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    In Nomine is the second expansion of our successfultitle, Europa Universalis III.

    We feel that Napoleons Ambition added a nice coat of polishto what was a very solid title, and we felt we could show somereal ambition with our second expansion. The biggest changesare those that are not immediately apparent, but we did a lotof work on how the AI functions. The main goal was to tryand remove some of randomness from the equation and put inmore calculation. In the same manner, we added missions anddecisions, with the latter helping us to reach our goal of makingthings less random and more strategic.

    However, we still didnt want every game to be the same, solike everything else in life, it all turns on a little bit of luck.

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    Expanded imeline ............... 4Religion ................................ 6Rebels ................................... 9Decisions ............................ 12Prestige ............................... 15Missions ............................. 16Ideas ................................... 18Colonialism ........................ 19

    Policy Sliders ...................... 21Naval .................................. 22Warfare .............................. 23

    War Exhaustion ............................. 23Reinorcement................................ 23Mercenaries .................................... 23Movement....................................... 23Sieges ............................................... 23Battles .............................................. 24Overrun .......................................... 24Armies and Revolt......................... 24Scorched Earth .............................. 24Army Reorganization Buttons .... 25

    Diplomacy ...................................... 25Spies ................................................ 27Advisors .......................................... 27Land Advisors. ............................... 28Naval Advisors ............................... 29Civil Advisors ................................. 29

    Te Holy Roman Empire .... 31Economy ............................. 32

    rade .................................. 33Governments ...................... 34AI Improvements ................ 35

    Strategic AI .................................... 35Big Army AI ................................... 35Admiral AI ..................................... 35Peace AI .......................................... 35Miscellaneous AI Changes .......... 36

    Interface.............................. 37Multiplayer ......................... 38Credit list: ........................... 39License agreement .............. 40

    Contents

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    Expanded imeline

    We have added over 53 more years o gameplay by pushing back the start date to Octo-

    ber 13th, 1399, at the Coronation o Henry IV. This extra time period gives youamerlane, the Byzantine Empire, and the end o the Hundred

    Years War.We added eight new levels o technology, including new units and e-

    ects. Also, not every technology group now starts at the same level at thestart o the game. Considering the big dierences between technologies atthe outset, this change means that the supremacy o European countriesis that much greater when they reach the new world.

    Furthermore, the map o Europe received an overhaul, with Spain, theNetherlands, Germany, Russia and the Balkans getting new provinces andrevised borders. In total, over 30 provinces were added.

    A ew new countries were also added to the game. Here is a quick overview:

    Aydin

    A Turkish Principalityounded in the wake o

    the Rum Sultanate; itruled the west coast oAsia Minor or nearly

    an entire century.

    Aquileia

    Italian Patriarchy cen-tered on the histori-cal city o Aquileia innortheastern Italy; itourished during the

    11th and 12th century.

    Byzantine Empire

    The successor stateto the Roman Em-pire centered on

    Constantinople, orByzantium as it was

    called beore the Roman emperorConstantine decided to make it thenew capital. The Byzantine Empire

    remained an important power longater the western parts o the empirebegan to crumble.

    Galicia

    The medieval kingdomo Galicia existed rom910 to 1476, when thepower struggle bet-ween Queen Isabel I

    o Castile and her niece, Juana la Bel-traneja, resulted in the destruction othe Galician nobility. This ended allhope o renewed autonomy, thoughthe kingdom still existed on paperuntil 1833.

    Jalayirid

    The Jalayirid dynastyruled a Mongol suc-

    cessor state to the Il-khanate, which span-ned most o western

    Persia and Iraq during the secondhal o the 14th century.

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    Sukhothai

    One o the frst Thaikingdoms, Sukhot-

    hai was establishedin the 13th century byThai chietains as the

    Khmer Empire that had previouslyheld the area began to disintegrate.

    Majapahit

    One o the last Hinduempires in Indonesia,it came to dominatemuch o the Malayarchipelago during

    the 14th century.

    Principality o Achea

    A Peloponnese crusa-der state ounded by

    William o Champlitteand Georey I o Vil-lehardouin ater the

    ourth Crusade. It eventually came todominate southern Greece.

    Meissen

    A bishopric in easternGermany centered onthe city o Meissen, orthe cradle o Saxonyas it is sometimes re-

    erred to due to Meissens long history.

    Scandinavia

    The three Scandinavi-an kingdoms o Swe-

    den, Denmark andNorway were unitedunder one crown bet-

    ween 1397 and 1523. However, thispersonal union, the so-called Kal-mar Union, was raught with strie- intermittently in a state o virtualdissolution - until the noblemanGustav Vasa dealt the union its atalblow and became king o Sweden. Ihistory had taken a dierent turn,the three countries might in timehave become one.

    Polotsk

    The Duchy o Po-lotsk was one o the

    constituent princi-palities within theKievan Rus. Unlike

    most o Rus, it escaped the devasta-ting Mongol invasion o 1237-1239,only to end up as a vassal state toLithuania in 1240. It was oiciallyincorporated into the Grand Duchyo Lithuania in 1307, though it retai-ned some degree o local autonomyuntil the 1390s.

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    Religion

    We have made several changes to how religion works in In Nomine.

    However, the most important is how you tolerate dierent religionsin your provinces. he old slider system is gone.No longer can you simply decree that one day Pa-gans are the enemy and the next day they are tobe tolerated completely. Instead, you have threedistinct types o religious tolerance: the state re-ligion, heretics (those in the same religious groupbut not o the state religion) and heathens (every-one else). By deault, you love your state religionand burn everyone else, although you tolerateheretics slightly more than heathens. You cannotdirectly change tolerance; instead, you use na-tional ideas and decisions to alter it.

    Missionaries have also undergone a change. Underthe previous system, missionaries were a one-o cost, did nothing while theywere busy and then had a simple hit-or-miss chance o succeeding at theend o their mission. Missionaries are now much cheaper to send, require

    a yearly upkeep and will keep working until the province is converted. Inaddition, people dont like being told that they have to believe in somethingelse, so the province automatically receives a higher revolt risk i you have anactive missionary there. We have also added some events or when you haveactive missionaries just to keep things interesting.

    In essence, missionaries could convert a province in a matter o months

    or they could take many years o game time to bring the one true aithto the suering people o the province. Also, on paper, you could have amissionary active or an entire game and never have any luck, so you mustbear this in mind when you use them. As we mentioned above, missiona-ries cost money each month. You have a slider where you can change this

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    monthly cost and thus inluence how successul they willbe. The more money you spend, the greater their chanceo success. As a result, the strategy works thusly: the

    more missionaries you have, the more income you needto devote to keep them working, and the more provinceshave a raised revolt risk. But it also means you will bemore likely to get people praying the right way sooner.It is up to you to decide.

    We have also added some extra abilities or the papalcontroller. Firstly, the papal controller can declare a crusade against any non-Christian country. Any Catholic country gets bonuses i they declare war onthe crusade target.

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    Secondly, the pope can be persuaded to excommunicate another Catholic ru-ler. This allows Catholic countries to declare war without the usual religious

    penalties, and also makes lie difcult or the ruler. Please remember that youare excommunicating the ruler, not the country. Thus, i you excommunicate acountry in a personal union, it will excommunicate all countries in that union.In addition, this means that i the ruler suddenly dies, your eort was in vainand youll have to try again. However, you cannot excommunicate countries thathave good relations with the Pope, meaning that having good papal relations isone way o avoiding excommunication. It is also worth remembering that, asbeing excommunicated is not a very nice experience, and most countries willtake a while to orgive you or it.

    With this is in mind, we have tweaked the rules or bribing cardinals. You now

    have a month wait beore that cardinal can be bribed again. This control o thecuria may be difcult to get and harder to maintain.

    One nal note: we have removed the stability penalties or declaring waragainst countries that are rom a dierent religious group than you.

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    Rebels

    We have made a number o changes to the rebel system or In Nomine. The

    basic concept remains unchanged; rebels will rise up in provinces and attemptto take control o them, either due to events or revolt risk. However, in InNomine, we have added an additional twist: not all rebels are the same! Thereare a number o rebel types, each with its own unique goals and behavior. Thismeans a great deal more strategy will be required to handle them, making ormore rewarding gameplay.

    I you view the revolt alert, you will notice what type o rebels you will get incertain provinces.

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    Here is a table o rebel types:

    Type Deection Independence Resilient

    Anti-tax no no noNationalists same culture same culture yesPatriots same culture no yesColonials to colonial tag to colonial tag yesColonial Patriots to colonial tag no yesRevolutionary no no yesNobles no no yesReligious same religion no yesHeretics no no yesPretenders no no yes

    Type Reinorcing GeneralAnti-tax no noNationalists yes yesPatriots yes yesColonials yes yesColonial Patriots yes yes

    Revolutionary yes yesNobles no yesReligious no yesHeretics no yesPretenders yes yes

    As you can see, the dierent types give you a avor o what the rebels will do.The Deection and Independence columns tell you whether they will deector try to gain independence, and to whom they will deect or as what theyllproclaim their independence.

    Resilient describes whether the rebels will be destroyed upon being orcedto retreat, or i you have to hunt them down. Reinorcing rebels will rein-orce back up to ull strength ater they have taken control o a province.Finally, rebels with generals will be spawned with a random general whowill aid them in combat.

    Depending on their type, rebels can also do certain things whenever theytake control o a province and/or a country. Pretenders will install a new

    ruler on the throne;Revolutionary rebels will change the government; Religious rebels change

    the religion o a province, and so on.Te type o rebels you get in a province depends entirely on the state o

    your country and o a given province.

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    In addition to making rebels more interesting, we have also given youmore options in dealing with them. In the religion screen, you now have arebel negotiation screen.

    Here, you get the chance to buy o various rebel actions (i you wish to)and see the price you must pay in order to keep them happy.

    I you ind yoursel in serious rebel trouble, you can try and buy o themost dangerous ones. However, it is not always possible to negotiate withrebels, as you may not have the prestige, and some may not be willing tonegotiate at all.

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    Decisions

    This is probably the most undamental change in In Nomine. To a certain de-

    gree, decisions are like events. They have certain trigger conditions, and theyaect either a single province or an entire country. The dierence betweendecisions and events is that instead o having a random chance o happening,you decide when a decision should be taken. There are in essence fve typeso decisions that exist In Nomine: Former Events, National, Country-Unique,Province, and Religious decisions.

    Although there are ve types o decision, there are three decision interaces:religion, country and province. Tose relating to religion, understandably, canbe ound in the religion interace. Te country-level decisions can be ound inthe new decisions and missions overview, while the provincial decisions areound in the province interace. When certain key trigger conditions are met(called the potential), the decision will appear in one o the three decisioninteraces. However, just because the potential has been ullled (which allowsyou to see the decision) does not mean that all the trigger conditions (whichallow you to act on the decision) have been ullled. Te interace will showyou what the trigger conditions are and which ones you have ullled. You willalso be advised exactly as to the eects o the decision. Tis allows you to plan

    exactly which decisions you would like to make, and aim or them.As mentioned in the introduction, certain events have been converted into

    decisions.Tese include major event series like the Liberum Veto, but the biggest ones

    are perhaps the country creation events. No longer do you have to guess i youcan change into a new country. I you have the potential to do it, the decisioninterace will let you know. It will also include what you are required to do inorder to achieve it. When you ull the requirements, you do not have to wait

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    or a random event to re; you can go ahead and do it immediately.Country decisions are a series o generic decisions available to countries thathave met the potential conditions. Most o them are not geared toward any

    specifc country, but rather reect decisions that a number o countries madeduring the time period. These ensure that no matter how small the country,there are virtually always decisions or which you can aim.

    However, there are certain decisions we elt were not generic but very muchunique to the country that made them. We elt it would be a loss to the avoro the game i these were not included. Tus, certain countries have decisionsthat are unique to them. Most major and semi-major European countries havebetween two and ve dierent national and purely benecial decisions. For ex-ample, Russia can institute the Russian Patriarchate, which gives them less max-imum war exhaustion; Spain can orm the Spanish Inquisition to strengthentheir Missionaries; and Sweden can choose to rely on Finnish Cavalry.

    Province decisions work the same way as the generic country decisions exceptthey only aect the selected province. This allows you to take actions thatallow you to exploit a province to the maximum. However, while province de-cisions will give you various bonuses, they usually come with a correspondingpenalty in some other area.

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    Religious decisions are quite similar to country decisions, the main die-rence being that they trigger on your religion. There are decisions unique toevery religion, although you are not always guaranteed to have the potential

    or them.

    In summary, decisions are both a powerul means to shape your nation and auseul tool to help decide in which direction you wish to steer your country.

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    Prestige

    Weve taken the prestige concept and made it more important. There are now

    several actions that you cannot do while under negative prestige, and somethings have a severe impact on your prestige. Since prestige is now o increasedimportance, it is always shown in the top bar so that you can see the currentvalue at a glance. Prestige now directly aects merchant compete chance, unitmorale, yearly diplomats, stability costs, spy deense, trade income, deense andthe cost o mercenaries.

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    Missions

    Missions are an entirely new and entirely optional part o In Nomine. Alt-

    hough they are optional, missions also give useul bonuses, so i you are bet-ween strategic goals, you cannot go wrong in attempting a mission. Unlikedecisions, you do not choose your mission; it is assigned to you on a randombasis rom a pool o available missions. However, i you do not like your mis-sion, you have the option o cancelling it; but this will cost you 5 prestige.

    As with decisions, the interace will tell you exactly what you need to ul-ll the mission. I you do this, you will receive the stipulated bonus. Also,some missions may automatically abort i certain conditions (which are notdisplayed) are ullled. I the abort conditions are met, the mission cancelsbut without the 5 prestige cost.There are over 70 categories o generic missions, each with its own context-

    sensitive trigger. Some o these mission categories have thousands o possiblemission permutations that can be generated. There is no shortage o missionsor a given country!

    Another useul eature o the mission system is that it acts as a guide orthe AI, which will gear its strategy towards obtaining its current missionobjective. Note that it is willing to deviate rom its objective according to

    the situation, but the mission represents the AIs current long-term goal.Tus, i your neighbor has the mission to conquer one o your provinces,you can be reasonably sure it will come or you eventually.

    Te most important countries have a number o additional historical mis-sions, ranging rom ve or Bavaria and Scotland to over 20 or France and

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    Austria. For example, Castile has the mission to complete the reconquistaand clear all o Iberia rom Muslim control. Keep in mind, however, thatmissions like these do not orce countries to behave in a historical man-

    ner, and as we all know, what other countries do can easily derail a strategy.Tese historical missions act somewhat like a rudder gently steering a coun-try towards a historical objective.

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    Ideas

    This expansion eatures fve new ideas, as well as several changes to the present

    ideas. One has been added to each o the fve categories, as the ollowing:

    Land o Opportunity

    Exploration IdeasColonial Growth+20/year

    Press GangsNaval Ideas50% Cheaper Ships

    Regimental Systems

    Land Ideas40% Quicker Recruit-ment

    Vetting

    State Business Ideas+20% to Spy Deense

    EcumenismCulture IdeasTolerance or Heretics+ 2

    There are now a total o 40 dierent national ideas with eight in each group,and you may have a total o 12 at the end o the game. Not all ideas are im-mediately available, as only fve in each group are available as soon as you getan open idea slot.

    Tere are then three in each group that you get access to as your technol-ogy progresses. Te rst tier comes at technology levels o 7, with ExcellentShipwrights, National Conscripts, Quest or the New World, Bill o Rightsand Humanist olerance.

    Te second tier comes at technology 30, and is more powerul than it hadpreviously been, with Naval Fighting Instructions providing 50% blockadeefciency; Regimental Systems as mentioned beore; Scientic Revolution

    giving 10% cheaper technology; Smithian Economics 20% production e-ciency and nally Cabinet which reduces badboy by 1 each year.

    Te nal tier is given at the 53rd level, where the Napoleonic ideas are.Most notable is the change to Naval Provisioning, which allows your shipsto repair in coastal sea zones within naval supply range.

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    Colonialism

    Colonies are still ounded with a colonist but will then grow to city size on

    their own, usually in 10-20 years. Colonial growth is mainly determined bythe new Colonial

    Maintenance slider, but is also aected by policy sliders, national ide-as, advisors, provincial climate and native aggressiveness. o balance themuch aster colonial growth, colonists are harder to get in In Nomine.O course, you can still send colonists to speed things up, but you willmost likely need them to start new colonies.

    Note that your colonial range is traced rom your nearest core provincewith a port new overseas cities will not extend your colonial range untilthey become core provinces. O course, the range is also extended by tech-nology, ideas, decisions and events.

    Overseas provinces will no longer provide any production income and willprovide hardly any tax income at all. The new type o income rom overseasterritory is Taris, which is made up o base tax value, improvements bybuildings and production income. The eiciency o Taris is determinedby the number o ships held by your country, though galleys and transportships do not count. This makes it impossible to have a big colonial empirewithout a strong leet.

    Another aspect o the colonial changes implemented into In Nomine is that the Tra-

    de goods in empty provinces throughout the world are unknown beore theycontain a colony o a certain size. The trade goods type is then determined byevents, depending on the location o the province. This means that you cannotgo or the provinces you know have certain trade goods rom the start; you haveto gamble on potentially unproftable colonies.

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    One important provincial decision needs to be mentioned here: ColonialAssimilation.

    Tis allows provinces with a population o less than 5,000 people outsideo Europe, North Arica and the Middle East to be assimilated to the pri-mary state culture.

    However, this requires that they have the culture o another colonial pow-er. Tis may come in handy when you have conquered colonies rom anothercountry and want to make them protable.

    In the late game, ater 1750, managing the overseas territories becomes a bitmore challenging. The Colonial Assemblies are much stronger, and togetherwith the new revolt system and several events or Founding Fathers and Loya-lists, you will eventually see colonies like the United States break ree.

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    Policy Sliders

    We have rebalanced every single policy slider to make the choices more interesting

    or the player. The order o display has been changed to group them more logically.Te centralization slider is special in that it is the only purposely im-

    balanced policy slider. Increased decentralization is simply bad, but yourorm o government, events, and rebels will limit your ability to ully cen-tralize your nation.

    There are two major changes when it comes to changing policy sliders. First oall, there is no longer a stability hit or changing a slider. However, the time ittakes beore you can do it again is now dependent on the size o the country, aswell as the orm o government. A large empire will take much longer to changeits policies as compared to a small republic.

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    Naval

    As we mentioned earlier in the section on colonialism, income rom overseas

    territories relies heavily on having a strong navy. However, the deault navalorce limits have been reviewed, and they are now generally lower and relymore on the geography o the country.

    Pirates are now much more common, and can create big eets that prowlthe seas, and may even enlist admirals. However, they will not spawn inany sea zones where a eet has recently been. o keep your seas sae, youmust have ships patrolling the sea lanes. o help with that, there is now anew option to give navies patrol orders.

    Tere is now a new button or eets whereyou can enable ship patrols, which makes itmuch easier to keep pirate presence down inpeacetime. However, when at war, you do notwant your anti-pirate eets exposed to ene-my eets, and a colonial empire will be muchharder to deend.

    o reduce micromanagement, there is no longer any attrition in coastalsea zones or ships within naval supply range (which is a raction o colo-

    nial range).Te eects o blockades extend to inland provinces as well. For example,

    i you blockade the one and only port used by several inland provinces, theywill all be considered blockaded. On the other hand, i one or more provinc-es are served by multiple ports, then you would need to blockade them all.

    Te naval ideas also have a ar greater impact, which makes them more ap-pealing to anyone playing a colonial and/or naval game. First o all, the newPress Gangs halves the cost o ships and their maintenance, which is worthquite a lot when you need a big eet or your overseas possessions. Secondly,as naval orce limits are now lower, their doubling through Grand Navy isquite important i you have a small coastline. Sea Hawks provides navaltradition and has not been changed. Superior Seamanship is now +1 mo-rale, and helps you ght pirates when at low maintenance. Naval Glory nowprovides double prestige rom naval battles instead o just 33%. I you wantto avoid having your ships accidentally ring at each other in a battle, youwould need admirals with at least 2 maneuver or the Excellent Shipwrightsidea. Naval Fighting Instructions now provide 50% blockade efciency, and

    Naval Provisioning allows your ships to repair in coastal sea zones withinnaval supply range.

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    Warfare

    War ExhaustionThe mechanics o war exhaustion have been overhauled. Wars no longer auto-matically give war exhaustion, which is instead based on several actors. Yourrulers administrative skill reduces it, while it is increased through occupied pro-vinces on your home continent, blockaded homeports, battle losses, attritionlosses and war taxes. War exhaustion also has an impact on your orces fghtingabilities. It no longer always starts at 0 with a new war, but the stability hit youget rom starting or joining a war also increases war exhaustion. War exhaustioncan now be seen on the military overview screen.

    ReinforcementWhen in an empty and uncolonized province, a unit can no longer reinorce.When in hostile territory but adjacent to anything you control, your reinorce-ment is halved. I you are in hostile territory and not adjacent to any riendlycity, then your reinorcement is 10% o normal, ar less than the smallest attri-tion penalty and thereore a drain on your manpower.

    MercenariesMercenaries no longer reinorce, so to keep up their numbers, you need to recruitmore o them when you run out. Also, mercenaries at 0 strength are automaticallyremoved. Another dierence with mercenaries is the act that each country willhave a mercenary pool that flls up at regular intervals depending on your prestigeand how many you currently have. Also, mercenaries are no longer instantaneous,and now take about 25% o the time a regular regiment takes to recruit. O course,mercenaries cost the same, with the same modifers aecting the cost o recruitingall troops o that type. Finally, mercenaries can now be recruited in occupied ter-ritory, enabling you to strengthen your armies when on the oensive.

    MovementThere are some minor changes to how the game calculates unit movement. I aunit has a new order and the path takes it into the province it is currently mo-ving into, it will not have that movement cancelled.

    SiegesIt is now more o a tactical choice i you should assault or not, as a ailed assaultallows the garrisons to recover morale instantaneously; ordinarily, garrisons willrecover morale at the same speed as normal troops.

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    BattlesI in the ront rank, artillery will continue to perorm exactly the same as italways has. However, artillery is now the only unit that can fght even i it is

    deployed in the rear rank. In the rear rank, artillery will fre at the enemy unitin the ront rank (at

    50% power) and it will also give the riendly unit in ront 50% o the artil-lerys deense bonus. Tus, artillery is a more useul troop type than beore,provided you can support it with enough inantry or cavalry regiments. An-other important thing in battles is that regiments whose morale has beenshattered will now be permanently removed rom the battleeld. Tis hasthe eect o inicting more casualties, and allowing or more uidity on theeld. Te battle reports also include inormation on prestige, tradition andwar exhaustion changes or the commanding leaders country.

    OverrunThe 10:1 odds or automatic overrun remains unchanged, but there is now one

    more way in which you can obtain an overrun. I you manage to deeat an enemyinside the frst fve days (i.e. one ull shock round o combat) and you have atleast 2:1 odds, the enemy will be overrun and destroyed completely.

    Armies and RevoltIn keeping with our new system o clever rebels, troops in a province now reducerevolt risk. Thus, rebels are less likely to oolishly rise up in a strongly garrisonedprovince and become target practice or your men - unless, o course, the localsare really annoyed. On the other hand, rebels will be more likely to appear wherethere are no troops.

    Scorched EarthThis is a new ability that your troops can use on provinces you own. I you dothis, it will seriously damage the economy o the province, leading it to producelittle or no tax, but it will also reduce the number o troops that can be sup-ported by the province and the attrition rate you get rom having too manytroops in a province. I you retreat in the ace o a superior enemy, this can be a

    powerul weapon.

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    Army Reorganization ButtonsWe have added two new buttons at the bottom o the army screen. The frstone, detach mercs, unsurprisingly removes all mercenaries rom the army.

    This is especially useul at the end o a war when you no longer wish to paythose money-grubbing mercenaries. The second is detach siege, which willdrop the number o units required to maintain a siege in a province, allowingthe army to advance on to attack the enemy. This can also be a gamble as thesmall armies you leave behind to maintain the sieges will be especially vulne-rable to overruns.

    DiplomacyThe basic concepts o diplomacy should be amiliar to EU3 players. However,this disguises some interesting changes underneath the hood; most importantly,how peace is calculated. The peace cost o releasing a country as a vassal hasbeen reduced, while the cost o reeing a vassal has now been scaled according tothe size o the country. The impact o blockade on the war-score is now scaledin the same way as occupation.

    We have made a number o useul changes to the interace. Perhaps theone that will be most welcome is seeing what the AI thinks about your peacedeal beore you send it. Now when you oer an AI country peace, it will tell

    you in advance i they will accept it or not. Tus, you no longer have to wastediplomats guessing i they will give up the province you really want.

    We have also changed the rules regarding diplomatic annexations. First o, the10- year counter is reset every time a country is diplomatically annexed. So alt-hough you may have had a vassal or the last 30 years, you will not be able toannex it i you have annexed another country within the last 10 years. We have

    also added a centralization hit every time you diplomatically annex a country.Another aspect o diplomacy is the concept o trust. rust is dierent rom

    relation and reputation; you may have very good relations and a very nereputation, but a particular country may not trust you at all since you havebeen dishonoring alliances, breaking truces with them or other such acts.

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    Each country also has a con-cept o rivals and threats.Rivals are those it competes

    with or its goals, while th-reats are those countries itviews as potential dangers.The AI uses this inormationa great deal to guide its beha-vior, and we will talk about itin greater length later in thisdocument. Even the playerwill see who it should view asthreats and rivals on its owncountry overview screen.

    It is no longer possible todeclare war on someonesvassals, but you may nowdemand the vassals territory rom its overlord while at war with them.

    We have also added additional inormation when you declare war, lettingyou know who is allied with your target and who is likely to intervene due to

    warnings and guarantees. No longer do you have to wonder exactly how youended up at war with so many countries! Weve also tweaked the casus bellumalert so it lets you know exactly when your casus belli are about to expire.

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    SpiesSpies have only undergone some slight modiications in In Nomine. First,the Fabricate Claims mission no longer provides a core province upon

    success, but will give a temporary casus belli against the country. hereis also an all-new spy action called Iniltrate Administration, whichwill lit the og o war rom that country i you succeed, allowing you tosee exactly what it is doing. Some spy missions are capital-only, othersare port-only. Only spy missions that can aect the target province willbe shown in the list o missions.

    AdvisorsFor In Nomine, we have added a number o new advisor types. Our idea wasto add more strategy into the game. Each advisor added something slightlydierent, allowing dierent choices to be made. None o these advisors havean impact on research in any way. Instead, they give a direct bonus to one parto your nation.

    Another important aspect is that the type o advisor appearing in aprovince depends on the type o province and the type o country. Youwill not see any naval advisors in non-coastal provinces, nor any colonialgovernors in a country without colonies.

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    Land Advisors.

    Colonel:

    An expert in organi-zing mercenary com-panies, giving youcheaper mercenaries.

    Sergeant Major General:

    The most senior NCOin an army is an expertin spotting those juniorofcers with commandpotential and then

    helping them up through the ranks,giving you more land tradition.

    Grand Captain:

    An experienced com-

    mander who, in hisnew position as a se-nior advisor, gives thewhole army confden-

    ce, leading to higher morale.

    Army Organizer:

    An organizationalexpert who does a loto the backroom work,giving you a higherorce limit.

    Commandant:

    An expert drillmas-ter that will give yourtroops higher disci-pline.

    Quartermaster:

    The supply expertwho more rapidlygets supplies to theront line armies, gi-ving you better rein-

    orcement speed.

    Recruit Master:

    The man who knowsall the recruiting

    tricks so you can luremore men into thecolors, giving you

    more manpower.

    Military Engineer:

    An expert in ortifca-tions who is able to usehis abilities to makeyour ortifcations de-end better, adding to

    the national deensiveness.

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    Rear Admiral:

    This third-in-com-mand o a eet usuallycommanded the rear-most ship in the line.Being close to those

    o junior rank in hierarchy, he is betterplaced to spot potential commanders,giving you higher naval tradition.

    Privateer:Although our enemiespreer to use the slurpirate, his skills athunting down enemycommerce improves

    our ability to blockade.

    Naval Advisors

    Grand Admiral:

    Like his army counter-part, this experiencedcommander lits thenavies morale.

    Naval Organizer:

    An expert at organi-zing the shore-basedparts o the eet, allo-wing or an increasedsupport limit.

    Navigator:

    A man who has tra-veled on many a longjourney and knows ex-

    actly what ships needto sail ar; his skills

    give your navy increased range.

    Civil Advisors

    Sherif:

    Originally a shire reevewho was responsibleor the sers, this is animportant tax-gathe-ring ofcial who will

    boost your countrys taxes.

    High Judge:

    A senior judge who

    knows exactly what thelaw says, giving peoplemore confdence in thejustice system and re-

    ducing revolt risk.

    Alderman:

    From the Anglo-Saxonmeaning elder man,this senior ofcialboosts production e-fciency.

    Collector:

    Responsible or gathe-ring taris at ports,

    this man increasestrade efciency.

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    Master o Mint:

    Responsible orrunning one o the

    countrys mints, heis so eicient thatpeople have extra

    aith in the coinage, leading to a re-duction in inlation.

    Banker:

    A man who knows allabout fnance, allowingthe government to getcheaper loans.

    Lord Proprietor:

    A man who is grantedlands or colonial sett-lements; his manage-

    ment abilities convincemore people to settle,

    leading to aster colonial growth.

    Pioneer:

    An expert at establis-hing colonies in araway places, thoughhe doesnt quite have

    the skill to turn them into wealthy co-lonies. Instead, he grants an improvedchance or colonial placement.

    Inquisitor:

    Although he cut histeeth rooting outheresy, he is just asgood at inding thosethat would betray the

    country to our enemies, giving usbetter spy deense

    Ambassador:

    This widely traveledinormant knows allabout happenings inar away lands, impro-ving our diplomacy.

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    Te Holy Roman Empire

    The Empire has seen some additions in this expansion which make it more

    interesting to interact with, and to play.Te emperor now gets an automatic guarantee-call on every member that

    gets attacked. Tis means that the emperor will take a more active role inmaking sure that the Empire stays intact. O course, i you do not protectthe Empire as an emperor, you will lose a severe amount o prestige and mayeven jeopardize your chances o being re-elected.

    I you play an elector, you can now also decide or yoursel who youwould be electing or in the next election. However, you cant change yourvote every day.

    I you are neighboring the Empire and have good relations with the currentemperor, you also have the possibility to enact a provincial decision to jointhe Empire.

    Te option to leave the empire also exists i you have bad relations withthe emperor.

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    Economy

    Supply and Demand or the games trade goods have been completely overhau-

    led, and now ollows the ebb and ow o the market. Beore, we had the variousbuildings and wars increasing demand or certain goods, with practically no-thing else aecting it. In Nomine includes a price model where prices increaseor decrease over time as certain things change. As an example, grain starts rea-sonably high, but as the production grows, prices will drop. Supply will drop orgoods when warare ravages their production, and so on. The demand or metalgrows as more countries are at war, while the demand or New World goods islow at the start, but grows the more advanced the society becomes.

    War Taxes are no longer something you have to enact every year when at war;they now last until either the war ends, or until you decide to stop collectingthem. O course, collecting them steadily increases war exhaustion. I you enactthe taxes, you cannot turn them o manually during the frst year you are col-lecting them.

    Tere is no longer any cap on technology costs, but every province addedwhen playing a large empire will steadily increase the costs.

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    rade

    Trade has always been the most important source o revenue in the Europa Univer-

    salis series. This time, we have made it less o a no-brainer to spam your merchantsinto any Center o Trade in the world. Every merchant placed worldwide reducesyour compete chances, so you have to pick which centers you want to control.

    The second change is that merchant costs are now more varied, as they alsodepend on trade agreements, personal unions, cultural dierences and eectivedistance rom capital. It may be more proftable or you to trade in a close centeri it is o the same culture and is owned by a riend o yours, even i it is worthless money than a wealthy center urther away.Going or a mercantilist system will ensure that your merchants are not compe-ted out o centers o trade that you own. However, i you want your merchantsto be eective in oreign centers o trade, you should maximize ree trade.

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    Governments

    New election events have been added or all republics and thereby set a fxed

    term or how long a ruler can hold his or her ofce. Whenever a term is up,a new election will be held where you will be presented with our candidates.You can either decide to keep the current ruler i you think he/she is doing agood enough job, or you can pick one o the new candidates that might be moreskilled when it comes to diplomacy, administration or the military, i you thinksuch a ruler would be better suited to run your country. I a ruler happens todie prematurely, you will also get an election event, presenting you with newcandidates.

    Elections are notthe only thing youhave to worry aboutas a republic, though;a troublesome par-liament can give youas much i not moreworry and cause orconcern than elec-

    tions. Parliamentswhining about mi-litary spending ordisagreeing aboutthe current budgetor how your countryshould be governedcan be as devastatingto your stability aspicking the wrong candidate in an election. Religious states such as theocraciesand the papacy will also get their air share o turbulence.

    Advisors complaining about heretics or inltrators in the Sacred Collegeo Cardinals can become a serious problem or you i not handled wisely.Large tribal states wont be sae anymore either: whenever a new ruler ischosen, a succession crisis will ollow.

    Not every orm o government can convert to any other orm. Only gov-ernments to which you can convert are shown. I you have researched a gov-

    ernment but do not see it as an option, you may have to change to anotherorm o government rst.

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    AI Improvements

    Virtually all aspects o the AI have been reviewed and improved since the last

    expansion pack, Napoleons Ambition. Aside rom general improvements, thenaval military AI has essentially been rewritten, and there are two entirely newAI agents at work behind the scenes: the Strategic AI and the Big Army AI.

    Strategic AIThe Strategic AI is a new concept or In Nomine, achieving a whole new level olong-term planning. The Strategic AI has a personality derived rom the orm ogovernment and geography o a nation, in addition to the skills o its ruler. The per-sonality, in combination with current mission goals (and a myriad o other actors),determines a number o strategic goals that the AI will strive to achieve over thecourse o a whole game. While this goes on mostly under the hood, the diplomacypanel will allow players to see which countries the AI considers to be the greatestthreats and rivals. However, do not be deceived into thinking these two actors alonewill determine its oreign policy; they are merely the tip o the iceberg.

    Big Army AIThe so-called Big Army AI will assemble an army o sufcient power to hunt

    down and destroy enemy armies, rather than primarily besieging provinces. Ian army keeps hounding you, ollowing your retreating army rom province toprovince, it is the Big Army AI at work. This new AI agent was added becausethe loss o armies oten hurts more than the loss o provinces.

    Admiral AIThe Admiral AI (or naval strike orce AI) is not a new AI agent, but mightas well be; considerable work has gone into the improvement o this module.Players o Napoleons Ambition should note at once that the AI is no longerwasteul with its warships, yet is still able to use them aggressively. With thenew tari system and increased pirate activity, eective control o the high seasis more important than ever.

    Peace AIThe Peace AI is another module that has received special attention. AI nationswill make more intelligent demands, spurning provinces that are o little interestand ocusing on their strategic goals. It also has new algorithms to determine

    whether it can hope to make urther progress in a war or not; or example, i acountry can be invaded with sufciently good odds o success. Lastly, the ran-dom actor in AI acceptance o peace oers is gone. Players will now see i theAI will accept an oer in the peace dialog, instead o having to waste diplomatson utile attempts at negotiation.

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    Miscellaneous AI ChangesWhile the changes to the AI are too many to list, some o the more noticeableones include:

    e Land Military AI will withdraw badly mauled regiments for rein-orcement to a relatively sae province.

    AI armies are much better at reaching non-neighboring areas by marchingthrough allied provinces and areas to which they have access. Tey willalso stay and doggedly persist in their attacks.

    e Invasion AI is more focused and will better follow up initial landings.It will also realize when an invasion is hopeless.

    e Naval Transportation AI is better at avoiding running into enemyeets, and will make better use o escorting warships.

    e AI will prioritize its spending in a much more intelligent way. It doesnot cheat, but has to play by the same rules as the player.

    AI diplomacy should make a lot more sense, largely thanks to the guidingStrategic AI.

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    Interface

    e game will now remember sliders locked in the economy overview be-

    tween sessions. Any .mp3 le placed in the /music folder will now be played by the game. Some events, for example the Protestant Reformation, are now classed

    as major, which means all countries will get a notication message whenthey occur (unless these are specically turned o like any other messagetype).

    Saved games are now listed in order of time stamp rather than alphabeti-cally, descending rom the most recent ones.

    There are two new map modes: Cultures and Regions. Regions are a new con-cept in In Nomine, grouping provinces in geographical areas. These regionsare used by many missions, decisions and events.

    e F12 key now saves a political map of the whole world. PressingSHIF+F12 does the same, but only shows player countries and theirvassals.

    ere is a new gameplay option regarding lucky nations. Historical isthe deault setting, meaning some nations who were historically successulreceive a bonus to their random rolls. Random selects lucky nations at

    random at the games outset (this is the basic way in which Europa Uni-versalis III and Napoleons Ambition work). Te last setting, None, des-ignates no nations as lucky, which is not recommended i you care about areasonably historical progression.

    e tooltip for the treasury in the top bar now indicates total annual lossor prot.

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    Multiplayer

    We have been ollowing the discussions o the multiplayer community, and

    listened to the things they wanted to see in the game that would make it evenbetter rom a pure multiplayer perspective.

    First o all, we added a player count in the lobby so you can see howmany players have joined your game. Secondly, we made it so that savedgames are now sorted by time stamp, rather than name. Tirdly, we re-wrote the entire transer protocol, and it is now much quicker at transer-ring les. We also removed spacebar as pause while playing multiplayer.Checksum now changes temporarily in the game when resigning, so thatyou can easily make sure that people only join your multiplayer gameswhen they have had a resh restart.

    Also, to improve the og o war and make the game more un in MP, youcan no longer see troops in the lobby. Another aspect o this philosophy isthat when playing multiplayer, you no longer get detailed inormation in thewar overview and all the comparison pages in the ledger are empty. Finally,we disabled the badboy wars when playing multiplayer.

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    Credit list:

    Paradox InteractiveGame Design: Johan Andersson, Henrik Fhraeus

    Programming: Henrik Fhraeus, Johan Andersson, Anna DrevendalGraphics: Jonas JakobssonLead Tester: Chris King

    Manual: Johan Andersson, Chris King, Henrik Fhraeus, Anna DrevendalPresident and CEO: Theodore BergqvistExecutive Vice President: Fredrik Wester

    Chie Financial Ofcer: Lena ErikssonFinance & Acc ounting: Annlouise Larsson

    VP Sales & Marketing US: Reena M MirandaVP Sales & Marketing EU: Martin Sirc

    Distribution manager Nordic: Erik HelmridssonDirect or o PR & Marketing: Susana Meza

    PR & Marketing: Sofa ForsgrenProduct Manager: Boel Bermann

    Logotype:Jason BrownManual Editing: Digital Wordsmithing: Ryan Newman, Nick Stewart

    Manual PDF: Magnus MalmbergWeb: Martin Ericsson

    Marketing assets : 2Coats

    Thanks to all o our partners worldwide, in particular long-term partners:Koch Media (Germany& UK), Blue Label (Italy and France), Friendware (Spain)New Era Interactive Media Co., Ltd (Asia), Snowball (Russia), Pinnacle (UK)

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    LICENSE AGREEMEN

    This Sotware is licensed, not sold, to the User by Paradox Interactive AB

    and its authorized licence holder and may only be used under these ollo-wing restrictions. Paradox Interactive AB reserves all rights not expressivelyreleased to the User.

    Copying. The License Agreement allows the User to use the Sotware onone computer at a time, with the exception or such Network games thatare described in the documentation enclosed with the Sotware. Copying othe Sotware is illegal.

    Restrictions in User rights. The Sotware and the enclosed printed matteris protected by copyright laws. The User overbinds not to in any way re-create the Sotwares source code so that it can be apprehended by the Useror anyone else. The User may not change, adapt, translate, sub-let, lease,sell with proit, or distribute the Sotware, nor may he store it on a publicnetwork or create derivative products based on the Sotware or any o itsparts. The User overbinds not to, in whole or part, spread the Sotware orits printed documentation to others, or to electronically transer it rom onecomputer to another over a network.

    Rights. The User owns the original CD ROM discs on which the Sot-

    ware is stored, but Paradox Interactive reserves the rights o ownership toall copies o the actual Sotware. The Sotware is copyright protected.

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