Europa Universalis IV v1.4 Patchnotes - checksum c814 - NO PROBLEM REPORTS HERE PLS!

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Besuchov

Studio Manager, PDS
Paradox Staff
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Mar 6, 2001
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Here are the patchnotes for EU4 1.4 Patch, read, analyze and play :)

Code:
[COLOR=#FFFFFF][B]#################################
# Europa Universalis IV: Conquest of Paradise Features
#################################[/B]

Features in the Expansion:

- Playable colonial nations.
    Start the game as the 13 colonies and fight free of the British or play as a Portugal and switch to Brazil when Europe is feeling to small. Conquest of Paradise allows you to play as colonial nations.

- Randomized new world
   Use the option of starting the game with the whole North American and South America completely randomized. Conquest of Paradise brings true exploratioin.
    
- New mechanics for native americans
  With the Conquest of Paradise expansion native americans will now play according to different rules. They have their own buildings, new unique ideas and a separate set Native advancements that they can buy for power. 
  Small native american states can also migrate to move to a better place and generate more power. 
  Native americans cannot fabricate claims but get a special CB called Humilitate that will generate power when they win and cost their opponents prestige. 
  Federations are also a unique feature for native americans. Federations work like a defensive alliance with a leader. Federation members will protect eachother from outsiders but not from from eachother.
  Native americans can progress their nation and reform their governement and become a modern state.
  Native americans now get their unique advisor pictures.

- Support Independence. In Conquest of Paradise there is now a new diplomatic action that allows an independant nation to support the independance of a subject nation. Should the subject nation declare war on its overlord, the supporters will automatically get called. 

- Conquest of Paradise adds the Observe Mode which allows a player to join a game without selecting a country. In the game the Observer kan via a convenient interface jump between different countries, played by other humans or the AI, and see everything they can see. Perfect for multiplayer streams or learning the game from the experts.

[B]#################################
# Free New Features in patch v1.4 
#################################[/B]

- New diplomatic dependency called 'Protectorate'. 
    If a nation is of too low a technology group compared to you, they will become a protectorate instead of a vassal. 
    Protectorates give 50% of their trade power to their overlord, but get -25% technology cost for it. 
    If a protectorate westernizes, they automatically become independent again. You can also trace trade range from your protectorates.

- Climate Overhaul: 
    Map mode showing climate zones, and different climates now have more specific effects. 
    Winter & Climate Icons are also shown in province view.
    Winter only affects hostile attrition now.
    Climate now have impact on colonization.

- Succession Wars are no longer automatic.
    When a country have the chance to form a union with each other, the strongest of the new overlords rivals and/or nations with a royal marriage or same dynasty, have the opportunity to challenge them in a succession war.

- Tariffs 
    Old system for tariffs completely gone.
    Colonial nations now give a percentage of ALL their income as tariffs, starting at 10%.
    Increasing tariffs is done per colony, for 25 admin power for +2.5% Tariffs and +5% Liberty Desire in the colony.

- Liberty Desire
    Colonial subjects can declare war on their overlords at 50% liberty desire, and will do it automatically at 100%.
    If Liberty Desire is lower than Tariff Percentage, they increase by 1% each year.
    Liberty Desire grants more manpower and cheaper maintenance for the colonial subject.

- Added new option to 'Abandon Colony', for when you want to give up on a province.

- Westernization changed
    Westernization no longer requires non-negative stability.
    While westernizing, you no longer get +200% stability costs, but instead +5RR.
    Westernization no longer depends on stability, but instead progress +10 from each power each month if possible.. When progress hits 5000, modified by techgroup, its finished.
    Westernization events are now "bad effect" or "give up 4 months progress".
    You can now see more details about effect of westernization and estimated finish date in the interface.
    When westernization is finished, it will be truly finished, and no rebels can change that fact.

- Added 5 new achievements:
    In The Name of the Father - Get 100% Patriarch Authority.
    The Rising Sun  - Conquer all of Japan as a European nation.
    The Five Colonies - Have five colonial subjects.
    The Re-Reconquista - Own all of Iberia as Granada
    Turn the Table - Swap to one of your colonial subject from a 1444 start and vassalize your former overlord.
    
- Added four new map modes, for climate, trade goods, winter & federations.
- A New Interface has been added, where you can view all your current subjects, and view their benefits to your nation.
- Added a new loading screen to game.
- Added a generic idea group for those with native mechanics.
- Added idea group for colonial nations.
- Added idea groups for Huron, Iroqouis, Chickasaw, Cherokee, Pueblo, Shawnee & Creek.
- Added cocoa trade good.
- Added lots of new countries in Eastern Africa & Northern America.
- Added new pagan religion Totemism for North American Natives.



[B]#################################
# Game balance
#################################[/B]

# Trade Nodes
- Added new trade node Western Europe, leading to Sevilla, Bordeaux, Antwerpen & London
- Caribbean no longer leads to Sevilla & Bordeaux, but instead to Western Europe.
- Moved Chesapeake connection from London & Bordeaux to Western Europe.
- Mauritanian coast now leads to Western Europe instead of Sevilla.
- California now also feeds Mississippi.
- Mississippi  now also feeds St Lawrence.
- Basra now also feeds Persia.
- Genoa now feeds into Bordeuax.
- Malacca now feeds into Zanzibar.
- Indus now feeds into Samarkand.
- Trade nodes are now repaired if older save-games are loaded.
- removed kashmir-indus link
- Sevilla is now an end-node.
- Venice and Sevilla are now determined as proper end nodes for power propagation chains, just as Antwerp is.

# Trade
- Reworked some prices on trade goods, boosting some under performing trade-goods.
- Trade power now propagate upstream into empty trade nodes.
- Capitals now propagate power upstream.
- Trade power below 2 is not propagated upstream.
- Upstream propagation is now split between all incoming links where valid.
- A trading nation is no longer counted as having no presence if it only has transferred trade power (also fixes the ever growing trade piechart)
- Removed trade power malus from lesser governments.
- Now possible to trade in your home node even if its out of range
- Colonial & Protector overlords now get power in all trade nodes their subjects have power as well.
- Merchants now have a proper travel time again.

#Ideas
- Spanish idea 'Inter Caetera' now allows you to claim any province owned by a colonial country or that is overseas for spain.
- Russian ambitions nerfed from 100% to 50% manpower.
- Nerfed Prussian & Japanese ideas slightly.
- All +200% enemy core creation are now +100% enemy core creation.
- Gave the Italian ideas a nice boost.
- Religious ideas finisher nerfed from 100% to 50%.
- Boosted diplomatic ideas some, including 'reduced stab impacts' no longer giving stability penalties for breaking royal marriages.
- Native Trading Principles (french idea) now also increases the tax/mp gain from leaving natives alone by 25%.
- Portugal's ambition is now +20% Tariffs.
- Global Empire idea is now 25% naval force-limits.

# Score
- Score rank & ratings are now saved in save-game files.
- Score increase increases faster closer to the end of the game, and gives far less at the start of the game.
- Annexed countries is still in the score-list now, if they had accumulated points.
- Quality of leaders now impact score-rank instead of just +1 for each leader, and is now capped at +5 for leaders.
- Protectorates give less score than other dependencies.
- Below 50 republican tradition or legitimacy is now negative on score.
- Score for fleets now depend on amount of cannons, not amount of ships.
- Being occupied is a severe drawback to your administrative score.
- War-exhaustion reduces your military score now.
- Negative war score now have an impact on score calculation for diplomacy.
- Strong ally bonus on dip score now depends on those with stronger military power, not those with at least 50% of your income.

# Technology
- Techs costs are now reduced by about 5% for each full idea group of that category. Each idea reduces by 0.7%.
- Techs now slowly increase in cost over time (20% for late-game techs)
- American tech groups now start at level 1.

# Armies
- Exiled units will no longer cause natives to spawn.
- Armies at ships no longer reinforce at all.
- Armies at ships now always take 1% attrition, and not depending on naval supply limits.
- Re-balanced some recruitment speed modifiers.
- When a unit goes to board transports, all attached units will now be detached

# Navies
- Pirates only spawn outside coasts of those that can build ships.
- naval leaders no longer get unused bonus siege values.
- removed the "not-patrolled" modifier from the game.
- Not possible to give move order for more than one province into TI
- Dependency relations now allow each other to repair their ships in each ports.

# Force Limits
- Colonial States now provide basic naval force limit from their ports. (ie, not buildings)
- Vassals & Colonial states now provide land force limits to their overlords.

# Combat
- Tweaked terrain penalties on combat width and attacker a bit down .
- Units now take 10% more morale damage in combat.
- Each day, every unit in a combat now loses 0.01 morale.
- Native ferocity now also reduce damage taken.
- Shattered retreat now have a cap of no longer than 10 provinces.
- A unit retreating shattered will now stop retreating when it reaches maximum morale.
- The prestige from naval/land combat modifier now increases the cap of how much you can get from a combat as well.


# Colonization
- Overseas provinces now give production income again, but with a -100% local production efficiency.
- Colonial Nations are now formed if you own more than 5 provinces in the same colonial region in the New World, and will remove your cores on these provinces.
- Colonial nations have a 10% penalty on their colonists giving a boost & only get 25% growth in their colonies.
- Colonies now properly autocore when they become a city.
- Fixed an inconsistency between displayed and actual settler growth
- You can now colonize adjacent to colonial subjects.
- No Adjacent Controlled penalty on colonial growth is not applied adjacent to your colonial subjects.

# Cores
- The cores of annexed nations now take twice as long to disappear
- Reduced core decay time for same culture group to 100 years from 150
- Colonial conquest outside of region for a colony to core is 75% cost and 25% inside their colonial region.
- Fixed an issue with cores not disappearing on the correct dates.

# Comets
- Comet Sighted is a bit more rare now.
- Having the Scottish national idea "Comets" now properly reduces the chance of Comet Sighted significantly.
- Comet Sighted now have another option for those that like choice.

# Diplomacy
- Cancelling vassalization will now create a truce with the released state
- Cancelling vassalization now only results in losing 25 prestige (no stability hit)
- Royal marriages will not break if a regent dies.
- Subjects no longer get expansion cb's.
- Subjects to a player can not become lucky nations.
- Subject nations can no longer sell provinces

# Opinions
- Fixed broken opinion modifiers for vassal states
- Added opinion bonuses for having union, colonial or protectorate dependency.
- Large countries no longer get any additional AE for being large when gaining AE.
- AE reduction for giving away provinces is now applied to the country giving up the provinces.
- Some cases where AE was not scaling over the world, now scales properly.
- Fixed some inconsistencies in the AE system caused by leftover code from the old BB system

# War & Peace
- If you send a stabhitting peaceoffer, your callforpeace penalty is reset.
- Scripting separate badboy_factor and prestige_factor for defender in wargoal now works
- Re-scripted all wargoals that use separate attacker/defender settings
- wargoals are now applied at all cases in peacescore calculations.
- Release Nation and Annex now deducts provinces ceded properly when calculating final peacescore.
- CORECLAIM_PEACE_COST_DIP_FRACTION in two separate cost reductions
- CORE_PEACE_COST_DIP_FRACTION now gives 20% reduction
- Not possible to call to arms if they are already called
- If you are a daimyo and force another daimyo to release another daimyo, then that daimyo will become a proper vassal of Japan now.
- Making a country a protectorate will now break all their alliances

# Pagans
- Religious conversion of pagans is now +2% instead of +10%.
- Pagans no longer have a penalty on defensiveness, but get a -1 rr.
- Nerfed pagan religions.

# Holy Roman Empire
- Leaving the empire at Revoking the Privilegia also removes electorateship.
- Emperor now gets claim on all provinces previously in the empire when someone leaves it.
- Electors no longer have a -50 to vassalization when the empire is inheritable.
- Having less electors than desired is now an actual penalty on the imperial authority.

# Misc
- Removed obsolete colonial type rebels.
- Governments that cannot use royal marriages will now get a random ruler on startup if they have a Regency.
- Inflation from gold income now checks versus ALL monthly income types.
- Mecca and Rome are now religious centers, which are practically impossible to convert.


[B]#################################
# AI
#################################[/B]

# Strategic AI
- AI: Added proper logic for raising tariffs
- AI: Will not launch any overseas invasions if they are a colonial nation
- AI: Will no longer desire a province simply because it contains a strait
- Fixed a bug where the AI would be hostile to countries it had no interest in conquering or vassalizing
- Improved AI army strength evaluation logic when planning a war
- AI: More consistent about which countries it wants to conquer versus which countries it wants to vassalize/make protectorate
- AI: Better at using multiple colonists at once
- AI: Migrants will not bother with buildings unless they have a large amount of cash
- AI: Will no longer create more generals than it needs
- AI: Smarter about where to assign their best leaders
- AI: Will no longer hold up peace to chase down scattered colonial holdings when it has won a crushing victory
- AI: Should no longer select colonies as rivals unless they are a colonial country under a different overlord
- AI: Should no longer select vassals as rivals under most circumstances
- AI: Colonial nations will now only colonize territory that is either adjacent or in their own colonial region
- AI: Will now prefer to focus on a single colonial region at a time when colonizing
- AI: Less likely to pick the 'Threatened' attitude over 'Outraged' against countries with high AE
- AI: Will now never move its capital to an isolated province
- AI: More prio on making protectorates out of countries that are impeding bringing trade home

# Decision & Event AI
- AI better at taking blasphemy_act, act_of_uniformity, sunday_school, conventicle_act and test_act
- 80% chance of AI picking option A in event 874 "Tensions between nobles and clergy"

# Diplomatic AI 
- AI: Will no longer insult countries just for having a high opinion of them unless it is planning a war with them
- AI: Less willing to be vassalized by a non-HRE state if they are an HRE state
- AI: Will no longer make protectorates out of primitives unless they too are primitives
- AI: Now slightly less willing to make peace if it is a separate peace
- AI: Will now cancel treaties of military access and fleet basing rights it is granting to countries if relations with those countries deteriorate
- Colonial nations are now much more interested in buying provinces in their colonial region
- AI: Will no longer care about annuling treaties that do not contain an alliance

# Trade AI
- AI: Will no longer send merchants to a node that has no trade value
- AI: Will now make more use of embargos
- AI: Now takes into account other countries' steering when determining what node to steer trade to
- AI: Better at determining when collecting in capital is worth it over other options
- Tweaked financial AI to make it better at assigning trade fleets for maximum income
- Trade AI now also weights in potential incoming trade when evaluating a node.
- When the AI request a new trade fleet it will now NOT receive damaged units

Army AI:
- AI: Now takes into account nomad shock bonus for the purposes of estimating strength of armies
- AI: Now pays more attention to supply limits when deciding to attach to friendly armies
- AI: Will no longer attach to units that are boarding transports
- AI: Fixed some issues with army AI incorrectly weighting odds against enemy units at low levels of morale
- AI: Improved army AI logic for determining when an ally needs assistance in battle
- AI: Now factors in effect of terrain when determining whether to stay put and face an incoming enemy
- AI: Will no longer always attempt to retreat 1 day ahead of an incoming enemy
- AI: More likely to walk home instead of using ships when exiled in territories close to home
- Fixed a bug where AI units would keep moving to attack a province and then abort because they wrongly calculated on support from nearby friendly units
- Fixed an issue in army AI that was causing AI to 'dance' between targets
- Fixed a bug where you could lock up AI armies by repeatedly moving into and then cancelling movement into their province.

Navy AI:
- AI: Will no longer care about invading unimportant enemy islands unless they have nothing better to do

AI Bug Fixes:
- Fixed a bug where AI armies would stand around doing nothing next to enemy armies due to low manpower
- Fixed a bug where the AI checked military access desire instead of vassal desire.
- Fixed a bug where the AI would lift sieges because a friendly army passing through was mistaken as wanting to take over the siege
- Fixed some issues with countries incorrectly getting the vassal attitude towards other countries who were not their overlord
- Fixed a bug where the AI would continually start and abort invasions on heavily defended targets
- Fixed a bug that was breaking the Suggest Offer option when the enemy had low warscore
- Fixed a bug that was causing the AI to make very odd picks for rivals
- Fixed a bug where exiled AI armies would not return home because of nearby rebel armies
- Fixed a bug where the AI would maintain rivalries with countries long after those countries ceased to be relevant to them
- Fixed a bug where the AI would win an independence war but not demand independence because they preferred core provinces
- Fixed a bug where the AI could demand vassalage on behalf of an ally even when not war leader
- Fixed a bug that was causing the AI to overpriorizie collecting downstream from capital
- Fixed a bug where the AI would be extremely unwilling to make peace due to having more max manpower than current manpower
- Fixed a bug where the AI would lift sieges because a friendly army passing through was mistaken as wanting to take over the siege
- Fixed some inconsistencies in the AE system caused by leftover code from the old BB system

Misc:
- Made some optimizations with the AI, distance calculations and diplomatic actions.
- AI Personalities are now visible in the interface
- Interregnums after game start will now correctly show up as such
- Optimized diplomatic AI.


[B]#################################
# Multiplayer
#################################[/B]
- Fixed one hotjoin-oos by always saving ColonySize and NativeSizeBeforeMigration in savegame.
- Fixed the error code N_0_2.
- Fixed bug where options got stuck in MP if Ironman was enabled in SP before.
- Dynamic dynasties assigned ingame to historical monarchs now gets reset on resign (potential OOS fix)
- Removed 50mb limit to transfered savegames in MP
- Hotjoin: _nMilitaryRatingCache are now saved in savegame.
- Server no longer gets a popup and pauses the game if a player tries to hotjoin a non-hotjoin MP-game.
- Clients no longer gets banned for quitting the game.
- It's now possible to open and use the regular ingame chat during the hotjoin process.
- The "Paused by server"-message no longer gets stuck after hotjoin.
- It's now possible to open and use the regular ingame chat during the hotjoin process.
- Hotjoin: Trust is now always saved in savegame.
- Hotjoin: SupplyRangeCache is now loaded correctly.
- The "Paused by server"-message no longer gets stuck after hotjoin.
- The "Server lost"-message is now displayed correctly if the host has disconnected.
- Host server interface no longer clears server name when closing and opening the interface
- When playing coop, the economy sliders now updates correctly for both players.
- Game setup: Fixed chat log being cleared when clicking "historical start"


[B]#################################
# Interface Improvements
#################################[/B]
# General
- Can now change province capital names
- Can now toggle whether you want others to be able to attach to your units or not
- Added alert_high_liberty_desire
- Terra Incognita is now shown when loading save games
- Possible to right-click through on map combat interface
- Tutorial selection: Display chapter title and description correctly if going back after selection
- Fixed army size tooltip
- City sprawl now visible again in the lobby (base size on base tax)
- Added some interface information about Republics in Regencies getting randomly generated rulers on game start
- Added missing GFX_combat_terrain_coastline
- Added missing GFX_combat_terrain_woods
- Fixed missing combat terrain GFX_combat_terrain_forest
- Minimap: Generate based on topology
- Minimap: Hide areas that are in TI
- The player names are now updated properly on map in player mapmode in game setup.
- Incompatible savegames now has a icon.
- The correct tooltip for build cost are now shown for mercenaries.
- The Fort Defense value in the siege interface are now correctly updated when sieging back provinces from rebels.
- The log is now cleared when loading savegame ingame.
- Countries may now have a separate mapcolor (political mapmode etc) and countrycolor
- Alert for troops in foreign territory is no longer shown for any type of subject provinces.
- Over diplomatic relations alert now lists all relations in the delayed tooltip.
- Changed order which relations are checked for the purpose of coloring the on-map unitinterfaces
- DIPLO_HAS_SUBJECTS will no longer be shown if the country isn't independent
- Trade interface: Disabled trade node connection buttons for undiscovered locations

# Tabs
- It is now clearer that Religious Unity also includes modifiers and not only provinces.
- Updated local income tooltip to include yearly income from provinces
- Fixed mismatch between the War Exhaustion value in defender of the faith-tooltip and the value in stability view.
- Extended the box that shows accepted cultures.
- Added AI personality icon in the diplomacy view.
- Better explanation for yearly increase in tooltip for advisor-cost in economy view.

# Map modes
- Opinion and coalition map mode no longer gives tooltips for sea provinces.
- Fixed better tooltips in HRE map mode.
- Occupied provinces no longer gets stripes in trade map mode.
- Added a color to continents
- Changed the hideous color of Germany

# Diplomacy
- Enemy of Enemy opinion modifier tooltip displays monthly ticks
- Fixed a bunch of missing cancel descriptions for diplomatic actions
- Updated tooltip for Excommunication to reflect the actual CB
- Added country name to annexation/integration tooltip
- Display prestige loss in summary text when conceding defeat
- It is now clearer which country becomes vassal or protectorate
- Added estimated completion date to Improve Relation tooltip
- Leader and "war leader may not demand peace" icon tooltips no longer overlaps.

# Province
- Fixed better tooltip for tax in province view. (It's now explained that it's the yearly income)
- Terrain picture now shown in province view if the resolution is high enough.
- Rebel-controlled provinces will no longer say "noreligion of rebels" as state religion
- The province history view are now properly updated when changing province while looking at it.

# Ledger
- Added a ledger page for possible colonies.
- Added a ledger page for income type comparisons between countries.
- Culture piecharts in ledger now shows the same values as being used to determine when cultures become accepted or not

# Messages
- Can now see personality of another country's new ruler in new monarch message
- Added go to button to 20+ messages
- Shields in popups now work again
- End of Combat message: Fixed misaligned OK button 
- End of Combat message: Siege icon no longer visible for naval combat 
- End of Combat message: Fixed missing maneuver tooltip
- We guarantee other is no longer a message pop-up by default.


[B]#################################
# User Modding
#################################
[/B]
# Console
- Added console command: add_liberty_desire
- Added console commands for add and remove claims
- Added console command: "form_union"
- Added fps-info to the debug_info-command.

# Effects
- Added a add_tariff_value effect
- Added add_liberty_desire effect
- form_coalition_against effect now works properly.
- create_colony effect now takes the actual number of settlers
- Added effect scopes random_subject_country and every_subject_country
- Added effect multiply_variable
- Added effect divide_variable
- All variable effects can now take a second variable as an argument
- Added a 'create_protectorate' effect.
- added a 'add_yearly_manpower' effect.

# Triggers
- Added triggers num_of_protectorates & num_of_colonial_subjects
- Renamed the trigger tariff_efficiency to tariff_value
- Added trigger scopes any_subject_country and all_subject_country
- Added trigger num_of_diplomatic_relations
- Added trigger num_of_free_diplomatic_relations
- Added custom_trigger_tooltip trigger
- Added trigger has_new_dynasty
- Added trigger has_conlonial_parent
- Added real_month_of_year, real_day_of_year triggers. True if value highter or equal to date. not valid in MP
- Check_variable trigger now works the same way as variable effects
- added an 'is_protectorate' trigger.
- Added liberty desire trigger
- Added colonial region trigger
- Added is_colonial_nation_of trigger
- Added is_colonial_nation trigger
- Added is_former_colonial_nation trigger

# Modifiers
- Added a local_hostile_attrition modifier.
- Removed overseas income modifier.
- Removed colonial_time modifiers as they were not relevant anymore.

# Misc
- All variable effects and triggers can now take a scope as an argument
- Added event scope colonial_parent
- You can now force provinces to be viewed as coastal.  dont use on non-sea.
- Added GetDateText, GetDate, GetYear and GetMonth to eventscopetext.cpp
- Added disallow_random_new_world that can be used for mods
- Added colonial_region context scope
- Added GetWomanMan to monarchtext

[B]#################################
# Achievements & Ironman
#################################[/B]
- Fixed a bug which caused the It's All About Luck achievement to not fire.
- Najd now has +5 missionary strength at start, and  hanbali schools give an additional missionary.
- achievement_ruina_imperii no longer completes if united by HLR
- Jihad, World conquest and 3 mountains achievement now works if remaining nations are your subjects as well.
- "Jihad" achievement now requires 500 provinces, and full religious unity.
- Ironman saves should now allways look like iron man saves in gamesetup
- Show ironman indicator on local games
- Game setup: Disable ironman checkbox when steam is not available

[B]#################################
# Events & Decisions
#################################[/B]
# Events
- Added in the forum contest events.
- Fixed a missing modifier in event colonial_nation.199
- Added event for spawning the nation of Funj in empty provinces in Sudan.
- Funj now gets an event to convert to Islam after they have formed.
- Event The Act of Supremacy now requires 15% protestant provinces
- Events 3076 and 3079 now gives modifier with duration 730 instead of 50
- Event flavor_rus.1106 "flavor_rus.1106" kills off any remaining her
- Event flavor_rus.1109 "False Dimitri Overthrown" kills off any remaining heir
- Event flavor_rus.1110 "End of the Time of Troubles" kills off any remaining heir
- Event flavor_boh.1 "Hussites march on Prague" kills off any remaining heir
- Event flavor_dan.4 "Support monarch or pretender?" kills off any remaining heir
- Event flavor_fra.3148 "Napoléon Bonaparte" kills off any remaining heir
- Event flavor_mam.4 "Cyprus response" kills off any remaining heir
- Event muslim_piety.20 "Iqta: Underage ruler is replaced" kills off remaining heir
- Event 9462 "Scheming Bureaucracy" now has a MTTH of 10000 and AI will never take option B
- Event 9462 "Scheming Bureaucracy" will no longer fire for nations that are not independent
- Option C in event flavor_rus.3413 now gives -1 stab instead of +1
- Fixed a broken advisor trigger in an Trade Company event.
- Events flavor_tur.108 and flavor_tur.109 now removes the modifier increased_janissary_recruitment
- Upped MTTH for event Colonial Ventures to 600
- Event Colonial Ventures will no longer fire if you already have one of the modifiers
- tweaked some empire events.
- Fixed triggers for events Excellent Viceroys and Corrupt Viceroys
- Event "Saint Performs Miracle" now gives 25 papal influence instead of 5
- rebalanced 'levying additional taxes" flavor event for japan.
- Event "The End of the Hundred Years War" now ignores the province of Calais
- Event colonial_nation.4 "Freedom Fighter or Rebel?" now spawns events for colonial parent
- Fixed missing province flag in event flavor_spa.3560
- Event usa_dlc.10 now check for modifier articles_of_confederation instead of flag
- Event 9010 now check for modifier jap_red_ship_timer instead of flag
- Event flavor_pol.3481 now checks for flag librium_veto and not liberum_veto
- Manchu will no longer appear to lose their ideas when reforming out of Tribal government
- Events flavor_tur.108 and flavor_tur.109 now removes the modifier increased_janissary_recruitment
- Upped MTTH for event Colonial Ventures to 600
- Event Colonial Ventures will no longer fire if you already have one of the modifiers
- Event 9462 "Scheming Bureaucracy" now has a MTTH of 10000 and AI will never take option B
- Event 9462 "Scheming Bureaucracy" will no longer fire for nations that are not independent
- Option C in event flavor_rus.3413 now gives -1 stab instead of +1
- Fixed triggers for events Excellent Viceroys and Corrupt Viceroys
- Event "Saint Performs Miracle" now gives 25 papal influence instead of 5
- rebalanced 'levying additional taxes" flavor event for japan.
- Event "The End of the Hundred Years War" now ignores the province of Calais
- Fixed missing province flag in event flavor_spa.3560
- Added missing script flag to event civil_war.5
- Colonial election events now only give -5 prestige hit and only +/- 1 liberty desire
- Event 9010 now check for modifier jap_red_ship_timer instead of flag
- Event flavor_pol.3481 now checks for flag librium_veto and not liberum_veto
- Russian Grand Embassy event series now targets a western tech country
- new flagship event is now more fun.
- Event ideagroups.1407 "Timber Surplus" only triggers if owning a port
- usa_dlc.5 can now fire as soon as USA is formed
- usa_dlc.5 will not fire if already has the usa_declaration_independence_flag
- Tolerance convert events will no longer target province with the religious_zeal_at_conv modifier
- Fixed events flavor_lit.1 and flavor_lit.2 "Wave of Protestantism" / "Wave of Calvinism"
- usa_dlc.41 now discovers great_plains and northwestern_america instead
- Option B in event flavor_lit.12 now cost 25 adm power
- The Braveheart event is now a proper province event again
- Event 1061 "Aspiration for liberty" now gets a modifier instead of direkt rr in every province
- Event 3077 no longer checks for 4 and 5 star advisors
- Event 5090 "Noble Family Requests Aid" will no longer fire for non-monarchies
- Event 724 "Clergy condemns philosopher as heretic!" won't trigger if already have the modifiers
- Removed the stab hit from event flavor_eng.9121
- Military Divided event no longer reduces stability, but reduces mil power by 25.
- Statute in Restrain of Appeals decreases MTTH for Spread of Protestantism/Calvinism
- EVTNAME851 now reads "The House of DYNASTY is shaken"


# Decisions
- Tweaked lots of triggers for decisions to fit eu4 better.
- Added nation forming decisions for all old colonial nations
- Decision move_capital_to_warsawa now available for PLC
- enforce_sakoku_law now requires either 75 prestige or republican tradition
- Decisions for formable colonial nations now visible even after someone has formed them
- importation act no long nerfs tech.
- East India Trade Company is now valid for any westernised nation not in asia.
- Tweaked triggers for naval_convoy_system
- restore_byzantine_empire now changes government to imperial_government
- Restoring the Byzantine Empire now gives Byzantine national ideas
- Ottomans can no longer rename to Byzantine Empire.
- The Anti Piracy Act and Hire Privateers are no longer mutually exclusive
- Removed province 548 West Berar from requirement of hindustan_nation_eastern_aryan decision
- Swedish military reforms are now less potent.
- Manchu will no longer appear to lose their ideas when reforming out of Tribal government
- Modifier hsa_military_reform no longer gives negative army and navy tradition

[B]#################################
# Setup
#################################
[/B]
# Major
- Reworked map of Eastern Africa.
- Reworked map of North America.
- Boosted basetax in brazil, la plata, spanish main, mexico & central america
- Added river estuary modifiers to Stadacona, Manhattan and Swampy Cree
- Removed Center of Trade modifier from Stadacona and Manhattan
- Mombasa now have a trade centre modifier.
- Lappland, Kola and Karelia now starts as cities
- African units now have cavalry
- Asian level 4 now have correct cavalry

# Minor
- Moved some provinces from Asia to Europe
- Revised a lot of province cultures in South America
- Fixed a few amount of scope bugs in various events
- Fixed a scope bug with ROOT/FROM in wargoals
- Fixed a scope bug with Russian Grand Embassy event series
- Fixed bad from-scope when evaluating missions.
- Changed trade goods to naval_supplies in 137 Ragusa
- Changed basetax and manpower to 5 and 3 for 137 Ragusa
- Updated some province history for 137 Ragusa
- Mission monopolize_japanese_cot can only trigger once
- Fixed some bugs to Indian alliances
- Oran, Mellila, Tantiers & Ceuta are now slighlty larger so its possible to click on them
- Renamed Swahili to Kilwa
- Sofala is worth less tax, Mombasa & Lamu worth more.
- 481 - Bermuda now belongs to colonial_eastern_america
- Removed the_spanish_main from fur trade good
- kashgar is now in kashmir tradenode.
- ogaden is now in gulf of aden tradenode, like all other adjacent to it.
- Renamed the capital of Malta to Mdina
- SAV_ideas are now valid for Sardinia-Piedmont as well
- al_misr_arabic is now Egyptian
- al_suryah_arabic is now Syrian
- al_iraqiya_arabic is now Mashriqi
- maghreb_arabic is now Maghrebi
- Bedouin Arabic is now Bedouin
- Added native values to all settled provinces in North America
- Moved guajiro to the carribean culture group
- Split South American culture group into Andean, Je-Tupi and Chonan groups
- insult_rival mission no longer trigger if you already have a cb_insult or a truce
- Fixed and tweaked country history files for ENG and GBR
- Split off South Georgia form Falklands
- Hunyad and Maros are no longer occupied by on-existent Transylvania in 1507
- Mission subjugate_algiers no longer fires unless Algeria exists
- Fixed a missing modifier in event colonial_nation.199
- Fixed wrong independence date for Nipmuc and Munsee
- Removed legacy nationalism flags from country history files
- Removed Japanese occupation of 1015 in history due to no war
- Removed French occupation of 102 in history due to no war
- Changed province name Ajuraan to Ajuuraan, same as the country
- Renamed province 2023 from Lenape to Munsee
- Mission reclaim_jerusalem is now for Europe only
- Mission restore_holy_see is now for Europe only
- Mission keep_rival_out_of_italy is now for Europe only
- Mission italian_ambition is now for Europe only
- establish_canada_colony will no longer fire if colonial vassal has presence
- establish_usa_colony will no longer fire if colonial vassal has presence
- establish_carribean_colony will no longer fire if colonial vassal has presence
- Fixed the history file for 612 Thang Long
- Lorraine is now part of the Hundred Years War
- Replace comanche culture with shoshone
- Russian annex missions will no longer trigger for subject nations
- Pisa losts its University.
- Placed the remaining north american cultures into correct culture groups
- Remowed SWE-NOR alliace of 1814
- england now discovers powhatan in 1584.
- recently formed republics are less shaky when starting at later bookmarkes.
- ambrosian republic can now be forceconverted away.
- Updated African alliances to include new protectorate mechanic
- Removed Japanese occupation of 1015 in history due to no war
- Removed French occupation of 102 in history due to no war
- powhatan is now northeastern american region, not eastern.
- finish_reconquista now only succeeds if the mission country owns all targeted provinces
- Switched names between units tags african_dragoon and african_hussar
- Added mesoamerican_spearmen as the mesoamerican base unit
- Updated historical_units for meso- and south american countries
- royal_marriage_threat now checks for num_of_free_diplomatic_relations = 1
- royal_marriage_mission now checks for num_of_free_diplomatic_relations = 1
- Divided the new_world units into the three new groups
- Added province history files for seven wasteland provinces
- Macau is now in the correct place
- Less chance of english_colony_in_the_carribean mission if it has a colony in the region
- insult_rival mission no longer trigger if you already have a cb_insult or a truce
- The usa_declaration_independence_flag is now set in the USA country history file
- Mission subjugate_algiers no longer fires unless Algeria exists
- Interregnums after game start will now correctly show up as such
- finish_reconquista now only succeeds if the mission country owns all targeted provinces

[B]#################################
# Stability & Performance
#################################[/B]
- Fixed CTD when running a save game from 1.1.
- Fixed CTD when loading a save game from in-game.
- Fixed CTD in sell province diplomatic action.
- Fixed CTD when quiting the game.
- Fixed CTD when "on_peace_actor" was triggered.
- Fixed CTD when listing many cloud save games.
- Fixed CTD related to removed factions.
- Fixed CTD when reading production_leader_tag from save game.
- Fixed a potential CTD with non-owned provinces being regarded as cities.
- Added safety code for if we fail to read a file from the Steam cloud.
- Optimized handling of large amount of country tags (checks against currently active countries instead of all of them).
- Multi-threaded new save game zips.
- Optimized the start-up slightly (no longer do unnecessary opinion calculations when the history is being read).

[B]#################################
# Major Bugfixes
#################################[/B]
- Fixed issues with downloading large mods on Linux and OSX
- Found a major bug with how missions are saved
- Pending events now gets the correct scope when loaded from savegame.
- Pending events now saved as namespace names
- Pending events that is broken, (unlikeley) will be dropped
- Tagchange should no longer leave leftover merchants of the previous tag

[B]#################################
# Minor Bugfixes
#################################[/B]
- Fixed bug where all opinioncache-values was inited to -10.
- Fixed some broken localisation.
- Fixed some problems with trade ship logic and the Western Europe trade node
- Fixed a bug that was causing cores to instantly disappear when a country was annexed in the late game
- Fixed French localisation issues regarding historical scores and achievements
- Modifiers Primas Germaniae and Legatus Natus are no longer lost after a month
- Now possible to trade in your homenode even if its out of range
- Fixed an exploit where you could move out of Celestial Empire government without losing factions
- Removed unused script flag from several events.
- Fixed spelling, typos & grammar errors where discovered.
- Fixed a bug with trade fleets aborting their missions due to bad supply range calcs
- Fixed a bug where trade fleets could be assigned to nodes where they could not patrol by right-clicking the node
- Lithuania will no longer steal Kazimierz as a leader after the union.
- Ignore height elevation when calculating if on map icon should be visible 
- Fixed fleet icons being stuck at edges of screen
- Fixed missing combat terrain GFX_combat_terrain_forest
- Don't send Merchant arrived/canceled messages for undiscovered countries
- Fixed cursor when moving into TI
- Fixed bug where the macrobuildinterface showed wrong naval units.
- Fixed a bug where union leaders sometimes ended up in junior partners armies after a reload.
- coring time is now properly set at reload of a savegame.
- Fixed mismatch in combat between first participating country and first unit
- Annexing in peace now costs the correct amount of DIP power
- fixed a bug which caused you to sometimes get higher legitimacy penalty when accepting a royal marriage.
- Fixed bug where the macrobuildinterface showed wrong naval units.
- Fixed bug where hire merc-button was disabled.
- Fixed a bug with set age in define_heir effect
- Fixed a bug where fleets would retreat into provinces where they could not repair
- Fixed bug where countries could complete conquer-missions when another country conquers the target.
- Fixed a bug where union leaders sometimes ended up in junior partners armies after a reload.
- Fixed a bug with rebel hunting units where they would constantly move back and forth between two provinces due to nearby enemy armies
- Custom province names now gets reset when resetting gamestate.
- Vassals who are in a coalition against their overlord because of being forcevassalized by their coalition target in a war will now have their coalition membership cleared the next day
- hre_strip_glow is now following the hre-button, wherever it is.
- integrate is now properly blocked when a target capital is occupied, not overlords.[/COLOR]

NOTE: any problem reports must go in the Tech Support or Bug Reports forums, as appropriate.

Ps. You haven´t missed the Europa Universalis IV: Conquest of Paradise Video Dev Diary about Randomized Maps, have you?
[video=youtube;tKcs-zlVl1I]http://www.youtube.com/watch?v=tKcs-zlVl1I[/video]
http://www.youtube.com/watch?v=tKcs-zlVl1I
 
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- Mecca and Rome are now religious centers, which are practically impossible to convert.

Won't this break Byzantium's Pentarchy mission?
 
I have bought the DLC and want to install the patch.

However, I am in the middle of my World Conquest game and it's going extremely well. What is going to happen to my colonies in America and Africa (I have the entire Carribean AND East Coast already).
I am thinking of delaying the patch and DLC installation until I finish this game. What would you devs recommend?
 
I have bought the DLC and want to install the patch.

However, I am in the middle of my World Conquest game and it's going extremely well. What is going to happen to my colonies in America and Africa (I have the entire Carribean AND East Coast already).
I am thinking of delaying the patch and DLC installation until I finish this game. What would you devs recommend?

wc won't be affected by it.
 
I presume they're practically impossible to convert between religious groups, as in Christian to Muslim, while Catholic to Orthodox would be unaffected.

I assume they would add a province modifier with +local_missionary_strength, similar to Important Center of Trade.
 
Support Independence. In Conquest of Paradise there is now a new diplomatic action that allows an independant nation to support the independance of a subject nation. Should the subject nation declare war on its overlord, the supporters will automatically get called.

Does this also count for Personal Unions?
 
Conquest of Paradise allows you to play as colonial nations.
If a protectorate westernises, they automatically become independent again.
Old system for tariffs completely gone.
- Portugals ambition is now +20% Tariffs.
- Not possible to call to arms if they are already called

So colonial nations will form even if you don't have the DLC? Wow, thank you!
Do you get a subjugation CB against protectorates that go independent due to westernization?
Does this mean colonies in Africa give full taxes, etc.?
Do idea tariff bonuses also cause increased liberty desire?
Does this mean CTA work like CK2 now, in that you can't join additional wars if you are already supporting an ally in a war, but you can still join multiple wars if they are all ongoing when the CTA goes out?

- Russian ambitions nerfed from 100% to 50% manpower.
- Nerfed prussian & japanese ideas slightly.
- All +200% enemy core creation are now +100% enemy core creation.
- Can now change province capital names
- Event 9462 "Scheming Bureaucracy" now has a MTTH of 10000 and AI will never take option B
- Event 9462 "Scheming Bureaucracy" will no longer fire for nations that are not independent

Yay!

Native americans cannot fabricate claims but get a special CB called Humilitate that will generate power when they win and cost their opponents prestige.

I love the idea of this :rofl:
 
According to patch notes from 1.3:

"define_heir and define_ruler can now set the age of the person".

But that was unfortunately bugged and didn't work. But I notified CaptainGars about it and he fixed it, with that fix to be included in "the next patch". Is it?
 
So the DLC only allows you to play as some new countries and Randomized Maps and the rest is in the Free Patch?

Also How does CoP effect American Dreams DLC? Can you still start a game in 1776 as USA without CoP? (but with American Dreams DLC)
 
Besuchov said:
Native americans cannot fabricate claims but get a special CB called Humilitate that will generate power when they win and cost their opponents prestige.

This was one of the things I was most worried about, how would the "many wars, little conquest" aspect of native american culture be represented in game. I'm happy to see developers lokked into it! :)
 
So the DLC only allows you to play as some new countries and Randomized Maps and the rest is in the Free Patch?

Also How does CoP effect American Dreams DLC? Can you still start a game in 1776 as USA without CoP? (but with American Dreams DLC)

If I'm reading this correctly, if you don't have the DLC, the new native features - the special ideas, buildings and migration system - won't be available.
 
Is it just me, or doesn't the randomizable new world feature make you hope for a paradox game with a random world spanning over several ages, like a 4x-game... Anyways, feels like a must buy!
 
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