May 9, 2017
Europa Universalis IV - BjornB


Hello everyone and welcome to this developed diary on setup changes in the Greater Russian region!

For the upcoming 1.22 patch we’ve had another look at modern Russia and Belarus. This is a region that has received attention previously but we feel that it was not up to the level of detail we have become accustomed to in other parts of Europe and that it could not properly reflect the lay of the land in the region in 1444.

The Russian Principalities in 1444:


In 1444 Russia was still divided into a number of principalities, in many ways this is the result of the constant interference from the Golden Horde. The Khans had defeated and divided the early Russian principalities and have come to not only exact tribute from the remaining states here, but have also acted as king-makers and guarantors of princely power.
As the game opens however the Golden Horde is going through a rough couple of decades with external pressure and internal struggles, historically ending in its general breakup into a number of much weaker successor states.
The Great Horde in our start date is what remains of the core of the Golden Horde but others, such as Crimea, would in time come to conquer and attempt to usurp their role as the overlord of the Russian states.
What this means for the Russians is that while horde intervention is still a factor in local politics, they have now been given some time to grow and thrive. As one of the main collectors of tribute for the Khans, Muscovy is now in the process of building a strong power base and has already used a combination of bribes and coercion to secure control over land of the minor princes in the region.




As you can see, in 1.22 we have chosen to greatly expand the number of provinces in this region. This allows for a greater degree of detail in the warfare in this region both between the principalities themselves and between the Russians and the Tatar hordes.
We have also taken the opportunity once again to adjust the development of the Russian region a bit, increasing it slightly to allow the states here to better make their mark upon the world.
In 1.22 one of the things this means is that some of the states we know and love are no longer the same. Ryazan is now a 4 province state and Yarloslavl and Tver are now 2 and 3 provinces respectively.

Muscovy:

First of the Russian principalities we have Muscovy itself. In 1444 this is already the dominant native power and in 1.22 it is the overlord of no less than five smaller principalities. The expanded number of provinces ensures that all is not lost simply from one battle or one siege, there is now room to move around when Kazan, the Great Horde or Lithuania comes knocking.
The greater detail has also allowed us to better show a number of centers of regional importance, giving it more of the historical depth that we have come to expect of other regions where we have overhauled the map.

Among the changes to the setup for Muscovy is also a revision of their ideas. Muscovite Ideas are now separate from those you get for forming Russia and currently look like this:

Muscovite Ideas:


Traditions:
Diplomatic Relations +1
Shock Damage Dealt +10%

1. Gatherers of Tribute: National Tax Income Modifier: +10%
2. Legacy of Dmitriy Donskoi: Yearly Army Tradition: +0.5
3. Seat of Metropolitan Bishop: Missionary Strength +1%, Tolerance of True Faith +1
4. Pomestnoe Voisko: Land Morale +10%
5. Strength of the Boyars: Stability Cost Modifier -20%
6. Zasechnaya Cherta: Fort Maintenance -20%
7. Descendants of the Byzantine Emperors: Diplomatic Reputation +1

Ambition:
Land Force Limit Modifier +33%

The decision to form Russia will in turn give a new set of ideas should you choose to abandon your old Principality ideas.

Russian Ideas:


Traditions:
National Manpower Modifier: +33%
Core-Creation Cost: -10%

Land of the Rus: Aggressive Expansion Impact: -10%
Siberian Frontier: Colonists: +1
Russian Artillery Yard: Artillery Cost: -10%
Life-Long Conscription: Land Force Limit Modifier: +50%
Abolish the Mestnichestvo: Yearly Corruption: -0.1
The Table of Ranks: Yearly Army Tradition: +0.25, Advisor Cost: -10%
Broaden the Curriculum of the Cadet Corps: Institution Spread +20%

Ambition:
Yearly Legitimacy: +1

New Playable Countries:

In EU in general and in Russia in particular there’s always a decision to be made of what is to be a province with high autonomy and, what should be a subject state or even independent. Our game enforces strict differences depending on what you pick but in reality it was quite possible in many cases to be somewhere in between.
In the case of Russia in 1444, Muscovy is in possession much land that really belongs to a minor principality that they have somehow acquired (often by simply buying the land from the princes in control of it) or that is ruled by a prince that has moved to the court in Moscow, allowing the Muscovite's to administrate it for him. In 1.22 we have taken another look at how we want the Muscovite lands to be portrayed and added two new vassal tags:

The first is the small state of
Rostov
, between Tver and Yaroslavl. This principality was in many ways quite firmly under Muscovite control ever since its princes had sold off half of the lands to Moscow, but Rostov would not be integrated entirely until 1474.
Rostov has a long and interesting history and would continue to play an important part in Russian politics every now and then, even as a part of a greater Russian state. We therefore thought it would be an interesting addition to the mix of states you can play in 1444.

Rostov Ideas:


Traditions:
Provincial Trade Power Modifier: +10%
Idea Cost: -10%

Re-Unification of Rostov: Goods Produced Modifier: +10%
Ancient Heritage: Aggressive Expansion Impact: -10%
Ecclesiastical Center: Tolerance of True Faith: +2
Entrepot of Russia: Trade Efficiency: +10%
Rostov Architecture: Construction Cost: -10%
Political Influence: Diplomats: +1
Rostov Enamel: Production Efficiency: +10%

Ambition:
Diplomatic Reputation: +1

The second new state we have added is one in the north, right at the border with Novgorod. The principality of
Beloozero
was never a metropolis and is long past its glory days in 1444. Ruled by Muscovite princes it would formally be incorporated directly into Muscovy in 1486 and its nobles would mostly make their mark upon the world within the frames of the Russian Empire. It's position is an interesting one however and our game history might unfold differently.

Beloozero Ideas:


Traditions:
Trade Efficiency: +10%
Infantry Combat Ability: +10%

Martial Heritage: Cavalry Cost: -10%
Monastic Traditions: Yearly Prestige: +1
Strengthen Local Lineages: Yearly Legitimacy: +1
Northern Trade: Domestic Trade Power: +25%
Officers of Beloozero: Yearly Army Tradition +0.5
Boreal Warfare: Attrition for Enemies: +1
Scientific Patronage: Technology Cost: -5%

Ambition:
Goods Produced Modifier +10%

Novgorod:




In the far north we have broken up some of Novgorod’s bigger provinces. Novgorod's domains always presented something of a difficulty to portray in that many of these locations had little in terms of population, yet contributed to the overall wealth of the Republic.
It also gives Novgorod some much needed strategic depth when fighting Muscovy to the south.

Lithuania:




Lithuania has long been a region in need of greater detail. In 1.22 we have broken up and reshaped many of their provinces, especially in the northeast. When adding new provinces we have tried to accommodate important regional centers, the internal administrative divisions of the Polish-Lithuanian commonwealth as well as the gradual expansion of Muscovy and later Russia into Belarus and the Ukraine.
As this was a highly contested region for much of the period covered by the game this should should hopefully make the region a lot more interesting to play in. It should also allow for a more engaging conquest for strong neighboring states...

That was all for today!
Next week’s developer diary will be written by Johan and may or may not touch on more things that could impact the region...

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
May 9, 2017
Europa Universalis IV - BjornB


Hello everyone and welcome to this developed diary on setup changes in the Greater Russian region!

For the upcoming 1.22 patch we’ve had another look at modern Russia and Belarus. This is a region that has received attention previously but we feel that it was not up to the level of detail we have become accustomed to in other parts of Europe and that it could not properly reflect the lay of the land in the region in 1444.

The Russian Principalities in 1444:


In 1444 Russia was still divided into a number of principalities, in many ways this is the result of the constant interference from the Golden Horde. The Khans had defeated and divided the early Russian principalities and have come to not only exact tribute from the remaining states here, but have also acted as king-makers and guarantors of princely power.
As the game opens however the Golden Horde is going through a rough couple of decades with external pressure and internal struggles, historically ending in its general breakup into a number of much weaker successor states.
The Great Horde in our start date is what remains of the core of the Golden Horde but others, such as Crimea, would in time come to conquer and attempt to usurp their role as the overlord of the Russian states.
What this means for the Russians is that while horde intervention is still a factor in local politics, they have now been given some time to grow and thrive. As one of the main collectors of tribute for the Khans, Muscovy is now in the process of building a strong power base and has already used a combination of bribes and coercion to secure control over land of the minor princes in the region.




As you can see, in 1.22 we have chosen to greatly expand the number of provinces in this region. This allows for a greater degree of detail in the warfare in this region both between the principalities themselves and between the Russians and the Tatar hordes.
We have also taken the opportunity once again to adjust the development of the Russian region a bit, increasing it slightly to allow the states here to better make their mark upon the world.
In 1.22 one of the things this means is that some of the states we know and love are no longer the same. Ryazan is now a 4 province state and Yarloslavl and Tver are now 2 and 3 provinces respectively.

Muscovy:

First of the Russian principalities we have Muscovy itself. In 1444 this is already the dominant native power and in 1.22 it is the overlord of no less than five smaller principalities. The expanded number of provinces ensures that all is not lost simply from one battle or one siege, there is now room to move around when Kazan, the Great Horde or Lithuania comes knocking.
The greater detail has also allowed us to better show a number of centers of regional importance, giving it more of the historical depth that we have come to expect of other regions where we have overhauled the map.

Among the changes to the setup for Muscovy is also a revision of their ideas. Muscovite Ideas are now separate from those you get for forming Russia and currently look like this:

Muscovite Ideas:


Traditions:
Diplomatic Relations +1
Shock Damage Dealt +10%

1. Gatherers of Tribute: National Tax Income Modifier: +10%
2. Legacy of Dmitriy Donskoi: Yearly Army Tradition: +0.5
3. Seat of Metropolitan Bishop: Missionary Strength +1%, Tolerance of True Faith +1
4. Pomestnoe Voisko: Land Morale +10%
5. Strength of the Boyars: Stability Cost Modifier -20%
6. Zasechnaya Cherta: Fort Maintenance -20%
7. Descendants of the Byzantine Emperors: Diplomatic Reputation +1

Ambition:
Land Force Limit Modifier +33%

The decision to form Russia will in turn give a new set of ideas should you choose to abandon your old Principality ideas.

Russian Ideas:


Traditions:
National Manpower Modifier: +33%
Core-Creation Cost: -10%

Land of the Rus: Aggressive Expansion Impact: -10%
Siberian Frontier: Colonists: +1
Russian Artillery Yard: Artillery Cost: -10%
Life-Long Conscription: Land Force Limit Modifier: +50%
Abolish the Mestnichestvo: Yearly Corruption: -0.1
The Table of Ranks: Yearly Army Tradition: +0.25, Advisor Cost: -10%
Broaden the Curriculum of the Cadet Corps: Institution Spread +20%

Ambition:
Yearly Legitimacy: +1

New Playable Countries:

In EU in general and in Russia in particular there’s always a decision to be made of what is to be a province with high autonomy and, what should be a subject state or even independent. Our game enforces strict differences depending on what you pick but in reality it was quite possible in many cases to be somewhere in between.
In the case of Russia in 1444, Muscovy is in possession much land that really belongs to a minor principality that they have somehow acquired (often by simply buying the land from the princes in control of it) or that is ruled by a prince that has moved to the court in Moscow, allowing the Muscovite's to administrate it for him. In 1.22 we have taken another look at how we want the Muscovite lands to be portrayed and added two new vassal tags:

The first is the small state of
Rostov
, between Tver and Yaroslavl. This principality was in many ways quite firmly under Muscovite control ever since its princes had sold off half of the lands to Moscow, but Rostov would not be integrated entirely until 1474.
Rostov has a long and interesting history and would continue to play an important part in Russian politics every now and then, even as a part of a greater Russian state. We therefore thought it would be an interesting addition to the mix of states you can play in 1444.

Rostov Ideas:


Traditions:
Provincial Trade Power Modifier: +10%
Idea Cost: -10%

Re-Unification of Rostov: Goods Produced Modifier: +10%
Ancient Heritage: Aggressive Expansion Impact: -10%
Ecclesiastical Center: Tolerance of True Faith: +2
Entrepot of Russia: Trade Efficiency: +10%
Rostov Architecture: Construction Cost: -10%
Political Influence: Diplomats: +1
Rostov Enamel: Production Efficiency: +10%

Ambition:
Diplomatic Reputation: +1

The second new state we have added is one in the north, right at the border with Novgorod. The principality of
Beloozero
was never a metropolis and is long past its glory days in 1444. Ruled by Muscovite princes it would formally be incorporated directly into Muscovy in 1486 and its nobles would mostly make their mark upon the world within the frames of the Russian Empire. It's position is an interesting one however and our game history might unfold differently.

Beloozero Ideas:


Traditions:
Trade Efficiency: +10%
Infantry Combat Ability: +10%

Martial Heritage: Cavalry Cost: -10%
Monastic Traditions: Yearly Prestige: +1
Strengthen Local Lineages: Yearly Legitimacy: +1
Northern Trade: Domestic Trade Power: +25%
Officers of Beloozero: Yearly Army Tradition +0.5
Boreal Warfare: Attrition for Enemies: +1
Scientific Patronage: Technology Cost: -5%

Ambition:
Goods Produced Modifier +10%

Novgorod:




In the far north we have broken up some of Novgorod’s bigger provinces. Novgorod's domains always presented something of a difficulty to portray in that many of these locations had little in terms of population, yet contributed to the overall wealth of the Republic.
It also gives Novgorod some much needed strategic depth when fighting Muscovy to the south.

Lithuania:




Lithuania has long been a region in need of greater detail. In 1.22 we have broken up and reshaped many of their provinces, especially in the northeast. When adding new provinces we have tried to accommodate important regional centers, the internal administrative divisions of the Polish-Lithuanian commonwealth as well as the gradual expansion of Muscovy and later Russia into Belarus and the Ukraine.
As this was a highly contested region for much of the period covered by the game this should should hopefully make the region a lot more interesting to play in. It should also allow for a more engaging conquest for strong neighboring states...

That was all for today!
Next week’s developer diary will be written by Johan and may or may not touch on more things that could impact the region...

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
May 2, 2017
Europa Universalis IV - BjornB

Hello again everyone! Welcome to this developer diary on the historical research we do for Europa Universalis IV.

When we have in the past asked you guys what you would like us to write about in our developer diaries the suggestion to make one about historical research in relation to the game was quite popular.

I’ll start by noting that Europa Universalis is, of course, a game. And as a game it needs to be fun to play and have systems that makes sense to interact with as a game. That said it is a game which takes it’s setting from history and which uses history as an inspiration for both mechanics and many other things.

Now there’s some form of research involved for many, many things that are in the game and I am not going to be able to cover all of them here. Rather what I will give is an introduction and overview to the research I do as a Content Designer on this game.

As a general rule historical research will fall into one of two categories dependent on what it is to be used for: Database/Setup Research and Background/Content Research. We’ll start with the Content and then continue with the setup research. I will be describing the process as it relates to expansions as I was not part of Content Design for the base game :)


Content, Mechanic related events and DHEs:


One of the things I personally like best about this game is that you can play in any location in the entire world. Not all regions have equal amounts of flavor or specific game systems however and generally (though not always) when this is expanded upon it will be concentrated on one region at a time.

When we begin working on a new DLC there will generally be a number of game systems planned by Game Designers, such as the Religious Authority system for the Inti religion in ‘El Dorado’, or more recently the Shinto Isolationism mechanic in ‘Mandate of Heaven’. These systems require fleshing out and to be given life through events and other scripted content.

1: Books

Now while I think it’s fair to say that most developers I’ve met at Paradox have an interest in history, and especially that of their respective games, it is not possible or expected that everyone know everything on their own. It is, however, desirable that we produce an image of a past place and time that tries to resemble that time without reproducing unwanted or outdated stereotypes (you might argue we have at times failed at this but our intention is pretty clear here).

In order to get a proper handle on things I will normally therefore find and order a reasonably new overview from a university publisher (at the end of this diary I’ll list some examples of books for El Dorado and Mandate of Heaven). And then after having read that go a little wider both in real life and online. This way the idea is that a reasonably fair overall vision can be preserved when diving into various details that might be required to fully flesh out a region.

Apart from being a way to “ground” the general ideas and research for a region these books are often themselves the source of many events or other details that make it into the game. They’ll usually be full of underlinings and scribblings that would disturb any librarian.



(example of a random page in one of the books used for Mandate of Heaven research)

2: The Internet & the Community


Since a long while back we also try to be in touch with certain members of the community with a special interest or skill related to the regions and times we like to portray. If you have been following these diaries for a long time you’ll remember we’ve mentioned some of them at times. Guillaume HJ, chatnoir17 and Fryz are just a few examples of posters that have offered us both hard work and insights in relation to both content and our databases over the years.

As Europa Universalis 4 is a mature game we are also able to draw from the existing community it has. The Suggestions Forum has been the source of many good additions in terms of content, sometimes specific and sometimes simply because the discussions there allow us to find more things. I really want to take this opportunity to highlight how useful this forum is. Even if we don’t always reply to everything we read the discussions and the suggestions and much of it improves the game one way or another.

Of course the internet is also a great source of information in general and it is not unknown for development to use information from various online databases. Information secured in point 1 should help in avoiding obvious pitfalls here.

3: Gameplay and other Considerations

It has been said by a former project lead that History is not an argument in itself. Of course Europa Universalis is a game, and the idea is to create an enjoyable experience rather than one that is always strictly faithful (and honestly, it is very rare that we have a clear enough picture of a past to even allow for that).

Sometimes we’ll be in situations where we choose what to portray and how, and the thing that decides this is the overall game design. The idea is not to put things in just for its own sake (though sometimes one likes to indulge, like with the birth of the state of Habsan if stars align correctly in western India) but to make an entertaining game. If you find something to be obviously divergent from how you think things should be it is not unlikely that such a decision was made.



That does not mean you shouldn’t ask us to change it however, the suggestions forum is a great place to do so, there are often things that have not yet been considered.


Databases, Setup and the Map:


Perhaps the most visible research work that goes into Europa Universalis is that to fill out the map. Many have called this game a map-painter and, though I would say there’s a bit more to it than that for me personally, the map is certainly where this game is played and where you can see most of your achievements.
The setup we have now has been worked on continuously since release and yet many parts of it are inherited from previous games. I cannot really speak for how research was done in previous installations but I do know a fair bit about how we do things now.

For the setup we’ve often come to use anything from historical atlases, to books on historical populations, to various other sources. Unlike the region based addition of content there is rarely one big source you can use to get a comprehensive picture of the entire world and era. Instead we have to rely on various historical maps, atlases and/or online databases. Both the suggestions forum and our beta-testers/researchers are great resources here as others have access to sources we do not, either because they speak other languages or because they have special interests. This is something I know well as before I joined the company I was myself involved on a volunteer basis to improve the depiction of India (both before the initial release of the game and for the general upgrade in the patch accompanying Art of War).

As before a grounding in the general era and place becomes crucial to tell good information from bad along with a willingness to keep adding and/or correcting things for the long term when we get better information. And as before the setup is also very much subject to gameplay considerations (this is why there are no wars in the world in 1444 for instance).

This was far from a complete overview of what historical research for Europa Universalis entails but an overview and an introduction that i hope has been an interesting read for all those of you who wished to know more of it :)

If you have any questions I will try to answer them in this thread. If reading this made you realize you have a pressing suggestion for things to improve then I would like to direct you towards the suggestions forum where we will be happy to read them.


As promised here are some examples of overview books used in the development of ‘El Dorado’ and ‘Mandate of Heaven’:


El Dorado:

The Cost of Courage in Aztec Society

Aztec Archeology and Ethnohistory

History of the Inca Realm


Mandate of Heaven:


Civil Examinations and Meritocracy in Late Imperial China

Cambridge History of Japan. Vol 6

That was all for today. Now I will be hitting the books and next week I will be back to talk a bit about what region is getting improved next...


This Development Diary was written by: Trin Tragula

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
May 2, 2017
Europa Universalis IV - BjornB

Hello again everyone! Welcome to this developer diary on the historical research we do for Europa Universalis IV.

When we have in the past asked you guys what you would like us to write about in our developer diaries the suggestion to make one about historical research in relation to the game was quite popular.

I’ll start by noting that Europa Universalis is, of course, a game. And as a game it needs to be fun to play and have systems that makes sense to interact with as a game. That said it is a game which takes it’s setting from history and which uses history as an inspiration for both mechanics and many other things.

Now there’s some form of research involved for many, many things that are in the game and I am not going to be able to cover all of them here. Rather what I will give is an introduction and overview to the research I do as a Content Designer on this game.

As a general rule historical research will fall into one of two categories dependent on what it is to be used for: Database/Setup Research and Background/Content Research. We’ll start with the Content and then continue with the setup research. I will be describing the process as it relates to expansions as I was not part of Content Design for the base game :)


Content, Mechanic related events and DHEs:


One of the things I personally like best about this game is that you can play in any location in the entire world. Not all regions have equal amounts of flavor or specific game systems however and generally (though not always) when this is expanded upon it will be concentrated on one region at a time.

When we begin working on a new DLC there will generally be a number of game systems planned by Game Designers, such as the Religious Authority system for the Inti religion in ‘El Dorado’, or more recently the Shinto Isolationism mechanic in ‘Mandate of Heaven’. These systems require fleshing out and to be given life through events and other scripted content.

1: Books

Now while I think it’s fair to say that most developers I’ve met at Paradox have an interest in history, and especially that of their respective games, it is not possible or expected that everyone know everything on their own. It is, however, desirable that we produce an image of a past place and time that tries to resemble that time without reproducing unwanted or outdated stereotypes (you might argue we have at times failed at this but our intention is pretty clear here).

In order to get a proper handle on things I will normally therefore find and order a reasonably new overview from a university publisher (at the end of this diary I’ll list some examples of books for El Dorado and Mandate of Heaven). And then after having read that go a little wider both in real life and online. This way the idea is that a reasonably fair overall vision can be preserved when diving into various details that might be required to fully flesh out a region.

Apart from being a way to “ground” the general ideas and research for a region these books are often themselves the source of many events or other details that make it into the game. They’ll usually be full of underlinings and scribblings that would disturb any librarian.



(example of a random page in one of the books used for Mandate of Heaven research)

2: The Internet & the Community


Since a long while back we also try to be in touch with certain members of the community with a special interest or skill related to the regions and times we like to portray. If you have been following these diaries for a long time you’ll remember we’ve mentioned some of them at times. Guillaume HJ, chatnoir17 and Fryz are just a few examples of posters that have offered us both hard work and insights in relation to both content and our databases over the years.

As Europa Universalis 4 is a mature game we are also able to draw from the existing community it has. The Suggestions Forum has been the source of many good additions in terms of content, sometimes specific and sometimes simply because the discussions there allow us to find more things. I really want to take this opportunity to highlight how useful this forum is. Even if we don’t always reply to everything we read the discussions and the suggestions and much of it improves the game one way or another.

Of course the internet is also a great source of information in general and it is not unknown for development to use information from various online databases. Information secured in point 1 should help in avoiding obvious pitfalls here.

3: Gameplay and other Considerations

It has been said by a former project lead that History is not an argument in itself. Of course Europa Universalis is a game, and the idea is to create an enjoyable experience rather than one that is always strictly faithful (and honestly, it is very rare that we have a clear enough picture of a past to even allow for that).

Sometimes we’ll be in situations where we choose what to portray and how, and the thing that decides this is the overall game design. The idea is not to put things in just for its own sake (though sometimes one likes to indulge, like with the birth of the state of Habsan if stars align correctly in western India) but to make an entertaining game. If you find something to be obviously divergent from how you think things should be it is not unlikely that such a decision was made.



That does not mean you shouldn’t ask us to change it however, the suggestions forum is a great place to do so, there are often things that have not yet been considered.


Databases, Setup and the Map:


Perhaps the most visible research work that goes into Europa Universalis is that to fill out the map. Many have called this game a map-painter and, though I would say there’s a bit more to it than that for me personally, the map is certainly where this game is played and where you can see most of your achievements.
The setup we have now has been worked on continuously since release and yet many parts of it are inherited from previous games. I cannot really speak for how research was done in previous installations but I do know a fair bit about how we do things now.

For the setup we’ve often come to use anything from historical atlases, to books on historical populations, to various other sources. Unlike the region based addition of content there is rarely one big source you can use to get a comprehensive picture of the entire world and era. Instead we have to rely on various historical maps, atlases and/or online databases. Both the suggestions forum and our beta-testers/researchers are great resources here as others have access to sources we do not, either because they speak other languages or because they have special interests. This is something I know well as before I joined the company I was myself involved on a volunteer basis to improve the depiction of India (both before the initial release of the game and for the general upgrade in the patch accompanying Art of War).

As before a grounding in the general era and place becomes crucial to tell good information from bad along with a willingness to keep adding and/or correcting things for the long term when we get better information. And as before the setup is also very much subject to gameplay considerations (this is why there are no wars in the world in 1444 for instance).

This was far from a complete overview of what historical research for Europa Universalis entails but an overview and an introduction that i hope has been an interesting read for all those of you who wished to know more of it :)

If you have any questions I will try to answer them in this thread. If reading this made you realize you have a pressing suggestion for things to improve then I would like to direct you towards the suggestions forum where we will be happy to read them.


As promised here are some examples of overview books used in the development of ‘El Dorado’ and ‘Mandate of Heaven’:


El Dorado:

The Cost of Courage in Aztec Society

Aztec Archeology and Ethnohistory

History of the Inca Realm


Mandate of Heaven:


Civil Examinations and Meritocracy in Late Imperial China

Cambridge History of Japan. Vol 6

That was all for today. Now I will be hitting the books and next week I will be back to talk a bit about what region is getting improved next...


This Development Diary was written by: Trin Tragula

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
Europa Universalis IV - BjornB


We just released a hotfix for 1.21, fixing the Ironman save to cloud bug, and a couple more.

############################################################## ######################### 1.21.1 ############################### ############################################################## - Fixed not being to save new Ironman games to cloud. - Manchu provinces now start with Feudalism again. - Qing now stopped from forming Yuan rather than Qin. - Fixed that AI Call to Arms acceptance from Aggressive Expansion was reversed. - Fixed Offer Condottieri dialog not shown for target player. - No longer blocked from renaming provinces in Single Player if the MP setting for renaming provinces is disabled. - Tributaries' allies can now be called into wars.

You can always revert your game to a previous version by following these instructions.

Please do not report any bugs in this thread. If you encounter any issues, then make a proper bug report in our bug report forum.

Thank you!
Europa Universalis IV - BjornB


We just released a hotfix for 1.21, fixing the Ironman save to cloud bug, and a couple more.

############################################################## ######################### 1.21.1 ############################### ############################################################## - Fixed not being to save new Ironman games to cloud. - Manchu provinces now start with Feudalism again. - Qing now stopped from forming Yuan rather than Qin. - Fixed that AI Call to Arms acceptance from Aggressive Expansion was reversed. - Fixed Offer Condottieri dialog not shown for target player. - No longer blocked from renaming provinces in Single Player if the MP setting for renaming provinces is disabled. - Tributaries' allies can now be called into wars.

You can always revert your game to a previous version by following these instructions.

Please do not report any bugs in this thread. If you encounter any issues, then make a proper bug report in our bug report forum.

Thank you!
Europa Universalis IV - BjornB
We are proud to present you with the latest free Update to Europa Universalis IV, quite close to the 1.20 Ming update. Saves from 1.20.x should work fine with 1.21, but as always: We strongly recommend starting new saves after an update to prevent unpleasant surprises.

You can always revert your game to a previous version by following these instructions.

############################################################## ######################### 1.21 ############################### ############################################################## ################### # Gamebalance ################### # Colonization - Colonies can no longer attack all neighboring primitives (and they are now protected against them by their overlord). - Colonies can now attack all independent nations with their capital in the New World (and are not protected against them by their overlord). # Diplomacy - You now need at least 12 months of war before you can unconditionally surrender. - Transfer Subject peace treaty can no longer be used on Tributaries. # Economy - Each development now provides 30 instead of 25 sailors. - Naval Tradition provides 20% faster sailor recovery instead of +10%. - Autononmy from Burghers Estate no longer impact sailors from development. # Governments - Lost Mandate now lasts for 20 years and in addition to its old effects it also reduces diplomacy gain and includes effects from being at 0 Mandate. - Losing Mandate now lowers stability by 2. - Having lost Mandate makes separatist rebels more likely. - The Unguarded Nomadic Frontier disaster will now progress more quickly. - Reforming society now requires ADM tech 8. # HRE - Subjects can no longer add provinces to the HRE. # Ideas & Policies - Strengthened the Naval Idea group. # Technology - Institutions will no longer spread automatically in Trade Company member provinces after the owning country due to the owner country embracing them. - Docks now comes before Shipyars in technology. # Units - Ships on the seas now have a sailors maintainance cost of about 2% each month. Some ideas and effects can reduce it. ################### # AI ################### # Diplomacy - Heavily reduced colonial AIs' desire to put vital interest everywhere. - Fixed issues with AI who wants to make you a Tributary not being aggressive/punishing enough when you decline. - Fixed that AI considering attacking a Tributary heavily underestimated power of the overlord if the latter would join. - Improved AI power balance estimates in war declaration logic. - AI Tributary States, Colonial Subjects, and Daimyo Vassals now build spy networks only on their own behalf (not for their overlord). - Improved risk evaluation for AI armies. - Added AI setting to Keep All Treaties. - AI nations might now join the HRE if they need the Emperor's protection and have a friendly attitude towards the Emperor. - AI now cares more about the Treaty of Tordesillas (especially when allied with claimant). - Fixed bug that caused AI to get way over allowed number of diplomatic relations. - Fixed that AI couldn't select peace treaties with a capped war score cost, if the uncapped cost was above 100%. - When the AI declares a war to punish for not accepting tributary status or refusing to pay tribute, they are now less eager to have peace. - AI now cares more about not getting above number of allowed relations (-50 instead of -20). - Tweaked AI somewhat to make a more diverse (less blobby) HRE. - AI HRE Emperor now acts more to release princes and return provinces to their rightful owners. - Fixed bug that caused AI to never leave a coalition. # Economy - AI now tries to reduce war exhaustion down to almost 0 when at peace. - AI can now go above budget to recruit enough troops for a siege (though not over force limit). # War - AI Tributaries no longer think their Overlord makes them safe when in important/critical wars. - Fixed case where AI naval transport could get stuck forever. - Fixed case where AI war allies could together siege down a fort, but not each individually, and both just stayed home. - Fixed issue where AI didn't send well needed reinforcements to battles. ################### # Interface ################### # Country - Fixed that only one personality was shown for foreign rulers in an elective monarchy. - Text telling you when you get your next favor now also lists the year. - Scrollbar scrolling speed now better adapted to amount of text in textboxes with scrollbars. - Government View: Improved absolutism tooltips. - Fixed that sorting by Liberty Desire in subjects view didn't work for all subject types. - Diplomacy view Personal Union relation tooltip now shows information about inheritance and chance to break free again. - Diplomacy view Tributary relation tooltip now shows Tributary information also on Tributary's screen. # Ledger - Improved devastation display on page 9 of the ledger. # Pop-ups - Added a separate popup for being dragged into a subject's war. # Provinces - State View: Improved tooltips for Raise Banners GUI elements. - State View: Banner GUI elements are now shown if you or the selected province's owner has the possibility to raise banners (Manchu as primary culture). - Added an option to disallow manual changes to province names in multiplayer. - Estimate for how much you will earn from making a state now also assumes you will make it a full core. # Tooltips - Fixed that coalition warning in peace view always said coalition would form against you, even when it should say them. - Fixed that coalition warning in peace view didn't show Tributaries or Daimyos. - "Embargo Rivals" subject interaction now has a separate tooltip for cancelling. - State Maintenance reduction values are now shown when building buildings with modifiers to State Maintenance. - War declaration dialog co-belligerent tooltips will now refer to either "ally" or the subject type name. - Fixed Demand Unlawful Territory acceptance (has a claim) tooltip missing province name. - Fixed that War declaration dialog co-belligerent tooltips refered to enemy allies as "the enemy Tributary/Colony/Daimyo" if they were a subject to someone else. - Added a warning to razing tooltip when you would not get any monarch power due to penalties. - Added more information about cavalry to infantry ratio in the military view tooltip for the value. - Reworded cavalry to infantry ratio to be more readable. ################### # Usermodding ################### # Buildings - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. # Defines - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. # Effects - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added add_next_institution_embracement = <int> province effect. # Logging - Error log now gets two backups ("error_old.log" and "error_old_old.log"). # Modifiers - Added new country modifier 'sailor_maintenance_modifer' - imperial_authority_value modifier now only affects HRE Authority. - imperial_mandate modifier instead added to affect Mandate. # Triggers - Fixed that "is_owned_by_trade_company = no" didn't take the "no" part. - Added is_potential_overlord and can_be_established to subject types, and can_be_overlord trigger, checking against the former. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - is_incident_active trigger now supports = any/yes/no/none. # Other - Scripted diplomatic actions (partially) supported, intended to allow for modded subject types. - variable_arithmetic_trigger allows for defining, adding, subtracting, multiplying, dividing and checking variables locally. ################### # Script ################### # Decisions - Can now form Manchu tag as long as you have Manchu culture, instead of having to be one of the three Jurchen tags. - Added Decision to form Great Yuan. - Decision to restore the Chinese Empire if held by someone not in China removed. - AI now even more reluctant to make the decision to fight Cossack revolters in the disloyal Cossack event for having angered the Cossack estate. # Events - Renamed Shushi-Gaku incident to Neo-Confucianism. - Timer for new shinto incident now counts from end of last incident instead of begining. - Price change event for chinaware now triggers at 5% trade share for a european power rather than 10%. - Bötger Event for reducing the price of Chinaware now requires the price to have gone up first (so that there is a demand for it). - Adjusted some price change events based on European demand to be more accessible for non-europeans if they own land in Europe. - Added new flavor events for Hungary. - Added event to allow Dai Viet to choose between Confucianism and Mahayana Buddhism in the early game for owners of Mandate of Heaven. - The Estate event Disloyal Cossacks will now only spawn peasant rebels and never nationalists. - The Russian flavor event for the Grand Embassy will now add a small amount of institution progress to the latest non-present institution in their capital. # Governments - If an outside power takes Kyoto and the old Shogunate retains other provinces they will now lose the Shogunate status and forfiet their Daimyo. As before a Daimyo can re-establish the Shogunate by conquering Kyoto. # Ideas - Added Great Yuan Ideas. # Modifiers - add_manpower with decimal values between (but not including) -1, 1 no longer means "fraction of max manpower". Use add_yearly_manpower for this purpose instead. - Updated scripts to use add_yearly_manpower instead of deprecated use of add_manpower to add percentage of total pool. - Empire of China now makes the Righteous personality invalid. # Setup - Capital of Changthang changed to Balkhuduk. - The Vistula Spit now extends all the way from Danzig to Königsberg. Marienburg and Ermland are no longer ports. - Split Moravia province into Brno and Olomouc - Split Breslau province into Breslau and Leignitz - Added Fejér province. - Added Belgrade province (Nándorfehérvár at start due to being owned by Hungary). - Added Trencin Province and redrew Slovakia slightly. - Renamed Ersekujvar to Hont in 1444. - Added Moravian revolter tag. - Corrected province assignment for the parts of the Chukotka peninsula that shows. - Fixed colormap problem near Rybinsk. - Adjusted the borders of Canton to be more clear. - Cleaned up province histories in Hungary - Pest is now and inland Center of Trade. - Socotra is now in Asia. - Changsheng is now properly the primary tag for the Zhuang culture. - Gyeongsung and Yukjin now start with Korean culture. - Manchu culture is now part of the Evenk culture group. ################### # Bugfixes ################### - Checks for allowing migration and provinces you can migrate to are now more consistent. - Fixed crash after deleting Custom Country after rulers were given random personalities. - New Ironman save files are now created when starting game instead of when selecting file name. - Spanish Philipines now cored at the apropriate date in historical starts. - Personality Event 49 will no longer have you inviting yourself to a party if you hold more than one throne. - Can no longer develop or build in undiscovered provinces. - Countries now get Parliaments when switching to government forms that have them enabled. - Corrected some triggers that looked for ruler instead of consort in consort_events.303 to 305. - Wanting subjects' provinces is now separate from wanting owned provinces. - Removed extra Cape in the province name of "Cape Cà Mau." - Expanded mechanic explanation for Shinto mechanic tooltip. - Autonomous rebel suppression no longer send units to hunt rebels in your Tributaries. - Fixed bug that could potentially allow incidents to trigger before the current incident had been seen to completion. - Fixed some typos in the Austrian mission, "Reclaim the Imperial Crown". - Fixed issue where achivements for an Ironman save could be disabled just after creating the save and quitting the game using Alt-F4. - Province/State View: Fixed missing localisation for "Culture". - Papal annulment popup should no longer claim that it is the pope who is getting a divorce. - Subject Interaction Event 40 "Rightful Ownership" will now refer to what province it targets and the AI will evaluate their decision to grant or retain it more carefully. - Gelre now properly has an heir in 1444. - Fixed colonial nations losing cores and/or disappearing when executing history. - Transfer Occupation window now gets closed when province view does. - Estimated arrival date for units will now be more correct. - Units will no longer lose movement progress to the next province on arrival. - Fixed renaming of files (including save files) not working on Windows if user account name contained special characters like "Ł". - Revolt popup now checks the owner of the province if the controller isn't real. - Improved selection of Byzantine Missions and Purple Phoenix Missions and made them more consistent in not targeting allies or vassals in all but a select few cases. - Moving capital will now clear estates from the new capital. - Popup for another country joining your trade league now uses more lines to avoid overflow. - Fixed bad unit position in Bohuslän. - Can no longer get "trading in" bonus for a trade good from an undiscovered trade node. - All of Karenni area now part of the Siam Trade node. - Noble disaster will no longer change government for Shogunate or Daimyo. - Ryuku no longer a subject of non-existant Ashikaga in the later start dates. Instead they are a subject of Tokugawa. - Fixed title of first Shimazu idea. - Fixed some duplicated province capital names in America. - More triggers and effects are now properly capitalized. - Added colors to spy network event effect tooltip. - Fixed wrong province used in description text for Shinto Event 3. - Ambition bonus now consistently written as that rather than 'Ambitions'. - Fixed battles not ending in some cases after a complete collapse of one side. - Qing now starts as a Celestial Empire after 1644.10.30. - Hindu events should now compensate you with some monarch power if you cannot benefit from their stat boosts. - Fixed faulty trigger in Nanban Incident that made it unable to trigger. - Event 9030 "Traveling Monk" will now only trigger for one province nations that might still care about such visitors. - The Shadow Kingdom now corresponds to new map areas better. - The Pope will no longer worry that he might catch himself doing espionage in the Seal of Confession event. - Independent Colonial Nations will no longer turn back to colonies if they should keep their independence when executing history. - Tooltip for inviting to trade league will no longer also complain about transferred trade power if the recipient is already in a league. - Estate event "Popular Religion" now blocked for Confucian countries. - Fixed issue that could make the Christianity in japan incident chain end prematurely. - Subjects no longer give their overlord the glory of owning all provinces of the subject's culture, and keep it for themselves instead. - Tooltip for free slots in macro builder province building list will now state the amount of buildings in the province too. - Japanese flavor event "Attempted Coup" now much more rare. - Fixed edict icon vanishing after opening a territory state window and then switching to a real state. - Added PS_WAR_TAXES_LIMIT_MIN (= 0 by default) to limit the minimum cost of war taxes. - kill_leader effect will no longer kill all leaders of a given type. - Fixed Tributaries not getting e.g. Conquest Casus Belli based on vassals' claims. - OSX/Linux: Fixed CTD when showing message regarding tributaries not able to pay their yearly tribute. - Fixed state view province list sort being very unruly. - Tributaries can now Vassalize other Tributaries. - Fixed Korea not having an old era for the confucian event about an old text. - Vassals of a country annexed by a Tributary now correctly goes to the Tributary and not their overlord. - Fixed CTD in CCountry::ClearRelations. - Province view buildings list button will no longer disappear if the institution window was open when vising the state view, and then got closed. - add_harmonized_religion tooltip will now correctly include the name of the religion. - Japanese Colonial Nation rebels will no longer secede from the CN to become daimyos of Japan. - Can no longer cancel Tributary Status while having a truce. - Tributaries can now upgrade their Government Rank. - Fixed regular (not territorial) cores sometimes disappearing when annexing countries. - A country's delayed events are now updated to the new tag when forming a new tag. - Pretender rebels from tribal succession crisis will now start with one province controlled. - Tribal succession crisis can now only trigger for hordes bigger than 3 provinces. - The War of the Roses event for lack of an heir will no longer trigger if you already have that personality. The infertile personality now counts as if you had the modifier given by this event for purposes of disaster progress after the year of 1455. - Buddhist nations now pay Diplomatic Power for taking provinces in peace deals. - Added checks to a few heir spawning events that lacked them for being lesser in union. - Countries will no longer think their tributaries contribute to their relative strength. - A Country will no longer consider its own colonies but not the enemy's in relative strength calculation. - Fixed that popup said regent (or consort regent) had died when a Unior Partner declared an independence war. - Fixed some inconsistencies in the reform society decision. - Fixed that Personal Union juniors kept their heir even when he/she succeeded to the throne. - No longer possible to cancel trade power transfer as a subject if Divert Trade is enabled. - Warnings and Guarantees now get cleared when entering a subject relation. - Fixed is_dynamic_tag trigger returning wrong value when used with NOT. - Can no longer call in allies in a voluntary subject relationship against their overlord. - Fixed some provinces belonging to both Gulf of St Lawrence and Hudson Bay Trade nodes. - Fixed bad scoping in ai idea weights. - Can now only scorch earth in provinces either controlled by you or owned by your enemies. - Fixed bug where Ming would accidentally forcibly convert all christians under their rule, regardless of how many and where in the world they reside. - Fixed crash in COfferCondottieriAction. - OSX/Linux: Fixed crash when events were fired by Incidents.
Europa Universalis IV - BjornB
We are proud to present you with the latest free Update to Europa Universalis IV, quite close to the 1.20 Ming update. Saves from 1.20.x should work fine with 1.21, but as always: We strongly recommend starting new saves after an update to prevent unpleasant surprises.

You can always revert your game to a previous version by following these instructions.

############################################################## ######################### 1.21 ############################### ############################################################## ################### # Gamebalance ################### # Colonization - Colonies can no longer attack all neighboring primitives (and they are now protected against them by their overlord). - Colonies can now attack all independent nations with their capital in the New World (and are not protected against them by their overlord). # Diplomacy - You now need at least 12 months of war before you can unconditionally surrender. - Transfer Subject peace treaty can no longer be used on Tributaries. # Economy - Each development now provides 30 instead of 25 sailors. - Naval Tradition provides 20% faster sailor recovery instead of +10%. - Autononmy from Burghers Estate no longer impact sailors from development. # Governments - Lost Mandate now lasts for 20 years and in addition to its old effects it also reduces diplomacy gain and includes effects from being at 0 Mandate. - Losing Mandate now lowers stability by 2. - Having lost Mandate makes separatist rebels more likely. - The Unguarded Nomadic Frontier disaster will now progress more quickly. - Reforming society now requires ADM tech 8. # HRE - Subjects can no longer add provinces to the HRE. # Ideas & Policies - Strengthened the Naval Idea group. # Technology - Institutions will no longer spread automatically in Trade Company member provinces after the owning country due to the owner country embracing them. - Docks now comes before Shipyars in technology. # Units - Ships on the seas now have a sailors maintainance cost of about 2% each month. Some ideas and effects can reduce it. ################### # AI ################### # Diplomacy - Heavily reduced colonial AIs' desire to put vital interest everywhere. - Fixed issues with AI who wants to make you a Tributary not being aggressive/punishing enough when you decline. - Fixed that AI considering attacking a Tributary heavily underestimated power of the overlord if the latter would join. - Improved AI power balance estimates in war declaration logic. - AI Tributary States, Colonial Subjects, and Daimyo Vassals now build spy networks only on their own behalf (not for their overlord). - Improved risk evaluation for AI armies. - Added AI setting to Keep All Treaties. - AI nations might now join the HRE if they need the Emperor's protection and have a friendly attitude towards the Emperor. - AI now cares more about the Treaty of Tordesillas (especially when allied with claimant). - Fixed bug that caused AI to get way over allowed number of diplomatic relations. - Fixed that AI couldn't select peace treaties with a capped war score cost, if the uncapped cost was above 100%. - When the AI declares a war to punish for not accepting tributary status or refusing to pay tribute, they are now less eager to have peace. - AI now cares more about not getting above number of allowed relations (-50 instead of -20). - Tweaked AI somewhat to make a more diverse (less blobby) HRE. - AI HRE Emperor now acts more to release princes and return provinces to their rightful owners. - Fixed bug that caused AI to never leave a coalition. # Economy - AI now tries to reduce war exhaustion down to almost 0 when at peace. - AI can now go above budget to recruit enough troops for a siege (though not over force limit). # War - AI Tributaries no longer think their Overlord makes them safe when in important/critical wars. - Fixed case where AI naval transport could get stuck forever. - Fixed case where AI war allies could together siege down a fort, but not each individually, and both just stayed home. - Fixed issue where AI didn't send well needed reinforcements to battles. ################### # Interface ################### # Country - Fixed that only one personality was shown for foreign rulers in an elective monarchy. - Text telling you when you get your next favor now also lists the year. - Scrollbar scrolling speed now better adapted to amount of text in textboxes with scrollbars. - Government View: Improved absolutism tooltips. - Fixed that sorting by Liberty Desire in subjects view didn't work for all subject types. - Diplomacy view Personal Union relation tooltip now shows information about inheritance and chance to break free again. - Diplomacy view Tributary relation tooltip now shows Tributary information also on Tributary's screen. # Ledger - Improved devastation display on page 9 of the ledger. # Pop-ups - Added a separate popup for being dragged into a subject's war. # Provinces - State View: Improved tooltips for Raise Banners GUI elements. - State View: Banner GUI elements are now shown if you or the selected province's owner has the possibility to raise banners (Manchu as primary culture). - Added an option to disallow manual changes to province names in multiplayer. - Estimate for how much you will earn from making a state now also assumes you will make it a full core. # Tooltips - Fixed that coalition warning in peace view always said coalition would form against you, even when it should say them. - Fixed that coalition warning in peace view didn't show Tributaries or Daimyos. - "Embargo Rivals" subject interaction now has a separate tooltip for cancelling. - State Maintenance reduction values are now shown when building buildings with modifiers to State Maintenance. - War declaration dialog co-belligerent tooltips will now refer to either "ally" or the subject type name. - Fixed Demand Unlawful Territory acceptance (has a claim) tooltip missing province name. - Fixed that War declaration dialog co-belligerent tooltips refered to enemy allies as "the enemy Tributary/Colony/Daimyo" if they were a subject to someone else. - Added a warning to razing tooltip when you would not get any monarch power due to penalties. - Added more information about cavalry to infantry ratio in the military view tooltip for the value. - Reworded cavalry to infantry ratio to be more readable. ################### # Usermodding ################### # Buildings - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. # Defines - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. # Effects - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added add_next_institution_embracement = <int> province effect. # Logging - Error log now gets two backups ("error_old.log" and "error_old_old.log"). # Modifiers - Added new country modifier 'sailor_maintenance_modifer' - imperial_authority_value modifier now only affects HRE Authority. - imperial_mandate modifier instead added to affect Mandate. # Triggers - Fixed that "is_owned_by_trade_company = no" didn't take the "no" part. - Added is_potential_overlord and can_be_established to subject types, and can_be_overlord trigger, checking against the former. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - is_incident_active trigger now supports = any/yes/no/none. # Other - Scripted diplomatic actions (partially) supported, intended to allow for modded subject types. - variable_arithmetic_trigger allows for defining, adding, subtracting, multiplying, dividing and checking variables locally. ################### # Script ################### # Decisions - Can now form Manchu tag as long as you have Manchu culture, instead of having to be one of the three Jurchen tags. - Added Decision to form Great Yuan. - Decision to restore the Chinese Empire if held by someone not in China removed. - AI now even more reluctant to make the decision to fight Cossack revolters in the disloyal Cossack event for having angered the Cossack estate. # Events - Renamed Shushi-Gaku incident to Neo-Confucianism. - Timer for new shinto incident now counts from end of last incident instead of begining. - Price change event for chinaware now triggers at 5% trade share for a european power rather than 10%. - Bötger Event for reducing the price of Chinaware now requires the price to have gone up first (so that there is a demand for it). - Adjusted some price change events based on European demand to be more accessible for non-europeans if they own land in Europe. - Added new flavor events for Hungary. - Added event to allow Dai Viet to choose between Confucianism and Mahayana Buddhism in the early game for owners of Mandate of Heaven. - The Estate event Disloyal Cossacks will now only spawn peasant rebels and never nationalists. - The Russian flavor event for the Grand Embassy will now add a small amount of institution progress to the latest non-present institution in their capital. # Governments - If an outside power takes Kyoto and the old Shogunate retains other provinces they will now lose the Shogunate status and forfiet their Daimyo. As before a Daimyo can re-establish the Shogunate by conquering Kyoto. # Ideas - Added Great Yuan Ideas. # Modifiers - add_manpower with decimal values between (but not including) -1, 1 no longer means "fraction of max manpower". Use add_yearly_manpower for this purpose instead. - Updated scripts to use add_yearly_manpower instead of deprecated use of add_manpower to add percentage of total pool. - Empire of China now makes the Righteous personality invalid. # Setup - Capital of Changthang changed to Balkhuduk. - The Vistula Spit now extends all the way from Danzig to Königsberg. Marienburg and Ermland are no longer ports. - Split Moravia province into Brno and Olomouc - Split Breslau province into Breslau and Leignitz - Added Fejér province. - Added Belgrade province (Nándorfehérvár at start due to being owned by Hungary). - Added Trencin Province and redrew Slovakia slightly. - Renamed Ersekujvar to Hont in 1444. - Added Moravian revolter tag. - Corrected province assignment for the parts of the Chukotka peninsula that shows. - Fixed colormap problem near Rybinsk. - Adjusted the borders of Canton to be more clear. - Cleaned up province histories in Hungary - Pest is now and inland Center of Trade. - Socotra is now in Asia. - Changsheng is now properly the primary tag for the Zhuang culture. - Gyeongsung and Yukjin now start with Korean culture. - Manchu culture is now part of the Evenk culture group. ################### # Bugfixes ################### - Checks for allowing migration and provinces you can migrate to are now more consistent. - Fixed crash after deleting Custom Country after rulers were given random personalities. - New Ironman save files are now created when starting game instead of when selecting file name. - Spanish Philipines now cored at the apropriate date in historical starts. - Personality Event 49 will no longer have you inviting yourself to a party if you hold more than one throne. - Can no longer develop or build in undiscovered provinces. - Countries now get Parliaments when switching to government forms that have them enabled. - Corrected some triggers that looked for ruler instead of consort in consort_events.303 to 305. - Wanting subjects' provinces is now separate from wanting owned provinces. - Removed extra Cape in the province name of "Cape Cà Mau." - Expanded mechanic explanation for Shinto mechanic tooltip. - Autonomous rebel suppression no longer send units to hunt rebels in your Tributaries. - Fixed bug that could potentially allow incidents to trigger before the current incident had been seen to completion. - Fixed some typos in the Austrian mission, "Reclaim the Imperial Crown". - Fixed issue where achivements for an Ironman save could be disabled just after creating the save and quitting the game using Alt-F4. - Province/State View: Fixed missing localisation for "Culture". - Papal annulment popup should no longer claim that it is the pope who is getting a divorce. - Subject Interaction Event 40 "Rightful Ownership" will now refer to what province it targets and the AI will evaluate their decision to grant or retain it more carefully. - Gelre now properly has an heir in 1444. - Fixed colonial nations losing cores and/or disappearing when executing history. - Transfer Occupation window now gets closed when province view does. - Estimated arrival date for units will now be more correct. - Units will no longer lose movement progress to the next province on arrival. - Fixed renaming of files (including save files) not working on Windows if user account name contained special characters like "Ł". - Revolt popup now checks the owner of the province if the controller isn't real. - Improved selection of Byzantine Missions and Purple Phoenix Missions and made them more consistent in not targeting allies or vassals in all but a select few cases. - Moving capital will now clear estates from the new capital. - Popup for another country joining your trade league now uses more lines to avoid overflow. - Fixed bad unit position in Bohuslän. - Can no longer get "trading in" bonus for a trade good from an undiscovered trade node. - All of Karenni area now part of the Siam Trade node. - Noble disaster will no longer change government for Shogunate or Daimyo. - Ryuku no longer a subject of non-existant Ashikaga in the later start dates. Instead they are a subject of Tokugawa. - Fixed title of first Shimazu idea. - Fixed some duplicated province capital names in America. - More triggers and effects are now properly capitalized. - Added colors to spy network event effect tooltip. - Fixed wrong province used in description text for Shinto Event 3. - Ambition bonus now consistently written as that rather than 'Ambitions'. - Fixed battles not ending in some cases after a complete collapse of one side. - Qing now starts as a Celestial Empire after 1644.10.30. - Hindu events should now compensate you with some monarch power if you cannot benefit from their stat boosts. - Fixed faulty trigger in Nanban Incident that made it unable to trigger. - Event 9030 "Traveling Monk" will now only trigger for one province nations that might still care about such visitors. - The Shadow Kingdom now corresponds to new map areas better. - The Pope will no longer worry that he might catch himself doing espionage in the Seal of Confession event. - Independent Colonial Nations will no longer turn back to colonies if they should keep their independence when executing history. - Tooltip for inviting to trade league will no longer also complain about transferred trade power if the recipient is already in a league. - Estate event "Popular Religion" now blocked for Confucian countries. - Fixed issue that could make the Christianity in japan incident chain end prematurely. - Subjects no longer give their overlord the glory of owning all provinces of the subject's culture, and keep it for themselves instead. - Tooltip for free slots in macro builder province building list will now state the amount of buildings in the province too. - Japanese flavor event "Attempted Coup" now much more rare. - Fixed edict icon vanishing after opening a territory state window and then switching to a real state. - Added PS_WAR_TAXES_LIMIT_MIN (= 0 by default) to limit the minimum cost of war taxes. - kill_leader effect will no longer kill all leaders of a given type. - Fixed Tributaries not getting e.g. Conquest Casus Belli based on vassals' claims. - OSX/Linux: Fixed CTD when showing message regarding tributaries not able to pay their yearly tribute. - Fixed state view province list sort being very unruly. - Tributaries can now Vassalize other Tributaries. - Fixed Korea not having an old era for the confucian event about an old text. - Vassals of a country annexed by a Tributary now correctly goes to the Tributary and not their overlord. - Fixed CTD in CCountry::ClearRelations. - Province view buildings list button will no longer disappear if the institution window was open when vising the state view, and then got closed. - add_harmonized_religion tooltip will now correctly include the name of the religion. - Japanese Colonial Nation rebels will no longer secede from the CN to become daimyos of Japan. - Can no longer cancel Tributary Status while having a truce. - Tributaries can now upgrade their Government Rank. - Fixed regular (not territorial) cores sometimes disappearing when annexing countries. - A country's delayed events are now updated to the new tag when forming a new tag. - Pretender rebels from tribal succession crisis will now start with one province controlled. - Tribal succession crisis can now only trigger for hordes bigger than 3 provinces. - The War of the Roses event for lack of an heir will no longer trigger if you already have that personality. The infertile personality now counts as if you had the modifier given by this event for purposes of disaster progress after the year of 1455. - Buddhist nations now pay Diplomatic Power for taking provinces in peace deals. - Added checks to a few heir spawning events that lacked them for being lesser in union. - Countries will no longer think their tributaries contribute to their relative strength. - A Country will no longer consider its own colonies but not the enemy's in relative strength calculation. - Fixed that popup said regent (or consort regent) had died when a Unior Partner declared an independence war. - Fixed some inconsistencies in the reform society decision. - Fixed that Personal Union juniors kept their heir even when he/she succeeded to the throne. - No longer possible to cancel trade power transfer as a subject if Divert Trade is enabled. - Warnings and Guarantees now get cleared when entering a subject relation. - Fixed is_dynamic_tag trigger returning wrong value when used with NOT. - Can no longer call in allies in a voluntary subject relationship against their overlord. - Fixed some provinces belonging to both Gulf of St Lawrence and Hudson Bay Trade nodes. - Fixed bad scoping in ai idea weights. - Can now only scorch earth in provinces either controlled by you or owned by your enemies. - Fixed bug where Ming would accidentally forcibly convert all christians under their rule, regardless of how many and where in the world they reside. - Fixed crash in COfferCondottieriAction. - OSX/Linux: Fixed crash when events were fired by Incidents.
Europa Universalis IV - BjornB
Good day all. With the team putting the final touches on the 1.21 Hungary Update which will be released soon™ I'll be posting today's Dev Diary to take my mind off of the traditional Swedish April Snowfall.


Now last week we had a really meaty dev diary on the changes coming in 1.21, so today I'll take the liberty of posting the changelog and those inclined can comb through for all the details.

############################################################## ######################### 1.21 ############################### ############################################################## ################### # Gamebalance ################### # Colonization - Colonies can no longer attack all neighboring primitives (and they are now protected against them by their overlord). - Colonies can now attack all independent nations with their capital in the New World (and are not protected against them by their overlord). # Diplomacy - You now need at least 12 months of war before you can unconditionally surrender. - Transfer Subject peace treaty can no longer be used on Tributaries. # Economy - Each development now provides 30 instead of 25 sailors. - Naval Tradition provides 20% faster sailor recovery instead of +10%. - Autononmy from Burghers Estate no longer impact sailors from development. # Governments - Lost Mandate now lasts for 20 years and in addition to its old effects it also reduces diplomacy gain and includes effects from being at 0 Mandate. - Losing Mandate now lowers stability by 2. - Having lost Mandate makes separatist rebels more likely. - The Unguarded Nomadic Frontier disaster will now progress more quickly. - Reforming society now requires ADM tech 8. # HRE - Subjects can no longer add provinces to the HRE. # Ideas & Policies - Strengthened the Naval Idea group. # Technology - Institutions will no longer spread automatically in Trade Company member provinces after the owning country due to the owner country embracing them. - Docks now comes before Shipyars in technology. # Units - Ships on the seas now have a sailors maintainance cost of about 2% each month. Some ideas and effects can reduce it. ################### # AI ################### # Diplomacy - Heavily reduced colonial AIs' desire to put vital interest everywhere. - Fixed issues with AI who wants to make you a Tributary not being aggressive/punishing enough when you decline. - Fixed that AI considering attacking a Tributary heavily underestimated power of the overlord if the latter would join. - Improved AI power balance estimates in war declaration logic. - AI Tributary States, Colonial Subjects, and Daimyo Vassals now build spy networks only on their own behalf (not for their overlord). - Improved risk evaluation for AI armies. - Added AI setting to Keep All Treaties. - AI nations might now join the HRE if they need the Emperor's protection and have a friendly attitude towards the Emperor. - AI now cares more about the Treaty of Tordesillas (especially when allied with claimant). - Fixed bug that caused AI to get way over allowed number of diplomatic relations. - Fixed that AI couldn't select peace treaties with a capped war score cost, if the uncapped cost was above 100%. - When the AI declares a war to punish for not accepting tributary status or refusing to pay tribute, they are now less eager to have peace. - AI now cares more about not getting above number of allowed relations (-50 instead of -20). - Tweaked AI somewhat to make a more diverse (less blobby) HRE. - AI HRE Emperor now acts more to release princes and return provinces to their rightful owners. - Fixed bug that caused AI to never leave a coalition. # Economy - AI now tries to reduce war exhaustion down to almost 0 when at peace. - AI can now go above budget to recruit enough troops for a siege (though not over force limit). # War - AI Tributaries no longer think their Overlord makes them safe when in important/critical wars. - Fixed case where AI naval transport could get stuck forever. - Fixed case where AI war allies could together siege down a fort, but not each individually, and both just stayed home. - Fixed issue where AI didn't send well needed reinforcements to battles. ################### # Interface ################### # Country - Fixed that only one personality was shown for foreign rulers in an elective monarchy. - Text telling you when you get your next favor now also lists the year. - Scrollbar scrolling speed now better adapted to amount of text in textboxes with scrollbars. - Government View: Improved absolutism tooltips. - Fixed that sorting by Liberty Desire in subjects view didn't work for all subject types. - Diplomacy view Personal Union relation tooltip now shows information about inheritance and chance to break free again. - Diplomacy view Tributary relation tooltip now shows Tributary information also on Tributary's screen. # Ledger - Improved devastation display on page 9 of the ledger. # Pop-ups - Added a separate popup for being dragged into a subject's war. # Provinces - State View: Improved tooltips for Raise Banners GUI elements. - State View: Banner GUI elements are now shown if you or the selected province's owner has the possibility to raise banners (Manchu as primary culture). - Added an option to disallow manual changes to province names in multiplayer. - Estimate for how much you will earn from making a state now also assumes you will make it a full core. # Tooltips - Fixed that coalition warning in peace view always said coalition would form against you, even when it should say them. - Fixed that coalition warning in peace view didn't show Tributaries or Daimyos. - "Embargo Rivals" subject interaction now has a separate tooltip for cancelling. - State Maintenance reduction values are now shown when building buildings with modifiers to State Maintenance. - War declaration dialog co-belligerent tooltips will now refer to either "ally" or the subject type name. - Fixed Demand Unlawful Territory acceptance (has a claim) tooltip missing province name. - Fixed that War declaration dialog co-belligerent tooltips refered to enemy allies as "the enemy Tributary/Colony/Daimyo" if they were a subject to someone else. - Added a warning to razing tooltip when you would not get any monarch power due to penalties. - Added more information about cavalry to infantry ratio in the military view tooltip for the value. - Reworded cavalry to infantry ratio to be more readable. ################### # Usermodding ################### # Buildings - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. # Defines - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. # Effects - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added add_next_institution_embracement = <int> province effect. # Logging - Error log now gets two backups ("error_old.log" and "error_old_old.log"). # Modifiers - Added new country modifier 'sailor_maintenance_modifer' - imperial_authority_value modifier now only affects HRE Authority. - imperial_mandate modifier instead added to affect Mandate. # Triggers - Fixed that "is_owned_by_trade_company = no" didn't take the "no" part. - Added is_potential_overlord and can_be_established to subject types, and can_be_overlord trigger, checking against the former. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - is_incident_active trigger now supports = any/yes/no/none. # Other - Scripted diplomatic actions (partially) supported, intended to allow for modded subject types. - variable_arithmetic_trigger allows for defining, adding, subtracting, multiplying, dividing and checking variables locally. ################### # Script ################### # Decisions - Can now form Manchu tag as long as you have Manchu culture, instead of having to be one of the three Jurchen tags. - Added Decision to form Great Yuan. - Decision to restore the Chinese Empire if held by someone not in China removed. - AI now even more reluctant to make the decision to fight Cossack revolters in the disloyal Cossack event for having angered the Cossack estate. # Events - Renamed Shushi-Gaku incident to Neo-Confucianism. - Timer for new shinto incident now counts from end of last incident instead of begining. - Price change event for chinaware now triggers at 5% trade share for a european power rather than 10%. - Bötger Event for reducing the price of Chinaware now requires the price to have gone up first (so that there is a demand for it). - Adjusted some price change events based on European demand to be more accessible for non-europeans if they own land in Europe. - Added new flavor events for Hungary. - Added event to allow Dai Viet to choose between Confucianism and Mahayana Buddhism in the early game for owners of Mandate of Heaven. - The Estate event Disloyal Cossacks will now only spawn peasant rebels and never nationalists. - The Russian flavor event for the Grand Embassy will now add a small amount of institution progress to the latest non-present institution in their capital. # Governments - If an outside power takes Kyoto and the old Shogunate retains other provinces they will now lose the Shogunate status and forfiet their Daimyo. As before a Daimyo can re-establish the Shogunate by conquering Kyoto. # Ideas - Added Great Yuan Ideas. # Modifiers - add_manpower with decimal values between (but not including) -1, 1 no longer means "fraction of max manpower". Use add_yearly_manpower for this purpose instead. - Updated scripts to use add_yearly_manpower instead of deprecated use of add_manpower to add percentage of total pool. - Empire of China now makes the Righteous personality invalid. # Setup - Capital of Changthang changed to Balkhuduk. - The Vistula Spit now extends all the way from Danzig to Königsberg. Marienburg and Ermland are no longer ports. - Split Moravia province into Brno and Olomouc - Split Breslau province into Breslau and Leignitz - Added Fejér province. - Added Belgrade province (Nándorfehérvár at start due to being owned by Hungary). - Added Trencin Province and redrew Slovakia slightly. - Renamed Ersekujvar to Hont in 1444. - Added Moravian revolter tag. - Corrected province assignment for the parts of the Chukotka peninsula that shows. - Fixed colormap problem near Rybinsk. - Adjusted the borders of Canton to be more clear. - Cleaned up province histories in Hungary - Pest is now and inland Center of Trade. - Socotra is now in Asia. - Changsheng is now properly the primary tag for the Zhuang culture. - Gyeongsung and Yukjin now start with Korean culture. - Manchu culture is now part of the Evenk culture group. ################### # Bugfixes ################### - Checks for allowing migration and provinces you can migrate to are now more consistent. - Fixed crash after deleting Custom Country after rulers were given random personalities. - New Ironman save files are now created when starting game instead of when selecting file name. - Spanish Philipines now cored at the apropriate date in historical starts. - Personality Event 49 will no longer have you inviting yourself to a party if you hold more than one throne. - Can no longer develop or build in undiscovered provinces. - Countries now get Parliaments when switching to government forms that have them enabled. - Corrected some triggers that looked for ruler instead of consort in consort_events.303 to 305. - Wanting subjects' provinces is now separate from wanting owned provinces. - Removed extra Cape in the province name of "Cape Cà Mau." - Expanded mechanic explanation for Shinto mechanic tooltip. - Autonomous rebel suppression no longer send units to hunt rebels in your Tributaries. - Fixed bug that could potentially allow incidents to trigger before the current incident had been seen to completion. - Fixed some typos in the Austrian mission, "Reclaim the Imperial Crown". - Fixed issue where achivements for an Ironman save could be disabled just after creating the save and quitting the game using Alt-F4. - Province/State View: Fixed missing localisation for "Culture". - Papal annulment popup should no longer claim that it is the pope who is getting a divorce. - Subject Interaction Event 40 "Rightful Ownership" will now refer to what province it targets and the AI will evaluate their decision to grant or retain it more carefully. - Gelre now properly has an heir in 1444. - Fixed colonial nations losing cores and/or disappearing when executing history. - Transfer Occupation window now gets closed when province view does. - Estimated arrival date for units will now be more correct. - Units will no longer lose movement progress to the next province on arrival. - Fixed renaming of files (including save files) not working on Windows if user account name contained special characters like "Ł". - Revolt popup now checks the owner of the province if the controller isn't real. - Improved selection of Byzantine Missions and Purple Phoenix Missions and made them more consistent in not targeting allies or vassals in all but a select few cases. - Moving capital will now clear estates from the new capital. - Popup for another country joining your trade league now uses more lines to avoid overflow. - Fixed bad unit position in Bohuslän. - Can no longer get "trading in" bonus for a trade good from an undiscovered trade node. - All of Karenni area now part of the Siam Trade node. - Noble disaster will no longer change government for Shogunate or Daimyo. - Ryuku no longer a subject of non-existant Ashikaga in the later start dates. Instead they are a subject of Tokugawa. - Fixed title of first Shimazu idea. - Fixed some duplicated province capital names in America. - More triggers and effects are now properly capitalized. - Added colors to spy network event effect tooltip. - Fixed wrong province used in description text for Shinto Event 3. - Ambition bonus now consistently written as that rather than 'Ambitions'. - Fixed battles not ending in some cases after a complete collapse of one side. - Qing now starts as a Celestial Empire after 1644.10.30. - Hindu events should now compensate you with some monarch power if you cannot benefit from their stat boosts. - Fixed faulty trigger in Nanban Incident that made it unable to trigger. - Event 9030 "Traveling Monk" will now only trigger for one province nations that might still care about such visitors. - The Shadow Kingdom now corresponds to new map areas better. - The Pope will no longer worry that he might catch himself doing espionage in the Seal of Confession event. - Independent Colonial Nations will no longer turn back to colonies if they should keep their independence when executing history. - Tooltip for inviting to trade league will no longer also complain about transferred trade power if the recipient is already in a league. - Estate event "Popular Religion" now blocked for Confucian countries. - Fixed issue that could make the Christianity in japan incident chain end prematurely. - Subjects no longer give their overlord the glory of owning all provinces of the subject's culture, and keep it for themselves instead. - Tooltip for free slots in macro builder province building list will now state the amount of buildings in the province too. - Japanese flavor event "Attempted Coup" now much more rare. - Fixed edict icon vanishing after opening a territory state window and then switching to a real state. - Added PS_WAR_TAXES_LIMIT_MIN (= 0 by default) to limit the minimum cost of war taxes. - kill_leader effect will no longer kill all leaders of a given type. - Fixed Tributaries not getting e.g. Conquest Casus Belli based on vassals' claims. - OSX/Linux: Fixed CTD when showing message regarding tributaries not able to pay their yearly tribute. - Fixed state view province list sort being very unruly. - Tributaries can now Vassalize other Tributaries. - Fixed Korea not having an old era for the confucian event about an old text. - Vassals of a country annexed by a Tributary now correctly goes to the Tributary and not their overlord. - Fixed CTD in CCountry::ClearRelations. - Province view buildings list button will no longer disappear if the institution window was open when vising the state view, and then got closed. - add_harmonized_religion tooltip will now correctly include the name of the religion. - Japanese Colonial Nation rebels will no longer secede from the CN to become daimyos of Japan. - Can no longer cancel Tributary Status while having a truce. - Tributaries can now upgrade their Government Rank. - Fixed regular (not territorial) cores sometimes disappearing when annexing countries. - A country's delayed events are now updated to the new tag when forming a new tag. - Pretender rebels from tribal succession crisis will now start with one province controlled. - Tribal succession crisis can now only trigger for hordes bigger than 3 provinces. - The War of the Roses event for lack of an heir will no longer trigger if you already have that personality. The infertile personality now counts as if you had the modifier given by this event for purposes of disaster progress after the year of 1455. - Buddhist nations now pay Diplomatic Power for taking provinces in peace deals. - Added checks to a few heir spawning events that lacked them for being lesser in union. - Countries will no longer think their tributaries contribute to their relative strength. - A Country will no longer consider its own colonies but not the enemy's in relative strength calculation. - Fixed that popup said regent (or consort regent) had died when a Unior Partner declared an independence war. - Fixed some inconsistencies in the reform society decision. - Fixed that Personal Union juniors kept their heir even when he/she succeeded to the throne. - No longer possible to cancel trade power transfer as a subject if Divert Trade is enabled. - Warnings and Guarantees now get cleared when entering a subject relation. - Fixed is_dynamic_tag trigger returning wrong value when used with NOT. - Can no longer call in allies in a voluntary subject relationship against their overlord. - Fixed some provinces belonging to both Gulf of St Lawrence and Hudson Bay Trade nodes. - Fixed bad scoping in ai idea weights. - Can now only scorch earth in provinces either controlled by you or owned by your enemies. - Fixed bug where Ming would accidentally forcibly convert all christians under their rule, regardless of how many and where in the world they reside. - Fixed crash in COfferCondottieriAction.


But for those not so interested in reading through our notes, I've got two things: firstly, today at 1500 CEST we shall be streaming to show off the Hungary Update instead of our regular Multiplayer Session.

Secondly, due to the multiplayer dev-clash campaign ending, we have spent our last Friday Social Hour planning out the next session and assigning players to their fates.


What awaits them? What are the colours on the map and why are there markers on it? What has tickled Groogy's funnybone? All this and more shall be explained in due course.

Next week, Trin Tragula will return to talk about the research process behind our games, a topic which has been asked about many times from the community

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
Europa Universalis IV - BjornB
Good day all. With the team putting the final touches on the 1.21 Hungary Update which will be released soon™ I'll be posting today's Dev Diary to take my mind off of the traditional Swedish April Snowfall.


Now last week we had a really meaty dev diary on the changes coming in 1.21, so today I'll take the liberty of posting the changelog and those inclined can comb through for all the details.

############################################################## ######################### 1.21 ############################### ############################################################## ################### # Gamebalance ################### # Colonization - Colonies can no longer attack all neighboring primitives (and they are now protected against them by their overlord). - Colonies can now attack all independent nations with their capital in the New World (and are not protected against them by their overlord). # Diplomacy - You now need at least 12 months of war before you can unconditionally surrender. - Transfer Subject peace treaty can no longer be used on Tributaries. # Economy - Each development now provides 30 instead of 25 sailors. - Naval Tradition provides 20% faster sailor recovery instead of +10%. - Autononmy from Burghers Estate no longer impact sailors from development. # Governments - Lost Mandate now lasts for 20 years and in addition to its old effects it also reduces diplomacy gain and includes effects from being at 0 Mandate. - Losing Mandate now lowers stability by 2. - Having lost Mandate makes separatist rebels more likely. - The Unguarded Nomadic Frontier disaster will now progress more quickly. - Reforming society now requires ADM tech 8. # HRE - Subjects can no longer add provinces to the HRE. # Ideas & Policies - Strengthened the Naval Idea group. # Technology - Institutions will no longer spread automatically in Trade Company member provinces after the owning country due to the owner country embracing them. - Docks now comes before Shipyars in technology. # Units - Ships on the seas now have a sailors maintainance cost of about 2% each month. Some ideas and effects can reduce it. ################### # AI ################### # Diplomacy - Heavily reduced colonial AIs' desire to put vital interest everywhere. - Fixed issues with AI who wants to make you a Tributary not being aggressive/punishing enough when you decline. - Fixed that AI considering attacking a Tributary heavily underestimated power of the overlord if the latter would join. - Improved AI power balance estimates in war declaration logic. - AI Tributary States, Colonial Subjects, and Daimyo Vassals now build spy networks only on their own behalf (not for their overlord). - Improved risk evaluation for AI armies. - Added AI setting to Keep All Treaties. - AI nations might now join the HRE if they need the Emperor's protection and have a friendly attitude towards the Emperor. - AI now cares more about the Treaty of Tordesillas (especially when allied with claimant). - Fixed bug that caused AI to get way over allowed number of diplomatic relations. - Fixed that AI couldn't select peace treaties with a capped war score cost, if the uncapped cost was above 100%. - When the AI declares a war to punish for not accepting tributary status or refusing to pay tribute, they are now less eager to have peace. - AI now cares more about not getting above number of allowed relations (-50 instead of -20). - Tweaked AI somewhat to make a more diverse (less blobby) HRE. - AI HRE Emperor now acts more to release princes and return provinces to their rightful owners. - Fixed bug that caused AI to never leave a coalition. # Economy - AI now tries to reduce war exhaustion down to almost 0 when at peace. - AI can now go above budget to recruit enough troops for a siege (though not over force limit). # War - AI Tributaries no longer think their Overlord makes them safe when in important/critical wars. - Fixed case where AI naval transport could get stuck forever. - Fixed case where AI war allies could together siege down a fort, but not each individually, and both just stayed home. - Fixed issue where AI didn't send well needed reinforcements to battles. ################### # Interface ################### # Country - Fixed that only one personality was shown for foreign rulers in an elective monarchy. - Text telling you when you get your next favor now also lists the year. - Scrollbar scrolling speed now better adapted to amount of text in textboxes with scrollbars. - Government View: Improved absolutism tooltips. - Fixed that sorting by Liberty Desire in subjects view didn't work for all subject types. - Diplomacy view Personal Union relation tooltip now shows information about inheritance and chance to break free again. - Diplomacy view Tributary relation tooltip now shows Tributary information also on Tributary's screen. # Ledger - Improved devastation display on page 9 of the ledger. # Pop-ups - Added a separate popup for being dragged into a subject's war. # Provinces - State View: Improved tooltips for Raise Banners GUI elements. - State View: Banner GUI elements are now shown if you or the selected province's owner has the possibility to raise banners (Manchu as primary culture). - Added an option to disallow manual changes to province names in multiplayer. - Estimate for how much you will earn from making a state now also assumes you will make it a full core. # Tooltips - Fixed that coalition warning in peace view always said coalition would form against you, even when it should say them. - Fixed that coalition warning in peace view didn't show Tributaries or Daimyos. - "Embargo Rivals" subject interaction now has a separate tooltip for cancelling. - State Maintenance reduction values are now shown when building buildings with modifiers to State Maintenance. - War declaration dialog co-belligerent tooltips will now refer to either "ally" or the subject type name. - Fixed Demand Unlawful Territory acceptance (has a claim) tooltip missing province name. - Fixed that War declaration dialog co-belligerent tooltips refered to enemy allies as "the enemy Tributary/Colony/Daimyo" if they were a subject to someone else. - Added a warning to razing tooltip when you would not get any monarch power due to penalties. - Added more information about cavalry to infantry ratio in the military view tooltip for the value. - Reworded cavalry to infantry ratio to be more readable. ################### # Usermodding ################### # Buildings - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. # Defines - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. # Effects - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added add_next_institution_embracement = <int> province effect. # Logging - Error log now gets two backups ("error_old.log" and "error_old_old.log"). # Modifiers - Added new country modifier 'sailor_maintenance_modifer' - imperial_authority_value modifier now only affects HRE Authority. - imperial_mandate modifier instead added to affect Mandate. # Triggers - Fixed that "is_owned_by_trade_company = no" didn't take the "no" part. - Added is_potential_overlord and can_be_established to subject types, and can_be_overlord trigger, checking against the former. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - is_incident_active trigger now supports = any/yes/no/none. # Other - Scripted diplomatic actions (partially) supported, intended to allow for modded subject types. - variable_arithmetic_trigger allows for defining, adding, subtracting, multiplying, dividing and checking variables locally. ################### # Script ################### # Decisions - Can now form Manchu tag as long as you have Manchu culture, instead of having to be one of the three Jurchen tags. - Added Decision to form Great Yuan. - Decision to restore the Chinese Empire if held by someone not in China removed. - AI now even more reluctant to make the decision to fight Cossack revolters in the disloyal Cossack event for having angered the Cossack estate. # Events - Renamed Shushi-Gaku incident to Neo-Confucianism. - Timer for new shinto incident now counts from end of last incident instead of begining. - Price change event for chinaware now triggers at 5% trade share for a european power rather than 10%. - Bötger Event for reducing the price of Chinaware now requires the price to have gone up first (so that there is a demand for it). - Adjusted some price change events based on European demand to be more accessible for non-europeans if they own land in Europe. - Added new flavor events for Hungary. - Added event to allow Dai Viet to choose between Confucianism and Mahayana Buddhism in the early game for owners of Mandate of Heaven. - The Estate event Disloyal Cossacks will now only spawn peasant rebels and never nationalists. - The Russian flavor event for the Grand Embassy will now add a small amount of institution progress to the latest non-present institution in their capital. # Governments - If an outside power takes Kyoto and the old Shogunate retains other provinces they will now lose the Shogunate status and forfiet their Daimyo. As before a Daimyo can re-establish the Shogunate by conquering Kyoto. # Ideas - Added Great Yuan Ideas. # Modifiers - add_manpower with decimal values between (but not including) -1, 1 no longer means "fraction of max manpower". Use add_yearly_manpower for this purpose instead. - Updated scripts to use add_yearly_manpower instead of deprecated use of add_manpower to add percentage of total pool. - Empire of China now makes the Righteous personality invalid. # Setup - Capital of Changthang changed to Balkhuduk. - The Vistula Spit now extends all the way from Danzig to Königsberg. Marienburg and Ermland are no longer ports. - Split Moravia province into Brno and Olomouc - Split Breslau province into Breslau and Leignitz - Added Fejér province. - Added Belgrade province (Nándorfehérvár at start due to being owned by Hungary). - Added Trencin Province and redrew Slovakia slightly. - Renamed Ersekujvar to Hont in 1444. - Added Moravian revolter tag. - Corrected province assignment for the parts of the Chukotka peninsula that shows. - Fixed colormap problem near Rybinsk. - Adjusted the borders of Canton to be more clear. - Cleaned up province histories in Hungary - Pest is now and inland Center of Trade. - Socotra is now in Asia. - Changsheng is now properly the primary tag for the Zhuang culture. - Gyeongsung and Yukjin now start with Korean culture. - Manchu culture is now part of the Evenk culture group. ################### # Bugfixes ################### - Checks for allowing migration and provinces you can migrate to are now more consistent. - Fixed crash after deleting Custom Country after rulers were given random personalities. - New Ironman save files are now created when starting game instead of when selecting file name. - Spanish Philipines now cored at the apropriate date in historical starts. - Personality Event 49 will no longer have you inviting yourself to a party if you hold more than one throne. - Can no longer develop or build in undiscovered provinces. - Countries now get Parliaments when switching to government forms that have them enabled. - Corrected some triggers that looked for ruler instead of consort in consort_events.303 to 305. - Wanting subjects' provinces is now separate from wanting owned provinces. - Removed extra Cape in the province name of "Cape Cà Mau." - Expanded mechanic explanation for Shinto mechanic tooltip. - Autonomous rebel suppression no longer send units to hunt rebels in your Tributaries. - Fixed bug that could potentially allow incidents to trigger before the current incident had been seen to completion. - Fixed some typos in the Austrian mission, "Reclaim the Imperial Crown". - Fixed issue where achivements for an Ironman save could be disabled just after creating the save and quitting the game using Alt-F4. - Province/State View: Fixed missing localisation for "Culture". - Papal annulment popup should no longer claim that it is the pope who is getting a divorce. - Subject Interaction Event 40 "Rightful Ownership" will now refer to what province it targets and the AI will evaluate their decision to grant or retain it more carefully. - Gelre now properly has an heir in 1444. - Fixed colonial nations losing cores and/or disappearing when executing history. - Transfer Occupation window now gets closed when province view does. - Estimated arrival date for units will now be more correct. - Units will no longer lose movement progress to the next province on arrival. - Fixed renaming of files (including save files) not working on Windows if user account name contained special characters like "Ł". - Revolt popup now checks the owner of the province if the controller isn't real. - Improved selection of Byzantine Missions and Purple Phoenix Missions and made them more consistent in not targeting allies or vassals in all but a select few cases. - Moving capital will now clear estates from the new capital. - Popup for another country joining your trade league now uses more lines to avoid overflow. - Fixed bad unit position in Bohuslän. - Can no longer get "trading in" bonus for a trade good from an undiscovered trade node. - All of Karenni area now part of the Siam Trade node. - Noble disaster will no longer change government for Shogunate or Daimyo. - Ryuku no longer a subject of non-existant Ashikaga in the later start dates. Instead they are a subject of Tokugawa. - Fixed title of first Shimazu idea. - Fixed some duplicated province capital names in America. - More triggers and effects are now properly capitalized. - Added colors to spy network event effect tooltip. - Fixed wrong province used in description text for Shinto Event 3. - Ambition bonus now consistently written as that rather than 'Ambitions'. - Fixed battles not ending in some cases after a complete collapse of one side. - Qing now starts as a Celestial Empire after 1644.10.30. - Hindu events should now compensate you with some monarch power if you cannot benefit from their stat boosts. - Fixed faulty trigger in Nanban Incident that made it unable to trigger. - Event 9030 "Traveling Monk" will now only trigger for one province nations that might still care about such visitors. - The Shadow Kingdom now corresponds to new map areas better. - The Pope will no longer worry that he might catch himself doing espionage in the Seal of Confession event. - Independent Colonial Nations will no longer turn back to colonies if they should keep their independence when executing history. - Tooltip for inviting to trade league will no longer also complain about transferred trade power if the recipient is already in a league. - Estate event "Popular Religion" now blocked for Confucian countries. - Fixed issue that could make the Christianity in japan incident chain end prematurely. - Subjects no longer give their overlord the glory of owning all provinces of the subject's culture, and keep it for themselves instead. - Tooltip for free slots in macro builder province building list will now state the amount of buildings in the province too. - Japanese flavor event "Attempted Coup" now much more rare. - Fixed edict icon vanishing after opening a territory state window and then switching to a real state. - Added PS_WAR_TAXES_LIMIT_MIN (= 0 by default) to limit the minimum cost of war taxes. - kill_leader effect will no longer kill all leaders of a given type. - Fixed Tributaries not getting e.g. Conquest Casus Belli based on vassals' claims. - OSX/Linux: Fixed CTD when showing message regarding tributaries not able to pay their yearly tribute. - Fixed state view province list sort being very unruly. - Tributaries can now Vassalize other Tributaries. - Fixed Korea not having an old era for the confucian event about an old text. - Vassals of a country annexed by a Tributary now correctly goes to the Tributary and not their overlord. - Fixed CTD in CCountry::ClearRelations. - Province view buildings list button will no longer disappear if the institution window was open when vising the state view, and then got closed. - add_harmonized_religion tooltip will now correctly include the name of the religion. - Japanese Colonial Nation rebels will no longer secede from the CN to become daimyos of Japan. - Can no longer cancel Tributary Status while having a truce. - Tributaries can now upgrade their Government Rank. - Fixed regular (not territorial) cores sometimes disappearing when annexing countries. - A country's delayed events are now updated to the new tag when forming a new tag. - Pretender rebels from tribal succession crisis will now start with one province controlled. - Tribal succession crisis can now only trigger for hordes bigger than 3 provinces. - The War of the Roses event for lack of an heir will no longer trigger if you already have that personality. The infertile personality now counts as if you had the modifier given by this event for purposes of disaster progress after the year of 1455. - Buddhist nations now pay Diplomatic Power for taking provinces in peace deals. - Added checks to a few heir spawning events that lacked them for being lesser in union. - Countries will no longer think their tributaries contribute to their relative strength. - A Country will no longer consider its own colonies but not the enemy's in relative strength calculation. - Fixed that popup said regent (or consort regent) had died when a Unior Partner declared an independence war. - Fixed some inconsistencies in the reform society decision. - Fixed that Personal Union juniors kept their heir even when he/she succeeded to the throne. - No longer possible to cancel trade power transfer as a subject if Divert Trade is enabled. - Warnings and Guarantees now get cleared when entering a subject relation. - Fixed is_dynamic_tag trigger returning wrong value when used with NOT. - Can no longer call in allies in a voluntary subject relationship against their overlord. - Fixed some provinces belonging to both Gulf of St Lawrence and Hudson Bay Trade nodes. - Fixed bad scoping in ai idea weights. - Can now only scorch earth in provinces either controlled by you or owned by your enemies. - Fixed bug where Ming would accidentally forcibly convert all christians under their rule, regardless of how many and where in the world they reside. - Fixed crash in COfferCondottieriAction.


But for those not so interested in reading through our notes, I've got two things: firstly, today at 1500 CEST we shall be streaming to show off the Hungary Update instead of our regular Multiplayer Session.

Secondly, due to the multiplayer dev-clash campaign ending, we have spent our last Friday Social Hour planning out the next session and assigning players to their fates.


What awaits them? What are the colours on the map and why are there markers on it? What has tickled Groogy's funnybone? All this and more shall be explained in due course.

Next week, Trin Tragula will return to talk about the research process behind our games, a topic which has been asked about many times from the community

Read the original post


Useful links
Official Website
Europa Universalis IV Wiki
Europa Universalis IV Development Diary Archive
...