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EUIV - Development Diary - 29th of October 2019

Hey! So me and the team are finally back and recharged after a great PDXCON and it's finally time to get going with development diaries. So what I will be covering today is the result out of what we call "Polish Weeks" here at EUIV. These days are dedicated specifically by the team to fix issues and generally improve the game. So today's development diary is me distilling down a somewhat shy of 200 known issues we've fixed but also the Spending/Budget AI work that our programmers have been working hard at.


So during these Polish Weeks @Duplo and @mikesc have been working hard on improving the economy of the AI.
While evolving, Europa Universalis 4 became more complex, with a wider range of possibilities both for the AI and the player to use. But this continuous new complexity was not always addressed with the appropriate amount of love while defining the AI interactions with the new mechanics.During the polish time, we monitored the behavior of the AI related to ducats, collected data and plotted colorful charts - like the one below. Our ambition is to make the AI spending their precious ducats in a smarter way, better evaluate its priorities and generally take more reasonable decisions - you heard me, heretics?

All the various things the AI could spend money on are now categorized, and the items in each category run to get the priority based on a normalized desire score that is calculated depending on the nation current situation, the benefit of such an investment, the current availability of money and the trend of the income. The AI will not go anymore accidentally in debt because of badly timed checks on the available budget.

Our goal is to make the AI more competitive towards the player, and this starts with the economy the AI has available to them. Among of the things you should see improve is besides the AI having more money generally available and doing better are features such as the religious conversion being manageable by them.

Something this work by our awesome coders do is also make all of this a lot more exposed meaning modders can tweak how the AI deal with it's economy way more than they ever could before. However it is still quite strict as it would otherwise impact the performance too much.

aicharts.png

Colorful charts about AI spending ducats, taking/repaying loans and going into dramatic bankruptcies. Those KPIs helped us (and are still helping) noticing weird behaviors in a glance while refactoring and refining our AI.

So now let's start of strong with what bugs we've been working on and talk about Chartering Trade Company AI. If you are one of the players not wanting to see a non-colonial Papal States buying land in India, the AI will now only consider to do this if they have access to colonists. The players themselves are not affected by this change and can keep using the feature like normal.

Yuan and Qing unintentionally got locked behind the "Empire rank" mechanic meaning you needed Common Sense in order to form both. That's now fixed with equivalent requirements if you don't own Common Sense so you should always be able to form them.

A quite old bug or oversight was the fact that the Wars of Religion in France didn't even acknowledge that the teachings of Calvin was a thing. This making it quite annoying if you wanted to play a Huguenot France. So these events have been reworked and improved to work better accounting for the Reformed faith. For starters siding with the Protestant movement within France won't make you Lutheran anymore.

warofreligion.png

As an example previously this option would force you to become Protestant if you were Reformed, together with some other technical changes in other events the disaster should work way better now. And when I showed the Content Designers the image above they were unhappy with the text so they might revisit the content again and not only have them fix up the script.

And speaking of the various Christians denominations, we've tried to stop all the ways we could find for you to make the Pope escape his True Faith. We've fixed becoming Anglican, No Religion Pope, releasing through demanding unlawful territory and Bankruptcy Pope. But I'm sure you'll find other ways to to make his holiness become Fetishist yet again.

A thing that have annoyed a lot of people is when they've promised land to their fellow ally AI and then when you all come to the peace table he goes like "Nope don't want any, but I'll still hate you for not giving me anything". The AI will now be a lot more agreeable depending on the situation and not feel betrayed when he tells you he literally wants nothing.

reasonableai.png

I've promised Augsburg to Munich, but Austria managed to snipe it before and such I am left without anything to give him but he understands it wasn't my fault.

Moving on to governments. You can no longer hold lottery elections to elect strongmen for your dictatorships. This fixes a case where you could perpetually stay as a dictatorship through the sortition reform. Now when the first dictator takes power he will use his powers to abolish elections and you'll lose whatever reforms that gives you the lottery mechanic.

Another government reform fix we also made sure to fix is so Native Americans can't get unique governments like English Monarchy anymore. You should start seeing a lot more United States of America as we've fixed a bug causing the American Revolution to never come. We've tried to make how the AI picks Government Reforms to be generally a little bit better, from how Tribes become Monarchies/Republics to having the AI favor certain picks like their own unique governments etc.

All missing modifiers have now been added to the Nation Designer. The missing ones being but not limited to Artillery Fire, Possible Banners, Monthly Piety, May Explore and Power Projection from Insults. Our goal is always to keep all modifiers available to the player for when he designs his nation.

modifiers.png


The Propagate Religion exploit where you created multiple CoR's will no longer work, when you stop the Propagate trade policy it will deconstruct the CoR in the region and stop the conversion. We've also fixed an issue with the gain you get from razing provinces never get reduced when you get passed military technology level 8. The cap instead of 20 is now at 5 monarch points.

For Colonial nations we've fixed a bunch of problems. For instance granting a CoT to a Colonial will no longer decrease the level of the Center. But not only that there were a bunch of ways to circumvent the protection of the overlord. So someone on the Americas could attack your poor subjects but you would be locked out of actually helping them in their time of need. Now the Overlord will always be able to enforce peace on their colonial nation despite if they have a truce with the attacker or not. This only applies if the colonial nation is the defender.

A thing improved is all sources of yearly absolutism. We've had a bunch of 0.1 Yearly Absolutism all over the game which is pretty useless, it means you'll get a single worth of Absolutism in the span of a decade. So all of these have been upped to 0.5.

upload_2019-10-29_9-4-52.png


We've also noticed that the Mission UI could be quite taxing on some people's machine so we've optimized that interface quite a bunch which will help on some of our larger mission tree's but also potentially for any mod that extends on this system. Another similar UI problem that we've dealt with is the macrobuilder for when you hit +1000 provinces which could cause a bunch of problems.

Some other issues I just want to give quick mentions are:
  • Vassals Integration cost is now affected by Power Cost modifier
  • Fixed a bunch of Institution Spread issues
  • Pirate Republics can no longer spawn out of Pirate Republics
  • Gold can now spawn in Africa when playing with RNW
  • Firearm Incident is fixed which should make Achievement more plausible
  • Unify Culture Age Objective now work.
upload_2019-10-29_9-27-13.png

Oh what's this I wonder?

So this was just some of the things we've fixed, and we have so much more that we need to work on. We are already aware of several issues the community wants us to address and improve but in same style as we did with the QoL features we want to give you the oppertunity to highlight to us what you think is most important. This will be done in a more structured way compared to last time and if you are interested in contributing please head over to @StarNaN's thread over here.

Next week I'll be talking about some of the Quality of Life features we've implemented, some of these being entirely new features almost on their own.
 
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@Groogy, there's another bug with the French Wars of Religion and a related bug to War of the Roses.

As a PU Senior member (England) I can send troops to fight France which makes no sense. Similarly, France (as a PU junior) can intervene in the War of the Roses, which (if they're loyal) doesn't make sense.
 
Moving on to governments. You can no longer hold lottery elections to elect strongmen for your dictatorships. This fixes a case where you could perpetually stay as a dictatorship through the sortition reform. Now when the first dictator takes power he will use his powers to abolish elections and you'll lose whatever reforms that gives you the lottery mechanic

Oh, come on. Why do you fix the “bug” with the eternal dictatorship (instead of making it playable, instead of the remote bureaucratic despotism), but completely ignore the bugs with the trading cities of the trading republic when they are at war, and the leader of the trade union is not even a leader in the war and they are not even subjects? It would be better to fix the trade republics and make them playable. After the estate buff, their fractions are completely worthless. No, let's better kill a rather distinctive kind of republic when you are a dictatorship and you need to keep republican traditions at zero so that after the new elections it remains and does not become a regular republic (which generally has its drawbacks), instead of finalizing this kind government and make it complete. Funny. And something else, you made the Sich Rada and completely did not work out it either, cossacks without сossacks, because a nomadic technological group. And this republic also has no unit skins when it appears, their unit looks like a spear infantryman. Always. Even cavalry))
 
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Without promising too much that is the goal!
Speaking of which.

Will the Low Countries Center of Trades be changed?

Brugge should be a lvl 2 or even 3 at 1444, then loose it to Antwerp and after the Spanish Fury it should go to Amsterdam.

Currently Amsterdam starts off with COT lvl 2 which is funny cause Amsterdam was just a small village near a dam of the amstel River. On top of that maybe the name of the province needs a change to Haarlem or North Holland.

Then The Hague is a better spot for a COT because of the rhine and meuse estuaries and mouths and the big trade city of Dordrecht.
 
does QOL include some improvements for modding?

Our content design team is always covets new code features that we can make use of :) We've already gotten quite a few new effects and triggers, and in terms of QoL, a personal favourite of mine is that we no longer need so many custom tooltips because an unknown province in a trigger will now display as "Province" rather than "any/all"
 
Can you please do something with revolutionary flags? I would like to see a proper flag when playing as Russia or Germany. Maybe you could give us an option to change a flag ourselves that would be very nice.
 
Great Dev Diary. I think it's great to read about improvements on already existing stuff instead of Shiny New Features once in a while. Still hoping for a diary on game balance, though. :p

re: Fetishist Pope - Wouldn't it be possible to just brute force this and have an event that fires whenever the Papal state religion is anything else than Catholic, with the only option converting the tag (and maybe the capital for good measure) to Catholicism?
 
Do we also see a fix of the bug, that always crashes and restarts the game when you click "Return to Main Menu"?
It's not really a bug (it's a way to avoid some issues when starting and quitting a game), but it seems that it has indeed been changed
 
Will we finally see the state limit for merchant republics and the venetian government go? They are the only ones to be arbitrarily restricted in their expansion (and thus even if AI Venice is having a great game it will refrain from expanding too much or release lots of opm vassals and trading cities everytime it takes some land after it becomes a bit bigger)
 
Great Dev Diary. I think it's great to read about improvements on already existing stuff instead of Shiny New Features once in a while. Still hoping for a diary on game balance, though. :p

I was considering if I should add that in here but I felt that would be better to deal on balance issues on specific dev diaries that concern those changes. Like Naval combat changes etc.
 
Will we finally see the state limit for merchant republics and the venetian government go?
We are probably not going to remove the limit but we are having a look at what to improve with those governments and conquering land.
 
Our content design team is always covets new code features that we can make use of :) We've already gotten quite a few new effects and triggers, and in terms of QoL, a personal favourite of mine is that we no longer need so many custom tooltips because an unknown province in a trigger will now display as "Province" rather than "any/all"
Would it be possible to create a dynamic country effects system? Where you can basically just add the duration name and description through the event system or history files instead of having to also go into the custom_effects and province_effects files?
 
The allies getting angry for not getting land is it still valid when they get land in separate peace deals with secondary participants? I mean the tendency is to knock out secondary participants individually rather than getting everybody at the peace table at once-the AI would consider it betrayal if he didnt get land at the peace with the main participant even if he would get tons of land from the secondary ones in seperate peace deals.
 
> We've had a bunch of 0.1 Yearly Absolutism all over the game which is pretty useless, it means you'll get a single worth of Absolutism in the span of a decade. So all of these have been upped to 0.5.

Does that include Aristocratic Ideas?
 
> We've had a bunch of 0.1 Yearly Absolutism all over the game which is pretty useless, it means you'll get a single worth of Absolutism in the span of a decade. So all of these have been upped to 0.5.

Does that include Aristocratic Ideas?

All of them means all of them :)
 
Would it be possible to create a dynamic country effects system? Where you can basically just add the duration name and description through the event system or history files instead of having to also go into the custom_effects and province_effects files?

I'm not really sure what you mean here, if you mean country modifiers, you can already set them in exactly the same way as province ones.
 
Ah no I believe the only one is Norse because of Swedish biases I'm afraid, but could always be something to look at in the future. But first I'd want to flesh out the smaller religions that are already in the game before adding more.
The Norse is required for one of the random new world scenarios. I don't think there's much point in giving them any mechanic, but some of the CK2 religions could be used for some flavour stuff in EU4 (e.g. Lollards are present in English events, Nestorian was supposedly the religion present in Socotra and Jains exist as an estate) akin to how Judaism, Zoroastrianism (and Totemism and Animism) are present despite minimal flavour.
 
The allies getting angry for not getting land is it still valid when they get land in separate peace deals with secondary participants? I mean the tendency is to knock out secondary participants individually rather than getting everybody at the peace table at once-the AI would consider it betrayal if he didnt get land at the peace with the main participant even if he would get tons of land from the secondary ones in seperate peace deals.

The allies will still get angry in that case yes because otherwise we'd open up a can of worms of problems in this feature.