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On September 13 2013 18:15 Tobberoth wrote:Show nested quote +On September 13 2013 18:02 Talin wrote: The only reason Ireland is a recommended start in CK2 is because you're not under immediate threat from anybody. But other than that it's bloody painful to get anything done.
I feel the most viable Irish county to play is Tyrone. The dude is married to the Scottish princess that has a good shot at becoming the ruler of Scotland if you can get a few things to pan out in your favor, and a couple of dynastic allies that you can get to do things for you and peacefully vassalise them easier once you get a county or two.
Intrigue is definitely the core of CK2 though, there's just not a lot of space to do it in Ireland early on. What things? Can you explain in detail how you can become king of scotland by this marriage? Because honestly, this kind of stuff just never happens when I play. People have babies like machineguns, so unless you have 30 intrigue, you're not going to be able to kill them all off... and then there's usually 10 or so heirs in line before yourself. And from what I've seen so far, there's really not much more to it: Get someone in your court with a claim, preferably make it so that your heir has a claim. Then either A. kill other heirs until you're first in line. Or B. declare war to take the claim, which in the case of Tyrone vs Scotland is a suicide endeavor.
You can't single-handedly force it to happen, there has to be an opening that almost always requires other characters to do things that work out in your favor on their own. There isn't much more you can DO when it comes to intrigue, but the fun part is in spotting the window of opportunity to do something very time/cost effectively.
Once I straight up swore fealty to Scotland very early on and ascended to the throne internally, via factions by first forcing an elective law, then making sure I got elected. The other time it was actually just handed to me after a faction in Scotland put Malmure on the throne for whatever reason - it was a pain to keep her there though.
Scotland is always going to implode more than once because one of the Mac Ailpins is bound to want the throne. They sometimes get involved in the war with the collective Viking annoyance so I'm pretty sure there's a window to take them out in a war if you save up a lot of merc money. And if nothing happens in Scotland, there's a good shot you can get Gwynedd, as one of the daughters often gets a strong claim relatively early on.
There's also two Munster counties you can get for your grandkids due to having claimants that will marry your kids. You can then change your law to Seniority to collect all the counties that belong to your dynasty (Ui Neills have 4 to start with iirc, and you can secure up to 3 more).
I don't know, I don't really go on homicide sprees, although I've seen players that do it constantly because it can create new opportunities down the run and destabilize neighbors. I'll kill one, maybe up to two key characters that are in the way, but I find that there's almost always better opportunities to be found than thinning out some massive dynasty line one by one.
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anyone knows if this is intended? i diploannex an elector and now i lose the button to grant new electorate.
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One thing that is especially important to look for, or to create, are females who are in the line for a throne. You can marry those either yourself if you are really young and don't have children yet, or two your heir. Then you should try to keep them in line for the throne, which usually involves murdering all their brothers. If you marry those to your heir, your grandson will inherit their country.
Basically, CK2 is a completely different game from EU. It is all about those families, weird inheritance laws, intrigue, etc...Military conflict is really secondary and usually the result of a war is clear before it starts. Country management is also not very complicated, it is all about family management.
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Couldnt get into CK2 either. Never understood the mechanics and building an empire for years that shatters randomly was not vry rewarding and there was nothing deep to do besides relations. I think the storytelling/roleplaying/personal character aspect appeals more to most casual players.
On September 13 2013 12:58 screamingpalm wrote: Still trying to learn all the ins and outs, and wonder what the advisor mod "better relations over time" does exactly? Sounds obvious enough, but I honestly can't tell what it affects.
Also increases the decrease of negative action points.
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Ck2 has also had a heavy few rounds of expansions to get better. Its important to play the original and like it but the expansions is really where it shines. Specificaly the pagan and islamic expansions. The thing I would recomend would be plunging into iberia to get involved woth the requonquista or attack the pagan horde in the east. Ck2 is really about things happening slowly and being really fragile.
its all fun and games until your 8 year old daughter now controls the viking hordes of scandinavia and britian.
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Czech Republic11293 Posts
Just saying, 99.99% certain that the "improve relations over time 30%" advisor doesn't affect the "improve relations" action by diplomats at all. What it does is make negative modifiers go away 30% faster (it doesn't affect positive modifiers in any way). Same for the finisher of Religious Idea groups.
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CK2 is a very different game. Nothing to do about it being casual or not. Both games are approximately the same in terms of complexity but in very different areas. CK2 is all about being creative in acquiring claims or inheriting stuff while EU4 is a lot more straightforward, gathering a lot of bonuses to skyrocket your conquests. Right now I prefer CK2 to EU4 but that has a lot to do with EU4 being new and expansionless.
What would really be epic though is getting a world map for CK2 instead of just Europe but I've heard that it would create computation problems due to the huge number of characters it would require.
But in the end, both games are very very different so its really not fair to directly compare them anyway. You really don't do the same things in both games, apart from military.
On September 14 2013 05:35 Scip wrote: Just saying, 99.99% certain that the "improve relations over time 30%" advisor doesn't affect the "improve relations" action by diplomats at all. What it does is make negative modifiers go away 30% faster (it doesn't affect positive modifiers in any way). Same for the finisher of Religious Idea groups.
Yes you are right.
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here is the end result of my Byzanthium game. conquered areas include Balkans, Anatolia, Lybia, Italy, southern Spain.
+ Show Spoiler +
I was actually hoping that I would be able to form the roman empire but alas that doesnt seem to work with Byzanthium. I suppose you'll have to import a save file fom CK2 to get the romans  lucky nations was off, that should explain crappy austria and france
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http://i.imgur.com/QFbd27F.jpg?1] [/IMG]
Polish Commonwealth at 1820. Sadly I had the chance to claim Spain as well but blew it. And later on they became a republic .
It's funny: In Crusader Kings2 managing claims is key, in EUIV its merely a side point. But it's actually way stronger in EUIV lol. I claimed the throne of GB, Netherlands, Muscovy, Portugal, Lithuania (Poland got a mission for that), Ireland, Catalania, Bohemia, Bavaria, Thuringa, Denmark, Sweden, Norway. Ofc keeping them as vassals wouldve been way stronger but i wanted to integrate them.
Id have never been able to claim so many thrones in CK2.....
Oh, and i subjugated the Teutonic Order: Poland has a Mission for this one as well. All in all pretty sucessful. A lot of people dont seem to realize how strong of a mechanic "Claim Throne" in EUIV is.
But I still have to try if I can reduce the amount of border friction and becoming a rival by making a vassal out of my border provinces. Maybe Hungary could be appeased like that? Has anybody already tried that?
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Yeah, that works, you don't get border friction if they only border vassals of you. But you loose most of the casus belli you could use on them too.
And yes, PUs are powerful. I have an ongoing game with Denmark with a PU and norway, sweden (from the start), scotland, france and austria at the same time. I don't really want to integrate them. Oh, and I'm also holy roman emperor (it's pretty easy to get in it, and once I was in, being elected was trivial). My plan is to go Scandinavia -> Unite HRE (to keep scandinavia as accepted).
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On September 16 2013 07:44 Skilledblob wrote:here is the end result of my Byzanthium game. conquered areas include Balkans, Anatolia, Lybia, Italy, southern Spain. I was actually hoping that I would be able to form the roman empire but alas that doesnt seem to work with Byzanthium. I suppose you'll have to import a save file fom CK2 to get the romans  lucky nations was off, that should explain crappy austria and france Turning Lucky Nations off only makes the game much, much easier for you. Since the AI is equally terrible for all CPUs, if no nation has an advantage, they'll all sink together with nothing left to fight you off.
Also, since the player cannot be Lucky, having lucky nations to historical or random simply makes the game much harder.
About PUs and Vassals, theoretically it should be much stronger having them help you, but the AI is to retarded that integrating them will always make the whole stronger than the sum. The low cap of max relations doesn't help either, as diplo points are pretty hard to come by if you try to take over the world.
And claiming thrones is way too powerful. It is by far the best way to conquer a nation, and the only effective way to take over a nation with colonies. The fact that you can return a lot of cores to your PU and give him provinces you conquer instead of coring them yourself simply compounds the problem.
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see didnt even think about PU's yet. The byzanthium game was my test run with as many annexed vassals as possible.
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On September 16 2013 08:41 Pwere wrote:Show nested quote +On September 16 2013 07:44 Skilledblob wrote:here is the end result of my Byzanthium game. conquered areas include Balkans, Anatolia, Lybia, Italy, southern Spain. I was actually hoping that I would be able to form the roman empire but alas that doesnt seem to work with Byzanthium. I suppose you'll have to import a save file fom CK2 to get the romans  lucky nations was off, that should explain crappy austria and france Turning Lucky Nations off only makes the game much, much easier for you. Since the AI is equally terrible for all CPUs, if no nation has an advantage, they'll all sink together with nothing left to fight you off. Also, since the player cannot be Lucky, having lucky nations to historical or random simply makes the game much harder. About PUs and Vassals, theoretically it should be much stronger having them help you, but the AI is to retarded that integrating them will always make the whole stronger than the sum. The low cap of max relations doesn't help either, as diplo points are pretty hard to come by if you try to take over the world. And claiming thrones is way too powerful. It is by far the best way to conquer a nation, and the only effective way to take over a nation with colonies. The fact that you can return a lot of cores to your PU and give him provinces you conquer instead of coring them yourself simply compounds the problem. It's true that turning lucky nations off makes the game harder for the player, but at the cost of some countries being ridiculous. I mean, some countries already have a pretty big advantage... Englands position, Frances rich lands, ottomans size. With lucky nations, they snowball from this into becoming ridiculously huge, just like a player, which is why it adds difficulty.
I personally don't think lucky nations matter in direct confrontations, the bonus is too small. It only matters because the AI stomps all the other AIs over time.
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PU's atm are just totally ridiculously overpowered.
They on their own make sure that Republics SUCK.... Republics would still suck even with PU's but atm it's not even a question worth discussing.
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On September 16 2013 22:37 Tobberoth wrote:Show nested quote +On September 16 2013 08:41 Pwere wrote:On September 16 2013 07:44 Skilledblob wrote:here is the end result of my Byzanthium game. conquered areas include Balkans, Anatolia, Lybia, Italy, southern Spain. I was actually hoping that I would be able to form the roman empire but alas that doesnt seem to work with Byzanthium. I suppose you'll have to import a save file fom CK2 to get the romans  lucky nations was off, that should explain crappy austria and france Turning Lucky Nations off only makes the game much, much easier for you. Since the AI is equally terrible for all CPUs, if no nation has an advantage, they'll all sink together with nothing left to fight you off. Also, since the player cannot be Lucky, having lucky nations to historical or random simply makes the game much harder. About PUs and Vassals, theoretically it should be much stronger having them help you, but the AI is to retarded that integrating them will always make the whole stronger than the sum. The low cap of max relations doesn't help either, as diplo points are pretty hard to come by if you try to take over the world. And claiming thrones is way too powerful. It is by far the best way to conquer a nation, and the only effective way to take over a nation with colonies. The fact that you can return a lot of cores to your PU and give him provinces you conquer instead of coring them yourself simply compounds the problem. It's true that turning lucky nations off makes the game harder for the player, but at the cost of some countries being ridiculous. I mean, some countries already have a pretty big advantage... Englands position, Frances rich lands, ottomans size. With lucky nations, they snowball from this into becoming ridiculously huge, just like a player, which is why it adds difficulty. I personally don't think lucky nations matter in direct confrontations, the bonus is too small. It only matters because the AI stomps all the other AIs over time.
Try random lucky nations maybe
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On September 17 2013 01:36 Nyvis wrote:Show nested quote +On September 16 2013 22:37 Tobberoth wrote:On September 16 2013 08:41 Pwere wrote:On September 16 2013 07:44 Skilledblob wrote:here is the end result of my Byzanthium game. conquered areas include Balkans, Anatolia, Lybia, Italy, southern Spain. I was actually hoping that I would be able to form the roman empire but alas that doesnt seem to work with Byzanthium. I suppose you'll have to import a save file fom CK2 to get the romans  lucky nations was off, that should explain crappy austria and france Turning Lucky Nations off only makes the game much, much easier for you. Since the AI is equally terrible for all CPUs, if no nation has an advantage, they'll all sink together with nothing left to fight you off. Also, since the player cannot be Lucky, having lucky nations to historical or random simply makes the game much harder. About PUs and Vassals, theoretically it should be much stronger having them help you, but the AI is to retarded that integrating them will always make the whole stronger than the sum. The low cap of max relations doesn't help either, as diplo points are pretty hard to come by if you try to take over the world. And claiming thrones is way too powerful. It is by far the best way to conquer a nation, and the only effective way to take over a nation with colonies. The fact that you can return a lot of cores to your PU and give him provinces you conquer instead of coring them yourself simply compounds the problem. It's true that turning lucky nations off makes the game harder for the player, but at the cost of some countries being ridiculous. I mean, some countries already have a pretty big advantage... Englands position, Frances rich lands, ottomans size. With lucky nations, they snowball from this into becoming ridiculously huge, just like a player, which is why it adds difficulty. I personally don't think lucky nations matter in direct confrontations, the bonus is too small. It only matters because the AI stomps all the other AIs over time. Try random lucky nations maybe 
for some odd reason you cant random lucky nations when you play on ironman mode, and if i dont play ironman i just reload everything :/
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On September 17 2013 16:46 hfglgg wrote:Show nested quote +On September 17 2013 01:36 Nyvis wrote:On September 16 2013 22:37 Tobberoth wrote:On September 16 2013 08:41 Pwere wrote:On September 16 2013 07:44 Skilledblob wrote:here is the end result of my Byzanthium game. conquered areas include Balkans, Anatolia, Lybia, Italy, southern Spain. I was actually hoping that I would be able to form the roman empire but alas that doesnt seem to work with Byzanthium. I suppose you'll have to import a save file fom CK2 to get the romans  lucky nations was off, that should explain crappy austria and france Turning Lucky Nations off only makes the game much, much easier for you. Since the AI is equally terrible for all CPUs, if no nation has an advantage, they'll all sink together with nothing left to fight you off. Also, since the player cannot be Lucky, having lucky nations to historical or random simply makes the game much harder. About PUs and Vassals, theoretically it should be much stronger having them help you, but the AI is to retarded that integrating them will always make the whole stronger than the sum. The low cap of max relations doesn't help either, as diplo points are pretty hard to come by if you try to take over the world. And claiming thrones is way too powerful. It is by far the best way to conquer a nation, and the only effective way to take over a nation with colonies. The fact that you can return a lot of cores to your PU and give him provinces you conquer instead of coring them yourself simply compounds the problem. It's true that turning lucky nations off makes the game harder for the player, but at the cost of some countries being ridiculous. I mean, some countries already have a pretty big advantage... Englands position, Frances rich lands, ottomans size. With lucky nations, they snowball from this into becoming ridiculously huge, just like a player, which is why it adds difficulty. I personally don't think lucky nations matter in direct confrontations, the bonus is too small. It only matters because the AI stomps all the other AIs over time. Try random lucky nations maybe  for some odd reason you cant random lucky nations when you play on ironman mode, and if i dont play ironman i just reload everything :/
I don't play Ironman anyway because it's a pain to scrap your game after a silly mistake (forgetting to turn the maintenance up...), and it prevents me trying stuff to understand the game mechanics (like DoWing to discover I can't ask for something, or just DoWing to know how a cascade of alliances would work since I don't really want to try figuring how the war leader changes and keep adding people...). Plus saving every month is awful for lag :<
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So it seems that 1.2 patch will come very soon, since they just released the changes.
Wall of Text imminent + Show Spoiler +
1.2: New Features - Added new ideagroups for Anatolian Beyliks, Marathas, Taungu, Rajput States,Granada, Papal States, Daimyos, Serbia, Orissa, Punjab, Ragusa, German States, Ryukyu, Bengal States, Tibet, Dravidian States, Assam, Gujarati States, Tuscany, USA, Switzerland, Irish States, Songhai, Brittany, Malayan States, Arabian States, Italian States, Najd & Hedjaz
- When you release a vassal you now get the option to swap to that country and play as it.
- Added two buttons to the peace interface. 'Surrender' - clicking this will automatically construct a peace offer the AI would accept & 'Suggest Demands' that constructs a demanding peace offer the AI will accept.
- Editboxes can now have use copy/paste/cut and accepts text from other applications. This is handy if you want to copy a steamid for example. Also implemented some basic text navigation-features like ctrl-skipping words, and marking text.
- There is now support for windowed fullscreen, and you can now toggle between fullscreen, windowed, windowed fullscreen) in the video-settings.
- Added in two new mapmodes, one to display coalitions, and one to display opinions.
- Added in five new achievements: Grand Coalition - to get a coalition with 6 members in it. Trade Hegemon - be a western european and owning Aden, Hormoz & Malacca. Winged Hussars - Have the Winged Hussar unit, while having at least 50% cavalry power. Luck of the Irish - Conquer all the british isles as an irish country. Sunset Invasion - Start as the Aztecs and conquer Lisbon, Madrid, Paris, London, Amsterdam & Rome.
Diplomacy - Revolutionary war CB no longer has double wargoals - Claim throne now only gives a CB if you are in the same dynasty - CBs now properly updated after executing claim throne - Shogun now has a CB against Daimyos that hold at least 10 provinces or have become independent - Improve Relations: Now ticks correctly. - The change government CB is no longer valid if you or your target has a government form that cannot be force-converted - When an overlord ally is called, it will now allways be possible for it to replace its subject as warleader
Unions - Unions breaking due to rebels in a lesser partner should no longer kill your heir. - Unions breaking from rebels by a government change now creates a new ruler. - Forming a union breaks any alliance between union partners (without penalty) - When a nation that has lesser union partners gets absorbed in a personal union, the lesser partners gets transfered to the new union
War - Should an overlord find itself in a war with its subject as overlord, the tables will now be turned - Refactored call for peace, so it slowly ticks up when valid instead of instant cripple in a long war.
Peace Negotiations - War of independence white peace no longer breaks union - Force conversions now scale with the size of the target country. - Annexing a province will now only destroy the highest level building in each category. Unique buildings, manufacturies, and level 5 and 6 buildings will always be destroyed. - You can no longer revoke a core from a province with the same culture as that core's primary culture. - Government changes can no longer be given away by an attacker in a war. - Target of wargoal can no longer choose to not have warleader negotiate for them - Large countries can now be instantly annexed in a revolutionary war. - Revolution & Counter-Revolution wargoal now reduces badboy by 50% rather than 75% - Tweaked some wargoal peace cost modifiers - Can now always demand releasing of countries from wargoal target. - Having a wargoal to vassalize means that only the originalattacker can vassalize the target country, no matter who occupies the capital. - CB against wargoal target you are unable to negotiate with separately will now be applied against enemy warleader - Can now always demand vassalization of wargoal target if you're unable to negotiate with them separately - You can no longer do release nation on a province that neither you nor any of the takers controlls. - You can no longer release and take the same province in a peace settlement. - Cancel building constructions on province conquer - A country will now lose all claims as they get annexed. - If a conquered province is a capital, move the capital and the spy actions along with it - When making someone your vassal he will join your wars and you will join his. - An ally that is not the warleader that makes an individual peace deal is no longer limited to the warleaders influence over its peace deal. - Reduced the warscore cost reduction against large countries so that you can't dismantle Russia in one war - When enforcing peace against a country attacking your vassal, allies will no longer automatically be called - Forceing a vassal or a lesser union partner will now call you to war with their enemies - Fixed several issues with the War for the Emperor CB and annexation logic - Concede defeat is now 10 warscore & 10 prestige
Coalitions - When fighting a large coalition, you no longer get 100% warscore just for occupying coalition leader - Countries that are already in a coalition war can no longer be targeted by a coalition CB - Subject countries will no longer join coalitions - When attacking a subject country whose overlord is in a coalition against the attacker, their overlord's coalition will now be called in - In offensive coalition wars a larger power can now always take over as warleader - In coalition wars the leader can no longer demand provinces unless those provinces are the wargoal or a core or claim of theirs - Coalitions can no longer form against non-existing countries.
Opinions - 'Enemy of my enemy' relation now ticks up over time - Increased opinion bonus for returning cores to a country. - Added an opinion penalty for breaking a royal marriage. - Increased AE reduction for losing provinces in war. - A guarantee is now a +10 opinion towards the one guaranteeing. - Increased AE impact for Daimyos conquering other Daimyos. - Tweaked AE impact of some CBs - refusing alliance calls now gives the bonus opinion properly. - Canceling fleet basing, and declining an offer about fleet basing/military access does no longer give relation penalties (revoking and refusing access still gives penalties as it should). - Will no longer get 'Competitor for world domination' against vassals - Toned down AE multiplier effects a bit - When a country is annexed, all its temporary opinion modifiers will now be cleared
Claims - Claims now only reduce peacecosts by 10%. - Being discovered while fabricating claims now gives 10 AE - Fabricating claims no longer gives AE unless discovered - Can no longer fabricate claims on your vassals - Can now only be discovered once while fabricating claims
Gaining Cores - Size penalty on coring is now reduced by about 0,2% each year, down to basically 0 at 1800. - Default core time modifier from size of country reduced by 20%. - Coring colonies you colonized now takes 50% of the time & coring provinces of your own culture is now quicker. - The russian idea Subednik is now 15% cheaper cores instead of +10% tax income. - Coring a province can no longer take more than 20 years, no matter what. - Claims no longer have any major impact on coring time, its just a 10% bonus. - You now only get cores on your vassals/unions if they have cores on those provinces. - Making a province you colonized into a core now costs the same anywhere in the world. aka, Russia gets Siberia for same price as Spain gets south america.
Losing Cores - Countries that have been annexed will now lose their cores over time - When forming a nation, the previous nation's cores will now be wiped - Cores in the same culture group can now be lost after 150 years (300 years if the country is the culture's primary tag) - All province owner changes resets timer for "loss of core"
Overextension - You no longer get new nationalism in colonial territory you are busy coring or havent cored yet when switching tags.. - Non-Pagan countries no longer get overextension for conquering the provinces of Pagans, unless those provinces have cores from other Non-Pagan countries
Economy - You can never store more than 1000000 ducats now. - Tweaked tariff rates, making them slightly better, while at the same time making overseas goldmines useful. - Refactored internal code for estimated monthly income, so there are no more weird spikes after some things. - Income from loot is now classified as spoils of war instead of tax.
Inflation - Bankruptcy now only reduces inflation by 25%. - Halfed inflation impact from goldmines - Taking gold in peace now gives you 0.02 inflation for each monthly income worth of money taken - You can now always reduce inflation if you got admin power & basecost for reducing inflation is now 75 ADM for -2 inflation. - The Bonus for economy group is now 33% cheaper inflation reduction. - Resilient state is now -10% inflation reduction costs, instead of +25% spy defence. - The dutch idea revenuestamps now reduced inflation reduction cost by 15%, instead of adding 10% tax. - Bavaria now starts with 10% cheaper inflation reduction. - Aragons reformed administration is now reduced inflation reduction cost by 15%, instead of adding 10% tax.
Trade - Trade ships that are withdrawing to a friendly port to repair will no longer path through enemy fleets - Reduced outgoing trade value increase from forwarding merchants to prevent absurd value accumulations of thousands of ducats in home nodes - Can no longer maintain patrol ships where you do not have either province power or a trader - Ships patrolling trade nodes should now never enter open water provinces unless travelling to a new node - Trade fleets will now only try to repair in your own ports - Trade fleets will no longer stray from the coasts next to their node unless they are travelling to a different node (aka no more red sea - alexandria via cape patrol) - Ships on trade patrol will patrol at slightly further ranges, so that fleets patrolling nodes like Novgorod isn't constantly bouncing in and out of port - Improved setup logic for trade fleet routes - Trade fleets can now always patrol sea provinces adjacent to their country's controlled territory - Reduced England's blockade bonus to sane levels - Trader in bonus only updates on monthly basis (reduces message spam when it changes often)
Wartaxes - War Taxes now last for a fixed period of 2 years and have a one-time cost of 50 military power - War Taxes no longer have any negative effects
Religion - Popery Act is now only good. - Unam Sanctam has been renamed to Deus Vult, is no longer worthless after 1650, and any religion can use it. - Orthodox countries now gets +2% missionary strength from full patriarch authority. - Provinces converting to protestand and reformed at the spawn of the religion will now get zeal as well. - Rebalance neo-confusianism. - Ottomans now get Ottoman tolerance much faster - Converting to protestant or reformed the first time, also converts a random province.
Papacy - Papal Influence cap now goes up full five years of growth and its properly explained. - Cardinals no longer give you more papal influence, and their effect on legitimacy is scaled down to same level as prestige. - Its now possible to invest in cardinals even if you don't take full control over them. - Influencing cardinals no longer breaks apart if the previously highest controller has been annexed. - You can now see what everyone have invested in a cardinal, in a tooltip over the votes. - Cardinals now have a far higher likelihood to die as they grow old. - Cardinals not yet in the curia can now die. - Changing country tag no longer makes you lose investment in cardinals. - Papal influence no longer blocks excommunication, but papal opinions must be below -50. - There is no longer any distance limit to crusades.
Military - Halved landmaintainance scaling from tech. - Reduced ideas impacting naval forcelimits. - Changed places of war cabinet & adaptability ideas. - Mass Army is now earlier in quantity. - Land attrition modifiers now works like a reduction on actual attrition, just like naval attrition does. - Tweaked several attrition ideas. - Temple faction now increases forcelimits by 50%, not just giving +0.5 forcelimit. - Large countries with small naval forcelimits (ie France) now start the game with some big ships - Fixed an inconsistency in modifiers applied to maintenance between land and naval. - Only return canceled mercenaries to pool if there is room for them. - Warexhaustion from combat is now 33% of before.
Units - Autonomous Rebel Suppression will no longer be canceled if a unit is defeated in battle - Armies getting on ships now turns off rebel hunt. - Burning a colony now makes all ships leave port. - Moving units no longer loot.
Exiled - Detach mercenary and detach subunit now keeps the exile status of the detached units. - Exiled units must now return to your own controlled or owned territory to clear exile status - Exiled units will now have exile status cleared when they loaded onto transports. - exiled fleets can no longer blockade. - Exiled units can no longer explore.
Morale - A shattered unit now gets an extra morale adjustment as it stops retreating. - Morale is no longer regained while force marching. - Maxmorale can no longer be below the threshold where you can move troops. - Morale modifiers are now percentage, so they scale the same through the ages, and are as important in late game, as in the early game. - A large overhaul of morale modifiers have been tweaked. - Maintenance slider for morale now affects the tech effect BEFORE modifiers are applied.
Combat - Sieging now always gives at least 1% attrition. - Western units now get a new cavalry unit, schwarze reiter at miltech 10. - Gallop Cavalry is now ok in firephase. - Rebalanced cavalry & infantry fire/shock values, so cavalry is more useful. - Nerfed Culverin - Minor boost to Small Cast Iron Cannon. - Nerfed Southern Cossacks to same level as similar eastern cavalry. - Leaders in units that are attached to another stack will not be checked in combat algoritms. - Tweaked some units that had far too few pips for their tech level (aka were inferior to previous units) - Changed combat logic for attached leaders to let them be valid leader of combat, if the army they are attached to doesnt have a leader. - Rebalanced weapon damage impact through the ages in landcombat .
Governments - Horde government is now only 50% manpower and 50% forcelimits - Religious governments no longer get a -1 stability for having their ruler die.
Advisors - Natural Scientists now give +10% production efficiency. - Grand Captain now gives +10% cheaper maintenance. - Naval Reformer now gives +10% navy morale. - Army Reformer now gives +10% army morale.
Holy Roman Empire - Holy Roman Emperor will no longer receive a imperial authority hit if it refuses to join a war started by a member state that is also allied with the Emperor. - You can now add provinces to the empire, if they border a seazone bordering the empire. - When the emperor is refused by a country in Revoke the Privilegia, he now gets claims on all their formelry HRE provinces. - Revoke the Privilegia no longer causes a war. - Can no longer start a war with HRE if you are allied to the Emperor and the Emperor is fighting a war that has not gone on for at least two months - Enemy and Heretic status is now severe drawbacks to elector decisions, not blockers. - HRE provinces taken from non HRE members are no longer considered 'unlawful' - Grant electorate can now be done after 1650. - imperial influence is now reset if a reform is revoked.
Rebels - Fixed an exploit where you could greatly reduce the power of rebels by having weak units selected for your army - Revoltrisk from foreign rebel support now scales with the support given, and the revoltrisk scales with support_rebels ideas. - Doubled effect and cost of harsh treatment - Lollards now dissapear when you negotiate with them. - Religious rebels will now convert every province they take - Religious rebels will only convert a country's religion if the they represent the dominant religion - Religious rebels of a non-dominant religion give a heretic tolerance modifier on enforce - Non-pagan religious rebels can now negotiate/enforce religious conversion if dominant religion - Rebels now break a country when they occupy more then half of your provinces - Rebels now prefer to defect provinces to independent countries
Lucky Nations - Exported historical-lucky to a scriptfile, so modders can now have what they want in their mods. - Lucky nation bonus on monarch stats are now +1 instead of +2. - The player should now never be set as lucky - Lucky nations no longer changes when a nation is annexed
Misc - It is no longer possible to westernise while overextended. - Rebalanced prestige dramatically, its now harder to get capped. - Non-existent countries will no longer bump down your score. - Fixed an exploit where you could run an endless amount of colonies at no cost - When changing country tags, a country will now always get the culture group union setting of the tag they change to - Tweaked AI/Player bonuses - Moving capital to another continent is only possible if you only have one province on that continent.
Plutocracy Abolished Serdom is now +10% land morale instead of +0.25 Land Morale
Innovativeness Patron of the art now only reduces prestige decay by 1% instead of 2%.
Diplomatic Lost adaptability and gained War Cabinet, reducing cost of WE reduction by 33%.
Defensive Military Drill now gives +25% Land Morale, instead of +0.5 Land Morale Improved Foraging nerfed to -25% land attrition.
Economic Finisher changed from enabling inflation reduction to 33% cheaper inflation reduction.
Naval Superior Seamanship now gives +25% Naval Morale instead of +0.5 Naval Morale Grand Navy nerfed down to +50% force limits.
Quantity Mass Army is now the first idea.
Administrative Bookkeeping is now 4th idea & Organised mercenaries is 3rd. Lost War Cabinet and gained Adaptability as 2nd idea reducing coring cost by 25%. Resilient State is no longer spy defence, but reduces inflation cost by 10%.
Don't know when these changes will occur, but sometime this week seems like a good guess.
Keep in mind these are gameplay changes not bug fixes.
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Is that all of the patch notes, or just the gameplay changes?
I remember hearing somewhere that the new patch will have a 2D map mode, was kind of looking forward to that.
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Doubt that is all the notes, just the changes.
Would think that there is some bug fixes in the final notes
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