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Thread: EIC v2.0 | Features, Changelog

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    Default EIC v2.0 | Features, Changelog

    Europe in Conflict v2.0


    EIC v2.0 has been in development for over a year, and has some of the most exciting and truly unique changes that mods can offer. These include:

    • An extensive AOR system encompassing every region in the game
    • A complete naval gameplay and mechanics overhaul
    • A manpower + supply system
    • Diseases
    • A very unique diplomacy overhaul
    • Rebalanced land combat mechanics
    • AI tweaks and improvements
    • Realistic campaigning
    • Sieges overhaul
    • New building chains and models
    • Recruitment of allied units
    • Improved graphics, both in battle and on the campaign map
    • Overhauled recruitment systems
    • A fully automatic launcher and installer, with many optional submods included.


    Each section is summarised below, and further down you will find the complete (wall of text ) changelog. Enjoy!



    Realistic Campaigning:

    Spoiler Alert, click show to read: 

    One of the things that wasn't properly implemented in vanilla was the ability to take an army into an enemy land and fight the armies that come up against you without having to constantly go back to a friendly territory to re-supply.

    We have tried to implement a fix to this situation in the following ways:
    • Increased the percentage at which a unit will disintegrate - no more chasing around stacks full of units of 12 men.
    • Changed movement point values for roads - there is now a clear difference between the best/worst roads.
    • Off road travel is now much slower - there is now a genuine advantage in holding a road.
    • Passive region to region spying is reduced - spies are now more important in enemy territory.
    • War related happiness is changed - More of an effective when a major battle is won/lost.
    • Autoresolves edited - High ranking generals now play a larger role in the battles, minimum casualties required on the winning side has been slightly reduced.
    • Economics have taken a serious overhaul - late game income will be much more restrictive; home region units are much cheaper than foreign service units (see AOR feature); units are slower to recruit. This means that if an army comes out of a settlement and you destroy them, by the time you reach the settlement it wont be full of a half stack of fresh, full-strength units.
    • Units rout after taking less casualties. Your army will no longer be useless after one battle.
    • Units disintegrate at a lower percentage than before (was at about 90%, is now at 70%). This means that a strong victory will destroy the enemy army, you will no longer defeat an army and have it come back 5 turns later replenished to full strength. This is experimental, so feedback would be very helpful regarding this!
    • Shell-shock effect added, see below for more info.


    The Shell-Shock Effect:


    Spoiler Alert, click show to read: 
    I hope that this will explain any doubts about shell-shock. here is how it is implemented, and some sources to back it up.

    This is how morale advances:
    Green troops - nervous, naturally low all round stats.
    Experienced troops - higher stats. They have the "been there, done that" mentality and are at the "peak"
    Veterans - the highest stats except for morale. Their morale has dropped to just above recruit level (see graph). This is excellently demonstrated in these quotes:

    When veteran regiments went into battle, they had to cope not just with the natural apprehensions of the day, but the memories of what they had endured in previous combats. This grisly legacy accumulated from battle to battle, and its influence may be clearly traced in the Seven Years War. We will follow one of these sequences over a number of campaigns, starting with the troops of the Prussian corps of Bevern in the midsummer of 1757. These men had been engaged in the bloody battle of Prague (6 May), and shortly after-wards they were ordered to open an offensive against a new Austrian army under Field-Marshal Daun:
    No troops could have marched off with less good grace than did our men on this occasion…. It was as if they were being led to the scaffold, for the resistance of the Austrians had taken them by surprise and made them
    anxious for the future… our strength and courage seemed to have drained
    away. (Warnery, 1788, 135)
    All of a sudden I was overtaken by a fear which deprived me of all my
    courage, and a terror which set my limbs a-trembling. A little child could
    have pushed me over…. On the subject of this so-called ‘cannon-fever’ I
    have often talked with officers of all ranks, as well as with valiant private
    soldiers. They assure me with one voice that anyone who maintains he has
    gone through battle, and never experienced this appalling fear, must be
    accounted a braggart and a liar. But they all talked about something which
    I have often noted myself, namely that such a sensation is spread in such a
    way over the early, middle and final stages of the battle that the stronger
    men bear up the weaker ones, and that a general flight sets in only when
    this disabling fear affects the morale of the majority of the army, and the
    weak men carry the strong along with them. (Küster, 1791, 61–2)
    Küster’s ‘cannon fever’ clearly has much in common with the ‘battleshock’ which has
    been identified by twentieth-century commentators. They have also drawn attention to a
    ‘curve of combat efficiency’ which denotes the individual’s response to the stress of
    combat over the long term. After his first experiences of action the soldier attains a
    ‘plateau of maximum effort’. All the time, however, his resources are being depleted by
    the effort required to survive stressful experiences, and his period of greatest proficiency
    is succeeded by an accelerating degeneration which may produce the collapse of all his
    defences.
    Here is the curve (apologies for my paint skills ):


    Morale system changes:


    Spoiler Alert, click show to read: 

    • Morale has been overhauled. Units will now rout at about 60% casualties, a much more realistic figure than the 90% we were seeing in vanilla.
    • Units that fight together or in a line of battle will fight for much longer than a unit that is surrounded or isolated. This has been achieved by many changes in the morale values, but what most people will notice is that all units have the abilities "Inspires allies" and "Scares enemies". This simulates the feeling of security a person would feel when part of a large group of men, and the natural fear a person would feel when they encounter an enemy. It may seem like these values "cancel each other out", but they re-enforce the system whereby a unit will fight longer as part of a large group, and rout sooner when isolated. This also creates a situation where if you need to send a unit off on its own for a "special" job (i.e. assault a farmhouse or breach) it will make more sense to send a specialist unit (grenadiers or elites in this case) in case they were to be cut off or ambushed.
    • Units are also more likely to stop routing if they rout in the direction of a large mass of friendly units.


    Combat changes:


    Spoiler Alert, click show to read: 

    The NTW3 barebones mod has been integrated and tweaked. Battles are now slow, tactical affairs.


    -----Muskets-----

    Musket effectiveness has taken a massive overhaul:
    • A musket is now inaccurate at long ranges, but a close range volley is lethal. A full range volley may now only incur 10 or less casualties.
    • Reload times have been increased across the board
      This slow-down gives players the chance to think. Battles now last longer, and manoeuvres are now possible. The slow-down also increases the effectiveness of columns.
    -----Artillery-----



    • There is a noticeable difference between heavy and light artillery. The light artillery is fast hitting, but lacks the destructive power of larger pieces. You must plan your tactics around the type of artillery you have at your disposal.


    Sieges overhaul:

    Spoiler Alert, click show to read: 
    Sieges have been completely re-thunk in this mod. If at any stage ladders are brought into the game (yes, we know it'll never happen) then this will be revamped once more.

    • Here is an introduction to sieges from the Beta preview:
      Historically sieges were bloody affairs - they were hell for both sides, and a victory only came at a high cost. We've managed to somewhat replicate this by removing grappling hooks, but we are pushing it further in this release. Firstly, we've added siege guns - incredibly slow guns, with no purpose only to take down walls (see the artillery feature for the relevance of their speed).
      Second - we've added cannister to the wall guns. We've carefully balanced them, they have very few pellets individually and are slow to load. They aren't over-powered, they are just about right - they give the defender that edge, but not a razor blade
    • Wall hitpoints increased.
    • Siege guns have be introduced - field guns no longer have the power necessary to take down fort walls quickly. Siege guns are not designed for use as they were in Empire: Total War. They are slow moving, slow shooting, and just not designed for general field work. Their only advantage is that they fire a much heavier shot, designed for taking out walls, and have longer range than field guns.
    • Grappling hooks are removed from most units, but specialist units still have them (lights and grenadiers). A breach must now be forced and taken. It wont be simple, but sieges were always bloody affairs.
    • Special siege units added to major factions - The Forlorn Hope, Engineers and Sappers. These units carry rope ladders, and have high melee skills. They are ideal for assaulting a breach or making an escalade. They are limited in availability (so the AI won't spam them) and they only carry one shot ( a loaded musket/pistol), so they are not overpowered. They are only designed for taking a stretch of wall/a breach and should not be used without support. Also, remain aware that units such as the Forlorn Hope were professional cannon fodder - don't expect them to last more than a few battles without support.
    • Cannister shot added to wall guns.


    The EiC AOR system, one of the most comprehensive AOR systems available:


    Spoiler Alert, click show to read: 
    AOR System:





    An AOR system works by limiting the areas some units can be recruited from.



    [LEFT]For example, if Prussia wants to recruit its national units (i.e. Prussian line infantry, Prussian light infantry, Prussian grenadiers etc.) they'll only be able to do so from their home regions Brandenburg, Pommerania, East Prussia, West Prussia and Silesia. Otherwise they will have to make do with troops from other nations - which are slower and more expensive to recruit.
    A note on the AOR system: Some of these units are historically inaccurate - that is because they simply never existed. Britain was never conquered by France, so how could we say what French units recruited from London would look like?
    For example, when making the AOR for the England region (which is only available if England is conquered by any faction other than GB), we had to remove any gear or equipment that had marks of royalty on it. So we took the opportunity to be creative - we made units that looked interesting on the battlefield, and added some diversity to your armies


    Prussian Musketeers Serving The UK:




    So here's an example:
    France has just finished a long campaign against Austria, but now Russia has started an offensive against the French. France does not have enough troops on the front line to hold back the Russian hordes so they are left with two choices. One - They can decide to recruit local troops, which will take time and may not fight as well as troops recruited from home. These troops take longer to train as they may not be as enthusiastic or as used to your drill methods as troops from home would be and are more expensive as they all need new equipment.
    Two - They can ship forces to the front from their home territories. These troops are better trained, more willing to fight and cheaper to recruit and keep in service.
    The AOR system also creates the dilemma of heavy equipment and cavalry. These will almost certainly need shipping from home, as Artillery is almost non existent from local sources, and cavalry is very rare in most areas.

    Another Dilemma players will face is replenishment. Units will either have to replenish slowly where they are, or can be pulled back from the front to replenish faster. This creates a delicate balance between maintaining units on the front, and maintaining their individual strength. It is a real challenge and adds a much more realistic sense of how replenishment really worked.

    In v2.0 AOR units are a limited resource, which presents the player with another decision to make - train the AOR units now, or invest in the province's recruitment facilities and much better troops (represented through units with significantly higher starting experience).

    These new units will look like troops of the nation they were originally part of, but will be flying your flag, this adds variety to the army, as well as giving access to some very cool (In my opinion) new uniforms.


    British Foot In The Service Of Austria:




    However, this AOR system doesn't just apply to foreign lands. Units of cavalry will now require the horses or farms resources to be present. This means some regions which were previously worth very little will now be extremely valuable for people who like cavalry, and are of high tactical value. This also creates the problem of having to mobilize troops into an army. We have also added this resource to a few regions that lacked it in vannilla and historically were big centres for horse farms, such as Ireland and Aquataine. Previously, Austria could recruit an entire army, complete with artillery, infantry and cavalry from Vienna. Now cavalry will have to be shipped from other regions (A problem that plagued the Austrian army). This also give an opportunity to cripple some countries easily. If you are fed up of being spammed by slightly camp Hungarians riding glorified donkeys, then simply take all of Austria's horse producing regions and you can be free of those fashion show rejects.


    The Irish Legion Are Adept At Fighting In Line Or In Open Order:




    This system adds a lot of fun as well as realism - you can now tailor your army to your needs. For instance if I want a good militia role unit that can fight in line and skirmish I can conquer Ireland. If I want access to extremely skilled lancers I can conquer Poland or Lithuania, or if I want to blow my enemies and the very ground they stand on to pieces, I can conquer Moscow and help myself to some Unicorns.

    Gallery
    Spoiler Alert, click show to read: 


    Swedes Fighting For Prussia:



    Saxonian Hussars Fighting For France:


    French Troops Fighting For GB (Chasseurs Front, Musketeers Middle, Cavalry Back):


    Corsican Tirallieurs:


    Tyrolean Militia:


    Portugese Cacadores (Front) And Spanish Geurillas (Back):


    Polish Lancers:



    Scottish Highlanders In The Service Of France:


    French Musketeers Fighting For Austria (On Request Of Topcat):




    Manpower and Supply:
    Spoiler Alert, click show to read: 
    Introduction

    During the Napoleonic Wars manpower and supply were two of the biggest factors influencing how generals fought their campaigns. Without enough ready men, there was no army. And without enough supplies, whatever army there was would soon melt away. Many people feel that this feature is one of the many that should have been included in vanilla NTW. As always, EiC aims to shorten that the "missing in action" list by one. Read on for more info!


    Preview So how will manpower and supply work in EiC, you ask. Well, very simply. Every faction starts off with a "bank" of supply points. A certain amount of these supply points are used up by the starting armies, and there are some points left over to recruit more troops. Every troop takes up one supply point, and when you are out of supply points you can no longer recruit any units. But this bank does not simply grow of it's own accord - no interest here! In order to gain more supply points the player will have to conquer more regions. The larger the region, the more supply points. There will also be technologies that allow for an increase in the available supply points. In order to keep the calculations simple, we are using a simple formula for supply points:
    Total Population divided by 4000
    This is approximately 250 soldiers per 1 million people. Now you may say this is a totally unrealistic figure, you may say it's a little off, or you may say it's the best thing since sliced bread. Well it's none of those - it's practical. These are the calculations that lends themselves best to the game, ergo they lend themselves best to us. We have to keep a lid on things, seeing as an EiC stack is ~ 4000 men it wouldn't make much sense allowing the player or AI 500,000 men. When this feature was originally previewed, it only affected so called "home region" units (any unit that wasn't an AOR unit). Since then we have expanded it's capabilities to include all units
    So next you will surely ask "how ever is the player to keep on top of things?". Well, we've got a few solutions for that too.

    The first sceenshot shows where the total manpower figures are displayed, and the relevant tooltips.
    Spoiler Alert, click show to read: 












    And the next ones show you how you can tell the exact value of each region.

    Spoiler Alert, click show to read: 









    You can see that we've replaced the prestige information, but we feel that this feature is much more relevant to the player than prestige. And there is still a whole UI page dedicated to prestige, so it's not too many clicks away for the player to access

    The larger AI factions will also be affected by these limits, but we've seen no evidence to indicate it hampers the AI over the previously used limitation system of db unit limits (which were totally inflexible and as such disproportionate to the size of the country). However, the minor nations will still use db limits, but this isn't so much of an issue for them as they generally don't expand too much.


    This feature has also been built as a giant plug-in; it is designed to work with any mod, and is built separate to the other EiC scripting framework. As such, it only takes a small amount of tweaking to work with different mods and we will gladly share it after the release of v2.0. If anyone is interested in using it, just send me a pm. All going well, the manpower system may even be released as a stand alone mod



    Diplomacy overhaul + new building chain:
    Spoiler Alert, click show to read: 

    Part 1, Buildings:

    The diplomatic building chain, tier one preview:
    Small Embassy House

    Diplomacy has existed as an art for millennia and the Napoleonic age is no different. But in these modern times, diplomats are expected to be treated as royalty; after all, the monarchs representative should be treated just as the monarch would be. Building an Embassy House allows just this. Simple diplomacy can be conducted very easily - a fleeting visit from a diplomat can often secure a trade agreement or secure peace agreements for a few months. But to maintain long term friendships, to conduct complicated agreements, to secure peace for all future generations, something more permanent is required. An Embassy House is the first rung on the long diplomatic ladder.
    Historically, the Napoleonic Wars disrupted the standard process of diplomacy. Bonaparte was famous for throwing out the rule book, and this even extended to diplomacy. He refused to recognise the concept of diplomatic immunity and had many British diplomats imprisoned on charges of spying against France.

    Details:
    The Diplomatic building chain will add many new features to EiC v2.0 that have never been seen before. The first of these is how it affects basic diplomacy itself. Without at least a "Small Embassy House" your diplomatic options will be severely restricted - you will only be able to make the simplest of diplomatic offers to other factions in game. But building one of these opens up the route to a whole world of possibilities. This building allows for more complex diplomatic negotiation; as you progress up the building chain and your diplomatic facilities improve you will gain access to more advanced features - after all, who could expect a diplomat to commit his country to war with an enemy of his allies when operating out of the most basic of facilities?
    The more advanced buildings in this chain will also allow for another feature brand new to EiC - allied unit recruitment. If you are allied to a faction you will now be able to request that they send you troops, in aid of your struggle against Napoleon. At first you will only be able to receive a very small number of elite units (for only the best can represent abroad), but when trust is built up between the two nations you will gain access to a greater range of units - perhaps even a small allied army at your disposal.


    Diplomacy Preview Part 2, Diplomatic Scripts: Diplomacy in EiC v2.0 also features another ground-breaking feature. We have modified the game so that the coalition is now much more stable - 100% more stable in fact. This means that any two coalition factions will no longer declare war on one another when they are simultaneously allied and at war with France. However, this is an AI-only restriction - the player is free to declare war as often and as recklessly as s/he wants
    This restriction has been achieved via complex scripting, which means that as long as the conditions mentioned above are in place the script will never fail! We would also like to stress that this script does not lock the coalition factions into an alliance/non-agression pact for the entire game. The alliances can still be broken by conventional means, and the restriction will be lifted as soon as the alliance and/or the state of war with France ends



    Disease:
    Spoiler Alert, click show to read: 

    Disease Preview Part 1:
    In recent TW games disease played a crucial role - we all remember the dread we felt when the announcement slid down the side of our screens, telling us how the plague was sweeping across our regions. This feature was, unfortunately, omitted from Empire and Napoleon. This seems mainly because 1.) Empire had many of it's intended features omitted and 2.) Because some would argue that diseases played no true role in the Napoleonic Wars. Well that's a slight mistruth. For example, Typhus killed more of Napoleon's men on retreat from Russia than Russian soldiers did. Smallpox killed 400,000 Europeans each year (quite a large figure when you consider the population of the day). The disease feature that we have introduced won't be quite so lethal as in previous games, or won't have quite such strong effects as it has in real life. This is mainly because it would be very difficult to cause dynamic casualties, almost impossible in fact. But what we do have is a system that still challenges and effects the player.

    Here you can see the notification when a region gets a disease, and below it the notification when a region recovers from a disease. The main effects that diseases will have are: 1.) Virtually disabling unit replenishment in the given region, 2.) Causing a reasonable amount of unrest in the region, 3.)Lowering the amount of time that a region can hold out when under siege.

    Spoiler Alert, click show to read: 

    Note: This report references Cholera, although Cholera had not spread to Europe in this time period. Just a research error









    Next you can see how we're enabling the player to keep track of disease. The region details info page updates itself according to the status of the region, with tooltips so the player doesn't get confused:

    Spoiler Alert, click show to read: 














    Now for the really interesting part
    Not only have we added disease and disease related effects, but we have designed a mechanism that allows disease to spread to neighbouring regions. This will mean that if a region contracts a disease, it's neighbours will have a significantly higher chance of also getting it. One can very clearly imagine the issues that this would cause if disease were to spread along the front lines during a war, or the trouble it would cause in a newly conquered region. If you read on you will see a FAQ about disease which will help you understand a little more about how it will work

    F.A.Q:
    Will disease be frequent?
    No. It won't be something annoying you every turn, but there is a good chance that when a region contracts it, it will stay in the area for a while. We may add events such as disease epidemics, it is something we are looking in to.

    Will disease affect characters?
    As of yet, no. It is possible to do it but we have a long list of other things to do and we feel that this would be a lot of work for a relatively small gain (or loss as it would be)

    How will I get rid of a disease?
    There will be preventative measures such as technologies, buildings and events. E.g you may be asked to fund extra staff in a cities hospital - you will have the choice to do so or not though. More info on these will come at a later date.

    How does all of this work?
    It's almost entirely scripted, so not just anyone can pick it up and use it, or integrate it into a mod. The final version is compiled to increase performance time (though the sources will most likely be included). If any mod leader would like to integrate this into their mod, pm us and we will see what we can do Even better again, it can be ported back to Empire and forward to Shogun 2!



    Recruitment:
    Spoiler Alert, click show to read: 
    In v2.0 recruitment is drastically different. You can no longer recruit every unit in every province. Cavalry recruitment is limited to regions with the "horses" or "farms" resources and artillery recruitment is limited to larger regions or cities. You may need to expand in your first few turns in order to capture the resources or cities allowing you to effectively wage war. You will need to plan your conquests ahead in order to be able to field a diverse and flexible army


    Submods:
    Spoiler Alert, click show to read: 

    • Alternative Campaign Minimaps (optional) - This improves all campaign map minimaps. By Cozur.
    • Battle Weapons Sounds (optional) - This adds improved battle weapon sounds. By Radious
    • Blood Mod (optional) - This mod adds blood effects to all naval and land battles. By ToonTotalWar
    • British Naval Crew Mod (optional) - This improves the appearance of all British naval crews. By Sir Digby Chicken Caesar
    • Improved Campaign Graphics (optional) - This mod adds improved campaign map event icon and image graphics. By jarnomiedema.
    • Closer Naval Deployment Zones (optional) - This adds closer naval deployment zones. By EIC Team.
    • Floating Sea Bodies (optional) - This adds floating sea bodies to naval battles. By Josst
    • Improved Battle Equipment (optional) - This mod improves battle unit equipment & artillery graphics. By Pdguru & Marshal Beale.
    • Improved Bullet Hits (optional) - This mod adds improved bullet hit sounds to all battles. By Pdguru.
    • Improved Naval Carriages (optional) - This adds better naval carriages graphics. By Icebear777.
    • Larger Deployment Zones (optional) - This adds larger deployment zones to land battles. By Baron von Beer.
    • No Campaign Map Borders (optional) - This removes visual campaign map borders (Graphic effect only). By EIC Team.
    • No Tracers (optional) - This mod removes battle weapon tracers. By Mech_Donald.
    • Smoke Mod (optional) - This adds smoke effects to all battles. By Mech_Donald.
    • Music Mod (optional) - This improves the front end & campaign map music. By EIC Team.
    • 3d Strength Bars (optional) - This gives all navies and armies 3d campaign strength bars. By EIC Team.
    • Improved grass mod (integrated) - This improves the appearance of grass in battles. By Primergy.
    • Extended Recruitment (optional) - This allows for greater recruitment of cavalry and artillery in game. It also makes all units available from the start of the game. \n By EIC Team.


    Naval and other changes:
    Spoiler Alert, click show to read: 
    1. Russian fleet can now recruit big ships.
    2. Ships do not catch on fire so easily, so they rarely explode when surrendered.
    3. Better naval facilities for Portugal and Netherlands.
    4. Military facilities recruitment slots increased by 2 more slots, so they will have 3. Only one was somehow frustrating.
    5. Recruitment of line infantry has been divided in two recruitment systems so the units recruited in administrative building do not have experience but are cheaper. At the same time line infantry units recruited in military facilities now receive experience when recruited which was not possible in 1.3 version but they recruitment cost is higher.
    6. New localisation with bug fixes and blank entry updates for new units and aor units.
    7. Victory conditions extended so homeland or starting regions are included.
    8. Army and artillery buildings added in Kiev and in Minsk to increase Russian AI earlier aggressiveness.
    9. New playable factions rebellions now get proper armies.
    10. All minor factions now have expanded tech trees.
    11. Stopped the AI from offering technology as part of a diplomatic offer.
    12. Startpos brought up to scratch. This includes: region LOS; playable factions; victory conditions; slot type changes(not yet done).
      • Slot changes:
        • Aquitaine from wine to horses.
        • Baden-Wurtemburg from wine to horses.
        • Naples from wine to horses.
        • Navarra from wine to horses.
        • Provence from wine to horses.(needs unit: done)
        • From farm to horses, not wine:
        • Ireland
        • Holland
        • Moldova & Bessarabia
        • Sweden changed from timber to horses.
        • Oldenburg changed from horses to farm, for balance.
        • Rumelia from iron to horses
      • Pre-built horse buildings removed:
        • Ireland
        • Provence
        • Navarra
    13. Allied + AOR units removed from custom battles.
    14. Horse resource buildings made slower to build, more expensive and tech-related.
    15. Bavaria given extra starting units if they are the player.
    16. Fixed strange bug causing some jagers to have over 5 times the normal campaign map movements points.
    17. Fixed some AOR units having strange unit sizes.
    18. Started applying uniform stats to AOR units. This reinfoces rock-paper-scissors gameplay when it comes to stats.
    19. Line inf costs changed to 900 (150% of standard line infantry)
    20. Line inf upkeep changed to 100 (80 being average for home units)
    21. Light inf + grenadiers recruitment cost changed to 1000 (750 average for home units)
    22. Light inf + grenadiers upkeep changed to 90 (70 being average for home units)
    23. Skirmishers recruitment costs changed to 1400
    24. Skirmishers upkeep costs changed to 120
    25. Light Cavalry + Lancers costs increased to 650.
    26. Light Cavalry upkeep increased to 120.
    27. Lancers upkeep increased to 150.
    28. Dragoon + Heavy Cavalry cost increased to 1000.
    29. Dragoon + Heavy Cavalry recruitment cost increased to 180.
    30. Recruitment time changed to a uniform 3 turns for all infantry.
    31. Recruitment time changed to a uniform 4 turns for all cavalry + artillery.
    32. Updated unit experience bonuses:
    33. Reloading bonus toned down significantly (increases in 2's rather than 4's)
    34. Melee attack and defence bonuses edited to conform to the morale bell-curve.
    35. Updated loc to display correct French Loyalist AOR unit names.
    36. French AOR light infantry now only recruitable from the appropriate buildings.
    37. Normalized Artillery projectile stats - unit cards now better reflect the unit's ability.
      • Roundshot:
        • Every 3 pounds of shot now takes 15 seconds to reload, up to 80 where base reload is capped(5 seconds per pound).
        • A 3 pounder gun now has range of 500. Thereafter, every 3 pounds of shot gives an additional 100 range, up to 900 where range is capped.
        • A 3 pounder gun now has a velocity of 250. Thereafter, every pound of shot takes 15 points away from velocity, down to 150 where velocity is floored.
        • A 3 pounder gun now has a damage of 10. Thereafter, every pound of shot adds 10 damage points.
      • Cannister:
        • Every 3 pounds of shot now takes 10 seconds to reload, up to 50 where reload is capped(3.3 seconds per pound).
        • Every pound of shot = 10 cannister pellets.
        • A 3 pounder gun now has range of 120. Thereafter, every pound of shot gives an additional 5 range.
        • A 3 pounder gun now has a velocity of 150. Thereafter, every pound of shot takes 5 points away from velocity, down to 100 where velocity is floored.
        • Cannister now has maximun deviance of 6.
      • Shells:
        • A 3 pound shell now takes 15 seconds to reload, up to 80 where base reload is capped(5 seconds per pound).
        • A 3 pounder howitzer now has range of 250. Thereafter, every 3 pounds of shot gives an additional 50 range, up to 450 where range is capped.
        • A 3 pounder howitzer now has a velocity of 250. Thereafter, every pound of shot takes 15 points away from velocity, down to 150 where velocity is floored.
        • A 3 pounder howitzer now has a damage of 5. Thereafter, every pound of shot adds 5 damage points.
    38. Light Infantry + Line Infantry muskets now the same range
    39. Added duplicated Deli Lancer Horsemen as a new AOR unit for Rumelia.
    40. Added duplicated Russian Hussars as a new AOR unit for Moldova + Bessarabia.
    41. Fixed bug causing duplicated AOR units in Ireland for certain factions.
    42. Added new slot type in Naples and bavaria so these factions can build diplomacy + sanitation buildings in their capital.
    43. The main menu buttons "Peninsular Campaign" and "Napoleon's Campaigns" have been disabled, with tooltips added explaining why. (They aren't supported by EiC as of yet.)
    44. MP mod foldering added; EiC will now work with MP campaigns. Most likely the first modfoldered mod to do so
    45. Re-arranged order of recruitment for Neapolitan Italian velites and cavalry
    46. Fixed bug causing duplicate AoR artillery units from Brandenberg.
    47. Fixed bug causing Swedish AoR cavalry to have no onscreen name.
    48. Reworked building effects:
      • Some effects removed altogether for balancing.
      • Core economic effects changed to make the economy more challenging and realistic. The first building in a chain will have low economic value and the second one will have considerably higher economic value. the third in the chain, however, will have only slightly higher economic value than the second one. The creates a system wherby a stage of rapid industrial growth is possible in the early to mid game, but by the late game players have to spend more to get any noticeable economic growth. Simply put, economic growth slows down as the game goes on - allowing for a quick, interesting start yet a tactical mid game.
    49. Removed military access treaty between France and the Netherlands to improve AI co-ordination (had been a confirmed source of bugs).
    50. All standard Artillery sizes halved - the large sizes were causing too many issues all-round.
    51. Reworked recruitment settings so that Portugal and Bavaria can recruit cavalry from infantry type buildings (they had no horses resource, or room to be given one)
    52. Updated EiC Music pack with the following:
      • Adagio for Strings by Samuel Barber
      • Pathétique Sonata, Movement 2 by Ludwig van Beethoven
      • Sarabande by George Frideric Handel
    53. Rebalanced new music samples and some older tracks in the music pack; the music is now at a nearer volume to vanilla music, as such there will be less of a volume difference when a vanilla track switches to a new track in the music pack.
    54. Added pop-up information to tell players when diplomatic restriction conditions have been met (to prevent allied AI backstabbing of coalition factions)
    55. Integrated UAI Battle AI elements.
    56. Rakes given more move points + better line of sight.
    57. Added a building cost mod to roads for AI factions in H/VH difficulty. Roads significantly cheaper, should encourage AI to build more roads.
    58. Wooden Stakes edited: Now a defensive ability, can only work when army is "dug in" the campaign map.
    59. All special ships removed
    60. Naval recruitment changed, so 64 third rates can be built in the lowest level of the trading facility. French build 74 instead.
    61. Quality of ships perception by the AI changed so from frigates down they have a severe reduction of their value. Together with the previous change we expect to have more third rates and less frigates.
    62. Increased the starting experience for British ship of line to resemble their advantage of trained crews compared to rivals.
    63. Steams ships have now very low limits. They are experimental ships.
    64. Increased naval spending, increment 0,10. Reduced buildings 0,05 and diplomacy 0,05.
    65. Campaign handicap changed in naval recruitment cost for AI
    66. New naval textures to add gunports in graphic submod (ported to core files 04/01/2012).
    67. Increased upkeep of the minor faction units to reduce their presence in the game. (EIC_units rows added to overwrite the existing ones.)
    68. Trade routes increased, naval war ports can trade. This allows a wider distribution of commerce among factions and ports of origin and arrival reducing economical risk of trade riding over AI faction economy but also the player economy too.
    69. Staff college slots increased form 1 to 3
    70. Cdir_unit_balance_group_qualities_tables restored to previous values to make AI not use that much artillery when merging units.
    71. Trade node base quantity, which in vanilla was for most of them 20, increased to 10 help to prevent trading AI factions to go to bankrupcy. See also British AI changes.
    72. Created British naval personality so it has been given particular budget behavior, so naval is 55% of the budget and land 25%. Also from naval spent merchant spent has been rose from 0 to 10% taking it from Frigates 0.10 and specialist now 0 as they are not used in the mod.
    73. Give a university to Bavaria, Naples, Portugal, Denmark, in Augsburg, Potenza, Evora and Schleswig.
    74. Change Madrid theater by a artillery building.
    75. Give Provence region a cantonment building to avoid artillery armies, and also change artillery building in Belgium by cantonment.
    76. Cantonment building in Kiev to avoid artillery armies.
    77. Dockyard, naval first level added to Taranto in Naples, and first level trade port added to Sicily. So now this faction can trade from first moment, defend and attack in the sea. This will affect Spanish and French trade and naval supremacy in Mediterranean sea helping indirectly Great Britain.
    78. Dockyard changed by Drydock in Rumelia to improve the Ottoman fleet selection as now Austria and Russia are abusing of the AI Ottoman faction.
    79. Removed Drydock in Split and Dockyard in Normandy to reduce the naval aggressiveness of Austria and France.
    80. Portuguese diplomatic relations with Spain and France will get worse and worse quickly. The player will have to decide to use some of the extra money in diplomacy or in war.
    81. Spanish relation with Portugal will get worse quickly so the player when playing Spain will have to deal with the Portuguese problem.
    82. France will start to hate Spain because of its timid support and the Bourbon house ruling in Spain so it may end in a war in the Peninsula sooner or later.
    83. Great Britain changes in startpos to make it less dependant on sea trade early game.
      • All regions have now second level roads. This will help British armies to remove raiding enemy fleets from port so it will accelerate the recovery of the GB economy.
      • Market added in Cork.
      • Iron mines updated to steam powered iron mines.
      • Second level administrative buildings in Ireland and Wales.
      • First level trade port in Glasgow.
    84. Integrated groupformations file from UAI.
    85. Added info popups telling the player when conditions have been met/lost that allow recruitment of allied units.
    86. Reduced fort hitpoints to improve siege playability.
    87. Grappling hook useage extended to light infantry and grenadiers, to prevent AI siege bugs.


    Shown below is the developers changelog - it's not of much reference to most people, however I feel it's good to have this completed log out there

    Please note that this was wrote "on the fly" and, as such, contains references to features (or statistics) that may have since been dropped or changed, respectively. Please see the public release changelogs for the most up to date info regarding features and stats

    Spoiler Alert, click show to read: 

    1.4 Beta build (integrated into v2.0 build late 2010)
    • Russian fleet can now recruit big ships.

    • Ships do not catch on fire so easily, so they rarely explode when surrendered.

    • Better naval facilities for Portugal and Netherlands.

    • British grenadier available from the beginning in Early Units feature in core file.

    • Military facilities recruitment slots increased by 2 more slots, so they will have 3. Only one was somehow frustrating.

    • Recruitment of line infantry has been divided in two recruitment systems so the units recruited in administrative building
      do not have experience but are cheaper. At the same time line infantry units recruited in military facilities now receive
      experience when recruited which was not possible in 1.3 version but they recruitment cost is higher. We have to decide if
      the recruitment time for first ones is shorter.

    • Corrected the region resource system so some of new playable factions can now recruit cavalry.

    • EiC limits, which is a submod that give recruitment limits to all land units, reduces the AI land upkeep and
      gives more budget % to the naval spent so now land is 35% and naval 30%.
      (Now defunct, used in Extended Recruitment submod - T.C. 26/05/2011)


    build 2.0.005-7


    • 2.0.005 Version included:

      • The new playable factions.

      • The new diplomacy system.

      • The disease system.


      -----------------------------------------

    • 2.0.005a included:

      • Bug fixes:

        • Duplicate buildings in certain towns/cities fixed.

        • Bug preventing allied units from being recruited after turn 1 fixed.


      -----------------------------------------

    • 2.0.005b included:

      • New localisation with bug fixes and blank entry updates for new units and aor units.


      -----------------------------------------

    • 2.0.005c included:

      • Fixed bugs:
        • Scripting entries made for French advice - France now displays proper advice at the beginning of the game.

        • Camera start positions added for all new playable factions - it previously started at the centre of the map.

        • "Welcome to EiC" popup sorted - it will now display when advice has been dismissed or when a faction starts a game, depending on whether or not the faction has an advice script.


      • New features:

        • I've re-worked the disease scripts slightly so that the chance of disease hanging in an area is customisable (like
          the percentage chance of a region gaining a trait at the start of a turn.) To change this percentage go
          to data/Europe in Conflict/config.lua. The file has editing instructions, it's pretty easy stuff.

        • Note for Beta testers (posted in BT forum):

          • I think it should be mentioned that all of the scripting files you have been using lately have another feature in them.
            There is a diplomacy blocker for the coalition factions. What it does is prevent them from declaring war on each other if
            they are allied and at war with France. the player is free to wage war as s/he likes. This was outlined in an older preview
            thread, it's now in the previews archive thread out front.


      -----------------------------------------

    • 2.0.005d included:

      • This files will give better starting messages, will add the new victory conditions, and the changes in aor unit recruitment and in Ottoman faction.
        Also the disease percentage is now 1 so if you have 5 regions the total chance is arround 5% per turn, so you should be having a disease every 20
        turns which makes one disease every 10 months if you keep that number of regions. If you want to increase it go to
        data/Europe in Conflict/config.lua. Please comment how you find this.


    build 2.0.008-9
    • Bugs 003 - 006 completely fixed. 002 partially fixed. This includes:

      • Fixed broken diplomacy where AI would always accept players offer.

      • Update diplomacy stoppers (relational to buildings), some factions were missing.

      • Fixed diplomacy restrictions/blocks so it now accounts for emergent factions.

      • Fixed Bavaria CTD on turn 2, Confederation of the Rhine event updated to account for player as Bavaria.

      • Added faction handover for remaining Sicilian units, another source of campaign instability fixed.


    • Updated frontend Ui button - now called "Grand Campaign" rather than "Campaigns of the Coalition".

    • Updated "Welcome to EiC" pop up. It now displays the proper image, but still has placeholder text.

    • Minor factions can now recruit allied units.

    • Allied units have been given proper costs + upkeeps.

    • Added counter disease popups. These are yes/no popups that you will occasionally get when regions get diseased.
      The will ask you for cash (in various different ways, some texts depend on season) which simply put will "heal"
      the region of disease the next turn. Some of the popups tell you how much cash will be taken, others don't until you have said yes.
      It will never be enough to bankrupt the player, it is always proportional to the treasury amount. These will not
      work with debug mode enabled (see next post)

    • Integrated the Scripting & Debug Toolkit that I wrote. To enable this all you have to do is change the debug
      option in the config file to true. The tool enables you to remove fog of war, edit cash etc all at the click
      of a button. We'd very much like you to use this to be able to report on what the AI is doing in greater
      detail. It's easy to use, just go to Europe in Conflict/Scripting and Debug Toolkit and see the readme for
      instructions. Ignore any install/uninstall instructions, it is fully integrated and working. Due to compatibility
      issues the disease prevention popups will not work when debug mode is enabled, so try to play a few campaigns with debug mod on and off.


    • Victory conditions extended so homeland or starting regions are included.

    • Army and artillery buildings added in Kiev and in Minsk to increase Russian AI earlier agressiveness.

    • EiC limit submod revised to improve naval campaign, the change has the intention to reduce the probability of
      factions getting completely stopped in their naval activity, which in the case of Great Britain is very much
      undesired. For this, land upkeep has been reduced for AI. This also increases Russian agressiveness.


    • New playable factions rebellions now get proper armies so we expect to have solved the saved games ctd issues.

    • Swedish starting army in Mecklenburg now is under full control of the player.

    build 2.0.010
    • Bug 008 fixed, as well as other undocumented bugs. This includes:
      • Technology bugs fixed, all factions now have their proper tech trees.
      • Certain techs that caused CTD's (by unlocking buildings that no longer exist) fixed.
      • Bugs with Disease Prevention Popups fixed. They now display properly and have proper effects
      • Enormous bug with disease engine fixed. Disease no longer spreads uncontrollably, regions now heal as they did in earlier versions.
      • Some duplicated contents of files in db have been deleted.


    • New features:
      • All minor factions now have expanded tech trees.
      • Placeholder buildings inserted for the sanitation chain. They are an optional building chain to the theatre in the faction
        capitals. At present they have no effect, they are just there to make it easier on the building modeler.
      • Naples units in Sicily have been changed, so that faction can recruit its national units there.


    build 2.0.011
    • All additional city slots from previous version removed.

    • All AOR units restricted to 1 artillery unit per region, 1 cavalry unit per region and 2 infantry units per region. This reinforces the need to ship troops from home
      regions, as was the original intention of the AOR system.

    • All AOR units experience to building level ratios changed drastically - there is now a significant advantage in not recruiting the units immediately and waiting to
      upgrade the buildings. This applies to cavalry, artillery and infantry.

    • Experimental changes to the artillery AOR system:
      • Artillery units can now be recruited anywhere there is an artillery building, but art. buildings are restricted to larger cities with 3 or more
        slots (approximately 1/3 of all cities). This keeps artillery hard to come by, while also allowing the player to know in advance whether or not
        the target city will be of value to them.


    • Cavalry recruitment now depends on the "horses" resource in a region. As few regions have this resource, most (all bar 1) wine resources are now changed to
      horses. This has little impact upon the game, as wine resources did nothing only generate money, they did not add to trade.

    • Diplomacy building chain finished - the third building has had a description added. There is also much now more information given on the building card
      about what effects it has, such as what diplomatic options it unlocks. New effects have also been added to some of the buildings.

    • Sanitation building chain finished - these buildings have a custom card, description and model. The higher buildings in the chain reduce the chance of
      disease occurring.

    • Stopped the AI from offering technology as part of a diplomatic offer.

    • Fixed bug preventing Ottomans building embassy chain.

    • 1.3.2 startpos brought up to scratch. This includes: region LOS; playable factions; victory conditions; slot type changes(not yet done).
    • Slot changes:
      • Aquitaine from wine to horses.
      • Baden-Wurtemburg from wine to horses.
      • Naples from wine to horses.
      • Navarra from wine to horses.
      • Provence from wine to horses.(needs unit: done)
      • From farm to horses, not wine:
        • Ireland
        • Holland
        • Moldova & Bessarabia

      • Sweden changed from timber to horses.
      • Oldenburg changed from horses to farm, for balance.
      • Frisia, Mecklenberg needs unit
      • Rumelia from iron to horses

    • Pre-built horse buildings removed:
      • Ireland
      • Provence
      • Navarra


    • Minor factions given correct monarch/leader portrait.

    • Allied units now given more consistant experience to building level ratios.

    • New experience changes applied to home region units. (Sunday)(still not done)

    • Internal db file structure cleaned up a little.

    • Allied + AOR units removed from custom battles.

    • Horse resource buildings made slower to build, more expensive and tech-related.

    • Welcome to Europe in Conflict message finished.

    • Adjustments to factions starting treasury:
      • Naples changed to 7000
      • Sweden changed to 7000
      • Denmark changed to 7000


    • Bavaria given extra starting units if they are the player.

    • Fixed strange bug causing some jagers to have over 5 times the normal campaign map movements points.

    • Added some units from md1453's Ottoman mod.
      • Following units made recruitable in the campaign:
        • Sekban Janissary Grenadiers
        • Elite Nizam-I Cedit Infantry
        • European Provincial Nizam-I Cedit
        • Beylik Janissary Musketeers
        • Beylik Janissary Hand Mortars
        • Dervishes
        • Balkan Irregulars


      • Following units not made recruitable, but will spawn:
        • Cairo Janissaries
        • Palestianian Auxillaries
        • Libyan Bedouin
        • Mamelukes
        • Camel Warriors
        • Shaturnal Camel Warriors
        • Tartars
        • Circassian Mounted Swordsmen
        • Armemian Skirmishers


      • Vanilla Units removed from campaign, but will spawn:
        • Cemaat Janissaries


    • Added new region resource - Ottoman_Near_Regions. This resource is given to all the easternmost regions of the Ottomans
      and is used for recruitment of more Eastern-style units that won't be spawned (previoulsy they could only be recruited
      from Rumelia). The regions are:
      • Rumelia
      • Greece
      • Wallachia


    • Added the following to the Ottoman_near_regions resource:
      • Bashi Bazouks
      • More to come


    • Fixed some AOR units having strange unit sizes.

    • Started applying uniform stats to AOR units. This reinfoces rock-paper-scissors gameplay when it comes to stats.
      • Line inf costs changed to 900 (150% of standard line infantry)
      • Line inf upkeep changed to 100 (80 being average for home units)
      • Light inf + grenadiers recruitment cost changed to 1000 (750 average for home units)
      • Light inf + grenadiers upkeep changed to 90 (70 being average for home units)
      • Skirmishers recruitment costs changed to 1400
      • Skirmishers upkeep costs changed to 120
      • Light Cavalry + Lancers costs increased to 650.
      • Light Cavalry upkeep increased to 120.
      • Lancers upkeep increased to 150.
      • Dragoon + Heavy Cavalry cost increased to 1000.
      • Dragoon + Heavy Cavalry recruitment cost increased to 180.

      • Recruitment time changed to a uniform 3 turns for all infantry.
      • Recruitment time changed to a uniform 4 turns for all cavalry + artillery.


    • Updated unit experience bonuses:
      • Reloading bonus toned down significantly (increases in 2's rather than 4's)
      • Melee attack and defence bonuses edited to conform to the morale bell-curve.


    • Updated loc to display correct French Loyalist AOR unit names.

    • French AOR light infantry now only recruitable from the appropriate buildings.

    • Fixed bug with DPP's causing them to occasionaly show when the region was not diseased (need feedback on how the
      disease system works now, it may still have bugs).

    • Normalized Artillery projectile stats - unit cards now better reflect the unit's ability.
      • Roundshot:
        • Every 3 pounds of shot now takes 15 seconds to reload, up to 80 where base reload is capped(5 seconds per pound).
        • A 3 pounder gun now has range of 500. Thereafter, every 3 pounds of shot gives an additional 100 range, up to 900 where range is capped.
        • A 3 pounder gun now has a velocity of 250. Thereafter, every pound of shot takes 15 points away from velocity, down to 150 where velocity is floored.
        • A 3 pounder gun now has a damage of 10. Thereafter, every pound of shot adds 10 damage points.

      • Cannister:
        • Every 3 pounds of shot now takes 10 seconds to reload, up to 50 where reload is capped(3.3 seconds per pound).
        • Every pound of shot = 10 cannister pellets.
        • A 3 pounder gun now has range of 120. Thereafter, every pound of shot gives an additional 5 range.
        • A 3 pounder gun now has a velocity of 150. Thereafter, every pound of shot takes 5 points away from velocity, down to 100 where velocity is floored.
        • Cannister now has maximun deviance of 6.

      • Shells:
        • A 3 pound shell now takes 15 seconds to reload, up to 80 where base reload is capped(5 seconds per pound).
        • A 3 pounder howitzer now has range of 250. Thereafter, every 3 pounds of shot gives an additional 50 range, up to 450 where range is capped.
        • A 3 pounder howitzer now has a velocity of 250. Thereafter, every pound of shot takes 15 points away from velocity, down to 150 where velocity is floored.
        • A 3 pounder howitzer now has a damage of 5. Thereafter, every pound of shot adds 5 damage points.
        • Light Infantry + Line Infantry muskets now the same range

        • Edited descriptions added for Portugal, Naples and Ottomans.

        • Added duplicated Deli Lancer Horsemen as a new AOR unit for Rumelia.

        • Added duplicated Russian Hussars as a new AOR unit for Moldova + Bessarabia.

        • Fixed bug causing duplicated AOR units in Ireland for certain factions.

        • Added new slot type in Naples and bavaria so these factions can build diplomacy + sanitation buildings in their capital.

        • Fixed bug with "Advanced Options" on the faction selection screen. It is now moved to the left of the screen so that all options are clearly visible.


    build 2.0.012
    • Incorrect ranges for Prussian, French, Russian and British Light Infantry fixed.

    • All Lua files compiled. This should give a slight performance boost (negligible, most likely).
      When debug mode is enable the game will now load the decompiled files (../Europe in Conflict/source/). This allows quick and easy testing.

    • The main menu buttons "Peninsular Campaign" and "Napoleon's Campaigns" have been disabled, with tooltips added explaining why. (They aren't supported
      by EiC as of yet.)

    • MP mod foldering added; EiC will now work with MP campaigns. Most likely the first modfoldered mod to do so

    • Fixed bug causing certain AoR cavalry units to be unrecruitable for minor nations.

    • Re-arranged order of recruitment for Neapolitan Italian velites and cavalry

    • Extended Neapolitan home region AoR to sicily (new resource, naples_home_regions, added)

    • Fixed bug causing duplicate AoR artillery units from Brandenberg.

    • Fixed bug causing Swedish AoR cavalry to have no onscreen name.

    • Improved Ottoman unit spawning scripts - they now will work more reliably and consistantly with save games.

    • Finished manpower & supply system. It now works with all units (AoR included) and has popups to notify the player when supply is low
      and when it has run out. Certain techs also give supply points boosts.

    • Manpower & supply system interfaced with config file. Supply variables can now be edited using the config file.

    • Reworked building effects:
      • Some effects removed altogether for balancing.
      • Core economic effects changed to make the economy more challenging and realistic. The first building in a chain
        will have low economic value and the second one will have considerably higher economic value. the third in the
        chain, however, will have only slightly higher economic value than the second one. The creates a system wherby
        a stage of rapid industrial growth is possible in the early to mid game, but by the late game players have to
        spend more to get any noticeable economic growth. Simply put, economic growth slows down as the game goes
        on - allowing for a quick, interesting start yet a tactical mid game.


    • Removed military access treaty between France and the Netherlands to improve AI co-ordination (had been a confirmed source of bugs).

    • All standard Artillery sizes halved - the large sizes were causing too many issues all-round.

    • Fixed bug causing duplicate victory conditions for GB.

    • Fixed bug causing some Ottoman artillery units and Portuguese cavalry units to have no name.

    • Reworked recruitment settings so that Portugal and Bavaria can recruit cavalry from infantry type buildings (they had no horses resource, or
      room to be given one)

    • Updated main menu UI page to show EiC version number. This version number is assigned in the config file, and is also compared with various version stamps.
      The stamps are placed as follows: One in the maps folder; one in the campaigns folder, one packed and one in the config file. Unless on the dev team,
      do not edit the stamps.


    • Updated main menu UI page to show comprehensive build & debug info when debug mode is enabled. Also incorporated error reporting for version stamps.

    • Eliminated potential bug with sanitation/diplomacy buildings in relation to saving/loading games.

    • Edited effect of sanitation buildings. They previously could eliminate disease altogether, they now simply reduce it's chances of occuring. Disease percentage
      should never be set below 1.6% anymore.

    • Added version stamp info for the loc file.

    • Updated intro messages with a manpower & supply screen.

    • Finished experience to building level changes; all are now done in the 0,2,4,6,8 set up except for militia.

    • Fixed bug with 3d strength bars when armies loaded onto ships.

    • Updated EiC Music pack with the following:
      • Adagio for Strings by Samuel Barber
      • Pathétique Sonata, Movement 2 by Ludwig van Beethoven
      • Sarabande by George Frideric Handel


    • Rebalanced new music samples and some older tracks in the music pack; the music is now at a nearer volume to vanilla music, as such there will be less of a volume
      difference when a vanilla track switches to a new track in the music pack.

    • Added pop-up information to tell players when diplomatic restriction conditions have been met (to prevent allied AI backstabbing of coalition factions)

    • Integrated UAI Battle AI elements.

    • Rakes given more move points + better line of sight.

    • Edited action point modifiers - moving off-road is now incredibaly slow. Previous values allowed armies to march across open terrain which was highly unrealistic.
      Roads were neccessary for the movement of artillery, equipment trains etc. A road now has much more strategic value in-game.

    • Added a building cost mod to roads for AI factions in H/VH difficulty. Roads significantly cheaper, should encourage AI to build more roads.

    • Fixed litany of bugs with disease engine that caused DPP's to show for healthy regions, and would have caused severe late-game instability.
      For reference:
      • Region Manager: line 285/286, order of variable adjustment fixed. Intermittently wrong between line 200 - 1700.
      • Region Manager: line 1985 - variable added to prevent trait point stacking. Updated on line 268.
      • Region Manager: Update_From_Neighbours and Update_Basic adjusted to properly account for hang variable.


    • Wooden Stakes edited: Now a defensive ability, can only work when army is "dug in" the campaign map.

    • All special ships removed

    • Naval recruitment changed, so 64 third rates can be built in the lowest level of the trading facility. French build 74 instead.

    • Quality of ships perception by the AI changed so from frigates down they have a severe reduction of their value. Together with the previous
      change we expect to have more third rates and less frigates.

    • Deleted naval data in building_units_allowed as it was avoiding changes in naval recruitment.

    • Increased the starting experience for British ship of line to resemble their advantage of trained crews compared to rivals.

    • Steams ships have now very low limits. They are experimental ships.

    • Increased naval spending, increment 0,10. Reduced buldings 0,05 and diplomacy 0,05.

    • Campaign handicap changed in naval recruitment cost for AI

    • New naval textures to add gunports in graphic submod (ported to core files 04/01/2012).


    build 2.0.013

    • Created a file called 2_0_minor_artillery_building_units_allowed, which allows the non playable factions to recruit artillery in army buildings as now the cannot recruit any artillery units.

    • Incrased upkeep of the minor faction units to reduce their presence in the game. (EIC_units rows added to overwrite the existing ones.)

    • Trade routes increased, naval war potrs can trade. This allows a wider distribution of commerce among factions and ports of origing and arrival reducing economical risk of trade riding over AI faction economy but also the player economy too.

    • Staff college slots increased form 1 to 3

    • Cdir_unit_balance_group_qualities_tables restored to previous values to make AI not use that much artillery when merging units.

    • Trade node base quantity which in vanilla was for most of them 20 and in previous 013c build 5, increased to 10 help to prevent trading AI factions to go to bankrupcy. See also British AI changes.

    • Created British naval personality so it has been given particular budget behaviour, so naval is 55% of the budget and land 25%. Also from naval spent merchant spent has been rised from 0 to 10% taking it from Frigates 0.10 and specialist now 0 as they are not used in the mod.
      This creation is done in campaign_ai_personalities, campaign_ai_perosnality_junction, and in startpos. To desactivate it just replace default value where eur_britain is in startpos faction file. The other stats that a have not been touched use default value.

    • Movement cost land with no roads have been reduced so it is similar to vanilla. This is to make AI merging of the stacks more efficient and to help the Russian AI or player faction to move to the west.

    • cdir_unit_balance_group_qualities changed to previous 010 build so artillery value is reduced. With this it is expected that land stacks have less artillery.

      Changes made in startpos:

      • Give a university to Bavaria, Naples, Portugal, Denmark, in Augsburg, Potenza, Evora and Schleswig.

      • Change Madrid theater by a artillery building.

      • Give Provence region a cantonment building to avoid artillery armies, and also change artillery building in Belgium by cantonment.

      • Cantonment building in Kiev to avoid artillery armies.

      • Dockyard, naval first level added to Taranto in Naples, and first level trade port added to Sicily. So now this faction can trade from first moment, defend and attack in the sea. This will affect Spanish and French trade and naval supremacy in Mediterranean sea helping indirectly Great Britain.

      • Dockyard changed by Drydock in Rumelia to improve the Ottoman fleet selection as now Austria and Russia are abusing of the AI Ottoman faction.

      • Removed Drydock in Split and Dockyard in Normandy to reduce the naval agresiveness of Austria and France.

      • Portuguese diplomatic relations with Spain and France will get worse and worse quickly. The player will have to decide to use some of the extra money in diplomacy or in war.

      • Spanish relation with Portugal will get worse quickly so the player when playing Spain will have to deal with the Portuguese problem.

      • France will start to hate Spain because of its timid support and the Bourbon house ruling in Spain so it may end in a war in the Peninsula sooner or later.


      • Great Britain changes in startpos to make it less dependant in sea trade as this changes give fixed incomes.

      • All regions have now second level roads. This will help British armies to remove raiding enemy fleets from port so it will accelerate the recovery of the GB economy.

      • Market in Cork.

      • Iron mines updated to steam powered iron mines.

      • Second level administrative buildings in Ireland and Wales.

      • First level trade port in Glasgow.


    • Changed parts of number system of disease engine. Decimals can now be effectively used as disease chance percentages. This includes, importantly,
      numbers less than 1, which could not be used before.

    • Improved save game support for various scripted features. Prevented issue where in game scripted (EIC) events would display inconsistencies when games were saved/loaded (needs testing). Improvements made in:
      • Ottoman spawned unit scripts.
      • DPP scripts.
      • General disease scripts.


    • Fixed bug where ministers could not be swapped without first kicking one of them.

    • Improved building restriction system for Sanitation and Embassy chain, fixed bug preventing it from adding all neccessary restrictions.

    • Fixed bug where newly captured regions did not acquire "healthy" status without first becoming diseased.

    • Fixed bug with British "local Intelligence" tech causing it to have reverse effect.

    • Fixed bug on faction selection screen causing one of the chains (visual flourish) to be displayed green.



    build 2.0.014
    • Ottoman Updates:
      • Hand mortar limited to two units, to reflect historical availability.
      • Howitzers removed from artillery roster


    • Cavalry recruitment extended to farm buildings, as well as horse buildings (non - ER version). This makes the normal version of EIC less severe on the player in terms of cavalry recruitment as it was.

    • Added manpower modifier - manpower now adjusts accordingly to unit sizes.

    • Updated groupformations to latest work by Josst.

    • Integrated NTW3 Barebones battle mechanics

    • Tweaked existing and integrated battle mechanics: battles are now played at a slightly slower pace. From my own tests, seems like a good decision. Tactical
      blunders nearly cost me a few battles.

    • Changes the way the AI gets manpower bonuses - instead of a flat figure (previously 4000) it now gets a 35% bonus, which gives a more even bonus between
      larger and smaller factions.

    • Edited HasFactionManpowerPoints() function in Manpower Manager Module; optional argument added, function can now be passed a boolean resulting in more detailed
      output (can only be used for logging)

    • Added option in launcher to specify manpower levels - Low, Default, and High. Also added options to config file to correspond with this - TCS_Current_Manpower_State
      is the option currently in use by the player. It also controls what option will be selected by default in the launcher; 0 for low, 1 for default and 2 for high.
      Options such as TCS_xxx_default_manpower, TCS_xxx_low_manpower and TCS_xxx_high_manpower control what figures will be used when the various options are selected.
      DO NOT delete the TCS_xxx_Manpower settings, they are still used by the scripting system.

    • Added info popups telling the player when conditions have been met/lost that allow recruitment of allied units.

    • Reduced fort hitpoints to improve siege playability.

    • Grappling hook useage extended to light infantry and grenadiers, to prevent AI sege bugs.

    Last edited by Magicman2051; February 18, 2012 at 10:49 AM.
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