1.14 Patchnotes.txt

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# Expansion Features
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- Diplomatic Feedback: There is now a new interface in the diplomacy view called 'Diplomatic Feedback'. Here you can set your attitude towards other nations, see what provinces they are interested in conquering and see their Trust towards you and the amount of Favors they owe. Favors are gained by being allies and helping each other in war, and can be used to raise Trust or to call them into your wars. You can also set provinces as being of interest to your nation, so that AI allies know to give them to you in peace deals.
- Estates: Nearly all countries now have Estates, representing powerful groupings in the country such as the Nobility or the Priesthood. Estates have a loyalty and influence level, and can control territory, granting various benefits at the cost of local autonomy. A powerful estate will have significant effects on the country that are good or bad depending on whether they are loyal or not. Estates that grow extremely powerful will attempt to seize power in the country or break away to form their own nation.
- Native Policies: You can now choose a policy for you handle the native population in colonies between Coexistance, Trading or Repression, with each giving a different benefit.
- Threaten War: Adds a diplomatic option to let you demand a province that you have a claim or core on. If the demand is accepted, the province is yours, otherwise war ensues.
- Force Migration: Added a new casus belli that lets you force a migratory neighbor to move to another province.
- Concede Colonial Area: Added a new peace option available when you have a Colonial Nation to take all provinces owned by the enemy in that region.
- Advanced Change Culture: Allows you to restore cultures or change to neighboring ones at reduced costs, rather than only the primary culture.
- Declare Colonial War: When declaring war, you can now choose to make the war a Colonial War against overseas opponents. This disables calling in your allies, but allows you to call in your protectorates. The enemy can still call their allies as normal.
- Name Your Heir: You can now name your heirs, and a button is available to re-roll another random name.
- Horde Unity: Horde Unity is a new mechanic that for hordes that replaces legitimacy. It decreases at a steady rate and must be maintained via looting and razing provinces.
- Raze: Hordes can now Raze non-core provinces that they own. Razing a province lowers its development permanently and gives the Horde monarch power relative to the amount of development razed.
- Tengri: Tengri nations can now pick a Syncretic Faith from among the religions in their provinces and neighbours. Provinces of the Syncretic Faith are treated exactly as though they were Tengri, using Tolerance of the True Faith, and countries of that religion will view the Tengri nation as though they were their own faith. The national bonuses for being Tengri differs based on which Syncretic Faith is picked, with a different set for each religion.
- Grant Province: Added a new subject interaction that lets you grant a province to a subject.
- Grant Core/Claim: Added a new subject interaction that lets you grant one of your cores or claims to a subject.
- Build Directly to Army/Navy: Clicking the "+" buttons in the Army Panel will build a unit, move it to and merge it with the selected unit.
- Build in Subjects: It is now possible to recruit armies and build ships in your subjects' lands, as long as their Liberty Desire is below 50%.
- Distribute Spoils: When signing peace, gold and prestige is now distributed between allies according to war participation, instead of all of it going to war leader.
- Victory Cards: Countries at 300 development or more will now get Victory Cards every 100 years from 1450 and forward, that will grant 1000, 2000,3000 & finally 4000 points if they are held.  A victory card requires you to own, control & core an entire area, and will be randomly picked from nearby areas of possible rivals.  
- Study Technology: New spy action that allows you to send a spy to a more technologically advanced country to study their technology, granting +1 monarch power per month in each category where they are ahead by at least 2 techs.
- Agitate for Liberty added: New spy action that allows you to send a spy to raise the Liberty Desire of another nation's subject.
- Added events for Tengri Syncretic Faiths.
- Added events for the different Estates.
- Transfer Occupation is now available to players with The Cossacks, even if they do not have Art of War.
- Disabled Sell Province to subjects when Cossacks DLC is enabled since Grant Province is a more fleshed out alternative.

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# Updated Expansion Features
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- Naval exploration missions from El Dorado are initiated when you click on Terra Incognita (if corresponding exploration mission is possible).
- Massive rework to Random New World from Conquest of Paradise, now uses a tile-based system with custom scenarios to create far more interesting and believable RNWs. There is an option to enable or disable 'fantasy' content for RNW such as being able to encounter highly advanced native american empires.

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# Free Features
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- Exclaves will now use regional naming (such as 'Swedish West Africa' instead of just 'Sweden')
- Nation forming decisions now use permanent claims that do not expire unless revoked through war.
- Implemented a concept called Revanchism, which gives countries that lose a war a boost to income and manpower recovery after the war.
- Reworked mercenaries: Instead of a pool that randomly refills, each country now has a mercenary support limit of 20 + 33% of force limits, and can recruit up to this number of mercenaries of any mix of types they want. Mercenaries can now also be included in Army Planner templates, and will automatically upgrad when you change your unit type.
- Replaced the events that assign trade goods to provinces with a system of scripted weights, and made it possible to see what trade goods a province can get by hovering over the 'unknown' tradegood in province view or hovering over the province in tradegoods mapmode.
- No longer possible to pass through a canal if you're at war with or embargoed by controller.
- New map modes selection interface: 10 rather than 6 slots, and four separate group lists: Political, Dipomatic, Geographical and Economical for easier searching.
- A map icon will now appear in a province if combat is predicted between one of your or an ally's armies and an enemy army.
- Macro Builder got a face lift, with more information and sortable columns.
- Country View (the interface you get when clicking your country shield) got a face lift, with more and better spaced information.
- Army & Navy maintenance will now automatically be raised, and forts will be activated, when you enter into a war. This feature can be turned off in the military view.
- Ironman games can now be played with mods and various Gameplay Options. Achievements, however, will only be gained if certain criteria are fulfilled.
- When starting a new single player game, a dialog for selecting Ironman or Normal game is now shown. The dialog shows if/why Achievements cannot be gained.
- Achievements can now be viewed in-game by clicking the Achievements button next to the Pause button.
- Added "Continue Game" button that starts the game from the last locally saved single player game.
- Added "Prevent Nation Ruining" multiplayer Option which blocks certain destructive actions by players that have lost a war as long as the truces after that war are in effect. 
- Added 25 new achievements, 5 of which work specifically with Custom Nations.
- The remaining armies of a country annexed as a result of a peace treaty now become nationalist rebels.
- Cultural unions are no longer tied to tags, but rather can be gained for its primary culture group by any country with Empire rank (in Common Sense) or at least 1000 development (without Common Sense).

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# Gamebalance
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# Advisors
- Countries with incomes less than 10 ducats will no longer get level 2 advisors (except by event) and countries with incomes less than 50 ducats will no longer get level 3 advisors (except by event).

# Autonomy & Cores
- Development levels over 30 no longer contribute to higher coring and culture conversion costs.
- Refactored local autonomy to apply multiplicatively to manpower, tax and production rather than additively. This makes effects of LA more severe.
- Reduced impact of local autonomy on recruit and ship building times.

# Buildings
- Increased base number of buildings per province from 1 to 2.
- Removed build cost increase from tropical, arctic and arid (still has development cost penalties).
- Arctic provinces now have 1 less building slot.
- Farmlands now only has +1 building (down from +2) but is 5% cheaper to develop.

# Capital
- There is now a -5% per 100 country development bonus to development cost in the capital province.
- There is now an increased cost for moving your capital to a province with a lower development than your current capital, higher the more total development you have.

# Culture
- You now get a relation hit with every country that has the primary culture of the culture you are culture converting.
- Changing a province's culture is no longer blocked by primary tag of that culture existing (exported to defines, default 0).

# Diplomacy
- Removed opinion penalty for Competing Great Power as it has little effect and is frequently nonsensical in the early game.
- Increased opinion impacts of rivalry.
- Monarchies that are allied to revolutio...
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