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Patch - Victoria II : Riesiges Update veröffentlicht

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Major features of patch 1.3 include:
- Improved AI for economy and military matters
- Economy system rebalanced, with support for proper free-market adaption
- New system for how gun boat diplomacy and bankruptcies work
- Socialists can now back political reforms and Liberals can do social reforms (though each less than the other)
- Pop promotion and assimilation have received a major overhaul
- Artillery is now a more useful unit, and mobilization does not punish sparsely populated countries as much
- Many bug fixes, game balance tweaks and interface improvements

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- AI Improvements
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- Tweaked the AI logic for techs and Gas.
- AI will now recruit as many generals as possible.
- AI is now better at assigning leaders.
- AI should now research naval techs correctly.
- National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region.
- All AI countries will no longer pick the same option on events that all countries get simulatiously.
- Added more AI chance factors to techs, mainly to encourage late game factory unlockers.
- Further fixes to capitalist AI
- AI will now turn off subsidies more intelligently
- AI chance added to lots of Army/Navy techs.
- Upped AI chance on researching new ship types some more.
- AI is more likely to increase military spending if low amount of soldiers.
- AI will nolonger attempt to colonize regions where someone elses colonization is way ahead.
- AI can now delete factories.
- Fixed some Naval AI issues
- Improved Naval AI strait blocking and guarding
- Optimized an AI pathfinding check (ShouldGoByLand)
- fixed: Does the AI know how to remove factories?
- fixed problem with the ai trying to upgrade buildings that aren't there
- fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government
- Fixed a bug which caused the AI to always disband at least one regiment at each reload.
- The AI learned to not build engineers instead of infantry.
- Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength
- Army AI: Improved odds calculation to look at more factors

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- Gamebalance Changes
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* Pops
- Clergy promotion now check clergy levels, not officer levels.
- A few immigration-attracting effects now also increase assimilation rate.
- Reduced default assimilation rate by 25%.
- Citizenship policies now increase assimilation rates.
- Continents can now affect provinces, which currently just sets assimilation rate depending on continent.
- Having political and social reforms enacted increase the angryness of political party being appointed.
- Low literacy POPs are now far less likely to promote
- Soldiers are now less likely to become craftsmen if you spend money on them.
- Farmers and Labourers at <20% literacy is now less likely to become craftsmen.
- Increased Mil reduction after rising to 3 (from 1).
- Mil from reform desire doubled
- Literacy is now capped to 100%
- Fixed a bug in promotion factors that nerfed promotion to bureaucrats when admin spending was above 0.
- Literate pops are more likely to promote to bureaucrats in states with under 1% bureaucrats.
- Removed lux goods modifier for generic promotion chance as lux needs are higher now.
- Fixed clerk to bureaucrat promotion.
- Soldiers may now also promote to craftsmen.
- Craftsmen now want the wage reforms more.
- Told soldiers not to promote to craftsmen in colonies.
- Clergy less likely to promote to officers when education spending is 100% and Military is under 80
- Pop's desire for voting rights to their strata doubled.
- less bureaucrat promotions when spending = 0
- pops thinking of becoming aristocrats check state scope to see if there's too many rather than the nation
- Pops will not assimilate in overseas colonies.
- Lowly populated areas will not completely depopulate from migration.
- Pops should no longer emigrate to occupied provinces
- Pops in occupied provinces should not promote or demote.
- Hit healthcare with the nerfbat.
- Made craftsmen a little more likely to promote to clerks.
- Pops learned to move around more.

* Military
- Arty brigades have defence now, techs increasing their attack will also raise def.
- Mobilisation calculation is now using merged smaller pops to not punish smaller countries so much. ie, Prussia vs France.
- Supply costs now affect military score.
- Upkeep cost for brigades increased
- Army techs increase upkeep cost more.
- Troops no longer affect colonial progress.
- Tweaked colonial progress to not go backwards.
- MoW arty need upped to be in line with others
- Units will nolonger leave combat if they cancel movement.

* Diplomacy
- Same continent-cores and the capitals are now weighed more in warscore calculations.
- Peacecosts for taking province will not grow because of enemy is losingn territory to rebels at the same time.
- A country being forced to be released will get a truce with the country releasing it.
- Rewrote mechanics so that bankrupcies, 'gunboating' and defaults are 'on the same page':
* A country that cant pay their intresst goes bankrupt, this will put them in default to all creditors for two years
* All creditors gets a cb/wargoal to force them to repay their debts, if they win the country will no longer be in default to them
* After two years, all loans held by the bankrupt country, that it still is defaulting on, will be cleared
- Good peace offers that are declined now incur a penalty to the decliner, also added text to the peace offer message that reflects this.
- Admit Hegemony now gets all relevant countries into your sphere!.
- You can now properly influence countries added to your sphere even if you have a truce.
- No longer possible to humilitate a country which has recently lost a war (within last 5 years.)
- Being forced to disarm now reduces your badboy quicker.
- You can always influence someone in your sphere, even if at truce with them.
- Countries should now allways get a cb on debt default
- Only the selected wargoals are now executed
- Only countries that exists will be added to spheres when a hegemony war is won.

* Economy
- Increased output of underproduced RGO goods
- RGO workers will now be fired if they are oversupplying.
- Prices can now rise if there is a demand for them, but nothing actually produced yet.
- Rebalanced factory outputs to make late game factories actually profitable.
- Complete revision of Pop needs.
- Reduced POP demand for certain manufactured goods
- Lowered electric gear factory's cement cost to be in line with others
- National focus for factory production will now be much strongerly considered by capitalists and they may ignore non-profitability.
- Intrest is now payed before anything else
- If you have no money and get no loans, expenses no longer gets payed
- Loans are now payed of in fleet orders (the private inverstors have a really big one )
- Reduced demand of certain goods to bring supply and demand into better balance.
- Fabric, the manufactured good that powered the Industrial revolution, is now more economic to make.
- Prices can now fluctuate between 20% and 500% of base price.
- Cement factories no longer need cement to work properly
- Tweaked supply and demand for certain goods
- Further tweaked luxury demands

* Rebels
- Middle-class pops now provide some infantry when they rise.
- Rebels are now a bit more dangerous, as they have leaders, and will reinforce and are resilient.
- Socialists now back political reforms at half the want of liberals.
- Liberals now back social reforms at half the want of socialists.
- Military issues are no longer so extremely important for people.
- Chanced Anarcho Liberal trigger to be political reform want rather than social. No social reform want before Socialists are active.
- Anarcho liberal rebels will no longer form in bourgeois dictatorships.
- Reduced chance for primary culture pops to join nationalist rebels.
- Expanded trigger to activate commies to make it more likely.
- Farmers and labourers are a bit more likely to go socialist in equality nations with socialist ruling parties.
- Farmers and labourers are keener on pensions when not getting their lux needs filled.
- Small increase of probability of national rebels rising compared to others in the later game.
- Pops less likely to join Anarcho-liberal rebels if not of culture group or accepted
- More modifiers to make Pops go Socialist when they desire social reform
- Rebel rising popups now has a max size
- Terrorist cells are now only activated when the terrorism tech is discovered.
- Spoil system is now properly active from the start.

* Technology
- Advantgarde Intelligentsia were found to be actually quite useful, we have returned the Intelligentsia back to it is more traditional role of being seen to be a burden to honest hard working people.
- Increased researchpoints from plurality and literacy.
- Newly created countries will now have their technologies properly initialised.
- Released countries no longer go immediately bankrupt.




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- Interface Improvements
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- Newly created leaders are now added to the top of the list.
- Supply consumption on unitview now takes current level from country into account.
- Map will no longer scroll if you are moving cursor while editing the name of a unit. (Or any other editbox)
- Fixed needs dissapearing from the pop details screen for very small pops.
- Political screen will now show the same reform allow percent in all toolstips regarding the same thing.
- Bank loans tabs nolonger toggle, but rather switch to the tab that was clicked.
- Fixed bug where poptype tooltips would show the wrong luxury fullfillment.
- Fixed a technology tooltip.
- Declare war tooltips will now state that you are in the same SoI as your target rather than that they are in your SoI if this is infact the case.
- fixed Stockpile slider: percentage tooltip should be visible over buttons
- added shortcut tooltips
- National focus sprites will now always be placed in a province owned by the focus owner. ( Unless colonization focus )
- Chance of allies joining in a war when call allies checkbox is ticked added.
- War effects can now be setup to call in allies or not.
- Unitview will now color the pop icon red if the pop is unable to reinforce or yellow if it can reinforce only at a slower rate.
- Pop icons on subunits being reorganized will now be colored the same way as the pop icons in the unit view.
- Units that are under construction will no longer flicker in the millitary screen
- Build screens will now remember what tab it was on.
- Military screen is now less laggy with large armies.
- New policical parties and removal of old parties will now trigger messages.
- War intervene screen now shows the correct reason.
- Days of insolvency for factories is now visible on the production screen.
- Unitflags will now change when government is changed.
- Parties now have a more informative tool tip.
- Fixed Message log incorrectly reports province defection
- Auto-create/assign leaders creates admirals for 1-ship fleet
- You can now disable auto assign for leaders you don't like
- Now Better scrolling in popview

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- User Modding
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- Terrain trigger now works properly in migration checks.
- Civilized trigger now works for pop & province scope.
- The 'corruption' trigger now works properly and is a range from 0-1 telling how large percentage of your country that is covered by crime buildings.
- Fixed the "is_secondary_power" trigger.
- Added a new modifier called 'global_assimilation_rate' which is for an entire country.
- Added a trigger for 'has_recently_lost_war = yes/no'.
- Infrastructure command now changes railroad level, not sets it.
- Added a trigger called 'strata = poor/middle/rich' for pop scope.
- The 'money = x' trigger now works.

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- Database Changes
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- Added a decision where secondary powers with poor relations with their master can leave a SoI.
- Leave SoI decision now uses secondary power trigger. Also moved it to Allow section so it is visible to any nation in a SoI.
- Lowered MTTH on socialist and communist enabling events and made triggers a bit easier
- Tweaked a few triggers for events to not happen when they shouldn't.
- von molke's reforms also availible to NGF/GER
- fixed ORs in Jacobin rebels
- fixed tech check in expressionism inventions
- DAN/HAB changed to DEN/AUS in country colors
- name changes in cultures file from community fixpack
- prussian_constitutionalism uses monarch flag
- Israel can no longer form Germany
- The Peking Convention can no longer be enacted while Russia is at war with China
- Gifted Administrator trait now improves ORG rather than reducing it
- corrected flag name in ACW events
- corrected relation effects to use WHO rather than WITH in some ACW events/decisions
- fixed abolish_prohibition trigger
- fixed event 31507 trigger, should be for AUS rather than LOM + flag check
- event 31508 polish Committee of Independence also fires for GER/RUS
- Ship Explodes event adds correct CB
- fixed WITH/WHO in civ and gunboats too
- Disloyal Regiment event checks correct pop type
- removed needless owner scope in the Bitter rain event
- added civ check to Heia Safari! event/effect and changed WITH to WHO
- Colony Improves event only happens in colonies now
- correct poptype checked in event 36202
- correct poptype checked in event 36203
- removed check for global flag GermanizeSchlewsigDENes in event 36206 as it is not set by anything
- correct poptype checked in event 36923
- events 36940 and 36941 check correct tag (NZL)
- event 33003 checks BAV, not BAY
- event 33004 affects relations with DEN, not DAN
- Abu Dhabi checked only once in oil event
- IdeologyEnabling events now only have one picture defined.
- The Great Escape event only checks civ status once
- Friend's Almshouse event checks pop, not state
- Signing the Geneva convention requires under 25 BB, not 250.
- Dental Care Bill event modifier corrected
- The Familiar Institution and Withdrawing Privileges of the Unemployed events empty modifiers removed
- Unraveling Reform event changes correct reform
- Union Busting event only checks civ status once
- $COUNTRY$ Has Abolished Slavery event only checks civ status once
- An Age of Liberalism event flag corrected
- Springtime of Nations modifier corrected
- End of The Liberal Revolution Part 2, trigger needed an OR and now it has one.
- Potato Famine Debated, needless owner scope removed
- Insurrection event, OR added
- Revolt event checks correct flag
- Cholera Epedemic event, needless owners checks removed.
- Local Poet event modifier fixed
- Local Clergy preaches disobedience event modifier fixed
- National Martyr event, extra AND removed
- Pan-Nationalist event, empty modifier removed
- Onaction events, unneeded country and owner scopes removed
- Red John event makes pops 30% more in favour, not 300%
- Workhouse Strike events makes pops more 15% demanding rather than 150%
- fixed Upper House Dissatisfaction event effect
- fixed Free Trade & Repeal Society, Free Trade & Morals, Freemarketeering Criticized, and Newspaper Publishes Blasphemy events effects
- The Alaska Purchase now sells ALL Russian land in NA to USA and removes Russian cores there
- The Alaska Purchase event1 now has text on option B
- The Alaska Purchase decision now requires you have enough money
- Blackshirts event fixed scaled mil effect
- Suffragette Movements event, fixed UH effect
- Added owner scope to gov type check on event 36603
- Temperance League, Beer hall, Religious Temperance, Licensing Act, Temperance & Labour events check for muslim religions
- unneeded owner scope removed form beer hall opens event
- Viticultural Association event checks for country flag now, not province
- many unneeded owner scopes in workplaceevents.txt removed
- Blood & Iron Mine event won't fires for same place ehile modifier is active
- Fashion Fails event - removed empty modifiers
- anti_egalitarianism invention now correctly enables citizen guard crime
- changed ENG_2014 to 2016
- removed 3 factories from the UK and turned the craftsmen back to farmers.
- Added a revised alot of parties.
- USA proletarian_dictatorship called American People's Republic again
- Upped money from first choice in the First farmer's bank event to make it slightly tempting.
- Added starting USA colonise NFs in Washington and Oregon.
- Alaska purchase now gives ALL Russian NA to USA, not just USA's cores in case RUS takes some Canada.
- Boy shot event costs more to investigate/
- Increased attraction to fascist rebels a bit.
- Can go KUK if government = prussian_constitutionalism too!
- Added a boost to fertilizer production on the artificial_fertilizers invention and electricity tech.
- 13200 checks for truce with SoI owner.
- 13200 gives add to SoI CB/wargoal.
- Made allow/remove liquor_prohibition less spammy.
- Corrected triggers in Temperance League events
- Removed odd modifier from reactionary rebels.
- It now costs a lot more to join the Internatonal Olympic Committee.
- Changed Foreign Smugglers and Point of Trade events to give a country modifier
- Event 31505 now points to correct localisation.
- Added BUR to UK's SoI.
- Reduced brigade cost and tech cost increase a little.
- Added Linebreak to fixe liferating in Leghorn.
- Activated unused FRA parties.
- ISR won't ask GER to annex them anymore.
- Lowered mil score needed for meiji.
- Lowered Lit requirement and MttH for Enable Fascists events.
- Fixed MTTH in event 45100
- precious_metal_mine is now a mine
- Event 21030 MTTH fixed
- 1935 nobel prize events checks right flag
- Fixed the fort in Edirne.
- Venezuela now has the core on Mahdia, not Venice.
- Modena now in Austria's sphere at game start
- Changed event 19000 to not trigger followup for GPs with over 90 influence to avoid double SoIs.
- Change a Fabric factory in Boston to Canned food and made the UK's Clipper factory level2 to smooth out early game economy.
- Gave the USA 2 techs and some more bureaucrats so they can afford their navy.
- Penal colonies won't fire again if you have the modifier from it.
- Laagers attacked shouldn't fire multiple times for the same nation.
- Events where you DoW also have a choice to call your allies as it is not automatic anymore.
- FRA can't decision-annex a player MAD.
- Ideologies can only be invented by civilised nations.
- BOL and PEU start allied
- Removed the culture penalty on industrial tech school
- Removed ai_will_do from webster_ashburton_treaty and added a BB trigger
- Anarcho-liberal, fascist and reactionary rebels like no_trade_unions now
- Nations can only apply for US statehood once
- Added a VEN core on Mahdia.
- Fixed a bunch of modifiers that used literacy incorrectly
- Renamed the Benin region to Dahomey.
- BEL starts with XP railroad
- Breslau's arty factory is now open and some more craftsmen have been added.
- PRU starts with mechanical production
- Fixed when poor pops want Gerrymandering
- Added an event for TEX which grants some supplies
- Added small BEL railway
- Fixed a modifer in harassment voting issuse choice for poor pops.
- Gave pandemic_influenza global effects as it is a country modifier.
- Turkish reactionary and conservative parties now take a more conservative view on who is actually a Turk
- Border incident requires you to be civilized.
- Added a decision for Russia to move its capital to Moscow
- fixed some inverted modifier in many pop issues.
- fixed some triggers and reduced MttH in civ and gunboat events
- Drunken sailor event now fires the correct reaction events
- tweaked soldier/craftsmen promotion logic
- the temperance_league modifier now affects global mil
- Restricted a few gunboat events to only happen for countries they were meant to be for.
- fixed a broken strait around Gibraltar.


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- Performance and Stability
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- Quite alot of optimisation done, mostly focused on late game performance.
- Reported crashbugs tracked down and fixed.
- Fixed lockup with big rebellions.
- Fixed a common reason for OOS.
- Fixed crash in pop detail tooltip

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- Generic Bugfixes
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- Fixed bug in land combatant where subunits were not removed from retreats when their unit was deleted.
- Population growth modifier will now function as intended.
- fixed Losing GP status incorrectly
- fixed Mass building of the same factory
- fixed Negative population w/ endgame save
- Some mod dir problems fixed.
- fixed Russia and UK on again, off again
- Its now possible to cross the dateline without it taking over a year.
- fixed Intervene Tool Tip confusing
- fixed discrepancy in call alliance chances
- Fixed previous owner calculations
- Fixed a bug with the order of wargoal execution on peace. This was causing some wargoals to fail when they should not.
- Fixed units stuck as builditems in the millitary view.
- Fixed ship avatars dissapearing when a ship in a unit dies.
- Closed a hole in the world market code that caused money to be lost
- Fixed bug where loading would reset the unique name index.
- Fixed a bug where the fort bonus would be given to both sides in a combat.
- Fixed a problem that caused money not be saved in save games
- Casus belli's will nolonger loose their enddate on save/load.
- Added missing "=" to several prov files
- Removed pop needs effects from many province modifiers as it's a country level effect
- Fixed a major bug that truncated savegames at some times.
- New messages should now appear properly.
- Fixed being occupied is great for industry
- Fixed Uniforms not updating fully
- Improved Gathering the following materials before construction can start info
- Fixed a few missing ports.
- Fixed a lockup with scripted occupation.
- Fixed a few spelling mistakes.

Dateiname: Victoria_2_1.3.exe
Dateigröße: 53 MB

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