- Ships now engage in a priority order from heavy, galley, light to transport, up to a maximum of the engagement width (for which heavies count as 3 rather than 1).
New ship meta incoming! Definitely sounds like a good change to me. Hopefully the total engagement width will increase somewhat to account for the increased width of heavies, otherwise anyone with 10 heavies and a good admiral will be able to defeat the full Spanish Armada.
Espionage
Basically, being able to defend against spy activities is now possible, even if stopping them entirely might be impossible.
- Reworked foreign spy detection & counter espionage. Counter espionage have less impact on discovery, but both now impact the spy network buildup of the target in your nation.
And many tears have been shed over this ….
- Reduced unrest and Republican Tradition impact from Sowing discontent spy action
No more micromanagement and extra hassle! Rejoice!
- Spy network bonuses will now apply to the target's subjects.
As far as I can see, this doesn't stop the absurdity of an OPM inflicting a full-strength Sow Discontent or Corrupt Officials on a great power, dealing just as much damage as if a fellow great power had comprehensively infiltrated your country. Trying to protect yourself with Counterespionage is like trying to protect yourself from insect bites by swatting them with your hands - it can work if the insects are few and large, but not against a swarm of midges...
If some of these 'global effect' spy powers retained their severe impacts (or even more severe than they are now), but only GPs could use them, it would make for more engaging power politics and make Counterespionage against specific countries more relevant.
But this makes it so you can’t cripple your colonial nations..
- Colonial nations only lose half the money the overlord is getting in tariffs.
You can't really cripple them anyway, given that they stop paying once they go disloyal.
Forts
Building forts is now a strategic decision. Where can you stop your enemies the best?
- If you are enter battle while in an enemy province with a fort, you will be treated as the attacker in battle and incur that province's terrain penalties.
Does this include river/strait crossing penalties, and if so, how?
With the new technology changes, this just makes sense. However, you can not have trade-companies on the same continent as your capital.
- Trade Companies is now open to all technology groups.
Removing the tech group restriction is indeed logical. But aside from Westernisation, it sounds like we're back to how things were pre-1.16: if you're building a global trade empire, being Asian is a clear disadvantage. Actually, as an Asian you've got even more incentive to leave Asia than you did pre-1.16, because once you do, you can optimise the mix of trade companies and states in Asia to get the best of both worlds. So for instance, when playing as an Indonesian state, it's highly advantageous to engineer an early capital move to New Guinea...
Seriously though, the continental restriction seems unnecessary to me now that we have the states/territories system.
- You can no longer move capital to a continent that has less than a third of your total provinces, unless your capital is the last province you own on its continent.
A third as in number of provinces, or a third by development? This could make a big difference for situations where players want to move capital between Eurasia and the other continents (since Europe and Asia have much higher development per province than the other continents).
- 2