

Minor changes to the political focuses, migration and colonial migration focuses. Changed migration and colonial migration, because colonial migration was not working at all. Cleared dixie lands liberal loyalties from the map (they are still liberal from the start, as before, but it is not fixed anymore) Changed pops ideologies a little bit and made dixie and boer cultures more conservative and reactionary. Added some new inventions and changes to the technologies for the new buildings and unit. It is possible to recruit those from all cultures, other units can be recruited only from primary or accepted cultures.

Made a distinction for the infantry, irregulars and cavalry units. Regulars can be recruited only by civilized nations and Infantry is available through westernization tech. Countries will mobilize infantry units now, which are slightly worser than regulars. Added Regulars units and new icons for the Infantry from the PDM. However, taxing them too much, will cause them to demote to the farmers or labourers. Dont worry though, as i said they still have their income. Fixed artisans production a little bit, so now there will be no or almost no artisans, who cant cover their life needs, they will produce less too, which helps with global market overproduction a little bit. Added rebel brigades (mostly irregulars) to the farmers and labourers, because soldiers are middle strata now. Officers will be able to promote to the landowners now too. Soldiers and officers were moved to the middle and rich strata, it was done mostly for the better promotion/demotion of the pops, because there were some problems with it. Also, made some minor changes to the farmers and labourers demotion to the serfs. Fixed HPM's serfs promotion (they were not able to promote at all) and needs. Fixed the absurd amount of aristocrats on the map (some of the provinces had too many or no at all). Changed the farmers/labourers pops on the map (there were only farmers before). Basically, pops will promote to the appropriate role on their own now, but it is faster with usage of national focus. Labourers and farmers are separated now (they were one and the same thing before), it brings new hardships for the game, because you need to manage your pops (and pay for their unemployment), especially so while receiving a lot of immigrants or if some province changed its resource. Like almost no promotions of farmers and labourers to the soldiers and craftsmen or unexpected demotions of those. Fixed different pops promotions issues. Changed pops needs, units maintenance needs and some res required for the units recruitment. Swapped HPMs precious goods and Vanila Precious Metals icons, because it makes more sense this way. Added different icons for the res and descriptions. Those goods bring almost no income if there is no overproduction, but it will bring the income to cover some luxury needs if the overproduction exists. Mostly artisans from big countries will work on those, it doesn't disturb small countries artisans production. Those are Extra Food Redistribution, Colonial Goods Redistribution, Miscellaneous Goods Redistribution, Necessary Goods Redistribution, Luxury Goods Redistribution. Did it by adding 5 new resources for the artisans to produce. Fixed Global Overproduction of the consumer goods.

Added changes to the interface from the PDM and did some additional fixes to those and new ones too. Added new buildings, such as Grain Farm, Fruit Plantation, Sheep Ranch, Cattle Ranch, Opium Plantation for the farmers Forestry, Charcoal Mill and Tropical Charcoal Mill for the labourers. Added buildings and resources from the PDM, such as Gunpowder Mill and gunpowder res, Wool Mill (for textile production using wool), Banks and financial services res, Stables and horses res, Boots Factory and boots res, Pharmaceutical Plant and pharmaceuticals res. So, basically this is submod and fix for the HPM mod.
