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Amid those changes, it was the +1 Cavalry Shock for Persia. Unfortunately, it slipped through our QAs, and was not tested before release. After finding it had been changed, but not included in the update changelog, we got sure that test it this time, and we decided to roll back it, as it was considered a bit OP change.
I do hope you reconsider this sort of rebalance when the time comes to rework the middle east. 1 cav shock is surely great in the early game but it eventually becomes a lot less relevant. Maybe if it was an ambition, and not a tradition.
It feels frustrating Siam gets the OP cav modifier for their elephants, and now even Sweden with their finnish mercenaries... but the actual cav-specialized nations (besides hordes) don't get any love.

When the Middle East is reviewed, I hope we can expect cav to be more valuable to the nations there, because as much as the buffs exist (for example, Najd's national ideas) they are not enough to justify using cav. I like the idea of each region specializing in a different sort of army composition.

While we are talking about middle east, would you consider the pros and cons of making Hormuz flow into Zanzibar? It would allow for historical Portugal and Oman playthroughs, as well as making the Hormuz node more strategically relevant, rather than just a tunnel from Gujarat to Basra. To compensate, more trade centers might need to be added to Southern Persia so they can compete with provincial trade power downstream.
 
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I was deeply sadden to see the "free shipping through the sound toll" lubeck modifier lost it's permanant status. It was my fav modifier for it's 25% trade power for the province allowing fun stacking of trade power in the same province. And it was available without going to war with denmark, which was fun!

Is it possible to revise it's 30 year duration and put it back to it's permanant status if some condition is met? Like, ocupying the capital of denmark?
 
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Is sea zones working as intended? I feel i can reach the New world faster after this patch. It feels as if its a shorter colonial distance away. Might be me who is just a little blind
 
- The event 'The Rule of God' no longer grants 25% Morale of Armies and 5% Discipline, it now grants 5% Morale of Armies and 5% Discipline to better match its negative equivalent event.

Good. The first time it happened to me, I thought it was a bug, the bonus sounded so crazy.

- The reward of renaming your country to "Burma" has been moved from the mission "Chakravarti" to "First Burmese Empire.

Good lord, finally... Thank you!
 
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Hmm? What does this one mean? I thought no tags started the game at war.
Shun is not available at game start, they pop out of Ming during their collapse. The event where they pop out has them instantly declare war on Ming. The Ming player gets an option to switch to playing Shun instead, but if you picked that you previously ended up at war with Ming with the wrong CB.
 
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Are there any plans to make the whole steppe conquest branch on the teutonic mission tree more co op order friendly? Or atleast the annex Lithuania mission, its like the only gripe i have with this otherwise amazing dlc.
 
This is a great patch. Fixed a lot of issues I've been having.
 
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Could you guys enable "Grant Orthodox autonomy" privelege instantly instead of being locked behind missions? Recently when ever i started new game Poland and Lithuania start converting provinces instantly, the same goes for Italian republics of Genoa and Venice, while Hungary pick GOA instantly. Big thanks.
 
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# Other
- Made the government traits and flags which enable and disable estates more uniform and consistent.
Can you elaborate on this more?
I noticed when taking the Mandate as a nation in the Indian tech group (and thus having Indian estates) that you lose the Indian estates- has this been changed in the current patch?
 
As usual - we strongly recommend that you finish off any ongoing saves you have in 1.33.x before updating your game.

I am sure glad that they stopped adding new provinces so the saves will remain compatible between versions.
 
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There are still some things that need to be fixed or at least a rework.

1.Razing takes too much because you have to click on every province uncored, clicking the raze button, clicking on the province and the raze button again, maybe it could be something that could also be implemented statewide and a shortcut would make it easier to play as a horde without spending alot in just picking the provinces you can raze, it also makes playing as a horde less difficult and less tedious than what they are right now.

2.The heretic rebels description seems helpful, at least for the Catholics where they increase reform desire, but for nations that aren't Catholic is going to be weird since the old Tengri and the goatskull heretic rebels have nothing to do with the papacy and the description should be changed, right now it makes it less immersive and awkward to have the description of heretics in the Catholic world when getting heretic rebels as a non-Catholic country.

3.The military dictatorship shouldn't make you a presidential dictatorship when on low republican tradition, the military dictatorship is already a dictatorship where the Captain-General is chosen between the strongest generals which already hold near-absolute power and it would be weird that it would suddenly become a different type of dictatorship because of low republican tradition, maybe it could be like pirate Republic but there could be a modifier that gives a council whose purpose is to restore republican tradition and stabilize the nation, i also had to give up many champaigns for the Roman Empire because I lost the government type despite having 53-55 RT and managing to keep the Republican values, I hope it would be fixed because it's one of the most interesting options for a custom nation.

4.When I've got the Pazzi conspiracy event as Florence it gave me the possibility to re-elect the ruler without RT penalty at the expense of stability and crownland, after the next election term I picked another De'Medici which was great but I later lost it after one election from ruling family, it doesn't make sense that the De'Medici would lose their consolidation of power after a failed coup and lose the modifier, I asked from the Discord server of Zlewikk about this issue but the moderators couldn't give an answer because they had no knowledge about it which was unfortunate since I've wanted to restore the Roman Empire with the De'Medici in power because they were one of the most influencial dynasties that managed to stay in power for a very long time and I can't replicate this in-game because I lost the modifier for no apparent reason.

5.Make separate peace in coalitions possible, it doesn't make sense that a coalition members who's country is getting on the verge of bankruptcy can't get out unless I have to separately peace out the leader, at least give a -100 opinion towards the one who gets peaced out because the ruler decided to abandon the coalition while being at war with the target, it could be decay or last until the ruler changes, you could also give more reasons for the AI to stay at war if what I proposed seems unbalanced.
 
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But seriously, thought. Are you planning to limit centralizing states somehow? Centralization reform refounds its costs completly, and cantralizing a state can be done unlimited number of time. This completly removes need for any other govering capacity reduction methods, since all state provinces will eventually cost 1% GC - everything can be in states with no cost.

I see 4 solutions possibler here:
- refound only part of centrazilisng costs, not everything
- increase cost with each centralization, and refound only the base cost (first time centralizing cost)
- min state dev to centralize state mora than 1 time (e.g. 100 state dev for 2nd centralization, 150 for 3rd etc)
- don't allow more than limited number of centralization (like allow centralizing only once or twice)


The patch was very smooth, and I do think the above area with centralization needs a look. Anything in the dimension of the changes suggested would be livable for me, and I'd mark it better than having an endless centralization issue to consider for balance with countries.
 
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Great patch overall. But why the immediate nerf to Aristocratic? The idea group is not bad, on the contrary it is very improved, but such a heavy nerf to the general recruiting cost really just puts it into a mediocre area where many other idea sets would work better. Especially when compared to its republican brother in Plutocratic and even more so when compared to Horde ideas. Maybe pull it back up to 15% recruiting cost and see how that works? Or maybe trade the nerf with a buff somewhere else?
 
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Great patch overall. But why the immediate nerf to Aristocratic? The idea group is not bad, on the contrary it is very improved, but such a heavy nerf to the general recruiting cost really just puts it into a mediocre area where many other idea sets would work better. Especially when compared to its republican brother in Plutocratic and even more so when compared to Horde ideas. Maybe pull it back up to 15% recruiting cost and see how that works? Or maybe trade the nerf with a buff somewhere else?
General cost modifier is very strong now, as you can convert military mana into manpower, and cheaper generals allow to do it more efficiently. If "slacken recruitment standards" gets reworked in 1.35 (for example, ideas [1, 2] have received some positive feedback from developers), it might be reconsidered then. Nevertheless, Aristocratic is certainly stronger now than it was in previous patches (but it's still mostly targeted at cavalry users).
 
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Speaking of Centralize state, could we get macrobuilder tabs or a mapmode or something for Centralize State and Expand Infrastructure now that they are worth using? They are not exactly easy mechanics to figure out where you get the most out of using them after all, or where you have them available even.
You can already centralise state through the state macrobuilder (the one where you can state and unstate different states
 
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