Non c'è il rischio che uno possa "clientelare" a destra e a manca, e poi conquistare i clienti senza pigliarsi lo sbattone delle conversioni?
Credo che il rischio sia molto più che concreto, ma bisognarà vedere se sarà e come sarà possibile annettere i clienti. Inoltre ricordati che se non hai il core, nemmeno lo stato cliente ce lo avrà nella provincia (da ciò che ho capito), quindi i temi si allungheranno di parecchio.. tuttavia sì, c'è il rischio per le conversioni. Tocca aspettare altri due giorni e provare, sperando di aver torto.
Penso che comunque sia ricuciranno i problemi più gravi nel corso della prima settimana, quindi mi preoccupo relativamente ^_^
Sì esce domani Dal forum della Paradox: 1.8 Patchnotes - Paid & Free New Features ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤ ¤ Paid Features from Art of War ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤ - It's now possible to declare a "support rebels"-war against a country that you're supporting rebels in. - It's now possible to set an allied in war to prioritise sieging a specific province. - It's now possible to set the military focus for your subjects to be Aggressive, Supportive or None, which changes what tactics they will use during war. - You can now mothball fleets, which means they will cost less maintainance, but slowly detoriate in the port. - You can now designate your vassal into a march They will no longer pay tax to you and you can't annex them, but they will get bonuses in warfare. - It's now possible to use your subjects CB/Wargoals when declaring a war. - Units with names edited by player are now tagged as custom-named, and will take priority when merging. - Added Client States mechanics, where you can now create new custom vassals, decide their name, flag & color, and assign them territory as soon as you reach a certain tech level. - You can now sell ships to other nations. - It is now possible to transfer control of a province to someone you are allied with in a war. - Added peace option "Give up claims" that forces the enemy to give up all their claims on you. - Added peace option "War Reparations" that forces the enemy to pay a fraction of their income to you each month for 10 years. - Added the possibility to upgrade fleets in one click if you can afford it. - Garrisons can now sortie from their fortress against a besieging force. - Added the option to abandon your foreign cores for a one-time prestige cost. - Added abandon idea group functionality, where you can change your countries setup for the future. - You can now toggle your fleets to let your allies & subjects load armies on them. - The Holy Roman Empire now have a mechanics for internal religious wars, including leagues for Catholics and Protestants that fight over the faith of the Empire. - Implemented a new Unit Builder, where you can build entire new armies or fleets in one click. - Over 25 flavor events for playing in West Africa. - 50 events related to the Thirty Years War. ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤ ¤ Free stuff ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤ ################### # New Features ################### - The map now have 45% more detail, adding over 900 new provinces, with the vast majority of them making sure the rest of the world is as detailed as Europe. - Severe optimisations on the game, to have it run basically the same as 17 with all the new provinces and countries added - Three new tradegoods added: Silk, Dyes & Tropical Wood - Added Support for compressed save games. - Rebels no longer revolt in individual provinces. Instead of revolt risk, provinces now have Unrest and each province belongs to a particular rebel faction. When provinces have unrest, that rebel faction will gain progress towards a revolt based on the amount of unrest, and will revolt in one or more consolidated armies upon progress hitting 100%. - Accepting rebel demands is now always the same as rebels enforcing their demands. - Provinces now have local autonomy. Local autonomy reduces the income, manpower, force limits, and trade power provided by a province, and also lowers the cost of taking that province in a peace dela. Local autonomy is gained on conquest. Local autonomy can now be reduced or increased every 30 years resulting in increased or lowered revolt risk. - Overseas provinces now have a minimum autonomy of 75% instead of the 'distant overseas' penalty. - All colonized provinces now have a minimum autonomy of 50%. - The Protestant and Reformed religions now have Centers of Reformation in certain provinces that convert nearby Catholic provinces to their religion. Centers of Reformation are awarded to the country where the religion is founded and the first two other countries to convert to that faith, and replace the old province events that spread those religion. Centers of Reformation are removed if their province is converted to another faith. - The College of Cardinals system has been replaced with a system where cardinals are based in provinces and new ones are created once per year in rich Catholic European provinces. Each Cardinal gives some Papal Influence which can either be spent on special 'Papal Actions' that grant bonuses and resources to your country, or invested towards becoming the Papal Controller when a new Pope is elected. - The Supply and Demand pricing system has been replaced with a system where each resource has a base price that can be modified by various major events, such as the Triangle Trade driving up the price of slaves and the Grand Banks Fisheries lowering the price of fish. - The tradenode setup have been severly overhauled, with lots of new tradenodes. - Leader assignment has been improved Leaders that are already assigned will show up in the list of available leaders in other units Those leaders can be assigned to those units, which cause them to be removed from their old units
Da quel che ho capito, inoltre, ci sarà un miglioramento "visivo" per la mappa politica: le wasteland diventeranno del medesimo colore di chi possiede la provincia/ province limitrofa/e in modo da non aver più quelle chiazze grigio oscene nel bel mezzo del brasile o di un'Australia totalmente nostra.
Meglio tardi che mai, nessuno lo aveva mai chiesto prima questo cambiamento (*leggero sarcasmo*). EDIT: Sei sicuro di questa cosa? Perchè ho appena finito di spulciare le patchnotes complete (quello da 400 righe di testo), ma non ho letto niente del genere.
ma i salvataggi vecchi saranno ancora usabili con la nuova patch? O è meglio che finisco la partita in corso prima di aggiornare?
Sul forum hanno detto che in teoria saranno compatibili, ma le nuove meccaniche e le nuove province potrebbero creare qualche problema (p.e. religione e cultura delle nuove province)
io non mi fido e aspetto il termine della partita. Il problema è che gioco con l'extended timeline mod (Bisanzio..infatti mi sono dato un obiettivo: riconquista)
L'ho letto nelle novità per i modder, appena trovo il testo te metto 1.8 Patchnotes - Usermodding ################### # Usermodding ################### # New Mechanics - Added commandline 'show_errors' to show all error messages in errorlog - Added mod version check to launcher First two numbers of "supported_version" in mod file must match current version of EU4 or the mod will be disabled # Enhancements - Can now script CBs to have a modifier on AI war enthusiasm - Added support for dynamic script flags - Unit types can now have a scripted trigger - Can now set min_autonomy on govtype, this restricts provinces owned by that government to no less than the set amount of local autonomy - Possible to mod so starting armies no longer contains infantry - Setting a bookmark to default=yes will now list it before all non-default bookmarks - Can now set a bookmark to center on a specific province when selected - Added system to override province terrain in terraintxt through ‘terrain_override = {}’ - Variable name and value can now be displayed in localisation # Defines - Added define NDefine::NGraphics::END_OF_COMBAT_GFX If this is set to 0, the 3D models in end of combat is disabled - Added defines for controlling weighting on random lucky - Split define REGIMENT_MANPOWER_COST into inf, cav, art - Split define BUY_LEADER into general, admiral, conquistador, explorer - Added STARTING_ARMY_SIZE to defines - Added STARTING_ARMY_SIZE_AT_WAR to defines - Added STARTING_ARMY_SIZE_REBEL_THREAT to defines - Whether it is possible to block warleader from negotiating is now controlled with define ALLOW_LEADER_DEMAND_TOGGLE - Wasteland provinces whose adjacent controllable provinces are all owned by one country will now take on the color of that country in political mapmode, if the COLOR_WASTELANDS define is set to 1 - Exported INTEGRATE_UNION_MIN_YEARS to defines - Exported INTEGRATE_VASSAL_MIN_YEARS to defines - Leader max pips can now be modded in defines - Exported max rival tech group speed difference to defines - Added MIN_ARMY_MAINTENANCE/MIN_NAVY_MAINTENANCE defines to prevent total Army/Navy maintenance modifier below -100% from giving money # Modifiers - Added a new modifier called colonial_liberty_desire which increases liberty desire in colonies - Added two new modifiers in global_autonomy & local_autonomy to effect monthly ticks up and down on autonomy - Added new modifier province_warscore_cost that reduces cost of province oriented peace deals such conquering, vassalizing and releasing nations # On Actions - Added OnAction event on_enforce_rebel_demands - Added on_war_won and on_war_lost on actions - Added on_startup on action # Events - Adding is_mtth_scaled_to_size to an event will now scale the MTTH to the country's number of provinces - Events can now be set to hidden = yes to fire in the background - Added effect save_event_target_as - Saved event targets possible to use as right-side arguments - Saved event targets possible to use in localization - The syntax [event ID]_[event picture name] to specify pictures for specific events now works with events which use namespaces # Triggers - Improved error logging for colonial_region & culture triggers - Trigger has_harsh_treatment now works correctly - Trigger controlled_by and sieged_by now accept rebel types as arguments - Variable triggers and effects can compare variables between types of scopes (country/province) - Added trigger has_guaranteed - Added trigger guaranteed_by - Added trigger is_league_leader=yes/no - added a calc_true_if = { <trigger> amount = num ] trigger - Added trigger is_in_league_war that checks whether a country is in a Religious League war - Added a has_rebel_faction province trigger - Added trigger has_terrain - Added is_client_nation/is_client_nation_of triggers # Effects - break_union effect now creates a new monarch for the junior partner - Added effects add_cardinal/remove_cardinal - Added effect switch_tag - Added effect create_guarantee - Added effect convert_ruler_to_general - Added effect convert_heir_to_general - Added effect define_ruler_to_general - Added effect define_heir_to_general - Added effects join_league, leave_league and remove_center_of_reformation - Added save_global_event_target_as effect - Added clear_global_event_target effect - Added clear_global_event_targets effect - Added change_price = { trade_goods = X key = txt value = perc duration = days } effect #Console - Added console commands create_march, remove_march, lucky, and possility to spawn events for other countries, while you choose option - Added console command 'ideadump' that dumps all countries with generic to gamelog - The 'help' command in the console now lists all available commands when not given any arguments - Added console cmd "revolution_target <TAG>" that sets who's revolutionary target - Console commands where it makes sense to use a target country tag should now accept it Player tag is assumed if no tag is provided - Added console commands 'testprovs <id1> <id2>', this command will change owner of all land provinces in the specified range to you and spawn a unit (and boat if coastal) there, allowing for easy position testing
dalle patch notes, sembra che gli stati clientelari (republiche sorelle) siano creabili solo da un certo livello tecnologico in poi, quindi il probleme delle conversione non si pone per la maggior parte della partita.
Bisogna avere la tech diplomatica al livello 22 se non sbaglio, quindi attorno a 1600 aveva detto la paradox
Lo sto provando. Confermo il livello 22 richiesto (visibile in qualsiasi provincia) per gli stati clientelari. Incredibilmente, nonostante la mappa quasi un mezzo più grande, va quasi più veloce di prima. Signori, mi pare una meraviglia (a parte i tricolori. A nessuno piacciono i tricolori francesi!)
Sembra davvero interessante questo DLC... Non so se è già stato detto, ma i vecchi salvataggi sono compatibili con questa nuovo DLC?
In teoria no, dovrebbero aver messo una beta del 1.7 e qualcosa per ovviare al problema se non sbaglio.
Per ora non ho incontrato bug insormontabili. I template degli eserciti creabili sono una delle trovate maggiori, mentre devo ancora testare gli stati clienti. Certo che la tecnologia richiesta è una di quelle tarde (parliamo di oltre il 1600!) quindi è vero che li vedremo poco.
Scusate, ho una domanda sola, gioco a EUIV da poco e non me ne intendo; ma.... È normale che un singolo dlc costi 20€? A me sembra un tantino un'esagerazione