• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hartmann

Kaiser v.G.G. (abdicated)
1 Badges
Oct 20, 2000
4.418
0
Visit site
  • Europa Universalis IV
As we already know,which bugs are fixed in 1.08, I decided to open the thread for the discussion of bugs and wishes to be fixed/addressed in 1.09. Post away folks! :)


Things still to do:

A. BUGS

1) There are still annoying errors in the German translation of messages:
- Still, all sea battles are referred to as 'Feldschlacht' ('field battle') in the protocol
- On the other hand You often recieve messages from the 'Admirality' where it absolutely makes no sense...
- When converting to counterreformed, the message about the effects is wrong and misleading

2) There´s a 'siege bug': When two countries (allied or not) besiege the same city and one of them concludes a peace treaty/seperate peace, the fortress is restored to full, even when there´s still the other enemy in the siege, who has therefore to begin anew. This even holds, when the retiring army is very small compared to the remaining force.

3) Every patching registers EU anew without deleting the old entries from the registry.

4) The presence of an army or 'army in conscription' or 'promotion of bureaucrat' in a province in some cases prevents accessing capital cities, because of overlapping. Tianin cot is not selectable from the default map when ships are in the harbour.

5) The event 'Unruhe unter den Bauern' (or so) is accompanied with a message saying revolt risk is increased by 5 in CORE PROVINCES. Actually, revolt risk is increased in all provinces, though.

6) There are still problems with the data in the ledger.

7) AI is too less aware of attrition. This has several consequences:
- Often huge armies are left to dwindle away in winter
- Often an ally 'comes to help' in a siege thereby causing huge attriton losses to the player originally besieging the fortress

8) Placing an army on vassal territory during peacetime gives You the enemy supply value.

9) Still the AI tends to garrison isles too much in later stages of the game (the balance get´s slowly but surely tilted). This often leads to the result, that if the AI has reached a certain total amount armies to maintain, it doesn´t buy ANY armies to protect the mainland. It even tends to declare wars (thinking, there are enough armies) without having the ships to move those isle based armies back to defend the mainland. Main example is still Venice, but there are others, too, e.g. Oman, which often heavily garrisons Sansibar.

10) If you are one of the clients connecting to someone else's multiplayer game, then the 'destination line' (the red line that goes out from one of your armies to it's destination) of troops doesn't show the 'green part'. i.e. how far the army or fleet has marched/sailed. NOTE: This bug only applies to multiplayer games. It doesn't happen to the person serving the game. Only the clients are affected.

11) Sometimes alliance enddates in the ledger are set more than a hundred years into the future

12) The 'scandal at court. diplomatic ability set to one for 20 months' event actually increases diplomatical ability of the monarch by one and gives You more diplomats ('royal diplomacy').

13) Another multiplayer crash bug: When you try to brake off a siege and move on to another province the game crashes.

14) On some occasions enemy fleets don´t leave the harbour when a province is conquered. One cannot use the harbour properly later with the enemy fleet still in port.

15) Sometimes a tradepost/colony cannot be established despite having exactly the money needed. If one has one ducat more than required, everything´s working again. Note: This is probably due to incorrect roundings.

16) Countries mostly seem to build armies while at war only. They begin conscripting as soon as war is declared. Now if a peace treaty is concluded shortly after declaration of war (conscription orders already issued), they tend to have a nice standing army ready for the next war. If however their army was reduced in fighting, they often tend to not replace the losses after the war, making them easy prey in the next one. It would be a good idea, if countries would try to continuously maintain a standing army appropriate to their size.

17) Saxony´s default leaders seem to override any leaders of any country when it comes to the question of who will get a province after a joint seige.
Note#1: Oranje and me discovered this independently of one another. In my case I as Austria sieged Switzerland together with Saxony. The only leader in the stack was Austrian´s Ferdinand (highest monarch category). Saxony got the province. I could reproduce this with many other variant settings, too.)
Note #2: This maybe occurrs also with other countries. Some players argued, that the underlying bug maybe is, that monarchs are not rated higher than default leaders.

18) Although allegedly intended, the apriori refusal of royal marriages at around 0 relations isn´t realistic. In this case it should depend on Your monarchs diplomatical abilities.

19) It is possible to build an army in another countries' province: Select the foreign province so that it appears in the left pane, scroll over to your country and right-click on one of your provinces, select build army from the menu.

20) If a loan is offered to another human, and they accept the loan, it will within a month present the debtor nation with a message stating that the loan is due. If they decline to pay, they lose one stability and give a cassus belli. This is true for loans that have been set to the default lenght or even 10 year loans.

21) People report, that whenever rebels appear in a province where an army is already stationed, this army has an increased chance of loosing the ensuing battle regardless of armystrength, morals etc. On the other hand it is no problem to attack and defeat those rebels with relatively minor armies moving into the province from the outside. (This doesn´t seem to be a very serious issue, though.)

22) The 'temporal insanity of monarch' event reduces the stats of the monarch for the rest of his reign instead for just the time specified (ten months, I think).

23) Religious conversion now seems to leave all royal marriages intact. This should only be the case when changing from catholic to counterreformed (and maybe from lutheran to reformed), though.

24) Stealing rudders by winning a seabattle is occuring much too often.

25) Unbreakable royal marriages. These are indeed three bugs in one:
- You cannot break royal marriages.
- A newly made vassal retains his royal marriages
- Change of religion does not cancel royal marriages - they shouldn´t be cancelled when changing form catholic to counterreformed (and maybe from lutheran to reformed) but in all other cases, they should, especially when changing from lutheran/reformed to catholic and from catholic/counterreformed to lutheran.

26) Sometimes countries hort enormous amounts of money in treasury ('cashcow').

27) Sometimes when a peace is concluded, control of a province not included into a peace treaty doesn´t switch back to the original owner. The following incident was reported by Sean9898 and sheds light on how rebels are involved in this issue:
... as France I aquired Istria. Austria declared war on France, and simultaneously a revolt in Istria handed the fort over to the rebels. Austria sieged and took Istria from the rebels, the war with France ended in a white peace, but Istria remained as France owned, Austria controlled, and though I could enter the province with land troops, they suffered attrition, and did not fight.

28) When selecting an army and hovering the pointer over a vassal´s territory, the pointer is greyed despite the territory being accessible.

29) Though the pope never accepts a royal marriage, the option isn´t greyed out.

30) When reloading a game where you are in a combat with rebels, the graphics no longer show the rebels, and the rebels no longer seem to take losses or loose morale.

31) When reinforcing a force of besiegers who are under attack by enemy troops, no reinforcements occur. The reinforcing army waits until the besieging force has been defeated before attacking the enemy.

32) Force converted countries still reconvert after a few months instead of not earlier than five years after the peace treaty. (Confirmed with Dutch)

33) It is still (or again?) possible to switch to Counterreformed after the edict of tolerance.

34) Sometimes, when an explorer dies, the fleet is still able to explore Mare Incognita.

35) It is not possible to move ships in or out of the port at Fiji.


B. MOST WANTED CHANGES (aka 'wish list', starred entries could also count as bugs)

1) Ship attrition supervisor

2) Stats of the enemy leaders should be displayed when moving the cursor over an army, at least when 'fog of war' is off.

3) Toggle automatic trader dispatch on/off for each cot seperately.

4) 'History' in the ledger should be implemented.

5) It should be possible to organize troops during a siege in a more convenient manner (i.e. the same way as when not staging a siege).

6) There should be a message when an army has finished boarding a fleet.

7) Savegames should be deletable from within the game.

8) When a leader dies, You do not have the option to 'go there' ('zeigen'). This should be added.

9) In the ledger, a list should be added, which comprehensively shows which buildings every province already has. One should also be able to access the provinces from that list.

10) Nationalism revolt risk should be somewhat lessened for diplomatical annexations. Instead of a starting risk of 3 with 30 years duration, a starting risk of 2 with 20 years duration should be in order. Making a difference here would be historically more plausible and furthermore motivate players to use the diplomatical features of the game more often.

11) seems to be fixed.

12) People would like to have the additional option of vassalising a fully occupied country instead of only being able to annex it (more important now with the new nationalism revolt risk).

13) People would like to be able to demand unconquered provinces in a peace treaty at the expense of, let´s say, a doubled 'stars cost'.

14) Still people would like the AI to actually PAY the agreed upon indemnities. If a country hasn´t enough money, it should refuse the peace treaty. Or better: the player should be informed beforehand how much money a country can actually pay in indemnities.

15) People would love to have some ingame feedback on their actual 'badboyness' (compared to other nations).

16) People would love to have two autosave slots in case of the game crashing during autosave thereby destroying that file.

*17) People would like a timelimit for the existence of marauding enemy armies after a peace was concluded.

18) People would like to face the danger of loosing by having their country annexed.

*19) It would be much better if diploannexing would also require military alliance (as with vassalship).

20) The MER tag should be made fully functional (lacks diplomatic interaction). :)

21) People would like to check for how long a peace treaty is still going without having to use the 'declare war' button (and then back off after the warning).

22) In singleplayer mode in the options screen people want to be able to set their playername instead of having to use the preset multiplayer id.

Hartmann
 
Last edited:
looks good to me.

How about the fact that for some reason France always builds tons of ships for no apparent reason?
 
A few suggestions of alterings in your list Hartmann. Add what you like and delete this post afterwards.

15) Sometimes a tradepost/colony cannot be established despite having exactly the money needed. If one has one ducat more than required, everything´s working again.

Mayby you should add that this is due to incorrect roundings, treasury should preferably always be rounded down while TP/colony cost should be rounded up (the game uses 6 decimal values).


18) Although allegedly intended, the apriori refusal of royal marriages at 0 relations isn´t realistic. In this case it should depend on Your monarchs diplomatical abilities.

I should suggest you specify 0 to -5 to +19 instead



21) People report, that whenever rebels appear in a province where an army is already stationed, this army looses the ensuing battle almost everytime regardless of armystrength, morals etc. On the other hand it is no problem to attack and defeat those rebels with relatively minor armies moving into the province from the outside.

I would change 'this army looses the ensuing battle almost everytime' to 'this army has a very much increased chance of loosing the battle'.

I very rarly loose, but I shure have a LOT of troops there if I want to make shure not to get kicked out =)



Whishlist


5) It should be possible to organize troops during a siege in a more convenient manner (i.e. the same way as when not staging a siege).

add 'or when aboard ships'.
 
Here is my contribution to the list of bugs and tweaks. It's not a wishlist for EU2 or further expansion, maybe there could be another sticky thread for issues to add features, or change game features, as the last 1.08 thread grew to an enormous length.

I compiled this list based on the announced patch, and Hartmann's existing list, however I have not played 1.09. If any of these have been addressed, I apologise.

1) AI Defending sieges:
AI defending sieges in key provinces often sends in suidice squads of newly raised infantry from neighboring provinces, even if the siege still has a year or more to go. Added to this, is that the AI may keep a large force sitting idle while a much smaller enemy sieges when the large force is located 3 or more provinces away.

2) Kamakaze Single-Province Nation Wars:
Helvetia in particular, but also Milan, Kleeves and Cologne often send their entire army out to siege an enemy province, while their capital (and only) province is sieged. Results in the too-frequent annexation of these nations.

3)AI Two Front Wars:
Something I've noticed with AI Austria, and AI Poland is that when attacked from two sides, they will ignore one enemy and throw everything at one front. For instance if Austria is at war with France and Poland, then they will fight one off, and ignore the other.

4)AI Sieges
The AI will sometimes set siege to level three-fortified provinces without cannon. It also frequently sends large numbers of cavalry (often outnumbering infantry) to the siege. The AI appears to base it's siege forces on army weight, neglecting the fact that cavalry are unusable for assault.

5)March of The Forlorn Battalions
It is quite common to see allies send troops to the other side of Europe, on foot to fight wars. For instance, Denmark sends troops to help Russia with Kazan and the Golden Horde. Spain (when HRE) will often walk their men from the Spanish Netherlands across Germany to fight Poland.
Further, although I cannot work out the pattern to a predictable degree, when multiple allies are at war, there is a significant number of occurences when all of them will converge on one province to lay siege. For example, Denmark, Russia, and Pskov at war with Sweden. Denmark lays siege to VasterGotland, or Smalland, and their Russian allies will walk across Sweden to join the siege, rather than picking a province on their side of the war.
Both of these usually result in the complete destruction of allied armies.

6)The Center of The War Syndrome
Certain provinces, and in particular Milan, Flandres, Helvetia and Tyrol become the entire focus of a war. They are often the first provinces sieged regardless of whether an army (or alliance of armies) will be able to capture them. For example, (a) with high attrition in Helvetia and Tyrol a successfull siege requires a steady stream of reinforcements, or else the siege force will cease to be large enough to maintain the siege. An AI nation without the manpower required to take one of those provinces will still lay siege. (b) Flanders and Milan may be fortified at level 4, surrounded by level 2 fortified provinces. The AI will usually ignore the soft provinces and attempt to take the more heavily fortified ones. The AI siege priorities need to be tweaked to take into account whether a siege is possible before prioritizing targets for siege.

7)Shipbuilders:
It's been noted many times that AI nations build far too many ships.

8)Swiss Cheese and Rebels
The AI often takes the 'wrong' province during a peace negotiation. For instance, rather than look at the strategic situation, and the ability to fight off rebels, the AI often takes a province far seperated from their homeland, and in later wars, when the chance to connect the provinces arises, the AI will often take another seperate province. This combined with the revolt risk often leads to AI conquests rebelling, and staying in rebel hands until the next war occurs where the AI can march and quash the revolt.
Further, when faced with an isolated province with 3% revolt risk, the AI does not appear to build up a sufficient garrison to hold off a revolt, and instead the AI's first action is usually to upgrade the fortress.

9)Ban from alliance and end royal marriage
I have been unable to ban a nation from my alliance when I change to counter reform catholic, and the other nation is Reformed Protestant. I have never been able to manually break Royal ties

10)HRE Elections:
It is possible for a Regency after a sudden death event to be elected HRE. It is also possible for the named female
Regents of France (eg Medici, D'Autriche) to be elected Emperor.
The sudden death of a monarch event of an existing Emperor does not trigger an HRE election when the monarch dies, instead the election occurs when the historical death date arrives.

11)Cannon Ping Pong
Early in the game it is possible for armies made up only of cannon to ping-pong from one enemy occupied province to another almost infinitely. Late in the game, where the fortress level prevents certain size armies from entering them, a retreating army will reappear in the province it retreated from, without having completed it's move. It continues the cycle of almost leaving, then reappearing in the province until the cannon are wiped out, or more usually the war ends.

12)Counter Reform Wars of Religion
After forcing a nation to convert back to Catholic, the defeated nation often converts back to Protestant very shortly afterwards. Further, when attempting to declare war again, the confirm war dialog informs that a treaty is in place, and stability will be hit for -5. A re-conversion should nullify the treaty.

13)Religion Changes
When converting from Counter Reform to Catholic, and vice versa, the confirm religion change dialog box states that all marriages will be broken, and stability will fall. Correctly, no penalty is incurred.

14)AI Colonial Strategy:
Although upgrading trade posts in gold provinces brings no income, the AI nevertheless sometimes creates level 2 trade posts in gold provinces. While a gold province remains uncolonizable (not coastal or adjacent to a 700 city) placing a trade post may be sufficient for 'staking a claim' to that province, there is no need to ever upgrade.

15)Adding colonists to cities
It is possible to add a colonist to a city that is in the process of another type of upgrade. However, it is not possible to upgrade a city which is in the process of being colonized.

16)Anti Badboy Wars
AI nations often make suicidal declarations of war against the current badboy. For instance, Pskov declaring war on Russia with no standing army, or Austria declaring war on France 2 months after a peace treaty leading to a massive drop in stability. Conversely, the AI usually makes good plans for a 'regular war' waiting for sufficient forces and stability before entering a state of war.

17)Siege Assault Interruption
If (a) an army assaults a fortress, and (b) during the assault an enemy army arrives in the province and (c) the enemy army is beaten off, then the assault resumes without the combat icon on the map, or the assault fortress icon in the combat info screen. Further, there are times when the above has occured and (d) the assault fails that the combat sounds lasts after the combat has finished. I have had the combat sound continue until either the war ends, or the siege is raised.
 
I'd like to see Paradox improve the interface for controlling the game speed. I can't get the hotkeys for increasing speed to work anyway. What I'd like to see is to have the '-' and '=' keys reassigned to changing game speed, and assign two other keys to change map size. Even better would be to add a page to the options menu allowing the player to customize all of the keyboard controls.
 
Hi Hartmann,
I would dearly love to see a 'back' button on the message, so that after viewing and visiting the message, I can return right back to where I was in the world. When things get really frantic this would be most useful!
Toby
 
A few more, all very low priority. I have the US version.

A. Bugs.

1. The page for loans in the ledger has the termination date field as an alphabetic field, not a date field. As a consequence you cannot order by the actual termination date. There are also default orderings that in some cases really should be different. For example, the Monarchs page should be ordered by start date of Monarch.

2. Autosave. I have set it to autosave once a year. It does not. I have not bothered to determine the pattern. I do not think it is every three years, since I think I have seen it do it two years in a row.

B. Enhancements.

1. Autosave. Why not name the autosave in the same pattern as the suggested save name, perhaps pre or post fixed (post is best) with 'auto'? This way you can have a running save position without bothering to create your own saves. Also, a 'bug' is that the naming pattern starts with the month, so the folder containing the saves is not ordered (in the default Microsoft alphabetic ordering) in order that the saves occurred. Solution is to have a pattern like year/day/month or year/month/day instead of starting with month or day (I think it is month) - not at a computer with EU on it right now. Actually, I think the suggested naming pattern is just month/year. Adding day would be really useful if you are making multiple saves in the same month, so you don't have to key something yourself to differentiate the saves. The country name is in there someplace, too.

2. Message characteristics. A hard pause would be extremely useful. I cannot recall seeing it in your feature lists, but have seen a lot in postings (and agree). If someone declares war, I want to be able to do some planning. You have to acknowledge the message, then press pause - forget sometimes - very irritating.

3. More message characteristics. Messages like peace offers and asking your allies to help when war declared on you take up a lot of the screen. It would be nice to collapse them while doing some analysis.
 
Originally posted by Hartmann
As we already know,which bugs are fixed in 1.08, I decided to open the thread for the discussion of bugs and wishes to be fixed/addressed in 1.09. Post away folks! :)


B. MOST WANTED CHANGES (aka 'wish list')


14) Still people would like the AI to actually PAY the agreed upon indemnities. If a country hasn´t enough money, it should refuse the peace treaty. Or better: the player should be informed beforehand how much money a country can actually pay in indemnities.

Hartmann

Some of my perspective on item #14. It should pay agreed upon indemnities, or refuse the peace, but possible options

a)Perhaps the payment should be spread out over a number of years with a possible renege, which gives you a CB. with some probability that this happens, even if the AI country knows it can't make the payments over the long haul.

b)the AI may or may not take out a loan to help pay part of the indemnity.

c) Is allowed to give you a counter-offer; e.g. 'I can't pay 750 D, but will you take 350 instead?'
 
A new bug

You can enter a vassals territory, even during peace time.

If this is in fact an intended feature (which I doubt) then for shure the bug is in the mousepointer that is greyed out when you hover over the vassals territory (though clicking will move the army there).
 
no peace upon declaration of war

Hey there folks,

I also think the AI should be tweaked so that if a nation declares war on you, it cannot accept a white peace within one or two months of its declaration. It is too easy to offer peace to additional warmongers when you are already at war. These new belligerents, who could take advantage of your being overwhelmed, instead meekly always say yes to peace. If the AI could not say yes right away, it would get a month or two to hurt you and realize that it should not settle for a white peace from you.
 
Originally posted by Huszics
A new bug

You can enter a vassals territory, even during peace time.

If this is in fact an intended feature (which I doubt) then for shure the bug is in the mousepointer that is greyed out when you hover over the vassals territory (though clicking will move the army there).

That was always intended with vassals. It´s even mentioned in the manual. :)
So the bug is the greyed out pointer....

Hartmann
 
Yep,
Agree with all points
I had however thought of a special few points; Nos' 7, 8, 12 and 13, But most imprtantly No' 3, 6, 7.
Finally, there is actualy a way to deal with the commands for those pesky Island provinces; firstly: click on the Trade button, then Right-cick on the province (Island of course!) you wish to sort-out; but remember: You cannot do anything whilst a colonist is busy- expand the fortress first!, THEN place the colonist.!!
Hope this helps, (re; treaty of tordesillas!!)
Toby
PS; It is the Economic button that is the easiest to manage the tiny islands though- again by right-clicking on them,
I was so happy when I found this out!
 
Last edited:
Someone mentioned earlier about wanting to change the name of armies and fleets in game...

I actually discovered a method of changing fleet names in game. What you do is 'reorganize' the fleet, and send every ship to the new fleet.

When you click out of the fleet reorg screen, the old named fleet which you emptied is gone, and the new fleet has no name at all.

Then...the first time you give that new unnamed fleet an order, it will take the name of the province or sea zone it is currently located in.

For example, in my current game as the Turks, I had a misnamed 'Hormuz Fleet' stationed in Singapore. So, I reorganized, arrow-keyed all ships to the new fleet on the bottom, clicked out, and now the fleet has no name. Give it any order (even just to sail to the port it is already in - Singapore), and voila! it became the 'Singapore Fleet.'

This trick does not seem to work as well with armies. The name disappears upon total tranfer/reorganization, but the new name it gets upon getting orders appears to be random. For example, a Turk army I had in Venice went from being the 'Army of Egypt' to the 'Syrian Army.' Not a real helpful change! : )

Jim W.
 
Naval waypoints

I'm a newbie, so apologies if this has been covered, but I've scanned the entire board, and no one else seems to have mentioned this point yet, so here goes.

The naval waypoints around the British Isles, specifically those around Munster in the south of Ireland, seem a little bizarre. To sail from mainland England to Munster, ships have to perform a weird loop out into the Atlantic to meet the waypoint. The end result is that it takes almost as long to sail from Anglia to Munster as it does to sail from Munster to North America! It even takes about a month to cross the Irish sea from Cornwall...

Surely multiple waypoints that are activated depending on the direction of sail could be implemented to stop the English fleets 'getting lost' en-route every time..?
 
Originally posted by Hartmann


That was always intended with vassals. It´s even mentioned in the manual. :)
So the bug is the greyed out pointer....

Hartmann

:eek:

Sorry for missing that one. Must have got lost in the 7 levels of diplomatical control a major could have over the minors in the BG =)

Anyway, the ponter thing should be fixed. Definitly leads to confusion if nothing else.
 
Re: no peace upon declaration of war

Originally posted by pierreluc
Hey there folks,

I also think the AI should be tweaked so that if a nation declares war on you, it cannot accept a white peace within one or two months of its declaration. It is too easy to offer peace to additional warmongers when you are already at war. These new belligerents, who could take advantage of your being overwhelmed, instead meekly always say yes to peace. If the AI could not say yes right away, it would get a month or two to hurt you and realize that it should not settle for a white peace from you.

Mayby you should check the 1.08 readme before complaing about this for the 1.09 patch ??