Mare Apertum Change Log == Mare Apertum 1.61 Changes * Reverted the absolute to relative modifier changes suggested by Cassidy. They looked good at first glance but after more thorough considerations and testing it was decided that the original, absolute modifiers lead to a better overall balance * New decision: Hide Provincial Tax Decisions * New decision: Hide Provincial Piracy Decisions * Native American countries are no longer special cased out of the piracy system * New decision: Hide Uncommon Provincial Decisions * Moved Nomadic decision hiding from religion to country tab * Code cleanup: Internal NI names now reflect external ones == Mare Apertum 1.60 Changes * Abandoned the menu system concept * Advisor tech bonuses were changed to a relative reduction of tech costs rather than a fixed investment to make their research bonuses useful for more than wealthy one-province minors and small countries (Thanks Cassidy) * The effects of monarch ADM and MIL on stability and research are now relative cost modifiers rather than direct investment (Thanks Cassidy) == Mare Apertum 1.51 Changes * Reduced the size of England's starting fleet * FIXED: The code issue reported by perianwyr * FIXED: Japan lost all diplomats once per year * FIXED: The required building events occasionally deducted more money than advertised * Rebalanced the required building events * FIXED: The infamous 'Poor Vassal' issue * FIXED: Modernization event 999001 (reported by Cassidy) == Mare Apertum 1.50 Changes * Removed Sengoku submod, Japan now starts as a unified country again. Reason: I am not willing to maintain all that code for a single country, and if one really wants to play a Japanese warlord there are way better games for that. In this game a high level of abstraction (Japan as a unified country - just like all those other countries in the far-east, Africa, etc. which weren't really unified countries either) makes much more sense * New decision 'Adopt Imperial Administration' for large countries of rank Greater which control at least 20 provinces and are reasonably 'modern' (not tribal, oligarchic, or transitional government). It increases administrative capability by 10. Ming China, the Ottomans, and Japan start with this decision enacted * Undocumented, country-specific, AI-only administrative capability boni removed. The previous change makes them unnecessary * Ottomans now start with government rank Greater * FIXED: Administrative capability bonus granted by Greater government rank did not work * FIXED: The effect of the Internal Security NI on administrative capability was not documented * FIXED: Fundamental administrative efficiency calculation issue * Divine Supremacy and Ecunemism are now mutally exclusive. * Changed the NIs of Bohemia, Divine Supremacy was replaced by Guild Privileges. Guild Privileges is justified by the fact that Bohemia was one of the most productive economies in the HRE * FIXED: Anchorages could appear in non-coastal provinces (MM bug) * More fiscal AI improvements * Tweaked the 'World Map of $YEAR$' event, it will no longer reveal unreachable provinces == Mare Apertum 1.40 Changes * A whole new decision UI which simulates a menu system e.g. Enable Religion Decisions -> Build Monastery -> Disable Religion Decisions. Enable Trade Decisions -> Build Seasonal Markets, Introduce Statue of Monopolies-> Disable Trade Decisions. Reason: I think it's the better UI considering the sheer amount of decisions available in Mare Apertum. I also moved tech requirements from potential to allow to make long-term planning easier . Also it matches how the vanilla building system works (everything there is visible from the start too - and it's better isn't it? Or should say Constables and Regimental Camps be hidden until you have the required tech level? * FIXED: A few localization bugs * Rewrote the Spanish Union of Crowns event chain. It's now easier to understand and more reliable. Detailed description of the new chain in: /extras/new_manual/form_spain.txt * FIXED: Spanish Union of the Crowns core inheritance (MM bug) * Madrid now gets a population boost if it becomes the capital of Spain * FIXED: Oman had to move its capital to form Arabia * Cleaned up the administrative efficiency system, it now mostly works as described in the MMP manual. The old system was buggy and had a few issues. Detailed description of the new system in: \extras\new_manual\administrative_efficiency.txt * The 'Vice Roys' NI now reduces the administrative burden of all overseas provinces instead of the old effect which basically gave you a temporary burden reduction. That confused a lot of people and was not very useful * 'Letters of Marque' decision no longer available to the Eastern European tech group * FIXED: Roussillon, Corfu, Euboea, and Lesbos were not affected by Berber pirates (MM bug) * Vastly improved AI advanced building construction logic. In the past the AI just mindlessly built everything everywhere, emptying its treasury in the process. This was a serious problem for countries which controlled a large number of provinces and thus never had money for something else * Removed the faction system. It was very incomplete and did not add anything positive to the gameplay * More potential vs. allow tweaking * Calais now starts with cosmopolitan culture * Renamed Ancona's capital to Ancona * Poland: moving the capital to Warsaw no longer changes the province name * Replaced the conflicting mess of SRI vs. MM monopolies with a unified system (based on MM monopolies) * FIXED: 'Establish Silver Standard' decision (China) was broken * 'Pacific Silver Trade' decision no longer creates a colony in Manila (and will now actually appear - it depends on 'Establish Silver Standard') * Solikamsk (Moscovy) no longer starts out as a colony * 'Support Berber Piracy' decision now requires a DIP 7 ruler or a diplomatic advisor (previously a DIP 7 ruler was mandatory) * Many colonization tweaks which address previously reported issues * Colonial policies are now applied to growing colonies too. That they weren't was pretty much a bug considering that native diplomacy events which only apply to growing colonies check for them. Colonial policy should be very much relevant in that phase * AI countries now choose a colonial policy as fast as the player (previously they were much slower) * Improved AI colonial policy decision logic * Province level colonial policy adoption now happens faster and can be speed up further by hiring a Colonial Governer * The cost of colonial hubs is now constant * The cost of district administrations is now constant * You can now build up to 7 colonial governors instead of 4, one in each of the following regions: South America, Central America, North America, Africa, Oceania, India, and Asia * The cost of colonial governors is now constant * Many decision tweaks * The advanced buildings no longer require a core, that restriction made little sense * Slave markets are now more restricted: you can no longer turn the Arab/Berber lands into slave colonies * AI slave colony creation logic improved * The slider move result 'Universal Condemnation' no longer spawns rebels in small nations. It was pretty much impossible to defeat those rebels if you played a OPM controlling a high population province == Mare Apertum 1.32b Changes * FIXED: Ideas which required a certain power status did not unlock correctly == Mare Apertum 1.32 Changes * Fixed some localization errors (MM bugs) * Added a new pseudo-decision in the religion section which shows religious information: pope type, papal authority, religious fervor * New papal authority calculation system, the old one was unreliable (religion_papal_authority.txt) * New religious fervor calculation system, the old one was a mess (religion_fervor.txt) * Eliminated the pointless popups caused by the first World Map event by making the offending provinces common knowledge from the start * Cleaned up the power status system (power_status.txt) The cleaned up system eliminates the power modifier popups and ensures that the growth/decline in power events always happen * Changed building requirements from ruler stat and advisor to ruler stat or/and advisor IMO this makes more sense from both a historic and a gameplay point of view. A less than capable king was often more than counterbalanced by capable advisors / a capable parliament / capable private citizens. And as far as gameplay is concerned the old system made it a little too hard to build buildings. Also, in an economy focused game I would always dedicate two of my advisor slots to an alderman and a naval advisor just so that I could build all the buildings. I don't think that is a desirable effect. * Alderman and Banker advisors no longer speed up core gaining. The Alderman was seriously overpowered, and bankers made little sense here. This change also makes Statesman, Diplomat, and Ambassador advisors more desirable * UI: More potential vs. allow tweaking * UI: Provincial taxation decisions are now disabled by default * UI: Establish march decisions are now disabled by default * UI: Support local customs decisions are now disabled by default * UI: There are now decisions which show/hide all interface options * UI: It's now possible to enable/disable provincial festival decisions Default is disabled * UI: It's now possible to enable/disable all country decisions relating to Jews. Default is enabled * Removed the IN embassies. They made little sense in their current form. * Colonial AI improvements * UI: Moved witchcraft act to religion panel == Mare Apertum 1.31 Changes * FIXED: 'Economic Survey of $PROVINCENAME$' event could happen to non-colonies (MM bug) * CODE: shamanism -> tengriist * FIXED: 'World Map of $YEAR$' triggered province discovery popups for already discovered provinces if the related notification option was turned on * FIXED: Colonial project decisions could become available before the required sea route was actually known in some cases == Mare Apertum 1.30 Changes == Colonial System Changes * Renamed 'Middle Point' exploration route to 'Land of the Brave' and gave it an actual description * AI countries which pick exploration routes get less free colonies and which colonies they get is no longer random. Land of the Brave: Powhatan, Conoy Columbus: Barahonas, Tortuga Spice Route: Cape Verde, Fernando Po Northwest Passage: Kespek, Canada Golden Empires: Rio de la Plata, Serranos Land of Vera Cruz: Pernambuco, Itamaraca These free colonies are a workaround for the AI's problems with colonial range. I gave the AI two free colonies to speed up core gaining and to vastly reduce the risk of destruction through bad colony events * Colonies handed out by events such as the above are now correct culture and religion and actual colonies. The old method could lead to situations where the newly acquired province was not recognized as a colony by the engine * Exploration routes are now exclusive. This was done to avoid a patchwork colonial landscape where it doesn't make sense e.g. Brazil shouldn't be a patchwork of Spanish and Portugese provinces. Patchworks like in the historic Caribbean should be created in a historic way: through conquest and later colonization projects. * The following routes are mutally exclusive for balance and plausibility reasons: Northwest Passage and Land of the Brave Land of Vera Cruz and Golden Empires Spice Route and Columbus This restriction does not apply to the AI * Alternative colonizers: if the historic colonizer chooses not to colonize (can only happen if player controlled) a plausible alternative colonizer will assume its role * The requirements of the exploration routes were changed. The tooltip is now actually readable. The new requirements are slightly less restrictive and give the player a few additional options. For example pursuing the Spice Route as Genoa. However, historic plausibility requirements were maintained. * The exploration routes no longer use MTTHs but timers and combined with the new requirements this leads to discoveries happening closer to their historic dates. * Base colonial range was increasd by 100 and exploration route winners now get a level 6 navigator. This addresses the colonial range issues the player often faced * The player now always gets Columbus' offer first if he leads an appropriate country i.e. Castile, Aragon, Genoa, Venice, England, or Portugal. Columbus' proposed the plan to all of them starting in 1485 but they all rejected. Only in 1492 Castile finally changed its mind. Thus the opportunity to accept Columbus' offer early should be there. Previously Columbus' was basically restricted to Castile players, everyone else only had a 2% chance. I think it's better to give the player more options as long as they are historically plausible * Completely new system to spread knowledge about discovered provinces. Sea provinces discovered through exploration routes are revealed to all countries in the Western European technology group once the exploration route is completed. Land provinces are not revealed until they are colonized or conquered. This new system is based on the "World Map of $YEAR$" event. Justification: the other Western European powers were perfectly aware of the Spanish Main and knew how to get there.. and plunder.. .. and conquer. Earlier colonial wars a now possible, as they should be. They happened too late in the old system. Conquering instead of settling colonies is now a much more viable strategy. Also this new system is the foundation for colonization projects (see below) * Colonization projects are basically decisions which reveal land provinces once the sea route to them is known. Thus far the following colonization projects have been implemented: Sierra Leone Kongo Columbia Cape of Good Hope Much more to come. The ultimate goal is to make all historically plausible colonization possible without conquistators or explorers. * Land province auto-discovery through exploration routes is no longer limited to the AI. Making the player do it himself with conquistators was pointless micromanagement. I also wanted to eliminate the often involuntary slaughter of natives which resulted from this. The fact that the natives often attacked the Europeans without provocations is already simulated by the advanced natives system, and there the player can actually choose how to react to it. In the worst cases the old way lead to the player involuntarily exterminating all displayed natives in a province. This triggers a bad event (Empty Lands) which is only supposed to fire if the player deliberately attempts to slaughter all natives Colonization projects also use auto-discovery. * Which provinces are revealed to the player and the AI was carefully tweaked to A.) make conquistators and explorers unnecessary B.) control AI colonization to avoid issues like Portugal painting South Africa green before the Netherlands even appear on the world map * A new province decision allows you to turn every African colony into one producing slaves, because that was the primary purpose of most of these colonies within the portrayed time-frame. * The Aztec event chain was fixed. It is now actually possible to stop Cortez and to establish peaceful coexistance and trade wtih the Aztecs. The 'Exploration of the Yucatán Coast' event no longer forces a colony on the player now triggers reliably in 1508 (or later) as long as one owns at least one province in the Caribbean. * Removed the old Land and Naval expedition events * Removed the entire SRI AI-only exploration route system (SRI_sequences.txt, ai_country_decisions.txt) == Piracy System Changes * Provincial piracy level changes now happen less often once you have a large number of ports. This was done to keep the provincial piracy popups at a bearable level even if you have a large colonial empire * There were three different, conflicting ways to commission privateers. That mess was replaced by a new decision whose requirements and effects are closer to historic reality. The new decision is called 'Grant Letters of Marque' and allows major European powers with serious naval muscle to profit from piracy like the did historically. The new system also makes the Privateer adviser and the Sea Hawks idea more useful * The new legalized piracy system now distinguishes correctly between the Knights and countries which grant letters of marque. That means the Knights no longer get events which only make sense for countries which grant letters of marque. Event texts were modified to fit all users of the system == Country Forming Changes * Forming countries no longer automatically ruins the relations with your culture group / related culture groups. That was to non-specific and made no sense in this generalized way. * Forming countries no longer upgrades your government rank by one level but to an approrpiate level for the nation formed i.e. if you form Russia your rank will always be upgraded all the way to 'Greater' * Forming countries now usually grants +50 prestige instead of +5. I think somebody forgot the update the prestige values to the new format there == Mission System Changes * Completely turned off missions for the player. Almost all missions were already turned off in MMP2 and what remained was a silly broken mess. Remember "Build an army for our nation"? You did it hoping that the next mission would be interesting and then you got "Royal Marriage with..". Or the case where the player just cancels one mission after the other (or even reloads) in an attempt to get the one mission in the files which was actually useful. It was just silly and immersion breaking == User Interface Changes * FIXED: 'One of the following must be true:' display issue * FIXED: 'Razing Our Cultural Heritage' display issue * Started changing endless lists of provinces to regions in effects/ requirements. Also more use of the invisible effect technique. The ultimate goal is to elimate all unreadable tooltips! * Started fine tuning 'potential' vs. 'allow' in the decision files e.g.: The all-important colonial staple port decisions are no longer hidden behind massive treasury requirements I am working on eliminating all treasury requirements from decisions, I think they are horrible UI design. Innovative countries will no longer see the (far out of reach) option to burn witches, neither will traditionalist ones see decisions which require an innovative mindset etc. Same thing with mercantilism vs. free trade, serfdom vs. free subjects, etc. 'Form the nation of Italy' decision won't appear before government tech level 25. 'Claim the title of king of Sardinia-Piedmonte' decision won't appear before one owns either Piedmonte or Sardinia or both 'Hiring fair' decision is now always visible Etc. etc. * A less popup heavy start veteran players will appreciate The following popups are already eliminated: 'Magna Mundi' 'Advanced Naval System' 'Advanced Natives System' 'Faction Politics!' 'Pirates of the Barbary Coast' 'Center of Trade' Initialization is now based on a predictable and silent central dispatch system (events\setup.txt) == Italy Changes * [From the Firenze modmod] The Knights of Saint John now only respawn on Mediterranean islands (except Sicily). The are much more likely to pick Rhodes, Malta, or Corfu Medium likeliness: other Greek islands Least likely: Sardinia, Corsica, or Baleares AI will not give Crete if it owns other islands * Ancona now belongs to the Papal State and the Urbino core has been removed. Even in 1453 most of that land belonged to the Papal State and the Papal State historically owned the region throughout most of the time frame of the game. The old setup lead to utterly historically implausible outcomes, namely the Papal State being completely wiped off the map by other Catholic states.. long before the Reformation * Moved the capital of Sicily to Palermo. This allows Aragon to release Sicily. This makes the development of Southern Italy more interesting * Because the spice route will now be discovered close to the historic date Genoa and Venice no longer lose their trade advantage too early. Plus they have new options, namely pursuing the spice route themselves or accepting Columbus' offer * The Iron Crown is now a Lombard Italy as opposed to modern Italy. As a pro-HRE decision it does no longer grant a core on Rome or anything like that == Denmark Changes * 'Adopt Vornedskab' decision now requires serfdom 2 instead of 3 * Added a new event (1000035) which removes the 'Vornedskab' modifier if the country ends feudalism (freesubjects at least 0) * Denmark now starts with serfdom 1 instead of freesubjects 1. This is historically correct as far as I know. In fact around the time when the game starts Denmark intensified feudalism further by adopting Vornedskab. Something the player can now do too at about the same time * Denmark's 'Strenghtening our Borders' event no longer considers Oldenburg a valid target == Many Minor Changes * The 'Establish British Merchant Navy' decision is now unlocked by overseas provinces percentage instead of trade income percentage. This makes more sense from both a historic and a gameplay point of view (the decision gives a bonus to tariffs not trade income) * Removed the vanilla 'Navigation Act' decision (superseded by SRI version) * Forming Scandinavia now centralizes one step instead of two * 'Claim the title of king of Sardinia-Piedmonte' decision now moves the capital to Piedmonte * The piracy event options which build local defenses now build permanent defenses just like the related province decisions. The prices were adjusted to match the prices of the province decisions. * Animists are now annexable This fixes the issue of the overpowered Animists in the Inca region * Grand Admiral advisor was renamed to Admiral because being able to employ more than one grand admiral made no sense. Historically the title was only ever held by one person at a time * The ideas "Ecumenism" and "Unam Sanctum" are now mutally exclusive * Countries with the 'Religious Order' government form can no longer culture change Etc. etc. == Bug Fixes * FIXED: 'Razing Our Cultural Heritage' event fired again right after you got rid of the 'Reneging the Past' modifier * FIXED: 'Razing Our Cultural Heritage' event fired right at the beginning of the game for certain countries * FIXED: Jesuits and Sikhs should now work as intended. dharper's 2012 fixes were merged * FIXED: Multiple mission related CTDs * FIXED: 'Islamic Merchants' event no longer happens to Muslim countries. * FIXED: 'Sufi Missionaries' event gave the wrong modifier (religious_tolerance) when you chose to persecute them (should have been religious_intolerance). The event text was also slightly off * FIXED: Barbarossa events ignored the extended national defense plan * FIXED: Malay expansion event (810001) * FIXED: Iron / copper monopoly / true monopoly gap bug * FIXED: The 'Commission Gold Fleet' decision did not work * FIXED: 'Build Royal Palace' decision had a broken trigger and thus never became available * FIXED: 'Reparations of the Great Wall' decision required the wrong provinces and thus wasn't available to Ming like it should have been * FIXED: Forming Arabia by embracing of Wahhabism didn't work * FIXED: European diseases did not spread to South America like they were supposed to * FIXED: 'Imperial Chamber Court' event never fired, it was meant to require ownership of Frankfurt (among other things) but instead required ownership of the Western Baltic sea * FIXED: AI merchant management in South America was buggy * FIXED: Prussian culture countries were meant to be able to join the Hanseatic League. They weren't * FIXED: House of Trade decision had a broken trigger and thus never appeared And many more! == Code Changes * Countless code clean ups e.g. the new 'Razing Our Cultural Heritage' code (events\idea_swaps.txt) powered by a newly developed central dispatch timer system (events\global_timers.txt). Compare it to the MM version * Vanilla and mod files were merged and the mod now uses 'replace' instead of 'extend' wherever possible. This method is less bug prone and makes porting to other versions of the base game easier * Beginnings of a thorough clean up of the messy file structure * Many files now pass the EU3 validator without warnings