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e-stab

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Since the manual is out already and the game will be live in a couple of hours, I guess it's safe to go public with the list of features and changes which was prepared on the beta forums. Expect three postings soon! :)

P.S. And no, this is not an official piece of information. It should be 99% true nonetheless.
 
Part 1

Major new features:
  • Rebels with a cause: Peasants, Revolutionary, Heretics, Zealots, Nationalists, Nobles, Separatists, Patriots, Pretenders and Colonial Patriots. They have more than a dozen parameters defining their behaviour (area of action, political goal, defection rules, reinforcing yes/no, ...). You can give in to their demands, but at a considerable cost.
  • National missions which guide your nation and give benefits. You can cancel a mission each five years - or ignore them without penalty (just losing out on the benefits). There are country specific missions and generic missions which can happen to everyone under the right circumstances.
  • National, provincial and religious decisions which have a variety of nationwide and regional effects. They range from reducing local revolt risk to founding your nation or westernizing your country. A number of events have been converted to decisions.
  • Expanded timeline and historical database starting in 1399 - can you say 'Byzantium'?

Religious changes:
  • The religious tolerance sliders were removed and replaced by fixed values which can be influenced by national ideas and religious decisions.
  • Religious conversions changed: Missionaries have a yearly chance of converting a province and run until successful. The revolt risk is significantly raised during the process though. The missionaries have a yearly maintenance cost and their efficiency is influenced by the new "Missionary Maintenance" slider.
  • Added diplomatic options "Call for Crusade", "Excommunicate" and "Revoke Excommunication" for the Papal Controller. Crusades last for 30 years or until the target country is annexed, Catholics get a bonus for being at war with crusade targets. Excommunication lasts until it is revoked or the monarch dies, but can be avoided by decent relations with the Pope.
  • Each cardinal can now only be bribed once every three months.
  • Removed the stability hit for DoW on countries of a different religion group. The "Deus Vult" idea was renamed to "Unam Sanctam" and changed to apply only to religions within the same group.

Changes to the colonial system:
  • Colonial system changed: Colonies are still founded with a colonist but will then grow to city size on their own, usually in 10-20 years. Colonial growth is mainly determined by the new "Colonial Maintenance" slider, but is affected by slider settings, national ideas and advisors. Colonists are harder to get to balance for the new colonial growth.
  • Only cores can now be the origin for colonial range.
  • Tariffs now are the main overseas income, they are made up of base tax value, improvements by buildings and production income. Tariff efficiency is determined by the sum of 'big ships' and 'small ships' under your command.
  • Trade goods in empty provinces everywhere in the world are unknown before they contain a colony of a certain size. Then their trade good is determined by event.
  • Provincial Decision "Colonial Assimilation": Provinces with a population of less than 5000 people outside of Europe, North Africa and the Middle East can be assimilated to the primary state culture.
  • You can no longer move your capital overseas while it is still adjacent to at least one other owned province.

Changes to war and warfare:
  • War exhaustion mechanics changed: Wars don't give WE automatically anymore, instead it increases based on provinces occupied on your home continent, blockaded home ports, battle losses, attrition losses and war taxes. War Exhaustion now drains unit morale.
  • Mercenaries nerfed: They no longer reinforce, take time to recruit (25% of normal units) and can be recruited on occupied territory. The mercenary pool consists of 1/2th infantry, 1/3th cavalry and 1/6th artillery. The amount of used mercenaries decreases the chances of getting new mercenaries in your pool. Getting new mercenaries for your pool is also based on prestige. Mercenaries are not affected by discipline.
  • Toned reinforcements down: Only 50% reinforcement speed at hostile territory when adjacent to a friendly occupied province, only 10% speed at lack of supply line to a friendly occupied city, no reinforcements at all in empty provinces.
  • Recruiting troops now takes longer in looted and blockaded provinces.
  • Artillery provides 50% of its defensive values to the front rank if it is in the back.
  • Zero morale troops in frontlines will be removed during a combat.
  • A failed assault makes the garrisons recover morale now, and morale recovers for garrisons the same speed as for normal troops (maintenance!).
  • It is no longer possible to retreat from a battle for the first 5 days. Armies whose morale collapses in the first 5 days and face more than double the amount of enemies will be eliminated.
  • It is no longer legal to retreat towards a province with at least 5x your own force.
  • Prestige, War Exhaustion and Tradition gains and losses are seen for the leaders country in end of combat view.
  • Blockading affects war score at a scaling factor.
  • It is shown in peace negotiations if the AI will accept or not.
  • The cost for force releasing a country in a peace treaty has been significantly lowered.
  • Capitals can be demanded in peace, provided they are isolated from the rest of the country.
  • The AI will never propose or accept demands of >100 peace value.
  • There is a new message when you sign peace due to the leader of your alliance signing it.
  • Units can scorch owned provinces, applying a nasty modifier in order to hurt a strong invader.
  • New buttons for land units: "Detach Mercenaries" and "Detach Siege Unit" (enough men to siege the current province).
  • The declare war and call to arms confirm boxes now list all that may join the enemy in a war.
  • It is no longer possible to declare war on other countries' vassals.
  • The 'Casus Belli will expire' indicator is shown with the expiration date in the tooltip.
  • Friendly regiments now lower the revolt risk and minimum revolt risk in a province (at war and peace).
  • Reinforcement rates and fort defensiveness values were added as tooltips.
  • Localized army and navy names.

Changes to the naval system:
  • Overhauled the naval system: Naval ideas strenghtened, naval force limits reduced, navy size impacts tariff efficiency, patrolling order for fleets, fleets can detach blockade fleets with a button.
  • Pirates are made more common, can have leaders, are more cunning and in general a factor to be dealt with. They don't like to spawn in sea zones which were patrolled recently though. Anti-pirate patrol data can be seen in tooltips over seazones.
  • There is no longer attrition in coastal seazones for ships within naval supply range (which is a fraction of colonial range). Thus the constant micromanagement of blockades can be forgotten for most cases.
 
Part 2

Changes with regards to MP:
  • Added a player count to the MP lobby.
  • Saved games are now sorted by time stamp rather than name.
  • Savegame transfer code reworked.
  • Troop positions are no longer visible when watching a savegame in the MP lobby.
  • The war overview no longer shows the enemy's troops and fleets when playing MP. Several ledger pages are deactivated in MP too.
  • There are no longer any badboy wars in MP.
  • F12 saves a political map of the whole world, Shift-F12 does the same just showing player countries and their vassals.
  • The space bar only works as pause in single-player mode.
  • Scenario options can no longer be changed in the front end lobby if a saved game is loaded.
  • Current Checksum is now (temporarily) changed everytime you resign, to avoid "out of sync" problems in MP.

Economic changes:
  • Trade good prices reworked: Supply and demand are calculated depending on factors like looted provinces or being at war.
  • Centralization (left of 0) now gives a slight inflation reduction.
  • War taxes can now be switched on and off, with a cooldown period of one year.
  • Inland CoTs are now less valuable than coastal CoTs.
  • Removed cap on technology costs when expanding.
  • The treasury tooltip now indicates annual profit/loss.
  • Default merchant costs are increased, the national idea "Merchant Adventures" gives cheaper merchants. Trade agreements, personal unions, cultural differences and effective distance from capital affect placement costs for merchants.
  • Each placed merchant now reduces competition chance by 0.5%.

Changes to the Holy Roman Empire:
  • The Emperor has an auto-guarantee on all HRE members.
  • Provinces can join and leave the HRE with a provincial decision.
  • Human played HRE electors can vote for the candidate of their choice adding new depth to Imperial politics in both SP and MP.
  • Diplomacy skill and diplomacy attribute (new!) now affects who an AI decides to elect to the Emperor status.

Other additions and changes:
  • 33 land provinces added and province borders changed, most of them in Europe.
  • Added 22 more types of advisors giving bonuses to almost anything.
  • Five new national ideas were added and the effects of several national ideas changed.
  • The policy slider effects have been reworked extensively. Tooltips for left and right buttons on the policy sliders now show what the maximum policy's effect would be.
  • The interval between being able to move the policy sliders now depends on the size of the country and the government form ("administrative efficiency"), but moving them no longer costs stability.
  • Two new map modes: Cultures and regions.
  • Improvements to some map textures.
  • Techlevels expanded for the bigger time frame.
  • Added an option regarding lucky nations: 'Historical' (default), 'Random' (old code) or 'None'. Playing without lucky nations is NOT recommended for historical gameplay or fun in SP though.
  • Prestige now affects merchant compete chance, unit morale, yearly diplomats, stability costs, spy defence, trade income, fort defensiveness and cost of mercenaries.
  • Numerous tweaks and fixes for the AI, from strategic goals (such as its missions) over more intelligent behaviour on the battle field to diplomatic nuances like rivals and trust values. Countries now have a "permanent strategy" which can be altered by event effects. The cheat code "view_ai" shows AI tooltips.
  • For modders: Many new triggers and effects, more values exported to text files. Geographical regions can be defined at will for easier referencing.
  • Events can be set to be "major" which puts them in their own category in the message settings.
  • Government titles can now be culture, culture group, religion and religion group specific, with the basic name being shown in the tooltip. Government names and ruler titles can also be specific for vassal states.
  • Several changes to the effects of government forms.
  • There is now a reset in relations and timers with all other vassals when you diplomatically annex one. You get -1 centralization for diplomatic annexations.
  • Selling a province now removes the selling nation's core on it.
  • Two new spy actions added: "Infiltrate Administration" (can lift the fog of war from the target country) and "Tarnish Reputation" (can reduce target's prestige).
  • Fabricate claims no longer gives a core, but gives a cb intead.
  • Large tribes will suffer a succession crisis whenever they get a new ruler.
  • Large Latin, Eastern and Muslim nations can now choose the "Empire" form of government through a national decision.
  • If a capital is held by rebels for 2 years straight, the country will break.
  • The budget slider lock status is now saved.
  • The game will now play any .mp3 you put into the /music folder.
 
Part 3

Additions and changes to the National Ideas:
  • *NEW* Press Gangs: -50% ship costs
  • *NEW* Regimental System: -40% recruit time for land units, requires land tech 30
  • *NEW* Land of Opportunity: +20 colonial growth
  • *NEW* Vetting: +20% spy defence
  • *NEW* Ecumenism: +2 tolerance for heretics
  • Grand Navy: +100% naval forcelimit (was +33%)
  • Superior Seamanship: +1.0 naval morale (was 0.5)
  • Naval Glory: +100% prestige from naval battles (was +33%)
  • Excellent Shipwrights: now requires naval tech 7
  • Naval Fighting Instruction: +50% blockade efficiency (was +25%), now requires naval tech 30
  • Naval Provisioning: allows ships to repair in coastal sea zones, now requires naval tech 53
  • Military Drill: +1.0 land morale (was 0.5)
  • Glorious Arms: +100% prestige from land battles (was +33%)
  • National Conscripts: now requires land tech 7
  • Esprit d'Corps: now requires land tech 53 (was 45)
  • Merchant Adventures: -33% merchant placement costs (was +1 yearly merchants)
  • Vice Roys: +25% tariffs (was +30% overseas income)
  • Quest for the New World: now requires trade tech 7
  • Scientific Revolution: -10% technology costs (was -2.5%), now requires trade tech 30
  • Improved Foraging: now requires trade tech 53 (was 45)
  • Bill of Rights: now requires production tech 7
  • Smithian Economics: now requires production tech 30
  • Cabinet: -1.0 badboy per year (was +1 yearly diplomats), now requires government tech 30
  • Liberté, égalité, fraternité: now requires production tech 53 (was 45)
  • Divine Supremacy: +0.5 yearly missionaries (was +1)
  • Deus Vult: renamed to 'Unam Sanctam', only applies within the religious group now
  • Humanist Tolerance: +2 tolerance for heathens (was +1 tolerance), now requires government tech 7
  • Revolution and Counter-Revolution: now requires government tech 53 (was 45)
 
Regarding the govie changes... We will no longer get a "King" of Bavaria or some such ridiculous title for a country that was supposed to be county or duchy, yes?
 
Trade goods in empty provinces everywhere in the world are unknown before they contain a colony of a certain size. Then their trade good is determined by event.

THIS will force me to adjust my strategy! I have gotten used to colonizing only provinces with sugar, coffee, spices, and so on while avoiding fish, grain, and slaves due to their low value. Does this mean the Caribbean will no longer be the world's sugar supply?

Of course, this will make each game different. The same strategy gets boring after a while.
 
Henry V said:
THIS will force me to adjust my strategy! I have gotten used to colonizing only provinces with sugar, coffee, spices, and so on while avoiding fish, grain, and slaves due to their low value. Does this mean the Caribbean will no longer be the world's sugar supply?

Of course, this will make each game different. The same strategy gets boring after a while.

It is one of my favorite features of MMG2 and now I'll get it in vanilla. :)
 
Regarding cores and colonial range -does this only apply to naval colonial range, or to the land-based colonial range (ie, colonizing provinces adjacent to one you control)?

Because if it's the later, having to wait fifty years after successfully getting a colony up to city level (or is it just founding a colony?) before you can even begin to move inland is going to get really old, really fast.

(and not particularly historical)
 
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Guillaume HJ said:
Regarding cores and colonial range -does this only apply to naval colonial range, or to the land-based colonial range (ie, colonizing provinces adjacent to one you control)?
Naval. You need a city to move inland.
 
Thanks for the list! IN looks really great, I can't wait to be able to play it.
G'Kar said:
Diplomacy skill and diplomacy attribute (new!) now affects who an AI decides to elect to the Emperor status.
What is that diplomacy attribute thingy? Don't tell me that now rulers have attributes a la CK! :eek: (or am I missing something here?)

Also, is there a complete list of new triggers and effects for events anywhere? Was the list Johan posted a few weeks ago the full list or are there even more of them?
 
what does "Large Latin, Eastern and Muslim nations can now choose the "Empire" form of government through a national decision" mean?
 
Inostra said:
what does "Large Latin, Eastern and Muslim nations can now choose the "Empire" form of government through a national decision" mean?
Probably that they can become an Empire instead of a Kingdom, this is going to be amazing! The King of Ming does sounds a little weird.
 
Azog said:
A city (5000 pop) or a colonial city (1000 pop) do you mean? To move inland that is.
There is no such thing as a "colonial city" in EU3. Anything over 1000 is a city.

EDIT: Not quite true. For purposes of 'colonial assimilation' only there is a difference between 1000-4999 and 5000+.
 
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