[b]Improvements[/b]
- Formations that are merging into a formation that is destroyed will now try to merge into the closest available formation to the one that got destroyed
- After completing the Opium Crisis Journal Entry, it is now possible to unban opium through a decision, but doing so will remove the reward modifier granted from winning the opium wars
- Resolving the Opium Crisis now gives a much stronger reward modifier for a longer time
- Refusing to address the Opium Crisis now gives a negative modifier for a longer time and adds progress towards shattering china
- There is now a 10 year limit to complete the Opium Crisis Journal Entry, after which it will fail with similar effects to refusing to address the crisis
- The Tibet-India border is now only passable in a couple places, so that a frontline won't be created in the Himalayas between India and China in the Opium Wars
- Power Plants now have the same structure of ownership PMs as Railway, and can use the Government Owned PM under most economic systems
- Power Plants can now be subsidized under laws that allow subsidies for critical infrastructure, such as Laissez-Faire
- Naval HQs are no longer created in regions with only impassable coastal provinces or sea regions
[b]AI[/b]
- The AI is now properly able to understand the need to construct Power Plants in each relevant state to 'seed' those states with electricity
- The AI now considers subsidies for critical infrastructure (power plants, trade centers & railways) a must-have due to the potential economic armageddon that can be created if they are removed
[b]Balance[/b]
- Reduced Attrition values from an average 2% per week to 0.8%, through a combination of reducing the chance and also the min and max casualties of Attrition
- Increased the average time between convoy raids in a node from 15 to 20 days
- Convoy recovery is now 4x higher during peacetime
- Capital Ships are now only 50% as effective as other ships at Convoy Raiding, as a scaler to Offense
- Naval bases now recruit new manpower somewhat faster
- Front advancement speed bonuses has been replaced with equivalent character (general) advancement speed modifiers
- Changed unlocking technologies for some Cavalry units
- Increased the requirements needed to form the Confederation of the Rhine
[b]Art[/b]
- Replaced the background graphics of historic companies with more fitting ones
[b]Interface[/b]
- The disband formation button will now mention that there are formations that are traveling to merge into the formation that is being disbanded, if any such formation exists
- Updated the Special Unit Group concept tooltip to list the correct Special Unit groups
[b]Performance[/b]
- Improved the performance and thread utilization of supply network updates
- Small optimization in respawning unit entities
[b]Modding[/b]
- It is no longer possible to target fronts with timed modifiers, or to make new modifier types that target fronts
[b]Bugfixes[/b]
- Fixed a CTD when create_military_formation was run in an invalid HQ
- Fixed a CTD when one tried to add characters to a non existing formation
- Fixed an OOS causing error in the Characters category
- Fixed a bug that would multiply Convoy Raiding strength for every hostile country that held shipping lanes in a node
- Defeated Admirals are no longer able to contribute to convoy raiding
- Fixed an exploit that would allow ship-less fleets to be deployed to a sea node, blocking naval invasions
- Fixed a bug where Native Uprisings would not mobilize their armies properly
- Fixed an issue where AI attitudes were not correctly initialized on game start, causing most countries to have the 'Cautious' attitude regardless of strategic considerations
- Removed non-functional and misleading "enemy advancement speed penalty" modifier on the Defend order
- Commanders will now properly inherit relevant modifiers from active Mobilization Options (while mobilized) or timed modifiers on their formation
- Fixed a bug where state occupation percentages were not properly cleared when a country is leaving the war
- Fixed an issue where modifiers to war exhaustion from casualties would affect all sources of war exhaustion and not just from casualties
- Fixed a bug that could cause fronts to largely overlap one another
- Fixed a bug where the navy would travel to a node via land as a horse caravan when traveling through the land nodes was available
- Fixed a bug where adding conscripts to navies was not explicitly blocked, causing some very strange AI navies to occasionally appear
- Fixed a bug where the cost of construction queue items would sometimes not be properly calculated when the entire construction queue capacity wasn't used, which could cause private investment to over- or underuse the investment pool
- Autonomous Investment is now properly re-evaluated when a state is ceded, to prevent invalid constructions from being added in states a country no longer owns
- The Republican Proposal for Brazil now properly sets Pedro as the ruler of the country
- Fixed a bug where Paraguay's starting leader and traits would never go away in non-CotS versions of the game
- Fixed Mobilization speed modifier
- Fixed incorrect modifier for Truck Transport mobilization option
- Fixed Chocolate Mobilization not reducing 50% morale when removed from mobilized army
- Armies are no longer leaving a front for an HQ just because a participant left the Diplomatic Play that is still ongoing
- Fixed an issue that made it so AI countries with the relevant Journal Entry would not liberate subjects of Peru-Bolivia unless they had high infamy
- Fixed a bug where naval invasions could get stuck and never proceed to landing phase if the attached army's supply was not at 100%
- Fixed a bug that could cause Naval Invasions not to end properly
- Fixed a bug that would display irrelevant shipping lanes that didn't intersect the selected sea node
- Fixed an issue in the military formation notification for being restationed
- Audio soundbanks updated which fixes a couple of audio bugs like sounds appearing when zoomed out
- It is no longer possible to switch sides or declare neutrality in a diplomatic play where one of your subjects is targeted by Transfer Subject (this could be exploited to get subjects through sways and then invalidate the enemy wargoal by declaring neutrality)
- Fixed a bug where a Transfer Subject wargoal could cause subjects to not capitulate along with their overlord, resulting in strange lingering wars
- Fixed a bug where the overlord of a peace negotiating country in a war would sometimes not be considered a peace negotiator themselves, which could block peace entirely
- Fixed a bug where it was impossible to support allies against their subjects due to having an alliance with them
- Fixed a bug where an alliance with your market owner could block starting plays against your subjects
- Fixed a bug where Customs Union leader was considered to be the overlord of subjects of countries in their market, leading to incorrect diplomatic blocks and AI behavior
- Fixed a bug where only one 'liberate country' wargoal would show up for each target when adding wargoals
- Fixed a bug that prevented mobilization of armies with only non raised conscripts
- Mult modifiers can no longer reduce a value below the fixedpoint resolution limit (0.0001)
- Fixed a bug where the player got alerts for shortages for other countries in their market
- Fixed a bug that caused the notification for a repaired fleet to fire multiple times
- Fixes an issue in the naval invasion tooltip
- Fixed missing Loc for Subsidizing Power Plants
- Removed unnecessarily eliding label for job satisfaction in the Pop Details panel
