Jul 21, 2020
Europa Universalis IV - MagnusPDX
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Hello again! Last week I asked you all what nation you’d like me to focus on today, and the two most popular answers were Ayutthaya and Majapahit. Today I’ll focus on Ayutthaya, with Majapahit coming up next week.



Ayutthaya is the nation that would eventually become known to the West as Siam. It is named after its massive capital city, so large and so bustling with activity that even its canals were filled with floating markets. By 1700 it may have had 1 million inhabitants, making it one of the largest cities on the planet. In 1444 Ayutthaya is a nation on the rise. In 1378 it subjugated Sukhothai, taking its place as the dominant Thai kingdom. In 1431, Ayutthaya sacked the great city of Angkor, capital of the Khmer Empire. The devastation wrought by the Thai armies was so great that the following centuries are known as the Dark Age of Cambodia - more on that in a later dev diary. Ayutthaya also rules the vassal kingdom of Ligor on the Malay Peninsula, and would go on to launch a narrowly unsuccessful invasion of Malacca and a more successful subjugation of its smaller kingdoms like Pattani.



By 1444 Sukhothai is barely even a subject kingdom. Taking advantage of the political situation, Ayutthaya appointed Prince Trailok as King of Sukhothai. Upon the death of his father, Trailok would inherit both kingdoms and rule from Ayutthaya. This will now happen in EU4.

In 1.30 Ayutthaya’s national ideas are both a little on the weak side and not especially supportive of a South-East Asian playstyle. I’ve made some changes to their national ideas to better reflect the flavor of the nation, focusing on vassal-play and diplomacy:

AYU_ideas = {
start = {
cavalry_power = 0.15
liberty_desire_from_subject_development = -0.2
}

bonus = {
diplomatic_annexation_cost = -0.15
}

trigger = {
tag = AYU
}
free = yes

white_elephant = {
vassal_income = 0.2
}
corvee_system = {
global_manpower_modifier = 0.25
}
trading_links = {
diplomatic_reputation = 1
}
ayu_foreign_mercenaries = {
merc_maintenance_modifier = -0.15
}
ayu_embassies = {
improve_relation_modifier = 0.3
}
phrai_luang = {
development_cost = -0.1
}
personal_executions = {
harsh_treatment_cost = -0.2
}
}

Of course it wouldn't be a South-East Asia update without new mission trees. Below is the new mission tree for Ayutthaya, which it shares with the formable nation of Siam:



Ayutthaya’s mission tree rewards very few permanent claims. Instead, many missions award Subjugation CB’s, allowing Ayutthaya to vassalize large nations in a single war. Originally it was enough to simply have the required states owned by you or your subjects, but after some playtesting in both single player and multiplayer I judged these missions a little too powerful. So most subjugation missions additionally require reducing the liberty desire of relevant subjects. It’s not enough to have vassals in name, your subjects must be truly loyal to your will. Your National Ideas have an opportunity to shine here, but it certainly doesn’t hurt to complement them with Influence Ideas.

Some other interesting highlights:
  • Completing the Embassy to Japan mission rewards you with the renowned Japanese adventurer Yamada Nagamasa as a general, as well as access to the Japanese Volunteers mercenary company (highly disciplined soldiers) based in Ayutthaya itself.
  • Completing the Devaraja mission grants a new estate privilege that causes Dharmic faith provinces to have no Religious Unity penalty. We’ll talk about Estate Privileges in more depth in a later dev diary, probably one focussing on the Khmer Empire.
  • Completing the Royal Absolutism mission awards the Chakravarti tier 1 government reform, which will have the (as yet unrevealed) new features of the Mandala reform without the penalties, as well as +10 Maximum Absolutism and +1 Monarch Administrative Power. It also raises your government rank to Empire. If you are playing as Ayutthaya, completing this mission is the only way to form Siam.
  • There are several elements of the leftmost branch of the mission tree that I can’t talk about yet, but the general idea is that you’re using various means to develop your nation, especially your capital, and ultimately making your capital into the most glorious city on earth.
  • The rightmost branch deals with Ayutthaya’s ambitions in Maritime SEA. Preparing an invasion of Malacca can severely harm Malacca’s relationship with the Ming, resulting in the loss of their tributary status. Further missions grant claims only on Centers of Trade in the region and require establishing trade power in the node.
  • The final missions of the central branch (not pictured) have you taking on East Asia’s only superpower - the mighty Ming dynasty - and claiming the Mandate of Heaven.



Ayutthaya can now experience a new Disaster, the Siamese Revolution. In 1688 a rebellion broke out in reaction to the increased European (especially French) imperial presence in Siam and the King’s perceived complicity in the influence these powers were exerting over the country. The stage is set for this Disaster when Ayutthaya has decent (~50) relations with a European power active in South-East Asia. When the Disaster begins, a series of events lead you towards either Openness or Reactionary options each with their own benefits and drawbacks. These events deal with the military, religious, commercial, and diplomatic power that Europeans attempted to impose on Ayutthaya. The disaster can end once you pursue one path to its conclusion.



There are two possible endings to the Siamese Revolution, depending on whether you choose the Openness or Reactionary paths. The historical Reactionary path ends with the Siamese noble Phetracha launching a palace coup and seizing the throne, which historically led to an isolationist period for Ayutthaya - and was perhaps also a factor in Siam becoming the only power in SEA to avoid becoming part of a European colonial empire. This grants a permanent Foreign Spy Detection and Tolerance of the True Faith bonus, but will also destroy your relations with all European powers active in SEA. Following the alt history Openness path results in Phetracha’s arrest and execution, and instead instantly adds a large amount of institution progress in the capital for any institution that is not fully present in your capital but which have been embraced by any European power active in SEA. You’ll also get a permanent bonus to Institution Spread, but a permanent penalty to Foreign Spy Detection.

That’s all for today! Next week by popular demand we’ll focus on Majapahit and the disastrous situation they’ve found themselves in by 1444. Until then, have a good week!

edit: I just noticed the typo in the title. Well, too late. It's the twenty-firth now. :D

Moderator note:

As a reminder, @neondt is a content designer, not a programmer, therefore cannot reply on the programming side of the patch.

This development diary is about content design. Remain on topic.
Europa Universalis IV - MagnusPDX
Good morning! Last week I revealed that the focus of the next update is South-East Asia, and gave a brief overview of the map setup for the mainland part of that region. Following on from that, today we’re going to look at Maritime South-East Asia.

This rework is somewhat more radical than the rework of the mainland, which focussed primarily on adding detail and tactical depth to the existing setup. For the Maritime region I wanted to provide a very different and much more engaging campaign experience that reflected the thriving and diverse Malay world that existed historically.

First thing to note is that all of the surrounding sea zones have been converted to Inland Seas, meaning that galleys get combat bonuses in the region. Naval warfare was very important in the Malay world, and Malay fleets tended to consist of smaller vessels not unlike those used in Mediterranean warfare.

Let’s take a closer look at the map:

Seen here is the Malay Peninsula and the island of Sumatra. Pattani and Kedah are no longer one-province minors; Pattani receives the inland province of Gerik, which historians believe may have been the origin of the kingdom, whie Kedah receives Penang, which would eventually become a point of conflict between the Sultanate and the British East India Company.

Malacca remains the dominant power on the Peninsula, but no longer controls the eastern half. The Sultanate of Kelantan and the Kingdom of Pahang are now independent. Pahang is the last non-Muslim polity on the Peninsula, and would historically be conquered by Malacca in 1454 and made into a vassal state. Its last Maharaja, Dewa Sura, sits upon a precarious throne. Kelantan is another city-state that would eventually fall to Malacca, and in 1444 shares a dynasty with the Sumatran nation of Jambi. Malacca has gained the province of Singapura, modern Singapore. Singapura is the origin of the Malacca Sultanate, and according to legend also the origin of many other Malay dynasties.

Quite a lot has changed on Sumatra. Besides its many additional nations and provinces, the central inland part of the island is now impassable. This to emphasize the importance of navies in the region and reflect how difficult it was to march armies across this hostile terrain.

There are several accounts of the origins of the Aceh Sultanate, located at the northern tip of Sumatra. It is generally considered to have come into being at the end of the 15th Century, being preceded by a kingdom named Lamuri about which we know little. I have opted to take a slightly ahistorical route and represent Aceh as a Sultanate in 1444. Aceh is one of the historical “winners” of the region; Sultan Iskandar Muda launched a successful campaign in the 17th Century that resulted in the conquests of much of Sumatra and the Malay Peninsula, and prior to that Aceh was already the dominant power in northern and western Sumatra. Aceh is also referred to as the “Porch of Mecca” owing to its importance in the spread of Islam to Maritime South-East Asia.

Western Sumatra is ruled by the Hindu and Buddhist nations of Barus, Pagaruyung, and Indrapura. Eastern Sumatra is far more Islamized, with the Sultanate of Deli, Siak, and Jambi having embraced the Sunni faith and leaving Palembang as the last Hindu state on that side of the island. On the topic of Palembang, it remains under the rule of Chinese elites following the expulsion of the pirates by Zheng He, and players that own Golden Century still have the option to restore the pirates to power. Palembang has received an additional province on the southern tip of the island; the area today known as Lampung produced an immense amount of pepper and as such has been given a significant goods produced modifier.

Onwards to Java! The familiar kingdoms of Majapahit (Mahajapit, Majahapit, Mapajahit, Mahapajit, Mapajahit, Majahapit?) and Sunda have received a fair few additional provinces - Java is a very populated place both historically and today. Sunda is now the home of the Sundanese people, a new culture in the Malay group made distinct from Javanese. Two new nations appear on the map in 1444: Blambangan and Bali. Both are represented as Tributary States of Majapahit. Majapahit is a nation in its death throes. An empire that once spanned across Maritime South-East Asia is now struggling to hold together its remaining Javanese territory. We’ll talk more about the fall (and potential resurgence) of Majapahit in a later dev diary.

Here we have Borneo (left), Sulawesi (center) and the Moluccas (right). These more distant nations, with the very notable exception of Brunei, have yet to embrace Islam and follow a mix of Hindu and Animist faiths. The Hindu kingdoms of Borneo are Sambas, Berau, Kutai, and Banjar. The Animist kingdoms of Sulawesi are Makassar, Bone, Luwu, and Buton. Coastal Borneo would become dominated by the Bruneian Empire during our period, which will be reflected in Brunei’s mission tree. The interior of Borneo remains impassable. Even today it is extremely difficult to traverse except by its indigenous tribal people, and no nation in our time period attempted to make incursions into the interior, being fully aware of the impossibility of maintaining rule.

Ternate and Tidore are the only nations in the aptly named Spice Islands. Tidore and Ternate share a small mission tree that allows them to colonize the surrounding islands. In 1444 they have a monopoly on a new trade good: Cloves. Cloves initially exist only on Tidore and Ternate themselves, but have a very high chance of being discovered on colonized provinces in the surrounding islands. With a base price of 8, a province effect of +20% local trade power, and a trading bonus of +5% trade efficiency Cloves are by far the most desirable trade good in the game prior to the availability of Coal. Note that as always, numbers presented in dev diaries are not final.

The formable nation of Malaya has undergone several changes. Firstly, the requirements have changed to owning at least 40 provinces in the Malaya or Indonesia regions, as well as several specific provinces depending on your religion. When you form Malaya, you’ll immediately get an event giving you the option of what to name your new nation. You can always choose Malaya or Nusantara (a geographical Malay term for the entire region). If you have the Srivijaya dynasty - Malacca begins with it in 1444 - you can choose Srivijaya, while if you form the nation as Majapahit you can choose to name yourself the Majapahit Empire. This uses the same cosmetic name change mechanic that we introduced with the Kingdom of God in 1.30.

That’s all for this week! I haven’t yet decided on the topic of next week’s dev diary - most likely we’ll focus on a major nation in South-East Asia. If there’s any nation either in Mainland or Maritime South-East Asia you want me to talk about in more detail for next week, let me know in the comments and I’ll consider it. Until then, have a great week!
Europa Universalis IV - MagnusPDX
Click here for the Forum post.

Good afternoon! I am once again eschewing the traditional Swedish summer vacation, this time because I’d prefer to wait until I can safely travel rather than taking a dull staycation in my Stockholm apartment. What that means for you lovely people is that you get summer content dev diaries! Let’s get right into it!

Those of you who know me even slightly will be aware that I love all things South-East Asia (SEA). After 2.5 years on the project, I finally have the opportunity to create the SEA map rework of my dreams. Shown above is Mainland SEA. Burma/Myanmar is excluded from the map rework as I feel that the treatment I gave it during the development of Dharma still holds up. There will certainly be new content for nations in that region however, including what another dev fondly described as the “Shan mission stick” when we played MP this weekend.

The country setup has not been radically altered. The only new additions to the 1444 setup are the tribes inhabiting what is today the Central Highlands of Vietnam. I have, however, added many new provinces and increased the total development of the region significantly. According to the logs, the indo_china_region now contains 64 provinces with 542 total development. Note that these numbers, like all numbers presented in dev diaries, are not final. I’m especially satisfied with how Lan Na fits into its 5-province state, bordered on its west by impassable terrain. Speaking of impassable terrain, the Annamite Range now separates Vietnam from much of Laos, making Dai Viet a drastically more defensible nation.

A design goal for Mainland SEA nations in the 1.31 update is to emphasize vassal play and the development of capital super-cities. We’ll talk about various ways that this will be achieved another time, but one prerequisite for the goal is having nations to vassalize:

Several releasable nations now have cores on territory held in 1444 by Lan Xang and Dai Viet. These nations actually already exist in the game files, but are very rarely seen in 1.30 due to their lack of cores. Unfortunately there aren’t really any sensible ways that I’ve found to divide Ayutthaya or Khmer, though in Ayutthaya’s case Sukhothai can still serve as a vassal to which you can feed your Thai provinces.

I’ve also taken a look at culture groups in the region. Central Thai and Northern Thai are now simply “Thai”, which belongs to the Siamese culture group that it shares with Lao and Shan. Countries in this culture group are able to form Siam, though Ayutthaya can only do so via its new mission tree. The “Indochinese” culture group is admittedly fairly arbitrary, but does serve to encompass regions of “natural” Vietnamese expansion on their “nam tiến” (southward advance). Cham has been moved to this group to reflect that we no longer equate culture and language.

Next week we’ll take a similar look at Maritime SEA - modern Indonesia and Malaysia. In terms of scripted content you can expect plenty of historical events, mission trees, disasters, government reforms, estate privileges, and more from the 1.31 update. We’ll get to these in later weeks, but for now that’s all I have to say. Until next time, have a good week!
Europa Universalis IV - BjornB
1.30.3 Changelog

###################
# AI
###################
# Other
- AI won't push through the entire council of trent in one day anymore


###################
# Interface
###################
# Icons/Art
- Added missing icon for governing cost modifier


###################
# Bugfixes
###################
- Added DLC check to support independence agenda
- British and Spanish missions that require passing an HRE reform are now updated for Emperor
- Burgundian mission fallback will no longer join hre if it doesn't exist
- Fixed Ansbach succession event requiring wrong ruler for Ansbach
- Fixed Bohemian mission requiring wrong rival when PLC exists
- Fixed CTD that can happen when AI was working with an agent that only consisted of mercs
- Fixed OOS that happen if you have negative seperatism in a province.
- Fixed Peace treaty to enforce peasant republic on others
- Fixed bug where it wouldn't give full payout in gold peace treaty
- Fixed duplicate mission id's in script, which was causing some mission art to display incorrectly
- Fixed no loc for Hussite Traditions event for non-Hussites
- Fixed no tier 3 gov reforms for rev empires without emperor dlc
- Fixed some development agendas picking non-state core provinces
- French Auld Alliance mission no longer requires the British country to be independent
- Hotkey for Attach army no longer overlaps, it is now 'h'. You might need to reset hotkeys through the new manager to make it work
- Italian nations must now lose a war to the Emperor to be considered reined in for Shadow Kingdom, rather than losing any war
- Lubeck mission can no longer grant a CB against Norway if it doesn't exist
- Pope should now always be Catholic when released as a vassal
- Updated location of Genoa trade node for All Your Trade achievement
- Fixed bug with how scaling reform desire modifier was applied
Europa Universalis IV - BjornB
We've been hard at work making a hotfix for 1.30.x to resolve the issues that has been reported to us following the release last week.

1.30.2 does not necessarily break saves from 1.30.1, but as usual: We always recommend that you start a new game after the update. If you continue on old saves there is always a risk that something will behave unexpectedly.

1.30.2 Changelog

###################
# Gamebalance
###################
# Religion
- Golden Bulls base cost is now 400 ducats.
- Investigate heresy now costs 500 Curia Treasury
- Investigate heresy now only available to pope
- Investigate heresy now scales by 50% reform desire instead of only 10%.
- Switched around some modifiers in tiered defender of the faith

# War & Peace
- Modern Firearm Techniques Policy now gives 10% Inf Combat Ability

# Other
- Can no longer combine both Golden Liberty & Increased Levies
- Halved Cossacks development bonus privilege on steppe provinces.
- Low crownland penalty now tops off at 0.4 monthly autonomy gain.
- Lowered Base Crown Land Influence to 60%
- Lowered IA gain from Imperial Princes
- Statutory Rights privilege is now locked for 20 years after being given
- Supremacy over the Crown now adds more influence
- Supremacy over the Crown should now trigger way less
- Estate disasters now start progressing at 50% Loyalty and won't lose progress while you have more than 100% influence
- The Estate Bailout event for Statutory Rights MTTH have been increased from 24 to 128.

###################
# AI
###################
# Tooltips
- Made Crown Land effect tooltip more explanatory

# Other
- AI will now be a bit less zealous on using assign heir
- Understands now better how low loyalty of estates will impact them if they seize land from them


###################
# Interface
###################
# Other
- Attaching now has shortcut of 'd'
- Holding Shift while pressing Attach will now attach to first unit.


###################
# Bugfixes
###################
- Burgundian mission firing an incident now requires no active incident
- Controlled provinces by enemy won't prevent them from being added to the empire now in Force into HRE cb
- Countries that leave the HRE via Incidents now get an opinion penalty with the Emperor, and if AI will never again join the HRE
- Fixed Austrian mission requiring HRE reform only available without Emperor DLC
- Fixed Council of Trent event firing without Emperor DLC
- Fixed all remaining instances of negative opinion decay
- Fixed bug where mercs would break if in construction and chaning subunit type
- Fixed bug where unrest would stack weirdly and cause it to grow exponentionally
- Fixed negative opinion decay in Sforza opinion modifier
- Fixed so you don't get PU CB if your religion don't believe in those things when using the assign heir
- Fixed some Franconian minor missions disappearing on reload
- Fixed trigger for Spheres of Influence mission for Italian minors
- Fixes so you can't split out merc units with boats
- Force into HRE CB will now only appear for targets where the peace treaty is valid
- Hungary loses its core on Belgrade when ceding it to Serbia via mission/event
- Netherlands no longer gets its government change event if it is a subject nation.
- Player will no longer be told an incident will happen to due Burgundian mission when it won't. Clarified tooltip for Join the Empire mission.
- Production agenda for Jain and Vaishyas will no longer target gold provinces
- Secure the Succession mission should now always be completable
- Fixed CTD in Excommunication action
Europa Universalis IV - contact@rockpapershotgun.com (Lauren Morton)

The game that’s spawned more offspring than some actual emperors has popped out another. Them strategy game folks at Paradox Interactive have released the new Emperor expansion for Europa Universalis IV. It’s all about keeping the faith and controlling the people with new Pope abilities to help you stand against revolutions. Alongside the new expansion is a free update for all EU4 players.

(more…)

Europa Universalis IV - BjornB
STOCKHOLM - 09 June 2020 - Power for the sake of power is empty. No truly great ruler seeks a legacy of selfish adoration. Do it to raise the people. Do it to shield the faith. Do it to preserve centuries of tradition. Rule as the Emperor to rewrite history and remake the world. Rule in Europa Universalis IV: Emperor.

Emperor is the latest expansion to Paradox Development Studio’s flagship series, Europa Universalis IV. This add-on to the best-selling grand strategy game about the Early Modern world returns its focus to Europe, with changes and additions to game concepts familiar to players. The Catholic Church is given new energy, the Holy Roman Empire is more interactive and Revolutions spread from hotbeds of discontent.



Features of Europa Universalis IV: Emperor include:

  • A Powerful Pope: Appoint cardinals, publish Papal Bulls and gather tithes. The Vatican and Papal Controller now have new abilities to sway the souls of Christendom.
  • New Holy Roman Empire Systems: Imperial Incidents provide new challenges to the Emperor's power and authority. Will your empire follow a course to a centralized monarchy or decentralized federation?
  • Revolutions Revamped: The spirit of Revolution is a contagion that must be either embraced or vigorously opposed. Use the zeal of revolutionary guard units to fight reactionaries at home and abroad.
  • The Hussite Faith: Bohemia has an early game chance to embrace heresy and stand alone against the Pope until The Reformation.
  • Hegemonies: Seize the mantle of global leadership if you accumulate great wealth and armies, but be prepared to face great opposition from those who question your right to rule.
  • New Missions: Over 20 new unique mission trees for a variety of European nations
  • Defender of Faith: With great responsibility comes great power. Defending a major religion should be different from defending an insignificant one. Now it is!
  • The Council of Trent and Counter-Reformation: Join other Catholic rulers to slow down the spread of the Reformation by making concessions to the unruly mob or harshly imposing the will of God.
  • Provoke Rebellions: Risk a larger rebellion now while you think you can manage it instead of waiting for discontent to take its course

As is customary, Emperor is released alongside a major update to Europa Universalis IV, freely available to all players. This update makes changes to the game map, how estates work, mercenary recruitment and much more.

https://store.steampowered.com/app/1259360/Europa_Universalis_IV_Emperor/
Europa Universalis IV - BjornB
Greetings!
So we actually didn't get to release 1.30 before we decided we should do 1.30.1 instead, so here you will get two changelogs at once! Enjoy.

We strongly recommend you finish any ongoing games you have before updating your game as old saves will behave very strangely if they work at all. For instructions on how to play the game on a previous version,please go here!

############################################################
######################### 1.30.1.0 #########################
############################################################

###################
# Gamebalance
###################
# Other
- Propagate Religion Policy now targets non-abrahmic religions instead of being limited by continent restriction

###################
# AI
###################
# Economy
- AI considering themselves being "recovered" after a hell war a bit earlier and will dismiss mercs earlier.

# War
- AI will always consider Merc Armies now splinter armies and not main armies. Solves issues with non moving Army stacks and it constantly trying to merge things together.
- AI now better at recognizing Mercs and not trying to merge them with their regular main armies.

###################
# Interface
###################
# Icons/Art
- Hussites now have their own pick aspect icon
- Recentered the Monastic Elections icons to be more centered

# Tooltips
- Added tooltip to show that Absolute Reichstabilität gives access to new Expand Empire CB.

# Other
- Now hides properly leagues scrollbar when they are disabled.
- Rebel demands if large enough should no longer overflow on the interface
- TC Investments in the state view no longer stretches outside of the window


###################
# Usermodding
###################
# Other
- on_loan_repaid on action now called when you use pay back all money button


###################
# Script
###################
# Setup
- Added back missing Bahmanis cores on provinces Washim, Karanja and West Berar.

###################
# Bugfixes
###################
- Added Mahayana as a conversion option for pagans via decision
- Bible Translated now checks if Pope exists to add opinion modifier
- Can no longer escape the Revolution through forming nations with special governments (Bukhara, Mongol Empire, Mughal Empire, Persia, Russia, Ruthenia, Sokoto, Switzerland, Rum)
- Can no longer get Vaishyas & Jains Workshop Agenda on Gold provinces.
- Can now become Rev Empire without Rights of Man DLC.
- Dutch Revolt no longer have duplicate modifiers to progress. So Dutch Revolt should not happen instantly anymore.
- Fixed CTD that can happen in the war dec screen.
- Fixed Ewiger Landfriede modifier loc if playing with Emperor
- Fixed loc for mechanic to create revolutionary client states
- Forming post-colonial nations now checks for provinces being fully colonized
- Hansa incident can no longer happen if Lübeck is a subject
- Korean missions will no longer appear in random setup
- Macrobuilder should now show correctly what investment has been fully built and not
- Savonarola is no longer an immortal lich.
- Trying to add privilege when you don't have enough crown land now have proper loc
- When forming new tag you now keep your revolutionary target if you were it.
- Can no longer generate inf admin mana by swapping muslim scholars.
- Fixed CTD from when you click on province view shield for rebels
- Fixed CTD that could happen if several Governemnt Reforms become invalid at same time and they fiddle with Estates.
- Fixed CTD when you both accept culture in dialog and press accepting another culture at the same time.
- Fixed OOS that happens from effect setting religious school
- Fixed a crash that can happen when you try to grant free city status and do not own The Cossacks DLC.
- Fixed random CTD when AI is picking options in imperial incidents
- Removed DLC Lock on the 3 Base Estate's Events
- Removed DLC Lock on the Free Cities events.
- Removed Nation Designer Common Sense DLC Lock on Free Cities
- Repaying back all loans now also counts for removing the Indebted to the Burghers privilege

############################################################
######################### 1.30.0.0 #########################
############################################################

###################
# Free Features
###################
- Reworked Mercenary system that uses Mercenary Companies instead of individual Mercenary Regiments.
- Overhauled and better integrated Estates mechanics with Privileges & Agendas.
- Removed Corruption from Territories and made a whole new Government Capacity mechanic. States, TC's & Territories have different weights on this.
- Expand administraion mechanic that let's you spend government reform progres for increased governing capacity.
- Added an indication of who views you as a rival when picking a rival!
- Added new option to allow people to change countries multiple times, must be off for achievements.
- Free cities are now enabled in the base game.
- Government Reform Mechanics is now baseline, while Dharma and Emperor unlocks a fair amount of unique reforms.
- Reworked Dutch Revolt to include a Disaster
- Add 3 missions for Bulgaria
- Added 10 missions for Franconia (of which available for Franconian minors, depending on the tag).
- Added 4 new missions for French Duchies
- Added 5 missions for Albania
- Added 5 missions for Hannover, Brunswick, Luneburg and Calenberg and 4 further missions for Hannover.
- Added 6 new events about Mercenary Companies
- Added 8 free missions for minor Italian states
- Added 8 new missions for Brittany.
- Added 8 new missions for Flanders and Brabant
- Added 9 missions for the Palatinate.
- Added Bonfire of the Vanities disaster that adapts and adds to the old Savonarola event chain for Florence.
- Added Chinese, Hindustan/Bharat and Mughal Revolution flavour.
- Added Crusader State government for Jerusalem
- Added Golden Ambrosian Republic disaster for Milan, incorporating the existing event and adding 8 new events, including events about the rise of Sforza and a potential military dictatorship.
- Added Hussite religion and associated flavour events
- Added Italian Wars dynamic historical event, beginning when a major power is at war with an Italian nation. Enables special mercenary companies and a triggered modifier for around 50 years for active participants.
- Added Junker Stratocracy government reform and legacy government. Available for Prussia if it becomes a republic. Generals become rulers.
- Added Military Dictatorship government reform and legacy government. Rulers reign for life, and the best General succeeds on ruler death.
- Added Pazzi Conspiracy event for Florence/Tuscany
- Added Protectorate Parliament government reform and legacy government for the English Commonwealth under Cromwell.
- Added Signoria government reform, available to Italian Republics. Florence, Bologna, and Pisa begin with this reform. Allows dynastic candidates in elections without any monarch skill penalties. Also allows Royal Marriage.
- Added a mission tree for Swabian minors and an expanded tree for the Swabian formable (11 missions in all).
- Added a new event chain concerning the succession to the Neapolitan throne in the 15th century.
- Added a non-OP starting government reform (and legacy government) for Austria.
- Added an Industrialization institution, which hits from 1750 onwards.
- Added an event chain surrounding the attempted Serene Neapolitan Republic (S.P.Q.N.) in the 17th century.
- Added better colours for most countries' Revolutionary flags.
- Added estate privileges to the game.
- Added event for France that spawns the Duchy of Alencon after reconquering the province.
- Added mission tree for Croatia and Ragusa
- Added mission tree for Dithmarschen. Break the chains!
- Added several events surrounding the breakup between Saxony and Thuringia.
- Added the Borgia Papacy event chain, covering the election of Rodrigo Borgia and the career of his son Ceasare
- Added three new missions for HRE Republics to replace the ones to become Emperor (which is impossible for republics).
- Added two dynamic historical events about the Jews of Selanik
- Reworked the Black Army so that it is now a mercenary company with reduced cost and extra discipline
- The Observer can now access information in the ledger when it is locked or limited
- Unlocked 15 event pictures that were previously only for owners of Art of War.
- Optimised the performance of Hindu monarch events (1-day MTTHs were eradicated).
- Added subject interactions for Golden Century users to block or allow AI subjects from using settlement growth.
- Added "marines" type of infantry, that unloads much faster, but you can only have a fraction of in your forcelimit. REQUIRES Golden Century or Rule Britannia.
- Custom nations can now setup how they want their units to look from the players purchased sprite packs.
- Added a States Macro Builder that should make States micro a lot nicer.
- Added Go to buttons in Events.
- War Taxes is now a toggle that costs 2 Mil points a month if you are at war

...and much more that doesn't fit in a Steam announcement. Please visit our official forum for a complete changelog!
Jun 8, 2020
Europa Universalis IV - MagnusPDX
Today at 1700 CEST our Game Director Johan, and Game Designer Groogy, will be answering your question about the 1.30 Austria update and the Emperor DLC! Tune in on Twitch to see the answers to the questions you the fans want to know.

https://www.twitch.tv/paradoxinteractive
Crusader Kings II - contact@rockpapershotgun.com (Imogen Beckhelling)

Paradox Interactive, the makers of Crusader Kings and Stellaris, have announced the “impending completion” of a collective bargaining agreement with the labour unions for its employees in Sweden. By the end of this month, Paradox employees should have a formal way of influencing their pay, benefits and responsibilities, and be generally better protected by the unions they’re part of. If you’re a little confused on what all this “collective agreement” business means though, bear with me while I have a go at explaining it.

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