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  1. ################
  2. # Version 2.02 #
  3. ################
  4. ##New Features
  5.  
  6. New map projection.
  7. Reworked regions.
  8. Remade West Africa, with new provinces, tags, setup, flags, cultures and terrain.
  9. Adds a few trading ports in the Kongo and South Africa trade nodes.
  10. Adds the Drakensberg wasteland.
  11. Rework of the Vienam map.
  12. Make it so that the size of the province effects its CE.
  13. Make it so that a winning country can get war dynamism on all war participants.
  14. Provinces with unaccepted culture will now assimilate into neighbouring accepting cultures.
  15. Culture union cultures will now be considered accepted cultures by Culture Conversion mechanic.
  16. Added a new subject type, Close tributary state (better name suggestions are welcome), which is protected by Overlord in defensive wars.
  17. Cultural conversion progress is now visible in province's population data.
  18. Population growth is now applied throughout the year, every 4 months.
  19. Overhaul of the seas and oceans.
  20. Overhaul food profitability system so as to implement a supply and demand system. Cities will buy the cheapest food while farmers will sell to most profitable buyer.
  21. Add food profitability related informations in province interaction tab.
  22. Change farm efficiency calculation. Farm efficiency = 120 / (1 + e^(-0.05*farm_efficiency_ducat_ticker*FE_rank/(12*rural_population))) - 60, where farm_efficiency_ducat_ticker is the amount of ducats invested into farm efficiency and FE_rank the province's aptitude for food production.
  23. Changed how Great Predators make peace. Certain conditions must be met before they're willing to come out to a peace table, but they're no longer such a pain in the ass when they're losing.
  24. Implement the concept of 'chunk' in Great Predator AI. Every prey will be consisted of 1 or more chunks, where chunks are aggregation of same owner provinces that are interconnected on land. Among those chunks, the prey will select the chunk with a highest value and set its value to be equal to that chunk. No matter how many chunks one country has, only the one with the best value will be used in AI calculation. This addition is to solve the issue with far away countries taking a small chunk of land in gps vicinity which then halts gps expansion into that area because the mainland of the country holding is so far away.
  25. GN initialization now considers distance to the capital and other factors to improve distribution.
  26. Prevent blockaded ports from being used in CE calculation.
  27. CE can now traverse through subjects and overlords (tributary not included).
  28. Some other Silk road modifiers in the western end of the silk road, and natural harbour in Canarias.
  29. New burgher privilege 'Monopoly on Armaments' that decreases land moral and discipline because capitalism.
  30. Make level 0 civilian ports to receive a runner from a proper port in same sea zone, albeit very inefficiently.
  31. A multitude of provincial effects have been moved from fixed modifier based thresholds to a binary system, allowing 1:1 matching of their POP real values.
  32. Reworked many tooltips to have consistent ordering and more aesthetic variable display.
  33. More Empire of the Romans/Roman Empire flavor, including more decisions, multiple new CB's, reworked privileges and a more fitting starting idea.
  34. New CB for Turkish beyliks, Anatolian Supremacy. 75% AE, 75% Cost.
  35. Province's trade income is now derived directly and soley from state's trade income. Every province's trade income summed should be one third of state's trade income, and country trade income can be as low as 30% depending on the local autonomy in trade provinces, with rest going to the estates.
  36. Reworked farm estates and plantations into a single building set, Rural Infrastructure. No longer acts as a gate to food export, instead effecting food profitability.
  37.  
  38. ##Estates
  39.  
  40. New system for estate loyalty change. Whenever there's a change in some estate's income or influence, that estate's loyalty will change accordingly.
  41. Estate taxation system. Estates will pay tax in wealth and manpower according to their loyalty and influence.
  42. Reworked estate privileges. Now, it is directly integrated to estate's income and influence.
  43.  
  44. ##Tribes
  45.  
  46. Tribal estate (beta) implemented, with a unique set of mechanics and special interaction with POP mechanics.
  47. Tribal Levies aren't based on annual income, instead they are based on their total treasury. Rich tribal estates will use their wealth to fund a larger tribal host.
  48. When tribal levies are called, they expect their expense of calling the host back as loot. Loyalty gains are based off whether their loot share matches this amount.
  49. Settled nations call levies based on their loyalty, with a directly proportionate amount given in response.
  50. Tribal settlement is tracked through three variables, Tribal Population, Settlement Gravity and Settlement Progress.
  51. Settlement Gravity is calculated every year through an extensive calc, using a wide range of environmental and provincial factors.
  52. Tribal Population is measured via a 1-100 percentage, changed either yearly by Settlement Gravity, or directly through province damage.
  53. Provinces with tribals increase their historical settlement progress by diverting wealth from farming efficiency to settlement score. Both rural and urban wealth are included.
  54. Tribes will become minorities when Burghers seize the province, or when the tribal population drops below 20%, remaining as a lower autonomy modifier and continuing to increase settlement score through FE ducats.
  55. Tribes in Epirus and Anatolia will flip back and forth to Greek/Turkish culture based on whether tribals control the province.
  56. Tribes have unique interactions, built around appeasement. The stats of a ruler are pivotal to better outcomes from tribal interactions.
  57. Nomadic tribes have unique mechanics, including horde unity thats dependent on a rulers stats, a higher levy cavalry ratio, a speed boost in their own territory and a separate set of CBs they are restricted to (conquest, tribute and submission (of other hordes)).
  58. New Tribal Governments, including Tribal Elective Monarchy, Tribal Confederation, Tribal Theocracy and Tribal Nomads (elective and hereditary).
  59. Tribal Nomads have access to the Nomad CBs with more restrictive conditions, as well as Tribal Tribute.
  60. Legalism's distribution is now based on tribal population initially. Nations with tribes will not gain Legalism until after POP initialisation.
  61. Implemented backbone of super secret system for tribes. Sits in the background at the moment, unused in the code.
  62.  
  63. ##HRE
  64.  
  65. HRE Defense System: Princes and Emperor corporate on the defense against empire. The amount of contribution is dependent on diplomatic factors and the comparison of strengths between attacker and defender (stronger enemy more contribution, weaker ones, less contribution).
  66. Ostsiedlung culture conversion system: The Ostsiedlung decision now speeds up the progress of culture conversion in the Ostsiedlung area. All provinces that were historically part of the Ostsiedlung will convert to German cultures over time (as long as they are in the HRE). Added starting conversion progress data depending on historical situation.
  67. Rebelanced bonuses from being the Holy Roman Emperor.
  68. Voting pattern of electors for becoming Holy Roman Emperor have been changed in favor of larger and German nations.
  69. Prevent AI Italian states, which are not part of the HRE from just joining it because of raised relations (Venice, Genoa, Pope).
  70. Take Sardinia out of the necessary area to prevent the Shadow Kingdom event.
  71. Being a member of the HRE now gives a -0.1 malice to yearly absolutism.
  72. The emperor now has the same malice to claim fabrication cost as the other members of the HRE.
  73. Having the required territory hold by a vassal of the emperor or a German HRE state now also prevents the shadow kingdom.
  74.  
  75. ##Balance
  76.  
  77. Halved the base Culture Conversion progress, but Rural Density now increases conversion speed.
  78. Some tweaks to Indian aggressiveness.
  79. Uriankhai can now surrender to also Koreans states.
  80. Colonial nations can now only expand their colonial frontiers within the same colonial region as their capital.
  81. Republics can now gain trader and artisan power from other non-overseas provinces with either Representative ideas, or a representative government.
  82. HRE bonuses drastically reworked. Emperor will be quite a bit stronger than before in terms of military and economic strength.
  83. Free Cities improved quite a bit, will be more likely to urbanize as a result.
  84. General GP tweaks.
  85. Tweaks to port CE.
  86. Venice and Naples are no longer as willing to declare a land war in the Balkans.
  87. Ottoman expansion tweaks.
  88. Disease will not strike in first 2 months of siege.
  89. Reworked global trade to be much less dependant on colonies or trade companies, at least directly.
  90. Reworked industrialization spawning requirements slightly, corrected bug in building requirements.
  91. Brought industrialization up to code with modern mechanics.
  92. Add Army Professionalism Gain to Devshirme, 0.5% per year at max.
  93. Add Army Tradition Decay Reduction to Devshirme, 1% at max.
  94. Add Manpower Recovery Rate Gain to Devshirme, 20% at max.
  95. Increase Unrest Gain from Devshirme by 50% percent.
  96. Treasury gains from expulsion of minorities now takes ducats from the minorities share of the provincial wealth pool (POP data).
  97. Rewrote startup autonomy script to use a more extensive list of factors from autonomy and to run on day 0, creating a closer matching setup.
  98. Increase shipbuilding time bonus of military harbours.
  99. Add proper modifier to Aegean Islands.
  100. Stability no longer has immediate effect on autonomy.
  101. Centralization shift added to several modifiers, notably corruption and stability.
  102. Centralization now has a stronger effect on autonomy, bringing it in sync with changes to CE's scope. Relative power of CE will be less.
  103. Bankruptcy now increases corruption, again.
  104. New CB for Spreading the Truth Faith against pagans, allows forcing religion.
  105. Can now take claims and cores using the Religious CB.
  106. Moved the majority of curia bonuses out of flat bonuses into scaling, somewhat better at the high end, much worst at low end.
  107. The cavalry ratio of estates is now based on the amount of land they control that has adopted horses. Prevents cavalry in areas they shouldn't be.
  108. Legalism now gives maximum centralization, base amount lowered. Tech penalty tweaked accordingly.
  109.  
  110. ##Setup
  111.  
  112. Initial CE, general setup and religious minorities are now calculated on day 0, present at the very start of the game.
  113. Legalism reworked to be based on tribes and settlement score. No longer increased through the normal system, now 1:1 maps to score.
  114. Removed capital building from Hangzhou.
  115. Yuan now uses a unique government type that is considered nomadic, to use the full set of features available to hordes.
  116. Nerf Korean innate fertility.
  117. Revised road setup for China.
  118. Vietnamese moved to Vietic culture group.
  119. Monic moved to Burmese culture group.
  120. Ming and Qi made autonomous vassals of Song, while Xia, Han and Wu autonomous vassals of Tianwan.
  121. Han Lin'er's and Xu Shouhui's assassination events replaced by a new decision and event chain, to give more freedom to subjects and allow for more dynamic situations to develop.
  122. Degar culture split into Bahnar, Katu, and Jarai.
  123. Chin and Kachin cultures moved to Assamese group
  124. Pear culture added to Cardamom Mountains.
  125. Kangleipak, Tripura, Sikkim, Buthan are no longer amalgamations.
  126. Sikkim and Buthan start uncolonised in 1356 and are spawned by events.
  127. Adds the Beqaa Valley.
  128. Circassia and Abazinia made Orthodox until 1570.
  129. Added Shamanist minorities to Korea.
  130. Added Confucian minorities to Vietnam in 1356.
  131. Muslim and Zoroastrian minorities in India limited to city centers.
  132. Added Tengri minorities to Turkic cultured provinces.
  133. Chinese cultures split heavily (谢谢Renato, Naiver).
  134. Miao culture renamed to Hmong. Split off Yao and Tujia. Hmong and Yao separated into Miao culture group.
  135. Tay-Nung and Kam cultures split off from Zhuang. Together they are grouped into Rau culture group.
  136. Lisu and Hani cultures split off Bai and Yi. Together with Tujia they are grouped into Loloish culture group.
  137. Adds the provinces of Debal (Sindh coast) and Calcutta (Bengal).
  138. Goryeo/Joseon and any other country which has Uriankhai as accepted culture, but whose Uriankhai provinces turn Jurchen, will get Jurchen as an accepted culture.
  139. Aragon cannot into Occitania.
  140. Remove level 1 military shipyard from the city of world's desire.
  141. Generic Aegean modifier now replaced with unique ones for the different islands.
  142. Reforms of Poland's Casimir III are now taken into account, leading to a more centralised starting state, but with more privileges for the nobility.
  143. Constantinople starts with lvl 3 fortifications pre-1453.
  144. Bohemia now owns Swidnica and Jawor at game start.
  145. Fixed all the remaining 1/1/1 provinces in North America.
  146. Fixes the Karelia setup.
  147.  
  148. # Hundred Years War setup
  149.  
  150. High Rural POP provinces in France start with stronger local fortifications.
  151. France and subjects start with far less estate levies due to the battle of Poitiers, as well as smaller estate treasuries.
  152. England and subject start with a much smaller hit to their estates, due to general losses.
  153. France starts with 5 exhaustion, close to the threshold where Jean II's release can be negotiated.
  154. Negotiating Jean II's release restores absolutism and lowers war exhaustion.
  155. France and subjects now use a unique government type, Medieval Feudal Monarchy. Functionally identical to the Feudal monarchy in code, but with unique effects. Government type transfers Land Forcelimit to the estates.
  156. France has lower manpower at start due to heavy losses in the war.
  157. France is more likely to centralise up to 30 centralisation. At 25 centralisation (~10 years after the war), France and subjects can adopt Feudal Monarchy government.
  158. France now gains income from appanage vassals.
  159.  
  160. ## Script
  161.  
  162. Removed indian governor events.
  163. Pinghua culture will appear on first-time conversion of Zhuang and Tay-Nung provinces into Yuexi or Yuehai cultures.
  164. Chinese Emperors should no longer convert to Fetishism when Shamanism is a prominent religion in China.
  165. Chinese Empires which embraced Enlightenment and switched to Despotic Monarchy government will no longer receive Non-Imperial Hegemon modifier.
  166. Added a decision for Chinese dynasties to compile a history of the previous dynasty.
  167. Dambru culture will appear on first-time conversion of Malayan provinces into Thai culture.
  168. It's no longer possible to annex Uriankhai through the event.
  169. Ireland monarchies no longer get missions to get royal marriages.
  170. Event setting the Tudors on the English throne will now wait for the War of the Roses to have lasted 1500 days (approximately 5 years).
  171. Removed Advance of the Turks event.
  172. An unexpected good heir (4/4/4 minimum) can now save Serbia from implosion on Stefan Uros' death.
  173. Make War Dynamism to fire faster.
  174. Event chain modelling the successions of Kazimierz the Great. of Poland and Louis the Great of Hungary.
  175.  
  176. ##Localisation
  177.  
  178. Extensive work on localisation including typo fixes, normalisation and general cleanup.
  179. Added temporary localisation to all new ideas.
  180. Fix japanese_monarchy localisation.
  181. Tibeto-Burman Tribes renamed to Kangleipak
  182. Vinland restored as colonial name for Scandinavia cultured countries in Canada.
  183. Relocalized Siberian Frontier to "Colonial Frontier".
  184.  
  185. ##Bugfixes
  186.  
  187. Republic faction modifiers should now clean up on the census after transitioning to monarchy.
  188. General CE fixes.
  189. Fix prey-predator dynamics.
  190. Minor fixes to most institution spawning, generally requiring technology to prevent spawning in backwards areas.
  191. Fixed terrain texture shimmering by generating mipmaps
  192. Explusion of heretics modifiers should now all last for ~1500 days, or 4 years.
  193. AI Centralisation policies should now function again, relying directly on the modifier.
  194. Mercenary idea group mercenary levies now also gives boni for non DLC owners.
  195. Fix bug in the Shadow Kingdom event, which caused it to always fire.
  196. Fix farming efficiency mapmode cleanup removing modifiers when it shouldnt, and not reassigning province modifiers when it should.
  197. Fixed familial system boni localization.
  198. Pending a fix by Paradox, the new diplomatic actions for subjects are moved to decisions.
  199.  
  200. #Optimisation
  201.  
  202. General refactoring of M&T across events, scripted_effects, on_actions and missions.
  203. Extensive use of trigger_switch to optimise trigger checks
  204. Else/else_if is now used extensively across M&T
  205. Expensive lookups now use binary tree's for rapid traversal, improving performance
  206. Extensive save-cleaning to help reduce CTD's.
  207. Many duplicated blocks of code are now calls to a unified, optimised scripted_effect.
  208. DG minority and most POP modifiers no longer forcefully refresh every year unless an update is required, preventing stutter and improving stability
  209. Provincial estates are no longer forcefully reset every year, preventing temporary freezes
  210. Added unrest from events now uses a modifier based system, ticking down at 1 per year, preventing unrest entries in the save file from the vanilla
  211. Rural and urban population now use a single variable, instead of one for the remainders and the other for primary pop.
  212. Province POP number updates (development values) only update with a 1 POP diff, preventing unnecessary entries in the save file
  213. Upper class population no longer resets to 0 every year before being updated, preventing unnecessary entries in the save file
  214. Complete rewrite of POP startup code, reducing initial stutter and unifying code with the census event
  215. Estate startup code has been replaced with a call to the full estate script, with the addition of some gated if statements. Full estate initialisation happens by the end of the startup script.
  216. Shifting modifier calculation (centers of trade, art, etc) has been rewritten, preventing stutter and optimised to instead calculate every 5 years, instead of 10
  217. Estate levies and recruitment has been refactored to use binary removal/addition, significantly reducing possible lag spikes.
  218. Production effects are now based on a set of optimised metascripts, using trigger switches, binary searches, binary addition and anti-refresh to ensure maximum performance
  219. DG minority effects and modifier assignment now use optimised metascripts based on binary searches and trigger switch
  220. Many DG events now use else_if and trigger switch's extensively to reduce the time spent calculating effects.
  221. Most DG triggered modifiers have been moved to standard modifiers called by a pulse system. Prevents monthly recalculation.
  222. DG Patriarch/Catholicos mechanics now use fixed province lists instead of event targets. Less error log spam, less issues.
  223. Many memory intensive scripts have been isolated into a single version of itself, to prevent multiple copies bloating RAM usage.
  224. Stability system reworked to be lighter, more reliable and used in every possible case of a stability change.
  225. Missions use the new target_list feature, reducing their performance impact.
  226. Floods are disabled for the moment for performance reasons.
  227. Optimize CE and sea zone distance calculation.
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