Full notes
Full Nations update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Fixes
- Security
- Balance
- Performance
Dear players, after long time of work I have an honor to introduce you the newest update. Its main part is the long-awaited editor, but beside it, a range of fixes, upgrades and improvements were made.
Here is the changelog:
Editor:
added integrated mod system
added scenario editor
added nations packs editor
added cultures packs editor
all of the editors create content in game files in “editor/results” folder
an exemplary mod has been put in mods folder
there is a simple instruction how to make mods in exemplary mod
scenario editor has additional feature – support maps. You can change them in game files in “editor/supportMaps”
New tutorial:
a new, interactive tutorial has been added
the tutorial explains step by step the most important things about the gameplay
it is recommended for all the players who are not sure about some game mechanics, such as army or administrative divisions, to check the tutorial
Revolts:
revolts and separatisms system is finally functioning
since now players have to watch their unrest and unrest of each ethnic group
revolts break up usually in situation of serious neglecting of social needs and during crysis
separatist revolts may lead to establishing a new state, if not pacified fast enough
political revolts may lead to ending the game or changing the government – depending on game settings
- added revolts settingsdisabled, simplified (victory of rebels changes government) and default (victory of rebels ends game)
Diplomacy:
improved provoking – since now provoking can make selected nation to declare a war on us. The decision depends on tension, ideology and its military strength
changed the way AI responds to improving relations offer – now it accepts more often
changed the way AI reponds to alliance offers – now it accepts more often
changed the way investments work – since now you don't need an acceptation of your offer from other country – maximum foreign investments is regulated by new internal law of each nation, allowing to build influence more easy
added “Annex” option which allows every country to annex much smaller country using influence. It allows to annex small countries way faster than gradual increasing its dependence level and eventually incorporating it
added option to gradually decrease dependence level using influence and eventually become independent, if played as a dependent nation
fixed independence guarantee and protection – since now the AI will accept offer of guarantee of independence and protection if they are endangered and the player is stronger than them
guarantee of independence now adds 7.5 influence
protection now adds 25 influence instead of 50, but provides military access
increased aggressiveness decay rate
added two of “coming soon” intelligence buttons:
escalate tension with other country – using a big amount of spies and money you can now build tension between two selected countries, eventually leading to war between them
increase unrest – increases unrest which can eventually lead to civil war in selected nation
added new level of dependence – fief/protectorate – this level of dependence is higher than dependent territory and provides the most resources of all levels. It can be incorporated fast and was added to provide more realistic experiences of playing as medieval countries, often possessing several fiefdoms
added option to intercept a puppet state using influence. Only puppet states can be intercepted
since now locating divisions on other nations territory increases your influence in this country. Influence increase depends on amount of your units compared to its units on its territory
changed pricing of international investments and increasing dependence level to more reasonable – it was increased for small countries and decreased for big countries
Law changes:
changed “christian democracy” to “social conservatism” to avoid religious confusion
added “trade law” - trade law allows us to set the maximum amount of foreign investments, limiting its total influence
added several new laws: workers rights, culture spendings and government policy
changed modifiers of some laws, especially related to stability and unrest (taxes, security spendings)
added new conscription law – limited conscription (3.5%)
since now limiting freedoms of your people, including introducing new taxes or conscripting new soldiers, will cause unrest to grow. To avoid huge growth, the player has to introduce these laws gradually
corrected costs of some laws
Buildings:
added several new buildings:
laboratory – adds certain technology points
tavern/bussiness establishment – adds certain income basing on province type. This building was added to make it easier to develop small countries
manufacture/small factory – adds certain income, more than workshop, less than factory. It was added to make it more easy to build the industry for small countries. Factories, however, are still more profitable for big countries
added military storages – military storages increase maximum amount of military equipment and supplies we can store. Since now there is a limited amount of military equipment we can store – every piece of equipment over this limit decays. This mechanic was introduced to balance a long-term gameplay
changed the way some buildings work:
universities – since now universities hugely increase technology gain and maximum technology from province they are built and nearby area instead of adding certain number of technology points
hospitals – increased range of effect
offices – increased range of effect
museums – since now museums increase culture points gain from provinces they are built and nearby area instead of adding certain number of culture points
armory – increased range of effect
range of effect of building affecting nearby provinces is now shown on the map during construction
removed monuments, as they were useless and were replaced by laboratories
Navy:
added naval equivalent of armies – fleets. Thanks to them players can now command naval units automatically
added option to spend assigned part of naval production monthly automatically on fleet repeirs
added naval range – it is visible when choosing any naval units. Red colored naval regions are out of your range, while yellow colored naval regions are in range, but out of range for permanent stationing. Naval range increases gradually with updating naval technology
Other:
reduced negative economic and infrastructural impact on technology growth – poor countries struggled to develop at all
added some historical regions
added option to change frequency of autosaves and disabling them
added maximum amount of money and option to increase it by building banks. This mechanic was introduced to balance a big nations, which often collected a huge amount of money for the rest of the game
added maximum amount of technology points collected. Buildings increasing technology points gain increase also maximum amount of technology points
removed showing capital cities of micronations, to limit the mess on the map
fixed a lot of bugs, including a range of crash-causing and some not working modifiers. Playing as outdated nations might be a bit harder now, so additional balance changes were made
added a range of releasable nations
added formable nations – you can learn how to make custom formable nations using text file located in exemplary mod
changed the way buildings are displayed in the administrative region menu
added option to build some constructions collectively
IMPORTANT: the entire game project was built in a different way – this should improve performance and hugely reduce crashes, but sume users – especially using Linux – may face even more problems. If you encounter a technical issues you have not encountered earlier – such as constant crashes or game not launching – please, contact me personally using my mail given in tech support and game credits, or post a thread in Steam discussion tab.
I hope you enjoy!
Source
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