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Grand Strategy Victoria 3

man-erg

Novice
Joined
Dec 18, 2015
Messages
42
If you enjoy the setting, micro-managing production and importing resources, better play Anno 1800.

Also, if you enjoy the setting, don't mind religion being absent and want to play an actual strategy game, Imperialism is still worth a go. Resources are actually important in it, something that never happens in Paradox games.
 

Joggerino

Arcane
Patron
Vatnik
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Oct 28, 2020
Messages
4,588
I tried playing this again and it's still tedious, boring, meaningless and not fun at all.

Imperialism is a great game, agreed.
 

Beastro

Arcane
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May 11, 2015
Messages
9,476
Location
where east is west
It is bonkers how absolutely consistent these Paradox player count numbers are.

Whatever Vicky 3 is at, for today 9,000, you double it to get CK3, 18,000, add 25% for EU4 22,500, and then double that for HoI4, 46,000. I've been keeping up with this for a month or so checking a couple times a week and the ratio is always the same.

Meanwhile Stellaris, despite the lower average player count than Eu/Hoi4.. seems to be consistently above them in Steam top sellers raking in that dlc revenue.
Stellaris currently has a pretty good dev team, they listen to player feedback and they have the Custodian Initiative, which is all about fixing bugs, making past DLC better and more fitting with the current ones and generally making the game better put together and more cohesive. Also they have been doing performance fixes with every version.

I suspect finished Stellaris is going to be a banger on the level of CKII Holy Fury.
So what you're saying is you left a game to get enough DLCs and TLC to finally be finished and decently fleshed out after years?

Next you'll be telling me we're talking about a Paradox game here!
 

Axioms

Arcane
Developer
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Jul 11, 2019
Messages
1,630
Victoria 3 is on the brink of crashing through the floor and falling under 3k concurrent players over the next 11 days or so. Will a DLC releaase save it before that happens?
 

Delterius

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Dec 12, 2012
Messages
15,956
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Entre a serra e o mar.
So what you're saying is you left a game to get enough DLCs and TLC to finally be finished and decently fleshed out after years?
Nah, within the framework of Maxis/Civ/Paradox style perpetual DLC sales the Paradox teams are of varying degrees of capability. Amongst them the Custodian Initiative is probably the best at catering to the paying audience. CK3 is probably the most contentious at the moment, Vicky3's is untested though there's lot's of expectation for 1.2, EU4's been inconsistent long term but DLCs since Leviathan have been mostly well appreciated and expectations for the next DLC are high as well, and while I don't care about HoI4 I do hear about this or that country 'not having missions yet' or not having been overhauled yet, but I assume the game's popularity is more than just WW2 + streamers.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Victoria 3 is on the brink of crashing through the floor and falling under 3k concurrent players over the next 11 days or so. Will a DLC releaase save it before that happens?

Eh, Paradox... Companies create grood products, grow revenue, grow in size, catch barnacle workers (woke barnacle workers being the worst), become inefficient, produce trash, lose money, scale down, and start over.

NCERNDL.png

"The Great Cycles continue."
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,715
Paradox games have bajillions of mods, the most popular of which tending to boil down to more flavour, better AI, and more simulation rather than abstraction. What does Paradox do? Move in the opposite direction. I legit don't get how they can be this retarded.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
Paradox games have bajillions of mods, the most popular of which tending to boil down to more flavour, better AI, and more simulation rather than abstraction. What does Paradox do? Move in the opposite direction. I legit don't get how they can be this retarded.
I'm so mad about Paradox modders. Some genius jerk added Axioms style conspiracies, well a limited form because of the restrictions of real time and the PDox engine, to CK3. And it is very impressive. Hopefully the AI sucks at it and the performance penalty is stronk or else I might be out of a job...
 

Oberon

Learned
Joined
Feb 26, 2021
Messages
394
Location
Helheim
Paradox games have bajillions of mods, the most popular of which tending to boil down to more flavour, better AI, and more simulation rather than abstraction. What does Paradox do? Move in the opposite direction. I legit don't get how they can be this retarded.
Diversity hires and Twitter mush brains replacing well read white men with a passion for history and the games they produce.
 

Axioms

Arcane
Developer
Joined
Jul 11, 2019
Messages
1,630
Paradox games have bajillions of mods, the most popular of which tending to boil down to more flavour, better AI, and more simulation rather than abstraction. What does Paradox do? Move in the opposite direction. I legit don't get how they can be this retarded.
Diversity hires and Twitter mush brains replacing well read white men with a passion for history and the games they produce.
Or the plebs buy the memer streamer focused base game and the hardcore grognards who don't have any other options make ridiculous mods and Paradox rips off the most successful mods. Talk about efficiency! Paradox is a brilliant public company making dakka for the stockholders. They are just a shit historical strategy simulation developer.
 

thesecret1

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Jun 30, 2019
Messages
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Paradox rips off the most successful mods
I wish. The most successful mods tend to be successful because they do SOMETHING really damn well. Paradox never takes that SOMETHING from them. Never. If anything, it goes further away from it with each iteration. I mean imagine if they ripped off MEIOU for EUIV – I'd be ecstatic. Or Winter King for CK3.
 

Hace El Oso

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Bogotá
I mean imagine if they ripped off MEIOU for EUIV – I'd be ecstatic. Or Winter King for CK3.

EUIV became a total loss for me when the founder of MEIOU let a couple of other people totally change the vision and direction of the project. Suddenly all innovation, institutions, the Renaissance, etc. was popping up in China, India or Zanzibar.

So while Paradox never takes the excellence from mods, modders often take the retardation from Paradox.
 
Last edited:

Axioms

Arcane
Developer
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Jul 11, 2019
Messages
1,630
M&T2.0 was the last good M&T. It was already reaching performance limits anyways.
 

thesecret1

Arcane
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Jun 30, 2019
Messages
6,715
I mean imagine if they ripped off MEIOU for EUIV – I'd be ecstatic. Or Winter King for CK3.

EUIV became a total loss for me when the founder of MEIOU let a couple of other people totally change the vision and direction of the project. Suddenly all innovation, institutions, the Renaissance, etc. was popping up in China, India or Zanzibar.

So while Paradox never takes the excellence from mods, modders often take the retardation from Paradox.
Have you played 3.0? I haven't experienced that being the case there.

M&T2.0 was the last good M&T. It was already reaching performance limits anyways.
3.0 runs fine on my machine.
 

Hace El Oso

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Have you played 3.0? I haven't experienced that being the case there.

I haven’t played it since maybe a year after they released the update that included a pop system (which I think was the 2.0 update). Maybe Gigau or someone reined in the weirdoes since then, it was a terrible downgrade at the time.
 

thesecret1

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Messages
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Right now, institutions do not spread from a single point - once a global condition is satisfied (year, usually) any province fulfilling the criteria can independently invent an institution. This means you don't need to wait centuries for meritocracy to spread to england from China, for example, and can figure it out on your own. While this also means that zanzibar can figure out renaissance prior to being colonized, in practice, the conditions and game setup are such that it just doesn't happen, unless zanzibar is being played by a player who beelines for it, of course. More importantly, even if the player does that, he doesn't cuck europe out of the institution, as it doesn't matter which country invents the institution first
 

whydoibother

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bulgaristan
Codex Year of the Donut
If you let the AI play the game while you just observe, institutions tend to spawn where you'd expect them.
Only the player is able to do silly things, by overdeveloping other places in the world to fulfill the requirements. I don't think this is a bad thing. Its something you can do, if you want to, and is rarely if ever forced on your game by the AI.
 

Hace El Oso

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Right now, institutions do not spread from a single point - once a global condition is satisfied (year, usually) any province fulfilling the criteria can independently invent an institution. This means you don't need to wait centuries for meritocracy to spread to england from China, for example, and can figure it out on your own. While this also means that zanzibar can figure out renaissance prior to being colonized, in practice, the conditions and game setup are such that it just doesn't happen, unless zanzibar is being played by a player who beelines for it, of course. More importantly, even if the player does that, he doesn't cuck europe out of the institution, as it doesn't matter which country invents the institution first


This is a change, then, because previously institutions were typically emerging in China/India/Zanzibar rather than Northern Italy and Germany. AI or otherwise.
 
Vatnik Wumao
Joined
Oct 2, 2018
Messages
19,612
The big 1.2 update is live.

features.jpg

  • Autonomous Investment: when the game rule is enabled, Pops will automatically start new private construction projects based on available funds in Investment Pool
  • Buildings can now have Government Shares, which will pay money (or subtract losses) directly into the treasury relative to building profits and government ownership share
  • The investment pool is now disabled under Command Economy. When Command Economy is enacted, all funds in the investment pool are seized for the treasury and all private construction projects are turned into government construction projects.
  • Added new economic law Cooperative Ownership, which requires Council Republic and now unlocks Workers' Co-ops production methods instead of Council Republic doing so directly
  • Strategic Objectives that can be designated by the player, encouraging Generals to capture specific states
  • Command Economy now makes it so all private sector buildings have only government shares, and only pay out government dividends
  • In-Game Music Player
  • Defeating a Native Uprising no longer instantly annexes them, but instead creates a Colonization Rights pact which speeds up colonization of that country for 5 years
  • New Lens interaction and context menu options to reset the Production Methods of a state, building, or building type to national standards
  • New Journal Entry, Decisions, and events pertaining to Russo-Chinese Border conflicts, the Beijing Treaty, and the Chuguchak Protocol
  • Complete overhaul of the Taiping Rebellion / Heavenly Kingdom event chain, including a new Journal Entry and event, a custom government form, historical characters, unique Interest Groups, new law setup, and plenty of fixes and balance changes
  • Markets now have a Land Trade Capacity, which allows trade routes between adjacent markets to trade a limited number of goods without needing to use convoys
improvements.png

  • Trade Routes now trade using market price, rather than a computed difference between pre- and post-trade prices. Trade routes now cannot be profitable unless the price is lower in the exporting market than in the importing market.
  • Secondary war goals added in a Diplomatic Play can now be locked in at the cost of Infamy and Maneuvers, causing them to be yielded if the target backs down
  • Numerous improvements to battle initiation, including picking which units should be involved and how many units each side can bring
  • It is no longer possible to colonize a state where another country both has a claim and maintains an interest, unless you also have a claim there
  • Several claims have been added to colonizable regions where other powers should not be able to start colonies, such as Hokkaido for Japan
  • Worldwide rebalancing of Arable Land, with land generally reduced in Europe/Asia and generally increased in the Americas
  • When a Native Uprising starts, they now only get conquer wargoals on states in state regions where the Native country owns land, instead of all adjacent states
  • We now print a list of any missing DLC or mods when attempting to load a game, but let you try to load the game anyway
  • Low Legitimacy is now communicated through an Alert (or an Important Action, depending on the severity)
  • Added a Game Rule for whether Investment Pool is autonomously used by pops or directly controlled by the country
  • Interest Groups are now much more likely to spread out across multiple available parties, reducing the risk of ideological incoherence within parties
  • Maintaining additional Convoys in excess of what is needed now provides a bonus to Trade Route Competitiveness
  • Unrecognized Powers now get a special Journal Entry for becoming Recognized during the Hegemon objective
  • Colonial Clash event now triggers considerably less aggressively
  • Notifications can now be dismissed in Observer mode
  • Naval Invasions are no longer limited to using Admirals and Generals from the same HQ, but can use Generals from any HQ with coastal access
  • If a front is resolved, any Generals at that front will now only automatically reassign themselves to a nearby front if it will take at most 30 days to reach it. In case of travel durations longer than that, the General will instead Stand By in their current location
  • Battles currently in progress no longer get manpower reinforcements from newly trained servicemen. Reinforcements will arrive once the battalions leave their current battle.
  • Battle Conditions now have a chance to update after having been active for several days, ensuring the tides can turn during battles
  • The Offense/Defense bonus enjoyed by Colonial Uprisings has been halved
  • You now get to choose to recruit one of 3 (instead of 2) Generals and Admirals
  • Certain Diplomatic Plays such as Annex Subject are no longer blocked by having too good Relations with the target
  • Interest Groups will no longer forget all about slavery as soon as it's abolished, but will retain their former ideals for some time
  • New Alert for when a country does not produce enough construction to fully utilize the money coming into its investment pool
  • Farmers and Shopkeepers now reinvest a small portion of their earned dividends into the Investment Pool
  • Only slave states can now revolt with the Confederate States of America, and only free states with the Free States of America
  • When the American Civil War breaks out, USA now gets claims on all states of the seceding country, and the seceding country gets a Revoke All Claims wargoal
  • Unincorporated states now cost less Infamy and Maneuvers to claim than incorporated ones
  • Reduced Fertilizer production from Intensive Grazing Ranches
  • The most powerful Interest Group in a party is now considered the Party Whip, letting them moderate the impact of ideological incoherence among groups that do not agree with them
  • GDP is now measured by subtracting the cost of input goods used in manufacturing, which is more true to life and doesn't unfairly rewards manufacturing economies over resource economies
  • Buildings will now raise wages only if they have considerable profits and they have employees below minimum expected Standard of Living, or if they have reasonable profits, are trying to compete for labor, and have <50% employment
  • Buildings will now lower wages or lay off employees if they are running a deficit and have <50% cash reserves, or if they have minimal profits and employees have a Standard of Living >33% above the minimum expected standard
  • Generals will now be more aggressive and consistent about pursuing war goals, even when those war goals are far away
  • Improved national dissolution events for China and India
  • Revolutionary or Seceding countries are no longer able to engage in Colonization, as this would cause orphaned colonies upon their destruction
  • Auto-Expand trigger conditions have been altered to ensure very expensive buildings don't block new buildings from being added
  • First Aid Production Method now requires Liquor and Fabric rather than Opium, while Opium is only required by Field Hospitals PM
  • When a country splits due to a revolution, any gold reserves or debt it has will be split between them in accordance with GDP. When one country annexes another in a revolution, gold reserves / debt will be recombined.
  • It is now possible to use the Take Treaty Port wargoal on a treaty port where you already own part of the state even if the holder is of higher or equal power rank
  • Earnings prediction when expanding buildings has been made less confusing by only displaying the earnings of the prospective level and ensuring Economy of Scale is factored in
  • Serfdom now reduces the amount of Infrastructure states get from their population
  • Junior countries in a Customs Union will now get Trade Centers for their own trade routes
  • Investment Pool contribution balance revisions to ensure the pool can be relevant for all countries and to not radicalize investors when they increase their investments
  • Command Economy now requires Autocracy or Oligarchy to enact
  • Postal Savings technology now increases the efficiency of Shopkeeper and Farmer investment
  • Council Republic now increases the Clout of the Trade Unions instead of the Political Strength of Farmers and Machinists
  • If the outcome of a battle would result in a tiny pocket with its own irrelevant front, it will be handed over to the winner instead, reducing the number of fronts created in wars overall
  • Rebalanced employment numbers, trade volume and economy of scale for Trade Routes to work better with market price trading
  • Added a warning for negative productivity trade routes
  • Improved overall profitability of Vineyards
  • Laissez-Faire now disallows any downsizing of private sector buildings
  • Unacceptable legitimacy level now slow down the enactment of laws
  • Righteous legitimacy level now impact enactment speed a bit less
  • Mass migration targets are now selected in two steps, first country then state, increasing the reliability of migration waves to the new world
  • Mass migration targets are now established by culture + country rather than culture only
  • Mass migration should now only occur from states considered homelands for that culture
  • Mass migration target limits based on cultural turmoil removed, replaced by a cooldown per culture + country pair from a specific country
  • Limited emigration to a percentage of the state's population + a percentage of unemployed Pops in the state each week
  • Adjusted some countries' cultural tolerance setup to encourage more new world migration
  • The Competitiveness of a trade route now increases the longer it's been established, making it harder for new routes to compete on limited supply
  • Rebalanced pop growth, including secondary factors like dangerous working conditions, to achieve stronger and more historically accurate compound pop growth
  • War Exhaustion from occupation now scales in a non-linear fashion against the amount of territory occupied, so that occupying just a small portion of a country now does not have much impact but fully occupying them still has a huge impact
  • Provinces are now selected for new battles according to more relevant parameters (e.g. distance to war goal)
  • Particularly severe goods shortages are now signaled to the player as Alerts rather than Important Actions
  • Italian and German flags now look different depending on which country formed them
  • Slower tech progression but with tech boosts from Journal Entries and events (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • It is now possible to take Treaty Ports from Isolationist countries and trade with their market if you hold such a port
  • War Exhaustion from casualties is now scaled off military size rather than population size and increases by the relative amount of battles lost by a country's side of the war
  • Colonizable Pacific Islands now have the Severe Malaria trait to discourage early colonization
  • Western Australia, New South Wales and Japan now start with Colonial Resettlement
  • Anarchism now requires the Cooperative Ownership economic law to be enacted, and disables all other economic laws
  • Interest Groups with a Slaver leader are now virtually guaranteed to join the Democrat Party while the 'Great Slavery Debate' journal entry is active
  • Interest Groups with an Abolitionist leader are now virtually guaranteed to join the Republican Party while the 'Great Slavery Debate' journal entry is active
  • Missouri Compromise now also gives additional voting power to Aristocrats and Farmers
  • Each level of Trade Route now generates a base number of Trade Center levels, and then one additional Trade Center per level, in order to better balance against sharper decline in per-unit profit from market price trading
  • "Protect Domestic Industry" tariff focus now gives a greater increase in export tariffs
  • "Encourage Exports" tariff focus now gives a greater increase in import tariffs
  • Very unhealthy characters may now die young
  • Industrial Barriers event has been rewritten to be more balanced and engaging
  • Music track now resets when exiting the game to the Main Menu
  • Command Economy no longer enforces mandatory subsidies, since deficits are covered by the treasury due to government shares anyway
  • Buildings will no longer raise wages to attract new employees if no qualifying employees exist
  • Increased radicals from being below minimum Standard of Living (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Poor pops are now more politically engaged at high literacy (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • It is now possible to use "Revoke Claim" war goal to revoke claims that are not on your own states, e.g. colonial claims
  • Workers in unincorporated states are now generally paid lower wages, especially if they are discriminated and/or you have the 'Colonial Exploitation' law
  • Decentralized Nations no longer have Serfdom law active by default
  • Console command "tweak debugworldpopulation" can now be used to log many interesting annual global statistics as .csv and Elasticsearch data
  • Agrarianism now allows whaling, fishing, logging and rubber plantations to be funded by the investment pool when using Directly Controlled Investment game rule
  • All workforce pops in Worker Co-ops now have an equal ownership share
  • Defeating the Shogunate in a Civil War will now complete the Meiji Restoration
  • Trade Routes will now always increase their size so long as they can maintain at least £10 productivity, and always decrease their size if they are unable to maintain at least £3 productivity
  • Markets are now considered adjacent if they have any land adjacency, not just if their capital areas are adjacent
  • Improved balance for Political Movement start chances
  • High and Very High taxation levels now slightly reduce the Pop attraction of the Interest Groups in power
  • Revolutionary uprisings now select their participating states with more precision
  • Changed completion conditions for the Declare Interest tutorial to lower the barrier for low-Prestige countries
  • Conscript troops and standing armies now have the same statistics when the same Production Methods are active
  • Whaling Stations now have a Simple Whaling Production Method that produces mostly Meat
  • Whaling Stations and Fishing Wharves now have Ownership Production Methods that are better aligned with other Resource industries
  • Arms Industries and Munition Plants now have Automation Production Methods
  • Indus Valley and Good Soil state traits now also include bonuses for Plantations
  • USA gets a claim on Texas from Manifest Destiny (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Construction Industries now have increased Laborer mortality (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Arc Welded Construction is now less efficient (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Rebalanced Radical gain in Subsistence buildings due to Expected Standard of Living
  • It is now much rarer to get an Obligation from Bankrolling a country
  • Russia now starts with Propertied Women law instead of Legal Guardianship
  • Party leader Popularity now has a much lower impact on Election Momentum
  • Decision to convert Japan to Shintoism now requires a less restrictive Church & State Law, and when taken, will instantly convert 40% of pops in the capital + 20% of all Japanese pops nationwide
  • Road Maintenance Decree now provides a boost to "Infrastructure from Population" instead of flat Infrastructure
  • Pops will no longer mass migrate away from a state to such an extent that it completely empties out all non-slave pops
  • Increased casualties generated by Offense/Defense compared to manpower
  • Reduced the throughput penalty Decentralized Nations are subjected to from 30% to 10%
  • If slavery is abolished and a civil war is then launched to restore it, the pro-slavery rebels will now re-enslave discriminated laborers working in agricultural buildings in former slave states instead of just accepting de facto abolition
  • Rebalanced start conditions to ensure several countries no longer start with negative weekly income
  • Subsistence buildings can now have the Government Run Production Method
  • Andrew Jackson now starts the game with Slaver ideology
  • Britain now starts the game with more agriculture and textile industries
  • Russia now starts the game with even more agriculture in Ukraine
  • Calling in a country to a Play by using an Obligation now costs 10 Maneuvers instead of 20
  • Rebalanced number of provinces conquered in battles
  • USA event option that annexes the Indian Territory will no longer be selected by the AI if the Indian Territory is controlled by a human player
  • The Suez and Panama Canal surveys now take less time to complete
  • All releaseable countries (e.g. Sudan, Inca) are now centralized
  • Transcaucasia is now a recognized rather than unrecognized nation
  • Ottomans now start with Line Infantry tech and some barracks with it active (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Ottomans now start with a longer truce with Egypt (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Tanzimat: Army Reform no longer requires expanding the army to 250 units, only 150 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Germany & Italy now get a bunch of claims on unowned states when formed (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Heavenly Kingdom event will now trigger at Standard of Living <10 instead of <7 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Bolivian event option that annexes Peru will no longer be selected by the AI if Peru is controlled by a human player
  • Improve Rank tutorial is now adapted to not auto-complete for Unrecognized countries
  • Tanzimat: Literacy requirement reduced from 35% to 20%
  • Very small pops that would otherwise be merged into larger pops will now remain intact if they are likely to have recently arrived to their state via migration
  • Western Australia now has a Claim on New Zealand instead of on New South Wales
  • Clicking on either the Unhealthy Economy or Stockpiling Gold Important Actions will now open the Budget panel
  • FMOD audio middleware updated to 2.02.03
  • Lower effect of Standard of Living on Qing for opium obsession, and higher for having lost opium wars (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Reformed Mughal is now Muslim (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • India doesn't get any Iranian cultures as primary (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Britain now starts with additional Declared Interests
  • "Visitors from Colonies" event now has a longer cooldown before it can reoccur
  • Colonization of a claimed state will not be blocked if the country with the claim can't reach the state
  • English: fixed a broken reference to concept_subsidizing in Trade Route tooltip
  • No more Scottish people in India at game start (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • British Gambia now starts with a Port, ensuring it's not isolated from the British market
ai.jpg

  • AI will now never remove the last level of port in a state
  • AI will now refrain from constructing more ports than it could support financially
  • AI "Bravery" is now renamed to "Recklessness"
  • AI will now better balance its forces between defending home HQs and sending troops to overseas fronts
  • Technologies now have scripted AI weights to fine-tune the AI's decision making when selecting new research
  • High Recklessness will now cause the AI to overestimate its military strength in Diplomatic Plays, thereby increasing Confidence
  • AI is better at responding to political movements (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI is now less likely to back down in diplomatic plays where there are numerous primary demands arrayed against them, especially if they will be annexed on backing down
  • Tweaked unification AI strategies to make the AI better at using the journal entry systems to absorb minor countries
  • AI will no longer downsize government buildings while in a civil war
  • AI will now hire enough Generals to effectively garrison their HQs (e.g. to repel naval invasions)
  • Ensured wars between AI countries do not stall due to neither side ordering their generals to advance
  • AI is more keen to do reforms to avoid civil war, especially if a subject (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI now values institution spending higher and in accordance with its Strategies
  • Improved AI's ability to manage Infrastructure levels across their market
  • Improved AI's ability to reform its government to maintain reasonable Legitimacy levels
  • AI will now handle their Generals better, ensuring they are assigned to advance or defend fronts as is appropriate
  • Adding more primary demands now increases sympathy for opposing side
  • AI now sets tariff policies on goods according to their interests
  • AI should no longer offer or accept a white peace when the odds are overwhelmingly in their favor
  • AI now values the war goal of revoking Treaty Ports more consistently in Diplomatic Plays
  • AI no longer gets stuck in a spiral of low infrastructure due to underemployed railways
  • AI is now better at prioritizing construction and usage of Logging Camps
  • AI will not try to form Germany/Italy until they have nationalism (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI, including the Autonomous Investment AI, now correctly assesses the effects of Economy of Scale when determining where to expand a building
  • Countries will now tend to maintain Generals on stand-by in important coastal HQs to protect from naval invasions
  • A revolutionary country that has already won the revolution will now be willing to make a white peace with remaining countries in the war
  • AI is now less likely to take sides in diplomatic plays without a good reason to do so
  • Fixed a bug that was causing DIPLO_PLAY_BOLDNESS_WEAK_ARMY_FACTOR not to be included in the calculations, AI should now be more likely to back down and less likely to intervene in plays if their own army is very weak
  • Reduced the overall aggression levels of the AI, as it was overtuned to compensate for (now fixed) bugs listed below
  • AI is now more aggressive against ideological enemies, and a bit less aggressive against ideological allies
  • AI is now generally better at constructing peace deals that might end up ceding wargoals to both sides
  • AI now has an improved understanding of which wargoals are more important than others to press and not have pressed on themselves
  • AI is now less random about who it has sympathy for in a Diplomatic Play, and more inclined to support allies and subjects
  • Fixes a bug where AI was miscalculating countries that are likely to declare neutrality as potential enemies, causing it to be far too passive with starting plays in regions with a lot of interests
  • AI is now less inclined to overbuild railroads in states that have free infrastructure
  • Fixed a bug where AI Generals were getting stuck on fronts
  • AI should no longer get into a state where it constantly moves generals back and forth between fronts
  • AI is now better at understanding how lucrative Gold Mines are
  • The AI must now wait for a cooldown period before resending an offer the player rejected
  • Fixed a bug that caused AI peace desire from military strength to be reversed
  • Fixed reversed check in achievable wargoals that was causing a country that was winning to peace out too early
  • Fixed a bug where the AI did not understand that potential allies may not be able to join them due to truces and launched potentially suicidal plays as a result
  • Fixed a bug where allies of the initiator could sometimes ignore truces with the target
  • AI now looks at the relative power of the two sides' militaries when deciding how much it wants to make peace
  • AI will now never abandon allies and subjects in diplomatic plays where they're not actually at risk due to very weak enemies, etc
  • AI should now understand Construction Efficiency maluses better and use this knowledge while queueing new constructions
  • AI is now much more interested in using Automation methods, particularly when the cost of the needed goods is low
  • AI should now be unwilling to invest in ports if it already has a lot of free convoys and the port wouldn't connect any new states to its market
  • Fixed an inconsistency in AI memories where sometimes it was tracking time by days and other times months
  • Fixed an issue where Generals standing by in non-home HQs were considered to be garrisoning their home HQ
  • AI now completes expeditions more regularly
  • AI now places higher importance on conquering land-adjacent states
  • AI is now more aggressive against Council Republics if they are themselves not a Council Republic
  • AI is now more aggressive against countries with radical economic laws (Worker’s Co-ops and Command Economy) if they themselves do not have a radical economic law
  • AI values obligations from irrelevant countries less (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Russia is better at expanding in Central Asia (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI should now be better at establishing Electrics Industries in the mid-game
  • AI may now choose event option with AI weight 0 as a fallback if all other options are disabled due to failed trigger
  • AI is now less willing to agree to peace if there are wargoals their side is likely to achieve through capitulation that aren't part of the peace
  • Increase AI's tendency to be neutral in native uprisings
  • "Powerful Protectors" diplomatic approval malus is no longer applied when the powerful protector is the country making the offer
  • USA is now much more keen to map the western frontier (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Italian minors are more aggressive about pursuing unification (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI will no longer demand Treaty Ports or Open Market war goals from countries in their own market
  • AI will no longer demand an Open Market if they already have or are demanding a Treaty Port of the country in the same Play
  • AI now considers plentiful gold reserves to be less important for deciding when to peace out
  • Fixed a bug that made the AI reluctant to side against secessions due to risk of spreading when they should actually be reluctant to side with them
  • European Powers will not take full states in China while Fragile Unity is active unless another European Power has already done so (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • British India will not rebel, to avoid being shattered (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Increased Britain's recklessness in the Opium Wars a bit
interface.jpg

  • Complete overhaul of the Trade Routes panel, adding several different views and options to filter, sort, and manage them
  • Message Settings control panel can now be used to customize the behavior of notification types, including pausing the game in single player
  • Rebindable hotkeys
  • Individual notification types can now be toggled to automatically pause the game in singleplayer
  • The Population panel now breaks down Pop Consumption and Taxes by strata
  • Loyalists and Radicals tooltips now reports which Professions and Interest Groups they can be found in
  • Convoy balance is now prominently displayed in the top bar (for countries with a coastline)
  • Certain mapmodes now switch with a (configurable) fading animation rather than instantly
  • New layout for map interaction panel with minimal buttonification, permitted easier tooltipping and navigation in each entry
  • New, better performing construction UI element below the time controls to distinguish private from government construction
  • Journal Entry panel can now display its progress as a progress bar, and display all conditional triggers (success/fail/timeout) as well as the effects that would happen
  • There is now an Important Action for when a Decision is available for you to take
  • Map Interaction List layout has been changed to improve tooltip usability
  • Literacy map mode
  • Infamy map mode
  • Global population map mode
  • Goods in specific markets can now be pinned and tracked in the Outliner
  • Lens bar icons will now take up the entire width of the screen depending on resolution, rather than always 15 per row
  • All characters, not just Generals and Admirals, can now be pinned to the Outliner
  • Production Methods now display a short summary of what they do without having to read the tooltip (inspired by the Visual Methods mod by FUN)
  • Morale for each side is now displayed on the Battle list item in the Front panel
  • A more compact variant of the Front map marker is now shown if a side doesn't have any troops there
  • Diplomatic Action map interaction list now shows a column for "Will Accept" / "Will Accept with Obligation". Inspired by "Deal or No Deal? Diplomatic UI Expanded" mod by Luk_Zloty
  • Numerous improvements to notifications such as price reports, mobilization, and declared interests to reduce notification spam
  • Shortcut Ctrl+B now pauses/unpauses the construction queue
  • It is now possible to see a tooltip breakdown of a side in a battle ended up with the number of initial units they did
  • C is now a shortcut for the "Confirm" action, such as default event options
  • Notification Feed items now animate properly and remember their states
  • Heatmap colors and values have been updated to make them easier to read, especially in states with low concentrations of something (Inspired by "Practical Heatmaps" mod by Ronin Szaky)
  • State images now include animated visual effects
  • Control buttons for Main Menu, Vickypedia, Message Settings, and Music Player in the top right corner now have tooltips
  • Diplomatic Action tooltips now list correct values for any potential income transfers involved in the pact
  • Institution tooltips now display their actual, scaled effect due to the investment level, not just the per-level values
  • Buildings under construction are now excluded from Productivity comparisons
  • The Expand Building map interaction list now display the amount of available Peasants and Unemployed in the state
  • The 4 most consumed goods are now displayed in Pop Lists (Inspired by "Visible Pop Needs" mod by Apprehensive-Tank213)
  • Interest Group panel and tooltip now displays their number of Loyalists and Radicals
  • The Pop's number of Loyalists and Radicals are now displayed in Pop Lists
  • Details on the Investment Pool is now displayed in the Buildings / Construction tab
  • The "Map List" is now referred to as "Ledger", and includes a mapmode dropdown
  • Expand Building map list panel now includes information on state Infrastructure and Labor
  • Total Pop Size is now displayed on the Overview tab as well as the Economy tab in the Pop panel
  • Ongoing Naval Battles are now accessible through the War panel
  • Conscript troops are now illustrated by an image suitable for their Production Methods
  • When starting a Naval Invasion, the number of Battalions and current Mobilization level is now displayed for each General
  • The meter on the Battle panel will now more reliably track the progression and predict the outcome of a battle
  • Currently unavailable Diplomatic Plays are now shown on the country panel in a special section, making it easier to determine why they're unavailable
  • Expand Building map list panel now display Taxation Capacity instead of Productivity when building Government Administrations
  • Convoys tooltip now turns into a paged list after 10 items instead of potentially expanding to fill the whole screen
  • Interest Groups will now show their Approval when pinned to the Outliner
  • The names of Battle Conditions are now displayed alongside their icons
  • Clicking the High Tensions alert will now open the Diplomacy interface instead of doing nothing
  • Total population per strata is now shown on the Population panel and Standard of Living tooltip
  • Literacy is now tracked over time and can be displayed in a chart
  • The effects of Turmoil on Construction Efficiency is now more clearly signaled in the Construction Queue
  • Front panel header now provides a navigational link to its Diplomatic Play even if it has not yet become a War
  • Attempting to form a low Legitimacy government now produces a warning confirmation box
  • Demoralized Manpower is now displayed on the Battle panel
  • Standard of Living Factors tooltip now includes impact from Pop Consumption
  • Added the Show More button to see the full breakdown of chart legends on the State Population tab as well
  • Improved explanation for why a state's Market Access is suffering
  • Improved Bureaucracy Usage tooltip on State and Pop levels
  • Notification rebalancing to decrease the frequency of the worst offenders
  • Tooltipping the "Tariffs Paid" value now produces a proper nested tooltip rather than an unlocalized string
  • The endgame screen is now clearer about the fact that it's possible to continue playing past the end-date
  • Goods Consumption factors are now added to the reasons for Radicals/Loyalists tooltip
  • "Involved in conflict" map mode is now switched to be the default only once you have taken a side in a Diplomatic Play
  • Pop Needs tooltip is now more readable
  • Generals and Admirals are now more open about which HQ they belong to
  • Battle tooltips now include Manpower metrics as well as Battalion/Flotilla numbers
  • The Journal Entry and Player Objectives outliner widgets are now more compact
  • The Convoy Cost tooltip on the Trade Route item now produces explanatory information when it is zero
  • Very long player names will now elide properly with a trailing ellipsis in the outliner
  • Goods tooltip "Go To Details" button will now navigate to the relevant detail panel depending on if a state/market context exist or not
  • New game concepts for the terms "Popup", "Feed", and "Toast"
  • Stray newlines are now omitted from Production Method tooltips
performance.png

  • Overhaul of Construction Queue related code to optimize performance and improve Autonomous Investments
  • Optimized country trends to reduce memory usage
  • Optimized Pop Need caches to reduce memory usage
  • Optimization of Trade Route map interaction code to eliminate lag spikes
  • Reworked the Outliner Construction Queue to be considerably faster when many buildings construct at once
  • Optimized building map markers when constructing buildings in a state with a lot of Turmoil
  • Optimizations to pollution VFX particle counts
  • Improved performance when adding new buildings to the bottom of a very large construction queue
  • Increased the cutoff for what qualifies as a very small pop that should be merged into larger pops for performance reasons
art.png

  • Building Power Plants now cause a representative building model to appear in city hubs
  • Whaling Stations now have unique Production Method icons
  • Smoke plumes produced during and after battles have been visually enhanced
  • The presence of a Mass Migration Target in a state will now increase the number of Horse & Carriages on the roads
  • Revised table shader for improved lighting, tweaked transition between table and background
  • Flamethrower VFX is now improved when observing from different camera angles
localization.jpg

  • Korean: Fixed placeholder text in Downsize Building tooltip
  • Chinese: Ensures tooltip for Interest Group Pop Attraction works even when a different delimiter than colon is used
  • Polish: typo that caused an unlocalized string to appear is now fixed in REVOLUTIONS_PROGRESS_TOOLTIP
  • Polish: concept_budget_construction_goods no longer generates errors
  • Fixed a reference to unlocalized key concept_promoting in the Interest Group tutorial
  • Fixed a reference to unlocalized key sepoy_mutiny for the war between East India Company and Hindustan
  • English: fixed a typo in DIPLOMATIC_ACCEPTANCE_NO_CUSTOMS_UNION
  • Polish: Fixed a missing space in the date string between the weekday and the month
modding.jpg

  • New UI function MakeScope available for all UI types with a corresponding scope type, letting modders add scripted GUIs, access saved variables and modifiers in UI script, etc
  • Journal Entries can now define scripted buttons with custom triggers and effects
  • Diplomatic Plays can now be scripted with unique Relations requirements rather than being contingent on the same define
  • New effect set_ruling_party added
  • AI Strategies now have improved script comment documentation
  • References to unlocalized text in GUI script will now throw errors
  • Building group inheritance has been reworked to ensure overridden settings will always supercede default ones across the hierarchy
  • There is now a "governments" history step after Interest Group/Party setup but before elections that can be used to more precise political setups
  • New on-actions: on_secession_start and on_secession_end
  • Console command "investment_pool" will add money to investment pool
  • was_formed_from = TAG trigger added to check which country definition a new country was originally
  • New flag definition for a potential USA formed by Michigan
  • New script effect set_available_for_autonomous_investment to allow/disallow autonomous investment for certain building types in particular states
  • Diplomatic Plays can now be scripted with settings on whether starting wargoals should generate Infamy
  • Added new defines for fine-tuning of casualties caused by manpower vs casualties caused by Offense/Defense
  • remove_war_goal effect is now allowed to remove the last wargoal from a diplomatic play or war
majorbugfixes.jpg

  • Tariffs are no longer collected for routes between countries with Trade Agreement pacts
  • Fixed an issue where re-mobilization of battalions involved in a naval invasion could cause multiple simultaneous landing battles
  • Countries that cease to exist for unrelated reasons will now be properly removed from wars, ensuring the war will conclude eventually
  • Characters now perish from natural causes at a more natural pace
  • Fixed crash that occasionally happened while removing manpower from combat units (CCombatUnit::RemoveManpower)
  • Countries can now start Diplomatic Plays to Transfer Subject even if their Relations with the subject (rather than the overlord) is too good
  • Fixed an Out-Of-Sync error in multiplayer related to elections
  • Fixes an issue where Britain taking a Treaty Port in Great Qing would not properly end the Opium War
  • States which border each other only by provinces considered Impassable will no longer be treated as adjacent
  • It is no longer possible to queue up multiple levels of a Canal, Skyscraper, or other single-level building while there is a level already in the queue
  • Fixed a bug that caused generals to stand by in some cases rather than assign themselves to the new front after having won a naval invasion landing battle
  • Fixed an Out-Of-Sync error in multiplayer related to Diplomatic Plays
  • Sway interface will no longer pretend the AI will accept an offer they wouldn't when there is another offer they would
  • Winning a battle on an ally's front should no longer result in only capturing a single province
  • Fixed a bug that allowed players to start a Unification Play for a country that had already been formed
  • Fixed a bug that caused wargoals to not invalidate despite their holder or target no longer existing, resulting in wars continuing with no wargoals
  • Fixed a bug where if slavery had already been abolished/expanded before the revolution meter hits 100%, the American Civil War would fail to trigger or revolt with the wrong configuration of states
  • Fixed a bug that caused Generals to go home and Stand By when a front is destroyed but a new one created in the exact same place
  • Become Protectorate proposals will now work even when one party is a junior in a Customs Union, and will supersede that pact
  • The game now pauses correctly on the end date even in multiplayer
  • Fix out-of-bounds charts after switching countries
  • Fix out-of-bounds charts when viewing other countries
  • Fix map graphics and name flickering when the Culture map mode is activated
  • Countries with Slave Trade will now stop importing slaves if there are no available jobs for them to fill
  • The last Interest Group in government will now never spontaneously leave it under any circumstances
  • Enacting an Opium Ban as Great Qing no longer removes buildings other than Opium Plantation from the build queue
  • Highly developed states no longer display GDP incorrectly or with negative values
  • Overseas battalions with reduced Supply can no longer regain Morale in excess of that Supply score
  • Countries currently involved in an Independence War will no longer be annexed due to a (minor) Unification
  • The American Civil War will no longer end with the Union in a never-ending revolutionary state in case of a CSA win
  • Fixed several hundred land provinces incorrectly marked with Ocean terrain
  • Mobilized troops now properly demobilize when abandoning a side in a Diplomatic Play by setting your stance back to Neutral
  • A new ruler assigned via Election will now apply their Traits' country modifiers immediately upon taking office
  • Fixed a crash related to CPdxDynamicTypeArray
  • Fixed a crash that could happen when establishing a new trade route immediately after game start
  • Secessionist radical pops will now properly deradicalize once they have seceded
  • Fixed a bug that caused GUI elements in a certain part of the screen to become unclickable / unresponsive after one party had backed down from a Play
  • It is no longer possible to sway members of Customs Unions with the promise of "independence" from it
  • Fixed a crash related to CPdxRobinHoodTable
  • The East India Company is now annexed upon its formation of India rather than continuing to exist on the map
  • Fixed an Out-Of-Sync error in multiplayer related to queueing a new building as a client hotjoins
  • It should now be possible to gain Achievements available only to particular countries even after having won as a revolution in that country
  • China now causes Diplomatic Incidents in the home regions of all Christian Great Powers as part of the Heavenly Kingdom event chain, rather than the other way around (all Christian Great Powers causing Diplomatic Incidents in China)
  • Annexing a country through unification (e.g. the Hudson Bay Company or Columbia District) will now inherit their claims
  • Overlords that form new nations will now always take any Homelands of the new nation from their Subjects in the process
  • Make Puppet Diplomatic Play can no longer be used on an independent Major Power or higher
  • Fixed a bug where the Discrimination modifier to Political Strength was not properly applied in some cases
  • Buildings panel interface should no longer be a source of crashes
minorbugfixes.jpg

  • It is no longer possible to Humiliate a country twice in the same war
  • A subject gained through the Transfer Subject war goal should no longer come with some of their land permanently occupied
  • Fixed rare crash when validating Production Methods (CBuildingManager::ValidateBuildingProductionMethodsIfNeeded)
  • Fix an issue with land trade routes being invalidated due to shipping lane effectiveness not taking land trade capacity into account
  • Fixed the confusing tooltip and excessive script error spamming for decisions to purchase the Suez or Panama Canal rights
  • A country that has been called into a Diplomatic Play by using an Obligation can no longer decide to abandon the country that called in the Obligation
  • Production Methods validated by Laws will now be set according to the new Laws if the building changes countries
  • Peace Treaty notification should now always contain information about the peace deal
  • Fixed a crash related to country information panels
  • Fixed a crash related to the battle information panel
  • Players rejoining a multiplayer game should no longer experience an Out-Of-Sync error related to trade routes
  • Fixed a bug where war reparations could under some circumstances be applied twice to the same country in the same war
  • Liberating a Subject that is also inside a Customs Union no longer removes them from the Customs Union rather than release them from their overlord
  • Transfer Subject Diplomatic Play can no longer be used on Personal Unions
  • Nation Above Self Journal Entry will now complete if the relevant Interest Groups are either Marginalized or Suppressed, instead of (impossibly) requiring both to be true
  • Tutorial windows triggered from Journal Entries will now close if their associated Journal Entry is invalidated
  • Generals can no longer be selected as both advancer and defenders in two separate battles at the same time due to them breaking out on the same tick
  • Invalid war goals no longer cause war support to freeze at 0
  • Liberating a Subject of a Subject now makes them independent rather than a Subject of their former Overlord's Overlord
  • Should Turkey puppet Egypt, they will not get the Veiled Protectorate Journal Entry as this would cause them to worsen Relations with themselves
  • Fixed a bug that caused Interest Group Approval to go sky-high when close to 0% Clout
  • It is now possible to mobilize a General despite their HQ being partially occupied
  • Fixed a crash that could happen when opening the building tab while the Expand Building map interaction was open
  • Grand Principalities are no longer unfairly excluded from German Unification Journal Entries
  • It is no longer possible to start to incorporate a colonizing state whose colony growth has been temporarily blocked, e.g. due to a Claim
  • Fixed a crash when changing Production Methods or constructing new Urban buildings (CRightClickMenuManager::HandleInput)
  • Fixed crash when rendering some text (NPdxStringUtils::CompareSIMD)
  • Colonize State Journal Entry in Learn the Game objective has been reworked to be less bug-prone
  • Colonization interface should no longer be a source of crashes on Mac/Linux
  • Linux clients should now be able to connect successfully to a multiplayer game hosted on Mac
  • Fixed a bug that prevented completion of the Pops panel tutorial due to layout changes
  • Fixed a crash related to spline network graphics rendering
  • Trigger breakdowns that include an any_scope_state list will no longer assume the scope is always a country
  • Proposals to become a subject will no longer be denied due to the prospective overlord already having subjects
  • The "No Effect" Production Method choice is no longer visible for Vatican City unless monument effects are disabled by a game rule
  • Regaining a sufficient amount of Prestige should now halt the devolution into a lower Power Rank
  • It is no longer possible to change another market's goods' tariff policies through the context menu
  • Several nations with pre-existing colonies at game start now have Interests declared to support the growth of those colonies, where they previously did not
  • Expand the East Indies Administration no longer allows for transferring a State to another Customs Union member's Colony
  • Average annual wage breakdown in building panel now takes impact of discrimination on wages into account
  • Hooked in orphaned event to shatter the East India Company if it breaks free from Great Britain (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Impassable provinces can now never be captured in battles, and are excluded from occupation percentage calculations
  • Several Diplomatic Actions now have proper localized strings rather than unlocalized keys
  • Mass Migration Target tooltips no longer lies about how long they will remain in effect
  • Crash Reporter tool should now work correctly on Linux
  • It is no longer possible to use 'Conquer State' or 'Return State' wargoals on decentralized nations
  • The Confederate States' Interest Groups now correctly lose their "Supporting an Ongoing Revolution" modifiers after the war is over
  • Fixed a bug that caused one country to have multiple entries for Release Subject war goal
  • Requests to join a country's Customs Union are now always passed up the chain to the leader of the Customs Union
  • Fixed a bug where secessions would not increase the Journal Entry counter towards shattering Qing
  • If something happens that causes the country targeted for the Improve Relations tutorial challenge to no longer exist, the challenge will now invalidate and restart with a new country
  • Only slave states will join the CSA in the American Civil War and vice versa (note that unincorporated states such as Florida cannot join a revolution)
  • Interest Group leaders retiring from political life will no longer be accompanied by a notification claiming they've died
  • Japanese heirs created via event will no longer spawn with negative age
  • Taiping Rebellion Diplomatic Play no longer generates Infamy for either side
  • The Goods navigation link in the notification for Significant Trade Route is no longer broken
  • "Improve Market Access by Decree" tutorial challenge now requires you to issue the decree in the specified state in order to complete
  • Legitimacy prediction when forming a new government should now be accurate even when the change involves changing to a new Head of State
  • It is no longer possible to abuse the "Expand the East Indies Administration" Journal Entry to instantly colonize all of Indonesia
  • Fixed an issue where historical tariff settings were cleared during initialization
  • You can no longer become a Protectorate of a country you are opposing in a Diplomatic Play or war
  • The scroll bar no longer overlaps the text in the Diplomatic Play confirmation window
  • Poppydock achievement is now triggered by having a level 8 port instead of 8 different ports as intended
  • Production Methods invalidated by Law changes will now reset immediately upon law enactment
  • Fix an instance of territory remaining painted with occupation flags after the war has ended
  • Fixed a crash related to using hotkeys to open lenses
  • The tooltip for expanding Barracks or Naval Bases will no longer display empty troop allocation change sections
  • Switching government type should no longer cause Market Access to mysteriously drop to zero
  • Front Health prediction no longer displays nonsense information if no Generals are present on the Front at all
  • Land Battle markers should no longer get mixed up for Naval Battle markers and vice versa
  • Metropolitan Police no longer (falsely) claims it needs Turmoil to be exactly 20% to complete
  • Reading Campaign achievement now requires 95% literacy or higher, rather than exactly 95% literacy
  • Power of the Purse naval theory Production Method no longer feature doubled Morale Loss modifiers
  • A garrisoned battalion can no longer be made to defend in two battles on different fronts simultaneously
  • Fixed crash when starting a new game related to AccessPlayableCountry UI function
  • Revolutionary country in the American Civil War will no longer get a generic revolt name instead of their historical name
  • Fixed an instance of endless recursion in the modifier_building_subsistence_output_mult_desc localization key
  • Characters already leading expeditions are now excluded from being chosen to lead another expedition
  • "Manifest Mexico" Achievement is now only possible for Mexico
  • The Treaty Port in Ceylon is no longer scripted to be on impassable terrain
  • Government Type concept tooltip trigger breakdown no longer spews error strings when explaining why the player's current government type is active
  • Recruiting a new commander will no longer display a notification about them moving to the NULL_OBJ HQ
  • Take on Debt Diplomatic Action will no longer erroneously show a country will accept if you offer an Obligation, as this is not a valid option for this action
  • Fixed an error in text of "Slavery and Colonial Labor" that was causing error log spam
  • Issue Decree map list now lists the predicted Authority cost rather than the current cost (which is usually 0)
  • State regions that are homelands for more than one of your country's primary cultures will no longer be listed repeatedly on the Unification panel
  • Fixed a bug where the 'Revoke All Claims' wargoal would immediately invalidate in secessions
  • Oscar Wilde no longer vanishes with the dawning of a new day, as he has now been relegated to the Void for sufficient time for his event to conclude
  • Market map icon and its tooltip no longer flicker when hovering them
  • Goods price tooltip should now show up correctly even in isolated markets (fixes GOODS_PRICE_DESC_IN_ISOLATED_MARKET)
  • Typing space in the console will no longer pause or unpause the game
  • Added missing heir titles for Zaidi Imamate (fixes HEIR_TITLE_DEFAULT)
  • Command Economy no longer has itself as a disallowing law (cosmetic bug only)
  • Momentum now has a proper tooltip
  • Diplomatic Play scope is now passed to on_sway_offer_rejected on-action rather than country scope
  • Investment Pool tutorial Journal Entry is now disabled while using the Autonomous Investment game rule
  • Fixed an issue where the number of battalions on a Front may have an outdated cached value
  • Fixed a UI caching issue where a character's traits may be shown on a different character
  • add_religion_standard_of_living_modifier effect now has a proper effect description rather than an unlocalized string
  • Fixed a cosmetic bug that caused Initial War Support to be listed as 0 instead of 100 in tooltips
  • Expiring Obligations pop-up no longer references yourself instead of the country with the Obligation
  • Total Amount of Flotillas tooltip will no longer show unlocalized DIPLO_PLAY_COUNTRY_WARSHIPS_BREAKDOWN key
  • It should no longer be possible to put Fishing Wharves into a state where no Ownership Production Method is valid
  • Law Enactment checkpoint toasts no longer claims the law has "advanced" if it has made no progress or regressed
  • Treaty Port in Chiapas moved to a province that's actually inside state borders
  • Haitian Independent Payments to France now cease if Haiti no longer exists
  • Total Weekly (Bureaucracy) Cost tooltip will no longer show unlocalized TOTAL_INSTITUTION_INVESTMENT_LEVELS key
  • Event "Do You Hear That Too" can no longer occur in NULL_STATE
  • Fixed a script bug that made it impossible to get the Death from Below Battle Condition
  • Hudson Bay Company no longer loses its Claim on Alberta after a month
  • The Decision to "Cancel the Suez Canal Survey" now becomes unavailable after the survey concludes
  • Hawai'is Ali'i Nui and government type no longer generates error text in tooltips
  • Unlocalized string "ECONOMIC_SYSTEM_LAW_GROUP" across several game concept tooltips has now been corrected
  • Fixed typo in Change to Our Customs Union tooltip
  • Unlocalized string "WARSHIPS_TOTAL" in building tooltips has now been corrected
  • Fixed a few typos in "Expand the Military" tutorial challenge text
  • Fixed naming for FSA to match naming for CSA in triggers, and ensures it is set immediately instead of only after the player has clicked the event
 
Joined
Dec 24, 2018
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The big 1.2 update is live.

features.jpg

  • Autonomous Investment: when the game rule is enabled, Pops will automatically start new private construction projects based on available funds in Investment Pool
  • Buildings can now have Government Shares, which will pay money (or subtract losses) directly into the treasury relative to building profits and government ownership share
  • The investment pool is now disabled under Command Economy. When Command Economy is enacted, all funds in the investment pool are seized for the treasury and all private construction projects are turned into government construction projects.
  • Added new economic law Cooperative Ownership, which requires Council Republic and now unlocks Workers' Co-ops production methods instead of Council Republic doing so directly
  • Strategic Objectives that can be designated by the player, encouraging Generals to capture specific states
  • Command Economy now makes it so all private sector buildings have only government shares, and only pay out government dividends
  • In-Game Music Player
  • Defeating a Native Uprising no longer instantly annexes them, but instead creates a Colonization Rights pact which speeds up colonization of that country for 5 years
  • New Lens interaction and context menu options to reset the Production Methods of a state, building, or building type to national standards
  • New Journal Entry, Decisions, and events pertaining to Russo-Chinese Border conflicts, the Beijing Treaty, and the Chuguchak Protocol
  • Complete overhaul of the Taiping Rebellion / Heavenly Kingdom event chain, including a new Journal Entry and event, a custom government form, historical characters, unique Interest Groups, new law setup, and plenty of fixes and balance changes
  • Markets now have a Land Trade Capacity, which allows trade routes between adjacent markets to trade a limited number of goods without needing to use convoys
improvements.png

  • Trade Routes now trade using market price, rather than a computed difference between pre- and post-trade prices. Trade routes now cannot be profitable unless the price is lower in the exporting market than in the importing market.
  • Secondary war goals added in a Diplomatic Play can now be locked in at the cost of Infamy and Maneuvers, causing them to be yielded if the target backs down
  • Numerous improvements to battle initiation, including picking which units should be involved and how many units each side can bring
  • It is no longer possible to colonize a state where another country both has a claim and maintains an interest, unless you also have a claim there
  • Several claims have been added to colonizable regions where other powers should not be able to start colonies, such as Hokkaido for Japan
  • Worldwide rebalancing of Arable Land, with land generally reduced in Europe/Asia and generally increased in the Americas
  • When a Native Uprising starts, they now only get conquer wargoals on states in state regions where the Native country owns land, instead of all adjacent states
  • We now print a list of any missing DLC or mods when attempting to load a game, but let you try to load the game anyway
  • Low Legitimacy is now communicated through an Alert (or an Important Action, depending on the severity)
  • Added a Game Rule for whether Investment Pool is autonomously used by pops or directly controlled by the country
  • Interest Groups are now much more likely to spread out across multiple available parties, reducing the risk of ideological incoherence within parties
  • Maintaining additional Convoys in excess of what is needed now provides a bonus to Trade Route Competitiveness
  • Unrecognized Powers now get a special Journal Entry for becoming Recognized during the Hegemon objective
  • Colonial Clash event now triggers considerably less aggressively
  • Notifications can now be dismissed in Observer mode
  • Naval Invasions are no longer limited to using Admirals and Generals from the same HQ, but can use Generals from any HQ with coastal access
  • If a front is resolved, any Generals at that front will now only automatically reassign themselves to a nearby front if it will take at most 30 days to reach it. In case of travel durations longer than that, the General will instead Stand By in their current location
  • Battles currently in progress no longer get manpower reinforcements from newly trained servicemen. Reinforcements will arrive once the battalions leave their current battle.
  • Battle Conditions now have a chance to update after having been active for several days, ensuring the tides can turn during battles
  • The Offense/Defense bonus enjoyed by Colonial Uprisings has been halved
  • You now get to choose to recruit one of 3 (instead of 2) Generals and Admirals
  • Certain Diplomatic Plays such as Annex Subject are no longer blocked by having too good Relations with the target
  • Interest Groups will no longer forget all about slavery as soon as it's abolished, but will retain their former ideals for some time
  • New Alert for when a country does not produce enough construction to fully utilize the money coming into its investment pool
  • Farmers and Shopkeepers now reinvest a small portion of their earned dividends into the Investment Pool
  • Only slave states can now revolt with the Confederate States of America, and only free states with the Free States of America
  • When the American Civil War breaks out, USA now gets claims on all states of the seceding country, and the seceding country gets a Revoke All Claims wargoal
  • Unincorporated states now cost less Infamy and Maneuvers to claim than incorporated ones
  • Reduced Fertilizer production from Intensive Grazing Ranches
  • The most powerful Interest Group in a party is now considered the Party Whip, letting them moderate the impact of ideological incoherence among groups that do not agree with them
  • GDP is now measured by subtracting the cost of input goods used in manufacturing, which is more true to life and doesn't unfairly rewards manufacturing economies over resource economies
  • Buildings will now raise wages only if they have considerable profits and they have employees below minimum expected Standard of Living, or if they have reasonable profits, are trying to compete for labor, and have <50% employment
  • Buildings will now lower wages or lay off employees if they are running a deficit and have <50% cash reserves, or if they have minimal profits and employees have a Standard of Living >33% above the minimum expected standard
  • Generals will now be more aggressive and consistent about pursuing war goals, even when those war goals are far away
  • Improved national dissolution events for China and India
  • Revolutionary or Seceding countries are no longer able to engage in Colonization, as this would cause orphaned colonies upon their destruction
  • Auto-Expand trigger conditions have been altered to ensure very expensive buildings don't block new buildings from being added
  • First Aid Production Method now requires Liquor and Fabric rather than Opium, while Opium is only required by Field Hospitals PM
  • When a country splits due to a revolution, any gold reserves or debt it has will be split between them in accordance with GDP. When one country annexes another in a revolution, gold reserves / debt will be recombined.
  • It is now possible to use the Take Treaty Port wargoal on a treaty port where you already own part of the state even if the holder is of higher or equal power rank
  • Earnings prediction when expanding buildings has been made less confusing by only displaying the earnings of the prospective level and ensuring Economy of Scale is factored in
  • Serfdom now reduces the amount of Infrastructure states get from their population
  • Junior countries in a Customs Union will now get Trade Centers for their own trade routes
  • Investment Pool contribution balance revisions to ensure the pool can be relevant for all countries and to not radicalize investors when they increase their investments
  • Command Economy now requires Autocracy or Oligarchy to enact
  • Postal Savings technology now increases the efficiency of Shopkeeper and Farmer investment
  • Council Republic now increases the Clout of the Trade Unions instead of the Political Strength of Farmers and Machinists
  • If the outcome of a battle would result in a tiny pocket with its own irrelevant front, it will be handed over to the winner instead, reducing the number of fronts created in wars overall
  • Rebalanced employment numbers, trade volume and economy of scale for Trade Routes to work better with market price trading
  • Added a warning for negative productivity trade routes
  • Improved overall profitability of Vineyards
  • Laissez-Faire now disallows any downsizing of private sector buildings
  • Unacceptable legitimacy level now slow down the enactment of laws
  • Righteous legitimacy level now impact enactment speed a bit less
  • Mass migration targets are now selected in two steps, first country then state, increasing the reliability of migration waves to the new world
  • Mass migration targets are now established by culture + country rather than culture only
  • Mass migration should now only occur from states considered homelands for that culture
  • Mass migration target limits based on cultural turmoil removed, replaced by a cooldown per culture + country pair from a specific country
  • Limited emigration to a percentage of the state's population + a percentage of unemployed Pops in the state each week
  • Adjusted some countries' cultural tolerance setup to encourage more new world migration
  • The Competitiveness of a trade route now increases the longer it's been established, making it harder for new routes to compete on limited supply
  • Rebalanced pop growth, including secondary factors like dangerous working conditions, to achieve stronger and more historically accurate compound pop growth
  • War Exhaustion from occupation now scales in a non-linear fashion against the amount of territory occupied, so that occupying just a small portion of a country now does not have much impact but fully occupying them still has a huge impact
  • Provinces are now selected for new battles according to more relevant parameters (e.g. distance to war goal)
  • Particularly severe goods shortages are now signaled to the player as Alerts rather than Important Actions
  • Italian and German flags now look different depending on which country formed them
  • Slower tech progression but with tech boosts from Journal Entries and events (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • It is now possible to take Treaty Ports from Isolationist countries and trade with their market if you hold such a port
  • War Exhaustion from casualties is now scaled off military size rather than population size and increases by the relative amount of battles lost by a country's side of the war
  • Colonizable Pacific Islands now have the Severe Malaria trait to discourage early colonization
  • Western Australia, New South Wales and Japan now start with Colonial Resettlement
  • Anarchism now requires the Cooperative Ownership economic law to be enacted, and disables all other economic laws
  • Interest Groups with a Slaver leader are now virtually guaranteed to join the Democrat Party while the 'Great Slavery Debate' journal entry is active
  • Interest Groups with an Abolitionist leader are now virtually guaranteed to join the Republican Party while the 'Great Slavery Debate' journal entry is active
  • Missouri Compromise now also gives additional voting power to Aristocrats and Farmers
  • Each level of Trade Route now generates a base number of Trade Center levels, and then one additional Trade Center per level, in order to better balance against sharper decline in per-unit profit from market price trading
  • "Protect Domestic Industry" tariff focus now gives a greater increase in export tariffs
  • "Encourage Exports" tariff focus now gives a greater increase in import tariffs
  • Very unhealthy characters may now die young
  • Industrial Barriers event has been rewritten to be more balanced and engaging
  • Music track now resets when exiting the game to the Main Menu
  • Command Economy no longer enforces mandatory subsidies, since deficits are covered by the treasury due to government shares anyway
  • Buildings will no longer raise wages to attract new employees if no qualifying employees exist
  • Increased radicals from being below minimum Standard of Living (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Poor pops are now more politically engaged at high literacy (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • It is now possible to use "Revoke Claim" war goal to revoke claims that are not on your own states, e.g. colonial claims
  • Workers in unincorporated states are now generally paid lower wages, especially if they are discriminated and/or you have the 'Colonial Exploitation' law
  • Decentralized Nations no longer have Serfdom law active by default
  • Console command "tweak debugworldpopulation" can now be used to log many interesting annual global statistics as .csv and Elasticsearch data
  • Agrarianism now allows whaling, fishing, logging and rubber plantations to be funded by the investment pool when using Directly Controlled Investment game rule
  • All workforce pops in Worker Co-ops now have an equal ownership share
  • Defeating the Shogunate in a Civil War will now complete the Meiji Restoration
  • Trade Routes will now always increase their size so long as they can maintain at least £10 productivity, and always decrease their size if they are unable to maintain at least £3 productivity
  • Markets are now considered adjacent if they have any land adjacency, not just if their capital areas are adjacent
  • Improved balance for Political Movement start chances
  • High and Very High taxation levels now slightly reduce the Pop attraction of the Interest Groups in power
  • Revolutionary uprisings now select their participating states with more precision
  • Changed completion conditions for the Declare Interest tutorial to lower the barrier for low-Prestige countries
  • Conscript troops and standing armies now have the same statistics when the same Production Methods are active
  • Whaling Stations now have a Simple Whaling Production Method that produces mostly Meat
  • Whaling Stations and Fishing Wharves now have Ownership Production Methods that are better aligned with other Resource industries
  • Arms Industries and Munition Plants now have Automation Production Methods
  • Indus Valley and Good Soil state traits now also include bonuses for Plantations
  • USA gets a claim on Texas from Manifest Destiny (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Construction Industries now have increased Laborer mortality (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Arc Welded Construction is now less efficient (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Rebalanced Radical gain in Subsistence buildings due to Expected Standard of Living
  • It is now much rarer to get an Obligation from Bankrolling a country
  • Russia now starts with Propertied Women law instead of Legal Guardianship
  • Party leader Popularity now has a much lower impact on Election Momentum
  • Decision to convert Japan to Shintoism now requires a less restrictive Church & State Law, and when taken, will instantly convert 40% of pops in the capital + 20% of all Japanese pops nationwide
  • Road Maintenance Decree now provides a boost to "Infrastructure from Population" instead of flat Infrastructure
  • Pops will no longer mass migrate away from a state to such an extent that it completely empties out all non-slave pops
  • Increased casualties generated by Offense/Defense compared to manpower
  • Reduced the throughput penalty Decentralized Nations are subjected to from 30% to 10%
  • If slavery is abolished and a civil war is then launched to restore it, the pro-slavery rebels will now re-enslave discriminated laborers working in agricultural buildings in former slave states instead of just accepting de facto abolition
  • Rebalanced start conditions to ensure several countries no longer start with negative weekly income
  • Subsistence buildings can now have the Government Run Production Method
  • Andrew Jackson now starts the game with Slaver ideology
  • Britain now starts the game with more agriculture and textile industries
  • Russia now starts the game with even more agriculture in Ukraine
  • Calling in a country to a Play by using an Obligation now costs 10 Maneuvers instead of 20
  • Rebalanced number of provinces conquered in battles
  • USA event option that annexes the Indian Territory will no longer be selected by the AI if the Indian Territory is controlled by a human player
  • The Suez and Panama Canal surveys now take less time to complete
  • All releaseable countries (e.g. Sudan, Inca) are now centralized
  • Transcaucasia is now a recognized rather than unrecognized nation
  • Ottomans now start with Line Infantry tech and some barracks with it active (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Ottomans now start with a longer truce with Egypt (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Tanzimat: Army Reform no longer requires expanding the army to 250 units, only 150 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Germany & Italy now get a bunch of claims on unowned states when formed (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Heavenly Kingdom event will now trigger at Standard of Living <10 instead of <7 (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Bolivian event option that annexes Peru will no longer be selected by the AI if Peru is controlled by a human player
  • Improve Rank tutorial is now adapted to not auto-complete for Unrecognized countries
  • Tanzimat: Literacy requirement reduced from 35% to 20%
  • Very small pops that would otherwise be merged into larger pops will now remain intact if they are likely to have recently arrived to their state via migration
  • Western Australia now has a Claim on New Zealand instead of on New South Wales
  • Clicking on either the Unhealthy Economy or Stockpiling Gold Important Actions will now open the Budget panel
  • FMOD audio middleware updated to 2.02.03
  • Lower effect of Standard of Living on Qing for opium obsession, and higher for having lost opium wars (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Reformed Mughal is now Muslim (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • India doesn't get any Iranian cultures as primary (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Britain now starts with additional Declared Interests
  • "Visitors from Colonies" event now has a longer cooldown before it can reoccur
  • Colonization of a claimed state will not be blocked if the country with the claim can't reach the state
  • English: fixed a broken reference to concept_subsidizing in Trade Route tooltip
  • No more Scottish people in India at game start (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • British Gambia now starts with a Port, ensuring it's not isolated from the British market
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  • AI will now never remove the last level of port in a state
  • AI will now refrain from constructing more ports than it could support financially
  • AI "Bravery" is now renamed to "Recklessness"
  • AI will now better balance its forces between defending home HQs and sending troops to overseas fronts
  • Technologies now have scripted AI weights to fine-tune the AI's decision making when selecting new research
  • High Recklessness will now cause the AI to overestimate its military strength in Diplomatic Plays, thereby increasing Confidence
  • AI is better at responding to political movements (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI is now less likely to back down in diplomatic plays where there are numerous primary demands arrayed against them, especially if they will be annexed on backing down
  • Tweaked unification AI strategies to make the AI better at using the journal entry systems to absorb minor countries
  • AI will no longer downsize government buildings while in a civil war
  • AI will now hire enough Generals to effectively garrison their HQs (e.g. to repel naval invasions)
  • Ensured wars between AI countries do not stall due to neither side ordering their generals to advance
  • AI is more keen to do reforms to avoid civil war, especially if a subject (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI now values institution spending higher and in accordance with its Strategies
  • Improved AI's ability to manage Infrastructure levels across their market
  • Improved AI's ability to reform its government to maintain reasonable Legitimacy levels
  • AI will now handle their Generals better, ensuring they are assigned to advance or defend fronts as is appropriate
  • Adding more primary demands now increases sympathy for opposing side
  • AI now sets tariff policies on goods according to their interests
  • AI should no longer offer or accept a white peace when the odds are overwhelmingly in their favor
  • AI now values the war goal of revoking Treaty Ports more consistently in Diplomatic Plays
  • AI no longer gets stuck in a spiral of low infrastructure due to underemployed railways
  • AI is now better at prioritizing construction and usage of Logging Camps
  • AI will not try to form Germany/Italy until they have nationalism (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI, including the Autonomous Investment AI, now correctly assesses the effects of Economy of Scale when determining where to expand a building
  • Countries will now tend to maintain Generals on stand-by in important coastal HQs to protect from naval invasions
  • A revolutionary country that has already won the revolution will now be willing to make a white peace with remaining countries in the war
  • AI is now less likely to take sides in diplomatic plays without a good reason to do so
  • Fixed a bug that was causing DIPLO_PLAY_BOLDNESS_WEAK_ARMY_FACTOR not to be included in the calculations, AI should now be more likely to back down and less likely to intervene in plays if their own army is very weak
  • Reduced the overall aggression levels of the AI, as it was overtuned to compensate for (now fixed) bugs listed below
  • AI is now more aggressive against ideological enemies, and a bit less aggressive against ideological allies
  • AI is now generally better at constructing peace deals that might end up ceding wargoals to both sides
  • AI now has an improved understanding of which wargoals are more important than others to press and not have pressed on themselves
  • AI is now less random about who it has sympathy for in a Diplomatic Play, and more inclined to support allies and subjects
  • Fixes a bug where AI was miscalculating countries that are likely to declare neutrality as potential enemies, causing it to be far too passive with starting plays in regions with a lot of interests
  • AI is now less inclined to overbuild railroads in states that have free infrastructure
  • Fixed a bug where AI Generals were getting stuck on fronts
  • AI should no longer get into a state where it constantly moves generals back and forth between fronts
  • AI is now better at understanding how lucrative Gold Mines are
  • The AI must now wait for a cooldown period before resending an offer the player rejected
  • Fixed a bug that caused AI peace desire from military strength to be reversed
  • Fixed reversed check in achievable wargoals that was causing a country that was winning to peace out too early
  • Fixed a bug where the AI did not understand that potential allies may not be able to join them due to truces and launched potentially suicidal plays as a result
  • Fixed a bug where allies of the initiator could sometimes ignore truces with the target
  • AI now looks at the relative power of the two sides' militaries when deciding how much it wants to make peace
  • AI will now never abandon allies and subjects in diplomatic plays where they're not actually at risk due to very weak enemies, etc
  • AI should now understand Construction Efficiency maluses better and use this knowledge while queueing new constructions
  • AI is now much more interested in using Automation methods, particularly when the cost of the needed goods is low
  • AI should now be unwilling to invest in ports if it already has a lot of free convoys and the port wouldn't connect any new states to its market
  • Fixed an inconsistency in AI memories where sometimes it was tracking time by days and other times months
  • Fixed an issue where Generals standing by in non-home HQs were considered to be garrisoning their home HQ
  • AI now completes expeditions more regularly
  • AI now places higher importance on conquering land-adjacent states
  • AI is now more aggressive against Council Republics if they are themselves not a Council Republic
  • AI is now more aggressive against countries with radical economic laws (Worker’s Co-ops and Command Economy) if they themselves do not have a radical economic law
  • AI values obligations from irrelevant countries less (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Russia is better at expanding in Central Asia (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI should now be better at establishing Electrics Industries in the mid-game
  • AI may now choose event option with AI weight 0 as a fallback if all other options are disabled due to failed trigger
  • AI is now less willing to agree to peace if there are wargoals their side is likely to achieve through capitulation that aren't part of the peace
  • Increase AI's tendency to be neutral in native uprisings
  • "Powerful Protectors" diplomatic approval malus is no longer applied when the powerful protector is the country making the offer
  • USA is now much more keen to map the western frontier (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Italian minors are more aggressive about pursuing unification (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • AI will no longer demand Treaty Ports or Open Market war goals from countries in their own market
  • AI will no longer demand an Open Market if they already have or are demanding a Treaty Port of the country in the same Play
  • AI now considers plentiful gold reserves to be less important for deciding when to peace out
  • Fixed a bug that made the AI reluctant to side against secessions due to risk of spreading when they should actually be reluctant to side with them
  • European Powers will not take full states in China while Fragile Unity is active unless another European Power has already done so (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • British India will not rebel, to avoid being shattered (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Increased Britain's recklessness in the Opium Wars a bit
interface.jpg

  • Complete overhaul of the Trade Routes panel, adding several different views and options to filter, sort, and manage them
  • Message Settings control panel can now be used to customize the behavior of notification types, including pausing the game in single player
  • Rebindable hotkeys
  • Individual notification types can now be toggled to automatically pause the game in singleplayer
  • The Population panel now breaks down Pop Consumption and Taxes by strata
  • Loyalists and Radicals tooltips now reports which Professions and Interest Groups they can be found in
  • Convoy balance is now prominently displayed in the top bar (for countries with a coastline)
  • Certain mapmodes now switch with a (configurable) fading animation rather than instantly
  • New layout for map interaction panel with minimal buttonification, permitted easier tooltipping and navigation in each entry
  • New, better performing construction UI element below the time controls to distinguish private from government construction
  • Journal Entry panel can now display its progress as a progress bar, and display all conditional triggers (success/fail/timeout) as well as the effects that would happen
  • There is now an Important Action for when a Decision is available for you to take
  • Map Interaction List layout has been changed to improve tooltip usability
  • Literacy map mode
  • Infamy map mode
  • Global population map mode
  • Goods in specific markets can now be pinned and tracked in the Outliner
  • Lens bar icons will now take up the entire width of the screen depending on resolution, rather than always 15 per row
  • All characters, not just Generals and Admirals, can now be pinned to the Outliner
  • Production Methods now display a short summary of what they do without having to read the tooltip (inspired by the Visual Methods mod by FUN)
  • Morale for each side is now displayed on the Battle list item in the Front panel
  • A more compact variant of the Front map marker is now shown if a side doesn't have any troops there
  • Diplomatic Action map interaction list now shows a column for "Will Accept" / "Will Accept with Obligation". Inspired by "Deal or No Deal? Diplomatic UI Expanded" mod by Luk_Zloty
  • Numerous improvements to notifications such as price reports, mobilization, and declared interests to reduce notification spam
  • Shortcut Ctrl+B now pauses/unpauses the construction queue
  • It is now possible to see a tooltip breakdown of a side in a battle ended up with the number of initial units they did
  • C is now a shortcut for the "Confirm" action, such as default event options
  • Notification Feed items now animate properly and remember their states
  • Heatmap colors and values have been updated to make them easier to read, especially in states with low concentrations of something (Inspired by "Practical Heatmaps" mod by Ronin Szaky)
  • State images now include animated visual effects
  • Control buttons for Main Menu, Vickypedia, Message Settings, and Music Player in the top right corner now have tooltips
  • Diplomatic Action tooltips now list correct values for any potential income transfers involved in the pact
  • Institution tooltips now display their actual, scaled effect due to the investment level, not just the per-level values
  • Buildings under construction are now excluded from Productivity comparisons
  • The Expand Building map interaction list now display the amount of available Peasants and Unemployed in the state
  • The 4 most consumed goods are now displayed in Pop Lists (Inspired by "Visible Pop Needs" mod by Apprehensive-Tank213)
  • Interest Group panel and tooltip now displays their number of Loyalists and Radicals
  • The Pop's number of Loyalists and Radicals are now displayed in Pop Lists
  • Details on the Investment Pool is now displayed in the Buildings / Construction tab
  • The "Map List" is now referred to as "Ledger", and includes a mapmode dropdown
  • Expand Building map list panel now includes information on state Infrastructure and Labor
  • Total Pop Size is now displayed on the Overview tab as well as the Economy tab in the Pop panel
  • Ongoing Naval Battles are now accessible through the War panel
  • Conscript troops are now illustrated by an image suitable for their Production Methods
  • When starting a Naval Invasion, the number of Battalions and current Mobilization level is now displayed for each General
  • The meter on the Battle panel will now more reliably track the progression and predict the outcome of a battle
  • Currently unavailable Diplomatic Plays are now shown on the country panel in a special section, making it easier to determine why they're unavailable
  • Expand Building map list panel now display Taxation Capacity instead of Productivity when building Government Administrations
  • Convoys tooltip now turns into a paged list after 10 items instead of potentially expanding to fill the whole screen
  • Interest Groups will now show their Approval when pinned to the Outliner
  • The names of Battle Conditions are now displayed alongside their icons
  • Clicking the High Tensions alert will now open the Diplomacy interface instead of doing nothing
  • Total population per strata is now shown on the Population panel and Standard of Living tooltip
  • Literacy is now tracked over time and can be displayed in a chart
  • The effects of Turmoil on Construction Efficiency is now more clearly signaled in the Construction Queue
  • Front panel header now provides a navigational link to its Diplomatic Play even if it has not yet become a War
  • Attempting to form a low Legitimacy government now produces a warning confirmation box
  • Demoralized Manpower is now displayed on the Battle panel
  • Standard of Living Factors tooltip now includes impact from Pop Consumption
  • Added the Show More button to see the full breakdown of chart legends on the State Population tab as well
  • Improved explanation for why a state's Market Access is suffering
  • Improved Bureaucracy Usage tooltip on State and Pop levels
  • Notification rebalancing to decrease the frequency of the worst offenders
  • Tooltipping the "Tariffs Paid" value now produces a proper nested tooltip rather than an unlocalized string
  • The endgame screen is now clearer about the fact that it's possible to continue playing past the end-date
  • Goods Consumption factors are now added to the reasons for Radicals/Loyalists tooltip
  • "Involved in conflict" map mode is now switched to be the default only once you have taken a side in a Diplomatic Play
  • Pop Needs tooltip is now more readable
  • Generals and Admirals are now more open about which HQ they belong to
  • Battle tooltips now include Manpower metrics as well as Battalion/Flotilla numbers
  • The Journal Entry and Player Objectives outliner widgets are now more compact
  • The Convoy Cost tooltip on the Trade Route item now produces explanatory information when it is zero
  • Very long player names will now elide properly with a trailing ellipsis in the outliner
  • Goods tooltip "Go To Details" button will now navigate to the relevant detail panel depending on if a state/market context exist or not
  • New game concepts for the terms "Popup", "Feed", and "Toast"
  • Stray newlines are now omitted from Production Method tooltips
performance.png

  • Overhaul of Construction Queue related code to optimize performance and improve Autonomous Investments
  • Optimized country trends to reduce memory usage
  • Optimized Pop Need caches to reduce memory usage
  • Optimization of Trade Route map interaction code to eliminate lag spikes
  • Reworked the Outliner Construction Queue to be considerably faster when many buildings construct at once
  • Optimized building map markers when constructing buildings in a state with a lot of Turmoil
  • Optimizations to pollution VFX particle counts
  • Improved performance when adding new buildings to the bottom of a very large construction queue
  • Increased the cutoff for what qualifies as a very small pop that should be merged into larger pops for performance reasons
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  • Building Power Plants now cause a representative building model to appear in city hubs
  • Whaling Stations now have unique Production Method icons
  • Smoke plumes produced during and after battles have been visually enhanced
  • The presence of a Mass Migration Target in a state will now increase the number of Horse & Carriages on the roads
  • Revised table shader for improved lighting, tweaked transition between table and background
  • Flamethrower VFX is now improved when observing from different camera angles
localization.jpg

  • Korean: Fixed placeholder text in Downsize Building tooltip
  • Chinese: Ensures tooltip for Interest Group Pop Attraction works even when a different delimiter than colon is used
  • Polish: typo that caused an unlocalized string to appear is now fixed in REVOLUTIONS_PROGRESS_TOOLTIP
  • Polish: concept_budget_construction_goods no longer generates errors
  • Fixed a reference to unlocalized key concept_promoting in the Interest Group tutorial
  • Fixed a reference to unlocalized key sepoy_mutiny for the war between East India Company and Hindustan
  • English: fixed a typo in DIPLOMATIC_ACCEPTANCE_NO_CUSTOMS_UNION
  • Polish: Fixed a missing space in the date string between the weekday and the month
modding.jpg

  • New UI function MakeScope available for all UI types with a corresponding scope type, letting modders add scripted GUIs, access saved variables and modifiers in UI script, etc
  • Journal Entries can now define scripted buttons with custom triggers and effects
  • Diplomatic Plays can now be scripted with unique Relations requirements rather than being contingent on the same define
  • New effect set_ruling_party added
  • AI Strategies now have improved script comment documentation
  • References to unlocalized text in GUI script will now throw errors
  • Building group inheritance has been reworked to ensure overridden settings will always supercede default ones across the hierarchy
  • There is now a "governments" history step after Interest Group/Party setup but before elections that can be used to more precise political setups
  • New on-actions: on_secession_start and on_secession_end
  • Console command "investment_pool" will add money to investment pool
  • was_formed_from = TAG trigger added to check which country definition a new country was originally
  • New flag definition for a potential USA formed by Michigan
  • New script effect set_available_for_autonomous_investment to allow/disallow autonomous investment for certain building types in particular states
  • Diplomatic Plays can now be scripted with settings on whether starting wargoals should generate Infamy
  • Added new defines for fine-tuning of casualties caused by manpower vs casualties caused by Offense/Defense
  • remove_war_goal effect is now allowed to remove the last wargoal from a diplomatic play or war
majorbugfixes.jpg

  • Tariffs are no longer collected for routes between countries with Trade Agreement pacts
  • Fixed an issue where re-mobilization of battalions involved in a naval invasion could cause multiple simultaneous landing battles
  • Countries that cease to exist for unrelated reasons will now be properly removed from wars, ensuring the war will conclude eventually
  • Characters now perish from natural causes at a more natural pace
  • Fixed crash that occasionally happened while removing manpower from combat units (CCombatUnit::RemoveManpower)
  • Countries can now start Diplomatic Plays to Transfer Subject even if their Relations with the subject (rather than the overlord) is too good
  • Fixed an Out-Of-Sync error in multiplayer related to elections
  • Fixes an issue where Britain taking a Treaty Port in Great Qing would not properly end the Opium War
  • States which border each other only by provinces considered Impassable will no longer be treated as adjacent
  • It is no longer possible to queue up multiple levels of a Canal, Skyscraper, or other single-level building while there is a level already in the queue
  • Fixed a bug that caused generals to stand by in some cases rather than assign themselves to the new front after having won a naval invasion landing battle
  • Fixed an Out-Of-Sync error in multiplayer related to Diplomatic Plays
  • Sway interface will no longer pretend the AI will accept an offer they wouldn't when there is another offer they would
  • Winning a battle on an ally's front should no longer result in only capturing a single province
  • Fixed a bug that allowed players to start a Unification Play for a country that had already been formed
  • Fixed a bug that caused wargoals to not invalidate despite their holder or target no longer existing, resulting in wars continuing with no wargoals
  • Fixed a bug where if slavery had already been abolished/expanded before the revolution meter hits 100%, the American Civil War would fail to trigger or revolt with the wrong configuration of states
  • Fixed a bug that caused Generals to go home and Stand By when a front is destroyed but a new one created in the exact same place
  • Become Protectorate proposals will now work even when one party is a junior in a Customs Union, and will supersede that pact
  • The game now pauses correctly on the end date even in multiplayer
  • Fix out-of-bounds charts after switching countries
  • Fix out-of-bounds charts when viewing other countries
  • Fix map graphics and name flickering when the Culture map mode is activated
  • Countries with Slave Trade will now stop importing slaves if there are no available jobs for them to fill
  • The last Interest Group in government will now never spontaneously leave it under any circumstances
  • Enacting an Opium Ban as Great Qing no longer removes buildings other than Opium Plantation from the build queue
  • Highly developed states no longer display GDP incorrectly or with negative values
  • Overseas battalions with reduced Supply can no longer regain Morale in excess of that Supply score
  • Countries currently involved in an Independence War will no longer be annexed due to a (minor) Unification
  • The American Civil War will no longer end with the Union in a never-ending revolutionary state in case of a CSA win
  • Fixed several hundred land provinces incorrectly marked with Ocean terrain
  • Mobilized troops now properly demobilize when abandoning a side in a Diplomatic Play by setting your stance back to Neutral
  • A new ruler assigned via Election will now apply their Traits' country modifiers immediately upon taking office
  • Fixed a crash related to CPdxDynamicTypeArray
  • Fixed a crash that could happen when establishing a new trade route immediately after game start
  • Secessionist radical pops will now properly deradicalize once they have seceded
  • Fixed a bug that caused GUI elements in a certain part of the screen to become unclickable / unresponsive after one party had backed down from a Play
  • It is no longer possible to sway members of Customs Unions with the promise of "independence" from it
  • Fixed a crash related to CPdxRobinHoodTable
  • The East India Company is now annexed upon its formation of India rather than continuing to exist on the map
  • Fixed an Out-Of-Sync error in multiplayer related to queueing a new building as a client hotjoins
  • It should now be possible to gain Achievements available only to particular countries even after having won as a revolution in that country
  • China now causes Diplomatic Incidents in the home regions of all Christian Great Powers as part of the Heavenly Kingdom event chain, rather than the other way around (all Christian Great Powers causing Diplomatic Incidents in China)
  • Annexing a country through unification (e.g. the Hudson Bay Company or Columbia District) will now inherit their claims
  • Overlords that form new nations will now always take any Homelands of the new nation from their Subjects in the process
  • Make Puppet Diplomatic Play can no longer be used on an independent Major Power or higher
  • Fixed a bug where the Discrimination modifier to Political Strength was not properly applied in some cases
  • Buildings panel interface should no longer be a source of crashes
minorbugfixes.jpg

  • It is no longer possible to Humiliate a country twice in the same war
  • A subject gained through the Transfer Subject war goal should no longer come with some of their land permanently occupied
  • Fixed rare crash when validating Production Methods (CBuildingManager::ValidateBuildingProductionMethodsIfNeeded)
  • Fix an issue with land trade routes being invalidated due to shipping lane effectiveness not taking land trade capacity into account
  • Fixed the confusing tooltip and excessive script error spamming for decisions to purchase the Suez or Panama Canal rights
  • A country that has been called into a Diplomatic Play by using an Obligation can no longer decide to abandon the country that called in the Obligation
  • Production Methods validated by Laws will now be set according to the new Laws if the building changes countries
  • Peace Treaty notification should now always contain information about the peace deal
  • Fixed a crash related to country information panels
  • Fixed a crash related to the battle information panel
  • Players rejoining a multiplayer game should no longer experience an Out-Of-Sync error related to trade routes
  • Fixed a bug where war reparations could under some circumstances be applied twice to the same country in the same war
  • Liberating a Subject that is also inside a Customs Union no longer removes them from the Customs Union rather than release them from their overlord
  • Transfer Subject Diplomatic Play can no longer be used on Personal Unions
  • Nation Above Self Journal Entry will now complete if the relevant Interest Groups are either Marginalized or Suppressed, instead of (impossibly) requiring both to be true
  • Tutorial windows triggered from Journal Entries will now close if their associated Journal Entry is invalidated
  • Generals can no longer be selected as both advancer and defenders in two separate battles at the same time due to them breaking out on the same tick
  • Invalid war goals no longer cause war support to freeze at 0
  • Liberating a Subject of a Subject now makes them independent rather than a Subject of their former Overlord's Overlord
  • Should Turkey puppet Egypt, they will not get the Veiled Protectorate Journal Entry as this would cause them to worsen Relations with themselves
  • Fixed a bug that caused Interest Group Approval to go sky-high when close to 0% Clout
  • It is now possible to mobilize a General despite their HQ being partially occupied
  • Fixed a crash that could happen when opening the building tab while the Expand Building map interaction was open
  • Grand Principalities are no longer unfairly excluded from German Unification Journal Entries
  • It is no longer possible to start to incorporate a colonizing state whose colony growth has been temporarily blocked, e.g. due to a Claim
  • Fixed a crash when changing Production Methods or constructing new Urban buildings (CRightClickMenuManager::HandleInput)
  • Fixed crash when rendering some text (NPdxStringUtils::CompareSIMD)
  • Colonize State Journal Entry in Learn the Game objective has been reworked to be less bug-prone
  • Colonization interface should no longer be a source of crashes on Mac/Linux
  • Linux clients should now be able to connect successfully to a multiplayer game hosted on Mac
  • Fixed a bug that prevented completion of the Pops panel tutorial due to layout changes
  • Fixed a crash related to spline network graphics rendering
  • Trigger breakdowns that include an any_scope_state list will no longer assume the scope is always a country
  • Proposals to become a subject will no longer be denied due to the prospective overlord already having subjects
  • The "No Effect" Production Method choice is no longer visible for Vatican City unless monument effects are disabled by a game rule
  • Regaining a sufficient amount of Prestige should now halt the devolution into a lower Power Rank
  • It is no longer possible to change another market's goods' tariff policies through the context menu
  • Several nations with pre-existing colonies at game start now have Interests declared to support the growth of those colonies, where they previously did not
  • Expand the East Indies Administration no longer allows for transferring a State to another Customs Union member's Colony
  • Average annual wage breakdown in building panel now takes impact of discrimination on wages into account
  • Hooked in orphaned event to shatter the East India Company if it breaks free from Great Britain (from "Open Beta Tweaks" mod by One Proud Bavarian and Doodlez)
  • Impassable provinces can now never be captured in battles, and are excluded from occupation percentage calculations
  • Several Diplomatic Actions now have proper localized strings rather than unlocalized keys
  • Mass Migration Target tooltips no longer lies about how long they will remain in effect
  • Crash Reporter tool should now work correctly on Linux
  • It is no longer possible to use 'Conquer State' or 'Return State' wargoals on decentralized nations
  • The Confederate States' Interest Groups now correctly lose their "Supporting an Ongoing Revolution" modifiers after the war is over
  • Fixed a bug that caused one country to have multiple entries for Release Subject war goal
  • Requests to join a country's Customs Union are now always passed up the chain to the leader of the Customs Union
  • Fixed a bug where secessions would not increase the Journal Entry counter towards shattering Qing
  • If something happens that causes the country targeted for the Improve Relations tutorial challenge to no longer exist, the challenge will now invalidate and restart with a new country
  • Only slave states will join the CSA in the American Civil War and vice versa (note that unincorporated states such as Florida cannot join a revolution)
  • Interest Group leaders retiring from political life will no longer be accompanied by a notification claiming they've died
  • Japanese heirs created via event will no longer spawn with negative age
  • Taiping Rebellion Diplomatic Play no longer generates Infamy for either side
  • The Goods navigation link in the notification for Significant Trade Route is no longer broken
  • "Improve Market Access by Decree" tutorial challenge now requires you to issue the decree in the specified state in order to complete
  • Legitimacy prediction when forming a new government should now be accurate even when the change involves changing to a new Head of State
  • It is no longer possible to abuse the "Expand the East Indies Administration" Journal Entry to instantly colonize all of Indonesia
  • Fixed an issue where historical tariff settings were cleared during initialization
  • You can no longer become a Protectorate of a country you are opposing in a Diplomatic Play or war
  • The scroll bar no longer overlaps the text in the Diplomatic Play confirmation window
  • Poppydock achievement is now triggered by having a level 8 port instead of 8 different ports as intended
  • Production Methods invalidated by Law changes will now reset immediately upon law enactment
  • Fix an instance of territory remaining painted with occupation flags after the war has ended
  • Fixed a crash related to using hotkeys to open lenses
  • The tooltip for expanding Barracks or Naval Bases will no longer display empty troop allocation change sections
  • Switching government type should no longer cause Market Access to mysteriously drop to zero
  • Front Health prediction no longer displays nonsense information if no Generals are present on the Front at all
  • Land Battle markers should no longer get mixed up for Naval Battle markers and vice versa
  • Metropolitan Police no longer (falsely) claims it needs Turmoil to be exactly 20% to complete
  • Reading Campaign achievement now requires 95% literacy or higher, rather than exactly 95% literacy
  • Power of the Purse naval theory Production Method no longer feature doubled Morale Loss modifiers
  • A garrisoned battalion can no longer be made to defend in two battles on different fronts simultaneously
  • Fixed crash when starting a new game related to AccessPlayableCountry UI function
  • Revolutionary country in the American Civil War will no longer get a generic revolt name instead of their historical name
  • Fixed an instance of endless recursion in the modifier_building_subsistence_output_mult_desc localization key
  • Characters already leading expeditions are now excluded from being chosen to lead another expedition
  • "Manifest Mexico" Achievement is now only possible for Mexico
  • The Treaty Port in Ceylon is no longer scripted to be on impassable terrain
  • Government Type concept tooltip trigger breakdown no longer spews error strings when explaining why the player's current government type is active
  • Recruiting a new commander will no longer display a notification about them moving to the NULL_OBJ HQ
  • Take on Debt Diplomatic Action will no longer erroneously show a country will accept if you offer an Obligation, as this is not a valid option for this action
  • Fixed an error in text of "Slavery and Colonial Labor" that was causing error log spam
  • Issue Decree map list now lists the predicted Authority cost rather than the current cost (which is usually 0)
  • State regions that are homelands for more than one of your country's primary cultures will no longer be listed repeatedly on the Unification panel
  • Fixed a bug where the 'Revoke All Claims' wargoal would immediately invalidate in secessions
  • Oscar Wilde no longer vanishes with the dawning of a new day, as he has now been relegated to the Void for sufficient time for his event to conclude
  • Market map icon and its tooltip no longer flicker when hovering them
  • Goods price tooltip should now show up correctly even in isolated markets (fixes GOODS_PRICE_DESC_IN_ISOLATED_MARKET)
  • Typing space in the console will no longer pause or unpause the game
  • Added missing heir titles for Zaidi Imamate (fixes HEIR_TITLE_DEFAULT)
  • Command Economy no longer has itself as a disallowing law (cosmetic bug only)
  • Momentum now has a proper tooltip
  • Diplomatic Play scope is now passed to on_sway_offer_rejected on-action rather than country scope
  • Investment Pool tutorial Journal Entry is now disabled while using the Autonomous Investment game rule
  • Fixed an issue where the number of battalions on a Front may have an outdated cached value
  • Fixed a UI caching issue where a character's traits may be shown on a different character
  • add_religion_standard_of_living_modifier effect now has a proper effect description rather than an unlocalized string
  • Fixed a cosmetic bug that caused Initial War Support to be listed as 0 instead of 100 in tooltips
  • Expiring Obligations pop-up no longer references yourself instead of the country with the Obligation
  • Total Amount of Flotillas tooltip will no longer show unlocalized DIPLO_PLAY_COUNTRY_WARSHIPS_BREAKDOWN key
  • It should no longer be possible to put Fishing Wharves into a state where no Ownership Production Method is valid
  • Law Enactment checkpoint toasts no longer claims the law has "advanced" if it has made no progress or regressed
  • Treaty Port in Chiapas moved to a province that's actually inside state borders
  • Haitian Independent Payments to France now cease if Haiti no longer exists
  • Total Weekly (Bureaucracy) Cost tooltip will no longer show unlocalized TOTAL_INSTITUTION_INVESTMENT_LEVELS key
  • Event "Do You Hear That Too" can no longer occur in NULL_STATE
  • Fixed a script bug that made it impossible to get the Death from Below Battle Condition
  • Hudson Bay Company no longer loses its Claim on Alberta after a month
  • The Decision to "Cancel the Suez Canal Survey" now becomes unavailable after the survey concludes
  • Hawai'is Ali'i Nui and government type no longer generates error text in tooltips
  • Unlocalized string "ECONOMIC_SYSTEM_LAW_GROUP" across several game concept tooltips has now been corrected
  • Fixed typo in Change to Our Customs Union tooltip
  • Unlocalized string "WARSHIPS_TOTAL" in building tooltips has now been corrected
  • Fixed a few typos in "Expand the Military" tutorial challenge text
  • Fixed naming for FSA to match naming for CSA in triggers, and ensures it is set immediately instead of only after the player has clicked the event
I'm not reading all that, but having skimmed it a lot of stuff jumps out as evidence that they really didn't finish the game. And I don't mean finish as in "get to a barebones state ready for DLC", I mean "it was still in the middle of development but they just got it stable enough not to crash every ten minutes and decided to release it like that."
Like the music player. It's not like that was some new idea they had after Victoria 3, it's been in their games for years, how would they not have that unless they basically just grabbed some internal alpha version that the devs were in the middle of working on and shoved it out as the release version?
 

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