As of 1.5, Scotland is now unlocked in the grand campaign as a playable minor faction, complete with its own missions and historical starting position as a semi-autonomous protectorate of the British crown. Additional details are on page 6 of this thread!
The 1.5.5 update brings a few campaign changes to the Succession mod:
SCRIPTING:
*If the player is not playing as Scotland, The Act of Union will now occur around its historical date of 1707, and Great Britain will peacefully annex Scotland. If the player faction is Scotland, the handover will not occur, and you can live out your dreams of a Scottish Empire as you please.
*Ever wondered why your friend Savoy declared war on your distant protectorate in the Americas? Or perhaps why landlocked Bavaria declared a war of succession against the new governor of Louisiana? Well, now they can't. This update introduces locked diplomatic relations to many minor factions that I felt took some fun out of the game. The European minor factions will not be able to declare war on the colonial protectorates of New Spain, Louisiana, and the Thirteen Colonies; now they know if they want a crack at the colonies, they will need to deal directly with their mother countries.
*The colonial protectorates will not be able to declare war on major powers anymore. These nations are client states with no authority to start wars without the authority of their mother countries. However, they can still declare war on OTHER colonial protectorates (as historically happened in the French and Indian War) as well as against the Native American minor factions to preserve the conflicts that certainly would/did occur between European settlers and Native Americans.
*Additionally, the Native American minor factions can no longer propose alliances to the Marathas, Mughals, or Mysore, as they had no means of travel to India. The Mughals and Mysore will also not be able to propose alliances to the Native Americans in return (they have their own European invaders to worry about), but the Marathas are unrestricted as they are a playable nation and I want to preserve the ability of the player to take any path they wish.
*On that note, playable factions have not had any restrictions placed on their diplomacy.
THE GRAND CAMPAIGN:
*Naval battle auto-resolve results have been tweaked, making it less likely that entire fleets will be sunk and more likely that the losing side will retreat to safety. This seems to have also made the campaign AI wiser, and less likely to park its fleets in the middle of the ocean.
*Most cavalry now takes 2 turns to recruit, reflecting the additional time it would take to train a professional cavalry force compared to infantry in the 18th Century.
*The recruitment cap on Indiamen has been lifted, and they are once again the only unit that can trade.
*A goof in the startpos file caused Bohemia to spawn if the region of Morea rebelled. This has been fixed so the proper Greek Rebels will spawn instead.
*Louisiana no longer despises Cologne (Westphalia) at the start of the campaign. I could find no historical justification for this besides Joseph Clemens's involvement in sparking the Nine Year's War, so now they have a fairly normal relationship at game start. If you play as France, you will no longer anger your protectorate for allying Cologne, which they historically did in the early 1700s.
I hope you all enjoy the update.
|