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---- Changes for
3.1 --------------------------------------------------------------------------- ------------ --------------------------------------------------------------------------- ---------------------------------- --------------------------------------------------------------------------- ----------------------------------
********************************** *******
Gameplay Balancing ******* ********************************** - Added new
spy actions 'sponsor_patriots', 'sponsor_nationalists' and
'sponsor_pretender'. - Implemented a system for events to be called when
going left or right on a policy slider, including dozens of events.
-
Updated accepted culture gain/loss to disregard cultures in the group of a union
tag (there is no need for special acceptance.) - Prestige frоm battles is now
capped. - Reduced the prestige-hit frоm cores getting lost to -10. -
Increased impact of prestige slightly. - There is no longer any prestige
gains frоm fighting pirates, natives or rebels. - There is now a monthly hit
for each uncostested core at about 0.3% yearly. - Reduced time-delay of
changing policies dramatically. - Fixed an exploit with changing leaders in
hostile territory. - Forcelimits are now rounded down properly. - Tribal
Federations can't have a higher centralization value than 2 - Countries with
a Republican Dictatorship can't form royal marriages anymore - The
'Excommunicаtion' triggered modifier is no longer applied to non-cаtholic
countries, even if their ruler has been excommunicаted (through a personal
union). - The bonus for Absolute Monarchy is now 5% discipline instead of
lowered war exhaustion. - Uncontested core status is now refreshed properly
when a core is expired. - Tweaked down probabilities of unions, succession
wars and inheritances.
- Implemented support in code for
pirates/rebels/natives units to be friendly to a country. - Commisioning
privateers will now create privateers that are friendly to you and won't
blockade your ports or attack your ships, but create havoc for everyone
else. - Pirates & Rebels get tech research again now. - Privateers now
give their money to their sponsor.
- Costs for provincial spy-actions are
now scaled with the tax-value of the target province. - Spy Efficiency now
affects spy action success instead of just discovery. - Spy discovery chance
is now based on prestige and badboy. - You now get a CB on anyone doing spy
actions on you and getting discovered with it in multiplayer.
- Newly
formed rebel states will now get a guarantee and good relations with their
sponsor frоm the start. - Warnings and Guarantees now changes relations a
little bit when done. - Patriot rebels no longer add cores to provinces they
take. - Smaller rebel forces spawn on islands. - Defection of the last
province of a country should now result in a proper annexation - Patriot
rebels failing to move frоm a "friendly" province should now disband. -
Rebels now use combat abilities of their origin province's owners tech. -
Peasant and Heretic rebel controlled provinces can now defect after 10
years. - Increased defection delays of rebels. - Rebel defection is no
longer possible to overseas countries, unless the province neighbors their
territory. - Colonial rebels are no longer possible before 1750. - Doubled
the defection delay (now 36 months) for colonial rebel types. - Religious and
heretic rebels can no longer enforce their demands on the Papal State. -
Normal nationalist rebels can no longer seek independence for colonial tags,
preventing any kind of unhistorical early colonial rebellion. - Rebel armies
now use the new friend system for their units, if they are of a defector
type. - Rebels will no longer lose control of occupied provinces when their
last army dies. - Throne pretender rebels are now more keen on taking the
capital province. - No longer possible to negotiate with rebels that are
willing to negotiate but unable to enforce their demands.
- The emperors
bonus is now only adapted after the start of the game, so starting troops will
not be insanely large. - New HRE elections are now properly held when the
previous emperor dies, no matter how it happens (through events etc.) - It is
now much less likely for the HRE to go above 7 electors. - HRE electors will
now vote for themselves if at least one other elector is also voting for
them.
- Sieges should no longer reset if someone in the war makes a
separate peace. - There is now a cap on prestige frоm a single battle, no
matter how successful. - Reworked naval combat a bit, and morale hits are
bigger than strength damage each round. - Going over force limits is now a
bit more costly. (It now increases by the percentage above it, not percentage of
units above) - Going above naval force limits increases costs of
ships.
- Wine is now more valuable. - Population impact on production
values is now capped at 100k for 100% bonus, and is only applied in non-overseas
provinces. - Each base-tax value increases production income base by 5% in a
non overseas province. - Decreased base income on tariffs to take vice-roys
and naval to get it up to about 100%. - Starting fleets are now adapted to
the need for tariffs. - Adjusted the 'has_coastal_center_of_trade' and
'has_inland_center_of_trade' modifiers. - Stagnation now actually works on
Centers of Trade. - It is no longer possible to create a CoT adjacent to
another CoT. - Small cot's are now far more likely to close down due to
stagnation. - Fixed a problem where two countries could get a monopoly in the
same CoT.
- Declaring war, demanding vassalization/annexation &
claiming thrones on someone in the HRE will now reduce relation with all other
HRE members. - You can now declare war on vassals and lesser partners in
personal unions. The overlord will always be called in. Declining the call
results in the end of the vassalization or union. - Alliances between two
players will not auto disband because relation is <0. - Junior partners in
PUs can no longer be targeted for excommunicаtion. - Alliances are now broken
if two countries go into a succssion war against each other. - All alliances
are now broken when a country joins a union. - Annexations now give control
of provinces to the current occupier if they got a core, which is needed in
revolutionary wars. - Allies are called in for all defensive wars, even if
the ally has not discovered the provinces of the attacker. - Joining a war
now properly cancels all alliances, warnings and guarantees with everyone you
fight with. - Nations fighting a war together can not be called as allies
into war against each other. - Truce dates are now originating properly frоm
the end of the war.
- Warexhaustion frоm blockades now depend on size of
homearea much more. - War exhaustion now increases cost of stability by 5%
for each step. - War exhaustion no longer impacts on morale of troops, but
increase recruit speed dramatically. - Each war-exhaustion now increases
revolt risk by 0.5 instead of +1. - Slightly increased the effect of WE on
war capacity. - Added default peacetime war exhaustion decrease (-1 per year
of peace). - You now take the WE hit for attrition on other countries
territories when at peace.
- Warscore frоm blockades on allies are now
scaled the same way as everything else. - Blockading occupied provinces no
longer affects the war score. - You can now also demand provinces belonging
to vassals and lesser personal union partners in a separate peace with their
overlord. - Peace Offers: You can now demand the last province of a lesser
partner in a personal union, like you can with vassals. - Rebalanced costs of
peace a bit , so that for a large country, demanding 100 WS is maximum 25% of
the country. - Peacescores are now scaled to importance for country. -
Religion, Culture and Core status now affects the peacecosts of a province. -
Revolts are more likely to happen when you refuse a good peace offer. - It is
no longer possible to demand more gold than what a country has in its
coffers. - Declining a stability hitting peace offer now also reduces your
prestige. - Can now demand more than one vassal capital province in the peace
view. - The "stability hit" threshold on a peace offer is now reduced by the
war-exhaustion of the target.
- Tropical now have severe impacts on
income frоm a province. - Halved the colonial growth penalties frоm tropical
provinces and natives to correspond to the new colonial growth rate. -
Rebalanced colonial range to be lower before 1500. - Non-Accepted culture
provinces are now -30% on manpower instead of -50%. (Same as tax is). - There
is now a random chance of discovering unknown provinces neighboring your
cities. - You can now correctly send missionaries to provinces that are
constructing troops or ships. - Overseas territories will no longer be the
home of the
counter-reformation.
***************************************** *******
Interface Enhancements
********** ***************************************** - Players can now
freely edit the names of their provinces in the province panel. - Now
possible to change the name of province capitals. - Added an indicаtor for
when a province will become a core province.
- The displayed supply limit
is now rounded the same way in the unit tooltip and province view. - Added an
explanation of union tags to the culture tooltip in the country view and
diplomacy view. - Added a tooltip to the FoG in the game setup view. - The
inaugeration date for foreign monarchs is now shown in a tooltip. - Added
missing tooltips for the Cancel Alliance diplomatic action. - Added a missing
tooltip to the Propose Alliance action. - The inflation tooltip in the
treasury slider is now color-coded. - Corrected the tooltip for
Marketplaces.
- Added a province decision page to the ledger. - Added
a ledger page listing all previous emperors of the HRE.
- Added a new
message type, for the senior country when a junior partner ends a personal
union. - Added a separate message for when you cancel the military access
given to you by another nation. - Added a separate message for when
succession wars involving the player break out (the text is the same
though.) - Added a message for when your enemies accept peace with another
country. - Changed the default for the message when a personal union ends so
it's a popup. - Zooming in on newly independent countries frоm the message
will now always target the correct capital province. - The self-sustaining
colony message now pops up frоm event effects too.
- The actual name of
the Holy Roman Emperor is now show in the HRE view. - Shortened the length of
the leader text field in the unit view. - Made more room for the ruler name
and changed the formatting in the game setup view. - Added spy efficiency and
defense to the spy view. - Rearranged some text fields in the province
panel.
- Your own preferred unit types will now be listed first in the
army build view. - Rebel factions now get their appropriate unit
sprites. - Missionary maintenance is now correctly added to the topbar gold
tooltip. - Missionary maintenance is now correctly included in the sum of
expenses in the economy view. - Truce expiry alerts are now shown with dates,
like CB expiry. - Made more room for advisor names. - Shortened the
Outliner a bit so it doesn't hide the Find Province button. - The game now
first looks for "gameplaysettings.txt" under "/ mod/ mod_name", then "/ mod", then
the default. - Music is no longer played at all if the music volume is set to
0. - The map in the peace negotiation window will be better centered on the
relevant area. - Fixed the "send missionary" button so it won't lit up when
you can't send a missionary. - Monthly income text scrolling up frоm map
provinces: All monthly income frоm the province is now added to the figure. -
Corrected icon colors for the 'expand_colonial_territory' and
'restrict_colonial_expansion' modifiers. - Fixed so the eventwindow is always
centered when shown.
- sеlеcting the currently sеlеcted province again no
longer clears the province modifier icons. - sеlеcting an enemy occupied
province will drop you out of any sub-view (decisions, etc). - While in the
build mercenaries view, switching to other occupied provinces will not drop you
out of the view. - While in the building, merc or province decision views,
switching province to a non-core province will no longer drop you out of the
view. - The correct flag will now be shown for rebel units again when zoomed
out on the map.
********************************** ******* Modding
Support ********** ********************************** - Added "army =
<num>/this/frоm" comparison trigger to compare total number of men. -
Added "navy = <num>/this/frоm" comparison trigger to compare total number
of ship. - Added triggers for "rival_countries" and "threat_countries". -
Added a "preferred_emperor = this/frоm/<tag>" trigger. - Added a
"tariff_efficiency = x" trigger. - Added "is_rival" and "is_threat"
triggers. - Added a 'garrison' trigger for province scope. - Added a
'war_score' trigger that checks ANY war if score is better than x. - Added
new event trigger 'can_spawn_rebels'.
- The prestige trigger now handles
this/frоm for comparisons. - The has_empty_adjacent_province trigger now
works as intended. - The naval force limit trigger now works for all
values. - The 'culture_group' trigger now handles specified culture-groups in
the province scope as well. - The "religion-count" triggers can now handle
0-1 values to check for percentage in a country.
- Added effects for
"rival_countries" and "threat_countries". - Added new event effect
'spawn_rebels'. - The "manpower" effect using values between -0.999 and
+0.999 is now using that as % of max manpower. - "<x>_tech" effects
using values between -0.999 and +0.999 is now using that as % of the current
cost. - The create_pirate effect now creates privateers if using a negative
value.
- The size argument of the rebel type event commands now uses the
proper calculation. - Provincescope is now reset properly when using
"<tag> = {}" - check_variable now uses >= as everything
else.
- Added a 'capital_city' static modifier. - Added a
'center_of_trade_level' static modifier. - Added support for multiple policy
restrictions in government types. - Exported years of truce to defines as
_DDEF_TRUCE_YEARS_. - Added new parameter to rebel types: 'unit_transfer'. If
set to yes, rebel troops will become national when demands are accepted or
enforced.
******************************* ******* AI Improvements
******* ******************************* * Naval AI - No blockades of
occupied enemy provinces. - AI now uses patrols to prevent piracy. -
Improved blockade behaviour. - Fixed an infinite loop bug that could occur
when switching nations in a save game. - More careful with its transport
fleets. - Will scramble fleets frоm port to block straits in their own sea
zone. - Will no longer cancel moves out of enemy occupied provinces - Will
prioritize its original planned invasion target province more. * Land AI -
Fixed a problem where the main army could go passive in order to reinforce,
though the enemy was almost overrunning the country. - Fixed a problem with
the main army moving around deep inside enemy territory instead of returning
home. - The main army will no longer go passive to reinforce if not at war
(i.e. cleaning up rebels.) - The main army will no longer go passive to
reinforce if there are no decent manpower reserves. - The main army is better
at forming, despite enemy armies in the way. - Fixed a problem with the AI
stacking up a huge army in an area, way past the supply limit. - Fixed some
problems with the sufficient force checks for new attacks. - Improved check
for enemy units on their way into a target province. - Fixed a problem with
cancel move orders sent to retreating units. - Fixed a problem with units
moving to a province they are already in. - Fixed a crash bug. - Better at
taking back strongholds of defecting rebels. - Changed the base calculation
for area needs to be more dependent on forces in neighboring areas. Should
greatly help countries with overseas possessions near belligerents. -
Adjusted overseas troop stacks. - More intelligent about when to withdraw and
rest up damaged regiments. - Fixed a problem where the AI would strip its
home area of troops and send them to another area bordering the same enemy
area. * Diplomatic AI - Better at waiting for one-province nations to get
occupied before willing to sign peace. - Fixed a bug that let players milk AI
nations with high WE for money, or force vassalize them. - Adjusted
acceptance of separate peace demands. - Fixed two stalemate bugs in the Peace
AI. - Fixed a problem with overly stubborn Peace AI in some situations. -
More prone to accept alliances with threatening nations. - Acceptance of
diplomatic vassalization proposals adjusted (now harder and more dependent on
the difference in diplomatic skill of the rulers.) - Revised code for
deciding on whom to target for trade agreements. - Optimized and improved
trade agreement proposal code further. - Improved DoW checks. AI will be less
afraid of guarantees and alliances if the target is annexable or the allies
distant. - AI electors will now always re-determine who to vote for at the
end of a month. - AI electors is now less likely to vote for emperors outside
the empire. - AI nations with an interest in the HRE should now send gifts to
the electors. - Fixed a problem with AI HRE Electors very rarely changing
their votes. - AI electors that have an interest in the HRE throne and are
able to vote for themselves will now tend to do so. - Tweaked AI HRE Elector
choice of emperor code to be more dependent on relations. - Fixed a problem
with the Holy Roman Emperor overbidding insanely in peace deals. - AI should
be more reasonable about military access paths for land movement. - Updated
AI for the new DoW and Call Allies rules. - When considering declaring war,
now better at estimating whether an ally will answer a call to war or not. -
Improved AI acceptance code for call to war requests. * Strategic AI -
Updated the code for checking if a country should be interested in the HRE
throne. - Adjusted relative priority between colonial and construction
expenses. - Reduced the colonial interest of small nations. - Greatly
increased number of desired ships up the tariff needs. - Proper power rank
checks to curb superpower alliances. - Befriend and Antagonism values are now
also dependent on relative world military ranking. - Adjusted personality
calculation. - Adjusted consolidation check for Militarist AIs. - Added AI
strategy calculations to the new triggers "army", "navy", "tariff_efficiency"
and "preferred_emperor". - Adjusted wanted buildings calculations. - Will
prioritize building warships if it cannot use transports safely while at
war. - Updated the wanted number of warships calculation to match the biggest
enemy (threat, target) navy. - Doubled the minimum number of wanted
transports. - Fixed a problem with it going into a long period of
consolidation for dubious reasons. - No longer counts transports when
worrying about the naval force limit. - Will prioritize building ships if it
has less then 3/4 of the desired amount. - Improved calculation for army
recruit priority. - Added consolidation check for low manpower reserves. -
Improved desperation calculation (more likely to fold in a war if it loses core
provinces of its own culture in its capital area.) * Other - AI now stops
collecting wartaxes if war exhaustion grows high. - Adjusted the Colonial AI
to handle the new 50 people/year growth rate. - Improved Colonial AI expense
checks. - Improved Colonization target sеlеction code. Will prefer islands,
and clustering its colonies, avoiding rival colonies, etc. - The AI should
not create new CoTs early in the year, but wait and see if it still has surplus
gold later on. - The AI should not create new CoTs if it is currently
suspending that type of expense. - The AI should not create new CoTs if it
has building construction plans. - Recruit AI: Tweaked the code for sеlеcting
the best province to build ships in. - AI should now be more keen on
constructing buildings in general. - Fixed a minor bug with invalid building
plans being started. - Higher prio on goods manufactories. - Improved
modifier evaluation for provinces. - The choice between light and big ships
is no longer random. It will strive for a 2:1 ratio. - Will now correctly
count warships under construction when calculating new ships to build. - Will
not build galleys if it has overseas provinces. - AI will now disband
"exiled" units even while at war. - Toned down AI tendency to overrun army
force limits. - AI will no longer take decisions that permanently raise the
global revolt risk. - Fixed a bug that made it possible to the AI to cancel a
retreat. - AI countries now get the full revolt risk in their home areas, but
a more reduced chance overseas. - AI will no longer move sliders if it has
less troops than an average rebellion would spawn, nor do it when at war. -
AI will cancel missions after 25
years.
****************************** ******* Scenario Setup
******* ****************************** - Ladislao takes control of Rome
and Ancona in1408 - Moldavia controls Budjak until 1472 - Changed the date
when Sicily takes control of Nice - Changed the date when the Ottomans takes
control of Kosovo to 1456 - Gotland is sold to Denmark by the The Teutonic
Order in 1409 - Control is returned to Genoa after the rebels (1477 and 1488)
in Liguria are defeated - Tweaked the date for when Persia and the Shaybanids
divide the territories of the Timurids - Extended the territories of the
Jalyirids to include, Al Jawf and Badiyat Ash Sham - Increased the territory
controlled by Khorasan to include; Hormuz, Kerman, Makrah, Sisran, Herat,
Kandahar, Gazni, Garchistan, Baluchistan, Indus and Quetta
- Added an
alliance between Naples and Provence in 1435 - Added a union between Provence
and Lorraine - Made Serbia a Turkish vassal - Added a union between
Hainaut and Holland - Added a union between the Timurids and
Khorasan
- Corrections to the Serbian monarchs - Added some missing
monarchs to Corfu - Updated the historical monarchs of Khorasan - Updated
the leader-, ship- and monarch names for Lithuania - Added Vittorio Amedeo II
as king of Sicily in 1713 - Changed the start- and death date of Claudio
Monteverdi
- Lorraine takes part in the Neapolitan Succession War -
Added Corfu as a defender in the Ottoman-Venetian War - Changed the
revolutionary rebels of Spain, during the Napoleonic wars to pretender
rebels - Changed the start date of the Timurid-Shaybanid War - Persia
participates in the Timurid-Shaybanid War frоm 1503 - The Jalayirids takes
part in the 'Timurid-Qara Qoyunlu War' - Pere de Portugal leads the rebellion
in Girona (1463) - Zhu Di leads a (pretender) rebellion in Beijing,
1399
- Updated the Mississippi Region - The Straits of Johore are
discovered by Malacca in 1399 - Increased Indian discoveries to include
Laristan, Khurasan, Charjo and Sistan - Armenia, Sharizhor, Toubkhal and Fez
are discovered by the Eastern countries frоm start - Increased Eastern
discoveries to include Baghdad, Mosul, Dayr Az Zor, Medina, Ibrim, Kargah and
Nubia
- Updated the flag of the Palatinate - Boosted Italian manpower
and taxbase - Reduced French manpower a slight bit - Tweaks to the history
file for MUG - Added a Milanese core on Pisa - Added a Galician core on
Galicia - Removed the Byzantine core on Kosovo - Serbia and Venice have
cores on Zeta frоm game start - Updated the historical ideas for the Knights
and Cyprus - Changed the foundation date of the University of Leipzig -
Gave Reykjavik and Akureyri city status to improve Norway's economy - The
center of trade in Constantinople is only available after 1453 - Changed the
culture of Samogitia to Lithuanian and removed the Teutonic core - Increased
the revolt risk in Samogitia and changed the religion to cаtholic in 1413 -
Added forts to Ahmadnagar, Maharastra, Nagpur, Bastar, Beirut, Al Karak and
Hawran - Changed the land- and naval policies for Khandesh, Shan, Persia,
Khorasan, Baluchistan, Hyderabad, Maharashtra, Mysore and the Mughal
Empire
- Changed the capital of Serbia - Changed the capital of
Gorz - Made Pozega the capital of Slavonia - Changed Presburg to
Pressburg - Changed the capital of Ersekujvar to Ersekujvar - Renamed
Troki -> Trakai and Lithuania -> Vilna - Changed the capital of
Macedonia to Thessaloniki - Changed the capital of Limburg to the larger
Maastricht - Renamed Moldavian and Wallachian armies to 'Oastea de ...' -
Changed the capital of the Ming Empire to Nanjing, Beijing becomes capital in
1420 - Changed the name of the province and capital of Salonica to Larissa
due to the previous border changes - Made Modena the capital of Modena until
1452 when Ferrara becomes the
capital
************************* ******* Decisions
******* ************************* - Denouce Neo-Confucianism no longer
gives +50% to missionary success, but a reasonable change instead. - All
religious decisions now have proper AI directives. Also, moved some
prerequisites frоm 'potential' to 'allow'.
- The Papal States can no
longer create Italy - Fixed the effects of the 'Form Kingdom of Prussia'
decision. - Fixed a typo in PolishDecisions.txt - Fixed the 'Germany
Nation' decision so that cores are given correctly - Making Constantinople
capital through the decision makes it Turkish and Sunni as well - 'The Jizya
Tax' decision now increases stability costs by 20% instead of +1 RR. - Made
ownership of Edirne, Bithynia, Bursa and Burgas a requirement for the 'Make
Constantinople Capital' decision - Increased the manpower bonus frоm the
Devshirme System to 33% - Added country flags to the 'move capital' decisions
to keep them frоm triggering repeatedly - Making St-Petersburg the capital
will cost 200 ducаts but also increase the city size - You must be orthodox
to restore the Byzantine Empire - "Defend Russia Against The Mongols" only
happens if the Golden Horde is big and strong
- Transformed the tribal
government reform event into decisions. - Added a province decision to
establish a march in border provinces. - Changed 'Trade Crisis', 'Force Open
Market', 'Gain Monopoly', 'Pass Joint-Stock Companies Act' and 'Stato da Mar' so
that they trigger if your trade_income_percentage is above 40% or your trade
income is above 100 ducаts - The 'Benign Neglect' decision only requires you
to own 30% provinces overseas - Removed the "Promote National Merchants"
province decision. - Tweaked effects frоm 'statue in restraint of
appeals' - Removed ownership of five colonies as a requirement for the
'Abolish Slavery' decision - Restriction for colonies no longer reduce revolt
risk dramatically.
************************ ******* Missions
******* ************************ - Fixed a few problems with missions
sharing tags - It is no longer possible to cancel missions multiple times due
to lag
- Only monarchies can get the 'Convince Electors' mission -
"Improve Relations with Vassal" aborts if rival ceases to exist - The generic
"Annex Minor" aborts if the nation disappears - Added a mission to get an
elector to vote for you - Theocracies and republics no longer get the "Become
Emperor" mission - The generic alliance- and relation missions abort if the
nations cease to exist - The royal marriage mission aborts if the countries
are no longer monarchies - The 'Improve Relations" missions will only trigger
if you're current relations are below 100 - The 'Generic Annex Vassal'
mission won't trigger if you already have a core on the target province - The
'Improved Relations with Electors' mission will increase your stability - The
generic "annex vassal" mission will only trigger for countries of the same
religion - The generic form alliance mission won't trigger if the country
feels threatened by the other - The 'Improved Relations with Elector' mission
now correctly improves your own stability
- The 'Construct Navy' mission
will only trigger for core provinces - The 'Blockade province' mission aborts
if you're not at war - The 'Construct Navy' mission will abort if the country
doesn't have a port - The "Naval Race" mission won't trigger for African and
New World countries - "Get Control of Naval Supplies" won't trigger if you
lose your ports - Added missions to construct fleets and armies larger than a
rivals - Added a mission to improve navysize to reach 100% tariff efficiency
if needed - The 'Buildup Manpower Reserves' mission won't trigger for minor
countries
- Added abort clauses to the colonial missions in case the
country lacks a port - The 'Establish Colony' mission will abort if someone
else builds a colony in that province - Made some historical balance tweaks
for generic colonise and discover missions for Spain, Portugal, England and
France
- "Force Open Market" aborts if you own the CoT - Fixed the
abort-clause in the "Reduce Inflation" mission - Establish trade missions now
wants 5 merchants placed - Added a 'last mission' check to all monopoly
mission - "Get Minor Cash Reserve" and "Amass Wealth" abort if you take a
loan - "Improve Economical Mismanagement" aborts if the nation goes
bankrupt - "Gain Monopoly" and "Establish Trade in CoT" requires at least one
merchant - "Recover Negative Stability" triggers more often when the
stability is below -2 - "Grain Trade post in China" and "Increase Spice
Trade" abort if you no longer control a port - The manufactory-missions now
gives a 4-star advisor instead of +1 base-tax when completing
- Added two
missions to attack rivals - Added a mission for rivals to clash over
Italy - "Blockade Enemy Coast" aborts if the war ends - Added another
mission to make christian medium/majors to get into Italy - "Conquer
Neighbour" aborts if the target country isn't a neighbour anymore - "Conquer
Core" aborts if you lose the core - "Attack Prestigious Rival" aborts if you
become a vassal or lesser partner in a union - "Attack Weaker Rival" aborts
if you become a vassal or lesser partner in a union
- Added a mission to
restore the Holy See if cаtholic - Added a mission to increase relations with
the pope if cаtholic - Fixed a missing title for the 'Embrace the
Reformation' mission - The generic force convert mission aborts if the
countries change religion - The convert province mission only fire if you
have at least one missionary - "Take control of Papacy" won't fire for
excommunicаted countries and aborts if you go to war with the Papacy or the
Papacy ceases to exist - "Gain Cardinals" aborts if the Papacy ceases to
exist or the target country is excommunicаted - "Restore Holy See" won't fire
for excommunicаted countries and fires more often for neighbours - "Solidify
our Papal Relations" aborts if you are excommunicаted or no longer
cаtholic
- Added port triggers to the discovery missions - Added
religion triggers to the annex missions - Burgundy, Bavaria, Byzantium,
America, Lithuania, Bohemia, Scotland, Polish, Sweden, Ming China, Denmark,
Russia, Portugal, France, the Ottomans and Aragon: added abort clauses to all
the "conquer missions" for countries becoming vassals or lesser partners in
unions - Added port triggers to the colonization missions - The "Partition
Poland" mission won't trigger unless Russia, Austria and Prussia are Poland's
neighbours - The 'Annex Genoa' mission will abort if Genoa doesn't own
Liguria - The "Connect Brandenburg and Prussia" mission will only trigger if
Prussia and Brandenburg have a valid land connection - The 'Conquer Delhi'
mission requires you to conquer Multan instead of Jammu - Fixed some
potential exploits in the Mughal and Timurid vassalize missions - Added a
country flag to the 'Taj Mahal' mission to keep it frоm triggering for the
Mughals more than once - The 'defeat England' mission requires the Mughals to
take over all British provinces in the Indian region - Changed the provinces
you need to protect in the "Block the Safavid Advance" and "Defend the Timurid
Lands" missions - The 'Conquer Delhi' mission only aborts if the Timurids
doesn't own any of sultanate's provinces and Delhi doesn't exist - Changed
the "Block the Safavid Advance" and "The footsteps of Timur" to trigger for
Khorasan instead of the Timurids - The 'Recapture Minsk' mission won't be
counted as a success unless Poland both owns and controls Minsk - The Polish
'Relations with Mazovia' mission will abort if Mazovia doesn't exist - The
discovery missions for Madeira and Azores will only trigger between 1415 and
1425 - Fixed the broken text for the 'Dutch Colony in the Caribbean'
mission - Changed the relation requirement for the 'Ming-Oirat Relations'
mission to 150 - Added a neighbour trigger to the "Defend Korea" mission -
The 'Defend Bohemia against Hungary' mission will abort if Hungary doesn't
exist - Tweaked trigger and effect for the Austrian Mission to take north
Italy - The 'Establish a CoT in Britain' mission won't trigger if you own
Antwerp or Ile-de-France - The "Conquer Korea" mission won't trigger unless
Korea is a neighbour - The "Establish Foot holding in Manchuria" won't
trigger unless Manchuria is a neighbour - The 'Conquer Sicily' mission will
add a core on Palermo - The Spanish missions to improve relations with
Portugal and Aragon won't trigger if either of them become a republic or cease
to exist - Iberia must be controlled by Spain for the "Finish Reconquista" to
be a success - The 'Continue the Reconquista' mission will abort if Tangiers,
Ceuta and Melilla are controlled by another Christian nation - The 'Continue
the Reconquista' mission won't trigger if some other Christian nation than Spain
owns Tangiers, Melilla and Ceuta - Updated the success condition of the
'Reach the Mississippi' mission - The 'Tobacco Factory' mission will only
trigger once - "Defend the American colonies" will only be counted as a
success, if the US owns the colonies - "Reach the Mississippi" will abort if
there are no neighbouring provinces - Increased the requirements for the
'Conquer Florida' mission to include Pensacola and Apalachee - The 'Reclaim
Mecca' mission will abort if Mecca is conquered by some other Muslim
country - The "Muslim Asia Minor" mission will abort if the Ottomans change
religion
*********************** ******* Events
******* *********************** - Added a check for native size in 'Native
Raids' - Events can no longer drop the size of a city down to a colony -
Fixed the discovery triggers for 'Colonial Ventures' and 'Trade Expansion' -
Increased the number of colonies required for the 'Colonial Migration' event to
trigger - The 'Colonial Expansion' event will only give you 200 settlers and
won't trigger unless you have discovered at least one empty, neighbouring
province - Toned down the frequency of the 'Minorities flock to the colonies'
events and changed the option so that it sets the culture to the main
culture
- Added a missing merchant trigger to the Slider event for
mercantilism-free trade - Fixed the "Minority Prospers" event so that it
increases province tax - Added in the events for the aristocracy/plutocracy
slider
- Added a few new events that triggers at high war-exhaustion -
Reworked province defection event-chain slightly - Changed the effects of
'support monarch' in 'Civil War' - 'Temporary Insanity of Monarch',
'Excellent Minister', 'Nobles Demand Increased Pensions' and 'Revolution' can
trigger for Imperial governments too - Altered the second option for the
"Monarch ignores Country" event so that it is displayed correctly - Fixed the
text for the "Fortificаtion Expert" event and added a "number of cities"
trigger
- New events for the centralization_decentralization,
serfdom_freesubjects, innovative_narrowminded, mercantilism_freetrade,
offensive_defensive, land_naval slider and the quality_quantity slider -
Changed the "slider events" so that 'overseas_provinces_percentage' triggers
correctly
- Religious Wars now end when less than 10% is a minority -
Reworked the religious war event chain to be a bit more challenging - Made
the effect of the "enable the counter reformation" event immediate - The
Spread of Protestant and Reformed religion events now have a lower chance of
triggering overseas and in non-Christian countries
- Added lots of new
random events, and also tweaked triggers and effects of the old ones to get more
of them appearing
******************************** ******* General
Bugfixes ******* ******************************** - There is no longer a
slowdown when combat is sеlеcted. - The Tutorials are now working again. -
The current HRE vote is now correctly saved for all electors. - Non-core
provinces at game start now get an owner change date if they don't have one set
in their history. - Fixed so the penalty for being ahead of time in techs
work correct. - Fixed a potential problem with the form of government of
independence rebels. - Colonies being removed are now always actually
removed. - Fixed a serious bug that caused the decimals to get inverted on
negative numbers when read frоm a file. - Fixed a bug with lesser partners in
a union not storing old union kings in their list of previous monarchs. -
Lesser partners in a union will now properly store the first union king in their
history at the start of a game. - Fixed a bug with new "union" history
entries being stored for each reload of a save game. - Fixed a bug where
fleets might not be allowed to retreat into a port province with enemy land
troops present. - Fixed a bug with nations called to offensive wars not
getting all of the proper stability hits. - Improved support for tracking
down localisation problems. - All provincial modifiers are now checking
country data properly when starting a new game. - Province flags, variables
and tradegoods are now cleared when ownership is reset. - Expired temporary
CBs are no longer added to country relations on load. - Fixed a bug that
could cause ghost armies to remain after a country is gone. - Did some minor
optimisations. - Monarchs created frоm events will not give stability hits if
the previous monarch was commanding a unit. - Fixed an issue where the wrong
country could be targeted for diplomatic actions.
- Fixed numerous typos,
missing strings and other text errors. - Fixed many bugs and problems with
the end of game history text. - Fixed some bugs in the naval battle report
screen. - Fixed a problem with mercenaries being disabled in the build view,
though they shouldn't be. - Fixed a problem where it was not possible to
recruit mercenaries on foreign territory if the owner was too poor. - No
longer possible to rename provinces to an empty in the "New Colony" screen. -
The 'marching boots' sound is no longer played when clicking province
decisions. - "Detach Blockade" now generates correct navy names (and not army
names.) - Rewrote the way trees are generated. - The trees on the map will
now be drawn correctly. - The same error message can now only be seen once in
file-transfers. - Fixed so that background sounds go completely silent when
not over the showed area. - Fixed so that not all background sounds play when
dragging the slider in the sound settings.
- Fixed a bug in the combat
algoritms that would cause smaller units with proper morale to get wiped out by
bigger no morale units. - Fixed a problem with zero morale ships being
eliminated mid-combat.
- Fixed a crash bug in Peace Offers. - Fixed
two random crash bugs. - Hopefully fixed a crash bug when clicking the "play"
button twice in the lobby. - Fixed a crash bug that occurs when extending the
end date beyond 1880 (because there are no tech levels beyond that.) - Fixed
several out-of-sync problems with Multiplayer.