Fantasy Map Simulator EA Release Note !

Fantasy Map Simulator

Fantasy Map Simulator: Create and watch imaginary worlds evolve over centuries. Design maps, simulate nations, and control destinies. See empires rise and fall on your desktop wallpaper. A unique simulation for history buffs and creative minds.

[h1]Official Version Update Log:[/h1] [list] [*]The Workshop is now open, allowing uploads of maps, custom religions, and culture sets. National attributes, specialties, and localization files can be edited and tested locally. Please remember to back up your files, as game updates may delete your custom mods.[/*] [*]Added volume control functionality, allowing players to adjust the volume.[/*] [*]Added current campaign information for provinces, allowing players to view the progress of provincial campaigns.[/*] [*]Added more documentation.[/*] [*]Removed the 700-year game time limit. Theoretically, game time is now unlimited, but extremely long game times (tens of thousands of years) may result in large save files (due to the historical backtracking feature), leading to longer save and load times.[/*] [*]Fixed some localization issues across various languages.[/*] [*]Added army camera follow functionality.[/*] [*]Added random appearance display and 8 map appearance templates for players to choose from.[/*] [*]Added a national editing panel, allowing editing of national attributes, government systems, religions, and ethnic attributes.[/*] [*]Added in-game plans for future updates, please check for details.[/*] [/list] [h2]AI has undergone some overall adjustments. The main mechanisms of the latest game are explained as follows:[/h2] [olist] [*]Corruption Mechanism [list] [*]After a nation is established, corruption values gradually increase over time[/*] [*]The accumulation speed of corruption is affected by the following factors: [list] [*]Population: When the population is too high (falling into the Malthusian trap), corruption accumulates faster[/*] [*]Economy: When the treasury is in deficit, corruption accumulates faster[/*] [/list] [/*] [*]When corruption is too high, it will trigger a potential background reform event (currently without event text), which will reset the corruption value[/*] [/list] [/*] [*]Population System [list] [*]Provincial population cap is based on the current biome[/*] [*]Population growth rate is affected by ethnic attributes[/*] [*]War leads to population decline[/*] [*]Low population reduces the willingness to initiate wars[/*] [*]Population size determines troop replenishment rate[/*] [/list] [/*] [*]Economy and Specialty System [list] [*]Provincial resources are determined by the biome[/*] [*]Economic output is affected by ethnic attributes and national government system[/*] [*]Military expenses depend on troop mobilization[/*] [*]Administrative efficiency is determined by the size of the territory[/*] [*]Taxation is based on population and specialties[/*] [*]War reduces the economic output of the affected province to zero[/*] [*]Corruption affects tax efficiency[/*] [*]Treasury deficit reduces the willingness to initiate wars[/*] [/list] [/*] [*]Core Area [list] [*]Centered around the capital, expands over time[/*] [*]Emergency mobilization when threatened[/*] [*]Mobilization scale is affected by corruption level and economic status[/*] [*]Leaves national ethnic imprints, deeper with longer time[/*] [*]Clears the ethnic imprints of extinct nations[/*] [/list] [/*] [*]Rebellion and Nation Restoration System [list] [*]The farther from the core area, the higher the probability of rebellion[/*] [*]Remote areas are prone to rebellion during high corruption[/*] [*]Rebellion may lead to the restoration of old nations in that province[/*] [*]Even core areas may rebel under extreme corruption[/*] [/list] [/*] [*]Combat System [list] [*]Army combat effectiveness is affected by terrain, economy, corruption level, and national characteristics[/*] [*]Interior operations (core area) have easy supply lines and lower military expenses[/*] [*]Expeditions or overseas operations are costly, with high military expenses[/*] [*]Surrounded or semi-surrounded troops are in a "salient", with halved combat effectiveness[/*] [*]Island nation strategy: May conduct frequent harassing attacks against continental nations [list] [*]May cause continental nations' armies to be constantly on the move[/*] [/list] [/*] [*]Only maritime and commercial ethnicities or very powerful nations will conduct distant overseas operations[/*] [*]Armies will prioritize deployment at borders[/*] [*]Armies are divided into potential garrison troops, guard troops, and field troops [list] [*]Field armies prioritize attacking foreign territories[/*] [*]Guard troops prioritize suppressing rebellions[/*] [*]Garrison troops prioritize stationing[/*] [/list] [/*] [*]When the capital is threatened (nearby provinces are attacked), the national army's troop efficiency will increase by one level, and some garrison troops will change their identity[/*] [*]Fortresses: Will build fortresses or checkpoints in mountainous areas, which are difficult to conquer[/*] [/list] [/*] [*]Diplomatic System

Basic Relations Between Government Systems

[h3]Republic Federation (Republic)[/h3] [list] [*]Most friendly with republics and federations[/*] [*]Good relations with kingdoms[/*] [*]Slightly tense relations with tribal systems[/*] [*]Most opposed to empires and theocracies[/*] [/list] [h3]Empire[/h3] [list] [*]Closest relations with kingdoms[/*] [*]Neutral towards tribal systems and theocracies[/*] [*]Tense relations with republics and federations[/*] [*]Strong competitive relationships with other empires[/*] [/list] [h3]Kingdom[/h3] [list] [*]Good relations with republics, federations, and other kingdoms[/*] [*]Slightly better relations with theocracies[/*] [*]Neutral towards tribal systems[/*] [*]Slightly tense relations with empires[/*] [/list] [h3]Tribal[/h3] [list] [*]Closest relations with other tribal systems[/*] [*]Neutral towards kingdoms and theocracies[/*] [*]Relatively tense relations with republics, federations, and empires[/*] [/list] [h3]Theocracy[/h3] [list] [*]Good relations with kingdoms[/*] [*]Neutral towards tribal systems[/*] [*]Relatively tense relations with republics, federations, and empires[/*] [*]Potential conflicts with other theocracies[/*] [*]Special ability: Strong religious propagation ability, may influence other nations[/*] [/list]

National Strength and Diplomatic Attitude

[olist] [*]Great Power Effect: [list] [*]When a nation becomes too powerful, all other nations' diplomatic attitudes towards it will deteriorate[/*] [/list] [/*] [*]Corruption and War Risk: [list] [*]If a powerful nation also has severe corruption problems, other nations may see it as an opportunity[/*] [*]In this case, the likelihood of other nations declaring war on this seemingly strong but internally corrupt nation increases[/*] [/list] [/*] [/olist]

Dynamic Diplomatic Relations

[list] [*]Initial diplomatic relations are based on government types but will change as the game progresses[/*] [*]Influencing factors include: common enemies, historical events, national strength comparison, internal corruption levels, etc.[/*] [*]For theocracies, their ability to convert religions is stronger[/*] [*]If some nations in an alliance become too powerful, the current alliance will dissolve[/*] [/list]

Randomness

[list] [*]All the above systems are not absolute, there are some random factors to simulate low-probability events. However, the general trend is as described above.[/*] [/list] [/*] [/olist]