We just pushed a new update and we want to let everyone know that we are working and developing steadily the Story Mode (Hooray!!), the next update it will take a while, stay tuned. :)
For now, enjoy this new update with three (3) new maps for the Survival Mode.
Hero Zero - Multiplayer RPG - European Games Group
The following new features were added today (2020-01-14): ----------------------------------------------------------------------------- New features General • The bars for your skills are now more colourful! From now on, the Skillbars shine in 10 new colours.
Heroic Hideout • A new Hideout room is now available: The Hero Forge • The Hero Forge requires one construction site and will be unlocked once the Hideout Base has been upgraded to at least level 3. • In the Hero Forge, you can produce items in exchange for Coins, Super Glue or Zeronite. • Each time you upgrade the Hero Forge, additional possible items can be produced. you can look forward to Missiles, Sidekicks, One-time Modification Sockets, Collars with modification slots and more! • Starting at expansion level 3, the production of parts of an exclusive item set is possible, which is only obtainable in the Hero Forge. • The Hero Forge can be upgraded up to Expansion Level 10.
Maintenance work General • If a message is received,the proper sound will now be played again. • Some adjustments and bugfixes have been implemented in the HTML version of the game. We're looking forward to your further feedback! • Several minor bugs have been fixed.
So despite all the chaos that is happening in the world, development for Dead Monarchy continues. No fire will stop Dead Monarchy!
Today I just wanted to talk about my progress on the next major update which I guess you could call the "armor update". There is still a long way to go as the armors need to be rigged and new icons need to be made. I've been working on armors just on the side with my focus still being on addressing the more urgent issues that the world map has. The problem is just finding the time, but I am hoping to have something out by the end of this month in terms of an update to fix the economic issues.
The major armor update will be a complete visual overhaul of all the armor currently in the game and it also changes how the armor progression system works.
This update is part of the overall work that is being done to the world map. While there are broadly speaking three types of armor that being light, medium and heavy, they are restricted by level requirements. It means that you won't be able to wear heavy armor until very late in the game and that light armor progression finishes relatively early on.
I've now decided to make three definitive categories of armor with an even amount of armors within each category for a balanced progression. In other words, there will be high end light armor just as there will be low end heavy armor.
The world map introduced different types of shops in the settlements which sold different types of armor, but these types of armor were categorised mainly by their armor/helmet value. This also meant that some settlements would exclusively sell high end armor and other settlements would only sell low end armor. The armor update should address this issue by making it so that if a settlement specializes in light armor, it will sell a range of light armor from low end to high end. If you have a character that wants to specialise in light armor you can do so now and progress all the way to the end game as there will now be light armor that has higher level requirements.
The biggest hurdle with this update was the visuals. Each category of armor has 5 tiers and then added on top of that there are 5 broad cultural groups. I wanted to make it so that if you bought armor from Yamatar then it would look different to armor bought from Bretony. The visuals also needed to make sense, I couldn't have metal plated torso pieces pass off as light armor so each cultural group had to have relatively distinct light, medium and heavy armor pieces. Or in other words leather, reinforced leather, metal.
The other problem was deciding how unique each set should be, especially considering that the armor that I am currently designing is only worn by the sellsword companies. There are still other factions to do so it would not be realistic to create 75 unique helmets, one helmet for each set, per culture.
I ended up giving helmets less variation, but I feel the restriction has a positive effect on gameplay. So for example, rather then there being 5x tier 1 light helmets (one for each culture) there is only 1x tier 1 light helmet which is only available in one of the five realms. It gives the player more incentive to travel to different lands. That said, there will eventually be other factions that have helmets and armor that will fill in the gaps but of course that comes with the risk of having to fight them if you want to upgrade your armor.
I've decided to show off all the armors, so it might be excessive but it could also be a treat for the eyes. Keep in mind that this is only the armors intended to be worn by sellswords, there's still a lot more to do when I implement factions, but it is the first step towards that in a way. For the sellsword armor, I decided to go with more earthly colors, staying away from any bright colors but I feel that each set is still unique enough. The brighter more vibrant colors to me (first pass armors), felt really tacky and more suited towards the flamboyant noble houses.
I hope this demonstrates just how iterative development is and that sometimes I am willing to make drastic changes if I feel that it improves the game. Speaking of drastic changes, there is also something else I have been considering. I've been considering merging the basic attack body/head and break armor/helmet attacks into 2 attacks. So for example, if you attack the body, you first damage the armor then damage gets applied based on armor remaining, this would also apply to the head attack. I feel like this would streamline combat a bit more but also make combat feel more deadly, especially if I increased the amount of armor/helmet that weapons can reduce. In the long term, this also makes designing combat AI more viable as currently I have to run several checks just for the AI to make a relatively smart choice when it comes to using a basic attack.
These are hi-poly models, so they still need to be decimated before they are game ready, which means that the armors will lose some details when they are actually put into the game.
Nordanic Sellsword Armor from Vinmark:
Parthanite Sellsword Armor from Zabylon:
Khitanese Sellsword Armor from Yamatar:
Tiberian Sellsword Armor:
Anglish Sellsword Armor from Bretony:
With all this armor, I'm also thinking about randomising the armor values between a threshold just so things don't become static too fast. So far, these are the helmet/armor values I'm considering.
So if I was to randomise say the tier 1 light armor, the value could be between 35-50. The values are set up so that even the best medium armor won't have more armor value than the worst heavy armor. The alternative is to allow some crossover but still considering that.
The bonus stats that light, medium and heavy armors give will remain unchanged. IE light giving Stamina, medium giving Defense and heavy giving Resolve. If I was to stick with these values, I would probably make it so that heavy armor is also a lot more expensive to acquire.
The other thing is that eventually I will phase out "cultural armors" and they will be reworked into armor sets for other factions. That's everything for now, see you in the forums.
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Hello! We’ve returned back from our winter slumber and some of us even got a head start of other people at the office and came back already last week. I hope you’ve all had a great Yuletide and that your New Year got off to a good start.
So last dev diary we towards the end we talked about how we were looking into doing major balance changes for the future patch, directly addressing the most important issues from the community. Me and @Johan have since been working to try and make the game more enjoyable and as we were I realized how many large balance changes we’ve done over 2019. And now we were doing even more balance changes the week before as of me writing this. Of course some of these changes are going to be controversial and not everyone will agree with every single piece that we bring up here. Hence we’ve decided to dedicate this Development Diary to just plainly go through the various bigger changes the team have made and explain them, not only mechanically but also why we did it or what we want to achieve.
I hope you are ready because I have a lot to cover. We can sort of even divide these balance changes into three categories, Government, Naval and Military. As per usual any values you see are work in progress and subject to further balance changes. After the balance changes I'll also give you some new stuff to be excited over, all government reforms we've added so far.
Government
So let's begin with what we talked about last Development Diary. We talked about some core issues that exist in the game right now, specifically Territory Corruption and Trade Companies. Both me and Johan felt over the vacation that we couldn’t take a full month and then not come with something for the next Diary.
Instead of trying to fix something broken by putting duct tape over it we decided to just rip out the Max State modifier all together. The idea I’ve been going with was I wanted something that would slow you down and put you where you have to make certain decisions but not feel as strangling as the old system. I want the player to be able to build up his administrative infrastructure as the game progresses.
We’ve also lowered for now the autonomy of Territories to 90% and Trade Companies to 80%. I am looking a bit towards if I can make the Min Autonomy in Territories a bit more of a relevant and interesting feature. What we want is that you have to make decisions on not only where you expand, what you conquer but also how you organize that development you just gobbled up. Do you try and maximize to just have as many territories as possible? Do you want to focus on a set of core states? Do you try and extract as much as possible from the territories available to you? A humongous Great Britain expanding their way into India should have to make some interesting decisions in order to draw out the full benefit.
And since this feature was added last week UX have not fully caught up so the pictures you see here are extremely Work In Process and just me throwing something together.
So even though we’ve added a cost for actually having provinces dedicated to being Trade Companies now. We wanted to address them a bit more. First is that they are an old feature and when Local Autonomy was added as a concept to the game they were not updated to follow suit. What having the penalty of Trade Companies being applied through Local Autonomy means is that you can no longer “counter” the Trade Company penalty that existed before by simply building the base buildings since Local Autonomy is applied as a multiplier after everything meaning you only get 20% the benefit regardless. However Trade Companies still ignore Local Autonomy on Trade Power, the Local Autonomy Cap can be manipulated by the same Autonomy Modifier that Territories have and they still help you with heathen religion problems in those provinces. Together with these changes and the changes in Golden Century for Goods Produced the real economic benefit should start to kick in Mid-to-Late game.
But their pure benefit as land aside we also wanted to address why players would continent jump just to be able to have them. Which we decided to do by making everyone in the game capable of creating Trade Companies regardless of what Continent they happen to be on. Every trade node in the old world is now fitted with a Trade Company. We haven’t changed the trade system in itself but what this means in essence a Qing colonizing Great Britain can move their Trade Capital to the English Channel node, set up trade companies and force feed the Europeans products they don’t need for maximum profit.
The new rules for where you can create Trade Companies are as follows:
Province religion must be of a different religious group than the owning nation
Province must be considered overseas both from nation and any subjects of nation, not including tributaries.
Province must not be part of the HRE
So at the start of the game Portugal can create a Trade Company in North Africa, but Mamluks can not create Trade Companies in Arabia. You’ll probably find a thousand ways to abuse this but with the new balance and spirit of the feature I figure that it’s better to keep these rules simple and permit crazy things to occur.
Since Trade Companies are now weaker, especially because of the Local Autonomy, we also changed the Trade Company Investments. This in order to make their ROI not too crazy bad and tweaked some parts of it as a whole. You can no longer build more than one Tier 3 Investment in one Region. So pick one you want wisely. But the Tier 1 and 2 Investments have had their costs reduced to 200 and 400. The Governance Category has been buffed giving now instead +50% and +100% Manpower/Sailor buff and the Tier 3 giving +2% Marine FL as well to their -2% Ship Cost bonus. Why the other Investments were not touched more than their cost is because they all gave something that is not affected by Local Autonomy.
Now this is a lot of new Trade Companies we need to come up with names for and there are so many interesting alternative outcomes that players could try and accomplish. Our general idea for now to figure out a base of names that would fit for let’s say the European Colonial Nations would be inspired from Arabic terms of the regions imagining them having spread from the Arab world originally to Africans, Indians and rest of Asia. If you have a great idea for a name that would fit one of these new Trade Company Regions, it can include specific names for a culture or nation, feel free to write suggestions in the suggestion forum! Like the Heavenly Trade Company of Heroes for English Channel when you have the EoC.
We also have the Absolutism Cheese. As it often is pointed out Absolutism is the main culprit of Monarchies strength over Republics, it doesn’t help that it is a very exploitable mechanic. We do not want to nerf absolutism, nor change the core of the feature as it does what we want it to do. However, we will be addressing the cheese of how you generate it. And one of the cheesier and unintended ways to get absolutism quick without any major repercussions. The tactic of having all your rebels spawn, and then quickly reduce autonomy in every recently rebelled province made the mechanic kind of pointless. So now if you actively reduce autonomy in a province, it will also remove the recent uprising block for further rebellions.
The idea that reducing autonomy gives you absolutism was intended as a feature where you enforce your rule in a region and then have to deal with the people not being as happy with that as you might envision through your enlightened rule.
Last thing before we move on to the next category. Missionary Maintenance cost is now very lowered but still with a similar formula. It is now: 0.5 * dev^( 1 + local autonomy * 0.75)
Naval Game
You’ve probably already seen our teasers about some new stuff coming that deals with naval. But first I want to talk about a core part about naval that needed some tweaking first and fix some things that were in essence broken. What I am talking about is Naval Combat. For a long time people complained in Multiplayer games that if one side picked Naval Ideas but the other side didn’t it was a foregone conclusion who would win the combat. And of course if you have a better navy you should win but the result of those combats were so skewed that something had to be wrong. So I think I started digging around while we were working on the Golden Century Immersion Pack to figure out what was wrong and try to fix the underlying problem instead of just nerfing Navies to the ground.
The issue you might or might not already know about, I’ve talked quite openly about it, is that ships when they hit 0 morale means that they stop shooting, but they do not retreat from the engagement. This means you’ll have a totally useless heavy ship occupying three slots just soaking up damage to eventually die and do a morale hit on the entire navy. In the end if one side can outperform the other side in Morale damage you will end up in an “equilibrium” where the losing side will just keep having their ships sink. And they’ll do this without doing anything as they are at such a low morale when entering the battle that it instantly hits 0. This is why you would see battles where 50 British Heavies could defeat hundreds if not thousands of ships.
So the new mechanic we are adding to Naval Combat is called Disengagement Chance and does basically what it says on the tin. Every combat tick after firing and casualties have been calculated the ship will try and disengage from the combat if their morale hits below 0.5 morale. The base value of this chance is 3% but can be modified by national ideas, like part of the reworked Portugese National idea “Legacy of the Navigator”.
To help explain what is happening in the combat the team have done some small visual upgrades for the combat interface. We now show three columns for each type of ship and are in order, Ships present, Ships Engaged, Ships Disengaged.
Also since I started talking with the community about this problem several have asked me to describe how the combat is evaluated and I think the best way is to make a little bit of a pseudo code summary here for people to dig through.
Populate Engagement with Ships until Engagement Width in this order: Heavy, Galley, Light Transports Ignore Disengaged Ships.
For Each Ship in Engagement If previous target is about to die set previous target to null If has no previous target Pick a random target with best score from the enemies engaged ships Base chance to be picked of 10 Add random integer of 0 to 5 If of same ship type, increase chance to be picked +5 If morale is zero or below, reduce chance to be picked /10 If damage is less than 50%, increase chance to be picked *2 BaseDamage = 0.025 + 0.025 * (2 + Dice + Combat Modifiers) Damage = BaseDamage * ShipCannons / TargetHull If Galley type multiply damage with 2 WeaponEffect = 0.05 * ( ArtilleryFire - TargetArtilleryFire ) Damage *= 1 + WeaponEffect Damage *= ShipCombatAbility + LeaderBonus
MoraleDamage = Damage * CountryNavalMorale / 3 * ShipStrength * 0.25 Apply Splash Morale Damage to 3 random targets, 10% of MoraleDamage If ship Morale is 0 or below, multiply Damage with 10 Damage *= 0.03 Damage /= DurabilityModifier Damage *= ShipStrength [Snip] For Each Ship in Engagement If Ship Morale is below 0.5 Throw a 100 sided dice, if it is less than ship Disengagement Chance
Now the second part of Naval and a push to make it relevant. Making Blockades Sexy. So starting with the impact that Blockades have we’ve done some changes. Blockades we feel already have a real hard hit on you as it is already with the -50% Goods Produced, -75% Local Trade Power and +0.1 Monthly Devastation which itself will cause even worse stuff also long term for the provinces. So we didn’t want to make these penalties even harsher. What we want is to make them be more impactful for the nations embroiled in this war of supremacy over the seas.
Blockades now work more like looting where you in essence siphon off income from the nation
Blockades and Looting is an actual visible expense for the country being blockades or looted.
The Waroverview UI now shows the economical impact on each country from blockading or being blockaded instead of a blockade percentage.
Blockades no longer have the Goods Produced or Trade Power maluses
With this we’ve also lowered so you only need 50% of the ships you needed previously to siege the same amount of development.
But we didn’t stop there, we wanted to also make shipping troops across the pacific or atlantic to not be the easiest breeze but give naval oriented nations a small edge here. We’ve increased the attrition troops take when being transported in the open sea to 10%, it is still 1% while you are along the coast. Together with the Mercenary changes meaning Manpower is a much more precious resource than previously. Instead there are now a special unit type any country can build if they pick Naval ideas, called Marines. These do not take attrition at sea, they use sailors, they have +200% Disembarking Speed and ignore crossing penalties. However they do take +25% more shock damage.
These can be perhaps as a part of a larger offensive or to more easily conquer distant islands and coasts. But their intent is to live on your transport ships and be filling situational roles they are better suited to than your conventional army.
Portugal, England and Great Britain have uniquely higher marine forcelimits but we also listened to your feedback and added easy access to Marines for Netherlands, Venice & Castille. The rest have to take naval ideas or a policy to have access to it. Which you really want to already, if you are aiming to be a relevant naval power anyway.
Together with the Marines and the Blockade changes, we felt there needs to be ways to defend yourself against that. So the Coastal Defence buildings were added.
Coastal Defence which is unlocked at Dip Tech 5
+50% Blockade Force Required
+100% Hostile Disembark Time
Naval Battery which is unlocked at Dip Tech 12
+100% Blockade Force Required
+200% Hostile Disembark Time
+5 Hostile Fleet Attrition
Land Warfare
Even if we’ve focused a lot on the Naval stuff we have also done quite some tweaks to facilitate now that you do not have access to the infinite manpower pool known as Mercenaries anymore. First a little quality of life thing though.
All Special Units are now recruitable through the Macrobuilder. They take time to build and are proper “constructions” with costs. Units such as Streltsy and Cossacks who are spawned through their respective Government Interactions are spawned for free and immediate. With this since this will make Banners act more like normal units, they start at full strength when built.
Next is some new Manufactories available to the player. These use up the same slot as a Manufactory but will not give you the bonus goods produced. These buildings are designed around giving you something interesting to put except always manufactories in almost every single province. These buildings for the game are excellent money sinks that give you something that does not immediate money back which also means that this might mitigate late game run-away economy. These buildings are: Ramparts and unlocks at Adm Tech 6 +1 Fort Level +15% Local Defensiveness Soldiers Households and unlocks at Adm Tech 15 +750 Local Manpower Double if has Grain, Fish, Livestock or Wine province
Impressment Offices and unlocks at Dip Tech 7 +250 Local Sailors Double if has Salt, Fish, Naval Supplies or Tropical Wood
Another thing tweaked to help you retain your manpower in long drawn out wars is Army Professionalism and Army Drill. First I need to cover that Drill Decay Modifier has been renamed to Regiment Drill Loss to better explain what it does fully. It prevents all losses of Drill on your regiments including the loss you get from casualties.
Now the Army Professionalism modifier has been modified to include a scaling -50% Regiment Drill Loss when full. This results in that every two soldiers you lose, you only lose Drill worth of one. Drill have had their defensive bonuses increased, to -25% Fire/Shock Damage received at 100% Drill, meaning you will lose a quarter less of your normal troops if you can maintain the professionalism of your army.
Together with Merc changes this should make it important for countries to try and maintain high drill to have their manpower reserve last as long as possible.
Portuguese Ideas
I did mention the new Portuguese National Ideas, so figured I should probably label those out for people.
And to end things with we will go through the vast amount of new Government Reforms we’ve added. Some of these might be something we’ve mentioned in a dev diary here and there but this can be seen as a complete list of what we’ve added so far. I’ll first start with @Meka66 overhaul of the Theocratic Reforms.
When government reforms were first introduced in Dharma, Theocracies were sadly a little neglected when it comes to government reforms; having only 5-tiers, equal to the number that Tribal governments get.
However, I have now spent a degree of time fleshing out Theocracy government reforms, adding 3 more tiers and a total of 27 all-new reforms! These reforms will be available both to 1.30 patch and Dharma owners and will make the Theocratic playstyle a little more flexible. There are a number of new and interesting reforms available to Theocratic nations, so I’ll just go through and talk in detail about some of my favourites.
At Tier-2, players will be able to set the divine mission of their state to be to civilize those unfortunate primitives who do not yet follow the one true faith; granting a bonus to Native Assimilation and greatly reducing Native Uprising Chance. Combining this with Native Trading Policy will make your colonies stable and secure while always finding new followers amongst the native populace.
But why should your holy state be confined to perform its duties on land when the sea is rife with piratical heathens? Coastal Holy Orders will be able to take a number of reforms specialised in focussing their divine efforts to protecting the seas.
Monarchies and Republics have a long list of unique or regional government reforms, so I took some care to grant a few unique reforms to certain religions and cultures. Certain Asian nations will be able to integrate the Sohei Warrior Monks into their nation to greatly increase the capabilities of their armies.
One great weakness to the Monastic Order government as oppose to Leading Clergy is that Holy Orders are locked to rank-1. However, at tier-6 of the reform tree, Monastic Orders will be able to choose from an array of reforms that will allow them to freely switch government rank like any other nation, and unlock a few perks and mechanics previously unavailable to Theocracies.
At Tier-7 one must decide the nature of how faith interacts with your state. While the rest of the world considers separating the two, you know that we are all one people under the divine. This tier can grant some bonuses to conversion, or a Humanist Theocracy may determine that all people are equal under God.
At the final tier of reforms, the state decides how it interacts with the world and it may decide that the world will never be true and righteous so long as it is misguided by other states. By enacting One State Under God, you will gain a permanent warscore cost reduction against nations following other faiths. However, perhaps instead of uniting people into one faith, you focussed instead on the spread of your religion by force?
By enacting The Global Crusade, players will gain a permanent CB against foreign religions and will be able to force their religion through war even on countries from other religious groups.
Combining this reform with the age bonus gained in the Age of Reformation, you can spread your religion to some quite large nations. Here we can see I’ve spread the reformation into the Ottoman sultanate.
Here’s a fun little out take of where one of our Beta’s managed to make a Warrior Monk Pope. I’m so sad I have to fix that though.
Now to the full list of new Government Reforms that we have added. We have in total added 69 new Government Reforms.
Monarchies
Austrian Archduchy -0.33 Liberty Desire from Subject Development +5% Nobles Influence Austrian Dual Monarchy +2 Num Accepted Cultures -2 Unrest +2 Monarch Diplomatic Skill -33% Promote Culture Cost
Legislative Sejm Available for nation with Elective Monarchy +1 Monarch Admin Power
Integrated Sejmiks Available for nation with Elective Monarchy -5 Years of Nationalism Republics
Stratocratic Administration Republican version of Prussian Monarchy -0.02 Monthly war Exhaustion +0.05 Monthly militarized Society -0.075 Monthly Autonomy change -0.5 Republican Tradition -10 Max Absolutism Generals become Rulers
Signoria A better variant of Nepotism for Italians. +5% Tax Modifier -30 Max Absolutism
Protectorate Parliament Enables Parliament Mehcanic -0.05 Monthly Autonomy Change +5% Land Morale -20 Max Absolutism -0.5 Republican Tradition
Military Dictatorship -0.075 Monthly Autonomy Change +10% Land Morale -10 Max Absolutism Generals become Rulers
Board of Admirals Need full naval ideas and is not a pirate +1 Leader Naval Fire -0.5 Republican Tradition Admirals Become Rulers
Imperial Diplomacy Available for Free Cities +2 Diplomatic Reputation +1 Diplomatic Upkeep Will make the Emperor like you move
Municipal Self-Defense Available for Free Cities +25% Land Forcelimit +5000 Manpower
Revolutionary
Liberte For Revolutionary Nations +0.1 Girondists Influence +2 Accepted Cultures
Three Social Classes For Revolutionary Nations +10% Administrative Efficiency +0.1 Girondists Influence
Military Electorate For Revolutionary Nations +0.5 Army Tradition +1 Land Leader Fire +0.1 Imperial Influence
President For Life For Revolutionary Nations -0.5 Republican Tradition +1 Monarch Admin Skill +1 Monarch Military Skill
Government For People For Revolutionary Nations +20 Max Revolutionary Zeal Become Rev. Empire Does what it says. Needs Imperials to have high influence
Catholic exclusive +75% production of grain +50% production of wine
Integration of the Sohei Japanese/Eastern exclusive +5% discipline +10% infantry combat ability +10% mercenary manpower
Embrace Conciliarism Papal State exclusive -50% cost to appoint Cardinals Partial Secularisation -10% idea cost +5% institution spread
Clerical Commission Theocracies only -1 unrest +1 diplomatic relations
Divine Guidance Theocracies only +20 max absolutism
Theocratic Democracy Theocracies only -1 unrest Enables parliament (requires Common Sense)
Regionally Elected Commanders Monastic Orders only -1 unrest Enables parliament (requires Common Sense) Removes Tier-1 restriction
Open Public Elections Monastic Orders only -10% stability cost +20 max absolutism Enables Theocrats vs Militarists mechanics (requires Res Publica) Removes Tier-1 restriction
A Dynastic Order Monastic Orders only +0.1 yearly devotion +1 land leader fire -20% harsh treatment cost Generals become rulers on monarch death Enables royal marriages Removes Tier-1 restriction
Lords of the Sea Monastic Orders only +0.1 yearly devotion +15% naval morale +1 naval leader fire Admirals become rulers on monarch death Removes Tier-1 restriction
Church and State +1 free policy Soul and Body +2 accepted cultures God and Man +1 missionaries +1% missionary strength
Organising Our Faith Pagan only +1 yearly absolutism +0.1 yearly devotion One State Under God Non Pagan Only -30% warscore cost vs other religions The Global Crusade -40% enforce religion cost Enables Global Crusade CB; allowing force conversion on Heathen countries Using the “Release Nation” peace option will release a country following your religion
The Many Fingers of God +2 tolerance of Heathens +2 tolerance of Heretics
Priestly Autonomy Pagans Only +250 governing capacity
Proclaim Religious Head Pagans Only -20% warscore cost vs other religions +1 diplomatic reputation
All Under Tengri (Tengri exclusive) +15% cavalry combat ability +25 cavalry-to-infantry ratio
Tribes
Barbaric Despoilers Available to Steppe Hordes or nation with Great Mongol State Reform +33% Raze Power Gain
Unified Horde Identity Available to Steppe Hordes or nation with Great Mongol State Reform +2 Horde Unity
Common
Black Army Reform Available for Hungary -15% Mercenary Maintenance +2.5% Mercenary Discipline -10% Nobles Loyalty
Crusader State CB On Religious Enemies +15% Manpower Recovery Speed
United Cantons -150 Governing Capacity +1 Free Policy +50% Mercenary Manpower -30 Max Absolutism
I hope I haven't missed any Government Reforms now. Hope you've enjoyed this development diary and as usual me and @Johan will be around to answer questions. Next Diary will come on the 4th of February.
Saint Kotar: The Yellow Mask - Red Martyr Entertainment
Red Martyr Entertainment is looking to hire male voice actors for the roles of two main characters in Saint Kotar: The Yellow Mask.
Roles: Main characters - Benedek Dohnany and Nikolay Kalyakin
Type of work: Paid
Requirements:
male actors with a voice suited for characters in the 30-40 age range
highly proficient in spoken and written English
high level of acting abilities
skilled to express emotions and different mental states
There is no set deadline for the applications, but the recording needs to start as soon as possible (in the next few weeks). If you think this is the perfect role for you or happen to know anyone to whom it might be, please contact us right away at jobs@redmartyr.com for further information.