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Europa Universalis IV - Page 31

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Ramong
Profile Joined March 2011
Denmark1706 Posts
September 23 2013 10:22 GMT
#601
Here are the new features in the patch:

1.2: New Features
- Added new ideagroups for Anatolian Beyliks, Marathas, Taungu, Rajput States,Granada, Papal States, Daimyos, Serbia, Orissa, Punjab, Ragusa, German States, Ryukyu, Bengal States, Tibet, Dravidian States, Assam, Gujarati States, Tuscany, USA, Switzerland, Irish States, Songhai, Brittany, Malayan States, Arabian States, Italian States, Najd & Hedjaz

- When you release a vassal you now get the option to swap to that country and play as it.

- Added two buttons to the peace interface. 'Surrender' - clicking this will automatically construct a peace offer the AI would accept & 'Suggest Demands' that constructs a demanding peace offer the AI will accept.

- Editboxes can now have use copy/paste/cut and accepts text from other applications. This is handy if you want to copy a steamid for example. Also implemented some basic text navigation-features like ctrl-skipping words, and marking text.

- There is now support for windowed fullscreen, and you can now toggle between fullscreen, windowed, windowed fullscreen) in the video-settings.

- Added in two new mapmodes, one to display coalitions, and one to display opinions.

- Added in five new achievements: Grand Coalition - to get a coalition with 6 members in it. Trade Hegemon - be a western european and owning Aden, Hormoz & Malacca. Winged Hussars - Have the Winged Hussar unit, while having at least 50% cavalry power. Luck of the Irish - Conquer all the british isles as an irish country. Sunset Invasion - Start as the Aztecs and conquer Lisbon, Madrid, Paris, London, Amsterdam & Rome.


- There is now support for windowed fullscreen, and you can now toggle between fullscreen, windowed, windowed fullscreen) in the video-settings.
This is the change I was most looking forward to !
"Yeah buddy"
Nyvis
Profile Joined November 2012
France284 Posts
September 23 2013 11:11 GMT
#602

- Making a province you colonized into a core now costs the same anywhere in the world. aka, Russia gets Siberia for same price as Spain gets south america.


Fuck yeah, time to play Russia :D
Chaosu
Profile Joined October 2005
Poland404 Posts
September 23 2013 13:49 GMT
#603
On September 23 2013 16:44 Ramong wrote:
Doubt that is all the notes, just the changes.

Would think that there is some bug fixes in the final notes

There are a lot of lines starting with "fixed"?
Please be patient.
Bourneq
Profile Blog Joined August 2010
Sweden800 Posts
September 23 2013 14:30 GMT
#604
So hyped for the next patch! Damn it that I started my majapahit game without the patch >, Ill restart it probably. Did they say when the patch goes live?
Taktik
Profile Joined January 2011
Poland680 Posts
September 23 2013 15:41 GMT
#605
Yeah Im also interested in it. When I read full list of changes it kinda lost my interest in playing on current patch ~~
Zuxo
Profile Joined April 2010
Sweden395 Posts
September 23 2013 16:15 GMT
#606
Okay this is a pretty sick patch. I don't know why but it feels like Paradox is one of the few devs that really know what they need to fix about the game.
I'm a mother******* lyrical wordsmith, mother******* genius
Deleted User 45971
Profile Blog Joined April 2009
533 Posts
September 23 2013 16:32 GMT
#607
Will you have to start a new game with the new patch or can you keep playing a current save with it?
Skilledblob
Profile Joined April 2011
Germany3392 Posts
Last Edited: 2013-09-23 17:05:39
September 23 2013 17:04 GMT
#608
- When making someone your vassal he will join your wars and you will join his.

very important, had it some times that I would war vassalize someone and before my war was finished some other coutnry decleared war on them and I could not do anything and they basically stole my new vassal :/

and a quick question, does someone of you guys have figured out how to stay alive against ottomans with the mamlucks?

I never have much of a problem with the other arabs and can vassalize them quickly but sooner or later the ottomans just stomp me and it doesnt matter what I do. They always have more troops then I have and their troops are two times better easily even on same tech level T_T
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
September 23 2013 17:14 GMT
#609
I am currently debating whether to diplo-annex my vassal or keep it as a vassal. Playing as Prussia at the moment and my vassal is Pomerania, my vassal doesn't bring the biggest army (7 supply) but it's a useful army nonetheless. Will that 7 supply be added to my army?
Taktik
Profile Joined January 2011
Poland680 Posts
Last Edited: 2013-09-23 17:34:28
September 23 2013 17:32 GMT
#610
Yeah the Ottomans blob really hard every game I've played. I believe their were little up in EU III so they made them godlike in next game ~,~. I didnt played any ottoman neighbours yet (besides poland if that counts lol). But maybe trying to be their friend is way to go, like having same enemies and never having borders with them etc.
Taktik
Profile Joined January 2011
Poland680 Posts
Last Edited: 2013-09-23 17:35:24
September 23 2013 17:34 GMT
#611
On September 24 2013 02:14 Ysellian wrote:
I am currently debating whether to diplo-annex my vassal or keep it as a vassal. Playing as Prussia at the moment and my vassal is Pomerania, my vassal doesn't bring the biggest army (7 supply) but it's a useful army nonetheless. Will that 7 supply be added to my army?


Generally its better to annex them. U will get full economic potential of their provinces. Every country got base forcelimit value (2?) so if 7 is their max u will get maybe 5 more forcelimit.
Pwere
Profile Joined April 2010
Canada1556 Posts
September 23 2013 17:52 GMT
#612
If their culture is accepted in your country, it is almost always better to annex. Even when their culture isn't accepted, there are great benefits to annexing them, mostly if they're falling behind in tech. It also frees up a diplomatic relation and helps a lot with voting for cardinals, being emperor, score, etc.
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
September 23 2013 18:09 GMT
#613
Thanks for the replies guys! I've decided to go ahead with the diplo-annex. Getting the full economic potential and freeing up another diplomatic relation outweighs the additional 2 supply army.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
September 23 2013 18:10 GMT
#614
Differing culture is such a minor issue anyway. If the province is cored and has the proper religion, the revolution risk is minimal and only a minor amount of cash is withheld.
Bourneq
Profile Blog Joined August 2010
Sweden800 Posts
Last Edited: 2013-09-23 19:05:46
September 23 2013 19:05 GMT
#615
On September 24 2013 02:04 Skilledblob wrote:
- When making someone your vassal he will join your wars and you will join his.

very important, had it some times that I would war vassalize someone and before my war was finished some other coutnry decleared war on them and I could not do anything and they basically stole my new vassal :/

and a quick question, does someone of you guys have figured out how to stay alive against ottomans with the mamlucks?

I never have much of a problem with the other arabs and can vassalize them quickly but sooner or later the ottomans just stomp me and it doesnt matter what I do. They always have more troops then I have and their troops are two times better easily even on same tech level T_T

I would do as you do as the byzantines but the other way around. Wait till all their troops are in the balkans and then blockade the strait between constantinopel and minor asia so they cant walk back. You just have to make sure to create a better fleet then theirs.
Ramong
Profile Joined March 2011
Denmark1706 Posts
Last Edited: 2013-09-23 19:31:21
September 23 2013 19:26 GMT
#616
Even more changes:
Plutocracy
Abolished Serdom is now +10% land morale instead of +0.25 Land Morale

Innovativeness
Patron of the art now only reduces prestige decay by 1% instead of 2%.

Diplomatic
Lost adaptability and gained War Cabinet, reducing cost of WE reduction by 33%.

Defensive
Military Drill now gives +25% Land Morale, instead of +0.5 Land Morale
Improved Foraging nerfed to -25% land attrition.

Economic
Finisher changed from enabling inflation reduction to 33% cheaper inflation reduction.

Naval
Superior Seamanship now gives +25% Naval Morale instead of +0.5 Naval Morale
Grand Navy nerfed down to +50% force limits.

Quantity
Mass Army is now the first idea.

Administrative
Bookkeeping is now 4th idea & Organised mercenaries is 3rd.
Lost War Cabinet and gained Adaptability as 2nd idea reducing coring cost by 25%.
Resilient State is no longer spy defence, but reduces inflation cost by 10%.


And AI changes, spoiler for massive!
+ Show Spoiler +
# Strategic AI
- Will now remain passive for 12 months after a player drops or tag-switches to prevent undesirable AI management of a player's country in MP
- Will devote less of its budget to the army if it's in a safe position
- Will devote more of its budget to colonization if its income is fairly low
- Will now make use of harsh treatment, particularily when they are a tiny country whose capital is at risk of revolt
- Will now consider diplovassalization as an alternative to outright expansion, especially if it is the Holy Roman Emperor
- Prefers taking vassals instead of conquering when majorly behind in admin tech
- Will now prefer larger, cheaper armies of infantry if their income is poor
- More consistent about when to use long-term savings to recruit mercs due to war or rebels
- Much better at planning out military access to reach enemies and bring home stranded units
- Will now compare their navies to those of rivals when determining its fleet size.
- Will now disband troops if bankruptcy is looming, even if they are at war or have revolts
- Better at managing and repaying bank loans
- Less willing to grab provinces unless they have an actual cultural or strategic interest in them
- More interested in vassalizing rather than outright conquest under certain circumstances
- Less willing to let countries get away with holding unlawful territory if they decline a request to return it
- Will no longer declare any wars while attempting to westernize
- Better at conquering overseas targets
- Daimyos now have properly working AI for their mechanics, and will attempt to take over Japan
- Shogun will now attack a Daimyo that grows too large
- Better at balancing monarch point spending between tech, ideas and short-term actions
- Will no longer pick Naval, Exploration or Expansion ideas if they lack ports
- Much better at setting up a proper budget and maintaining an appropriate standing army and navy
- More prio on conquering overseas provinces with gold or high trade importance
- Better at converting and culture-flipping primitives
- Better at determining which provinces are most important to convert
- Smarter about when to take loans to raise mercs
- More prio on attacking countries that hold critical provinces (such as Novgorod for Muscovy)
- Less aggressive and more rational about expansion, especially in the HRE
- Aggressiveness and general behaviour is now much more closely tied to AI personality
- Will no longer seize colonies that it cannot core
- Tweaked force composition logic to include less cav and more art in the late game
- Will no longer attempt to westernize unless it has a ADM 4+ ruler, 0 war exhaustion and a strong manpower reserve
- More prone to switching rivals when it makes sense to do so
- More willing to join allies in defensive wars
- More spending on armies for horde nations
- Less interested in conquering the Papal capital if Catholic
- Less willing to join allies in offensive wars unless it has the 'Friendly' attitude
- Will no longer join a coalition if it has no AE towards the target country
- Much better at determining how to spend papal influence
- Will no longer fabricate claims on provinces they have other CBs for
- More restrained about when to fabricate claims in general
- Smarter about when to enact the vassalisation of the HRE.
- Much more prio on building regular buildings over unique ones
- Higher prio on colonizing downstream of its existing colonies
- AI countries that are in a threatened position will now allocate more of their budget to the military
- When calculating the AI's conquest prio against a country, their vassals are now counted as being part of that country
- When calculating border distance for purposes of diplomacy, a country's vassals are now counted as being part of that country
- Countries with very slow tech speeds now spend more money on armies and advisors rather than simply letting it pile up
- Rewrote AI government selection logic to create a more logical progression of governments
- AI Republics will no longer vote in someone that would cause them to drop to a monarchy.
- Better at tweaking navy and army maintenance according to the situation
- Added ai_will_do logic to ideagroups, for now AI just avoids ideagroups if they evaluate to 0

# Diplomatic
- More willing to make peace if enemy is fully occupied
- Will no longer force-vassalize countries that it cannot reasonably ever diploannex due to negative opinion modifiers
- Now understands when integration/annexation is impossible due to the size of the target
- More prio on improving relations with countries they want to ally but can't due to negative relations
- More prio on maintaining an alliance that is in danger of failing due to low opinion
- Will no longer insult a country that already has the insulted opinion penalty against them
- Will no longer agree to buy non-core non-claim provinces if they are a vassal
- Will no longer leave a coaliton unless it has been in said coalition for at least 5 years
- Will now make use of gifts when attempting to vassalize or diploannex a country
- Will now always accept offers of military access from their allies
- Far less willing to join wars when low on manpower or heavily in debt
- No longer willing to give out fleet basing rights if they are a colonial power
- Will now reject peace offers of gold if it has other things it wants instead
- When releasing annexed countries, AI will prefer releasing countries of a different culture from the releasing country
- Better at evaluating when it wants and doesn't want to release countries and vassals from an enemy
- No longer interested in returning cores to vastly inferior tech group countries
- Will now always want some allies, even if they have maxed out diplo relations from vassals etc
- More interested in releasing annexed/vassal HRE countries if they themselves are HRE
- No longer interested in releasing vassals that the releasing country has cores on
- No longer willing to buy provinces from a country that is suffering from revolts
- Now properly takes stability hit into account when considering whether to join an offensive war
- Simplified peace deals, AI now only has thumbs up and thumbs down to make it easier to negotiate with
- HRE members are now a bit harder to diplovassalize

# Trade
- Prefers directing trade along sea routes, if they have a decent-sized merchant fleet
- Fixed a bug that was making the trade AI overprioritize steering from certain nodes
- More prio on steering where they have power
- More aggressive about using embargos on powers that are pulling away vast amounts of trade from their home node
- More prio on embargoing rival trade powers that are embargoing them
- Better at determining where their trade ships are most needed

# Army
- Will no longer attempt to besiege provinces unless they have at least 500 more troops than the garrison size
- Very low prio on assigning leaders to attached armies
- Should now make sure it is detaching stacks with sufficient numbers of troops when carpet sieging enemies
- Will no longer march vast distances to attach to friendly units
- Now able to properly tell when a nearby unit will be able to join them against an enemy army or not
- Will no longer attach to armies that are earmarked for a sea invasion
- Better at recovering morale before rushing into combat
- Better at coordinating armies with its allies
- Less inclined to siege provinces deep in enemy territory
- More prio on helping friends engaged in combat with the enemy
- Now understands when it is a good idea to lift a siege in order to engage enemy troops
- Now able to take into account when troops are unloading from a ship into a province they are traveling to
- Better at determining when it is safe to split off siege stacks
- Better at determining when it is a good idea to pursue retreating enemies
- More careful about sending armies to distant areas if it is low on manpowwer
- Less prio on chasing after small enemy armies
- Better at concentrating forces against enemy armies
- Now understands when to withdraw siege forces because of approaching enemy armies
- Much more careful about getting trapped in provinces that are only connected via straits when it does not have naval supremacy
- Now aware of the effects of combined arms when calculating army strength
- Will no longer send in a weak army ahead of a strongerarmy when launching an attack from multiple directions
- Better at calculating odds of victory before starting a battle
- Now takes into account skill of leaders when determining the relative strength of armies and navies
- Should now 'wake up' armies from invasion mode if the surrounding area turns into a warzone
- Now understands how to get military access to and chase down enemy units sheltering in neighbouring neutral countries
- Now always willing to attach to their overlord in war
- Improved logic for AI army composition, should no longer be using all inf or all art stacks etc
- Less willing to send armies far away from its own territory when low on manpower
- Newly recruited armies will now wait for other armies under construction to finish before heading off to fight the enemy

# Navy AI
- Will now explore with single ships instead of small fleets
- Better at dealing with pirates
- Will now abort sea invasions if waiting for ships that aren't going to arrive
- Will abort invasions that cannot be safely executed due to enemy navies
- Better at blockading enemy fleets in port


# AI related Bugs
- Fixed a bug where AI armies would be stuck attached to units they no longer wanted to follow
- Fixed a bug where the AI would constantly attach and detach from an army that was slightly above average supply limits
- Fixed a bug in AI trade steering where it would steer in the wrong direction
- Fixed a bug where the AI Pope could offer to convert religion in a peace deal
- Fixed a bug where the AI would not buy mercs if the precise type they wanted wasn't available
- Fixed a bug that was making AI fleets take wild detours to distant places when they had no valid target to travel to
- Fixed a bug where the AI would endlessly send and recall merchants from certain trade nodes
- Fixed a bug where AI armies would ignore rebels in their own territory because of a bad force strength check
- Fixed a bug that was making AI armies 'bounce' when trying to siege rebel provinces
- Fixed a math error that was making the AI severely underestimate the power of large, low-morale armies
- Fixed a bug that was making the AI treat provinces bordering wasteland and uncolonized territory as outside the fog of war
- Fixed a bug that was causing the AI to endlessly split and merge its troops when sieging
- Fixed a bug that was preventing the AI from converting to non-preferred faiths
- Fixed a bug with force march that was making the AI turn it on and off constantly
- Fixed a bug where the AI would not correctly disband mercenaries it no longer wanted
- Fixed a bug that was allowing the AI to opt out of 'Leader can negotiate for us' in coalition wars
- Fixed a bug that was causing AI units to get stuck in a loop while unloading from ships
- Fixed a bug in trade AI that was causing it to steer trade through unnecessarily long routes
- Fixed several lockups in peace AI that could cause endless wars
- Fixed a bug that caused the AI's armies to go braindead if you tag switched to and from them
- Fixed a bug where AI countries who just got declared war on would send out a double call to arms to their allies
- Fixed a bug that was preventing the AI from shipping home troops under certain circumstances
- Fixed a bug where the AI would not move to help its own armies when fighting rebels on foreign soil
- Fixed a bug where AI would wrongly evaluate return core / release vassal / release annexed on war allies as targeting the war leader (ie France would want to return cores from Portugal to Morocco)
- Cut ai_hard_strategy from saves as it is no longer used


Biggest change to the AI are properly:
- Will no longer agree to buy non-core non-claim provinces if they are a vassal
"Yeah buddy"
Leporello
Profile Joined January 2011
United States2845 Posts
September 23 2013 20:31 GMT
#617
Awesome patch. Love the coring changes, going to make world domination a lot more plausible.
Big water
Ramong
Profile Joined March 2011
Denmark1706 Posts
September 23 2013 21:05 GMT
#618
Well, they nerfed the sell uncored to vassals and then annexing them, so they kinda had to reduce core cost/time slightly to compensate.
"Yeah buddy"
Skilledblob
Profile Joined April 2011
Germany3392 Posts
September 23 2013 21:42 GMT
#619
On September 24 2013 04:05 Bourneq wrote:
Show nested quote +
On September 24 2013 02:04 Skilledblob wrote:
- When making someone your vassal he will join your wars and you will join his.

very important, had it some times that I would war vassalize someone and before my war was finished some other coutnry decleared war on them and I could not do anything and they basically stole my new vassal :/

and a quick question, does someone of you guys have figured out how to stay alive against ottomans with the mamlucks?

I never have much of a problem with the other arabs and can vassalize them quickly but sooner or later the ottomans just stomp me and it doesnt matter what I do. They always have more troops then I have and their troops are two times better easily even on same tech level T_T

I would do as you do as the byzantines but the other way around. Wait till all their troops are in the balkans and then blockade the strait between constantinopel and minor asia so they cant walk back. You just have to make sure to create a better fleet then theirs.


sounds impossible to me, because it only works for Byzanthium because the ottomans tend to keep all of their troops in anatolia, and byzanthium can focus on the ottomans while the mamlucks have more borders.

nonetheless I will try this attempt and see where it leads me, wish me luck
mTwRINE
Profile Joined February 2006
Germany318 Posts
September 23 2013 23:36 GMT
#620
On September 24 2013 05:31 Leporello wrote:
Awesome patch. Love the coring changes, going to make world domination a lot more plausible.


I think that WC wont be possible anymore. PU, the biggest source of annexing major powers will be nerfed heavily (which is very good) and as said above, you cant slice through countrys by selling provinces to vassals anymore.
Also as HRE is the best way right now, everything will be slower and more realistic expansion/annexing/aggressivewise.

Patch looks awesome and they hit some things spot on that needed a change, really looking forward to it.
And less claim/annexspam combined with many new unique national Ideas for smaller countrys there could be tons of new things to try.
On last note I love the new Inflation. Another minor thing with full historical backup you have to deal with and keep an eye on, nerfing some abusive strats while adding more gameplay.
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