Europa Universalis IV

So are these Parliamentary issues only for Great Britain, or for any constitutional monarchy? I like the idea, I hope it is more broadly applied.
 
So are these Parliamentary issues only for Great Britain, or for any constitutional monarchy? I like the idea, I hope it is more broadly applied.

As far as what's been announced only the unique British Monarchy government, all constitutional republics, and the USA DLC governments. I would like to see generic constitutional monarchies included but that's probably a job for the modders.
 
Well, it's been almost a century, I suppose that means time for another update.

Things have gone swimmingly for Pommerania. Additional lands were gained in Germany, and the colonies pacified and once more profitable - a good 30 ducats a month in tariffs alone, and at least as much from trade. The early 1700s saw a turning point, as The Hansa was defeated in a war - not entirely defeated, but enough to no longer be able to field an army of similar size. From then until the present, the focus has been on taking modern-day Denmark and Sweden, while building up the trade fleets and investing in infrastructure. This has led to Pomerania being a second-rate power on land, and a first-rate one on sea - often in the top 3.

Meanwhile, Lithuania has expanded more into Ottoman lands, Burgundy has slowed their expansion, and Naples has becoming a fast-ascending power in the Balkans - enough to warrant an alliance with them.

Spoiler Europe :


As mentioned, things overseas have gone well. Portugal defeated their Mexican insurrection, with help from Spain. Columbia, however, succeeded in winning independence from France, and France has been second-or-third-rate since, despite having Bohemia as a lesser partner in a personal union since 1689 or so. Canada gained independence from Norway, though Pomeranian Canada remains tied to the homeland. Pomeranian ambitions have focused on California and Alaska; New Pomerania did lose the Potomac to the Thirteen Colonies, but otherwise things have been steady.

Spoiler New World :


The British colonies have been bristling for independence for a long time. Things have calmed down a bit in the Thirteen Colonies, but the British West Indies have a 100% independence desire (though they're currently mostly occupied by Portugal). I would like to support their independence, but British dominance of the seas has been near-total, and even with the 3rd-largest fleet in the world I would stand no chance against a British navy two and a half times my size. Until recently. Whether through superior admirals or tactics, the Spanish (formerly the second-largest navy, with help from the Portuguese and their colonies) have managed to reduce the British navy enough so that my navy has more ships. Thus far the main beneficiary has been Burgundy, who went from 6% to 60+% trade power in the Channel, but it would now be possible to support colonial independence and actually send some troops over to help them.

Income-wise, the big four are Burgundy (about 80 ducats/month more than anyone else now), Spain, myself, and Britain. On land, the Russians are an equal to Burgundy in manpower, but not in standing army due to lack of money - and the Burgundians recently dominated them in a war. Even Kazan and Yarkand are still putting up a decent fight. Lithuania remains an ally of mine, and while not rich, they are a reliable bulwark against both Russia and Poland.

And in the Empire? Baden, with their one province, has been Emperor for generations. Still no reforms passed, however. It's the least successful Empire I've ever seen, including in EU3. Not that I've minded, allying with the greatest threat to the Empire for most of the game.

Things have gone differently than my original plan of dominating the Baltic, but it's been fun, and by now I do have at least naval domination of the Baltic.
 
Neato. :)
 
Final dev diary before Common Sense's release:

Spoiler :

Hello everyone and welcome to the last development diary for 1.12/Common Sense. This of course does not mean there won't be a new dev diary next week as we're committed to posting dev diaries every week regardless of whether an expansion is announced or not, it just means that next week we'll be talking about something else. We may even be talking about YOU.

Probably not though.

Either way, today you get a wrap-up dev diary, where we go over the map changes, new countries and some important mechanics changes that will be coming in 1.12.


Technology
Technology levels have been tweaked somewhat in 1.12, mostly to match the new building system. Buildings now unlock consistently on certain levels (4, 6, 8, 11, 14, 17, 19 and 22) with the exception of the Castle (the lowest level fort) which unlocks at tech 1. Since 4 is now a building level, and because we wanted to slow down certain countries' starting exploration, the first idea group unlock was moved to Administrative Tech level 5.

Furthermore, there have been changes to Administrative Efficiency. Administrative Efficiency now only goes up to 50% (down from 75%) but also affects the cost of creating cores. A new technological effect called Development Efficiency was also introduced, which reduces Development Cost and unlocks at roughly the same time as Administrative Efficiency. Finally, Force March was changed. It now unlocks at Administrative Technology 15 instead of 9.




Gold Mines
Now that you can improve your gold mines with diplomatic power, we felt that we needed a way to prevent the player from simply sinking all that power into building the world's largest pile of gold. As such, each gold mine with a base production higher than 10 has a monthly chance to deplete. This chance starts extremely low, but exponentially increases the more you improve the mine. A gold mine that depletes will have its base production halved. We've also made it so that the Merchant Republic bonus to locally produced goods does not apply to gold mines.




Independent Economics
If you've ever tried your hand at Raja of the Rajput Reich, you may know that playing a one province minor with a single crappy province isn't too much fun. Your economy can barely support a regiment or two, and you're almost completely dependent on allies to accomplish anything. During development we discovered that this problem was further compounded by the new fort system as minor countries simply didn't have enough troops to besiege an enemy's fort, and decided to make a few tweaks.

All independent nations now have a base tax income of 1 ducat/month regardless of the value of their territories. Independent nations also get a hefty +6 bonus to their land and naval forcelimits, allowing them to support enough of an army to at least make a go at their neighbour's castles. This tax bonus replaces the old tax income bonus on capital provinces. Subject nations get a lesser version of this bonus more along the lines of pre-1.12 minors, getting 0.25 ducats/month base income and +2 to their forcelimits.




Fort System Changes
I also wanted to go over how the fort system in 1.12 has changed during development. The fort system was the topic of the April 9th dev diary, but since then we've been iterating on and improving the design according to the feedback we got from QA, beta testers and fans. One thing that was very quickly evident was that the larger garrisons did not quite work out - forts able to sortie 20k armies could result in unwinnable wars and minors simply could not muster the troops needed to beat such numbers. As such, the garrison was reduced back to 1k per fort level, but we added an additional requirement that you must have at least 3000 men per fort level to effectively besiege a fort, so a level 2 fort needs 6k soldiers to besiege.

In the final 1.12 version, we have 4 fort buildings starting at the level 2 fort 'Castle' and ending at the level 8 fort 'Fortress'. When you unlock a new type of fort, you will also unlock new techniques for laying siege. What this means is that if you are besieging a fort that is of an older model than the best one you can construct, you get +1 to your siege and breach rolls for each level of 'age' the fort is behind your technology. This provides an additional incentive to upgrade old forts to the newer, more expensive models and means that late-game armies will quickly breach and capture medieval castles. As before, capital provinces add an additional fort level that is not connected to buildings, so a capital with a Castle with have 3 fort levels with a Zone of Control and a capital without any fort will have 1 fort level and no Zone of Control.

Furthermore, we've also improved the visualization of the Zones of Control. When a unit is selected, the map will now display the Zones of Control of your forts (displayed as walls with blue circles) and the forts of those you are at war with (displayed as walls with yellow circles). When hovering over a province in a hostile Zone of Control, the ZoC icon will change to show you to tell whether movement to the province is blocked or not (in addition, a tooltip will always show up for provinces that are blocked whether they are in a ZoC or not).




Finally, I turn the word over to Trin Tragula, our scripter, to talk about map changes in 1.12.


Map Changes

For the most part EU4 inherited its map of Europe from its predecessor. Initially this meant that it was one of the most detailed regions in the world though this was significantly less true for specific parts of the continent. For instance Eastern and northern Germany have didn't have the level of detail comparable to the areas along the Rhine.

As patch 1.8 came to bring the rest of the world to a much more detailed state the European inconsistencies became a lot more apparent and with the 1.12 patch that accompanies Common Sense we have therefore taken the opportunity to increase the level of detail of the areas the new expansion touches. Germany and Italy in particular has received attention but given the new fort and development mechanics having provinces of comparable size has in general been deemed more desirable and adjustments have been made in a few more regions as well. The opportunity was also taken to harmonize development levels with those of the rest of the world a bit more.

Germany:



In Germany the map overhaul has meant re-balancing the base development values (they are generally lower than they where before) and adding a fair bit of provinces to split overly large ones and make the region more consistent. This has resulted in added strategic depth especially for the medium powers that previously had larger provinces simply because they where less fragmented.
The changes are a bit too spread out to comment in full but here are a few highlights:
We can now show the full extent of the areas under the control of Brandenburg, as we have split Altmark from Magdeburg and Sternberg from Neumark.
The Kingdom of Bohemia and their Silesian vassals have gotten new provinces to better reflect their strength in their home area. Bohemia should now prove much more resilient to outside aggression. The shape and position has also been brought more in line with the historical reality.
Bavaria has been split up a bit to give them more strategic depth and to be able to portray the economical strength of the area a bit better with the loss of the Free City of Memmingen and Nuremberg (added in the patch before this).
While Swabia has not had any larger changes to provinces two new Free City tags have been introduced here to better reflect the myriad of Free Cities in this area historically, something the game up to this point hasn't really covered.
The Baltic coastline has also been made much more detailed with additional ports given to both Pommerania and Mecklenburg to bring the area on par with the western coast of Germany and better reflect the realities of the northern German coastline.
While the low countries themselves are fairly detailed compared to most of the map the directly adjacent area in modern Germany was not. Kleve and Berg have now been split apart and the Bishopric of Münster has also been given an extra province. The new Loon province will also now allow for the Bishopric of Liege to be split apart should the political realities demand it.

New Tags:
1. Memmingen (Free City)
2. Ravensburg (Free City)
3. Nassau
4. Verden (replaces the old Archbishopric of Bremen tag in the Stade province)
5. Bremen (republican revolter in the Hanseatic Bremen province)

Italy:



Unlike Germany the development levels of Italy has actually been increased a fair bit as has the number of provinces throughout the Peninsula. Northern Italy in this era was famously both rich and divided and we felt the EU4 setup in the area up to this point hasn't managed to capture this as well as it could. A number of new provinces has been added as well as two additional tags. The cultural setup was also balkanized to further show the diversity of the region and the difficulty for an outside power to efficiently conquer the entire peninsula.
Highlights:
In the north the Milan province has been split and the Marquisate of Montferrat has been introduced. Changes here aim to create better room for maneuver, to strengthen Milan and in general to further complicate a region that saw some of the most iconic wars of the EU4 era.
The Tuscan region has seen the introduction of a new tag for the republic of Lucca as well as an additional province for Tuscany to better show the size and strength of that state.
The Papal States have been further diversified and strengthened by splitting Ancona from Urbino and Umbria from Roma.
Southern Italy while much poorer than the north previously had much bigger provinces than the neighboring Italian areas or even the Maghreb. While the south is still poorer than the North its wealth has been increased. The Kingdom of Naples has had a number of its provinces split to allow for greater diversity and room to maneuver. The rich island of Sicily has also gotten an additional province.
Provence in the adjacent region has also been split in two. The upland part of the province is now separate.
The island of Sardinia has been split into two provinces.

New Tags:
1. Montferrat, in 1444 a vassal of Savoy ruled by Giovanni Giacomo of the Paleologi dynasty.
2. The City of Lucca. A new republic between Tuscany/Florence and Genoa.

New Italian culture group:
1. Piedmontese
2. Ligurian
3. Lombard*
4. Venetian
5. Tuscan
6. Umbrian*
7. Neapolitan*
8. Sicilian*
9. Sardinian

(* = culture existed prior to 1.12)

Poland & Prussia:



The new patch aims to improve this area in more than one way. Apart from adding provinces to this region care has been taken to ensure that their location and shape better follow the historical realities. While the main goal of the added provinces and border changes in this area has been to strengthen the eastern players and allow for better military maneuvers it should now also be possible to represent the historical borders of later start dates to a much higher degree.
The entire region of East Prussia has therefore been moved to the south west and, should the game turn out that way, Ducal and Royal Prussia can now have borders more similar to their historical counterparts. Similar changes have been made in Poland though these are perhaps less immediately evident, the aim here has been to both reasonably portray Polish administrative divisions and allow for the borders of the various Polish partitions.

Furthermore development levels in Poland, the Ukraine and Prussia has been increased to better show the economic strength of the region.

Spain:

Much like many areas of western Europe outside of Italy the Iberian peninsula has had its development levels decreased to be more consistent across the map. The area has however also has provinces added to eastern Iberia which previously lacked the detail of the central parts. The Kingdom of Aragon now has both more strategic depth and economic strength (especially when you include their Italian possessions). The changes will also allow for more interesting warfare between France and Spain when/if the peninsula unifies.

Southeastern Europe and the Kingdom of Hungary:

While not the main focus of the overhaul South-Eastern Europe has had its development strengthened to better conform with other regions and to better show the actual strength of the states in the area.
Additionally provinces have been added to a few areas where the level of detail was previously lacking such as Wallachia, Serbia, Bosnia, modern Slovakia and Northern Macedonia.

Seazones & New Islands:




In order to make things a bit more interesting there has been a number of adjustments to seazones to allow for more competition over certain areas. More islands will now allow you to fabricate claims on the mainland and vice versa. Most notably the seazones around Crete and the Baleares have been removed to encourage the mainland powers to compete over the islands.
Four new island provinces have also been enlarged and made proper provinces:
1: The (future) Pirate Haven of Djerba in northern Africa. Controlled by Tunis at the start of the game but historically the starting point of Ottoman Ambitions in the western Mediterranean and the site of some iconic battles and sieges over the course of the EU4 period.
2: The African island of Sao Tome has been split from the Gabon province and is now another colonizable port for those looking to explore down the coast of Western Africa.
3: The islands of Qeshm and Hormuz has been enlarged and split from the old Hormuz province. The new province now houses the Kingdom of Hormuz which had historically relocated it's capital to the island of Hormuz to avoid the turmoil on the mainland before the start of the game.
As Qeshm and Hormuz are so close to eachother and Hormuz so much smaller the result has been one large island but given that Qeshm was an integral part of the kingdom this approximation was thought preferable to a very small island right next to it.
4. Lastly the island of Euboea is now it's own province under Venetian control in 1444.


That's all for today! We'll be posting the 1.12 patch notes and a detailed overview of new national idea groups sometime before release


And also a list of paid vs. free features from another thread:

Spoiler :

Having just come out of the stream we did on the paid & free features, I thought I'd go ahead and post the changelog for 1.12/Common Sense Paid & Free Features.

NOTE This is not the entire changelog. The entire changelog is much longer and will be posted on Monday.

###################
# Expansion Features
###################
- Theocracies now have heirs that are chosen by event, with each choice having a different effect and unlocking certain events that can happen once that heir becomes monarch.
- Theocracies now have Devotion, which is similar to Legitimacy and Republican Tradition. Devotion goes up from high stability and pious acts and goes down from low stability and low religious unity. Devotion affects your Papal Influence, Church Power, Prestige and Tax Income.
- Constitutional Monarchy, Constitutional Republic and English Monarchy now have Parliaments. Countries with Parliaments have to grant a certain number of their provinces Seats in Parliament, which then allows those seats to vote on issues. The country with the parliament can choose between a few randomly picked issues, and then have a number of years to secure enough votes for the issue to go through. Votes are secured either through events or by bribing parliament seats with things which that particular province wants. After five years of an issue being debated, there is a random chance that the vote will go through at the end of each month, with the chance of winning the vote depending on how many seats are backing it. If the vote goes through, the country gets the benefits of that issue for 10 years, otherwise it suffers a penalty to prestige.
- Protestantism now has Church Power. Church Power accumulates over time and can be used to buy aspects, which are permanent modifiers added to that country's particular version of Protestantism. A country can only have 3 aspects, after which Church Power can be used to trade in an existing aspect for a new one.
- The diplomatic action Remove Electorate is now available to the Emperor, to remove an elector at the expense of worsened relations with other electors and 10 IA. This action is not available unless the HRE has an official religion.
- Implemented Government Ranks feature. Each Government type can now have up to 3 ranks, with higher ranks conferring better bonuses, and higher government ranks lowering cooldown on changing your National Focus. Players with the Common Sense expansion can dynamically change their government rank through the Government screen and various events and decisions while those without are locked to rank 1 or 2 depending on whether they are independent, unless they are playing a historical empire such as Byzantium and Ming.
- Buddhists now have Karma. Karma decreases from aggressive conquest and increases from honoring alliances and releasing nations. Rulers with too high Karma become detached from the world and suffer a penalty to diplomatic reputation, while rulers with too low Karma will lose the trust of their mind and get a penalty to discipline. Rulers with balanced Karma get a bonus to both discipline and diplomatic reputation.
- Can now return an owned province to another existing nation that has a core on it for an opinion boost, at the cost of 10 prestige. Doing so will remove your own cores and claims on the province. This cannot be done while at war.
- The Emperor can now grant Free City status to nations in the HRE that only own one province. Free Cities get a special republican government, a bonus to tax income and will always be able to call in the Emperor when they are attacked, even in internal HRE wars. The Emperor gets a bonus to tax income, manpower and imperial authority for each Free City in the HRE, but there can only be 7 Free Cities in total at any given time. A Free City that gains a second province or leaves the HRE will lose their Free City status. Free Cities cannot be Electors.
- Can now Pause Westernization. While it is paused, no monarch power will be spent towards westernization progress and no westernization events will fire, but the country will continue to experience unrest.
- Added Subject Interactions for all subject types. These are special actions and toggles you can enact on your subjects, such as forcing a colonial nation to declare war on another colony, placating a vassal to lower their liberty desire or forcing a lesser union partner to adopt your culture. Subject interactions are accessed through the country subjects screen.
- You can now increase the base tax, base production and base manpower of your provinces at the cost of admin, diplomatic and military power respectively. Cost of developing a province depends on the terrain, the climate, and how many times the province has previously been developed. Certain ideas and modifiers will also increase or decrease development cost. For those without the expansion, reduced development cost ideas will instead give other beneficial effects.
- If you have money to burn, you can now dismiss an advisor from the pool, allowing greater control of the advisors you can select.
- Numerous new events for Buddhists, Protestants, Theocracies, The Papal State, Subject Interactions and Parliaments.
- National Focus is now also available for players with the Common Sense expansion, even if they do not own Res Publica.

###################
# Free Features
###################
- Added 25 new achievements.
- Added Tengri and Zoroastrian religions.
- Split Buddhism into the Theravada, Mahayana and Vajrayana religions.
- Major update to missions, where many missions were reworked and some pointless and impossible ones were removed. Most missions should now give much more interesting rewards.
- Fort system was completely reworked. Most provinces no longer have forts and unfortified provinces will fall after a single month's siege. Forts are now expensive buildings that cost monthly maintenance, but now have a zone of control in your adjacent provinces that will block the passage of hostile troops and automatically recapture provinces taken by the enemy. You can mothball forts to reduce their maintenance, and your capital always has an extra fort level that costs no maintenance but also does not have a zone of control (unless there is also a fort building there).
- Building system was completely reworked. The number of buildings in the game were reduced and their cost increased, but all buildings should now have a significant effect on their province. Monarch power cost for buildings was removed, but the number of buildings you can build in each province is now restricted by the province's building slots, based on its total development level and terrain.
- Provinces now measure their economic power in development instead of base tax. Development is a combination of base tax (tax income), base production (production income & trade value) and base manpower (manpower).
- Looting was reworked. Provinces now have a 'loot bar' that goes down while regiments hostile to the owner are present in the province. Each regiment loots a certain amount per month depending on their type (cavalry loots the most, artillery the least) and this money is added directly to the looting country's treasury. The province will suffer penalties that get worse the more depleted its loot bar is, and once fully depleted, cannot be looted any further. Provinces that have not been looted for the last 6 months will begin to recover their loot bar.
- Major update to the peace system:
* Annex option removed. To annex, you now have to select all of the target’s provinces.
* It is now possible to demand any province from the enemy War Leader. Demanding unoccupied provinces cost +10% and Capitals +20% War Score. Demanding provinces from others work as before.
* Revoking cores no longer cost Diplomatic power.
* You can now demand gold from a country you are annexing.
* Can now use Humiliate peace option even if you're also taking other things from your rival, but it costs more.
* Numerous bug fixes and updates to peace interface.
- Added Time of Troubles Disaster.
- Added English Civil War Disaster.
- Added French Wars of Religion Disaster.
- Added French Revolution Disaster.
- Added Castilian Civil War Disaster.
- Added 10 Spanish Flavor Events.
 
It does look interesting. Stealth buff to the Byzantines, perhaps? :p
 
- Can now Pause Westernization. While it is paused, no monarch power will be spent towards westernization progress and no westernization events will fire, but the country will continue to experience unrest.

I'd say this one really ought to be free
 
Why the hell is something that minor and unrelated to the expansion not free?

Also, I wonder if free cities can have vassals.
 
I'll wait to see how it plays in practice but so far I'm not 100% sold on this patch/expansion. One of the reasons I play games is for achievements, and some of the coring nerfs in this patch seem like they are going to push even more of this game's achievements into the "permanently unobtainable" category. The more achievements there are that it looks like I'll never be able to get no matter how hard I try, the more my enthusiasm for the game is going to wane.
 
You can always roll back the patch version when trying to get achievements although by the sounds of it the vast majority of achievements will still be possible. The WC ones are likely to be the most affected.

I have been trying to get some of the moderate conquest achievements like Prestor John just in case they are more difficult post patch.
 
Pausing Westernisation doesn't sound like a minor issue if you're complaining that you won't be getting it for free.
 
So the devs posted the new national ideas that are coming with Common Sense:

Spoiler :


As promised, here is an overview of how ideas (both idea groups and national ideas) have changed in 1.12, and a listing of all the new ideas added. I'll start with posting the Ideas & Policies excerpt from the 1.12 changelog.

# Ideas & Policies
- 'Grand Navy' is now +50% naval forcelimits (up from +25%)
- France lost diplomatic relations as tradition and instead gained diplomatic reputation.
- Added new modifiers to numerous ideas and policies.
- Boosted Bavarian ideas.
- Boosted Naval Ideas significantly.
- Burgundy now starts with +1 diplomatic relations instead of +5% cavalry combat ability.
- Quality: Quality Education now gives +1 Army Tradition instead of 5% Morale Recovery.
- Quality: Naval Drill is now +10% Naval Morale instead of 5% Morale Recovery
- Quality: Escort Ships is now +5% Ship Durability instead of 10% Naval Morale.
- Economic: Finisher was changed to -20% Development Cost.
- Quantity: Forced Labor System is now +25% Garrison Size instead of Development Cost.
- Austria: Military Border is no longer +25% Defensiveness, but 15% Garrison Growth & -10% Fort Maintainance.
- Ming now have -20% Fort Maintenance as a tradition instead of +10% Province Trade Power.
- Milano: lowered_power_of_barons is now -10% Development Cost.
- Tuscany now starts with -10% development cost as part of their traditions instead of +10% tax income.
- Swiss idea 'Oasis of Peace and Prosperity' now reduces development cost by 10% instead of war exhaustion reduction cost.
- Swiss idea 'Alpine Defensiveness' now reduces fort maintenance by -20% instead of increasing defensiveness.
- Swiss idea 'Swiss Tolerance' now increases tolerance to heretics by +2 instead of increasing religious unity.
- Italian Idea Heir to the Empire now gives +1 Prestige instead of +Imperial Authority.
- Most ideas that used to give +25% heir chance now give +50% instead.
- Vindyan Traditions now has -20% fort maintenance instead of +1 diplomatic relations
- Ottoman Traditions now give +3 Tolerance. -33% core creation cost moved to the first Ottoman idea.
- Various ideas that gave more than 20% reduction to land/navy maintenance were brought down to more sane levels.
- Scotland now starts with +33% land forcelimit instead of +5% morale recovery speed.
- Standardized effects of hostile core-creation ideas, most are 25-50% now.
- Boosted Neapolitan and Aragonese ideas.


Now for the new ideas... as always, try to remember that we largely add these in order of what we have an existing good suggestion or our own idea for, so the reason your favorite nation didn't get ideas this time around is not because we hate you personally. As such, I don't want to see any 'Why did X but not Y get ideas??' in this thread. We'll get to Y too, eventually.


Sulawesi Ideas
Traditions
Naval Force Limit Modifier: +25.0%
Trade Range: +20.0%
Intra-Asian Trade Network: Trade Steering: +10.0%
The Bajau: Yearly Navy Tradition Decay: -1.0%
The Prau: Light Ship Cost: -20.0%
Unification of Sulawesi: National Tax Modifier: +10.0%
Encourage Diffusion of Ideas: Technology Cost: -5.0%
Entrepot of Trade: Global Trade Power: +10.0%
Assymetrical Resistance: Attrition for Enemies: +1.00
Ambition
Trade Efficiency: +10.0%

Laotian Ideas
Traditions
National Tax Modifier: +10.0%
Tolerance of the True Faith: +2.00
Phra Lak Phra Lam: National Unrest: -1.00
Nithan Khun Borom: Yearly Prestige: +1.00
Satsana Phi: Tolerance of Heathens: +2.00
Laotian Ethnic Diversity: Accepted Culture Threshold: -10.0%
Laotian Elephant Cavalry: Infantry Combat Ability: +10.0%
Southern Silk Road: National Trade Income Modifier: +10.0%
Laotian Hill Warfare: Fort Maintenance: -10.0%
Ambition
Land Force Limit Modifier: +20.0%

Somali Ideas
Traditions
Infantry Cost: -10.0%
Trade Steering: +15.0%
Maritime Heritage: Light Ship Cost: -20.0%
Qalqads: Fort Maintenance: -20.0%
Somali Clans: National Manpower Modifier: +15.0%
Offensive Warfare: Infantry Combat Ability: +10.0%
Indian Ocean Trade: National Trade Income Modifier: +10.0%
Corsairs of the Red Sea: Light Ship Combat Ability: +10.0%
Arab and Persian Influx: Advisor Costs: -10.0%
Ambition
Land Force Limit Modifier: +20.0%

Semien
Traditions
Tolerance of Heathens: +3.00
Hostile Core-Creation Cost on us: +25.0%
Legacy of Queen Judith: Morale of Armies: +10.0%
Mountain Kingdom: Fort Maintenance: -10.0%
Kebra Negast: Aggressive Expansion Impact: -10.0%
Builders and Artisans: Development Cost: -10.0%
Gideon Dynasty: Yearly Legitimacy: +1.00
Lost Tribe of Beta Israel: Advisor Costs: -15.0%
Haskalah: Technology Cost: -10.0%
Ambition
National Manpower Modifier: +20.0%

Kiche
Traditions
National Tax Modifier: +10.0%
Domestic Trade Power: +10.0%
Blessings of Tohil: Production Efficiency: +10.0%
Ilo'kab traditions: Yearly Army Tradition: +0.50
Wealth of the Tamub: Goods Produced Modifier: +10.0%
The Ball Game: Diplomatic Reputation: +1.00
Titulos: Stability Cost Modifier: -10.0%
K'iq'ab's Vengeance: Morale of Armies: +10.0%
Popol Vuh: Yearly Prestige: +1.00
Ambition
Yearly Legitimacy: +1.00

Sadiya
Traditions
Attrition for Enemies: +1.00
Caravan Power: +20.0%
Land of Glory: Morale of Armies: +10.0%
Crossroad of Religions: Tolerance of Heathens: +2.00
Hills and Jungles: Fort Defense: +15.0%
Temples of Sadiya: Yearly Prestige: +1.00
Dihang: National Trade Income Modifier: +10.0%
Reform the Sadiya Armies: Infantry Combat Ability: +10.0%
Black Tea: Production Efficiency: +10.0%
Ambition
Diplomatic Reputation: +1.00

Manipur
Traditions
National Garrison Growth: +25.0%
Looting Speed: +25.0%
Sanamahism: National Unrest: -1.00
Martial Traditions: Morale of Armies: +10.0%
Kingdom of the Meitei: Yearly Legitimacy: +1.00
Mayek: Tolerance of the True Faith: +2.00
Unite the Hill Tribes: National Manpower Modifier: +10.0%
Bengali Influence: Diplomatic Relations: +1
Far-Reaching Diplomacy: Diplomatic Reputation: +1.00
Ambition
Fort Defense: +15.0%

Pegu
Traditions
Provincial Trade Power Modifier: +10.0%
Merchants: +1
Riches of Pegu: National Trade Income Modifier: +10.0%
Martabans: Goods Produced Modifier: +10.0%
Dhammazedi Pyatton: Tolerance of the True Faith: +2.00
Ramannadesa: Morale of Armies: +10.0%
Dynamic Warfare: Military Technology Cost: -10.0%
Buddhist Kingship: Yearly Legitimacy: +1.00
Mon Diaspora: Diplomatic Reputation: +1.00
Ambition
Development Cost: -10.0%

Kutai
Traditions
National Trade Income Modifier: +10.0%
Trade Steering: +20.0%
Earliest Indic State: Trade Efficiency: +10.0%
Muslim Trading Communities: Tolerance of Heathens: +2.00
Riches of Borneo: Goods Produced Modifier: +10.0%
Anti-Piracy Measures: Fort Defense: +10.0%
Encourage Immigration: National Manpower Modifier: +15.0%
Consolidation of Kutai: National Tax Modifier: +10.0%
Subdue the Inlands: National Unrest: -1.00
Ambition
Domestic Trade Power: +20.0%

Pagarruyung
Traditions
Tolerance of Heathens: +2.00
Fort Defense: +10.0%
Tantric Legacy: Missionary Strength: +2.0%
Gold Trade: Global Trade Power: +10.0%
Istano Basa: Yearly Legitimacy: +1.00
Rajo Tigo Selo: National Unrest: -1.00
High Education: Technology Cost: -5.0%
Rumah Gadang: Yearly Prestige: +1.00
Matrilineal Culture: Stability Cost Modifier: -10.0%
Ambition
Trade Efficiency: +10.0%

Miao
Traditions
Fort Maintenance: -10.0%
Goods Produced Modifier: +10.0%
Sacrificing to the Spirits: Tolerance of the True Faith: +2.00
Dragon Boat Festivals: National Unrest: -1.00
Unity of the tribes: Morale of Armies: +10.0%
Miao Silver: Yearly Prestige: +1.00
Customary Marriage Laws: Stability Cost Modifier: -10.0%
Mountain Retreats: Attrition for Enemies: +1.00
Legacy of the Miao Rebellions: Infantry Combat Ability: +10.0%
Ambition
National Manpower Modifier: +15.0%

Catalonia
Traditions
Merchants: +1
Light Ship Cost: -15.0%
Consulate of the Sea: Yearly Navy Tradition: +1.00
Consell de Cent: Advisor Costs: -10.0%
Constitution of Catalonia: National Unrest: -1.00
Fortifying Catalonia: Fort Maintenance: -10.0%
Miquelets: Manpower Recovery Speed: +15.0%
'Lliures o Morts': Morale of Armies: +10.0%
Forges of Catalonia: Production Efficiency: +10.0%
Ambition
Trade Steering: +20.0%

Champa
Traditions
Light Ship Combat Ability: +15.0%
Yearly Navy Tradition: +1.00
Memory of the My Son Temples: Tolerance of the True Faith: +2.00
A Seafaring People: Light Ship Cost: -20.0%
South Indian Connections: Global Trade Power: +10.0%
Cham Migrations: Global Settler Increase: +15.00
Che Man's Legacy: Improve Relations: +20.0%
Agarwood: National Trade Income Modifier: +10.0%
Resisting Foreign Rule: Fort Defense: +10.0%
Ambition
Naval Force Limit Modifier: +25.0%

Arakan
Traditions
Light Ship Cost: -20.0%
Accepted Culture Threshold: -10.0%
Mrauk U Dynasty: Yearly Legitimacy: +1.00
Rohingya Immigrants: Tolerance of Heathens: +2.00
Bay of Bengal Trade: Merchants: +1
Magh and Ferenghi: Privateer Efficiency: +15.0%
Buddhist Sultans: Diplomatic Reputation: +1.00
Muslim Advisors: Advisor Costs: -10.0%
Arakanese Trade Contracts: National Trade Income Modifier: +10.0%
Ambition
Light Ship Combat Ability: +15.0%

Northumberland
Traditions
Cavalry Combat Ability: +10.0%
Attrition for Enemies: +1.00
Secure Percy Rule: Yearly Legitimacy: +1.00
The Memory of Northumbrian Hegemony: Time to fabricate claims: -20.0%
Cradle of British Christianity: Tolerance of the True Faith: +1.00
A Land of Castles: Fort Maintenance: -15.0%
Lindisfarne Gospels: Yearly Prestige: +1.00
The Literary and Philosophical Society: Idea Cost: -10.0%
Taking Coals to Newcastle: Goods Produced Modifier: +10.0%
Ambition
Missionaries: +1

Münster
Traditions
Global Trade Power: +10.0%
+1 Papal Influence
Great Procession: Tolerance of the True Faith: +2.00
Erbmänner: Stability Cost Modifier: -10.0%
Founding of Monestaries: Missionaries: +1
Cities of Peace: Diplomatic Reputation: +1.00
Soldiers from the Imperial Armies: Discipline: +5.0%
Bommen Berend: Artillery Cost: -20.0%
Support the Schools: Technology Cost: -5.0%
Ambition
Missionary Strength vs Heretics: +2.0%

Thuringia
Traditions
Diplomats: +1
Leader(s) without Upkeep: +1
The Partition of Leipzig: Yearly Legitimacy: +1.00
Fortifications of Erfurt: Fort Defense: +20.0%
Protector of Reformers: Tolerance of Heretics: +2.00
Salana University: Administrative Technology Cost: -10.0%
The Saxon Duchies: Chance of New Heir: +50.0%
Weimar Classicism: Idea Cost: -10.0%
Expansive Marriage Policy: Diplomatic Relations: +1
Ambition
Improve Relations: +20.0%


Finally, Trin Tragula asked me to post which ideas were based on suggestions from the forum, so here you go:
Semien Ideas
Thüringian Ideas
Münster Ideas
Northumbrian Ideas
Arakanese Ideas
Champa Ideas
Laotian Ideas
Catalan Ideas
Miao Ideas
Pagarruyung Ideas



1. I wish CKII got nice little flavor tidbits for different groups like this :(
2. Nice that they keep adding mor stuff to random nations around the world, especially non-European ones
3. For those who are better at deciphering these, how good/interesting are these new ideas?
 
You can always roll back the patch version when trying to get achievements although by the sounds of it the vast majority of achievements will still be possible. The WC ones are likely to be the most affected.

I have been trying to get some of the moderate conquest achievements like Prestor John just in case they are more difficult post patch.

Can you? I thought rolling back to a previous patch disabled achievements? I'll have to double check but I'm pretty sure that it does.
 
I thought if you have an ongoing save game then you can roll back the version and still get achievements but maybe not and I guess not for new save games.

What nations are you all thinking of playing when the patch comes out? Currently I'm planning on playing as Bavaria as seems like they've been fleshed out.
 
I'll probably do an England run first to play with the new Parliament system and to see what kind of shenanigans you can get up to when you don't automatically start in the middle of a war with France.
 
Catalan Ideas. Buffed Aragonese Ideas. My inner nationalist fanboy is squeeing in glee.
 
How's it a feature that you can't annex, but instead have to select all provinces? Being able to just click "annex" when that's what you want and the province cost is sufficiently low is a nice convenience feature.

Otherwise, no strong opinions on the changes. The building changes sound like the most significant to me.
 
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