Pues ya tenemos nuevo informe de Johan.
El hilo es este:
http://forum.paradoxplaza.com/forum/showthread.php?t=353242&page=1&pp=20
Y esto es lo que dice:
Here's a few more things to look at for Inn Nomine. One of the biggest complaint on the EU series have always been that there has never been a need for a navy. Thats something we've been adressing for this expansion.
First of all, we've completely overhauled how the economy works for overseas territories. At overseas territories there is no production income, and hardly no tax income at all. Instead tariffs are collected, based on potential production income and tax value. Then, depending on the size of your fleet and the amount of overseas territories you have, you get a fraction of that tariff value.
Now you might say.. Why bother colonising, I'll just control every single CoT instead. Well, each placed merchant reduces your competition chance, and trade is no longer about placing everything everywhere, but picking which markets you want to be present in.
Now you think you may have figured out how to optimise this, by just building cheap galleys and stick them in safe ports. Well, think again, as we changed how pirates work. There will be alot more pirates, and they are stronger, and will focus on weak positions. A port blockaded will completely eliminate tariffs income, so pirate or enemy fleet presence in a colonial area can cripple income.
In this screenshot, the amount of pirates has caused Spains tariffs to drop to 115 from 146.
As you may notice there, there is a new button on fleets, where you can enable patrolling on ships, which makes it much easier to keep pirate presence down at peace time. At war otoh, you do not want your anti-pirate fleets so exposed to enemy fleets, and a colonial empire will be much harder to defend.
To reduce micromanagement further, and to improve the naval model even further, we've changed when attrition is applied to ships. Now a fleet, in a coastal seazone will not take any attrition, if it is within the supply range of a port controlled by you. Supply range is a fraction of the colonial range, so will increase through the ages.
Of course, you'll always see on tooltips on seazones if they are within range or not from a port for attrition free blockading. In 1399, Spanish ships can't reach that far...
So, naval changes are all fun and the betas are raving about them, but there is more to it than this.. We also revised the naval ideas completely.
Each idea group has 5 ideas that can always be picked, 1 at tech 7, 1 at 30 and one at 53.
The major changes for naval ideas is first of all, the addition of the new idea "Press Gangs", which will half the cost of constructing a new ship. Secondly, Grand Navy is now 100% instead of 33%, which is rather needed, as the base naval force limits have been lowered drastically. Superior Seamanship have been increased in effect, and the Naval Glory is pretty much needed if you want to get prestige from naval battles.
Excellent Shipwrights now require tech 7 to get, and its role is even more powerful with the new naval system. Naval Fighting Instructions require tech 30 now, and gives even more income. The final idea has not been designed yet, but will be the most powerful naval idea.
Since maps are always cool, we'll end with a map over the balkans, where you'll see the current changes to the map down there.
El hilo es este:
http://forum.paradoxplaza.com/forum/showthread.php?t=353242&page=1&pp=20
Y esto es lo que dice:
Here's a few more things to look at for Inn Nomine. One of the biggest complaint on the EU series have always been that there has never been a need for a navy. Thats something we've been adressing for this expansion.
First of all, we've completely overhauled how the economy works for overseas territories. At overseas territories there is no production income, and hardly no tax income at all. Instead tariffs are collected, based on potential production income and tax value. Then, depending on the size of your fleet and the amount of overseas territories you have, you get a fraction of that tariff value.
Now you might say.. Why bother colonising, I'll just control every single CoT instead. Well, each placed merchant reduces your competition chance, and trade is no longer about placing everything everywhere, but picking which markets you want to be present in.
Now you think you may have figured out how to optimise this, by just building cheap galleys and stick them in safe ports. Well, think again, as we changed how pirates work. There will be alot more pirates, and they are stronger, and will focus on weak positions. A port blockaded will completely eliminate tariffs income, so pirate or enemy fleet presence in a colonial area can cripple income.
In this screenshot, the amount of pirates has caused Spains tariffs to drop to 115 from 146.
As you may notice there, there is a new button on fleets, where you can enable patrolling on ships, which makes it much easier to keep pirate presence down at peace time. At war otoh, you do not want your anti-pirate fleets so exposed to enemy fleets, and a colonial empire will be much harder to defend.
To reduce micromanagement further, and to improve the naval model even further, we've changed when attrition is applied to ships. Now a fleet, in a coastal seazone will not take any attrition, if it is within the supply range of a port controlled by you. Supply range is a fraction of the colonial range, so will increase through the ages.
Of course, you'll always see on tooltips on seazones if they are within range or not from a port for attrition free blockading. In 1399, Spanish ships can't reach that far...
So, naval changes are all fun and the betas are raving about them, but there is more to it than this.. We also revised the naval ideas completely.
Each idea group has 5 ideas that can always be picked, 1 at tech 7, 1 at 30 and one at 53.
The major changes for naval ideas is first of all, the addition of the new idea "Press Gangs", which will half the cost of constructing a new ship. Secondly, Grand Navy is now 100% instead of 33%, which is rather needed, as the base naval force limits have been lowered drastically. Superior Seamanship have been increased in effect, and the Naval Glory is pretty much needed if you want to get prestige from naval battles.
Excellent Shipwrights now require tech 7 to get, and its role is even more powerful with the new naval system. Naval Fighting Instructions require tech 30 now, and gives even more income. The final idea has not been designed yet, but will be the most powerful naval idea.
Code:
naval_ideas = {
press_gangs = {
global_ship_cost = -0.5
}
grand_navy = {
naval_forcelimit_modifier = 1.0
}
sea_hawks = {
navy_tradition = 0.01
}
superior_seamanship = {
naval_morale = 1.0
}
naval_glory = {
prestige_from_naval = 1.00 #100% extra prestige from naval battles
}
excellent_shipwrights = {
trigger = {
naval_tech = 7
}
leader_naval_manuever = 2
}
naval_fighting_instruction = {
trigger = {
naval_tech = 30
}
blockade_efficiency = 0.5
}
}
Since maps are always cool, we'll end with a map over the balkans, where you'll see the current changes to the map down there.