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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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Yeah, I really wish it was called Joseon, maybe with Korea being its revolutionary name.
Or maybe a decision to change the country name to Korea upon getting a ruler who is not from your dynasty, with a hit to stability but a boost in prestige and institution embracement cost reduction, imitating the actual historical transformation of Joseon into the short-lived Great Korean Empire? I agree it's odd to have all of these historical Chinese warlords represented with dynastic names, and then next door, a Korea that wasn't even called Korea during this time period.
 
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In my game the event to make Korea my (Manchu) tributary fired and I took the relevant option, but didn’t actually make them my tributary. I also reloaded the save to make sure I hadn’t miss-clicked.
 
Love the changes to East Asia. Might want to look at the dynastic/clan names for Xibe and Nanai though.

Right now Xibe has the "Ula" clan, which was a part of the Haixi Federation. Nanai has the "Warka" clan, who lived in Ningguta/Furdan (located in Jianzhou in EU4).
I'd suggest maybe "Hurha" for Nanai and simply "Xibe" for Xibe.
 
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Recommendations:
1. Soldiers may only be recruited from accepted cultures. Manpower comes from empire cultures, with non-accepted cultures contributing -80% manpower.
2. Separatism grows in provinces of same culture group when at war with that culture group. For example, Ottomans at war with Serbia should see separatism grow in Bulgarian provinces, whether accepted or not.
3. Update some of the culture groups: Slovaks in same group as Czechs, Romanians in same group as Bulgarians, Ottomans not in same culture group as Arabians and Egyptians. Cultures should convert passively over time, or join their owning nations culture group after ~100 years of no separatism or no cores on the province (Perm, Tatary nations).
4. DLC Update Scandinavia, Baltics-Belarus-Ukraine, Central Asia, Caucasia.
4. Make Persia, Qing, Mughals, Netherlands, PLC, actually form at least half of the time. Do something with Austria-Hungary, maybe? (I prefer historical games.)
5. Age of Revolutions should have partition wars, where a country at war with two bordering nations as main belligerents has the two wars merged and if they lose, allow double the land to be taken. (Partition of Poland-Lithuania) Or just introduce this as a diplomatic option between nations who both border a large nation.
6. Allow defensive leagues against very large nations, such as Ottomans, so that Austria and Poland stand at least some kind of chance.
7. Ottomans receive event in 1450 with claim on provinces owned by Byzantium instead of needing to fabricate spy network.
8. Building a religious building should change province religion passively, regardless of religion resistance to change, albeit very slowly, and only in neighboring religion provinces.
9. Change Ottomans +5% Discipline to something less overpowered. Put a ceiling on the force limit gained from modifiers for balance. Nerf Ottomans.
10. Being over government capacity penalties should scale exponentially, not linearly, or at least more than they currently do.
11. Non-European and small nations should not be expanding colonially, either because they can't afford it, or built-in malus against it.
12. Make India, African coasts, East Indies, and Philippines colonial regions, or function like colonial regions when owned by European countries. Europeans should not be able to expand into Sub-Saharan Africa beyond the coasts due to diseases in this game's timeline, unless EU5 extends into 1900 or something like that (assuming it is ever made).
13. Make Beijing an end trade node like Venice. Moving trade capital should scale positively as a function of distance, and shouldn't always cost 200 diplo mana.
14. Add monument to Vienna which increases something to the advantage of Austria so they are better suited to be HRE emperor (Diplo rep or improve relations or +1 relations or imperial growth modifier or some combination of these). Make the Protestant Reformation less likely to spread in countries not historically Protestant. Should spread mostly in Germany, Scandinavia, British Isles, a little in France to trigger their disaster, and rarely in other countries.
15. Remove icon to move monument except for those few monuments which can actually be moved. Have countries actually upgrade their monuments from time to time. Add Lighthouse of Alexandria monument to be permanently stuck at level 1 until permanently confiscated by an event to use the remains to upgrade the fort in Alexandria.
16. Add more monuments to Eastern Europe, if possible. HRE emperor gets bonuses from monuments in the HRE.
17. There should be some overlap between the Age of Exploration and Age of Reformation, as the first is too short. Age of Exploration should end when a European nations discovers a nation in the Orient, and this should receive some permanent bonus.
18. There should be some imperative for colonizing nations to take naval or maritime ideas, because one of these seems to be irrelevant, and should be merged into one idea set. Move 15% morale bonus from defensive ideas to offensive ideas.
19. Add more naval ideologies, such as Morocco should have a +2 bonus in straight of Gibraltar to not be annexed by Portugal or Castile every game.
20. Most importantly, make the game stop lagging in the second half.
 
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A few of my opinion on this.
1. This is an event from a Korean perspective right? If so, I think it should be Jangbaek Mountains or Baekdu Mountains, or Paectu Mountains. It's a seldom-used word in South Korea but mostly due to reason number 2 below and it's a northern border that belongs to North Korea.
2. Korea's borders were meant to be and are Amnok River (Yalu River, 압록강) and Dooman River (Tumen River;두만강). Rivers are not meant to be a wasteland in EU4 so Chanbai Mountains are kind of regarded as a game license in Korea. However, seeing it in flavor text as a natural border feels kind of weird.


1643773055030.png

This is kind of a sidenote but could you add owns and have a core in Gyeongseong (2743) as an additional condition? Paektu Mountain was and still is an area of dispute and it is split between China and North Korea. The most recent one is the border treaty of 1962 (조중 변계 조약, Korean Wikipedia link)
 
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While this idea sounds really great, it runs into one issue: the engine of EU4 does not allow dynamic culture group changes, and touching this part of the game might cause more crucial bugs then it is worth.
Hi @Ogele . I was thinking in terms of this; the EU4 engine is too old to change cultures dynamically, so the EoC cannot simply Sinicize any culture they come across. So an alternative I think would be you add a button to the EoC interface where the Emperor can spend X Mandate (maybe 50?) to add +1 Promoted Culture slot permanently. This is repeatable, so instead of "Sinicizing" cultures, EoC can just accept them which removes all the penalties and would work in an identical way as changing all the cultures to a "Sinicized" Chinese version, at a cost of X Mandate and 100 Diplo power. To make it a bit more like Sinicization, you might wanna give the EoC a -50% cost to Promote Culture, as a 100 Diplo point cost would be a bit steep if you have to do it a lot, and as Ming is an Empire this won't give Ming a lot more Diplo points at any point in the game so no need to worry about that.

So now before you say infinite Promote Culture slots is broken, we already have that as a feature in the game; the Mughal Diwan system Gov Reform. This automatically promotes a culture when you own all provinces of that culture, AND gives you a permanent bonus depending on what the culture was you assimilated. This has produced no issues whatsoever and has no negative perception in the community, and the Sinicization version wouldn't give permanent bonuses per culture assimilated, so is less powerful than the Mughal Diwan. Additionally, Ming/EoC and Mugahls are successor states to the Mongol Empire so them having similar systems of cultural assimilation might make sense/be thematic? Also gives a good Mandate sink late game in addition to converting Tributaries into Vassals. Hope you consider this as a valid option, loving the changes!
 
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Hi @Ogele . I was thinking in terms of this; the EU4 engine is too old to change cultures dynamically, so the EoC cannot simply Sinicize any culture they come across. So an alternative I think would be you add a button to the EoC interface where the Emperor can spend X Mandate (maybe 50?) to add +1 Promoted Culture slot permanently. This is repeatable, so instead of "Sinicizing" cultures, EoC can just accept them which removes all the penalties and would work in an identical way as changing all the cultures to a "Sinicized" Chinese version, at a cost of X Mandate and 100 Diplo power. To make it a bit more like Sinicization, you might wanna give the EoC a -50% cost to Promote Culture, as a 100 Diplo point cost would be a bit steep if you have to do it a lot, and as Ming is an Empire this won't give Ming a lot more Diplo points at any point in the game so no need to worry about that.

So now before you say infinite Promote Culture slots is broken, we already have that as a feature in the game; the Mughal Diwan system Gov Reform. This automatically promotes a culture when you own all provinces of that culture, AND gives you a permanent bonus depending on what the culture was you assimilated. This has produced no issues whatsoever and has no negative perception in the community, and the Sinicization version wouldn't give permanent bonuses per culture assimilated, so is less powerful than the Mughal Diwan. Additionally, Ming/EoC and Mugahls are successor states to the Mongol Empire so them having similar systems of cultural assimilation might make sense/be thematic? Also gives a good Mandate sink late game in addition to converting Tributaries into Vassals. Hope you consider this as a valid option, loving the changes!
The Diwan Moghul system was used by the guys in the Expanded Missions mod, when you take Hisn Kayfa and manage to form the Ayubids. I can't wait to see Paradox replicate the same for vanilla (for the Caliphate).
 
Many Chinese Minor tags exist however they lack interesting ideas to make them interesting. Would it be possible to add a Chinese Emperor Idea set for Chinese Minor tags that unify China?

e.g.
Chinese Emperor Ideas:
Traditions: 33% Manpower, 50% Force Limit (Large Armies like Russia)
Idea 1: 25% Governing Cap (Large Chinese Empire)
Idea 2: 5% Admin Eff (Similar to Yuan and Qing)
Idea 3: +0.25 Harmony (Synergy with Confucian)
Idea 4: 15% Morale (Unifier of China)
Idea 5: +1 INF Shock (Enhanced version of the 10% ICA group national ideas get)
Idea 6: Mandate growth
Idea 7: +2 Diplo Rep (Tributaries)
Ambition: 25% Domestic Trade Power (Resist european powers stealing trade)

Cantonese nations could have a trade and naval focused idea set.

Would this be part of the scope of 1.33?
 
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Many Chinese Minor tags exist however they lack interesting ideas to make them interesting. Would it be possible to add a Chinese Emperor Idea set for Chinese Minor tags that unify China?

e.g.
Chinese Emperor Ideas:
Traditions: 33% Manpower, 50% Force Limit (Large Armies like Russia)
Idea 1: 25% Governing Cap (Large Chinese Empire)
Idea 2: 5% Admin Eff (Similar to Yuan and Qing)
Idea 3: +0.25 Harmony (Synergy with Confucian)
Idea 4: 15% Morale (Unifier of China)
Idea 5: +1 INF Shock (Enhanced version of the 10% ICA group national ideas get)
Idea 6: Mandate growth
Idea 7: +2 Diplo Rep (Tributaries)
Ambition: 25% Domestic Trade Power (Resist european powers stealing trade)

Cantonese nations could have a trade and naval focused idea set.

Would this be part of the scope of 1.33?
Shun, Dali, Miao, and Yi do have unique ideas at least. At the very least Yue could use some as it and Shun are the most likely to be strong and independent.
 
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So without wanting to quibble, hopefully a later patch or DLC will provide proper missions and events in Uzbek-Bukhara as well as Chagatai, which deserve something other than a generic Tatar tree. First for the variety of gameplay (Bukhara was a really original nation with a strong interest in science and culture), but also because it is a bit absurd to give them a similar fate to nations like Crimea or Kazan.
Came again after looking at Uzbek in game again and it's really shocking how much of an afterthought Bukhara is. It doesn't even have any unique ideas and the only missions it have are just to go the Mongol Empire route. They really do need content of their own.
 
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All these new changes seem great! There were too many wonky mechanics that are basically too niche to the point where they shouldn't even exist... looks like many of these things are being fixed along with the bugs (btw there is a bug where add_nationalism effect only works with positive values, which was introduced circa 1.29 to fix multiplayer sync issues, which now makes some diet/mission/event rewards moot)! Plus, loving the changes to East Asia!!! Thanks to the devs and modders who probably gave them a good chunk of ideas.
 
These changes look good.

But I’m still not satisfied with Expand Infrastructure. Getting 1 goods produced for 50 gov cap doesn’t really make sense even for tall Netherlands.

I know additional changes won’t be made in this patch but I have few suggestions for future patches to think about.
  1. Link Adm. Efficiency and Absolutism with gov cap. If I can take an entire country in one war then why can’t I “administer efficiently” the land I already have with Adm. Efficiency. You can decide weather it should be 1:1(100%) or 1:4 for balancing.

  2. Another way would be to spend 1000 ducats on a state to reduce its gov cap by 25%. This would replace centralise state.

  3. on a fun note if something like this is implemented we could have an Achievement called “Prosperous World” requiring to have prosperity in every province of the world. And we could see BudgetMonk do something different and even more challenging.
Other Minor suggestions would be
  1. Forming Bharat / Hindustan would make all Indian subcontinent cultures as accepted. If Germany and China can have this why can’t India. Forming this tag and having most of your country be of not accepted culture is weird and immersion breaking. Or it will force player to culture convert all of India to one culture to be just on par with other cultural unions. This path would not be the Indian way.

  2. I would again suggest that Hindu tags should have access to Buddha diety and be able to use Buddhist monuments, just like Buddhist can use Hindu monuments right now. Otherwise it doesn’t make any sense.
 
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So chinese warlords got new unify china CB, and it makes more unified china. Then how about manchu and also other sinicized culture? If devs wanna see more Qing AI, that CB has to be given for sinicized culture too. I suggest that CB has to be usable for all Chinese culture group if Chinese empire is still alive.
 
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So chinese warlords got new unify china CB, and it makes more unified china. Then how about manchu and also other sinicized culture? If devs wanna see more Qing AI, that CB has to be given for sinicized culture too. I suggest that CB has to be usable for all Chinese culture group if Chinese empire is still alive.
Play the beta. This is exactly what forming Qing does.
 
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But I’m still not satisfied with Expand Infrastructure. Getting 1 goods produced for 50 gov cap doesn’t really make sense even for tall Netherlands.
Tested the expand infrastructure yesterday and i kinda want to disagree on the note that it doesn’t make sense although i would agree that some finetuning is needed. Mostly because it can be granted and revoked at any time. E.g. as byzantium one can expand infrastructure day 1 one constantinople to gain a bit extra for 0 costs since you have gov cap to spare. Once you expanded a fair bit you and get close to gov cap, just revoke it for free. Somewhat like a state edict just for provinces.
Thats also the part that can be abused. Nothing is stopping a 10k dev empire well above gov cap to pause the game, use expand inf to use the dev/construction and ship building discounts and then revoking it before unpausing.
Thus i suggest a cooldown before it can be revoked or a local autonomy increase upon revoking (however that might get abused in age of absolutism)

tldr: its a free bonus mechanic with 0 downsides (just very micro intensive) and might require some „nerfing“
 
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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.

See, on one hand I'm happy that Expand Infrastructure is actually made relevant, on the other hand I still have to shake my head at it requiring 2 iterations to get to that point, when the critique about it being useless was levied when the feature was first revealed in the pre-leviathan dev diaries.
I'm interested to see how this will play out though, in particular as to how effective temporarily stacking it will be for hyper-industrializing your country with cheap buildings.
 
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