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EU4 LAN Poland Day 2Nov 8, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/4678173/514e5be64efbb116b5491cbd7493f22a2dff5382.jpg https://www.twitch.tv/paradoxinteractiveEU4 LAN Poland - Begins Tonight at 19:00 CETNov 7, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/4678173/aab94c2c3e8c2147238f25752fb2e0d9311260a8.png The huge 2019 EU4 Lan will begin today at Moszna Castle, Poland. 102 players split among 36 teams will be battling it out in an EU4 game played amongst the most opulent of surroundings. Every second will be streamed live on the PDX twitch, starting at 19:00 CET tonight and continuing through the weekend on the schedule below. {STEAM_CLAN_IMAGE}/4678173/514e5be64efbb116b5491cbd7493f22a2dff5382.jpg We'll have a rotating cast of PDS developers hosting, with occasional appearances from players when there is interesting insight to be gained. Expect three days of intense diplomacy, intrigue and warfare, and we hope to see you all in twitch chat! Dev Diary: Quality of Life UpdatesNov 5, 2019 - Community AnnouncementsToday's Dev Diary by Groogy {STEAM_CLAN_IMAGE}/4678173/dfe518c533604734d767694196cc90b8f7f1e842.png Remember remember, the fifth of November... Fitting today's dev diary is on a date like this considering we have the EU4 Lan Party at Moszna castle just around the corner! Which will most likely be filled with intrigue, honest intentions and so much fun. We will be present at and streaming the entire event just like last year so be sure to catch it starting on Thursday at Paradox Interactive's Twitch Channel. But let's actually get to the development diary. Today we will be talking quite a bit about some of the Quality of Life things we've done. These ranges from the smallest of fixes to whole new features. The first thing we'll be talking about is the big work put into making every single states interaction be doable in the Macrobuilder. Heavy Placeholder art warning! {STEAM_CLAN_IMAGE}/4678173/8401b19d170d2651c46ef79038972cdb61d22618.png We've worked on giving you a tool to easily get a quick overview of how you are administering your empire, managing the states of it, greatly reducing the tedium of using the states interface. But of course just making some land a state or a territory is not the only feature the state interface encompases. We also have the various DLC features that has been added over time. {STEAM_CLAN_IMAGE}/4678173/52b0afb8a5ad9f13454c45787ed45fba6e51cede.png If you have Mandate of Heaven you can assign state edicts through the macro builder which also feature an easy way to see and sort what states have had what edict for how long. The next thing is a tab that collectively deals with all of the ways to "delegate" the administration of a state. Pashas, Metropolis and the Holy Orders. {STEAM_CLAN_IMAGE}/4678173/dd828597005d6b21e9002ce4f054b74195837367.png {STEAM_CLAN_IMAGE}/4678173/8452eb8dc550b2530ddc98dc4d926c5a7bb8bb97.png And last is the Trade Company Investments that you will now be able to just point and click on the map to build instead of jumping around between provinces trying to figure out if something was built or not. {STEAM_CLAN_IMAGE}/4678173/e6e1a1d2191fc971675f824db8c62d4213bec821.png You might be now wondering though, what about the special units that you can build through the states? Also what about the Estate specific units you used to build through estates? How will all of that work now? Well as we worked on making States a bit easier to manage we also made sure to streamline these so they sort of are built like any other troop. This has meant though we've had to be a little bit inventive and change a bit of the mechanics. Banners are no longer "stuck" to their states, instead the states increase a national level of how many banners you can have. Janissaries is similar but instead of Manchu culture it is of course any heathen provinces. Cossacks and Rajputs can be recruited in a similar way by giving their estates privileges. Streltzy is still stuck working as before as they are a defining part of the Russian...Dev Diary: Bugfixing and AI WorkOct 29, 2019 - Community AnnouncementsToday's Dev Diary by Groogy {STEAM_CLAN_IMAGE}/4678173/134785485ea43b3e342e6e11a24f9cc21a8e9825.png Hey! So me and the team are finally back and recharged after a great PDXCON and it's finally time to get going with development diaries. So what I will be covering today is the result out of what we call "Polish Weeks" here at EUIV. These days are dedicated specifically by the team to fix issues and generally improve the game. So today's development diary is me distilling down a somewhat shy of 200 known issues we've fixed but also the Spending/Budget AI work that our programmers have been working hard at. So during these Polish Weeks Duplo and mikesc have been working hard on improving the economy of the AI. "While evolving, Europa Universalis 4 became more complex, with a wider range of possibilities both for the AI and the player to use. But this continuous new complexity was not always addressed with the appropriate amount of love while defining the AI interactions with the new mechanics.During the polish time, we monitored the behavior of the AI related to ducats, collected data and plotted colorful charts - like the one below. Our ambition is to make the AI spending their precious ducats in a smarter way, better evaluate its priorities and generally take more reasonable decisions - you heard me, heretics? All the various things the AI could spend money on are now categorized, and the items in each category run to get the priority based on a normalized desire score that is calculated depending on the nation current situation, the benefit of such an investment, the current availability of money and the trend of the income. The AI will not go anymore accidentally in debt because of badly timed checks on the available budget." Our goal is to make the AI more competitive towards the player, and this starts with the economy the AI has available to them. Among of the things you should see improve is besides the AI having more money generally available and doing better are features such as the religious conversion being manageable by them. Something this work by our awesome coders do is also make all of this a lot more exposed meaning modders can tweak how the AI deal with it's economy way more than they ever could before. However it is still quite strict as it would otherwise impact the performance too much. {STEAM_CLAN_IMAGE}/4678173/6e9143a22f661a860cc3a8e35d42501be1ac60d2.png Colorful charts about AI spending ducats, taking/repaying loans and going into dramatic bankruptcies. Those KPIs helped us (and are still helping) noticing weird behaviors in a glance while refactoring and refining our AI. So now let's start of strong with what bugs we've been working on and talk about Chartering Trade Company AI. If you are one of the players not wanting to see a non-colonial Papal States buying land in India, the AI will now only consider to do this if they have access to colonists. The players themselves are not affected by this change and can keep using ...Masters of Universalis PDXCON2019Oct 18, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/4678173/68c76fb43dcce912f1f9cd5f0c9944a15a450d50.jpg As part of #PDXCON2019, we’re going to be hosting a second Masters of Universalis tournament! This will be live-streamed at twitch.tv/paradoxinteractive from 11:00 - 14:00 CEST on Sunday 20th October. If you’re attending the convention, you’ll have the chance to go through the open qualifier and win your spot in the live-streamed finals. At the EU4 booth on Saturday, you’ll be able to measure yourself against the challenge below, set by the dev team. The two highest achieving contestants will qualify for the semi-finals, which began at 11:00 CEST on Sunday 20th. Our two champions will square off against the reigning Master of Universalis, Florryworry, and the current runner-up, Taureor. The winner of these two contests will contest the Grand Final to emerge as the Master of Universalis! Dev Diary: More Imperial IncidentsOct 15, 2019 - Community AnnouncementsToday's Dev Diary by neondt {STEAM_CLAN_IMAGE}/4678173/d06b750ee13a4b442999fb6a6143be1589408de3.png Good morning once again, and welcome to today’s dev diary. Following on from last week, I’ll be covering a couple more Imperial Incidents, this time focusing on our reworked Dutch Revolt and Shadow Kingdom. Another reminder in case you’ve forgotten how Imperial Incidents work: DDRJake said: “The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity. When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.” {STEAM_CLAN_IMAGE}/4678173/f9dab3ce88ccaf58cc07977949a88c87c41b7db3.png Let’s start with the Dutch Revolt. You’ll be pleased to hear that this is no longer represented as a potentially endless series of events spawning hundreds of thousands of separatist rebels in your Lowlands provinces. We’ve instead opted to use the Disaster system to constrain the time-frame for when these rebellions crop up. Most conditions should be relatively familiar: don’t have any of the Lowland culture (now including Frisian!) as your primary culture, own at least 5 provinces in the Lowlands region with Dutch/Flemish/Frisian culture, don’t have your capital in the Lowlands region, etc. We do however have a new set of conditions: there must also be some kind of existing cultural or religious tensions in your Low Countries provinces. In practice, this means owning Low Countries provinces that do not have your religion or have a culture that is not accepted in your nation. When these conditions are true, the Dutch Revolt Disaster will begin ticking for your nation. When the Disaster fires a large number of rebels will spawn in some of your Low Countries provinces and of said provinces will get extra Unrest until the end of the Disaster. Events will give you the option of fighting additional rebels or granting high autonomy to your Lowlands provinces. The Disaster ends when one of these sets of conditions is true: The Disaster has been present in your country for 20 years, there are no rebels in your provinces, and you have at least 1 Stability The Netherlands exists You own less than 5 Dutch/Flemish/Frisian provinces in the Low Countries region If at any point during the Disaster you own at least 5 provinces that are Dutch/Flemish/Frisian culture and either controlled by rebels or 90% autonomous, the Dutch Independence event fires and you’ll find yourself in a bloody war. Not only will the Netherlands be spawned from all appro...Dev Diary: Imperial IncidentsOct 8, 2019 - Community AnnouncementsToday's Dev Diary by Neondt {STEAM_CLAN_IMAGE}/4678173/e543bd020e31c60d0d2124f48bb3111cd76d7c1d.png Good morning, and welcome to today’s dev diary! As Jake foretold last week, today I’ll be talking about some of the Imperial Incidents coming in next year’s big expansion. For those of you who have forgotten or for some reason do not read our dev diaries with fervent religiosity, this is what an Imperial Incident is: DDRJake said: “The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity. When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.” These Incidents give us the opportunity to both revisit old content and to design something new. Last week Jake gave a description of the reworked Burgundian Inheritance (which we might revisit in more detail in the future). Today I’ll show off two new event chains and their associated Incidents: The King in Prussia, and The Great Peasants’ War. {STEAM_CLAN_IMAGE}/4678173/0a8efe3153a76facab6d55a2c3c7114a0f5986a8.png Prussia is no longer awarded a shiny Kingdom-rank crown simply for existing. An independent Prussia must establish itself as a relevant power before it has the opportunity to claim its crown. After this event fires, the Imperial Incident begins and the Emperor must decide on how to proceed. If the Emperor decides to elevate Prussia to an Imperial Kingdom in the fashion of Bohemia, they will lose 10 Imperial Authority but greatly improve their relations with Prussia. This will also anger any electors that have rivalled Prussia. If the Emperor decides to accept the historical compromise - that the monarch may call himself “King in Prussia” but not “King of Prussia” - the effect is similar but reduced. The Electors will not be angered but Prussia will be only mildly grateful to the Emperor. If the Emperor refuses to acknowledge any Prussian monarch bearing the title of “King”, Prussia must make a decision between their Kingly crown or their status as an Imperial Prince, potentially being ejected from the Empire. This will greatly anger both Prussia and its Elector allies. {STEAM_CLAN_IMAGE}/4678173/d2b97b15148fb3c09673379c05d64191cdbff854.png The Great Peasants’ War was a time of great upheaval in the Holy Roman Empire. Driven by religious, economic, and social woes the oppressed masses rose up across Germany against their feudal masters. This event can happen prior to the League War, which is delayed until this conflict is resolved. National unrest is...1.29.2 Hotfix live!Oct 2, 2019 - Community AnnouncementsGreetings! Today we're releasing another hotfix addressing a number of issues following the Manchu Update and the accompanying Paradox Launcher. {STEAM_CLAN_IMAGE}/4678173/c38de5be5cbe786d38f647ed89e9049e895cc795.png Changelog: - Solved issue with Linux Players not being able to start the launcher due to graphical settings - Remove in-game outdated mod warning, the Launcher itself will now display this warning - Fixed crash on monthly tick with 1.28 saves in 1.29 - More information regarding hardware used for the game will be written in system.log for debugging use - Removed failing launch option for rollback vedrsions of EUIV Previous Updates: 1.29.1 Full Changelog 1.29 Full Changelog If you experience any of the above issues after the patch - or bugs not mentioned here - please head to our bug report forum here: https://pdxint.at/2QIVlG8 Reports here are an invaluable part of our process and are much appreciated!Dev Diary - HRE ReformsOct 1, 2019 - Community AnnouncementsToday's Dev Diary from DDRJake Good day and welcome to this week's Dev Diary for EU4. While we're still ironing out a few remaining issues with the 1.29 Manchu release, it's time to set our sights back on the upcoming European Update and accompanying DLC. Today let's talk about the HRE. Earlier in the year, I touched on the Empire, and want to expand a bit more on what you can expect to see and do with Germany and friends in 1.30. As we've said before, much of the HRE mechanically exists in the game, and has continued to exist in its current form, as it does a great job of bringing relative rigidity to central Europe, and a good bulwark to an otherwise overly formidable French or Scandinavian threat, or more terrifying indeed, Ottoman invasion. To that end, 1.30 will still have the Holy Roman Empire's base mechanics in their glory, save some smaller Quality of Life changes (such as no longer adding provinces to the Empire individually). The meat and potatoes of what you can expect in Early Modern Germany come by way of HRE Reforms and Imperial Incidents Firstly, the reforms available for the Holy Roman Empire have been split into general reforms, Decentralisation reforms and Centralisation reforms. Some will look familiar to a seasoned HRE player. Others, less so. General Reforms: -Call for Reichsreform Empire Provinces: -5% Local Construction Cost Emperor: Imperial Ban CB -Institute Reichsregiment Emperor: +1 Diplomats, +1 Diplomatic reputation Empire Provinces: -2 Local Unrest -Absolute Reichsstabilität Emperor: gets a that will Empire Provinces: -25% Local State Maintenance -Enact Gemeiner Pfennig Emperor per Prince: +0.5 Yearly Tax income Princes: +1 Diplomatic reputation -Perpetual Diet Needed to take one of the specific paths Event that puts the location down for the “Permanent Diet” in an -Imperial Free City Permanent Diet is a triggered province modifier with some nice boons for the province. Is only valid if province is part of the Empire. If not a triggered modifier is enabled that gives -50% IA Gain. Double Imperial Authority from Free Cities -Create the Landsknechtswesen All Princes: Mercenary Companies who have their home in an Imperial Province are 50% cheaper. -Ewiger Landfriede Emperor: +0.5 Yearly Prestige Princes: -5% Tech cost Empire Provinces: +10% Institution Spread Emperor gets call to Arms for any war within the Empire as if it was done without CB. Once the Emperor Passes the Perpetual Diet, they will be able to pass further reforms to either strengthen the decentralised Empire, or seek to centralise all power for themselves. Players have long wondered if they should stop short of completing the existing HRE reform path in order to preserve their Vassal Swarm, a highly enjoyable way of playing, or to unite the HRE under one flag. Now they will be able to choose between this decentralised power or centralising uniting under nation, with about 5 reforms each that play into either playstyle. {STEAM_CLAN_IMAGE}/4678173/0e2015bf...Post Manchu UpdateSep 24, 2019 - Community AnnouncementsDev Diary by DDRJake: Good day all and welcome to this week's EU4 Dev Diary. Last Tuesday saw the release of the 1.29 Manchu update, and for myself and the rest of the EU4 team, it's been a blast seeing players pick up the game and tear through our additions in East Asia. For myself in particular, it's been great to read stories of players who had not previously tried life as a Steppe Nomad in the game before, now embracing the horde ways. And sometimes we're taken aback by just how fast players make the game bend to their will, like u/H4wx here who, just a few days after 1.29 went live, wrapped up an impressive and aesthetic Qing campaign {STEAM_CLAN_IMAGE}/4678173/7641d0885c40f67aeeffb068e8494c4fc9dac77b.jpg Of course, the release of an update does not mean the end of work for us in the studio. While the game itself was largely running without issue, there were several reports from users who were unable to start the game, or faced various incompatibility issues once in the game. Many issues were caused from incompatible mods, which last Friday we hotfixed in a warning for players who start the game with outdated mods. Due to changes to shaders in 1.29, some pretty awesome screenshots started appearing in bug reports, that simply have to be saved for posterity. In addition to adding said warning for outdated mods, we fixed up an issue where people were not able to change their resolution in the launcher, which was causing people, particularly those with large monitors to endure the pain of EU4 without scaling UI (coming in the European Update next year!) There are still outstanding issues which we are tackling as we speak. Some Linux users find the game failing to start unless they launch the game directly, which is a high priority for us to fix as soon as possible. A good place to check out for any of your issues with starting EU4 is our Known Issues Thread which houses solutions for some of the more common issues as we continue to work on fixes. Aside from fixes, the team is gearing up to resume work on the upcoming 1.30 Update, which we hope to get back to discussing next week and onwards!Update 1.29 Manchu is now Live!Sep 17, 2019 - Community AnnouncementsThis free update to Europa Universalis IV gives East Asia a much needed rebalancing, bringing greater historic parity between the Ming Empire and the Manchurian and Mongolian nations on its northern border. Alongside new events and changes to the regional map, the Manchu update also includes major technical upgrades to gear up for future updates.. Feature of the Manchu update include: More detailed northeast Asian map: New provinces and greater historical fidelity to Manchuria and Mongolia. Empire of China rebalance: The Celestial Throne should be something worth fighting for! New challenges in holding the title, but great bonuses for a wise emperor that can keep the Middle Kingdom together. Increased dynamism in the Ming Empire: Changes to meritocracy and the Mandate encourage a more challenging and less static Ming experience. New Historical Events: Flavor events and new event chains that add greater depth and context to Ming and Manchu development through the game. As usual - previous saves should work. But we recommend that you avoid loading old saves made in 1.28.3 or earlier versions after updating to 1.29 to avoid unpleasant surprises! For instructions on how to play the game on a previous version, please go here! If you are using mods, the new launcher introduced with 1.29 is changing how mods are handled and this may cause some issues. Please see this thread for information and help with troubleshooting if needed! ############################################################ ######################### 1.29.0.0 ######################### ############################################################ ################### # Free Features ################### - Switched the game to 64 bits. Minimum OS requirements are now Windows 7 64 bits, Ubuntu 16.04 64 bits and macOS Sierra (10.12) or later. - Added unique national ideas to the Oirats, the Mongol Khanate, and Chagatai. - Added Korean mission tree with 27 missions in total - Added Tumu Crisis event chain for Oirat and Ming. If the Oirats capture the Emperor and win the siege of Beijing, they can force the surrender of northern China - Added mission tree for the Mongols. Available to all countries with Mongol, Chahar, Khalka, and Oirat primary culture. 15 missions are available to all, 1 is unique to the Oirats. - Added new Korean events about the Peasant Uprisings and Factional Strife - Reworked Korean Literati Purge events so you can choose who to purge. - Added new event 'The Zunghars', which adds Zunghar cores to North and South Zungaria if Oirat has less than 10 cities after 1600 - Added new startup screens for the Jurchens and Mongols - Host can now be observer in multiplayer games - Ming's startup screen further elaborates on the realm's foreign and domestic challenges, including more recent additions to the game. - Portions of Central Asia's province and area layout have been reworked - Added Jurchen, Manchu, and Qing ideas, replacing old Manchu ideas - Added new Jurchen/Manchu/Qing missi...New Dev Diary: Manchu Update PatchnotesSep 16, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/4678173/f7cbb12a4f5f71b9291135cba223b453a3fbd578.png Today we bring you the patchnotes for the 1.29 Manchu free update, which is being released tomorrow! Click here to read today's Development Diary by DDR Jake Multiplayer Stream - PDX Devs plays the Anbennar ModSep 10, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/4678173/ef5bc3116bcbeb536b0b9066bec2d2944aca740a.jpg Six nations will do battle over five weeks of play - struggling to gain points across four objectives. Each week will have two themed objectives for that week and two recurring objectives. The themed objectives are secret until the day of the stream - so expect upheaval and anarchy as our players react to new challenges! For each challenge first place will get 3 points, second place 2 and third place 1. The total scores are cumulative week on week and the player with the highest score at the end wins! The Players KaiserJohan - Pearlsedge Blondie - Istralore Pizzicato - Verne (absent the first week, and is temporarily replaced by Groogy) Sidestep - Arbaran PDJR_Alastorn - Beepeck neondt - VerteskFinal Manchu Update Dev DiarySep 10, 2019 - Community AnnouncementsFeast your eyes on another info rich Dev Diary on the Manchu Update! An extensive mission tree and dynamic historical events for Korea, the rise of Wakou pirates in Japan, 9 sets of new national ideas and a brand new launcher! The Manchu Update will release on September 17th - that's one week from today! To head over to our forums for the full Dev Diary click here!Anbennar Clash - Week 2 - Conflict Sep 3, 2019 - Community AnnouncementsRound two of the Anbennar Clash is live! Don't miss out on week two: Conflict. Expect blue flames and aggressive expansion! Tune in here until 17:00 CEST: https://www.twitch.tv/paradoxinteractive https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4678173/13993ed85ba2721b3c20190f5f464aed948e2aa6.pngManchus, Mongols, Missions and MapsSep 3, 2019 - Community AnnouncementsGet ready - it’s a huge dev diary today! Manchus, Mongols, Missions and Maps are the focus of today with new provinces, cultures, missions and nations. There are also some banners balance changes we know many of you have asked for! Click here to read the latest Dev Diary by Neondt: https://pdxint.at/2lVRs1R https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4678173/a4d6b2b918988a78500770084fd3e376ea8aeb1e.pngThe Manchu - 1.29 Free UpdateAug 27, 2019 - Community AnnouncementsToday’s Dev Diary is the announcement you have been waiting for - the Manchu Update is coming! This free update will include updating EU4 to 64 bit as well as changes across Manchuria, China, Mongolia, Japan, Korea and Central Asia. The diary focuses on the changes to the Mandate - losing it and gaining it - as well as new events and a crisis for Ming! Read all about it: https://pdxint.at/histeam https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4678173/495bdc282b2acccbbb5141298e4a02a39bab03dd.jpgAt this point it's clear!Aug 26, 2019 - Community AnnouncementsA lot of you have managed to guess already! To confirm for those of you that have and enlighten those that haven't - here is the final teaser image! The full image and announcement will be in tomorrows Dev Diary. Thanks to everyone who took part in this guessing game of ours- it's been fun to read both your thought out and your more meme focused guesses! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4678173/721453bceae3c99a86efff4557bf643e0fbe80a5.jpgSilhouette Reveal!Aug 25, 2019 - Community AnnouncementsIn today's image the silhouette of someone begins to come clear - who could it be? https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4678173/c9bc414453a0d89bb2059e640fa79ae75ce3eec0.jpgThird Announcement Reveal TeaserAug 24, 2019 - Community AnnouncementsScandinavia seems to be the most common guess based on what we have shown you so far - how does todays reveal factor into that? https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4678173/360cd07d109c33e3df423aa56d25f03664022333.jpg