Greetings everyone! It’s been a while since the last Europa Universalis IV Developer Diary, but we didn’t want to end the year without reaching out one more time, in order to share with you a retrospective view not only of 1.36 and EUIV: King of Kings after its release, but of what has happened to EUIV in 2023 as a whole. Let’s get started!
King of Kings
Last week we released patch 1.36.2, fixing several issues reported after 1.36 ‘Byzantium’ release. We’re so far quite happy with the stability and level of quality of this update, so we’ve decided this will be the last patch for it. This doesn’t mean that there aren’t issues that need to be fixed, or that there aren’t going to be any new ones that arise; but we will be tackling them in the 1.37 update, which is planned for the first half of 2024.
Apart from that, we’re quite happy with the reception of the King of Kings Immersion Pack. It has reshuffled new content to a region highly demanded by the community, and we think this is reflected across several aspects, from direct community feedback to the number of players, etc. We’re very thankful for that! And as there were demands for more Middle East-focused content, we'll definitely work on that in 2024.
Domination
We also released in April the other main Expansion of this year, EUIV: Domination. It was very different from other previous ones, as it was thematically focused on most of the Modern Age great powers at once, for which we created a great amount of content. It was released along with a quite ambitious update, 1.35 ‘Ottomans’, as touching so many different regions and aspects of the game at once made balancing one of the most challenging issues to tackle on it. As we were aware of this, we planned for a longer Post-Release Support, and we were able to release 3 hotfixes and 2 patches up until early July.
Nonetheless, Domination was a total blast for us, as it allowed us to work and update the content for the most important countries in the game, something very demanding, but rewarding as well. And, again, we need to thank the community for the reception of this DLC, as it was a great success!
Music Packs
This year we released two standalone Music Packs. The first was the free-to-download 10th Anniversary Community Music Pack, a remaster of 10 songs composed by Utopia and produced by George Hammond to celebrate the 10th Anniversary of the game. The other is Utopia’s Holy Roman Empire Music Pack, which we release this Thursday, December 21st! Great music that comes from the EUIV community itself.
History Lessons
A new experimental type of DLC that we released in June was the History Lessons for China and Japan. Available in the game’s internal music player, we collaborated with two experienced podcasters, Laszlo Montgomery from ‘The China History Podcast’, and Isaac Meyer from ‘The History of Japan Podcast, to craft them, and approach a new immersive experience for the game - listening to a History podcast while you play it!
10th Anniversary
This year was marked by the great milestone of the 10th Anniversary of Europa Universalis IV. Johan, the game’s original and current Game Director, made a retrospective of its development back in August. I just want to add on top of that that it’s been a great pleasure and honor for the whole team of Paradox Tinto to have worked on it since the studio was founded, working closely with the other involved Paradox departments.
New Official Discord Server & Grandest LAN
Having the opportunity to celebrate the 10th Anniversary of the game, our Community Team organized different activities during the month of August to get even closer to the community. The main one was the launch of a new official server on Discord, making for a new place to engage with other players and fans of the game, and with us, the developers, as well!
Other than that, the community could also celebrate its passion for the game in yet another edition of the Grandest LAN hosted at the magnificent Czocha Castle, in Poland. Our friends at Turbolarp prepared yet another great edition of the yearly EUIV event, and both the players in the castle but also those watching the streams at Twitch could experience another amazing and fun multiplayer experience.
That’s all for 2023, and for today! It’s been an exceptional year for Europa Universalis IV, and all the people working at Paradox Interactive and Paradox Tinto just wanted to thank you all, and wish you Happy Holidays! We’ll be back with new Dev Diaries around February, see you then!
We've just reworked much of our bundles on Steam - meaning lower prices and more relevant content.
Almost all of our existing offerings have been streamlined, consolidated, or revamped to be more thematically consistent.
The most significant changes have been to the Ultimate Bundle and Starter Pack (now the Starter Edition), which have seen much of their content rearranged; for example, the Ultimate Bundle has had cosmetic packs removed and repackaged into the new Prestige Collection. These bundles are therefore now better organised (and cheaper!):
A package specifically curated to give players a strong starting point with EUIV. Includes the base game, a content pack, and two major expansion packs that add greater depth and more strategic options to the game.
A package designed to truly bring the game to life with immersive visual & audio elements. Includes the base game, music & unit packs, history lessons, and more.
The most comprehensive collection of EUIV expansions, boasting years of content. Includes the base game along with almost every expansion and immersion pack currently available.
Please note, these prices (and the discounts expressed) may vary depending on your local currency, and any already owned content.
You can view these bundles along with the many others that we’ve reworked over at our store page. As mentioned, almost all of our bundles have been tweaked, and hopefully better suited to players’ needs, reflecting how EUIV has grown since we first put them on the store. We hope you enjoy them!
Edit: It's come to our attention this hasn't been made super clear, but content included in our Ultimate Sprite Pack can indeed still be purchased separately!
Embark on a Fascinating Journey: Discovering Mesoamerica's Rich History through the Mesoamerican Expansion Mod Created as part of the 2023 EU4 Modathon!
Hello Everyone,
I am Minnator, one of the creators of the Mesoamerican Expansion, a mod that completely overhauls the Central American region also known as Mesoamerica. I am happy to welcome you to a mod that was created during the 2023 Modathon and thus created in a very strict time frame of two weeks. Even though time was scarce the mod is filled with secrets, flavor and a very interesting story to its creation.
In this mod spotlight I not only want to show you around the content we have done, but also showcase how we did it during the Modathon and how you can take part in the next Modathon yourself. But more about that later.
Let’s start with a rough overview of what we have for you today:
How the mod came to be
Map changes
Reworked Nahuatl religion
New government reforms
New generic mission tree
New Aztec mission tree
New buildings
New government mechanics
New disaster
New estate privileges
Three new music tracks
The next Modathon
How the mod came to be
A few years ago a close friend of mine found himself playing the natives in the new world, but since they seriously lacked content, we decided to sit down and make a mod to enrich the area with gameplay mechanics we thought could make this type of gameplay more interesting, and better yet, more fun to play. This summer, Khyler messaged me about the upcoming Modathon, and the choice to participate was easily made. After some thought, we decided to revisit the concept that had once introduced us to the EU4 modding community in the first place; New World Natives. This coincided nicely with the idea of another Modder by the name of Varaan, who was searching for contributors to a Meso-American mod. And just like that, the concept and team for our mod were set, ready for the 2023 Modathon.
During our team meeting, we each took on roles that played to our strengths: Varaan focused on missions, Khyler on the soundtrack, I handled map edits, government mechanics, disasters, and other smaller tasks, and Verinity Void provided historical text whenever necessary.
Our aim with the mod was to give immersive, yet challenging, gameplay to the Aztec nation as well as the countries surrounding them. There were also plans to do the same for the Maya, but sadly time ran out and we had to cut it from the finished mod.
Map Changes
Regarding the vanilla Map in the Mesoamerican region we quickly noticed that there were too few provinces to ensure an entertaining gameplay until the colonizers arrived. Thus we decided to add a total of 17 new provinces to the map. As there is not a lot of documentation on how this region was split up in the 15th century we decided to settle on a relatively accurate map that displayed part of the region and added provinces named and located after cities and settlements from said map. All in the image highlighted provinces where added
Reworked Nahuatl religion
In vanilla the Nahuatl faith is represented using religious reforms which are accompanied by the Doom mechanic. This usually makes for a tedious and one-dimensional gameplay forcing the player to continuously keep an eye on their doom, losing all vassals five times until the religion can be reformed. We wanted a completely different system that enhanced the existing Doom, removed the religious reforms and added fun and entertaining ways to manage the Doom. We used the now moddable government mechanics to display and visualize doom while the options to handle it are spread across the entire mod.
But that's not all. To further enhance the experience we decided to use the Religious Schools system that is found in the Muslim religion group in vanilla EU4.
Tezcatlipoca
Tezcatlipoca was one of the major gods in the Aztec religion, playing a significant role in their cosmology and mythology. Often referred to as the "Smoking Mirror", Tezcatlipoca was associated with various aspects including creation, destruction, destiny, sorcery, and change. He held a complex and dual nature, embodying both light and darkness, creation and destruction.
Tlaloc
Tlaloc was the Aztec god of rain, fertility, and agriculture. He was often portrayed with goggle-like eyes and fangs. Tlaloc was crucial to agricultural success, as rain was essential for crop growth. Offerings and ceremonies were made to appease Tlaloc and secure his favor, especially during the rainy season.
Quetzacoatl
Quetzalcoatl, known as the "Feathered Serpent", was a prominent Aztec deity associated with wisdom, creation, and wind. He was depicted as a feathered serpent or a human figure with a bearded face. Quetzalcoatl was often seen as a bringer of civilization and culture, associated with arts, learning, and rulership. His rivalry with Tezcatlipoca was central to Aztec mythology, representing the balance of opposing forces in the world
Huitzilopochtli
Huitzilopochtli was the Aztec god of war and the sun, often depicted as a hummingbird or an eagle. He was a central figure in Aztec mythology and society, associated with military prowess and protection. Human sacrifices were dedicated to him to ensure victory in battle and the continuation of the sun's journey across the sky
New government reforms
With the aim to represent the culture, politics and diplomatic situation of the Mesoamerican realm back in 1444 and the following centuries until their downfall to the colonizers we created several unique government reforms. Almost all of the added reforms are deeply intertwined with our government mechanics such as the Doom, Colonial Influence and the Power Struggle. Further down in the Spotlight we will see that a disaster is also controlled and set by a government reform. Here I will present to you a few of my personal favorites:
But there is one Diplomatic relation you might have heard of: The Triple Alliance. We also tried to show it as accurately as possible by our own interpretation of it:
New generic mission tree
As this mod was made during the Modathon 2023 we had a very limited timeframe of 14 days to accomplish our goals. This means that extensive mission trees for multiple countries was just not in the budget, so we decided to instead create an engaging 38 missions long generic mission tree that is accessible to all Nahuatl nations in the mesoamerican region.
This generic mission tree is different from most vanilla generic missions. It not only has some basic conquest and some simple build up mission. It hosts options to improve your already existing realm, battle the colonizers, do a sunset invasion and is even going as far as to give you the chance to take revenge for what the colonizers did to you and your people by sacrificing the pope or the emperor of China.
New Aztec mission tree
Given our very limited time of only 14(!) days to produce a fully functional mod, we decided that we could only focus on one country’s unique mission tree, and with their rich history our choice obviously was to create said mission tree for the Aztecs. When Varaan proposed to make a 54-mission tree for the Aztecs in this short time I thought he was crazy! However, he surprised us all by not only delivering on that promise but also completing the additional generic mission tree within that time. This was possible only due to modding tools created by the community but more on that later. So let’s dive into the Aztec Mission tree and see what it has to offer!
With EU4 only having the mesoamerican region colonized at the start of the game and the surrounding regions only populated by migratory tribes, we wanted to offer the player an option to properly expand past the borders of Mesoamerica. As we deemed colonists unfitting, we settled on giving access to the Siberian frontier mechanic for a limited timeframe that could be regained, for a price.
In the next part of the mission tree we will focus on the development of infrastructure. Instead of giving static and repetitive rewards we focused on giving bonuses to already existing modifiers and mechanics or giving the player a choice by completing missions in different ways. Here a few highlights: The next portion focuses on historic structures of Aztec Importance, as well as the historic production of goods. We also expanded on an alternate path Aztec history could have taken. This is just a preview of what is waiting for you!
The finishing touch to the mission tree obviously is how to handle the colonizers. There not only is a disaster as shown further in the Spotlight, but also a bunch of alternative timeline missions such as enforcing your rule on the Christianity, the Emperor of China and even the Shogunate of Japan! But all of these targets are far over the sea so that means we need to tame the oceans first before we can bring the fight to the colonizers themselves. This struggle over supremacy on the seas is displayed extensively as well. Instead of spoiling everything we have created for you I will just give you a small highlight of what is to come:
New Buildings
As we reshaped the gameplay for the mesoamerican region we had the idea to introduce new buildings and modify existing ones to better fit our scope. Marked in red I highlighted the buildings we added and I also have a preview of what to expect:
Government Mechanics
When the Modathon took place and we were creating our mod the beloved government mechanics had become moddable in the then latest patch. As they are a powerful and amazing tool to represent and manage historic values of a country or disasters we promptly used them for both.
Doom
When thinking of the Mesoamerican region in EU4 the first thing that comes to mind is the painful doom mechanic that poses a significant challenge. We set our aim to increase the experience in the region so we definitely had to do something about it. So we converted it to a government mechanic, gave it some new textures and adapted all vanilla ways to handle doom to fit our representation of it. Let's dive a bit more into how it works:
Doom represents how satisfied the gods are with you, and historically the Aztecs tried to calm their gods by sacrificing humans and their blood to worship them. So we made it possible to sacrifice your ruler, pay people to sacrifice them, raid your neighbors to gather prisoners of war to sacrifice them, sacrifice your subjects ruler and heirs and finally, your heir, if your ruler is cruel. There are also some special events and cases depending on your ruler that can cause either the gain of Doom or the loss.
Using the Sacrificial Raids casus belli, which can be obtained via one of the interactions in the Doom mechanic, will enable a special peace treaty:
Colonial Influence
But Doom will not be the only stepping stone on your way to supremacy. There also is the so-called Colonial Influence. Colonial Influence will become available once you have reformed your religion and the first colonizing nation has a colony on your border. This will slowly make the bar load up and if it reaches 100% it will trigger the disaster Struggle for Power, which I will address in a second, and destroy the gold price for several years as your mines are being looted by the colonizers. There are two interactions to try and handle Colonial Influence. Both of them focus on actively reducing government power. Of course, there are also a ton of events that will follow you and your way taking care of this threat.
As you are inevitably bound to succumb to the Colonial Influence, the Disaster “Struggle for Power” will start and show the last government mechanic I have for you today.
Struggle for Power
The Power struggle will be announced by several events leading up to it.
On the left is the disaster itself and on the right is the government mechanic The Disaster itself has two possible outcomes which makes it unique. As Shown in the tooltip you can either win or lose. And which case will happen is determined by the so-called Scales Weighing. The last Government mechanic I added. The disaster is short but hurtful but if you are up for a challenge, you can decide to make it even harder so that it might yield a better reward upon ending. Over the course of the next few months several events will fire until your scales weighing either reaches -100 or 100. Depending on what you reach will you either lose or win which will affect the “reward” you will be given. Here are some examples what the events will look like:
Estate Privileges
I also have some new estate privileges for you that are meant to intertwine with the other mechanics we introduced and give them some more depth. Some of these privileges will be locked upon game start but will become available once certain requirements or missions are fulfilled.
Music Tracks
So, Hello there, Kyhler here (The Music guy). To top off the experience and to stand out amongst the other mods, we decided to make 3 completely new music tracks, which was a challenge in the timespan of two weeks. Something that made it harder than it was just being two weeks was that I started the creation later, since we had mentioned the idea before the project, but never really decided on if we should do the music part of it. But I decided to just do it a day or two in.
The tracks in general
I won’t bore you all with the notation and theory side of it, but instead talk about how I was able to create the Mesoamerican feel and make them fit EU4 as well. To start off with all of them use ocarinas as the main instrument, all in different pitches. This was done since it after all was an instrument that the Aztecs and surrounding people had access to, but as all will notice brass and string instruments also accompany the pieces to give them a broader and more epic sort of sound. But time to take a closer look at each of the 3 pieces.
The City on The Lake
“The City on the Lake” is what I see as the main theme of the mod. It starts off slow and calm but begins to pick to give the feel of your nation moving forward. Going from “simple” tribes to something more, a nation. A nation that has to compete with the rest of the world. Another way this is shown is in the use of instruments, so the western instruments are first introduced in the latter part of the piece where it picks up and is “introduced to the world”.
The Sixth Cradle
This piece is the more percussion heavy one of the bunch, where the percussion plays a role to sound like the busy people of the Mesoamerican cradle, as in one would be able to hear them work and live there, as after all it is a birthplace of a civilisation just like Mesopotamia is. There are also a lot of different parts moving throughout the piece which really helps to drive home the “busy” feeling of a civilisation.
Enemies at our Shores
Last but not least “Enemies at our Shores”. As the name suggests, this is the war piece, the one to signal war, but not just any war, a war for survival against the Europeans which is why the horns and violins take a more central role in the piece as a whole. It brims of war all the way through it really, since the start of it is a bass ocarina (made play impossible low for real world performance) with a single pitch sounding like a warning signal and then followed by a bass drum to sound like the beginnings of a march. And then after all of that we have the horns and contrabass/cellos on a half depressing melody but gives the feel of “we have to fight” when the horns get a few higher pitch notes off.
But that was all she wrote for the music and all that I had to say, hope you enjoyed the music (and the mod as a whole).
The Next Modathon
Now I want to end this Mod Spotlight with an announcement. It has been almost half a year since the last Modathon, and seeing the success it had, I am happy to announce that the next one will take place in February. More information can be found on the Discord server!
The point of a modathon is that participants are allotted a certain time window to create a mod for one of the various categories that teams can sign up for, create teasers for them, and in the end, showcase your mod to everyone! After the modding is complete the community votes to decide which mods they like per each category, as well as various overall awards (including an overall winner this time around)!
If you are interested in getting into EU4 modding and/or are looking for some tools to ease the process of it, feel free to join the Modathon Discord Server
Now I hope you are as thrilled to either play the Mesoamerican Expansion or join the next Modathon!
If you are interested in checking out the Mesoamerican Expansion live, do so by downloading the mod:
Hello everyone! Here is the changelog for version 1.36.2 - our final update of 2023, with 84 fixes in total.
As always, please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.36.0 save games too profoundly, this is something we're not able to fully guarantee.
# Other - Added the custom_desc trait for estates which works exactly like custom_names, but shows the custom description for the estate instead.
################### # Script ################### # Achievements - "Legacy of Saint George" is now doable with either England OR Great Britain. - "Legacy of Saint George" now accounts for countries reforming into others as well. - Improved the description of the "Basileus" achievement so it is clear that the Eastern Roman Empire's borders are meant. - The achievement "Norwegian Wood" is no longer blocked when you form Scandinavia. - "This Is Persia" now can be completed if you are Eranshahr.
# Decisions - Restoring the Byzantine Empire will now make you into a monarchy and grant you the Byzantine Autocracy government reform. - The decision to form Rûm will now rename you to the Seljuk Empire if you do it as AQ or QQ. Atop of this, you will now keep your AQ / QQ missions when you have formed into the Seljuk Empire. - Fixed a decimal error for the "Contribute Warriors" Estate Decision.
# Events - The event "Parsi Sanctuary in Sanjan" now no longer locked behind having an advisor who has the Parsi culture. - MEE_Byzantine_Events.33 about the Ottomans building a castle that would no longer fire if Byzantium won a war against them. - Fixed a bug where the event "Ottoman Troops Haul Ships" had the wrong event option text. - The event "The Tripolitanian Rebellion" will now correctly trigger with Tripoli as the revolter tag, not Trier. - Fixed a small typo for the Teutonic event effects which explains the mission paths. - Removed reference to 'nodynasty' in the event consort_events.56's description.
#Government - Enabled the government reform "Karimi Merchants" for King of Kings DLC, as originally intended. - The government reform "Persian Government" is now available to Zoroastrian Custom Nations. - The "Legacy of the Safavid" government reform is now linked to the Feudal Theocracy Mechanic. This means gaining the Caliphate will no longer automatically remove the Safavid reform. - The government reform "Reform the Pronoia System" is now only available to you if you have King of Kings, as intended; the modifiers do not make sense otherwise. - The government reform "Reform the Pronoia System" is now exclusively available to those who have the Pronoia Mechanic active. - The government reform "Reform the Pronoia" is available to Roman countries too. - Fixed missing localization for when you hover over the Pronoia icon to see what effects they have.
# Ideas - Fixed a typo for the Eranshahr ideas which mentioned a "Zoro" and his infamous religion of "Zoroastrian".
# Missions - Mamluk's "Center of the Islamic World" mission now takes colonial subjects into account when measuring cultural unification. - Mamluks no longer receive ex machina cash by canceling the Suez Canal. - The "Highway of an Empire" Mamluk mission now checks for control and siege. - The Mamluk Mission "Highway of an Empire" now requires at least 5 buildings in the Sharqiya province and no free building slots. - Fixed a bug for the Persian "Restore the Avesta" mission where the core was not correctly applied to the province of Daman. - The Persian mission "Restore the Avesta" will no longer block you from converting your own heretic/heathen provinces to the true faith via Trade Policies. - Fixed the province highlighting of "A New Eranshahr" / "Indomitable Lion". - The Persian mission "Protect the West Iranian" now requires 8 Kurdish provinces instead of 10. It also has a fallback in case there are no more Kurdish provinces in the world. - The second option of the mission reward event "Future of the Pronoia System" will now only trigger the Crownland gain from inheritances every 5 years. - The estate privilege unlocked by the Byzantine mission "Recover Authority" is no longer locked behind the Byzantine tag. - Reduced the number of province requirements for the mission geo_catholicos_patriarch. - Reduced the Patriarch Authority gain per advisor level from the geo_cathedral_living_pillar mission. - The Byzantine mission "Church in Distress" now requires 20% Patriarch Authority instead of 2000. - Completing the 'Reorganize the State' mission as Aq Qoyunlu no longer removes the 'Tribal Unity' government reform. - The AQ and QQ mission "Repopulate Iran" now only requires 500 instead of 600 total development in Persia and only 5 instead of 10 provinces with 15 dev. - The AQ and QQ mission "Turco-Persian Architecture" now requires you to have 15 Temples, 15 Workshops and 5 Market Places instead of 20 of each. - The AQ and QQ mission "Legacy of the Seljuk" now only requires you to own 10 provinces in the Khorasan region instead of the whole region. - The AQ and QQ missions "Break Timur's Bloodline" no longer require you to own Herat. Instead, they will now require you that the Timurids have no provinces in the Persia region. - Fixed a bug for the Yemen mission "Expel the Sunni" which showed the wrong number of wars to win. - Added a fallback requirement for the mission "Uniting the Tribes" for NA natives. - Fixed an issue that prevented Dakota's mission 'Village to the End' from being completed. - Added a helpful tip in Pegu's mission "Reconquer Dvaravati" to indicate possible rewards if AYU is a subject. - Fixed an error with the Hungarian and Bohemian missions for Poland. - Fixed a bug with removing Ming's "Monopoly on Horses" when a subject no longer controls Lhasa. - Simplified the mission rewards of the EoC mission "Examination System". - The EoC mission "Examination System" now highlights Xi'An. - Lubeck's "Organize Hanseatic Diets" mission should now scope to trade league members and subjects in the requirements. - Crusader missions will now require the tag to be independent or a subject of another Catholic nation. - Fixed a tooltip bug for the Swedish mission "The German Coastline" where it promises -15% CCR instead of -10%. - Fixed the missing modifier "Germanic Alliance" for the Swedish mission "The German Coastline". - Added a helpful tip for the reward of the Restore Hariphunchai mission for Pegu. - The event Diplomacy with the Emperor of China now correctly appears for the owner of Kyoto.
# Setup - Fixed a small typo for the startup screen for Byzantium. - Renamed the Georgian Culture of the Byzantine Culture Group into "Greco-Georgian". - As a native, you can no longer get the "Push Back the Colonizers" CB against other natives or their tribal land. - Shirvan no longer starts with a Shia school as a Sunni country. - Fixed a dynasty typo for Shirvan. Now their rulers are of the dynasty Derbendi instead of the Derbendid.
# Other - Eyalets, Sphere of Cultural Influence subjects and Pronoias get turned into vassals if their overlord gets annexed by a country that cannot support these subject types. - Fixed the missing number of Zoroastrian Invitations in the UI if you have no invitations set yet. - Fixed missing localization for the description of the Zoroastrian Holy Sites. - Adjusted the localization for the "Supremacy over the Aristocracy" privilege if you are Zoroastrian as Persia. - The Qizilbash estate has now an Aswaran description should you become Zoroastrian. Also replaced some Qizilbash mentions with the dynamic Aswaran name in case you are Zoroastrian. Note: the unit name is static and cannot be adjusted... - Fixed the weird adjective for Eranshahr to Iranian. - The naval doctrine "Tactica" is now available to countries of the Roman primary culture too. - Releasing Sapmi via Return Province will now spawn them as Catholics instead of Fetishists (they are not Animist to avoid making the Norse events easier to get). - The estate privilege "Promote Single Market" now benefits from Court Ideas' absolutism penalty reduction. - The peace treaty "Claim the Norwegian Throne" will no longer mention that Denmark becomes a subject. - Fixed missing localization for the Ahmudan System once you are attacked/attacking somebody.
################### # Bugfixes ################### - Landing a Pronoia no longer clears accumulated liberty desire effects. - Ottoman decadence no longer influenced by yearly government power modifier. - Fixed the issue where you would get 25 karma per enemy when honoring a call to arms. - Fixed an issue where special units would require double manpower to reinforce. - Fixed issue for custom nation ideas modifiers missing labels. - Fixed issue with the "For The Glory" achievement. - Fixed issue with "End Latin Favouritism" decision checking monthly trade income. - Fixed crashes related to technology specifying unit types that don't have files specified for them. - Fixed crash related to modifiers for subunits not belonging to a unit. - Fixed crash related to assigning holy orders while changing UI. - Fixed a CTD related to the carpet siege army mission. - Fixed CTDs related to threading if one of the tasks takes too long.
Since 2017, EUIV The Grandest Lan Party events have introduced completely new ways of playing EUIV. Together, almost 100 LAN participants will forge their great stories all under one roof. This Lan consists of multiple nations lead by a team of 2-3 people, these players will work together to gather espionage and enact diplomacy with other teams, keep their nations running smoothly, and work towards their goals. This is not a competitive event! There will be no losers or winners.
And for those who couldn't make it, this event will be streamed live to the world! In addition to the PDX livestream, we'll also be updating our forum post here as well as our Newsfeed on Discord with the latest LAN developments. We hope you enjoy!
Greetings all - today we release the first hotfix for 1.36, with approximately 75 changes in total!
Please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.36.0 save games too profoundly, this is something we're not able to fully guarantee.
# Other - Fixed a typo for the Themata event. - Added special unit modifiers to the country modifier list.
################### # Script ################### # Achievements - Fixed a bug that prevented the achievement "King of Kings" from being earned when you chose the Zoroastrian path. - The achievements "This is Persia", "The Zoro-Austrians" and "Shahanshah" are now achievable when you form Eranshahr instead of Persia. - The achievements "The Zoro-Austrians", "Breadbasket of the World" and "Desert Power" now only show up if you have King of Kings enabled as they are not possible to achieve otherwise. - Fixed the highlighting for "Mehmet's Ambition" so it properly shows the needed provinces. - The achievement "Around the world in 80 years" now properly requires San Francisco.
# Events - Fixed the modifier for the ‘Grand Vizier: Inquisitor’ from the event ‘Appointment of the State Minister’, triggered by the Persian decision ‘Select Grand Vizier’. Now it increases instead of reducing the Warscore from Battles. - The Zoroastrian event chain for Persia now puts a bigger punch against you as there will be significantly more rebels during the event chain. - Reduced the art progress penalties for the Art Promotion events. The rule of thumb is now that around after 10 events the art is done. - The event "Parsi Sanctuary in Sanjan" now only fires once per country, but has now a higher chance to trigger. - The event "A Questions of Faith" will no longer fire for Persia while it is going through the Zoroastrian religion event chain. - The event "Imereti Declares Independence" will now only trigger during the disaster and when you are not a vassal. - Fixed a rare bug where pretender rebels can trigger the 10 Imperial Authority event if they enforce their demands. - The Event "Refusal to Pay Taxes" now has a go-to button. - Added go-to buttons to several events about Company Investments. - Added custom tooltips for the event “The Valladolid Debate”.
# Missions - The Persian mission "Caucasian Conquest" no longer requires you to own direct control over provinces. - The Persian mission "Expand our Influence" now considers accepted cultures and cultures within your group. - Fixed a bug that removed the counter of provinces you have culturally converted for the Persian "Language of Poetry" mission. - Completing the Georgian mission ‘Throne of the Romans’ no longer removes Armenian as an accepted culture. Atop of this, you won't have Georgian as both an accepted and as the primary culture at the same time. - The Georgian mission ‘Vakhtang's Succession’ can no longer be completed before accepting the starting event. - The Georgian mission ‘Preventing the Collapse’ now gives the correct reward relating to Estate Loyalty. - Changed the mission icon for the Armenian mission "The Office of Sparapet". - Added legitimacy equivalent requirements for Aq Qoyunlu and Qara Qoyunlu missions. - King of Kings and base-game Aq Qoyunlu missions no longer intersect if Domination is not active. - Qara Qoyunlu's mission 'Break Timur's Bloodline' now correctly grants the PP reward. - Added alternative for Ardabil’s 'Establish the Safaviyya' mission in case Golden Century is not active. - Fixed a trigger for Egypt that prevented the 'Center of the Islamic World' requirement from counting Westernization. - Mamluks' ‘The Northern Territories’ mission now only gives claims on key states across Anatolia instead of the whole region. - Adjusted the icons of the default Timurid missions to remove repetition. - Mission rewards which give an accepted culture and a culture slot alongside it will now mention that you gain +100 Dip points when you have the culture accepted already. - Added the GUI for more flexible previews, allowing you to preview up to 3 batches of branching missions at the same time. - The branching missions of Songhai, Sweden, Denmark, Norway, the Ottomans, Ming, Qing, the France missions related to the HRE, and the Japanese missions related to the military have now preview buttons. The branching missions of Mali, Kongo, Poland, Gotland, the religious branch of Japan, the Italian branch of France, and the mission tree of England/GB/Angevin will continue without them for a while due to their mission tree structures, which need a deeper future fix. - The Aragonese mission ‘Consulate of the Sea’ can now be completed with any trade building. - Taking the Mandate of Heaven will no longer reset missions in certain outliner cases. - The Kongo mission "A proper Kingdom" now has its legitimacy requirement only when they are a monarchy. - Removed a duplicate permanent claim from the Songhai "Conquer Timbuktu" mission. - Maori mission "Perform a Haka" no longer requires the mission "Gain Mana" for Custom Nations compatibility. - Enabled Franconian missions for Coburg. - The Chinese Kingdom mission "Fall of the Great Ming" now properly grants the +1 Tech increase.
# Setup
- The Narikala Fortress monument will now have no culture requirements. - Syria now has a proper starting ruler. - The decision to declare the Hanseatic League no longer depends on having fewer than 20 provinces.
# Other - Aq Qoyunlu can now form Persia without the King of Kings DLC. - Fixed some mission titles not appearing correctly in the German and Spanish translations. - The Persian Age Ability is now available for Eranshahr. - The Qizilbash agenda "Win a Glorious Battle" now scales in its conditions and Army Tradition rewards with age. - Fixed unit description typos for Stratioti cavalry. - The Pronoiar Monarchy is now only available to custom nations that pick it in the first place. - The Byzantine Tier 3 government reform 'Restore the Master of Offices' now provides the proper Global Autonomy Reduction scaling with your Statesman's skills. - The estate privilege "Development of Temples" for the Brahmins now properly applies the modifier whenever a tax building is built. - Subjects of the Cultural Sphere of Influence type now count as autonomous subjects (in other words: triggers like "is_subject_other_than_tributary_trigger" and "is_free_or_tributary_trigger" now contain this new subject type too). - Added fallback for Local Organizations and Holy Orders in King of Kings and Domination, for players who do not own Golden Century. - The White House monument is now available to all former colonial subjects and countries with their capital in North or South America.
################### # Bugfixes ################### - Fixed crash when shift right-clicking multiple alerts. - Fixed crash related to 0 size navies. - Fixed overextension impact modifier to scale the effect of overextension. - Fixed flickering confirmation when attempting to remove subject buildings you haven't built. - Tooltips saying an advisor is -100% cheaper now say it's 100% more expensive. - Modifier icons and collected/transferred value text are no longer shown when selecting merchants in the trade node view. - Fixed a missing modifier icon for the influence_to_vassal_elevation_cost modifier. - Fixed the icon for the "has_marines" modifier. - Fixed a privilege icon where the legitimacy icon is way too low.
Hey all! Community Ambassador Ryagi here to bring you the return of mod spotlights! As you might imagine, King of Kings being released kept us busy. But you can expect regularly scheduled mod spotlights starting with this one. And it's a juicy one, especially if you are a UI nerd like me.
Today one of EUIV's most impressive mods makes a return into the light, Europa Expanded. Europa Expanded has had plenty of room to grow with the new modding tools added by 1.36. Join as Stiopa, Lia and LordVarangian share their most recent work on User Interface and quality-of-life updates to the mod. Enjoy!
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Hello again, Europa Universalis Enthusiasts!
Since our first Mod Spotlight for Europa Expanded, 8 months have passed and a lot of new modding changes have happened, and so did Europa Expanded accordingly!
That is why today we’re very excited to present our brand new 1.12.1 “UI” update, and all the fancy UIs and mechanics that came with it! From a complete rework of the “Caliphate” originally introduced in our 1.12 “Caliphate” update, to automatic Advisor re-hiring, a Mission Preview System and more! We will both present these features, as well as talk about the process behind creating them for those who are eager to learn! So, without further ado, let’s get started!
Court of Advisors
To start off with a very simple but very useful mechanic, we’re delving into our “Court of Advisors” menu, which you can toggle on or off in order to hire a specific level 3 advisor of your faith and culture at a 100% hiring cost markup, rather than having to wait for the right one to appear in the advisor pool! In the future, we also plan to expand on this using government reforms or mission rewards.
Furthermore, you now have the ability to automatically re-hire advisors based on their profession and skill; meaning if your level 1 Natural Scientist dies, the game will automatically hire a new level 1 Natural Scientist!
Mission Tree Previews
Something that long-time fans of Europa Expanded know is that our old system of choosing a mission tree through an event that fires 1 day after game start was rather…imperfect.
In order to make the whole thing not only easier to understand for new players, but also to make it more streamlined and enjoyable to use overall, we’ve developed a system that allows for previewing the entire mission tree before choosing whether you’d like to play with the EE or the PDX one!
Of course, while in this preview mode you will not be able to redeem any rewards, but the requirements and rewards of each mission will still be visible to you; how we accomplished this is explained in the UI Creation section down below~!
Expanded Vanilla Menus
With scripted UI finally giving us the opportunity to tweak mechanics that were previously rather hardcoded, we’ve decided to give some vanilla menus a new coat of paint; and sometimes even intertwined them with mechanics from previous EE updates!
The first of these reworks is that of the Government Screen; The window for Government Mechanics has doubled in size (assuming sufficient screen space is available for it) to make using multiple mechanics concurrently more comfortable, and Absolutism has received its own dedicated window, similar to the Disasters window!
Ever since the introduction of Absolutism, we’ve felt that there was never any interactions created specifically for it. It has been inserted into Increase Stability, Harsh Treatment, Strengthen Government and Decrease Autonomy, all 4 of which you can exhaust if you have a stable and prosperous country. As such we have decided to add Conduct Public Executions, allowing you to always expend a portion of your military power at a competitive, albeit quickly-increasing price. Another interaction we have added is Appoint Absolutist Ministers inspired by ministers like Richelieu, Buckingham and Pombal. This toggle has two use-cases: a source of Max Absolutism for nations with Max Absolutism above 100 and a source of Yearly Absolutism with Statesman advisor for rich nations looking for a source of passive increase. Lastly, nations that are willing to conduct many executions (a rather risky enterprise!) in a short period of time may enter into period of Reign of Terror, a state in which they may benefit from extra Harsh Treatment Cost and Max Absolutism, though entering the state may be difficult without the L’etat c’est moi Government Reform that reduces the threshold.
Absolutism isn’t the only such example of a gameplay element we’d like to further expand. In similar fashion, we’d like to add & rework interactions for economy, and we have plans here underway, concerning Inflation & Mercantilism.
The second rework we’ve done is that of the decentralized HRE; The release of the “Emperor” DLC added some much needed choices within the Holy Roman Empire, allowing you to either Centralize or Decentralize. The former however had always been the strongest choice, with the latter not offering much in terms of internal management and roleplaying ability. This is a problem, as the entire mechanic should not be something you forget after you pass all reforms. In our update of Austria, it was possible for the Austrians to unlock special imperial titles in case of fully decentralizing the HRE, which could be handed out to princes in order to provide them with strong benefits. Now, we have turned it into a universal mechanic included in the “Reichskrieg” reform of the HRE, and gave it a wonderful UI for it as well!
These Imperial Titles can either be assigned by the Emperor through a Diplomatic Action, or be requested by a member clicking one of the unoccupied positions if they match the needed criteria, and each title provides buffs relevant to their focus - Economy, Military or Religion!
Let’s say that you’re Austria, and you have a very strong Prussian ally that has been fighting wars against Poland and been successful, granting them the “Imperial Marshal” title would not only benefit them to win harder, but also grant you Imperial Authority per battle Prussia wins.
Imperial Princes themselves may wish to request some of these titles for themselves, as they grant really strong bonuses should you be granted one of them. Whilst not implemented yet, bribing or using favors against the Emperor to claim these would give the player even more reasons to stay in friendly relations, besides worrying about Unlawful Territory and sometimes using their armies for your own wars.
Freedom is the core tenet of our design philosophy, which is why in the future we plan to make it so the Emperor can claim all of these titles if they so wish, but at the cost of significant support from the Princes and the Electors. Allowing the player the choice to do that would also add a risky yet rewarding way to use this feature, gaining strong bonuses at the cost of your Emperorship if you do not find a way to justify your unjust actions, either through bribery or maintaining a high opinion and diplomatic reputation.
The Caliphate Window
But the above uses do not yet showcase the full potential of the scripted UI introduced with 1.36! Behold! The Caliphate Window, a highly requested feature by many, finally made possible, a testament of what is possible.
Now, any muslim country may claim and seize the title of the Caliph, gaining access to Fatwas - religious rulings granting bonuses to the Caliph and all muslims of their denomination! We wanted these Fatwas to be different than for example EoC decrees, in that they shouldn’t only benefit a select group, but the entire faith - additionally, we wanted them to be somewhat based on historical precedents, such as “Permit Taqiyya” for example being based on the Oran Fatwa that permitted the muslims in post-reconquista iberia to preach their religion in secret to save them from prosecution! And to keep it balanced, they carry a cost of 20 Authority with them, meaning that while you gain the benefits of the Fatwa, it’s not a no-brainer “get buffs” button, as in the process you lose the benefits of having a high Authority. ”Unify Islam” is also no longer a decision that Muslim nations can take, but rather is now a button within the Caliphate Window, with multiple ways you can become the uncontested leader of Islam! You may either simply collect all the Holy Sites of Islam like it was required of the vanilla decision, or you can maximize your Authority to get away with only owning most of them. This especially allows for much better roleplay, since as an Ottoman Caliph you will no longer have to blob all the way into central asia or Yemen in order to Unite Islam, and can instead stay within the boundaries of the Roman Empire!
And this new Caliphate Window doesn’t just show these glimpses, but it also offers:
genuine Authority mechanics with scaling modifiers
Jihad targets just like a Crusade target
With some additional information on how we created it down in the UI Creation section!
QoL Improvements
But folks, that is STILL not everything! In our quest to improve the game even further, we’ve decided to visit some of our EU4 pet-peeves and create Quality of Life solutions for them! So let’s not beat around the bush for long, and get started right with the likely most popular one; Automatic Colonization!
This window, opened through a “Colonial Policy” button next to the Native Policies, allows you to assign a set number of autonomous colonists to any available region. We designed the Region list to resemble the Trade Interface, with Regions instead of Trade Nodes, as we felt that this was a good match, trade and colonization being intertwined and all, with the Autonomous Colonists field being based on the Autonomous Missionaries field!
Since there is no effect to send a colonist, we chose to simply establish 10 settler colonies as if you sent a colonist and immediately recalled them. You can assign any number of them, even above your colonist limit, which is a design decision we made due to successful colonizers often being able to afford the cost penalty of having more colonies than colonists, even if it does technically allow a player to quickly bankrupt themselves by establishing 50 colonies at once! This also means that once you assign the number of colonies you want to maintain at any given time, the micromanagement part will cease as the colonists will keep colonizing until there is nothing left, while you will be able to engage in more involved gameplay!
Furthermore, without changing too much of the inherent functionality of the vanilla versions, we’ve also reworked estate decisions into being part of the Estates Window.
To fit into the Estate Window as a natural element, we’ve chosen to make it look similar to the individual estates with their privileges, representing each Estate Interaction with the icon used in the privilege that unlocks it! The most difficult part in creating this wasn’t the design process itself, either, but rather processing all the estate privileges, decisions and localization from their original form into these scripted buttons.
We’ve even ended up creating a script in Python that automatically parses the game files into this form, because doing it by hand is simply very tedious; manually defining the matching privilege icons for each estate decision, putting the triggers and effects into the buttons as dozens of if-elses for each estate, figuring out which estate should be jumped to upon pressing the “next” or “previous” buttons, result in thousands of lines total, after all!
And we’ve added a Macrobuilder for Trade Company Investments within the Trade Node Window!
There is not much here to explain regarding design; we’ve simply taken the click-based vanilla TC Investment macrobuilder window, and added it here, with each click building as much as possible!
Lastly, here’s a few more buttons we’ve added you think you should see, including a button to request control of a province from an ally! We’ve also added a button to toggle colorization of your subjects, something we know many players would like as a core feature!
But, as this is not a Dev Diary, now we’re getting to the really juicy part!
UI Creation
Part 1: Court of Advisors
For the Court of Advisors, we needed to fit every kind of advisor into the same approximate space that is usually used to show maybe 4 advisors simultaneously at best; so we had to shrink down all the information about an advisor down into much smaller area: During this design process, we still had to make sure that it captured the vanilla essence as well, so we retained all the same elements in the same style; just smaller! Luckily, since our advisors would all be created with a random name, at a random age (usually around 30), and be technically from the capital, we were able to leave out the age and birthplace information, and substituted the name field for the profession!
Now, for the re-hiring toggle, we simply used the vanilla promotion button as a base, added a refresh symbol to it and positioned it below the firing button; this way it fit perfectly into the vanilla aesthetic without seeming out of place.
Part 2: Mission Previews
In the vanilla branching mission preview system, redeeming rewards is blocked by the mission requirements themselves, but of course this was not an option for previewing entire trees; we would have had to modify every single mission tree extensively, making compatibility and maintenance extremely difficult. Thus, we came up with a little trick based on EU4s transparency handling:
The buttons we use for the preview choices themselves are also based directly on the branching mission preview system from vanilla in order to feel natural and not stand out.
Part 3: The Caliphate
For our Caliphate Window, we used inspirations from several different Windows present in vanilla; the Papacy, the HRE, the Coptic Holy Sites, and even the Empire of China! We wanted to make sure that despite being new and unique, nothing feels foreign, so a lot of the elements are based on what these other Windows already employed!
That is where we’ll conclude today’s Spotlight. Showcasing our new shiny content, as well as explaining the design and creation process behind them was really fun, as we hope that in the future other modders will be able to utilize this UI to the extent we did for 1.12.1!
Now, we hope you are as thrilled about the mod as we are! If you are interested in checking the UI out live, do so by downloading the mod:
Build New Empires on Old Ground in EU4: King of Kings
As the Early Modern Age dawns, rising empires collide against faded glories. The divided lands of Persia hold great promise for any who can unite them. The imperial seat of Constantinople rules only the rump of a once mighty empire. The wealth of Egypt makes the Mamluk Sultanate an attractive target for enemies. Rise to the challenge of the ages in King of Kings, a new Immersion Pack for Europa Universalis IV, available now.
Europa Universalis IV: King of Kings adds even more historical flavor and alternate historical possibilities to Paradox’s celebrated grand strategy game, with a specific focus on the kingdoms and empires that challenged the Ottoman Empire in Asia and Africa. With hundreds of new missions and dozens of other changes, King of Kings is a substantial addition to Europa Universalis IV, a game that has been challenging amateur strategists and history buffs for over a decade.
Europa Universalis IV: King of Kings includes major updates for:
Persia
Use the influence of Persian art and culture to bring neighbouring kingdoms into your orbit.
Over 70 new National Missions
Unique mission choices depending on the state religion - Sunni, Shia or Zoroastrian - as well as Centers of Reformation and other ways to expand the faith.
New National Idea sets, unique Government Reforms and unique Estates and agendas.
Mamluk Egypt
Over 30 new National Missions
New Diplomatic options including exporting Egyptian grain and promoting the Hajj.
Unique Mamluk Government Reforms, Mercenary Companies and Estate Privileges.
Option to Westernize Egypt.
Byzantine Empire
Over 60 new National Missions
Unique Government Reforms and Estate Privileges
New Subject type - the Pronoia
Over 50 new Byzantine themed events and 10 new Decisions
There are also changes for:
Armenia and Georgia: Two Christian kingdoms, pinned between rising empires
Arabia and Yemen: Competing powers on the Arabian peninsula, guarding the holy sites of Islam and the trade routes to India.
Ardabil: A major seat of Iranian culture, and the origin state of modern Persia/Iran.
Aq Qoyunlu and Qara Qoyunlu: Turkmen middle powers resisting Ottoman expansion before the unification of Persia.
Below is a full list of changes in the free 1.36 update, 'Byzantium'.
Please note that 1.35 saves may not be compatible with 1.36!See here for information on how to roll back versions or prevent auto updates.
################### # Free Features ################### - Added 9 new achievements: ‘King of Kings’, ‘Restore the Pentarchy’, ‘Mets Hayk’, ‘Desert Power’, ‘Breadbasket of the World’, ‘The Last Crusade’, ‘A truly good maaa-tch’, ‘Legacy of Saint George’ and ’ ZoroAustrians’. - Added 8 new Monuments accessible through the Leviathan DLC: Golestan Palace, Al-Azhar University, City of Sana’a, Tomb of Shah Rukn-e-Alam, Nizwa Fort, Itchan Kala, Narikala Fortress and Kazan Kremlin. - Added the Savayyid Order for Ardabil and Shia Persia accessible through the Golden Century DLC. - Added 25 events for Persia which fire during a playthrough. - Added a new Georgian culture and a new setup for the Georgian area in the base game. - Added the Turco-Iranian culture in the base game. - The Teuton and Livonian Order mission trees now have buttons to preview branching missions.
# Governments - The government reform "Millennialist Theocracy" no longer grants Monarch Power per dev when converting a country. Instead, you will gain devotion per dev. Additionally, the gov reform now grants +1 Monthly Church Power, +0.25 Monthly Fervor, -25% Enforce Religion Cost, +10% Morale Damage and -2 Yearly Devotion. - The government reform "Elite Mercenaries" now only decreases merc cost by -15% instead of -25% - The government reform "Mercenary Leadership" now only decreases merc cost by -10% instead of -25% - The government reform "Cavalry Warfare" now decreases Cav Cost by -10% instead of -15% - The government reform "Expand Temple Rights" no longer decreases Admin Advisor Cost. - ‘Land of the Christian Sun’ reform now turns Japan into a monarchy to avoid script complications with overlapping reforms - ‘Land of the Christian Sun’ reform will no longer allow for heirs since generals become rulers - Added two new government reforms for Byzantium and one reform exclusively for Custom Nations so they can play with the Byzantine subject too. - Added a new government reform for Tier 6 which is available for countries which completed Court Ideas. The reform allows you to seize and sell crownland to targeted estates. - Fixed government power bars not working properly with values different from -100 and 100.
# Units - Added more sources of Revolutionary Guard special unit in relevant government reforms.
# Other - Removed Manpower reward from the Brandenburg Gate via the Prussian mission 'Balance of Power' - Appanages have now the subject interactions "Seize Court Resources" and "Request Extra Levies". - The Ottoman holy order "Mevlevi" now only decreases local dev cost by -5% instead of by -10% - The Eyalets now only provide 10% of their forcelimit / manpower to their overlord instead of 20%. Core Eyalets now only provide 20% of their forcelimit /manpower to their overlord instead of 33%. - The Ottoman mission reward of the mission "The Eyalet of Al-Andalus" no longer reduces Warscore Cost vs Other Religions. - The Ottoman mission reward of the mission "A Sunni Empire" will no longer increase Tolerance of Own Faith and will no longer decrease Warscore Cost vs other Religions. - The Ottoman mission reward of the mission "Spread the True Faith" no longer decreases Warscore Cost against other Religions. - The Janissary estate privilege "Strict Devshirme System" now only grants 10% Local Manpower Modifier and +15% Fort Defense". - The Janissary privilege "Ensure Disciplined Training" now increases the discipline of Janissaries by 2.5% instead of 5%. - The Janissary estate privilege "Professional Soldiers" now reduces the Reinforce Cost Modifier of Janissaries by -10% instead of by -20% - The permanent Ottoman modifier "Expanded Imperial Administration" from the "Expansion of the Imperial Bureaucracy" event no longer decreases CCR. - The Devshirme ability "Assign Local Pashas" now only decreases CCR by 5% instead of 10%. - The Devshirme Action "Conscript Heathen Recruits" will now only increase the Vassal Manpower Contribution by 15%, nerfing it down from +25% Vassal Manpower Contribution and +10% Manpower Recovery Speed. - The modifier "The Ottoman Rule" from the event "The Internal Power Structure" now only gives -25% Autonomy Change Time, removing the passive War Exhaustion reduction from it entirely. - The Ottoman government reform "Expanded Devshirme System" will now decrease only the Reinforce Cost of Janissaries by 10%, nerfing it down from its previous -20% and +25% Reinforce Speed. - The Tripitaka Koreana now gives +100% Local Institution Spread instead of a passive Institution bonus. The tall Empire of Korea will be slowed down by it, but should still be a force to reckon with even if they do not conquer a single province. - The Provincial Government System will now only increase the local tax by 20% instead of by 33% and giving -1 Local Unrest. - Recruitment by Merit now increases the Janissary Infantry Combat by 10% at 100% crownland instead of by 20% - The Janissary Estate privilege "Sultan-Appointed Aghas" no longer grants +0.3 Yearly Army Tradition. - Taking the Great Council of Mechelen reform will now disable the Dutch Revolt even after it started getting progress. It will NOT stop the disaster once it has fired though.
# Icons/Art - Added an icon showing mutually exclusive reforms for the empire of China.
# Tooltips - Improved tooltipable area for estate factors in grant privilege view. - Improved the tooltip for introducing a new heir.
# Other - Added a Development based information in the tooltip of the Religion pie chart in the Ledger. - Added sort buttons for Autonomy Macrobuilder. Provinces that can have their autonomy Increased/Decreased will be now grouped together. - Added an alert for State Edicts that are no longer needed. For example Missionary Strength Edict if all provinces are converted. - It's now possible to click on names in State View to view that province. - You are now able to transfer multiple province occupations to one ally by selecting provinces with Shift + Left Click beforehand. - It’s now possible to merge normal armies without needing to deselect mercenaries. The mercenary armies won’t be merged but they won’t block the button to merge. - Added a sort by giver in the peace deal screen. - Fixed so diplomacy mapmode gets updated as states and cores are added/removed. - Improved the coring list height and button positioning when having height resolution greater than 1080. - Added the ability to remove buildings via right click in the macrobuilder. - The Metropolitan map mode is now renamed into the "Local Organisation" map mode and its tooltip now reflects its changed purpose. - An explanation has been added saying why you can’t set Threatened attitude. - Added a "Go to" button to leader death message. It opens the military leader menu. - You can now spend more ducats or manpower when holding Shift in the Great Project window to speed up the construction. - Go to button in the Claim Fabricated message now moves the camera to the claimed province instead of the nation’s capital. - Permanent claims are now shown in the Peace Deal menu similar to how normal claims are shown.. - Mapmodes: Diplomatic mapmode shows core provinces over claims.
# Effects - Added 'effect' and 'removed_effect' clauses to Ideas, Institutions (only 'effect'), Hegemons, Fetishits Cults, Technologies (only 'effect') - Added play_sound effect. - Added transfer_papal_controller which will change the controller without killing the current Pope. - Added random_in_area and random_in_region effect scopes - on_actions are now additive
# Other - Added on_overrun on action. - Added can_join_hre and can_leave_hre scripted functions. - base_tax, base_production, base_manpower, development and development_discounting_tribal now accept scopes as value. - Added a new set_naval_doctrine effect. - Cost of a Naval Doctrine can now be set for each individual one in script.. - Added scriptable GUI. - Added is_mod_active trigger.
################### # Script ################### # Achievements - The Achievement "David the Builder" no longer requires you to start as Imereti. - The "Mehmet's Ambition" achievement has now been updated to reflect the changes to the Roman Empire decision.
# Decisions - Timurids can now form Persia. - Forming Persia as the Timurids will now require that every single subject nation of the Timurids as well as Ajam and its subjects is not existing. - Barbary Iqtas can now form the Mamluks too. - You now have to be Muslim to form Arabia - Countries of the Byzantine culture group can now restore Byzantium. - Forming a country will now always reset your name and color to the default name of the newly formed country. - The decision to form Siam as anybody but Ayutthaya will now require you to complete 2 non-estate disasters to mirror the difficulty Ayutthaya has to overcome to form Siam. - The decision to convert to Islam will no longer be taken by the AI immediately if they are a Theocracy, Jewish or Zoroastrian. Additionally, it now demands of Theocracies to have less than 80 devotion to be picked, making it impossible to have Sunni Jerusalem day one after they are released. - Forming Rome will no longer require you to own the entirety of the highlighted regions. Instead, it will require you to own 425 provinces of these regions (for comparison: before this change, you were required to own at least 328 provinces, but you were obligated to own everything of France, Italy, Balkans, Anatolia and Mashriq). The highlighted provinces are the ones the real Roman Empire owned at any point of time.
# Events - The Ottoman AI will now try to make Mamluks to their Eyalet should they declare on the Mamluks with the right cb and occupy their capital for one year. - The events of Purple Phoenix have now all a MTTH of 72 months as they tended to be very spammy. - Added a line to all the Eyalet events emphasizing that the cores on regions are only applied to the provinces already owned by the Ottomans.
# Ideas - The Persian ideas now give +10% Production Efficiency instead of 5%, +15% Manpower Recovery Speed instead of +10% Manpower Recovery Speed, +15% Global Tax instead of +10% Global Tax and additionally -5% Dev Cost Modifier. - Added ideas for the nation of Arabia. - Added ideas for the nation of Egypt. - The Byzantine Ideas now give +20% Improve Relations, +10% Goods Produced Modifier instead of +5%, +25% Core-Creation Cost instead of the Mercenary Maintenance, +0.3 Yearly Patriarch Authority, +20% Reform Progress Growth instead of the National tax modifier, +15% Fort Defense instead of the -10% Stability cost modifier, +15% National Manpower Modifier instead of +10%. Global Trade Power and Yearly Prestige has been removed from the ideas. - The game will now properly subscribe LPC ideas when the Commonwealth is formed by Lithuania - The first idea of Court Ideas now gives +1 Dip Rep.
# Missions - The Polish mission that extends your Golden Era, will now do so for 50 years, instead of 30. - The Daimyo mission "Regulate the Social Order" now offers an alternative requirement to Absolutism, so you can complete it before the Age of Absolutism. - The timed challenge around the Franconian Succession will now only be available to Brandenburg. - The Spanish mission 'Rein in France' now grants 10 Power Projection instead of 25. - ‘The Varna Aftermath’ mission for Poland will now grant 1 PU CB instead of 2, and claims instead of the 2nd PU CB, depending on the choice in the Jagiellon event. - Streamlined the Polish missions ‘Protect Hungary’, ‘Throne of Bohemia’ and ‘Balance the Princely Lands’. - The Polish mission "Leverage the Magnates" will now require fewer than 4 privileges, instead of fewer than 2 for the nobles. - The Mughals missions are available if you own King of Kings. - Fixed a bug where the default missions for England without all DLCs are disconnected. - Added DLC checks for some missions in Iberia that require flagships - Economic ideas now properly grant the development from constructing manufactories once the ideaset is completed - Economic ideas now grant their mechanic rewards at proper times - Fixed a localisation error with the PLC mission 'Golden Liberty' - Fixed an incorrect scope for Pagan faiths in the EoC missions - Qing's ‘Three Feudatories’ no longer gives Subjugation CB towards the wrong country - ‘The Examination System’ mission for the Emperor of China will no longer cost more Gov Reform progress than it should - Added checks for Leviathan in many missions that require trust because the latter is hard to attain without the DLC despite being a base game feature - Completing the Japanese mission ‘Balance of Power’ via Absolutism will now grant the proper reform as reward - The Qing mission "Expel Foreign Merchants" now gives proper effects for the trade nodes of Ragusa and Aleppo. - The Ming mission "End the Sengoku Jidai" now properly gives a fallback reward in case you don't own Mandate of Heaven. - The conditions for the Manchurian mission "Reorganize the Tribes" now properly checks for the primary cultures of the countries. - The highlighting for the French mission "House of God" now works properly if you decide to align with the Pope. - The conditions for the French mission "The Peninsula War" now properly checks for local autonomy. - The fallback for the Spanish mission "Holy See Politics" will now properly check if you have an inquisitor. - Fixed an issue where the Chinese mission "Fortify the Coast" would not grant any reward whatsoever.
# Modifiers - Fixed an issue with 3 French religious wars modifiers granting local unrest instead of global.
# Setup - Timurids and the Ottomans are now historical rivals. - Added proper names for the Tabriz and Azerbaijan areas. - France will no longer integrate Burgundy if the latter is a player. - Syria now starts as a subject to the Mamluks. - Changed the bonuses of the Pyramids great project to better co-exist with the new great project in Cairo - Added Krakow in the european_trade_node_scope scripted trigger - The province of Daman now starts as a religious center for Zoroastrianism. - Most of the provinces in Persia now start as Sunni instead of Shia. - Konstantinos Palaiologos, the starting heir of Byzantium, is now a 5/2/3 instead of a 3/2/2, but has only 60 Claim on the throne. - The province of Burgas now belongs to Byzantium in 1444 instead of the Ottomans. - Byzantine provinces in the Morea area now start with +25% Local Autonomy.
# Other - AI is now actually inclined to form Arabia when they reach ADM tech 19 - Removed some immersion-breaking military reforms from the 5th tier for Tribal nations. - Forming Arabia now allows you to place your capital in one of 5 important Islamic cities. - Added a disclaimer to the scripted effect for Innovativeness or Monarch Power gain from Events, which emphasizes that you do not gain extra monarch power from Innovativeness Gain modifiers. - The decision "Promote Sojunghwa" now is usable even after the Mandate has been destroyed. - Persia and Eranshahr (the Zoroastrian Persia tag) are now Endgame Tags. - Prussian militarization evolution rewards will now only show up if you are Prussia / Germany and have the Prussian Monarchy reform - The "Cathedral" building is now called "Great Synagogue" and "Great Fire Temple" for Jewish and Zoroastrian countries respectively. - The Edinburgh monument no longer tells you that you could use it from a mission reward as such mission reward does not exist in the game. - The Zoroastrian religion can now propagate their religion via the trading policy. - Changed the Zoroastrian blessings a bit: Replaced the Yearly Corruption with +10% Improve Relations - Replaced the "Shirvan" and the "Sabzevarian" holy sites with the provinces of "Zanjan" and "Tun" respectively. The achievement "Keep the Flame Burning" has been updated to reflect this change, and as such requires now the 5 Holy Sites AND atop of it the monument in Shirvan. - Zoroastrian and Jewish countries are now allowed to claim the Defender of Faith title. No other religions will get this privilege as it is intended for Zoroastrian / Jewish countries to spread their religion without affecting the overall balance too much. - Diplomacy: Distant war modifier is less impactful for calling in rivals in wars. - Diplomacy: AI desire of provinces and desire of subjects' provinces is now combined into one opinion modifier.
################### # Bugfixes ################### - Advisor's death now correctly fires on_x_advisor_fired on action. - Fixed a crash when using trigger values. - Fixed attached units moving in different directions in some cases. - Curia Power Cost is now capped at 10%. - In the Trade Favors for Trust menu the values are now displayed correctly. - Ifs in Scripted triggers now correctly assign values to triggers. Added a post validation function to IfTrigger to assign values in the limit. - Fixed a missing "is" in a tooltip for several monuments. - add_province_triggered_modifier will no longer show errors when used in different places. - Removed a bug that allowed a ruler to be immortal if Ottomans were in a disaster and without an heir. - Added a new line in the description of the trade company investments modifier. - Added a check if a human ally can join a war in the war declaration screen. It will now show an X instead of a question mark. - The Russian AI will no longer bankrupt itself by purchasing Modern Ideas - The Estate Action "Ask for Contribution" from the Vaishyas now actually scales with their influence. - Fixed an issue which caused estates to have their loyalty and influence reduced while they are in power. - Changing trade goods to Coal now properly subtracts 1 base production from the province, if the province had a manufactory and Economic ideas - Placing a relative on the throne in a subject now correctly calls the on_new_monarch and on_monarch_death on actions. - Government reforms now display Special Unit forcelimit modifiers in gray when that unit isn't available yet instead of being hidden. - Fixed tooltips for State Edicts in the Macrobuilder - Added replacements for Mandate of Heaven modifiers when playing without that expansion. - Ming no longer starts with more boats than their forcelimit allows. - Overlords can now request maps from their subjects. Subjects can request maps from their overlords or subjects under the same overlord. - Fixed Revolutionary text not being hidden when creating a Client State before Revolutions are available. - Removed an unnecessary new line in the Annexation tooltip. - Fixed remove_trade_modifier tooltip having the color "spill out" - Expand the Empire peace treaty no longer allows for full annexation. - Fixed blockade capacity tooltip showing half of the development that can be blockaded. - extend_golden_age now adds to the month counter, using it two times will result in a sum instead of only one value. - Force Religion Warscore cost modifier is now capped at -90% - AI will no longer send privateers to Trade Nodes they can't reach. - Fixed Fervors not being updated correctly with their potential trigger. - Fixed a CTD when the start_debate effect is used on a country without a Parliament. - Regiment Discipline from mercenary modifiers and special unit modifiers is now accounted for when calculating Military Tactics during a battle. - Fixed a crash when hovering over a building in the technology screen. - Made it so the core_all button in the state view doesn't get enabled if we can't core due to war. - Fixed government power bars not working properly with values different from -100 and 100. - Parliament issue modifiers are now tied to the duration of the issue which can be changed with modifiers. - Fixed so the disinherit button becomes visible immediately without having to reopen the court view. - Fixed issues with DLC only modifiers applying wrong values. - Moving the date from a bookmark will no longer cause interesting countries’ shields to show wrong information. - Fixed issue where tribal rebels are more likely to spawn than separatists before coring a province. - Non-existing countries will be automatically removed from tribal federations. - Unconditional surrender now isn't applied to provinces that are sieged by 3rd party nations in different wars. - AI will buy trade company investments more often - Fixed an issue with non reinforcing rebels using only the relocation movement - Set the minimum trade power transferred between nations to 0. - Changed local_unrest in reset_parliament_debate_modifier to global since it's applied to a country not provinces. - Raise Cossack Host no longer grants 50% of the force limit but 5%. - Fixed parliament issues being initially backed by too few seats, because the wrong define was used. - Establish Eyalet peace treaty no longer allows to take War Reparations as well. - Fixed Government Reform switch confirmation window showing wrong potential. - Provence now properly integrates Lorraine in the ‘House de Valois’ event for France - The Eunuch Agenda ‘Appease Eunuch Quotas’ will no longer require you to embrace undiscovered institutions - Swapped the power level calculations of Eyalets and Core Eyalets. Core Eyalets are now much easier to keep loyal while Eyalets themselves consider the power of all subjects instead of just their own now. - Only Eyalets are now allowed to gather favor towards their overlord. - Fixed an issue where the name "Nouvelle-Écrosse" could not appear for Colonial Canada. - Fixed a bug with the Polish disaster "Struggle for Royal Power" - Placed_merchant_power_modifier now works correctly. - CBs such as Imperial Liberation no longer disappear when the target country changes tag. - Fixed "Is not running a deficit" trigger taking into account non-monthly expenses. - Custom nation flag emblems are now centered to background. - Rebel model no longer appears as default in the battle summary screen. - Native countries no longer lose stability on native chief death. - Trade button in the province view no longer opens the trade node window if the node is not discovered. - Imperial Authority Modifiers no longer increase the growth of Mandate for the EoC. - Fixed an issue with resending a colonist, after they have been recalled, back to a colony adjacent to a Colonial Nation. - Positive all_estates_influence modifiers (such as Cabinet Cooperation for EoC and Reformation of the States for Ottomans) are properly applied when calculating bonuses from the estate. - It is no longer possible to placate subjects when over the max limit. - Grant Administrative autonomy now properly displays Liberty change correctly. - Subjects', who don't have legitimacy or equivalent mechanics, information is now displayed in the subject menu. - Manpower and sailor modifiers of subject countries now displayed correctly in the tooltip. - Subject countries may now convert provinces even if they're at max Religious Unity - Generals that are loaded onto a ship cannot be reassigned. - Exiled armies are not allowed to attack natives in uncolonized provinces. - Indulgence cost no longer shows up in the monthly treasury menu - Countries already at war with the claimant of a PU won't be invited to contest. - Selecting peace options now centers the camera on the target of the option. - State holy order / office descriptions no longer show an inflation modifier - Fixed the incorrect trade value of a node in the trade interface - Fixed the incorrect display of unit losses in the battle report message
I’m Arnau Casellas, the new Associate Producer at Paradox Tinto. You may remember me from previous Dev Diaries, as I have been in Tinto as Internal QA since Lions of the North. So I hope to be with you more often from now on.
We're finally one week away from Europa Universalis IV: King of Kings release!
As a preview, we'll be hosting a King of Kings Q&A on our Discord server on Thursday, November 2nd at 15.00 CET, so be sure to check that out if you have any specific questions!
In today’s DD, we're sharing with you the changelog of the new update, 1.36 'Byzantium'.
I’m really proud of the work that the Dev Team has put into King of Kings over the last few months, as more than 200 fixes and tweaks have been added since the last patch.
We hope you appreciate the effort we've put into this update, and we'll try to answer any questions and concerns relating to it during this week.
################### # Expansion Features ###################
- Persia: Added a new Mission Tree for Persia with 116 Missions in total (77 common Missions, 31 Mission depending on Religion - Sunni, Shiite, Zoroastrian, 8 Missions depending on Origin - Ardabil, post-Timurid, Mazandarani); a new mission tree for Ardabil with 12 Missions; 2 new government mechanics (‘Persian Influence' for a Muslim Persia, and 'The Three Royal Fires for a Zoroastrian one'); 2 new Estates ('Ghilman' and 'Qizilbash) with their own set of agendas and disasters; 20 new estate privileges; 6 government reforms; 1 new special unit, the ‘Qizilbash’, which can be recruited either as Infantry or as Cavalry units; 68 new events; and more additional content like Diplomatic Actions, Subject Types, CBs, and Local Organizations.
- Mamluks: Added a new mission tree for the Mamluks with 39 missions; 1 new government mechanic, 'Egyptian Westernization' (either by forming Egypt through the Mamluk Mission Tree, or independently as another Nation); 7 new government reforms; 13 new estate privileges; 1 new Holy Order, 'Kashifs'; 4 new Naval Doctrines, 'Mamluk Galleys', 'Mamluk Light Ships', 'Mamluk Warships', and 'Mamluk Transports'; 1 new special unit, 'Mamluks’; 16 new events; and more additional content like new hirable Mercenaries, Diplomatic Actions, and Estate Agendas for the Nobility centered around the Mamluk ruling class.
- Byzantium: Added a new mission tree for Byzantium with 55 missions; 6 new government reforms; 6 new Estate Privileges; 57 new events; 10 new decisions; a new Type of Subject, ‘Pronoia’; and new Decisions and hireable Mercenaries.
- Arabia: Added a new mission tree for Arabian Minors with 34 Missions (making it possible to form Arabia using the Mission Tree); 1 New Estate Privilege, ‘Oasis Development’; 9 new events; 1 new CB, 'Spread Islam'; and a new Decision for Arabia. - Yemen: Added a new mission tree for Yemeni Nations with 26 Missions, plus 5 extra missions for the Rassids; 1 new Estate Privilege, ‘Monopoly on Coffee’; and 7 new events. - Georgia: Added a new mission tree for Georgia with 30 missions in total; 1 new disaster, 'Georgian Crisis', with 4 new related events; 1 new Estate Privilege, 'Highland Fortifications'; and 7 new events. - Armenia: Added a new mission tree for Karabakh/Armenia with 30 missions in total; 2 new government reforms, 'Nakharar Title' and 'Sparapet Office'; and 4 new events. - Turkomen: Added new mission trees for Aq Qoyunlu (31 missions in total) and Qara Qoyunlu (30 missions in total); Aq Qoyunlu and Qara Qoyunlu can now access Janissaries and Pashas through the mission tree; 1 new government reform, 'Turkmen Ottoman Institutions'; 2 new Estate Privilege, 'Emirs of Baghdad' and 'Great Works of Iran'; and 11 new events - 8 new Unit Packs, including Cyprus, Trebizond, Karaman, Israel, Tlemcen, Syria, Armenia and Georgia, with 32 new sprites in total. - 3 new Music Packs (Persia, Egypt, Caucasus), with 12 new songs in total.
################### # Free Features ################### - Added 9 new achievements: ‘King of Kings’, ‘Restore the Pentarchy’, ‘Mets Hayk’, ‘Desert Power’, ‘Breadbasket of the World’, ‘The Last Crusade’, ‘A truly good maaa-tch’, ‘Legacy of Saint George’ and ’ ZoroAustrians’. - Added 8 new Monuments accessible through the Leviathan DLC: Golestan Palace, Al-Azhar University, City of Sana’a, Tomb of Shah Rukn-e-Alam, Nizwa Fort, Itchan Kala, Narikala Fortress and Kazan Kremlin. - Added the Savayyid Order for Ardabil and Shia Persia accessible through the Golden Century DLC. - Added 25 events for Persia which fire during a playthrough. - Added a new Georgian culture and a new setup for the Georgian area in the base game. - Added the Turco-Iranian culture in the base game. - The Teuton and Livonian Order mission trees now have buttons to preview branching missions.
# Governments - The government reform "Millennialist Theocracy" no longer grants Monarch Power per dev when converting a country. Instead, you will gain devotion per dev. Additionally, the gov reform now grants +1 Monthly Church Power, +0.25 Monthly Fervor, -25% Enforce Religion Cost, +10% Morale Damage and -2 Yearly Devotion. - The government reform "Elite Mercenaries" now only decreases merc cost by -15% instead of -25% - The government reform "Mercenary Leadership" now only decreases merc cost by -10% instead of -25% - The government reform "Cavalry Warfare" now decreases Cav Cost by -10% instead of -15% - The government reform "Expand Temple Rights" no longer decreases Admin Advisor Cost. - ‘Land of the Christian Sun’ reform now turns Japan into a monarchy to avoid script complications with overlapping reforms - ‘Land of the Christian Sun’ reform will no longer allow for heirs since generals become rulers - Added two new government reforms for Byzantium and one reform exclusively for Custom Nations so they can play with the Byzantine subject too. - Added a new government reform for Tier 6 which is available for countries which completed Court Ideas. The reform allows you to seize and sell crownland to targeted estates. - Fixed government power bars not working properly with values different from -100 and 100.
# Units - Added more sources of Revolutionary Guard special unit in relevant government reforms.
# Other - Removed Manpower reward from the Brandenburg Gate via the Prussian mission 'Balance of Power' - Appanages have now the subject interactions "Seize Court Resources" and "Request Extra Levies". - The Ottoman holy order "Mevlevi" now only decreases local dev cost by -5% instead of by -10% - The Eyalets now only provide 10% of their forcelimit / manpower to their overlord instead of 20%. Core Eyalets now only provide 20% of their forcelimit /manpower to their overlord instead of 33%. - The Ottoman mission reward of the mission "The Eyalet of Al-Andalus" no longer reduces Warscore Cost vs Other Religions. - The Ottoman mission reward of the mission "A Sunni Empire" will no longer increase Tolerance of Own Faith and will no longer decrease Warscore Cost vs other Religions. - The Ottoman mission reward of the mission "Spread the True Faith" no longer decreases Warscore Cost against other Religions. - The Janissary estate privilege "Strict Devshirme System" now only grants 10% Local Manpower Modifier and +15% Fort Defense". - The Janissary privilege "Ensure Disciplined Training" now increases the discipline of Janissaries by 2.5% instead of 5%. - The Janissary estate privilege "Professional Soldiers" now reduces the Reinforce Cost Modifier of Janissaries by -10% instead of by -20% - The permanent Ottoman modifier "Expanded Imperial Administration" from the "Expansion of the Imperial Bureaucracy" event no longer decreases CCR. - The Devshirme ability "Assign Local Pashas" now only decreases CCR by 5% instead of 10%. - The Devshirme Action "Conscript Heathen Recruits" will now only increase the Vassal Manpower Contribution by 15%, nerfing it down from +25% Vassal Manpower Contribution and +10% Manpower Recovery Speed. - The modifier "The Ottoman Rule" from the event "The Internal Power Structure" now only gives -25% Autonomy Change Time, removing the passive War Exhaustion reduction from it entirely. - The Ottoman government reform "Expanded Devshirme System" will now decrease only the Reinforce Cost of Janissaries by 10%, nerfing it down from its previous -20% and +25% Reinforce Speed. - The Tripitaka Koreana now gives +100% Local Institution Spread instead of a passive Institution bonus. The tall Empire of Korea will be slowed down by it, but should still be a force to reckon with even if they do not conquer a single province. - The Provincial Government System will now only increase the local tax by 20% instead of by 33% and giving -1 Local Unrest. - Recruitment by Merit now increases the Janissary Infantry Combat by 10% at 100% crownland instead of by 20% - The Janissary Estate privilege "Sultan-Appointed Aghas" no longer grants +0.3 Yearly Army Tradition. - Taking the Great Council of Mechelen reform will now disable the Dutch Revolt even after it started getting progress. It will NOT stop the disaster once it has fired though.
# Icons/Art - Added an icon showing mutually exclusive reforms for the empire of China.
# Tooltips - Improved tooltipable area for estate factors in grant privilege view. - Improved the tooltip for introducing a new heir.
# Other - Added a Development based information in the tooltip of the Religion pie chart in the Ledger. - Added sort buttons for Autonomy Macrobuilder. Provinces that can have their autonomy Increased/Decreased will be now grouped together. - Added an alert for State Edicts that are no longer needed. For example Missionary Strength Edict if all provinces are converted. - It's now possible to click on names in State View to view that province. - You are now able to transfer multiple province occupations to one ally by selecting provinces with Shift + Left Click beforehand. - It’s now possible to merge normal armies without needing to deselect mercenaries. The mercenary armies won’t be merged but they won’t block the button to merge. - Added a sort by giver in the peace deal screen. - Fixed so diplomacy mapmode gets updated as states and cores are added/removed. - Improved the coring list height and button positioning when having height resolution greater than 1080. - Added the ability to remove buildings via right click in the macrobuilder. - The Metropolitan map mode is now renamed into the "Local Organisation" map mode and its tooltip now reflects its changed purpose. - An explanation has been added saying why you can’t set Threatened attitude. - Added a "Go to" button to leader death message. It opens the military leader menu. - You can now spend more ducats or manpower when holding Shift in the Great Project window to speed up the construction. - Go to button in the Claim Fabricated message now moves the camera to the claimed province instead of the nation’s capital. - Permanent claims are now shown in the Peace Deal menu similar to how normal claims are shown.. - Mapmodes: Diplomatic mapmode shows core provinces over claims.
# Effects - Added 'effect' and 'removed_effect' clauses to Ideas, Institutions (only 'effect'), Hegemons, Fetishits Cults, Technologies (only 'effect') - Added play_sound effect. - Added transfer_papal_controller which will change the controller without killing the current Pope. - Added random_in_area and random_in_region effect scopes - on_actions are now additive
# Other - Added on_overrun on action. - Added can_join_hre and can_leave_hre scripted functions. - base_tax, base_production, base_manpower, development and development_discounting_tribal now accept scopes as value. - Added a new set_naval_doctrine effect. - Cost of a Naval Doctrine can now be set for each individual one in script.. - Added scriptable GUI. - Added is_mod_active trigger.
################### # Script ################### # Achievements - The Achievement "David the Builder" no longer requires you to start as Imereti. - The "Mehmet's Ambition" achievement has now been updated to reflect the changes to the Roman Empire decision.
# Decisions - Timurids can now form Persia. - Forming Persia as the Timurids will now require that every single subject nation of the Timurids as well as Ajam and its subjects is not existing. - Barbary Iqtas can now form the Mamluks too. - You now have to be Muslim to form Arabia - Countries of the Byzantine culture group can now restore Byzantium. - Forming a country will now always reset your name and color to the default name of the newly formed country. - The decision to form Siam as anybody but Ayutthaya will now require you to complete 2 non-estate disasters to mirror the difficulty Ayutthaya has to overcome to form Siam. - The decision to convert to Islam will no longer be taken by the AI immediately if they are a Theocracy, Jewish or Zoroastrian. Additionally, it now demands of Theocracies to have less than 80 devotion to be picked, making it impossible to have Sunni Jerusalem day one after they are released. - Forming Rome will no longer require you to own the entirety of the highlighted regions. Instead, it will require you to own 425 provinces of these regions (for comparison: before this change, you were required to own at least 328 provinces, but you were obligated to own everything of France, Italy, Balkans, Anatolia and Mashriq). The highlighted provinces are the ones the real Roman Empire owned at any point of time.
# Events - The Ottoman AI will now try to make Mamluks to their Eyalet should they declare on the Mamluks with the right cb and occupy their capital for one year. - The events of Purple Phoenix have now all a MTTH of 72 months as they tended to be very spammy. - Added a line to all the Eyalet events emphasizing that the cores on regions are only applied to the provinces already owned by the Ottomans.
# Ideas - The Persian ideas now give +10% Production Efficiency instead of 5%, +15% Manpower Recovery Speed instead of +10% Manpower Recovery Speed, +15% Global Tax instead of +10% Global Tax and additionally -5% Dev Cost Modifier. - Added ideas for the nation of Arabia. - Added ideas for the nation of Egypt. - The Byzantine Ideas now give +20% Improve Relations, +10% Goods Produced Modifier instead of +5%, +25% Core-Creation Cost instead of the Mercenary Maintenance, +0.3 Yearly Patriarch Authority, +20% Reform Progress Growth instead of the National tax modifier, +15% Fort Defense instead of the -10% Stability cost modifier, +15% National Manpower Modifier instead of +10%. Global Trade Power and Yearly Prestige has been removed from the ideas. - The game will now properly subscribe LPC ideas when the Commonwealth is formed by Lithuania - The first idea of Court Ideas now gives +1 Dip Rep.
# Missions - The Polish mission that extends your Golden Era, will now do so for 50 years, instead of 30. - The Daimyo mission "Regulate the Social Order" now offers an alternative requirement to Absolutism, so you can complete it before the Age of Absolutism. - The timed challenge around the Franconian Succession will now only be available to Brandenburg. - The Spanish mission 'Rein in France' now grants 10 Power Projection instead of 25. - ‘The Varna Aftermath’ mission for Poland will now grant 1 PU CB instead of 2, and claims instead of the 2nd PU CB, depending on the choice in the Jagiellon event. - Streamlined the Polish missions ‘Protect Hungary’, ‘Throne of Bohemia’ and ‘Balance the Princely Lands’. - The Polish mission "Leverage the Magnates" will now require fewer than 4 privileges, instead of fewer than 2 for the nobles. - The Mughals missions are available if you own King of Kings. - Fixed a bug where the default missions for England without all DLCs are disconnected. - Added DLC checks for some missions in Iberia that require flagships - Economic ideas now properly grant the development from constructing manufactories once the ideaset is completed - Economic ideas now grant their mechanic rewards at proper times - Fixed a localisation error with the PLC mission 'Golden Liberty' - Fixed an incorrect scope for Pagan faiths in the EoC missions - Qing's ‘Three Feudatories’ no longer gives Subjugation CB towards the wrong country - ‘The Examination System’ mission for the Emperor of China will no longer cost more Gov Reform progress than it should - Added checks for Leviathan in many missions that require trust because the latter is hard to attain without the DLC despite being a base game feature - Completing the Japanese mission ‘Balance of Power’ via Absolutism will now grant the proper reform as reward - The Qing mission "Expel Foreign Merchants" now gives proper effects for the trade nodes of Ragusa and Aleppo. - The Ming mission "End the Sengoku Jidai" now properly gives a fallback reward in case you don't own Mandate of Heaven. - The conditions for the Manchurian mission "Reorganize the Tribes" now properly checks for the primary cultures of the countries. - The highlighting for the French mission "House of God" now works properly if you decide to align with the Pope. - The conditions for the French mission "The Peninsula War" now properly checks for local autonomy. - The fallback for the Spanish mission "Holy See Politics" will now properly check if you have an inquisitor. - Fixed an issue where the Chinese mission "Fortify the Coast" would not grant any reward whatsoever.
# Modifiers - Fixed an issue with 3 French religious wars modifiers granting local unrest instead of global.
# Setup - Timurids and the Ottomans are now historical rivals. - Added proper names for the Tabriz and Azerbaijan areas. - France will no longer integrate Burgundy if the latter is a player. - Syria now starts as a subject to the Mamluks. - Changed the bonuses of the Pyramids great project to better co-exist with the new great project in Cairo - Added Krakow in the european_trade_node_scope scripted trigger - The province of Daman now starts as a religious center for Zoroastrianism. - Most of the provinces in Persia now start as Sunni instead of Shia. - Konstantinos Palaiologos, the starting heir of Byzantium, is now a 5/2/3 instead of a 3/2/2, but has only 60 Claim on the throne. - The province of Burgas now belongs to Byzantium in 1444 instead of the Ottomans. - Byzantine provinces in the Morea area now start with +25% Local Autonomy.
# Other - AI is now actually inclined to form Arabia when they reach ADM tech 19 - Removed some immersion-breaking military reforms from the 5th tier for Tribal nations. - Forming Arabia now allows you to place your capital in one of 5 important Islamic cities. - Added a disclaimer to the scripted effect for Innovativeness or Monarch Power gain from Events, which emphasizes that you do not gain extra monarch power from Innovativeness Gain modifiers. - The decision "Promote Sojunghwa" now is usable even after the Mandate has been destroyed. - Persia and Eranshahr (the Zoroastrian Persia tag) are now Endgame Tags. - Prussian militarization evolution rewards will now only show up if you are Prussia / Germany and have the Prussian Monarchy reform - The "Cathedral" building is now called "Great Synagogue" and "Great Fire Temple" for Jewish and Zoroastrian countries respectively. - The Edinburgh monument no longer tells you that you could use it from a mission reward as such mission reward does not exist in the game. - The Zoroastrian religion can now propagate their religion via the trading policy. - Changed the Zoroastrian blessings a bit: Replaced the Yearly Corruption with +10% Improve Relations - Replaced the "Shirvan" and the "Sabzevarian" holy sites with the provinces of "Zanjan" and "Tun" respectively. The achievement "Keep the Flame Burning" has been updated to reflect this change, and as such requires now the 5 Holy Sites AND atop of it the monument in Shirvan. - Zoroastrian and Jewish countries are now allowed to claim the Defender of Faith title. No other religions will get this privilege as it is intended for Zoroastrian / Jewish countries to spread their religion without affecting the overall balance too much. - Diplomacy: Distant war modifier is less impactful for calling in rivals in wars. - Diplomacy: AI desire of provinces and desire of subjects' provinces is now combined into one opinion modifier.
################### # Bugfixes ################### - Advisor's death now correctly fires on_x_advisor_fired on action. - Fixed a crash when using trigger values. - Fixed attached units moving in different directions in some cases. - Curia Power Cost is now capped at 10%. - In the Trade Favors for Trust menu the values are now displayed correctly. - Ifs in Scripted triggers now correctly assign values to triggers. Added a post validation function to IfTrigger to assign values in the limit. - Fixed a missing "is" in a tooltip for several monuments. - add_province_triggered_modifier will no longer show errors when used in different places. - Removed a bug that allowed a ruler to be immortal if Ottomans were in a disaster and without an heir. - Added a new line in the description of the trade company investments modifier. - Added a check if a human ally can join a war in the war declaration screen. It will now show an X instead of a question mark. - The Russian AI will no longer bankrupt itself by purchasing Modern Ideas - The Estate Action "Ask for Contribution" from the Vaishyas now actually scales with their influence. - Fixed an issue which caused estates to have their loyalty and influence reduced while they are in power. - Changing trade goods to Coal now properly subtracts 1 base production from the province, if the province had a manufactory and Economic ideas - Placing a relative on the throne in a subject now correctly calls the on_new_monarch and on_monarch_death on actions. - Government reforms now display Special Unit forcelimit modifiers in gray when that unit isn't available yet instead of being hidden. - Fixed tooltips for State Edicts in the Macrobuilder - Added replacements for Mandate of Heaven modifiers when playing without that expansion. - Ming no longer starts with more boats than their forcelimit allows. - Overlords can now request maps from their subjects. Subjects can request maps from their overlords or subjects under the same overlord. - Fixed Revolutionary text not being hidden when creating a Client State before Revolutions are available. - Removed an unnecessary new line in the Annexation tooltip. - Fixed remove_trade_modifier tooltip having the color "spill out" - Expand the Empire peace treaty no longer allows for full annexation. - Fixed blockade capacity tooltip showing half of the development that can be blockaded. - extend_golden_age now adds to the month counter, using it two times will result in a sum instead of only one value. - Force Religion Warscore cost modifier is now capped at -90% - AI will no longer send privateers to Trade Nodes they can't reach. - Fixed Fervors not being updated correctly with their potential trigger. - Fixed a CTD when the start_debate effect is used on a country without a Parliament. - Regiment Discipline from mercenary modifiers and special unit modifiers is now accounted for when calculating Military Tactics during a battle. - Fixed a crash when hovering over a building in the technology screen. - Made it so the core_all button in the state view doesn't get enabled if we can't core due to war. - Fixed government power bars not working properly with values different from -100 and 100. - Parliament issue modifiers are now tied to the duration of the issue which can be changed with modifiers. - Fixed so the disinherit button becomes visible immediately without having to reopen the court view. - Fixed issues with DLC only modifiers applying wrong values. - Moving the date from a bookmark will no longer cause interesting countries’ shields to show wrong information. - Fixed issue where tribal rebels are more likely to spawn than separatists before coring a province. - Non-existing countries will be automatically removed from tribal federations. - Unconditional surrender now isn't applied to provinces that are sieged by 3rd party nations in different wars. - AI will buy trade company investments more often - Fixed an issue with non reinforcing rebels using only the relocation movement - Set the minimum trade power transferred between nations to 0. - Changed local_unrest in reset_parliament_debate_modifier to global since it's applied to a country not provinces. - Raise Cossack Host no longer grants 50% of the force limit but 5%. - Fixed parliament issues being initially backed by too few seats, because the wrong define was used. - Establish Eyalet peace treaty no longer allows to take War Reparations as well. - Fixed Government Reform switch confirmation window showing wrong potential. - Provence now properly integrates Lorraine in the ‘House de Valois’ event for France - The Eunuch Agenda ‘Appease Eunuch Quotas’ will no longer require you to embrace undiscovered institutions - Swapped the power level calculations of Eyalets and Core Eyalets. Core Eyalets are now much easier to keep loyal while Eyalets themselves consider the power of all subjects instead of just their own now. - Only Eyalets are now allowed to gather favor towards their overlord. - Fixed an issue where the name "Nouvelle-Écrosse" could not appear for Colonial Canada. - Fixed a bug with the Polish disaster "Struggle for Royal Power" - Placed_merchant_power_modifier now works correctly. - CBs such as Imperial Liberation no longer disappear when the target country changes tag. - Fixed "Is not running a deficit" trigger taking into account non-monthly expenses. - Custom nation flag emblems are now centered to background. - Rebel model no longer appears as default in the battle summary screen. - Native countries no longer lose stability on native chief death. - Trade button in the province view no longer opens the trade node window if the node is not discovered. - Imperial Authority Modifiers no longer increase the growth of Mandate for the EoC. - Fixed an issue with resending a colonist, after they have been recalled, back to a colony adjacent to a Colonial Nation. - Positive all_estates_influence modifiers (such as Cabinet Cooperation for EoC and Reformation of the States for Ottomans) are properly applied when calculating bonuses from the estate. - It is no longer possible to placate subjects when over the max limit. - Grant Administrative autonomy now properly displays Liberty change correctly. - Subjects', who don't have legitimacy or equivalent mechanics, information is now displayed in the subject menu. - Manpower and sailor modifiers of subject countries now displayed correctly in the tooltip. - Subject countries may now convert provinces even if they're at max Religious Unity - Generals that are loaded onto a ship cannot be reassigned. - Exiled armies are not allowed to attack natives in uncolonized provinces. - Indulgence cost no longer shows up in the monthly treasury menu - Countries already at war with the claimant of a PU won't be invited to contest. - Selecting peace options now centers the camera on the target of the option. - State holy order / office descriptions no longer show an inflation modifier - Fixed the incorrect trade value of a node in the trade interface - Fixed the incorrect display of unit losses in the battle report message [/expand]