Pacth Note 3
# Power Projection
- Eclipsed rival is now +10 power projection (up from +5).
削弱宿敵現在給更多PP
- Power Projection now gives a Prestige Bonus of up to +0.5.
- Reduced the power projection loss for having provinces taken from you by a
rival.
領土被宿敵搶所損失的PP不再天價高
# Religion
- Greatly reduced doom reduction from occupying provinces.
中美洲土著不再那麼容易doom而自爆;阿茲特克的成就變簡單了
- Reduced the penalties from too high or too low Karma.
佛教現在變得更加中庸了
- Penalty for high Karma is now discipline, and low Karma diplomatic
reputation.
- Shinto no longer gives negative tolerance to heathens.
- Karma is now gained relative to the province development sum rather than
province count. KARMA_PER_RELEASED_PROVINCE and KARMA_PER_TAKEN_PROVINCE were
decreased from 10 to 1 in accordance.
- Centers of Reformation can now only appear in temperate provinces with 10
or more development.
現在只有發展度>10的溫帶省分才會出現宗教改革中心;諾威、芬蘭與蘇格蘭成為教改中
心的機率降低
# Revolts
- Most rebels can now relocate.
大部分的叛軍現在可以轉移到鄰近省分(即使隔著海峽等障礙)
- 'Recent Uprising' modifier is now -100 revolt risk instead of -20, so it
should always prevent revolts.
只要最近有叛亂過的省份,在特定時間內就不會再出現叛亂
擴張流大福音!
- Giving in to zealot rebels of your own religion will no longer increase
missionary strength. Instead it will add a 10% tech malus for 10 years.
- Zealot rebels of your own religion will no longer convert provinces they
take. Instead the religious violence modifier will be added to such provinces.
# Subjects
- Protectorates now base their liberty desire on the combined power of all
protectorates of the same overlord.
- Removed Horde restriction on Marches.
- Increased liberty desire from relative power of subjects.
附庸國強度所提升的獨立慾望升高;養一群小弟時,小弟加起來總兵力越高,其獨立慾望
會比上個版本更高
- Having the same dynasty as a vassal or march will now reduce their liberty
desire.
- Increased the base income and forcelimits of subjects slightly.
附庸國自身的軍隊上限和基稅略為調高
- There is now a -100 opinion modifier for having force vassalized or
enforced a union upon a subject.
武力附庸現在會有一個-100友好度的影響,會隨時間慢慢減少
- Subject Interaction "Start Colonial War" now renamed to "Start War in
Colony" to avoid confusion with new Colonial War concept.
- Can now do the Enforce Religion subject interaction on colonies as well.
現在也可以強迫殖民政府改宗
# Technology
- Hordes reforming their government now always get the Chinese technology
group unless they have a Muslim faith.
非信仰穆斯林的遊牧改革政府後都是得到中華科技組而非穆斯林科技組
- Nomad Group unit type now have units at various tech levels throughout the
game.
游牧國的兵種修正,不會再只有初期兵種;游牧後期buff
- Spread out the military tactics a bit further.
軍事戰術在科技等級裡面的分布修正
- Halved Trade Efficiency and Production Efficiency gained from technologies.
現在從科技提升而獲得的生產與貿易效率只有以往的一半
# Units & Forts
- It is no longer possible to block a strait for an army whose war allies
control both sides of that strait.
當有一方控制海峽兩端的省分時,你不再能阻擋該海峽
也就是你至少要控制海峽的其中一端,你才能派船阻擋敵軍經過海峽
這個改正對於威尼斯日後要挑戰土雞的難度提高;增加它趁著君堡還沒被土雞控制以前
就對土雞動手,否則之後就無法封鎖海峽
- Forts that have been captured by the enemy will now have a ZOC and block
movement for enemies of controller.
被搶走的要塞現在也會限制被搶方的移動
- Forts now have ZOC over any country's provinces (but only flip your own)
meaning they can block enemy movement through friendly & neutral land.
Movement through a country's own provinces cannot be blocked if a fort from
that country is protecting those provinces.
要塞阻擋範圍修正;光看敘述看不太明白到底是怎樣修,得等實測
- Provinces can now be in the ZOCs of multiple forts.
一個省份現在可以被多個要塞給控制,也就是說,如果某省分它旁邊有兩個要塞相鄰,你
兩個要塞都要打下來才能踏上這一個省份
- Moving through ZOCs should now result in fewer unnecessarily long paths..
# War
- Only the Coalition and 'Crush the Revolution' CBs can now be used to start
coalition wars.
- It is once again possible to transfer occupation to any war ally.
現在可以轉移佔領省分給任何戰時盟友(原本限定只有轉給與佔領省分有相鄰的盟友)
- Forcing countries to revoke cores and claims on a 3rd party will give that
3rd party a little relation boost with you.
要敵國放棄第三方的核心和宣稱會讓該第三方對你有好感
- Peace demands now cause stability hit when declined if the negotiating
country has at least 50% War Score and the AI would have accepted the demand.
戰爭分數達50分以上時,對方若拒絕和談會降穩定;大幅影響多人連線
- Armies that win battles will now gain a significant boost to morale, to
prevent situations where an army is stack wiped due to winning a narrowly
fought battle and then immediately being attacked. Amount of morale regained
depends on the strength of the enemy army defeated relative to their own
strength.
戰鬥中獲勝的軍隊將獲得一點士氣,獲得的多寡將取決於他們擊敗的敵人大小。
用大量小股部隊去消耗敵方大部隊士氣的戰術廢了!!
- You can now only call allies to war if you know they'll accept, and after
they have been called they will automatically accept without calculating
acceptance again.
現在只能對那些可能會同意加入戰爭的盟友發送CTA,而且一旦發送對方必定答應
這是避免有時候,當你送出CTA那一瞬間(那幾天)對方會否答應的參數遭到修正而導致
你送出後得到的結果與原先在外交頁面看到的不同。例如你原本看到A盟友會答應加入,
結果在你送出要求的那一天(假設你沒有暫停),對方忽然發生甚麼事件導致它負債(
會降低它響應別人召喚的機率)並進而導致她拒絕你的CTA
- Prestige gain from peace concessions involving provinces are now reduced by
Administrative Efficiency (as you can take much more).
- You can now sign a peace that would result in going down to -999 DIP, this
to prevent situations where you're unable to make a suitable peace (which has
higher priority than other DIP expenses).
外交和談時,如果和談所需要的外交點數超過你現有的外交點數,你依舊可以送出該和談
(至少在我看起來是這個意思,有待確認)
Patch Note 4
# Diplomacy
- Fixed a bug where the AI would accept being given parts of a peace offer it
didn't want if you also gave it everything it wanted.
- Fixed a bug where the AI would not want its cores back in peace deals under
certain circumstances.
- AI attitudes are now hardcoded, to both improve performance and make the AI
more consistent and logical in its attitude selection.
AI的態度現在會比較一致,翻臉不會和翻書一樣快(吧)
- AI will now be more likely to diplomatically annex a vassal (previous
condition on dip rep was too harsh).
- AI is now more likely to befriend and less likely to antagonize countries
that it has the Share Advanced Neighbor opinion bonus towards.
當與更先進科技組接壤時,AI會更傾向於友善和自己同科技組的國家
舉例:葡萄牙登陸印度取得goa省後,與goa省相鄰的印度國會比較傾向於互相合作
- Subjects will now agree to buy wrong culture/religion provinces if
VASSAL_BUY_ANY_PROVINCE is set to 1 (default on).
# Economy
- Should now recall merchants that are forwarding trade in places where they
no longer have an interest in doing so.
- More budget towards colonizing in custom setup.
# Exploration
- AI will use only MIN_SHIPS_TO_EXPLORE ships for new exploration.
# Ideas
- Will now pick idea groups dynamically instead of always using historical
groups. Historical groups are weighted more highly when picking.
AI國選的理念將更容易因為狀況不同而動態調整
*感謝capitalist版友指證
# Religion
- Will now cancel missionaries that have no hope of completing their
assignment due to low missionary strength.
# Technology
- AI protectorates will no longer Westernize
AI的保護國不會西化了,只有玩家的保護國才會西化(!!?)
# War
- Will now cancel prepared wars if it starts westernizing.
正在西化中的AI會更避免戰爭
- Will no longer suicide ships against navies that it thinks are leaving a
province before they actually are.
AI在海軍誤判機率降低,現在比較少派船自殺了(玩家不再能用欺騙AI說自己的船正要
離開來引誘AI海軍出來撞你)
- Fixed bug in AI's evaluation of supply limit which could differ from real
supply limit, resulting in pointless attrition.
- AI will blockade more aggressively when it has overwhelming naval
superiority.
享有海權的AI現在會更積極的展開海上封鎖
- Made AI somewhat less likely to choose provinces next to siege armies (to
support them) when no enemy is close, in an effort to reduce attrition.
當附近沒有敵軍的時候,AI不再會為了圍城而把大量超出上限的部隊堆在一起
- Now willing to lift sieges of unfortified provinces that aren't the wargoal
to help nearby friends in battle.
- AI main armies evaluate provinces further away when deciding where to go,
decreasing the likelihood of AI ignoring far away theaters.
AI的主力部隊現在會對離它更遠的動作有反應
- AI splinter armies should be more likely to find their way towards their
main army rather than refusing to move.
AI的小股分隊現在比較不會呆呆地不動了,會更傾向於去加入他們的主力
- Will no longer send their armies to help out in sieges led by countries
that are in a different war.
AI不再會派軍隊去幫助不同戰爭中的國家圍城