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.
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/arkhometha/Historical-Project-Mod/blob/d812ad33f897866fd38ee58a38a275dc8fe02554/HPM/events/JAPFlavor.txt#L3015-L3024
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 has been (lightly) tested.