16 bugs/design inconsistencies that have existed for multiple patch cycles

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hessian Mercenary

Colonel
16 Badges
Jan 24, 2017
884
54
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
About coalition, one thing bugs me really hard. You have to reload the game for country with positive opinion to leave the coalition. When I am agressive in HRE (typically vassalize electors to become emperor easily) I literally reload every January to have coalition vanished.

It's the same with coalition strength calculation where you sometimes have to reload after finishing a war against a large country. Really wonky stuff
 

cb_urk

Private
88 Badges
May 3, 2016
10
25
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cossacks
  • Prison Architect
  • Europa Universalis IV
  • Teleglitch: Die More Edition
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Victoria 3 Sign Up
  • Crusader Kings II: Monks and Mystics
Yeah, all they need to do is add a check when the panning action is going to pan over where the map loops, then have it stop at the seam and start a new panning action from there to where it's actually meant to go.
 

Tavior

Field Marshal
65 Badges
May 25, 2012
3.157
319
  • 500k Club
  • Tyranny - Bastards Wound
  • Majesty 2 Collection
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rights of Man
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Hearts of Iron IV Sign-up
I didn't know about some of those but I have encounter so many problem games that can be boiled to a few item on this list.

My like +1 isn't enough!!!
 

Rudawitz

First Lieutenant
68 Badges
May 15, 2011
282
69
  • Crusader Kings II
  • Europa Universalis IV
  • Stellaris
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
Good work!
 

Snake_Squeezins

Lt. General
78 Badges
Oct 16, 2014
1.231
1.479
  • Crusader Kings II: Holy Fury
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Sword of Islam
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Horse Lords
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
This is a great thread and kind of sad.

The issues I keep noticing patch after patch are:

1) Vassals don't delete expensive forts and stay locked in a bankruptcy/uselessness spiral. At least give us an option to manually delete those forts on behalf of our dumb AI!

2) No way to respond to or prevent coastal raiding. Give us a police action CB, or let protective fleets prevent this better.

3) Favor accumulation clock is often very wrong. In my current game I saw my top ally scheduled for January XXX1 a year ahead of time, watched the clock count down to that month, and then without adding a favor, simply jump to January XXX3. Then a favor finally appeared in early XXX2, without even changing the clock from January XXX3. It makes timing a war difficult.

Those are the ones that come to mind first, there are always others I forget about.
 

cb_urk

Private
88 Badges
May 3, 2016
10
25
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cossacks
  • Prison Architect
  • Europa Universalis IV
  • Teleglitch: Die More Edition
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Victoria 3 Sign Up
  • Crusader Kings II: Monks and Mystics

2) The efficiency of raid coasts is based off of the trade node's pirate efficiency, so the general advice is to use the Hunt Pirates mission. Not sure if you didn't know that or if you're saying that it's changed.

3) If your military power changes enough to change how often you accumulate favors (say from losing a bunch of men during a war, or building a lot of ships) then the timer resets instead of applying time invested already. Or at least that's what I heard months ago when this happened to FlorryWorry.
 

Snake_Squeezins

Lt. General
78 Badges
Oct 16, 2014
1.231
1.479
  • Crusader Kings II: Holy Fury
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II: Sword of Islam
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Horse Lords
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
2) The efficiency of raid coasts is based off of the trade node's pirate efficiency, so the general advice is to use the Hunt Pirates mission. Not sure if you didn't know that or if you're saying that it's changed.

3) If your military power changes enough to change how often you accumulate favors (say from losing a bunch of men during a war, or building a lot of ships) then the timer resets instead of applying time invested already. Or at least that's what I heard months ago when this happened to FlorryWorry.
For the first, I knew about this, but I've never seen actual stats showing the exact number of guns needed to counter raids. A few heavies don't seem to prevent raids from even small countries.

For the second, that makes sense, but at the point I was tracking it, neither country was at war nor had been at war for a while, so it couldn't have been crazy manpower fluctuations or a major militarization drive (which I could imagine would skew things by a bit but not 2+ years of accrual time). SO I still can't really explain this one. I mean it wasn't just a leap of a month or two, it was a pretty major divergence between what was predicted and what happened from month to month.
 

bbqftw

banana vendor for unhuman entities
2 Badges
Jan 18, 2014
5.394
6.187
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
Thx all for providing some ideas for pt2.

might take a while though
 

bbqftw

banana vendor for unhuman entities
2 Badges
Jan 18, 2014
5.394
6.187
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
Re #1: Your solution is to propagate mil access between tributary and overlord to all war participants. An alternative solution, however, would be to not give mil access between tributay snd overlord in the first place. This way e.g. Ming would have to secure mil access in order to defend its remote tributaries, leading to much closer hist. Outcomes - either it has to spend dip MP on mil access or it may loose tributaries. As it will most likely prefer to spend dip, it will likely prioritize getting dip from its tributaries instead of mil or admin and it will likely deprioritize dip ideas. In other words: Less dip ideas like exploration, less military invincibility.

Also I kind of missed the bug where after canceling a guaratee we do not see the truce in the country screen of our ex-guaranteed country. To add to that, guarantees seem to be not taken into account in the power calculation when AI wants to dow a guaranteed country OR there is something strane happening when it considers calling in allies.
I'm almost 100% certain the AI doesn't pay dip for military access
 

BritNavFan

Lt. General
92 Badges
Mar 14, 2005
1.592
146
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Semper Fi
  • Sword of the Stars
  • Victoria 2
  • Victoria 2: A House Divided
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Europa Universalis III
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
2) The efficiency of raid coasts is based off of the trade node's pirate efficiency, so the general advice is to use the Hunt Pirates mission. Not sure if you didn't know that or if you're saying that it's changed.
Yes, but since them raiding you gives you free 100% effective protection for [cooldown] years, and since your fleet only has interrupt its "pretend to hunt pirates" mission for a couple of months for them to raid you, doing "pretend to hunt pirates" is pretty much a waste of time and resources. I haven't actually done the math on the cost of dedicating a substantial fraction of your naval capacity to doing nothing except "hunt pirates", ever, but I doubt that it's much less than the cost of being raided, especially when you figure in the opportunity cost of not using a large part of your fleet for fighting wars or "protecting trade [during peacetime]" which is apparently something completely different from "hunting pirates". And if your "pretend to hunt pirates" fails however briefly for whatever reason you might as well not have bothered doing anything at all.

It's poor, half-finished, game design. This is supposedly a "strategy game" with "interesting decisions", but from the raider's point of view it's free money for pressing a button - hardly an interesting decision - and from the raidee's point of view you're probably better off just taking the raid rather than trying to protect against it (but, hey, there's that interesting micro-management of making a note of when the cooldown from the last pirate raid expires so you can start your ships on the protection mission the month before the timer expires). The raider has no chance of direct consequences. Ships "hunting pirates" never actually do anything to pirates. Being raided gives you no casus belli, even though historically such raids led to their share of counter-raids, and even though when other nations that pirate you (far less effectively) you get a CB. In a game where something as trivial as "diplomatic insults" gives you CB's that the game nags you and nags you and nags you about not using, this action that actually harms you gives you no diplomatic response. Also, an AI will raid countries which the UI says it has a "friendly" attitude towards, which is really bad strategy if the AI actually wants to have a friendly relationship with the country it's raiding (which presumably it does), and which makes diplomacy a useless strategy for this purpose.

If there was a chance of ships doing a pirate hunting mission costing a pirate raid some ships, that would make pirate raids a more interesting decision. If raids gave the raided countries a CB, perhaps one of those CB's that I've never had occasion to use like "cb_privateers", that would make pirate raids more interesting. If diplomacy that persuaded a country to have a "friendly" attitude towards you would make them stop raiding you, that would make it more interesting. If it were multiplayer, the player considering raiding me would have to think about diplomatic consequences, which might make it interesting depending on the context.

But as it is, there's no strategy to it and no interesting game play. It's just a "free money" button that some countries get to push, and which is really frustrating to be on the receiving end of because there's nothing cost-effective you can do about it.
 
Last edited:

Vetgirig

Linux user
37 Badges
Dec 1, 2015
3.042
1.761
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
But as it is, there's no strategy to it and no interesting game play. It's just a "free money" button that some countries get to push, and which is really frustrating to be on the receiving end of because there's nothing cost-effective you can do about it.


Agree, you are best of to forget that raiding ever exists and disable any alert about it. However there is one way to prevent it. Take those enemies out of the game by conquering their costal provinces.
 

Tavior

Field Marshal
65 Badges
May 25, 2012
3.157
319
  • 500k Club
  • Tyranny - Bastards Wound
  • Majesty 2 Collection
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rights of Man
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Hearts of Iron IV Sign-up
Agree, you are best of to forget that raiding ever exists and disable any alert about it. However there is one way to prevent it. Take those enemies out of the game by conquering their costal provinces.

Or force those raider to convert to your religious and watch them go raid their own former friendly coastline.
 

El_Cid_

Colonel
24 Badges
Feb 27, 2015
1.044
1.285
  • Europa Universalis IV: Common Sense
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II
  • Europa Universalis IV: El Dorado
  • Europa Universalis III: Collection
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
Another 1: Occasionally see AI manage to survive breaking to Separatists, which has been around forever.
Just saw it happen with a 3 province Cleves which has two Munster cores occupied by Munster separatists.
Month ticks by and poof - occupations are gone, rebels disappear and the land still belongs to Cleves.
 

bbqftw

banana vendor for unhuman entities
2 Badges
Jan 18, 2014
5.394
6.187
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
Previews for part 2

* almost everything wrong with promise land
* the miseries of CN vs new world war rules
* attached army issues
* AIs prioritizing building over cores
* continuation of wars after warleader annexation
* incan event rebels with diplomatic immunity
* did anyone playtest inti?
* everything wrong with autonomy
* everything wrong with peace deal "cannot core restriction"
* inconsistencies with subject independence actions (subject subject allying vs external support independence)
* dutch rebels fighting for the wrong country
* Netherlands alliances events
* lazily coded HRE war enthusiasm / war acceptance modifiers
* reinforcement rate coding abomination
* island rebels, annexed nation separatists
* special exception: how 1.25 screwed up tributaries again. Won't be fixed in 1.26 I'm sure so not that out of line
 

bly08

General
23 Badges
Nov 7, 2015
2.088
242
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.241
18.889
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
All of these are still issues, same with the projected list.

Not that it's surprising given the extended periods during which these have all been ignored to this point, but still. I wonder how many of these will still be relevant in 2020? Is it too optimistic to set the over/under at half of them?