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Pelhamds

Corporal
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Apr 30, 2013
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gamebalance.png

- Reduced the number of monthly radicals from political movements to enact and restore


performance.png

- Reduced the number of pops in the mid- to late-game by merging very small pops back into the general population
- Reduced the number of pops in the mid- to late-game by forcing unemployed pops to switch profession when sufficiently poor
- Improved performance of updating trends for political movements
- Improved performance of enumerating Liberation war goals


ai.png

- Increased AI tendency to stick by its allies and subjects in conflicts
- Fixed AI acceptance for 'powerful protectors' factor to appear in virtually any alliance/customs union
- Fixed AI confidence and peace desire from gold reserves not being capped to 100% reserves
- Fixed AI incorrectly calculating how much an ongoing war or diplomatic play should add to their neutrality, making them abandon allies due to involvement in small conflicts
- Fixed AI involvement in a diplomatic play shown as an empty string in their neutrality calculation


bugfixes.png

- Fixed settings (such as in-game language) not being saved correctly when path contains non-latin characters
- Properly fixed flotillas not recovering morale
- Fixes "Pass a Law that enables an Institution" tutorial challenge being impossible to complete or writing to the error log under certain circumstances
- Fixed issue where a placated Political Movement might still trigger a revolution
- Fixed issue with American Territory Achievement using an incorrect trigger
- Fixed issue with not being able to get Berlin Conference Achievement.
- Star Swarmed Banner no longer requires exactly 100 states exactly to get the achievement, but rather 100 or more
- Fixed issue with placeholder image being used for flamethrower event modifiers
- Fixed CTD in CPdxTerrain::CreateEffect
- Fixed CTD in CWarGoal::IsAdjacent
- Fixed CTD in CBuildingType destructor
 
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View attachment 910185
- Reduced the number of monthly radicals from political movements to enact and restore


View attachment 910186
- Reduced the number of pops in the mid- to late-game by merging very small pops back into the general population
- Reduced the number of pops in the mid- to late-game by forcing unemployed pops to switch profession when sufficiently poor
- Improved performance of updating trends for political movements
- Improved performance of enumerating Liberation war goals


View attachment 910187
- Increased AI tendency to stick by its allies and subjects in conflicts
- Fixed AI acceptance for 'powerful protectors' factor to appear in virtually any alliance/customs union
- Fixed AI confidence and peace desire from gold reserves not being capped to 100% reserves
- Fixed AI incorrectly calculating how much an ongoing war or diplomatic play should add to their neutrality, making them abandon allies due to involvement in small conflicts
- Fixed AI involvement in a diplomatic play shown as an empty string in their neutrality calculation


View attachment 910188
- Fixed settings (such as in-game language) not being saved correctly when path contains non-latin characters
- Properly fixed flotillas not recovering morale
- Fixes "Pass a Law that enables an Institution" tutorial challenge being impossible to complete or writing to the error log under certain circumstances
- Fixed issue where a placated Political Movement might still trigger a revolution
- Fixed issue with American Territory Achievement using an incorrect trigger
- Fixed issue with not being able to get Berlin Conference Achievement.
- Star Swarmed Banner no longer requires exactly 100 states exactly to get the achievement, but rather 100 or more
- Fixed issue with placeholder image being used for flamethrower event modifiers
- Fixed CTD in CPdxTerrain::CreateEffect
- Fixed CTD in CWarGoal::IsAdjacent
- Fixed CTD in CBuildingType destructor
When will you balance it so that France doesn't get twice the russian population? (Strenghthen russia, weaken France). EDIT: obviously I mean late game.

Also, warfare has a ridiculous bug with army sometimes teleporting back after successful invasion.
 
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When will you balance it so that France doesn't get twice the russian population? (Strenghthen russia, weaken France).

Also, warfare has a ridiculous bug with army sometimes teleporting back after successful invasion.
You sure you are not mistaking anything? Just checked, Russian Empire has around 58M at startdate while France and its colinies has 33M, seems pretty realistic. Dont forget that historically Russian's pop density was and still is very low.
 
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so... navies had 0 morale all this time?
No, they had morale when you built them. But they didn't recover morale which they lost in a battle. I'm not sure if this was always the case or just sometimes.
 
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Sounds good. :)

The pop fragmentation problem that led to significant slowdown in the late game and the navy morale bug have been addressed.

Those are two of the bigger problems.
 
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You sure you are not mistaking anything? Just checked, Russian Empire has around 58M at startdate while France and its colinies has 33M, seems pretty realistic. Dont forget that historically Russian's pop density was and still is very low.
Obviously I'm talking about how game situation develops.
 
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You sure you are not mistaking anything? Just checked, Russian Empire has around 58M at startdate while France and its colinies has 33M, seems pretty realistic. Dont forget that historically Russian's pop density was and still is very low.
Have you played a long campaign yet?
 
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When will you balance it so that France doesn't get twice the russian population? (Strenghthen russia, weaken France).

Yeah... FIX THE THING I CARE ABOUT!! RIGHT NOW!!

lol, seriously though. This seems to be mainly a performance fix, addressing the (not insignificant) issue of many people finding the game unplayably slow at the end. That's got to be their highest priority, after actual stability issues (of which there aren't that many).

there are plenty of actual gameplay improvements that can be made, you can be certain they're all on a list somewhere, demanding to know dates when each of them is going to be sorted out isn't helping anyone...,
 
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Thanks for crashing my game for the update!

Edit: Sarcasm guys. Plus I had crashing issues so I assumed it was random updates or Steam being Steam.
 
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Yeah... FIX THE THING I CARE ABOUT!! RIGHT NOW!!

lol, seriously though. This seems to be mainly a performance fix, addressing the (not insignificant) issue of many people finding the game unplayably slow at the end. That's got to be their highest priority, after actual stability issues (of which there aren't that many).

there are plenty of actual gameplay improvements that can be made, you can be certain they're all on a list somewhere, demanding to know dates when each of them is going to be sorted out isn't helping anyone...,
What problem do you see with someone asking about when the issue he cares about will be fixed?

I believe for a historical strategy a ridiculously ahistorical outcome happening EVERY TIME is kinda a problem. It breaks not just immersion but also game balance.
 
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Reduced the number of pops in the mid- to late-game by merging very small pops back into the general population
- Reduced the number of pops in the mid- to late-game by forcing unemployed pops to switch profession when sufficiently poor
Hopefully these 2 will have an impact on late game performance.
That's how i read the intent anyway
 
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Why was BATTLE_PROVINCES_TAKEN_MAX_UNIT_RATIO_SCALE in the defines not fixed? It does not work (just check the debug.log file). This seems to be the reason why late game battles only capture 1 province.

See : https://forum.paradoxplaza.com/foru...d-defines-still-not-working-properly.1555087/

Interestingly, it seems the issue with dependents not assimilating/converting wasnt fixed in this patch either...according to the patch notes at least.
 
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Obviously I'm talking about how game situation develops.
I wasnt playing big countries for now but it seems like a player problem? More job opportunities, cheaper goods and migration attraction laws create more population in smaller countries? Its like IRL or something. But if its somehow a game's fault, please do point it out because Im kinda confused as to what the problem is there.
 
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Here are some technical details:

Reduced the number of monthly radicals from political movements to enact and restore
Code:
-       POLITICAL_MOVEMENT_MONTHLY_RADICALS = 0.01           
+       POLITICAL_MOVEMENT_MONTHLY_RADICALS = 0.002          
+       POLITICAL_MOVEMENT_TO_PRESERVE_MONTHLY_RADICALS = 0.01

Fixed AI incorrectly calculating how much an ongoing war or diplomatic play should add to their neutrality, making them abandon allies due to involvement in small conflicts
Code:
-       DIPLO_PLAY_ABANDON_ALLY_RELUCTANCE = 25
-       DIPLO_PLAY_ABANDON_SUBJECT_RELUCTANCE = 50
+       DIPLO_PLAY_ABANDON_ALLY_RELUCTANCE = 50
+       DIPLO_PLAY_ABANDON_SUBJECT_RELUCTANCE = 100

Changes in files between 1.0.5 and 1.0.6 (I keep the files in local Git repo):
Code:
modified:   common/achievements/standard_achievments.txt
modified:   common/defines/00_defines.txt
modified:   common/diplomatic_actions/03_violate_sovereignty.txt
modified:   common/diplomatic_actions/19_subject_protectorate.txt
modified:   common/diplomatic_actions/24_subject_tributary.txt
modified:   common/journal_entries/00_tutorial.txt
modified:   common/modifiers/105_modifiers.txt
modified:   common/pop_types/_pop_types.info
modified:   common/pop_types/laborers.txt
 
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I wasnt playing big countries for now but it seems like a player problem? More job opportunities, cheaper goods and migration attraction laws create more population in smaller countries? Its like IRL or something. But if its somehow a game's fault, please do point it out because Im kinda confused as to what the problem is there.
Oh... I thought its gonna be obvious I mean late game and AI. Seems you didn't commit too much attention to how countries change over time. In short: I never played russia or france. But in EVERY game I played France gets ridiculously high pop growth while russia ridiculously low. Should be opposite to make the game even a bit historically accurate. Monstrous France with double the size population of russia (in reality russian population was four times larger in later period) kinda ruins it for someone who needs a bit of historical immersion.
 
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so... navies had 0 morale all this time?
pretty much. The only way to avoid your navies having 0 morale was to completely dismantle all naval bases that had assigned admirals after any major war against a naval power. Fighting France or GB as anyone for example would pretty much ruin your entire standing navy.
 
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pretty much. The only way to avoid your navies having 0 morale was to completely dismantle all naval bases that had assigned admirals after any major war against a naval power. Fighting France or GB as anyone for example would pretty much ruin your entire standing navy.
that explains why anyone was failing to do a naval landing
 
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