Europa Universalis: Rome Patch v.1.3 ENG


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version: v.1.3 ENGEuropa Universalis Rome v 1.3 fixes: New Features - It is now possible to guarantee other nations and get a casus belli on anyone attacking them.- There is now effects happening when a ruler changes, with various options depending on type of state and the situation it is in.- Added cloth, papyrus and wild_game as resources.- Added the 'Smear Reputation' action, where you can lower a characters popularity. This is valid both in your own country and in foreign countries.- You can now 'Encourage Disloyalty' on a character in a foreign country, reducing his loyalty.- It is now possible to "Give Governor Free Hands", increasing his wealth and corruption, increasing revolt risk in the province, and also increase the loyalty of the governor.- Events connected to characters should show portraits with links to dynastic view for each character involved.- Added three new countries; Catuvellauni, Pictii and Siluri. All are place on the British Isles.Gameplay Balancing- You no longer need a casus belli to declare war on someone who is 20 civ lower than you are.- It is no longer possible to demand more gold than what a country has in its coffers when at peace.- Peacescores are now scaled to importance for country.- It should now be possible to demand decent tributes from countries who lost control of many provinces during the war.- Moved tributes over to a percentage scale.- Revised logic of how relations progress through time.- You can now cancel alliances with people who pay tribute to someone else.- Reworked religion power calculations completely, it is now based on how advanced religiously the provinces with that religion has on average.- Rebalanced probability of getting inventions, so that the more possible inventions you have, the more likely it is to get one of them. Also increased impact of research points modifiers on getting inventions.- Movement is no longer reset if a new move order is given, taking a unit into the same first province.- Increase cap on leader ability impact on battle from 3 to 4, and differences are now direct on the martial skill.- Combatdice is now a d8 instead of d10.- Sieges should no longer reset if someone in the war makes a separate peace.- A state paying tribute can no longer colonise.- Rebalanced trade-goods distribution on the map.- To reward long term stable traderoutes they now get a 1% income bonus per year since creation (up to 100 years).- Barbarians now assault when odds are favourable.- Barbarians and rebels can no longer get their own countries after controlling provinces of a civil war participant- Hordes spawning in colonies may now be bigger.- Barbarian power will now grow in colonies until it is eliminated.- Barbarians who form a new state now change its culture/religion to their own.- Fixed barbarian target selection. They should now prefer closer targets and also look at how rich the province is (based on tax income).- Characters commanding units at sea can not be assassinated.- Assassination of rulers now much harder.- Loyal troops protecting their commander from assassination works again.Interface Enhancements- You can now see detailed relation progress in the tooltip for a relation.- Dynastic view now has a tooltip on the loyal cohorts icon showing cost for maintenance of the loyal troops.- Preselected characters now have tooltips in the various character interfaces.- Tradegoods now have descriptions in their tooltips.- Province view should now update even if modifiers in effect- Province view will now refresh regularly even for numerical info.AI Improvements- Reworked the Admiral AI. The AI will now maintain large fleets in a few base provinces. These fleets are used to hunt down enemy fleets, and broken down only to transport armies or to blockade straits and enemy ports once the hostile fleets have been neutralized.- Front AI: Changed target province priorities.- Front AI: Reduced army fragmentation.- Front AI: New supply limit checks before army merges.- Front AI: New code to check for supply limit when moving up units to front provinces.- Front AI: Various minor tweaks to handle supply limits better.- Peace AI: Invasion viability adjustments to perceived war capacity.- Peace AI: Should not offer peace if acceptance is unlikely, thus reducing spam and conserving characters.- Peace AI: Should be more dogged about annexing one-province minors.- Military AI: Makes better use of the fact that new move orders do not always cancel movement progress.- Military AI: Improved assault checks.- Military AI: Fixed some problems with units being called away from sieges.- Invasion AI: Rewrote alot of parts, and should now be a bit better at invading.- Invasion AI: Should no longer attempt land moves before transporting units.- Invasion AI: Should be better at evaluating enemy strength before unloading.- Overland AI: Adopted some improvements from In Nomine.- Recruit AI: Added manpower conservation code.- Guarantees should now be performed by the AI- AI no longer imprisons the living dead.- Actual monetary value of traderoute is now factored in by AI when accepting/declinig.- Civilization value of provinces is now correctly factored in by AI when setting up trade.- AI now more careful about assassinating characters on the way to becoming disloyal.Modding Support- Added an "on_ruler_change" on-action method.- Added a "previous_ruler" scope.- Change to "slaves" trigger. it now support exact numbers as well.- Implemented the "immediate = {}" option in events which is performed before as soon as event arrives.- new effects* omen_good/omen_bad - call down an omen for a country (good/or bad outcome)* remove_fleet - sink fleet in a province* set_ruler - sets character as ruler for his country* barbarian_create_client - settles the barbarians in a province- new triggers* any_sea_province/random_sea_province* random_sibling - scope change to a random sibling.* can_build - true if province can build specific building* has_more_wealth_than_ruler - true if character has more wealth* has_more_prestige_than_ruler - true if character is more popular* from_ruler_family - true if from ruling family* religion_power - checks amount of religious power for a countrys religion.* last_control_change - triggers on number of days since a province changed controller.* province_id - triggers on it being the specified province.Databases- Pyrrhus is a bit more dangerious now.- Added a new character, "Cassivellaunus" to the Catuvellauni- Epirus becomes a Republic Confederacy in 523 AUC- Gave Parthia cores on Amardi, Rhagae, Aspadana, Paraitacene and Tabae from 507 AUC- Upgraded the fort in Hyrcania- Parthia controls Tabae from 507- Andragoras (rebel) controls Parthia from 504- Added rebel factions for all the Barbarian statesEvents - Tweaked the modifiers for the events that change province religion- Added a second option to the "Numidian Nation" event and increased the mtth- Decreased the mtth for the "Judean Nation" event- Added a army size limit in the "Mercs" event- The "Release Parthia" event will give the owner a stability drop- Removed the year trigger from the Parthian Nation event, and gave governor traits more importance- Added two new rival events- Added a new wealth event- Added good omen events.- Added a couple of events suggested by CE owners- Added event to create all countries not existing at the start- Added events for the map borders into PTI that add barbarian power in these provinces.- Slave Uprisings u Tweaked triggers to happen more often- Donations u Unemployed characters who have a friend as an army commander (thus to refuse will hit the loyalty of an army commander) will offer up a donation in return for a job held by a rival.- Added an event that will mean that barbarians will create their own Kingdom if they hold a province long enough- Added events for non corrupt governors to build various things in their province.- A governor may now loot his province for his personal gain.- A high priest who is not your friend will consider calling down a bad omen if you havenAt got one.General Bugfixes - Fixed a problem with multiple calls of allies to the same war.- Fixed a typo in the 'militarisation_of_the_faith' and 'the_chosen_people' inventions- Fixed bug where AI would use the wrong action to cancel tributes, and thereby avoid the CB penalty.- Sieges now properly block tradereoutes from being created- Fixed possible crash in military access diplomacy action- Population distribution should no longer reset to defaults when total population changes.- Fixed colonization problem where population ratio would be be reset.- Fixed random unit crash.- Fixed some text bugs.- Fixed a rare crash in military interface for countries on the border of the map.- The same error message can now only be seen once in file-transfers.- Fixed a possible crash when creating barbarian client states. Europa Universalis Rome v 1.2 fixes: Gameplay Balancing - Armies whose morale collapses in the first 5 days and face more than double the amount of enemies will now be eliminated.- Battles should now be a fair bit more bloody.- Failing an assault increases morale of defenders now.- Morale of defenders now recover every month during a siege.- Troops will no longer reinforce in empty provinces.- Reinforcing at lack of supply line to a friendly occupied city is now only 10% of normal speed.- Reinforcing adjacent to friendly occupied, but at hostile territory is halfed.- Its now slower to land into enemy territory, but also faster to land into controlled territory.- Loyal troops are now cheaper to maintain as their commander will pay some of their cost.- Increased basic force limits.- Fixed a problem with technology costs being almost 3 times as expensive as they should have been.- Trade will always give at least 0.01 civilisation.- No longer possible to trade with a nation you are at war with.- Characters will no longer help out in civilwars if a country already have 120% of force limits.- Characters of different religions and cultures are now alot less likely to be elected to office.- Fleet commanders now have a small base salary.- Dead people can no longer inherit loyal troops or wealth.- Added a country-broken mechanism with restoring order and multiple events switching government and killing of the ruler.- Getting your ruler captures now decreases stability, increases warexhaustion AND changes to a new ruler.- Reputation increase rate now scale with rulers charisma, and maximum badboy limit also gets a boost depending on your rulers charisma. Modders can tweak this for "ruler_diplomatic_slickness" in static_modifiers.txt- A country discovering a successfull assassination, supporting rebels or desecration of holy site now gets a casus belli against the offender.- Risk of detecting assassin is increased if country sending them has a bad reputation.- Once getting caught after a successful intrigue action a country may not perform another for 2 years.- Tweaked badboy influence on intrigue missions.- Desecrate holy site no longer gives away who did it by showing flag, even if not discovered.- Discovery chance after supporting rebels is now no longer unreasonably high.- Loyal troops in the field with their commander will now help protect him against assassins.- It is now possible to cancel a tribute voluntarily while your tributary overlord if at war.- Cancelling a tribute you are paying manually will now give the overlord a cb.- Added a check to stop certain provinces supplying enormous amounts of mercenaries.- Barbarians now only settle in occupied territory.- Barbarians will no longer be able to increase civilization value in some provinces when occupying.- Barbarian uprisings now empty most of the mercenary pool for that province.- The neighbor province fulfilling the requirements and with highest civ rating now dictates what culture/religion a colonized province gets.- You will now be able to hold on to provinces takes from a country in civil war.- A civil war ends when one faction no longer controlls any provinces (as opposed to old behavior when only ownership was checked)- If the civil war ends when you control some of the loosing sides provinces they will now be yours, but you will take a hefty reputation hit for taking advantage of the country (I recommend settling a peace deal with the loosing side before this happens and gain some provinces this way instead).- A couple of new checks stop provinces from defecting to rebel side when they are under a foreign powers control.- Newly formed countries now start with some gold and stability.- Non-exisiting countries will no longer research technologies.- Countries created will now get the technology level of their former capitals owner.- Countries can no longer be called into war from two allies at once on both sides.Interface Enhancements- Improved transferspeed of savegames in multiplayer.- F12 will now save a snapshot of the world political map in screenshot folder (holding shift while pressing F12 will only display your country and its allies.)- There is now an (*) indicator on family name in the selection screen for characters. That one is shown if it is the same family as the ruler.- New colored frames around character portraits in character selector to show friends/rivals to the ruler.- Ruler now has a green border in character selector.- Event popups affecting characters should now print their position/jobs next to names.- Popup for newborns now includes link to dynasty page.- Cores for countries not exisiting will now be shown properly in province view.- Requirements for colonization now reported in more helpful order.- Preselected character no longer shown in list when picking diplomatic envoy- Previous character now shown when selecting new envoy, even if it was the default one.- Military view now updates when new units are recruited.- Morale display now is always of relevant troops in the combatview.- Unit tooltip now deducts maintenance cost for loyal units that are partialy paid by their commander.- Added extra decimals for unit maintenance cost tooltips.- Reorganizing navies now works even if game isnt paused.- Added province tax column in ledger for construction page.- Added some more tolerance to deficit alert.- Fixed things that used to be invisible in trade mapmode so that they now show like in the others.- Peace tributes interface now lets you offer in smaller increments.- Now possible to put in more exact tribute requests in peace view.- Tooltip for tribue relation in diplomatic view now shows the amount of tribute.AI Improvements - AI should no longer be able to pull off an illegal retreat during the first day of combat.- Garrison AI: Fixed a problem with units marching back and forth between different owner areas.- AI will no longer desecrate provinces that have already been desecrated.- AI will no longer add its support to rebels in provinces with already very high support.- Tweaked balance for how likely the AI is to pick different intrigue options.- AI should no longer attempt to desecrates holy shrines in provinces that do not share the government's religion- AI will no longer continue to recruit armies in sieged provinces.- AI will now no longer get confused in peace negotiation when a lesser member of opposing alliance can be annexed, and the main one cant.- AI will no longer try and stirr up revolts in provinces that are occupied by a third party.Modding Support- Added a "controlled_by = this/from/owner/ - Added triggers for navy_size_percentage & army_size_percentage, which checks percentage compared to force limits.- Added an at_location = this/from/ trigger for character scope. Checks that character is located in same province as origin.- Added an "has_unassigned_unit = yes/no" trigger, checks if there is a unit lacking a commander in the country.- Implemented a "remove_from_unit = xx" effect for character scope.- Added a "assign_to_unit = this/from//0" which gives current character command of a unit from defined target.- "assign_to_unit" if in the scope of a character WITH a unit, will assume its that unit, and take character from this/from.- Added a new trigger check ("is_land") to control if a province, or character is on land.- War trigger now also checks if country is in civil war.Databases & Events - Added an event for characters who have no money- Added an event for characters to get unemployed friends vacant governor jobs.- Added events for letting tribes pick civilize or hold to old ways, happening about every 2 years.- Added trigger to the "Let the rivalry end" event- The "Sibling rivalry" event will decrease your sibling's loyalty of popularity- Religious conversions can trigger for islands- New nation events will add appropriate cores- Vacant job event should now only fire for people of correct age, and when other province than capital.- Higher finesse is now required for religious conversions events, and are also less likely to occurr.- Games in honour of Ahura Mazda will only trigger for countries following the Zoroastrian fate- Events that appoint governors now check that the province is under your control.- Decreased the amount of tribute paid by Numidia to Carthage- Alazones is controlled by Rhoxolani- Dacia is a playable nation form the start- Reduced Egypt's manpower slightly- Tritonis is controlled by barbarians from the start- Reduced the population of Theveste- Increased the number of slaves for Rome- Changed the barbarian value of province AulerciCompability - The game should no longer crash when changing dates on certain computers running vista.- Rewrote selection indicator to use shaders. Hopefully works better on intel boards now as well as being more efficent.- The game should no longer crash when selecting units on old driver versions on intel graphic cards.- Updated some interfaces to support higher resolutions.- Optimizations to menu display.- Optimized map updates in frontend.General Bugfixes - Scythian cityviews now support farmland, so no more missplaced deserts.- Fixed broken texture for carthaginian academy, so it should now be visible.- Fixed a number of errors in the merc events- The "dead trade route" problem should now be fixed.- Disloyal commanders can no longer be changed from military view.- Fixed tooltip lag in scenario selection screen- Fixed some text bugs, and tpyos!- Removed the illegal war_score triggers from events, as that did not exist in the code.- Added text to governor events- Family prestige is now loaded properly from a savegame.- Fixed a problem with family names applied on roman newborn.- Fixed overlapping flags in game setup screen when many allies.- Characters should no longer raise troops in sea provinces.- Units should no longer be recruited to sea provinces.- Tradegoods no longer shown for sea provinces.- Added extra resource checks to stop crashes when rendering text.- Fixed a problem with assaultbutton not disabling when it should.- Fixed selection/merge bug involving multiple armies transported on a fleet disappearing.- Fixed a crash in AI when releasing prisoners.- Previous rulers page in ledgers now have correct attribute orders.- Mixed up column sorting sorted out in character selection.- You can no longer appoint governors to occupied/sieged provinces through the ledger.- Fix incorrect province name coloring in ledger.- Fixed tribute hint showing for countries that cant pay tribute.- Expired casus bellis from savegames are no longer active for a short while after loading (and thus exploitable).- Fixed a map update bug in scenario selection when returning from singleplayer.- Fixed possible crash in diplomatic actions.
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