EDIT: A list like this already exists, no reason to have two. I'm asking Wave to add my list to his.
Bug Fixes
- Once a save game gets beyond a certain size, it will result in severe graphics bug upon loading up this save (need some details on the numbers, but I think it's around 80mb where the trouble starts).
- Call to Arms chains result in massive wars (Doomdark has said this will be fixed next patch, but putting it here until then)
- Revolters and civil war fractions will start at very high tech levels, which means you can abuse civil wars to tech up very quickly.
- Switching tags via change_tag will result in all your trade routes being nuked, and all your characters having the wrong home country (they keep the old tag).
- If you mod in new buildings, they will not be loaded properly when loading up a save game.
- Trade map displays besieged/occupied provinces as available to trade (they are not).
- When you decline a diplomatic offer (such as an alliance) by dismissing the offer 'shield' instead of bringing it up and clicking decline, it will not lower relations in some cases (notoriously, alliances).
Game Improvements
- Naval combat is extremely lopsided and will usually result in one side being wiped out and the other one unscathed. Better naval combat would be nice.
- Make guarantees work as call to arms instead of CB-generators.
- Make countries auto-guarantee their tributaries so you can't invade the non-allied tributary of another country freely.
- Martial score and terrain is still the A and O of combat and a martial 10 general will easily beat twice as large a force commanded by a martial 7 general. This could use a bit more balancing.
- Governor stats are currently fairly useless. Would be nice to have them have some effects on the provinces they are governing.
AI Improvements
- AI is incredibly stubborn about diplomacy and will keep asking about alliances endlessly until relations drop below 0. Please make it understand the answer no.
- AI's assault logic is not very good and it will frequently suicide on impossible assaults.
- AI does not understand the strength of combined stacks very well and will avoid entering a province containing 20 enemy units with 2x15 where it would send in 1x30.
- AI takes only numbers into account when determining its chance to win a combat, not generals, terrain, unit types etc. This means you can chase off a stack of 20 elephants led by a 10 martial general with 30 militia without a general. Very exploitable.
- Naval AI needs to keep its fleets together more, instead of sending them piecemeal at you and getting them wiped out.
- AI needs a better understanding of straits and how to keep them open while crossing.
Bug Fixes
- Once a save game gets beyond a certain size, it will result in severe graphics bug upon loading up this save (need some details on the numbers, but I think it's around 80mb where the trouble starts).
- Call to Arms chains result in massive wars (Doomdark has said this will be fixed next patch, but putting it here until then)
- Revolters and civil war fractions will start at very high tech levels, which means you can abuse civil wars to tech up very quickly.
- Switching tags via change_tag will result in all your trade routes being nuked, and all your characters having the wrong home country (they keep the old tag).
- If you mod in new buildings, they will not be loaded properly when loading up a save game.
- Trade map displays besieged/occupied provinces as available to trade (they are not).
- When you decline a diplomatic offer (such as an alliance) by dismissing the offer 'shield' instead of bringing it up and clicking decline, it will not lower relations in some cases (notoriously, alliances).
Game Improvements
- Naval combat is extremely lopsided and will usually result in one side being wiped out and the other one unscathed. Better naval combat would be nice.
- Make guarantees work as call to arms instead of CB-generators.
- Make countries auto-guarantee their tributaries so you can't invade the non-allied tributary of another country freely.
- Martial score and terrain is still the A and O of combat and a martial 10 general will easily beat twice as large a force commanded by a martial 7 general. This could use a bit more balancing.
- Governor stats are currently fairly useless. Would be nice to have them have some effects on the provinces they are governing.
AI Improvements
- AI is incredibly stubborn about diplomacy and will keep asking about alliances endlessly until relations drop below 0. Please make it understand the answer no.
- AI's assault logic is not very good and it will frequently suicide on impossible assaults.
- AI does not understand the strength of combined stacks very well and will avoid entering a province containing 20 enemy units with 2x15 where it would send in 1x30.
- AI takes only numbers into account when determining its chance to win a combat, not generals, terrain, unit types etc. This means you can chase off a stack of 20 elephants led by a 10 martial general with 30 militia without a general. Very exploitable.
- Naval AI needs to keep its fleets together more, instead of sending them piecemeal at you and getting them wiped out.
- AI needs a better understanding of straits and how to keep them open while crossing.
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