Taistomod changelog --------------------------------------------------- 6.3.2016 ---------------------- - Portugal trade efficiency was bugged (5% instead of 15%) 4.3.2016 ---------------------- - Portugal development cost / build cost fixed to what it says in changelog 21.2.2016 (after session 3) fixes: ---------------------- - Persia gets proper cavalry power (25%, as stated in changelog like a month ago) - Fixed National Cannon Foundry description 7.2.2016 (after session 1) fixes: ---------------------- - Teutons get proper cavalry power (20%, as stated in changelog like a month ago) - Teuton decision to form Courland fixed General mod philosophy ---------------------- - Changes should be somewhat plausible - Changes should increase variety in playstyles - Changes should not be such that they require massive testing in singleplayer - These include major movement speed or combat fatality changes. - Changes should not majorly change 1.14/Cossacks mechanics such as estates without a great reason TL;DR Changelog ---------------------- - National ideas have been changed - Pickable ideas have been changed - Policies will be changed - Diplo tech gives a leader slot, colonist and two merchants. - Client states are earlier in diplo. - Attrition cap has been reverted to old version style (harsher) - Forced march has been removed - RNW has been tweaked Full changelog ---------------------- General things -------------- - Land attrition caps were reverted to old values (they were changed at some point) - Base max attrition is still 5% - Winter gives +1% to +5% maximum attrition depending on severity - Arctic gives +1%, Tropical gives +5%, Arid gives +10% - Looted gives +5% (full looting) - Scorched earth gives +5% - Added a colonist to diplomatic tech 17 (projected year 1622) - Note: This is a triggered modifier, so you won't see it in tech screen - Added a leader slot to diplomatic tech 16 (projected year 1609) - Note: This is a triggered modifier, so you won't see it in tech screen - Added merchants to diplomatic tech levels 15 (projected year 1596) and 20 (projected year 1661) - Note: This is a triggered modifier, so you won't see it in tech screen - Moved client states from diplomatic tech 23 (projected year 1700) to diplomatic tech 19 (projected year 1648) - Removed forced march - Blockades reduce trade power by -150% instead of -75% - This is not multiplicative: This means that a coastal province with 0 buildings has 0 trade power, but buildings and mercantilism will make it above 0 - Blockades increase local unrest by 1 - Reworked war exhaustion reduction slightly - War exhaustion is 50% more expensive to reduce - War exhaustion is 25% more expensive to reduce during a war - Each point of war exhaustion makes reducing war exhaustion 3.75% cheaper - Total result: - During war: 175% cost at 0 WE, 156.25% at 5 WE, 137.5% at 10 WE, 118.75% at 15 WE, 100% at 20 WE - During peace: 125% cost at 0 WE, 106.25% at 5 WE, 87.5% at 10 WE, 68.75% at 15 WE, 50% at 20 WE - War exhaustion is overall cheaper to reduce during peacetime, but more expensive during wars - Base cost is 75 dip, numbers above aren't increases, they are the total cost. - Scorched earth has more adverse effects for the country burning itself - Increased effect to -66% trade goods size instead of -33% - Increased effect to -100% tax modifier instead of -50% - Added -33% manpower modifier - Added trade routes from Alexandria to Tunis, Tunis to Safi and Ivory Coast to Safi - Reduced tech cost of following tech groups: - Muslim 140% -> 130% - Indian 150% -> 140% - Chinese 160% -> 150% Decisions --------------- - Teutonic Order is able to form Courland (the restrictions that apply for Riga and Livonian Order apply to Teutonic Order as well) - Counter-Reformation gets +5% land morale, +15% manpower, -1 missionary (it still has +1 missionary and conversion bonuses and some penalties) Map -------------- - Added Important Center of Trade modifier to Uppland (Stockholm) Random New World -------------- - Incorporated Random New World Improvements by Elzephor (see http://steamcommunity.com/workshop/filedetails/?id=579199782) - Instead of being determined simply by latitude, the terrain types that spawn are now far more determined by the topography of the area and the presence of nearby bodies of water - Improves trade good distribution. Generally results in somewhat richer new worlds. - Sets the probability of smaller tiles zero. - This does not mean that there are no islands. - Like in vanilla New World, nations of certain culture groups start in provinces with some development - One new, big, tile for RNW generator National ideas -------------- - Main philosophy is to make national ideas more balanced - This means balance on a very general level: There should still be power variation, just less of it. - General change: German 60ish or smaller development (player) nations have -20% aggressive expansion - Austria - Swapped Austrian court (+1 diplo relation) and Military border (fort stuff) - England - Naval morale from tradition to 10% (was 20%) - Removed 0.25 naval tradition from Royal Navy (still has 10% heavy ship combat) - Sweden - Infantry power from traditions to 15% (was 20%) - Manpower recovery from Indelningsverket to 25% (was 20%) - Manpower from Union and Security Act to 20% (was 10%) - Added +15% cavalry power to Hakkapeliittas - Added -10% attrition to ambition - Muscovy - Changed Table of Ranks to 0.25 army tradition, +10% land morale (was 0.5 army tradition) - Spain - Land morale from tradition to 10% (was 15%) - Increased tariff boost in Gold Fleet from 15% to 25% - Denmark - Changed Vorneskap to 20% manpower recovery (was 10%) - Replaced ambition (+15% light ship combat) with +0.5 army tradition, +0.5 navy tradition, +5% land morale, +5% naval moraly - Replaced Old Naval Tradition with Danish Army Reform, 5% discipline - France - Elan reduced to 15% morale (was 20%) - Venice - Replaced -10% time to justify trade conflicts in Defend the Law with +5% discipline - Swapped ambition (+25% galley combat) and tradition (+10% trade power, +10% foreign trade power) - Added +10% production efficiency to Printing Industry - Brandenburg/Prussia - Boosted -10% aggressive expansion from traditions to -20% - Reduced ambition to 5% discipline (was 7.5%) - Reduced Army Professionalism to 15% morale (was 20%) - Reduced Goose Step to 10% infantry combat (was 20%) - Increased Kammergericht to 15% tax income (was 10%) - Increased Religious Toleration to -7.5% development cost (was 5%) - Portugal - Moved 5% trade efficiency from traditions to Open up the Guilds (now 15%) - Changed +30% trade range from traditions to 5% land morale, 2.5% discipline - Changed Royal Absolutism from -15% build cost to -10% build cost, -5% development cost. - Poland - Changed Focus on Field Defences to 10% land morale (was 15%) - Removed +10% infantry combat from Peichota Wybraniecka (still has +25% manpower) - Boosted Folwark System from +10% to +15% production efficiency - Bavaria - Added -20% aggressive expansion to traditions - Buffed cavalry combat from traditions to 20% (was 10%) - Added 5% land morale to Bavarian Purity Law (good beer is important) - Boosted Brewmaster General from +10% to +15% tax efficiency - Netherlands - Added 7.5% land morale to bonus - Shifted ideas around somewhat to make tolerance of heretics and infantry power earlier - Persia - Buffed cavalry combat from traditions to 25% (was 10%) - Burgundy - Added +5% land morale to Order of the Golden Fleece - Genoa - Replaced -10% time to justify trade conflict in Reunited Genoa to 5% land morale - Added +2.5% discipline to ambitions - Scotland - Replaced Modernised Royal Scots Navy (-10% ship cost) with Rivals in the south (+10% land morale) - Added -10% land maintenance to Reign in the Clans - Changed ambition (-15% land maintenance) to +10% infantry combat - Added +10% tax efficiency to Act of Revocation - Hungary - Changed Bulwark of Christianity to +25% manpower (was 20%) - Changed Reformed Coinage to +15% tax income (was 10%) - Changed Curtailed Peasantry to +15% production efficiency (was 10%) - Moved Hungarian Estates General earlier - Boosted cavalry combat from traditions to 25% (was 20%) - Added 5% land morale to ambition - Mamluks - Buffed cavalry combat from traditions to 20% (was 10%) - Added +7.5% land morale to Purchase New Mamelukes and moved it earlier - Naples - Changed spy defence in traditions to +10% land morale - Added 2.5% discipline to Supressed Banditry - Aragon - Moved Protection of the Little Folk (+10% land morale) to first idea - Moved Reformed Administration (-5% autonomy) to third idea - Milan - Added +2.5% discipline to ambitions - Bohemia - Added +5% land morale to Czech Nationalism - Reduced enemy core creation cost in Czech Nationalism to 25% (was 50%) - Italy - Added +5% land morale to Not a geographical construct - Palatinate - Added -20% aggressive expansion to traditions - Boosted tax modifier in traditions to 15% (was 10%) - Added +5% land morale to Center of Reformation in Southern Germany - Added +5% discipline to traditions - Added 0.25 prestige to Mannheim School of Orchestra - Novgorod - Added +10% land morale to ambitions - Saxony - Added -20% aggressive expansion to traditions - Added +10% land morale to ambitions - Lithuania - Changed Lithuanian Hussars to +25% cavalry power (was 20%) - Added +7.5% land morale to ambitions - Papal States - Added +5% land morale to Holy Father - Moved Holy Father earlier - Moved Donation of Constantine earlier - Added -10% coring cost to Donation of Constantine - Courland - Changed cavalry power in Promote the Curonian Kings to +15% land morale - Added +15% manpower to Legacy of the Sword Brethren - Boosted colonial range bonus in Couronian Colonization to +50% (was +15%) - Teutonic knights - Boosted cavalry power in traditions to 20% (was 10%) - Hesse - Added -20% aggressive expansion to traditions - Boosted tax modifier in traditions to 15% (was 10%) - Added -25% mercenary maintenance to ambition - Boosted mercenary cost in ambitions to 25% (was 20%) - Boosted production efficiency in Hessian Economic Reforms to 15% (was 10%) - Münster - Added -20% aggressive expansion to traditions - Added 20% global manpower to ambition - Switzerland - Added -20% aggressive expansion to traditions - Berber nations - Added +10% land morale to Desert Warfare - Boosted cavalry power in Tuareg Cavalry to 20% (was 10%) - Added 2.5% discipline to Ambition - Horde ideas - Boosted cavalry power in Traditions of the Great Khan to 25% (was 20%) - Changed the ambition to +5% discipline (was -10% stab cost) - Generic theocracies - Added -20% aggressive expansion to traditions - Added 5% land morale to Onward Christian Soldiers - Generic German ideas - Added -20% aggressive expansion to traditions - Added 2.5% discipline to ambition Pickable ideas -------------- - Main philosophy is to make pickable ideas less monotonous in diplomatic and especially military categories - Rather than boosting only one thing (navy, armies, trade), ideas should have some other things they affect as well Administrative -------- - Expansion - Reworked to work as a military-trade-colonial hybrid idea - Added ability to claim colonies anywhere to bonus - Organized recruiting (-10% army recruitment time) changed to Colonial marines (+5% land morale, +5% infantry combat) - Additional diplomats (+1 diplomat) changed to Damage control (-10% aggressive expansion impact, +20% relation decay) - Improved shipyards (-10% naval recruitment time) changed to +5% ship durability, +5% naval morale - Faster colonists boosted from 10 to 15 colonial growth. - Rearranged the ideas to have the most early game relevant ideas (AE reduction, morale) first - Made AI able to select expansion ideas without having exploration ideas - Religious - Divine supremacy (+3% missionary strength) combined with Inquisition (+2% missionary strength against heretics) as Inquisition (+3% missionary strength, +2% missionary strength against heretics) - Divine supremacy replaced with Zealous soldiers (+5% infantry combat, +5% land morale) - Shuffled the ideas somewhat - Economic - Bureucracy (+10% tax modifier) increased to +20% tax modifier - Merged Debts and loans (-1 interest) and National bank (0.1 inflation reduction) to National Bank - Replaced Debts and loans with National cannon foundy (-20% artillery cost, +5% artillery power) - Added +1 merchant to Smithian economics (+10% production efficiency) - Added -5% ship cost to Organized construction - Administrative - Merged organized mercenary payment and Benefits for mercenaries into Organized mercenary payment (-25% cost, -33% maintenance) - Benefits for mercenaries replaced by Naval administration (+25% naval forcelimits, +10% ship repair) - Added -10% inflation reduction cost and +5% trade efficiency to Bookkeeping - Innovative - Changed Pragmatism from -25% to -50% mercenary cost - Changed Resilient state from -10% inflation reduction cost to +10% manpower recovery, +5% army morale recovery - Added +0.25 army tradition to Formalized Officer Corps Diplomatic -------- - Influence - Reworked to be an expansionist idea for inland, possibly mostly/especially HRE. Condensed crap ideas together a lot too. - Moved State propaganda (AE impact -20%) to first idea - Changed Postal service (-25% envoy travel time, +1 diplomatic slot) to +10% trade steering, +10% province trade power - Combined Diplomatic influence (+2 diplo reputation) and Integrated elites (-25% diploannex cost) to Diplomatic influence. - Combined Tribute system (+25% vassal income) and Marcher lords (+100% vassal forcelimit bonus) to Marcher lords - Added -15% core creation cost to Claim fabrication (-33% fabricate claims time) - Changed bonus (-50% unjustified demands) to -5% idea cost, -5% diplomatic tech cost - Replaced Integrated elites with Fluid diplomacy (-50% unjustified demands) - Added +1 diplomatic slot to Diplomatic Fluid diplomacy - Changed Tribute system to Influence by sword (+2.5% discipline, +5% land morale) - Espionage - Added +10% siege ability to Efficient Spies - Reduced spy offence in Efficient spies from +25% to +20% (policies will allow increasing this substantially) - Reduced spy defence in Vetting from +25% to +20% (policies will allow increasing this substantially) - Exploration - Changed Free colonies (+1 colonist) to Mission to civilize (+1% missionary strength, +5% land morale) - Added casus belli on non-pagan overseas nations to the bonus - Boosted Viceroys from +20% to +33% tariff income - Trade - Changed Overseas merchants (+1 merchant) to Underhanded merchants (+33% embargo efficiency, +25% privateer efficiency) - Changed bonus (+1 merchant) to -15% light ship cost, +1 naval leader manouver - Maritime - Changed Grand Navy from +50% naval forcelimits to +33% naval forcelimits and +5% naval morale - Changed Excellent shipwrights from +2 naval leader manouver to +1 naval leader manouver, +5% ship durability - Changed merchant marine from +10% light ship combat to +20% light ship combat - Diplomatic - Boosted to be itself on steroids - Combined Cabinet (+1 diplo slot) and Benign diplomats (+25% improved relations) to Cabinet - Added -15% diplomatic annexation cost to Experienced diplomats - Added +20% faster bad relation decay to Foreign Embassies - Added +25% rebel suppory efficiency to bonus - Changed Benign diplomats to Extension of diplomacy (+1 army tradition, +2.5% discipline) and moved it as last idea Military -------- - General: Removed +1 army tradition modifiers. Those will be policies and/or in other categories. - Aristocracy - Changed Noble Knights from +10% to +15% cavalry power - Added 5% land morale to Noble Knights - Changed Local Nobility from +50% enemy coring cost and +10% vassal income to +25% enemy coring cost, +10% tax income - Defensive - Battlefield commissions (+1 army tradition) replaced with Economic Base (+10% tax efficiency, -5% development cost) - Military drill reduced from +15% morale to +10% morale - Quality - Quality education changed from +1 to +0.5 army tradition - Massed battery (+10% artillery power) changed to Improved Production Quality (+15% production efficiency) - Quantity - Garrison conscription (+25% garrison size) buffed to +33% garrison size, +10% garrison growth - Naval - Oak forests for ships (+20% heavy ship combat ability) changed to +10% - Superior seamanship (+15% naval morale) replaced with Superior cannons (+10% artillery combat) - Bonus (+10% ship durability) changed to +5% - Added +10% naval morale to Naval Glory Policies -------------- - Main philosophy is to make more of the policies relevant and make some strong combos weaker. - For a list of changes, see policies.xsls