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Europa Universalis V News

Tinto Talks #91 - Lepanto

[p]Hello Everyone![/p][p][/p][p]We are currently testing an update for the  1.0.10 open beta that we aim to have out this week, so that we can iron out 1.0.10 before the Christmaschristmas break!  
[/p][p]As Christmas ends, after Reyes Magos, we will be back working, and while we don't want to rule out any small hotfix in January, our goal is that 1.0.10 is the last of the Lepanto updates, as we are working on the 1.1 Rossbach for February afterwards.
[/p][p]What are we doing in this update? Well, let's take a look.
[/p][p]Most important first![/p]
  • [p]Rome is now a tier 5 formable, so Byzantium can form it.[/p]
[p]
[/p][p]Gamebalance[/p][p]We have been looking at some major complaints here around, and the following are being tried.[/p]
  • [p]Cavalry now takes 25% less damage instead of 50% less damage.[/p]
  • [p]Levies are now 10% stronger in Age of Absolutism and Age of Revolutions.[/p]
  • [p]Occupation now changes maritime presence to benefit the occupier instead.  It used to benefit the owner of the location even when fully occupied.[/p]
  • [p]Lowering the infection rate of Malaria in the  Regions of Maghreb, Egypt and South Africa to 5% its previous rate.[/p]
[p][/p][p]Some important bugfixes that have been addressed recently.[/p]
  • [p]Slave Raiding from Privateering now works.  This might not be popular in the Med, but..[/p]
  • [p]The 'Block Building in Our Territory' works the right way around, it used to be checked opposite.[/p]
  • [p]You will no longer get the “Colony Failed” when you have subjects in the same province. This was rather annoying as locations flip to your colonial nation subjects.
    [/p]
[p]Some minor UI fixes.[/p]
  • [p]Integration breakdowns for Provinces now calculate correctly.  It used to add values that were supposed to multiply in the tooltip.[/p]
  • [p]Fixed flanking damage being inverted in tooltips, confusing many, including myself.[/p]
[p][/p][p]Other annoyances..[/p]
  • [p]Subjects will no longer transfer occupation to overlord if they are the war leaders.[/p]
[p][/p][p]Oh, and the AI? Well[/p][p]We are hoping that the AI changes we are testing now will reduce the bordergore and make the AI behave better.[/p][p]
[/p][p]War Declaration AI[/p]
  • [p]Fixed an issue where AI would not declare war because of not wanting to spend stability even when the war would cost 0 stability to declare.[/p]
  • [p]AI is now less likely to attack neighbors of far away exclaved land[/p][p][/p]
[p]Peace AI[/p]
  • [p]AI will now further delay signing peace deals when they have a longlasting siege worth a lot of warscore[/p]
  • [p]Fixed an issue where enemy alliance occupation percentage wasn't being calculated correctly causing AI to not peace out[/p]
  • [p]Fixed an issue where AI would make peace deals in a way that split the conceding country into disconnected unreachable pieces by reviving a dead nation[/p]
  • [p]Fixed an issue where AI was allowed to take exclaved land in peace deal[/p]
  • [p]AI will now only annex countries if their respective capitals is within conquering distance[/p]
  • [p]AI will no longer add highly situational peace treaties like food access or fleet basing rights into every peace deal when possible[/p]
[p]
[/p][p]Military AI[/p]
  • [p]Fixed an issue where AI armies would get stuck in a cycle trying to reinforce an imminent battle[/p]
  • [p]Fixed  an issue where AI armies could get stuck waiting for transports that where being trapped behind a blockade[/p]
  • [p]Fixed an issue where AI would sometimes think they didn't have enough men to siege a fort due to checking combat power instead of raw number of men[/p]
  • [p]Fixed an issue where AI would sometimes not merge their small armies correctly together during peace[/p]
[p]
[/p][p]Economy AI[/p]
  • [p]Overall reduced AI manpower target based on size of their economy while also increasing their military budget, meaning they will now have a larger army and less surplus manpower while keeping the cost roughly the same[/p]
  • [p]AI now gradually respects their desired buffer when building units based on how depleted their forces are[/p]
  • [p]Overall reduced AI maximum target for manpower as they wasted money on having way too much compared to their actual army[/p]
  • [p]Fixed an issue where AI would build fleets using up 100% of their monthly sailors, leaving nothing in reserve for reinforcements[/p]
  • [p]Fixed an issue where AI would not be able to buy things when they were saving up stability or government power to get out of disasters, even when the cost didn't include stability or government power[/p]
  • [p]AI is now more interested in keeping stability above 0, reduced desire when above 0[/p]
  • [p] Reduced AI willingness to invest into the stability slider to suppress ongoing rebels[/p]
[p]
[/p][p]Enjoy, next week we will be back for the last Tinto Talks of the year..[/p][p]
[/p]

Beta patch 1.0.10 is out now

1.0.10 Patch Notes
[p][/p][p]Hello everyone! Today we're happy to release 1.0.10 open Beta. In our previous Tinto Talks #90, we discussed some of the highlights and additions coming with this beta, and now we have a full list of patch notes below, and better yet the version itself avaible to try now.[/p][p][/p][h3]⚙️ Reminder: In order to access the beta you will need to do the following:[/h3][p]To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties".[/p][p][/p][p]In properties you can find the "Betas" tab, seen below:[/p][p][/p][p]From here, 1.0.10 will be listed among the options under the dropdown (Where it says "None" in the screenshot above). If the branch is not visible, try restarting your Steam Client. [/p][p][/p][p]Please report any bugs you may encounter to: [/p][p]https://pdxint.at/EU5BugReport[/p][p][/p][p]===================[/p][p][/p][p][/p]
  • [p]New set of advances for when forming Italy, Sokoto, Manchu, Kurdistan, Malacca and Malaya.[/p]
  • [p]Rebalancing of proximity, reducing some sources, and making lakes and rivers impactful, and roads, when built, now ignore vegetation impact on proximity.[/p]
  • [p]Some buildings, like marketplaces and market villages, now increase market access.[/p]
  • [p]440+ changes/fixes[/p]
[p][/p][p][/p][p]------------
[/p][p]- Added 6 new advances for the Kurdistan formable country[/p][p]- Added 6 new advances for the Manchu formable country[/p][p]- Added a new government reform for Sweden's Alsnö stadga'[/p][p]- Added 6 new advances for the Sokoto formable country[/p][p]- Added 7 new advances for the Italy formable country[/p][p]- Added 6 new advances for the Malacca formable country[/p][p]- Added 6 new advances for the Malaya formable country[/p][p]
[/p][p][/p][p]--------[/p][h3]  [/h3][h3]Government:[/h3][p]   - The "ruler must be commander during war" now allows female rulers to be generals. Gender is no excuse to avoid dying for your nation, royal peasant![/p][p]   - Cognatic primogeniture goes through dead children in the right order[/p][p]   - The Magna Carta now also gives some levy combat efficiency.[/p][p]   - Enforcing culture on a subject will cancel their attempts to assimilate into other cultures[/p][p]   - Fiefdoms and dominions can no longer pump up stats of their ruler through the parliament.[/p][p]   - Reduced the op byzantine conscription from insanity to "decent"[/p][h3]  [/h3][h3]Economy:[/h3][p]   - Further revisions of the population demands to balance estate economies.[/p][p]   - Increased the strength of navies' anti-piracy by a large amount.[/p][p]   - Nobles' recruitment center is now giving 25 nobles, not 250.[/p][p]   - Removed the impact of trade on the economic base and instead restored trade maintenance to the intended size.[/p][p]   - Pop demands for weaponry for peasants are now checking the privilege again.[/p][p]   - Paved and later roads are now giving a bit better paths for market access, changed from 15% -25% to 20%-40%. The downstream river is still 50%.[/p][p]   - Market villages now add 10 burghers per level[/p][p]   - Market access uses the best of upstream river, downstream river, or road connection now, instead of a weird combination.[/p][p]   - Proximity bonuses from rivers now work through lakes[/p][p]   - Colonial charters will not benefit the origin location if colonial maintenance is 0.[/p][p]   - A lot of trade-related buildings, like marketplaces and market villages, now improve local market access.[/p][p]   - Rebalanced a few stacking development benefits.[/p][p]   - Reduced a few ways to stack prosperity gains.[/p][p]   - Rough vegetation slows down road building much further.[/p][p]   - Fixed so lakes have maxed maritime presence always.[/p][p]   - Roads now make proximity costs ignore vegetation![/p][p]   - Reduced/rebalanced/replaced a lot of proximity modifiers[/p][p]   - Market ranges check different coastlines..... Alexandria can now get to India[/p][p]   - Increased payment from colonial nations in the age of absolutism and the age of revolutions[/p][h3]  [/h3][h3]Production:[/h3][p]   - Can no longer build worse forts in locations with better ones[/p][h3]  [/h3][h3]Society:[/h3][p]   - You now need to have researched the 'patron of the arts' to advance to commission art.[/p][p]   - Fiefdoms, dominions, and state banks can no longer change religion on their own.[/p][p]   - Religion and culture country lists get updated properly when releasing historical subjects[/p][p]   - Tweaked a lot of bonuses to population growth that could stack rather high.[/p][p]   - Limited the marriage rules to the ruling dynasty closely related to the ruler.[/p][p]   - Cultures that have 0 pops will no longer cost any cultural upkeep.[/p][p][/p][h3]Diplomacy:[/h3][p]   - Fixed the they do not desire anything more peace acceptance factor is not triggering when the peace offer was set to demanding.[/p][p]   - Fixed the current sieges peace acceptance impact being calculated differently when the peace offer was set to demanding and offering.[/p][p]   - Fixed the start annexation diplomatic action being visible on subjects that were already being annexed.[/p][p]   - Asking for money caps at 4x asker's tax base[/p][p]   - Diplomats work properly once above the limit, allowing a monthly reduction but no further monthly increase[/p][p]   - Acceptance of marriage offers will now include the age of the consort before selecting the recipient country, fixing the issue of inconsistent acceptance of marriage offers in different target selection windows.[/p][p]   - Fixed denied military accessCBb[/p][p]   - Isolating from allies now requires you to be allied[/p][p]   - Seizing territory from your subjects makes the locations conquered, and the amount of liberty desire scales with population, buildings, and development.[/p][p]   - Callig Ally uses the correct border distance calculation for AI acceptance[/p][p]   - Intervene in war action works as intended[/p][p]   - Can now cede locations through corridors[/p][p]   - No longer give out claim throne CBS for heirs under a regency[/p][p]   - Failure to give adequate land to an ally in a peace treaty will give a trust hit rather than a trust bonus[/p][p]   - Violating sovereignty is not instantly cancelled if you're already allowing them military access[/p][p]   - When subjects break free of their overlord, they (and their subjects) will also leave any wars they were called into by their overlord[/p][p]   - Fixed the case where junior partners don't get called into war properly[/p][p]   - Independence movements trump subject relations when declaring war, and subjects trump unions[/p][h3]  [/h3][h3]Military:[/h3][p]   - Rebalanced how good levies are with a decent progression through the ages.[/p][p]   - Battles will now only start with 125% maximum frontage in the sections, all other units go to reserves.[/p][p]   - Reduced frontage bonus from defensive societal values[/p][p]   - Fixed a bug where morale was not scaled by strength."[/p][p]   - Fixed a bug where morale was not scaled by strength.[/p][p]   - Drilling now sets a forced 100% maintenance for that unit[/p][p]   - Transport costs now scale with how many men you have in the unit.[/p][p]   - Armies now take damage to morale from attrition, instead of gaining morale from it [/p][p]   - Garrison recovery ticks are on daily ticks, not on monthly, but slower.[/p][p]   - The threshold of recruiting a new group of levies is now 20% instead of 50% recovered.[/p][p]  [/p][h3]Geopolitics:[/h3][p]   - War score calculated correctly for vassals[/p][p]   - Maritime presence doesn't clear itself incorrectly anymore[/p][p]   - Colonial charters keep to their source location, with more restrictions on where you can specify as source (min 1k peasants in location)[/p][p]   - Colonial charters no longer need a source province (too restrictive) and instead just take pops from the capital region[/p][h3]  [/h3][h3]Advances:[/h3][p]   - Invalid advances have now been removed from the research queue and won't be researched[/p][p]   - Exports now also spread institutions[/p][p][/p][h3]  Other:[/h3][p]   - Claim throne CBS can now include the claimant, so you get to install specific people on the throne (i.e., people who do actually have a claim)[/p][p]   - Tweaked the calculation for upstream/downstream rivers[/p][p]   - Disease stats get transferred from the old country to the new when losing a revolt[/p][p]   - Added individual disease resistance modifiers, pumped up the initial malaria death rate[/p][p]   - Hiring Advisor now costs government power, generals army tradition, admiral navy tradition and artists costs prestige.[/p][p]
[/p][p][/p][p]-------[/p][p]
[/p][h3]  Map:[/h3][p]   - Tweaked the dynamic localization in the Hungarian language of the location 'debrc' to 'debrecen mačvában' ('debrecen in mačvá'), so it doesn't get confused with the other 'debrecen' location.[/p][p]   - Separated all the lakes from the sea[/p][p][/p][h3]  Setup:[/h3][p]   - Forming Belgium also considers locations in the Brabant area[/p][p]   - Added the dyes guild to the Chinese town and city setup to make the lacquerware industry function.[/p][p]   - Removed the French guarantee of Scotland at the start, preventing them from being called into the Scottish civil war. England now starts with a mutual truce with Scotland and Balliol.[/p][p]   - Fixed the tooltip of the religious aspect to worship the mexica god Ixchel[/p][p]   - Added a truce on start between Portugal and Castile, 6 months before the real date, due to gameplay reasons.[/p][p]   - England now starts with the "primacy of the nobility," "shipwright contracts," and "common militias," estate privileges to give England a better chance during the Hundred Years' War[/p][p]   - London now starts with a dock[/p][p]   - Inês de Castro now correctly appears as a member of the 'Castro' dynasty.[/p][p]   - Adjusted the starting building setup of Athens and Thessaloníki, so they use the one for Greek cities instead of the current one for Greek towns.[/p][p]   - Reverted the raw material of Lohja to fur, so now the Swedish event "the iron mines of Ojamo" (flavor_swe.44) makes sense once again.[/p][p]   - Knights Hospitaller began as a duchy rank[/p][p]   - Added old st paul's cathedral[/p][p]  Situations:[/p][p]   - Embracing the reformation action in the reformation situation will no longer remove the current heir policy[/p][p]   - Cardinal seats are no longer destroyable during the Western Schism situation[/p][p]   - Removing locations from a league during the Italian Wars will no longer tank the league leader's opinion of you[/p][p]   - The golden age of piracy action, "create a subject pirate nation," now has better requirements and reworked AI reasoning[/p][p]   - The rise of the Turks' situation will no longer accidentally end if the primary contender, due to a civil war, temporarily drops below the 100 location threshold after the year 1400[/p][p]   - Removed an obsolete situation trigger for the rise of the Turks situation[/p][p]   - Improved display of the declaration of war for the regional supremacy action of the Red Turban rebellions[/p][p]   - Reworked the AI behind the action "request war entry" in the Hundred Years' War[/p][p]   - The event "France wins the Hundred Years' War" now takes into account France having a regent in the event's description[/p][p]   - The war between the leading countries now has less of an impact on choosing a religious league to join[/p][p]   - Fixed some issues with the legend keys in the Rise of the Turks situation map modes[/p][p]   - The war of religions situation now has an action for non-members of the HRE to join the ongoing war of religions[/p][p]   - The rise of the Turks' action "press claims" now informs the player that they can't have levies raised to use this action[/p][p]   - The event "pious call to arms" of the Hussite Wars will no longer occur for the subject countries[/p][p]   - Added localization to some unlocalized reasons to join a league during the Italian Wars[/p][p]   - Multiplying the willingness of the AI to use the Columbian Exchange actions[/p][p]   - English AI will now be more strategic and capable when it comes to "buying out" French subjects via the "influence French subject" action during the Hundred Years War[/p][p]   - Fixed an issue with displaying the wrong beylik in the opening event of the Rise of the Turks[/p][p]   - The HRE emperor will no longer be able to "enforce religious unity" on the Hussite countries during the Hussite Wars situation[/p][p]   - Fixed an issue with the post-1400 situation trigger of the rise of the Ottomans[/p][p]  [/p][h3]Disasters:[/h3][p]   - The hook and cod wars event "foreign interference" will no longer target rebel countries[/p][p]   - Fixed a wrong trigger possibility in the Castilian Civil War, which was using the 'ivrée' dynasty, instead of the 'Castile' one.[/p][p]   - The succession disasters (byzantine, castilian, and generic) no longer allow the creation of subjects and have rebalanced modifiers[/p][p]   - The effects of the opening event of the Ciompi revolt disaster are now more readable[/p][p]   - Teenagers and children will no longer rebel against their parents during the succession crisis disaster[/p][p]  International Organizations:[/p][p]   - You can now create the "dissolve the tatar yoke" casus belli if you are an empire[/p][p]   - Plc revoking empower orthodox nobility will no longer trigger daily popup spam for leaving autocephalous patriarchates[/p][p]   - The subjugate high kingship member CB now only targets members of that io type[/p][p]   - Improved the AI logic for proposing, voting for, and against polices in the HRE[/p][p]   - Polished the AI logic for proposing, voting for, and against policies in unions[/p][p]   - The HRE policies "treasury taxation" and "imperial taxation" now unlock the "contribute to organization treasury" action, which allows countries to just donate money to the IO at a one-year cooldown in exchange for an opinion bonus with the emperor / the electors (if done by the emperor)[/p][p]   - Added more refined logic to the AI's wishes to vote for and keep a policy in an IO. This should make the AI circle vote for the same two policies in an IO[/p][p]   - It is now possible to add new locations to the HRE if the location borders an HRE location across one seazone[/p][p]   - Kingdoms in the HRE now receive a much higher special status score than nromal members[/p][p]   - Added Regnal Numbers to the Holy Roman Empire so future emperors will use the expected regnal numbers[/p][p]  [/p][h3]Events:[/h3][p]   - Fixed the first name of Giacomo Bussolari, character created by the Pavese event "exoulsion of the beccaria" (flavor_pav.1).[/p][p]   - Byzantium is now properly informed about the event "reconquest of Chios" (flavor_gen.16)[/p][p]   - Replaced the claim throne cb in "expulsion of the " (flavor_pav.2) event with a subjugation cb[/p][p]   - Event flavor_nap_106 should stop sending homage from Sicily to Naples if they ever go to war.[/p][p]   - Fixed an issue for the event, the response (free_cities.5), that would cost money instead of granting it[/p][p]   - Fixed an issue with the great contract event (flavor_eng.164) where two event options used the incorrect text[/p][p]   - Enabled many Florentine events and the "Florentine school" advance for Tuscany[/p][p]   - Added a third option to flavor_hol.9 that gives you access to the new government reform but does not apply it.[/p][p]   - Lower Bavaria can no longer be directly subjugated by Upper Bavaria if it is a subject of another country already[/p][p]   - Scottish DHE 'honoring the auld alliance' can no longer fire when Scotland is at war or in a civil war. Also expanded the time window in which Scotland can receive the event by 20 years.[/p][p]   - The Ottoman event "demand Albanian hostages" now correctly targets an Albanian dynasty[/p][p]   - Fixed an issue with the event "the hand of Lithuania" whose option B incorrectly gave Lithuania a pu cb on Lithuania[/p][p]   - Fixed an issue where the Florentine event "consolidation of power" (flavor_flo.49) did not clear the current major reform properly[/p][p]   - Fixed a typo in the first option of the language event "the ruler's speech."[/p][p]   - The event "common lineage" should no longer exile 1-year-olds[/p][p]   - Solved flavor_eth.110 and flavor_ser.31 issues with their localization[/p][p]   - Added historical option for flavor_ser.120 so AI chooses getting gold as rgo[/p][p]   - The heart of Armenia event (miaphysite_flavor.5) now properly targets the Yerevan location[/p][p]   - The fate of Luxembourg event (flavor_boh.32) will no longer be able to offer dead characters as rulers[/p][p]   - The House of York will now be properly founded[/p][p]   - Make the Treaty of Vilnius event create Courland, the subject territories[/p][p]   - The Teutonic crusader fervor event will no longer target friendly pagans[/p][p]   - The Crusade of Smyrna will no longer fire on Christian targets[/p][p]   - Fixed Saint George's night uprising, only starting with 1 location[/p][p]   - The event "a marriage proposal for " (flavor_mlo.37) will no longer offer dead characters as marriage candidates[/p][p]   - The event Jacobite uprising (flavor_eng.29) now checks correctly for any province with a highlander culture over 50%[/p][p]   - The event Russia looks to the east (flavor_rus.3) can no longer trigger without any available country to target with its effects[/p][p]   - The event the >ruler title> education (flavor_sco.14) will no longer overwrite an already set expensive education child education[/p][p]   - Added AI weights to many generic events to help the AI make better choices[/p][p]   - Fixed wrong localization key in protestant_tolerance policy from event "the edict of Fontainebleau" (flavor_fra.330)[/p][p]   - The event "the return of Ibn Battuta" now correctly grants a dynamic institution to your capital instead of to a random location in Arabia, and always involves "professional armies."[/p][p]   - Hindu modifier withdrawn in contemplation from event "planning for the end" (hindu_events.2400) changed to be -50% diplomatic relations[/p][p]   - Forming Ayutthaya will now properly get the correct ruler and dynasty[/p][p]   - Keeping a patriarchate in the event "autocephalous patriarchate seat falls" (autocephalous_patriarchates.2) no longer has the potential to give a worse modifier[/p][p]   - The byzantine event "reforming the imperial army" now removes the theme of systemic government reform.[/p][p]   - The event "Kyiv-Mohyla Academy" can now fire for Ruthenia as well.[/p][p]   - The event disagreeing advisor (random_event.93) can no longer target your heir[/p][p]   - Editing the "forever lost" event so it can only trigger for native american countries[/p][p]   - Editing the dynamic historical events of Naples so that the two Sicilies can also receive Neapolitan events that are appropriate[/p][p]   - Changed the "the kebra nagast" event option rewards so all the admin traits are obtainable on the first option[/p][p]   - The casus belli received by Morocco to conquer Tunisia now lasts longer than their truce[/p][p]   - Fixed an error in the text of the first option of the event "visit of the patriarch" (flavor_plc.1001).[/p][p]   - The rise of the turks event "the integration of " (rise_of_the_ottomans.105) will no longer always reference the ottomans[/p][p]   - Milanese events that require you to pay at the start of the game will now only occur when the country is at peace with a positive treasury, to avoid frontloading costs too much[/p][p]   - The event "the guns of " (flavor_tur.120) no longer targets deceased children[/p][p]   - The event "the first celali rebellion" (flavor_tur.16) now correctly applies a tooltip on the character's name[/p][p]   - The Ottoman event "the phanariots" now has a correct historical option indication[/p][p]   - Family ties event (consort_events.51) will now only fire when the two countries actually have ties[/p][p]   - Adjusted triggers of flavor_plc.14 to make it more likely to fire[/p][p]   - The Joseon code can only be able to be unlocked by the Joseon dynasty[/p][p]   - The event is dynastic.6 (soiree) will no longer produce same sex couples and offspring[/p][p]   - Rebalanced certain unique content for Byzantium, making their modifiers more appealing but at the same time not as strong as before[/p][p]   - The Ottoman event "cats of Constantinople" will now give disease resistance to the location[/p][p]   - The government reform "Malian tribute system" has been changed to be a non-major reform, and it does not give +1 possible government reforms[/p][p]   - The French event 'the edict of Fontainebleau' will no longer trigger if France is not catholic.[/p][p]   - The French event 'Rise of étienne marcel' has been improved, along with strengthening Marcel's influence among the burghers.[/p][p]   - Reduced antagonism gain from Cahokia's 'worsening food condition' event from +50 to +25.[/p][p]   - Cahokia's 'worsening food conditions' event now properly decreases demand for food if warbands are sent to raid nearby tribes. The first event option now also reduces demand for maize.[/p][p]   - The event "the knights hospitaller" (flavor_kni.100) will no longer trigger for a country that was the knights[/p][p]   - Fixed an issue wherein the event "evolution of the commune of Venice" (flavor_ven.1) allowed for multiple major reforms[/p][p]   - The event "the four articles of Prague" (flavor_boh.36) now correctly displays the title[/p][p]   - The Byzantine event "Reforming the Imperial Army" now requires you to have 10k standing regiments to trigger [/p][h3]  [/h3][h3]Government:[/h3][p]   - The papal ban on empires will now accurately be lifted once the Holy Roman Empire is dismantled[/p][p]   - Added unique government names for the landgraviate and magraviate government reforms[/p][p]   - The "ruler is not a commander during a war" penalty from the ruler general policy and other similar sources now checks if the ruler is not the leader of the largest army or navy. You still could cheese the mechanic by having the largest army/navy parked away during war, but this is an acceptable detriment to your combat strength[/p][p]   - Adopting the Anatolian beylik now makes you eligible[/p][p]   - The reform "council of clan heads" for Kanem-Borno now gives better bonuses[/p][p]   - Blocked the joint ruling government reform for fiefdoms[/p][p]   - Fixed an error in the flavour description of the 'Order of the Dragon' policy, it now should read correctly 'Christianity'.[/p][p]   - Generalized the use of has_or_had_tag in all the country-specific unique estate privileges, so they can be kept when forming a new formable country.[/p][p]   - Generalized the use of has_or_had_tag in all the country-specific unique policies, so they can be kept when forming a new formable country.[/p][p]   - "promote integration progress" (parliament issue) now picks a more suitable province, applies its effects across the entire province, and is more likely to occur depending on how many unintegrated provinces you have[/p][p]   - The Kanem-Bornu burgher privilege will no longer be shown until it's unlocked[/p][p]   - The Council of Ten, Venetian government reform, no longer takes a reform slot[/p][p]   - The merchant republic reform is no longer locked forever[/p][p]   - Fixed an error in the description of the 'gbara' policy; it should now read 'nobility' (or equivalent) correctly.[/p][p]   - The potential trigger for formable countries is now wider, they will generally be more visible in the selection list[/p][p]   - The Sokoto formable is now also formable by the Fulbe culture[/p][p]   - Ireland remains formable now in case both the high kingship and the lordship of Ireland are destroyed[/p][p]   - Byzantium can form the Roman Empire tag again[/p][p]   - The invite German settlers privilege should no longer depopulate the German locations[/p][p]   - The reform "Signoria of Venice" is no longer a major reform[/p][p]   - Fixed instances of the "tag =" requirement wrongly having "c:" callsigns in several events and the Rome formable[/p][p]   - Malacca can now be properly formed via owning certain locations, as well as spawned via the Majapahit event "The Demise of Temasek"[/p][p]  Economy and Production:[/p][p]   - Yamashiro can now only be built in locations without any other clan present or in those with an allied clan[/p][p]   - Nerfed the proximity cost of the Seljuk mint unique building so it does not max out before it hits max level[/p][h3]  [/h3][h3]Society:[/h3][p]   - The "deport heretics" religious actions can no longer deport people of your own religion.[/p][p]   - Rejection of a cardinal request will now accurately refund the invested religious influence[/p][p]   - South Slavic patronyms correctly change from 'ovič' to 'ović'[/p][p]  Diplomacy:[/p][p]   - The "propose ruler" diplomatic action now has proper ai_will_do and acceptance values. In other words, the AI will now properly use this action[/p][p]   - Bank subjects now give 10% of their total treasury instead of 50% via the siphon income country interaction[/p][p]   - Appanages can no longer spawn outside of the French region[/p][p]   - Appanage subjects are now annexed with the same speed as vassals, and the required opinion to start annexation is now 190 instead of 200[/p][p]   - Clergy estate dislikes theocracies of enemy religions[/p][p]   - Burghers' estate likes countries whose capital shares a market language with them[/p][p]   - Burghers's estate doesn't like countries that are embargoing them[/p][p]   - Clergy estate likes countries with positive and kindred religions and high spiritualism, but hate countries with negative and enemy religions and high spiritualism[/p][p]   - The clergy estate's opinion of other countries scales with tolerance of heretics, tolerance of heathens, and tolerance of true faith[/p][p]   - Noble's estate likes countries that share their court language[/p][p]   - Noble's estate likes loyal subjects and dislikes disloyal subjects[/p][p]   - Noble’s estate likes their overlord when their country is loyal and dislikes the overlord when their country is disloyal.[/p][p]   - Burghers' estate likes countries when we have a merchant in their capital market[/p][p]   - Noble's estate likes countries with a high diplomatic reputation[/p][p]   - Estates now take into consideration various societal values when deciding how much they like foreign countries.[/p][p]   - Fixed missing localization for make tributary cb[/p][p]   - Fixed broken tooltip in bestow elector status action[/p][p]   - Fixed broken descriptions of peace treaties[/p][p]   - Members of the lordship of Ireland will no longer fall into a lordship regency unless the leader of the IO uses the similarly named country interaction on them[/p][p]  [/p][h3]Military:[/h3][p]   - Balanced the panokseon build cost and maintenance to be roughly twice as expensive as a normal galleass[/p][p]   - The Baochuan ship is now buildable after being unlocked[/p][p]   - Mercenary captains from locations with the age 4 military institution "siege artillery" get the prefix "colonel"[/p][p]  Advances:[/p][p]   - Fixed the missing description of the 'porcelain kiln', which now appears correctly.[/p][p]   - Moved the muscovite seat of metropolitan bishop advance into the free tree of the age of renaissance so it can more easily enable the metropolitan alexius event (flavor_mos.14)[/p][p]   - The Venetian printing industry now gives a bonus to paper and books instead of diplomatic reputation.[/p][p]  Other:[/p][p]   - Ensured that cardinal seats can no longer be removed with random effects, preventing unintended consequences for the Western Schism situation[/p][p]   - Generalized the use of has_or_had_tag in a lot of unique country-specific flavours (unique buildings, some country interactions, customizable localization, some missing government reforms, parliament issues and types, and a couple of missing units), so it can be kept when forming a new formable country.[/p][p]
[/p][p][/p][p]----------[/p][p]
[/p][h3]  Missions:[/h3][p]   - The task "control around the capital" will no longer potentially require more than 100% control[/p][p]   - The mission pack "estate cooperation" will now only be available if the country has 3 or more estates, and will only be applicable to choose from the estates that exist within your country[/p][p]
[/p][p][/p][p]------[/p][p]  [/p][h3]illustrations:[/h3][p]   - Updated render of ocean.dds and ocean_bigger.dds to match more the style of our other location illustrations[/p][p]   - Updated narrowsea.dds to have more similar values to our other location illustrations[/p][p]   - Updated the size of the atoll.dds to match the size of the other location illustrations[/p][p]   - Updated render or struggle_for_royal_power to match more the style of our other disaster illustrations[/p][p]   - Tweaked the mountain chain in the location panel to be more visible and slightly smaller. Also adjusted the height of the hills in the location panels to be higher and more visible[/p][p]
[/p][p][/p][p]--[/p][p][/p][h3]Government:[/h3][p]   - Fixed an issue where AI didn't want to research an advance that unlocked a building when there was an upgrade available in the current age, even though they hadn't embraced that institution yet[/p][p]   - Fixed an issue where AI would not correctly hire new courtiers to fill their cabinet[/p][p]   - Added AI score for army levy size modifier[/p][p]   - AI score for Levy Combat efficiency modifier is now based on the AI score for Levies themselves[/p][p]   - AI score for levy size is no longer indirectly dependent on the size of the country[/p][h3]  [/h3][h3]Diplomacy:[/h3][p]   - Fixed an issue where AI would create bordergore due to refusing to take locations with 0 score, even when literally nothing else was available[/p][p]   - Fixed several instances of AI creating border gore in peace deals[/p][p]   - Fixed an issue where AI would sometimes not take locations in a peace deal due to not having a pre-calculated conquer desire[/p][p]   - Fixed an issue where AI would not apply the peace deal acceptance penalty when a new bordergore was created if another bordergore was resolved in the same peace deal[/p][p]   - AI is now much more likely to take bordering continuous land in peace deals[/p][p]   - Fixed an issue where AI was too quick to declare peace in wars that they were clearly winning, settling for a suboptimal peace deal[/p][p]   - AI is now more willing to declare war without a CB[/p][p]   - Fixed an issue where AI would sometimes wait a long time between selecting their war target and actually declaring war[/p][p]   - Reduced A.I.'s cooldown to declare new wars, given that their country is in a stable state[/p][p]   - AIi will no longer drag in their allies in wars that they are clearly favoured in[/p][p]   - Fixed an issue where AI would get stuck in a loop trying to attack a country they had military access to, but deciding against it due to high stability cost; now they will break the military access[/p][p]   - AI will now declare fewer wars if it already has a lot of unintegrated land[/p][p]   - AI will now improve relations with strong countries that they have no desire to attack, to reduce their antagonism[/p][p]   - Fixed an issue where AI was improving opinions with weak neighbors that they would often want to attack[/p][p]   - AI will no longer forcefully relocate markets in peace deals[/p][p]   - Fixed an issue where all AI would incorrectly use the warleaders' alliance strength and not their own when deciding how much antagonism they were willing to accept in a peace deal[/p][p]   - Fixed an issue where AI's reluctance to accept a peace deal that was resulting in border gore would only apply when the enemy war leader themself caused the border gore[/p][p]   - Fixed an issue where AI anti-border-gore logic when taking land in peace deals would only apply to the enemy war leader and not everyone in the peace deal[/p][p]   - Fixed an issue where AI would always peace out when they had occupied 100% of the enemy war leader instead of 100% of all enemies combined[/p][p]   - Fixed an issue where AI would incorrectly think all antagonism in peace treaties would be given to the war leader, leading to situations where they would take too few treaties[/p][p]   - Fixed an issue where AI Ottomans would sometimes refuse to take land in expansion wars because they already had too much unintegrated land[/p][p]   - AI will now use all its available warscore to give its allies more treaties if they can not give themselves anything further[/p][p]  Economy:[/p][p]   - Somewhat reduced AI priority to build forts[/p][p]  Military:[/p][p]   - AI will now transfer occupation to the war leader if the occupied locations are neighboring the war leader but not the controller[/p][p]   - Fixed an issue where AI would not want to use a transport fleet that was slightly damaged, even when the intended transport distance was very short[/p][p]   - AI countries will try to reinforce imminent and ongoing battles.[/p][p]   - AI will now keep empty regulars when consolidating units to prevent costly rebuilds after war[/p][p]
[/p][p][/p][p]---------[/p][p][/p][h3]Map Modes:[/h3][p]   - Improved localization of legend keys for the reformation situation map mode.[/p][p]   - The peace treaty map mode no longer shows unit markers, so that they don't hide the map[/p][p]   - The reformation situation map colors and tooltips have been improved, in particular, stripes are used instead of color mixes for preachers.[/p][p]   - The War of Religions situation legend keys received a few corrections.[/p][p]   - A map mode has been created for religious schools.[/p][p]  [/p][h3]Alerts:[/h3][p]   - Fix the rebellious subjects alert, showing only subjects with zero subject loyalty[/p][p]   - The alerts for missing employees now advise you to wait before building new buildings, to help new players understand the situation[/p][p]   - Add a coalition icon in the coalition alert for those countries that are already in a coalition against the player.[/p][p]   - Add subjects' CBS to the unpressed casus belli alert. Mark the subjects' CBS with an icon in the select casus belli tab[/p][p]  [/p][h3]Panels:[/h3][p]   - Automation ui doesn't reset the building gold limit[/p][p]   - Fixed terrain modifiers showing "none" when there is no modifier affecting the rolled dice. Now it specifies it.[/p][p]   - Added a warning indicator for unprofitable buildings in the location panel's building cards[/p][p]   - Loc fixes and improvements in dialog confirm pop-ups and tooltips[/p][p]   - Added a shortcut to the diplomatic macrobuilder by right-clicking on the button to open the diplomacy panel[/p][p]   - Estate satisfaction on the top bar is now red if under 50[/p][p]   - Fixed the tooltip in the diplomacy relations panel, flickering countries when the game was unpaused.[/p][p]   - Fixed the army and navy construction empty slots overflowing their card in the location panel. Now they will show only the first 5 slots of both current constructions and empty slots, and then the tooltip will show the rest.[/p][p]   - Fixed call to arms not saying when an ally is in a union with one of the declared war enemies.[/p][p]   - Now you can delist all possible mercenaries in a unit, right-clicking on its button in the unit panel and the unit cards in the "make available for hire" list.[/p][p]   - The macrobuilder now shows production efficiency on the list of buildings, so you know which locations have the bonus from having the relevant RGO in the province[/p][p]   - The categories view of the buildings tab now includes the total income and maintenance cost of all buildings inside it, so you can know how much each category is contributing to your income and expenses. Also added tooltips with detailed breakdowns of how much each building is producing or costing[/p][p]   - The war name was not showing custom country names[/p][p]   - There are fewer none:s on estate privileges tooltips in the lobby screen unique content list.[/p][p]   - In the lobby, you can no longer access culture/religion/io from tooltips.[/p][p]   - The sort order for sub-units shown on the single unit panel now continually updates while the sort by strength column is selected.[/p][p]   - The map legend key ledger has been made less tall when there are few legend keys to show.[/p][p]   - Fixed road builder and RGO texts being out of bounds[/p][p]   - Fixed the Crown Estate title not being fully visible for certain languages[/p][p]   - Fixed character portrait not being clickable in heir selection[/p][p]   - Longer character names can fit into the select mercenary leader panel[/p][p]   - Fixed the holy sites and work of art filter crash[/p][p]   - Fixed the diplomacy subject list showing an incorrect number[/p][p]   - Fixed unit recruitment cost not displaying correctly[/p][p]   - Fixed misaligned combat bonus banner and improved readability[/p][p]   - Fixed spacing, margins, and readability for laws and policies[/p][p]   - Fix laws are not populated immediately after loading a save game[/p][p]   - Fix cultural influence and tradition monthly values in the culture view.[/p][p]  Outliner:[/p][p]   - Made the outliner entry for exploration more consistent with the cabinet action entry[/p][p]   - You can now select all your armies at once by right-clicking the checkbox in the outliner entry, as in the military panel[/p][p]   - Added a pie chart to the outliner entry of the convert province cabinet action[/p][h3] [/h3][h3]Tooltips:[/h3][p]   - Add the truce end date to the demand/offer peace tooltip[/p][p]   - Fixed empty tooltips for progress icons in the cabinet actions strengthen the government and stabilize the country.[/p][p]   - Added text icons for all unit statistics in their tooltips for better readability[/p][p]   - Tooltip for proximity cost through maritime presence is a bit more understandable now. Probably.[/p][p]   - Improved the tooltip for sound tolls to explain that their income scales with your control over the location[/p][p]   - Added a shortcut to antagonism map mode in the tooltip for the impending coalition alert[/p][p]   - Added a scrollbar to the sound toll tooltip[/p][p]   - Added the amount of money actually taxed to the list of locations in the tooltip for the country tax base[/p][p]   - Improved concept for tax efficiency[/p][p]   - Fixed trade advantage showing twice as a filter for buildings.[/p][p]   - Building maintenance tooltip in balance shows the whole list of buildings[/p][p]   - Prisoner hire price shown correctly[/p][p]   - Rajput society's privilege now conveys a bit better that its effects scale with the relative size of some cultures in your country[/p][p]   - Fixed a bug where the tooltip for market food would tell you food balance is positive when it's not[/p][p]   - Fixed the food consumption unit modifier not having a description[/p][p]   - The concept for the combat phase now says the length of the bombard phase correctly by calling the appropriate definition[/p][p]   - Improved the names of modifiers from estate satisfaction and estate power[/p][p]   - Unit type tooltip now mentions that maintenance values are per 1,000 men[/p][p]   - Added a scrollbar to the estate power tooltip if it gets too big[/p][p]   - Added the sum of the maintenance cost of all buildings in a location to its tax base tooltip, so you can compare how much a location is giving and how much it costs[/p][p]   - Improve the tooltip format of the declare war comparison[/p][p]   - Improve the tooltip of the supply limit in the location. Now it will accurately display the effects of being over the limit.[/p][p]   - Fix and improve the readability of the tooltip in the location window for the supply limit. Now it will inform more clearly when all the units are fully replenished, there can be supply issues.[/p][p]   - Fix privateers' maintenance showing in manpower costs."[/p][p]   - Fix privateers' maintenance showing in manpower costs.[/p][p]   - Fix the missing icon in the integrate province cabinet action[/p][p]   - Fix the wrong fort maintenance breakdown cost tooltip in the location. It now correctly matches the actual maintenance as shown in the balance panel.[/p][p]   - Fixed tooltips getting wider and wider[/p][p]   - Subject type concept tooltip now lists the whole list of subject types[/p][p]   - Fix missing icons in manpower/sailors breakdowns[/p][p]   - Fixed the global_monthly_control_decline modifier showing the wrong color[/p][p]   - The tooltip for the model unit types that claimed to be hidden is now properly hidden[/p][p]   - Fix modifiers for diplomatic income not showing when they are at 0.[/p][p]   - Add army costs by unit type in the army maintenance tooltip in the economy tab.[/p][p]   - Fix the succession law tooltip eating lines[/p][p]   - Show base gold cost maintenance for units in the generic unit tooltip[/p][p]   - Fixed an attrition tooltip where a number was x100 the size.[/p][p]   - Expose dynastic power math in the tooltip[/p][p]   - Fixed synchronization tooltip showing incorrect dates for the rest of the players[/p][p]   - The great power rank tooltip will now show the minimum great power score needed to achieve great power status[/p][p]   - The alert for union members leaving now mentions that you can address the situation by calling the union parliament[/p][p]   - The tooltip for the independence war goal now explains the conditions for victory a bit better, and mentions that a white peace returns to the status quo before the war[/p][p]   - Fix the building maintenance tooltip[/p][p]   - Clarified the modifier names for the desired pop when scaled by pop size.[/p][p]   - Add opinion penalty info when removing locations from IOs before the player executes the action.[/p][p]   - Removed the non-functional, misleading open indicator in the possible control groups alert tooltip[/p][p]   - The Ironman icon in the Ironman tooltip is now properly colored as disabled when unavailable[/p][p]   - The map tooltip and cursor now indicate for selected armies if they can't move to a location due to the zone of control of a fort.[/p][p]   - Fixed missing names of foreign buildings in the production view[/p][p]   - Fixed the tooltip for the breakdown entries of cultural influence[/p][p]  Other:[/p][p]   - Clicking on province definition/area/region/sub-continent/continent tags, in e.g., tooltips now pans and zooms (approximately) to the related geographical area.[/p][p]   - Made the flags bigger in the war panel to fill up the space[/p][p]   - Fixed sort by used diplomatic capacity in the country selection view using the number of diplomatic relations, not diplomatic capacity.[/p][p]   - Fixed displaying twice the saving in progress label when forced into the lobby[/p][p]   - Do not repeat buildings in the extra buildings tooltip[/p][p]   - Fixed redundant default key binding between tax base and raw materials[/p][p]   - Renamed call into war with promised land now reads call with promised lands into war, so it looks different from the normal call into war action when the text is cut[/p][p]   - Remove hidden map modes from input bindings settings[/p][p]   - The pop-up when you are disbanding armies now warns you about disbanding your regulars a bit better[/p][p]   - Show Casus belli duration in the parliament actions[/p][p]   - Fix units cache not being updated when capturing ships[/p][p]   - Add a produce food filter to the RGO builder[/p][p]   - Fix the cabinet action piecharts being empty at 100% progress[/p][p]   - Add update logic to keep cached finish dates up to date[/p][p]   - Do not close all popups when pressing the confirm keyboard binding[/p][p]   - Changed the order and content in the right and left click functionality in the single and multiplayer main menu[/p][p]   - Updated so the scrollbar sticks to the top of the list when new messages arrive in the message log[/p][p]   - Fix missing effect localization in the administration infiltrated by another country message[/p][p]   - Sort the missing employees alert by the number of missing employees[/p][p]   - Removed unused template[/p][p]   - Moved the iOS icons in the world map layout so we do not have any overlap[/p][p]   - Made the message multiplayer inaccessible, please sign in to Steam visible from the main menu, also, since it was not visible before[/p][p]   - Fixed parts of the interface not being hidden when forcing the lobby[/p][p]   - The character comes of age message should only consider the ruler's family, those who are eligible for royal marriages[/p][p]   - Multiple bugs fixed in the pause menu, including disabling the load button in Iron Man mode[/p][p]   - Made the country rank number fit better in the layout[/p][p]   - Add changing target cabinet action and target to cabinet map markers[/p][p]   - Added the location migration attraction to the selector list of the encourage migration cabinet action[/p][p]   - Explain the causes of being in diplomatic range or not[/p][p]   - Track captured units and improve ui of the battle summary[/p][p]   - Fix parliament will pass on exactly 50.00%[/p][p]   - Fix on going diplomatic actions blinking[/p][p]   - Qol pass on promote urbanization cabinet action info block, map marker, and outliner entries[/p][p]   - Various improvements to the Middle East & Mongol random generation, starting setup, and dynasties[/p][p]   - Fixed Gediminas switching to the Jagiellon flag variant when converting[/p][p]   - Fixed missing flags for the fall of Delhi situation, sultanates[/p][p]   - Add building information in the demands tooltip from the market. For each pm that is shown in the demand, the building that uses that pm is shown.[/p][p]
[/p][p][/p][p]------[/p][p][/p][h3]  Portraits:[/h3][p]   - Fix the clipping issue with the girl's headwear[/p][p]   - Fix the issue with Valdemar of Denmark not having any hair at the start of the game[/p][h3]  [/h3][h3]Unit Models:[/h3][p]   - Fixed Aztec cavalry weapons and added backpacks[/p][p]   - Fixed ships' VFX trigger timing[/p][h3] [/h3][h3] Other:[/h3][p]   - Brazilian and Amazonian native cultures now use North American models instead of Mesoamerican ones.  [/p][p]
[/p][p][/p][p]-------[/p][h3]
Script:[/h3][p]   - Added the "largest_army" and "largest_navy" event targets, which scope to the biggest army/navy. "big" here is determined by how big the max strength of the unit is, not by its current strength, as the latter can be quite volatile[/p][p]   - Added the "is_indestructibe" trait for building types, which makes them indestructible by the player or by the destroy_building effect. Also added the destroy_building_forcefully effect to circumvent this prohibition. remove_if will still automatically remove the building, though.[/p][p]   - In formable countries, 'capital_required' no longer defaults to 'yes`[/p][p]   - Added religious_view_impact trigger[/p][p]   - Added a catch-all trigger for checking income and peace status for countries[/p][p]   - Added an ai_will_select section for resolutions, which determines when the AI will propose the resolution. If left empty, the AI will instead fall back to ai_will_do[/p][p]  Triggers:[/p][p]   - Added the "is_leading_largest_army_of" and "is_leading_largest_navy_of" character triggers[/p][p]   - The opinion, trust, and antagonism triggers will now always return 0 when the country scope and the target country are the same[/p][p]   - Added the building_can_be_destroyed_by trigger for buildings[/p][p]   - Added an is_eligible_for_royal_marriage trigger for character scope[/p][p][/p][h3]  Other:[/h3][p]   - Map modes: custom secondary map colors have been decoupled from primary and can be added even when a color_mode is used.[/p][p]   - Secondary_map_color for custom map modes now defaults to transparency (color keyed by max white). See e.g., tactical map mode for how to selectively color through an if trigger.[/p][p]   - Added a new country effect that clears the current major reform of a country[/p][p]
[/p][p][/p][p]-----------[/p][p][/p][p]   - Fixed a problem that prevented the correct language from loading for the loading screen[/p][p]
[/p][p][/p][p]-----------[/p][p]
[/p][p]   - Fixed OOS caused by generating different ruler title keys when using different languages[/p][p]   - Fixed some players not being forced into the lobby after a new client joins, if the game rule is set.[/p][p]   - Fixed desynch related to fired events[/p][p]   - Fixed OOS related to units retreating from a combat.[/p][p]   - Fixed desynch caused by siege status not being persisted with the default value[/p][p]   - Mp chat commands fix for names with special characters[/p][p]
[/p][p][/p][p]-------------[/p][h3]Settings:[/h3][p]   - The autosave interval setting is blocked (tt showing a reason) rather than hidden in Ironman.[/p][p]   - Control group keys (default 0-9 and Ctrl) are now rebindable in input bindings settings.[/p][h3]  [/h3][h3]Other:[/h3][p]   - Changed so Iron Man games will be autosaved yearly instead of monthly[/p][p][/p][h3]Bugfixes:
[/h3][p]   - Fixed the has_child_education_selected trigger not triggering on balanced education[/p][p]   - You can no longer destroy buildings in occupied locations.[/p][p]   - AI will no longer open/close foreign buildings in its lands.[/p][p]   - The commission art now checks if you have prestige before starting it.[/p][p]   - Fixed an issue that allowed the marriage finder for distant relatives of the ruler.[/p][p]   - Fixed an issue where rulers would move to a fiefdom if it had a higher great power score.[/p][p]   - Fixed loading a cloud save from the in-game menu[/p][p]   - Added scope checks for marry_noble action, resulting in more clearer tooltip in case of failures and preventing error log spam[/p][p]   - Fixed replacing explorers not clearing the previous explorer.[/p][p]   - Barracks can now upgrade to conscription centers[/p][p]   - Fixed a rare crash related to changing graphics settings while the game is loading.[/p][p]   - Lost levies no longer become regulars, but are properly disbanded.[/p][p]   - Fixed the close to equator being always maximum south of the equator.[/p][p]   - Building-based countries now get their parliament in the capital instead of the void.[/p][p] [/p][p][/p][hr][/hr][p]
As usual, here is a list of handy EU5 links:[/p][p][/p][p][/p][p]Have fun and Be Ambitious![/p][p]- PDX Ryagi[/p]

Hotfix 1.0.9

1.0.9 Patch Notes
[p][/p][hr][/hr][p][/p][h2]🐛 Bugfixes[/h2]
  • [p]Fixed a CTD related to levy constructions[/p]
  • [p]Fixed a CTD related to military constructions[/p]
  • [p]Fixed an issue with players getting game over screen when playing non-settled countries and someone hotjoining.[/p]
  • [p]Fixed a CTD related to unit movements when unit view is not open[/p]
[p][/p][hr][/hr][p][/p][p]As usual, here is a list of handy EU5 links:[/p][p][/p][p][/p][p]Have fun and Be Ambitious![/p][p]- PDX Ryagi[/p]

Tinto Talks #90

[p]Hello and Welcome to another Happy Wednesday. Today we will talk a little bit about Europa Universalis V.

Yesterday, we released 1.0.8, which was in open beta for a week, where we could iron out blocking issues together, and tomorrow, we will release an open beta for 1.0.10.

What are the highlights of 1.0.10? Well, with about 450 entries in the patchnotes, there are quite a lot of things that pop to mind.

[/p]
  • [p]New set of advances for when forming Italy, Sokoto, Manchu, Kurdistan, Malacca and Malaya.[/p]
  • [p]Rebalancing of proximity, reducing some sources, and making lakes and rivers impactful, and roads, when built, now ignore vegetation impact on proximity.[/p]
  • [p]Some buildings, like marketplaces and market villages, now increase market access.[/p]
[p]
And of course, we are adding improvements to AI and UI, and here are two sneak peeks of new Quality of Life features.
[/p][p]You will now be able to see the production efficiency at every location where you already have a building, so you can determine where it's best to expand, and soon we will add the support for unbuilt buildings as well..
[/p][p]You can also see the total tax base and actual income for each category of buildings in the buildings tab now.


Tomorrow, it's been one month since the release, and how have you guys played the game so far? Well, the suggested countries tend to be rather popular, but there is some interesting analysis here.

Of all games started, here are the most popular starts.

[/p]
  1. [p]Castile 9.90%[/p]
  2. [p]Ottomans 9.63%[/p]
  3. [p]Holland 8.65%[/p]
  4. [p]England 4.96%[/p]
  5. [p]Byzantines 4.85%[/p]
  6. [p]Portugal 3.60%[/p]
  7. [p]Yuan 3.33%[/p]
  8. [p]Hungary 3.24%[/p]
  9. [p]Muscowy 3.18%[/p]
  10. [p]Brandenburg 2.83%[/p]
  11. [p]Naples 2.78%[/p]
  12. [p]France 2.68%[/p]
  13. [p]Poland 2.13%[/p]
  14. [p]Sweden 2.06%[/p]
  15. [p]Norway 1.99%[/p]
[p]


The top 5 most popular buildings built by players are.
[/p]
  • [p]Market Village[/p]
  • [p]Irrigation Systems[/p]
  • [p]Marketplace[/p]
  • [p]Lumber Mill[/p]
  • [p]Mason[/p]
[p]
A quick glance at the estate privileges granted, you do like giving your peasants weaponry. And when it comes to modding, the most commonly used ones are various Cheating Menu Mods, but the Community Flavor Pack is rising dramatically in popularity.[/p]

Patch 1.0.8 Live Now

[p]Hello Rulers! After a short while in the open beta, patch 1.0.8 has concluded it's testing in open beta and is now live. Keep in mind this does not mean that tweaks or changes to 1.0.8 are off the table, so feel free to give us feedback you have! [/p][p][/p][p]Next we'll be preparing the open beta for our next major patch, 1.10[/p][p][/p][p]Checksum: dce5[/p][p]Date: December 2nd, 2025[/p][p]Previous Patch: 1.0.7[/p][p]Links to the notes related to patch 1.0.8 beta process:[/p][hr][/hr][p][/p]
1.0.8 Patch Notes
[p][/p][hr][/hr][p][/p][p][/p]
  • [p]Added 8 new advances for the Aztec formable, and 6 new advances for the Two Sicilies formables (plus 1 more Tenochtitlan advance, and 2 more Sicilian and Neapolitan advances that can now be unlocked by their respective formables).[/p]
  • [p]Fixed more than 320 bugs[/p]
  • [p]Savegame Optimization[/p]
  • [p]New Combat Tooltip[/p]
[p][/p][h2][/h2]
  • [p]Added 8 new advances for the Aztec formable[/p]
  • [p]Added 6 new advances for the Two Sicilies formable[/p]
[h2][/h2][h3]Government:[/h3]
  • [p]Settle the Frontier will no longer empty low-pop provinces.[/p]
  • [p]Estate privileges are removed if the estate doesn't exist in the country[/p]
  • [p]Cabinet actions remove old geography modifiers properly after being reassigned[/p]
  • [p]Hire Advisor will no longer create Crown Estate advisors[/p]
  • [p]Fixed new rulers' attributes not applying to their country on ascending to the throne[/p]
  • [p]Centralization now reduces subject loyalty with up to 30[/p]
  • [p]Decentralization now increases subject loyalty with up to 30 (was 20).[/p]
  • [p]Remove the impact of maximum war exhaustion from centralization and decentralization.[/p]
  • [p]Maximum decentralization now recovers estate satisfaction by another 2%[/p]
  • [p]Rebalanced children's education to have a more balanced improvement[/p]
  • [p]Matrilineal non-exclusive succession law does take character abilities into account when choosing an heir now[/p]
  • [p]The ruler's diplomatic ability now also impacts subject loyalty.[/p]
  • [p]Scotland's 'authority over the clergy' law now disappears if Scotland converts from catholicism.
    Economy:[/p]
  • [p]Each 20k pops instead of each 200k pops gives 1 extra free building level in a location.[/p]
  • [p]Implemented a system where prosperity decays down to 0 by default if no increases.[/p]
  • [p]Made a new formula for an economical base that has different scale values on tax, pop, and trade.[/p]
  • [p]Tweaked the sell location acceptance criteria[/p]
  • [p]Balanced pop growth values to compensate for lower prosperity levels[/p]
  • [p]Removed some demands for some goods for slaves & tribesmen, and made some thresholds for soldiers.[/p]
  • [p]Reduced the nobles' demand for lacquerware to 10% of what it was before.[/p]
  • [p]Added trade profit and subject tax levels to be part of the economic base calculations[/p]
  • [p]Further rebalancing of the the economical base and taking building based countries into account.
    Production:[/p]
  • [p]Can no longer build or delete buildings in locations that are under siege[/p]
  • [p]Building automation no longer changes the employment system
    Society:[/p]
  • [p]Random characters are more likely to be of primary and accepted cultures.[/p]
  • [p]Females above the age of 40 will no longer get pregnant.
    Diplomacy:[/p]
  • [p]Fixed HRE election votes after long reigns of the previous leader accidentally pumped up the GP score weight[/p]
  • [p]Removed “Food access” diplomatic option if you're fighting in a war with the other country[/p]
  • [p]Can no longer sell a location when at war[/p]
  • [p]Fixed static antagonism related to societal values[/p]
  • [p]Subject actions get cancelled after the subject is cancelled[/p]
  • [p]Lacking rivals will no longer make you conciliatory, but instead make you lose prestige.[/p]
  • [p]Conciliatory no longer increases subject loyalty, but instead increases diplomatic reputation.[/p]
  • [p]Removed the base diplomatic reputation for belligerent vs conciliatory[/p]
  • [p]Conciliatory vs belligerent now impacts how much of an impact the shared border has.[/p]
  • [p]Reworked a bit how subject loyalty is impacted by relative power, and made keeping subjects loyal a bit more fun[/p]
  • [p]Taking back a location from a revolter is now -95%, not +95% cost.[/p]
  • [p]Added the border percentage opinion mechanic from EU4, which will create a bit more conflict[/p]
  • [p]Each vassal and fiefdom gives a small drift to decentralization.[/p]
  • [p]Civil wars now automatically end when a union between a tag and its civil war opponent is about to happen. The Civil War is always the one getting annexed in this context[/p]
  • [p]Raised levies for the subject no longer impact subject loyalty.[/p]
  • [p]Adjusted the colonial nations' loyalty values to take[/p]
  • [p]Reduced a lot of subject loyalty from advances[/p]
  • [p]If a country moves its capital, anyone who knew the old capital now discovers the new capital.[/p]
  • [p]Border feud CB works properly[/p]
  • [p]Enable the request of subject actions from the subject to the overlord[/p]
  • [p]Can't leave a coalition mid-war[/p]
  • [p]Fixed immediate full war score vs tiny nations with no cores[/p]
  • [p]Conquistadors will now become a normal location-based country when they become a colonial nation.[/p]
  • [p]Shared border is now reduced if same culture or share a culture group[/p]
  • [p]Power relative to overlord can now add a positive bonus to loyalty as well.[/p]
  • [p]Halfed the default shared border opinion impact, but increased the scale from being belligerent.
    Military:[/p]
  • [p]Manually doing a shattered retreat is now a 10% loss to strength instead of 50%.[/p]
  • [p]Fixed being able to recruit to a boarded army from a location[/p]
  • [p]Fixed exiling armies in places you declare war on[/p]
  • [p]Levies now disband if the locations they come from are lost.[/p]
  • [p]Complete refactoring of several combat algorithms like damage dealing, initiative, and combat speed, and exposing themino to more helpful tooltips[/p]
  • [p]Patrol the seas objective works for the Hanseatic League[/p]
  • [p]Fixed an issue where military tactics had an impact on naval battles[/p]
  • [p]The cost of transporting levies now scales with the size of the levy, making them cost the same to transport as regulars.[/p]
  • [p]Reduced the Age penalty for levies in the Age of Revolutions to 10% instead of 20%.[/p]
  • [p]Removed the "takes less damage" from artillery and auxiliary regiments.[/p]
  • [p]Fixed prosperity decay bugs from looting and sieging
    Geopolitics:[/p]
  • [p]Allowed inland exploration[/p]
  • [p]The fishing village applies a small bonus to harbor capacity[/p]
  • [p]Can now colonize Iwo
    [/p]
[h3]Other:[/h3]
  • [p]Pops will no longer lose lots of literacy instantly if the max literacy is reduced.[/p]
  • [p]Changed the bonus modifier of the "Renaissance" to be a cultural influencer percentage instead of flat, as originally intended.[/p]
  • [p]Navies will no longer keep army-based nations without armies alive[/p]
[h2][/h2][h3]Map:[/h3]
  • [p]Added more lumber to Scotland (Badenoch, Cowal, Inverary, Ayr)[/p]
  • [p]Corrected the German dynamic name of 'Poznań', so now it's the correct one, 'Posen'.
    Setup:[/p]
  • [p]Removed some Mamluk alliances with beyliks that were too weak[/p]
  • [p]Hendrik van Reginar is not the heir of Brabant[/p]
  • [p]Changed the Aragonese localization of the locations of Aragon into medieval Aragonese[/p]
  • [p]Made all setup and content instances of the German name 'Bernhard' to use its dynamic instance ('name_bernard') instead.[/p]
  • [p]Removed a duplicate character instance of bishop Bernhard von Lippe, ruler of Paderborn.[/p]
  • [p]Corrected the death date of the Teutonic Order Hochmeister Werner von Orseln, so it's now aligned with the ruler term one.[/p]
  • [p]Added the correct 'Alès' location to the cores of Toulouse.
    Situations:[/p]
  • [p]The Italian Wars Situation action "Plan Campaign in Italy" now requires the actor not to have any levies raised[/p]
  • [p]Fixed Western Schism getting loads of support for whoever had the most dip rep only[/p]
  • [p]Western Schism - The AI will now use the Declare Oboedientia Action more flexibly, depending on which candidate they like more[/p]
  • [p]Fixed an issue wherein the ‘Rise of the Turks' situation displayed incorrect end requirements when the strongest beylik is not the Ottomans[/p]
  • [p]Fixed missing localized reasons for war declaration in the Nanbokucho situation[/p]
  • [p]Added background illustrations to two Rise of the Turks-related events[/p]
  • [p]Italian leagues can now be created 2 years after one of them was dissolved via war[/p]
  • [p]Fixed an issue that indefinitely prevented new Italian leagues from being created in the Italian Wars after one of the leagues was forcefully dissolved[/p]
  • [p]Becoming the revolutionary target will no longer spawn units every month[/p]
  • [p]Blocked Nanbokucho CB from being created against countries supporting the same side[/p]
  • [p]Rewrote the visible = { } of the Rise of the Turks situation to account for the strongest beylik not being the Ottomans[/p]
  • [p]While in the map mode of the Rise of the Turks, subjects of the strongest beyliks will now have striped instead of solid colors[/p]
  • [p]Reshuffled the end requirements of the Rise of the Turks for better readability[/p]
  • [p]The Rise of the Turks ending now correctly displays the appropriate ending event based on its end requirements[/p]
  • [p]The rise of the Turks situation no longer takes into account subjects as contenders[/p]
  • [p]Fixed Sengoku missing a clan and showing a blank one
    Disasters:[/p]
  • [p]Increased the % chance of the Castilian civil war disaster occurring and made sure the ruler during it cannot be Alfonso XI[/p]
  • [p]The event "Spread of Islam" during the "Death of Hayan Wuruk disaster now correctly spawns a Sufi lodge[/p]
  • [p]The disaster "Crisis of the Dynasty" now correctly resets its variables on completion[/p]
  • [p]Fixed an issue where a dead claimant would still be shown on the disaster UI instead of their successor[/p]
  • [p]The event "Death of a Claimant" (hook_and_cod_wars.1200) option d now ends the disaster if both claimants are dead and buried[/p]
  • [p]The ‘Court and Country’ disaster starting event now grants 2 new country modifiers based on whether the player wants to eventually become Liberal or Absolutist[/p]
  • [p]The ‘Court and Country’ disaster now reduces estate satisfaction by -10%
    International Organizations:[/p]
  • [p]Fixed Independence War Target[/p]
  • [p]Improved authorization for the expanding Shinto action[/p]
  • [p]Fixed the independence movement acceptance criteria[/p]
  • [p]Removed duplicate action for joining Autocephalous Patriarchates[/p]
  • [p]The AI will no longer constantly propose the "maintain federal status" policy for unions[/p]
  • [p]The estate satisfaction hit from votes in unions is now only applied if you actually vote. Refusing to make a choice will no longer punish you[/p]
  • [p]The “Lordship of Ireland” action "request planters" now correctly triggers migration[/p]
  • [p]Fixed an issue with a spammy “Lordship of Ireland” regency pop-up message[/p]
  • [p]Fixed an issue with the action message display after using invite planets in the Lordship of Ireland[/p]
  • [p]The protestant union and the catholic league will no longer be locked into a deadlock when either leader is in a union with another leader. Additionally, union members will now try to join the side that already contains one of their union partners[/p]
  • [p]The "unified external diplomacy" policy of unions now makes the AI less likely to declare wars as it adds -0.75 aggressiveness and +0.5 carefulness. Additionally, it now also gives -2+25% stability cost on no CBS wars and now also unlocks the "enforce peace" country interaction on junior partners[/p]
  • [p]Blocked the Shogun from being able to get claims from the Imperial Court
    Events:[/p]
  • [p]The Pavia event "Expulsion of the " (flavor_pav.1) now requires Milan to have the same Government type as Pavia[/p]
  • [p]The French Event "The Jacquerie" will no longer fire while France is already in a civil war[/p]
  • [p]Margarete von Tirol will no longer immediately select a new husband upon divorcing her Bohemian spouse[/p]
  • [p]The English event "William Pitt the younger" (flavor_eng.35) will no longer target William Pitt the Elder[/p]
  • [p]The Florentine event "Consolidation of Power" (flavor_flo.49) will no longer fire while Florence already has a major reform[/p]
  • [p]The occurring child via the event "soirée" (dynastic.6) and "the consequences of our actions" (dynastic.6001) is now properly attributed the "bastard" modifier[/p]
  • [p]The father of the child born via the event "soirée" (dynastic.6) is no longer stuck in the shadow realm[/p]
  • [p]Event "soirée" (dynastic.6) now tries to pick an eligible character before creating one[/p]
  • [p]The Ottoman Dragoman feature now has proper tooltiping[/p]
  • [p]The Byzantine event for the Katholikon Mouseion now properly gives you research progress if you already have a library in Constantinople[/p]
  • [p]Annexing Rome as a catholic will now trigger an event to potentially return it to the Pope[/p]
  • [p]The Genoese event "Founding of the Merchant Republic" (flavor_gen.1) will remove excess major government reforms before assigning "Merchant Republic"[/p]
  • [p]The event "The Gallipoli Earthquake" will now fire instantly instead of having a delay[/p]
  • [p]The Byzantine event "Gemistos Plethon" now activates the Hellenic religion[/p]
  • [p]The ‘Holy League’ Crusade should now correctly have Constantinople as its war goal[/p]
  • [p]The ‘Holy League’ Crusade ending events no longer fire on a separate peace[/p]
  • [p]Fixed the second Byzantine event, "A hand for peace", it can no longer attempt to marry a dead ruler to the Byzantine princess[/p]
  • [p]The Florentine event "Formation of the Medici bank" is now also available for Tuscany[/p]
  • [p]Many event texts that begin with a country name will capitalize that country name if it isn't already capitalized[/p]
  • [p]Corrected the historical info description of the event "A Clash of Culteranismo and Conceptismo" (flavor_cas.94), so it now shows the correct one, instead of the one for "Ortographical Reform of de Herrera" (flavor_cas.90).[/p]
  • [p]Fixed a missing dynamic loc in the event "The Hussite Wars" (hussite_wars.10), now it will correctly use the 'commoners' estate name in the text.[/p]
  • [p]Correctly localized the first name of the character Zafar Muẓaffar, created by the event "The Governor of Gujarat" (flavor_dlh.4).[/p]
  • [p]The radical reforms event (mercantilism_events.6) can now only fire in and after the age of reformation[/p]
  • [p]Swapped the Commoners' estate satisfaction change for the abolition of feast days (anglican_events.9) event to now[/p]
  • [p]The colony of (colonial_charter.100) event will no longer turn cores back into integrated[/p]
  • [p]Limited effects of the Bountiful Harvest event (random_event.91) to locations owned by the country
    Government:[/p]
  • [p]Fixed broken localization in the Latin Empire formable description[/p]
  • [p]Implementation of the peasant republic reform for Dithmarschen now removes any other major reform[/p]
  • [p]Romania is now a level 3 formable, enabling Transylvania and Moldavia to form it[/p]
  • [p]Made the following reforms free by assigning a +1 reform slot to each one: “Daedongbeob”, “Sadae policy”, and “Powerful viziers”[/p]
  • [p]The government reform "Sovet Gospod" of Novgorod is no longer a "major" reform[/p]
  • [p]The "Elective Succession" and "Dynastic Elective Succession" now have an additional warning line in their description, which informs the player that these succession laws can break unions.[/p]
  • [p]Fixed missing trigger localization for the Devshirme policy[/p]
  • [p]New LIV ‘Llivonia’ formable created to reform the Livonian Order[/p]
  • [p]LVA ‘Livonia’ formable repurposed into a Baltic culture formable[/p]
  • [p]Made Moldavia a tier 1 formable, so it can later form Romania (which is tier 2); also reduced the number of required locations to be formed to 40, so it doesn't need to conquer any land from the Golden Horde to have it formed, just unify the Moldavian minors.[/p]
  • [p]Fixed an error in the description of the 'Tsardom' government reform, now it should show 'Russia' correctly.[/p]
  • [p]Enabled the Ancient French Taxation reform to be removable if France reaches > 50% centralization and the birth of the permanent taxation system event hasn't fired.[/p]
  • [p]The parliament issue sponsor a trade expedition will now construct a market village or a marketplace in the capital if no building like it exists already[/p]
  • [p]Change policy agenda can no longer target otherwise locked policies[/p]
  • [p]The Prikazi government reform now displays the cabinet actions that it unlocks[/p]
  • [p]Added failsafe to the 'Communal Living' marriage policy, so now it also requires being Hussite, on top of having the 'Adamite Services' aspect active.
    Economy and Production:[/p]
  • [p]The House of Parliament Building now employs 200 Nobles instead of 2000[/p]
  • [p]Great Madrasas now also promote tribesmen like normal Madrasas[/p]
  • [p]Rebalanced, where the Japanese clans are allowed to build their buildings[/p]
  • [p]Improved description of Beeswax
    Society:[/p]
  • [p]The Hellenic faith now correctly grants infantry combat ability instead of levy efficiency[/p]
  • [p]Changing religion will now always automatically remove any active excommunication against the country[/p]
  • [p]Baltic Germans added to the Baltic culture group[/p]
  • [p]Added 'invite foreign cleric' action. Christian countries can spend religious influence to spawn a new high-adm cleric with a foreign culture.
    Diplomacy:[/p]
  • [p]“Hanseatic member” special subject now pays much less manpower and sailors to the Hansa (assuming they have the capacity to do so)[/p]
  • [p]The "dubious claims on province" and the "parliament-approved claims on province" casus belli are no longer available to be fabricated via the spy network[/p]
  • [p]The "Negotiate Succession Law" country interaction now informs the player when the succession law cannot be adopted by the recipient[/p]
  • [p]The military sponsorship relationship now has a diplomatic capacity maintenance cost of a guarantee[/p]
  • [p]The opinion penalty from not fulfilling a promise of land does not decay by 1 each year[/p]
  • [p]The "demand unlawful territory" diplomatic action will now automatically release a completely new tag instead of granting that land directly to the emperor[/p]
  • [p]The diplomatic action "enforce peace" can no longer target wars where the actor is in the war with them on the same side already. It also can not target wars where the subject is the leading defender in the war, which means they can no longer be saved from any invading country[/p]
  • [p]Capped the minimum value of excommunication opinion hits to -200[/p]
  • [p]Papal action “Excommunication” is no longer possible, while curia actions are otherwise blocked[/p]
  • [p]The "negotiate succession law" diplomatic action now changes the heir religion law to a policy that is actually compatible with your religion. In other words, if you are orthodox and your junior partner is catholic, you would force them to take the "same religion group" policy instead of the "same religion" policy one
    Military:[/p]
  • [p]Fixed an issue with Renaissance Mamluks only having 50 men and tweaked their extra bonuses
    Advances:[/p]
  • [p]Expanded the plausible areas of spawning of the Renaissance to all of Northern Italy[/p]
  • [p]Unlocked the "warrior societies" advance from Tenochtitlan for the Aztecs formable[/p]
  • [p]Unlocked 2 advances from Sicily and Naples for the Two Sicilies formable as well
    [/p]
[h3]Other:[/h3]
  • [p]Corrected many instances of this_opinion_of_prev wherever it was applied incorrectly for AI weights[/p]
  • [p]Fixed the Aztec tag not having a name[/p]
  • [p]Hungarian, Croatian, Czech, and Slovak regnal numbers appear as "ii." with the dot, as in German[/p]
[h2][/h2][h3]Icons:[/h3]
  • [p]Adjusted colors and values of some privileges to match the style of the other privileges
    Illustrations:[/p]
  • [p]Polished 3 Disasters illustrations
    Flags:[/p]
  • [p]Flags for Baltic formable
    Other:[/p]
  • [p]Added icons for tws_capable_vicars,tws_ensure_loyal_families, sun_must_rise, new_fire_ceremonies advances[/p]
[h2][/h2][h3]Government:[/h3]
  • [p]Fixed an issue where AI would incorrectly think that crown power would influence absolutism_vs_liberalism before the available age[/p]
  • [p]Ottomans will no longer switch their religion away from Sunnism when playing with historical AI[/p]
  • [p]Fixed an issue causing AI to incorrectly use culture assimilation cabinet action in locations with -100% assimilation speed[/p]
  • [p]Added AI score for research speed modifier[/p]
  • [p]Increased AI score to unlock deus vult advance to enable religious CBS
    Diplomacy:[/p]
  • [p]Fixed additional issues where AI Ottomans would pay gold to get CBS against targets that had a stronger alliance than they[/p]
  • [p]Fixed issues where large cities would be too desirable for AI to take in peace deals, causing border gore[/p]
  • [p]Fixed an issue where AI applied scripted rules from war goals for taking things in peace deals, even when defending[/p]
  • [p]Fixed issues where AI would improve relations with nearby countries and then immediately cancel them[/p]
  • [p]AI Ottomans will now prefer to create a claim province CB against provinces that are not Constantinople, as it often causes them to lose the war against Byzantium[/p]
  • [p]AI Ottomans will no longer create cbs against countries they are planning to diplomatically subjugate via their special situation actions[/p]
  • [p]AI Ottomans will no longer create more claims when in debt or while below 0 stability via their special actions[/p]
  • [p]Greatly increased AI desire to attack a country if they already have a good CB available, compared to fabricating one from scratch
    Economy:[/p]
  • [p]Fixed an issue where the player automation gold limit was being applied to AI countries[/p]
  • [p]Fixed an issue where AI would not want to build a building if the location had a maximum of 0 of the required pop type[/p]
  • [p]Added AI logic for minting threshold modifier[/p]
  • [p]Fixed an issue where AI was overvaluing roads due to not factoring in the tax rate from the propagated tax base
    Production:[/p]
  • [p]Gold to save automation slider now works for RGOS, roads, and ranks too
    Military:[/p]
  • [p]Fixed an issue where AI would use cbs even with a negative ai_selection_desire[/p]
[h2][/h2][h3]Map Modes:[/h3]
  • [p]Added stripes to the non-endemic disease map mode to show where there are some individual pops infected[/p]
  • [p]Added a trade range map mode that allows selecting and showing trade range for specific markets (defaults to showing all markets within the player trade range).[/p]
  • [p]The tactical map mode now shows province capitals also for unfortified locations.
    Alerts:[/p]
  • [p]Fixed naval levies number[/p]
  • [p]Add estate marriage checks to the unmarried children alert[/p]
  • [p]The alert for parliament now conveys both current support and time left at a glance[/p]
  • [p]Make the member leaving the union alert red
    Panels:[/p]
  • [p]Renamed mapmode searcher to mapmode Legend and unified the Legend button with the Active Mapmode button[/p]
  • [p]Replaced a separation bar with a proper texture in the Society panel[/p]
  • [p]Fixed a bug in the War panel where the ticking warscore icon wasn't showing for the defender[/p]
  • [p]Religious actions now need a confirm click[/p]
  • [p]Fixed the Parliament pie chart appearing twice[/p]
  • [p]Fixed Diplomatic Range not working as intended in diplomatic selection panels.[/p]
  • [p]The IO panel now shows potential votes on tooltips for laws[/p]
  • [p]Fixed the war panel having mixed information between sides. Now everything is properly positioned on its attacker/defender side.[/p]
  • [p]Organized the order of diplomatic relations on panels[/p]
  • [p]Fixed selected options not having a visual distinction[/p]
  • [p]Multiunit actions now refresh constantly, so you can merge them as soon as two units are in the same location.[/p]
  • [p]Fixed an issue where two war goals were shown (one for the attacker and one for the defender) when there is only one wargoal per war. It’s now only displayed on the attacker’s side, since the decision is made by the attacker.[/p]
  • [p]Fix the parliament agenda’s actions, not updating the description text[/p]
  • [p]Filter out marriage candidates and countries not eligible due to the Celtic marriage ban from the marriage finder[/p]
  • [p]Estate tax sliders now update the game state immediately when moved, fixing a broken extrapolation of estate satisfaction equilibrium.[/p]
  • [p]Upgrade building button: added Ctrl and Shift functionalities to upgrade buildings.[/p]
  • [p]Upgrade building button: made not impossible to build more levels of the upgraded building type than the current levels of the obsolete building.[/p]
  • [p]Improved visual info of levels being upgraded in a building.[/p]
  • [p]Fixed diplomatic macrobuilder to create a casus belli to show a tick on every country on which you can start creating a casus belli.[/p]
  • [p]Fixed the truce's remaining time icon being covered by the truce icon.[/p]
  • [p]Additional coat of arms for historical characters and various starting dynasties[/p]
  • [p]Fix the inconsistency between the number of affected locations and their tooltips[/p]
  • [p]Fix the Government reforms cards' icons not being clickable when instituting a new reform[/p]
  • [p]Fixed the sort order of trade capacity in the economy -> markets -> countries panel, and made the player country always show at the top.[/p]
  • [p]Fixed a bug where the discipline icon was showing for naval battles[/p]
  • [p]Generals in battles now look properly greyed out if they still haven't arrived at the army[/p]
  • [p]The war widget in the current relation now shows the current warscore with a number instead of a pie chart[/p]
  • [p]Fixed the army strength amount displayed in the subject manager[/p]
  • [p]Fixed text format in the formables panel and ledger[/p]
  • [p]Corrected the order of columns in the ledger's dynasty tab[/p]
  • [p]Improved responsiveness and data shown in the estate's top bar and its tooltips[/p]
  • [p]Added a shortcut in the top left corner's country rank to go to known countries[/p]
  • [p]Added heir icon for children's heirs in character panel[/p]
  • [p]Added ages to rulers in government and foreign panels, and in education alert children entries.[/p]
  • [p]Fixed reorganize units not working. Now it will open the single unit panel of one of them and show the other one in the right menu.[/p]
  • [p]Improved readability and layout for research view[/p]
  • [p]Made so that ruler history shows recent rulers at the top by default[/p]
  • [p]Government reform cards are clickable again
    Outliner:[/p]
  • [p]Correct progress for “Settle frontier” cabinet action[/p]
  • [p]Stalled constructions in the short outline version
    Tooltips:[/p]
  • [p]Cleaned up some disease tooltips to be a bit more informative[/p]
  • [p]Fixed inconsistent usage of Artillery Barrage and artillery bonus concepts[/p]
  • [p]The tooltip for pinning things to the Outliner or to Context menus now says which is which[/p]
  • [p]Fixed typo in the Promotion game concept[/p]
  • [p]Navy strength tooltip fix[/p]
  • [p]Stalled buildings on production tooltip fix[/p]
  • [p]Fixed the breakdown for the max building amount tooltip[/p]
  • [p]Improve tooltip logic for language power when the language is #1 worldwide.[/p]
  • [p]Clarify attrition tooltips between location-specific attrition and external sources of attrition[/p]
  • [p]Fix attrition tooltips showing information it shouldn't[/p]
  • [p]Fix the IO policies tooltips containing blank spaces[/p]
  • [p]The tooltip for societal values includes tips to push it further for both sides (they used to show only for the dominant value)[/p]
  • [p]You can now hover the number of max buildings/RGO levels in the production tab to see the reasons for the max levels[/p]
  • [p]Construction tooltips display if construction is stalled[/p]
  • [p]Harmonized tooltip columns for improved readability in market tooltips[/p]
  • [p]Declaring bankruptcy now shows all effects.[/p]
  • [p]Improved the player sync tooltip over the date in multiplayer to be more readable and have a scrollbar if you have lots of players.[/p]
  • [p]Add information about the highest great power in the great power rank tooltip[/p]
  • [p]Added concepts for war attacker and defender, to separate them from battle attacker and defender[/p]
  • [p]Added subheaders and fixes to market tooltips.[/p]
  • [p]Fixed missing localization trigger in the “Grant Elector” status action[/p]
  • [p]Include more information on the possible consequences of removing locations from IOs, such as the emperor's opinion penalty.[/p]
  • [p]Tooltip for artists now explains that the max number only limits the amount you can manually hire, but you can have more through events[/p]
  • [p]Fixed the truce tooltip and circular widgets in the relations container[/p]
  • [p]Improved estates tooltips in the top bar[/p]
  • [p]Grouped estate gold together with income and expenses, and now shows a total balance.[/p]
  • [p]Fixed the antagonism tooltip to show all countries listed in a scroll list[/p]
  • [p]Fixes to tooltip showing missing goods when nothing was missing.[/p]
  • [p]The Retreat blocked tooltip now says the correct number of hours, not just 5.
    [/p]
[h3]Other:[/h3]
  • [p]Fixed the in-game paused border shadow appearing when the menu was open and the back shortcut or control groups shortcut was pressed.[/p]
  • [p]Explain the cost of breaking a truce in a war pop up[/p]
  • [p]Updated the declare war prediction banner with a new layout and colors, and changed margins on the header sides art[/p]
  • [p]Fixed the diplomatic action to “Ask to join the IO“on its macrobuilder without a specific target[/p]
  • [p]Fixed the credits background dimensions for vertical resolutions[/p]
  • [p]Improve suggested trades by making the suggestions less prone to failing when activated[/p]
  • [p]Correct the ruler title on the country rank change[/p]
  • [p]Include rival removal cost in confirmation pop-up[/p]
  • [p]Call into war action in diplo macrobuilder now works[/p]
  • [p]Fixed loading screen game concepts, trying to show icons when not loaded yet.[/p]
  • [p]Added a relation about to be broken alert[/p]
  • [p]Fix the administration-infiltrated message showing the wrong country being infiltrated[/p]
  • [p]Button for imperial actions on the HRE panel for the Emperor[/p]
  • [p]Parliament title out of bounds fix[/p]
  • [p]Show the IO treasury on the subheader[/p]
  • [p]Marriage finder entry displays heir or line of succession icon[/p]
  • [p]Renamed 2 of the 3 modifiers that were currently named "institution growth" into "local institution growth" and "global institution growth."[/p]
  • [p]Add a new tooltip in the market view to show all profits made by trades grouped by goods for each country[/p]
[h2][/h2][h3]Portraits:[/h3]
  • [p]Added new historical characters visuals (eng_hobbes, erasmus, mos_ivan_i_danilovich_kalita_rurik).[/p]
  • [p]Added new historical characters visuals (fra_rene_descartes, mei_johann_wolfgang_goethe, dan_brahe).[/p]
  • [p]Added new historical characters visuals (ned_michiel_de_ruyter, gbr_adam_smith, pap_bernini_script, boh_jiri_z_podebrad, ara_vincent_ferrer).[/p]
  • [p]Added new historical characters visuals (fra_jean_jacques_rousseau, spa_ignatius_of_loyola, spa_blas_de_lezo, spa_velazquez_script, hab_ludwig_van_beethoven, por_magellan).[/p]
  • [p]Fixed transparent characters when wearing Deccan's veil.[/p]
  • [p]Portrait long hair clipping issue fixed[/p]
  • [p]Added new historical characters visuals (jap_kusunoki_masashige, azt_tlacaelel, azt_tenoch, chi_zheng_he, maj_hayam_wuruk, swe_birger_jarl, corfitz_ulfeldt_script, fra_robespierre, swe_axel_oxenstierna).
    [/p]
[h3]Other:[/h3]
  • [p]Fixed the reformation units' colors[/p]
[h2][/h2][h3]Sound:[/h3]
  • [p]Fix ambient sound playing army effects instead of navy ones in the unit overview panel[/p]
[h2][/h2][h3]Script:[/h3]
  • [p]Added the on_country_rank_change on_action[/p]
  • [p]Fixed an issue which prevented the on_rescinded_effect effect from special_status to have the scope: source available, which scopes to the special_status itself[/p]
  • [p]any_primary_or_accepted_tolerated_culture' and associated script lists renamed to 'any_primary_or_accepted_or_tolerated_culture'
    Triggers:[/p]
  • [p]Added a trigger for 'province_population'.[/p]
  • [p]Added the average_estate_satisfaction trigger[/p]
  • [p]Fixed faulty documentation for the years_in_international_organization trigger[/p]
  • [p]Fixed an issue with is_available_for/is_visible_for/is_allowed_for, which made these triggers return false for any object that does not require an advance[/p]
  • [p]Add local_estate_power and local_relative_estate_power triggers[/p]
[h2][/h2]
  • [p]Fixed desynch caused by revolt wars not being persisted[/p]
  • [p]Fixed desynch caused by religion focus progress not being persisted if it was not active[/p]
  • [p]Fixed desynch caused by generating different names for new subunits[/p]
[p][/p][p]
Polish: [/p]
  • [p]A total of 24 bugs have been corrected related to the Polish language[/p]
[p]Spanish:[/p]
  • [p]A total of 12 bugs have been corrected related to the Spanish language[/p]
  • [p]Fixed incorrect $mapmode variables.[/p]
  • [p]Fixed incorrect $rank_kingdom_horde_ruler_male$ variables[/p]
  • [p]Fixed incorrect Genghis Khan variables[/p]
  • [p]Fixed incorrect capitalization in $bengali$ variables[/p]
  • [p]Fixed grammar issue with $basque$ variables[/p][p]
    [/p]
[p]French:[/p]
  • [p]A total of 409 bugs have been corrected related to the French language[/p]
  • [p]Fixed multiple incorrect variable issues[/p]
  • [p]Fixed incorrect translation bugs[/p]
  • [p]Fixed missing translation bugs[/p]
  • [p]Fixed wrong language bugs[/p][p][/p]
[p]Brazilian Portuguese:[/p]
  • [p]A total of 1243 bugs have been corrected related to the Brazilian Portuguese language[/p]
  • [p]Corrected capitalization of some terms in mission titles. [/p]
  • [p]Standardized capitalization of important terms in game texts. [/p]
  • [p]Corrected placeholders that were not displaying character names correctly. [/p]
  • [p]Retranslated some game texts that were incorrect. [/p]
[p][/p][p]Chinese:[/p]
  • [p]A total of 380 bugs have been corrected[/p][p][/p]
[p]Korean:[/p]
  • [p]A total of 194 bugs has been corrected related to the Korean language.[/p]
  • [p]Corrected incorrect transliterations to more accurate pronunciations.[/p]
  • [p]Modified some texts to better convey their meaning.[/p]
  • [p]Corrected the display of numerical values in texts.[/p]
[p][/p][p]Japanese:[/p]
  • [p]A total of  34 bugs has been corrected related to the Japanese language[/p]
  • [p]Changed the spelling of Chinese, Korean, and Vietnamese location/character names that had been in katakana into kanji in many cases.[/p]
  • [p]Fixed placeholders in instances where an incorrect or outdated placeholder was in use.[/p]
  • [p]Checked spelling/made consistent some historical terms.[/p]
  • [p]Fixed typos caused by kanji conversion errors in certain segments.[/p][p][/p]
[p]Turkish:[/p]
  • [p]A total of 64 bugs have been corrected related to the Turkish language[/p]
  • [p]A number of fixes in the source text were applied to the localized text.[/p]
  • [p]Certain strings, including culture name placeholder,s were corrected according to how culture names are displayed[/p]
  • [p]Improvements were made to the text based on the in-game context.[/p]
  • [p]A small number of linguistic issues were fixed[/p]
[p]German:[/p]
  • [p]A total of 30 bugs have been corrected related to the German language[/p]
  • [p]checking of eliminated English contractions and their applicability in German[/p]
  • [p]streamlining of the form of address[/p]
  • [p]further standardization and streamlining of the general game vocabulary[/p][p][/p]
[p]Russian:[/p]
  • [p]A total of 195 bugs have been corrected related to the Russian language[/p]
[h2][/h2][h3]Settings:[/h3]
  • [p]Exiting using Alt+F4 in Ironman will now save the game.[/p]
  • [p]Fixed Ironman not being autosaved monthly[/p]
[h3]Other:[/h3]
  • [p]Binary savegame optimizations by avoiding writing unnecessary whitespaces.[/p]
  • [p]Enabling texture streaming for more icon types, which saves around 200mb vram.[/p]
  • [p]optimized recalculation of cache data by delaying the name generation[/p]
[h3]bugfixes:[/h3]
  • [p]Fixed the continue button in the main menu when the last save is on the cloud[/p]
  • [p]When saving to the cloud should always use the binary and zipped format[/p]
  • [p]Prevented units from moving if no one was looking at them, stopping[/p]
  • [p]Reviewed most event titles and options that were incorrectly showing hyperlinked texts[/p]
  • [p]Union event "Ruler Ignores Country" now uses proper pronouns in its text[/p]
  • [p]Fixed countries starting with zero diplomatic capacity used[/p]
  • [p]Fix road construction, building outdated roads over more modern ones[/p]
  • [p]Fixes some issues with levy cooldowns in provinces.[/p]
  • [p]Fixed so the take on debt message now works for non-player actions[/p]
  • [p]Removed some unused files[/p]
  • [p]Fix the western schism situation panel not updating at the end of the first council[/p]
[p][/p][p][/p][hr][/hr][p]That's all for now![/p][p]As usual, here is a list of handy EU5 links:[/p][p][/p][p][/p][p]Have fun and Be Ambitious![/p][p]- PDX Ryagi[/p]