What is new in Divine Wind?
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What is new and what has changed in Divine Wind?
The Far East
- Japan divided in four Daimyos vying for control of the Shogunate
- Ming becomes a Celestial Empire with factions struggling for government control. Some actions like trading, colonizing, religious conversion or war declarations are only available with a certain faction in control.
- Default state for horde nations is now war with all non-horde neighbors
- War with a horde will not cause war exhaustion
- Can spend colonists to civilize horde provinces
Trade & Buildings
- New building types
- Buildings cost magistrates
- Fort 5 & 6 now give 100% defense
- Trade Range now controls which CoT's you can trade in
- Controlling the trade of Strategic resources will provide bonuses
- Bonus for controlling the majority of the worlds trade and/or production of a trade good
Diplomacy & War
- Ability to call allies into war when needed if you are the war leader
- Possibility of integrating countries you're in personal union with after 50 years
Sphere of Influence & Vassals
- Each country in the player's Sphere of Influence will now provide increased magistrates and diplomacy skill
- Sphere of Influence cost is scaled by amount of countries in it
- Sphere of Influence range is now the same as your trade range
- Vassals will no longer give military access to a country its master is at war with
- Masters can call on vassals in a war even if they're not the leader
- Half of a vassal's support limit will count towards its master's without subtracting from its own
- Mercantilists receive trade bonuses for owning provinces
- Free traders receive increased merchant chance and greater range
The Holy Roman Empire
- Leaving the HRE is no longer a province decision
- When a HRE country inherits another country, the imperial provinces are automatically cored
- New peace option to force the Holy Roman Emperor to revoke the last decision
- Each rebel type now have their own unique flag
- Different rebel types will now fight each other
- Some province decisions becomes buildings but provinces decisions as a concept stay in the game 
- Sea provinces have increased colonial distance
- New trade winds have been added and altered to make England closer to North America and the Iberian Peninsula closer to South America
Graphics and interface
- New map and unit textures
- New peace negotiation interface
- Imperial authority and papal influence is now displayed in the main interface
- Army size is now displayed on the map, similar to Victoria 2
- March 4 beta patch adds new map modes, to see fortification levels, province wealth, and other informations to more efficiently administrate your empire
- You will generally receive more magistrates than in HTTT
- Englands missions have been scaled back
- During development, the idea to increase the maximum storable envoys from 5 to 9, was dropped. 5 remains the maximum in Divine Wind.
- The offensive "lose fort of go defensive" events have been changed to lower the defensiveness of a province
- National ideas rebalanced, including boosts for Bureaucracy and Bill of Rights.
- The "open markets" bug in multiplayer is fixed
- Divine Wind - Developer Diary #2 - "Of what real value is a title? The power is the only important thing"
- Divine Wind - Developer Diary #3 - The Middle Kingdom
- Divine Wind Dev Diary 6 – It came from the plains...
- Divine Wind - Developer Diary #5 - To build a new Nation
- Divine Wind - Developer Diary #5 post
- Divine Wind - Developer Diary #8 - Trading Evolved
- Dev Diary 9 – Diplomacy
- Divine Wind Developer Diary 11 – Diplomatic changes
- Post 11840763
- Divine Wind Developer Diary 10 – Minor Features
- Divine Wind - Developer Diary #5 post
- Divine Wind - Developer Diary #1 - A game too good to die
- Divine Wind - Developer Diary #7 - Peace, what is it good for?
- Divine Wind- Dev Diary 4 – Achieving More
- EU III Forum exclusive - Divine Wind Achievements
- Offensive policy and the destruction of fort event
- 4.1b Patch Announcement #138