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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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Just FYI, effect is almost always a noun in English while affect is usually a verb, so here you want "affects it". Just a little pet peeve from reading way too many poorly written science papers.
Ironically, in this particular case, "effect" is merely dubious rather than actually wrong. Things that affect your Corruption may well effect Corruption in your country.
 
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I'm gonna miss the Regicide event. that was fun times.
Quick! Find where in files its located and make a backup copy ;)
If you have the event code you can add it as mod right? You won't be able to run Ironman with it but still can kill Kings!
 
Any change that the historical neutral tag -100 to aliances between Portugal and Aragon is going to get fixed in this patch?
Hi Everyone!

Third one in. It's okay to read the whole post next time before asking; don't be afraid.

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.
 
I think to "sailors" as an abstraction: people who live near the sea, know it and thus can man ships. However a coastline can sustain only a fixed amount of people with these knowledges/skills. If ships are mothballed and their sailors can't find a proper way of sustaining themselves by the sea (due to lack of sea-related work/jobs), then they move to different occupations and lose their skills.

It is an abstraction, as I said, but it makes sense to me.

Maybe, but it kind of breaks the feature entirely. It's not hard to have a navy such that you go into negative sailors before it's repaired when you unmothball it.
 
Maybe, but it kind of breaks the feature entirely. It's not hard to have a navy such that you go into negative sailors before it's repaired when you unmothball it.

It interacts with the new mechanic in a way that complicates things and I don't really think Paradox intended this, pretty sure we're already seeing evidence that they're backtracking on it. Sure, it can be argued, and Reckall has done so, that this might be desirable behavior. But I don't think it is and Paradox is already moving our way.
 
Cheers for the DD Johan, and good luck to you and the team for the post-launch bug-squashing :). I've almost finished the campaign I was playing and look forward to tearing into Mare Nostrum later today (I clearly need to plan my gaming better so I'm playing stuff I can finish quickly around the launch of new DLC, lol), but it sounds tops :D.
 
Several things that take no thought. Got it.

While the person you quoted didn't mention it, you could also take the time to, say, re-position your trade fleet to maximize your income. And I'm positive you are, right now, incapable of doing the math to figure out where to put your ships (or merchants) and how many ships to put there.

You might not find it interesting, but it certainly requires thought and more money from day one definitely has a snowball effect on the game.
 
You added States that you have to pay maintenance for. You added corruption that you either have put money into to counteract or take it and receive penalties. Also, if I expand into a new territory, even with a claim. it starts at 75% autonomy. These are all nerfs to every country in the game. Of course you could say the states mechanic isn't a nerf as you can have overseas land with 0% autonomy. However, you still have to pay for the states at home. Then thrown in with corruption. It's a penalty to income. These are all penalties, and you haven't buffed the countries' income at all (excluding France). I think there needs to be a little something to counteract it. Not just a development increase, as the states maintenance scales with development. I'm talking about a flat bonus to income, or something along those lines.
 
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All of which consist 100% of waiting... and all of which can be done while I'm fighting wars. (OK, I have to spend a day at peace to initiate subject annexation.)

Wars are inherently hectic. WWI lasted from 1914 to 1918. WWII from 1939 to 1945. We both still have to completely grasp everything that happened during these few years, while still living in the shadow, after 100 years, of the profound transformations they brought to the world.

So, yes: event-wise, wars are the explosive result (no pun intended) of years of political manoeuvring, botched diplomacy and expansion ambitions. To follow them, even when studying and writing about them, you have to put time in "slo-mo": a 500 hundred pages book can cover quite well the 20 years leading from WWI to WWII (i.e.: fast-forwarding through the inter-war years at "speed 3") by barely cover WWII (even if examining the events at "speed 1").

To be totally honest, I don't understand the whines about "watching the paint dry at speed 5". Boys, are you telling me that in EU4 you can actually burn through the boring parts at speed 5??

And if you think that the interwar periods are "boring" in a general sense, think again: act outside the box, maneuver both internally and on the foreign stage, master trade and how you can use it as a weapon of war...

In my current game with Malasya a single botched war put me in an almost hopeless situation in less than six months. But, right now, I'm climbing out of this dark hole without resorting to military actions. It was a challenge worth of my time, and it was fun. If patch 1.16.2 will break the save I could consider to install it later, just to see if I can pull off my long term "recovery plan". If "war" is the only ace in your sleeve... well, then good luck when things go south.
 
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That is a massive balance change. Like quite possibly the biggest balance shifter that has ever occurred in a post-DLC patch release.

I think the tall players crowd will be extremely happy with this one.

And the Kilwa player(s). Low development + gold-mines + trade boosts income. Inflation hurts more, but corruption was significant.
 
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