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Is there any concrete ETA for the full 1.33 release? It would be nice to know roughly how much time we have to hunt bugs before then.
Can't say for sure yet, but very soon! However, as mentioned by Björn, this should be the last batch of changes before the full patch goes live. The idea is that if this beta is stable, this will be the build that we will be pushed live for everyone. Making additional, rushed changes by then could compromise the stability of the patch and introduce new issues (and don't we all hate that...?)
 
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The disaster "Crisis of the Ming Dynasty" still triggers when the mandate is lower than 50, not 30.
Yes. That's a reverted change in the change log which got forgotten to be removed. Thanks for pointing it out
 
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This should say that Expand Infrastructure increases Governing Cost, and the old values for the increase were 100% + 50 flat.
Adjusted the Changelog.
I should have waited with submitting until i was all the way through.

The increased warscore cost was already in the previous beta. I assume it wasn't changed?

The widely discussed change to allow taking land in specialized CB's after fulfilling their main goal is absent from the patch notes for some reason.
This is an outdated change which should have not been in the final version. That's my bad, I forgot to tell my colleagues to remove it.
While I am at it: originally, Inwards Perfection was supposed to give +2 Stability Hit on War Decleration, -10% Administrative Efficiency and +100% Aggressive Expansion. The idea was that you absolutely do not want take any land while you have this privilege - and it worked.
For the player that is.

AI Korea, on the other hand, couldn't care less about the additional aggressive expansion, which meant they declared war on the Manchu like a madman and took as many provinces as possible. The result was that none of the Jurchen tags even considered uniting the region because they were way too focued on declaring Korea one Coalition War after the other.

It was kind of hilarious to watch, but it felt very... artificial, and would have damaged the immersion of the game more than added to it.

Anyway, thanks for pointing this out. I removed this change from the Changelog as it was a completely internal change to begin with.
So will you change it to 30 in the next version, or keep it to 50? This disaster is quite hard to get through.
The version for 1.33 is 50 Mandate.
On a side note: the disaster itself has been softened up slightly. It decreases the Global Goods Produced Modifier by 30% instead of 50%. Seems like I forgot to add this to the Changelog when @_@
Do the "X joins the Republic" events still fire under these circumstances? I understood why they didn't before (player formed Netherlands getting free land), but now that the player can be the revolt Netherlands it seems players should have access to those for parity with the AI if nothing else.
Nope, they do not.
Tbh: these events flew under the radar when the event option to play as the Netherlands got implemented. For 1.33 there will be no further adjustment to the "[Root.GetName] joins the Republic!" event.
However, I do like the roleplay aspect of this events to fire when you are a revolting Netherlands tag, so maybe the events can get a readjustment in 1.34.
No promise though.
I would like to bring attention to the following bug which causes personal unions to break during estate led regencies:

This seems to be a relatively common issue
Good griefs, that is a rather painful experience.
I doubt we will get a tooltip for 1.33 for that one, but be ensured that I have this on my personal TODO list.
So, nothing about (at least partially) reverting the CB changes? I found another annoying result which I think wasn't mentioned yet, if natives declare war on your CN, you enforce peace and win the war, with the changes you can only take reparations and break alliances/rivalries. You can't neuter the threat, which means you shipped over troops and fought a war for nothing, and even if you manage to max out the truce you are in for a pointless rinse and repeat in another 15 years.

Regarding the Parliament changes, I have a question: does this mean that taking the Parliament for your 5th reform no longer abolish the nobility estate, instead it will be only abolished by default for government types that use the Parliament from the start, like the English monarchy?

I also brought up a question regarding the -3 diplo rep duration stacking after multiple annexations in the original beta thread, is that intentional and how things will be in the future? I'm not saying we can't live with it, but it's a change that will alter vassal play for sure, since annexing multiple subjects will potentially leave you with the penalty for decades.

If this is indeed the final version you intend to push, I sense some deal of backlash will follow because of the CB changes, considering you seemed to be responsive and open to the idea of reverting at least some of the introduced changes.
Regarding the CB changes: the way it works now is that you can still take provinces as long you also take your primary war goal.
For example: a very popular strategy is to take the Cheb gold mine as Austria in the PU war. The way it works now is that you cannot select any provinces until you have the "Union with Bohemia" peace treaty selected. If you have done then you can conquer provinces atop of it.
In a way, it works like the Independence War works in 1.32 - you cannot take provinces unless you also demand your independence.

The parliament changes are mostly for modders than for the game itself. Before the change, the nobles estate would always vanish if you have the parliament trait active. With this change, however, it is now possible that you can mod a parliament mechanic to a government without forcing the nobles out of your country.
The functionality of the 5th reform has not been changed though. If you enact you still remove the nobility estate from your country and gain all their crownland as intended.

Regarding the dip rep stacking: I think this is a byproduct of a change which allows the stacking of country modifiers. However, I do not have a definitive answer if that is intended or not though.
Fortunately, there is an estate privilege which allows you to annex vassals without getting a dip rep hit though ;)
 
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A tooltip? Did you accidentally write "tooltip" instead of "bugfix" or are you saying that it is intended that the event Estate's Leadership Challenged replaces the regency in a junior partner if it happens to them and thus breaks the PU? The senior partner gets no say in this and can't really prevent the event. And the event doesn't change the heir so when the regency ends, you have two independent countries which have a ruler with the same name, birthday and monarch points.
My apologies, I got that issue mixed up with another one when I wrote the reply.
Yes, the event needs to be fixed as PUs breaking away through this is really frustrating.

For reference, my head was for some reason thinking about that issue (I had it open in another tab and for whatever reason I thought you were referencing to this (which would indeed need a tooltip).
 
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Concerning this, are there plans to up the AE and warscore cost for taking provinces beyond your primary war goal? It doesn't feel right for them to cost the same as they would under conquest CB.
There are no plans to adjust them for 1.33.
From my ongoing Russia game, lots of good changes in the beta but i feel something must've been overlooked here
View attachment 806017

Why exactly am i not getting revolution progress? The game considers me the most powerful nation in europe for one trigger, but not for the other!

Also an interesting detail, the revolution spawned in my chinese provinces (a 50dev ai-developed Luoyang, to be exact), and categorically refuses to spread to non-asian provinces. After some initial spread in the vicinity it leaped to persia and samarkand, but after running out of 30dev asian provinces it is now confined to sub 5 dev provinces in siberia and central asia. I had to do quite a bit of manual dev to hit the 20% target for disaster to even show up.
Okay, I found the issue: there is another condition to trigger the revolution, which is having your capital being occupied by rebels. However, the trigger has been misplaced and is now in the one scope which asks you to be the most powerful European nation. I really hope that we get this fixed before 1.33, but due to stability of patches I cannot make promises.
I recommend for the time being to lower your stability by no-cbing some OPM. This is not a pretty solution, but at least it guarantees your revolution.
 
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Am i crazy: it seems I can´t form Prussia anymore.
The decision isn´t there...
Tried it with Brandenburg and Teutonic Ordner.
No, you don't. I have the same issue, the decision to form Prussia has been deleted, even as Brandenburg with the prussian lands required...
I just looked up the issue.
The good news is that the decision to form Prussias is still existent.
The bad news is that it visible after Protestantism, Reformed or Anglican is available, which is not intended at all.

So, don't worry, Prussia has not been removed. Though I am sorry for the circumstances. I will see if that can be fixed before 1.33 gets released, but again, I cannot make promises in that regard :(
 
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To be clear, I did not mean you, @lambda x.x , when I said "you". By "you", I was referring to any human player fighting a war against the AI.


Certainly I don't think anybody would claim this is a perfect implementation. After all, the mechanic of unconditional surrender itself is a very blunt tool, and you might wonder why a player who offered it one month should not be able to retract it the next month if the situation changes. I would assume the answer in this case is "Because AI is dumb, and needs blunt tools from time to time because it doesn't have the judgment of a human".

But don't misinterpret what I say. I was not saying the end goal is for the game to just make players miserable, as your example seems to suggest. I was just saying that if you go to war with X, then X (not the entire rest of the world) might be inclined to make your life harder.


You asked for a justification, and you were clearly not satisfied with what @James Capstick had said so far, so I've tried to reconstruct his reasoning as best as I have understood it. But I'm sure he'll get around to commenting here later, and you can get it all from the horse's mouth then. Maybe he'll have a completely different answer for you :)
Pretty much exactly what you said, Mindel. If your enemy is fully occupied and has no troops left, then sitting there waiting for the player to make peace is not in their interests. In addition, all that's happening while they wait for the player to offer peace is that their territory is becoming more devastated, so they will certainly want the war to end ASAP so they can get back to rebuilding. There are definitely refinements we can make and we are looking into those for 1.34. There's an argument that if the player is taking this to the nth extreme and micromanaging their troops to try to fool enemy stacks to stay in neutral territory, they're kinda making the game unenjoyable for themselves. Maybe a better approach might be to think carefully about timing, about when to actually go to war?
 
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Will there be any changes to republics? The loss of absolutism is not countered by the monarch point generation because the events constantly eat your republican tradition and thus you need to strengthen government so they are not even closely comparable anymore and putting -40 max absolutism to just being republic nuked the more flavorful republics like milans, swiss or dutch ones.
We put -40 on republics in general, but then altered all the level one republican government reforms to make it overall work exactly the same as before, except there's now a that -40 penalty for NOT having a level one reform selected. Most of the level one reforms allow you to claw some of that penalty back, e.g. Swiss Cantons used to be -30 itself, it's now +10.
 
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Did you not catch my point that it's not necessarily in their best interests since other nations that is at war with the player can unsiege their provinces, allowing them to come back?

Fair, but can't this argument be extended to a situation where a player who is significantly stronger than the AI declaring on them? To avoid devastation and losing their army, they should just unconditionally surrender immediately, no?

Is it possible you can list some of these refinements that your team is looking into? I'm curious...

Personally, I find the idea of suffering heavy war exhaustion in a war that I don't want to peace out for one more year due to inherent game limitations (like the points I mentioned before) more unenjoyable than swallowing the pill to micromanage a stack to prevent AIs from unconditionally surrendering, so I'd be doing the latter.

I'm not sure if this is due to a language barrier, but I sense a bit of sarcasm; are you implying that people who are complaining are bad at the game and can't time wars properly? Given how RNG heavy EU4 wars are (battles, sieges, etc.), it's not possible to accurately predict when you will finish wars, and deviations of a year or so is normal in my experience. The standard call for peace (5 years) seems to be a reasonable limiter already for what you seem to be talking about.
- catch my point..... yes, that's one of the refinements we're looking into.
- immediate unconditional surrender.....yes, sometimes it might be beneficial for the AI to do this, but we think that would make it too easy for the player and AI blobs to just hoover up nations fast.
- other refinements...we can't list all of them as it's still under discussion, but if you've enough troops left on your side to siege back provinces is definitely one, although if the ratio is hopeless then they'll still most likely surrender. It is possible that bluntly adding WE is not the best penalty for ignoring unconditional surrender, but it is an effective way of disincentivising a human exploit.
- sarcasm....not really, it's more about a change of thought process. Certainly in my experience of the game, the main reason I've left a war won for a couple of years or more is what you said earlier, and I've definitely done it a lot:
  1. They want their AE to tick down before peacing out and/or first declare on other nations who will join a coalition. Waiting for OE to tick down is a similar reason.
...and it's really a consequence of me not thinking through properly my timing, trying to "game" the AI, or simply getting impatient, which isn't something to be rewarded. Plus, it's a human tactic. If you're in a war against another human, and you've lost, you unconditionally surrender for precisely the same reason we're getting the AI to - it's in your interest.

I personally don't think the act of unconditionally surrendering is something that can validly be argued against (with tweaks as to exactly when it happens), although what happens as a result of ignoring it may be.....but the aim is to close "exploit" loopholes and I think this is important.
 
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