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Pride of Nations Patch v1.02

This patch improves many aspects of the Pride of Nations...

  • Category Turn-Based
  • Size 177 MB
  • Program by Paradox Interactive

Pride of Nations Patch v1.02

This patch improves many aspects of the Pride of Nations such as bug fixes, balance changes and new additions to the core game. Read More Information for additional patch notes.

Engine & AI

You can now remove a structure in a region you don’t own legitimally, provided you are in peace with the owner (e.g can remove a mine you built in a foreign land).

* Removal of ongoing region decision now works perfectly (right click on the helmet).

* Can’t plant a foreign structure if there is an army of a country with -25 or lower relationships (before was -1).

* Demobilize bug solved.

* Length of war augments chances to have the AI propose or accept a peace, +1% for every 3 turns, up to the current calculated chance.

* Suez canal problem not completed if enemy fixed.

* If a colonial mansion is lost (burned by native etc.) it will be recreated sooner or later for free.

* If a region within a protectorate/colony don’t have enough CP to switch status, it will gain +1 CP a turn.

* If a tribal owns a city in a region with protectorate + status, it will relinquish it.

* Troops in regions they can’t stay in anymore can now be redeployed up to 8 regions away to a legal region (before it was 3).

* Objectives are now correctly added to your list of claims.

* Consulate and governor mansion don’t require anymore to have a minimum development level, as it is already checked by the colonial decisions creating these buildings (clearer for gameplay).

* More detailed messages when a decision can’t be used because the structure it will build is invalid. Same for the presence of enemy force (hidden or not), a specific message is added.

* Improved the behaviour of the "Upgrade Structure" button on the new Structures List interface.

* New setting (add it in any .opt file, even a new file), aiDoTakeOver, default is false (0). If true, AI takes over abandonned human turns, if false, it leaves them ‘as is’. Good for PBEM.

* Structure cost now properly shown in tooltip (including the penalty for many structure, every fifth structure).

* Adjacent territories when liberating a nation were not freed reliably (even if qualified as to be freed). Warscore costs in the interface was erroneously too low (fixed).

* Foreign investments in structures will be costlier and more dangerous (more chance to get seized).

* In some cases, elements could receive replacements without any spending from mother nation.

* Windowed mode should now behave as expected, resolution-wise.

* The game will now pause correctly (if pause on battle is chosen) during turns, without generating display glitch.

* Declaring a protectorate in a region with a significant colonial presence from another country can generates automatically a crisis now (no need to have a stake/contest stake decisions issued).

* AI has added interests in selling or buying non critical merchandises (like tropical fruits, etc.)

* Tradepost now generate their goods later in the turn, so that stockpile situation is clearer for the player.

* AI will favor even more strongly the presence of railroads when seeking a construction site.

* Crash when doing a distant unload fixed.

* 4 colonial structures, when placed, lower others nations CP by 5 each: Mission, School, Dispensary, Outpost. This can be seen as a tool to sap away the influence of others colonial powers.

* New window, listing structures (F11 key).

* There is now a +33% cost penalty to each element which is fighting and was besieged the past turn.

* More effects for the ‘Show Support’ diplomatic action. Will give you a tiny fraction of the monthly prestige gain from the supported nation, will raise progressively your relationships plus the AI will be aware of supporters before declaring war. If the nation you supported is the target of a DOW, you’ll lose some prestige, plus 25 relationships point with the attacker. You’ll also get a chance to have a committing CB against the attacker (double-edged sword).

* Cyclical economic crisis have arrived, please refer to the AGE wiki for the rules about them:

http://www.ageod.net/agewiki/Economic_Crisis

* AI now factors fully the net of treaties and supports when seeking for a potential target of a DOW.

* Objectives regions are always at least in your claim list (can be national too, which is the grade above).

* Economic structures after the fifth cost +20% cumulative in capital funds, when being built. This represents the bigger difficulty in convincing investors to fund structures that don’t represent brand new opportunities (and is also there to slow down the bigger economy, admittedly!)

* You can now get back the city of regions your legitimately own, if at peace with the owner, even if the region is not national to you (e.g Austria is holding a Polish city, taken from Rebels, and giving it back to Russia).

* When a country is liberated, it will also get back (in addition to its capital region) adjacent regions which are national to it, if owned by the war loser.

* AI will play more and more aggressively colonial decisions (if they can be afforded).

* Fixed a bug that prevented merchant fleets from being repaired in certain circumstances.

* Martial Law will now be enabled automatically, in regions where you have troops and too much militancy. A ruthless country will activate Martial Law as soon as there is 1 point of militancy. An autocratic country will wait for 10 points, and the rest of government types will wait for 30 points accumulated. In the short term, Martial law will tend also to reduce contentment at the same time, mostly for liberal countries.

* The 3 icons at the top of the screen (the ones that change when you change mode) are now fully operational with detailed tooltips. Check them!

* You can’t try upgrading a level 4 depot anymore.

* If a region is not pillaged, then there won’t be a natural decay in development level even if the region is above the calculated maximum level (dependant of city size and some techs).

* There is now a message indicating when the worth of a colonial area (Sphere of Influence rating) improves because you (heavily) invested into it. Target the colonial capital for maximum effect.

* Scores in various domains are now shown as a tooltip in the Objectives screen, on each of the nation’s flag. For your scores, check your capital icon for the corresponding tooltip.

* AI is more dynamic on trading.

* You can’t convert supply and ammo if your capital is besieged.

New functionality: SPACEBAR switches between modes (Military -> Economy -> Colonial -> Decisions -> back to the beggining). ALT+SPACEBAR goes into the submode.

* Fixed the crash bug on Population F6 interface (mostly reported on USA)

* Fixed many region display problems on the F6 interface (water regions, enemies regions, etc) and problems with the pie charts construction.

* New: now the conversion of a few merchandises (Gold, gem) to state money can increase inflation (low chance: 1%)

* Improved: depending on your tariff level, there is a chance to hurt relations with other factions (change much upped compared to before).

* New: regional decisions on enemy controlled territory had a chance to be “burned down”.

* Fixed: crash bug related to pillagers units on regions without an owner.

* Fixed: script problem with the commands EvalContentment, EvalMilitancy and EvalEducation that prevented them to work properly in some cases.

* You can now enter any region held by an enemy (50% more control) even if the region is owned by someone with whom you don’t have a passage treaty.

* False positive Report fixed during battle (No Friendly Group message)

* Tribal relationship will at least be 1 after a formal peace settlement, so they are never hostile after a peace.

* You can enter an enemy controled region, whoever is the legit owner.

* Changed: An harbor of a nation with a trade agreement is valid for exporting goods, before you need to be allied with them (this can explain oddities with oversea assets).

* Inflation increases structure cost.

* You can't capture (or the AI can't) ships from a nation you are at war with, if the war just erupted. Capturing ships after some clever amphibious or land operations will still work.

* Contesting a stake in colonial mode should trigger much more often now.

* You can now see the various sources of prestige gained during past turn by checking the tooltip over the prestige icon, top left of the screen.

* Militancy will have higher impact than before on the long term.

* Fixed a bug where the crisis initiator would lose his planning.

* Less Prestige gain in crisis.

* You can disband troops without prestige loss now. If you are at peace and not under a threat, troops with the ‘mobilize’ tags will be removed each December.

* AI going-to-war diplomacy bug fixed, giving way to a more logical and prudent AI.

Fixed: AI diplomacy bias was not working correctly

Fixed: crash when browsing the 2D building cards

Fixed: Several events errors, including EvalColSPatus etc.

Fixed: Extended options (SOIs) are now saved

Fixed: Siege where 2 countries or more are besieged now work as intended.

Changed: Non colonial crisis probabilities significantly upped.

Added: VSynch and MultiSampling settings can now be changed, to speed up display.

Added: Merchants Ships in MTBs can now get back hits (with replacements). Build Shipyards!

Added: Rails can now be repaired automatically either by civilian entrepreneurs, or if you have units of the Engineer family.

Changed: Regions in harsh climate can recover from pillage.

new: legitimate owner of a region gets back MC from allies.

fixed: No more North pole crisis.

fixed: All capital icons are now working and send to Diplomacy Window

changed: Decisions Missions, Merchant, Tradepost. Missions will mostly create the Mission building. Merchants give 5£ a turn and enable the use of the Tradepost mission. Tradepost once completed creates the Tradepost building.

fixed: can now scrolls the structures in the 'built structures' panel.

fixed: hits lost by units now show correctly in the Military screen

changed (improved): ctrl-click replaced by right-click in Balance and Industrial screens.

new: tooltip on the population behaviors in Population screen

new: decisions cost and 'tech boosting' cost traced immediately in your balance, top of the screen.

new: Mini tech browser Window, click on the tech category in the Tech screen to open it (in the making!)

FIXED and major: Memory leak removed!

new: You can now cancel Buy orders from the B interface.

fixed: Display bug that masked some structures.

new: Prices recover better and more logically

new: wastage of resource reduced in effect

new: naval resupply algorithm revised entirely, plus message giving details on it.

new: national regions now benefit from a 'minimum development level', if under 10%, you get +1% every 3 months.

new: tribal get replacements for free, slowly.

new: commerce ships in MTBs get back some cohesion over time

fixed: Depot extension and coaling upgrades problem.

new: Initiator of a colonial crisis can lose his CP in the contested colony.

new: minor can be the target of crisis.

fixed: Replacement leaders now appear

fixed: structures in construction can not be activated with the 'activate all' button

fixed: a problem with supply rights that gave the benefit of a defensive treaty.

fixed: Inflation works reliably.

fixed: Map loading improved behavior should now work even if the checkbox is not on (hopefully!)

fixed: Can now use gunboat diplomacy

fixed: DOWing a country now abort all treaties

new: National morale limited to 250. More rubberband mechanisms around morale.

new: if you lack a specific resource for an industry, the message tells you which one.

fixed: you'll get every 3 months a message about your progress on the historical missions.

new: AI time usage in case of war reduced by 10% (not to 10% )

new: Hosting time reduced between 10 and 15%, depending of the turn.

new: the harbors close to your capital can always send sea supply to harbors close to any MTB where you have ships. (Basically if you have a ship as GBR in Southern Africa Trade box, then the harbors near London can send supply to the harbors in South Africa).

new: Can't play prospectors in region where there is no hidden resources.

new: You don't prevent merchant ships to commerce even if you have combat ships in their MTB.

new: When you form up a colony, relationships with the tribal will be at least 0.

new: The resources icons on map now show the number of resources in their tooltip.

new: Before building a structure, the tooltip tells you about the theoretical input and output.

new: Unit building panel code optimized, should not slow down the game anymore.

changed: Crisis about a colony asks for an average 15 CP, not 5.

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