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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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- Fixed Threaten War could be used during Regency.

Can you also fix regency itself please? It's hard with how frequently it seems to result in my game crashing to desktop. Once I reload I can play it again, but it still seems to happen pretty often; regency ---> game stops progressing ---> task manager to resolve the issue.

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.

Your argument is inconsistent with your argument. If the focus of the game abstracts the ruler to that extent where you don't have agency regarding regency councils, removing agency of war declarations does not hold.

"The difference is the focus of the game" is a concession. Your burden in this case is demonstrating the gameplay utility of the mechanic. So far, even the developers have failed to do that, but maybe you can do better :p.
 
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Please don't encourage the devs to add autosave on monarch death. I would be really annoyed having to only play theocracies and republics.
 
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Please don't encourage the devs to add autosave on monarch death. I would be really annoyed having to only play theocracies and republics.

Maybe instead "chance of heir" and player choices should mean something. The most typical game crash scenario for me is actually random event heir-kills, with no heir to replace them. That's by far the most common "here, don't play for the next 13 years because reasons" scenario.

200% chance of heir...even 300% chance of heir means virtually nothing before these events.

If they add autosave on monarch death and remove the backup saves I'll find another way to bypass it or just stop playing ironman. I'd rather not give up on a functional mechanic entirely though.
 
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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.
I've gotten one that increases my inflation. It's the generic one, so it might be pure RNG, but with the frequency I doubt it. I think the corruption caused it. So now I have like 22% inflation. Dear god the Irish were not meant for this.
 
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I've gotten one that increases my inflation. It's the generic one, so it might be pure RNG, but with the frequency I doubt it. I think the corruption caused it. So now I have like 22% inflation. Dear god the Irish were not meant for this.

I kind of meant other good events. I doubt anybody but a masochist would say increased inflation was a bonus. :p
 
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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.

Please add the "has no other disasters" to the clergy over 80 influence disaster. I dont see it up there. Thank you.
 
If they add autosave on monarch death and remove the backup saves I'll find another way to bypass it or just stop playing ironman. I'd rather not give up on a functional mechanic entirely though.
I use local saves and copy them at key points to deal with defective design and implementation.
 
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@Johan, this needs to be looked at, don't you think? Sailors cap should perhaps be a soft limit (which can be exceeded but growth stops once exceeded) that slooowly declines to the defined limit (though I'm not sure it must decline/fade). The way it's implemented right now requires too much perverse micromanagement. I'm all in favor of such, generally, but in this case it just feels very wrong.
You did read the OP, right? Because it has been addressed:

- When mothballing a fleet, sailors no longer needed are now returned to the country's sailor pool (up to max sailors).
 
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Your argument is inconsistent with your argument. If the focus of the game abstracts the ruler to that extent where you don't have agency regarding regency councils, removing agency of war declarations does not hold.

"The difference is the focus of the game" is a concession. Your burden in this case is demonstrating the gameplay utility of the mechanic. So far, even the developers have failed to do that, but maybe you can do better :p.
The inconsistency is in people saying they are the supreme ruler of a country, but yet there is gameplay mechanics such as Estates, autonomy, and Colonial Nations.

As far as gameplay mechanic for RC's, the Make Ruler into General button is a fantastic example. Without the threat of an RC, making your ruler into a general has no extra consequence beyond the normal stab hit for a ruler dieing normally. A 1 stab hit for placing the leader of a country in harms way without securing a proper replacement for the most important position in the country is laughable. Without the threat of RC's, the button becomes a routine action every time your leader turns 15 to receive a free general. With RC's, it is a decision that must be made along side a risk that could follow. Allowing routine creation of a general out of your leader without regard to the readiness of the 2nd in line is poor game design, bad game mechanics, and ahistorical. All 3 things EU4 tries NOT to be.
 
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As far as gameplay mechanic for RC's, the Make Ruler into General button is a fantastic example. Without the threat of an RC, making your ruler into a general has no extra consequence beyond the normal stab hit for a ruler dieing normally.
Actually, if your ruler (or heir) is a general, and they die in combat, you take a -1 stab hit, which in the case of the ruler of a monarchy is on top of the -1 stab hit for having your ruler die at all. Thus, it is almost never worth making your ruler a general, and if you have Aristocratic and Influence in your idea group plans anyway you should probably take them as early as possible so that you can enact an Oligarchic Republic and never have to deal with any of the inane equine excrement attached to monarchy ever again.

Especially if you aren't Christian (PUs are just about worth putting up with the risk of having your ability to engage in the primary gameplay activity taken away for up to fifteen years at a stretch, and that's assuming you don't run into one of the heir-death events that is valid during regency) or Nahuatl (if you are Nahuatl you are allowed to declare war during regency so that long regencies do not automatically and inevitably condemn you to DOOM).
 
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As far as gameplay mechanic for RC's, the Make Ruler into General button is a fantastic example. Without the threat of an RC, making your ruler into a general has no extra consequence beyond the normal stab hit for a ruler dieing normally. A 1 stab hit for placing the leader of a country in harms way without securing a proper replacement for the most important position in the country is laughable.

It would seem you have confused the issue. RC punishes you with not playing for up to 1/10 of the timeline at random, even if you never make a ruler a general once. Also, you're wrong. Not only does death in battle give -2 stab, at some point, making ruler a general is preferable so he dies before event RNG kills your heir, which is the most common cause of CTD by a wide margin...er I mean regency councils.

Let me know which decisions I can make that reasonably hedge against regency councils, which further constrain agency.

They moved switching late enough in the game where you can still be screwed by it, used to be you could just go republic instead, and even there I'd not make rulers generals typically.
 
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The inconsistency is in people saying they are the supreme ruler of a country, but yet there is gameplay mechanics such as Estates, autonomy, and Colonial Nations.

As far as gameplay mechanic for RC's, the Make Ruler into General button is a fantastic example. Without the threat of an RC, making your ruler into a general has no extra consequence beyond the normal stab hit for a ruler dieing normally. A 1 stab hit for placing the leader of a country in harms way without securing a proper replacement for the most important position in the country is laughable. Without the threat of RC's, the button becomes a routine action every time your leader turns 15 to receive a free general. With RC's, it is a decision that must be made along side a risk that could follow. Allowing routine creation of a general out of your leader without regard to the readiness of the 2nd in line is poor game design, bad game mechanics, and ahistorical. All 3 things EU4 tries NOT to be.
It's like this guy doesn't even realize that old heir death events are the main causes of regency....
 
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Actually, if your ruler (or heir) is a general, and they die in combat, you take a -1 stab hit, which in the case of the ruler of a monarchy is on top of the -1 stab hit for having your ruler die at all. Thus, it is almost never worth making your ruler a general, and if you have Aristocratic and Influence in your idea group plans anyway you should probably take them as early as possible so that you can enact an Oligarchic Republic and never have to deal with any of the inane equine excrement attached to monarchy ever again.

Especially if you aren't Christian.
Yeah, you're right, you do get the extra stab hit for a ruler, but that is still laughable given how easy most WE monarchies can generate the ADM to overcome them. But even if you think that is too much, making your heir of age heir a general when you have a very old ruler is also poor game design if there is no threat of an RC. You can always spam more heirs and who cares how old they are once the ruler dies without the threat of RC?
 
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You can always spam more heirs
Actually, no, you can't. You can't tell your Sultan to retreat to the harem and impregnate all his concubines.
 
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It's like this guy doesn't even realize that old heir death events are the main causes of regency....
I do, but people were asking for a game play mechanic to support them. So I've given one. NOONE has figured out why such things as Estates, autonomy, and Colonial Nations exist if you are an all-powerful god ruler of a nation.
 
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The game lasts longer than 150 years.
The potential duration of a regency council turns out to be unbounded, because there are heir death events that are valid during regency, and when your heir dies the game can generate a new heir, who is guaranteed to be younger than the heir that just died.

And it's perfectly feasible to lose thirty years to regency councils within a century of game start even if you don't actually get a singular runaway RC.
 
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The potential duration of a regency council turns out to be unbounded, because there are heir death events that are valid during regency, and when your heir dies the game can generate a new heir, who is guaranteed to be younger than the heir that just died.

And it's perfectly feasible to lose thirty years to regency councils within a century of game start even if you don't actually get a singular runaway RC.
The odds of that happening are remote. I've played many many hours of EU4 and only seen even a handful of RC's. And even then NONE of them were for the full 15 years. The idea that RC's are this HUGE blight on gameplay by the whiners is so completely over blown that I understand why Paradox has just completely ignored them.

I, on the other hand, am a glutton for punishment. So I don't mind engaging them.
 
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