Файл временно недоступен по запросу правообладателя.
Описание и прочая информация:
Gameplay Balancing
- Decreased technology costs over time with 25%. - Bankruptcy hit on inflation is now only 1% for each loan and nothing else. - A one-province state recieving such a shattering disaster as a bankruptcy will now have its culture and religion set to the dominating one in their only province.
- Incoming diplomatic actions are now saved properly. - You will no longer end up at war together with an enemy due to warnings or guarantees. - Alliance offers now automatically cancel if you go to war with that nation. - Vassals can no longer use warnings and guarantees.
- If the target of a succession war is annexed in another war, that war will turn into a normal war the next day. - Annexing a union overlord now generates a new monarch for the junior partner. - Annexing a country now converts all constructions to the annexing country.
- Accumulated losses in a battle is now saved in savegames. - Fixed a problem with cancelled movement of retreating units. - Troops on a ship moving in and out of a port will not engage in battle.
- Multiple discoveries should not stack in history log now. - Missionaries are now cheaper but takes longer to convert. - CoT's can no longer spawn in non-core provinces.
Interface Enhancements
- Fullscreen refresh rate was sometimes set to 0 in settings. - Changed DirectSound cooperative level from DSSCL_NORMAL to DSSCL_PRIORITY. - CGraphicsSettings::EnumerateDisplayModes now enumerates possible display modes from 50Hz instead of 60Hz, since the former is used on some laptops. - Changed the Idea graphics from a strip to separate icons in order to fix a glitch many people with ATI graphics card have reported.
- "primitive" culture groups reverted to tech era 1 unit graphics in era 4 (they now keep using era 3.) - Fixed a selection bug causing the wrong sound to play. - Increased the size of the diplomatic dialog, and made more room for the description text.
- Basechance for colonisation success is now displayed correctly. - Many improvements to the colonist success report dialog. - Colonial range, trade efficiency and production efficiency should now always be displayed correctly in a tech advance popup.
- The wrong country's monarch title was used for new papal controller message. - Captured ships are now tallied properly in the naval battle summary. - You now get popups when sending spies to rebel-controlled territory. - Fixed a glitch showing an empty province view for a very short time when deselecting a besieged province.
- The overseas modifier tooltips are now only shown when valid. - Improved the tooltip for discipline in a country. - Guarantee tooltip on the map in diplomatic mapmode now is showing correctly. - Fixed the tooltip for colonial range when new naval tech levels are reached (always showed +0). - Fixed the tooltip for province culture change event effects using THIS.
- Player set column sort order in ledgers is now remembered (but not persistent between sessions). - The legends (colored lines) in ledger graph were in the completely wrong place. - Number of colonists in a colony should now be properly sorted in the ledger.
- fixed some spelling errors and typos, and improved support for french and german versioms.
AI Improvements
- Rewrote the economical AI from scratch, to not rely on crutches to never go below zero in gold for maintenance costs. - Fixed a bug which caused the AI to not recruit leaders if it had alot of money. - AI will now only build up to 125% of force limits instead of 200%. - AI no longer cheats on sending colonies, merchants, spies or recruiting merchants. - AI can now go bankrupt. - AI now learned to save up money for building buildings if needed. - AI now reduced maintenance when at peace and not preparing for war. - AI now values tax-increasing buildings a bit higher when evaluating what to build. - AI countries would always accept loans offered at 1% interest, that has now changed. AI will now also decline short duration loans, and loans offered by countries it hates.
- The AI will no longer declare war on someones vassal if it is allied with the vassal's liege. - AI will no longer disband regiments in an area with fronts, or if land maintenance is not the real issue. - Expansion AI will stop colonizing if loan interest reaches 1/3 of the total monthly income. - Fixed the vassalization peace cost evaluation for the AI. (ie, it wont no longer view it as a whitepeace) - Alleviated AI open market request spam.
- The military AI got a severe workover, with lots of functionality improved. - AI now properly understands that rebels are enemies, and will attack them if they have a chance to win. - AI is now a bit more optimal in creating armies. - Units assigned to front Ai should no longer get stuck. - Tweaked evaluation formulas for determening best armies to attack with. - Fixed a few glitches in the AI when sieges occupied forts on its own territory would cause it to break down. - Improved recklessness checks in front AI to be more aggressive against besieging forces. - When assigned to a front AI, units moving in the wrong direction will cancel movement. - AI will no longer split its armies to sort out low morale regiments during sieges. - Fixed some issues where the front AI viewed human units as empty. - Added move cache and checks to the front AI. - Front will now synchronize (initial) attacks from multiple directions like in HoI2. - Increased acceptable attacks odds for front. - Added river crossing check to front odds calculations. - The AI will now withdraw from hopeless land battles (if it can).
- Naval AI now takes account of ship hull size, damage and morale (in addition to number of cannons) when judging its own and enemy fleet power. - Naval AI is now very careful about moving ships out of harbor if there is an enemy fleet blockading. - Invasion AI was completely blind to human enemy forces, and should no longer be that. (ie, human armies are NOT size 0 always!) - Fixed a bug in the transport AI that would not properly move inland armies to the coast and then transport them from there. - Fixed a problem with stuck AI fleets. It was trying to move fleets multiple times, thus resetting movement. - Naval AI should be more obsessive about annihilating the enemy navy before forming blockade fleets. - Transport AI fleets will now correctly finish loading troops before moving. - Rewrote large parts of the Transport and Invasion AIs. Dramatic improvements should be apparent.
Databases
- Tweaked the history of Ferghana - Extended union and alliance between GBR and HAN - Government changes in the late history for the Netherlands. - Changed the map color of Tirol to distinguish it from Austria. - Tweaked historical ideas for Ming and Manchu. - Added some forts in South-East Asia. - Fixed the port roration in tauisk.
- Fixed bug in EVENTDESC6100 - Event 1075 no longer lets you build manufactories in colonies. - Reduced spamming of events 3075, 3076 and 5062 in large empires. - Added cores to Persian nation forming event 1008.