Paradox Interactive games

Which is rather ridiculously ahistorical, really.
Yeah, it doesn't actually represent the policy of any state until after the game's end date, and it makes playing the Manchu/Qing more or less impossible, from what I understand. It's kind of difficult to impose any other barriers to conquering vast tracts of more or less pointless territory for the AI, though.
taillesskangaru said:
You could always play a mod. Some of them has nice borders.

I'll probably mod the map myself if I'm not satisfied with what they serve up this time.
I'm currently stymied by the fact that Strannik's heavily revised HDM for MMP2 is not compatible with the vanilla game. Most of the map mods that I would like solely for the map come with baggage. In the course of my current heavily modded Byzantine game, though, I've started to get pissed by how crummy the map is, and I miiiiight start modding it myself. That takes a helluva lot more effort than editing text and localization files, though.
 
The problem with the excellent modded maps is that they aren't compatible (?) with the converters, so you are pretty much stuck at the game that features them.

I had this problem with the Watkabaoi map for For the Glory: infinitely better than the original map, but it doesnt convert to Victoria.
 
Better than the current version where those province are either inhabited by easily conquered "cities" of nomads which can be taken over by non-nomadic civs (as opposed to just the nomads up and movign their tent next province over and leaving you with a very empty province), or inhabited by villages that commit collective suicide the moment 1000 Europeans walk into the province.

Much better.

The only example of the former is the Shamanist Oirat Horde in the Gobi. The other pagan states in the game weren't nomadic. (I'm assuming by easily conquered you mean pagan states with no forts which can be seized like a colony).

The latter is admittedly silly but massive depopulation did happen when 1000 Europeans walk anywhere in the Americas, so in term of the end result it's pretty realistic.

Yeah, it doesn't actually represent the policy of any state until after the game's end date, and it makes playing the Manchu/Qing more or less impossible, from what I understand. It's kind of difficult to impose any other barriers to conquering vast tracts of more or less pointless territory for the AI, though.

True. I believe nomadic states will have a chance to "civilize" though, as it says so in the Developers Diary.

The problem with the excellent modded maps is that they aren't compatible (?) with the converters, so you are pretty much stuck at the game that features them.

Mod Victoria? :mischief:
 
The latter is admittedly silly but massive depopulation did happen when 1000 Europeans walk anywhere in the Americas, so in term of the end result it's pretty realistic.

Massive depopulation? To an extent.
General extermination? Nowhere near close except in a few areas where the natives were specifically enslaved.

Most everywhere else there were native settlements the whole time, and western settlements efforts "kicked them out" (or shipped them to reservations), from 1607 onward.
 
Upwards of 90% of native americans were wiped out by european diseases, but it didn't happen overnight. The diseases spread along the trade routes. Though the "amrch a unit of troops into native territory and they ALL DIE ISNTANTLY is stupid.
 
Upward of 90% over several centuries, and with several areas being far worse affected than others.

And another thing to note - the population figure given for the natives (eg, 1000 in one province, 9000 in another) are already pretty much post-90% (there are what, 5, 6000 in all of New england?), pretty much. So the game first auto-kill in its setup the 90% who died from plagues (fair, as those deaths were largely unavoidable), and then add to that a "free" 100% death rate once westerners march into the province.

EITHER you do a 90% die-off in the setup, or a 90% die-off when europeans march into the province. Not 90% in the set-up and 100% when europeans march in - there were natives in pretty much every part of the Americas, except a few, in significant numbers, for most of the Europa era.
 
The problem with the excellent modded maps is that they aren't compatible (?) with the converters, so you are pretty much stuck at the game that features them.
That's actually not a problem for me, because I don't care about carrying over converted settings. I don't get to 1821 in most of my games anyway, and even if I did, EU3-V2 converters are not particularly good. Besides, most of the end results of my EU3 games tend to be rather...one-sided, and not particularly conducive to a fun game in V2. If I ever did want to carry over a setting, I'd just mod V2 instead of trying to convert.
True. I believe nomadic states will have a chance to "civilize" though, as it says so in the Developers Diary.
That's not really a helpful characterization either, but whatever.
 
I have a physical copy of EU 3 complete and want to buy heir to the throne, but I heard there are problems buying it off steam if you don't have complete on steam... is that true? Should I get it off of gamersgate or impulse then? Anyone who can help it would be appreciated,

Ash
 
Okay, I will, thanks to everyone who replied... also does anyone know when Divine Wind will be coming out?
 
Hey does anyone want to do a HOI 2 (doomsday) Multiplayer game tomorrow at like 5 or 6 (depending on my friend) American EST Time? Just PM me or something to let me know..
 
I'm game but I don't know if my schedule will allow it, it wmost likely will but no guarantees
 
4.1 patch for HTTH released yesterday.

Spoiler readme :

####################################################################
# AI
####################################################################
- Peace AI: Will be a bit more versatile with what it offers to players
- Peace AI: The AI will scoff at offers of treaty annulment
- Peace AI: Fixed an issue with it demanding the release of a vassal at the same time as demanding its annexation
- Peace AI: Should no longer offer deals worth more than 100%
- No Elector will never prefer a candidate with whom they are at war as new HR Emperor
- The AI Aggressiveness setting now has more effect
- Strategic AI: Will tend to be friendly to its Merchant League controller
- Strategic AI: Slightly more wary of high Infamy
- Diplo AI: Fixed a problem with premature AI alliance breaking
- Diplo AI: Smarter about claiming thrones
- Diplo AI: Lowered AI acceptance chances of Religious Unity
- Diplo AI: Adjusted chance of honouring an alliance (good relations have a bigger effect)
- AI: Tweaked national focus selection a bit
- AI: More wary of assaulting with enemy armies nearby
- Scripts: AI was much too liberal with Settlement Policy
- Scripts: AI script for the decision 'revoke_restraint_of_appeals'
- AI should now upgrade preferred artillery as well
- AI will no longer send missionaries to a province that has less than 1% chance of conversion.
- Recruit AI: Better at building enough ships for tariffs
- Recruit AI: Checks whether it can actually build the type of ship it wants (light, big or galley)
- AI: Will no longer disband an obsolete ship every month, but will maintain its desired fleet size
- AI: Will no longer disband obsolete transport type ships
- AI: Will be much smarter about raising and stopping war taxes
- Front AI: Should be slightly more aware of killer attrition provinces
- Big Army AI: Should avoid killer attrition provinces like the plague
- Big Army AI: Should be more defensive (protect capital and own territory)
- Diplo AI: Should avoid Infamy in peace deals if it would pass the Infamy Limit
- AI will prioritize missionaries more
- Tweaked the AI scripts for the Vote on HRE Reform events (religion and vassalage have more effects, and the members will never vote yes if they are at war with the emperor)
- Tweaked AI acceptance of Enforce Religious Unity (infamy and vassalage have more of an effect, strategic antagonism less)
- Strategic/Diplo AI: Will no longer view the Infamy limit as the "max acceptable" Infamy, but a much lower figure, depending on aggressiveness settings and personality
- Diplo AI: HRE members will not take non-core (or mission target) provinces from other HRE members.
- The AI will now ignore "make elector vote for us"-missions.


####################################################################
# Gamebalance
####################################################################
- Reduced the peace cost and prestige gain from treaty annulment
- Pretenders rising should now break all old royal marriages
- Papal FoG now only gets 1.5 magistrates per year.
- Fixed the problem with auto-investment in minting once stability is maxed
- Lowered the chance of heirs dying prematurely
- The final HRE reform require the emperor to be at peace
- Negative Stability now properly decreases legitimacy
- The Colonial CB now properly only triggers for overseas provinces neighbouring your own
- Adjusted the difficulty modifiers
- Increased relations and prestige loss of failing to enforce Religious Unity
- No longer ever possible to get the Excommunicated CB if you are not Catholic
- Fixed a new bug with monarchs-as-leaders not getting saved in v4.1
- Discipline now affects military tactics.
- Sponsored pirates no longer block straits for friendly units
- Declaration of war not allowed if a player has not yet answered an incoming call to arms against the target
- The target is now always the defensive leader in wars declared with union forming CBs
- Can no longer demand religious unity with a Defender of the Faith
- Revoltrisk effects are now applied after all other modifiers, so that effects of revoltrisk from temporary modifiers and from nationalism now actual appears.
- Peace cost for union formation lowered again, to 60
- A country in your SoI will now call you to war if attacked, rather than give you a CB
- Peace Cost for Annulment of treaties upped to 10
- Tweaked the Excommunication CB (you can only demand your cores or culture group provinces at reduced costs)
- Doubled the base peace cost required for demanding the formation of personal unions (now 80)
- Reduced the cultural conversion rates for some special cases
- Chance of cultural assimilation in owned CoTs with 5+ of owner's merchants
- Halved missionary conversion rates, except for the national focus bonus
- Post offices, roads and arch dioceses now only give 0.01 magistrate per year each
- The Muslim tech group now starts at a still higher level
- The event that fires on diplomatic annexation no longer decentralizes a country, but causes a stability hit
- Changing FoG should now have a more logical effect on when the policy sliders can be changed again
- Theocracies can now be force converted
- Inflation is now only halfed when going bankrupt instead of wiped.
- Bankruptcy now lasts 10 years instead of five years.
- Being declined on enforcing religious unity in the empire is an hit on imperial authority.
- You now need at least 1 imperial authority to enforce religious unity.
- The pope will now actual question your sphere if you got low prestige.
- Converting a province to the catholic faith increases your papal influence now.
- Having placed merchants no longer gives cultural tradition.
- Now there is a severe penalty to missionary chance during the spread of reformation and calvinism for the provinces that convert.
- An Admiral or explorers Manuever value now affects how quickly the fleet moves.
- Papal influence triggers and effects now work.
- Now possible to annex countries of greater size than 1. If you can vassalize them, you can annex them as well, but you always need to occupy their whole territory.
- Supply range is now properly checked for when the AtSea counter is increased for navies.
- Interests are now set every month for bankloans.
- It is now much cheaper to send spies to a country with high badboy.
- Reworked sow discontent, it will now increase stability costs and revoltrisk for a year instead.
- Mercenaries are now more expensive when badboy goes up.
- Mercenaries now reinforce, but are more expensive; both to buy and maintain
- Lowered the effect of revolt risk on local tax a little bit
- The Colonel advisor now also lowers mercenary maintenance costs
- The Horde type FoGs now bleed off Infamy much faster
- Imperial bonuses and penalties are a little smaller now.
- When negotiating a settlement with rebels you no longer get their units.
- There is now a penalty for occupying other parts of the empire that is not your core.
- Badboy is now a bigger impact on imperial elections.
- Alot of beneficiary events are now more likely to happen for members of the HRE if hre is big, OR if you have no badboy.
- Adjusted some HRE reform event modifiers to make more sense, and corrected use of the "badboy" trigger.
- The HRE can no longer be forcibly disbanded once it is hereditary.
- Diplomatic skill is now a little bit more important in HRE elections.
- Legitimacy & Trust now affects voting in the HRE.
- Much more likely to get electors chosen at even amount of electors.
- A country has to remove its capital out of the empire before moving its other provinces out.
- The emperor now gets a notification when a province leaves the empire.
- Equal amounts (10) of Imperial authority are now given and taken when a country changes to or from the Emperor's religion
- When forced to change religion (in peace or by the emperor, the religion in the capital province also changes)
- Being a member of the HRE now has a nice static bonus to diplomatic skill, badboy reduction, prestige and cultural tradition.
- When there is 25 members of the HRE, every member gets a nice bonus to tech costs, stability costs, manpower and revolt risk.
- It is no longer possible to leave the empire if you are at war.
- Its only possible to join cores into the empire now.
- Galley costs is now also affected by the serfdom/free subject slider, and a bit less by naval/land slider.
- There is now less strength damage in naval battles.
- Naval damage now do affects morale on other ships.
- A defeated navy will now retreat to the closest port.
- Navies retreating no longer gain morale.
- Buffed early Muslim cavalry units so they are clearly better than Western ones
- Improved Spanish Tercios.
- Separate tech group for the Ottomans, with their units in it, and all decisions, events and missions updated
- Buffed early Ottoman units
- Lowered peace cost factor for union formation for 'cb_fabricated_claims' so it's no longer 120 warscore, but 78.
- No longer possible to refuse "better than expected" peace deals at -3 stability (beware, offers will auto-accept when timed out!)
- Papal Influence is now halfed when a new pope is elected instead of wiped.
- Added the possibility to abandon presence in a centre of trade.
- An inheriting country only gets cores on provinces of their culture group, if they were already cores of the inherited country
- Cut "natural death" chance for underage heirs
- Selling a province now clears the active missionary.
- Creating vassals now yields -2 Infamy per released province
- It is now possible to release a vassal nation even when you are not holding its historical capital, instead you need at least one province with the right culture (and a core)
- Inflation and Infamy are now reset for countries that no longer exist (so it's gone if they come back)
- Buffed the effects of the Colonel, Inquisitor, Pioneer, Privateer, Naval Organiser, Army Organiser and Recruitmaster advisors
- Going bankrupt while still being bankrupt will no longer half the inflation.
- Reworked negotiations with rebels to actually be an option.

####################################################################
# Interface
####################################################################
- Optimized the DoW warning text to show fewer duplicates (e.g. if an alliance applies, don't also show guarantees, warnings, etc)
- Shortened some DoW warning strings
- The Claim strength of foreign heirs during regencies is now indicated by colour
- The DoW warning text when someone has warned you is no longer shown if it does not apply
- The truce alert will now always be shown when you have a truce, so you can determine the duration of it.
- Added clarifying and detailed tooltips to the imperical election, so that its possible to understand voting mechanics more.
- Changed income column in the ledger to show a full years income (direct taxes + 12 monthly) instead of just monthly.
- The idea screen now tells you which level will unlock each idea slot instead of just when the next one is available.
- Added an icon to the economy screen which is shown when your country has the effects of a bankruptcy.
- There is now a small ">" next to siegeprogress in the outliner if there is a breach.
- Implemented the zoomed-out countryname on map-code.
- Added a "total regiments/ships/men of each type" overview on a selected army/fleet. Cavalry will be colored red when when cavalry to infantry ratio is too high for combined arms bonus.
- Compete chance instead of placement chance is now shown where applicable.
- The tech group is now shown in the Economy View
- The unit type tech is now shown in the Military View
- Supply limit is now shown in a tooltip on the map when you got an army selected.
- Overseas percentage trigger is now displayed correctly, and some broken triggers updated for it.
- Fixed the ideas tooltip.
- 'controlled_by' trigger now lists rebelfaction in tooltip.
- Reenabled the country overview, and tech levels overview ledgerpages in multiplayer, since 90% of that data could be found anyway by anyone with a pen+paper.
- Unit strength is colored red if attrition is > reinforcement in the outliner.
- Selected countries now gets a black stripe in the lobby.
- Attrition in unitview is now colorized depending if a unit is losing men or not compared to reinforcement.
- Prestige is now colored correctly.


####################################################################
# User Modding
####################################################################
- "controlled_by = REB" now works as triggers inside the rebel type checks.
- Added a 'hre_size = <num>' trigger for checking how many members hre has.
- Added event effect 'this_remove_casus_belli' (reversed remove casus belli)
- Added event effect 'rename_capital'
- Added static modifier 'regency_council'; will decrease legitimacy over time
- The 'placed_merchants' trigger now works in country scope as well as province scope
- Added Static modifier 'national_defense'; lowers revolt risk in core provinces of your culture group when you are the original target of an offensive war
- Added event effect scope 'any_core'
- Added new modifier merc_maintenance_modifier
- The 'idea' trigger now works in province scope.


####################################################################
# Setup & Scripts
####################################################################
- Added Romania
- Added a decision to form Romania
- Adjusted the trigger for the French decision 'say_the_state_is_me'
- The "Scheming Bureaucracy" event can now only fire after government tech 40
- Reworked the Byzantine decision 'reestablish_the_theme_system'
- The Ottoman decision to move its capital to Constantinople will now rename the city to Istanbul
- WUU is now Cantonese and the primary tag for Cantonese culture
- Tweaked the Kingdom of Jerusalem
- Incas, Aztecs, Zapotec and Chimu are now tribal democracies, to avoid horde type events
- Tweaked the Papal mission to annex Avignon
- No government tech level allows merchant republic
- Event 9489 now gives a more substantial Infamy reduction
- Changed the FoG bonuses of tribal federation and despotism
- History: Poland is now the leader in the 1399 war against the Golden Horde
- Scripts: The Russian decision to build St. Petersburg now renames the province capital
- Trebizond is now guaranteed by Georgia in 1399
- Kaffa is now a Byzantine and Trebizond core
- Removed the income malus of tropical provinces (gamey capital movement mechanics)- Exported chance of heirs dying prematurely as _CDEF_HEIR_DEATH_
- It is now possible to inherit another country even when at war, as long as both parts are in the same war together.
- Scripts: Added some new Byzantine missions
- Added province decision 'promote_cultural_unity'
- Added a spyaction to spawn rebels of your own religion inside a country of the same group in a province with that religion.
- Added a religious decision that lets you convert a missionary for some papal influence.
- The Combined Arms requirement (max cavalry proportion of armies) is now scripted in the technology groups
- Added revolt triggers for countries (nationalist rebels will not tryto create countries unless this evaluates true)
- The things that give imperial authority have been converted into on-action events
- Manpower trigger now works in province scope.
- Added "Tribal Feud" and "Horde" CBs
- Made some tweaks to the liberum veto.
- Made event 9464 (university graduates) rarer, and the second choice now results in more cultural tradition
- Dutch voc now gives the trade company flag as well.
- The Dutch VOC now also gives a shipyard like the normal VoC does.
- Made the "Settlement Policy" decision slightly better
- End of revolution for france should no longer cause a crash if both france exists at the same time.
- Prussian military reforms now shows that you need to have capital in Brandenburg.
- Several events triggering of humanist tolerance now triggers of ecumenism instead.
- Added some restricts to events reducing manpower so that it would not fire for provinces with too low MP.
- Added an "on action" event (950). When HRE members take HRE provinces from outside countries in peace, they get cores on them.
- Added a few random events for super badboys.
- Scripts: Achaea is now properly in the Western Balkans region
- Scripts: The Russian Nation decision now adds cores to Bolgar and Kasimov
- No centralization from vassalization missions
- Added a few range checks to some dutch missions.
- Austria no longer gets the free transylvania mission when not a neighbour of the Ottomans.
- The hansa mission to gain swedish iron now aborts properly.
- Genoese mission to retake Kaffs now reduces infamy properly.
- Solidifying papal relations is no longer available as a mission to the papacy.
- Austrian relation missions will now abort if the target country no longer exists.
- Fixed a few trade missions that had invalid checks.
- Event 2022, "The Pentarchy", now disables the Papacy
- Added forts to many Tatar and Middle East provinces
- Adjusted the Free Subject policy in the history of certain countries, and increased the max slider limit to 2
- Fixed a setup in the First Anglo-Dutch war which caused a crash when reloading lategame saves.
- France and Revolutionary France are now mutually exclusive.
- Increased the size of the Québec province text
- The Oirat Horde provinces are now Buddhist to match the state religion
- Wiesbaden is now the capital of Nassau, instead of Frankfurt
- The Oirat Horde is now Buddhist to prevent early annexation
- The Ottomans now have cores on the other Turkish Beyliks
- Added in alot of culture specific dynasty names.
- Hansa, Genoa and Venice now always have merchant republic as a potential government form.
- Tweaked Feudal Monarchy, Despotic Monarchy and Merchant Republic (Feudal Monarchy is more viable)
- Tweaked the Eastern religions a bit
- Confucianism is no longer a debilitating penalty religion to keep China in check
- Added a triggered modifier, "Chinese Bureaucracy", that triggers for large Chinese states. It has a -50% tax penalty to replace that of Confucianism, but can be removed with Westernization.
- The Danzig Rebellion now actually ends.
- Fixed extreme population in Treviso.
- Antananarivo is now tagged to be in southern africa properly.



####################################################################
# Bugfixes
####################################################################
- Removed bad boy exploit when returning provinces in peace deals
- Imperial Occupation Penalty is now only applied if you actually own the province.
- Its no longer possible to build ships with the rightclick menu if you are not allowed to.
- If a province has picked tradegoods once, and is back at unknown, it will now get reset properly.
- Fixed a bug that cause countrynames to go wild under certain circumstances
- Fixed a few triggers that allowed impassable provinces to be viewed as empty.
- Fixed a bug with war subsidies not being cleared correctly on annexation
- Hopefully fixed a bug with the HRE Emperor not changing back correctly when playing around with the start date
- Junior PU members should no longer have the old heir if the suzerain state gets annexed
- Fixed a bug where military westernization would still not unlock cavalry and arty for countries completely lacking them at start
- Fixed a problem with HRE reforms not correctly costing 50 IA
- Fixed CTD on MP chat
- Fixed a bug with trade leagues not getting disbanded properly on annexations
- Fixed a bug with multiple copies of the same CB after reloading a save
- The options file "gameplaysettings.txt" is now correctly created and saved
- Fixed colony construction crash bug
- Fixed rebels annexing their own country infinite loop
- Fixed a problem with AI peace demands sometimes exceeding peace cost due to gold rounding
- Fixed a problem with the 'mission' console command
- The generic 'vassalize_mission' no longer aborts if you are at war with the target
- Fixed another bug in the Swabian War script
- Fixed some other bugs in the war histories
- Fixed a bug in the 'muslim_westernisation' decision
- The Ottomans are called that in German as well
- Fixed an issue with random effects not being random at all in Decisions
- The "had flag" triggers are no longer reversed
- Corrected script usage of "had flags" where needed
- Fixed a bug with the military westernization decisions (backward centralization)
- Fixed a script problem that allowed France to immediately diplo-annex Berry in 1399
- The Curia controller and controlled Cardinal modifiers are now properly disabled with the rest of the Papacy mechanics
- Fixed a bug in decision 'charter_guild_of_st_luke'
- Fixed a bug in event 'Submission of the Clergy' (9600)
- Fixed some bugs with the road network decision and event
- Fixed a bug preventing the CB "Imperial Ban"
- Fixed the "lesser in PU steals monarchs-as-leaders" bug
- Fixed a bug that would reset a player's choice for HR emperor
- Scripts: Fixed a typo in the Hanseatic Missions
- Scripts: Fixed a typo in the construction missions
- Scripts: Fixed a typo in the decision 'commission_medieval_tapestry'
- Scripts: Fixed a typo in the decision 'church_tax'
- Scripts: Fixed another problem in the road network decision
- Scripts: Fixed some issues with the monarchs of Holland
- Texts: The Papal mission 'conquer_ancona' now has a title
- Fixed a bug where rebel defection of a one-province minor province would not correctly clear treaties, etc
- Scripts: Fixed a bug in 'support_enlightenment_movement'
- Scripts: Fixed a bug in the spy mission 'tarnish_reputation'
- Scripts: Fixed a typo in the history of Annam
- Scripts: Removed a weird character the Khmer ship names
- Scripts: Fixed a typo in the monarch list for Nizhny Novgorod
- Scripts: The Papal State can no longer take the decision 'statue_in_restraint_of_appeals'
- Pretenders should now correctly get a dynasty
- Random outcomes now actually work in decisions. Really.
- Text: Fixed missing string COUNTRY_HISTORY_BATTLE_NAVAL_D_NO_COMMANDER
- Casus Bellis should now be refreshed when an alliance is made or broken
- Gameplay settings from v4.0 saves should now be compatible
- Fixed a bug with tag changing giving double HRE emperor modifiers
- Peace AI: Fixed some bugs with duplicate demands made
- Fixed some problems with cached country information not updating when appropriate
- Succession Wars scripted in history files should now work
- Scripts: Updated succession war histories to use correct syntax
- Text: Fixed some issues with incorrect pronouns
- Text: Added missing localization for EVTOPTB9473
- Text: Fixed typo in EVTOPTA6102
- Text: EVTOPTA9476 now works
- Succession Wars scripted in history files should now work
- Scripts: Updated succession war histories to use correct syntax
- Scripts: Fixed a bug with event 9485; "A modest proposal"
- Fixed a bug with rebels always defecting to their sponsor
- Denmark can no longer instantly diplo-annex Holstein
- Will now lose DotF correctly when forced to change religion
- Text: Added missing text in decline trade rights popup
- Fixed a bug with message WHITEPEACEOTHER
- The Casus Belli 'cb_spy_discovered' should now be active for AIs and in single player games as well
- Event 1054, "Become an Elector" can no longer happen for republics
- Event 9463 "The Family" should only happen to monarchies
- The Papal diplomacy options should no longer even be visible if the Papacy is disabled
- Fixed a broken textstring in the HRE election tooltips.
- Fixed a bug with empty warning texts in DoW dialogs, like "guaranteed by "
- Fixed a few bugs in the positions file.
- The correct icon should now be shown for the 'smugglers_dominating' country modifier
- Declaring war on a subject of another nation with a valid CB should now result in that CB being properly used in the peace negotiations
- Trade value can no longer become negative in a province.
- Fixed a bug causing PU junior countries to sometimes get their own monarch after a reload
- Fixed some problems in the naval supplies demand calculation.
- Its no longer possible to switch government form to a non-monarchy if you have any unions.
- Fixed a calculation error with paths going over the dateline.
- Fixed a few typos.
 
This makes me want to load up the game when I get home from Thanksgiving. Some of the things fixed (like full annexation now being allowed) could hamper my enjoyment of games. It always really stunk to have to fight several wars to annex a small country that could have easily been annexed in one.
 
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