Update 1.1 Rossbach Live Now
[p]Checksum: d718[/p][p]Date: March 5th, 2026[/p][p]Previous Patch: 1.0.11[/p][p][/p][p]Hello all! I'm Ryagi, Community Manager at Paradox Tinto[/p][p]On February 3rd we released an open beta version of 1.1, Rossbach. Today we're happy to say that patch 1.1 Rossbach is officially live! Thanks to your feedback during our beta period, Rossbach features hundreds of tweaks, changes and additions.
[/p][p]As a reminder, this means the beta branches of patch 1.1 are no longer available.[/p][p][/p][p]Can I keep the same save game?[/p][p]If your save is currently on beta 1.1.8, you should have no issues loading the save in the now live version (1.1.9)[/p][p][/p][p]If your save is from the live version 1.0.11, we highly recommend starting a new save game. Though based on our testing your save should technically load, we'd advise you do so at your own risk. The 1.0.11 branch is still available as an option if you want to wrap up your save there first.[/p][p][/p][p]1.1 Beta process[/p][p]We made a post yesterday detailing some of our findings from the beta process during 1.1, please feel free to check that out if you haven't already![/p][p]Here are Links to the notes related to patch 1.1 beta process:[/p]
[/p][p][/p][h2]New Features[/h2][p]Gameplay Mechanics[/p][p][/p]
Full notes for patch 1.1 Rossbach here [/h2][h2]===================[/h2][p]As mentioned in yesterday's post, we've already got hotfixes lined up to address some of the known issues, such as levies being stuck as raised. And we'll continue to monitor feedback for if tweaks are needed. Thank you all! [/p][p][/p][p]As usual, here is a list of handy EU5 links:[/p][p][/p][p][/p][p]Be Ambitious![/p]
[/p][p]As a reminder, this means the beta branches of patch 1.1 are no longer available.[/p][p][/p][p]Can I keep the same save game?[/p][p]If your save is currently on beta 1.1.8, you should have no issues loading the save in the now live version (1.1.9)[/p][p][/p][p]If your save is from the live version 1.0.11, we highly recommend starting a new save game. Though based on our testing your save should technically load, we'd advise you do so at your own risk. The 1.0.11 branch is still available as an option if you want to wrap up your save there first.[/p][p][/p][p]1.1 Beta process[/p][p]We made a post yesterday detailing some of our findings from the beta process during 1.1, please feel free to check that out if you haven't already![/p][p]Here are Links to the notes related to patch 1.1 beta process:[/p]
- [p]1.1.0[/p]
- [p]1.1.1[/p]
- [p]1.1.2[/p]
- [p]1.1.3[/p]
- [p]1.1.4[/p]
- [p]1.1.5[/p]
- [p]1.1.6[/p]
- [p]1.1.7[/p]
- [p]1.1.8[/p]
- [p]There is now a game rule for how aggressive you want the AI to be.[/p]
- [p]Added a “Return Core Location” peace treaty, allowing locations occupied during the war by the player, their subjects (including subjects of subjects), or allies to be returned to the controller at the time of the peace deal.[/p]
- [p]Added transfer subject peace treaty.[/p]
- [p]Added a Coin Law to determine what metals you use for your coins.[/p]
- [p]The game now has 7 different game speeds.[/p]
- [p]Added in a Complacency Mechanic that is primarily increased by the lack of threatening rivals, and decreased when losing wars.[/p]
- [p]Added a new disaster for Brandenburg, “Turmoil in Brandenburg”,handling the content concerning the ‘Wittelsbacher Neglect’, ‘FalseWaldemar’, and ‘Robber Barons’ event chains in a more cohesive way. Also added 6 new additional events for it.[/p]
- [p]Added a generic Grenadier Unit for the Age of Revolutions.[/p]
- [p]Added 7 new Units for several German Countries. Added Saxon Defensioners (Saxon Culture), Prussian Grenadiers (Prussia), Bavarian Jager (Bavaria), Hessian Jager (Rhine Franconian Culture), Grenzhussar (Austria), Pandur Infantry (Austria, Croatia), Gebirgsschutzen (Danube/South Bavarian, Swiss).[/p]
- [p]Added 2 new Advances for the German Culture Group, giving regional Toll Castles.[/p]
- [p]Added the following unique advances: 1 advance for Hesse, 2 for Cologne, 6 for the Palatinate, 1 for Trier, 2 for the Hanseatic countries of The Hansa, Hamburg, Lübeck, Bremen and Rostock.[/p]
- [p]Added 8 unique Gods to Tengrism.[/p]
- [p]Added 7 new Achievements, all in the ‘Hard’ category, aiming for more seasoned players who are looking for new challenges.[/p]
- [p]Added automation for auto balancing armies.[/p]
- [p]Rally Points. When recruiting a Unit Template or using Raise All Levies, all created units will now spawn and merge at a designated location. For Unit Templates, units will rally at the location where the split command was initiated. For Raise All Levies, units will by default go to the capital or the nearest coastal location to the capital, unless the player specifies another rally point when raising them.[/p]
- [p]Added Unit Templates. Now it is possible to create a unit template for navy and army and recruit it between several locations depending on their distance and current queue.[/p]
- [p]You can now have preferences for how a unit is balanced.[/p]
- [p]Added Location Buildings panel, allowing users to view all constructed buildings in a location; accessible via the location card, poptype location buttons, and Shift+clicking a location on the map in the Buildings Macro Builder.[/p]
- [p]Added Music Player.[/p]
- [p]Added a new Loading Screen portraying the Prussian 7th Braunschweig Bevern Infantry on the left flank at the Battle of Rossbach.[/p]
- [p]Added 2 new Unit Illustrations. Age of Absolutism Grenadiers (Prussia and Brandenburg) and Age of Revolutions Grenadiers (european generic).[/p]
- [p]Added Late-Game clothing and customization options for portraits, including Tricor[/p]
- [p]Gameplay - 380 issues solved, including:[/p]
- [p]New Peasant Enfranchisement system shifts income between peasants and nobles depending on laws and control.[/p]
- [p]Food stockpiles now increase population growth, but stored food also decays over time.[/p]
- [p]Transport costs rebalanced (raw materials more expensive, manufactured goods cheaper).[/p]
- [p]Estates keep wealth, and their wealth now affects their political power.[/p]
- [p]Powerful estates now lose satisfaction faster, forcing players to balance privileges.[/p]
- [p]New Cabinet Action to appease estates.[/p]
- [p]Wealth lost from lack of control now goes to estates instead of disappearing.[/p]
- [p]Combat dice increased from 0–5 to 0–9, making modifiers more important.[/p]
- [p]Combined arms bonus introduced for diverse armies.[/p]
- [p]Mercenaries drastically cheaper to recruit.[/p]
- [p]Cavalry damage reduction lowered and artillery survivability improved.[/p]
- [p]War exhaustion effects increased[/p]
- [p]Assimilation speed doubled (1 → 2).[/p]
- [p]Assimilation now depends on language, culture opinion, and market language.[/p]
- [p]Control multiplies conversion and assimilation speed.[/p]
- [p]Pops retain literacy when changing class or culture.[/p]
- [p]Annexation speed tied to diplomatic maintenance.[/p]
- [p]Transfer Subject peace treaty added.[/p]
- [p]Threat system introduced where threatening rivals provide bonuses.[/p]
- [p]Countries can buy subjects with cash.[/p]
- [p]No-CB war stability cost increased.[/p]
- [p]Content - 360 issues solved, including:[/p]
- [p]New rivers added (Havel-Spree system).[/p]
- [p]More countries added in Manchuria, Mongolia, and Xinjiang.[/p]
- [p]South America areas reorganized.[/p]
- [p]New historical events and banks (e.g., Monte dei Paschi).[/p]
- [p]Interface - 286 issues solved, including:[/p]
- [p]Economic Base map mode added.[/p]
- [p]Coalitions now visible in diplomacy panel.[/p]
- [p]River map mode added.[/p]
- [p]Upgradeable buildings alert added.[/p]
- [p]Trade panel redesigned to show profit and market balance.[/p]
- [p]AI - 100 issues solved, including:[/p]
- [p]AI prefers existing casus belli instead of fabricating claims.[/p]
- [p]AI better evaluates military strength before peace deals.[/p]
- [p]Improved transport logistics and sieging behavior.[/p]
- [p]AI now replaces rivals that are no longer threats.[/p]
- [p]Modding - 96 issues solved, including:[/p]
- [p]Added variable maps (new data structure for scripts).[/p]
- [p]Added new triggers and effects for modifiers.[/p]
- [p]Added custom culture naming support.[/p]
- [p]Expanded casus belli scripting options.[/p]
- [p]Bugfixes - 77 issues solved, including:[/p]
- [p]Fixed many AI crashes and desync issues.[/p]
- [p]Fixed mercenary and levy calculation bugs.[/p]
- [p]Fixed war leader and peace deal issues.[/p]
- [p]Fixed multiple tooltip and UI errors.[/p]
- [p]Multiplayer - 15 issues solved.[/p]
- [p]Onboarding - 12 issues solved.[/p]
- [p]Miscellaneous - 12 issues solved.[/p]
- [p]Audio - 3 issues solved.[/p]
- [p]Translation - 2 issues solved.[/p]
Full notes for patch 1.1 Rossbach here [/h2][h2]===================[/h2][p]As mentioned in yesterday's post, we've already got hotfixes lined up to address some of the known issues, such as levies being stuck as raised. And we'll continue to monitor feedback for if tweaks are needed. Thank you all! [/p][p][/p][p]As usual, here is a list of handy EU5 links:[/p][p][/p]
[p]Bug Reports[/p]
[p]Player resources[/p]
[p]Suggestions[/p]
[p]Official Video Tutorial[/p]
[p]Technical Support[/p]
[p]Performance Tips[/p]