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grisamentum

Field Marshal
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Feb 29, 2012
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  • Humble Paradox Bundle
  • Crusader Kings II: Sunset Invasion
  1. Various government reform changes
    • Feudal Theocracy (tier 1 monarchy reform) now uses Divine Ideas, and can't use Aristocratic Ideas
    • (more I haven't listed yet)
  2. New diplomatic modifier, "Declared War on Neighbor" which appears to result from declaring war on any country vaguely near the affected country, not strictly neighbor
  3. Lhasa CoT, naval and land force limit gives access to more admirals and generals (scaled). The ratio is 1 per 80 FL, rounded down (80/160/240 etc for new leaders)
  4. You cannot sell crownland if you have less than 10% crownland now. Previously you could sell at anything above 0%.
  5. colonial nations need more income to start to colonize(seems to be around 7 income and 2 profit whereas in 1.31 they started to colonize even with very low income and before that 5 income and no profit was enough). This is in the patchnotes, but I would have assumed the opposite from reading them
  6. unconditional surrender doesn't require the Mare Nostrum DLC anymore
  7. province changes:
    • the province Tharawal (4858) in Australia gained a level 1 center of trade
    • the culture in the provinces Ohrid(4780) and Skopje (3001) changed from serbian to bulgarian
    • the culture in Ladakh(2074) changed from Kashmiri to Tibetan
    • the trade good in Passau(4709) changed from fish to salt and in Tsaparang(2128) from wool to gold
    • the provinces 4678 and 2190 (Bayankhongor/Qaraqorum) switched places
    • the culture+religion of Taozhou(2183) changed to tibetan+vajrayana
    • some provinces changed the name of the capital
  8. the dutch revolt disaster ticks up faster if the stability is below 2
  9. completing the mission Restore Mali Authority hides the disaster Decline of Mali
  10. forming the Mongol Empire sets the hidden global flag is_forming_the_mongol_empire which gets removed after 10 days and while it is active, the unguarded nomadic frontier disaster can't end. I don't really understand why it exists. Maybe it is supposed to prevent some kind of race condition if the Mongol empire is formed while the game checks if the disaster should end
  11. the privilege Increased Levies now gives 33% manpower at 100% crownland and while it is active, the nobles are exempt from seizing land
 
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I didn't read again the changelog, but if I remember correctly:
Lhasa CoT, naval and land force limit gives access to more admirals and generals (scaled).
 
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The leader slot is 1 per 80 FL, at least for the army, I haven't looked into navies. It is displayed to two decimals but rounds down, so you only get slots at multiples of 80.
 
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Not sure if this is one; AI Hormuz gave me a loan offer? Haven't seen that in years. Is this back in 1.33?
 
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A real undocumented one and very annoying: the 's' shortcut to spit army goes through army in reverse order. That means you cannot create 1k stacks for carpet siege anymore. As for loan greyed out, it serves nothing beside being anti qol change.
 
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As for loan greyed out, it serves nothing beside being anti qol change.
To clarify, what's happening here is the two loan buttons on the economy screen (EDIT: In the bottom right, near "debase currency") are greyed-out unless you can afford to pay off one loan. (Eg. If your loans are of size 100, you'll need just over 100 in your account before the loan buttons are enabled.) This means that in 1.33 you often can't use the loan buttons to check your total loan amount, due date, interest rates, etc.

See also this thread.

I agree this seems like a decrease in QoL.

Not sure if this is one; AI Hormuz gave me a loan offer? Haven't seen that in years. Is this back in 1.33?
I've been playing the beta for a while, and yes, random nations will sometimes offer you loans. I've never had one I was tempted to accept. (Eg: Yao offered me a loan of 40, which was cute because my normal loan size at the time was about 500.)
 
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2. New diplomatic modifier, "Declared War on Neighbor" which appears to result from declaring war on any country vaguely near the affected country, not strictly neighbor
This modifier possibly has a little bug - Country that didn't know about me before the war because of TI didn't get any AE after the war but has this modifier
 
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The leader slot is 1 per 80 FL, at least for the army, I haven't looked into navies. It is displayed to two decimals but rounds down, so you only get slots at multiples of 80.

Hold on. You now get more leader slots as your FL increases? Did they talk about that in any DD?
 
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This was documented it was in the patch notes
nope. i searched "divine" and "idea" and the only thing on ideas is this section:
# Ideas
- Portugal's ideas have been rebalanced, making them more competitive compared to their neighbors.
- The Plains Native Ideas no longer conflict with the Southeastern Woodlands Ideas.
- The ideas of the Roman Empire have been buffed to get on par with the ideas of the Holy Roman Empire.
- Finishing the Maritime Ideas gives now +25% Marine Force Limit. The Maritime/Economic Policy "The Recruitment Act" now gives +25% Marine Force Limit too instead of the previous 5%.
- Moved the Marine Force Limit of the Maritime ideas from their Ambition to their second idea. The first idea now increases Trade Range by 25% and the ambition now increases Fleet Movement Speed by 1.
- Quintupled the value of all ideas which increase the Marine Force Limit (Castile for example can now hire 25% of its force limit as Marines instead of 5%).
- The "Grand Navy" idea of the Maritime Ideas now increases Ship Trade power Propagation by 25%.
- The Espionage Ideas have been slightly reworked. "Claim Fabrication" is now the first idea, followed by the "State Propaganda" idea. The third idea, "Efficient Spies" now increases Siege Ability by 10%. The Advisor Cost reduction has been moved to the fourth idea, which is "Agent Training".
- The Naval Idea "Press Gangs" now increases Marines Force Limit by +25% and the bonus idea of Naval Ideas gives now +15% Ship Disengagement Chance instead of +10% Marines Force Limit.
 
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nope. i searched "divine" and "idea" and the only thing on ideas is this section:
I agree, it's not in the patch notes. I found it in the dev diary:

Here are a few other balance changes we have done for 1.33:
  • Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.
 
To clarify, what's happening here is the two loan buttons on the economy screen (EDIT: In the bottom right, near "debase currency") are greyed-out unless you can afford to pay off one loan. (Eg. If your loans are of size 100, you'll need just over 100 in your account before the loan buttons are enabled.) This means that in 1.33 you often can't use the loan buttons to check your total loan amount, due date, interest rates, etc.

See also this thread.

I agree this seems like a decrease in QoL.


I've been playing the beta for a while, and yes, random nations will sometimes offer you loans. I've never had one I was tempted to accept. (Eg: Yao offered me a loan of 40, which was cute because my normal loan size at the time was about 500.)
There is almost no reason not to accept these loans unless the interest rate exceeds 20% (not even sure if that's possible or at least I've never seen crazy interests of that magnitude). You can refuse to pay back the loans and you won't even get an opinion malus -- they just get a CB on you.
 
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There is almost no reason not to accept these loans unless the interest rate exceeds 20% (not even sure if that's possible or at least I've never seen crazy interests of that magnitude). You can refuse to pay back the loans and you won't even get an opinion malus -- they just get a CB on you.
Certain actions are locked-out if you have any loans. (Notably "Influence Nation".)

So, actually, if you don't need the loan, it's probably best not to take it.
 
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I'm going to try to keep this thread reviewed regularly in the following days, and update the changelog accordingly. We've had some issues with the changelog, because of the beta-non beta structure of the build; by the way, we're working on improving our patchnotes tool for 1.34 version, to avoid/minimize these kind of problems that we've found in the latest updates, as having hundreds of bugfixes on them.
 
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Certain actions are locked-out if you have any loans. (Notably "Influence Nation".)

So, actually, if you don't need the loan, it's probably best not to take it.
I legitimately think influence nation is the only example (other locks will let you as long as you have enough income compared to interest), though that is a fair point. On that note, inability to influence w/o loans as a hard block seems like one of the many weird recent changes, but that's a different topic. Regarding the latter point, I can't think of any instances aside from the late game where I don't need money though -- there are always productive things to do with money early on.
 
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I legitimately think influence nation is the only example (other locks will let you as long as you have enough income compared to interest), though that is a fair point. On that note, inability to influence w/o loans as a hard block seems like one of the many weird recent changes, but that's a different topic. Regarding the latter point, I can't think of any instances aside from the late game where I don't need money though -- there are always productive things to do with money early on.
I agree that being unable to influence while having loans is very weird. I could understand it for AI nations (if the AI is unable to properly evaluate that kind of thing), but I think the player should be allowed to do it.

The reason I mention it is because "influence nation" is actually one of the key tools in my arsenal to prevent coalitions. Since I can usually make it to Great Power in 50-100 years, I find my need to have zero loans starts in the mid-game - it's really not just a late-game thing for me.
 
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I'm going to try to keep this thread reviewed regularly in the following days, and update the changelog accordingly. We've had some issues with the changelog, because of the beta-non beta structure of the build; by the way, we're working on improving our patchnotes tool for 1.34 version, to avoid/minimize these kind of problems that we've found in the latest updates, as having hundreds of bugfixes on them.
A bugfix for bugfixes confirmed! Thanks.
 
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