Art of War

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Art of War.png Art of War
Art of War banner.jpg
Type
Expansion

Release date / Patch
30.10.2014 / 1.8

Store: Expansion
Paradox / Steam

Дополнение Исскуство войны(Art of War) типа "expansion" Было анонсированно 14.08.2014[1]. И выпущено 30.10.2014 [2] вместе с патчем 1.8..

Новвоведения.[править]

  • Тридцатилетняя Война: Уникальные механики и ивенты для религиозных конфликтов, опустошавших Европу.
  • Новый игровой период - Наполеоновские войны.: Сражайтесь за, или против революции, и создавайте новые полностью настраиваемые "клиентские" страны на карте, после ваших завоеваний.
  • Сражайтесь вместе с армиями: Теперь, вы можете совершать вылазки из крепостей, и давать цели на захват вашим субъектам и союзникам.
  • Расширенная дипломатия: продавайте лишние корабли, сражайтесь с врагами по КБ ваших субъектов, Обьявляйте войны за поддержку восстания в других странах и новые опции мира: "Отказаться от претензий" и "выплата репараций".
  • Обновления игрового процесса: Создавайте армию в один клик, отзывайте претензии на национальные провинции, за которые у вас больше нет желания бороться, а так-же убирайте групу идей, которые стали бесполезными для вашей страны.
  • Новая стартовое окно:Новое, более детализированное стартовое окно,посвященное тридцателетней войне.
  • Новые ивенты и решения для "ранней" игры.
  • Бесплатные механики, идущие вместе с патчем: Полностью новая механика восстаний, уровень локальной автономии в провинции, новая система Кардиналов для Католических стран, новая механика реформации, новый вид карты, и новые режимы карты: "Упрощённая местность", "Местная автономия" и "Крепрости".

Улучшения флота[править]

С дополнением "Исскуство войны" стало возможным консервировать отдельные флоты. Это снижает их содержание до минимума (50%). Законсервированные флоты не могут двигаться, а так-же они не могут объеденятся с другими флотами, а их прочность постепенно падает до 25%. Консервированние может быть закончено в любой момент.После этого они восстановят нормальный уровень прочности(100%).

Так-же стало возможно создавать обновлять устаревшие корабли, тогда как раньше их приходилось строить заново. Это будет стоить столько же, как если бы вы решили построить новые корабли с нуля, но это произойдёт моментально, и требует меньше внимания. Прочность кораблей снизиться до 1%,со временем они будут восстанавливаться до 100%.

Новое дипломатическое действие, добавленное с "Исскуством войны" это продажа флота другим странам. Оно может быть выполненно, если флот находится в радиусе снабжения покупателя. Продавец будет решать, за сколько он продаст корабли, а так-же он получит инфляцию, равную цене поделённой на месячный доход.

И последнее, стало возможным разрешать транспортным флотам автоматическую перевозку флота. Когда эта функция будет включена, флот получит возможность переправлять армию через те провинции, к которым армия не имеет сухопутного доступа. Так-же можно разрешить союзнику пользоваться вашим транспортным флотом, для перевозки их полков. Соответсвенно,с разрешения союзника, вы так-же можете пользоваться их транспортным флотом..

Марки[править]

Марки - это Вассалы которые имеют различные военные бонусы, такие как:

  • +25% Национальный модификатор рекрутов
  • +30% Модификатор лимита армии
  • +30% Модификатор лимита флота
  • +20% Защита форта
  • −20% Обслуживание форта
  • +20% Скорость восстановления рекрутов.

Однако, они не могут быть аннексированы, и не отправляют сюзерену часть дохода. Любой вассал может стать Маркой.

Вернуть статус Вассала Марке можно, но это понизит вашу стабильность на один и наложит дебафф(-50) к отношениям с этим вассалом. [Неактуально, убрано с патчем 1.12] Статус Марки может быть так-же утерян,если её развитие привысит базовый налог в 60 развития[во всех провинциях].

Обновление механики замирения[править]

Экран заключения мира предоставляет список наций, вооющих за определённую сторону[Атакующие и Защищающиеся],и показвыает их отношение к мирному договору. Отношения с союзникаи могут изменяться, в зависимости от того, какие договорённости будут заключены в ходе подписания мира.[Если ожидания союзников от мира не будут оправданы, то доверие упадёт на -10, если наоборот, вы дадите им больще, чем они расчитывали, то вы получите +n(нестабильное значение). Так-же по мирному договору теперь можно заставить противника отказаться от претензий на провинции, и заставить их выплачивать военные репарации [10% дохода] на время действия перемирия.

Вылазки из крепости[править]

Гарнизон Теперь может попробовать прорвать войска противника, осадившие крепости. Кнопка вылазки расположена на экране осады. После нажатия кнопки, в провинции создаётся армия, равная оставшемуся гарнизону форта.

Если армия Гарнизона "вайпается", тогда атакующая армия берёт крепость автоматически, в противном случае,остатки армии гарнизона возвращаеися в крепость, и осада продолжается. Армия состоит только из Пехоты.

Allied objectives[править]

Allied objectives gives the player more influence over the actions of AI allies and subjects in wars. Allied objectives are split into two parts: province objectives and subject military focuses. Province objectives are handled from the province screen and allows the player to tell their AI allies to focus on specific enemy provinces. This will both make them more likely to send armies to besiege that province and to engage enemy armies that are located in it.

Subject military focuses are handled from the subjects screen and allow the player to change the military priorities of their subject nations to either aggressive or supportive. Aggressive subjects will not attach to your armies and will instead focus on their own operations, engaging enemy armies and besieging their provinces. Supportive subjects will behave in the opposite fashion, attaching to or staying near friendly armies and avoiding independent operations in enemy territory. If you have no military focus set, they will behave as they currently do, attempting to judge for themselves when it is best to attach and when it is best to act independently. The military focus can be changed or removed at any time, and you can easily change the focus of all your subjects with a single click.

Army builder[править]

The player is able to create army and navy templates from the military production screen. This allows the player to designate the composition of army/navy stacks, which they can then save and place in individual provinces, assuming they have sufficient manpower and money, making it easier to mass-produce armies/navies. The production will happen sequentially in the province, or across adjacent provinces. Regiments raised in neighboring provinces will automatically move to the initially targeted province and merge.

Declare war in support of rebels[править]

Nations can now declare war in support of a rebel faction they're supporting inside another country. After doing so, they cannot cancel supporting the rebels until the war is over. Using this "support rebels" casus belli, one may enforce the rebels demands on the defeated enemy.

Fight for your subjects[править]

It is now possible to push one's subjects' casus belli. So for example, if your vassal has a claim on a border province, you can now declare war on behalf of your vassal using that CB.

Client states[править]

Основная статья: Client state

Available at Diplomatic Technology 22, client states may be created on cored or un-cored land that either has a land connection to your capital, or is in the same continent as it. Their coat of arms, colour, government and name can be customized. Provinces can only be added to a client state if they directly neighbor its existing provinces, though straits are exempt from this. The most Client States a country may have is 10.

Religious League Wars[править]

To allow for the 30 years' war to be reproduced, after 1550 and if there is a Protestant elector (as well as a few other factors), religious leagues can be formed. The leader of the Protestant side will be the newly-Protestant elector, though it can change. The leader of the Catholic side will be the current Emperor. Anyone can join either league, even if they're not in the HRE, or any of the religions (e.g. the Ottomans usually enter on the side of the Protestants). This allows for huge, continent spanning wars. If the war drags on for too long, a peace treaty is usually made which allows for both to religions to be elected. If the Protestant league wins, the league leader becomes the Emperor and Catholics cannot become the Emperor or Electors — they can start another league war, though. If there is no war for more than 30 years or it is past 1650, the Emperor's faith is declared the sole religion of the HRE and all states with this religion gain several bonuses, namely an increase in Legitimacy, Missionary Strength and Tolerance of their own faith, with Protestants getting a slightly larger bonus to represent the greater difficulty they face in achieving it. If a league war drags on long enough, instead the Peace of Westphalia event occurs which allows any Christian to become emperor. Finally, an Emperor whose religion is official will get bonuses in gaining Imperial Authority and to their ability to pass reforms, putting the Empire on a fast track towards unification.

Cancelling Idea Groups[править]

You now have the ability to cancel Idea Groups, refunding 10% of the cost you paid. This also takes into account any modifiers to idea costs you had.

Giving up Cores[править]

You can now give up your cores on provinces. This costs 10 prestige to do, however.

Revolutionary Targets[править]

Смотрите также: Disasters#Revolution

In the second half of the 18th century any country in Europe that ends up in a rough condition may experience a Revolution and become the revolutionary target. Beyond the Revolutionary name and flag, this nation will receive significant bonuses and a large score boost, which can make it dangerous to push a country too far in the era of revolutions. They can be targeted by other monarchs who wish to stop the spread of this revolution, and the revolutionary target gains a new CB to use on monarch countries, to spread the revolution.

Free features[править]

Free Features for the accompanying patch includes: Completely new rebel mechanic, local autonomy on province level, a replacement for the current cardinal system for Catholics, new reformation mechanics and a huge map improvement, making the rest of the world as detailed as Europe. There are lots of interface, AI and gameplay enhancements. When it comes to the map, Paradox has worked closely with the best map-modders in the community, and this apparently completely revolutionizes play outside of Europe.

New Reformation Mechanics[править]

Instead of there being a chance of provinces turning to Protestantism/Reformed faith, there are now “Centers of Reformation”, which are hubs for the spread of the Protestant and Reformed faiths. A Center of Reformation is created for the first three countries to convert to Protestantism and Reformed Protestantism, respectively, and will exist in their provinces spreading their faith to the surrounding provinces unless the province holding the Center of Reformation is conquered and then converted to another religion.

Cardinal system[править]

There can now be up to 50 cardinals in the Holy See. New cardinals are added automatically and they are prioritized according to its home country's size and wealth.

Papal influence can now be used for other types of benefits, such as ducats, legitimacy, stability and prestige. For example: 30 PI gives 100 ducats, 80 PI gives +1 stability, etc.

The Papal State itself can't get cardinals nor papal influence but is still able to become the papal controller.

Map Overhaul[править]

  • Arabia: Arabia has been overhauled to contain more provinces, and to better show how important trade and the coastal provinces are. There are now more defined wastelands, for more realistic military wars. There is now a new state, "Shammar".
  • Egypt: Egypt has been overhauled to show how important the Nile was to people who lived there, and how heavily populated its banks were. There are many more provinces on the river, and in general Egypt is more detailed. A new country nearby is Shia Makuria.
  • The Levant and Mesopotamia: Created a more detailed and realistic area, i.e. a lot more provinces and details added. Two countries were added also: Bhotan, which doesn't exist but has cores on Qara Qoyunlu's lands, and Lebanon, which also has cores there.
  • Anatolia: A few more non-existent countries are added to the Ottoman lands (Germiyan and Eretna), which can be released. The rest of the area is mainly small Turkish states, almost certainly about to be annexed by the Ottomans. This is to set the foundation of one of the greatest empires of this period.
  • Maghreb: The Maghreb has undergone a lot of change: Algiers does not exist, replaced mostly by Tlemcen. Morocco has been expanded slightly to the South, as well as having a path leading to the Heart of Africa. Many new tribes were added, such as Mzab (the only Ibadi theocracy at game start), Touggourt, and Fezzan. Tripoli does not exist any more, but is now a formable nation by the surrounding nations. Morocco and Tunisia can also be formed if they cease to exist. Another path was added to central Africa, south of Fezzan. Morocco now has a lot of dead nations' cores on their land, allowing for more interesting revolts and conflicts in the area.
  • North America: Tribes are now more isolated, many more new provinces, so one tribe doesn't simply quickly gobble up all their neighbours
  • Mesoamerica: Mesoamerica has been completely overhauled, with a much more historic start now. The Aztecs are a rapidly expanding alliance,
  • The Mayas: The land of Maya has been reworked much like Mesoamerica, i.e. split up into a more historic fashion.
  • Central America and The Caribbean: Though there are no new nations here, there are a lot more provinces to colonize.
  • Western North America: There are now a lot more provinces to colonize, as well as more native tribes.

Map modes[править]

The Manpower, Trade Value and Missionary map modes were removed since they weren't useful enough. In their place came:

  • Fort Level, showing the level of the fort in each province
  • Local Autonomy, supporting this new feature
  • Simple Terrain, with a colour for each terrain type, compared to Terrain which shows a realistic view of the terrain.

Some other map modes received updates:

  • Player mapmode shows vassals, protectorates and colonies, with the same color as their overlord.
  • Sphere of Influence and Economic map modes were also reworked.

Local autonomy[править]

Provinces now have a modifier called autonomy which replaces the revolt risk mechanic. Increasing autonomy will penalize the economic and military output of the province but will decrease unrest.

Usually it is natural to increase autonomy in freshly acquired provinces to overcome unrest from separatism.

It is a per-province variable that ranges from 0 to 100%, and represents how freely the province operates from central authority. The higher the autonomy, the less tax income, production income, and manpower the province provides, and missionary work and recruitment is slowed down. However, the autonomy of the province will also reduce unrest in the province.

Every 30 years the player can choose to lower or increase autonomy. Doing so will decrease or increase autonomy by 25%, and add or remove 10 unrest. Autonomy also goes down passively by 1 point per year while at peace (depending on government type), and goes up by 1 point per year while occupied. Conquering a non-core province will increase autonomy in the province by 50% unless the conquering nation has a claim, in which case it will only increase by 40%.

Hordes can never go below 25% autonomy, and Ming cannot go below 50% when using the Celestial Empire government form.

Overseas colony provinces can not go below 75% autonomy.

Unrest & rebels[править]

Revolt risk is replaced by unrest, which reduces the randomness inherent in the current system. Rather than rebels having a chance to rise each month, each rebel faction has a progress bar which has a chance to increase each month based on the unrest in provinces aligned with the faction. When this progress bar hits 100% the faction will rise in the aligned provinces, in strength proportional to the support it has in those provinces. When this happens, unrest will be reduced in the aligned provinces, and the progress bar reset to 0.

Unrest also increases recruitment times in the province.

This system is meant to encourage the use of courthouses, employing theologians, and other methods of reducing unrest in order to slow down rebel factions. The harsh treatment mechanic will target specific factions rather than provinces, reducing faction progress at the cost of military points.

Accepting the demands of rebels will be equivalent to them enforcing their demands. Players will no longer be able to escape the worst effects of rebels simply by giving into a few relatively minor demands.

Rebels will lift the fog of war for nations they're friendly with, so if you support rebels in a foreign nation, or if they're aligned with you for cultural reasons, you'll be able to observe what actually happens once they rise.

Rebels can now move across single sea zones if they've occupied everything on their side of the sea. As an example, the rebels in Gotland in 1444 may move to Skåne to actually threaten the Danish establishment. Blockading the port of the province they're in prevents this.

New provinces[править]

Over 900 non-European provinces have been added to the game (and a few in Europe), along with over 100 new nations. China, India, and North America have been substantially expanded, while Indonesia, West Africa, Meso- and South America have been completely revamped.

New Alliance calling mechanic[править]

By default all of the allies of the defender will have double war-score costs for demands. However they can also not call their allies. Only Co-belligerents (as specified by the aggressor from the allies of the defender) and the defending nation, can call their allies into war. This means that the chain mechanic no longer works. The Aggressor cannot designate co-belligerents on their own side, and therefore it will always be double cost for a defender to send demands to any nation other than the Aggressor attacking them.

Trade goods[править]

With all the new provinces added to the game, the developers felt a need for more trade goods. Thus, three were added as follows:

Silk, that the player will find in highly developed regions throughout the Middle East, Persia, India, South East Asia and China.

Dyes, found in provinces in India and Persia in the old world. As the new world opens up alternative sources of dyes may also open up there.

Tropical Wood, primarily be produced by jungle provinces in India, South East Asia, Indonesia, Africa and South America.

One province, one terrain[править]

Instead of having a % chance of fighting in a certain type of terrain, each province now has one specific terrain which it will always use when battles are fought there. Rivers are now also more defined in where they run from, and there is a tooltip at the top right of the Province information screen.

New goods price mechanics[править]

Now, instead of having "supply and demand" modifiers that are updated regularly, trade goods are at fixed prices, changed only by global events. For example, slaves are not worth much until the European powers start colonizing, which will cause the Triangle Trade event to fire, making them worth much more.

Major DLC changes[править]

  • The transfer occupation feature was integrated into the base game as part of patch 1.28.1. The feature allows nations to give up control over provinces they occupy to their allies in war. The AI will transfer the occupation of provinces they don't desire to the war leader. This feature will make it possible to ensure that nations are rewarded for their participation in the war[3].

Dev diaries[править]

Основная статья: Developer diaries

Developer diaries

References[править]

  1. Forum, Eu4: Art of War - Announcement Information, 2014-08-14
  2. Forum, 1.8 - Checksum 7d1c, 2014-10-30
  3. Forum, Developer Diary - Golden Century Feedback & Changes, 2018-12-06.