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Europa Universalis V: Complete Guide to Paradox’s Grand Strategy Epic

Europa Universalis V launched on November 4, 2025, marking the triumphant return of Paradox Interactive’s flagship grand strategy franchise. This massive historical simulator lets you control any nation across nearly 500 years of world history, from 1337 to 1837. Whether you’re guiding the mighty Ottoman Empire, building a colonial powerhouse as Portugal, or transforming a tiny European duchy into a continental hegemon, EU5 delivers unprecedented depth and complexity for strategy gamers.

After five years of development by Paradox Tinto, this sequel to 2013’s Europa Universalis IV brings revolutionary changes to the beloved formula. The game eliminates the controversial mana system, introduces sophisticated population simulation, and features over 20,000 locations across an enhanced world map. With generally favorable reviews from critics and an 82% positive rating from players, Europa Universalis V represents the series at its most ambitious.

What Makes Europa Universalis V Different from Previous Games

The new population system features individual population units with their own needs, making independent decisions shaped by cultural and religious influences. This complex simulation appears directly on the world map and replaces many abstract systems from earlier Europa Universalis games. Each pop contributes to your economy, military, and social stability in ways that feel organic and historically authentic.

The removal of monarch mana fundamentally changes how you develop your nation. Instead of abstract points, the game introduces situations – dynamic challenges based on real historical events or structural crises. These situations create meaningful decision points that reflect the actual problems rulers faced during the early modern period. You’ll deal with noble revolts, religious reformations, succession crises, and economic disruptions that demand strategic responses rather than simple point spending.

Unlike previous editions, most gameplay elements can be automated at your discretion, allowing you to focus on specific mechanics like trade or military while delegating other systems to the AI. This automation feature makes the game accessible to newcomers while letting veterans concentrate on their preferred aspects of empire management. You can toggle automation for population management, trade, diplomacy, and military operations through a simple menu system.

Core Gameplay Systems and Mechanics

Population and Society Management

Your nation consists of living, breathing populations with distinct characteristics. Nobles demand political power, clergy seek religious influence, burghers want economic opportunities, and peasants need food security. The Crown Estate system positions you as one estate among many, with your interests often conflicting with other power brokers. This creates realistic tension between centralization and autonomy that defined the era.

Population growth, migration, and promotion happen dynamically based on local conditions. A prosperous province with good trade connections will attract migrants and see populations advance from peasants to burghers. War, plague, and economic collapse devastate your demographics in ways that take decades to recover. Managing these demographic shifts becomes crucial for long-term success.

Economy and Trade Revolution

EU5’s market system represents the most sophisticated trade mechanics in any Paradox game, featuring actual supply and demand for specific goods across dynamic markets rather than abstract trade nodes. Local markets handle basic goods like grain and livestock, responding to population changes and external disruptions. Regional markets connect territories, enabling profitable arbitrage opportunities when you buy cheap agricultural surplus and sell it to urban centers at premium prices.

Production chains matter significantly. You’ll need to ensure provinces have necessary input goods for specialized industries. A textile manufacturer requires wool or cotton, shipyards need timber and iron, and luxury goods production demands specific raw materials. Price fluctuations reflect real economic forces – plague reduces grain demand while potentially increasing textile prices due to reduced supply.

Diplomacy and International Relations

Diplomacy has evolved into a living system where influence and trust are tracked, making betrayals leave lasting marks on your reputation. Alliances aren’t static commitments anymore. Former rivals can become trusted allies, while long-standing partnerships may dissolve when strategic interests diverge. The AI now proposes deals, breaks pacts, and manipulates alliances based on sophisticated calculations of relative power and mutual interests.

Trust building takes time and consistent behavior. Honor your commitments, support allies in wars, and avoid aggressive expansion that threatens neighbors. One misstep can cascade into coalition formation where multiple nations unite against your ambitions. Managing antagonism scores through diplomatic relations becomes essential for avoiding catastrophic multi-front wars.

Military System and Warfare

Military forces evolve from medieval levies and mercenaries to vast standing armies and impenetrable fortresses through social development. Early game warfare relies on raising temporary levies and hiring expensive mercenaries for campaigns. As your society advances, you can maintain professional standing armies that provide consistent military power without constant mobilization costs.

Commanders matter significantly. Skilled generals and admirals provide crucial advantages in battle through superior tactics and morale management. Logistics play a bigger role than previous entries, with supply lines, attrition, and terrain creating realistic challenges for military operations. A numerically superior army can starve in enemy territory without proper supply infrastructure.

Best Nations for Beginners

Starting your first Europa Universalis V campaign can feel overwhelming with hundreds of playable nations. Selecting the right nation shapes your entire learning experience, providing space to master core mechanics without immediate existential threats.

Top Starter Nations

France stands as the ultimate beginner choice. This European powerhouse offers a forgiving economy, strong military traditions, and sufficient resources to recover from mistakes. You’ll learn warfare, diplomacy, and internal management while protected by natural borders and powerful vassals.

Portugal excels at teaching colonial mechanics and trade networks. Your small size means manageable armies, while your alliance with England provides security. You’ll master exploration, trade companies, and overseas expansion without juggling massive European politics.

England provides a completely different learning path. Island protection allows you to focus on naval supremacy and colonial expansion. The English economy thrives on trade, teaching market mechanics without constant invasion threats. Your early continental holdings in France create interesting strategic decisions about defending or consolidating island power.

Ottoman Empire delivers immediate action for players seeking dynamic gameplay. The Rise of the Turks event provides rapid territorial expansion opportunities while teaching conquest mechanics. Your strong military position enables bold moves, but overextension can create dangerous rebellions and economic instability.

Nations to Avoid Initially

Avoid Byzantium, Granada, or Holy Roman Empire minors for your first campaign, as these nations require advanced knowledge of specific mechanics and face immediate existential threats. The Byzantine Empire struggles against overwhelming Ottoman power, Granada faces imminent Spanish conquest, and HRE minors navigate incredibly complex imperial mechanics while surrounded by aggressive neighbors.

Essential Beginner Tips and Strategies

Leverage Automation Systems

EU5 provides intelligent automation that handles complex systems while you learn, with Population Management Automation being the highest priority to enable immediately. The AI handles population promotion, migration, and growth decisions far better than beginners. You’ll observe optimal patterns without micromanaging thousands of decisions.

Trade Automation deserves special attention. The new market system feels overwhelming initially, but automation teaches through observation as you watch the AI manage supply chains, price fluctuations, and resource allocation. Enable market automation and study the patterns before taking manual control.

Focus on Key Relationships

Start with one strong alliance and steadily improve relations with nearby powers. Watch your antagonism scores with neighboring nations and use diplomats to improve relations with countries showing high antagonism to encourage them to leave coalitions. Aggressive expansion without diplomatic groundwork leads to devastating coalition wars where half of Europe unites against you.

Manage Estates Carefully

Provinces are living parts of your empire with autonomy levels and estate influence, with each estate playing roles in taxes, levies, and loyalty. Focus on infrastructure and stability early. Keep provinces loyal, build roads and production hubs, and integrate new territories slowly. Rapid expansion without addressing autonomy or estate management triggers rebellions that can tear your nation apart.

Build Economic Infrastructure First

Don’t rush military expansion. Invest in economic buildings, improve trade infrastructure, and ensure your population has access to necessary goods. A strong economic foundation enables sustained military campaigns later. Players who expand rapidly without economic support often face bankruptcy and collapse when war costs exceed income.

Technical Specifications and Performance

System Requirements

To run Europa Universalis V, you’ll need substantial hardware given the game’s simulation complexity. Minimum requirements include Intel Core i7-8700K or AMD Ryzen equivalent, 16 GB RAM, and Nvidia GeForce GTX 1060 (6GB) or AMD Radeon RX 580 (8GB) on Windows 10 Home 64-bit.

Recommended specifications target Intel Core i7-14700K or AMD Ryzen equivalent, 32 GB RAM, and Nvidia GeForce RTX 3060 Ti (8GB) or AMD Radeon RX 6700 XT (12GB) on Windows 11 64-bit. These specs provide smoother performance during late-game campaigns when simulation complexity peaks.

The game requires up to 100GB of storage space, with future DLC likely expanding these demands significantly. Installing on an SSD dramatically improves loading times and day-turn processing speed.

ComponentMinimum SpecsRecommended Specs
OSWindows 10 Home 64-bitWindows 11 64-bit
ProcessorIntel Core i7-8700K / AMD Ryzen equivalentIntel Core i7-14700K / AMD Ryzen equivalent
Memory16 GB RAM32 GB RAM
GraphicsGTX 1060 (6GB) / RX 580 (8GB)RTX 3060 Ti (8GB) / RX 6700 XT (12GB)
StorageUp to 100GBUp to 100GB (SSD recommended)

Platform Availability

Europa Universalis V launches exclusively for PC via Steam, with no plans for PlayStation, Xbox, Linux, macOS, or Xbox Game Pass releases. This PC-exclusive focus allows Paradox Tinto to maximize the simulation depth and modding capabilities that define the series.

Editions and DLC Roadmap

Available Editions

The Standard Edition costs $60/€60/£50 and includes the complete base game with all core mechanics. The Premium Edition at $85/€85/£75 includes three DLC packs, a cosmetic pack featuring eight sacred sites, and the Europa Universalis IV soundtrack.

Premium Edition DLC includes Fate of the Phoenix (Immersion Pack focused on Byzantine Empire), Across the Pillars (Chronicle Pack covering Iberian struggles), and additional regional content. Paradox has announced first downloadable content packs releasing in 2026, following their traditional post-launch support model.

Expected Playtime

Single campaigns require at least 50+ hours, with many careers stretching well beyond 100 hours, especially for players attempting the full timeline from April 1337 to the final end date nearly 500 years later. The game features 45 achievements across various difficulty levels, providing long-term goals for dedicated players.

Multiplayer and Community Features

Europa Universalis V includes multiplayer features allowing you to browse other players’ games, join specific server IDs, or host your own save games, with chat options including whispering to players alongside public chats. Multiplayer campaigns offer unique diplomatic challenges as you negotiate with human opponents whose strategic thinking exceeds any AI.

The modding community will undoubtedly create extensive content, though mods rarely exist at launch. Paradox games traditionally attract talented modders who expand historical depth, add new nations, and create total conversion mods. The developer provides modding tools similar to EU4, ensuring community creations flourish.

Frequently Asked Questions (FAQ)

Is Europa Universalis V available on console? No, Europa Universalis V is exclusively available on PC through Steam. There are no announced plans for PlayStation, Xbox, or Nintendo Switch versions.

Can beginners enjoy Europa Universalis V? Yes, the automation systems make EU5 more accessible than previous entries. New players can automate complex mechanics while learning, then gradually take manual control as they gain experience.

How long does a complete campaign take? A full campaign from 1337 to 1837 typically requires 50-100+ hours depending on your nation, playstyle, and how much you engage with different mechanics.

What’s the main difference between EU5 and EU4? EU5 eliminates mana points, introduces detailed population simulation, features dynamic situations instead of abstract events, and includes comprehensive automation options while maintaining the core grand strategy experience.

Does Europa Universalis V require previous series experience? No, EU5 is designed to welcome new players through automation features and improved tutorials. Veterans will recognize familiar concepts but must adapt to significantly revised systems.

Are there multiplayer options in Europa Universalis V? Yes, the game supports multiplayer gameplay where you can join or host campaigns with other players, creating dynamic diplomatic situations impossible with AI opponents.

What DLC is planned for Europa Universalis V? Paradox has confirmed multiple DLC packs releasing throughout 2026, including Chronicle Packs and Immersion Packs focused on specific regions and historical scenarios.

Can I play tall instead of expanding aggressively? Yes, EU5’s refined economy and development systems support tall gameplay focused on internal development, trade dominance, and diplomatic influence rather than territorial conquest.

Final Thoughts

Europa Universalis V represents Paradox Interactive’s most ambitious grand strategy project to date. The revolutionary population system, sophisticated economic simulation, and intelligent automation create an experience that feels both historically authentic and approachable. Whether you’re a series veteran adapting to new mechanics or a strategy newcomer discovering grand strategy gaming, EU5 offers hundreds of hours of compelling empire management.

The game’s launch state shows strong fundamentals with room for refinement through patches and expansions. Performance optimization continues, but the core systems deliver the depth and complexity strategy enthusiasts demand. With robust modding support and years of planned content updates ahead, Europa Universalis V establishes itself as the definitive historical grand strategy experience for this generation.

Your journey from medieval backwater to global superpower awaits. Will you restore Byzantine glory, unite the Holy Roman Empire, build a colonial empire spanning continents, or rewrite history entirely? The choice is yours across five centuries of ambition, conflict, and triumph.

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Europa Universalis V patch 1.0.8 makes the Aztecs a bit more advanced

Paradox Tinto has remained busy after the release of Europa Universalis V last month, pushing out a clutch of patches and with a testing regime for upcoming changes. The tail end of November was all about the 1.0.8 beta patches, and now those improvements have gone live for the main development path, bringing hundreds of bug fixes, and some nice new tweaks and features.

On a high level, the patch brings eight new advances for the Aztec formable country, six new advances for the Two Sicilies formables, one more Tenochtitlan advance, and two more Sicilian and Neapolitan advances that can also be unlocked.

If you don’t happen to be playing as or angling for any of those countries to be formed, then there’s still some save game optimisation, a new combat tooltip that might help newcomers, and over 320 bugs fixed.

Here’s the full patch notes:

New Features

  • Added 8 new advances for the Aztec formable
  • Added 6 new advances for the Two Sicilies formable

Gameplay

Government:

  • Settle the Frontier will no longer empty low-pop provinces.
  • Estate privileges are removed if the estate doesn’t exist in the country
  • Cabinet actions remove old geography modifiers properly after being reassigned
  • Hire Advisor will no longer create Crown Estate advisors
  • Fixed new rulers’ attributes not applying to their country on ascending to the throne
  • Centralization now reduces subject loyalty with up to 30
  • Decentralization now increases subject loyalty with up to 30 (was 20).
  • Remove the impact of maximum war exhaustion from centralization and decentralization.
  • Maximum decentralization now recovers estate satisfaction by another 2%
  • Rebalanced children’s education to have a more balanced improvement
  • Matrilineal non-exclusive succession law does take character abilities into account when choosing an heir now
  • The ruler’s diplomatic ability now also impacts subject loyalty.
  • Scotland’s ‘authority over the clergy’ law now disappears if Scotland converts from catholicism.
    Economy:
  • Each 20k pops instead of each 200k pops gives 1 extra free building level in a location.
  • Implemented a system where prosperity decays down to 0 by default if no increases.
  • Made a new formula for an economical base that has different scale values on tax, pop, and trade.
  • Tweaked the sell location acceptance criteria
  • Balanced pop growth values to compensate for lower prosperity levels
  • Removed some demands for some goods for slaves & tribesmen, and made some thresholds for soldiers.
  • Reduced the nobles’ demand for lacquerware to 10% of what it was before.
  • Added trade profit and subject tax levels to be part of the economic base calculations
  • Further rebalancing of the the economical base and taking building based countries into account.
    Production:
  • Can no longer build or delete buildings in locations that are under siege
  • Building automation no longer changes the employment system
    Society:
  • Random characters are more likely to be of primary and accepted cultures.
  • Females above the age of 40 will no longer get pregnant.
    Diplomacy:
  • Fixed HRE election votes after long reigns of the previous leader accidentally pumped up the GP score weight
  • Removed “Food access” diplomatic option if you’re fighting in a war with the other country
  • Can no longer sell a location when at war
  • Fixed static antagonism related to societal values
  • Subject actions get cancelled after the subject is cancelled
  • Lacking rivals will no longer make you conciliatory, but instead make you lose prestige.
  • Conciliatory no longer increases subject loyalty, but instead increases diplomatic reputation.
  • Removed the base diplomatic reputation for belligerent vs conciliatory
  • Conciliatory vs belligerent now impacts how much of an impact the shared border has.
  • Reworked a bit how subject loyalty is impacted by relative power, and made keeping subjects loyal a bit more fun
  • Taking back a location from a revolter is now -95%, not +95% cost.
  • Added the border percentage opinion mechanic from EU4, which will create a bit more conflict
  • Each vassal and fiefdom gives a small drift to decentralization.
  • Civil wars now automatically end when a union between a tag and its civil war opponent is about to happen. The Civil War is always the one getting annexed in this context
  • Raised levies for the subject no longer impact subject loyalty.
  • Adjusted the colonial nations’ loyalty values to take
  • Reduced a lot of subject loyalty from advances
  • If a country moves its capital, anyone who knew the old capital now discovers the new capital.
  • Border feud CB works properly
  • Enable the request of subject actions from the subject to the overlord
  • Can’t leave a coalition mid-war
  • Fixed immediate full war score vs tiny nations with no cores
  • Conquistadors will now become a normal location-based country when they become a colonial nation.
  • Shared border is now reduced if same culture or share a culture group
  • Power relative to overlord can now add a positive bonus to loyalty as well.
  • Halfed the default shared border opinion impact, but increased the scale from being belligerent.
    Military:
  • Manually doing a shattered retreat is now a 10% loss to strength instead of 50%.
  • Fixed being able to recruit to a boarded army from a location
  • Fixed exiling armies in places you declare war on
  • Levies now disband if the locations they come from are lost.
  • Complete refactoring of several combat algorithms like damage dealing, initiative, and combat speed, and exposing themino to more helpful tooltips
  • Patrol the seas objective works for the Hanseatic League
  • Fixed an issue where military tactics had an impact on naval battles
  • The cost of transporting levies now scales with the size of the levy, making them cost the same to transport as regulars.
  • Reduced the Age penalty for levies in the Age of Revolutions to 10% instead of 20%.
  • Removed the “takes less damage” from artillery and auxiliary regiments.
  • Fixed prosperity decay bugs from looting and sieging
    Geopolitics:
  • Allowed inland exploration
  • The fishing village applies a small bonus to harbor capacity
  • Can now colonize Iwo

Other:

  • Pops will no longer lose lots of literacy instantly if the max literacy is reduced.
  • Changed the bonus modifier of the “Renaissance” to be a cultural influencer percentage instead of flat, as originally intended.
  • Navies will no longer keep army-based nations without armies alive

Content

Map:

  • Added more lumber to Scotland (Badenoch, Cowal, Inverary, Ayr)
  • Corrected the German dynamic name of ‘Poznań’, so now it’s the correct one, ‘Posen’.
    Setup:
  • Removed some Mamluk alliances with beyliks that were too weak
  • Hendrik van Reginar is not the heir of Brabant
  • Changed the Aragonese localization of the locations of Aragon into medieval Aragonese
  • Made all setup and content instances of the German name ‘Bernhard’ to use its dynamic instance (‘name_bernard’) instead.
  • Removed a duplicate character instance of bishop Bernhard von Lippe, ruler of Paderborn.
  • Corrected the death date of the Teutonic Order Hochmeister Werner von Orseln, so it’s now aligned with the ruler term one.
  • Added the correct ‘Alès’ location to the cores of Toulouse.
    Situations:
  • The Italian Wars Situation action “Plan Campaign in Italy” now requires the actor not to have any levies raised
  • Fixed Western Schism getting loads of support for whoever had the most dip rep only
  • Western Schism – The AI will now use the Declare Oboedientia Action more flexibly, depending on which candidate they like more
  • Fixed an issue wherein the ‘Rise of the Turks’ situation displayed incorrect end requirements when the strongest beylik is not the Ottomans
  • Fixed missing localized reasons for war declaration in the Nanbokucho situation
  • Added background illustrations to two Rise of the Turks-related events
  • Italian leagues can now be created 2 years after one of them was dissolved via war
  • Fixed an issue that indefinitely prevented new Italian leagues from being created in the Italian Wars after one of the leagues was forcefully dissolved
  • Becoming the revolutionary target will no longer spawn units every month
  • Blocked Nanbokucho CB from being created against countries supporting the same side
  • Rewrote the visible = { } of the Rise of the Turks situation to account for the strongest beylik not being the Ottomans
  • While in the map mode of the Rise of the Turks, subjects of the strongest beyliks will now have striped instead of solid colors
  • Reshuffled the end requirements of the Rise of the Turks for better readability
  • The Rise of the Turks ending now correctly displays the appropriate ending event based on its end requirements
  • The rise of the Turks situation no longer takes into account subjects as contenders
  • Fixed Sengoku missing a clan and showing a blank one
    Disasters:
  • Increased the % chance of the Castilian civil war disaster occurring and made sure the ruler during it cannot be Alfonso XI
  • The event “Spread of Islam” during the “Death of Hayan Wuruk disaster now correctly spawns a Sufi lodge
  • The disaster “Crisis of the <Chinese> Dynasty” now correctly resets its variables on completion
  • Fixed an issue where a dead claimant would still be shown on the disaster UI instead of their successor
  • The event “Death of a Claimant” (hook_and_cod_wars.1200) option d now ends the disaster if both claimants are dead and buried
  • The ‘Court and Country’ disaster starting event now grants 2 new country modifiers based on whether the player wants to eventually become Liberal or Absolutist
  • The ‘Court and Country’ disaster now reduces estate satisfaction by -10%
    International Organizations:
  • Fixed Independence War Target
  • Improved authorization for the expanding Shinto action
  • Fixed the independence movement acceptance criteria
  • Removed duplicate action for joining Autocephalous Patriarchates
  • The AI will no longer constantly propose the “maintain federal status” policy for unions
  • The estate satisfaction hit from votes in unions is now only applied if you actually vote. Refusing to make a choice will no longer punish you
  • The “Lordship of Ireland” action “request planters” now correctly triggers migration
  • Fixed an issue with a spammy “Lordship of Ireland” regency pop-up message
  • Fixed an issue with the action message display after using invite planets in the Lordship of Ireland
  • The protestant union and the catholic league will no longer be locked into a deadlock when either leader is in a union with another leader. Additionally, union members will now try to join the side that already contains one of their union partners
  • The “unified external diplomacy” policy of unions now makes the AI less likely to declare wars as it adds -0.75 aggressiveness and +0.5 carefulness. Additionally, it now also gives -2+25% stability cost on no CBS wars and now also unlocks the “enforce peace” country interaction on junior partners
  • Blocked the Shogun from being able to get claims from the Imperial Court
    Events:
  • The Pavia event “Expulsion of the <Dynasty>” (flavor_pav.1) now requires Milan to have the same Government type as Pavia
  • The French Event “The Jacquerie” will no longer fire while France is already in a civil war
  • Margarete von Tirol will no longer immediately select a new husband upon divorcing her Bohemian spouse
  • The English event “William Pitt the younger” (flavor_eng.35) will no longer target William Pitt the Elder
  • The Florentine event “Consolidation of Power” (flavor_flo.49) will no longer fire while Florence already has a major reform
  • The occurring child via the event “soirée” (dynastic.6) and “the consequences of our actions” (dynastic.6001) is now properly attributed the “bastard” modifier
  • The father of the child born via the event “soirée” (dynastic.6) is no longer stuck in the shadow realm
  • Event “soirée” (dynastic.6) now tries to pick an eligible character before creating one
  • The Ottoman Dragoman feature now has proper tooltiping
  • The Byzantine event for the Katholikon Mouseion now properly gives you research progress if you already have a library in Constantinople
  • Annexing Rome as a catholic will now trigger an event to potentially return it to the Pope
  • The Genoese event “Founding of the Merchant Republic” (flavor_gen.1) will remove excess major government reforms before assigning “Merchant Republic”
  • The event “The Gallipoli Earthquake” will now fire instantly instead of having a delay
  • The Byzantine event “Gemistos Plethon” now activates the Hellenic religion
  • The ‘Holy League’ Crusade should now correctly have Constantinople as its war goal
  • The ‘Holy League’ Crusade ending events no longer fire on a separate peace
  • Fixed the second Byzantine event, “A hand for peace”, it can no longer attempt to marry a dead ruler to the Byzantine princess
  • The Florentine event “Formation of the Medici bank” is now also available for Tuscany
  • Many event texts that begin with a country name will capitalize that country name if it isn’t already capitalized
  • Corrected the historical info description of the event “A Clash of Culteranismo and Conceptismo” (flavor_cas.94), so it now shows the correct one, instead of the one for “Ortographical Reform of de Herrera” (flavor_cas.90).
  • Fixed a missing dynamic loc in the event “The Hussite Wars” (hussite_wars.10), now it will correctly use the ‘commoners’ estate name in the text.
  • Correctly localized the first name of the character Zafar Muẓaffar, created by the event “The Governor of Gujarat” (flavor_dlh.4).
  • The radical reforms event (mercantilism_events.6) can now only fire in and after the age of reformation
  • Swapped the Commoners’ estate satisfaction change for the abolition of feast days (anglican_events.9) event to now
  • The colony of <x> (colonial_charter.100) event will no longer turn cores back into integrated
  • Limited effects of the Bountiful Harvest event (random_event.91) to locations owned by the country
    Government:
  • Fixed broken localization in the Latin Empire formable description
  • Implementation of the peasant republic reform for Dithmarschen now removes any other major reform
  • Romania is now a level 3 formable, enabling Transylvania and Moldavia to form it
  • Made the following reforms free by assigning a +1 reform slot to each one: “Daedongbeob”, “Sadae policy”, and “Powerful viziers”
  • The government reform “Sovet Gospod” of Novgorod is no longer a “major” reform
  • The “Elective Succession” and “Dynastic Elective Succession” now have an additional warning line in their description, which informs the player that these succession laws can break unions.
  • Fixed missing trigger localization for the Devshirme policy
  • New LIV ‘Llivonia’ formable created to reform the Livonian Order
  • LVA ‘Livonia’ formable repurposed into a Baltic culture formable
  • Made Moldavia a tier 1 formable, so it can later form Romania (which is tier 2); also reduced the number of required locations to be formed to 40, so it doesn’t need to conquer any land from the Golden Horde to have it formed, just unify the Moldavian minors.
  • Fixed an error in the description of the ‘Tsardom’ government reform, now it should show ‘Russia’ correctly.
  • Enabled the Ancient French Taxation reform to be removable if France reaches > 50% centralization and the birth of the permanent taxation system event hasn’t fired.
  • The parliament issue sponsor a trade expedition will now construct a market village or a marketplace in the capital if no building like it exists already
  • Change policy agenda can no longer target otherwise locked policies
  • The Prikazi government reform now displays the cabinet actions that it unlocks
  • Added failsafe to the ‘Communal Living’ marriage policy, so now it also requires being Hussite, on top of having the ‘Adamite Services’ aspect active.
    Economy and Production:
  • The House of Parliament Building now employs 200 Nobles instead of 2000
  • Great Madrasas now also promote tribesmen like normal Madrasas
  • Rebalanced, where the Japanese clans are allowed to build their buildings
  • Improved description of Beeswax
    Society:
  • The Hellenic faith now correctly grants infantry combat ability instead of levy efficiency
  • Changing religion will now always automatically remove any active excommunication against the country
  • Baltic Germans added to the Baltic culture group
  • Added ‘invite foreign cleric’ action. Christian countries can spend religious influence to spawn a new high-adm cleric with a foreign culture.
    Diplomacy:
  • “Hanseatic member” special subject now pays much less manpower and sailors to the Hansa (assuming they have the capacity to do so)
  • The “dubious claims on province” and the “parliament-approved claims on province” casus belli are no longer available to be fabricated via the spy network
  • The “Negotiate Succession Law” country interaction now informs the player when the succession law cannot be adopted by the recipient
  • The military sponsorship relationship now has a diplomatic capacity maintenance cost of a guarantee
  • The opinion penalty from not fulfilling a promise of land does not decay by 1 each year
  • The “demand unlawful territory” diplomatic action will now automatically release a completely new tag instead of granting that land directly to the emperor
  • The diplomatic action “enforce peace” can no longer target wars where the actor is in the war with them on the same side already. It also can not target wars where the subject is the leading defender in the war, which means they can no longer be saved from any invading country
  • Capped the minimum value of excommunication opinion hits to -200
  • Papal action “Excommunication” is no longer possible, while curia actions are otherwise blocked
  • The “negotiate succession law” diplomatic action now changes the heir religion law to a policy that is actually compatible with your religion. In other words, if you are orthodox and your junior partner is catholic, you would force them to take the “same religion group” policy instead of the “same religion” policy one
    Military:
  • Fixed an issue with Renaissance Mamluks only having 50 men and tweaked their extra bonuses
    Advances:
  • Expanded the plausible areas of spawning of the Renaissance to all of Northern Italy
  • Unlocked the “warrior societies” advance from Tenochtitlan for the Aztecs formable
  • Unlocked 2 advances from Sicily and Naples for the Two Sicilies formable as well

Other:

  • Corrected many instances of this_opinion_of_prev wherever it was applied incorrectly for AI weights
  • Fixed the Aztec tag not having a name
  • Hungarian, Croatian, Czech, and Slovak regnal numbers appear as “ii.” with the dot, as in German

2D Art

Icons:

  • Adjusted colors and values of some privileges to match the style of the other privileges
    Illustrations:
  • Polished 3 Disasters illustrations
    Flags:
  • Flags for Baltic formable
    Other:
  • Added icons for tws_capable_vicars,tws_ensure_loyal_families, sun_must_rise, new_fire_ceremonies advances

AI

Government:

  • Fixed an issue where AI would incorrectly think that crown power would influence absolutism_vs_liberalism before the available age
  • Ottomans will no longer switch their religion away from Sunnism when playing with historical AI
  • Fixed an issue causing AI to incorrectly use culture assimilation cabinet action in locations with -100% assimilation speed
  • Added AI score for research speed modifier
  • Increased AI score to unlock deus vult advance to enable religious CBS
    Diplomacy:
  • Fixed additional issues where AI Ottomans would pay gold to get CBS against targets that had a stronger alliance than they
  • Fixed issues where large cities would be too desirable for AI to take in peace deals, causing border gore
  • Fixed an issue where AI applied scripted rules from war goals for taking things in peace deals, even when defending
  • Fixed issues where AI would improve relations with nearby countries and then immediately cancel them
  • AI Ottomans will now prefer to create a claim province CB against provinces that are not Constantinople, as it often causes them to lose the war against Byzantium
  • AI Ottomans will no longer create cbs against countries they are planning to diplomatically subjugate via their special situation actions
  • AI Ottomans will no longer create more claims when in debt or while below 0 stability via their special actions
  • Greatly increased AI desire to attack a country if they already have a good CB available, compared to fabricating one from scratch
    Economy:
  • Fixed an issue where the player automation gold limit was being applied to AI countries
  • Fixed an issue where AI would not want to build a building if the location had a maximum of 0 of the required pop type
  • Added AI logic for minting threshold modifier
  • Fixed an issue where AI was overvaluing roads due to not factoring in the tax rate from the propagated tax base
    Production:
  • Gold to save automation slider now works for RGOS, roads, and ranks too
    Military:
  • Fixed an issue where AI would use cbs even with a negative ai_selection_desire

Interface

Map Modes:

  • Added stripes to the non-endemic disease map mode to show where there are some individual pops infected
  • Added a trade range map mode that allows selecting and showing trade range for specific markets (defaults to showing all markets within the player trade range).
  • The tactical map mode now shows province capitals also for unfortified locations.
    Alerts:
  • Fixed naval levies number
  • Add estate marriage checks to the unmarried children alert
  • The alert for parliament now conveys both current support and time left at a glance
  • Make the member leaving the union alert red
    Panels:
  • Renamed mapmode searcher to mapmode Legend and unified the Legend button with the Active Mapmode button
  • Replaced a separation bar with a proper texture in the Society panel
  • Fixed a bug in the War panel where the ticking warscore icon wasn’t showing for the defender
  • Religious actions now need a confirm click
  • Fixed the Parliament pie chart appearing twice
  • Fixed Diplomatic Range not working as intended in diplomatic selection panels.
  • The IO panel now shows potential votes on tooltips for laws
  • Fixed the war panel having mixed information between sides. Now everything is properly positioned on its attacker/defender side.
  • Organized the order of diplomatic relations on panels
  • Fixed selected options not having a visual distinction
  • Multiunit actions now refresh constantly, so you can merge them as soon as two units are in the same location.
  • Fixed an issue where two war goals were shown (one for the attacker and one for the defender) when there is only one wargoal per war. It’s now only displayed on the attacker’s side, since the decision is made by the attacker.
  • Fix the parliament agenda’s actions, not updating the description text
  • Filter out marriage candidates and countries not eligible due to the Celtic marriage ban from the marriage finder
  • Estate tax sliders now update the game state immediately when moved, fixing a broken extrapolation of estate satisfaction equilibrium.
  • Upgrade building button: added Ctrl and Shift functionalities to upgrade buildings.
  • Upgrade building button: made not impossible to build more levels of the upgraded building type than the current levels of the obsolete building.
  • Improved visual info of levels being upgraded in a building.
  • Fixed diplomatic macrobuilder to create a casus belli to show a tick on every country on which you can start creating a casus belli.
  • Fixed the truce’s remaining time icon being covered by the truce icon.
  • Additional coat of arms for historical characters and various starting dynasties
  • Fix the inconsistency between the number of affected locations and their tooltips
  • Fix the Government reforms cards’ icons not being clickable when instituting a new reform
  • Fixed the sort order of trade capacity in the economy -> markets -> countries panel, and made the player country always show at the top.
  • Fixed a bug where the discipline icon was showing for naval battles
  • Generals in battles now look properly greyed out if they still haven’t arrived at the army
  • The war widget in the current relation now shows the current warscore with a number instead of a pie chart
  • Fixed the army strength amount displayed in the subject manager
  • Fixed text format in the formables panel and ledger
  • Corrected the order of columns in the ledger’s dynasty tab
  • Improved responsiveness and data shown in the estate’s top bar and its tooltips
  • Added a shortcut in the top left corner’s country rank to go to known countries
  • Added heir icon for children’s heirs in character panel
  • Added ages to rulers in government and foreign panels, and in education alert children entries.
  • Fixed reorganize units not working. Now it will open the single unit panel of one of them and show the other one in the right menu.
  • Improved readability and layout for research view
  • Made so that ruler history shows recent rulers at the top by default
  • Government reform cards are clickable again
    Outliner:
  • Correct progress for “Settle frontier” cabinet action
  • Stalled constructions in the short outline version
    Tooltips:
  • Cleaned up some disease tooltips to be a bit more informative
  • Fixed inconsistent usage of Artillery Barrage and artillery bonus concepts
  • The tooltip for pinning things to the Outliner or to Context menus now says which is which
  • Fixed typo in the Promotion game concept
  • Navy strength tooltip fix
  • Stalled buildings on production tooltip fix
  • Fixed the breakdown for the max building amount tooltip
  • Improve tooltip logic for language power when the language is #1 worldwide.
  • Clarify attrition tooltips between location-specific attrition and external sources of attrition
  • Fix attrition tooltips showing information it shouldn’t
  • Fix the IO policies tooltips containing blank spaces
  • The tooltip for societal values includes tips to push it further for both sides (they used to show only for the dominant value)
  • You can now hover the number of max buildings/RGO levels in the production tab to see the reasons for the max levels
  • Construction tooltips display if construction is stalled
  • Harmonized tooltip columns for improved readability in market tooltips
  • Declaring bankruptcy now shows all effects.
  • Improved the player sync tooltip over the date in multiplayer to be more readable and have a scrollbar if you have lots of players.
  • Add information about the highest great power in the great power rank tooltip
  • Added concepts for war attacker and defender, to separate them from battle attacker and defender
  • Added subheaders and fixes to market tooltips.
  • Fixed missing localization trigger in the “Grant Elector” status action
  • Include more information on the possible consequences of removing locations from IOs, such as the emperor’s opinion penalty.
  • Tooltip for artists now explains that the max number only limits the amount you can manually hire, but you can have more through events
  • Fixed the truce tooltip and circular widgets in the relations container
  • Improved estates tooltips in the top bar
  • Grouped estate gold together with income and expenses, and now shows a total balance.
  • Fixed the antagonism tooltip to show all countries listed in a scroll list
  • Fixes to tooltip showing missing goods when nothing was missing.
  • The Retreat blocked tooltip now says the correct number of hours, not just 5.

Other:

  • Fixed the in-game paused border shadow appearing when the menu was open and the back shortcut or control groups shortcut was pressed.
  • Explain the cost of breaking a truce in a war pop up
  • Updated the declare war prediction banner with a new layout and colors, and changed margins on the header sides art
  • Fixed the diplomatic action to “Ask to join the IO“on its macrobuilder without a specific target
  • Fixed the credits background dimensions for vertical resolutions
  • Improve suggested trades by making the suggestions less prone to failing when activated
  • Correct the ruler title on the country rank change
  • Include rival removal cost in confirmation pop-up
  • Call into war action in diplo macrobuilder now works
  • Fixed loading screen game concepts, trying to show icons when not loaded yet.
  • Added a relation about to be broken alert
  • Fix the administration-infiltrated message showing the wrong country being infiltrated
  • Button for imperial actions on the HRE panel for the Emperor
  • Parliament title out of bounds fix
  • Show the IO treasury on the subheader
  • Marriage finder entry displays heir or line of succession icon
  • Renamed 2 of the 3 modifiers that were currently named “institution growth” into “local institution growth” and “global institution growth.”
  • Add a new tooltip in the market view to show all profits made by trades grouped by goods for each country

Portraits:

  • Added new historical characters visuals (eng_hobbes, erasmus, mos_ivan_i_danilovich_kalita_rurik).
  • Added new historical characters visuals (fra_rene_descartes, mei_johann_wolfgang_goethe, dan_brahe).
  • Added new historical characters visuals (ned_michiel_de_ruyter, gbr_adam_smith, pap_bernini_script, boh_jiri_z_podebrad, ara_vincent_ferrer).
  • Added new historical characters visuals (fra_jean_jacques_rousseau, spa_ignatius_of_loyola, spa_blas_de_lezo, spa_velazquez_script, hab_ludwig_van_beethoven, por_magellan).
  • Fixed transparent characters when wearing Deccan’s veil.
  • Portrait long hair clipping issue fixed
  • Added new historical characters visuals (jap_kusunoki_masashige, azt_tlacaelel, azt_tenoch, chi_zheng_he, maj_hayam_wuruk, swe_birger_jarl, corfitz_ulfeldt_script, fra_robespierre, swe_axel_oxenstierna).

Other:

  • Fixed the reformation units’ colors

Audio

Sound:

  • Fix ambient sound playing army effects instead of navy ones in the unit overview panel

Modding

Script:

  • Added the on_country_rank_change on_action
  • Fixed an issue which prevented the on_rescinded_effect effect from special_status to have the scope: source available, which scopes to the special_status itself
  • any_primary_or_accepted_tolerated_culture’ and associated script lists renamed to ‘any_primary_or_accepted_or_tolerated_culture’
    Triggers:
  • Added a trigger for ‘province_population’.
  • Added the average_estate_satisfaction trigger
  • Fixed faulty documentation for the years_in_international_organization trigger
  • Fixed an issue with is_available_for/is_visible_for/is_allowed_for, which made these triggers return false for any object that does not require an advance
  • Add local_estate_power and local_relative_estate_power triggers

Multiplayer

  • Fixed desynch caused by revolt wars not being persisted
  • Fixed desynch caused by religion focus progress not being persisted if it was not active
  • Fixed desynch caused by generating different names for new subunits

Translation

Polish: 

  • A total of 24 bugs have been corrected related to the Polish language

Spanish:

  • A total of 12 bugs have been corrected related to the Spanish language
  • Fixed incorrect $mapmode variables.
  • Fixed incorrect $rank_kingdom_horde_ruler_male$ variables
  • Fixed incorrect Genghis Khan variables
  • Fixed incorrect capitalization in $bengali$ variables
  • Fixed grammar issue with $basque$ variables

French:

  • A total of 409 bugs have been corrected related to the French language
  • Fixed multiple incorrect variable issues
  • Fixed incorrect translation bugs
  • Fixed missing translation bugs
  • Fixed wrong language bugs

Brazilian Portuguese:

  • A total of 1243 bugs have been corrected related to the Brazilian Portuguese language
  • Corrected capitalization of some terms in mission titles. 
  • Standardized capitalization of important terms in game texts. 
  • Corrected placeholders that were not displaying character names correctly. 
  • Retranslated some game texts that were incorrect. 

Chinese:

  • A total of 380 bugs have been corrected

Korean:

  • A total of 194 bugs has been corrected related to the Korean language.
  • Corrected incorrect transliterations to more accurate pronunciations.
  • Modified some texts to better convey their meaning.
  • Corrected the display of numerical values in texts.

Japanese:

  • A total of  34 bugs has been corrected related to the Japanese language
  • Changed the spelling of Chinese, Korean, and Vietnamese location/character names that had been in katakana into kanji in many cases.
  • Fixed placeholders in instances where an incorrect or outdated placeholder was in use.
  • Checked spelling/made consistent some historical terms.
  • Fixed typos caused by kanji conversion errors in certain segments.

Turkish:

  • A total of 64 bugs have been corrected related to the Turkish language
  • A number of fixes in the source text were applied to the localized text.
  • Certain strings, including culture name placeholder,s were corrected according to how culture names are displayed
  • Improvements were made to the text based on the in-game context.
  • A small number of linguistic issues were fixed

German:

  • A total of 30 bugs have been corrected related to the German language
  • checking of eliminated English contractions and their applicability in German
  • streamlining of the form of address
  • further standardization and streamlining of the general game vocabulary

Russian:

  • A total of 195 bugs have been corrected related to the Russian language

Miscellaneous

Settings:

  • Exiting using Alt+F4 in Ironman will now save the game.
  • Fixed Ironman not being autosaved monthly

Other:

  • Binary savegame optimizations by avoiding writing unnecessary whitespaces.
  • Enabling texture streaming for more icon types, which saves around 200mb vram.
  • optimized recalculation of cache data by delaying the name generation

bugfixes:

  • Fixed the continue button in the main menu when the last save is on the cloud
  • When saving to the cloud should always use the binary and zipped format
  • Prevented units from moving if no one was looking at them, stopping
  • Reviewed most event titles and options that were incorrectly showing hyperlinked texts
  • Union event “Ruler Ignores Country” now uses proper pronouns in its text
  • Fixed countries starting with zero diplomatic capacity used
  • Fix road construction, building outdated roads over more modern ones
  • Fixes some issues with levy cooldowns in provinces.
  • Fixed so the take on debt message now works for non-player actions
  • Removed some unused files
  • Fix the western schism situation panel not updating at the end of the first council

Source: Steam

  •  

Europa Universalis V patch 1.0.8 makes the Aztecs a bit more advanced

Paradox Tinto has remained busy after the release of Europa Universalis V last month, pushing out a clutch of patches and with a testing regime for upcoming changes. The tail end of November was all about the 1.0.8 beta patches, and now those improvements have gone live for the main development path, bringing hundreds of bug fixes, and some nice new tweaks and features.

On a high level, the patch brings eight new advances for the Aztec formable country, six new advances for the Two Sicilies formables, one more Tenochtitlan advance, and two more Sicilian and Neapolitan advances that can also be unlocked.

If you don’t happen to be playing as or angling for any of those countries to be formed, then there’s still some save game optimisation, a new combat tooltip that might help newcomers, and over 320 bugs fixed.

Here’s the full patch notes:

New Features

  • Added 8 new advances for the Aztec formable
  • Added 6 new advances for the Two Sicilies formable

Gameplay

Government:

  • Settle the Frontier will no longer empty low-pop provinces.
  • Estate privileges are removed if the estate doesn’t exist in the country
  • Cabinet actions remove old geography modifiers properly after being reassigned
  • Hire Advisor will no longer create Crown Estate advisors
  • Fixed new rulers’ attributes not applying to their country on ascending to the throne
  • Centralization now reduces subject loyalty with up to 30
  • Decentralization now increases subject loyalty with up to 30 (was 20).
  • Remove the impact of maximum war exhaustion from centralization and decentralization.
  • Maximum decentralization now recovers estate satisfaction by another 2%
  • Rebalanced children’s education to have a more balanced improvement
  • Matrilineal non-exclusive succession law does take character abilities into account when choosing an heir now
  • The ruler’s diplomatic ability now also impacts subject loyalty.
  • Scotland’s ‘authority over the clergy’ law now disappears if Scotland converts from catholicism.
    Economy:
  • Each 20k pops instead of each 200k pops gives 1 extra free building level in a location.
  • Implemented a system where prosperity decays down to 0 by default if no increases.
  • Made a new formula for an economical base that has different scale values on tax, pop, and trade.
  • Tweaked the sell location acceptance criteria
  • Balanced pop growth values to compensate for lower prosperity levels
  • Removed some demands for some goods for slaves & tribesmen, and made some thresholds for soldiers.
  • Reduced the nobles’ demand for lacquerware to 10% of what it was before.
  • Added trade profit and subject tax levels to be part of the economic base calculations
  • Further rebalancing of the the economical base and taking building based countries into account.
    Production:
  • Can no longer build or delete buildings in locations that are under siege
  • Building automation no longer changes the employment system
    Society:
  • Random characters are more likely to be of primary and accepted cultures.
  • Females above the age of 40 will no longer get pregnant.
    Diplomacy:
  • Fixed HRE election votes after long reigns of the previous leader accidentally pumped up the GP score weight
  • Removed “Food access” diplomatic option if you’re fighting in a war with the other country
  • Can no longer sell a location when at war
  • Fixed static antagonism related to societal values
  • Subject actions get cancelled after the subject is cancelled
  • Lacking rivals will no longer make you conciliatory, but instead make you lose prestige.
  • Conciliatory no longer increases subject loyalty, but instead increases diplomatic reputation.
  • Removed the base diplomatic reputation for belligerent vs conciliatory
  • Conciliatory vs belligerent now impacts how much of an impact the shared border has.
  • Reworked a bit how subject loyalty is impacted by relative power, and made keeping subjects loyal a bit more fun
  • Taking back a location from a revolter is now -95%, not +95% cost.
  • Added the border percentage opinion mechanic from EU4, which will create a bit more conflict
  • Each vassal and fiefdom gives a small drift to decentralization.
  • Civil wars now automatically end when a union between a tag and its civil war opponent is about to happen. The Civil War is always the one getting annexed in this context
  • Raised levies for the subject no longer impact subject loyalty.
  • Adjusted the colonial nations’ loyalty values to take
  • Reduced a lot of subject loyalty from advances
  • If a country moves its capital, anyone who knew the old capital now discovers the new capital.
  • Border feud CB works properly
  • Enable the request of subject actions from the subject to the overlord
  • Can’t leave a coalition mid-war
  • Fixed immediate full war score vs tiny nations with no cores
  • Conquistadors will now become a normal location-based country when they become a colonial nation.
  • Shared border is now reduced if same culture or share a culture group
  • Power relative to overlord can now add a positive bonus to loyalty as well.
  • Halfed the default shared border opinion impact, but increased the scale from being belligerent.
    Military:
  • Manually doing a shattered retreat is now a 10% loss to strength instead of 50%.
  • Fixed being able to recruit to a boarded army from a location
  • Fixed exiling armies in places you declare war on
  • Levies now disband if the locations they come from are lost.
  • Complete refactoring of several combat algorithms like damage dealing, initiative, and combat speed, and exposing themino to more helpful tooltips
  • Patrol the seas objective works for the Hanseatic League
  • Fixed an issue where military tactics had an impact on naval battles
  • The cost of transporting levies now scales with the size of the levy, making them cost the same to transport as regulars.
  • Reduced the Age penalty for levies in the Age of Revolutions to 10% instead of 20%.
  • Removed the “takes less damage” from artillery and auxiliary regiments.
  • Fixed prosperity decay bugs from looting and sieging
    Geopolitics:
  • Allowed inland exploration
  • The fishing village applies a small bonus to harbor capacity
  • Can now colonize Iwo

Other:

  • Pops will no longer lose lots of literacy instantly if the max literacy is reduced.
  • Changed the bonus modifier of the “Renaissance” to be a cultural influencer percentage instead of flat, as originally intended.
  • Navies will no longer keep army-based nations without armies alive

Content

Map:

  • Added more lumber to Scotland (Badenoch, Cowal, Inverary, Ayr)
  • Corrected the German dynamic name of ‘Poznań’, so now it’s the correct one, ‘Posen’.
    Setup:
  • Removed some Mamluk alliances with beyliks that were too weak
  • Hendrik van Reginar is not the heir of Brabant
  • Changed the Aragonese localization of the locations of Aragon into medieval Aragonese
  • Made all setup and content instances of the German name ‘Bernhard’ to use its dynamic instance (‘name_bernard’) instead.
  • Removed a duplicate character instance of bishop Bernhard von Lippe, ruler of Paderborn.
  • Corrected the death date of the Teutonic Order Hochmeister Werner von Orseln, so it’s now aligned with the ruler term one.
  • Added the correct ‘Alès’ location to the cores of Toulouse.
    Situations:
  • The Italian Wars Situation action “Plan Campaign in Italy” now requires the actor not to have any levies raised
  • Fixed Western Schism getting loads of support for whoever had the most dip rep only
  • Western Schism – The AI will now use the Declare Oboedientia Action more flexibly, depending on which candidate they like more
  • Fixed an issue wherein the ‘Rise of the Turks’ situation displayed incorrect end requirements when the strongest beylik is not the Ottomans
  • Fixed missing localized reasons for war declaration in the Nanbokucho situation
  • Added background illustrations to two Rise of the Turks-related events
  • Italian leagues can now be created 2 years after one of them was dissolved via war
  • Fixed an issue that indefinitely prevented new Italian leagues from being created in the Italian Wars after one of the leagues was forcefully dissolved
  • Becoming the revolutionary target will no longer spawn units every month
  • Blocked Nanbokucho CB from being created against countries supporting the same side
  • Rewrote the visible = { } of the Rise of the Turks situation to account for the strongest beylik not being the Ottomans
  • While in the map mode of the Rise of the Turks, subjects of the strongest beyliks will now have striped instead of solid colors
  • Reshuffled the end requirements of the Rise of the Turks for better readability
  • The Rise of the Turks ending now correctly displays the appropriate ending event based on its end requirements
  • The rise of the Turks situation no longer takes into account subjects as contenders
  • Fixed Sengoku missing a clan and showing a blank one
    Disasters:
  • Increased the % chance of the Castilian civil war disaster occurring and made sure the ruler during it cannot be Alfonso XI
  • The event “Spread of Islam” during the “Death of Hayan Wuruk disaster now correctly spawns a Sufi lodge
  • The disaster “Crisis of the <Chinese> Dynasty” now correctly resets its variables on completion
  • Fixed an issue where a dead claimant would still be shown on the disaster UI instead of their successor
  • The event “Death of a Claimant” (hook_and_cod_wars.1200) option d now ends the disaster if both claimants are dead and buried
  • The ‘Court and Country’ disaster starting event now grants 2 new country modifiers based on whether the player wants to eventually become Liberal or Absolutist
  • The ‘Court and Country’ disaster now reduces estate satisfaction by -10%
    International Organizations:
  • Fixed Independence War Target
  • Improved authorization for the expanding Shinto action
  • Fixed the independence movement acceptance criteria
  • Removed duplicate action for joining Autocephalous Patriarchates
  • The AI will no longer constantly propose the “maintain federal status” policy for unions
  • The estate satisfaction hit from votes in unions is now only applied if you actually vote. Refusing to make a choice will no longer punish you
  • The “Lordship of Ireland” action “request planters” now correctly triggers migration
  • Fixed an issue with a spammy “Lordship of Ireland” regency pop-up message
  • Fixed an issue with the action message display after using invite planets in the Lordship of Ireland
  • The protestant union and the catholic league will no longer be locked into a deadlock when either leader is in a union with another leader. Additionally, union members will now try to join the side that already contains one of their union partners
  • The “unified external diplomacy” policy of unions now makes the AI less likely to declare wars as it adds -0.75 aggressiveness and +0.5 carefulness. Additionally, it now also gives -2+25% stability cost on no CBS wars and now also unlocks the “enforce peace” country interaction on junior partners
  • Blocked the Shogun from being able to get claims from the Imperial Court
    Events:
  • The Pavia event “Expulsion of the <Dynasty>” (flavor_pav.1) now requires Milan to have the same Government type as Pavia
  • The French Event “The Jacquerie” will no longer fire while France is already in a civil war
  • Margarete von Tirol will no longer immediately select a new husband upon divorcing her Bohemian spouse
  • The English event “William Pitt the younger” (flavor_eng.35) will no longer target William Pitt the Elder
  • The Florentine event “Consolidation of Power” (flavor_flo.49) will no longer fire while Florence already has a major reform
  • The occurring child via the event “soirée” (dynastic.6) and “the consequences of our actions” (dynastic.6001) is now properly attributed the “bastard” modifier
  • The father of the child born via the event “soirée” (dynastic.6) is no longer stuck in the shadow realm
  • Event “soirée” (dynastic.6) now tries to pick an eligible character before creating one
  • The Ottoman Dragoman feature now has proper tooltiping
  • The Byzantine event for the Katholikon Mouseion now properly gives you research progress if you already have a library in Constantinople
  • Annexing Rome as a catholic will now trigger an event to potentially return it to the Pope
  • The Genoese event “Founding of the Merchant Republic” (flavor_gen.1) will remove excess major government reforms before assigning “Merchant Republic”
  • The event “The Gallipoli Earthquake” will now fire instantly instead of having a delay
  • The Byzantine event “Gemistos Plethon” now activates the Hellenic religion
  • The ‘Holy League’ Crusade should now correctly have Constantinople as its war goal
  • The ‘Holy League’ Crusade ending events no longer fire on a separate peace
  • Fixed the second Byzantine event, “A hand for peace”, it can no longer attempt to marry a dead ruler to the Byzantine princess
  • The Florentine event “Formation of the Medici bank” is now also available for Tuscany
  • Many event texts that begin with a country name will capitalize that country name if it isn’t already capitalized
  • Corrected the historical info description of the event “A Clash of Culteranismo and Conceptismo” (flavor_cas.94), so it now shows the correct one, instead of the one for “Ortographical Reform of de Herrera” (flavor_cas.90).
  • Fixed a missing dynamic loc in the event “The Hussite Wars” (hussite_wars.10), now it will correctly use the ‘commoners’ estate name in the text.
  • Correctly localized the first name of the character Zafar Muẓaffar, created by the event “The Governor of Gujarat” (flavor_dlh.4).
  • The radical reforms event (mercantilism_events.6) can now only fire in and after the age of reformation
  • Swapped the Commoners’ estate satisfaction change for the abolition of feast days (anglican_events.9) event to now
  • The colony of <x> (colonial_charter.100) event will no longer turn cores back into integrated
  • Limited effects of the Bountiful Harvest event (random_event.91) to locations owned by the country
    Government:
  • Fixed broken localization in the Latin Empire formable description
  • Implementation of the peasant republic reform for Dithmarschen now removes any other major reform
  • Romania is now a level 3 formable, enabling Transylvania and Moldavia to form it
  • Made the following reforms free by assigning a +1 reform slot to each one: “Daedongbeob”, “Sadae policy”, and “Powerful viziers”
  • The government reform “Sovet Gospod” of Novgorod is no longer a “major” reform
  • The “Elective Succession” and “Dynastic Elective Succession” now have an additional warning line in their description, which informs the player that these succession laws can break unions.
  • Fixed missing trigger localization for the Devshirme policy
  • New LIV ‘Llivonia’ formable created to reform the Livonian Order
  • LVA ‘Livonia’ formable repurposed into a Baltic culture formable
  • Made Moldavia a tier 1 formable, so it can later form Romania (which is tier 2); also reduced the number of required locations to be formed to 40, so it doesn’t need to conquer any land from the Golden Horde to have it formed, just unify the Moldavian minors.
  • Fixed an error in the description of the ‘Tsardom’ government reform, now it should show ‘Russia’ correctly.
  • Enabled the Ancient French Taxation reform to be removable if France reaches > 50% centralization and the birth of the permanent taxation system event hasn’t fired.
  • The parliament issue sponsor a trade expedition will now construct a market village or a marketplace in the capital if no building like it exists already
  • Change policy agenda can no longer target otherwise locked policies
  • The Prikazi government reform now displays the cabinet actions that it unlocks
  • Added failsafe to the ‘Communal Living’ marriage policy, so now it also requires being Hussite, on top of having the ‘Adamite Services’ aspect active.
    Economy and Production:
  • The House of Parliament Building now employs 200 Nobles instead of 2000
  • Great Madrasas now also promote tribesmen like normal Madrasas
  • Rebalanced, where the Japanese clans are allowed to build their buildings
  • Improved description of Beeswax
    Society:
  • The Hellenic faith now correctly grants infantry combat ability instead of levy efficiency
  • Changing religion will now always automatically remove any active excommunication against the country
  • Baltic Germans added to the Baltic culture group
  • Added ‘invite foreign cleric’ action. Christian countries can spend religious influence to spawn a new high-adm cleric with a foreign culture.
    Diplomacy:
  • “Hanseatic member” special subject now pays much less manpower and sailors to the Hansa (assuming they have the capacity to do so)
  • The “dubious claims on province” and the “parliament-approved claims on province” casus belli are no longer available to be fabricated via the spy network
  • The “Negotiate Succession Law” country interaction now informs the player when the succession law cannot be adopted by the recipient
  • The military sponsorship relationship now has a diplomatic capacity maintenance cost of a guarantee
  • The opinion penalty from not fulfilling a promise of land does not decay by 1 each year
  • The “demand unlawful territory” diplomatic action will now automatically release a completely new tag instead of granting that land directly to the emperor
  • The diplomatic action “enforce peace” can no longer target wars where the actor is in the war with them on the same side already. It also can not target wars where the subject is the leading defender in the war, which means they can no longer be saved from any invading country
  • Capped the minimum value of excommunication opinion hits to -200
  • Papal action “Excommunication” is no longer possible, while curia actions are otherwise blocked
  • The “negotiate succession law” diplomatic action now changes the heir religion law to a policy that is actually compatible with your religion. In other words, if you are orthodox and your junior partner is catholic, you would force them to take the “same religion group” policy instead of the “same religion” policy one
    Military:
  • Fixed an issue with Renaissance Mamluks only having 50 men and tweaked their extra bonuses
    Advances:
  • Expanded the plausible areas of spawning of the Renaissance to all of Northern Italy
  • Unlocked the “warrior societies” advance from Tenochtitlan for the Aztecs formable
  • Unlocked 2 advances from Sicily and Naples for the Two Sicilies formable as well

Other:

  • Corrected many instances of this_opinion_of_prev wherever it was applied incorrectly for AI weights
  • Fixed the Aztec tag not having a name
  • Hungarian, Croatian, Czech, and Slovak regnal numbers appear as “ii.” with the dot, as in German

2D Art

Icons:

  • Adjusted colors and values of some privileges to match the style of the other privileges
    Illustrations:
  • Polished 3 Disasters illustrations
    Flags:
  • Flags for Baltic formable
    Other:
  • Added icons for tws_capable_vicars,tws_ensure_loyal_families, sun_must_rise, new_fire_ceremonies advances

AI

Government:

  • Fixed an issue where AI would incorrectly think that crown power would influence absolutism_vs_liberalism before the available age
  • Ottomans will no longer switch their religion away from Sunnism when playing with historical AI
  • Fixed an issue causing AI to incorrectly use culture assimilation cabinet action in locations with -100% assimilation speed
  • Added AI score for research speed modifier
  • Increased AI score to unlock deus vult advance to enable religious CBS
    Diplomacy:
  • Fixed additional issues where AI Ottomans would pay gold to get CBS against targets that had a stronger alliance than they
  • Fixed issues where large cities would be too desirable for AI to take in peace deals, causing border gore
  • Fixed an issue where AI applied scripted rules from war goals for taking things in peace deals, even when defending
  • Fixed issues where AI would improve relations with nearby countries and then immediately cancel them
  • AI Ottomans will now prefer to create a claim province CB against provinces that are not Constantinople, as it often causes them to lose the war against Byzantium
  • AI Ottomans will no longer create cbs against countries they are planning to diplomatically subjugate via their special situation actions
  • AI Ottomans will no longer create more claims when in debt or while below 0 stability via their special actions
  • Greatly increased AI desire to attack a country if they already have a good CB available, compared to fabricating one from scratch
    Economy:
  • Fixed an issue where the player automation gold limit was being applied to AI countries
  • Fixed an issue where AI would not want to build a building if the location had a maximum of 0 of the required pop type
  • Added AI logic for minting threshold modifier
  • Fixed an issue where AI was overvaluing roads due to not factoring in the tax rate from the propagated tax base
    Production:
  • Gold to save automation slider now works for RGOS, roads, and ranks too
    Military:
  • Fixed an issue where AI would use cbs even with a negative ai_selection_desire

Interface

Map Modes:

  • Added stripes to the non-endemic disease map mode to show where there are some individual pops infected
  • Added a trade range map mode that allows selecting and showing trade range for specific markets (defaults to showing all markets within the player trade range).
  • The tactical map mode now shows province capitals also for unfortified locations.
    Alerts:
  • Fixed naval levies number
  • Add estate marriage checks to the unmarried children alert
  • The alert for parliament now conveys both current support and time left at a glance
  • Make the member leaving the union alert red
    Panels:
  • Renamed mapmode searcher to mapmode Legend and unified the Legend button with the Active Mapmode button
  • Replaced a separation bar with a proper texture in the Society panel
  • Fixed a bug in the War panel where the ticking warscore icon wasn’t showing for the defender
  • Religious actions now need a confirm click
  • Fixed the Parliament pie chart appearing twice
  • Fixed Diplomatic Range not working as intended in diplomatic selection panels.
  • The IO panel now shows potential votes on tooltips for laws
  • Fixed the war panel having mixed information between sides. Now everything is properly positioned on its attacker/defender side.
  • Organized the order of diplomatic relations on panels
  • Fixed selected options not having a visual distinction
  • Multiunit actions now refresh constantly, so you can merge them as soon as two units are in the same location.
  • Fixed an issue where two war goals were shown (one for the attacker and one for the defender) when there is only one wargoal per war. It’s now only displayed on the attacker’s side, since the decision is made by the attacker.
  • Fix the parliament agenda’s actions, not updating the description text
  • Filter out marriage candidates and countries not eligible due to the Celtic marriage ban from the marriage finder
  • Estate tax sliders now update the game state immediately when moved, fixing a broken extrapolation of estate satisfaction equilibrium.
  • Upgrade building button: added Ctrl and Shift functionalities to upgrade buildings.
  • Upgrade building button: made not impossible to build more levels of the upgraded building type than the current levels of the obsolete building.
  • Improved visual info of levels being upgraded in a building.
  • Fixed diplomatic macrobuilder to create a casus belli to show a tick on every country on which you can start creating a casus belli.
  • Fixed the truce’s remaining time icon being covered by the truce icon.
  • Additional coat of arms for historical characters and various starting dynasties
  • Fix the inconsistency between the number of affected locations and their tooltips
  • Fix the Government reforms cards’ icons not being clickable when instituting a new reform
  • Fixed the sort order of trade capacity in the economy -> markets -> countries panel, and made the player country always show at the top.
  • Fixed a bug where the discipline icon was showing for naval battles
  • Generals in battles now look properly greyed out if they still haven’t arrived at the army
  • The war widget in the current relation now shows the current warscore with a number instead of a pie chart
  • Fixed the army strength amount displayed in the subject manager
  • Fixed text format in the formables panel and ledger
  • Corrected the order of columns in the ledger’s dynasty tab
  • Improved responsiveness and data shown in the estate’s top bar and its tooltips
  • Added a shortcut in the top left corner’s country rank to go to known countries
  • Added heir icon for children’s heirs in character panel
  • Added ages to rulers in government and foreign panels, and in education alert children entries.
  • Fixed reorganize units not working. Now it will open the single unit panel of one of them and show the other one in the right menu.
  • Improved readability and layout for research view
  • Made so that ruler history shows recent rulers at the top by default
  • Government reform cards are clickable again
    Outliner:
  • Correct progress for “Settle frontier” cabinet action
  • Stalled constructions in the short outline version
    Tooltips:
  • Cleaned up some disease tooltips to be a bit more informative
  • Fixed inconsistent usage of Artillery Barrage and artillery bonus concepts
  • The tooltip for pinning things to the Outliner or to Context menus now says which is which
  • Fixed typo in the Promotion game concept
  • Navy strength tooltip fix
  • Stalled buildings on production tooltip fix
  • Fixed the breakdown for the max building amount tooltip
  • Improve tooltip logic for language power when the language is #1 worldwide.
  • Clarify attrition tooltips between location-specific attrition and external sources of attrition
  • Fix attrition tooltips showing information it shouldn’t
  • Fix the IO policies tooltips containing blank spaces
  • The tooltip for societal values includes tips to push it further for both sides (they used to show only for the dominant value)
  • You can now hover the number of max buildings/RGO levels in the production tab to see the reasons for the max levels
  • Construction tooltips display if construction is stalled
  • Harmonized tooltip columns for improved readability in market tooltips
  • Declaring bankruptcy now shows all effects.
  • Improved the player sync tooltip over the date in multiplayer to be more readable and have a scrollbar if you have lots of players.
  • Add information about the highest great power in the great power rank tooltip
  • Added concepts for war attacker and defender, to separate them from battle attacker and defender
  • Added subheaders and fixes to market tooltips.
  • Fixed missing localization trigger in the “Grant Elector” status action
  • Include more information on the possible consequences of removing locations from IOs, such as the emperor’s opinion penalty.
  • Tooltip for artists now explains that the max number only limits the amount you can manually hire, but you can have more through events
  • Fixed the truce tooltip and circular widgets in the relations container
  • Improved estates tooltips in the top bar
  • Grouped estate gold together with income and expenses, and now shows a total balance.
  • Fixed the antagonism tooltip to show all countries listed in a scroll list
  • Fixes to tooltip showing missing goods when nothing was missing.
  • The Retreat blocked tooltip now says the correct number of hours, not just 5.

Other:

  • Fixed the in-game paused border shadow appearing when the menu was open and the back shortcut or control groups shortcut was pressed.
  • Explain the cost of breaking a truce in a war pop up
  • Updated the declare war prediction banner with a new layout and colors, and changed margins on the header sides art
  • Fixed the diplomatic action to “Ask to join the IO“on its macrobuilder without a specific target
  • Fixed the credits background dimensions for vertical resolutions
  • Improve suggested trades by making the suggestions less prone to failing when activated
  • Correct the ruler title on the country rank change
  • Include rival removal cost in confirmation pop-up
  • Call into war action in diplo macrobuilder now works
  • Fixed loading screen game concepts, trying to show icons when not loaded yet.
  • Added a relation about to be broken alert
  • Fix the administration-infiltrated message showing the wrong country being infiltrated
  • Button for imperial actions on the HRE panel for the Emperor
  • Parliament title out of bounds fix
  • Show the IO treasury on the subheader
  • Marriage finder entry displays heir or line of succession icon
  • Renamed 2 of the 3 modifiers that were currently named “institution growth” into “local institution growth” and “global institution growth.”
  • Add a new tooltip in the market view to show all profits made by trades grouped by goods for each country

Portraits:

  • Added new historical characters visuals (eng_hobbes, erasmus, mos_ivan_i_danilovich_kalita_rurik).
  • Added new historical characters visuals (fra_rene_descartes, mei_johann_wolfgang_goethe, dan_brahe).
  • Added new historical characters visuals (ned_michiel_de_ruyter, gbr_adam_smith, pap_bernini_script, boh_jiri_z_podebrad, ara_vincent_ferrer).
  • Added new historical characters visuals (fra_jean_jacques_rousseau, spa_ignatius_of_loyola, spa_blas_de_lezo, spa_velazquez_script, hab_ludwig_van_beethoven, por_magellan).
  • Fixed transparent characters when wearing Deccan’s veil.
  • Portrait long hair clipping issue fixed
  • Added new historical characters visuals (jap_kusunoki_masashige, azt_tlacaelel, azt_tenoch, chi_zheng_he, maj_hayam_wuruk, swe_birger_jarl, corfitz_ulfeldt_script, fra_robespierre, swe_axel_oxenstierna).

Other:

  • Fixed the reformation units’ colors

Audio

Sound:

  • Fix ambient sound playing army effects instead of navy ones in the unit overview panel

Modding

Script:

  • Added the on_country_rank_change on_action
  • Fixed an issue which prevented the on_rescinded_effect effect from special_status to have the scope: source available, which scopes to the special_status itself
  • any_primary_or_accepted_tolerated_culture’ and associated script lists renamed to ‘any_primary_or_accepted_or_tolerated_culture’
    Triggers:
  • Added a trigger for ‘province_population’.
  • Added the average_estate_satisfaction trigger
  • Fixed faulty documentation for the years_in_international_organization trigger
  • Fixed an issue with is_available_for/is_visible_for/is_allowed_for, which made these triggers return false for any object that does not require an advance
  • Add local_estate_power and local_relative_estate_power triggers

Multiplayer

  • Fixed desynch caused by revolt wars not being persisted
  • Fixed desynch caused by religion focus progress not being persisted if it was not active
  • Fixed desynch caused by generating different names for new subunits

Translation

Polish: 

  • A total of 24 bugs have been corrected related to the Polish language

Spanish:

  • A total of 12 bugs have been corrected related to the Spanish language
  • Fixed incorrect $mapmode variables.
  • Fixed incorrect $rank_kingdom_horde_ruler_male$ variables
  • Fixed incorrect Genghis Khan variables
  • Fixed incorrect capitalization in $bengali$ variables
  • Fixed grammar issue with $basque$ variables

French:

  • A total of 409 bugs have been corrected related to the French language
  • Fixed multiple incorrect variable issues
  • Fixed incorrect translation bugs
  • Fixed missing translation bugs
  • Fixed wrong language bugs

Brazilian Portuguese:

  • A total of 1243 bugs have been corrected related to the Brazilian Portuguese language
  • Corrected capitalization of some terms in mission titles. 
  • Standardized capitalization of important terms in game texts. 
  • Corrected placeholders that were not displaying character names correctly. 
  • Retranslated some game texts that were incorrect. 

Chinese:

  • A total of 380 bugs have been corrected

Korean:

  • A total of 194 bugs has been corrected related to the Korean language.
  • Corrected incorrect transliterations to more accurate pronunciations.
  • Modified some texts to better convey their meaning.
  • Corrected the display of numerical values in texts.

Japanese:

  • A total of  34 bugs has been corrected related to the Japanese language
  • Changed the spelling of Chinese, Korean, and Vietnamese location/character names that had been in katakana into kanji in many cases.
  • Fixed placeholders in instances where an incorrect or outdated placeholder was in use.
  • Checked spelling/made consistent some historical terms.
  • Fixed typos caused by kanji conversion errors in certain segments.

Turkish:

  • A total of 64 bugs have been corrected related to the Turkish language
  • A number of fixes in the source text were applied to the localized text.
  • Certain strings, including culture name placeholder,s were corrected according to how culture names are displayed
  • Improvements were made to the text based on the in-game context.
  • A small number of linguistic issues were fixed

German:

  • A total of 30 bugs have been corrected related to the German language
  • checking of eliminated English contractions and their applicability in German
  • streamlining of the form of address
  • further standardization and streamlining of the general game vocabulary

Russian:

  • A total of 195 bugs have been corrected related to the Russian language

Miscellaneous

Settings:

  • Exiting using Alt+F4 in Ironman will now save the game.
  • Fixed Ironman not being autosaved monthly

Other:

  • Binary savegame optimizations by avoiding writing unnecessary whitespaces.
  • Enabling texture streaming for more icon types, which saves around 200mb vram.
  • optimized recalculation of cache data by delaying the name generation

bugfixes:

  • Fixed the continue button in the main menu when the last save is on the cloud
  • When saving to the cloud should always use the binary and zipped format
  • Prevented units from moving if no one was looking at them, stopping
  • Reviewed most event titles and options that were incorrectly showing hyperlinked texts
  • Union event “Ruler Ignores Country” now uses proper pronouns in its text
  • Fixed countries starting with zero diplomatic capacity used
  • Fix road construction, building outdated roads over more modern ones
  • Fixes some issues with levy cooldowns in provinces.
  • Fixed so the take on debt message now works for non-player actions
  • Removed some unused files
  • Fix the western schism situation panel not updating at the end of the first council

Source: Steam

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First Europa Universalis 5 patch makes 350 fixes and stops you earning free Steam achievements

Europa Universalis 5 has its first public patch, which encompasses over 350 fixes. Among the bigger things it smacks with the heal-o-spanner (an actual game development tool, traditionally carved from the base of a Taito arcade machine) is the Steams achievements system, which will no longer shower players in plaudits they haven't earned. On the plus side, you'll now earn achievements even if you activate the "allow ahistorical" game rule.

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