The (unofficial) Patch 1.4 / Conquest of Paradise changelog

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Evil4Zerggin

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Excellent thread as always. Thanks for your work.

As for CoP itself: Most of the news seems great. I'm particularly eager to see the new Westernization mechanics, given that it is a major, potentially dramatic, and necessary event for most possible choices for player-controlled nations. One thing I'm worried about, though, is colonization incentives. Everything I've read so far seems to indicate that the rewards for colonizing the New World are being heavily nerfed---no production income, only half trade power, less control over colonial nations, and so forth. While the current New World land grab may be a bit too encouraged at the moment, I'm wary of things swinging too far in the opposite direction. It would seem to be a shame if the optimal colonization strategy turns out to be to ignore the New World completely.
 

Darkath

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From what i understand it's the opposite : you get better rewards in the colonization process, the trade off being less control, and eventually having to fight to keep your colonies under control.
 

General Baker

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OP updated with info from today's Twitch stream.

I'll start highlighting things in yellow from the previous 24hrs or so.
 

TheBloke

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Nice, thanks. I missed the stream. Those mapmodes sound very nice!

What are Trade Winds?? :)

Just to mention again re:

Tariff is now defined as tax -75% [Ref]

This doesn't mean that tariffs will be relative to tax.

The reference is:

The old tariff income is gone.. So its tax at -75% or so..

This was in the context of Johan replying to my question of whether pre-breakaway colonies would provide any income at all. His response therefore reads as: "Tariffs for pre-breakaway colonies are gone. From those pre-breakaway colonies, you will only get tax income, which is Base Tax minus 75% [because it's distant overseas] "

So CoP pre-breakaway colonies differ from 1.3 colonies in that they provide no tariff income. They just provide tax income which, like now, is heavily malused by Distant Overseas.

Therefore, one gets (much) less income from pre-breakaway colonies than one currently does from Colonies. And so there's less point attempting to game the colony breakaway system to avoid the new colonial nations forming by never creating more than 4 colonies in a given Colonal Region.

What Johan did not spell out is whether pre-breakway colonies will continue to provide Trade Power, as normal Colonies do now. The strong implication is that they will not provide Trade Power, and therefore they only provide Tax (maluses by Distant Overseas.)

Colonial Nations, once formed from pre-breakaway colonies, provide tariff income to their overlords, and Trade Power. It therefore seems likely that they have removed both tariffs and Trade Power from pre-breakaway colonies in the New World.

This strongly incentivises the player to build enough colonies (5) in a region to allow a Colonial Nation to break away, and thus start providing Tariffs and Trade Power (at 50%).
 

Evil4Zerggin

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Nice, thanks. I missed the stream.

I think you can still view it here: http://www.twitch.tv/paradoxinteractive/b/488130720

This strongly incentivises the player to build enough colonies (5) in a region to allow a Colonial Nation to break away, and thus start providing Tariffs and Trade Power (at 50%).

Ah, I missed this part---so Tariffs were only axed for pre-national colonies. That's a lot better.

Edit:

Timeline (h:mm:ss):

0:10:58: Introduction.
0:12:13: Gameplay start. Describing Spectator Mode.
0:15:15: The global situation.
0:16:55: The players.
0:22:58: Massive coalition war against Austria.
0:30:49: Religion situation.
0:32:40: Colonial regions.
0:37:26: New North American provinces.
0:40:57: End of the war against Austria.
0:48:47: The Hansa/Groogy on the couch.
0:50:34: France/Wiz.
0:56:20: Western Europe (North Atlantic) trade node.
0:58:54: New mapmodes.
1:02:00: Morocco/Johan.
1:35:35: Venice/Besuchov.
 
Last edited:

TheBloke

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Oh thanks!


Ah, I missed this part---so Tariffs were only axed for pre-national colonies. That's a lot better.

Indeed - so there shouldn't be any changes at all to Tariffs anywhere outside the New World. In the New World, you get no tariffs from Coloniues until your Colonial Nation forms, then it's 50% (unknown if that 50% can be modified in some way.)

And given that it's confirmed that Colonial Nations are specific to CoP, if one plays without the DLC loaded, we can presume that Tariffs are completely unchanged throughout the whole world; New World included.
 

unmerged(780209)

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~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.

Absolutely. From the sound of things, I don't want CoP! I have no interest in the imaginary map generator, and the rest is fluff. My feeling is that while it generates "replayability", unless you're going to have the entire world randomly generated, what's the point?
 

unmerged(780209)

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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 [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/...=#post16519168

On the other hand, these are some seriously good changes! ;)

Trade winds? It's about time!

Trade goods mapmode color coded by goods produced? Yes, please!

Un-nerfing tariff at -75% tax base? Yup.
 

TheBloke

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Un-nerfing tariff at -75% tax base? Yup.

This part is wrong. See my first post on this page. CoP New World colonies won't give tariffs at all, until they break away into Colonial nations at which point the colonial nation will pay 50% tariff to overlord. There's no suggestion that the tariffs taken by the colonial nation will be changed from now.
 
Last edited:

mcmanusaur

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Not sure if you got this already, but Johan read off some of the 1.4 changelog in the stream earlier today. He gets into it at about 11:50 in this video, and among the various things he mentions (most of which I'd like to think are 1.4 and not CoP) are:
New Native American idea groups
Ability to abandon colonies
Map changes and new tags in East Africa
New religion- Totemist
New subject nation type- Protectorates
Overhaul of westernization
Optional succession wars
New trade nodes and trade goods
Changes to climate (including new map modes)

Quite exciting!
 

Silmarion

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Not sure if you got this already, but Johan read off some of the 1.4 changelog in the stream earlier today. He gets into it at about 11:50 in this video, and among the various things he mentions (most of which I'd like to think are 1.4 and not CoP) are:
New Native American idea groups
Ability to abandon colonies
Map changes and new tags in East Africa
New religion- Totemist
New subject nation type- Protectorates
Overhaul of westernization
Optional succession wars
New trade nodes and trade goods
Changes to climate (including new map modes)

Quite exciting!
That all sounds most lovely, especially the changed westernization (It should be hard, but also fun. Right now it isn't either, really) and the ability to opt out of succession war.
 

white army

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Not sure if you got this already, but Johan read off some of the 1.4 changelog in the stream earlier today. He gets into it at about 11:50 in this video, and among the various things he mentions (most of which I'd like to think are 1.4 and not CoP) are:
New Native American idea groups
Ability to abandon colonies
Map changes and new tags in East Africa
New religion- Totemist
New subject nation type- Protectorates
Overhaul of westernization
Optional succession wars
New trade nodes and trade goods
Changes to climate (including new map modes)

Quite exciting!

You forgot to mention the new loading screen personality!!! (Johan said it's a North American one)
 

Tikinaattori

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Hmmm, I'm not so sure about incoming changes. My main concern is money, and how it really moves between mother nation and colonial nation. Like do I need to place merchants in every trade center in the new world to steer trade, or my colonial nation automatically collects everything and I get nothing? I mean, with such a low number of merchants we have, I find it impossible to have enough merchants to compete against my own colonial nations to get my trade share. What are tariffs really presenting in the next DLC, a certain percentage of my colonial nations all income, or just part of their taxes/trade or what? If I get 50% of their trade income automatically, and tariffs are percentage of their production, gold and tax income, then it seems ok to me, but otherwise Americas seems really unprofitable business, and Africa/Asia is much more lucrative way to fill you coffers.

Also how about manpower and naval limits? Do I still need high naval limits to collect tariffs, but my new world colonies do not provide any naval limits? Do those new world colonies really give you anything except useless overseas AI ally?
 

hwoosh

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Hmmm, I'm not so sure about incoming changes. My main concern is money, and how it really moves between mother nation and colonial nation. Like do I need to place merchants in every trade center in the new world to steer trade, or my colonial nation automatically collects everything and I get nothing? I mean, with such a low number of merchants we have, I find it impossible to have enough merchants to compete against my own colonial nations to get my trade share. What are tariffs really presenting in the next DLC, a certain percentage of my colonial nations all income, or just part of their taxes/trade or what? If I get 50% of their trade income automatically, and tariffs are percentage of their production, gold and tax income, then it seems ok to me, but otherwise Americas seems really unprofitable business, and Africa/Asia is much more lucrative way to fill you coffers.

Also how about manpower and naval limits? Do I still need high naval limits to collect tariffs, but my new world colonies do not provide any naval limits? Do those new world colonies really give you anything except useless overseas AI ally?

Literally all of your concerns have been answered by Besuchov in the dev diaries and Johan in the 1.4 sneak peeks. Read before you post