EUIV: 1.33 Opt-in Beta Patch now Available on Steam!

  • 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.
Showing developer posts only. Show all posts in this thread.

elkronk

Associate Producer
Mar 2, 2021
7
366
Greetings!;)

We are currently working on the 1.33 patch and we'd like to invite you all to get an early peek into the patch while it’s undergoing testing and give additional feedback on it before the final release. This patch is targeting bug fixing, balance changes and AI improvements. Please note that there is a known crash on the Linux version when starting the game and we are currently working on a fix for it, so please take into account that you should NOT opt-in to the beta if you’re playing the game on Linux. We apologize for this inconvenience.

Please note that beta patches are only available through Steam.

How to opt-in to the 1.33 Beta:

1. Right click Europa Universalis IV in Steam and go to Properties
2. Go to the BETAS menu and pick 1.33_beta in the dropdown list
3. Close the window and let the game update in Steam

Please report any problems with the 1.33 Beta in the Bug Report forum! Make sure you indicate what version of the game you are playing in the thread title (ex [1.33_beta]) to help us organize the reports.

Thank you!


#############################################################
######################## 1.33.0.0 ###########################
#############################################################

###################
# Free Features
###################
- Added a new reform for the Celestial Empire, which allows the Emperor to convert tributaries into vassals at the cost of Mandate per Development. Subjects of the Tributary become independent.
- Added 15 new custom nation ideas.
- Added 8 new Custom Nation colors.

###################
# Gamebalance
###################
# Economy
- Trading range no longer extended by fleet basing rights, but is by non-independent subjects.
- Vassals and marches don't extend trading range, but PUs and client vassals/marches do.

# Governments
- Becoming the new Celestial Empire grant the new Emperor -10% Land Maintenance, +12 Land Force Limit and +15% Manpower Recovery Speed in order to help the AI to unite China.
- Independent Daimyos lose their government reform should they become subjects of a non-Shogun country.
- Re-added the "Tribal Identity" government reform for natives.

# Religion
- Base Harmony gain has been reduced to 0.25 while Harmony loss during harmonization has been increased to 3.25.
- Confucian countries get +1 Harmony scaling with Religious Unity (100% Unity = +1 Harmony).
- New events for the Alcheringa religion have been added, which allow the country to unlock the Dreaming Stories even without having access to the necessary missions.
- Reworked the Harmonization modifiers, allowing players to harmonize religions in quick succession without suffering horrendous penalties. Also buffed the positive harmony modifiers in order to make Confucian more competitive against other religions.
- The Yanzhou province has now the Temple of Confucius triggered province modifier if Leviathan is disabled, which gives +0.25 Yearly Harmony, +0.25 Yearly Prestige and +25% Religious Unity as long both the province and its owner are Confucian.
- The modifiers from the harmonized religions have been buffed.

# Units
- Fire and Shock pips now affect morale damage as well.
- Overlord naval force limit numbers changed from flat to percentage.


# Other
- Being over governing capacity will no longer decrease the Tribal Development Growth.
- Stated but no full cored provinces now have a governing cost of 50% instead of 25%.
- The disaster "Crisis of the Ming Dynasty" now triggers if Ming has less than 30 Mandate instead of 50. This change was made in order for players to play around the disaster without ignoring the MoH mechanics while AI Ming will still fall apart as they choose the reforms ASAP.
- Council of Trent concludes with the majority vote.

###################
# AI
###################
# Economy
- Fixed Celestial Emperor advisor budgeting issue.
- Rewrote AI savings logic.
- Colonial nations spend more money on colonists.
- Increased AI minimum colonization budget.
- Reworked AI for mothballing forts, and made rich countries more likely to have at least level 1 advisors.

# Other
- Made AI consider flanking again.
- AI better understands importance of generals' pips.
- AI now considers units' drill before starting a battle.
- Fixed bug where AI thought 'coordinated attack' and instead sent individual armies to die.
- Fixed issue that AIs in debt didn't convert provinces.
- Fixed multiple issues with scripted ai_army, one of which made it not work at all. It can now also be debugged with the 'mapmode armyeval' command.
- AI better at consolidating regiments before battle.
- AI can now declare wars when overextension is up to 50% (previously 25%), but only if already coring everything.
- AI considers nearby units more when considering a battle.
- AI will now seize land from estates more often, but raise army/fort maintenance.
- Added AI priority to a few conquest missions of France and the Ottomans in order to ensure them prioritizing their missions.
- Better at taking home troops overseas (instead of disbanding).
- Build a bit more universities.
- Made AI Care about Beijing, Nanjing, Canton for mandate.
- Made AI Care about corruption for mandate.
- Celestial Emperor more aggressive towards countries that refuse to pay tribute.
- Colonial Nations without debt are now likely to spend all subsidies they get on colonists.
- Colonial subjects will care more about wars against countries in their colonial region.
- Coordinated offensives will now focus on committed sieges.
- Fixed AI army ignoring terrain for some threat evaluation.
- Fixed bug that AI sometimes ignored armies with insufficient troops for siege.
- Fixed bug that caused exiled armies to behave erratically.
- Fixed bug that made AI less afraid of non-rebel armies, when it should be rebel armies.
- Fixed bug that made AI not declare easy wars as often.
- Fixed bug that made colonial nations not colonize islands in their own colonial region.
- Fixed issue where armies would refuse to do things nearby, because it was assigned to a region far away.
- Fixed issue with colonists not being recalled when they should be.
- Fixed issues sometimes preventing AI upgrading forts to higher level.
- Fixed issues with colonial budgeting (causing bankruptcy spirals).
- Fixed that autonomous sieging could go back and forth between provinces that were flipped back by a fort.
- Improved AI understanding of native uprising risks (less Africans getting stack wiped taking a shortcut).
- Improved AI handling of estate privileges.
- Improved army quality calculations.
- Improved handling of corruption.
- Improved handling of inflation.
- Improved logic for where to build forts.
- Improved national focus (mana) handling.
- Improved the AI decision making for Orthodox events.
- Increased budget priority for saving money.
- Made AI less eager to demand return core treaty unless it likes the benefactor.
- Made AI less eager to go over naval force limit.
- Made AI less likely to mothball forts when risky.
- Lowered AI priority on building great projects over other buildings.
- Lowered AI safety margin when attacking to compensate for other fixes.
- Made AI aware of risk of rebels spawning in a province.
- Made AI chase your small armies in more cases.
- Made all Chinese countries want to conquer the 3 Mandate cities, if they have 1 already.
- Made AI armies which are afraid of enemies, prefer safe terrain even more.
- Made AI more likely to enforce rebel demands (peace treaty) in the rare case that it can do so.
- Made AI more likely to promote cultures (with large development).
- Reduced maximum budget for subsidies to the 10% of income.
- Several fixes and improvements regarding advisors.
- Somewhat more competent at naval invasions for large empires.
- Subjects with loans will keep a standing army again (although it will be small).
- The Ethiopian AI will no longer move its capital while being at war.
- Tweaked AI siege priorities.
- Very small countries with scary neighbors will now keep a larger army when at peace.
- Made small AI countries more careful with Seize Land.
- Made AI less likely to split armies in threatening places.
- Made AI more happy to hunt nearby armies.
- Army AI only takes its own armies on fleets.
- Fixed small AIs militarizing also when Rights of Man DLC disabled.
- Improved Strong Duchies AI.

###################
# Interface
###################
# Icons/Art
- Updated the flags of Yeren (now Xibe) and Donghai (now Nanai).
- The Dreaming Stories of the Alcheringa no longer have all the same icon.
- Added new icon for alert "GREAT_PROJECT_CAN_BE_UPGRADED".
- Added new icons for "free_land_leader_pool" "free_navy_leader_pool".
- Fixed .zip file that was showing inquisitor instead of master of mint.
- Added new scrollbar track for timeout date bar.
- Changed Jewish rebels flag.
- Added new map mode icons for "religion" and "religious leagues".
- Buda Castle GFX fixes.
- Added new icon for "Torah aspects can be selected".
- Fixed Polynesian Masters of Mint share the same icon with Inquisitors.
- Fixed some Visual artifacts in the country view windows.

# Tooltips
- Added a tooltip mention for the Free Cities during the Tutorial.
- Improved the tooltip for the privilege "Expansionist Zealotry" in order to make it clear that both morale modifiers don't cancel each other out.
- The tooltip of the requirement of the mission "Expand Overseas" has been improved in order to show that you need 5 provinces in 3 different Trade Company Regions.
- The name of the decision "Confederal Kingdoms: Arrange Internal Marriage" has been shortened.
- Improved the devastation map mode tooltips.
- Tooltip fix for new Reform's Diplo Action.

# Unitmodels

# Other
- Added alert for when a monument can be upgraded.
- Added more information to the naval quality ledger.
- Removed message for losing a claim if the province is already a core of yours.
- Stopped parliament background behaving like a giant button.
- Don't get idle merchant alerts if you can't send them anywhere.

###################
# Usermodding
###################
# Effects
- Added exile_consort_as effect which exiles current consort.
- Added set_consort effect which set new consort of the king.

# Modifiers
- Added a "Piety Accelerator" modifier that accelerates your piety towards (or away from if negative) Legalism or Mysticism, depending on where your piety is to start with.
- Added relation_with_same_religion and relation_with_heathens (used the same way as relation_with_heretics).
- Added is_marine_modifier / is_banner_modifier / is_streltsy_modifier / is_cossack_modifier added.
- Added land_forcelimit and naval_forcelimit static modifiers added to give bonuses per x amount of force limit
- Added new modifiers free_land_leader_pool and free_navy_leader_pool to work in conjunction with free_leader_pool to determine how many free leaders each country gets.

# Triggers
- Added a "trade_node_value = <value>" trigger.
- Added a "num_of_provinces_owned_or_owned_by_subjects_with = {}" trigger scope.
- Added on_capital_moved on_action which is triggered when capital is moved.
- Added on_institution_embracement on_action which is triggered when institution is embraced.
- Added on_national_focus_change on_action which is triggered when national focus is changed.
- Added on_war_ended with FROM being the loser and ROOT being the winner.
- Added triggers uses_meritocracy, uses_horde_unity and uses_republican_tradition.

# Other
- Due to modders request, the new government reforms have been sorted into the government_reforms_monarchies and government_reforms_tribes files.

###################
# Script
###################
# Decisions
- Added a new decision, which allows Muslim countries without the Dhimmi estate to gain access to said estate. The decision will replace the Brahmins with the Dhimmi in case of an Indian country taking this decision.
- Forming a nation in the New World as a former colonial nation will no longer remove all cores in the Old World. Nations from the Old World, which tag switch into New World tags will still release their former tag in the Old World though.
- Forming the Roman Empire will now convert all of your culture group to the Roman culture instead of just your primary culture.
- The decisions "Confirm Thalassocracy" trigger tooltip now takes so much space anymore.
- A new decision has been added, which allows Korea, Tibetan and Vietnamese countries to Sinicize their culture, changing the primary culture and all of its provinces to a custom culture, which is part of the Chinese culture group.
- The Vietnamese culture has been moved into the Mon-Khmer culture group. Also a new decision has been added, which allow Dai Viet to Sinicize their culture, changing the primary culture and all Vietnamese provinces to a custom Vietnamese culture, which is part of the Chinese culture group.

# Events
- Ayutthaya's events now address your current ruler instead of having talking about a king which never existed for you.
- France will no longer declare war upon Burgundy during the Burgundian Inheritance Incident while France is already at war with Burgundy's overlord.
- Increased the inflicted inflation from Mali's Pilgrimage event chain from 0.2 to 0.25 per Trade Income compared to Total Income.
- Added event options to the Ming Crisis disaster events, which allow the player to switch the tag to the Chinese minor tags.
- Fixed a tooltip issue for the country who receives the gold from the Mansa during the Pilgrimage event chain.
- Fixed issues with the Congolese events, which would put players without Origins at a high disadvantage.
- Joan II de Trastámara is now the same person for both Navarra and Aragon. If he dies in either country then he also dies in the other.
- Mali can no longer give itself inflation if they move their capital to a region their Mansa is about to visit during the Privilege event chain.
- Pirates with the reform "War Against the World Doctrine" now stay true to their word and will no longer get the "Slave Trader" event.
- Removed the stability gain from the event "The Third Temple" when the player decides to delay the reconstruction of the temple.
- Semi Randomly generated advisors now allow Muslim countries to actually get a Parsi Zoroastrian advisor as it was originally intended.
- The AI now chooses the options of the republican events more wisely in order to maintain a high amount of Republican Tradition.
- The Center of Revolution can no longer spawn within the Celestial Empire as the Emperor of China cannot go through the Revolution Disaster.
- The Jewish event "Build the Third Temple" now triggers through the decision only and can now be fired more than once per game.
- The Mali Pilgrimage event will no longer periodically let the player know that the Mansa has arrived in their region. The message was clear after the first time already.
- The Mali event "The many options of European Trade Outposts" now has an option, which can be always chosen.
- The Polish event "Elective Monarchy in Poland" will now always trigger regardless if Poland has already enacted four privileges for the Nobility. Should Poland have Golden Liberty revoked before they gain the Elective Monarchy then a noble privilege will be replaced with the Golden Liberty privilege.
- The Polish events regarding the Elective Monarchy are no longer bound to the Polish culture but to the tag of Poland.
- The Surrender of Maine event now has a custom casus belli, which acts as an usual Restoration of Personal Union cb for England, but is like a Reconquest cb for France.
- The Swiss events about Calvin can now only trigger in the Age of Reformation in order to prevent him returning from his grave.
- The event "Administrating A Tributary Network" requires 10 Tributary State when you have only Kingdom rank to fire.
- The event "An important matter in sabbath" now gives +50 adm power if you have 3 stability / -100 adm power if you have -3 stability. It also no longer shows you that you have the Rights of Man DLC enabled.
- The event "Dubious Spending Practices" will now properly increase the dev of the province of the corrupt advisor.
- The event "Growing Imperial Influence" can now actually fire.
- The event "Lost Animal" costs now 0.25 years of income in the first option instead of flat 50 Ducats. The second option now increases the Migration Cost by 50% instead of reducing it by 10%.
- The event "Tribal allegiance" for the Mossi Confederal Kingdom will no longer trigger every 20 days until the end of the game.
- The event "Where the Legend Begins" can no longer trigger if you have already the legendary location explored.
- The event "Winter Siege" now triggers between November and April.
- The event "[Root.GetName] Is in Debt!" for Private Enterprise Colonies reduces now corruption by -2 in the first option.
- The options of the event "Ku Demands a Sacrifice" are now available even if you have -3 stability.
- Increased the mean time to happen for the stability hit event of Maili's disaster by 100 days.
- The Mutapan event "Regression of Zimbabwe" will no longer fire if the mission "Restore Zimbabwe" has been completed before.
- The Polish event no longer removes the Command of the Military privilege as Poland cannot enact it.
- The Third Temple event now puts the monument always on level 3.

# Ideas
- Portugal's ideas have been rebalanced, making them more competitive compared to their neighbors.
- The Plains Native Ideas no longer conflict with the Southeastern Woodlands Ideas.
- The ideas of the Roman Empire have been buffed to get on par with the ideas of the Holy Roman Empire.

# Missions
- Adal's mission "Subjugate Ajuuraan" now properly requests of Ajuuraan's states.
- Added missing country shields for some British missions.
- Adjusted Japanese missions in regarding the Kurils change.
- Adjusted the estate requirements for some missions of the Mughals.
- Castile now gains its PU CB against Portugal after the missions "Reclaim Andalucía" AND "Subjugate Navarra" are completed.
- Chagatai and Yarkand have now access to the generic Tartar missions.
- Ethiopia's mission "Conquer Adal" gives now a claim on the province Werder too.
- Forming Rûm will now give access to the Ottoman missions.
- Forming a new country while having the Alcheringa religion will no longer get your missions overridden with Alcheringa missions.
- Kongo's mission "Absolute Rule" is no longer soft locked through the usage of Trade Companies.
- The Ayutthaya mission "Populate <Capital>" can now be completed by either concentrating dev twice or by developing the capital five times.
- The Ethiopian mission "Unite the Horn" no longer requires you to have the province Fazughli colonized.
- The German mission "Concert of Europe" now has an alternative condition of having 2500 total development instead of having 75 Power Projection.
- The Holy War cb from the generic Central African mission "Expand our Religious Views" gets no longer removed after the first month tick.
- The Hungarian mission "Bibliotheca Corviniana" now upgrades the Bibliotheca Corviniana monument to Tier 1.
- The Italian mission "Alpine Defenses" now allows to be completed when the required provinces have better forts than castles.
- The Mali mission "Protect West African Trade" gives now the proper Global Trade Goods Produced modifier instead of the local one.
- The Spanish mission "Recover Portugal" has been moved. It now requires the missions "Subjugate Navarra" and "Reclaim Andalucía" in order to be completed. Additionally, Castile / Spain has now access to the two generic European missions "Global Dominance" and "Faith's Bastion". They are NOT required for the Forever Golden achievement.
- The Venetian mission "Expand The Doge's Palace" now also upgrades the Doge's Palace monument when Leviathan is enabled.
- The Venetian mission "Expand The Doge's Palace" now improves the base tax of Venice when Leviathan is disabled.
- The conquistador Hernan Cortés from the mission "Claim Hispaniola" has now his name back.
- The mission "Construct the Kiel Canal" will now properly check if you are constructing the Kiel Channel monument when Leviathan is enabled.
- The mission "Sankore University" can now be fulfilled when the Sanko Madrasah monument has level 3 reached too.
- The native mission "Uniting the Tribes" can now be completed if you have 20 or more provinces.

# Setup
- Increased the development of Adal's starting provinces. Now Adal starts with 58 total development up from 41.
- Korean's heir Hyang Yi has gained +1 stat in every category and the capital Hanseong has gained +5/+6/+4 dev in order to make Korea a little bit more accurate.
- Non-tributary subjects now join the wars of their overlord in the wars of the bookmarks (for example: all of France's vassals are now at war with England during the English-French Hundred Years War in 1447).
- Added a birthday for the ruler of Morocco.
- Added starting rulers for Wadai and Ogaadeen.
- Added the Nivkh culture to the Kamchatkan culture group and changed the cultures of Nivkh and its provinces.
- Assam has now the proper Indian unit types instead of the Chinese units.
- Bunyoro now starts with the Acholi culture as an accepted culture.
- Burgundy can no longer get rid of Charles.
- Byzantium has now discovered the Mashriq in 1444.
- Changed several province and capital names of the Manchuria region.
- Changed the name of the province Kosti to Waylula.
- Changed the setup of the owned provinces of the countries in the Manchu region.
- Countries, which start with the "Rajput Kingdom" government reform while Dharma is inactive start now with a fallback government reform.
- Ogaadeen now has cores on the provinces Degehabur and Werder.
- The Kurils and Sakhalin (renamed into Enchiw) are now owned core provinces of Ainu.
- The Yanzhou province is now a holy site of Confucianism.
- The following countries have been renamed: "Donghai" into "Nanai", "Udege" into "Orochon", "Yeren" into Xibe.
- The province Deren (now called Tyr) has now the Amur Estuary, giving it +10 Local Trade Power.
- The provinces Korofan, Medwa and Kobbe have now the Tunjur culture.
- The provinces Qaraqorum and Sain Noyom have been swapped. Sain Noyon has been renamed into Bayankhongor.
- The ruler of AQ has remembered that he is the older brother and is now 10 years older than his heir.
- The ruler of Pegu has gained 10 years of life experiences.

# Other
- Theocracies no longer gain an opinion bonus of Jewish countries.
- Obsolete buildings no longer remove development.
- Fuerte del Morro monument moved to Boriken province (Puerto Rico), and now has the correct modifier regarding Overlord Naval Limit.
- Added Church Loyalty modifier to Hagia Sophia.
- Added Greek names for Albanian provinces.
- Added Korean Colony Names for Colonial Australia and Colonial Eastern America.
- Added Nobles Loyalty modifier to Moai.
- Added Starting Screen Flavor Text for the Mechanics of Hussite, Totemism, Judaism, Zoroastrian and Alcheringa.
- Added a version of the Strong Duchy estate privilege for nations, which have only access to the Maratha estate.
- Added more Roman names for provinces.
- Added new colonial cultures, two of them for the French culture group.
- Added new versions of the "Integration Policy" for the Rajput and Maratha estates.
- Added new versions of the Religious Diplomats and Religious Culture for the Brahmins estate if there is no access to the Clergy Estate.
- Added reduced Global Unrest to Borobodur Temple.
- Added reduced Idea Cost to Buddha Statues.
- Added some female names to Kongo culture group.
- Adjusted the tooltip for the War chapter of the Tutorial in order to make new players aware of waiting for their casus belli first.
- Custom Nations are now allowed to have native government reforms when they have their capital in Australia and have the Aboriginal tech group.
- Fixed a regnal number issue with the rulers of Aksum.
- Imperial City of Hue now gives 10/15% karma decay in Tiers 2 and 3.
- Korean province names have been added for the Dai Viet provinces. Fixed also some Korean names for Chinese provinces.
- Muslim Countries with the Western Technology are now allowed to have the Dhimmi.
- Nerfed Pyramid of Cheops reduced Advisor Cost to -15% at Tier 3.
- Nerfed reduced General Cost for Sankin Kotai Palaces to -10% at Tier 3.
- Removed Pagan religion requirement to City of Khami.
- Ship names of Sweden no longer have a break-line character in their names.
- The Burgher Agenda "Discover <Province>" will no longer automatically fail if you have another idea which allows you to recruit explorers.
- The Clergy estate privilege "Clerical Ministers" now gives properly +0.05 Yearly Karma Decay.
- The Noble estate privilege "Command of the Military" is now only visible to Dai Viet as it was never intended to be a privilege used by other countries.
- The Parliament of the Byzantine and the Roman Empire is now called "The Senate".
- The disaster "Unguarded Nomadic Frontier" gets no longer cancelled when a neighboring horde nation gets the Mongol Horde reform.
- The estate privilege "Flexible Cults" and "Choice of Personal Deities" now mention that the decisions are costing the equivalent of legitimacy.
- The estate privilege "Gain Political Control" is now available for countries which don't have access to the Burghers, and is no longer locked behind the religion.
- The government reform "Tribal Confederacy" is no longer available for other tribes unless they start with it.
- The privilege "Religious Diplomats" now also affects country whose religion was harmonized by you.
- Fixed that has_idea_group trigger sometimes failed validation erroneously (causing false error messages).
- Fuerte del Morro monument moved to Boriken province, and now has the correct modifier regarding Overlord Naval Limit.
- Adjusted the costs of several custom nation ideas to be more in line with other ideas.
- Fixed the Karma gain / loss for the Custom nation ideas.
- The Clergy estate privilege "Religious Culture" now has an influence modifier of 20% instead of 30% and gives now -10 Absolutism instead of -5.
- The clergy privilege "Embrace Singular Cult" will no longer grant you a stability on ruler death when you have the States General government reform.
- The province war score cost custom nation idea has been adjusted in order to bring it in line with the war score cost against other religion idea.

###################
# Bugfixes
###################
- Call for arms dialog no longer claims targeted country is an imperial free city when it isn't.
- Calling an ally who's a subject to a war checkbox tooltip is fixed.
- Can no longer annihilate powerful AI enemies through multiple peace deals with all of your allies as they'll unconditionally surrender if on -100% war score and won't accept any other peace offers until the war leader has peaced out. Also, when forts are reverted back to owner after a peace treaty their garrisons are refilled.
- Can select armies that are on an ally's transports.
- Colonial nation's tag switch no longer recolors the overlord.
- European nations being forced to change religion to Mayan don't explode.
- Fixed a script bug for the Maratha's Conquest Agenda.
- Fixed getting Great Power Club messages about nations that haven't been discovered by the player.
- Fixed wrong scope in trigger of 'Ancestral Temple' in ideagroups.txt.
- Human players don't lose land when settled and the federation leader enacts the last reform.
- Inquisitionists can't be of a different faith as they speed missionary progress.
- It is no longer possible to get the Buddha deity through the decision of re-choosing your deity when you didn't have the Buddha deity unlocked in the first place.
- Kongo's passive event, which grant them a cardinal, will no longer fire if the Papacy is not active or if Kongo has already 7 Cardinals.
- Merc companies scale nicer for big nations; only take total dev into account up to a maximum amount so that there's still variety in company size.
- Monuments no longer provide area bonuses to provinces not owned by the monument's owner.
- Request Relative as Heir penalties firing for countries that match recipient's religion/dynasty.
- Royal marriage make sure you discover each other's capitals so you can interact diplomatically.
- Stability loss window no longer appears after Monarch's death despite having 'Embrace Singular Cult' privilege.
- Swedish Sten Sture's Regency event adds a modifier to Denmark instead of Demak.
- Taking land from your rivals' subjects gives Power Projection if you're taking it yourself.
- Text change when taking tribal land in a peace treaty to reflect what's happening (otherwise it could look like you're taking land from yourself or from nobody).
- Autonomous sieging units won't get stuck sieging forts they're not big enough for, and won't start to fear non-existent armies.
- Condottieri while at peace alert doesn't popup if the price Player is paying is 0 ducats.
- Extend_province_modifier adds to the modifier's duration.
- Fixed inflation calculation for peace treaties when you've given away monopolies on trade goods.
- Local_years_of_nationalism doesn't show in country modifiers.
- No longer can multiple nations can get 'New Guru' event, which leads to skipping more than one Guru.
- Other half of subject's shield on Subjects tab is now clickable.
- Removed extra info from merchants tooltip that's already in the outliner (could cause overflow).
- Revolutionary republics that have the revolution crushed don't release revolutionary vassals.
- Trade steering arrangements are thrown away if you don't have the right DLC.
- When reforms are invalidated a country is switched to the first available reform in that tier so you can't exploit the game leaving no reform selected (e.g. for republics/absolutism).
- Biased the AI desire for "demand unlawful territory" by factors such as dependency, alliance, opinion, trust, AE, rivalry and left a define in to be able to modify it if the recipient is at war if modders want to but by default its effect will be 0.
- "Add to Trade Company" dialog displays correct list of modifiers.
- "Candidates Vie for Opportunities" event no longer changes factions' influence by 15 instead of 10.
- "Colonist Placement" base chance is counted double (actually WAD but the tooltip is a bit misleading).
- "Force Tributary" CB disables taking provinces.
- "Grant claim" is now unavailable if subject already has claim on that province.
- "Monthly Production Income" in development tooltip is calculated correctly.
- "Province trade power" can no longer exist without any owned province.
- "Religious Culture" estate modifier works with ongoing changes made to cultures.
- "Ship Lost!" notifications have a Go-To button to allow the player to see where it happened.
- "States" tab of Production Interface shows correct income for territories.
- "yesman" causes AI to accept call to arms.
- A New Flagship event has a go to.
- AI can handle reassigning merchants.
- AI no longer sells provinces to charter cheaply, and added new malus for presence of great projects in the province too.
- AI no longer uses pillage capital state when it has nothing to gain from it.
- AI will try harder to hire advisors now.
- ALLOW_ZERO_BASE_VALUES define is now working properly.
- Added information about ship cost to tooltips in military page.
- Adding War Reparations to a peace deal no longer makes the AI reject the deal.
- Advisors no longer missing from advisor pool.
- Aggressive Expansion predicted in a peace deal window is accurate.
- Alert for embracing institutions now says which ones can be embraced.
- Alliance with enemy considered in opinion or when forming an alliance.
- Attached mercenary stack no longer disappears after moving them with transports.
- Automatic diplomat focused on Threatening Countries will no longer focus allies.
- Bonus to estates from Hampi works.
- Builder in a building construction saved/loaded correctly between versions.
- Buryat Band mercenary company no longer has a useless modifier.
- CTD Fix related to development distribution to estates.
- Caddo receive SE Woodland Ideas.
- Cahokia Monument gives the devastation modifier to migratory tribes.
- Call to arms inside HRE can no longer bypass negative opinion to call Emperor.
- Can drill armies in subject controlled provinces.
- Can no longer give away centers of revolution to client states.
- Can no longer invite federation members into the same federation.
- Can no longer use Ctrl + RMB to explore TI sea with non-explorable navies.
- Can use "Repair damaged ships" when all ships in fleet are damaged.
- Claim throne uses same threshold for heir claim weakness as the UI.
- Condottieri do morale damage.
- Conscript Cawa via state interface recruits all possible Cawa for the state, not the whole country.
- Consorts made into generals die at the same time as each other.
- Crash fix for failing to read the custom message types.
- Crash fix related to mods reading invalid IDs for font characters.
- Crossing penalty warning displayed correctly.
- Crown Colony autonomy modifier not shown twice.
- Custom nations can correctly use the "beloved relative" choice in election event.
- Define ruler to general makes sure the names of both match.
- Drafting transports always done at a discount.
- Territorial core governing capacity corrected.
- Emperors of the HRE that are not in the HRE are displayed on the Imperial map mode.
- Female heirs are generating normally, only locked to female advisor chance modifier if it is present.
- Fixed "0th Rank Great Power" tooltip when losing GP status.
- Fixed "Federation Federation Federation" type names.
- Fixed AI abandoning cores too easily.
- Fixed CTD in endgame screen related to missing GUI elements in script.
- Fixed CTD related to attempting to display natives buildings when UI elements were missing in script.
- Fixed CTD when referencing non-existent reform for legacy_equivalent.
- Fixed CTDs in game setup related to missing UI elements in script.
- Fixed The Sun Never Sets on the Indian Empire achievement localization bug.
- Fixed Trust Build Up for Subjects.
- Fixed a CTD related to clicking on the rebel flags.
- Fixed a CTD related to removing lifted FoW.
- Fixed a bug which allowed the player to get an agenda to assist the Pope in his quest for changing his religion.
- Fixed a few tooltip issues for the Spanish localization.
- Fixed a particular save freezing in "initializing game" loading screen.
- Fixed an issue for the Tortuga Island monument, where the Blockade Force Required modifier was a global modifier instead of an area modifier.
- Fixed artillery wrongly getting deployed to the front row.
- Fixed being able to use stored variables from the trigger in variable_arithmetic_trigger custom_tooltip (use [<trigger_name>.GetValue] in the loc).
- Fixed building alert tooltip to show more than one type of building.
- Fixed crash from units not having any location.
- Fixed crash when failing to access the file for saving custom message settings.
- Fixed error in the code for spices.
- Fixed excessive colonist time.
- Fixed exploit in concentrating development when paused.
- Fixed issue with the number of promoted cultures after forming Prussia.
- Fixed issue with units not animating near the map wrapping line.
- Fixed misleading tooltip for Annul Treaties peace term when country is guaranteed.
- Fixed misleading tooltip in "Replace Governor" subject interaction.
- Fixed misleading tooltip of Ferocity in uncolonized province view.
- Fixed mismatch of culture and name for CN ruler.
- Fixed missing metadata for the soundtrack files.
- Fixed occasional -1 -1 -1 regency council event.
- Fixed offering loans to other countries.
- Fixed possible confusion when a new unit arrives as a battle ends between attacker and defender.
- Fixed reading in of script files for console run command.
- Fixed several missing descriptions of modifiers.
- Fixed some instances of black flags not being issued after the end of a war.
- Fixed that when drill was >0, it also scaled regiment-based global modifiers (e.g. infantry combat ability).
- Fixed the "already called to wars" bug trying to call allies to war after loading.
- Fixed the on_mercenary_recruited on_action.
- Fixed tooltip of unaccepted culture in province view to take into account effects of trade company.
- Fixed weird behavior of ships on "Protect Trade" mission in the Caribbean when starting from certain provinces.
- Forming Aksum now requires the provinces to be owned, which are highlighted by the decision.
- Fort level map mode shows zones of control of allied forts.
- Game will no longer crash after loading save from cloud without Steam Cloud enabled. It will print an error in the log instead.
- Got AI to choose its Native Trading Policies more carefully.
- Government map mode shows reforms of natives.
- Guarantees of nations which have been released through war now expire.
- Hussite Church power Parliament Bribe added, while Coptic can no longer pay with non-existent Patriarchal Authority.
- If units are lost at sea as a result of their ships sinking underneath them, then Merc leaders die with the first unit to sink, and regular leaders die with the last unit to sink. Stop exploiting cheap good merc leaders!.
- Improved great project UI to show GPs that can be built if all criteria are fulfilled other than cost.
- Income now shown for Trade Companies in the Subject view.
- Iroquoian Federation Ideas now have proper descriptions.
- It is no longer possible to force Colonial Nation to declare Independence War as its overlord.
- It is now possible to change trader task that is already on node.
- List of countries affected by Hostile Trading is now shown correctly in tooltip and confirmation dialog.
- Loan Offer (diplomacy economic action) is now working.
- Loan due popup shows right interest.
- Machu Picchu Event upgrades Monument.
- Made Borderless Fullscreen default.
- Mansa Musa achievement triggered by 10k gift.
- Mercenary Discipline works properly (was missing from a military tactics calculation in combat).
- Money war score cost fixed. You can now demand fractions of ducats in peace deals.
- Monthly Piety tooltips shown correctly.
- Monuments will no longer degrade on nation release.
- Music no longer stops playing before the slider reaches its minimum point.
- New World Nations / Natives reform after the overlord of a Colonial Nation, not the Colonial Nation itself.
- No Personal Union on Monarch Death when playing as Italian Signoria.
- No longer get unnecessary "Infidels embraced one true faith" message in history window while completing a colony.
- PUing rival now grants extra liberty desire to the subject correctly.
- Penalty for allying country with your victory card shows properly in the tooltip.
- Prints an error when attempting to override an already existing character in fonts.
- Progress tooltip for Russian mechanics only shows full name for Consorts.
- Prosperity no longer has two values in macro builder.
- Province modifiers for settlers increase are now shown.
- RNW games in multiplayer with different languages between host and client no longer crash.
- Random Countries generated by the Random New World now really consider chances for their random ideas.
- Rebel flag is not grayed out on dialogs any more.
- Rebel particularism stack on an island can now leave.
- Rebel stack now disappears with a message if they spawn on unsiegeable fort.
- Repair ships mission will choose province with maximum repair speed when faced with a choice of several that are the same number of days away.
- Revoking a guarantee only creates unilateral truce again.
- Ruler tooltips now show inauguration date correctly and "unknown" if no birth date specified.
- Fixed that Scottish event flavor_sco.6 uses a Scottish modifier instead of a Portuguese one.
- Settle button produces more sane results when tribal dev is above 10.
- Siege now starts in province when attached units are led by condottieri.
- Sort by Trade Power from Light Ships and Merchants on trade node view now works properly.
- Special characters are now displayed properly on Steam Rich Presence.
- Stopped condottieri alert if you have no armies to hire out.
- Streltsy units cost manpower.
- Terra Incognita in lobby works properly.
- Text about innovativeness in a completed Idea no longer appears without Rule Britannia DLC.
- The "Explorer ready!" alert is now removed when sending the Explorer on an exploration mission.
- The "Invite Kongsi Federation" decision now has actual description to it.
- The "Pay Debt Shame Pole" decision has now a proper name and description.
- The "War Horses" policy now has a description to it.
- The Oyo Cavalry merc company has now a home province, preventing it being hired from countries which are on the other side of the world.
- The city of the province Hamheung has been renamed into the province name instead of the area name.
- The hansa_incident.2 event has now a proper title.
- The opinion modifier of the Torah Aspect "Abrahamic Roots" gets no longer removed and re-applied periodically.
- The province "Yareyu" has been renamed into "Yapeyú".
- Trade Company Goods Produced bonus is applied correctly.
- Trade goods persist in tribal land after migration.
- Trade range extended only by PUs and client vassals/client marches, and trading cities give a 20% boost to trading range from them. Time to create those trading cities!.
- Trade goods in Tribal Land no longer reset upon loading the game.
- Tweaked auto ship repair port selection so that in peace time ships will go to the province that means they will be repaired in the shortest time. In war time they will still heavily bias towards just getting to port fast.
- Unique ship models used in all sea provinces.
- Updated AI to use new leader limits per type.
- View on store button works on Epic.
- War Exhaustion hit after starting a war without Casus Belli is reinstated.
- War Score Panel: historical war start dates are displayed correctly.
- War reparations tooltip sorted from biggest to smallest.
- Winter Siege event no longer missing go to.
- Yearly Patriarch Authority, Yearly Doom Reduction and Yearly Authority are now not shown if player are not benefitting from them.
- [usermodding] [Trigger.name] no longer freezes the game, if used inside a sub section (e.g. OR).
- [usermodding] change_national_focus effect tooltip is working correctly.
- Added explanation of why you cannot cancel missions to tooltip.
- Added go to buttons for diet agenda events.
- Back row units not fighting can now move to the front row if they could engage the enemy from there.
- Better AI for seizing/burning colonies.
- Cannot have negative province trade power.
- Changed "Trade Favors for Ducats" to use the yearly income * 15% as the basis for the amount received.
- Closed loophole for natives building ships through the template interface.
- Correct attitude set for subject of my subject.
- Define_ruler_to_general uses the right name.
- Define_ruler_to_general works with leader personalities.
- Destroy_great_project effect works.
- Draw_river setting no longer affects canals.
- Duplicate armies discarded on load.
- Elective monarchies now get ruler personalities.
- Empire_of_china_reform_passed trigger now working.
- Expel minority works again.
- Fixed auto transport paths sometimes going back on themselves.
- Fixed being unable to recall a working merchant, also can now right click him on the outliner to cancel.
- Fixed being unable to use scopes on setting culture for create leader effect.
- Fixed blessings being carried over if changing religion.
- Fixed console repair command for ships out on the high seas.
- Fixed crash in PAP mission emp_pap_new_st_peters_basilica.
- Fixed crash when hovering over units integrated from a country with units in TI.
- Fixed exploit where exiled armies can be used as transport helicopters for regular armies by attaching to them.
- Fixed holy war non-participation by other countries of same religion.
- Fixed inconsistent rounding of numbers in UI (discipline, missionary strength).
- Fixed misleading tooltip on Market of Europe Songhai mission.
- Fixed slightly incorrect reporting of war score cost for gold on certain steps.
- Fixed timeline sequence that was broken when changing tag twice on one day.
- Fixed typo in Ardabil ideas.
- Fixed typos in 00_buildings.txt.
- Fixed wrong culture name in event 4900 ("Natives in ... Adopt ... Culture").
- Hunting rebels and carpet sieging now cancel auto-transport moves, preventing potentially confusing GFX.
- Infantry/cavalry in back row will be replaced by artillery from the reserves if available.
- Made front row deployment take into account flanking range of infantry.
- Merc companies can set their own cavalry/infantry ratios.
- Move_great_project effect can use province scopes.
- No longer able to move monuments from indirect subject states (tributaries).
- Set_emperor = no longer Dissolves Empire.
- Sped up macrobuilder building list generation.
- Stop "leave tier 1 reform blank" loophole for republics by defaulting republics to -40 absolutism and changing all reforms' modifiers by 40 so that the tier 1 reforms are all worth selecting.
- Stopped AI wanting more provinces despite being given the only one they want in a peace deal.
- The surabaya area is now highlighted in mnd_mlc_destroy_majapahit.
- Trade_goods_produced_amount actually checks the amount of trade goods produced rather than duplicating <trade good> = <number> functionality (i.e. counting provinces that produce that good).
- Tweaked algorithm for calculating best admiral used for naval combat.
- Fixed countries spawning with no religion.
- Removed a double province names for Icelandic provinces.
- Closed the loophole allowing users to exploit army creation to get no manpower penalty from events.
- Arithmetic variable trigger is no longer causing an OOS.
- Removed "only friends" filter in the multiplayer lobby search.
- Fixed OOS related to exploration army pathfinding.
- Fixed OOS when reaching papal influence maximum amount.
- Fixed armies with no size OOS.
- Fixed army exploration mission OOS.
- Fixed issues with scan internet button in the multiplayer lobby when using filters.
- Players are now able to send private messages to a player with comma in his username.
- CTD fix when exiting game related to leaders.
- Fixed that crossing penalty warning sometimes gets displayed incorrectly.
- Fixed City of Prague vanishing after taking province.
- Fixed CTD when loading old save game.
- Fixed possible 119 oos after reviewing AI use on units.
- Fixed crash/oos in AI threat update.
- Fixed so faction description fits it's entry and shows a scrollbar if the text can't fit.
- Spain now gets a full complement of reforms when they get converted to Mayan religion.
- Fixed bug where AI accidentally caused rebellion by seizing land.
- Female advisor chance now biases the heir chance rather than superseding it.
- Fixed that tribal_development_growth should not affect non-natives if Conquest of Paradise is deactivated.

###################
# Other
###################
- Added new messages to multiplayer lobby search for clarity.
 
  • 36Love
  • 31Like
  • 4
  • 4
  • 1
Reactions:
Loving this patch and all of the changes. This one was not on my radar and the description is a little ambiguous. Can anyone clarify what this means?
Sure. Strong Duchies is an Estate Privilege. This change specifically made the AI better at using it. Which in this case mostly means to use it more often.
 
  • 4
Reactions:
Somebody on the dev team clearly watched my exploits video ;_;
I don't know what are you talking about. :cool:
The only thing I would suggest changing is swap Bandeirantes and land before faith ideas.

Having Trade Efficiency before the settlers basically.

Thematically speaking it was the Bandeirantes gold discovery that sparked the colonization and border extension of brazil.

I would suggest a few small other changes to the NI, as in Ideas names and placement but as Pavia explained on previous DD there is no time available.
I understand your point. However, I think we'll keep in the current order, as gameplay-wise it makes a bit more sense to boost colonization before trade efficiency. ;)
Not a huge fan of this change. Although clearly an unintentional interaction, the ability to "partition" a large country (such as the ottomans with poland, mamluks, hungary as allies with byzantium for example) made for more interesting outcomes in the succeeding region, as rather than an extremely slow death taking over a hundred years, where random unaffiliated nations would be taking a piece of the pie, you saw a coalition of nations taking down and partitioning a regional threat among themselves.

If this hadn't been treated as an "exploit" in Reman's video and instead considered a "feature" or "tactic", I can't help but think that it would still remain in the game, even if discovered by devs.

Yeah, that kind of sucks. I agree. It's been in game for years, Reman makes a video and it's fixed instantly. Devs definitely let themselves be guided by popular opinion.

But tbh it was also ridiculously powerful how you could shatter France or the Ottomans practically entirely in one war by calling in a few of their rivals with promise of land and having them chunk everything up.
We already had a back-and-forth debate about this topic among the dev team, so we had second and third thoughts before doing this change, which we think it's the best for the game right now regarding this issue. As it's already being tested in an Open Beta, we'll obviously will gather feedback about it, and we'll see if we have to make further changes, of course.
This is ridiculous. Why are they singled out while other nations are allowed to dump even worse rulers? What's the point in having the mechanic to disinherit unwanted heirs and then carving out exceptions to it? Even if you made it ai only it still smacks heavily of railroading in which case why not go back to EU 1/2 days and railroad everything?
Well, it's not the best fix we've done ever, it's legit that you point this out. We're trying to address the Burgundian Succession incident, and it's not easy at all, so we implemented this a temporary fix, to see how it works. We'd want to eventually come to a better solution for it, but it will require some more time, TBH.
Is it me or did Jianzhou loose their Lucky nation status? This might explain why we don't see AI Qing as often. Also, I've seen that they never attack Shun whenever they form (in the interference event), so they let them grow stronger until they can't do anything about it.
Nope, we haven't changed Lucky Nations in this patch.
 
  • 7
  • 2Haha
  • 2
  • 1Like
  • 1
Reactions:
  • European theocracies had a harder time accumulating crownland, with most having 30-40 crownland. I can't tell if this is specific to Europe because there are so few theocracies outside of Europe.
This has a good explanation. Theocracies get heir-selection events (including on day 1) that make some estates unhappy. This blocks the AI from stealing estate land unless it has a strong enough army to do so safely (in previous in-house versions you would see dozens of HRE opms fighting rebels on day 2, and sometimes some of them lost). There's also the case that Cologne and Teutons (who do have a big enough army) have exclaves that are hard to get to. So they don't seize land either while estates are below 50 loyalty.
 
  • 5
  • 1
Reactions:
Orochon country name is misspelled the correct name should be Orochoni.
Until the end of the 19th, beginning of the 20th century researchers (Russian and Western) did not separate Udege and Oroch, considering them one people (often called Orochoni.
I got the "i" into its adjective, but for some reason forgot to get it into their name too >_>
Anyway, now they have their proper name
orochoni.png

- The Polish events regarding the Elective Monarchy are no longer bound to the Polish culture but to the tag of Poland.

So becoming Commonwealth removes the events?
The events trigger now for Poland OR for the Commonwealth IF Poland does not exist.
Sad we don't have a dynamic culture mechanic. Maybe you could make cultures that we can be named and renamed dynamically.
Let me say it so: if we had the engine from CK3, then yes. But with EU4 the names of cultures and religions are static. So if you don't want to se
Does France's mission "L'etat c'est moi" (avg. autonomy less than 15%) still take into account trade company autonomy (thereby making the mission near impossible once unlocked)? If so, I hope this gets looked at.

Patch looks great! And another suggestion based off of my post here:
https forum.paradoxplaza com/forum/threads/50-of-all-forts-deleted-after-50-years-of-game-time.1506881/post-28043550 (cant put the link unfortunately)

TL;DR: Could you increase the base tax across the board of all nations from 1 to 1.5? It would be a gamechanger for minor nations with very low dev, allowing them to maintain the armies that they have at the start of the game(rather than deleting them day 2)
With the next beta update only non-oversea core provinces must have a lower average autonomy. Or in other words: you are no longer punished for having trade companies around the world.
Louisianan
The event to make Korea Manchu’s tributary appears to be broken, I got the event, took the option to make them my tributary but they’re still ming’s tributary.
The event for Korea to offer itself as a tribute when Manchu forms doesn't work.

It does, but then Korea has the relations modifier "tributised by rival", and their development, military, and navy give them almost 100% liberty desire. They instantly break tributary status.

So the event is technically working, but it fails it's objective every time because Korea almost always rivals you.
Fixed with the next beta update
 
  • 7Like
  • 4
Reactions:
I'm glad you're back to more frequent updates. I hope you can make it 4 patches a year again. ;)
Well, this is going to be our third major patch in the last year, and we've pumped out more around 13-14 in this time including hotfixes, bugfixing, and technical patches. ;)
Totemist is still not giving level bonus even though I have more than 12 mana rulers
Totemism was reworked inbetween 1.31 and 1.32 to avoid heavy stacking, although maybe I'm not fully understanding what you mean.
When can we expect the release of the final version of this patch? I am waiting to start a new game for it.
It's going to take a few weeks, as I said in the DD; now we'll have the Open Beta for a couple weeks, and then we've got to close the release version, certificate it, etc.
After sinicization, Korean provinces in Korea change to have Chinese names and their provinces in China have Korean names, which is weird. Probably the provinces in Korea should keep the Korean names and it looks like that is the intention looking at korean_new.txt in the province names and the simple solution is to add the Korean names to the provinces in Korea to prevent east_asian.txt overriding the list. The same is true for Vietnam, it seems. Also, as many have pointed out already, X (Chinese) seems really awkward everywhere and Sino- prefix would work better.

Btw, 1.33 feels amazing! Playing in East Asia feels much more natural now. Also, shout out to Reman haha.

Edit: Hope this helps whoever is coding behind the scene. Was making my own mod.
732 = "Hamheung"
733 = "Hwangju"
734 = "Wonju"
735 = "Hanseong"
736 = "Sangju"
737 = "Jeonju"
1013 = "Cheongju"
1845 = "Pyeongyang"
2694 = "Gangneung"
2741 = "Jeju"
2742 = "Yukjin"
2743 = "Gyeongseong"
2744 = "Yeongbyeon"
2745 = "Gyeongju"
4227 = "Jinju"
4228 = "Naju"
4229 = "Chungju"
4230 = "Suwon"
4231 = "Haeju"
4232 = "Ganggye"
We noticed this issue and already fixed it, we'll take a look to the other Sinicized culture, to also fix it. ;)
Installed beta, played few hours, AI is definitely way better now, finally it actually engages not only sieges, good work paradox. Anyway just wanted to post few annoing bugs I noticed.
1. I had ruller-general who died twice as general and still kept ruling. :D After he died as general just remade him general again.
2. Sometimes switching to military tab shows your generals from the past, you still cant do anything to them which is ok, and after some time stuff gets back to normal. Example, I saw my starting Jeans as France in 1470, 10 years after they are no longer available.
3. If you declare war on HRE minor and make Austrian rival cobelligent it will join war, not shure if this is bug or intended, but probably should not be this way. I declared war on Brunswick as Brandebugs made Burgundy cobelligent and Austria(Emperor) joined war.
Anyway thanks for good work, love to see game still improving.
We're taking a look on the ruler-general issue, as I also experienced it while testing on my own a few days ago.
sinicize_culture_desc:0 "Our culture is our greatest pride. Our language is one of its kind, our traditions and our heritage are the pillars of our society.\nNonetheless, we cannot deny the influence the Chinese language and culture have had on us over the decades - now more than ever. Although not everyone will agree with this decision, it might be worth considering to sinicize our culture in order to create a greater harmony between the Vietnamese and the Chinese in our land."

This decision description shows up for both Korea and Tibet, too. Vietnamese in the last sentence should be [Root.Culture.GetName].
On it, thanks for reporting. ;)
something about the name of Dai Viet and its culture that may be of some help.

(After the king of Dai Viet consulting Qing whether he can use "Nam Viet" or South Viet as the name of his kingdom, officials discussed with the Emperor: )

"The realm of Nam Viet also contains Canton and Guangxi according to the history, which is much more wide than Annan, as Jiaozhi known as formal dynasty's privince, that its king rules actually now. This name is irreverent to the Celestial Empire. This kingdom born from the dust of formal Viet, then controlled all Annam. Considering this, the Celestial Empire has decided to grant it with the name "Viet Nam", meaning that the first and more decisive word inherits it's ancestor, while the second word identifies its tributary status of Celestial Empire, and it's position to the south of Yue/Viet"
Reference:嘉庆重修一统志

Yue and Viet are the same thing but spelled differently in Chinese and Vietnamese. Viet Nam means "to the south of Yue, successor of Annam", which can be understood as tributarya of CE. Nam Viet (South Yue) means "the Kingdom of Viet in the southern part of China" whose claim can reach the Yangtze River at most far. Dai Viet means Great Viet, similar to Great Yuan or Great Qing, while Dai Nam means Great South, claiming as south china against Qing (north china).

All I want to say is that, "Viet Nam" is not that suitable as the name of a new CE dynasty.

Cantonese is also called the local dialect of Yue. Canton, Guangxi and North Vietnam (Jiaozhi) sum up, called South Yue or Nam Viet, or just Yue/Viet in ancient China. This area has been divided from China Authority since Yuan, and the king there claimed all territory of Yue/Viet.

P.S. I don't know what is Sino-Altaic. I don't think it's a good idea to use such a modern and controversial term on historical simulation.

I agree on the part that the name '(Chinese)' and 'Sino-' are somewhat bland. However, the suggested names are somewhat misleading and I'm not a fan of it.

Da Viet (Vietnam) and Joseon (Korea)'s names already came from Chinese characters. Vietnamese read 越 as Viet and so Vietnam(越南) came out. Koreans read 朝鲜 as Joseon and that's the name for it. Reading these Chinese characters in a current Chinese way and giving it as a culture name feels more like converting all your culture into Zhili instead of incorporating it into Chinese culture group.

Here is a variation about "Korea". In English it's one same word, but in Korean and Chinese, it has many different inner concept.

To understand this, one thing must be cleared. China and Korea in ancient ties use "the name of the dynasty to diffierentiated from formal dynasty. For example, Tang Song Yuan Ming Qing, even Shun. For another example, Josen and Viet.

Different to europe, where different families can claim the throne of The kingdom of France. Emperor and King in East Asia didn't called themselves China or Korea, which is because the tradition that Celestial Empire rules all things under the sky with no competitor. Chinese Emperors generally choose one single Chinese character to name their state, like Yuan(Origin and one), Ming(Clear and smart), Qing(clean and fresh). For another example, Vietnam(to the South of Yue), Nam Viet(Yue the South china), Josen(sun in the morning shines preciously). Manchu and Korea are the transliteration of their own national identification.

In english, Korea refers to three things: Josen or North Korea self-called, Goryeo that logically same to the word "China", and Hangug the empire or republic, which is South Korea today. Details can be searched in wiki.

As a result, that if paradox don't want to use Latinized form of local language, keep Korean may be the best option because in English they are all Korean. The things I said above should be left to Korean and Chinese localisation modders to fix, and I believe they can make the best choice and localisation of which Korea should be chooses.

By the way, I suggest that the name of KOR tag should be Josen or something like that, because that tag MNG is not called China and tag DAI is not called Vietnam at start. An event for choosing other custom names like Korea, Goguryeo, Goryeu can be added just like what u do to DAI in 1.31

P.S. these things are not suitable to Japan. That's another story and its situation now is good
We're going to keep Dai Viet and Korea names, as they've been canon in EU4 for a long time, and we don't want to create further misunderstandings to the players.

We already now that the Sinicized cultures name may be a bit rough, but we hadn't such a clear naming as with 'Manchu' culture (from which we borrowed the design of the 'Sinicize' decision). So, we think that the 'Sino-X' culture names, as suggested widely in the community in the past few days, is the best one for the moment, although we're always open to making changes if they're widely shown as an improvement. ;)
 
Last edited:
  • 12Like
  • 1
Reactions:
Will it be possible to rename Korea through a mission akin to Dai Viet? Korea already has a mission to 'restore Goguryeo' (which I'd much prefer a new tag for tbh), could also fire an event giving Korea a cosmetic name change to Goguryeo, Joseon or keep Korea.

Thread 'New name event for Korea'
https://forum.paradoxplaza.com/forum/threads/new-name-event-for-korea.1508989/

I suggested similar name event and Ogele liked it but because of localization issue they can’t add it to 1.33 now.

Thank u for reply. It might be the only solution for English localisation. But I'm wondering if keep the name of culture just as same as before, whether there would be any bug or not. For Chinese localisation, keeping the original name might be its best option, but also afraid that any unexpected bug may occur.
Yeah, already seen the proposal. We'll have a second thought about it, but as I said, we're going to keep the current name for the moment.
In the game defines there is a line saying

From my understanding, Level 2 is supposed double the personality trait when the leader is made into an ancestor. Is it intentional that it does not work like that currently?
This was already changed in 1.32 patch ("Stopped Totemist tribe Chiefs from getting level two personality bonuses."), as we thought that it was OP.

I saw this on Reddit and I didn't seem to find it as feedback in this thread. Is this intended?
There is a change in how CB's work in 1.33 patch, yes. We'll have a second thought on this issue, however (which doesn't mean that we'll change, but that we're just going to test it a bit and think about it). ;)
 
  • 3Like
  • 3
  • 2
Reactions:
As we've been saying previously on other post, thanks four your feedback! I'll update you about how are we doing regarding some of the issues pointed out here:
Thank you for always making fun games.

I have one suggestion for changes in Ver1.33, based on my observation and playing of the beta version.
In 1.33 beta, there are so many high level fortresses that sieging fortress has become strategically important. In response to this, I suggest adding some sort of option to make it easier to capture fortresses universally.
The purpose of this option is to improve the comfort level for some players and to bridge the gap between the current version and the ease of play.
One suggestion is to add those with + 10% siege ability (or +20% in some cases) to one of the military advisor's effect. Currently, discipline and morale advisors are the most popular military advisors, and the rest are not strategically important. So, by giving this ability to advisors, we can improve universal siege abilities and increase the importance of military advisors, who have been treated unkindly.
Another idea is to add improved siege ability to statuses such as Power Projection and Prestige.
In any case, I believe that Ver1.33 needs to improve on sieges for play comfort.

Thank you for your patience.
I strongly agree with this.

I gave 1.33 several hours play last night to test out the feel of the game.

Not to bag on, but as mentioned before I have nearly 4k hours in this game. The amount of forts I had to go through to get to Madrid as England was an extreme amount more than I am used to.

We can argue this is good for the game. We can argue that it adds balance. We can argue, and definitely this is correct, that the last patch didn't have enough forts. But it's going to take a lot of getting used to going through 4-5 forts just to get to Madrid (for the record, Iberian Wedding happened and Aragon had forts blocking ZoC to Madrid as well). I personally find sieging up there with dealing with rebels when it comes to how painful it is, and I'm someone who always takes offensive ideas and prioritises siege pips on generals.

If forts are going to look like this going forward, then I would have to strongly suggest maybe bringing in a siege specialist advisor, or otherwise shorten the siege phases by 20% or so. This is less a problem in the late game when everyone should have more than enough cannons, but in the early game you can literally spend ages just staring at your screen for sieges to progress. It's not about the game being 'easier' or 'harder', it's about how enjoyable it is to stare at a screen waiting for sieges to progress.

The patch is absolutely amazing and I love everything you guys have done, but this is a concern for me at least.
Certainly seems like the consensus opinion is that the pendulum has swung too far the other way on the forts, from the AI deleting forts and not bothering to upgrade forts as mil tech advances to now spamming forts everywhere to the point where warfare is a never-ending siege slog.

Maybe there's a way to modulate fort construction by area? e.g. the AI would only build one fort in the state of Gascony (selecting for the most advantageous placement with terrain, number of adjacent provinces, and chokepoints taken into account), one fort in the state of Bordeaux, etc., maybe unless it's the capital state? That's closer to modeling how most human players play. Maybe also build in (this may be present already?) modifiers for nomadic AI nations predisposing them against building as many forts as non-nomadic nations, and/or discouraging the AI from building forts in states with low total dev and/or disadvantageous terrain, e.g. all grasslands/farmlands/drylands/steppe, which would effectively accomplish the same thing.
We're taking a look on the issue of AI spamming forts (I think we made our AI too efficient on that front :cool:). We hope to tune it down for the final 1.33 version, as it really slows mid-game gameplay too much, and changing siege modifiers globally would be too much effort-consuming in comparison.
What sets EU4 apart from Crusader Kings and Victoria II are the flexible peace treaties. Therefore, the changes to the Independence War CB, Subjugation CB, Flower War CB and (to a lesser extent) Restoration of Union CB should be immediately reverted; as lambda put it, the taking of land is already covered by the Unjustified Demands mechanic, and requires no further complexity.

Listen to the players that will keep EU4 alive long after development has ceased.
Dear paradox, I really love the balance changes and update for 1.33 but the disabling of taking land in independence wars really cripples the early game. I've noticed this with my nevers run. I can imagine it for subjugation/pu wars, but not for independence. Please reconsider this
CBs that involve making a country a vassal (Subjugation, Personal Union, Nahuatl Flower Wars) now forbid taking provinces in addition to those goals. And for some bizarre reason so does Independence Wars.
We've made some changes to the CB balance. Right now, as long as you do the thing the CB was for, you can then take provinces after that with any remaining war score. So for example, you can't take provinces without forcing union if you used the Restoration of Union CB.

We're open to further changes in this issue, obviously, although we would want to give this design a try. Coupling it with Unjustified Demands rebalance could be something to be done in the next patch, for instance.
Looks great so far! Only thing irking me right now is the (continuing?) bug where a ruler or heir who is serving as a general will die as a general but not as a ruler/heir - like the game doesn't know the general and the ruler/heir is the same person anymore. I'd been noticing this with consorts in the previous patch, when there was the added frustration that the consort-generals weren't free / counted towards the leader limit (or was that WAD?). Now with the ruler-generals and heir-generals, they're free, but otherwise their deaths have the same glitchy behavior as the consorts did.
This bug is already fixed for the final version. ;)
Hi there! Happy to see the introduction of an event involving Korea, Ming and Manchu (which will be fixed from what I read), to have reconsidered the status of Korchin towards Ming, and to have reconsidered the addition of a Jurchen vassal for Korchin.

- That being said, what about that easy one sitting here since Leviathan?

- You should update terra incognita considering changes done to the Ainus.
- Ogadeen's ruler looks to have a typo in its name from what I can see.
- Playing in French, Yeren's name hasn't been updated, while Donghaïs and Oudihés are just swapped.
- Various missing descriptions in french for newly introduced features.
We've already done some of the fixes you've just mentioned for the 1.33 final version.

Regarding the French localization, take into account that other languages text usually is added later on in the development process; it's already implemented for the final version, too.
Can Yuan sinicize it's primary altaic culture too when forming it?
Yes, it's one of the main points in the changes made for that mechanic.
Add naval doctrines to the Naval Quality Comparison ledger. We can see what military idea groups other countries have picked on their diplomacy screens; it makes sense to be able to see what naval doctrine other countries have picked as well.
Good suggestion, although I think it will have to wait for 1.34 patch.
Been observing both the Ai and code changes since it became available earlier this week. For the most part I’m satisfied with the way Ai weight for things like Advisors are weighed now.

When experimenting with the “is_marine_modifier” I noticed its currently bugged and instead applies to mercenaries units only. I do not know if there is actually a “is_mercenary_unit” modifier in-game currently so I would actually recommend adding one unless it’s hidden somewhere. All other special unit modifiers appear to be working.

I would like to add on that the “Korean (Chinese) and other such cultures are a bit weird name wise. I think its been mentioned alredy but using something like Sino-Korean might be more appropriate.

I do say I’m quite intrigued by the Expand Infrastructure changes. I did something in the past and I know attaching this many modifiers can seem like a massive “OP factor” but given the concept of the mechanic its suitable. If I may suggest one adjustment too it, could it be made where its a potential trigger? I had a concept where if you had a Province with expand infrastructure + a certain amount of development you could upgrade buildings such as Temples to Grand Cathedrals before you acquire the Tech. While one example, I do feel modders would be inclined to mess with it further if it was more accessible.

Lastly are there any plans to revise ideas one last time in what appears to be the sun setting on Eu4? We’ve had a good chunk of new modifiers since Golden Century and I think it would do justice to do one final revision before the end of the game.

Edit: Oh one last thing, there were some mentions of Female Advisor chance affecting female rulers (and I presume heirs?) generation. Is.. that how it works as I’m still a bit perplexed by how it was described. This is also asking about RANDOM GENERATION specifically, not events and so on.
Actually, I posted too soon, I hadn't noticed something regarding renaming:

After the sinicisation decision, only the provinces in the Korea region have changed province names to Chinese, while retaining Korean city names; whereas, in China, it's the inverse - the Chinese city names are retained while the province names are still Korean. And then provinces in the Manchurian and Japanese regions likewise maintain Korean province names, whether or not I'd already culture-converted them, with what looks like a mix of Korean and local culture names for cities. So, it looks like maybe the name stuff was just an unintentional side effect within the Korea region?
Most of the issues you've mentioned are already fixed, as the modifier one and the Korean names issue. We've done some number balancing for Expand Infrastructure, too.
Some additional suggestions/notes from my test run as Ming:
  • Even with the Inwards Perfection reform, the clergy still lose loyalty upon seize land - is this intended?
  • I'm trying out a complete pacifist playthrough, harmonising as many religions as possible and exclusively expanding through colonisation and diplomatic means; I think the changes to harmony and EoC make this playstyle genuinely compelling, but the experience could be enhanced by adding the decision to Sinicize those cultures with the option to do so as the Emperor, once the Emperor owns all provinces of that culture of course. The Emperor was historically interested in Sinicization of neighbouring cultures/areas, and allowing this would make a Humanist campaign more efficient as the Sinicized cultures are accepted without using a slot. There could be a stability or harmony cost if taking the decision as the Emperor so that it's not too easy.
  • I think a Dhimmi-style estate for the Emperor, which affects only provinces whose religion have been harmonized, could make for a more interesting game as the Emperor, but I'm aware this would be a major change so this is just wishlist stuff.
  • I found that my harmonization outpaced my expansion into other religions and I spent a lot of time sitting at 100 harmony, so being able to spend harmony in other ways, perhaps in exchange for an instant boost to mandate or clergy loyalty for example, would be nice.
  • The mandate cost for conversion from tributary to vassal seems well balanced, and I like the feature overall.
  • The non-dynamic Join the Reformation objective for the Age of Reformation annoys me, considering the previous era uses dynamic objectives well. I think for Confucian countries, this objective could be replaced with a goal of number of religions harmonised or something along those lines. The objective to convert provinces also feels off as a Confucian nation who should be focused on harmonization rather than conversion.
  • In a similar vein, the Emperor should have an age objective for a large number of tributaries in place of the Feudal Society objective in the Age of Discovery.
  • Mandate growth speed seems well balanced still, and the changes to the Ming disaster provide a good incentive to wait for maximum mandate before passing reforms.
  • The Ming mission tree is still appalling, but I understand that's beyond the scope of this patch (please add it to the to-do list though, such a major nation with a whole paid expansion focused on it should really have more interesting missions.)
  • As a colonial Ming, I was itching for some integration between the native uprising/native assimilation mechanics and the harmony mechanic. It seems to me the two mechanics could interface very nicely (perhaps provinces whose religion has been harmonised could have reduced uprising chance, or assimilation could be increased at high harmony.)
Sorry, this ended up much longer than I planned. Overall this patch seems really well thought out and makes the gameplay experience as the emperor much more interesting. Thanks for all the hard work on this update!
Thanks for your detailed feedback, really appreciate it! We've fixed the Clergy issue with 'Inwards Perfection' you mentioned.
Colonial Trade Range
Is this a bug or intended so, why colonial nations no longer extend overlord's merchant-sending range in 1.33 updates?
You might want to rethink that and add colonies to the list. At the moment if we form a colony (like the Caribbean, canada or Mexico) we are unable to ever get enough trade range to put merchants in the colonies.
It was a bug, in the 1.33 final version Colonial Nations will extend overlord's trade range, as previously.
The new beta is supposed to allow Confucian religion countries to build monuments of harmonized religions, but it’s not working quite as expected.

First, it seems only the Buddhist monuments allow Confucians to build them, not other monuments.

But the real problem is that they require that the province be Confucian but that you’ve harmonized Theravada, Mahayana, or Vajrayana. If you’ve harmonized one of those three, then you can’t religiously convert the province to Confucian, so you’re locked out of building the monument.

It should also allow you to build the monument if the province religion is one of those three, and you’ve harmonized the matching religion. That’s how Tengri works too, don’t see why I’d need to convert provinces before harmonizing in order to build the monuments.

Also, for the monuments that could be either Buddhist or Hindu (like Ankor Wat), Hindu with harmonized Hindu should be an allowed option as well, since the province starts out Hindu.
Thanks for your report, we've already fixed all the issues you mention, so the rework for monuments with Eastern Religions, Buddhism and Hinduism requirements will work much better now.
I love the changes to the East Asian region. I feel like this region fell a bit behind after all the changes and new complex systems and in the Emperor and Leviathan DLCs. So its really cool that you came back after Leviathan and addressed the northern east asia as well.

But there is one thing that I feel like still needs to be adressed. And thats the "Japan" tag. I think it currently feels very unrewarding to form Japan as one of the daimyos. Not only do you lose your unique government reform, but in most cases the national ideas of your daimyo are better than those of the Japan tag.

I feel like a "united shogunate" type government reform for Japan, that is less vassal and more tall focussed, and buffed national ideas would do the trick and would probably still be historically acurate (But I am no expert here).

Otherwise I really look forward to the new patch and hope japan gets his update in the future.
Japan mechanics are really complicated to rework at this moment, as they're really different, as you say. Because of that we left them out of this East Asian update, as MoH/EoC features had more pressing issues; the only exception is that now Shinto countries may be able to use Buddhist monuments.
If you really rework the BI, the why not a more fundamental rework of Burgundy?

- Start by removing Philipp as a starting general. (There is this the bug in the game that treats starting generals as if they been generals since they were born.) Then Philipp usually lives until the Shadow Kingdom fires and Charles doesn't suicide against Liege. (Of course fixing the general bug or making Charles not a bold fighter would also work :) ). In real life Philipp dies in 1467 and not in 1445.

- Flanders as a PU but not Artois or Luxemburg treats these entities in an inconsistent way. Flanders was a PU as of 1385 (at least according to Wiki). It seems that it was integrated into the "Burgundian State" in 1386. Luxemburg was only added 1441 but is a province ingame. So why not model Burgundy differently?
  1. For example, give them all the PUs. Introduce some base level of autonomy (like the great privilege does now) or model the unrest the centralisation causes, as an unified Burgundian State in 1444 will be probably be OP. The struggle between Burghers and the Crown could fit nicely into a slightly reworked mission tree.
  2. The alternative would be to separate all of them into different PUs like Beyond Typus does. The problem with the last approach is that Burgundy becomes underpowered (or maybe totally OP given an expanded vassal swarm) and probably unmanageable for the AI and novice players. It also would make the centralisation so much more difficult.
  3. If you don't want to change the structure of Burgundy, at least fix the PU dates so that Flanders can be integrated right away.
- Philipp was also a Duke inside the HRE so Burgundy should be able to attack HRE minors without the Emperor interfering. This is really just an ingame problem because of the HRE mechanics and the fact that we cannot play Philipp, Duke of Holland ingame. Deus Gratia recently modelled this nicely by moving their capital inside the HRE.

- Last but not least, the BI has become unreliable - the Emperor often doesn't demand the lowlands but simply gives up. That's annoying for the player as one can't grant the "Great Privilege".

- As a bonus, Deus Gratia modelled the purchase of Gelre and Further Austria nicely - these could be nice mission that would add flavour to the mission tree.

Edit: I didn't have time to play the patch yet, so if you have fixed Philipp/the general bug I apologise in advance. I just assume that it is still there.
Thanks for your feedback! As I said previously, we're not entirely happy about how the Burgundian Incident works, so we'll take a look on that for 1.34, including suggestions as this that have been made by the community.
 
  • 10Like
  • 5Love
  • 2
  • 1
Reactions:
If you go the route of allowing province-taking through unrelated CB, then I would suggest also increasing the penalties for unjustified demands, in the form of both increased AE as well as warscore cost. I don't think it makes sense for a province to cost the same warscore (or AE) via conquest as it does through unrelated CBs. The penalties should be serious.

This would preserve the principle of having to choose appropriate CB while allowing some limited degree of province-taking.
I think the principle here is fine, but maybe money should still be allowed so that an Independence War/Subjugation War/etc can still ask for some sort of concession if they can't quite reach enough Warscore/Reason to Accept for the main objective. Especially because Reason to Accept can get pretty funky at times.
We'll continue exploring changes regarding the CB balance, and we're open to suggestions, as I said yesterday. However I think that might be for the next patch, as we want to test out how that works in the 1.33 release version, as we're already happy with the balance we've made in the last few days after your feedback.
Hello there! Thank You for implementing so many of the community's suggestions.

I think I've found an issue in the beta.
When requesting in the peace deal realease of two or more tags with some overlapping core provinces, game differently displays borders of those nations during the peace deal and after it.

For example:
View attachment 803758
I clicked Shu first, Xi second. Game map shows that only Xi is getting released, while summary says that Shu and Xi are both getting released.
View attachment 803759
In the end, they both got released.



Also, I have a question on another topic. The event "The Prussian Confederation Revolts" (event id: flavor_teu.1) can only trigger after year 1460. Historically, Prussian Confederation rebelled against the Teutonic Order back in 1454, starting the Thirteen Years' War (1454–1466).

Since the in-game "after 1460" date isn't historically accurate, can we expect just a little change, moving the event's earliest possible date few years earlier?
Will take a look on this issue. ;)
With the recent changes to the Alcheringa missions it would add a lot of flavour if they were able to access some monuments in a similar way to fetishist.

For example having the Dharmic dreaming cult enabled allows access to Hindu/Dharmic monuments.

More contentious could be the Baiame cult and Islamic Dreaming allowing access to Christian and Islamic monuments respectively. The mission to own a Christian province to unlock Baiame makes more sense to allow use of some Christian monuments whereas the Islamic Dreaming mission requiring trade power probably doesn't merit access to Islamic monuments.

A complete wild card could be to allow The Rainbow Serpent to allow the unlocking of Dharmic/Islamic/Christian monuments (as it requires all religion related cults to be unlocked).

Another possible way to decide which monuments can be access could be to split monuments into religious and non-religious/humanist focused.

For example Islamic Dreaming could allow access to Kilwa City (which requires Muslim faith but provides trade power bonuses), but not access to Baiturrahman Grand Mosque (which requires the Muslim faith but also provides missionary strength).

Tengri could also access monuments in a similar way, i.e. the syncretic faith chosen allows access to non-religious monuments.

Thanks for your hard work!
Interesting suggestion, we'll definitely take a look on this for 1.34 patch.
 
  • 3Like
  • 1Love
Reactions:
View attachment 805463
View attachment 805464

Since Nivkh finally got its own culture, I think it should be able to see the same provinces as Ainu.

Glad I wasn't the only player who noticed this. In theory, I think Ainu could fabricate and declare on Nivkh before Nivkh even knows that Ainu (with whom it shares a land border!) exists.
Already fixed for the 1.33 release version. Also, Solon has now discovered that it has a nearby seazone, and that it can send its ships to sail. :D
 
Last edited:
  • 4Like
  • 2
Reactions: