1.16 Patchnotes.txt

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# Expansion Features
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- Barbary nations can raid for slaves with their ships.
- Steal Maps is a new spy action that lets you conduct a despicable act of thievery and discover all provinces your victim already has discovered in a region.
- Hunting naval mission: Fleets will hunt enemy fleets in a specific region.
- Evasion naval mission: Fleets will evade enemy fleets in a specific region.
- Blockade naval mission: Fleets will blockade enemy ports in a specific region.
- Intercept naval mission: Fleets will seek out and attack enemy fleets near allied coastlines, focusing on troop transports." 
- The new diplomatic option Unconditional Surrender forces your enemy to send a peace demand for up to 100 WS within two months, or Call to Peace will be gained at twice the normal rate.
- Having a spy network in another country now gives you passive benefits to siege ability and aggressive expansion incurred against that country.
- Three new espionage actions: Slander Merchants reduces another country's trade power for 5 years, Sabotage Recruitment reduces manpower and sailor recovery speed for 5 years and Corrupt Officials increases corruption.
- The Mare Nostrum DLC also unlocks the Hunt Pirates mission (from the El Dorado DLC).
- Colonists in Trade Company provinces do no longer change the religion or culture of the province.
- Unit View: Added Naval Mission Settings panel that allows you to adjust the behavior of a fleet when on a mission.
- You can now rent out Condottieri to other countries.
- You now press sailors automatically when occupying coastal provinces.
- "Detach Damaged" is changed to "Repair Damaged". Damaged ships will head to port for repairs and then reunite with the fleet they were detached from.
- You can now send a diplomat to conduct counterespionage against a country, increasing the chance of detecting their attempts to build spy networks by 100%.
- Naval leaders are now allowed to be reassigned to and from ships within supply range.
- Promote Mercantilism: Spend diplomatic power to strengthen your mercantilism.
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# Free Features
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- You can now grant a Vassal their Core Province even when it isn't adjacent to them.
- Added a Loot Mapmode.
- Majorly reworked Espionage. Instead of sending diplomats to carry out sustained spy actions, there is now a new 'Create Spy Network' sustained action, where your diplomat covertly builds up a spy network in another country. Spy networks are size 0-100, and espionage actions other than Build Spy Network are now instant actions that cost a certain amount of spy network points when used but are guaranteed to succeed (for example, Sow Discontent applies the Discontent Sown modifier to the target country for 5 years). Spy Offense modifier was changed to Spy Network Construction and determines the speed at which networks are built, while Spy Defense determines the chance of detecting when another country is building a spy network in your country and disrupting their efforts.
- Study Technology is no longer an action but a discount to technology cost gained from having a spy network in another country with more advanced technology. Size of spy network and how many techs they are ahead of you determines the size of the discount, with only the largest discount for each category used (so if you get 20% land tech discount from one country and 15% from another, your actual discount is 20%).
- Naval Combat: There is now a chance of capturing ships that would otherwise be sunk, based on Admiral Manuever skill. (This is in addition to ships with low morale captured after the battle.)
- Naval Combat: Losing a ship now causes the entire fleet to lose some Morale.
- Naval Combat: The Positioning concept is removed.
- Naval Combat: Introduced "Engagement Width", which is the number of ships that can engage the enemy each turn. This is modified by leader manuever skill and local/global modifiers.
- New mapmode: States and Territories.
- Added the historical_neutral tag which makes countries less likely to become friends or enemies.
- Admirals now have siege ability which increases blockade efficiency by 10% per point.
- Merchant marine now gives +50% Sailors & Press Gangs now give +20% Sailor Recovery.
- Added mechanics for Sailors, given from development in ports.  Sailors are used when building ships and repairing them.
- Added continue button to end game screen to allow you to go beyond the supported end date if not playing ironman.
- The degree to which a trade node is monopolized (as determined by the greatest power share) now adds up to 100% to the privateer power modifier.
- Province tooltips now show more information regarding blockading fleets.
- Blockades are now indicated on the map with special border graphics.
- Implemented a new system called "States & Territories", where states gives most benefits of being non-overseas, while territories have autonomy and is considered to be overseas for many rules.
- Added Corruption, which is impacted by being behind in tech, being a big nation, being mercantile, and can be combated by investment in the budget. Corruption impact minimum autonomy in a country, its ability to do espionage and all power costs.
- Added "corrupt" cheat to set the level of corruption.
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# Gamebalance
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# Buildings
- Shipyard& Grand Shipyard now decrease buildtime and increase force limits instead of reducing ship costs.
- Docks & Drydocks now increase Sailors by 50% and 100% instead of increasing force limits.

# Capital
- Capitals can now be moved to any province inside a state.
- You can now always core your capital.

# Decisions
- It is now possible for primitives to Reform Religion/Government if they have a total of 18 tech levels (between adm, dip and mil) even if they do not border a western country. Reforming in this way will not give any free tech boost.

# Diplomacy
- It is now possible to choose whether to use your or your Subject's claim when Threatening War
- OPMs that are Free Cities or Trade League members now less likely to buy Provinces.
- Vassals and Marches of Merchant Republics now transfer 50% of their trade power to their MR overlord.
- Transfer Trade Power no longer costs a relation slot.
- Removed overseas impact on AE.
- It is no longer possible to make vassals embargo nations they haven't discovered.

# Exploration
- Reverted the region based discovery mechanics from 1.15 to province based as before.

# Governments
- Merchant Republics that grow over a size of 20 owned provinces now suffer a scaling penalty to their Republican Tradition. Subject-owned provinces do not count towards this limit.
- Aristocrats in Merchant Republics now increase sailors by 25% instead of +10% land forcelimits.
- Halved the size of the merchant republic production bonus.
- Merchant Republics now always give their production bonus to provinces where they have trade power, even if they or someone transfering trade power to them own the province (but not if it has gold as trade goods).
- Lack of debate in parliament is no longer a hit on legitimacy or republican tradition, but an increase in corruption.
- Each Seat now has a 25% chance of backing an issue 
- Ignore Corruption bribe now increases corruption.

# Ideas & Policies
- Administrative Ideas finisher is now +1 states instead of +10% goods produced.
- Expansion Ideas finisher is now also -25% state maintenance.
- Military Zeal Act no longer boosts discipline.

#Religion
- Added Fetishism religion.

# Revolts
- Rebels with Unrest below 0% will now still revolt if they got a supporter. 

# Subjects
- Reduced Liberty Desire from Tariffs.
- reduced "Decrease Tariffs" cost to a sane level, from 100ADM to 25ADM

# Technology
- Sub Saharan Tech group renamed to West African.
- Added Central African Tech group.
- Added East African Tech group.

# Units & Forts
- Mercenaries can now be built in overseas provinces.

# War
- Countries with very few forts relative to their size (and less than 10 forts total) now have their unfortified provinces worth more warscore when occupied by enemies.
- Ships blockading now give naval tradition.
- Blockadedpercent now compares development * 1-autonomy, not 1 per port.
- Call For Peace is now reset for allies, not just warleader when stabhit is refused.
- Local autonomy no longer affects build times (as this became too much of a stacking effect with unrest affecting it too).
- The Trade Conflict CB no longer allows you to take land, revoke cores, or release vassals/nations in peace.

# Other
- Victory Cards that opponents fullfil on your former soil is now a hit of 50% of that score.
- Maximum Power now scales with all power cost as well.
- Raze Province now actually increases unrest.

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# AI
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# Diplomacy
- Threaten War acceptance now takes into account the backing of coalitions.
- AI no longer pirates in nodes where any allies would be offended.
- AI no longer wants to help allies with their rebels unless trust and manpower are both high.
- Loyal subjects now use their overlord's rivals, allies and attitude when determining Military Access acceptance.

# Economy
- There is now a bunch of buildings AI won't build during war, mainly because that money could be better spent.
- AI will try to spend huge treasury a bit faster now.
- AI can now cheat on maintenance for border and capital forts (there is a define to disable this) and won't mothball these.
- Fixed problem with AI not hiring advisors.
- AI only recruits infantry mercenaries unless modded to do otherwise.

# HRE
- AI should no longer demand Unlawful Territory...
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