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OPM Podcast Episode 2 - Featuring Chewy!

The second episode of the OPM podcast is upon us!
In this episode we're visited by none other than the lovely Chewyshoot bestowing us all with his knowledge of YouTube, the smell of gas, modding and more!

[previewyoutube][/previewyoutube]

Community Mod Spotlight - Atlas Novum

Hello again! Ryagi here to bring you yet another overhaul for EUIV. Overhaul mods are by definition some of the most ambitious projects to undertake for any mod team. And Atlas Novum is no exception, broadly touching almost every major game mechanic in EUIV, provinces, government reforms, techs, institutions, units and more! Taking inspiration from some of Grandfathers of EUIV modding such as Beyond Typus, MEIOU & Taxes and more.

So, lets sink our teeth into this huge project with the help of lead Dev Amyzonis, presenting Atlas Novum!

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Howdy! My name is Amyzonis and I am the lead developer of the mod Atlas Novum, a project that has been in development for the past six years.

What is Atlas Novum?

Described by some as EU4.5, Atlas Novum is a total overhaul of the game. Our development process has been to focus on reworks in three distinct phases: mapwork, mechanics, and content. Thus far only the mapwork has been completed in its entirety, though mechanics are rapidly approaching completion as well. Once those two aspects are done, we will consider the mod to be in a feature-complete state, and focus our efforts entirely on content.

Mapwork


Originally based on the Typus projection from our partners at the eponymous Beyond Typus mod, Atlas Novum has gone on to vastly outstrip its older brother in terms of provincial detail. As the main endeavor over the past six years, our massive overhaul of the map stretches the entire breadth of the world, adding in thousands of new provinces. Moreover, this includes new sea tiles for all of the world's oceans and historically navigable rivers (Rhine, Danube, Don, Volga, Congo, Zambezi, Ganges, Yangtze, Columbia, Mississippi, Laurent, Hudson, Amazon and the Paraná). Some rivers can only be fully accessed and navigated with the completion of expensive and laborious canalization projects.

Our process for mapwork has involved extensive research into the early modern world with reliance on scholarly sources, and we’ve sought to represent reality as best we can. Following this, we’ve reflected many landforms as they once were, from the yet unsunken Uthlande and the unbroken landbridge of Rama Setu, to the historical coastline and basin of the Yangtze river. While we don’t achieve the density and border gore of our friends over at Voltaire’s Nightmare, many areas are still delightfully complex in both provinces and the nations that own them.

For length reasons we couldn't share the mapwork examples in this post, however you can find a full list of examples on the forum version of this mod spotlight here!

Mechanics


[h3]Terrain and Climate[/h3]
As mentioned earlier, we’ve reorganized terrain into twenty-two distinct types, based on biome and topology. Each terrain is classified by a type: Fertile, Productive, Rugged, Alpine, and Barren. Europe, East Asia, and North America easily have the largest supply of fertile and productive lands, but marginal types can still support a modest population or serve as effective defensive barriers to invading armies. Each terrain type serves as a source of both Carrying Capacity and Infrastructure Limit to the province in question. Carrying Capacity represents the maximum population a province can support, whereas Infrastructure Limit represents the maximum level of infrastructure that can be built there.


We’ve also introduced twenty-five Climates, which are roughly based on 1900 Koppen-Geiger readings. These climates are categorized along two axes — one for heat, the other for humidity. Their nomenclature was developed to reflect this while ensuring easy readability and player understanding. (Yes, Tinto, I have a simplified 9 and 16 climate setup for Project Caesar if you happen to be interested).

Each climate type provides a certain amount of carrying capacity to a province, and this amount can vary based on climate change. Major historical volcanic events and the Little Ice Age can cause dramatic shifts in fortune for your population as the carrying capacity and productivity of the land changes beneath their feet…



Finally, you will find forest modifiers present in many provinces. These can range between three sizes: Sparse, Abundant, and Dense. Forests belong to one of six types that can be grown or cleared as needed: Broadleaf, Needleleaf, Coniferous, Bane, Rainforest, and Laurel. Be careful though, as fully deforesting a terrain type which is defined by the presence of trees — Woodlands, Taiga, or Jungle, for example — will result in a nasty deforestation modifier. However, this modifier will disappear in time, so it can be worth enduring it if some trees are getting in the way of your plans.

[h3]Population and Development[/h3]
While development was a solid addition to EU4, its abstractness and “clicky” gameplay always bothered me. To that end, we reworked development into Wealth, Infrastructure, and Population. Wealth and Population will grow organically, based on local factors such as trade good price, level of infrastructure, carrying capacity, logistics cost, and civilization level. Development growth is checked at the end of every year. The formulae for growth of these two values can be found below, and you will notice that they are rather complex affairs. To increase Infrastructure, you must invest two Wealth and wait for it to be constructed, with the opportunity cost that no other buildings can be constructed during that time. While development doesn’t need to be micromanaged, it may serve you well to pay special attention to a few of your most precious provinces and manage them according to your desired outcomes.



[h3]Cultures and Religions[/h3]
Atlas Novum adds nearly two thousand new cultures (2,299 in total currently) and a dozen new religions, including a minority system.


Cultures have largely been designed around historical linguistics; after all, it's difficult to share a culture with someone that doesn’t speak the same language. There are notable exceptions to this rule, however.



While religions have not been a priority up until now, we have still added a number of new faiths. Moreover, we have recolored existing religions to correspond with colors for which they are historically associated.

Minorities come in three sizes: small, significant, and large, and can be either cultural or religious. The cultural and religious acceptance of a given minority will affect their impact on your provinces, just as unaccepted cultures and religions do in vanilla. Cultural statuses can range from integrated to enslaved or expelled, with consequential effects. There can also be secondary minorities present, which can only be one size: small, but are there to represent notable independent cultures or religions. Moreover, minorities can grow and shrink, as well as migrate and resettle throughout your lands. Whether it be Turkish settlers entering Rumelia, Moriscos leaving Iberia or Romani migrants shuffling around throughout Europe, every game ought to have something interesting happen culturally.


Another critical aspect to cultures are “assimilated” or “settler” cultures. Should the province in question meet certain conditions, it will begin to transition to a new culture within your culture group, most of which aren’t present at game start. For example, long-term Venetian control of Crete will spawn the Italian culture of Candian. This system likewise functions in the context of colonialism. Iberian cultures are liable to transition into Brazilian, Platinean, Mexican, Colombian and more. Not every culture group has unique cultures for colonialism and assimilation, but it is an area we are eager to expand as time goes on.


Finally, while it does not currently affect gameplay, every culture group and religion group now belongs to a “family”. For example, the French, Occitanic, Iberian, Arpetan, Italian, and Romanian groups all belong to a broader “Romance” family. While purely aesthetic at this time, this serves to better inform the player of their peoples’ relation to the broader world.

[h3]Government and Estates[/h3]
We’ve also overhauled government reforms and estates. Countries begin with all of their tiers of reforms preselected, with progression occurring within each tier. Natives have 6 tiers, tribes 8, and theocracies, monarchies, and republics 10. Moreover, we have a ‘corporate’ type planned at some point in the future.



Estates have also been entirely reworked, in large part inspired by our partners over at MEIOU & Taxes. To start, we added 3 new estates to all theocracies, monarchies, and republics, those being: the Court/Council, the Bureaucracy, and the Military. We’ve further reworked the way that estate privileges work. Now, they are divided into two types: Rights and Privileges. Every nation starts with their privileges preselected, like government reforms, and upgrading them can often be an involved and complicated endeavor. At this time, we’ve reworked the Nobility, Clergy, and Burghers into this new design, but more region specific estates are still yet to be done.

[h3]Technology and Institutions[/h3]
Atlas Novum includes a complete overhaul of technologies and institutions. Technology has now been broken up into 46 different levels, separated by fifteen-year increments. There are now sixteen different institutions, with the first seven already present at game start.


Indented technologies are there to differentiate various different technological starts among our myriad of technology groups.


Institutions will not necessarily spawn in the prescribed start location, though they are likely to emerge in a place with similar conditions.

52 Technology Groups
  • Golden Gears: Western, Latin, German, Nordic, Han
  • Blue Gears: Eastern, Greek, Russian, Balkan, Caucasian, Anatolian, Mashriqi, Maghrebi, Persian, Indian, Tibetan, Japanese, Indochinese, Malesian
  • Silver Gears: Sahelian, Guinean, Cushitic, Zanji, Nyanzan, Congolese, Nomadic, Uralic, Kanata, Mississipian, Mesoamerican, Andean
  • Bronze Gears: Bantu, Khoisan, Siberian, Papuan, Aboriginal, Oceanic, Eskaleut, Athabaskan, Cascadian, Californian, Great Basin, Great Plains, Aridoamerican, Caribbean, Isthmoamerican, Amazonian, Chacoan, Brasilian, Patagonian
  • Easter eggs: High American, Chthonic


Units
Since we overhauled technology, it only made sense to likewise redo units. Land units now belong to one of eight types: Offensive Infantry, Defensive Infantry, Ranged Infantry, Offensive Cavalry, Defensive Cavalry, Ranged Cavalry, Light Artillery, and Heavy Artillery. As technology progresses and gunpowder becomes ubiquitous, ranged infantry and cavalry merge with their offensive and defensive counterparts. It must be noted that many technology groups do not have innate access to horses or gunpowder, and will be locked out of units requiring them — regardless of technology level. In order to gain access, a nation must either control a province producing the trade good in question, or control at least 5% of the global trade in that good.



Naval units have been similarly redone. To better reflect their role, Galleys have been renamed to Littoral Ships. Now, everything from the simple Canoe to globe-spanning Battleship are part of our roster.


[h3]Subjects[/h3]
There are several new subject types to contend with - fiefs, domains, confederates and paramountcies. Fiefdoms represent the various feudal relationships existing at game start. While they aren’t particularly useful, they can be easily integrated after the Age of Discovery has passed. Domains represent a multitude of different overlord-subject relationships that center on a common ruler. Domains function as “unbreakable” personal unions, and while their bonuses aren’t particularly powerful, they can expand the influence of their liege significantly. Confederates represent states in an equal partnership with their ‘overlord’. Groups of confederates can be a force to be reckoned with in their own right. Finally, paramountcies — though temporarily disabled — are a unique vassal type for native and tribal governments.

[h3]Trade Goods[/h3]
Atlas Novum adds over one hundred new trade goods, each with dynamic prices determined on supply and demand — a system which is adapted from the Stock Market Mod. Many vanilla trade goods have new art, either custom made for our project or adapted with permission from the Trade Goods Expanded Mod.

Each trade goods price is determined by its supply and demand, which in turn can be affected by the Economic Access modifier. China, for example, has a unique modifier that greatly limits its effect on trade good prices, reflecting its burgeoning internal market. Though this is a global market, supply and demand for goods from the Old World will not affect the New — and vice versa — until the Columbian Exchange has happened.

Trade goods in Atlas Novum belong to one of four types: Immature Unrefined, Mature Unrefined, Immature Refined, and Mature Refined. Take note, most of the Mature Refined goods do not exist at game start. Luckily for you, with the requisite technology and trade good inputs, you may change a province’s trade good as needed. In particular, gunpowder is sure to be a highly sought-after good for strategic purposes, though making a new source of gunpowder production requires owning provinces that produce Niter and Sulfur.

Content


[h3]Missions[/h3]
Six years ago, this mod was originally focused on mission reworks for the colonizing powers. While we felt that we had done excellent work at creating in-depth mission trees, there was a problem: they were simply too long. Portugal alone had a mission tree of over 300 missions, and this greatly lagged an already slow gameplay experience. So, we took some inspiration from the modular system of Imperator Rome, with a twist: you can have two ‘modules’ selected at any one time. Now, our new mission modules are a standard 4x5 in size and you are no longer limited to just “one” general objective. Want to focus on developing your homeland while colonizing Brazil? With this system, that is now a distinct possibility.


Green missions are required to complete the module, whereas teal missions unlock optional modules. I must further note that while these missions are playable, they are still not complete, as indicated by their placeholder icons.

When you finish the necessary missions in a module, you will complete it, and be able to select a new module to follow. Some modules are optional, others can only be unlocked via certain ahistorical missions, while still others directly follow those which you have just completed. It should be noted that content has not been our immediate priority up until now, and currently only the initial Portuguese mission modules are available for general consumption. However, now that we are entering a feature complete state, content development will become our primary objective, with mission modules being our main vehicle of delivery.

[h3]Wonders and Great Projects[/h3]
Called “Monuments” in vanilla, we’ve added over a hundred new Wonders & Great Projects representing significant monuments and geological features, as well as a dozen new canal projects. Additionally, many of these have been reworked to nerf some of the most excessive national modifiers, such that their impact is not out of proportion with their importance.

These Wonders fall into three categories: Historical, Legendary, and Mythological. The existence of each of these categories will be customizable at game start. While historical Wonders will be present in every game you play, the location and occurrence of legendary and mythological wonders is left up to the player. Legendary wonders are poorly-attested, if not outright fictitious locations, such as the Seven Cities of Gold or Atlantis. Mythological wonders are fantastical in their conception, such as the everlasting Fountain of Youth or eldritch R'lyeh.
Starts
Atlas Novum has a myriad of initial options as well as multiple starts to fine-tune your game experience.

  • Reparata Varna or “Revenge for Varna” is our standard start.
  • Satus Latius or “Expanded Start” is an expanded start with additional tags.
  • Plus Ultra or “Further Beyond” is the start for those of you looking for maximum border gore and PC temperature.
  • Maiora Imperia or “Major Empires” is a reduced tag start intended for lower power computers and multiplayer games, though it is a little under-maintained at the moment.

We also feature a number of options available upon initialization of the game to further customize your experience. They are currently divided into two main categories, to be expanded further at a later date:
  • Custom Rulesets, which is currently a placeholder, but will allow you to select between things like climate type (Historical, Hothouse, Ice Age, &c), disease virility and mortality, and Great Project & Wonder types.
  • Alternative Histories, which are functional (though presently lacking content) and are split between region removals and custom setups.
    • Region removals include:
      • Tabula Rasa - No Afro-Eurasia tags
      • Seiuncta Beringia - No Americas tags
      • Anahuac Inhospitalis - No Central or South American tags
      • Invia Darien - No South American tags
      • Nul Insulae - No Oceania tags
      • Exculto Populo - No native or tribal tags
    • Custom setups imagine alternative scenarios for the New World based on apocryphal evidence or theorized settings including:
      • Absit Rome - Rome located in Mesoamerica
      • New Zion - Mormons located in Mesoamerica
      • Hawaii Nui - Polynesian colonists along the Andes
      • Vinlandic Perseverance - Vikings still residing in Newfoundland
      • Ard Majhulah - Arabic explorers in Brazil
      • Zheng He’s Eighth Voyage - Chinese colonies in South California
      • Third Odyssey - Byzantine refugees in the Chesapeake
      • cough Elysia cough*
      • Sunset Invasion - A massive High American technology Mesoamerica
      • Chthonic Awakening - currently a placeholder for some… unnatural cultists worshiping long-slumbering eldritch Gods
      • We have some further ideas for Mali, Irish/Welsh, Ancient Egyptian, and Phoenician starts, but implementation is low priority compared to historical content…


Conclusion


Though Atlas Novum has been in development for over half a decade, I must warn that it is still in beta. Occasionally, icons may be placeholders, mechanics in need of revision, or content missing. Updates to the Github Mirror on Steam can be hot code and subject to bugs or balance issues. This is a necessary consequence of active development, and we can only improve the project with your input. Thus I highly encourage your participation on our Discord server. Anyone wishing to contribute is welcome, and we’re always looking for new members of any experience level.

Also, while EU4’s optimization and performance has improved significantly in the past few years, it must be said that this is a sizable mod. It will inevitably run more slowly than vanilla, though perhaps not as slowly as some other overhaul mods that exist on the workshop. The startup and first few years of the game are likely to be a crawl, but speed should pick up considerably as you play. Moreover, with the expanded internal mechanics at your disposal, you may wish to use this slower pace to better explore, customize, and develop your nation.

Thank you for your attention, and thank you to Ryagi and Paradox Interactive as a whole for providing this space to share our labor of love with you all! I very much hope you enjoy what we have put together thus far, and look forward to continuing to develop the project with your input in the future!

Please check out Atlas Novum over on the Steam Workshop, or follow its development on the Atlas Novum Discord Server. We are a very active and close-knit community that welcomes your feedback!

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Thanks for joining us for this spotlight, we hope you enjoyed the look into Atlas Novum presented here :) Atlas Novum is still in constant and active development, and we believe it will stand the test of time for EUIV mods! Be sure to check it out.

For our next spotlight we'll be hosting Aveum Lupi Bicipitis (Or just "ALB" if you prefer not to summon a demon) for some more alt history mod fun. As usual if you have any suggestions for spotlights do let us know! See you next time.

Hotfix 1.37.4 is Now Live!

Greetings all!

We are aware that our latest patch seems to have been causing some issues - this was obviously not our intention. We should have responded quicker to your concerns, and for failing to do so we are sorry. Thank you to all of you whom helped your fellow gamer to rollback game version and other workarounds.

Save games should be unaffected by this hotfix. although no guarantees can ever be given.

As always, please report any issues in our bug report forum or submit a support ticket

Hotfix 1.37.4 Patch Notes

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# Bugfixes
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- Fixed a bug not allowing to split boats into two navies with reorganize window outside of harbors while the game is unpaused as the window disapped when a day passed.
- Fixed land unit types being changed while teching up.
- Fixed a CTD with countries being full annexed by a 3rd party while at war
- Fixed a CTD with auto peace deals
- Removed a cooldown on AI leaving coalitions.
- Moved the separatist sentiment delay to immediate
- Fixed the button to call allies to wars.

OPM - A Europa Universalis Podcast - Episode 1 - Will "BigBoss" Samelis

Finally the day is here!

Welcome to the very first episode of our new Europa Universalis podcast! In this pilot episode our hosts Ryan and Lia are picking the brains of Will "BigBoss" Samelis - Content Designer at Paradox Tinto!

[previewyoutube][/previewyoutube]

1.37.3 Patch is now LIVE!

Hey everyone - Today we released patch 1.37.3, containing about 170 fixes. The patch is mainly focused on fixing King of Kings and Winds of Change content. Fixing CTDs, Diplomacy and Warfare related issues.

As always, please report any issues in our bug report forum or submit a support ticket. Keep in mind while these changes shouldn't affect 1.37.0/1/2 save games too profoundly, as usual we can't 100% guarantee stability with saves. So it is recommended that you roll back to 1.37.2 before continuing any ongoing campaigns!

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# Interface
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# Other
- Hovering over the river crossing icon in province view will now highlight all other provinces with river adjacencies.

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# Usermodding
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# Other
- Added the on_expanded_infrastructure_removed on_action.

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# Script
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# Decisions
- The "Form Great Yuan" decision now removes the Altaic cultures from being accepted.
- Georgia can no longer move the capital to Constantinople if the province is not inside a state.
- The "Form Austria-Hungary" administrative technology requirement has been changed from 20 to 18.
- "Adopt Aztec Traditions" now highlights the province of Mexica and provinces owned by Aztecs.
- The “Transfer Nitra” decision is no longer visible if the Slovakia area is directly owned.
- The "Unite with the Iberian Crown" decision is now only visible if Castile or Spain are not subjects and they are valid Personal Union targets.

# Events
- Separatist sentiment event now has a cooldown of 180 days to discourage keeping the event open instead of clicking the option.
- Elections no longer trigger the "Mummification of the Dead" event.
- The Aztec event “Deites of Nahua does not list the National Unrest for Quetzalcoatl option tooltip.
- The Dutch event “The Throne of England” now properly checks for DLC on the first option.
- The Dutch event “The Thorne of England” now properly spells “Man Of Wars”.
-The Dutch event "The Throne of England" event now grants a naval reformer advisor.
- “The Great Council of the Low Countries” can only fire for Burgundy now.
- The “Mongol Peace” event removes previous modifiers and grants “Pax Mongolica” modifiers.
- The event "Mongol Peace" now clarifies that only future rulers will gain the Conqueror trait.
- Yuan released through the Timurid Event "Yuan Campaign" now inherits technology and ideas from its overlord.
- Changing the culture group to Gothic Germanic with the “The Court of Alexis” event, will now change the culture of the ruler and heir as well.
- The event "Independence of the Egyptian Eyalet" will now always trigger if Egypt is not an Eyalet under the Ottomans.



# Ideas
- Greater Armenian ideas are now properly assigned if the country does not have Armenian ideas.

# Missions
- Aztecs, Mayan nations, and Cusco now receive generic American missions without "Winds of Change" DLC.
- Random New World tags can no longer randomly get missions of specific American natives.
- The Mayan "Punish the Invaders" mission event preview now informs about the ability to convert the player technology group to High American.
- The "Expansion of Tenochtitlan" mission now has alternative rewards if the City of Tenochtitlan modifier is already present.
- The mission "Fall of the Isles" for the Sunset Invasion Tree will only highlight the Stonehedge province if the player owns 25 provinces in Britain except the one with the Stonehedge.
- The mission "La Rose et le Lys" for the Sunset Invasion Tree will only highlight Paris if the player owns 15 provinces in France excluding Paris.
- The "Iberian Windmills" mission for the Sunset Invasion Tree will only highlight Madrid if the player owns at least 15 provinces in Iberia excluding Madrid.
- The “Aztec Roads” mission will no longer spill out if the player has an estate with a long name.
- The mission tree no longer breaks when forming a Nation with High American Tree as an Aztec, Mayan, or Incan nation.
- Removed the ability for non-Cusco tags to see the tooltip informing of the Machu Picchu upgrade after the "Ground Shaker" mission
- The Dutch mission "Tales of Gold and Spice" now has an improved tooltip fixing an issue with the highlight.
- The Dutch mission "Question of the Confederation" now grants rewards properly.
- The Dutch mission "Ending the Sound Toll" requires to be the Netherlands.
- Duch Mission "Ending the Sound Toll" will no longer display the country's name for the "Diplomatic" way of completing the mission.
- Forming another nation as Bohemia no longer breaks the Bohemian mission tree.
- The Austrian mission "The Imperial Border" now takes into account HRE member subject provinces.
- The Austrian mission “Defeat the French” does not create new regiments as soon as the player converts France into a personal union.
- The Austrian mission "Iberian Relations” has an alternative trigger if Castile and Spain do not exist.
- The Hungarian mission "Weaken Austria" is now completeable when Austria is a subject of Hungary.
- The Italian Mission "Befriend Ethiopia" now has a fallback in case no Christian nations exist in the Horn of Africa.
- The German mission “Industrialize Rhineland” requires only 250 of development in Rhineland instead of 500.
- Forming any country that does not have any branching missions while allowing the preview for branching missions active will now remove the preview buttons properly.
- Horde missions now grant claims needed for the mission "Ending the Divine Wind".
- Horde missions now grant claims needed for the mission "Hermit Ender".
- Tatar missions now give claims on Tibet.
- The Moghulistan and Tatar mission tree now contain claims on Tibet.
- Horde mission "Into Iran" now gives claims on Persia.
- The Mongol mission "Tumu Crisis" now gives claims on Manchuria.
- "For the Horde" Hordes’ mission no longer says that it will rename the Clergy estate into the Shamans.
- The Mongol mission "Heart of Persia" now mentions the Persia Region instead of just Persia to avoid confusion.
- The Horde mission "Into Egypt" now has alternative rewards in case the player is not able to raze.
- The Horde mission "Siege Beijing" no longer gives duplicate claims for Mongols.
- The Hordes mission "Cross the Caucasus" effect now properly displays Legitimacy equivalents.
- Horde Mission "Opening the Dragon's Gate" no longer requires to directly own Ningxia.
- The Tatar Mission "Unify the Great State" can now be completed if the Mongol Empire is formed before the Golden Horde.
- Yuan mission "Emperor's Guard" now checks for Sino-Altaic cultured provinces.
- The Hormuzi/Omani mission "Arabian Thalassocracy" now has alternative rewards in case the player is already a Thalassocracy.
- The mission "Exploiting the Coffee's Secret" for Ormuzi/Oman now properly highlights the provinces if the player owns them.
- The Omani mission "Forts of Oman" now requires to have ownership of the province of Nizwa.
- The Omani mission "Indian Ocean Supremacy" now gives Monthly Arabian Mercantilism.
- The Omani mission "Indian Ocean Supremacy" no longer removes the merchant from the "Far East Company" modifier.
- The Hormuzi/Omani mission “The Overseas Outpost” mission now properly checks for DLCs and adds the effects for Trade Companies and Center of Trade if are unlocked.
- The Omani mission "Indian Ocean Supremacy" does not contain any more unnecessary dash marks in the tooltip.
- The "Befriend the Shah" mission of Hisn Kayfa no longer costs 50 of each monarch's power.
- Purple Phoenix Byzantine Missions "Restore the Pentarchy" and "The Eternal City" accept subject-owning provinces.
- The “Overthrow the Turkomen” mission for Armenia now discovers the Khorasan region instead of Persia, since Persia has already been fully discovered.
- Byzantium formed by Morea can keep its mission tree and can utilize branching missions.
- Theodorian mission "Basileus of the Balkans" no longer shows Great Projects reward if Leviathan is not enabled.
- The Theodorian mission “Return to Gothic Ways” is now applied properly to future provinces.
- The Theodorian mission "Russian Aristocracy" no longer shows both conditional rewards as completed.
- The Theodorian mission "Rival Genoa" no longer shows favors if the player does not have the correct DLCs.
- The Theodorian mission "A Merchant's Family Home" no longer keeps the Greek variant of Gothic culture if the player decides to change the Gothic culture to the Germanic one.

# Modifiers
- The Austrian province modifier "Hungarian Nobility Privileges" no longer gives global maluses.
- The Hungarian province modifier “Austrian Nobility Privileges” no longer gives global maluses.
- The Austria modifier "Bulwark of Catholicism" can’t be obtained twice.

# Setup
- The Theodorian Privilege “Italian Coastal Influence” is no longer present in the setup if the player does not have the Winds of Change DLC.
- Ala al-Dawla is now mentioned as a grandson of Gawhar Shad.

# Other
- Sunset Colonies can now declare their own wars.
- The Aztec Estate Privilege "Arm Lesser Nobles with Macuahuitl" is no longer removed when switching to High American Technology Group.
- Declare War for a Sunset Colonies no longer has unlocalized text.
- The Great Project “El Escorial” cannot be rebuilt after completing the "Iberian Windmills" mission.
- Old World Nations and Mesoamerican Tributaries no longer can have Mesoamerican Tributaries.
- The Austrian Government Reform “Great Council of Mechelen” has a proper localization in the confirmation window.
- The Dutch Goverment Reform “Seven Provinces” lists all the relevant modifiers.
- The “Dutch Revolt” disaster no longer requires less than 3 Stability for it to progress faster
- The Venician Government reform “Venetian Government” is available if the player forms Italy as Venice.
- "Rekindle the Hussite Wars" aspect of faith is no longer visible when Winds of Change DLC is disabled.
- The Timurids' privilege "Promote Ijazah" now prevents the estate from losing loyalty when seizing land.
- The “Mongol Brother Realms” subject type has an improved tooltip explaining that it does not cost any diplomatic slots.
- The Keshigs Mercenary company no longer costs Army Professionalism.
- The Keshigs Mercenary company no longer takes 15% more fire damage.
- Propagate Religion can now be maintained without needing a dominant religion if you use the Arabian plutocratic government's ability "Empower Religious Propagation”.
- The Turkoman Government reform “Modernized Turkoman Federation” is now also available for republics and theocracies.
- Theodorian Government Reform “Russian Mercenary Guard” has a proper localization in the confirmation window.
- The Theodorian diplomatic action requirements for “Recruit Foreign General” are now displayed properly.
- Armenian Government Reform "The Sparapet Office" has a proper localization in the confirmation window.


###################
# Bugfixes
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# CTD
- Fixed a CTD when selecting a big amount of treaties in a peace deal.
- Fixed a CTD with missing submission_to_emperor triggered modifier.
- Fixed a CTD with “Restore dependency” casus belli.
- Fixed a CTD with automatic transportation and attached boats.
- Fixed a random new world CTD connected with areas.

# Warfare
- Units are no longer allowed to attach if they are movement-locked.
- Fixed an issue with attached units getting their movement canceled during a battle.
-Fixed incorrect display of force limit in different places.
- Fixed automatic army transportation bug with boats going to the wrong province.
- Fixed military view not showing leader traits in some cases.
- Fixed a monthly sailor gain overflow issue.
- Made pathfinding want to move through neutral territory more often in certain situations.
- Fixed boat attaching system not working.

# Diplomacy
- Vassals can no longer create Heathen Royal Marriages.
- Declaring war on the subject of a guaranteed nation now correctly calls in the guaranteers of the overlord.
- Vassalazing a nation that unconditionally surrendered in an offensive war will no longer make said nation stay in the war.
- Fixed missing tooltip for AI acceptance of a call to war when declaring on own tributary who is allied to another tributary.
- Fixed an uncommon issue for the “Sending gift” action being blocked without any reason.
- Removing a guarantee with treaties now properly creates a truce between the two nations.
- Fixed mission localization for declaring war on Incorporated Personal Union subjects.
- Annexed tags no longer retain their siege objectives.
- Fixed issue with the war declaration screen not showing the overlord of a tributary who in turn is the overlord of a vassal player is attacking.
- Signing a peace with a Mesoamerican vassal's overlord will no longer end the war with the subject if the subject was the war leader.
- Personal union-like subject types now correctly transfer over when their overlord becomes a junior partner in a personal union
- Allies now take into consideration land given to them in separate wars when calculating favors given/lost.
- Releasing a nation as a country with reformed native religion makes the new vassal also have the religion reformed.
- Coalitions now don't suddenly disband after reloading a save.
- Coalition members now leave them after reaching low AE.
- Countries with elective monarchy can no longer break their personal unions established in a succession war with ruler elections.
- Releasing a new nation now sets their unit types correctly.
- Full annexing a country now correctly gives negative liberty desire to your subjects if they were given land.
- Fixed incorrect description of modifier to enable transfer vassals treaty.
- Fixed a rare issue with nations not being able to declare wars because of a pending call to war action against a nonexistent country.
- Vassals no longer retain vassal independence support when they are transferred over after a war.

# AI
- AI subjects will not try to invade when set to a passive stance.
- AI now correctly takes into consideration PU seniors of an overlord of a vassal they want to attack.
- AI will no longer desire the land of others' vassals more than if the overlord owned that land.
- AI will no longer break a royal marriage after claiming a throne.

# Other
- Changing the religion of the HRE emperor to one from a different religious group will no longer dismantle the HRE immediately.
- HRE religious peace is now not locked behind Art of War DLC because it can be achieved by passing reform ”Proclaim Erbkaisertum” as well.
- Changed the tooltip for enforcing religious unity in HRE action to say that the actor will receive a CB on the recipient.
- Missing Art of War DLC will no longer hide the HRE religion icon.
- Fixed broken localization for the “Dismantling the Revolution” tooltip.
- Austria can no longer form Austria-Hungary while at war to prevent other bugs related to tag switching at war.
- Pronoias no longer give land to other nations when integrated.
- Tagging into different countries now correctly updates the leader list if there is only one leader in the country.
- Landlocked countries can get knowledge sharing again.
- Fixed technology screen changing the Institution map mode even when not going into the Institutions tab.
- Fixed constructions getting delayed in some specific situations in capitals and trade node capitals.
- Fixed incorrect flag being shown in text for colonial nations.
- hire_advisor and define_advisor effects are no longer limited to advisor level 3 if Cradle of Civilization is on.
- Setting holy order via an effect triggers abandonment and establishes the effects of those orders.
- Country Center of Trade modifiers now correctly get removed and added when a country loses or gains provinces.
- Scripted diplomatic actions now get updated correctly in the diplomatic window.
- Interesting countries now correctly change to new tags when another nation forms a new country.
- Revanchism now gets distributed according to the core development lost.
- Prestige penalty from signing a separate peace deal no longer takes into account only individual war score against War Leader.
- Colonies now don't need a port to allow their overlord to colonize next to them.
- Increased rate at which parliament seats are assigned if more than half of the seats is missing.
- Fixed custom ui error log spam.
- Limited amount of vassals Doom-using countries are getting.
- Previously granted permanent claims are now correctly awarded to the tag that was destroyed and re-formed.
- Fixed on_thri_yearly_pulses not firing.