Improvements
- [p]Changed assimilation for slaves so that they can assimilate to cultures of the same heritage[/p][/*]
- [p]Its now possible to properly add a Company Monopoly in the same treaty that also requests the prerequisite Foreign Investment Rights[/p][/*]
- [p]Expanded the Goods Transfer treaty article non-fulfillment conditions to include checks on supply network strength and good price on source market[/p][/*]
- [p]Expanded the Goods Transfer treaty article validation conditions to include checks on supply network strength on and good price on source market[/p][/*]
- [p]Reworked the max script value on the quantity input for the Goods Transfer treaty article to take the source market into consideration and generally be more sensible[/p][/*]
- [p]Changed it so that when the game checks for a highly specific law (such as Slave Trade) it usually also checks for a variant law, meaning that for instance Slave Trade variants will now automatically enable slave import in the same way the parent does[/p][/*]
- [p]Deployment of additional invading armies is now disallowed for invader allies[/p][/*]
- [p]It is no longer possible to accidentally begin the Panama or Suez Canal surveys if they would instantly invalidate[/p][/*]
AI
- [p]The AI is now more active in proposing and creating treaties and will propose new treaties when low on influence if there are less valued existing treaties it would be OK with replacing[/p][/*]
- [p]Fixed a bug where when the British AI would try to construct a port in a state which lacked one, instead of actually constructing the port in that state, they would instead construct it in Tasmania (actually a more general issue making the AI misconstruct ports in general, but most visible in Tasmania)[/p][/*]
- [p]Fixed a bug where the AI would sometimes to fail to subsidize Ports and other critical buildings, resulting in their Supply Network Strength/Infrastructure collapsing[/p][/*]
- [p]Fixed an issue where AI generals would not advance on invasion fronts[/p][/*]
- [p]Fixed an exploit where you could renegotiate a State Transfer to get additional states in exchange for the same articles all over again[/p][/*]
- [p]Made the AI and autonomous investment more likely to build Trade Centers in Treaty Ports, and less likely to construct other types of economic buildings there[/p][/*]
- [p]The AI now factors how fair they consider existing treaties to be to them when deciding whether to accept a new treaty[/p][/*]
- [p]Fixed an issue where AI was sometimes calculating Foreign Investment Rights acceptance wrong[/p][/*]
- [p]Fixed an exploit where it was possible to block the AI from withdrawing from a treaty if you revoked your interest in their country and they didn't have one in yours[/p][/*]
Balance
- [p]Countries will now be far less willing to cede incorporated states and homelands in particular[/p][/*]
- [p]Diplomatic demands for ban slavery, investment rights, and take treaty port now generate infamy even when the diplomatic demand is rejected[/p][/*]
- [p]Tweaked the influence cost of a number of articles, lowering the cost of less significant articles and increasing the cost of Treaty Ports[/p][/*]
- [p]Technologies that increase Influence now increase it significantly more, particularly in Era V[/p][/*]
- [p]The AI is generally more stingy now when it comes to parting with its money[/p][/*]
- [p]Recognized Nations are now significantly less likely to agree to an Alliance or Defensive Pact with an Unrecognized Nation[/p][/*]
- [p]Trade Centers will now auto-downsize privately owned levels if they have at least 20 or 10% unused Trade Capacity, whichever is higher[/p][/*]
- [p]Isolationist Countries are now far less willing to agree to certain trade related articles[/p][/*]
- [p]Nerfed AI acceptance gain from Lobby Opportunity bonuses[/p][/*]
- [p]Nerfed AI acceptance gain from Mutual Trade Value[/p][/*]
- [p]There can now only ever be one Law Commitment active per treaty[/p][/*]
- [p]Reduced the Law Enactment Chance gain from Law Commitment from 25% to 15%[/p][/*]
- [p]Political parties will now almost never have more than 3 members, and never have more than 4[/p][/*]
- [p]Changed the East India Company's randomly generated company executive rulers to have the industrialists interest group when possible[/p][/*]
- [p]Great Powers are now more reluctant to grant the Offer Embassy article[/p][/*]
- [p]Becoming Unification Candidate for Italy/Scandinavia now only requires Minor Power rank rather than Major Power[/p][/*]
- [p]Offer Embassy no longer grants an instant 20 points to the Journal Entry, instead each instance of Offer Embassy that the country has signed will grant a ticking +1 score[/p][/*]
- [p]Reduced the legitimacy incoherence penalty for secondary members of political parties[/p][/*]
- [p]Trade Centers are no longer subsidized by default[/p][/*]
- [p]Made it easier to make Atheist minority characters into IG leaders under State Atheism[/p][/*]
Content
- [p]Added a couple more Executive modifiers to character traits that were missing them and updated some to include missing industries[/p][/*]
- [p]Added Thomas Edison DNA[/p][/*]
- [p]Added Samuel Colt DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added Charles Frederick Worth DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added Robert E. Lee Wilson DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added Michael Thonet DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added John Maple DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added Cecil Rhodes DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added Sam Eyde DNA & character template (Charters of Commerce)[/p][/*]
- [p]Added John Holt DNA & character template (Charters of Commerce)[/p][/*]
- [p]The "Königliche Porzellan-Manufaktur Meissen" Company is now correctly located in Saxony, not Brandenburg[/p][/*]
- [p]Japan now starts with two new treaties with China and the Netherlands respectively[/p][/*]
Interface
- [p]Added potential buildings to the company type tooltip[/p][/*]
- [p]Added info about the free number of Company Charters the player can grant to more relevant places[/p][/*]
- [p]Added a compact version of the remaining binding period number on the Treaties pinned in the outliner[/p][/*]
- [p]The treaty proposal tooltip now lists mutual effects of the treaty[/p][/*]
- [p]Added an explanation to the tooltip of the company construction bonus for non-company-specific building types[/p][/*]
- [p]Added the owing/using obligation icon to active treaties if one is owed/used[/p][/*]
- [p]Added an acceptance label to all the Treaty Draft Acceptance values in all Article Draft tooltips[/p][/*]
- [p]Added Free charters information into Charter tooltips[/p][/*]
- [p]When the checkbox to owe an obligation as part of a treaty is disabled, the tooltip now tells you why that is[/p][/*]
- [p]When the button to remove an article from a renegotiation is disabled, the tooltip now tells you why that is[/p][/*]
- [p]Productivity of subsidized buildings is now always clearly visible in the state panel[/p][/*]
- [p]Increased the speed of the outliner show and hide animations.[/p][/*]
- [p]Changed the acceptance breakdown in Treaty Drafts to be written in a more consistent format in English (will be localized for other languages in Hotfix 1.9.5)[/p][/*]
- [p]Added a tooltip explaining why the Article quantity slider and editbox is disabled when the min and max amount is the same[/p][/*]
- [p]Fixed a bug where opening a window for the first time wouldn't show the company icon[/p][/*]
- [p]Country Leaders on the right side of the Treaty UI now face the correct direction[/p][/*]
- [p]Fixed breakdowns for goods exports and imports showing outdated values in the world market panel[/p][/*]
- [p]Fixed a trigger in the Prestige Goods journal entries that displayed an incorrect definition of "prosperous"[/p][/*]
- [p]The "Privatize | None | Monopolize" right-click menu now will close automagically when you click any option eliminating that unnecessary extra click to close the menu[/p][/*]
- [p]Fixed null object localization for goods being present in a market in the mobilization panel[/p][/*]
- [p]Updated the lens tutorial text to say four lenses instead of five[/p][/*]
Modding
- [p]Implemented savegames.delete_all and savegames.delete_cloud console command[/p][/*]
- [p]Added requirement_to_maintain support for articles, in the same way that already exists for diplomatic actions. Individual articles can now be invalidated if they fail their requirement_to_maintain check, this will post a notification and also destroy the treaty if the treaty is left without articles. Just like with pacts, you can script conditions under which to warn the player that the article is about to break.[/p][/*]
- [p]Added new trigger has_law_or_variant, which works like has_law but also evaluates true if the country has a variant of the specified law[/p][/*]
- [p]Replaced the recipient_pays_maintenance property on diplomatic action types with a maintenance_paid_by = first_country | second_country property[/p][/*]
- [p]Replaced the recipient_pays_maintenance flag on treaty article types with a maintenance_paid_by = source_country | target_country property[/p][/*]
- [p]It is now possible to specify in a trigger which exact conditions (such as rank) is required to become a unification candidate for a specific tag[/p][/*]
- [p]Journal entry timeout is now a script value, and will dynamically recalculate if changed after the JE activates[/p][/*]
- [p]Law icon parts are separated out into different image files so modders can more easily use them to create new Law icons[/p][/*]
- [p]Added new country value link principal, which returns the current debt principal[/p][/*]
- [p]Added new treaty trigger is_equal_exchange, it checks if a treaty has the same types of articles on both sides[/p][/*]
Bugfixes
- [p]Fixed an issue where backing down would execute the wargoals of your backers, rather than the other side's backers[/p][/*]
- [p]Fixed a bug where a company monopoly treaty could block the construction of the building type by the target country[/p][/*]
- [p]Fixed a bug where the total state-to-state export volumes could greatly exceed the actual volume exported from the state, potentially resulting in massively inflated Trade Advantage values[/p][/*]
- [p]Fixed crash in building privatization from the building having an invalid country as an owner[/p][/*]
- [p]Fixed some issues where Risorgimento events could result in stagnant split countries[/p][/*]
- [p]Fixed an issue where a Pops support for Interest Groups could never drop[/p][/*]
- [p]Fixed an issue where accepting a diplomatic demand that should result in a treaty (i.e. through ban slavery, take treaty port or investment rights) wouldn't do anything.[/p][/*]
- [p]Fixed a bug when reducing charted company autonomy would put company CEO as a leader of overlord country[/p][/*]
- [p]Fixed a bug when chartered company wouldn't remove company ties when reducing/increasing autonomy[/p][/*]
- [p]Articles that are straight up invalid (for instance support independence against a non subject) will now be removed with a notification instead of eternally non-fulfilled[/p][/*]
- [p]Fixed cases where company executives would randomize interest groups as if they were monarchs and monarchs would randomize interest groups as if they were executives[/p][/*]
- [p]Fixed a bug where other companies already owning building levels in a state were prioritized over monopoly companies for privatization[/p][/*]
- [p]Fixed a bug where no migration took place between a treaty port state and its owning country[/p][/*]
- [p]Fixed a bug when after disbanding a HQ null object HQ could start buying levels[/p][/*]
- [p]Fixed a bug where regional HQ wouldn't apply prestige goods if original company HQ was present[/p][/*]
- [p]Achievements Banana Republic and ProleCorp now each have a trigger of prosperity >= 100 instead of the previous 200[/p][/*]
- [p]Fixed an issue that made the things described by the withdraw from treaty tooltip not actually happen[/p][/*]
- [p]Fixed support independence not being available between subjects of the same overlord[/p][/*]
- [p]Fixed a bug where you could end up blockading friendly shipping lanes, potentially ruining your own army supply[/p][/*]
- [p]The Suez Canal decisions now correctly evaluate the Suez canal instead of the Panama Canal[/p][/*]
- [p]Fixed an issue in the invasion panel that caused some invading formations to not be listed[/p][/*]
- [p]Fixed naval invasions failing to start due to impassable sea provinces[/p][/*]
- [p]Fixed an issue where exiled formations could become stuck in certain situations[/p][/*]
- [p]Fixed an issue with the Goods Transfer treaty article where it would keep adding the income/expenses from the article even if at 0% shipping lane efficiency. The income/expenses now scales with shipping lane efficiency.[/p][/*]
- [p]Fixed a bug where the trade center could start trading before construction was finished[/p][/*]
- [p]Fixed a bug that would make the tooltip explaining the maintenance cost of articles lie about which country would be paying said maintenance[/p][/*]
- [p]Fixed a bug that would cause some tooltips to incorrectly claim that articles part of enforced treaties have an effect on relationship gain or loss (they don't)[/p][/*]
- [p]Fixed an issue where Romania was not formable through its Journal Entries[/p][/*]
- [p]Fixed a crash related to pops when loading certain save games[/p][/*]
- [p]Fixed a crash related to formation splitting[/p][/*]
- [p]Fixed an issue where the AI could sometimes not accept a treaty, leaving the request unanswered[/p][/*]
- [p]Fixed an issue with the Goods Transfer treaty article where it would in some situations incorrectly look at the targets convoys instead of the source's when determining how many goods could be sent.[/p][/*]
- [p]Fixed an issue with the Goods Transfer treaty article where it would keep sending goods even if the article was not fulfilled.[/p][/*]
- [p]Fixed a bug where annexed countries did not properly transfer company CEOs and establishment dates[/p][/*]
- [p]Fixed a savegame integrity corruption and a potential crash to desktop caused by treaty article cleanup not being properly performed in all cases[/p][/*]
- [p]Countries with Frontier Colonization can no longer offer to not colonize regions at the other end of the world[/p][/*]
- [p]Fixed an issue that allowed a country to offer multiple instances of Transit Rights to the other country[/p][/*]
- [p]Fixed an Out of Sync issue in multiplayer related to "Countries" and the power bloc principle "Exploitation of Members"[/p][/*]
- [p]Fixed an Out of Sync issue in multiplayer related to "Fronts"[/p][/*]
- [p]Fixed an issue where invasions could continue after a war had ended[/p][/*]
- [p]Auto-expand tooltip text regarding market access now shows greater than instead of less than[/p][/*]
- [p]Fixed a small lifetime issue causing the on_entered_into_force effect of non-renegotiatable treaty articles to nevertheless (and incorrectly) be executed when a renegotiated treaty enters into force[/p][/*]
- [p]Fixed a bug where Unification Candidates who stopped qualifying to be candidates (in ways other than a leadership play) would not be removed from the candidate list[/p][/*]
- [p]Fixed a bug where the import/export value in the Trade Surplus tooltip would endlessly increase each week[/p][/*]
- [p]Texas now actually receives Military Assistance from the United States[/p][/*]
- [p]Fixed pathfinding issues in colonized states[/p][/*]
- [p]Fixed an issue where formations couldn't find a valid path to some split states[/p][/*]
- [p]Fixed an issue where the Newsletter bonus map would be unselected after restarting the game[/p][/*]
- [p]Fixed eliding mobilization percentage numbers in the diplomatic play panel[/p][/*]
- [p]Fixed some typos in the broken treaty notification text[/p][/*]
- [p]Fixed an instance of broken localization in the Treaty Broken Catalyst notification[/p][/*]
- [p]Helmuth von Moltke (the Elder) no longer rolls random Ideologies and IGs[/p][/*]
- [p]Fixed an issue where Power Bloc map textures appeared black after loading save games[/p][/*]
- [p]Fixed an issue where the AI could capitulate in the wrong war[/p][/*]
- [p]Fixed an issue where the Korean Empire pop clothes had the wrong colours and textures[/p][/*]
- [p]Fixed overlapping text for Company panel headers in Polish language[/p][/*]
- [p]Fixed a bug where gold (the good) was displayed on the market panel[/p][/*]
- [p]Fixed an issue where defeated fleets failed to return home for repairs when another admiral died[/p][/*]
[/p][p]Previous Patchnotes[/p][p]1.9.0 | 1.9.1 | 1.9.2[/p][p]
[/p]