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Europa Universalis V confirmed

Started by Syt, February 28, 2024, 12:27:05 PM

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crazy canuck

Awarded 17 Zoupa points

In several surveys, the overwhelming first choice for what makes Canada unique is multiculturalism. This, in a world collapsing into stupid, impoverishing hatreds, is the distinctly Canadian national project.

Syt

Quote from: Josephus on April 24, 2026, 08:54:31 AMWhich is annoying because most players don't play mp. I don't have stats, but I know

Especially in EU5. If we started a Languish game playing a few hours a week, CC and I will be in nursing homes and have Alzheimer's by the time we're finished 😂

Bold of you to assume that the game would finish and not be quietly abandoned within a month. :P
We are born dying, but we are compelled to fancy our chances.
- hbomberguy

Proud owner of 42 Zoupa Points.

crazy canuck

Awarded 17 Zoupa points

In several surveys, the overwhelming first choice for what makes Canada unique is multiculturalism. This, in a world collapsing into stupid, impoverishing hatreds, is the distinctly Canadian national project.

Norgy


Norgy

I am not going to say that this game is TEH BEST EVAH.

It is, however, so loaded with potential, once you get a bit of a feeling of the mechanisms under the hood.
I do think some of the mechanisms, like how to colonise and explore are wildly underexplained. I needed to search how to send an explorer. And they are expensive.  :cry:

To some extent, I agree with those who'd like a later start date, at least as a possibility. Those first 50 years are more of a chore than fun, unless you play as someone capable of warfare. Then it is quite entertaining.

I haven't raised a levy since, well, the late 1460s? Mostly because they'd just be fodder for Mamluk cavalry.

There is weirdness. Quite a lot of it. Like ordering a sea transport and finding your ship stuck in the same sea zone and troops perishing by the day. The limited role of fleets, except for giving you naval presence and transportation, also belies the importance sea power held during the period. I'd like that to be somewhat more important.
Now, could someone please tell me how to build a colony?  :lol:

crazy canuck

Gaining sea zone control is critically important if your nation has a sizeable coastline or offshore possessions. It is the main/only? reason for building and maintaining a sizeable fleet.

Colonization is a click and forget sort of exercise since the process takes so long - at each stage of the progression you will get a popup that tells you what to do next.  My advice is don't think about doing it until you have a lot of resources to devote to the endeavour, or it will just take too long.
Awarded 17 Zoupa points

In several surveys, the overwhelming first choice for what makes Canada unique is multiculturalism. This, in a world collapsing into stupid, impoverishing hatreds, is the distinctly Canadian national project.

Syt

Roadmap:



QuoteUpdate 1.2 - Echinades:

We wrote about the mechanics changes during three Tinto Talks during April, and the changes touch your cities, your armies, your cabinets, and, perhaps most importantly, the eternally chaotic Holy Roman Empire.

The big economic addition is Urban Rights, legal privileges you grant to towns and cities to shape their economic identity. Towns get one slot, cities get two, and capitals get a bonus.

There's a solid regional flavor here: German cities get Magdeburg or Nuremberg Rights, Iberian ones get Fueros, Scandinavian ports get Fishing or Bergslag privileges. Most rights strip on conquest, so freshly taken cities don't just hand you their economic legacy.

The new Trade Orders system lets you set import/export directives and let the AI handle routing, cheapest sources, and best markets, automatically. Priority order matters when capacity is tight, and unprofitable orders just keep retrying rather than disappearing.

On the military side, infantry and cavalry now have a proper light/heavy split. Light infantry moves faster and acts first, but deals less damage and takes extra morale hits. Heavy infantry is slower, penalty-free, and the only type that can garrison forts. Cavalry follows the same logic, light horse is blazingly fast with great flanking but fragile; heavy cavalry is sturdier and more of a specialist pick as gunpowder takes over. A new Siege Raider stance is built for vassal armies: siege everything, avoid field battles, run when caught.

The HRE gets a real facelift. The Diet UI is now tabbed (Overview, Members, Treasury), and voting is actually readable; tooltips show projected outcomes before you call a vote. The new Imperial Armory building gives Emperors a real military tool, funneling local manpower to imperial forces or providing direct recruitment on home territory.

The terrain system got a thoughtful pass too: your capital's terrain type now reduces the proximity penalty for that same terrain by 20%, and mountain cultures like Scotland, Switzerland, and Nepal have dedicated advances for it. Terrain penalties are now multiplicative, so they stay meaningful even when you stack infrastructure bonuses.

Characters are a bit more interesting now, with health traits representing their physical wellbeing (or lack thereof). Commanders can receive serious injuries in bloody battles. They can also gain cabinet traits which allows you to specialise your cabinet beyond simply going for the best ability score.

_______

Update 1.3 Pavia:

This update delivers a sweeping set of changes to Europa Universalis V across systems ranging from economy to diplomacy to military. The Great Power system has been redesigned around area dominance rather than a score formula, with a new Regional Power tier sitting between being a minor nation and full Great Power status. Estates have their own culture and religion independent of the crown, and estate interactions have been expanded with eight new emergency options letting players trade long-term goodwill for immediate wartime relief. Reformation spread will be handled by the Movement system rather than a manual script loop, making it more organic and historically grounded. In 1.3, Rebel factions can be negotiated with directly before they revolt, and fort loyalty during rebellions will depend on local conditions rather than being automatic.

On the economic side, profit margins for production buildings in 1.3 have been significantly cut, making them genuine investment decisions rather than passive money printers. A new establishment mechanic means newly built production buildings ramp up slowly based on local literacy, disadvantaged by late arrivals against historically rooted industries. Price elasticity has been introduced so that expensive goods genuinely suppress demand, allowing regional trade imbalances to persist and giving trade routes lasting purpose. Mills have been overhauled to be cheaper, faster to build in cities, and more competitive in the late game. Ten historical regions have gained static production bonuses reflecting their real-world economic legacies, from Flemish cloth to Venetian glass.

The naval balance pass gives heavy ships meaningful penalties in enclosed seas and straits, making galleys a genuine strategic choice for Mediterranean-focused empires. Military orders have been capped on sponsors and tightened on passive income to prevent them from outgrowing their patron kingdoms. Roughly thirty cost modifiers have been converted to efficiency modifiers with diminishing returns to curb runaway min-maxing. Several new automation tools have been added, including split cabinet controls, per-building auto-expand flags, and fine-grained automated diplomacy toggles. Rounding out the 1.3 update, Government Bonds, Imperial Circles, Independent Operations for armies, and a Creditworthiness system each add new strategic depth to their respective domains.
_______

Update 1.4 - Río Salado:

The focus of this update is a pair of transformative core features: a deeper sense of national aspiration and far-reaching journeys of discovery.

A new system for Ambitions will allow you to articulate your nation's long-term goals to the world, creating dynamic rivalries and diplomatic tension as other powers react and contest your path to greatness.

With Expeditions, we are adding immersive narrative depth by allowing named characters to undertake monumental journeys, complete with unique event chains and consequential outcomes that will shape your nation's history.

The Dynastic experience will be receiving a significant injection of depth, providing new tools for securing alliances, arranging successions, and managing shared power arrangements that will enrich the political landscape.

We also plan to introduce more surgical options for Economic Warfare, giving players fine-grained control to pressure rivals or strengthen allies through focused trade policy. Camels will make an appearance as trade goods, alongside Camelry levies. Catholicism will receive a pass to make Cardinals more interesting, and we will rework the Crusade system.

The features are designed to harmonise with Across the Pillars, our first Chronicle Pack, which is releasing around the same time. It will explore the narrative that unfolds between Castile, Morocco, and Granada, while adding plenty of exciting content for them in the early game.
_______

Update 1.5 - Orléans:

While the DLC is planned around France and the Western European state of the 15th–16th century, there are quite a few mechanics we aim to address in this update. More mechanics for the building-based countries, like Trade Companies and State Banks. Pop needs will be split into life needs, everyday needs, and luxury needs, which have different consequences.

Estates will generate self-serving spending requests that give them a distinct economic identity, and estates under enemy occupation during wartime will become significantly harder to manage. Peace-making is something we plan to rework into a more bilateral negotiation where both sides put demands on the table, funded by their own warscore, so wars end with both parties gaining something rather than one side simply dictating terms.

Subject relationships are planned to gain a contract layer where overlords and subjects can negotiate individual clauses covering loyalty, building rights, and war obligations, making vassal management feel more like genuine statecraft.

Christianity as a whole will get a rework, allowing more natural schisms and mendings along theological lines.

These themes are with our second chronicle pack, Auld Alliance, which will also release around this time. It will be focused on content and gameplay for France and Scotland, and in particular, the Hundred Years' War.
_______

Update 1.6 and Beyond:

Beyond these updates, we have further plans for new Bookmarks, better Horde gameplay, and more...

We're excited to bring these features to life, and we mean that, because none of this happens without you. Please continue to give us the feedback and suggestions as you have been doing, so we can continue to expand this ambitious game into something even better!

The Voyage is just getting started. Thank you for being a part of it, and remember...
Be Ambitious!
We are born dying, but we are compelled to fancy our chances.
- hbomberguy

Proud owner of 42 Zoupa Points.

Josephus

I like 1.6. New Bookmarks  :)
Civis Romanus Sum<br /><br />"My friends, love is better than anger. Hope is better than fear. Optimism is better than despair. So let us be loving, hopeful and optimistic. And we'll change the world." Jack Layton 1950-2011

Syt

QuotePatch 1.2.0

Checksum: 5be7
Date: May 6th, 2026

⚠️ WARNING You are able to load save games from 1.1.X versions but our testing indicated that you will probably encounter your country in a unrecoverable state due to how many rules of the game have changed. For this reason we highly recommend starting a new save with 1.2

====================
Highlights:�
  • Balkan Content — 300+ new advances, ~150 new Dynamic Historical Events, and extensive new content for Greece and the Balkans, a couple new formables, reforms, and privileges.
  • Overhauled Economy — Updated trade route logic and Maritime Presence mechanics, a new Trade Orders feature, Urban Rights, the Megalopolis location rank, and some tweaks to hopefully reflect a more historically accurate economic setups.
  • Orthodoxy Rework — Patriarchs are now characters, with a reworked Law and Tenet system, and Religious Influence fully replacing Rite Power.
  • Deeper Politics & Diplomacy — Overhauls to the HRE (new Imperial Diet, UI rework, Imperial Armories), a new Papal Authority system, and AI Country Personalities and Disposition Systems.
  • Improved Military Systems — Overhauled logistics, a Heavy/Light troop split with distinct upgrade paths, some improvements to both land and naval combat, and new tools like army templates and City Walls.
  • UI, Art & Accessibility Improvements — New in-game Event Viewer, a sans-serif font accessibility option, 3D City Walls visuals.
  • ~2,000 Bug Fixes & Modding Support — Lots of under-the-hood polish plus new modding tools including Bureaucracies and Movements as fully moddable Systems to be expanded upon later.


====================
1.2.0 Patch Notes:
====================

New Features�

  • Added New Content for Greece and the Balkans: 300+ new advances, 140+ new DHE´s, new countries, reforms, privileges and much more!
  • Added in game content Viewer so you can easily check how to get content for the country you are currently playing as.
  • Reworked the Trade System, including changes to route calculation, capacity consumed, scaling path-cost penalty, Maritime Presence now impacts path cost calculations with subject navies contributing to it, globally reduced Trade Capacity costs, reduced Sound Tolls income, and added a Trade Efficiency modifier.
  • Added 'Trade Orders' feature
  • Added a new feature to grant Urban Rights to any urban location and Added 30 Unique Town Rights for several Countries and Culture Groups and starting Town Rights across Europe.
  • Added Megalopolis cities - a new max level for urban locations
  • Added a Goods tab to the Location view to display the output and income of each produced or potentially beneficial good.
  • Added a new line of Colonial Administration buildings for overseas territories
  • Pops now grow organically instead of just being promoted from Peasants; adjusted the promotion rate to counter–balance this
  • Added Country Personalities, Dynamic Area Preferences, and Country Disposition Systems
  • Added Map Modes Slots. Like in EU4, you can assign several Map Modes in a Slot and cycle them.
  • Overhauled the Holy Roman Empire, introducing a new Imperial Diet voting system, reworked Imperial mechanics, extended gameplay for Special Statutes, added Imperial Armories for the Imperial Army, completed a full UI rework, and applied several tweaks, fixes, and adjustments.
  • Added a new Papal Authority system, a 0-100 resource tracked within the Catholic Church IO with positive and negative thresholds at 75 and 25, interconnected with all Catholic mechanics and situations.
  • Overhauled Autocephalous Patriarchates, making Patriarchs into characters, reworking the Law and Tenet system with fixed doctrines alongside changeable ones, improving Seat Relocation and Seat-Capture events, replacing Rite Power entirely with Religious Influence, and completing a full UI rework.
  • Improved several International Organizations, including the Swiss Confederation, Jurchen Confederations, High Kingship, Ilkhanate, Middle Kingdom, and Tatar Yoke.
  • Split Infantry & Cavalry into Heavy and Light troops. Which are now two distinct categories with different upgrade paths
  • Added estate satisfaction target for estate tax automation
  • Added 'Save as Template' button and smart unit type recruitment for Armies
  • Added new accessibility feature: Sans-serif font setting for game UI
  • Added City Walls as a building available to cities and megalopolises
  • Added Health Traits like blind or sickly which characters can receive on birth, in battle, or through disease
  • Characters can gain cabinet traits which allows you to specialise your cabinet members
  • Added the Reichskrone for the Holy Roman Emperor.
  • Added Bureaucracies and Movements as generic Content Delivery Systems that can be used for modding

DLC�

  • Added new 'Fate of the Phoenix' Disaster that includes 8 actions and 20 related events
  • Added New Societal Value for Byzantium - Latinitas vs Rōmanismós with 30 related events and 3 new Cabinet Actions
  • Added Bureaucracy Mechanics with 11 unique bureaucracies for Byzantium and Trebizond
  • Added Byzantine flavour content, including a new Pronoia subject type, Katepanata government reform, additional law and policy options for Themata and Pronoia, an event chain to rediscover Greek Fire, new units such as Legionaries, Cataphracts, Greek Fire ships and infantry, new buildings including the Hippodrome and Aqueduct System, new character actions to Compose Strategikon, Assign Despot, Castrate and Blind, a Restore Roman Borders casus belli, and the new Latin Culture movement.
  • Expanded Orthodox Religion with Pentarchy mechanics, 4 new actions and 14 related events
  • Added the Pentarchy to the Orthodoxy Religion panel: the five locations are now shown at the top, Orthodox countries gain a modifier when they control each one, and the bonuses increase when all five are held.
  • Expanded the Hellenism religion with action to restore it and movements to spread it. Including 11 Religious Aspects, 60 Omens for the new Omens feature, 9 Advances and 36 related events.
  • Added a new Byzantine GFX culture based on Byzantine art and style, including new 2D illustrations, clothing for 3D portraits, 3D buildings with new City Walls models, four new 3D monuments — Hagia Sophia, Theodosian Walls, Monastery of Meteora, and Mount Athos Monastery — and a new set of 3D army unit models
  • Added 4 new Byzantine-themed songs: Agni Parthene - Αγνή Παρθένε [O Virgin Pure] by St. Nektarios of Aegina, Byzantine Hymn Melodies, and Byzantine Hymn No. 136, and a version of EU5 OST Overture II Odyssey
  • Added a unique action for Byzantium in the Fate of the Phoenix DLC "Compose Strategikon"
  • Added the Hippodrome building for Byzantium and Rome, which is unlocked via winning the Fate of the Phoenix disaster

Gameplay

Government�

  • Reworked Great Power Score so it more accurately represents how strong a country actually is. It now draws much more heavily from tangible sources like Regulars, Forts, Tax Base. Meanwhile, reduced or removed fluctuating soft sources like Prestige or Legitimacy.
  • Country rank now impacts monthly Prestige. From +0.05 (Duchy) to +0.2 (Empire)
  • Country rank impact on Great Power Score is roughly quartered, so Empire has gone from 200 to 50.
  • Regents can no longer be target of dynasty heads marrying.
  • Crown Power no longer has the 25% threshold for bad vs good modifiers but they scale from 0 instead
  • Moved a few factors impacting crown power to a multiplier on the population contributing before the modier is applied.
  • Average Control and Relative Power of Subjects now have an impact on many more things.
  • Satisfied Nobles Estate now gives levy combat efficiency instead of counterespionage.-
  • Crown Power in itself now always increases max tax
  • Characters in the cabinet can now gain traits that are applicable to the country when they serve in a cabinet.
  • Reduced impact from minor risings to 25% of previous prosperity drops and it now only lasts 5 years instead of 10 years.
  • Fixed assimilate cabinet actions so they properly remove the promoting_culture variables
  • The "Take the Throne" character interaction is now only allowed if the regent is theoretically able to be the heir of the country they rule. In other words, regents which should not become ruler due to their sex or estate will not just take over the country just like that
  • Subjects have 1 less cabinet slot.
  • Modifiers such as Cabinet Efficiency are now correctly applied on already active cabinet actions after a monthly tick. You no longer have to reassign a character to update the cabinet action to maximize the efficiency.
  • Theocracies are no longer by default locked from royal marriages. Instead, the Celibacy policy in the marriage law now allows or forbids royal marraiges
  • Favored heirs which die outside of your country are now properly removed from the list of favored characters, allowing you to favor a new heir
  • OPM's will no longer become army based countries if they get a civil war, but will autolose it.
  • You can only get the conquistador government reform if you have a capital in americas. No more fun exploits.
  • The "Ruler is not a Commander during a War" penalty is no longer active when your ruler is a commander of a foreign army
  • The "Insulted on estate request" and the "Increase Opinion" parliament issues are now only available to the player in order to reduce the performance cost they have due to their complex triggers
  • Heirs update correctly in newly created fiefdoms
  • Married to the ruler? You're now in the crown estate
  • Can swap one major reform for another
  • AI subjects won't develop their provinces
  • Fiefdoms and Dominions no longer retain their Overlords Heir after gaining Independence
  • The Papal State can no longer get rid of its Papacy government reform via the parliament
  • The Papal States no longer needs opinion with itself to form an Empire
  • Theocracies with rulers which are valid for marriages can now also do Nobles and Lowborn marriages with their rulers
  • Regents apply their modifiers correctly to countries when they're in charge
  • You can now do a "reduction" on estates, destroying their buildings and gain some gold, and weaken their power for a satisfaction penalty. Later ages and high Crown Power reduces the penalty.
  • Aristocracy now have +10% discipline instead of +5%, and also get +25% population growth for nobility. Plutocracy now gets +50% max levels for trade category buidings.
  • The Estate Power of the Nobility now reduces Fort Maintenance Cost instead of increasing the Fort limit
  • The Estate Satisfaction of the Nobility now affects Monthly Legitimacy gain instead of Levy Combat efficiency, making happy Nobles useful for ruling your country, but angry Nobles expensive to deal with.
  • Unmarried young female regents can no longer get married and leave the country
  • Conversion shows correctly in outliner
  • Appease Estate action now stops when estate satisfaction reaches 50%
  • Parliament abolition applies satisfaction penalty to represented estates
  • The Union of Crowns succession law now considers nephews and nieces too
  • Becoming a theocracy can no longer randomly assign you a papal_conclave
  • The "Ruler is commander of largest army" modifier penalty only applies if your ruler is actually part of your country. So junior partners are not punished for
  • Replaced subject cabinet size penalty with per-type efficiency penalties
  • Can only replace government reforms that give slots with other government reforms that give slots
  • Military Regime and Admiralty Regime now restore the old government reform when you get rid of it
  • Strengthen Dutch Republic reform with merchant oligarchy and trade bonuses
  • Increased horse_artillery reform monthly_towards_offensive from 0.1 to 0.2
  • Increased attacker_in_war monthly_towards_offensive from 0.1 to 0.2
  • Bribing Estates gives them money instead of taking it
  • Consort regencies can happen again
  • No extra ruler term when you change country rank
  • Changing succession law removes any designated heirs
  • Can not form new countries during a disaster
  • Subjects who use ovelord's ruler get their ruler updated correctly when a union war breaks out
  • Can no longer promote culture on the same place more than once
  • Changes of government can reset subjects if they become invalid
  • If in an election and nobody is elected (no candidates?) another will be called after 6 months
  • Settle the Frontier only allows bordering provinces
  • Adjusted the calculation for Dynasty head so it more likely selects higher ranked rulers.
  • Assimilate/convert cabinet actions reduce migration attraction
  • Fixed semi-salic succession not finding heirs through daughters
  • Cannot use boost colonial charter on the same province more than once
  • Appease estates cabinet action is less verbose
  • High Power Nobles and High Power Burghers no longer push aristocracy or plutocracy as it was causing currency evaluation loops.
  • The "Favor Heir" character interaction now only works on characters which gender is valid for the succession law
  • Societal value cabinet actions no longer cancelled on reaching max
  • Rebalanced some unique sources of Local Proximity to 20 (English "King's Manor", Brandenburgish "Secondary Estate in Tangermünde", Ottoman "Influence of the Old Capital"), so they have a more logical overlap with the Local Governor building.

Economy�

  • Separated the minting goods needs and inflation impacting modifiers
  • Added a fair amount of new noble buildings
  • Exports now have a bigger impact on demand.
  • A location that has a road connection to the capital now gets a +10% to integration speed.
  • Reworked Court Costs to be modifier to the 10% cost.
  • Reduced sand requirements for leather production, but added in some requirement of Tar.
  • Being blockaded by ice does not count as blockaded by enemy for war exhaustion gains.
  • Reworked the scaling cost in events to be less insane.
  • Supply now impacts prices by 75% instead of 25%.
  • Scaled prices are now based from economic base instead of the fluctuating monthly income.
  • Cathedrals now improves prosperity and development.
  • RGO expansion costs now depend on the goods base price.
  • Proximity Efficiency from Harbor Suitability has been doubled to match other values.
  • Bribing mercenaries is now only twice as expensive as hiring them instead of 8 times.
  • Average Control/Development modifiers to only apply for countries that have locations.
  • Lack of Control income for estates is x* (1-control), not x* control
  • Peasant Estate buildings now employ 50 peasants instead of 100
  • All Villages give 1% Peasant Enfranchisment now. Free Villages give 2%
  • Tweaked Noble Estate buildings so they only employ nobles, but very few, and have higher and more consistent effects on Noble Power and Enfranchisement
  • The 'Agadir' building now has a higher upkeep and stores less food.
  • Estates will now take population shortages of laborers into account when expanding RGO's or building buildings. Estates are also more reluctant in building rural buildings where the prices are too low.
  • Disabled the shared costs again for estate/country for some buildings
  • Many buildings the estates were forbidden from building like Universities, Libraries, etc will now be built by the estates again if they are wealthy, and they will also pay part of the upkeep for them.
  • Removed the copper and tin requirements for naval supplies production.
  • You will now lose cores if they are no longer primary/accepted culture.
  • Serfdom now also reduces fort maintenance by 10% and Free Subjects gives up to +1% devastation recovery.
  • You can now build colonial administations in your colonial nations giving you merchant capacity and merchant power.
  • Overlords now also get maritime presence where subjects get it
  • Maritime Presences now reduce path costs for trade.
  • You can no longer declare bankruptcy while in a bankruptcy anymore.
  • Distance impact on merchant capacity needed is now 50% of before.
  • Trade paths over seas now cost 1/10th of before.
  • Surplus of Work in a location can increase enfranchisement by up to 20%.
  • Prestige can now hit 100
  • Removed the produced_in_market penalty/bonus on production efficiency.
  • Order Strongholds now employ soldiers instead of clergy and provide more manpower.
  • Added a new chain of urban buildings that increase control and crown power with buildings from renaissance, discovery and absolutism
  • Temples no longer increase control by 5% but instead makes clergy grow 25% faster, and the clergy literacy was increased from 5 to 10.
  • Cathedrals are now Estate buildings
  • Estate buildings no longer add Demands they don't pay for to the Market.
  • Base Production in markets for Stone, Clay, Sand & Lumber is now 0.01 per unemployed peasant.
  • Towns and Cities now start with more buildings, scaling the economy further.
  • All pop types except slaves now grow on their own.
  • Burghers estate now have double political power and double tax share, as they are close to half the previous size.
  • Burgher buildings now require about half the amount of burghers as before.
  • Promotion Speed is now 1/10th of previous values.
  • Average Satisfaction is now always capped at 100%.
  • Adjusted the price formula for the price impact. Now the impact of prices on goods costs will scale linearly with distance from base price and will not magnify the effect when it's below the base price.
  • Fixed income from military sponsorship not updating correctly
  • Diplomatic maintenance uses base fraction scaled by economic base
  • Fixed lobby tax base being stale after production method assignment
  • Fixed tax base tooltip showing higher value than actual tax base
  • Fixed food hoarding provinces share food above 75% capacity with market
  • Fixed seazone-land proximity cost using land cost when port is in different seazone
  • Halved the direct income from banking offices.
  • Cut banking offices demand of gold to 1/10th but also added silver of the same amount.
  • Fixed food price dropping to minimum when market stockpile is empty
  • Fixed privateers so that they no longer damage maritime presence of countries they have a truce with
  • Fixed foreign building income not contributing to economic base
  • Fixed interest income not contributing to economic base
  • Added cloth to ship construction and maintenance demands
  • Added cloth as maintenance input to port and shipyard buildings
  • Added cloth as input to naval supplies production buildings
  • Raised glass price to 3, add noble/burgher/clergy demand, rebalance production inputs, liquor building glass costs, and add glass upkeep to cultural and medical buildings
  • Maintenance Modifiers for Army, Navy and Mercenary are now efficiencies instead of cost reductions
  • Tweaked Burgher Estate buildings to make them employ fewer Burghers and have more consistent effects. All Guild-related buildings now increase Productivity slightly, but lower Pop promotion speed, to represent the monopolistic practices of historical guilds.
  • There is now villages in most rural locations in the world.
  • Estates will now start with a fair amount of estate buildings already around.
  • Inflation now also impacts court costs, diplomatic expenses, food expenses, building and fort upkeeps and stability investments.
  • Rebalanced production methods for the new base prices for goods.
  • Changed base prices of some goods. Elephants are now 5 (down from 10), Gold is now 8 (down from 10), Silver is now 6 (down from 8), Books are now 3 (down from 5),
  • The topography where a country's capital is impacts how well it handles that topography and proximity.
  • Known goods demand threshold scales by age (100→10)
  • Labor shortage slows construction in understaffed locations
  • Estates skip upkeep buildings when wealth impact is near pop wealth threshold floor
  • The Marketplace building and its upgrades now provide far more burgher trading capacity
  • Fixed trade maintenance cost and sea route preference
  • Diversify regional town setup templates for 14th century accuracy
  • Added copy_from inheritance to town setups and unique city specializations
  • Fixed a bug with it and disabled the new scale town setup with max sizes
  • Scaled down wealth_impact_threshold values across all goods
  • Reworked trade range from a soft cap to a cost curve
  • Reduced Sound Toll income
  • Temporary demands now buy last, driving up prices rather than consuming stock
  • Cancelled queued building constructions on bankruptcy
  • Trade range now reduces transport costs rather than blocking routes
  • Fixed slave trade re-export chains not moving pops to destination
  • Bankruptcy dismisses your mercenaries
  • Lowered cloth wealth_impact_threshold to 0.5
  • Buildings which convert into foreign / domestic version of themselves instead of getting deleted
  • Organization linked buildings now properly show that it is the Organization which needs the money to pay the price

Production�

  • Fixed building queues swapping the last item to the beginning of the queu on completion
  • Can no longer build foreign buildings in foreign lands if they are in trade isolation and you don't have an exemption
  • Have to own and control a location to destroy foreign buildings there if they're not yours
  • New employment systems adding trade and culture to infrastructure and profit

Society�

  • You can now worsen your cultures view of other cultures.
  • Corrected improve_our_cultural_view action to compare proper targets when checking for action's availability
  • Dominant country of a culture calculated correctly for army based countries
  • Revolters will not steal all levies just because 1 location leaves.
  • Slave numbers update correctly on the demography tab, and internal slave transfers within a market are now distinct from slave trading between markets
  • Fixed marriages being blocked in noble events
  • Removed legacy code that converted all pops in colonial charters when you converted religion,
  • Fixed Western Schism resolution leaving old Pope as Catholic Church IO leader
  • Disloyal subjects join civil wars as attacker
  • Fixed canonization not granting Legitimacy, Prestige or Estate Satisfaction
  • Fixed multiple Papal Bulls being active at the same time
  • Fixed a bug where pops would be dhimmi if their location got conquered and they were still foreign.
  • Canonization cost reduced from 150 Religious Influence to 75 Religious Influence as it was the most expensive religious action in the game.
  • Removing accepted culture makes it tolerated
  • Merging culture groups now correctly merges all pops
  • Made the 'Commission Art' action to gain 10 Prestige when started instead of losing it, as originally intended.
  • Fixed pop assimilation discrepancies in cabinet action
  • Initialize cultures at tradition/influence equilibrium on game start
  • Auto-call overlord when a subject starts a civil war

Diplomacy�

  • Annexation is now 50% base and 50% slider dependent.
  • Army based countries with no units or locations cease to exist, even when still at war
  • Claim Throne CBs not given out if claimant is already the ruler
  • Countries backing secessionist rebels will join rebel wars as the war leader; joining is not compulsory
  • Colonial nations share explorations and other land discoveries with their overlord
  • Fixed issue with counting how many wars countries are fighting together to fix joining an independence movement in the 100 years war amongst other things
  • Alliance upkeeps are now much higher.and depends more on economic base and great power status
  • The upkeep of Defensive Leagues now depends heavily on the size and economic base of the league.
  • Being over the diplomatic limit is now much harsher.
  • Removed the impact on diplomatic capacity from diplomatic spending.
  • Fixed negative subjugate cost for RTR cbs
  • Building based countries' constructions die if they are no longer present in a location
  • Extra antagonism for taking land from non-co-belligerents in war
  • Removed the waiting period from enforcing peace when the wargoal requires occupation and full ticking warscore. This removes the double waiting time, first for ticking warscore then for holding that warscore.
  • Added a release treaty cost reduction to Coalition wargoal and reduced the discount on subjugation and conquest treaties for the attacker side.
  • You can now leave the HRE when the Golden Bull has not been enacted by 1400. The moment the Golden Bull is active though, the only way to leave the HRE continues to be the peace treaty against the Emperor
  • Crusades will now only target Jerusalem if the target country actually OWNS Jerusalem in the first place. In every other instance the Crusade will target a Catholic Holy Site existing in the target country or the capital as an absolute fallback
  • Cede Location / Cede Province to your subject are no longer unavailable to you if you don't have any diplomats as these actions do not use diplomats in the first place
  • Tributaries are no longer capable of waging wars against less autonomous subjects without their overlord getting involved against them
  • Countries created by the "Demand Unlawful Territory" diplo action are now added to the HRE and to the Catholic Church if they are Catholic. Additionally, that action will no longer return land to non-HRE members even if they were the previous owners of said land
  • The AI should now be able to "spam" proposing the Golden Bull due to its importance to the HRE
  • Countries leaving the union will no longer reset your Union parliament status back to 0
  • Added more negative reasons for countries to join crusades
  • Added a diplomatic reputation penalty to the actor when countries refuse enforce peace demands
  • Added negative reasons for border distance to enforce peace acceptance reasons
  • You now have a 33% efficiency on peace reports
  • Building Spynetworks vs rivals are now 25% faster.
  • Cost reductions for Warscore costs are now Warscore Effieciencies, making for easier long term balancing.
  • Revolt rebels can still spawn when at war.
  • When a revolt occurrs, any other revolt close to an uprising will join the same revolt war.
  • Many types of subjects will now join independence revolts if they are disloyal.
  • The Emperor of the HRE will no longer take over wars as the warleader
  • The Emperor will no longer rush to the defense of Free Cities which are pathetic subjects
  • Claim throne CBs only given to ruler/heir of other countries; opinion malus for Recently Declared War removed when the ruler is installed
  • Added a peace treaty to annex all revolters in a single war
  • Added negative base acceptance for threaten war
  • Sow Discontent and Corrupt Officials Price is now 1/2 between current and previous prices.
  • Returning Cores to yourself or to your subjects will now cause antagonism at a 25% rate of what you would get if you would cede the location instead
  • The Golden Horde, when shattered, will now properly give all the neighbor countries who could fabricate the "Expansion into the Steppes" cb the very cb
  • The Return Core peace treaty now properly marks the locations on the map
  • Transferring subjects makes them vassals if the subject type isn't valid
  • Take over market centre cannot go to conquered locations
  • The duration of the Infiltrate Administration is now reduced by the counter espionage in the target.
  • Diplomatic Spending now increases counter espionage.
  • Truces are now 5 to 15 years, similar to EU4.
  • The "Bolster Imperial Army" diplo action can no longer call countries into wars which would remove them from their unions
  • Added more Hanseatic member acceptance reasons
  • If the war goal has laready left the war, don't prevent countries taking land because they're not taking it (as obviously they can't)
  • If you declare war on someone who is allied to a union partner of yours, the union partner won't join the war but will stay neutral instead
  • Fixed an issue where the "Counts as External" for subject types such as tributary states was not properly considered. In other words: when a tributary attacks a vassal of the same overlord, the overlord is now properly getting called in against the tributary
  • Separated the "Intervene in Civil War" and "Enforce Peace" actions into one for subjects and one for unions so that they are in the correct UI sections
  • Demand Unlawful Territory will now properly only release a single country from the demanded province
  • The "Seize Territory" country interaction will no longer show that your subject gains +10 liberty desire while in reality it actually scales with whatever location you take
  • Using the "Ask to support Curia proposal" can now be properly used for policy votes where you can ask the country to vote for a certain policy
  • The Papal States can no longer excommunicate countries via country interactions which are targets of an excommunication resolution already. Additionally, they cannot start the resolution themselves anymore. To compensate for that, the cost to excommunicate someone via diplomacy now costs 50 religious influence instead of 100
  • Proposers of a law change will no longer be able to suddenly change their mind via the parliament when they lose their leader position in the IO
  • The Liberate Slaves peace treaty now not only liberates all slaves from the grasps of the enemy country, but also from all of its subjects. Subjects with autonomous diplomacy such as Tributaries are not taken into account for it though
  • IOs will no longer automatically select the winner of a civil war as their new leader unless they are eligible for this role
  • Bestowing Kingdom Title now will properly consider if the recipient country owns the needed locations
  • You now discover all the location a country you annexes knows about.
  • The Claim Throne casus belli now gives extra war enthusiasm to the attackers if the character they are in this war for in the first place is dead
  • The "Isolate from Allies" diplo action can no longer make overlords break their relationship with their subjects
  • Every instance of "War on Different Religion Cost" (a modifier which would have decreased the currently-non-existent cost of dowing other religion countries) has been replaced with "War Score vs other Religion Efficiency" which reduces the war score cost of territory you take from heretics / heathen
  • The AI will no longer call allies against countries their ally is in a union with
  • The country interactions "Bestow Kingdom Title" and "Request Kingdom Title" will now consider arbitrary geography instead of actual country formables to grant the kingdom rank. As such, these actions will no longer make the country form any other country
  • Coalition wars are now superiority wars instead of a take capital war
  • The diplo action "Invite Settlers" is now a rejectable action. Additionally, added some light AI logic for when a country should use / accept it
  • Changed trust to an equilibrium based system with 50 being the default.
  • Cannot invite artists from other countries when you're at your artist limit
  • Annul Treaties can no longer be used on subjects
  • Isolate from Allies can no longer cancel subjects
  • Claim Throne war goal cannot be used against co-belligerents
  • Changed diplo range calculation to use straight distance between the capital and the nearest area you have a presence in
  • Independence movements won't drag in members for other wars declared on the target
  • Independence movement members will automatically defend each other against external attack during an independence war vs the target
  • AI countries now take into account opinion and diplomatic reputation of the Shogun for accepting demands when Sengoku Jidai situation actions are used
  • The Reasons to Elect modifier from the HRE policies properly apply to the former Emperor on the election day
  • Adjusted acceptance reasons of joining the Hanseatic League
  • The Imperial Army contributions of the HRE will no longer summon manpower from thin air for the Emperor
  • The HRE Emperor now only defends INDEPENDENT Free Cities. Free Cities which have become subjects will have no special right to always call the Emperor, and as such are treated like any other HRE member
  • The Papal States can no longer be converted into a Free City
  • Fixed an issue where the wrong union partner would try to break out of a union due to war, which would lead to weird union dissolution and reformation
  • The AI will now refuse call to arms (regardless if offensive or defensive) if it will lead to them being at war with another union partner
  • The "Use favors to call in to War" diplo action now has an acceptance value, which means players / AI can refuse this action despite favors. Favors are still used even if the action gets rejected
  • Peace treaties related to subjugation are now getting a decrease in price and antagonism based on ceded locations from the new subject
  • Subject impact on crownpower is now using the strength scale, so vassals are 50% and colonial nations 5%
  • No instant game over for OPMs when a civil war starts
  • Fixed an issue where the colonial subjects created via the colonial charter finish event did not properly set them as Colonial Nation subject type, but rather as Vassal type
  • Can no longer downgrade subjects' locations
  • Annexation now stalls while subject has a civil war.
  • Can use spy networks and curry favours on tributaries
  • Transferred subject ignores inflation to use the agreed price
  • Can no longer get subjugation CBs from lordship of Ireland if you yourself have limited diplomacy
  • Country no longer incorrectly receives an 'is Bankrupt' Great Power score malus, if their enemy in a Civil War goes bankrupt
  • Purchase Military Access no longer removes favours
  • Scaled annexation speed by subject loyalty
  • Overlord trust contributes to subject loyalty
  • Fixed not being able to liberate countries because they "would cease to exist" "
  • Hordes that lose civil wars no longer change to settled countries
  • Fixed not being able to liberate countries because they "would cease to exist"
  • Added subject territory connectivity score
  • The HRE now properly loses Imperial Authority during an interregnum
  • The War of Religions cannot be ended prematurely with an Enforce Peace diplo action
  • Rejectable HRE actions such as Bestow Free City, Enforce Religious Unity, Demand Unlawful Territory and Bolster Imperial Army have now a 2 year cooldown exclusively for the AI so they do not spam the same action against the same country all the time
  • Only Swiss Confederacy members can now vote for the ruler of the organization
  • Countries which have only the dynasty seat and are not actually ruled by the dynasty give now only a contribution of 10% to the dynastic power
  • Colonial Nations transferred via war demand downgrade to vassal if not overseas for new overlord
  • Intervene in subjects' wars, even non-civil wars
  • The Emperor can now still be reelected even if their heir is underage
  • The Military policies of the HRE now disatisfy all of the HRE than just free cities or electors. Nobody likes it when the Emperor tries to recruit your taxing pop to be his footmen
  • Taking over a bankloan for a banking country changes it so that bank pays the interest part of it by THEIR values instead to the estates, making it profitable for the bank.
  • Fixed colonial occupation transfer to require both subject and overlord at war with location owner
  • Prevented subjects from joining or remaining in coalitions
  • Required 10 years as subject before overlord can enforce culture or religion
  • Situation / IO actions which make the actor declare a war can no longer be done if the actor in question has their diplomacy reigned by a senior partner
  • You can no longer use "Enforce Landfriede" on independence wars
  • Emperor cannot enforce religious unity if the target country has a cooldown in effect
  • Independence movement members won't join coalition wars against the same target
  • Excommunication opinions get updated properly when rulers change
  • Claim Throne CBs expire if the person the CB references dies or becomes the ruler anyway
  • Added extra reasons for AI not to want to go back into a war on the defending side if they still have a truce with the other side
  • Claim throne CBs given out by events now target the correct country
  • Added Imperial Armory building which can be constructed by the Emperor in HRE locations owned by HRE members. The building gives manpower to the Emperor, gets automatically transferred to the new emperor and can be built with the HRE treasury. Additionally, the building transforms into own location buildings should the location fall in the (new) emperor's hands
  • International Organizations now properly remove modifiers when they are past their due time
  • You can no longer add locations which have the "conquered" status to any IO. This will prevent your subjects to add land to the HRE which will be demanded as Unlawful Territory
  • Creating historical fiefdoms no longer creates a random ruler for 1 day
  • Added the "Request Crown Creature" diplo action which allows union partners to request crown charactesr from the country where your ruler resides
  • Added cooldowns to Enforce Culture and Enforce Religion
  • Increased additional War Enthusiasm for Tatar Yoke Casus Bellis for the attackers
  • Added unconditional surrender
  • Enforced Peace now requires acceptance from both parties
  • High Kingship Overthrow CB has a custom wargoal type that makes conquest harder.
  • High Kingship Subjugation CB makes conquest much more expensive to help Irish minors stay fractured for longer.
  • Subjects with limited diplomacy can't separate peace out
  • Can rejoin wars you've already left.....on either side
  • Guarantees automatically expire when the guaranteed country becomes a great power
  • Foreign buildings in second or later countries to be annexed in a peace deal get removed correctly
  • Capped independence movement relative strength acceptance bonus to prevent snowball recruitment
  • Excluded independence movement subjects from overlord strength
  • Independence movement strength now reduces subject loyalty
  • Unions can no longer override the Union of Crowns succession law
  • Reworked annexation cost: flat base + lower per-location rate
  • Fixed event-driven casus bellis not being useable on the declare war screen
  • The Imperial Ban casus belli now allows separate peaces. It also allows you to take locations which are in a province with a location that is part of the HRE
  • Only countries which border locations owned by the Swiss Confederation can join the the organization
  • Subjugating the HRE emperor no longer leads to odd coalition wars against them
  • Marriage Unions are no longer perpetually breaking and reforming if either of the married partners is just a spouse instead of the being the primary consort (a problem which is very prominent for Muslim countries)
  • Countries at war with each other will now properly end wars when they form a union. Additionally, former Fiefdoms will revert to Fiefdoms too instead of being part of your union
  • Added assimilation and conversion speed penalties to subjects
  • The Religious Superiority war now requires you to actually enforce religious superiority before you can end any other peace than a white peace
  • Denied access expires if initial conditions not met
  • Fixed an issue where unions would be inherited by a junior partner in case of a break up through war
  • Subjects of subjects can gain independence through war
  • The HRE will now immediately elect a new Emperor when the old emperor gets subjugated
  • Severely reduced antagonism for BBCs
  • CB given for cancelling a sound toll exemption you have given, not one you are receiving
  • Disloyal subjects supporting rebels go back to being subjects after a civil war
  • Only taking a few revolter locations no longer results in them being in diplomatic limbo
  • Spy network creation speed modifier now has a cap at 10%. Decreased counterespionage from diplomatic spending and culture war.

Military�

  • Some buildings can now be burned down and looted when a location is occupied!
  • Coalition Armies being attached and joining battle on same tick is now in correct sections from the start.
  • Armies are less likely to go over frozen water
  • Navies are less likely to go through open ocean
  • Fixed a bug where armies could siege down frozen lakes.
  • Assaults are now paused during combat.
  • Battles against rivals when both are the main particpant increases prestige gain/losses by 25%.
  • Logistics Distance is now a bit shorter, with base going from 50 to 30, and the impact of generals have been halfed.
  • Armies now consume 10x as much food to be on same scale as pops. Non-Auxiliary units can only carry about 1/2 month of food supplies.
  • Traits for generals and admirals are not assigned always after first battle.
  • Handgonners no longer take 10% extra strength damage.
  • You now get war exhaustion from dead mercenaries as well.
  • Scorch Earth, Create Supply Depot, Deposit Food in Supply Depot, Hussite Tribunal, Drill Army, and March to the Sound of Guns all prevented when the unit is only prisoners
  • Units comprised of only prisoners can't raid holdings
  • Target Discipline now reduces damage taken as well.
  • Units constructed before declaring independence in Sengoku don't get lost
  • Auto Refill Garrison now respected by the Focus Siege objective
  • It is now allowed to take an enemy capital in a peace deal even if it is not controlled by you, when you have 100% war score
  • When all wars end any units in neutral territory get black flagged (so they can't get stuck in corridors)
  • Militarize Country cabinet action now can get up to 10% discipline instead of up to 100% discipline.
  • Combined arms default bonus per type is 2.5% instead of 1% per type.
  • Levies have a min recover amount per month so we don't get any cases of it being so small it's 0
  • Ships can correctly get double barrelled female names
  • Recruitment Methods giving less strength also uses less manpower.
  • Can no longer upgrade prisoners
  • Navies set to return to port can still do objectives if you're not at war
  • Rebalanced all unique ship stats to correct values
  • Added siege raider military stance for subjects
  • Unit categories can exclude themselves from combined arms
  • Stopped never ending morale free battles
  • Stopped countries who have previously surrendered generating exiled armies
  • Added societal drift when regent commands military units
  • Applied manpower losses to slave pops in slave-employing army recruitment buildings
  • Added commander_combat_bonus flat dice modifier
  • Prioritize high combat_power units for front-line section assignment
  • Navies now contribute maritime presence to overlord and subjects
  • Fixed armies starving when supply depot at location is empty
  • Scaled attrition pathfinding penalty by movement time cost
  • Added Hunt Pirates navy unit ability that boosts anti-piracy warfare at the cost of reduced maritime presence
  • Commanders can't gain multiple traits
  • Navy supply lines are no longer one location behind where they actually are so they can gather food correctly
  • Mercenaries are now 25% more expensive to hire and bribe.
  • Defenders in Assault now take 25% more damage both to strength and morale.
  • Fixed a bug where in some cases manpower or sailor losses had no impact on population.
  • Mercenaries can now be recruited from occupied lands.
  • There are now lightships and late game transports available as mercenaries.
  • Fishing boats now have same transport capacity as cogs.
  • Units with unique stats are now scripted to have the difference from the baseline, instead of replace the baseline.
  • Being over fort limit correctly pushes you to Belligerent instead of Conciliatory
  • Fixed naval combat skirmish loop — longer battles, AI retreat, shattered flee-to-port
  • Fixed Perform Navy Logistics objective not activating for starving coastal armies
  • Hunt Navies objective only selects sea zones reachable from home coast
  • Fixed battle warscore dilution in coalition wars
  • Fixed a bug where armies lost their connection to "last valid non-zone-of-control" location when they were starting a siege.
  • Fixed ransoming prisoners deep inside your own territory not sending them home
  • Can move into undiscovered land of any war enemy or ally regardless of occupation
  • Armies can now always exit they way they entered a Zone of Control.

Geopolitics�

  • When exploration leaders die, they get replaced with a new randomly generated leader who's a little bit worse than the old one to indicate the second in charge taking over
  • Overseas is not adjacent sub-continent, but anyy subcontinent adjacent to the continent itself.
  • Fixed colonization completing after 1 location
  • Colonial Charters will try to choose origins that have access to goods if possible
  • Can explore inland next to subjects' lands
  • Cannot explore through open sea if you're not allowed after stealing maps
  • Fixed colonies integrating any other random locations you already owned
  • Fixed weird edge case of a consort in one country who is also an explorer for another country dying when the first country gets annexed by the second
  • Reduced conquistador initial army size
  • Additional pops from colonoal charter events keep their nationality to build the colonies
  • Colonies remember people dying of diseases so it's harder to fully finish them
  • Stopped disease events firing in countries that have got rid of the disease and only have left residual resistance
  • Stopped duplicate effect on creating a colonial nation
  • Explorations starting from your colonies don't finish when you let them join a colonial subject
  • Cannot send conquistadors to your allies' lands
  • Colonies of the same overlord are no longer capable of declaring war to each other
  • Added monthly_resistance_reduction to diseases so immunity wanes over time

Advances�

  • Slowed down institution spread through trade and markets in the later ages.
  • Unique Country Specific Advances now cost 20% of common advances.
  • Institutions now known if they're in any part of your land
  • The Kilwa advance "Zanj Taxation" (zanj_taxation) now requires the country to have the Dhimmi Estate, it's also now placed at the bottom of its advance tree so it won't potentially block you from other advances
  • Added Ctrl+Click to prioritize advance in research queue

Other�

  • Great Power Score for being HRE leader reduced from 250 to 50
  • Fixed dynasty head scoring ignoring ruled countries great power scores
  • Seat of Cardinals can no longer be closed
  • Set diplomatic spending to zero on start of the game for countries that haven't researched Taxation
  • Removed the duplicate size impact on institution spread.
  • The "Blocked from Crown" modifier will now properly keep a character away from being of the Crown Estate unless they are a ruler (which overrules the modifier)
  • Cossack modifiers calculated correctly after a reload
  • Only Works of Art that do actually have modifiers are considered for location modifiers
  • Presence updates correctly on annexation (previously was removing too much presence from buildings)
  • Some foreign buildings will no longer have linked pops.
  • Added a Game Rule to prohibit renaming locations
  • Fixed production methods with no inputs not producing output
  • Fixed capital move proximity applying after two ticks instead of one
  • Reduced slave_market_maintenance base profit from 87.5% to ~26.6%
  • Fixed Slave Market circular dependency blocking slave creation
  • Fixed multiple disasters activating simultaneously
  • Dhimmi estate no longer accumulates wealth indefinitely
  • Fixed AI union integration: add policy bonuses and enforcement parliament cooldown
  • Fixed Claim Throne union not formed and high antagonism
  • Fixed Ctrl+right-click force transport and embarked army inland move
  • Now shows requirements for Support New Farms cabinet action
  • Fixed army/navy/mercenary maintenance efficiency modifier colors
  • Made selling core locations costly
  • Made topography and vegetation proximity penalties multiplicative
  • Throttled CreateIdealPeaceDeals recalculation in DailyTick
  • Renamed merchant_maintenance_cost, trade_land_movement_cost_modifier, and trade_sea_movement_cost_modifier to merchant_maintenance_efficiency, trade_land_efficiency, and trade_sea_efficiency, with positive = good sign convention and reciprocal cost formula matching army/navy maintenance efficiency.
  • Fixed two-tick delay when replacing a dead engaged regiment
  • Used cached last month profit in AI unprofitable building check
  • Cached remove_if buildings to avoid full scan in ProcessRemoveTriggers
  • Removed redundant religion check from propose_ruler pre-evaluation sort
  • Capped starting army size by manpower maintenance budget
  • Tribesmen reduce control and have less aggressive proximity penalty
  • Buildings that enable more pops of certain types desire those pops regardless of goods or employees
  • Added culture and country advances reducing proximity penalty through mountainous and plateau terrain
  • Replaced useless tribesmen privilege modifiers with meaningful effects
  • Fixed foreign buildings missing pop_size_created
  • Returned sailors when upgrading ships
  • Added Monthly Development in Towns & Cities modifier
  • Fixed HRE election assigning fiefdom ruler as emperor
  • Fixed military tactics damage calculation
  • Canonizing a character will no longer skyrocket your prestige, legitimacy and estate satisfaction
  • The "Grant Ruler a Divorce" is no longer limited to monarchies only
  • Random seed for changing location owner to avoid similar things happening
  • Fighting the 100 years war is now important for multiplayer score. the sooner you lose the bigger score penalty.
  • Province capitals update after taking locations
  • Fixed merge_culture_group not converting pops in foreign buildings
  • Fixed daughters being suggested male names from grandparent naming path
  • Fixed food consumption modifiers not affecting Food Storage pop growth bonus
  • Fixed institutions not being able to spawn after their age ends if they haven't already
  • Added "Random per Ruler" AI personality game rule option
  • War score from sinking troop-carrying ships now accounts for transported armies

Content�

Map�

  • Kalmar Sund between the Swedish mainland and Öland island changed from Inland Sea to Narrows
  • Fixed the name of some Swedish coastal seazones to be proper Swedish.
  • Added +1.00 Natural Harbour Suitability to Mombasa.
  • Correctly dynamized the Swedish naming of the Norwegian locations Konghelle and Oddevall Kungahälla and Uddevalla.
  • Corrected the name of the location 'Castlegenovese' to 'Castelgenovese'.
  • Fixed the name of 'Caguya Lake' to 'Cayuga Lake'.
  • Renamed Indersdorf to Dachau
  • Added Swedish dialect names for ~100 world locations
  • Added a new strait connection between the island of Senja and Bardodalen
  • Fixed and added missing Natural Harbor suitability values to various locations worldwide
  • Added iron the Glendalough in Ireland
  • Donegal is now a better harbour

Setup�

  • Livs now belong to Finnic Culture Group too
  • Konstanz city is now correctly positioned and benefits from having a river.
  • Created two new sea areas for the Baltic Sea, so it is better divided and visually pleasing
  • Fixed an issue with the dynamic localization of the description for the countries in the Kongo region.
  • Fixed the dynamic localization of the country description for Tenochtitlan.
  • Added ruthenian template to ruthenian principalities
  • Fixed Lichfield cathedral being mistakenly placed in Stafford.
  • Samll rebalance of Population at the Yucatan coastCAESAR-64469
  • Made some Tribesmen from remote tribal locations into Peasants to improve food production
  • Corrected some Serbian localization typos from Feedback
  • Added Filippa Catanese to Naples court
  • Added Dock building in Naples to match similar naval kingdoms.
  • Added Baldwin IV Anjou-Jerusalem with some of his dynasty for KOJ
  • Sancha of Aragon added 'pious' ruler trait
  • Robert I of Naples replaced 'just' Ruler Trait with 'scholar'
  • Added the missing Via Appia road connection caserta-ariano-foggia
  • Naples and France start wioth a small opinion bonus due to Robert I's links to the French court
  • Added Dynastic Names to the Wittelsbach Dynasty
  • Added Dynastic Names to the Wettin Dynasty
  • Expanded the dynastic names of the von Hohenzollern and von Habsburg Dynasties
  • Starting Setup adjustments for Latin countries
  • Made all romanian cultures be kindred among themselves
  • Aydinids now starts as a county
  • Naugard now starts as a vassal
  • Aosta now starts in a union with Savoy
  • Added Mandala refrom to Ma-i
  • Jarwanids now starts as a vassal
  • Fixed some errors with starting appanages
  • Added more sources of Lead and Mercury to Asia
  • Added missing characters to Yuan's ruling history and fixed some errors in it
  • Made Bulgaria a proper Empire. Added proper names for Kingdom in Serbo-Croatian and Bulgarian
  • Permic Rurikovich ruler is called Rjuriklön instead of Roderick.
  • Removed direct access to Piracy for KNI and TUR. Instead, Anatolian Beylik and Crusade of the Sea Reforms give that access
  • Lithuania's court language is Ruthenian now.
  • Moved the capital of Geneve to La Roche
  • Orhei is now owned by the Golden Horde
  • Removed some Earthquake locations from South America
  • Capital (0.2%) and Province Capital (0.1%) now give scaling Nobles and Clergy Desired Pops instead of Flat 20 (Capital) or 10 (Province Capital)
  • Change the ownership of Dobrzyn, Lipno and Rypin to Teutonic Order
  • Added Indian Ocean trade vision for Yemen, Dhofar, and all Indonesian nations
  • Removed some estate privileges at start-up, due to the AI looking to revoke them at start as being over their set limit: 'Chancellor Nobles' for France, 'Ayuntamientos' for Castile, 'Free Mobility for the Common People' for Delhi.
  • Fixed the sons of Count Eberhard von Neu-Kyburg all being named Eberhard.
  • Armagh added as a tier 1 Catholic holy site
  • Book of Kells work of art added in Ireland
  • Dublin and Cork populations spread out a bit to nearby rural locations
  • Fixed the birth order of Ottoman children in start date
  • Added a bunch of Orthodox monasteries and cathedrals to Ruthenia and Russia
  • Removed the starting Guarantee from Foix on Andorra.
  • Zubtsov now start as County rank instead of Duchy.
  • Removed cloth production from Russian town setups
  • Removed paper production from Carpathian, Balkan, and Greek town setups
  • Added Damascus bladesmithing tradition modifier
  • Fixed an error in the dynamic localization for the Country History of Persian countries, that was removing the 'Iranian' culture group from the text.
  • Corrected the starting ruler for Padua, as Marsiglio da Carrara only started ruling the city in August 1338.

Situations�

  • The Mapmode Legend for the War of Religions Situation will now correctly display "Ally of the Protestant Leader" instead of an unlocalized string
  • Added additional Info to the Action Declare Oboedientia for the Western Schism
  • Fixed an issue where the Council of Trent would always resolve with an hostile outcome
  • Added Information to the Hint of The Reformation Situation to explain the requirement of the Jesuits Allowed Policy in order to remove preacher buildings
  • The Italian Wars can now fire even if there's a country with over 200 locations between itself and subjects in Italy
  • Refactored the script of the Columbian Exchange, to make its performance impact way less significant.
  • Added description of acceptance reasons of Demand Annexation action for the Red Turbans and fixed some math logic
  • Fixed triggers of the end of the Red Turban Rebellions situation and the triggers of the ending events not being the same
  • Improved hints for the Nanbokucho to make clearer the options that the player has to resolve it
  • Japanese clans will no longer be able to perform the Proclaim Clan Independence action during the Sengoku situation if they have a truce with the Shogun
  • Fixed an error with AI wrongly calculating the new logic for using the "Join a League" action during the Italian Wars, it will now be more likely for it to join a League whose leader is strong in terms of relative strength between the AI and that leader
  • Fixed an issue that prevented the ruling family of Bohemia from becoming Catholic when they lose the Hussite Wars situation
  • Events that give claims or allow war declaration during the Sengoku will only target other clans on the same level (either building-based or landed), and will exclude the emperor or shogun as valid target for building-based clans
  • Fixed an issue with the Force Convert peace treaty during the Hussite Wars wherein it displayed "Hussite Bohemian Population" when the enemy country was not Bohemia
  • Fixed Italian Stalemate event triggering even when a League won the Italian Wars situation
  • The AI will no longer declare war via the Plan Campaign in Italy action during the Italian Wars situation, if it has a truce with the target country
  • Fixed flavor_eng.2 "The End of the Hundred Years War" triggering after the Hundred Years War situation has ended
  • Fixed inverted AI opinion weights for English subjects in betray_our_allegiance during HYW
  • Fixed a incorrect description for Western Schism Ending Conditions claiming that a side needs to hold more than 2 councils, when the requirement was to hold 2 councils
  • Subjects of the Signatories of the "Treaty of Tordesillas" Situation will no longer be able to Violate it if their overlord respects it.
  • Made Timurids not able to form any country while the 'Rise of Timur' situation is active, to avoid content references to the tag in it from breaking, but made the situation also end once they fulfil the requirements for forming either the Mughals or the Mongol Empire
  • Fixed a bug where intervening in the Italian Wars could bypass truces and allow countries such as France to join wars they should not have been able to enter.
  • The Hundred Years War's action "Sign a Truce" now creates a truce for BOTH sides
  • Fixed an issue that prevented France from taking land from England via the Hundred Years War CB
  • You can no longer invite disloyal subjects to your League in the Italian Wars and the Situation's mapmode no longer highlights them as members of your league if they are not in it
  • Fixed an issue that prevented locations from being transferred between Italian War Leagues, also made the script far faster in calculating ownership transfers for these IO's locations
  • The Hundred Years War Casus Belli now correctly states "Superiority" as its War goal
  • Fixed an issue that prevented the Italian Wars from ending after 50 years
  • The event "Rise of Timur" (flavor_tim.8) will now just annex the country it spawns from
  • Japanese clans that get landed during the sengoku will now properly get stockades and market villages when applicable
  • Changed cost of 'Rein in Area' action during the Red Turban Rebellions to scale with the population of the target area
  • Red Turban Rebellion actions limited to location-based countries
  • Declared War for Regional Supremacy' in the Red Turbans Rebellion made available against all Red Turban rebels, regardless of where they have their capital
  • The Italian Wars now host a Balkan League which can be granted to the strongest Christian country with a capital in that region
  • Rewrote the description of the Hundred Years War event that is triggered by the "Influence French Subject" to better reflect its effect, and fixed an issue that reduced the loyalty of the subject by 10, it should now reduce by 25
  • You can no longer request Pirate nations to switch their pirate policy in the Situation Golden Age of Piracy
  • Japanese clans will only be able to steal locations from the members of the Shogunate when they get landed
  • Timurids when they spawn will automatically annex any ai country that Timur is already ruling
  • Nanbokucho situation will now properly end when an emperor is forced to abdicate resulting in having only one emperor remaining afterwards
  • Rise of Timur situation will now properly end when they can form Mughals or Mongol Empire
  • Fixed a display issue for appanages when they declared a war against other subjects of France during the Hundred Years War (the tooltip was empty instead of showing why you can't declare war)
  • Colonial Revolution Using the "Seek Support of Overlord's Rival" Action will no longer give misleading information within the event insight
  • Extended the war duration requirement for the "Betray our Allegiance" action to 1 year and fixed a display issue with the action's requirements tooltip
  • Fixed Western Schism ending early when Cardinal Seat cities are annexed
  • Fixed RTR 'Rein in Area' action incorrectly downgrading core locations to integrated status for one month.
  • The peace treaty "Demand Occupied Territories" from the Red Turban Rebellions situation now has proper 80 warscore cost instead of -80
  • Fixed an issue in the ending of the Rise of the Turks that fired the wrong outcome event
  • Fixed an issue that always displayed the Hussite Tribunal unit action

Disasters�

  • Completely refactored the requirements to start and conclude the "Influence of China" disaster as well as its ending events
  • Rebalanced the modifiers of the Influence of China Disaster // Reduced Estate Target Satisfaction malus to 15% (was 25%) and Increased Government Power malus by 0.05 to 0.25
  • The Disaster Influence of China now calculates "Great Power Score" of China vs the player, also fixed the disaster instantly ending/restarting
  • The Reform Society disaster now has a 5% chance of triggering a relevant event every month, instead of 10%
  • The Reform Society disaster now has an ending requirement to grow by a certain number of locations which amounts to approximately 75% of your locations + the locations of your subjects
  • The Succession Crisis disaster's event "Help from the <Clergy>" now correctly displays the Clergy's name
  • The Succession Crisis disaster's event "Local Opposition" now fires correctly even if there is a Regent
  • The Succession Crisis disaster's event "Captivating our Dynastic History" which is triggered via a unique action from the disaster's panel, now correctly displays the name of the artist in the option tooltip
  • The Complacent Decline event "decline_of_empire.3 "The Fires of Independence"" can no longer occur while you are at war
  • Added a unique price modifier for actions in the Rise of the Szlachta disaster, and streamlined the AI logic for both logic to help the AI make smarter decisions during it
  • Fixed an issue that allowed the Reform Society disaster to reoccur
  • War of the Roses now grants 1% Pretender Rebel Growth instead of a modifier for Mercenaries, while it's active
  • The Hook and Cod Wars are now guaranteed to end if there is only one claimant left
  • The Milanese event "A United Realm" (flavor_mlo.13) now only offers its HRE outcome if Milan is an HRE member and the Emperor is not Milan
  • The disaster "Attempted Coup" now has an outcome for one of the conspirators becoming ruler and the disaster now properly clears the Conspirator check from all character involved after its conclusion
  • Neighboring foreign subjects will no longer be able to declare wars through the event decline_of_empire.5 (A Dying Kingdom) as the event now checks if the neighbor can declare war in general
  • Turmoil in Brandenburg - Fixed an oversight with the trigger conditions for the "Ending Robber Baron Rule" (turmoil_in_brandenburg.1303) which was not following the reworked disaster content
  • Tooltip for the end of Decline of Majapahit Disaster will now display Sunni Dominance as a %
  • Fixed a couple of broken dynamic localization keys in the events 'The Union Expands' and 'Valencia Rises' for the 'War of the Aragonese Union' disaster, so they should now show correctly the name of the Area of Valencia.
  • Succession Crisis-related action "Request Help from the Clergy" no longer grants the Clergy a privilege immediately, only after you choose to give it away
  • Fixed an issue that prevented the event "York Support Grows" (war_of_the_roses.16) from firing at all
  • The 3rd and 4th events for the War of the Roses (ones that assign pops to rebel on a monthly chance) now affect 3 pops per location instead of 1, to prevent the rebellion from dying out too easily
  • The opening event for the War of the Roses now has a faster calculation for assigning pops to the rebel faction

International Organizations�

  • The HRE will now automatically remove superfluous electors on monthly tick
  • The Event "A Prince Undone" will now correctly fire if an HRE Member is annexed by a Non HRE Member
  • Laws of the Catholic Church no longer allow a "no policy" option
  • The Event "A Wayward Sheep Returns" (hre.903) will no longer fire after the Religious Peace is established within the Empire
  • Adjusted the Weights for the HRE Emperor Election Large Countries are now more likely to be choosen, as are countries with german as their court language. The Cap for Dynastic Power is now at 300 instead of 200 and Dynastic Power now adds slightly more score to the election reasons as well
  • Added a Secularization of the Electorate Law to the Holy Roman Empire
  • The Event "A Wayward Sheep Returns" (hre.903) will no longer fire after the Religious Peace is established within the Empire
  • Upon the unification of the HRE, when the Emperor annexes all members, existing State Banks vassals will be transferred to the Emperor. Free Banks will no longer be annexed nor will they become vassals
  • Fixed the display of the number of Celestial Governors for the Middle Kingdom
  • Ilkhanate will now disband when there are no possible claimaints
  • When creating a new Autocephalous Patriarchate, it will copy the laws from the previous one
  • Members of an Autocephalous Patriarchate who join a coalition against another member of the same Patriarchate will no longer be expelled from the Patriarchate
  • HRE The Kingdom of Lotharingia Geography now includes the Area of Holland
  • Added opinion-toward-Emperor reward for bestowing Legatus Natus and Primas Germaniae
  • Jurchen Confederations no longer the Leader country to have > 10 Tribal cohesion, as that's taken care of in the price of each policy
  • Jurchen Confederations policy modifiers are now refactored and revamped
  • Jurchen Confederations now properly: Use the Cooldown system / Use an integrated price (with a new Price Modifier) / All policies and laws use the same cooldown
  • Removed ability to create new Ilkhanates
  • Fixed Autocephalous Patriarchates formed after revoking the PLC unique Estate Privilege 'Empower Orthodox Nobility' and converting to Orthodoxy, that was repeatedly disbanding and re-creating themselves.
  • Fixed an issue with Chinese expeditions in which multiple events where firing at the same time

Events�

  • Reduced the frequency of the Philosopher's Stone innovativeness event because it's very costly.
  • Fixed an issue with the Event The Jealous Brother (joint_ruling.101) would not create a basis of support for the created rebellion, causing it to immediately disband
  • The Event "A New Residence for <target character>" (flavor_dan.20) can no longer fire if Copenhagen is already the capital
  • The "Collegium Helveticum" (granted by flavor_swi.1200) now grants a bonus to Education of Children and Research Speed instead of Gold to Owner
  • The event 'The Silvermine of Sala" now also resets the amount of levels of RGO to 1.
  • Fixed an issue in the title of the event "The King in Prussia" (king_in_prussia.6) which prevented to show to the correct title "King" or "Queen"
  • The creation of Dahomey will no longer change the capital of every country in West Africa
  • Separated peacing war participants in the War of the Holy League no longer prevents its final events from firing
  • "The New <Ruler> of <Country>" (succession.100) can no longer trigger if the Ruler Character is the Emperor of the HRE
  • Event 'Window of Opportunity' (nanbokuchou.3) now shows properly the relevant emperor
  • Event for the end of the Nanbokucho now shows the relevant emperor portrait
  • Fixed tooltip in event for when a clan declares independence from the Shogun in the Sengoku (sengoku.23)
  • Tweaked the options for the two follow-up events for the Bavarian-Palatine event chain regarding the Treaty of Pavia (flavor_wittelsbach_house_union.3 & flavor_wittelsbach_house_union.4), so the Imperial Electorate is transferred before annexing the other country.
  • The Ottoman event "The City of World's Desire" now grants a Local Governor Building if the building can be granted instead of a flat local proximity source modifier
  • Reduced the "Loyalty to Overlord" (from +50 to +15) granted to Normandy via the "Our Status Under the French Crown" event during the beginning of the Hundred Years War
  • The event "Support for our Authority" during the Succession Crisis disaster now requires the country to have a ruler
  • The modifier "Palapa Oath" granted to Majapahit via the "Eastern Campaign" event is now a country modifier and not a character modifier, so it can be properly utilized
  • Completely reworked the description and option effects of the event "Shipbuilding Technology" (flavor_hsa.2)
  • Mimar Sinan no longer spawns twice. Also, the event flavor_tur.18 (Architect of Felicity) now requires Mimar to exist, and instead of spawning him, it grants a country modifier
  • The "Rise of Timur" (flavor_tim.8) will now properly destroy the country that spawns the Timurid if all of their locations would go to Timur
  • The Event "The Overachieving Diak" (flavor_mos.96) will now move the related character correctly to your country in all three options that hire them
  • The Event Francoues Le Fort (flavor_mos.104) now correctly moves the character to your country in the first event option
  • The Events "A <Consort> for the <Ruler>" (noble_marriage.1), "A Future<Consort>" (noble_marriage.2), and "A <Consort> for the <Ruler>" (noble_marriage.3) now check if the selected character is able to marry under their own rules
  • The event "A Prince Released" (hre.907) will now always give 0.1 Imperial Authority as its minimum
  • The Korean event "The Recipe for Black Powder" (flavor_kor.12) will no longer unlock the Gunpowder Engines advance. Instead, it will instantly research it, or grant you 10 Research Progress if you already have researched it
  • The event "Papal State" (flavor_pap.9000) no longer fires for rebel countries. As such, Papal Civil Wars will no longer fire this event while being at war with the Papal States already
  • The Event "An Imperial Offer" (flavor_mei.130 and flavor_mei.131) will no longer refer to the character as heirless
  • The Event "Joao Braganca" (flavor_por.19) no longer allows Portugal to easily escape a Centralized Union where they are not the Senior Partner
  • The event "The Emperor is dead..." (hre.900) has now a different text if the previous emperor abdicated instead of being dead
  • Fixed an error in the dynamic localization of the event 'The Rule of [Character]' (horde_civil_war.6).
  • Event 'Colony Asks for Aid' (colonial_revolution.1001) will now scale according to the colony that seeks help
  • The Court and Country Disaster event "Disloyal Officers" (court_and_country.11) now requires positive monthly manpower, in order to trigger
  • The Bohemian event "The Four Articles of Praha" (flavor_boh.36) now grants the Four Articles reform in Option A. Option B instead grants a stronger aggressive modifier. The reform can still be selected later once the modifier expires.
  • Fixed an issue that prevent the event "Stefan's Code" (flavor_ser.50) from triggering as it needed a variable assigned by the wrong event, said variable is no longer needed and is now removed
  • Fixed an issues that prevented the Event "An Heir for Volhynia" (flavor_vol.1001) to be correctly shown in the effects of "Poisining of <dead_monarch> (flavor_vol.1100)
  • Added min = -100 and increased yearly_decay from 4 to 5 on the belligerent_diplomacy opinion bias, capping its stacked contribution at -100 and making it decay faster
  • Added unique titles and descriptions to the event "A Heretic Prince" (hre.902) for Lutheran, Calvinist, Hussite and Catholic Heretics in the Empire
  • Prevented Brunei Muslim conversion event from happening to Great Britain.
  • The Event "Poisoning of <the_dead_monarch>" (flavor_vol.1100) will now properly grant a Claim Throne CB for Poland and Lithuania under the correct circumstances
  • The Event Options for "The Growth of <target_location> (turmoil_in_brandenburg.13) now display the duration of the location modifier granted
  • Saxe-Wittenberg will now be informed about the unification of Meissen and Saxe-Wittenberg into the Electorate of Saxony in "An Imperial Offer (flavor_mei.130)
  • The Event "<exile_country> Exiles" (court_flavor_events.36) will no longer trigger if the exile_country has less than 5000 population to avoid extreme cases of depopulation in small countries
  • Fixed a bug with the "from" scope not being correctly set if the event "Meddlesome Advisor" (court_flavor_events.31) is triggered by "Meddlesome Advisor" (court_flavor_events.32)
  • The Event "A New <Court Title>" (laws.0040) will now correctly fire upon ruler death if you have the Itinerant Court Policy
  • Removed static gold conditions from Cahokia events, causing some to be easily missable
  • Removed all Prestige conditions from Cahokia Events, enabling the Cahokia Golden Age to be more consistently obtainable while also reducing arbitrary punishment from the Exodus of Cahokia events.
  • Required a certain amount of fertility for the rulers to marry in Polish-Lithuanian Marriage event
  • Fixed Jagiellon Dynasty not being created in event
  • Capture of Khanbaliq event now fires when using Demand Occupied Territory
  • Fixed Coup of Toqto event not firing
  • Added missing tooltip to Forbidden City event
  • Serving the Middle Kingdom Event now requires to be a subject of the Middle Kingdom Leader
  • Fate of Prato event will only transfer ownership over capital of Prato
  • Fixed Polish Marriage Proposal Event not requiring Privilege of Koszyce
  • Fixed Poland/Commonwealth formation chain
  • Heavily modified the AI weights of the event colonial_charter.100, now the AI will make colonies that only cover its capital area and its neighboring areas. Beyond that, a new colony will be created. Except for the areas of the original 13 colonies in the American East Coast, which the AI will create as single-Area colonies.
  • Removed duplicated word in event 'Dead Pastures in <Area>' (little_ice_age.7)
  • Fixed an issue with the event 'Confederation' (flavor_plc.15) adding a privilege to the nobility without being shown in the tooltip
  • Fixed wrong scope in event 'Victory of the Khan' (horde_civil_war.4)
  • Fixed the spam of events that Conquistadors can generate to their Overlords
  • Fixed an issue that prevented "The Eastern Campaign" and "Fulfilling the Dream" (flavor_maj.15 and flavor_maj.25) events from triggering (they were incorrectly looking for a character modifier, when in reality they have to check for a country modifier)
  • Added the 10 year timer information for the 'Trade with the Banu Marin' modifier in the tooltip for the first option of the Moroccan event 'The Banu Marin' (flavor_mor.14).
  • Event 'Sufi Orders Growing in Popularity' (mysticism_vs_jurisprudence.15) will now check for the proper location in the trigger
  • The Victual Brothers tag is now called Visby; "Victual Brothers" is now the government prefix so they form as the "Victual Brothers of Visby".
  • Victual Brothers have German-speaking primary culture, dependent on the most common one in Visby.
  • Foreign Drill Instructor event creates a character with a General trait
  • The Event "Balthasar Russow" (flavor_liv.2) no longer requires 6 months of trade and tax income saved up
  • Fixed election.3 and election.5 triggering simultaneously for Diarchy Republic
  • Fixed a dynamic localization error in the description of the Norwegian event 'A Strategic Marriage' (flavor_nor.5), it should now show correctly the Scottish Highlands area.
  • Added an unlock effect to the Castilian event and estate privilege 'The Regimiento' (flavor_cas.65), so it's not unlocked at start, but after mentioned event triggers.
  • Found and fixed 8 Event-only unique buildings that were missing localization strings for their unlock variables.
  • Fixed an unlocalized requirement string for the Navarrese 'Cámara de Comptos' building.
  • Rebalanced the triggers of the Castilian event 'Fuero Viejo de Castilla' (lavor_cas.23) so it now triggers over 30% of Noble Power instead of 50%, making it much more likely to trigger.
  • The rebellion generated by the Portuguese event "A Period of Uncertainty" (flavor_por.17) will no longer disappear after 1 month
  • The event 'The Independence of the Russian Orthodox Church' (flavor_rus.9) will now be able to fire too if Byzantium stops being Orthodox, not just when it disappears
  • The event "Papal State" (flavor_pap.9000) will no longer fire for rebel countries holding Rome
  • Fixed some grammatical errors in the description of the event 'The Castro' (flavor_por.2007).
  • Fixed unlocalized text in the Portuguese event 'Influence of the House of Castro' (flavor_por.2002).
  • Fixed the English event 'Francis Drake Raids a Settlement' (flavor_eng.138) allowing to build Coastal Forts in landlocked locations.
  • Hunting Accident event significantly reduced in chance to happen
  • The Events granting the hre elector special status for Bavaria, Palatinate (Wittelsbacher House Union Events) and Meissen (Sachsen Wittenberg Inheritance) will now bestow the same opinion bonus as the Diplomatic Action "Bestow Electorate" would
  • The Event "The Pledge of Lusatia" (flavor_sale_of_lusatia.1000) no longer triggers when Sorbia is not a subject of Brandenburg
  • Fixed flavor_tur.66 downgrading Expanded Timar System to base instead of removing it
  • Added a new building for the Portuguese Feitoria events. Instead of using the foreign building por_feitoria, they now create the por_royal_feitoria
  • Fixed vij_city_of_victory not having any levels
  • Fixed Poland getting cb on land they already own in Judgement of 1339 event chain
  • Adjusted the Judgement of 1339 event chain to cede border locations as expected
  • When a country annexes another country, the proper annexed country will be the one that the event of annexation will be shown for
  • Fixed the Navarrese event 'The Call of the Church' (flavor_nav.10) never spawning for Navarre, due to its ending date being too close to the game's start.
  • The event "Crown the Regent" (regencies.1) now properly fires even if your country did not have a previous ruler
  • The manpower gain from the event "Men flock to our Armies" (rise_of_timur.102) will never be negative
  • Fixed pops settling in incorrect locations during the event "Soldiers Settle Down" (flavor_chi.2211 ).
  • Fixed the creation of the character Alexey Lvov, from the Muscovite/Russian event 'The Influential Marshal' (flavor_mos.81), by making him now appear with a proper Dynasty.
  • The new rebellions created during the Horde Civil War will now have properly pops assigned to them
  • Fixed the 'Iberian Wedding' event (flavor_cas.2204) marrying two men, by adjusting the different calls to male and female characters in the Castilian block of the event.
  • Partially reworked the Serbian Event "The Conquest of Tsarigrad" in terms of its description and effects of both options
  • Fixed an issue in the Byzantine "Court Strands Burghers" (flavor_byz.51) event which referenced Mercantilism or Free Trade before the Age of Reformation
  • Changed the rare Hungarian event "Diet of The Current Year" into two much more plausible events that players will see much more frequently
  • Fixed the trigger of the Byzantine event 'Nikomedia reclaimed!' (flavor_byz.3), so it can now trigger without requesting it being integrated, due to all locations in the province of Kocaeli already being cores for Byzantium at the start of the game.
  • The Jurchen Confederation event "Resistance to New Ways" (jurchen_confederation.12) will now grant more Tribal Cohesion and Stability
  • Added a new event for the Horde Civil War which will replace your regent with a proper ruler who will always oppose the pretender rebels
  • The event "Dragoș Vodă of Drăgoșești" (flavor_mol.1000) will no longer snatch away player subjects to be automatically absorbed by Moldavia
  • The event "Doom!" (doom.1) now properly removes all the religious focus progress
  • Fixed the Byzantine event "Landing in Italy" (flavor_byz.37) by adding an additional failsafe to not trigger when a fort is under construction.
  • Fixed an error in the 'Iberian Wedding' events (flavor_cas.2204 and flavor_cas.2205) swapping around the Aragonese and Portuguese candidates.
  • Fixed an error in the dynamic localization of the Danish event "A Constitution for Scandinavia" (flavor_dan.5), which should now show correctly the dynamic name of the Noble Estate.
  • Non-Catholic nations are no longer invited to the 'Smyrniote Crusade' event (flavor_kni_pap.1).

Government�

  • The Government Reforms Sudebnik, Prikazi and Razriadnyi cost no Government Reform, the latter also no longer reduces Nobles Estate Max Tax
  • The Government Reform "Peasants Republic" now requires 10% Peasants Estate Power and 95 Societal Value progress towards "Free Subjects" instead of 50% Peasants Estate power
  • The Government Reform "Foreign Trade Network" now grants 15% Global Trade Advantage and 0.1 "Monthly Towards Plutocracy" instead of Trade and Diplomatic Range
  • The Government Reform "Harbor Administration" offers an extra -5% in navy maintenance and another 0.1 drift towards the Naval Societal Value
  • The starting common Government Reform "Agricultural Cultivation" now grants 0.1% monthly prosperity as well
  • Reformed the requirements, visibility criteria, performance and effects of crown-related parliament issues
  • The Shires of Scotland Reform no longer displays "Country" instead of "Scotland" if Baliol wins the Civil War
  • You can no longer use "Favor Heir" on your own ruler as they can never be the heir to your country in the first place
  • The Shires of Scotland Reform no longer refers to "Country" in its description
  • Added a 0.05 'Monthly Progress to Naval' societal value to the 'Shipwright Contracts' burgher estate privilege.
  • Fixed an error in the dynamic localization for the description of the Mamluk reform 'Fund the Karimi Merchants'.
  • The Japanese Imperial Family reform will no longer disappear for the Yamato tag even if they ruling dynasty stops being Yamato
  • Fixed inverse logic for Jurchen government reforms making them lose the Jianzhou reform when they sinicized
  • Fixed issue where Hansa was able to become a daimyo if they switched to japanese culture
  • Fixed an error in the dynamic localization of the following policies: Guru Granth Sahib Teachings, Eternally Living Guru, Divine Justice, and Unchanging Writing. They were all related to the dynamic localization key for 'Guru Granth Sahib'.
  • Added a +0.1 monthly move towards the Absolutism Societal Value to the Russian Government Reform 'Absolutism'.
  • Blocked a few parliament issues creating buildings from happening for Society of Pops.
  • Added a Trade Income modifier to the Portuguese Government reform 'Casa da Índia' and the Castilian GR 'Casa de Contratación'.
  • Added a new Government Reform called 'Plutocratic Monarchy', that adds Trade income and a monthly push towards the Capital Economy SV in exchange of reduced Global Max Tax.
  • Warring State reform will also be available to Nanai cultures (fixes it being removed after the 'The Later Jin' flavor_mch.5 event)
  • Fixed a bug with the 'Warring State' government reform checking for the Nanai language incorrectly.
  • The Appanage reform no longer restricts appaanges only to the French region, instead it now allows for the subject's capital being in France or in the Low Countries' areas
  • Rebalanced the Waqf Clergy Privilege by greatly reducing its tax income penalty while lowering the Clergy power and estate satisfaction it provides
  • Parliament Issues which previously only increased the satisfaction of an estate now also increase the speed at which the satisfaction recovers. Also standardized some societal values pushes which were underwhelming before
  • Forming Ireland tag elevates you to kingdom rank.
  • Auxilium et Consilium and Monetary Fiefs Nobility Privileges now give 5% Estate Satatisfaction, making them more useful to keep, but also harder to revoke.
  • Noble Fortification Licenses Privilege now makes the Nobles more powerful and happy, but it reduces Fort Maintenance cost.
  • Added a unique Policy in the 'Distribution of Power' Law for Catholic countries, 'Favor the Church'. It addresses the issue from 'Flavor the Clergy' regarding the Clergy taxation, replacing the Max Tax for Clergy Estate modifier with a 2% Tax Efficiency. Made all Catholic Theocracies to start with enacted.
  • The Dhimmi Estate now grants up to 2 Tolerance of Heathens and 10% Cabinet Efficiency scaling with its Estate Satisfaction
  • Added 3 New Government Reforms for Achaea, Athens, and the Latin empire.
  • Revised the Latin Empire Reformable, added Kingdom of Thessalonica as a formable Latin state.
  • Fixed 'Fierce Negotiatior' trade description to make it fit better to its actual effects
  • Fixed some consistency issues with the description of estates
  • Made Warring State reform also available for Udege cultures
  • Added the ability to create tributaries to Beyliks
  • Added the "Unique" parameter to many laws and policies exclusive to certain Tags or Cultures that were missing it. Now these laws and policies will be correctly show as special by the UI.
  • When the [ROM] Roman Empire tag becomes a republic it will be called Senatus Populusque Romanus (SPQR)
  • Tsardom Government Reform now poperly available for South Slavs too.
  • Pirate Republic rulers correctly use "Captain" localized into their native language (e.g. Capitano)
  • Fixed a dynamic localization error in the description of the formable Georgia country, it should now show correctly the area of the same name.
  • Changed the script unlock key of the Castilian unique estate privilege 'Fuero Viejo de Castilla' from the allow to the potential, so it doesn't show up until the event that unlocks it (flavor_cas.23) unlocks it.
  • "Consolidated Corruption of Nobles" now has -5% base tax, -10% morale and -10% levy size
  • "Consolidated Corruption of the Clergy" now impacts Tolerance of true faith and clergy agenda impact
  • "Consolidated Corruption of the Common People" now has -5% production efficiency and -15% manpower
  • "Consolidated Corruption of Burghers" now -5% export efficiency, -5% import efficiency and -5% base tax
  • Made the 'System of Councils' government reform add an additional Government Reform slot due to it being major, so it's available for all Iberian countries after they form Spain on top of their unique government reforms.
  • The 'Spanish Tolerance' government reform is now locked for Castile/Spain, as the event that unlocks it, so it's no longer shown to Iberian countries that cannot get it.
  • The 'Casa de Contratación' government reform is now locked for Castile/Spain, as the event that unlocks it, so it's no longer shown to Iberian countries that cannot get it.
  • Administrative System Law The Local Courts Policy now only reduces rural control by 5%. In exchange, the Join Rebel Threshold has been lowered to -3% from -5%
  • Fixed description of crown estate
  • Added +1 Diplomatic Capacity to the 'French Ducal' government reform, so it's easier for countries like Foix to deal with their subjects.
  • Fixed misleading Cognatic Primogeniture description and confusing succession score label.
  • Fixed the 'Reformed Tawantinsuyu Government' reform not being obtainable, by making it not being major, so it isn't blocked anymore by the 'Tawantinsuyu Monarchy' reform. Also made the later being blocked if the 'Reformed' version is enacted.
  • Meath and Munster added as formables in Ireland
  • The Kilwan Trade Communities reform now grants 10% trade income instead of Estate Power
  • The Frisian Freedom Government Reform now grants: -100% Nobles Estate Power / 33% Peasant Enfranchisement / 20% Peasants Estate Target Satisfaction / Can Call Rural Parliaments / Peasants Estate can Participate in the Parliament / 0.33 towards Free Subjects
  • The Peasant Republic Government Reform now grants 33% Raw Material Output instead of 10% Production Efficiency
  • Reworked the modifiers around the Petty Bureaucracy and Scholar Officials Estate Privileges for the Burghers and Nobles

Economy and Production�

  • Fixed grammar in description of lumber
  • Seljuk Mints now act as replacements for Local Governors (mutually exclusive in the location), granting 20 local proximity and their cost per level is increased
  • Increased Bey Fortress (city building) manpower to support just over 1 regiment under the new regiment size manpower requirements
  • Fixed an issue where all countries could see the Pirate Stronghold after it was changed from an Estate building without a visibility requirement
  • You can now construct the "Husuni Kubwa" building afterwards if you opt to not do so in the Kilwan event "The Husuni Kubwa"
  • The Mamluk Barracks building no longer costs upwards of 3 ducats to maintain
  • Reduced the amount of gold and manpower given by Japanese clan buildings
  • Removed Incense for production methods of religious buildings
  • Added the "Merchant Guild Chapel" Foreign Building available to countries with the Merchant Republic Government Reform (The Hansa will start with it in Lubeck)
  • Reduced the max amount of Shoen that can be built in a location
  • Limited available buildings for building-based Japanese Clans to those available exclusive to them
  • The Vatican Library buildings will no longer show the same tooltip, explaining why you cannot build it, twice
  • Added the unique building "Aqueduct System" which can be constructed in Rome / Avignon / Segovia and Constantinople
  • Rebalanced the maintenance of the "Jurchen Barracks", so that they are more affordable
  • Cathedrals can no longer be built in Rural Settlements (although the ones on startup like Canterbury, Elgin, St Davids will stay)
  • Added base income ability to Gurgaddi building
  • The Kilwan building Kilwan Shipwrights now costs less to maintain
  • The Kilwan building Husuni Kubwa is now cheaper to build
  • The Imperial Armory is now called "Imperial Armory (Domestic)" or "Imperial Armory (Abroad)" dependending on if it is a foreign version or not

Society�

  • Fixed some localization issues in the Shinto actions
  • Slightly rebalanced up the Monthly Legitimacy gain for the Sanjiao religion to 0.1, as it might have been too overnerfed (from 0.5 to 0.05), as per community feedback.
  • Nahuatl reform progress factors are reworked into: base value, crown power, a new Monthly Nahuatl Reform Progress (from various sources), and one or two reform-specific aspect factors
  • The Shinto action 'Autorization for Expansion' from the Imperial Court no longer will be able to target the Emperor or the Shogun
  • All Nahuatl actions except "Reform Society" now have prices that scale with current Doom as well as a new modifier that impacts these prices "$nahuatl$ Religious Actions Cost Modifier"
  • Nahuatl actions no longer require you must have at least X slaves [in your capital], now you just need to have the required number of slaves in your country anywhere
  • Gallo Italic name base now derives from Lombard Koine spellings to differentiate from South Italian.
  • Added various additional dialectal forms of Italian character names
  • The Remove Cardinal Seat Action will now remove the cardinal seat building like intended
  • Unified Miaphytism mechanics to use religious influence instead of rite power, and added religious aspects to it.
  • Norse-Gael culture removed from British culture group because having 4 groups is a bit OP
  • The character spawned by Invite Foreign Cleric gets a Cabinet trait
  • Unified all different pilgrimage actions and made it available to all religions with holy sites

Diplomacy�

  • Adjusted the "Expansion into the Steppes" so that it can reliably target non-hordes which have their capital in North Asia or in the Steppes region while also being able to be used against Hordes / Tribes which reside in Russia / Ruthenia
  • The "Expansion into the Steppes" casus belli is now always available to non-members of the Tatar Yoke as long your own capital is in the Russia or Ruthenia region and you are neither a horde or tribe. Additionally, the casus belli now also allows you to target hordes / tribes with their capital in the Russia or Ruthenia region, and the "Break Free from Tatar Yoke" peace treaty now grants you this casus belli against all of your neighbors if eligible
  • All instances of a character becoming a designated heir in events will now also designate that character to be the heir of their junior partners if the country is the senior partner
  • Fixed tooltip of the "Expand Clan Influence" peace treaty when there's no target location selected
  • "Expanded Clan Influence" peace treaty no longer will transfer ownership of the "Kokufu" buildings, instead they will be destroyed
  • Holy Roman Empire - The "Bestow Free City Status" now displays all reasons for the AI to accept or decline the action
  • The "Support Loyalist" Diplomatic Action is now able to target other Vassals than Location Based Countries
  • Fixed the "Expand Clan Influence" peace treaty, now it will no longer replace clans when they are not present in the selected location
  • Added a new Subject Diplomatic Action "Move Subject's Capital"
  • Added missing localization messages for the "Sabotage Reputation" action
  • Rebalanced the Tusi subject type, so they cost less Diplomatic Capacity, but now have a scaling penalty on the Overlord on Administrative Efficiency and Subject Income.

Military�

  • Fixed an error in the dynamic localization of the 'Grenadiers' unit.
  • The Maintenance of the Panokseon Ship is now only 5 Sailors per month, while it now costs 2.4 Ducats for maintenance
  • Standardized the unit sizes of Steppe Horde Militia, Tribal Cavalry, Early Paiks, Banner Cavalry and Bedouin Calvary
  • Corrected an bug that gave the Varangian unit +750 men per unit (total; 1250), it's now +100 (total; 600)
  • Removed the levy malus on the Irish Creaghts peasant estate privilege as it made the Gaelic countries too weak.
  • Rebalanced the 'Lanzas de Castilla' unique cavalry unit, adding to it the is_special flag that all other buildable Age 3 uniques have, and by reducing the Morale Damage reduction from -25% to -15%
  • Made it possible for the Byzantine unique unit "Modernized Helepolis" to be upgraded to the "Royal Mortar" unit.

Advances�

  • The 'Gold of Bure' advance for Mali now reduces impact of gold on inflation.
  • The "Spanish Square" advance is now in the military tech tree in Age of Reformation.
  • Corrected dynamic localization typos in the descriptions of the following Institutions: Confessionalism, Global Trade, Artillery.
  • Fixed an error in the dynamic localization of the description of the advance 'Memories of the Reconquista'.
  • Fixed the error showing the tag for Brandenburg instead of Brabant in the description of the Brabantine advance 'The Four Quartiers'.
  • Fixed a wrong dynamic localization string for 'Gold' in the Malian advance 'Gold to Salt Trade'.
  • Fixed an error in the dynamic localization title string of the Scottish 'North Sea Trade Connections' advance.
  • Corrected an error with the dynamic localization of the advance 'Control of Buddhist Sects'.
  • The Aztec Advance "Warrior Societies" now requires the advance "Mandatory Weapon Training"
  • Fixed the dynamic localization errors in the description of the Papal advance 'Head of the Church'.
  • Fixed a broken dynamic localization key in the description of the Teutonic Advance 'Peasant Recruitment'.
  • Added the advance "Bilād al-Makhzan" to Morocco for the Age of Traditions
  • Repurposed the Lithuanian advance 'Ukrainian Farmlands', so it now is available to any country owning a location in the areas of Left Bank Ukraine and Right Bank Ukraine.
  • Fixed an error in a dynamic localization key for the Novgorodian advance 'Defenses of Velikiy Novgorod', it should now correctly show the name of Scandinavia.
  • Made 'Birthplace of Renaissance' advance available to Florence even if they are not of Tuscan culture
  • Fixed a broken dynamic localization key in the Milanese advance 'Condottieri Tradition'.
  • Fixed two broken localization keys in the Bahmani advances 'Legacy of Gisu Daraz' and 'Linguistic Melting Pot'.
  • Fixed a broken localization key in the Malian advance 'Kouroukan Fouga'.
  • Fixed three broken dynamic localization keys in the Serbian advance 'Home of the Hussars'.
  • Fixed a broken dynamic localization key in the Danish advance 'Reliance on Mercenaries', now it should correctly start with the word 'Denmark'.
  • Fixed a broken dynamic localization key for the word 'Jewish' in the Ottoman advance 'Dragomans'.
  • Added advances for Romania formable
  • Added Advances for Romanian culture, Moldova, Transylvania and Wallachia
  • Added new 'Eastern African Trade' advance for countries in East Africa
  • Fixed some dynamic localization for the descriptions of the the Brabantine advance 'A Land of Culture' and the Gueldern advance 'Expand the Kwarteers', so it now correctly shows the country name of Brabant instead of Brandenburg.
  • Added Advances for Slovene culture and for Cilli
  • Added Advances for Bulgarian Culture, Bulgaria, Karvuna and Vidin
  • "Organized Religion" renamed to "Improved Religious Organization" because most countries had Organized Religion by 1337.
  • Fixed the 'Interaction Between Church and State' advance, so it now gives the equivalent modifiers to 'Monthly Legitimacy' for all other Government Types.

Achievements�

  • The "It's just Business" Achievement will now be unlocked if a new market is created through a colonial nation creation
  • Achievements now show the triggers you need to fulfil in order to get the achievements
  • The Achievements "I'll be Wittelsback" should now be more reliably granted when ending the Turmoil in Brandenburg Disaster with a Wittelsbacher Ruler

Other�

  • Added two loading screen quotes, one regarding 1.0 'Lepanto' and another regarding 1.1 'Rossbach'.
  • Moved the Location Localizations of Currents, Wastelands and Corridors to a new file to improve its organization
  • Added 5 new religious actions to the Krstjani religion.
  • Added Demand All Chinese Territories peace treaty for Red Turban Rebellions
  • Red Turban: add first-day guidance events for CHI and warlord players
  • Improved Red Turban situation event readability
  • Locked the Seljuk Mint building to be usable only by countries of Turkish or Turkomen culture.

Onboarding�

Missions�

  • Fixed missions not having a cooldown when aborted and set said cooldown to 10 years
  • Fixed an issue in Regional Expansion's mission event "Donation to the War Effort" granted gold that was too much and failed to subtract from the Estate
  • The task "Raise a Navy" of the Regional Expansion mission is no longer bypassed if there is no eligible port without a sailor-producing building

2D Art�

Icons�

  • Updated versions that improve rendering for the advances arm_land_reclametion, ascetic_practices, bng_shipbuilding_industry, end_of_shipbuilding_guilds, exploration, gra_modernized_economy, hsa_mastery_of_the_sea, indian_networks, ira_afsharid_navy, local_merchant_preference
  • Updated versions for the estate privileges kbo_serfdom_economy, local_tribal_strongholds, office_of_the_farima_soura_privilege, royal_factories_privilege
  • Updated versions for the government reforms colonial_expansion, conscript_logistics_act, horse_artillery
  • Fixed script for navy_based_country icon
  • Updated names of gods to follow the same naming of the other files in that folder
  • Updated the raised levies icon for better readability
  • Added an icon missing balanced_navy.dds
  • Added return home at war icon. https://pds-central.atlassian.net/browse/
  • Added an icon for global_peasant_enfranchisment and updated its path in modifier_icons.txt
  • Advance Icon goes out of bounds
  • Mercenary modifier icon update
  • New icon for improve_our_cultural_view_price_cost_modifier
  • Added wasteland modifier icons and script
  • Added wasteland icons
  • Added complacency and threat icons
  • Added an icon for cavalry_on_flanks
  • Added an icon for coin_laws
  • Added building icon for local and naval governor
  • Fixed sizes on PSD again for buildings that peak out of the advance circle
  • Replaced the icons of the advances 'Standardized Pikes' and 'Caliber Standardization' to more fitting ones.
  • Added sort icons
  • Council progress building icon
  • Fixed the 'Local Governor' advance not having a proper icon.

Panels�
  • Fixed the background illustration used for the Jurchen Confederations IOs.

Illustrations�
  • Implemented illustration for the dynasty background
  • Adjusted positioning of many location illustration buildings so they appear more put together

Flags�
  • Added unique flag for Milan when it has the Ambrosian Republic reform

AI�

Government�

  • Fixed a few bugs that would stop the AI from releasing subjects when its a good idea.
  • Removed duplicate opinion block from swiss_election and international_organization_election ai_will_do
  • Added ai_override_value to bribe_voter_for_policy gold select_trigger to avoid 6x AI evaluation cost

Diplomacy�
  • AI will now settle for having used >90% of their available antagonism in a peace deal if using more would result in bordergore
  • Fixed an issue where AI would not declare wars when they were on low stability even when the war didn't cost any stability to declare
  • AI will now avoid attacking countries that has the same primary religion of a powerful ongoing religious revolt
  • AI is now highly discouraged from joining against a religious leader if they are allied
  • Fixed AI never creating coalitions against building based countries
  • Fixed an issue where AI would continue fighting even when they could send their preferred peace deal due to incorrectly using their own war enthusiasm instead of the enemy's enthusiasm when predicting acceptance
  • Added scripted area conquest desire for Castile, Sicily and Naples to the needed areas required to form Spain and Two Sicilies respectively
  • AI will now ask non enemy countries that are close to their units which are lacking food supply for food access during wars
  • AI will not keep building spy network if it already has enough and it doesn't have enough diplomats to perform other actions
  • AI should offer peace more frequently if they are winning against an overwhelming force
  • The AI will no longer add unintegrated locations to the HRE
  • AI Subjects will no longer transfer occupation to overlords who can't own land.
  • Fixed an issue where AI would sometimes fabricate a CB targetting a province really far away instead of one nearby
  • AI will now create area sized subjects when giving unintegrated land instead of creating one massive subject
  • Fixed an issue where Ai would sometimes declare no cb wars even when they had a cb available
  • AI will now more proactive about peacing out from wars where nothing is happening
  • Fixed an issue where AI were planning a war against a target even though they had a truce with the target's overlord
  • Fixed issues where AI care a lot about releasing subjects in peace deals even though they were really far away
  • Fixed an issue where AI would rival too strong countries causing them to be wiped out due to giving away easy CB against themselves
  • Fixed an issue where AI would sometimes diplomatically subjugate countries that they couldn't reach
  • Fixed an issue where AI would sometimes declare wars against non bordering targets while their side in the war had a combined weaker navy
  • AI is now better at taking land in peace deals that would connect their separated land areas (fixing bordergore)
  • AI modifier win_war_chance_threshold from e.g. ruler traits now correctly affects AI level of recklessness when declaring wars
  • AI is now more likely to expand against neighboring targets if all else equals
  • AI is now better at using the Increase Opinion diplomatic action to reduce antagonism against countries when they can no longer expand due to having too many countries with high antagonism around them
  • Fixed another issue where AI would be stuck planning a war against someone whom they had a truce with their overlord
  • Fixed issues with AI antagonism calculations during peace deals which sometimes could make them take too few treaties
  • AI will no longer fabricate force tributary CB against targets that they have scripted area preference conquer desire against
  • The AI will now only try to change a law every 20 years instead of making any law proposals every 5 yeras. In other words: prior this fix, the AI would always have a 5 years pause after proposing any law. Now, the AI will try to always propose a law, but will no longer propose a law which has failed already until 20 years have passed since the last failure
  • Building based countries will improve relations with more countries and focus more on big nations with many cities
  • Added more acceptance reasons for alliances related to sharing rivals with the recipient
  • Fixed an issue where AI would take subjects in peace treaties that they wouldn't be able to reach via land nor sea
  • AI is now better at taking whole countries in peace deals as opposed to adding treaties which forbid total conquest such as paying war reparations, resulting in a 1 location country being left after the war
  • AI will now wait for ongoing location flips to finish before making their peace deal
  • AI is now less likely to add peace treaties which prevents them from taking an entire country in a peace deal if they want to conquer all of the enemies land and they have less than 10 locations in total
  • AI is now much more likely to take disconnected islands that belong to the same province if they have already started taking locations in this province or if they already own locations in it even though nothing is bordering by land
  • Fixed an issue where AI could have too many diplomatic subjugation objectives in the early game leading them to spend all their money on the diplo slider
  • Fixed an issue where conqueror ruler trait made AI start very risky wars
  • Fixed an issue where AI would not cancel their objective to obtain food access with a country that they were also planning to declare war on
  • Added fix summary for coalition threat assessment
  • Improved coalition war threat assessment
  • HRE theocracies now prioritize improving relations with Papal States
  • AI will now try to stay in a war long enough to take important treaties if they are winning
  • Improved AI strength estimations of countries, resulting in fewer suicidal wars being declared
  • Fixed several issues here AI would start and stop improving relations over and over again wasting all their diplomats

Economy�

  • AI now considers converting religion in locations based on if they have an ongoing zealot rebellion and how strong this rebellion would be
  • Fixed an issue where AI would not use the Integrate Area cabinet action
  • Added support to specify scripted AI weights for Estate Priviliges
  • Fixed an issue where AI would have food slider set to 0 during bankruptcies even if it could afford to buy food
  • Fixed an issue where AI would invest into stability slider to save up for an action even when country was debt spiraling
  • AI will now try harder to balance province food to avoid spending money buying food from market
  • Society of Pops will no longer attempt to build buildiings in territories they are present in with.
  • Added AI score to estate being blocked from cabinet, fixes some rare cases where AI forbid all estates from their cabinet
  • Added a slight AI score to select cabinet members that are part of the crown estate
  • Added extra score for Ai to pick techs that gives additional local governors
  • AI now properly understands the effects of Trade Efficiency modifier
  • Fixed an issue where AI didn't understand that religious conversion can not be negative
  • Fixed an issue where AI building maintenance budget was not calculated correctly
  • AI will no longer revoke privileges unless their country is considered stable
  • AI is now much more likely to find suitable locations for the Local governor building
  • Increased AI desire to tech for gun smith since firearms are needed for the armory maintenance
  • Fixed an issue where Banking Countries were not building any banks
  • Added AI logic for local peasant enfranchisment modifier
  • AI now applies Local goods production modifier to goods produced by buildings and not only the RGO
  • AI now considers the ratio of food locations in the province when upgrading towns and not only the overall ratio of food locations in the market
  • Subjects have a much lower threshold for making markets in their capitals now.
  • AI RGO oversupply fix: pending supply cache, price trend dampener, surplus gradient
  • AI trade prioritises pop welfare over raw profit
  • Trade AI imports goods needed as building inputs
  • Fixed an issue where scripted AI score for law policies weren't correctly applied when considering removal of a policy
  • AI now has greatly increased score to take the Mercury Patio building if they are producing gold or silver in their country
  • Fixed an issue where Ai wouldn't evaluate removal of upkeep from the obsoleted building when considering upgrades
  • Added AI score for culture capacity modifiers
  • AI is now better at increasing their total manpower when they are limited by manpower rather than gold to continue expanding their army
  • Fixed an issue where AI would not upgade the Seljuk Mint unique building
  • Fixed an issue where AI wanted to unlock an advance that gives a new law based on a policy which they could not take
  • Added AI score for selecting tech advances that unlocks new production methods based on how many of those buildings the AI has
  • AI is now more conservative about using the diplomatic slider to get diplomats if they already have at least 0.2 diplomats per month
  • Fixed an issue where AI would sometimes convert pops to make a locations dominant culture into the primary culture even though this was already the case
  • AI now factors in cabinet member traits when evaluating who to put on the cabinet
  • Fixed an issue where AI would sometimes subsidize buildings that were making exactly 0 profit
  • Fixed an issue where AI wouldn't always use the actual active production methods when calculating score of expand a building causing it to sometimes expand buildings when it shouldn't
  • Fixed Army, Navy and Mercenary maintenance modifier calculations for AI after rework to cost modifier
  • Fixed an issue where AI would get stuck in a cycle of inviting religious scholars and dismissing them
  • Added AI score to convert locations to have their dominant culture regardless if they are already core or not, to enable the construction of armories
  • Fixed an issue where AI could sometimes get stuck on maximum minting if they already had high inflation
  • Fixed an issue where AI would raise their army maintenance sliders in preparation of a war even though they didn't have diplomats available to send the war declaration
  • Treat slave workforce shortage as a welfare-import signal
  • Added colonial export score bonus for plantation goods from overseas markets
  • Fixed an issue where AI would sometimes start clusters of city upgrades in the same province
  • Added AI score for unit category power modifiers
  • Fixed an issue where AI weren't correctly estimating the effect of proximity cost modifier
  • Fixed an issue where AI was overvaluing global and local movement speed modifiers
  • Added AI score for global supply limit modifier
  • Increased desired monthly manpower of countries per 100 tax base
  • Ai will now raise diplomatic spending when annexing countries more often. Now it's also based on their total amount of vassals.
  • AI now considers combined navy and army upkeep before disbanding units instead of strictly disbanding armies when exceeding the budget even if navy budget is below targets
  • Added an upper limit to how many towns AI will make in a single province definition

Military�

  • Fixed issues where AI could not transport armies with 0 transport capacity cost
  • Fixed issues with AI transportation of armies that wanted to attach to an allied army
  • Fixed an issue where AI would sometimes not recruit reinforcements during wars
  • Fixed an issue where Ai revolts would destroy their forts because they could not afford it
  • Fixed an issue where AI would sometimes not raise enough levies to siege down all required castles
  • Fixed an issue where AI could have their maintenance raised for a long time planning a war against someone they had a truce on
  • Fixed an issue where AI would not disband raised naval levies in the first few years of the game
  • AI now takes into account the repair speed of a port when deciding where to repair their ships
  • Fixed an issue where AI would sometimes not be able to recruit new armies if they had unlocked unique units that had special recruitment requirements
  • Fixed an issue where AI would ignore closer siege targets and sometimes attack an enemy country far away instead
  • Fixed an issue where AI transports supplying food to armies would leave too early before the armies had completely filled their food capacity
  • Fixed an issue where AI would sometimes try to do a naval landing into a port where the port was discovered but the sea next to the port was not
  • AI is now a bit better at letting armies containing a lot of regulars to replenish their manpower before assigning them to a new military objective
  • Ai no longer recruits transports if they can already fit their entire standing armies on transports
  • Fixed issues where AI armies would sometimes get stuck when trying to find targets to siege
  • Fixed an issue where automated transport of units didn't work correctly when issued by the player in some cases
  • Fixed an issue where two AI armies could get stuck trying to merge with each other one they could not reach each other due to lacking military access
  • AI is now better at finding the province war goal and sieging it down if there is one in the war
  • AI is now much better at gathering their fleets to get rid of privateers
  • Improved AI frontage fill and army consolidation
  • Improved AI naval invasion and logistics
  • Outnumbered war AI: selective battles, separate-peace priority, merc debt ceiling
  • Limited carpet siege targets when all are outside food range
  • Added HandleRetreatFromBattles to prevent AI fighting to last regiment
  • AI considers terrain when selecting and pursuing battles
  • AI is now a bit more proactive in the early game about building transports that could fit a full stack of units
  • Fixed an issue where AI wouldn't always generate a blockade port objective against enemy targets
  • Fixed issue where AI would disband unit during war due to their monthly manpower being reduced when soldiers are killed
  • Countries will now assist other friendly countries with transporting troops on water
  • Fixed an issue where vision blocking from location terrain type was not respected by AI
  • Fixed several issues with AI naval logistic objective, such as trying to collect food from provinces that didn't have any
  • Fixed an issue where AI would sometimes march their armies through enemy territory losing morale and food to reach the war goal instead of sieging towards it
  • Fixed an issue where AI armies would sometimes consider themselves done sieging a location by just thinking about it, rather than actually going and doing it
  • Added event option score for administrative option for Ottomans to make sure they have the Deus Vult CB fabrication available
  • FIxed an issue where AI would sometimes make opposed naval landings into enemy armies without recovering their morale first, causing them to instantly lose the battle
  • Fixed an issue where AI fleets distributing food were too far away from the armies they were supplying
  • Fixed subjects transferring occupation to overlords that cannot take land
  • Fixed an issue where AI would sometimes disband tiny armies even though they contained regular armies
  • Fixed an issue with AI patrol sea objective where navies would switch places with each other for no reason
  • Fixed an issue where AI would sometimes abort transportation of a unit that was heading home after war
  • Fixed an issue where AI would send damaged ships to hunt targets even though they needed to be repaired first
  • AI is now better at disbanding units if they are lacking monthly sailors or manpower
  • Fixed an issue where AI would recruit regiments extremely far away to the unit they were reinforcing
  • AI now has a higher priority to siege the area which contains the war goal province if there is one in the war
  • Fixed an issue where AI wouldn't siege the war goal when it was bordering a strait with a fort on the opposite side which they can not reach due to lacking naval supremacy
  • Fixed AI armies running with no morale and no clear objective
  • Fixed carpet siege armies running marathons around straits
  • AI is now better at recruiting units that match their country bonuses as well as better at recruiting special units that are more powerful than their normal counterparts when they are available
  • Fixed an issue where AI wouldn't always use the parliament to obtain the province claims CB against someone who they were planning to attack and didn't already have a CB
  • Added score to advances for AI which unlocks special units
  • Fixed an issue where AI would sometimes abort their siege when another allied army would stop on the same location even though they didn't really intend to take over that siege
  • Fixed an issue where AI wouldn't help siege areas that an ally was bordering
  • AI now factors in morale and strength damage improvements/reductions and flanking ability when estimating the overall strength of units
  • Fixed an issue where AI would not stop to recover morale when walking long distances to merge units
  • Fixed an issue where AI would not stop and recover morale if needed when moving towards a location where they would embark on a transport

Automation�
  • Activating automation of balance no longer activates auto raising of levies

Other�

  • Fixed 0-morale units re-attacking after retreating
  • Prevented Assimilate Culture cabinet action on low-control areas
  • Removed fully assimilated cultures from Accepted/Tolerated lists
  • Fixed O(n³) freeze when recruiting large unit templates on big countries
  • Reduced close_the_borders AI evaluation cost
  • Reduced cleansing_ritual_purity AI evaluation cost
  • Throttled HandleDestroyUnwantedBuildings and CalcExtraUtilitiesForGoods per country rank (Opt-D)
  • Throttled diplomacy AI daily tick handlers
  • Reduced pilgrimage_action evaluation cost
  • Fixed AI stopping Government Power investment at ~70
  • Set procure_remedies ai_tick = never to skip redundant daily evaluation
  • Estates in building-based countries now build in subject locations as they have no owned locations
  • Added more defines related to AI expansion
  • The ai will no longer get the urbanisation issues in parliament.
  • Fixed army expedition bug: restrict carpet siege objectives to reachable areas
  • Penalize colonial charter utility for disease-endemic locations
  • Added proximity penalty for clan foreign building placement
  • Restricted clan retainer cavalry to settled daimyo
  • Fixed clan spy objective missing third Nanbokucho faction
  • Added Nanbokucho alliance objective for Japanese clans
  • Fixed Japanese clan armies not recruiting during early game
  • Raised fort maintenance when hostile armies mass on the border

Interface�

Map Modes�

  • Max Control map mode correct numbers
  • Tax Base mapmodes use logarithmic scale so they are clearer.
  • Map modes fixes and improvements
  • Net Location Profit Map Mode
  • Proximity below zero shows with striped black to highlight the issue to the player
  • Maritime mapmode uses scale from red to yellow to green instead of various shades of green.
  • Highlight countries when hover diplomacy map mode legend
  • Works of art moving updates map mode
  • Different roads have now different graphics on Proximity Map Mode.
  • Displayed correct estate percentage numbers in population map modes
  • Tactical map now clearly shows River crossing penalties, and its tooltip has a better breakdown of where the penalties come from.
  • Alliances have precedence over royal marriages in the diplomacy map legend

Alerts�

  • Potential Coalition alert won't show countries that can't actually join/create the Coalition, such as subjects
  • Corrected fort limit alert to take into account building upgrades
  • Improved upgrade country alert's tooltip
  • Now shows excommunication target in corresponding alert
  • Added local / naval governor missing goods alert
  • Added alert for non-crown estate members in your cabinet
  • Fixed unraised levies alert falsely triggering for army-based countries
  • No longer show great power threatened alert if past estimated date
  • Doom alert is no longer shown if you have done the reforms, and doom is set to 0.
  • Fixed uneducated children alert not showing noble estate children
  • Added clarification to ask for money alert that the action may not be usable
  • Fixed is over fort limit alert
  • Added high complacency alert
  • Fixed join sect alert always firing
  • Fixed Imperial Ban casus belli type not being shown in unpressed casus belli alert
  • Added an alert when annexation of subject is stalled
  • Added alert for a military objective that needs transport ships
  • Fixed disloyal subject casus belli not showing in unpressed casus belli alert
  • Added Ctrl+click shortcuts on diplomatic alerts to accept or decline incoming proposals directly.
  • Added alerts for HRE Emperor actions being available
  • Improved the wording of the Alerts for stalled Wars and enforceable Wargoals, to better reflect what's happening and why.
  • Updated starvation alerts to display information per market
  • Fixed has_uneducated_child alert to falsely trigger on children of noble estate
  • Formable Country alert shows flag and name
  • Hre actions available alert displays target countries

Panels�
  • Added some more columns to the country overview.
  • Blocked road construction if either opinion is negative and make relevant updates to roadbuilder's map coloring
  • Fixed Western Schism appearing empty
  • When a war leader is not the original war target, the panel now shows an option to unmark it as a co-belligerent (disabled when not possible) and displays an icon on the original target in the list.
  • Fixed complacency piechart in government view
  • Reduced modifiers ledger vbox width to improve readability
  • Tweaked lobby content descriptions to include advances that unlock other things shown that also give other modifiers (advnaces that only unlock other stuff still hidden as they'd just be clutter)
  • Lobby chows culture group content for multiple culture groups correctly
  • Implemented country average enfranchisment UI values and Location average enfranchisment for Location chart
  • Fixed selected country's name not updated in the lobby after forming a new country
  • Corrected info on Take on Loan and debt
  • Loyalty and liberty desire info on subject diplo action
  • All side panels can now be closed using a close button in the top-right corner.
  • Now shows Current Track name
  • Fixed economy sliders mistakenly changing tax rates to the minimum in some cases
  • Updated icons and background on country overview panel
  • Added creation date to unions
  • Added missing icons to hints
  • Fixed empty search result text for unions
  • Fixed empty search result text for unions
  • Blocked toggling unit attachment in army view when siege objective is selected
  • Fixed army lateral view ui actions not refreshing on upgrading an army
  • Added request_divorce action to ruler's list of actions
  • Fixed not all selected warning appearing even if all locations are selected when selecting targets for military objectives
  • Fixed missing Icon for Mercenary Units in Formation
  • Added Building upkeep to the macrobuilder for non-profit buildings
  • Added independence movement support chance to relevant panel
  • ALL requirements from forming a new Country will be shown
  • Added confirmation check to take loan from estates action
  • Updated the Production Methods view so it shows Production efficiency and RGO bonus as well
  • Added Sort by Production Efficiency to the Location Building Panel
  • Great Pestilence death numbers will now properly reflect the amount of deaths from that specific OutbreakCAESAR-60226
  • Improved layout of the formation buttons of the Unit panel
  • Aligned war overview sorting columns
  • Added IO target validity tooltip block for invite to independence movement action's tooltip
  • Fixed lag on generating a CB through a parliament action
  • Added place relative on throne action to union panel
  • Improved message settings window filtering
  • Disabled call parliament button if no parliament system is used
  • Reworked the Goods rows of the Market Panel to include Exported and Imported amounts, so you can see at a glance which Goods are being Traded in a Market.
  • Fixed independence movement targeting country action always disabled in diplomacy macrobuilder
  • Fixed Shinto factions collapsing on daily tick
  • Fixed curia countries not being updated immediately after a peace deal
  • Player no longer needs 10 war score to grant independence to rebelling colony from the main war screen
  • Fixed call to arms action in diplomacy macrobuilder not calling an ally
  • Implemented Political Power and Literacy values and tooltips in Location Demographics
  • Select Estate Privileges Panel now allows to search for modifiers by typing in the searchbar.
  • Exposed available peasants to pop_promote_action, encourage_migration and expel_people columns
  • Added Political Power and Average Literacy to each PopType in the Demography tab of the Location panel.
  • Added confirmation dialog when consolidating armies with regulars
  • Added acceptance reasons to sengoku actions
  • Added ctrl-click option to go to a unit's current military objective so you can edit it
  • Added power balance pie chart and sort to rival/diplomacy selection
  • Added clarification about insufficient gold to personal union's bribe estate action
  • Fixed tatar yoke spendings being in effect after breaking the yoke
  • Fixed IO parliament agendas UI being unsynchronized with backend
  • Fixed IO ruling history not showing country names
  • Fixed extend mercenary button not working in single unit view
  • Fixed Invite to Independence Movement UI action in IO panel not updating
  • Clarified independence movement support being win chance against the overlord
  • Fixed character portraits changing on ruler's death in dynasty view
  • Hid non-present estates from appease estates cabinet action
  • Added icons to many filters across the game
  • Reworked Ecumenical Patriarchates and Autocephalous Patriarchates to present tenets, members, and overview information in a more cohesive and flavorful manner.
  • Improved the Religion panel: the Holy Sites map mode now uses distinct colors for your religion, other religions, or both; the Saints section has been redesigned for clarity; religious actions now display their cost on the button; and religions with only one associated IO are now shown in the top overview instead of a full block.
  • Fixed diplomatic actions visible in foreign country view immediately after annexation
  • Removed destroyed works of art from corresponding lateralview
  • Added Fort Defensiveness and Siege Ability modifiers to the Military Panel
  • Fixed Return Core peace treaties incorrectly showing all possible target countries as selected when only one country was selected for that core location.
  • Added Infiltrate Administration progress to the Diplomatic Relations panel.
  • Fixed Mass Upgrade Roads to check only your roads and display which road will be upgraded.
  • Added support for adding area treaties to the Peace Deal view via Shift-click on the map.
  • Added graphical culture patterns to the Foreign Country panel and the Location panel.
  • Added a ledger page to compare stats of different types of regiments
  • Economy Panel Automation for minting and Estate Satisfaction Target
  • Added a lateral panel for each Societal Value where you can see the Government Reforms that the Value unlocks in all Ages, so you can plan your game around it
  • Ported a number of UI improvements from Glorp UI Mod
  • Government Reforms for Societal Values Side Panel
  • Progressbar with thresholds for Disasters and Situations
  • The subtab of Locations inside the Goods View will now show demands for the Locations as well as tooltips with the detail of the supply and demand
  • Added goods and market filters in the Trading panel
  • Location demographics cultures will now include foreign pops
  • Removed piechart from until-end-of-the-game timed modifiers
  • Fixed generic independence movement actions in macro builder being always unavailable
  • Army and Naval Levies will now have a progress piechart to show the recovery progress of levies
  • Trade order UX improvements: quick-order buttons and priority controls
  • Fixed roadbuiler routing through contiguous enemy's border locations to save on road costs
  • Units in exile will now have a icon on the outliner
  • Fixed peace deal antagonism breaking after selecting treaties that would return no antagonism

Outliner�

  • Panned to province and area on cabinet actions outliner
  • Fixed Voting entry in outliner for Western Schism
  • Fixed cabinet action not taking into account when it cannot push towards the opposite direction
  • The Trade profit in the Market entry now has a tooltip showing your total net income and the average profit per Trade Capacity
  • Added the Target Price to the Good entry of the Outliner
  • Fixed inconsistent location highlights in outliner cabinet actions
  • Added Trade Capacity and Advantage to the Market entries in the Outliner
  • Cancelled all trades now works properly
  • Empty siege entries fix in outliner

Tooltips�

  • Fixed Parliament tooltip wrongly stating that only non-capital Locations get a Location modifier from hosting the Parliament
  • Added effect description when trying to improve opinion with country at max relations and minimal antagonism
  • Subject Type tooltip now clarifies that Food Access is also given by the Overlord to the Subject
  • Fixed duplicate action labels in toggle subsidies tooltip
  • Fixed societal values in triggers reading like "has less than -50 Aristocracy vs Plutocracy"
  • Incoming migration pop tooltip will now show specifically from which Location it's coming
  • Clarified requirements in change Primary Religion action
  • Added Parliament concept tooltip to the Parliament action and clarify some requirements for a Location to be eligible
  • Cultural maintenance tooltip will now show the impact the slider has on the progress of art
  • Added favors limit information in favors tooltip, both when the favors can and cannot longer be increased
  • Estate Power will now have tooltips to show the power from Locations
  • Fixed relation tooltips to include information about the current relation
  • Accepted cultures tooltip never grows too long now
  • Added a breakdown tooltip for Regular vs Levies combat values from battles
  • Dynasty character tooltip pressence on countries
  • Added a tooltip to every economic slider button
  • Made the Levies Raised tooltip in location view using the proper layout.
  • Fixed an issue which prevented rule changes such as changes to the nature of the Electionship in the Swiss Confederation to not show up at all when you want to propose policy changes
  • Income After Taxes tooltip from Estates will now have a detail
  • Added specific culture icon texture for each culture color face in the Culture lateralview tooltips
  • Clarified Food income and Food expense tooltips of the Economy Balance panel
  • Mercenary Cost is now showing the modifier breakdown
  • The always_add_demand flag on some buildings is now always applied in the UI.
  • Added cultural opinion impact on assimilation speed to the related tooltip
  • Proximity tooltip will now have a small Icon showing what kind of proximity is being used
  • Tax base historical graph will now have a tooltip at each point of the graph
  • Fixed empty tooltip when hovering over invalid country targets in sengoku actions
  • Event option that switches you to playing as a new Colonial Subject is not colored in red for super high visibility
  • Pop based countries won't have the option to be selectable after right clicking on them in the map in the lobby, since they cannot be played.
  • Fixed multiple instances of Buildings profit values not being properly calculated and adding up to the correct profitability
  • Declared war panel will always consider Player Country as if it would join any side
  • Fixed a dynamic localization error in the name and description of the Red Turbans' 'Demand Annexation Cost' country interaction modifier.
  • Fixed missing request_divorce concept
  • Fixed scaled gold payment tooltips to show correctly that they're based on 10% of your economic base
  • Fixed an incorrect dynamic localization for the modifier 'Ban Exports of Lumber'.
  • Estate buildings now show their Estate instead of the Age in the Tooltip header
  • Updated the Trade tooltip and added the exact income the owner is getting from each Trade, depending on their Crown Power https://pds-central.atlassian.net/browse/
  • Added tooltips to save game icons
  • Buildings Types from events no longer show the Age 1 icon in the tooltip
  • Tax income tooltip for estates shows more relevant information
  • Removed duplicate AI modifiers from game rules tooltips
  • Fixed minting inefficient tooltip not always showing
  • Fixed Great Power banner in the Known Countries list not showing its tooltip for the player's country
  • The requirement for Local Governors now specifies that the Road connection needs to go through Owned Locations
  • Fixed Trade tooltips only using your Crown Power to display final income, instead of using the Trade Income modifier
  • The male version of the title is no longer always used in description of Take the Throne action, even if the regent is female
  • Pop literacy tooltips will now have a text with the specific tooltip of that Pop
  • The upgrade unit button now lists whish regiments can't upgrade.
  • The concept for Economic Base no longer says it's based on Tax Base.
  • Hovering over the strength number on the combat panel will now show a summary of the unit types of the entire combat side
  • Market Good Demands will now have a tooltip with the weighed distribution of each Country demands for that good
  • Added specific export/import tooltips for the market panel
  • Added how big the Crossing penalty is to the River tooltip
  • Fixed fiefdoms not being displayed as dynasty ruled countries
  • Pop type tooltips in location no longer repeat the location name
  • Pop type tooltips in location show icon for religion to be a bit more visual
  • Improved the layout of the Market Price tooltip, clearly showing Current and Target Price
  • The tooltip for March to the sound of cannons unit ability now explains what it does a bit better
  • Clarified "Investment in Maintenance" in Unit cost tooltip
  • Estate satisfaction change tooltips will now show the change in satisfaction followed by the resulting Estate's satisfaction aftermath
  • Fixed a missing tooltip explaining that a ship is already in a Port when trying to repair it
  • Added tooltips for each point of the graph of Historical Population
  • Fixed price and tax base graph tooltips changing every day when running the game
  • Included Pop promotion specific speeds in the Location Promotion tooltip
  • Tweaked the Market tooltip to show top 5 Goods in Local production/deficit, as well as wheather they are being Exported or Imported
  • Sailors and Manpower from Locations will now be a hoverable value that will show a tooltip for each Location with the corresponding value
  • Antagonism tooltips will now show the specific Location that is the source of antagonism with a further tooltip detailing the factors
  • Combined arms max threshold bonus will now be green, as it is a good thing
  • Resolutions will now show directly the effects without having to hover over the tooltip of the resolution name
  • Paymen to Overlord Modifier will now apply correctly in the tooltip
  • Fixed modifier showing twice on the tooltip for levies raised from pops for each location
  • Returned Core Antagonism Multiplier will now show in green and as a proper discount
  • Mercenaries will not count anymore for Levie unit size calculation
  • Added GetCountryCategorySubunitsTooltip data hook
  • Sorted heir countries by great power score in character tooltip
  • Added missing breakdown costs for certain situations
  • Peace treaties that take entire Countries will now have a simple breakdown explaining where the base value for Antagonism comes from
  • Added info about pop promotion speed to the location promotion tooltip
  • Corrected maintenance percentage on subunits tooltip
  • Price charts will now show the Target Price
  • Cleaned up tooltips for settle the frontier
  • When pops can't assimilate, there will be an icon explaining why they can't assimilate. This can be view from the demography Tab for each pop
  • Reasons to vote for policy show negative reason as well in hre
  • Parliament Agenda on IOs show not fulfilled requirements
  • Upgrade path for buildings hides buildings that are irrelevant to the player
  • Now shows estimated months remaining for Create CB in outliner
  • Fixed annexation time tooltip
  • Added indication to relations as to whether or not they're annulled by peace treaty
  • Now shows all reasons to elect emperor HRE
  • Reason to accept joining IO due to CB
  • Removed broken bribe button on imperial diet tooltip
  • Added support for displaying modifiers with a limit
  • Cultures in location demographics will now have a tooltip that shows the detail of each pop belonging to that culture
  • Added base value tooltip for Surrender and Regrent country interaction
  • When a target is at war and that causes the diplomatic action to not be possible, the tooltip will now indicate so
  • The Crown Power value from pops will now have a breakdown with the detail of how it is calculated per Location
  • Non-playable countries will not be selectable anymore in the Game Lobby
  • Fixed Food production value from Buildings the food production tooltip from Location panel
  • Now shows which country the vassal status is being canceled with in a tooltip
  • Fixed empty country interaction diplo cost adding an unncecessary '&' character
  • Added conditions block to law succession button
  • Improved hegemony tooltip to show when the hegemony is being contested
  • Fixed estate privileges locked behind unavailable advances being shown as societal values change source
  • Improved the details maintenance tooltip for a regiment or ship.
  • When a country is in a coalition, the coalition alert will now properly indicate the target of the Coalition instead of saying it's in a Coalition against itself
  • Breakdown tooltips of Maritime Presence of Foreign Buildings such as Trade Office will know display the correct values
  • Added Burghers Trade Capacity and Trade Exports Info in Market View
  • Clarified minting income tooltip when there is no access to minting goods on the market
  • Clarified tooltips for events that change market goods monthly balance
  • Fixed an issue wherein the Kazenny Cabinet Action (available to Muscovy/Russia) would not display its values and text correctly
  • Improved the tooltip for Estate Buildings and added the maintenance they pay for them
  • Fixed force_court_language action being shown for subjects
  • Added tooltips to insults
  • Updated mounted status in frontend DLC list
  • Trade Order tooltip
  • Estate lose satisfaction decimal to percentage
  • Migration and Expel cabinet action map tooltip display number
  • Build tooltip showed conditions targeting one location
  • Rebels Demography table looked broken
  • Added info to say that max war score vs non war leaders is 99%
  • Rebel Suppression toggle tooltip
  • Top 5 and Top 5 bottom Locations will take into account actual sources of growth such as born, death, migration from outside the Country as well as others
  • Building Maintenance tooltip will now show costs weighted by goods
  • Target price percentage difference will now be shown for compared to the the current price and not the desired base price
  • Added a tooltip breakdown for Location Building Maintenance
  • Goods impact on price will now have the correct tooltip for good impact
  • Fixed attrition and Food Consumption Penalties showing when they shouldn't
  • Now shows wealth impact % in estate tooltip
  • Pop demands from Market will now have a further breakdown with the needs of each pop type for the Market.
  • Supply from Locations will now have a further breakdown with the Buildings or actual sources that produce the good.
  • The trade income/expense tooltip on the Balance panel will now group all the goods together. Furthermore, there is a new section that will show the most profitable Trade Partners.
  • Now shows nearest supply sources in logistics distance tooltip
  • Catholic Church Policy additional properties like in the Council of Trent will now be shown when checking the Policy and selecting for voting
  • Yearly antagonism will now have a tooltip explaining the sources for yearly change
  • Fixed missing revoke conditions in some estate privileges tooltips
  • Fixed individual holy sites names not displayed in religious influence breakdown
  • Added upgrade path chain to unit type lateralview and tooltip
  • Location population changes will now reflect when pops demote in or out from different Buildings and owners
  • Fixed potential vote count of golden bull
  • Added army and navy maintenance impact costs from goods on balance tooltip
  • Added Levy maintenance cost factors in the Subunit tooltip
  • Costs by Unit Type in the Balance panel will now have a tooltip of all the costs of units of that specific type, with a further tooltip with the cost detail
  • Subunits tooltip will now have the cost of the unit with a tooltip that shows how much it costs. The cost breakdown of the subunit will now have further improvements and clarifications
  • Army Maintenance tooltip from the Balance panel will now show directly the army costs by army.
  • Fixed a long standing issue where some internal migration events such as migration due to Colonial Charters or staffing Foreign Buildings were not accounted for in the location's pop changes tooltips
  • Maintenance Efficiency now shown properly in the army/navy maintenance tooltips
  • When a market is out of range, the tooltip will now indicate which is the closest Market we have and inform the player of increased transport costs
  • Stalled constructions will now consider if the specific construction can be built or not instead of showing stalled for everything if only one is or would be stalled
  • Receiving Officials Corrupted in the Relations view will not show undesired actions
  • Tooltips for IO types include joining and leaving criteria
  • Fixed town rights unavailable tooltip
  • Fixed an issue where both tooltips for attrition in the War Panel would show Defender side Attrition
  • Made the "Parliament Duration" and the "Organization Parliament Duration" modifiers to appear in tooltips as percentages instead of raw numbers, as that's their design intent.

Other�

  • Fixed rebel crackdown cabinet action sort-by icons
  • Sorted by market relevance by default on goods markets view
  • Fixed rebel crackdown cabinet action sort-by icons
  • Updated path to display correct icon
  • Fixed cabinet actions called from location/province views missing text in confirmation dialogs
  • Added filter for goods produced by our country
  • Removed the multiplayer icon in the drop down menu in the load saved game
  • Fixed force_click_and_confirm_or_hold popups passing wrong click mode to generic actions
  • Implemented Detach Blockade unit action for navies
  • Limited building Port Authority buildings to coastal locations
  • The modifier for "Ruler Must be Commander During War" has been renamed to "Ruler must be commander of the biggest military force". Its tooltip also shows what penalties you get when the ruler is NOT the leader of the grandest force
  • Added two new prussian unit illustrations and their masks
  • Fixed ruler terms merging during civil war resolution
  • Aligned country ledger columns
  • Increased temporary demands tooltip size
  • Added government reform change cost to the corresponding popup
  • Resized automatically ruling history dates
  • Fixed incorrect cropping of artillery unit illustrations in the army builder and combat tooltips
  • Fixed subject war declaration popup localization
  • Fixed send_secret_royal_inspectors not displaying a map marker
  • Prevented using search map mode while game in pause
  • Fixed style of event description tooltip
  • Updated buttons to left header button in the army view and changed their placement to centered
  • Changed so the illustration is now rounded in the tooltip for advances
  • First Iteration of Music Player current track name
  • Message log to tell you when an enemy army has entered your location
  • Event background illustrations adjusted now with better rendering (Aztec burghers exterior and Iroquois soldiers exterior)
  • Event illustrations adjusted now with better rendering (aztec burghers exterior and Iroquois soldiers exterior)
  • Explorer Sort by icon
  • Select Explorer has sort by Is Explorer
  • Added missing icons to countries sort-by
  • Supported modifier keys in send economic support slider
  • Fixed searchbar in panels refusing search umlauts
  • Fixed colony charter marker overlapping with other markers
  • Allowed moving units to battle map marker
  • Fixed incorrect in-game requirements for some buildings
  • Filtered out non-existing countries from dynasty tooltip
  • Improved the formatting of the Goods tab of the Ledger and added icons to the relevant numbers
  • Added a popup on subject declaring war without their overlord automatically joining
  • Fixed some missing localization for the tooltip of Building levels which depend on your overlord's modifiers or bonuses
  • Added missing entries in diplomacy map mode legend
  • Fixed a small issue where the vote for the HRE election would just show "NAME is not available" instead of the player country name
  • Increased country border thinkness from far away
  • Fixed markets import export view sort-by
  • Fixed Wealth mapmode showing wrong tooltip
  • Blockade borders are no longer hidden by war borders
  • Fixed a mixing tooltip info for the modifier impact from the "Ruler must be Commander of the Biggest Military Force" modifier type
  • When raising Navy mercenaries, the proper Naval Mercenary icon will be localized
  • Fixed succession law tooltip icon
  • Used full army or navy leader name
  • Fixed bug building pest houses in subject countries
  • Fixed tooltip description when adding or removing army or navy leaders
  • Now shows correct value in market stockpile progress bars
  • Fixed siege progress truncated when 100% chance
  • Removed colon and negative date at the end of the outliner IO law debate
  • Unit losses now are green colored if they are from enemy units and don't overlap when spawning. Also reduced hte scale and speed.
  • Fixed estate population tooltip showing incorrect breakdown
  • Made diplomatic pop-ups ESC dismiss-able. Close all diplomatic pop-ups on entering main menu
  • Added a tooltip for the Unified Succession Law in unions which tells you explicitly when your succession law CANNOT be applied to other members. So when you try to keep a union and notice that your junior partners do not have your succession law then this is most likely because your succession law is applicable to them. Most notorious example for that is the Partition Inheritance
  • Added proper concept and icon for Unit Formation Preference
  • Special card of non-existing countries
  • Added missing sort-by number of peasants to building type view
  • Diplomatic offer popups now display the diplomatic capacity cost
  • Added missing market price and price difference sortings
  • Improved the message tooltip of the "Break from Union" diplo action so it no longer mentions that you broke the union of the character you just have installed on your subject's throne
  • Fixed tooltips for buildings that cannot be built in capitals
  • Now shows market construction progress in location view
  • Now shows modifiers from work of arts in the location panel
  • Fixed clergy marriage policies showing raw string instead of localized text
  • Filtered out non-existing countries from dynasty countries list
  • Fixed unpinning of Fort map markers
  • Removed links disclosing enemy unit position in army size tooltip
  • The Migration mapmode now fittingly displays the migration arrows that were previously only present in the Population mapmode
  • Fixed bug where raise all leavies popup is closed under certain conditions
  • Access succession laws and consort panels through country panel
  • Displayed scripted children by order of age
  • Added missing localization for the click to open the Privateers panel from the Automation right panel
  • Displayed number of pops in foreign buildings in estate population tooltip
  • Added a proper reason for the popup when you break free of the tatar yoke
  • Opened battle panel once active unit initiates a battle
  • Only include country name in ledger search results
  • Some fixes in game settings
  • Explained which requirements are met to enable achievements
  • Hre Ui Overview
  • Added breakdown to annexation progress
  • Explained key modifiers in destroy building confirmation
  • Fixed unit icons in map flickering on certain situations
  • Fixed annexation progress bar inconsistencies
  • Clarified outcomes for overlord in independence wars
  • Civil Casualties in war and peace panels
  • Now shows unique policies and laws in the government tab
  • Sorted Possible Rivals by Country Strength
  • Long character titles like "Holy Roman Emperor" can be shorted to just "Emperor" or even "Emp." if the textbox is small
  • Current track name update fix
  • Optimized tooltip for artists in culture view.
  • Card Payments display more payees if necessary
  • Spread old world good fix on Columbian Exchange
  • Added market value pie chart to market summary panel
  • Added 'Produces Good' and 'Uses Good' building filters
  • Fixed Bey Fortress building requirements shown twice
  • Added rebel suppression priority toggle
  • Optimized unit map marker per-frame update cost
  • Pause button now shows when is user pause or system pause (tutorial, events...) and let you pause when system paused to stop the game after closing the event.
  • Sorted alphabetically Trade Goods in Filters side menu
  • Music player song names displayed in two lines
  • Harbor Capacity on Maritime Support Cabinet Action
  • IO payments can be shown in situations
  • Fixed market food capacity displaying 0 at game start
  • Locked achievement tooltip now shows ingame the requirements to unlock the achievement.
  • Content panel removes things that are specifically permitted when the advance that unlocks them is specifically not permitted
  • Fixed Sort by supply from source market not reordering Suggested Trades
  • Now shows the correct value for cabinet modifiers
  • Used crew size instead of strength in ships ledger tab
  • Fixed Upgrade special unit without enough gold
  • Reset unit marker cycle index on fresh selection; prefer head unit
  • Split Hindu god tooltip into active and possible-effects sections
  • Clarified combat_speed tooltip to reflect frontage-based eligibility
  • Added message and pop-up when a country joins a war against the player
  • Updated army size when it is affected by a disease
  • Status Backing shows correctly if it will pass
  • Improved the tooltip for currency percentage triggers
  • Modifiers which have only a tooltip in it will now properly show this tooltip anyway
  • Cabinet actions now create the icon in the location targed instead of the province capital if posible
  • Added stait sea locations to name generations to improve visualization
  • Updated Hint for Control to include Local and Naval Governors.
  • Improved Concept for Complacency and Combined Arms
  • Displayed spouses of dead characters in various panels and tooltips
  • Fixed missing text related to breaking the Rein of Junior Diplomacy relationship
  • Fixed an issue where the message for "Intervene in Union Civil War" wasn't showing any text
  • Limited curvature of map names to improve readability
  • Fixed countries joined to coalition being removed from the corresponding alert
  • Added religion filter to holy sites panel
  • Diplomatic offer popups now display the diplomatic capacity cost
  • Clarified to which sub-unit an upgrade is in the corresponding pop-up
  • Improved the concept for Canonization to include its effects
  • The diplo action "Enforce Religious Unity" now properly shows the amount of Imperial Authority gained from that action
  • Removed regular river splines from Tactical mapmode so you only see the crossings along borders.
  • Content lists will now show culture benefits from their languages
  • Refined the content lists for each country to hide irrelevant content
  • Added Concept for Estate buildings
  • Battle results correctly show returned prisoners
  • Optimized frame rate performance on advance tree screen
  • Missing loc for ESTATES_EFFECT
  • Marriage Union UI out of space
  • Fixed peace treaty confirmation window showing wrong target country
  • Square frame for Gov reform Advances unlocks
  • Exclusive DLC Achievement condition
  • Tribal Matriarchal ignore ruler for heir
  • Demand Unlawful Territory remove unnecessary select window
  • Mercenary owner allow-extend: default true, ownership guard, setup UI
  • Achievement Unavailable tooltip not visible if available
  • Hovering unit military objective button highlights target locations on map
  • Town Rights game concept in locations tab
  • Location balance mapmode will now show the number with the color
  • Now shows Location Wealth instead of Tax Base in the Increase Control Cabinet Action
  • The local demand tooltips for a goods now indicate how many of each poptype are rich enough to demand it.
  • Expanded Coalition concept tooltip with join/leave conditions
  • Character portrait ribbons added a small purple one to identify regents, a small red one to identify generals, a small blue one to identify admirals, a small yellow one to identify cabinet members, big yellow one to identify head of the cabinet, small black one to identify rebel, big black one to identify civil war ruler
  • Fixed inviting country to Ecumenical Patriarchate
  • Added declaring war on a union member checks and confirmation dialog to the intervene in war dialog
  • Added message popup when ruler gains a new trait
  • Added country is able to accept diplomatic action filter
  • Disabled Annex All Locations button when all locations selected
  • Improved DM notifications in multiplayer chat
  • Displayed possible levy unit categories in levy builder panel
  • Now shows proximity source buildings in proximity mapmode
  • Now shows possible levy unit category icons in levy builder panel
  • Now shows opposing voters and their reasoning in IO vote widget
  • Select Country for Diplomatic action Panel now updates colors after selecting a country and show the disable ones down to the list.
  • Added an accessibility option to set all the text in the game to Sans Serif for easier reading
  • Formatted currency to avoid unit template icons overflowing
  • Countries without votes should not show up
  • Made message log entries automatically set click transparency on text without tooltips, allowing bigger interaction area
  • Percentage for province development
  • Develop province not percentage and correct map marker
  • Select Bureaucracy panel closes if we select one through event

3D Art�

Unit Models

  • Added rimlight to units to make them stand out more

Portraits�

  • Added a setting to disable the disfigurement trait in the portraits.
  • Renamed and relocated all german hair assets to avoid reported issue with some players experiencing a "Too long path" error
  • Andrew Murray (Scottish regent) is no longer hardscripted to have a landknecht hat
  • Rulers base their crown and clothing on the country's primary culture instead of their own.
  • Edward III of England starts with a Byzantine forked beard if you have Fate of the Phoenix
  • Late European open jacket is increased in chance so it's 50:50 with the closed jacket
  • Added visual health traits for portrait characters
  • Reworked portrait environments lighting to look more natural.
  • Electors below Duchy country rank still get the elector hat.
  • Added 5 historical Greek characters (Anna of Savoy, John V, Alexios Paokaukos, Gemistos Plethon and El Greco)
  • When DLC was inactive, Byzantine Emperor had no beard

Map�

  • Nudged straits in Kos, Assens and Wolgast to make more visible which sea you have to blockade to block them
  • Nudged namalata city position to prevent it from looking like the indicator is outside
  • Units now are forced to move towards the location they are going to travel to to prevent confusing directions in small locations with big armies
  • Unsubmerged city of alexandria
  • Increased size of roads when you zoom out
  • Modified spawn positions of cities and unit placements to prevent them to be too close to adjacent land locations
  • Changed so front graphics (rain) spawn for every location affected instead of in the center and in the extremes.
  • Fixed issue with buildings in political mode
  • Prevented cities from generating underwater in hight altitude lakes

Other�

  • Modified sea parking spots so ships are discouraged to park on land
  • Made some subunits invisible when they are too many subunits trying to enter a place to prevent them from looking to weird places
  • Tweaked unit movement so they cross to the next location more accurately with the logic.
  • Prevented country borders and map colors to be drawn locations in terra incognita
  • Removed government tipe from the 3d units construction as it was unused
  • Removed degenerated polygons when generating a 3d city that could cause clipping.
  • Enabled roads and rivers visualization independently of the flatmap
  • Unit viewer can now take screenshots
  • Sharpened flatmap colors to reduce patches without colors in small islands
  • Added greek fire galley ships

Modding�

Script�

  • Added the war_goal_province event target link from war to province which scopes to the target of the war. If the war is not about conquering a certain province it will instead return the capital province of the defender
  • Added the known_institution script list. So the effects every_known_institution, random_known_institution and sorted_known_institution as well as the trigger any_known_institution are now added
  • Added the "counts_as_external" trait for subject types which allows you to define the subject type as an external attacker when it goes to war with one of your other subjects and will make the game consider overlord_protects_external. If both subject types are seen as "external" then overlord_protects_other_subjects will be taken into account instead
  • Changed GetExpirationDateInVariableListForTarget to ShowExpirationDateInVariableListForTarget
  • Added the localization command "GetExpirationDateInVariableListForTarget"
  • Added the take_over_wars_when_called trait for IOs which allows you to make leader of the IO to take over the defensive wars instead of just being a co-belligerent
  • Added the on_shattered_country on_action which fires after all the countries are created
  • Disasters and situations can have custom descriptions
  • Additional_war_enthusiasm now also has scope:attacker, scope:defender, scope:target (for character) and scope:target_province for a better calculation of the applied war enthusiasm
  • Formable Countries added potential_requires_own (default yes). Disable if you want to see the formable in the gui without owning any land in the required regions
  • Added 'on_education_start_effect' to child educations
  • Added 'potential' trigger for child educations
  • International_organization_modifier for IOs are now triggered modifiers, which means they can read and interpretate potential_trigger
  • Added the allow_extended_family trait for heir_selections which allows nephews / nieces to be considered too for the heir selection
  • Added ability to add a fallback key to unit categories that is used for naming and icons, because we split army_infantry and army_cavalry into heavy and light but still have the assets named the old way
  • `any_movement_in_culture` scriptlist
  • `any_movement_in_religion` scriptlist
  • Heir selections can now have `all_in_overlord = yes` to add candidates from overlord's court.
  • Diseases can now have a `potential` trigger that is checked before monthly_spawn_chance
  • Location ranks can now set `capital_country_modifier` for modifiers that affect the country only when in a capital.
  • Added 'location_potential' trigger to raw goods which records error log when it is not setup in an allowed location
  • Can now define a religion definition to use omens with 'has_omens = yes'
  • Can gender god definitions with `is_female = yes`
  • Added scriptlists for bureaucracies (any_current_bureaucracy, random_current_bureaucracy etc)
  • You can now use suppress_no_pops_error_log = yes in a culture definition to stop it reporting errors if there are no pops
  • Can define a building as setup_only for each location rank so they aren't buildable ingame but also don't complain in the error log
  • Added the allow_white_peace, required_peace_treaties, required_attack_peace_treaties and required_defender_peace_treaties for casus belli
  • Added error logging for misspelt languages in character_names_dynamic_l_english.yml

Triggers�

  • Added triggers for used_fort_limit
  • Added triggers for regular_navy_size
  • Added the war_goal_type trigger for wars which check what type of war goal (such as "superiority", "take_country" etc) is used
  • Added topography_count/topography_percent/vegetation_count/vegetation_percent/climate_count/climate_percent country triggers
  • Added owns_or_non_sovereign_subject_owns_province
  • Added a owns_or_has_subject_in = <geography> triggers
  • Added has_origin_in_new_world & has_origin_in_old_world triggers for goods scope.
  • Added has_new_world_goods_in_market & has_old_world_goods_in_market triggers for market scope.
  • Added the is_in_scripted_geography trigger
  • Renamed can_marry to is_eligible_for_marriage to have it more consistent naming
  • Added the can_marry and can_marry_character triggers which are more lenient than is_eligible_for_royal_marriage and are more used for non-ruler/heir marriages
  • Added the monthly_population_change trigger
  • Added the religion_group_population_in_country and language_population_in_country triggers
  • Added `bureaucracy_type_disliked_by_estate` trigger
  • Added `bureaucracy_type_liked_by_estate` trigger
  • Added `bureaucracy_disliked_by_estate` trigger
  • Added `bureaucracy_liked_by_estate` trigger
  • Added `bureaucracy_type_liked_by_estate` trigger
  • Added `bureaucracy_type_disliked_by_estate` trigger
  • Added an estate scope trigger to check monthly_satisfaction_change
  • Added various bureaucracy related triggers
  • Added a `bureaucracy_liked_by_estate_type` trigger
  • Added a `bureaucracy_disliked_by_estate_type` trigger
  • Added `num_bureaucracies` trigger to check how many Bureaucracy objects are active in a country
  • Can now check if a religion uses omens with 'has_omens = yes'
  • Can check if a goddess is female with `is_god_female = yes`
  • The war_length and the war_length_in_years trigger now return 0 if the war is invalid
  • Added num_country_that_can_be_called_offensively trigger
  • Added the "valid_gender_for_heir_selection" character trigger
  • Added the "original_tag" trigger which checks what the country was at the start of the campaign (note: might be inconsistent with already existent save files)

Modifiers�

  • Added a local_merchant_capacity_modifier modifier to location scope.
  • Each poptype now have unique modifiers impacting how much they grow both on country and location scopes.
  • Added `allow_bureaucracy` modifier that controls if a country gets bureaucracies
  • Added `cabinet_trait_impact_modifier` for increasing or decreasing the effects of the Cabinet Trait
  • Added 'global_migration_attraction' modifier to affect how attractive all locations owned by a country are for migration
  • Added `bureaucracy_slots` country modifier
  • Omen_time_modifier can increase the length of Omens
  • Added heretic and heathen pop conversion speed modifier types

Effects�

  • Added ability to override topography effects for weather systems in start_weather_system
  • Added the marry_character_ignore_blocks effect which allows you to have characters marry another character which the game should not allow (such as blocks from estates). The normal marry_character effect will no longer have an effect if the marriage should not be allowed
  • Added a change_score effect.
  • Fixed an issue with create_relation and remove_relation which would these effects never register the recipient country

Other�

  • Added shader_id to the mapmodes to be able to recognize the mapmode from the shader
  • Script errors will only logged in debug mode. (Using debug_mode command or command line argument)
  • Now shows platypus when debug mode is active.
  • Goods can now specified with origin_in_new_world & origin_in_old_world
  • Added xx_new_world_goods & xx_old_world_goods scripted lists
  • Added the max_manpower and max_sailors country modifiers
  • Added a num_buildings_owned_by_estate trigger for estate scope.
  • Added a scriptlist for building_owned_by_estate from estate scope.
  • Estate buildings can now be toggled to be 'spawn_on_setup' or not, default is on.
  • Scripted relations can now have select_triggers to add parameters to them
  • Added a policy_possible_for_country trigger for policy scope
  • Replaced has_<type>_traits scripted triggers with custom tags on traits
  • Traits now support custom tags
  • Added trait scriptlist for characters
  • Added a new locator class PORT, and auto generated file.
  • Character dynasty head score is exposed in debug tooltip for characters
  • Added the InstantImplementation console command so you do not have to wait ingame years to test stuff out
  • Ecs_illustration_image entries can now have their UVs manually offset with uv_offset = { 0 0 }

Translation�

Turkish�

  • Fixed missing text in Turkish Europedia Unit Types page

Russian�

  • Fixed russian customloc checking for cultures incorrectly, nanai ( language ), solon ( removed ), arvanite ( removed ).

English�

  • Fixed various spelling errors in the dynamic character names localization

Multiplayer�

  • Fixed the game speed changing to 4 everytime someone hotjoins
  • Fixed crash while resyncing due to another player desynching at the same time
  • Added most common causes for different checksums
  • Fixed desynch caused by missing database dependency
  • Fixed desynch caused by initializing trust without the default value
  • Fixed CTD caused by a received command trying to be constructed and reading a DB not instantiated
  • Fixed desynch caused by wrong persistence of character's health traits
  • Delayed recalculation data after the host starts the game. This way we avoid recalculating for every client joining, and everyone will do it just before going ingame.
  • Fixed desynch caused by modifiers being computed on demand during AI tick tasks"
  • Fixed desynch caused by wrong default value checking in border variable from diplomacy
  • Fixed desynch caused by modifiers being computed on demand during AI tick tasks
  • When clients are joining a multiplayer lobby, if there was no change of game state, avoid creating a save file for every client

Miscellaneous�

Europedia�

  • Fixed government reforms entries missing most of the information
  • Fixed search for location ranks category

Settings�

  • Added default keybinding for Raw Materials map mode
  • Fixed different bindings profiles being loaded instead of last saved ones
  • Fixed middle and right mouse buttons being not rebind-able
  • Added FSR upscaling

Game Rules�

  • Fixed country ledger still being opened by default with hide country and goods rule

Other�

  • Improved performance for International Organization leadership in case of indecisive elections
  • Improved performance for AI evaluating Carpet Siege objective
  • Improved performance for calculating Special Statuses in International Organizations AI
  • Improved performance for processing heirs in monthly tick
  • Improved performance for processing pop growth in monthly tick
  • Improved performance for processing active situations on the daily tick
  • Optimized AI code related to building RGOs.
  • Optimized code related to AI swapping production methods.
  • Improved performance related to update dynasties on monthly tick
  • Improved performance when displaying the threat level map mode
  • Prevented siege icon for appearing twice
  • Optimized AI calculations for trades
  • Reduced VRAM usage from the borders
  • Optimized the path calculation the AI attaches several units to another one

Bugfixes�

  • Made units move not instantly with the new speeds
  • Prevented map tooltip from blinking rapidly under certain conditions
  • Handled scenarios where Price returns empty costs
  • Fixed color format for hostile diplomatic annexation cost
  • If location is getting progress on institution, then indeed the institution can spread
  • Fixed objective tooltip without scrollbar
  • Fixed upgrade ship tooltip cost
  • Read siege icon if there are ships docked on location
  • Ai should no longer stall secessionist wars if they already have 100% Warscore
  • Annexing a revolter by a 3rd party correctly ends the revolt war without leaving allies of the revolter to fight it
  • Enforced peace can no longer be done by a junior partner against a senior partner
  • Secessionists with no land are correctly turned into land based countries and won't be deleted as soon as they disband their levies.
  • Secessionist countries with no land will no longer stop existing after the war if they can secure land in a peace deal.
  • Fixed toltip out of bounds
  • AI will no longer spam the player with IO invitations.
  • Revolters will not steal levies from pops outside their territory anymore.
  • Warscore cost and antagonism is now properly updated when cede treaties are selected that remove released locations.
  • Release area as nation peace treaty is no longer selectable if all released locations are already ceded in other treaties
  • Fixed crash related to starting exploration from a location with no construction slot
  • Added missing Break guarantee vassal independence localization
  • Is_border is now calculated correctly for coastal locations as well.
  • Opinion is now correctly applied as a factor when AI chooses which side of the Religious War to join
  • Fixed a bug that gave characters admiral traits in a non-naval battle.
  • Disabling market automation now correctly sets the automation value at 0 instead of maximum trade capacity
  • Overlords can no longer ask for food access from their subjects if the subject relation already gives food access
  • Military objectives will not change the allowed attachment value of armies set by a player
  • Agitate for Liberty is properly removed when the agitated country becomes a subject of the agitator
  • Transferring Appanages in a war converts them into normal vassals if the country is not eligible to have Appanages
  • Fixed International Organization Law Tooltip going out of screen
  • Fixed unlocalized Province CB's Alerts
  • Subjects of countries who are subjects themselves are now correctly removed from wars if their overlord peaces out.
  • Trade ships flags using the wrong country under certain conditions
  • Enforced peace on Union Members now works in other wars than Civil Wars
  • Subjects now correctly declare independence wars when the support is above 25%
  • Disloyal subjects no longer go independent when joining revolt wars. Grant Independence treaty is now available during revolt wars if disloyal subjects joined them
  • Power projections bonuses for price of declaring war are no longer double counted across all targets. Only the main target of the attacker is taken into account
  • Castilian end of civil war events no longer fires twice
  • Allied countries no longer perceive Independence treaties as giving them land and the war leader doesn't get favors with them in that situation
  • Isolate from allies no longer removes only 1 favor
  • Countries who become subjects no longer leave wars if their new overlord is on the same side in the war.
  • Countries starting with levies no longer disband them immediately after the game start
  • Music Player First track name fix
  • Prevented unit movement arrows from only showing the path to the next location instead of showing the full path if the unit moved and it was not selected
  • Fixed so we check the overlord chain when considering if a country is friendly for military access. Fixes issue with not being able to walk inside scutaged subjects of allies.
  • The Papal Conclave penalty modifier is now getting removed properly when the regency of the Papal States ends
  • Fixed an issue where Rise of the Ottomans situation would sometimes be canceled when a small country requested parliament taxes, causing them to be the highest ranking country even if they had too few locations
  • Updated the wording of favors gained from land in the peace view.
  • Claim Throne CB is no longer given against countries that stop existing after a civil war
  • Fixed countries getting the claim throne CB repeatedly
  • Removed an obsolete (per 1000 men) text for maintenance.
  • Colonized becomes integrated if kept.
  • Prevented to renanaming of non selected location by mistake
  • Fixed an issue in which some achievements were being marked as not possible just because we did not save the initial conditions to achieve it.
  • The pop_type_population_in_country and pop_type_percentage_in_country now correctly point to a POP in the text instead of a RELIGION
  • The event "The Term has Expired" will no longer happen to members of unions
  • Fixed countries losing cores when dominant culture matches their primary/accepted culture
  • Fixed corridor not recognized for road-to-capital connection check
  • Fixed Recruit to Army Join to Unit objective leaking to unintended armies
  • Modifying coat of arms scripts now hot-reloads in-game
  • Mass Upgrade button now works for upgradeable buildings at max level
  • Daimyo AI no longer deletes all armies in peacetime; prisoners block building raids
  • Clergy rebellion map label now matches panel name
  • Becoming a subject no longer white peaces all other wars
  • Battle prediction widget now correctly shows terrain/river crossing bonus for defender
  • Enforced Peace on an unrelated war no longer shows "We lost" or names the wrong country
  • Dutch Parliament no longer locked out after culture unification
  • Unit templates now work in subject lands
  • Hegemon Ultimatum CB no longer shown in fabrication list
  • Unified Culture Group no longer locks out constituent-culture advances
  • Fixed proximity display showing uncapped source value when local_proximity_source exceeds 100
  • General traits with army modifiers now shown in battle overview
  • Estate buildings now appear in macrobuilder when owned by player
  • No longer show pilgrimage price before holy site is selected
  • Fixed rally point list opening slowly for large countries
  • IO law tooltip now shows predicted vote outcome before proposing
  • Fixed save/reload AI peace acceptance exploit
  • Hanseatic League peace deal subjugation now respects size limit for all war participants
  • Anti-piracy CB no longer requires spy network to fabricate
  • Forming Spain as Portugal no longer shows Aragon quarter in flag
  • Fixed AI bribing against its own IO policy proposal
  • Fixed confucian event cascading blocked_from_being_ruler through all ruler's sons
  • Fixed Subject Territory Connectivity tooltip debug error
  • Characters no longer inherit heathen names from grandparents
  • Mercenary owner can now prevent customer from extending contract
  • Demand Unlawful Territory country list now filters and sorts by available provinces
  • Loyal Subject separate peace tooltip now correctly states subject loyalty
  • Fixed Raise All Levies dialog when switching Army/Navy tabs
  • Army/navy/fort maintenance tooltip no longer kills FPS for large nations
  • Great Lakes now count as lakes for irrigation and freeze correctly
  • Sent Gift no longer requires gold for full gift to unlock action
  • Precious metal export ban no longer blocks domestic inter-market transfers
  • Fixed countries starting at formable tier 1 instead of tier 0
  • Auto-removed extinct cultures from Accepted/Tolerated lists
  • Fixed the first option of the "Plausible Deniability" event, it will now only appear if there is a Country to target
  • Fixed the Topography of Guahan Atoll
  • Fixed issue that made Game rules preset settings not applied on save
  • Fixed mercenaries being counted as Army Levies in army size tooltip
  • Fixed wealth share tooltip showing 0 at 0% control
  • Fixed crash when clicking Ok in the confirmation popup for a parliament agenda after the parliament session has ended
  • Fixed memory leaks related to religion alerts and UI
  • Optimized culture add/remove pop status updates to improve performance
  • Cached naval range bases to avoid recomputing per-area in start_exploration
  • Reduced make_unit_available_for_hire AI evaluation cost
  • Reclassify cross-culture migration merges as assimilation
  • Fixed naval levies never raising and showing wrong power
  • Fixed Recruit to Army causing other armies to get Join to Unit objective
  • Fixed Matrilineal Non-Exclusive succession line ordering
  • Fixed road clipping thought terrain in some mountains
  • Fixed Christian nations in Anatolia/Caucasus starting with Slave Markets
  • English Crown Princes no longer called Viscounts.
  • Blocked the "Crown the Regent" event from disturbing the Fraticide Succession chain of events
  • Fixed tutorial conditions for opening specific views flickering when hovering over views.
  • Replaced daily all-country pulse scan with per-day buckets
  • Fixed excessive food expenses for provinces with full stockpile
  • Fixed Balance tab automation adjusting expense sliders every day
  • Fixed FPS drop when hovering over population in top bar
  • Fixed embassy building tooltip not mentioning maximum Country Rank
  • Promoted pops now target matching culture/religion destination
  • Fixed AI never proposing union_establish_seniority_policy in non-adjacent unions
  • Fixed vassals not providing naval range to overlord
  • Fixed several markets having the same center location could result in random crash during monthly tick
  • Appoint_as_heir now properly designates the chosen character as heir
  • Fixed a bug where assimilation bonuses for Pops of Cultures that speak the same Language as the Market Language of the Location was not being applied correctly
  • Religion in country triggers now use adjective for religion instead of noun
  • Optimise location marker per-frame costs
  • Fixed border distance cache 10ms spike during prepare_for_war
  • Enabled rivers on Raw Materials, Development, Food, and Control mapmodes
  • Fixed union policy voting blocked by regency
  • Fixed child character becoming union leader during regency
  • Fixed Personal Union member integration level going negative
  • Fixed Swiss Confederation Direct Vote causing permanent Power Struggle
  • Fixed lag when switching treaty tabs in Sue for Peace panel
  • Fixed Advances panel FPS drop on open
  • Fixed population tooltip causing FPS drop on hover
  • Cached building maintenance tooltip string to fix FPS drop on hover
  • Fixed works of art location modifier not shown in tooltip
  • Removed antagonism rebate from coalition "release area" peace treaty
  • Fixed buildings menu filter lag with location control slider
  • Fixed individual location demands bypassing fort occupation check
  • Only war leaders can force peace (stability hit + auto-accept)
  • Fixed scrolling building locations causing framerate drops
  • Fixed market panel freeze on first open with large trade volume
  • Cached RGO output value on CGoodsSourceItem to fix scroll framerate drop
  • Fixed pops list frame rate drop when scrolling
  • Fixed severe stall when hovering pop expenses tooltip for large countries
  • Created market panel: move city/ownable checks to visible to cut list size
  • Eliminate double UpdateCultureStatusForPops in remove_accepted_culture action
  • Fixed indefinite freeze when recruiting large army templates
  • Fixed marry_noble select_trigger visible condition ordering
  • Fixed O(N×P) path validation spike for units with many attachments
  • Clamped monthly_manpower/monthly_sailors script values to zero minimum
  • Tier 1 countries can no longer form other Tier 1 countries
  • War_on_same_religion_no_cb_cost_modifier now correctly reduces declare war costs
  • Antagonism map mode no longer uses coalition color for very high antagonism
  • Fixed Expansionist Zealotry clergy privilege giving -10% war score vs other religion instead of +10%
  • Fixed province integration ETA tooltip showing incorrect date
  • Non-province CBs now correctly localize in the Unpressed CB alert
  • Compromise with Huguenots action now requires Catholic religion
  • Canonize action now correctly grants Prestige, Legitimacy and Clergy satisfaction
  • Locations with 0% control now correctly credit uncontrolled income to estates
  • Added missing localization for Embassy building allow condition
  • Fixed Liberate Country blocked for countries that ceased to exist
  • Fixed unit_owner_not_equal has no localization
  • Reduced Frustrate Annexation cabinet action hostile annexation cost modifier
  • Fixed release_non_cores effect having no localization
  • Fixed add_religious_focus_progress tooltip showing 100x inflated value
  • Fixed Local Governor buildable in Extraterritorial capitals
  • Fixed historical subject release forcing overlord government type
  • Fixed propose_ruler AI performance spikes
  • Fixed tribesmen local_monthly_control pop_percentage_impact scale
  • Fixed horde civil war transferring occupied locations to third-party countries
  • Fixed Nobles and Soldiers not buying Firearms
  • Fixed propose_ruler AI spiking to 20ms due to recipient-dependent sort
  • Fixed spurious marriage union and empty $WHY$ on Union Independence war declaration
  • Fixed capital not restored after rebel occupation and annexation
  • Fixed river bonuses being applied multiple times by splitting into 5 size-based modifiers
  • Skipped UpdateInheritance when creating non-dynasty characters
  • Fixed mercenary maintenance efficiency formula and broken UI modifier
  • Fixed free annexation exploit via subject location transfer
  • Fixed maintenance efficiency breakdown tooltip extending over entire sub-unit cost breakdown
  • Fixed AI revolt war defender not using AnnexRevolter despite 99%+ warscore
  • Fixed Seize Land promoting to province cede when Return Core covers sibling locations
  • Fixed crash in building screen when clicking on map to start a construction
  • Fixed parliament CB persisting after province is conquered
  • Prevented State Bank from being enforceable via peace treaty
  • Fixed High Kingship of Ireland not disbanding when only one member remains
  • AI will no longer try to declare bankruptcy again while bankrupt
  • Fixed colonial migration distance showing x0.05 for colonies near Great Lakes
  • Fixed colonial subject trade bonuses routing to defunct overlord after annexation
  • Fixed IO law vote showing "Start Law Debate" in outliner
  • Fixed election not firing in senior-partnerless unions with elective succession
  • Fixed occupation incorrectly transferring to non-adjacent colonial subjects
  • Fixed lutheranism_events.12 picking ruler as target and wrong religion adjective
  • Fixed Bribe Voter allowing bribes in IOs the actor isn't a member of
  • Fixed "no current effect" tooltip in Hire Courtier when Court Eunuchs Bureaucracy is active
  • Blocked building destruction in locations targeted by imminent revolts
  • Fixed share_maps interaction not working with distant allies
  • Improved z-fighting against my long lasting enemy: floating point precision error
  • Reduced starting trade income from price arbitrage
  • Fixed succession crisis recruiting family members from foreign courts into rebellion
  • Fixed cabinet societal value monthly change differing after save/load
  • Fixed return cores to non-participant subject generating 0 antagonism
  • Fixed Independence CB not enabling Declare War button in diplomatic relation window
  • Fixed Purchase Military Access erroneously spending 5 favors
  • Fixed army movement loop after disbanding targeted levies ()
  • Cancelled Annul Treaties when event/peace-treaty effects create a blocked relation
  • Fixed raid ability tooltip showing all allow conditions on cooldown
  • Fixed demand_unlawful_territory cooldown, self-target, and modifier-renewal exploits
  • Fixed "is already married" shown twice in Arrange a Royal Marriage tooltip
  • Fixed Bey Fortress building requirements shown twice in action tooltip
  • Fixed construction queue goods demand exploit
  • Fixed war score showing 0 in January in the wars ledger
  • Removed O(all buildings) monthly scan in ProcessRemoveTriggers
  • Fixed Matrilineal Non-Exclusive succession scoring and ordering
  • Destroy foreign buildings on conquest instead of polling in ProcessRemoveTriggers
  • Allowed assimilation of pops already converted to a culture-locked religion
  • Parliament value doesn't flip constantly
  • Armies no longer bleed morale when stranded by winter impassable terrain
  • Fixed union member leaving union when unrelated scripted diplomatic action is executed
  • Capped dynasty name location fallback at region level
  • Laws tab search and filter options now update immediately when game is paused
  • Fixed newly created fiefdoms converting to vassals on monthly tick
  • Fixed hired noble characters not counting as alive in their dynasty
  • Small performance increase in market code
  • Optimized the AI usage of Violate Soverignty
  • Optimzied the Hire Advisor action
  • Made the AI only evaluate markets it has merchants in when attempting trades.
  • Fixed an issue with levies from revolters stealing pops.
  • Fixed river estuary overriding port proximity cost
  • Unit weight concept tooltip will now be properly localized for unit types
  • Added has_doom = yes trigger to all events that use add_doom
  • Fixed conquistador no longer asking overlord to settle after conquering more than 8 locations
  • Fixed possible_promotion_percentage factor exceeding 1 when pop types have more pops than their cap
  • Fixed RGO output modifiers not applying to food production
  • Fixed RGO output modifiers not applying to food production
  • Fixed on_great_battle_lost scope confusion and swapped kill/loss variables
  • Fixed Matrilineal Non-Exclusive succession law incorrectly scoring candidates
  • Removed water being bleeded the terrain colors
  • Fixed Disease Outbreak siege tooltip incorrectly showing garrison loss
  • Prevented Support New Farms and Expel People from targeting the same province
  • Fixed duplicated area mapmode names
  • Fixed backslash in players icon texture path in multiplayer frontend
  • Fixed country_has_special_status using root instead of scope:actor in HRE interaction
  • Fixed mercenary maintenance being reduced by army/navy maintenance efficiency
  • Fixed tooltip going out of bounds
  • Handled Policy tooltip cases where the International Organization context doesn't exist
  • Fixed location topography not showing in the combat strength damage tooltip
  • Improved location of map markers in places with islands
  • A third council vote will now properly happen when the Western Schism situation ends up with a council score of 1-1
  • Fixed how we display Pops cap modifiers that scale with location population in the location demography tab
  • Armor-equipped clergy did not feature a gorget.
  • Fixed combat marker shown when it is not clickable
  • Fixed crash sorting on rivals page
  • Gallowglass levy size increased from infantry to noble cavalry rate
  • Fixed government reform change not costing stability
  • River Flowing Through absent from Development tooltip
  • Fixed stale unconditional surrender date surviving save-load in active war
  • Raid holdings actions now allow mixed armies with auxiliary units
  • Fixed instant 100% war score in independence wars vs building-type subjects
  • Fixed 30+ second UI lockup when opening recruit panel for large empires
  • Fixed food stockpile stuck at 75% in every province
  • Fixed population tooltip FPS regression from
  • Maintenance tooltip no longer stutters every second for large nations
  • Fixed Monthly Assimilation/Conversion panels showing per-pop rate instead of total
  • Fixed succession line showing sibling scores as heir scores
  • Dominion rank check moved from visible to creation_visible
  • Auto-removed accepted/tolerated cultures when their pops disappear
  • Fixed unlocalised war_goal_take_province
  • Revolt war leaders can now request peace even with the blocked_from_peace modifier as otherwise the war would never end
  • Fixed incorrect wording in peace windows informing which country has won if the player wasn't part of the war
  • Emperor accepting a call to arms through the HRE will automatically call their allies too
  • Fixed Curia Actions remaining blocked after Western Schism ends
  • Fixed fort defense miscalculation after save/reload
  • Fixed random child name generator repeating the same name every other press
  • Fixed Kurultai location_potential tooltip incorrectly claiming owner's culture group
  • Fixed Great Power Status Threatened tooltip showing date 200+ years in the past
  • Added Health Trait and Cabinet Trait types to Trait game concept tooltip
  • Fixed Take the Vows not changing character to clergy estate
  • Updated fix summary with correct root cause
  • Fixed template recruitment freeze with many units
  • Reduced population tooltip rebuild cost for large countries
  • Rebellions no longer destroy noble buildings (local_governor)
  • Cached army/navy maintenance tooltip strings to fix FPS drop
  • Fixed Abbess Elective succession getting stuck in regency
  • Cleared third-party occupation when annexing a subject not at war with that occupier
  • Blocked colonial nations from selecting gold export ban law
  • Colonies should no longer declare independence if they are vastly outnumbered by their overlord
  • The "Invite German Settlers" event now accurately targets devastated locations as the origin of migration and informs the correct owner
  • Added missing localization for merged_culture_group_contains_culture trigger
  • Fixed dock building not buildable from map when dry_dock advance is available
  • Right-clicking port location now disembarks embarked army
  • Fixed enforce religion / change subject court language popup disappearing immediately
  • Fixed Western Schism showing negative days being debated
  • Fixed crash when hovering 'Children Can Have Better Education' alert with large dynasties
  • Added default-on filter to hide estate-only buildings in production view
  • Fixed frame drop when hovering country icons in dynasties ledger
  • Fixed "Deserters" event tooltip showing incomprehensible negative strength loss
  • Fixed Offer Loan popup not raising to front of other windows
  • Estates now receive gold when a bank takes over their loan
  • Fixed civil war end messages showing wrong faction names
  • Fixed rivals UI allowing unrival without hold-to-confirm on right-click
  • Now shows debt amount in Pay off Debt subject action tooltip
  • Fixed unable to form Éire as sole High Kingship member
  • Fixed any_pop_can_be_slave not blocking slave liberation
  • Fixed Restorer of the Disinherited reform dropping after Balliol wins civil war
  • Fixed typo in mercenary regiment reinforce tooltip
  • Fixed trade detail panel showing stale/incorrect values
  • Fixed co-belligerent selection being disabled or unremovable in declare war screen
  • Map click building disabled for rural-only buildings (part 2)
  • All explorers have same trait after loading save
  • Spread AI economy monthly tick work across daily tick to reduce monthly frame spike
  • Fixed framerate cap being overwritten when vsync relation deactivates
  • Fixed Revolutionary Civil War rebel showing random procedural flag
  • Fixed road between Lisboa and Setubal crossing Tagus estuary
  • Fixed CTD opening Europedia after switching countries
  • Fixed RGO mapmode not updating when raw material changes
  • Fixed sandstorm causing FPS drop (~10fps on Vulkan at 4K)
  • Fixed FPS remaining lowered after toggling flatmap off and on
  • Fixed Mikael Agricola spawning with Finnish name "Mikko"
  • Fixed System of Councils reform unusable by Spain-forming countries
  • Fixed Tribe of Hurga missing burghers and laborers at game start
  • Fixed flavor_cas.44 not checking if capital is in Valladolid
  • Fixed Frankokratia advance conditions tooltip not scrolling
  • Fixed Theological Seminaries modifier showing 0.00% monthly literacy
  • Fixed new war starting with -100 war score due to stale unconditional surrender date
  • Fixed ally peace expectations using participation instead of GreatPowerScore
  • Fixed any_spy_network_built_in_us returning no results
  • Fixed invisible CBs appearing in player CB and declare war panels
  • Fixed market creation cost not displayed in Location panel
  • Fixed major government reform swap blocked in add mode
  • Fixed Hernán Cortés DHE being nearly impossible to trigger
  • Fixed Reformed Crusader Knights unrecruitable via Clergy Privilege path
  • Fixed flavor_oma.2 option B having no upside
  • Fixed Seazone panel sort buttons not persisting after close
  • Fixed flavor_oma.4 missing historical_option
  • Fixed Encourage Urbanization not showing pops to upgrade
  • Fixed Cabinet tab displaying incorrect modified stats
  • Fixed Sort by Willingness button disappearing in Ask for Money dialog
  • Fixed Ask for Money dialog showing stale gold amount after monthly tick
  • Fixed building income sort including non-owned locations
  • Clarified Bank of Saint George advance unlock requirement
  • Fixed Nanbokucho clans showing support for both courts
  • Fixed parliament issue modifiers missing display names
  • Fixed demography pop icons not using correct culture_gfx
  • Fixed Purchase Military Access button doing nothing
  • Fixed Horde historical subjects displayed as Tribes
  • Fixed Foster New Culture re-usable after save/load
  • Fixed Unify Culture Group losing influence/tradition and cultural views
  • Fixed SC member opinion of leader inverting policy vote preference
  • Fixed High Kingship electing a king within the first year
  • Fixed Threaten War ignoring subject borders for location eligibility
  • Fixed unique CBs incorrectly appearing for overlords targeting own subjects
  • Fixed duplicate diplomat tooltip on Subject interactions
  • Release dominions when England is conquered
  • Fixed duplicate cost condition in religious action tooltips
  • Fixed control group disappearing when merging armies
  • Fixed return core + cede province antagonism double-counting
  • River tooltip shows wrong modifiers
  • Fixed land recruitment method applying to navy recruitment
  • Fixed mass build button greyed out for slow-build buildings (Medical School)
  • Sent Secret Royal Inspectors panel shows tax base column
  • RGO macro builder control filter excludes 100% control locations
  • Fixed Great Yuan civil war blocking Red Turban Rebellions
  • Fixed form-country tooltip showing no reason when only territory is missing
  • Fixed Shinto Honor tooltip not listing possible effects
  • Blocked auxiliary units from using raid holdings actions
  • Fixed coalition not triggering when declaring war on tributary
  • Fixed KOJ formable tier to match its rank_kingdom status
  • Fixed Demand Annexation interaction display issues
  • Rein in Area now integrates locations with existing Areal Reign modifier
  • Warring State reform now correctly blocks subject creation
  • Fixed cannot accept peace offer from disloyal vassal
  • Coalition war Liberate Area no longer suggests interior areas
  • Fixed Scottish Clans Noble privilege reassigning Gaelic pops to Tribes estate
  • Fixed instant 100% war score when independence war declared against Hansa
  • Fixed trade automation skipping markets with stable merchant capacity
  • Fixed Teutonic Order custom subjects always becoming Bishoprics
  • Fixed Demand Unlawful Territory being usable against non-HRE countries for non-HRE beneficiaries
  • Fixed vassal offer showing no reason when recipient is a coalition target
  • Fixed missing building name in construction error messages
  • Fixed cabinet action icons clipped by card border
  • Fixed trait tooltip showing doubled AI behavior effects in Country Selection
  • Fixed current ruler sorting below previous ruler in Ruling History
  • Fixed war declaration stability penalty mislabeling war target as co-belligerent and missing allied defenders
  • Preserved dead characters from minor dynasties while they have living children
  • Rebellion: vassal reclaims rebel lands instead of overlord
  • Fixed hymnal title numeration starting at 0 and counting all work types
  • Severe refactoring of pop demands of goods to improve daily tick speed.
  • Fixed modifier tooltip for wrong scope and change how modifier is calced so the tooltip is clear
  • Kritai Katholikoi now correctly increases Estate Power from Cabinet Position
  • Created new descriptions for the "Treaty of Tordesillas" event that take into account the possibility of the Pope being one of the signatories
  • Map click building disabled for upgradeable rural buildings
  • Fixed the description of the "Treaty of Tordesillas" situation, so it displays correctly even when one of the signatories gets annexed
  • Colonial flags now regenerate when overlord's flag changes or subject type changes
  • Mercenaries now use their own graphical culture, not their employer's
  • War of the Roses disaster now fires reliably
  • Act of Supremacy now notifies Personal Union partners of ruler's spouse change
  • AI vassals no longer return occupation explicitly given by overlord
  • Council of Trent now gives correct Protestant view outcomes
  • Societal values production modifiers no longer stack on repeated events
  • Custom-named characters no longer receive incorrect regnal numbers
  • Assimilate Area cabinet automation now targets primary culture
  • Generic units now upgrade to same-age special units
  • Trade Company satellite buildings now buildable after HQ creation
  • Fixed the event "The Act of Supremacy" so it correctly removes the "Placitum Regium" modifier when converting to Anglicanism
  • Blocked fleet move orders to sea while Return Home at War is active
  • Fixed "Is [culture]" display and swapped loc labels for Dominion primary culture change
  • Building limit filter no longer blocks map recruitment clicks
  • RGO Builder now allows overlords to build in Colonial Nations
  • Fixed Lordship of Ireland Absentee/Loyalist status oscillation under Regency
  • Peace treaty return core no longer allowed on annexed province
  • War Exhaustion bar in War Overview now fills to WE cap
  • Fixed AI not ignoring countries they can't win wars against when selecting potential expansion targets
  • Fixed AI evaluating policies incorrectly and using the parliament to change policies too often
  • Reverted navigable lakes, Great Lakes now use inland_sea
  • Estate privileges no longer lost when burgher pops temporarily disappear
  • Colonial charter event now shows custom country name after rename
  • Fixed game_concept_overseas_desc to include sub-continent adjacency condition
  • Fixed core loss message incorrectly claiming primary culture is untolerated
  • Fixed Cost of Court breakdown not showing Privilege/Policy sources
  • Prevented Sanjiao Zealots civil war from blocking Red Turban Rebellions for CHI
  • Fixed crash happening when the player clicks on a map action with a confirmation popup and then hovers too many locations while the popup is opened
  • Fixed Monarchy countries becoming Steppe Hordes after Horde Civil War
  • Fixed Encourage Urbanization always showing 0 missing employees
  • Fixed duplicate/erroneous tooltip on Support New Farms cabinet action
  • Fixed ally over-rewarded for receiving any land regardless of contribution
  • Fixed crash related to disasters calculation
  • Fixed wrong-dynasty candidates in Matrilineal Non-Exclusive succession
  • Fixed an ERROR in the Bishopric Elective and Grandmaster Elective tooltips.
  • Fixed fort limit incorrectly computing as 0 after save/reload due to cross-country modifier contamination
  • Fixed a bug where if low enough defensive, you'd gain soldiers by assaulting the fort.
  • Percy family now starts a civil war in flavor_eng.95.
  • Fixed crash related to the flag of formable countries
  • Precious metal export ban still blocked domestic burgher trades and import UI
  • Fixed raid holdings tooltip showing wrong requirements on cooldown
  • Cached dynasty ruler history string in CDynastyItem to fix Ledger frame drop
  • Fixed newborn popup Randomize repeating grandparent name every other press
  • Fixed surrender message showing winner name instead of loser
  • Fixed matrilineal_non_exclusive dynasty filter using wrong scope
  • Fixed food market prices not reflecting net supply/demand
  • Fixed unique CBs still appearing for overlords via subject/IO loops
  • Loyal subjects no longer show Alarmed disposition toward overlord
  • Fixed Representation in Parliament policy reverting after being granted
  • Fixed crash when using console command change_government
We are born dying, but we are compelled to fancy our chances.
- hbomberguy

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