EU4 - Patch 1.9 - Disasters, New Ideas and Other Free Features

  • 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.

Wizzington

Game Director (Victoria 3)
Paradox Staff
41 Badges
Nov 15, 2007
12.568
140.790
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
Hello Paradoxians! As promised, here is another mini-DD for Patch 1.9. Today we'll be briefly going over the new Disasters system and the idea groups added in the patch.

1.9 is an entirely free patch that is planned to be released sometime next week. As has been said previously, it is mainly a bugfixing patch, but we also threw in some extra free content because it is the holidays and we just like you all *that* much.

Disasters

Disasters are a new system that reworks the old 'major revolt' event chains such as War of the Roses, Peasants' War and Civil War. Previously these would have a starting event with certain conditions, such as the Peasants' War being able to start if you have low manpower and high overextension. The problem with these starting events is that the player did not know what caused them, and thus could not know what they did wrong or work to prevent them in the future without reading the actual event files or looking them up on a wiki. Furthermore, the event system in itself made them rather random, so that you could get a Peasants' War even if you were below 25% manpower for just a single month.

This is all solved with the new Disasters system. Disasters occupy a part of your Stability and Expansion screen, and will show you which of these event chains you are at risk of experiencing. Each event chain has a number of conditions to be able to start, such as low manpower for Peasants' War and low legitimacy for Civil War. Once these conditions are fulfilled, a Disaster can begin to progress towards occuring. Each Disaster has a number of conditions under which it will tick, for example high Overextension for Peasants' War and low Stability for Civil War. It is possible for none of said conditions to be fulfilled, in which case the Disaster will not progress' and its corresponding event chain will not start, but any previously accumulated progression towards starting will stay in case it is able to start progressing again.

Once progress for a Disaster hits 100%, the starting event for said Disaster will fire and the Disaster's corresponding modifier will take effect. This modifier differs for each Disaster, but typically involves raising revolt risk across your nation. Each disaster has a number of events that can fire while it is active, such as the events that determine which parts of the country supports which warring house in the War of the Roses, and an ending condition, which if fulfilled will immediately end the Disaster, fire its ending event and remove its modifier.

The overall goal of the system is not to weaken these event chains, but rather to make them predictable, understandable, and to some degree controllable, removing much of the frustration and randomness from getting a Peasants' War or experiencing Religious Turmoil.

attachment.php



National Ideas
1.9 adds a number of new National Ideas for nations we wanted to give ideas in 1.8 but ultimately didn't have time for. In addition to the new idea groups added, the ideas for Ming China have also been reworked to be a bit more historically appropriate and conflict less with their available decisions and events.

Sukhothai
Traditions
Tolerance of the True Faith: +2.00
Diplomatic Reputation: +1.00
  1. Birthplace of a Culture: Yearly Prestige: +1.00
  2. Akson Thai: Technology Cost: -5.0%
  3. Sawankalok Ware: National Trade Income Modifier: +10.0%
  4. Wat Si Sawai: Missionary Strength: +1.0%
  5. Father Governs Children: National Unrest: -1.00
  6. Ramkhamhaeng Stele : Yearly Legitimacy: +1.00
  7. War Elephants: Cavalry Combat Ability: +10.0%
Ambition
Land Forcelimits Modifier: +25.0%

Khmer
Traditions
National Tax Modifier: +10.0%
Advisor Costs: -10.0%
  1. Preah Ko Preah Keo: Morale of Armies: +10.0%
  2. Theravada Buddhism: Tolerance of the True Faith: +1.00, Improve Relations: +15.0%
  3. Cham Migration: Yearly Navy Tradition: +1.00
  4. River Trade: National Trade Income Modifier: +10.0%
  5. European Mercenaries: Discipline: +5.0%
  6. Restoration of Angkor: Yearly Prestige: +1.00
  7. A Modern Khmer Navy: Ship Durability: +5.0%
Ambition
National Manpower Modifier: +20.0%

Shan States
Traditions
Increased chance of new Heir: +25.0%
Accepted Culture Threshold: -10.0%
  1. Fortified Cities: Fort Defense: +15.0%
  2. Wet Rice Cultivation: Production Efficiency: +10.0%
  3. Sao Pha: National Unrest: -1.00
  4. Control of the Gem Trade: Domestic Trade Power: +10.0%
  5. Raiders: Land Leader Shock: +1.00
  6. Shan Chronicles: Yearly Legitimacy: +1.00
  7. Expansionism: National Manpower Modifier: +25.0%
Ambition
Manpower Recovery Speed: +15.0%

Canada
Traditions
Trade Efficiency: +10.0%
Land Attrition: -15.0%
  1. Singing Lumberjacks: Production Efficiency: +10.0%
  2. The Hudson Bay Company: Merchants: +1
  3. Settling the Interior: Colonists: +1
  4. The Maritimes: Yearly Navy Tradition: +1.00
  5. The Quebec Act: Tolerance of Heretics: +2.00
  6. Legacy of the Empire: Trade Steering: +15.0%
  7. The Forests of Canada: Ship Costs: -10.0%
Ambition
Yearly Legitimacy: +1.00

Quebec
Traditions
Infantry Combat Ability: +10.0%
Tolerance of the True Faith: +2.00
  1. Coureurs des Bois: Goods Produced Nationally: +10.0%
  2. The Seigneurial System: National Tax Modifier: +15.0%
  3. Relations with the First Nations People: Diplomatic Relations: +1
  4. Fortifications of Quebec: Fort Defense: +15.0%
  5. The College of Quebec: Technology Cost: -5.0%
  6. Commissions for Noble Sons: Leader(s) without Upkeep: +1
  7. Jesuit Missions: Missionary Strength: +1.0%
Ambition
Yearly Army Tradition Decay: -1.0%

Mexico
Traditions
Yearly Inflation Reduction: +0.10
Global Settler Increase: +15.00
  1. Rebuilding Mexico: Build Cost: -10.0%
  2. The Republic of Indians: Accepted Culture Threshold: -15.0%
  3. Peace by Purchase: Years of Nationalism: -5
  4. Casa de las Campanas: Idea Cost: -10.0%
  5. Repartimiento: Production Efficiency: +15.0%
  6. Heroes of the Revolution: Land Leader Shock: +1.00
  7. Grito de Delores: Morale of Armies: +10.0%
Ambition
Manpower Recovery Speed: +15.0%

Zaporozhie
Traditions
Build Cost: -10.0%
Manpower Recovery Speed: +10.0%
  1. Fast Fort Builders: Building Power Cost: -10.0%
  2. Hetmanate: National Unrest: -1.00
  3. Steppe Riders: Land Attrition: -15.0%
  4. Hit And Run: Land Leader Maneuver: +1.00
  5. Brutal Diplomacy: Diplomatic Reputation: +1.00
  6. Steppe Tolerance: Religious Unity: +25.0%
  7. Army First: Infantry Cost: -10.0%, Cavalry Cost: -10.0%
Ambition
National Manpower Modifier: +20.0%

Ming
Traditions
Provincial Trade Power Modifier: +10.0%
Idea Cost: -10.0%
  1. Nine Garrisons of The Great Wall: Fort Defense: +15.0%
  2. Revive the Three Grand Divisions: Discipline: +5.0%
  3. Inward Perfection: Stability Cost Modifier: -10.0%
  4. Repair the Yellow River Dykes : Production Efficiency: +10.0%
  5. Restore the Salt Monopoly: National Trade Income Modifier: +10.0%
  6. Single Whip Law: National Tax Modifier: +10.0%
  7. The Red Cannon: Land Leader Fire: +1.00
Ambition
Better Relations Over Time: +30.0%

Chinese States
Traditions
Manpower Recovery Speed: +10.0%
Administrative Technology Cost: -5.0%
  1. The Keju Examination: Possible Advisors: +1
  2. Scholar Gentry: Stability Cost Modifier: -10.0%
  3. Order of the Four Occupations: Production Efficiency: +10.0%
  4. Nation of Rites and Etiquettes: Yearly Prestige: +1.00
  5. Firearm Training: Infantry Combat Ability: +10.0%
  6. Son of Heaven: Yearly Legitimacy: +1.00
  7. Middle Kingdom: Diplomatic Reputation: +1.00
Ambition
National Manpower Modifier: +25.0%


Other Free Features
Last for today is the 'Free Features' excerpt from the 1.9 changelog, showing you the rest of what you get in terms of added features. The full changelog will be posted sometime before the patch comes out.

###################
# Free Features
###################
- Trade fleets in the same node and on the same mission from the same country will now automatically merge. If either fleet is set to go home at war the merged fleet will also have this setting.
- You can now play as released vassals in Ironman.
- Implemented new system for Disasters, and moved the Peasants War, Internal Conflicts, Religious Turmoil, Counts Feud, War of the Roses, Liberalism & Revolution event chain to be disasters.
- Added in 20 new achievements.
- Added National Ideas for Sukhothai, Khmer, Shan States, Canada, Quebec, Mexico, Zaporozhye & Chinese States.
- Added sets of dynamic historical events (DHEs) for Kilwa, Orissa & Kanem Bornu.
- Expanded the dynamic historical events (DHEs) for Hungary, Ming, Austria, Poland, Venice & Netherlands.
- Added a large set of flavor events for Steppe Nomads.
- East Asian culture group renamed to Chinese, Han now divided into a number of smaller cultures.
- Added Chinese Revolter nations based on new cultural division.
- Added events for the creation of Sokoto.
- Added Fulani Jihad Events.
 

Attachments

  • eu4_6.png
    eu4_6.png
    875 KB · Views: 50.954
Last edited:
Would the new Disaster system cover also Royal Struggle (Commonwealth)? As for the new DHE for Commonwealth - is it the Deluge? :)
 
Interesting! I hope it will be possible to script events to add or reduce Disaster progress.
 
Will progress towards a disaster decay?

It'd be odd to accumulate points towards a civil war over hundreds of years.

If you stop meeting the conditions for the Disaster to be enabled, the progress resets. So if you get your manpower above 25% again, Peasants' War resets, for example.

A_Spec said that there would be new nations ? Did you forget it or is it just that it was a lie ? :p

There's some new nations in China, see the last bit of the DD.
 
If you stop meeting the conditions for the Disaster to be enabled, the progress resets. So if you get your manpower above 25% again, Peasants' War resets, for example.

Looks like I have nothing to fear from the new system then, assuming I play decently. Sounds good. Look forward to playing with it!
 
Question about the Guns, Drums and Steel Music Pack. This DLC contains new metal remixes of existing songs, which is fine, but instead of adding them to the queue (like description says), they are replacing old music. That means I must decide if I want to have metal or normal version of "Ride Forth Victoursly". Could you change it so the remixes are added to the queue (just add _gds to songs names and create songs and localization file).
 
Will the Mexican, Canadian and Quebec ideas be available to colonial nations in those colonial regions, or just the tags?

You have to form the respective nations.

Question about the Guns, Drums and Steel Music Pack. This DLC contains new metal remixes of existing songs, which is fine, but instead of adding them to the queue (like description says), they are replacing old music. That means I must decide if I want to have metal or normal version of "Ride Forth Victoursly". Could you change it so the remixes are added to the queue (just add _gds to songs names and create songs and localization file).

Replacing the old music is intentional, since it's a remix. Where exactly does the description say otherwise?
 
  • 1
Reactions:
Replacing the old music is intentional, since it's a remix. Where exactly does the description say otherwise?

Quote from steam description (my emphasis):
Europa Universalis IV: Guns, Drums and Steel
We have recorded new sessions with the Swedish composer Tobias Gustafsson and this Music Pack now adds that music to enhance the Europa Universalis IV soundtrack.

The new tracks of metal music is based on the music from Europa Universalis IV.

The music pack includes following songs:

• 01 Main Theme (Guns, Drums and Steel remix)
• 02 Battle Of Lepano (Guns, Drums and Steel remix)
• 03 King's Court (Guns, Drums and Steel remix)
• 04 The Stage Is Set (Guns, Drums and Steel remix)
• 05 Ride Forth Victoriously (Guns, Drums and Steel remix)

So just change description to not mislead customers or rework the dlc so the music is added. Also all other music packs add new songs to existing once, so I think I can assume that new songs are added, if the description does not says explicitly that they are replaced.
 
Last edited: