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

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FleetingRain

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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?

My hope is that by then they'll release EU4 2.0 along with Despacito 2 so the bug list might be trimmed down a bit.

Just a bit.
 

TheMeInTeam

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So why not make a post with links to the respective bug reports? Makes it easier for Paradox to follow up.

It's hard to find motivation to do this kind of work when bug reports are flat out ignored.

For example issue #3 has been reported at least 5 times, most by me but another poster submitted one also. Years later, it's still there:




At some point it gets tiresome. Why don't we just bug report it? Actually there's a pretty good reason these kinds of discussion threads appear rather than a simple bug report. The purpose of this thread is to point out bug reports that have been flat out ignored for years (obnoxious, long-standing bugs) despite their adverse impact on the game and deprioritization compared to esoteric exploits and things that don't cause the game to literally lie to newbies and veterans alike.
 

bly08

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Also, trade league members don't get called in by CoBs when the tooltip says otherwise. In general it's impossible to tell which allies/guarantors will defend CoBs. I feel like this is rather important information for the player to have. One might even say it's more important than nerfing one faiths and one cultures.

There currently exists an ironman exploit that allows nation switching "/tag" console style. There's also an exploit that allows any selectable country to start with custom nation ideas in ironman. The tag switching exploit was previously fixed before returning in a recent patch along with a host of other bugs. It would be a bit ironic and not the least surprising if tag switching legitimately for better ideas gets nerfed while starting the game with 33% admin efficiency is still possible. Gotta nerf the real exploits like Otto -> Byzantium because forumers who can't Mare Nostrum say it's broken.
 
Last edited:

tip001

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Hello friends,

Since our esteemed community seems intent on clogging up the bug report forum with things like "Jharkand's capital is misspelled" and "this dude was a different religion IRL", and since none of these issues affect the typical dev MP so it doesn't matter, none of these are getting fixed anyways, I decided to start collating some of the more obnoxious/long-standing bugs. For fun? For some masochistic urge? I don't know.

In any case, enjoy. It serves as a nice lesson for what happens when game mechanical creep greatly exceeds motivation to do core bugfixing. I can think of two mechanics in particular -- tributaries and Cossacks promise land mechanic that you could write PAGES on detailing all the screwed up stuff that happens. On and on, to the next immersion pack (I still bought Rule Britannia, so clearly the model still works).

Most of these issues have been around for months, or even years. Some might even be said to significantly affect gameplay. Meanwhile, hotfixes release with urgent bugfixes like "merc maintenance modifiers reduced." A sane man would give up trying, but you're stuck with me.

This is not a comprehensive list and we can probably come up with 30+ more. Stay tuned for part 2 in case I feel like wasting another evening. By the way I have experienced every single one of these in my own playthroughts though many of these were reported by others to little effect.


Issue #1. Involvement in war against a tributary allows asymmetric access into the overlord's territory

Explanation:
Historically military access in EU4 has not always been symmetric. However, this was changed the introduction of conditional military access which grants military access to all parties in a single war. Thus the assumption is the design intent is that military access should be symmetric, with no country able to "hide" its armies in other countries. However there are multiple cases where military access becomes asymmetric.

As Bengal, I declare war against Kedah which is allied with Malacca (Ming tributary)

Since Malacca is a Ming tributary, he has access to Ming lands:

https://i.imgur.com/EtMoZAq.jpg

However, Bengal does not have access to Ming lands:

https://i.imgur.com/Lmr4Vrc.jpg

Suggested resolution: Propagate military access to tributary overlord to all parties involved in a war containing a tributary


Issue #2. If X country is engaged in multiple wars, conditional military accesses gained in one of X's wars do not propagate to parties involved in all active wars against X

Explanation: France is currently at war with an HRE prince and the emperor, thus he has military access to all the HRE:

https://i.imgur.com/igSE6sp.jpg

England subsequently declares war against France, however he does not have access to all the HRE:

https://i.imgur.com/3j93DJY.jpg

This potential scenario involving asymmetric military accesses applies to any situation where a country is involved in multiple wars! This is particularly obnoxious when the second war is vs. HRE since it basically gives enemies a large space to hide in.

You might think you could partially offset the annoyance for such a situation due to the "gives military access to enemies +200" modifier, but this does not apply to conditionally gained military access, see:

https://i.imgur.com/L3AmMHm.jpg

Suggested resolution: Propagate conditional military access given to one party to give conditional military access to all countries at war with said party.


Issue #3. Offensive war vs. coalition does not correctly cobelligerent members of the coalition

@TheMeInTeam favorite bug!

Explanation: When declaring an offensive war, it states that all the members of coalition will be considered cobelligerent, but cannot call in allies:

https://i.imgur.com/qEzhqo6.jpg

However you get mega-bamboozled when you actually declare the war as they do not have co-belligerent status:

https://i.imgur.com/BGUzpNA.jpg

This is in contrast to defensive wars, where the involved coalition has cobelligerent status.

Suggested resolution: Correctly designate coalition members co-belligerents during offensive declarations vs coalition.



Issue #4. Truce expiry deviates from truce stated ingame

Explanation: The notification for truce expiration will often appear up to 2 months before the displayed truce expiration date, specifically the displayed truce date here:

https://i.imgur.com/nAUtUiX.png

Suggested resolution: See below, but honestly you guys are more suited to figuring out what's wrong than I am.


Issue #5/6. Incurring trucebreak penalty for declaring against country after truce expiration notice, and countries can join coalition before truce actually expires (a.k.a. when no trucebreaking penalty is applied)

Explanation: Even after truce expiration popup appears, you can go to the declare war screen and still receive a -3/-5 stab penalty for trucebreaking, clearly indicating the truce isn't actually over.

Yet often if you pause-unpause day by day, this allows the target nation to join a coalition before you can declare on them without trucebreak.

Suggested resolution: Uh...I do not wish to stare upon the horror of the code that governs truces because there's LITERALLY four dates for this mechanic which should be the same, but they can seemingly all be different for a single truce! 1) Displayed truce date, 2) Truce expiration popup date, 3) Nations eligible to join coalition date 4) You are eligible to declare war without trucebreaking penalty

If you consider trucelocking an exploit, hit me up and I can give you some suggestions for nerfing it that don't involve doing a war atrocity to the truce code.


Issue #7. Successfully sieging a fort resulting in trapped army

Explanation: Let's take our favorite fort setup – Pirineo / Valencia / Rousillon. With Rousillon sieged down, moves to Pirineo or Valencia are legal:

https://i.imgur.com/bkaT6tx.jpg

Even though movements through Barcelona are normally inhibited by Pirineo, since Valencia is a fort, this is a legal move. Lets say we siege down Valencia. Then move to Barcelona. You then realize that Pirineo now blocks you:

https://i.imgur.com/8N2VkXa.jpg

And thus the entire French army was lost due to the successful siege of Valencia.

Suggested resolution: revert back to old forts + attrition system (with new QoL options like being able to demand unoccupied provinces). Can a man dream?


Issue #8. Successfully sieging a fort results in inability to return to sieged fort

Let's return to our example above, with Valencia sieged down. Let's imagine the Aragonese siege Valencia, surely we can bring troops from Rousillon to break the siege. Nope:

https://i.imgur.com/E3NqheI.jpg

Remember, BEFORE Valencia is sieged down, Rousillon -> Girona -> Barcelona -> Valencia is a legal move.

AFTER Valencia is sieged down, Rousillon -> Girona-> Barcelona -> Valencia is now an illegal move.

This is because the "can move from ZoC-projected province to any fort" rule only applies to hostile forts, leading to very degenerate outcomes.

For the most ridiculous part, realize that if we send a move order FROM VALENCIA, that moving BACK to Valencia is an illegal move, requiring a naval transport move!

https://i.imgur.com/voAq1xx.jpg

Suggested resolution: see #7


Issue #9. Legal moves are 'recalculated' province by province, allowing different legal / illegal move sets without any change to game state.

Explanation:

This probably requires a video:

It's technically explained here, but nevertheless the fact that even without game-state change you can have different sets of legal moves depending on whether you stopped in each province is just gigantically problematic (in my opinion): https://forum.paradoxplaza.com/forum/index.php?threads/presenting-schrodingers-zoc-video.1060190/

Suggested resolution: see #7


Issue #10. Influence changes as a result of modifier expiration are not updated on the date they expire

Explanation: Most temporary influence modifiers have a specific date of expiration. However, the influence value is NOT correctly updated after the date of expiration of the modifier. This requires a lot of cumbersome math, especially since pulse events for estates will often fire the month a modifier is due to expire. Resulting in some very nasty influence spikes sometimes.

Here is an example, the +15% influence value for minister expired April 20th 1475. After this date, the itemized influence values are correctly displayed, but the totaled value is not (20+22% does not equal 57%)

https://i.imgur.com/6z18bO5.jpg

Suggested resolution: Immediate update and correct summation of estate influence values upon expiration...?


Issue #11. Incorrect aggressive expansion display in wars in which your tributary overlord defends you

Explanation: In any defensive war where your tributary overlord defends you, any peace deal you make taking land will have the accumulated aggressive expansion incorrectly displayed as zero, when in fact you gain AE from the war:

https://i.imgur.com/WpRLaxn.jpg

Suggested resolution: …


Issue #12. Cannot freely feed vassals when you are a tributary

Explanation: If you have a vassal subject while you are a tributary, your vassal can reject land when you transfer occupation to them:

https://i.imgur.com/LCBIqNh.jpg

Suggested resolution: Correctly make the game realize that a vassal is your subject (presumably game perceives it as subject of Ming subject, and thus doesn't allow free-freeding?)

Aside: I like how fixed the exploit where you didn't get aggressive expansion for feeding vassals of tributary, but for this closely related issue, nothing. What, was the dev MP that day?



Issue #13. Becoming a tributary cancels all active diplo-annexations

Explanation: Even though becoming a tributary doesn't cancel your vassals, it DOES cancel your diplo-annexations. Why? Who even knows?

Suggested resolution: Becoming tributary no longer cancels progressing diplo-annexations.



Issue #14. Ming breaks tributary at certain high development mark


Explanation: At the introduction of MoH, practically the only condition where Ming broke tributary status was low (<30) trust (typically due to refusing to send tribute). This is no longer the only condition – even at high >80 trust Ming will now break your tributary status.

This is typically correlated with having high development. It occurs even at positive relations (previously, even –200 + outraged status was not enough for Ming to break the tributary).

Further discussions here: https://forum.paradoxplaza.com/foru...breaking-tributary-for-no-reason-bug.1061005/

This seems too intentional to be a bug, but this was not mentioned in the patch notes.



Issue #15. Barred from making alliance due to truce from Ming alliance -> tributary conversion

Explanation: When you become a tributary after being allied to Ming, you get a truce with Ming. However during this truce you are barred from making OTHER alliances while you have a truce with Ming. That's a pretty nonsensical restriction even though this game is full of them:

https://i.imgur.com/DAOVUbT.jpg

Suggested resolution: I suspect the issue is the game is interpreting this truce as some sort of failed independence war attempt. If this is the root cause, well—this is what happens when tributaries are coded as kind of subjects/not subjects.



Issue #16. Cannot reverse transfer occupations to a subject colonial nation

Explanation: During war, you are not able to re-assign occupied land that is assigned to a colonial nation. This seems like a big inconsistency since you are able to re-assign land occupied by your vassals.

Suggested resolution: Let us reassign CN occupations
Just Swedish laziness. Clear as water :)
 

TheMeInTeam

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Just Swedish laziness. Clear as water :)

Not really though. Some of these are ~ text edit tier of difficulty to fix. They've done a lot more to benefit and break the game than that.

Since bad will is unlikely as an explanation the most plausible conclusion is some kind of egregious process flaw. The pattern of what gets patched vs not just doesn't make sense regardless of what motive one guesses...regardless of whether you assume cut-throat $$$ incentive, making the game better, making it more accessible to beginners, making it more balanced or whatever else leaving lying UI in while patching some of the stuff that actually got attention doesn't make sense.
 

bly08

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I'm guessing it's a combination of QA being severely understaffed compared to what they have to deal with, and that some bugs just take too much effort to fix compared to their impact. The text editor ones are probably buried so deep that they'll never get fixed for as long as DLCs keep introducing new bugs.

But then again it is curious how quickly the Kyoto engine and England double IA/tag shift exploits were fixed.
 

tip001

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Not really though. Some of these are ~ text edit tier of difficulty to fix. They've done a lot more to benefit and break the game than that.

Since bad will is unlikely as an explanation the most plausible conclusion is some kind of egregious process flaw. The pattern of what gets patched vs not just doesn't make sense regardless of what motive one guesses...regardless of whether you assume cut-throat $$$ incentive, making the game better, making it more accessible to beginners, making it more balanced or whatever else leaving lying UI in while patching some of the stuff that actually got attention doesn't make sense.
Good development organizes some prioritization of bug-fix requirements and actually schedule them for patches. My experience (30+ years) is that most companies don't do that but just pick up the most talked about issues. It's called reaction to, not pro-active. I have had multiple occasions where the CEO came down to the IT department to argue some changes. That's the worst case of "reaction to" development but far too common. PDX seems to be the same :)
 

Golladan

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For example issue #3 has been reported at least 5 times, most by me but another poster submitted one also.
Can you link me to one such report? A search for "belligerent" posted by you but didn't find a report showing that issue, possibly due to the forum search issue.
 

TheMeInTeam

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Can you link me to one such report? A search for "belligerent" posted by you but didn't find a report showing that issue, possibly due to the forum search issue.

Unfortunately I can't. That stuff was lost along with the entirety of just about everything ever with that search bug. I haven't bothered with new reports after the 5th time or so, but reported as early as 2015 for sure.

2015 was also the start of the "can't take this province you could core instantly because we'll pretend you can't core it". I reported that during the open beta during the "common sense" DLC timeframe. It got ignored, implemented into the game, and still exists to this day.

Fort bugs, of which there are at least several objective ones, date back that far also. My personal favorite is how the game equates movement lock to "hostile zone of control" (I have a Ceylon picture of it that's 3 years old). This isn't just a tooltip error - if you get units caught and shattered it's possible to get same-province wiped across two battles despite that there are no forts in a 10 province radius. Also ignored.

Imgur dates this as at least 2 years old for example. "You can't return to the province you're in now because it's blocked by a hostile fort".

 

bly08

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IIRC it was possible to do with France and England, someone did it with both and they only fixed the France decision, then after I did it with England it got fixed the next week. I'm sure if someone used the custom nation exploit to WC in 50 years on 1.26 then it would get fixed pretty quickly, just like how tag switching was never a problem until the dev clash.

The overall bug fixing priority is something like :

Bugs from new patch (just the ones found in the first month) > exploits used by Florryworry > exploits posted on reddit >>>>>>>>>>>>>>> everything else. Some of the exploits aren't bugs per se but loopholes from careless coding. I would imagine the actual priority should be something like

UI/game mechanic bugs that get reported the most often > bugs that get reported the least often.

I doubt the experience of the average EU4 player would be affected by doubled peace getting fixed compared to having the coalition tooltip updated.
 
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checro

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Bugs from new patch (just the ones found in the first month) > exploits used by Florryworry > exploits posted on reddit >>>>>>>>>>>>>>> everything else. Some of the exploits aren't bugs per se but loopholes from careless coding. I would imagine the actual priority should be something like

UI/game mechanic bugs that get reported the most often > bugs that get reported the least often.

I doubt the experience of the average EU4 player would be affected by doubled peace getting fixed compared to having the coalition tooltip updated.

Yeah, I guess the double CTA bug would be fixed already because Florry, hadn't the Dharma be so close.. Meanwhile, declaring on a tributary.. Who's gonna join? Let's make a backup and see.. :(
 

alexti

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IIRC it was possible to do with France and England, someone did it with both and they only fixed the France decision, then after I did it with England it got fixed the next week.
It existed at least since 1.14, likely even earlier than that. I think they've patched some particular cases in some patches, but it was always usable until they've introduced 'remove_non_electors_emperors_from_empire_effect'.

I'm sure if someone used the custom nation exploit to WC in 50 years on 1.26 then it would get fixed pretty quickly, just like how tag switching was never a problem until the dev clash.
Surely you mean if someone used the custom nation exploit and posted about it? :)

The overall bug fixing priority is something like :

Bugs from new patch (just the ones found in the first month) > exploits used by Florryworry > exploits posted on reddit >>>>>>>>>>>>>>> everything else. Some of the exploits aren't bugs per se but loopholes from careless coding.
Yeah, it looks that way. But they have fixed bugs I've reported outside of this pattern (perhaps because they were crashing the application). So they don't entirely ignore other issues. I don't really understand why they are fixing some exploits. So someone found a way to play with "unlimited points" custom nation - it has no effect on anyone who don't intentionally go through the trouble of exploiting that. And if someone does it, how does it hurt PDS if people play their game the way they want?
 

Jorlaan

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As much as I hate saying this where is the dev commenting on this thread? ANYTHING would be nice.

"You guys are right these are issues that we've let go and we're gonna do something about it"

or

"No"

Either response would be at the very least something, as opposed to the complete and utter deafening silence we've had on these ACTUAL ISSUES with the game that have existed for years.
 

bly08

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Yeah, I guess the double CTA bug would be fixed already because Florry, hadn't the Dharma be so close.. Meanwhile, declaring on a tributary.. Who's gonna join? Let's make a backup and see.. :(

I told DDRJake about double CtA several months ago as a show of good faith. I asked Florry not to use it until 1.25 under the impression that anything shown on stream would have a higher chance of getting fixed. But what happened is the other exploit I mentioned but the devs already knew about and Florry has used already did get fixed, which was double peace, while double CtA still works. I would prefer that it remains unfixed for the time being since it's a fun exploit that allows for some crazy scenarios such as an HRE vs. Ottomans vs. Ming world war pre 1500, or perhaps a sub 1600 Mare Nostrum. And of course because there are much more important problems to address than niche exploits.

Double peace was also stealth fixed, the change wasn't in the patch notes. It was pretty much only useful for cutting down big blobs during WCs, and only had a dramatic impact on perhaps speed WCs. But then Marco improved on the previous fastest WC time by more than 10 years without double peace so it turned out to be not that important after all.

As for to CoB vs. not to CoB, backups are the only way since the default backup syncs up with the main save file after 1.23 because reasons.
 

FrogCrusher

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I'm guessing it's a combination of QA being severely understaffed compared to what they have to deal with, and that some bugs just take too much effort to fix compared to their impact. The text editor ones are probably buried so deep that they'll never get fixed for as long as DLCs keep introducing new bugs.

But then again it is curious how quickly the Kyoto engine and England double IA/tag shift exploits were fixed.
I don't know if they are understaffed but I find really weird to only acknowledge last week a well known bug from Rules Britannia's D1 by all the community : https://forum.paradoxplaza.com/foru...-ai-vassal-with-unsustainable-fleets.1106873/
Sometimes, I really wonder if they are playing there own game....
 
Last edited:

bly08

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It existed at least since 1.14, likely even earlier than that. I think they've patched some particular cases in some patches, but it was always usable until they've introduced 'remove_non_electors_emperors_from_empire_effect'.


Surely you mean if someone used the custom nation exploit and posted about it? :)


Yeah, it looks that way. But they have fixed bugs I've reported outside of this pattern (perhaps because they were crashing the application). So they don't entirely ignore other issues. I don't really understand why they are fixing some exploits. So someone found a way to play with "unlimited points" custom nation - it has no effect on anyone who don't intentionally go through the trouble of exploiting that. And if someone does it, how does it hurt PDS if people play their game the way they want?

What's funny is that even after Trin added the 'remove_non_electors_emperors_from_empire_effect' script there are still two or three formation decisions that allow it. One is Byzantium which can still be used for a fast revoke, though not as effectively. I actually thought that the reason the England decision worked while the France decision didn't was intended. And now since everything else has been fixed except for Byzantium I now assume they're simply careless. Although for getting double IA, abdicating/re-election or changing religions are still faster, I hope those aren't considered exploits.

I do hope the custom nation exploit gets fixed since runs that are done with those exploits can be passed off, and are, as legitimate. It's also something that goes beyond existing game mechanics and has to do with file editing. As for all the other exploits I agree.
 

alexti

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Double peace was also stealth fixed, the change wasn't in the patch notes.
To be fair to developers some bugs can be fixed accidentally while fixing (or changing) something else. So they might have fixed it accidentally without even being aware that such problem existed.