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Europa Universalis IV - Development Diary 20th of April 2021

Hello!

We are now one week off the release of Leviathan, and it has been a rather interesting year, to say the least.

About a year ago me, groogy, starnan and neondt was working our asses off to finish up Emperor, after the less than great previous releases. From most perspectives it was a great release, as it sold great, got good reviews and more people played it than ever. However, due to the huge ambition with reworking the AI from scratch, and lots of completely new systems it created a huge technological debt, adding to the debt accumulated we've gotten over the games lifecycle. When I talk about technical debt, I am not talking to what some programmers usually do, but I refer to technical debt as reported bugs. Bugs that may ruin the experience of the players. This would not do long term, we had to do something, but at the same time make sure we go back to the previous EU4 philosophy of releasing at least 2 expansions per year.

At the same time, during the early spring of 2020 we had made the decision to start a new studio in Barcelona, to take over the reins of the Europa Universalis franchise. This would be great, and it would be so fun to build everything up from a small team again.

Then corona hit, and we were all working from home, and are still basically all working from home. However, we got our first employees to Tinto in september, and the team has been growing every month since then, and we are now 14 people working on at Paradox Tinto, and 4 more joining during the next 2 months. We are some people that have been with PDS for a long time, like me, saintdaveuk, alexivan and arhadel , but the rest have been recruited to make this great team, with several being people you'll recognise as good modders from the community. What unifies them is a huge passion for EU4, and this is really showing in the product we are making.

So with a new team, and a huge debt, I took the decision to work out a new philosophy on how we should work with expansions for EU4 from Tinto.
  • Paid Features should be standalone, and easy to maintain.
  • No major feature reworks while we still have lots of bugs
  • Reducing the bug-count as much as possible.
  • Add more content, like missions, graphics and music
  • Flesh out the parts of the map that has not gotten attention the last few years.

All this sounds good on paper, so what about reality. Looking at our internal JIRA, my team has done a marvellous job so far. We managed to fix 1100 bugs since September 1st, reducing the total open count by 657. (Yes, new bugs are reported from forumposts, from QA & from the team constantly).

Our vision for the rest of the year is to make sure that we focus on reducing the bug count down as much as possible, while still making more good content!

Anyway, here is the patch-notes for next weeks 1.31 release.

#############################################################
######################## 1.31.0.0 ###########################
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#####################
# Expansion Features
#####################
- Monuments are now spread around the world giving a variety of modifiers to their owners.
- Monuments can be upgraded giving greater bonuses.
- Some Monuments can be relocated to your capital.
- Added several Events related to Monuments.
- 48 unique monument illustrations.
- You can now curry favors with another country.
- You can now trade accumulated favors for ducats, soldiers and sailors.
- You can now trade favors to ask someone to break an alliance.
- You can now trade favors to put a relative on the throne of another country.
- You can now trade favors to request the return of a core province.
- You can now trade favors to reduce the opinion towards another country.
- Colonial nations have three different types which gives them different behavior.
- Colonial nations have upgrades giving various bonuses.
- You can concentrate development of your or your vassal states transfering the development to your capital.
- You can centralize a state to reduce its governing cost.
- Totemism has a new mechanic where previous rulers can be selected as ancestors and give you modifiers based on traits.
- Added several Events for Totemism.
- You can now designate units to automatically carpet siege selected areas.
- New Mandala government reform for some nations which encourages gameplay with vassals.
- You can now specify to never mothball certain forts.
- New Pillage Capital wargoal to steal development from your enemies.
- Draft transports mechanic to quickly build a transportation navy.
- Regency councils are now led by estates.
- You can now choose to extend a regency to delay when your heir ascends to the throne.
- Brunei, Champa, Cherokee, Dakota, Iroquois, Lan Xang, Khmer, Madyas, Majapahit, Navajo, Palembang, Pegu, Powhatan, Pueblo, Siamese, Shan states, Sunda, Tondo and Vietnamese missions.
- Full sets of unit models for Brunei, Majapahit, Malacca, Pagaruyung, Ayutthaya, Champa, Lan Na, Luang Prabang
- Generic unit model for Polynesian countries.
- Generic unit model for Australian Aboriginal countries.
- War canoe model for Native Americans.
- War canoe model for Polynesians.
- 2 New Disasters (Khmer and Vietnam).
- You can expand the infrastructure of a province to increase the amount of manufacturers, at the cost of governing capacity.
- 9 New Achievements.
- Added Leviathan achievements Icons.



#####################
# Free Features
#####################
- Added 7 new events about special regent characters.
- Added an event chain of 4 flavour events for the Iroquoian Nations, regarding ‘The Morning Wars’
- Added 5 new flavor events for the Pueblo tribes.
- Added 5 new flavor events for the Cherokee tribe (CHE).
- Added Sikh Gurus mechanic.
- Added new alert types.
- Heir legitimacy has been reworked.
- Added new alert icons.
- Added new subject icons.
- Added new government reform icons.
- New Zoroastrian holy sites.
- Added reforms for each colonial subtype.
- New idea groups for theocracies, steppe hordes, natives.
- New migration mechanics for natives.
- Migration speed was removed and migration cost was added.
- Alert for when a migratory tribe's province devastation gets high and they can migrate.
- Added Aotearoa (Maori NZ), United Hawaii and United Fiji as new TAGs.
- Added custom names for both Nobility and Clergy for Polynesia.
- Added new 45 Aboriginal & Polynesian flags.
- Added new 98 provinces in North America, including historical Lakes Tulare and Cahuilla.
- New Aboriginal tech group.
- New Aboriginal and Polynesian ideas.
- Added generic missions for North American Natives and Polynesian Countries.
- Added 43 Events for Polynesian TAGs with new Event Pictures.
- Added several Generic Events for Native Americans.
- New Parsi culture.
- New mechanic for tribal development.
- New mechanics for federations.
- New government reforms for tribal nations.
- New Plutocracy government reform.
- New Kongsi federation government reform.
- Added flavor text and changed some names for the new policies (Theocracy, Horde, Indigenous).
- Added Clove as a trade good.
- Added Japanese volunteer mercenaries.
- Added several Events for Federations.
- Added one Volcano event
- Added difference between the graphics for cobelligerent with allies and cobelligerent without allies in the Declare War interface.
- Added several Catalan culture names to Europe.



#####################
# Gamebalance
#####################
- Now supporting rebels in a rival country does not give any power projection.
- Now heir claim grade is increased faster.
- Ruler/heir legitimacy tweaked, so only kids get reduced claim strength.
- Made regencies have a minimum 80% legitimacy, so that they are always useful enough until heirs are ready to take over.
- Upgrading Trade Centers requires 15 development for rank 2, and 30 development for rank 3.
- Canals now provide far more trade power.
- The Swiss Guard is now up to 4 times as large.
- Increased priority and max for savings, decreased massively for subsidies.
- Reduced importance of colonists if we have loans.
- Reduced importance of subsidies if we have loans.
- Reduced missionary importance if we have loans.
- Reduced advisor importance if we have loans.
- Made saving take into account all loans, not just bank loans.
- Marines now only take +10% shock damage instead of +25%.
- Naval Ideas Finisher is now +10% Marines instead of +5%.
- Each coastal development now gives 40 sailors instead of 30.
- Maratha & Noble Levies are now -10% Tax instead of -25% tax, and +25% Manpower instead of +100% Manpower.
- Estates now have -25 loyalty for each nation you ally with that you have a victory card on.
- Horde can no longer get Aristocratic ideas.
- Admirals & Explorers now use diplomatic power for a separate maintenance pool.
- Coastal Sea now reduces naval engagement width by 20% instead of increasing it by 10%.
- Naval Engagement Width now increases with tech, so you go from 5 to 75 over time.
- The amount of sailors ships need now increases as they become more advanced.
- Small factor to split sail_speed into blockade power and sail speed.
- Sailor consistency balance. Reduced number of sailors needed for Archipelago Frigate, Chebeck, Galiot, Galleass, Galley and War Galley.
- The movement speed of ships now increases with more advanced models. Galleys up to 25% at the best model, while the other ship-types reach +50%.
- Coastal Defence and Naval Batteries now block slave raids.
- Reduced the appoint_cardinal_cost modifier that made possible to appoint cardinals for 0 ducats.
- Now you can release nations in the HRE Casus Bellis.
- The window to take ideas/tech for innovativeness has now been increased to 365 days from 90 days.
- Passive gain from being ahead of time will now give you 0.01 innovativeness instead of 0.005.
- Innovativeness gain from taking Idea first/early is now 2 instead of 1.
- Innovativeness gain from taking Tech first/early is now 4 instead of 2.
- Severely lowered reformation desire gain.
- Regency Council no longer decreases Legitimacy, but instead increases Stability Cost.
- Now there is a penalty for setting as Co-belligerent a nation you have a Royal Marriage with.
- Now Veche Republics can use the Merchant Republic reforms in the third tier.
- Make it easier to find the Province with revolt risk in Stability and Expansion tab.
- Released nations keep several values from the moment they were annexed.
- Added some straits between islands.
- Now subjects will join the war but only will support it if they, and the overlords, don’t have liberty desire towards the top overlord.
- Christian countries can join HRE by simply bordering it.
- Overlord being forced to become tributary during war forces him but not the vassals out of other ongoing wars.
- Primitives can now build transports. Also added an early transport ship called "war canoe" for before tech 3.
- The 'Restrict Imperial Courts' parliament bribe now costs 1 IA instead of 5.
- Non-European countries are now more willing to charter out Trade Companies in Europe.



#####################
# AI
#####################
- AI budgeting has been improved.
- Made AI better at gauging when to build Coastal Defence building.
- AI for Centralize State.
- Improved on AI managing Governing Capacity.
- Changed AI weights to the uparaja_reform.
- AI usage of Monuments.
- Fixed AI may force enemy to become player's tributary in a peace treaty.
- AI Check for AE with Pillage Capital peace treaty.
- AI does not Establish Order while saving Monarch Power to research technologies.
- AI can be dissuaded from attacking or checks for changed circumstances.



#####################
# Interface
#####################
- Added the Paradox Tinto logo.
- Loading screen featuring Hayam Wuruk in front of Borobudur Temple.
- Illustrations for Zoroastrian holy sites.
- Additional event illustrations for Polynesia.
- Additional event illustrations for South East Asia.
- Various additional icons.
- New “Mothball all forts” button.
- New disaster icons.
- Fixed Building tab and images in the macrobuilder GUI.
- Take on debt tooltip now displays value including interest when you lack the money.
- Transfer Occupation now sorts country by state development.
- Added scrollbar for estate privileges and removed the estate limit.
- Updating a Center of Trade now updates modifier immediately.
- Improved trade-power value tooltip in province view.
- Income and expenses now enum classes.
- Added income and expenditure logging.
- Fixed the active forts icon in the military screen doesn't have a tooltip and is not aligned with the buttons or the text below.
- Added a message for when another nation gets a cardinal, Appoint Cardinal interaction has been used and when Papal States appoint a loyalist.
- Increased the warning for Agenda expiry to 3 years from 1 year.
- The Emperor is correctly shown as joining the war on the defending side.
- Added new select all/deselect all buttons to message settings.
- Fixed tooltips for force limits when you have under 5 provinces.
- Made the syncretic faith window close if your religion changes.
- UI alert informs the player if they meet the requirements to become a Hegemon.
- Only provinces can be selected on map in peace deal view.
- Fixed issues with popup for Call to Arms as Defender of the Faith.
- Fixed Interface issue with recruiting cannons in subject territories.
- Show Governing Capacity in State View.



#####################
# Usermodding
#####################
# Effects:
- Added add_great_project_tier to define the tier of a monument present in a province.
- Added free_concentrate_development = yes to allow Government Reforms to have this feature at no cost.
- Added extend_regency effect to set by how many years a regency will be extended.
- Added regency = { estate = xxxx } to set a estate as lead in a regency.
- Added set_estate_led_regency_privilege to define a privilege that will be added to a country. “random” is an option for a Random privilege chosen among the possible ones.

# Modifiers:
- Added great_project_upgrade_cost.
- Added local_great_project_upgrade_cost.
- Added monthly_heir_claim_increase_modifier (multiplicative).

# Triggers:
- Added has_great_project { type = X }.
- Added num_of_times_used_transfer_development.
- Added num_of_times_used_pillage_capital.
- Added has_pillaged_capital_against.
- Added is_in_extended_regency = yes.
- Added has_estate_led_regency.
- Added estate_led_regency_influence.
- Added estate_led_regency_loyalty.
- Added is_subject_of_type_with_overlord.

# Defines:
- Added Number of Possible Federation Countries.
- Added Ancestor Personality Level in Defines.
- Added Ancestor Cost.
- Added Great Project Warscore Cost.
- Added Extended Regency Legitimacy Penalty.
- Added Default Extended Regency Years.
- Added Several Defines for Great Projects.
- Added Sikh Guru Chance.
- Added various Defines for Concentrate Development.

# Others:
- Added on_pillaged_capital.
- Added on_transfer_development.
- Added on_extend_regency.
- Added on_estate_led_regency.
- Added on_estate_led_regency_surpassed.
- Added on_colonial_type_change.



#####################
# Script
#####################
- Added texture converter script.
- Added the option to have royal marriages and queens as requested by the reporter.
- Fixed federation cohesion bar isn't visible when you join a federation until you close and reopen the federation view.
- Added Catholic privilege for churches.
- Added Catholic Sanctuaries estate privilege.
- Added map mode, tooltips, fixed validation and province selection, fixed being able to siege sea provinces, added stop unit mission so we can cancel missions without needing to know what they are.
- Added 5 new events about the construction of monuments.
- Added a context string to evaluation of mission fulfillment.



#####################
# Bugfixes
#####################
- Papal states no longer becomes a daimyo when vassalized.
- Fixed crash when loading a non-existent province.
- Fixed text fields for server ID and password in multiplayer menu.
- Fixed an issue where you couldn't build units past 80% of your force limit.
- Fixed issues with “The Freedom of Geneva” event.
- Fixed crash opening 35th page of ledger.
- Fixed issue with the event option "Integrate Burgundy into the Empire" in "Burgundy Inherited" does not release Burgundy with the Emperor's dynasty.
- Fixed an issue in RNW not showing trade nodes.
- Can no longer use special characters in naval template names.
- Fixed freeze after choosing Trade Goods Mapmode when any province is selected.
- Trade Company Investment Alert now opens Macro Builder on Trade Company Investments Tab.
- Now Inland trade tooltip explains it takes a third of development as a base.
- Now Nations have military access to tributary's overlord if overlord does not join tributary in war.
- Now Military Access is not cancelled when player's tributary overlord declares war on that country or makes it tributary.
- Fixed Peace diplomatic cost shown wrongly if player uses both force vassalization and province takeover.
- Fixed vassal use of Trade Companies.
- Now Tributary states with vassals can give land to their vassals in peace deal.
- Now Fort retaking province cannot be prevented by switching occupation to a vassal.
- Now create Vassal overlay does not remain when you close the main tab.
- Now you can’t downgrade vassals CoTs.
- Now Land Force Limit bonus from vassals doesn’t boosts yearly Army Professionalism gain from Unit Drilling.
- Fixed when declaring war against a subject, Call to Arms to overlord's allies was sent from the subject instead of the overlord.
- Fixed crash when player tries to open Show Diplomatic Feedback tab.
- Fixed crash when getting cost for upgrading a max level center of trade.
- Fixed crash with totemist mechanic if ruler has a personality.
- Fixed crash when having an ancestor with no personality.
- Fixed various missions in all areas.
- Improved feedback for autonomous carpet siege.
- Fixed Navarre missions with RNW.
- Fixed different issues with pillaging capital.
- Fixed different issues with extend diplomacy.
- Removed nationalism for primitives vs non-primitives.
- Added explanation for favor rewards.
- Fixed overlap of some buttons on diplomacy options.
- Fixed various out of sync errors in multiplayer mode.
- Fixed “aligned “Allow players to play the same country”.
- Fixed loc on reduce opinion.
- Fixed the option "Rich Presence" that was written in English in FR/DE/ES versions, being replaced in DE/ES versions in Main Menu.
- Fixed ”Go to” button that has capital letters in German language for the “The Treaty of Tordesillas”.
- Old GUI reubication fixes.
- Fixed unlocalized text in the in-game DLC overview in the German version.
- Fixed description crash in ledger.
- Fixed crash in Court and Country Events.
- Fixed loc string for reform name.
- Fixed cores on uncolonized provinces give Uncontested Cores prestige debuff.
- Fixed Compile fix, the header is hidden outside the matchmaking module. Also use the matchmaking interface provided.
- Fixed declare war view sometimes disallowing selection of an ally when the tooltip says they'll accept.
- Added suggested french loc fixes.
- Fixed flavor_pue.5 is now triggered only.
- Compile fix, missing forward declaration.
- Fix on IsAddressMatchingBackend. Sometimes joining on Steam lobby when game was running Nakama wasn't showing any error.
- Cppcheck fixes.
- Fixed “Ruler had no personalities”, so was crashing at GetHeadData().
- Fixed Event converting nation that conquered Mandate of Heaven will not Harmonize old country religion.
- Fixed crash after exiting to the menu RaiseException.
- Fixed province with wrong culture and added missing history files. The wastelands are now known to the NA natives.
- Fixed “goto to the event” which properly goes to the event's province.
- Fixed explain how it's calculated the quantity of a reward gived by a favor.
- Fixed wrong pathing in north american east coast territory.
- Fixed overlap of tab buttons on diplo options.
- FIxed tooltip on "Settle" button not having line breaks.
- Fixed Cannot change culture of a syncretic faith province, but cannot convert it either (to allow changing culture).
- Fixed Fort values are shown for provinces with no fort in the province panel.
- Fixed in the leave federation view there is an edit text box where you can remove the name of the federation.
- Fixed human players is listed in the outliner in singleplayer games.
- Fixed not able to change State into Territory due to converting province despite having finished Religious Ideas.
- Fixed a bug that caused the "global_religious_conversion_resistancer" to make it more likely to be target of religious conversion center instead of less.
- Fixed the reward of the mission so it gives either stability or admin power.
- Removed condition in expand administration.
- Added industralization institution where needed.
- Added visibility to the area around Muisca for Andean TAGs so that they can fight freely.
- Added a missing description for the bought_indulgence modifier.
- Fixed whenever player changes government through an event they get all reform progress back.
- Fixed "That is mine" is awarded for Custom Nation starting on normally uncolonised province.
- Fixed condottieri morale damage depends on maintenance slider of country giving condottieri.
- Fixed a nation falling under a Personal Union does not leave a coalition they are part of.
- Fixed Propagate Religion CoRs can spawn in non-muslim province and not be able to convert it.
- Fixed claims coalition enemy will be co-belligerent in war while he won't.
- Fixed declaring war with the Tribal Border Feud CB and attempting to select them as vassal shows "Cannot be selected when using the 'force migration' casus belli, which is not what's being used here.
- Fixed the "Move to" peace offer is visible even if there's nowhere to move, but the text just says move to which looks broken.
- Fixed current wars ledger page - the war score text widget overlaps loads of the shields
- Fixed a number of macro bugs preventing triggers and effects working.
- Fixed moving Main Trade City to a node where merchant is transferring trade power does not change the merchant's behavior.
- Fixed estimated arrival date does not match real one when moving army.
- Fixed nation gets "Joined League War" modifier for joining any war against Religious League leader.
- Fixed assert when changing a merchant from transferring to collecting on moving the primary trade node.
- Fixed colonies completed with a colonist don't convert to owner's religion.
- Fixed missing persistence for CWar.
- Fixed no monarch/leader/ship names for federations.
- Fixed AE distance calculation from being step-based to being linear.
- Fixed the target of a succession war can in rare circumstances become warleader, which prevents the war being ended.
- Fixed maximum monarch power cap is lowered if it is higher than 999 and player starts golden era.
- Fixed the problem moving the hidden effects of the option to the immediate section so it fires even if the player does not do anything, avoiding any other automatic response that could break the feature.
- Fixed In regencies in the target country, Claim Throne checks the dynasty of the heir instead of the regent.
- Fixed a bug where universities could not be built if a province had lost slots already.
- Fixed minor bug penalising Heathens for being Heretics.
- Fixed concede colonial nation does not work properly if player has a colonial nation outside the target region causing massive overextension.
- Fixed player can be at war with his own ally without breaking alliance.
- Fixed Consolidate Development button in state panel should have a text saying what it does similar to the Centralize State one next to it.
- Fixed reduce opinion diplomatic action doesn't specify how much opinion they would lose.
- Fixed potential crash generating a regency with no estates.
- Fixed missing option names.
- Fixed a bunch of effect GetDesc stack overflows.
- Fixed armies ignore forts if the path has been set before the war declaration.
- Fixed tooltip for extended regency trigger.
- Fixed the estimated time until next reform fluctuates on monthly tick in the tooltip for government reform progressbar.
- Fixed tributary Overlord gives conditional access to enemies but not its tributaries in war.
- Fixed Fort position changes on camera move.
- Fixed subjects with supportive focus may become passive.
- Fixed custom Nations with a culture from the New World can see the build a Flagships button in province builder.
- Fixed "Placate estate" parliament bribes always use generic estate names.
- Removed message about Independence War of a country player supported independence of shows rebellious vassal as ally of the overlord.
- Fixed garrison bonuses applied when enemy sieges Player's forts.
- Fixed duplicated keys.
- Fixed error log spamming in observer mode.
- Added various clauses that check if FRA is subject.
- Fixed an error which causes blockade progress to be miscalculated when you have less than required ships to blockade.
- You can no longer raid coasts where you have a truce with the owner.
- Sich Rada now allows you to raze provinces if you have The Cossacks DLC.
- Hegemon opinion is only applied to non-subjects.
- AI will now get back manpower when they disband units.
- Tooltip Modifier from "Siege Specialist" general trait was not displayed in Fort defense tooltip in siege view.
- Fix on Reconquista Tutorial for not having enough admin power to end it.
- User is kicked out from the subjects tab once the user no longer plays as the overlord.
- Overlord developing subject's provinces grants crown land to the overlord instead of the subject.
- Fixed CTD when user selects ruler random personality when creating custom nation.
- Fixed script error in Event flavor_swi.7 (Calvin becomes the Spiritual Leader of Geneva).
- Fixed script error in Tunisian Missions. The same error could be found in the previous mission of the tree. Corrected both.
- Fixed script error in Spanish Missions. The same error could be found in the previous mission of the tree. Corrected both.
- Added the Quelimane area as possible to fulfill the requirements as is part of the referred Trade Node and is historically related to the provinces affected by this mission.
- Fixed script error in Emperor of the Revolution Reform. Considering the modifier that the reform gives, the easiest change is to simply make it available only when the player owns the Emperor DLC.
- Fixed script error in Fate of Neumark and Treaty of Colln events by adding a remove_core = TEU in both cases so that Teutons lost their cores in the provinces they are selling.
- Fixed script error in the event aow_events.48 that allowed the event to try to give a cardinal to a non=catholic province. While the result was that the province if it was non-catholic wouldn't receive the cardinal, it is a better design to only allow catholic provinces to be eligible.
- Fixed script error in Event 1081 that did not check that the Papal States did not actually exist. The event won't affect Italy, though.
- Updated hindu_events.1 to have Buddha as a possible option.
- Fixed script error in flavor_bur.16 where it is not checked that NED is not a subject so the rest of the dutch minors won't join and cause a massive spike in Liberty Desire.
- Fixed script error in Event flavor_hab.3195 where a peasant austrian cultured revolt (by flavour text( can happen anywhere. The event now checks you own at least one province in the proper region and of the proper culture and fires in one of those provinces.
- Fixed script error in Event flavor_swi.201. The event that fires this (200) won't fire if Geneva is at war so that the odd result does not happen (forcing Geneva out of all current wars as it is made a march).
- Reduced the Kingdom of God and Embrace Conciliarism modifiers for appointing cardinals so they don't stack to 100%.
- Event "Mary Dies" will no longer start if the country is at war.
- Fixed icon and text positions for the two resolution configurations. Governing cost overlaps with the number of building slots in native buildings view.
- Hided standard view icons for native american window and vice versa.
- Fixed American Provinces not being in their proper Trade Node.
- Fixed bug where a province with "no_religion" can’t be converted to any religion.
- Fixed when recruiting special regiments become regular infantry after saving and loading the save.
- Fixed war leader's subjects weren't called into defensive wars.
- Fixed inaccurate tooltip for score multiplier from Hegemony.
- Fixed huge nations in CK2 converted save games start with their capital in a territory.
- No longer colonial regions can be added into HRE.
- Propagate Religion now policy can only be used if you're muslim or if you are hindu and have completed the mission "The Porch of Mecca".
- Fixed tooltip for religious conversion in province view of provinces with harmonized religion wasn’t checking whether you could convert the province or not.
- Fixed tutorial when you are playing the unit control basic, a window will no longer appear and suddenly disappear when clicking on a non-player army.
- Fixed misleading tooltip for when conquering land would increase land share.
- Fixed the tooltip of the "Excommunicate" diplomatic action indicating the chosen country has too much Papal Influence when this action is on cooldown.
- Fixed the Defender of Faith Tier tooltip for non-Christian and non-Muslim countries no longer reads as if they can adopt Dotf.
- Fixed tooltip for Naval Force Limit Modifier no longer displays a penalty for local Autonomy after assigning it to the Trade Company.
- Fixed the really annoying "adding cash to warscore doesn't let you add the full amount when nearing max warscore" bug.
- Fixed lowering Maintenance to keep the enemy in battle for longer by storing the morale for the country at the start of the particular battle so any changes don't affect the units involved until that particular battle is over.
- Fix for the cash benefit for creating states always being listed as 0.
- Fixed switching map modes with States tab opened followed by opening Trade Company Investments causes colours and names mismatch on map.
- Fixed bug where attached unit could be one day off.
- The option to create an Alliance again after allying a nation and reloading with an active Call to Arms from that nation was blocked. The last diplo action date and country was not persisted in the save, fixed that.
- Tooltip for effects changing government rank no longer displays current rank if the nation's rank is locked.
- Fixed clicking on a province with Gold when building a regular manufactory through macrobuilder builded Ramparts.
- Hunt for Seven Cities can switch off with no notification to the player even if there are provinces left to be explored. Fixed this.
- Fixed the game claiming that your movement is blocked by a hostile fort when trying to retreat from a battle before 12 days have passed.
- Fixed AI refusing to spend overflow monarch points on development in some cases.
- Fixed that when the player accepted Demands for Separatists from an event the nation didn't get released and the separatist army became part of the player’s one.
- Fixed ordering transport ships with army on board to travel through few ports will leave army only in last port.
- Fixed countries in America that are missing their primitive flag without Conquest of Paradise/El Dorado.
- Changed misleading tooltips.
- Fixed bug in the Trade tutorial that required Venice to build 5 ships with only 65 ducats. Changed it to 3 instead.
- Native province view fixes.
- Forcing harboured fleet to return to occupied province will prevent them from leaving said province.
- Fixed Imperial Authority tooltip containing outdated information on how Imperial Authority is gained and lost.
- Fixed how to know HRE Electors stance on a reform.
- Fixed Reloading game causes recruiting special regiments to change into regular infantry
- Fixed attempting to attach an army to other already attached army has no effect.
- Fixed Revolutionary OPMs can become Free Cities.
- Fixed Hegemon tooltip read Another Great Power inseat of All other Great Power.
- Fixed text may overflow when selling ships to a country with a long name.
- Separated both budgeting logs.
- Enhanced algorithm.
- Fixed game crashes randomly during mid-game playthrough.
- Fixed asset when history database is being applied before triggers are postvalidated.
- Added colour to tooltip text.
- Fixed Tooltip for detaching Marines doesn't tell the player why they can't use it.
- Reduced the amount of alert manager checking.
- Added tooltip for for Metropolitan map mode when you cannot assign Metropolitan to a state
- Fixed Colonial Nations to have the option to force other nations to become a Tributary under their Overlord.
- Fixed Appoint Cardinal cost does not appear in country modifiers list.
- Fixed tooltip saying that you are declaring war without CB to Burgundy when trying to force personal union, when actually there is a CB that allows it.
- Fixed when clicking on a province it will either show the province or state views based on what it's shown previously.
- Army Strength is displayed correctly in the War Declaration screen.
- Now Blockade Force Required is not listed in country modifiers.
- The list of cardinals in the Papacy doesn't overlap with itself.
- Interface always contains all implemented informations.
- Now all provinces can be culture converted.
- Dhimmi modifiers are only applied to non-Muslim provinces.
- Now Revolution can spread to provinces that it is already present in
- Sorting armies by Manpower now works correctly.
- Modifier is included in Military Tactics tooltip in battle overview.
- Fixed the large garrisons overflow interface in siege view.
- You can cycle through armies in one province if they're attached.
- Subjects' rebels use the correct scope for their tooltip when viewed by the overlord.
- All modifiers get displayed for all nations.
- Appointing Cardinal Papal action has a 4-year cooldown.
- The Player is informed that supporting rebels in rival countries grants bonus power projection.
- Fixed issues with the commands.
- White peace affects Hegemon status in the same way regardless if it is sent as "Demand Tribute" or "Offer Tribute".
- Button to change all settings to allow achievements now works properly.
- Narcissism achievement actually checks for battles won.
- Changing map mode while in Land units tab is permanently displayed.
- Annexed countries can't release subjects as part of a peace deal.
- Greenland and Papua New Guinea are now islands
- Fixed Ottoman Flavour Titles not Loading.
- Fixed several Out of Syncs.
- Fixed CTD in country subject view when trying to show relationship with subjects.
- Fixed Provinces from the nation's allies cannot be taken in a peace treaty if the nation is annexed through "Concede Colonial Region" peace treaty.
- Fixed Official Faith of the Holy Roman Empire not being the official faith once Proclaim Erbkaisertum is passed.
- Fixed a bug that made possible to have multiple diplomats building spy network in a single country, revoking a diplomat on annexation.
- Fixed that morale recovery modifier was not properly displayed for Mercenary Companies.
- The pop-up for assigning a province to Trade Company now lists all the modifiers.
- Fixed script issue for generating heathen advisors checking continent of a country rather than country capital.
- Fixed incorrect event key referenced for inviting enemies to the dutch revolts.
- Right-clicking on a province in development macro-builder no longer centers map on the province.
- Fixed AE when vassalising a nation is not reduced by releasing a third nation.
- Corrected the area and region missions only needing a single province while restricting it to colonized provinces (so one doesn't get stuck because can't colonize).
- Corrected the New World Missions so that it needs all the provinces in a single area/region without taking in consideration non colonized provinces.
- Fixed tooltip that shows that Expand Empire peace treaty can add provinces to the HRE without adding their owner.
- Fixed Expand Empire treaty ignoring provinces nonadjacent to the HRE for calculating IA, AE and prestige gain.
- Fixed a revolutionary event options.
- Fixed incorrect AE shown in peace deal. Now peace deal UI shows the maximum of AE you will gain.
- Fixed Italian Defence mission to allow for better forts as well.
- Changed corrupted key in the Irish loc for Edinburg (248).
- Changed the conditions for Brahmins privilege Supremacy Over the Crown.
- Cossack revolt nation will not get new ideas upon tag change.
- Fixed bug with Colonial Nations revolutionary names.
- Fixed several multiplayer crashes.
- Now Workshop in Production Interface is sorted by Improvement Value by default.
- Now in Court tab tooltip for heir display heir's stats or traits.
- Fixed popup spam when playing as daimyo.
- Now tooltip for mercenary maintenance on recruitment interface list all modifiers.
- Fixing consistency in Army Professionalism abilities tooltip.
- Now giving away ally's provinces in a peace deal reduces the ally's trust.
- Fixed Country modifiers screen listing Yearly Revolutionary Zeal regardless of Age or Revolutionary status.
- Fixed Using Autonomous Rebels Suppression resulting in Army mission Cancelled popup
- Fixed rebel progress being 0% if no forts have been taken.
- Fixed Cannot change Allied Objective if you use it for your Subject and the two of you are alone in the war.
- Fixed the number of attached troops being doubled on a map view.
- Fixed Clicking "Previous/Next" in Ledger closes it and moves camera to random location after few times on lower GUI scales.
- Fixed Armies in Autonomous Rebel Suppression ignoring rebels from other countries
- Scripted advisors can now be female.
- Fixed Player whose hotjoin request had been rejected couldn't return to main menu.
- Fixed the AI not ever promoting cultures.
- Fixed supporting HRE reforms only selects those that are directly required for that reform.
- Stopped appointing a loyalist cardinal creating a truce with yourself.
- Lifted FoW for condottieri.
- Can use great power actions on tributary states.
- Return of Rathore event now generates a war which you can see.
- Native countries can no longer charter trade companies.
- Fixed separatism timeout date calculation.
- Now revoking Ewiger Landfriede allows wars.
- Inability to select reforms due to cost now is correctly reported.
- Now you rightly get Queen of Conquest if annexing an OPM.
- Now Spread the Revolution power projection is displayed correctly in peace offer text.
- Fixed crash in court view when using mods that don't have certain widgets.
 
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I think Paradox should buff the cultures you describe to reflect history properly. But only when they add smallpox, influenza, typhus, diphtheria, chicken pox and measles as well. You know, to reflect history properly.
This ain't the gotcha you think it is. So long as Paradox opens a history book and actually reads about the death rates of natives in different parts of the Americas to these diseases, I'm all for it. 90% death rates weren't universal across all of the Americas nor is it indicative of first contact death rates which we have little info about and have hard variance region to region. Death rates were tied to the spread which could be helped or hampered by geography and politics; see: Inca Civil War, active European presence versus distant European presence, geographic isolation, etc. Waves of disease only killed as many as the disease could spread to meaning some of the outbreaks for things such as measles and smallpox were regional outbreaks over the course of EU4's history. After the initial wave of disease hit, the populations of most areas thinned out enough that the possibility of spreading the disease from one end of the Americas to the other died with it. It's why you saw regional outbreaks crop up every few decades. It's also the same reason you saw European settler populations boom, low population densities = low death rates to disease for all peoples, especially children. Europeans had the same number of children in the New World as they did back in Europe, but minus the death rate due to decreased communicability of disease. So to bring this all back to the natives, that number, 90%? It's a cumulative estimate over the centuries that's generalized for the entire hemisphere, not some instant death KO where 9 in 10 immediately died to disease on Europeans making landfall in the New World.

Areas such as Paraguay and the Guarani actually boomed demographically in complete contrast to the stereotype about natives dying like flies. Why? Low population densities and the Europeans that came to Paraguay were primarily missionaries(Jesuits) which governed Paraguay waaaaayyy different than the encomiendas of the other Spanish colonies. Other areas such as California and the Pacific Northwest bounced back demographically to an extent due to the highly delayed contact with Europeans compared to say, the Valley of Mexico.

So absolutely, have disease brutalize the New World at first via a spread event. Have these events slash development by some X%, the severity affected by unrest, devastation, terrain, and European trade power in the node. Have these provinces suffer debuffs to all sorts of modifiers such as base tax, manpower, trade power, etc. for a decade or two on top of the slashing of development depending on the severity. But a well-managed realm(read: No European interlopers or lands being managed by non-conquistador types such as Jesuits) should be waayyyyy better off than a land being overran by Europeans or that's swamped by rebels. These development slashing events should go anywhere from 10%(Controlled spread of disease such as in Paraguay) best-case to 90% worst-case(Mississippians). Have the potential for these events to return multiple times too via contextual events such as via European invasion, though with the caveat that they should be reduced in severity each time they hit as the game goes on; tie it to institutions or something. If you can keep Europeans out or only interact with them on your terms as advisors or traders who you buy your boomsticks from, then your lands should be much better off versus if you let them run around your lands a-conquering

Tie it in with the idea of adding a 'natural development' cap to provinces so as to model the process of recovery where provinces that are underdeveloped but stable will trend towards the equivalent of a population cap mirrored instead by dev, and you're golden. You've got a dynamic system that accurately abstracts the biggest challenge natives faced when dealing with Europeans. The initial shock of first contact warfare + disease, and late-stage imperialism by their more developed settler colonies such as American encroachment on the 5 civilized tribes.

I agree with your premise but I can feel the "indigenismo" coming from this post you did, (before you say anything I am a hispanoamericano, Costarricense)
first, you say that "the Spanish to drop 40,000 men in the New World in 1530" I agree but that's the nature of the game, as the game has failed to emulate what really happen in the conquest and forces you to send your main army to speed up the process, basically you will need a good stack and full annex the native states as fast as you can, but in reality this is the more "preferable" way.

That is because if we are going to use the "historical" argument, then the new world was conquered by "private" entrepreneurship, almost everyone forgets that the Crown offered "licenses" to conduct trade and diplomacy and search for land for the land, but our ancestors (Cortez and Pizarro) mostly did it on their own expense and not the crown, it's why we hear how 500 conquistadores had conquered the new world and one of the reason for the "conquistador civil war" in south America, post the conquest, Spain basically had to place order for the unruly conquistadores who were going against the established crown law.

It actually goes both ways as paradox failed to show the might of the new world empire and how cunning and iron willed were the conquistadores on their quest, but I got to say that if Spain employed their might (actual resources and superior military technology) there is no way the new world empires would have stand a chance, you are talking of full plate armour that the Hidalgos could easily buy (they were the core of the conquistadores btw) and imagine if Spain had sent the "Gran Capitan" and his proto Tercios to the new world anything can happen but I can place my bet that the natives wouldn't stand a chance against an organize and recently professionalized army.

I just hate how a lot of people tend to minimize Spain's power during the time of conquest and over exalt the native empires.
But you are right, Paradox has failed to show the splendor of their achievements and how they pop over the natives of North America.

I mean this in the kindest way possible, but saying someone is Hispanic really isn't enough in this day and age to be taken at face value when talking about "indigenismo". Not only are Hispanics a highly diverse group, but we 100% also have Hispanics that are on the drip with the Spanish narrative of their New World adventures and discriminate against natives to this day in Peru. Not saying you're one of them, but my point is that saying I'm Hispanic doesn't equate to having the credibility to call something "indigenismo", which to those not familiar with Spanish, is as good as saying nativist revisionism. I'm not a Peruvian of any significant native descent, so long as we're dropping creds. Calling Pizarro and Cortez our ancestors though? Nope, not mine.

The caveat with the conquistadors being private ventures is that they were private ventures that only lasted a couple of generations, and came from the low nobility that arose during the Reconquista. Once the Reconquista was over, these 3rd sons and landless knights went to the New World in search of opportunities. Cortez's expedition turning into a conquest was only after previous expeditions to Central America had ended up in failure or the conquistador going native. And pretty much spur of the moment opportunism due to the blatant hatred held for the Aztec by all of its neighbors; Cortez didn't go to Mexico thinking he could conquer the whole area nor know the scope of what he got himself into, almost failing outright despite setting up alliances. As you highlighted, the conquistadors also weren't a unified force to the point that Cortez's political rivals almost had him declared a traitor during his Mexican expedition, had severe insubordination the point he burned his ships to force the expedition to continue, and hung several traitors loyal to the governor of Cuba who later sent an expedition to bring back his head while at the same time the Aztecs revolted, almost overthrowing his control of Mexico City entirely. There was also always the risk of his conquest not being recognized by the crown if the governor of Cuba swung the argument his way. This could have made Cortez go native, setting himself up as the head of a new Mesoamerican empire to replace the Aztecs, and effectively ended all future conquistador activity once the king of Spain hears about the betrayal.

Imagining what a Spanish army could do in the New World in 1530 doesn't mean anything when it was physically impossible to transport that many people over and feed them. Pizarro's expedition almost died multiple times just crossing the Andes to Cajamarca from either the cold or starvation, forget about an entire army. New World states were conquered by conquistadors that provided their own weapons and armor because it was the only people at the time who were in a position to do this. Fantasizing about a scenario that was logistically impossible isn't a point worth bringing up. The Spanish had no idea what they'd gotten themselves into until surprise, the missive from Cortez that came with a few members of his expedition that were sent back to Spain tell Charles V that they'd conquered a country multiple times larger than Spain itself. Prior to that? The Spanish would have never sent their soldiers over when they've got the Italian Wars and the Ottoman Empire to worry about.

You can hate it all you like, but it wasn't Spanish power, it was dumb luck at how ridiculous the Aztecs were at making themselves hated, cunning, and circumstance that carried the Spanish into Mesoamerica with multiple chances at failure throughout. From there it triggered a bunch of copycats, queue Pizarro. The native empires being over-exalted? Are we sitting in different realities? We've had almost 500 years of them being downplayed to glorify Spanish feats. Historians have only in the last century been in a position to study these states and the writings of those that didn't fit the narrative at the time. And that's "indigenismo"?
 
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Well, if I believe what I read elsewhere, their skin color and their firearms made them look like gods, or at least impress the natives enough for them to think that their doom was coming, that they should submit. No matter if a few other battles and they would have been powerless from lack of munitions.
You're thinking of Hernan Cortez. He claimed that the Aztecs thought he was their god Quetzalcoatl. Although it didn't last very long. The Aztecs rebeled after eight months, killed half of the Spanish soldiers and drove them out of Tenochitlan
 
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This ain't the gotcha you think it is. So long as Paradox opens a history book and actually reads about the death rates of natives in different parts of the Americas to these diseases, I'm all for it. 90% death rates weren't universal across all of the Americas nor is it indicative of first contact death rates which we have little info about and have hard variance region to region. Death rates were tied to the spread which could be helped or hampered by geography and politics; see: Inca Civil War, active European presence versus distant European presence, geographic isolation, etc. Waves of disease only killed as many as the disease could spread to meaning some of the outbreaks for things such as measles and smallpox were regional outbreaks over the course of EU4's history. After the initial wave of disease hit, the populations of most areas thinned out enough that the possibility of spreading the disease from one end of the Americas to the other died with it. It's why you saw regional outbreaks crop up every few decades. It's also the same reason you saw European settler populations boom, low population densities = low death rates to disease for all peoples, especially children. Europeans had the same number of children in the New World as they did back in Europe, but minus the death rate due to decreased communicability of disease. So to bring this all back to the natives, that number, 90%? It's a cumulative estimate over the centuries that's generalized for the entire hemisphere, not some instant death KO where 9 in 10 immediately died to disease on Europeans making landfall in the New World.

Areas such as Paraguay and the Guarani actually boomed demographically in complete contrast to the stereotype about natives dying like flies. Why? Low population densities and the Europeans that came to Paraguay were primarily missionaries(Jesuits) which governed Paraguay waaaaayyy different than the encomiendas of the other Spanish colonies. Other areas such as California and the Pacific Northwest bounced back demographically to an extent due to the highly delayed contact with Europeans compared to say, the Valley of Mexico.

So absolutely, have disease brutalize the New World at first via a spread event. Have these events slash development by some X%, the severity affected by unrest, devastation, terrain, and European trade power in the node. Have these provinces suffer debuffs to all sorts of modifiers such as base tax, manpower, trade power, etc. for a decade or two on top of the slashing of development depending on the severity. But a well-managed realm(read: No European interlopers or lands being managed by non-conquistador types such as Jesuits) should be waayyyyy better off than a land being overran by Europeans or that's swamped by rebels. These development slashing events should go anywhere from 10%(Controlled spread of disease such as in Paraguay) best-case to 90% worst-case(Mississippians). Have the potential for these events to return multiple times too via contextual events such as via European invasion, though with the caveat that they should be reduced in severity each time they hit as the game goes on; tie it to institutions or something. If you can keep Europeans out or only interact with them on your terms as advisors or traders who you buy your boomsticks from, then your lands should be much better off versus if you let them run around your lands a-conquering

Tie it in with the idea of adding a 'natural development' cap to provinces so as to model the process of recovery where provinces that are underdeveloped but stable will trend towards the equivalent of a population cap mirrored instead by dev, and you're golden. You've got a dynamic system that accurately abstracts the biggest challenge natives faced when dealing with Europeans. The initial shock of first contact warfare + disease, and late-stage imperialism by their more developed settler colonies such as American encroachment on the 5 civilized tribes.
What are you arguing against 90% for? I never said anything about percentages. Mostly I was joking, I actually enjoy reading your posts. It just seemed that you forgot about a pretty major thing that needed to be in the equation. Even if it 'only' was 30% on average, that would bring massive nerfs to american tags in game.
 
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You're thinking of Hernan Cortez. He claimed that the Aztecs thought he was their god Quetzalcoatl. Although it didn't last very long. The Aztecs rebeled after eight months, killed half of the Spanish soldiers and drove them out of Tenochitlan
Indeed. We are in agreement. I didn’t say it it was the sole reason he managed to beat the Aztecs, but it was one of them, as well as him having firearms and most of all, as @EMT0 said, the fact that those empires were recent and profoundly divided to the point that they were on the brink of civil war.
 
What are you arguing against 90% for? I never said anything about percentages. Mostly I was joking, I actually enjoy reading your posts. It just seemed that you forgot about a pretty major thing that needed to be in the equation. Even if it 'only' was 30% on average, that would bring massive nerfs to american tags in game.

Apologies, the internet makes it hard to distinguish tone sometimes. I was 50/50 on what the tone of your original post was and couldn't tell if the closer was trying to be joking or snarky so I settled for just trying to present a factual case for why even accounting for diseases, there's a better way to model the New World states.

I'm used to people that have gone through AP History and think they're experts on the topic drive-by posting when I talk about New World empires as if disease was the end-all be-all to win internet points and shut me down. So I sorta defaulted to my usual counterpoints. Again, my b.
 
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Well, if I believe what I read elsewhere, their skin color and their firearms made them look like gods, or at least impress the natives enough for them to think that their doom was coming, that they should submit. No matter if a few other battles and they would have been powerless from lack of munitions.

Well, yes and no. What Bernal Diaz Del Castillo (a conquistador that fought alongside Cortez in various of his expeditions) says in his book is that some natives thought that the Spanish were Demons/Gods because they came from the East and had beards, just like the stories foretold. The natives that hailed the Spanish as Demons/Gods started spreading the word around because they believed that they had come to liberate them from the Aztecs, and gladly submitted to the Spanish crown (well, at least temporarily). Cortez and the Aztecs, on the other hand, weren't entirely sold on them being the Demons/Gods that were described on the profecies but rather thought that they had come to liberate and subjugate the nations that paired tribute to the Aztecs. So much so that the Aztecs tried their best to convince the Spanish to not enter their territory and leave their subject's land.

There was also somewhat of a tug of war between the Aztecs and Tlaxcala to see on who the Spanish would side with.

Anyway, I kept using Demons/Gods because in his text Bernal uses both interchangeable, sometimes saying that the native word for them meant Demon in Castilian, sometimes saying that it means God. In any case, the Spanish being considered as supernatural beings doesn't mean that they were treated like the Spanish in The Road to El Dorado, no. A better comparison would be with how Caesar and the Romans were treated by the allied Gaulish tribes when they were marching in Gaul.

In regards to them submitting to Spanish rule, that was more of a consequence of how hierarchical societies operate rather than anything related to religious superstition. Cortez went around showing his military might, Strickling deals of friendship and offering to liberate tribes if instead of paying tribute to the Aztecs they would pay tribute to the Spanish and their King.

In terms of ammunition, Cortez expedition was well supplied with guns, crossbows, artillery pieces, horses and people that had the know-how to make more bolts, bullets, gunpowder, build fortifications, etc. Not only there were soldiers and sailors in their expeditions but also crafters, blacksmiths, cookers and so on so forth.
 
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This looks epic, really looking forward to Tuesday, do we have a time in mind for release?
 
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Single best decision in EU4 history. Well done.
Reminds me in a way of the Anno 1800 team that decided to focus one of the main updates on Quality of Life upgrades instead of new features.
Now if the HOI4 team would do the same ;)
yes Hoi4 could use quite a bit of love from the developers.
 
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- You can centralize a state to reduce its governing cost.
Did this ever get rebalanced since it was discussed in the Dev Diary? Because as described there it's just... comically useless. It costs 100 Reform Progress but effectively gives you an extra 20 admin cap. Meanwhile, Expand Administration gives you 20 admin cap for (starting at) 20 Reform Progress, and I don't think I've ever used Expand Administration enough times for the cost to hit 100 Reform Progress. so Centralize State doesn't make the game worse but it also doesn't affect the game at all, because no human is ever going to actually use it.
For tall play, spending like 50 Reform Progress to get like 25% off the governing cap of a state would actually be a worthwhile investment under certain circumstances. Was that what the dev team was going for?
 
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yeah, there could easily be an update or dlc just about the jewish history in the game. I still miss that.
As a Jewish person, it's starting to feel to me like kind of a slap in the face that there are no mechanics for Judaism. With the new patch, the only two religions without mechanics will be Judaism and Animism, and Animism is just a catch-all for "not any other religion".
 
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As a Jewish person, it's starting to feel to me like kind of a slap in the face that there are no mechanics for Judaism. With the new patch, the only two religions without mechanics will be Judaism and Animism, and Animism is just a catch-all for "not any other religion".

Animism and totemism are catch-all religion and have been since the game's religion. It is understandable that Judaism and Zoroastrianism would be the two last religions to get touched as they each exist on a handful of provinces at game start. I think Zoroastrianism being touched in this patch makes sense as Sinkh is also seeing some changes.

If I had to guess I'd say that Judaism will get something when the Devs touch Africa as the religion only exists there in 1444.
 
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Animism and totemism are catch-all religion and have been since the game's religion. It is understandable that Judaism and Zoroastrianism would be the two last religions to get touched as they each exist on a handful of provinces at game start. I think Zoroastrianism being touched in this patch makes sense as Sinkh is also seeing some changes.

If I had to guess I'd say that Judaism will get something when the Devs touch Africa as the religion only exists there in 1444.
Well, yes, when Zoroastrianism and Sikhism don't have mechanics, it's understandable that Judaism doesn't either - what bugs me is that Zoroastrianism is getting mechanics and Judaism isn't.
 
Well, yes, when Zoroastrianism and Sikhism don't have mechanics, it's understandable that Judaism doesn't either - what bugs me is that Zoroastrianism is getting mechanics and Judaism isn't.

The one upside is that they have the opportunity to give Judaism fully fleshed-out mechanics, potentially even something unique (rather than slapping something together to try and squeeze it in)
 
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So long as we're throwing out feature requests and attention on areas that are lacking...as someone from Peru, your current Mesoamerica and Andes design makes my blood boil and I refuse to touch any part of it nowadays. It goes beyond misguided or inaccurate, something which I could deal with, but it's so insultingly wrong that it leaves me incredulous. I stick to the Old World exclusively out of frustration and do not play colonizer states in Europe so as to avoid playing with these mechanics. I'm not going to drop a drive-by post, I'm actually gonna list all of my grievances here:

1) Agriculture, what's that? - Paradox has decided that all New World states will start with the same institutions; that is to say, none. The idea that the Mesoamericans or Andeans didn't practice a form of feudalism is ridiculous. Beyond ridiculous, even. The Andes mita system was arguably one of the most comprehensive and effective forms of state-controlled labor in the world during this time period. We have so much Inca construction that remains standing to this day thanks to how organized their labor system was not just in agriculture but for public works, road building, establishing settlements, etc.

I don't really know what to add here beyond just stating that no, this is incredulously wrong. Words fail me to go more into this topic because I feel like I'm being gaslighted. The truth of the matter is that Paradox had no idea how to properly model non-settled states such as steppe hordes, the tribes of the Arabian interior, and the hunter-gatherers of the New World and decided well, they'll start without feudalism as an institution. And if steppe hordes, the same 'backwards' steppe hordes that brought gunpowder to Europe don't have feudalism, well, neither does anybody in the New World. I don't agree with this setup at all in the Old World, but let's not do the double silly in the New World for arbitrary reasons

2) Every New World religion is Aztec blood sports - So...reforming religions. The organized states of the New World in Mesoameria and the Andes are doomed to perish and unable to change their society without changing their inherently flawed religions that practice human sacrifice. All New World peoples tore out hearts by the tens of thousands for their religion...hmmm, wait a sec. It's almost as if this was a strictly Aztec phenomenon and while some human sacrifice was practiced, it was the Aztec that were infamous for it and all of their neighbors thought they were lunatics. Stick the reforming the religion business due to extreme human sacrifice to the Aztecs. The Inca practice of human sacrifice was only ever internal and restricted to stereotypical stuff like trying to get rid of a drought or the death of an emperor. It'd make far more sense to give a diplo rep negative to Andean and Mesoamerican states that practiced some form of human sacrifice once they make contact with Europe. The Aztecs...well, they're not my ballpark. But it's important to highlight just how much of an anomaly the Aztecs were, and that the current system that delegitimizes the religions of the New World is a tremendous frustrating design choice. And pretty clearly made so as to reuse the same mechanic across all three major civilizations in the New World(and doing the Muisca dirty in the process).

3) Oh backwards, backwards people, just sitting there waiting to die - There are multiple elements to this; a complete failure to understand why Spain was so successful in conquering established states in the New World, as well as either blinders or indifference to the complexity of New World organized states and their achievements. Let's start with the latter first, and focused exclusively on the Inca as those are my area of comfort on the topic.

The Inca were not backwards. I know, I know, you learned otherwise. And here's the caveat; the only thing that's true about that statement is with respect to their weapons and armor. The Inca were a highly centralized realm spanning almost the length of the Roman Empire at its peak from one end to the other. And instead of a sea that can provide rapid transportation from end to the other, there were mountains. The Inca system largely ran on its bureaucracy based out of Cuzco through which labor was controlled. This realm was so stable that it took the death of its emperor and the heir apparent back to back in order to start a civil war; prior to this, the Inca had no succession crisis at all. Despite the inherent hostility of the terrain, the realm was reunited, but the Spanish showed up days after the civil war ended. The one that ravaged the entirety of the Inca realm, lasted years, and further spread the disease that killed both the emperor Huayna Capac and his heir Ninan Cuyochi? Yep, that one. To say that the Inca system was stressed to all hell would be putting it lightly, yet despite that, it held. It would have probably started to recover. Up until the Spanish arrived at the best moment imaginable to topple it all over, but more on that later.

Back to the Inca, their political system was very complex and they had the economy to match. Yes, I hear you say, no currency, no writing system. To that, I say, centrally-ran economy and the quipu system. The Inca didn't manage to run this entire system and keep it rock solid throughout their entire history via the seat of their pants. Their economy was robust, demonstrably effective, and productive. Inca agricultural yields to this day are something we struggle to emulate on the terrain they farmed on. It was risk-mitigating, with a focus on stockpiling food in safehouse throughout the empire. The Inca were talented craftsmen both with metal and stone and built things such as suspension bridges, aqueducts, and mortar-free buildings that are standing to this day in one of the most earthquake-prone regions of the world.

On the conquest itself, well, I highlighted it up above to an extent. Pizarro showed up at the best time imaginable and decapitated the head of the state; taking the Sapa Inca hostage after an enormous political crisis had only just finished. This paralyzed all possibility of responding, and the Inca fell having never fought a proper battle because by this point they'd exhausted the armies long past their due service time(all men were obligated for a fixed amount of time to serve in the army) just wrapping up the Inca civil war. What about the Battle of Cajamarca? Well...that wasn't really a battle. Let me explain the Inca perspective. The Sapa Inca went to meet Pizarro as the first act of a new Sapa Inca looking to legitimize himself, and before he even got a chance to step foot in Cuzco after concluding the civil war. He went to meet Pizarro because he saw an opportunity for a show of strength by having these foreigners do the equivalent of kowtowing to him, Andean style. For more info on this, the book 'History of the Inca Realm' by Maria Rostworowski covers this in detail. To keep it short, Andean civilization had developed where hosting others with your own hospitality was a way to affirm the vassalage of the person being hosted. Rather than going to war, you'd lavishly treat the petty ruler and in exchange receive what you want out of that war be it labor, goods, vassalage, or all of the above. It's an act of submission by the one accepting. Coming from two entirely different and independently developed civilizations, neither understood what the other was after, especially with the language barrier.

So, Battle of Cajamarca. The Sapa Inca shows up with his army, but his army is largely unarmed and dressed for the ceremonial show of strength. He greets Pizarro's party warmly, and hosts them as is the tradition in the Andes. To him, they're submitting to him. To the Spanish, well, we know what happens. The Spanish pre-planned to ambush Atahualpa and got fortunate that his show of strength meant minimal guards and no weapons. They ambush his guard which included some of his best generals, capture the Sapa Inca, and with the majority of his army not even armed nor close, demand a ludicrous ransom for his release. With all organization collapsed, so did the army which never engaged directly with the Spanish and instead dispersed after a loooong civil war. In other words, the 'battle' is really just Spanish propaganda to glorify their conquest of the Inca. It was a small ambush where the Spanish arguably arrived at the best time imaginable and rolled a 20. Even a few days later and Atahualpa would have been in Cuzco and busy with far bigger fish to fry than interloping Spaniards. And the Inca weren't the Aztec; the Inca were more demographically cohesive, better governed, and with far fewer tribes to incite against the Inca and almost no significant organized neighbors like the Aztec had with their vassals and enemies. It's telling that the most notable native aids were the Chachapoyas which were a recent conquest during the reign of Huayna Capac; again, that's down to the mita system. The Inca were brutally efficient at demographic control and wrote the script on how to assimilate the recently conquered via resettlement, controlled marriages, encouraging Quechuafication, etc.

So with all that said, Paradox are doing Mesoamerica and especially the Andes dirty, and placing them on the same level as the tribal societies of the New World that didn't practice agriculture. Can basically be summed up as pulling the 'they're all the same' card on an entire hemisphere of people. And that's ignoring the ability of the Spanish to drop 40,000 men in the New World in 1530 ingame and the silly as all hell ability to wipe stacks of natives at 5-to-1 losing odds. All of that so that Paradox can model a failed narrative on the conquest of the Aztec(which depended on the Spanish playing the diplomacy game and functioned more like supporting the independence of all of their vassals) and the Inca(actual stars align scenario where barely any battles were fought). And that's on top of all the hurdles Paradox added because that was too easy. Between forcing a religious reformation of their religions for arbitrary reasoning that applies to only one society in the New World, penalties to production in the New World because the New World natives are too simple to know how to handle gold, terrible development for how prosperous the region was before the conquest, etc....it's maddening and frustrating as all hell.
2) what are you talking about? Aztec and Northern mesoamerica gets nahau, southern mesoamerica gets mayan, Andean America gets inti, tribals get animism
 
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Would say they weren't much of a factor at all. As in both cases Spain's case relied on exploiting internal instability. Disloyal tributaries in the case of the Aztecs and the aftermath of a civil war in the case of the Inca. They obviously are part of their capacity of bringing the instability a bit of an extra shakeup, but the conquistadors alone were extremely few in number and relied heavily on locals in both cases.
But they're obviously highly relevant for why the Spanish conquered, rather than it be another Nahua city state rise to power
 
Yeah, the limitations are both in how Paradox has modeled/balanced the region and the linearity of their design for colonization. If it were anybody but the Aztec at the head of Mesoamerica's political hierarchy, I don't think New World colonization would have kicked off anywhere near as fast or as effectively, nor would states in Europe have been quite as interested. If it were any other state, It wouldn't have been as easy to conquer the region, and in turn, invading the Andes would have been physically impossible without ports and resources on the Pacific.

Paradox doesn't have the scope nor interest in imagining a scenario where the Spanish weren't able to exploit the instability and resentment in the Aztec Empire to topple the whole thing and were instead forced to act as traders and courtiers to start instead of conquerors. I sort of don't blame them, if I'm being honest., because the entire game premise is European colonialism into the rest of the world. Spanish success in Mexico inspired Spanish adventures not just in the Andes(Muisca and Inca) but also the Rio de La Plata, the American South, the Pueblo lands, etc. as well as inspired the colonial ambitions of the non-Iberian states to emulate Spain. I can absolutely understand not wanting to consider the consequences of a failed conquest of Mesoamerica because it turns the entire premise of the game upside down.

What would be nice, however, would be to at least ditch the tropes and bad history so that it isn't arbitrarily deterministic against the organized states of the New World. Force the player/colonizing AI to actually do what was done historically, which would be to either play the diplomacy game or to waltz in during peak instability, and don't pretend as if Europeans are just built different or some other nonsense. I share your frustration about the DLC they've dropped for the New World. I really regret giving them money for it and validating their terrible ideas.

On the topic of never accurately representing IRL, one thing that isn't actually related at all to New World natives is their borders for La Plata/Peru. For some reason, Chile's under La Plata :') Chile has NEVER been governed from Buenos Aires in their entire history. They were either very loosely governed from Lima, or autonomous and effectively their own colony. I'm Peruvian and we stereotypically have beef with Chile, but throw some damn respect on their country, goddamn. Either make it its own colonial region or have it(and Bolivia) share a colonial nation with Peru. If there's one thing that makes it abundantly clear that they have no idea what they're doing in Latin America, it's their colonial borders in South America. Actually just tabbing open Wikipedia and copying the first map they see levels of research.

The Inca also have no way of reaching their historical borders before Europeans show up, and that's with a player actively trying to recreate it. It's probably lowest on my list of concerns but it's just another thing that baffles me that they thought they could get away with charging money for. I don't know what Paradox thinks they've done in the Andes, but this ain't it chief.

I think fixing colonization is doable just using the systems that EUIV has, but I agree it's horribly done as-is. I actually tackled the topic just yesterday as it's my first time in a long time visiting the Paradox forums after hearing about the new upcoming update and figured well, I talked about colonialism, let's talk about colonization too.
Incan borders might not be doable by historical date but neither is the Spanish or ottoman empire. Mughals is quite hard to get their phases in time, although the peak is relatively easy
 
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.... 1100 bugs and 657 open tickets on Jira... phew! As a tech PM myself, that's quite a scary number. Maybe it's just me but a day in the life of devs at Paradox would be a fun thing to watch.
- Severely lowered reformation desire gain.

Having recently mostly played in Europe (reformation spawning sometimes in the 1470s or 50 years ahead of schedule) this is a welcome change. I see a couple of NED changes too. Does that mean that they won't spawn under Burgundian PU?

I can go through so many of these and just say a huge thank you! You guys did well and I appreciate the hard work!
 
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