What's new in the November 2023 beta
Last month's beta was a major new feature release, so this month we dialed things back and worked on improving the polish of the game.
The first thing to note is the new Holy Roman Empire screen. HRE elections have been in the game from the beginning, but have always been completely opaque. We all know that the winner is (more or less) whoever has the best relations with the electors, but who can check all the contenders?
Now all the information is accessible in the new screen. Get to it by clicking the missionary button twice (the missionary button now toggles between missionary and HRE modes):
The interface shows:
1) The current emperor (roll over the shield to see current bonuses, or click on it to jump to the emperor's capital).
2) All current electors and their relations with the emperor. Supportive electors (relations at least +100) are shown in gold, while all others are in white.
3) The current electoral support of all eligible countries. As we can see in this screenshot, if Karl I of Austria were to die today, Bavaria would be the new emperor.
Click on a country to see where its support comes from.
Another interface improvement has to do with rebels. For the first time, it is now possible to see what a rebel faction will do:
Some factions can declare independence, some can't; some can defect, some can't; some can overthrow the government, some can't. All this is now visible when mousing over the rebel faction's shield in the province screen after they have captured a province.
As a side note, we've also added a new on_capital_capture event for all pirate factions. Since pirates never declare independence or defect or overthrow the government, they can sometimes take a one-province minor's capital and just stay forever. The new on_event gives the country a chance to pay a ransom in exchange for the ability to retake their capital.
Another small interface improvement, which you probably didn't even know you wanted, is the new information dot in key sea zones:
This dot appears in the info window for any sea zone that has either a strait or a naval chokepoint.
Another side note: naval chokepoints have never worked properly in FTG (!). We discovered and fixed the issue while testing this feature, and now chokepoints are fully functional. Good luck trying to sneak a landing fleet past English navies in the Channel any more.
We've also given modders the ability to randomly generate admirals and generals in this patch, so we now want the ability to differentiate between scripted leaders, event-generated leaders, and default commanders. In the unit window, you'll see the difference easily:
Default commanders are still white text with no asterisk.
On the map, the mouseover for units now shows scripted leaders with gold names while event-generated leaders have white names.
That's about it for interface changes.
You might also notice that we've spent a lot of time fine-tuning the AI's money management. The AI is now allowed to mint money to pay for colonists or merchants if it judges that the reward is great enough (e.g. grabbing a gold province first or monopolizing a rich colonial center of trade). It is also now allowed to disband troops or ships during peacetime if it has too much (previously the AI never disbanded except if troops were exiled with no way to reach them). The AI should also get less "stuck" over the course of long game sessions without save/reload; most of its plans now come with an internal expiration date, so it will be forced to re-evaluate at regular intervals.
There's also the usual crop of modding features and bugfixes, but those are detailed in the changelog.
Finally, along with a ton of database work by mandead et al, we have included an astonishing 227 new event pictures, which you'll see over the course of your games. Here's a sneak peek of a few of our favorites:
Full changelog since October:
Enough talking - go download it!
Or come talk about it with us in the FTG Discord server.
Or don't do either. I'm not your boss. The only rule here is that you have to react to this post and put your feedback in this thread.
Enjoy, and happy Thanksgiving to our American friends!
Last month's beta was a major new feature release, so this month we dialed things back and worked on improving the polish of the game.
The first thing to note is the new Holy Roman Empire screen. HRE elections have been in the game from the beginning, but have always been completely opaque. We all know that the winner is (more or less) whoever has the best relations with the electors, but who can check all the contenders?
Now all the information is accessible in the new screen. Get to it by clicking the missionary button twice (the missionary button now toggles between missionary and HRE modes):
The interface shows:
1) The current emperor (roll over the shield to see current bonuses, or click on it to jump to the emperor's capital).
2) All current electors and their relations with the emperor. Supportive electors (relations at least +100) are shown in gold, while all others are in white.
3) The current electoral support of all eligible countries. As we can see in this screenshot, if Karl I of Austria were to die today, Bavaria would be the new emperor.
Click on a country to see where its support comes from.
Another interface improvement has to do with rebels. For the first time, it is now possible to see what a rebel faction will do:
Some factions can declare independence, some can't; some can defect, some can't; some can overthrow the government, some can't. All this is now visible when mousing over the rebel faction's shield in the province screen after they have captured a province.
As a side note, we've also added a new on_capital_capture event for all pirate factions. Since pirates never declare independence or defect or overthrow the government, they can sometimes take a one-province minor's capital and just stay forever. The new on_event gives the country a chance to pay a ransom in exchange for the ability to retake their capital.
Another small interface improvement, which you probably didn't even know you wanted, is the new information dot in key sea zones:
This dot appears in the info window for any sea zone that has either a strait or a naval chokepoint.
Another side note: naval chokepoints have never worked properly in FTG (!). We discovered and fixed the issue while testing this feature, and now chokepoints are fully functional. Good luck trying to sneak a landing fleet past English navies in the Channel any more.
We've also given modders the ability to randomly generate admirals and generals in this patch, so we now want the ability to differentiate between scripted leaders, event-generated leaders, and default commanders. In the unit window, you'll see the difference easily:
Default commanders are still white text with no asterisk.
On the map, the mouseover for units now shows scripted leaders with gold names while event-generated leaders have white names.
That's about it for interface changes.
You might also notice that we've spent a lot of time fine-tuning the AI's money management. The AI is now allowed to mint money to pay for colonists or merchants if it judges that the reward is great enough (e.g. grabbing a gold province first or monopolizing a rich colonial center of trade). It is also now allowed to disband troops or ships during peacetime if it has too much (previously the AI never disbanded except if troops were exiled with no way to reach them). The AI should also get less "stuck" over the course of long game sessions without save/reload; most of its plans now come with an internal expiration date, so it will be forced to re-evaluate at regular intervals.
There's also the usual crop of modding features and bugfixes, but those are detailed in the changelog.
Finally, along with a ton of database work by mandead et al, we have included an astonishing 227 new event pictures, which you'll see over the course of your games. Here's a sneak peek of a few of our favorites:
Full changelog since October:
November 2023
===========================
Engine changes
- Interface
- Add new HRE window, accessible by clicking the missionary icon a second time
- Add rebel information rollover in province info window when rebels control it
- Add strait and chokepoint information to sea zone window as a rollover info dot
- Move truces below wars in diplomatic screen
- Make "other country changed religion" a goto message
- Make the player's config of AI Event Choices override any ai_chance scripted into events
- Selected Unit screen now shows leader name either gold (for scripted leader), white with asterisk (for event generated leader),
or plain white (for default leader).
- When mousing over an army with a leader (gold numbers on the map), the rollover will now distinguish between scripted leaders
(with name in gold) and event generated leaders (name in white).
- Game Balance
- Tweak rebels to assault less often overall.
- Pirate raiders holding a province now increase chances of pirates appearing in the neighboring sea zone.
- Scripting
- Allow rebel factions to have multiple geographic areas, cultures, or religions defined
- Add tech cost defines
- Add general, admiral, and privateer event commands. They work exactly like the existing conquistador and explorer commands,
except their default values are 2/2/2 instead of 3/2/2. Adding a "value = <X>" to the command will randomize each value
between 2 and X, uniformly distributed. Siege can only go up to X/2 rounded down.
- Add disbandrebels event command to delete all rebel forces in the specified province.
- Add num_of_leaders = { type = <general/admiral/...> data = <value> } trigger
- Allow the event command "type = control which = <provid> value = -1" to change control of an owned province to THIS country
- Allow the event command "type = addcore_national/claim/casusbelli which = -1" to add a random owned province as core
- AI
- Tweak AI to more reliably stay awake in long gameplay stretches.
- Improve AI money handling:
* Rebalanced all AI investment and building priorities
* AI now has a time limit on all build/buy plans. If exceeded, the plan will be canceled (and might be restarted with a different priority).
* Made AI more aggressive on prioritizing/deprioritizing manufactories depending on financial circumstances.
* Merchants and colonists may now be considered worth minting for, if especially valuable.
* AI may now disband military units if it considers that it has too much. Small units will be considered for disbanding one at a time, but
the AI does not yet split units to create smaller units for disbanding.
- Treaty of Tordesillas AI countries will now specifically de-prioritize colonizing or attacking pagans outside their allotted areas, not just
prioritizing those inside the area.
- Made AI more likely to force-annex if there is no chance of vassalizing then diplo-annexing later.
- Bugfixes
- Fix two rare crashes
- Fix duplicate monarch bug
- Fix trigger crash when -2 or -6 fail to evaluate
- Fix issue with diplomacy screen text occasionally leaking into decisions screen
- Naval chokepoints will now work correctly in vanilla. provinces_special.txt had included a list of LAND provinces,
but the game had expected a list of SEA chokepoints. The engine now expects what provinces_special already had.
- The define _HRE_ELECT_ELECTOR_BONUS_ is no longer added to every country's relations with an elector, which only inflated
the numbers (now visible in the HRE screen) but didn't change the outcome. It is now added as a special bonus to electors
but only once (had been multiplied by 2 before).
Database changes
- further updates to AGCEEP 1.60 (see AGCEEP readme)
- updated Alt. AoE mod with changes to vanilla scenario
- added Bone (BON), Formosa (FOR), Kalmyk (KMK) and Yemen (YEM) as new countries
- added country descriptions for Bone (BON), Kalmyk (KMK) and Nepal (NEP)
- added an improved country description for Shan States (MUB)
- renamed Butung (BUT) to Buton
- renamed Shirvan (SHI) to Chirvan in the French localization
- added colonial AI file for BRI and corresponding AI event
- added BON, BUT and FOR to some colonial AI files
- added around 220 new event pictures for various historical events (special thanks to furnace for help with some of these)
- added slider changes for various countries in the 1453 and 1546 scenarios
- updated default sliders for ENG, FRA, GON, NVG and YUA
- added portuguese as a new culture in Iberia in order to make SPA less interested in conquering POR or seizing its colonies
- added new decisions to form TUR, PER and SPA
- added The Princes in the Tower flavour event for ENG
- added flavor_por.txt and Henry the Navigator flavour event for POR
- added major_qar.txt and a couple of QAR events relating to PER
- added a couple of events for SHI to either fight or join PER when it forms (like the existing FAR and KHO versions)
- added Spanish Tercio flavour event for SPA
- added Halley's comet events
- added some new events for BRI, FRA, NAV, POR and SCO
- added Feitoria events for POR
- added breakoverlord commands to the Regreg War (MAJ) and Marriage of Mary of Burgundy (BUR) events
- added triggers and missing relation modifiers to some BYZ events
- added a new event for BYZ for the Byzantine Renaissance (if it manages to reclaim Anatolia)
- added a new event for DAN for the Great Fire of Oslo
- added a new event for POL for the Warsaw Confederation
- added some new WoR triggered events for FRA and NAV
- added a catholic revolt in Brittany event for FRA for if they go protestant in the WoR
- added a second Taj Mahal event for MOG (now acts like the Versailles and St. Peter's events)
- added events for the Masjed-e Shah for PER
- added an event for SPA to annex INC if it holds their capital
- added a short event sequence for HLL to be inherited by HAU or BUR
- added/updated a number of event triggers
- added a few more khan death events to weaken STE and TIM in 1399 starts
- added a new random religious event for Indonesian pagans to convert to an Eastern faith
- updated event CAS_3557 'Civil War in Castile' with some extra bonuses and a sleepleader command for option B
- updated event EGY_3862 'The Massacre of the Mamluks' with some revolts in the capital for option A
- updated event FRA_3124 'Colbert' with some extra bonuses and policy slider moves for options B and C
- updated event FRA_3129 'Revocation of the Edict of Nantes' to trigger 'Catholics expelled from France' events for HAB/SPA/POL
- updated event KNI_3536 'Rhodians and other Greeks accepted into the Order' with a manpower bonus
- updated event NVG_3583 'Civil War in Novgorod' with some slider moves
- updated event PER_3559 'The Reforms of Ismail' with some slider moves
- updated event PER_3565 'The Advisors of Abbas the Great' with some slider moves for option A and bailiffs for option B
- updated event POR_3268 'Commercial Conflict in the Indian Ocean' with a wakeleader command for option A and some extra bonuses for option B
- updated event POR_3271 'Governor Martim Afonso de Sousa in Brazil' with a wakeleader command rather than hiring a random conquistador
- updated event RUS_3414 'The Time of Troubles' with some triggers and dynastic commands for options B and C
- updated event RUS_3420 'Stepan Rasin's Cossack Uprising' with some revolts in the Steppe
- updated event RUS_3425 'Mazepa's Ukrainian Uprising' with an option B to release UKR
- updated event SPA_3150 'Torquemada and the Expulsion of the Moors' with an option C to move in a more cosmopolitan direction and sleep the later Expulsion events
- updated event TIM_3688 'The Disintegration of the Timurid Empire' to also move the capital back to Samarkand (1592) with option C
- updated event TIM_26019 'The Death of Timur' to also move the capital to Herat (1531)
- updated event WAL_3832 'Vlad the Impaler!' to only fire if WAL is a vassal of TUR; option A now breaks TUR vassalage, both options affect relations with HUN
- updated event TUR_26017 'The Ottoman Interregnum' to fire a corresponding event for BYZ
- updated event TUR_26027 'The Ottoman Revival' with additional bonuses and more troops
- updated events MOG_6900 'Akbar's Religious Tolerance' and MOG_6902 'Aurangzib's Religious Tolerance' with extra missionaries for option A
- updated events ARG_3554 and CAS_3556 'Viva España' so that the AI will always pick option A and form SPA
- updated events CHI_10036 and MCH_10029 'The Expulsion of the Jesuits' to knock their tech group down to african rather than pagan
- updated events PAP_3547 'The Foundation of the Societas Jesu' and PAP_3548 'Reorganisation of the Holy Inquisition' to trigger the existing POR versions and new SPA versions
- updated the trigger for the French Revolution events to allow for centralization OR aristocracy
- updated AKK/QAR known provinces in 1399/1419/1453
- buffed land tech for BAS and UZB in 1453
- disabled option B for events SPA_3716 and SPA_3717 'The Iberian Wedding' as they don't make sense without further changes and an alternative monarch list for SPA
- tweaked the dates for the Richelieu (FRA) and José Moñino's Reforms (SPA) minister events
- updated the ECW events for if ENG is still Lollard
- updated some major revolt and civil war events for ENG/FRA to give more severe stab hits
- updated a few 1399 revolt events for FRA and TIM to be a bit more severe
- updated the 'Peace of Westphalia' global event trigger so that HOL and HEL can't be at war with the Emperor
- added a new army name for ARG
- added a couple of new leaders for ARG
- added a new leader for BOH
- added leader files for AUV, BAL, BRI and YEM
- added a couple of new leaders for BUK/UZB
- added a new explorer for ENG
- added a new explorer for OMA
- added a new leader for FRA (so they have someone for late 15th century)
- added a couple of new leaders for NAP
- added a bunch of new explorers and conquistadors for POR/SPA
- updated leader/colony names for POR
- updated ToT provinces
- added missing text to the end of old POL event 3487
- added monarch files for BON, HEI, JER, KAL, KMK, RMN and YEM
- tweaked a few monarch dates/stats for BRI, POR and TIM
- adjusted leader and monarch files for ADE
- added final monarchs for AKK/QAR/TIM and HLL for if they hang around
- updated the BUT monarch file
- updated event picture credits.txt
- updated revolt.txt
- updated defines.txt
- added classic and glory GFX sets for BON, FOR, KMK and YEM
- added new classic GFX set for MAJ
- removed a load of obsolete event text
- added BON to 1399 - 1701 scenarios
- added KMK to 1701 scenario
- added a port to Mudugh (759) to represent Hobyo and other Ajuran seaports north of Mogadishu
- added capital names to a couple of Somali provinces that lacked them
- removed the orthodox and no BYZ requirements for forming RUS
- added orthodox as a trigger for a couple of RUS events relating to the church
- added BYZ claims on Sivas (474) and Adana (483) in all scenarios
- added SHI claim on Azerbaijan (487) in all scenarios and revolt.txt
- added portuguese culture to POR and all relevant provinces in all scenarios
- added French localization
- changed Trabzon (475) goods type from naval supplies to copper (to represent the copper and silver mines of the region)
- changed BUT from pagan to Hindu in 1399
- changed MLC from Sunni to Hindu in 1399/1419
- changed Kalmuk (467) to mongol culture from 1701
- changed Oporto (434) to mountain terrain type
- changed NOG from muslim to asian tech group as it was a semi-migratory horde
- changed UZB from muslim to asian tech group; it will regain muslim tech when it becomes UZB or KHI by event
- changed KON to african tech group from 1546 onwards (as per event 677 'Catholic influence in West Africa')
- changed CHI to african tech group from 1773 onwards (as per event 10036 'The Expulsion of the Jesuits')
- changed the minimum time to diploannex a vassal from 10 years to 50 years (as this mechanic is easily abused by the AI and too many states simply disappear)
- added TRE as a vassal of TUR in 1399 (broken by event); tweaked some starting relations and added a RM between TRE and AKK
- added BON and BUT as vassals of MKS in 1617
- added BON as a vassal of HOL in 1701
- added KMK as a vassal of RUS in 1701
- standardized army name spellings for AKK, QAR, ATJ and BUT across all scenarios
- standardized tech levels in 1419 relative to 1399, so now most non-pagan countries start with trade level 1
- fixed UZB tech levels and army name typo in 1492
- fixed the name of a Chinese emperor (Hongchi > Hongzhi)
- fixed the trigger for the 'Boyars Complain of Reduced Autonomy' random event so it doesn't fire for unintended cultures
- fixed a couple of papal flavour random events having a date trigger set incorrectly
- fixed MLW wrongly being assigned asian rather than muslim tech group
- fixed Bourgogne (409) being missing from the list of cores given after forming FRA by decision; removed Artois (379) and Flandern (380) as these are Imperial provinces
- fixed various loc and grammar inconsistencies
- added some missing loc for technology level changes
- modified the 'A Pirate Offers His Services' random event with a privateer leader
Enough talking - go download it!
Or come talk about it with us in the FTG Discord server.
Or don't do either. I'm not your boss. The only rule here is that you have to react to this post and put your feedback in this thread.
Enjoy, and happy Thanksgiving to our American friends!
Last edited:
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