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Era and Innovation overhaul
There are now eight eras, each intending to last roughly one hundred years. Tech progress has also been overhauled, and is furthermore no longer gated by year whatsoever, except before 1066 for technical reasons.
The timeline is extended until 1550, with all the big and little things that entails (though some innovation event chains, most notably those related to the reformation and colonialism, are not in yet)
Communication Efficiency
A control growth/limit mechanic based on the holding's distance from the realm capital. Hoarding distant cities will be much less efficient, and condensed personal domains, rather than owning scattered holdings here and there, will be the promoted approach.
Men-at-Arms and Levy overhaul
Levies are no more. Each culture has at least 2 cultural MaA units, but we plan on continuing to add cultural units until no truly generic ones remain. Various exploits were fixed. The AI will field armies of balanced composition instead of the old mono armies. Men-at-arms are no longer capped - if you can afford them, you can have them. If.
The Mongols
The steppe boys will now be a dangerous global crisis indeed, which will gradually encroach on the world at large in most games if not stopped early, often reaching into Europe at their greatest extent.
Persia and other preplacements
Much of what was missing in DmD 1.0 on that front - is now in, and therefore the purple blob won't have nearly as easy a time, probably much to a particular someone's delight... maybe?
Other changes
I could spend a bunch of time writing out everything, but I'm pretty sure no one wants to have the long changelog delay the release, so that will (probably) be compiled later.
Important Notices
REQUIREMENTS
Crusader Kings III
Full game
FORUM LINKS