New content in v0.7.
In v0.7, covered time period is extended up to 1918, adding new game mechanics and graphical content, representing early 20th century period as well as other things.
Game start date, historical or random AI behaviour, lord/garrisons parties size are now optional and being chosen at game start.
Technology tree has been overhauled and now has 1890-1918 tactics and weaponry, including stationary machine guns, light machine guns, shock troops, gas attacks, grenades and Great War era artillery.
Heavy machine guns become available as artillery unit after researching "Machine Guns" technology, and then, after researching "Infantry MG Tactics", can be included in infantry units or separate MG crew.
"Modern Defence Tactics" technology allows to dig trenches in any position in battle. Trenches make troops less vulnerable to small arms firing and reduce damage from explosions.
Rapid-firing artillery becomes available by 1900's technology, changing artillery models to recoilless ones and increasing cannons limit in two times. Same technology also makes heavy howitzers available to be purchased. Heavy howitzers reload slower but deal more damage.
Light machine guns become available by 1900's technology, arming 10% of infantry with LMGs, model of which depends on country.
Gas attacks become available by 1910's technology, allowing artillery to fire gas shells. Gas shells create poison gas cloud that deals AOE damage. Same technology also make gas masks available, which prevent soldiers from getting gas damage, but drain energy and decrease accuracy.
Shock troops company type becomes available by 1910's technology, and can be formed from any infantry troops. They use carbines (less accuracy, faster firing), special melee weapons, run much faster and have access to "Grenade attack" ability, which is effective against entrenched enemy at close range.
Major nations now have multi level uniform progression, with some technologies changing troops uniforms according to their time period.
New economical system has been implemented to the mod. It is based on production and consuming 11 resources, which are being produced rural areas, processed in factories and then purchased by population and national governments. Military supplies, ammunition and weapons also need to be produced to feed the army, so for your army to be strong, your country needs to also have strong industry.
New internal politics system has been implemented as well:
Tax and expenses (military, healthcare, infrastructure and educational expenses) sliders form national budget and country development in different aspects;
In parliamentary countries, laws are affected by parliament, which is formed with elections, which depend on population characteristics - political views, political activity, satisfaction with needs and wealth of different population estates (aristocracy, bourgeoisie, middle class, urban lower class and rural lower class), which depend on economical and political situation in country. Pacifist ruling party in parliamentary country won't allow you have big military spendings, which will negatively affect your military.
Each country has 2-4 political parties, each having their own political views and influence level. Influence level is based on party popularity that is affected by different factors. Population estates with low political activity level will support influential party even if they dont correspond with their political views. Some parties, such as socialist parties, appear later in the game.
Executive branch of government is formed by people of different political views, where composition is also being dependent on state laws and influence of political parties. Having executive branch be too much dissenting with government (i. e., liberals in country with protectionist politics) will lead to high levels of corruption, which will decrease efficiency of taxes and government spendings.
Various political movements appear as reaction to various political and economical situations. For example, in traditionalist absolute monarchies, liberal movement will appear since bourgeoisie gains influence, i. e. having better wealth than aristocracy. In countries with well developed industry, socialist movements will appear, and aggressive unsuccessful war can lead to pacifist movement. Not following political movements demands will lead to decrease of influence of ruling party, revolts and change of government.
World map war gameplay was optimized - with lords AI code being rewritten, all medieval behaviour like feasts, patrolling deep into their country and pillaging villages were removed from lords. Now they will patrol borders as well as join campaigns sieging enemy cities, which now happen much more often.
Number of lords in factions now depends on faction population and army size setting that can be set in reports menu. High army size setting will increase number of lords but will negatively impact economy and national budget.
Vassal and mercenary quest mechanics were replaced by mechanic of enlisting in faction army. You will start as regular soldier and have possibility to make up a military career and become an NCO (commanding one company within your commander party), then become independent commander (similar to Native vassal), and then to reach the top rank, becoming the faction marshall. If you start game as aristocrat, you will start career with officer rank. There are 10 ranks (each having different name depending on country), they also affect your paycheck and party size.
Major historical events, such as unification of Italy (now done by AI too), Balkan Wars and WW1 has been implemented in new historical AI behaviour mode.
New features has been added in combat gameplay:
New pinning down mechanic now decreases rate of fire of companies with low discipline levels. This way, suppression fire is now more effective for attackers, allowing to decrease density of fire on your troops. "Covering fire" ability available in late game increases discipline damage done to enemy while decreasing their own accuracy;
AI now attacks more effective, using running and firing more;
New optional realistic iron sight aiming animation has been added;
Added in-battle voicing for 8 languages. NCOs will react to orders and battle situations. Player can choose their custom troops language in custom troops menu.
50+ weapons of 1890-1918 time period has been added.
Performance improvement hasa been done, making crashes less frequent.