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Happy Tuesday all. Last week we were delighted to share the additions coming along in the 1.24 Japan Update including new ideas, provinces and tags in the island of Japan and the Philippines. Today I want to talk about the much less sexy changes coming. Performance, bugfixes and balance changes

Let's start with performance. It's a tricky thing to address in a dev diary. I can't take an alluring screenshot of the game to show it off, and we can't say that this new performance comes with -20% core creation cost and +1 leader shock. No, it's not the prettiest thing to work on or talk about, but in the 1.24 Japan update we've put some real elbow grease into improving the performance of the game, with all thanks going to @mikesc and @Groogy for their efforts

If we look at how much time the game was chewing up for its daily tick actions, we are able to get an idea of who the real performance hogs in the game are. Here we have a graph with plots showing daily ticks accumulated for months, time is in ms:

Before:

cumulated_daily_before.png


As we can see, AI actors even though they are running in parallel, are drinking up the bulk of performance, with countries_serial not that far behind it. On top of it, as we go later into the game, performance was getting worse. This is to be expected to a degree: as the game progresses there are more and larger armies for the AI to consider, however it was reaching levels we were not happy with.

Following some real dedicated work, our performance logging now looks like this:

cumulated_daily_after.png



There are still some spikes at key parts that we're looking into, but on the whole, performance has been brought up to speed. I leave it to @mikesc who says the following on tackling the matter:

Thread utilisation of AI (Daily tick):

thread_utilisation_before_marks.png



In the before image you can see a bunch of parallel AI updates that get started at the green marks and are done at the red marks. With an evenly distributed processing time need of all AIs this would be fine, however in the later game the AIs of the larger countries take much more time and break this. Empty space between the green and red marks was basically wasted time where some of the CPU cores were just idling.


What we do now is have each country measure the time it takes for its AI to process one day and distribute the AI updates across the threads in a better way for the next day, so less time gets wasted.

thread_utilisation_after.PNG

The tl:dr on the matter is that there has been a lot of performance work put into the 1.24 Japan Update, and we look forward to your feedback on how the game ends up running for you.

That's the bulk of what we have to talk about today, but we are looking to have 1.24 available to you as an early Christmas present, so let's fast forward. We were happy with the release of Cradle of Civilization, 1.23 and subsequent hotfix which tackled some of the more serious issues. Japan will, as all updates do, contain a lengthy assortment of bug fixes. Many thanks to the people who submitted reports through the bug forums to help us catch, reproduce and slaughter these issues. Japan will put to rest some rotters like the trade company merchants issues which we saw reported, as well as many others. Army Mintinance anyone?

Finally, there will be some Balance changes coming along with Japan.

For one, we were discussing the movement speed of an early modern army and comparing it to the overall speed of our units in game. Our in-game armies were moving oddly fast compared to historical estimations and as such, we have reduced the movement speed of units from 1.0 to 0.7, but not without ways of increasing it. For one, a historical strength of the Nomads was their ability to cover great stretches of land quickly and as such have tied faster unit movement speed to those governments. Additionally, Army Drill will increase an army's movement speed by up to 20% at full drill, so a well prepared army will have a much easier time moving into position compared to green units.

Other changes include Interest rates being capped at a minimum of 1.0. It is intended that nations will have to reasonably balance their debts, rather than it being treated as an infinite pool of money when modifiers were stacked heavily. To this end, we have also reduced the strength of many Interest reduction sources, as far more have been added since the launch of EU4 while the Interest and loans system have not.

Finally, a couple changes for Army Professionalism: the Supply Depot, which boosts reinforcement rate and supply limit, will last for 5 years instead of 2. The Reserves Morale Impact is now more effective due to increased daily morale damage and has switched places with the reduced General Costs.

Of course, there are many more fixes and changes along with the Japan update which we will talk about when the time comes. Until then, have a great day, which can be made greater by tuning into the Dev Clash at 1500 CET over at www.twitch.tv/paradoxinteractive
 
@frolix42, You can try the scale_ui mod in my sig below. You gain sharp fonts at your native resolution, but lose achievements.

I use 2160p and have scaled my UI by manually changing some game file or other and I can still get achievements.

EDIT:
found the file
C:\Users\*USERNAME*\Documents\Paradox Interactive\Europa Universalis IV\settings.txt

change 'gui_scale=' - it's near the top. I have mine set to 1.25.
 
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So, is there any comparison to how much the game is improved performance wise? When I played this game a while back(around when Institutions were first introduced) I got to 1720 in around 4 hours as the Mughals(This was at speed 5, btw, with pausing for the occasional micromanagement). Now, at speed 5, it takes about 9 minutes to progress a year, even with all graphic settings set to minimum and multiple graphic reducing mods installed. While my processor is not up to par(I believe 1.6ghz compared to the minimum requirements of 2.4ghz) my experience has increasingly gotten worse and worse with new updates that add new nations, mechanics, etc. to slow stuff down with. And if you're wondering why I don't just get a better processor, apparently my brand of laptop has the CPU welded to the motherboard, so yeah, hopefully these Performance changes will help me(and others with really slow games) out.
 
"we have reduced the movement speed of units from 1.0 to 0.7" Poor Russia. It's already painfully slow to trek across Russian provinces.
That is historically accurate though. Russia was always the slow moving giant when it came to mobilization. Huge, but it took forever for them to get their military to the fronts. That is actually something that threw Germany off in WW1 because Russia mobilized faster than the Germans expected. Their plan was to force France to capitulate before Russia could move to the fronts, and by the time they did, their forces would already be there to meet them and not be forced to fight a two front war.
 
Talking about the movement speed is funny considering I've seen a woman pass on her titles and name to her daughter in a strictly Salic Law HRE.

At least make is so women can also become generals and the Doge of Venice, I mean, you're already making up history.
 
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Cheers for the DD DDRJake :D. I have to say, some may get excited about the quick and cheap thrills of new national ideas or more unit models (which, to be fair, I'm a fan of as well), but I think that the judgement that performance and bugfixes aren't sexy is a purely subjective one, and some like their relationships with their games to be deep and meaningful and get very excited indeed over performance improvements and bug fixes :D.

And I think I'll leave that metaphor there, rather than risk take it any further!

That performance chart looks excellent, as do the proposed changes (slowing army speed down does sound sensible, and making it more of a gameplay element even moreso :)). Due to the 17th of November being an insanely crowded one on my gaming calendar (mainly but not entirely Paradox's fault :p) I've only just had a chance to start playing Cradle of Civilization and having a blast as the Black Sheep, although the Ottos seem to be taking off, so I'm not sure how long I'll last!
 
"we have reduced the movement speed of units from 1.0 to 0.7" Poor Russia. It's already painfully slow to trek across Russian provinces.
Try doing that in Victoria II sometime, then complain. :D You can easily loose an european war just because 3/4 of your armies were still in the Far East 1 year after fighting off Japan. :D
 
This all sounds good but i hope 1.25 is a naval overhaul patch, its about time navies were made actually important. Even if literally all you do is copy paste my rule the waves mod and tweak it abit.
Maybe buff the weak idea groups too,Expansion, espionage, maritime and naval
Interesting looking mod you have there.
Does the AI respond in any way to it, or is it aimed mostly at MP?
 
Interesting looking mod you have there.
Does the AI respond in any way to it, or is it aimed mostly at MP?

The ai doesnt take advantage of the mod but its privateers are actually a problem now.
I actually have to bother pressing the hunt pirates button now instead of just laughing at them and ignoring them and even then they still hurt your economy just enough to make you want to declare war and kill their navy.
AI is something i want to find out how to mod to care about navies more.

At least the movement speed nerf will buff navies slightly if they keep ship speed the same.
also since theyre finally nerfing the op loans maybe they should do something to make taking loans off other countries a better option than taking magic money that doesnt exist anywhere loans, it would add more depth to diplomacy.
 
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I wonder whether Protestant league war performance was improved. Right now, every time this thing starts, my game performance drops by like 75%, i assume from all those countries that suddenly end up in one giant war.
 
@mikesc @Groogy

Don't know which of you can answer, but what happens around year 300 that makes things that much worse than in previous versions suddenly ?
My guess is the introduction of the Imperialism cbs
 
It could be AI: Suddenly learned to use absolutism and proccing all the ways to increase it.

Using imperialism on all the shitty minors in the world, taking them out quickly then falling back to doing nothing.
 
performance improvement? i'm in. after all what is a game if it feels sluggish?
dunno about those spikes but they seem shorter than before so it's good
 
I fail to see what your point is

They've already taken time to make the game historically inaccurate. It's not a bug, oversight, or balancing issue, they decided it they wanted to include things that didn't/would't happen. So talking about troop movement is like an F physics student talking about time dilation. Having a female heir in history was disastrous, and a really big deal. The Iberian Union, Burgundian inheritance, Brandenburg-Prussia, etc. A daughter was the sole heir and created a union, yet those things have to be scripted in this game, they don't, "just happen". If you're rich and only have a daughter as an heir, everybody would be knocking down your castle door to marry heir, yet this game treats that daughter as a son who just refuses to lead an army.