What's new in the September 2024 beta
We have no major gameplay changes since last month's beta as we close in on a final 1.3 release. Instead we have several new UI features to introduce.
First is rally points. There is a new button in the army/navy recruitment screen:
Clicking this button brings up a new screen in which you can select where the troops should rally once they've been recruited.
It's as simple as that! Hopefully this reduces some of the micromanagement associated with army reinforcement.
As mentioned in the screenshot, you cannot select a land rally point that requires traveling through an ally or vassal - only paths that lie fully within your own territory are legal (but do note that the presence of enemy troops along the path does not stop the army from attempting to reach its rally point). Naval rally points can be any sea zone or owned port, as long as there is a known path to the rally point.
The next new UI feature is a new notification. If you are currently the emperor but are in danger of losing the title, you'll see this:
That's your cue to go start bribing electors!
This alert was inspired by Steam user Gindisi's Additional Alerts mod for EU4.
Finally, we have a long awaited quality-of life improvement: all long tooltips and event descriptions are now fully scrollable! This is particularly helpful with complex country-formation decision triggers:
Making the change for tooltips was not too difficult, but event windows gave me enough trouble that I wrote about the process on the FTG engineering blog I've been keeping.
Scenario setup changes
mandead has truly done yeoman's work in this beta, filling in country descriptions for all playable countries in all scenarios!
He's also added some new countries that you might encounter in your games: in alphabetical order, Bima, Bali, Bastar, Chola Empire, Gupta Empire, Jaintia, Khemundi, Maurya Empire, Sikh Empire, Volga Bulgaria, and Wessex.
There's also the usual crop of tweaks and fine-tunings, as we aren't planning any major changes before 1.3 final.
Modding changes
We have a few new triggers to talk about in this beta. The two that are probably most interesting to modders are any_neighbor, which for the first time allows modders to check spatial characteristics of the political map without needing to check specific neighbors, and any_country, which allows global checks.
We also have a few others:
armysize = x.xx (counting 10 artillery as 1000 inf/cav)
navysize = x.xx
income_monthly
income_yearly (calculated as 12x monthly income + yearly census tax)
is_production_leader = <goods name>
And we have a new command. Or rather, not technically a new command, but an extension of an old one:
command = { type = setflag which = flagname value = <months> }
The new optional "value" parameter allows setting flags that decay over time. If set to a positive number, a flag will be decremented by 1 each month until reaching 0, at which point any trigger checking that flag will no longer succeed.
If the value is not present, the flag will remain until cleared, as before.
Full changelog
Download it here! As usual, extract it onto either a clean 1.2 installation or onto the previous beta patch.
Post feedback in this thread, or come talk to us on the FTG Discord server!
Special thanks also to @Polak, who has once again translated all the new UI text into French!
We have no major gameplay changes since last month's beta as we close in on a final 1.3 release. Instead we have several new UI features to introduce.
First is rally points. There is a new button in the army/navy recruitment screen:

Clicking this button brings up a new screen in which you can select where the troops should rally once they've been recruited.

It's as simple as that! Hopefully this reduces some of the micromanagement associated with army reinforcement.
As mentioned in the screenshot, you cannot select a land rally point that requires traveling through an ally or vassal - only paths that lie fully within your own territory are legal (but do note that the presence of enemy troops along the path does not stop the army from attempting to reach its rally point). Naval rally points can be any sea zone or owned port, as long as there is a known path to the rally point.
The next new UI feature is a new notification. If you are currently the emperor but are in danger of losing the title, you'll see this:

That's your cue to go start bribing electors!
This alert was inspired by Steam user Gindisi's Additional Alerts mod for EU4.
Finally, we have a long awaited quality-of life improvement: all long tooltips and event descriptions are now fully scrollable! This is particularly helpful with complex country-formation decision triggers:

Making the change for tooltips was not too difficult, but event windows gave me enough trouble that I wrote about the process on the FTG engineering blog I've been keeping.
Scenario setup changes
mandead has truly done yeoman's work in this beta, filling in country descriptions for all playable countries in all scenarios!
He's also added some new countries that you might encounter in your games: in alphabetical order, Bima, Bali, Bastar, Chola Empire, Gupta Empire, Jaintia, Khemundi, Maurya Empire, Sikh Empire, Volga Bulgaria, and Wessex.
There's also the usual crop of tweaks and fine-tunings, as we aren't planning any major changes before 1.3 final.
Modding changes
We have a few new triggers to talk about in this beta. The two that are probably most interesting to modders are any_neighbor, which for the first time allows modders to check spatial characteristics of the political map without needing to check specific neighbors, and any_country, which allows global checks.
We also have a few others:
armysize = x.xx (counting 10 artillery as 1000 inf/cav)
navysize = x.xx
income_monthly
income_yearly (calculated as 12x monthly income + yearly census tax)
is_production_leader = <goods name>
And we have a new command. Or rather, not technically a new command, but an extension of an old one:
command = { type = setflag which = flagname value = <months> }
The new optional "value" parameter allows setting flags that decay over time. If set to a positive number, a flag will be decremented by 1 each month until reaching 0, at which point any trigger checking that flag will no longer succeed.
If the value is not present, the flag will remain until cleared, as before.
Full changelog
Bugfixes:
- Fix issue from last beta patch with monarch modifiers not being shown if they total to zero
- Fix bug with VP calculation in the monarch listing ledger page
- Fix army size calculation in ledger calculating 1 artillery = 1000 inf/cav instead of the correct 10 = 1000
- Remove RNG from province weather calculations to avoid different clients calculating different weather.
UI:
- Add rally point functionality in army/navy purchase screens
- Add notification for losing HRE election when currently emperor
- Make long tooltips and event texts scrollable with mouse wheel
- Sort decisions in the decision window: important decisions first, then decreasing percent of triggers satisfied, then alphabetically
- Bold our country's name in HRE window support list for easier finding
- Show the current production leader's production level in goods screen rollover (useful if a decision is triggered off is_production_leader)
- Remove units from geography map modes and disable FoW
Modding:
- Add new triggers
- any_neighbor = { <triggers> }
- any_country = { <triggers> }
- armysize = x.xx (counting 10 artillery as 1000 inf/cav)
- navysize = x.xx
- income_monthly
- income_yearly (calculated as 12x monthly income + yearly census tax)
- is_production_leader = <goods name>
- Add aliases neighbor = neighbour, any_neighbor = any_neighbour, and tech = technology in all script files (no more UK/US spelling issues hopefully)
- Rework global events to now appear for the player only if the player satisfies the triggers. Otherwise they happen for the first AI country that satisfies the triggers, and the player is notified by a popup.
Previously global events had always happened only to the player, never to the AI.
- Add capability for scripts to set flags not just as yes/no, but as integers indicating a number of months for the flag to be active. The number will decrease each month until reaching 0, at which point triggers will perceive it as false.
Script syntax: command = { type = setflag which = flagname value = <months> }
Triggers are unchanged. Any positive value is true, any zero or negative value is false. Flags that were set without "value = <months>" will always be set until cleared by another event or decision.
Database changes:
- further updates to AGCEEP 1.60 (see AGCEEP readme)
- added STE army name set
- added a bunch of new leader name sets: AFG, ALB, CEL, COR, GON, HAS, KON, LNK, MAD, SAR, SIC, TIB, UKR, WSX, ZIM and ZUL
- added country descriptions for all playable tags that previously used placeholder text
- added country and strategy descriptions for the 1546 and 1816 scenarios
- added improved country descriptions for Nubia (NUB) and Kashmir (KSH)
- added new event text for ENG event 3054 'The Corn Laws'
- added Bima (BIM), Bali (BLI), Bastar (BST), Chola Empire (CHO), Gupta Empire (GUP), Jaintia (JNT), Khemundi (KHE), Maurya Empire (MAU), Sikh Empire (SKH), Volga Bulgaria (VLG) and Wessex (WSX) as new tags
- added GFX sets for BIM, BLI, BST, CHO, GUP, JNT, KHE, MAU, VLG and WSX
- added new GFX set for KSH; moved existing set over to SKH
- added new GFX set for SCO if it forms GBR
- added new GFX set for PER in later scenarios
- added 'ai = yes' trigger to HUN event 3639 'The Death of King Louis of Hungary' option A (historical inheritance/division)
- added countrysize trigger to LAT event 26036 'Terra Mariana' so LAT won't start another war with POL if already heavily defeated
- slightly reduced the negative impact of TIM events 26058 'The Death of Pir Muhammad' and 26059 'The Death of Khalil Sultan'
- added Danzig (301) as a minimum province for PRU so LAT/LIV won't keep the province if PRU is released
- added French localisation (thanks to polak)
- re-added heavily revised French version of provinces.csv
- added/corrected some event file headers
- slept Edigu as a leader with STE event 4185 'The Dethronement of Edigu' (just in case)
- ENG event 26011 'The Accession of Henry V' now also gives 200 gold
- added a bunch of new province conversion events to provincespec.txt (mostly Russian and Polish colonisation)
- VIJ event 3823 'The Fall of the City of Victory' now also renames the capital to Bangalore (as per later scenarios)
- added a leader file for NUB
- added replacement monarch and leader files for KSH
- added monarch files for AMI, ARM, BIM, BLI, BST, CHO, FAR, GUP, ILK, JNT, KHE, KRD, MAU, MND, SKH and TOX
- added a few more historical monarchs for CIR, KHO and ZET
- revamped MAM, NUB and TIM monarch files
- added an army for NUB in 1492/1546
- improved relations between GUJ-SIN in 1399/1419
- added TUR capital as a known province for NUB in 1546, as TUR is its overlord
- added SWE capital as a known province for UKR in 1701, as they start at war
- added ENG, HOL and POR capitals as known provinces for ZUL in 1816
- slept some new province events in scenario history
- added mon culture to AYU in 1399/1419
- AYU event 6910 'Boromo Trailokanat's Reforms' now also removes mon culture with option A
- updated some AI files with new tags
- replaced ancient meme EIR army/navy name sets with better ones
- replaced ancient weird/wrong LIT leader name set with a better one
- added new decision for SCO to form GBR
- added new decisions for Indian states to form CHO, GUP and MAU
- changed XHO/ZUL default land slider value from 4 > 8
- added flavor_dai.txt and 'Nguyen Trai' flavour event for DAI
- added major_bli.txt and 'Refugees from Majapahit' event for BLI
- added major_maj.txt and 'The Fall of Majapahit' event for MAJ
- added major_nub.txt and 'The Funj Invasion' event for NUB
- added major_oyo.txt and 'Adoption of Arabic script' event for OYO (thanks to Čuarah)
- added major_zul.txt and 'King Shaka and the Mfecane' event for ZUL
- added new event picture for ZUL event 4198 'King Shaka and the Mfecane'
- updated MAM event 3861 'The Mamluk Nobility' to break overlordship of NUB with option A
- updated VIJ event 4446 'Mysore Revolts' with an option C to release MYS
- updated some province culture and city name stuff in the Steppe
- updated a few events with the new tags
- switched some Kashmir (KSH) stuff over to the new Sikh Empire (SKH) tag
- changed Kouban (468) to mountain terrain
- changed Awadh (544) to marsh terrain
- changed Gondwana (552) to forest terrain
- changed Sambalpur (562) to mountain terrain
- changed Bogutjar (451) and Saratow (452) to tatar / sunni
- changed Tambow (447) to ugric (to represent the Moksha people)
- changed Chandigarh (1520) to mountain terrain and tropical climate; tweaked sprite placements
- tweaked sprite placements for Cyprus (484) so the capital is correctly situated at Nicosia
- added BIM/BLI to 1399-1617 scenarios and tweaked East Indies setup accordingly
- added KSH to 1399-1546 scenarios
- added extra REB army for ENG in 1399 (Harry Percy rebels in Northumberland)
- added extra REB armies for CHI in 1399 (Mong Mao rebels in Yunnan)
- updated events.txt
- updated revolt.txt
- updated countries.txt
- fixed LAT event 26028 'The Samogitian Uprisings' option B sleeping the wrong event later on (due to an ID being reused)
- lots of grammar/spelling fixes
Download it here! As usual, extract it onto either a clean 1.2 installation or onto the previous beta patch.
Post feedback in this thread, or come talk to us on the FTG Discord server!
Special thanks also to @Polak, who has once again translated all the new UI text into French!
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