############################################################## ########################## 1.17 ############################## ############################################################## ################### # Free Features ################### - 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. ################### # Gamebalance ################### - 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. ################### #AI ################### - 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. ################### # Interface ################### - 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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