Version 7
Updated Formable
Updated Unit Balance
updated and added some deities
reduced tribesmen food consumption
Brought back slave revolts so slave happiness matters (thanks Stephan). You will be warned of a revolt if 25 or more slaves have 15% or less happiness in a single tile. The revolt can be avoided if you take action.
Slowed down base pop assimilation rates (thanks Stephan). Slowed the assimilation rate for the monarchy laws. Slowed assimilation and conversion rates for theatres and temples and for governor policies. Assimilation can now be done via a mix of theatres, cultural decisions, governor policies, inventions and laws.
Slightly nerfed the effects of cultural decisions and greatly reduced their cost. The PI cost is now no longer static but proportional to the size of the culture's population. These decisions will be important for the happiness of your various cultural populations.
Reduced cost of Indian spiritual path decisions.
Added a slave happiness cultural decision for integrated cultures.
Made some changes to religion. There are now three laws that allow you to focus on many gods or just one. State Pantheon consolidates and codifies your nation's religious traditions. State Syncretism promotes exchanges and mixing between divine traditions, regardless of their origin. Henotheism commands the exclusive adoration of one, jealous god, who shall come before all others.
New law called Customs Tariffs that boosts trade routes.
Reduced cost of gift slave, gift relic, invite hunting, send letter, tribal duel, task character, etc.
Removed 'ship repair at sea' effect from some sneaky Canaanite deity.
Buffed some shit inventions.
update UI for deities and trade
added new mapmodes
updated recruitment laws to be more interesting
added new free recruitment law for game launch so you can freely choose how your levies operate
added script that balances every nation's starting gold, PI, manpower, and laws
rebalanced all levy_templates, in particular those with HC and WE which are much stronger
bloodlines have been nerfed and any with stat increases add a health penalty
adjusted tribal bonuses. tribes were a little too strong in the right hands, so we're cutting back on some their bonuses and increasing the cost of oppidums
removed training facilities since many are broken also are unbalanced
added buff for republics. the winning party gets a big approval boost
fixed the ritual sacrifice event
changed building slave surplus values to align with rural planning usage
adjusted gov policy to account for major syncretism so it doesn't waste time converting
updated party agendas to account for inventions (wont ask you to build a temple if you don't have the invention)