v1.6.0.9 Optx4 is changing the campaign

Ultimate Admiral: Dreadnoughts

Design warships the way you want them, command fleets, win the naval arms race for your nation!

Hello Admirals, You can now receive a new update which offers the following: [b]*v1.6.0.9*[/b] [list] [*]Added ability to control alliance and war declarations. When the player's nation is more powerful then it can ask the player to declare war against the weaker nation or not, according to relations. The weaker AI nation will not desire to declare war unless provoked. Similarly the weaker nations will usually pay the stronger for an alliance. Previously the player was only passively accepting events generated by the AI, so the new feature will provide much more freedom when to cause a war or pressure to ask for money, if the player’s nation is powerful enough. [*]Minor nations which are allied with enemy major nations can now be targeted much more aggressively by the nation’s government. Now wars between nations become much more complex and each campaign playthrough can have many different outcomes, depending on the various war incidents that cause the intervention of the major powers. You can influence such attacks by amassing large fleets in a sea region of interest. [*]Further tension mechanics to allow smaller nations which are very weak or have a too small fleet to increase the relations between other nations, who no longer consider them a threat. [*]Improved the Campaign AI logic to create diplomatic actions measuring the relations and power of the other nations. For example, a nation which is very powerful or has good relations, will more likely receive positive diplomatic actions and vice versa. [*]Improved the Campaign AI logic to balance the demand for new warships. [*]Relation effects have been balanced to follow the new features. [*]Fixed a minor UI issue when typing the name of a ship in constructor. [*]Fixed some other minor issues. [/list] [b]Uploaded optimized version including:[/b] - Fix for WASD not working, temporarily, in combat map. - Tension small adjustment. Issuing wars should be more depended on events and wars against minor nations. [b]You need to restart Steam to get the update fast[/b] [b]Uploaded optimized x2 version including:[/b] -Further tension and relations adjustments. You should be able to do wars or try to avoid them with less fleets and on limited status. More feedback will help to optimize further. [b]You need to restart Steam to get the update fast[/b] [b]Uploaded optimized x3 version including:[/b] - More adjustments and improvements on the tension mechanics based on your recent and very helpful feedback. There was an expected behavior to cause tension even from fleets which were not particularly large, so there have been some necessary changes to the logic, to please, hopefully, most if not all players with the result. Tension should be triggered when ships are at sea. When nations are in positive relations they can receive a very slight increase in relations if they keep their forces out of port in a reasonable number. - Fixed issue causing the new alliance/war events to be auto-answered wrongly sometimes, and not given to the player for deciding if he wants a war or an alliance. [b]You need to restart Steam to get the update fast[/b] [b]Uploaded optimized x4 version including:[/b] - Finalization of the full refactoring of tension logic. Tension will now be caused only by task forces which are close to their destination or stationary, which will actually allow to create tension only intentionally, for both AI and player. [b]Fleets that pass by regions will no longer cause accidental tension[/b] and so this will greatly help nations which control canals or are near map choke points which previously received a lot of tension by big fleets that were heading to very far away destinations. Moreover, there will be extra tension caused when fleets enter zones where there is no own port, simulating a realistic diplomatic effect when fleets are near sea zones where they should not have any business. The new tension system should be now much more controllable and realistic, also allowing nations to slowly increase their good relations and issue alliances if they share common waters but keep their fleets in reasonable numbers. - Fixed a temporary issue of the new special events for deciding when to declare war or ask for an alliance, which could be triggered two times and cancel a war at the same turn. - Added a cool down time when using the new special event for deciding when to go to war or issue an alliance, so that it needs at least 5 turns to reappear if you choose "cancel". - Fix of initial income/shipyard development being too low in late start campaign years. You will notice this improvement on new campaigns and it affects both the player and AI. If you have an ongoing campaign vs an AI which seems unable to support its fleets economically, it is because there were not much initial funds and Ai was never able to recover, so it is advised to restart this campaign for a more interesting gameplay. - Fixed shared designs not having a working tonnage limit, fixing case when you loaded a shared design which had tonnage higher than allowed, it would reset to the maximum allowed tonnage and corrupting the save. [b]You need to restart Steam to get the update fast[/b]