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Graveyard of Empires | Release Notes

Hi everyone!

With a mere one day to go before the release of Graveyard of Empires, it is tradition that we provide you with the Release Notes. The usual disclaimer applies; this list is comprehensive, but not necessarily complete. Any items we add will be placed in a separate spoiler underneath the main list. (Checksum: 722d)

Graveyard of Empires

Gameplay
  • British Burma now exists from game start as a British subject
  • Mandatory Palestine now exists from game start as a British subject
  • Jordan now exists from game start as a British subject
  • Kuwait now exists from game start as a British subject
  • Lebanon now exists from game start as a French subject
  • Syria now exists from game start as a French subject
  • Added Burma namelist and oob
  • Removed Prince Henry as leader for Palestine
  • Added new tactics and modifiers for urban combat*
*With this update we want urban combat to progress slower than it has before. Taking a city is intended to be harder than taking a plains province. By making it harder to capture cities we've also provided UI indications for where urban battles occur.
In more details, the small feature consists of the following:
  • Updated map icons for urban combat
  • Special tactics that are only applied in urban combat and for specific unit compositions
  • These new tactics can, in addition to the old modifiers, affect the organisation damage of the attackers/defenders

Balance
  • Siam now joins the Co-Prosperity sphere on historical
  • Added a port in Phuket
  • Added a supply hub in Hat Yai
  • Siam starts with army of Siam spirit
  • Extra shared slots don't get removed when flipping state owners anymore
  • Added railway line to Archangelsk
  • Added some resources in Pakistan area (Peshawar 3 Steel, Baluchistan States 3 Oil)
  • Updated Siams AI to produce more units and streamline production
  • Increased Siams Building slots
UI
  • Reliability and Torpedo upgrades no longer overlap for Torpedo Cruisers

Modding
  • has_artillery_ratio, has_cavalry_ratio and has_unit_type triggers now also consider support units

Bugfixes
  • Fixed a Crash To Desktop (CTD) when loading games with prepared raids
  • Daily Army, Air and Naval XP gain can no longer be negative
  • Prevent a rare Out Of Sync (OOS) related to operative mission names when using different languages
  • Swedish national spirit "Hungersköld" is no longer removed too early
  • The Netherlands can once again Placate the Germans through their Gateway of Europe Decision
  • Without Götterdammerung, there can be only one Fascist Advisor in Belgium
  • Fixed an issue where Germany's Operation Panzerfaust would result in Hungary getting puppeted and having their war reset, resulting in teleported divisions
  • Dutch East Indies no longer starts with only 10% democratic support
  • "Expansion Pass 1: Supporter Pack" is no longer included in save game compatibility checks
  • Fixed a rare random OOS in AI truck production
  • Fixed rare Out of Sync in character name generation
  • Fixed UI crash when rendering items in lists
Performance
  • Ai is now more performant when upgrading equipment
  • Weather updates now are more efficiently parallelized
  • AI plans naval invasion in parallel (drastically reduced spikes on multi-core CPU's)
  • Refactored a number of decision systems to improve performance
  • Optimized AI Diplomacy Calculations
  • Optimized how reinforcements are computed
  • AI is now more performant when selecting which doctrines to upgrade
  • MIO attributes are now computed faster across the board
  • Naval Supremacy is now better parallelized
Some updates to this post today, March 6
  • Added the checksum at the top
  • Added links to Dev Diaries and Feature Videos
  • Added a snippet to try and explain Urban combat a bit more
 
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Daily Army, Air and Naval XP gain can no longer be negative

What is exactly the reasoning for this change that's listed as a bug fix? Seems like its just going to be rather annoying for quite a few mods that currently use negative daily xp gain to represent certain army maluses.
 
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It would also be more difficult for some players to conquer Egypt with the Egypt AI making use of the high manpower and defense on core territory modifier to put up a significant defense with more divisions than the Allied AI usually puts into Egypt in the current build.
They always could make Egypt a useless subject, kind of like the new Reichskommissariats. They have puppet status, but no cores. That diminishes their power even on territory with high population.
 
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1) All these extra puppets - what is the impact on game performance?
2) Does this mean playing as UK is going to become more tiresome with these puppets generating more useless divisions that you can't stop them from giving you?
3) Please can you ensure you add the current patch to the list of betas in steam so at least we can rollback if the worst happens and you break the game?

Really hope this incoming patch isn't quite so half baked as it appears. Very concerned.
 
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They always could make Egypt a useless subject, kind of like the new Reichskommissariats. They have puppet status, but no cores. That diminishes their power even on territory with high population.
Speaking of Reichkommissariats...a fix to those wasting manpower on frontline divisions instead of using it for garrison purposes would have been great. That flaw just piles the poor occupation law choice of the Ai and in my perception contributes to the Axis crumbling too fast in an average game.
 
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They always could make Egypt a useless subject, kind of like the new Reichskommissariats. They have puppet status, but no cores. That diminishes their power even on territory with high population.
I hope Palestine, Syria and Lebanon are Reichskommisariats given the amount of troops the colonial powers had to station there.
 
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I hope Palestine, Syria and Lebanon are Reichskommisariats given the amount of troops the colonial powers had to station there.
Not sure if that is technically possible - aren't the subject types dependent on the overlords ideology?
 
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Not sure if that is technically possible - aren't the subject types dependent on the overlords ideology?
Then that should be fixed. The occupation of Palestine was so intense in money and manpower for the UK that after ww2 they basically said we are leaving, f**** this shit.
 
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While it would make historical sense for Egypt to be a British puppet state instead of straight occupation, I can kind of understand why it was not changed for balance reasons. For a player UK, they could just not call Egypt into the war and then not have to worry about defending the Suez or El Alamein, instead directing their resources to other places. It would also be more difficult for some players to conquer Egypt with the Egypt AI making use of the high manpower and defense on core territory modifier to put up a significant defense with more divisions than the Allied AI usually puts into Egypt in the current build.

Not saying I agree with this decision, but I can see these reasons as justification for as to why Egypt didn't get the Jordan/Mandatory Palestine treatment.


Egypt could have a trait that it could not create new divisions besides existing ones which would be garrison type units. The DoW on Germany after the invasion of Poland should automatically make all British subjects DoW Germany to avoid the not calling to war loophole.
 
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Isn't this graveyards of empires DLC outsourced?

I would have sworn that i've read this somewhere, but i can't find any source telling this today.

(Maybe I'm dreaming, happy to be corrected if that is the case).
There's two branches of paradox working on the game atm, this branch made the south america DLC and the other one made Gotterdamerung. Doesn't exactly inspire confidence...
 
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These new UK puppets, I'm not sure at all why you even did this, seems very much unnecessary. And it is actually a buff for UK, as the territory is mostly useless (no resources or factories) - BUT, they'll all get a generic focus tree which contains plenty of industry and bonuses, UK won't have to spent resources for garrison, and if they'll capitulate, they'll all form an exiled government, which is a huge boost.

As to wheter they should start as released colonies, I disagree, this will really clutter the diplomacy screen, war screen, give you a lot of extra divisions you'll have to manage manually, and make all the surrouding occupied UK/French lands around the world look ridiculous.
 
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It was likely to succeed but still had a chance to fail. I've seen it happen a couple times that Siam refused to join on historical.
There should actually be a japanese attack first, and a fascist coup, Siam was neutral, it didn't just 'get an invitation to join a foreign war'.
 
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It's obvious that French Indochina would be one.

Dutch East Indies would at least have Papua, Moluccas, and Atjeh as releaseables. Malaya has Brunei and Sarawak. The Philippines has Sulu.
Indochina lacks a lot of content. No war with Siam, no Japanese coup, no Japanese occupation of north, no Ho Chi Minh. just straight annexation to Japan. Although I think we can all agree Indochina missing content right now isnt too egregious since they'll most likely add all this in the Japan rework.
 
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Where is the bugfix list? and that Urban warfare, whats the details on those new tactics? what do they do for Urban combat? make them longer, more deadly, etc? A rework was advertised for the DLC of urban warfare
 
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