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EU4 - Development Diary - 25th of September 2018

polandpatchbanner.jpg


Good day all. Today is our second and final dev diary for the upcoming 1.27 Poland Update. Wait, the final one already!?

Yes, we shall be releasing the Poland Update on Monday 1st October. This is, as some will rightfully point out, very swift following Dharma's release. The reason for this is that, in addition to the usual bugfixes and improvements that come along with a post release patch, our Poland update is also bringing EU4 in line with the General Data Protection Regulation. We have set this as our date for ensuring that our games follow these new EU laws. Rather than getting bogged down in the details about the what's and whys of GDPR in our games myself, I instead encourage inquiring minds to read this link.

The long and short of it is that once the Poland Patch goes live, we will be requiring you to read and agree to our privacy policy, which will be displayed to you in the game the first time you load up after the update. A truly painless process.

Things diverge here a little for those who like to play on our older versions. If you are, for example, one of the people playing on the previous versions, anything from 1.4 up to 1.26, you will be in for a rude awakening as your game will no longer be set to that version on Steam. Unfortunately, we cannot legally have those versions available for play as they are not GDPR compliant due to having no capacity for gaining your consent to our privacy policy.

Fret not though, as we have a solution ready for everyone who want to continue playing on old versions. We are have a webpage ready for players to log in with their Plaza account, read our privacy policy and retrieve codes for the old versions of our games. Plug these into Steam and you can continue playing on our old versions to your heart's content. More information here again!

With the joys of GDPR info over, let's get back to looking at the Poland update.

@neondt was kind enough last week to share the bulk of what's changing in the Poland update: Map changes, new ideas, missions, events, Government reforms, even a hulking great Mongol Empire. I'm in a tough position to match such a meat dev diary myself. Let's have a couple of highlighted balance changes and enjoy the Patchnotes today.

Balance changes.

Conversions

Firstly, the removal of religious conversions in territories was by all measures a contentious one. It is certainly our ambition that religious conversion not come with such ease and arcade feel to it. None the less, one particular piece of feedback which truly resonated with me was that people who build religious focused nations whose goal is to combat heresy are unable to do the one thing they are setting out to do. To that end, in 1.27, there are two particular changes being made here:

  • Religious Ideas finisher allow for conversion in territories
  • Territories have a -2% conversion strength
We have other small changes in mind for conversions, but we'll be going into those in due time.

Institutions

Since institutions were introduced, the tech situation in the world was made vastly less divergent. While to a degree we don't want it being a trivial task to roll over anyone not blessed enough to hail from Pisa or Lothian, things were looking a touch too normalized, so a few tweaks are coming in 1.27 to widen the tech gap.

  • Global Trade
    • No longer gain embracement boost from Marketplace, Trade Depot, Stock Exchange because you already get a lot from trade power which these buildings boost.
    • Gain 0.5 embracement scaled from level 3 CoT, 0.1 from Level 2 CoT
  • Manufacturing
    • Restricted somewhat where it can spawn so we don't get it spawning in 5 dev desert province
    • Reduce how much you get on continents where it did not spawn.
  • Enlightenment
    • Restricted somewhat where it can spawn so we don't get it spawning in 5 dev desert province
    • Reduce how much you get on continents where it did not spawn.

Of course for the full changes to digest, here are the patchnotes:

###################
# Free Features
###################
- Added support for Steam Rich Presence.
- New Lottery Election mechanic
- New unique government for Venice
- New Sortition reform on tier 3 that enables Lottery election. (Dharma)
- Added Bureaucratic Aparatus and Appointment by Committee government reforms for republics. (Dharma)
- Removed old Sortition reform. (Dharma)
- Added Arrival of the Kalmyks event
- Added Prussian Confederation event chain
- Added Roman of Moldavia event chain
- Added mission trees for Poland, Lithuania, Romanian Group, Tatar Hordes.
- Added descision to form the Ilkhanate.
- Added Great Mongol State government for Mongol Empire (Free), allowing Banners in primary culture provinces(Mandate of Heaven).
- Added new government reform 'Permanent Marathas Council' for Indian nations with the Maratha estate. +5% discipline and changes Recruit Minister interaction to give a general with +1 shock instead of an advisor. (Dharma)
- Added new government reform 'Governmental Purbias Register' for Indian nations with the Rajput estate. Changes Recruit Purbias interaction to give +5% discipline to Rajput regiments. (Dharma)


###################
# Gamebalance
###################
# Economy
- Disable Charter Company if the country is highly in debt to avoid saving money in other countries.
- Tariffs are now only counted on income from Production, Gold and Trade.
- Tariffs overlord operate on now match how much the CN actually pays.

# Governments
- Added the missing max absolutism malus for republics.
- Increased losing 4 reforms to 7 for Seize Executive Power Reform.
- Increased losing 6 reforms to 8 for Proclaim Divine Guidance Reform.
- Nepotism candidates in elections are now aged randomly between 30 and 50.
- Reduced losing 6 reforms to 3 for Become a Republic Reform.
- Tribals Civil Society Reform now gives additional -0.05 corruption
- Tribals Lip Service Reform modifier reduced to 10% Land Maintenance Modifier.
- Tribals Religious Societies Reform now gives additional 15% Religious Unity
- Bishoprics can no longer have their rulers made into generals at all while the Monastic Orders can have any of their rulers made into a general. The Hochmeister strikes back.

# Units
- Rajput regiments base modifiers changed to -25% drill decay, -50% reinforce cost, and +5% morale

# Other
- Added 0.33 monthly support for local heir on loyal nobility estate
- Switched out Papacy government prestige gain to Prestige per development from missionary.
- Switched out Prestige gain in Glory of Rome of the Pope idea set for -1% Prestige Decay.
- Switched out The Vatican Museums for -10% Dip Advisor Cost(+1 Free Dip Policy for Dharma)
- Vatican Library Administrative Edition now gives -5% administrative tech.
- Vatican Library Diplomatic Edition now gives -5% diplomatic tech.
- Vatican Library Military Edition now gives -5% military tech and 50% army tradition from battle.
- Vatican Library Military edition no longer gives 5% discipline.
- Contamination Detected, initiating Quarantine Protocols.
- Vijayanagari mission 'Divert Trade from Bengal' will not only upgrade CoT's to level 2.
- World Port now gives 0.2% naval tradition decay instead of 0.25 yearly naval tradition.
- Religious ideas finisher now let's you convert in territories.
- Territory provinces have an additional -2 missionary strength malus.
- Dhimmi given provinces now provide less to the overal religious unity. -50% at Neutral, -100% at Loyal.
- No longer gain Global Trade embracement boost from Marketplace, Trade Depot, Stock Exchange because you already get a lot from trade power which these buildings boost.
- Gain 0.5 Global Trade embracement scaled from level 3 CoT, 0.1 from Level 2 CoT
- Restricted somewhat where Manufacturing can spawn so we don't get it spawning in 5 dev desert province
- Reduce how much Manufacturing spread you get on continents where it did not spawn.
- Restricted somewhat where Enlightenment can spawn so we don't get it spawning in 5 dev desert province
- Reduce how much Enlightenment spread you get on continents where it did not spawn.


###################
# AI
###################
# Economy
- Fix AI taking unnessecary loans when recruiting
- Fix AI not disbanding fleets when over force limit
- Fix AI offering no money in charter province action to players.

# War
- Include forts ZoC when recomputing path for unexiled armies
- sieging the wargoal does not give anymore a penalty if the AI is the defender and a peace is offered

# Other
- Fixed indecisive colonisation/settlement growth planning and budgeting AI


###################
# Interface
###################
# Country
- In subject view, clicking on the shield of a trade company will center the map on that trade company.
- Parliament issues now have a scrollbar so you can see the entire effect of some of the issues.

# Icons/Art
- Cleaned up gender icons to look a bit clearer.

# Other
- Add history entries when a province is subject of Charter Company diplomatic action.
- Battles involving condottieri should pop up the combat view.
- Do not show the automatic transport dialog if trying to move during battles.


###################
# Usermodding
###################
# Effects
- Can no longer set dynasty on republican leaders in define_ruler effects. Dynasty argument is reused to let you set last name now.
- Added add_next_institution_embracement_scaled which behaves like devving in a province
- Added adm_power_cost, dip_power_cost, mil_power_cost effects & triggers that scales with the power cost modifier
- All Variable effects can be defined with `= { var_name = value }` now.
- Added set_base_tax, set_base_production, set_base_manpower effects

# Modifiers
- Implemented monthly_support_heir_gain modifier
- Added new modifier that increases how much PP you get from an insult.
- has_banners modifier now will work for every country and is no more limited to Manchu
- Added static modifier that is applied to all territory provinces.
- Added local_religious_unity_contribution modifier.

# Triggers
- Added has_unembraced_institution trigger.
- All Variable triggers can be defined with `= { var_name = value }` now.

# Other
- Can now access exiled monarchs in localisation
- Can now define the age range of a ruler
- Can now flag a government reform that it triggers elections upon death.


###################
# Script
###################
# Decisions
- Added decision to form the Mongol Empire
- Added decision to restore the Ilkhanate as a March
- Moving the capital to St. Petersberg will now upgrade its Center of Trade level.

# Events
- Added option to 'Cultural Ties Weakened' event to convert to American primary culture. First option now adds American as an accepted culture.
- Rewrote Vlad the Impaler event. Vlad will now appear more regularly as a ruler.

# Ideas
- Added Chernigov national ideas
- Added Crimean national ideas
- Added Ilkhanid national ideas
- Added National Ideas for dynamic Cossack nations
- Added Rigan national ideas

# Setup
- Added the Mongol Empire and Kalmyk tags
- Poland now accepted Ruthenian culture in 1444

# Other
- Added new free and possible policy modifiers as custom ideas
- Added startup screen for Wallachia and Moldavia
- Added startup screen for the Tatar hordes
- Transoxiana is now a slightly different shade of blue


###################
# Bugfixes
###################
- Fixed CTD when when loading old saves with owned provinces changed to wasteland in later version
- 'Japan Discovered' event now allows for Anglicans
- 'Missionaries in the Spice Islands' event now converts some provinces in the Spice Islands to Catholicism
- Added fallback requirement for VIJ War Plunder mission
- Added missing % sign to Nobles of the Robe tooltip
- Added tooltip for Conform to Template view when province is not controlled by you or your overlord
- Added tooltip to Italian Wars event explaining that relations with Spain will be worsened.
- All subsidies are now canceled when going bankrupt
- Anglicanism will no longer spawn in a country that is a junior partner in a PU
- Any siege is now ended when abandoning a colony
- Apply local autonomy penalty from estate removal after it been removed.
- Aristocracies and Hordes once again have access to Aristoractic ideas
- Army Professionalism parliament bribe now costs 2 army professionalis rather than 200
- Assigned Cayenne to correct colonial region
- Aurangabad modifier from Mughal mission now gives local rather than global development cost.
- Can no longer become an Iqta as an Indian Sultanate (no Dharma)
- Can no longer form Mughals as the Celestial Emperor
- Can no longer get Talented and Ambitious Daughter event with States General reform
- Can now hear elephants in battle without Dharma enabled if you have any Dharma unit pack enabled
- Changing to and from Steppe Horde government with Dharma will now change your tech and unit group to and from the nomad group.
- Colonial subjects are now blocked from fabricating claims overseas
- Corrected province highlighting in VIJ mission 'South Indian trade'
- Countries in Random Setup that get specific tags can no longer get reforms unique to those tags
- Dimitri event for Russia will no longer fire if country is a junior partner in PU
- Election event will use correct pronouns if current ruler is female.
- Event option to cede Goa to Portugal will no longer be available if a player owns Goa
- Event to pick Dutch Republic now removes Parliament reform if it has been picked
- Event to remove Free City reform now fires correctly
- Events that change government type refund some reform progress
- Fix the automatic transportation feature
- Fixed CTD when selecting abandoned colony with invalid siege
- Fixed Eat Your Greens and The Ostenders achievements being completable by any nation despite not being visible.
- Fixed Gujarati Textiles mission applying wrong trade goods size modifier
- Fixed Kiowa culture not being on map
- Fixed Mughal Open China mission attempting to reward local goods produced modifier to the whole country.
- Fixed Question of Rights event being able to take land from own colonial nations
- Fixed Sleepless in Seattle achievement requiring wrong province. Seattle is actually in Salish province.
- Fixed Trade Company Region not updated on Trade Nodes after loading save, leading to CTD trying to access deleted memory
- Fixed Unite Japan decision tooltip claiming that Daimyos will become Feudal Monarchies
- Fixed Vaishyas estate event using country instead of province flag, prevent modifiers from being applied
- Fixed breaking to rebels sometimes causing an extra stab hit, especially as the Pope
- Fixed changing away from Muslim as Feudal Theocracy without Dharma not giving new government
- Fixed city placement in Garwhal
- Fixed decision to convert ruler religion being available to junior union partners
- Fixed event allowing female consort for female ruler
- Fixed highlighting issues in Bahmani mission Persianate Empire
- Fixed missing title text for Mamluk event 'The Emissaries return with good news'
- Fixed spelling of Minnesota area
- Fixed wrong culture name in nation designer trigger for Gond Kingdom
- Fixed wrong institution in Cabinet of Curiosities event
- Fixed wrong legacy government given in election event for tribes
- Fixed wrong mission icon for Taungu mission Annex Prome
- Foreign Talent event will no longer fire for subject nations
- Forming Egypt now gives claims on unowned provinces in the Egypt region
- Forming Great Britain now always completes the War of the Roses mission
- Forming Ireland now requires owning all of Ireland. Decision now refers to areas instead of provinces.
- Forming Japan now disallows the Japanese gov reforms (Shogunate, Daimyo, Ind. Daimyo)
- Forming Qing decision description no longer refers to having already united China
- Forming Rajputana or Marathas now sets tech and unit group to Indian
- Forming the Mughal Empire will now enact unique Mughal government reforms up to the currently unlocked reform tier.
- Forming the Mughals with States General reform will now remove that reform
- Gujarati event 'An Embassy to the Ottoman Sultan' now only fires if Portugal owns a province in India
- If you don't have elections, taking reforms that gives you duration time no longer gives you term election.
- Indian Sultanate reform no longer invalid when switching capital outside of India
- Jain and Hindu Merchant Community event no longer affects Jain loyalty twice.
- Janos Hunyadi now has fixed stats and appropriate age
- Junior monarchies in a personal union under a non-monarch will now have their own legitimacy instead of being stuck at 0. (Yes there are very strict specific circumstance where non-monarchy can have a PU)
- Korean mission "Conquer Huncun" reward is no longer redundant. Adds claims needed for next mission.
- Land of Churches mission will now accept either churches or cathedrals in any arrangement
- Mewar mission Rajput Trasde Guilds now completable with any set of estates
- Move Capital to Pegu mission now requires Pegu to be the capital.
- Natives no longer use legitimacy mechanic
- No Dharma - Indian Sultanates can no longer Indianize their Sultanate
- Novogorod mission now gives claims on Vologda
- Only provinces within the country border (or the non-tributary subjects' ones) can be released in a peace deal.
- Orangist candidates no longer get double names. They should simply be Van Oranje now.
- Piety change when declaring war as Muslim now refers to Mysticism as well as Legalism
- Primitives are no longer able to select Naval Doctrines
- Qing now uses 'Empire' government name at rank 3 instead of 'Khaganate'
- Random events no longer give reform progress to primitives
- Reduce Champaner mission now requires a core on the province
- Reduced size of mission tooltip for Bengali Clear the Delta mission
- Releasing Deccan from Mughal mission should now give Deccan a government
- Remove Presidential Dictatorship reform when dictator dies and a new republican leader is elected.
- Removed references in several events to old center of trade modifiers
- Removed remove_non_electors_emperors_from_empire_effect from some Dharma formables
- Rulers given by pretenders and events now add +200 support for monarchists with the States General mechanic
- Sweet Home Qaraqorum, Ganges Khan and Maharana Pratap achievements no longer allow custom nations.
- Tartar and Altaic nations with Tribal government type can now pick Steppe Horde
- The Anjou Claims event now gives a claim on Abruzzi
- The effects of Rise of a Despot event now happen immediately rather than after choosing the option
- Unite Japan mission now requires direct ownership of most of the Japan region.
- When playing without CoC, a tooltip will now inform the player that The Janissaries event will fire in 12 years when enacting the Devshirne System decision.
- Will no longer swap mission trees when forming an Indian nation without unique missions except for Punjab
- players cannot anymore create infinite-points custom nations exploiting the play button enabled while confirmation modal is visible
- Fix OOS caused by not updating religious school modifiers
- Remove invalid reforms on tag switch
- Fixed Daimyos sometimes having two vassals
- Fixed papacy not being restored when releasing PAP as vassal
- Education of Daughters custom idea is temporarily disabled because of unforseen bug right before release, will be returned as soon as we can.
- Fixed so One King To Rule achievement requires 50 absolutism. Should now be possible for people not owning Dharma to get the achievement.
- Fixed bug where define_advisor was not creating advisors
- Fixed trade league disbanding after forming a new nation.
- Fix raze tech power decrease being uncapped
- Can no longer scorch earth with exiled units.
- Fix primitives being able to select Naval Doctrines
- Junior legitimacy no longer affected by dynasty change in overlord.
- Junior legitimacy will no longer be reset on monthly if overlord is not a monarchy.
- Former tributaries shouldn't be considered ex-subjects when going at war against their overlord.
- Shogun can no longer move their capital to prevent bunch of nasty bugs with that.
- Supply Convoys policy increased to 0.2% liberty_desire_from_subject_development from 0.02%
- Fixed Revolutionary governments losing all reform progress. They will now get reform progress as if they had switched using reforms.
- Mewar Never Changes achievement now visible to any nation that can access its mission tree
- Fixed broken Combat role bonus modifier for sieges with blockade.
- Fix game not exiting properly on Alt.-F4 when music player is open.
- Human should now be removed properly if player drops and ingame lobby does not exist.
- Fix alert about AI team member wanting to break alliance
- The seller of a province in Charter Company will gain inflation like province selling, but only based on the amount of money gained (not the administrative costs).
- Fixed exploit where Europeans could get Trade Company Trade Goods bonus in their own province.
- Optimized code that generated the weather texture.

You can look forward to the 1.27 Poland Patch this coming Monday 1st October!
 
Last edited:

moyang

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Religious idea was arguably worse than Humanist in 1.25, and in 1.27 it's worse than 1.25. I know this is a band-aid patch and hope the devs come up with some nice change in 1.28.
 

The Waycaster

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  • Religious Ideas finisher allow for conversion in territories
  • Territories have a -2% conversion strength
Thanks for listening! Will try this and see how it works! Does the territory conversion ability replace the previous finisher of 25% reduced culture conversion cost?
 

Less2

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So the 1% of the world that starts as a Republic went from being somewhat balanced to complete trash from 1600 onward until ~1750s when they become on par with monarchies in absolutism, while the 99% of the world that starts as a monarchy or tribe is complete trash for the whole game if they want to become a republic. That's what a good balance change looks like.
 
Last edited:

Palando

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It was the normal republics that didn't have absolutism malus, all the special ones still had their ones left. Merchant republic have -50, Oligarchy I believe was set to -40 and Noble Elite is -20.
What about the parliamentism and states general reform of monarchies? Will they get an absolutism penalty, too, or will they stay the same?
 

Kuzma Minin

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I'd rather you made it so institutions like global trade, manufactories and enlightenment required the previous institution to spawn and spread. That way Europe would get them most of the time outside of player intervention. Also reduce the tech malus of the first three institutions to 25% or so to properly balance it.
 

Kayden_II

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It's always a surprise, that an event like this implementation of the GDPR forces you to rush the release of the free patches, so that you can work as quickly as possible on the next DLC^^ :p
 

gronak

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  • Religious Ideas finisher allow for conversion in territories
  • Territories have a -2% conversion strength

This is a welcomed change.

Will cultures be allowed to be converted too? It doesn't make much of a difference gameplaywise, I love to rp my games where there are migrations of cultures, for example.
 

zloty_111

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I'm sad too, because it looks like Poland won't get any more love for few more DLCs/patches (even though @Groogy said "we have more ideas for later" so there is still hope).
Many people here focuses on elective monarchy rework, events, flavour or missions, and I think you all forget about Parliament. Most democratic monarchy of that time, should have Parliament (well, we have Sejm with all their flavour events, but it's just it - a flavour).

Even though current version of Parliament won't be the best fit for Poland (and any Elective Monarchy), I think it should still be added. As some sort of semi-placeholder. But I'll write my idea for full-fledged Sejm below anyway, you can read if you are interested.

All numbers are made up, just to show an example

Sejm should basically work as current parliament, with few changes (kinda borrowed from estates):
  • Seats should be added automatically, with provinces being given to Szlachta (Nobles)
  • Seats shouldn't be named after provinces they are from, but with Noble names from dynasty names pool (this way we can have all these Sobieskis and Radziwiłłs medling with crown), thus creating "family". Of course game should keep track of already assigned names, and current dynasty names pool should be expanded a little
  • Number of Noble families (seats) should be limited (eg. tied to government rank, government reforms, adm/dipl tech, etc., something that doesn't change too often) - let's say 10
  • First three provinces awarded to Szlachta should guarantee creation of three families. Any province added to Szlachta after that could either spawn new "seat" (family) up to limit, or be added to current one
  • "Power" of seat (family) should be measured in function of development, with a lot of modifiers (and maybe event such as "family XYZ invests in their province of Y", gain +2 development in province Y)
  • Every seat (family) should have their loyality level, measured in any way. This will affect two things:
    • reforms they support, cost of bribing them to support what you want, chance to rebel or support negative reforms you don't want
    • heir they support, with foreign influence working as an event or something like that (if diplomat is present, there is "x" % chance every year to get an event such as "Family XYZ supports Habsburg", gain 10 points of support for Habsburg heir)
  • Polish parliament could debate also negative reforms, such as -5% tax modifier, or -10% manpower, with families (seats) to be more likely to support that
  • Of course having king from a certain family should boost loyality greatly (the same goes for Consort or heir or maybe even an advisor)
  • And after election - game should check average loyality, multiply it by few modifiers, add and subtract some stuff, and BAM! "Sejm approves new kings policies" or "The Sejm comply with your policies" - in this case you'd at least have any influence over it
And now my explaination - with time, some noble familiess became powerful in Poland. And I mean REALLY powerful. With such parliament, you'd have to struggle with them, constantly bribing them to support you, and trying to limit their power. At the same time, you have to increase their power, to get their support. And it would lead into 2-3 very powerful, magnate families, ruling half of your nobles provinces. It's your choice if you want to fight with them or agree with them. Internal politics now gets much more interesting, and it can easily (and historically) lead to fall of the country.

Also it makes election a thing that matters. It can be expanded even further (for example - newly elected king will get an event to choose one of three or four possible heirs -from own dynasty or from any parliament dynasty, giving boosts and maluses to loyality etc.).

And I know that there may be some limit in game mechanics, but more frequent interregnum periods sounds extra challenging and historical (example: if there is no heir, that have more than X% support, Interregnum becomes new ruler of Poland, and for a period of few months to few years, player will get few events allowing him to influence who will be new king and when, some sort of "collecting extra support points" for an heir - again, as a struggle with the nobles)

There is also a place for some historical reforms (like Nieszawa priviledges) to be added to that, as unique Polish flavour.

In this way, I kinda changed Szlachta estate into Parliament, but it can be adapted for many countries that had any form of noble influences on the court, or any form of council as well. I can see how in Cossacks Sich Rada you have "Parliament" composed of noble Cossack families. Or rich merchant families being a "parliament" in Genoa, etc. etc.

I tried to think of a way that can be possible with current game, but I'm not a programmer, so it may be impossible. Or just stupid, and I don't see it. Anyway, I will repost it here as well, because it fits here better. But since we're discussing "Poland" update, I wanted to share my idea. Have a nice day!
 

Xinkc

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Well that was different than I expected of the revert religious conversion change. I look forward to see what you can come up as a better solution in the future.

It's definitely a start.

It's cool because now you must choose between religious or humanist (because it's hard to convert without religious), not humanist or humanist.

Outside of player-born desires to convert instead of tolerate, Humanist is still vastly better for the role that it and Religious ideas are supposed to fill. To make it more even, you'd have to nerf Humanist a fair amount (lessen or replace the separatism decrease, lower the tolerance increase for heathens and heretics, lower the raw unrest decrease, etc.). As it stands, Humanist is vastly superior for dealing with religious stability.

I'm happy with the changes to religions. I mean, I prefered how it was before the last patch, but the -2% malus and the necessity to finish religious ideas makes complete sense IMO.
Looks like I'll finally be playing EU4 again!

The one thing that I feel could still be improved is the unbalance between religious ideas and humanist. Sure, now it's much more balanced, but in a purely strategic way humanist still takes the crown (and it's not really a fair fight either). Seeing as this is one of the most impactful choices (regarding idea groups) it would make sense to make it as difficult a choice as possible for purely strategic reasons. You still have time...

Honestly, I'm glad that Religious ideas can, at least, do their job again.