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EUIV - Development Diary - 29th of October 2019

Hey! So me and the team are finally back and recharged after a great PDXCON and it's finally time to get going with development diaries. So what I will be covering today is the result out of what we call "Polish Weeks" here at EUIV. These days are dedicated specifically by the team to fix issues and generally improve the game. So today's development diary is me distilling down a somewhat shy of 200 known issues we've fixed but also the Spending/Budget AI work that our programmers have been working hard at.


So during these Polish Weeks @Duplo and @mikesc have been working hard on improving the economy of the AI.
While evolving, Europa Universalis 4 became more complex, with a wider range of possibilities both for the AI and the player to use. But this continuous new complexity was not always addressed with the appropriate amount of love while defining the AI interactions with the new mechanics.During the polish time, we monitored the behavior of the AI related to ducats, collected data and plotted colorful charts - like the one below. Our ambition is to make the AI spending their precious ducats in a smarter way, better evaluate its priorities and generally take more reasonable decisions - you heard me, heretics?

All the various things the AI could spend money on are now categorized, and the items in each category run to get the priority based on a normalized desire score that is calculated depending on the nation current situation, the benefit of such an investment, the current availability of money and the trend of the income. The AI will not go anymore accidentally in debt because of badly timed checks on the available budget.

Our goal is to make the AI more competitive towards the player, and this starts with the economy the AI has available to them. Among of the things you should see improve is besides the AI having more money generally available and doing better are features such as the religious conversion being manageable by them.

Something this work by our awesome coders do is also make all of this a lot more exposed meaning modders can tweak how the AI deal with it's economy way more than they ever could before. However it is still quite strict as it would otherwise impact the performance too much.

aicharts.png

Colorful charts about AI spending ducats, taking/repaying loans and going into dramatic bankruptcies. Those KPIs helped us (and are still helping) noticing weird behaviors in a glance while refactoring and refining our AI.

So now let's start of strong with what bugs we've been working on and talk about Chartering Trade Company AI. If you are one of the players not wanting to see a non-colonial Papal States buying land in India, the AI will now only consider to do this if they have access to colonists. The players themselves are not affected by this change and can keep using the feature like normal.

Yuan and Qing unintentionally got locked behind the "Empire rank" mechanic meaning you needed Common Sense in order to form both. That's now fixed with equivalent requirements if you don't own Common Sense so you should always be able to form them.

A quite old bug or oversight was the fact that the Wars of Religion in France didn't even acknowledge that the teachings of Calvin was a thing. This making it quite annoying if you wanted to play a Huguenot France. So these events have been reworked and improved to work better accounting for the Reformed faith. For starters siding with the Protestant movement within France won't make you Lutheran anymore.

warofreligion.png

As an example previously this option would force you to become Protestant if you were Reformed, together with some other technical changes in other events the disaster should work way better now. And when I showed the Content Designers the image above they were unhappy with the text so they might revisit the content again and not only have them fix up the script.

And speaking of the various Christians denominations, we've tried to stop all the ways we could find for you to make the Pope escape his True Faith. We've fixed becoming Anglican, No Religion Pope, releasing through demanding unlawful territory and Bankruptcy Pope. But I'm sure you'll find other ways to to make his holiness become Fetishist yet again.

A thing that have annoyed a lot of people is when they've promised land to their fellow ally AI and then when you all come to the peace table he goes like "Nope don't want any, but I'll still hate you for not giving me anything". The AI will now be a lot more agreeable depending on the situation and not feel betrayed when he tells you he literally wants nothing.

reasonableai.png

I've promised Augsburg to Munich, but Austria managed to snipe it before and such I am left without anything to give him but he understands it wasn't my fault.

Moving on to governments. You can no longer hold lottery elections to elect strongmen for your dictatorships. This fixes a case where you could perpetually stay as a dictatorship through the sortition reform. Now when the first dictator takes power he will use his powers to abolish elections and you'll lose whatever reforms that gives you the lottery mechanic.

Another government reform fix we also made sure to fix is so Native Americans can't get unique governments like English Monarchy anymore. You should start seeing a lot more United States of America as we've fixed a bug causing the American Revolution to never come. We've tried to make how the AI picks Government Reforms to be generally a little bit better, from how Tribes become Monarchies/Republics to having the AI favor certain picks like their own unique governments etc.

All missing modifiers have now been added to the Nation Designer. The missing ones being but not limited to Artillery Fire, Possible Banners, Monthly Piety, May Explore and Power Projection from Insults. Our goal is always to keep all modifiers available to the player for when he designs his nation.

modifiers.png


The Propagate Religion exploit where you created multiple CoR's will no longer work, when you stop the Propagate trade policy it will deconstruct the CoR in the region and stop the conversion. We've also fixed an issue with the gain you get from razing provinces never get reduced when you get passed military technology level 8. The cap instead of 20 is now at 5 monarch points.

For Colonial nations we've fixed a bunch of problems. For instance granting a CoT to a Colonial will no longer decrease the level of the Center. But not only that there were a bunch of ways to circumvent the protection of the overlord. So someone on the Americas could attack your poor subjects but you would be locked out of actually helping them in their time of need. Now the Overlord will always be able to enforce peace on their colonial nation despite if they have a truce with the attacker or not. This only applies if the colonial nation is the defender.

A thing improved is all sources of yearly absolutism. We've had a bunch of 0.1 Yearly Absolutism all over the game which is pretty useless, it means you'll get a single worth of Absolutism in the span of a decade. So all of these have been upped to 0.5.

upload_2019-10-29_9-4-52.png


We've also noticed that the Mission UI could be quite taxing on some people's machine so we've optimized that interface quite a bunch which will help on some of our larger mission tree's but also potentially for any mod that extends on this system. Another similar UI problem that we've dealt with is the macrobuilder for when you hit +1000 provinces which could cause a bunch of problems.

Some other issues I just want to give quick mentions are:
  • Vassals Integration cost is now affected by Power Cost modifier
  • Fixed a bunch of Institution Spread issues
  • Pirate Republics can no longer spawn out of Pirate Republics
  • Gold can now spawn in Africa when playing with RNW
  • Firearm Incident is fixed which should make Achievement more plausible
  • Unify Culture Age Objective now work.
upload_2019-10-29_9-27-13.png

Oh what's this I wonder?

So this was just some of the things we've fixed, and we have so much more that we need to work on. We are already aware of several issues the community wants us to address and improve but in same style as we did with the QoL features we want to give you the oppertunity to highlight to us what you think is most important. This will be done in a more structured way compared to last time and if you are interested in contributing please head over to @StarNaN's thread over here.

Next week I'll be talking about some of the Quality of Life features we've implemented, some of these being entirely new features almost on their own.
 
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Should we be worried?

Nope, it is just bad timing. We weren't working on new features when all of this went down. But we'll return to talking about cool flashy features soon enough. I will be revealing one big free feature next dev diary as part of our QoL push.
 
Nope, it is just bad timing. We weren't working on new features when all of this went down. But we'll return to talking about cool flashy features soon enough. I will be revealing one big free feature next dev diary as part of our QoL push.
Cool, thanks for the update. It might be worth issuing a statement to fans generally though as I think there's a degree of anxiety that the game is winding down prematurely.
 
Cool, thanks for the update. It might be worth issuing a statement to fans generally though as I think there's a degree of anxiety that the game is winding down prematurely.

At Pdxcon Johan did talk about what is happening with EU4 and where we are going forward. I believe there's been other communiques as well about it.
 
Can you tell me what's the X axis on the charts? I am not sure what am I looking at.

The X axis is the day in which the games were running so that we can see the trend and spikes. Every line is a data point, containing an aggregate for a range of 50 years in game: the years range is defined in the legend. The first and the last ranges are less than 50 years.
 
I notice that when ai Castile forms Spain, it will never switch to Spanish idea. Is this a bug or it serves the purpose for no OP ai Spain?
There's something weird with the decisions to form France, Spain and the Golden Horde, The ai will only switch to those NI if they have the plain generic "National Ideas" NI. I don't know whether this is intended or not but that's the cause of your issue.
 
I notice that when ai Castile forms Spain, it will never switch to Spanish idea. Is this a bug or it serves the purpose for no OP ai Spain?

No that would be a bug. Please report it
 
Which one specifically are you thinking about? The Norse is available to you. Are you thinking like the Heresies from CKII? They get generated on the fly by the converter and doesn't exist in the eu4 files.

Can it be added though? There's plenty of basis for several heresies popping up in the time frame. To be able to convert to them via rebels (or create a Custom nation with them) would greatly add depth.

Besides the heresies seem pretty well done, combining for example a catholic heresy with orthodox mechanics.

There's plenty base for more regional appearance of the Waldensian, Bogolomist, Fratecicelli and Hussites. To be able to covert to these (often event rebels) would be simply awesome.
 
And speaking of the various Christians denominations, we've tried to stop all the ways we could find for you to make the Pope escape his True Faith. We've fixed becoming Anglican, No Religion Pope, releasing through demanding unlawful territory and Bankruptcy Pope. But I'm sure you'll find other ways to to make his holiness become Fetishist yet again.
This is exactly the kind of stuff you guys should not be "fixing".

Over the last ~8 months there hasnt been a single thing in the DD's that would make me want to buy another DLC.
 
Ohhhh! New Portugese (military) ideas teaser! Thank you very much!! I will be quite happy about not having "paper soldiers" like denmark anymore in multiplayer! :) Keep up the good work team! Looking forward to all the changes!
Seeing trade Efficiency in the Traditions, and a Artillery Combat Ability in the last idea, makes me fear they got their chronological order wrong.
The Portuguese peaked militarily in the 1390's (Inflicting several humiliating defeats on much larger Castillian armies, which have +15% Morale traditions btw), by the 1480's it was still going toe-to-toe with Castillian and Aragonese armies on land, and decisive victories in the sea, and between the 1470's and 1520's it conquered dozens of fortresses in Morocco and India, with also some major naval victories (also this short period of time, during the dawn of gunpowder in the early 1500's, was the only period where Portuguese artillery was considerebly more advanced than most other countries, throught the rest of its history it was mostly the Infantry who played the decisive role, but this is a minor issue). Portugal only suffered its first major land defeats in 1578 and 1580, and its first major naval defeat in 1588 (which is paradoxically around the time you unlock your final idea)

By contrast its economy was mostly agrarian and too peripherical to have any trade relevance (despite their tries to establish themselves with feitorias in the Flanders), it was only in the 1510's-1530's, as a direct result of their military successes which allowed them to carve an empire throughout Africa and Asia, that they became a trade-based empire and started really profiting from it untill they lost most it during the personal union with Spain (early 1600's)
After losing the Asian trade, and fighting their independence war, they focused in colonizing Brazil throughout the rest of the game, with most of its wars being defensive ones against Spain or France.

Also, moving colonisation range from first idea to traditions makes no sense from either historical perspective or gameplay necessity, since Portugal only started colonizing outside Europe after the 1444 start.
From a gameplay perspective, the player at the start has no problem with keeping up with the historical Portuguese colonial range (its actually easier in the game) untill ~1490 (around the 3rd idea) where you are supposed to go from St.Tomé all the way to India.
Besides if colonial range was an issue, i think maybe it would make more sense to make their starting advisor "Henry, The Navigator" an actual Navigator instead of an Admiral.

Therefore, the Portuguese ideas should follow a Military->Trade->Colonialism evolution not Trade->Colonialism->Military

However i'm still happy they are getting reworked, because regardless of my criticism, decent accurate but anachronistic ideas are still better than useless innacurate and anachronistic ideas.
 
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Any possibility of being able to use dlc unit models in custom nations?
 
About giving land you promised to allies in peace deals, one thing which alaways bothered me is that giving land to your allies through separate peace deals with secondary enemies never give a single positive modifier, even though your ally definitely wanted this land. Is this WAD or not ?