level. Creating or moving a Rite in a way that breaks these restrictions makes the Rite lose the doctrine in those groups. See the .info file.

  • Reworked non-boolean parameters for doctrines and tenets. They have their own structure and are easier to define.

  • Added new databases:

    • rite_types

    • rite_names

    • rite_icons

    • tenet_types

  • Rites can be scopes

  • Added the rite_has_doctrine and rite_religion_tag triggers.

  • Doctrine and tenet Piety cost calculation moved from the Faith scope to the Rite scope.

  • Added the change_doctrine effect, which replaces the existing doctrine of the same group.

  • Renamed involved_doctrine_character_modifier to involved_faith_character_modifier.

  • Renamed interloper_doctrine_character_modifier to interloper_faith_character_modifier.

  • Renamed doctrine_character_modifier to faith_character_modifier.

  • Renamed doctrine_selection_pair to tenet_selection_pair.

  • Renamed doctrine_background_icon to tenet_background_icon, and moved the textures to the faith_tenets folder.

  • Removed support for character_faith_modifier on holding buildings.

  • Added the on_rite_change, on_rite_created, and on_county_rite_change on-actions, and the set_faith_name and set_rite_name effects.

  • Added the head_of_rite and head_of_rites interaction targets, and a rite_conversion special interaction for character interactions that convert to a specific Rite.

  • Same Rite, same Faith, and different Faith county opinion modifiers can be defined in county_modifier blocks.

  • Rites are supported in character history and county history.

  • Rewrote the virtue and sin weight documentation in religion_types.info.

  • Updated the .info files for core Tenets, Doctrines, Culture Pillars, and Traditions.

New databases and script support​

  • Added the puppets database, with:

    • puppet_types and puppet_actions

    • .info documentation

    • scope: puppeteer on puppet action decisions

  • Added the spiritual_fulfillment database.

  • Added effects to create, merge, and split clerical regions, and to mark a title as a clerical elector.

  • Added triggers for clerical region size, and for de jure counties adjacent to a clerical region.

  • Added triggers, lists, and effects for Personal Tenets and Tenet Popularity.

  • Added a morpheme stripping database, matching new engine functionality.

  • Added a lease contracts database, with configurable lease contract types per faith and religion.

  • Added Coat of Arms modding override settings.

  • Added expose_scheme_to as a script effect, and support for knowing about schemes without the scheme being exposed.

  • Added a trigger for government mechanics, and documented redirects_wars_to_overlord in _governments.info.

  • Replaced the administrative government rule with the administrative mechanic, and the religious government rule with the theocratic mechanic.

  • Added government_type_has_flag for the government type scope.

  • Rewrote all administrative script to use explicit mechanics and flags, so mods can define non-vanilla admin governments such as an admin realm without noble families.

  • A single change_authority_effect now handles every authority law step change. The old per-group scripts were removed.

  • Split law groups and law databases so adding a new law no longer requires changing its law group file.

  • Added situation decisions to the situations .info file, and made situation decision registration check them.

  • Replaced has_commander_trait_trigger with has_trait_with_flag.

  • Added founder_heir support to Great Projects, tracking the living player heirs of the original founder.

  • Added the valid_for_council_task and valid_for_council_position triggers, which test whether a character fulfills the valid_character trigger of a council position.

  • Renamed the lease_out_to effect to lease_out_to_holy_order.

  • Added a new holy orders database for dynamic and deeply customizable Holy Orders.

  • The Holy Sites database can now also define dynamic holy sites

  • Added a faith_history database, which allows to track Rites and the Faith they belong to, Tenet statuses and popularity.

  • Added new effects to dynamically create Rites with a target Divergence. Characters will try to create Rites that will max their Spiritual Fulfillments.

  • Added new effects to dynamically change a Rite’s Tenets and Doctrines to achieve specific Divergence changes.

  • Added support for origin Faith in Faith databases - Heads of Faiths from the origin Faith will be natively accepted in history without triggering errors, as long as the target Faith has not been “created” yet.

  • Added support for obscured historical characters: these characters will be unclickable and their character view will be hidden.

  • Added support for a _obscured_desc localization string to give some flair to obscured characters. This text will appear in the character tooltip.

  • Expanded support for flavorization:

    • Restrict the flavorization to special kinds of titles. Current support is for heads of faith, clerical regions and noble families.

    • Require the character to follow a specific Rite

    • Apply Government, Heritage, Faith and Rite filters to the lessee of the title instead of its rightful holder

    • New category for characters with the Saint trait, will also take precedence over other flavorization rules after the character’s death

  • Added support for a DescriptiveName for Doctrines. You can now provide full context for a Doctrine, for instance by writing “Criminal Deviancy” instead of just “Criminal”.

  • New defines will determine the speed at which Clerical Regions convert neighboring counties, and can activate an additional clause that requires that the Court Chaplain of the county holder be of the same Rite as the one being spread.

  • Election candidate entries now have their own key which can be used to identify from which list a candidate was picked. This information is accessible to script and can be used for localization.

  • allow_same_candidate_tier is now an enum that can also be used to allow any tier to be appointed to a title.

  • Doctrines can now be Rite-, Faith- or Religion-locked

    • When new Rites branch off existing ones, Rite-locked Doctrines will be lost

    • When Rites diverge into different Faiths or change their parent Faith they will lose Faith-locked Doctrines

    • If the new Faith belongs to a different Religion, the Rite will also lose Religion-locked Doctrines

    • The Rite will not lose the Doctrine if the target Faith of Religion also practices the same Doctrine.

  • Activities can now be set up to configure Tenets and Doctrines instead of Activity Options. See more details in the updates activity_type.info file.

Other scripting changes​
  • Added support for ‘?=’ optional exists checks within Scripted Values

  • All historical characters are now permanently unprunable

  • Added “And2-8()”, “Or2-8()”, “Nor2-8()”, “Nand2-8()” functions to the pdx-data binding function set of regular And/Or. They take an X amount of arguments and can make Ands/Ors easier to read by removing nesting. “Nor()” and “Nand()” are also new, for the boolean connoisseurs who like conciseness.

  • Improved trigger/effect perspective error reporting to actually say what is missing instead of just complaining about it

  • Red blocker breakdowns, for example on interactions, can show nested sub-elements at any depth. Previously they were limited to one level.

  • Added the -bookmark command line option to start the game at a specific bookmark and its start date.

  • Added the “game/_commandline_options.info” documentation file listing the available command line options. Some are developer-level strength - Use at your own risk.

  • Appointment types have a use_investment_cap property, which allows uncapped investments.

  • Election succession types support both MTTH and scripted value syntax.

  • Added the DataModelJoinList( DataModelList, 'loc_key_item', 'loc_key_separator' ) GUI function to join a list of objects into one text string for localization calls. MODEL_SIZE, ITEM_INDEX, ITEM_NUM, and IS_LAST_INDEX (0/1) are available during localization.

  • Added the ‘(int_bool)0’ data binding cast from 0/1 to boolean.

  • Customizable localization, Custom(), is now available for database scope types such as government_type, tenet, and rite_type.

  • Added portrait_modifier_pack and portrait_modifier_set for character portrait animations. A set combines several portrait_modifiers and picks the first valid modifier of each, for example to mix left-hand and right-hand animation modifiers.

  • Added query history to the object explorer query field and the object inspector trigger and effect fields, like console commands. Ctrl+Up and Ctrl+Down walk through the history.

  • Added the select_scope_object decision widget controller. It is entirely script driven, so decisions can offer option lists of any object type in the game.

  • A decision window can be opened with a specific custom options pre-selected, using “PdxGuiWidget.MakeDecisionTypeWithParam”.

  • Added Fallback Inheritance. A title can be marked to be inherited by a character or a title when no regular succession candidate exists, for example when a hereditary title's dynasty has no close relatives on death.

  • A single house or dynasty Coat of Arms frame can override the culture-specific ones.

  • Government flag realm mask offsets and scales can be overridden centrally.

  • Characters in event windows can be depth-stacked per event with stacking_order = X.

  • Added standalone currency gain and loss modifiers, which only affect lump-sum gains and losses and leave monthly and yearly changes alone, for example prestige_standalone_gain_mult. Available for Piety, Prestige, Influence, and Merit.

  • Added a triggered header_background for activities.

  • Activity invite rules can be locked so some guest groups cannot be removed. Added a clearer tooltip when toggling invite rules.

  • The realm_titles interaction target now adds all titles. Added realm_counties for the old behavior.

  • Added gui_tags to SituationParticipantGroupType, and an additional texture field to situation phase types.

  • Added the grandchild and great_grandchild character lists.

  • Added the real_parent, real_grandparent, and real_great_grandparent character lists.

  • Added the on_trait_gained and on_trait_lost on-actions.

  • Added effects for removing parents:

    • clear_father

    • clear_mother

    • clear_real_father

    • clear_real_mother

  • Added the on_player_character_change on-action.

  • Added effect_even_if_dead for character history.

  • Added on_character_created, which fires whenever a character is created by script or code. It does not fire on births.

  • Added the on_liberation_siege_completion on-action.

  • Points of interest fire on_add and on_remove when added or removed.

  • Added the can_create_title and can_destroy_title scripted rules.

  • has_court_position can take a scope, and court_position_holder script lists can take a scope for the court position type.

  • The reason for death is now passed directly to on_death.

  • Added history_override_priority for character history entries, to override a single character.

  • Added id_override_priority for event definitions, to override a single event.

  • Added create_domicile_title, which creates a dynamic title with a domicile not tied to any vanilla government type.

  • Added birth date triggers:

    • days_since_birth

    • birth_date

    • day_of_year_of_birth

    • month_of_year_of_birth

    • day_of_month_of_birth

  • Added support for dynast_has_base_name, like the existing House version.

  • Added other_faith_heads to ai_recipients, excluding the actor's own Head of Faith.

  • Added a no-portrait blend shape for all portrait types.

  • Added a scripted effect to retire an accolade.

  • Expanded the accessory gene index limit from 255 to 2,147,483,647. Portrait DNA keeps accessory gene groups above 255. If Mods reach the new maximum… well that would be surprising, but that’s what we said last time too!

  • Fixed an issue where in some cases a value that should be randomly selected from a range was always the minimum.

  • Duplicate same-group same-level traits no longer log a "Traits share the same level in the same group" error when they are the same trait, such as a mod override or hot reload.

  • Massively reduced error log bloat caused by save games from incompatible playsets.

  • Fixed create_nomad_title creating a broken title when given a non-nomadic government type.

  • Fixed the script documentation of create_adventurer_title, create_nomad_title, and create_domicile_title to describe the tokens they take.

  • Added an assert for dynamic modifiers sharing a token with an existing static one.

  • Fixed on_house_relation_level_changed not firing in many cases.

  • Fixed crashes from hot-reloading the OnAction database, in game and in the main menu.

  • Fixed cumulative laws adding the previous law several times on hot reload, and law database arrays not initializing on hot reload.

  • Fixed war history getting duplicate entries when history is hot reloaded.

  • Holy site type changes can be hot reloaded.

  • River graphics reload when rivers.png changes. Gameplay data such as river crossings does not.

  • A local copy of a mod now loads even when the Workshop version of the same mod is installed.

  • Notification messages can now display Rite, Faith, Doctrine and Tenet icons.

  • Added stress_and_fulfillment_impact effects, which also change the Spiritual Fulfillment of the character based on the involved traits and how they relate with the character’s Rite. Only negative stress impact traits (i.e. traits that are actively compatible with the action) are considered.

  • New script lists allow you to iterate Tenets in various ways, filtering them by Religious Knowledge status and by potential Spiritual Fulfillment change.

  • A new puppet_or_actor interaction scope will allow you to scope to the “real” initiator of the interaction while keeping the puppeteer as actor should they act through a puppet.

  • New defines to tune the impact of Virtuous and Sinful actions on Spiritual Fulfillment.

  • New custom widget for Decisions:

    • Select Tenets and Doctrines

    • Select titles of any tier (for performance, use the _in_realm variant if the relevant titles should be in the actor’s realm)

  • You can now designate that Royal Courts should only be available to landed rulers with the Government.

  • Bookmark characters can now be lowborns.

  • A new parameter can conditionally enable Clergy characters to marry even though the Doctrines of their Rite may say otherwise.

  • Added a new change_legitimacy_level effect.

  • New inheritance_blocker field entry for traits that are supposed to only limit inheritance to secular titles.

Improvements​
Performance​
  • Optimized interaction and decision script evaluation on the most frequently evaluated script paths, with gates reordered by measured cost.

  • Reduced the AI interaction load:

    • Become Tributary is considered half as often at County tier.

    • Study Faith is considered far less often at every tier.

    • Damage Efficiency has a longer interval.

    • Request Mentoring is no longer evaluated by the AI interaction loop.

    • Release from Prison is no longer considered by every baron every month.

  • Bounded AI recipient lists that could grow without limit, such as House Head requests.

  • Seven interactions now reject impossible recipients before scoring them:

    • Sway

    • Sell Claim

    • Strengthen Claim

    • Become Tributary

    • Return Hostage

    • Leverage Khan Authority

    • Retrieve Land from Herder

  • Improved Ledger Faith item performance. Ledger Faiths and Rites no longer update while paused and not scrolling.

  • Improved character memory update tick performance.

  • Improved diarchy regent succession score calculation.

  • Improved the performance of the on_death on-action.

  • Optimized dynasty large-array removal and house power calculations.

  • Domicile temperament is no longer calculated for domicile types without temperament modifiers.

  • Province caches are no longer cleared during cached data calculation.

  • Moved the full checksum off the startup path, and instrumented the remaining single-threaded stretches of startup.

  • The game now checks whether an artifact icon exists before creating it.

  • Building entities that are not kept loaded are no longer preloaded.

  • Merged the surround map shadow pass into the cloud pass.

  • Optimized the Byzantine Royal Court's skybox properties and normal textures.

  • Removed the snow effect from buildings on low-spec settings.

  • The game files are checksummed once during startup. Previously a second pass discarded the first.

  • Localization files are opened in parallel and read in larger chunks at startup.

  • The models folder is scanned once at startup. Previously it was scanned twice.

  • Meshes stay loaded up to a VRAM budget. Previously they were dropped after a fixed number of frames.

  • Portrait accessory pattern masks are streamed. Previously all of them were loaded at startup.

  • Blend shape data is built on demand and released after upload.

  • Optimized the check for whether a vassal would join a rebel faction.

Multiplayer​
  • Fixed a large number of out-of-sync and hotjoin desync causes, including the companion AI link only being rebuilt on the host, gathering participant counts not being saved, dead character lists on hotjoin, and duplicate serialization of characters who die during the hotjoin save.

  • Fixed an out-of-sync when creating your own character under certain conditions tied to the assigned landed title.

  • Fixed a travel graphics crash after a multiplayer hotjoin.

  • County fertility calculations now use deterministic fixed-point math.

Interface​
  • Reworked the art for Holy Orders in the Title window.

  • The Title window header now scales the Coat of Arms with the title's tier, closing the gap above lower-tier titles.

  • Planned and ongoing Great Project cards in the decisions window now tooltip their completion effects.

  • You can now see roughly how long will it take to complete a Great Project in the Planning window, before you commit to it.

  • Added the missing military score to the declare war window for religious allies.

  • The council window now shows the correct Council or Kurultai.

  • Added a custom tooltip for the accolade feast bonus.

  • The Noble Family tab of the Administrative window now shows the names of the ruling and ceremonial houses.

  • Scores in the Line of Succession are clickable and open Influence Candidacy for that character, for administrative and clerical appointments.

  • Clerical rulers' Coats of Arms show a bishop's mitre where secular rulers show a crown.

  • The character window organization Coat of Arms now has a fixed round frame with a gold ring and hover highlight.

  • Dead characters in the character window show one skull icon, colored, after the name.

  • Increased the width of the main character portrait when choosing to play as any ruler, so wide characters and props no longer clip.

  • Main menu and bookmark portraits now stream during the load screen.

  • Added a filter that blocks ransom results and hides unnecessary prison interaction results by default.

  • Added Ledger filters for Rites, Holy Relics, and artifact types.

  • Head of Faith and Head of Rite map icons show the icon of the Faith or Rite they lead, in the Faith map mode as well.

  • Faith icons are also generated dynamically as text icons.

  • The big story events screen supports being in more than one situation at once.

  • The title customization window now shows the existing custom title name in the title name field.

  • Added a delete all save games button. Cloud saves are unaffected.

  • Added unexplore for the House map mode via Ctrl+right-click, like the Realms map mode.

  • The Revoke Title window now shows missing costs.

  • The list of titles in interactions is resizable and grouped into created and uncreated titles.

  • The Fervor changelog now only goes back 1 year to avoid deadly tooltips.

Localization​
  • Renamed the Power Sharing Siphon Treasury interaction to Skim the Coffers, so it no longer collides with the scheme of the same name.

  • Fixed court position and clergy gender requirements showing a raw parameter key. They now name the Tenet or tradition behind them.

  • Fixed raw keys and missing localization in:

    • Grant Titles

    • Master of the Hunt

    • Court Scholar

    • Garden Hermit

    • Attempt to Overthrow Liege

    • Five interaction hook icons

    • The succession law blocker

  • The Female Only, Male Only, and Male Preference succession requirement tooltips now describe the requirement they check.

  • The Election heir type tooltip now explains who stands and who votes.

  • Added Elective Succession and Advanced Succession game concepts.

  • The Establish Head of Faith tooltips now name the Faith by its adjective. Previously they said "the Faith".

  • The Mother of God Tenet now shows its historical background as a glossary link. The full text no longer sits in the tooltip.

  • The Tutor's Erudite aptitude bonus now reads as the trait name.

  • Fixed the Age of the World event text when the scholar is clergy, and deduplicated its lay and clergy descriptions.

  • The hybrid culture tooltip now explains how the culture spreads.

  • The Exotic Story adventurer decision now explains the scale of its modifiers.

  • The Family Accomplishments estate text now says that one more is needed.

  • Aligned the cultural parameter tooltip substitution token in all non-English languages with the engine, and added the missing sacred pools parameter name.

  • Fixed localization in the tributary map mode.

  • Fixed faulty localization in a Roman restoration event and in a coronation event option.

  • Updated death reason localization.

  • Capitalized "his" and "her" where they open a sentence.

  • Added the missing accent to the Spanish "not at home" trigger text.

  • Removed a dev note from the Start Legend button tooltip. It had been visible in all languages since Legends of the Dead.

  • Fixed "Religous" in the religious interactions filter tooltip, and the capitalization of "god" to "God".

  • Fixed the Learn Language warning using a first-person "I know" subject when you already know the language.

  • Fixed the Study the Confucian Classics requirement using a first-person "I know" subject.

  • Added the missing text for the ward count requirement shown by Educate Child.

  • Fixed broken requirement text in the Promote Culture council task.

  • Added the missing tooltip for why a Bartering Army cannot be split.

  • Fixed inconsistent capitalization in Court Poet poem toast titles.

  • Fixed a missing apostrophe in a worship event and a missing space in a family event description.

  • Updated the Theocratic government concept and tooltip to describe how theocracies work now.

  • Fixed a localization error in the Polish translation.

  • Adjusted French curse words to be more period-appropriate.

Bugfixes​
  • Fixed a crash when toggling show invalid too rapidly for the save game cache thread.

  • Fixed a crash when destroying an invalidated Great Project.

  • Fixed a crash when closing the message popup window while it was already closing, for example through a shortcut.

  • Fixed a crash in the DNA accessory tooltip on script-declared portrait modifiers.

  • Fixed a crash from a null government type in the subject contribution calculation.

  • Fixed a crash that could happen when a title's de facto liege no longer exists.

  • Fixed a potential crash when iterating holy wars.

  • Fixed a crash that could sometime happen when AI characters evaluated Decisions.

  • Fixed a crash in opinion handling when the last opinion entry was removed.

  • Fixed a crash when rendering the UI while situation phases were updating.

  • Fixed a crash that could happen on death.

  • Fixed a Head of Faith succession crash caused by pool candidates of the wrong Faith.

  • Converting to a Faith with the same Religion no longer removes the Excommunicated trait.

  • Hamburg is a church holding again.

  • Unhappy bishops no longer accuse your marriage of being incestuous without evidence.

  • Refusing compelled conversion of the Minister of Rites now counts as a crime, as described.

  • Restored the Pilgrim trait for Muslim pilgrims traveling anywhere other than Mecca.

  • Fixed Pilgrimage Entourage members not gaining the Hajjaj or Pilgrim traits.

  • Fixed missing people in the learning medicine event.

  • Added missing event backgrounds for Asian Faiths.

  • Prevented nameless horses or pets in an edge case.

  • Prevented AI in Iberia from driving themselves to negative Piety through marriage.

  • Fixed the Mandala suzerain event triggering for all suzerains.

  • Fixed Mandala aspect events fetching a landless ruler's capital province.

  • Stopped the AI from using Swing the Scales twice.

  • You can no longer create an invalid Ceremonial Claimant Faction.

  • Fixed the invisible requirement on the Re-Establish the Theodosian Borders decision.

  • Characters who cannot have a concubine can now offer a concubine to someone who can.

  • Fixed a confusing trigger in the Varangian decision.

  • Fixed Personal Touch perk bonuses.

  • Fixed the repeated "Tak" in the Gwangsan Tak noble family title.

  • Fixed the names of Nakatomi Masuke and Amatari.

  • Unwed mothers no longer fire the bastard event for lesbian mothers.

  • A spouse killed in a bloody wedding by someone other than the host now invalidates the wedding.

  • A non-related liege can now punish a murderer as a crime. The murderer opinion penalty is now a triggered opinion.

  • Fixed the acclaimed knight hunting danger reduction increasing danger.

  • Reworked the hunt. The bought-catch modifier is removed when the hunt starts and skips the hunt kill events. The hide-the-body event now only picks characters with poor intellect or the Wrathful, Impatient, or Lunatic traits.

  • Banned Turkic heritage from the Cossack kingdom decision.

  • Added the hegemony check used by most reference empires where it was missing.

  • Added a safeguard against creating an independent landless noble family.

  • Fixed the AI not picking crossbowmen accolades after advanced bowmaking.

  • Fixed a pregnancy event having no valid option and flashing on screen.

  • The Roads to Power administrative legacy is now allowed for all bureaucracy governments, as its perks already were.

  • Forming a new culture now keeps access to Silk Road innovations from parent cultures.

  • Fixed distance calculation for celestial governor interactions.

  • Reworked the Debt Relief interaction. It is highlighted when it is likely to be accepted, has options to ask for a weak or strong Hook, and has a charity option for Generous and Compassionate characters that grants friendship progress.

  • Embezzling values are now based on the major treasury value, and the tooltip explains where the value comes from. Characters at 100% secrecy no longer gain a secret from embezzling.

  • Doubled the gold rewards of the Corruption contract, and added options to handle the corruption by its reason, as an alternative to force or rebelling against your patron.

  • Fixed the phase parameter that should let non-governor vassals declare war. Previously it let governors do so.

  • Downgrading your authority law no longer increases the cost of everything.

  • Added absent invalidation events for activities when hosts isolate themselves.

  • Landless adventurer contracts now invalidate when the adventurer is no longer landless.

  • Ransoms can now be paid with herd when you do not have enough herd.

  • Fixed Polyamorous characters sometimes ending existing lover relationships after becoming soulmates, even when their Faith accepts non-exclusive relationships.

  • Increased risk of elderly traits is no longer inheritable through adoption.

  • Fixed fragile bones being inherited from siblings. They now come from grandparents.

  • Enabled Monasteries and Scriptoriums for Temple Citadels.

  • Celestial ministers can no longer inherit land from the Mongol empire breakup.

  • The No Cooldowns game rule for Divergent and Hybrid Cultures now works for cultures whose formation date is in the future, for example a culture picked in the Ruler Designer.

  • Fixed the Imperial Treasury Raided catalyst for the Dynastic Cycle not triggering.

  • Blocked granting titles to election candidates.

  • Reworked the triggers for insult localization so insults fit the sentiment.

  • Prevented characters with the dynasty-always-first naming convention from creating a house with a different surname.

  • Stress effects when Fabricating a Hook no longer display twice.

  • The Talking to Dead People event now only fires if you did not kill any of the dead. Its text now matches how death reasons are phrased.

  • Fixed an edge case where you could not redesignate your co-emperor as heir after they lost heir status by accident.

  • Huang Chao can start a war again.

  • Loans are now inherited properly.

  • Prevented the top ruler getting elder traits through the coronation event.

  • Wet Nurse candidates picked from the character pool now follow the under-26 rule.

  • A non-house-head who inherits an admin empire no longer takes the house head title. This prevented rare unjustified game overs.

  • A new mate who becomes a soulmate at the wedding no longer creates a lover secret.

  • You can no longer revoke a leased title outside your realm.

  • Fixed wrong feedback when a betrothal is invalid.

  • The abdication decision in East Asia now passes gold and artifacts to the heir.

  • Fixed a ceremonial title holder being unable to support an heir when they are also the ruler of the whole realm.

  • A ceremonial liege no longer refuses a matrilineal marriage from themselves.

  • Removed the unique artifact frame from randomly created regalia and crowns.

  • A hegemony can no longer found the HRE and destroy its own hegemony title.

  • A Head of Faith can no longer take decisions converting to Taoism or Confucianism.

  • Imprisoned faction members no longer automatically exit the war.

  • Fixed the treasury not being converted to gold when an independent admin ruler becomes Feudal or Clan.

  • Fixed the feast cost reduction from Manor Houses not showing when selecting where to host a feast.

  • Fixed rare cases where Great Holy Wars failed to transfer vassal titles.

  • Prevented claim wars from selecting titles without de jure vassals.

  • Prevented a foreigner from becoming diarch after succession.

  • Characters attending an activity abroad can no longer become diarch.

  • Prevented a designated diarch who stopped being a valid diarch from becoming diarch.

  • Revoking a non-administrative vassal's title as an administrative liege no longer costs Influence or Tyranny.

  • Administrative vassals now have bureaucracy laws. They no longer keep the same law as a liege with a different authority level.

  • The decision to restore backwater Counties now works for realms outside the Administrative government, with text to match.

  • The Iberia foothold decision now works after a hegemony has formed, and accepts kingdoms you do not hold directly. Fixed its de jure change and its tooltip for hegemons without an empire.

  • Custom names are no longer reset in house history when the character dies.

  • Added pre-867 governments to Rome, Persia, and Egypt so their historical rulers use the correct title.

  • A character rejected from the marriage bed can still have children.

  • Fixed wrong names in the cuckolded feud message.

  • Fixed the water environment texture format and the water lighting under the clouds.

  • Fixed one-legged characters keeping a tiny foot, which made flesh poke out of the leg in poses such as kneeling. The wooden leg is also attached more realistically.

  • Fixed bishop clothes flapping in the wind when riding a horse.

  • Fixed hairstyles looking flat and clipping into the head.

  • Fixed back-face culling on several clothes and headgear, and a shading issue on the Curls of the Baptist hairstyle.

  • Fixed legwear blend shapes clipping through clothes, including Sami legwear and female pants under clothes.

  • Fixed the chariot cameras.

  • Removed black dots from the trees.

  • Tweaked the offset of North Germanic and West Slavic Coats of Arms.

  • Title history now shows House and Nomadic title names for dead rulers, and dead rulers generated from history files show the correct flavorized title.

  • Fixed title history for Celestial and Meritocratic realms saying "Appointed" for the top liege. It now says "Inherited".

  • Fixed Buyeo heritage cultures not using eastern siege weapons.

  • Fixed newly created dynasties not using cultural house name rules.

  • Fixed the Yongson Throne title being recreated by Liberty Factions in Goryeo.

  • Standardized when vassals join wars targeting Revocation, Imprisonment, or Retraction.

  • Lieges with a County-rank noble family title now take a County from a vassal if they lose all their directly held Counties in a war.

  • Fixed ending up playing as a non-player bastard heir on death when that bastard was primary heir through appointment succession.

  • Fixed the To Serve the Son of Heaven event firing twice for custom governors.

  • Fixed doubled portraits in inspiration dedication events when the inspiration owner is your spouse or lover.

  • Fixed the AI executing vassals with title heirs outside the realm, which lost land.

  • Fixed the Tahirids of Khorasan being Detractors of the Caliph in the Iranian Intermezzo.

  • Fixed effects of tax collector aptitude being off by one in certain cases.

  • Fixed The Way of Emperors 4th Crusade event firing for players without Roads to Power.

  • New crusader kingdoms no longer keep the previous state Rite.

  • Fixed edge cases where newly landed Crusade rulers would keep the old defacto structure of the titles they would get, sometimes ending up as vassals of their heathen enemies.

  • The Hegemony of India now inherits the de jure capital of your primary empire title.

  • Herders count as a steppe government again, so nomads migrate onto herder land peacefully.

  • The Sami nomad area no longer overlaps the Karelian one, and the Nubian no longer overlaps the Sahel.

  • Michiko Fujiwara's betrothal to Tsunenaga Minamoto is now dissolved when she dies in 1055.

  • Three Chinese bookmark characters now show the titles they hold, and Zhu Xi and Tudan Xixian show their real ages.

  • Fixed hunt wound toasts always claiming Brutally Mauled. They now show the injury applied. The wound prediction is display-only again.

  • Fixed four actions showing unrelated warnings when unavailable. They now explain why:

    • Purchase Truce

    • Declare War, which now says you cannot attack your own prisoner

    • The Jihad beneficiary picker

    • The Way of the Nomad conversion demand

  • Fixed Great Wall contribution requirements saying you are a tributary of yourself. They now explain who may contribute.

  • Guardians and wards can be selected across the map again.

  • A player who calls a Crusade can now name a beneficiary from their own court as well as their kin.

  • Lowborn rulers are no longer offered Renown they cannot receive in A Motto for the Ages or when dedicating an inspiration.

  • A Motto for the Ages no longer fires for rulers without a dynasty.

  • Generated families without a mother can now produce all three children, and the first no longer takes its age from a mother who does not exist.

  • Fixed the Grand City Route Planner marker showing a placeholder icon.

  • Changing a House Aspiration under Meritocratic and Celestial government now has a cooldown.

  • The Imperial Policy choice event now shows the Top Liege when it follows a faction war victory.

  • The Shieldmaiden tip no longer appears for cultures without Shieldmaidens.

  • Fixed the message about a family member taken as a concubine naming the wrong character. It now names the victim.

  • Fixed Tribal Holding graphics.

  • Praising the host at a coronation no longer counts as an act of deceit.

  • Our Secret Fire can now handle an invading army without a commander.

  • Marrying a lowborn now sends a neutral toast, since the match costs Legitimacy. Previously the toast was positive.

  • Artifacts from hunting the Dragon and the Unicorn now have the proper quality.

  • Fixed the "all of these:" warning on unavailable Recruit Terrain Specialist types.

  • Added a minimum multiplier for challenge status, so house power score cannot drop to 0 or lower.

  • Fixed the header icon in the Artifact Rarity tooltip showing the wrong texture.

  • Fixed the artifact tooltip header overlapping the locked frame and hiding the progress bar.

  • Fixed the scroll bar in the big event window sitting on top of the text.

  • Fixed small portraits in the big event window showing the death icon twice.

  • Removed a duplicated skull from event portraits and aligned the remaining one with the character name.

  • Fixed the Adventurer Coat of Arms decoration stacking on top of the frame in the character window Diplomacy section and the HUD war banner.

  • Fixed the camp contextual buttons closing when hovering the domicile map icon.

  • Fixed most instances where an outdated shader cache would result in purple borders. RIP purple border player posts, you will be missed.

  • Fixed Coronations not being hostable in your capital.

  • Fixed the Settling Grievances mandate removing the liege from the faction. It now removes the targeted vassal.

  • Request Incursion can no longer target landless characters.

  • Reforming an unreformed Faith now makes it organized. Previously the new Faith stayed unreformed.

  • Fixed the 867 Pope starting with a Dae house banner.

  • The Journey Planner perk no longer shrinks the Humble pilgrimage rebate.

  • The storyteller strongarm option no longer shows its guaranteed Wit reward as a chance.

  • Fixed clergy barred from tournaments being told it was because of their gender.

  • Fixed Fervor change tooltips coloring gains and losses the wrong way around.

  • Fixed text being cut off at the bottom of the activity window.

  • Fixed the Drills bodyguard option building its tooltip from the head groom.

  • The revanchism coronation event now always finds the rival it fires for.

  • A Fire in the Night now rolls its traveler experience reward once, so the tooltip and the toast agree.

  • Fixed a bug where your own Royal Court would open while you were attending a Royal Court event elsewhere.

  • You can no longer plan a Great Project you are already planning, or one whose type already targets the province.

  • Fixed the DLC requirement showing in the Citadel Shrine, Vihara Halls, and Sacred Pool building tooltips.

  • Monks keep their religious robes when appointed Court Physician.

  • Befriend now shows why you cannot target someone who is already your friend.

  • Fixed Court Position fire, replace, and automate buttons not appearing on hover.

  • Fixed a display freeze on macOS when toggling VSync, changing quality settings, or resizing the window.

  • Fixed videos showing their last frame first when playback restarts.

  • The game now shows a message when its user directory is not writable. Previously it crashed.

  • Fixed the Purchase Land interaction not granting the land properly when used as a landless adventurer.

  • Limited the Purchase Land interaction for adventurers. The seller can only sell duchies they completely control.

  • Fixed the Legendary Hunt story cycle not starting when the hunt started.

  • Fixed The Song of El Cid story cycle not ending properly.

  • Fixed a repeatable Iberian Dominance ending.

  • Administrative rulers from the Renewed Caliphate ending now get the Subjugation casus belli.

  • Your infidelity is no longer broadcast to everyone as it happens.

  • Removed the refund from canceling the Rite of Passage decision, and added a tooltip when backing out of the event.

  • Fixed the agent selection window for schemes not opening. Known schemes that are no longer valid are now removed from characters.

  • Fixed losing the character panel side buttons after loading a multiplayer save.

  • Fixed story cycle entries in the Story Tracker expanding beyond the window.

  • The Court Visuals window can no longer be moved around.

  • Court visuals in the visuals picker are DLC locked, so you can only choose visuals of DLCs you own.

  • Entourage characters return to their default location when a travel plan is removed.

  • Holy Orders will no longer recruit culturally-inappropriate Men-at-Arms


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