The (unofficial) Patch 1.4 / Conquest of Paradise changelog

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General Baker

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All,

As with my two previous threads for patches 1.2 and 1.3, I'll try to compile and maintain a list of changes planned for both patch 1.4 and the Conquest of Paradise DLC, scheduled for release on the 14th of January 2014. Please feel free to post updates and information I've missed out, and I'll do my best to update the OP


NB: this is not the full, or official, changelog; just what we've heard from the devs so far


Patch release date? 14 JANUARY 2014 [Ref]
Will 1.4/CoP break old saves? UNKNOWN


Conquest of Paradise Features
These are features planned for availability to DLC owners only.
  • New World random terrain generator [Ref]
    • OPTIONAL
    • 1444 starts only
    • Not compatible with CK2-converted saves
    • Randomly generates terrain in a rectangle encompassing North & South America & Greenland
    • Uses real-world province names
    • Uses real-world native nations [Ref]
    • Province number is not constant
    • Trade network will not be randomly generated; trade nodes will shift, but overall network remains the same
  • Native Americans unique features [Ref] [Ref]
    • "Native advancements"; additional government-specific hybrid tech/idea system, grouped by Monarch Power and paid for with power points, much cheaper
    • Diplomatic federations
    • Smoke Ceremonies; diplomatic option for increasing relations
    • Tribal Adoptions; increases army size
    • Migration function for OPMs to move to a new province, destroying existing infrastructure; "migration tradition" for cheaper building costs
    • New events, decisions, ideas etc.
    • Unique building set, cheaper
    • Natives interface window to manage much of the above
  • Colonial Nations (New World only) [Ref][Ref]
    • Colonial Nations can only ally with native states [Ref]
    • Colonial Nations cannot declare war on normal countries; if attacked by them, overlord called in [Ref]
    • (Colonial nations?) colonial growth "severely nerfed" [Ref]
    • Give 50% of their trade power to their overlord [Ref]
    • Playable [Ref]
    • New World divided into 'colonial regions'
    • Once country gains 5 provinces in a colonial region, those provinces in that region becomes a country of it's own; a dependency of yours (like a vassal or lesser PU state)
    • As new provinces colonised, they are added to the colonial nation
    • Have their own unique national ideas [Ref]
    • They can colonise on their own [Ref]
    • Can enact decisions to form countries like the USA/Brazil etc. [Ref]
    • Dynamic flag generation: [ half your flag + half colonial region's colour ] [Ref]
    • Dynamic country name generation: based on culture/nation/colonial region (see this post for potential colonial nation names)
    • Flag and name remains the same after independence, unless they form a country like the US. [Ref]
    • Colonial Government is roughly equivalent to Republic, with cultural/religion-speicifc ruler titles (e.g. Castilian governor = Viceroy) [Ref]
    • Can declare war & colonise - colonial wars will not automatically draw in their overlords;
    • Colonies cannot fight each other if they belong to the same overlord [Ref]
    • Liberty desire - tariff for how much money given to overlord; tariff increases liberty desire; can result in colonial independence war [Ref]
    • Colonial nations can spread beyond their colonial region [Ref]
    • Cannot be 'conquered' and integrated into your country proper. [Ref]

1.4 Features
These are features planned for playability by all game owners, regardless of DLC ownership. [Ref - last paragraph]
  • Spectator mode, allows you to switch to observe any MP country
  • Western Europe trade node
  • Trade winds (ooh)
  • New map modes, including:
    • Winter mapmode (snow based attrition display)
    • Climate mapmode (may not be in the final patch)
    • Trade goods mapmode (colours region by trade good)
    • Federations mapmode (New World only)
    • Colonial Regions mapmode [Ref]
  • (Some?) AI rulers now seem to have a 'personality' like "Administrator" [Ref]
  • Tick box on your armies unit panel, to allow/disallow allies/vassals to attach to it http://i.imgur.com/6OUuRSH.png[Ref [Ref]
  • New westernisation system? [Ref]
  • "More than 20" new native american nations [Ref]
  • Oregon trail & other western areas of North America have new provinces, less wasteland [Ref]
  • "Much more"...

1.4 Tweaks
  • A terrain landscape image now appears to show in the province interface. [Ref]
  • Tariff is now defined as tax -75% [Ref]
  • Minimap sea is now displayed in very light blue [Ref]
  • Score per month increases towards the end of the game, and countries being defeated in a war accumulate no score at those times. [Ref]
  • Minimap to now omit terra icongita; you will only see what you have knowledge of
  • You will no longer get increase AE from actions just because you are a bigger country. [Ref]
  • All impact on AE from war & peace now scale, there are no fixed values there anymore. [Ref]
  • Achievements [Ref]
    • World Conqueror & Three Mountains: You need to have the entire world under your control.. All countries should either be conquered or a subject of you. Subjects = Vassal, Colony, Lesser Union or Protectorate.
    • Jihad now 'only' requires owning 500 cities, and having 100% religious unity.

1.4 Bugfixes

1.4/CoP Modding support
  • Added custom_trigger_tooltip [Ref]
  • Added has_new_dynasty = yes/no trigger [Ref]
  • Added multiply_variable, divide_variable, set_variable and change_variable, can now take another variable (but only from the same scope) instead of a value. [Ref]
  • 5 Province number for colonial nation breakaway MIGHT be added to defines [Ref]
  • Modders can NOT use dynamic country tag generation - it is only available to the engine. [Ref]


Cheers,
JB
 
Last edited:

General Baker

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I thought Colonial nations were part of the expansion?
Nope.
DLCs and Free stuff
Naturally, we at Paradox Development Studio are continuing the model used in Crusader Kings II. So in addition to the expansion, we are working on lots of completely free gameplay features (in addition to bug fixes, of course).
Even if you don’t buy the expansion, you will get completely new map modes, more playable nations, colonial nations and much more. Also, don’t worry about MP: just like in Crusader Kings II, if the host has the expansion – everyone in the MP session can use the gameplay features of Conquest of Paradise.
 

Vishaing

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In order to preserve the Checksum for everyone, all of the features are in the code of the patch, the DLC just determines what you can actually play as. But the DLCs can't really restrict access to the new Colonial Nations system because that would pretty much kill a ton of the gameplay for France, Spain, Portugal, and England. As those are some of the major powers, restricting their gameplay just because you haven't bought the DLC would be a bad move.
 

General Baker

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"I thought Colonial nations were part of the expansion?"
"Nope."

This is probably the most depressing thing I've heard from Paradox yet. Truly awful mandatory change.
I have to say there is a part of me that agrees with you; I almost wish it could be a toggleable feature, however an interesting one it is
 

TheBloke

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"I thought Colonial nations were part of the expansion?"
"Nope."

This is probably the most depressing thing I've heard from Paradox yet. Truly awful mandatory change.

I have to say there is a part of me that agrees with you; I almost wish it could be a toggleable feature, however an interesting one it is

It only applies to Americas, at least for now. Africa, Asia, Australasia retain the original colonial mechanics.

What I'm currently not understanding is why the change - and this is something for you to add, Baker - also means that Americas colonies generate no income at all, until they breakaway.

That would have allow a hybrid of mechanics in the new world, if the player desired; e.g. by creating only four provinces in a given region so that they didn't break away and the player maintained control. But there's no point doing that as it stands, because you'll just be painting the map with colonies that do nothing whatsoever for you. (Gars said they don't create income - so seems likely they don't generate even trade power.)
 

Nyrael

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"I thought Colonial nations were part of the expansion?"
"Nope."

This is probably the most depressing thing I've heard from Paradox yet. Truly awful mandatory change.

It is ridiculous from technical perspective because they would practically have to balance each new feature twice: one from those with CoP and one for those without.

That would have allow a hybrid of mechanics in the new world, if the player desired; e.g. by creating only four provinces in a given region so that they didn't break away and the player maintained control. But there's no point doing that as it stands, because you'll just be painting the map with colonies that do nothing whatsoever for you. (Gars said they don't create income - so seems likely they don't generate even trade power.)

I am pretty sure he just meant (direct) Tax by that. In real life, the colonies DID tended to have their own administration and a degree of autonomy, not to mention that the old system made it practically impossible to have a proper colonial revolt. After four games, it was about time that American colonies got a revamp.
 

TheBloke

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I am pretty sure he just meant (direct) Tax by that. In real life, the colonies DID tended to have their own administration and a degree of autonomy, not to mention that the old system made it practically impossible to have a proper colonial revolt. After four games, it was about time that American colonies got a revamp.

Well at the least I'm sure he meant direct tax and tariffs. So all's that left is trade power and trade value - but trade value is production, which is tariffs, so I'm not expecting that either.

Anyway we'll have to see. But the whole point of my post to him was "Please let us mod when/if break aways happen, so that we can add increasing risk/reward to maintaining control of the colonies ourselves." To which he replied "There's no point, you won't get any income from them."

So I'm thinking he means that literally, and Americas provinces will generate returns only when broken away as a colonial vassal.
 

unmerged(798670)

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It is ridiculous from technical perspective because they would practically have to balance each new feature twice: one from those with CoP and one for those without.

~90% of the world uses not_CoP rules, I hope the game's new features are balanced in a way that could live without them, and frankly I wouldn't care if the game was imbalanced by clicking the "turn off CoP" button as long as it can be disabled.
 

TheBloke

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Well.. sounds like "new more fun westernisation system for 1.4" ? :) If you mean what that might actually entail.. I think it's going to be pure speculation at this stage. My personal hope would be that they re-use the new Tribal screen they have for the native americans. That would seem logical. Add that screen to all non-western nations, and have some kind of tech progression which at the end makes you Western. So you're spending monarch points on receiving increasing levels of tech, and Westernisation is kind of like the "completed Idea group" bonus.

So to become westernised you have to forego tech levels and other ideas, but you do get some kind of tech increases along the way; whatever those native levels are expected to give you, but presumably somewhat different for eastern/african/etc nations.

But as I say.. pure speculation. Might not be nearly as complex as that.
 

Sn3ipen

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Well.. sounds like "new more fun westernisation system for 1.4" ? :) If you mean what that might actually entail.. I think it's going to be pure speculation at this stage. My personal hope would be that they re-use the new Tribal screen they have for the native americans. That would seem logical. Add that screen to all non-western nations, and have some kind of tech progression which at the end makes you Western. So you're spending monarch points on receiving increasing levels of tech, and Westernisation is kind of like the "completed Idea group" bonus.

So to become westernised you have to forego tech levels and other ideas, but you do get some kind of tech increases along the way; whatever those native levels are expected to give you, but presumably somewhat different for eastern/african/etc nations.

But as I say.. pure speculation. Might not be nearly as complex as that.

Johan's meaning of the word fun is most likely even more nasty events and larger uprisings. :p
 

Comes Imperii

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"I thought Colonial nations were part of the expansion?"
"Nope."

This is probably the most depressing thing I've heard from Paradox yet. Truly awful mandatory change.

I am pleased to tell you that's not the case. Colonial nations are part of the expansion. It's clearly stated here:

Colonial nations
As you probably already know, one of the main features (besides the Native American gameplay and the random new world) in the Conquest of Paradise expansion is the addition of semi-independent Colonial Nations.
 

General Baker

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I am pleased to tell you that's not the case. Colonial nations are part of the expansion. It's clearly stated here:
I think some official clarification is needed then, as we've heard directly conflicting information.
 

TheBloke

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Yeah this could be ambiguous. Devs think of CoP and 1.4 as basically the same thing, because it is in terms of their coding.

So we, unfortunately, cannot read too much into statements like this.

Baker, can you link to the statement(s) that conflict what Comes posted, indicating the colonial nations are available without DLC?