Persistent Mod
Embarking on the Persistent development, I had a vision for the most sophisticated Grand Strategy simulator game that would let you create and expand an empire of your dreams from a single province to world domination.
Randomly generated maps

Maps in Persistent PA are generated randomly, placing nations, population, and resources. All civilised nations start growing from a single province. Backwards nations can get up to 7 provinces.
Hierarchy of Formables

Every playable nation at the start of the game is one of the great dynasties of our timeline that starts with a single province under its control. As nations expand and national identities develop, great houses adopt one of the cultures as their primary and form kingdoms and empires.
Overhauled economy
One of the things V2 always lacked was depth of production chains. Persistent offers deeper than ever economy, where prices don't have artificial bounds, every province has its own market with supply and demand, and resources come from people working in the buildings, not some abstract RGOs.
- Every province is its own market with independent supply and demand.
- Workers are paid competitive wages.
- All the commodities in the game have been extracted or produced by the population, not spawned into existence.
- Every province has a limited potential towards extracting a certain resource. You cannot expand a lumber mill in a plains province more than once.
Dense military, economic, and political progression
Nations no longer use infantry and artillery for the whole game. Expect changing your unit types as technology progresses from line infantry to skirmish and trench, from napoleonic artillery to the mobile and siege ones.
Military doctrines
With leadership points now generated by participating in battles, nations can progress in their military doctrines tech by spending leadership points.