Published on September 07, 2016
                                        
	Gameplay 
	- 
		Naval resupply from special sea zones can be reduced by enemy ships. 
- 
		Development level reduction done by regional decisions was not working. 
- 
		Ability sending command points modifier to subordinate stacks had a bug resulting in double modifiers sometime. 
- 
		Improved ammo distribution algorithm significantly. 
- 
		Improved retreat logic. 
- 
		stacks don't retreat from regions not having an offensive posture stack 
- 
		Leaders will only lose seniority on January 1st and July 1st, this should help for promotion potential. 
- 
		There is a 25% chance that artillery manages to counter fire enemy artillery instead of firing on a frontline element. 
- 
		Besieged group can't escape besiegers with evade roll 
- 
		Evasion is pro-ratised to cohesion 
- 
		Can now build depots in allied territory 
- 
		Diplomacy got several bug fixes and consistency additions: 
	-  A war with a minor can stop spontaneously after one year if warscore is still low (< 10) 
	-  If you are allied with an enemy of another ally DOWing said enemy, you don't DOW it. 
	-  Made sure no CB is given if 2 nations are at war. 
	-  When giving back regions to its original owner, as part of a peace treaty, you won't lose the VP, NM originally gained from them. 
	-  True defensive treaty: Major nation <A> gets a CB against another enemy major nation <B>, if in a defensive treaty with ally major <C> being attacked by <B> 
	 
	Interface 
	- 
		Shift key can now be used both for lands and waters regions, allows seeing the links between regions. 
- 
		Losses of ships are now properly logged in the message panel 
- 
		Experience stats in element panel displayed again 
- 
		Music sound volume can now be tweaked (yeah!) - need editing a file though: 
	- you can alter music volume by adding a value between 20 and 100 in UserInterface.opt inoMusicVolume = 60 // music volume, default is 60 
	 
	AI 
	- 
		Generic AI significantly improved on most algorithms, thanks to a chirurgical yet powerful modification (expect a +10-15% improved Athena nastiness!) 
- 
		Dislikes much more to be trapped in cities 
- 
		AI assaults more frequently besieged structures 
- 
		Admirals are more often send to secondary’s fleets 
- 
		AI faster in sending ships in naval special boxes. (to combine with extra ships attributes) 
- 
		AI will be more vigilant in defending its capital. 
- 
		AI has been improved on resupplying algorithm 
- 
		High ranked leaders will be much more reluctant to command small forces. 
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		Idle leaders in enemy land will seek to get back to ‘headquarter region’. 
- 
		Transports will have a quite low buying priority if the AI is bested in naval power and situation is not great. 
- 
		AI will get a slightly higher bonus for railroad autorepair (which is based on the development level of the region) 
- 
		SplitLargeStacks anti doomstack algorithm 
	 
	Modding 
	A log appears in the splash screen while you parse a script. Useful to see where you are in the parsing process. Plus, it looks cool! The periodicity of this log is controlled by sysScriptMemoPeriodicity in system.opt.