• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning
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#################################
# New Features
#################################

- Three new countries can now be formed through decision. Hannover, Westfalia and Greece.
- Minor enhancements to Africa done, with national ideas for Kongo & Mali, cavalry for sub-saharan techgroup, flavor events for Kongo, Ethiopia, Mali & Songhai, and a new revolter country Jolof.
- The Knights have gained unique national ideas.
- 5 new achievements, Just a Little Patience, Nobody wants to die, Double the Love, Turning the Tide, Liberty or Death.
- New ledgerpage added, showing the location of all tradegoods in the world.


#################################
# Gamebalance
#################################
# Combat
- Rebalanced landcombat algoritms to be based on direct values instead of relative bonuses. aka, lategame is as bloody as early game.
- Moved away the quality impact from scaling weaponmodifier to scale actual damage.
- There is now damage on morale on units in the backline during a landcombat.
- Tweaked up strength damage slightly in landcombat.
- Navallandings now have a penalty of -2.

# Trade
- Provincetradepower is now given to controller of province, not owner.
- Trade steering now also modifies the amount of money that goes forward from a tradenode you have a trader in.

# Units
- Fleets now leave settlement whenever it is destroyed, instead of dying.
- You can no longer detach blockades if its only transports left in it.
- Unitmovement is now cancelled when a unit attached to another unit.
- You can't do harsh treatments in a province you don't control
- Moving units through a siege does no longer give them a ghost 1% attrition.
- Attaching units now syncs their movement to the target unit.
- You can now enter ally's occupied TI provinces when at war.
- Patrols no longer warp to adjacent ports when set on patrol.
- Disabled forced march on inherited units.
- Splitted units now keep their exile status.
- Fixed an issue where units could get stuck at the edge of a battle, leading to an never ending battle.

# Diplomacy
- Its no longer possible to sell provinces to anyone at war.
- Tweaked down lucky impact on inheritances from +10% to +5%.
- Annexation & Integration progress is now halted if the capital of the minor is occupied.
- Expansion cb is only on those with capital in asia, and is also accessible to ottoman techgroup.
- Countries will no longer lose cores on non-culturegroup provinces when annexed
- Integrating or annexing an overseas vassal/unionpartner is now far slower.
- Releasing a primitive country as a vassal no longer gives them your technology.

# War & Peace
- Can no longer release a nation if all its provinces are already promised to another nation to be released.
- Fixed a cash exploit in peace negotiations.
- Revoking electorate through war now reduces Imperial Authority by 10.
- When Japan forces a daimyo to release another daimyo, that daimyo will become a vassal of Japan
- Cancel all access with lesser union partners aswell (previously only cancelled with vassals) when going to war against them.
- Fixed issue with changing side in the war when making someone your vassal
- An overlord called into a wall by a vassal will now call its personal union warlord.
- Daimyos will now call in their own coalitions, not their Shoguns (fix for all nations that allow vassal war)
- You cannot take the last provinces of a country while also releasing nations from that country.
- Newly formed vassals will not force you to join their old wars.
- Fixed an issue where a country would be considered at war when it actually was not.
- Fixed an exploit where you could immediately revassalize a country after being forced to release it in war
- Players can now be replaced as warleader in a defensive war as well.
- You can no longer leave coalitions if you are at war with the target.

# Opinions
- Insults now decay.
- You will no longer get AE from inheriting another country.
- Cancelled vassals no longer get "At war" negative modifier with the country that cancelled them.
- 'Was at War' opinion modifier is now applied at the end of a war.
- Rev & Counter-rev gives 50% AE instead of 75%.

# Colonisation
- Maintenance costs for colonies above limit is now properly adding +100% that it was missing before.
- Cotton now only gives +5% colonist chance.
- Coring costs are now correct for colonies started before a tag change.

# Technology
- Hordes can not westernise unless they have reformed their government,

# Religion
- Defender of the faith wargoal can now be applied when declaring war.
- Defender of the faith now gives normal deus vult cb as well.
- Now you need to wait 36 months between excommunication
- HRE members of same religion as emperor will no longer get upset when emperor enforces religious unity on another member.
- The Test Act, Superintendent Office, The Popery Act & The Conventicle Act is now cleared when converting religion.

# Misc
- Cores will now expire on the correct date
- Enabling wartaxes no longer increases WE by 1.
- Unions now end when the subject dislikes the overlord, as tooltips says.
- Lesser countries in a union no longer get stability hits when the monarch dies.
- Pretenders breaking a union also breaks the royal marriage.
- Can no longer change luck in a saved game.
- Unions breaking from event effects now give propepr cb & shows message as well.
- Pretenders taking control in lesser union countries now breaks the union.
- You can no longer core provinces adjacent to overseas vassals, unless in colonial range.

################################
# AI
#################################
- AI: Less likely to switch attitudes and become hostile/rival towards an ally
- AI: Higher prio on building temples
- AI: Less likely to choose allies as rivals
- AI: Less predictable about who they will choose as a rival
- AI is now less willing to peace early in a war
- Fixed a bug where rebels could get exiled
- Attached AI units that are exiled will now detach to go home
- Reduced AI skill with armies on Low difficulty
- Fixed a bug where the invasion AI would launch suicide attacks on provinces under siege
- Fixed a bug that caused the AI to launch suicidal naval invasions of besieged provinces
- Fixed a bug that was causing exiled AI units to not return home
- AI should no longer throw away leaders if it has less than pool allows.
- Fixed a bug which made the AI very unlikely to send missionaries.

#################################
# Multiplayer
#################################
- Fixed bug in MP where all players would assume control of a released vassal if "play as vassal" was selected.
- Can no longer choose random country after clicking ready in MP
- Fixed two different Out of Syncs.
- Fixed one major reason for OOS_67.

#################################
# Interface Improvements
#################################
# Country
- Change Government: Don't show legitimacy in confirm dialog for non-monarch
- The tooltip for "advisors slots available" alert is now clearer

# Religion
- Sort mission button is now functional
- Stabilized the papacy votes list.

# Economy
- Added extra digit in inflation tooltip
- Repay bank loan message is now more descriptive.

# Diplomacy
- Actions that aren't available after the crusades ended (1650) are now visible but disabled
- Added icon for war overview for countries that cannot negotiate peace (b/c of unions, vassals, etc)
- Added icon in Diplomacy view for members of the HRE.
- Added icon for non negotiable participant in waroverview.
- Fixed Enforce peace message to others so its clear who signed peace with whom, and who enforced it.
- To many diplomatic relations shows how many over you are.
- Added a type to CCallAllyAction so you can more easily find how you were brought into the war.
- Fix CB tooltips displaying countries repeatedly.
- Distinguish between allies and coalition members when declaring war.

# Peace
- Sorted values in the "will AI accept peace?" tooltip in the peace view.
- Added shield list to peace negotiation window so you can easily switch to other nations you are able to negotiate with.
- Disabled "decrement gold" button in the peace view, if the current gold is 0.
- Fixed scrollbar location in peace view

# Provinces
- Now shows the owner of the colony's chance of attracting people, rather than the player's hypothetical chance.
- Fixed accidentally renaming provinces to "Random province name"
- Selecting Harsh Treatment now updates the other Harsh Treatment buttons according to remaining MIL power.
- Changed in localisation so native "hostility" and "aggressiveness" (the same thing) is now known as "aggressiveness"
- Enemy core creation modifier now showed as red since it is a negative modifier.
- Fixed tooltip for claims so it shows correct information when a claim will be lost.
- Don't show misleading tooltip for colonization growth while colonist is traveling.

# Build Interface
- The window for building a building that enhances manpower in a province that has >100% manpower inefficiency no longer shows a negative increase in manpower.

# Units
- Fixed missing click sound on sort leader icons
- Fixed a display issue where units were in combat, but was not displayed as such.
- Forcemarch can now always be toggled off.
- Display correct military tactics value from insufficient support penalty in combat.
- Made the text for "make ruler/heir general" a bit clearer
- Fixed missing tooltips for shock, fire, and morale pips.
- Forced march tooltip text should work again.

# Map
- Update supply limit tooltip text to be more clear.
- Added explanation of the yellow stripes to the HRE mapmode tooltip.
- Changed Revolt mapmode so it can show a greater range of revolt risks
- Fixed so that clikcing a country with the diplomacy tab open updates the coalition map mode
- Changed supply mapmode so that the colors are relative to the provinces with the currently lowest and highest supply limit.
- Better tooltip text in colonisation mapmode.
- Fixed swapped tooltips for vassalage in diplomatic mapmode
- Repeat TI texture slightly more to make it tile perfectly.
- Colonization mapmode colors and tooltips now reflect more accurate what is possible and not.
- Added base outgoing value to tooltips for the outgoing links on the trade map mode.

# Messages
- Building complete message should now be working
- A negative change in native aggressiveness or ferocity is now shown with green digits in events.
- You now only get papal controller messages if you are catholic.
- Fixed Call To Arms message to the Defender of the Faith so that it correctly shows why you are called into the war.
- Show province names for provinces that was in TI when going to observe mode.
- Message about enemy's allies joining your war should now be triggered.

# Outliner
- Show merchant status in tooltip, since it can be hard to see what they are doing when they have long names.
- Annexation should now correctly update in outliner, also it should show consistent progress both in diplomacy view and outliner.

# Misc
- Clarified decay factors in the prestige tooltip.
- Revolt risk alert tooltip should now update when revolt risks changes.
- Added tooltip text to explain that legitimacy is taken from leader when you are lesser in a union.
- Added tooltips and hiding of incompatible savegame functionality to the ingame load menu as well.
- Fixed buttons becoming greyed out when they should not in release nations screen.
- Fixed so you can sort overextension on cores.
- Don't set options unless clicking accept button.
- Fix tab order in host game window.
- Reset the correct text when clicking in matchmaking window.
- Fixed certain cases that could cause you to click "through" the interface.
- Shortcut keys have been added to country selection screen.

#################################
# User Modding
#################################
- define_heir and define_ruler can now set the age of the person
- every_empty_neighbor_province effect now works correctly
- Made a new effect for revolt risk in every country to reduce message spam for big countries.
- Added "mods loaded" tag in save files
- dynasty names from define_ruler is now used for republics as well if used.
- Removed OCCUPATION_PROV_VAL_DECAY values from defines.lua as they are no longer used.
- fx files now work properly for steam workshop.
- Should no longer be possible to crash the game with weird names

#################################
# Achievements & Ironman
#################################
- Great leader for achievement is 5 or 6 fire, and 5 or 6 shock, nothing else now.
- Fixed FOW/TI console command exploit in iron man mode

#################################
# Events & Decisions
#################################
- Tweaked quite a few requirements for country decisions.
- Event flavor_pol.3488 "Turko-Polish Tension" should no longer spawn if there's already a claim/core
- conventicle_act is now available for Christian countries instead of just Catholic
- Event spawning Ikko-ikki rebels should no longer make them friendly to the owner of the province
- Fixed a few bugs with turkish events relating to provincial system & the devshirme that made them not fire.

#################################
# Setup
#################################
- Tweaked chances for quite alot of missions.
- nerfed national ideas for some minor countries.
- MCH_ideas are available for QNG tag as well
- Fixed MCH claims in Korea being converted to QNG claims after 1645
- Replaced MCH legacy in history files with QNG
- Castile and Aragon are no longer historical friends
- Castile and Aragon will now tend to pick personalities that make them less likely to fight while The Iberian Wedding can still fire

#################################
# Stability & Performance
#################################
- Improved detection of when we should update opinion cache (rival, military rating and alliance changes)
- Optimized a case where large rebel forces was spawned.
- Settings from a savegame file is now used when loaded.
- Settings stored in gameplaysettings.txt is used by default.
- Fix crash when inspecting battle lines.
- Fixed a crash and a UI layout issue related to rival selection.
- Fixed bug where the game would crash when the player was annexed.
- Fixed crash if a subunitdefinition was not found.
- Fixed crash in border system related to wasteland provinces
- Fixed crash that occurred when selecting a saved game while text was already selected.
- Fixed a crash that could happen when going back and forth between main menu and in game.
- Don't send trade goods message threaded (caused crash on OSX and Linux)

#################################
# Major Bugfixes
#################################
- Fixed a bug where units would get incorrectly exiled after the end of a war
- The attacker now stays attacker after an ally in a battle makes peace.
- Fixed another bug that was causing trade fleets to be sent to the wrong side of the Red Sea
- Outliner: Fixed issue with wrong country being displayed as annexing
- Added missing gfx combat_terrain for desert_mountain
- Strait information should now be correct after exiting and reloading a game.
- Apply triggered modifiers at load and not at first monthly update.
- Fixed so that capitals, units and buildings stays consistent when cycling through bookmarks before the start of a game.
- Asian level 4 now have correct cavalry graphics
- Fixed bug where protecting trade would not work if you owned all provinces in node

#################################
# Minor Bugfixes
#################################
- Fixed bug where no modifiers that decreased fabrication time were applied.
- Fixed bug where interesting countries would be reset on loading game
- Fixed bug where interesting country calcualtion would add all countries
- Fixed bug where some nations would be shown as undiscovered in the diplomacy UI
- Fixed bug where fabricate claim time could not be reduced by modifiers.
- Fixed bug where fleets could not protect trade of Novgorod Trade Node if they started in Gulf of Finland.
- Fixed bug where supply limit mapmode would not be updated if a new unit was selected.
- Fixed some minor typos in various parts of the game.
- Fixed claim reduction percentage in LOADING_TIP_10
- Added missing localization for Go to button in decision message
- Added missing localization for FUTURECARDINALDEAD_TITLE and FUTURECARDINALLOYALTYSTOP_TITLE
- Country: Don't save relation for null tag in save game
- Removed fabricate claim message that was not true ("agent expelled and sent home").
- Fixed text colorization issue.
- Fix tooltip when taking many provinces.
- Fixed erronous tooltip for offensive morale when recruiting regiments in province view.
- Fixed bug where refusing military access to someone meant that you would like them less, instead of the other way around.
- Fixed bug where the DIP cost would not be zero for vassalization even though it was the wargoal.
- Fixed bug where no DIP power was deducted when annexing.
- Fixed bug where you could vassalize countries that had all their countries already ceded.
- Fixed bug where mapmodes would not update on province deselct
- Fixed bug where province would not be selected when clicking "select province" in siege view
- Fixed bug where "suggest peace" would add returns of cores that were promised to other nations.
- Fixed bug where released nations would not get a truce with the country that forced them to be released.
- Fixed bug where going back to start menu would not reset secondary map mode
- If subunit definitions are not found, will now default to preferred infantry type (aka, support usermods)
- Eastern Start Bastion icon fix.
- Cb on pagans now fits properly in NI frame.
 

cwg9

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Huzzah! I'm looking forward to trying it out, thanks PDS.
 

VI Imre

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Just wanted to say that You Are Awesome!
Time to conquer Russia as Prussia!
 

Red John

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Hm, is steam usually late for updates? Or am I getting too impatient?
 

unmerged(221873)

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Always the same, banal, but for me VERY important question...... is it savegame compatible with 1.2x?
 

KLarsen

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Always the same, banal, but for me VERY important question...... is it savegame compatible with 1.2x?
Seems not... I tried loading my two current ironman saves, but couldn't due to the error: "eu4 needs to be unmodded AND validated" :(
 

Azi0

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Looks like quite a major patch :) Good job!
 

KLarsen

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Seems not... I tried loading my two current ironman saves, but couldn't due to the error: "eu4 needs to be unmodded AND validated" :(
I just fired up the game and tried again - this time it works! Seems to have been a fluke...
 

CzokletMuss

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Awesome! I hope that Quality ideas will work now properly!
 

DCyDe

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Supposed checksum?
 
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