The changes below only affect matches created after the update.
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.
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.