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EU4 - Development Diary - 7th April 2016

Hi Everyone!

Thanks for all support and dedication to the game, and its great to see 1.16 & Mare Nostrum breaking popularity records. There were a few issues that cropped up, that we are fixing or changing for a 1.16.2 patch, which will be released as soon as its ready. I hope tomorrow,...

This is the current changelog, and we're working on a CTD, and a Multiplayer OOS.

Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.
 
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What.

That sounds awesome as an actual mechanic and not a random event. Why is that not part of the espionage overhaul?

It was. If you had 100 spy network in another nation, then you could get the event. But, there are enough regency council generators. Let's not add more.
 
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It was. If you had 100 spy network in another nation, then you could get the event. But, there are enough regency council generators. Let's not add more.

Something like that would actually get me to take the espionage group, but otherwise yeah, agreed.

Could have just made regency councils not utter horseshit though. That'd be the more sane approach.
 
This would go against the way they want you to play MRs I think (aka only taking centers of trade and very high value provinces which are spread out across a lot of areas).

How is limiting this by limiting states not a better way of doing it than having a hard cap on provinces?
 
3 states or 15 provinces in states is the exact same thing.

@Johan , 20 provinces is a very small number.

How about instead of tanking republican tradition, you link it to Estates and state maintenance?

So:
Merchant Republics:
Over 20 provinces, any province given to Nobility or the Clergy grants far more influence.

Additionally, the maintenance of states over 20 provinces goes up for every province in a state over 20.


Better just to remove corruption since there are already multiple often stacked mechanics in place that punish the player for everything corruption does, at the very least stop having unbalanced tech - also known as playing outside of Europe - cause corruption.

Having your military far outpacing and out performing your administration is a cesspool for corruption.

I agree that the penalty should be reduced, though, and should only apply to Military tech being multiple techs above admin, but not both admin and diplo.
 
How is limiting this by limiting states not a better way of doing it than having a hard cap on provinces?
Because apart from some exceptions (those two neighboring provinces in Aragon, Pegu, Bengal Delta and I believe one state in eastern China), every center of trade/estuary is in its own state. If you're supposed to go for every high trade province, limiting the number of states is way more penalizing than limiting the number of provinces.
 
No Regicide? Nooooooo!! It was so much fun of it!

And when will Burgundian Independence event being fixed? It trigger the wrong one "Netherlands Revolters call on foreign help"
 
@Johan , 20 provinces is a very small number.

How about instead of tanking republican tradition, you link it to Estates and state maintenance?

So:
Merchant Republics:
Over 20 provinces, any province given to Nobility or the Clergy grants far more influence.

Additionally, the maintenance of states over 20 provinces goes up for every province in a state over 20.

Uhm, merchant republics don't have estates so that option is obvious fail. Also, monetary penalties tend not to be real effective against MRs and that is before considering the added income potential of the trade leagues if you are playing with Mare Nostrum. An RT penalty is the obvious and most effective way to dis-incentivize behavior for a merchant republic.
 
So when are you going to fix chinese tech Zaporozhie??
 

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Uhm, merchant republics don't have estates so that option is obvious fail.

Oops, I had made so many suggestions on how to add Estates to Merchant Republics that I eventually forgot they didn't have them!


Also, monetary penalties tend not to be real effective against MRs and that is before considering the added income potential of the trade leagues if you are playing with Mare Nostrum. An RT penalty is the obvious and most effective way to dis-incentivize behavior for a merchant republic.

How is a RT penalty the obvious way?
 
How is a RT penalty the obvious way?

1) effectiveness-the threat is real (so to speak) as RT penalties and the risk of government collapse are something anyone playing a MR will be aware of as it is a game-changing occurrence if not planned.

2) From a realism standpoint it makes sense. More and more territory means bigger problems getting everyone voting in a timely fashion thus leaving more and more effective power in the apparatus and less in the people (see current USA and that is with vastly better communications systems). Ideally it would be limited more by distance/travel time but there's no method in-game to apply effects that way.
 
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1) effectiveness-the threat is real (so to speak) as RT penalties and the risk of government collapse are something anyone playing a MR will be aware of as it is a game-changing occurrence if not planned.

2) From a realism standpoint it makes sense. More and more territory means bigger problems getting everyone voting in a timely fashion thus leaving more and more effective power in the apparatus and less in the people (see current USA and that is with vastly better communications systems). Ideally it would be limited more by distance/travel time but there's no method in-game to apply effects that way.

Merchant Republics government collapse should be a disaster. You trigger it by being on low RT and having more states than limit allows. Otherwise even on 0 RT and being under the limit would not force government form change. MR wont suddenly vanish leaving Trade League nations for dead.
If however disaster would activate you get decisions to reform society into either monarchy or other form of republic with some small penalty. Disaster would be just a place holder to unlock decisions and would provide same penalties you now get as MR going over the province limit.
 
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