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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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Actually you DO play as the king. These are still mostly absolute monarchies in this era. The difference is the focus of the game. You aren't focused on your dynasty, like in CK2, you are focused on running a nation. Until you get to Constitutional Monarchy the power structure of these nations are still highly centralized in hands of a single ruler.
You play as a guiding hand, not a king, queen or any character. With regency councils, you can still do mostly anything other than warfare. So, who are you controlling then? You're just the nation.
 
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But you don't though. You are an all seeing god of state. Ruler is a mana battery. I mean, how else do you explain Elections? You pick whoever your battery is.
Elections merely select who you play as next. It doesn't invalidate the idea that you continue to play as an all powerful ruler.

@Benghi Bon See above for whether you play as a ruler. As for other diplomatic things, entering into alliances/marriages is quite a bit different than committing an entire nation to war.
 
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I said before that the entire system didn't make sense. But, so long as the "upgrade ship" button is meant to be only a convenience feature, I see no other way to make it work.
I agree with this. Upgrading your ship is for convenience purposes, your carrack really doesn't become a threedecker. Therefore, upgrading your fleet should also cost the same amount of sailors it would cost to build the fleet anew. The design is consistent here.
 
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Hi,
Apologies if this has been noted elsewhere above and addressed, but I've noticed that the re-charge of mothballed fleets from 25% back up to 100% in a province with a shipyard, and therefore with 10% quicker shipbuilding time, no longer seems to get back up to full strength as rapidly, e.g. 12.5%/month repair under v15. It now only appears to be the same 10%/month repair as one would get in any port province without a shipyard. Is this part of the new mechanics, i.e. only new-builds get 10% off construction time or should shipyard provinces also be giving quicker repair time to mothballed fleets too, as before?

Many thanks for all efforts on the game to all the team.
 
i love the engagement of the paradox team!
But please update also these bug in the german version of the game:


The new double province of Mutsu (in Japan). The northern one is in the german version of the game the "Revolutionäres Frankreich" (Eng: revolutionary France) and not the state "Nanbu" :)
Pls fix this!

Greetings
Duerli
 

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Actually you DO play as the king. These are still mostly absolute monarchies in this era. The difference is the focus of the game. You aren't focused on your dynasty, like in CK2, you are focused on running a nation. Until you get to Constitutional Monarchy the power structure of these nations are still highly centralized in hands of a single ruler.

If I was playing as the king, I wouldn't have only one child to serve as my heir and just stop making children after that so that way my nation falls into the hands of another nation's ruler or dynasty when my heir dies.
 
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If I was playing as the king, I wouldn't have only one child to serve as my heir and just stop making children after that so that way my nation falls into the hands of another nation's ruler or dynasty when my heir dies.
If you were playing as the unseeing hand of an entire nation, there would be no point in having provinces with autonomy since you control everything anyway and you could control local tax rates.

Again, differences between focus. CK2 focuses on the dynasty, you play as a single character of a particular dynasty. EU4 focuses more on a nation, you play as that nation's leader (where ever they come from). Vic2 focuses entirely on nations and you play as the faceless, nameless leader.

Edit: Also, if you controlled the entire nation form on high, Estates would be meaningless. Who actually administers a territory is irrelevant if you control everything.
 
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Actually you DO play as the king. These are still mostly absolute monarchies in this era. The difference is the focus of the game. You aren't focused on your dynasty, like in CK2, you are focused on running a nation. Until you get to Constitutional Monarchy the power structure of these nations are still highly centralized in hands of a single ruler.

What? No.
You play as the guiding spirit of the nation, sometimes as the will of the King, sometimes as a national entity. That's why while in certain events your responses and prompts can be understood as first-person accounts of a ruler [we have great wineries producing great wine? Save me some!], others are far more abstract and arcane in nature, such as events that allow you to choose wether or not economic downturns are causing inflation or other forms of economic setbacks across the nation, or what kind of heir you get. Things that a ruler alone cannot control nor decide.

You're Marianne. You're Britannia. You're Columbia. You're by no means a single mortal man.

Europa Universalis, deepest lore.
 
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What? No.
You play as the guiding spirit of the nation, sometimes as the will of the King, sometimes as a national entity. That's why while in certain events your responses and prompts can be understood as first-person accounts of a ruler [we have great wineries producing great wine? Save me some!], others are far more abstract and arcane in nature, such as events that allow you to choose wether or not economic downturns are causing inflation or other forms of economic setbacks across the nation, or what kind of heir you get. Things that a ruler alone cannot control nor decide.

You're Marianne. You're Britannia. You're Columbia. You're by no means a single mortal man.

Europa Universalis, deepest lore.

If you want to view that way as a hybrid system, that's cool. But to say that Regency Councils are too restrictive because you are an all powerful spirit of a nation doesn't conform with other restrictions placed upon your rule of the nation. When it comes to RC's, you are placed firmly in the "sometimes as the will of the King" role and the ability to wage war is cut off from your power structure. Therefore, the AI should take over and decide the wars you, as the national entity, will now fight. That way the RC Whiners get their war decs even with a 2 year old king.
 
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If you want to view that way as a hybrid system, that's cool. But to say that Regency Councils are too restrictive because you are an all powerful spirit of a nation doesn't conform with other restrictions placed upon your rule of the nation. When it comes to RC's, you are placed firmly in the "sometimes as the will of the King" role and the ability to wage war is cut off from your power structure. Therefore, the AI should take over and decide the wars you, as the national entity, will now fight. That way the RC Whiners get their war decs even with a 2 year old king.
Jesus Christ you're persistent. Why do you want 15 year regency councils so much?
 
- Halved frequency of good and bad corruption events.

Aww, I'm going to miss being kept at near Max prestige mostly through that +20 prestige event. Anyways, does anybody know of all the low corruption events? I've just gotten the prestige and global trade power ones myself and was wondering if it gave more bonuses.
 
- Fixed wrong unit colors for a number of countries (e.g. Aragon).
will this also include spreading out the cultural unit models for the East Africans, giving Tlemcen Algier's models and letting the Florence models carry over to Tuscany? I like the new sprites that I bought and I want to be able to see them :p @Johan