The changes below only affect matches created after the update.

 

Removed features:

  • Size Factors: Units don’t have individual damage limitations when stacking multiple units of the same type together.

  • Corruption: Money production is no longer decreased when owning many provinces.

  • "at war" morale penalty: Declaring war is not inducing morale penalties anymore.

  • Mobilization: Unit’s movement speed and strength is no longer lowered on the first game days.

  • Morale units no longer gain or lose extra morale for inflicting or suffering casualties.

  • Flowering Exploit: It is no longer beneficial to split melee armies into many smaller armies, as damage caps cannot be circumvented this way anymore.

  • Last Stand: Smaller armies do not take reduced damage anymore.

  • Overkill: Armies do not gain extra damage anymore when exceeding enemy damage values by a lot.

                

Added & changed features

  • Updated Combat system with predictable calculations:

    • Damage is exchanged as shown in the unit stats with a random factor up to +/-10%. 

    • There are no empty combat rolls anymore (no misses).

    • Damage is evenly distributed between units of an army. 

    • Units die depending on the amount of incoming damage compared to the remaining hitpoints per unit.

    • New damage limit for the whole army which makes units contribute 100% strength up to 20 units. Above 20 units the strength added by additional units linearly drops to 0% until the army size reaches 50.

  • Buildings now take damage when a province is conquered.

  • Morale-based Production/construction time with a linear curve:

    • 100% morale: 110% speed (reduced time).

    • 80% morale: 100% speed (base time).

    • 0% morale: 20% speed (increased time).

  • morale based auto recruitment time with a linear curve:

    • 100% morale: 100% speed.

    • 0% morale: 20% speed.

  • morale based resource production with a linear curve:

    • 100% morale: 100% production.

    • 0% morale: 20% production.

  • health based unit movement speed penalty with a linear curve:

    • 60% hitpoints and above: 100% speed.

    • 0% hitpoints: 20% speed.

  • health based damage with a linear curve:

    • 100% hitpoints: 100% damage.

    • 0% hitpoints: 50% damage.

  • Expansion morale penalty when conquering a lot of provinces:

    • starts at 6% of all provinces owned.

    • ends at 50% of all provinces owned.

    • max penalty is -35 morale trend.

  • Capital distance morale penalty for provinces far away:

    • penalty starts at 200 range.

    • penalty maxes out at ~50% of the map’s Width/height (depending on which is bigger).

    • max penalty is -35 morale trend.

  • AI places their troops a little smarter, it prioritizes enemy borders and valuable provinces that have many buildings.

  • Buildings are hidden in fog of war until the province is scouted with a unit or revealed with spies.

    • Once a building is revealed also its level is revealed.

    • Revelation is temporary.

    • When a building construction finishes, a newspaper article won’t be generated anymore as it would defeat the purpose.

  • Dedicated building & province morale damage.

    • Units have a dedicated building damage value and a dedicated morale damage value.

    • Buildings and province morale only get damaged when the province center is attacked.

  • Added a Naval damage category.

  • Units on water convert to transport ships with dedicated graphics.

  • Airplanes without airfields convert into a transport truck with dedicated graphics.

  • Changed how army healing costs develop: 

    • Now the price is static which causes a linear price increase for bigger stacks.

    • Increased the army reinforcement costs for non-Infantry units.

  • Workshops and Factories now are separate buildings and can be in a province at the same time.

 

Balancing adjustments:

  • The Balancing of all units and buildings was adjusted in order to make the new mechanics work. The premise was to deliver a similar feel as before but with reliable and easy-to-understand combat outcomes.

  • As a first step, the hitpoint values and damage values of units and buildings were multiplied by a factor to allow for more granular balancing changes.

  • Many units then got individual treatment and balancing adjustments in order to make them more worthwhile. Please refer to the unit and building stats presented in the game.

  • Additionally, values for certain mechanics got updated as well, such as damage inflicted by spies or revolts and strength required to suppress revolts.