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Introduction
1.5 is shaping up to be an excellent patch. In particular, there are a very significant number of changes related to subject nations and the subject/overlord relationship.
I have been testing the betas throughout, trying to confirm that all of the listed changes work, and also keeping a note of changes apparent in the games that aren't (yet at least) in the patch notes.
Given the scope and impact of the changes, I thought I'd start writing a guide to all the changes and additions to the Subject/Overlord relationship in 1.5.
Source information: patch notes/beta discussion threads
Document Change Log
- Information accurate as of:
- Release 1.5; Wednesday, 19th February.
A. Changes by Subject Type
- Current document version:
- Version 1.0 -
- Section A, Changes by Subject Type: Protectorates, Colonial Nations, Vassals & PUs.
- Section B, Changes applying to all Subjects.
1. Protectorates
- Protectorate or Vassal - General Rules
- "50 percentage-point Tech Group difference" remains the base rule as to when a nation is made a Protectorate instead of a vassal (unchanged).
- Nations that are not made into Protectorates are made into normal Vassals instead (unchanged).
- Nomad Tech Group can never become a Protectorate (hardcoded exclusion)
- "Lower Tech Groups" can never make Protectorates
- Protectorates can be made by Tech Groups which are up to 50% modifier above base/Western.
- Therefore, the following Tech Groups can make Protectorates: Western, Eastern, Ottoman, Muslim, Indian.
- And the following Tech Groups cannot make Protectorates: Chinese, Nomad, Sub-Saharan, North American, Mesoamerican, South American.
- Summary of Protectorate Availability by Tech Group
- Diplomatic Protectorisation
- Making a Protectorate Diplomatically now has a Relative Base Tax modifier
- same as for DipVassalisation.
- Protectorates cannot be made diplomatically while either nation is at war.
- They can still be made through war - so if Mali is at war against both France and Portugal, then either France or Portugal can make them a Protecorate.
- If this happens, then the new overlord will join the other war and become WL.
- E.g. Portugal makes Mali a Protectorate; Portugal now joins as WL in the war against France.
- So your war against a nation can still be disrupted by another nation Protectorising them, but it cannot come as a surprise: you will know it is possible because they have to be at war and losing.
- Miscellaneous Protectorate changes / bug fixes
- Alliances are cancelled when a nation becomes a Protectorate (bug fix.)
- A Peace Treaty can now Cancel a Protectorate in the same way as it can Cancel a Vassal
- Doing so will put the newly independent ex-Protectorate into a Truce with both its former overlord, and the nation that caused its release.
- There is no relations modifier - either penalty or bonus - for the nation that causes the cancellation.
- The Warscore cost for doing this is low. Example:
- 1579: France has 2PM vassal Auvergne and 9-province Protectorate, Songhai.
- Portugal in war against France and Auvergne.
- WS to Cancel Vassal Auvergne: 53%
- WS to Cancel Protectorate Songhai: 14%
- Protectorates will now fabricate claims.
- Protectorates use the same Sell Province rules for buying provinces as independent nations; they don't have the restrictions that apply to other Subjects.
- DOWing a nation that is a Protectorate of another one of your subjects (e.g. Protectorate of your CN) will no longer break your subject relationship (bug fix.)
- If you DOW a Protectorate of your CN, then your CN will lose them as a Protectorate but you will not lose your CN.
- More on this later under a separate Overlord Chains heading; I put this in quickly here as it's a much-asked-about bug fix.
2. Colonial Nations
- Colonial Nation Formation
- Colonial Nations now only form out of cored provinces in a Colonial Region
- In 1.4, you just needed to have five provinces in a single Colonial Region for a new CN to form there.
- Now, you must have five cored provinces in a region.
- This is not a change when you exclusively use colonies to form a CN, because colonies auto-core.
- But it means that if you have annexed territory from another CN or from a native/tribal nation, you must first core it to get a CN to form out of it
- The cored province requirement applies only to the formation of a CN.
- When you already have a CN in a given Region, any new provinces will automatically cede to that CN even if they are uncored.
- Newly ceded provinces will need to be cored by the CN.
- This behaviour is unchanged from 1.4.
- When a CN forms, it will receive all provinces you own in that Colonial Region, and it will get cores on all of them - including any that you did not core.
- Example: 1492, Portugal full annexes the Inca:
- This gives Portugal 19 uncored provinces in the Colonial Region 'Colonial Peru'
- Portugal now cores them, one-by-one.
- After five of these provinces are cored, a new CN 'Portuguese Peru' will form (at the end of the month in which the fifth core was completed.)
- This new CN will immediately get all 19 provinces in that Region, and all 19 will be cored; even though you, Portugal, only cored five of them.
- Buildings will no longer be destroyed when provinces cede from you to a newly formed Colonial Nation.
- Tariffs
- Tariffs can now be lowered as well as raised.
- The cost for increasing Tariffs is unchanged at 25 Admin points
- The new cost for decreasing Tariffs is 75 Admin points.
- Colonisation/Coring range
- You can now always core any province that is adjacent to a CN.
- Colonial Nations now correctly provide Colonial/Coring Range.
- There are still a couple of bugs as of the latest beta:
- Colonist Travel Time: Colonies without a direct connection to the coast will always show a 601 day travel time.
- Colonial Range: Range is not correctly applied through two successive CNs, causing some provinces to remain uncolonisable unless you can colonise a 'bridge' to them from the coast.
- Both these bugs are raised and hopefully will be fixed for 1.5.
- Colonial Nations forming other nations - Tag changes
- Existing colonies under player control, and former colonies that are under AI control, cannot enact the Decision to form most nations in the game.
- They can still form the obviously colonial ones like Brazil and USA.
- But not for example Great Britain or Germany or Italy.
- Note that for the player, this only applies when you are still a colonial - once you become Independent, the restriction goes away and you can form any TAG that you meet the requirements for.
- AI
- Fixed a bug where AI CNs would not account for the tariffs they have to pay when budgeting (and going bankrupt as a result!)
- AI overlords of CNs are more likely to Enforce Peace to protect their CNs when they have a chance of winning
- AI will focus on establishing a Colonial Nation within a single Region before colonising other Regions.
- Colonial Nation AI has higher priority for converting cultures.
- Miscellaneous other changes/fixes
- Voluntarily giving a CN its independence (via Subjects screen) will give them +100 opinion of you.
- Support Independence is cancelled if the overlord voluntarily releases a Colonial Nation
- Colonial Nations have a 50% malus on Papal Influence, so they won't as often outbid you for Cardinals.
- Colonial Nation governments are no longer a valid target for the Rev/Counter-Rev CB.
3. Vassals & Personal Unions
- You can now cancel a Personal Union via a Peace Treaty!
- Same as you could cancel a vassal, and can now Cancel a Protectorate as well.
- Inheriting wars on new vassalisation: important bug fixes.
- Inheriting existing wars when you take a new vassal will no longer break all your alliances or causes any stab hits.
- When you take a new vassal, you will still inherit their existing wars.
- But no alliances will be broken as the game will only call willing allies.
- And you will not get any stability hits for Breaking Truce or for fighting a nation with an RM.
- Independence Wars: important bug fix
- A Separate Peace in an Independence war will no longer end the entire war.
- Diplo-Vassalisation Maximum Base Tax cap increased from 30, to 40
- Note that the Maximum Base Tax cap is the Sum of province Base Tax
- The cap is calculated simply by adding up the Base Tax of each of their individual provinces
- The Base Tax number being the number shown in the top left of the Province interface
- It does not take into account buildings or any other modifiers.
- It is therefore a different figure to that used for the Relative Base Tax DipVassalise modifier; the cap uses a more generous figure.
- Examples in 1444:
- Denmark has Sum of Province Base Tax = 33
- Teutonic Order has Sum of Province Base Tax = 41, and therefore is just too large to DipVassalise without taking a province from them first.
- Vassalisation Missions
- All of the "Vassalise Nation" Missions have been restricted to only appear when the target nation has 25 Base Tax or less.
- This is again the Sum of Province Base Tax, same as the DipVassalisation Maximum Base Tax cap.
- This will make several of the Missions a lot less useful than before.
- Example: Poland has available a Vassalise Teutonic Order mission.
- Teutonic Order has 41 Sum of Province Base Tax at the start of the game in 1444.
- That 41 Base Tax translates into a 216% Vassalisation WS requirement, which after the 50% Mission discount is only 108%
- So before 1.5, the player could annex any one of their provinces to make the mission possible.
- In 1.5, the player would need to annex two specific provinces, Danzig and Neumark, totaling 17 Base Tax. That would get them down to 24 Base Tax and make the Mission show.
- Given Teutonic Order only have five provinces, the need to take two of them first before you can get the mission does limit its usefulness somewhat - though it does still have some value, as the remaining three provinces would still be over 100% WS and not vassalisable without taking the mission.
- Personal Unions miscellaneous fixes & changes
- Junior partners in a Union are no longer allowed to change government.
- Form Personal Union Missions now give a 100 year CB, not 10.
- Tunis and Tripoli are now in a PU in games started between 1444 and 1510.
- Naples no longer has an alliance with Venice during the historical period when it's a PU-minor to Aragon.
B. Changes applying to all Subjects and the Subject/Overlord relationship
1. Transference and Cancelling of Subjects
2. Restrictions on Subjects
3. Subject Independence & Subjects allying against their overlord
4. Misc other changes & current known bugs
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첫댓글 감사합니다 ~ 그러나 내용파악은 털썩 ㅠㅠ
좋은 내용과 안습인 내용이군요....
영어공부 다시 하러 갑니다.
억 ㅋㅋㅋㅋ 죄송합니다 지금은 번역할 시간이 안나서 ...ㅠ.ㅠ
이제 오스만은 크림칸국 속국화-합병이 가능해졌네요.
PU관련은 마음에 드는군요. 그동안 PU유지가 너무 쉬웠습니다