인스톨본에는 깔 수가 없네요..쩝.
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* GameBalance
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* Politics
- Actual number of reforms implemented is a modifier of the effect the social slider has on conciousness.
- Social Reforms are now slightly cheaper for poor people, and more costly for richer pops.
- Tweaked the issues logic for Atheism and Secularism for pops, to make secularism much more common than atheism.
- Tweaked general issues logic to get a slight difference between similar pops.
- Minority policies should now pop up as issues for Pops.
- Slavery is now a very popular issue among rich and working pops in provinces with slaves
- Pops should no longer get more than one issue in each category.
- Added a random element to elections. The outcome can now differ a bit from the pie chart, which should be regarded as a "poll".
- Large minorities are much less likely to become assimilated now.
- Assimilated pops now change religion as well, to the state religion.
- A pop growing over 100,000 will now split into two pops at 50,000 each, instead of just spawning a new at 0,00X.
- Pops are now much more likely to merge when applicable.
* Economy
- Reduced population growth factor from healthcare to reasonable levels.
- Reduced population growth modifiers from tech by about 50%.
- Revised factory input, to balance factories a bit better..
- Each factory now increases the crime fighting costs. Amount tweakable in misc.txt
- Factories are now merged properly at startup if more than one specified in the same state.
- All prices can now reach up to 999$ in maximum now.
- Conversion costs for a pop is now multiplied by the production efficiency of that pop.
- Increased literacy costs for higher pops, and those factors are exported to a new file called pops.txt.
- There is now an individual reform cost modifier for each workforce type in pops.txt
- Tweaked the cut-off for max efficiency of a pop to 50% size and upwards.
- Default production efficiency is now 40%, and each railroad gives 10%.
- Only pops with more than 100$ in cash reserves will have a demand for luxury goods now.
- Increased coal significantly in the Appalachies, Great Britain, Bohemia and the Ruhr area. Also added some to France and Saxony.
- Primitive nations can no longer expand RGO's.
- Reduced some demands for some items for pops.
- Soldiers are now considered in the poor strata, and will get the same effects.
- Soldiers now have demands on goods as well.
- Rebalanced industrial score calculation a bit to value factories higher.
- You will now only be able to tax strata that you have population of.
- Fixed a few bugs in output calculation of rgo's and factories.
- RGO's are no longer important for a countries industrial rating.
- Aristocrats and Capitalist bonuses on production now depend on the size of their pops.
- Clergymen now affect the entire state they are in.
- Decreased costs significantly for running costs.
- Farmers no longer have any demand for food.
- Increased food demans for clerks and craftsmen.
- Steel factories now have a slightly higher default efficiency.
- Reduced resource input for winerys and liquor distilleries.
- Artillery factories now use 1 steel instead of 2 steel.
- Reduced unit resource costs by a factor of 5.
- Reduced railroad resource costs by about one fifth.
- Reduced resource costs of provinical developments by one fifth.
- Increased default income for each pop.
- The bonus from clerks is no longer just 50%, but its modified by the countries literacy. ie, Literacy/2
- Tech's improving output from coal are now significantly larger in effect.
- Primitive nations now get half the chance to get rid of corruption buildings.
* Combat and Military Units
- There is now a system for navalcombat, which differentiates between the three levels of ships, and makes it practically impossible for a manowar to sink a cruiser. There are 5 different naval levels. Top level is Dreadnought+Heavy Cruiser, while a new level was inserted between monitors and treeships, for commerce-raiders.
- Implemented a new cultural max-divisions capacity scheme. You can only have as many divisions of a certain culture as you have soldier pops supporting it.
- Fixed so that a soldier pop can now only give 100 MP at full defence spending, instead of 200MP as before. Leadership works the same also.
- Ships no longer cost manpower to build.
- Dropped all maintenance costs for landunits to 50%.
- Maintenance costs are now increased for landunits when technology is advanced.
- Reserves are now cheaper in maintenance costs.
- Unloading troops is now automatically cancelled whenever the transporting fleet is engaged.
- Newly created divisions are now at 12,000 strength if they got brigades attachments.
- Trooplosses effects on soldier pops are have now changed on harder difficulties. Hard is twice as much, and Very Hard 4 times as many as default.
- The minimum efficiency cap in combat is now modified by the divisions organisation value.
- Organisation now modifies how long it takes to take control over a territory.
- Organisation can no longer be modified below 0.
- Increased the rate at which losses affect war exhaustion, which should take care of a number of problems. E.g. crucial peace events not triggering and the Peace AI being too stubborn.
- Units no longer regain morale while retreating.
- Steamer Transports now have reliability 10 as all other vessels.
- Fixed a problem that prevented upgrading the max fort level above 3 correctly.
- Tweaked the values of attachments for the military score.
- Voluntarily disbanding capital ships no longer costs prestige.
- Modifed personality & background values for a couple of leader traits.
- Irregulars are now much slower.
- Slightly tweaked land division types to make irregulars more inferior.
- Irregulars are no longer improved by inventions or techs.
- A divisions defence value now have the same restricts as attackvalues.
- Max of mobilization size is now 15% of non-colonial pops.
* Rebels and Partisans
- War exhaustion is no longer reduced during colonial wars
- Warexhaustion now increases the probability for cultural minorities to revolt
- Warexhaustion when fighting primitives and not being primitive yourself is now 1/10th of what it was.
- Important separate peace treaties now reduce the war exhaustion of the winner.
- Rebel forces are now slightly larger.
- Rebel forces in primitive countries are always irregulars now.
- Rebel forces in civilized countries are never irregulars now.
- Rebel forces should now have similar stats as the country they were created from.
- Primitive nations now only get irregulars as partisans.
- Partisans are now tagged as that.
- Partisans can no longer be reinforced.
- Partisans are now automatically disbanded whenever the country demobilizes.
- Partisan units are now indicated by a small rebel flag in the interface.
* Diplomacy and Prestige
- Fixed a problem with Bad Boy falling way too quickly.
- Badboy effect on "Open Negotiations" reduced and capped.
- Badboy is increased severly when a peace treaty is broken.
- Added a new country field specifying whether or not slavery is legal. If not, all slaves will be emancipated as soon as they become controlled by the country. This field also added to revolt.txt. Default is that slavery is illegal.
- Annexing a nation no longer automatically ends a war, even if it was the alliance leader.
- Colonial wars now require that either side is uncivilized or that both sides have claimed colonies.
- Changed the annexation rule so that colonial provinces are not counted (i.e. they don't need to be occupied to annex a nation).
- Tweaked value of colonial provinces in war and AI valuation of such.
- It should no longer be even possible to offer non-colonial provinces in a colonial war between civilized nations.
- It should now be possible to demand all colonial provinces of an enemy in a colonial war, regardless of whether they are occupied or not.
- Primitive countries gain even less prestige from wars now.
- Losing Great Wars now only costs 100 prestige.
- You no longer lose your primitive status merely by becoming a great power.
- You now only lose 100 prestige for breaking a treaty.
- Winning wars against and annexing uncivilized nations no longer give as much prestige.
- Prestige affects greater power rating less now.
- Negative prestige will not affect your great power rating.. Only positive prestige does.
* Emigration and Colonisation
- Reduced the emigration bias for America and the US a bit.
- Tweaked immigration target rules, to not congest completely in the same province.
- Pops are now much more likely to emigrate if they have no cash reserves left.
- Tweaked the effects of the irish famine to make irish move like mad.
- Pops should now migrate internally in a country to its colonies as well.
- Unfinished claim buildings are no longer counted when claiming colonies.
- Natives burning down unfinished claim buildings should no longer cause a bug that makes building a new building there impossible.
- Removed precious metal cost from trading posts.
* Technology
- Infantry, Cavalry and Dragoons are now properly activated by "Flintlock Rifles".
- Inventions with random parameters in their commands should now work correctly when transferred to new countries instead of potentially causing crashes.
- Modified dates and triggers for the submarine invention.
- Modified Steamer tech increasing effect of woodenships somewhat.
- Naval Invention Torpedo Boats got prereq and startdate changed.
- Fixed Army & Navy tech names to distinguish between them.
- Lots of other invention and technology balance fixes.
- Added a message when factories are completed.
- Added a completion message for the expansion of RGOs (and factories.)
- The "Leader Dies" message now has a "Go To" button.
- Added a message for when partisans appear in occupied provinces.
- Diplomatic offers are now autodeclined after 1 month.
- Corruption buildings should now be shown in the revolt mapmode.
- Added a new message for colonial war declarations. Should help clear up some confusion over that.
- Added another column to the goods page in the ledger, to show total world production.
- Added an option to expand the RGO through rightclick menu on the province listing in the ledger.
- Closed factories are now indicated as much in the ledger.
- An approximation of potential profit is now shown in the ledger for closed factories.
- Fixed quite a few ledger bugs.
- The worldmarket stockpile is no longer shown in interfaces, but the current supply is instead.
- Added a profit information line at the factory info screen.
- Added the ability control-click and shift-control-click for larger chunks of money in the Negotiations window.
- Expanded the text for units in the info panel so their destination is shown if they are moving.
- Revised interface for development, so that culture must be chosen before province.
- Added tooltips for country status (uncivilized, Great Power, etc.)
- Added a bunch of tooltips to the "Expand" button for RGOs.
- Added a bunch of tooltips to the "Add Worker" button for RGOs.
- Added a delayed tooltip for unit screen, detailing attrition of all divisions with attrition, when pointing at the attrition icon.
- Added a tooltip for Life Sustainability in the province window
- Added culture and quality tooltips for new divisions waiting to be deployed.
- Expanded provincial tooltips a lot.
- Added some tooltips to the mobilization buttons.
- tooltip for borders no longer says "Terra Incognita".
- tooltips added for the "Grant Statehood" button.
- Corrected the province tooltip so that it correctly shows average consciousness.
- Added some more detailed tooltips for the reform screens.
- Optimized bandwidth heavily for Multiplayer.. Usage should now be at approximately 33% of before.
- Fixed a major network bug with some code not executing across machines.
- Fixed the reported popview CTD.
- Fixed the CTD that was just after negotiating peace.
- Added a safeguard in the Peace Offer dialog to prevent a crash if the country no longer exists.
- Fixed potential ctd's at the negotiation and neutral provicne screens.
- Added some self-repair code for broken savegames.
- Fixed an issue with the "amphibious" combat modifier being used wrongly.
- Fixed a bug which reduced building price of factories below 0$ in the endgame.
- Fixed a bug with retreats and blockaded straits.
- Fixed a bug which costs officers to cost more in defence cost than intended.
- Fixed the "Generic Treaty has expired" bug.
- The correct expansion costs for forts are now shown.
- The same expeditionary force can no longer be sent multiple times (unless control is returned to the owner first.)
- Fixed some bugs with reinforcing expeditionary forces, and some other logics with them.
- Fixed a problem which allowed more clerks than craftsmen in a factory.
- Fixed one problem that made it possible to increase mob pool too far.
- Fixed a bug which made it possible to claim colonies as soon as the projects were started.
- Fixed a bug with domestic buyers only buying 1/10th of the goods they demand. Should balance prices a bit more for basic resources that flooded the market.
- The 'convert_pop_type' event command now kicks POPs out of their building if they change workforce type.
- Meritocracy and retirement to Mansions events should no longer happen multiple times.
- Fixed a typo in several events which caused them never to fire.
- Historical Events targetted for SWE/PRU/etc should not happen after they switch tag to SCA/GER etc, as it did before a reload.
- Fixed a problem with tag-changes making auto-systems not work.
- Fixed a problem with tag-changes making messages not appear anymore.
- Fixed a problem with the "won_war" event command.
- Satellite and dominion nations now correctly change the tag of their master if that country changes tag.
- Rubber and Oil is now shown in worldmarket
- Tweaked the naval construction evaluation AI.
- Armaments AI now keeps navy and army needs completely separate. AI file format changed to reflect this.
- AI should now go for modern ships when they get them.
- Countries will no longer disband irregulars just because they lack manpower.
- Fixed a calculation bug which caused the AI to build less landunits than it should.
- Armaments AI should now always try to raise a small standing army and not just go for mobilization.
- Primitive nations should no longer build absurd numbers of irregulars.
* MILITARY AI
- AI will no longer steal ships from Expeditionary forces given them.
- AI will now respect the strength of rebel forces a bit less.
- Enhanced the ability of the AI to attack and take claim buildings.
- Tweaked front behaviour a bit in the AI files.
- Removed the Front AI propensity to encircle enemy armies. This should help to maintain more stable fronts appropriate for the era.
- AI is now more likely to mobilize if it faces a stronger enemy.
- AI is a little bit better at managing rebels now.
- Fixed a problem with the colonial warfare AI.
- Optimized the Garrison AI. The game should no longer slow down nearly as much when there is a very large number of units on the map.
- Improved AI for invasions slightly, to take rebel controlled territory while at war as well.
- AI learned that it can use other types of ships than cruisers to escort their transport fleets with.
- Front AI could go passive in certain situations, like the USA in the 1861 scenario.
- Fixed a problem which made the invasion AI get stuck when lot of rebels around.
- Tweaked Garrison AI overseas distribution scheme in desperate situations more.
* DIPLOMACY AI
- Russia now more intent on conquering Central Asian states.
- Added a new AI file directive for strategic province priority. I.e. war goals.
- Prussia now uses new "war goal" AI directive for Flensburg and Ribe.
- Reduced AI white peace tendency a bit.
- AI is now a tougher sell. I.e. it values its own money more in Negotiations.
- Peace AI tweak to make it only go for provinces and annex against enemies whose capital is their national province (to help with unification of Italy,
etc.)
- Expanded the 'befriend', 'combat' and 'eradicate' AI directives to allow for custom values.
- Badboy factor for AI has been doubled now.
- United Kingdom is now slightly more inclined to protect Persia.
- Tweaked the 1914 AI files and added such for Turkey and and France.
- AI is less likely to break truces now, and wont be declaring war immediately after it.
- Fixed some bugs with AI trying to get mil-access...
- AI is slightly less likely to declare war now.
- Chinese AI now less aggressive.
- Diplo AI will now be better at seeking military access so it can get to an enemy home area.
- Peace AI will no longer try to humiliate primitive nations, and be more likely to go for annexation.
- Diplo AI is now more aggressive in its pursuit to gain crucial claim buildings through colonial wars.
- Diplo AI should no longer try to ally with the enemies of its current allies.
- Tweaked War Declaration AI for great powers a bit.
- Great Power AI now more hostile towards primitive countries.
- Tweaked Holland AI files to prevent it from sending garrisons to every little island.
- Tweaked UK AI files to prevent it from sending garrisons to every little island.
- Tweaked Garrison AI overseas distribution scheme in desperate situations.
* ECONOMY AI
- AI will now make more clerks and craftsmen when needed.
- Added railroad AI directives for the USA and France.
- The AI can no longer super-expand a factory in one go.
- AI now knows about negative manpower and will now take that into account when converting soldier pops.
- Fixed a bug which made the AI not trade for or keep resources for ships, if it had a big enough land army.
- AI now learned to not create colonial buildings in provinces where there are hostile forces.
- AI is now a little bit better in realising it needs to build more factories.
- AI is slightly better at dealing with its economy when at war now.
- The AI is now better at closing and opening unprofitable factories.
- Improved AI for moving workers between its factories.
- Tweaked factory AI to build slightly less large amounts of machine parts factories before techs improving their efficiency are finished.
* MISC AI
- Game will now switch to 1914 AI files through hidden events.
- Fixed an error in the Austrian 1914 AI file.
- Fixed a problem with Germany switching to an older AI file in the 1914 scenario.
- Adjusted Prussian AI.
- Only greater power AI nations will colonise outside their defined areas now.
- AI gets a little leadership bonus at hard and very-hard.
- Added an AI event (invisible) for Sweden, granting Norway independence in 1905.
- Tweaked the 1914 UK AI file.
- The AI is now a fair bit better at selecting what it needs to research.
- Added 1881 AI files for CSA and USA and AI events to switch.
- Tweaked Chinese AI file.
- Tweaked Dutch AI file.
- Expanded the capabilities to specify specific techs for the AI to research, with different priorities.
- Updated technology focus for a few nations.
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* Modding Support.
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- Event commands expanded:
type = prov_owner_war which = [province] value = [country tag] # War on owner of province. If a country is specified in the value field, ignore this command if the country is the owner of the province.
type = alliance which = country value = [0/1] where = country when = [0/1] # If 'value = 1' the alliance will be defensive. If 'where' is set, that country will be an exception to the alliance. 'when' = 1 means the alliance will never expire.
- Added event command:
type = set_slavery which = [yes/no] # Declare slavery legal or illegal
- Added triggers:
capital = X # Is the national capital in province X?
literacy = X # Is the literacy at or above X%?
peace_treaty = { country = [tag1] country = [tag2] } # Do countries 1 and 2 have a peace treaty?
plurality = X(%)
executive_designation = [parliamentarism/hms_government/laws_by_decree]
party_system = [multi_party/two_party/one_party]
national_value = [liberty/equality/order]
- Event trigger expanded.
pop_majority = [religion/culture/ideology/workforce] # Checks if the majority of POPs are of a certain type
- Changed they way this event command works (inverted it):
type = colony_creation_prestige_mod value = X # NOTE: Less is better. This reduces the prestige penalty for taking provinces in a peace, if they are of an accepted culture. At 0, the penalty is 0.
- Tibet no longer a Chinese satellite to prevent strangeness when UK goes to war against China.
- Updated the national provinces of a bunch of European nations.
- Italian minor states now share the same national provinces (the whole of Italy.)
- China no longer starts with huge RGO's producing insane amounts of raw materials.
- Some French ships had the wrong home provinces in the 1836 scenario.
- Removed a Russian tech and a distillery to slow down their industrial development a little bit.
- Revised a lot of pops.
- Literacy increase (USA 70%)(TEX 50%)
- RGO's in India and Indochina now start with more levels as they need, to simulate the richness of India.
- Removed african_minor form US state_cultures.
- Bhutan, Kashmir, Ladakh, Nepal, Sikkim and Tibet got their state religion changed to Mahayana in scenariofiles and revoltfile.
- three trade posts added for UK
- popchanges - Korean, veneti & lombardia
- Changed illegal attachments for BAV, FRA, POR, RUS, SAX.
- TIB is a CHI-satellite.
- Fixed script error with ION government type.
- NAL should now be playable.
- Fixed two Cambodian provincial claims.
- Changed four provinces to ETH ownership.
* 1861
- Italian minor states now share the same national provinces (the whole of Italy.)
- Added the minority_emigration from the irish famine event to UK.
- Fixed some minor glitches.
- Bhutan, Kashmir, Ladakh, Nepal, Sikkim and Tibet got their state religion changed to Mahayana in scenariofiles and revoltfile.
* 1881
- Italian minor states now share the same national provinces (the whole of Italy.)
- Fixed a problem with the culture of North Italian POPs in Corsica.
- Fixed the colonial entry for Newfoundland in the British scenario file.
- Added the minority_emigration from the irish famine event to UK.
- Moved Bhutan's Royal Army to Bhutan (it had been in Tibet).
- Tweaked some POPs in Southeast Asia.
- Moved Italian capital from Torino to Roma.
- Added two events to the event history.
- Fixed a bug with the canal flags in the .eug file.
- Tweaked War of the Pacific setup.
- Fixed a problem that caused an Arabic POP to appear in Sweden.
- Tweaked resources.inc file.
- Removed certain culture, commerce, & industry inventions from countries that did not have the prerequisites.
- Fixed a few minor bugs.
- Bhutan, Kashmir, Ladakh, Nepal, Sikkim and Tibet got their state religion changed to Mahayana in scenariofiles and revoltfile.
* 1914
- Italian minor states now share the same national provinces (the whole of Italy.)
- Turkey is now a Central Power in the 1914 scenario.
- Fixed some bugs.
- Revised railroads for Portugal, Sweden and Germany.
- Removed all sceondary cultures from South and Central American countries.
- Fixed a bunch of reported problems.
- Fixed a bunch of problematic pop files.
* EVENTS
- Fixed a problem with the "Scandinavian Union" event chain.
- Tweaked Latin Monetary Union events.
- Tweaked US flavor events.
- Fixed bad triggers in (FRA) Fall of Louis Philipe & The Presidential Election of 1848
- Tweaked the Crimean War events a bit.
- There is now a capital move event for Italy if its capital is not Rome.
- Event 28006 "The Bardo Treaty" moved to the general Turkish event file and set as happened in the 1881 and 1914 scenarios.
- Fixed some event typos setting invalid party systems.
- Fixed some events that modified crime fighting efficiency too much.
- Fixed some more problems with the Italian unification events.
- NGF should now merge with Germany on the "Three Hurrays for the German empire" event.
- Fixed some problems with the "Three Hurrays for the German empire" event.
- Tweaked the civil war events.
- Tweaked the "Three Hurrays" for the German Empire event so that France secedes any German possessions.
- Fixed a problem with the Counter-revolution of Archduchess Sophia event.
- Fixed some problems in the Sonderbund Rebellion event chain.
- Added two inventions to the Meiji Restoration events.
- Fixed a problem with the Major Workers Strike random event.
- Reduced plurality effect of the Meritocracy and Aristocracy follow-on events.
- Fixed error in date command for events: SIC/SAR/PAP/FRA
- Most events which declare war now use the new peace_treaty trigger (although in some cases it is not possible or desirable).
- Toned down the pop growth penalty of the "Humane Economy" event.
- The "Meiji Restoration" events now set voting rights to "wealth".
- USA now gets a fair bit of units in its conscription act.
- Did a lot of work on the Italian Unification mess. It should run a lot smoother now.
- Tweaked the "Louis Napoleon" events a bit.
- Tweaked "Fall" events for Prussia and France.
- Tweaked Prussian event "Leadership in Germany".
- The earliest oil events now occur later.
- Tweaked the "The Bismarckian Social Reforms" event.
- Tweaked some 1914 events.
- Tweaked the 'Alexander II' event.
- Tweaked the 'Sonderbund Rebellion'.
- Tweaked the 'Mahdist Uprising' event.
- The slave uprising event in the Virgin Islands now only triggers if Denmark owns the islands.
* DATABASE & MISC
- Removed redundant countries (DAI&VIE) from revolt.txt
- Changed some US party data.
- Added Romanian, Wallachian, and Moldavian revolters.
- Fixed error with trade policy in a US Party.
- Fixed error in economic policy of GRE Party.
- Added new leaderfile for SIC.
- Increased the life-ratings of several major western cities.
- Added a "primitive" field to the countries in revolt.txt.
- Revised the random leadernames database.
- German leaders will no longer all go splat in 1918.
- Added three parties for CSA
- Modified leaders for: ORA/POR
- Removed wrong cultures from SA countries in revolt.txt
- CYP now got greek/orthodox in revolt.txt
첫댓글 우어..ㅠ.ㅠ 누구 영윈쓰시는분 1.02 깔아서 공유좀 해주세요..ㅠ.ㅠ
- popchanges - Korean, veneti & lombardia 한국의 인구가 바뀐거 같군요...얼마로 바꼈을려나~
이야~ 봐도 모르겠네요~ 직접 해보는 수 밖에...
인터페이스 픽스를 보니까.. 1.01까지는 플레이하다가 귀찮은 경우가 꽤 있었을 것 같네요... 보더가 테라인코그니타로 나오는게 고쳐지면 할까... 하고 생각했었는데... 고쳐진 것 같긴한데... 좀 더 두고보다가 해야겠네요... 쩝..
너무 많이 바뀌어서.. -_-.. 그래도 원하던 부분이 많이 고쳐진 듯 합니다. 빨리 받아서 해 봐야지..