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EU4 - Development Diary - 24th of July 2018

Good morning all! What would Tuesday be without an EU4 dev diary? Tragic, I say, so here for the last of the Summer dev diaries while the bulk of the Swedes are on vacation, I bring to you a summary of balance changes coming in the 1.26 Mughal Update. This is not exhaustive (We'll post up the full changelog closer to release) and is about changes made to the game and its existing mechanics, rather than the new stuff we've added. We'll have another Dev Diary in the future to act as a "roundup" of new mechanics and how they work.

Estates:

As we have mentioned before, Estates now cause a disaster at 100% influence rather than 80%. They also no longer have a minimum requirement for land. In addition to this:

- Confiscating estate land now gives a +5 unrest modifier in the province for 15 years. This modifier goes away if you give the land to another estate.
- Confiscating estate land now adds 25 local autonomy in the province that the estate was previously in.
- Advisors generated by Estate interactions now scale in cost depending on estate influence.
- Influence from estate events generally increased.
- Cossack Estate now gains twice as much influence per development in granted provinces.
- The cap for how much development in granted provinces can increase influence is now 50% rather than 40% for all estates.

Trade Nodes:

- Bengal trade now flows into Doab, which in turn flows into Lahore (renamed from Kashmir) undoing the injustice to these nodes.
- General renaming and reshaping of Indian trade nodes (see screenshot)
- The Katsina Trade Node now connects to Ethiopia instead of Alexandria.
- The Ethiopia Trade node now also connects to Aden.
- Coromandel flows straight to the Cape

Trade n stuff.png


In general this means more Indian trade will be able to flow around Africa into Europe without needing massive amounts of control in Aden. Zanzibar isn't quite the slush fund it used to be, but remains lucrative.

Tributaries:

Far away tributaries with no expectation of help or feasible reason to be a subject was something we're looking to change with this update. As such, the AI is no longer interested in establishing new tributary relationships with nations who do not border them. This goes for both asking and receiving requests. Existing tributaries are fine, so Ayutthaya & Khmer won't suddenly want to abandon Ming in 1444.

Speaking of Ming, 1.26 may as well be renamed the Sukhothai update, as declaring an independence war no longer calls in your overlord's Tributary overlord. Sukhothai can now declare war against Ayutthaya without Chinese intervention.

Expansion:

An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.

Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

In conjunction with this, all nations' base state limit has been doubled (up from 5 to 10).

There is a define ALLOWED_TERRITORY_VS_MAX_STATES which allows you to tweak this value in defines.lua

Subjects:

In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.


End Game Tags:

Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).

The current list is:

Mughals
Ottomans
Byzantium
Rome
Holy Roman Empire
Rum
Qing
Russia
Commonwealth
Japan
Yuan
Hindustan
Bharat
Arabia
Papal States
Spain
Great Britain
Italy
Germany
Ming

That's the bulkier of the balance changes. As usual, there will be more nuanced changes in the fine details to come along in the full Changelog, which we will be sharing closer to release.

We are well aware that balance changes can get people worked up and are seldom without contention. I have very fond memories of forums around the the 1.12 release. Remain civil when expressing your feelings over your favourite balance changes as, although I endeavour to explain why we make changes, there are as many opinions as eyeballs in the world. Thanks for your time.

And if Balance Changes are not your cup of tea, let's have a look at some of the other National Idea changes brought along in the 1.26 Update. We'll look over at the Bengal region, where there is now a distinction between The Bangal Sultinate, and the Bengali Minors in the area.

I love U.png


Bengal Sultanate ideas
start =
infantry_power = 0.1
global_manpower_modifier = 0.15

bonus
backrow_artillery_damage = 0.15


bng_combat_piracy =
trade_efficiency = 0.1

"Pirates have infested the waters of the Bay of Bengal for too long. We must protect traders en route to our ports by discovering and eliminating pirate havens along the Arakan coast."

bng_habshi_generals =
army_tradition = 0.5

"Abyssinian slave-soldiers purchased in Arab markets play a significant role as elite infantry soldiers. Those that excel as leaders shall be given greater levels of command, while those who demonstrate exceptional loyalty shall make up the palace guard."

bng_clearing_the_delta =
development_cost = -0.1

"The Bengal Delta contains an immense expanse of potentially very profitable land that goes unexploited due to thick forestation. We must subsidize efforts to clear the forests to make way for new farmlands, cities, and trading posts."


bng_attract_sufis =
idea_cost = -0.1

"Sufis have long been innovators of Islamic thought as well as wise councilors. If we wish to be a leading voice in the future of the Islamic world, we must patronize Sufi lodges and convince the wisest among their order to settle in our domain."

bng_conquest_of_the_gangetic_plain =
leader_land_shock = 1

"To our west are the fertile and populated lands of the Indo-Gangetic Plain. The Sultans of Bengal have long coveted its great cities and vast wealth, but only now as a new and ambitious crop of generals rise to power is our ambition likely to become a reality. We must do all we can to ready our forces for the coming conquest."

bng_rupees =
global_tax_modifier = 0.1

"The lack of a widely adopted standardized currency is stunting the development of Indian commerce. As one of the foremost economic powers in the subcontinent, we are well placed to begin the minting of a new silver coinage with standard weights, which we shall call the rupee."

bng_bengali_industrialization =
global_trade_goods_size_modifier = 0.1

"Bengal is uniquely situated in India to begin a revolution unlike any seen before. We stand poised to exploit new developments in our already world-class textile and shipbuilding industries. Let us begin an industrial revolution!"


Bengali Minors ideas =
start =
merchants = 1
infantry_power = 0.1
}

bonus =
prestige = 1
}


hindu_sufi_syncretism =
religious_unity = 0.5

"Beyond the eastern frontiers of the Islamic world, came Sufi mystics to settle land grants or to commune with nature in Bengal, intermingling with the Hindu population. Cooperation led to extensive land reclamations in forested and marshy areas and helped to introduce new syncretic forms of music, painting, dancing and sculpture reflected in the temples and shrines constructed during this period."

ganges_brahmaputra_confluence =
trade_efficiency = 0.1

"The mighty Ganges and Brahmaputra have traveled far to intermingle and spread out into the Bengal Delta, funneling trade and commerce in its wake. For thousands of years the area around the delta has been a natural place for the easy exchange of goods and ideas."

rice_fields =
global_manpower_modifier = 0.2

"We Bengalis are primarily rice eaters, and the rainfall and soil in the area lends itself to massive surplus rice production, with the mighty silt laden rivers and monsoon allowing for three separate growing and harvest seasons a year."

mustard_oil_ilish_mach =
war_exhaustion_cost = -0.10

"Wars may torch the granaries and markets. The weather may wither or crush the crops in the fields. Elephants and ants may try to eat what we have planted. Give us a little oil, however, and our fish-laden rivers will give us the food we Bengalis desire most!"

jute_production =
#production_efficiency = 0.1

"Native to our region, Jute is a long, soft, shiny vegetable fiber that can be spun into coarse, strong rope, matting or thread. In high demand for its resilience and relatively light weight, we can benefit from its cultivation and production."

opium_fields =
global_tax_modifier = 0.1

"What's that? People will give us gold and silver for our flowers!? The opium of our region is highly prized and easily grown, commanding twice the price of any other opium in the world. Let the trade begin!"

bengali_renaissance =
global_institution_spread = 0.1

"The Bengal Renaissance that took place in this region was a reaction to the encounter and impact of Europeans arriving for not only commerce, but for study, art and scholarship. The Bengal Renaissance blended together Hindu teachings from the past with Western education, politics and law, as well as a re-casting of Bengali culture. This led to a flourishing of the arts and sciences."

And if neither Balance changes nor National Ideas are your thing, well, swing by next week, where we'll talk about that new image you keep seeing in the buildings interface is. There are still a fair few dev diaries to come before Dharma is due to hit the shelves.
 

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Let all religions convert via trade dominance like the muslim religions can, and you better buff missionaries somehow because you just made them way worse than they should be.
 
I see.

That's 65 States on the subcontinent (63 if Rachine, Adamanes and Nicobars don't count), 43 (42) of them on the north half of the continent.

Mughals can have 36 max states by 1600 or so:
10 base
10 from gov rank
5 from choosing absolute rule for gov reform #6
5 from full admin ideas
6 from Tech (11 by ~1630, 16 by ~1670, 21 by ~1725, 26 by ~1770)

If a Mughal player keeps Rajasthan, Himalayan outcrops, Assam and Nagaur in marches, they can have 30 state slots filled by more profitable N Indian states and have 6 states and 36 territories for Deccan or Persia before corruption hits,and get most of those (re-)stated by the late 18th century.
 
when I was linked this post I immediately guessed its author

You and your community have acquired quite a reputation for your 'unique' game analysis!

Not as funny as the "we datamine the game and still don't know how discipline works" post though
My community has been playing MP games with 30-50 players for 3+ years. We have multiple people who know how to mod who can at a whim start running numbers. We even have several people who join regular MP matches (no mods, just hosted at random) and are frequently banned for either cheating, or just straight being too good.

I dunno why people hate actually getting good at the game and learning it?

As for making fun of datamining: There are mechanics that just straight don't work as you'd think. Recently "backrow artillery damage" came up to question. Does the +20% from age 4 make you do 50->60% damage, or 50->70% damage? Well, the 20% additional damage actually makes you do something like 50->63% damage. Why? I dunno. It does mean though that Bengal's new ideas will ironically be among the strongest in the game. And THAT'S the kind of analysis my MP community will do.
 
I see.

That's 65 States on the subcontinent (63 if Rachine, Adamanes and Nicobars don't count), 43 (42) of them on the north half of the continent.

Mughals can have 36 max states by 1600 or so:
10 base
10 from gov rank
5 from choosing absolute rule for gov reform #6
5 from full admin ideas
6 from Tech (11 by ~1630, 16 by ~1670, 21 by ~1725, 26 by ~1770)

If a Mughal player keeps Rajasthan, Himalayan outcrops, Assam and Nagaur in marches, they can have 30 state slots filled by more profitable N Indian states and have 6 states and 36 territories for Deccan or Persia before corruption hits,and get most of those (re-)stated by the late 18th century.

And assuming there are no other +state effects.
 
I see.

That's 65 States on the subcontinent (63 if Rachine, Adamanes and Nicobars don't count), 43 (42) of them on the north half of the continent.

Mughals can have 36 max states by 1600 or so:
10 base
10 from gov rank
5 from choosing absolute rule for gov reform #6
5 from full admin ideas
6 from Tech (11 by ~1630, 16 by ~1670, 21 by ~1725, 26 by ~1770)

If a Mughal player keeps Rajasthan, Himalayan outcrops, Assam and Nagaur in marches, they can have 30 state slots filled by more profitable N Indian states and have 6 states and 36 territories for Deccan or Persia before corruption hits,and get most of those (re-)stated by the late 18th century.

This reminded me that Absolute Rule had an additional bonus of "-15% state autonomy", was it ever clarified exactly what this means? I can see it being one of:

1. State autonomy cap reduced to negatives - presumably it would actually increase output below 0%. This would be extremely powerful.

2. Autonomy cap due to corruption, estates etc. reduced by 15% but not to go below 0 (this would be interesting because estates would become a net gain for many provinces since you would be getting 10% autonomy cap on two dev types in exchange for estate bonuses)

3. Immediately on choosing the reform you get a one off 15% reduction in autonomy in all your state provinces. Boring but the +5 states bonus is also good.
 
Even if I'm ignored, I'll put my 2 cents:

Corruption gain is ok, even good.
(makes sense, owning half the world pre-telephone/radio, let alone telegram morse code line. That would be a bit of a stretch to manage....)

Like all changes this update, other than no converting territory land.
Would like a historical For and against topic made to talk this out on the fourms.
Ill like the devs to not do it, but as that's unlikely from history.

So my wishlist changes/possible idea changes would be:

1.
*100% complete Religous ideas should ignore territory block.
Its ADM ideas, and it's a playstyle/easy solution for those who dont wanna deal with the nerf.

AND / OR

2.
*this should be handled in ages.
I'll encourage the game designe of build up 1st half, and hyper blob WC last half.
This is what the era system was made for, and I'll make the game world dynamic:

• first era: with the full nerf to both conversion and corruption.
(Its the build up phase, no problem to emphasizes that.)

• second era: -25% corruption penalty, all countries can convert freely on their home continent.
(30 years war, reformation, Sikh revival, ect)


• third era: -50% corruption penalty,
Religious cap unlocked. (Its settled, can spread)
This is when people start to blob massively,
It's time to start Empiring.

• forth era: -90% corruption penalty or No cap fully unlocked like pre 1.26.

Now is the time to hyper blob for everyone.
 
My community has been playing MP games with 30-50 players for 3+ years. We have multiple people who know how to mod who can at a whim start running numbers. We even have several people who join regular MP matches (no mods, just hosted at random) and are frequently banned for either cheating, or just straight being too good.

I dunno why people hate actually getting good at the game and learning it?

As for making fun of datamining: There are mechanics that just straight don't work as you'd think. Recently "backrow artillery damage" came up to question. Does the +20% from age 4 make you do 50->60% damage, or 50->70% damage? Well, the 20% additional damage actually makes you do something like 50->63% damage. Why? I dunno. It does mean though that Bengal's new ideas will ironically be among the strongest in the game. And THAT'S the kind of analysis my MP community will do.

63% is pretty close to 62.5%,

An increase of...25%.

So, somewhere in the code there's a 5/4 where a 6/5 should be.
 
This is the first patch for me where I am actually considering rolling back and staying on current patch instead. I was really looking forward to it too.

1 .Trade Companies: Everyone knows they were already broken. I refuse to believe the devs are not aware of this. Buffing them is stupid, but sure, ok, I could live with it. It would just make beelining India even more of a priority than it already is.

2. Missionaries: I can't even describe how monumentally stupid I think this change is. I see two ways for this to turn out.

a) You need full core states, not just states. In this case you just made One Faith massively more difficult for... what reason exactly? It was already pretty challenging for the casual player. The players that can comfortably do it already know how to challenge themselves further anyway. If it's for realism's sake, then one faiths should be disallowed entirely and the achievement removed. There was no concept of nation state owned missionaries historically. Religion and state were very separate, although they intertwined politically.

b) You only need states, not full cores. This just adds an indescribably amount of tedious busywork to an already tedious process that is converting. I mean, it's already "correct" to do this, because you want to activate the religious unity edict whenever converting if you want to be as efficient as possible, keeping 1-2 free state slots to rotate this. Who does this though, outside of cases where extreme efficiency is needed like a Jewish OF or something. Mandating this busywork for all conversions serves literally no purpose whatsoever.

3. End game tags: This would not affect me personally, because tag switching is not something I do much. I place silly RP value on my original tag (and dynasty sometimes) and rarely tag switch. However, I don't care what anyone else does. If anyone is in the position to switch between those tags, then they already directly or indirectly control the planet already. I don't see what purpose taking away something that (at a generous guess) 1% of the active playerbase actively uses. Even those who use it mostly do it for fun wacky strats and why would you want to remove that from them?

4. Corruption from territories. This is a change I'm unsure about. I don't like it, but I think I could live with it. I would massively prefer to have it be development based though, instead of province number.
 
To be honest, I feel that Pdx should've stolen the M&T idea of tying conversion strength to LA and balanced it in such a way that approx 50%+ LA would block most conversion attempts.
 
To be fair I don't think it's within developer ability (even other developers) to make an AI in a game like this that would be a serious long term barrier to a player at your level

Thanks for the compliment, I see your point but I only agree partially. There are little changes here and there that can be made to make the AI more competitive. As an example it is common to see the AI instead of declaring on the weakest of the possible targets (like a player would do) they declare war on someone that can be beaten but the cost can be at times so high that it qualifies as stupid in my book (because much weaker targets were available). Many times the attacker (like the Ottomans) have to white peace after ~7 years of war many loans and nothing to show for it. Even with an IQ of a headless chicken an AI Ottomans would become stronger faster. This was just a little example but there are many more, this AI would be so fraking different if I had any saying.



I agree that trade companies are way too strong atm. I hope they are recieving some changes in the upcoming patch notes. Im not saying it will now be hard, but that it def is a new factor that you need to consider and it will nerf your campaign if you choose to play wide, resulting in the game being hardER. I personally cannot handle the game past 1600 because of the lack of challenge, so if they are trying to make the game hardER Im cool with it. Corruption management will now be a big part of the game if you go wide, Im curious to see how it will play out.



I want to wait and see how the missionary change plays out what makes me negative to the change rn is that its easy to have some temporary states for conversion at that point the change will be pretty pointless.

The "nerfs mean we dont want you to play that way" kind of thinking is impossible for me to wrap my head around. They are giving you more challenges to overcome when you are growing your big scary blob, something to make the game abit harder past critical mass is something that has been requested by alot of people for a long time. People like myself, who try to blob as much as possible because thats the most optimal way to play. After a certain point, all the challenge is gone, you have pretty much won already, noone can rival you, thats boring to me.

Speak for yourself, I play paradox games to be challenged through opposition, this gives me more opposition so, more of a reason to play.
I am sorry but we have a different concept of challenge; increasing the monarch point cost of everything simply because I refuse to stare at the screen at speed five like they want me to do does NOT qualify as a challenge in my book. It just adds waiting time for points; waiting for points is NOT a challenge or fun and requires no skill whatsoever. Despite all being extremely dumb** If there was a way to throw enough money at the new corruption in order to get rid of it then it would qualify as a sort of a challenge. As it stands anyone refusing to play the game the way they want it to be played won´t be able to get rid of the corruption; unless ofc one actually plays the game in a way that they did not know it was possible (…) Then by 1.27 (etc.) they will add more restrictions because playing the game in a way they did not think was possible usually qualifies as bad wrong fun and needs to be patched ASAP; and the game will continue the path of becoming more tedious, simpler and dumber instead of more engaging, smarter and strategic. Ofc this is a shame.

**If this suggestion is accepted and more corruption (or similar) is introduced because it will be introduced since the AI isn’t getting better: I am already seeing it by patch ~1.39 ppl having to spend 900 ducats of the 1000 they gain just to keep corruption in check in order to be allowed to play the game. It is all very, very dumb.

I guess I am going to have to update my EU IV tutorial for 1.26

 
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Thanks for the compliment, I see your point but I only agree partially. The reason for that is that IMO the AI development has been very unfocused and I am sorry to say it even sloppy (maybe because it is never a priority). Anyway there are little changes here and there that can be made to make the AI more competitive. As an example it is common to see the AI instead of declaring on the weakest of the possible targets (like a player would do) they declare war on someone that can be beaten but the cost can at times be so high that it qualifies as stupid in my book (because much weaker targets were available). Many times the attacker (like the Ottomans) have to white peace after ~7 years of war many loans and nothing to show for it. Even with an IQ of a headless chicken an AI Ottomans would become stronger faster. This was just a little example but there are many more, this AI would be so fraking different if I had any saying.




I am sorry but we have a different concept of challenge; increasing the monarch point cost of everything simply because I refuse to stare at the screen at speed five like they want me to do does NOT qualify as a challenge in my book. It just adds waiting time for points; waiting for points is NOT a challenge or fun and requires no skill whatsoever. Despite all being extremely dumb** If there was a way to throw enough money at the new corruption in order to get rid of it then it would qualify as a sort of a challenge. Anyway as it stands anyone refusing to play the game the way they want it to be played won´t be able to get rid of the corruption; unless ofc one actually plays the game in a way that they did not know it was possible (…) Then by 1.27 (etc.) they will add more restrictions because playing the game in a way they did not think was possible usually qualifies as bad wrong fun and needs to be patched ASAP; and the game will continue the path of becoming more tedious, simpler and dumber instead of more engaging, smarter and strategic. Ofc this is a shame because I actually started playing PDX games because they were smart but apparently that is not a priority these days (hoi iv, stellaris anyone?).

**If this suggestion is accepted and more corruption is introduced because it will be introduced since the AI isn’t getting better: I am already seeing it by patch ~1.39 ppl having to spend 900 ducats of the 1000 they gain just to keep corruption in check in order to be allowed to play the game. It is all very, very dumb.

I guess I am going to have to update my EU IV tutorial for 1.26


Having less monarch points does make the game more challenging. You will have less resources to accomplish your goals, you have to prioritize what you really want and you will be less prepeared for the future because of it. Maybe then, wars that have other objectives than blobbing will make more sence, there are aspects of this game that doesnt involve blobbing, but they are ignored because blobbing is always more effective. Also, vassals anyone?

Im pretty sure they know its possible to deal with the corruption, there are already people in this thread that has posted solutions. I believe you will have less money to mess around with in the new patch, thats probably going to be result. How making wide play cost more money is making the game dumber is beyond me. It just adds another factor into the equation, corruption management is going to be a real thing, and you have to change your playstyle with it. Getting another challenge to overcome doesnt make the game "dumb" removing something that you have to deal with would however.

You are being completly hyperbolic, we have had patch after patch increasing the money available, absolutism, lvl 5 advisors etc, I could go on and on, its about time someone puts a break to this powercreep.

I guess so :p
 
The game has gotten so much powercreep it's actually unreal. Especially mechanics that you don't play for, don't interact with, never look at, and get stronger for like innovation.
 
How making wide play cost more money is making the game dumber is beyond me.
It is dumb because the corruption thingy would eat 90% of my budget; like corruption costs 900 ducats while my entire army, advisors, etc. costs 100.; and I was being nice since whenever I play as a horde many times I have a deficit as big as my entire income. Again waiting for points is not a challenge; it "just" requires more patience to wait to be allowed to play the game.
Btw going for Espionage to fight corruption is incredibly stupid in a WC environment.
They are balancing the game to reduce the conquest as if the game had anything else interesting to do and at the same time introduce more whack-a-mole. No thanks.

Edit: Again, IMO 1.25 made the game sillier and that is why I nick named it "Alice" (...) I was eagerly waiting for 1.26 that was supposed to make EU IV better until I saw this DD.
 
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It is dumb because the corruption thingy would eat 90% of my budget; like corruption costs 900 ducats while my entire army, advisors, etc. costs 100.; and I was being nice since whenever I play as a horde many times I have a deficit as big as my entire income. Again waiting for points is not a challenge; it just requires more patience to wait to be allowed to play the game.
Btw going for Espionage to fight corruption is incredibly stupid in a WC environment.
They are balancing the game to reduce the conquest as if the game had anything else interesting to do and at the same time introduce more whack-a-mole. No thanks.

Then I guess the way that you are playing atm will not work in the new patch. I dont know what to tell you. Less points is going to mean, less tech, less development among other things. This is obviously going to make the game harder. The AI arent sitting on their feet while you are waiting, many of them are getting stronger and stronger, making them more difficult to deal with when the time comes.

The games has more to it then conquest, there are other forms of casus belli, and there are vassals that are free with the right cb.
 
There are little changes here and there that can be made to make the AI more competitive.

Certainly, and when they're not breaking something on the back end with the spaghetti code I'd be happy to see them...but knowing their limitations and vassal functionality so far, to me the crux of this issue lies more in what the design expectation/variance outcome to skill looks like.

Making the game more of a slog without changing the reality of the tradeoffs is bad. Implementing a mechanic whereby there is negative utility in doing the one thing around which the game is designed (territorial expansion) runs counter to the incentive to keep playing. Hitting a previously optimal expansion pace is now harmful...but there's nowhere else for that player skill/management ability to go. I hold that skill equalization is degenerate to games (beyond games too TBH) in most cases.
 
This is the first patch for me where I am actually considering rolling back and staying on current patch instead. I was really looking forward to it too.

1 .Trade Companies: Everyone knows they were already broken. I refuse to believe the devs are not aware of this. Buffing them is stupid, but sure, ok, I could live with it. It would just make beelining India even more of a priority than it already is.

2. Missionaries: I can't even describe how monumentally stupid I think this change is. I see two ways for this to turn out.

a) You need full core states, not just states. In this case you just made One Faith massively more difficult for... what reason exactly? It was already pretty challenging for the casual player. The players that can comfortably do it already know how to challenge themselves further anyway. If it's for realism's sake, then one faiths should be disallowed entirely and the achievement removed. There was no concept of nation state owned missionaries historically. Religion and state were very separate, although they intertwined politically.

b) You only need states, not full cores. This just adds an indescribably amount of tedious busywork to an already tedious process that is converting. I mean, it's already "correct" to do this, because you want to activate the religious unity edict whenever converting if you want to be as efficient as possible, keeping 1-2 free state slots to rotate this. Who does this though, outside of cases where extreme efficiency is needed like a Jewish OF or something. Mandating this busywork for all conversions serves literally no purpose whatsoever.

3. End game tags: This would not affect me personally, because tag switching is not something I do much. I place silly RP value on my original tag (and dynasty sometimes) and rarely tag switch. However, I don't care what anyone else does. If anyone is in the position to switch between those tags, then they already directly or indirectly control the planet already. I don't see what purpose taking away something that (at a generous guess) 1% of the active playerbase actively uses. Even those who use it mostly do it for fun wacky strats and why would you want to remove that from them?

4. Corruption from territories. This is a change I'm unsure about. I don't like it, but I think I could live with it. I would massively prefer to have it be development based though, instead of province number.

100% this plus they still need to do something about the other elephant in the room-merc spam...