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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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bbqftw

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Not possible unfortunately - nature of the job. There were some posts with calculations after some prior patches. It goes something like this: Paradox QA have time to test game for (lets say) 1000 hours before patch release. After release, all EU4 players on first day after release play like 100000 hours.

Result : players will always catch a number of bugs that QA misses. We should be happy that hotfix takes only 1-2 days-
Changing corruption cost from total income based to dev-scaling represents a pretty big change in philosophy of how corruption is supposed to work, not a QA issue imo
 
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And if you think that the interwar periods are "boring" in a general sense, think again: act outside the box, maneuver both internally and on the foreign stage, master trade and how you can use it as a weapon of war...
None of this requires you to be at peace, furthermore once you've figured it out trade becomes very very bland.
 
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Umbrieus

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I noticed that the "unconditionally surrender to them" button is directly under the offer peace button in the diplomacy tab. Additionally it is directly next to the offer peace deal on the diplo page that pulls up from the current wars shield button. This makes it rather easy to accidentally click on it and ruin your entire game especially in iron man. Any chance for a fix? It should be removed from those two locations and really just should be included in the actual peace deal screen under the offer tribute tab -> treaties -> "Offer Unconditional Surrender". Similarly asking for unconditional surrender from your opponent should be under demand tribute tab -> treaties-> "Demand Unconditional Surrender". I am not sure how this oversight got past the first play test.
 
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seriousgigi

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@Johan i have a CTD problem that happens since 1.14 i think. error mesage says; "display driver has stopped responding and successfully recovered" and only EUIV causes this error message since 1.14 wass out ...
 

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This would go against the way they want you to play MRs I think (aka only taking centers of trade and very high value provinces which are spread out across a lot of areas).
Yeah, that'd be my guess, too. Plus the fact that 20 has always been the magic number for the decision to form a Merchant Republic by decision.

But the 20 number isn't a hard cap, at all. Going over just starts to make your RT tank faster. There might be scenarios whereby one could go over a bit, if only for a short while.

@Johan i have a CTD problem that happens since 1.14 i think. error mesage says; "display driver has stopped responding and successfully recovered" and only EUIV causes this error message since 1.14 wass out ...
I've received that message when I've started to have hardware issues. Once was a graphics card. Another time was a RAM stick. Also seemed EU4 specific for me, at first. Perhaps EU4 is just more demanding on your system than other applications.
 

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There's a bug where light ships does not generate trade power in some nodes (for example Japan in Beijing trade node) and this goes for both Privateers and Protect trade missions.

Is this supposed to happen?
 

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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:.
Well, you'll start running up against the state limit, too, given the natural tendency to focus on trade provinces; they tend to be in different states. I suspect the devs want MRs to feel both the fixed province cap and the (tech/govt sensitive) State constraints.
 

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You start with 15 states and a 20 province soft cap. I don't think you will ever feel the state limit if you want to stay under the 20 provinces. You can have all of the Genoa, Sevilla, Alexandria, Ragusa trade centers with only 11 states and that's already a butload of money.
Lubeck and Genoa start with less. But I played a quick Venice game, too, where states were already a bigger constraint than my province count.
 

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Lubeck and Genoa start with less. But I played a quick Venice game, too, where states were already a bigger constraint than my province count.
How? If you play with Venice, you have 5 from base, 5 from government type, 5 from government rank. If you reach adm tech 8, you have another 5, and another 6 at tech 12. Lubeck and Genoa start with 10 and 15 at tech 8, 21 at tech 12.
 

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Revolts with such high risks and all will naturally be big. It'll be such a strain on your manpower to both wage wars and quench revolts, which are usually more than one kind of rebel type, and then expand, and deal with corruption, and being on par with technology. I think this is a horrible change and I think it should revert back. I get what you're saying, but always having to deal with huge revolts if you burn down a little tent is absurd.
REVOLT_SIZE_DEVELOPMENT_MULTIPLIER = 0.3, -- Multiplied with the province's development
REVOLT_SIZE_BASE = 4,

I can't find the fact that unrest affect revolt size.


Horde unity pretty much forces you to, from what I gather. I admittedly haven't played a horde since pre-Cossacks days, but my understanding of the mechanics makes me think that horde unity is designed in a way to force you to loot and raze constantly.
You can loot.
 
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Horde unity pretty much forces you to, from what I gather. I admittedly haven't played a horde since pre-Cossacks days, but my understanding of the mechanics makes me think that horde unity is designed in a way to force you to loot and raze constantly.
Yup. Either you raze, get rebels and die, or you don't raze, get rebels and die (0 horde unity = -10% legitimacy and +4 unrest).
Yay