• Pre order now!

    Paradox Development Studio brings you the sequel to one of the most popular strategy games ever made! Crusader Kings III is soon upon us and you can pre order it today!

    Releasing September 1st 2020
Not open for further replies.


Studio Manager Paradox Tinto
Super Moderator
16 Badges
Dec 14, 1999
  • Diplomacy
  • Teleglitch: Die More Edition
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Imperator: Rome Sign Up
  • A Game of Dwarves
  • Lead and Gold
  • Magicka
  • Starvoid

This patch file WILL NOT INSTALL on the Impulse, Direct2Disk or Steam versions of FtG. Those vendors will have to release their own versions of 1.2.

Paradox has passed the 1.2 code on to those vendors; please contact them for their release plans.
Last edited by a moderator:


For the Glory lead
10 Badges
Jun 30, 2004
  • Europa Universalis III Complete
  • Divine Wind
  • For The Glory
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Stellaris Sign-up
#FTG version 1.2

# New features
Claims become national provinces if owned according to _PROV_CLAIM_TO_NATIONAL_MONTHS_ in the defines
Countries formed by event or revolt, using revolt.txt, only get real cores on the provinces listed as minimum, and get "claims" cores on the ones listed as extra
It should now be easier to set troops to full/half pay. The "50%" and "100%" at either end of the slider act as buttons.
Added runbackground = yes/no option in settings.txt to allow running while minimized
Added Badboy wars and Civil wars as options
Added fugger cheat for inflation set to 0
Added location column to leaders page in ledger
Units with a leader will now have their size drawn in a different color
The "Structures in provinces" ledger page now allows the player to build improvements.
Fire, morale, and shock indicators on both maintenance screens now have rollovers with exact values.
The morale rollover in the unit screen now gives the exact value and the maximum.
The rollovers for the owner and controller shields in the province info window now tell how long the province has been owned or controlled by that country.
Added new define: PROV_MIN_DEFECT_MONTHS.
Added someof trigger. Syntax: someof = { number = <number of children which must evaluate true> <child triggers> }
Added controlchange trigger
Added ownerchange trigger

# AI changes
AI now takes global flags in account for religious tolerance
AI now tries harder to get its core provinces in peace deals if it controls them
AI is now a smidgen less likely to build forts
AI will not jump into a badboy war if it has no armies
Tweaked AI garrison priorities
AI will now try to garrison unfortified provinces which are being improved
AI will now prioritize land tech investment if it is far behind its worst enemy
AI will now keep investing in trade tech in the later game
Rebels are now a little smarter about when to assault. There should be fewer cases of random events sparking rebels who immediately storm the castle, fail, and disperse.
AI will now prioritize tax collectors if their end-of-year income is low.
AI is now affected somewhat by its monarch's skills.
AI will now try a little harder to get stability up to +1 or higher
AI should not mint quite as much
AI should now prioritize infrastructure research a little more if not a trading nation
AI will now redistribute its sliders sensibly when it maxes out a tech
AI should now be a little smarter about ahead-of-time penalties
AI is now more likely to send merchants to empty COTs.
AI will now shy away from a COT if it is full and expensive to send to.
Small countries will now mint less, since it does them little good.
AI "naval" factor for investment distribution is now capped at 5 rather than 1.
Tweaked AI priorities for fortress building a bit.
Fixed bug that kept AI from planning to build shipyards and CCs unless they already had the 1000d necessary.
Tweaked AI budgeting again
AI should now be better at building level-1 forts and governors
Fixed bug in English AI event
Fixed names of two AI files in ai_events.txt
Corrected all revolt.txt entries that refer to AI files (references were not updated from "name.ai" to "name_ai.txt")
Corrected Uzbek's AI file in 1617, 1700, 1773, and 1795 scenarios
England, Portugal, and Venice should now invest more in naval tech at certain times.
More adjustments to AI naval investments
Countries now periodically recalculate the distances to other countries, instead of only doing it at startup

# Diplomatic AI #

AI will now consider relations a bit more when determining enemies
On difficulties above very easy, AI will now consider badboy when determining enemies (even if not over the limit)
On very hard difficulty, AI will now consider the player more of a threat (modified by AI aggressiveness)
AI is now less likely to dishonor alliances with far-flung members
AI now considers relations differently when deciding whether to honor an alliance
AI is now likely to honor an alliance even with someone it hates if the call to arms is against its next war target
AI is now less likely to force-annex at lower aggressiveness settings
AI is now less likely to force-annex when it has high badboy - unless it's huge and believes it can take all comers
AI now takes the richness of the province into account when deciding whether to force-annex
AI now considers insulting its chosen target if it has a CB but too high relations to declare war immediately
Tweaked the way AI prioritizes targets on its hitlist. It should now be possible to attack someone not on the list if there's a particularly juicy target around
AI should now be more opportunistic about declaring war
AI might actually try to claim thrones occasionally
Tweaked hitlist prioritization back closer to the original level
Fixed bug which caused the AI to occasionally declare war on a country just because a particular check succeeded
Removed the most common (and least reasonable) reason for the AI to declare war without CB
Tweaked AI calculations of when it has sufficient reserves to go to war
Tweaked AI determination of enemies (particularly the hitlist) again
Diplomatic AI will now always have at least a 10% chance of accepting a stab-hit peace offer.
Diplomatic AI will now be more likely to force-annex island nations rather than vassalizing, since they cannot be diplo-annexed.
The emperor will now be much less likely to force-annex HRE states.
Tweaked AI determination of enemies.
Tweaked AI determination of when to declare war.
AI will now sometimes demand military access in peace treaties with countries which they don't border.
AI will now always call their allies in defensive wars, even if attacked by someone with a different religion on another continent.
AI is now less likely to declare war on its vassals.
AI is now little more likely to demand military access in peace deals if there's nothing else they want.
AI is now slightly more likely to force-annex core provinces.
Fixed bug that made it much too hard to get an AI core province in a peace
AI will now be more likely to accept stab-hitting peace offers if already at negative stability
AI can now declare war on non-pagans when in colonize mode.
When considering a peace proposal, AI will now consider the rebel situation of the enemy.
Reduced enormous AI-to-AI vassalization bonus
AI should be a little more cautious about declaring war without CB
Tweaked AI prioritization of cores held by enemies
Tweaked AI enemy calculations a bit
AI should be less likely to peace out early for cash when fighting pagans
AI should be less likely to offer annexation to large vassals who are likely to reject and break the vassalization
AI should now strongly consider force-annexing instead of vassalizing if it's not the alliance leader and the province is a core
Tweaked hitlist to be slightly more effective again
AI will no longer go to war if it has more than two rebel-held provinces
Corrected a rare bug in the diplomatic AI's evaluation of peace offers.
Fixed potential crash bug in diplomatic AI.

# Exploration & Colonization AI #

Fixed small bug with AI colonization calculations.
AI frontier countries can now explore with conquistadors only and no fleet required
AI should now properly value gold-producing provinces when deciding where to colonize
AI should now properly target regions as defined in the AI files (only area and continent preferences were being honored)
AI is now less likely to randomly decide to go wipe out natives. When it does, it's a little smarter about which ones to wipe out
AI now immediately considers wiping out natives if natives destroy one of its colonies
AI is now a little choosier about where to place a colony
AI now considers provinces adjoining the same sea zone to be "neighbors" for the purpose of the neighbor colony AI setting
AI now sends colonists a little more and traders a little less
AI is now likely to move on to the next province once it has explored or wiped out the natives in one
AI should be able to explore bordering owned provinces without a conquistador
AI should now be a little better at taking out natives
Colonization AI will now prefer colonies over trading posts in gold-producing provinces more of the time.
Colonization AI will now rely a tiny bit more on province base tax.
Fixed possible bug with AI colonization
Fixed potential infinite loop in colonization AI.

# Military AI #

AI exiled armies should try to go back to capital or be disbanded if no path after a peace and even if the country is still at war
AI will now try not to attack across rivers and straits
Tweaked AI enemy province evaluation formula
AI should now not split forces that are already small
AI now takes fewer troops when attacking a fortress with no enemy troops nearby
AI now takes _SIEGE_FORCE_SIZE_ define into account when calculating how many troops to bring
AI now attacks rebels more quickly than it normally would attack any other forces
AI is now likely to wait until spring before attacking an enemy province or raising a siege on a friendly province
Tweaked AI army gather point calculations
AI is now able to re-route units if they are traveling a long distance and an enemy force gets in their way
AI will now prioritize attacking besieging forces if the fortress is close to falling
AI will now prioritize rebel sieges
AI will now let rebels take back enemy-held friendly provinces
AI is now likely to continue on to a neighboring province after taking a fortress or winning a battle
Tweaked AI assault calculations
AI will now try not to build tiny forces
Tweaked AI calculations for conquering
AI will now try to take smaller forces to conquer provinces if it cannot assault yet
AI should now be somewhat more likely to take islands back from rebels
AI should no longer fall asleep when it can't unload troops from a transport
AI should no longer even try to transport troops if attrition will decrease their numbers such that they won't be able to disembark
Tweaked land AI enemy province prioritization again
Land AI should now make sure its gather province hasn't been invaded by enemies before gathering there
Land AI should be a little less likely to overstack
Military AI will now prioritize retaking their own capital and provinces adjacent to it a little more.
Military AI will now try harder to retake rebel provinces if they are near the threshold for declaring independence.
Found and fixed a possible reason why the military AI might have ignored rebels.
AI should no longer build armies so far above the support limit.
AI will no longer disband exiled units if they have a leader present.
AI should now try a little harder to garrison islands with revolt risk
Fixed bug where AI wrongly thought it had troops near a potential enemy.
AI will now be a little better at bringing troops home after a war instead of disbanding them.
AI should no longer try to build up a siege force before attacking a province that has no fortress.
AI should now be a little quicker to besiege rebel-held forts
AI should now be much more diligent about taking care of rebels during peacetime
AI should now be better at launching invasions
AI should now consider launching invasions towards its own territory if there are rebels there
Reworked AI invasion logic to be able to target inland provinces if necessary
AI should be better at fighting rebels overseas
Fixed bug with AI troop calculation
Fixed a bug causing the invasion AI to occasionally get confused.
Naval AI will now prioritize breaking blockades on its own provinces, especially if a one-province minor
Tweaked AI priorities for breaking blockades
Naval AI should now think a little more about killing transports
Naval AI should now send its blockade forces more for siege help and less for income denial
Fixed bug with naval AI transport re-routing (it was causing the invasion AI to cancel its plans)
Naval AI will now consider blocking and clearing straits with its navies.
AI should no longer put its navies on half pay while it's still at war
AI should be less likely to disband fleets
Fixed bug in AI ship allotment algorithm when splitting a fleet

# Bugs fixed
Fixed possible crash bug on the activation of the starting monarch for revolters
Fixed crash bug on the Political map view after annexation of a country
Modified check for possible crash bug on the activation of the starting monarch for revolters
Fixed a serious bug (leftover from EU2) which caused the random number generator to be seeded with the same value roughly 1/6 of the time
Fixed (or at least masked) possible crash bug
Fixed crash when loading a game from the in-game menu
Fixed CTD on surrender when a COT has closed during the game
Fixed potential crash bug.
Fixed CTD when a country is inherited while at war.
Fixed ghost combat bug.
Fixed potential crash bug.
Fixed potential infinite loop when a fleet has no place to retreat (it will now be destroyed)
Fixed crash bug if a country had a monopoly and changed tags
Added checks for retreating armies
Mercenaries are now available from start (scenario or savefile)
Fixed naval attrition after level 41 in naval.txt
Fixed T-ARMY C-ZUL A-STAND L-1.bmp
Fixed a bug with the creation of a new CoT in a province with an already existing CoT
Fixed naval maintenance costs after the force-annexation of a country
Fixed bug which caused AI to not always realize when it had explorers or conquistadors at game start
Fixed bug with detection of which port to go to when a navy has too high attrition
Fixed bug with sprites when an assault is interrupted by enemy troops
Fixed bug with the loading sequence: adjacencies were being loaded before provinces but should not have been
Hussites now have tolerance sliders after the Reformation.
Claim provinces defined at scenario start should now work properly.
Made a number of small fixes, including some tiny memory leaks.
Fixed bug with confirmation dialogs not working for fortresses.
Alert icons are now clickable even in diplomatic mapmode.
Splitting armies in an enemy-held province no longer causes an instant retreat.
Fixed potential infinite-loan bug with newly formed countries.
Fixed bug allowing overlords to have CBs on their vassals sometimes.
Fixed bug causing naval pathfinding to occasionally try to route through an undiscovered sea zone even without an explorer
The stab hit for breaking a truce now properly applies to countries allied with the attacker.
Corrected morale bar length display when a rebel unit is in a battle
Fleets can no longer cancel movement when they are being forced out of port by enemy armies
Fixed bug with possible wrong message box at the end of a game
Fixed unpause for message boxes in single player
Fixed Hands-off games using MER as selected country
Fixed combat backgrounds in the Battle Information Window
Fixed city culture change when a new fortress is finished
Fixed settings.txt saving if interface entry is missing
Fixed db colorscales structure in AGCEEP
Changing the end date should now work properly with saved games
F9 for pausing should now work when the console is open
Fixed small bug with average fire calculations on military maintenance screen.
Fixed small rounding error in financial summary screen.
The war-tax button should now have the correct tooltip when stability is at -3.
Made a few corrections to countries.txt
Made a few corrections to revolt.txt
Corrected some Persian events
Corrected one Dutch event
China no longer has cores on rivers in 1700, 1773, and 1795 scenarios
Removed duplicate entry for Ufa in Russian files in 1773 and 1795 scenarios
Removed duplicate entry for Hormouz in Persian files in 1773 and 1795 scenarios
Removed duplicate policy entry for Prussia in 1795 scenario
Fixed some tooltips on the colonization screen.
Fixed bug allowing rebels to get Napoleonic-era fast sieges in late game even when the country they were rebelling from was not high-tech.

# Game balance
Armies cannot load into moving fleets anymore
Chance of civil wars is now dependent on the difficulty. AI chance for civil wars is inversely dependent on the difficulty
Military maintenance now scales base morale from 0.5 to 1 instead of from 0.75 to 1.
Provinces which have no land connection to the capital now cost less in peace score the longer they have been occupied (down to 50% after 10 years)
If no province next to a rebel-held province is owned, the rebels will try to defect to neighbors of neighboring provinces.
Tweaked the new defection rules to allow defecting across an empty province if all bordering provinces are owned by the same country -- not just if there are no bordering provinces at all.
Conquistadors can now always try to disembark into terra incognita, even if it is owned by someone.
Rebels stuck in unsettled provinces are now disbanded
CoTs cannot appear in provinces not controlled by their owner anymore except if created by event
Cavalry and wind bonuses are now recalculated when a new unit joins the battle
Cavalry bonus is now recalculated every time a new phase begins.
Banning from an alliance no longer uses up a temporary CB.
Rebels can now only assault if the province owner is able to.
Made the CRC permanent CB against all heretics work both directions
Monarchs should now always take precedence over other generals, even if their rank is lower
Revolt calculations are now more correct for the displayed percentages.
Revolt calculations are no longer different for AI countries.

# Miscellaneous
Replaced exotic with pagan for religion in vanilla and AGCEEP provinces.txt
The in-game Menu LOAD button is now disabled if the current game is multiplayer
Reworked the numbering of the screensave files and location folder is now Screenshots
Logs and Screenshots folders are automatically created if missing, including mods
Modified display of the day for default saved game names
Peterthethird cheat should now work for all diplomatic options
Drake, gustavus, cromwell and polo cheats now require an amount as parameter
The "info" cheat now shows the AI's current budget percentages.
Made console a little larger.
The message for a destroyed army or fleet now shows even if it occurred in a battle, not just attrition
Removed the barracks sprite from colonies, since it's useless and sometimes covers up the natives sprite.
Added tooltip on shields for the Cultural map mode
Replaced monthly incomes x 12 with estimated census taxes in the treasury tooltip
Province revolt risk tooltip doesn't display causes with 0 as effect anymore
Reworked Glory breach.bmp image (thanks to Ayeshteni)
Tooltips for revolt risk and officials notifiers now truncate after 10 provinces
The truce-expiring notifier now warns a full year in advance
The revolt risk notifier now also works for controlled provinces.
The delayed morale rollover in the unit screen now shows the correct numbers.
"Country declares independence" is now a goto-type message.
White peace offers will now show information about alliance leaders, like other peace offers already do.
Adjusted the shading scale for province richness in the economic mapmode.
In the ledger, fort levels are no longer shown as decimal values.
In the ledger, all tables will now use the first column (usually the name) as a tiebreaker when sorting.
Alert icons are no longer shown when the ledger is up, since they are not clickable then.
Province size modifier in Db/Map/Provinces.txt should now work with decimal numbers, not just integers
Added warning when a fleet is defined in the scenario files as being in a land province without a port
The parser now mod_debugs the name of each event file it opens.
Dates of owner and controller change are now saved in savegames
Leaders can now appear in their scripted location if there is a friendly army there, even if the province is controlled by enemies (which makes rebel leaders easier to script).
Generals will now always appear in their scripted location if there are troops there, even if there are already other generals present.
Province backgrounds which do not exist should no longer be held in memory and drawn
Made slight optimization to naval pathfinding
Made small optimization to province weather calculations
Made slight optimization to checks for naval unit access
Made a few optimizations, mainly in the month-end process.
Removed some unnecessary loops during month-end calculations.
Changed some internal data structures to make more sense and be much faster (centers of trade and religious restrictions, to be precise).
Made several further optimizations, mainly targeted at mods with large numbers of countries.
Made some optimizations to internal diplomatic checks.
Bumped the top speed up a notch.
Switzerland's Tagsatzung can no longer become emperor
All Dutch explorers now have sensible values (no more 9/0/0 leaders)
Corrected one Korean event
Removed empty leadertable from REB's definition in scenario files to allow for future rebel leaders
Gave England CB shields on Irish and Scottish provs in all applicable scenarios rather than a wimpy CB on the countries themselves
Scotland's claims on the north of England are now claims rather than national provinces
Removed shipyard in Tago from 1492 scenario since the event doesn't fire until 1500
Removed COT in Andalusia from 1492 scenario since the event doesn't fire until 1500
Turned Mascate into a claim instead of a national province in POR_3268
Removed Scottish cores on Ireland in vanilla 1419 scenario

# Text changes
Reworked colony and colonial city levels and reworked HEAD_COL in Addendum
Reworked BAR_TREASURY_D in addendum.csv
Fixed \n in LTLEVEL_LTIW, NTLEVEL_NTIW and TRADELEVEL_TRADEIW of technologies.csv and in INFLEVEL_INFIW of addendum.csv
Fixed RRISK_EVENT in addendum.csv
Added ROL_EMPINFO in Addendum
Fixed BUTTON_0037 in interface.csv
Fixed ENG_1795_S, SPA_1795_S, HAB_1795_C and RUS_1795_S in scenarios.csv
Fixed EVENTHIST164603 and EVENTHIST338055 in events.csv
Corrected the tooltip for the Holy Roman Emperor.
Fixed CITY_Vendée to "Les Sables d'Olonne" in French translation
Fixed COWLAND, COWNAVAL and COWCULTURE in French interface.csv
Fixed diplomacy entries from AWDWLS to AWDWGOODREL in French interface.csv
Fixed MAD_DESC in French countries.csv
Fixed "belligérence" to "belligérance" and length of HPWPOP in the French translation
Corrected French translation of Mainz from Mayance to Mayence.
Corrected French translation of Macedonia from Macédonie to Macédoine.
Corrected French translation of Rumelia from Roumeéie to Roumélie.
Corrected a country and a province entry in French translation
Fixed the name of Prussia (the province) in French translation
Corrected MAI_DESC in French translation
Corrected EVENTHIST3437 in French translation
Corrected EVENTHIST3444 in French translation
Corrected EVENTHIST3304 in French translation
Corrected three strings that were mysteriously misplaced in French translation (ACTIONNAME3846A, DAU, and HSA)

For reference, the 1.1 announcement thread
Not open for further replies.