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Europa Universalis IV |OT| A Game of Blobs

Hey guys, I'd like some suggestions.

I've played as Castile, and Portugal so far. Been fairly successful, at least enough to be content. Now I'd like to try my hand at a nation deeper in Europe proper. Any suggestions? I've just started to dabble with Savoy, but I don't think I have the hang of those politics.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
?

You sure about this? Because, I've DOW'd a coaltion member before for the express reason of taking a province from another coaltion member.

GB declared war on me, coalition jumped in, I occupied provinces of the coalition member swahili and couldn't demand those provinces in the peace deal. I could return cores, but not have them cede provinces.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Looks like someone has managed to complete "The Three Mountains". The screenshots are brilliant: "8289.10% Overextension" :D

http://forum.paradoxplaza.com/forum...Ryukyu-AAR&p=16155113&viewfull=1#post16155113

I dont get how his country didnt fall apart with this many rebels. How did they not claim provinces from him?
4E2739BA302B79A594F342343206D9097C4E0713
 

Fitz

Member
I dont get how his country didnt fall apart with this many rebels. How did they not claim provinces from him?

I was wondering that myself, I imagine that there's going to be a lot of additions to the next patch after this guy explains how he did it.
 

KingSnake

The Birthday Skeleton
My Ironman game with Wallachia as of now:


Unfortunately my long lasting alliance with Austria turned into a PU from which I don't know how to get out without starting a massacre. I am still hoping that this will be solved in a natural way (long live die the ruler!). Meanwhile I started the westernization process.
 

Mr.Mike

Member

zoku88

Member
Thank god for the "what do you want?" surrender thing.

My god, I've been in wars where I really just wanted it to end but they would accept any peace deal I could make. Then after ruining my country, they're all like "eh, we'll just take a province and a whole bunch of money."

Also, Ilm pretty sure I've encountered the shattered retreats bug before.

But I thik shattered retreats work really oddly in general.

EDIT: Btw, about the Ryukyu thing, some of those exploits are fixed:
http://forum.paradoxplaza.com/forum...Ryukyu-AAR&p=16159651&viewfull=1#post16159651
 

robjoh

Member
One question, how does claim throne work?

I have the possibility to claim the throne from one of my allies (I play as Sweden) in the HRE and I wonder if it is worth it.

I am a little bit stuck because Russia is a little bit to strong and I have problem fighting HRE. When I try to move into HRE, which should not be a problem, I get both Austria and GB against me. In the last war GB sank most of my fleet. So I want to strengthen my navy and get some support inside the HRE to be able to win some more provinces in the HRE.
 

Fitz

Member
General Baker over on the Paradox Forums has compiled a list of changes in the upcoming patch 1.2

http://forum.paradoxplaza.com/forum/showthread.php?722644-Patch-1.2-Wot-Johan-said


This I like, now I can finally realize my dream of starting as GB in 1444, colonizing NA and then releasing Canada and playing as them! (In ironman mode, I suppose I could have done this with console commands but I only ever play in ironman mode)

Borderless windowed mode direct from Settings

napoleon-dynamite.jpg


One question, how does claim throne work?

You can claim if you have a royal marriage with a nation that has a disputed succession and you also have more prestige, also shown in the info message thing at the top, their name will be green if it's possible.

Claiming will give you a relations hit with anyone you have a royal marriage with as well as a hit to your prestige. If the other nation's Monarch dies without generating an heir, you will gain a Person Union over that nation. Although if another nation also has a claim, then war time.
The main reason to claim the throne however, is that it gives you a CB you can use to force that union, without the risk that the other nation will get an heir.
 

robjoh

Member
You can claim if you have a royal marriage with a nation that has a disputed succession and you also have more prestige, also shown in the info message thing at the top, their name will be green if it's possible.

This is what made me look at the PU thing.

Claiming will give you a relations hit with anyone you have a royal marriage with as well as a hit to your prestige. If the other nation's Monarch dies without generating an heir, you will gain a Person Union over that nation. Although if another nation also has a claim, then war time.
The main reason to claim the throne however, is that it gives you a CB you can use to force that union, without the risk that the other nation will get an heir.

So a PU might not be a good idea if my main reason for investigating a PU is to bind one nation inside the HRE to me (so I do not need to fight all of time all the time)?
 

Fitz

Member
So a PU might not be a good idea if my main reason for investigating a PU is to bind one nation inside the HRE to me (so I do not need to fight all of time all the time)?

That's right, claiming a throne itself is far from a guaranteed union.
 

Scipius

Member
This I like, now I can finally realize my dream of starting as GB in 1444, colonizing NA and then releasing Canada and playing as them! (In ironman mode, I suppose I could have done this with console commands but I only ever play in ironman mode)

Wouldn't you only be able to play Canada for about 70 years though; their cores don't appear before 1750.
 

Kabouter

Member
Wouldn't you only be able to play Canada for about 70 years though; their cores don't appear before 1750.

And they already said you can't switch to playing a country you release in Ironman anyway. Can only imagine it would make some things a lot more easy though. Like releasing the largest vassal (unsure which that is, I think Zhou) as Ming to get rid of the awful Inward Perfection modifiers but still retain much of China's wealth and manpower.
 

bjaelke

Member
Hi guys,

I'm hoping you'd be able to provide me with some tips and pointers on how to optimize/improve my income through trade. I took a few screenshots from my Denmark game (year 1525, rank 12 (6/4/72)).
Economy tab
Trade tab
Lübeck - the local trade node.
Trade nodes listed by Power.
I've tried to pick the decisions with the positive trade influence whenever possible, but otherwise I feel like I'm under-performing and could do better to utilize trading in the game. Let me know if you need more information/pictures.
 

Kabouter

Member
Haha man, was playing an SP game as Poland, doing pretty well (grabbed a decent chunk of Hungary and Ottomans and expanded Lithuania a bit in wars with Crimea and Livonian Order), and then suddenly randomly lucked into a PU with a very successful Muscovy :D
 
Haha man, was playing an SP game as Poland, doing pretty well (grabbed a decent chunk of Hungary and Ottomans and expanded Lithuania a bit in wars with Crimea and Livonian Order), and then suddenly randomly lucked into a PU with a very successful Muscovy :D

In my Austria game I spontaneously formed a PU with Hungary. Kept them around as attack dogs until after I'd federated the HRE. Led to a very impressive empire.
 

Mgoblue201

Won't stop picking the right nation
Hi guys,

I'm hoping you'd be able to provide me with some tips and pointers on how to optimize/improve my income through trade. I took a few screenshots from my Denmark game (year 1525, rank 12 (6/4/72)).
Economy tab

Trade tab

Lübeck - the local trade node.

Trade nodes listed by Power.

I've tried to pick the decisions with the positive trade influence whenever possible, but otherwise I feel like I'm under-performing and could do better to utilize trading in the game. Let me know if you need more information/pictures.
If you have a high force limit, then I think it's a good idea to aim for around 15 to 20 lights ships per trade node, combined with an admiral who has high maneuver ability (which will also boost trade power). I haven't played Denmark, but I assume you're going to be competing heavily with The Hansa for trade income. I'd personally try to conquer The Hansa if you can have the military strength to beat Austria or whomever else is the emperor. I also think that the trade buildings are some of the most useful buildings in the game, so I tend to build them en masse in important trade nodes.
 

speedpop

Has problems recognising girls
The only PU I got with my Byzantium game was with a weak-ass Switzerland who conveniently gave me nightmares due to a close border with France.
 

KingSnake

The Birthday Skeleton
My PU with Austria just brought my big Wallachia into 4 wars at the same time against Ottomans, Russia, Venice, France, Sweden and others. I wonder what will be left of my provinces after this (I can uncheck the "leader might negociate for us" just for 1 of the wars.

Later edit: I managed to survive the wars only losing 4 provinces (2 of them actually I gained by financing the orthodox rebels). Meanwhile I got another province through rebels and Austria kept starting wars until there was practically no army. So I declared independence war against them and after a lot of fights and mercenaries I won it. So here I am, between empires with no allies and a weak army. Let's see how it goes now.

 

mkenyon

Banned
In my Austria game I spontaneously formed a PU with Hungary. Kept them around as attack dogs until after I'd federated the HRE. Led to a very impressive empire.
Very nice! One of the ways I've always kept Austria busy when grabbing up HRE territories is an alliance with Hungary.
My PU with Austria just brought my big Wallachia into 4 wars at the same time against Ottomans, Russia, Venice, France, Sweden and others. I wonder what will be left of my provinces after this (I can uncheck the "leader might negociate for us" just for 1 of the wars.

Later edit: I managed to survive the wars only losing 4 provinces (2 of them actually I gained by financing the orthodox rebels). Meanwhile I got another province through rebels and Austria kept starting wars until there was practically no army. So I declared independence war against them and after a lot of fights and mercenaries I won it. So here I am, between empires with no allies and a weak army. Let's see how it goes now.
Vlad would be proud.
 

robjoh

Member
Question about army and navy:

1, What is a good ratio between infantry, cavalry and artillery? The only thing I know is that I should not have more than 50% cavalry.
EDIT
No need to answer I found this on eu4wiki
http://eu4wiki.com/Land_warfare
/EDIT

2, How much better is Galleass in a inland sea battle? I am trying to find out if I can build up enough Galleass to stop GB to enter into the Baltic sea.
EDIT
And I found the answer to this.
http://eu4wiki.com/Fleet
/EDIT

EDIT:
Muscovy integrated, formed Polish-Lithuanian Commonwealth. The year is 1582.

I had the Russians integrate the Polish in my game. As Scandinavia with all my troops fighting in Austria for the moment I am a little bit worried...
 

bjaelke

Member
If you have a high force limit, then I think it's a good idea to aim for around 15 to 20 lights ships per trade node, combined with an admiral who has high maneuver ability (which will also boost trade power). I haven't played Denmark, but I assume you're going to be competing heavily with The Hansa for trade income. I'd personally try to conquer The Hansa if you can have the military strength to beat Austria or whomever else is the emperor. I also think that the trade buildings are some of the most useful buildings in the game, so I tend to build them en masse in important trade nodes.

Thank you. Not sure why I neglected the navy altogether since my naval capacity outweighs the army by 4:1. Should probably have started building them earlier, but at least now I'm aware.
 

Mgoblue201

Won't stop picking the right nation
Thank you. Not sure why I neglected the navy altogether since my naval capacity outweighs the army by 4:1. Should probably have started building them earlier, but at least now I'm aware.
Navy and trade basically amplify each other. For example, protecting trade nodes will increase naval tradition, and better naval tradition will improve trade steering. If you're really committed to building a trade empire, then the naval idea track is probably one of the most important ideas you can take (behind trade, obviously), as it will allow you to build more ships to protect trade, recruit leaders with better maneuver, and increase your naval tradition much faster. If you're not that committed to trade, then you can still build a respectable trade income even without trade and naval ideas simply by protecting trade and constructing trade buildings.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Super cool event contest:
http://forum.paradoxplaza.com/forum/showthread.php?722985-CONTEST!-Europa-Universalis-IV-Rewrite-history-Create-an-in-game-event!#post16181475

Dare to rewrite the world with your own event – the winners will have their events put into the Grandest of Empire-building Games

Today, your dreams of rewriting history shall lay dormant no longer. Paradox Interactive and Paradox Development Studio have announced an official contest for you, if you dare to rewrite the world history with your own event for the award-winning and critically acclaimed empire-building game Europa Universalis IV?

Ravishing Rewards:
Three lucky winners will receive a complete Paradox Interactive bundle AND each winner gets their event added to the game!
The daring developers will pick out their personal favorites by October 7th and the events will be added as soon as possible after the winners have been selected. May the best conqueror take over the game. And, of course, don’t forget to subscribe to this thread to enjoy the event stories from your fellow empire builders!

They should just include all good events, and not only the best three.
 

robjoh

Member
Is there anyway to improve how your own nation thinks about other nations? I had a round 30 years of a very successful alliance with Bohemia, I took Hansa and some other provinces. Then I get "we have terminated our alliance with Bohemia".

My first though is what did I do know? So I open the diplomatic window and tries to reform the alliance. I cannot because my Scandinavia do not like Bohemia. Bohemia seems to have no problem with me. Bohemia was my only allied and they had supported me in every war fighting to the end. They have even sent troops fighting rebels in Scandinavia which allowed me to fight down Austria.

So now I am standing alone in Europe, having pissed of Austria, Russia, GB and somehow France. All because Scandinavia do not lite Bohemia...
 
Bought this game recently and played as Sweden. ... 3 times. After the 3rd time I was able to break off from Denmark before it happened automatically (due to heir issues), and defend myself from Denmark in subsequent attacks. I managed to take lower Sweden and part of Norway (now Denmark), in the process. Things were going pretty great until I was simultaneously invaded by Russia, Denmark, and France.

We were royal married, France. ; _ ; Royal married!

The game is highly addictive and a lot of fun, but man, I just don't know if I'm cut out for this. I'm thinking of giving up here and heading for Holland.
 
1.2 is looking to be out this week, probably on Tuesday. Johan (studio manager and lead designer for EU) made several posts that list the changes (copy-pasted for ease of access, don't ban me bro):


Military
  • Halved land maintenance scaling from tech.
  • Reduced ideas impacting naval force limits.
  • Changed places of 'War Cabinet' & 'Adaptability' ideas.
  • 'Mass Army' is now earlier in Quantity.
  • Land attrition modifiers now works like a reduction on actual attrition, just like naval attrition does.
  • Tweaked several attrition ideas.
  • Temple Faction (China) now increases force limits by 50%, not just giving +0.5 forcelimit.
  • Large countries with small naval force limits (ie. France) now start the game with some big ships
  • Fixed an inconsistency in modifiers applied to maintenance between land and naval.
  • Only return canceled mercenaries to pool if there is room for them.
  • War Exhaustion from combat is now 33% of pre-1.2 WE.

Units
  • Autonomous Rebel Suppression will no longer be canceled if a unit is defeated in battle
  • Armies getting on ships now turns off rebel hunt.
  • Burning a colony now makes all ships leave port.
  • Moving units no longer loot.

Exiled
  • Detach mercenary and detach subunit now keeps the exile status of the detached units.
  • Exiled units must now return to your own controlled or owned territory to clear exile status
  • Exiled units will now have exile status cleared when they are loaded onto transports.
  • Exiled fleets can no longer blockade.
  • Exiled units can no longer explore.

Morale
  • A shattered unit now gets an extra morale adjustment as it stops retreating.
  • Morale is no longer regained while force marching.
  • Max morale can no longer be below the threshold where you can move troops.
  • Morale modifiers are now percentage, so they scale the same through the ages, and are as important in late game, as in the early game.
  • A large overhaul of morale modifiers have been input.
  • Maintenance slider for morale now affects the tech effect BEFORE modifiers are applied.

Combat
  • Sieging now always gives at least 1% attrition.
  • Western units now get a new cavalry unit, 'Schwarze Reiter' at mil tech 10.
  • Gallop Cavalry is now OK in fire phase.
  • Rebalanced cavalry & infantry fire/shock values, so cavalry is more useful.
  • Nerfed Culverin
  • Minor boost to Small Cast Iron Cannon.
  • Nerfed Southern Cossacks to same level as similar Eastern cavalry.
  • Leaders in units that are attached to another stack will not be checked in combat algorithms.
  • Tweaked some units that had far too few pips for their tech level (aka were inferior to previous units)
  • Changed combat logic for attached leaders to let them be valid leader of combat, if the army they are attached to doesn't have a leader.
  • Rebalanced weapon damage impact through the ages in land combat.

Diplomacy
  • Revolutionary War CB no longer has double war goals
  • Claim Throne now only gives a CB if you are in the same dynasty
  • CBs now properly updated after executing Claim Throne
  • Shogun now has a CB against Daimyos that hold at least 10 provinces or have become independent
  • Improve Relations: Now ticks correctly.
  • The Change Government CB is no longer valid if you or your target has a government form that cannot be force-converted
  • When an overlord ally is called, it will now always be possible for it to replace its subject as war leader

Unions
  • Unions breaking due to rebels in a lesser partner should no longer kill your heir.
  • Unions breaking from rebels by a government change now creates a new ruler.
  • Forming a union breaks any alliance between union partners (without penalty)
  • When a nation that has lesser union partners gets absorbed in a personal union, the lesser partners gets transferred to the new union

War
  • Should an overlord find itself in a war with its subject as overlord, the tables will now be turned
  • Refactored Call For Peace, so it slowly ticks up when valid instead of instantly crippling you in a long war.

Peace Negotiations
  • War of Independence white peace no longer breaks union
  • Force conversions now scale with the size of the target country.
  • Annexing a province will now only destroy the highest level building in each category. Unique buildings, manufacturies, and level 5 and 6 buildings will always be destroyed.
  • You can no longer revoke a core from a province with the same culture as that core's primary culture.
  • Government changes can no longer be given away by an attacker in a war.
  • Target of war goal can no longer choose to not have war leader negotiate for them
  • Large countries can now be instantly annexed in a revolutionary war.
  • Revolution & Counter-Revolution war goal now reduces Aggressive Expansion by 50% rather than 75%
  • Tweaked some war goal peace cost modifiers
  • Can now always demand releasing of countries from war goal target.
  • Having a war goal to vassalize means that only the original attacker can vassalize the target country, no matter who occupies the capital.
  • CB against war goal target you are unable to negotiate with separately will now be applied against enemy war leader
  • Can now always demand vassalization of war goal target if you're unable to negotiate with them separately
  • You can no longer do release nation on a province that neither you nor any of the takers controls.
  • You can no longer release and take the same province in a peace settlement.
  • Building constructions are cancelled when a province is conquered
  • A country will now lose all claims if they get annexed.
  • If a conquered province is a capital, move the capital and the spy actions along with it
  • When making someone your vassal he will join your wars and you will join his.
  • An ally that is not the war leader that makes an individual peace deal is no longer limited to the war leaders influence over its peace deal.
  • Reduced the war score cost reduction against large countries so that you can't dismantle Russia in one war
  • When enforcing peace against a country attacking your vassal, allies will no longer automatically be called
  • Forcing a vassal or a lesser union partner will now call you to war with their enemies
  • Fixed several issues with the War for the Emperor CB and annexation logic
  • Concede defeat is now 10 war score & 10 prestige

Coalitions
  • When fighting a large coalition, you no longer get 100% war score just for occupying coalition leader
  • Countries that are already in a coalition war can no longer be targeted by a coalition CB
  • Subject countries will no longer join coalitions
  • When attacking a subject country whose overlord is in a coalition against the attacker, their overlord's coalition will now be called in
  • In offensive coalition wars a larger power can now always take over as war leader
  • In coalition wars the leader can no longer demand provinces unless those provinces are the war goal or a core or claim of theirs
  • Coalitions can no longer form against non-existing countries.

Opinions
  • 'Enemy of My Enemy' relation now ticks up over time
  • Increased opinion bonus for returning cores to a country.
  • Added an opinion penalty for breaking a royal marriage.
  • Increased AE reduction for losing provinces in war.
  • A guarantee is now a +10 opinion towards the one guaranteeing.
  • Increased AE impact for Daimyos conquering other Daimyos.
  • Tweaked AE impact of some CBs
  • Refusing alliance calls now gives the bonus opinion properly.
  • Canceling fleet basing, and declining an offer about fleet basing/military access no longer gives relation penalties (revoking and refusing access still gives penalties as it should).
  • Will no longer get 'Competitor for World Domination' against vassals
  • Toned down AE multiplier effects a bit
  • When a country is annexed, all its temporary opinion modifiers will now be cleared

Claims
  • Claims now only reduce peace costs by 10%.
  • Being discovered while fabricating claims now gives 10 AE
  • Fabricating claims no longer gives AE unless discovered
  • Can no longer fabricate claims on your vassals
  • Can now only be discovered once while fabricating claims

Gaining Cores
  • Size penalty on coring is now reduced by about 0.2% each year, down to basically 0 at 1800.
  • Default core time modifier from size of country reduced by 20%.
  • Coring colonies you colonized now takes 50% of the time & coring provinces of your own culture is now quicker.
  • The Russian idea 'Subednik' is now 15% cheaper cores instead of +10% tax income.
  • Coring a province can no longer take more than 20 years, no matter what.
  • Claims no longer have any major impact on coring time, its just a 10% bonus.
  • You now only get cores on your vassals/unions if they have cores on those provinces.
  • Making a province you colonized into a core now costs the same anywhere in the world. aka, Russia gets Siberia for same price as Spain gets South America.

Losing Cores
  • Countries that have been annexed will now lose their cores over time
  • When forming a nation, the previous nation's cores will now be wiped
  • Cores in the same culture group can now be lost after 150 years (300 years if the country is the culture's primary tag)
  • All province owner changes resets timer for "loss of core"

Overextension
  • You no longer get new Nationalism in colonial territory you are busy coring or haven't cored yet when switching tags
  • Non-Pagan countries no longer get overextension for conquering the provinces of Pagans, unless those provinces have cores from other Non-Pagan countries

Religion
  • Popery Act is now only good.
  • Unam Sanctam has been renamed to Deus Vult, is no longer worthless after 1650, and any religion can use it.
  • Orthodox countries now gets +2% missionary strength from full patriarch authority.
  • Provinces converting to Protestant and Reformed at the spawn of the religion will now get zeal as well.
  • Rebalanced Neo-Confusianism.
  • Ottomans now get Ottoman Tolerance much faster
  • Converting to Protestant or Reformed the first time, also converts a random province.

Papacy
  • Papal Influence cap now goes up full five years of growth and it's properly explained.
  • Cardinals no longer give you more Papal Influence, and their effect on legitimacy is scaled down to same level as prestige.
  • It's now possible to invest in cardinals even if you don't take full control over them.
  • Influencing cardinals no longer breaks apart if the previously highest controller has been annexed.
  • You can now see what everyone have invested in a cardinal, in a tooltip over the votes.
  • Cardinals now have a far higher likelihood to die as they grow old.
  • Cardinals not yet in the curia can now die.
  • Changing country tag no longer makes you lose investment in cardinals.
  • Papal influence no longer blocks excommunication, but papal opinions must be below -50.
  • There is no longer any distance limit to crusades.

Governments
  • Horde government is now only 50% manpower and 50% force limits
  • Religious governments no longer get a -1 stability for having their ruler die.

Advisors
  • Natural Scientists now give +10% production efficiency.
  • Grand Captain now gives +10% cheaper maintenance.
  • Naval Reformer now gives +10% navy morale.
  • Army Reformer now gives +10% army morale.

Holy Roman Empire
  • Holy Roman Emperor will no longer receive a imperial authority hit if it refuses to join a war started by a member state that is also allied with the Emperor.
  • You can now add provinces to the empire, if they border a sea zone bordering the empire.
  • When the emperor is refused by a country in Revoke the Privilegia, he now gets claims on all their formally HRE provinces.
  • Revoke the Privilegia no longer causes a war.
  • Can no longer start a war with HRE if you are allied to the Emperor and the Emperor is fighting a war that has not gone on for at least two months
  • Enemy and Heretic status is now a severe drawback to elector decisions, not complete blocks.
  • HRE provinces taken from non-HRE members are no longer considered 'unlawful'
  • Grant electorate can now be done after 1650.
  • Imperial influence is now reset if a reform is revoked.

Rebels
  • Fixed an exploit where you could greatly reduce the power of rebels by having weak units selected for your army
  • Revolt risk from foreign rebel support now scales with the support given, and the revolt risk scales with Support Rebels ideas.
  • Doubled effect and cost of harsh treatment
  • Lollards now disappear when you negotiate with them.
  • Religious rebels will now convert every province they take
  • Religious rebels will only convert a country's religion if they represent the dominant religion
  • Religious rebels of a non-dominant religion give a heretic tolerance modifier when demands are enforced
  • Non-pagan religious rebels can now negotiate/enforce religious conversion if dominant religion
  • Rebels now break a country when they occupy more then half of your provinces
  • Rebels now prefer to defect provinces to independent countries

Lucky Nations
  • Exported historical-lucky to a scriptfile, so modders can now have what they want in their mods.
  • Lucky nation bonus on monarch stats are now +1 instead of +2.
  • The player should now never be set as lucky
  • Lucky nations no longer changes when a nation is annexed

Misc
  • It is no longer possible to Westernise while overextended.
  • Rebalanced prestige dramatically, its now harder to get capped.
  • Non-existent countries will no longer bump down your score.
  • Fixed an exploit where you could run an endless amount of colonies at no cost
  • When changing country tags, a country will now always get the culture group union setting of the tag they change to
  • Tweaked AI/Player bonuses
  • Moving capital to another continent is only possible if you only have one province on the current capital's continent.

Economy
  • You can never store more than 1.000.000 ducats now.
  • Tweaked tariff rates, making them slightly better, while at the same time making overseas gold mines useful.
  • Refactored internal code for estimated monthly income, so there are no more weird spikes after some things.
  • Income from loot is now classified as spoils of war instead of tax.

Inflation
  • Bankruptcy now only reduces inflation by 25%.
  • Halved inflation impact from gold mines
  • Taking gold in peace now gives you 0.02 inflation for each monthly income worth of money taken
  • You can now always reduce inflation if you have admin power & base cost for reducing inflation is now 75 ADM for -2 inflation.
  • The Bonus for economy group is now 33% cheaper inflation reduction.
  • Resilient state is now -10% inflation reduction costs, instead of +25% spy defence.
  • The Dutch idea Revenue Stamps now reduces inflation reduction cost by 15%, instead of adding 10% tax.
  • Bavaria now starts with 10% cheaper inflation reduction.
  • Aragon's reformed administration is now reduced inflation reduction cost by 15%, instead of adding 10% tax.

Trade
  • Trade ships that are withdrawing to a friendly port to repair will no longer path through enemy fleets
  • Reduced outgoing trade value increase from forwarding merchants to prevent absurd value accumulations of thousands of ducats in home nodes
  • Can no longer maintain patrol ships where you do not have either province power or a trader
  • Ships patrolling trade nodes should now never enter open water provinces unless traveling to a new node
  • Trade fleets will now only try to repair in your own ports
  • Trade fleets will no longer stray from the coasts next to their node unless they are traveling to a different node (aka no more Red Sea - Alexandria via Cape patrol)
  • Ships on trade patrol will patrol at slightly further ranges, so that fleets patrolling nodes like Novgorod isn't constantly bouncing in and out of port
  • Improved setup logic for trade fleet routes
  • Trade fleets can now always patrol sea provinces adjacent to their country's controlled territory
  • Reduced England's blockade bonus to sane levels
  • Trader in node bonus only updates on monthly basis (reduces message spam when it changes often)

Wartaxes
  • War Taxes now last for a fixed period of 2 years and have a one-time cost of 50 military power
  • War Taxes no longer have any negative effects

New Features
  • Added new idea groups for Anatolian Beyliks, Marathas, Taungu, Rajput states, Granada, Papal States, Daimyos, Serbia, Orissa, Punjab, Ragusa, German states, Ryukyu, Bengal states, Tibet, Dravidian states, Assam, Gujarati states, Tuscany, USA, Switzerland, Irish states, Songhai, Brittany, Malayan states, Arabian states, Italian states, Najd & Hedjaz
  • When you release a vassal you now get the option to swap to that country and play as it.
  • Added two buttons to the peace interface. 'Surrender' - clicking this will automatically construct a peace offer the AI would accept & 'Suggest Demands' that constructs a demanding peace offer the AI will accept.
  • Editboxes can now use copy/paste/cut and accept text from other applications. This is handy if you want to copy a steamid for example. Also implemented some basic text navigation-features like ctrl-skipping words, and marking text.
  • There is now support for windowed fullscreen, and you can now toggle between fullscreen, windowed, windowed (fullscreen) in the video-settings.
  • Added in two new map modes, one to display coalitions, and one to display opinions.
  • Added in five new achievements:
    • Grand Coalition - to get a coalition with 6 members in it.
    • Trade Hegemon - be a Western European and own Aden, Hormoz & Malacca.
    • Winged Hussars - Have the Winged Hussar unit, while having at least 50% cavalry power.
    • Luck of the Irish - Conquer all the British Isles as an Irish country.
    • Sunset Invasion - Start as the Aztecs and conquer Lisbon, Madrid, Paris, London, Amsterdam & Rome.
 

KingSnake

The Birthday Skeleton
Holy Roman Emperor will no longer receive a imperial authority hit if it refuses to join a war started by a member state that is also allied with the Emperor.

Thank you! That would have been useful in the MP game.
 
The other post is getting too long, here's some more changes for multiplayer in 1.2:

Browser
  • Display correct multiplayer server
  • Ignore case when sorting names
  • Fixed filters for lobby servers
  • Fixed server information mismatch
  • Keep scrollbar position when a new server is added

Lobby
  • The tooltips for the clients now belongs to their selected country instead of the hosts selected country.
  • If a savegame is already transferred to a client through the lobby, it will not be transferred again.
  • Server can request password from client on connect

Hot-join
  • Rewrote some parts of the hotjoin-process. (should go faster now)
  • Added a lot of information to the in-game lobby during hotjoin. (save game transfer etc.)
  • Fixed bug with file transfer during hot-join.
  • Fixed some OOS-bugs.

Other
  • When host pauses the game, noone else can unpause
  • Fixed a pause-bug on the standalone server where the server sometimes didn't unpause correctly after a player joined.
  • Don't update map mode on refused connection
  • Show password prompt when connecting to password protected server from friend
  • Fixed passwords for MP
  • Fixed connect to ID not containing the correct ID
  • Connection status dialog no longer cuts to long messages
  • Fixed crash when going OOS using different languages on clients.
  • The OOS-error code are now shown for everybody in the game after an OOS.
  • Clicking a player in the outliner is now a shortcut for whisper
 
"One more thing!"

1.2 will also herald new DLC content:


  • American Dream (big DLC): features new events, decisions, and graphics
  • Monuments (small DLC): features new unique objects (ex. Machu Picchu) on the map
 

Fitz

Member
The other post is getting too long, here's some more changes for multiplayer in 1.2:

Hot-join
  • Rewrote some parts of the hotjoin-process. (should go faster now)
  • Added a lot of information to the in-game lobby during hotjoin. (save game transfer etc.)
  • Fixed bug with file transfer during hot-join.
  • Fixed some OOS-bugs.

Tears of joy. Although there's about 20 million other great things in that patch.
 
Hm...the patch notes don't mention a fix for the trade steering reassignment bug. Last session I had to reassign my merchants twice because they suddenly decided to steer all trade to my neighbors. I'm starting to suspect it is caused by covert actions from my co-players.
 

Kabouter

Member
Hm...the patch notes don't mention a fix for the trade steering reassignment bug. Last session I had to reassign my merchants twice because they suddenly decided to steer all trade to my neighbors.

The complete notes are much, much longer. Johan mentioned over a dozen pages on the livestream last week.
 
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