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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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What.

That sounds awesome as an actual mechanic and not a random event. Why is that not part of the espionage overhaul?

It was. If you had 100 spy network in another nation, then you could get the event. But, there are enough regency council generators. Let's not add more.
 
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This DD says a lot about Paradox interest in product quality.

I would love to see DLC/patch not needing hotfix the day after. :rolleyes:
A lot of games wouldn't get one. It's not great (and I'm gutted about my Luck of the Irish run) but you're expecting a lot; there are always bugs.
 
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- Merchant Republics are now limited by provinces in states, not total amount of provinces.
I wonder what is the exact limit now, is it still 20? and I still think that it would be more reasonable to instead cut the number of states for a MR, but anyway thanks for this change - this seems to make more sense now, at least to me.
 
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Will you make it so that razed provinces don't have +10 revolt risk? Hordes are now utter chaos. I feel it's incredibly cheap to nerf an advertised feature of the Cossacks DLC months after its release, where people like me paid full prices for such a feature to now be, well, death sentence.
Though increased revolt risk was original plan..
 
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Someone identified a bug to do with army tradition, that you'll 0 army tradition from either winning or losing a battle. Several people has gotten the same results.
 
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Johan's mission to turn this game into 'sit around on speed 5 simulator' continues.

and again this is nothing to do with difficulty, this is to do with the fact that they've added yet another stick to discourage you from actually playing the game. Well it's worked because a new DLC has just come out, I should be excited and buy it on release day as I have with every major DLC previously but instead I'm going to go play something else.
To be fair, the change to corruption cost is in the right direction right now.

Is there any chance that Corruption off Religious Unity could be scaled somewhat as well? ... for an example Pate starts out with 0% Religious unity so they start with +.5 Corruption until they manage to convert their capital

well you can convert to Sunni then re-convert to Ibadi later utilizing our favorite friend Ibadi Zealots unless the achievement file changed.
 
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I sincerely thank you for changing how corruption is calculated. Being able to build a large trade income is vital to ROTW. We can now use that income to combat corruption. It means we won't have armies that dwarf any other power as quickly as before. But, that will make the mid and late game more interesting.

The new formula synergizes with ROTW (does make it more challenging, but doesn't force you into one play style).

Honestly, thank you. This seems like a good balance. Looking forward to experimenting with it.
 
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"Root Out Corruption is now based on your development, not your income."
What if some people did not own Common Sense? (I do own it though)
 
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I wonder what is the exact limit now, is it still 20? and I still think that it would be more reasonable to instead cut the number of states for a MR, but anyway thanks for this change - this seems to make more sense now, at least to me.

Dosen't mention a change of numbers.

But it just means you can have 20 stated provinces in your home node; and colonize freely now [Just don't state it; but you'd lose a lot putting them into Trade Companies anyway so stating colonies is pointless]

Also GG Regicide. You lasted so long.
 
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Actually you DO play as the king. These are still mostly absolute monarchies in this era. The difference is the focus of the game. You aren't focused on your dynasty, like in CK2, you are focused on running a nation. Until you get to Constitutional Monarchy the power structure of these nations are still highly centralized in hands of a single ruler.

If I was playing as the king, I wouldn't have only one child to serve as my heir and just stop making children after that so that way my nation falls into the hands of another nation's ruler or dynasty when my heir dies.
 
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Please don't encourage the devs to add autosave on monarch death. I would be really annoyed having to only play theocracies and republics.
 
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Please don't encourage the devs to add autosave on monarch death. I would be really annoyed having to only play theocracies and republics.

Maybe instead "chance of heir" and player choices should mean something. The most typical game crash scenario for me is actually random event heir-kills, with no heir to replace them. That's by far the most common "here, don't play for the next 13 years because reasons" scenario.

200% chance of heir...even 300% chance of heir means virtually nothing before these events.

If they add autosave on monarch death and remove the backup saves I'll find another way to bypass it or just stop playing ironman. I'd rather not give up on a functional mechanic entirely though.
 
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Benghi Bon

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Aww, I'm going to miss being kept at near Max prestige mostly through that +20 prestige event. Anyways, does anybody know of all the low corruption events? I've just gotten the prestige and global trade power ones myself and was wondering if it gave more bonuses.
I've gotten one that increases my inflation. It's the generic one, so it might be pure RNG, but with the frequency I doubt it. I think the corruption caused it. So now I have like 22% inflation. Dear god the Irish were not meant for this.
 
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