You can now receive a new update which offers the following:
*v1.6.0.9*
- 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.