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Imperator - Development Diary 17th of June 2019 Trin Tragula, Imperator
Hello and welcome to another diary for Imperator: Rome. ��Һ𣡻�ӭ������һƪ�ۻʣ������Ŀ�����־��
Today's diary is entirely devoted for showing of the patch notes for the coming Pompey patch, which we hope to release as an open beta on Steam and Gog in the not to distant future. �������־��ȫ����չʾ�������ߵ�����Pompey�����IJ�����־�����Ǵ����ڲ�Զ��δ����Steam��GOGƽ̨�Ϸ���һ�����Ų��汾��
Enjoy! �����Ķ��ɣ�
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[color=inherit !important]�ۻʣ�����������־ | 6/17 ���ಹ����־​shimo.im
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### 1.1 Pompey ###
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# New Features
# ������
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- Civil Wars have been reworked to be based upon the disloyal power base versus the total power base of a country. Each character have a power base that depends on their holdings,commanded units, wealth, titles, governorship importance etc. This value is displayed in overview, character listings, character and family views.
- ��սϵͳ������������ս�Ĵ��������ڲ��ҳ��������������ҵ�Ȩ������Power Base�ĶԱȡ�ÿ����ɫ��Ȩ���������������ء�ָ�ӵľ��ӡ��Ƹ���ͷ�Σ�ͳ���ߵĵ�λ�ȵȡ����ֵ��ʾ����������ɫ�б�����ɫ���������С�
- Stability has been reworked to no longer be on a scale of -3 to +3, instead it ranges from 0 to 100, and gravitates naturally towards 50. Stability below 50 will give penalties to unrest, happiness and loyalty, as well as lowering the thresholds for civil wars and rebellions. Stability above 50 will benefit research, commerce, population growth, and will make the thresholds for civil war and rebellion higher.
- �ȶ����������䷶Χ������-3��+3�����Ǵ�0��100�����һ��Զ�������50���ȶ��ȵ���50���ܵ����Ҷȡ��Ҹ��Ⱥ��ҳ϶ȵijͷ���Ҳ�ή�ʹ�����ս�����ҵ���ֵ���ȶ��ȸ���50�����о�����ҵ���롢�˿����������ܵ��ӳɣ����������ս�����Ҵ�������ֵ��
- Increasing stability is no longer instant. Instead sacrifices to the gods will give an increase of Stability over time, and multiple sacrifices in short time will increase the rate of this increase.
- �����ȶ��Ȳ����Ǽ�ʱ�ġ����������ȶ�����ʱ�����ӵ�Ч���������ڶ����������ȶ������ӵ��ٶȡ�
- Added Coastal and River Terrain types for naval combat.
- Ϊ��ս�����˺������κͺ������Ρ�
- Population Capacity now dictates how many pops can live in each city. Population capacity is primarily increased by things like climate, rivers, ports, but is also possible to increase through building granaries in a city. A city over capacity will get penalties from overpopulation but no city will grow over its cap naturally. Most things that previously affected population growth will now instead affect capacity.
- �˿�����Population Capacity���ھ���ÿһ�������ܾ�ס�����˿ڡ��˿��������Ȼ���Ϊ���������ۿڵ����ض���ߣ���Ҳ�п���ͨ���ڳ����н������ֶ���ߡ�һ�����������ij��н����ܵ��˿ڹ���ijͷ�����û�г��л��Զ������������˿����ޡ�֮ǰ�汾��Ӱ���˿������Ĵ���������Ҳ��Ӱ���˿�������
- All countries can now convert religion if their high priest is of the new religion and a majority of the free pops in their capital also follow it. Republics require the approval of their Senate, Monarchies must have 70 Legitimacy and Tribes must have the approval of the Clan Chiefs.
- ���й������ڶ����Ըı��ڽ�������ǰ�������ǵĴ��˾�����ڽ̵���ͽ�������������������������Ҳ���������ڽ̡������ı��ڽ������Ļ���ҪԪ��Ժ�����������ƹ��ұ�����70��ͳ�ԣ���������������������ͬ�⡣
- Seleucid bloodline trait now gives a bit of ticking province loyalty to better allow them to control a far flung empire.
- ����ŵ�Ѫ���������ڻ������һ���ʡ���ҳ϶ȵļӳɣ��Ӷ������ǿ���ȥ����һ���������ĵ۹���
- All Religions now come with their own associated Omens, with their own effects.
- ���е��ڽ����ڶ������������Ӧ�����ͣ��Լ����Ǹ��Ե�Ч����
- Added country specific Omens to a number of countries and some culture specific ones. More context specific Omens will keep being added in future patches.
- ��һЩ���Һ�һЩ�ض����Ļ��������˹���ר�������͡����������ʷ���������ͽ���δ���IJ����м������ӡ�
- Added Specific Omens for Hellenic countries following the Serapis Cult.
- Ϊ��������Ƥ˹��ϣ������������ר�������͡�
- Every country in the world now has a ��Heritage�� providing it with passive benefits and a penalty. Heritages are dependent on the capital of the country but can also be specific to other circumstances.
- ���������ϵ�ÿ�����Ҷ��д���Heritage��Ϊ���ṩ�����ӳɺͳͷ�������ȡ���ڹ��ҵ�������Ҳ������ר���������ض������
- Added Country specific Heritages to: Rome, Sparta, Carthage, Phrygia, Macedon, Egypt, Seleucid Empire, Mauryan Empire, Judea, Tartessos, Byblos, Armenia, Epirus, Thrace, Rhodes, Athens, Etruria, Syracuse, Icenia, Arvernia, Atropatene, Tarentum, Argos, and Thebes.
- Ϊ���¹�������ר�����У�������˹�ʹ��̫�������X�ǡ�����١�����������ŵ۹�����ȸ�۹����̵��ǡ�������˹���Ȳ�³˹���������ǡ�����³˹��ɫ��˹���µ����ŵ䡢����³���ǡ������š������ᡢ��ά���ᡢ�����������ᡢ����ͼķ��������˹�͵ױ�˹��
- Added the possibility of on map eruptions for the following volcanoes: Vesuvius, Aetna, Ararat, Methana, Aragats, Argaeus Mons, Argaios Mons, Ausara, Bamni, Qarqar, Caucasus Mons and Iberia Mons. A volcano eruption will cause considerable damage to the local economy until cleaned up.
- ���������»�ɽ�ڵ�ͼ���緢�Ŀ����ԣ�ά������ɽ�������ɻ�ɽ���������ػ�ɽ�������ɻ�ɽ�������ӴĻ�ɽ��������Ү˹ɽ��������˹ɽ����������ɽ�������ɽ��������ɽ������ɽ����������ɽ����ɽ�������Ե��ؾ�������൱����ƻ���ֱ�������ɾ�Ϊֹ��
- Added storms that can strike at sea, in deserts or during winter. Storms will cover a number of sea zones, or cities and will deal heavy attrition to present units. While a storm is ongoing it will be visible on the 3D Map.
- �ں��ϡ�ɳĮ�����з籩���籩���������ຣ������У��������е�λ������ص���ġ����籩���ڽ���ʱ��������3D��ͼ�Ͽɼ���
- Added Navigable Rivers. A navigable river can be forded at specific locations, which can be blocked like straits by a navy. Light ships will perform better than others in a river.
- ���ӿ�ͨ��������һ����ͨ���ĺ����������ض��ĺӶζɹ�����Щ�ط�������Ͽһ�����������������ͽ����ں��л�������������ֵø��á�
- Legitimacy is no longer instantly increased from a button press, but a stackable over time ticking improvement.
- ��ͳ�Բ����ǰ��°�ť��ʱ���ӵģ���������ʱ������������ӵġ�
- War Exhaustion is no longer a button to magically decrease it instantly, but instead works like the changed stability.
- ��ս�Ȳ����ǰ��°�ť��ħ���㼴ʱ���ٵģ����Ǻ��ȶ��ȸı���ͬ�ķ�ʽ������
- You can now embark & disembark armies while in a port, and you have a big enough navy.
- �����ڿ����ڸۿ��þ��ӵǴ�/�´���ֻҪ���ڸۿ�����һ���㹻��ĺ�����
- You can now view foreign characters from the diplomatic view.
- �����ڿ��Դ��⽻�������鿴�����ɫ�ˡ�
- Reworked the province view, adding more information, including pierchats of population.
- ������ʡ��������ͼ�������˸�����Ϣ �������˿ڵı�״ͼ��
- You can now tell units to start building roads, and they will continue doing it as long as you have power, instead of stopping in each new location to await new orders.
- �����ڿ����ò��ӿ�ʼ����·��ֻҪ�㻹�е��������Ǿͻ��������·����������ÿ���µص�ͣ�����ȴ������
- Monarchies now have access to an Anabasis unit ability, which lets the ruler boost province loyalty in a province capital where he or she is present.
- ���������ڿ���ʹ��һ��Զ��Anabasis�IJ���������������ͳ����������/��������ʡ�������ʡ�ݵ��ҳ϶ȡ�
# Dual Rulers
# ��Ԫͳ����
- Aristocratic Republics now have Co-Consuls. Co-Consuls provide power in attributes where they are better than the current ruler, and their ruling traits are applied to the country along with those of the primary ruler. Popularity of ruler is average of both of the Consuls, while corruption is the sum of their corruption.
- ���干�������й���ִ���١�����ִ�����������Ա�����ִ���ٸ�ǿ�ķ����ṩ�ӳɣ����ǵ�ִ���������һִ���ٵ�ִ������һ�������ڹ��ҡ�ִ���ٵ�����������ִ����������ƽ��ֵ������������ִ���ٸ��ܵ��ܺ�ֵ��
- Consorts: In Monarchies the consort of the ruler will now count as a co-ruler and give benefits to the country in the form of their stats supplanting the ruler��s if they are better. A consort with living children will get a ticking reduction of loyalty if the primary heir is not their child.
- ��ż���ھ��������У�ͳ���ߵ���ż���ڽ�����Ϊ����ͳ���ߣ�������ǵ����Ը��ã��ͻ���������ȡ��ͳ�������ݵ���ʽ�����Ҵ����ô��������Ҫ�̳��˲������ǵĺ��ӣ���������Ů����ż���ҳ϶Ƚ�����½���
# Province & City Improvements
# ʡ������еĸĽ�
- Urban development interaction added for cities. Using the interaction increases local Civilization Capacity, as well as Civilization growth rate.
- Ϊ���������˳��п���������ʹ�ø����������ߵ��ص�����ֵ���ޣ��Լ�����ֵ���������ʡ�
- You can now set what unit types your clan retinues should be. Changing will update retinues as well but strength is dropped to 0.
- ���������������IJ����ױ��ĵ�λ���͡��ı�����Ļ��������ױ����ӣ��������������½���0��
- Added four Province-level investments, corresponding to each of the Power types: Population Output and Province Loyalty for Military Power, Building Slots for Civic Power, Local Import Routes for Oratory Power, Same Religion Pop Happiness for Religious Power
- ����������ʡ��Ͷ�ʣ���Ӧ��ÿһ�ֵ������ͣ��˿ڲ�����ʡ���ҳ϶ȶ�Ӧ���µ�����������λ��Ӧ�������������ؽ�����·��Ӧ�۱��������ͬ�ڽ̵��˿��Ҹ��ȶ�Ӧ�ڽ̵�����
# Naval Rework
# ��������
- Reworked Navies to form lines of battle and split Galleys into 6 classes with different roles, ranging from Light (Highly maneuverable and with a high chance to attempt to board) to Medium (all around balanced) and Heavy (Can only target ships directly opposed, withstand more damage and very hard to board). Heavy Ships are unlocked in some Military Tradition Trees (Persian, Indian and Greek) and can perform special unit abilities to help project power overseas. Navies now also make use of their own Combat Tactics and can shattered retreat to a friendly port.
- ������ĺ���ս��ϵͳ��Ҫ���ɽ��������ս���ߡ������������ֳ�6���ȼ����Ӷ��е���ͬ��ɫ�������ͣ������Ժ����ױ����ϣ������ͣ������涼��ƽ�⣩�����ͣ�ֻ���������ŵĵн����ܳ��ܸ�����˺������ѱ����ϣ������ͽ���������һЩ���´�ͳ��������(��˹��ӡ�Ⱥ�ϣ��)������ʹ������ĵ�λ��������������Ͷ����������������Ҳʹ�������Լ���ս��ս�������ҿ��Է�ɢ���˵�һ���ѷ��ĸۿڡ�
- Added Liburnian ship type in the Light Ship Category.
- �����ͽ����������������������Ǵ��͡�
- Triremes now belong to the Light Ship Category.
- ���㽰��ս�������������ͽ������
- Added Tetrere and Hexere Ship types in the Medium Ship Category.
- �����ͽ�����������������н���ս�������н���ս���Ľ������͡�
- Added Octere and Mega-Polyreme Ship types in the Heavy Ship Category.
- �����ͽ�������������˰��н���ս���;���ս���Ľ������͡�
- Added Capture Port Naval Unit Ability allowing Heavy ships to capture unguarded adjacent ports.
- �����˺�����λ������ռ��ۿڡ����������ͽ���ռ��δ������ڽ��ۿڡ�
- Added Port Raid Naval Unit Ability allowing Heavy Ships to create a breach in an ongoing adjacent port with an ongoing siege.
- �����˺�����λ������ͻϮ�ۿڡ����������ͽ��������ڰ�Χ�е��ڽ��ۿ�����ͻ�ƿڡ�
- Added Port Assault Naval Unit Ability Allowing Mega-Polyremes to remove 1 fort level from an adjacent enemy port.
- ���Ӻ�����λ������ǿϮ�ۿڡ�����������ս�����ڽ��ĵ��˸ۿ��Ƴ�һ�����ݵȼ���
- Added Naval Range: Naval Range is calculated from your closest owned port and any ship that goes out of range will take Attrition damage. Heavy Ships will take increased Attrition damage when out of range.
- ���Ӻ����������룺���������������ӵ�е�����ۿڿ�ʼ���㣬�κν���������Χ���ܵ�����˺������ͽ����ھ���֮����ܵ����������˺���
- Ships can now be captured in Naval combat: A capture attempt will happen if a ship takes enough morale damage to retreat from the battle. Since Light ships primarily deal morale damage this means that they will get more chances to capture opposing ships. Success chances are however also based on chance: Light ships have -20% chance to successfully capture heavy ships, while heavy ships have a +20% chance to capture lights. Medium is +/-10% vs the other. Capture chance is further impacted by admiral Martial skill and national modifiers. Captured ships joins their new owner��s navy but will not take part in the ongoing battle. Number of captured ships will be shown in the combat report.
- �������ڿ����ں�ս�б��������������ս�����ܵ��㹻��ʿ���˺������ˣ��ͻᷢ��һ�β����ԡ��������ͽ�����Ҫ���ʿ���˺�������ζ�����ǽ��и���Ļ��Ჶ��з�������Ȼ�����ɹ��ļ���Ҳ�ǻ�����һ�������ģ����ͽ����ɹ��������ͽ����ļ���Ϊ-20%�������ͽ����������ͽ����ļ���Ϊ+20%���еȽ���������������+/-10%������ᡣ�����ᶽ�ľ��¼��ܺ����������һ��Ӱ��������ʡ�������Ľ��������������˵ĺ�����������μ����ڽ��е�ս�����ɻ�����������ս����������ʾ��
- Pirates Reworked: Pirates can now be hired to supplement your navy in the Mercenary Tab. Unemployed pirates will eventually go on a raid, harming the economy of an unfortified target city before returning to their old home port. Any country can root out a pirate nest using a unit ability in enemy territory when at war, or in their own territory if they have banned piracy.
- ����ϵͳ�������������ڿ����ڹ�Ӷ��ҳ�汻��Ӷ��������ĺ�����û����Ӷ�ĺ������ջᷢ�����ӣ�Ҳ�����ڷ�������ԭ���ĸۿ�֮ǰ���ƻ�һ��δ�����Ŀ����еľ��á��κι��Ҷ�������ս����ʹ�õ�λ�����ڵз������ϲ���������Ѩ����������Ѿ���ֹ�˺������Ҳ�������Լ��������ϲ�����
- Province Capitals are now fixed, and will never relocate naturally unless the city is lost in a war. Province capital can be moved by the player to another city in the same Province for a cost.
- ʡ���������ǹ̶��ģ����dz�����ս�������ݣ�������Զ������Ȼ��Ǩ����ҿ��Ի���һ���ķ��ý�ʡ����Ǩ�Ƶ�ͬһʡ�ݵ���һ�����С�
- Added the capability to release a subject country out of any owned Province, from the country overview screen.
- �������ڹ��Ҹ��������У�����ӵ�е�ʡ�����ͷų���ӹ���ҵĹ��ܡ�
- Country capital can now be moved for a power cost that is dependent on the difference in population between your current capital and the desired new location.
- �����ڿ��Ի��ѵ�����Ǩ��������ȡ���������ڵ������˿ں�����ҪǨȥ���µص���˿�֮��IJ�ࡣ
# Holdings Rework
# ���ϵͳ����
- Characters can now hold multiple holdings, limited by their capabilities (mainly finesse). A city can also have multiple holdings, one for each 10 slaves present. Unowned Holdings can be granted to characters by the state or purchased by them over time. Holdings can also be confiscated by the state, lost to starvation, or lost if a city change hands, causing a loss of loyalty for their old owner (this loyalty modifier will last 5 years per lost holding).
- ��ɫ���ڿ��Կ��ƶ����أ�����ȡ�������ǵ����ԣ���Ҫ��ȡ�����������ԣ���һ������Ҳ�������ܶ����أ�ÿ10��ū������һ����ء�������ؿ����ɹ��������ɫ��Ҳ��������ʱ��������������������еķ��Ҳ���Ա�����û�գ��Ķ�ɥʧ������һ���������֣��⽫���¾���������Ϊʧȥ��ض�ʧȥ�ҳ϶ȣ�ÿʧȥһ�η�أ��ҳ�����������5�꣩��
- A holding will provide its owner with income, boosting their personal wealth over time.
- ���з�ؽ�Ϊ�������ṩ���룬����ʱ��������������ǵĸ��˲Ƹ���
- If more than half of the Holdings in a city belong to a character on the Rebel side in a Civil War then that city will defect at the start of the conflict.
- ���һ�����г���һ��ķ��������ս���Ѿ�һ���������ô������н��ڳ�ͻ��ʼʱ�ѱ䡣
- It is no longer possible to move or promote slaves if it would mean the loss of a holding for a character.
- ������ᵼ��ij����ɫʧȥ��صĻ�����ô�����ٿ����ƶ������ū����
# Ledger
# ͳ�Ʊ�
- Ledger: Added a ledger with a sortable overview of data about the player country as well as other countries in the world. Pages include:
- ͳ�Ʊ�������һ�������ɷ���������ͳ�Ʊ�����ʾ��Һ�������������ҵ�ͳ�����ݡ�ҳ�������
- Countries: Lists all countries in the world, together with relevant statistics, army sizes, military traditions, heritages, stances, etc.
- ���ң����������й��ҵ��б�������������ݡ���½����ģ�����´�ͳ�����С��⽻�����ȵȡ�
- Rulers: Lists all current rulers in the world, and lets you interact with them.
- ͳ���ߣ����������е�ǰͳ���ߵ��б�����������������ǻ�����
- Provinces: All Provinces in the currently played country, listed with pops, trade routes, loyalty as well as tax and commerce income.
- ʡ�ݣ���ǰ������ҵ�����ʡ�ݣ������˿ڡ�ó��·�ߡ��ҳ϶ȡ�˰�ա�ó�����롣
- Inventions: Lists all currently bought inventions in the current country.
- �������г���ǰ����Ŀǰ��ɵ����з�����
- Our Rulers: lists all former rulers of the current country.
- �ҹ�ͳ���ߣ��г���ǰ�������еľ�ͳ���ߡ�
# Government Interactions
# ��������
- Government Interactions: Added the concept of Government Interactions. Actions you can take in the government view that are dependent on your current government type:
- �����������������������ĸ������������������в�ȡ�����ж���ȡ�����㵱ǰ���������͡�
- Monarchy Government Interaction: Summon War Council, usable once every 10 years, allowing you to choose a free claim on neighboring territory at the cost of the loyalty of one or more officers.
- �����������������ټ�ս����ᡣ�����ÿʮ��ʹ��һ�Σ��������ij�����ڵ�����������ƣ�������һ��������Ա���ҳ϶ȡ�
- Monarchy Government Interaction: Demand Oaths of Allegiance, costing 200 Oratory and Religious Power, and yielding +25 Primary Heir Attraction for 5 years.
- ����������������Ҫ������Ч�ҡ�����200���۱���ڽ̵�����5���������ӵ�һ�̳��˵�֧�ֶȡ�
- Monarchy Government Interaction: Hold Games has been converted to a Government interaction for monarchies and tribes, allowing your ruler to participate in the games.
- �����������������ٰ�������ٰ�����Ѿ���ת��Ϊһ�������ƺͲ�������������������������ͳ���߲μӱ�����
- Monarchy Government Interaction: Patronize the Arts, costing 300 Civic power, and yielding 5% Primary Culture Happiness and 0.01% Global Civilization Gain per month, for 5 years
- ������������������������������300������������5���������������Ļ��Ҹ��Ⱥ�ÿ������ֵ��ȡ��
- Republic Government Interaction: Empower Civic Faction decreases build cost by 15%, but increases populist influence by 0.25 per month for 5 years. Costs Civic Power and is cheaper to perform if the Civic Party is in power.
- ������������������Ȩ������ϵ������15%���컨�ѣ���5����ÿ�������ϵӰ��������0.25�����������ϵ��Ȩ�Ļ����û��������������ѻ�����ˡ�
- Republic Government Interaction: Empower Military Faction increases discipline by 2.5%, but increases populist influence by 0.25 per month for 5 years. Costs Military Power and is cheaper to perform if the Military Party is in power.
- ������������������Ȩ������ϵ������2.5%ѵ���ȣ���5����ÿ�������ϵӰ��������0.25�����������ϵ��Ȩ�Ļ����û������µ������ѻ�����ˡ�
- Republic Government Interaction: Empower Mercantile Faction decreases Create Trade Route Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Oratory Power and is cheaper to perform if the Mercantile Party is in power.
- ������������������Ȩ��ҵ��ϵ�����ʹ���ó��·����25%����5����ÿ�������ϵӰ��������0.25�������ҵ��ϵ��Ȩ�Ļ����û����۱�������ѻ�����ˡ�
- Republic Government Interaction: Empower Religious Faction decreases Convert Pop Cost by 25%, but increases populist influence by 0.25 per month for 5 years. Costs Religious Power and is cheaper to perform if the Religious Party is in power.
- ������������������Ȩ�ڽ���ϵ����������˿ڻ���25%����5����ÿ�������ϵӰ��������0.25������ڽ���ϵ��Ȩ�Ļ����û����ڽ̵������ѻ�����ˡ�
- Republic Government Interaction: Empower Populist Faction decreases monthly corruption of all characters by 0.05 per month, and reduces Populist Faction Influence by 0.5 per month for 5 years. Costs gold, and requires a Populist Consul.
- ������������������Ȩ�����ϵ��ÿ�½������н�ɫ����0.05��5����ÿ�������ϵӰ��������0.5�����ѽ�Ǯ��������Ҫ�����ϵ��ִ���ٵ�Ȩ��
- Tribal Government Interaction: Assembles Raiding Parties costs 200 military and 200 oratory power, increasing Enslavement Efficiency by 10% for 5 years.
- ���������������������ӶᲿ�ӡ�����200����º��۱������5��������ū��Ч��10%��
- Tribal Government Interaction: Encourage Tribal Migration which will decrease the Centralization of a Tribal Nation, but cause 5 pops to move out of your realm, into a nearby province (preferring empty provinces).
- ����������������������������ʹ5�������˿�Ǩ����Ĺ���ǰ���ڽ�ʡ�ݣ�ͬʱ���ͼ�Ȩ�ȡ�
- Tribal Government Interaction: Tribes can also make use of the Hold Games and ��Hold War Council�� interactions.
- ��������������������Ҳ����ʹ�þٰ�������ټ�ս�����Ļ�����
# Macrobuilder
# ��������
- Macrobuilder Improvements: The Macrobuilder to promote, assimilate or convert Pops, as well as constructing buildings will now show the expected return of each action to give you providing better information to decide what action to take. You can also sort your available target cities on these numbers to find the most ideal spot for performing the chosen action.
- ��������Ľ���������ͬ��������˿ڵ��������죬�Լ����콨���������������ڽ�����ʾÿ���ж���Ԥ�����棬��Ϊ���ṩ���õ���Ϣ��������ȡ�ĸ��ж�����Ҳ��������Ŀ����е��������ֽ��з��࣬�Ծ�����ȡ�����ж�����õص㡣
###################
# Gamebalance
# ��Ϸƽ��
###################
# Economy
# ����
- Removed the free Capital Trade Route for all countries, instead the mid setting for Trade taxation will now provide 1 extra capital Trade Route.
- ȡ�����й��ҵ������ó��·�ߣ���Ϊó��˰��������Ϊ�еȽ����ṩһ���������ó��·�ߡ�
- Lax Taxation is now -50% tax
- ����˰��������-50%˰�ա�
- Reworked how commerce work, so it primarily a province income.
- �ı���ҵ�����������ʽ��ʹ���Ϊʡ�ݵ���Ҫ���롣
- Commerce Economic Policies now impact how much you get from imports vs exports.
- ��ҵ������������Ӱ����ӽ��ںͳ����л�õ����档
# Governments
# ����
- Non Scripted rulers at start of the game now have 50 popularity, no longer tanking starting legitimacy
- ��Ϸ��ʼʱ�ķǽű��趨��ͳ����������50�������������dz�ʼ��ͳ�Ե�ֵ��
- Electable Governments can now be set to have an minimum age for its elections.
- ��ѡ�ٵ����������趨Ϊ����ѡ�ٵ�������䡣
- Health now impacts electability in republics.
- ��������Ӱ���������ʤѡ������
- Endorse Party cost up to 50 from 25, and Tyranny down from 5 to 2.
- ֧�ֵ��ɵĵ������Ѵ�25���ӵ�50�����������Ӵ�5����2��
- Republics now only have 1 law reducing unrest like other government forms.
- ����������ֻ��һ��������ٶ��Ҷȣ���������������ʽһ����
- Disloyal Co-Rulers and Consorts now increase power costs by up to 25% at 0 loyalty up from 0% at 50 loyalty.
- ���ҵĹ���ͳ���ߺ���ż�������ӵ������ѣ����ҳ϶�Ϊ0ʱ����25%�����ҳ϶�Ϊ50ʱ����0%��
- Friends of the ruler in a Monarchy will now have a strong preference for Primary Heir.
- ������ͳ���ߵ��������ڻ�ǿ��ƫ��֧�����һ�̳��ˡ�
- A family married to ruler or heir in a monarchy will have a strong preference for primary heir.
- �ھ���������ͳ����̳��������ļ����ǿ��ƫ��֧�����һ�̳��ˡ�
- Characters preferring other heirs now has less of an impact on Legitimacy.
- ֧�������̳��˵Ľ�ɫ���ڻ����ͳ������Ӱ�졣
# Characters
# ��ɫ
- Inspire Disloyalty now reduces loyalty of target by 0.5 per month.
- �Ķ��������ڻ���ÿ��0.5���ٶȽ���Ŀ����ҳ϶ȡ�
- Increased base amount children per couple by +1.
- ÿ�ԷĻ�����Ů��������+1��
- Tweaked some traits
- ������һЩ���ʡ�
- Governor finesse skill now impact the output in a province.
- �ܶ���������������Ӱ��һ��ʡ�IJ�����
- Loyalty now impacts effect of office holders.
- �ҳ϶�����Ӱ���ְӵ���ߴ����ļӳɡ�
- Loyalty now impacts how well researchers perform!
- �ҳ϶�����Ӱ���о��ߵı��֣�
- Loyalty of generals, admirals and governors is now dropping slowly by default for Major Powers & Great Powers.
- ǿȨ����ǿ�Ľ������ᶽ���ܶ����ҳ϶����ڻ�Ĭ�ϵػ������͡�
- Disloyal employed characters can no longer be dismissed or imprisoned. Instead they need to be brought to trial, potentially sparking a civil war.
- ���ҵ��ܹͽ�ɫ���ڲ��ܱ���ͻ������෴������Ҫ�����У�������ܻ�������ս��
- Random Characters now gain 2 traits instead of 3 traits.
- �����ɫ���ڻ��2�����ʣ�������3����
- At least one other family member that is not head of family will now always marry.
- ��������һ���Ǽ����峤�ļ����Ա�ᱣ���ѻ�״̬��
# Units
# ��λ
- Boarding Tactics is now +10% Ship Capture Chance.
- �Ǵ�ս������+10%�Ľ��������ʡ�
- Changed lots of trireme_cost to ship_cost
- ���ܶ�trireme_cost����Ϊship_cost��
- Changed some attrition modifiers to impact weights of units instead.
- ��һЩ���������Ϊ��λȨ��Ӱ�졣
- Clan leaders that get regular cohorts loyal to them will make them into retinues.
- �����峤��������ò�������ҳ��������ͻ�Ѹõ�λ��Ϊ�ױ���
- Enslaved Efficiency from unit modifiers are now considered as well when enslaving.
- ��ū��ʱ���ӵ�λ������õ�ū��Ч������Ҳ���������ڡ�
- Exiled retinues at strength 0 will now disband.
- ǿ��Ϊ0�������ױ�����ɢ��
- Reduced impact from troops on unrest from -5 to -4.
- ���ӶԶ��Ҷȵ�Ӱ���-5���͵�-4��
- Reduced size of clan retinues a fair bit, and they are now less likely to grow beyond average supply limit in home areas.
- �����ױ��Ĺ�ģ�����˲��٣������������ڲ�̫���ܳ�������������ƽ���������ޡ�
- Reward Veterans: removed oratory cost, increased gold cost to 6x monthly income
- �����ϱ����Ƴ��۱�������ѣ�����Ϊ6���½�Ǯ����Ļ��ѡ�
- Attrition reduction modifiers is now applied AFTER cap is applied.
- ������ĵ��������ڽ��ڼ��㲹��������Ӧ�á�
- Chariots are now more efficient against Archers and Light Infantry.
- ս�����ڶԿ��������Ჽ������Ч��
# War & Peace
# ս�����ƽ
- AE reduction from high AE is -3 instead of -5
- ���������Ŵ�����AE����ֵΪ-3������-5��
- Tweaked combat prediction to be more accurate
- ����ս��Ԥ��Ӷ�ʹ���ȷ��
- Battle Result can now have a larger impact on wars, and not always +1/-1.
- ս��������ڿ��Զ�ս�����������Ӱ�죬��������+1/-1��
- Some war declarations like truce breaking and/or no-cb wars will now also incur some Aggresive Expansion
- һЩ��ս���������ս��/����CBս��������Ҳ�ᵼ�������������ӡ�
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