Angepinnt Der "Grand Strategy" Thread

    Diese Seite verwendet Cookies. Durch die Nutzung unserer Seite erklären Sie sich damit einverstanden, dass wir Cookies setzen. Weitere Informationen

    • Infected: Du fängst mit den Ottos an, konzentrierst dich gänzlich auf Asien, sobald du ganz Asien hast lässte alle deine länder auf der Europaseite frei bis du dort nur noch eine Provinz hast, verlegst die Hauptstadt und eroberst ganz Europa dann. Am Anfang zahlst du paar Admins drauf weil du bereits gecored gebiete neu coren musst, aber dafür kannste ganz Europa für -75% coren und kriegst die Punkte so um ein vielfaches wieder rein

    • Hab dann jz mal Indien abgetrennt, danke für den Tipp. Ich bin mir aber nicht ganz sicher wie ich das für Europa schaffen soll, reicht Hauptstadt in Asien und die Nordroute um das Schwarze Meer abtrennen dafür?
      edit: Ok Anatolien ist ja auch Großteils Europa, also muss ich auf Client States warten und da einen hinsetzen, ich mach eh erstmal Asien.
      Let's Play: CK2, Patrizier 2, Anno 1800
    • 1.15

      Spoiler anzeigen
      ###################
      # Free Features
      ###################
      - Reworked spread of discoveries, instead of spreading on a per province basis, discoveries are now spread in whole regions according to a system fully controlled through scripting.
      - Map mode panel has been extended to allow multiple map modes per slot. Left clicking/hotkey cycles between them, right clicking lists modes in slot (and allows adding/removing modes to slot).
      - Pirating in someone's node now causes a scaled opinion hit (up to -5 if they have 100% of trade power in a node) per month, and up to -25 if stealing 50 gold from their treasure fleet.
      - Added a modifiers screen in government view that opens a list of all country-wide modifiers in your country and shows you where their values are coming from.
      - Added Dynastic Mapmode.

      ###################
      # Gamebalance
      ###################
      # Buildings
      - University shuffle has been fixed by allowing buildings that would increase buildings slots to be constructed when there are no free slots.

      # Diplomacy
      - Returning unlawful territory now also makes you give up the claim on it.
      - You can now demand cores and claims with Threaten War belonging to non-protectorate subjects.
      - Asking an ally to prepare for war is now a +20 bonus to call to arms acceptance (up from +10).
      - Trust now recovers faster at very low trust levels.
      - Trust now recovers faster if you have mutual rivals.

      # Disasters
      - Castilian Civil War is now less bloody.
      - The Civil War Disaster now requires 30 average home autonomy.

      # Economy
      - Gold mines can now deplete at any level of production above 1, but the chance is much smaller at low levels of production.

      # Estates
      - All estates are now removed from provinces on conquest.
      - Having an active Estate Disaster will now make the other Estates lose influence and loyalty.
      - Swahili Trader states will now start with 10 influence from Trade Guilds (Burghers).
      - Burghers will now also accept provinces with 5 or more trade power.
      - Most Estate Interactions can no longer be used if another Estate is in power/has an active disaster.
      - Estates: Loyalty change from granting/revoking a province is now capped at +/- 20.
      - Church Power from Clergy is now 10% rather than 50%.
      - Dhimmi Estate will no longer ask for land.
      - Dhimmi Estate will no longer get influence if you don't own Dhimmi provinces.
      - Republican Burghers will now accept to be granted any province.
      - Local autonomy no longer has any effect on land forcelimits and manpower in provinces controlled by the Nobility, Cossacks and Tribes (all local autonomy, not just the 25% from the estate).
      - Local autonomy no longer has any effect on tax income in provinces controlled by the Dhimmi and Clergy (all local autonomy, not just the 25% from the estate).
      - Local autonomy no longer has any effect on naval forcelimits, trade power and production efficiency in provinces controlled by the Burghers (all local autonomy, not just the 25% from the estate).
      - Nomadic Tribes estate no longer gains influence from 'Number of Cities', instead they expect control of more territory in a larger horde.
      - Changed estate loyalty into drifting towards 50% over time, with angry and happy estates being at 40% and 60% loyalty respectively. Loyalty modifiers have been changed to impact the drift rate.
      - The events randomly increasing an Estates' influence can now only do so by +10, instead of sometimes changing it by +20.
      - Developing a province owned by an estate will now increase their loyalty by the same amount as if they had been granted a 1 development province.
      - You will now lose the corresponding amount of loyalty that you gained from granting a province to an estate if you give it away in a peace deal, war threat, sale or grant to subject.

      # Governments
      - Theocracies (with the exception of monastic orders) can no longer convert their rulers to generals.
      - Devotion now ticks down at a base rate of -0.5/year.
      - You will no longer need more than 10 seats in parliament regardless of the size of your country, so that constitutional monarchies are actually viable for large countries.
      - Reduced autonomy reduction of most governments.
      - Celestial Empire no longer reduces land forcelimit, and instead gives a boost to prestige.
      - Heirs of own country in Elective Monarchy no longer have weak legitimacy.
      - Supporting your own heir in Elective Monarchy now costs 10 prestige rather than 5 legitimacy.
      - Having a foreign ruler in an Elective Monarchy now has a small chance to result in another country of the same dynasty getting a Claim Throne casus belli on them.
      - When an Elective Monarchy is forced into a personal union they will now change government to their overlord's form of monarchy.
      - Separate peacing out in the first year of a war if you have more than (individual) -10 war score now leads to a prestige hit similar to dishonoring the CTA.

      # HRE
      - You now get -3 stab from DOWing a Free City as the Holy Roman Emperor.
      - The casus belli from Demand Unlawful Territory now lasts for 10 years, so that it isn't impossible to use against allies without truce breaking.

      # Hordes
      - Nomads now get +25% shock damage on all flat terrain (instead of just own provinces), but -25% shock damage on non-flat terrain.
      - The amount of power gained from razing now decreases by 4% per military tech level above 3, up to a maximum of -80% (5 power per development).
      - Added -25 opinion modifier when razing province with countries that have core on that province.
      - Nomads no longer have minimum autonomy in non-Tribe provinces, but government form bonuses to manpower and forcelimits were slashed.

      # Ideas & Policies
      - Reduced a number of +1 army tradition bonuses from national idea sets to +0.5 to make it harder to stack (+1 from defensive/quality were not changed).

      # Nation Designer
      - Kingdom rank in Nation Designer is now free, and Duchy rank gives you 10 extra points to spend.

      # Leaders
      - Female advisor chance now also affects chance of getting female generals, if female generals are permitted.

      # Power Projection
      - Power Projection now also gives Horde Unity and Devotion.

      # Religion
      - Centers of reformation will no longer appear in unsuitable terrain or right next to an existing center.
      - The Reform the Cult of Inti reform for Inti countries will now also provide Devotion if undertaken by a theocracy (such as Ichma).
      - The 'conquest of X' modifiers now give +0.5 prestige (down from +1).
      - When converting to a new religion, all modifiers in the country marked as religion=yes will now be cleared.
      - When changing syncretic faith, all modifiers in the country marked as secondary_religion=yes will now be cleared.
      - Confucianism will now give a 10% cost reduction for administrative tech instead of heathen tolerance.
      - Mahayana will now give a 5% reduction to Idea Cost instead of Heathen Tolerance.

      # Revolts
      - Smart rebels now attempt to actively defend their territory under favorable circumstances.
      - Rebels can no longer break a country unless they control at least 1 fort (capital or otherwise).

      # Rivals
      - Number of potential rivals is no longer limited to 8, but rather you'll be able to pick any suitable nation as a rival.

      # Subjects
      - Negative prestige no longer breaks Personal Unions.
      - Negative prestige will now affect your subjects' liberty desire.
      - It is now possible to use Place Relative on Throne on a subject not in regency, but with a bigger impact on liberty desire.
      - It is now possible to Enforce Religion on a subject of a different religion group, but with a much bigger impact on liberty desire.

      # Units & Forts
      - Placement of armies at game start should now be much more sensible.
      - Deliberately retreating with one or more unit(s) now causes a corresponding amount of morale to be lost units remaining in battle on that side. E.g. if 25% of all forces deliberately retreat, 25% of maximum morale is lost.

      # Victory Cards
      - It is no longer possible to get a new victory card if you already have 2 unfulfilled ones.

      # War
      - You now only lose a little trust with the caller for dishonoring a non-ally call (such as a guarantee or defender of the faith), and no trust with anyone else.
      - Colonial Nations can no longer be given overseas provinces in a peace deal unless they are the war leader.
      - You must now wait until 30 days after the game's starting date to declare any wars, to give countries a chance to form alliances.
      - The AI will no longer ally a country that's in a war and could call it into said war under any circumstances.

      ###################
      # AI
      ###################
      # Diplomacy
      - AI subjects will no longer try to embargo on their own (circumventing rules while doing so, which led to collisions with Embargo Rivals).
      - AI Emperor should no longer DOW Free Cities.
      - AI: No longer refuses an Electorate due to being a Militarist.
      - AI: Will now refuse becoming a Free City if Militarist.
      - Support Independence now considers adjacency to subjects as acceptable criteria for reachability.
      - AI somewhat more aggressively pursues mission targets.
      - Fixed Defender of the Faith impact on AI's war evaluation, it was basically inverted.
      - There's now a +10 bonus for catholic AI call to arms acceptance against crusade targets.
      - The Emperor should be somewhat less likely to declare war on HRE members now.
      - AI should be less interested in Agitating for Liberty over long border distances to target now.
      - AI is now a lot more sensible in what provinces it chooses to claim as vital interest.
      - AI will no longer rival countries with 80+ trust under any circumstances, and less likely to rival countries with high (but still below 80) trust.
      - Trust now has a significantly bigger effect on making the AI not desire your provinces.

      # Economy
      - AI should now be more likely to send privateering fleets.
      - AI will pay back loans more aggressively in peace time.
      - AI may reduce colonial maintenance and stop sending new colonists to repay loans.
      - Reduced AI peace time fort budget when it has armies to maintain, should result in mothballing more often taking place.
      - AI will no longer go over force limit when fighting significantly weaker enemies.
      - AI will no longer develop provinces to more than original development * 2 or 10 development, whichever is biggest. These numbers can be changed in defines.

      # Exploration
      - AI will now explore with at most 5 regiments on its conquistador stack.

      # HRE
      - AI Emperor should now avoid taking provinces for himself in Imperial Liberation wars and prefer to liberate the target.

      # Subjects
      - Subjects that have been or risk being hostile to AI overlord will no longer be granted cores/claims/provinces/subsidized armies.

      # War
      - AI will now favor transporting troops over blockading as it should.
      - AI will no longer attempt to block straits when there are no enemies that can be blocked.
      - Fixed case of AI indecisiveness caused by trying to return to base in enemy controlled territory, then considering it a cancellation criterion at next tick.
      - AI should now avoid declaring wars on targets it doesn't dare to invade anyway (due to lack of transports and/or troops).
      - AI less likely to declare war on nations outside coring range.
      - AI is now more reluctant to peace when there are ongoing battles.
      - One cause of AI "sleep" eliminated by rebuilding controller/owner areas every 4 months.
      - AI now less fond of peaces that result in enemy territory being split up into multiple parts (anti ugly map measure).
      - Fixed problem with splinters unable to path to their target due to forts doing nothing.
      - Fixed overflow bug in province conquest weight calculation that could make AI ignore declaring war for highly desired provinces.
      - If AI wishes to fight someone they do not have a wargoal on, they may now attempt to fabricate claims as a consequence (rather than it being a precondition).
      - War allies will no longer transfer occupation that was already transferred to them by a human or to an AI that transferred it in the past.
      - War allies are more likely to transfer war goal to war leader.
      - Non-horde/non-doom AI less likely to go to war while having loans.
      - Added slight tendency for AI to loot enemy controlled provinces.
      - AI less likely to stand idle in support of sieging army when enemy is pretty far away or is rebels.
      - Made AI a bit more likely to disband troops when having loans and less likely when having rebels at home.
      - Fixed loop where two armies would swap provinces with each other trying to attach.
      - Fixed loop where AI would assign a navy to a blockade and then cancel it because of AI evaluating it to require more ships than at first.
      - AI daimyos no longer pick the independence peace option since it is counter-productive to their aim of taking over the shogunate.
      - AI daimyos will no longer declare wars out of the belief non-allied disloyal daimyos won't support the shogun, eliminating one cause of hari kiri.
      - Peace negotiation AI doesn't care about claims given up on others than themselves or their subjects anymore.
      - AI armies now return to home base if they can't find something better to do (this solves a case of accidentally helping a rival siege a shared enemy of a different war).
      - Fixed issue with AI invasions getting into split/merge loops if splinters could walk a "land" path over loading fleet.
      - AI now splits up siege armies into divisions in adjacent provinces to avoid attrition.
      - Fixed AI attrition bug that made it stack too many units on sieges.
      - AI is now less afraid of high (but still <100%) overextension when it comes to taking provinces it wants.
      - Fixed particular AI army movement loop involving attached units next to sieges.

      ###################
      # Interface
      ###################

      # Alerts
      - Added age of rulers in disputed succession alert tooltip.
      - There is now an alert that warns you when an alliance is about to break, and tells you what you might be able to do about it.

      # Country
      - The Religion, Subjects and Estates tabs will now adjust their size to make better use of the screen space available.

      # Launcher / Frontend
      - Made search algorithm in Find Province dialog based on edit distance rather than absolute matches only, this should make it easier when you can't spell.
      - Enabling major DLCs now invalidates achievements for games saved without those DLCs. A confirm dialog informs about this before starting the game.
      - Added skip to next song button.

      # Ledger
      - Added ledger page showing all rulers in the world you know about.

      # Macrobuilder
      - Macro builder will prioritize not highlighting provinces where buildings aren't eligible to be built over other reasons (such as lack of building slots).
      - When creating Unit Templates, spread is now automatically increased when adding units to build.

      # Messages
      - Added explanation for rebels not enforcing province effect on provinces protected by forts.
      - There is now a message when estate modifiers expire.

      # Map
      - Siege information part of map icons will now be shown in ally controlled provinces.
      - Victory card map mode now displays VCs for whoever is the owner of the currently selected province (or player by default).
      - Added a map icon for armies that are in a hostile Zone of Control showing you where they entered the ZoC, and thus where they can exit it.
      - Scaled down size of higher level forts for non-european nations.

      # Nation Designer
      - It is now possible to use historical country names in random/default setup (ie 'Corsica' instead of 'New Corsica').
      - Added lots of new symbols for use with nation designer flags.

      # Provinces
      - Maintenance for forts is displayed before you build them in regular and macro cases.
      - Can now select unlocked buildings in macro builder despite it not being possible to build them, so that you can look at map mode.
      - Added tooltip to fort buildings explaining Zone of Control.
      - Improved tooltips & message boxes for granting/revoking provinces for estates.

      # Shortcuts
      - It is now possible to keybind the confirm button on diplomatic offers if said offer isn't set to automatically popup.
      - Most confirm dialogs now use 'c' for accept shortcut and 'z' for decline shortcut. ENTER/ESC still works.
      - Removed keyboard shortcuts for Papacy and HRE.
      - Select and remove leader button is now bound to 'n'.
      - Show province in siege view is now bound to 'v'.
      - Show siege in province view is now bound to 'v'.
      - Select army in siege view is now bound 'b'.
      - Can now select left/right army when reorganizing armies with 'x
      - Can now move units right and left when reorganizing armies with 'b' and 'z'.
      - Mothball fort in province view now has the shortcut 'h'.
      - 'z' now goes to home country in diploview.
      - 'a', 's' and 'd' can now be used to toggle beteen modes in diplomacy view.

      # Tooltips
      - Better tooltip for Cultures icon in Government tab.
      - Delayed part of tooltips no longer disappears when you move the cursor slightly (as long as the cursor is over the same gui element).
      - Added shortcut info to all tooltips for buttons that have a shortcut assigned to them.
      - Clicking anywhere that's not a button or text box on unit panel now has the same function as Select button.

      # Units
      - Hold shift click deselects army when clicking Select button on unit panel.

      # War
      - Added confirmation dialog for war declarations that reduce stability (and thus increase WE and AE).
      - Peace View now shows the admin power cost to core any provinces you take.
      - Peace View "better peace" icon now only shown when negotiating with another Player.
      Let's Play: CK2, Patrizier 2, Anno 1800