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Wizzington

Game Director (Victoria 3)
Paradox Staff
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Nov 15, 2007
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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).
 
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Blockading nerf? So you did nerf BYZ...
 
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- 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.

interesting.
 
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Any chance you ever grant PP bonuses to player automaticaly if said player is too strong to have rivals at all?
 
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-100 unrest for recent uprising is amazing. Finally I can challenge overextension again.
 
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Wiz there's one thing that's always bothered me:

Englands that remove all their forts on the mainland, then just sit there the entire game never accepting peace. You can never get any warscore on them, or make them truly feel any war exhaustion. If they blockade you you can EASILY generate more war exhaustion even with 4-5 areas sieged down. It really comes down to which player wants to give in first. And since the mainland player is more at risk of being attacked it means England can often just own several mainland provinces and never give up on them.
 
- Can now do the Enforce Religion subject interaction on colonies as well.
THANK YOU. THANK YOU. THANK YOU!!!!!!!!!!!!!!!!
No more alliances breaking over Treaty of Tortillas despite you being Protestant just because your CN is still catholic!
 
Wiz there's one thing that's always bothered me:

Englands that remove all their forts on the mainland, then just sit there the entire game never accepting peace. You can never get any warscore on them, or make them truly feel any war exhaustion. If they blockade you you can EASILY generate more war exhaustion even with 4-5 areas sieged down. It really comes down to which player wants to give in first. And since the mainland player is more at risk of being attacked it means England can often just own several mainland provinces and never give up on them.
Doesn't ticking warscore counteract that?
 
- It is no longer possible to block a strait for an army whose war allies control both sides of that strait.

Can you please explain that one?
Does it mean that if you have 100% blockade in a strait, forces can still be moved through it?
And in order to blockade you'd have to occupy at least one of the provinces on the sides of the strait?
 
He means the -1000 no forts occupied in area.
As far as I know, "no forts occupied in area" only applies to areas with forts, and Britain is its own area
 
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