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
Cheers,
JB
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
- Modding: define_heir and define_ruler set person's age - fixed [Ref]
- http://forum.paradoxplaza.com/forum...ndy-Broken&p=16519168&highlight=#post16519168
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
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