Hello, and welcome to the last dev diary before we release Origins and the 1.32 update! We’re very excited about the upcoming release, and we hope that it meets your expectations, both the Immersion Pack and the free update.
Today different members of our team will be showing you a lot of different stuff. First, the new achievements. Then, the complete list of new monuments (although someone has already posted it here in the forums, for what I’ve seen). Finally, we’ll talk about how we handle tests and analysis of the game, how that has helped us with the 1.32 update, and specifically about the Tribal Development rework. Let’s go!
-----------------------------------------------------------------------------------------------------------------------
Hello everybody!
My name is Raúl Trullenque (@RaulTrullenque in the forums), I am a new Content Designer working here at Tinto. Before joining this team I was not a regular forum denizen, just part of the silent majority of Paradox GSG players. Nonetheless I’ll do my best to be on par with my colleagues @Aldaron , @Ogele and @Pavía , and answer your questions as best as I can. Wish me luck.![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
First and most important, as many of you already know, sadly this past September Ivo passed away after a hard fought battle against leukemia. To the community he was known as Atwix, he was a streamer, a forum legend and one of the most experienced and knowledgeable EU4 players. His passing has been deeply felt both in the community and in the studio. From Tinto we want to send our condolences to his family and we would like to make sure that his name will be forever intertwined with EU4.
Atwix Legacy
Have 10 personal unions at the same time.
The description is short and to the point, as there is nothing that I could say that would improve on what the PU master explained already, so I would just link his famous guide here and encourage you to read it, as his wise words would help you a lot to get this achievement.
Now on a lighter note, I would like to showcase some of the new achievements that will be available with Origins, then we'll follow with the entire list:
Imposter Syndrome
As Sus, have three countries hostile to you (less than 0 opinion of you) after they discovered your spy.
- “I promise, it wasn’t me, I am sure that 100k rebellion raised itself.” Oh!, you found a Sus diplomat giving away weapons on the streets?. Mmm, no, it doesn’t ring any bells. I am sure it was Morocco's fault. We should vote on it!”
Ultimate Military
As Songhai, have Prussia and Nepal as Marches!
If you have been following the dev diaries you should know by now that Origins Songhai is very different from vanilla Songhai, it is now an even stronger Stronghai. To challenge this new strength we have created this new achievement that puts the player on the path to create the mightiest military in history.
Where are the penguins?
As a Malagasy country, unite all of Madagascar and hold all the most southern provinces of the world.
This achievement encourages a different way of playing the game, not focusing on development or big wars, but on a quest, a difficult quest to find a quartet of very elusive birds that are anywhere but in Madagascar. No penguins were harmed in the making of this achievement.
Golden Wind
As Air, make at least 50 ducats profit per month and have 50% of your income made through gold provinces.
And to close this DD down we present to you a very plain and boring achievement without any possible second readings, with an icon that it’s only a random whirl of air and a name that is just a pun on Air and gold. It is totally not a reference to anything.![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
The entire list of new achievements:
Mansa Musa - As Mali, give at least 10k Ducats away to another great power without having a single loan or being bankrupt.
Fugger Banking - As Augsburg, subsidize 3 Great Powers at least 20% of their income while having less than 20 provinces
This is fine - Have at least +10 Global Unrest and be in a winning coalition war, which was targeted against you.
KHAAAAAAN - Restore the Mongol Empire before the Age of Absolutism.
Knights of the Caribbean - As the Knights, own all of the Caribbean and every island in the Mediterranean Sea. (Colonies are NOT allowed)
Australia - Hungary - Starting as an Australian tribe unite Australia and subjugate Hungary
Shemot is Not - As a Jewish nation, convert all of Egypt to Jewish while having the Jewish Community Aspect active.
One Nation to rule them all - As Saruhan, have at least 9 loyal vassals with at least 100 development each.
Swahili Persuasion - As Kilwa, convert all of the Moluccas and Indonesia.
I don't like sand - Have the most development of all countries while owning no province with terrain other than desert or coastal desert.
Surfing USA - Form the USA as Hawaii.
-----------------------------------------------------------------------------------------------------------------------
Now, I ( @Pavía ) will be presenting the new monument list.
Take into account a couple things: yes, we’ve already noticed some bugs that people have pointed out, and that didn’t get into 1.32 release version for stability reasons, but that will be already fixed in the first hotfix we deliver; the other is that yes, some monuments will be stronger, other weaker, and we will be taking charge of that as you play with them and report your impressions, as we did in 1.31 patches (and we’ve even done some more extra monuments fixes for 1.32, as you could already see in the changelog). Please notice that we've come through 3 different iterations of the new monuments during its development, and that 3 separate teams (dev team, QA, and betatesters) have been testing the monuments in the past weeks; however, we couldn't post this list until having the number tweaked for the release version of 1.32, and then you, players, aren't posting your feedback, we lack a lot of information about their balance.
So, I really hope that you enjoy most of the new monuments, and I’ll be reading with attention your suggestions in the monuments thread to keep fixing and balancing them in the next few weeks.
-----------------------------------------------------------------------------------------------------------------------
Finally, hello, my name is Kuba, here known as @Rossarness , and I’m the Release Engineer here at Tinto. Today I’d like to tell you how we are testing and analyzing the game, and I’ll also talk a bit about the upcoming changes to the American Native Tribes.
I did write testing however I meant the automated nightly runs that I’m in charge of. Every night we run automated runs using the latest code of our game. That gives us an opportunity to analyze how our changes affect the game. This is especially useful when we are doing some balancing changes (e.g. latest changes to the Protestants and Orthodox).
Usually in the morning I check all the nightlies for potential issues, if there are no crashes I can proceed to analyzing the game state.
With each run we get a diplomatic mode map attached to the report so I can decide which runs might require in-depth analysis.
Here’s an example of interesting run:
As you can see the standard Ottoblob was destroyed by the Mamluks, so it’s quite an unusual outcome. If such a situation would be common, this would mean for us that we nerfed some mechanic too much or made it OP.
That’s how I noticed the problems with the Protestants and Orthodox countries. After implementing changes to the Catholics I saw that across almost all runs, Europe is united as Catholics. Basically after loading the game each run looked similar to this one:
Usually only the Ottomans were strong enough to resist the Catholic crusade. So together with our Content Designers we analyzed key countries which could oppose them (like in the screenshot above Russia ceased to exist - which was very common at this point). Then we buffed the Protestant religions and observed how it affected the game.
I also kept Russia under observation which helped us to find that AI had problems with getting and maintaining high Patriarch Authority and couldn’t be a real counterbalance to the Ottomans. Of course our automation also saves the game at regular intervals, so we can analyze various variables that led to the end result, or to check our changes mid-game. Like, one of the religions might become almost one-faith in the end, as long as in the mid-game it looks balanced when in conflict with others, and that it doesn’t happen in every run. A screenshot below with AI getting high PA as Russia now, after doing some AI fixes.
After changes done to the guarantee system, we can also now observe interesting alt-history outcomes, like an independent Revolutionary Catalonia allied to France:
And Switzerland with access to the sea as a bonus.![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Last aspect of our automation which is very important are the performance metrics, with each run we gather statistics on how long it takes to make a daily or monthly tick on average. Results are calculated from the finished game, this allows us to check possible performance improvements or detect degradation just a day after we merge in changes that might cause it. So worry not, I'm now guarding the performance of the game and we are looking forward to improving it. For 1.32 the performance is better than in 1.31, and although we’re not at 1.30.6, as Johan already announced, our objective is to keep working to reach at least that point.
Below some good (and interesting) overnight results:
Strong Spain which started to eat France (and of course Ottoblob).
Strong France which caused most of the colonies to go independent. Also some people were worried that African countries would be eaten by the European Powers. As you can see mostly they survive, sometimes even thrive, so don’t worry.
Strong Russia with nice France and Spain, also in Africa you can see Great Zimbabwe formed. Also Ottomans are not that powerful, with Persia being formed.![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
So the last thing I want to talk about are the Tribal balance changes. I know there were many issues with them, so I made it my personal mission to improve them. So again I used the nightlies to analyze the tribal countries, and found that they created megacities in the Amazon forest (250+ development) on every run. Then I found that as the Tribal Development cost increase is linear, that allowed them to freely accumulate the development over the course of the game. So now the development growth will decrease exponentially, making it almost impossible to reach such high values. The amount of Tribal Development gained is divided by the current development if it’s above 1. That means if you reach 10, the further growth will be reduced by the factor of ten. It’s not perfect but still better than the current system and I look forward to improving it further - I had to prepare so many other things related to the release, TBH.
Here is the list of provinces sorted by development. You can see that end game results are back to sane levels and there are no provinces from the Americas in the top list, the highest was 37 owned by the USA.
-----------------------------------------------------------------------------------------------------------------------
So, that’s all for today! We really expect that you might have liked the content we’ve just shown to you. We will be talking more about the new content and the 1.32 changelog tomorrow, in the Paradox Twitch Stream, at 17h (CET), with @BjornB and @Mordred Viking . And as the release is in a couple days, we really hope you enjoy both the Origins Immersion Pack and the Songhai Update, and give us feedback about it as soon as you start playing. See you!
Today different members of our team will be showing you a lot of different stuff. First, the new achievements. Then, the complete list of new monuments (although someone has already posted it here in the forums, for what I’ve seen). Finally, we’ll talk about how we handle tests and analysis of the game, how that has helped us with the 1.32 update, and specifically about the Tribal Development rework. Let’s go!
-----------------------------------------------------------------------------------------------------------------------
Hello everybody!
My name is Raúl Trullenque (@RaulTrullenque in the forums), I am a new Content Designer working here at Tinto. Before joining this team I was not a regular forum denizen, just part of the silent majority of Paradox GSG players. Nonetheless I’ll do my best to be on par with my colleagues @Aldaron , @Ogele and @Pavía , and answer your questions as best as I can. Wish me luck.
First and most important, as many of you already know, sadly this past September Ivo passed away after a hard fought battle against leukemia. To the community he was known as Atwix, he was a streamer, a forum legend and one of the most experienced and knowledgeable EU4 players. His passing has been deeply felt both in the community and in the studio. From Tinto we want to send our condolences to his family and we would like to make sure that his name will be forever intertwined with EU4.
![Atwix Legacy.jpg Atwix Legacy.jpg](https://forumcontent.paradoxplaza.com/public/759381/Atwix Legacy.jpg)
Atwix Legacy
Have 10 personal unions at the same time.
The description is short and to the point, as there is nothing that I could say that would improve on what the PU master explained already, so I would just link his famous guide here and encourage you to read it, as his wise words would help you a lot to get this achievement.
Now on a lighter note, I would like to showcase some of the new achievements that will be available with Origins, then we'll follow with the entire list:
![Imposter Syndrome.jpg Imposter Syndrome.jpg](https://forumcontent.paradoxplaza.com/public/759382/Imposter Syndrome.jpg)
Imposter Syndrome
As Sus, have three countries hostile to you (less than 0 opinion of you) after they discovered your spy.
- “I promise, it wasn’t me, I am sure that 100k rebellion raised itself.” Oh!, you found a Sus diplomat giving away weapons on the streets?. Mmm, no, it doesn’t ring any bells. I am sure it was Morocco's fault. We should vote on it!”
![Ultimate Military.jpg Ultimate Military.jpg](https://forumcontent.paradoxplaza.com/public/759383/Ultimate Military.jpg)
Ultimate Military
As Songhai, have Prussia and Nepal as Marches!
If you have been following the dev diaries you should know by now that Origins Songhai is very different from vanilla Songhai, it is now an even stronger Stronghai. To challenge this new strength we have created this new achievement that puts the player on the path to create the mightiest military in history.
![Where are the penguins.jpg Where are the penguins.jpg](https://forumcontent.paradoxplaza.com/public/759384/Where are the penguins.jpg)
Where are the penguins?
As a Malagasy country, unite all of Madagascar and hold all the most southern provinces of the world.
This achievement encourages a different way of playing the game, not focusing on development or big wars, but on a quest, a difficult quest to find a quartet of very elusive birds that are anywhere but in Madagascar. No penguins were harmed in the making of this achievement.
![Golden Wind.jpg Golden Wind.jpg](https://forumcontent.paradoxplaza.com/public/759385/Golden Wind.jpg)
Golden Wind
As Air, make at least 50 ducats profit per month and have 50% of your income made through gold provinces.
And to close this DD down we present to you a very plain and boring achievement without any possible second readings, with an icon that it’s only a random whirl of air and a name that is just a pun on Air and gold. It is totally not a reference to anything.
The entire list of new achievements:
![Mansa Musa.jpg Mansa Musa.jpg](https://forumcontent.paradoxplaza.com/public/759386/Mansa Musa.jpg)
Mansa Musa - As Mali, give at least 10k Ducats away to another great power without having a single loan or being bankrupt.
![Fugger Banking.jpg Fugger Banking.jpg](https://forumcontent.paradoxplaza.com/public/759387/Fugger Banking.jpg)
Fugger Banking - As Augsburg, subsidize 3 Great Powers at least 20% of their income while having less than 20 provinces
![This is fine.jpg This is fine.jpg](https://forumcontent.paradoxplaza.com/public/759388/This is fine.jpg)
This is fine - Have at least +10 Global Unrest and be in a winning coalition war, which was targeted against you.
![KHAAAAAAN.jpg KHAAAAAAN.jpg](https://forumcontent.paradoxplaza.com/public/759389/KHAAAAAAN.jpg)
KHAAAAAAN - Restore the Mongol Empire before the Age of Absolutism.
![Knights of the Caribbean.jpg Knights of the Caribbean.jpg](https://forumcontent.paradoxplaza.com/public/759390/Knights of the Caribbean.jpg)
Knights of the Caribbean - As the Knights, own all of the Caribbean and every island in the Mediterranean Sea. (Colonies are NOT allowed)
![Australia-Hungary.jpg Australia-Hungary.jpg](https://forumcontent.paradoxplaza.com/public/759391/Australia-Hungary.jpg)
Australia - Hungary - Starting as an Australian tribe unite Australia and subjugate Hungary
![Shemot is Not.jpg Shemot is Not.jpg](https://forumcontent.paradoxplaza.com/public/759392/Shemot is Not.jpg)
Shemot is Not - As a Jewish nation, convert all of Egypt to Jewish while having the Jewish Community Aspect active.
![One Nation to rule them all.jpg One Nation to rule them all.jpg](https://forumcontent.paradoxplaza.com/public/759393/One Nation to rule them all.jpg)
One Nation to rule them all - As Saruhan, have at least 9 loyal vassals with at least 100 development each.
![Swahili Persuasion.jpg Swahili Persuasion.jpg](https://forumcontent.paradoxplaza.com/public/759394/Swahili Persuasion.jpg)
Swahili Persuasion - As Kilwa, convert all of the Moluccas and Indonesia.
![I don't like sand.jpg I don't like sand.jpg](https://forumcontent.paradoxplaza.com/public/759395/I don't like sand.jpg)
I don't like sand - Have the most development of all countries while owning no province with terrain other than desert or coastal desert.
![Surfing USA.jpg Surfing USA.jpg](https://forumcontent.paradoxplaza.com/public/759396/Surfing USA.jpg)
Surfing USA - Form the USA as Hawaii.
-----------------------------------------------------------------------------------------------------------------------
Now, I ( @Pavía ) will be presenting the new monument list.
Take into account a couple things: yes, we’ve already noticed some bugs that people have pointed out, and that didn’t get into 1.32 release version for stability reasons, but that will be already fixed in the first hotfix we deliver; the other is that yes, some monuments will be stronger, other weaker, and we will be taking charge of that as you play with them and report your impressions, as we did in 1.31 patches (and we’ve even done some more extra monuments fixes for 1.32, as you could already see in the changelog). Please notice that we've come through 3 different iterations of the new monuments during its development, and that 3 separate teams (dev team, QA, and betatesters) have been testing the monuments in the past weeks; however, we couldn't post this list until having the number tweaked for the release version of 1.32, and then you, players, aren't posting your feedback, we lack a lot of information about their balance.
So, I really hope that you enjoy most of the new monuments, and I’ll be reading with attention your suggestions in the monuments thread to keep fixing and balancing them in the next few weeks.
Image | Province | Province | Requirements | Tier 1 | Tier 2 | Tier 3 | |
![]() | Baiturrahman Grand Mosque | Kutaraja (617) | 0 | Religion is in Muslim group Has the same religion as its owner | Province modifiers: -1 Unrest Global modifiers: +0.5% Missionary strength +5% Clergy loyalty equilibrium | Area modifiers: -1 Unrest Global modifiers: +1% Missionary strength +1 Tolerance of the true faith +10% Clergy loyalty equilibrium | Area modifiers: -2 Unrest Global modifiers: +2% Missionary strength +2 Tolerance of the true faith +15% Clergy loyalty equilibrium |
![]() | Bam Citadel | Bam (2220) | 2 | Province modifiers: +15% Local defensiveness Global modifiers: +10% Caravan power | Area modifiers: +15% Local defensiveness Global modifiers: +20% Caravan power +1 Merchant | Area modifiers: +35% Local defensiveness Global modifiers: +40% Caravan power +1 Merchant | |
![]() | Bara Katra | Dhaka (564) | 0 | Global modifiers: +5% Trade Steering +10% Ship Trade Power | Global modifiers: +10% Trade Steering +10% Ship Trade Power +5% Burgher loyalty equilibrium | Global modifiers: +1 Merchant +20% Trade Steering +30% Ship Trade Power +10% Burgher loyalty equilibrium | |
![]() | Bran Castle | Királyföld (4128) | 1 | Culture is in Carpathian group At least one of: Has the same culture as its owner Has an accepted culture of its owner | Province modifiers: +15% Local Defensiveness Global modifiers: +10% National Garrison Growth -15% Fort maintenance on border with rival | Area modifiers: +15% Local Defensiveness Global modifiers: +20% National Garrison Growth -20% Fort maintenance on border with rival | Area modifiers: +25% Local Defensiveness Global modifiers: +30% National Garrison Growth -30% Fort maintenance on border with rival |
![]() | Brandenburg Gate | Berlin (50) | 0 | Global modifiers: +0.01 Militarization of State +50% Prestige from land battles | Global modifiers: +0.02 Militarization of State +100% Prestige from land battles +25% Army Tradition from battles | Global modifiers: +0.04 Militarization of State +150% Prestige from land battles +50% Army Tradition from battles | |
![]() | Bibliotheca Corviniana | Pest (153) | 0 | Global modifiers: +10% Institution spread | Global modifiers: +20% Institution spread −5% Institution embracement cost | Global modifiers: +30% Institution spread −10% Institution embracement cost −5% Idea cost | |
![]() | Cahokia (917) | Cahokia (917) | 2 | Religion is Totemist Has the same religion as its owner | Province modifiers: −0.25 Monthly devastation Global modifiers: +0.01 Tribal development growth | Province modifiers: −0.5 Monthly devastation Global modifiers: +0.02 Tribal development +10% Global manpower | Area modifiers: −1 Monthly devastation Global modifiers: +0.03 Tribal development +20% Global manpower |
![]() | Cartagena de Indias Fort System | Cartagena (828) | 0 | Province modifiers: +15% Local Defensiveness Global modifiers: +50% Blockade Force Required | Province modifiers: +0.5 Local Hostile Attrition Area modifiers: +15% Local Defensiveness Global modifiers: +100% Blockade Force Required +5 Hostile Fleet Atrittion | Province modifiers: +1 Local Hostile Attrition Area modifiers: +25% Local Defensiveness Global modifiers: +100% Blockade Force Required +10 Hostile Fleet Atrittion | |
![]() | Chan Chan Citadel | Chanchan (812) | 2 | Province modifiers: +15% Local Defensiveness Global modifiers: +1 Diplomatic Relation | Province modifiers: −10% Local development cost Area modifiers: +15% Local Defensiveness Global modifiers: +1 Diplomatic Relation | Area modifiers: +25% Local Defensiveness −10% Local development cost Global modifiers: +2 Diplomatic Relation | |
![]() | Doge’s Palace | Venice (112) | 2 | Global modifiers: +10% Government reform progress +0.1 Yearly republican tradition | Global modifiers: +20% Government reform progress +0.25 Yearly republican tradition +0.5 Yearly Prestige | Global modifiers: +30% Government reform progress +0.5 Yearly republican tradition +1 Yearly Prestige | |
![]() | Duomo di Milano | Milan (104) | 1 | Religion is in Christian group Has the same religion as its owner | Global modifiers: +0.5 Yearly papal influence +0.25 Monthly fervor +5% Church power +15% Resistance to Reformation | Global modifiers: +1 Yearly papal influence +0.5 Monthly fervor +10% Church power +30% Resistance to Reformation | Global modifiers: +2 Yearly papal influence +1 Monthly fervor +15% Church power +50% Resistance to Reformation |
![]() | Dutch Polders | Amsterdam (97) | 1 | Culture is Dutch At least one of: Has the same culture as its owner Has an accepted culture of its owner | Area modifiers: +10% Local Defensiveness -0.25 Local Monthly Devastation Global modifiers: +5% Goods Produced | Area modifiers: +15% Local Defensiveness -0.5 Local Monthly Devastation Global modifiers: +5% Goods Produced +5% Burgher loyalty equilibrium | Area modifiers: +25% Local Defensiveness -1 Local Monthly Devastation Global modifiers: +10% Goods Produced +10% Burgher loyalty equilibrium |
![]() | Ellora Caves | Daulatabad (545) | 1 | At least one of: All of: Religion is Theravada Has the same religion as its owner All of: Religion is Vajrayana Has the same religion as its owner All of: Religion is Mahayana Has the same religion as its owner All of: Religion is in Dharmic group Has the same religion as its owner All of: Religion is Fetishist Owner has unlocked Buddadharma cult Has the same religion as its owner | Global modifiers: +0.25 Tolerance of the true faith +0.25 Tolerance of heretics +0.25 Tolerance of Heathens +5% Brahmins loyalty equilibrium | Global modifiers: +0.5 Tolerance of the true faith +0.5 Tolerance of heretics +0.5 Tolerance of Heathens +10% Brahmins loyalty equilibrium | Global modifiers: +1 Tolerance of the true faith +1 Tolerance of heretics +1 Tolerance of Heathens +15% Brahmins loyalty equilibrium |
![]() | Erdene Zuu | Qaraqorum (2190) | 0 | At least one of: All of: Religion is in Pagan group Has the same religion as its owner All of: Religion is Theravada Has the same religion as its owner All of: Religion is Vajrayana Has the same religion as its owner All of: Religion is Mahayana Has the same religion as its owner All of: Religion is Fetishist Owner has unlocked Buddadharma cult Has the same religion as its owner | Global modifiers: +10% Religious unity +5% Clergy loyalty equilibrium | Global modifiers: +0.5 Yearly horde unity +20% Religious unity +5% Clergy loyalty equilibrium | Global modifiers: +1 Yearly horde unity +30% Religious unity +10% Clergy loyalty equilibrium |
![]() | Etchmiadzin Cathedral | Yeravan (419) | 1 | Religion is Coptic Has the same religion as its owner | Province modifiers: Area modifiers: -0.05 Local Monthly Devastation Global modifiers: +0.5 Tolerance of the true faith +0.5% Missionary strength +0.1 Prestige per development from conversion | Province modifiers: Area modifiers: -0.1 Local Monthly Devastation Global modifiers: +1 Tolerance of the true faith +1% Missionary strength +0.2 Prestige per development from conversion | Province modifiers: Area modifiers: -0.25 Local Monthly Devastation Global modifiers: +2 Tolerance of the true faith +2% Missionary strength +0.3 Prestige per development from conversion |
![]() | Fuerte del Morro | Havana (484) | 0 | Province modifiers: +15% Local Defensiveness Global modifiers: +10% Naval forcelimit modifier +0.1 Overlord naval forcelimit | Area modifiers: +15% Local Defensiveness Global modifiers: +50% Blockade Force Required +20% Naval forcelimit modifier +0.2 Overlord naval forcelimit | Area modifiers: +25% Local Defensiveness Global modifiers: +100% Blockade Force Required +30% Naval forcelimit modifier +0.3 Overlord naval forcelimit | |
![]() | Gomateshwara Statue | Seringapatam (4421) | 1 | Movable Religion is in Dharmic group Has the same religion as its owner | Province modifiers: -1 Unrest Global modifiers: +0.25 Tolerance of the true faith +0.25 Tolerance of heretics +0.25 Tolerance of Heathens | Area modifiers: -1 Unrest Global modifiers: +0.5 Tolerance of the true faith +0.5 Tolerance of heretics +0.5 Tolerance of Heathens +1 Diplomatic reputation | Area modifiers: -2 Unrest Global modifiers: +1 Tolerance of the true faith +1 Tolerance of heretics +1 Tolerance of Heathens +2 Diplomatic reputation |
![]() | Great Living Chola Temples | Tanjore (2026) | 2 | Religion is in Dharmic group Has the same religion as its owner | Global modifiers: +0.5% Missionary strength +5% Brahmins loyalty equilibrium | Global modifiers: +1% Missionary strength −5% Culture conversion cost +5% Brahmins loyalty equilibrium | Global modifiers: +2% Missionary strength −10% Culture conversion cost +10% Brahmins loyalty equilibrium |
![]() | Gyeongbok Palace | Hanseong (735) | 2 | Culture is Korean At least one of: Has the same culture as its owner Has an accepted culture of its owner | Global modifiers: +0.25 Yearly legitimacy equivalent −0.01 Monthly autonomy change | Global modifiers: +0.5 Yearly legitimacy equivalent -5% Technology Cost −0.025 Monthly autonomy change | Global modifiers: +1 Yearly legitimacy equivalent -10% Technology Cost −0.05 Monthly autonomy change |
![]() | Hampi | Vijayanagar (541) | 1 | At least one of: All of: Religion is Theravada Has the same religion as its owner All of: Religion is Vajrayana Has the same religion as its owner All of: Religion is Mahayana Has the same religion as its owner All of: Religion is in Dharmic group Has the same religion as its owner All of: Religion is Fetishist Owner has unlocked Buddadharma cult Has the same religion as its owner | Area modifiers: -0.25 Local Monthly Devastation Global modifiers: +0.25 Yearly Prestige +10% Religious Unity | Area modifiers: -0.5 Local Monthly Devastation Global modifiers: +0.5 Yearly prestige +25% Religious unity +5% All Estates Loyalty Equilibrium | Area modifiers: -1 Local Monthly Devastation Global modifiers: +0.5 Yearly prestige +50% Religious unity +10% All Estates Loyalty Equilibrium |
![]() | City of Prague | Prague (266) | 2 | Global modifiers: +0.05 Monthly Imperial Authority +0.25 Tolerance of the true faith +0.25 Tolerance of heretics | Global modifiers: +0.1 Monthly Imperial Authority +0.25 Tolerance of the true faith +0.25 Tolerance of heretics +0.5 Yearly papal influence +0.25 Monthly fervor +5% Church power | Global modifiers: +0.15 Monthly Imperial Authority +0.5 Tolerance of the true faith +0.5 Tolerance of heretics +1 Yearly papal influence +0.5 Monthly fervor +10% Church power | |
![]() | Holy City of Kairouan | Kairwan (4566) | 2 | Religion is in Muslim group Has the same religion as its owner | Global modifiers: -0.1% Monthly piety +20% Institution spread from true faith | Global modifiers: -0.2% Monthly piety +0.5 Tolerance of the true faith +33% Institution spread from true faith | Global modifiers: -0.3% Monthly piety +1 Tolerance of the true faith +50% Institution spread from true faith |
![]() | Imam Hussein and Al-Abbas Holy Shrines | Karbala (409) | 1 | Religion is Shiite Has the same religion as its owner | Global modifiers: -0.1% Monthly piety +1% Missionary Strentgh agains Heretics | Global modifiers: -0.2% Monthly piety +2% Missionary Strentgh agains Heretics +5% Clergy loyalty equilibrium | Global modifiers: -0.3% Monthly piety +3% Missionary Strentgh agains Heretics +10% Clergy loyalty equilibrium |
![]() | Kashi Vishwanath Temple | Varanasi (2095) | 1 | Religion is in Dharmic group Has the same religion as its owner | Global modifiers: -5% Core creation cost reduction | Global modifiers: -10% Core creation cost reduction -5% Agressive expansion reduction +5% Brahmins loyalty equilibrium | Global modifiers: -15% Core creation cost reduction -10% Agressive expansion reduction +15% Brahmins loyalty equilibrium |
![]() | Khajuraho | Mahoba (4466) | 2 | Religion is in Dharmic group Has the same religion as its owner | Province modifiers: −10% Local development cost Area modifiers: Global modifiers: +0.25 Tolerance of the true faith +0.25 Tolerance of heretics | Province modifiers: Area modifiers: −10% Local development cost Global modifiers: +0.5 Tolerance of the true faith +0.5 Tolerance of heretics +33% Heir chance | Province modifiers: Area modifiers: −10% Local development cost Global modifiers: +1 Tolerance of the true faith +1 Tolerance of heretics +50% Heir chance |
![]() | Kilwa City | Kilwa (1196) | 2 | Religion is in Muslim group Has the same religion as its owner | Global modifiers: +0.25 Yearly Prestige +10% Global Ship Trade Power | Global modifiers: +0.5 Yearly Prestige +20% Global Ship Trade Power +2 Placed merchant power | Global modifiers: +1 Yearly Prestige +30% Global Ship Trade Power +4 Placed merchant power |
![]() | Krakow Cloth Hall | Krakow (262) | 1 | Province modifiers: +10% Goods Produced Global modifiers: +1 Merchant | Area modifiers: +10% Goods Produced Global modifiers: +1 Merchant +5% Global trade power | Area modifiers: +20% Goods Produced Global modifiers: +2 Merchants +10% Global trade power | |
![]() | Maidan-e Naqsh-e Jahan | Isfahan (429) | 0 | Religion is in Muslim group Has the same religion as its owner | Global modifiers: +0.25 Yearly Legitimacy equivalent +0.5 Monthly splendor +0.1 Prestige per development from conversion | Global modifiers: +0.5 Yearly Legitimacy equivalent +1 Monthly splendor +0.2 Prestige per development from conversion | Global modifiers: +1 Yearly Legitimacy equivalent +1.5 Monthly splendor +0.3 Prestige per development from conversion |
![]() | Malbork Castle | Marienburg (1841) | 2 | Province modifiers: +50% Local defensiveness +10% Local garrison size Area modifiers: -0.025 Local Autonomy Global modifiers: +0.25 Yearly Legitimacy -5% Mercenary Cost | Province modifiers: +100% Local defensiveness +15% Local garrison size Area modifiers: -0.05 Local Autonomy Global modifiers: +0.5 Yearly Legitimacy -5% Mercenary Cost | Province modifiers: +100% Local defensiveness +25% Local garrison size Area modifiers: -0.1 Local Autonomy Global modifiers: +1 Yearly Legitimacy -10% Mercenary Cost | |
![]() | Malta Forts | Malta (126) | 1 | Province modifiers: +15% Local Defensiveness Global modifiers: +50% Hostile disembark time -5% War score costs vs other religion | Province modifiers: +0.5 Local Hostile Attrition +25% Local Defensiveness Global modifiers: +100% Hostile disembark time -10% War score costs vs other religion | Province modifiers: +1 Local Hostile Attrition +50% Local Defensiveness Global modifiers: +200% Hostile disembark time -15% War score costs vs other religion | |
![]() | Mehrangarh Fort | Marwar (514) | 0 | Province modifiers: +15% Local Defensiveness +15% Local manpower modifier Area modifiers: Global modifiers: +0.25 Yearly Prestige | Area modifiers: +15% Local Defensiveness +15% Local manpower modifier Global modifiers: +0.5 Yearly Prestige −10% Advisor cost | Area modifiers: +25% Local Defensiveness +25% Local manpower modifier Global modifiers: +1 Yearly Prestige −20% Advisor cost +10% Special unit forcelimit | |
![]() | Nan Madoll | Micronesia (1995) | 1 | Global modifiers: +10 Global colonial growth | Global modifiers: +15 Global colonial growth +0.5 Yearly navy tradition | Global modifiers: +25 Global colonial growth +1 Yearly navy tradition +5% Settler chance | |
![]() | Porcelain Tower of Nanjing | Nanjing (1821) | 2 | Culture group is East Asian At least one of: Has the same culture as its owner Has an accepted culture of its owner | Province modifiers: -1 Unrest Global modifiers: +0.1 Yearly Meritocracy +10% Global institution spread | Area modifiers: -1 Unrest Global modifiers: +0.25 Yearly Meritocracy +20% Global institution spread −5% Institution embracement cost | Area modifiers: -2 Unrest Global modifiers: +0.5 Yearly Meritocracy +30% Global institution spread −10% Institution embracement cost |
![]() | Qhapaq Ñan | Quito (820) | 1 | Culture group is Andean At least one of: Has the same culture as its owner Has an accepted culture of its owner | Global modifiers: +0.1 Yearly Inti Authority +10% Reinforcement speed +5% Trade efficiency | Global modifiers: +0.2 Yearly Inti Authority +20% Reinforcement speed +10% Trade efficiency | Global modifiers: +0.3 Yearly Inti Authority +33% Reinforcement speed +20% Trade efficiency |
![]() | Rila Monasteries | Kostendil (4703) | 1 | Religion is Orthodox Has the same religion as its owner | Global modifiers: -10% Stability Cost +10% Religious Unity | Global modifiers: -20% Stability Cost +10% Religious Unity +5% Clergy loyalty equilibrium | Global modifiers: -30% Stability Cost +25% Religious Unity +10% Clergy loyalty equilibrium |
![]() | Rock-Hewn Churches of Lalibela | Lasta (2769) | 2 | Religion is Coptic Has the same religion as its owner | Global modifiers: +0.5% Missionary strength +0.25 Yearly Prestige | Global modifiers: +1% Missionary strength -5% Missionary maintenance cost +0.5 Yearly Prestige | Global modifiers: +2% Missionary strength -10% Missionary maintenance cost +1 Yearly Prestige |
![]() | Royal Palace of Caserta | Napoli (121) | 0 | Global modifiers: +0.25 Yearly Prestige +5% Government reform progress | Global modifiers: +0.5 Yearly Prestige +10% Government reform progress +50 Governing capacity | Global modifiers: +1 Yearly Prestige +15% Government reform progress +100 Governing capacity | |
![]() | San Antonio Missions | Tanu (4627) | 0 | Religion is Catholic Has the same religion as its owner | Province modifiers: -1 Unrest Global modifiers: +1% Missionary strength against Heathens +10% Institution spread from true faith | Area modifiers: -1 Unrest +15 Global colonial growth Global modifiers: +2% Missionary strength against Heathens +20% Institution spread from true faith | Area modifiers: -2 Unrest +25 Global colonial growth Global modifiers: +3% Missionary strength against Heathens +30% Institution spread from true faith |
![]() | Sankore Madrasah | Timbuktu (1132) | 1 | Global modifiers: +15% Institution spread +5% Clergy loyalty equilibrium | Global modifiers: +30% Institution spread -5% Technology cost +10% Clergy loyalty equilibrium | Global modifiers: +50% Institution spread -10% Technology cost +10% Clergy loyalty equilibrium | |
![]() | Santa Maria del Fiore | Firenze (116) | 2 | Religion is in Christian group Has the same religion as its owner | Global modifiers: +0.5 Monthly splendor -0.5% Prestige decay | Global modifiers: -10% Advisor cost +1 Monthly splendor -1% Prestige decay | Global modifiers: -20% Advisor cost +2 Monthly splendor -1% Prestige decay |
![]() | Spiral Minaret of Samarra | Tikrit (2310) | 0 | Religion is in Muslim group Has the same religion as its owner | Global modifiers: +1% Missionary strength +0.25 Yearly Prestige +5% Clergy loyalty equilibrium | Global modifiers: +2% Missionary strength +0.5 Yearly Prestige +10% Clergy loyalty equilibrium | Global modifiers: +3% Missionary strength +1 Yearly Prestige +20% Clergy loyalty equilibrium |
![]() | Sultan Ahmed Mosque | Constantinople (151) | 0 | Religion is in Muslim group Has the same religion as its owner | Province modifiers: +10% Local tax modifier Global modifiers: +0.1 Prestige per development from conversion +0.25 Tolerance of the True Faith | Province modifiers: +15% Local tax modifier Global modifiers: +0.2 Prestige per development from conversion +0.5 Tolerance of the True Faith | Area modifiers: +15% Local tax modifier Global modifiers: +0.3 Prestige per development from conversion +1 Tolerance of the True Faith |
![]() | Sun Temple in Konârak | Cuttack (552) | 2 | Religion is in Dharmic group Has the same religion as its owner | Province modifiers: +5% Local production modifier Global modifiers: +10% Religious unity | Area modifiers: +5% Local production modifier Global modifiers: -0.5% Prestige decay +15% Religious unity | Area modifiers: +10% Local production modifier Global modifiers: -1% Prestige decay +25% Religious unit |
![]() | Swayambhunath | Katmandu (557) | 1 | At least one of: All of: Religion is Theravada Has the same religion as its owner All of: Religion is Vajrayana Has the same religion as its owner All of: Religion is Mahayana Has the same religion as its owner | Province modifiers: +20% Local tax modifier Global modifiers: +5% Church loyalty equilibrium +5% Brahmin loyalty equilibrium | Province modifiers: +30% Local tax modifier Global modifiers: +5% Yearly karma decay +10% Church loyalty equilibrium +10% Brahmin loyalty equilibrium | Area modifiers: +30% Local tax modifier Global modifiers: +10% Yearly karma decay +15% Church loyalty equilibrium +15% Brahmin loyalty equilibrium |
![]() | The White House | Piscataway (953) | 0 | Culture is American At least one of: Has the same culture as its owner Has an accepted culture of its owner | Global modifiers: +5% Reform progress growth -5% State governing cost -5% Reelection cost | Global modifiers: +10% Reform progress growth -15% State governing cost -10% Reelection cost | Global modifiers: +20% Reform progress growth -25% State governing cost -10% Reelection cost |
![]() | Tikal | Petén (842) | 0 | Culture is in Mayan group At least one of: Has the same culture as its owner Has an accepted culture of its owner | Province modifiers: −10% Local development cost Area modifiers: -1 Unrest Global modifiers: -10% Stability cost modifier | Province modifiers: −20% Local development cost Area modifiers: -2 Unrest Global modifiers: -20% Stability cost modifier | Area modifiers: −30% Local development cost Global modifiers: -30% Stability cost modifier -2 Unrest |
![]() | Tiwanaku | Tihuanaco (2831) | 0 | Religion is Inti Has the same religion as its owner | Global modifiers: +0.1 Yearly Inti Authority +0.5% Global missionary strength | Global modifiers: +0.2 Yearly Inti Authority +1% Global missionary strength +15% Religious Unity | Global modifiers: +0.3 Yearly Inti Authority +2% Global missionary strength +30% Religious Unity |
![]() | Tortuga Island | Tortuga (489) | 0 | Province modifiers: +15% Local defensiveness Global modifiers: +20% Privateer Efficiency +50% Blockade Force Required | Province modifiers: +25% Local defensiveness Global modifiers: +33% Privateer Efficiency +100% Blockade Force Required +50% Power projection from insults | Province modifiers: +50% Local defensiveness Global modifiers: +50% Privateer Efficiency +100% Blockade Force Required +100% Power projection from insults | |
![]() | Ulm Minster | Ulm (1872) | 1 | Religion is in Christian group Has the same religion as its owner | Global modifiers: +0.25 Yearly Prestige +5% Clergy loyalty equilibrium | Global modifiers: +10% Free City Monthly Imperial Authority +0.5 Yearly Prestige +0.5 Tolerance of the true faith +10% Clergy loyalty equilibrium | Global modifiers: +20% Free City Monthly Imperial Authority +1 Yearly Prestige +1 Tolerance of the true faith +10% Clergy loyalty equilibrium |
![]() | Walls of Benin | Benin (1147) | 2 | Religion is in Pagan group Has the same religion as its owner | Province modifiers: +15% Local Defensiveness Global modifiers: +50% Prestige from land battles +5% Nobility loyalty equilibrium | Area modifiers: +15% Local Defensiveness Global modifiers: +100% Prestige from land battles +10% Global provincial trade power +5% Nobility loyalty equilibrium | Area modifiers: +25% Local Defensiveness Global modifiers: +100% Prestige from land battles +20% Global provincial trade power +10% Nobility loyalty equilibrium |
![]() | Winter Palace in St Petersburg | Neva (33) | 0 | Global modifiers: -10% Stability cost -1 Unrest +5% Nobility loyalty equilibrium | Global modifiers: -20% Stability cost -1 Unrest +10% Nobility loyalty equilibrium | Global modifiers: -30% Stability cost -2 Unrest +10% Nobility loyalty equilibrium | |
![]() | Zacatecas Mine City | Zacatecas (856) | 0 | Province modifiers: +1 Local Goods Produced Area modifiers: +5% Local Goods Produced Modifier Global modifiers: | Province modifiers: +2 Local Goods Produced Area modifiers: +10% Local Goods Produced Modifier Global modifiers: -0.25% Interest | Province modifiers: +3 Local Goods Produced Area modifiers: +20% Local Goods Produced Modifier Global modifiers: -0.5% Interest |
-----------------------------------------------------------------------------------------------------------------------
Finally, hello, my name is Kuba, here known as @Rossarness , and I’m the Release Engineer here at Tinto. Today I’d like to tell you how we are testing and analyzing the game, and I’ll also talk a bit about the upcoming changes to the American Native Tribes.
I did write testing however I meant the automated nightly runs that I’m in charge of. Every night we run automated runs using the latest code of our game. That gives us an opportunity to analyze how our changes affect the game. This is especially useful when we are doing some balancing changes (e.g. latest changes to the Protestants and Orthodox).
Usually in the morning I check all the nightlies for potential issues, if there are no crashes I can proceed to analyzing the game state.
With each run we get a diplomatic mode map attached to the report so I can decide which runs might require in-depth analysis.
Here’s an example of interesting run:
![image (4).png image (4).png](https://forumcontent.paradoxplaza.com/public/759462/image (4).png)
As you can see the standard Ottoblob was destroyed by the Mamluks, so it’s quite an unusual outcome. If such a situation would be common, this would mean for us that we nerfed some mechanic too much or made it OP.
That’s how I noticed the problems with the Protestants and Orthodox countries. After implementing changes to the Catholics I saw that across almost all runs, Europe is united as Catholics. Basically after loading the game each run looked similar to this one:
![image (1).png image (1).png](https://forumcontent.paradoxplaza.com/public/759458/image (1).png)
Usually only the Ottomans were strong enough to resist the Catholic crusade. So together with our Content Designers we analyzed key countries which could oppose them (like in the screenshot above Russia ceased to exist - which was very common at this point). Then we buffed the Protestant religions and observed how it affected the game.
I also kept Russia under observation which helped us to find that AI had problems with getting and maintaining high Patriarch Authority and couldn’t be a real counterbalance to the Ottomans. Of course our automation also saves the game at regular intervals, so we can analyze various variables that led to the end result, or to check our changes mid-game. Like, one of the religions might become almost one-faith in the end, as long as in the mid-game it looks balanced when in conflict with others, and that it doesn’t happen in every run. A screenshot below with AI getting high PA as Russia now, after doing some AI fixes.
![image (3).png image (3).png](https://forumcontent.paradoxplaza.com/public/759460/image (3).png)
After changes done to the guarantee system, we can also now observe interesting alt-history outcomes, like an independent Revolutionary Catalonia allied to France:
![image (2).png image (2).png](https://forumcontent.paradoxplaza.com/public/759461/image (2).png)
And Switzerland with access to the sea as a bonus.
Last aspect of our automation which is very important are the performance metrics, with each run we gather statistics on how long it takes to make a daily or monthly tick on average. Results are calculated from the finished game, this allows us to check possible performance improvements or detect degradation just a day after we merge in changes that might cause it. So worry not, I'm now guarding the performance of the game and we are looking forward to improving it. For 1.32 the performance is better than in 1.31, and although we’re not at 1.30.6, as Johan already announced, our objective is to keep working to reach at least that point.
Below some good (and interesting) overnight results:
![image (5).png image (5).png](https://forumcontent.paradoxplaza.com/public/759465/image (5).png)
Strong Spain which started to eat France (and of course Ottoblob).
![image (6).png image (6).png](https://forumcontent.paradoxplaza.com/public/759466/image (6).png)
Strong France which caused most of the colonies to go independent. Also some people were worried that African countries would be eaten by the European Powers. As you can see mostly they survive, sometimes even thrive, so don’t worry.
![image (7).png image (7).png](https://forumcontent.paradoxplaza.com/public/759467/image (7).png)
Strong Russia with nice France and Spain, also in Africa you can see Great Zimbabwe formed. Also Ottomans are not that powerful, with Persia being formed.
So the last thing I want to talk about are the Tribal balance changes. I know there were many issues with them, so I made it my personal mission to improve them. So again I used the nightlies to analyze the tribal countries, and found that they created megacities in the Amazon forest (250+ development) on every run. Then I found that as the Tribal Development cost increase is linear, that allowed them to freely accumulate the development over the course of the game. So now the development growth will decrease exponentially, making it almost impossible to reach such high values. The amount of Tribal Development gained is divided by the current development if it’s above 1. That means if you reach 10, the further growth will be reduced by the factor of ten. It’s not perfect but still better than the current system and I look forward to improving it further - I had to prepare so many other things related to the release, TBH.
![20211108145833_1.jpg 20211108145833_1.jpg](https://forumcontent.paradoxplaza.com/public/759468/20211108145833_1.jpg)
Here is the list of provinces sorted by development. You can see that end game results are back to sane levels and there are no provinces from the Americas in the top list, the highest was 37 owned by the USA.
-----------------------------------------------------------------------------------------------------------------------
So, that’s all for today! We really expect that you might have liked the content we’ve just shown to you. We will be talking more about the new content and the 1.32 changelog tomorrow, in the Paradox Twitch Stream, at 17h (CET), with @BjornB and @Mordred Viking . And as the release is in a couple days, we really hope you enjoy both the Origins Immersion Pack and the Songhai Update, and give us feedback about it as soon as you start playing. See you!