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  3. Tinto Talks #95 - 1.1 Rossbach gameplay changes

Tinto Talks #95 - 1.1 Rossbach gameplay changes

[p]Welcome to Tinto Talks, the Happy Wednesday where we talk about what is happening with Europa Universalis V.[/p][p][/p][p]Today we will talk about another big batch of changes we are making to 1.1 Rossbach, and let's start with some big changes to things you have complained about, before going into some new features.
[/p][p] Low Aggression[/p][p][/p][p][/p][p]Highest Aggression Available[/p][p][/p][p]AI Aggression[/p][p]In 1.0.10 we had gotten the AI to be more aggressive, but the experience for the majority of players was not positive. While we have tweaked, reduced and changed quite a lot of logic in it for 1.1, we also decided to make this as a game rule as well.
[/p][p]The normal AI aggression game rule is also far less aggressive than the AI was in 1.0.10, while we have options for those that want something more dangerous as well.
[/p][p]As an example, in 1.0.10 the time between wars was 6 months for the AI, and in the most popular AI mod it was 24 months, which is now the default value for normal AI Aggressiveness.
[/p][p]New Advances and Old Campaigns[/p][p]One complaint we have had was that it was a bit frustrating to get a new update adding advances to a country, and you were in the middle of a campaign as that country, and could thus not benefit from it.  Now in the Rossbach update, all new advances will be added to the tech trees in appropriate places, so you no longer need to restart your campaigns to access them. 
[/p][p]Holy Roman Empire[/p][p]We have done a fair bit of changes to the HRE to make it last longer, and not be gobbled up by France, England and Bohemia by the early 15th century.[/p]
  • [p]AI will no longer do NO-CB wars inside the HRE, while for the player the cost has increased by 100%.[/p]
  • [p]The AI of the emperor will now avoid declaring any offensive wars against fellow members of the HRE[/p]
  • [p]The price of the Golden Bull reduces by 1 with every year, meaning that by 1377 the Golden Bull is literally free to enact[/p]
  • [p]Raised Antagonism for taking lands from other members as a HRE member to 125%[/p]
  • [p]Raised Antagonism for taking lands from other members as a NON-HRE member to 200%[/p][p]
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[p]Return to Port at War[/p][p]This was much requested to reduce micromanaging, so you can now set any fleet you have to escape to a port when at war.[/p][p][/p][p][/p][p][/p][p]Provoke Rebels[/p][p]One of the problems with rebels is that they won’t rebel when you want them to rebel, and they are stalling.  So for the cheap price of 10 legitimacy/etc you can have your perfectly timed Civil War.
[/p][p][/p][p][/p][h3]Now let's go into a few new features that will improve the gameplay in the 1.1 Rossbach update.[/h3][p][/p][p]Appease Estates[/p][p]This new Cabinet Action allows you to focus on an estate if their satisfaction is below 50% and make them happier over time.[/p][p][/p][p][/p][p]Combined Arms[/p][p]While we have rebalanced combat and units a fair bit as mentioned two weeks ago, we also wanted to encourage a more varied army.  Now, if you have less than 50% of the most common type of unit in an army or navy, and we count by regiments and/or ships, not by men, then you have a chance of getting a combined arms bonus in combat.  Every category of unit that has over 10% of the amount of regiments will increase the bonus by +5%.   There are advances that will increase the bonus in later ages as well.
[/p][p]Steppe Horde can have up to 70% of the same type of unit.
[/p][p]Be aware, light cavalry and cavalry are counted separately, and we will in a later update make them into unique categories.[/p][p][/p][p][/p][p]
[/p][p]Unit Formation and Autobalance[/p][p]We talked about the autobalance toggle in the last Tinto Talks, but we did not explain too much about how the units would be balanced.  We did something extra here, and added some templates that you can choose from for how the army should be balanced.[/p][p][/p][p][/p][p][/p][p]New Peace Treaties[/p][p]We have added a few new peace treaties that should help with shaping the map more like you want it.
[/p][p]Transfer Subject[/p][p]This treaty allows you to steal a subject directly from another country in a war[/p][p][/p][p]
[/p][p]Steal Maps[/p][p]And for those of you who like to punch certain exploration focused countries, you can now take maps as part of a peace treaty.[/p][p][/p][p][/p][p]New Diplomatic Actions[/p][p]There are a few new diplomatic actions that may excite some of you.[/p][p]First of all, you can now transfer one of your subjects to another country for a price.[/p][p][/p][p][/p][p]Secondly, we have also added the ability to move locations between subjects, for those of you who really really want to readjust the borders between your subjects.  The AI will never do this though.
[/p][p][/p][p]Lockable Production Methods[/p][p]While the automatic production method selection is pretty decent most of the time, sometimes you want to micromanage individual buildings. [/p][p][/p][p][/p][p][/p][p]We'll be posting more posts about other changes over on our Forums before the weekend, and next week Pavia will be here to talk about the new content for the Rossbach update![/p][p][/p][p][/p][p]
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