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Happy Tuesday all. Last week we were delighted to share the additions coming along in the 1.24 Japan Update including new ideas, provinces and tags in the island of Japan and the Philippines. Today I want to talk about the much less sexy changes coming. Performance, bugfixes and balance changes

Let's start with performance. It's a tricky thing to address in a dev diary. I can't take an alluring screenshot of the game to show it off, and we can't say that this new performance comes with -20% core creation cost and +1 leader shock. No, it's not the prettiest thing to work on or talk about, but in the 1.24 Japan update we've put some real elbow grease into improving the performance of the game, with all thanks going to @mikesc and @Groogy for their efforts

If we look at how much time the game was chewing up for its daily tick actions, we are able to get an idea of who the real performance hogs in the game are. Here we have a graph with plots showing daily ticks accumulated for months, time is in ms:

Before:

cumulated_daily_before.png


As we can see, AI actors even though they are running in parallel, are drinking up the bulk of performance, with countries_serial not that far behind it. On top of it, as we go later into the game, performance was getting worse. This is to be expected to a degree: as the game progresses there are more and larger armies for the AI to consider, however it was reaching levels we were not happy with.

Following some real dedicated work, our performance logging now looks like this:

cumulated_daily_after.png



There are still some spikes at key parts that we're looking into, but on the whole, performance has been brought up to speed. I leave it to @mikesc who says the following on tackling the matter:

Thread utilisation of AI (Daily tick):

thread_utilisation_before_marks.png



In the before image you can see a bunch of parallel AI updates that get started at the green marks and are done at the red marks. With an evenly distributed processing time need of all AIs this would be fine, however in the later game the AIs of the larger countries take much more time and break this. Empty space between the green and red marks was basically wasted time where some of the CPU cores were just idling.


What we do now is have each country measure the time it takes for its AI to process one day and distribute the AI updates across the threads in a better way for the next day, so less time gets wasted.

thread_utilisation_after.PNG

The tl:dr on the matter is that there has been a lot of performance work put into the 1.24 Japan Update, and we look forward to your feedback on how the game ends up running for you.

That's the bulk of what we have to talk about today, but we are looking to have 1.24 available to you as an early Christmas present, so let's fast forward. We were happy with the release of Cradle of Civilization, 1.23 and subsequent hotfix which tackled some of the more serious issues. Japan will, as all updates do, contain a lengthy assortment of bug fixes. Many thanks to the people who submitted reports through the bug forums to help us catch, reproduce and slaughter these issues. Japan will put to rest some rotters like the trade company merchants issues which we saw reported, as well as many others. Army Mintinance anyone?

Finally, there will be some Balance changes coming along with Japan.

For one, we were discussing the movement speed of an early modern army and comparing it to the overall speed of our units in game. Our in-game armies were moving oddly fast compared to historical estimations and as such, we have reduced the movement speed of units from 1.0 to 0.7, but not without ways of increasing it. For one, a historical strength of the Nomads was their ability to cover great stretches of land quickly and as such have tied faster unit movement speed to those governments. Additionally, Army Drill will increase an army's movement speed by up to 20% at full drill, so a well prepared army will have a much easier time moving into position compared to green units.

Other changes include Interest rates being capped at a minimum of 1.0. It is intended that nations will have to reasonably balance their debts, rather than it being treated as an infinite pool of money when modifiers were stacked heavily. To this end, we have also reduced the strength of many Interest reduction sources, as far more have been added since the launch of EU4 while the Interest and loans system have not.

Finally, a couple changes for Army Professionalism: the Supply Depot, which boosts reinforcement rate and supply limit, will last for 5 years instead of 2. The Reserves Morale Impact is now more effective due to increased daily morale damage and has switched places with the reduced General Costs.

Of course, there are many more fixes and changes along with the Japan update which we will talk about when the time comes. Until then, have a great day, which can be made greater by tuning into the Dev Clash at 1500 CET over at www.twitch.tv/paradoxinteractive
 
Movement speed changes sound very interesting but I'm preemptively crying at the frustration of having 20 different single horde units swarming over all my provinces that I literally can't kill because they move faster than I do. Seems like a very cheap way to force you to build more forts.
 
Supply Depot, which boosts reinforcement rate and supply limit, will last for 5 years instead of 2. The Reserves Morale Impact is now more effective due to increased daily morale damage and has switched places with the reduced General Costs.


Paradox used Nerf! It was super effective!


(Although don't think we don't see what you did there. You intentionally nerfed pre-existing mechanics (reserve morale damage, movement speed) specifically to give "reduced reserve morale damage" any value at all. As most people would simply move in reinforcements from adjacent tiles, or ignore it entirely.)

But honestly I couldn't care less about such arbitrary and esoteric bonuses; troops moved way too fast for the time period.

Other changes include Interest rates being capped at a minimum of 1.0. It is intended that nations will have to reasonable balance their debts, rather than it being treated as an infinite pool of money when modifiers were stacked heavily. To this end, we have also reduced the strength of many Interest reduction sources, as far more have been added since the launch of EU4 while the Interest and loans system have not.


As long as I can still reach minimum interest as non-catholic Switzerland, the universe will remain balanced.
 
What's the bug? They have been really annoying in my recent game.
It's when the emporerattempts to get unlawful territory back but the comparative alliance modifier is ridiculiously high. e.g. When your playing as austria and have PU's over Hungary and Bohemia with alliances with Castile, Commonwealth and Great Britian and ask for unlawful terrirory back from a 3 province large country who has 3 city state allies and the modifier for comparative alliance is at around -200, so it is almost impossible to get land back and the only way is through war which depletes manpower a lot for a HRE emporer obsessed with keeping the squo of the Imperial lands.
 
Unlikely. The AI's not thinking less, it's just that now it's not going "oh, it took me longer to think about France than it did about Aachen, so I'm going to have to delay everything to take account for that. Still, nothing I can do about it, I don't see how anyone could feasibly have forseen that this might be an issue."
 
Dear Paradox Team,

thank you! Performance has been a bit of an issue for me since launch as I play on a less than stellar computer. It only got really bad post 1700, but still this news is one of the best things I've heard about the game in a while. We really appreciate the work you're putting in under the hood (although those spikes don't look too healthy :D ).
 
Any chance of increasing drill speed? Like, by a factor of 5? Taking years to fully drill an army makes no sense, and also severely limits the mechanic's usefulness.

Drill does take far too long considering how fast it evaporates once you take casualties. Another issue is that it takes 3 months to get back up to max morale once you stop drilling and that means 3 months of decay. Something seems out of balance.
 
Nice, cheers Jake.

The only thing I'm slightly dreading is fighting nomads and their armies running away from me. It's already a nuisance chasing enemies, but when they are faster than you, oh dear god.
To be fair, this is pretty historically accurate-in the borderlands between the Mongolian region and China, Chinese armies would often attempt to invade nomadic regions, fail to ever fight a nomadic army because the nomads just kept running away, and once the Chinese army was out of supplies and some of the soldiers were dead from famine, the nomadic army would finally make an appearance and mop up whatever was left. :D Nomad power is come!
 
Good, this buffs Maneuver pips
 
Performance boost is a really great news. Hopefully it will also mean the ability for modders to bring even more provinces in game.
I am not against reducing movement speed either, as it could be sometimes boring to pursue an enemy for a hundred miles...
... but this ? Come on...

For one, we were discussing the movement speed of an early modern army and comparing it to the overall speed of our units in game. Our in-game armies were moving oddly fast compared to historical estimations and as such, we have reduced the movement speed of units from 1.0 to 0.7, but not without ways of increasing it. For one, a historical strength of the Nomads was there ability to cover great stretches of land quickly and as such have tied faster unit movement speed to those governments.
Nomads never discovered a "long legs" technology, they simply relied much more upon cavalry, which explains their ability to cover more land quickly. Sadly, it seems more important to give fantasy long legs to nomads, rather than to bring back cavalry speed to its previous level (removed after EU3 I believe), which would be have a logical basis, and be of a real interest gameplay wise, where having a higher cavalry rate would serve some purpose

Additionally, Army Drill will increase an army's movement speed by up to 20% at full drill, so a well prepared army will have a much easier time moving into position compared to green units.
This was called Forced March, and was already existing in game prior to this patch. So now, armies will simply "fly" from one province to another, if you get both army drill and Force March at the same time.

I really don't understand these decisions
 
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I think I'm going to like drilling now. Siege ability and movement speed are two bonuses that are very useful and hard to find anywhere else. Movement speed will let drilled troops pick their battles wisely, which will hopefully make the drill loss from casualties/reinforcing sting a little less, using speedy boys to take out smaller stacks, then meeting up with the rest of your army for big deathstack-on-deathstack fights.
 
In terms of movement speed, couldnt you do like Extended Timeline and let us build roads?

Like a building (Probably doesnt consume a slot, maybe?) that increases speed, so you can see developed lands have faster movement, while Siberian wastelands without roads are still a slugfest.
 
As long as I can still reach minimum interest as non-catholic Switzerland, the universe will remain balanced.
If we presume that every non-scaling modifer has been reduced to 0.5, then you'll need six seperate sources of interest reduction. That is a tall order especially as a nation that does have their own reduction.
 
Nomads never discovered a "long legs" technology, they simply relied much more upon cavalry, which explains their ability to cover more land quickly. Sadly, it seems more important to give fantasy long legs to nomads, rather than to bring back cavalry speed to its previous level (removed after EU3 I believe), which would be have a logical basis, and be of a real interest gameplay wise, where having a higher cavalry rate would serve some purpose
IIRC, the reason cavalry speed was removed was because they couldn't get the AI to effectively use armies that moved at different speeds. This is probably still true, so they compromised by just giving a bonus to all units.