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Expansion features
Rulers now develop personalities when they become adult. Personalities are now also gained after 10 and 25 years on the throne.
An old monarch can now voluntarily abdicate in favor of an adult heir.
You can now Develop your Subjects' Provinces, which will decrease their Liberty Desire.
Monarchs now have obituaries & death reasons listed when they die.
Great Powers added.
You can now construct buildings in your Subjects' Provinces.
The Take on Foreign Debt diplomatic action for Great Powers enables you to pay off the debts of a lesser nation, for a significant opinion boost.
The Influence Nation diplomatic action for Great Powers enables you to sway the opinion of and provide a +1 monarch power boost to a lesser country in the category where it has the lowest gain.
Debasing your currency can provide cash corresponding to a bank loan, but it increases corruption by 2% each time.
Added ledger page for Great Powers.
Added console commands add_trait and remove_trait to manipulate ruler personalities.
The "Intervene in War" diplomatic action allows a Great Power to join unbalanced wars on the weaker side.
As a Great Power, you can now demand that a country break one of their Alliances. If they fear you enough to accept, treaties will be annulled between the involved countries. This will worsen the relations between you and the involved countries and cause a truce between you and the target.
Can now upgrade fleets in subject provinces.
Leaders can now have traits. After a battle, there is a chance that the "commanding officer" of each side gains a trait. This chance is based on the Army/Navy Tradition gained in the battle. All leader traits are positive and affect e.g. combat abilities, movement speed, attrition, ship durability, chance of capturing ships, reinforcement speed, etc.
Countries following the fetishist religion can now select a cult to worship. Cults can be rechosen for every new ruler. Additional cults can be unlocked through fighting with other religious groups and friendly relations with heathen neighbours.
Daimyos and Ottoman Government will now always maintain their dynasty. New rulers and heirs will be of the original dynasty, unless a union is formed.
Ottoman Government: Pretender rebel leaders now get the correct Dynasty.
Revolutionary Republics will now have their own factions. Girondists will attempt to spread the revolution abroad, Royalists will try to create a Revolutionary Empire and Jacobins will support the realization of the Revolutionary ideals internally.
Can now peacefully abandon a Personal Union with a lesser partner. This will cost 25 prestige and add a truce of 5 years between the former overlord and the released country. The opinion penalty linearly scales with liberty desire from -200 to 0 for 0% to 100% liberty desire, respectively.
Can now set Ruler Personalities to rulers and heirs in the nation designer.
Can now always pay off your subject countries' debt.
You can now disinherit heirs if you have positive prestige for a severe prestige hit.
You can now strengthen your government for military power, and you gain legitimacy, republican tradition, devotion or horde unity depending on your government.
Prussia Monarchy is a new goverment form, with the following special mechanics, where military rating of monarchs can never go below 3, and determening how militarised the state is. Militarisation of Society impact several military abilities positively.
Leader Traits and Ruler Personalities are shown in the Military Leaders, Current Rulers and Previous Rulers pages of the Ledger.
You can now spend military power to increase militarisation of society in a Prussian Monarchy.
'stats' command in console now also list the top 20 nations in greatpower ranking.
Free features
Created a new technology system using Institutions, with no more westernisation or directly differing technology groups.
New Culture Acceptance mechanics, where you can decide which cultures you want accepted in your nation, and which should be the primary culture.
Added the Braindead Player AI setting to completely disable AI takeover if a player disconnects.
Minimap displays player, friendly and enemy units.
Added the "embrace" cheat to embrace all institutions in a province (1st argument), or for a specific institution (2nd argument).
Added "exhaust" console command to alter war exhaustion.
The Government View now shows more detailed information about the different Cultures and the acceptance of them in your state cores.
When in a Succession War, the attacker can now demand Cancel Subject on the Country in question as part of the war goal.
Added "powerspend" console command that prints global powerspend statistics to game.log, and that can optionally take a country tag as argument.
Added "reset_powerspend" console command to reset all powerspend stats to zero (since it tracks spending so far).
Added build datetime to version console command.
As the leader of a Trade League, you can now create a Trading City from one of your provinces (requires Mare Nostrum DLC). This new nation will have the Trading City republic government and will automatically join your Trade League.
Added dialog for sending crash reports.
Host now sees a checkbox on player disconnect notification that lets him specify whether AI will be active or not for the disconnected country.
"economy" console command now displays the sum of all expenses in each category since the beginning of time, or until "reset_economy" is executed.
Embrace console-command now lists the optional argument in help.
Gamebalance
Theocracies, especially the Papal State, have an increased alliance acceptance penalty towards different religions now. Turko-Papal diplomacy has hit an alltime low.
There is now a scaled penalty to Liberty Desire up to +25% at max Mercantilism.
Vassals fighting each others (i.e. in Japan) now always accept Enforce Peace requests of overlord, but all vassals except the defending peace target get +10 Liberty Desire.
Treasure fleets give the same inflation per gold as gold mines.
Trade Companies are now open to all technology groups.
Natives reforming now get all institutions of the target they reform from.
Plutocracy is now 10% faster institution spread in your country instead of 5% cheaper tech.
Scientific Revolution now also gives 10% embracement cost as well.
Added lots of logical places where province & country status impacts institution spread.
Institutions Penalty slowly ticks up by 1% per year after discovery.
Spy network bonuses will now apply to the target's subjects.
Modifiers for Very Easy difficulty should now never be worse than those for Easy difficulty.
You can no longer move capital to a continent that has less than a third of your total provinces, unless your capital is the last province you own on its continent.
Subjects now have land and naval access to other subjects of the same overlord.
Eastern European starting development reduced.
Buryatian starting development reduced and redistributed to Manchuria and Mongolia.
Lithuania now only have +3 tolerance to heretic instead of +4.
Lucky nations are now down to 8, sorry Poland, Brandenburg & Sweden.
Sanction Commercial Monopoly now costs 50 PI, instead of 100.
Defender of Faith now gives you +10 opinion of all with that religion.
OPM Natives can now migrate over 1 seazone as well.
Knights lots their tolerance for heretics, but can instead do slave raids.
Insitution Penalties can all tick up to 50%.
Overhauled Lucky Nation bonuses.
Primitive Status is now tied to starting techgroups.
Native Reformation now removes primitive flag.
Superiority Wargoal now requires 10% warscore from battles instead of 80% of battles won.
Score is now modified by -50%, -25%, 0, +25% and +50% depending on difficulty selected.
Increasing Development in a province now increases institution spread of the earliest possible.
Increasing Institution spread by increasing development scales on the amount of development in the province, with development 20 giving 5, and development of 2 giving 0.5.
There is now an increase in efficiency of embargoes for a nation scaled by its Mercantilism up to +50%.
Ships now engage in a priority order from heavy, galley, light to transport, up to a maximum of the engagement width (for which heavies count as 3 rather than 1).
Attrition loss for a given level of attrition is now proportional to the strength of the unit, whereas previously it was proportional to the maximum possible strength of the unit (and thus invariant).
Relieving a siege now makes the sieging force the "attacker" in the combat.
If you have a port, now you get at least 5 sailors per month.
Reworked foreign spy deteciton & counter espionage. Counter espionage have less impact on discovery, but both now impact the spy network buildup of the target in your nation.
Parliament Issue: Nationwide Census now increases manpower in a province instead of tax.
Parliament Issue: Nationwide Land Survey now increases production in a province instead of tax.
Large colonial nations now gives you +5 land force limit each.
Colonial nations only lose half the money the overlord is getting in tariffs.
When you change religion as a Monastic order, Devotion is now decreased to the resulting Religious unity (if it is lower than current Devotion).
Reduced cost of Docks and Drydocks
Patriach Authority no longer reduces tax income.
Breaking vassalage with a vassal that has over 50% in liberty desire no longer gives a relation penalty.
Prussian Ambitions discipline have been nerfed from 7.5% to +5%.
Prussia now gets Prussian Monarchy when forming.
Heir Chance modifier no longer affects the life expectancy of your Heir.
All countries should now have access to at least one skill 2 advisor at start.
HRE can no longer form Persia
Slight changes in how Aggressive Expansion is calculated
Reduced unrest and Republican Tradition impact from Sowing discontent spy action
increased Liberty Desire from tariffs, up to 50% LD at 100% tariffs
Penalty for not occupying forts in an area will no longer apply if the enemy does not control any forts in the area.
Decisions to become merchant republics now require you to have 20 or fewer provinces in states.
All subjects now get reduced AE from your actions, not just vassals & marches.
Embracing an institution no longer adds it to every province.
Royal Marriages now have a 50% chance of getting a queen, and a newborn heir is a 100% chance of getting a local noble as a queen.
Colonization Missions should now not trigger for Catholics for regions already granted to someone else by the Pope.(requires triggers by Marko, separate commit)
Colonists that are working in occupied provinces will now get sent home.
privy_council_establishment_act & the_mercenary_registration_act now uses MIL power instead of ADM power.
Changed a few policies to reduce corruption or increase institution spread.
Boosted the following policies: the_recruiting_act, the_foreign_support_act, unified_army_command, letters_of_marque, the_wooden_wall,armed_neutrality_act,local_militias, the_integrated_administration_act, trade_connection_policy, the_naval_supremacy_act, the_cooperation_act, supply_convoys, overseas_embassies & the_stamp_act. Military_zeal_act now gives +10% siege ability & 5% army morale instead of 10% army morale.
Muslims that have converted to another religiongroup will now lose iqta and/or ottoman government.
Ottoman mission for conquering the Levant now includes inland Syrian provinces.
AI
Fixed tendency for AI to end up with too much artillery and cavalry late game.
Moddable AI added for Embracing Institutions that modifies threshold as a proportion of monthly country income.
Pathfinder no longer thinks you can move through TI when allied in a war with owner.
Fixed: Having units attached caused strange arrival time calculations when changing target.
AI now less regards corruption unbalanced tech penalty as a hindrance for buying mil tech.
AI made less likely to choose targets for Call Crusade that aren't neighbors of any Catholic nations.
AI tweaked to excommunicate less.
AI should now care more about future coalitions when accepting land in a peace deal.
Made AI more likely to mothball forts that look strategically safe and are easy to counter attack.
AI may now offer loans to countries rather than send them gifts.
Added new console command for building evаluation function "mapmode buildingevаl" and renamed army evаluation function mapmode to "mapmode armyevаl". Select building in macro builder/select army to use.
Fixed one case where AI couldn't recall an army of more than 2 units from overseas.
Subjects with Siege focus will attempt to help allies in sieges.
AI will build somewhat less cavalry in proportion to infantry, depending on costs, combat power, and predicted front rank size.
AI somewhat less likely to ignore threat of good enemy leaders in vicinity (or reassignable) joining a battle.
AI now have less desire for provinces on which their allies have cores.
AI should be less interested in hiring out Condottieri in amounts that prevents them from resieging a rebel controlled fort.
Made AI Send Warning less.
AI will no longer mess around with increase/decrease autonomy in provinces it at least for the moment knows it will want to make into states.
yesman cheat now prevents AI allies from rejecting receiving provinces in peace deal.
Added AI for Abandon Personal Union.
AI got a bit better about understanding when to abandon a siege or not.
AI will no longer integrate countries it believes it can get "for free" through decision.
AI will now only do spy actions on rivals or on overlord, (Fabricate Claims is the same as before.)
War enthusiasm decrease from besieged and occupied provinces now takes siege progress into account.
AI will now do enforce peace again.
AI will no longer do harsh treatment if they are behind in military technology.
AI is less likely to spend power on development when at war.
AI will now only reduce war exhaustion if it grows large enough, and the war is not being lost.
Fixed bug with AI calculating power balance between subject and overlord.
AI now takes up to two years before fully counting in power strength of countries at war with a potential target, to a greater degree wait and see how the war goes before interfering.
aiview debug tooltip has been moved to country name label on the same screen from the country shield to make space for other information.
Fixed AI armies effectively being frozen trying to assault forts without breaches.
Fixed bug which made AI hire advisors in order of ADM, DIP, MIL no matter what.
AI should now be somewhat smarter in hiring military advisors (and disallowed firing these in particular during wars).
Tried to make AI be a bit more anticipative of reduced advisor spending during wars (i.e. don't hire advisors that will simply get fired during war).
Idle maintenance set to 10% in peace if AI has any below strength regiments, otherwise 0%.
AI now demolishes outdated forts that are adjacent to another fort of theirs.
Subjects set to Supportive focus will only attach to overlord henceforth.
AI use Condottieri a bit less if they don't have the personality for it.
AI prefers to recruit further from front lines now.
To save money, big nations no longer recruit up to forcelimit in peacetime or when fighting inferior enemies.
AI will now use "Denouncement of Sect Practices" Decision again.
The effect that internal straits makes a country have a huge navy is reduced, because straits are not as easy to block as before.
AI will no longer be blocked from demanding Change Government agains rivals.
AI nauhatl countries will now be better at evаluating how many provinces they can handle.
Fixed bug that caused AI to be over careful about AE.
AI won't pay for cores that will soon defect to colonial nations.
Pathfind now slightly more accurate.
Fixed problem with AI forgetting wars it's preparing.
AI Castile now much less likely not to pick exploration ideas.
Entirely reworked AI pathfinding to solve sleepy army problem introduced with blocking forts.
Fixed indecisive AI while trying to avoid attrition with attachments bug.
Made gifts less frequent and magnanimous.
Fixed a sleepy AI army bug.
AI now more inclined to accept vital interest provinces from friends in peace deals.
AI no longer considers AE with countries it is already fighting with in peace deal.
AI is now a bit more likely to use War Taxes.
AI will now use strengthen government if its legitimacy, rep trade, unity or devotion is low and it got power to spare.
Fixed issue with AI starting and canceling the same naval invasion over and over.
Fixed bug where AI didn't peace out.
Rewrote AI leader assignment code to reduce derpy assignments.
AI siege piling should be reduced somewhat now.
AI now less likely to resend condottieri immediately after they got killed.
AI now doesn't want to rent out more than a cerain amount of their force limit.
AI will now dare to upgrade its units when at war if all units are at a safe distance.
AI will now Form Indian Trade Company when possible.
AI now has a Fog of War simulation (shared among all enemies of a country), so they shouldn't chase hiding armies/fleets that haven't shown themselves as much.
When wanting to get rid of land, AI will now release vassal rather than returning cores.
AI will no longer lose trust in you if they do a separate peace and don't get enough land.
Only nations with 5 or more provinces will develop beyond cap to get institutions.
http://www.eu4wiki.com/Europa_Universalis_4_Wiki This post has been edited by George Bush on 11 Oct 2016, 17:37