Patch 1.13 - Checksum 30a2 (NOT for problem reports)

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Kaspa000

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- You can no longer improve a province's Base Tax, Production or Manpower if its value is already more than that of the other two combined (so for example, if Base Tax is 3 and Production/Manpower 1 each you can only improve Production or Manpower).
- Reduced Imperial Authority change from number of princes, foreign control and free cities.

Why would you do this? sigh
 
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gendalv

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< - Removed the scaling war exhaustion cost reduction and stability cost modifiers from seats in parliament.
< - Buddhists no longer pay any diplomatic cost for releasing nations, releasing vassals and returning cores.
These are actually making CM and Buddhism usable.

< - Administrative Efficiency now also lowers AE generated.
< - At least 50 AE is now required for a country to join a coalition (up from 30)
< - Taking provinces from a large country now reduces AE generated by up to 50% (uses the same scaling as increased AE for taking provinces as a large country, so a country taking provinces from an equal sized country gets neither a bonus nor a penalty regardless of size).
Maybe just make it proportional - the more you have AE the faster the decay base, like +1 for each 100AE opinion.
Also AI should understand "I kill everybody except you": if I conquer provinces in countries around a certain country, while not fighting this country or just never taking its land(or all its cores in my territory have been revoked/expired) - I shouldn't get as much AE with it when I conquer provinces in other countries, and it should decay faster. Otherwise you'll always have a few angry 400AE countries, which you don't need to attack, because they're not in the way of anything.

Also there should be an alert, with game pause, when you've reached the MP cap.
 
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Cosminkl

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Keep up the amazing work paradox!

Sorry, what? It took them almost 3 months to fix the game. I love them, but they deserve no praise here.
 
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CasimirX

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Sorry, what? It took them almost 3 months to fix the game. I love them, but they deserve no praise here.

'Fix the game', really? I'm sorry but the game was perfectly playable before this patch, perhaps not perfectly balanced, but playable without a doubt; there weren't any game breaking bugs, errors or crashes nothing that could classify the game as broken. Your opinion of balance does not quantify whether the game if broken or not, mechanically it was fine and totally playable and praise on the devs for listening to feedback and addressing player concerns with regards to balance is perfectly reasonable.
 
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Zelius

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So they removed the negatives of a seat but didn't cap the number of seats?

Op England.

The more seats, the more you have to bribe to guarantee winning debates. If you don't debate, you lose legitimacy. If you lose debate, you lose prestige.

All in return for that sweet, sweet +10% tax/production/manpower. Keeping in mind that this is not multiplicative, and buildings will give you +50% early game.
 

User4035

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Why would you do this? sigh
well if you played the beta its not a shock.

But it is very balanced.
otherwise you can just funnel all of one type of monarch point into a development and you get really scewed provinces.

Without this I would never spend points on manpower. I would get to tech 5 in admin and diplo. Then I would just dump it all into base tax and production and hire mecs. All while keeping up with military. Then when I have like a 30% reduction in tech from neighbor bonus I would tech up. But only to the next idea group - then I would sink points into the idea group for even more gains tech savings.

In fact you can sitll kinda do it with just admin and prodcution and still ignore manpower.
 

Snake_Squeezins

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If you load the old game, save, and after restarting the game, load it again, you can make it save compatible and ironman mode still available. You won't get 1444 changes, but the rest is still perfect
This works perfectly. In fact, it may be even easier. I had been playing ironman 1.12 as of this morning, no beta. Downloaded the new patch. When I called up the "save" list, nothing was there, so I switched over to the "incompatibles save" folder. Clicking on the ironman save and scrolling over "load" indicated the green notice saying "Achievements CAN be earned this session". It seemed like I could have just played it as-is, but I reloaded anyway. Either way, my 1.12 ironman save is working just fine in 1.13.
 

Cosminkl

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'Fix the game', really? I'm sorry but the game was perfectly playable before this patch, perhaps not perfectly balanced, but playable without a doubt; there weren't any game breaking bugs, errors or crashes nothing that could classify the game as broken. Your opinion of balance does not quantify whether the game if broken or not, mechanically it was fine and totally playable and praise on the devs for listening to feedback and addressing player concerns with regards to balance is perfectly reasonable.

So we can forget the fact that at launch, the 50% landlock mechanic was broken, and was only fixed within a week. We can forget that the patch caused mass OOS for anyone trying to do multiplayer and even the beta didn't fix it, which certainly was game-breaking (it definitely broke my game for 3 months.). We can forget that in 1.12 the fort system didn't work properly.

You might be able to forget all that, but taking 3 months for something a 1-week hotfix should fix isn't something that deserves praise.

Also, I never mentioned anything about balance.
 
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Mike-90

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I really don't follow the patches that closely and am a pretty casual player but I am delighted with the Aggressive Expansion change, I was playing a game in Italy and the constant threat of coalition was painful.

I hope that this doesn't make the large AI nations go batshit crazy though.
 
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ThePatriotOfDreumel

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Wiz...


Something seems to be missing.
 

Cerest

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The tooltip for France's national Idea for the assimilated natives thingy needs to be updated o.o I can confirm it does indeed double the bonus to goods produced for those who are not sure.
 

User4035

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Noooooo. My back up plan for losing as France is to flee to the new world and develops provinces with uber discounts from the natives!!!!!!!

.....now it will never be.
 
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TheMeInTeam

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- In order to demand provinces you must now be able to make them your core (if not already), either directly or eventually through other provinces you are taking at the same time.

1. This was shown swiftly to be obviously false in the beta patch, in that you can't demand provinces that you could core using colonial range after coring others, as well as with vassal adjacency. Reports of the official release indicate it's unchanged.
2. The bugged behavior (given the description) was stated as WAD, was it not?

Given #1 and #2, the patch notes still stating a falsehood against apparent design intention. Along with changes not making it into the notes at all, this is a regular pattern with EU IV patch notes. What difference in process would prevent known/confirmed issues from receiving no update attention whatsoever, even in the note description? It's disheartening that the patch notes are not reliable.
 
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CasimirX

Second Lieutenant
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Jun 15, 2012
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So we can forget the fact that at launch, the 50% landlock mechanic was broken, and was only fixed within a week. We can forget that the patch caused mass OOS for anyone trying to do multiplayer and even the beta didn't fix it, which certainly was game-breaking (it definitely broke my game for 3 months.). We can forget that in 1.12 the fort system didn't work properly.

You might be able to forget all that, but taking 3 months for something a 1-week hotfix should fix isn't something that deserves praise.

Also, I never mentioned anything about balance.

I'm not forgetting anything, because I have no experiences of the game being broken. After a couple hundred hours with both 1.12 and the 1.13 beta they have been completely playable without any problems. I've been running continual MP games with 5+ since CS was released without any serious OOS incident's, nothing that couldn't be resolved by a rehost when it did occur anyway and absolutely no worse than it was before this version. Although the fort system had its faults it wasn't game breaking for 99% of the time and as you said land locking was fixed within 1 week. A broken mechanic does not mean the entire game is broken, the game being broken is when it CTD's continually or is otherwise unplayable, neither of these things were or are the case.
 
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