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  • Nouvelle version du patch bêta 1.5 :

    Patchnotes:
    ------------
    - Added inf/cav/art icons to unit tooltip.
    - If there are more than one leader in i unit stack, the correct number of stars are now shown on the onmap interface.
    - The chance for enforce peace is now working again.
    - Fixed some broken tooltips.
    - Gaining a core while having the overextension-view open no longer kills the whole list.
    - The sort-buttons for native builds now works/looks better.
    - Added leader icons on units in outliner.
    - Added the name of the tradenode in some tooltips in trade mapmode.
    - Added a setting to enable/disable the floating chat text.
    - Influence actions now contains all actions relating to subjects and influence, instead of just some of them.
    - Relative base tax now matters when trying to make countries into protectorates diplomatically.
    - Frankfurt's Stadtradt is now properly a regency
    - AI: More prio on converting cultures for colonial nations.
    - Fixed a bug where AI units would remain in exile due to not detaching from the unit they were attached to.
    - Subjects can now ally against their overlord, if several of them simultaneously want independence. A subject allied to another subject of the same overlord will automatically call them in if they declare an independence war, but cannot call them in for any other wars. If the war does not result in independece, all rebelling subjects will be revassalized.
    - Balanced personality is now less predominant among rulers with all low stats, and a bit more common among rulers with all high stats.
    - Small AI countries of the Emperor's culture group may now attempt to join the Empire.
    - Fixed a bug where AI colonies would not account for tariffs in their expenses when budgetting.
    - Exported VASSALIZE_BASE_TAX_CAP to defines.
    - Fixed broken sortbuttons in subject view.
    - The liberation view is no longer stuck when closing with ESC.
    - Removed triggers combining any_neighbor_province with is_empty which doesn't work
    - Event colonial.13 "Fur Trade Dwindles" will no longer trigger on a province that has just received its trade_good
    - Option A and C in event flavor_pol.3481 "The Struggle for Royal Power" now gives different MTTH to following events
    - Fixed wrong order of dates in 2012 - Arsigantegok
    - Exchanged direkt text with proper localisation keys in several playes in gui files
    - Changed some text positions in provinceview.gui to better fit with longer localisation
    - Fixed wrong localisation for option B in event flavor_tur.102
    - Removed alliance between Naples and Venice during Aragon's union with Naples
    - Event 5066 can no longer fire while the church_functions modifier is active
    - Added missing localisation for support_independence
    - Fixed another bug that was blocking AI from diplo-annexing its vassals
    - Fixed a bug that was causing Royal Marriages to never be broken on ruler death.
    - Warscore from ticking wargoals is now displayed at the top of the warscore factor lists, instead of at the bottom.
    - AI: Less prio on rivaling countries that already have a large number of enemies.
    - Fixed a bug where AI units that were too large for a fleet's transport capacity would become stuck trying to board ships because of constant splitting off and merging of regiments.
    - AI: Will now recruit generals during peacetime if it is under serious threat from rebels.
    - Fixed a bug in AI where it was miscalculating overall rebel threat from units in rebel-controlled provinces.
    - AI: More willing to declare an independence war if it has proper backing.
    - AI: Will now start the game with their rivals picked, to make for more consistent diplomacy.
    - AI: Now a bit less predictable about who they choose as rivals.
    - Reduced minimum years nation will be in a coalition from 5 to 2.
    - Fixed CTD in peace code.
    - AI: If OE is low, now willing to take neighbouring accepted culture provinces even if they had not planned on conquering them.
    - AI: More focus on annexing small, poorly defended priority targets.
    - AI: Less willing to ally countries with unlawful territory, if Emperor.
    - AI: Much less willing to join an offensive war if already fighting a war on the same side as the attacker.
    - AI: Less willing to join an offensive war if already at war.
    - AI: Much less likely to accept converting their provinces back to Catholicism in event 2036 'Religious Turmoil'.
    - Now a bit harder to ally distant AI powers that have no particular interest in you.
    - AI: More prio on buying ideas when it has multiple unfinished idaegroups.
    - AI: Will no longer consider wasteland as hostile borders during war.
    - AI: Optimized & improved military access logic.
    - AI: Will no longer try to get military access to travel vast distances to a war front under most circumstances (ie, no more Tibetan land invasions of Italy).
    - Fixed a bug where AI countries would continue to ask for military access through another country long after their reasons for wanting it ceased being relevant.
    - AI: Will no longer budget for colonies if the budgeted amount isn't enough to support at least one colony.
    - Governments set to allow_migrate will now work properly for the AI even if they don't have native mechanics enabled.
    - Fixed a bug where you could end up getting a positive relation hit from Aggressive Expansion due to stacking modifiers.
    - AI: Will now turn off force march when entering naval invasion mode.
    - You'll now get a prestige hit if your infiltrate administration-action is discovered.
    - The "is not ready"-tooltip (and "no in synch) in gamesetup is now shown as "X, Y and Z is not ready".
    - It's now possible do decrease tariffs.
    - Fixed bad positions in "new colony"-popup.
    - flavor_fra.3132, flavor_fra.3133 & flavor_fra.3134 revised for new colonial mechanics
    - Reduced MTTH on flavor_por.2 "Atlantic Slave Trade" from 1000 to 600
    - Reduced MTTH on flavor_spa.1001 "Laws of Burgos" & flavor_spa.1002 "The New Laws" from 2000 to 1000
    - Event flavor_spa.1004 now triggers if provinces in North & South America is either owned by country or a colonial vassal
    - Removed event flavor_spa.3176
    - less_colonial_corruption modifier now gives 25% tariffs instead of 50%
    - Added missing russian cores to province history files to avoid too high OE in late game starts
    - Vasselize missions now give a cb for 25 instead of 10 years and abort on the cb expiring
    - Fixed an oos related to monarch that died on different times.
    - Added DLC-icons to the frontend like the once in CK2.
    - Fixed bug where the "release colony"-button was supposed to be disabled.
    - It's no longer possible to increase tariffs to above 100%.
    - Unittypes now updates immediately in macrobuild.
    - Fixed possible CTD when calculating ranks.
    - The "notify decision"-setting now works for all decisions.
    - Changed a lot of adm/dip/mil-references in the localisation to icons.
    - Event 728 'Claims on our Rivals' will now only target rivals that have a valid province you can get a claim on.
    - AI: Newly released countries should now have an easier time finding allies.
    - Subsidies and Guarantees will now be canceled if either country involved becomes a subject.
    - War Subsidies are now simply Subsidies, and can be given even if target country is not at war.
    - Absolute maximum subsidies that can be given is now 50% of monthly income.
    - Absolute minimum subsidies that can be given is now 0.1 ducats/month.
    - Duration of Subsidies are now 5-100 years instead of 6-60 months. They can still be revoked at any time.
    - Opinion boost from getting subsidies now depends on how much money has been given in total, relative to the recipient's income.
    - AI: Will now make use of subsidies to fund poor allies and enemies of their rivals.
    - Fixed a bug that was preventing AI Natives from forming federations.
    - Exported protectorate tech cost difference threshold to lua defines
    - Fixed spelling in IDEA_GROUP_NEEDS
    - Added better localisation for dynamic colony adjectives, i.e. "[Root.Culture.GetName] Louisiana" instead of just "Louisiana"
    - Removed duplicated Donatello advisor
    - Added sculptor Leone Leoni as Italian advisor
    - Nudged postitions for 979 (Aleut) and 978 (Kenai)
    - Nudged positions for Midway
    - Mission change_province_culture will no longer target provinces of same culture group
    - establish_spanish_carribean, establish_spanish_main and establish_spanish_la_plata no longer triggers if region is owned by a subject
    - Fixed spelling in NOCOLONIALCOLONISENONCITYADJACENT
    - Fixed spelling of Stadtradt -> Stadtrat for AAC, ULM, FRN and RIG
    - Added regent = yes to several non-character "rulers" in country history files
    - Fixed a CTD related to malloc-problems when loading a RNW-save after resigning.
    - Fixed broken "utterly trust"-tooltip
    - It's no longer possible to click on a CoA that belongs to a country you havn't discovered yet.
    - Two countries with the same overlord (even through overlord-chains) can no longer start a war against each other.
    - The host will no longer get stuck in lobby if a client unready at the same time as the host starts the game.
    - Made some texts more general.
    - The Tariffs Efficiency-value in economy screen are now shown with the correct amount of decimals.
    - Fixed ambiguous protectorate classification in the tooltips for some diploactions.
    - Distrust now goes away faster if an AI has a good opinion of the country it distrusts
    - Trust now goes away faster if the AI has a negative opinion of the country it trusts
    - Trust with allies now goes up slightly slower
    - AI: Better at demanding provinces for its allies and vassals in a war.
    - AI: Less likely to rival a long-term ally with a very high trust score.
    - AI: Now less willing to ally multiple Great Powers at the same time, to prevent crazy late-game alliance webs.
    - AI: Now much more careful about sending large armies onto islands connected only by straits.
    - Fixed a bug where AI armies could get stuck in allies' lands after a war due to faulty military access logic.
    - Breaking a Royal Marriage will now also cancel Claim Throne if the nation breaking it off is the claimant.
    - Fixed a problem in sell province logic where it was calculating Overextension incorrectly.
    - AI: Will now only buy provinces if OE is 0 or their total OE after buying the province would be equal or less to 50%.
    - befriend_threat_rival and befriend_rival_rival now have better localisation
    - Fixed a bug where nationalist rebels would not be valid due to no culture defection country
    - Fixed the localisation for Saint Lawrence, Nelson and Hudson river estuaries
    - Event flavor_jap.41 "Heirless" can now only trigger for JAP if they are a monarchy
    - Event 5076 "Cities demand old rights" will no longer fire for natives
    - Removed incorrect info about war taxes from WARTAX_OTHER_3
    - Removed incorrect into about war taxes from HINT_TAXES_TEXT
    - Removed incorrect into about war taxes from HINT_WARTAXES_TEXT
    - The has_new_dynasty trigger now works correctly
    - Giving into religious rebels changing your religion now gives a -3 stability hit (same as on convert)
    - Added MP-option: Locked ledger. (yes/no)
    - Added MP-option: Only host can save. (yes/no)
    - Added MP-option: Editable savegame. (yes/no). If this option is disabled, the save will be saved in binary and it will also not be possible to start the savegame in singleplayer.
    - CSetDLCsCommand is now correctly posted by the host during a hotjoin. This caused instant hotjoin-oos if host had DLC on but not client.
    - The settings values in gamesetup are now set from settings directly after loading a savegame. This solved a bug where you could work around the settings in the savegame by enable/disable ironman before open the settings screen.
    - A hotjoining player should no longer be able to press play/ready before the savegame is fully loaded.
    - Bohemia now has +10% (from 5%) Imperial Authoriy and +10% (from 5%) Infantry Power.
    - Hofgericht and Reichsregiment is now good for members as well.
    - You can now force countries to cancel protectorates in a peacetreaty, just like breaking vassalage.
    - Merchant Adventures is now 25% range again.
    - Dutch Trading Spirit now gives +10% Trade Range as well.
    - Traderange from tech no longer gives access to the entire globe.
    - Reworked the reforms events to be more relevant to eu4, and far more fun.
    - The emperor can no longer exploit converting his own religion for IA farming.
    - Cardinals now have less of an impact on spread of protestantism and reform.
    - Tweaked price algoritm for slaves.
    - Cores are assigned before ownersip change when forming colonies, so buildings should no longer be destroyed.
    - flavor_fra.3790 no longer require Napoleon being ruler
    - Changed MTTH for event flavor_fra.3790 from 300 to 100
    - Fixed and rearranged columns i subject screen
    - The checkboxes for ironman/RNW/observer in gamesetup are now buttons and WYSIWYG.
    - The lobby now writes "observer" as country name on the right side if observe mode is checked.
    - Chosing to play as a released vassal in MP will no longer force all the players to play that vassal.
    - Host browsing through save game-folders will no longer crash the client.
    - Pressing ESC in observe mode: If you're observing a country it will deselect it, otherwise the in-game menu will popup.
    - Fixed an OOS that occurred whenever an observer observed a country that released a vassal and started playing as it.
    - Now possible to exclude ships by unit_type
    - civil_war.6 now has correct localisation for the event option
    - Fixed "Discoveries spread of Kola and Karelia" in log
    - Event 5061 "Saint performs miracle" now gives 50 papal influence
    - add_papal_influence effect now sets the actual scripted value
    - Moved the po_estuary_modifier from 112 Venezia to 113 Ferrara
    - Fixed type in "Miguel de Cervantes" event
    - Event 1081 "Papal State" will no longer fire if the papacy is no longer active
    - Event 1082 "The Papal State" will no longer fire if the papacy is no longer active
    - Shortened title for event flavor_rus.EVTNAME3415
    - Fixed spelling in tradition_of_military_service
    - Fixed spelling in desc_corrupt_bureaucracy
    - Fixed spelling in LOADING_TIP_53
    - Fixed spelling in all hindustan_nation descriptions
    - Fixed spelling in ANNEX_WAREXHAUSTION
    - Fixed CTD in CCountry::CalculateColonials()
    - Fixed CTD due to invalid war in CCountry::CalcScoreForDiplomacy.
    - Fixed an OOS that occured if a player selected a country that is a "lucky nation" somethere between the time when the host loads the savegame and the time when the client loads it.
    - The gui for ironman- & RNW-checkboxes is now updated properly.
    - The observe mode now selects the hosts country by default on startup.
    - It's no longer possible to start the game in ironman + observe mode.
    - Fixed inconsistency between trade goods tooltip on map and in the province interface.
    - Country names in end of game screen will no longer break rows.
    - Fixed bug where the ResourceDepleted-modifier didn't get removed when migrating into a province.
    - Fixed wrong amount of decimals in tooltips for inheritance and union break in subjects view.
    - If a player in MP is at war, a war-icon will be shown at that players name in the outliner.
    - Renamed 'Form Chinese Nation' to 'Reform the Chinese Administraiton'.
    - Fixed a bug where Daimyos could no longer declare war.
    - Clarified tooltip for reforming native government to show the core neighbour requirement.
    - Spanish ownership over Friesland now uses same date as the rest of the Low Countries
    - Changed revolutionary_rebels to pretender_rebels in Calais
    - Changed Richard Plantagenet to Edward of York as leader of pretender rebels in Yorkshire
    - Fixed spelling in nationalist_rebels_demand_desc
    - Changed color of Bijapur
    - Capitalized UNIT_ENABLE_PATROL_NEW and UNIT_DISABLE_PATROL_NEW
    - Fixed exploit where you could boost a basetax indefinitely by migrations.
    - Fixed a few ways where tradepower downstream-propagation got interrupted by present power.
    - Fixed a bug in the peace code where returning cores could result in bizarre annexations.
    - AI: Slower to change attitudes towards a country unless their strategic priorities change majorly (for example on ruler death or from picking a conquest mission)

    Commentaire


    • Nouvelle version bêta !

      - When signing a peace against an enemy where your allies in the war are occupying provinces they want, you will now get an opinion penalty towards them if you do not give them anything. Size of the opinion penalty depends on how much they are occupying and how much you yourself are taking.
      - Random new world less random (when loading savegames)
      - Fixed a bug with regencies in has_new_heir trigger
      - Removed decision chinese_nation
      - Moved centralization bonus from chiniese_nation to flavor_mng.17
      - Event flavor_tur.102 now deducts money as intended
      - Added total_base_tax trigger
      - All vassalization missions require target country to have less than 25 total base tax
      - Updatet all loading tips based on feedback from forum
      - If the observer observes a country that gets annexed, the observer will no longer get the end of game-screen.
      - Fixed a bug where lesser in union couldn't declare war on overlord.
      - Loading an ironman save will now show TI in game setup.
      - Steppe Nomads can no longer become Protectorates.
      - Shields for rebels no longer have the "havn't discovered"-tooltip.
      - Added shortcut for natives/subject view.
      - Fixed wierd text in tooltip for the message setting "popup and pause".
      - Fixed some broken tooltips in trade interface.
      - Fabricate Claim discover chance will no longer show "No modifiers" if a rival modifier is valid
      - Fixed missing localisation for event conquest_of_paradise.300 "Ban Fur Trade"
      - Re-wrote north_american_desc to fit the new mechanics
      - Mission insult_rival is not allowed if the target already has the insulted opinion modifier
      - change_controller effect should now work correctly
      - controlled_by = REB should now work correctly
      - Added REVOLT_SIZE_BASETAX_MULTIPLIER to defines
      - Added REVOLT_SIZE_MANPOWER_MULTIPLIER to defines
      - Added REVOLT_SIZE_REVOLTRISK_MULTIPLIER to defines
      - Removed wrong localisation for tag ZAN
      - Ulm now starts with a regent
      - Riga now has a regent after 1561
      - 426 - Mazandaran now discovered by eastern tech group
      - Updated CONNECT_TO_SHIP_DESC to account for new mechanics
      - Fixed grammar in MORALEDESCR
      - Fixed grammar in CONVERT_RULER_NOT_POSSIBLE_DRO
      - Fixed grammar in war_cabinet_desc
      - Fixed grammar in massed_battery_desc
      - Fixed grammar in ahom_diplomacy_desc
      - Fixed grammar in office_of_the_peshwa_desc
      - Fixed grammar in NOREDUCE_WAR_NO_WE
      - Fixed grammar in mediterranean_christian_fleet_desc
      - Fixed grammar in FABRICATECLAIMS_4
      - Fixed grammar in STEER_LATER
      - Fixed grammar in EVTDESC6609
      - Fixed grammar in purple_phoenix.3.d
      - Salzburg country color is now a bit darker
      - Added GetTradeGoodsName text property to provincetext
      - Fixed broken trigger in event 4034 "Social reform"
      - Added chance of noble rebels in "The Revolutionary Republic" events
      - Fixed spelling in revolutionary_republic_desc
      - Renamed 722 - Jurim to Jirem
      - Renamed 660 - Xishuan Banna to Sibsongbanna
      - Fixed grammar/spelling for Dai-Phat cavalry, Ambush Infantry, Redcoat Infantry and Tercio Infantry
      - Fixed grammar/spelling for Black Riders, Yaya Infantry, Muslim Mass Infantry and Qizilbash Cavalry
      - Fixed grammar/spelling for Sowars, Musket Charge Cavalry and Muslim Dragoon
      - Fixed grammar/spelling for Defensive Asian Foot Soldier and Samurai Cavalry
      - Tunis and Tripoli are in a union from game start to 1510 (to represent Hafsid Empire)
      - Fixed errors and updated/added names to Byzantine Empire and Trebizond
      - Fixed effect in wrong scope for event flavor_spa.3153 "The Trade Center of Sevilla"
      - Fixed subject = no in establish_spanish_carribean mission
      - Decision institute_the_societas_jesu now requires adm_tech 10 instead of 9
      - Event flavor_spa.3153 "The Trade Center of Sevilla" now requires a colonial nation instead of 3 colonies
      - Improved Spanish localisation for FORMCOALITIONACCEPT
      - Improved Spanish localisation for "The Catholic League" event
      - Fixed wrong Spanish localisation for quantity_ideas and quantity_ideas_bonus
      - No longer possible to form protectorate when your not in the higher techgroups (no more Aztec protectorate of Sioux)
      - Added more localisation
      - Fixed old tooltip for diplomatic annex
      - Seting a player to control a nation that the player allready controlled will no longer risk start the AI (caused some ingame loading bugs wher colonies where lost)
      - Adding subjects will now update borderdistances
      - Fixed CTD when forming JAP after annexing JAP. Loans for annexed countries are now correctly deleted.
      - Annexing should now transfer dependancies

      Commentaire


      • Ah, la Moscovie va arrêter de mettre tout ce qui l'entoure en protectorat !

        Commentaire


        • Dommage, dans ma dernière partie russe j'avais adoré voir mon protectorat kazanais blobber toutes les hordes sous mon oeil bienveillant
          Et faire de la crimée un protectorat ottoman, c'est quand meme super. (bon après c'est vrai que la crimée protectorar lituanien c'est bof hein...)
          Donc moi j'aime pas trop

          Commentaire


          • J'ai eu une crimée énorme en union personnelle avec l'Ottoman, c'est mieu

            Commentaire


            • Ah oui, certes
              Mais est-ce qu'en contrepartie els hordes pourront etre des vassaux ?

              Commentaire


              • Jamais joué la Russie donc je ne peux pas vraiment me prononcer.

                J'ai par contre l'impression avec ce patch 1.5 que ce sera autant un patch de rééquilibrage qu'un patch de correction brute de bugs.

                Commentaire


                • Ben du coup la Moscovie puis la Russie ne s'étendait pas vers le Sud et était finalement bien plus vulnérable que si elle avait conquis l'Asie Centrale.

                  Commentaire


                  • Petit hotfix :

                    - On map interface for macro interface will no longer get stuck if a province gets sold while it's shown.
                    - Fixed problems with inheriting dependencies on annex

                    Commentaire


                    • Patch 1.5 (présentation thématique)

                      source : http://forum.paradoxplaza.com/forum/...re************

                      Introduction
                      1.5 is shaping up to be an excellent patch. In particular, there are a very significant number of changes related to subject nations and the subject/overlord relationship.

                      I have been testing the betas throughout, trying to confirm that all of the listed changes work, and also keeping a note of changes apparent in the games that aren't (yet at least) in the patch notes.

                      Given the scope and impact of the changes, I thought I'd start writing a guide to all the changes and additions to the Subject/Overlord relationship in 1.5.

                      Change Log
                      • Information accurate as of:
                        • Beta 1.4.1.7; Saturday, 15th February.


                      • Current document version:
                        • Version 0.6 -
                          • Section A, Changes by Subject Type: Protectorates, Colonial Nations, Vassals & PUs.



                      • Next planned update:
                        • Version 1.0, Sunday 16th:
                          1. Subject Independence / Support Independence
                          2. New restrictions on subjects
                            • Selling Provinces: summary of new rules

                          3. Overlord Chains - e.g. DOWing a protectorate of your CN/vassal/PU will no longer break that relationship



                      A. Changes by Subject Type

                      1. Protectorates
                      1. Protectorate or Vassal - General Rules
                        1. "50 percentage-point Tech Group difference" remains the base rule as to when a nation is made a Protectorate instead of a vassal (unchanged).
                        2. Nations that are not made into Protectorates are made into normal Vassals instead (unchanged).
                        3. Nomad Tech Group can never become a Protectorate (hardcoded exclusion)
                        4. "Lower Tech Groups" can never make Protectorates
                          1. Protectorates can be made by Tech Groups which are up to 50% modifier above base/Western.
                          2. Therefore, the following Tech Groups can make Protectorates: Western, Eastern, Ottoman, Muslim, Indian.
                          3. And the following Tech Groups cannot make Protectorates: Chinese, Nomad, Sub-Saharan, North American, Mesoamerican, South American.


                      2. Summary of Protectorate Availability by Tech Group

                        Tech Protectorates
                        Group Modifier Make? Become? Makes of Is made by
                        Western 0% Yes No I, C, SS, NA, MA, SA -
                        Eastern 20% Yes No SS, NA, MA, SA -
                        Ottoman 25% Yes No SS, NA, MA, SA -
                        Muslim 45% Yes No SS, NA, MA, SA -
                        Indian 50% Yes Yes SS, NA, MA, SA W
                        Chinese 60% No Yes - W
                        Nomad 75% No No - -
                        Sub-Saharan 100% No Yes - W, E, O, M, I
                        North American 250% No Yes - W, E, O, M, I
                        Mesoamerican 150% No Yes - W, E, O, M, I
                        South American 150% No Yes - W, E, O, M, I


                      3. Diplomatic Protectorisation
                        1. Making a Protectorate Diplomatically now has a Relative Base Tax modifier
                          1. same as for DipVassalisation.

                        2. Protectorates cannot be made diplomatically while either nation is at war.
                          1. They can still be made through war - so if Mali is at war against both France and Portugal, then either France or Portugal can make them a Protecorate.
                          2. If this happens, then the new overlord will join the other war and become WL.
                          3. E.g. Portugal makes Mali a Protectorate; Portugal now joins as WL in the war against France.
                          4. So your war against a nation can still be disrupted by another nation Protectorising them, but it cannot come as a surprise: you will know it is possible because they have to be at war and losing.


                      4. Miscellaneous Protectorate changes / bug fixes
                        1. A Peace Treaty can now Cancel a Protectorate in the same way as it can Cancel a Vassal
                          1. Doing so will put the newly independent ex-Protectorate into a Truce with both its former overlord, and the nation that caused its release.
                          2. There is no relations modifier - either penalty or bonus - for the nation that causes the cancellation.
                          3. The Warscore cost for doing this is low. Example:
                            1. 1579: France has 2PM vassal Auvergne and 9-province Protectorate, Songhai.
                            2. Portugal in war against France and Auvergne.
                            3. WS to Cancel Vassal Auvergne: 53%
                            4. WS to Cancel Protectorate Songhai: 14%


                        2. Protectorates will now fabricate claims.
                        3. Protectorates use the same Sell Province rules for buying provinces as independent nations; they don't have the restrictions that apply to other Subjects.
                        4. DOWing a nation that is a Protectorate of another one of your subjects (e.g. Protectorate of your CN) will no longer break your subject relationship
                          1. If you DOW a Protectorate of your CN, then your CN will lose them as a Protectorate but you will not lose your CN.
                          2. More on this later under a separate Overlord Chains heading; I put this in quickly here as it's a much-asked-about bug fix.




                      2. Colonial Nations
                      1. Colonial Nation Formation
                        1. Colonial Nations now only form out of cored provinces in a Colonial Region
                          1. In 1.4, you just needed to have five provinces in a single Colonial Region for a new CN to form there.
                          2. Now, you must have five cored provinces in a region.
                          3. This is not a change when you exclusively use colonies to form a CN, because colonies auto-core.
                          4. But it means that if you have annexed territory from another CN or from a native/tribal nation, you must first core it to get a CN to form out of it

                        2. The cored province requirement applies only to the formation of a CN.
                          1. When you already have a CN in a given Region, any new provinces will automatically cede to that CN even if they are uncored.
                          2. Newly ceded provinces will need to be cored by the CN.
                          3. This behaviour is unchanged from 1.4.

                        3. Buildings will no longer be destroyed when provinces cede from you to a newly formed Colonial Nation.

                      2. Tariffs
                        1. Tariffs can now be lowered as well as raised.

                      3. Colonisation/Coring range
                        1. You can now always core any province that is adjacent to a CN.
                        2. Colonial Nations now correctly provide Colonial/Coring Range.
                        3. There are still a couple of bugs as of the latest beta:
                          1. Colonist Travel Time: Colonies without a direct connection to the coast will always show a 601 day travel time.
                          2. Colonial Range: Range is not correctly applied through two successive CNs, causing some provinces to remain uncolonisable unless you can colonise a 'bridge' to them from the coast.
                          3. Both these bugs are raised and hopefully will be fixed for 1.5.


                      4. Colonial Nations forming other nations - Tag changes
                        1. Existing colonies under player control, and former colonies that are under AI control, cannot enact the Decision to form most nations in the game.
                        2. They can still form the obviously colonial ones like Brazil and USA.
                        3. But not for example Great Britain or Germany or Italy.
                        4. Note that for the player, this only applies when you are still a colonial - once you become Independent, the restriction goes away and you can form any TAG that you meet the requirements for.

                      5. AI
                        1. Fixed a bug where AI CNs would not account for the tariffs they have to pay when budgeting (and going bankrupt as a result!)
                        2. AI overlords of CNs are more likely to Enforce Peace to protect their CNs when they have a chance of winning
                        3. AI will focus on establishing a Colonial Nation within a single Region before colonising other Regions.
                        4. Colonial Nation AI has higher priority for converting cultures.

                      6. Miscellaneous other changes/fixes
                        1. Voluntarily giving a CN its independence (via Subjects screen) will give them +100 opinion of you.
                        2. Support Independence is cancelled if the overlord voluntarily releases a Colonial Nation
                        3. Colonial Nations have a 50% malus on Papal Influence, so they won't as often outbid you for Cardinals.
                        4. Colonial Nation governments are no longer a valid target for the Rev/Counter-Rev CB.



                      3. Vassals & Personal Unions
                      1. Inheriting wars on new vassalisation: important bug fixes.
                        1. Inheriting existing wars when you take a new vassal will no longer break all your alliances or causes any stab hits.
                        2. When you take a new vassal, you will still inherit their existing wars.
                        3. But no alliances will be broken as the game will only call willing allies.
                        4. And you will not get any stability hits for Breaking Truce or for fighting a nation with an RM.

                      2. Independence Wars: important bug fix
                        1. A Separate Peace in an Independence war will no longer end the entire war.

                      3. Diplo-Vassalisation Maximum Base Tax cap increased from 30, to 40
                        1. Note that the Maximum Base Tax cap is the Sum of province Base Tax
                        2. The cap is calculated simply by adding up the Base Tax of each of their individual provinces
                          • The Base Tax number being the number shown in the top left of the Province interface

                        3. It does not take into account buildings or any other modifiers.
                        4. It is therefore a different figure to that used for the Relative Base Tax DipVassalise modifier; the cap uses a more generous figure.
                        5. Examples in 1444:
                          1. Denmark has Sum of Province Base Tax = 33
                          2. Teutonic Order has Sum of Province Base Tax = 41, and therefore is just too large to DipVassalise without taking a province from them first.


                      4. Vassalisation Missions
                        1. All of the "Vassalise Nation" Missions have been restricted to only appear when the target nation has 25 Base Tax or less.
                          1. This is again the Sum of Province Base Tax, same as the DipVassalisation Maximum Base Tax cap.

                        2. This will make several of the Missions a lot less useful than before.
                        3. Example: Poland has available a Vassalise Teutonic Order mission.
                          1. Teutonic Order has 41 Sum of Province Base Tax at the start of the game in 1444.
                          2. That 41 Base Tax translates into a 216% Vassalisation WS requirement, which after the 50% Mission discount is only 108%
                          3. So before 1.5, the player could annex any one of their provinces to make the mission possible.
                          4. In 1.5, the player would need to annex two specific provinces, Danzig and Neumark, totaling 17 Base Tax. That would get them down to 24 Base Tax and make the Mission show.
                          5. Given Teutonic Order only have five provinces, the need to take two of them first before you can get the mission does limit its usefulness somewhat - though it does still have some value, as the remaining three provinces would still be over 100% WS and not vassalisable without taking the mission.


                      5. Personal Unions miscellaneous fixes & changes
                        1. Junior partners in a Union are no longer allowed to change government.
                        2. Form Personal Union Missions now give a 100 year CB, not 10.
                        3. Tunis and Tripoli are now in a PU in games started between 1444 and 1510.
                        4. Naples no longer has an alliance with Venice during the historical period when it's a PU-minor to Aragon.


                      Commentaire


                      • Pour information, la beta 1.4.1.7 (checksum: dc70) actuellement en cours de compilation, devrait être disponible aujourd'hui ou demain.

                        Commentaire


                        • De nouvelles corrections
                          Patchnotes 1.4.1.8
                          ---------------------
                          - Fixed crash when AI country changes tag and repays loans at the same time
                          - Fixed crash brought about by annexing


                          Patchnotes 1.4.1.7
                          ---------------------
                          - Fixed freeze resulting from 'inheriting' dependencies on annex

                          Commentaire


                          • Merci pour le relai de toutes ces infos yahiko

                            Commentaire


                            • Patchnotes 1.4.1.9
                              ---------------------
                              - Fixed an annex CTD
                              - controlled_by = REB should now work correctly outside of rebel_types.txt
                              - sieged_by = REB should now work correctly outside of rebel_types.txt
                              - Fixed a bug that was causing countries to sometimes never leave coalitions
                              NB : la mention "REB" est le code pour les rebelles.

                              Commentaire


                              • Et CTD = Crash to Desktop

                                Commentaire

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