1.1.0 Rossbach now in Open Beta!
[p]Hello everyone! Today we're happy to release 1.1.0 open Beta. In our recent video, we discussed some of the highlights and additions coming with this beta, and now we have a full list of patch notes below, and better yet the version itself avaible to try now.[/p][p]⚠️ WARNING You are able to load the save game from 1.0.X versions but our testing indicated that you will probably encounter your country in a unrecoverable state due to how many rules of the game have changed. For this reason we highly recommend starting a new save with 1.1 beta!
Build Checksum: 9d08
[/p][p]Reminder: In order to access the beta you will need to do the following:[/p][p]To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties".[/p][p]
[/p][p]In properties you can find the "Game Versions & Betas" tab, seen below:[/p][p]
[/p][p]From here, 1.1.0 will be listed among the options in the list (For example where it says "1.0.10" in the screenshot above). If the branch is not visible, try restarting your Steam Client.[/p][p][/p][h2]Please report any bugs you may encounter to:[/h2][p]https://pdxint.at/EU5BugReport[/p][p][/p][h2]Give Us your Feedback after playing with 1.1[/h2][p]Once you have played with 1.1, we'd highly encourage you to give us any feedback you have! Of course we'll be taking feedback from across all platforms, but we have several dedicated places for this, so pick which one is your prefered:
Our Steam Subforums for the 1.1 Beta Feedback:
https://steamcommunity.com/app/3450310/discussions/3/[/p][p][/p][p]Our Official Discord (In the forum titled "Rossbach-beta-feedback")
https://discord.gg/europauniversalisofficial
[/p][p]Our Official Forums, In particular the 1.1 Rossbach Feedback Megathread:
https://forum.paradoxplaza.com/forum/threads/megathread-for-1-1-rossbach-feedback.1898777/[/p][h3] ____________________________________________ [/h3][h3]With all that out of the way, here are the patch notes for the beta of 1.1 Rossbach[/h3][h3]____________________________________________ [/h3][p]
[/p]
[/p][p]Government[/p]
[/p][p]Map[/p]
[/p][p][/p][p]Missions[/p]
[/p][p][/p][p]Icons[/p]
[/p][p]Diplomacy[/p]
[/p][p][/p][p]Map Modes[/p]
[/p][p][/p][p]Unit Models[/p]
[/p][p][/p][p]Script[/p]
[/p][p]English[/p]
[/p]
[/p]
[/p][p]
Have fun and Be Ambitious![/p][p][/p]
Build Checksum: 9d08
[/p][p]Reminder: In order to access the beta you will need to do the following:[/p][p]To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties".[/p][p]
Our Steam Subforums for the 1.1 Beta Feedback:
https://steamcommunity.com/app/3450310/discussions/3/[/p][p][/p][p]Our Official Discord (In the forum titled "Rossbach-beta-feedback")
https://discord.gg/europauniversalisofficial
[/p][p]Our Official Forums, In particular the 1.1 Rossbach Feedback Megathread:
https://forum.paradoxplaza.com/forum/threads/megathread-for-1-1-rossbach-feedback.1898777/[/p][h3] ____________________________________________ [/h3][h3]With all that out of the way, here are the patch notes for the beta of 1.1 Rossbach[/h3][h3]____________________________________________ [/h3][p]
- [p]There is now a game rule for how aggressive you want the AI to be.[/p]
- [p]Added 7 new Achievements, all in the ‘Hard’ category, aiming for more seasoned players who are looking for new challenges[/p]
- [p]Added Rally Points. When recruiting a Unit Template or using Raise All Levies, all created units will now spawn and merge at a designated location. For Unit Templates, units will rally at the location where the split command was initiated. For Raise All Levies, units will by default go to the capital or the nearest coastal location to the capital, unless the player specifies another rally point when raising them.[/p]
- [p]Added Music Player to the game[/p]
- [p]Added a Coin Law to determine what metals you use for your coins.[/p]
- [p]Introduced 'Peasant Enfranchisement' where depending on serfdom vs free subjects, location ranks, estate privileges and more, the incomes that would be going to the peasants would instead go to nobles.[/p]
- [p]Added a “Return Core Location” peace treaty, allowing locations occupied during the war by the player, their subjects (including subjects of subjects), or allies to be returned to the controller at the time of the peace deal[/p]
- [p]You can now have preferences for how a unit is balanced.[/p]
- [p]Added automation for auto balancing armies[/p]
- [p]Added late-game Tricorn hats.[/p]
- [p]Added late-game French dress.[/p]
- [p]Added late game ditto suit.[/p]
- [p]Added Location Buildings panel, allowing users to view all constructed buildings in a location; accessible via the location card, poptype location buttons, and Shift+clicking a location on the map in the Buildings Macro Builder.[/p]
- [p]Added late era moustaches.[/p]
- [p]Added 2 new Advances for the German Culture Group, giving regional Toll Castles[/p]
- [p]Added the following unique advances: 1 advance for Hesse, 2 for Cologne, 6 for the Palatinate, 1 for Trier, 2 for the Hanseatic countries of The Hansa, Hamburg, Lübeck, Bremen and Rostock.[/p]
- [p]Added 8 unique Gods to Tengrism[/p]
- [p]Added Unit Templates. Now it is possible to create a unit template for navy and army and recruit it between several locations depending on their distance and current queue.[/p]
- [p]Added a new disaster for Brandenburg, "Turmoil in Brandenburg", handling the content concerning the 'Wittelsbacher Neglect', 'False Waldemar', and 'Robber Barons' event chains in a more cohesive way. Also added 6 new additional events for it.[/p]
- [p]Added wigs as a late era hairstyle.[/p]
- [p]Added a generic Grenadier Unit for the Age of Revolutions[/p]
- [p]Added 7 new Units for several German Countries. Added Saxon Defensioners (Saxon Culture), Prussian Grenadiers (Prussia), Bavarian Jager (Bavaria), Hessian Jager (Rhine Franconian Culture), Grenzhussar (Austria), Pandur Infantry (Austria, Croatia), Gebirgsschutzen (Danube/South Bavarian, Swiss)[/p]
- [p]Added late game female headwear.[/p]
- [p]Added a new Loading Screen portraying the Prussian 7th Braunschweig Bevern Infantry on the left flank at the Battle of Rossbach.[/p]
- [p]Added 2 new Unit Illustrations. Age of Absolutism Grenadiers (Prussia and Brandenburg) and Age of Revolutions Grenadiers (european generic)[/p]
- [p]Added in a Complacency Mechanic that is primarily increased by the lack of threatening rivals, and decreased when losing wars.[/p]
- [p]Stop cabinet members moving overseas with their mummies[/p]
- [p]Fixed a bug where local power modifiers for estates were not applied.[/p]
- [p]Estates with high power will now have a reduced satisfaction, requiring even more benefits.[/p]
- [p]Estates now keep a bit more money around, and the amount of wealth they have impact their power[/p]
- [p]Fixed fiefdoms becoming vassals under elective monarchies[/p]
- [p]Hiring an advisor now costs 5 government power instead of 20.[/p]
- [p]Removed all purely beneficial effects from tribal estate privileges.[/p]
- [p]The "by Tradition" policy now gives 5% cultural tradition instead of 2.5% peasant estate satisfaction[/p]
- [p]Assimilate Area can now pick a culture instead of using the dominant one[/p]
- [p]Favor the Ruler no longer gives +5% max tax, but crown_power has increased from 20% to 33%.[/p]
- [p]Primacy of Nobility is now less satisfaction for the nobles, and will push you to aristocracy instead of quality[/p]
- [p]Military Allotment is now Age of Reformation and Production Quota Bureaus Age of Absolutism reforms[/p]
- [p]Added cabinet action to appease an estate[/p]
- [p]AI subjects will not develop their province on their own.[/p]
- [p]Added a few more sources for promotion to land.[/p]
- [p]Increased the impact of Army Levies and Regulars on Great Power score, and decreased the impact of Forts[/p]
- [p]Decreased the Great Power Score from being the leader of some International Organizations. Ilkhanate went from 100 to 50. The Kingship and the Lordship of Ireland went from 50 to 25 and 10 respectively.[/p]
- [p]The 'Novi Fori' Estate Privilege is now +5% construction speed instead of -10% max control[/p]
- [p]The office of the Eristavi for Georgia is now +10% crown power instead of +5% levy size.[/p]
- [p]Stop export of food from markets with no food stockpile[/p]
- [p]The gold cap is now 1 Billion instead of 1 Million.[/p]
- [p]Economical Base is now 50% of potential tax base instead of 75% of tax base.[/p]
- [p]The "lost" tax income from lack of control now goes to the estates directly.[/p]
- [p]Rivers cost on proximity have been nerfed from 10 to 12.[/p]
- [p]The game now tracks if a location has roads connected to the capital or not.[/p]
- [p]If there are not enough slaves for buildings+rgo then laborers are priorities for rgo.[/p]
- [p]Slave Centers and Plantations are now much more profitable and should not auto close.[/p]
- [p]Slaves will now distribute inside a market depending on surplus and demand.[/p]
- [p]Rebalanced impact of surplus of work to be based on amount of work, not a percentage of population.[/p]
- [p]Migration Attraction for "Surplus of Work" is now a percentage of unemployed pops vs required pops of non-peasant/tribes/slaves."[/p]
- [p]There is now a negative migration attraction from too many unemployed peasants in a location.[/p]
- [p]You can now build buildings in subjects even if they lack the advance for it.[/p]
- [p]Food price is now depending on the stockpile vs consumption.[/p]
- [p]Provinces with negative monthly food and lacking stockpile now have priority when getting food from the market.[/p]
- [p]Hostile troops in a location have a direct impact on food production and decay.[/p]
- [p]Doubled the population growth from stored food.[/p]
- [p]Added in decay for stored food.[/p]
- [p]Marketplace buildings now also require salt.[/p]
- [p]Increased pop demands for fur, coal and salt significantly.[/p]
- [p]Halved the base price for wool.[/p]
- [p]Buildings using wool now require twice as much wool.[/p]
- [p]A lot of raw materials got increased transport costs and a lot of produced goods got reduced transport cost.[/p]
- [p]Reduced trade impact on effective supply.[/p]
- [p]Prices now take 20 months instead of 10 months to adapt to the new target price.[/p]
- [p]You now have local production efficiency bonus/penalties depending on if there are enough input goods locally in the market or not.[/p]
- [p]Adapted some manpower buildings for the new balance on units.[/p]
- [p]Refactored the economy code for estates, and it now shows expenses for tithe, rebels and other things previously hidden to the player.[/p]
- [p]Burgher impact on trades are now 25% instead of 75%.[/p]
- [p]Made some consistency for trade power/capacity in buildings.[/p]
- [p]Road to Capital calculation now works over straits as well. Straits are roads.[/p]
- [p]Fruit and Legumes now require more capacity to transport, to simulate being more perishable than other food.[/p]
- [p]Benevolence Tax now has less impact on max tax but instead increases enfranchisement.[/p]
- [p]Monetary Fiefs now only reduces the nobles max tax by 5% instead of 10%.[/p]
- [p]You can now lock production methods on specific buildings and automation will now change them then.[/p]
- [p]Going bankrupt now disbands some units.[/p]
- [p]Going bankrupt now also adds some money into the loan capacity quickly from the estates, so you don't get a bankruptcy every month.[/p]
- [p]Pop satisfaction from building in low control is now lower and decays much faster.[/p]
- [p]Capital Market Language being Court Language is now a Trade Efficiency Bonus instead of capacity bonus[/p]
- [p]Noble Villas and Free Villages now have the same stacking limit.[/p]
- [p]Base enfranchisement is now 25[/p]
- [p]Removed some and reduced many sources of tax income efficiency.[/p]
- [p]Bailiffs now give +20% local control instead of +20 local proximity source, but you can only have 1 bailiff for every town or city you have.[/p]
- [p]Food now decays faster in normal and severe winters.[/p]
- [p]Towns and Cities no longer have a penalty to food production in the location.[/p]
- [p]Max Tax for nobles are now -100% scaled on power of 25 instead of -50%.[/p]
- [p]Stud Farms now require far more laborers.[/p]
- [p]You can now build stud farms in other locations in a market producing horses.[/p]
- [p]Estates chance to build beneficial buildings when rich is now Satisfaction-50 chance instead of 33+ satisfaction / 2.[/p]
- [p]Free Trade reduces the impact of production in the market on production efficiency while Mercantilism increases it.[/p]
- [p]Enfranchisement now depends heavily on local control.[/p]
- [p]Added a Naval Government as a Proximity Source[/p]
- [p]Made proper defines and fixed consistency for demand/supply impact.[/p]
- [p]Estates now have an upkeep for their own buildings.[/p]
- [p]Bailiffs are now a bit more costly to upkeep and also reduces enfranchisement.[/p]
- [p]Estates no longer build most buildings that give Control, Proximity, Manpower or Sailors.[/p]
- [p]Proximity is now a speed, not a cost.[/p]
- [p]Estates will not build things that will primarily benefit another estate.[/p]
- [p]Control is now a multiplier on the promotion, conversion and assimilation of pops, not just another modifier.[/p]
- [p]Removed the base assimilation and conversion values, you now have to use the cabinet to do it.[/p]
- [p]Pops migrating, converting, assimilating or promoting will now keep their literacy.[/p]
- [p]Artists in a country will now prefer to actually be in that country.[/p]
- [p]Sanjiao no longer gives +0.5 legitimacy each month, but +0.05, as this was insanely OP breaking all mechanics.[/p]
- [p]Tiny rebels will no longer spawn irrelevant armies and cause a revolt/civil war when they rise up, but instead add a prosperity penalty for a decade to the location.[/p]
- [p]Characters will not die most of the time their country gets annexed, they will now attempt to move to other places.[/p]
- [p]The new culture created by the Unify Culture Group cabinet action now takes the highest Influence and highest Tradition from the cultures it is merging instead of an average. This is to avoid the feeling that the unified culture is a downgrade.[/p]
- [p]Can now spend cultural influence to improve your culture's opinion of another[/p]
- [p]Modifiers are now copied over from the losing country to the rebel country when the Civil War ends. This should prevent Yuan from losing all its bad modifiers prematurely[/p]
- [p]Added Provoke Rebels action[/p]
- [p]Base assimilation speed increased from 1 to 2[/p]
- [p]Burgher pops who speak the Market Language will not Culture Assimilate if your Culture has a different language.[/p]
- [p]Cultural Assimilation speed is now slightly slowed if the target culture is Tolerated, and greatly slowed if the target culture is Accepted.[/p]
- [p]Cultural Assimilation speed goes slower if your culture has a positive opinion of the target culture.[/p]
- [p]Cultural Assimilation speed goes faster if the target culture has a positive opinion of your culture.[/p]
- [p]Cultural Assimilation speed is now slightly faster if the target culture has the same Language Family as your culture, and much faster if it shares the same Language.[/p]
- [p]Cultural Assimilation speed is now slightly slower if the target culture has the local Market Language, slightly faster if your culture has the local Market Language, much faster if they both share the local Market Language. The impact is multiplied by Market Access.[/p]
- [p]Cultural Assimilation speed is now faster depending on how many culture groups are shared between the target culture and your culture.[/p]
- [p]Cultural Assimilation speed is now much faster if your culture is a Unified Culture Group and the target culture belongs to that Culture Group.[/p]
- [p]High Kingship and Lordship of Ireland assimilation modifiers are now percentage modifiers instead of absolute values so they are easier to balance[/p]
- [p]100% Doom is now a penalty, not a benefit to the country.[/p]
- [p]Sound toll exemptions will expire if country that gave them has no sound tolls[/p]
- [p]Can no longer build spy network on revolters[/p]
- [p]AI divorce different religions and religion groups carry the same weight as acceptance for royal marriages[/p]
- [p]Prevent non-existent countries leading HRE[/p]
- [p]Fixed being able to add locations to the HRE with only your foreign building in it[/p]
- [p]Legislative Efficiency no longer impacts antagonism.[/p]
- [p]Can no longer annex someone else's revolter[/p]
- [p]Threatening Enemies now have an impact.[/p]
- [p]Added transfer subject peace treaty[/p]
- [p]Added subject loyalty to criteria for AI deciding if it should join an independence movement[/p]
- [p]Being forced to move capital now updates discovered for all other countries.[/p]
- [p]Forcing a country to become your subject through war gives them a +50 liberty desire that decays over time.[/p]
- [p]Making a new subject from your lands now sets the levy raising cooldown to a maximum in those lands.[/p]
- [p]Start War in Colony can no longer be used against Civil War Rebels.[/p]
- [p]Threat is now based on economical base, not tax.[/p]
- [p]War Exhaustion have now a 25% bigger impact on morale.[/p]
- [p]NO CB war costs now 30 stability instead of 25 stability.[/p]
- [p]Fixed an issue where the status of revolt wars did not reset properly when the war leader changed.[/p]
- [p]Countries have more freedom to pick rivals.[/p]
- [p]Reduced base upkeep of alliances, but alliance costs for allying with someone that is a threat to you is now doubled. This means that big countries are more willing to ally with weaker ones, but weaker ones have to pick one.[/p]
- [p]Added a new casus belli that you can manufacture on anyone that has declared you as a rival. It will give you a superiority wargoal.[/p]
- [p]Added Royal marriage with target negative reasons when calling allies to offensive wars.[/p]
- [p]Added in a concept where countries can view other countries as a threat.[/p]
- [p]Every rival that is a threat adds a bonus to your country.[/p]
- [p]Added rules determining when countries can join as allies in conflicts. Lithuania can no longer call Poland into the Crusade war with Teutons, likewise Teutons can't call in Bohemia.[/p]
- [p]There is no longer a prestige loss from no rivals.[/p]
- [p]Increased alliance acceptance values related to opinion, trust, same court language and royal marriages. Decreased values related to relative strength. Decreased opinion threshold of conquer desire reasons.[/p]
- [p]Fiefdoms and Dominions now call in their overlord if they get declared war on by any other subject type[/p]
- [p]Added more reasons for countries to accept requesting sound toll exemptions.[/p]
- [p]The Senior Partner now always gets a cb on a junior partner breaking out of the union if the reason for this breakout is an inner conflict between two members in the same war[/p]
- [p]The Claim Throne cb is no longer given out to countries for a character who is already the ruler of the target country[/p]
- [p]The "Character becomes Ruler of Target Country" peace treaty now only causes a third of the antagonism if the peace treaty does not result in a union immediately[/p]
- [p]The "Character becomes Ruler of Target Country" peace treaty is now properly locked behind the Union war[/p]
- [p]Added a Subject action to transfer lands among different subjects[/p]
- [p]New actions to break up defensive leagues. They can be annulled by peace treaty; "annul treaties" blocks it; and Isolate from Allies now can target any annullable relation[/p]
- [p]Transfer Subject diplomatic action we buy any subject for CASH![/p]
- [p]Great Power Statuses now take 5 years instead of 3 months to be automatically removed from a country, allowing you time to correct the impeding lose[/p]
- [p]Hegemonies are no longer instantly lost the moment you fulfill the lose triggers. Instead, you get a 1 year grace period with an alert highlighting that you are at risk of losing the hegemon instead if any other country is fulfilling the requirements to take it[/p]
- [p]Subjects created by theocracies always take the same religion[/p]
- [p]Hegemons are now allowed to be allied with non-hegemons.[/p]
- [p]Dominion subjects now forced to their overlord's religion[/p]
- [p]Cannot create pirate nations in foreign building locations any more[/p]
- [p]Casus bellis can be extended by parliament[/p]
- [p]Only nations with non-limited diplomacy or those who share an overlord can join independence movements[/p]
- [p]You can now share maps with allies.[/p]
- [p]Vassals with limited diplomacy can now use their overlords' food access treaties with other countries.[/p]
- [p]It is now possible to enforce a form union peace treaty by fulfilling the War Goal requirements of the Casus Belli.[/p]
- [p]Scutage can only be given to loyal subjects, and is cancelled if they become disloyal.[/p]
- [p]You can no longer block someone that you have positive opinions of from building in your lands.[/p]
- [p]Changed opinion_they_helped_us so it only applies if you do actually go above and beyond in the war[/p]
- [p]Added new opinions opinion_threatening_rival, opinion_rival_of_my_rival and opinion_defended_our_land[/p]
- [p]The Imperial Ban, Religious Superiority, Claim Throne, Coalition, Liberate Prince, Spread the Revolution, Crush the Revolution and Timur's Conquest casus belli have now AI values which make these casus belli more used than other casus bellis[/p]
- [p]The AI Emperor of the HRE is now heavily incentivized to no longer declare wars on other HRE members[/p]
- [p]Enforcing peace now grants positive opinion with the protected side if they were losing the war with less than -10 Warscore.[/p]
- [p]Only sieges related to the war are now taken into account when calculating the "Progressing Sieges" diplomatic reason.[/p]
- [p]Added take maps peace treaty[/p]
- [p]You can now always manufacture a casus belli to attack and conquer land from a rival that is a threat.[/p]
- [p]Removing rival now only costs 5 stability instead of 25 stability but has a cooldown of 5 years[/p]
- [p]Peace treaty taking land, subjugating nations and transferring subjects all get the same type of antagonism so you can't spread it around to compound decay[/p]
- [p]Fixed tooltip for improving opinion so it tells you if it's going to improve antagonism too[/p]
- [p]You can no longer create a custom subject of your core locations.[/p]
- [p]Stop pop based countries owning locations through doom explosions[/p]
- [p]Fixed a bug that made ships get the name ADJ PROVINCE[/p]
- [p]War Exhaustion from being occupied has been doubled.[/p]
- [p]Can order ships to return to a friendly port when war breaks out[/p]
- [p]Upgrading an army resets experience just like upgrading a single regiment would.[/p]
- [p]Increased the secured flanks for infantry from 25% to 50%.[/p]
- [p]Left and Right Flanks now have 2 x secure flanks when they have it. ie, infantry on flanks no longer sucks.[/p]
- [p]Handgonners no longer consume more food, but they do 10% more strength damage.[/p]
- [p]Naval Battles that would end in a stackwipe now ends in captures and a forced shattered retreat.[/p]
- [p]Artillery now takes +25% extra damage instead of +50%.[/p]
- [p]Doubled the manpower maintenance for cavalry and artillery.[/p]
- [p]Combat dice roll is now 0-9 instead of 0-5, making defensive modifiers less impactful.[/p]
- [p]Regiments now scale from 500 infantry to 3000 infantry over the ages, and from 200 to 1200 cavalry.[/p]
- [p]Levies no longer have a severe penalty for assaulting. It's now using the normal levy combat efficiency scale.[/p]
- [p]Levies no longer have a minimum 1,000 troops size.[/p]
- [p]Fixed an issue which would cause a lot of manpower and/or sailor losses to be drained from a single pop.[/p]
- [p]Bomb Ketch and Archipelago Frigate now have intended amount of cannons. (12 to 40 and 4 to 40)[/p]
- [p]Mercenaries now cost about 25% for the unit construction instead of 150%. Also reduced price for the leader.[/p]
- [p]Fixed a few issues which caused modifiers applying to mercenary costs to not apply.[/p]
- [p]Men at Arms levies now have -10% strength damage taken and +1 combat speed.[/p]
- [p]Naval combat now stack wipes as it did in 1.04[/p]
- [p]Armies that cannot fully fit into a navy will split, with the General assigned to the largest possible unit that can embark.[/p]
- [p]Rebalanced impact of friendly troops on unrest to not reduce by 500% but by 5%.[/p]
- [p]Deaths to Pops from Manpower/Sailor losses are now spread more evenly.[/p]
- [p]Mercenaries will upgrade their units[/p]
- [p]Improved distribution of possible mercenary regiments.[/p]
- [p]Tweaked the distribution for what type of pops get which type of mercenary unit.[/p]
- [p]Cavalry now requires around double the amount of horses to maintain.[/p]
- [p]Armies will now give a combined arms bonus if they are diverse enough.[/p]
- [p]Adjusted the sizes of special units to adhere to the new standards of regular unit base sizes[/p]
- [p]Buccaneer trait now gives +5% naval morale, as privateer durability has no impact on units.[/p]
- [p]Armies blocked by winter can now always cancel their move, even if movement is locked.[/p]
- [p]Sergeantry and City Guard now gives +15 manpower instead of +10.[/p]
- [p]Increased War Exhaustions from Battles[/p]
- [p]War exhaustion from occupation is now harsher but weighs the occupation by control, so low control areas have lower effect.[/p]
- [p]Being fully blockaded is now more impactful for your war exhaustion, but it now scales with how many ports you have compared to the amount of locations.[/p]
- [p]Zamanitchka Voyska for Serbia is now +10% levy size and small push to quality instead of crippling the country for 20% levy.[/p]
- [p]Automatic marriage for dynasty members will now check the blocked_from_marriage modifier.[/p]
- [p]Privateering can now also generate some gold.[/p]
- [p]The Pope will no longer explore and colonize when played by the AI.[/p]
- [p]Colonial charters now count pops relocated to the colony; once a threshold is reached (determined by location population and power projection) the colony will flip, and it doesn't involve religion or culture any more[/p]
- [p]Balanced Privateer Durability from advances to not be insanely overpowered.[/p]
- [p]Savegames from older versions will now add new advances to the tech trees when loading into a new version of the game.[/p]
- [p]Stopped unavailable advances being given to released vassals[/p]
- [p]Institution spread from scripted relations now works as intended. Alliances are useful[/p]
- [p]Stop road constructions in corridors being destroyed on loading[/p]
- [p]Rulers keep crown estate after death[/p]
- [p]Rivers also ignore vegetation for proximity calculations[/p]
- [p]Halved the colonial migration, and made it more costly.[/p]
- [p]Removed the levy specific special scaling abilities for damage dealt or damage taken.. It is now purely 0.5
- (1 + levy_combat_efficiency), capped at 1.0.[/p]
- [p]Rebel Investments are now showing all the money.[/p]
- [p]Added shadows from the 3D objects on the flat map[/p]
- [p]Removed the double flank bonus for infantry[/p]
- [p]Korsun now correctly has river modifiers applied.[/p]
- [p]Added some additional dynamic location names in English for New England.[/p]
- [p]Added the missing Hungarian regnal names in the country list (Péter, Sámuel, Salamon, Géza, Kálmán, Imre, and Vencel).[/p]
- [p]Corrected and added some dynamic names for the Hungarian language.[/p]
- [p]The starting ruler of the Palatinate of the Rhine is now slightly more capable in administrative and diplomatic matters[/p]
- [p]Reorganized the areas of South America; created the Mato Grosso area, placed the Paraguay area correctly, fused the Pindorama and Janeiro areas.[/p]
- [p]Added Aq Qoyunlu and Qara Qoyunlu as possible revolters of the Sutayids.[/p]
- [p]FIN Finland releasable is now Finnish culture instead of Swedish culture, as that already represents Swedified Finnic people.[/p]
- [p]Added more Stone, Copper and Lumber to Mesoamerica[/p]
- [p]Yuan and the Mamluks now start with 25 and 15 Complacency each[/p]
- [p]Added the Acciaioli bank in setup[/p]
- [p]Golden Horde no longer tolerates Smolenskian Culture so they are not too far above their Cultural Capacity.[/p]
- [p]French dynasties now have the particle "De" before their names.[/p]
- [p]Added proper color codes to Russian countries.[/p]
- [p]Made pop changes in Manchuria according to feedback from the community[/p]
- [p]Reviewed the harbor setup in China[/p]
- [p]Added character trees to Belgutei, Hachiun, Otchigin and Qasar TAGs[/p]
- [p]Removed Nanai and Solon cultures[/p]
- [p]Added dozens of countries in Manchuria, Mongolia and Xinjiang.[/p]
- [p]Corrected Jusheli to Jusheri[/p]
- [p]Added Haixi and Hurga cultures[/p]
- [p]Added a few extra Spanish Dynamic Names[/p]
- [p]Fixed dynasty of Champa's starting ruler[/p]
- [p]Added dynamic names to Latvian and Lithuanian cultures.[/p]
- [p]Corrected the name of the Swedish location of Kvikkjock to Kvikkjokk.[/p]
- [p]The action ‘Request Anti-Piracy Policy’ that triggers the event "A strong front against piracy" now cannot target countries that already have had the event's opinion modifiers active[/p]
- [p]Rewrote the visibility trigger of the Reformation situation. Now, the situation is visible either to Christians who are neither Nestorian or Miaphysite OR countries with their capitals in Europe[/p]
- [p]Corrected an issue for the Hundred Years’ War that made the subjects of the backstabber country not leave the war after their overlord used the "Betray our Allegiance" action[/p]
- [p]Corrected an issue for the Hundred Years’ War that made the AI doubt its own shifting allegiance after triggering the "Betray our Allegiance" action[/p]
- [p]Becoming Hussite now correctly removes the Placitum Regium modifier[/p]
- [p]The " Wishes to Defect" event of the Hundred Years’ War situation (hundred_years_war.230) now correctly displays the second option effect when viewed from the Messages window[/p]
- [p]The "Crush Hussitism" now allows to release areas from Bohemia[/p]
- [p]Fixed an issue with the ‘Join the Hussite Side’ situation action which accidentally checked for not having a truce with Bohemia, when it should've checked for not having a truce with the Pope[/p]
- [p]The Hussite Wars actions "Join the Pope / Hussites" will now attract more countries of Catholic and Hussite faith each, based on how badly their faith is losing the ongoing war. So, Catholics are more likely to help the Pope if he's losing the ongoing war[/p]
- [p]The Hussite Wars situation action "Join the Papal Side" will now require the actor to have > 0 opinion towards Pope, instead of > 25[/p]
- [p]The Hussite Wars actions "Join the Pope / Hussites" no longer check for the actor country NOT being allied to the side whose button they are evaluating (so the "Join the Papal Side" action will be allowed for countries that are allied to the Pope, etc...)[/p]
- [p]The Hussite Wars actions "Join the Pope / Hussites" no longer checks for Bohemia being a member of the HRE, as that's not needed[/p]
- [p]The Hussite Wars situation peace treaty "Suppress Hussitism" no longer costs between 50 and 100 war score, it now costs 25 to 50 at most[/p]
- [p]Decreased the duration of the Hussite Wars situation action-related modifiers "Promoted Moderates/Radicals" from 10 to 3 years[/p]
- [p]Increased the cooldown of the Hussite Wars situation actions "Align with the Moderates/Radicals" from 1 to 3 years[/p]
- [p]Increased the cooldown of the Hussite Wars situation action "Prepare the Defenses" from 1 to 5 years[/p]
- [p]The Hussite Wars event "A Common Enemy" (hussite_wars.8) now occurs fewer times during the situation[/p]
- [p]The Hussite Wars actions "Demand Donation from " for Bohemia now have a cooldown of 5 years (it was 1 year)[/p]
- [p]Added diplomatic interaction to demand the annexation of Red Turban Rebels countries[/p]
- [p]Red Turban Rebels will now have one additional cabinet seat, and the leader of the Red Turban Rebels IO will have another extra one, to get in par with the Emperor[/p]
- [p]Added event to avoid Nanbokucho resulting in an entrenched stalemate without ending[/p]
- [p]Reworked logic of how Japanese clans get landed during the Sengoku[/p]
- [p]Added the "Declare Conquest Ambition" action for the Timurids during the Rise of Timur. This action will make you choose an adjacent region as your desired region of conquest, which means that the "Plan Invasion" action will declare an immediate war against countries in that region (as well as countries with their capital in your home region) instead of just creating a casus belli. Additionally, declaring a war against any country in the designated region will now give a penalty to all locations in the regions owned by the enemies which makes the occupation of these locations significantly easier for Timur. This effect can only be applied as long as Timur is alive, however. A Historical AI will prioritize Persia as their region of desire.[/p]
- [p]Non-senior partners can no longer become leaders of Leagues within the Italian Wars[/p]
- [p]The calculation for the 6 League leaders during the Italian Wars now depends only on great power score instead of a series of convoluted calculations[/p]
- [p]Actions that are available to Hussite Bohemia during the Hussite Wars, are now available to Bohemia even if they are not Hussite, as long as they are not Catholic[/p]
- [p]The Hundred Years War Action "Influence French Subject" can no longer be performed during a war[/p]
- [p]The Council of Trent now determines its success not by how many debates were successful or not, but by the traits of the policies after the debates compared to before. So even if a bunch of debates failed, if the doctrines are what the Protestants wished than the situation ends with Catholics and Protestant religions seeing each other as kindred[/p]
- [p]Fixed an issue that allowed Appanages being called to wars by France despite the former having the appanage_prevented_from_call_to_war modifier, also added a version of the modifier for other subject types[/p]
- [p]Fixed an issue with displaying message responses of the event associated with the Influence French Subject action in the Hundred Years War situation[/p]
- [p]Fixed a tooltip for the "Give Power to the People" peace treaty during the People's Uprising situation[/p]
- [p]Added a unit action for Catholics during the Hussite Wars, "Hussite Tribunal" which will convert some Hussites back to Catholicism and eradicate some. This action can be done once the province capital is held by a Catholic enemy of Bohemia during their ongoing war[/p]
- [p]Added a check to fix an issue with the Rise of the Turks ending prematurely during a civil war[/p]
- [p]Requesting a Cardinal is now much cheaper during the Western Schism[/p]
- [p]Being on the losing side of the Western Schism will now remove your Cardinal Seats[/p]
- [p]The Ambrosian Republic events 3 & 4 "The Milanese Succession" now grant an appropriate CB (Union if Milan is a monarchy, else Subjugation)[/p]
- [p]The "Death of Hayan Wuruk" disaster will not trigger while Hayan Wuruk is still alive[/p]
- [p]The Crisis of the Chinese Dynasty will no longer fire during the first 2 ages, so as to avoid interference with the Red Turbans Rebellions Situation[/p]
- [p]Fixed an issue that created an empty box in the GUI of the War of the Roses Disaster[/p]
- [p]The starting event of the War of the Roses no longer hide the portraits of the two warring dynasty heads of Lancaster and York[/p]
- [p]Fixed an issue that prevented the War of the Roses from creating the pretender rebel properly, thus ending the disaster instantly[/p]
- [p]The disaster Decline of Majapahit will no longer occur if your stability is above 30 or your legitimacy is above 80[/p]
- [p]The calculation for the Crown Power end requirement of the Rise of the Szlachta is now (50% your current crown power at the start of the disaster) / 2 + your current crown power at the start of the disaster. This is to avoid punishing players who already enter the disaster with relatively high Crown Power[/p]
- [p]The Dissolution of Delhi disaster now impacts Delhi's monthly gain of Complacency[/p]
- [p]The Decline of Mali and Decline of Majapahit disasters now impact Complacency[/p]
- [p]The Decline of Empire disaster is now utilizing Complacency and is available to all countries with high Complacency. It is renamed to "Complacent Decline" and hosts 2 new actions & 3 events[/p]
- [p]Fixed some issues that prevented the French Wars of Religion from displaying their UI and icon properly[/p]
- [p]Corrected an issue with the display of the score needed to end the Hook & Cod Wars[/p]
- [p]Fixed an issue that provided bad description / options in the outcome of the Succession Crisis disaster[/p]
- [p]Fix trigger for Conversion to Islam in Decline of Majapahit not displaying religion[/p]
- [p]Make forming Mataram end decline of majapahit[/p]
- [p]Decline of Majapahit disaster now correctly removes Adipati Conversion Ban Modifiers[/p]
- [p]Corrected an issue that displayed errors in the Military Strength comparison between CHI and the player in the "Influence of China" disaster[/p]
- [p]The Court and Country disaster now has a more realistic calculation for the target crown power (the higher you start with the less you need to gain to attain that requirement)[/p]
- [p]International Organizations:[/p]
- [p]Added AI acceptance weights for inviting members into the Lordship of Ireland[/p]
- [p]The HRE now requires the ruler / heir to be of the Imperial Religion before you become eligible to be elected as the next emperor[/p]
- [p]Added one extra cabinet seat to the Emperor of the Middle Kingdom[/p]
- [p]The HRE AI will no longer declare no cb wars within the HRE[/p]
- [p]Bestowing the Free City rights is now possible for heretical cities after "The Peace of Westphalia" (war_of_religions.1300) has occurred[/p]
- [p]The HRE gains a -0.5 Monthly Imperial Authority penalty if the Emperor is in an offensive war against another member of the HRE. This only applies to the enemy war leader, which means HRE members which just join an ally against the Emperor will not trigger this penalty[/p]
- [p]For members of the HRE declaring no-cb wars within the HRE has now a +100% cost penalty (+75% before)[/p]
- [p]For outsiders of the HRE taking land within the HRE now has a +200% antagonism penalty (+100% before)[/p]
- [p]For members of the HRE taking land within the HRE now has a +125% antagonism penalty (+75% before)[/p]
- [p]The Swedish ‘The Kalmar Recess’ event (flavor_swe.3) will no longer fire for Sweden if Denmark does not exist.[/p]
- [p]Corrected the name of the character Alexey Lvov, created by the event 'The Influential Marshal' (flavor_mos.81).[/p]
- [p]The ‘Consolidation of Appanage Lands' French event (flavor_fra.1103) now also awards stability when it fires after annexing the last Appanage subject.[/p]
- [p]Fixed a duplicated localization issue in the 'Reform Society' disaster event 'Cries in the Darkness' (reform_society.7), it should now the entire original text correctly.[/p]
- [p]Fixed an unnecessary and wrong % in the custom tooltip of the Castilian/Spanish events 'Imposing the Intendancy System on the Colonies' and 'Colonial Dissent' (flavor_cas.2603 and 2604), although the event effect was correct.[/p]
- [p]Exploration event frequency dramatically reduced from about 1 every 10 years per active exploration to 1 every 40 years per active exploration so it will feel much less spammy for countries with multiple explorations[/p]
- [p]The ‘Royal Audience and Chancery’ event of Castile (flavor_cas.137) now targets current capital instead of Valladolid[/p]
- [p]The ‘Paolo Sarpi’ event of Venice (flavor_ven.78) now correctly requires the country to be Catholic[/p]
- [p]Added an additional event for Zurich creating the Codex Manesse (flavor_swi.3)[/p]
- [p]Added one event to Trier creating the Codex Balduini Trevirensis (flavor_tri.1)[/p]
- [p]Lowered the Clergy satisfaction penalty in the first option of the Venetian event "Aldo Manutius and the Aldine Press" (flavor_ven.13)[/p]
- [p]The Neapolitan "Treaty of Villeneuve" event chain will no longer trigger if Sicily is a subject[/p]
- [p]Reworked flavor_pap.14 (Sistine Chapel) and added the Sistine Chapel as a "Monument" work of art[/p]
- [p]Added an event for the creation of the Sienese Monte dei Paschi state bank[/p]
- [p]Added an event for creating the Bank of Saint George as a Genoese state bank, and reorganized existing content around it[/p]
- [p]Fixed reform implementation in event 'A New Imperial Line' (nanbokuchou.8)[/p]
- [p]The event "Integration Dispute" (societal_values.2322) now grants pop_satisfaction_extreme_bonus in locations that are already integrated within the selected province[/p]
- [p]Rewrote the logic effect of the event "The Great Fire of Moscow" (flavor_mos.37)[/p]
- [p]Moroccan event "Strengthening the Sugar Production" (flavor_mor.1100) event now properly migrates the pops to the location[/p]
- [p]The Mughal Rahdar building will no longer be restricted to locations around the capital[/p]
- [p]Made Ayutthaya events also available when forming Siam[/p]
- [p]Fixed an issue with an unassigned core in flavor_zan.7 (The Wealth of Upper Save)[/p]
- [p]The event "Vlad the Impaler" (flavor_wal.1) and other events which replace your ruler with a new character will now trigger an info event for all union partners that the country has elected their own ruler and breaks away. The former union partners get a Claim Throne cb against the country breaking away[/p]
- [p]Fixed an issue that displayed an incorrect loss of pop satisfaction in flavor_por.17 ("A Period of Uncertainty")[/p]
- [p]Fixed an issue that spared Anne Boleyn from escaping her fateful execution in event flavor_eng.124 (The Fate of Anne Boleyn)[/p]
- [p]The Muscovite/Russian events flavor_mos.21 & 22 (Prikazi & The Book of Census) no longer require the player to NOT be an Empire[/p]
- [p]The event "A Heretic Prince" (hre.902) will no longer fire for the Emperor if the "The Peace of Westphalia" (war_of_religions.1300) has happened first[/p]
- [p]The event "The Fate of Luxembourg" (flavor_boh.32) will now only fire if you are actually in a union with Luxembourg. Taking the first event option should also properly remove Luxembourg from the union too[/p]
- [p]The event "The Insane " (flavor_swe.47) will now update your union with the new ruler too. Considering the event is about your ruler's insanity, it only makes sense that the other union partners would like to get rid of him too[/p]
- [p]The event "Nobility/Burghers Treason" (castilian_civil_war.3) will no longer instantly grant you privileges to the nobility when the event fires[/p]
- [p]Fixed an issue that prevented correct calculations from grabbing an appropriate urban location in random_event.68 (Growth of City Attracts Serfs)[/p]
- [p]The event 'The Purchase of Brandenburg' (flavor_boh.33) will no longer establish child rulers[/p]
- [p]Removed duplicate paragraph in 'Cries in the Darkness' event (reform_society.7)[/p]
- [p]Japanese clans in fiefdom will no longer adopt their overlord[/p]
- [p]The Navarrese unique building ‘Camara de Comptos’ can be rebuilt after the event that builds it triggers, and will not be available before it.[/p]
- [p]Tumu Crisis follow up event now fires for correct country[/p]
- [p]Add additional safeguards to "A Marriage Proposal" Event[/p]
- [p]Sadae Event will only fire when Korea is in the middle kingdom IO[/p]
- [p]Fix Coup of Toqto event not firing[/p]
- [p]Fix wokou countries being able to plunder their own fleets in Plundering a Governmental Fleet[/p]
- [p]Fix flavor_dlh.54 targeting infants and imprisoned characters[/p]
- [p]Majapahit Malacca Event chain will be more about playing as a released country[/p]
- [p]Fixed an error in the display of the description of the Swedish event 'Then Swänska Argus' (flavor_swe.59).[/p]
- [p]Fixed an error in the name of the character Carl Michael Bellman, from the Swedish event 'Carl Michael Bellman' (flavor_swe.51).[/p]
- [p]Tweaked the order of the first and third options of the English event 'The Closure of the Alien Priories' (flavor_eng.14), so now the Historical Option of the event appears as the first one in the list.[/p]
- [p]The second option of the "Nobles Concerned" (societal_values.209) event now correctly grants Serfdom Societal Value progress[/p]
- [p]Rewrote the logic for the event Examination of Local Governors (institution_events.21) to choose an appropriate location[/p]
- [p]The Serbian Event "Dawn of a New Empire" can now be triggered even when the needed provinces are owned by non-sovereign subjects (e.g. vassals, fiefdoms, etc.)[/p]
- [p]The Anatolian beylik government reform now requires for the Rise of the Turks to have ended for the reform to be removable[/p]
- [p]Reforming from a Theocracy to a Monarchy now correctly makes the ruler/regent and their close relatives members of the Crown Estate[/p]
- [p]Fixed an issue that prevented the Anatolian Beylik government reform from being removable after the end of the Rise of the Turks situation[/p]
- [p]French Monarchy Government reform now provides +1 Possible Government Reforms[/p]
- [p]Fixed an error in the description of the ‘Papal Emissary’ estate privilege.[/p]
- [p]Fixed an error in the description of the ‘Andean Monarchy’ government reform.[/p]
- [p]Formable countries that require your capital to be within the designated region will now explain that in the tooltip instead of simply asking "WHY".[/p]
- [p]Government reforms 'Galley Lords' and 'Crusade in the Sea' are now mutually exclusive because stacking them was too powerful at reducing costs of ships.[/p]
- [p]Tribal Oldest Male, Matrilineal Non-Exclusive, and Tribal Matriarchal succession laws will now allow children to inherit the throne[/p]
- [p]Powerful Magnates is now only +100% to nobles instead of +200%[/p]
- [p]Added Mongolia as a new formable country[/p]
- [p]The Soyurghal Government Reforms can no longer be enacted by any Timurid subject[/p]
- [p]Fixed name of japanese imperial family government reform[/p]
- [p]Matrilineal non-Exclusive heir selection takes dynasty of the ruler for the score[/p]
- [p]Added a Parliament Agenda to remove Free Villages for the nobles estate.[/p]
- [p]Added a new Parliament Issue ("Foster Religious Relations") for Countries with a religion which use Religious Influence[/p]
- [p]Homogenize UI Actions between diplomacy and foreign country (when self-viewing) lateral views[/p]
- [p]Fixed an error in the description of the Russian 'State Council' policy, which was not showing correctly the name of the country on it.[/p]
- [p]Added Copper output to the 'Control over the Coinage' burgher estate privilege, to better fit the new Coinage Law.[/p]
- [p]Added -10% Global Enfranchisement to the 'Great Offices of the Crown of France' Noble privilege.[/p]
- [p]Rebalanced the 'French Ancient Taxation' government reform, it now gives +0.1 Monthly Legitimacy, -20% Global Enfranchisement, and +20% Nobles Max Tax, instead of Tax Efficiency and a Global Estate Max Tax.[/p]
- [p]Fixed the ‘Venetian Arsenal’ building being possible to be built inland.[/p]
- [p]The Pomor Outpost will be automatically destroyed if the location it is built in has its raw resource changed using the Columbian Exchange Actions to a resource different from Fish or Fur[/p]
- [p]Removed all Good Demand generated by Tribesmen everywhere[/p]
- [p]Added the Market Village Building to many Mesoamerican and Andean Rural Capitals[/p]
- [p]Added the Terrace Building to Andean Towns and Cities[/p]
- [p]Added Tool Guilds to Mesoamerican and Andean Towns[/p]
- [p]Created two new Copper-Based Production Methods; for the Tools Guild "Copper Tool Makers" and for the Jewelry Guild "Copper Base Jewelry", both unlocked by the Native American "Copper Working" Advance[/p]
- [p]Corrected the name of the czechslovak_language to 'Czechoslovak'.[/p]
- [p]Corrected the description of the work of art 'Ecclesiastica Historia' (ecclesiastica_historia), which now correctly relates to the one written by Nikephoros Kallistos Xanthopoulos in the 14th century.[/p]
- [p]Removed an excess custom tooltip from the Placitum Regium action and made it so the Clergy Estate must be weaker than the Crown Estate instead of
- [p]The new culture created by unifying the East Slavic culture group will be called 'Russian' instead of 'East Slavic' if it is formed by a Russian-speaking culture.[/p]
- [p]Improved the tooltip shown when you mouseover ‘Invite Foreign Cleric’ religious action, but there are no other countries in your religion.[/p]
- [p]Fixed the description of the god Tengri so it now displays the correct name[/p]
- [p]The new culture created by unifying the Iberian culture group will be called 'Spanish' instead of 'Iberian' if it is formed by a Spanish-speaking culture.[/p]
- [p]Countries changing to a religion with religious schools will get added to a school[/p]
- [p]Several Ukrainian provinces changed to be named after regions instead of settlements.[/p]
- [p]Added Ukrainian location names[/p]
- [p]Added Belarusian location names[/p]
- [p]Set up missing cultural opinions between the East Slavic cultures[/p]
- [p]Fixed the tooltip of the "Demand Unlawful Territory" Imperial Action, so now it shows that it is only targeting provinces with conquered locations instead of provinces with non-core locations[/p]
- [p]The Hegemony diplomatic actions can now be rejected by the target country. In return, when such a demand gets rejected, the Hegemon gets a casus belli against the target country to enforce their demands through cheap peace treaties. The war forbids conquest and subjugations entirely[/p]
- [p]Improved tooltip of Expand Clan Influence peace treaty[/p]
- [p]Expanded Gain Clan Autonomy peace treaty to be able to be used against other clans, not just against the Shogun[/p]
- [p]Limited the ‘Take over Loan’ action to banking countries[/p]
- [p]Fixed stacking of wako sponsorship[/p]
- [p]The Disloyal Subject casus belli is no longer blocked against a fiefdom from being used just because you happen to be in a union[/p]
- [p]The "Enforce Religious Unity" country interaction now gives the imperial authority directly in the action itself instead of triggering the event "A Wayward Sheep Returns" (hre.903)[/p]
- [p]Improved the Malaria environmental infection rates to take into account the Climate, Topography, and Vegetation of each location. Ex: A Jungle Flatlands and Tropical Location is much more dangerous than a Sparse, Hills and Arid one.[/p]
- [p]The Great Pestilence Disease will only spawn on American Colonies and Territories annexed by Old World Countries, if those locations still contain Native Americans[/p]
- [p]The Great Pestilence Situation is now always visible for Countries that have their modifiers active[/p]
- [p]The Great Pestilence Situation will not end until the Disease has exhausted itself and most Settled Countries in America have suffered it.[/p]
- [p]Fixed the Great Pestilence Stagnation Chance so it always increases with Disease Resistance[/p]
- [p]Removed the Malaria form Cape Verde[/p]
- [p]The ‘Mount Ararat' advance for Armenian Culture now also have -66% mountains impact on proximity.[/p]
- [p]The ‘Drokpa' for Tibet no longer gives -5% proximity cost, but instead -50% mountain and -50% plateau impact.[/p]
- [p]The advance ‘A Permanent Capital’ for Ethiopia now also gives -33% Mountain and -33% Plateau impact on proximity.[/p]
- [p]"A Land of Mountains and Rivers" for Austria is now -50% proximity impact from Mountains, Hills & Plateaus.[/p]
- [p]Muslim Lineage now properly works for tribes[/p]
- [p]Coke Smelting can now be researched if they had the 'The Contributions of the Darby's' event.[/p]
- [p]Provincial Governors now give 10% integration speed instead of +2% and also give +5 subject loyalty.[/p]
- [p]Fixed an error in the dynamic localization for the Gold good in the description of the 'New Currency Demands' advance.[/p]
- [p]The It's just Business Achievement will now be unlocked if a new market is created through a colonial nation creation[/p]
- [p]The Bey Fortress Building, granted by the Rise of the Turks situation, will no longer trigger the event "The Fall of " for the Timurids due to their auto-conquest mechanic[/p]
- [p]Corrected an issue with the trigger demands_goods_by_pops used by the "Satisfy Our Demands" mission task[/p]
- [p]Fixed an incorrect link in the Recommended Actions for the Hint on 'Inflation'.[/p]
- [p]Fixed an incorrect link in the Recommended Actions for the Hint on 'Unhappy Estates'.[/p]
- [p]Fixed an incorrect link in the Recommended Actions for the Hint on 'Negative Balance'.[/p]
- [p]Updated versions that improve rendering for the advances arm_land_reclametion, ascetic_practices, bng_shipbuilding_industry, end_of_shipbuilding_guilds, exploration, gra_modernized_economy, hsa_mastery_of_the_sea, indian_networks, ira_afsharid_navy, local_merchant_preference[/p]
- [p]Updated versions for the estate privileges kbo_serfdom_economy, local_tribal_strongholds, office_of_the_farima_soura_privilege, royal_factories_privilege[/p]
- [p]Updated versions for the goverment reforms colonial_expansion, conscript_logistics_act, horse_artillery[/p]
- [p]AI will now enforce religion on its subjects[/p]
- [p]Fixed an issue where AI Ottoman would create CBs against their allies with their special actions from Rise of the turks[/p]
- [p]AI will no longer abort their ongoing plans to attack someone when they enter into a civil war[/p]
- [p]Greatly increased AI desire to use existing CBs instead of creating new ones via spy action[/p]
- [p]Fixed a script issue where Ottomans would create too many casus belli via the invade neighbor situation action, tanking their stability into the negatives[/p]
- [p]AI with the Anatolian Beylik government reform will no longer improve relations with neighbors via the parliament issue, to avoid having high stability costs to attack neighbors[/p]
- [p]Fixed an issue where AI civil wars could stall indefinitely when the losing side had a fort with more garrison than the enemy revolt had soldiers[/p]
- [p]AI will now replace rivals if they are no longer a threat.[/p]
- [p]AI will now prefer to put threats as rivals.[/p]
- [p]Fixed an issue where AI would sometimes not have the annex revolter peace treaty available[/p]
- [p]AI will now stop working on creating a CB if it obtains another, better CB[/p]
- [p]Fixed an issue where AI landless revolt countries were not allowed to take any land in peace deals due to not bordering any current land, and would thus stop existing after the war, even when winning[/p]
- [p]Fixed an issue where AI was forbidden from taking land from enemy allies when defending against revolter wars[/p]
- [p]AI will not try to send alliance offers if they were just broken.[/p]
- [p]Made AI accept peace deals offered by a player after sending an identical offer beforehand.[/p]
- [p]AI will now cancel ongoing annexations if they change their mind[/p]
- [p]Fixed an issue where AI would sometimes annex a subject, resulting in an exclave[/p]
- [p]Fixed an issue where AI would sometimes give away exclaved provinces to the wrong subject[/p]
- [p]Fixed an issue where AI would always want to take the land that was the war goal target in peace deals, regardless of whether it made any sense whatsoever[/p]
- [p]Fixed an issue where AI would declare wars on targets only reachable by going through another country with temporary military access, resulting in weird wars where they can not take land[/p]
- [p]AI will now invite additional members to International Organizations, and improve relations with potential members if needed[/p]
- [p]AI will ask for Food Access more often if their armies have a low food supply in foreign locations.[/p]
- [p]Fixed issues where AI was willing to white peace out of wars too early due to not calculating the military strengths on both sides of the war[/p]
- [p]Fixed an issue where Ottomans were forbidden from revoking the Abrahamic Communities' estate privilege, causing their country to collapse due to unavoidable orthodox zealot revolts[/p]
- [p]AI will no longer change its law policies via the parliament agenda[/p]
- [p]Fixed incorrect calculations for how religion conversion works, causing AI to not properly assign their cabinet members to convert provinces[/p]
- [p]Made AI aware of army discipline modifier[/p]
- [p]Added event option weights for 9 events to make AI less likely to frequently pick event options with negative stability[/p]
- [p]Added AI event option selection weights to missionaries.1.a, parliaments.22.a, and noble_marriage.4.b to avoid picking options with extreme penalties[/p]
- [p]AI is now more likely to research new fort technologies and upgrade their forts in the mid and late game[/p]
- [p]Fixed an issue where AI could get stuck with the minting slider on the maximum value[/p]
- [p]Added AI support for the army maintenance cost modifier[/p]
- [p]Added AI support for proximity cost without maritime presence modifier[/p]
- [p]AI manpower and sailor monthly targets are now adjusted up for very profitable countries that can sustain larger than average armies for their taxbase[/p]
- [p]Further increased the AI score to take maritime presence modifiers in the tech tree[/p]
- [p]Fixed an issue where AI couldn't build roads through Corridors[/p]
- [p]Fixed an issue where the AI's incentives to build additional coastal towns if they didn't meet their sailors' target weren't working properly[/p]
- [p]Fixed an issue where AI was upgrading lots of towns in provinces with cultural assimilation cabinet action, as it increases the speed of conversion via increased control from the town modifier[/p]
- [p]Fixed an issue where AI was not taking into consideration the speed modifiers from the culture war when calculating assimilation effects[/p]
- [p]AI now factors in how many pops live downstream of the proximity chain when building roads[/p]
- [p]Made AI aware of trade maintenance modifier[/p]
- [p]AI is now more likely to pick tech options that allow them to upgrade buildings that they have a lot of[/p]
- [p]Added AI support for building cost and urban building cost reduction modifiers[/p]
- [p]Fixed another issue of units getting stuck waiting for a transport that is waiting for repairs[/p]
- [p]AI will now prioritize sieging bordering provinces to avoid many situations where the sieging army would run out of food[/p]
- [p]Fixed an issue where AI armies would sometimes abandon their siege when another siege finished in the vicinity[/p]
- [p]AI will no longer wait for all their transports to be in position before performing an opposed landing with their armies when they already have sufficient troops in place[/p]
- [p]AI is now more restrictive regarding expanding its land area very far away from its capital by checking if its bordering locations are cores[/p]
- [p]Fixed an issue where AI would overestimate the cost of transport capacity for armies, causing them to assign too many transport navies to objectives[/p]
- [p]Fixed an issue where AI was waiting for no reason before declaring war, even though everything was prepared[/p]
- [p]Fixed an issue with the AI naval logistic objective, causing ships to not unload all of their food before going back to reload[/p]
- [p]Fixed an issue where AI would not properly assign navies to distribute food to armies without food access[/p]
- [p]Fixed an issue where AI would siege provincial capitals that would immediately flip back control due to being inside a hostile fort Zone of Control[/p]
- [p]Fixed an issue where sometimes AI would not siege the enemy rebel country in a civil war[/p]
- [p]AI armies will now try to avoid locations with diseases when looking for a location to avoid attrition, instead of just looking at supply[/p]
- [p]Fixed an issue where AI armies assigned to a carpet siege objective could get indefinitely stuck trying to walk to a siege location through a strait that was blockaded by an enemy fleet[/p]
- [p]Fixed an issue where AI wouldn't merge their armies to be able to siege a location when fighting someone without any units[/p]
- [p]Fixed an issue where AI was not allowed to merge a weaker unit into a stronger one when the target was in an active siege[/p]
- [p]Fixed an issue where AI could get stuck with armies on frozen lakes[/p]
- [p]Fixed a few issues where navy and army AI would use wrong assessment of threat.[/p]
- [p]AI will no longer dismiss privateers, as it serves no purpose.[/p]
- [p]Added a map mode for the economic base of countries.[/p]
- [p]Rename Technology to Advances[/p]
- [p]Ported Better road builder mod to be base game(mod creator: GDI_JeffL)[/p]
- [p]Added Coalition and Technology map modes[/p]
- [p]You can now change the mapmode while in a builder that forces a mapmode, but clicking on the map will restore the forced mapmode, as in EU4[/p]
- [p]Added a debug mapmode for Assimilation[/p]
- [p]Alt+click now opens the Production view for the selected location.[/p]
- [p]AI conquer desire mapmode icon[/p]
- [p]Potential Tax Base mapmode fix[/p]
- [p]AI conquer desire mapmode[/p]
- [p]Fixed Selected Market map mode to display imports and exports using the correct orange and blue lines with the correct direction arrows.[/p]
- [p]Fixed imports and exports displaying incorrectly in a market when it is not the trade’s market owner.[/p]
- [p]Added a River Map Mode[/p]
- [p]Added the "Great Power Status Threatened" alert which pops up when you are at risk of losing your great power status[/p]
- [p]Discarded alerts can now be undiscarded or muted for not showing again[/p]
- [p]Add upgradeable buildings alert[/p]
- [p]Added textures for the different colored alert banner buttons[/p]
- [p]Added texture for the notification on, off button[/p]
- [p]Added templates for the different alert buttons[/p]
- [p]The privateers/pirates alert will now show for each location the average power for Pirates or Privateers as well as allowing the player to cycle through each location affected by hostile ships[/p]
- [p]Disable breaking relations alert for human-controlled countries[/p]
- [p]Update upgradeable buildings alert to display data in more user-friendly way[/p]
- [p]Add support to mapmodes for Alerts[/p]
- [p]The trading panel will now show market balance instead of moved goods to make it easier to micro-manage trades manually.[/p]
- [p]Privateers is now a separate automation category from trade.[/p]
- [p]Zero size pops are no longer shown in the rebel view.[/p]
- [p]Changing the trade capacity of an already existing Trade will no longer instantly modify the profitability of the trade due to the Trade Route maintenance changing. Now the trade profitability will reflect previous month's profitability.[/p]
- [p]Attrition Loses will now be shown in the War Panel with a summary and a breakdown in the War Losses text and tooltip[/p]
- [p]Add sort by market relevance to goods markets[/p]
- [p]Fixed artillery images not showing the correct frame[/p]
- [p]Fixed account email obstructing menu buttons[/p]
- [p]Aligned war overview sorting columns[/p]
- [p]Fixed misaligned columns for maritime coast and privateers[/p]
- [p]Add search bar and filters to import/export panels[/p]
- [p]Reworked the Offer Mercenaries panel to better display information about available units and reordered existing details for improved clarity.[/p]
- [p]Reworked the Gather Mercenaries panel to allow hiring mercenaries and viewing their basic info without navigating through all selected unit types.[/p]
- [p]Reworked the Known Mercenaries panel; it now displays mercenary-related modifiers, and list cards provide clearer owner details and information for each mercenary type.[/p]
- [p]Added an upgrade icon to building types in the Macro Builder, indicating where players can upgrade their own buildings.[/p]
- [p]Added upgrade functionality to the Mass Builder and rearranged the build-in-location layout to better display information during updates.[/p]
- [p]Removed the ability to filter by sea in the Production Macro Builder and Location Buildings panels.[/p]
- [p]Fix multiple instances of Province population not showing the proper amount of pops[/p]
- [p]Homogenize UI Actions between diplomacy and foreign country (when self-viewing) lateral views[/p]
- [p]Add potential production efficiency values and tooltips in the Location Building View[/p]
- [p]Location, Country and Character panels now have a button on the top bar for panning the camera to the location, capital or character's location[/p]
- [p]Make military sponsorship cancelable from country view[/p]
- [p]Made the layout of the Building list for a Location a bit more similar to the macro builder, and added Production Efficiency[/p]
- [p]Added an icon for units being offered for hire as mercenaries, along with improved visual feedback when starting to offer a unit for hire.[/p]
- [p]Updated the maximum number shown when hiring mercenary leaders to use the lower of the leader’s subunit limit and the number of subunits available in the area.[/p]
- [p]Fix defensive league law voting showing icon for cast vote even if player has not voted yet. Update related tooltip to show indecisive outcome if no majority of votes has been cast[/p]
- [p]Hide country flags for unowned buildings in building panel[/p]
- [p]Accessing mercenary contracts from a unit now filters the view by that unit type.[/p]
- [p]Show also enhancements' production efficiency in the Building Macro Builder[/p]
- [p]Updated the Mass Builder to refresh buildings and raw goods list items, and to also consider less valuable buildings with a lower priority score.[/p]
- [p]Attrition Loses will now be shown in the War Panel with a summary and a breakdown in the War Losses text and tooltip[/p]
- [p]Fixed the Bankruptcy progress chart in the Economy View[/p]
- [p]The War View now notifies players when a war can end in white peace or enforced white peace.[/p]
- [p]Fixed bank countries displaying location treaties as province treaties in the Peace View.[/p]
- [p]Subjects of subjects no longer appear in the RGO builder, as construction is not possible in their territories.[/p]
- [p]Fixed Prikaz tooltips and outliner entries[/p]
- [p]The needs tooltip in the selected goods view no longer adds up all needs for all markets at each market, and is now nicely formatted as well.[/p]
- [p]Fixed a bug with experience decay being shown as x100[/p]
- [p]You can now see if a pop is linked to a foreign building in the pop tooltip.[/p]
- [p]Improved Trade tooltip clarity by separating currently used Trade Capacity from pending Trade Capacity changes applied on the next monthly tick.[/p]
- [p]Location supply limit tooltip will now correctly differentiate between Food Consumption Penalty and Attrition and show the values for each modifier with the corresponding breakdown.[/p]
- [p]Fix Make Hire tooltip with incorrect unit type naming.[/p]
- [p]Make the profit in the import/export lateral view be based on profit per Trade Capacity and not total profit.[/p]
- [p]Artillery Bonus tooltips on Sieges will now show the bonus of all cannon regardless if they are adding any bonus or not at all.[/p]
- [p]Add detail to the Effective Supply and Effective Demand tooltips. The detail will now show the sources and how effective demand and effective supply are calculated.[/p]
- [p]Tooltip for upgrading a SubUnit will now include the cost of upgrading the SubUnit[/p]
- [p]Age tooltip will now show all potential Reforms that the Age unlocks, if the Reforms can be potentially unlocked by the Country[/p]
- [p]Improve Area integration tooltip when hovering over the percentage progress[/p]
- [p]Market balance tooltips will now display the amount imported/export next to the total supplied/demanded value in order to quickly inform the player how much of the current supply/demand is due to trades.[/p]
- [p]Improved the tooltip for parliament issues when you access if from the Parliament alert[/p]
- [p]Unit experience tooltip now shows the correct percentages in the breakdown[/p]
- [p]Fixed the wrongful visibility of the right click action in the character tooltip while in observer mode[/p]
- [p]When hovering over the Port icon on the map, the tooltip will now say to which Seazone the port and therefore the location belongs to.[/p]
- [p]Make the proximity tooltip a bit more clear by changing Proximity Cost without Infrastructure to "Land Proximity Cost without Infrastructure" to reflect that the connection is not maritime type[/p]
- [p]Fixed dlc text going out of bounds[/p]
- [p]Minor rework to Estate Satisfaction tooltips. When effects such as privileges or parliamentary actions modify an Estate’s satisfaction, the tooltip now displays the post-change satisfaction value along with a face icon indicating the Estate’s current happiness state.[/p]
- [p]Added character traits to child education tooltip[/p]
- [p]Improved the peace treaty tooltip for making a character into a ruler of a country by shortening the entry name and having the flag of the target country show up in the tooltip[/p]
- [p]Add harbor capacity modifier of the port when entering/leaving the port in Market Access tooltip[/p]
- [p]Fix tooltip for market access cost when landing on land from sea or embarking from sea to land[/p]
- [p]Market Access tooltip will now specify the effect of harbor capacity on proximity cost[/p]
- [p]The Al-Azhar Madrasa building no longer has an unlocalized tooltip in its unlock requirements[/p]
- [p]The policies of the HRE have now their law level displayed in the UI directly, removing the need of the awkward tooltips telling you about raised or decreased law levels[/p]
- [p]Special building and regiment icon and tooltip[/p]
- [p]Naval loses tooltip on war lateral view[/p]
- [p]War losses tooltips displays battles and country losses[/p]
- [p]Add privateering mapmode to Pirates alert[/p]
- [p]Balance Graph will now have a position value tooltip for every value on the graph[/p]
- [p]Fix incorrect Harbor Capacity calculation tooltip for Market Access[/p]
- [p]Enfranchisement incomes will now be shown in the Income After Taxes breakdown for Noble estates[/p]
- [p]Clarify the amount of time it takes for a levy to recover in the raise levy tooltip[/p]
- [p]Add a breakdown for Food Expense in the Economy Balance View[/p]
- [p]Fix employment System tooltip when observing[/p]
- [p]Add missing tooltips to the + and buttons in the Economy Balance[/p]
- [p]Fix breakdown cost for Units upgrades[/p]
- [p]Improved display for special building triggers.[/p]
- [p]Unit Weight tooltip is now a scrollable list for large armies.[/p]
- [p]Add Wargoal name in the War tooltip description, included in the War alert.[/p]
- [p]Fix missing truce date in regular war tooltip[/p]
- [p]Fix wrong government modifiers displayed in foreign country view (e.g. viewing republics as monarchy)[/p]
- [p]Clarify Select Parliament Location selection tooltip[/p]
- [p]Updated Tax Base tooltips and concepts to reflect changes to Control[/p]
- [p]Truce date will now show up on the pop message when sending a Peace Deal[/p]
- [p]Added support for decimals in the peace treaty UI's antagonism boxes[/p]
- [p]Province tooltip now also show raw materials in the location list[/p]
- [p]Clarify landing/embarking for cases where the both locations are of different Sea Zones in the Proximity Tooltip[/p]
- [p]Add yearly decay in the Antagonism Breakdown Tooltip[/p]
- [p]Proximity is capped at 100% in tooltips as well as logic.[/p]
- [p]Added the price icon of the output good to the tooltip of production buildings, so you can see at a glance if their output is in high or low demand when hovering the buildings[/p]
- [p]Improvements to Location Wealth Tooltip after Tinto Talks feedback[/p]
- [p]The Rebel tooltip and the Outliner now let you know in advance when a Rebel movement is going to result in a Minor Revolt instead of a normal Revolt or a Civil War[/p]
- [p]Added Concept for Minor revolts[/p]
- [p]The game now has 7 different game speeds.[/p]
- [p]Fix battle popup exceeding borders on long country names[/p]
- [p]Made some annoying messages not popup by default.[/p]
- [p]Added confirmation popup to most IO actions[/p]
- [p]Sea zones will now be highlighted on the map when hovering over their names and the tooltip for them can be clicked to take you to their location and open their panel.[/p]
- [p]Changed the text in the auto accept hot join tooltip so it doesn't have any overlap in the text[/p]
- [p]Changed the color on the discriminated icon in the tooltip in society tab to the correct color[/p]
- [p]Move Intervene in war from hostile to friendly actions[/p]
- [p]Add location proximity to capital filter for buildings[/p]
- [p]The expense/income icon is now used instead of the gold icon for things that go directly to your monthly budget (as opposed to one time payments, of gold that goes to the estates)[/p]
- [p]Changed the layout in the call parliament button so we don't have any overlapping text[/p]
- [p]Updated economy view and handled overflowing text in one of the types[/p]
- [p]Changed the text and icon locations on the create market button as the text sometimes did overlap the icon[/p]
- [p]Add additional sort-bys to the list of Markets[/p]
- [p]Increased the icon size by 10 pixels, for the icons to be more visible[/p]
- [p]Detaching units from Unit Card now works like in EU4, where left click detaches and selects new units and right click only detaches.[/p]
- [p]Now search filters can be marked as favorite. Favorite filters are set by default every time a panel is opened anew.[/p]
- [p]Filters for special buildings and regiments[/p]
- [p]Gold Frames for special buildings and regiments[/p]
- [p]Added a new Peace accepted window[/p]
- [p]Correct road cost calculation in overlord's locations[/p]
- [p]Fix duplicated effect in rebel crackdown cabinet action card[/p]
- [p]Fix misleading advance needed requirement in building tooltip[/p]
- [p]Updated backgrounds for the load game multiplayer button in the drop down view[/p]
- [p]Changed one of the portraits background to a lighter color[/p]
- [p]Fix army size sort-by in the manage subjects view[/p]
- [p]Fix cabinet actions tooltip in Prikazi government reform[/p]
- [p]Fix crash due to IO votes in outliner[/p]
- [p]Changed the margins on the Advances layout to not have overlapping icons and text[/p]
- [p]Updated the create army template design[/p]
- [p]Fix pie chart for work of art progress[/p]
- [p]Refresh diplomatic actions in foreign country panel to remove invalid actions[/p]
- [p]Added background colors to the production method icons to make active and not active more clear[/p]
- [p]Changed the color on the backgrounds for the closing and subsidies icons for better visibilities in the building location view[/p]
- [p]Fix buy and sell locations panel and functionality[/p]
- [p]Fix missing description in estate building deletion confirmation[/p]
- [p]Add force_click_and_confirm_or_hold to generic actions, so actions can be tweaked without redoing the UI layout[/p]
- [p]Fix default value display for setting Subjects use overlord name[/p]
- [p]Fix inverted color coding for reform desire modifier[/p]
- [p]Context menu confirm actions fix[/p]
- [p]New backgrounds for the load game buttons to distinguish multiplayer option[/p]
- [p]Improved background for unit marker icons for better visibilities[/p]
- [p]When creating a truce, if an older truce exists update its length instead of leaving the old one[/p]
- [p]Add sort by unit type to single unit list view[/p]
- [p]Fixed a bug where units could not disembark by right-clicking on the map at their original embarkation location.[/p]
- [p]You can now see AI behaviour on traits in the trait tooltip.[/p]
- [p]Benefits that are unique to an Age are now shown separately.[/p]
- [p]Improved coat of arms & flags for red turban warlords[/p]
- [p]Added new Loading screen for the Rossbach patch[/p]
- [p]Fixed an exploit that allowed changing other countries’ Production Methods and accessing their Buildings panels.[/p]
- [p]The war panel total Naval strength will now match the sum of all the values of each side[/p]
- [p]Fix multiple instances of levy values displaying incorrect value[/p]
- [p]Recruitment and unit templates now hide obsolete units by default within each unit category; this can be toggled per view.[/p]
- [p]Potential Tax Base is now called Wealth, Tax Base Share is Wealth Share, Potential Profit is Profit[/p]
- [p]Close unit panel when unit is not valid[/p]
- [p]The tooltip of the change_modifier_size effect now properly shows the name of the new modifier instead of saying "NEW_MODIFER". This fixes the weird tooltip bug for the "Reshape our Bureaucracy" action[/p]
- [p]Updated Tutorial and Hints to reflect the fact that Wealth is not destroyed by lack of Control anymore, but goes to the Estates[/p]
- [p]Added historically accurate uniform coloring to the 3D soldiers of the following countries: Mainz, Stettin, Meissen, Mecklenburg, Wolgast, Hesse, Trier, Cologne, Münster, Lüneburg, Brunswick, Bohemia, Upper Bavaria, Lower Bavaria, Salzburg, Palatinate, Würzburg, Württemberg, Baden[/p]
- [p]Added new Filipino ethnicity.[/p]
- [p]Added historical portrait for Oliver Cromwell.[/p]
- [p]Late age, long coats, colors, and model variations.[/p]
- [p]Can now script custom names for cultures formed by Unify Culture Group cabinet action. It uses the scope of the primary culture that is doing the forming.[/p]
- [p]Laws have a now a has_levels argument which is used for the GUI to show the levels of the different policies[/p]
- [p]Added the original_attacker_leader and original_defender_leader event target links for wars. The difference between those and attacker_leader and defender_leader is that they scope to the countries which initialized the war in the first place, which is in particularly relevant when you want to check for war targets where one of the two is a subject, and the warleader position went to their overlord[/p]
- [p]Added the on_gain_hegemon_status and on_lose_hegemon_status on actions[/p]
- [p]Add Scripted Geographies with scripted_geography scope[/p]
- [p]Added the show_tags_in_ui for script objects (such as policies, laws, heir selections, etc) which exposes custom_tags in the UI[/p]
- [p]Added religious_schools_in_religion script list[/p]
- [p]Added the custom_eligibility_rules trait for heir selections which allow you to write custom rule strings for the UI. This is mostly used for the Bishopric and Grandmaster Elective to better highlight which characters are eligible to be voted on[/p]
- [p]Casus bellis now have ai_will_do which determines how likely it is for an AI to use this casus belli[/p]
- [p]Added the ai_desire_to_attack_other_members trait to international organization types, allowing you to define how trigger happy members should be against other IO members[/p]
- [p]Added a is_neighbor_of_location_or_across_one_seazone trigger for location scope.[/p]
- [p]Added the policy_level trigger which replaces the variable mess that is the HRE poly availability[/p]
- [p]Added the offer_relation_acceptance/reverse_offer_relation_acceptance/request_relation_acceptance/reverse_request_relation_acceptance triggers[/p]
- [p]Removed the unit_has_leader trigger as it is already covered by the has_commander unit trigger[/p]
- [p]Added total_foreign_buildings_levels trigger[/p]
- [p]Added owns_most_foreign_buildings_in_location trigger[/p]
- [p]Added num_owned_foreign_buildings_in_location trigger[/p]
- [p]Has_presence_in trigger now accepts scripted_geography scope[/p]
- [p]Location_counter trigger now accepts scripted_geography scope[/p]
- [p]Population trigger now accepts scripted_geography scope[/p]
- [p]religion_population trigger now accepts scripted_geography scope[/p]
- [p]religion_percentage trigger now accepts scripted_geography scope[/p]
- [p]religion_group_population trigger now accepts scripted_geography scope[/p]
- [p]religion_group_percentage trigger now accepts scripted_geography scope[/p]
- [p]culture_population trigger now accepts scripted_geography scope[/p]
- [p]culture_percentage trigger now accepts scripted_geography scope[/p]
- [p]culture_group_population trigger now accepts scripted_geography scope[/p]
- [p]culture_group_percentage trigger now accepts scripted_geography scope[/p]
- [p]Added is_in_scripted_geography trigger which accepts location, province_definition, area, region, sub_continent and continent scopes[/p]
- [p]Added the owned_by_or_its_subjects trigger for province definitions, areas, regions, sub continents and continents[/p]
- [p]Added the "hidden" argument for perform_diplomatic_action which will hide the tooltip for what mode the diplo action is. As such, it will not say if the diplo action is an offer, automatically accepted or always rejected[/p]
- [p]The perform_diplomatic_action now utilizes a "mode" argument instead of "accept = yes"/"decline = yes" arguments[/p]
- [p]The perform_diplomatic_action effect now accepts an "accept = yes" and "decline = yes" parameters which make the diplomatic action be always accepted or declined[/p]
- [p]Add ownable_location_in_scripted_geography script list[/p]
- [p]Add location_in_scripted_geography script list[/p]
- [p]Add province_definition_in_scripted_geography script list[/p]
- [p]Add area_in_scripted_geography script list[/p]
- [p]Add region_in_scripted_geography script list[/p]
- [p]Add sub_continent_in_scripted_geography script list[/p]
- [p]Add continent_in_scripted_geography script list[/p]
- [p]Present_country script list now accepts scripted_geography scope[/p]
- [p]Present_overlord script list now accepts scripted_geography scope[/p]
- [p]Country_with_capital_in_geography script list now accepts scripted_geography scope[/p]
- [p]Burgher trades and normal trade impacts on effective supply is now exported to defines[/p]
- [p]Countries can now get bonuses or penalties to proximity costs through different topographies.[/p]
- [p]Added the "NoMan" cheat command which makes the AI reject every diplomatic request[/p]
- [p]Added Location.IsInScriptedGeography( Arg0 ) function and variations for other geographies[/p]
- [p]Added ScriptedGeography.GetLocationsFromScriptedGeography Datamodel and variations[/p]
- [p]Proximity impact separately scripted from Movement Cost for topography and vegetation.[/p]
- [p]Changed several instances of "an Tolerated Culture" to "a Tolerated Culture".[/p][p][/p]
- [p]Fix CTD caused by oos window data needed for UI being cleared asynchronously from a disconnect msg[/p]
- [p]Fixed CTD while resyncing due to players not initialized before updating trades graphics[/p]
- [p]Fixed desync caused by updating situations in parallel with the rest of country data[/p]
- [p]Fixed CTD caused by a JoinWarRequest command trying to access the gamestate before being initialized[/p]
- [p]Fixed CTD caused by trying to use World Ocean before being initialized while a new player hotjoins[/p]
- [p]Fixed desync caused by not persisting countries' last month income[/p]
- [p]Fixed desync caused by Tag Manager storing random tags[/p]
- [p]Fixed desync caused by subunits not being sorted when computing Attrition[/p]
- [p]Fixed CTD when resyncing due to not clearing player data before loading again[/p]
- [p]Fixed desync caused by wrong persistence in revolt wars[/p][p][/p]
- [p]Added mounted state for DLCs[/p]
- [p]Added occupy_war_enemies console command to occupy all countries you are at war with.[/p]
- [p]Fixed Ironman Cloud Saves stop being cloud saves when exiting the game directly to desktop[/p]
- [p]Exile status is always cleared at the capital as well now, even if it's occupied.[/p]
- [p]Repatriate Troops will now also check for allied lands.[/p]
- [p]Civil War rebels now get the employment system of the country they rebel from.[/p]
- [p]Fixed a bug where pops were not created when building foreign buildings, making pops be stolen.[/p]
- [p]Fixed crash that occurred sometimes during multiplayer hot join[/p]
- [p]Disable all diplomatic actions for the country used by mercenaries[/p]
- [p]Fixed coastal locations not properly impacting colonisation and disease spread.[/p]
- [p]You can no longer bribe mercenaries already working for you.[/p]
- [p]Fixed a bug where AI could have a non-existing country as a rival.[/p]
- [p]Fixed a bug where sometimes not the most efficient possible method would be calculated for Production Efficiency in the Building Macro Builder[/p]
- [p]Fixed a bug that allowed achievements to be obtained even with changed game rules[/p]
- [p]Calling a parliament will no longer duplicate the bonuses acquired through the "Parliament Location" modifier.[/p]
- [p]You can no longer marry a character to multiple characters above the marriage limit via selecting multiple royal marriage peace treaties in one peace deal.[/p]
- [p]Fixed shift click functionality of the gold treaty in the peace screen to properly increase the value until the offer is not accepted.[/p]
- [p]Fix crash related to blockade graphics[/p]
- [p]Fixed an exploit with army objectives canceling movement lock.[/p]
- [p]Fixed a bug that made navies sometimes wait in a port instead of transporting units even though they had an assigned objective.[/p]
- [p]Revolt wars will automatically end if the revolter ceases to exist.[/p]
- [p]Humiliate peace treaty no longer stays selected when fully annexing the enemy.[/p]
- [p]Fixed a crash related to war view participants.[/p]
- [p]Removed duplicated localization for change_max_raw_material_workers effect[/p]
- [p]In the holy sites tab of the Patriarchate IOs, display the holy sites country modifiers applied to the country owning them instead of the player[/p]
- [p]Civil War "occupations" should no longer destroy unique buildings.[/p]
- [p]Nationalist rebels no longer get monthly_pretender_rebel_growth but monthly_nationalist_rebel_growth as expected.[/p]
- [p]Added the missing loc for changing religion/culture opinions.[/p]
- [p]Religious Figures can no longer be heirs.[/p]
- [p]Fix historical tags not being useable in script after losing a civil war[/p]
- [p]Fix missing icon in Location's Estate Power tooltip[/p]
- [p]Fixed weird behaviour of War Enthusiasm from Length of War jumping to different values suddenly when the overall War Enthusiasm reaches 0.[/p]
- [p]The Korean event "A Dangerous Mutiny" will now show the relevant character portraits[/p]
- [p]The Decline of Majapahit event "Eclipse of Majapahit" can no longer target population based countries and rebels[/p]
- [p]Persian event "Ban on Alcohol" now changes the estate satisfaction of the dhimmi in both options[/p]
- [p]The events for the creation of Dahomey will now properly create the country[/p]
- [p]Byzantine event "Landing in Italy" will no longer fire if there is no valid location that does not have a fort[/p]
- [p]The Omani event "Expanding the Falaj" will now require you to have at least one fully staffed Falaj[/p]
- [p]Byzantine event "Restoring the Varangians" will now no longer lie about the amount of gold you pay, and will no longer mention mercenaries in the tooltip[/p]
- [p]Ownership of the Galata and Venetian Quarter buildings from the Byzantine event "Rebuilding Constantinople" are now properly Venetian or Genoese[/p]
- [p]The Omani event "The Pirate Coast" will now require you to have the Privateers or Letters of Marque Advance[/p]
- [p]Detach siege no longer creates units with 0 men.[/p]
- [p]Locations taken in a separate peace deal no longer count as occupied in war score calculation with the original war leader.[/p]
- [p]Fixed vassals of vassals not leaving wars when their top overlord leaves.[/p]
[p]Bug Reports[/p]
[p]Player resources[/p]
[p]Suggestions[/p]
[p]Official Video Tutorial[/p]
[p]Technical Support[/p]
[p]Performance Tips[/p]
Have fun and Be Ambitious![/p][p][/p]