Special new in version 7,0
New melee mechanics for more intense battles and better animation visuals.
Fatigue affects more the troops.
New battle animation entities: The Native American is swift, strong and quick. The melee man is heavy and stronger. These battle animation entities are enabled for many relevant troop types.
Morale revamped so that Artillery and Small arms fire have more impact and several other parameters create a more dynamic system.
Infantry walk and run speed are increased and also are balanced accordingly other parameters to create realistic movements. Cavalry walk speed is also increased so that it can manoeuvre much more easily.
Now the cannon trails are also not visual.
Lancers have more anti-cavalry bonus to make them more resistant against cavalry opponents.
Mass tweaked so melee penetrations are more evident especially those of Cavalry charges.
Some diplomacy optimisation changes.
Now the CAI will research technology much faster, especially army technologies such as Bayonet improvements.
All ships can now trade although because of the upkeep costs the more specialised will produce more profit. This was done to encourage CAI to trade more and build super fleets.
Income of minor factions is not so much favoured so that the bigger nations finally prevail. This should affect some countries that have difficulties in expanding such as Spain and Netherlands.
Troop realistic movement rates improved more.
Weak and cheap trade ships (Indiamen, Dhow, lugger) are removed from the campaign unit roster because the CAI insists on recruiting them and to wander around with them. Now the CAI will truly build powerful navies. (For compensation the trade income is slightly increased).
Mortars have smaller range but can also fire closer to them. Now they are a better close support artillery which is more vulnerable to Cannons and Howitzers. (Not yet available to this beta)
Trade and alliance agreements have more effect so the CAI honours them more.
Various CAI changes to make the CAI help more the allies and also to balance regional development vs army technology management.
The new formations
The new Darth Formations encourage AI battalion type attacks (reserve system) and also:
The AI should attack now in full unison.
The AI should lethally flank.
The AI light infantry is more dangerous.
The AI artillery is located in a powerful battery which unleashes devastating concentrated barrages to the human player.
AI general is always careful and not suicidal.
Cavalry attacks are better coordinated.
No big gaps between units (now they create one long thin line of musketry per group and per formation).
Attack and defend offsets are improved so that the AI properly times the assault and muskets more.
There are various micro-adjustments to each formation.
The official Indian, Native American, Ottoman formations are no longer used because they were not working correctly.
AI naval formations should interact better.
The AI siege and river battles should play better.