Incremental changelog: -------------- 28.10. update 6 -------------- - Adjusted decisions since Maritime does not exist: - Confirm Thassalocracy now requires Naval instead of Maritime - Enlist Privateers now requires Naval instead of Maritime - Establish British Merchant Navy now requires 5 Naval ideas instead of Maritime - Establish British Merchant Navy does not require the idea "Grand Navy" anymore 6.10. update 5 -------------- - Reverted Oligarchic republic formation decision (only matters for people who have chosen diplomatic ideas = no-one) because it was messing up other decisions such as reform Iqta. 6.9. update 4 -------------- - Plutocracy +2.5% mercenary discipline, -10% mercenary maintenance replaced with "Emancipation", +10% manpower recovery and moved later - Diplomatic +2.5% mercenary discipline replaced with -10% mercenary maintenance 4.9. update 3 -------------- - Added +25% chance of new heir to "Devoutness" in Religious - Renamed the policy "Give Wings for Hussars Act" to "Winged Huss-air Force Act" 4.9. update 2 -------------- - Added Persia - Added new policies - Reduced development penalties on some of the worst terrain - Administrative -25% mercenary maintenance changed to +10% goods produced - Administrative +30% mercenary amount changed to +25% - Influence +0.1 imperial authority removed - Influence "Military Influence" gains -10% merc maintenance - Expansion "Organised Recruiting" -10% merc cost changed removed - Expansion "Organised Recruiting" -10% merc maintenance buffed to -25% merc maintenance - Plutocracy -15% land maintenance changed to -2 unrest - Expansion "Competetive merchants" gains +10% production efficiency - Offensive "National Conscripts" gains +33% reinforcement speed - Humanist "Local Traditions" gains +10% production efficiency 2.9. update 1 -------------- - -20% aggressive expansion in Offensive moved to third spot from first - Aristocracy -10% tech cost moved earlier - Aristocracy manpower increased from 25% to 33% - Base papal influence gain +1 Full changelog: -------------- Summary -------------- - Maximum attrition, especially in extreme climates, increased substantially - War exhaustion is more expensive to reduce when in war and at low levels of it, but cheaper at peace - The strongest military bonuses in national ideas have been toned down slightly - All potential player nations should get at least something useful for land warfare from ideas - Policies are completely changed - Idea groups are substantially modified - Forced march is gone General -------------- - Increased maximum attrition from certain modifiers - Tropical +5 - Arctic +5 - Arid +10 - Winter +1 to +5 depending on severity - Scorched earth +5 - Devastation +0 to +5 - Reworked war exhaustion reduction slightly - War exhaustion is 25% more expensive to reduce - War exhaustion is 50% 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 - Added trade routes from Alexandria to Tunis, Tunis to Safi and Ivory Coast to Safi - Stockholm is an important center of trade - All event modifiers reduced to maximum of +5% discipline, +10% combat ability, +10% morale - Discipline ruler personality changed from +5% -> +2.5% (morale one is -/+5% so this is in line) - Toned down development penalties on certain terrains: - Note: 5% changes are quite minor in practice, resulting in 2.5 saved mana per click in early game and less later - Forest 20% -> 15% - Hills 25% -> 20% - Woods 15% -> 10% - Mountain 50% -> 30% - Jungle 35% -> 25% - Marsh 25% -> 20% - Desert 35% -> 25% - Coastal Desert 25% -> 20% - Coastline 25% -> 20% - Highlands 20% -> 15% - Savannah 15% -> 10% - Steppe 20% -> 15% - Toned down climate penalties on development except for arctic - Tropical: 15% -> 10% - Arid: 15% -> 10% - Added Persia to 1444 start as a 226 development nation that controls Tabarestan, Ardalan, eastern Qara Qoyunlu and Western Timurids Governments: -------------- - Russian ability slav mana cost 100 -> 150 - Russian slav mana cap 150 -> 200 - Doubled militarized society monthly decay per province from -0.015 to -0.03 - Administrative Monarchy tax income 5% -> 10% (it was just sad) - Horde reinforce cost discount increased from -50% to -90% Tech -------------- - Removed forced march - Reduced trade efficiency gain from technology by half - Substantially less colonial growth from tech before late game Religion -------------- - Increased base papal influence gain by +1 Ages -------------- - Age of Discovery - Ottoman siege bonus: 33% -> 20% - Portugal colony growth bonus: 50 -> 40 (I feel pity for Portugal) - Denmark liberty desire bonus: 30 -> 15 - Venice trade power bonus: 50% -> 25% - Age of Reformation - Spain shock damage taken reduction: 30% -> 15% - Polish trade goods size bonus: 33% -> 15% - Mughal artillery cost reduction: -50% -> -25% - Persia reinforce cost modifier: -30% -> -15% - Age of Absolutism - France fire damage bonus: 20% -> 10% - Netherlands corruption reduction bonus: -0.2 -> -0.1 - Sweden manpower recovery bonus: 35% -> 20% - Manchu Banner bonus: 50% -> 25% - Age of Revolutions - Free forced march reward changed to 20% manpower recovery - Prussian fire damage taken reduction: -20% -> -10% - British naval maintenance reduction: -33% -> -15% - Russian max state boost: 20 -> 10 Institutions -------------- - Embracing Colonialism gives +1 colonist instead of +10% trade power Policies -------------- - Vanilla policies removed - Added new policies that need one idea group of that category filled to unlock. - Diplomatic - Colonial Company Act: +10 colonial growth, +5% colonist placement chance (best for nations with extra colonists!) - Trade Expansion Decree: +10% trade efficiency, +25% trade steering - Promote Progressive Thinking: -10% idea cost, +20% institution spread - Administrative Hiring Act: -20% advisor costs, +10% taxes - Administrative - Anti-espionage Decree: +25% spy defence, -0.1 yearly corruption - Encourage Very Correct Court French: +1 prestige, +1 advisor pool - Very Legit Government Decree: +1 legitimacy / devotion / horde unity, +0.25 republican tradition - Produce Stuff Act: +10% production efficiency, +10% trade good size - Military - Winged Hus-air Force Act: +20% cavalry combat - Limit Materiel Waste Decree: -10% land and fort maintenance - No Surrender Before You Retreat Act: -33% war exhaustion reduction cost, +15% manpower recovery - Support Kazan Act: +20% spy offence, +50% rebel support efficiency Idea groups: -------------- - Design philosophy: - Naval ideas in vanilla are bad for game balance, as the eternal race for army improvement makes taking them a huge sacrifice unless you are something like England, making nations that can avoid land warfare even stronger at avoiding land warfare. - Thus they should not be a military idea group. - Military ideas in general should be slightly less specialized: Quality is a good example of this since it gives naval bonuses in addition to land ones - Non-military ideas should specialize in something hopefully useful in order to make them worth picking Administrative category: ---------------- - Administrative ideas specialize in mercenaries - Administrative: - Organized mercenary recruitment: +25% mercenaries - Privateers: +25% embargo efficiency, +33% privateer efficiency - Organized mercenary payment: -25% mercenary cost - Efficient production: +10% trade good production amount - Mercenary leaders: +1 leader slot - Disposable Mercenaries: -33% war exhaustion reduction cost - Bookkeeping: -1 interest per annum - Bonus: +5 states - Innovative ideas tweaked to be a bit more specialized in... being innovative! - Innovative: - Patron of Art: -1% prestige decay - Pragmatism: +20% institution spread - Scientific Revolution: -10% tech cost - Dynamic Court: +1 advisor, female generals, more female advisors - Innovative Arms: +10% artillery power - Open Minds: -10% institution embracement cost - Free thought: -10% idea cost - Bonus: -25% advisor cost - Expansion ideas made an idea group for expansion - Expansion: - All the world is a stage: +1 colonist, +1 merchant, auto-explore adjacent to colonies - Adaptability: -25% coring cost - Faster Colonists: +10 colonial growth - Resilient state: -20% inflation action cost - Organized recruitment: +10% available mercenaries, -25% mercenary maintenance - Expanded administration: +3 states and -25% state maintenance - Competetive merchants: +20% global trade power - Bonus: Can fabricate claims overseas, +33% colonial range - Humanist ideas were too niche: Suitable only for few special countries. They are now more specialized to that. - Humanism: - Indirect rule: -10 years of nationalism - Local traditions: -2 global unrest, +10% production efficiency - Tolerance: No penalty from wrong religion, +50% religious unity - Humanist institutions: +30% relation improvement, +10% spy defence - Cultural ties: +2 accepted cultures - Benevolence: -10% liberty desire - Bonus: Admin tech cost -10% - Religious ideas become very slightly more militaristic to be a bit more viable over humanism in a world without policies. - Religious: - "Deus vult" (CB on different religion) moved a bit earlier - "Missionary schools" (+1 missionary) moved a bit later - Combined "Inquisition" and "Divine Supremacy" - Added +10% spy defence to inquisition - Added "Religious Zeal" (+5% naval and land morale, +5% sailor and manpower recovery) - Added +25% heir chance to "Devoutness" Diplomacy category: ---------------- - Naval ideas combined with Maritime to "Naval ideas" in diplomacy group - Naval: - Sea Hawks: +1 naval tradition - Boarding Parties: +1 naval leader shock - Oak Forests for Ships: +10% heavy ship and galley power - Naval Cadets: +1 naval leader fire - Siege blockades: +1 to siege progress from blockade - Press gangs: +25% sailor recovery - Superior seamanship: +10% naval morale - Bonus: Ship repair at friendly coasts. - Trade ideas only slightly adjusted. They're very specialized already - Trade: - Added +10% foreign trade power to "Fast negotiations" - Economic only shuffled slightly to give room for other idea trees. - Economic: - Changed tax modifier from Bureycracy 10% -> 15% - Added -50% cheaper war taxes to Nationalistic enthusiasm - Exploration is changed fairly lightly. Colonial range bonus is reduced to slow down early colonization a bit, but tariff income and trade bonuses are added to make the idea group more lucrative. - Exploration: - Added +1 naval leader manouver to "Overseas exploration" - Buffed "Viceroys" tariff bonus from 20% to 35% - Removed "Free colonies" (+1 colonist) - Added +1 colonist to "Land of Opportunity" - Changed colonial growth from "Land of Opportunity" 20 -> 10 - Moved "Land of Opportunity" a bit later - Added "Colonial Trade" (+10% trade power, +20% trade steering) - Espionage gets a buff to be more relevant for non-espionage stuff too. - Espionage: - Guerilla Warfare: Hostile attrition +1, looting speed +25% - Sabotage: +20% siege ability - Efficient spies: +1 diplomat, +33% spy offence - Infiltration: -20% harsh treatment cost - Vetting: +10% provincial trade power, +20% spy defence - Audit Checks: -0.1 yearly corruption - Shady recruitment: -2.5% to all power costs - Bonus: +50% rebel support efficiency - Diplomatic ideas need a buff. This may not be enough, but it is substantial. - Diplomatic: - Combined "Cabinet" and "Foreign Embassies" - Combined "Flexible Negotiation" and "Experienced Diplomats" - Added "Credible Threats" (+1 army tradition) - Added "Prosperous Peace" (-10% development cost, +5% trade efficiency) - Added -25% diplomatic annexation cost to benign diplomats - Added -50% unjustified demand diplo mana cost to bonus - Changed "Experienced Diplomats" province warscore cost -20% -> -10% - Changed "War Cabinet" (-33% war exhaustion reduction cost) to "Mercenary Guards" (-10% mercenary maintenance, +15% available mercenaries) - Influence ideas are a foolish try to make a vassal-orientated playstyle more viable. They could be called "imperial ideas" - Influence loses some bonuses to diplomatic and gains some more generic administrative and militaristic bonuses instead. - Influence: - Centralization: -0.05 autonomy - State Propaganda: -20% aggressive expansion - Tribute System: +25% vassal income, +1 vassal forcelimit bonus - Persuasive Diplomats: -10% province warscore cost, +2 diplo slots - Centralized Rule: +0.1 yearly absolutism, -10% mercenary maintenance - Influental Army: +20% land forcelimits - Imperial Administration: +3 states, -25% state maintenance - Bonus: +10 max absolutism Military category: ---------------- - Aristocracy and Plutocracy are pickable for all nations - Naval ideas combined with Maritime to "Naval ideas" in diplomacy group - Quantity is now quantity of navies as well. - Some modifiers toned down: The difference between having an idea and not having an idea should not be +50% manpower or forcelimits. - Quantity: - Mass army: +30% sailors and manpower - The young can serve: +20% manpower recovery - Expanded supply trains: -25% land attrition - Mercenary Contracts: +20% mercenary amount - Ships Penny: -10% ship costs - The old and infirm: -10% naval and land maintenance - Formalized officer corps: +1 leader slot - Bonus: +30% land and naval forcelimits - Vanilla quality is the second best naval and arguably the best military idea. It can stand to lose a bit. - Quality: - "Corvettes" (+5% ship durability) replaced with "Superior Naval Bases" (+20% ship repair) - "Massed Battery" (+10% artillery combat) replaced with "Prestigeous Army" (+1 prestige) - Moved some bonuses to other military groups and added other stuff to compensate - Offensive: - Artillery Leaders: +1 leader siege - National Conscripts: -10% recruitment time, +33% reinforcement speed - Might Makes Right: -20% aggressive expansion - Superior Firepower: +10% fire damage - Engineer Corps: +20% siege ability - Grand Army: +20% land forcelimits - Napoleonic Warfare: +5% discipline - Bonus: +5% army morale recovery - Defensive is changed to be less crucial for early game but more useful in the long run. Also very defensive indeed. - The -10% damage taken bonuses are substantial, but less powerful combined than offensive or quality bonuses - Defensive: - Battlefield Commisions: +1 army tradition - Military Drill: +10% land morale - Militarized border: +15% garrison growth - Regimental system: -10% shock damage received - Defensive mentality: +20% fort defence, -10% fort maintenance - Enforced Service: -10% fire damage received - Conscripted Garrisons: +25% Garrison size - Bonus: +1 hostile attrition - Aristocracy buffed slightly - Aristocracy - Noble Knights: +10% cavalry power, -10% cavalry cost - Military Traditions: -10% military tech - Cavalry Flanks: +20% cavalry ratio - Serfdom: +33% manpower - Bayonet Leaders: +1 leader shock - Noble Connections: +20% available mercenaries - Noble Officers: -1% army and navy tradition decay - Bonus: +10% shock damage - Plutocracy is finally available for everyone and becomes a bit more militaristic. - Early morale makes it an alternative to early defensive? - Plutocracy - Abolished Serfdom: +10% morale - Free Mechants: +1 merchant - Bill of Rights: -2 unrest - Corvettes: +5% ship durability - Emancipation: +10% manpower recovery - Free Cities: +25 caravan power - Right to Bear Arms: +1 land leader fire - Bonus: -0.05 war exhaustion National ideas -------------- - Austria: Discipline from "Hofkriegsrat" 3% -> 5% - Ayutthaya: Added +10% infantry combat to "Phrai Luang" - Bengali ideas: Added +10% fire damage to bonus - Bengali ideas: Added +10% morale to "Rice Fields" - Berber ideas: Enemy core creation from tradition 50% -> 25% - Berber ideas: Added +10% land shock damage to tradition - Berber ideas: Added +5% discipline to "Tuarged Cavalry" - Brandenburg: Changed infantry power from "Goose Step" 20% -> 15% - Brandenburg: Chanbged morale "Army professionalism" 20% -> 15% - Castille: Land morale from traditions 15% -> 10% - Castille: Colonial growth from bonus 25 -> 15 - Dai Viet: Reduced enemy core cration cost from tradition 50% -> 25% - England: Naval morale from traditions 20% -> 10% - England: Colonial growth from "City upon a hill" 20 -> 10 - England: Added +33% privateer efficiency to traditions - Ethiopia: Moved "Expansionist policy" (-10% core creation) earlier - Horde ideas: Added +10% morale to "Life of a Steppe Warrior" - Japan: Infantry power bonus for ambition +15% -> +10% - Jaunpur: Added +5% infantry power to "Modernization of Jaunpuri army" - Oman: Reduced naval morale from traditions 15% -> 10% - Oman: Added +10% fire damage to bonus - Oman: Added +10% land morale to "Association with unbelievers" - Papal States: +25% religious unity from traditions swapped to +2% missionary strength (pope won't tolerate heretics!) - Poland: Morale from "Focus on field defences" 15% -> 10% - Portugal: Changed +30% trade range to +1 free leader slot - Portugal: "Royal Absolutism" gives +5% discipline in addition to previous effects - Sweden: Infantry power from traditions 20% -> 15% - Venice: Changed "Provveditori ai beni inculti" from -10% land/naval attrition to +5% discipline