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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.

Yes.

I don't know who sneaked that in.
 
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No one force you to raze.

Horde unity pretty much forces you to, from what I gather. I admittedly haven't played a horde since pre-Cossacks days, but my understanding of the mechanics makes me think that horde unity is designed in a way to force you to loot and raze constantly.
 
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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.
REVOLT_SIZE_DEVELOPMENT_MULTIPLIER = 0.3, -- Multiplied with the province's development
REVOLT_SIZE_BASE = 4,

I can't find the fact that unrest affect revolt size.


Horde unity pretty much forces you to, from what I gather. I admittedly haven't played a horde since pre-Cossacks days, but my understanding of the mechanics makes me think that horde unity is designed in a way to force you to loot and raze constantly.
You can loot.
 
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Horde unity pretty much forces you to, from what I gather. I admittedly haven't played a horde since pre-Cossacks days, but my understanding of the mechanics makes me think that horde unity is designed in a way to force you to loot and raze constantly.
Yup. Either you raze, get rebels and die, or you don't raze, get rebels and die (0 horde unity = -10% legitimacy and +4 unrest).
Yay
 
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.
I was experimenting to see if the capped MRs could become colonial players (they really can't currently, maybe in the hotfix). So I tended to plateau at ADM 7 for a long while and focus on DIP. Even Venice started to care about the State count more than the province count at ADM 7. FWIW, the decision whether to enter/leave the HRE has a new consideration at lower ADM techs.
 
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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:

9YEySMY.jpg


Florence won a couple wars against me and took all my centers of trade in Genoa and Sevilia. I was dirt poor to the point where I couldn't field 80% of my force limit without going into debt, while he was quite literally swimming in money with a very limited amount of provinces (you can't see it on the player mapmode but a good chunk of his land was marches). That's how you play successful tall.
Yeah, obviously you can choose to reduce your own state to a jigsaw puzzle of marches and other nations while keeping your territory contiguous as much as you like.

In my humble opinion still not a likely outcome for most players, also I'll stay skeptical untill I'll see a merchant republic going for the same results. Because Florence can go above the 20 province limit as much as needed when it has not alredy grown tall enough to keep in line vassals feeded with his own base cores, and then juggle vassals when its power is already consolidated.
A merchant republic would have to willingly lose its starting territory early in game or live with a pretty hard limit for a long while.

If the Florence player made Florence a merchant republic then nevermind, I'll be honestly awed.
If not I'm unconvinced. The problem strikes merchant republics, showing me a single screen from the endgame of an oligarchic republic game is hardly relevant.
 
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I sincerely thank you for changing how corruption is calculated. Being able to build a large trade income is vital to ROTW. We can now use that income to combat corruption. It means we won't have armies that dwarf any other power as quickly as before. But, that will make the mid and late game more interesting.

The new formula synergizes with ROTW (does make it more challenging, but doesn't force you into one play style).

Honestly, thank you. This seems like a good balance. Looking forward to experimenting with it.
 
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"Root Out Corruption is now based on your development, not your income."
What if some people did not own Common Sense? (I do own it though)
 
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i am 99.999% sure u have to be able to archiev an archievment when u start a game to finish it
Not always. In 1.14 or 1.15 I started as a indochina nation, culture shifted to malaysian culture, then the "Form malaya" achievement appeared in the achievement browser