EU: Rome – Vae Victis v2.2 patch that includes:
COLONIZATION & BARBARIANS
- Colonized provinces now retain their own culture and religion. (Until barbarian power is 0, when it changes through event 4010.)
- Barbarian provinces no longer spread civilization.
- Barbarian provinces no longer gain civilization.
- The growth rate of Barbarian Power is now separate from population growth and exported to defines.txt.
- Barbarian power now grows back faster in colonies.
- Event 4001 (Barbarian Absorption) is now less common.
- Event 4001 now triggers a new event; 4010 ("Successful Colony"), which changes the culture and religion of the province if barbarian power is less than 1.
- Barbarians now destroy colonies (provinces with barbarian power >= 1 and a low population).
- No longer possible to colonize a province containing enemy units.
- Barbarian Hordes are now always of the original culture and religion of the province.
- Improved AI magistrate and minister appointment to look at loyalty more.
- AI: Should be better at handing out minor titles to avoid unemployment populist drift
- AI will now try to get rid of charismatic populist faction leaders
- AI for republics will now always risk invoking omens to avoid growing populism
- Naval AI: Will no longer hunt pirate fleets when at war and outnumbered by the enemy.
- Naval AI: Improved strait blocking
- Naval AI: Should now protect straits while its troops are crossing
- Naval AI: Increased intercept range
- Added a new, smaller gold icon for texts
- Tweaked the pig stabbing tooltip
- The 'Unemployed' filter in the character views no longer includes women and children
- Fixed the parentage of Helenus, son of Pyrrhus
- Fixed the parentage of Spartacus, son Pairisades (Bosporan Kingdom)
- Peace terms will now affect ruler popularity.
- Balanced some loyalty, popularity and conviction modifiers.
- Sons will tend to be named after their grandfather, daughters after their grandmother.
- The commander with the highest martial value now leads every battle
- Upped the fertility rates of characters with 10 or more prominence
- Made sure enough potential spouses are created for the above to matter
- Title objectives now correctly check if a character can actually hold them
- Latinized names for children with parents from foreign dynasties (of the -id type), who have adopted Latin culture.
- Much improved naming of Roman/Latin characters.
- Sons will tend to be named after their grandfather, daughters after their grandmother.
- Loosened some pretty harsh marriage rules
- Reduced use of homonyms within families
- Republics now always start with enough previous rulers to command some armies and fill out some offices
- The Mercantile faction now gains influence with the amount of trade. The opposite of how it worked before.
- The Religious faction now gains influence when omens are invoked. The opposite of how it worked before.
- The Civic faction now gains influence when buildings have been built. The opposite of how it worked before.
- The Populist faction now gains influence from lack of omens, lack of trade routes and lack of buildings, though less than the corresponding presence.
- A recent sacrifice now strengthens the Religious faction
- A recent triumph now strengthens the Military faction
- The first candidate now has more of an advantage in elections in republics
- Reduced the charisma influence multipler for the populist party leader a bit
- Long period of peace is now a Populist influence factor instead of Military
- The long period of peace factor now also considers civil wars
- New Populist influence factor: Pillaged provinces
- New Military influence factor: Huge Army (above force limits)
- Toned down trade route faction influence effects a bit
- Fixed some string formatting in character commands
- Misleading effect tooltips will no longer be shown for an event target scope that are not valid.
- Added events 3402 and 3403; the legal heir killing off an underage monarch.
- Civilizing events for tribes are more likely to fire if they have the 'outside_influences' modifier
- The capital province of a tributary state now gains civilization from the capital province of the suzerain state
- The capital province of a suzerain state now gains civilization from the capital provinces of its tributaries
- Country stability now affects the real risk of civil war and governor secession a lot.
- Upped the starting population of Bastetani and raised the civ value in Contestani to help Carthage found New Carthage
- Tribes are now allowed to convert to monarchies as well as republics
- Exported annexation threshold to defines ( _DIPDEF_MAX_ANNEX_SIZE_ )
- Exported the most important spouse and child creation thresholds to defines.txt
- Exported all of the major party influence gain factors to defines.txt
- Events that are triggered by other events now also evaluate their own trigger before actually firing.
- The 'has_governor' trigger is now true for the capital region
- The 'governor_scope' scope change now applies to the ruler in the capital region
- The 'ruler' scope now works directly within province scope, checking against the owning country's ruler (i.e. without using an 'owner' scope first)
BUGFIXES & STABILITY
- Game now runs with the latest version of Clausewitz, including some speed ups.
- Fixed some potential issues with succession laws in monarchies
- Fixed some bugs in the character objective scripts
- Fixed the exit crashes
- Fixed a bug where the population breakdown of some provinces would get borked by moving back and forth along the timeline in the lobby
- Fixed a bug with spamming of event 3544 (disappointed clan chief)
- Fixed a bug in the mission 'revoke_jobs_of_heretics'
- Fixed a bug in the Egyptian mission 'incursions_into_seleucid_territory'
- Fixed a bug in the Egyptian mission 'reclaim_cyrenaica'
- Fixed some issues with regiments and ships retaining personal loyalty to dead characters or characters of different countries
- Fixed bug preventing some monthly country update calcs from completing
- Corrected 'proclaim_aristocratic_republic_desc' and 'proclaim_republic_confederacy_desc'
- Fixed a bug in the law 'we_dont_like_outsiders', causing constant passing and revoking
- Fixed the completely borked 'month' trigger
- The correct ruler and successor title should now be shown in the government window after changing government
- Switching tag now correctly sets the new country tag in each faction
- The correct laws are now always shown after switching tags
- Characters no longer lose their titles on a tag change
- Fixed some typos
EU: Rome – Vae Victis v2.1 patch that includes:
- Civil Wars can no longer go on forever. The side that can hold the capital for six years wins, forcing the rebels to act quickly.
- New interface look, depending on your culture.
- Technology that matters; increased effects of research, and each new level always grants a bonus.
- Rebalanced character loyalty and popularity system. Charisma affects popularity, and ruler popularity affects character loyalty. Watch out for unpopular rulers and heirs...
- More interface improvements, with better tool tips and more messages with logical "Go to" buttons.
- More intrigue at the court; monarchs can have bastards, and the heir apparent has never been more at risk...
Vae Victis will get a vastly improved interface and introduce a lot of handy shortcuts. For example, the Province view will be bigger, more informative and more interactive, allowing you to quickly peruse the diplomatic status of – and easily set up trade routes with – other countries. There is also the much-needed new character overview screen mentioned above, and a greatly expanded and interactive dynastic view.
EU: Rome – Vae Victis in short:
- The dynamics of the characters that live in the Republic will come to life as the men and women have their own personal goals and agendas, which are often in conflict with each other. Will you be able to manage these willful personalities?
- As a Republic you will now need to take the Senate into the account. Characters will belong to various parties depending on their goals, values and ambition. The Senate will pass laws, which will allow or disallow certain country actions.
- Making sure that the party in power backs your own goals, adds another strategic element to gameplay.
- Monarchies and Tribes will have their own courts, beware of bootlickers and sycophants who will stop at nothing to replace your divinely appointed ruler with themselves.
- "Carthago Delenda Est". Senators will cry out and charge players to perform their duties. Now the Senate or a religious power can give players missions to fulfill, guiding the player through ambitions to experience a rich and rewarding history.
- Mobilize the Senate to back important laws such as 'Lex Gabinia' to fight piracy or the 'Lex Acilia Repetundarum' to reduce corruption.Players can also enact decisions at various levels, working with regional governors to grant citizenships to a region or a province.
- Completely revised military AI, particularly in the area of military campaigns. Will benefit experienced players in particular.
- An overhauled interface making the information more easily accessible for both new and advanced players.
EU: Rome – Vae Victis is available as digital download release via GamersGate for $9.99, and requires EU: Rome to play.
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