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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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1. We need a new wonder then with general nobility loyalty. ( No, Versaile (terrible) and Moai (way too specific) do not count)
2. Why only muslim vassals of muslim nations? What if i want to use my Vassal to make Sunni land for me?
3. Are you guys aware just how powerful a bonus "Vassalization acceptance" is?
4. Make the wonder cost from “Expand Infrastructure” global, not local.
5. The priviledges with scaled bonuses need to be way stronger than just 33% at 100 estate land.
 
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I personally don't like inward perfection, but the monument is like Mamluk level good, so I think most of the Korean players are happy about the overall change.

Yeah, it's a nuff to AI Korea due to its characteristic changes, but it's not something like Golden Liberty and players will just revoke it anyway so it's almost no nuff to players IMO.
 
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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.
This "gaining cores through occupation" idea is an interesting one. I wonder if there might be situations elsewhere in the world where it would make sense to implement this.

I assume the AI has been properly trained to use the Unify China CB whenever possible instead of resorting to weaker CBs?
 
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Since you're reworking some stuff i wondered if you planned to add a little bit of flavor to "ages" and reform progress. Both don't have a lot of ways to be influenced by the player and it consists basically in waiting and sometime getting notified to have a free buff... I believe it could be re-thought to be more interactive with the player
 
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Give missionaries a job besides converting so humanist and tall players can use them for something.
Some ideas are here from me and some other members. Would love that kind of feature down the line. I know not for a free update.
Also add back buryatia!!

 
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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.

Why? Was it already easy for AI Hordes to unify China?

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.

See?

It's a good thing to see China being unified again like this, but the natural outcome should come forth from the North (come from the noooOOOooOOOoOOrth!!!).
I won't go further into the suggestions on that topic, I fear that would be a lost of my time. Some of my ideas are on the last week dev diary thread.
 
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One thing I would suggest to help Manchu unite China is giving them the -100 opinion as well.

It seems like they may be going by the old rules of tributaring the chinese minors.

Especially when they culture flip to the chinese culture group this makes a lot of sense.
 
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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:
Why tie it to religion, and not to culture group? I vividly remember the time, I PUed the emperor of china, who was at the time a orthodox siberian tribe.... Not to mention buddhists and shito countries meddling in chinese affairs, spreading their religion and later spitting out chinese tags with their religion.
There is so much shinannigans going on in the region, I think it would be safer, to make the reform culture dependend, and adding sth like: Opinion of same culture group: -100
 
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Maybe make the Chinese kingdom government have the -100 opinion to same government countries instead of same religion since Korea and non Chinese confusions will be dead in the water and won’t be able to play the political game in China at all
 
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3. The estate privilege “Inwards Perfection” gives now the following penalties / benefits:
If you don’t set a cooldown for remove it, you can simple use it at peace and remove it when you go to war. you can easy use the benefits with no penalties...
Considering the nature of this privilege i think the cooldown should be 20, 25 or even 50 years
 
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The idea for switching culture to another group is pretty good. But I think that naming them with brackets "*old cultere name*(Chinese)" is not a such a grate way to do it. For example Tibetan culture after the shift: on the map it says "Cultere: Chinese(Tibetan(Chinese))", in the government tab "Tibetan (Chinese) (Chinese), and it is also in events and other messages. Thje Brackets in general don' look that good.
 

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Maybe add an ability for the Chinese emperor to add cultures to the Chinese group of though sinizization? Irl the Chinese used extremely effective cultural assimilation to integrate other cultures that either the took over or that took over them (Manchu as an example). It could work like the harmonizing mechanic for confusionism and take a while to do. Also the mandate bonuses need to be sorely increased for the mechanic to be actually worth it. The penalties for low mandate are so awful that it is often times not worth the risk of the mandate unless you are a country with mandate increase ideas and such (like Qing). Maybe make the bonuses a much larger unrest reduction in Chinese culture group provinces, much faster prosperity growth, less dev cost, much lower army maintenance (lower than the already shown changes) and maybe lower separatism. Also maybe increase some of the decree bonuses like increasing the infantry combat ability one to 20 percent along with maybe a discipline bonus.
 
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Is it too late to ask for a fix to Lubeck's Unite the League mission?

Currently it leads to gaining 6-10 vassal, that will all be pissed off and eat all your diplo points.

I don't know what should be done. Making them free relationshipwise sounds OP. Making them all Historic friends would help with the liberty desire.

I don't think you should gain 4 diplo slot either. I am not sure what a balanced solution should be but this unique mission tree (nothing similar to this exists in terms of trade league focused tree).

All I ask is for that mission reward to be revisited so that it is less a diplomatic suicide to click on it.
 
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To make centralize state a useful button, it needs to be a much, much higher bonus. With admin ideas, each expand administration is +25 gov cap. With just town halls in each province — which when expanding to the point that gov cap is an issue, I know I do, each (stated) dev just costs half a gov cap. So expand administration effectively gives you 50 gov cap in any serious blobby run (40 if you don’t have admin ideas). To make centralize state worth it, it needs to not increase in price the way increasing gov cap does, and should save/free up around 35 points of gov cap. Or maybe it should fully counter the penalty from expanding infrastructure.
 
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