Diseases
Diseases occur with a certain probability depending on the region. The disease lasts in a certain number of moves for which the area is losing population, well-being and contentment of the population.
The troops found themselves in an area immediately begin to lose strength and performance. Agents and generals with a certain probability receive appropriate Traits.
The dynamics of the disease in the armies and characters depends on the disease and may consist of 1-2 phases, depending on the duration of their stay in the contaminated area.
Army loses strength:
- If located in the infected area and the number of units is not less than 10% (units will be disbanded when their number is less than 10%)
- Sick army moved into the enemy area. If the area is not contaminated, it is likely that your army will infect the area.
- If ill with typhus.
The army and the characters are recovering, while in their uninfected (Allied) area.
Losses of the army for the course:
Phase 1 - 1-7%
Phase 2 - 1-14% (occurs when you are in the area for more than 5 moves)
Smallpox
The probability of occurrence: America (0.5%), Europe (0.1%), India (0.1%).
The probability of infecting the enemy region - 10%
Duration - 6 turns.
Flu
The probability of occurrence: America (0.1%), Europe (0.5%), India (0.1%).
The probability of infecting the enemy region - 5%
Duration - 4 turns.
Malaria
Probability of 0.5%.
Areas: the Caribbean, South America, Egypt, Syria.
The probability of infecting the enemy region - 10%
Duration - 5 turns.
Cholera
The probability of occurrence: America (0.1%), Europe (0.1%), India (0.5%).
The probability of infecting the enemy region - 15%
Duration - 8 turns.
Fever
Arises when the army in enemy territory more than 8 strokes.
Army recovers, while on its territory.
The probability of occurrence - 30%
Scurvy
Arises when the fleet of more than 6 moves into the sea. Scurvy does not occur in the trade areas.
The fleet is recovering while in port.
Scurvy does not occur if the technology is investigated "Lime and sauerkraut."
The probability of occurrence - 30%
Disasters
Disaster occur with a certain probability depending on the region. Catastrophe similar to the disease leading to a decrease in the welfare field, decrease in population and contentment.
Army to lose strength, characters gain Traits. Also, in the event of disasters can be destroyed by the construction of infrastructure.
Losses of the army for the course - 15-30%.
Hurricane
Areas of origin: coastal region of America.
Duration - 2 turns.
The probability of failure of buildings - 10%
Probability of - 0.2%
Drought
Probability of - 0.2%
Duration - 4 turns.
Earthquake
Occurrence area: the area of Western Europe and Africa.
Duration - 2 turns.
The probability of failure of buildings - 10-30%
Probability of - 0.05%
Volcano
Areas of origin: Italy, Iceland, Guatemala, India.
Duration - 2 turns.
The probability of failure of buildings - 15-30%
Probability of - 0.05%
Flooding
Occurrence area: the areas with rivers.
Duration - 4 turns.
The probability of failure of buildings - 5%
Probability of - 0.2%
Climate factors - Frost and heat
Army, located in the climatic regions belonging to the enemy, suffer from heat and frost.
Areas of origin: desert regions and snowy regions.
Losses of the army for the course - 1-7%.
Countries that are resistant to climate change:
- Frost (denmark, huron, inuit, norway, russia, scandinavian_rebels, sweden, scotland)
- Heat (afghanistan, barbary_states, mamelukes, morocco, ottoman_rebels, ottomans, persian_rebels, safavids, pueblo, maratha, mughal, mysore)
Replenishment
The army can be replenished only on its territory. This works for both the player and for the AI. If funds are available AI will automatically replenish your army is on its territory.
"Diplomatic money"
When you make dip offer to AI, AI always looks at money offer, not for your military and economic strength. That's why you will get dip money (1 mln) that is used for script dip offers (when you see money offer with 1 mln). You can accept or decline these offers. Dip money that received AI will be taken from him.
Peace treaty
AI concluded a peace treaty with the following conditions:
- The ratio of the army AI / Army Player of less than 50%
- The ratio of the army AI / Army Player of less than 30% (for Indian factions)
Peace protectorate
Terms and conditions:
- Trade Agreement and the military alliance
- The ratio of the army AI / Army Player of less than 40%
- The ratio of the army AI / Army Player of less than 20% (for Indian factions)
- The percentage of world trade a player higher than AI
- AI faction is a potential protectorate (AI has one area and there is an item in the menu protectorate diplomacy)
Military protectorate
Terms and conditions:
- AI faction is a potential protectorate (AI has one area and there is an item in the menu protectorate diplomacy)
- The player is besieging the capital of AI one turn
- The ratio of the army AI / Army Player of less than 50%
Note: includes all the army, and not only those involved in the siege.
After 10 years will be the annexation of the protectorate and it goes into the player's faction.
A new system of random events, the parameters of stability, and admin points like in EU4
Admin Points (Administration)
Each turn you will get admin points. These points are formed depending on the basic skills of the ruler, ministers and governors. Basic skill character gets at birth and it does not change. You can see your admin points in the government panel.
Points are used to control random events to increase the stability and the nationalization of the regions.
Stability
Your ruler, depending on the random events will receive trait stability from +3 to -3. You can enhance the stability, using admin points. Cost is determined by the formula "Stability initial * 50 + 100 + Expansion." To improve the stability you need to open the ruler's panel and press the "?" button.
Expansion
Capturing new region it should be nationalized. The cost of nationalization - 100 admin points. The region is not nationalized, if the red flag is displayed in the region panel. For each such region you get trait expansion. To nationalize the region need to open the region panel and click the "?" button. Time nationalization - 4 turns.
The effects of random events last for 8 turns, except stability. Stability is reset at the death of the ruler and change by the steps above.
The system limit armies
Every country at the start of the campaign has a limit of 20 units + (10-35) units for the major countries. Also, each farm and vineyards gives your level for each one unit. When you reach the limit of the country will not be able to recruit troops. When you exceed the limit, the country receives trait Supply (+ 2% to the cost of content for each unit over the limit)
Iron and timber
The country has the resources iron and wood to give the corresponding Traits. Iron gives 10% to the cost of hiring units. Timber gives 10% to the cost of construction of vessels. For trait Timber requires as timber and iron.
Traditions
Each country after the first turn gets trait Traditions with three bonuses. This trait is the country forever and individual.
Training soldiers by gentlements and scientists
Gentleman can train soldiers, increasing their experience. To do this, you need to have a gentleman in the army. Only trained army in the field. Tuition fee is 300 * destination experience. Over the turn of a gentleman can teach up to 4 units as funds are available.
Raising revolts by saboteurs
Saboteurs can raise a rebellion in the region. For this spy must be in the desired region. Open the saboteur inform panel and press "?". The probability of success is 20%, the cost of the action is equal to 1000 regardless of the success of the operation. For minor factions (1 region) saboteurs rise rebellion for 500 coins. The saboteur in his own region reduces in 2 times the possibility of raising rebellion by enemy saboteur.
Inflation
Inflation is a result of:
- Coinage (2% each turn)
- for minor factions (1 region) treasury limit for inflation is 20000.
- inflation for gold and silver mines (less than 6 mines - 0.4% and 0.2%, more than 5 mines - 0.8% and 0.4%)
- If treasury has more than 10,000 coins for 3 turns (3% each turn)
To reduce inflation, open the panel of Minister of Finance and click on "?". Inflation is reduced by 2% for 50 points.
Coinage
To start the coinage open panel of the Prime Minister and click on "?". With Coinage faction will receive 1000 coins into the treasury each turn. Cancel coinage made the same way.
Reworked traits system for ministers
Change the existing traits system. Added new traits that should enhance management for the player.Traits system is now also linked to the event system.
Also partly the traits system is changed for saboteurs and scientists who will quickly gain experience.
Trade ships
AI will use half of their ships (if they are trade) for trading, as well as to fight the enemy trade fleet.
Storm
Ships caught in a storm, damaged or flooded. Also hurt the team and the troops on board.
Colonial effects.
European countries that have colonies in America and India, will receive bonuses:
- Colonial power - +5% to trade (1-5 colonies)
- Great colonial power - +10% to trade (6-10 colonies)
- Colonial empire - +15% to trade (11-15 colonies)
- Global colonial empire - +20% to trade (16 and more colonies)
New save system.
VDM keeps the data separate from the main saves in a folder VDM_saves. This will protect saves from damage and ensures their autonomy.
Slave trade.
To start trading, you need to open the cover of the governor of America and the press "?" button. Similarly, the trade can be stopped.
Conditions for trade:
- The availability of trade ships in the trade areas in West Africa.
- The presence of colonies in America, where there are plantations.
Each trade ship brings 40 slaves per turn. The slaves are distributed between the colonies in proportion to the number of plantations. Each turn, the number of slaves on the each plantation reduced by 50. The maximum number of slaves in the colony depends on the number and level of plantations. One level of the plantation allows you to keep 1000 slaves. Number of slaves can be seen in the region panel. Each level of the plantation brings 500 coins. Accordingly, income is calculated as follows: number of slaves * 500 / 1000. Each turn you will receive a report on the income from the slave trade. If the plantation is damaged, the influx of slaves ceases.
Conspiracies.
Now ministers have a set of features that shape their attitude to the leader. If the ratio is poor, the minister may start a conspiracy against the ruler. If the plot succeeds, the ruler dies. New ruler will get Stability:-3.
Probability plot for one minister is 6%, ie the maximum probability plot - 30%. To enter the conspiracy mode, open the Minister of Justice panel and click the "?" button. To exit, open the ruler panel and click on "?" button. Ministers receive features depending on the events, their political views and characteristics of the ruler. Also in the appointment of ministers receive hidden features that define their behavior and do not change until the change of ruler. If you change the ruler all the features set to zero. To improve the opinion of the minister, it is possible to make the payment. To do this, open the minister panel and press "?" button.
List of minister's features
Religion.
Each country receives a trait of religion with their bonuses.
Additional bonuses of religion:
- Reducing the cost of stability by 20% (Orthodox)
- Reducing the cost of training troops by gentlemen by 50% (Islam)
Each country has a record of religious influence, which depends on the number and levels of religious buildings and buildings of happiness.
The impact of the country will spread to neighboring regions in other countries. Such an effect is defined as the difference between the performance of the religious influence of the two countries.
Therefore advantageous to have a big religious influence for protection from religions of neighboring countries, and to spread your faith in other countries.
Ways to increase religious influence:
- Construction of buildings
- Strengthening of religion with the help of events
- Acceptance of religious doctrines
Culture.
Each country gets culture points of cultural buildings, as well as events. These points are then used for the adoption of doctrines. The country can take 3 doctrine.
In total there are 6 doctrines:
- military
- economic
- navy
- scientific
- social
- religious
Enlightenment.
Country after a certain year and in the presence of an educational building, receive Enlightenment trait.
Tasks.
Countries receive random tasks (building, seizing regions, increasing stability, etc.), as well as the main countries receive their unique tasks.
To open the task list, open the target panel and click the "?" Button.
And many other interesting things that i might have missed