#author("2020-01-17T03:48:10+09:00;2015-12-02T23:46:35+09:00","","")
#author("2020-01-17T03:48:31+09:00;2015-12-02T23:46:35+09:00","","")
[[パッチ情報]]
 
#contents
 
https://forum.paradoxplaza.com/forum/index.php?threads/1-10-checksum-89ca.838390/

** Expansion Features [#f98f2ab4]
**Expansion Features [#f98f2ab4]

- Added Religious Reform system for new Nahuatl, Inti and Maya religions. Each of these religions have 5 reforms each that they can pass by achieving certain conditions. Upon passing all 5 reforms and bordering a Western country, they can reform their religion, which jumps them up on par with that Western country in technology and disables the special religion mechanics such as Doom and Authority. The reform bonuses are kept permanently even after reforming.
- Added Maya cycle mechanics. Maya countries can expand very rapidly to pass reforms, but upon passing a reform will collapse back into a smaller state. Each reform passed allows them to retain more territory on collapse.
- Added Inti authority mechanics. Inti countries will have a ticking authority value based on their size, and can use this value to pass religious reforms. Each reform they pass will spark a civil war, which if lose, revokes 2 reforms.
- Added Nahuatl doom mechanics. Non-subject countries with the Nahuatl religion will have a Doom value that ticks towards 100 based on their size, if it ever hits 100 they lose all monarch points, their ruler and heir dies, all subjects break free, they lose a religious reform and a 0/0/0 ruler takes over. Each reform passed makes Doom go up slower.
- Added events for Maya, Inti and Nahuatl religions.
- Now possible to create an entirely custom nation by clicking the 'Custom Nation' button during game setup. You can set your custom nation's starting location, provinces, culture, religion, government, ruling dynasty, national ideas and more. Up to 32 custom nations are supported in single and multiplayer.
- Added options for custom setup where you can randomize or flatten province base tax and manpower, play in an uncolonized world with only custom nations, or play with a world populated by randomly generated countries. 
- Colonial Nations will now accumulate the gold they get from their mines, no longer benefit from it themselves, but instead sending a treasure fleet to the homeland whenever enough gold has been accumulated. Non-friendly privateers in the tradenode-path will steal parts of it, depending on privateer power.
- Larger Colonial Nations (10 provinces or more) now provide a merchant
- Fleets with with big & light ships can now be sent hunting pirates in trade nodes, reducing the privateer efficiency with up to 99% depending on gun ratio in the tradenode.
- Treaty of Tordesillas: The first catholic nation to form a colonial nation in a colonial region will now get a bonus to colonisation there, while other catholic nations gets penalties for colonising it.
- Can now set a conquistador in a colonial region to Hunt for the Seven Cities, this will make them automatically explore their surroundings in search of the legendary Seven Cities of Gold.
- Can now order a fleet with an explorer to circumnavigate the globe if diplo tech is at least 9, this will have it attempt a journey from the Straits of Magellan to the Cape of Good Hope. If it successfully makes the journey and you are the first to cirumnavigate the globe, you get 100 prestige and 40 naval tradition.
- Can now order fleets with explorers to automatically explore uncharted territories and coasts.
- You now get access to Privateers if you own El Dorado, even if you do not own Wealth of Nations as well.
- You now get access to Support Independence if you own El Dorado, even if you do not own Conquest of Paradise as well.

**Free Features [#k4936fd2]

- MP: Faster savegame transfers.
- Added lots of new DHEs (dynamic historical events) for South and Central American countries.
- Added Inti, Nahuatl and Mayan religions.
- Autosaves in MP now have the prefix "mp_" so that mp autosaves don't overwrite your singleplayer autosave.
- The Dacke Feud for Sweden is now a disaster instead of an event-chain.
- Added a new disaster for the Ottomans, called the Janissary Decadence, which replaces some parts of the old event-chain for janissaries. Enjoy a disaster without unrest.
- All subjects now have Liberty Desire towards their Overlord based on factors such as relative strength, war exhaustion and tariffs. Their attitude towards Overlord is determined by their level of Liberty Desire, with subjects at >50 liberty desire refusing to pay taxes and contribute to wars, while subjects at 100 liberty desire are likely to declare an independence war.
- Added dynamic tricolors for revolutionary countries
- Major rework of terrain map to better reflect reality (Iberia no longer all desert, etc). How a province appears on the map should now be much closer matched to its actual terrain.
- Added four new terrain types: Drylands, Steppe, Highlands and Farmlands.
- Added ten new achievements!


**Gamebalance [#s5da999f]

# Autonomy & Cores
- Your own claims on your own provinces no longer expires until you have cored the province.
- Centralisation and Decentralisation modifiers from events now affect autonomy instead of income.
- Conquering primitives no longer gives nationalism for non-primitives.
- Colonized provinces no longer contribute to overextension even after they finish.
- Non-core provinces no longer contribute forcelimits.

# Capital
- Players are no longer blocked from changing capital due to having a fixed capital.

# Colonial Nations
- Provinces within two provinces of a Colonial Nation's colonial region can now be sold to that Colonial Nation.

# Diplomacy
- Lowered aggressive expansion reduction for allies that are not participating in the war.
- Breaking a Royal Marriage with a rival is no longer a stability hit.

# Exploration
- Reduced prestige gained on province discoveries.

# HRE
- Can now join a league even if you have a truce with the Emperor.

# Ideas
- Innovative lost Knowledge Transfer.
- Innovative gained Dynamic Court (+1 advisor pool).
- Aristocracy: Noble Officers are no longer +1 shock ut instead -1% army tradition decay & -1% navy tradition decay.
- Economic: Centralization is no longer +1 advisor pool, but instead -0.05 Monthly Autonomy.
- Reduced Mercenary cost reductions for some national ideas.
- Reduced the reduction in cost of reducing war exhaustion for some national ideas.
- Finisher for Offensive is now +2.5% Army Morale Recovery.
- You can no longer pick a new idea group of a certain type (ADM/DIP/MIL) if more than 50% of your current groups are of that type.

# Leaders
- Conquistadors and Explorers now have slightly fewer pips on average than Generals and Admirals.

# Religion
- One of the ways to end Religious Turmoil now requires full humanist ideagroup, not just picking it and discarding it immediately.
- Will now get 'Occupation of Rome' penalty if you are Catholic and a subject of yours who is not the Papal States holds Rome.
- Will now get a penalty to diplomatic reputation if you are Catholic, have subjugated the Pope and have not formed Italy.
- Italy no longer gets a penalty when holding Rome.

# Revolts
- Pretenders no longer increase local autonomy when they win.
- Polish Magnate Rebels added as a type, replacing the noble rebels in poland with a resilient tougher breed, hellbent on elective monarchy.
- Particularist Rebels can now happen even if you dont have economic ideas.
- Patriot Rebels can once again defect provinces to subject nations.
- Subjects who have provinces defect to them now get a large increase in their Liberty Desire.
- Rebels revolt against the province owner rather than the province controller (but will still siege the controller).

# Subjects
- Revolution and Aspiration for Liberty disasters can no longer happen to subjects.

# Technology
- Primitives is no longer based on religion, but rather all countries with a tech group penalty of 100% or slower are considered primitives.
- Primitive tech groups are no longer allowed to build ships.
- Force March is no longer an effect gained through national ideas, but instead given from adm tech 9.

# Trade
- Reworked inland trading mechanics to have a caravan power based on your base tax that is given in your home node if its inland, or in any node where you try to pull to or from inland, modified with your caravan power. This replaces previous inland and transfer towards inland modifiers.
- Trade companies now give a -2% missionary strength penalty, to compensate for the fact that they ignore non-accepted culture missionary strength penalty.

# Units
- No longer have automatic access to allies while at war if those allies are not a part of the war themselves.
- You now have automatic access to any countries that are granting military access to those you are at war with.
- Its no longer possible to explore open seas before you have the Quest for the New World idea.
- Your armies can now shatter-retreat to any province controlled by anyone fighting in a war together with you.

# War
- Can now transfer occupation to countries whose subjects control an adjacent province




[[パッチ情報]]

ソース:https://forum.paradoxplaza.com/forum/index.php?threads/1-10-checksum-89ca.838390/

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