During the day today, I'll be posting excerpts from the 1.14 patch notes. Here is the third excerpt, covering a number of areas from the Game Balance part of the notes.
# Power Projection
- Eclipsed rival is now +10 power projection (up from +5).
- Power Projection now gives a Prestige Bonus of up to +0.5.
- Reduced the power projection loss for having provinces taken from you by a rival.
# Religion
- Greatly reduced doom reduction from occupying provinces.
- Reduced the penalties from too high or too low Karma.
- Penalty for high Karma is now discipline, and low Karma diplomatic reputation.
- Shinto no longer gives negative tolerance to heathens.
- Karma is now gained relative to the province development sum rather than province count. KARMA_PER_RELEASED_PROVINCE and KARMA_PER_TAKEN_PROVINCE were decreased from 10 to 1 in accordance.
- Centers of Reformation can now only appear in temperate provinces with 10 or more development.
# Revolts
- Most rebels can now relocate.
- 'Recent Uprising' modifier is now -100 revolt risk instead of -20, so it should always prevent revolts.
- Giving in to zealot rebels of your own religion will no longer increase missionary strength. Instead it will add a 10% tech malus for 10 years.
- Zealot rebels of your own religion will no longer convert provinces they take. Instead the religious violence modifier will be added to such provinces.
# Subjects
- Protectorates now base their liberty desire on the combined power of all protectorates of the same overlord.
- Removed Horde restriction on Marches.
- Increased liberty desire from relative power of subjects.
- Having the same dynasty as a vassal or march will now reduce their liberty desire.
- Increased the base income and forcelimits of subjects slightly.
- There is now a -100 opinion modifier for having force vassalized or enforced a union upon a subject.
- Subject Interaction "Start Colonial War" now renamed to "Start War in Colony" to avoid confusion with new Colonial War concept.
- Can now do the Enforce Religion subject interaction on colonies as well.
# Technology
- Hordes reforming their government now always get the Chinese technology group unless they have a Muslim faith.
- Nomad Group unit type now have units at various tech levels throughout the game.
- Spread out the military tactics a bit further.
- Halved Trade Efficiency and Production Efficiency gained from technologies.
# Units & Forts
- It is no longer possible to block a strait for an army whose war allies control both sides of that strait.
- Forts that have been captured by the enemy will now have a ZOC and block movement for enemies of controller.
- Forts now have ZOC over any country's provinces (but only flip your own) meaning they can block enemy movement through friendly & neutral land. Movement through a country's own provinces cannot be blocked if a fort from that country is protecting those provinces.
- Provinces can now be in the ZOCs of multiple forts.
- Moving through ZOCs should now result in fewer unnecessarily long paths..
# War
- Only the Coalition and 'Crush the Revolution' CBs can now be used to start coalition wars.
- It is once again possible to transfer occupation to any war ally.
- Forcing countries to revoke cores and claims on a 3rd party will give that 3rd party a little relation boost with you.
- Peace demands now cause stability hit when declined if the negotiating country has at least 50% War Score and the AI would have accepted the demand.
- Armies that win battles will now gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. Amount of morale regained depends on the strength of the enemy army defeated relative to their own strength.
- You can now only call allies to war if you know they'll accept, and after they have been called they will automatically accept without calculating acceptance again.
- Prestige gain from peace concessions involving provinces are now reduced by Administrative Efficiency (as you can take much more).
- You can now sign a peace that would result in going down to -999 DIP, this to prevent situations where you're unable to make a suitable peace (which has higher priority than other DIP expenses).
# Power Projection
- Eclipsed rival is now +10 power projection (up from +5).
- Power Projection now gives a Prestige Bonus of up to +0.5.
- Reduced the power projection loss for having provinces taken from you by a rival.
# Religion
- Greatly reduced doom reduction from occupying provinces.
- Reduced the penalties from too high or too low Karma.
- Penalty for high Karma is now discipline, and low Karma diplomatic reputation.
- Shinto no longer gives negative tolerance to heathens.
- Karma is now gained relative to the province development sum rather than province count. KARMA_PER_RELEASED_PROVINCE and KARMA_PER_TAKEN_PROVINCE were decreased from 10 to 1 in accordance.
- Centers of Reformation can now only appear in temperate provinces with 10 or more development.
# Revolts
- Most rebels can now relocate.
- 'Recent Uprising' modifier is now -100 revolt risk instead of -20, so it should always prevent revolts.
- Giving in to zealot rebels of your own religion will no longer increase missionary strength. Instead it will add a 10% tech malus for 10 years.
- Zealot rebels of your own religion will no longer convert provinces they take. Instead the religious violence modifier will be added to such provinces.
# Subjects
- Protectorates now base their liberty desire on the combined power of all protectorates of the same overlord.
- Removed Horde restriction on Marches.
- Increased liberty desire from relative power of subjects.
- Having the same dynasty as a vassal or march will now reduce their liberty desire.
- Increased the base income and forcelimits of subjects slightly.
- There is now a -100 opinion modifier for having force vassalized or enforced a union upon a subject.
- Subject Interaction "Start Colonial War" now renamed to "Start War in Colony" to avoid confusion with new Colonial War concept.
- Can now do the Enforce Religion subject interaction on colonies as well.
# Technology
- Hordes reforming their government now always get the Chinese technology group unless they have a Muslim faith.
- Nomad Group unit type now have units at various tech levels throughout the game.
- Spread out the military tactics a bit further.
- Halved Trade Efficiency and Production Efficiency gained from technologies.
# Units & Forts
- It is no longer possible to block a strait for an army whose war allies control both sides of that strait.
- Forts that have been captured by the enemy will now have a ZOC and block movement for enemies of controller.
- Forts now have ZOC over any country's provinces (but only flip your own) meaning they can block enemy movement through friendly & neutral land. Movement through a country's own provinces cannot be blocked if a fort from that country is protecting those provinces.
- Provinces can now be in the ZOCs of multiple forts.
- Moving through ZOCs should now result in fewer unnecessarily long paths..
# War
- Only the Coalition and 'Crush the Revolution' CBs can now be used to start coalition wars.
- It is once again possible to transfer occupation to any war ally.
- Forcing countries to revoke cores and claims on a 3rd party will give that 3rd party a little relation boost with you.
- Peace demands now cause stability hit when declined if the negotiating country has at least 50% War Score and the AI would have accepted the demand.
- Armies that win battles will now gain a significant boost to morale, to prevent situations where an army is stack wiped due to winning a narrowly fought battle and then immediately being attacked. Amount of morale regained depends on the strength of the enemy army defeated relative to their own strength.
- You can now only call allies to war if you know they'll accept, and after they have been called they will automatically accept without calculating acceptance again.
- Prestige gain from peace concessions involving provinces are now reduced by Administrative Efficiency (as you can take much more).
- You can now sign a peace that would result in going down to -999 DIP, this to prevent situations where you're unable to make a suitable peace (which has higher priority than other DIP expenses).
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