Europa Universalis IV - Addaway
Today's Dev Diary by Groogy



Hey! So me and the team are finally back and recharged after a great PDXCON and it's finally time to get going with development diaries. So what I will be covering today is the result out of what we call "Polish Weeks" here at EUIV. These days are dedicated specifically by the team to fix issues and generally improve the game. So today's development diary is me distilling down a somewhat shy of 200 known issues we've fixed but also the Spending/Budget AI work that our programmers have been working hard at.


So during these Polish Weeks Duplo and mikesc have been working hard on improving the economy of the AI.

"While evolving, Europa Universalis 4 became more complex, with a wider range of possibilities both for the AI and the player to use. But this continuous new complexity was not always addressed with the appropriate amount of love while defining the AI interactions with the new mechanics.During the polish time, we monitored the behavior of the AI related to ducats, collected data and plotted colorful charts - like the one below. Our ambition is to make the AI spending their precious ducats in a smarter way, better evaluate its priorities and generally take more reasonable decisions - you heard me, heretics?

All the various things the AI could spend money on are now categorized, and the items in each category run to get the priority based on a normalized desire score that is calculated depending on the nation current situation, the benefit of such an investment, the current availability of money and the trend of the income. The AI will not go anymore accidentally in debt because of badly timed checks on the available budget."


Our goal is to make the AI more competitive towards the player, and this starts with the economy the AI has available to them. Among of the things you should see improve is besides the AI having more money generally available and doing better are features such as the religious conversion being manageable by them.

Something this work by our awesome coders do is also make all of this a lot more exposed meaning modders can tweak how the AI deal with it's economy way more than they ever could before. However it is still quite strict as it would otherwise impact the performance too much.


Colorful charts about AI spending ducats, taking/repaying loans and going into dramatic bankruptcies. Those KPIs helped us (and are still helping) noticing weird behaviors in a glance while refactoring and refining our AI.

So now let's start of strong with what bugs we've been working on and talk about Chartering Trade Company AI. If you are one of the players not wanting to see a non-colonial Papal States buying land in India, the AI will now only consider to do this if they have access to colonists. The players themselves are not affected by this change and can keep using the feature like normal.

Yuan and Qing unintentionally got locked behind the "Empire rank" mechanic meaning you needed Common Sense in order to form both. That's now fixed with equivalent requirements if you don't own Common Sense so you should always be able to form them.

A quite old bug or oversight was the fact that the Wars of Religion in France didn't even acknowledge that the teachings of Calvin was a thing. This making it quite annoying if you wanted to play a Huguenot France. So these events have been reworked and improved to work better accounting for the Reformed faith. For starters siding with the Protestant movement within France won't make you Lutheran anymore.


As an example previously this option would force you to become Protestant if you were Reformed, together with some other technical changes in other events the disaster should work way better now. And when I showed the Content Designers the image above they were unhappy with the text so they might revisit the content again and not only have them fix up the script.

And speaking of the various Christians denominations, we've tried to stop all the ways we could find for you to make the Pope escape his True Faith. We've fixed becoming Anglican, No Religion Pope, releasing through demanding unlawful territory and Bankruptcy Pope. But I'm sure you'll find other ways to to make his holiness become Fetishist yet again.

A thing that have annoyed a lot of people is when they've promised land to their fellow ally AI and then when you all come to the peace table he goes like "Nope don't want any, but I'll still hate you for not giving me anything". The AI will now be a lot more agreeable depending on the situation and not feel betrayed when he tells you he literally wants nothing.



Moving on to governments. You can no longer hold lottery elections to elect strongmen for your dictatorships. This fixes a case where you could perpetually stay as a dictatorship through the sortition reform. Now when the first dictator takes power he will use his powers to abolish elections and you'll lose whatever reforms that gives you the lottery mechanic.

Another government reform fix we also made sure to fix is so Native Americans can't get unique governments like English Monarchy anymore. You should start seeing a lot more United States of America as we've fixed a bug causing the American Revolution to never come. We've tried to make how the AI picks Government Reforms to be generally a little bit better, from how Tribes become Monarchies/Republics to having the AI favor certain picks like their own unique governments etc.

All missing modifiers have now been added to the Nation Designer. The missing ones being but not limited to Artillery Fire, Possible Banners, Monthly Piety, May Explore and Power Projection from Insults. Our goal is always to keep all modifiers available to the player for when he designs his nation.



The Propagate Religion exploit where you created multiple CoR's will no longer work, when you stop the Propagate trade policy it will deconstruct the CoR in the region and stop the conversion. We've also fixed an issue with the gain you get from razing provinces never get reduced when you get passed military technology level 8. The cap instead of 20 is now at 5 monarch points.

For Colonial nations we've fixed a bunch of problems. For instance granting a CoT to a Colonial will no longer decrease the level of the Center. But not only that there were a bunch of ways to circumvent the protection of the overlord. So someone on the Americas could attack your poor subjects but you would be locked out of actually helping them in their time of need. Now the Overlord will always be able to enforce peace on their colonial nation despite if they have a truce with the attacker or not. This only applies if the colonial nation is the defender.

A thing improved is all sources of yearly absolutism. We've had a bunch of 0.1 Yearly Absolutism all over the game which is pretty useless, it means you'll get a single worth of Absolutism in the span of a decade. So all of these have been upped to 0.5.



We've also noticed that the Mission UI could be quite taxing on some people's machine so we've optimized that interface quite a bunch which will help on some of our larger mission tree's but also potentially for any mod that extends on this system. Another similar UI problem that we've dealt with is the macrobuilder for when you hit +1000 provinces which could cause a bunch of problems.

Some other issues I just want to give quick mentions are:

  • Vassals Integration cost is now affected by Power Cost modifier
  • Fixed a bunch of Institution Spread issues
  • Pirate Republics can no longer spawn out of Pirate Republics
  • Gold can now spawn in Africa when playing with RNW
  • Firearm Incident is fixed which should make Achievement more plausible
  • Unify Culture Age Objective now work.


Oh what's this I wonder?

So this was just some of the things we've fixed, and we have so much more that we need to work on. We are already aware of several issues the community wants us to address and improve but in same style as we did with the QoL features we want to give you the oppertunity to highlight to us what you think is most important. This will be done in a more structured way compared to last time and if you are interested in contributing please head over to StarNaN's thread over here.

Next week I'll be talking about some of the Quality of Life features we've implemented, some of these being entirely new features almost on their own.



Europa Universalis IV - Addaway


As part of #PDXCON2019, we’re going to be hosting a second Masters of Universalis tournament!

This will be live-streamed at twitch.tv/paradoxinteractive from 11:00 - 14:00 CEST on Sunday 20th October.

If you’re attending the convention, you’ll have the chance to go through the open qualifier and win your spot in the live-streamed finals.

At the EU4 booth on Saturday, you’ll be able to measure yourself against the challenge below, set by the dev team.

The two highest achieving contestants will qualify for the semi-finals, which began at 11:00 CEST on Sunday 20th.

Our two champions will square off against the reigning Master of Universalis, Florryworry, and the current runner-up, Taureor.

The winner of these two contests will contest the Grand Final to emerge as the Master of Universalis!

Europa Universalis IV - Addaway
Today's Dev Diary by neondt



Good morning once again, and welcome to today’s dev diary. Following on from last week, I’ll be covering a couple more Imperial Incidents, this time focusing on our reworked Dutch Revolt and Shadow Kingdom.

Another reminder in case you’ve forgotten how Imperial Incidents work:

DDRJake said:

“The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity.

When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.”




Let’s start with the Dutch Revolt. You’ll be pleased to hear that this is no longer represented as a potentially endless series of events spawning hundreds of thousands of separatist rebels in your Lowlands provinces. We’ve instead opted to use the Disaster system to constrain the time-frame for when these rebellions crop up. Most conditions should be relatively familiar: don’t have any of the Lowland culture (now including Frisian!) as your primary culture, own at least 5 provinces in the Lowlands region with Dutch/Flemish/Frisian culture, don’t have your capital in the Lowlands region, etc.

We do however have a new set of conditions: there must also be some kind of existing cultural or religious tensions in your Low Countries provinces. In practice, this means owning Low Countries provinces that do not have your religion or have a culture that is not accepted in your nation.

When these conditions are true, the Dutch Revolt Disaster will begin ticking for your nation. When the Disaster fires a large number of rebels will spawn in some of your Low Countries provinces and of said provinces will get extra Unrest until the end of the Disaster. Events will give you the option of fighting additional rebels or granting high autonomy to your Lowlands provinces.

The Disaster ends when one of these sets of conditions is true:
  • The Disaster has been present in your country for 20 years, there are no rebels in your provinces, and you have at least 1 Stability

  • The Netherlands exists

  • You own less than 5 Dutch/Flemish/Frisian provinces in the Low Countries region

If at any point during the Disaster you own at least 5 provinces that are Dutch/Flemish/Frisian culture and either controlled by rebels or 90% autonomous, the Dutch Independence event fires and you’ll find yourself in a bloody war. Not only will the Netherlands be spawned from all appropriate provinces, but an Imperial Incident will begin and all of your rivals will be invited to support the new Dutch state in their quest for self-determination. These events will now directly call your rivals into the independence war rather than simply creating an alliance that is unlikely to be useful for the Netherlands during the initial war, which gives them much more of a fighting chance.

The Dutch Revolt Imperial Incident gives the Emperor a chance to intervene, assuming that the Dutch are not revolting against the Emperor and that the Netherlands are part of the HRE. The Emperor has three options:
  • If the Emperor chooses to support Dutch independence, they are called into the independence war (assuming that it is still ongoing), become an ally of the Netherlands, and get a significant opinion boost with the fledgling nation.

  • If the Emperor chooses not to intervene in the conflict, they lose some prestige and send a clear message that the Empire cares not for the Dutch cause. The Netherlands will leave the HRE after the independence war has concluded.

  • If the Emperor chooses to suppress the Dutch revolt, the Emperor will gain an alliance with the former overlords of the Dutch, and again the Netherlands will leave the Empire after the war is over.



We’ve also taken another look at the Shadow Kingdom event chain that leads to Italy leaving the Holy Roman Empire. In the past this has set a challenge to the Emperor to force Italy into the Empire often through strange and obscure means. In the European update we’ve turned it on its head; you’ll now need to rein in the Italian Princes that are already in the Empire but who are slipping away from Imperial rule. The Emperor gets an event near the beginning of the game about this state of affairs and what must be done to avert a total loss of control in Italy.

An Italian state is considered “reined in” after it has lost a war (any war) against the Emperor or if it has very good relations with the Emperor. We’ll be displaying which nations are at risk of abandoning the Empire in the HRE interface.

Some time around the 1460’s, an Imperial Incident begins for the Emperor in which he has two options:
  • Continue attempting to rein in the Italians: this begins a timer for the Emperor to attempt to rein in as many Italian states as possible. The risk the Emperor takes here is that failing to hold to this promise will incur a greater penalty to Imperial Authority than simply abandoning Italy early on.

  • Abandon Italy: all of Italy will be removed from the Empire immediately at the cost of 20 [numbers subject to change] Imperial Authority and 10 Prestige.

    If the Emperor attempts to keep Italy within the Empire, they’ll get a follow-up event after 20 years. Italian Princes that were in danger of leaving, if any remain, will leave the Empire and the Emperor will incur a penalty to Imperial Authority for each Prince that leaves.If the Emperor has succeeded in reining in every Italian state they’ll gain 25 Imperial Authority, the Italian Princes will remain in the Empire, and certain future Incidents will be unlocked or barred due to your actions.

    That’s all for this week! As you can see the Imperial Incidents system has given us a great excuse to go back and revisit some of the game’s oldest and most impactful content, and what I’ve talked about today is far from all we’ve done in this regard. Have a good week, and for those of you attending PDXCON, I’ll see you there!

Europa Universalis IV - Addaway
Today's Dev Diary by Neondt



Good morning, and welcome to today’s dev diary! As Jake foretold last week, today I’ll be talking about some of the Imperial Incidents coming in next year’s big expansion.

For those of you who have forgotten or for some reason do not read our dev diaries with fervent religiosity, this is what an Imperial Incident is:

DDRJake said:

“The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity.

When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.”


These Incidents give us the opportunity to both revisit old content and to design something new. Last week Jake gave a description of the reworked Burgundian Inheritance (which we might revisit in more detail in the future). Today I’ll show off two new event chains and their associated Incidents: The King in Prussia, and The Great Peasants’ War.



Prussia is no longer awarded a shiny Kingdom-rank crown simply for existing. An independent Prussia must establish itself as a relevant power before it has the opportunity to claim its crown. After this event fires, the Imperial Incident begins and the Emperor must decide on how to proceed.
  • If the Emperor decides to elevate Prussia to an Imperial Kingdom in the fashion of Bohemia, they will lose 10 Imperial Authority but greatly improve their relations with Prussia. This will also anger any electors that have rivalled Prussia.

  • If the Emperor decides to accept the historical compromise - that the monarch may call himself “King in Prussia” but not “King of Prussia” - the effect is similar but reduced. The Electors will not be angered but Prussia will be only mildly grateful to the Emperor.

  • If the Emperor refuses to acknowledge any Prussian monarch bearing the title of “King”, Prussia must make a decision between their Kingly crown or their status as an Imperial Prince, potentially being ejected from the Empire. This will greatly anger both Prussia and its Elector allies.



The Great Peasants’ War was a time of great upheaval in the Holy Roman Empire. Driven by religious, economic, and social woes the oppressed masses rose up across Germany against their feudal masters. This event can happen prior to the League War, which is delayed until this conflict is resolved. National unrest is increased throughout the Empire, peasant rebels are more likely to spawn, and countries that break to peasant rebels may become a Peasant Republic. While the Great Peasants’ War rages on, the game will track the success of the rebels throughout the Empire. After several years have passed and the dust has settled, the Emperor must make a resolution:
  • [Available only if the rebels are not highly successful] If the Emperor chooses to crush the rights of peasants, the Noble estates across the Empire will become more loyal and more powerful. This effect is reduced if the rebels are moderately successful.

  • If the Emperor chooses to grant concessions to the peasantry and enforce their rights, the Noble estates across the Empire will not only lose Influence but also some of their Land Share. The strength of this effect depends on the success of the rebels. This will mean that Princes of the Empire have more Crown Land, but they will also collect less taxes due to their concessions to the peasantry. If the rebels are highly successful, nations in the Empire will continue to become Peasant Republics when breaking to peasant rebels even after the Great Peasants’ War ends.

We have a lot more Incidents left to talk about: in the unspecified future I’ll talk about such Incidents as the Dutch Revolt and the Shadow Kingdom. For now though that’s all I have to say, I hope you all have a great day and that you return for next week’s dev diary!

Oct 2, 2019
Europa Universalis IV - CountCristo
Greetings!

Today we're releasing another hotfix addressing a number of issues following the Manchu Update and the accompanying Paradox Launcher.



Changelog:

- Solved issue with Linux Players not being able to start the launcher due to graphical settings
- Remove in-game outdated mod warning, the Launcher itself will now display this warning
- Fixed crash on monthly tick with 1.28 saves in 1.29
- More information regarding hardware used for the game will be written in system.log for debugging use
- Removed failing launch option for rollback vedrsions of EUIV

Previous Updates:
1.29.1 Full Changelog
1.29 Full Changelog

If you experience any of the above issues after the patch - or bugs not mentioned here - please head to our bug report forum here: https://pdxint.at/2QIVlG8

Reports here are an invaluable part of our process and are much appreciated!
Europa Universalis IV - CountCristo
Today's Dev Diary from DDRJake

Good day and welcome to this week's Dev Diary for EU4. While we're still ironing out a few remaining issues with the 1.29 Manchu release, it's time to set our sights back on the upcoming European Update and accompanying DLC.

Today let's talk about the HRE. Earlier in the year, I touched on the Empire, and want to expand a bit more on what you can expect to see and do with Germany and friends in 1.30. As we've said before, much of the HRE mechanically exists in the game, and has continued to exist in its current form, as it does a great job of bringing relative rigidity to central Europe, and a good bulwark to an otherwise overly formidable French or Scandinavian threat, or more terrifying indeed, Ottoman invasion.

To that end, 1.30 will still have the Holy Roman Empire's base mechanics in their glory, save some smaller Quality of Life changes (such as no longer adding provinces to the Empire individually). The meat and potatoes of what you can expect in Early Modern Germany come by way of HRE Reforms and Imperial Incidents

Firstly, the reforms available for the Holy Roman Empire have been split into general reforms, Decentralisation reforms and Centralisation reforms. Some will look familiar to a seasoned HRE player. Others, less so.

General Reforms:
-Call for Reichsreform
Empire Provinces: -5% Local Construction Cost
Emperor: Imperial Ban CB

-Institute Reichsregiment
Emperor: +1 Diplomats, +1 Diplomatic reputation
Empire Provinces: -2 Local Unrest

-Absolute Reichsstabilität
Emperor: gets a [REDACTED] that will [VERY REDACTED]
Empire Provinces: -25% Local State Maintenance

-Enact Gemeiner Pfennig
Emperor per Prince: +0.5 Yearly Tax income
Princes: +1 Diplomatic reputation

-Perpetual Diet
Needed to take one of the specific paths
Event that puts the location down for the “Permanent Diet” in an -Imperial Free City
Permanent Diet is a triggered province modifier with some nice boons for the province. Is only valid if province is part of the Empire. If not a triggered modifier is enabled that gives -50% IA Gain.
Double Imperial Authority from Free Cities

-Create the Landsknechtswesen
All Princes: Mercenary Companies who have their home in an Imperial Province are 50% cheaper.

-Ewiger Landfriede
Emperor: +0.5 Yearly Prestige
Princes: -5% Tech cost
Empire Provinces: +10% Institution Spread
Emperor gets call to Arms for any war within the Empire as if it was done without CB.

Once the Emperor Passes the Perpetual Diet, they will be able to pass further reforms to either strengthen the decentralised Empire, or seek to centralise all power for themselves. Players have long wondered if they should stop short of completing the existing HRE reform path in order to preserve their Vassal Swarm, a highly enjoyable way of playing, or to unite the HRE under one flag. Now they will be able to choose between this decentralised power or centralising uniting under nation, with about 5 reforms each that play into either playstyle.


And maybe a player will have to weigh up ?missions? against vassal swarm tactics

The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity.

When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.

To take a familiar example, the fate of Burgundy will be more fluid, with the circling vultures being more involved. Burgundy may seek support from the HRE as they see the writing on the wall, starting an Imperial Incident where the Emperor will have to choose between:

-Negotiate with France
France gains the parts of Burgundy that are in the French Region.

-Integrate Burgundy into the Empire
Burgundy becomes an Imperial Prince
Gives an event to France that gives them an option to start a -Succession War on Burgundy(and thus by extension the Emperor) with French land occupied.
Princes around Burgundy becomes irritated with Emperor.

-Just keep the PU with Burgundy
Nevers becomes vassal of France, France gets an option to start a Restoration of Union War on Burgundy(and thus by extension the Emperor) with French land occupied.

All incidents, and the path that the Emperor pursued will be visible in the HRE interface, so curious players can see what choices the Emperor has made before, and use their involvement in incidents as a chance to seize an advantage.

There are many other plans for Incidents, ranging from my beloved Hanseatic League, to my less beloved Dutch revolters, and the interactions between Pope and Empire beyond the shadow kingdom. We'll look towards these in future Dev Diaries.

Cheers for joining. Next week we'll keep going with our look at 1.30.

Join the conversation on the forums: https://pdxint.at/2o79rn1
Sep 24, 2019
Europa Universalis IV - CountCristo
Dev Diary by DDRJake:

Good day all and welcome to this week's EU4 Dev Diary. Last Tuesday saw the release of the 1.29 Manchu update, and for myself and the rest of the EU4 team, it's been a blast seeing players pick up the game and tear through our additions in East Asia. For myself in particular, it's been great to read stories of players who had not previously tried life as a Steppe Nomad in the game before, now embracing the horde ways.

And sometimes we're taken aback by just how fast players make the game bend to their will, like u/H4wx here who, just a few days after 1.29 went live, wrapped up an impressive and aesthetic Qing campaign



Of course, the release of an update does not mean the end of work for us in the studio. While the game itself was largely running without issue, there were several reports from users who were unable to start the game, or faced various incompatibility issues once in the game. Many issues were caused from incompatible mods, which last Friday we hotfixed in a warning for players who start the game with outdated mods. Due to changes to shaders in 1.29, some pretty awesome screenshots started appearing in bug reports, that simply have to be saved for posterity.

In addition to adding said warning for outdated mods, we fixed up an issue where people were not able to change their resolution in the launcher, which was causing people, particularly those with large monitors to endure the pain of EU4 without scaling UI (coming in the European Update next year!)

There are still outstanding issues which we are tackling as we speak. Some Linux users find the game failing to start unless they launch the game directly, which is a high priority for us to fix as soon as possible. A good place to check out for any of your issues with starting EU4 is our Known Issues Thread which houses solutions for some of the more common issues as we continue to work on fixes.

Aside from fixes, the team is gearing up to resume work on the upcoming 1.30 Update, which we hope to get back to discussing next week and onwards!
Europa Universalis IV - BjornB
This free update to Europa Universalis IV gives East Asia a much needed rebalancing, bringing greater historic parity between the Ming Empire and the Manchurian and Mongolian nations on its northern border. Alongside new events and changes to the regional map, the Manchu update also includes major technical upgrades to gear up for future updates..

Feature of the Manchu update include:
  • More detailed northeast Asian map: New provinces and greater historical fidelity to Manchuria and Mongolia.
  • Empire of China rebalance: The Celestial Throne should be something worth fighting for! New challenges in holding the title, but great bonuses for a wise emperor that can keep the Middle Kingdom together.
  • Increased dynamism in the Ming Empire: Changes to meritocracy and the Mandate encourage a more challenging and less static Ming experience.
  • New Historical Events: Flavor events and new event chains that add greater depth and context to Ming and Manchu development through the game.

As usual - previous saves should work. But we recommend that you avoid loading old saves made in 1.28.3 or earlier versions after updating to 1.29 to avoid unpleasant surprises! For instructions on how to play the game on a previous version, please go here!

If you are using mods, the new launcher introduced with 1.29 is changing how mods are handled and this may cause some issues. Please see this thread for information and help with troubleshooting if needed!

############################################################
######################### 1.29.0.0 #########################
############################################################

###################
# Free Features
###################
- Switched the game to 64 bits. Minimum OS requirements are now Windows 7 64 bits, Ubuntu 16.04 64 bits and macOS Sierra (10.12) or later.
- Added unique national ideas to the Oirats, the Mongol Khanate, and Chagatai.
- Added Korean mission tree with 27 missions in total
- Added Tumu Crisis event chain for Oirat and Ming. If the Oirats capture the Emperor and win the siege of Beijing, they can force the surrender of northern China
- Added mission tree for the Mongols. Available to all countries with Mongol, Chahar, Khalka, and Oirat primary culture. 15 missions are available to all, 1 is unique to the Oirats.
- Added new Korean events about the Peasant Uprisings and Factional Strife
- Reworked Korean Literati Purge events so you can choose who to purge.
- Added new event 'The Zunghars', which adds Zunghar cores to North and South Zungaria if Oirat has less than 10 cities after 1600
- Added new startup screens for the Jurchens and Mongols
- Host can now be observer in multiplayer games
- Ming's startup screen further elaborates on the realm's foreign and domestic challenges, including more recent additions to the game.
- Portions of Central Asia's province and area layout have been reworked
- Added Jurchen, Manchu, and Qing ideas, replacing old Manchu ideas
- Added new Jurchen/Manchu/Qing mission tree, with 16 new missions unique to Qing and 23 in total
- Added Crisis of the Ming Dynasty disaster. Includes events for Li Zicheng's rebellion and releasing the Three Feudatories in southern China if the disaster is mismanaged.
- Added startup screen for Korea.
- Added Shun ideas based on Li Zicheng's Rebellion
- Added Koxinga event. When things are looking dire for Ming, Koxinga will flee to Taiwan and claim any empty provinces for the new nation of Tungning.
- Added Return to the Wokou Era event for So, giving them the option to become a Pirate Republic with Golden Century enabled
- Japanese domains get a new, unified mission tree. The old separate mission trees for Japan and the Daimyos are redundant and defunct now.

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

# Government
- Added personality traits for the Emperor of China: "Humane" grants +0.05 monthly mandate, "Petty" gives -0.05
- Being Bankrupt will now give -0.1 yearly mandate.
- Countries that manage to claim the Mandate of Heaven will now gain 0.05 mandate per month for the first 25 years.
- Having 0 Meritocracy will now cause +0.1 corruption, with the effect scaled from 0 impact at 50 Meritocracy.
- Having a Mandate of 0 or losing the Mandate will now give -200% mercenaries available (up from -100%) and -0.5 manpower (all scaled from 0 effect at 50 Mandate)
- Having a Mandate of 100 will now give -0.03 war exhaustion (scaled from 0 effect at 50 Mandate).
- Reduced meritocracy per level of advisor skill from 0.5 to 0.25.
- The "Unguarded Nomadic Border" disaster now counts the horde's non-tributary subjects' development in the requirement that a neighbouring horde has 300 development.
- The Emperor of China will gain 0.05 mandate per month when fighting a war using the Unify China casus belli.
- The Emperor of China will no longer lose mandate from non-tributary neighbours e.g. Russia.
- The Emperor of China will now lose 0.05 mandate a year per city if he does not own and control Beijing, Nanjing or Canton (i.e. -0.15 if he controls none of them).

# War & Peace
* The Shogun cannot use the Take Mandate of Heaven CB
- Japanese CBs will now give 75% AE for all provinces held by Daimyos, Independent Daimyos and the Shogunate, rather than 50% for all provinces which you have claims on.

# Other
* Major Ming disaster events will now also fire when Unguarded Nomadic Frontier is active
- 1 Banner per 16 development
- Banners cost 25% manpower now
- Banners no longer counts as mercs and are no longer removed if they take damage at zero strength.
- Banners only get 5% discipline now
- Banners reinforce half as slowly.
- Halved maintenance cost of Banner regiments
- Increased mandate loss from devastation
- Lowered Aachen idea 2 to 0.3 Republican Tradition Gain
- Lowered Colonial idea 1 to 0.3 Republican Tradition Gain
- Lowered Cossack idea 2 to 0.3 Republican Tradition Gain
- Lowered Custom nation Republican Tradition base cost to 20 and 60.
- Lowered Custom nation Republican Tradition to 0.15 and 0.30
- Lowered Hamburger idea 2 to 0.3 Republican Tradition Gain
- Lowered Ismaili School Republican Tradition Gain to 0.2
- Lowered Novgorod idea 3 to 0.3 Republican Tradition Gain
- Lowered Offaly idea 6 to 0.3 Republican Tradition Gain
- Lowerer Latin ideas Republican Tradition gain to 0.3
- Lowered mandate gain from prosperity
- Made Jianzhou/Manchu/Qing historical lucky nations
- Penalty for mandate from Devastation only applies to stated provinces.


###################
# AI
###################
# Other
- Will now consider it's mandate if it needs to peace out.


###################
# Interface
###################
# Mapmodes
- Added cultural mapmode to lobby
- Grasslands in Simple Terrian mode is a hue darker now

# Tooltips
- Tooltip for monthly mandate increase now sums up to the actual value.
- the "lack-of-mercenary" alert now shows 0 even it fhe mercenary force limit is below 0 (like with 0 mandate for Ming)

# Unitmodels
- Ensured that the Dzungars use the Oirat unit model and Khalkha uses the Mongolian.

# Other
- Will now show country largest heathen religion icon in religion screen
- Will now show country largest herestic religion icon in religion screen
- Players can now be kicked from running game through right-clicking in outliner


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# Usermodding
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# Effects
- Add clear_rebels effect that if used in a province scope will clear all the rebels in there.

# Triggers
- Add development_in_provinces trigger that takes a value and triggers for the provinces to be included and check for the total development
- is_ruler_commanding_unit, inside unit scope, will triggers if the unit is commanded by the owner ruler
- province_getting_expelled_minority trigger added, checks if the province in the scope is getting minorities

# Other
- Added total_own_and_non_tributary_subject_development trigger
- Disasters now have a on_progress_effect which will have the disaster progress set into disaster_key_progress variable.


###################
# Script
###################
# Achievements
- Made Narcissist achievement even more narcissistic
- Qing of China achievement now requires owning the entire China superregion
- Updated "A Hero's Welcome" achievement description to clarify it requires starting as Karaman
- Fixed spelling error of Gorkha in achievement desc for "The Pheasant Strut"

# Decisions
- Forming Manchu no longer requires Hinggan province
- Forming Manchu now requries 20 core provinces with Manchu or Jurchen culture
- Forming Yuan now only requries EoC if any country is Emperor
- Forming Yuan no longer requires owning Kaifeng and Xiangyang.
- Forming Yuan no longer requires owning all Uighur culture provinces
- Forming Qing now requires claiming the Mandate of Heaven, or being Empire rank without Mandate of Heaven.
- Pagan decision to adopt Vajrayana now requires either Vajrayana dominant religion or at least Age of Absolutism
- Removed old Green Standard Army and Eight Banners decisions
- Removed Korean Hall of Worthies decision as it had already been founded in 1420 (and was disbanded in 1456).

# Events
- Boundary Dispute event option 2 now reduces prestige by 5 instead of stability by 1.
- Complaints about Bailiff event now costs 10 legitimacy/devotion for monarchies/theocracies instead of 10 prestige. Republics can gain 5 RT and 2 corruption instead. Event will no longer fire for tribes or natives.
- Manchu Rebellion event for Ming now costs Mandate to ignore the rebels, and gives Mandate for confronting them.
- Ming Famine event rebalanced. First two options will now cost Mandate. Final option now costs 1 year of income, up from 0.5.
- Prutenic Tables now only reduces tech cost by 10%, down from 25%. No longer reduces idea cost.
- Rebalanced Warriors Do Not read Books event. Stab hit replaced with -10% ADM and DIP tech cost for 10 years.
- Removed old Li Zicheng event. Replaced with more comprehensive Disaster.
- Removed version of Heshen event for Ming. Deemed historically implausible.
- Reparing the Great Wall events for Ming rebalanced. Repairing will cost more income and give defensiveness in northern forts instead of army tradition. Not repairing will cost Mandate with MoH enabled.
- Revolt of the Three Feudatories event entirely re-written to tie in to new Qing missions. Now creates a revolt of the vassals gained during the conquest of southern China.
- The Strategic Decision after Zheng Ho's Journey event will now only fire if Ming has Chinese factions. The monarch point bonuses have also been removed.
- White Lotus events for Ming will now give Mandate for confronting the cultists, and cost Mandate to ignore.
- Added notifications for the relevant nomad country that it is set to cause the Emperor of China to experience the Unguarded Nomadic Frontier disaster (at 10% and 75% progress), as well as if it no longer qualifies to cause said disaster.
- Cheating at Examinations event now adds 2 corruption.
- Korean event "Hyo-jong's Northern Expedition" can now fire if Korea borders on any country of the Manchu culture (including Qing), rather than just the Manchu tag. It will now also give you something even if you already have claims on the relevant provinces, and will refer to the name of the current king.

# Missions
- Amur Acquisition mission updated to reflect 1.29 map changes.

# Setup
- Added 20 provinces and revised setup for the Mongolia region
- Added 12 provinces to the Manchuria region
- Added 4 new countries to the Manchuria region in 1444
- Added Chahar cores to several provinces in 1444
- Added Changbai Mountain triggered modifier to Jianzhou province.
- Added Evenk ideas (used by Nivkh and Solon).
- Added Tsushima province to Japan, home to a new Daimyo, So.
- Chagatai now accepts Uyghur culture in 1444
- Changed Chahar's primarily culture to Mongol
- Changed capital of Notce to Naklo, and capital of Kuyavia to Brzesc Kujawski
- Haixi and Jianzhou now begin as tributaries of Ming
- Jurchen tribes will now start with Jurchen culture. Forming Manchu will change primary culture to Manchu.
- Mongolia now accepts Khalkha culture
- North Hamgyeong and Yukjin provinces now begin with Jurchen culture, formerly Korean.
- Northern Manchuria no longer embraces Feudalism in 1444
- Oirat now accepts Khalkha culture
- Removed Buryatia from 1444 setup. Its former provinces are now colonizable.
- Removed Jianzhou cores on northern Korea as Jianzhou had helped Korea conquer those territories.
- Removed historical rivalry between Oirat and Mongolia.
- Removed some inland and northern Wu cores
- Renamed Chahar culture to Korchin
- Yumen province now owned by Kara Del, formerly Ming.
- Jianzhou now a Ming tributary in 1444
- Changed map topography and terrain to accentuate the Changbai Mountains

# Other
Added define CELESTIAL_EMPIRE_MANDATE_PER_5_LOANS for the yearly change in mandate depending on the number of loans (in batches of 5)
- Consolidated areas in East Siberia
- Dutch Republics cannot choose the Sortition reform and have two elections on a ruler's death
- Multiple dynamic province names added for several East Asian cultures and culture groups
- Some Lithuanian dynamic province names and province capital names in Eastern Europe now reflect the appropriate cultures
- Updated names for Gotland
- Improved the Korean name lists.



###################
# Bugfixes
###################
- Added fictional rulers to Udige and Donghai
- CTD in AI evaluation of nationalism wars peace deals
- Countries will not be able anymore to concede to be tributary of themselves in a peace deal.
- Fix CTD when spectating on a province state
- Fix a crash when using loan diplo dialog
- Fixed CTD in CKnowledgeSharingAction due to subject type not set
- Fixed OOS due to rulers not getting all personalitites when hotjoining (introduced 3/7 19)
- Fixed legacy reforms getting removed when natives reform without Dharma
- Fixed occasional 119 OOS after selecting national ideas for Custom Nations
- Fixed tribal feud event giving stability and not accounting for non-hordes
- The DLC called 'Asian Navies' in the launcher has been renamed 'Asian Ships', as it is currently titled on Steam.
* The app for macOS will now show the proper icon in the dock
- fix the issue that was preventing sometimes the troops to reach their destination with an automatic transport mission.
- fixed "server lost" issue when client loads faster than host in MP games
- AI will now properly evaluate which provinces to take a in nationalism war peace deal
- All the calculations related to the mandate monthly change are now computed with only two decimals.
- Applied Chinese dynamic province names to all Chinese tags, rather than just Yan.
- Arabic numbers in custom monarch names should not be interpreted as dynatic numbers
- Clicking on players in outliner will correctly generate a comma in the whisper macro
- Corrected a variety of historical accuracy issues in the Japanese history files, thanks to Yoshihiko Hayashi!
- Daimyo event "Returned to Fold" will no longer fire for a Pirate Republic, so that So can remain pirates for longer than a month.
- Enforced consistency of spelling on everything Dzungar.
- Enforcing a personal union will now properly transfer all subjects again
- Fixed CTD for empty OR triggers
- Fixed CTD when reassigning leader after leader panel was updated.
- Fixed HRE Imperial Authority monthly increase differing if you are playing as the Emperor or not
- Fixed Host window not hidden when pressing back in MP lobby
- Fixed Imperial Authority modifier applied twice on monthly increase
- Fixed Mac/Linux MP crash due to generating textures on wrong thread
- Fixed OOS after selecting countries in quick succession
- Fixed a case through which the Shogun could end up at war with a Daimyo without the subject-overlord relation being broken.
- Fixed several instances of "that that" in loc
- Fixed some Spanish missions being impossible without RoM
- Fixed various minor script issues in Ming dynamic historical events
- Fixes bug related to missing events in countries after loading a multiplayer game and selecting a different country.
- Great Wall events now check for province controller
- Improved the readability of the tooltip for "has_manufactory_trigger" (used e.g. in Polish mission "Invest in Eastern Poland").
- MP clients will no longer be assigned the host country savegame country on some rare cases
- Moved version info from error log to game log
- Opening diplomacy with another country while a war confirmation popup is active will no longer crash the game
- Reverse opinion modifier from improve relations should not decay while the diplomat is working on it
- Some dynamic province name rendering errors due to encoding issues have been resolved.
- States eligible for Manchu banners should not give player another state interaction once they are all raised
- The States General reform will now be abolished if you form Prussia as the Prussian Monarchy reform overlaps with its UI.
- The event "The House of [consort dynasty]" can no longer fire without a province allocated as the consort family's governing seat.
- The first letter of the event "Increased Demand for [trade good]" will no longer display as lowercase.
- The province modifier "Cotton Gin" (gained via USA event "The Invention of the Cotton Gin") no longer disappears after one tick.
- The province modifier "St Paul's College" (gained via the Ming event of the same name) no longer disappears after one tick.
- Updated the startup screen to describe government reforms from Dharma and hordes from The Cossacks
- Various Japanese daimyos' country and provincial histories have been corrected, with additional personalities also added to later rulers
- add_ruler_personality will not allow to go over limit anymore
- fix micro-freezing when switching to some map modes due to buffered logging
- losing your last port will now properly update your supply range and prevent out of syncs with hotjoin
- morale boost at the end of a battle should account for all troops that participated, even if they retreated before the end
- past enforce peace offers should not come back to haunt the player anymore
- Fix potential OOS when client changed gameplay settings
- Fixed occasional CTD when hovering over modifier elements in province/colonisation view


Europa Universalis IV - Addaway



Today we bring you the patchnotes for the 1.29 Manchu free update, which is being released tomorrow!

Click here to read today's Development Diary by DDR Jake


Europa Universalis IV - BjornB


Six nations will do battle over five weeks of play - struggling to gain points across four objectives. Each week will have two themed objectives for that week and two recurring objectives. The themed objectives are secret until the day of the stream - so expect upheaval and anarchy as our players react to new challenges!

For each challenge first place will get 3 points, second place 2 and third place 1. The total scores are cumulative week on week and the player with the highest score at the end wins!

The Players
KaiserJohan - Pearlsedge
Blondie - Istralore
Pizzicato - Verne (absent the first week, and is temporarily replaced by Groogy)
Sidestep - Arbaran
PDJR_Alastorn - Beepeck
neondt - Vertesk
...