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Rain Envy

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This was an excellent look into what was going on. I love everything. I just have one question that I hope someone can answer. Whenever Estates rebel against their government I saw that there was a disaster, however is there any potential for a civil war to take place? I'm talking about something like when York and Lancaster fights in the War of the Roses, land that belongs to York shows up as well as Lancaster. I think it would be interesting to see a rebel estate form their own temporary rebel nation that you have to fight against based on their territory control instead of Pop up Rebels.
 
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blackchoas

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Can anyone summarize the new stuff for those of us who won't be able to see the video any time soon?
i assume you mean other than the stuff already shown in the dev diaries? I didn't catch the whole stream, but the main thing I noticed was the upgraded Espionage, with a new ability to generate monarch points via spying, they showed off new diplomacy buttons, there were some icons related to native policy we saw but weren't explained and the Hansa is apparently gone now, (thank god I hated that having that country name on the map)

They also explained more in depth about estates and hordes and we saw some numbers but I'm not gonna go into full detail on all of that since most of it is specifics which may change anyway
 
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Golladan

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Can anyone summarize the new stuff for those of us who won't be able to see the video any time soon?
I'm rewatching and dissecting. But I'm sure one will pop up before I'm done. Probably on Reddit.
 

matk

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To summarize:
- Teased new diplomacy screen (3 additional actions, unknown actions) above the declare war button.
- Random new word is great, as per dev diary: each 'tile' has a defined scenario, which is internally logical. I.e. fantasy tile with an advanced single empire, a dense grouping of Intl states, a sparser group of totemist tribes (with space to migrate), etc. Provinces/regions/nodes/etc. will have generated names (e.g. Chugwater...) rather than the names from the RL new world. You can turn off fantasy setting for RNW. Trade nodes are dynamic in the sense that their connections will not be the same in each generated new world - direction is always fixed in a specific world.
- Provinces outside of your home region and not connected to your capital will get a regional or continental name (Portuguese Maghreb if they take Morocco, or Portuguese Africa if they get many of the regions within the continent)
- Hordes: as per dev diary, you can raze provinces and return for no prestige loss ("burn and return").
- Tengri: syncretic faith gives bonuses as per dev diary.
- Estates: as described in dev diary. There is an estate map mode that shows which provinces you have given to each estate. Estate give different bonuses (or maluses) depending on their influence and loyalty. Different gov types require different amounts of development given to each estate. Nations have a basic set of estates plus some possible other ones (e.g. cossacks for eastern). When an estate gets too powerful (influence over 80%), a disaster ticks up that gives a bad event (e.g. nobles too powerful means you could turn into a Noble Republic with bad modifier). Etc. There are interactions with each estate (in progress, not all complete) that give trade-offs (good things for bad things or risks).
- Hansa is broken up into Lubeck, Hamburg, and Bremen tags: exact details not given. They danced around that one and teased the heck out of it. :)
- Bavaria is blue.
- Cultures: can convert cultures to either your primary culture or an adjacent culture in your nation. Converting to a culture that is adjacent (primary or not) gives a discount (-25%). As described in dev diary.
- Espionage: you can use a new action to increase the liberty desire of a subject. You can use a new action to study technology of a more advanced nation (which gives + monthly monarch points).

I think that's most of it...
 
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Te. Kenzo

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A country can gain "foreign" estates conquering other territories? I Will continue to have Cossacks even if I'm without steppe terrains? What they want? Burghers are upset if the developed provinces of the country are full of nobles and not for they?
 

Te. Kenzo

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A country can gain "foreign" estates conquering other territories? I Will continue to have Cossacks even if I'm without steppe terrains? What they want? Burghers are upset if the developed provinces of the country are full of nobles and not for they?
 

Metz

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Are there any new provinces?

Also, so The Hansa has been split up. Does that mean The Hansa is now a trade league where nations can be invited to be part of?
 

Metz

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Is one of the new diplomatic options the ability to get a country to start thinking badly about another country so that they stop being friends?
 

Golladan

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@matk beat me to it, but here it is with a bit more detail and screenshots.

Please forgive the quality of the screenshots (even at highest quality the stuff still didn't look good).

Remember all this is still subject to change.

-RNW generated while still in lobby. Can see result before loading game.
-Province names in RNW are taken from a special list. I believe country names too. No old New World names.
-Native policies. Unexplained. But must choose one before being able to colonize.
-Area stuff from dev diary. Area, region, subcontinent, continent.
-Regions used to create scenarios in RNW. Moddable. For example, in one region the game can generate the Crimson Empire with High American tech. In another region the game will put a cluster of Inti nations. In another region the game will place the totemist migratory tribes. Replacing the current system where the game tries to put the existing countries from the old New World in the RNW.
-Trade nodes in RNW are also randomized. There is a small chance that none of them end up directly feeding Europe.
-New map mode interface.
-Colonial regions based on regions
-New icon will appear on a province where a battle will take place. So you no longer need to mouse over armies to see if they'll arrive in the province before the other army leaves. Says who is fighting and when.
-Horde mechanics. See dev diary.
-Hordes only have one Estate: Tribes. Gives local manpower to the province (plus minium autonomy) and manpower recovery speed to the state at neutral loyalty. Also gives unrest reduction to the province and cavalry cost reduction to the state when high loyalty.
-Syncretic faith for Tengri. See dev diary.
-Estates map mode to see which have land in your country
-In Lithuania, nobles give local manpower (and local defensiveness if high loyalty) and global land forcelimit (and global land maintenance reduction if high loyalty), clergy local unrest reduction (and conversion chance if high loyalty) and global tax modifier, burghers local trade power and global trade efficiency, cossacks give local attrition for enemies (and recruitment time if high loyalty) and global cavalry combat ability (and cavalry cost if high loyalty).
-Cossack estate for Eastern tech with Steppes land. It is kept if westernized (changed since dev diary)
-Some interactions for Burghers: Ask for Contributions, Demand Diplomatic Support
-Some interactions for Nobility: Call Diet, Grant Generalship, Demand Military Support
-Call Diet asks nobility how you should run your country. They give an idea. If you agree, you make them happy. If you disagree, you make them unhappy. Grant Generalship gives you a general at the cost of increasing nobility's influence.
-Noble Coup disaster if Nobility influence gets above 80%. Turns you into a Noble Republic, which is supposedly a very bad government now. To end you need to switch out of a Noble Republic. New decision for that that requires taking power away from the Nobility.
-All states have a disaster if they get too powerful. Effect is different. Cossacks break away, for example.
-Culture stuff. See dev diary.
-Hansa split into Lubeck, Hamburg, Bremen. Possible mechanics for them?
-Blue Bavaria
-Buffed Denmark
-Espionage: May Study Technology action - send diplomat to more advanced tech nation. For each category they are more advanced you get 1 monarch point per month in that category. And May Agitate for Liberty - send diplomat to subject to increase liberty desire over time (to a point)

Diplomacy window. Notice the 3 buttons, plus 2 new icons/numbers (one might be score?)
HtnZpGu.jpg


Estates interface in province view
ABcCCXM.jpg


Mysterious plus sign button in army interface
mSp3Dnw.jpg


Noble coup disaster, plus Native Policies on the right
qE5XOj6.jpg


I noticed that all provinces that were selected and owned by Lithuania or Sweden had this icon in the province view where provice modifiers appear. New icon for trading by merchant republics?
YMKpKbg.png


ETA: Forgot to mention. There is also a new button on the top right between the speed buttons and overview button.
 
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Korashy

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i assume you mean other than the stuff already shown in the dev diaries? I didn't catch the whole stream, but the main thing I noticed was the upgraded Espionage, with a new ability to generate monarch points via spying, they showed off new diplomacy buttons, there were some icons related to native policy we saw but weren't explained and the Hansa is apparently gone now, (thank god I hated that having that country name on the map)

They also explained more in depth about estates and hordes and we saw some numbers but I'm not gonna go into full detail on all of that since most of it is specifics which may change anyway

Wait, but who will own all the north german clay now?!
 

josh127

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@Golladan thanks for the detailed explanation. Are you sure you didn't want to stick to the explanation you gave me earlier in the thread though? I found it rather funny (even funnier when I found out that they actually didn't explain what the buttons were).