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EU4 - Development Diary - 7th April 2016

Hi Everyone!

Thanks for all support and dedication to the game, and its great to see 1.16 & Mare Nostrum breaking popularity records. There were a few issues that cropped up, that we are fixing or changing for a 1.16.2 patch, which will be released as soon as its ready. I hope tomorrow,...

This is the current changelog, and we're working on a CTD, and a Multiplayer OOS.

Corruption
- Updated corruption tooltip to show what actually effects it.
- Easy Difficulty now reduces your corruption dramatically.
- Root Out Corruption is now based on your development, not your income.
- Halved frequency of good and bad corruption events.

Achievements
- Updated Luck of the Irish achievement to account for 4 new Irish tags
- New Achievements updated to block custom nations

Unconditionally Surrender
- If war leader Unconditionally Surrenders, their allies no longer do so too.
- If an Overlord Unconditionally Surrenders, their Subjects now do so too.

Merchant Republics
- Merchant Republics are now limited by provinces in states, not total amount of provinces.
- Merchant Republics no longer want to become a Free City.

States & Territories
- Fixed: States couldn't be formed if there was a colony in the area.
- Empty State/Territories will not linger after loading savegames.

AI Tweaks

- Fixed some unlikely reasons for AI getting stuck and never cancelling condotieri.
- AI will go a bit easier on guarantees of countries that it wants to conquer or ally.
- Tweak to gifts/subsidies to reduce long range spam.
- AI should no more be willing to hire condottieri to fight some future rebellion (only serious present rebellions now count).

Misc Bugfixes
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
- Fixed only Muscovite countries being able to form Russia.
- Fixed Hokkaido Strait
- Fixed saves sometimes not loading correctly after using Hunt Naval Mission.
- You can no longer detach mercenaries from a hired out Condottieri unit.

Misc Complaints Adressed

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
- Removed Regicide Event
- Removed historical neutrality between Portugal and Aragon
- Fixed Threaten War could be used during Regency.
- Central African Event 15 will no longer spam the player by triggering every other month or so.
 
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Will you make it so that razed provinces don't have +10 revolt risk? Hordes are now utter chaos. I feel it's incredibly cheap to nerf an advertised feature of the Cossacks DLC months after its release, where people like me paid full prices for such a feature to now be, well, death sentence.
Though increased revolt risk was original plan..
 
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Sure you can. Most of the centers of trade are coastal, you can just take them and leave the other ones, or give them to your vassals, you'll still get most of the trade power in the region. I recently lost a multiplayer game where this exact thing happened to me:.
Well, you'll start running up against the state limit, too, given the natural tendency to focus on trade provinces; they tend to be in different states. I suspect the devs want MRs to feel both the fixed province cap and the (tech/govt sensitive) State constraints.
 
Well, you'll start running up against the state limit, too, given the natural tendency to focus on trade provinces; they tend to be in different states. I suspect the devs want MRs to feel both the fixed province cap and the (tech/govt sensitive) State constraints.
You start with 15 states and a 20 province soft cap. I don't think you will ever feel the state limit if you want to stay under the 20 provinces. You can have all of the Genoa, Sevilla, Alexandria, Ragusa trade centers with only 11 states and that's already a butload of money.
 
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No, I wouldn't say there is a chance.

Johan's mission to turn this game into 'sit around on speed 5 simulator' continues.

and again this is nothing to do with difficulty, this is to do with the fact that they've added yet another stick to discourage you from actually playing the game. Well it's worked because a new DLC has just come out, I should be excited and buy it on release day as I have with every major DLC previously but instead I'm going to go play something else.
 
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Someone identified a bug to do with army tradition, that you'll 0 army tradition from either winning or losing a battle. Several people has gotten the same results.
 
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Johan's mission to turn this game into 'sit around on speed 5 simulator' continues.

and again this is nothing to do with difficulty, this is to do with the fact that they've added yet another stick to discourage you from actually playing the game. Well it's worked because a new DLC has just come out, I should be excited and buy it on release day as I have with every major DLC previously but instead I'm going to go play something else.
To be fair, the change to corruption cost is in the right direction right now.

Is there any chance that Corruption off Religious Unity could be scaled somewhat as well? ... for an example Pate starts out with 0% Religious unity so they start with +.5 Corruption until they manage to convert their capital

well you can convert to Sunni then re-convert to Ibadi later utilizing our favorite friend Ibadi Zealots unless the achievement file changed.
 
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You start with 15 states and a 20 province soft cap. I don't think you will ever feel the state limit if you want to stay under the 20 provinces. You can have all of the Genoa, Sevilla, Alexandria, Ragusa trade centers with only 11 states and that's already a butload of money.
Lubeck and Genoa start with less. But I played a quick Venice game, too, where states were already a bigger constraint than my province count.
 
Misc Complaints Adressed
- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).

This is why sailors don't make sense as they're currently implemented. Manpower is similarly broken.

If I mothball fleets at maximum sailors, then I get no sailors back. When I unmothball them, I still lose those sailors. They're still mysteriously all suiciding.

It's not hard to make this happen.
 
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And it was gone. For months. Reason being it didn't play well. And now it's here, and razing conquered land gives you about a total amount of between 25-30 unrest, which means a guaranteed big revolt.
No one force you to raze. Raze as much as you can afford.

Increased RR from razing lasts 10 years and recent uprising modifier lasts 10 years too, so you can make them revolt and wipe riots out.
 
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Lubeck and Genoa start with less. But I played a quick Venice game, too, where states were already a bigger constraint than my province count.
How? If you play with Venice, you have 5 from base, 5 from government type, 5 from government rank. If you reach adm tech 8, you have another 5, and another 6 at tech 12. Lubeck and Genoa start with 10 and 15 at tech 8, 21 at tech 12.
 
No one force you to raze. Raze as much as you can afford.

Increased RR from razing lasts 10 years and recent uprising modifier lasts 10 years too, so you can make them revolt and wipe riots out.
Revolts with such high risks and all will naturally be big. It'll be such a strain on your manpower to both wage wars and quench revolts, which are usually more than one kind of rebel type, and then expand, and deal with corruption, and being on par with technology. I think this is a horrible change and I think it should revert back. I get what you're saying, but always having to deal with huge revolts if you burn down a little tent is absurd.
 
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To be fair, the change to corruption cost is in the right direction right now.

It's too little too late ultimately. Patch after patch, DLC after DLC they introduce or reform stacked mechanic after mechanic designed with the sole purpose to discourage the player from expanding, this patch alone has introduced several. Now don't get me wrong I like challenge, but a challenge is fun because it is rewarding but they seem to be doing everything in their power to make stepping up to that challenge as unrewarding as possible. The one thing they have utterly failed to do is create a game where there is anything else interesting to do other than expand for which there were already more than adequate numbers of mechanics to discourage it. It has gotten to the point now that they have stacked so many damn stick mechanics on top of one another that I actually don't want to play the game, not because it is in any real sense more challenging/rewarding than before but because in a very real sense it is a lot less fun/rewarding than it was before.
 
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