• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

crash63

Pacifiste né
50 Badges
Oct 11, 2003
12.595
1
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Victoria 2: A House Divided
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Sengoku
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
http://forum.paradoxplaza.com/forum/showthread.php?t=436269

*******************************************
* Changes for the 2.2 patch of Vae Victis *
*******************************************

############################################
# 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.



############################################
# AI
############################################
- 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


############################################
# INTERFACE
############################################
- 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


############################################
# CHARACTERS
############################################
- 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
############################################
- 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


############################################
# EVENTS
############################################
- 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


############################################
# MISC GAMEBALANCE
############################################
- 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


############################################
# MODDABILITY
############################################
- 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



Attention il y a un bug à l'installation si vous avez installé le patch 2.1.
Le thread qui en discute et surtout résout le problème :


http://forum.paradoxplaza.com/forum/showthread.php?t=436279
 
Cela vaut le coup ?:eek:o

Tu peux nous dire les changements en français ? :p
 
Je crois que je vais aimer la faction civique, quand je vais essayer de jouer une république. Et je crois aussi que la colonisation pourra être un peu moins facile si on ne peut pas coloniser une province alors qu'il s'y trouve des révoltés. Je trouvais ça ridicule.
 
Il n'y a pas de "EVTOPTA3403", est ce normal ? :confused:
 
bon alors j'ai fait mon petit test avec la macedoine:comme dirai le vieux:

Mais c'est pas possibkle!!! ( 8 guerres civiles pour un seul roi!!!)

Je ne commrend décidément rien, inpopularité du souverain, est maiontenu par event; vous avez perdu un ami: vous perdez 20 de popularité... etc...

Très chiant; d'autant plus chiant, que la volonté d'a peu près tous les courtidsans est de devenir roi...

Franchement du grabnd n'importequoi:mad:
 
:eek:o Il faut dire que le lagique sur le trône de Macédoine était loin de faire l'inunaminité ... Je me demande aussi, si ce n'est pas a cause de la culture héllénistique. Car la majorité des guerres civiles que j'ai vu, c'etait dans un pays "greco-macédonien", rarement un Numide ou un Ibérique.
 
Je voudrais savoir quelles sont les conditions pour avoir une guerre civile, en régime républicain. Parce qu'avec Carthage, dès que les populistes ont atteint un niveau où ils étaient à un doigt de former la majorité du Sénat, j'ai eu une telle guerre civile, très courte. Par la suite, je suis parvenu à battre l'Égypte. Dans ma partie, l'Empire Séleucide ne semble pas parti pour faire long feu également, à moins que j'écrase tout à fait l'Égypte, que les parthes, les arméniens et les pontiques (ça se dit?) se ratatinent également.
 
Je pense que quand tu as beaucoup trop de populistes, cela lance une guerre civile. Généralement, c'est qu'ils ont une loyauté trop faible (dans ma partie avec Rome, j'ai dépensé des tonnes et des tonnes pour les corrompre, histoire qu'ils restent calme) et qu'ils ont des hautes fonctions (genre général ou gouverneur).

Les Séleucides IA ne font rarement long feu. Entre les guerres entre les membres de la famille, les puissants généraux qui se révoltent, les voisins qui le grignottent, pas facile pour lui.
 
:eek:o Que dois je faire pour juste modifier cela :
  • 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.

Car j'en ai marre que les "mecantile" aient toujours plus de 50 % des postes au sénat. Et comme j'ai peur d'installer le nouveau patch (que cela fasse bugger ma partie en court).