[Dev Team] 1.5.2 Patch Released [checksum d14c]

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Mar 7, 2017
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Hi all, Jamor here, and happy to inform you that as part of our continuing post-launch support for Menander, we are releasing patch 1.5.2 right now. It contains a ton of bugfixes and balance tweaks. We hope you enjoy it.

# Game Balance

# Pops & Culture

- Happiness penalty per integrated culture reduced from 5% to 4%
- Added 4% happiness for integrated cultures per nation rank, starting at Local Power (effectively, 1 extra integrated culture per nation rank).

# Characters

- Added monthly stability change to various traits (status traits mostly, and the Argead trait).
- Loyalty penalty from deceitful trait reduced from 15% to 10%
- Penalty to loyalty from being a scorned family reduced by 20%
- Loyalty from power base of supporters toned down by 25% (it was huge)
- Succession crises no longer raise gargantuan giga-armies

# Internal Stability

- Stability decay from aggressive expansion reduced by 25%
- Senate support malus from neither consul belonging to faction reduced by 50%
- AE decay from tyranny increased by 25%
- Character loyalty reduction from tyranny reduced by 25%
- Aggressive expansion decay from offices that reduce aggressive expansion increased by roughly 60% per skill point
- Diplomatic Reputation now grants 0.03% aggressive expansion decay per point while not in an offensive war

# Economy

- Income from unused trade routes reduced by 50%

# Governments

- Tyranny decay from aristocratic monarchy reduced from -0.1 to -0.05

# War & Peace

- Happiness loss from war exhaustion reduced from -2.5% per point to -1% per point
- You can now take provinces whilst also making the other nation a subject in a peace deal.

# AI

# Economy

- AI army budget slightly increased.

# War

- AI will be slightly more willing to engage in wars against similarly strong opponents
- AI Rome will now be more aggressive

# Diplomacy

- Diplomatic Relations are now properly updated - this fix should also result in improved AI performance in various areas, particularly as regards targeting war declarations and planning.

# Script

# Events

- Epirote matchmakers will no longer attempt to trick their ruler into arranging foreign royal marriages with prisoners or members of their own family
- Tweaked the Greco-Persian City DHE event to target specific culture's happiness instead of all other cultures
- Suppression of the Massylii event will no longer fire for subjects and allies of Carthage, or enemies of Massylia
- Legitimizing a bastard that is also in the royal family will now only make them lose 10 loyalty instead of 20, in the event “Discreditable Dalliance”

# Missions

- Cult of Achilles task for Epirus will now rename Ilion to Achilleion
- Master of Magna Graecia optional task in Hegemon of Magna Graecia Syracusan mission tree no longer requires Sicilian or Maltan territories
- Reduced price of granary and prospecting in generic infrastructure mission
- Fixed Italiote Leadership Epirote task sometimes creating non-Hellenistic subjects, and thus blocking mission progress

# Decisions

- Fixed Armenia formable requirements to use the new Anatolian culture group instead of Persian

# Setup

- Siculian no longer begins as an integrated culture in Syracuse
- Fixed city of Hatria producing grain with their innovative wheat field/public housing urban hybrid experiment
- Fixed Philippos IV Antipatrid wrongly having the regnal number VI
- Fixed Illyrian culture group not using Hellenic emblem sets after group was split
- Eleian citizens now moderately chuffed about Olympic games rather than frighteningly ecstatic (heritage happiness modifier reduced from 60% to 8%)

# Bugfixes

- Subunits are now properly shown again when selecting multiple armies
- Fixed crash in the mission view related to mouse movement
- Fixed a weird issue which made you crucify your own people if you won a civil war where the opposing leader was at sea at the time of annexation (during an eclipse on a Tuesday in the Bermuda Triangle)
- Claims should now work properly even if the Province Capital has moved after they were made.
- Various stability fixes.
- Fixed desired pop ratios potentially being negative
- party_type trigger no longer erroneously checks if character is party leader
- Poptype output tooltips should now yield more concise (not to mention correct) entries.
- AE reduction from claims now shows. AE increase for non-targets now applies and a number of those values have now been exposed as defines
- Improve Relation is now broken upon entering into a war
- It is now possible to cycle through different barbarian hordes in the same province
- Mercenaries in your own country are no longer restricted by diplomatic range
- Original Thinker and other character traits that add siege ability now properly apply to sieges
- Removed old hidden AE cost on declaring wars
- UI Commander Change button is now disabled for governor units
- Alliance now properly removes independence guarantees
- Co-rulers, like rulers, now start with 50 popularity at the start of the game
- autojoin now also available for public multiplayer games
- White peace message to third parties now shows the correct herald
- Fixed an edge case with civil wars that would instantly end and not handle the resolution properly
- Fixed a number of issues with forced peace
- Naval combat enhancements. Non-damaged ships will be prefered over damaged ships for fighting when battle begins
- Powerbase can no longer be negative
- Units assigned to a governor can no longer embark on ships
- Added civil_war check to missions to stop revolt tags from selecting them
- Fixed issues with party agendas in MP
- Fixed Apollo Aktiakos task subtracting cost twice (once in mission, once in event)
- Fixed Macedonian Lessons scope issues and duplicate event
- Fixed a number of literally unplayable typos
- Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
- Fixed Syracuse mission event tooltip
- Fixed Troias' father
- Fixed a number of minor issues in party agendas
- Fixed children being selected for trial duty, even though it’s true you can’t start teaching them civic virtue too early
- Fixed free investments belying their name and still costing gold
- Fixed holy site description wrongly mentioning an effect on local conversion speed
- Fixed issues with ping event for Magas and improved Ariarathes ping event
- Removed country trigger from Siceliote Succors, reintroduced removed triggers for Sicilian Champion and added bypass to it if no Siceliote nations exist in Sicily
- Added cooldown to effects of The X Clan family event to stop stability and centralization exploits
- Children and prisoners will no longer be brought to hold forth on foreign policy in republic's war councils, although we’re sure they have very interesting opinions
- Fixed description of Social Mobility Governor Policy ignoring Noble pop type
- Fixed misleading modifiers in subject tasks of Pan-Hellenic Government mission
- Fixed overflowing and nonsensical option text in republic and monarchy War Council interaction events
- Mercenary armies will no longer invoice you for their leader's ransom via a mutiny
- Republic War Council event will now subtract party approval from ignored advisors rather than add it
- Countries will now always have a primary culture entry in your cultures list in the Culture tab. This also fixes a crash for nations that have no pops of their primary culture
- Fixed mismatch between the number of capital trade routes in the trade view compared to the province view when the capital state is selected
- Fixed PopType Culture Happiness not applying properly
- Fixed A New City Epirote mission task sometimes upgrading the wrong territory
- Improved tooltip of Construct Border Forts ability
- Fixed Roman Colonia becoming cities almost immediately
- AI rulers can no longer escape loneliness by befriending themselves. No one can.
- Fixed state modifiers not being applied at end of The Last of the Sikeloi Epirote mission task
- Fixed revoke city status button not applying a negative happiness modifier

1.5.2 should be compatible with prior 1.5.x saves, but in case you have any problems, you can always roll back your version via right click on Imperator in library -> properties -> betas -> choose the desired version.

We're glad to get this improved version in your hands in time for the weekend. Give it a spin and let us know your feedback, which is, as ever, crucial to our continuing development of the game. Have fun everyone.
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Btw, have you ever considered fixing the problem where some wastelands which aren't the outskirt ones can't be coloured in?
I'm thinking about the ones down at the Red Sea coast which can't be coloured in due tot he sea counting as nearby provinces as well as the ones inside Arabia which can't be coloured in due being a string of wastelands and hence, or bordering the sea. When you own all of Arabia then it's annoying to have this lump of uncoloured part inside your country.
It messes with the size of the country name as well as feels like somethign you should "own", but yet can't ever get to colour.
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Some great fixes in there. And the "buff" to integrating cultures means, i might actually consider doing it!

Did you find out what causes city states to disband their army and only recruit a donkey?
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- Income from unused trade routes reduced by 50%
Does this mean that if you have unused trade routes you still gain income from them? Or do they cost income when not used?

- Mercenaries in your own country are no longer restricted by diplomatic range
Now that's a great fix. It's really frustrating to be say Rome and fighting in Persia and then not be able to recruit mercs whihc are in Persia, but inside your territory.

- Fixed isolated provinces being calculated properly now. It wasn't working in some edge cases
Does this mean that we finally can colonise Socotra?

And the "buff" to integrating cultures means, i might actually consider doing it!
Same. It just didn't feel worth it with the happiness malus.
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- AI rulers can no longer escape loneliness by befriending themselves. No one can.

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Good stuff!
Especially like the change where you can both take land and subjugate. Is it still impossible to subjugate multiple countries at the same time though?
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@Jamor has food consumption changed? I just tried opening my current save as my capital region suddenly got into a massive food deficit due to one of the metropolises in it starting to eat way way more food than it used to. Nothing insurmountable, but I am wondering if it's WAD or if food consumption isn't meant to rise like this.
Has the bug where food imports didnt count unless u imported 2 more fixed? Dont seem to see it in the patch notes.

That being said, cant wait to continue my Epirote campaign! Right on time :)
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Thanks. Now seems to be a good time to dive in again. I waited a little because didn't wanted to have my experienced spoiled by the obious Bugs that come after each update (; To be fair that's to expected by games of the characters. Sadly the TW games or M&B Bannerlord face the same issues after every patch.
- You can now take provinces whilst also making the other nation a subject in a peace deal.

Hallelujah! This is huge, mainly for my sanity in allowing me to reduce border gore, but especially as it opens up opportunities to make city states (a very valuable subject type) out of conquest.
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