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#121
14-01-2014, 10h41
Voici la liste complète des changements apportés par le patch 1.4, et encore une fois, ce n'est pas la moitié d'un patch
(ces mecs sont fous.)
Spoiler:
#################################
# Free New
Features
#################################
- New diplomatic dependency
called 'Protectorate'.
If a nation is of too low a technologygroup compared
to you, they will become a protectorate instead of a vassal.
Protectorates
give 50% of their tradepower to their overlord, but get -25% technology cost for
it.
If a protectorate westernises, they automatically become independent
again. You can also trace traderange from your protectorates.
- Climate
Overhaul:
Mapmode showing climate zones, and differemt climates now have
more specific effects.
Winter & Climate Icons are also shown in province
view.
Winter only affects hostile attrition now.
Climate now have impact
on colonisation.
- Succession Wars are no longer automatic.
When a
country have the chance to form a union with each other, the strongest of the
new overlords rivals and/or nations with a royal marriage or same dynasty, have
the opportunity to challenge them in a succession war.
- Tariffs
Old
system for tariffs completely gone.
Colonial nations now give a percentage of
ALL their income as tariffs, starting at 10%.
Increasing tariffs is done per
colony, for 25 admin power for +2.5% Tariffs and +5% Liberty Desire in the
colony.
- Liberty Desire
Colonial subjects can declare war on their
overlords at 50% liberty desire, and will do it automatically at 100%.
If
Liberty Desire is lower than Tariff Percentage, they increase by 1% each
year.
Liberty Desire grants more manpower and cheaper maintainance for the
colonial subject.
- Added new option to 'Abandon Colony', for when you
want to give up on a province.
- Westernisation changed
Westernisation
no longer requires non-negative stability.
While westernising, you no longer
get +200% stability costs, but instead +5RR.
Westernisation no longer depends
on stability, but instead progress +10 from each power each month if possible..
When progress hits 5000, modified by techgroup, its finished.
Westernisation
events are now "bad effect" or "give up 4 months progress".
You can now see
more details about effect of westernisation and estimated finish date in the
interface.
When westernisation is finished, it will be truly finished, and no
rebels can change that fact.
- Added 5 new achievements:
In The Name
of the Father - Get 100% Patriarch Authority.
The Rising Sun - Conquer all of
Japan as a European nation.
The Five Colonies - Have five colonial
subjects.
The Re-Reconquista - Own all of Iberia as Granada
Turn the Table
- Swap to one of your colonial subject from a 1444 start and vassalize your
former overlord.
- Added four new mapmodes, for climate, tradegoods,
winter & federations.
- A New Interface has been added, where you can
view all your current subjects, and view their benefits to your nation.
-
Added a new loading screen to game.
- Added a generic ideagroup for those
with native mechanics.
- Added ideagroup for colonial nations.
- Added
ideagroups for Huron, Iroqouis, Chickasaw, Cherokee, Pueblo, Shawnee &
Creek.
- Added cocoa tradegood.
- Added lots of new countries in Eastern
Africa & Northern America.
- Added new pagan religion Totemism for North
American Natives.
#################################
#
Gamebalance
#################################
# Trade Nodes
-
Added new tradenode Western Europe, leading to Sevilla, Bourdeaux, Antwerpen
& London
- Carribean no longer leads to Sevilla & Bordeaux, but
instead to Western Europe.
- Moved Chesapeake connection from London &
Bordeaux to Western Europe.
- Mauritanian coast now leads to Western Europe
instead of Sevilla.
- California now also feeds Missisippi.
- Missisippi
now also feeds St Lawrence.
- Basra now also feeds Persia.
- Genoa now
feeds into Bordeuax.
- Malacca now feeds into Zanzibar.
- Indus now feeds
into Samarkand.
- Tradenodes are now repaired if older savegames are
loaded.
- removed kashmir-indus link
- Sevilla is now an end-node.
-
Venice and Sevilla are now determined as proper endnodes for powerpropagation
chains, just as Antwerp is.
# Trade
- Reworked some prices on
tradegoods, boosting some underperforming tradegoods.
- Tradepower now
propagate upstream into empty tradenodes.
- Capitals now propagate power
upstream.
- Tradepower below 2 is not propagated upstream.
- Upstream
propagation is now splitted between all incoming links where valid.
- A
trading nation is no longer counted as having no presence if it only has
transfered tradepower (also fixes the ever growing trade piechart)
- Removed
tradepower malus from lesser governments.
- Now possible to trade in your
homenode even if its out of range
- Colonial & Protector overlords now
get power in all tradenodes their subjects have power as well.
- Merchants
now have a proper travel time again.
#Ideas
- Spanish idea
'Inter Caetera' now allows you to claim any province owned by a colonial country
or that is overseas for spain.
- Russian ambitions nerfed from 100% to 50%
manpower.
- Nerfed prussian & japanese ideas slightly.
- All +200%
enemy core creation are now +100% enemy core creation.
- Gave the italian
ideas a nice boost.
- Religious ideas finisher nerfed from 100% to 50%.
-
Boosted diplomatic ideas some, including 'reduced stab impacts' no longer giving
stability penalties for breaking royal marriages.
- Native Trading Principles
(french idea) now also increases the tax/mp gain from leaving natives alone by
25%.
- Portugals ambition is now +20% Tariffs.
- Global Empire idea is now
25% naval forcelimits.
# Score
- Score rank & ratings are now
saved in savegame files.
- Score increase increases faster closer to the end
of the game, and gives far less at the start of the game.
- Annexed countries
is still in the score-list now, if they had accumulated points.
- Quality of
leaders now impact scorerank instead of just +1 for each leader, and is now
capped at +5 for leaders.
- Protectorates give less score than other
dependencies.
- Below 50 republican tradition or legitimacy is now negative
on score.
- Score for fleets now depend on amount of cannons, not amount of
ships.
- Being occupied is a severe drawback to your administative
score.
- Warexhaustion reduces your military score now.
- Negative
warscore now have an impact on score calculation for diplomacy.
- Strong ally
bonus on dip score now depends on those with stronger military power, not those
with at least 50% of your income.
# Technology
- Techs costs are now
reduced by about 5% for each full ideagroup of that category. Each idea reduces
by 0.7%.
- Techs now slowly increase in cost over time (20% for lategame
techs)
- American techgroups now start at level 1.
# Armies
-
Exiled units will no longer cause natives to spawn.
- Armies at ships no
longer reinforce at all.
- Armies at ships now always take 1% attrition, and
not depending on naval supply limits.
- Rebalanced some recruitment speed
modifiers.
- When a unit goes to board transports, all attached units will
now be detached
# Navies
- Pirates only spawn outside coasts of those
that can build ships.
- naval leaders no longer get unused bonus siege
values.
- removed the "not-patrolled" modifier from the game.
- Not
possible to give move order for more than one province into TI
- Dependecy
relations now allow each other to repair their ships in each ports.
#
Force Limits
- Colonial States now provide basic naval force limit from their
ports. (ie, not buildings)
- Vassals & Colonial states now provide land
force limits to their overlords.
# Combat
- Tweaked terrain penalties
on combat width and attacker a bit down .
- Units now take 10% more morale
damage in combat.
- Each day, every unit in a combat now loses 0.01
morale.
- Native ferocity now also reduce damage taken.
- Shattered
retreat now have a cap of no longer than 10 provinces.
- A unit retreating
shattered will now stop retreating when it reaches maximum morale.
- The
prestige from naval/land combat modifier now increases the cap of how much you
can get from a combat as well.
# Colonisation
- Overseas provinces
now give production income again, but with a -100% local production
efficiency.
- Colonial Nations are now formed if you own more than 5
provinces in the same colonial region in the New World, and you lose core on
these provinces.
- Colonial nations have a 10% penalty on their colonists
giving a boost & only get 25% growth in their colonies.
- Colonies now
properly autocore when they become a city.
- Fixed an inconsistency between
displayed and actual settler growth
- You can now colonise adjacent to
colonial subjects.
- No Adjacent Controlled penalty on colonial growth is not
applied adjacent to your colonial subjects.
# Cores
- The cores of
annexed nations now take twice as long to disappear
- Reduced core decay time
for same culture group to 100 years from 150
- Colonial conquest outside of
region for a colony to core is 75% cost and 25% inside their colonial
region.
- Fixed an issue with cores not disappearing on the correct
dates.
# Comets
- Comet Sighted is a bit more rare now.
- Having
the scottish national idea "Comets" now properly reduces the chance of Comet
Sighted significantly.
- Comet Sighted now have another option for those that
like choice.
# Diplomacy
- Cancelling vassalization will now create a
truce with the released state
- Cancelling vassalization now only results in
losing 25 prestige (no stability hit)
- Royal marriages will not break if a
regent dies.
- Subjects no longer get expansion cb's.
- Subjects to a
player can not become lucky nations.
- Subject nations can no longet sell
provinces
# Opinions
- Fixed broken opinion modifiers for vassal
states
- Added opinion bonuses for having union, colonial or protectorate
dependency.
- Large countries no longer get any additional AE for being large
when gaining AE.
- AE reduction for giving away provinces is now applied to
the country giving up the provinces.
- Some cases where AE was not scaling
over the world, now scales properly.
- Fixed some inconsistencies in the AE
system caused by leftover code from the old BB system
# War &
Peace
- If you send a stabhitting peaceoffer, your callforpeace penalty is
reset.
- Scripting separate badboy_factor and prestige_factor for defender in
wargoal now works
- Rescripted all wargoals that use separate
attacker/defender settings
- wargoals are now applied at all cases in
peacescore calculations.
- Release Nation and Annex now deducts provinces
ceded properly when calculating final peacescore.
-
CORECLAIM_PEACE_COST_DIP_FRACTION in two separate cost reductions
-
CORE_PEACE_COST_DIP_FRACTION now gives 20% reduction
- Not possible to call
to arms if they are already called
- If you are a daimyo and force another
daimyo to release another daimyo, then that daimyo will become a proper vassal
of Japan now.
- Making a country a protectorate will now break all their
alliances
# Pagans
- Religious conversion of pagans is now +2%
instead of +10%.
- Pagans no longer have a penalty on defensiveness, but get
a -1 rr.
- Nerfed pagan religions.
# Holy Roman Empire
- Leaving
the empire at Revoking the Privilegia also removes electorateship.
- Emperor
now gets claim on all provinces previously in the empire when someone leaves
it.
- Electors no longer have a -50 to vassalization when the empire is
inheritable.
- Having less electors than desired is now an actual penalty on
the imperial authority.
# Misc
- Removed obsolete colonial type
rebels.
- Governments that cannot use royal marriages will now get a random
ruler on startup if they have a Regency.
- Inflation from gold income now
checks versus ALL monthly income types.
- Mecca and Rome are now religious
centers, which are practically impossible to
convert.
#################################
#
AI
#################################
# Strategic AI
- AI: Added
proper logic for raising tariffs
- AI: Will not launch any overseas invasions
if they are a colonial nation
- AI: Will no longer desire a province simply
because it contains a strait
- Fixed a bug where the AI would be hostile to
countries it had no interest in conquering or vassalizing
- Improved AI army
strength evaluation logic when planning a war
- AI: More consistent about
which countries it wants to conquer versus which countries it wants to
vassalize/make protectorate
- AI: Better at using multiple colonists at
once
- AI: Migrants will not bother with buildings unless they have a large
amount of cash
- AI: Will no longer create more generals than it needs
-
AI: Smarter about where to assign their best leaders
- AI: Will no longer
hold up peace to chase down scattered colonial holdings when it has won a
crushing victory
- AI: Should no longer select colonies as rivals unless they
are a colonial country under a different overlord
- AI: Should no longer
select vassals as rivals under most circumstances
- AI: Colonial nations will
now only colonize territory that is either adjacent or in their own colonial
region
- AI: Will now prefer to focus on a single colonial region at a time
when colonizing
- AI: Less likely to pick the 'Threatened' attitude over
'Outraged' against countries with high AE
- AI: Will now never move its
capital to an isolated province
- AI: More prio on making protectorates out
of countries that are impeding bringing trade home
# Decision & Event
AI
- AI better at taking blasphemy_act, act_of_uniformity, sunday_school,
conventicle_act and test_act
- 80% chance of AI picking option A in event 874
"Tensions between nobles and clergy"
# Diplomatic AI
- AI: Will no
longer insult countries just for having a high opinion of them unless it is
planning a war with them
- AI: Less willing to be vassalized by a non-HRE
state if they are an HRE state
- AI: Will no longer make protectorates out of
primitives unless they too are primitives
- AI: Now slightly less willing to
make peace if it is a separate peace
- AI: Will now cancel treaties of
military access and fleet basing rights it is granting to countries if relations
with those countries deteriorate
- Colonial nations are now much more
interested in buying provinces in their colonial region
- AI: Will no longer
care about annuling treaties that do not contain an alliance
# Trade
AI
- AI: Will no longer send merchants to a node that has no trade value
-
AI: Will now make more use of embargos
- AI: Now takes into account other
countries' steering when determining what node to steer trade to
- AI: Better
at determining when collecting in capital is worth it over other options
-
Tweaked financial AI to make it better at assigning trade fleets for maximum
income
- Trade AI now also weights in potential incoming trade when
evaluating a node.
- When the AI request a new trade fleet it will now NOT
receive damaged units
Army AI:
- AI: Now takes into account nomad
shock bonus for the purposes of estimating strength of armies
- AI: Now pays
more attention to supply limits when deciding to attach to friendly armies
-
AI: Will no longer attach to units that are boarding transports
- AI: Fixed
some issues with army AI incorrectly weighting odds against enemy units at low
levels of morale
- AI: Improved army AI logic for determining when an ally
needs assistance in battle
- AI: Now factors in effect of terrain when
determining whether to stay put and face an incoming enemy
- AI: Will no
longer always attempt to retreat 1 day ahead of an incoming enemy
- AI: More
likely to walk home instead of using ships when exiled in territories close to
home
- Fixed a bug where AI units would keep moving to attack a province and
then abort because they wrongly calculated on support from nearby friendly
units
- Fixed an issue in army AI that was causing AI to 'dance' between
targets
- Fixed a bug where you could lock up AI armies by repeatedly moving
into and then cancelling movement into their province.
Navy AI:
- AI:
Will no longer care about invading unimportant enemy islands unless they have
nothing better to do
AI Bug Fixes:
- Fixed a bug where AI armies would
stand around doing nothing next to enemy armies due to low manpower
- Fixed a
bug where the AI checked military access desire instead of vassal desire.
-
Fixed a bug where the AI would lift sieges because a friendly army passing
through was mistaken as wanting to take over the siege
- Fixed some issues
with countries incorrectly getting the vassal attitude towards other countries
who were not their overlord
- Fixed a bug where the AI would continually
start and abort invasions on heavily defended targets
- Fixed a bug that was
breaking the Suggest Offer option when the enemy had low warscore
- Fixed a
bug that was causing the AI to make very odd picks for rivals
- Fixed a bug
where exiled AI armies would not return home because of nearby rebel armies
-
Fixed a bug where the AI would maintain rivalries with countries long after
those countries ceased to be relevant to them
- Fixed a bug where the AI
would win an independence war but not demand independence because they preferred
core provinces
- Fixed a bug where the AI could demand vassalage on behalf of
an ally even when not war leader
- Fixed a bug that was causing the AI to
overpriorizie collecting downstream from capital
- Fixed a bug where the AI
would be extremely unwilling to make peace due to having more max manpower than
current manpower
- Fixed a bug where the AI would lift sieges because a
friendly army passing through was mistaken as wanting to take over the
siege
- Fixed some inconsistencies in the AE system caused by leftover code
from the old BB system
Misc:
- Made some optimizations with the AI,
distance calculations and diplomatic actions.
- AI Personalities are now
visible in the interface
- Interregnums after game start will now correctly
show up as such
- Optimized diplomatic
AI.
#################################
#
Multiplayer
#################################
- Fixed one hotjoin-oos
by always saving ColonySize and NativeSizeBeforeMigration in savegame.
-
Fixed the error code N_0_2.
- Fixed bug where options got stuck in MP if
Ironman was enabled in SP before.
- Dynamic dynasties assigned ingame to
historical monarchs now gets reset on resign (potential OOS fix)
- Removed
50mb limit to transfered savegames in MP
- Hotjoin: _nMilitaryRatingCache are
now saved in savegame.
- Server no longer gets a popup and pauses the game if
a player tries to hotjoin a non-hotjoin MP-game.
- Clients no longer gets
banned for quitting the game.
- It's now possible to open and use the regular
ingame chat during the hotjoin process.
- The "Paused by server"-message no
longer gets stuck after hotjoin.
- It's now possible to open and use the
regular ingame chat during the hotjoin process.
- Hotjoin: Trust is now
always saved in savegame.
- Hotjoin: SupplyRangeCache is now loaded
correctly.
- The "Paused by server"-message no longer gets stuck after
hotjoin.
- The "Server lost"-message is now displayed correctly if the host
has disconnected.
- Host server interface no longer clears server name when
closing and opening the interface
- When playing coop, the economy sliders
now updates correctly for both players.
- Game setup: Fixed chat log being
cleared when clicking "historical
start"
#################################
# Interface
Improvements
#################################
# General
- Can now
change province capital names
- Can now toggle whether you want others to be
able to attach to your units or not
- Added alert_high_liberty_desire
-
Terra Incognita is now shown when loading save games
- Possible to
right-click through on map combat interface
- Tutorial selection: Display
chapter title and description correctly if going back after selection
- Fixed
army size tooltip
- City sprawl now visible again in the lobby (base size on
base tax)
- Added some interface information about Republics in Regencies
getting randomly generated rulers on game start
- Added missing
GFX_combat_terrain_coastline
- Added missing GFX_combat_terrain_woods
-
Fixed missing combat terrain GFX_combat_terrain_forest
- Minimap: Generate
based on topology
- Minimap: Hide areas that are in TI
- The player names
are now updated properly on map in player mapmode in game setup.
-
Incompatible savegames now has a icon.
- The correct tooltip for build cost
are now shown for mercenaries.
- The Fort Defense value in the siege
interface are now correctly updated when sieging back provinces from
rebels.
- The log is now cleared when loading savegame ingame.
- Countries
may now have a separate mapcolor (political mapmode etc) and countrycolor
-
Alert for troops in foreign territory is no longer shown for any type of subject
provinces.
- Over diplomatic relations alert now lists all relations in the
delayed tooltip.
- Changed order which relations are checked for the purpose
of coloring the on-map unitinterfaces
- DIPLO_HAS_SUBJECTS will no longer be
shown if the country isn't independent
- Trade interface: Disabled trade node
connection buttons for undiscovered locations
# Tabs
- It is now
clearer that Religious Unity also includes modifiers and not only
provinces.
- Updated local income tooltip to include yearly income from
provinces
- Fixed mismatch between the War Exhaustion value in defender of
the faith-tooltip and the value in stability view.
- Extended the box that
shows accepted cultures.
- Added AI personality icon in the diplomacy
view.
- Better explanation for yearly increase in tooltip for advisor-cost in
economy view.
# Mapmodes
- Opinion and coalition mapmode no longe
gives tooltips for sea provinces.
- Fixed better tooltips in HRE
mapmode.
- Occupied provinces no longer gets stripes in trade mapmode.
-
Added a color to continents
- Changed the hideous color of Germany
#
Diplomacy
- Enemy of Enemy opinion modifier tooltip displays monthly
ticks
- Fixed a bunch of missing cancel descriptions for diplomatic
actions
- Updated tooltip for Excommunication to reflect the actual CB
-
Added country name to annexation/integration tooltip
- Display prestige loss
in summary text when conceding defeat
- It is now clearer which country
becomes vassal or protectorate
- Added estimated completion date to Improve
Relation tooltip
- Leader and "war leader may not demand peace" icon tooltips
no longer overlaps.
# Province
- Fixed better tooltip for tax in
province view. (It's now explained that it's the yearly income)
- Terrain
picture now shown in province view if the resolution is high enough.
-
Rebel-controlled provinces will no longer say "noreligion of rebels" as state
religion
- The province history view are now properly updated when changing
province while looking at it.
# Ledger
- Added a ledger page for
possible colonies.
- Added a ledger page for income type comparisons between
countries.
- Culture piecharts in ledger now shows the same values as being
used to determine when cultures become accepted or not
# Messages
-
Can now see personality of another country's new ruler in new monarch
message
- Added go to button to 20+ messages
- Shields in popups now work
again
- End of Combat message: Fixed misaligned OK button
- End of Combat
message: Siege icon no longer visible for naval combat
- End of Combat
message: Fixed missing maneuver tooltip
- We guarantee other is no longer a
message pop-up by default.
#################################
#
User Modding
#################################
# Console
-
Added console command: add_liberty_desire
- Added console commands for add
and remove claims
- Added console command: "form_union"
- Added fps-info
to the debug_info-command.
# Effects
- Added a add_tariff_value
effect
- Added add_liberty_desire effect
- form_coalition_against effect
now works properly.
- create_colony effect now takes the actual number of
settlers
- Added effect scopes random_subject_country and
every_subject_country
- Added effect multiply_variable
- Added effect
divide_variable
- All variable effects can now take a second variable as an
argument
- Added a 'create_protectorate' effect.
- added a
'add_yearly_manpower' effect.
# Triggers
- Added triggers
num_of_protectorates & num_of_colonial_subjects
- Renamed the trigger
tariff_efficiency to tariff_value
- Added trigger scopes any_subject_country
and all_subject_country
- Added trigger num_of_diplomatic_relations
-
Added trigger num_of_free_diplomatic_relations
- Added custom_trigger_tooltip
trigger
- Added trigger has_new_dynasty
- Added trigger
has_conlonial_parent
- Added real_month_of_year, real_day_of_year triggers.
True if value highter or equal to date. not valid in MP
- Check_variable
trigger now works the same way as variable effects
- added an
'is_protectorate' trigger.
- Added liberty desire trigger
- Added colonial
region trigger
- Added is_colonial_nation_of trigger
- Added
is_colonial_nation trigger
- Added is_former_colonial_nation trigger
#
Modifiers
- Added a local_hostile_attrition modifier.
- Removed overseas
income modifier.
- Removed colonial_time modifiers as they were not relevant
anymore.
# Misc
- All variable effects and triggers can now take a
scope as an argument
- Added event scope colonial_parent
- You can now
force provinces to be viewed as coastal. dont use on non-sea.
- Added
GetDateText, GetDate, GetYear and GetMonth to eventscopetext.cpp
- Added
disallow_random_new_world that can be used for mods
- Added colonial_region
context scope
- Added GetWomanMan to
monarchtext
#################################
#
Achievements & Ironman
#################################
- Fixed a
bug which caused the It's All About Luck achievement to not fire.
- Najd now
has +5 missionary strength at start, and hanbali schools give an additional
missionary.
- achievement_ruina_imperii no longer completes if united by
HLR
- Jihad, World conquest and 3 mountains achievement now works if
remaining nations are your subjects as well.
- "Jihad" achievement now
requires 500 provinces, and full religious unity.
- Ironman saves should now
allways look like iron man saves in gamesetup
- Show ironman indicator on
local games
- Game setup: Disable ironman checkbox when steam is not
available
#################################
# Events &
Decisions
#################################
# Events
- Added in the
forum contest events.
- Fixed a missing modifier in event
colonial_nation.199
- Added event for spawning the nation of Funj in empty
provinces in Sudan.
- Funj now gets an event to convert to Islam after they
have formed.
- Event The Act of Supremacy now requires 15% protestant
provinces
- Events 3076 and 3079 now gives modifier with duration 730 instead
of 50
- Event flavor_rus.1106 "flavor_rus.1106" kills off any remaining
her
- Event flavor_rus.1109 "False Dimitri Overthrown" kills off any
remaining heir
- Event flavor_rus.1110 "End of the Time of Troubles" kills
off any remaining heir
- Event flavor_boh.1 "Hussites march on Prague" kills
off any remaining heir
- Event flavor_dan.4 "Support monarch or pretender?"
kills off any remaining heir
- Event flavor_fra.3148 "Napoléon Bonaparte"
kills off any remaining heir
- Event flavor_mam.4 "Cyprus response" kills off
any remaining heir
- Event muslim_piety.20 "Iqta: Underage ruler is replaced"
kills off remaining heir
- Event 9462 "Scheming Bureaucracy" now has a MTTH
of 10000 and AI will never take option B
- Event 9462 "Scheming Bureaucracy"
will no longer fire for nations that are not independent
- Option C in event
flavor_rus.3413 now gives -1 stab instead of +1
- Fixed a broken advisor
trigger in an Trade Company event.
- Events flavor_tur.108 and flavor_tur.109
now removes the modifier increased_janissary_recruitment
- Upped MTTH for
event Colonial Ventures to 600
- Event Colonial Ventures will no longer fire
if you already have one of the modifiers
- tweaked some empire events.
-
Fixed triggers for events Excellent Viceroys and Corrupt Viceroys
- Event
"Saint Performs Miracle" now gives 25 papal influence instead of 5
-
rebalanced 'levying additional taxes" flavor event for japan.
- Event "The
End of the Hundred Years War" now ignores the province of Calais
- Event
colonial_nation.4 "Freedom Fighter or Rebel?" now spawns events for colonial
parent
- Fixed missing province flag in event flavor_spa.3560
- Event
usa_dlc.10 now check for modifier articles_of_confederation instead of flag
-
Event 9010 now check for modifier jap_red_ship_timer instead of flag
- Event
flavor_pol.3481 now checks for flag librium_veto and not liberum_veto
-
Manchu will no longer appear to lose their ideas when reforming out of Tribal
government
- Events flavor_tur.108 and flavor_tur.109 now removes the
modifier increased_janissary_recruitment
- Upped MTTH for event Colonial
Ventures to 600
- Event Colonial Ventures will no longer fire if you already
have one of the modifiers
- Event 9462 "Scheming Bureaucracy" now has a MTTH
of 10000 and AI will never take option B
- Event 9462 "Scheming Bureaucracy"
will no longer fire for nations that are not independent
- Option C in event
flavor_rus.3413 now gives -1 stab instead of +1
- Fixed triggers for events
Excellent Viceroys and Corrupt Viceroys
- Event "Saint Performs Miracle" now
gives 25 papal influence instead of 5
- rebalanced 'levying additional taxes"
flavor event for japan.
- Event "The End of the Hundred Years War" now
ignores the province of Calais
- Fixed missing province flag in event
flavor_spa.3560
- Added missing script flag to event civil_war.5
-
Colonial election events now only give -5 prestige hit and only +/- 1 liberty
desire
- Event 9010 now check for modifier jap_red_ship_timer instead of
flag
- Event flavor_pol.3481 now checks for flag librium_veto and not
liberum_veto
- Russian Grand Embassy event series now targets a western tech
country
- new flagship event is now more fun.
- Event ideagroups.1407
"Timber Surplus" only triggers if owning a port
- usa_dlc.5 can now fire as
soon as USA is formed
- usa_dlc.5 will not fire if already has the
usa_declaration_independence_flag
- Tolerance convert events will no longer
target province with the religious_zeal_at_conv modifier
- Fixed events
flavor_lit.1 and flavor_lit.2 "Wave of Protestantism" / "Wave of Calvinism"
-
usa_dlc.41 now discovers great_plains and northwestern_america instead
-
Option B in event flavor_lit.12 now cost 25 adm power
- The Braveheart event
is now a proper province event again
- Event 1061 "Aspiration for liberty"
now gets a modifier instead of direkt rr in every province
- Event 3077 no
longer checks for 4 and 5 star advisors
- Event 5090 "Noble Family Requests
Aid" will no longer fire for non-monarchies
- Event 724 "Clergy condemns
philosopher as heretic!" won't trigger if already have the modifiers
-
Removed the stab hit from event flavor_eng.9121
- Military Divided event no
longer reduces stability, but reduces mil power by 25.
- Statute in Restrain
of Appeals decreases MTTH for Spread of Protestantism/Calvinism
- EVTNAME851
now reads "The House of DYNASTY is shaken"
# Decisions
- Tweaked
lots of triggers for decisions to fit eu4 better.
- Added nation forming
decisions for all old colonial nations
- Decision move_capital_to_warsawa now
available for PLC
- enforce_sakoku_law now requires either 75 prestige or
republican tradition
- Decisions for formable colonial nations now visible
even after someone has formed them
- importation act no long nerfs tech.
-
East India Trade Company is now valid for any westernised nation not in
asia.
- Tweaked triggers for naval_convoy_system
-
restore_byzantine_empire now changes government to imperial_government
-
Restoring the Byzantine Empire now gives Byzantine national ideas
- Ottomans
can no longer rename to Byzantine Empire.
- The Anti Piracy Act and Hire
Privateers are no longer mutually exclusive
- Removed province 548 West Berar
from requirement of hindustan_nation_eastern_aryan decision
- Swedish
military reforms are now less potent.
- Manchu will no longer appear to lose
their ideas when reforming out of Tribal government
- Modifier
hsa_military_reform no longer gives negative army and navy
tradition
#################################
#
Setup
#################################
# Major
- Reworked map
of Eastern Africa.
- Reworked map of North America.
- Boosted basetax in
brazil, la plata, spanish main, mexico & central america
- Added river
estuary modifiers to Stadacona, Manhattan and Swampy Cree
- Removed Center of
Trade modifier from Stadacona and Manhattan
- Mombasa now have a trade centre
modifier.
- Lappland, Kola and Karelia now starts as cities
- African
units now have cavalry
- Asian level 4 now have correct cavalry
#
Minor
- Moved some provinces from Asia to Europe
- Revised a lot of
province cultures in South America
- Fixed a few amount of scope bugs in
various events
- Fixed a scope bug with ROOT/FROM in wargoals
- Fixed a
scope bug with Russian Grand Embassy event series
- Fixed bad from-scope when
evaluating missions.
- Changed trade goods to naval_supplies in 137
Ragusa
- Changed basetax and manpower to 5 and 3 for 137 Ragusa
- Updated
some province history for 137 Ragusa
- Mission monopolize_japanese_cot can
only trigger once
- Fixed some bugs to Indian alliances
- Oran, Mellila,
Tantiers & Ceuta are now slighlty larger so its possible to click on
them
- Renamed Swahili to Kilwa
- Sofala is worth less tax, Mombasa &
Lamu worth more.
- 481 - Bermuda now belongs to colonial_eastern_america
-
Removed the_spanish_main from fur trade good
- kashgar is now in kashmir
tradenode.
- ogaden is now in gulf of aden tradenode, like all other adjacent
to it.
- Renamed the capital of Malta to Mdina
- SAV_ideas are now valid
for Sardinia-Piedmont as well
- al_misr_arabic is now Egyptian
-
al_suryah_arabic is now Syrian
- al_iraqiya_arabic is now Mashriqi
-
maghreb_arabic is now Maghrebi
- Bedouin Arabic is now Bedouin
- Added
native values to all settled provinces in North America
- Moved guajiro to
the carribean culture group
- Split South American culture group into Andean,
Je-Tupi and Chonan groups
- insult_rival mission no longer trigger if you
already have a cb_insult or a truce
- Fixed and tweaked country history files
for ENG and GBR
- Split off South Georgia form Falklands
- Hunyad and
Maros are no longer occupied by on-existent Transylvania in 1507
- Mission
subjugate_algiers no longer fires unless Algeria exists
- Fixed a missing
modifier in event colonial_nation.199
- Fixed wrong independence date for
Nipmuc and Munsee
- Removed legacy nationalism flags from country history
files
- Removed Japanese occupation of 1015 in history due to no war
-
Removed French occupation of 102 in history due to no war
- Changed province
name Ajuraan to Ajuuraan, same as the country
- Renamed province 2023 from
Lenape to Munsee
- Mission reclaim_jerusalem is now for Europe only
-
Mission restore_holy_see is now for Europe only
- Mission
keep_rival_out_of_italy is now for Europe only
- Mission italian_ambition is
now for Europe only
- establish_canada_colony will no longer fire if colonial
vassal has presence
- establish_usa_colony will no longer fire if colonial
vassal has presence
- establish_carribean_colony will no longer fire if
colonial vassal has presence
- Fixed the history file for 612 Thang Long
-
Lorraine is now part of the Hundred Years War
- Replace comanche culture with
shoshone
- Russian annex missions will no longer trigger for subject
nations
- Pisa losts its University.
- Placed the remaining north american
cultures into correct culture groups
- Remowed SWE-NOR alliace of 1814
-
england now discovers powhatan in 1584.
- recently formed republics are less
shaky when starting at later bookmarkes.
- ambrosian republic can now be
forceconverted away.
- Updated African alliances to include new protectorate
mechanic
- Removed Japanese occupation of 1015 in history due to no war
-
Removed French occupation of 102 in history due to no war
- powhatan is now
northeastern american region, not eastern.
- finish_reconquista now only
succeeds if the mission country owns all targeted provinces
- Switched names
between units tags african_dragoon and african_hussar
- Added
mesoamerican_spearmen as the mesoamerican base unit
- Updated
historical_units for meso- and south american countries
-
royal_marriage_threat now checks for num_of_free_diplomatic_relations = 1
-
royal_marriage_mission now checks for num_of_free_diplomatic_relations = 1
-
Divided the new_world units into the three new groups
- Added province
history files for seven wasteland provinces
- Macau is now in the correct
place
- Less chance of english_colony_in_the_carribean mission if it has a
colony in the region
- insult_rival mission no longer trigger if you already
have a cb_insult or a truce
- The usa_declaration_independence_flag is now
set in the USA country history file
- Mission subjugate_algiers no longer
fires unless Algeria exists
- Interregnums after game start will now
correctly show up as such
- finish_reconquista now only succeeds if the
mission country owns all targeted
provinces
#################################
# Stability &
Performance
#################################
- Fixed CTD when running
a save game from 1.1.
- Fixed CTD when loading a save game from in-game.
-
Fixed CTD in sell province diplomatic action.
- Fixed CTD when quiting the
game.
- Fixed CTD when "on_peace_actor" was triggered.
- Fixed CTD when
listing many cloud save games.
- Fixed CTD related to removed factions.
-
Fixed CTD when reading production_leader_tag from save game.
- Fixed a
potential CTD with non-owned provinces being regarded as cities.
- Added
safety code for if we fail to read a file from the Steam cloud.
- Optimized
handling of large amount of country tags (checks against currently active
countries instead of all of them).
- Multi-threaded new save game zips.
-
Optimized the start-up slightly (no longer do unnecessary opinion calculations
when the history is being
read).
#################################
# Major
Bugfixes
#################################
- Fixed issues with
downloading large mods on Linux and OSX
- Found a major bug with how missions
are saved
- Pending events now gets the correct scope when loaded from
savegame.
- Pending events now saved as namespace names
- Pending events
that is broken, (unlikeley) will be dropped
- Tagchange should no longer
leave leftover merchants of the previous
tag
#################################
# Minor
Bugfixes
#################################
- Fixed bug where all
opinioncache-values was inited to -10.
- Fixed some broken localisation.
-
Fixed some problems with trade ship logic and the Western Europe trade node
-
Fixed a bug that was causing cores to instantly disappear when a country was
annexed in the late game
- Fixed French localisation issues regarding
historical scores and achievements
- Modifiers Primas Germaniae and Legatus
Natus are no longer lost after a month
- Now possible to trade in your
homenode even if its out of range
- Fixed an exploit where you could move out
of Celestial Empire government without losing factions
- Removed unused
script flag from several events.
- Fixed spelling, typos & grammar errors
where discovered.
- Fixed a bug with trade fleets aborting their missions due
to bad supply range calcs
- Fixed a bug where trade fleets could be assigned
to nodes where they could not patrol by right-clicking the node
- Lithuania
will no longer steal Kazimierz as a leader after the union.
- Ignore height
elevation when calculating if on map icon should be visible
- Fixed fleet
icons being stuck at edges of screen
- Fixed missing combat terrain
GFX_combat_terrain_forest
- Don't send Merchant arrived/canceled messages for
undiscovered countries
- Fixed cursor when moving into TI
- Fixed bug
where the macrobuildinterface showed wrong naval units.
- Fixed a bug where
union leaders sometimes ended up in junior partners armies after a reload.
-
coring time is now properly set at reload of a savegame.
- Fixed mismatch in
combat between first participating country and first unit
- Annexing in peace
now costs the correct amount of DIP power
- fixed a bug which caused you to
sometimes get higher legitimacy penalty when accepting a royal marriage.
-
Fixed bug where the macrobuildinterface showed wrong naval units.
- Fixed bug
where hire merc-button was disabled.
- Fixed a bug with set age in
define_heir effect
- Fixed a bug where fleets would retreat into provinces
where they could not repair
- Fixed bug where countries could complete
conquer-missions when another country conquers the target.
- Fixed a bug
where union leaders sometimes ended up in junior partners armies after a
reload.
- Fixed a bug with rebel hunting units where they would constantly
move back and forth between two provinces due to nearby enemy armies
- Custom
province names now gets reset when resetting gamestate.
- Vassals who are in
a coalition against their overlord because of being forcevassalized by their
coalition target in a war will now have their coalition membership cleared the
next day
- hre_strip_glow is now following the hre-button, wherever it
is.
- integrate is now properly blocked when a target capital is occupied,
not overlords.
Je vous avoue que j'ai pas trop le courage de traduire là
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Tacticien de bibliothèque
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#122
14-01-2014, 12h39
R.I.P la Russie....pourquoi nerf un etat qui ne peut casi pas s'occidentaliser, (temps des troubles entre 1550-1650+ refonte occidentalisation qui donne +5 de revolte),
qui est pauvre a en crever
,
QUAND CE STUPIDE PAYS QU EST LA FRANCE
, domine outrageusement tous les compartiments de ce jeu........................
En plus de ca le bonus des doctrines religieuse est aussi nerf...
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Brune
Militaire intermittent
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#123
14-01-2014, 15h12
Envoyé par
Stellaria
Voir le message
,
QUAND CE STUPIDE PAYS QU EST LA FRANCE
, domine outrageusement tous les compartiments de ce jeu........................
Je vous demande de vous arrêter!
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Valarya
Bleu
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#124
15-01-2014, 12h28
En tout cas moi l'histoire des colonie indépendante, ça m'a bien foutue dans la m***. Perte de 35 ducas de revenus, plus risque de révoltes si on cherche à récupérer le manque à gagner ...
ça marche surement très bien pour les nation colonial européennes, mais moi avec mon Japon (je possède la moitié de l'amérique du nord), c'est pas top top surtout que l'on choisi pas si on veut les mettre en indépendance ou pas ...
Et en prime ils ont nerfé les idées japonaises, ma partie est vraiment mal en point suite à ce patch
Dernière modification par
Valarya
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15-01-2014, 12h35
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Hourstak
Magister Militum
Stratège de cuisine
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#125
15-01-2014, 12h31
Je pense que avec le Japon la priorité c'est le Mexique pour rediriger le commerce vers l’Asie, a moins de collecter sur place s'y jamais c'est rentable de faire ainsi
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Valarya
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#126
15-01-2014, 12h37
fait j'avais commencé par les aztèques pour contrôler ce nœud, mais maintenant c'est une nation colonial ... donc j'ai pas encore saisi si on peut envoyer nos marchands transférer etc ... et puis tous les aménagements (batiments ..) fait là bas servent plus à rien ... bref les anciennes parties m'ont l'air compromises en partie par le nouveau patch.
Ps: si un jour j'arrive à faire fonctionner imageshak ou équivalent je posterais ça sur le bon post mais c'est plutôt mal barré entre moi et les posts d'image ...
Dernière modification par
Valarya
,
15-01-2014, 13h13
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Learchusfull
Tacticien théorique
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#127
15-01-2014, 13h49
Ca c'est du patch
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Rahl2545
Le Tigre Cassé
Tacticien de bibliothèque
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#128
16-01-2014, 13h11
Ce patch m'a vraiment mis dans le pétrin!! Les flux commerciaux redirigés (heureusement que j'avais 3 marchands vu qu'entre la baie de Cheasepake il y a un nouveau centre, sinon je l'aurai dans ma pomme) et surtout ces nations coloniales... Plus de revenus d'impots!!! Je suis passé d'un revenu de 118 à 18 par mois! Ma partie (au niveau colonial) est complètement fichue...
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Rem
Père fondateur
Lecteur de Sun Tzu
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#129
16-01-2014, 13h44
Dans la mesure où les colonies se gèrent totalement différemment désormais, je pense qu'il vaut mieux débuter une nouvelle partie
.
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bisthebis
Glandeur assumé
Lecteur de Sun Tzu
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#130
16-01-2014, 17h19
Les nations coloniales commencent avec un taux d'imposition très bas, mais on peut sans danger l'augmenter jusqu'à atteindre un désir d'indépendance à 45%. Une fois fait, tes revenus devraient etre beaucoup plus raisonnables
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Tumu
Capitaine à moustache
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#131
16-01-2014, 17h57
C'est moi où les monarques de l'IA vivent beaucoup mais alors beaucoup plus vieux. Genre Charles 1er de Bourgogne a vécu jusqu'à 75 ans, et son fiston atteint maintenant les 57 ans. Du même style, j'ai Amedeo IX, qui, a 79 ans, me pond un chiar et m'empêche d'hériter de son trône le fils de p...
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Rem
Père fondateur
Lecteur de Sun Tzu
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#132
20-01-2014, 10h43
Petit message de Johan Andersson ce matin :
1.4 altered expansion dynamics in a major way by greatly reducing Aggressive Expansion and restricting 'Vassal Feeding', aka selling provinces to your vassals so that they will core them for you. Not all these changes worked out as desired and thus some tweaks are being made in the 1.5 patch, which will be in public beta for a few weeks.
Selling of provinces is being changed in the following way:
- AI: Will now accept buying provinces as long as the total OE after purchase would not be above 95%
- AI: Subjects will now only accept buying non-core provinces if their OE is 0
- AI: Will no longer accept buying a non-accepted culture province or wrong religion group province unless it is a core, claim, or they have owned it at any point during the game
- AI: Subjects will now only buy provinces if they are a core, claim, or they have owned it at any point during the game
This means that you will always be able to use sell province to restore 'lost' provinces to your vassals. The 'strategic interest' calculation is gone as it was simply too opaque for the player to try and figure out what provinces the AI wanted.
Aggressive Expansion is being tweaked by reducing the effect of range, meaning that your neighbours will react more to large land-grabs, though distant powers still won't really care. The effects of prestige on Better Relations Over Time is also being reduced, as this was a major factor in allowing players to very quickly lose accumulated AE.
Et depuis vendredi, un hotfix (1.4.0.2) est disponible en version bêta (la version définitive devrait être disponible aujourd'hui ou demain si tout va bien). La liste des changements actuels est consultable
ici
.
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20-01-2014, 10h50
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Rem
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#133
20-01-2014, 12h07
Un premier hotfix (1.4.1) est disponible. A noter que les développeurs continuent de travailler sur les problèmes signalés par les joueurs, avec un deuxième hotfix bêta qui devrait être disponible plus tard dans la journée.
Comme indiqué dans mon message ci-dessus, ils prévoient un patch 1.5 assez rapidement (disponible en version bêta dans environ deux semaines).
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Magazin3D
Tacticien de bibliothèque
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#134
20-01-2014, 18h17
Est-ce qu'il est vraiment dispo le 1.4.1 ?? parce que moi je reste sur 1.4 apparemment même si je fais "chek for update" ca me dit "up to date" .. c'est bizard :S
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Rem
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#135
20-01-2014, 18h18
Oui le hotfix est sorti, et il y a même le patch 1.5 qui est dispo en version bêta (ATTENTION : les versions bêta ne sont pas compatibles avec le mode Ironman) :
- Fixed several spelling errors in NEWCOLONIALCOUNTRY_5
- Mission rule_the_seas now give 5 prestige
- Mission construct_grand_fleet now give 10 navy tradition and 10 prestige
- netherlands_nation only cedes French provinces to France if France exists
- Fixed localisation problem for LIBERATE_COLONY
- Event republics.3 can no longer fire for colonies
- Event catholic_flavor.1 will no longer fire outside of Europe
- Added colonial nation variants of event "Minorities flock to $PROVINCENAME$"
- Fixed missing end of desc_achievement_the_five_colonies
- Nouvelle Flandre spelled Nouvelle-Flandre
- Colonies or AI former colonies can no longer form most formable countries
- Added decision for the Pope to be able to move back his capital to Rome
- Fixed a bug where vassalizing a country and taking over their wars would result in all your allies dishonoring your alliance
- Fixed a bug that was causing the AI to refuse support independence request based on their own distance to overlord instead of their overlord's distance to supporter
- The tooltip for annul treaties-option in peace offer view now shows what treaties that will annulled.
- The entries in the loans-list now tells the total amount of money to repay.
- Ships can no longer blockade ports while patrolling.
- Trade winds are no longer used in Random New World, and correctly restored after resign.
- The values in the tooltip for inflation change are now rounded correctly.
- Removed the active country from the federation-list in diplo screen.
- Increased AI aggressiveness
- Rewrite AI logic for returning home when in exile, should hopefully resolve all issues with exiles being stuck in foreign countries
- Fixed another bug with AI exiles stuck in foreign countries
- Fixed a bug in naval invasion AI that could cause AI to become stuck in invasion mode without ever boarding ships
- AI: Should now be much better at transporting troops to allies' territory during war
- Fixed an issue where AI countries without armies would not build troops because they were waiting for money to build more expensive unit types
- Added a checkbox to decisions to set whether or not you want to be notified about the decision being available to take
- AI: Will now use larger stacks when carpeting sieging high level forts
- AI: Will now lift sieges in order to attack enemy armies that are besieging higher priority targets
- AI: Now considers terrain and leaders a bigger factor when determining combat odds
- AI: Now much more reluctant to enter scorched provinces
- The message notification for reaching max improve relations now has a button for recalling your diplomat
- Reaching max improve relations will no longer automatically recall your diplomat
- AI: More prio on conquering pagan states with gold provinces
- AI: Will no longer diplo-vassalize HRE vassals if it is trying to enact Renovatio
- AI: Will now take out more loans if fighting in a war where their independence is threatened
- AI: Will now consolidate badly damaged regiments if low on manpower or about to enter battle
- Fixed another issue with supply range cache and undiscovered provinces
- Allied overlords of nations you are declaring war on will now correctly show as not willing to join the war on your side
- AI: Will no longer ignore small nearby enemy stacks if they have nothing better to do
- Some effects that gave +1000 manpower (which is iirelevant), now give a full years manpower in a few events.
- Merchant Shipping Act has been changed, and now gives +1 merchant as an effect, but is only available to countries with 5 ports, and requires full trade & naval ideas.
- Importation Act is now just a trade bonus, but requires full trade & administrative ideas and nothing else.
- Merchant Adventures now gives +33% trade range instead of +25%, allowing a trading netherlands to reach Western Europe.
- Polish revolt events are a little bit stronger now.
- Fixed a bug where AI nations would be unable to cancel a treaty of support independence even after they had ceased being willing to uphold it
- AI: Will no longer demand the return of unlawful territory from its allies and dependancies
- AI: Will no longer send missionaries to non-core provinces
- Reduced trust impact on HRE elections to fit the new trust calculations
- AI: Should now always try to cede a siege to warleader if it has no interest in the province
- Fixed some bad tooltips in call to arms diplo reasons
- Nations that are supporting independence will now automatically join their supported nation in an independence war unless they have a truce or is fighting in a war together with its overlord
- AI: Will now ignore attitude towards a nation's allies when checking whether to answer call to arms from a nation whose independence it is supporting
- Default sort for protect trade is now "trader present", as that is usually what you want to send to.
- Bavarian Archbishops can only happen at an actual ruler change for Cologne now.
- East India Traderoute triggered modifier is now available for americans and africans, and is no longer limited by <30% mercantilism.. effect is now +5% trade income.
- Western Arms trade now reduc es techcost by 10% instead of 5%.
- Junior partners in a union is no longer allowed to change government.
- You can now always core a province adjacent to your colonial subjects.
- Reformation (and Calvinism) now only happens in Europe.
- Giving a colony independence now gives them +100 opinion of you.
- Support Independence is now cancelled if the overlord is giving a colony away.
- Revolutionary Republic now becomes a revolutionary empire instead of despotic monarchy if tradition is too low.
- The General estates now requires inflation at at least 10, and 50 bankloans.
- Fixed a few issues that made Napoleonic era not working as intended for France.
- Cardinals will no longer spawn from territories not on the same continent as the Holy See.
- Colonial Governments now have a severe malus on Papal Influence.
- Funj should no longer spawn with lots of natives in it.
- Ships will no longer spread their damage as much in naval combat, and will keep firing at ships with 0 morale to sink them if possible.
- achievement_no_pirates_in_my_carribean now count vassals as well
- Fixed a bug that was preventing the AI Emperor from granting Electorates under certain circumstances
- Fixed a bug where AI armies would be locked up wandering back and forth between provinces trying to find a resting spot
- AI: Will now use more artillery in its armies
- Fixed a bug where you could annex a nation with an isolated capital by demanding all their provinces individually
- Fixed a CTD in call to arms
- AI: Will now prioritize steering to capital in virtually all situations where it is an option
- Regencies can no longer have the Militarist AI personality
- Tweaked several missions to have better triggers
- Can no longer get the same mission twice
- Fixed a bug where AI native states could build normal buildings due to missing script triggers
- When playing random new world: Trade routes leading to a trade node, located in random new world, not yet discovered is no longer visible on the map.
- Fixed Liberty Desire Trigger tooltip.
- Money out of thin air exploit plugged. You can no longer send subsidys to subject nations.
- Tweaked Construct Grand Fleet mission probability to be lower-.
- You will no longer get empty units when annexing a vassal or integrating a union partner.
- Reworked prices to take colonial system better.
- Fixed a bug which caused monarchs to get different stats than what was shown in tooltips from events, when a dynasty was defined for them in the event.
- Annexing or integrating another country now makes you take over all their dependencies as well.
- Tweaked some morale bonuses
- Fixed bad grammar in EVTDESC870
- You can no longer use special characters when pasting from clipboard.
- Navies retreating now pick closest port with naval distance, not the shortest how birds fly.
- Fixed a bug where you couldn't send a colonist to a colony that you had recalled a colonist from.
- Fixed CTD in the console command "own".
- The tooltip on the terrain-GFX in province view now tells what other terrains that exists in that province.
- The federation tooltip in the diplo view now always shows the correct leader.
- Fixed bug where AI countries sometimes started new federations even thou they already were member of another federation.
- The "change capital"-message now displays the correct capital name.
- It's no longer possible to get achievements in observe mode.
- Selecting "Spectator" in the end of game screen now brings you into the real observe mode.
- AI: Will now check to see whether it has transports that can reach the target before launching a naval invasion
- Fixed a bug where a rebel hunting unit would have its movement canceled each day due to another, closer rebel hunting unit that couldn't reach the target
- AI: Less prio on culture conversions unless significantly ahead of time in diplo tech
- Support Independence will now properly be removed when an independence war turns it into an alliance
- Fixed a bug where separate peace in an independence war would end the entire war
- AI: Less interested in vassalizing non-bordering states not of the same culture group (such as hungary & urbino)
- Militarist AI is now more willing to take on high core cost provinces
- Diplomatic, Administrator & Colonial AI are now less willing to take on high core cost provinces
- AI: Protectorates will now use the same logic as independent nations for buying provinces
- AI: Protectorates will now fabricate claims
- Fixed some issues where peace screen would display the wrong amount of prestige gained from certain peace deals
- Return core can now be scripted to give AE for returning cores to vassals by tweaking PO_RETURN_CORES_BADBOY
- Added AI_CONVERT_CULTURES to defines, if set to 0 ai will not convert cultures
- Added VASSAL_FABRICATE_CLAIMS to defines, if set to 1 vassals will use fabricate claims on foreign powers
- Added VASSAL_BUY_ANY_PROVINCE to defines, if set to 1 vassals will buy provinces regardless of strategic interest
- AI: Will now only take the Abolish Slavery act if they have full innovative ideagroup
- Fixed reversed names in support independence popup
- AI: Will now accept buying provinces as long as the total OE after purchase would not be above 95%
- AI: Subjects will now only accept buying non-core provinces if their OE is 0
- AI: Will no longer accept buying a non-accepted culture province or wrong religion group province unless it is a core, claim, or they have owned it at any point during the game
- AI: Subjects will now only buy provinces if they are a core, claim, or they have owned it at any point during the game
- Suggest Demands should now be better at being able to tell when a player wants a province or a vassal from the enemy
- Can no longer ask a state to become a protectorate while either country is at war
- States with slow tech groups will no longer consider themselves Colonial Powers for the purpose of giving fleet basing rights
- Tweaked army recruit AI to be a bit smarter about build order when rebuilding their army from scratch
- Fixed a bug where 'Leader may negotiate for us' was sometimes defaulted to on for players
- AI: Now has a 1% chance of taking option B in Event 9462 "Scheming Bureaucracy"
- Wargoals are now only valid for warleaders, original attacker & defender, and overlords of original attacker & defender
- AI: Will now be more intelligent about what ships it disbands when naval spending is too high
- TRP and TUN are now historical friends
- FRA and BUR are now historical rivals
Fixed correct province number for Delaware in colonial_eastern_america
- "Tariffs on <tradegood>" events now only give 1% liberty desire
- Fixed localisation for liberty_desire trigger
- Value for liberty_desire trigger is now presented as a percentage
- Event 6025 no longer give defensive_modifier/offensive_modifier if you have the opposite one
- Event 6030 no longer gives offensive_modifier if you already have the defensive_modifier
- Event 714 no longer triggers if you have defensive_modifier or offensive_modifier
- Added second option to event colonial.1 and colonial.16 to add to existing colony
- Added an event to inform Austria getting a union CB from event flavor_hun.2
- Added missing localisation for Pequot culture
- vassalize_france mission is now about establishing a union instead
- Events flavor_per.1 and flavor_per.2 now give the correct monarch points
- Portugal is no longer ruled by a twelve-year-old
- Event ideagroups.400 now works for protestant and reformed countries
- Exported DAYS_PER_PHASE to defines
- Exported DAYS_PER_SIEGE_PHASE to defines
- Exported COMBAT_DICE_SIDE to defines
- Natives will no longer get missions to build buildings they can't build yet.
- GUI are no longer locked when entering observe mode when game is over.
- Fixed CTD in CRebelFaction::WriteMembers.
- When migrating, the country now brings the province culture into the new province.
- When migrating, all constructions besides merchants gets moved as well.
- Fixed a bug where the AI would continuously begin and abort blockades due to other AIs attempting the same thing
- Fixed a bug where hostile fleets that were moving and in combat would be 'invisible' to the AI
- Raised diplovassalize base tax cap from 30 to 40
- AI: Will no longer attach to armies that are not anywhere near hostile territory
- Halved Better Relations Over Time effect from Prestige
- Halved AE reduction from distance
- Fixed an issue in admiral AI where boats would not stay in place for blockades due to bad distance caching
- Fixed tooltips for Inter Caetera to correctly display effects
- Fixed tooltips for Native Trading Principles to display all benefits
- Can no longer sell a province to a country that cannot make said province into a core due to distance
- Fleet Basing Rights now always costs at least 0.5 ducats and caps out at a maximum of 2 ducats at 20 ports
- Fleet Basing Rights no longer gives colonial & coring range
- Fixed bad localisation for Japanese Sankin-Kotai idea
- Increased duration of CB on Form Personal Union missions from 10 to 100 years
- AI: Should now properly enforce peace to protect their colonies when they have a chance at winning
- Will no longer get 'Convert Culture' mission for accepted culture provinces
- Fixed a bug where more than eight lucky nations could coexist if lucky settings were changed mid-play
- Fixed another case where two countries could end up migrating to the same province simultaneously, wiping out the first migrant
- Province and capital name changes will now save even if you switch provinces instead of closing province view
- AI: Should now be smarter about where to explore first
- AI: Will now focus more on establishing a colonial nation before colonizing elsewhere
- AI: Less random about where it prioritizes colonization
- Fixed a display issue in core tooltips where it would simultaneously show a core as expiring and never expiring
- North American Natives now known about the Gulf of St.Lawrence, so they can trade there.
- achievement_norwegian_wood is now valid if all provinces are owned by nation and/or subjects
- RFR no longer keeps its previous ruler as consul
- Less stability gains in the revolutionary events for RFR
- Returning cores and releasing nations will no longer remove cores from releaser if the province is of their primary culture
- Fixed bad scopes in slave tradegoods
- Fixed a bug in peace view where the wrong diplo cost would be shown for certain peace options with valid wargoals
- AI: Will no longer accept an offensive call to arms if the caller has a previous offensive war they would not want to join
- Added stars that represent the leader stats on the onmap interface for units.
- Added leader stats to the tooltip for that unit.
- Battles of Foreign Ground event during Liberalism now requires inflation and warexhaustion to trigger.
- You no longer get Exploration CB on subjects states.
- Colonial Government & Native Council are no longer valid targets for revolutionry cb.
- Haida and Miwok can now get resources when colonized.
- AI for natives will now only build buildings thats valid for it.
- You can now collect trade in any node. Not that its a good idea to do it where you don't have fleet bases.
- Detaching a siegestack now always sets "can-attach-unit" to false.
- Fixed a few issues which causes natives &pirates units to just stand still.
- Reforming natives now also update all units to new unittypes.
- Rewrote display of manpower from provinces to make the impact from goodsproduced actually visible.
- Manufactories now display income primarily on the map, not tradevalue.
- Buildings affecting goodsproduced now show income & manpower impact as well in tooltips.
- The OR trigger in The French Revolution now checks for 50 and not 5 loans
- Added republican tradition events for revolutionary republics
- Added more events for a revolutionary France
Dernière modification par
Rem
,
20-01-2014, 18h22
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