Note that it was already possible for a player that starts as Japan to
switch to an independent Ezo without a save/reload or any trickery. Once
Ezo is on the map but before Japan decides its fate, a player can use
the GTFO decision to grant the island its independence. The final fate
event will still be eligible, letting the player revoke & switch
country.
This change also ports over the option odds from upstream HPM.
The final Ezo Republic event (id 97682) has a straightforward setup, giving four options as to the fate of the republic.
First, the usual two choices between the personal land grab or keeping a puppet around:
Then, the two choices between letting the puppet go or letting the puppet go while also playing as them. The option comments & effects are as follows:
"Set them completely free and play as them", also revoking Japanese cores... while not releasing at all!
https://github.com/SighPie/HFM/blob/38ca75c40063e08cbf696140e0ea68d76e6ace9d/HFM/events/JAPFlavor.txt#L3114-L3123
This change harmonises those last two options:
Note that it was already possible for a player that starts as Japan to switch to an independent Ezo without a save/reload or any trickery. Once Ezo is on the map but before Japan decides its fate, a player can use the GTFO decision to grant the island its independence. The final fate event will still be eligible, letting the player revoke & switch country.
This change also ports over the option odds from upstream HPM.