[b]Major changes in FTG 1.3[/b]
- Fixed around two dozen separate crashes, some of them dating as far back as EU2 - Fixed several multiplayer out-of-sync issues - Added new mapmodes:- Cultures
- Revolt risk
- Fortress levels
- Population
- Manpower
- Building locations
- Geographic (areas, regions, and continents)
- and several modding modes available only from the console
- Different factions have different goals. You'll see Dutch rebels fighting under the tricolor before officially declaring independence, and you won't see rebels wandering across national borders without a good reason. Nationalist rebels may want to defect to their original country while peasants only want to overthrow the government.
- Hover over the revolt risk indicator in the province info screen to see which rebels are most likely to appear.
- If rebels capture a province, hover over the rebel shield in the province info screen to see what they are likely to do (declare independence, defect, or overthrow the government) and when they will be able do it.
- Fantasia Expanded has 24 playable factions set up against eight "boss" factions that will be far more advanced by the time players encounter them.
- Fantasia Imperium has 9 playable historical empire factions, 35 minor pagan factions to delay expansion, and a super-boss Atlantis with advanced technology and extremely aggressive AI.
