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