Europa Universalis IV - vasi
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Europa Universalis IV - PDXRyagi
Good evening, good morning and good afternoon. Whatever timezone you're in, it's time for another Mod Spotlight! For this mod spotlight, we look to conclude our series showing off post 1.37 Major updates. With future mod spotlights going back to covering some of the more (hopefully) unknown diamonds in the rough. For now though, lets dive straight into a look at the upcoming Ante Bellum content, Blood and Iron. Presented by Lead Dev Parmelion.

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Hello everyone! My name is Parmelion and I am the lead developer of Ante Bellum. Today, I would like to present to you the upcoming ninth major update of the mod, titled ‘Blood and Iron’, which is releasing in less than two week - on July 8!

For those of you who are not familiar with the mod, Ante Bellum is a vanilla+ alternative history mod. The main design philosophy of the mod is to completely preserve the base game gameplay and add no new invasive mechanics to the game that would make the player feel like they must learn to interact with a new system in order to play optimally. In other words, if you know how to play the base game, you will instantly know how to play Ante Bellum! The mod’s main appeal is a completely new country setup caused by multiple historical points of divergence – Normans losing the Battle of Hastings, Arabs failing to conquer Persia, Mongols succeeding in invading Japan as well as five years’ worth of content, with hundreds of mission trees, government reforms, events, decisions, formable nations and so much more! If you are looking for a more general overview of the mod, I would recommend you checking out the first mod spotlight of Ante Bellum.



Now, let’s shift our attention to the main topic of today – the 1.9 ‘Blood and Iron’ update. In this update, we have decided to revisit one of the most popular regions in the world and give a proper facelift to the Holy Roman Empire. Although the HRE was a side focus of the 1.4 ‘Empire’s Downfall’ update, the update was released four years ago, and the content is visibly dated and no longer up to our current standards. Now, I would like to show you a short list of the update’s main features, and then I will speak about them in more detail:
  • Province and country update of the Holy Roman Empire
  • Nine new or updated imperial incidents
  • Hussite, Gaelic and Anglican HRE paths
  • Overhauled custom achievements screen window
  • Protestant & Reformed religious schools
  • Reformation changes & Counter-Reformation
  • Paladins special unit
  • German, Italian, Gallic and Byzantine pre-set colonial nations
  • 24 new mission trees
  • New soundtrack, loading screen, bookmark, achievements, formable nations, events, decisions, estate privileges, government reforms, monuments, cultures, cosmetic renames, dynamic province names and so much more



The first thing you’ll likely see when booting up Blood and Iron for the first time is our new loading screen. This original piece of artwork depicts Robert de Hauteville, also known as the Mad Duke of Capua – one of the most popular characters in the entire mod with quite literally insane event chain dedicated to him. If you are looking for a challenging and flavorful first campaign in Ante Bellum, then I would highly recommend you check out Capua!


Many centuries have passed since the Ottonian dynasty's illustrious reign came crashing down. Trampled under boot by the resurgent Carolingians, Saxony was thoroughly harried, with furor far surpassing even Charlemagne's war against Widukind. All the while, the princes prostrated themselves before the French, offering oaths laced with sedition and tribute stained in blood. Since then, the Holy Roman Empire's integrity - and by extension that of the Roman Catholic Church - have been called into question; Trinacria's fall to the Saracen menace in the 14th Century came as a devastating blow to Italy's security, followed mere decades later by Bohemia's immolation in the Hussite War. Now, as if adding naphtha to a pyre, 1443's Humiliation of Valencia dangles precariously over Emperor Lothair's head like the Sword of Damocles. Whether the Emperor or the princes prevail, there is no doubt that the Empire's destiny shall be forged through blood and iron.

Next up, you’ll encounter our new country setup and bookmark whose description you can read above. As we were mostly fine with the country setup established by the 1.4 ‘Empire’s Downfall’ update, the map overhaul of 1.9 is much more modest compared to our previous major updates. Despite that, you will still have a lot of new countries to play as, including Ivrea, Ravenna or Chur. We were also pretty satisfied with the province density, so the map update was not as massive as it is otherwise common for our major updates, but still, we do have some new provinces, such as the Isle of Elba, and wastelands here and there.


The first major feature I would like to talk about are the new imperial incidents. They are a great tool which revitalizes the game in the HRE and gives all tags something to interact with. In Blood and Iron, we are adding nine new or reworked imperial incidents. Our new incidents include Lotharingia’s Imperial Entrance, the Wendish Threat or the Fate of Francia which fires once the Carolingians lose the imperial mantle. The new Emperor will be able to kick Francia out of the Empire, and if the princes vote for kicking the French, Francia will be able to contest this decision and declare the War for the Fate of Francia and the Empire against the Emperor. If victorious, Francia will reclaim the imperial mantle and force itself back into the HRE. Imperial princes will be choosing sides and joining either Francia or the new emperor, so this war will eventually turn into a mini league war.


Now, let's shift our focus to religion for a bit. In Blood and Iron, we have decided to better represent various Protestant denominations by giving the religious schools mechanic to Protestant and Reformed religions. The new religious schools will not only add new flavor and more depth to intrareligious interactions but will also provide the player with some additional bonuses. You will be able to embrace a wide variety of religious schools, including Lutheran, Waldensian, Calvinist, Puritan and more! Moreover, you might have noticed a Center of Reformation with the Catholic cross next to it on the screenshot. In Blood and Iron, Catholic countries which have embraced Counter-Reformation will be able to spawn Centers of Counter-Reformation to fight the heretics more effectively!


Those of you who are familiar with Ante Bellum know that we have our own achievement system. As of now, the system works primarily through decisions, but since the addition of moddable custom GUI, the system was converted to be supported by an interactable interface. We originally wanted to make it look exactly like Steam achievements, but decided to go for a more unique and authentic design. Achievements are also sorted by major updates, as indicated by the small patch in the bottom right corner. For our achievement hunters, Blood and Iron will be adding about 20 completely new achievements!


Pre-set colonial nations are one of the most unique and fan favourite features of Ante Bellum. Essentially, they are pre-made tags which your generated colonial nations turn into should you have the option enabled. This allows us to assign various unique features to them, such as custom country flags. In Blood and Iron, we will be adding new pre-set colonial nations to Germany, Italy, Gallia and Byzantium. Here’s a preview of their new custom flags:

Now, to the fan favourite part of all updates - mission trees! When it comes to missions, Blood and Iron will be the largest update Ante Bellum has ever received. With new mission trees for over 20 tags, and some trees exceeding 70 missions, the player will have a lot of great content to go through. Since most of these trees are regional, almost every single nation in the HRE – anything ranging from Carniola, Frankfurt, Holstein, Ravenna to Lombardy – will receive a unique mission tree.

Here's a look at some of them:

Francia
[expand type=details][/expand]

Hansa
[expand type=details]
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Aquitaine
[expand type=details]
[/expand]

Bohemia
[expand type=details]
[/expand]

Germany
[expand type=details][/expand]

Genoa/Italy
[expand type=details]
[/expand]

Besides that, there is a lot of other content coming, including new formable nations such as Aquitaine, Helvetia or Rhineland.


New great projects such as the Colosseum, the Leaning Tower of Pisa or the Palace of Arles.


New government mechanics including Helvetic Militarization and Hanseatic Commercialism.


New menu indicators for nations which have received a mini-update or have access to pre-set colonial nations.


New special units


Blood & Iron also comes with a completely originally new soundtrack by the prolific composer, Utopia. You can listen to that here:


And that’s far from over. There are hundreds of new events, decisions, government reforms, estate privileges, dynamic province names, cultures, lore startup screens and much much more.
Blood and Iron is the result of more than a year of hard work, and we are excited to finally release it to the public on July 8. All of our supporters, however, can play the update in early access right now. If supporting the mod’s development is within your means, definitely consider it, as you will unlock yourself about 15 amazing rewards, including early access to all future updates or the ability to request content additions to the mod.
If you would instead prefer to watch the new content in action, several content creators have already covered it, and you can watch the playthrough of multiple 1.9 nations in their videos:

I would also like to invite you to join our community Discord server which has over 11000 members and allows you to talk to other mod fans, share your campaigns, participate in multiplayer games or community events. You can find all relevant links in the Steam description of the mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1908400374

Thank you for taking the time to read this mod spotlight. See you in Ante Bellum!

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Back to John Paradox speaking, Thank you all for joining us! Be sure to check out Ante Bellum on July 8th, especially if you haven't already tried this breathtaking mod.
If you're reading this as it comes out, we also invite you to check out our selection of Paradox titles currently on sale now in the Steam Summer sale. Including Eu4 and select DLCs for up to 70% off.

As we mentioned at the start, we hope to bring these spotlights back to their roots and show of some of the lesser known mods in the coming weeks/months. We'll see you then!
Europa Universalis IV - PDXRyagi
Hello everyone - today we have released 1.37.2, this patch brings 130+ fixes in total.

As usual, please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems.

Keep in mind while these changes shouldn't affect 1.37.0/1.37.1 save games too profoundly, this is something we're not able to fully guarantee, especially if using mods. See here for information on how to roll back or prevent auto updates.

Patch 1.37.2 Changelog:
[expand type=showmore]
###################
# Interface
###################

# Tooltips
- Added a missing unlocalized string for when the player enacts the Institutionalized Black Army government reform.
- Added a missing localized tooltip for unlocking State Madrasas and Karimi Stations' government reforms for the Mamluks and Egypt.
- New modifiers icons for cawa_cost_modfier, hussasrs_cost_modifier, territories_governing_cost.
###################
# Script
###################
# Achievements
- The achievement "Back to the Piast" now mentions Glogow and Opole instead of Silesia.
- The achievement "Kushite Restoration" now mentions that you or your subjects can own Egypt and that they don't have to be core provinces.
- The achievement "Land of Eastern Jade" now properly mentions the Mexico region instead of just Central America.
- The "Truly Divine Ruler" achievement now mentions that the ruler can be higher than just a 5/5/5 to count.
- The achievement "One Night in Paris" now mentions that the Angevin Kingdom is allowed for the achievement.
- The achievement "There Khan only be one!" is no longer blocked by native countries reforming into hordes.

# Decisions
- Added a check for LotN when completing relevant missions upon forming Poland.
- The decision from "[Root.GetBurghersName] Financial Demand" will now show up even if you don't have any ports. However, you still need at least one port to enact it.
- The "Re-form the Golden Horde" decision is no longer blocked from having a subject holding the necessary provinces.

# Events
- The "Praxis Pietatis Melica" event can now trigger for Prussia too.
- The event "Disagreement over Company Purchases" can no longer give you a claim over a province you own yourself already.
- The event "Tribute from <From country>" will now show how much money you gain.
- The event "The <Dynasty>" can no longer fire for junior partners.
- The event "Complaints about [Root.GetLowLevelOfficialForCountry]" will now have a 4 monthly income cost for Republics if they execute the official.
- The event "Hostility to New Production Techniques" now has a goto button.
- The event "Cabinet of Curiosities" now has a goto button.
- Switched the modifier names from the "National Bank" event.
- The Burgundian Inheritance is no longer locked into picking monarchies as the potential senior partner for Burgundy. In other words: if you happen to be a Signora with a lot of land and you marry Burgundy then you become eligible for the Succession, though you have only a 10th chance as a normal monarchy would have.
- The event "Emergent Culture in the Colonies" can now appear for Anglois countries too.
- The event "The Shadow Kingdom" now mentions that you lose 0.2 IA per development per Italian province which leaves the HRE if you do not have Emperor active.
- Updated the tooltip in "Strengthening Our Merchants" for the privilege in the event option so it no longer lies to the player.
- The event “Kreditwerk” will no longer fire multiple times.
- The event “Our Cause is Just” now fires for the Espionage ideas, not the Influence ideas.
- Fixed scoping issues within the event "The Fate of France". In other words, you get mana points, and France gets to destroy its monuments.
- The event republic_factions.101 no longer fires for republics with lottery elections.
- The “Crown of Rome”'s second option to release the Latin Empire will only appear if Thrace is directly owned by the player.
- The event "Intercolonial Disputes" no longer fires for Sunset Colonies.
- The event "Campaign into Thessaly" will now properly disable the "Rise of a Pretender" event.
- The event "Vengeance for Manzikert" now has a proper picture.
- The event "Election of a New Ruler" can no longer fire for Integrated PU subjects.
- The event "Disaster in Franconia" can no longer fire for Brandenburg if the player does not own the Domination DLC.
- "The Italian Military" now properly disables the "Cruelty of Mercenaries" event.

# Missions
- For Hungary's "Recover Dalmatia" mission, ships are now only granted if there's no naval construction ongoing. If there is, the player will earn an alternate reward.
- Updated the effect tooltip of the Dutch mission "Trade in the Ivory Coast".
- The Dutch mission "Ending the Sound Toll" now properly fires its event.
- The Dutch mission "University of Leiden" now highlights Den Haag.
- The Dutch mission "Fate of the Confederation" now properly applies its reward on all Land Right privileges.
- The Dutch mission "Lands of the Generality" no longer checks parliament size if you don't have one.
- The Dutch mission "Relations in Britain" no longer requires you to have a spy network in them if England/GB becomes a subject.
- The Dutch mission "Lands of the Generality" now properly applies its rewards even if you pick the "Superiority of the State" gov reform.
- The Austrian mission "Royal Hungary" will no longer instantly kill Ladislaus if he is still an heir.
- The Austrian mission "Defeat the French" now properly splits France even if they are in a PU with you.
- The Austrian mission "Emperors of the East" now only gives IA when you are the Emperor.
- The Hisn Kayfa mission "Fate of Anatolia" now grants its rewards properly when completed.
- The Oman mission "Fall of Baghdad" now properly requires the areas that are highlighted by the mission.
- Updated tooltips of Trebizond's missions to emphasize that provinces with their PORT in the Black Sea are counted.
- Fixed the Timurid's mission tree branch name display.
- The Timurid mission "Ambition in Yuan" now gives proper cores for all the subjects released in the event.
- The Mughal mission "Din-i Ilahi" does now properly prevent the Sinner personality from appearing.
- The Inca mission "Rule of the Sun" now has a fallback in case the player has already unlocked all reforms before forming the Inca.
- The Venice mission wof_ven_destroy_austria now accounts for Austria-Hungary.
- Fixed the “Lost Legions” from the Italian mission "Return His Legions" so that they no longer cost the Army Professionalism.
- The Theodoro mission "Aegean Supremacy" now properly checks that you own Nasso.
- The Theodorian mission "A Russian Aristocracy" no longer mentions "saving a country as russian_ally".
- The mission "Tumu Crisis" has now its requirements in an OR section if you are not Oirat.
- The mission "Tumu Crisis" now properly highlights Beijing.
- The Tatar's mission "Bowed Heads; Bent Knees" now always gives rewards no matter the way you complete it.
- The mission yua_printing_press now correctly grants progress for the institution when that spawns.
- Khiva now has access to the Moghulistan missions.
- Ferghana now has access to the Moghulistan missions.
- Khalkha now has Mongol missions.
- Khoshuud now has access to all the Mongol missions.
- Kalmyk now has access to all the Tatar missions.
- Reforming the Golden Horde now gives the Horde missions properly.
- Completing the Persian mission "Expand Our Influence" will now properly show the new cap for the reduction of Persian Influence cost in the government abilities.
- The Georgian mission "Patriarchate of All Georgia" now grants proper rewards even if you don't have Third Rome active.
- The “Apostolic Church” idea is now gaining its upgrade from the Armenian mission tree properly.
- The DLC-locked rewards of the Armenian mission "Proclaim Great Armenia" are no longer mentioned if the needed DLCs are inactive.
- The Byzantine mission "Return to Gold" now takes into account whether Trebizond has gold as its raw good.
- The Ming mission "Survey the Ocean Shores" will now mention that the power projection is permanent.
- The Reform Civil Registration mission of the EoC now correctly grants its alternative reward if the Rights of Man DLC is not active.


# Modifiers
- Removed duplicate instances of the ITA_extra_goods_produced_for_colonies modifier.
- The modifier hsn_a_sublime_alliance from the "A Sublime Alliance" mission no longer disappears after breaking an alliance.
- The “Marine Exercises” modifier reward for Venice is now properly permanent.

# Setup
- Orochoni is now eligible to use the mercenary company "Mongol Banner".
- The Aztecs no longer start with the Triple Alliance privilege if you do not have Winds of Change.

# Other
- The privilege "Outwards Perfection" now reduces max absolutism.
- “Scuola Grande” local organizations are now available after you change your tag as Venice.
- Hindu rebels now properly give influence to the Brahmins when they enforce their demands.
- Forming Silesia will no longer mention that you obtain any new missions as there are no missions for Silesia.
- The Burghers Agenda "Discover <Area>" will no longer be given if you don't have any permanent source for new explorers/conquistadors.
- The Hungarian/German Revolution can now fire even if Hungary/Austria is a subject nation. However, once Austria-Hungary is formed, the subjected nation automatically joins AH and the former overlord can fight a DEFENSIVE war against AH.
- The "Strengthen the Dhimmi" government reform will ensure the Dhimmi estate's existence and prevent the Brahmins from appearing.
- Incorporated Vassals / PU now count for Strong Duchies and Integration Policy privileges.
- Fixed the alert text for recruiting foreign generals.
- Added missing localization explaining that you cannot DoW your own Mongol Brother Realm. There won't be family conflicts under the Mongol roof.
- Updated the "has center of trade" trigger so it no longer implies that a province can have more than CoTs with different levels.
- Added a missing localization which explains to you that you cannot declare wars on your own Commercial Enterprise subjects.
- Fixed an issue with the Porcelain Agenda perpetually increasing its requirements.
- The estate privilege "High Altitude Adaptation" now applies its maluses on provinces you gain after having the privilege enacted already.
- The Rajput Military Leadership reform is no longer available if you don't have Dharma active.
- Sunset Colonies now count towards the "Create a Colonial Empire" Age Objective.
- The government mechanic button "Strengthen Overseas Outposts" now has a 10-year cooldown.
- The Stadhouder Monarchy reform is now removed when you become a PU subject.
- It is no longer possible to replace governors of Sunset Colonies.
- It is now possible to seize territories from Sunset Colonies.
- Forming Austria-Hungary will now give dip points if there is no slot free for Hungarian / Austrian to accept.
- The "Arabian Plutocracy" gov reform now unlocks the Plutocratic Idea Group.
- Forming Egypt as Hisn Kayfa will now properly fire the "New Traditions and Ambitions" event.
- The Potosi mine will correctly check the conditional reward of the Chinese Emperor's single whip law.
- The "Empower Religious Propagation" government mechanic is now properly applied.
- Fixed minor typo for Russian Mercenary Guard gov reform.
- The VOC will now automatically adopt the technology group of its overlord.
- removed the "has_unlocked_government_reform_tooltip" scripted trigger, the base has_unlcoked_government_reform trigger now supports the custom tooltip baseline.
- The Dutch Republic government reforms now count for events that are supposed to trigger for countries capable of forming Personal Unions (in other words: missions/events that grant PU CBS are now eligible for the Netherlands too).
- Fixed an unlocalized string when enacting the Wagenburg Tactics government reform.
- Fixed an unlocalized string when enacting the Bohemian Elective Monarchy government reform.
- Fixed an unlocalized string when enacting the Imperial Hungarian Monarchy government reform.
- Fixed unlocalized string when enacting the Crusader Nobility reform.
- Fixed an unlocalized string when enacting any of the Germany specific government reforms.
- Fixed an unlocalized string when enacting the Bergordnung Reform.

###################
3D
###################
- Theodoro retains its unit sprites after switching cultures from Gothic (Byzantine) to Gothic (Germanic).
- Weapon for Umbrian Tier 1 infantry/artillery is held with both hands
- Mercenary Company "Gascon Musket Company "based in Armagnac (175 ) uses Southern French unit sprites instead of the French sprites
- Uzbek unit models from the Great Horde Unit Pack are useful for all the Altaic cultures instead of being replaced by Timurid units from the Great Horde Unit Pack.
- After completing geo_throne_of_the_romans, Georga start using the Byzantine sprite
- Yi and Miao use now the Dali Unit Sprites.

###################
# Bugfixes
###################
- Fixed an issue with Eunuch rebels not spawning.
- Fixed an issue with duplicate effect after centralizing a state while having the French Absolutist Monarchy.
- Fixed an issue with the has_any_ongoing_construction trigger.
- Fixed AI taking defender of faith regardless of the scripted Ai weights.
[/expand]

Previous changelogs
1.37 'Inca'
Europa Universalis IV - PDXRyagi
Hey all! Ryagi back to give you another Mod Spotlight, this time we're taking a short dive into the alternate history world of Post Finem. Lead dev, Chewy does a great job introducing you straight into that world, so I'll let him take it away!

_________________________________________

Hello everyone! My name is Chewy and I am the lead developer for Post Finem (and I’m also the guy who watches the AI ruin itself on YouTube).

For those who don’t know what Post Finem is, it is an alternate history overhaul mod for Europa Universalis IV that aims to answer the question: What if it was CARTHAGE that was victorious in the Punic Wars, and Rome was dismantled upon their completion?
Of course everyone has their ideas of how alternate history should unfold and what is “realistic” and “unrealistic,” and at the end of the day, the beauty of fiction is that reality is often even stranger!

The lore dump is available on the wiki (still WIP, but will answer a lot of questions): https://eu4.paradoxwikis.com/Post_Finem/Lore_Dump

Taking a look at the map you will see that Europe, northern Africa, as well as eastern Asia are very different, and that is for good reason! You will also notice some very sweeping changes in Arabia, the Horn of Africa, and into southern India, but that is yet unreleased content that we will explain toward the end of this showcase. So, stick around, because it’s content we’re VERY excited to release!

The political map of Post Finem in 1444, with Carthage a shell of its former glory.

Without the rise of the Romans, there is a very large cascading effect on history. Without Rome, Christianity fails to take off and encompass much of the Western world. The Hellenic pantheon remains dominant in the east, while the Punic pantheon becomes the de facto faith in the west, even pushing into the Italian peninsula via trade relations and political pressures. The Carthaginian Empire continues to grow, incorporating all of Mauretania, Iberia, and southern Gaul into the fold. This is fairly evident when you look at the religious map of the mod.

The religious mapmode in 1444, with a diverse array of faiths throughout the entire scope region. Keep an eye on the Romana in northern Italia, as well as the Evangelos and Jewish provinces in northern Arabia.

For the sake of brevity, we will explain that the so-called “barbarians” of Gaul, Germania, Slavia, and Scandinavia were mostly unaffected by the Punic and Hellenic worlds, as external forces were often viewed as “untouchable” and thus there was ever interest in pursuing conquest in the lands to their north. That allowed these faiths, although evolving internally over the centuries, to remain relevant in their homelands.
These nations have a diverse cast of players, with multiple formable nations and dozens of unique mission trees scattered throughout the regions.

A few notable examples are:
Saxony, whose mission tree pushes them to unite Germania, proclaiming the Konigreich of Germania, and beyond.
The Ostgermanic nations of Ostholm and Vildheim, pushing to unite Ostgermania as Donova, and eventually mend the schism that exists between the Germanic and Ostgermanic peoples.
Kashubia, the de facto leader of the Slavic world, uniting Severoslavia, and eventually incorporating the Jugoslavians to form Slavia, with unique additions to the mission tree along the way.

Though the Gaelic peoples of Gaul and the Celtic Isles have embraced the feudal government system, the vast woods and highlands of northern Europe remain primarily in a tribal structure, with the Feudalism institution yet to be present.

And while on the topic of government structure, the Zoroastrian Empire of Persia must be brought up, having recently (within the last 300 years) pushed the Selecuid Greeks from the Persian heartland and established a regional governance system known as the Satrapies.

The Satrapy system demands specific conquests and freedoms granted to the special subjects in exchange for more efficient governance of the borderlands of the Persian Empire. This lends itself to a VERY unique gameplay experience for anyone looking to utilize a vassal swarm game.

There are currently over 60 unique mission trees in the mod, and I can’t show off all of them, but I will happily show off a few of my personal favorites that I feel showcase the talent of the contributors and developers that work(ed) on the mod since it started last August.


Carthage, the shadow of the once great Carthaginian Empire, exists in its heartland, governing a few loosely incorporated vassal nations in the region. The Qahal, the parliamentary system utilized by Carthage, rules the nation and dictates a lot of the internal politics of Carthage.


Their mission tree will push them to reconquer their lost territory and beyond, all the while industrializing their nation and reclaiming the glory of their once great name.

Macedonia is another formerly great nation, experiencing civil war after civil war for the past few centuries, with small breaks here and there to lose territory to outside forces. In 1444 they are ruled by a weak king of the Philoxenos dynasty, with the military War Cabinet dictating military organization and operations


Starting in a precarious circumstance, Macedonia must be careful not to get involved in costly wars early as their low Organization will lead to low military quality. If Organization were to hit 0, the War Cabinet may just coup the Basileus!


The Macedonian mission tree, as you would expect, pushes them to reconquer the lost lands of the once-great empire of Alexander, complete with flavorful events, and the opportunity to rule southern Italy (Magna Graecia) and Aegyptos as personal unions.

Though the Hellenic world is ripe for reform, as the Hellenic pantheon has centralized dramatically over the past thousand years, with the Archonic Hierophantate of Athens dictating the beliefs and doctrines of the Hellenic faithful. Not everyone, however, is happy with that, and a certain conservationist movement known as the “Paradosi” have been making moves, primarily in the eastern portions of the Hellenic world. This is not even to mention the Kemetic synergist movement happening within Aegyptos, which is due to reach a boiling point within a few decades of the game start..

Over in Italia sits the land of the Italian Federation, an institution which was initially formed to act as a defensive alliance network to deter direct Carthaginian incursions into the Italian peninsula from their bases on Sardinia and Sicily. Over the centuries the Federation has reformed its contractual obligations, centralizing around a “Grand Adirim,” a lifetime appointed ruler to oversee the large scale operations of the federation. There is a lot of internal strife between the Punic majorities of Italia and Illyria, and the latin Romana minorities of the northern Portions, primarily in the Kingdom of Italia.


The new interface for the Italian Federation coming to Post Finem in the 1.2 update, complete with 24 possible reforms and the “Religious Tension” mechanic that acts as an engine to drive the Religious Leagues toward their inevitable conclusions. More on REDACTED at a later date. Of course, centralization will allow the Adirim to unite the Federation under the Roman banner, reclaiming that long-dead name.

There is a lot of content to enjoy within the Federation. The Federal Seat of Roma, looking to unite the Federation under one banner, ruling with their special subjects, the Principates. The electorate of Sardinia, ruling the waves and challenging the piratical menace that plagues the Mediterranean.
But perhaps one of the most impactful and engaging nations within the Federation would be Italia, the Romana minority leaders.


Italia is poised to challenge the Punics, especially following their persecution at the hands of the Scarlet Delegation, instituted by the Adirim in the year prior to game start.

But for those looking for a power fantasy, look not further than the rump state of the Seleucid Kingdom. Despite falling very far from the powerful position they once occupied, the Seleucids are very much not to be counted out.


The Seleucid mission tree pushes for massive conquests, uniting the Hellenic world, all the while buffing their already powerful military, becoming the undisputed militaristic hegemon of the world. The branching missions open up upon the initialization of the Paradosi reformation of the Hellenic pantheon, allowing Seleucia to reform and lead the reformation, or reject it and defend the Archon’s Diktat!

And those are just to name a few of the many beautifully crafted mission trees in the mod.
On top of mission content, there are HUNDREDS of flavor events, including an entire rework of the colonial game and the new world, unique national ideas for almost every single new nation on the map, large generic mission trees that are shared across regions, such as the non-Saxon Germanic nations, and much, much more.

We have also adopted the “Ante Bellum” system of updates for Post Finem, focusing heavily on specific regions of the map and going all-in on injecting them with as much engaging flavor and content as possible.

The 1.1 update, the “New Horizons” update pushed large changes to Iberia, including 3 new formable nations (Boraliber, Gadrium, and Kusi-Iber), each complete with unique mission trees, as well as a rework to the map of Mauretania, introducing new tags, a regional mission tree, and Mauretania formable, complete with a unique and powerful mission tree, as well as a rework of the entire new world, trade nodes, colonial nations, and post-colonial formable nations, all complete with shared or unique mission trees and national ideas. It was huge!

Currently the 1.2 update, the “Sons of Abraham” update is DEEP in development, and we are announcing today that it will be released on Friday, the 21st of June!
This update overhauls Arabia, the Horn of Africa, and southern India, introducing 3 new Christian religions (Evangelos, the Levantine Christians, Sevasam, the Indian Christians, and Concetus, the Italian Christians), the Jain religion, and a rework to the Arabic religion. All religions included in the 1.2 update are receiving mechanics, with Evangelos and Jain receiving entirely custom mechanics, created from scratch!


The Evangelos faith is focused around spreading the faith, either by diplomacy or by the sword, and will lead to powerful buffs along the way, ultimately pushing for the unification of the Evangelos world into a united tag, the Theodokos.


The Jain faith focuses on enlightenment, and each of the 3 colored hands can be clicked to reveal various “paths” that enlightenment can be spent on, granting various bonuses that stack nicely.

There will be dedicated mission content for many nations, with many more sharing regional mission trees that expand upon forming various nations such as Arabia, Dilmun (Gulf of Persia), Munifara (Horn of Africa), Sumukiun (Southern India), and many more!


The top portion of this tree is available in 1444 to Heliopolis, the leader of the Sacred Empire of Christ, with the bottom portion being unlocked upon unification of the Theodokos via the Christian Zeal mechanic shown previously.


The Munifara mission tree, with the shared portion being built upon by the yellow portion (East African vs Semetic tech groups vs coastal Somalian nations) and the red portion upon uniting the Horn and forming Munifara.


The Indo-Greek nation of Simylla, a one province minor in western India, has the ability for grow far beyond their 1444 borders and unite India as Yavana, unlocking this BEEFY mission tree to aid them in their conquests.


And the last mission tree to show for 1.2 will be Zulfaar, the theocratic center of the Islamic world, based in Yemen. The holy city of Taiz, the spiritual center of Islam, where the prophet Mohammed (PBUH) established the faith.
Their theme will be to unite Arabia and the Horn, pushing beyond, and developing the home lands, creating a beautiful homeland for the Islamic peoples.


All of that to show that we are VERY excited for what is to come in the near future for Post Finem.

If you are interested in participating in an open beta for 1.2, we will be opening the Discord server up to it on June 7th, so hop in and expect a ping before too long!
Additionally, Patrons to Post Finem get early access to the development alpha builds, so check that out in the Discord as well if that sounds appealing to you and you want to support development.
https://discord.gg/postfinem

Thank you all for taking the time to read about my little mod! I hope you enjoy playing Post Finem as much as I have enjoyed working on it over the past ~10 months!

_________________________________________

We hope you enjoyed this Mod Spotlight. Even you Rome lovers (The Glory of Rome would surely never fail us as depicted here). If any of this sounds interesting to you, check out Post Finem over on steam workshop.

https://steamcommunity.com/sharedfiles/filedetails/?id=3142739241

If you're interested in some of Chewy's other work, you can find our mod spotlight on his other overhaul mod, Land of the Free, and his YouTube over at both Chewyshoot and Chewbert

We'll see you next time!
Europa Universalis IV - PDXRyagi
Hey Folks! @Ryagi here to bring you a juicy mod (mod update?) spotlight. With EU4's latest free update and DLC recently dropping, 1.37 + Winds of Change, modders big and small have been hard at work to ensure your favorite mods can be enjoyed, and in many cases improved!

One of EU4's most Popular mods, Europa Expanded, has joined in on this post 1.37 update party and will be releasing a much awaited major update soon themselves. Today we invited Stiopa, LordVarangian and LiaLunare on behalf of the entire EE team to showcase some of their upcoming content they have been working on. Enjoy!

_________________________________________

Hello yet again, Europa Universalis 4 Enthusiasts!

Since the previous Mod Spotlight, we’ve been focusing on finishing our next major update - Terra Incognita. In addition, with the release of 1.37 we’ve also released a few other features, such as game rules and achievements!

In addition, we presume that the release date for 1.13 is going to be on June 16th, so get ready for a release in mid-to-late June.

Before we continue with this mod spotlight, it is worth checking previous development diaries we had for this update, here’s a few of them, showcasing some of the more major nations:

UI Additions
With the new 1.37 free update providing a plethora of new modding capabilities, especially regarding UI, we’ve of course made quick use of that to add more quality of life as well as gameplay enhancements once again! Similar to the Mod Spotlight we had about our UI update, I will now be outlining the fancy new things we’ve added - and which we will add in the near future!
Game Rules
Something I really liked about Victoria 3 and Crusader Kings 3 is the Game Rules screen, where you are able to change certain things about how a campaign will behave, especially in regards to key historical events; which is why we’ve designed our own Game Rule system that will be shipped as part of our 1.13 update!



Here, you can determine things such as which Mission Trees AI will pick, whether you want to remove certain nations for the sake of performance, or whether you want to increase the chance of a Dutch nation spawning, or perhaps the chance for a Iberian Union of Castile and Portugal to occur!
Custom Macrobuilder
Next up, is something I’m personally really happy about: the Custom Macrobuilder
Since we started adding more QoL features, it has sometimes started getting a bit hard coming up with a good place to put them when there wasn’t an obvious place, like with the Advisors Court. For those cases, we now have our own Macrobuilder, accessible with Shift+B! In the current Steam version it only includes an Upgrade-All-Buildings tool, but in the future it’ll contain much more!





Miscellaneous
Apart from these key additions, we also have made some miscellaneous changes, such as changing all our previous UI work to use the more performance-friendly window system introduced with 1.37 (although this isn’t visible to players), and also reworked other features like the Caliphate to no longer use workarounds, but have fully custom Bubbles and Windows!


Achievements
And, last but not least regarding UI, we have our achievement system! To elaborate a little, we’re using a reworked triggered modifiers screen to display the achievements, in order to have them in a list, while we recreated the triggered modifiers screen using scripted UI, which then has page buttons!
This was done both to have a smooth experience with achievements, but also to reduce the lag some of our triggered modifiers were previously causing! The result is that the player has both a vanilla-equal achievement screen, as well as an improved triggered modifiers screen!




And finally, the best part - you get Steam Achievement popups! And while they may not be actual Steam achievements, just faux popups, they still do feel pretty dang good to look at!



Of course, even that isn’t nearly everything we’re up to regarding UI, but a lot of the things we’ve started work on (such as further custom macrobuilder tabs, colonization changes, siege changes, and fully new gameplay related UIs) are so early in progress that there isn’t much to show off yet (1.37 is new after all), so keep in touch with everything new through our teasers! But for now, just have this! Can you guess what it is for? ;)



Aragon
When 1.13 was first announced to the public, our first showcases were the Iberian trees. However at the time we did not have Aragon ready, and we only had a few research notes on them. Since then though we’ve fully implemented not only an Aragon tree, but tons of setup changes to their ruler, army, as well as diplomatic situation to make their experience more unique.



First things first, you will notice that Sardinia and Sicily are now on the map! Whilst both were de-jure part of Aragon at the time, however, considering their position between the kingdoms of Naples and Aragon, plus the fact that we like seeing more nations on the map, they are now junior partners of Aragon.

Another change that you may notice is that the army of Aragon looks a little different. They now start with 3 artillery regiments, the reason being was that Aragon thanks to their ruler, Alfonso V de Trastamara, were able to amass the most impressive artillery force of the time, which was used against King Rene of Naples in 1441. However you should be careful with these units, as you’ll not be able to recruit additional artillery regiments until military tech 7.



In order to represent a few other vassals and allies of Aragon, there are now new events for the subjugation of Stephan of Herzegovina, as well as Skanderbeg joining your court should Albania be wiped out from the map. This will make Aragon’s starting position quite opportunistic but also hard to maintain.



Lastly, Aragon starts with a new disaster, the War of the Remences, which some of you may know from the vanilla tree, however we’ll get on that later 👀



Whilst this tree is not as big as Castile, it will get expanded later when you form Spain, allowing you to gain the Castilian colonial missions. Now, besides that? What differentiates Aragon from Castile? Considering their position in the Mediterranean, their several conflicts with the Italian merchants, as well as their conflicts with both the Mamluks and the Ottomans, they would be even more mercantile and naval focused than their Castilian counterparts, with most of their missions revolving around securing trade in the Mediterranean. Some territories as well were a part of Aragon, like Athens, Corsica, and even parts of Provence, so we’ve tried to be as accurate to these ambitions as possible. In addition, like other nations wishing to control Egypt and potentially the trade in Asia, Aragon can also construct an early Suez Canal, although it will be costly to do so.



Whilst some are focused on the Mediterranean, there are also missions for the situation in Iberia, as well as some interaction with your vassals, such as Navarra and Castile, who you will be able to get through existing vanilla content, although Iberian Wedding has been reworked in 1.13 to require the Castilian Civil War.



Before we get onto the branching missions though, let’s speak about Aragonese flavour. Considering the Catalan dominance not only in Eastern Iberia, but also the entire Mediterranean, we’ve decided to focus more on that part of their content. There were a few underutilised effects as well as designs we wanted to try out, and Aragon fit in perfectly for them, such as further customization for your flagship, with modifications that offer drawbacks in exchange for a more specialised fleet, allowing you to pick your loan sizes, as well as encouraging the player to maintain trade power in both Genoa and Venice nodes. Some parts of the tree focuses on Alfonso V’s being a patron of the arts, which we may or may not expand later.



Now, let’s look at the spiciest part of the tree.I said before that the War of the Remences is a new disaster for Aragon. The reason being is because we wanted to look more in-depth to the opportunities this conflict caused, as well as showcase the difference between the Catalan nobility and the peasantry

So, what does this disaster have to offer?

Let’s start with the basics. Like War of the Roses or the Castilian Civil War, this disaster can only fire in the age of discovery, and like both of these, you can completely avoid them should you plan your steps correctly, although you lose out on future buffs by doing so

In order to completely avoid the disaster in the Age of Discovery though, Aragon starts with a new privilege that they must get rid of. That privilege being the “Ius Maletractandi”, better known as the Evil Customs of Aragon which allowed the Nobility to mistreat their peasantry, leading up to the War of the Remences.



Now, when the Disaster fires, if you want to prevent the worst outcome, you must get rid of the privilege. The reason being is that Catalonia will slowly start gathering supporters to create their own independent nation, autonomous from the laws of Aragon enforced to them. What’s worse is, Good King Renes of Provence still remembers his defeats in Italy and would most likely try to convince the Catalan people to declare him their king. The French as well would be able to intervene on the side of Catalonia, although Aragon can grant them the fort of Rousellon for support.



When you’re finally done with the disaster you will unlock the branching missions. Depending on how you complete or how you avoid the disaster, the missions will branch to either dealing with the numerous kingdoms in Iberia, or creating a peasant republic that will liberate every peasant in Iberia!




The British Isles
The recent few weeks, our development diaries have been focused on showcasing the new mission tree English/British mission tree. Alongside that, we have been developing a new mission tree for those who wish to play as the Angevin Empire. The entry point to this mission tree is the event “Second Treaty of Tours” fired by the mission “The Culmination”:



Here’s the mission tree that gets unlocked:



Now, the mission tree for Angevins is a heavy Work in Progress, so I’ll focus on the general gist of it!
The core new feature of our new Angevin content is the process of integrating the french estates and eventually forming the Angevin Empire. While a lot of the missions seem available to you from the get-go, plenty of them are guarded by a check for having enough of “Francien Integration.”

Francien Integration is a new government mechanic coming with the 1.13 update for the Angevin Empire.
It is essentially a bar measured from 0 to 1000, slowly ticking up. As the bar fills up, more of your missions unlock and the color of the two nations is brought closer:



Here’s the colors of England & France two-thirds into the integration process.

Once the bar fully fills up, the decision to form Angevin Empire is unlocked.

To allow a lot more gameplay possibilities with the new government mechanic, we have also (re)created an estate representing your french subjects, the aptly named “Francien.”
The estate currently has 11 privileges, giving you plenty of choice to work with, here’s 3 of them:



To briefly tackle the question of the mission tree, the mission tree is split into 3 subtrees, the latter two being of rather familiar scheme, representing the outward and inward ambitions of the two states, while the first one is dedicated entirely towards the unification of the two states.

As the mission tree is a heavy Work-in-Progress, I won’t go into detail, but here’s some interesting rewards contained within the mission tree:



And to make it easier to manage your realm across islands and continents alike, we’ve made it possible to create a brand new artificial strait crossing - The Channel Tunnel! With it first being proposed in 1802 and attempted in 1880, only failing due to political reasons and not practical ones, we’ve determined it to be no less fitting for the era than the Suez Canal!



Since it is a tunnel, it obviously cannot be blockaded, but for that, we came up with a rather elegant solution to allow you to still keep the island safe from crossings, if the need arises:



This also means that the artificial strait has 3 possible states:
- invisible/nonexistent, from the start of of the game until it is first built
- active, after it has first been built, and anytime it’s built after that
- inactive, whenever it is demolished after it was first built

The latter two look like this - green lines being the active one, red circles the inactive:




Additionally, The Channel Tunnel has a counterpart monument in Calais, which always matches the development of the main unit in Kent - so it’s just for show and for applying the modifiers.


Wrapping things up:
We're excited to give you these changes and more when 1.13 drops in June! Until then, Europa Expanded is working and fully compatible with patch 1.37 and the Winds of Change DLC and can be found here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2164202838

We also invite anyone interested to join us over on our Europa Expanded Discord Server.
We wish you all a nice weekend!

_________________________________________

Ryagi back again.
A great variety of EUIV mods have taken the opportunity with 1.37 and cooked up some amazing stuff, to showcase this, we'll be hosting a large selection of mod spotlights in the coming 1-2 months, and then hopefully go back to a more regularly scheduled sprinkling of them after that. That is to say, we're not done giving these amazing mods their well deserved platform yet! (Hopefully never?)

If you are a mod Author and are interested in hosting a mod spotlight with us, I invite you to get in touch with us here on the forums, on Discord, or anywhere else you can grab our attention. We're always on the lookout for those diamonds in the rough.

As for good old vanilla EUIV, we'll continue to keep track of all your feedback with 1.37 & Winds of Change. With future patches planned to address balance issues, bugs, etc. Whether you play EUIV modless just as John EUIV conceived it, or loaded to the brim with mods, we can't thank you enough for your continued passion and support! See you next time.
Europa Universalis IV - vasi
Hello everyone - here is our first patch for 1.37, featuring over 100 fixes in total.

Notable changes include:
  • “Gothic Invasion” now accounts for the new Gothic culture that is part of the Germanic culture group.
  • The “Great Moravia” achievement now accounts for Great Moravia's cores.
  • The Timurid mission "Mamluk Delusions" now requires 40 provinces instead of 50, no longer requiring the player to make up 4 additional provinces in these areas.
  • The Bohemian mission "The Golden City" no longer allows the player to develop the province for an unlimited time. It is limited to only 3 uses, giving a total of +9 development in total.

As usual, please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.37.0 save games too profoundly, this is something we're not able to fully guarantee.


#############################################################
######################## 1.37.1.0 ###########################
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# Gamebalance
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# Governments
- The government 'Seven Provinces' now also grants 15% manpower in primary culture provinces.
# War & Peace
- Mesoamerican Tributaries can no longer ally independent nations.
# Units
- The VOC interaction "increase_voc_eastindiamen_construction" now properly grants the VOC Indiamen special unit allowed fraction.
# Other
- The VOC interaction increase_voc_eastindiamen_construction now grants properly the VOC Indiamen special unit allowed fraction.
- The 3 canals can now be built by subjects.
###################
# Interface
###################
# Tooltips
- Fixed a typo in the first option of the 'Fate of the Chinese Emperor' event.
- Fixed an error in the reward tooltip of the "Regiment de Marine" mission.
- rewrote the decision requirements for Venture into Tribal Lands.
- The Dutch mission "Glorious Revolution" no longer mentions "Man o War" special units if the Domination DLC is not active.
- Improved the tooltip of the reward for the Dutch "Low Countries Universities" universities.
- The Arabian Trade Influence mechanic is no longer mentioned if players do not own the Winds of Change DLC.
- Fixed an issue with the tooltip for "Fugger Family Privileges" Burghers privilege.
- Fixed a typo in the declare war tooltip for the Mesoamerican Tributary Casus Belli.
# Other
- Removed a duplicate entry of the mission_hussite_empire icon from its .gfx file.
###################
# Script
###################
# Achievements
- "Mayapahit" no longer requires you to own or have a subject own Madura as it is technically not part of the Java island even though it is part of the same in-game areas.
- Removed an unnecessary requirement from the Hungarian Games which asks you to have been in Hungary at any point in time as it is only visible to you if you started as Hungary anyway.
- "Timurizz" now makes it clearer that the allies with 100 Trust and with 150 opinion to you are the same.
- The achievement "Mayapahit" now allows you to form any other tag than just Maya. As long you have formed the Mayas at some point, the achievement can be earned.
- "There Khan only be one!" now requires you to be a horde or the Great Mongol State at the end too. In other words, if you start as a horde and reform into a monarchy before killing all other hordes the achievement would not trigger until you return to being a horde.
- Improved the description of "There Khan only be one!" so it is clear that every country (except for you) cannot be a horde.
- Changed the visibility requirement for "Veritas Vincit" from owning "Winds of Change" to owning "Art of War" and "Emperor" as the mechanics required to fulfill this achievement are behind these two DLCs.
- Improved the visibility of the following achievements so you no longer have to form the specific country to see the achievement: "It's all coming together", "Baborg" and "Get out of my swamp!".
- The achievement "The Hungarian Games" now counts won battles against the same country up to 3 times. A 4th won battle against the same country will no longer count for the achievement though.
- "The League of Mayapan" will no longer disappear from the list of achievements after it's completed.
- "Great Moravia" achievement now accounts for Great Moravia's cores.
- Updated the achievements' descriptions of "The Pen is Mightier than the Sword", "Take that, von Habsburgs!", and "The Ostenders" to properly adjust with their script.
- "Gothic Invasion" now accounts for the new Gothic culture that is part of the Germanic culture group.
# Decisions
- Made it so you can't form AUH whilst in the relevant disasters.
- Reward from NED_glorious_revolution is now kept after forming the United Crowns.
- Great Moravia can now be formed through indirect ownership of the required provinces and the decision to form it is visible from the start.
- The "Reform into Prussia" decision will now mention the "Prussian Path" instead of the "Prussian Kingdom Path" in the trigger tooltip.
- The "Reform into Prussia" decision now requires you to have one of the Reformation religions when you don't have Lions of the North.
- "Reform into Prussia" has no longer unlocalized text in it.
- Improved the trigger tooltip for "Venture into Tribal Lands" so you no longer have to look at the effects to get an idea of what you have to do to colonize the neighboring provinces.
- The decision to "Expand the VOC" is no longer available to every country that has territory in India. This removes the ability for Indian states to commit suicide at the press of a single button.
- Players no longer have access to the "Form Austria-Hungary" decision while the events "The End of the Hungarian Revolution" and "The End of the Austrian Revolution" are actively on the screen.
# Events
- The event Raabisation now properly grants its rewards.
- The Russian events regarding the peasantry now remove ALL serfdom-related estate privileges with every step before applying the new privilege. This should cover rare cases where some serfdom privilege was "stuck" on the player even though they progressed through the event chain already, but should by default not change much for the normal experience.
- Fixed an issue with the "Muhammad Juki Seizes Initiative" (flavor_tim.20) event.
- The event "Gold Mine Discovered!" has now a goto button.
- The event "Heir needed in <Theocracy Country>" has now a 40-day cooldown between each instance. This should remove the cases where the event triggers twice for a country.
- Refined the descriptions of the "End of the Tatar Yoke" further in case Muscovy devs its way out of the yoke...
- Added a special event text for the case that Muscovy grows too powerful to be influenced by the Tatar Yok while Sarai has never fallen.
- Fixed missing ruler name and dynasty for the "Hungary wishes to join the Empire" incident events.
- The Polish event about the Election of Kasimir will no longer display certain tooltips that have no effect without the "Lions of the North" DLC.
# Missions
- The mission mongols_tumu_crisis can no longer be instantly completed.
- Made it so the azt_unify_mexico mission's title does not overflow out of the UI if you are a theocracy.
- The "Emperors of Rome" mission now gives rewards according to the chosen path.
- The mission Refine the Condottieri will no longer grant Mercenary Leader Army Tradition.
- Sarig Yogir is now granted the basic Mongol missions.
- The "Statists and Orangists" mission can now be completed after manually switching to reform with the Dutch Election.
- The mission tre_trapezunite_pride now has an alternative requirement if the province Trebizond produces Gold.
- The Dutch mission "Hansa Relations" now always rewards you regardless of how you complete it.
- The owner of Kyoto now gains 100 Dip Power from the Dutch mission "Japanese Trade" if the mission is completed via relations.
- The Dutch mission "Japanese Trade" now grants the reward of both options if both a true at the same time.
- The Dutch mission "Teachings of Erasmus" now gives 1 stability or 100 ADM if you have already 3 stability if you do not have a clergy present and you are NOT Reformed.
- The mission "Humiliate Austria" is no longer automatically completable when you start a game without the Rights of Man.
- The Theodoran mission "Into the Steppes" will no longer mention a reward for your Cossacks estate if you do not have the Cossacks estate.
- The Aztec mission "Telpochcalli Academies" will no longer enable the "Telpochcalli Academy" Local Organization if you don't own Golden Century.
- The Austrian mission "Surpass the Poles" now gives the PU CB against Poland until they have more than 400 total development instead of 300 total development.
- The Dutch mission "Ending the Sound Toll" has its reward now properly available for Holland, and not just the Netherlands.
- The Timurid mission "Mamluk Delusions" now requires 40 instead of 50 provinces, no longer demanding the player to make up 4 additional provinces in these areas.
- The Austrian mission "Italian Ambition" has its rewards no longer exclusive to each other.
- The event from the mission "Question of Azov" now properly triggers for Genoa instead of Theodoro.
- The Bohemian mission "The Golden City" no longer allows you to achieve Leviathan-levels of Development in a province any more, limiting the maximum amount of dev gain to 3 times (so +9 development in total).
- Forming Prussia as the Teutonic Order before completing "Defeat Poland" will now automatically complete the mission and select for you the Prussian Path.
- The Russian mission "The Fate of the Peasantry" is no longer blocked if the player goes a weird path of crushing the peasants just to liberate them later on anyway.
- The mission "Endthe Regency" now automatically gives you the Hussite branch as long you finish it while NOT being Catholic. Updated the tooltip too to reflect this change.
- Deccan now has religion after being released through the MUG_viceroyalty_of_deccan mission.
- Forming Yuan while being a horde will no longer lock players out of the mission "Four Great Schools".
- Fixed inconsistency for the Church estate naming in the Yuan "Inward Perfection" / yua_inward_perfection mission, as it referred to twice as "Clergy" and once as "Shizu".
- Fixed the reward of the "OMA_buffing_outposts" mission that was dependent on Trade Companies for non-Dharma owners.
# Modifiers
- Fixed an issue with the modifier Vegvar System not applied correctly to border forts, for Hungary.
- The modifier hun_avenge_varna is removed from Hungary if the Ottomans are annexed or subjugated.
- The privilege estate_nobles_ITA_military_governors now grants state governing cost instead of territories governing cost.
# Setup
- The disaster 'Austrian Revolution' will now only show up if Austria does not exist.
- The Austrian reform "Imperial Austrian Monarchy" is now properly granted via the Multicultural Empire mission.
- The "Land Reform" (development_of_infrastructure) parliament issue is increased by having Infrastructure ideas.
- The capital of Moghulistan is now Ilian.
# Other
- Minor text improvement of horde event.
- The modifier name in French now properly says yearly.
- Fixed Lake Chad name.
- Changed mention of Chagatai to Moghulistan in the startup screen text.
- Added missing declaration of war string for the Mesoamerican Tributary subject.
- The government reforms "Roman Empire" and "Roman Republic" now require you to be either the Roman Empire, Byzantium, or a custom nation atop of the normal Roman culture requirement. This should avoid the weird cases where the Client States would call themselves the "Nth Rome" by enacting the reform.
- The Sich Rade government reform has now - 75% Capital Movement Cost to synergize better with its Itinerant Capital mechanic.
- "Expanded Black Army" will no longer show that mercenaries are free of Army Professionalism cost if you do not own Cradle of Civilization.
- You no longer have the "Start War in Colony" button for Sunset Colonies subjects as it cannot work outside of Colonial regions anyway.
- Fixed an issue with the 'Compromise with the Hungarians / Austrians' decision.
- "Return of the Hussites!" will no longer trigger "Election of a New Ruler". Additionally to this, Jan is now always a 25 year old one Czech.
- The event "New Government!" for former colonies will now properly make you into a Republic in the 2nd option.
###################
# Bugfixes
###################
- Great Moravia's achievement now accounts for Great Moravia's cores.
- Fixed an issue that fired the Unprofitable Trade event for the Netherlands after creating the VOC.
- The reform imperial_hungarian_government now has a proper icon assigned to it.
- Updated the achievements' descriptions of "The pen is mightier than the sword", "Take that, von Habsburgs!", and "The Ostenders" to properly adjust with their script.
- Fixed some overflowing texts of the Spanish localization.


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Previous changelogs
1.37 'Inca'
Europa Universalis IV - PDXRyagi
Europa Universalis is taking part in the Steam 2024 Endless Replayability fest.
Dominate the world, paint the map and make your mark on history!

Base game and editions:
Additional content on sale can be found on our storepage:
https://store.steampowered.com/app/236850/Europa_Universalis_IV/

Also be sure to check out our latest Expansion, Winds of Change:
https://store.steampowered.com/news/app/236850/view/4207001628994939574
Europa Universalis IV - vasi
Below is a full list of changes in the free 1.37 update, 'Inca'.


Please note that we can't guarantee 1.36 saves are compatible with 1.37, and that some mods may not work properly! See here for information on how to roll back versions or prevent auto updates.



###################
# Free Features
##################

- Added 10 new achievements: ‘It's all coming together’, ‘Doge Ducats’, ‘Veritas Vincit’, ‘The eagle flies alone’, ‘Mayapahit?’, ‘There Khan only be one!’, ‘Baborg’, ‘Get out of my swamp!’, ‘Timurizz’, and ‘The Hungarian Games’.
- Added 2 new formable nations, Austria-Hungary and Great Moravia.
- Added a reworked generic Mission Tree with updated rewards and requirements, like regional claims or discounted advisors, for more than 15 generic or shared mission trees, including European, Berber, Indian, African, and Native American.
- Changes in the set-up in Mesoamerica, the Andean region, Central Europe, and Central Asia.
- Added 8 new Great Projects in America, Europe, and Asia for the owners of ‘Leviathan’. The Golden City (Nitra), the Schönbrunn Palace (Wien), the Amsterdam Bourse (Amsterdam), the Venetian Arsenal (Venice), the City of Sarai (Sarai), the Citadel of Aleppo (Aleppo), the Afqa Khojja Mausoleum (Kashgar), and Tzintzuntzan (Patzcuero).
- Added new portraits for women advisors for North America, 21 new portraits covering all the possible combinations for administrative, diplomatic, and military advisors.

###################
# Gamebalance
###################

# Governments
- The Venetian Government no longer allows switching to a Monarchy or a Theocracy
- It's no longer possible to go over the special unit force limit with the Cossack government interactions
- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of
- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.
- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture
- The Great Mongol Empire reform now grants you the Siberian Frontier ability.

# Other

- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.
- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.
- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.
- The Chan Chan Citadel now starts at level 2 instead of 1.
- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.

###################
# Interface
###################

# Icons/Art

- Rajputs will no longer have different banner colors in the army view window.

# Tooltips

- Added a tooltip for has_term_election = yes/no.

# Other

- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.
- Fixed so that the court view refreshes when there's a new monarch.
- Fixed so game options in the game lobby start at their positions instead of moving to them.
- Cultures that are promoted for free now have an indication.
- Great Project construction progress added to the outliner.

###################
# Usermodding
###################

# Effects

- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.
- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.
- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.

# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.

# Other

- Added frame_variable for custom icons to avoid many frame clauses.
- Added custom GUI to colonization view.
- Added custom GUI to siege view.
- Added custom GUI to the topbar interface.
- Added a custom_window to the custom_gui.
- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.

###################
# Script
###################

# Achievements

- Trade Protectorates now count for achievements.

# Decisions

- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap
- All Adm Tech 20 Formable countries will now require Adm Tech 18.
- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.
- The "Thalassocracy" Decision now may be completed with Trade Ideas.
- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.
- Forming Japan will now grant claims on Korea if the Domination DLC is active.

# Events

- The event "The Destruction of the Persian Embassy" now properly refers to Persia.
- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.
- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set
- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.
- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.
- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.
- The event Feast of the Dead will no longer fire for non-Dakota culture countries.
- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.
- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.
- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.

# Ideas

- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.
- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.
- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.

# Missions

- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.
- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.
- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.
- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.
- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.
- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.
- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".
- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.
- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.
- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.
- Generic missions now have generally more flavorful and interesting rewards.

# Setup

- Renamed Chagatai to Moghulistan.
- The starting ruler of Oirat now has his birth year set to 1407
- Venice now has a core on Thessaloniki (ID: 148) at the game start
- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term
- Tarija is now a mountain province, and Camana is now a Coastal Desert province.

# Other

- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".
- Added AI logic to the new policies from 1.35, allowing them to pick those policies.
- Added dynamic province names for Austrian and Bavarian cultures.
- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.
- The Anglican church action "Reformation Diplomacy" now also affects Hussites.
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.
- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.
- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.
- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.
- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.
- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).
- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.
- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.
- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.
- The circumnavigation event now gives monarch power if you have already 100 Prestige.

###################
# Bugfixes
###################

- Fixed heir and consort names for Janissary countries.
- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.
- AI will now want to form Spain Diplomatically.
- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.
- Fixed issue where music would start playing when paused and locked windows.
- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.
- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.
- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.
- Spy network now correctly transfers over when the target forms a new country.
- Fixed parliament seat map mode tooltip.
- Fixed the issue with having to double-click the trade node button in the province view.
- Fixed how we decide what government icons to show for tribes.
- Fixed issue with not being able to cancel construction of annexed subjects.
- Fixed an issue where monastic orders could generate female heirs.
- Fixed so loading from in-game resets province highlights.
- Fixed a hot join desync related to the tariff being set to 0.
- Fixed a CTD related to AI attempting to claim RNW state.
- Fixed potential crashes when annexing countries that have hereditary pronoiars.
- Fixed missing tooltips for scripted GUI in the celestial empire view.
- Fixed custom GUI not working in the parliament view.
- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.
- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.
- Changed the description of the Warned popup to mention only bordering countries, not all countries.
- Decisions linked with estates now show their names correctly in the statistics and history window.
- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.
- Colonies will no longer use colonial region colors when playing without Leviathan DLC.
- Greatly shortened the vassal modifier description tooltip.
- Fixed weird indentation for separatism effects.
- Getting an upgraded default trade policy will now correctly set all merchants to it.
- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.
- Fixed one missing new line in trade power modifiers.
- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.
- The music player will now correctly display the pause button when the music is playing.
- Annexing a subject will no longer use up more diplomatic power than needed.
- Placate ruler can no longer be used when the modifier is at -100% LD.
- Breaking alliances with Favours is now possible without the Rights of Man DLC.
- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.
- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.
- Fixed a gray window appearing when trying to build boats in a landlocked country.
- Fixed a bug that disallowed giving away province occupations in some cases.
- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.
- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.
- Attacking vassals will now correctly call in a coalition that their overlord is part of.
- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.
- type = random will no longer crash the game due to wrong Province ID calculation.
- Imperial incidents do not refer to the wrong countries.
- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.
- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.
- Ai will now take Defender of Faith when possible.
- Fixed framerate drop in the economy tab while playing as a big nation.
- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.
- Removed the ability to cancel any movement with automatic ship transportation.
- Fixed modifiers in reforms for players with missing DLCs.
- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.
- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.
- Chance to inherit personal unions modifier now adds correctly to the overall chance.
- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.
- Army maintenance will no longer influence mercenary morale damage.
- Added a missing new line after a change of siege effect.
- Fixed missing localization for mechanic_heirs.
- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.
- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.
- Scripted triggers with estate_influence no longer fail trigger validation.
- Fixed custom attributes not appearing in government reform tooltips.
- Knowledge-sharing actions now correctly calculate colonial range.
- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.
- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.
- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.
- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.
- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.
- Personal Union calculations are no longer different for nations with more than 1000 development.
- It is no longer possible to rival yourself after forming a nation.
- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.
- Fixed incorrect localization for Rajput regiments in tooltips.
- Regency ending notification no longer appears with Leviathan DLC disabled.
- Disband ship tooltip and message no longer displays max sailor count incorrectly.
- Upgrade trade center notification no longer appears with Dharma DLC disabled.
- Fixed the chat channel kick button and added tooltips.
- Fixed issues with independence support war declarations when multiple subjects are involved.
- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.
- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.
- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.
- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.
- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.
- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.
- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.
Europa Universalis IV - vasi
Reforge the challenges of today into achievements of tomorrow in EUIV: Winds of Change.

From the waterways of Tenochtitlan to the canals of Venice, from the Holy Roman Empire to the Mughal court, from the Mongol Steppes to the Andean Highlands. Over a dozen nations get makeovers in Winds of Change, a new expansion pack for Europa Universalis IV, available now.

This expansion pack adds new historical content for nations as different as the Aztec Empire that dominated 15th century Mexico, to the Mughal Empire that emerged out of Central Asia to dominate India for three hundreds years, to the trading republics of Venice and the Netherlands, each controlling the seas to guide precious cargo home.

This historical content takes many forms, including expanded and branching mission trees, unique government reforms that reflect the characteristics of certain nations, new decisions and events, and special mechanics that allow you to leverage cultural abilities for unique bonuses.



Europa Universalis IV: Winds of Change includes new historical content for:

  • Major American Nations: The Aztecs, Maya and Inca all get significant updates, including an Aztec mechanic that promotes warfare and demanding sacrifices, new ways to unite the Mayan nations into one kingdom, Incan royal authority, and many other improvements and updates. These nations also receive special content to allow an alternate-history invasion of the Old World.
  • Major Trading Nations: Both The Netherlands and Venice see expanded historical flavor, including more detailed content for the creation and enlargement of the Dutch Republic, the Glorious Revolution uniting the Dutch and British crowns, the Venetian Council of Ten, and the glories of the Venetian Renaissance.
  • Gunpowder Empires: The declining Timurid Empire can either fully embrace Persian traditions or return to its horse empire roots through a life of plunder, and the rising Mughal Empire has new routes to unite all of India under its sway. The Central Asian Horde nations also get updates, including unique flavor for the Tatar, Mongol and Moghul Khanates.
  • Central Europe: Austria, Hungary and Bohemia get revised trees, including the possibility for the Austrian and Hungarians to form the dual monarchy of Austria-Hungary and for Bohemia to expand Hussite Power in the heart of the Empire, while all three can tailor the HRE to their liking.
  • Major Formable European Nations: New alt-historical options and content for the formation of Germany and Italy.
  • Minor Orthodox Empires: Surrounded by enemies, the Black Sea kingdoms of Theodoro and Trebizond seek to thrive and expand, potentially reviving Orthodox fortunes in the region.
  • Hisn Kayfa and Hormuz/Oman: The minor nation Hisn Kayfa, heirs of the Ayyubid dynasty, and major Gulf trading powers of Hormuz and Oman get unique mission trees to dominate the Middle East.

Get the expansion:

https://store.steampowered.com/app/2854750/Expansion__Europa_Universalis_IV_Winds_of_Change/
Europa Universalis IV - PDXRyagi
Hello everyone!

We're finally one week away from Europa Universalis IV: Wind of Change release!

The next Wednesday, May 8th, be ready to play with the Incan Empire, the Netherlands, the Timurids, and all the other countries we’ve added content on for this new expansion! Remember that you can pre-purchase it and receive an additional Music Pack with 3 songs to give an extra touch to your campaign with exploration and trade tones.

Meanwhile, we'll be hosting a Winds of Change Stream on our Discord server on Thursday, May 2nd at 13.00 CET, so be sure to check that out if you want to see any specific content of this expansion!

And just before the Release, the same day May 8th, we are going to be streaming on Twitch, to have a final recap of the content for Winds of Change and answer your questions. Foukos (our other new Embedded QA who recently finished the EU4 tutorial after a few thousand hours) and Ryagi, our Community Ambassador, are going to be our champions representing Tinto.

But before that, let’s talk about today’s Dev Diary since we're sharing with you the changelog of the new update, 1.37 'Inca'. Tinto has aimed to deliver an incredible experience with this new update, focusing on expanding the Mission Trees and mechanics for 3 different regions of the world, as well as much more new content, art, and music created for Winds of Change. The whole team is thrilled to share all this content with you, and we hope you are going to enjoy it. At the same time, we’ve also worked on fixing a number of bugs from previous versions, and other tweaks for the game.

Let’s go into the details and see you next week. Cheers!

Changelog Here 👇
[expand type=details]


#############################################################

######################## 1.37.0.0 ###########################

#############################################################


###################

# Expansion Features

###################

https://store.steampowered.com/app/2854750/

- Incas: A mission tree for the Incas with 40 missions in total, 12 for Cusco to unify the region and form the Incas, and 28 missions for the Incan Empire; 1 new Government Mechanic, the ‘Divine Authority’; 1 new Government Reform, the 'Andean Empire'; 11 new Events; and additional content such as new decisions, mercenary companies, balancing and improvements for the Inti religion, and then Incan National Ideas.

- Aztecs: A mission tree for the Aztecs with 42 missions in total;1 new government mechanic, the ‘Tonalli’; 6 new Government Reforms; 3 new Estate Privileges; 6 new Events; a new Subject type, ‘Nahuatl Tributary’; and additional content such as a new local organization ‘Telpochcalli Academy’, updated National ideas, and new types of peace offers.

- Mayan: A mission tree for the Mayans with 40 missions in total; 2 new Government Reforms, the ‘Divine Kingship’ and ‘Mayan Confederation’; 5 new Estate Privileges; new province modifier for Obsidian in the Yucatan peninsula; and additional content such as new decisions, mercenary companies, and updated religious triggers for the Mayan religion.

- Sunset Invasion: A mission tree for Aztecs / Incas / Mayans with 34 missions in total; 2 new Estate Privileges; 8 new Events; 2 new CB types, ‘Sunset Invasion’ and ‘Sunrise Invasion’; a new subject type, ‘European Colonies’, allowing the creation of subjects in the Old World; and additional content such as naval doctrines, diplomatic actions, and more.

- Netherlands: A mission tree for the Netherlands with 64 missions in total; 4 new Government Reforms, like ‘Seven Provinces’ or ‘Modern Economics’; 5 new Estate Privileges, 12 new Events; and 2 new decisions, ‘Unite Two Crowns’, and ‘Overthrow Statist Stadholder’.

- Austria: A new mission tree for Austria with 53 missions in total, Including 6 branching missions about the ‘Legacy of Charlemagne’, and 6 more about the ‘German Conquest’; 3 new Government Reforms; 9 new Estate Privileges; 12 new Events; 2 new decisions, The ‘Iberian Union’ and the ‘Habsburg Land’; 2 new subject Types ‘Core Vassal’, and ‘Core Personal Union’; a disaster for Austria-Hungary; and additional content such as Diplomatic actions, mercenaries, Imperial Incidents, and disasters.

- Germany: A revamped German mission tree with 30 missions, of which 9 are new, and 21 are updated from the Emperor mission tree; 12 new Government Reforms; a new Government Mechanic, ‘Cultural Unity’; 2 new estate privileges; 15 new events; 2 new CB types, ‘Scramble for Africa’, and ‘Claim a piece’; and a new subject type, ‘Incorporated Vassal’.

- Venice: A new Venetian mission tree with 52 new missions in total; a new government mechanic, ‘The Council of Ten’; 2 new Government Reforms, ‘Promissione Ducale’, and ‘Merchant representation’; 15 new Events; and additional content such as new National Ideas for the ‘Golden Republic’, and a new Local organization, the ‘Scuola Grande’.

- Italy: A revamped Italian mission tree with 46 missions in total, of which 21 are new, and 25 are updated from the Emperor mission tree; 3 new Estate Privileges; 12 new Events; 3 new CB types, ‘Roman Ambition’, ‘Scramble for America’, and ‘Dismantle HRE’; and 1 type of mercenary company, the ‘Lost legion’.

- Bohemia: A new mission tree with 33 new Bohemian missions, including 6 branching missions covering different paths for a Hussite or a Catholic Bohemia; a new Mission tree to form Great Moravia, with 9 missions in total; 2 new Government Reforms, including ‘Bergordnung Reforms’ and ‘Wagenburg Tactics’; 1 new Estate Privilege; 10 new Events; and additional content such as new decisions, updates of the Hussite Religion, and Imperial Incidents.

- Hungary: A new Hungarian mission tree with 42 missions in total; 5 new Government Reforms, like the ‘Apostolic Kingdom’ and the ‘Cuman Lancers’; 2 new Estate Privileges, ‘Vegvar System’ and ‘Hungarian Royal cities’; 15 new Events; 1 new Local Organization, ‘The Order of the Dragon’; and a decision to form Austria-Hungary.

- Theodoro: A new mission tree for Theodoro with 20 new missions, including 4 branching missions about the paths of ‘Russian Alliances’ or ‘Russian Rivalry’; 3 new Government Reforms; 2 new Estate Privileges; 9 new Events; and additional content such as a new Diplomatic Action for Theodoro allowing them to request Foreign Generals from other nations, a new cosmetic country name, ‘Gothia’, and a new CB type, ‘Gothic Invasion’.

- Trebizond: A new mission tree for Trebizond with 20 new missions; 2 new Government Reforms, ‘Empire of Trebizond’. Crusader Nobility; 6 new Events; a new diplomatic action called ‘Heathen royal marriage’.

- Hisn Kayfa: A new mission tree for Hisn Kayfa with 38 new missions in total, including 4 branching missions on the ‘Conquest’ or ‘Alliances’ paths to decide the fate of Anatolia and Persia; 1 new Government Reform, the ‘Ayyubid Dynasty’; 8 new Events; and additional content such as a new flag, the new cosmetic country name ‘Ayyubids’, and more.

- Hormuz & Oman: A new mission tree for Hormuz and Oman with 36 new missions in total, with 18 shared missions, 10 unique missions for Hormuz, and 8 unique missions for Oman; a new Government Mechanic, the ‘Arabic trade influence’; 1 new Government Reform; 2 new Estate privileges, ‘Arabian traders’, and ‘Omani Marines’; 5 new Events; and a new cosmetic country name, ‘Zanzibar’.

- Timurids: A new Mission Tree for the Timurids with 50 missions in total; 2 new Government Reforms; 6 new Estate Privileges; 11 new Events; 1 new CB Type, ‘Reconquest of China’; additional content such as new decisions, a new Subject Type, the ‘Soyurghal’.

- Mughals: A new Mughal Mission Tree with 53 missions in total; 7 new Events; 6 new Estate Privileges; and additional content such as new decisions, and mercenary companies.

- Hordes: 3 new mission trees for the Hordes with 54 missions in total, covering the conquest path of the Tatars, Moghulistan, and the Mongols. 43 are shared missions for all the Hordes, 5 are unique missions for the Tartars, 3 unique missions for Moghulistan, and 3 unique missions for the Mongols, plus 6 Religious branching missions, covering the Devout, Tolerance, and Confucian paths; a new Government Reform; 9 new Estate Privileges; 10 new Events; 1 new Subject Type, the ‘Mongol Brother Realm’.

- 8 new Unit Packs, for the Umbrian, Romagnol, Croatian, Dalmatian, Slovakian, Renish, Westphalian, and Moldavian cultures, with 32 new sprites in total.

- 3 new Music Packs, of Pre-Columbian, Central European, and Central Asian flavors, with 9 new songs in total, plus an additional Music Pack with 3 songs for those Pre-Ordering the DLC.


###################

# Free Features

##################


  • Added 10 new achievements: ‘It's all coming together’, ‘Doge Ducats’, ‘Veritas Vincit’, ‘The eagle flies alone’, ‘Mayapahit?’, ‘There Khan only be one!’, ‘Baborg’, ‘Get out of my swamp!’, ‘Timurizz’, and ‘The Hungarian Games’.
  • Added 2 new formable nations, Austria-Hungary and Great Moravia.
  • Added a reworked generic Mission Tree with updated rewards and requirements, like regional claims or discounted advisors, for more than 15 generic or shared mission trees, including European, Berber, Indian, African, and Native American.
  • Changes in the set-up in Mesoamerica, the Andean region, Central Europe, and Central Asia.
  • Added 8 new Great Projects in America, Europe, and Asia for the owners of ‘Leviathan’. The Golden City (Nitra), the Schönbrunn Palace (Wien), the Amsterdam Bourse (Amsterdam), the Venetian Arsenal (Venice), the City of Sarai (Sarai), the Citadel of Aleppo (Aleppo), the Afqa Khojja Mausoleum (Kashgar), and Tzintzuntzan (Patzcuero).
  • Added a new Naval Doctrine for ‘Rule Britannia’, called ‘Pacific Vogaying’.
  • Added 3 new Local Organizations for ‘Golden Century’, the ‘Order of the Dragon’, the ‘Scuola Grande’, and ‘Telpochcalli Academy’.
  • Added new portraits for women advisors for North America, 21 new portraits covering all the possible combinations for administrative, diplomatic, and military advisors.

###################

# Gamebalance

###################


# Governments

- The Venetian Government no longer allows switching to a Monarchy or a Theocracy

- It's no longer possible to go over the special unit force limit with the Cossack government interactions

- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of

- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.

- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types

- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture

- The Great Mongol Empire reform now grants you the Siberian Frontier ability.


# Other

- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.

- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.

- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.

- The Chan Chan Citadel now starts at level 2 instead of 1.

- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.


###################

# Interface

###################


# Icons/Art

- Rajputs will no longer have different banner colors in the army view window.


# Tooltips

- Added a tooltip for has_term_election = yes/no.


# Other

- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.

- Fixed so that the court view refreshes when there's a new monarch.

- Fixed so game options in the game lobby start at their positions instead of moving to them.

- Cultures that are promoted for free now have an indication.

- Great Project construction progress added to the outliner.


###################

# Usermodding

###################


# Effects

- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.

- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.

- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.


# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.


# Other

- Added frame_variable for custom icons to avoid many frame clauses.

- Added custom GUI to colonization view.

- Added custom GUI to siege view.

- Added custom GUI to the topbar interface.

- Added a custom_window to the custom_gui.

- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.


###################

# Script

###################

# Achievements

- Trade Protectorates now count for achievements.


# Decisions

- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap

- All Adm Tech 20 Formable countries will now require Adm Tech 18.

- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.

- The "Thalassocracy" Decision now may be completed with Trade Ideas.

- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.

- Forming Japan will now grant claims on Korea if the Domination DLC is active.



# Events

- The event "The Destruction of the Persian Embassy" now properly refers to Persia.

- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.

- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set

- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.

- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.

- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.

- The event Feast of the Dead will no longer fire for non-Dakota culture countries.

- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.

- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.

- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.


# Ideas

- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.

- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.

- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.


# Missions

- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.

- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.

- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.

- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.

- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.

- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.

- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".

- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.

- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.

- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.

- Generic missions now have generally more flavorful and interesting rewards.


# Setup

- Renamed Chagatai to Moghulistan.

- The starting ruler of Oirat now has his birth year set to 1407

- Venice now has Thessaloniki (ID: 148) at the game start

- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term

- Tarija is now a mountain province, and Camana is now a Coastal Desert province.


# Other

- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".

- Added AI logic to the new policies from 1.35, allowing them to pick those policies.

- Added dynamic province names for Austrian and Bavarian cultures.

- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.

- The Anglican church action "Reformation Diplomacy" now also affects Hussites.

- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.

- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.

- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.

- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.

- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.

- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).

- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.

- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.

- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.

- The circumnavigation event now gives monarch power if you have already 100 Prestige.


###################

# Bugfixes

###################

- Fixed heir and consort names for Janissary countries.

- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.

- AI will now want to form Spain Diplomatically.

- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.

- Fixed issue where music would start playing when paused and locked windows.

- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.

- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.

- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.

- Spy network now correctly transfers over when the target forms a new country.

- Fixed parliament seat map mode tooltip.

- Fixed the issue with having to double-click the trade node button in the province view.

- Fixed how we decide what government icons to show for tribes.

- Fixed issue with not being able to cancel construction of annexed subjects.

- Fixed an issue where monastic orders could generate female heirs.

- Fixed so loading from in-game resets province highlights.

- Fixed a hot join desync related to the tariff being set to 0.

- Fixed a CTD related to AI attempting to claim RNW state.

- Fixed potential crashes when annexing countries that have hereditary pronoiars.

- Fixed missing tooltips for scripted GUI in the celestial empire view.

- Fixed custom GUI not working in the parliament view.

- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.

- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.

- Changed the description of the Warned popup to mention only bordering countries, not all countries.

- Decisions linked with estates now show their names correctly in the statistics and history window.

- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.

- Colonies will no longer use colonial region colors when playing without Leviathan DLC.

- Greatly shortened the vassal modifier description tooltip.

- Fixed weird indentation for separatism effects.

- Getting an upgraded default trade policy will now correctly set all merchants to it.

- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.

- Fixed one missing new line in trade power modifiers.

- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.

- The music player will now correctly display the pause button when the music is playing.

- Annexing a subject will no longer use up more diplomatic power than needed.

- Placate ruler can no longer be used when the modifier is at -100% LD.

- Breaking alliances with Favours is now possible without the Rights of Man DLC.

- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.

- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.

- Fixed a gray window appearing when trying to build boats in a landlocked country.

- Fixed a bug that disallowed giving away province occupations in some cases.

- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.

- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.

- Attacking vassals will now correctly call in a coalition that their overlord is part of.

- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.

- type = random will no longer crash the game due to wrong Province ID calculation.

- Imperial incidents do not refer to the wrong countries.

- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.

- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.

- Ai will now take Defender of Faith when possible.

- Fixed framerate drop in the economy tab while playing as a big nation.

- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.

- Removed the ability to cancel any movement with automatic ship transportation.

- Fixed modifiers in reforms for players with missing DLCs.

- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.

- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.

- Chance to inherit personal unions modifier now adds correctly to the overall chance.

- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.

- Army maintenance will no longer influence mercenary morale damage.

- Added a missing new line after a change of siege effect.

- Fixed missing localization for mechanic_heirs.

- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.

- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.

- Scripted triggers with estate_influence no longer fail trigger validation.

- Fixed custom attributes not appearing in government reform tooltips.

- Knowledge-sharing actions now correctly calculate colonial range.

- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.

- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.

- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.

- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.

- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.

- Personal Union calculations are no longer different for nations with more than 1000 development.

- It is no longer possible to rival yourself after forming a nation.

- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.

- Fixed incorrect localization for Rajput regiments in tooltips.

- Regency ending notification no longer appears with Leviathan DLC disabled.

- Disband ship tooltip and message no longer displays max sailor count incorrectly.

- Upgrade trade center notification no longer appears with Dharma DLC disabled.

- Fixed the chat channel kick button and added tooltips.

- Fixed issues with independence support war declarations when multiple subjects are involved.

- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.

- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.

- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.

- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.

- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.

- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.

- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.

[/expand]
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