User manual PARADOX INTERACTIVE IN NOMINE ## EXTENSION DU JEU EUROPA UNIVERSALIS III

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[. . . ] Europa Universalis - In Nomine 1 Credits GAME DESIGN Johan Andersson Henrik Fåhraeus PROGRAMMING Henrik Fåhraeus Johan Andersson Anna Drevendal GRAPHICS Jonas Jakobsson LEAD TESTER Chris King MANUAL Johan Andersson Chris King Henrik Fåhraeus Anna Drevendal In Nomine is the second expansion of our successful title, Europa Universalis III. We feel that Napoleon's Ambition added a nice coat of polish to what was a very solid title, so ironically enough, we felt we could show some real ambition with our second expansion. The biggest changes are those that are not immediately visible to you, but we did a lot of work on how the AI worked. The main goal was to try and remove some of randomness out of the equation and put more calculation in. [. . . ] First of all, the new Press Gangs halves the cost of ships and their maintenance, which when you need a big fleet for your overseas possessions, is worth quite a lot. Secondly, since naval force limits are lower now, the doubling of them from Grand Navy is quite important, if you have a small coastline. Sea Hawks provides naval tradition and has not been changed. Superior Seamanship is now +1 morale, and helps you fight pirates when at low maintenance. Naval Glory now gives doubled prestige from naval battles instead of just 33%. If you want to avoid having your ships accidentally firing at each other in a battle you would need admirals with at least 2 manuever or the Excellent Shipwrights idea. Naval Fighting Instructions now provide 50% blockade efficiency, and Naval Provisioning allows your ships to repair in coastal seazones within naval supply range. 16 Warfare War Exhaustion The mechanics of war exhaustion have been overhauled. Wars no longer automatically give war exhaustion, instead it is based on several factors. Your ruler's administrative skill reduces it, while occupied provinces on your home continent, blockaded homeports, battle losses, attrition losses and war taxes increase it. War exhaustion also has an impact on the fighting abilities of your forces. It no longer always starts at 0 with a new war, but the stability hit you get from starting or joining a war, also increases War Exhaustion. War exhaustion can now be seen on the military overview screen. Reinforcement When in an empty and uncolonized province a unit can no longer reinforce. When in hostile territory, but adjacent to anything you control your reinforcement is halved. If you are on hostile territory and not adjacent to any friendly city, then your reinforcement is 10% of normal, far less than the smallest attrition penalty and therefore a drain on your manpower. Mercenaries Mercenaries no longer reinforce, so to keep up their numbers, you need to recruit more of them when you run out. Also, mercenaries at 0 strength are automatically removed. Another different thing with mercenaries is the fact that each country will have a mercenary pool that fills up at regular intervals depending on your prestige and how many you currently have. Another change with mercenaries is that they are no longer instant, but take about 25% of the time a regular regiment takes to recruit. And of course, mercenaries cost the same, with the same modifiers affecting the cost of recruiting all troops of that type. Finally, mercenaries can now be recruited in occupied territory, enabling you to strengthen your armies when on the offensive. Movement There are some minor changes to how the game calculates unit movement. If a unit has a new order and the path takes it into the province it is currently moving into then it will not have that movement cancelled. [. . . ] It will also realize when an invasion is hopeless. The naval transportation AI is better at avoiding running into enemy fleets, and will make better use of escorting warships. The AI will prioritize its spending in a much more intelligent way. It does not cheat, but has to play by the same rules as the player. [. . . ]

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