Ok, after a long wait here it is, the Death and Taxes 6.0, entitled 'Death and Taxes: The Eastern Question'
~Download the Death and Taxes 6.0 Here~
Rather than give you a long changelog I thought I'd give you a brief description of what has changed in the 6.0.
1) Firstly and most importantly is a new map, India, China and America have been completely redrawn. Full credit for this goes to Dafool (China/America) and Trin Tragula (India). All in all I think we added something in the region of 100-150 provinces (I'm sure Dafool can clarify). Tonnes of new countries were added to fill these regions too! India also has completely revamped cultures.
2) We added new graphics, more precisely the terrain textures and map overlay from the DaO mod. I still like the Modestus map however I thought it was time for a change, and I really liked the DaO map graphics.
3) Everything (and I mean everything) has been rebalanced. Benefits from missions/decisions, ideas and sliders has been rethought. Claim on X now requires cores!!! and nationalism lasts for longer, and reduces manpower. There are many other changes, some of which are documented in the changelog, but many of which aren't. You should just notice a general difference as you play. Finally, cbs have been reworked slightly. Every nation gets religious liberation which gives 25% bb. Holy war is reserved for muslims, catholics and orthodox - it gives 50% bb.
4) Religions in the east redone. Hinduism is in its own group. Buddhism is split into Theravda and Mahayana. They are in the same group as Shinbatsu Shugo and Shenism.
5) I added loads of new events and decisions to add a bit more flavour to certain countries and generally make the game more interesting.
5)There's generally just loads of other stuff which I can't begin to start describing. If you noticed any new features you liked please flag them up for other people to know about.
I hope you enjoy the 6.0. It's been an incredible amount of work to make so we'd greatly appreciate your opinions on it. If you really like it, you can also like us on Facebook. Thanks
Changelog (non exhaustive)
Code:
- A decision added to disband the shogunate if you control all of Japan.
- No provinces start with 0 manpower (was a coding error meaning 4 provinces in russia had 0 manpower).
- Province efficiency has more of an effect on manpower.
- Less revolt risk is gained from poor administrative efficiency.
- Russian foraging gives +5% manpower to make up for the poor administrative efficiency which makes russian manpower underpowered in comparison to other nations.
- Max war exhaustion from war taxes reduced from +10 to +5.
- Cores gain a 5% manpower bonus.
- Manpower resupplies less quickly.
- Non-Accepted culture gives less harsh a decrease to tax, but a far bigger reduction to manpower.
- Manpower and revolt risk from imperial integrity reduced.
- Settlement policy no longer reduces colonists or magistrates by so much but it destroys local tax and manpower, and increases revolt risk even further.
- Error fixed in cultural decisions allowing India to assimilate other Indian cultures faster.
- DAO Terrain Graphics added.
- Flanders and Burgundy are historical friends.
- Some 5.2 events added in preparation for the mac release - most notably the sound toll.
- Claim timers are no longer fired from the Papal States to speed the game up a little.
- Western arms trade gives half as much prestige loss, gives -5% land tech cost and applies to anyone with muslim, eastern or asian land tech.
- Westernisation has been completely redone, each individual technology can be westernised once at a time.
- Turkey is in the Byzantine group, Byzantium is the cultural union and Turkey becomes a union when it moves its capital to Constantinople.
- Turko-Semetic renamed to Arabic.
- Arabia is the Arabic cultural union.
- Max neighbour bonus reduced to 100.
- The Ottomans and Byzantium no longer get a cultural absorption bonus on one another.
- French cultural absorption bonus on the Dutch is half as slow as the German one.
- Celestial empire gives 0.4 less magistrates.
- Nomads are tribal again.
- Nomad settling, Mughal Nation and Japanese Industrialisation updated in conjunction with the new westernisation decisions.
- Forming the Mughals as a non-nomad doesn't westernise you.
- Typo in merchant regulation fixed.
- Forming Japan requires you to own the whole Japanese region.
- Prussian military reforms give 2% more discipline.
- Thalassocracy is available to non-Europeans.
- Rebels are now more challenging. They are all intelligent (ie will assault forts and tactically retreat from battle) and all have generals.
- Military drill no longer increases discipline.
- Grand Army and Grand Navy give less forcelimit.
- A formal request only fires for Christians.
- Base tax of Sarai increased.
- Base tax of London and Thrace reduced.
- Only Steppe Hordes get the plundering event upon capturing a city, it gives 10 ducats.
- Steppe Hordes get -10% pe, -10% te and -25% tax.
- Hordes get a big reduction to attrition and cavalry cost.
- Tolls completely reworked giving more local and less global bonuses.
- OCO Event added to remove cores on your vassals.
- Bosphorous toll requires more provinces.
- Militia act gives very different bonuses
- Militia act is removed by event from non-monarchies.
- You need to control enough naval supplies/grain supplies to be able to go over force limit.
- Defensiveness from defensive vs. offensive reduced.
- Replaces 4 wool provinces in spain with grain, replaced all german provinces with wool with grain. Changed some British provinces to naval supplies.
- Base tax of several English provinces reduced quite a bit.
- Gotland produces fish.
- Epirus provinces are fish rather than wool.
- Denmark starts with cores on Slesvig and Flensburg.
- Merchant republic 2 is available at the same tech as Administrative
Monarchy and is slightly better.
- Free trade gives more merchants, mercantilism gives more compete chance in owned provinces.
- Barbary pirates defeated gives -8% big ship cost.
- Blockade isn't available until around 1400.
- QFTNW is available slightly earlier.
- Formalize scales, weights and measures is available later.
- Naval sliders reduce ship cost slightly less.
- RR reduction nerved across the board.
- Muslims start with better tech than Westerners.
- No countries start with level 1 buildings except the Ottomans.
- Buildings are available at tech levels 5, 12, 19, 27, 35 and 42 across the board.
- Manufactories are available at level 20 in every tech (except fine arts academy).
- Austria doesn't get the Italian ambition mission until after 1400.
- Western influences only gives +10% stab cost.
- Thallassocracy can only be taken by Venice, Hansa and Genoa again.
- Brittania rules the waves no longer gives leader shock and leader fire.
- Technology groups evened out a little.
- Population growth can't continue indefinitely, populations should stop growing at a point based on tax income, manpower and other factors.
- Rebalanced tonnes of stuff, just play it and you'll find out… there's too much to put in the changelog.
- Becoming Protestant or Reformed removes a few nice Catholic decisions.
- Mercenaries are slightly less expensive to make them worth taking.
- Tonnes of stuff rebalanced.
- Claim_on_x NOW REQUIRES CORES
- Added a lot of new ships from Rex Maris - as well as new combat values.
- Fixed a paradox bug where Chinese, Indian and American units become western late game because Paradox forgot to include sprites for them.
- Jurchen provinces start out in the Altaic group but convert to the Chinese group when the Qing Dynasty is formed.
- "Oriental" renamed to "Eastern" to avoid further confusion.
- England gets event modifiers regulating the value of its naval supplies based on its strength.
- Catholic decisions are removed by event from non-catholics.
- The emperor is forced by event to join the empire.
- Only European provinces can be added to the HRE.
- Added 'Mamluk Cavalry' decision.
- Added 'Recruit Highlanders' decision.
- Added 'Use Ottoman Artillery' decision.
- Added 'Use Egyptian Conscripts' decision.
- Added 'Encourage Manufacturing' decision.
- Added 'Request Papal Bull' decision.
- Added 'Hire Genoese Mercenaries' decision.
- Added 'Hire Swiss Mercenaries' decision.
- Added 'Request Papal Banner' decision.
- Added 'Establish General Post Office' decision.
- Added 'Establish Royal Mail' decision.
- Added 'Edict of Fontainebleau' decision.
- Added 'Centralise the French Language' decision.
- Added 'Compagnie Ordonnance' decision.
- Added 'Alhambra Decree' decision.
- Added 'Spanish Tercio' decision.
- Added 'Portugese Tercio' decision.
- Added 'Imperial Examinations' decision.
- Added 'Adopt Mandate of Heaven' decision.
- Added 'Sprouts of Capitalism' decision.
- Added 'Sepoy Army' decision.
- Added 'Recruit Janissaries' decision.
- Added 'Encourage Knowledge, Science and Culture' decision.
- War exhaustion reduces spy defence and increases minimum revolt risk slightly.
- Several Manchu/Qing decisions are available to China.
- China nerfed in several ways - celestial empire gets some big maluses which can only be removed by modernising the government. Celestial empire also decreases administrative efficiency for the IE event.
- Cores are gained in 40 years and nationalism lasts 40 years. Nationalism increases revolt risk even more as well as reducing manpower.
- Added 'Islamic Caliphate' triggered modifier for the strongest Islamic nation.
- Catholic nations get maluses for being innovative.
- Protestant and Reformed don't get holy war - just religious liberation.
- Only reformed, protestant and catholic get cleansing of heresy on their neighbours after the protestant reformation - a mistake meant that it was previously the whole world.
- Devsirme system only costs one magistrate and is available in the eastern and western balkans regardless of religion (it assumes christian minorities in the population) but nowhere else. It now only gives 25% manpower. The AI also won't take the decision so as not to cripple it.
- Trade agreements only decrease trade efficiency by 1%.
- Added a rather complex chain of decisions and events for the 'Volga Don Canal' to connect the Caspian sea to the Black sea. By constructing the canal in Grozny, Kalmykia and Kouban at the cost of 4000d and 4 magistrates, a toll is activated giving 2 base tax and 1 manpower to all caspian provinces, as well as 4 base tax, 20% trade income modifier and 3% population growth to every province you control. The decision is only available to the Ottoman Empire - however once the canal has been constructed other nations can seize it and benefit from its effects. Over time it also converts to wool provinces of the caspian into richer trade goods.
- Decentralisation improved slightly.
- Trade ranges significantly reduced but they can be increased by owning a certain sized navy (up to 50 ships). This is to encourage the land powers to own at least a small navy.
- Danish sound toll will give more money later into the game (up to 100d).
- Merchants are now much scarcer globally but are gains slightly by owning a small navy. This is, again, to encourage the land powers to own at least a small navy.
- Ottomans renamed to Turkey.
- The owner of the Volga Don canal gets a mission to reconquer provinces in the Caspian Basin.
- Accepting the demands of peasant rebels to get free free-subject moves now has the added cost of a -1 stability hit.
- Fish, wool and naval supplies should be slightly less useless throughout the game.
- Manpower is affected slightly by tolerance.
- Max province sell price raised to 8000.
- Dynamic blockading added - the longer a province is blockaded the more severe the effects of that blockade.
- Majaphits vassals start allied to it.
- There are more AI tweaks. The AI should now be a little less blobby and a few more areas are set for unification.
- Hindus can no longer form Hindustan. They can now form Bharat.
- A westernised Hindustan or Bharat is able to form India.