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{{Version column}}<div style="float:right; margin:0px 5px;">__TOC__</div> '''Patch 1.8''', aka "Masala Chai", was released on 2024-11-21<ref>Forum: [[forum:1716257|Victoria 3 - Dev Diary #138 - Pivot of Empire and Update 1.8 "Masala Chai" Changelog]], 2024-11-21.</ref> with the checksum ''98cc''. It was released alongside the [[Pivot of Empire]] immersion pack. Improvements from the Victoria Tweaks Mod are marked with “VTM” at the front. == Pivot of Empire Features == * Added the Communal Divides Journal Entry to the game, with associated events * New random events can trigger when a new culture has recently arrived in a state and faces an acclimatization period * Added a Journal Entry with associated events for Sikh Empire * Added a Dravidian Movement journal entry with associated events * Added a Utilitarianism Journal Entry for East India Company with associated events * Added a Railways Journal Entry for India with associated events * Added a Journal Entry with associated events to construct the Victoria Terminus * Added a Journal Entry for Princely States with associated events * Added an India-specific famine Journal Entry and associated events * Added Utilitarian ideology and leader ideology * Added 7 India-related companies to the game * Updated John Stuart Mill's character template There are also a wealth of new art features available with Pivot of Empire: * Added new UI skin, panels, headers, buttons and menu assets * Added Indian building set for the 3D map * Added Victoria Terminus to the 3D map * New clothing added for characters and pops in India * Added historical characters DNA and outfits * Added an Indian table cloth for the table * Added two new loading screens for 'Pivot of Empire' * Urban Indian states now make use of the Indian city image * Added icon for 'Pivot of Empire' * Added Theme Selector banner for 'Pivot of Empire' == Features == * The Discrimination system has been overhauled. Instead of a binary accepted or not accepted status, Pops will now have an Acceptance value from 0-100. This value is determined by Culture and Religion first and foremost and depends on the Citizenship laws you have enacted. Depending on the value, they have one of five Acceptance statuses. Also depending on the Citizenship laws in your country, there are different effects being applied to these statuses. * The Citizenship and Church and State laws have been reworked and a variety of new modifiers have been added. * When pops first migrate into a state, they now start at a low cultural acceptance value which will improve over time as their Cultural Community matures * Passing a law that makes some culture more accepted in your country will now cause them to gravitate towards that acceptance level over time, rather than gaining the full acceptance value they're legally entitled to by law immediately * Reworked the Political Movement system completely. Political Movements are no longer temporary entities which just want to enact or stop a single law, but long-term ideological/cultural/religious forces that try to reshape the country in their image. In addition to helping or hindering the enactment of laws, movements can also pressure interest groups, resulting in a chance for those interest groups to get leaders with ideologies fitting for the movement. * Reworked Secessions and Revolutions to work with the new Political Movement system. All civil wars now come from a specific movement and either aim to put that movement in charge of the country, or to secede. Secessions are no longer always culture-based and the old, highly random and turmoil-based cultural secession system has been removed from the game. * Added a new subject track for Colonial countries * Added a highly autonomous Chartered Company subject type, centered around income transfer to its overlord * A social hierarchy system has been added. It is based on social classes which can be defined by a lot of things. In the base hierarchy, the only conditions are professions which result in the Strata setup as it was before, e.g. Aristocrats in Upper Strata, Peasants in Lower Strata. * For India, we have added the British Caste System. Its classes are different than the base hierarchy. It only affects Pops of Hindu religion with South Asian Heritage. It comes with its own law group which will affect the flavored social classes directly, depending on which law is active. * Added a Food Security value which measures how easy or difficult it is for a Pop to acquire the food they need to survive. It's based on availability of goods and how much of their money a Pop needs to spend on food. * Adjusted Pop Starvation to be based on Food Security. Mild and Severe Starvation have drastic effects on birth rate, mortality and radicalization. * Added 13 harvest conditions that can trigger around the world affecting rural buildings and infrastructure * Added a map mode that tracks starvation levels globally * Added a map list panel for the starvation map mode * Added a resync button to multiplayer games when the game goes out of sync. If the host presses this all clients will immediately resync with the host and the game can continue. * Companies now can own buildings. To establish them you will need to possess some country-owned building levels or pay a lump sum to transfer the levels from existing other owners to the company (depending on the economic law). Once established, a Company HQ building is constructed in a fitting state. * Company HQs can use the investment pool in order to construct new buildings or buy existing building levels. They will prefer to invest locally up to a certain level before spreading their influence. * Company throughput and construction efficiency bonuses now only apply to the levels they own directly or which they are constructing. To compensate for this, these bonuses have been drastically increased. * States and their cities and towns can now change name based on things like the culture of their owner * States and their cities and towns can now be renamed by the player * Military formations can now be moved to fronts, HQs, and sea nodes using right-click * Multiple formations can now be selected and deployed or stationed together * You can now drag to select military formations with the mouse * Added Bulk Nationalization to the Building Registry window. Pressing the "Nationalize Filtered Buildings" will open a window which only includes your filtered buildings. In it, you can choose how many of these levels you want to nationalize and which ownership type they belong to. * Added pause on event setting to the message settings window. It will unpause after all events are resolved (will show Paused by Event message). If a player wants to keep the game paused just unpause the game while events haven't been resolved it will return the game to normal pausing mode. == Improvements == * It is now possible to add some types of wargoals (such as conquering/returning states) on behalf of subjects that are on your side in a diplomatic play. The infamy is added to the overlord adding the wargoal. * When a revolution ends or a secession is crushed, the pre-civil war capital state is now restored to capital status if it ended up siding with the rebels * Pop types now check for starvation rather than Standard of Living to determine their level of political engagement * Sphere of Influence: Made the Ideological Union Power Bloc action "Force Regime Change" more usable. Instead of looking if the total difference in progressiveness is above 100, it's now enough if one of the two categories is different enough. Additionally, the minimum Cohesion value to activate it has been reduced from 50 to 25. * It is now always possible to use the 'Increase Autonomy' and 'Independence' war goals when being directly targeted by your overlord in a diplomatic play * Deaths related to wars are now tracked by culture, and each participant will lose War Support relative to their acceptance status for the cultures of dead pops on both sides (to different degrees). The implication of this is that it will be easier to stay in wars if your country discriminates against the cultures of combatant pops, and harder if you're a very accepting country in a war where either party uses their population as cannon fodder. * Changed the Doctrine of Lapse from a decision to a subject interaction * Overlords are now able to support their subjects in a war regardless of their relations level * Taxation levels will now alter the expected standard of living, in lieu of directly generating radicals * Which states will side with the rebels in a civil war now depends on the type of support it can bring in. Popular Support tends to result in more states overall rebelling, Military Support tends to result in a greater share of the army/navy rebelling, and Wealth Support tends to result in overseas colonies rebelling. Additionally, insurrectionary IGs will tend to pull in areas where they have a high degree of the local clout. * Colonies will be stopped from growing if they are isolated from their market * Frontier Colonization now allows the player to colonize states that border a sea zone that also borders any state connected by land to your capital * Cooperative Ownership now only affects collectivization of Manufacturing, Resource Extraction and Power Plant buildings. Collectivization of agriculture, plantations and ranching is fully controlled by the land ownership law instead. * Pro and Anti Lobbies now care about the acceptance status of your country's primary cultures in the target country, in addition to the mere presence of the primary culture * Restricted the Social Mobility decree to not be usable under enforced caste system laws * Adjusted France's starting navies so that none of them start with an organization penalty * Added logging potential to Kyushu (Thanks to user ThatStrategist and many other people for the feedback!) * When a country changes ruler, if the new ruler already rules another country, a Personal Union is established automatically * Added dynamic state and hub names for Eastern Europe * Replaced outdated uses of "Morale Cap" modifier with appropriate modifiers * Added a new game rule, which is turned off by default. The game rule enables the player to set a grace period of 1, 5, or 10 years during which gains of both Radicals and Loyalists start out low and are progressively increased. Players are encouraged to use this game rule to give themselves a more stable political early game. * Radicals and Loyalists from Standard of Living (only) are no longer scaled down by default in the early game, leading to unbalanced changes to Radicals and Loyalists from e.g. events * Industry Banned law now decreases Economic Dependence on Overlord, while Extraction Economy law increases it * The Devout is no longer very racist by default * Reduced Japan's starting territories in Hokkaido to the Wajinchi area * Removed Japan's starting claim on Sakhalin to stop them immediately colonizing the island, and gave them a starting colonization debuff modifier. Claim will be re-added and modifier removed once you complete the Honorable Restoration Journal Entry * Reworked the map, pop, and culture setup for India and Burma * The British East India Company now starts with many of its recently-acquired territories as unincorporated states * Support Independence now increases Liberty Desire in the subject country by a small amount each week * Unpopular agitators are no longer removed from the game, unless their popularity sinks all the way to -100 * The Andaman and Nicobar islands are no longer impassible * Events triggered by monthly and yearly pulses are now spread out better * When you click any of the privatization or subsidy buttons that affect all buildings of a type it will now flag that type so that all new buildings also get that setting * Added a small experience gain effect for military units to the Military Drill technology (previously had no effect) * acw_events.5.b now moves part of an existing slave pop from a neighboring slave state rather than create a new pop from thin air * Made the Abdicate and Resign interactions more visible during valid revolutions * VTM - Added a cultural trait for the Assyrian culture * VTM - Added the Turkic cultural trait to cultures that were missing it * Renamed New Brunswick into Maritimes * Made Rubber Rush events appear less often * References for GPU splines were removed from the game shaders * Changed Isolated Colony alert type to Alert by default == AI == * The AI is now less willing to accept diplomatic play support in exchange for a bankroll from a country which is already the target of other bankrolls * AI will be less likely to start wars over unrecognized subjects of recognized nations * Ensured sure that the AI generally wants to pass Police if it has none * Tweaked some technology weights so that Prussia pursues a military tech advantage over Austria/France when it wants to unify Germany * The AI no longer puts extra value on conquering split states when they have a Treaty Port in that state * VTM - Sphere of Influence: Nations with very little construction will now be less likely to accept being granted Foreign Investment rights * Made the Dutch East Indies more inclined to consolidate Indonesia * Made Britain more inclined to consolidate South Africa upon researching Malaria Prevention * The Dutch East Indies will be more aggressive towards Indonesian minor nations * Tweaked some AI weights for the Enlistment Efforts Decree * VTM - Made the AI more keen on opening up the schools by passing education laws if they have none * VTM - Unrecognized Major Powers and higher are now more eager to research Railways * AI countries will now more strongly try to establish a country-wide network of Power Plants == Balance == * VTM - Historical characters are no longer immune to being cycled through as Interest Group leaders * Abdication/Resign From Office can now only be used when the ruler or their Interest Group actually disapproves of the law being enacted (and the ruler does not personally approve), and no longer increases loyalists across the entire country * Bankroll and Fund Lobbies money transfer amounts are now capped at 10% of the sender's income * The number of loyalists gained from Standard of Living increases should now match the number of radicals gained from standard of living decreases, barring major changes to the country between when the SoL was gained/lost. This means that you can no longer 'print loyalists' by fiddling around with taxes and that events which temporarily increase SoL are no longer a bad thing as they don't generate net radicals. * Wages for more accepted Pops are now higher under more discriminatory laws, and wages for less accepted Pops are lower, meaning that becoming more tolerant will overall flatten wages and result in reduced Standard of Living for your primary culture/religion pops * Interest Groups now add Stall chance for laws if they are Unhappy or Angry, whether they are in government or not now only matters for adding success chance * Agitators now provide a large amount of movement attraction relative to the fraction of a pop that are part of their interest group, meaning that they can be used to pull their Interest Group towards being pressured by (and thus, getting leader ideologies from) their chosen movement * Grant Leadership to Agitator now requires the agitator's Interest Group to be pressured by their movement * VTM - Barracks now provide a baseline training rate but their training rate per level of building has been slightly reduced to compensate * VTM - Increased the amount of manpower required for defeated Admirals to return to a mission from 50% to 75% * VTM - Victory score from defensive battles has been reduced from 100 to 50 * Charity Hospitals and Religious Schools will now provide their respective institutions at a 20% Bureaucracy discount * Private Healthcare and Private Schools will now provide their respective institution at a 40% Bureaucracy discount * Acquiring Foreign Investment Rights in the target nation now causes the Opium Wars to succeed * Decreased the weekly passive experience gain of units from 1 to 0.5 * Increased the weekly unit experience gain multiplier from "Professional Army" law from 25% to 100% * Buildings are now much more inclined to use their cash reserves to temporarily cover for low profits, particularly so they can continue to pay dividends to private owners * Colonization no longer favors countries with large number of incorporated states, only incorporated population and Colonial Affairs level matters * Colonization speed bonuses and maluses from excessive difference in province size from the norm, as well as a speed penalty for population size have been added * Retooled Emergency Relief decree to have more relevant effects against starvation and harvest conditions * Added Food Security modifier to Charity Hospitals and Welfare institution * Added Harvest Condition impact modifiers to National Guard * Commanders can now only be retired after they have served for at least a year * Commanders can now only be picked as Interest Group Leaders after they have served for at least 10 years * The 'Force Nationalization' wargoal now costs much less infamy to add * VTM - Increased Obsession spawn chance * Made fascist ideologies object to the Council Republic law * The "Tanzimat: Reclaim Syria" journal entry now grants the Ottoman Empire increased diplomatic play maneuvers * The "Arrange Accident" interaction now becomes more likely to succeed depending on one's level of Secret Police * Protectionism now has a +25% leverage resistance effect * Removed Standard of Living modifier from Charity Hospitals * Added Drought impact modifiers to Fertilizer PMs in farms * Added Harvest Condition impact modifiers to Pollution effects * Added Harvest Condition impact modifiers to techs * VTM - Colonial growth will now prioritize coastal provinces higher resulting in more uniform colonies * "Chainsaws" Tools input removed, Oil input reduced from 5 to 4, added 1 Engines input, no longer adds 200 Machinists jobs, increased Engineers jobs by 50. Chop chop! * Decreased the Wood input for the "Rayon" PM from 30 to 10, changed the Dye output from -40 to -10, decreased the Silk output from 40 to 30, increased the number of employed Machinists by 500, no longer employs an additional 500 Engineers * Decreased the Oil input for the "Automobile Production" PM from 20 to 10, increased the Automobile output from 25 to 30 * Dutch East Indies now starts with Cultural Exclusion law * Removed the generated leverage from increasing relations * The chance for any Commander to be picked as the next leader of an Interest Group is now reduced if you have a very large number of commanders compared to the size of your army/navy * "Automatic Bottle Blowers" Tools input reduced from 5 to 2, Oil input reduced from 10 to 5, added 2 Engines input * Changed the laws of various Indian nations to better reflect their historical situation * Added iron mines to the Sikh Empire * Changed Great Britain's starting law to Migration Controls (was No Migration Controls before) * Changed Persia's starting laws to better reflect the situation in 1836 * Bloated the starting Haitian army to better reflect historical size and power * Increased the Education Access per level of institution from Public Schools from 10% to 12.5% * Increased the Mortality reduction multiplier per level of institution from Public Healthcare from -4% to -5% * A pro-republican revolution reaching above a certain threshold will now cause France to fail the Divided Monarchists journal entry * Reduced the frequency of the Bandit trait, as well as its popularity malus * VTM - Slightly decreased the value of Urban Center Transportation Production Methods * "Crystal Glass" Glass Output reduced from 70 to 60 * "House Ware Plastics" Oil input reduced from 25 to 20, Lead input reduced from 35 to 30, Glass Output reduced from 110 to 100 * "Ceramics" Glass output changed from -20 to -10, Porcelain output reduced from 20 to 10, Shopkeepers reduced from 500 to 250 * "Bone China" Dye input reduced from 15 to 10, Glass output changed from -55 to -20, Porcelain output reduced from 55 to 30, Shopkeepers reduced from 1000 to 500 * "Reinforced Wooden Ships" Wood input reduced from 40 to 20 * "Capital Ships" Steel input reduced from 50 to 40, Electricity input reduced from 35 to 30, Engines input increased from 15 to 20 * Reduced the Territory of Hawaii event infamy gain * VTM - Changed countries in Germany to now start off with Freedom of Conscience * VTM - Set the correct faith for the rulers of Baden, Wurttemberg and Saxony == Art == * Improved Character lighting, as shown in [[forum:1714757|Dev Diary 137]] * Paved roads now appear on the map in states with very high infrastructure when the appropriate technology has been researched * Added Company HQ buildings for all building sets * Reworked the Taj Mahal 3D model * Subjects' flags that make use of their overlord's flag in a canton no longer frame said canton * Added dozens of new flags to the game for both new and already existing nations * Updated outline color of unit movement arrow for better visual clarity * Added highlighting of movement arrow for the selected military units * Adjusted the revolution interface effect * Karl Marx no longer dresses like the Joker * Added more variations to the factory smoke vfx * Characters in Character Panel should no longer overlap the frame * Reworked rain vfx * Updated some Production Method icons and colors to match the style of current PMs * Historical characters now do not gain weight if they have the Expensive Tastes trait == Audio == * Audio has been added to the Population census data button * The sounds when promoting and demoting generals and admirals are now less disturbing * Audio for seagulls has been improved, now there is a more accurate positioning of sounds which can be heard around the clock * Vultures now have sound * Cargo ships don't sound so overwhelming in mix when far away * Added missing dropdown and toggle button sounds * Exported an updated list of FMOD GUIDs == Content == * Reworked the Sepoy Mutiny journal entry * Added a new "Military Assistance" diplomatic action, which permits a country to improve another's armed forces. * Added a "Corporate State" law, a fascist or corporatist answer to Council Republics * Added several journal entries for Russia covering the Great Reforms of Tsar Alexander II's reign * Added an Extraction Economy law, designed for use with subjects * Adds a journal entry and associated events dealing with the Congress and Treaty of London (1839) * Added 3 India-related companies to the game * Added 10 new achievements to the game * Reworked the Path to Fascism journal entry * Reworked "Consolidate Colonial Rule" journal entry for British India * Voice of the People: Added an "Imprison Agitator" character interaction, permitting countries without Guaranteed Liberties to send agitators to prison for a time * Egypt now starts as a high-Liberty Desire protectorate of the Ottoman Empire * Added a Man Who Would be King event for Kafiristan, allowing you to get a western adventurer as your ruler * Added DNA and character template for Charles XV * Added DNA and character template for Oscar II * Added character template for Gustaf V * Added Sweden Monarchy events to Sweden * Added some flavored Interest Group names for Indian princely states and Nepal * Added the Russian-American Company to Alaska * Added Edward VII as heir to Queen Victoria * Reworked interest group names, ideologies, and traits for Khalsaji, Granthis, and Jats in Sikh Empire * Added dynamic names for Balkan state regions and hubs for Greek, Turkish, Hungarian, and German cultured nations * Added dynamic names for the Indian subcontinent * Updated Expeditions to the new journal entry progress bar system * Updated the Earn Recognition journal entry to the new journal entry progress bar system * Added a Social Bandit trait, for agitators and Rural Folk or Trade Unions characters * Added the Country of Kafiristan to the game * Added character DNA for Henrik Ibsen, who has a small chance of appearing as an agitator for the Intelligentsia in Norway and Scandinavia * Renamed the Texas army to the "Texian Army". Added a Texian navy, and one naval commander each for Texas and Mexico * Added more starting Interest Group leaders and commanders to the Low Countries * Added the Church of Finland as a custom Interest Group for Finland * Dynamic state and hub placenames have been implemented for some regions across the globe * Expanded the pool of possible Power Bloc names == Interface == * Added a new tab in the Market panel for Food Security * Reworked the Political Movement panel to reflect the new Ideological Forces feature * Reworked the outliner items and fancy tooltip for the Political Movements * Updated all in-game concept tooltips in regards to Political Movements * Tightened up the Laws list on the Law Groups panel to fit more Laws before you need to scroll. * Added the Stall chance to the currently enacting Law's outliner item * Added enactment chances to most Laws tooltips * Improved the layout of the Allegiances tab on the Diplomatic Play panel * Moved the suggested Trade Routes dropdowns to the Goods tab on the Market panel. * Made most of the buildings actions show up directly in the Building details panel * Created a new tooltip which provides information about colony growth breakdown * Added filters to the compact Buildings Browser for better access and control over the Buildings list * Added support for UI widgets to override the displayed cursor * Reworked the animation so that when feed notifications first appear, they do not automatically open and close and instead have a highlight. * Improved several error messages relating to colonization to make it clearer why it is not possible for the player to start one * Fixed the incorrect upkeep prediction for combat unit buildings * Added fancy tooltips for all Pop Needs, listing the Goods associated with each Pop Need and the unit conversion rates * Renamed Input Goods Shortage concept to just Shortage * Added a new icon to indicate if a Commander Order is Special and deriving from a Character Trait to distinguish them from normal orders * Flipped the logic behind what grays out a Law in a Law Group and what does not on the Law Group screen, this should be more clear now * Made the pop Portraits on the State panel and the Building details panel - Workforce tab - be able to show both men and women portraits * Trade routes can now be canceled with the trade route map interaction * Journal entry screen now shows the time remaining with more detail * State tooltip now has a new layout, which includes Traits, Jobseekers, and a taxation capacity warning * Added Building Type sorting option for the Companies Panel * The pop interest group overview no longer pretends that Discriminated pops cannot join Interest Groups (they can, but have a much lower political strength) * Cultural Communities will now only show up if they have relevant pops living there * Cultural Communities now have their own bespoke tooltip that shows conditions of pops in that particular state * Foreign buildings now can be pinned in the outliner * Fixed an issue where if everyone in a Pop got hired into another building, the UI would claim they got hired from being unemployed, instead of correctly stating their previous job and workplace * Renamed Starving Standard of Living tier to Destitute * Change icons for Destitute and Struggling Standard of Living tiers * Made the less interactable buildings like Manor Houses, Financial Districts, Trade Centers, and Conscription Centers into similar sized entries as the Urban Centers and Subsistence Farms on the State panel - Buildings tab to give more space for the more interactable buildings * Added a new dropdown to show all "too weak" defending Fleets in a Naval Invasion and explain the concept of "too weak" * Fixed the color of the Careful Maneuver modifier to be positive instead of neutral * Revolution and Secession Alerts now open the Diplomatic Play panel when clicked rather than the Politics panel * Fixed a bug when after annexation of the country the player would get pink faces in their construction queue * Added why a Law has 0% success chance in the enact law button tooltip * Added that a Character is leader of an Interest Group in the character tooltip and character panel * Changed the order of Character panel and Character tooltip info so they match more closely in order * Removed AI and multiplayer info from the tooltip for your own Country * The Appeasement value of a Lobby is now tooltippable in Outliner entries and the Lobby tooltip * Added construction time to the tooltip for buildings in the construction queue in the main HUD * Added a flag to buildings in the compact panel if they are outside your country * Tightened up the layout of the Interest Groups in the Lobby Panel * Tightened up the layout of the Lobby Tooltip * Added "Pin to Outliner" button to the Building Context Menu * Added right-click access to context menu for Building Registry Entries * Fixed missing glow VFX to toggle government construction button in the Construction Queue Panel * Fixed proper "selected" background to map mode option buttons for Trade Goods and Power Blocs * Added a country flag for foreign buildings in the Building Panel * Fixed an issue where army names and status/location texts would overlap in the Military Panel * Enact Law tooltip rewritten slightly to be less wordy and messy * Pacts which have a minimum duration now show the time left in days/weeks/months/years instead of just the end date in the tooltip for the interaction to end them * The Building Size number in the State panel is no longer faded out for capped buildings * Fixed the incorrectly shown value for urbanization per one urban center level in the interface * Added a fail safe to never show more than 3 State Traits in the Building Registry (still shows all traits in all other UIs so just a fix for this UI) == Performance == * Reduced particle memory usage * Fixed a massive performance drop when looking at the BUR tooltip while having many trade routes * Optimized Pop growth * Reduced the modifier update frequency related to Buildings. Especially noticeable in lategame. * Improved the performance of large-scale updates to ownership like the collectivization caused by the Cooperative Ownership law * Improved the performance of battles * Optimized AI diplomacy goals * Optimized pop support for political movements * Optimized AI building logic * Optimized civil war uprising states calculation * Optimized power bloc graphics * Optimized Alerts and added a configurable frame delay between updates (ALERTS_FRAMES_BETWEEN_UPDATES) * Optimized goods cost of obsessions/taboos * Optimizations to Discrimination and Migration mechanics * Optimizations to AI goal script values * State Urbanization is now cached instead of being recalculated each and every time it's checked * Battle casualties and Front attrition no longer leads to pop consumption recalculation * Cached Country Religious and Cultural discrimination values on a weekly basis * Cached Goods Shortage status on State/Buildings to avoid unnecessary recomputations * Improved GUI update performance by caching the computationally expensive Bureaucracy cost of trade routes. Should be most noticed lategame. * Changed GUI update rate of some expensive GUI hierarchies * Improved construction mapmarker performance * Cached EconomicDependence value on a weekly basis * Added a frame delay between each CoA/flag update with COA_FLAGS_FRAMES_BETWEEN_UPDATES enum. Default is 30 frames between each update. * Added frame delay to outliner update via OUTLINER_FRAMES_BETWEEN_UPDATES. Default is 10. * Improved performance of census panel * Excluded Decentralized nations from several tasks that were unnecessary for them anyway * Occupation cost breakdowns when battles end are now only generated for battles relevant to Players == Modding == * Added scriptable tests and reporting. You can now define triggers for tests you'd like to perform in handsoff tests and get a report afterwards. * Added a function GetCharacterTrait to be able to get a character trait object by key in UI script * New effect `move_partial_pop` will let you move a variable part of the pop to a target state rather than relocate everyone * Added a modifier_types.md file to explain how modifier definitions are scripted * Added GetTechnology('\<tech_key\>') global promote data function * Added Harvest Condition impact and duration modifiers * Added state Food Security modifier * Added new scripted list any_direct_subject, every_direct_subject, random_direct_subject etc * Added new scripted list any_subject_of_subject, every_subject_of_subject, random_subject_of_subject etc * New compare triggers for assessing pop size * Added `on_demand_accepted` and `on_demand_rejected` effects for the diplomatic plays database * Added new trigger can_start_or_join_movement * Added trigger to check if a pop is in starvation (mild or severe) * Added trigger to check a pop's food security level * Added new trigger num_diplomatic_pacts * Added new trigger could_support_political_movement for characters * Added new religion scope trigger has_religious_taboo * Split valid trigger for decrees into country_trigger and state_trigger, country_trigger will hide the decree in the interface if it evaluates to false * Added cultural acceptance triggers for pops and characters * New `add_acceptance` effect adjusts the local Acceptance difference for a culture in a state * New `cultural_acceptance_delta` trigger assesses the local Acceptance difference for a culture in a state * Removed AGITATOR_MOVEMENT_POPULARITY_THRESHOLD define due to changed mechanics * Added two new triggers: average_sol_for_culture, average_sol_for_religion and average_sol_for_slaves * Added new cheat 'fastmovements' which makes political movements gain and lose supporters much faster * Added new trigger law_enactment_stance. It works like law_stance but checks what an IG/character/movement's stance would be on the enactment of a law when compared to the current law, instead of just what they think of the law in general * Added new trigger is_reasonable_law_for_petition * New `set_heir` effect for making a character the new heir of a country * New `is_mass_migration_target_for_culture ` trigger checks if a state is a mass migration target for a particular culture * Added an country_economic_dependence_on_overlord_add modifier * Added a radical_population_fraction compare trigger for country scopes * Added `can_construct_building` trigger to check if 1 level of specified building type can be built in state by the owner country * Standardized GUI script and triggers for insurrectionary/revolutionary/secessionist * Added a `decolonize province_index` console command to return a colonized province to a decentralized neighbor == Bugfixes == * Fixed a crash to desktop that could happen upon enacting cooperative ownership * Fixed a bug where XP due to being in combat was not applied to units * Fixed a crash in the census panel related to invalid pops * Fixed a bug where enacting the "single-party state" law could result in no valid parties at all * Fixed the infinitely looping sound upon starting a war that some users were experiencing * Fixed an issue where pro-country lobbies would increase and anti-country lobbies would decrease the influence gained from rivalries, rather than the opposite * Government buildings now promote employees * Fixed a bug where merging states deleted building levels * Fixed Power Bloc leverage not decaying when you removed an interest from the region * Fixed a bug where switching to national militia law could cause an incorrect number of expected units * Fixed a bug in a convoy tooltip when the game was trying to explain to you how many convoys you were getting from other countries in your market, but there were no other countries in your market * Fixed an issue that could leave spurious level-0 buildings in foreign states when a country declared bankruptcy * Fixed a crash caused by the country target of colonial_administration_events.1 being destroyed while the event is still pending * Fixed a few bugs relating to calculation of used and unused arable land in states which resulted in, among other things, countries or other foreign investors being able to overqueue rural buildings * Fixed an exploit where it was possible to make the subject of other nations independent by attacking those subjects while in a war/play with their overlord. It is no longer possible to attack the subjects of your war/play allies & enemies. * Fixed a bug where half of the screen sometimes turned orange during the start of diplomatic plays * Fixed the share of wounded casualties being incorrectly calculated for units not participating in battles * Opium Wars may no longer trigger twice for a country that already has a treaty port * Fixed an issue where foreign type lobbies would sometimes target their own country instead of a foreign country * Fixed an issue where subsidized and government buildings would ignore wages and job satisfaction and forcibly poach employees from ownership buildings, potentially forcing aristocrats into becoming laborers * Fixed an issue where non-ownership buildings had a too high profit target below which they'd lower wages, resulting in them lowering wages too soon * Made Diplomatic Action Types tooltippable * Fixed a bug where Military Formations could establish a new basecamp somewhere else when they already had a valid one * Fixed a crash on updating the annexed states * Fixed a bug which allowed players to nationalize subsistence farms * Fixed a bug where attempting to colonize the ocean would tell you that you cannot Colonize NULL_OBJ * Fixed bug where Force Nationalization Wargoal would only take state-owned buildings from the target, ignoring private-owned ones * Fixed a bug where the type of town or city found was not conveyed in the location finder, it simply said "City Hub" no matter what it found * Fixed a bug with the pollution tooltip where it was showing the effects of the equivalent level of devastation instead of pollution * Capitalists have been removed from the Canal buildings and replaced with Bureaucrats who actually get paid and complain slightly less as a result * Colossus of the South: The "The Treaty of Ayacucho" and "Treaty of Bogota" content for Brazil should no longer be inaccessible * Fixed map markers being offset for sea nodes * Corrected the name of Kabul's starting heir * Made Bengalis South Asian * Events added in Colossus of the South will now display their content indicators properly * The "Take Treaty Port" diplomatic play will now correctly tell you why it's inaccessible as a result of the target country being a part of a Market of a nation of much higher rank * Rulers are no longer immediately killed if they aren't politicians * Fixed an issue where Pop income from diplomatic pacts (e.g. Fund Lobbies) wouldn't actually count for the Pop's wealth * Fixed an order of operations issue that would cause radicalization of people from state conquest to be incorrect * Fixed pathfinder issues in state regions with disconnected city hubs * Fixed the Formation map markers to not drop the locked tooltips too easily * Fixed the bug where money multiplier modifiers did not have a minimum * Fixed an issue where the Eastern Frontier Journal Entry military mission buttons would display NULL_OBJ in case of a Russian or British regime change * Fixed potential crashes while displaying elections * Fixed a crash in shipping lanes * Pop portraits on the Interest Group panel now correctly reflect the supporting pops * Law enactment that has support from a political movement is no longer incorrectly displayed as paused when having an illegitimate government * Fixed a bug for Sigmund Freud to have Ashkenazi culture when spawned from psychology_events.5 * VTM - Made sure Peasants will now be more politically active after researching Political Agitation instead of less * VTM - Countries can no longer break Defensive Pacts and Alliances while on the same side of a Diplomatic Play as their ally * "Cooperative Ownership" now collectivizes Arts Academies and the Railways * Gold Mines using Dynamite will no longer blow up all the extra gold and produce the correct amount * Fixed incorrectly calculated convoys for port connections after changing state owners * Fixed double definition of Ural state population * The Risorgimento journal entry can no longer cause the annexation of revolutionary countries * Fixed an issue where a button in the state panel that should open the construction panel did nothing * Fixed Russia Monarchy events where modifiers were not on country scope * Fixed 'Lighthouse of Progress' event so it no longer targets anti-country lobby * Fixed random names not being properly generated on opening the Power Bloc Formation panel * Fixed a bug which caused Cape Colony to start with 30 less Liberty Desire than intended * Fixed a bug where in some cases revolutionary countries would not inherit all the primary cultures of the country they are revolting against * Countries will no longer think that their ruler is also their heir after an abdication * Fixed an issue where volcanic eruptions could occur in certain Italian locations devoid of volcanoes * Removed ultra-high job satisfaction from dividends for peasants * Fixed a crash to desktop (CTD) caused by executing state events that spawned in a state that changed owned in between being spawned and being executed * Francisco de Paula Santander is now the starting leader of New Granada. Reworked the New Grenadine starting Interest Group leaders. * The Foreign Emulation law passing event can no longer target decentralized tags * The agitator event A Novel Solution can no longer give you a permanent a authority modifier * The Mali unification event no longer uses the Scandinavian unification flavour text * The [STATE] Insurrection event can no longer have a slave revolt occur in a state without slaves * Fixed an issue where Vietnamese characters would wear Burmese clothing * Fixed a bug where certain revolution events would try to add interest groups to revolutions that no longer existed * Fixed an issue with the Contentious Topics event that would cause the wrong or no interest group to be defined as opposing the law in question * Fixed an unlocalized modifier in the Melon Smashing event * Fixed an issue where the Emu War could trigger multiple times in the same run * Fixed an issue where France would continue to receive money from Haiti after Haiti stopped paying * Fixed an issue where the Algerian War of Independence JE would instantly fail for Touggourt * Renamed Ica port hub to San Juan de Marcona, and moved it to the correct location * Renamed the Tacoma port hub to Port Townshend * Fixed a couple of modifier icons in the Economic Law group using the crossmark when they should have used the checkmark * Fixed an issue with the military formation mapmarker where some elements would show the wrong tooltip * VTM - Fixed a bug that caused the Tanzimat Education Reform Journal Entry to target the wrong Literacy value * Rice Farms with "Fertilizers" PM no longer consume more Fertilizer than intended * Canals are now properly government-funded and should be able to hire appropriately * Canal Journal Entries will now properly invalidate if someone else has already built the canal * Removed extraneous progressbar from the Influencing Hawaii journal entry * Immortal characters may no longer be assassinated * The "For Twelve Years You Have Been Asking" achievement can now be achieved * Fixed issue where Socialist Internationalism could target the nation it fires in * Resolved an issue that prevented the "A Grain of Power" event from firing * Legislative Failures can no longer be permanently halted by canceling enactment whilst active * Changed many modifier decimals to be more uniform across the board * "Fixed a bug where NULL_OBJ was displayed when hovering over tariff buttons in the tabooed goods' tooltip * General Ludwig von Benedek does no longer need to be older than 90 years before he can be used to command your military. Poor old man. * Fixed an issue where a diplomatic demand could be accepted or rejected twice if changing countries, which would lead to duplicated diplomatic plays * Fixed an issue that caused corrupted data entries to be displayed when observing the building details of manor houses or financial districts while they changed their ownership portfolio * Fixed a localization issue that could lead to a tooltip trying to show data for an invalid object * Fixed a few instance of Serfdom related events not firing properly * Fixed issue with Ideological Union cohesion value not displaying the explanation for the worst similarity to leader if it was zero * The character mentioned in the Brazilian event Contested Waters is now properly addressed as Dom/Dona * Fixed an issue where the Kabulistan mine hub was located on impassible terrain * Fixed an issue where underage heirs could wear military hats and helmets * Fixed an issue where the Devout Scandal event could retire your ruler * Fixed some issues where some hubs were defined incorrectly * Fixed an issue with the Aberdeen Act event for Brazil, where relations would seemingly deteriorate with your own country * Fixed a bug where loyalists/radicals weren't properly updated when some people in a pop died * Fixed a crash caused by hovering over malscripted timed modifier * Fixed a random crash related to lists of pops * The Workers' Republic event will now properly ensure the ideology of Trade Unions' leaders * Resolved issue where expedition events tended to endure past the end of an expedition * The British aid button for Persia will no longer state that it adds the "Russian Military Mission" modifier * Added a cooldown to various State Atheism events * Fixed an issue where the flag of the United Principalities would not display as a subject canton * Fixed incorrect formatting in the "culture_brazil.6" event description * Fixed some overlapping text in the Principle Selection popup in Polish * Removed unused and duplicate cultural traits * Fixed two typos in the Survey the Suez/Panama Isthmus decisions * Fixed a misspelled word in the [COUNTRY_ADJ] Dream event * Fixed an issue where some Hungarian female names had been placed in the male name list * Ensured that all law enactment events invalidate if the relevant law is no longer being enacted * The Ethics of Exploitation event can no longer fire when enacting No Colonial Affairs * Replaced several instances of incorrect uses of state_colony_growth_creation_mult * The Blasphemy Laws event no longer gives both radicals and loyalists to the same pop * The Transantarctic Mountains' second event option will no longer erroneously appear * Resolved issue where the Devout Scandal event can have no default option * Made Rubber Rush events no longer benefit other countries' rubber plantations * Addressed some edge cases in the Pamir Delimitation that could lead to blank tooltips * Fixed an issue where the "Insubordinate Jingoist" event would target a null country * Fixed an issue in the "Red Peril" event that could lead to an invalid Interest Group joining a lobby * Fixed numerous errors in expedition startup * Fixed some errors that can emerge from front entities * Reduced "Icebound" event frequency * Risorgimento no longer throws divide-by-zero errors if an Italian country owns no Italian homeland states * Resolved issue where Kazakh events could cause error spam in some circumstances * Fixed an instance of error spam that was caused by hovering over a character portrait in event windows * The Alert "Diplomatic Pact on Danger" typo has been fixed == References == <references /> [[Category:Patches]] [[en:Patch 1.8]]
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