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I think that GVR is indead for Republican Russia and it represents final stage if republic form Russia. If i'm not mistaken GVR was introduced during 1.34 development. When it comes to Slavic languages it's more complex than it seams. Yes Novgorodians did had their own language but it could also be considered dialect. Because East Slavs are almost identical it could be considered part of the same language (Russian). As for Northern Slavs now you intreged me. I've read small peaces about Baltic Slavs and Slavic peoples inhabiting territory that coresponds to former East Germany.
You cannot, Veche Republic is locked at duchy rank and until LotN, forming Russia would just give you regular Tsardom as if you'd been Muscovy. Now, forming Russia keeps you republican while upgrading you to Great or Grand Veche Republic, thus preserving the Novgorod flavour, but still goes to normal Russian missions, thus losing the Novgorod flavour and sort of defeating the point. The final mission in Novgorod's tree requires you to fulfil the same requirements which give you the Frozen Assets achievement, and rewards you with a really great modifier for your capital province.

With all this in mind, I feel like it's awkward to expect me to the White Sea node the most valuable in the world while being locked at duchy rank, especially when other countries have been given such expansive/dynamic mission trees and formables just to help people make stupid memes. Either remove the duchy lock so we're not incentivised to form Russia, or take another pass at Third Rome to give Novgorod as much ahistorical BS as newer content so they have a different formable/more missions.

That's sad that you're railroaded to become Russia or stay as a duchy forever, maybe I can fix it for myself by modding it for Novgorod, or just wait for Tinto to possibly fix it in the future. Well, at least I have a lot of other ideas of what to play as in near future! Next up, probably in Africa or Korea.

There was no Russian language back then, as Eastern Slavic doesn't equal to Russian. Many more linguists nowadays come to acknowledge that there was no unified East Slavic language, it's a Soviet myth, but that's a topic for another thread, as don't want to derail it, nor go into the politics. 2 Sorbian languages (glad that we have a culture and tag for it in the game) are still spoken in modern times.

Also, I'm wondering if this is the last 1.34 patch and very soon we'll start to hear something about 1.35, be it the next immersion pack or a free patch.
 
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- Germany now has access to the Prussian Monarchy T1 Government Reform either by becoming the Military Hegemon or by having 25% Discipline or by having 500 Development in provinces with the Prussian culture (the reform stays after you pick it.
2022-10-13 18_52_36-Europa Universalis IV.png

2022-10-13 18_52_49-Europa Universalis IV.png


Am I doing something wrong or why do I not see it?
 
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That's sad that you're railroaded to become Russia or stay as a duchy forever, maybe I can fix it for myself by modding it for Novgorod, or just wait for Tinto to possibly fix it in the future. Well, at least I have a lot of other ideas of what to play as in near future! Next up, probably in Africa or Korea.

I used to get around this as Novgorod by switching to a regular merchant republic, though you loose the Streltsy ability etc. then
 
"# Ideas
- Norse national idea "Berserkir" now grants +20% Shock Damage, and "Norse Seamen" now grants +15% Morale of Navies and +1 Combat Roll off owned Coast.
- The Norse National Idea "Norse Seamen" now grants +1 Combat Bonus Off Owned Coasts and +5% Ship Durability instead of +15% Morale of Navies."

These two lines seem to contradict each other about what the "Nose Seaman" national idea actually grants, which is it?
 
Hey everyone, I will take sometime to address some of your comments <3

A little disappointed that the centralised bureaucracy reforms have been nerfed. It was definitely a needed nerf, but I'll still miss the basically infinite governing cap!

Also, shouldn't the "Machiavellianism Reign" reform be called "Machiavellian Reign" instead? Like you'd say "Democratic rule" rather than "Democracy rule".
Yes, the nerf is certainly something we wanted to address, and we will monitor how it behaves. Might need to completely rework how it functions. Personally, I don't think governing capacity should be something the player can eliminate completely, as it's an important pillar of the game, and a quintessential resource in a game where you have to manage your resources. Just my two cents!

Still no fix to the stab hit bug when the AI calls us into an offensive war?
I am not sure if we were aware of this ahead of the release. Please be aware that patches are "locked in" for release ahead of time because we need to allocate enough time for them to be playtested, make sure there's nothing wrong with them etc etc. So rest assured this is something we can try to look into moving forward. I hear you!

hm. i wonder on if it'll be worth it , i didn't learn of this exploit until the very last days but now...

a lot of small bug fixes , thta will be nice to play now.
I wonder if the norwegian event for greenland is still bugged or not.
It is currently commented out as @Ogele deemed it too easy of a way to get access to Norse, I just asked him before typing this.

>The event “A Helping Hand” will not fire if all owned great projects are already fully upgraded.

Does the event check for upgradable monuments, and if so are monuments under upgrade a valid target for the event to fire ? I say that because it happened to me thrice already that i start a monument upgrade and soon after i get the event. Each time i could accept, cancel upgrade for 100% cost and upgrade it again for cheaper.
Yes, it checks for monuments that are not yet level 3

I will still petition for Lubeck's Free shipping through the sound Toll to regain it's permanant modifier status. It was one of the most fun modifier to have on it's capital to stack in the previous patches with Global trade and such to get fun amount of trade in a single province. I was quite sad to see it is now only 30 years.
I can look into this when I have the time :D

I hope this also fixes the bug where AI calls you into wars that make you lose Stability. Urgh.
<see my response above> !

Can you please, PLEASE, fix the War of Las Alpujarras event chain for Castille. If you tolerate them and then try to convert them you get the war (which is fine) BUT IF YOU EXPEL THEM YOU GET THE WAR ANYWAYS.
In theory it should check if the provinces have the
  • Does not have province modifier “Forced Conversion”
Which the event "Torquemada and the Conversion of the Moors" gives if you pick the option to forcefully convert them. But for some reason it doesn't works.
Yes! I totally agree

Please consider rearranging them again. They new arrangement makes no sense for any russian minor that would go for a ruthenia formation. Also for Ruthenia itself the arrangement now is very much upside down in terms of what would be natural expansion. (While at it maybe consider throwing maybe 1-2 additional missions into the mix for the formable Ruthenia (like PLC has extended Polish mission)
These missions are meant for generic Russian minors, situated in (mainly) the Russian region. Since this generic tree refers to russian nations, this is working as designed. I should also mention that these missions are now available for non-horde custom nations whose capital is in the Russian region.
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View attachment 889687

Am I doing something wrong or why do I not see it?
No no, I think I removed the discipline requirement at the last second, let me check.
*checks*
Yes, you need to either be a military hegemon or have 500 dev in owned provinces with Prussian Culture!

That is all, see you all soon and have a good day!
 
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- The government reforms "Centralized Bureaucracy" and "Centralized Monarchical Bureaucracy" now refund 50% of the cost of centralizing a state instead of 100%.

Wouldn't discount have been better than refund? It's getting a little bit tedious when you centralize a bunch of states in a short amount of time. Will I go over my admin points cap? When?

About Grand Veche Republic, shouldn't Pskov been able to use it?
 
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I am not sure if we were aware of this ahead of the release. Please be aware that patches are "locked in" for release ahead of time because we need to allocate enough time for them to be playtested, make sure there's nothing wrong with them etc etc. So rest assured this is something we can try to look into moving forward. I hear you!

Glad to hear it, it is making the game borderline unplayable, having to savescum/spend tons of admin points half the time your allies go to war.

I certainly understand that there has to be a cut-off point for what can be included in a given hot-fix/patch.
 
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If it's a feature then why can't we call the AI into a war where it will lose stability? Also that post is from 2014, i dont think it's intended now, and if it is then it shouldn't have been removed in the first place
It's highly relevant, because the sixth post in that thread is from Neondt stating straight up that it is WAI. That may have been in 2014, but it's the last word we have from the developers on this topic, so it is what it is. And before we turn this into a debate, I completely agree that this should be altered to apply the same rules to the player as the AI, but, since it hasn't been further addressed in the intervening 8+ years, I'm guessing we'll have to live with it until the next iteration of the game.
 
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Yes, the nerf is certainly something we wanted to address, and we will monitor how it behaves. Might need to completely rework how it functions. Personally, I don't think governing capacity should be something the player can eliminate completely, as it's an important pillar of the game, and a quintessential resource in a game where you have to manage your resources. Just my two cents!
I'm glad that this change is still something you're monitoring as it was a bit disappointing to read the approach taken in the patch. I certainly agree eliminating capacity entirely shouldn't be terribly easy but I feel that centralising state is not a very viable option to reduce governing capacity use unless all or at least a very significant percentage of your reform progress is refunded. Money is generally plentiful and furthermore of a self-replicating nature in this game due to your ability to invest in buildings. You also have the capacity to convert many other resources into money by expending manpower to win wars or trading favours for ducats. Monarch points are something you have a bit less control over, but still some control through your choices of advisor, national focus, and disinheriting/re-election. But a player can exert very little control over reform progress in contrast to monarch points and money as it's mostly determined by autonomy which can take many years to adjust and factors which increase reform progress growth are few and far in-between. Even with low average autonomy a reform takes many years to achieve. Because of this it just feels that without a full or significant refund there just simply isn't a good reason to trade reform progress for governing capacity and that's why I was disappointed by the 50% refund change as I like interacting with the mechanic of centralising. It felt like the centralised bureaucracy reform provided an alternative path to handling governing capacity that was quite viable. A bit too viable for certain, but viable. I hope if this change is revisited that reform progress is refunded whilst admin points are discounted or simply not returned as that in my opinion would provide the best trade off for the mechanic.
 
Found a lil' typo.

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Also, thanks for this last content. It is great fun!

Edit:
One thing, about the centralize state ability. I feel like changing it from 25% to 20% AND reducing the refund is too much. It should be either, rather than both. It quickly becomes another button you never wanna press.
 
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It is currently commented out as @Ogele deemed it too easy of a way to get access to Norse, I just asked him before typing this.
I wasn't asking for the removed part , just for the part being able to find something. i'll try some way to cheese norse later, i've other things in mind.
 
It's highly relevant, because the sixth post in that thread is from Neondt stating straight up that it is WAI. That may have been in 2014, but it's the last word we have from the developers on this topic, so it is what it is. And before we turn this into a debate, I completely agree that this should be altered to apply the same rules to the player as the AI, but, since it hasn't been further addressed in the intervening 8+ years, I'm guessing we'll have to live with it until the next iteration of the game.
Donno about that, if the stab hits were in effect in 2014 (as confirmed in the post) and removed sometime between then and now (since it wasnt working prior to this patch) then i can only assume something was "ghost changed" in this dev diary since there's no patchnotes talking about this


The devs are aware of this anyhow. There's been multiple bug reports on the forums. Though if it is intended it'd be nice if they made some kind of mention of it in the patchnotes
 
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No no, I think I removed the discipline requirement at the last second, let me check.
*checks*
Yes, you need to either be a military hegemon or have 500 dev in owned provinces with Prussian Culture!

That is all, see you all soon and have a good day!
Thank you for answering!

But don't you think that 500 dev in Prussian culture provinces is a bit too much? There are only 6 provinces with Prussian Culture in the game (7 if Poland didn't do the mission to change Danzig to Polish). That would mean you would need to have each of those provinces at 84 of Dev.
If it was 500 dev in Saxon and/or Prussian culture it would be more doable since there would be 25 provinces (19 Saxon and 6 Prussian) among which to divide 500 dev.
 
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This small update doesn't break saves. I finished my Milan campaign with it, no problems. Although I can't say if it's Ironman compatible, because I don't have it turned on.
The update didn't break my ironman game. However, the patch notes warn that it might do so, so I guess there are occasions where it is possible.

If the patch note mention about possible save game breaking is wrong, it should not be mentioned. If the possibility exists, it would be nice if the launcher would note something along the lines "Hey, we just updated the game. If you have an ongoing game and want to be extra sure about not breaking it, quit now and do these steps to revert to previous version. Otherwise go ahead."

I believe there is also an option in Steam to turn off automatic updates. Using that is probably easier than reverting to a previous version.
 
Thank you for answering!

But don't you think that 500 dev in Prussian culture provinces is a bit too much? There are only 6 provinces with Prussian Culture in the game (7 if Poland didn't do the mission to change Danzig to Polish). That would mean you would need to have each of those provinces at 84 of Dev.
If it was 500 dev in Saxon and/or Prussian culture it would be more doable since there would be 25 provinces (19 Saxon and 6 Prussian) among which to divide 500 dev.
Culture conversion is still a mechanic ingame
 
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It's highly relevant, because the sixth post in that thread is from Neondt stating straight up that it is WAI. That may have been in 2014, but it's the last word we have from the developers on this topic, so it is what it is. And before we turn this into a debate, I completely agree that this should be altered to apply the same rules to the player as the AI, but, since it hasn't been further addressed in the intervening 8+ years, I'm guessing we'll have to live with it until the next iteration of the game.
What’s the bug isnt that u get a stab hit from being called into a war with a country u have a truce with, it’s that the stab hit applies even if the country you have a truce with isn’t the primary target of the war.
 
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Culture conversion is still a mechanic ingame
A mechanic that the AI is coded not to use and thus you will never see it organically.
A mechanic made irrelevant by Paradox giving a gorillon of accepted cultures and there being no consequence whatsoever to having all your country being non accepted except for a local malus.
A mechanic that ruins immersion by its unrealistic approach.
Etc. etc. If the only way to access this new flavor for Germany is to depend in an -only player- shitty mechanic I will say this is just bad planning on behalf of the devs.
 
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