Slayzer92

EiF 6

Nov 29th, 2016
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  1. ~~~ Europe in Falmes 6 changelog ~~~
  2.  
  3. [b]Globals[/b]
  4.  
  5. 1. Wrong reform militancy impact from 1 to 0.7.
  6. 2. Naval base supply score from 10 to 12 for cored ports.
  7. 3. Naval base supply score from 0.3 to 0.4 for non cored ports.
  8. 4. Minimal number of factories per state before starting to delete by laissez faire from 2 to 6. //Should prevent factories being deleted randomly//
  9. 5. Money stored by factories from 1000 to 2000.
  10. 6. Factory upgrade employee factor from 0.95 to 0.80. //Should make capitalists upgrade factories more often than building new ones//
  11. 7. Leader transfer penalty on country prestige from 0.05 to 0.08.
  12. 8. Land leader prestige gain rate from 0.3 to 0.4.
  13. 9. Naval leader prestige gain rate from 0.3 to 0.6.
  14. 10. Remove from sphere infamy cost from 1 to 0.
  15. 11. War reparations last 3 years instead of 5.
  16. 12. Disarmament army hit from 0.5 to 0.3.
  17. 13. Immigration scale rate from 0.004 to 0.003.
  18. 14. Assimilation scale rate from 0.004 to 0.005.
  19. 15. Reduction to pop militancy upon defeating rebel armies from 3 to 5.
  20. 16. Militancy hit from conquering non-core land from 4 to 3.
  21. 17. AI priority to admin focus from 10 to 8.
  22. 18. AI chance of building naval base from 0.75 to 0.5.
  23. 19. AI chance of building forts from 0.5 to 0.05.
  24.  
  25. [b]Nations[/b]
  26.  
  27. 1. Hannover starts in Prussian sphere of influence. (Used to be British)
  28. 2. Persia starts with 25% civilization progress. (Used to be 15)
  29. 3. Egypt starts with 20% civilization progress. (Used to be 10)
  30. 4. Khiva,Kokand,Bukhara,Afghanistan start with 15% civilization progress. (Used to be 0)
  31. 5. Switzerland has South German,French and North Italian as accepted cultures.
  32. 6. Germany now has same color as NGF.
  33. 7. Tripoli annexed by Ottomans. (Instead of starting in a war with them)
  34. 8. Uncolonized Siberian land now has liferating of 25 instead of 15. (Means Russia can colonize it without colonial negotiations)
  35. 9. Several provinces have increased liferating: Moscow,St.Petersburg,Kiev,Kharkow,Budapest,Novi Sad,Belgrade,Bucharest,Sofia,Athens,Istanbul,Barcelona.
  36.  
  37. [b]Technology[/b]
  38.  
  39. 1. Biologism now provides +1% pop growth.
  40. 2. Additional supply consumption from artillery technology reduced.
  41. 3. Army doctrine and military science now provide far less bonus supply consumption, early game techs even reduce it slightly.
  42. 4. Mechanical saw,mechanical prec.saw,electrical machinery all provide much bigger bonuses to Timber,Lumber and tropical wood production.
  43. 5. Machine tools provide 10% bonus to machine parts production(used to be 2%).
  44.  
  45. [b]Buildings[/b]
  46.  
  47. //Numbers in brackets represent previous values)
  48. 1. Machine parts factories now cost 800(700) cement and 300(30) lumber.
  49. 2. Steamer shipyard cost increased by 400 timber.
  50. 3. Clipper shipyard cost increased by 200 timber.
  51. 4. Furniture factory cost increased by 300 lumber.
  52. 5. Forts: 500 timber(0),3000 lumber(400), cost 10k(12k) pounds.
  53. 6. Naval bases: 400(200) timber, 1500(200) lumber, cost 18k(22k) pounds.
  54. 7. Railroads: 200(0) timber, 400(300) lumber.
  55.  
  56. [b]Land units[/b]
  57.  
  58. 1. Reworked supply consumption of most of the land units, more canned food for infantry,removed steel for cuirassiers, added some wine and luxury cloths for hussars,dragoons and guards. Artillery requires less canned food.
  59. 2. Cuirassiers and guards now start with 9 attack.
  60. 3. Cuirassiers upkeep cost is ~6 times less than hussars or dargoons.
  61. 4. Planes are now even weaker and should mostly be used for recon.
  62.  
  63. [b]Navy[/b]
  64.  
  65. //All ships used to have 100% strength(which indicated their health) and hull value which was percentage base damage reduction, now completely reworked//
  66.  
  67. Fighting ships can only be built in naval bases.
  68.  
  69. Values represent: Strength||Hull||Evasion||Guns||Supply limit
  70.  
  71. 1. Frigates 15|| 5||20|| 5||2
  72. 2. Manowars 20||15||- || 8||3
  73. 3. Com.Raider 20||15||25||12||4
  74. 4. Ironclads 30||20||- ||15||5
  75. 5. Monitors 40||30||- ||15||7
  76. 6. Cruisers 60||30||30||25||30
  77. 7. Battleship 80||50||- ||50||65
  78. 8. Dreadnought 100||80||- ||70||100
  79.  
  80. With increased forcelimit for all combat ships we can expect to have smaller fleets, however naval combat will be far more deadly as ships have far less effective HP. In order to prevent transport ships getting sunk on sight I've added a bit of evasion for both classes as well as reduced their priority which should mean that they should be last in line of fire.
  81.  
  82. Cost for heavy ships has been lowered significantly, all ships have build cost and upkeep cost more or less proportional to their stats. Technology will have huge impact to naval combat.
  83.  
  84. I haven't had chance to test this yet but I'm quite confident that this is how naval combat will work from now on. Which means you need to be extremely careful when moving your transports and even splitting your navy as ships will take far more damage from single shot.
  85.  
  86. [b]Other[/b]
  87.  
  88. 1. Once again buffed Laissez Faire in hope that someone will be able to make it work in multiplayer.(factory output 25%!)
  89. 2. Reduced penalties to factories from work hours reform.
  90.  
  91. [b]Tech schools[/b]
  92.  
  93. (Tech group//Current value//Previous value) if empty then it's same as vanilla.
  94.  
  95. ~ Army ~
  96. Army +20(+15)
  97. Navy
  98. Commerce -10(0)
  99. Culture -20(-10)
  100. Industry +15(+10)
  101.  
  102. ~ Naval ~
  103. Army -15 (-5)
  104. Navy +25(+15)
  105. Commerce +15(+10)
  106. Culture +5(-10)
  107. Industry -5(0)
  108.  
  109. ~ Industrial ~
  110. Army
  111. Navy -15(-10)
  112. Commerce +10(+5)
  113. Culture -10(-5)
  114. Industry +25(+15)
  115.  
  116. ~ Culture ~
  117. Army -5 (0)
  118. Navy
  119. Commerce +15(+5)
  120. Culture +15(+10)
  121. Industry -10(-5)
  122.  
  123. ~ Commerce ~
  124. Army -15(-10)
  125. Navy +5(-5)
  126. Commerce +20(+10)
  127. Culture 0(+10)
  128. Industry +15(+5)
  129.  
  130. ~ Prussian ~
  131. Army
  132. Navy -10(-15)
  133. Commerce -5(0)
  134. Culture
  135. Industry
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