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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Fri, 31st Oct 2014 17:30 Post subject: |
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I've gotten into EU and CK quite easily, but cannot into HOI :I
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Fri, 31st Oct 2014 17:34 Post subject: |
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Same can be said about Victoria II. Paradox's games before CK2 were more rough around the edges and that didn't encourage people to give them a chance. After all you have to put 5-6 hours to learn the mechanics.
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Morphineus
VIP Member
Posts: 24883
Location: Sweden
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Posted: Fri, 31st Oct 2014 17:44 Post subject: |
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Depends on what you get used on really. I started with the HOI games and had a tough time with CKII and EU. It plays quite different.
Once you put yourself to it and go through the learning curve you'll be ok. Played a lot of CKII the second time I tried, was more dedicated to learning the mechanics.
It's made a bit more accessible with the newer games, but you'll still have to go through the mechanics as much as before.
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Posted: Sat, 1st Nov 2014 15:14 Post subject: |
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Reg67 wrote: | One has to wonder if there will ever be a 'gold' edition or, (as I suspect) they will just go on and on releasing DLC's. Don't get me wrong the game is fantastic, but there is a limit. |
Limit on new content? On a game you enjoy? Why? Paradox games have given me without a doubt the most value for my money. I for one hope they continue to support and evolve their games for years to come.
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Posted: Tue, 9th Dec 2014 18:45 Post subject: |
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New patch 1.9 out.
Spoiler: |
###################
# Free Features
###################
- Trade fleets in the same node and on the same mission from the same country will now automatically merge. If either fleet is set to go home at war the merged fleet will also have this setting.
- You can now play as released vassals in Ironman.
- Implemented new system for Disasters, and moved the Peasants War, Internal Conflicts, Religious Turmoil, Counts Feud, War of the Roses, Liberalism & Revolution event chain to be disasters.
- Added in 20 new achievements.
- Added National Ideas for Sukhothai, Khmer, Shan States, Canada, Quebec, Mexico, Transylvania, Zaporozhye & Chinese States.
- Added sets of dynamic historical events (DHEs) for Kilwa, Orissa & Kanem Bornu.
- Expanded the dynamic historical events (DHEs) for Hungary, Ming, Austria, Poland, Venice & Netherlands.
- Added a large set of flavor events for Steppe Nomads.
- East Asian culture group renamed to Chinese, Han now divided into a number of smaller cultures.
- Added Chinese Revolter nations based on new cultural division.
- Added events for the creation of Sokoto.
- Added Fulani Jihad Events.
###################
# Gamebalance
###################
# Autonomy & Cores
- You no longer automatically get cores on provinces colonized on the same continent, but instead have to pay half the normal coring cost to turn them into cores.
- You now only have to pay half the normal coring cost for overseas provinces.
- Removed min autonomy on same continent colonies.
- Reduced autonomy effect on warscore cost.
# Buildings
- Embassy no longer gives +10% hostile core creation, but instead increases diplomatic relations by 1.
# Colonial Nations
- Colonial Nations can now only buy provinces in their own colonial region.
- Colonial Liberty Desire from WE now only applies if you have admin tech 22.
- Reduced the effects of tropical terrain on colonization, now only gives -10 colonial growth.
- Colonial nations now inherit unit type from their overlord at time of creation.
- Liberty Desire can now tick down on a monthly basis if its higher than adm*tariff. Having war exhaustion may block this.
- Colonial nations no longer get a penalty to Papal Influence.
# Diplomacy
- Can now only transfer occupation of non wargoal provinces to countries that control an adjacent province or have a core or claim on it.
- Federation leader bonus to morale reduced to 10% from 30%.
- A coalition can no longer take vassals or protectorates as part the peace deal in their coalition war.
- You can no longer guarantee a country unless you have at least twice their economic/military power.
- Countries with less than 50 total tax can no longer be counted as a Great Power regardless of score gain.
- Truce are now updated immediately when a country is released in a peace..
- Forming a country now changes your fixed capital to the historical fixed capital of the new country. If said country has no historical fixed capital, neither will the newly formed nation (most formable countries do not).
- Legitimacy at 75%+ now gives +1 dip rep, instead of just at 100% when annexing.
# Governments
- Celestial Empire and Hordes can no longer get Peasants' War.
- Celestial Empire now gives -10% Technology Cost, to compensate for the loss of tech bonus from factions in 1.8.
# HRE
- Granting an electorate no longer gives imperial authority.
- The Emperor can no longer lose the election for Emperorship while in the midst of a League War.
- Electors are now more likely to be chosen as League Leaders.
- The Peace of Westphalia now disables religious casus belli such as 'Cleansing of Heresy' inside the Empire.
- Emperor will no longer gain or lose imperial authority for Princes converting after Peace of Westphalia is signed.
- You no longer lose Imperial Authority each month for Electors that are in juniors in a Personal Union.
# Ideas
- Most ideas that only gave 2.5% discipline now give 5%.
- Boosted Persian ideas slightly.
- Revised Ming National Ideas.
- Loango and Ndongo now use Kongo ideas.
- Ideas and policies that had only privateer efficiency now also have another effect, to make them useful even if you don't own Wealth of Nations.
- Fulani Jihad Ideas now available to all Fulani Jihad states.
- Replaced -20% Accepted Culture Threshold in English Traditions with +33% Embargo Efficiency.
# Religion
- Centers of Reformation can no longer convert provinces that are Religious Centers.
- Revolution Target now gets -100 Papal Influence.
- Catholics now get Papal Influence again as the text says when converting a province, but its +1 per basetax, not just a flat +5.
- Second and third centres of reformation can now no longer be created in Rome.
# Revolts
- Loss of the Mandate of Heaven now makes nationalist and patriot rebels much more common.
- The Mandate of Heaven now makes nationalist and patriot rebels much less common in provinces of your culture group.
- Effect of friendly regiments on local unrest now scales to land maintenance slider.
- Accepting the Lollards demands now removes the support for them in their provinces.
- Cost of Harsh Treatment is now less linear, the base cost will be higher but the max cost lower.
- Rebel factions now progress 10% towards a revolt each tick instead of 5%, but have only half the previous chance of progressing.
- Chance of rebels making progress towards a revolt is now less linear, small factions will progress faster but large factions will progress a bit slower.
- Pretender Rebels no longer evaporate at the rulers death.
- Can no longer negotiate with Patriots and Nationalists while at war.
# Subjects
- No longer get a stability hit for revoking a march if you have the 'reduced stability costs for diplomatic actions' diplomatic idea group finisher.
- A vassal that is being annexed can no longer be turned into a March.
- Subjects can no longer declare war with their own subjects' wargoals.
- Shogunate Japan can no longer use its subjects' CBs.
# Trade
- Only province trade power now propagates upstream, and amount of propagation was reduced.
- Increased effect of blockading on province trade power.
- Reduced overall value of trade goods by about 33%.
# Units
- Exiled units are now 'blind' and will not reveal fog of war in their own or surrounding provinces.
###################
#AI
###################
- AI: Will now always reject requests to return unlawful territory.
- AI now evaluates acceptance for fleet basing access requests from subjects as if those requests were coming from their overlord, same as for military access.
- Subjects should now be more likely to listen when you tell them to besiege a particular province.
- AI: More inclined to join a League of their religion if they are the owner of a Center of Reformation for that League
- AI: More prio on sieging provinces owned by enemy warleader
- Fixed a bug where the AI would count having too many of a particular ship type as a negative reason towards buying a fleet, even if that fleet had none of that ship type.
- Fixed a bug where the AI would suicide-dow a recently vassalized country due to preparing the war before they were vassalized.
- Fixed another cause of exiled AI armies not going home after war.
- Fixed a bug where a very small AI country would refuse to build units because they were erronously calculating that they were already building too many units.
- Fixed a bug where AI would refuse to peace out enemy warleaders before 5 years was up, even if they had 100% warscore.
- Fixed a bug where the AI would wait a long time before coring provinces under some circumstances.
- Fixed a bug where the AI would accept transfer trade power peace offers that it had no interest in.
- Fixed a potential crash bug in the AI.
- Fixed a bug where the AI would repeatedly start and cancel movement of armies.
- Fixed a bug where AI would repeatedly start and cancel movement of fleets.
- Fixed several causes of 'frozen' armies.
###################
# Interface
###################
# Alerts
- Revolt alert now warns you of factions with more than 50% progress towards revolt, down from 80%.
- Religions that cannot form Personal Unions will no longer get 'disputed succession' alert.
- Added alert for the Emperor when a nation holds Unlawful Territory.
# Country
- All modifiers now shown correctly in Convert Religions.
- Interregnums are now always displayed as such.
# Launcher / Frontend
- Tutorial and Exit main menu buttons are now aligned to the other buttons.
- Game version is now shown in launcher.
- Browse button under Content view's DLC tab now opens the EU4 steam page.
- Added label for "Compress game data" checkbox in save menu.
# Misc
- Clicking an event option no longer unpauses the game if paused by player.
- Added icon for navy mothballed status in Outliner.
- Which music plays is now more random, and individual songs will repeat less.
# Provinces
- Transfer occupation is now its own button, instead of using occupier shield.
- Added Trade Company button in province colony view.
- Tooltip for current resource price in main province view now also shows base price.
# Units
- Added leader stats and ship type icons to naval unit tooltips.
- Warscore summary now always shows total warscore from battles.
- Can now see rebel factions that have progress towards uprising, even if those factions have no chance of gaining further uprising progress.
- Fixed bug with MP chat key input sometimes processed twice.
- When having a huge fleet, when no new names can be found, the ship names will now have a number infront of them.
- You can now get the full tooltip for the rebel demands when handling rebels.
- The popup that tells you what the rebels demands are when they are enforced will no longer be cut off if it's too long.
- Fixed bug where line break would sometimes flip characters in MP chat.
- Optimized the Trade Mapmode.
- Fixed bad tooltip if trying to build all mercenaries in a province that is being sieged.
- The values in the template creator now resets to zero when starting on a new template.
- Truce, Warning, Guarantee & other diplomatic states that expire at month end, will now correctly say they expire at the end of that month.
- Added tooltip to automatic fleet transport toggle to show if a navy is already on an automatic fleet transport-mission.
- Automatic transportation and Ally transportation buttons are now disabled if unit has no transport ships.
- You can no longer send missionaries to provinces that are being converted by a nearby center of reformation.
###################
# Usermodding
###################
# Console
- Added console command ai_minister that can be used to disable/enable specific AI ministers.
- added console command 'disaster <key>" that gives 100 progress to that disaster, and starts it if trigger is valid.
# Effects
- Spawn_rebels effect now also takes "win = yes" to get control of the province, and "unrest = x" to add x progress to that faction.
- Added an 'end_disaster = key' effect that will end that disaster (without calling the end event itself)
# Evemts
- Onaction events can now be set as "fire_only_once" as well.
# Triggers
- Added average_autonomy & average_home_autonomy triggers.
- Added a 'num_ships_privateering' trigger.
- Added new trigger 'has_changed_nation = yes/no' that checks if you have changed to playing as a released subject.
- Optimised the heir_age trigger.
- Advisor_exists trigger now returns false for historcal advisors not yet born.
- Infantry_in_province, cavalry_in_province & artillery_in_province can now check a country tag.
- Unrest trigger can now handle country-scope.
- num_of_religion trigger can now handle heretic = yes instead of a religion.
###################
# Script
###################
# Decisions
- Forming/Releasing Jerusalem is now possible until 1650, rather than being disabled by the Reformation.
- Sakoku Law now applies to Japan and not only its subjects.
- Legitimacy requirement for reforming tribal/horde government is now 60 (down from 90)
- Forming the Holy Roman Empire now gives you the Empire government form.
- The Shan states can now form Shan.
- Forming Canada, Mexico or Quebec now gives new Ideas.
- Added decision to form Croatia.
- Forming Jerusalem now gives Jerusalem Ideas.
- Form Arabia Decision no longer changes your idea group.
- Form Byzantine Empire decision updated to fit the new map.
- "Confirm Thalassocracy" now requires control of the new Goa node rather than Zanzibar.
- Forming Jerusalem now changes government to Feudal Monarchy
- Malayan formation decision now no longer considered a reason to hate all neighbors by AIs unless they reach a certain size.
- Arabia can no longer use the form Egypt decision.
- The decision to embrace the counter reformation now check so that you don't fulfill the criteria for any of the events that remove the modifier.
- Forming Paraguay no longer requires provinces outside of South America.
# Events
- Added Thirteen Colonies region to trade_goods.txt to fix very old Random New World bug.
- The end of the Oromo Migrations now gets lower MTTH the more provinces you have with the modifier.
- Fixed missing two missing = in ai modifiers in RandomProvinceEvents.txt
- Fulo, Funj, Ashanti, Sulu and Janjira now spawns units when they break free.
- Rebalanced French & Venetian DHE's according to the new design vision. Each DHE should always happen if triggers are true in a game, and all options should be viable to pick.
- American Dream events adjusted to better fit the new map.
- 'The Imperial Diet' event can no longer happen if a League War is ongoing.
- 'Golden Age of Timbuktu' event can no longer trigger for Westernized Songhai.
- Events that add cardinals will no longer fire if Papacy is disabled.
- Pacta Conventa no longer reduces Poland's number of diplomats by 1.
- Price events will no longer trigger at later dates, instead prices will be preadjusted for these dates.
- tyw_events.30 now triggers tyw_events.31 rather than itself.
- Events using MTTHs above 5000 now have been lowered to this limit, scaling MTTH to size for province events instead.
- 'Religious Persecution' modifier no longer gives 30% local missionary strength, it now gives 3%.
- Pre-AoW Persian flavor events now correctly check for Isfahan rather than Lorestan.
- Many events that can change province religion now won't fire for provinces with centres of reformation.
- Nobles demand old rights no longer changes autonomy in the capital.
- Iberian Wedding can now occur anytime between 1450 and 1530.
- Increased frequency of Patriarch Authority events.
- Fulo Spawning event now also spreads Fulani culture.
- Education of heir events will now no longer boost monarch stats beyond 6 (monarchs that already have 6 in a stat now get a one time boost of points instead).
- Many events that have an effect on Legitimacy now check if you are in a union.
- Event options in aow_events.32 now correctly target a neighboring country with a reformation center.
- Event The People Demand Democracy now has more balanced Options.
- Event Relative Fails Local Rule now has more balanced Options.
- Portuguese Flavor Event "The Duke of Coimbra" now have triggers clsoer to the actual situation it covers.
- Events that gave very low amounts of local autonomy now give more.
- Event 1082 will now only trigger once per ruler if the papacy is refused.
- Reordered tooltip for the Cardinal Across the Border event.
- Education of a ruler now cannot trigger without an heir or for Elective Monarchies.
- Form Manchu now changes units and tech group to Chinese.
- Form Qing now no longer changes units and tech group to Chinese.
# Missions
- Updated purple phoenix missions for 1.8 map.
- Unite Manchu mission now follows the same logic as the corresponding decision.
- Added mission for MUG or TIM to conquer the Punjab to make the Conquer Delhi mission work better.
- Purple phoenix Missions updated for new map.
- Added mission for Cusco to conquer Wanka.
- Added one mission for Vijayanagar to reclaim territory held by Orissa.
- claim_on_rival mission will now abort when it makes sense that it does.
- Abort clause for Ottoman missions to conquering the Levant and Egypt now conforms with other nation specific conquest missions.
- The Generic Make a base in the spice islands mission will no longer trigger for the Portuguese.
- Many conquest missions will no longer fire if you are allied to the current owner.
# Setup
- Gangneung no longer tropical.
- Centers of Trade in inland provinces now have their own type of the modifier, which does not increase naval forcelimits.
- Added dynamic province names for Latin, Greek, Turkish, Berber and Andalusian cultures as well as the Arab culture group.
- Added Ottoman starting general Hadim Sehabeddin.
- Added Maakhir, Kaffa and Amhara regions to trade goods.txt to ensure provinces can get new trade goods after abolishing slavery.
- There is now only one Leon Battista Alberti (in Rome).
- Yeren now knows of the ocean outside its ports.
- Some Indian vassals are now treated as marches.
- Some Orissan Provinces now have slightly more starting autonomy.
- Minor adjustments to Orissan Monarch stats and dynasty names.
- Timurid heir Ulugh begh now has much less legitimacy.
- Timurids no longer accept Afghan culture.
- Varanasi now starts with the religious_center modifier.
- The wasteland province of Nenets removed from Russian region.
- The wasteland province of Yamal removed from Western Siberia region.
- Fulo region adjusted slightly.
- Fixed various issues in the history files for later start dates relating to occupation of provinces without the owners being at war.
- Bukhara now exist at the appropriate dates for historical starts.
- Infante Pedro is now a regent.
- Fixed location of the port of Rabaul.
- Added new flag for the Doughlat tag.
- Kodiak, Eyak and Sitka are now arctic.
- Removed double dynasty for the Tarascans.
- Vassalisation of Perm in history files now ends when Russia forms (and not 2 years later on the same day).
- Diplomacy history no longer refers to Tibet where U-tsang or Kham would be more appropriate.
- Added starting forts in some odd provinces that lacked them in the old world.
- Added fixed capitals for a large number of tags.
- Relocated one base tax to Bursa.
- Smyrna is now Turkish and Sunni in 1444.
- Kastamanu now produces copper and Adana cotton.
- Edinburg now starts with a Centre of Trade.
- Capital of Paraiba is now Filipeia in 1444.
- Yao and Kanem Borno are now historical rivals.
- Added two Ottoman royal marriages for later start dates.
- Arakan is now Buddhist.
- Arabian region now no longer extends into Kurdistan and Turkey.
- Kongo, Loango and Ndongo now know of more of the West African coast (including the Ivory coast trade node).
- New provinces in Africa and Indonesia now included in 00_natives.txt.
- Pacachuti is now a leader as well as a monarch.
- Khorasan no longer loses cores in it's home region in later historical starts.
- PROV2490 now no longer without a region.
- Swahili states now have slightly better maps of African Wasteland.
- Tabriz Base Tax increased slightly and a marketplace added to reflect the importance of the city better.
- Yarkand now has maps of more land to its west.
- Province capital name of the province Al-Qatif now matches the province name.
- Centre of Trade in Mazandaran is now considered an inland Centre of Trade.
- Added Inland Centre of Trade in Tabriz province.
- Pate now starts the game as Ibadi in some start dates.
- French revolutionary leaders now available again in the relevant start dates.
- French leader list around 1792 pruned a bit to preserve French MIL income.
- Swahili trader states government changed to Tribal Kingdom rather than Tribal Despotism.
- Bahia Blanca now named San Antonio.
- Qing now uses the Unit GFX of Manchu.
# Misc
- Added a small local autonomy reduction on theocracy government form.
- desc_jnp_pilgrim_tax now no longer refers directly to Varanasi.
- Tibetan ruler names now use a transliteration that's easier to read.
- Pentarchy modifier now looks for Antioch rather than Aleppo.
- Muslim republics are now ruled by Sheiks and Emirs rather than Doges, etc.
- Added new_foundland_region, haud_region and hudson_bay_region to trade_goods.txt.
- Guge now uses Asian gfx.
- New trade goods added in 1.8 now have manufacturies associated with them.
- Descriptions for African Cuirassier and African Swarm units will now be displayed.
- rus_invited_to_study_institutions is now a positive relations modifier.
- Penutian culture group now use northamerican graphics.
- Changed color of Lanao.
- Turkish dynamic province name for Yedisan is no longer Bender.
- Tapuia now uses North American graphics like the other South American natives outside of the Andes.
- Tooltip for South American technology group now correctly describes it as being 250% more expensive.
###################
# Bugfixes
###################
- Fixed a bug where Marches would not get a stability hit when declaring an independence war.
- Fixed a bug where Marches would not obe able to call in independence supporters when declaring an independence war.
- Fixed OOS related to signing peace with countries that had subjects in the war.
- Fixed a CTD when a rebel faction was defeated and the screen for handling that specific faction was open.
- Winged Hussars DLC models will now properly take precedence over Catholic League DLC models.
- Tooltip for Mewar's flavor event "The return of Rana Jodha Rathore" is now more readable.
- Modifiers related to the American dream DLC now have descriptions.
- Localisation for aow_events.1 now correctly refers to the capital of the province.
- Localisation for tyw_events.5 now correctly refers to the capital of the province.
- Fixed a fair amount of typos.
- Restored tooltips on the diplomatic action for when you can annex/integrate subjects.
- Subject military focus is now saved & loaded correctly in save game.
- Fixed a bug where allies on the side of the attacker in a rebel support war would be hostile to the supported rebel faction.
- Can longer stay a Protectorate while Western if you ask for the Protectorate on the same day that you Westernize.
- Patriot rebels are now only friendly to the country they want to defect to.
- Taking the Kingdom of God decision now correctly disables the Papacy.
- Can no longer ask your own march for military access.
- Fixed a bug where colonial nations would not pick expansion ideas as a historical idea group because they would not have ports at the time their ideas got assigned.
- change_tag script effect will no longer accept a tag change to a country that already exists, as that would cause a CTD.
- Units in nations whose independence you are supporting will no longer become exiled on DOW.
- MP: Clients can no longer change game speed (except standalone admins).
- MP: Changed "Progress 100%" to "Save Loaded" when save transfer done.
- Fixed a bug where the 'call all allies' checkbox in declare war screen would not be properly updated.
- Fixed a bug where the call ally checkboxes in declare war screen would not register properly the first time you clicked them.
- Provincial trade modifier icons in trade map mode are now visible again.
- Fixed bug with loading large compressed save games.
- It's no longer possible to merge/reorganize ships if any of them are on autotransport-mission.
- It's no longer possible to increase local autonomy in your capital.
- Daimyos can now properly select and keep rivals, even when saving and loading.
- Fixed a bug where cost of reinforcement would not scale down to actual number of men being reinforced if manpower was lower than the monthly reinforcement rate.
- Fixed bug where trade node modifier durations weren't updated properly.
- Player Mapmode now shows correct colors when players select countries.
- Fixed crash sometimes occurring when loading random new world saves.
- Fixed a problem where the embargo impact was applied in the wrong order for trade calculations.
- Newly formed colonial nations now get correct supply range.
- Fixed crash sometimes occurring at start of independence wars.
- Autosave options now fit in the box in French, German and Spanish.
- Vassal income bonus is now working correctly.
- Fixed CTD related to saved event targets.
- Rewrote and fixed oos in CToggleAutoTransferCommand.
- Fixed bug where Truces disable protecting trade instead of just privateering.
- Made savegames about 10% smaller.
- Fixed a lot of bugs with Automatic Fleet Transport and made a new more reliable queue system.
- Armies will now choose AFT if possible and better even when they are exiled.
- Ctrl-clicking when ordering a move order will now force AFT if possible.
- Fixed: Error dialog not always shown if saving game fails.
- Fixed bugs related to units built with template never end trying to move to the build-province.
- Income from war reparations is now calculated correctly.
- Fixed: Clicking save game folders in start screen can cause whole map to become Terra Incognita.
- Added checks for forbidden characters in save game names.
- Starting a local Ironman game now works when Steam cloud synchronization is turned off. (You must still be logged on to Steam.)
- Fixed bad filename resulting in arabic dynamic province names not displaying.
- Fixed disabled arrows for choosing starting date not re-enabled when selecting different bookmark.
- Subjects' claims on provinces can now be given up as part of peace offer.
- Standalone server: Fixed wrong configuration path for Linux.
- Fixed bug where fleets mothballed in enemy ports would stay after war ended.
- Center of Reformation info in religion view is now correct when no center will appear after conversion.
- Fixed wrong order of ruler stats in event option tooltips.
- Fixed bug where you under certain conditions could sell ships to landlocked countries.
- Fixed: Game enters an infinite loop if no male monarch names are provided for a country.
- It is no longer possible to embargo subject nations, nor can subjects embargo their overlord.
- Fixed port location for Jeju.
- Option C in tyw_events.7 now uses the correct localisation. |
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Posted: Thu, 26th Feb 2015 18:06 Post subject: |
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Eldorado expansion is out, along with another major patch.
Spoiler: | ###################
# Expansion Features
###################
- Added Religious Reform system for new Nahuatl, Inti and Maya religions. Each of these religions have 5 reforms each that they can pass by achieving certain conditions. Upon passing all 5 reforms and bordering a Western country, they can reform their religion, which jumps them up on par with that Western country in technology and disables the special religion mechanics such as Doom and Authority. The reform bonuses are kept permanently even after reforming.
- Added Maya cycle mechanics. Maya countries can expand very rapidly to pass reforms, but upon passing a reform will collapse back into a smaller state. Each reform passed allows them to retain more territory on collapse.
- Added Inti authority mechanics. Inti countries will have a ticking authority value based on their size, and can use this value to pass religious reforms. Each reform they pass will spark a civil war, which if lose, revokes 2 reforms.
- Added Nahuatl doom mechanics. Non-subject countries with the Nahuatl religion will have a Doom value that ticks towards 100 based on their size, if it ever hits 100 they lose all monarch points, their ruler and heir dies, all subjects break free, they lose a religious reform and a 0/0/0 ruler takes over. Each reform passed makes Doom go up slower.
- Added events for Maya, Inti and Nahuatl religions.
- Now possible to create an entirely custom nation by clicking the 'Custom Nation' button during game setup. You can set your custom nation's starting location, provinces, culture, religion, government, ruling dynasty, national ideas and more. Up to 32 custom nations are supported in single and multiplayer.
- Added options for custom setup where you can randomize or flatten province base tax and manpower, play in an uncolonized world with only custom nations, or play with a world populated by randomly generated countries.
- Colonial Nations will now accumulate the gold they get from their mines, no longer benefit from it themselves, but instead sending a treasure fleet to the homeland whenever enough gold has been accumulated. Non-friendly privateers in the tradenode-path will steal parts of it, depending on privateer power.
- Larger Colonial Nations (10 provinces or more) now provide a merchant
- Fleets with with big & light ships can now be sent hunting pirates in trade nodes, reducing the privateer efficiency with up to 99% depending on gun ratio in the tradenode.
- Treaty of Tordesillas: The first catholic nation to form a colonial nation in a colonial region will now get a bonus to colonisation there, while other catholic nations gets penalties for colonising it.
- Can now set a conquistador in a colonial region to Hunt for the Seven Cities, this will make them automatically explore their surroundings in search of the legendary Seven Cities of Gold.
- Can now order a fleet with an explorer to circumnavigate the globe if diplo tech is at least 9, this will have it attempt a journey from the Straits of Magellan to the Cape of Good Hope. If it successfully makes the journey and you are the first to cirumnavigate the globe, you get 100 prestige and 40 naval tradition.
- Can now order fleets with explorers to automatically explore uncharted territories and coasts.
- You now get access to Privateers if you own El Dorado, even if you do not own Wealth of Nations as well.
- You now get access to Support Independence if you own El Dorado, even if you do not own Conquest of Paradise as well.
###################
# Free Features
###################
- MP: Faster savegame transfers.
- Added lots of new DHEs (dynamic historical events) for South and Central American countries.
- Added Inti, Nahuatl and Mayan religions.
- Autosaves in MP now have the prefix "mp_" so that mp autosaves don't overwrite your singleplayer autosave.
- The Dacke Feud for Sweden is now a disaster instead of an event-chain.
- Added a new disaster for the Ottomans, called the Janissary Decadence, which replaces some parts of the old event-chain for janissaries. Enjoy a disaster without unrest.
- All subjects now have Liberty Desire towards their Overlord based on factors such as relative strength, war exhaustion and tariffs. Their attitude towards Overlord is determined by their level of Liberty Desire, with subjects at >50 liberty desire refusing to pay taxes and contribute to wars, while subjects at 100 liberty desire are likely to declare an independence war.
- Added dynamic tricolors for revolutionary countries
- Major rework of terrain map to better reflect reality (Iberia no longer all desert, etc). How a province appears on the map should now be much closer matched to its actual terrain.
- Added four new terrain types: Drylands, Steppe, Highlands and Farmlands.
- Added ten new achievements!
###################
# Gamebalance
###################
# Autonomy & Cores
- Your own claims on your own provinces no longer expires until you have cored the province.
- Centralisation and Decentralisation modifiers from events now affect autonomy instead of income.
- Conquering primitives no longer gives nationalism for non-primitives.
- Colonized provinces no longer contribute to overextension even after they finish.
- Non-core provinces no longer contribute forcelimits.
# Capital
- Players are no longer blocked from changing capital due to having a fixed capital.
# Colonial Nations
- Provinces within two provinces of a Colonial Nation's colonial region can now be sold to that Colonial Nation.
# Diplomacy
- Breaking a Royal Marriage with a rival is no longer a stability hit.
# Exploration
- Reduced prestige gained on province discoveries.
# HRE
- Can now join a league even if you have a truce with the Emperor.
# Ideas
- Innovative lost Knowledge Transfer.
- Innovative gained Dynamic Court (+1 advisor pool).
- Aristocracy: Noble Officers are no longer +1 shock ut instead -1% army tradition decay & -1% navy tradition decay.
- Economic: Centralization is no longer +1 advisor pool, but instead -0.05 Monthly Autonomy.
- Reduced Mercenary cost reductions for some national ideas.
- Reduced the reduction in cost of reducing war exhaustion for some national ideas.
- Finisher for Offensive is now +2.5% Army Morale Recovery.
# Leaders
- Conquistadors and Explorers now have slightly fewer pips on average than Generals and Admirals.
# Religion
- One of the ways to end Religious Turmoil now requires full humanist ideagroup, not just picking it and discarding it immediately.
- Will now get 'Occupation of Rome' penalty if you are Catholic and a subject of yours who is not the Papal States holds Rome.
- Will now get a penalty to diplomatic reputation if you are Catholic, have subjugated the Pope and have not formed Italy.
- Italy no longer gets a penalty when holding Rome.
# Revolts
- Pretenders no longer increase local autonomy when they win.
- Polish Magnate Rebels added as a type, replacing the noble rebels in poland with a resilient tougher breed, hellbent on elective monarchy.
- Particularist Rebels can now happen even if you dont have economic ideas.
- Patriot Rebels can once again defect provinces to subject nations.
- Subjects who have provinces defect to them now get a large increase in their Liberty Desire.
- Rebels revolt against the province owner rather than the province controller (but will still siege the controller).
# Subjects
- Revolution and Aspiration for Liberty disasters can no longer happen to subjects.
# Technology
- Primitives is no longer based on religion, but rather all countries with a tech group penalty of 100% or slower are considered primitives.
- Primitive tech groups are no longer allowed to build ships.
- Force March is no longer an effect gained through national ideas, but instead given from adm tech 9.
# Trade
- Reworked inland trading mechanics to have a caravan power based on your base tax that is given in your home node if its inland, or in any node where you try to pull to or from inland, modified with your caravan power. This replaces previous inland and transfer towards inland modifiers.
- Trade companies now give a -2% missionary strength penalty, to compensate for the fact that they ignore non-accepted culture missionary strength penalty.
# Units
- No longer have automatic access to allies while at war if those allies are not a part of the war themselves.
- You now have automatic access to any countries that are granting military access to those you are at war with.
- Its no longer possible to send explorers to open seas before you have the Quest for the New World idea.
- Your armies can now shatter-retreat to any province controlled by anyone fighting in a war together with you.
# War
- Can now transfer occupation to countries whose subjects control an adjacent province
###################
# AI
###################
# Autonomy
- Can now raise and decrease autonomy.
# Diplomacy
- Now has a penalty to allying countries that are allied to its rivals.
- No longer has a penalty to allying multiple Great Powers.
- Will now only join coalitions if there is a sufficiently large coalition in place or enough other countries interested in joining such a coalition that they would have a chance at challenging the coalition target.
- Less passive against countries that border it through vassals.
- Hard AI is now less willing to ally with countries it is neutral towards.
- More reluctant to grant military access to those that are at war with its allies.
- No longer willing to give military access to much stronger nations they dislike if they have a powerful overlord.
- More priority on relative power when considering whether to grant military access.
# HRE
- Emperor now less willing to peace out of wars where he is defending the Empire.
- Will now wait a bit before starting League War, so player has a chance to join.
- Electors are now more likely to vote for the League Leader when determining who should be Emperor after a League War is won by the opposition religion.
# Ideas
- Will now pick idea groups dynamically based on ai_will_do if AI_USES_HISTORICAL_IDEA_GROUPS define is set to 0 or game is using custom/random setup.
- Will no longer pick trade ideas unless it has at least 6 provinces or is a merchant republic.
- Portugal now takes Expansion before Religious.
- Chinese minors will no longer take Expansion ideas.
# War
- Now more reluctant to separate peace out of a war where their side is winning.
- Fixed a bug where the AI would always treat a peace offering of others' trade power as something it wanted, despite the UI saying otherwise.
###################
# Interface
###################
# Alerts
- Unrest alert opens stability view instead of cycling provinces.
# Launcher / Frontend
- Frontend map starts in political mode when entering SP or MP.
# Macrobuilder
- Autonomy macrobuild interface will now show true unrest number instead of setting negative unrest numbers to zero.
- Autonomy macrobuild interface will no longer show provinces with no unrest if their autonomy value cannot be lowered due to minimum autonomy limitations.
- Overseas provinces are now always hidden in autonomy macrobuild interface
- Macro builder template building accurately shows reason like single unit building does.
# Misc
- Added warnings/reminders for army and fleet maintenance lower than 100% to war declaration dialog.
- There's now a message when a truce involving your country expires.
- Battle sounds are now less loud.
- Tech mapmode now also says the technologygroup of the owner of the province in the tooltip.
# Provinces
- Fixes to allied objective selection popup: Easier to close without reselection, and no more odd empty space.
- National Monuments are now visible in political mapmode.
# Tooltips
- Tooltip for personal union offer is now probably correct.
- Added tooltip explaining monthly advisor cost.
- Added benefits for joining crusade to tooltip for Crusader Target in Papacy view.
- Province-condenced tooltips now gives a province prefix at all lines.
- It is now shown how to stop a disaster and why it is or isn't progressing in disaster tooltip.
- Tooltip now explains that you can't declare war on your senior union partner while he fights a war of succession for your throne.
- Toggled tooltip for "allow allied armies to load fleet" button.
- Integration/annexation DP costs show up in DP gain tooltip.
- Consolidate Regiments tooltip displays information about shift modifier.
- Rebel factions in outliner now have tooltip.
- You will now get tooltip saying if you got ships that can be upgraded or not, even if at sea.
- Claims' tooltip corrected with regards to expiration of owned uncored provinces.
- Privateer mission button tooltip displays the current activity, just like the Protect trade mission button.
# Units
- Moved leader stars for navies to be consistent with armies.
- Holding shiftdown when consolidating regiments now keep the empty regiments around.
- Nicer privateer button alignment for certain DLC combinations.
- Friendly rebel units in battles on map get correct color (instead of enemy).
###################
# Usermodding
###################
# Console
- Added epicfail cheat to provoke immediate spy discovery.
- Support for revolutionary flag texture/colors in country files.
# Effects
- Added effects add_doom and release_all_subjects.
- Added claim (legitimacy) to define_ruler effect, similar to claim for define_heir.
- Added a "add_disaster_modifier = { name = key disaster = disaster_key duration = x }" effect.
- Now possible to save event targets inside hidden_effect blocks
- Effect add_prestige now takes all scopes and saved event target
- Effect add_legitimacy now takes all scopes and saved event target
- Effect add_core now takes all scopes and saved event target
- Effect remove_core now takes all scopes and saved event target
- Effect add_claim now takes all scopes and saved event target
- Effect remove_claim now takes all scopes and saved event target
- Effect discover_country now takes all scopes and saved event target
- Effect discover_province now takes all scopes and saved event target
- Effect undiscover_country now takes all scopes and saved event target
- Effect undiscover_province now takes all scopes and saved event target
- Effect to add unit now takes all scopes and saved event target
- Effect define_ruler now takes all scopes and saved event target
- Effect define heir now takes all scopes and saved event target
- Effect form_coalition_against now takes all scopes and saved event target
- Effect change_primary_culture now takes all scopes and saved event target
- Effect add_accepted_culture now takes all scopes and saved event target
- Effect remove_accepted_culture now takes all scopes and saved event target
- Effect change_culture now takes all scopes and saved event target
# Misc
- Can now set religions to allow declaring war through regency.
- Added modifier global_tax_income that grants tax income on a national level
# Triggers
- Added country-scope triggers has_hostile_reformation_center & has_friendly_reformation_center.
- Added trigger has_doom.
- Added trigger is_variable_equal
- Added trigger has_reformed_religion = yes
- Added trigger num_of_ports_blockading = <int>
- Added is_playing_historical_setup = <yes/no> as a condition that can be entered at root level, to add the same trigger to all following events in the file.
###################
# Script
###################
# Buildings
- Royal Palace is now +0.5 legitimacy (up from 0.1)
# Decisions
- Added decision to form the Polish Nation.
- Ruthenia can now be formed even if Russia exists.
- Forming Manchu no longer changes you out of Horde government/tech.
- Forming Qing now changes you out of Horde government/tech.
- Restore Byzantine Empire now gives claims instead of cores, similar to most other country formation decisions.
- reestablish_the_theme_system and make_constantinople_capital will now only increase the base tax and manpower of Constantinople if the other decision didn't do so already.
- The Kiel Canal is now cheaper than other canals, and will trigger fewer bad events during construction.
- Canals can now also be built if a subject of yours owns the provinces needed.
- Added decision to reform the League of Mayapan (ie change into the Maya tag).
- Added decision to form Australia.
- Reforming the Byzantine Empire now also requires Biga and Epiros.
# Events
- Fixed EUIV - AoW - Database - Reservatum Ecclesiasticum (tyw_event.1) does not check for Westphalia Peace to see if it should trigger. Added trigger "hre_religion_treaty = no".
- Changed event war_of_the_roses.10 from country_event to province_event as triggers and effects indicated that this is a province event.
- Nobles Demand Recompensation is less lethal now, and is less likely to happen if the noble loyalty act is active.
- Rise of the Tiger (Flavor Event 6 for Bengal) no longer reduces legitimacy and will now notify the player that changing dynasty using the event will result in low legitimacy.
- Persian Shiism Event now won't trigger if Persia is a subject.
- Manchu events The Appointment of Heshen and The Expulsion of the Jesuits now no longer requires you to own the island of Ternate.
- Chinese flavor events now updated to take Qing into account.
- Flavor Event 6, Sindicat Remenca, for Aragon is now more lenient.
- Counter Reformation now triggers a bit later.
- All catholics can now get the events for ceding Malta to the Knights, and not just Spain.
- Rebalanced the Turkish DHEs according to the new design vision. Each DHE should always happen if triggers are true in a game, and all options should be viable to pick.
- Rebalanced the Portugese DHEs according to the new design vision. Each DHE should always happen if triggers are true in a game, and all options should be viable to pick.
- Rebalanced the Spanish DHEs according to the new design vision. Each DHE should always happen if triggers are true in a game, and all options should be viable to pick.
- Rebalanced the Swedish DHEs according to the new design vision. Each DHE should always happen if triggers are true in a game, and all options should be viable to pick.
# Ideas
- Malayan Ideas renamed to Malayan Sultanate Ideas to avoid ambiguity about who gets them.
- Added National Ideas for Candar.
- Added Vindhyan Ideas (Bundelkhand, Bagelkhand, Gwalior)
- Added Brazilian Ideas, forming Brazil will now give Brazilian Ideas.
- Added Kurdish Ideas
- Added Carib Ideas.
- Added Ideas for Benin.
- Added ideas for Bremen.
- Added ideas for Holstein.
- Added national ideas for Wurzburg.
- Added national ideas for Ceylon.
- Changed order of Norwegian national ideas.
# Misc
- Rulers of Pagan Theocracies are now High Priests, not Arch-Bishops.
- New flags added for Utrecht and Friesland.
- Fixed one of the fields of the Spanish flag being inverted.
- The province modifier for the Schwaz Silver Mine is now permanent.
# Missions
- Fixed EUIV - AoW - Database - "Securing the Imperial Border" mission for Austria should only show up if Burgundy is not a Rival.
- Province 1898 (Tonie Sap Lake) now properly named Tonlé Sap Lake.
- claim_on_rival mission will now no longer abort due to a regency.
- Mughal/Timurid Conquest missions will now no longer be available against allies.
- Mughal mission "Defend the Frontier" now adapted to the new map.
# Policies
- Black Chamber Act now gives -0.05 global autonomy reduction instead of -10% AE Impact.
- Dissolution Act now gives -0.05 global autonomy reduction and +10% tax instead of -20% AE Impact.
# Setup
- Provinces 111 - Friuli, 1769 - Görz and 1774 - Treviso are now AQU cores from 1444 start.
- Kurland is no longer the primary tag for Old Prussian culture.
- Added Important Natural Harbor modifier that replaces Coastal CoTs in provinces that start uncolonized in 1444.
- Added Important Natural Harbors in Manila, Eora, Picunmapu, Cartagena, Panama, Tlapanec, Havana, Barahonas and Massachusetts.
- Added Inland Centre of trades in Hochelaga, Pueblo, Potawatomi, Honniasont, Tamaroa, Winnipeg, Asuncion, Manaus, Bohemia, Borno, Gao, Chengdu, Girin, Nihny Novgorod and Köln.
- Added Estuaries in Chinook, Lenape, Chesapeake, Santee, Guayaquil, Cayor, Quelimane, Pegu/Pathein, Alagoas and Hai Phong.
- Mangaeza now gets an estuary instead of a Centre of Trade.
- Ganges Estuary now broken into 2 less powerful modifiers (one in Dhaka and one in Bengal Delta).
- Irrawady Estuary broken into 2 less powerful modifiers (one in Pegu and one in Pathein).
- Kanem Bornu now starts with Kanuri primary culture.
- Provinces in Central America up to southern Yucatan are now considered Tropical.
- Provinces Banten and Buton now produce Spices.
- Split Catalan into Catalan and Aragonese Culture.
- Added new names for monarchs and advisors for Alodia.
- Muisca now have starting maps of a slightly larger area.
- Added a few more leader names for Muisca, removed Zipa and Zaque as potential leader names.
- Added Carib Tag.
- Province 874 - Salish now has Salish culture.
- Provinces Pampas, Wukari, Xhosa, Natal, Matsolo, Inhambane, Boina and Yola, now all start with 1 manpower instead of 0.
- Added Modifier for the Great Silver Mine of Potosí
- Changed the trade goods for some central central american provinces (mainly added more gold)
- France, Portugal and England no longer start with far more leaders than their cap in 1444.
- Added Jewish Religion.
- Added Norse Religion.
- Johor and Perak now have starting cores in 1444.
- Added Nuremberg Tag.
- Added Ichma Tag.
- Added León Tag.
- Added Leonese Culture.
- Ingil and Yedisan are now part of the Crimea Trade node, making the Kiev node truly inland.
- Added female, male and dynasty names for each culture.
- Removed the Guyana colonial region, as it was much smaller than all other regions, and moved their provinces to Colombia and Brazil.
- There are now fewer Green countries in the Middle East.
- Updated the flag and ruler lists for Canada.
- Yao now produces Grain.
- Moved Cyprus to the Aleppo tradenode.
- Removed Byzantine Cores on Chios, Naxos, Trebizond and Corfu to try and keep it from constantly popping up again after annexation.
- Added Province Modifier for the Oracle of Pachacamac.
###################
# Bugfixes
###################
- Fixed immediate at start hotjoin OOS.
- Fixed a bug where saving and loading after winning a League War could result in two Protestant Leagues existing simultaneously.
- Fixed a bug where the AI would suffer significantly less attrition than it was supposed to when multiple AI countries shared the same province.
- Fixed a math error that was causing very strange patriot rebel defections.
- You no longer get all your AE removed when making a peace offer that was supposed to remove a very small amount of AE.
- AE gained for demanded vassalization now can't get higher than base value unmodified by distance, and AE drop off is centered on vassal capital.
- You can't revoke a march while march is at war anymore.
- Colonial subjects taken over by annexation will now get their new overlord's map color instead of retaining their old overlord's color.
- New command line option -localoos that enables OOS checks every game frame (comparing previous and after frame checksums), indicating if gamestate has been modified when it shouldn't.
- New command line option -commandoos that emits a post-command checksum in executedcommands.log, indicating if a command caused OOS.
- Fixed Database - Reduce the MTTH of cultural_event.3 and flavor_gra.1
- If a disaster is ended by rebels enforcing demands it now also clears flags and modifiers associated with that disaster.
- Battle position for the province of Chiquitos is now inside the province.
- Fixed missing spaces in the country file of Garhwal that would make some monarch names display with #0 at the end.
- Cacique is no longer a possible leader name for the Tupi tags.
- The decision to form Bukhara now properly checks that Bukhara doesn't exist already.
- The game will no longer list autonomy increases for provinces where autonomy can not grow above 0.
- Supply range is now properly updated when exploring prior to having Quest of the New World.
- Repair speed is now properly displayed, and not always at 0.
- Protectorates now increase naval range as suggested by request fleet basing rights tooltip.
- Fixed bug in actual monthly manpower change differing from displayed.
- Revolution target clears properly when annexed, thus also restoring flag.
- Center of Reformation placement within a country is now actually random, and not fake-random.
- If a disaster is ended by rebels enforcing demands it now also clears flags and modifiers associated with that disaster.
- Disaster progress now stays, even if it does not progress, unless it fulfills a can_stop trigger.
- Revolution target now properly carries over on tag change, such as when forming a nation.
- It's now possible to expand existing client states even when you have reached the max number of client states.
- Can no longer kill transported units by leaving Create New Unit window open prior to boarding and reassigning transports afterwards.
- The ruler name for a new client state is chosen from culture rather than dynasty, making rulers with the same name (and numerals) much less probable.
- Countries created via event through the cede_province effect (going from 0 provinces) inherit the previous province owner's tech level.
- Can no longer merge units of different countries (preventing a sell ships exploit).
- Discoveries are properly cleared when loading a different save.
- Trigger sieged_by now works when using rebel_type as argument
- Leaders are properly cleared from history database, meaning they will not overwrite leaders in your savegame (no more randomly substituted leaders).
- Fixed EUIV - Text - Event 885 (Colonial Discovery!) references New World, but can fire for any colony
- Fixed Castile always overextended in later starts.
- Fixed Database - Error in trigger The Heretic Kin
- Fixed EUIV - ED - Text - Privateering message title is too long and gets truncated
- Armies are exiled during daily tick if not having access at their current location (solving hard edge cases of armies getting stuck).
- Election lost opinion modifier will actually decay properly (max and min had been inverted).
- Fixed spawn_rebels event effect's historical leader name being ignored.
- Effect change_technology_group no longer crash from faulty argument
- Effect change_technology_group now takes all scopes as right-side arguments
- Effect change_primary_culture now takes all scopes as right-side arguments
- Fixed EUIV - Event - Event to change Netherland governement type should probably have an option to keep current government.
- Fixed EU4 - Event - USA DLC event usa_dlc.EVTOPTA46 creates coalition against yourself
- Fixed EUIV - Event - Influenza can happen in the new world prior to Europeans arriving
- Fixed EU4 - AoW - Text - Tooltip for build all mercenaries
- Influenza (random_event.23) now no longer triggers for primitive nations (without ships).
- Laws of Burgos (flavor_spa.1001) and New Laws (flavor_spa.1002) no longer gives one global modifier to tariff efficiency per province, potentially resulting in a huge loss of tariff efficiency for Spain.
- Rewa Kantha is no longer part of the Indian Trade port and East Asian Trade Port regions despite not being a port.
- Fixed Inconsistency in "The Horrible Plague in Lithuania"-event for Poland and Lithuania.
- Fixed EUIV - ED - Gameplay - Primitives should not be able to get mission "Create a Proper Fleet" when not able to build ships
- Fixed EUIV - Text - Custom Nations - Hindusthani culture group typo
- Fixed Localization - Jewish Archbishop
- Trade companies and merchants are properly transferred on tag change (form nation).
- Consolidate button only enabled if consolidation will actually yield any effect.
- colony_claim trigger should now consider papal grants, e.g. causing colonial war CBs for the same.
- Freethinking Leads Away From God (ideagroups.1908) now won't change European Christian provinces to Coptic religion.
- Colonize X missions will now no longer trigger for primitives.
- Options for flavor_rus.1011, Grand Embassy Arrives in CAPITAL, are now less alike.
- Colonial nations will be renamed if they carry a default name when their overlord changes tag (forms new nation).
- Fixed an exploit where you could move units quickly by reorganizing them into a farther moved army.
- French missions to retake their lands from England will now also work if England has turned into Great Britain.
- English missions to conquer Aquitaine and Normandy now won't be available as long as you have a truce or alliance with France.
- Fixed part of 1.9.99.9: collected typos in event files (.txt), from Plaza and 'la Pléiade'
- Modifiers related to the sickness (event 722) of your monarch are now not only positive.
- Fixed Spelling Error Circassia (http://forum.paradoxplaza.com/forum/...rror-Circassia)
- Fixed [1.9.2] Chahar and Khorchin, two tags, one primary culture, ONE COLOR. (http://forum.paradoxplaza.com/forum/...ture-ONE-COLOR.)
- Tabarestan will no longer use the name lists of Circassia.
- Gazikumukh will no longer use the same names for leader last names and first names.
- Fixed some National Idea sets using province_trade_power_modifier instead of global_prov_trade_power_modifier
- Fixed Education of Heir event shouldn't fire for Hordes.
- Ottoman flavor event flavor_tur.3750, Fate of the patriarchate, will now only happen if the Ottomans are Muslim.
- The map color of Zhungar is now less similar to Russia.
- Fixed missing capitalization in the "Protestantism Entrenched" event.
- Fixed "Naval Research Wrong!" event can be triggered in nations without ports
- Fixed Hjälmaren is covered by Mälaren
- Fixed Eu4 - AoW - Text - "Faction TakeOver" doesn't take plurals into account
- Fixed EUIV - database - Khorchin and Chahar have the same primary_culture and colour
- Fixed CTD if auto-transporting no longer existing army.
- Fixed EUIV - database - Portuguese missions give claims on allies, which is likely to turn relations sour
- Fixed EUIV - ED - Event - "Educate heir" event has continuous "if" codes, resulting in all three cases coming true.
- Retreating armies don't use auto-transport anymore.
- Fixed EUIV - Event - Genroku-era culture (Japan) only requires 100 ducats
- Land and Naval attrition modifiers are now sanity checked so you can't have -100% attrition.
- Country ruler_flags now loaded properly (it was loading flags instead).
- War reparations properly included in monthly change calculated in top bar gold tooltip.
- Fixed infinite war reparations after annexation.
- Correct icon shown on peace offer alert for warleader offers and separate demands.
- Fixed ironman crash related to FoW calculations.
- War reparations properly transferred on tag change (form nation).
- Your tradepower transfers from a nation is no longer cancelled because a 3rd party forces them to cancel beneficial treaties.
- Observer will no longer enter coop mode if he was viewing a tag change (formed nation).
- Fixed an odd bug where whole map would be TI for observer at start.
- Description for the Kilwa Chronicle Modifier will now show up in the game.
- Corrected missing " in several Chinese country files.
- Province 543 is now named Velanadu in all four game languages (instead of Kosta which is also the name of province 2083).
- flavor_vij.15, Revolt of Chellappa will now remove the Tamil Grandee modifier when it triggers.
- Siberian Clans now use Asian unit gfx.
- 'Die Please Die' can no longer trigger while in a regency.
- Removed duplicated part of colonial mapmode province tooltip.
- Workaround for font height calculation bug in engine that made peace offer description sometimes get truncated.
- Claims are cleaned up from old tag when changing tags (e.g. when forming a nation).
- Clicking rebel shield in province view now opens correct rebel faction in stability view.
- Minor fix to economic mapmode icon tooltip.
- Fixed infinite loop in auto transport.
- Refactored unit splitting logic to make it more maintainable and solve issues such as a 1/1/1 army not wanting to split into two.
- Pasted multiline text in chat box will not freeze game.
- Troops on the emperor's land not having access after the emperor leaves war will now be exiled rather than get stuck.
- Added anti-save corruption check against regiments being in navies and ships being in armies.
- You can no longer give away provinces of an already peaced ally just because you had negotiation window open.
- Cancelling constructions in released nations to prevent resource-transferring exploits.
- Opening and then closing macro builder fast does no longer leave map in macro mode.
- Fixed white peace truces taking far longer than 5 years.
- Fixed OOS resulting from use of deleted power projection modifier.
- Countries with zero provinces can no longer be part of war declarations (for whatever reason it happened and caused CTD).
- Randomlog is synchronized at game start with host.
- Fixed EUIV - AoW - Localisation - Event "counts_feud.100" has bad localisation linking for button
- Fixed EUIV - AoW - Localisation - Event "civil_war.4" doesn't write out province names - changed it to a province event and changed triggers and effects to work in province scope.
- Fixed Database - 2 provinces have same capital. Changed the capital of province 462 - Mingrelia to "Zugdidi" and the capital of province 422 -Imereti to "Kutaisi".
- Fixed aow_events.32 (Neither [Religion] nor Catholic) doesn't check if country is not Catholic. Added trigger OR = { religion = protestant religion = reformed }.
- Fixed Events about heirs that don't check for heir's age. Added "heir_age = 4" to event 9453 and removed "son" from option EVTOPTB9453: "They are merely crying, son."
- Fixed a bug where potential disasters would linger in the interface even after they stopped being able to happen.
- Fixed Database - Error in trigger of mission Mocha (removed owns = 386 as it also contained NOT = { owns = 386 }.
- Fixed WotR changes unrest in non English provinces (added "owned_by = ENG" to every_neighbor_province in events war_of_the_roses.3 and war_of_the_roses.4).
- Fixed Dynastic events 9457 and 9490 don't check for regency when they should (Added "has_regency = no" to the two events' triggers.).
- Fixed Events that address ruler as "father" when heir can also be a brother or ruler a mother (9488: Removed "father" from localisation. 9452: Changed "Father" to "$MONARCH$" in localisation.).
- Fixed Database - Wrong adjective for rebels from Tyrol [AoW 1.8.99.2] (Changed from "Tyrolian" to "Tyrolean".).
- Fixed Hindu decisions haridasa_movement and advaita_movement don't show that only one can be taken (advaita_movement allow now contains: NOT = { has_country_modifier = the_haridasa_movement } and haridasa_movement allow now contains: NOT = { has_country_modifier = the_advaita_movement })
- Fixed Soirée (9455) has options written for male ruler, but doesn't include a trigger to be limited to males (Added a trigger - is_female = no - to EVTOPTA9455 and a new option with the same effects as EVTOPTA9455 but with "Good evening, My Lord!" instead of "Good evening, My Lady!")
- Fixed Turkish Ruler Names.
- Fixed Database - Inconsistency in lake names.
- Fixed Database - Missing estuaries.
- Fixed Database - Missing annex mission for DUL and RAM.
- Fixed EUIV - AoW - Gameplay - "Revolt!" event (5005) option 2 does not reduce the amount of unrest unless "Base Unrest" is higher than 0.
- Fixed flavor_bur.3 not giving the Burgundian capital to France.
- A military alliance is cancelled immediately on an accepted vassalization offer, not giving a negative opinion modifier.
- Culture conversion will no longer be blocked due to the primary nation of that culture existing if said primary nation has a different culture.
- Fixed bug with unit stack sizes set to 1 instead of 1000 in Ironman saves.
- Save name box now gets focus when opening Ironman save select window.
- Fixed flawed tooltip on merge unit button when merging is unavailable due to Automatic Transport Mission.
- Diplomats will no longer get stuck if you migrate while they are travelling home.
- Annexation: Ships owned by the target country are now removed if the annexing country don't have the technology to build them.
- Fixed crash in main menu upon unlocking computer. (This happened if you had resigned to menu after viewing a combat result window.)
- Subsiding a rival's enemy no longer adds to power projection if the rival's enemy is your subject.
- Ships will get names suffixed by Roman numerals rather than broken (and possibly erroneously localized) prefixed ordinals.
- Construction bar for units no longer turns invisible after a finished construction with more in queue, and cancel button now disappears after finishing queue.
- Quickfixed outside revolt button "Handle them!" text in French by removing exclamation mark.
- Added tooltip explanations for blockade reasons and changed so that you can't detach blockades when there's no ongoing blockade.
- Fixed bug where automatic transportation using one ship could cause game to freeze.
- Fixed bug where army on auto transport mission would board the wrong ship.
- Liberated territories no longer shown in demand window (since selecting demand option had no effect), clarified tooltip.
- Selling fleet that disappeared while diplomat was traveling no longer crashes.
- Religious rebels actually spawning because they locate correct unit type (code was using outdated function).
- MP: Client states now have the same country and flag colors on different clients.
- Flags on map in client state provinces now how the correct color.
- Fixed missing local autonomy mapmode icon (and made code/file naming consistent).
- Fixed non-republics using the opinion modifier for republics.
- Privateers with "Go home at war" enabled will no longer give PP for pirated rivals at war w/ privateers' country.
- Explorers/admirals now can't be reassigned while at sea.
- Subscribing and unsubscribing mods (or viewing an unsubscribed mod) in Steam workshop will not cause a crash.
- Game will not notify you about already owned DLCs that happen to be disabled.
- Spanish Inquisition tutorial chapter had arrow pointing at wrong location for boost stability; corrected.
- Send gift opinion calculation has been simplified to solve problem with negative diplomatic reputation.
- Fixed EU4 - ED - Gameplay - Aztecs start with 76% overextension in 1508 and 1492
- Fixed a bug where naval attrition would be twice the amount of displayed on the fleet
- Coalition wars no longer give 100% warscore just from occupying warleader
- Disabled autotransport in tutorial |
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Posted: Fri, 27th Feb 2015 02:40 Post subject: |
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briangw
Posts: 1750
Location: Warren, MN
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snoz
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Location: England
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Morphineus
VIP Member
Posts: 24883
Location: Sweden
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Posted: Fri, 27th Feb 2015 18:19 Post subject: |
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briangw wrote: | I guess I'm just going to have to sit down and try again to learn this game. I went through the tutorials, started out as Portugal and still had not clue what to do  |
Best advice is watch vids and more vids and more vids and then try again
I had problems with it because I used to play a lot of Hearts of Iron then I switched to Crusader Kings II (which was a pain coming from HoI) and I got smacked in the face again with UE having to unlearn everything and do it differently
I do think it's the easier one of those three, but it takes hours of watching vids/guides before you can play decent and months before you start to be good at it (as in: have a deeper understanding in all the mechanics).
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snoz
Posts: 244
Location: England
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Posted: Fri, 27th Feb 2015 19:13 Post subject: |
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CK2 is really all about learning all the buttons and understanding how feudalism works. You don't have to be on your toes too much because you aren't building and micromanaging units, combat is also straightforward (get a bigger army than the enemy and attack them on flat land).
EU4 is more like a classic strategy game, I feel it has more in common with Civ and Total War (? haven't played them much really) than with the older Paradox games. So less history and more gamey buttons, it's a conquest simulator with a cleaned up interface.
Victoria 1-2 are quite complex, if you really want to understand which ideology means what and how POPs act you will need to do some research outside the game. The era (1836-1920s) means this is one of the most exciting and detailed historical simulation games out there, but the economy and AI also need lots of work from the devs and the modders to work well, last time I checked Vicky 2 wasn't really polished.
HoI 2 and it's derivatives are some of the best old Paradox games out there, you need to micro your army and your economy/diplomacy and it's perfectly doable. The compromise is that some absurd anomalies exist in the game (for example if you wanted to rule the oceans you only had to build a zerg fleet of destroyers), and also the air game was of questionable worth.
HoI 3 is stilll remembered as possibly the biggest failure of all Paradox games and the devs have learned a lot since, so if you find HoI 3 boring or too difficult don't let that hold you back from HoI 4. HoI 4 has been in development longer than any Paradox game before and modders have an easier time with HoI in general than with other titles - there's a good chance it's going to be great.
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briangw
Posts: 1750
Location: Warren, MN
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Posted: Fri, 27th Feb 2015 19:17 Post subject: |
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Thanks all. did watch a let's play on this awhile back and the guy mentioned Portugal as a suggested starting country. But I got home (yep, watched it at work), sat in front of my PC, started as Portugal and was like....'what do I do now? '
So, with these addons out, I want to get back into it and I REALLY want to play HoI 4 since I love WW2 games. And I'm hoping that one is a little easier than the previous ones.
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Posted: Fri, 27th Feb 2015 19:43 Post subject: |
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Quote: | some of the newer systems added or changed in dlc's are not covered. |
That, off course, is an understatement. Since the release, game went through trade overhaul, introduced trade companies, changed westernisation couple of times, revised unit tech trees for all non western nations, added random 'new world', completely remapped Chinese and Indian provinces. And in the latest patch, added completely new exploration system, and completely new religion systems for american tribes. That along with minor improvements, like adding rivers to the map, and fixing natives accumulating vast sums of money.
Videos are still a very good way to learn the game, but having eu4wiki.com open while playing is almost a must. It's regularly updated with up to date info, and offers a bunch of country specific tutorials for most of the countries.
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snoz
Posts: 244
Location: England
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Posted: Sat, 28th Feb 2015 07:13 Post subject: |
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@@briangw castile is prolly the easiest and most defined start, remaking the south from the moors and creating the nation of spain by getting lands off aragon . I would give that a go.
Joined: 01 Jan 1970
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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snoz
Posts: 244
Location: England
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Posted: Sat, 28th Feb 2015 16:59 Post subject: |
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Europa Universalis IV El Dorado-SKIDROW
*contains latest hotfix too \o/ http://www.eu4wiki.com/1.10.1
Joined: 01 Jan 1970
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briangw
Posts: 1750
Location: Warren, MN
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Posted: Mon, 2nd Mar 2015 03:37 Post subject: |
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snoz wrote: | @@briangw castile is prolly the easiest and most defined start, remaking the south from the moors and creating the nation of spain by getting lands off aragon . I would give that a go. |
Thanks, I will try that.
Found a co-worker at work who I didn't know plays this and CK2 so he's offered to lend a hand too. Looking forward to giving this a go this week.
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Mon, 2nd Mar 2015 10:12 Post subject: |
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For new players Castille or Ottomans are a good starting point. With Castille it's easy to learn the basics of diplomacy, colonization and trade. The Ottomans with their powerful militaristic focus it's easy to take land, create vassals and culture/religion convert a lot of territory.
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snoz
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Location: England
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Posted: Thu, 11th Jun 2015 00:33 Post subject: |
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Might play it again. I failed in my quest for world domination last time. Only conquered half the world (including colonies which were under my control the whole time).
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bronson
Posts: 1384
Location: Asteroid B-612
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Posted: Thu, 11th Jun 2015 00:36 Post subject: |
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The latest patch and expansion introduce a lot of changes. The game feels almost completely different. Still a lot of fixing and balancing is needed atm, but the new fort system is cool.
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snoz
Posts: 244
Location: England
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snoz
Posts: 244
Location: England
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Posted: Thu, 11th Jun 2015 01:33 Post subject: |
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bronson wrote: | The latest patch and expansion introduce a lot of changes. The game feels almost completely different. Still a lot of fixing and balancing is needed atm, but the new fort system is cool. |
Ye from watching arumba's videos looked way different , however i think if you know how to play already picking it up wont be that hard.
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zibztrollingme
Posts: 1526
Location: RAR - Racist Against Russia. Apparently.
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Posted: Thu, 11th Jun 2015 03:00 Post subject: |
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On my learning run I played Castille and while I wasn't able to make inroads in Europe I controlled both North and South America.
Then on my 2nd run I continued my Byzantine Empire save from CK2. The problem with that save was that there were 3 super powers (France, Golden Horde and myself) and it proved extremely difficult eating into the golden horde with France proving to be a bunch of opportunistic bastards and attacking me whenever I was busy with the Golden Horde. Managed to do it eventually but I ran out of time and was never able to grab East Asia.
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dethy
Posts: 2951
Location: Conclave of Shadows
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Posted: Thu, 11th Jun 2015 05:02 Post subject: |
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I have to say, this is the only game I ever heard of that has been overhauled from ground up with patches and expansions...
Love it! Love the changes, what a game!
My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.
Derpsole: Nintendo Switch, Derpstation 5 Pro
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