1.17 Patchnotes.txt

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########################## 1.17 ##############################
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# Free Features
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- Nation Designer: Added new custom idea "Slave Raiders" that allows you to raid coasts.
- Readded Very Easy and Very Hard with bonuses of old.
- Added "economy" console command that prints global economy statistics to game.log.
- Disbanding fleets now return sailors to your sailor pool (up to max sailors).
- Sailors are now returned to your sailor pool when upgrading ships.
- Added Humiliate Rival Casus Belli which will now always be available towards rival countries, allowing you to humiliate, Show strength, release cores and countries but not directly demand provinces.

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# Gamebalance
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- You now need to have a participation score in a war to gain revanchism for losing it.
- Added -50 bilateral opinion modifier between a country and any country that broke free from it.
- Grant Independence treaty now counts as gaining the whole alliance, rather than just the leader (so allies won't complain for not getting anything).
- Culture & Religion changes on colonisation are now possible if all natives are dead, or if non-western.
- French language in all courts is now +1 diplomatic relations.
- Tengri syncretic religion is now checked when checking for alliance offers.
- Rebels that break free now get an alliance and +200 opinion modifier with the (if any) country that supported them.
- Culture cost modifiers no longer affect the time for culture conversion.
- Spy Discovery Cooldown is now 3 months, instead of 5 years.
- Fabricating a claim now requires a spy network of at least 20.
- Each extra claim on another nation adds 25% cost for new claims fabricated.
- Reworked the "has powerful allies" acceptance factor, and now penalizes you when having a total alliance strength above five times the average country military strength.
- Espionage ideas no longer unlocks the espionage actions.
- Added a 'reduced_liberty_desire' modifier that reduces liberty desire in subjects.
- Claim Fabrication got moved from influence to espionage ideas.
- Spy Ideas gained "Additional Loyalist Recruitment", which reduces LD in subjects by 10.
- Spy Ideas gained "Audit Checks", which reduces Corruption by 0.1 Yearly.
- Influence gained "Establish Cadet Branches", giving +25% heir chance and +0.5 prestige. Monarchies ftw!
- Reduced impact from religious unity severly on corruption.
- Fabricating Claims now require Dip Tech 0.
- Steal Maps now require Dip Tech 6.
- Study Technology now require Dip tech 9.
- Slander Mechants  now require Dip tech 12.
- Sabotage Recruitment  now require Dip tech 15.
- Sow Discontent now require Dip tech 18.
- Sabotate Reputation now require Dip tech 21.
- Corrupt Officials now require Dip tech 24.
- Agitate for Liberty now require Dip tech 27.
- Infiltrate Administration now require Dip tech 30.
- Debates in Parliaments now only finish mid-month if it chance to win is 100 or above
- Wargoals for claims are no longer reducing AE.
- Added +ship repair speed to shipyard and grand shipyard
- The "Show Strength" peace option now gives the same Power Projection as "Humiliate".
- "Show Strength" peace option will now give 100 monarch points of each type rather than 20.
- Military access is no longer extended to provinces with hostile units.

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#AI
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- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).
- Fixed some unlikely reasons for AI getting stuck and never cancelling condottieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Replaced condottieri Unfavorable cost acceptance modifier with a more dynamic modifier directly linked to maintenance multiplier.
- Added condottieri acceptance penalty against very small armies.
- Fixed AI performing weird building construction at war (again).
- Fixed sneaky bug where tech 4 units would be considered ~100 times as powerful as units at tech 3 (resulting in suicidal war declarations).
- Subjects more often considered (e.g. for allies) when calculating army power (helps against suicidal war declarations).
- AI should no longer as easily rival countries in its own trade league.
- AI armies prefer to not go to fortless provinces that will be flipped by enemy forts.
- Fixed case of "Cannot select province X because country Y does not want it" due to overextension of negotiator applying to receiver.
- AI made to consider rebel strength of naval landing site, and will no longer attempt return to base with a smaller force.
- AI should no longer get stuck in recruit-disband cycles.
- AI armies will no longer attach to supportive subjects' armies (as they're likely to be passive).
- AI with high doom will now try to sacrifice their vassals' rulers and heirs.
- AI hopefully doesn't create zero ship trade node mission fleets anymore.
- When determining the degree of deficit spending, AI now considers any debt.
- Countries in HRE will only offer Condottieri to neighbors.
- AI will now only have its money automatically deleted when it has 1 million ducats or more on Hard difficulty levels to avoid arithmetic overflow.
- AI now prefers paying off debt to reducing corruption (but will consider corruption a form of debt when avoiding to start wars).
- AI less likely to antagonize or set vital the provinces of countries it has guaranteed in some cases.
- More fixing to AI pathfinding failure complexity optimizations to avoid sleepy army behavior.
- AI now tries to consider the fact whether a country has hired out condottieri when doing strength calculations.
- AI will send its entire army as Condottieri if the remaining defending force would be unlikely to even beat a rebellion.
- Misc. bug fix tweaks to restore Condottieri to former glory on Hard.
- AI less likely to send out condottieri if army isn't built up to force limit.
- AI should at least give you one province when you've been promised land by them to join their war, assuming you've selected one.
- Fixed case of Condottieri being stuck after being hired.
- AI will not hire out an army that is sieging as Condottieri anymore.
- AI no longer creates states where it can create Trade companies instead.
- Fixed bug that made AI siege friendly rebels and in general help countries against rebels it has no reason to help.
- AI no longer grants provinces to rebellious subjects that declared independence and lost.
- Fixed AI never cancelling Transfer Trade Power.
- Fixed AI's use of Excommunicate, Call Crusade and Claim Throne actions.
- Made AI more likely to go to low army maintenance in an effort to save money.
- Made AI (even) more averse towards starting wars with themselves or allies in debt, in war, etc.
- Fixed an inactive AI army bug where two stacks would wait on each other to make the first move (because one was closer).
- Fixed a couple of cases where condottieri weren't being handled properly in AI army logic (i.e. being handled as part of normal army).
- Naval missions shouldn't cancel when starting them just because ships are afraid to venture out of port.
- Tweaked down AI's willingness to take loans to fund wars since repaying them is more difficult than it used to be.
- Fixed: Navies protecting trade could stray away from the trade node.
- Solved one case of mysterious AI ally "does not want province" against merch republics.
- Added tooltip explaining that AI is refusing to be given a province because it would become overextended.
- Fixed bug making Hunt/Intercept naval missions goto irrelevant regions other than the target (e.g. the Baltic when hunting in West Africa).
- Blockade fleets will no longer split up if it would cause one of them to go into hiding immediately, and other blockade mission synchronization logic fixes.
- Blockade naval missions will now also consider blockading enemy controlled provinces owned by you.

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# Interface
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- Tooltips over Spy Actions in a Subject now say they will cost Spy Network size with the Overlord.
- Adjusted Sailors icon in macro builder.
- Macro builder for fleets now show cost just like for armies.
- Tooltip for changing an estate's influence/loyalty (in events) now also show current influence/loyalty.
- Added newline before showing Corruption effect on Idea confirmation message.
- Added tooltip for March offer from vassal.
- Slight changes in some tooltips (mostly war screen).
- HRE screen no longer claims its hereditary after new electors have been appointed.
- Added "conditional military access" in diplomacy view.
- Added icon for naval missions that are stalled (likely due to aggressiveness setting) with associated explanation.
- Favors/trust on diplomatic feedback view have been hidden or neutered when view is open for a human played country.
- Added alert when territories can be upgraded to states.
- Pressing the shield of an elector's vote now opens diplomacy with them (rather than showing their capital).
- Standardized tooltips in province view.
- If an Explorer-led fleet is selected, the tooltip now shows which region can be explored by right-clicking on an undiscovered sea province.
- Replaced envoy travel time with corruption on country diplomacy tab so you can see other countries' corruption.
- Slight change in tutorial text.
- Added explanations of opinion loss to Raid Coasts button tooltip and message.
- Fort maintenance tooltip now shows modifiers.
- Added Trade League...
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