1.15.1 Hotfix Release [checksum 8ad5]

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loup99

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DominusNovus

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How would queuing ships in any way affect culture conversion cost?

There was a bug that whenever you did... Well, pretty much anything, such as order ships, mercs, or even culture conversions (or even cancelling them!), your national idea bonuses would start to multiply (as a custom nation). So, you could order up a bunch mercs, and convert a province, or develop it, or tech up, or take an idea... Pretty mich, all your actions that cost monarch points, so long as you had ideas that reduced their cost.
 

jakt

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How would queuing ships in any way affect culture conversion cost?

that's what the bug was that was fixed. if you had a custom nation, any of your modifiers for said custom nation (e.g., culture conversion cost, or tech cost, or core cost) was applied for each time you clicked a button, and said attributes were recalculated each month (and when wars ended, and a few other reasons, such as coring or taking the actual tech) so you had to click a lot but you could queue 1000 ships and end up 400 years ahead of time on tech rather quickly. or, you could culture convert everything.
 

funguide

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that's what the bug was that was fixed. if you had a custom nation, any of your modifiers for said custom nation (e.g., culture conversion cost, or tech cost, or core cost) was applied for each time you clicked a button, and said attributes were recalculated each month (and when wars ended, and a few other reasons, such as coring or taking the actual tech) so you had to click a lot but you could queue 1000 ships and end up 400 years ahead of time on tech rather quickly. or, you could culture convert everything.


It was OP. if you start with -5% idea cost and tech cost then later core cost and culture conversion and missionary strength, and -separatism, -development cost you will convert one nation into another in a month and raise Atlantis on Iceland with the -development cost.
 

skyrimpacman

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Thank you mighty Johan
 

Vetgirig

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Hm is it just me or did the Kongo start with a very different view of the world now. Can't even see the trade node Ivory Coast any more. But its the only one you can collect in. So you can send ships to protect there - but you cant collect there with a merchant.

But lucky me - I get trade income from an undiscovred trade node...
 
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lymond

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I reported it as a bug initially(pre-hotfix), but now see that the HRE thing is WAD. I'm trying to find logic in this IL change. First, I think it may still be a bit buggy, but don't have the info at moment. Some of the truces are still exceeding the CB expiration..

Regardless, I still don't like it. My guess is the change was meant to nerf AI Austria, but it makes playing Austria quite a pain.
 

jdrou

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For me i'd like it since 1.15.1 broke my save game completely (nogoverment bug).
Pretty sure they've never done it before; only the latest hotfix for each major patch version is available. If you want to be completely safe from this situation you shouldn't let the game auto-update; either don't run it through the Steam client (because it normally forces updates) or copy the whole game folder to a location outside of steamapps.
 
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rwglaub

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Problems caused by the latest patces:

1. Too many colonial rebellions. The colonial nations don't raise enough troops to put them down and the AI nations don't station enough troops overseas. I'm seeing hoards of peasants and renegade nobles roaming the countryside.

Playing as Britain, Newfoundland and Thirteen Colonies are not colonizing, but Cape Colony is. But then I took Cape from the Spanish.

3. Problems with the names for colonial nations. They show up in the ledgers as C00, C01, etc. You can rename them but they still show up in the ledger as C00, etc.
 
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Renen

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Will the hockey's be fixed?
V does nothing, B does what V did, and pressing Esc when in the 1st tab of the nation window toggles between that window and the new "country modifiers" window, instead of closing the whole thing.
 
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