What's new in Europa Universalis 3: Divine Wind Patch 5.1
Jul 28, 2011
- AI:
- The AI is far less likely to join losing wars or countries that can’t handle fighting the war.
- AI is no longer interested in buying non-cores inside the empire if not a member.
- AI will no longer diplo annex countries inside the empire unless he got cores on them. Will still annex if he can keep a large share of it.
- The AI will disband troops it cannot afford
- AI is now far more reluctant to ally with someone at war.
- Ai is a bit more reluctant in joining in with agressors against someone else that is their ally.
- Army AI: More wary of splitting its forces to besiege
- AI now properly checks if its allowed to send colonists or not.
- Army AI: Fixed a bug preventing proper army pursuit
- Army AI: Better at rebel whacking
- AI will now prioritise building buildings if it is close to the magistrate caps.
- AI is more likely to give up tribute to hordes if losing wars against them.
- Gamebalance:
- Fixed an exploit which allowed you to move a policy slider multiple times in one go.
- Fixed the exploit where you could refuse "too good" peace offers at -3 by ignoring them.
- Fixed loophole that made it possible to destroy other countries manufactories.
- Improved the effects of the #3 & #4 government buildings.
- Tweaked costs for when you can create and destroy centers of trade upwards a fair bit.
- The limit for autospawn of trade centers are now 40 provinces insted of 35.
- Automatically spawning trade centers will no longer spawn inside a trade league.
- Units will now have their movements properly reset always, when forced to retreat.
- Foreign armies will now automatically disband the shogunate if they control all the daimyo's capitals, including Japan proper.
- Ttweaked up magistrate gain a little bit again.
- Improved vetting, ecumenism, viceroys , siege corps & land of opportunity ideas.
- Despotic monarchy is now a fair bit slower to change its sliders to balance it versus feudal monarchy.
- Non-nomads can no longer annex nomads. (and vice-versa)
- Mercenary pools now upgrade over time when not used. Ie, no more latin knights filling it up.
- The emperor now gets a core and some reduced infamy for taking a province off agressors.
- Red priority will now only make sure you keep 2 merchants in a cot.
- Building things in your national focus restore parts of the magistrates when the building is finished.
- Every time a colony gets a trade goods picked, they gain one magistrate.
- Nomad tribute now expires properly, both when the original country no longer is a nomad, and when they are not neighbours anymore.
- Nomads can no longer be part of a union.
- Positioning is now properly capped in naval battles.
- Morale damage in navalcombat is no longer x100.
- Going bankrupt now clears all tribute relations.
- China can no longer get conquistadors or explorers unless the eunuchs are in power.
- Starting fleet is now scaled by techgroup.
- Civ/horde CBs now also apply to tribal_democracys
- Hordes can no longer claim defender of the faith.
- Non-Hordes can now actually get tributes from hordes.
- Annexation is not always immediately accepted anymore.
- Going bankrupt now lowers the size of your fleet to below force limits.
- Vassalizing japan while daimyo’s are still around is now far more costly.
- Vassals or junior partners of a union can no longer claim the defender of the faith.
- You only get compete chance from your leaguemaster if you have similar or lower badboy.
- You can now put your own vassals in your sphere of influence should you so desire it.
- A country getting vassalized will now break all its unions it is in.
- Alliances for vassals will now expire properly. (ie, one with others than their overlords.)
- The japanese emperor can no longer be inherited by outsiders.
- Mandate of Heaven now requires Celestial Empire.
- Its no longer possible to change from celestial empire.
- Western Influences is against the Mandate of Heaven.
- Nerfed a few stability costs and revolt risk reductions with China.
- Added a 3 cultural decisions to strenghen chinese factions if you got officials.
- Reformed religion now comes a little bit slower after the rise of protestantism.
- The reformation is now a little bit slower.
- Reworked demands for several trading goods.
- Supply from goods is now far less when a province is occupied, blockaded or looted.
- A country being forced to release a country through peace is now set to be a truce with that country.
- You now have access through any vassal if you are at war with its overlord.
- Normalised gun damage in naval battles. Guns on each ship type now do the same damage in fire phase.
- Building levels 1-4 are no longer destroyed on ownershipchange when new owner has core.
- Galleys are now a little bit better in inland seas.
- The witchcraft act gives more missionaries
- Positioning cap now defends on the amount of cannons on the ship in the fleets. 100 cannons = 1% less in cap.
- You can always call in your vassals in any war you participate in.
- Naval maintenance is no longer a joke.
- The naval maintenance factor is now separate per ship type
- Lowered maintenance factor for galleys, and, especially, transports.
- Naval Maintenance is now scaled on tech level.
- Alliances with hordes will now expire properly.
- Hordes occupying provinces will now destroy a building every three month they have occupied a province.
- If a province bordering a horde has no buildings and have been occupied by a horde for at least a year, then they will automatically become horde owned.
- Increased the time it takes for horde to conquer non-core territory.
- Harsh terrain makes it slower for hordes to destroy buildings.
- Techgroup affects how quickly a province falls to horde building destruction.
- Armies can never retreat for more than 1 province in a go.
- Its no longer possible to exploit peaceoffers to cripple an AI with BB for no provinces.
- Implemented a system for giving countries a bi-yearly random event.
- Lots of events that had multiple versions depending on your size, now use one event and scale the actual effects on your income/tech etc.
- Added 35 new random events for yearly pulse, a majority of them positive.
- Docks now are rather more useful.
- Forts in mountains and hills now take a slightly longer time to siege.
- Countries can no longer exists as pure colonies.
- Tributes from peace with horde is now worth a fixed sum in peace costs.
- Terrain bonus for nomad protection is now a fair bit higher.
- Steppe Hordes now have a higher base revolt risk.
- Orthodox countries get same amount of colonists as Catholics do now.
- Several Russian missions now give nice taxbase and manpower boosts.
- Siege duration is now affected more by game difficulty levels.
- Interface Improvements:
- Added shortcut tooltips from v2
- Added movement arrow upgrades from v2
- Fixed a tooltip error for lesser union partners in sphere mapmode.
- Improved detailed tooltip for cultural tradition change.
- Owned province reduction on compete, from targets is now displayed properly as 0-100 instead of 0-1.
- Remove-core effect is now shown even when you don’t have a core on that province.
- Loans will now properly offer the option to pay/extend at reload, even if game is saved while dialog is up.
- Advisor death message now lists the title of the advisor dieing.
- Changed highlighting on the infamy toolip.
- Improved display of troopsizes in the military ledger page.
- Culture decisions will no longer clutter the history log.
- Sorting now works on countries on the leader ledger page.
- Gaining revolt risk directly from events is now colored red, not green.
- Cav to Inf ratio is also shown as tooltip over cavalry value in a selected unit.
- Mission popups now appear at the start of the game.
- Nationalism expiry tooltip is now correct even when its just added nationalism from rebels.
- Added mapmode for economical value of provinces.
- Added mapmode for manpower levels.
- Added mapmode for fortlevels.
- Added mapmode for stability costs.
- Added mapmode for trade value of each province.
- Added mapmode for supply limit. (generic if no unit selected, else depending on selected unit.)
- Added mapmode for missionary placement.
- Added mapmode for buildings.
- Added mapmode for recruiting troops costs.
- Added mapmode for recruiting ships costs.
- Added mapmode for technology comparison.
- Added in the specific icons for the new mapmodes.
- Positioning cap is now shown at the unit strength tooltip.
- You can now see how much a province cost to raise stability for.
- You can now set armies to auto-hunt rebels.
- You can now split units by just clicking one button.
- Recruiting advisors now actually show the effect they give in the immediate tooltip.
- Revolt mapmode now shows which seazones have been patrolled recently.
- Supply limit mapmode now have black stripes in territory where your reinforcements will suffer.
- Camera will no longer move while editing names.
- Bottomline in the goodspages in the ledger now gives tooltips.
- Attrition status is now updated automatically in the outliner.
- Building mapmode now gives important info on buildings to horde countries about what border what they currently control.
- Added another outliner category for "human players", which is rather useful in MP.
- Swapped order of infantry and cavalry in one tooltip to be consistent.
- Tradevalue mapmode now colors gold blue.
- Tweaked colors in missionary mapmode.
- Its no longer possible to split fleets that have units loaded on them.
- User Modding:
- The command secede_province now takes previous_owner as an argument
- Added support for set_province_flag & clr_province_flag in province history.
- Added a 'trade_range = yes/no' trigger.
- Added a 'remove_core_from = TAG' effect to be used in province scope.
- years_of_income effect is now possible to do in a province scope, and is depending on the province income.
- Define_ruler and define_heir will now properly randomize any stat that is not set in the script.
- Create general/admiral/explorer/conquistador now picks a female name if the level is