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I didn't experience any of the issues with private/AI construction that are being described here, in the newest beta branch update. I had the same issue before the July 9 update where everything was pretty busted, but with the update yesterday it seems to be working great.
I started a new save yesterday and kept pretty close tabs on my private queue as well as the GDP of most of the great powers. The private queue wasn't perfect, but it never is, and it was building profitable buildings overall that made sense to build at that time.
I'm not sure how/why people were seeing the massive issues with AI France's GDP being described here -- on a fresh save without mods that mess with the AI, the Majors were all doing a pretty great job of building up their GDP. France was #1 in 1900, and poking around every Major it was pretty consistent "line goes up" in ways that seemed better than most prior versions of the game I've played. Russia and Egypt liberalized and were churning out factories, and yeah just no major outliers that made the underlying logic seem busted.
It was the best experience I've had with the 1.9.0s so far.
Yeah no, I switched tags yesterday to all the great powers and noticed that only the UK and Russia were building anything at all. France, the US, Austria and Prussia were building nothing for years.
Yeah no, I switched tags yesterday to all the great powers and noticed that only the UK and Russia were building anything at all. France, the US, Austria and Prussia were building nothing for years.
Are you sure you're playing without mods?
If you are, please send me a save game in a private message. Because it's proving difficult to reproduce this, global GDP is higher than ever on our end.
Ultimately I can't say what you saw didn't happen. Maybe the act of switching around was causing the issues?
I can post screenshots later today, but it was a lot of "smooth line going up" for the Majors and I'm not sure how that would happen if they were pausing construction and doing nothing for years at a time. Russia's GDP climb was a lot more "up and down jagged", but it was a consistent upward trend and they had a modern economy with per capita taxation at the time I quit out last night.
Definitely didn't see any major "crashing out" like France hitting 80th in GDP though, and overall it was much better than the times I've observed AI GDP growth in prior versions. For France to hit 80th in GDP, that would also suggest there are 79 other countries building quite a bit to surpass them. There's something else going on there to cause something like that and whatever it is, it wasn't happening on my unmodified game.
Are you sure you're playing without mods?
If you are, please send me a save game in a private message. Because it's proving difficult to reproduce this, global GDP is higher than ever on our end.
Yes, no mods. Before I do, I will try to reproduce it on another save game, just in case. On a side note, private construction was working fine, the AI governments however were rather hesitant to build anything other than development buildings.
Edit:
They are building on a new save game on observer mode. Maybe the save game was broken?
In that case, maybe it‘s down to the age-old issue of people running a billion mods, unaware that most of the time at least half are outdated.
Half of all bugs reports are down to this
No mods here either, I have attached the save-file for anyone curious not able to reproduce this.
A very few countries, e.g. China, have economy buildings in their government queue, but no western GP has anything but universities or government offices.
No mods here either, I have attached the save-file for anyone curious not able to reproduce this.
A very few countries, e.g. China, have economy buildings in their government queue, but no western GP has anything but universities or government offices.
I‘m curious, could you start a save game with the hotfix full release and test if AI also builds nothing there? I have a feeling that existing save games are not affected by the construction fix from the 9th
I‘m curious, could you start a save game with the hotfix full release and test if AI also builds nothing there? I have a feeling that existing save games are not affected by the construction fix from the 9th
I opened one from 15 days ago and let it be in Observe mode for about two years, and it seems to show the same thing. Almost no AI country has anything in their main build queue, some are pumping out universities, and a very few (1 in 20) has economical buildings in their queue.
This was whatever 1.6 version there was 2-3 weeks ago. I've attached this file too for anyone curious to see the empty build queues. Guaranteed it was No Mods Selected at game start.
Ignore Persia, I was trolling around with it for a minute.
I opened one from 15 days ago and let it be in Observe mode for about two years, and it seems to show the same thing. Almost no AI country has anything in their main build queue, some are pumping out universities, and a very few (1 in 20) has economical buildings in their queue.
This was whatever 1.6 version there was 2-3 weeks ago. I've attached this file too for anyone curious to see the empty build queues. Guaranteed it was No Mods Selected at game start.
Ignore Persia, I was trolling around with it for a minute.
I validated my files, made sure it's full release 1.9.6, made sure No Mods. started a new game as Spain and didn't jump around with observe mode and played for some years. Checking around now, it's the same issue. Almost no nation has any government build queue...
I validated my files, made sure it's full release 1.6, made sure No Mods. started a new game as Spain and didn't jump around with observe mode and played for some years. Checking around now, it's the same issue. Almost no nation has any government build queue...
Yeah, I have a feeling that I will have limited playtime until devastation will be rebalanced. Looking at observer game right now - saw Wallachia being liberated from Ottomans in quite fast (!) war, which means their liberators occupied them for a while... Which led to Wallachia losing over half of its GDP and around 20% of its population in the course of next decade.
PS: Opium Wars didn't fire this time. Hope it's a one-off and not an indication of them being broken again.
We have released Opt in Beta 1.9.6 in a beta accessible version today, this is so we can receive bug reports and balance feedback ahead of its full public release on July 8th.
So, please send feedback/bug reports on the bug reporting forum labelled as ‘OIB 1.9.6’ so we know it is for this version or join our Discord to put feedback in our 1.9.6 Opt in Beta section!
If you want to opt in to the Beta Hotfix you can do so in Steam by following these steps:
Right click the game application in Steam, select ‘Properties’
In Properties select ‘Betas’
Now, in the Betas section open the check box and scroll to the entry labelled ‘opt-in-beta-1.9.6’ and click it.
This will now start downloading to your game, as it is a new hotfix it may take some time to load for the first time.
If you want to return to the live version of the game ‘1.9.5’ as of writing, then you follow the same steps but select ‘None’ in the Beta dropdown selection.
Now on to the patchnotes! These are preliminary notes, there may be changes or additions in the final notes on the 8th.
Changes since 1.9.5:
Improvements
It is now possible to request the other party to owe you an obligation as part of treaty negotiations
Deployment of additional invading armies is now disallowed for invader allies
The cost of a treaty article now scales depending on existing lobbies and on the ranks of involved countries
Consuming Prestige Goods now increases the Standard of Living of Pops, based on how large a percent of the value of their buy package is Prestige Goods
Land invasions are now disallowed if it would take too long for armies to reach the target state
Landlocked countries are now able to sign Goods Transfer deals with countries whose markets they border, even if they do not border the country itself
The 'Earning Recognition' Journal Entry now gives advancement for being in the top #10 GDP rankings, and only retreats when you are not in the top #30 GDP rankings rather than retreating based on SoL or GDP per capita. It also retreats if you have Isolationism or a variant thereof.
AI
Fixed a bug that was preventing the AI from constructing Trade Centers in states that did not already have a Trade Center
The AI will now never declare neutrality before Countdown to War if doing so would void an alliance or defensive pact
AI is now more interested in composing treaties with alliances and defensive pacts when they do not already have allies
The AI now only cares about non-colonization agreements in regions that could be plausibly colonized by both countries
The AI is now a bit less deterministic about which articles they include in treaties
The AI will no longer break treaties with allies if both are involved in the same diplomatic play
AI Britain will now properly prioritize taking a treaty port in Hong Kong when resolving the Opium Wars
The AI logic for acceptance from gifting articles and equal exchange has been reworked to be more consistent and to look at the entire treaty instead of only specific articles. The AI now also only considers articles it actually wants to be gifts.
Fixed a bug where the AI would sometimes not correctly send a composed treaty if they were trying to make it more fair first
Fixed a bug where the AI would sometimes break a treaty they had just enforced through a wargoal
Balance
The impact of obsessions & prestige goods on goods substitution now varies for different pop needs, with a reduced effect on food in particular as over-focusing on a single food can cause starvation
Alliance/Defensive pact treaties are no longer automatically broken by being opponents in a diplomatic play but only if it actually goes to war
Increased the demand for grain, fruit and groceries slightly
The enactment chance from Law Commitment now scales with how much higher rank the committed-to country is compared to the committer. If the countries are of equal rank there is no bonus at all.
Most wargoals that require any enemy state to be controlled now require any \*incorporated\* state to be occupied, so that for instance Money Transfer can't be extracted by occupying a random African colony
The 'Dangerous Gunsmiths' event no longer lowers infamy for the arms exporter, so that you can no longer continually maintain 0 infamy just by exporting guns
Ports now produce much less infrastructure, coastal states instead start with a bonus to infrastructure from population
The events 'Disrespecting our Maps' and 'A Dubious Claim' no longer give infamy, but instead just reduce relations between the squabbling colonial powers
Financial Districts, Manor Houses and in particular Company Headquarters now employ less people
States now lose market access relative to % of enemy occupation, and become isolated if fully occupied
Removed the pop birth rate penalty from high population relative to arable land, as there are now other mechanics to handle this
Market Capitals now also provide 25% Trade Advantage
The "Bremerhaven" state trait now also grants 5% MAPI
Invented a few thousand more residents of British Ceylon so that the state can actually somewhat function
Confédération générale des vignerons now requires Joint-Stock Companies instead of Central Planning, so Champagne can be produced earlier
The state region of Hebei now starts with 5 Coal potential instead of 4
Content
Added 7 new Prestige Goods. 6 of them are generic Prestige Goods so that they are a bit more widely available, no matter which country you play. Among them are notably a version of Small Arms and Artillery. Note that for this beta build, we did not give the new generic goods to historical companies yet. This will happen before the patch is officially released though.
Added a new generic Military goods company producing Small Arms and Artillery. They can produce the new generic Small Arms Prestige Good. Also note that we have shifted around the icon from the Munitions company to this new company and have instead created a more fitting icon for the company producing Munitions and Explosives.
Added historical clothing to William of Hanover
Located about 3.5 million Nepalese hiding in cave systems under the Himalayas and dragged them out into the light (or: Nepal is no longer be drastically underpopulated compared to best-guess historical population studies, and has received adjustments to arable land and resources as well)
Nepali culture now has the Indo-Aryan culture trait
Interface
The goods transfer article now allows filtering goods with the usual categories found in the market panel
The goods transfer article now allows sorting the visible goods by any of: name, price, buy / sell orders balance, buy orders, or sell orders. The sorting can be applied in reference to the market of either of the two countries involved
Infamy generation and maneuvers cost breakdowns for enforced treaty article wargoals now display the scripted factors that participate in the calculation
Added paging for Articles in the Treaty fancy tooltip when there are more than 10 Articles on one side
Changed the default map mode for the Power Bloc panel to be the Power Bloc Leverage map mode
Fixed a whole bunch of overlapping texts in various panels
Performance
Fixed suspected cause of micro freezes related to Coat of Arms and text icons
Improved performance of daily tick tasks
Modding
Added a trigger for controlling whether a company charter is possible to grant or not
Added new value link gdp_ranking
Added a trigger for controlling whether a monopoly can be made with a given building type
Added new trigger num_potential_resources
Treaty article visible trigger now takes scope other_country so that visibility can take both countries into account
Treaty article goods input triggers now takes scope other_market_goods for the good in other country's market
Added new value link ai_colonization_value
Added years_to_incorporate state trigger
Bugfixes
Fixed an issue where armies were automatically deployed to naval invasion fronts and became locked to it this way
Fixed a bug where other companies already owning building levels in a state were prioritized over monopoly companies for privatization
Fixed a bug where war goals are removed from a diplomatic play when a subject's overlord joins the subject's war
Fixed a bug where disbanding a company could lock an industry from being monopolized by another company
Fixed a bug where the AI would treat State Transfers as being worth nothing when giving states away due to an incorrectly set flag. This could also cause the AI to sometimes refuse treaties they were clearly shown to accept.
Fixed an issue where the AI would send too many units to a naval invasion front, causing themselves penalties
Fixed a bug where pops were unlikely to migrate to a treaty port where their culture had low acceptance
Fixed a bug where if you had a regional HQ in the annexing country and all your property was in the annexed country, your company would destroy its own HQ and move it to the annexing country
Enforce Treaty Article wargoals now follow the same inclusion limitation rules as normal treaty articles
It is no longer possible to incorrectly promise an obligation to a country that already owes you an obligation, when drafting a treaty
Fixed a bug that was blocking Treaty wargoals from being properly used in Sways
Fixed an issue where power blocs' current leverage wouldn't decrease if all power blocs had a predicted leverage lower than their current leverage
Fixed an issue where invasions could continue after a war had ended
Fixed an issue when battles couldn't occur on the front due to incorrect occupation data
Fixed an issue when generals couldn't advance due to missing state assignments
Fixed a bug where after disbanding an HQ, a null object HQ could start buying levels
Fixed an accidentally missing functionality whereupon a country that repudiates an obligation will see obligations they owe or call in in treaties be worth less acceptance score
When setting inputs for a Treaty wargoal Sway, acceptance shown is now the actual values for the Sway
Treaty port articles are now invalidated if either of the two signatories loses their territory in the state region
Fixed a case where countries not owned by a company would replace their ruler unnecessarily when becoming independent
Unrecognized Nations can no longer grant Companies Colonial Charters as they are not allowed to have the Chartered Company type of Subject
Fixed an issue where defeated fleets failed to return home for repairs when another admiral died
Fixed an issue where the AI could capitulate in the wrong war
Fixed an issue when occupation could persist after a war ended
Fixed an issue where the law commitment article would give a bonus to enactment chance to both countries, instead of just one of them
Fixed a bug where annexing a state or a country sometimes did not correctly remove the Regional HQ in it
Fixed a bug that would cause new conscription centers associated with a mobilized army during war to be created in an inactive state
When setting inputs for an added Treaty wargoal, acceptances are no longer shown
Fixed a bug in the AI calculation for constructing Trade Centers where it was applying a nonsense profitability score instead of only looking at Trade Potential
Fixed a bug where the Alliance treaty article would be unavailable without explanation in the tooltip (the reason was already having an Alliance and lacking Multilateral Alliances)
Fixed a bug where the acceptance tooltip for subject actions contained a NULL_OBJ due to missing scope
Fixed a bug where some 'request' diplomatic actions (such as request knowledge sharing) could not be used
Treaty port articles are now invalidated if either of the two signatories loses their territory in the state region
Treaties that are only drafts no longer affect daily relations gain/loss progress
Fixed ruler traits not working for company executive rulers
Alliance articles now correctly check if either side can still have an alliance or have researched Multilateral Alliances
Fixed an Out of Sync issue in multiplayer related to fronts
Fixed an issue where the goods producer rank could be evaluated incorrectly
Fixed an issue where the popup when you attempted to revoke a Trade Rights company charter incorrectly claimed it would nationalize buildings
Fixed a graphics bug where black squares would appear during revolutions due to a particle issue
Fixed a bug that would cause enforce treaty article wargoals used as part of sways to change allegiance during a diplomatic play to fail to allow the player to actually select the desired inputs
Fixed some instances in which alliances and defensive pacts were not always correctly taken into consideration for various operations
Right-clicking on a treaty proposal now declines it, rather than effectively ghosting the opposite party forever
Fixed a bug with the has_subject_relation_with trigger which caused it to evaluate false if checked from the overlord's perspective
Fixed a number of events (such as lobby_events.15, 'Good, not Foreign') that were checking for foreign investment rights in either direction instead of checking for it in a specific direction
Fixed an issue where tooltip with effects for breaking a treaty would show misleading information, either in the form of effects that would not be applied or by hiding effects that would be
Landlocked countries can now only use Goods Transfer articles with neighbors
A bunch of references to Isolationism now also take the Canton System into account
Fixed an issue where barracks could merge incorrectly during the annexation of split states
Fixed a bug where changing resolution when using vulkan would sometimes offset the positions of your mouse and some gui elements
Fixed an issue where in some cases the notification for a treaty proposal being declined would display the wrong country if the treaty was a renegotiation
Fixed a display issue in the migration tooltip where it would show you the wrong market in case of a treaty port
Fixed the *_scope_ally scriptlist not working correctly (blocked establishing the Anglo-Persian Oil Company, among other things)
Fixed the num_defensive_pacts link not working correctly
Transfer state treaty articles that transfer a split state that stops existing after the treaty enters into force are now removed from the treaty. If this causes the treaty to have no more articles, the treaty will dissolve without any effect or penalty. This fixes a bug were using a transfer state article to transfer a split state could lead to the article referring to the null state.
Fixed a visual bug that would lead to incorrect influence maintenance costs displayed when drafting treaties after removing directed articles originating from the non-player country
Fixed an issue that was causing many Capitalists and Aristocrats to start with much lower wealth than their income could cover
Fixed an issue where total and per-market exports/imports would not add up correctly
Fixed a number of events (such as lobby_events.15, 'Good, not Foreign') that were checking for foreign investment rights in either direction instead of checking for it in a specific direction
Fixed a crash that could happen when using the markets map mode
Requesting Military Assistance in the "The Eastern Frontier" Journal Entry no longer creates duplicate treaties
Auto-expand tooltip text regarding market access now shows greater than instead of less than. This time for real.
Fixed a (visual only) bug where the wrong country would sometimes be shown as getting infamy when withdrawing from a treaty
Fixed an issue that caused Law tooltips to omit certain effects
Fixed the description text for the "Returned from Exile" notification
Added July 3rd
Hello Victorians, some changes, fixes and improvements to the Opt In Beta 1.9.6 branch today listed below, most notably -
Fixed an issue where predicted earnings for buildings were being badly miscalculated, resulting in numerous issues such as no privatization of buildings and no construction of Trade Centers
As before, these are preliminary notes, there may be changes or additions in the final notes on the 8th. The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release.
Improvements
Treaty Articles can now be flagged as either hostile or friendly and will be considered neutral if neither flag is set. Anti-Country Lobbies will increase the cost of friendly articles (such as Alliance) and reduce the cost of hostile ones (such as Treaty Port), while Pro-Country Lobbies have the opposite effect. Neutral articles are not impacted by lobbies.
AI
The AI will now be a bit more keen on reaching its spending targets for innovation and construction when they can afford to
The AI will now aim to have larger, more effective fleets instead of splitting its navy into tons of tiny fleets
Balance
Money Transfer articles are now capped to a total combined 50% of country income
Pop movement attraction base value impact from Bolstering and Suppressing has been reduced by half
AI acceptance for Company Monopoly articles now also takes resource potentials into account
The 'Rogue Prince' modifier now gives Tewdoros II +5 offense and +5 defense instead of the quite ludicrous +30 it used to give
Tewdoros II now starts with 'Experienced Offensive Planner' instead of 'Expert Offensive Planner'
The "Equality for All" Journal Entry now checks for base cultural acceptance
Content
The 'Age of Princes' Journal Entry (and associated 'Unify Ethopia' diplomatic play) will now only activate once Centralization is researched
Tossing out your current ruler to enthrone Tewdoros II will now generate radicals, and refusing to enthrone him will generate loyalists, so that the event is only 99% a no-brainer instead of 100%
Modding
Fixed a bug where set_country_type effect would not work when changing from decentralized country type
Bugfixes
Fixed an issue where predicted earnings for buildings were being badly miscalculated, resulting in numerous issues such as no privatization of buildings and no construction of Trade Centers
Fixed an issue where sway proposals weren't being sent to players
Fixed an issue where naval invading formations lacked a supply route
Fixed an issue where formations without a valid supply route still received full supply
Fixed a bug where pops working in Private Infrastructure and Financial Districts were not able to join the Petit-Bourgeoisie due to missing workplace checks
Fixed a bug where pops were unlikely to migrate to a treaty port where their culture had low acceptance.
Fixed an issue where formations couldn't be deployed to fronts with split theaters
Proposals that are let expired/timed out are now considered declined, therefore it is no longer possible to skirt around an obligation being called in during a treaty negotiation by pretending nobody's home
Fixed a bug where Treaty Ports were not correctly considered part of a Market when calculating its average Trade Advantage, resulting in (among other things) inconsistent Advantage numbers in the UI
Fixed an issue where formations could be auto-deployed to distant fronts
Fixed a bug where Agitators would join a different movement from the predicted one when being invited from the exile pool
Fixed an instance in Money Transfer AI acceptance where the text would sometimes refer to the wrong country
Added July 4th
Hello, we are back Victorians!
Featuring a number of bugfixes, improvements and changes to the opt in beta. Most notably reverting the nerf to bolstering a political movement, slight changes to port infrastructure and humiliation is now the default war goal instead of money transfer!
As before, these are preliminary notes, there may be changes or additions in the final notes on the 8th (if all goes to plan). The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release.
Please note - We have one critical known issue currently in the opt in beta we have identified and looking at solutions for:
Military formations can teleport without travelling.
If you want to play on a stable version then it is best to “opt out” of the opt in beta and select either None in the Betas section or 1.9.5.
Improvements
Resetting a treaty (either full reset or either side) when renegotiating an existing treaty will now restore the treaty to the original treaty being amended instead of removing all articles (this also happens to fix an issue where you could remove non-renegotiable articles from treaties by resetting them during renegotiation)
The Indian Railway in the Purveyor of Progress JE can now be completed without owning the states, or indeed the railways. It is available to any Indian country that becomes large enough to have a state in each of the listed strategic regions.
Industrialists in newly created Company Countries now start off with the Colonialist Ideology
AI
Fixed a bug that was preventing the AI (and autonomous investment) from investing in more than a single level of certain buildings (most prominently Power Plants), caused by using the wrong profitability calculation
Subjects are now far more likely to accept when having a Law imposed upon them by their Overlord as long as they are loyal
The AI now values states that it has not incorporated yet but can incorporate much higher
Balance
Humiliation is now the default war goal instead of money transfer, can be used against non-rivals, and only requires you to control any enemy state (including unincorporated ones) but has less impact on leverage. A define can be toggled to change the default war goal back to money transfer.
Reverted the nerf to Bolstering pop movement attraction base value impact completely
Slightly increased the infrastructure generated by Ports by 1 across all PMs with the exception of Anchorage
The Capital State of a country now generates some more baseline Infrastructure from number of Pops than regular states
Law Commitment to "Slavery Banned" now also increases pop attraction of the Abolitionist Movement
Revoke Claim now only requires you to control any enemy state (including unincorporated ones) when targeting a state neither side owns
Military Access, Transit Rights, No Tariffs, No Subventions, Foreign Investment Rights and Trade Privileges now only requires you to control any enemy state (including unincorporated ones) when used as a wargoal
Added Rye Farms as possible extension building type to the Russian Vodka company and Guinness
Content
Ensured that the Bombay Burmah company also checks for overlord's treaties. The tooltip looks a bit funky for the moment, but it works. This will be fixed in a future update with custom localization.
Interface
When a treaty proposal is declined, that treaty will now be used as the basis for negotiation the next time you go to draft a treaty with the declining country (this does not persist over save games, however).
Added a proper tooltip for non-fulfillment conditions for Military Assistance treaty article
Generic Prestige Goods in historical companies should now correctly show the requirement to fulfill the according Journal Entry to unlock it
Added the "Religions Overview" map mode to the list of map modes accessible through the Society panel
(Beta only) Adjusted the text icon references for the new Prestige Goods so we can display them properly
Modding
Fixed a bug causing crashes on startup if the map spline network referenced invalid state regions
Bugfixes
Fixed the number of available options reported for some articles during treaty negotiations
Fixed a bug where some buildings were setting wages too high relative to profitability targets, resulting in low dividends for ownership buildings
Article types whose `visible` trigger returns false are no longer visible in the list of articles shown when drafting treaties
Fixed a bug where the world_market_access trigger was returning market access instead
Fixed an issue where the influence cost of treaties wouldn't display correctly when looking at a signed treaty
Fixed an issue where the influence cost in the treaty draft panel would display an incorrect value when resetting either side
Fixed an issue where the influence cost of treaties would display as 0 when renegotiating a treaty
Fixed an issue where the article numbering wouldn't display correctly in some situations
Fixed a bug where pops would sometimes start with a much lower standard of living than their income could afford
Fixed a bug where the population census data would fail to display a pop's interest group
Fixed a (visual only) bug where all buildings appeared to have privatization disabled under Laissez-Faire
Added STATE_ASTURIAS & STATE_CORSICA in treaty_ports scripted triggers for Western Protectorate achievement
Fixed a source of error spam in the power bloc panel
Added July 9th
Victorians!
Featuring a number of bugfixes, improvements and changes to the opt in beta. Most notably a fix for AI calculation of the profitability of constructions making it reluctant to build new buildings, treaties being randomly invalidated for no reason and some fixes that make the “Make Protectorate wargoal work as it should.
As before, these are preliminary notes, there may be changes or additions in the final notes on release. The notes may also not be fully up to date, miss entries and have older entries etc too. Due to the nature of it being an Opt In Beta looking for feedback, balance and bug identifying before full release. We are hoping to have the full patch ready for release by the end of the week so please focus your feedback and reports on game-breaking bugs or balance issues!
Improvements
Western Guangdong now has the 'Natural Harbors' state trait
AI
Fixed a bug where the AI (and autonomous investment) was calculating the profitability of constructions for all current levels of existing buildings, resulting in it being very reluctant to construct new buildings
Fixed a bug where the AI would sometimes not withdraw from war reparations treaties after the binding period was up, even if they had no reason to keep the treaty active
The AI will no longer refuse to construct Trade Centers in Treaty Ports due to low GDP but will always consider Treaty Ports valid targets of Trade Center construction
Fixed an issue where the AI would spam ports in foreign states that were lacking infrastructure
Improved the AI's ability to perform specific constructions for the purpose of company formation
Balance
Silk is now purchased as part of pop Luxury Item needs, though with a low weight compared to other goods in the category
Reduced the construction cost of Power Plants from 800 to 400
Trade Capacity is now only reduced by 25% under Canton System (down from 50%)
Increased Arts Academy profitability on all PMs
Western Guangdong now starts with a larger Trade Center, Port and Shipyards and a lot more Silk/Tea exports
Interface
Added an empty state for Political Movements in the Pop Details panel
Made sure the Treaty UIs are not allowed to expand too much horizontally to avoid a horizontal scrollbar appearing in some cases
Added information about who is using/owing obligations directly to the Treaty Proposal tooltip when received
Made the acceptance text in the Send Proposal button tooltip be allowed to multiline so all languages with longer texts can see the acceptance chance percentage
Bugfixes
Fixed a bug where sometimes articles could get randomly invalidated for no reason when a lot of articles were being invalidated globally on the same update (most prominent when BIC dissolved)
Fixed an issue where wargoals would not be enforced if a Make Protectorate war goal was included and there was a mix of war goal holders
Fixed an issue where the peace deal notification wouldn't include all war goals if you capitulated and the "Make Protectorate" war goal was executed
Treaties will now have all their articles be frozen if the two countries in the treaty are at war with each other.
Fixed a bug where subjects whose overlords were on the same side in a war could sometimes become war leaders and/or peace negotiators
It is no longer possible for Great Qing to construct Trade Centers in other countries under Canton System
Fixed a bug where some military buildings could have more levels than units they supplied
Removed the accidental ability of formations to telepathically affect battles on fronts that are physically distant from the formation itself. It was caused by an order of operations issue causing formations to believe the basecamp of the new front they were being deployed to was the same basecamp as the one for the front they were already in, making them reason that they reached their destination (the new front) without taking a single step
Fixed a caching issue leading to formations sometimes being incorrectly considered to be on a front they were not on
Fixed a bug where conscripts would never upgrade to armies
Fixed a bug where the game would show "units are too different" when checking the upgrade for the top line unit
Fixed an issue where mutual articles wouldn't properly show as being frozen in the UI
Fixed a bug where the 'disqualified unification candidate' status would be reset if a country had a successful revolution
Fixed a crash to desktop caused by supply routes and formation caches disagreeing after an unknown condition
Fixed an issue that caused a crash when hovering the Innovation breakdown when playing the game in German
Added description for when there are no units to be upgraded
It’s good that the law commitment cheese was nerfed, but it shouldn’t be deleted at all. It should be based on countries relations and lobbies, not just on the rank differences. If one great power wants to modernise and has good relations with other great power and wants to adopt some of their government mechanics, it is absolutely normal and logical. It can be in expense of prestige though, but basing it only on the rank difference was a bad idea