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Old 03-26-2007, 09:51 AM   #151
sachmo71
The boy who cried Trout
 
Join Date: Oct 2000
Location: TX
Quote:
Originally Posted by Groundhog View Post
OK, I have it figured. I just did a little reading. Firstly, I need to reduce one of the nations from 2 to 1 province. Secondly, it appears that the other annoying single province must have expanded and colonised somewhere. Even though they had just one province, when I sieged it I had a war score of just 40% or something, so it appears that they have gone elsewhere too. Anyone know of a way to see a list of provinces for nations in-game? I'm sure it's not that easy... damn, looks like I'll have to go naval and track it down.

Diplomatic map? Hilight the country in question and look for another colored province?

This game is very high in my rotation right now DESPITE my having aquired GTA Vice City for the first time in my young PS2 life. I'm playing Moscovy, and just went to war with Lithuania. I'm going to liberate the Orthodox!
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Old 03-27-2007, 11:19 PM   #152
Groundhog
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Join Date: Dec 2003
Location: Sydney, Australia
The past few nights I've discovered that this game has now reached the "just one more turn" stage for me. I was up until 2am last night and now I'm paying for it today.

In about 1605 I declared war once again on the pesky Uesugi clan of northern Japan, capturing their final province and annexing them, leaving me just the Miyoshi clan to take care of on the island of Shikoku. These were the guys who I had assumed must have colonised, but to my great surprise I zoomed out and saw that they had conquered half of Korea! I hadn't been paying any attention to what was going on outside of Japan, so I missed this pretty major event.

I waited a few years for my stability to improve enough, then declared war on Miyoshi. I sent 3k infantry army in to their single, unmanned province in Japan, then marched two 12k strong infantry and cavalry armies in to Korea to capture their cities on that continent. I won easily, but made the mistake of taking all of Miyoshi's states except one, and that one happened to be landlocked by Korea and the Ming. I waited a few more years for my stability to climb again, then tried to get military access from Korea and Ming, but no luck. Thankfully, almost immediately after failing that, Korea declared war on me, joined by their ally Manchuria!

I ignored Korea and Manchuria at first, and finished annexing Miyoshi within a few months, thus uniting Japan finally, about 10 years later than it took in real life!

This left me with the unplanned war in Korea & Manchuria however, and I decided I might as well take advantage of it - once again, this Korean invasion was about 10-15 years later than real life. We shipped another two 12k strong armies on the continent, and my four armies raged through Korea and Manchuria easily beating off all resistance. There were only two Korean provinces worth taking however, so after suing for peace and taking a stack of provinces, we garrisoned only the two southern most Korean states - both big chinaware provinces - and left the rest to their own devices.

Not long after, Ming declared war on us, followed by Korea and Manchuria. Ming quickly swept through my abandoned Korean and Manchurian provinces, but Ming is already too massively powerful, so I sued for peace with Korea and ceeded all the Ming-captured provinces to Korea, and got China to agree to a white peace. Manchuria is just one land-locked province, with Ming to the west, north, and Korea to the south and east.

One former Korean province of mine, landlocked by Ming, that I abandoned but was never captured in the previous war, saw a rebel rising. I did nothing to stop it, and my good friends the Miyoshi reappeared after the rebels stormed the fort! Good for them.

Our badboy rating is through the roof, and we are universally hated, which I imagine probably isn't a good thing. Just before I went to bed much later than I should have I spent some time trying to improve relations with Korea & Miyoshi, but those pesky Koreans keep declaring war on me. I generally just ignore them for a year or so then declare white peace without any armies meeting in battle.

Well, I didn't mean for this to turn in to a dynasty post... but yeah, great game this one. I'm glad I stuck it out and put the effort in to learn how the game works, or else I would have just shelved it after my initial attempts back on like page 2... I guess that would have at least meant that I'd get some sleep!
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Old 04-09-2007, 02:57 PM   #153
JPhillips
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Join Date: Nov 2002
Location: Newburgh, NY
An update for those with performance issues. The latest patch adds some software emulation for Pixel Shader 2.0 and the option to turn off water graphics. I can now run the game quite well on my laptop whereas before I couldn't play at all.

The patch has an incredible amount of changes/fixes and typical of Paradox it significantly improves the game.
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Old 04-09-2007, 03:18 PM   #154
Mizzou B-ball fan
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Quote:
Originally Posted by JPhillips View Post
An update for those with performance issues. The latest patch adds some software emulation for Pixel Shader 2.0 and the option to turn off water graphics. I can now run the game quite well on my laptop whereas before I couldn't play at all.

The patch has an incredible amount of changes/fixes and typical of Paradox it significantly improves the game.

Great! Thanks for the update! Mine hasn't been able to run, so hopefully this will solve the problem.
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Old 04-09-2007, 03:44 PM   #155
Butter
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Location: Dayton, OH
Will it run on a laptop without a video card, but with one of those crappy integrated video chipsets?
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Old 04-09-2007, 03:46 PM   #156
JPhillips
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I think it varies from model to model, but some integrated sets will now work, although the top speed will be a little slow.
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Old 04-18-2007, 06:54 PM   #157
MalcPow
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Join Date: Jun 2005
Location: San Diego
Saw this at GoGamer for $14.90 today and ordered it, just thought I'd share the deal. Very much enjoyed the first two.
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Old 05-28-2008, 01:16 PM   #158
MrBug708
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Join Date: Apr 2001
Location: Whittier
In Nomine was released last night. Downloading right now and hopefully it'll have some Vista workarounds
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Old 05-28-2008, 01:53 PM   #159
Barkeep49
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Join Date: Jan 2001
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Quote:
Originally Posted by MrBug708 View Post
In Nomine was released last night. Downloading right now and hopefully it'll have some Vista workarounds
What's In Nomine?
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Old 05-28-2008, 02:14 PM   #160
MrBug708
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Location: Whittier
It's the Expansion for EU:III
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Old 05-28-2008, 02:43 PM   #161
sabotai
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Join Date: Oct 2000
Location: The Satellite of Love
List of Changes

Major new features:
  • Rebels with a cause: Peasants, Revolutionary, Heretics, Zealots, Nationalists, Nobles, Separatists, Patriots, Pretenders and Colonial Patriots. They have more than a dozen parameters defining their behaviour (area of action, political goal, defection rules, reinforcing yes/no, ...). You can give in to their demands, but at a considerable cost.
  • National missions which guide your nation and give benefits. You can cancel a mission each five years - or ignore them without penalty (just losing out on the benefits). There are country specific missions and generic missions which can happen to everyone under the right circumstances.
  • National, provincial and religious decisions which have a variety of nationwide and regional effects. They range from reducing local revolt risk to founding your nation or westernizing your country. A number of events have been converted to decisions.
  • Expanded timeline and historical database starting in 1399 - can you say 'Byzantium'?
Religious changes:
  • The religious tolerance sliders were removed and replaced by fixed values which can be influenced by national ideas and religious decisions.
  • Religious conversions changed: Missionaries have a yearly chance of converting a province and run until successful. The revolt risk is significantly raised during the process though. The missionaries have a yearly maintenance cost and their efficiency is influenced by the new "Missionary Maintenance" slider.
  • Added diplomatic options "Call for Crusade", "Excommunicate" and "Revoke Excommunication" for the Papal Controller. Crusades last for 30 years or until the target country is annexed, Catholics get a bonus for being at war with crusade targets. Excommunication lasts until it is revoked or the monarch dies, but can be avoided by decent relations with the Pope.
  • Each cardinal can now only be bribed once every three months.
  • Removed the stability hit for DoW on countries of a different religion group. The "Deus Vult" idea was renamed to "Unam Sanctam" and changed to apply only to religions within the same group.
Changes to the colonial system:
  • Colonial system changed: Colonies are still founded with a colonist but will then grow to city size on their own, usually in 10-20 years. Colonial growth is mainly determined by the new "Colonial Maintenance" slider, but is affected by slider settings, national ideas and advisors. Colonists are harder to get to balance for the new colonial growth.
  • Only cores can now be the origin for colonial range.
  • Tariffs now are the main overseas income, they are made up of base tax value, improvements by buildings and production income. Tariff efficiency is determined by the sum of 'big ships' and 'small ships' under your command.
  • Trade goods in empty provinces everywhere in the world are unknown before they contain a colony of a certain size. Then their trade good is determined by event.
  • Provincial Decision "Colonial Assimilation": Provinces with a population of less than 5000 people outside of Europe, North Africa and the Middle East can be assimilated to the primary state culture.
  • You can no longer move your capital overseas while it is still adjacent to at least one other owned province.
Changes to war and warfare:
  • War exhaustion mechanics changed: Wars don't give WE automatically anymore, instead it increases based on provinces occupied on your home continent, blockaded home ports, battle losses, attrition losses and war taxes. War Exhaustion now drains unit morale.
  • Mercenaries nerfed: They no longer reinforce, take time to recruit (25% of normal units) and can be recruited on occupied territory. The mercenary pool consists of 1/2th infantry, 1/3th cavalry and 1/6th artillery. The amount of used mercenaries decreases the chances of getting new mercenaries in your pool. Getting new mercenaries for your pool is also based on prestige. Mercenaries are not affected by discipline.
  • Toned reinforcements down: Only 50% reinforcement speed at hostile territory when adjacent to a friendly occupied province, only 10% speed at lack of supply line to a friendly occupied city, no reinforcements at all in empty provinces.
  • Recruiting troops now takes longer in looted and blockaded provinces.
  • Artillery provides 50% of its defensive values to the front rank if it is in the back.
  • Zero morale troops in frontlines will be removed during a combat.
  • A failed assault makes the garrisons recover morale now, and morale recovers for garrisons the same speed as for normal troops (maintenance!).
  • It is no longer possible to retreat from a battle for the first 5 days. Armies whose morale collapses in the first 5 days and face more than double the amount of enemies will be eliminated.
  • It is no longer legal to retreat towards a province with at least 5x your own force.
  • Prestige, War Exhaustion and Tradition gains and losses are seen for the leaders country in end of combat view.
  • Blockading affects war score at a scaling factor.
  • It is shown in peace negotiations if the AI will accept or not.
  • The cost for force releasing a country in a peace treaty has been significantly lowered.
  • Capitals can be demanded in peace, provided they are isolated from the rest of the country.
  • The AI will never propose or accept demands of >100 peace value.
  • There is a new message when you sign peace due to the leader of your alliance signing it.
  • Units can scorch owned provinces, applying a nasty modifier in order to hurt a strong invader.
  • New buttons for land units: "Detach Mercenaries" and "Detach Siege Unit" (enough men to siege the current province).
  • The declare war and call to arms confirm boxes now list all that may join the enemy in a war.
  • It is no longer possible to declare war on other countries' vassals.
  • The 'Casus Belli will expire' indicator is shown with the expiration date in the tooltip.
  • Friendly regiments now lower the revolt risk and minimum revolt risk in a province (at war and peace).
  • Reinforcement rates and fort defensiveness values were added as tooltips.
  • Localized army and navy names.
Changes to the naval system:
  • Overhauled the naval system: Naval ideas strenghtened, naval force limits reduced, navy size impacts tariff efficiency, patrolling order for fleets, fleets can detach blockade fleets with a button.
  • Pirates are made more common, can have leaders, are more cunning and in general a factor to be dealt with. They don't like to spawn in sea zones which were patrolled recently though. Anti-pirate patrol data can be seen in tooltips over seazones.
  • There is no longer attrition in coastal seazones for ships within naval supply range (which is a fraction of colonial range). Thus the constant micromanagement of blockades can be forgotten for most cases.
Changes with regards to MP:
  • Added a player count to the MP lobby.
  • Saved games are now sorted by time stamp rather than name.
  • Savegame transfer code reworked.
  • Troop positions are no longer visible when watching a savegame in the MP lobby.
  • The war overview no longer shows the enemy's troops and fleets when playing MP. Several ledger pages are deactivated in MP too.
  • There are no longer any badboy wars in MP.
  • F12 saves a political map of the whole world, Shift-F12 does the same just showing player countries and their vassals.
  • The space bar only works as pause in single-player mode.
  • Scenario options can no longer be changed in the front end lobby if a saved game is loaded.
  • Current Checksum is now (temporarily) changed everytime you resign, to avoid "out of sync" problems in MP.
Economic changes:
  • Trade good prices reworked: Supply and demand are calculated depending on factors like looted provinces or being at war.
  • Centralization (left of 0) now gives a slight inflation reduction.
  • War taxes can now be switched on and off, with a cooldown period of one year.
  • Inland CoTs are now less valuable than coastal CoTs.
  • Removed cap on technology costs when expanding.
  • The treasury tooltip now indicates annual profit/loss.
  • Default merchant costs are increased, the national idea "Merchant Adventures" gives cheaper merchants. Trade agreements, personal unions, cultural differences and effective distance from capital affect placement costs for merchants.
  • Each placed merchant now reduces competition chance by 0.5%.
Changes to the Holy Roman Empire:
  • The Emperor has an auto-guarantee on all HRE members.
  • Provinces can join and leave the HRE with a provincial decision.
  • Human played HRE electors can vote for the candidate of their choice adding new depth to Imperial politics in both SP and MP.
  • Diplomacy skill and diplomacy attribute (new!) now affects who an AI decides to elect to the Emperor status.
Other additions and changes:
  • 33 land provinces added and province borders changed, most of them in Europe.
  • Added 22 more types of advisors giving bonuses to almost anything.
  • Five new national ideas were added and the effects of several national ideas changed.
  • The policy slider effects have been reworked extensively. Tooltips for left and right buttons on the policy sliders now show what the maximum policy's effect would be.
  • The interval between being able to move the policy sliders now depends on the size of the country and the government form ("administrative efficiency"), but moving them no longer costs stability.
  • Two new map modes: Cultures and regions.
  • Improvements to some map textures.
  • Techlevels expanded for the bigger time frame.
  • Added an option regarding lucky nations: 'Historical' (default), 'Random' (old code) or 'None'. Playing without lucky nations is NOT recommended for historical gameplay or fun in SP though.
  • Prestige now affects merchant compete chance, unit morale, yearly diplomats, stability costs, spy defence, trade income, fort defensiveness and cost of mercenaries.
  • Numerous tweaks and fixes for the AI, from strategic goals (such as its missions) over more intelligent behaviour on the battle field to diplomatic nuances like rivals and trust values. Countries now have a "permanent strategy" which can be altered by event effects. The cheat code "view_ai" shows AI tooltips.
  • For modders: Many new triggers and effects, more values exported to text files. Geographical regions can be defined at will for easier referencing.
  • Events can be set to be "major" which puts them in their own category in the message settings.
  • Government titles can now be culture, culture group, religion and religion group specific, with the basic name being shown in the tooltip. Government names and ruler titles can also be specific for vassal states.
  • Several changes to the effects of government forms.
  • There is now a reset in relations and timers with all other vassals when you diplomatically annex one. You get -1 centralization for diplomatic annexations.
  • Selling a province now removes the selling nation's core on it.
  • Two new spy actions added: "Infiltrate Administration" (can lift the fog of war from the target country) and "Tarnish Reputation" (can reduce target's prestige).
  • Fabricate claims no longer gives a core, but gives a cb intead.
  • Large tribes will suffer a succession crisis whenever they get a new ruler.
  • Large Latin, Eastern and Muslim nations can now choose the "Empire" form of government through a national decision.
  • If a capital is held by rebels for 2 years straight, the country will break.
  • The budget slider lock status is now saved.
  • The game will now play any .mp3 you put into the /music folder.
Additions and changes to the National Ideas:
  • *NEW* Press Gangs: -50% ship costs
  • *NEW* Regimental System: -40% recruit time for land units, requires land tech 30
  • *NEW* Land of Opportunity: +20 colonial growth
  • *NEW* Vetting: +20% spy defence
  • *NEW* Ecumenism: +2 tolerance for heretics
  • Grand Navy: +100% naval forcelimit (was +33%)
  • Superior Seamanship: +1.0 naval morale (was 0.5)
  • Naval Glory: +100% prestige from naval battles (was +33%)
  • Excellent Shipwrights: now requires naval tech 7
  • Naval Fighting Instruction: +50% blockade efficiency (was +25%), now requires naval tech 30
  • Naval Provisioning: allows ships to repair in coastal sea zones, now requires naval tech 53
  • Military Drill: +1.0 land morale (was 0.5)
  • Glorious Arms: +100% prestige from land battles (was +33%)
  • National Conscripts: now requires land tech 7
  • Esprit d'Corps: now requires land tech 53 (was 45)
  • Merchant Adventures: -33% merchant placement costs (was +1 yearly merchants)
  • Vice Roys: +25% tariffs (was +30% overseas income)
  • Quest for the New World: now requires trade tech 7
  • Scientific Revolution: -10% technology costs (was -2.5%), now requires trade tech 30
  • Improved Foraging: now requires trade tech 53 (was 45)
  • Bill of Rights: now requires production tech 7
  • Smithian Economics: now requires production tech 30
  • Cabinet: -1.0 badboy per year (was +1 yearly diplomats), now requires government tech 30
  • Liberté, égalité, fraternité: now requires production tech 53 (was 45)
  • Divine Supremacy: +0.5 yearly missionaries (was +1)
  • Deus Vult: renamed to 'Unam Sanctam', only applies within the religious group now
  • Humanist Tolerance: +2 tolerance for heathens (was +1 tolerance), now requires government tech 7
  • Revolution and Counter-Revolution: now requires government tech 53 (was 45)
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Old 05-28-2008, 02:47 PM   #162
sabotai
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Location: The Satellite of Love
I don't think that list comes from Paradox, I think someone on the forums made it. Not sure though.
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Old 05-28-2008, 02:52 PM   #163
Alan T
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Join Date: Dec 2002
Location: Mass.
I got an email about the expansion this morning and it looks great.

I just wish my work laptop would run it. Have a very heavypower laptop for work stuff, just not built for gaming due to an integrated intel video card.
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Old 05-28-2008, 03:10 PM   #164
Barkeep49
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Join Date: Jan 2001
Location: Not too far away
It's an intriguing expansion list, alright. I got the urge to play EU3 and got NA at that point. I'm sure it'll be something similar with this.
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Old 09-17-2008, 10:12 AM   #165
Alan T
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Join Date: Dec 2002
Location: Mass.
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Old 09-17-2008, 10:12 AM   #166
Alan T
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Location: Mass.
Hmm.. guess I posted too much and the board just ate it....
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Old 09-17-2008, 10:14 AM   #167
Alan T
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Join Date: Dec 2002
Location: Mass.
New patch 3.1 for In Nomine is out.. so a good time to end my current game as Bohemia that I had been playing. It was rather disjointed and I didn't really have a clear objective in my head other than doing everything I could to cause the French to implode.. which I think I was successful at... but the vacuum was filled up by England (Whom formed Great Britain) and Castille (whom I had to stop from eating Aragon alive)...

Only 1505 or so:


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Old 09-17-2008, 10:15 AM   #168
Alan T
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Join Date: Dec 2002
Location: Mass.
Anyhows.. the 3.1 changes:

Quote:
Originally Posted by Johan
In Nomine – 3.1 Players Guide

We’ve worked hard at 3.1 over the summer, and hope to have it out very soon. Since its such a big update with close to 600 lines in the readme alone, we thought a quick guide highlighting the major changes and improvements would be a good read before the weekend. Of course not everything is mentioned, and this is still may be subject to change.

Policy Sliders
One of the first things you will notice when playing the new update is the enhancement to the policy sliders. Now you have the possibility to get events happening when you move a slider in a certain direction. Some give bad effects, and some give benefits in short and long term. This adds another strategic element to the act of changing your country.

What also is important is the change to the time between the changes. This have been reduced dramatically, and is now something that can be done even in the larger empires in a reasonable time period.

Rebels
The abilities of rebels should now depend much more on the local province they are from, which may make them harder to fight in Europe, but easier outside of it.
We’ve also added severe restrictions on how rebels can defect and declare independence to avoid weird results in the world.

Spies
We have added three new spy actions, mostly tying it in with rebels. You now have the possibility to sponsor rebels of pretender, nationalist or patriot ambitions in an enemy’s territory. These rebels formed from these actions will be friendly towards the country sponsoring them.

The formula for spy discovery and success have been reworked, so that spy efficiency is the offensive attribute, and the spy defence is the defensive attribute when it comes to success. Discovery depends entirely on prestige and badboy of the involved countries. These values are now shown in the spies interface, together with tooltips.

The cost of sending a spy now directly depends on the tax-value of the target province, so it is more expensive to attack richer provinces. For the multiplayer crowd, you also get a casus belli on any human player that is discovered sending spies to you.

Privateers
The privateers you commission will now be friendly to you, and will not blockade your coasts. Instead they will send part of the money they take in to your cofferts. This will create some new naval strategies, where people can play like the historical England, and try to ruin Spanish trade.

HRE
The Emperor no longer start the game with a large amount of standing troops, but just with extra manpower. This makes Bohemia less like a mobile death-star at the start of the game.

Countries inside the HRE now are more wary of any anyone doing anything bad towards another member, and an attack on any of them results in a relation hit with everyone.

We have also fixed a few bugs with the election mechanism, and we hope this will create a more interesting mechanic in the HRE.

Military
First of all, we fixed the bug that sometimes made a unit without morale enable to wipe out a unit with morale if they still had a certain amount of troops.

Secondly, we reworked how the naval combat works so that losses are reduced, and morale drops are much bigger. This will make naval battles less like bloodbaths.

Another aspect that impact this is the penalties for going over your forcelimits. Now the scaling depends on the force limits. Also, the costs of building a ship is increased by how much you go over the force limits.

Economy
We’ve strengthened the economy of European home provinces drastically, by increasing the production income efficiency by tax values. Tariffs base factors have also been decreased, so that a rich province like Napoli is actually not worth less than a random Indian province.

The value of the trade-goods wine have been increased.

We’ve reworked centre of trade dynamics quite a lot, and the stagnation logic is now in full effect. Small centres of trade will slowly disappear if they can’t reach a certain threshold of income.

Diplomacy
It wil now be possiblr to declare war on vassals and lesser partners in personal unions. The overlord will always be called in. Declining the call results in the end of the vassalization or union.

Quite a few issues with alliances have been worked out, so that it should no longer be possible to end up in a war against someone you are in a war together with.

Another impact on multiplayer is that alliances between players will not auto-terminate if relations go below 0.

War exhaustion
War exhaustion will now drop quicker when you are at peace, and the war exhaustion from blockades is now scaled depending on size.
Revolt risk from War Exhaustion has been dropped by 50%, but the stability costs from it have been increased. The morale on troops will no longer be decreased by WE, but it will take longer to recruit new troops.

Warscore & Peace Negotiation
Warscore from blockades on allies are now scaled the same way as everything else, and blockading occupied provinces no longer affects the war score.

It is now also possible to demand territory owned by vassals and lesser union partners from someone in a peace treaty. Of course only if they are in that war.

The cost of a province in peace-negotiation has been rebalanced to depend on the size of the country giving it up. Religion, Culture and Core-status also impacts it.

Stabilityhitting another nation in a peace offer now have more serious impact. First of all the threshold for when you can do it is reduced by the targets war-exhaustion, secondly the target also gets a prestige hit, and thirdly there is a likelihood of getting rebels.

Prestige
Prestige is now more important, but there are caps on the gains of prestige from battles. You no longer will get prestige from fighting rebels, pirates or natives.

Ledger
Two full new pages have been added to the ledger. The first one lists all previous emperors, so you can see who was interrupting your rightful reign as Emperor. The other page is a listing of which provinces can do provincial decisions, and which ones.


Interface
It will now be possible to change the name of a province and the name of its capital at any time you like, by just clicking on the name.

There is now an indicator at the province screen for provinces that are not your core yet, telling you when they will become a core.

We’ve worked hard on adding in and expanding tooltips all over the game to make information more obvious to the player.

AI
A lot of development for this patch has been into improving the capabilities of the AI.

The naval AI has had a lot of attention, is now better at maintaining competitive fleets. It also knows how to patrol to keep pirates away, and is better at keeping its transport fleets protected.

The land AI has learned quite a lot about saving damaged troops, and at handling rebels and armies outside its own territories.

We have also severely updated the diplomatic AI to understand when to go to war and to sign peace, as well as how to behave to other countries.

The Strategic AI has also gotten a lot of love, and is now better at understanding the situation. The economic AI should be able to use its money better, and will be able to build more buildings and ships to compete with the player-

Databases
We’ve corrected a few setups in the world, thanks to the great input of people at the forum. Also, france has been nerfed, and italy boosted.

We went through all events, decisions and missions, tweaking them and balancing them after feedback from players. Most noticeable here would be the following changes.

Several dozens of random events have been added, giving more decisions to the player, and making it harder to keep a +3 stability at all times.

Quite a few new missions have been added as well, several from ideas given in the forum thread requesting them.

The religious wars event series is now a major one, and is as “bad” as the peasant wars or times of troubles one for a player.



Ok, hope you’ll enjoy it as much as we do..


Quote:
Originally Posted by Johan
From the 3.1 readme.txt

************************
******* Missions *******
************************
- Fixed a few problems with missions sharing tags
- It is no longer possible to cancel missions multiple times due to lag

- Only monarchies can get the 'Convince Electors' mission
- "Improve Relations with Vassal" aborts if rival ceases to exist
- The generic "Annex Minor" aborts if the nation disappears
- Added a mission to get an elector to vote for you
- Theocracies and republics no longer get the "Become Emperor" mission
- The generic alliance- and relation missions abort if the nations cease to exist
- The royal marriage mission aborts if the countries are no longer monarchies
- The 'Improve Relations" missions will only trigger if you're current relations are below 100
- The 'Generic Annex Vassal' mission won't trigger if you already have a core on the target province
- The 'Improved Relations with Electors' mission will increase your stability
- The generic "annex vassal" mission will only trigger for countries of the same religion
- The generic form alliance mission won't trigger if the country feels threatened by the other
- The 'Improved Relations with Elector' mission now correctly improves your own stability

- The 'Construct Navy' mission will only trigger for core provinces
- The 'Blockade province' mission aborts if you're not at war
- The 'Construct Navy' mission will abort if the country doesn't have a port
- The "Naval Race" mission won't trigger for African and New World countries
- "Get Control of Naval Supplies" won't trigger if you lose your ports
- Added missions to construct fleets and armies larger than a rivals
- Added a mission to improve navysize to reach 100% tariff efficiency if needed
- The 'Buildup Manpower Reserves' mission won't trigger for minor countries

- Added abort clauses to the colonial missions in case the country lacks a port
- The 'Establish Colony' mission will abort if someone else builds a colony in that province
- Made some historical balance tweaks for generic colonise and discover missions for Spain, Portugal, England and France

- "Force Open Market" aborts if you own the CoT
- Fixed the abort-clause in the "Reduce Inflation" mission
- Establish trade missions now wants 5 merchants placed
- Added a 'last mission' check to all monopoly mission
- "Get Minor Cash Reserve" and "Amass Wealth" abort if you take a loan
- "Improve Economical Mismanagement" aborts if the nation goes bankrupt
- "Gain Monopoly" and "Establish Trade in CoT" requires at least one merchant
- "Recover Negative Stability" triggers more often when the stability is below -2
- "Grain Trade post in China" and "Increase Spice Trade" abort if you no longer control a port
- The manufactory-missions now gives a 4-star advisor instead of +1 base-tax when completing

- Added two missions to attack rivals
- Added a mission for rivals to clash over Italy
- "Blockade Enemy Coast" aborts if the war ends
- Added another mission to make christian medium/majors to get into Italy
- "Conquer Neighbour" aborts if the target country isn't a neighbour anymore
- "Conquer Core" aborts if you lose the core
- "Attack Prestigious Rival" aborts if you become a vassal or lesser partner in a union
- "Attack Weaker Rival" aborts if you become a vassal or lesser partner in a union

- Added a mission to restore the Holy See if catholic
- Added a mission to increase relations with the pope if catholic
- Fixed a missing title for the 'Embrace the Reformation' mission
- The generic force convert mission aborts if the countries change religion
- The convert province mission only fire if you have at least one missionary
- "Take control of Papacy" won't fire for excommunicated countries and aborts if you go to war with the Papacy or the Papacy ceases to exist
- "Gain Cardinals" aborts if the Papacy ceases to exist or the target country is excommunicated
- "Restore Holy See" won't fire for excommunicated countries and fires more often for neighbours
- "Solidify our Papal Relations" aborts if you are excommunicated or no longer Catholic

- Added port triggers to the discovery missions
- Added religion triggers to the annex missions
- Burgundy, Bavaria, Byzantium, America, Lithuania, Bohemia, Scotland, Polish, Sweden, Ming China, Denmark, Russia, Portugal, France, the Ottomans and Aragon: added abort clauses to all the "conquer missions" for countries becoming vassals or lesser partners in unions
- Added port triggers to the colonization missions
- The "Partition Poland" mission won't trigger unless Russia, Austria and Prussia are Poland's neighbours
- The 'Annex Genoa' mission will abort if Genoa doesn't own Liguria
- The "Connect Brandenburg and Prussia" mission will only trigger if Prussia and Brandenburg have a valid land connection
- The 'Conquer Delhi' mission requires you to conquer Multan instead of Jammu
- Fixed some potential exploits in the Mughal and Timurid vassalize missions
- Added a country flag to the 'Taj Mahal' mission to keep it from triggering for the Mughals more than once
- The 'defeat England' mission requires the Mughals to take over all British provinces in the Indian region
- Changed the provinces you need to protect in the "Block the Safavid Advance" and "Defend the Timurid Lands" missions
- The 'Conquer Delhi' mission only aborts if the Timurids doesn't own any of sultanate's provinces and Delhi doesn't exist
- Changed the "Block the Safavid Advance" and "The footsteps of Timur" to trigger for Khorasan instead of the Timurids
- The 'Recapture Minsk' mission won't be counted as a success unless Poland both owns and controls Minsk
- The Polish 'Relations with Mazovia' mission will abort if Mazovia doesn't exist
- The discovery missions for Madeira and Azores will only trigger between 1415 and 1425
- Fixed the broken text for the 'Dutch Colony in the Caribbean' mission
- Changed the relation requirement for the 'Ming-Oirat Relations' mission to 150
- Added a neighbour trigger to the "Defend Korea" mission
- The 'Defend Bohemia against Hungary' mission will abort if Hungary doesn't exist
- Tweaked trigger and effect for the Austrian Mission to take north Italy
- The 'Establish a CoT in Britain' mission won't trigger if you own Antwerp or Île-de-France
- The "Conquer Korea" mission won't trigger unless Korea is a neighbour
- The "Establish Foot holding in Manchuria" won't trigger unless Manchuria is a neighbour
- The 'Conquer Sicily' mission will add a core on Palermo
- The Spanish missions to improve relations with Portugal and Aragon won't trigger if either of them become a republic or cease to exist
- Iberia must be controlled by Spain for the "Finish Reconquista" to be a success
- The 'Continue the Reconquista' mission will abort if Tangiers, Ceuta and Melilla are controlled by another Christian nation
- The 'Continue the Reconquista' mission won't trigger if some other Christian nation than Spain owns Tangiers, Melilla and Ceuta
- Updated the success condition of the 'Reach the Mississippi' mission
- The 'Tobacco Factory' mission will only trigger once
- "Defend the American colonies" will only be counted as a success, if the US owns the colonies
- "Reach the Mississippi" will abort if there are no neighbouring provinces
- Increased the requirements for the 'Conquer Florida' mission to include Pensacola and Apalachee
- The 'Reclaim Mecca' mission will abort if Mecca is conquered by some other Muslim country
- The "Muslim Asia Minor" mission will abort if the Ottomans change religion
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Old 09-17-2008, 10:16 AM   #169
Alan T
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Join Date: Dec 2002
Location: Mass.
Events & Decisions and Interface changes:



Quote:
Originally Posted by Johan
***********************
******* Events *******
***********************
- Added a check for native size in 'Native Raids'
- Events can no longer drop the size of a city down to a colony
- Fixed the discovery triggers for 'Colonial Ventures' and 'Trade Expansion'
- Increased the number of colonies required for the 'Colonial Migration' event to trigger
- The 'Colonial Expansion' event will only give you 200 settlers and won't trigger unless you have discovered at least one empty, neighbouring province
- Toned down the frequency of the 'Minorities flock to the colonies' events and changed the option so that it sets the culture to the main culture

- Added a missing merchant trigger to the Slider event for mercantilism-free trade
- Fixed the "Minority Prospers" event so that it increases province tax
- Added in the events for the aristocracy/plutocracy slider

- Added a few new events that triggers at high war-exhaustion
- Reworked province defection event-chain slightly
- Changed the effects of 'support monarch' in 'Civil War'
- 'Temporary Insanity of Monarch', 'Excellent Minister', 'Nobles Demand Increased Pensions' and 'Revolution' can trigger for Imperial governments too
- Altered the second option for the "Monarch ignores Country" event so that it is displayed correctly
- Fixed the text for the "Fortification Expert" event and added a "number of cities" trigger

- New events for the centralization_decentralization, serfdom_freesubjects, innovative_narrowminded, mercantilism_freetrade, offensive_defensive, land_naval slider and the quality_quantity slider
- Changed the "slider events" so that 'overseas_provinces_percentage' triggers correctly

- Religious Wars now end when less than 10% is a minority
- Reworked the religious war event chain to be a bit more challenging
- Made the effect of the "enable the counter reformation" event immediate
- The Spread of Protestant and Reformed religion events now have a lower chance of triggering overseas and in non-Christian countries

- Added lots of new random events, and also tweaked triggers and effects of the old ones to get more of them appearing

*************************
******* Decisions *******
*************************
- Denouce Neo-Confucianism no longer gives +50% to missionary success, but a reasonable change instead.
- All religious decisions now have proper AI directives. Also, moved some prerequisites from 'potential' to 'allow'.

- The Papal States can no longer create Italy
- Fixed the effects of the 'Form Kingdom of Prussia' decision.
- Fixed a typo in PolishDecisions.txt
- Fixed the 'Germany Nation' decision so that cores are given correctly
- Making Constantinople capital through the decision makes it Turkish and Sunni as well
- 'The Jizya Tax' decision now increases stability costs by 20% instead of +1 RR.
- Made ownership of Edirne, Bithynia, Bursa and Burgas a requirement for the 'Make Constantinople Capital' decision
- Increased the manpower bonus from the Devshirme System to 33%
- Added country flags to the 'move capital' decisions to keep them from triggering repeatedly
- Making St-Petersburg the capital will cost 200 ducats but also increase the city size
- You must be orthodox to restore the Byzantine Empire
- "Defend Russia Against The Mongols" only happens if the Golden Horde is big and strong

- Transformed the tribal government reform event into decisions.
- Added a province decision to establish a march in border provinces.
- Changed 'Trade Crisis', 'Force Open Market', 'Gain Monopoly', 'Pass Joint-Stock Companies Act' and 'Stato da Mar' so that they trigger if your trade_income_percentage is above 40% or your trade income is above 100 ducats
- The 'Benign Neglect' decision only requires you to own 30% provinces overseas
- Removed the "Promote National Merchants" province decision.
- Tweaked effects from 'statue in restraint of appeals'
- Removed ownership of five colonies as a requirement for the 'Abolish Slavery' decision
- Restriction for colonies no longer reduce revolt risk dramatically.


Quote:
Originally Posted by Johan
From the 3.1 readme.txt

*****************************************
******* Interface Enhancements **********
*****************************************
- Players can now freely edit the names of their provinces in the province panel.
- Now possible to change the name of province capitals.
- Added an indicator for when a province will become a core province.

- The displayed supply limit is now rounded the same way in the unit tooltip and province view.
- Added an explanation of union tags to the culture tooltip in the country view and diplomacy view.
- Added a tooltip to the FoG in the game setup view.
- The inaugeration date for foreign monarchs is now shown in a tooltip.
- Added missing tooltips for the Cancel Alliance diplomatic action.
- Added a missing tooltip to the Propose Alliance action.
- The inflation tooltip in the treasury slider is now color-coded.
- Corrected the tooltip for Marketplaces.

- Added a province decision page to the ledger.
- Added a ledger page listing all previous emperors of the HRE.

- Added a new message type, for the senior country when a junior partner ends a personal union.
- Added a separate message for when you cancel the military access given to you by another nation.
- Added a separate message for when succession wars involving the player break out (the text is the same though.)
- Added a message for when your enemies accept peace with another country.
- Changed the default for the message when a personal union ends so it's a popup.
- Zooming in on newly independent countries from the message will now always target the correct capital province.
- The self-sustaining colony message now pops up from event effects too.

- The actual name of the Holy Roman Emperor is now show in the HRE view.
- Shortened the length of the leader text field in the unit view.
- Made more room for the ruler name and changed the formatting in the game setup view.
- Added spy efficiency and defense to the spy view.
- Rearranged some text fields in the province panel.

- Your own preferred unit types will now be listed first in the army build view.
- Rebel factions now get their appropriate unit sprites.
- Missionary maintenance is now correctly added to the topbar gold tooltip.
- Missionary maintenance is now correctly included in the sum of expenses in the economy view.
- Truce expiry alerts are now shown with dates, like CB expiry.
- Made more room for advisor names.
- Shortened the Outliner a bit so it doesn't hide the Find Province button.
- The game now first looks for "gameplaysettings.txt" under "\mod\mod_name", then "\mod", then the default.
- Music is no longer played at all if the music volume is set to 0.
- The map in the peace negotiation window will be better centered on the relevant area.
- Fixed the "send missionary" button so it won't lit up when you can't send a missionary.
- Monthly income text scrolling up from map provinces: All monthly income from the province is now added to the figure.
- Corrected icon colors for the 'expand_colonial_territory' and 'restrict_colonial_expansion' modifiers.
- Fixed so the eventwindow is always centered when shown.

- Selecting the currently selected province again no longer clears the province modifier icons.
- Selecting an enemy occupied province will drop you out of any sub-view (decisions, etc).
- While in the build mercenaries view, switching to other occupied provinces will not drop you out of the view.
- While in the building, merc or province decision views, switching province to a non-core province will no longer drop you out of the view.
- The correct flag will now be shown for rebel units again when zoomed out on the map.
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Old 09-17-2008, 10:17 AM   #170
Alan T
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Join Date: Dec 2002
Location: Mass.
Ai Improvements and Gameplay balancing:

Quote:
Originally Posted by Johan
From the 3.1 readme..

*******************************
******* AI Improvements *******
*******************************
* Naval AI
- No blockades of occupied enemy provinces.
- AI now uses patrols to prevent piracy.
- Improved blockade behaviour.
- Fixed an infinite loop bug that could occur when switching nations in a save game.
- More careful with its transport fleets.
- Will scramble fleets from port to block straits in their own sea zone.
- Will no longer cancel moves out of enemy occupied provinces
- Will prioritize its original planned invasion target province more.
* Land AI
- Fixed a problem where the main army could go passive in order to reinforce, though the enemy was almost overrunning the country.
- Fixed a problem with the main army moving around deep inside enemy territory instead of returning home.
- The main army will no longer go passive to reinforce if not at war (i.e. cleaning up rebels.)
- The main army will no longer go passive to reinforce if there are no decent manpower reserves.
- The main army is better at forming, despite enemy armies in the way.
- Fixed a problem with the AI stacking up a huge army in an area, way past the supply limit.
- Fixed some problems with the sufficient force checks for new attacks.
- Improved check for enemy units on their way into a target province.
- Fixed a problem with cancel move orders sent to retreating units.
- Fixed a problem with units moving to a province they are already in.
- Fixed a crash bug.
- Better at taking back strongholds of defecting rebels.
- Changed the base calculation for area needs to be more dependent on forces in neighboring areas. Should greatly help countries with overseas possessions near belligerents.
- Adjusted overseas troop stacks.
- More intelligent about when to withdraw and rest up damaged regiments.
- Fixed a problem where the AI would strip its home area of troops and send them to another area bordering the same enemy area.
* Diplomatic AI
- Better at waiting for one-province nations to get occupied before willing to sign peace.
- Fixed a bug that let players milk AI nations with high WE for money, or force vassalize them.
- Adjusted acceptance of separate peace demands.
- Fixed two stalemate bugs in the Peace AI.
- Fixed a problem with overly stubborn Peace AI in some situations.
- More prone to accept alliances with threatening nations.
- Acceptance of diplomatic vassalization proposals adjusted (now harder and more dependent on the difference in diplomatic skill of the rulers.)
- Revised code for deciding on whom to target for trade agreements.
- Optimized and improved trade agreement proposal code further.
- Improved DoW checks. AI will be less afraid of guarantees and alliances if the target is annexable or the allies distant.
- AI electors will now always re-determine who to vote for at the end of a month.
- AI electors is now less likely to vote for emperors outside the empire.
- AI nations with an interest in the HRE should now send gifts to the electors.
- Fixed a problem with AI HRE Electors very rarely changing their votes.
- AI electors that have an interest in the HRE throne and are able to vote for themselves will now tend to do so.
- Tweaked AI HRE Elector choice of emperor code to be more dependent on relations.
- Fixed a problem with the Holy Roman Emperor overbidding insanely in peace deals.
- AI should be more reasonable about military access paths for land movement.
- Updated AI for the new DoW and Call Allies rules.
- When considering declaring war, now better at estimating whether an ally will answer a call to war or not.
- Improved AI acceptance code for call to war requests.
* Strategic AI
- Updated the code for checking if a country should be interested in the HRE throne.
- Adjusted relative priority between colonial and construction expenses.
- Reduced the colonial interest of small nations.
- Greatly increased number of desired ships up the tariff needs.
- Proper power rank checks to curb superpower alliances.
- Befriend and Antagonism values are now also dependent on relative world military ranking.
- Adjusted personality calculation.
- Adjusted consolidation check for Militarist AIs.
- Added AI strategy calculations to the new triggers "army", "navy", "tariff_efficiency" and "preferred_emperor".
- Adjusted wanted buildings calculations.
- Will prioritize building warships if it cannot use transports safely while at war.
- Updated the wanted number of warships calculation to match the biggest enemy (threat, target) navy.
- Doubled the minimum number of wanted transports.
- Fixed a problem with it going into a long period of consolidation for dubious reasons.
- No longer counts transports when worrying about the naval force limit.
- Will prioritize building ships if it has less then 3/4 of the desired amount.
- Improved calculation for army recruit priority.
- Added consolidation check for low manpower reserves.
- Improved desperation calculation (more likely to fold in a war if it loses core provinces of its own culture in its capital area.)
* Other
- AI now stops collecting wartaxes if war exhaustion grows high.
- Adjusted the Colonial AI to handle the new 50 people/year growth rate.
- Improved Colonial AI expense checks.
- Improved Colonization target selection code. Will prefer islands, and clustering its colonies, avoiding rival colonies, etc.
- The AI should not create new CoTs early in the year, but wait and see if it still has surplus gold later on.
- The AI should not create new CoTs if it is currently suspending that type of expense.
- The AI should not create new CoTs if it has building construction plans.
- Recruit AI: Tweaked the code for selecting the best province to build ships in.
- AI should now be more keen on constructing buildings in general.
- Fixed a minor bug with invalid building plans being started.
- Higher prio on goods manufactories.
- Improved modifier evaluation for provinces.
- The choice between light and big ships is no longer random. It will strive for a 2:1 ratio.
- Will now correctly count warships under construction when calculating new ships to build.
- Will not build galleys if it has overseas provinces.
- AI will now disband "exiled" units even while at war.
- Toned down AI tendency to overrun army force limits.
- AI will no longer take decisions that permanently raise the global revolt risk.
- Fixed a bug that made it possible to the AI to cancel a retreat.
- AI countries now get the full revolt risk in their home areas, but a more reduced chance overseas.
- AI will no longer move sliders if it has less troops than an average rebellion would spawn, nor do it when at war.
- AI will cancel missions after 25 years.

Quote:
Originally Posted by Johan
**********************************
******* Gameplay Balancing *******
**********************************
- Added new spy actions 'sponsor_patriots', 'sponsor_nationalists' and 'sponsor_pretender'.
- Implemented a system for events to be called when going left or right on a policy slider, including dozens of events.

- Updated accepted culture gain/loss to disregard cultures in the group of a union tag (there is no need for special acceptance.)
- Prestige from battles is now capped.
- Reduced the prestige-hit from cores getting lost to -10.
- Increased impact of prestige slightly.
- There is no longer any prestige gains from fighting pirates, natives or rebels.
- There is now a monthly hit for each uncostested core at about 0.3% yearly.
- Reduced time-delay of changing policies dramatically.
- Fixed an exploit with changing leaders in hostile territory.
- Forcelimits are now rounded down properly.
- Tribal Federations can't have a higher centralization value than 2
- Countries with a Republican Dictatorship can't form royal marriages anymore
- The 'Excommunication' triggered modifier is no longer applied to non-Catholic countries, even if their ruler has been excommunicated (through a personal union).
- The bonus for Absolute Monarchy is now 5% discipline instead of lowered war exhaustion.
- Uncontested core status is now refreshed properly when a core is expired.
- Tweaked down probabilities of unions, succession wars and inheritances.

- Implemented support in code for pirates/rebels/natives units to be friendly to a country.
- Commisioning privateers will now create privateers that are friendly to you and won't blockade your ports or attack your ships, but create havoc for everyone else.
- Pirates & Rebels get tech research again now.
- Privateers now give their money to their sponsor.

- Costs for provincial spy-actions are now scaled with the tax-value of the target province.
- Spy Efficiency now affects spy action success instead of just discovery.
- Spy discovery chance is now based on prestige and badboy.
- You now get a CB on anyone doing spy actions on you and getting discovered with it in multiplayer.

- Newly formed rebel states will now get a guarantee and good relations with their sponsor from the start.
- Warnings and Guarantees now changes relations a little bit when done.
- Patriot rebels no longer add cores to provinces they take.
- Smaller rebel forces spawn on islands.
- Defection of the last province of a country should now result in a proper annexation
- Patriot rebels failing to move from a "friendly" province should now disband.
- Rebels now use combat abilities of their origin province's owners tech.
- Peasant and Heretic rebel controlled provinces can now defect after 10 years.
- Increased defection delays of rebels.
- Rebel defection is no longer possible to overseas countries, unless the province neighbors their territory.
- Colonial rebels are no longer possible before 1750.
- Doubled the defection delay (now 36 months) for colonial rebel types.
- Religious and heretic rebels can no longer enforce their demands on the Papal State.
- Normal nationalist rebels can no longer seek independence for colonial tags, preventing any kind of unhistorical early colonial rebellion.
- Rebel armies now use the new friend system for their units, if they are of a defector type.
- Rebels will no longer lose control of occupied provinces when their last army dies.
- Throne pretender rebels are now more keen on taking the capital province.
- No longer possible to negotiate with rebels that are willing to negotiate but unable to enforce their demands.

- The emperors bonus is now only adapted after the start of the game, so starting troops will not be insanely large.
- New HRE elections are now properly held when the previous emperor dies, no matter how it happens (through events etc.)
- It is now much less likely for the HRE to go above 7 electors.
- HRE electors will now vote for themselves if at least one other elector is also voting for them.

- Sieges should no longer reset if someone in the war makes a separate peace.
- There is now a cap on prestige from a single battle, no matter how successful.
- Reworked naval combat a bit, and morale hits are bigger than strength damage each round.
- Going over force limits is now a bit more costly. (It now increases by the percentage above it, not percentage of units above)
- Going above naval force limits increases costs of ships.

- Wine is now more valuable.
- Population impact on production values is now capped at 100k for 100% bonus, and is only applied in non-overseas provinces.
- Each base-tax value increases production income base by 5% in a non overseas province.
- Decreased base income on tariffs to take vice-roys and naval to get it up to about 100%.
- Starting fleets are now adapted to the need for tariffs.
- Adjusted the 'has_coastal_center_of_trade' and 'has_inland_center_of_trade' modifiers.
- Stagnation now actually works on Centers of Trade.
- It is no longer possible to create a CoT adjacent to another CoT.
- Small cot's are now far more likely to close down due to stagnation.
- Fixed a problem where two countries could get a monopoly in the same CoT.

- Declaring war, demanding vassalization/annexation & claiming thrones on someone in the HRE will now reduce relation with all other HRE members.
- You can now declare war on vassals and lesser partners in personal unions. The overlord will always be called in. Declining the call results in the end of the vassalization or union.
- Alliances between two players will not auto disband because relation is <0.
- Junior partners in PUs can no longer be targeted for excommunication.
- Alliances are now broken if two countries go into a succssion war against each other.
- All alliances are now broken when a country joins a union.
- Annexations now give control of provinces to the current occupier if they got a core, which is needed in revolutionary wars.
- Allies are called in for all defensive wars, even if the ally has not discovered the provinces of the attacker.
- Joining a war now properly cancels all alliances, warnings and guarantees with everyone you fight with.
- Nations fighting a war together can not be called as allies into war against each other.
- Truce dates are now originating properly from the end of the war.

- Warexhaustion from blockades now depend on size of homearea much more.
- War exhaustion now increases cost of stability by 5% for each step.
- War exhaustion no longer impacts on morale of troops, but increase recruit speed dramatically.
- Each war-exhaustion now increases revolt risk by 0.5 instead of +1.
- Slightly increased the effect of WE on war capacity.
- Added default peacetime war exhaustion decrease (-1 per year of peace).
- You now take the WE hit for attrition on other countries territories when at peace.

- Warscore from blockades on allies are now scaled the same way as everything else.
- Blockading occupied provinces no longer affects the war score.
- You can now also demand provinces belonging to vassals and lesser personal union partners in a separate peace with their overlord.
- Peace Offers: You can now demand the last province of a lesser partner in a personal union, like you can with vassals.
- Rebalanced costs of peace a bit , so that for a large country, demanding 100 WS is maximum 25% of the country.
- Peacescores are now scaled to importance for country.
- Religion, Culture and Core status now affects the peacecosts of a province.
- Revolts are more likely to happen when you refuse a good peace offer.
- It is no longer possible to demand more gold than what a country has in its coffers.
- Declining a stability hitting peace offer now also reduces your prestige.
- Can now demand more than one vassal capital province in the peace view.
- The "stability hit" threshold on a peace offer is now reduced by the war-exhaustion of the target.

- Tropical now have severe impacts on income from a province.
- Halved the colonial growth penalties from tropical provinces and natives to correspond to the new colonial growth rate.
- Rebalanced colonial range to be lower before 1500.
- Non-Accepted culture provinces are now -30% on manpower instead of -50%. (Same as tax is).
- There is now a random chance of discovering unknown provinces neighboring your cities.
- You can now correctly send missionaries to provinces that are constructing troops or ships.
- Overseas territories will no longer be the home of the counter-reformation.
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Old 09-17-2008, 10:26 AM   #171
Flasch186
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Join Date: May 2002
Location: Jacksonville, FL
This game seems so good to read/hear about but it is also daunting and Ive owned earlier versions of EU and they just swamp my boat repeatedly.
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Old 09-17-2008, 11:03 AM   #172
Alan T
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Join Date: Dec 2002
Location: Mass.
Quote:
Originally Posted by Flasch186 View Post
This game seems so good to read/hear about but it is also daunting and Ive owned earlier versions of EU and they just swamp my boat repeatedly.


That is actually almost 100% how I feel about Championship manager oddly enough. Everyone raves about it, but I always felt so overwhelmed and my lack of knowledge about soccer never helped.

This game is probably similar in that there is so much going on everywhere you don't know where to start. That is why the In Nomine expansion pack is so great (well one of many reasons), that it gives you missions to accomplish that can help direct you to a logical course of what you should be focusing on. Starting off as certain small countries can help too such as Mecklenburg is very easy to play. It is rich, so you have money to do stuff, small so you don't get overwhelmed, in the Holy Roman Empire so you have some level of protection but not invincible and alot of neighbors and possible directions to go in.
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Old 09-17-2008, 06:46 PM   #173
SunDevil
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Quote:
Originally Posted by Alan T View Post
Stuff...

post whore.
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That's a double whammy and I hate you.
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Old 09-17-2008, 06:51 PM   #174
Arctic Blast
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Join Date: Apr 2008
Location: Leduc, Alberta, Canada
Atually, Paradox announced last month that they'll be releasing an EU3 Complete edition, with the game and both expansions for $39.99 or so in October. So, if you're an EU fan who's been waiting (like me), wait another month.
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Old 09-17-2008, 07:44 PM   #175
Flasch186
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at that price i might give it a shot but I think there is another great coming out this fall that is a must by. It involves a round thing, 11 players, and is played on a pitch
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Old 09-17-2008, 08:20 PM   #176
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Atually, Paradox announced last month that they'll be releasing an EU3 Complete edition, with the game and both expansions for $39.99 or so in October. So, if you're an EU fan who's been waiting (like me), wait another month.

I saw that. Also, the Rome EU game is getting a expansion download only released in Decemebr so some good stuff on the horizon.
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Old 09-17-2008, 09:14 PM   #177
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I saw that. Also, the Rome EU game is getting a expansion download only released in Decemebr so some good stuff on the horizon.


I never bought EU:Rome.. It just doesn't seem to have the playability of the other games.. Someone convince me I'm wrong on that?
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Old 09-17-2008, 10:19 PM   #178
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I never bought EU:Rome.. It just doesn't seem to have the playability of the other games.. Someone convince me I'm wrong on that?

If you are a fan of that era "Roman" it is alot of fun and IMHO the best Rome themed game out there including Total War Rome. This is especially true after the last patch.

Last edited by Galaril : 09-17-2008 at 10:19 PM.
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Old 09-18-2008, 08:24 AM   #179
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I wish EU 3 worked with Vista and my video card
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Old 09-18-2008, 05:44 PM   #180
Alan T
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Atually, Paradox announced last month that they'll be releasing an EU3 Complete edition, with the game and both expansions for $39.99 or so in October. So, if you're an EU fan who's been waiting (like me), wait another month.


If you were waiting for a good deal to try out EU3, I have a better one than that for some of you at least. People who already had Colonization 2 on their immediate buy list can get EU3 for free if they pre-order it on Gamersgate. This is just EU3, not the full expansions.. but if you were already going to get Colonization 2, this is a pretty good deal.
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Old 09-18-2008, 08:10 PM   #181
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I wish I wouldn't have accidentally left my EU3 disc at home. I'm getting the urge to try it out and explore it more fully. Granted, it's just vanilla because I don't have the expansions, but still.
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Old 09-18-2008, 08:30 PM   #182
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I wish I wouldn't have accidentally left my EU3 disc at home. I'm getting the urge to try it out and explore it more fully. Granted, it's just vanilla because I don't have the expansions, but still.

In my opinion I don't know if vanilla EU3 is as good as EU2 was or CK honestly. EU3 only won me over with In Nomine.. however I'm not sold on the latest In Nomine patch, I think they need to do a bit more tweaking on it.
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Old 10-13-2008, 12:32 AM   #183
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For anyone who cares this week EU III :Complete Edition is being relelased. It has the origianal EU3 plus both expansion pacts for $30-40 dollars depending where you get it. i think after reading Alan's impressions and recommendations I will have to pick this up.
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Old 10-13-2008, 12:45 AM   #184
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For anyone who cares this week EU III :Complete Edition is being relelased. It has the origianal EU3 plus both expansion pacts for $30-40 dollars depending where you get it. i think after reading Alan's impressions and recommendations I will have to pick this up.


In Nomine definitely makes it a better game. I don't know that it is enough to make someone who doesn't enjoy this type of game want to play it, but if you normally enjoy this type of thing.. I love EU3: IN. Just got through playing a weekly multiplayer game with Barkeep that we do a little while ago as well.
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Old 10-13-2008, 02:49 AM   #185
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Wooooooo!

Latest patch + Latest Video Drivers = Working EU3 on Vista!
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Old 10-13-2008, 11:19 PM   #186
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Atually, Paradox announced last month that they'll be releasing an EU3 Complete edition, with the game and both expansions for $39.99 or so in October. So, if you're an EU fan who's been waiting (like me), wait another month.

Quote:
Originally Posted by Galaril View Post
For anyone who cares this week EU III :Complete Edition is being relelased. It has the origianal EU3 plus both expansion pacts for $30-40 dollars depending where you get it. i think after reading Alan's impressions and recommendations I will have to pick this up.

Anyone see the complete edition in stores yet? I know it is suppose to be out in stores tomorrow in NA? But, hard to say if they are really distributing it much since they lose money on this as opposed to someone buying all the EUIII expansion and original separately.
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Old 01-02-2009, 05:36 PM   #187
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For anyone still looking to get the EU3 Complete pack, it appears Best Buy has this at 9.99 (at least currently)... THat is a pretty good price for the game + both expansion packs.

http://www.bestbuy.com/site/olspage....=1218019186389
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Old 01-09-2009, 09:17 PM   #188
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I just got EU3 complete. It's really cool. After reading a few AARs I dove in. Controlling Denmark seemed like it would be fun, but so far not a lot has happened. I think I may restart and be a little bit more of a warmonger. I basically hunkered down, built a few regiments of cavalry, and allied up with some of the minors below me as well as Poland.

Unfortunately, I can't get my regiments to go onto boats, so I can't invade the Teutonic Order (which is getting thrashed right now by Poland and Lithuania)...

I left click the 2 infantry divisions that I want to put on the boats. I then have tried right clicking on the water under the boats, on the boats themselves, and on the port, and none of these have led to my troops getting on the boat. I don't see a reason why I can't put 2 regiments of infantry on boats that claim they can hold 4 regiments.

Any help?
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Old 01-09-2009, 09:22 PM   #189
Alan T
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I just got EU3 complete. It's really cool. After reading a few AARs I dove in. Controlling Denmark seemed like it would be fun, but so far not a lot has happened. I think I may restart and be a little bit more of a warmonger. I basically hunkered down, built a few regiments of cavalry, and allied up with some of the minors below me as well as Poland.

Unfortunately, I can't get my regiments to go onto boats, so I can't invade the Teutonic Order (which is getting thrashed right now by Poland and Lithuania)...

I left click the 2 infantry divisions that I want to put on the boats. I then have tried right clicking on the water under the boats, on the boats themselves, and on the port, and none of these have led to my troops getting on the boat. I don't see a reason why I can't put 2 regiments of infantry on boats that claim they can hold 4 regiments.

Any help?

The only way to load boats is you have to have boats capable of transport (The boats will indicate that they can transport. not all boats are capable of it). You have to move the boat to a water space adjacent to your land territory that your troops are located in. You have to move your troops to the water territory the same way you would move them to an adjacent land territory, but only after the boats are there. And you can't put more troops there then you have boat space to carry them.

As for a warmonger type, the best warmonger countries in my opinion for a starter player are Bohemia and Austria (if starting at the very earliest date allowed in IN), or France. All three of those become way too easy to play once you are more familiar with the game.
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Old 01-09-2009, 09:28 PM   #190
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I just got EU3 complete.

Just picked this up m'self for $10 at Best Buy. Apparently all of the Paradox titles are that price there this week.
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Old 01-09-2009, 09:30 PM   #191
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For anyone still looking to get the EU3 Complete pack, it appears Best Buy has this at 9.99 (at least currently)... THat is a pretty good price for the game + both expansion packs.

http://www.bestbuy.com/site/olspage....=1218019186389

Heh, just to follow up there, I guess. It's not just EU3 Complete that's that price. So is EU Rome, Supreme Ruler 2020, and a handful of other titles I've identified as Paradox games.
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Old 01-09-2009, 09:33 PM   #192
aran
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Ah! My problem was that the ships were at port. It's odd that you have to actually move the ships OUT of port before you can load troops on to them...

Thanks Alan T.! (Is that "T" for "Turing"? :P)

Last edited by aran : 01-09-2009 at 09:34 PM.
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Old 10-05-2009, 06:56 PM   #193
Alan T
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New EU3 3.2 Beta out today:

- Reputation was called badboy in a trigger tooltip.
- The target country is now correctly shown if it's not the player in event effect tooltips.
- Mission effect text now left formatted and uses a smaller font in the mission view.
- The AI will no longer gain inflation when going bankrupt to reduce cycles of constant bankruptcies.
- Navalcombats will now be a bit quicker, with more morale loss.
- Fixed a problem which could cause OOS when starting a game in MP.
- Performed some optimisations and memory leak removals in the game.
- Battles now have a length of at least 10 days, which will lessen "ping-pong".
- has_empty_adjacent_province now only checks land provinces.
- Trade embargos has some bigger drawbacks now.
- The 'heretic' eventscope should now work properly.
- Its no longer possible to excommunicate someone already excommunicated.
- Assaults can now fail as soon as the morale of the infantry is 0.
- Added a new province for Holstein.
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Old 10-05-2009, 07:03 PM   #194
Alan T
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New EU3 3.2 Beta out today:

- Reputation was called badboy in a trigger tooltip.
- The target country is now correctly shown if it's not the player in event effect tooltips.
- Mission effect text now left formatted and uses a smaller font in the mission view.
- The AI will no longer gain inflation when going bankrupt to reduce cycles of constant bankruptcies.
- Navalcombats will now be a bit quicker, with more morale loss.
- Fixed a problem which could cause OOS when starting a game in MP.
- Performed some optimisations and memory leak removals in the game.
- Battles now have a length of at least 10 days, which will lessen "ping-pong".
- has_empty_adjacent_province now only checks land provinces.
- Trade embargos has some bigger drawbacks now.
- The 'heretic' eventscope should now work properly.
- Its no longer possible to excommunicate someone already excommunicated.
- Assaults can now fail as soon as the morale of the infantry is 0.
- Added a new province for Holstein.


Some notes on this, sounds like some people are getting crashes to the desktop when minimizing the game with this patch. it is also completely not save-game compatible. I might wait and see if anyone else mention problems with it before trying myself down the road.

(Remember, it is a beta patch, but the last beta patch remained beta for over a year so.. *shrug*)
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Old 10-07-2009, 11:44 AM   #195
Alan T
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A new Beta out today with some fixes and additional changes to 3.2:

Quote:
- Ledger: Fixed a crash bug with building buildings
- Ledger: Fixed missing tooltips for province decisions
- Fixed missing gold icon in text
- Fixed an exit crash
- Alt-tab crash fixed.
- Combat now starts with fire phase.
- Battles now last 12 days minimum, with 2 fire and 2 shock phases.
- Units that end up inside the empire after peace, can now move through the empire to get back.
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Old 10-27-2009, 12:11 PM   #196
Alan T
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First time in a while that I played the game the entire way through to the end. The map was from 1800, but only because I forgot to take one at 1821

Started off as Muscovy, eventually becoming Russia and played with certain house rules (I could only take territories that I either had a core on, or had a mission to take). I also did not take any vassals unless they were the same religion as me (Orthodox).

It made some parts a bit more challenging for sure (especially at the beginning when I was constantly at war with the Golden Horde, Novrogod and Lithuania)

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Old 10-27-2009, 12:25 PM   #197
aran
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Interesting outcomes there. A few notables on that map:

A fractured North America--doesn't look like the US has emerged.

Aragon is still alive and kicking in eastern Iberia.

Germany never formed.

Persia is still a power.

The OE is completely fractured and hasn't been reconquered.

Korea did well for itself.

Ming has a significant bite taken out of its south-western interior..

India never formed.

Last edited by aran : 10-27-2009 at 12:25 PM.
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Old 10-27-2009, 12:28 PM   #198
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Was that Naples which almost unified Italy (and Greece? or that could be some other country) and Austria with a bunch of German and Swiss territory?
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Old 10-27-2009, 01:43 PM   #199
Alan T
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Interesting outcomes there. A few notables on that map:

A fractured North America--doesn't look like the US has emerged.

Aragon is still alive and kicking in eastern Iberia.

Germany never formed.

Persia is still a power.

The OE is completely fractured and hasn't been reconquered.

Korea did well for itself.

Ming has a significant bite taken out of its south-western interior..

India never formed.

Germany never formed because Flanders (later to become Netherlands) took over most of it early. Later on Austria beat them back out for the most part of Germany.


OE and Ming both being destroyed was due most likely to me and my assaults. Despite not attacking on whim, I often did have missions/cores in those lands. When I went in, I destroyed them, often causing all kinds of rebels issues. Wu ended up taking over everything that was Ming related, while OE ended up going over to Persia for the most part.

Korea also benefited thanks to my advances.

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Was that Naples which almost unified Italy (and Greece? or that could be some other country) and Austria with a bunch of German and Swiss territory?


That was Naples there as well as Austria
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Old 12-16-2009, 01:04 AM   #200
aran
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Heir to the Throne came out yesterday. AI is apparently much improved! New casus belli system looks awesome and some heir-related stuff that adds some more fun around succession wars.

I'm going to dig into it tomorrow. Should be lots of fun!
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