################### # Free Features ################### - Reworked spread of discoveries, instead of spreading on a per province basis, discoveries are now spread in whole regions according to a system fully controlled through scripting. - Map mode panel has been extended to allow multiple map modes per slot. Left clicking/hotkey cycles between them, right clicking lists modes in slot (and allows adding/removing modes to slot). - Pirating in someone's node now causes a scaled opinion hit (up to -5 if they have 100% of trade power in a node) per month, and up to -25 if stealing 50 gold from their treasure fleet. - Added a modifiers screen in government view that opens a list of all country-wide modifiers in your country and shows you where their values are coming from. - Added Dynastic Mapmode. ################### # Gamebalance ################### # Buildings - University shuffle has been fixed by allowing buildings that would increase buildings slots to be constructed when there are no free slots. # Diplomacy - Returning unlawful territory now also makes you give up the claim on it. - You can now demand cores and claims with Threaten War belonging to non-protectorate subjects. - Asking an ally to prepare for war is now a +20 bonus to call to arms acceptance (up from +10). - Trust now recovers faster at very low trust levels. - Trust now recovers faster if you have mutual rivals. # Disasters - Castilian Civil War is now less bloody. - The Civil War Disaster now requires 30 average home autonomy. # Economy - Gold mines can now deplete at any level of production above 1, but the chance is much smaller at low levels of production. # Estates - All estates are now removed from provinces on conquest. - Having an active Estate Disaster will now make the other Estates lose influence and loyalty. - Swahili Trader states will now start with 10 influence from Trade Guilds (Burghers). - Burghers will now also accept provinces with 5 or more trade power. - Most Estate Interactions can no longer be used if another Estate is in power/has an active disaster. - Estates: Loyalty change from granting/revoking a province is now capped at +/- 20. - Church Power from Clergy is now 10% rather than 50%. - Dhimmi Estate will no longer ask for land. - Dhimmi Estate will no longer get influence if you don't own Dhimmi provinces. - Republican Burghers will now accept to be granted any province. - Local autonomy no longer has any effect on land forcelimits and manpower in provinces controlled by the Nobility, Cossacks and Tribes (all local autonomy, not just the 25% from the estate). - Local autonomy no longer has any effect on tax income in provinces controlled by the Dhimmi and Clergy (all local autonomy, not just the 25% from the estate). - Local autonomy no longer has any effect on naval forcelimits, trade power and production efficiency in provinces controlled by the Burghers (all local autonomy, not just the 25% from the estate). - Nomadic Tribes estate no longer gains influence from 'Number of Cities', instead they expect control of more territory in a larger horde. - Changed estate loyalty into drifting towards 50% over time, with angry and happy estates being at 40% and 60% loyalty respectively. Loyalty modifiers have been changed to impact the drift rate. - The events randomly increasing an Estates' influence can now only do so by +10, instead of sometimes changing it by +20. - Developing a province owned by an estate will now increase their loyalty by the same amount as if they had been granted a 1 development province. - You will now lose the corresponding amount of loyalty that you gained from granting a province to an estate if you give it away in a peace deal, war threat, sale or grant to subject. # Governments - Theocracies (with the exception of monastic orders) can no longer convert their rulers to generals. - Devotion now ticks down at a base rate of -0.5/year. - You will no longer need more than 10 seats in parliament regardless of the size of your country, so that constitutional monarchies are actually viable for large countries. - Reduced autonomy reduction of most governments. - Celestial Empire no longer reduces land forcelimit, and instead gives a boost to prestige. - Heirs of own country in Elective Monarchy no longer have weak legitimacy. - Supporting your own heir in Elective Monarchy now costs 10 prestige rather than 5 legitimacy. - Having a foreign ruler in an Elective Monarchy now has a small chance to result in another country of the same dynasty getting a Claim Throne casus belli on them. - When an Elective Monarchy is forced into a personal union they will now change government to their overlord's form of monarchy. - Separate peacing out in the first year of a war if you have more than (individual) -10 war score now leads to a prestige hit similar to dishonoring the CTA. # HRE - You now get -3 stab from DOWing a Free City as the Holy Roman Emperor. - The casus belli from Demand Unlawful Territory now lasts for 10 years, so that it isn't impossible to use against allies without truce breaking. # Hordes - Nomads now get +25% shock damage on all flat terrain (instead of just own provinces), but -25% shock damage on non-flat terrain. - The amount of power gained from razing now decreases by 4% per military tech level above 3, up to a maximum of -80% (5 power per development). - Added -25 opinion modifier when razing province with countries that have core on that province. - Nomads no longer have minimum autonomy in non-Tribe provinces, but government form bonuses to manpower and forcelimits were slashed. # Ideas & Policies - Reduced a number of +1 army tradition bonuses from national idea sets to +0.5 to make it harder to stack (+1 from defensive/quality were not changed). # Nation Designer - Kingdom rank in Nation Designer is now free, and Duchy rank gives you 10 extra points to spend. # Leaders - Female advisor chance now also affects chance of getting female generals, if female generals are permitted. # Power Projection - Power Projection now also gives Horde Unity and Devotion. # Religion - Centers of reformation will no longer appear in unsuitable terrain or right next to an existing center. - The Reform the Cult of Inti reform for Inti countries will now also provide Devotion if undertaken by a theocracy (such as Ichma). - The 'conquest of X' modifiers now give +0.5 prestige (down from +1). - When converting to a new religion, all modifiers in the country marked as religion=yes will now be cleared. - When changing syncretic faith, all modifiers in the country marked as secondary_religion=yes will now be cleared. - Confucianism will now give a 10% cost reduction for administrative tech instead of heathen tolerance. - Mahayana will now give a 5% reduction to Idea Cost instead of Heathen Tolerance. # Revolts - Smart rebels now attempt to actively defend their territory under favorable circumstances. - Rebels can no longer break a country unless they control at least 1 fort (capital or otherwise). # Rivals - Number of potential rivals is no longer limited to 8, but rather you'll be able to pick any suitable nation as a rival. # Subjects - Negative prestige no longer breaks Personal Unions. - Negative prestige will now affect your subjects' liberty desire. - It is now possible to use Place Relative on Throne on a subject not in regency, but with a bigger impact on liberty desire. - It is now possible to Enforce Religion on a subject of a different religion group, but with a much bigger impact on liberty desire. # Units & Forts - Placement of armies at game start should now be much more sensible. - Deliberately retreating with one or more unit(s) now causes a corresponding amount of morale to be lost units remaining in battle on that side. E.g. if 25% of all forces deliberately retreat, 25% of maximum morale is lost. # Victory Cards - It is no longer possible to get a new victory card if you already have 2 unfulfilled ones. # War - You now only lose a little trust with the caller for dishonoring a non-ally call (such as a guarantee or defender of the faith), and no trust with anyone else. - Colonial Nations can no longer be given overseas provinces in a peace deal unless they are the war leader. - You must now wait until 30 days after the game's starting date to declare any wars, to give countries a chance to form alliances. - The AI will no longer ally a country that's in a war and could call it into said war under any circumstances. ################### # AI ################### # Diplomacy - AI subjects will no longer try to embargo on their own (circumventing rules while doing so, which led to collisions with Embargo Rivals). - AI Emperor should no longer DOW Free Cities. - AI: No longer refuses an Electorate due to being a Militarist. - AI: Will now refuse becoming a Free City if Militarist. - Support Independence now considers adjacency to subjects as acceptable criteria for reachability. - AI somewhat more aggressively pursues mission targets. - Fixed Defender of the Faith impact on AI's war evaluation, it was basically inverted. - There's now a +10 bonus for catholic AI call to arms acceptance against crusade targets. - The Emperor should be somewhat less likely to declare war on HRE members now. - AI should be less interested in Agitating for Liberty over long border distances to target now. - AI is now a lot more sensible in what provinces it chooses to claim as vital interest. - AI will no longer rival countries with 80+ trust under any circumstances, and less likely to rival countries with high (but still below 80) trust. - Trust now has a significantly bigger effect on making the AI not d...
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