# Changes for 1.3 below.


- AI Improvements

  • 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 no longer 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

Gamebalance Changes


  • 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.


  • 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.


  • 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!.
     CBの"Assert Hegemony"は勢力下にあるすべての国に影響を与えるようになった
  • 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.
     CBの"Assert Hegemony"で勝利した際に存在する国々のみが、勢力圏に加えられるようになった


  • 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


  • 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.


  • 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.

Interface Improvements

  • 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

User Modding

  • 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.

Database Changes

  • 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痴 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.

Performance and Stability

  • 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

Generic Bugfixes

  • 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.

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Last-modified: 2011-05-05 (木) 02:30:17