G'Kar
12.09.08, 16:12
http://www.europa-universalis.com/forum/showthread.php?t=374216
In Nomine – 3.1 Players Guide
We’ve worked hard at 3.1 over the summer, and hope to have it out very soon. Since its such a big update with close to 600 lines in the readme alone, we thought a quick guide highlighting the major changes and improvements would be a good read before the weekend. Of course not everything is mentioned, and this is still may be subject to change.
Policy Sliders
One of the first things you will notice when playing the new update is the enhancement to the policy sliders. Now you have the possibility to get events happening when you move a slider in a certain direction. Some give bad effects, and some give benefits in short and long term. This adds another strategic element to the act of changing your country.
What also is important is the change to the time between the changes. This have been reduced dramatically, and is now something that can be done even in the larger empires in a reasonable time period.
Rebels
The abilities of rebels should now depend much more on the local province they are from, which may make them harder to fight in Europe, but easier outside of it.
We’ve also added severe restrictions on how rebels can defect and declare independence to avoid weird results in the world.
Spies
We have added three new spy actions, mostly tying it in with rebels. You now have the possibility to sponsor rebels of pretender, nationalist or patriot ambitions in an enemy’s territory. These rebels formed from these actions will be friendly towards the country sponsoring them.
The formula for spy discovery and success have been reworked, so that spy efficiency is the offensive attribute, and the spy defence is the defensive attribute when it comes to success. Discovery depends entirely on prestige and badboy of the involved countries. These values are now shown in the spies interface, together with tooltips.
The cost of sending a spy now directly depends on the tax-value of the target province, so it is more expensive to attack richer provinces. For the multiplayer crowd, you also get a casus belli on any human player that is discovered sending spies to you.
Privateers
The privateers you commission will now be friendly to you, and will not blockade your coasts. Instead they will send part of the money they take in to your cofferts. This will create some new naval strategies, where people can play like the historical England, and try to ruin Spanish trade.
HRE
The Emperor no longer start the game with a large amount of standing troops, but just with extra manpower. This makes Bohemia less like a mobile death-star at the start of the game.
Countries inside the HRE now are more wary of any anyone doing anything bad towards another member, and an attack on any of them results in a relation hit with everyone.
We have also fixed a few bugs with the election mechanism, and we hope this will create a more interesting mechanic in the HRE.
Military
First of all, we fixed the bug that sometimes made a unit without morale enable to wipe out a unit with morale if they still had a certain amount of troops.
Secondly, we reworked how the naval combat works so that losses are reduced, and morale drops are much bigger. This will make naval battles less like bloodbaths.
Another aspect that impact this is the penalties for going over your forcelimits. Now the scaling depends on the force limits. Also, the costs of building a ship is increased by how much you go over the force limits.
Economy
We’ve strengthened the economy of European home provinces drastically, by increasing the production income efficiency by tax values. Tariffs base factors have also been decreased, so that a rich province like Napoli is actually not worth less than a random Indian province.
The value of the trade-goods wine have been increased.
We’ve reworked centre of trade dynamics quite a lot, and the stagnation logic is now in full effect. Small centres of trade will slowly disappear if they can’t reach a certain threshold of income.
Diplomacy
It wil now be possiblr to declare war on vassals and lesser partners in personal unions. The overlord will always be called in. Declining the call results in the end of the vassalization or union.
Quite a few issues with alliances have been worked out, so that it should no longer be possible to end up in a war against someone you are in a war together with.
Another impact on multiplayer is that alliances between players will not auto-terminate if relations go below 0.
War exhaustion
War exhaustion will now drop quicker when you are at peace, and the war exhaustion from blockades is now scaled depending on size.
Revolt risk from War Exhaustion has been dropped by 50%, but the stability costs from it have been increased. The morale on troops will no longer be decreased by WE, but it will take longer to recruit new troops.
Warscore & Peace Negotiation
Warscore from blockades on allies are now scaled the same way as everything else, and blockading occupied provinces no longer affects the war score.
It is now also possible to demand territory owned by vassals and lesser union partners from someone in a peace treaty. Of course only if they are in that war.
The cost of a province in peace-negotiation has been rebalanced to depend on the size of the country giving it up. Religion, Culture and Core-status also impacts it.
Stabilityhitting another nation in a peace offer now have more serious impact. First of all the threshold for when you can do it is reduced by the targets war-exhaustion, secondly the target also gets a prestige hit, and thirdly there is a likelihood of getting rebels.
Prestige
Prestige is now more important, but there are caps on the gains of prestige from battles. You no longer will get prestige from fighting rebels, pirates or natives.
Ledger
Two full new pages have been added to the ledger. The first one lists all previous emperors, so you can see who was interrupting your rightful reign as Emperor. The other page is a listing of which provinces can do provincial decisions, and which ones.
Interface
It will now be possible to change the name of a province and the name of its capital at any time you like, by just clicking on the name.
There is now an indicator at the province screen for provinces that are not your core yet, telling you when they will become a core.
We’ve worked hard on adding in and expanding tooltips all over the game to make information more obvious to the player.
AI
A lot of development for this patch has been into improving the capabilities of the AI.
The naval AI has had a lot of attention, is now better at maintaining competitive fleets. It also knows how to patrol to keep pirates away, and is better at keeping its transport fleets protected.
The land AI has learned quite a lot about saving damaged troops, and at handling rebels and armies outside its own territories.
We have also severely updated the diplomatic AI to understand when to go to war and to sign peace, as well as how to behave to other countries.
The Strategic AI has also gotten a lot of love, and is now better at understanding the situation. The economic AI should be able to use its money better, and will be able to build more buildings and ships to compete with the player-
Databases
We’ve corrected a few setups in the world, thanks to the great input of people at the forum. Also, france has been nerfed, and italy boosted.
We went through all events, decisions and missions, tweaking them and balancing them after feedback from players. Most noticeable here would be the following changes.
Several dozens of random events have been added, giving more decisions to the player, and making it harder to keep a +3 stability at all times.
Quite a few new missions have been added as well, several from ideas given in the forum thread requesting them.
The religious wars event series is now a major one, and is as “bad” as the peasant wars or times of troubles one for a player.
Ok, hope you’ll enjoy it as much as we do..
In Nomine – 3.1 Players Guide
We’ve worked hard at 3.1 over the summer, and hope to have it out very soon. Since its such a big update with close to 600 lines in the readme alone, we thought a quick guide highlighting the major changes and improvements would be a good read before the weekend. Of course not everything is mentioned, and this is still may be subject to change.
Policy Sliders
One of the first things you will notice when playing the new update is the enhancement to the policy sliders. Now you have the possibility to get events happening when you move a slider in a certain direction. Some give bad effects, and some give benefits in short and long term. This adds another strategic element to the act of changing your country.
What also is important is the change to the time between the changes. This have been reduced dramatically, and is now something that can be done even in the larger empires in a reasonable time period.
Rebels
The abilities of rebels should now depend much more on the local province they are from, which may make them harder to fight in Europe, but easier outside of it.
We’ve also added severe restrictions on how rebels can defect and declare independence to avoid weird results in the world.
Spies
We have added three new spy actions, mostly tying it in with rebels. You now have the possibility to sponsor rebels of pretender, nationalist or patriot ambitions in an enemy’s territory. These rebels formed from these actions will be friendly towards the country sponsoring them.
The formula for spy discovery and success have been reworked, so that spy efficiency is the offensive attribute, and the spy defence is the defensive attribute when it comes to success. Discovery depends entirely on prestige and badboy of the involved countries. These values are now shown in the spies interface, together with tooltips.
The cost of sending a spy now directly depends on the tax-value of the target province, so it is more expensive to attack richer provinces. For the multiplayer crowd, you also get a casus belli on any human player that is discovered sending spies to you.
Privateers
The privateers you commission will now be friendly to you, and will not blockade your coasts. Instead they will send part of the money they take in to your cofferts. This will create some new naval strategies, where people can play like the historical England, and try to ruin Spanish trade.
HRE
The Emperor no longer start the game with a large amount of standing troops, but just with extra manpower. This makes Bohemia less like a mobile death-star at the start of the game.
Countries inside the HRE now are more wary of any anyone doing anything bad towards another member, and an attack on any of them results in a relation hit with everyone.
We have also fixed a few bugs with the election mechanism, and we hope this will create a more interesting mechanic in the HRE.
Military
First of all, we fixed the bug that sometimes made a unit without morale enable to wipe out a unit with morale if they still had a certain amount of troops.
Secondly, we reworked how the naval combat works so that losses are reduced, and morale drops are much bigger. This will make naval battles less like bloodbaths.
Another aspect that impact this is the penalties for going over your forcelimits. Now the scaling depends on the force limits. Also, the costs of building a ship is increased by how much you go over the force limits.
Economy
We’ve strengthened the economy of European home provinces drastically, by increasing the production income efficiency by tax values. Tariffs base factors have also been decreased, so that a rich province like Napoli is actually not worth less than a random Indian province.
The value of the trade-goods wine have been increased.
We’ve reworked centre of trade dynamics quite a lot, and the stagnation logic is now in full effect. Small centres of trade will slowly disappear if they can’t reach a certain threshold of income.
Diplomacy
It wil now be possiblr to declare war on vassals and lesser partners in personal unions. The overlord will always be called in. Declining the call results in the end of the vassalization or union.
Quite a few issues with alliances have been worked out, so that it should no longer be possible to end up in a war against someone you are in a war together with.
Another impact on multiplayer is that alliances between players will not auto-terminate if relations go below 0.
War exhaustion
War exhaustion will now drop quicker when you are at peace, and the war exhaustion from blockades is now scaled depending on size.
Revolt risk from War Exhaustion has been dropped by 50%, but the stability costs from it have been increased. The morale on troops will no longer be decreased by WE, but it will take longer to recruit new troops.
Warscore & Peace Negotiation
Warscore from blockades on allies are now scaled the same way as everything else, and blockading occupied provinces no longer affects the war score.
It is now also possible to demand territory owned by vassals and lesser union partners from someone in a peace treaty. Of course only if they are in that war.
The cost of a province in peace-negotiation has been rebalanced to depend on the size of the country giving it up. Religion, Culture and Core-status also impacts it.
Stabilityhitting another nation in a peace offer now have more serious impact. First of all the threshold for when you can do it is reduced by the targets war-exhaustion, secondly the target also gets a prestige hit, and thirdly there is a likelihood of getting rebels.
Prestige
Prestige is now more important, but there are caps on the gains of prestige from battles. You no longer will get prestige from fighting rebels, pirates or natives.
Ledger
Two full new pages have been added to the ledger. The first one lists all previous emperors, so you can see who was interrupting your rightful reign as Emperor. The other page is a listing of which provinces can do provincial decisions, and which ones.
Interface
It will now be possible to change the name of a province and the name of its capital at any time you like, by just clicking on the name.
There is now an indicator at the province screen for provinces that are not your core yet, telling you when they will become a core.
We’ve worked hard on adding in and expanding tooltips all over the game to make information more obvious to the player.
AI
A lot of development for this patch has been into improving the capabilities of the AI.
The naval AI has had a lot of attention, is now better at maintaining competitive fleets. It also knows how to patrol to keep pirates away, and is better at keeping its transport fleets protected.
The land AI has learned quite a lot about saving damaged troops, and at handling rebels and armies outside its own territories.
We have also severely updated the diplomatic AI to understand when to go to war and to sign peace, as well as how to behave to other countries.
The Strategic AI has also gotten a lot of love, and is now better at understanding the situation. The economic AI should be able to use its money better, and will be able to build more buildings and ships to compete with the player-
Databases
We’ve corrected a few setups in the world, thanks to the great input of people at the forum. Also, france has been nerfed, and italy boosted.
We went through all events, decisions and missions, tweaking them and balancing them after feedback from players. Most noticeable here would be the following changes.
Several dozens of random events have been added, giving more decisions to the player, and making it harder to keep a +3 stability at all times.
Quite a few new missions have been added as well, several from ideas given in the forum thread requesting them.
The religious wars event series is now a major one, and is as “bad” as the peasant wars or times of troubles one for a player.
Ok, hope you’ll enjoy it as much as we do..