

Clergy promotion now check clergy levels, not officer levels.

Army AI: Improved odds calculation to look at more factors Army AI: Fixed an odds bug where the AI would grossly underestimate enemy strength The AI learned to not build engineers instead of infantry. Fixed a bug which caused the AI to always disband at least one regiment at each reload. fixed Capitalist AI build logic: Single Closed Factory in State under L-F Government fixed problem with the ai trying to upgrade buildings that aren't there fixed: Does the AI know how to remove factories? Optimized an AI pathfinding check (ShouldGoByLand) Improved Naval AI strait blocking and guarding AI will nolonger attempt to colonize regions where someone elses colonization is way ahead. AI is more likely to increase military spending if low amount of soldiers. Upped AI chance on researching new ship types some more. AI chance added to lots of Army/Navy techs.

AI will now turn off subsidies more intelligently Added more AI chance factors to techs, mainly to encourage late game factory unlockers. All AI countries will no longer pick the same option on events that all countries get simulatiously. National focus AI will now remove focus from colonization attempts that are far behind an opponents colonization attempt of the same region. AI should now research naval techs correctly. AI will now recruit as many generals as possible. Tweaked the AI logic for techs and Gas. Many bug fixes, game balance tweaks and interface improvements Artillery is now a more useful unit, and mobilization does not punish sparsely populated countries as much Pop promotion and assimilation have received a major overhaul Socialists can now back political reforms and Liberals can do social reforms (though each less than the other)

New system for how gun boat diplomacy and bankruptcies work Economy system rebalanced, with support for proper free-market adaption Improved AI for economy and military matters
