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Europa Universalis IV - Development Diary 1st of February 2022

Hello everyone, and welcome to another EUIV Dev Diary! Today we’ll be talking about more changes we’ve been doing for the 1.33 ‘France’ patch, one new concept that we’ve implemented called ‘Script Debt’, and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!

Greetings everyone!

As you all are aware we have no precise, official “regional focus” for this patch unlike the other free patches such as 1.29 “Manchuria Update” or 1.27 “Poland Update”. While it means we haven’t created mission trees for a region, this at least allows us to concentrate on balancing existing content, adding Quality of Life changes and fine tuning some other areas of the world.

Starting with China, we received your feedback and implemented some changes which makes the unification of China a less tedious process for the non-horde Chinese tags. One of them is the addition of the following government reform for every Confucian Chinese which gets released by the Celestial Empire:

chinese_kingdom.png


One huge problem with the released countries in China was that they tend to create hugboxes around them which prevented them from actually unifying China. In order to prevent this all the Chinese Kingdoms have a -100 Opinion penalty for fellow Confucian countries. At the same time, they also gain access to the Unify China casus belli, which received a substantial buff:

unify_china_cb.png


We were experimenting with giving every Chinese tag cores over the whole region, but this resulted in really awkward situations where a province had cores of like 8 different tags + these cores were too much of a freebie. By gaining the cores through occupation the process of conquering China feels more natural.

Here are some of the nightly results:

image (3).png


image (4).png

A natural occurring Qing, which we wanted to see too, sadly did not happen yet. However, we are pleased to see that a unified China is now more likely to happen.

Even if it happens through means we did not expect…

image (2).png

Apparently, in this timeline there was a Bengali dynasty in China…

Other changes we introduced is the inability for the Celestial Empire AI to make countries their tributaries, which have their capital in China, as it felt very immersion breaking to us when the Celestial Emperor blocked themselves in such a fashion.

We also made a small change to Korea too:

1. The Gyeongbok Palace no longer gives tech cost reduction. Instead, it now has the following modifiers:

gyeongbok_palace.png


2 .Their national idea “The Hangeul Alphabet” now gives -10% Tech Cost instead of -5%

3. The estate privilege “Inwards Perfection” gives now the following penalties / benefits:

inwards_perfection.png


It also ensures that the Korean AI is a diplomat or an administrator unless another nation holds one of their cores. This way you have an AI Korea which actually plays tall instead of blobbing into Manchuria, which wasn’t really liked by the community.

While we’re at the estate privileges: all privileges, which have modifiers scaling with the Crownland owned by the estate, now exempt the estate from the “Seize Land” action. This change allows you to have a little more control over who you seize the Crownland + makes these estate privileges a little bit more useful. Also, the “Increased Levies' ' estate privilege has been slightly buffed, giving now 33% increased Manpower Modifier at 100% Crownland instead of 25%.

One final balance change I want to address are the “Expand Infrastructure” and “Centralize State” features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn’t have the punch needed to be worth the attention. The issue with “Expand Infrastructure” was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don’t waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give “Expand Infrastructure” some more power, which makes their cost worthwhile:

expand_infrastructure.png

I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.

Next point is the “Centralize State” button, which has one big issue: it competes with much more useful and global “Expand Administration” button from the government tab. To make “Centralize State” more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:

centralize_state.png


Here are a few other balance changes we have done for 1.33:
  • Winter Palace’s modifiers have been reworked as they didn’t feel right for Russia and the seat of Peter the Great. Now it gives at level 3 the following modifiers:
  • winter_palace.png
  • Tibetan (just like Vietnamese and Korean) can now sinicize their culture and adopt a culture of the Chinese culture group. It should be noted here: we are using the Manchu way of doing this as the engine is way too outdated for dynamic culture groups unfortunately.
  • Syncretic religions now give the bonuses of the monuments of the secondary faith. Example: Oirat which has Sunni as Syncretic religion will be able to benefit from the Hagia Sophia.
  • Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.
  • Muslim subjects will no longer enact “Guaranteed Dhimmi Autonomy” if their Muslim overlord has religious ideas.
  • Roman Empire’s ideas have been buffed to bring them on par with the ideas of the HRE.
  • Selling Crownland now requires you to actually have the 10% to sell.
  • Manpower, Sailors and Forcelimit granted by colonies are reduced by 25%.
That was all from my side! I wish you a nice week, and we will see you in the next DD!

Alright, now @Pavía again in charge, into the workflow for this patch. When tackling 1.33 fixes, we obviously gave priority to bugs being reported after the 1.32.2 patch was released, and those that didn’t make the cut owing to not being implemented in time. In the Content Design Team we also addressed and discussed some balance changes we wanted to make for this patch, specifically for the Eastern Asia regions, as @Ogele has just pointed out. But we found that as the bugfixing process was going well, as the ‘Songhai’ patch had been much less troubling than the previous ‘Majapahit’ one, we had some development time at our disposal to go back, and try to fix even older script-related issues.

That is what we called ‘Script Debt’, following the ‘Tech Debt’ concept that was also addressed in older versions of EUIV (for 1.30 patch there were a lot of issues addressed this way, if you recall). So we focused for a few weeks on cleaning up all these older issues that for one or other reason hadn’t been solved yet, and trying to have as few remaining legacy problems from older versions as possible. We also cleaned and simplified some scripts that were a bit convoluted, something that we’ll continue doing in future versions when possible (because for the next patch we’ll be more focused on creating new content, as previously said).

What are the actual results of this work? So we've solved around 40 older script issues for this patch. And regarding all the bug fixes done, I’ll show you some pictures and metrics, as they may speak better of it than I:

Bugs.png

progress.png

Here you can see that we’ve solved over 400 reported bugs, reducing the total count by at least 100 bugs and issues for this patch alone, which puts the EUIV bug-count lower than any GSG game has been in the last decade, according to our metrics (yay!).

So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we’ll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

To finish, when can you expect the 1.33 patch to be released? Well, the good news is that we’re pushing it as an open beta this evening! We’ll keep it open for a couple weeks, and then we will release the full patch later in Q1, after the testing is done, and we’re sure that we’ve solved all the issues appearing in the open beta.

By the way, we noticed that we have an issue regarding the Linux version of the game that we’re already trying to fix, so those users should NOT opt-in into this open beta.

You’ll be able to take a look on the changelog along with the release of the open beta. See you, and we will be answering issues raised in this thread during the week!
 
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I really like that you are taking a look at some of the of the absurdly niche tall options. However, I have things to say about every one of them:
  • Bringing Centralize State to %-based governing capacity reduction is a good idea, but as has already been noted in the comments, -10% is pathetically low for what is a very expensive button.
  • Expand Infrastructure looks good, i will likely be using it in tall runs in the current form, but as it stands it is really abusable. I think a cooldown alone will still see it abused in the earlygame when countries aren't at their governing cap yet. I would argue for an upfront cost, maybe in exchange for some points off of the governing cost increase, as 50 points pr province really is quite steep.
  • Inwards Perfection looks lovely like that, so much so that i would like to see an equivalent for European countries for playing tall HRE princes or isolationist UK with. It obviously needs to get a hefty cooldown to revoking it, and maybe a stability hit for revoking it even. One other concern i have is that a War Score Cost increase that big might make some single provinces go over 100% War Score Cost which would be annoying for runs where you resolve to never revoke it for RP/challenge reasons.
I want to mention that the most core issue of tall play was not addressed: The way Development Cost from Existing Development scales. Dev Cost Reduction currently benefits relatively wide play much more than tall play because of how drastically more effective it is on low dev provinces than any others. And that will stay the case as long as the calculation remains [(Other Dev Cost Modifiers + Dev Cost from Existing Dev) * Base Cost] with such an exponentially scaling Dev Cost from Existing Dev, because that modifier ends up completely dwarfing the others. This is compounded by the floor on Dev Cost being way too low (As low as it could possibly be basically). Just letting other Dev Cost modifiers apply fully on the Dev Cost from Existing Dev would completely break it, but having them apply at half effectiveness could be an option.
Thanks for your detailed suggestions, that we're already taking into account. All the feedback regarding Centralize State and Expand Infrastructure features is specifically very well received, because we will tweak the final numbers for the release version of 1.33 patch at the end of the Open Beta.
Some revealed Problems and Suggestion for 1.33 Beta

Problems


1. After Sinicize Korean culture, Korean cities' name turn into Chinese one (Vietnamese and Tibetan culture have no problem)
Ironically Chinese cities' name remains as Korean one ;)


2. New Chinese Kingdom governments are filled with anger at all other confucious countries. After Mingsplosion, confucian AI tributaries of old-Ming suffers when they want to make a new Chinese ally. Their choice only one left is allying theirselves with Ming, which collapse soon. Chinese Kingdom governments' anger should remain for their other Chinese rivals. The same government or culture group will be nice alternative.

1_3-jpg.801414

3. Well, it seems like a little bug, 6th reform of EoC can make a non-tributary country a vassal unconditionally. It should be fixed until release :)


Suggestions

1. Problems of Reconstruct Celestial Empire : "celestial_empire" government reform requires "NOT = { has_global_flag = empire_of_china_dismantled }". It makes Chinese Empire never reunite when Ming are full annexed.
It would be right making decision for Reconstruction of Celestial Empire. Also, it's because Chinese Warlords should have chance to be a new emperor when Ming falls without other EoC. They cannot reform their government without being a EoC so decision would be a way to reform.

2. When a Chinese warlord attacks Ming, they should declare war using the “Take Mandate of Heaven” or "Unify China" CB, rather than the "Reconquest" CB. I saw Shun attacking Ming with reconquest CB. It wouldn't be their best strategy.


3. AI should more consider about their internal missions. I saw AI Korea nether developing their lagged region nor change Jurchen culture to their one to solve their missions until 1600. If I observed more and they could survive, they would remain without solving these until 1821. Countries with internal missions, especially when they are shacked until finish them, should do their best to avoid their planned disasters.


4. Spread of Institutions : After Feudalism, first three institutions, "Renaissance","Colonialism","Printing Press" mostly occur in Europe. It is historic and necessary. However, spreading of institutions is too late without player's intervention. AI's developing a province seems to not increase institution of the province as player's developing do. AI European countries cannot expand their territory to far east, so far eastern countries fall behind compared to their historic capability. I want to see that European countries spread their institutions more actively to India, SEA, and East Asia, and I think it is essential and more historic.


5. Tall nations AI : I agree some countries playing tall. Netherlands dominated the seas with small mainlands. However playing-tall AI are easily taken by other big nations because playing-wide is far more effective in game. There are another problem; OPM usually develops its province well, but moderate-size nations doesn't develop their one frequently. During my observing, AI Korea raise their development to 156. They raise just 11 developments since 1444 until 1501; they even got great boost on developing cost by Inward perfection, economic ideas, and Gyeongbokgung. After they win a war against Jianzhou invasion, they got almost 40 developments at once.
I suggest some special AI to playing tall nations. These countries' AI should consider spending their mana to develop their provinces best choice than other alternative until mana to develop is too high. Linking these AI with some privilege like "Inward perfection" can also be the way.

6. This is just my wish. Like HRE which finished 'Revoke the Privilegia' or the country who takes a shogun, how about the Celestial Empire with the 6th reform can command free-relationship subjectives when they converted from a tributary? Instead annexing them, making tributaries free-relationship subjectives by using more mandate and some diplomatic points would be very nice.
Hello, and thanks for your feedback! We've already fixed the 3 problems you pointed out. Regarding your suggestions, we're going to take a look on them, specifically about the Chinese tags, as this is an important focus of this patch.
Regarding the Sino-Altaic culture, I'd propose you make it a valid culture for Mongol Banners if you go Yuan -> Mongol Empire, otherwise you've lost a key feature of going that route. Regardless, it's cool you've allowed that to happen.
We've changed that Mongol Banners will be still allowed, even after taking 'Sinicize' decision.
Just a thought, but the cultures of Zhuang, Bai, Yi and Miao may also have access to the decision to sinilize their culture. I know these cultures can rarely be played by human players, but it would be more consitent with other cultures if the Tibetan or Vietnamese have the decision, and makes sense as well considering their close interaction with the Chinese dynasties and Han people through the history.
Changed the Tibetan Sinicize decision to cover the entire culture group. ;)
I ended up playing the first 100 years as total pacifist Korea to test out the new Inwards Perfection and Expand Infrastructure. I stacked Religious Culture on top as well, so my Scholars estate sat at an average influence of 110%, not for a single day all game going below 100%, but it helped me get the true hyper-tall experience. I also went Economic -> Innovative, so no colonizing or diplo-vassalizing either until the 3rd idea group right toward the end.

My takeaways so far:
  • The patch notes said Religious Culture would go to 20% influence, but it is currently 25% instead. I don't think it should be higher than 20%.
  • Tall countries still use up a lot of governing capacity, because 1 dev made takes as much as 1 dev conquered. I hit the point of needing to give gov cap privileges with Korea's starting provinces alone.
  • 50 governing capacity for Expand Infrastructure is a lot. I have courthouses everywhere and two of the +100 gov cap privileges given, and i still had to downgrade to only 2 Expanded Infrastructures. It will be alleviated as i advance in tech in this case, but in a normal tall game i would still do some conquering that i would rather use that capacity on.
I would say give Expand Infrastructure an up-front admin point cost and lower the governing cost, as admin points even more so than governing capacity is something tall players have in excess over wide players.

And just to put into perspective how undertuned current Centralize State really is: I doubt even this super tall run will reach a point where it will be worth using except maybe for the state of Eastern Korea (5 provinces, 3 with good trade goods), because I'm starting to colonize trade companies to develop now. Its cost should really scale with the number of provinces in the state now that i mention it.
Again, thanks a lot for your report! As just said, this is really helpful to tune up the changes you're mentioning, and fix some of the issues (as the Religious Culture one, already done). There may be also some changes to 'Inwards Perfection' and Korea gameplay to improve it a bit further, from players' feedback.
 
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Consider making some events of the Ming and Qing dynasties common to all Chinese cultures? Such as the The Perfection of Ming Porcelain and The Closure of China

Chinese missions(It's a little sketchy but I'll make do with it)​

The warlord country is still too monotonous. Can we give him the factions before Ming?
Commanderies of the Five Armies and Offices of Maritime Trade and Grand Secretariat
 
While you're making changes to the Celestial Empire experience, is there any room for a minor trade routes rework in the region? At the moment, it always feels a little inefficient dealing with trade in the South China Sea, as there's no way to channel that trade into Beijing. Moving the trade capital to Malacca allows you to collect all of the trade from the south, but then you lose trade income from the Beijing node (which is a lot of money) as there's no way to get trade south from Beijing. I understand that the layout at the moment is focused on efficiently getting trade value West for coloniser gameplay, but it makes the experience of playing as the Emperor of China feel a bit messy. It seems more natural to me that there be a route from the South China Sea to Beijing, as this has historically been a major economic and political focus of Chinese powers, but I understand that may make it very difficult to avoid loops while still allowing efficient transfer for European powers.
 
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A few more Asia notes after poking around the beta a little bit (I'll have a more detailed report after I log more time with it):

Seems odd that Vietnamese, Altaic, Tibetan, Jurchen, and Korean cultures can choose to Sinicize, but Zhuang (which is actually almost wholly within mainland China in the 1444 start) and other Tai cultures cannot? Unless I'm missing something? I'd even think maybe the Burmese and Malay cultures (the latter of which has historically been at least partially Sinicized) should have the option, although I think it would be rare to see it in-game.

Conversely, I'm really not sure about all Altaic cultures being able to Sinicize, especially en masse. It makes sense for Korchin, Mongol, Oirat, Uyghur, and Khalkha, but not so much for the Central Asian Altaic cultures (Kazakh, Uzbek, Kyrgyz, and Turkmeni). If those latter four are excluded as non-Mongol cultures, I'm good with it. Altaic and Levantine are strange and overlarge culture groups; I personally think Turkmeni, Azerbaijani, and Turkish cultures ought to be in their own "Turkmen" group, even though they are separated from one another in 1444, like the Mon-Khmer cultures are. But that's probably a discussion for another patch.

It's weird that Nivkh starts out with Enchiw (and Hokkaido also) as terra incognita, especially since Ainu starts out with most of Nivkh (including Nangha'er) visible. Not that many people are going to be playing either of these nations in 1444, but Ainu can declare a war on conquest against Nivkh before Nivkh (which starts with an unknown attitude toward Ainu) is even aware that Ainu exists. I'm guessing that is a bug.

Japan's "Take the Kurils" mission ought to also give a permaclaim on the province of Nagha'er, which I believe is the only province in its immediate vicinity that Japan never gets claims on through its mission tree (maybe also North Ilin Hala?). Arguably "Take the Kurils" should also be a prerequisite for "Invade Manchuria".
 
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Thanks for your detailed suggestions, that we're already taking into account. All the feedback regarding Centralize State and Expand Infrastructure features is specifically very well received, because we will tweak the final numbers for the release version of 1.33 patch at the end of the Open Beta.

Hello, and thanks for your feedback! We've already fixed the 3 problems you pointed out. Regarding your suggestions, we're going to take a look on them, specifically about the Chinese tags, as this is an important focus of this patch.

We've changed that Mongol Banners will be still allowed, even after taking 'Sinicize' decision.

Changed the Tibetan Sinicize decision to cover the entire culture group. ;)

Again, thanks a lot for your report! As just said, this is really helpful to tune up the changes you're mentioning, and fix some of the issues (as the Religious Culture one, already done). There may be also some changes to 'Inwards Perfection' and Korea gameplay to improve it a bit further, from players' feedback.
Sir, the Zhuang Culture is now in the Thai Culture Group, not Tibetan. Does this mean in 1.33 we will got Zhuang Culture moved into Tibetan Culture Group?

By the way, what about giving Myanmar Countries and Uyghur a chance to sinicize their culture? Since as far as we know Vietnamese, Korean, Mongol, Manchu and Tibetan all had got their chance to sinicize their culture. Uyghur and Myanmar needs boost.
 
I ended up playing the first 100 years as total pacifist Korea to test out the new Inwards Perfection and Expand Infrastructure. I stacked Religious Culture on top as well, so my Scholars estate sat at an average influence of 110%, not for a single day all game going below 100%, but it helped me get the true hyper-tall experience. I also went Economic -> Innovative, so no colonizing or diplo-vassalizing either until the 3rd idea group right toward the end.

My takeaways so far:
  • The patch notes said Religious Culture would go to 20% influence, but it is currently 25% instead. I don't think it should be higher than 20%.
  • Tall countries still use up a lot of governing capacity, because 1 dev made takes as much as 1 dev conquered. I hit the point of needing to give gov cap privileges with Korea's starting provinces alone.
  • 50 governing capacity for Expand Infrastructure is a lot. I have courthouses everywhere and two of the +100 gov cap privileges given, and i still had to downgrade to only 2 Expanded Infrastructures. It will be alleviated as i advance in tech in this case, but in a normal tall game i would still do some conquering that i would rather use that capacity on.
I would say give Expand Infrastructure an up-front admin point cost and lower the governing cost, as admin points even more so than governing capacity is something tall players have in excess over wide players.

And just to put into perspective how undertuned current Centralize State really is: I doubt even this super tall run will reach a point where it will be worth using except maybe for the state of Eastern Korea (5 provinces, 3 with good trade goods), because I'm starting to colonize trade companies to develop now. Its cost should really scale with the number of provinces in the state now that i mention it.
You know you can make you gov cost free with the centralize state though? Town hall + paper statehouse + centralize = -100% cost. just dont expand infrastructure. Untill expand infrastructure removes the percentage cost its not worth using, if you care about gov cap.
 
You know you can make you gov cost free with the centralize state though? Town hall + paper statehouse + centralize = -100% cost. just dont expand infrastructure. Untill expand infrastructure removes the percentage cost its not worth using, if you care about gov cap.
i think there's a minimum gov cost
 
Hello everyone, and welcome to another EUIV Dev Diary! Today we’ll be talking about more changes we’ve been doing for the 1.33 ‘France’ patch, one new concept that we’ve implemented called ‘Script Debt’, and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!

Greetings everyone!

As you all are aware we have no precise, official “regional focus” for this patch unlike the other free patches such as 1.29 “Manchuria Update” or 1.27 “Poland Update”. While it means we haven’t created mission trees for a region, this at least allows us to concentrate on balancing existing content, adding Quality of Life changes and fine tuning some other areas of the world.

Starting with China, we received your feedback and implemented some changes which makes the unification of China a less tedious process for the non-horde Chinese tags. One of them is the addition of the following government reform for every Confucian Chinese which gets released by the Celestial Empire:

View attachment 801173

One huge problem with the released countries in China was that they tend to create hugboxes around them which prevented them from actually unifying China. In order to prevent this all the Chinese Kingdoms have a -100 Opinion penalty for fellow Confucian countries. At the same time, they also gain access to the Unify China casus belli, which received a substantial buff:

View attachment 801180

We were experimenting with giving every Chinese tag cores over the whole region, but this resulted in really awkward situations where a province had cores of like 8 different tags + these cores were too much of a freebie. By gaining the cores through occupation the process of conquering China feels more natural.

Here are some of the nightly results:

View attachment 801181

View attachment 801182
A natural occurring Qing, which we wanted to see too, sadly did not happen yet. However, we are pleased to see that a unified China is now more likely to happen.

Even if it happens through means we did not expect…

View attachment 801183
Apparently, in this timeline there was a Bengali dynasty in China…

Other changes we introduced is the inability for the Celestial Empire AI to make countries their tributaries, which have their capital in China, as it felt very immersion breaking to us when the Celestial Emperor blocked themselves in such a fashion.

We also made a small change to Korea too:

1. The Gyeongbok Palace no longer gives tech cost reduction. Instead, it now has the following modifiers:

View attachment 801184

2 .Their national idea “The Hangeul Alphabet” now gives -10% Tech Cost instead of -5%

3. The estate privilege “Inwards Perfection” gives now the following penalties / benefits:

View attachment 801185

It also ensures that the Korean AI is a diplomat or an administrator unless another nation holds one of their cores. This way you have an AI Korea which actually plays tall instead of blobbing into Manchuria, which wasn’t really liked by the community.

While we’re at the estate privileges: all privileges, which have modifiers scaling with the Crownland owned by the estate, now exempt the estate from the “Seize Land” action. This change allows you to have a little more control over who you seize the Crownland + makes these estate privileges a little bit more useful. Also, the “Increased Levies' ' estate privilege has been slightly buffed, giving now 33% increased Manpower Modifier at 100% Crownland instead of 25%.

One final balance change I want to address are the “Expand Infrastructure” and “Centralize State” features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn’t have the punch needed to be worth the attention. The issue with “Expand Infrastructure” was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don’t waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give “Expand Infrastructure” some more power, which makes their cost worthwhile:

View attachment 801186
I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.

Next point is the “Centralize State” button, which has one big issue: it competes with much more useful and global “Expand Administration” button from the government tab. To make “Centralize State” more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:

View attachment 801187

Here are a few other balance changes we have done for 1.33:
  • Winter Palace’s modifiers have been reworked as they didn’t feel right for Russia and the seat of Peter the Great. Now it gives at level 3 the following modifiers:
  • View attachment 801193
  • Tibetan (just like Vietnamese and Korean) can now sinicize their culture and adopt a culture of the Chinese culture group. It should be noted here: we are using the Manchu way of doing this as the engine is way too outdated for dynamic culture groups unfortunately.
  • Syncretic religions now give the bonuses of the monuments of the secondary faith. Example: Oirat which has Sunni as Syncretic religion will be able to benefit from the Hagia Sophia.
  • Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.
  • Muslim subjects will no longer enact “Guaranteed Dhimmi Autonomy” if their Muslim overlord has religious ideas.
  • Roman Empire’s ideas have been buffed to bring them on par with the ideas of the HRE.
  • Selling Crownland now requires you to actually have the 10% to sell.
  • Manpower, Sailors and Forcelimit granted by colonies are reduced by 25%.
That was all from my side! I wish you a nice week, and we will see you in the next DD!

Alright, now @Pavía again in charge, into the workflow for this patch. When tackling 1.33 fixes, we obviously gave priority to bugs being reported after the 1.32.2 patch was released, and those that didn’t make the cut owing to not being implemented in time. In the Content Design Team we also addressed and discussed some balance changes we wanted to make for this patch, specifically for the Eastern Asia regions, as @Ogele has just pointed out. But we found that as the bugfixing process was going well, as the ‘Songhai’ patch had been much less troubling than the previous ‘Majapahit’ one, we had some development time at our disposal to go back, and try to fix even older script-related issues.

That is what we called ‘Script Debt’, following the ‘Tech Debt’ concept that was also addressed in older versions of EUIV (for 1.30 patch there were a lot of issues addressed this way, if you recall). So we focused for a few weeks on cleaning up all these older issues that for one or other reason hadn’t been solved yet, and trying to have as few remaining legacy problems from older versions as possible. We also cleaned and simplified some scripts that were a bit convoluted, something that we’ll continue doing in future versions when possible (because for the next patch we’ll be more focused on creating new content, as previously said).

What are the actual results of this work? So we've solved around 40 older script issues for this patch. And regarding all the bug fixes done, I’ll show you some pictures and metrics, as they may speak better of it than I:


Here you can see that we’ve solved over 400 reported bugs, reducing the total count by at least 100 bugs and issues for this patch alone, which puts the EUIV bug-count lower than any GSG game has been in the last decade, according to our metrics (yay!).

So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we’ll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

To finish, when can you expect the 1.33 patch to be released? Well, the good news is that we’re pushing it as an open beta this evening! We’ll keep it open for a couple weeks, and then we will release the full patch later in Q1, after the testing is done, and we’re sure that we’ve solved all the issues appearing in the open beta.

By the way, we noticed that we have an issue regarding the Linux version of the game that we’re already trying to fix, so those users should NOT opt-in into this open beta.

You’ll be able to take a look on the changelog along with the release of the open beta. See you, and we will be answering issues raised in this thread during the week!
Can Yuan sinicize it's primary altaic culture too when forming it?
 
Some additional suggestions/notes from my test run as Ming:
  • Even with the Inwards Perfection reform, the clergy still lose loyalty upon seize land - is this intended?
  • I'm trying out a complete pacifist playthrough, harmonising as many religions as possible and exclusively expanding through colonisation and diplomatic means; I think the changes to harmony and EoC make this playstyle genuinely compelling, but the experience could be enhanced by adding the decision to Sinicize those cultures with the option to do so as the Emperor, once the Emperor owns all provinces of that culture of course. The Emperor was historically interested in Sinicization of neighbouring cultures/areas, and allowing this would make a Humanist campaign more efficient as the Sinicized cultures are accepted without using a slot. There could be a stability or harmony cost if taking the decision as the Emperor so that it's not too easy.
  • I think a Dhimmi-style estate for the Emperor, which affects only provinces whose religion have been harmonized, could make for a more interesting game as the Emperor, but I'm aware this would be a major change so this is just wishlist stuff.
  • I found that my harmonization outpaced my expansion into other religions and I spent a lot of time sitting at 100 harmony, so being able to spend harmony in other ways, perhaps in exchange for an instant boost to mandate or clergy loyalty for example, would be nice.
  • The mandate cost for conversion from tributary to vassal seems well balanced, and I like the feature overall.
  • The non-dynamic Join the Reformation objective for the Age of Reformation annoys me, considering the previous era uses dynamic objectives well. I think for Confucian countries, this objective could be replaced with a goal of number of religions harmonised or something along those lines. The objective to convert provinces also feels off as a Confucian nation who should be focused on harmonization rather than conversion.
  • In a similar vein, the Emperor should have an age objective for a large number of tributaries in place of the Feudal Society objective in the Age of Discovery.
  • Mandate growth speed seems well balanced still, and the changes to the Ming disaster provide a good incentive to wait for maximum mandate before passing reforms.
  • The Ming mission tree is still appalling, but I understand that's beyond the scope of this patch (please add it to the to-do list though, such a major nation with a whole paid expansion focused on it should really have more interesting missions.)
  • As a colonial Ming, I was itching for some integration between the native uprising/native assimilation mechanics and the harmony mechanic. It seems to me the two mechanics could interface very nicely (perhaps provinces whose religion has been harmonised could have reduced uprising chance, or assimilation could be increased at high harmony.)
Sorry, this ended up much longer than I planned. Overall this patch seems really well thought out and makes the gameplay experience as the emperor much more interesting. Thanks for all the hard work on this update!
 
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Great. Just facing 1 bug currently. When i vassalize a nation already in war with another nation, i get called into the wat. When calling in my allies it gets bugged. Call to arms say already in war but the ally isnt in war
There are already a couple of bug reports filed about this issue. I've created one over a month ago. Make a tour through the bug report forum, upvote them and let's hope they will fix it in the next patch.
 
I dont know if it is possible but I think maybe we can alter the sinolize events for cultures around china to a more common one? like "we need to fusion ourselves into china to better control them". it would be cool to see more players decide to take china down and sinolize themselves, so that they could take china as their new base for further conquering. as chinese i really wonder how the dynasties could vary in the game.
 
Can one thing be fixed? This bothers me for some time, not sure if people (players and devs) are aware of it and/or had the same experience.

As curia controller I get 1 extra diplomat. Menawhile I'm annexing my subject and then after some time when I'm no longer a curia controller I loose +1 additional diplomat and among all my diplomats I loose the very one that was annexing my subject and all my annexation progress is gone. Does it WAD? Can it be fixed so another diplomat disappears not the one that is annexing, I had like 3 other diplomats that were improving relations...
 
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Can one thing be fixed? This bothers me for some time, not sure if people (players and devs) are aware of it and/or had the same experience.

As curia controller I get 1 extra diplomat. Menawhile I'm annexing my subject and then after some time when I'm no longer a curia controller I loose +1 additional diplomat and among all my diplomats I loose the very one that was annexing my subject and all my annexation progress is gone. Does it WAD? Can it be fixed so another diplomat disappears not the one that is annexing, I had like 3 other diplomats that were improving relations...
It's randomly selected if they are all occupied, so in those instances when you know you'll lose one make sure to retract it so it's free on the monthly tick. Same for missionaries and colonists.
 
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Wouldn't it be better than the -100 relationship modifier outside the Chinese kingdoms with other Chinese kingdoms? Because that would make them hate Korea and normally China and Korea are always friends
 
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Wouldn't it be better than the -100 relationship modifier outside the Chinese kingdoms with other Chinese kingdoms? Because that would make them hate Korea and normally China and Korea are always friends
这是一个错误看法,明朝初年,朝鲜非常害怕朱元璋,因为朱元璋出身红巾军,这只农民起义军甚至北伐打入了高丽(从河南打到蒙古又打到朝鲜)
李成桂惧怕朱元璋入侵朝鲜,不过朱元璋显然并不在乎他的红巾军同胞,他早就是一个地主代言人了!
明末,清朝入关进攻李自成,朝鲜也有大量支援,我不觉得李自成万一真赢了朝鲜会有好果子吃(李自成建立了大顺,却因为战略不好,被清军暴击. 清朝八旗朝鲜人仅次于汉族,满族,蒙古族)
This is a mistake. In the early Ming Dynasty, The Joseon dynasty was very afraid of Zhu Yuan Zhang, because Zhu Yuan Zhang was a member of the Red Turban army. This peasant rebel army even penetrated north into Goryeo (from Henan to Mongolia to Korea).
Li chenggui was afraid of zhu yuanzhang's invasion of Korea, but Zhu apparently did not care about his fellow Red Turban. He had long been a spokesman for the landowners!
At the end of the Ming Dynasty, The Qing dynasty entered the pass and attacked Li Zicheng, with a large amount of support from Korea. I don't think li Zicheng would have a good harvest if he really won from Qing (Li Zicheng established shun, but was attacked by the Qing army due to his bad strategy. The koreans Eight Banners of the Qing Dynasty ranked second only to han, Manchu and Mongolian.)
 
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