1.0.0
- Initial Upload.

1.0.1
- Fixed upload naming.

1.1.0
- Rank 2 members can hire craftsmen to make trade goods for them.
- Non-members No-AI can make a courtier his/her Trade Master. May apply to AI in a later release.
- Owning too many trade goods in your warehouse will attract thieves.
- New trade goods: Statue, Musical Instruments, Glassware, Dye, Velvet and Fur.
- Gave the society its own rank up event.
- The Apprentice, Journeyman and Master trader traits take more trading before being able to upgrade to account for the extra trading sources.
- Peddlers with the Apprentice trader trait, Traders with Journeyman and Merchants with Master have cheaper promotion.
- Increased the maximum number of places available at all ranks.
- Added a page of information/tutorial when a game load. (appear once per game)
- Added better tool-tips to the ranks' powers in the society menu.
- Nomads can now spend goods in their capital and can receive caravans there.
- Tweaked the Meat and Wool picture.
- Everybody hate the members a bit now, them dirty greedy godless beings.
- Fixed the warehouse flags, I think.
- Made silver a rank 4 good like it was supposed to be.
- Fixed the loans' modifiers tool tip.
- Corrected various typos.
- Rank 1 AIs will now have a special event to sell their goods instead of hoarding them because they don't have access to the rank 2 options yet and are too dumb to correctly use the default selling event.

1.1.1
- AI should no longer sabotage from beyond the grave if they died in the war.
- Made warehouses into artifacts!
- Trade Goods Thieves can now attack anyone with at least one Goods, warehouses slow it down.
- Instead of being guarantee, the warehouse thief event now is only a chance of happening, increased by the number of artifacts and lowered by the warehouse level.
- Fixed the sneaking option when a single man is in your warehouse.
- Made an hidden event on start that will replace the old warehouses with the new ones, making it save compatible.
- Modified some localization to make caravans clearer.

1.2
- Female rulers can no longer become a republic, as the game revert it.
- You will no longer be stuck with your levy reserved for a Caravan if you die before sending one.
- Guild Masters can now set their capital as a major Center of Trade, giving them free goods and shipments. It will require donations every few years as maintenance cost however.
- AIs will try to gold and assets with other members if they low on one.
- Shipments value are now influenced by various provincial factors, market and caravan values will come in a future update.
- Society members of the Trade League are no longer able to loot goods modifiers from other members will sieging.
- The event allowing non-members to sell goods they own will also let them sell caravans and stalls they cannot use.
- Edited the sound effects.

1.2.1
- Caravan and market event prices are now affected by the same values as the shipment one.
- New mission/quest to build a city.
- There is now a decision for all members that will transform the Revolt Risk mapmode into one that show which provinces host a member of the society.
- Added a second event_modifiers text file in common/event_modifiers to fix the graphical issue my mod have with CK2plus. Swap the ".bak" extension from "guilds_event_mod_ck2plus.txt" filename to "guilds_event_mod.txt" in common/event_modifiers.
- When selling goods with the "Go Shopping", the chances to get the opportunity to sell something you have doubled.
- When pulling supplies out of a province being sieged, you now have 33% chance of getting the artifact back instead of nothing at all.
- Guilds Master's portraits can now have the republic clothings. It is disabled by default to avoid issues for those without the DLC. To activate it, remove the ".bak" extension from "guilds_republic_portraits.gfx" in interface/portraits.
- Trade Master will now be disappointed to see their liege take their funds, and may even leave with their goods and money if pushed too far.  
- Trade Master will now make slightly less profit when selling goods.
- Trade Master's stewardship now influence the success rate when selling and investmenting goods.
- Trade Master can now be hired by AI of king or emperor tier.
- Only AIs of duke tier can become a merchant republic via the Guild Master decision. 
- Event in which you pay back your loans are now sent by members. It is only for immersion, it won't actually give them the money.
- The decision/quest to build a warehouse is will now appear at the top of the intrigue menu and trigger an alert.
- Gave a different modifier picture to linen shipments so it is not the same as wool.
- Some tweaks to some shipments modifiers.
- Added a tooltip when buying at the market that show what the good will do before you buy it.
- Made the Send a Caravan tooltip smaller.
- Improved the quests localisations.
- Small localisation fixes.
- Fixed the fact that some goods at the market were free.

1.2.2
- Made the warehouse artifacts un-giftable.
- An option at the start of a game let you disable the Trade Master minor title.
- Imprisoning a Trade Master will prevent you from naming a new one or joining the society.
- Tweaked the events windows so they have some decorative coins.
- Made the AI less likely to use the decision to become a merchant republic.
- Made AI kings and emperors less likely to join after the game started.

1.2.3
- Trade Masters will only ask for money if you have at least 80% of what they are asking.

1.2.4
- Fixed decisions.

1.2.5
- AIs shouldn't have more than one rented warehouses.
- Fixed the event so that the heirs pay their dead parents loans again.
- Added tooltips that will tell you that your actions will stop you from joining the society in the future.
- Warehouse Guards can be dismissed more easily for non-members.
- Made the trader traits easier to obtain.
- Trade Masters will properly give their gold to their liege on death.

1.3
- Jade Dragon compatibility.
- Added the ai_check_interval for relevant decisions.
- Greatly reduced the amount of rank 1 members and increased the amount of rank 2.
- Gave the AI their own option to send a caravan, they will now send it to a random province with shipments instead of being limited to their realm.
- Replaced the simple "add_trait" with the notification events that tell you when you gain a trait.
- Finally replaced the small place-holder picture that light up in the society list when you join.
- Fixed a picture for a Trade Master event.
- All of my artifacts are now cursed so they cannot be gifted to China for ludicrous grace until I find a fix that isn't lowering the quality/level of my artifacts.

1.4
==New features
- Added a rare event chain to the "Go Shopping" decision about a certain female novel/anime character.
- Added sound effects to decisions that show/hide my decisions.

==Changes and Balances
- People with 20 stewardship or more can join regardless of their education.
- There is now more rank 2 than rank 1 when the game start.
- Rank 1 (peddlers) AI will rank to up faster to avoid a shortage or shipments in provinces.
- Reduced the duration of the modifiers about your levy guarding a caravan and the tax bonus it give to its destination.
- When receiving goods from caravans, the potential bonuses of the goods will be shown on the events' tooltips.
- When going to sell in the market, if an option would do nothing it is now hidden.
- Can only gift trade goods to members of the Great Trade League.
- You can now build the warehouse even if you do not have the mission, however it will cost some assets.
- The decision to build a warehouse is no longer High Priority.
- The ai will no longer try to build a warehouse only to not build one.
- The Center of Trade creation now have a minimum and maximum cost.
- The Center of Trade's tooltip was changed to tell that it is giving goods and shipments.
- The membership map now have a minimum and maximum cost.
- The membership map is now named Trade Routes map, and will show provinces with shipments instead of members.
- Most decisions cannot be taken if in Hiding, in Seclusion, or out traveling.
- Increased the Trade Master title opinion bonus, making them like you more and less likely to leave.
- Apprentices cannot be Trade Masters.
- Councillors can now be Trade Masters.

==Bugfixes and Optimization
- Sending a caravan while your levy is away guarding it will not refresh the negative levy modifier duration.
- AIs will use a custom decision for their caravans so they doesn't check every counties in the world every year.
- Increased the ai_check_interval for all goods investments into provinces. Will do a custom decision like the caravan for AI later.
- Owning both Gold and Silver will properly let you contact artisans.
- Cannot have 2 warehouses artifact of the same type anymore, if extra warehouse artifacts are looted, the worst one will instantly be sold.
- The ai will no longer try to build a warehouse only to not build one.
- In case the AI really want 2 bad warehouses, an extra event at the load/start of a game will destroy one.
- Apprentices will lose their apprenticeship when their master dies.
- AI will no longer set a trade master if you disabled the minor title.
- An event will now clear the old flags of the delivery mission if it was cancelled.

1.4.1
==Bugfixes and Optimization
- Corrected to path to the society's ranks pictures.
- Crafting a weapon of tier 1 or 2 should now work, paradox had renamed them.
- The warehouse looting event during a siege is now actually being called.
- Corrected my portrait's LUA.
- The extra warehouse cleaning event will trigger only if the AI has a warehouse.
- Removed an old unused scripted trigger.

1.4.2
==Bugfixes and Optimization
- Fixed a game crashing bug related to caravans and Ck2plus.

1.4.3
==New features
- Added a folder with several ".mod" files.
--They are to be used with total conversions mod to avoid compatibility issues instead of my normal mod.
--There are steam versions and forum versions. Use the one Steam version if you downloaded my mod from steam, Forum for Paradox forums.

==Changes and Balances
- Several decisions were blocked by things like pilgrimage, they are always available now.

==Bugfixes and Optimization
- Landless patricians can now use the society's decisions.

1.5
==New features
- Reworked the Influence system of the society, it now has a purpose.
-- It will try to balance itself around 50-60%.
-- It affect the cost of several decisions, the higher the cheaper.
-- AIs are more likely to join the society if it is high.
-- If it stay high for too long, a world wide event may  happen where society members and outsiders will fight a trade war to lower it.
- New power for rank 3 and above. They can now clear their debts (to the great trade league) and set their wealth to 0 from negative once per lifetime, but it'll lower the society's influence.
- New background picture and portrait circle for the society.
- Added a targeted decisions to give all of your trade goods to your trade master.
- Targeted decisions for the trade master now have littles coins stacks in their names to make them easier to see.
- Reduced the duration of the opinion penalty for demanding money from your trade master.

==Changes and Balances
- The decision to buy stalls and caravans can be used to also sell them at half price.
- Added wealth caps to the events that let you improve a caravan.
- Sending Caravans, Taking Loans, Going to Shop, Setting Stalls costs are now affected by the society's influence.
- Any children can now become an apprentice, not just yours.

==Bugfixes and Optimization
- Corrected some typos.
- Added some safeguards to prevents the delivery decision from locking itself.
- Selling the warehouse won't give the gold from both an upgraded and normal warehouse.
- You won't inherit your own goods and lose all of your money when you die and become your trade master heir.

1.5.1
==Changes and Balances
- Changed the bonuses related to technologies for various goods.

==Bugfixes and Optimization
- Fixed the first loan event which requested payback after only a week.

1.5.2
==Changes and Balances
- Cannot join the society if the Trade War is active.
- Can tell the Trade Masters to stop asking your for funds, but without funds they won't do much. (A new character decision also act as toggle )

==Bugfixes and Optimization
- Building a warehouse won't complete any other quest you might have.
- Attempt at slowing down the Trade War.

1.6
==New features
- Holy Fury compatibility.
- The Cartographer -
-- A now Councillor position for your courtiers, doesn't grant any bonuses.
-- Can show the location the goods shipments/caravans, replacing the decision.
-- Can show the location of the natural resources.
- Resources system -
-- At start-up, several provinces will already have a resource in them.
-- The cartographer can show you the resource given to the owner by each provinces.
-- A new decision is available to every characters above baron rank to search for resources in their demesne provinces.
-- At the end of a long and expensive event chain, the province will receive a random resource based the terrain type/water access/trade route/nomadic. You can refuse it and keep searching for something else.
-- Members of the Great Trade League will receives goods, non-members will receive money, periodically.
-- Nomads will only receive the resource in their capital, those in empty provinces will be dormant. They can use a title decision on one empty province with meat/wool/hide/ivory to bring that resource to their capital.
- Rules -
-- Trade Masters are now enabled/disabled with a rule.
-- Trade Wars can now be enabled/disabled with a rule.
-- The Resources System can be enabled/disabled with a rule.
- Added a Bloodline, it require doing most of this mod's features on a single character.
- You can now attempt to buy goods from other characters. The chances of success depend on your offer, trader traits difference, Great Trade League rank difference and opinion.
- New mission to pick the business focus.
- New mission to send a caravan.

==Changes and Balances
- Apprentices now have some random flavor events that allow you to teach/remove their traits and the minor title is no longer limited to people with a stewardship education.
- Refusing to participate at the beginning of a Trade War will prevent you from getting the final event and the reward/penalty linked to it.
- Gave the society influence some "good" and "bad" years so it is less stable.
- Changed the cost of becoming a republic, but your liege may interfere. It may demand a bribe, declare you a traitor or give a claim to your republic's capital to some vassals.
- Added an option to the market events, that are not the buy/sell one, to ignore it and go to the regular buy or sell event.
- Lowered the chances of getting the the regular buy or sell event at the market first.
- Removed the 1-5 days delay between events when buying/selling.
- AIs will attempt to sell their goods more often if they have a lot of them.
- Lowered the society currency generation for Guild Masters.
- There won't be any kings/emperors in the society at the start.
- Capped the gold request from the Center of Trade.
- Added tax and trade value to the Center of Trade.
- Added an option to the center of trade maintenance event that appear if you do not have enough high quality goods to pay. It only tell you what goods are considered high quality, using it will do the same as not paying.
- Added a notification if the intruding thief steal your goods.
- Holo's artifacts are now equitable on the neck slot.
- Made Holo's rare one time per game event player only, as it should have been. Perhaps people will get to see it now.
- Sending caravans to province at war or with a Highways Robber Bands is riskier.  
- Caravans now take longer to return the further away they are sent.
- Added goods descriptions on the crafting and investment events.
- Artisans Changes -
-- People with Jade Dragon can now craft weapons and royal jewelry with the artisans. (it was only for those with Monks and Mystics)
-- The artisans option to craft a weapon or ceremonial tool also give a Crate of Weapons and Armor, the option to create a Crate now give an armor artifact too.
-- A new event was added to the artisans crafting list, allowing to craft pottery and book. Making everything that isn't from the resource system craftable.
-- I have added all the recipes to the decision's tooltip.
- Warehouse Changes -
-- The warehouses are now buildings in your capital, no more dragons will swoop in and steal them, there is 3 levels:
--- Level 1 = The rented warehouse, with a negative income.
--- Level 2 = The regular warehouse warehouse, cancel the negative income.
--- Level 3 = The rented warehouse, small garrison bonus but a bigger negative income.
-- The higher the level, the more protection, as with the previous warehouse. 
-- They can be destroyed by sieges, level 3 warehouse are less likely to be destroyed.
-- Added an intrigue decision to let you downgrade it from 3 to 2 if you want to save the taxes.
-- Added an intrigue and holding decision to destroy rented warehouses.
-- The max level warehouses that gave attribute points are now "decoration" for the warehouse, those can be still stolen and sold like before. Their attribute points are only active if your capital has a warehouse building.
-- As there were no stewardship dedicated warehouse artifact, a new warehouse decoration artifact now exist, which can be bought with assets.
-- The 4 non-stewardship decorations must be equipped to be active and only one may be active. The stewardship one require no equipping but you need to be a member of the society to activate it.

==Bugfixes and Optimization
- Your Trade Master won't give you their debt if they lose the title.
- Replaced the "doesn't have the trait incapable" or "is not a prisoner" with my own variant of "is_inaccessible_or_incapable_guilds_trigger = yes" to avoid issues with mods who doesn't have the default one.
- Gave the AI a single decision to spend trade goods, so it does not check all of their provinces every few months for every single goods.
- Referenced to the proper target for the localization when completing the "Get an apprentice" mission by appointing a courtier.
- Finally found where that "count" error was.
- Fixed the scaled caravan cost tooltip.
- More spellcheckings thanks to fco8.
- Found out why society influence was hell to balance. Paradox force extra influence with an on_action when a mission is cleared (despite influence already being added by the event itself) and I cannot really stop it. Added a modifier to that same on_action to counter it.

1.6.1
==Changes and Balances
- Changed the event picture used in the resource event about border frictions.

==Bugfixes and Optimization
- You'll receive the resource named in the event instead of one from a faulty flag received earlier in the event chain.
- The nomad's ability to move specific resources to their capital will now only be able to target provinces they own.
- Fixed something about my cartographer that made AIs unwilling to fill their entire council.
- Small tweak to the golden bloodline picture.
- Corrected some typos as usual.

1.6.2
==Bugfixes and Optimization
- Corrected a loophole that let people use the resource decision before the current search ended.

1.6.3
==Changes and Balances
- Added a banner at the bottom of the councilor screen to tell people that to scroll down to see the new cartographer.

==Bugfixes and Optimization
- Some localization changes to the "deliver a trade goods" tooltip to make it clearer that it is in the intrigue menu.

1.6.4
==Changes and Balances
- If you have the right religious feature/gender/rule/law combinations when transforming into a merchant republic, its succession will be cognatic and/or enatic. Beware, Republics do not allow matrilineal marriages in most circonstances.
- Added a tooltip about the Bloodline in the society's Rank 4 tooltip.
- Added a tooltip at the end of the resource event chain that tell the estimated income it will create.
- Increased the income from the Stone/Grain/Meat resources.

==Bugfixes and Optimization
- Warehouses will properly be looted, the looters will not simply destroy the level 1-2 warehouse but leave its level 3 guards there.
- Replaced my on_action event that balance Paradox's forced influence on mission success by tweaking the scripted_effect itself instead of adding a new event. This should prevent any issues with mods that do not have Paradox's event.
- Tweaked the files for the Cartographer so it doesn't report the missing jobs related to my other mods in the error log. Also made its attribute "health", the game doesn't recognise it but it should prevent the cartographer from hunting heretics, I hope.
- Removed the duplicate stressed trait from one of the apprentice event.

1.6.5
==Changes and Balances
- Nerfed the trade goods' modifiers to building cost and speed.

==Bugfixes and Optimization
- Fixed some missing brackets which broke some events.
- More attempts at fixing the cartographer.
-- It is back at using no attribute at all to avoid it doing random jobs of the other councilors or use their title name.
-- Added an event that forces AI to pick councilors every year, as they barely ever did with the cartographer enabled.

1.6.6
==Changes and Balances
- Improved the odds and lowered the prestige cost when personanly helping in the resource event.

==Bugfixes and Optimization
- Fixed the Trade Master decision that made them focus on investing trade goods in province. It wasn't limited to your own trade master.
- Prisoners do not meet the requirements to be cartographers from their cells anymore.

1.6.7
==New features
- Added a decision to bribe the league in order to remove the antagonize/traitor flag.

==Changes and Balances
- If you asked the league for help with the resources system while not being a member, you can drop your end of the deal at the end of the event chain and keep all of the profits for yourself, this antagonize the league.
- Tribal and Nomadic characters are less likely to join the society.
- Improved the plot defense of a specific character so she doesn't get murdered in the middle of her quest chain.
- People who disabled the resource system will have the Bloodline requirement for it cleared.
- Buying goods from Caravans now count toward Trades done.

==Bugfixes and Optimization
- Prisoners cannot be chosen as cartographers anymore.
- Added checks to the Artisans power/decision to stay unavailable if you only have the materials required to craft something that require a DLC you do not have.
- Trade Masters should properly lose their title if you antagonize the society.

1.6.8
==Changes and Balances
- The bloodline now reduce the Asset cost to rank up. 
- The bloodline now also allow non-members to use the "Offer to buy goods" decision. It doesn't cost assets then but has a 6 months cooldown.
- The opinion malus for demanding gold from your Trade Master was shortened to 1 year.

1.6.8.1
==Bugfixes and Optimization
- Removed the test code for Holo's event which nearly garanteed that it would happen.

#better tooltip
#check fathers' loans
#add check for custom mapmod mod
#add toltip to warehouse events to say it is a building
#holo safeguard