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In my game, it seems like almost every AI country (including HRE minors) built a fort on its capital, as well as other forts. Maybe tweak down the AI's proclivity for building forts.
 
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The event to make Korea Manchu’s tributary appears to be broken, I got the event, took the option to make them my tributary but they’re still ming’s tributary.
 
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Two comments on balance that probably aren't bugs, so I'm leaving them here. These are from an observation game I ran today.

  • The AI seems to not value choosing a naval doctrine enough. Since the cost rises with naval size, it usually makes sense for a country to pick one before expanding its navy.
    • None of the Ottomans, Portugal, Castile, Aragon and France had a naval doctrine despite all except possibly Portugal easily having enough income.
    • I'd guess Genoa and Korea picked a naval doctrine after running out of building slots if Tunis and the Papal State didn't both pick a naval doctrine despite having dozens of available building slots.
    • All of the countries with a naval doctrine had either Wooden Wall or Free Oarsmen, so they all probably picked it for the combat bonuses.
  • The AI is almost too good at increasing crownland now. All of the countries I checked had multiple estate privileges that cost crownland to enact.
    • Most monarchies and republics had 40-80 crownland in 1518. England at 90 and Sweden at 24 were notable exceptions.
    • European theocracies had a harder time accumulating crownland, with most having 30-40 crownland. I can't tell if this is specific to Europe because there are so few theocracies outside of Europe.
    • Countries with Indian estates typically had 35-65 crownland.
    • Hordes usually had 60-80 crownland and other tribes typically had 30-40.
 

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Heya, these changes are super great! I did find one issue though:

"- Monuments will no longer degrade on nation release." - This doesn't seem to work for Yerevan when Armenia is released from the QQs. The monument still gets downgraded to level 0 from it's starting level 1. Note that in this situation I was playing as the QQs and did the release at game start.
 
As other people have already said, a better format for the names of these cultures in the user interface might be "Sino-[former culture name]" to avoid parentheses clutter.
suitable to replace "**(Chinese)",In reality these cultures have their own Chinese names:

Tibetan→Zang【藏】
Korean→Chaoxian【朝鲜】
Vietnamese→Jiaozhi【交趾】/Annan【安南】
 
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- The Surrender of Maine event now has a custom casus belli, which acts as an usual Restoration of Personal Union cb for England, but is like a Reconquest cb for France.

Rather than giving this war a special CB, why not reducing the AE to all reconquested provinces? Or perhaps only for defending countries?
 
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Assam has now the proper Indian unit types instead of the Chinese units.
Does feel like there could be a better solution since Assam was ruled by a Tai people at the time.

The culture change also has NVK using generic units now. Should either go with the units Jurchen/Manchu are using or the Inuit units.
 
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Is it me or did Jianzhou loose their Lucky nation status? This might explain why we don't see AI Qing as often. Also, I've seen that they never attack Shun whenever they form (in the interference event), so they let them grow stronger until they can't do anything about it.
 
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Will something be done in the near future regarding colonial nations expanding outside of their colonial region? It would be nicer if they could restrain from expanding into other colonial regions (or if they do thanks to a war caused by their overlord then they should automatically release a new colonial nation once they enter a different colonial region). It's a bit immersion breaking to have a colonial nation have territory in four different colonial regions (especially if some of the provinces are enclaves).
 
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Loving this patch and all of the changes. This one was not on my radar and the description is a little ambiguous. Can anyone clarify what this means?
Sure. Strong Duchies is an Estate Privilege. This change specifically made the AI better at using it. Which in this case mostly means to use it more often.
 
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Experimenting with Nahuatl nations, and I now have almost no desire to use the Flower Wars CB. Nahuatl need to border as many provinces as possible, or they'll run out of targets too quickly, so needs to be able to conquer and vassalize in a single war, not pick one or the other. I'm currently just making claims and using the conquest CB most of the time. It's more AE but I can handle it. It's still frustrating that progress has been slowed because of this, because New World nations were already a very time sensitive affair.
 
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Somebody on the dev team clearly watched my exploits video ;_;
I don't know what are you talking about. :cool:
The only thing I would suggest changing is swap Bandeirantes and land before faith ideas.

Having Trade Efficiency before the settlers basically.

Thematically speaking it was the Bandeirantes gold discovery that sparked the colonization and border extension of brazil.

I would suggest a few small other changes to the NI, as in Ideas names and placement but as Pavia explained on previous DD there is no time available.
I understand your point. However, I think we'll keep in the current order, as gameplay-wise it makes a bit more sense to boost colonization before trade efficiency. ;)
Not a huge fan of this change. Although clearly an unintentional interaction, the ability to "partition" a large country (such as the ottomans with poland, mamluks, hungary as allies with byzantium for example) made for more interesting outcomes in the succeeding region, as rather than an extremely slow death taking over a hundred years, where random unaffiliated nations would be taking a piece of the pie, you saw a coalition of nations taking down and partitioning a regional threat among themselves.

If this hadn't been treated as an "exploit" in Reman's video and instead considered a "feature" or "tactic", I can't help but think that it would still remain in the game, even if discovered by devs.

Yeah, that kind of sucks. I agree. It's been in game for years, Reman makes a video and it's fixed instantly. Devs definitely let themselves be guided by popular opinion.

But tbh it was also ridiculously powerful how you could shatter France or the Ottomans practically entirely in one war by calling in a few of their rivals with promise of land and having them chunk everything up.
We already had a back-and-forth debate about this topic among the dev team, so we had second and third thoughts before doing this change, which we think it's the best for the game right now regarding this issue. As it's already being tested in an Open Beta, we'll obviously will gather feedback about it, and we'll see if we have to make further changes, of course.
This is ridiculous. Why are they singled out while other nations are allowed to dump even worse rulers? What's the point in having the mechanic to disinherit unwanted heirs and then carving out exceptions to it? Even if you made it ai only it still smacks heavily of railroading in which case why not go back to EU 1/2 days and railroad everything?
Well, it's not the best fix we've done ever, it's legit that you point this out. We're trying to address the Burgundian Succession incident, and it's not easy at all, so we implemented this a temporary fix, to see how it works. We'd want to eventually come to a better solution for it, but it will require some more time, TBH.
Is it me or did Jianzhou loose their Lucky nation status? This might explain why we don't see AI Qing as often. Also, I've seen that they never attack Shun whenever they form (in the interference event), so they let them grow stronger until they can't do anything about it.
Nope, we haven't changed Lucky Nations in this patch.
 
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