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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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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.
Agreed especially since it makes for a nice change of pace since its not all about blobbing and building the strongest military if you use the merch mechanics. However i think lübeck needs more work then just the one mission fixed. For once the faction mechanics in general feel very outdated compared to estates. The other major issue with lübeck is that towards midgame it is mandatory to move the tradecapital into the english channel and subsequently conquer it. Mainly because it is impossible to prevent a lot of trademoney leaking from lübeck node towards EC. Once trade fleets grow and GB/Ned gain a few trademodifiers they project tonns of tradepower into lübeck node.
 
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Yes! Loving the changes, and the bug fixes too! Still a bit iffy about Otto blob, but I'll do some of my own testing to see if they actually need balancing or if they are ok.
 
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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.
 
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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.
 
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One thing you might whant to look into is Ethopia turining sunni in the last patches when winning against adal in my last few games this happend 2 out of ten times, wich should be 0 out of ten. I do think this comes from a fast expansion and then sunni rebels take over, I might be wrong though, has someone else seen this?
 
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Good changes on Expand infrastructure and Centralize state interactions. That being said Expand infrastructure needs some sort of cool down or money/mana cost when set up otherwise you can toggle it on and off to abuse the build cost/monument/dev cost reductions.
 
My goodness, these are a lot of replies in just three hours! But I am glad to see that the overall reaction is quite positive here :D
I feel like as long as they have a common enemy they hate enough, they will end up ally each other (but obviously only with a bit of effort).

In other news, centralise state is an even more unenticing prospect. The flat -20 on governing cost of the state was just about ok, but now it's only worth using if the state has at least 200 dev to get the same value on reduced governing cost. The state maintenance reduction and prosperity gain are redundant - if you've got that much dev in that state, when you centralise, you're likely to be producing enough money from the state to nullify the state maint cost, as well as having full prosperity on it already.
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.
These are good points. They will be kept in mind when Centralize State gets further adjustments after the initial Beta feedback.
Is a particular reason why the -100 opinion penalty for Chinese kingdoms is based on being Confucian and not, say, being another Chinese kingdom, or a nation with a capital in China, or a nation holding a lot of Chinese land?

There are many variant criteria that could be used. I don't see why religion is the most natural one to pick. If a Chinese kingdom somehow gets out of being Confucian, then it loses the penalty with its peers, which seems odd.
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.
I think a good middle ground would be to give Chinese kingdoms a 50% (or even 75%) core creation cost reduction on Chinese land. This would replicate some of the effects of giving everybody cores without being as awkward or as much of a freebie.

It would also fit with modeling the historical practice of new dynasties retaining the administrative bureaucracy of previous dynasties.
To be honest: it is the most easiest and performance friendliest solution from a scripting point of view. Due to the technical debt of EU4, the focus was on solving issues without further need of code support. We already had the "Relations with same religion" modifier in our develop branch, so the decision was to use that as a tool to hinder hug boxes to form as Confucianism is religiously isoloated from everyone else.
"Relation of Same Culture / Culture Group" modifier, however, is definitely a more elegant solution to this, but it's unclear if the engine plays along with it or not. This needs to be tested internally first.
These changes to China look promising.


Does this work if Korea takes additional provinces in either a defensive war or in a revanchist reconquest war? I can see Korea's AI personality becoming increasingly unstable and becoming militarist more often if either scenario happens. Otherwise, it's good and interesting idea.


I like both of these conceptually. The seize land exemption especially looks promising.


I don't own Leviathan, but all of these look like positive changes.


As a general question since more explicit and implicit development cost reductions are being added with these changes: is there any concern about development cost being too cheap now overall? In my recent EU4 games, I've been able to easily double my average province development as most great powers and OPMs (especially free cities) are still getting to 30+ or 40+ development relatively early in the game.

It seems that development cost went from being relatively low with few sources of cost reduction when it was introduced to being far too cheap now thanks to myriad, often passively obtained sources of cost reduction. To my eye, the obvious solution is increasing the base cost for developing provinces and ensuring that "tall" countries have more and greater sources of cost reduction than "wide" countries.
Well, Korea's personality is not influenced if they are in a defensive war. They do, however, like to take provinces regardless of personality. Their attitude just determines how likely they are to declare war on their own (I found out that the AI does not care about the stab hit + AE caused by the stab hit when they have a militarist personality, which is why we saw Korea blobbing into Manchuria on a regular base).

I won't give a comment about the dev cost reductions just yet, however. I think it is best if there is some beta feedback first before we start tackling with development costs.

Very much hoping that with the changes to the region, we'll get an achievement inspiring a good Tibet run. A Confucian Dai Viet achievement would also be appreciated, as it looks like a very interesting tag but the existing achievement for them is Buddhist-exclusive and relatively short.

Other wishlist achievements in the area would probably be a more difficult Ming achievement (current one is relatively trivial) or an achievement requiring the player to use the new "play as a released Chinese Kingdom" option and reunify China.
There won't be any new achievements for 1.33. I am sorry to disappoint you :(
Is religious culture not supposed to work with harmonized religions? And if so, this should be changed for balance reasons.
I am pretty sure it actually works for harmonized religions. If not then please make a bug report for this (but I think to remember that it worked pretty fine in my own Korea game).
Indeed. I'm glad the devs updated their idea set to buff the -5% tech cost to -10%, but it still lacks any flavour, nor the real factor required to help it in a 'tall' playstyle *cough* no dev cost modifier *cough*, while also dearly missing any real defensive military buffs to help out in an inevitable outnumbered war against Manchu or Japan.


The -100 opinion with same religion modifier that the Chinese Kingdoms get means that AI Korea is effectively stuck with ZERO allies when Ming collapses, and since their new 'tall' modifiers effectively mean that it would have done jackshit in the AI's hands by then, it's all too clear what's gonta happen when their much larger neighbours come knocking.
Korea does deserve a more detailed and proper adjustment to their ideas, but due to the additional localization work which needs to be done in short time the ideas changes have to be postponed.
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).

EDIT: Credit for the idea goes to @PrussicAcid with this post!
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.
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.
Loving this idea!
Any plans to "fix" the Ottoblob? Saw them in quite a lot of dev AI only maps and they always end up absolutely humongous
Plans? Yes. But not for 1.33 as the Ottomans are a delicate matter to cover. Nerf them too hard and you kill the only reliable endboss for the player.
Good changes overall:
  • The push for Chinese breakaway states to actually unite China is one I've wanted for a while. East Asia is better with a boss nation.
  • The buff to the Unite China CB looks good.
  • The buffs to the monuments, especially the Korean one, look great. This should be the baseline powerlevel of monuments, as way too many of them are too weak to be worthwhile in normal games.
  • The nerf to CNs is unfortunate and unnecessary, as colonizing is *still* a very weak playstyle overall. Forcing 1-2 suboptimal idea groups on top of ridiculous colonial maintenance costs means colonizing really needs to give massive returns to be worthwhile, so this change is going in the opposite direction.
CNs seem to be one big can of worms. One large group despises the manpower benefits they give, another group thinks they are borderline useless to create on your own. With that said, I think it might be worth to touch the money gain from tarrifs again so the loss of the additional manpower would be recovered in the gain of more Ducats if your colonial nation is prospering. However, there is no promise that this will be done for 1.33.
How Persia is gonna work now? Like, Divine ideas are giving Devotion as the first idea from the set which is absolutely and utterly useless for Persia with Legitimacy. Not to mention those few events Persia have to get Yearly Legitimacy... How will it work? o_O

Gosh, I really hope we will see Persia region getting a proper update. Since you know, "Persia Update" didn't even give Persia proper missions... Persia really need some love. :oops:
The Divine Idea, which gives Devotion, gives now legitimacy too.
And yes, Persia does deserve more love, but this has to wait for a patch after 1.33.
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 think they actually took the Mandate, but I am not sure. I will give a definitive answer tomorrow when I can check the nightly run.
Regarding how the core mechanic works: it only happens when you are the offensive or defensive war leader of the Unify China CB and you successfully occupy a province in the China Subcontinent. It should be noted that coring a province this way will remove your claim on it.
United Japan has a problem that make former daimyos a tributary, just like Chinese warlords.
Do you have a plan to fix it?
Japan was not forgotten for this one. Similar how the Celestial Emperor is disallowed to make countries, which have their capital in China, to their tributaries, so is the Shogun not allowed to make former daimyos to their tributary. I decided to not mention it because this idea is not finalized yet, and if you pay attention to the nightlies you can that Japan is rather inconsistent with their behavior. It will be officially mentioned when the problems with it have been resolved.
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
The ages and government reform systems are two great mechanics which have potential to be so much more than they are right now. With that said, there are no plans to add flavor or content to them for 1.33.
I would love to change this for a later patch though.
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
That's a good idea!
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.
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.
For the Mandate bonuses: there might be some room for adjustments as long it doesn't make Ming to an unstoppable force from 1444 until the end of the game.
No promises though.
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.
Agreed especially since it makes for a nice change of pace since its not all about blobbing and building the strongest military if you use the merch mechanics. However i think lübeck needs more work then just the one mission fixed. For once the faction mechanics in general feel very outdated compared to estates. The other major issue with lübeck is that towards midgame it is mandatory to move the tradecapital into the english channel and subsequently conquer it. Mainly because it is impossible to prevent a lot of trademoney leaking from lübeck node towards EC. Once trade fleets grow and GB/Ned gain a few trademodifiers they project tonns of tradepower into lübeck node.
Personally, I have to agree that Lübeck needs more changes then just adjusting the "Unite the League" mission.
I am not sure if they can make the cut into 1.33 though.
However, I will take a look at their mission at least so it doesn't feel as bad to have your own vassal swarm, which immediately tries to kill you after pressing the button.
 
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One thing you might whant to look into is Ethopia turining sunni in the last patches when winning against adal in my last few games this happend 2 out of ten times, wich should be 0 out of ten. I do think this comes from a fast expansion and then sunni rebels take over, I might be wrong though, has someone else seen this?
And here I was thinking that my games were just cursed as hell haha
Sure, I take a look at it and see if there is something which makes Ethiopia more than happy to change its religion to Sunni.
 
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Is there any chance that a similar process towards making east asian tributaries more selective could be implemented? For instance, I frequently see Japan tributary-ing independent daimyos instead of actually finishing the job of unifying the islands. Also, in Indochina/Indonesia, I frequently see nations tributary-ing nations that they should, realistically, be expanding into. This is seen pretty frequently with Ayutthaya blocking itself from forming Siam. Perhaps there could be some sort of check that looks further down the mission tree to see what provinces a nation needs to progress its missions, and it would then avoid tributary-ing such nations? Perhaps setting these areas as of-vital-interest? I suppose the fear here is that the AI might not tributary enough, but it just doesn't make sense for the AI to block itself in the way it does.
 
To be honest: it is the most easiest and performance friendliest solution from a scripting point of view. Due to the technical debt of EU4, the focus was on solving issues without further need of code support. We already had the "Relations with same religion" modifier in our develop branch, so the decision was to use that as a tool to hinder hug boxes to form as Confucianism is religiously isoloated from everyone else.
"Relation of Same Culture / Culture Group" modifier, however, is definitely a more elegant solution to this, but it's unclear if the engine plays along with it or not. This needs to be tested internally first.
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.
 
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Would there be new ways for Celestial Empire to establish tributaries especially the overseas tributaries in SEA? The current way of establish tributary is having a shared border in order to accept diplomatically or having waged war against them and select make tributary. Historically Qing have some tributaries in maritime SEA which included Sulu Sultanate, Lanfang Republic. So if a player claimed the Mandate of Heaven and want some tributaries to stabilize the mandate they only able to do so with neighbouring nations which severely limit the path of expansion.

Perhaps the modifier Are not neighbours can be reduced and the Distance between Borders can be increased exponentially so that maritime tributary still be able to diplomatically establish yet at the same time prevent long distance tributary.

So any plan for possible rework of tributary system?
 
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Como siempre, increíble (desde el comienzo de los diarios de este nuevo parche). Como de costumbre, voy a volver a publicar la lista actualizada del saldo de la comunidad; ¡Muy contento de ver al menos uno de los puntos (centralizar el estado mecánico) abordado!

GRAVES PROBLEMAS
  1. El sistema institucional está terriblemente equilibrado y es uno de los principales problemas de los juegos que duran hasta el siglo XVII y más tarde. Básicamente, da como resultado que las tribus africanas estén al mismo nivel tecnológico que las potencias europeas. Sólo la institución de la Imprenta se está difundiendo a una velocidad correcta; el ritmo del resto de ellos es extremadamente rápido, seriamente preocupante y debido al cambio.
  2. La colonización se rompe. La velocidad de la colonización es hilarantemente demasiado grande, lo que resulta en que el mundo entero, incluido el interior de Estados Unidos y Brasil, así como las tierras del interior de África (!), estén completamente colonizados para el año 1700. divertido que la expansión de temática africana no tiene nada que detener la colonización del interior de África por parte de los europeos. Si Europa Universalis es algo más que un juego 4X glorificado, solucionar todo el problema de la colonización debería ser una de las prioridades. Esta publicación tiene una gran cantidad de sugerencias adicionales: https://forum.paradoxplaza.com/foru...-trade-diplomacy-and-quality-of-life.1453724/
  3. La escalada de mercenarios está rota. Los ejércitos de mercenarios del juego tardío son demasiado grandes; necesitan ser tapados o equilibrados de una manera diferente. También vale la pena considerar el efecto mercenario en el profesionalismo del ejército, ya que un simple cambio de -5% cada compañía mercenaria contratada es exactamente la misma cuando uno contrata una compañía de 5K o 100K, o que no hay un golpe de profesionalismo adicional cuando no lo hace. t disolverlos después del final de la guerra. La solución podría ser, por ejemplo, una fuga constante de Profesionalismo dependiendo del Límite de Fuerza ocupado por mercenarios.
IMPORTANTES PROBLEMAS DE EQUILIBRIO
  1. La dirección histórica del juego se ha descartado en gran medida por la cantidad de parches y actualizaciones; Si bien el juego obviamente debería ser una caja de arena, algunas características agregadas en DLC pagados anteriores (!) Se olvidan por completo. Manchú se forma mucho menos que antes, y Prusia casi nunca se forma. Los mogoles nunca se forman. Zaporozhie no es una broma muy divertida, ya que nunca se la ve por ninguna parte, a pesar de la mecánica única que posee. El Medio Oriente tampoco está funcionando correctamente. Persia casi nunca se forma y, por lo tanto, el Imperio Otomano, después de lidiar con los mamelucos, nunca tiene un rival fuerte en el otro lado de su territorio, dejando la lucha a los Habsburgo y la Mancomunidad de Polonia-Lituania, que generalmente está en declive. Toda el área de Persia parece ser extremadamente fronteriza, sin que ninguna nación pueda unir al resto y formar Persia. La falta de árboles de misiones en el Medio Oriente puede estar relacionada con este problema. ¡Arreglar el contenido antiguo es una excelente manera de hacer que el juego se sienta fresco sin tener que crear contenido nuevo real!
  2. El acceso militar condicional permite un juego seriamente ahistórico. No es necesario deshacerse de él, pero se agradecería mucho limitarlo; por ejemplo, solo podía funcionar para la misma religión, por lo que los otomanos no podían recorrer toda Europa para asediar París. En este ejemplo, tendrían que solicitar el acceso o hacer la guerra contra HRE para llegar a Francia.
  3. Las colonias católicas están en este momento intervenidas; por el Tratado de Tordesillas, no declaran la guerra a nadie, a diferencia de las colonias protestantes.
PROBLEMAS MENORES
  1. El Concilio de Trento se rompe y se confirma que tiene micrófonos ocultos. La compensación entre las dos partes (conciliadora y dura) es la diferencia en el precio pagado por las arcas de la Curia; sin embargo, en ese punto del juego, los cofres fluyen con dinero, lo que hace que la elección sea totalmente unilateral. Además, el error hace que el controlador de Curia elija la opción opuesta en lugar de la que debería elegir.
  2. La caída de los mamelucos no se representa correctamente. Si se agregara un Desastre adecuado, los otomanos podrían atenuarse un poco, lo que les permitiría enfrentarse a los mamelucos sin las (muy) muchas bonificaciones que tiene Sublime Porte, conservando su estado de "jefe" al tiempo que permite un resultado más histórico de teniendo el pico de su poder en los siglos XVI-XVII.
  3. La mecánica de los hegemones es inútil en cualquier cosa que no sea una conquista mundial. Las bonificaciones podrían reducirse y los requisitos podrían atenuarse y relativizarse, por lo que, por ejemplo, Gran Bretaña podría convertirse en una hegemonía naval de forma natural en el transcurso del juego, al igual que en la historia.
  4. Muchas misiones están desactualizadas. No se trata de los árboles de misiones completos (aunque el aumento de poder es real), se trata de misiones tales como la conversión cultural española de Granada, que ahora está rota (ineficaz en costo a recompensa). Hay más ejemplos, incluyendo:
    • Las misiones en el subcontinente indio a menudo requieren una gran lealtad/influencia del estado, lo que no se ajustó al rediseño del estado.
Well, technically the English naval hegemony only comes with the arrival of steamboats, before that the naval hegemony was from Spain, France had good boats but did not have many and they were divided, although trafalgar was a defeat to the French and Spaniards, in tactical terms won them, not the English, although that was what they used, since they used to face Spanish frigates 6 to 1 and they would lose the English.
 
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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.
You know what, I will ask tomorrow the programmers. Maybe I am wrong in my assumption and we can make all of China to their vital interest without too much coding issues.
Again, no promises though that it will be done for 1.33
 
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Hello everyone, and welcome to another EUIV Dev Diary! Today we’ll be talking about more changes we’ve been doing for the 1.33 ‘France’ patch, one new concept that we’ve implemented called ‘Script Debt’, and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!

Greetings everyone!

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

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

View attachment 801173

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

View attachment 801180

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

Here are some of the nightly results:

View attachment 801181

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

Even if it happens through means we did not expect…

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

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

We also made a small change to Korea too:

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

View attachment 801184

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

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

View attachment 801185

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

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

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

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

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

View attachment 801187

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

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

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

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


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

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

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

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

You’ll be able to take a look on the changelog along with the release of the open beta. See you, and we will be answering issues raised in this th

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

Greetings everyone!

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

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

View attachment 801173

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

View attachment 801180

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

Here are some of the nightly results:

View attachment 801181

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

Even if it happens through means we did not expect…

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

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

We also made a small change to Korea too:

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

View attachment 801184

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

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

View attachment 801185

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

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

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

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

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

View attachment 801187

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

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

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

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


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

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

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

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

You’ll be able to take a look on the changelog along with the release of the open beta. See you, and we will be answering issues raised in this thread during the week!
Confucian people have the same ability of the Tengri to be able to use the wonders of religions that have harmonized?
 
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You know what, I will ask tomorrow the programmers. Maybe I am wrong in my assumption and we can make all of China to their vital interest without too much coding issues.
Again, no promises though that it will be done for 1.33
Thanks for your effort!

If this works out, it would avoid some weird edge cases that might arise otherwise.
 
I'm actually musing on how the Sell Crownland nerf adjusts strategy: What's more important at the start, +1 Monarch Points in everything or the Cash infusion? It does make your choice more interesting.

I think this one is pretty straight forward. There is always money lying around: There are national bank loans, burgher loans and you can take money in any war you enter. Mana is much rarer and more desirable.
 
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