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Europa Universalis IV News

EU4 multiplayer gets patched, breaks, gets immediately unpatched

Yesterday the team at Paradox Tinto, the new internal studio at Paradox Interactive that's taking charge of EUIV's development, released a new patch for the strategy game that was attempting to update the multiplayer technology to make it easier to manage going forward.


The desire was to allow the developers to focus more on new features and content, rather than having to maintain the historically inconsistent multiplayer framework. You can read the official patch notes to get an idea as to what was supposed to have been changed. However, barely a day after the 1.30.5 'Nakama' patch was released, it's now been recalled. It seems not only did the patch end up making multiplayer worse, it is also corrupting ironman saves, among other things.


A post in the EUIV section of the official Paradox forums confirms that the historical grand strategy game has been rolled back to it's previous version - 1.30.4 - and the developers are working on fixes for the key issues as quickly as possible. While this will prevent more players from experiencing issues, there's nothing that can be done to preserve saves that have already been corrupted by the new patch.


Read the rest of the story...


RELATED LINKS:

The EU4 subscription launches today, and the Nakama patch is making a comeback

The world of Elder Scrolls is brought to life in this EU4 mod

Europa Universalis 4's next expansion is all about concentrated central power

Game reverted to 1.30.4

We reverted the patch back to 1.30.4 due to technical issues.


//EDIT//

The release of the recent Europa Universalis IV update has clearly been a mistake and has damaged a lot of the faith many of you have. We did not expect that this update would corrupt ironman games or significantly affect multiplayer, and clearly it should have gone through much more testing.

We are reverting the Nakama update, so that going forward people will be playing with the version of Europa Universalis IV that was live before this update, 1.30.4.

We cannot, of course, roll back your saved games if you have already had them corrupted by this update. No reversion can undo problems that have already occurred, but can prevent more people from encountering them.

Before we return to the Nakama update, we intend more extensive testing to better identify any additional problems, and will explore the feasibility of a public beta. We apologize for ruining the Europa Universalis IV experience that so many of you have been having.

Dev Diary: Australia

Click here to discuss on the Fourm

Hello everybody and welcome back to another EUIV dev diary and it has been a while for me!

Shortly before EUIV moved over to sunny Barcelona, I devoted some of my time to reworking Australia as I felt the current map of the continent was a bit lacking and very annoying to own what with all these little unconnected islands amidst the wasteland. On top of that, the continent being an entirely uncolonized block of nothing before colonialism seems a little inaccurate, given how lively the continent actually was before the Europeans arrived.

So, first thing to note is that Australia is now entirely connected through colonisable provinces, with the great Pilbara now connecting the north and west of Australia.

Another important rework comes in the form of the new states Australia now enjoys. What I wanted out of this is I wanted Australia to be on par with the other colonial regions in the game in terms of province count and strategic importance.

When shaping the states and provinces, I wanted to hit a nice balance between pre and post colonial Australian borders, so state borders are largely determined by colonial Australian state boundaries, while provinces are more determined by the distribution of Aboriginal peoples. All provinces also have both their Aboriginal and colonial names depending on who owns the province.

The Australian Gold Rush can now be yours, with Australian provinces enjoying a high chance of gold and some provinces in the south having a chance for gems, and a few key provinces able to produce coal.

Next, I’ll highlight some of the playable nations down under. Up north we have the Larrakia Federation composed of all of the top-end nations you see here, with Larrakia and Tiwi enjoying a unique set of national ideas. The Larrakia federation was responsible for much of pre-colonial Australia’s wealth through trade with the Makassarians. This trade also brought with it some Islamic influences, though the Aboriginal people of Australia never fully converted.
Larrakia Ideas

LAR_ideas = {
start = {
global_trade_power = 0.1
trade_efficiency = 0.1
}

bonus = {
global_ship_trade_power = 0.2
}

trigger = {
tag = LAR
}
free = yes #will be added at load.

LAR_makassar_trade = {
merchants = 1
global_foreign_trade_power = 0.1
}
LAR_federation = {
diplomatic_upkeep = 2
}
LAR_dreaming = {
global_autonomy = -0.05
}
LAR_dowed = {
legitimacy = 1
republican_tradition = 0.2
global_unrest = -1
}
LAR_ceremonial_scarring = {
shock_damage = 0.1
}
LAR_hospitality = {
diplomatic_reputation = 2
}
LAR_kenbi_land_claim = {
core_creation = -0.15
}
}
Tiwi Ideas

TIW_ideas = {
start = {
female_advisor_chance = 0.75
shock_damage_received = -0.2
}

bonus = {
leader_land_shock = 1
}

trigger = {
tag = TIW
}
free = yes

TIW_yiminga = {
may_recruit_female_generals = yes
global_manpower_modifier = 0.2
}
TIW_dreaming_totem = {
tolerance_own = 2
}
TIW_kulama = {
production_efficiency = 0.1
}
TIW_purrukapali = {
naval_tradition_from_battle = 0.5
}
TIW_marriage = {
heir_chance = 0.5
global_unrest = -1
}
TIW_isolationism = {
land_morale = 0.1
}
TIW_one_people = {
culture_conversion_cost = -0.25
}
}

Moving along down south we have the Eora people, the original inhabitants of the Sydney area.
Eora Ideas

EOR_ideas = {
start = {
diplomatic_reputation = 1
light_ship_power = 0.15
}

bonus = {
num_accepted_cultures = 2
}

trigger = {
tag = EOR
}
free = yes

EOR_lifestyle = {
naval_morale = 0.15
}
EOR_bands = {
state_maintenance_modifier = -0.25
}
EOR_enduring = {
religious_unity = 0.25
tolerance_heathen = 1
}
EOR_protect = {
manpower_recovery_speed = 0.1
global_sailors_modifier = 0.1
}
EOR_sacred = {
own_coast_naval_combat_bonus = 1
}
EOR_pemulwuy = {
land_morale = 0.15
}
EOR_berewaldal = {
merchants = 1
global_foreign_trade_power = 0.1
}
}

The Kaurna people, first inhabitants of Adelaide.
Kaurna Ideas

KAU_ideas = {
start = {
female_advisor_chance = 0.75
global_tax_modifier = 0.3
}

bonus = {
development_cost = -0.1
}

trigger = {
tag = KAU
}
free = yes

KAU_totemic_matriarchy = {
may_recruit_female_generals = yes
tolerance_own = 2
}
KAU_pangkarra = {
governing_capacity_modifier = 0.1
}
KAU_coastal_pangkarra = {
global_ship_trade_power = 0.2
}
KAU_redgum_shelters = {
build_cost = -0.15
}
KAU_communal_ownership = {
global_unrest = -2
}
KAU_old_tjilbruke = {
stability_cost_modifier = -0.1
reform_progress_growth = 0.15
}
KAU_south_australia_act = {
core_creation = -0.2
}
}

Palawa, first people of Tasmania.
Palawa Ideas

PLW_ideas = {
start = {
stability_cost_modifier = -0.1
land_morale = 0.1
}

bonus = {
monarch_military_power = 1
}

trigger = {
tag = PLW
}
free = yes #will be added at load.

PLW_oyster = {
production_efficiency = 0.1
}
PLW_dual_identity = {
legitimacy = 1
num_accepted_cultures = 1
}
PLW_darwin = {
shock_damage = 0.2
}
PLW_parlevar = {
ae_impact = -0.15
}
PLW_writers = {
technology_cost = -0.1
}
PLW_survivors = {
fire_damage = 0.1
}
PLW_enduring = {
manpower_recovery_speed = 0.25
}
}

Kamilaroi, one of the most populated collective of Australian nations.
Kamilaroi Ideas

GMI_ideas = {
start = {
land_morale = 0.1
shock_damage = 0.1
}

bonus = {
land_forcelimit_modifier = 0.33
}

trigger = {
tag = GMI
}
free = yes #will be added at load.

GMI_sacred_caves = {
core_creation = -0.15
}
GMI_land_of_languages = {
num_accepted_cultures = 2
}
GMI_fertile_soils = {
development_cost = -0.1
}
GMI_dhulu = {
diplomats = 1
envoy_travel_time = -0.25
}
GMI_matrilineal_lineage = {
legitimacy = 1
republican_tradition = 0.2
female_advisor_chance = 0.5
}
GMI_familial_law = {
global_autonomy = -0.05
}
GMI_red_kangaroo = {
global_unrest = -2
}
}

I would have loved to have made ideas for all nations in Australia, but alas time was not on my side there so if you do not have unique ideas, you will get the shared Aboriginal Ideas.
Generic Australian Ideas

generic_aboriginal_ideas = {
start = {
tolerance_own = 1
stability_cost_modifier = -0.1
}

bonus = {
shock_damage = 0.1
}

trigger = {
culture_group = aboriginal_australian
}
free = yes

aborig_art = {
prestige = 1
}
aborig_fire_stick_farming = {
development_cost = -0.1
}
aborig_walkabout = {
movement_speed = 0.1
}
aborig_outback = {
land_attrition = -0.1
}
aborig_sacred = {
global_tax_modifier = 0.1
}
aborig_dreamtime = {
religious_unity = 0.2
}
aborig_music = {
improve_relation_modifier = 0.2
}
}

But Aboriginal culture is not a single monolithic entity, so it has been divided into its own group. If we were being entirely accurate about this, almost all provinces in Australia would be their own culture, so some generalization has been done for gameplay purposes.

On top of all these new nations, the Aboriginal Australians also have access to the new Alcheringa religion! Most commonly known to colonizers as “Dreamtime”, Alcheringa refers to the vast distinct religions found among the Australian population. Though each people usually have their own distinct faith, most Australian faiths have a concept of “Dreamtime” or “The Dreaming”, a time of myth and legend that simultaneously occurred in the distant past and continues to occur around us every day.

Every Aboriginal people has their own pantheon of gods and “Dreaming Stories”. Alcheringa uses a system similar to the Fetishist cult system, with new stories becoming unlocked via missions.

These missions vary in what you must do, from defeating enemies in battle, to building an oceangoing vessel for the first time, to turning the Makassar trade on its head and dominating trade in the Moluccas.

The Aboriginals also enjoy all new unit models.

That’s all for this week, hope you all enjoy my last hurrah of EUIV content.

EUIV: 1.30.5 Nakama Update now LIVE

Greetings all!

The time has come for us to finally update our multiplayer technology to ensure a better tomorrow. We also managed to get a few other fixes into this 1.30.5 patch (full patchnotes below).
What does this mean? Europa Universalis IV will henceforth run with the Nakama multiplayer backend which will allow for our developers to focus more on developing game features and content, and working on bugfixes rather than maintaining our own complex multiplayer platform.
It also means that we will start supporting cross platform multiplayer games in the future, regardless of which platform you purchased EUIV on (The Microsoft version is still not updated so the feature is not yet available).
It also means that you will now be required to be logged in to your Paradox Account to access multiplayer games. If you log in to your account from the game launcher you will remain logged in and should not have to repeat the process.

Known Issues and workarounds
  • There are occasions of games going out of sync on the first tick of a new multiplayer campaign. Saving the game and rehosting it from that save file should allow you to continue normally after that. We’re working on a permanent fix for the problem.
  • Creating an account/logging in to your Paradox Account in-game will log you out if you restart the game.
    If you log in through the launcher before starting the game this should not be an issue.
    We are working on this problem as well.
If you want to complete an ongoing save from before the patch, you should stay on 1.30.4 until you are ready to start a new game! Instructions on how to play on a previous version of the game can be found here!

  • Changed multiplayer backend for a unified multiplayer solution which will eventually allow for cross distribution platform MP games.
  • Interface: Removed the "Scan Lan" button in multiplayer. It just updated the games similarly to the scan internet button as lan games haven't been a thing for some years now.
  • Interface: Added so the paradox account button shows a hint of what account you're logged into.
  • Bugfixes: Fixed problem when reloading would cause you to get Rev. Rev. Rev in some colonials names.
  • Interface: Increased the warning for Agenda expiry to 3 years from 1 year.
  • Interface: Added scrollbar for estate privileges, allowing for more than 4 at once. However limit for player to add will still be 4.
  • Bugfixes: Fixed some issues with french localization
  • Bugfixes: Fixed a crash when starting game while missing your language configuration.
  • Bugfixes: Fixed bug where attached units would arrive one day off.
  • Interface: Fixed misalignment issues in the connect to game dialogue.
  • Bugfixes: Various OOS issues.
  • Bugfixes: Fixed so you can change your nickname in the matchmaking interface.
  • Bugfixes: Fixed not being able to join MP games through friends from the main frontend screen.
  • Bugfixes: Fixed crash for "King in Prussia" french localization.


As usual, please report any issues in our bug report forum or submit a support ticket. Thank you! (we're unfortunately not able to collect and process bug reports from Steam)

The world of Elder Scrolls is brought to life in this EU4 mod

The EU4 mod scene is not always as dynamic and creative as other grand strategy games, but the community loves a good reskin as much as the next person. Elder Scrolls Universalis is a total conversion mod that brings the world of Elder Scrolls to Europa Universalis IV.


This mod is not set during the timeframe of the modern Elder Scrolls games, but instead goes back into the universe's distant past, to a time known as the 'First Era'. The mod offers content covering a 2,500 year timespan, the continent of Tamriel and other known landmasses from the world of Nirn, as well as plenty of familiar characters, cultures, and new mechanics.


The mod was originally released in 2019, but it's still being worked on and updated, especially as new major features get added in through various EU4 DLC expansions. The most recent update - 2.0.6. - introduced a new political map for Yokuda and Pyandonea, two land masses that were mainly referenced in a paper booklet included in the special edition of The Elder Scrolls IV: Oblivion, called The Pocket Guide to the Empire, 3rd Edition.


Read the rest of the story...


RELATED LINKS:

EU4 multiplayer gets patched, breaks, gets immediately unpatched

Europa Universalis 4's next expansion is all about concentrated central power

Europa Universalis IV: the best EU4 mods