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Europa Universalis: Rome 15.04.2008

Патч Europa Universalis: Rome v1.1

---- Changes for 1.1 ----------------------------------------------------------------------------------------

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******* Gameplay Balancing *******
**********************************
- Implemented the Hold Triumph Action. A Triumph can be held for a general that has won a battle in the last year. A triuph will increase the generals loyalty and popularity. It will be co-financed between the player and the general.
- Triumph cost is based on monthly income and is halved/doubled if stability is maxed/minimum.
- Countries in civil wars can decline alliance calls without the target getting a casus belli on them.
- Civil war factions now loose alliances etc when they are completely destroyed.
- Characters with low loyalty now run less risk of getting assassinated/imprisoned when sent to deliver declaration of war.
- Killed/imprisoned chance for declaring war lowered over all.
- Assassination discovery now no longer affected so much by your characters stats, making it harder to get away.
- Assasination targets can now defend themselves a bit even if they have 0 finesse. in case of bad finesse a smaller percentage of martial and charisma will be used to compare against the assassin, should make commanders less easy to pick off without getting caught.
- You can now call in new allies into wars.
- Call to arms is now disabled if ally has already been called to help you against your current enemies.
- Truce timer should no longer differ for alliance members after peace.
- Auto-declining call-to-arms now counts as a normal decline and boots you from the alliance.
- Rebalanced the provincevalue for peace.
- Can no longer join alliance with civil war rival of someone in your alliance

- Increased impact of tributes on peace costs.
- The tribute you demand is now the exact tribute you get.
- Countries will no longer accept tribute demands from countries in civil war
- Countries will no longer accept tribute offers from countries in civil war.
- Smallest tribute is now 0.1
- Countries in civil war will not accept tribute demands

- Naval battles are now stored properly in the history.
- Loyal cohorts can no longer be consolidated.
- Cohorts loyal to a particular commander now gets +10% discipline when led by the commander.
- Rebels can now always take a province owned by its civil war rival, even if controlled by another country they are not at war with.
- Moving and retreating fleets can not load troops anymore.
- Rebelling armies are now deselected so that they cant be controlled once they have rebelled against you.
- Provinces taken over by barbarians no longer revert to the original owner even if someone else has controll of them when the horde is squashed.
- Units landing troups on a beach and attacking now get penalzied.
- If a province lacks the required trade resource for constructing a unit it will now be automatically canceled when it reaches its start date.
- Civlilization value no longer plummets in barbarian provinces when you move your army there.
- Fixed speed issues for mixed armies.
- It should no longer be possible to retreat during the first 5 days of a battle.

- Mercenary cohorts are now about 3 times more likely to become loyal to their commander.
- Each province now has a mercenary pool which is slowly replenished monthly and from which nearby provinces do their recruitment.
- Disbanding mercenary armies will send a percent of those forces into the mercenary pool of nearby provinces. if a pool is over its maximum the number will slowly sink towards the maximum.
- Mercenary pool for a province bordering more than one country is now split according to the respective governors martial skills, so a high martial governor will be able to hire more mercenaries for your forces. A province without a governor will still get a small slice.
- Chance of ai accepting/offering tributes now go down with distance to stop states far away giving tribute to eachother.
- Civil war factions can no longer recruit mercs from opposite side
- Merc pools from owned provinces scale with available manpower. merc pool will also take a while to recover now if the country starts getting more manpower.
- Number of available mercenaries now scale with barbarian power in barbarian provinces
- Spawn mercs effect now dont decrement number of mercs in areas where none can be raised.

- Fathers can now inherit wealth and regiments of their children if they die and have no sons.
- Characters now remarry after they loose a spouse.
- Random characters can no longer gain more than one combat trait
- Characters abroad or in barbarian territory will no longer start civil wars.
- All characters can now marry if eligible in a country.
- Capped amount of children born to non rulers, and in largely populated countries.
- Added some more restrictions on who can marry who.
- Countries now start with a slightly larger pool of random characters depending on size, enabling the AI for larger nations more opportunity for intrigue against others.

- A nation is now only allowed to sacrifice to the gods once every 6 months.
- Researchcosts are now based on total population instead of total provinces.
- Civilization value now affects research points properly.
- Slaves & Freemen conversions is now scaled in growth as normal popgrowth.
- Relations will not detoriate as quickly with others for doing wars or researching technology.
- Traderoutes are now lost when the number of province tradeslots go down.
- Longdistance trade income is now capped.
- Civilwar rebel factions can no longer colonize.
- Civilization spread due to trading is now a separate constant from income that can be tweaked for modding.
- Chance of successfully invoking an omen can no longer be higher than 90%
- Population now impacts trade income.


*****************************************
******* Interface Enhancements **********
*****************************************

- The spacebar can now be used as an extra pause shortcut in singleplayer only
- Capitals now marked by an icon on map.
- The construction interfaces no longer close when switching between own provinces (and switch selected province target).
- Character selection view now pops up in the center of the screen and should no longer be covered by pause indicator on low resolutions.
- Global research modifiers now shown in tech view.

- Peaceview tribute amount is now capped at what the target can pay, not how much money you have, to stop exploiting small countries.
- Offer/Demand tribute now has different tooltips if target is already paying someone or not.
- We now separate demand/offer and cancel tribute with different tooltips/diplomacy icons.
- Demand tribute slider now looks at target countrys income and not yours when calcualtion size of slider.
- You can no longer set redicilous peace tribute demands.

- Cores of civil war faction no longer show after they are defeated
- Straits are now indicated in province view
- You can now set more detailed tributes with more decimals.
- revolt risk percentage no longer goes over 100% in the interface
- Province names in sieges no longer end up outside screen

- Characters lacking traits no longer display empty trait label in tooltips.
- Dynastic screen now list number of loyal cohorts for a character.
- Temporary casus belli alert now shows expiry times.
- Small titles in diplomacy screen now black and easier to read.
- Bad omens now always get correct icon in diplomatic view
- Unless discovered the message box no longer gives away the nationality of an assassin.
- Fixed interface wierdness when lots and lots of money was offered for a prisoner
- Improved the icons for the diplomatic messages, adding several new and unique ones.
- Reorganizing units while loaded onto ships is now disabled.
- fixed broken description text for death of commander.


*******************************
******* AI Improvements *******
*******************************
- Garrison and Front AIs will no longer pathfind (much) through empty provinces.
- Garrison AI: Reduced unnecessary splitting of armies.
- Garrison AI: Fixed a problem where the Garrison AI would cancel moves when surrounded by enemies in barbarian provinces.
- Garrison AI will no longer initiate moves if there are incoming hostiles, and it will not cancel moves to protect anything but its own provinces.

- Front AI will now never count the strength of an enemy force as less than a third of the amount of cohorts in it.
- Front AI: Reduced unnecessary splitting of armies.
- Front AI: Rewrote the way the Front AI brings troops to the front.
- Front AI: Fixed a problem with moves being cancelled when they should not be, due to inter-agent assignments.
- Front AI: Will now cancel unintentional attack moves.

- Admiral AI: Will prioritze blockading relevant straits.
- Admiral AI: now correctly counts the power of its own fleets in port.
- Admiral AI: will now send attack fleets against AI opponents as well.
- Admiral AI: now has greatly increased acceptable max distance from attack fleet to target.

- Invasion AI: Less fragmentation of armies waiting to embark.

- AI will no longer execute disloyal envoys for doing bad things to them.
- AI now picks more varied omens.
- AI now looks at government type when selecting national ideas.

- AI will no longer want to pay tribute to someone if it is already receiving tribute.
- AI should no longer be pushed into paying tribute to a smaller country with larger army
- AI now refuses outrageous tributes.
- AI will now not accept tributes if they are too small compared to their monthly income.

- AI now considers a characters loyalty when desciding whether to pay ransom or not.
- AI now only tries to seduce govenors in neighboring countries where it can take advantage of it

- AI now uses intrigue missions (seduce govenor, desecrate holy site, assassiantions, support rebels).
- AI will now save some characters for diplomatic missions when distributing out jobs.
- AI will avoid assassinating enemy characters with low loyalty.
- AI now selects characters more suitable for naughty intrigue missions.
- AI now has a large chance of killig or imprisoning character who have been discovered while doing assassination


**********************************
******* Modding Support **********
**********************************
- new triggers:
* 'mercenary_fraction' - true if province contains more than a specified fraction of mercenaries. 0.5 means 50% mercs
* 'can_recruit_mercenaries' - takes a number of merc regiments to recruit in a province, true if we can recruit that many
* 'num_of_loyal_merc_cohorts' - like num_of_loyal_cohorts, but restricted to mercenaries (works for provinces and characters)
* 'any_garrisoned_province' - any province where the country has troops that are not fighting or in a siege
- effects: merc creation works just like normal ones, but prefixed with merc: merc_cavalry merc_militia merc_heavy_infantry merc_horse_archers merc_archers merc_warelephant
- Added 'disband_non_loyal_mercenaries' - disbands a specified fraction of mercenaries in a province. 1.0 is all, 0.5 is half of them.
- Added 'random_garrisoned_province' effect target.


*********************************
*******Databases & Events *******
*********************************
- Massilia pays tribute to Rome from 474
- Crete and Rhodes get wood as a trade good to encourage some ship building
- Changed the religion in Iberia (to Druidic) and Numidia (to Carthaginian) to keep them from worshiping Germanic gods
- Changed the culture of some of the Carthaginian provinces to Numidian
- Egypt now have control over both Lycia and Caria in the start.
- Increased the population numbers in the Nile region
- Egypt got a little bit more slaves now.

- Added quite a few "controls" checks to triggered modifiers.
- Added some event to make using mercenaries more interesting.
- The "Stability returns" event won't fire more than once per event chain
- Balanced the "Spoils from Shipwreck" event and added a third option
- Added a third option to the "Two Tribes" event, allowing you to divide the tribe in two


********************************
******* General Bugfixes *******
********************************
- Mapscrolling is now unaffected by chat
- Optimized graphic memory usage of map a bit
- Map lag due to tooltips should now be gone
- Fixed a crashbug when starting a savegame when you are fully occuppied.
- Fixed a crash in ai when ransoming prisoners
- Fixed a potential crash bug in the transport AI.
- Fixed end of time message background so it is now visible.
- Fixed a coloring problem for provinces in trade map-mode.
- Celtic cityviews no longer show desert instead of farmland
- Scrolling chattext no longer sticks in the middle of the screen
- Barbarian provinces are no longer incorrectly flagged as cores.
- Unused traderoutes alert now only shown for provinces that you control, and where there is no siege.
- Large city walls can now also be constructed from ledger.
- Aqueducts can now be built from ledger
- The correct warscore is now shown in the ledger.
- Fixed a bug that would sometimes give single unit provinces (like the germanic tribes) the beach penalty when attacked by barbarians, life should be a tiny bit easier for them now.
- Reorganising navies no longer allows you to lower "at sea" timers.
- fixed a bug that stopped the AI from using certain insults against you.
- Fixed a problem where the AI would get stuck in an endless war due to a minor ally occupying a capital of a minor ally of the enemy.
- solved a bug where non-active countries like Judea were steadily gaining tech levels behind the scenes.
- Fixed some reported text errors.

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