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EU4 - Development Diary - 18th of April 2017

Hello everyone and welcome to this Development Diary! For those that don’t know me, I am Trin Tragula, Content Designer of Europa Universalis, and today I will be the one writing the Tuesday Development Diary. As a Content Designer I am the one who plans and writes the events, decisions, maps, and similar things for the game. The subject of this diary will be the added content in the 1.21 “Hungary” Patch.

load_19.jpg


Background:

Hungary is in many ways a vital country to the period the game depicts. It is at the center of many events that came right before our start date, and these events are also the reason we start the game on the 11th of November in 1444.

As the only remaining major kingdom between the Ottomans and the larger Christian world Hungary nonetheless thrived in the 15th century, only to be reduced to a battleground for stronger powers after the defeat at Mohacs and up to the end of the era our game covers.

As you know, in the years leading up to 1444 Hungary has just emerged from a civil war between the supporters of the posthumous son of their last king, Ladislaus von Habsburg, and the dynamic young king of Poland, Wladyslaw Jagiellon. Wladyslaw’s supporters won this conflict and it is under Jagiellon leadership that Hungary, Bohemia, Poland, Lithuania and many others invaded the Ottoman Empire in 1443. This invasion was abruptly ended at Varna on the 10th of November in 1444 with the death of Wladyslaw and many others.

When the game opens Europe is recovering from the shocking defeat at Varna. Hungary is once again without king and powerful forces are aligning for or against the boy King, Ladislaus the Posthumous.

In Hungary patch we’ve tried to better capture the quite complicated situation of 1444 in Central and Southeastern Europe (one I have just barely touched in the short lines above). In order to do this we have both added new content and reworked some the old content related to Hungary, Austria and Bohemia.


Hungary:

Hungary has been the main focus of this patch and has received about 20 new events as well as a rework of a number of their old existing events.

eu4_292.jpg


Map Changes:

Hoping to both make Hungary more influential in the early game and to make the region more realistic and interesting to wage war in we have added a small number of provinces to Hungary in the 1.21 patch.
  1. Slovakia/Upper Hungary has been redrawn and the new province of Trencin now guards the northern border of the Kingdom. Development and trade goods of the area in general has been revised a bit to better reflect reality.

  2. The province of Fejér has been added between Sopron and Pest. The Hungarian capital in Pest is also now an inland center of trade, which both allows Hungary itself better control over the flow of trade, and makes the conquest of Pest more important for any invader.

  3. In the southern part of the kingdom we have added what was perhaps the most important of all Hungarian fortresses in 1444, Belgrade. The Hungarian kingdom had spent no small amount of energy acquiring the banate of Belgrade prior to our start date and its position at the confluence of the Sava and the Danube will make it a key province to control in the region from now on.

Events:

Hungary has received new events as well as reworks of their existing events. This is a broad (but not quite complete) overview of what we have added and why:

  • Early events will focus on recreating the rise of the Hunyadi family, allowing the player to partake in the Corvinian renaissance, with good advisors, opportunities to increase the wealth of the country and kick-starting institution spread in Budapest.
  • One of the more unique things about Hungary in this period was the so called ‘Black Army’, a very expensive, permanent, mercenary force that on numerous occasions was able to beat numerically superior armies. In the game you will be able to create the Black Army, allowing you to hire much stronger mercenaries at the cost of reducing your force limit and higher maintenance costs. Your nobility will remain skeptical of this mercenary force and will ask new kings to abolish it. The mercenaries may also mutiny if they don’t feel they are paid enough. If you are willing to pay the price however, you can enjoy mercenaries at +10% discipline up to the age of Reformation.
  • If Hussites are in power in Bohemia the Catholic estates can now turn to Hungary for protection. Should you help your brothers of faith they may offer you to be their king, giving you permanent claims on parts of their country.
  • There are a number of events dealing with the advance of the Turks, the establishment of a fortified frontier and the resettling of fleeing Balkan Christians within these lands.
  • The old “Advance of the Turks” event has been expanded upon and given follow-up events relating to the election of two different Hungarian monarchs, one with Austrian, western Hungarian and Croatian support and one with the support of Eastern Hungary. This could happen in a situation when the kingdom has been soundly defeated by the Ottomans.
  • There are now events dealing with the other peoples in the Hungarian realm such as Slovaks, Croats and Vlachs/Romanians and the development of their respective national movements as the game progresses.
  • The spread of the Protestant and Reformed faiths in the Hungarian realm now has dedicated events allowing the Hungarian player to encourage the reformation or invite the jesuits to help them work against it.
  • While the Hungarian Kingdom in our timeline was divided between Turks, Austrians and the Principality of Transylvania from the mid 16th century, we have added events based on the fate of the Hungarian people during these years to provide a continued interesting experience throughout the timeline.
Bohemia:

eu4_291.jpg


Map Changes:

In order to add more depth of maneuver and historical detail we have now split the province of Moravia into Brno and Olomouc and added a Moravia as a revolter country.

In Silesia we have added the province of Leignitz/Legnica and revised starting development values and trade goods a bit to better represent the importance of this area.


Events:
While the Hussite wars are a thing of the past in 1444, the Bohemian people are still largely heretics to Catholic Europe. Ladislaus the Posthumous is the presumed King of Bohemia as well as Hungary but the de facto government of Bohemia lies with the Hussite factions under George of Poděbrady.

Even prior to Hungary patch you could choose to support the Catholic or Hussite party but now this choice has a bigger impact than it used to:

With the Hussites in power you will now be less liked in Europe but enjoy stronger support internally. You will benefit from the tactical experience of the Hussite soldiers but the Catholic estates may offer the Bohemian crown to a foreign monarch willing to defend them.

Unless the pope acts against the continued heresy in Bohemia a strong Hussite movement could also make the Reformation trigger earlier than it otherwise would.

Minor Additions:

The Vistula Spit:

Prior to 1.21 Königsberg and Danzig have been connected by a strait at the end of the Vistula lagoon. This had the unfortunate side effect that the fort in Königsberg could prevent movement between Danzig and Marienburg. Something that was impossible to get around without a fleet. The strait was also unhistorical as by 1444 the Vistula spit was no longer open and the ports inside the Vistula lagoon did not have access to the Baltic sea.

In 1.21 the Vistula spit has been extended all the way to Königsberg, this means that you can now get to the fort there (though it will count as crossing a river) and that Marienburg and Ermland now start without ports.


Austria:

Austria has had a number of their existing events modified and can now also get new events relating to Hungary if they should come to control the country. Most importantly the advance of the Turks event now gives Austria permanent claims on Royal Hungary and Hungary itself is more likely to elect Hunyadi candidates to their throne, severely hurting relations with the Austrian monarchy.


Serbia:

Serbia was not the main focus of this patch but together with the addition of the province of Belgrade we have added a decision for the Serbian state to make Belgrade their capital if they are able to retake it from the Hungarians.

Moddability:
That is not all that is new in the Hungary patch however. I will now leave the word to @Gnivom who, aside from programming the AI, has also been working on improving the moddability:

variable_arithmetic_trigger

Ever wished you could add or multiply values in triggers? You now can! Sort of, at least. The variable_arithmetic_trigger (VAT) allows you to use export_to_variable to a local variable, that only exists within the current trigger and its children. The following effects have been modified to be usable within the VAT (as well as, as mentioned, export_to_variable):
  • set_variable

  • change_variable

  • subtract_variable

  • multiply_variable

  • divide_variable
When used within a VAT, they can only modify variables created in a VAT, as triggers are not allowed to modify the game state. The triggers that evaluate variables can also evaluate local variables.

A VAT has the following members:
  • 1 custom_tooltip: It would be too complicated to generate a tooltip automatically, so all VATs need a custom tooltip.

  • Any number of export_to_variable

  • Any number of other effects, among the ones listed above

  • Any number of triggers
When the VAT is evaluated, it will first execute the export_to_variable effects, then go through the other effects and triggers in the order they are listed. Whenever it comes to an effect, it executes that effect. Whenever it comes to a trigger, if that trigger evaluates false so does the VAT, otherwise it continues. If it gets past all the triggers, it evaluates true. In that sense it is like the AND trigger. When the trigger is done with its evaluation it destroys all variables created in its export_to_variable effects.

A simple example:
Code:
variable_arithmetic_trigger = {

custom_tooltip = HAS_HALF_THEIR_MANPOWER

    export_to_variable = {

        variable_name = my_manpower

        value = manpower

    }

    export_to_variable = {

        variable_name = their_manpower

        value = manpower

        who = FROM

    }

    multiply_variable = {

        which = my_manpower

        value = 2

    }

    check_variable = {

        which = my_manpower

        value = their_manpower

    }

}

One of the smart things with this design is that you can create conditional statements by utilizing the fact that AND and OR triggers stop evaluation when one child returns false and true, respectively. Check the following, more advanced, example:

Code:
variable_arithmetic_trigger = {

custom_tooltip = HAS_MORE_MANPOWER_OR_HALF_IF_CATHOLIC

    export_to_variable = {

        variable_name = my_manpower

        value = manpower

    }

    export_to_variable = {

        variable_name = their_manpower

        value = manpower

        who = FROM

    }

    OR =

    {

        NOT =  { religion = catholic }

        variable_arithmetic_trigger =

        {

            multiply_variable = {

                which = my_manpower

                value = 2

            }

            always = yes # This line is superfluous

        }

    }

    check_variable = {

        which = my_manpower

        value = their_manpower

    }

}


In pseudo code, this is equivalent to:

float my_manpower = GetManpower(THIS)

float their_manpower = GetManpower(FROM)

if religion == catholic

    My_manpower *= 2

Return my_manpower >= their_manpower

Although the syntax is horrible, this can be nested as much as you want to create really complicated logical conditions. It should be noted that variables are performance heavy, especially the export_to_variable, although that has been significantly improved in 1.20 and 1.21.

Scriptable Subject Types

Some modders may have noticed in 1.20 that we moved most of the differences between subject types to a script file. As of 1.21, entirely new subject types can be added just by adding entries in common/subject_types. The old subject types are still referred to in the code however, and can’t be removed. Just adding them there won’t make them visible in the game however. For that I added scriptable diplomatic actions.

Scriptable Diplomatic Action

In 1.21 you will be able to see a new folder in common called new_diplomatic_actions. This system is currently independent of what happens in diplomatic_actions, and they can’t be combined. One diplomatic action has been added there, and it might be easiest to learn how it works by checking that example, which asks someone to become your Dummy. Two things should be noted though. First, the AI will as it is never send these actions. I’m thinking of a way to make that work for a future patch. Second there is an entry called ai_acceptance. This is how it works:
  • It only accepts one type of entry, called add_entry

  • Each add_entry is a simplified/modified version of the variable_arithmetic_trigger. Namely, it doesn’t accept triggers, instead it has a “limit” entry that gets evaluated before even the export_to_variables are executed; and it has a “name” instead of “custom_tooltip”.

  • Each add_entry must define one local variable called “ai_value”. That variable will be evaluated after all effects have been executed.

As 1.21 is not yet available to you, I’ll paste the relevant script here for reference:

In subject_types I added this:
Code:
dummy =
{

    copy_from = default

}

In new_diplomatic_actions, this:

demand_dummy = {

    category = influence

 

    alert_index = 40

    alert_tooltip = demand_dummy_alert_tooltip

 

    require_acceptance = yes # Whether the recipient gets an option to decline

 

    is_visible = {

        religion_group = christian

        is_subject = no

        FROM = {

            is_subject = no

        }

    }

    is_allowed = {

        variable_arithmetic_trigger = {

            custom_tooltip = HAS_MORE_MANPOWER

            export_to_variable = {

                variable_name = my_manpower

                value = manpower

            }

            export_to_variable = {

                variable_name = their_manpower

                value = manpower

                who = FROM

            }

            subtract_variable = {

                which = my_manpower

                which = their_manpower

            }

            check_variable = {

                which = my_manpower

                value = 0

            }

        }

        religion = catholic

    }

    on_accept = {

        add_trust = {

            who = FROM

            value = 20

            mutual = yes

        }

        create_subject = {

            subject_type = dummy

            subject = FROM

        }

    }

    on_decline =

    {

        add_trust = {

            who = FROM

            value = -100

            mutual = no

        }

    }

 

    ai_acceptance = {

        add_entry = {

            name = ALWAYS_TEN

            export_to_variable = {

                variable_name = ai_value # Mandatory to use this name

                value = 10

            }

        }

        add_entry = {

            name = OPINION

            export_to_variable = {

                variable_name = ai_value

                #value = opinion who = FROM with = THIS # This is supposed to work in the future

                value = 10 # Temporary value until then

            }

            divide_variable = {

                which = ai_value

                value = 4

            }

        }

    }

}

The result looks like this (I didn’t bother localizing ALWAYS_TEN):

Capture.jpg


Scriptable diplomatic actions will be in the 1.21 patch when it releases, but it is a feature we plan to improve and expand upon in the future.

Last but not least our Mod Coordinator @Divine has also been working on a couple of additions to the 1.21 patch. This is a small list of those from the changelog.

Code:
- Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN.
- Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy.
- Added add_adm_tech, add_dip_tech, add_mil_tech effects.
- Added revanchism trigger.
- Added log effect and trigger.
- Added add_active_policy and had_active_policy effect and trigger.
- Added scripted function can_declare_bankruptcy.
- Added scripted function can_colonize_province.
- Added add_next_institution_embracement = <int> province effect.

Have fun!

That was all for today about the Hungary patch and the content related to to Hungary and its European surroundings. Next Tuesday we will be sharing the complete changelist for the upcoming patch, which will be released in late april.
 

Uberbrandon

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Huge history buff (I guess obvs if we're playing this game) but we get little to no exposure to this area and time in history here in the states. The great write up in the DD has piqued my curiosity. Can anyone recommend any good reads?
 

Zohtun

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Waiting is suffering, the DD's are just teasing at this point. :p
 

Konigi

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Sounds really cool. I have two questions that I don't think have been addressed (and may not be):
  1. Given the province changes, will there be compatibility issues with games started in patch 1.20?
  2. The release date is stated for late April, which is coming really fast. Is it possible to get a better approximation?
I am asking this because I will probably start a multiplayer game next week, so I was wondering whether we should all stick to version 1.20 or whether we should wait for 1.21; or if our game won't be affected by the new patch, we should not worry about this.

In any event, I think the question 1 is a pretty relevant information for any new patch release, and I would invite you to state it as soon as you can!

Thanks again, can't wait to try the new improvements!
 

hashinshin

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I think that is intentional, the cavalry represent the old noble class the knights, while the merc infantry represent the new professional army meant to hold them in check, you can't afford both and it has political implications whichever you pick, if you rely on the nobles they will expect more influence if you rely on the army then the nobles are upset that you're marginalizing them and also it's expensive.
But shouldn't the historical route be pushed? It seems it's worth it in almost every way to just stick to cavalry and get the free +1 stab or whatever for taking the other option in the event.

Consider that we're talking ONLY the first age, so the argument of damage versus discipline doesn't involve cannons here.

10% discipline is equal to 20% damage in effect on the battle, except the damage also lets you stack wipe at opportunities. Then remember the discipline will only be on infantry (because who can afford merc cavalry?) THEN remember the merc infantry are more expensive than cavalry and you reach a very silly conclusion where it's just better to spam cavalry and use their early pip advantage than try to use cavalry.

The best way to use this that I can tell is merc cavalry that use rapid attacks then bankrupcy to make huge gains early...

You could bankrupt mid-war and go merc infantry and full cavalry I guess?
 
Last edited:

Torisaru

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I am really happy to this patch, I hope will be unit pack as well to Hungary.
Anyway Mattias Corvin's black army has a lot of hussite mercenary infantry(halberdier, handgunner, crossbowman mainly) because they flee from holy-roman empire and inquisition, so need us an option to hussites could form alliance with renaissance Hungary.
In 1456 was one of the greatest victory for Hungary and the cristian world at Nándorfehérvár(Belgrade today!).
Hunyadi János Hungarian-Serbian army and Kapisztrán János crusader army defeat the ottoman army under the walls of the castle and provide a relative peaceful time until almost 70 years, that was the triumph of Nándorfehérvár and because that the Pope ordered from that time to ring the bells in every day in the hour of 12.
 

limonenzitrone

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Remember what Vanilla EU4 does? -1000 as a value. Works every time. ;)

Yes, but those values depend on triggers too.
So, maybe @Trin Tragula can give me an answer to my original post :)
Looks really promising :)

Quick question on the scriptable diplomatic actions: The section that determines whether the AI is going to accept or decline the specific action can't use triggers. So, e.g. something like this wouldn't be possible?
Code:
ai_acceptance = {
    add_entry = {
        name = EXAMPLE
        if = {
            limit = {
                FROM = { ai_attitude = { who = ROOT attitude = attitude_friendly } }
            }
            export_to_variable = {
                variable_name = ai_value # Mandatory to use this name
                value = 10
            }
        }
    }
}

If so, what modifiers/triggers can we use to determine the ai acceptance within such an entry? :)
 

bebrst

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Really great Dev Diary! Thumbs up for all the details and explanations in the diary! Unlike others you really put a lot of effort in it! Really happy for the flavor for one of the most crucial regions in Europe for the first century of the game period! Great job @Trin Tragula Love it already! :)
 

akos999

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First of all Hungary get it's well desereved love and moreover all of the changes seems to be very good! Well done Paradox!

But there is still room for even better and more historical changes, please consider some of my suggestions since some of the actual historical circumstances feel a little unrepresented.

-----------------------------------------------------

As a quick history update for those who not familiar with this area of history:

The patch is as you can guess about it's name (and even from the loading screen) revolves around Hungary and Matthias Corvinus himself. He was son of John Hunyadi, one of the greatest general of Hungary who fought several war against the Ottomans, was appointed as governor of Hungary and died soon after he saved the country (and arguably much of europe) at the siege of Nándorfehérvár (Belgrad).

https://en.wikipedia.org/wiki/John_Hunyadi#First_battles_with_the_Ottomans_.281438.E2.80.931442.29
http://www.badassoftheweek.com/hunyadi.html
https://en.wikipedia.org/wiki/Siege_of_Belgrade_(1456)

Matthias saw as despite his fathers heroic actions and victorys how close the country come to be subjugated by the Ottomans, and how little help he got from abroad. As a consequevence after when at the young age of 15 he was ellected king he drasticly changed the strategy of Hungary. Instead of directly confronting with the Ottoman empire and as a result inevidably be defeated sooner or later by the sheer difference in power he aimed for uniteing the neighboring catholic countries and developeing Hungary into that central europen superpower which can face the Ottoman threat in an equal ground even without the help of untrustworthy allies.

The thing is that he allmost did it! He aimed for conquering both Bohemia and Austria and as a result finally becoming the emperor. And against all odds and difficulties he progressed very well. He was able to Acquire the title of king of bohemia and conquer most of it. Later he sucsessfully conquered several austrian territories, includeing wien itself. He incorporated what's left from the balkan after Ottoman attacks, reinforced the southern castle defense line and established the Black Army wich was one of the strongest and most modern (also the most expensive) army of his age. He camed very close to achive his goal and becomeing that military, economical and political superpower that could have stoped the Ottoman conquest. If he hadn't died at the age of 57 it's entirely imeginable, maybe even possible that he would be able to secure the emperor title for himself, consolidate his conquests and radically change the corse of history.

https://hu.wikipedia.org/wiki/I._Mátyás_magyar_király#Als.C3.B3-Ausztria_elfoglal.C3.A1sa
https://hu.wikipedia.org/wiki/Fájl:Európa_Mátyás_király_uralkodásának_végén.png

-----------------------------------------------------

Now my main suggestion is about the war between Hungary and Bohemia. If I understand correctly after a little event chain Hungary gains pernament claim over the catholic parts of Bohemia. That's good on it's own but just not enough!

To sum up the events of this war the heretic and excomunicated hussite king of Bohemia attacked Austria, who asked for the help of Hungary. Matthias was elected by the catholic nobles of Bohemia as Bohemian king and thay asked his help to free them from the heretic opression. Matthies first helped repell the Bohemians from Austria, then attacked Bohemia itself with help of the local catholics. Now then:

-He was the (one of the) legal king of bohemia
-He was catholic
-He fought against an excomunicated heretic
-He had the backing of the catholic nobility
-He was supported by the emperor
-He was supported by the pope
-His personal goal was to take the entireity of bohemia and secure that juicy elector title for himself.

As you can see the scope of this was is really above a few pernament claim. It should be represented in the game in a way that:

-Hungary can attack Bohemia without the emperors intervention (since the emperor hinself was the one who asked Matthias to attack)
-Hungary can take all of Bohemia in one war (since Matthias was the king of the entire Bohemia (at least in name))
-Hungary got minimal aggressive expansion for it (as it is hard to imageine a more justified war then a legally elected king fighting against heretics in the heart of catholic europe with the support of both the emperor and the pope)
-Hungary can became elector (since it was a huge part of Matthias's reasosn to go into the war and he was already crownd as the elector-king, all he needed was that heretic impostor to go)

As for the implementation in the game it could be that hungary gain restore union cassus belli over Bohemia, but that way hungary would get the -50 penality for controlling electors (which unrealistic in this case) and it would ignore the fact that Matthias integrated those parts into Hungary that he was able conquere. The following implementation seems to be much more accurate historically:

-When all parameters are met Hungary get an event to attack Bohemia or not
-With positive response chosen Hungary get into war with Bohemia as an attacker (empror not involved)
-The war has a unique casus belli with 50% cost reduction and 75% aggressive expansion reduction
-The war start with the catholic provinces geting under Hungarian occupation
-If the war is started Bohemia get the decesion to install the current polish dynasty to the throne wich also makes poland join to the war at the side of Bohemia
-If Hungary is able to annex bohemia a triggered event gives the decesion to Hungary to became elector
-If the war was only partially sucsessfull after the death of the current Hungarian ruler Bohemia get the decesion to buy back it's cores from Hungary (if Hungary accept it)

That's actuall a preatty accurate representation of what happened in the reality and not even hard to programm. I hardly recomand you to (regardless of implementation) give Hunagry the option to annex Bohemia and become elector and a superpower as it was a very real possibility and was a very important part of the history for europe.

As fo minor sugesstions:

-There could be a few mission and event that gives Hungary a little help to became emperor. (if it isn't amongst the unmentioned new events) A mission to imrove relation with an electore there, a little diplomatic reputation here...

-That force limit reduction for the Black Army seems unnecesary and unrealistic. Matthias had a large regular army alongside with the Black Army. The problem was the gold, to pay the solders with, never the manpower. It's preaty hard to maintain a large mercenry force with Hunagry even under the current patch, but with increased costs, money is more then enough limit for it.
 

Le Empereur

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Btw, perhaps you could fix the heir names for Bohemia and Hungary. The affected names (that i know of) is Karel for Bohemia, (he will be Karel VI when he ascends the throne, he should be Karel II) and Zsigmond for Hungary, who sometimes is either I or II.
(He should be II)
 
Last edited:

akos999

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Btw, perhaps you could fix the heir names for Bohemia and Hungary. The affected names (that i know of) is Karel for bohemia, (he will be Karel vi when he ascends the throne) and Zsigmond for Hungary, who sometimes is either I or II.
(He should be II)

Good idea! You could localize the rest of the Hungarian kings too! For example Ladislaus Postumus von Habsburg is V. László (Utószülött László)
Here is a complete list for the rest of them:

https://hu.wikipedia.org/wiki/Magyarország_uralkodóinak_listája
 

Clownie

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@Trin Tragula I'm not sure if this has been brought up, but some of the old provinces in Hungary have minor name errors for Hungarian owners:

Bekes should be Békés
Slavonia should be Szlavónia
Temes could be Temesköz; Temes is the political county whereas Temesköz is the geographical area, so YMMV
Zemplen should be Zemplén
Maramaros should be Máramaros
Torontal should be Torontál
Bacs should be Bács
Turda is misspelled; in Hungarian, it's Torda. However, I think the province should be named Kolozs, the name of the administrative region that covers most of the province of Turda right now. The county closer to the name of the province right now is Turda-Aranyos, which is a bit unwieldy to put into the game, which is why I lean towards Kolozs. (edit: I use the present tense for this suggestion, but the argument is based on an administrative map of the Kingdom of Hungary, not the modern area)
Kiralyföld should be Királyföld (I was so, so annoyed when this province was released, since the newer provinces have had mostly correct names, and this one was so close)

I know I've been a name nazi wrt Norway too, but I promise I speak both relevant languages (and if I'm ever unsure, I have Hungarians at hand to ask) :p
 
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hashinshin

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As for the implementation in the game it could be that hungary gain restore union cassus belli over Bohemia, but that way hungary would get the -50 penality for controlling electors (which unrealistic in this case) and it would ignore the fact that Matthias integrated those parts into Hungary that he was able conquere. The following implementation seems to be much more accurate historically:
PUs don't give the -50 relations or IA penalty.
 

limonenzitrone

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PUs don't give the -50 relations or IA penalty.
But controlling an elector as a vassal / PU etc. gives -50 in the HRE vote system for the other electors. Maybe he meant that.
 

Zak Preston

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These have all been updated a lot more recently than hungary though. Yes Russia could do with less ww2 inspired ideas but that has been discussed at length elsewhere.

Hungary has received a large update a couple of patches ago, Lithuania didn't get any provinces since like 1.12\1.14 iirc. Poland got a couple ~1 year ago. Muscovy-Novgorod got some provinces quite recently, but this changes nothing: the region is dull, ugly and backwards compared to the rest of EU4 map.