Victoria 2: Patch 1.3 zum Download - Das Spielemagazin. Kritisch. Ehrlich. Aktuell. Das Spielemagazin. Kritisch. Ehrlich. Aktuell.

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Patch 1.3 für Victoria 2

Das Update ist für alle Victoria II-Besitzer über den Gamelauncher und die führenden digitalen Downloadplattformen verfügbar. 

Major features of patch 1.3 include:
- Improved AI for economy and military matters
- Economy system rebalanced, with support for proper free-market adaption
- New system for how gun boat diplomacy and bankruptcies work
- Socialists can now back political reforms and Liberals can do social reforms (though each less than the other)
- Pop promotion and assimilation have received a major overhaul
- Artillery is now a more useful unit, and mobilization does not punish sparsely populated countries as much
- Many bug fixes, game balance tweaks and interface improvements

- AI Improvements
- Tweaked the AI logic for techs and Gas.
- AI will now recruit as many generals as possible.
- AI is now better at assigning leaders.
- AI should now research naval techs correctly.
- National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region.
- All AI countries will no longer pick the same option on events that all countries get simulatiously.
- Added more AI chance factors to techs, mainly to encourage late game factory unlockers.
- Further fixes to capitalist AI
- AI will now turn off subsidies more intelligently
- AI chance added to lots of Army/Navy techs.
- Upped AI chance on researching new ship types some more.
- AI is more likely to increase military spending if low amount of soldiers.
- AI will nolonger attempt to colonize regions where someone elses colonization is way ahead.
- AI can now delete factories.
- Fixed some Naval AI issues
- Improved Naval AI strait blocking and guarding
- Optimized an AI pathfinding check (ShouldGoByLand)
- fixed: Does the AI know how to remove factories?
- fixed problem with the ai trying to upgrade buildings that aren't there
- fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government
- Fixed a bug which caused the AI to always disband at least one regiment at each reload.
- The AI learned to not build engineers instead of infantry.
- Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength
- Army AI: Improved odds calculation to look at more factors

- Gamebalance Changes
* Pops
- Clergy promotion now check clergy levels, not officer levels.
- A few immigration-attracting effects now also increase assimilation rate.
- Reduced default assimilation rate by 25%.
- Citizenship policies now increase assimilation rates.
- Continents can now affect provinces, which currently just sets assimilation rate depending on continent.
- Having political and social reforms enacted increase the angryness of political party being appointed.
- Low literacy POPs are now far less likely to promote
- Soldiers are now less likely to become craftsmen if you spend money on them.
- Farmers and Labourers at <20% literacy is now less likely to become craftsmen.
- Increased Mil reduction after rising to 3 (from 1).
- Mil from reform desire doubled
- Literacy is now capped to 100%
- Fixed a bug in promotion factors that nerfed promotion to bureaucrats when admin spending was above 0.
- Literate pops are more likely to promote to bureaucrats in states with under 1% bureaucrats.
- Removed lux goods modifier for generic promotion chance as lux needs are higher now.
- Fixed clerk to bureaucrat promotion.
- Soldiers may now also promote to craftsmen.
- Craftsmen now want the wage reforms more.
- Told soldiers not to promote to craftsmen in colonies.
- Clergy less likely to promote to officers when education spending is 100% and Military is under 80
- Pop's desire for voting rights to their strata doubled.
- less bureaucrat promotions when spending = 0
- pops thinking of becoming aristocrats check state scope to see if there's too many rather than the nation
- Pops will not assimilate in overseas colonies.
- Lowly populated areas will not completely depopulate from migration.
- Pops should no longer emigrate to occupied provinces
- Pops in occupied provinces should not promote or demote.
- Hit healthcare with the nerfbat.
- Made craftsmen a little more likely to promote to clerks.
- Pops learned to move around more.

* Military
- Arty brigades have defence now, techs increasing their attack will also raise def.
- Mobilisation calculation is now using merged smaller pops to not punish smaller countries so much. ie, Prussia vs France.
- Supply costs now affect military score.
- Upkeep cost for brigades increased
- Army techs increase upkeep cost more.
- Troops no longer affect colonial progress.
- Tweaked colonial progress to not go backwards.
- MoW arty need upped to be in line with others
- Units will nolonger leave combat if they cancel movement.

* Diplomacy
- Same continent-cores and the capitals are now weighed more in warscore calculations.
- Peacecosts for taking province will not grow because of enemy is losingn territory to rebels at the same time.
- A country being forced to be released will get a truce with the country releasing it.
- Rewrote mechanics so that bankrupcies, 'gunboating' and defaults are 'on the same page':
* A country that cant pay their intresst goes bankrupt, this will put them in default to all creditors for two years
* All creditors gets a cb/wargoal to force them to repay their debts, if they win the country will no longer be in default to them
* After two years, all loans held by the bankrupt country, that it still is defaulting on, will be cleared
- Good peace offers that are declined now incur a penalty to the decliner, also added text to the peace offer message that reflects this.
- Admit Hegemony now gets all relevant countries into your sphere!.
- You can now properly influence countries added to your sphere even if you have a truce.
- No longer possible to humilitate a country which has recently lost a war (within last 5 years.)
- Being forced to disarm now reduces your badboy quicker.
- You can always influence someone in your sphere, even if at truce with them.
- Countries should now allways get a cb on debt default
- Only the selected wargoals are now executed
- Only countries that exists will be added to spheres when a hegemony war is won.

* Economy
- Increased output of underproduced RGO goods
- RGO workers will now be fired if they are oversupplying.
- Prices can now rise if there is a demand for them, but nothing actually produced yet.
- Rebalanced factory outputs to make late game factories actually profitable.
- Complete revision of Pop needs.
- Reduced POP demand for certain manufactured goods
- Lowered electric gear factory's cement cost to be in line with others
- National focus for factory production will now be much strongerly considered by capitalists and they may ignore non-profitability.
- Intrest is now payed before anything else
- If you have no money and get no loans, expenses no longer gets payed
- Loans are now payed of in fleet orders (the private inverstors have a really big one  />)<br />- Reduced demand of certain goods to bring supply and demand into better balance.<br />- Fabric, the manufactured good that powered the Industrial revolution, is now more economic to make.<br />- Prices can now fluctuate between 20% and 500% of base price.<br />- Cement factories no longer need cement to work properly<br />- Tweaked supply and demand for certain goods<br />- Further tweaked luxury demands<br /><br />* Rebels<br />- Middle-class pops now provide some infantry when they rise.<br />- Rebels are now a bit more dangerous, as they have leaders, and will reinforce and are resilient.<br />- Socialists now back political reforms at half the want of liberals.<br />- Liberals now back social reforms at half the want of socialists.<br />- Military issues are no longer so extremely important for people.<br />- Chanced Anarcho Liberal trigger to be political reform want rather than social. No social reform want before Socialists are active. <br />- Anarcho liberal rebels will no longer form in bourgeois dictatorships.<br />- Reduced chance for primary culture pops to join nationalist rebels.<br />- Expanded trigger to activate commies to make it more likely.<br />- Farmers and labourers are a bit more likely to go socialist in equality nations with socialist ruling parties.<br />- Farmers and labourers are keener on pensions when not getting their lux needs filled.<br />- Small increase of probability of national rebels rising compared to others in the later game.<br />- Pops less likely to join Anarcho-liberal rebels if not of culture group or accepted<br />- More modifiers to make Pops go Socialist when they desire social reform<br />- Rebel rising popups now has a max size<br />- Terrorist cells are now only activated when the terrorism tech is discovered.<br />- Spoil system is now properly active from the start.<br /><br />* Technology<br />- Advantgarde Intelligentsia were found to be actually quite useful, we have returned the Intelligentsia back to it is more traditional role of being seen to be a burden to honest hard working people.<br />- Increased researchpoints from plurality and literacy.<br />- Newly created countries will now have their technologies properly initialised.<br />- Released countries no longer go immediately bankrupt.<br /><br /><br /><br /><br />-----------------------------------------------------------------------<br />- Interface Improvements<br />-----------------------------------------------------------------------<br />- Newly created leaders are now added to the top of the list.<br />- Supply consumption on unitview now takes current level from country into account.<br />- Map will no longer scroll if you are moving cursor while editing the name of a unit. (Or any other editbox)<br />- Fixed needs dissapearing from the pop details screen for very small pops.<br />- Political screen will now show the same reform allow percent in all toolstips regarding the same thing.<br />- Bank loans tabs nolonger toggle, but rather switch to the tab that was clicked.<br />- Fixed bug where poptype tooltips would show the wrong luxury fullfillment.<br />- Fixed a technology tooltip.<br />- Declare war tooltips will now state that you are in the same SoI as your target rather than that they are in your SoI if this is infact the case.<br />- fixed Stockpile slider: percentage tooltip should be visible over buttons<br />- added shortcut tooltips<br />- National focus sprites will now always be placed in a province owned by the focus owner. ( Unless colonization focus )<br />- Chance of allies joining in a war when call allies checkbox is ticked added.<br />- War effects can now be setup to call in allies or not.<br />- Unitview will now color the pop icon red if the pop is unable to reinforce or yellow if it can reinforce only at a slower rate.<br />- Pop icons on subunits being reorganized will now be colored the same way as the pop icons in the unit view.<br />- Units that are under construction will no longer flicker in the millitary screen<br />- Build screens will now remember what tab it was on.<br />- Military screen is now less laggy with large armies.<br />- New policical parties and removal of old parties will now trigger messages.<br />- War intervene screen now shows the correct reason.<br />- Days of insolvency for factories is now visible on the production screen.<br />- Unitflags will now change when government is changed.<br />- Parties now have a more informative tool tip.<br />- Fixed Message log incorrectly reports province defection<br />- Auto-create/assign leaders creates admirals for 1-ship fleet<br />- You can now disable auto assign for leaders you don't like<br />- Now Better scrolling in popview<br /><br />-----------------------------------------------------------------------<br />- User Modding<br />-----------------------------------------------------------------------<br />- Terrain trigger now works properly in migration checks.<br />- Civilized trigger now works for pop & province scope.<br />- The 'corruption' trigger now works properly and is a range from 0-1 telling how large percentage of your country that is covered by crime buildings.<br />- Fixed the "is_secondary_power" trigger.<br />- Added a new modifier called 'global_assimilation_rate' which is for an entire country.<br />- Added a trigger for 'has_recently_lost_war = yes/no'.<br />- Infrastructure command now changes railroad level, not sets it.<br />- Added a trigger called 'strata = poor/middle/rich' for pop scope.<br />- The 'money = x' trigger now works.<br /><br />-----------------------------------------------------------------------<br />- Database Changes<br />-----------------------------------------------------------------------<br />- Added a decision where secondary powers with poor relations with their master can leave a SoI.<br />- Leave SoI decision now uses secondary power trigger. Also moved it to Allow section so it is visible to any nation in a SoI.<br />- Lowered MTTH on socialist and communist enabling events and made triggers a bit easier<br />- Tweaked a few triggers for events to not happen when they shouldn't.<br />- von molke's reforms also availible to NGF/GER<br />- fixed ORs in Jacobin rebels<br />- fixed tech check in expressionism inventions<br />- DAN/HAB changed to DEN/AUS in country colors<br />- name changes in cultures file from community fixpack<br />- prussian_constitutionalism uses monarch flag<br />- Israel can no longer form Germany<br />- The Peking Convention can no longer be enacted while Russia is at war with China<br />- Gifted Administrator trait now improves ORG rather than reducing it<br />- corrected flag name in ACW events<br />- corrected relation effects to use WHO rather than WITH in some ACW events/decisions<br />- fixed abolish_prohibition trigger<br />- fixed event 31507 trigger, should be for AUS rather than LOM + flag check<br />- event 31508 polish Committee of Independence also fires for GER/RUS<br />- Ship Explodes event adds correct CB<br />- fixed WITH/WHO in civ and gunboats too<br />- Disloyal Regiment event checks correct pop type<br />- removed needless owner scope in the Bitter rain event<br />- added civ check to Heia Safari! event/effect and changed WITH to WHO<br />- Colony Improves event only happens in colonies now<br />- correct poptype checked in event 36202<br />- correct poptype checked in event 36203<br />- removed check for global flag GermanizeSchlewsigDENes in event 36206 as it is not set by anything<br />- correct poptype checked in event 36923<br />- events 36940 and 36941 check correct tag (NZL)<br />- event 33003 checks BAV, not BAY<br />- event 33004 affects relations with DEN, not DAN<br />- Abu Dhabi checked only once in oil event<br />- IdeologyEnabling events now only have one picture defined.<br />- The Great Escape event only checks civ status once<br />- Friend's Almshouse event checks pop, not state<br />- Signing the Geneva convention requires under 25 BB, not 250.<br />- Dental Care Bill event modifier corrected<br />- The Familiar Institution and Withdrawing Privileges of the Unemployed events empty modifiers removed<br />- Unraveling Reform event changes correct reform<br />- Union Busting event only checks civ status once<br />- $COUNTRY$ Has Abolished Slavery event only checks civ status once<br />- An Age of Liberalism event flag corrected<br />- Springtime of Nations modifier corrected<br />- End of The Liberal Revolution Part 2, trigger needed an OR and now it has one.<br />- Potato Famine Debated, needless owner scope removed<br />- Insurrection event, OR added<br />- Revolt event checks correct flag<br />- Cholera Epedemic event, needless owners checks removed.<br />- Local Poet event modifier fixed<br />- Local Clergy preaches disobedience event modifier fixed<br />- National Martyr event, extra AND removed<br />- Pan-Nationalist event, empty modifier removed<br />- Onaction events, unneeded country and owner scopes removed<br />- Red John event makes pops 30% more in favour, not 300%<br />- Workhouse Strike events makes pops more 15% demanding rather than 150%<br />- fixed Upper House Dissatisfaction event effect<br />- fixed Free Trade & Repeal Society, Free Trade & Morals, Freemarketeering Criticized, and Newspaper Publishes Blasphemy events effects<br />- The Alaska Purchase now sells ALL Russian land in NA to USA and removes Russian cores there<br />- The Alaska Purchase event1 now has text on option B<br />- The Alaska Purchase decision now requires you have enough money<br />- Blackshirts event fixed scaled mil effect<br />- Suffragette Movements event, fixed UH effect<br />- Added owner scope to gov type check on event 36603<br />- Temperance League, Beer hall, Religious Temperance, Licensing Act, Temperance & Labour events check for muslim religions<br />- unneeded owner scope removed form beer hall opens event<br />- Viticultural Association event checks for country flag now, not province<br />- many unneeded owner scopes in workplaceevents.txt removed<br />- Blood & Iron Mine event won't fires for same place ehile modifier is active<br />- Fashion Fails event - removed empty modifiers<br />- anti_egalitarianism invention now correctly enables citizen guard crime<br />- changed ENG_2014 to 2016<br />- removed 3 factories from the UK and turned the craftsmen back to farmers.<br />- Added a revised alot of parties.<br />- USA proletarian_dictatorship called American People's Republic again<br />- Upped money from first choice in the First farmer's bank event to make it slightly tempting.<br />- Added starting USA colonise NFs in Washington and Oregon.<br />- Alaska purchase now gives ALL Russian NA to USA, not just USA's cores in case RUS takes some Canada.<br />- Boy shot event costs more to investigate/<br />- Increased attraction to fascist rebels a bit.<br />- Can go KUK if government = prussian_constitutionalism too! <br />- Added a boost to fertilizer production on the artificial_fertilizers invention and electricity tech.<br />- 13200 checks for truce with SoI owner.<br />- 13200 gives add to SoI CB/wargoal.<br />- Made allow/remove liquor_prohibition less spammy.<br />- Corrected triggers in Temperance League events<br />- Removed odd modifier from reactionary rebels. <br />- It now costs a lot more to join the Internatonal Olympic Committee.<br />- Changed Foreign Smugglers and Point of Trade events to give a country modifier<br />- Event 31505 now points to correct localisation.<br />- Added BUR to UK's SoI.<br />- Reduced brigade cost and tech cost increase a little. <br />- Added Linebreak to fixe liferating in Leghorn.<br />- Activated unused FRA parties.<br />- ISR won't ask GER to annex them anymore.<br />- Lowered mil score needed for meiji.<br />- Lowered Lit requirement and MttH for Enable Fascists events.<br />- Fixed MTTH in event 45100<br />- precious_metal_mine is now a mine<br />- Event 21030 MTTH fixed<br />- 1935 nobel prize events checks right flag<br />- Fixed the fort in Edirne.<br />- Venezuela now has the core on Mahdia, not Venice.<br />- Modena now in Austrias sphere at game start<br />- Changed event 19000 to not trigger followup for GPs with over 90 influence to avoid double SoIs.<br />- Change a Fabric factory in Boston to Canned food and made the UK's Clipper factory level2 to smooth out early game economy.<br />- Gave the USA 2 techs and some more bureaucrats so they can afford their navy.<br />- Penal colonies won't fire again if you have the modifier from it.<br />- Laagers attacked shouldn't fire multiple times for the same nation.<br />- Events where you DoW also have a choice to call your allies as it is not automatic anymore.<br />- FRA can't decision-annex a player MAD.<br />- Ideologies can only be invented by civilised nations.<br />- BOL and PEU start allied<br />- Removed the culture penalty on industrial tech school<br />- Removed ai_will_do from webster_ashburton_treaty and added a BB trigger<br />- Anarcho-liberal, fascist and reactionary rebels like no_trade_unions now<br />- Nations can only apply for US statehood once<br />- Added a VEN core on Mahdia.<br />- Fixed a bunch of modifiers that used literacy incorrectly<br />- Renamed the Benin region to Dahomey.<br />- BEL starts with XP railroad<br />- Breslau's arty factory is now open and some more craftsmen have been added.<br />- PRU starts with mechanical production<br />- Fixed when poor pops want Gerrymandering<br />- Added an event for TEX which grants some supplies<br />- Added small BEL railway<br />- Fixed a modifer in harassment voting issuse choice for poor pops.<br />- Gave pandemic_influenza global effects as it is a country modifier.<br />- Turkish reactionary and conservative parties now take a more conservative view on who is actually a Turk <br />- Border incident requires you to be civilized.<br />- Added a decision for Russia to move its capital to Moscow<br />- fixed some inverted modifier in many pop issues.<br />- fixed some triggers and reduced MttH in civ and gunboat events<br />- Drunken sailor event now fires the correct reaction events<br />- tweaked soldier/craftsmen promotion logic<br />- the temperance_league modifier now affects global mil<br />- Restricted a few gunboat events to only happen for countries they were meant to be for.<br />- fixed a broken strait around Gibraltar.<br /><br /><br />-----------------------------------------------------------------------<br />- Performance and Stability<br />-----------------------------------------------------------------------<br />- Quite alot of optimisation done, mostly focused on late game performance.<br />- Reported crashbugs tracked down and fixed.<br />- Fixed lockup with big rebellions.<br />- Fixed a common reason for OOS.<br />- Fixed crash in pop detail tooltip<br /><br />-----------------------------------------------------------------------<br />- Generic Bugfixes<br />-----------------------------------------------------------------------<br />- Fixed bug in land combatant where subunits were not removed from retreats when their unit was deleted.<br />- Population growth modifier will now function as intended.<br />- fixed Losing GP status incorrectly<br />- fixed Mass building of the same factory<br />- fixed Negative population w/ endgame save<br />- Some mod dir problems fixed.<br />- fixed Russia and UK on again, off again<br />- Its now possible to cross the dateline without it taking over a year.<br />- fixed Intervene Tool Tip confusing<br />- fixed discrepancy in call alliance chances <br />- Fixed previous owner calculations<br />- Fixed a bug with the order of wargoal execution on peace. This was causing some wargoals to fail when they should not.<br />- Fixed units stuck as builditems in the millitary view.<br />- Fixed ship avatars dissapearing when a ship in a unit dies.<br />- Closed a hole in the world market code that caused money to be lost<br />- Fixed bug where loading would reset the unique name index.<br />- Fixed a bug where the fort bonus would be given to both sides in a combat.<br />- Fixed a problem that caused money not be saved in save games <br />- Casus belli's will nolonger loose their enddate on save/load.<br />- Added missing "=- Removed pop needs effects from many province modifiers as it's a country level effect
- Fixed a major bug that truncated savegames at some times.
- New messages should now appear properly.
- Fixed being occupied is great for industry
- Fixed Uniforms not updating fully
- Improved Gathering the following materials before construction can start info
- Fixed a few missing ports.
- Fixed a lockup with scripted occupation.
- Fixed a few spelling mistakes.

Major features of patch 1.2 include:
- Playable Babylon added as a free DLC integrated in the patch
- Players can now play as any country, even if that country does not exist at the start of the game
- Rebalanced economy and revolt mechanics
- More historical flavor, with new countries, new decisions and new events added to the game
- Additions to the interface, with new outliner options for tracking influence, and a zoomed-out representation of armies & navies
- Improved AI, providing a more challenging experience


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