• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 123Like
  • 43Love
  • 11
  • 3
Reactions:
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“
By not making sense (in Netherlands’s case) I don’t mean you don’t have gov cap to spare but rather at that stage in the game trade would be 60-80% of your income and getting 1 goods produced in one province for 50 gov cap hardly makes a meaningful difference in game as it is now.
 
Play the beta. This is exactly what forming Qing does.
Yes. Because Qing requires Mandate and Mandate holder gets unify CB. I know experienced player manchu is strong and easy to kill ming. But if devs’ objective is natural AI Qing, AI Manchu needs buff. If lucky nation for manchu is not enough, then I think giving unify CB to manchu will be nice buff.
 
Please add the backrow morale damage define to the 1.33 open beta @Gnivom @Pavía

It's unfair to force this on the multiplayer community with no real testing.

If you give us the define we can test it as a community and give proper feedback. If you don't the majority of the remaining multiplayer community (using heavily modded eu4) will likely stay on 1.32 or previous patches.
You're right. I'll try to get this in to whatever will be the next patch/hotfix
 
  • 5Like
  • 4
Reactions:
As my colleague @Ogele said, thanks for your comments, as we've already received a lot of feedback on 1.33 changes! I'll left him to comment most of the issues related to East Asia regions, while I'm going to focus on others.
"Muslim subjects will no longer enact “Guaranteed Dhimmi Autonomy” if their Muslim overlord has religious ideas."
Yay, thanks for that!

Also, why is this patch called the 'France' patch, if you say that there's no official "regional focus", and all the regional stuff we've seen so far is related to Asia?

Why is that patch called 'France' while it focuses on east Asia?
Because of this:
Probably because France isn't nerfed enough yet, they sometimes accomplish in-game what they have achieved historically, which players tend to hate.
Well, no, not really. Honestly speaking, it's more related to this one:
Pls not another french person in the loading screen. We need some more variety in countries represented.
As when starting it was a general update patch, we just used 'France' as placeholder because it already had a couple kings in the loading screen. Then we shift the focus to East Asia, but 'Ming' and 'Manchu' were already patch names, and for instance either 'Korea' or 'Vietnam' would have been a bit deceiving, as they were not the real focus of the changes (but the MoH/EoC rebalance, instead). On top of that, our Art Team is already working on the pre-production of the next Immersion Pack, so they didn't have enough sparse time to create a new loading screen in time for the Open Beta... So we just decided to keep things simple, focus on the important stuff, and left 'France' as the patch name.
I presume because France did have colonial empire in Africa as well Asia and Americas. And since 1.33 covers every corner of the globe it does make sense to name it "France".
This is the attitude, do you work on Marketing? :p
I'm liking everything I see that's written in the dev diary, but I'm not entirely sure I like the results of the nightly runs all that much. China unified is good. France constantly being eaten hurts my soul. India always results in one or two big blobs, which is kinda unfortunate. While the Korea changes seem great for a player, for an AI I feel it'll be: "play tall for a while, until you get eaten by whatever neighbor that got to blob". An update to their NI's might be in order (fort defense in traditions?), but I feel it's a result of EU4 game's design in general, so it'll be hard to fix. Either you get bigger, or you get eaten.

Regarding suggestions, maybe we can post some here as well, since they are often so small that's almost daunting to make a thread for them?

A few small ones from me:
1) Make a notification for being able to seize (crown)land. Yellow when it's possible, green when it's possible without rebellions.
2) Make a notification for diet.
3) Add a hotkey to automate armies (like drilling: 'j')
4) Make said automated armies a little bit smarter. Now they don't check that if they add their stacks would actually improve a siege status by running towards it. For example: A 10k infantry stack will go and join another 10k stack on a fort without actually improving the siege status. Make the stacks check:
A) If there already is a siege going on there
B) If yes, is it progressing? If no, it can walk to the province
C) If it's progressing, would adding this stack to the sieging stack speed up the siege process? (due to cannons, or a general) If yes, it can walk to the province. If no, it should try and find another target
5) Make automated armies check if they're black-flagged. If yes, they should try to walk to your own territory first.
France is not constantly being eaten. Take into account that with the nightlies we post here we want to show specific outcomes, but those are not the bulk of what we have. So, for instance, I just checked the last 10 nightly pictures we have, and in 8 France is big enough, and it has managed to expand either into Iberia, Italy or HRE depending on the game.

Regarding your suggestions, thanks, I think some may be really useful regarding QoL! We'll work on implementing some of them, although probably for the next version (we want to be careful with code-related changes).
Will Mongol (Altaic) culture be able to Sinocize? Like if they restore Yuan.

@Pavía Also please make decion Sinocize our Culture available for Mongols (Altaic).

Suggestion: Rather than having them be named in the style "*Culture Name* (Chinese)", you should name them as "Sino-*culture*. This would emphasize the cultural reorientation of the country, as well as the integration of the original ethnic group into the Chinese sphere.
Well, to be completely honest, we had already talked about making another Sinicize decision for Altaic people, because it would make sense regarding both Mongol and Tartar mission trees (which encourage conquering China). However, it skip implementation because reasons; we've just introduced that for the patch. And we've also changed the culture names, following this style, too.
Hope the performance is sorted for late game, especially with big wars it's just dragging past 1550
We are already (and still) working on improving the performance, but unfortunately I cannot compromise on it being better in 1.33. We've identified some fields where we can work out to flesh it out, as in some script changes to make calculations less demanding, but it will still take some time to implement those improvements and check they're working as they should. We're going to try give priority to this for 1.34, however.
Rather than restricting the selling of crownland to requiring at least 10% to enact, I would suggest tweaking it so that you can sell what you have if you have < 10%, but you (naturally) get proportionally less money and loyalty bonus as a result. The option should only be blocked if you own literally 0.00% crownland.
For now this change would be out of the table, as it would be very demanding script-wise.
United Japan has a problem that make former daimyos a tributary, just like Chinese warlords.
Do you have a plan to fix it?
We are always looking upon fixing problems related to Shogunate/Daimyos mechanics. So, please, it would be nice if you could open a request in the Bug Reports subforum, with precise information about it. ;)
Will you be balancing the Iberian peninsula? Granada is too OP and tends to hang around for decades longer than it should it almost all games leading to spain/ castile never getting the Alhambra decree.
Well, one of the former problems we had was Castile AI focusing in Portugal early on; maybe this change will make it focus earlier in Granada, instead. Let us know about this.
What are the devs opinions on some mission claims going against good gameplay to extreme extents?

Scotland for instance has a starting mission to conquer 2 provinces from England and as a reward gets claims on 2 more. Obviously, this isn't a situation that should ever happen, as Scotland has to go into debt and fight a huge first war with a stronger England and taking just 2 provinces after all that trouble just to get claims on 2 more is horribly sub optimal.
We're always open to fixes to older mission trees, although not as much for reworks, because it's more time-consuming. Just create a post in the Suggestions subforum, for instance, and we'll take a look on it. ;)
Will there be a mission tree for the chinese successor states like the Shun? It would be great if there was some missions to further insentivize you both during and after the unification wars! I also think Ming should have a better mission tree even if it mostly focuses on internal affairs and then the other Chinese tags could gain it as a reward for seizing the Mandate.
As I said, creating new missions for the Warlords states was out of our development time for this patch, unfortunately.
 
  • 8Like
  • 8
  • 1Love
  • 1
Reactions:
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.
 
Last edited:
  • 3
Reactions:
Some revealed Problems and Suggestion for 1.33 Beta

Problems

1_1.jpg

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 ;)

1_2.jpg

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.

2_3_1.jpg

2_3_2.jpg

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.

2_4.jpg

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.

2_5.jpg

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.
 

Attachments

  • 1_3.jpg
    1_3.jpg
    625 KB · Views: 0
Last edited:
  • 4
  • 2Like
  • 2
Reactions:
New Chinese Kingdom goverments 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 thierselves with Ming, which collapse soon. Chinese Kingdom goverments' anger should remain for their other Chinese rivals. The same goverment or culture group will be nice alternative.
The programmers are going to look into replacing the Confucian opinion penalty by instead making Chinese kingdoms set Chinese lands to be of vital interest. If this works out, it should produce more natural results than the ones in the beta.
 
  • 3
Reactions:
The historical direction of the game has been heavily discarded over the number of patches and updates; while the game should obviously be a sandbox, some features added in previous paid DLCs (!) are completely forgotten. Manchu forms much more rarely than before, and Prussia almost never forms. Mughals never form. Zaporozhie is a not very amusing joke, being nowhere to be seen ever, despite very unique mechanics it possesses. The Middle-East is very much not working correctly as well. Persia almost never forms, and thus the Ottoman Empire, after dealing with the Mamluks, never have a strong rival on the other side of their territory, leaving the fight to the Habsburgs and usually-declining Polish-Lithuanian Commonwealth. The whole area of Persia seems to be extremely border-gorey, with no nation being able to unite the rest and form Persia. Lack of mission trees in the Middle-East may be related to this issue. Fixing old content is a great way to make the game feel fresh without having to create actual new content!
While I agree with most of your statement, in my current campaign there is a thriving Hussite Prussia owning northern Poland; there is a Zaporozhia araound for almost 100 years now; Mughals have taken half of India; there is no Persia, but a really big Qara Qoyunlu stopping Ottoman Eastern expansion. Needless to say, I am playing a modest Lorraine -> Lotharingia campaign and had nothing to do with all of these developments. So while all of this might be rare, it is far from "never happening" as you stated ;)
 
  • 2
Reactions:
I would suggest also making Chinese kingdoms always set all Chinese provinces as being of vital interest. This situation is a textbook example of what the vital interest flag was intended to model in the first place.

In fact, this alone may be enough to produce the dog-eat-dog results we want. I think it would be a better approach than imposing the -100 opinion penalty for fellow Confucians. The religion criteria feels a bit contrived; one based on land ownership of the Chinese heartland seems more natural.

It would, for example, make Chinese kingdoms hostile to any Christian Western colonizers who come in to snatch up parts of the Chinese coast. As they should be.
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
Is it really more technically demanding to make Chinese kingdoms set all Chinese lands to be of vital interest? I would have thought the infrastructure for this would already be in place.

I think the real discrepancy is what happens if an outsider comes in and starts to conquer Chinese land. Chinese kingdoms should be hostile to foreign invaders for the same reason they are hostile to each other.
Looks great, I agree with what some others have said though - negative opinion of culture would be a better modifier for the Chinese kingdoms. I would assume that otherwise, they're likely to become hostile to Korea and try to conquer it (something which seems borne out by the nightlies) when ideally we'd want them to make Korea a tributary.
Big agree on the problems of how this solution affects Korea. Provinces of vital interest is absolutely a more elegant solution, though I imagine there may be some other steps necessary to ensure it always works.
The programmers are going to look into replacing the Confucian opinion penalty by instead making Chinese kingdoms set Chinese lands to be of vital interest. If this works out, it should produce more natural results than the ones in the beta.
Well, I talked with @James Capstick about it. The bad news is that Vital Interest provinces is very convoluted and it cannot be really connected to the government trait. And hardcoding it for the subcontinent might have more devastating consequences in the long run. I stand corrected, however, that performance might have not been an issue.

EDIT: I misunderstood my colleage regarding the Vital Interest topic:. It's not as convulated as I thought. Still, for 1.33 there will be no chnages to it for now.

The good news is that we have new modifiers called "Opinion of same Culture" / "Opinion of same Culture Group" / "Opinion of Accepted Culture" / "Opinion of Non-Accepted Culture" (to be clear here: the opinion of Accepted Cultures only affects cultures OUTSIDE your culture group, so if you are England for example and accept Scottish, your opinion of the Scots will be modified by "Opinion of same Culture Group" nonetheless). With that change the opinion penalty from the same religion is no longer required.
I would, however, highly recommend to not sinicize your culture until you are about to unify China on your own anyway.
Suggestion: Rather than having them be named in the style "*Culture Name* (Chinese)", you should name them as "Sino-*culture*. This would emphasize the cultural reorientation of the country, as well as the integration of the original ethnic group into the Chinese sphere.
Will Mongol (Altaic) culture be able to Sinocize? Like if they restore Yuan.

@Pavía Also please make decion Sinocize our Culture available for Mongols (Altaic).
you_are_chinese_and_you_are_chinese.png


This needed a good amount of console commands, but I hope this answers both questions. And yes, forming Yuan will now convert all "Mongol" cultures such as Oirat, Mongol, Korchin and Khalka cultures to Sino-Altaic.
The mission "Unite the Mongols" has been adjusted so that you are not locked out of it if you form Yuan first, though you will get the 3 Accepted Culture slots instead of the event.
Did Bengal take the Mandate in this run, or did they just invade the whole of China? Thank you so much for hearing the community and implementing these changes!
Another question regarding the free cores in China: How does it trigger? Do I need to have my capital in China? Use the "Unify China" CB? Have the new government reform? Thanks!
I managed to look it up. Sadly, Bengal remained an Indian Sultanate.
Maybe Sunni becomes the dominant religion and the itinerant capital moved to a Sunni provinces which enables the decision Adopt Islam as the State Religion(trade_propagation_convert_to_islam)
Hmm... this would explain the Sunni Ethiopias in my game. I make sure that the AI prefers to move its capital now to provinces of its own religion now.
Taking religious ideas stops Muslim AIs from implementing the autonomy privilege?
Yes, though it is currently bugged in the Beta and will be fixed with the next update.
View attachment 801314
Just checked this event. Wouldn't it be better if Manchu's 'Invade Joseon' mission accept tributary as a success condition?
Good call. Will be adjusted with the new changes in mind.
View attachment 801336

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.


View attachment 801339
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)
I will adjust the text, thanks for the info!
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!
This does sound like a cool idea for the Mandate. I highly doubt it would make the cut for 1.33 though.
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?
The biggest issue of adding ideas is not the balance or getting the theme of them for the country but the localization work. The more text which needs to be translated, the more problematic it becomes to get a release on time. Because of that we won't be able to get new ideas into 1.33.
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.
Bukhara does deserve some attention, yes, but due to the time limitation regarding translations they will have to wait for another patch
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“
Yeah, this will require some kind of cost. It is not entirely sure what kind of cost it will get though
 
Last edited:
  • 11Love
  • 8Like
  • 3
Reactions:
This is the attitude, do you work on Marketing? :p
Nope, just a history geek .
Well, to be completely honest, we had already talked about making another Sinicize decision for Altaic people, because it would make sense regarding both Mongol and Tartar mission trees (which encourage conquering China). However, it skip implementation because reasons; we've just introduced that for the patch. And we've also changed the culture names, following this style, too.
Aw, i was just thinking to go Oirat>Yuan run and convert everything to Mongol (Chinese) as well as Vajrayana. No biggie. Would you perhaps add that decision in the future?
 
you_are_chinese_and_you_are_chinese.png


This needed a good amount of console commands, but I hope this answers the both question. And yes, forming Yuan will now convert all "Mongol" cultures such as Oirat, Mongol, Korchin and Khalka cultures to Sino-Altaic.
The mission "Unite the Mongols" has been adjusted so that you are not locked out of it if you form Yuan first, though you will get the 3 Accepted Culture slots instead of the event.
Ignore my previous comment. This is totally cool. As soon as 1.33 is ready i'll try out Vajrayana Oirat>Yuan run. Take your time guys.
 
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.
 
  • 5
  • 2
  • 1Like
  • 1
Reactions:
On a different note: a new event has been added to Manchuria which asks Korea to become Manchuria's tributary in return for all their provinces they might have lost to the Manchu earlier. This idea was from a forum user who commented it in the first DD, but I don't remember who it was again (please notify me who it was so I can add credit where credit is due).
So this event's current option for Korea is
1. Maintaining as Ming's tributary
2. Become Manchu's tributary (AI choose this 100%, although it seems making tributary is not working in Beta)
3. Become independence

I know Devs' objective is make Manchu AI strong, but current event option seems too forced. But I love this event's idea. So I want to suggest alternative.

First, let's talk about history. Option 1 was 'Historical' decision of Korea. Reason of this decision was because Ming helped Joseon dynasty at devastating war with Japan(1592) and Korean elites felt earnest gratitude for this. So Korean leadership chose to kept loyalty for Ming when Manchu rise and sent troops when Ming fought with Manchu(1619), at last Manchu attacked Korea twice(1627,1636) and made Korea as tributary. (There is more complexed story about more neutral diplomatic king's deposition but I will skip it.)

I know if Korean AI choose option 1 like history a lot then it doesn't fulfil our objective. So I think it has to be changed like this.

Event trigger condition:
1. Manchu is formed
2. Manchu has more number of Army than Korea
3. (1) Manchu is tributary of Ming & Manchu has at least 150 development & Ming's mandate is low
OR (2) Manchu is independent

Condition 2: Why Korea will choose to become Manchu's tributary when they are stronger than Manchu? Army condition prevents ridiculous situation like stronger Korea become tributary of weaker Manchu. But Manchu gets +20% Army limit because of horde government so it will be not hard to fulfil condition 2.
Condition 3: It's hard to decide it is right direction to independent restriction to this event. Because If independent Manchu is weak then Ming will attack Manchu anyway and beats easily. To prevent this situation, Condition 3-(1): when Manchu is tributary, stronger than Korea and has enough development, it will get independence by this event's option 2 and because Ming's mandate is low, it will be more easy to survive. Condition 3-(2): If Manchu is already independent then it means it is strong enough to survive so it doesn't need Ming's mandate requirement and player doesn't have to wait for mandate reduction.
(1.33 Korean starting dev: 145, Formed Manchu dev: minimal 170 to maximum 217 (only counts independent Jurchen land in start))
(1.33 Starting Land force limit modifier: Korea-19, Formed Manchu-around 28)

1. Maintaining as Ming's tributary: Korea AI choose this option when Favors & Trust for Ming is High. It makes sense because historically Korea got big help from Ming so they kept loyalty to Ming. If devs wanna make strong Manchu a lot then condition for this option has to be 100 Favors & Trust. If tributary system makes 100 favors & trusts stable, then relationship or liberty desire condition can be added too.
2. Become Manchu's tributary: If Option 1 and Option 3's condition is not fulfilled, AI always choose this option. If Manchu is tributary of Ming, it will be independent. And it makes Korea-Ming relationship & trust very low. If not, Korea will make alliance with Ming.
3. Become independence: Favors & Trust for Ming is low but Korean development is very high, then they will choose to become independence. This option is like Burgundy choose independence in Burgundian inheritance event. I know Devs' try to make Korea not to Blob but they can get some lands at defensive war (in this case manchuria is united so korea can have lands at japan or elsewhere) or played tall a lot. Condition for development can be very high like over 300 if devs wanna make unified strong Manchu more. Maybe making this option revokes inward perfection and makes Korea aggressive will be nice idea too because it will be very rare situation.


In result, My point is this event is too forced for Korea in sandbox game where Trebizond, Albania can beat ottoman with allies and blob.

And also If devs are gonna change Manchu mission 'Invade Joseon' to requires make Korea as tributary too, then rewards temporary mandate bonus when korea is tributary seems nice. Slight buff to mandate Qing and also it reflects history. Chinese empire treated Korea & Vietnam as main tributary states.
Other Manchu mission 'Subjugate the Mongols' reward 'Mongol Banner' mercenary company seems impossible to use it. It has cavalry shock +1 but consists of infantry and cannon too and it costs 10% more. Any other mission reward company gives cheap company but it costs more. If devs wanna make us to use it expensive cannon has to be removed (actually it has to be applied to any other company because it makes company too expensive including Black Army of Hungary.)
 
Last edited:
  • 1
Reactions:
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

Glad that this is now slightly more viable, however it is still tied behind a large government reform progress (GRP) cost. Given how hard it is to get GRP, how about possibly adding a feature/button that allows you to generate more reform progress by gaining corruption? For example 2 corruption = 20 additional reform progress and the button can't be used for another 2 years or if you have any remaining corruption.

Or if you want to counter blobbing countries exploiting it then 2 corruption could provide 2 years worth of reform progress (based on current average autonomy and therefore provide diminishing returns as you have more corruption every time you use the interaction).
 
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.
Mongol Empire can already make banners with whatever your primary culture is. You could even form Rome and still get banners lol
 
  • 5
Reactions:
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
 
  • 1Like
Reactions: