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Jaeugh

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# Exploration
- Reverted the region based discovery mechanics from 1.15 to province based as before.
I like old province based mechanic, but there is one bug that i discover when I created one mod - some nations know about lands that they mustn't know.This bug finally fixed?
 
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I like old province based mechanic, but there is one bug that i discover when I created one mod - some nations know about lands that they mustn't know.This bug finally fixed?
That bug is most likely on your side. Not Paradox's. Check that you don't have a history file using a culture or religion that doesn't exist.
 

Dakka

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I also thought you said corruption was no longer influenced by being behind in tech. Looks like ROTW just got a "fun" new feature added to them. Can't say I'm looking forward to this being released tomorrow which is a first for me in terms of EU4.

It's only affected by being behind the tech of your neighbors.
 

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- Moved Smolensk from Russia to Ruthenia

So, now forming Russia won't even give country a permanent claim on Smolensk if one doesn't own it? This ruthenian thing have really gone too far. As a Smolensk native, I feel kinda weird when my city is moved to some imaginary region. It is Russia proper, always was. The fact that it was temporarily under PLC control in 15-17 centuries doesn't change it.
 
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I didn't see anything about the split of Russian culture, has it been removed?
"Revised Russian Culture group" - I bet that's it. I hoped they decided against it like they did with the Calais crossing, but I think it's still there.
- Transfer Trade Power no longer costs a relation slot.

This makes me far too happy.
Can you be too happy about it, though?
And now we could create mercenaries in overseas provinces ?

I thought we coudlnt ...
Well, now we can. I think it has something to do with the fact that with the new system, a province literally next door from your capital can be considered "distant overseas".
Wait, what about the new Irish tags NI's?
They mentioned they added a bunch of them, just didn't mention any specifically.
Didn't they mention that admin efficiency's effect on liberty desire was changed? Did they revert the changes?
Yes, I remember it from one of the streams. Maybe they decided it was making it too easy for us, or maybe just forgot to include in the notes.
I might be wrong, but I thought that using the continue button in ironman but it makes the save non-ironman.
Well... Not according to the notes. Unfortunately.

Late game gold overflow is a common issue according to the forum, so I certainly see it has an improvement to add gold sinks, especially ones that scale with nation size.
It depends on how you play. I certainly had games where I wasn't flowing in cash by the end. Wasn't struggling either, but still.
And forts are pretty important early on, too. I'm not a fan of the "delete all forts" strategy, but
So if I read correctly, border forts and capital forts will not cost anything for the AI in 1.16, but isn't this already the case? Or can you now just disable it?
Maybe they can cheat even harder now. Somehow. I don't know. I hope they manage to eventually fix this problem.
What is the point of reforming without a close-by western core? Does it change the tech to High American? Does it let primitives build boats?
I guess you don't have to wait for the Europeans to reach you, so that you can... I don't know, start building regular buildings maybe? If you start as someone in the western part of North America, it can take a while for colonisers to get there. Guess it's just something to do in the meanwhile.
 
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"Fixed alert for Parliament Seats to be added, it will no longer be hidden after you have 10 seats."

1.15 notes said it was now intended for seats to Cap at 10 so that English Monarchy would remain playable for large empires, this made sense, but never worked correctly in game, seats would keep being auto added past 10. I was going to file a bug for this if it persists in 1.16; but given this fix in the notes, am I to assume that parliament is again *supposed* to grow past 10 even if you'd rather it didnt?
 
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- Colonists in Trade Company provinces do no longer change the religion or culture of the province.

This is a great change. No more Portugal or England clinging to life in West Africa.
 
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"Revised Russian Culture group" - I bet that's it. I hoped they decided against it like they did with the Calais crossing, but I think it's still there.
Remember: The revision is a mild nerf to early-game Russian states who haven't finished conquering the other Russians, no nerf at all to Russia, and a noticeable nerf to outsiders that conquer Russian clay.
 
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I hope Ironman saves can still continue after 1821 (disabling achievements of course).
 
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What happens when you diploannex now, or create nation? Do you get territorial cores, or real cores, even if it's not in a state? When you reconquer lands that aren't in your states? So your real core turns into a territorial core and you have to pay again to make it your core once more? I mean, lets say I have a hard fought war to get my land back, but i'm out of admin for "real coring". i'm also getting face stomped by someone else. if they take that land i haven't "real cored" yet (only I did, before I lost the land, long ago), i then lose the core I just won back in a war (i believe it was mentioned you lose territory cores now on conquest)?

I'd like some clarification on all these things. and what I'd really like is that we keep this two teir core system but once it's a real core, that's what it is, regardless of statehood.
 
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- Colonists in Trade Company provinces do no longer change the religion or culture of the province.

How is that supposed to work if you can't set a province to be part of a trade company before it is in the process of being colonised? The idea is great, but I can't seem to see this change having any actual impact
 

Musthavename

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Will there be any way to mod corruption out? A few of these changes look nice but corruption looks awful to me. I can see there's a switch to alter the AI's spending and something about a yearly increase, but is there a way I can make the effects of corruption effectively zero?
 

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Remember: The revision is a mild nerf to early-game Russian states who haven't finished conquering the other Russians, no nerf at all to Russia, and a noticeable nerf to outsiders that conquer Russian clay.

Wrong, unless they've changed the fact that rebel events can happen in "accepted but not primary" culture provinces. Last time I checked Russia could still get hit with Ruthenian nationalists and crap like jackals/vultures in those provinces.

Also, any particular reason you flat buffed admin ideas by replacing one of its weaker ideas with +3 states? Is 99.9% of games choosing it first not enough for you?
 
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May 1, 2015
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Does "Colonists in Trade Company provinces do no longer change the religion or culture of the province." mean provinces in trade company regions, or colonies specifically owned by trade companies?
 
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