• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Happy Tuesday all. Last week we were delighted to share the additions coming along in the 1.24 Japan Update including new ideas, provinces and tags in the island of Japan and the Philippines. Today I want to talk about the much less sexy changes coming. Performance, bugfixes and balance changes

Let's start with performance. It's a tricky thing to address in a dev diary. I can't take an alluring screenshot of the game to show it off, and we can't say that this new performance comes with -20% core creation cost and +1 leader shock. No, it's not the prettiest thing to work on or talk about, but in the 1.24 Japan update we've put some real elbow grease into improving the performance of the game, with all thanks going to @mikesc and @Groogy for their efforts

If we look at how much time the game was chewing up for its daily tick actions, we are able to get an idea of who the real performance hogs in the game are. Here we have a graph with plots showing daily ticks accumulated for months, time is in ms:

Before:

cumulated_daily_before.png


As we can see, AI actors even though they are running in parallel, are drinking up the bulk of performance, with countries_serial not that far behind it. On top of it, as we go later into the game, performance was getting worse. This is to be expected to a degree: as the game progresses there are more and larger armies for the AI to consider, however it was reaching levels we were not happy with.

Following some real dedicated work, our performance logging now looks like this:

cumulated_daily_after.png



There are still some spikes at key parts that we're looking into, but on the whole, performance has been brought up to speed. I leave it to @mikesc who says the following on tackling the matter:

Thread utilisation of AI (Daily tick):

thread_utilisation_before_marks.png



In the before image you can see a bunch of parallel AI updates that get started at the green marks and are done at the red marks. With an evenly distributed processing time need of all AIs this would be fine, however in the later game the AIs of the larger countries take much more time and break this. Empty space between the green and red marks was basically wasted time where some of the CPU cores were just idling.


What we do now is have each country measure the time it takes for its AI to process one day and distribute the AI updates across the threads in a better way for the next day, so less time gets wasted.

thread_utilisation_after.PNG

The tl:dr on the matter is that there has been a lot of performance work put into the 1.24 Japan Update, and we look forward to your feedback on how the game ends up running for you.

That's the bulk of what we have to talk about today, but we are looking to have 1.24 available to you as an early Christmas present, so let's fast forward. We were happy with the release of Cradle of Civilization, 1.23 and subsequent hotfix which tackled some of the more serious issues. Japan will, as all updates do, contain a lengthy assortment of bug fixes. Many thanks to the people who submitted reports through the bug forums to help us catch, reproduce and slaughter these issues. Japan will put to rest some rotters like the trade company merchants issues which we saw reported, as well as many others. Army Mintinance anyone?

Finally, there will be some Balance changes coming along with Japan.

For one, we were discussing the movement speed of an early modern army and comparing it to the overall speed of our units in game. Our in-game armies were moving oddly fast compared to historical estimations and as such, we have reduced the movement speed of units from 1.0 to 0.7, but not without ways of increasing it. For one, a historical strength of the Nomads was their ability to cover great stretches of land quickly and as such have tied faster unit movement speed to those governments. Additionally, Army Drill will increase an army's movement speed by up to 20% at full drill, so a well prepared army will have a much easier time moving into position compared to green units.

Other changes include Interest rates being capped at a minimum of 1.0. It is intended that nations will have to reasonably balance their debts, rather than it being treated as an infinite pool of money when modifiers were stacked heavily. To this end, we have also reduced the strength of many Interest reduction sources, as far more have been added since the launch of EU4 while the Interest and loans system have not.

Finally, a couple changes for Army Professionalism: the Supply Depot, which boosts reinforcement rate and supply limit, will last for 5 years instead of 2. The Reserves Morale Impact is now more effective due to increased daily morale damage and has switched places with the reduced General Costs.

Of course, there are many more fixes and changes along with the Japan update which we will talk about when the time comes. Until then, have a great day, which can be made greater by tuning into the Dev Clash at 1500 CET over at www.twitch.tv/paradoxinteractive
 
I have a feeling that the speed reduction will become a huge issue after the patch gets released. It may not seem all-important now, but that will change once the players get a chance to test it.
 
Speed reduction should make the placement of Armies more strategic. I like it.
 
"For one, a historical strength of the Nomads was there ability to cover great stretches of land quickly and as such have tied faster unit movement speed to those governments."

THANK YOU, I was getting tired of chasing Muscovites all over the Russian steppe, geez its like killing ants with their 1 Regiment at a time leakage over my border.

Oh and please return the Fantasy Elements option menu as well.
 
Very happy to see those significant performance improvements!

Just wanted to chime in my 2 cents regarding drilling that it's simply not worth the micromanaging effort, maybe except early-game. Would be nice if it was a bit faster.
 
Wouldn't it be better if bonus speed was tied to cavalry/army_size ratio as these nations were known for mobility due to excessive use of mobile cavalry. Countries that used to fight nomads for prolonged amount of time also start to use fast response forces.
For example bonus could linearly scale from 40% of army being cavalry to full bonus at 80% of cav in army. As use of cavalry also speed up movement of infantry.

Cavalry didn't move any faster during this period at the operational scale at which this game takes place. They still needed to move around slow wagons full of food, equipment and fodder for horses. And horses get sleepy and worn out like people do -- long distance horse riding typically includes extensive periods of walking beside your horse. If anything horses are even more prone than humans to exhaustion related disabling injuries on account of having four legs.

Nomadic groups were the exception because their baggage train was as mobile as the cavalry on account of the peculiarities of their societal structure, something that settled peoples lacked the know how and desire to replicate. The settled groups eventually won out, so it seems like the tradeoff of speed for staying and fire power was eventually proven correct.
 
Pretty excited about the movement speed changes. Perhaps this will make the navy matter more. Because historically the British Empire, the Roman Empire, and the Crusades kept their empires/campaigns together by using the sea as their highway. I'm excited that nomads have a move speed increase but think it should be implemented a different way. Infantry, artillery, and Calvary units should all have different base move speed. The reason nomads were faster was because they used cav units for everything even their supply line not because they had motorized artillery or infantry from Kenya.
 
Yay, buff to nomadics! I hope we can see better Manchu perfomance in the future.
 
That is a pretty big nerf to slacken for professional armies. Not sure how I feel about that, it's not like running high prof is really competitive with mercs as it is. Now it will be less so.

Disappointed that the remaining very significant bugs in 1.23 won't be hotfixed.

The rest is pretty good. I think slower armies could be really good - more reward for catching an enemy army in a bad spot.

I must admit, I’m not seeing the correlation between the DD and slackening armies. Maybe I’m not quite caught up with the meta, but I thought slacken was only for desperate need of manpower, or intentionally running merc-heavy armies where you don’t care about professionalism anyway. What am I missing?

Edit: Nevermind, answered earlier in the thread
 
Last edited:
Cavalry didn't move any faster during this period at the operational scale at which this game takes place. They still needed to move around slow wagons full of food, equipment and fodder for horses. And horses get sleepy and worn out like people do -- long distance horse riding typically includes extensive periods of walking beside your horse. If anything horses are even more prone than humans to exhaustion related disabling injuries on account of having four legs.

Nomadic groups were the exception because their baggage train was as mobile as the cavalry on account of the peculiarities of their societal structure, something that settled peoples lacked the know how and desire to replicate. The settled groups eventually won out, so it seems like the tradeoff of speed for staying and fire power was eventually proven correct.
Eastern European countries like Poland and Lithuania adapted their fighting style to light and swift warfare. When dealing with Tatars and other nomads they travelled fast and fight without infantry support nor heavy camp wagons. However i can't say much about other countries.
 
Ahahahaha. 1.24 is going to be a fiesta, in mostly good ways. I'm thinking the changes nerf professionalism though, and I'm not sure it needs it.

I wonder how much slower armies will slow down conquest rates in practice. It's definitely not going to be near a 1:1 relationship (more of wars are spent sieging).

It seems the combination of slower army movement + faster base morale damage in battles is being underappreciated here a bit. The implication of that is that it will be more difficult to reinforce active battles, and fast wins/stack wipes are more likely unless morale damage from casualties is altered in compensation.

EUIV is not Civilization :p

How soon we forget. Roads adding movement speed existed in previous EU 4 patches, before the development/buildings change in 1.12.
 
This might be a weird question but can you guys give me the numbers for the reserve morale damage? I'm likely to update my MP balance mod to include these changes ASAP, and that number is missing from your list.