Zum Player springenZum Hauptinhalt springen
  • vor 4 Stunden
Transkript
00:00Hello and welcome to a full feature breakdown of the upcoming changes in the 1.1 Europa Universalis 5 update.
00:08This update is a significant step in our vision to craft a Europa Universalis experience that will only expand in
00:16years to come.
00:17An experience crafted by both us here at Paradox Tinto and you, the devoted Europa Universalis community.
00:23In this video, we will cover every major change that you can expect when you play this new version, outside
00:30of the extensive bug fixes that will also be arriving.
00:34There's a lot to cover, so let's get right in, starting with new gameplay.
00:38If you're stuck with a vassal that's more trouble than it's worth, there's now a solution.
00:43A new transfer subject, Diplomatic Action, lets you hand off a subject to another country in exchange for ducats,
00:50making it easier to clean up your diplomatic mess or just make some money in hard times.
00:56While we're talking about vassals, diplomatic annexation has been adjusted to increase with diplomatic spending.
01:03Decentralization and centralization values also now impact the speed of diplomatic annexation,
01:09with decentralization reducing the speed of annexation and centralization increasing it.
01:14One of the most ambitious foundations of Europa Universalis V is its emulation of control and how you, the player,
01:22manage a rising global empire.
01:24From the game's inception, we've experimented with different systems to represent this while still having a good interplay between many
01:31of our core systems.
01:33With that in mind, we have reworked how proximity interacts with the EU5 game board.
01:38It will now be far harder to stack proximity across an empire without vital infrastructure.
01:44What vital infrastructure do you ask?
01:46Well, we're adding a brand new building, the Local Governor.
01:50This building functions as a secondary capital, providing a massive plus 80 proximity source.
01:57To construct it, you'll need to build a direct road connection between your capital and the city location where the
02:03Local Governor will be placed.
02:04With this, we hope to create a more realistic simulation of empire governance and management.
02:11Estates now receive income from your lack of control.
02:14In prior calculations, any tax revenue you did not collect was simply removed from your nation.
02:20But now, in 1.1, this money will be divided by the estate within a location, depending on their local
02:27power.
02:27Global estate power is increased by the amount of money that they will have stored in their coffers, up to
02:33200%.
02:34And the estates now also have a wider array of buildings that will combat you, the player, and your rule.
02:41Such as the Nobles' local court building that reduces the control in a location.
02:46Keeping your estate satisfied is now of paramount importance.
02:511.1 also introduces new tools for managing cultural relations.
02:55Previously, you could only request another culture to improve its relationship towards your primary culture.
03:02Now, however, you can also change how your primary culture views other cultures.
03:08As nobody likes to manage a 50% peasant revolt every two months, there will now be a minimum threshold
03:15for rebellions.
03:16However, this does not mean that you should not worry about rebellious elements of your population in your territories, because
03:23under that threshold, you will still receive a debuff from the rebellious pops.
03:27Also, to keep you from waiting too long for rebellions to fire, you can now provoke rebels, instantly triggering a
03:34rebellion instead of waiting for it to fire naturally.
03:37For empires, there's a new thing to watch out for, and it's complacency.
03:41This mechanic only shows up if you have fired major disasters, like the decline of Majapahit, the decline of Mali,
03:48or the dissolution of Delhi.
03:49This is now designed so that large empires now feel the full brunt and weight of crushing late-game crises.
03:56Turning now to war and economy, diversifying your army composition is now important because of a new mechanic.
04:03Combined Arms
04:05This is a bonus modifier that buffs your army the more diverse your army composition is.
04:11This occurs when you have no more than 50% of a unit type in your army, gaining a 5
04:16% combat power across the entire army for each type of unit in that army, that composes over 10%
04:24of that army.
04:25This roughly translates to,
04:26The more diverse your army is, the harder it will hit.
04:30Adjustments have been made to levies to keep them more relevant in the early stages of the game, and unit
04:36sizes have been changed to be bigger in the early and mid-game.
04:40Additionally, army formation templates exist, so you can organize and balance your army in different ways with just a click
04:48of a button.
04:48To finance your war effort, minting is now more in-depth with new minting laws, allowing you to choose which
04:55type of resource to mint coins in between gold, silver, and even copper in special situations such as with Sweden.
05:03This choice will impact the amount you earn from minting, and the demand for the goods in your capital market,
05:08as well as your inflation.
05:10And finally, let's talk about some diverse gameplay modifications.
05:14Colonial charters have been reworked.
05:16Previously, the threshold to colonize was determined by the percentage of primary religion or primary accepted culture sent to the
05:23charter.
05:24Now, in 1.1, the threshold to colonize a colonial charter is determined by the number of pops sent to
05:31the location,
05:32with that threshold determined by power projection and the amount of local pops in that colonial charter.
05:38Slaves will now naturally move around markets to places with RGOs or slave-building positions open,
05:45allowing a location to get slaves from another location that has a surplus.
05:50Finally, the gameplay changes.
05:51Are you fighting into a defensive league and want to break it up?
05:54Now, the Annulled Treaty's peace option breaks up defensive leagues by removing a target nation from any leagues they might
06:01share with the peace target.
06:03Next, we'll be looking at the new content coming with this patch.
06:07First of all, some of the historically significant HRE nations, such as Hesse, Cologne, the Palatinate, Trier, and Austria,
06:15as well as members of the Hanseatic League, are gaining new advances.
06:19In addition to this, we're adding culture-specific advances for many of the German cultures.
06:24This accompanies an overall improvement to the Holy Roman Empire, with multiple bug fixes, a properly working Imperial treasury, and
06:33better AI gameplay within the Empire.
06:35Staying within the Empire, a new disaster has been added for Brandenburg, the turmoil in Brandenburg.
06:41This disaster was made to make the gameplay for the Brandenburg-ish Fulswaldemar, Wittelsbacher Neglect, and Robber Barons event chains
06:49to be better visualized,
06:51and formulate a better early game gameplay experience.
06:55Jumping outside of Europe, AQ and QQ are now back in EU5,
07:00and have been added into the game as a possible Turkmen revolter states for the Sutiids and the Horde of
07:06the Jailorids.
07:07On the religious side of things, Tengriism now has eight unique deities to choose from, just like the other pagan
07:13religions.
07:14Coming in version 1.1 are some changes to the existing situations within EU5, which are worth looking at.
07:21Starting with the Sengoku Jidai, the system in which clans within Japan become a landed state in the start of
07:27the situation has now been changed.
07:30Now, clans with the most buildings in a location will take the territory, making it more clear how the realm
07:37will divide.
07:38Next, the Red Turban Rebellion.
07:40We're adding a new action to nations participating in the situation called Demanding Annexation,
07:46which will allow a warlord to demand the full annexation of another warlord.
07:52If the offer is declined, this will spark a war.
07:55This will add additional dynamicism to the situation, sparking wars more frequently,
08:00but also creating a better system for warlords to reunite the Middle Kingdom.
08:04In addition to this, warlords will gain extra cabinet slots once they establish their superiority and wrestle control of China.
08:12Further west, a new action has been added to the Timurids during the Rise of Timur situation,
08:18called the Declare Conquest Ambition.
08:20This action will allow you to choose an adjacent region as your desired region of conquest.
08:26After doing so, using the Plan Invasion action will also declare war immediately on nations in that specific region,
08:34instead of just creating a CB.
08:36The Conquest Ambition action also makes an entire region easier for the Timurids to occupy and conquer
08:44by significantly increasing the siege ability for the Timurids within that specific region.
08:50An AI Timurids has now also been made to deal with the situation better,
08:55with the historical AI always choosing Persia as their first region of conquest.
09:00The Council of Trent has also seen a significant change.
09:03Now, its outcome is determined by the traits of the various policies that are passed
09:09compared to the religious policies that were in place beforehand,
09:13rather than relying on if a debate was successful or not.
09:17This means, even if a bunch of debates failed,
09:19as long as the doctrines are as close enough to the Protestant belief system, for example,
09:24the situation will now end with Catholics and Protestants seeing each other as kindred.
09:29The Hussite Wars have been reconstructed in Patch 1.1.
09:33Our main objective was to recalibrate the gravity of the conflict and bolster the Catholic response,
09:40whilst ensuring that Bohemia retains a viable path to victory.
09:43As such, defying Rome as Bohemia will be a bigger challenge in 1.1.
09:48To achieve this, we've adjusted the pace of the situation.
09:52Several key events and decisions now feature longer cooldowns to prevent the Hussites
09:57from becoming an unstoppable force too early,
10:00such as reducing the frequency of the common enemy event for Bohemia.
10:04While on the other side, the Catholic powers will find the suppress Hussitism war goal easier to enforce.
10:10The Catholic faith will also now have more support.
10:13It's easier to join the Pope on its crusade against heresy,
10:16and the Catholic countries surrounding Bohemia will now be more inclined to intervene
10:21should the Holy See face crushing defeats.
10:24Finally, we're introducing a new specific unit action, the Hussite Tribunal.
10:30This is available to Catholic armies occupying a provincial capital
10:34during any war declared during the situation between the Pope and Bohemia.
10:39This action allows those armies to convert some of the local population back to Catholicism.
10:45Outside of the situations we already discussed,
10:48minor improvements have been made to the Nambok Chukko Judai,
10:51the Western Schism, and the Hundred Years' War,
10:54with the aims to create better gameplay within these situations.
10:57But the core tenets haven't been adapted.
10:59You can explore all of this, as well as 17 UI improvements,
11:0316 quality of life additions,
11:05and the multitude of new game art and character attire
11:08that has been added in patch 1.1 in our open beta, coming February 3rd.
11:13We'll of course be sharing our patch notes alongside this open beta,
11:16so that you can dive into the nitty-gritty of everything we've discussed today and more.
11:21Finally, patch 1.1 will also see the addition of seven new achievements to be added to the game,
11:28the likes of which we will go into more details of in a future YouTube short,
11:32so make sure you're subscribed so you don't miss out.
11:35Let us know in the comments down below what feature you're most excited about,
11:39and we will see you next time.
11:41Just remember, be ambitious.
Kommentare

Empfohlen