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EU4 - Development Diary - 7th April 2016

Hi Everyone!

Thanks for all support and dedication to the game, and its great to see 1.16 & Mare Nostrum breaking popularity records. There were a few issues that cropped up, that we are fixing or changing for a 1.16.2 patch, which will be released as soon as its ready. I hope tomorrow,...

This is the current changelog, and we're working on a CTD, and a Multiplayer OOS.

Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.
 
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Hi Everyone!

Thanks for all support and dedication to the game, and its great to see 1.16 & Mare Nostrum breaking popularity records. There were a few issues that cropped up, that we are fixing or changing for a 1.16.2 patch, which will be released as soon as its ready. I hope tomorrow,...

This is the current changelog, and we're working on a CTD, and a Multiplayer OOS.

Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.

Please add the "has no other disasters" to the clergy over 80 influence disaster. I dont see it up there. Thank you.
 

sunder77

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Your argument is inconsistent with your argument. If the focus of the game abstracts the ruler to that extent where you don't have agency regarding regency councils, removing agency of war declarations does not hold.

"The difference is the focus of the game" is a concession. Your burden in this case is demonstrating the gameplay utility of the mechanic. So far, even the developers have failed to do that, but maybe you can do better :p.
The inconsistency is in people saying they are the supreme ruler of a country, but yet there is gameplay mechanics such as Estates, autonomy, and Colonial Nations.

As far as gameplay mechanic for RC's, the Make Ruler into General button is a fantastic example. Without the threat of an RC, making your ruler into a general has no extra consequence beyond the normal stab hit for a ruler dieing normally. A 1 stab hit for placing the leader of a country in harms way without securing a proper replacement for the most important position in the country is laughable. Without the threat of RC's, the button becomes a routine action every time your leader turns 15 to receive a free general. With RC's, it is a decision that must be made along side a risk that could follow. Allowing routine creation of a general out of your leader without regard to the readiness of the 2nd in line is poor game design, bad game mechanics, and ahistorical. All 3 things EU4 tries NOT to be.
 
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sunder77

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Actually, if your ruler (or heir) is a general, and they die in combat, you take a -1 stab hit, which in the case of the ruler of a monarchy is on top of the -1 stab hit for having your ruler die at all. Thus, it is almost never worth making your ruler a general, and if you have Aristocratic and Influence in your idea group plans anyway you should probably take them as early as possible so that you can enact an Oligarchic Republic and never have to deal with any of the inane equine excrement attached to monarchy ever again.

Especially if you aren't Christian.
Yeah, you're right, you do get the extra stab hit for a ruler, but that is still laughable given how easy most WE monarchies can generate the ADM to overcome them. But even if you think that is too much, making your heir of age heir a general when you have a very old ruler is also poor game design if there is no threat of an RC. You can always spam more heirs and who cares how old they are once the ruler dies without the threat of RC?
 
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sunder77

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It's like this guy doesn't even realize that old heir death events are the main causes of regency....
I do, but people were asking for a game play mechanic to support them. So I've given one. NOONE has figured out why such things as Estates, autonomy, and Colonial Nations exist if you are an all-powerful god ruler of a nation.
 
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sunder77

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The potential duration of a regency council turns out to be unbounded, because there are heir death events that are valid during regency, and when your heir dies the game can generate a new heir, who is guaranteed to be younger than the heir that just died.

And it's perfectly feasible to lose thirty years to regency councils within a century of game start even if you don't actually get a singular runaway RC.
The odds of that happening are remote. I've played many many hours of EU4 and only seen even a handful of RC's. And even then NONE of them were for the full 15 years. The idea that RC's are this HUGE blight on gameplay by the whiners is so completely over blown that I understand why Paradox has just completely ignored them.

I, on the other hand, am a glutton for punishment. So I don't mind engaging them.
 
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When I say it's perfectly feasible? I mean "this actually happened to me, as a Muslim country (+100% Heir Chance) whose historical attitude to succession would usually strongly militate against an underage heir even being allowed to sit on the throne".
You are the 0.1%. Congratulations. Want a cookie?
 
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Will you add Mission button for armies soon? This is mainly for people who do not want to micro much.
I have just two mission ideas for now:

Hunt rebels in Region (pick one like you choose trade zone in trade protection). With this Muscovy can assign army to Russian region and this army wont trek all over Siberia to kill some lone rebels.

For Condottieri only: Seek and attach to employer kind of thing, it would also make it more likely for few tiny Condottieri stack to group up together for safety and seek out employer. Someone on forum pointed out how AI likes to send tiny stacks of condottieri that wander around and are easy to stack wipe (crashing AI economy due to upfront payment). Once Condottieri on a mission finish their contract or they employer terminates it they would black flag and go back to your capital without your interference giving you nice pop up that they are back home. Some other flavour could be added too, like how much prestige you got, money earned or AT gained.
 

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Whatever can go wrong with Japan... you know the rest.

Anyway, are people still experiencing the Ashikaga bug?
I don't think it's a bug so much as an oversight, but regardless of who the overlord is, Placing your Dynasty on the throne of a Daimyo is very wrong...
I 'm also hoping that the GFX for the new Daimyo is fixed
 

Rencini

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So will African/Asian and Western non-Trade Companies change culture now? I.E. Can West Africa be Portugese if I choose to NOT enable Trade Companies or change to Tunisian if I choose an existing African power? @Johan
 

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Like what? Tell me, Mr. Sunder77, what he could have done instead of speed 5 while going to go make something to eat.
There's always attempting to find immersion in random events the game throws at you...
 

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All of which consist 100% of waiting... and all of which can be done while I'm fighting wars. (OK, I have to spend a day at peace to initiate subject annexation.)

A Regency Council is a strict reduction in the amount of gameplay available to me, which I have no reasonable in-game mechanism to hedge against. (I have an out-of-game mechanism: kill -9 `pidof eu4`.)

Ew, back ticks.

kill -9 $(pidof eu4)
 

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There's always attempting to find immersion in random events the game throws at you...
If I wanted that I'd go play CK2 instead, it does a much better job of it :)
 

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Locked behind a paywall, but sure. With how botched 1.16 is and how little Mare Nostrum is worth to me, I don't really consider that a good counterpoint.
Only in single player. I posted it once and I'll do it again. Try multi player with nice people. If game host has all DLC's so do you get access to their features. Wait for patch 1.16.2 for some initial fixes and balance changes ;)


vvvv Helpful cause there is not :hug: option :)
 

grommile

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Only in single player. I posted it once and I'll do it again. Try multi player with nice people. If game host has all DLC's so do you get access to their features. Wait for patch 1.16.2 for some initial fixes and balance changes ;)
I would have to find nice people who run Linux, because cross-platform MP is broken.
 

Reckall

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@Johan, this needs to be looked at, don't you think? Sailors cap should perhaps be a soft limit (which can be exceeded but growth stops once exceeded) that slooowly declines to the defined limit (though I'm not sure it must decline/fade). The way it's implemented right now requires too much perverse micromanagement. I'm all in favor of such, generally, but in this case it just feels very wrong.

I think to "sailors" as an abstraction: people who live near the sea, know it and thus can man ships. However a coastline can sustain only a fixed amount of people with these knowledges/skills. If ships are mothballed and their sailors can't find a proper way of sustaining themselves by the sea (due to lack of sea-related work/jobs), then they move to different occupations and lose their skills.

It is an abstraction, as I said, but it makes sense to me.
 

17blue17

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@Johan

Is there a chance that the discovery code relating to the regions file still exists in the exe so that mods could use it for discovery at game start ( not ongoing discovery after game start) rather than the mods having to update all their province files to add back the discovered_by codes? It was a nice system for discovery at game start.

:)