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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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I'm gaming

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And it was gone. For months. Reason being it didn't play well. And now it's here, and razing conquered land gives you about a total amount of between 25-30 unrest, which means a guaranteed big revolt.
No one force you to raze. Raze as much as you can afford.

Increased RR from razing lasts 10 years and recent uprising modifier lasts 10 years too, so you can make them revolt and wipe riots out.
 
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Sure you can. Most of the centers of trade are coastal, you can just take them and leave the other ones, or give them to your vassals, you'll still get most of the trade power in the region. I recently lost a multiplayer game where this exact thing happened to me:

9YEySMY.jpg


Florence won a couple wars against me and took all my centers of trade in Genoa and Sevilia. I was dirt poor to the point where I couldn't field 80% of my force limit without going into debt, while he was quite literally swimming in money with a very limited amount of provinces (you can't see it on the player mapmode but a good chunk of his land was marches). That's how you play successful tall.
Yeah, obviously you can choose to reduce your own state to a jigsaw puzzle of marches and other nations while keeping your territory contiguous as much as you like.

In my humble opinion still not a likely outcome for most players, also I'll stay skeptical untill I'll see a merchant republic going for the same results. Because Florence can go above the 20 province limit as much as needed when it has not alredy grown tall enough to keep in line vassals feeded with his own base cores, and then juggle vassals when its power is already consolidated.
A merchant republic would have to willingly lose its starting territory early in game or live with a pretty hard limit for a long while.

If the Florence player made Florence a merchant republic then nevermind, I'll be honestly awed.
If not I'm unconvinced. The problem strikes merchant republics, showing me a single screen from the endgame of an oligarchic republic game is hardly relevant.
 
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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.

And what about Transylvania? They are hungarian primary culture,not transylvanian.
and what about making it be able to form both Hungary and Romania?
 
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This is why sailors don't make sense as they're currently implemented. Manpower is similarly broken.

If I mothball fleets at maximum sailors, then I get no sailors back. When I unmothball them, I still lose those sailors. They're still mysteriously all suiciding.

It's not hard to make this happen.

@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.
 
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No, I wouldn't say there is a chance.
Your're planning to tie corruption to development, so you obviously acknowledge that something is wrong with it. Could you tell us what makes you take the non-negotiable stance when it comes to nerfing? I am not trying to change your mind, I'm plain curious about your (Paradox's) decision making policy in these circumstances.
 
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Standard MO from paradox with all major DLC. We pay for the privilege of being betatesters.
Has there been any release that didn't need a hotfix right after release?

To be fair, Paradox cannot account for all hardware setups, so hotfixes to address things like CTDs make sense and are understandable. Even if all the mechanics worked perfectly, there'd still be things like this that actually are gamebreaking and worthy of hotfixes.
 
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Well, the ducat cost of upgrading a ship is equal to the cost of building a new one. So, the sailor cost should also be the same. Is that not the case?
And what happens to the sailors that were manning the previous ship?
 
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I said before that the entire system didn't make sense. But, so long as the "upgrade ship" button is meant to be only a convenience feature, I see no other way to make it work.
I agree with this. Upgrading your ship is for convenience purposes, your carrack really doesn't become a threedecker. Therefore, upgrading your fleet should also cost the same amount of sailors it would cost to build the fleet anew. The design is consistent here.
 
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i love the engagement of the paradox team!
But please update also these bug in the german version of the game:


The new double province of Mutsu (in Japan). The northern one is in the german version of the game the "Revolutionäres Frankreich" (Eng: revolutionary France) and not the state "Nanbu" :)
Pls fix this!

Greetings
Duerli
 

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The game lasts longer than 150 years.
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.
 
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The fact that you cannot engage in the primary gameplay activity doesn't mean there is NOTHING to do. There are other gameplay activities. The fact you CHOOSE not to engage in them is YOUR choice of how you play the game. Not poor game design.

Like what? Tell me, Mr. Sunder77, what he could have done instead of speed 5 while going to go make something to eat.
 
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Rent out condottiery for cheap to mess with other nations, when your employers turns the war in his favour and its been 18 month since the contract signed end it and offer more troops to loosing side just to watch their lands burn. Can you scorch earth as condottieri? :p

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.
 
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If you think war in this game takes a deep amount of thought, I feel for you. It's not quite as bad as in CK2 where bigger army wins no matter what, but it's damn near close.
It requires more thought (and, importantly, more attention) than anything bloody else, mate.
 
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  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
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 ;)

Unfortunately, for my group, I am the DLC provider, and we have collectively agreed on skipping on MN :(
 
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