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Cyflan

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Seems the heir gender glitch still isn't fixed either.
The only way to get a female heir still seems to be if you either start with one, get one from an event, or play as a custom nation.
 
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StefanFan

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Can you make even make a patch with out broking the game?
Definitely this. And the amount of time required for a patch that fixes a few minor things..... Any explanation would be a slap in the face.

At the current pace we can expect to play the game in December. I totally lost faith, I am doing CK2 and Civ 6 meanwhile.
 
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AngelRay

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Seems the heir gender glitch still isn't fixed either.
The only way to get a female heir still seems to be if you either start with one, get one from an event, or play as a custom nation.
Ah that's why there are so few female leaders compared to before.
 

Palmafer

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well just tested, you can now play poland with lithuania and feudal nobility instead of elective monarchy, poland OP now, thanks paradox
 

Alzender

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I'm also interested in the answer about the AI behavior regarding the coastal defences. Has it been fixed too?
 

Kayden_II

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That seems to be a crucial patch ( if it works ), but seriously, it has taken exactly 3 months since the "Emperor"-DLC was released. Either ensure that such an issue like the debt-spiral doesn't occur at release or speed up this patch-process. I mean in 3 months you could've already released an other DLC ( with its update ) that could've screwed up something else. That would've made exactly 0 months in which EU-IV would actually be in an enjoyable, playable and reasonable state.
 
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When will the mps problems be fixed? desynchronizations, AI in countries that should not have them, etc.
 
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Futuralis

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Seems the heir gender glitch still isn't fixed either.
The only way to get a female heir still seems to be if you either start with one, get one from an event, or play as a custom nation.
Wow, I did not know that and went for Mary of Burgundy achievement on my first run.

Smh still got 2 female heirs by event and after naming the 2nd one Marie (first one Mary which didn't work...), I still got the achievement.

But man, that was lucky, then.
 

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It's been obvious for a while now that they no longer care...
It's a sad end to a previously great game.
I guess they have started working on EU5 at this point. I think the game has too much technical debt to fix it in any meaningful way.
 
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That seems to be a crucial patch ( if it works ), but seriously, it has taken exactly 3 months since the "Emperor"-DLC was released. Either ensure that such an issue like the debt-spiral doesn't occur at release or speed up this patch-process. I mean in 3 months you could've already released an other DLC ( with its update ) that could've screwed up something else. That would've made exactly 0 months in which EU-IV would actually be in an enjoyable, playable and reasonable state.
You invested into the wrong company then my dear frustrated fellow. In this company, it’s actively encouraged to antagonize their customers then treat them with contempt and silence and then with complete ignorance and targeted and “vague” statements followed by....”and our next DLC will be....but can’t say all of it at once! Many weeks to go until we break for another 3 weeks for Christmas!” Rinse & repeat.
 
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KaiserArg

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Well, it has never been easier to avoid the unique privileges of the Polish Commonwealth. No one is going to leave a slot empty that could be +1 military points or +100 governance for it to be taken by the Pacta Conventa
 
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Thucydides7

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It's been obvious for a while now that they no longer care...
No, it's been obvious for a while now that they no longer have DDRJake.

Some players disliked the mechanics DDRJake introduced (though I did not), but DDRJake was the best Paradox had at foreseeing and avoiding the introduction of game-breaking bugs in the context of a rich, old, complex, many-layered game like Europa Universalis IV.
 
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Question

Colonel
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So looking at that changelog, it doesnt seem like they have fixed other key issues like :

-AI constantly disbanding and hiring regular troops, killing their manpower and economy

-AI refusing to disband mercenaries, causing massive performance issues

-Support rebels being flat out broken (it does not appear to do anything anymore, you cant even support a rebel faction without unrest being present in the province, and the support rebels doesnt increase the chance of rebels spawning, even with a 75% chance to increase rebel progress, it only increases based on natural unrest)

-AI building ramparts in provinces with no forts (paradox pls, it literally took me less than 2 mins to code in an ai_will_do modifier for this, its not hard)

-Catholic CNs having their AI broken due to the treaty of tordesilas (they remain neutral towards EVERYONE in their CN once the pope awards the region to someone, even if that someone is their overlord!)

-CNs refusing to move troops out of the new world to fight in wars

-AI using transports to fight, while keeping their heavy ships/galleys in port or sending them in circles.

-AI building heavy ships even if 100% of their ports are in inland seas. This is why an AI Ming cannot put up a naval fight against a player Japan that builds galleys.

-AI refusing to attach naval fleets to yours when you toggle on the "allow friendly fleets to attach" option.

-AI refusing to hunt pirates or protect trade, even if they are sitting at max sailors with tons of gold.

-AI subjects refusing to drill troops and sitting at 0% army/fleet maintenance even if they are swimming in money and have 100+ gold as surplus income.

-European AI completely ignoring their home region to invade Asia/Africa the moment they take exploration or expansion ideas. Russia also consistently ignores a weak PLC to invade Oirat/Korea due to siberian frontiers allowing them to expand that far.

-AI declaring wars even if they have loans or are on 0 manpower. Tried to mod this, but the declare war action is hardcoded. Sad.

-Nations in the HRE are hardcoded to remain neutral to other HRE nations if they are not rivals, which is why Austria will never attack Trent to complete their mission and why Bohemia will reduce Austria to a few provinces, then proceed to ignore them for the rest of the game to invade the balkans.

-Rebels not benefitting from discipline (the UI shows they do, but its a bug). The AI thinks they do so are scared of weak rebel stacks that cant hurt them

-Rebels sitting on forts forever, never being able to take it because the rebel stack is too small, and the AI will never accept rebel demands, so the AI becomes permanently disabled by rebels. VERY common if you look at the HRE.

-Rebels and AI stacks avoiding each other to play merry-go around forever.

-Rebels only teleport if there is a sea zone they need to cross and there is no land route there. The problem is that when you have Danish rebels in Denmark, and instead of teleporting to the other side of the strait (because Denmark is obviously blocking the strait), they try to walk all the way through Northern Germany, the Baltic, Russia and Sweden to get to the other side. Obviously, they never make it to the other side. And if you have no land route (due to border gore), the rebels sit there and wont teleport, and the AI will just let them sit there forever (since they have no way to reach the rebels).

-AI not updating their merchant placement after they lose the COTs in a node. So if you take all of Ottoman's COTs away from the constantinople node, they will still steer all trade to constantinople to collect there, even if they have only 1% trade power there.

The above is not even close to an exhaustive list of hardcoded issues that cannot be fixed by modders.

And before anyone askes, yes, these issues have all been reported countless times on the forums for many years.
 
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Commonblob

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So looking at that changelog, it doesnt seem like they have fixed other key issues like :

-AI constantly disbanding and hiring regular troops, killing their manpower and economy

-AI refusing to disband mercenaries, causing massive performance issues

-Support rebels being flat out broken (it does not appear to do anything anymore, you cant even support a rebel faction without unrest being present in the province, and the support rebels doesnt increase the chance of rebels spawning, even with a 75% chance to increase rebel progress, it only increases based on natural unrest)

-AI building ramparts in provinces with no forts (paradox pls, it literally took me less than 2 mins to code in an ai_will_do modifier for this, its not hard)

-Catholic CNs having their AI broken due to the treaty of tordesilas (they remain neutral towards EVERYONE in their CN once the pope awards the region to someone, even if that someone is their overlord!)

-CNs refusing to move troops out of the new world to fight in wars

-AI using transports to fight, while keeping their heavy ships/galleys in port or sending them in circles.

-AI building heavy ships even if 100% of their ports are in inland seas. This is why an AI Ming cannot put up a naval fight against a player Japan that builds galleys.

-AI refusing to attach naval fleets to yours when you toggle on the "allow friendly fleets to attach" option.

-AI refusing to hunt pirates or protect trade, even if they are sitting at max sailors with tons of gold.

-AI subjects refusing to drill troops and sitting at 0% army/fleet maintenance even if they are swimming in money and have 100+ gold as surplus income.

-European AI completely ignoring their home region to invade Asia/Africa the moment they take exploration or expansion ideas. Russia also consistently ignores a weak PLC to invade Oirat/Korea due to siberian frontiers allowing them to expand that far.

-AI declaring wars even if they have loans or are on 0 manpower. Tried to mod this, but the declare war action is hardcoded. Sad.

-Nations in the HRE are hardcoded to remain neutral to other HRE nations if they are not rivals, which is why Austria will never attack Trent to complete their mission and why Bohemia will reduce Austria to a few provinces, then proceed to ignore them for the rest of the game to invade the balkans.

-Rebels not benefitting from discipline (the UI shows they do, but its a bug). The AI thinks they do so are scared of weak rebel stacks that cant hurt them

-Rebels sitting on forts forever, never being able to take it because the rebel stack is too small, and the AI will never accept rebel demands, so the AI becomes permanently disabled by rebels. VERY common if you look at the HRE.

-Rebels and AI stacks avoiding each other to play merry-go around forever.

-Rebels only teleport if there is a sea zone they need to cross and there is no land route there. The problem is that when you have Danish rebels in Denmark, and instead of teleporting to the other side of the strait (because Denmark is obviously blocking the strait), they try to walk all the way through Northern Germany, the Baltic, Russia and Sweden to get to the other side. Obviously, they never make it to the other side. And if you have no land route (due to border gore), the rebels sit there and wont teleport, and the AI will just let them sit there forever (since they have no way to reach the rebels).

-AI not updating their merchant placement after they lose the COTs in a node. So if you take all of Ottoman's COTs away from the constantinople node, they will still steer all trade to constantinople to collect there, even if they have only 1% trade power there.

The above is not even close to an exhaustive list of hardcoded issues that cannot be fixed by modders.

And before anyone askes, yes, these issues have all been reported countless times on the forums for many years.

Paradox, hire this man ASAP
 
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StefanFan

Field Marshal
17 Badges
Apr 11, 2016
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I don't understand why simple tweaks that are easy to do aren't added into these bug fixing patches. Some of the bugs Question mentioned are easy to fix, the diplomacy macro can be reverted to 1.29 when it worked fine. It's mind boggling what kind of management PDX can have, cause it's not the peons' fault, it's always the management.
 
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