BETA Patch 1.13 - Checksum ac14 (updated 15/07/01)

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Slayen

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Umm, no. It used to happen around 1515 not 1555 as it does now. No idea what you're talking about.

Here is the exact post from this thread:

It has essentially been reverted to exactly the way it was prior to the patch (events have been moved back to the same pulse they used to be on).
 
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Golladan

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That doesn't seem to be true though. I'm not the only one who has noticed much slower reformation than before.
There are 7 catholic events that fire randomly. They used to be on the bi-yearly pulse on action. They were moved in 1.13 to a new bi-yearly pulse 2 on action that works the same way, but acts independently of the regular bi-yearly pulse one. The hotfix moved the events back to their original place. That was the only change as far as I recall.
 
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RobRoy3

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It has essentially been reverted to exactly the way it was prior to the patch (events have been moved back to the same pulse they used to be on).
Something may have been essentially reverted, but that doesn't mean it's behaving as it used to or behaving as intended. So I repeat the question - what is the intended behavior? What is the target and/or the acceptable timeframe for the Reformation? And has that changed? Because we seemed quite concerned, a few days ago, about reports of the Reformation happening 30-40-50 years early, but we seem a bit cavalier about it happening 20-30-40 years late. Maybe late is ok for some reason?

Devs said they basically put it back the way it was.
They may have essentially reverted something, that doesn't mean the results jibe with 1.12 and prior results (assuming those are, indeed, the intended results). It also begs the question, why were they monkeying around with Reformation dates, anyway? Was some other change impacting it such that they, initially, felt obliged to try to make it earlier? If so, is some aspect of that dynamic still present? I notice tech expenditures by the AI seems to have a lower priority than province development for some reason, is that enough to delay the AI choosing de_heretico_comburendo_act? Is there anything else that can effect the decisions and events that generate reform desire?

There are 7 catholic events that fire randomly. They used to be on the bi-yearly pulse on action. They were moved in 1.13 to a new bi-yearly pulse 2 on action that works the same way, but acts independently of the regular bi-yearly pulse one. The hotfix moved the events back to their original place. That was the only change as far as I recall.
Indeed, why were they changed, in the first place? And why are we now seeing observations of late Reformations?

That doesn't seem to be true though. I'm not the only one who has noticed much slower reformation than before.
Indeed, it doesn't seem to be true, based on my observations, either. Earliest I've seen Reformation in a game started in 1.13 is 1535.

I'm perfectly willing to accept the possibility that we're seeing a few random outliers within a new and larger acceptable range, but the more I see it, without any observations in the other direction, the harder that is to credit. I suspect it would be more useful to see other people's 1.13 observations, rather than the same questionable assertions being repeated.
 
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Golladan

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Indeed, why were they changed, in the first place? And why are we now seeing observations of late Reformations?
People were complaining about Orthdox events being too rare, so Paradox created new pulse on-actions and the Orthodox, Catholic, and Muslim events were moved to them so they run independent of the regular random events. However unlike the Muslim and Orthodox ones, the catholic events are a very big deal (because of the reformation). I don't know why you're seeing the reformation later. I don't see any change that could cause that.
 
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RobRoy3

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People were complaining about Orthdox events being too rare, so Paradox created new pulse on-actions and the Orthodox, Catholic, and Muslim events were moved to them so they run independent of the regular random events. However unlike the Muslim and Orthodox ones, the catholic events are a very big deal (because of the reformation). I don't know why you're seeing the reformation later. I don't see any change that could cause that.
I don't see any changes that should cause it either. The only contributing factor that I could identify was the possibility that delaying the de_heretico_comburendo_act decision could be influencing things more than one would think? But I don't even know if Reformation in the 1530s-1550s is considered acceptable, these days? I wouldn't have thought so, but maybe?

More importantly, though, what are you seeing in your 1.13 games?
 

Maria Theresa

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There are multiple things to keep in mind about reformation. Many important event chains are dependant on it. For example the League Wars in HRE fire sometime after 1550 if i remember correctly and if Reformation has only happened few years before they trigger then not too many countries will be on the protestant side. Before 1.13beta there used to be few decades before the League Wars would happen so Europe was quite divided religiously. Etc. So i would say reformation after 1530 is not acceptable unless all other events that are influenced by reformation are also reworked.
 
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Afterthot

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Can only move from continent when it is your last province, will either have to be a non-member or lose a war when you have only one province to get capital moved and most of the world's development will be overseas for you. In that sense either Africa or Asia are far, far better than the New World but even then the associated costs when compared to how easy it is to keep Emperorship makes the whole thing pointless.

What about

a) become emperor.
b) Give all but one core to vassal
c) migrate to Africa/asia/NA
d) emperor for life
e) annex vassal, regaining all your cores?

Yes - its pretty easy to keep being emperor, but it does save you worrying about AE/vassalizing electors from becoming a pain in the ass until you've got the majority of them under your thumb
 

Wizzington

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Umm, no. It used to happen around 1515 not 1555 as it does now. No idea what you're talking about.

It's not happening in 1555 in most games, you're having an unusual game.
 
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ChildeR

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It's not happening in 1555 in most games, you're having an unusual game.

Likely. However, the situation has *not* been reverted exactly to what it was in 1.11 (in current beta). The bi_yearly_pulse has another 43 subject interaction events with weight 100 (most only for those with CS) and a "nothing happens" possibility with weight 1000. So reformation should happen later on average, especially for those with CS.

(There are a few new tags to push it the other way, but not that many.)
 
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steveh11

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Reformation hit in 1515 in my current game as TO-Prussia.
It's not yet 1500 in my game as Brandenberg, and not only has the Reformation hit already, but I've completed the conversion, as has Saxony and England.

One data point I know, just one. But it's there.
 

solamyas

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I started a Cherokee game yesterday. I can't send colonist via sea but I don't know if Native Americans can send colonist via sea. Also I saw a Castilia and an England fleet decades ago but there isn't any European colony in the North America (South America is still terra incognita to me.)

I didn't post a bug report yet since this hotfix had to fix colony range and I don't know if the fix is unsuccessful or this is a feature. Is it a bug, should I post a bug report?
 

Mamluke

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right now, AI does not build matketplaces where it should, like in CoT or estuaries, beause in Building.txt develepment is the only factor for the AI.

so adding this simple change should make the AI build those trade buildings where it should.

as of 1.13 almost all province trade modifiers will be +10 trade power. so simply put:
ai_will_do = {
factor = 100
modifier = {local_trade_power = 9 } #
}
preaty much guarenties that there is a province modifier if the trade power is closed or above 9, not even considering mercantilisme or global trade power modifiers.

Worked like a charm. AI is now building marketplaces where it should after modding this. I just added this to the code already there:
Code:
        modifier = {
            factor = 2
            local_trade_power = 9
        }
 
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