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Community Mod Spotlight - Europa Expanded - Terra Incognita

Hey Folks! @Ryagi here to bring you a juicy mod (mod update?) spotlight. With EU4's latest free update and DLC recently dropping, 1.37 + Winds of Change, modders big and small have been hard at work to ensure your favorite mods can be enjoyed, and in many cases improved!

One of EU4's most Popular mods, Europa Expanded, has joined in on this post 1.37 update party and will be releasing a much awaited major update soon themselves. Today we invited Stiopa, LordVarangian and LiaLunare on behalf of the entire EE team to showcase some of their upcoming content they have been working on. Enjoy!

_________________________________________

Hello yet again, Europa Universalis 4 Enthusiasts!

Since the previous Mod Spotlight, we’ve been focusing on finishing our next major update - Terra Incognita. In addition, with the release of 1.37 we’ve also released a few other features, such as game rules and achievements!

In addition, we presume that the release date for 1.13 is going to be on June 16th, so get ready for a release in mid-to-late June.

Before we continue with this mod spotlight, it is worth checking previous development diaries we had for this update, here’s a few of them, showcasing some of the more major nations:


[h2]UI Additions[/h2]
With the new 1.37 free update providing a plethora of new modding capabilities, especially regarding UI, we’ve of course made quick use of that to add more quality of life as well as gameplay enhancements once again! Similar to the Mod Spotlight we had about our UI update, I will now be outlining the fancy new things we’ve added - and which we will add in the near future!
Game Rules
Something I really liked about Victoria 3 and Crusader Kings 3 is the Game Rules screen, where you are able to change certain things about how a campaign will behave, especially in regards to key historical events; which is why we’ve designed our own Game Rule system that will be shipped as part of our 1.13 update!



Here, you can determine things such as which Mission Trees AI will pick, whether you want to remove certain nations for the sake of performance, or whether you want to increase the chance of a Dutch nation spawning, or perhaps the chance for a Iberian Union of Castile and Portugal to occur!
Custom Macrobuilder
Next up, is something I’m personally really happy about: the Custom Macrobuilder
Since we started adding more QoL features, it has sometimes started getting a bit hard coming up with a good place to put them when there wasn’t an obvious place, like with the Advisors Court. For those cases, we now have our own Macrobuilder, accessible with Shift+B! In the current Steam version it only includes an Upgrade-All-Buildings tool, but in the future it’ll contain much more!



[h2]Miscellaneous[/h2]
Apart from these key additions, we also have made some miscellaneous changes, such as changing all our previous UI work to use the more performance-friendly window system introduced with 1.37 (although this isn’t visible to players), and also reworked other features like the Caliphate to no longer use workarounds, but have fully custom Bubbles and Windows!


[h2]Achievements[/h2]
And, last but not least regarding UI, we have our achievement system! To elaborate a little, we’re using a reworked triggered modifiers screen to display the achievements, in order to have them in a list, while we recreated the triggered modifiers screen using scripted UI, which then has page buttons!
This was done both to have a smooth experience with achievements, but also to reduce the lag some of our triggered modifiers were previously causing! The result is that the player has both a vanilla-equal achievement screen, as well as an improved triggered modifiers screen!



And finally, the best part - you get Steam Achievement popups! And while they may not be actual Steam achievements, just faux popups, they still do feel pretty dang good to look at!



Of course, even that isn’t nearly everything we’re up to regarding UI, but a lot of the things we’ve started work on (such as further custom macrobuilder tabs, colonization changes, siege changes, and fully new gameplay related UIs) are so early in progress that there isn’t much to show off yet (1.37 is new after all), so keep in touch with everything new through our teasers! But for now, just have this! Can you guess what it is for? ;)



Aragon

When 1.13 was first announced to the public, our first showcases were the Iberian trees. However at the time we did not have Aragon ready, and we only had a few research notes on them. Since then though we’ve fully implemented not only an Aragon tree, but tons of setup changes to their ruler, army, as well as diplomatic situation to make their experience more unique.



First things first, you will notice that Sardinia and Sicily are now on the map! Whilst both were de-jure part of Aragon at the time, however, considering their position between the kingdoms of Naples and Aragon, plus the fact that we like seeing more nations on the map, they are now junior partners of Aragon.

Another change that you may notice is that the army of Aragon looks a little different. They now start with 3 artillery regiments, the reason being was that Aragon thanks to their ruler, Alfonso V de Trastamara, were able to amass the most impressive artillery force of the time, which was used against King Rene of Naples in 1441. However you should be careful with these units, as you’ll not be able to recruit additional artillery regiments until military tech 7.



In order to represent a few other vassals and allies of Aragon, there are now new events for the subjugation of Stephan of Herzegovina, as well as Skanderbeg joining your court should Albania be wiped out from the map. This will make Aragon’s starting position quite opportunistic but also hard to maintain.



Lastly, Aragon starts with a new disaster, the War of the Remences, which some of you may know from the vanilla tree, however we’ll get on that later 👀



Whilst this tree is not as big as Castile, it will get expanded later when you form Spain, allowing you to gain the Castilian colonial missions. Now, besides that? What differentiates Aragon from Castile? Considering their position in the Mediterranean, their several conflicts with the Italian merchants, as well as their conflicts with both the Mamluks and the Ottomans, they would be even more mercantile and naval focused than their Castilian counterparts, with most of their missions revolving around securing trade in the Mediterranean. Some territories as well were a part of Aragon, like Athens, Corsica, and even parts of Provence, so we’ve tried to be as accurate to these ambitions as possible. In addition, like other nations wishing to control Egypt and potentially the trade in Asia, Aragon can also construct an early Suez Canal, although it will be costly to do so.



Whilst some are focused on the Mediterranean, there are also missions for the situation in Iberia, as well as some interaction with your vassals, such as Navarra and Castile, who you will be able to get through existing vanilla content, although Iberian Wedding has been reworked in 1.13 to require the Castilian Civil War.



Before we get onto the branching missions though, let’s speak about Aragonese flavour. Considering the Catalan dominance not only in Eastern Iberia, but also the entire Mediterranean, we’ve decided to focus more on that part of their content. There were a few underutilised effects as well as designs we wanted to try out, and Aragon fit in perfectly for them, such as further customization for your flagship, with modifications that offer drawbacks in exchange for a more specialised fleet, allowing you to pick your loan sizes, as well as encouraging the player to maintain trade power in both Genoa and Venice nodes. Some parts of the tree focuses on Alfonso V’s being a patron of the arts, which we may or may not expand later.



Now, let’s look at the spiciest part of the tree.I said before that the War of the Remences is a new disaster for Aragon. The reason being is because we wanted to look more in-depth to the opportunities this conflict caused, as well as showcase the difference between the Catalan nobility and the peasantry

So, what does this disaster have to offer?

Let’s start with the basics. Like War of the Roses or the Castilian Civil War, this disaster can only fire in the age of discovery, and like both of these, you can completely avoid them should you plan your steps correctly, although you lose out on future buffs by doing so

In order to completely avoid the disaster in the Age of Discovery though, Aragon starts with a new privilege that they must get rid of. That privilege being the “Ius Maletractandi”, better known as the Evil Customs of Aragon which allowed the Nobility to mistreat their peasantry, leading up to the War of the Remences.



Now, when the Disaster fires, if you want to prevent the worst outcome, you must get rid of the privilege. The reason being is that Catalonia will slowly start gathering supporters to create their own independent nation, autonomous from the laws of Aragon enforced to them. What’s worse is, Good King Renes of Provence still remembers his defeats in Italy and would most likely try to convince the Catalan people to declare him their king. The French as well would be able to intervene on the side of Catalonia, although Aragon can grant them the fort of Rousellon for support.



When you’re finally done with the disaster you will unlock the branching missions. Depending on how you complete or how you avoid the disaster, the missions will branch to either dealing with the numerous kingdoms in Iberia, or creating a peasant republic that will liberate every peasant in Iberia!



The British Isles

The recent few weeks, our development diaries have been focused on showcasing the new mission tree English/British mission tree. Alongside that, we have been developing a new mission tree for those who wish to play as the Angevin Empire. The entry point to this mission tree is the event “Second Treaty of Tours” fired by the mission “The Culmination”:



Here’s the mission tree that gets unlocked:



Now, the mission tree for Angevins is a heavy Work in Progress, so I’ll focus on the general gist of it!
The core new feature of our new Angevin content is the process of integrating the french estates and eventually forming the Angevin Empire. While a lot of the missions seem available to you from the get-go, plenty of them are guarded by a check for having enough of “Francien Integration.”

Francien Integration is a new government mechanic coming with the 1.13 update for the Angevin Empire.
It is essentially a bar measured from 0 to 1000, slowly ticking up. As the bar fills up, more of your missions unlock and the color of the two nations is brought closer:



Here’s the colors of England & France two-thirds into the integration process.

Once the bar fully fills up, the decision to form Angevin Empire is unlocked.

To allow a lot more gameplay possibilities with the new government mechanic, we have also (re)created an estate representing your french subjects, the aptly named “Francien.”
The estate currently has 11 privileges, giving you plenty of choice to work with, here’s 3 of them:



To briefly tackle the question of the mission tree, the mission tree is split into 3 subtrees, the latter two being of rather familiar scheme, representing the outward and inward ambitions of the two states, while the first one is dedicated entirely towards the unification of the two states.

As the mission tree is a heavy Work-in-Progress, I won’t go into detail, but here’s some interesting rewards contained within the mission tree:



And to make it easier to manage your realm across islands and continents alike, we’ve made it possible to create a brand new artificial strait crossing - The Channel Tunnel! With it first being proposed in 1802 and attempted in 1880, only failing due to political reasons and not practical ones, we’ve determined it to be no less fitting for the era than the Suez Canal!



Since it is a tunnel, it obviously cannot be blockaded, but for that, we came up with a rather elegant solution to allow you to still keep the island safe from crossings, if the need arises:



This also means that the artificial strait has 3 possible states:
- invisible/nonexistent, from the start of of the game until it is first built
- active, after it has first been built, and anytime it’s built after that
- inactive, whenever it is demolished after it was first built

The latter two look like this - green lines being the active one, red circles the inactive:



Additionally, The Channel Tunnel has a counterpart monument in Calais, which always matches the development of the main unit in Kent - so it’s just for show and for applying the modifiers.


[h2]Wrapping things up:[/h2]
We're excited to give you these changes and more when 1.13 drops in June! Until then, Europa Expanded is working and fully compatible with patch 1.37 and the Winds of Change DLC and can be found here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2164202838

We also invite anyone interested to join us over on our Europa Expanded Discord Server.
We wish you all a nice weekend!

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Ryagi back again.
A great variety of EUIV mods have taken the opportunity with 1.37 and cooked up some amazing stuff, to showcase this, we'll be hosting a large selection of mod spotlights in the coming 1-2 months, and then hopefully go back to a more regularly scheduled sprinkling of them after that. That is to say, we're not done giving these amazing mods their well deserved platform yet! (Hopefully never?)

If you are a mod Author and are interested in hosting a mod spotlight with us, I invite you to get in touch with us here on the forums, on Discord, or anywhere else you can grab our attention. We're always on the lookout for those diamonds in the rough.

As for good old vanilla EUIV, we'll continue to keep track of all your feedback with 1.37 & Winds of Change. With future patches planned to address balance issues, bugs, etc. Whether you play EUIV modless just as John EUIV conceived it, or loaded to the brim with mods, we can't thank you enough for your continued passion and support! See you next time.

1.37.1 Patch is now LIVE!

Hello everyone - here is our first patch for 1.37, featuring over 100 fixes in total.

Notable changes include:
  • “Gothic Invasion” now accounts for the new Gothic culture that is part of the Germanic culture group.
  • The “Great Moravia” achievement now accounts for Great Moravia's cores.
  • The Timurid mission "Mamluk Delusions" now requires 40 provinces instead of 50, no longer requiring the player to make up 4 additional provinces in these areas.
  • The Bohemian mission "The Golden City" no longer allows the player to develop the province for an unlimited time. It is limited to only 3 uses, giving a total of +9 development in total.


As usual, please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.37.0 save games too profoundly, this is something we're not able to fully guarantee.


#############################################################
######################## 1.37.1.0 ###########################
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###################
# Gamebalance
###################
# Governments
- The government 'Seven Provinces' now also grants 15% manpower in primary culture provinces.
# War & Peace
- Mesoamerican Tributaries can no longer ally independent nations.
# Units
- The VOC interaction "increase_voc_eastindiamen_construction" now properly grants the VOC Indiamen special unit allowed fraction.
# Other
- The VOC interaction increase_voc_eastindiamen_construction now grants properly the VOC Indiamen special unit allowed fraction.
- The 3 canals can now be built by subjects.
###################
# Interface
###################
# Tooltips
- Fixed a typo in the first option of the 'Fate of the Chinese Emperor' event.
- Fixed an error in the reward tooltip of the "Regiment de Marine" mission.
- rewrote the decision requirements for Venture into Tribal Lands.
- The Dutch mission "Glorious Revolution" no longer mentions "Man o War" special units if the Domination DLC is not active.
- Improved the tooltip of the reward for the Dutch "Low Countries Universities" universities.
- The Arabian Trade Influence mechanic is no longer mentioned if players do not own the Winds of Change DLC.
- Fixed an issue with the tooltip for "Fugger Family Privileges" Burghers privilege.
- Fixed a typo in the declare war tooltip for the Mesoamerican Tributary Casus Belli.
# Other
- Removed a duplicate entry of the mission_hussite_empire icon from its .gfx file.
###################
# Script
###################
# Achievements
- "Mayapahit" no longer requires you to own or have a subject own Madura as it is technically not part of the Java island even though it is part of the same in-game areas.
- Removed an unnecessary requirement from the Hungarian Games which asks you to have been in Hungary at any point in time as it is only visible to you if you started as Hungary anyway.
- "Timurizz" now makes it clearer that the allies with 100 Trust and with 150 opinion to you are the same.
- The achievement "Mayapahit" now allows you to form any other tag than just Maya. As long you have formed the Mayas at some point, the achievement can be earned.
- "There Khan only be one!" now requires you to be a horde or the Great Mongol State at the end too. In other words, if you start as a horde and reform into a monarchy before killing all other hordes the achievement would not trigger until you return to being a horde.
- Improved the description of "There Khan only be one!" so it is clear that every country (except for you) cannot be a horde.
- Changed the visibility requirement for "Veritas Vincit" from owning "Winds of Change" to owning "Art of War" and "Emperor" as the mechanics required to fulfill this achievement are behind these two DLCs.
- Improved the visibility of the following achievements so you no longer have to form the specific country to see the achievement: "It's all coming together", "Baborg" and "Get out of my swamp!".
- The achievement "The Hungarian Games" now counts won battles against the same country up to 3 times. A 4th won battle against the same country will no longer count for the achievement though.
- "The League of Mayapan" will no longer disappear from the list of achievements after it's completed.
- "Great Moravia" achievement now accounts for Great Moravia's cores.
- Updated the achievements' descriptions of "The Pen is Mightier than the Sword", "Take that, von Habsburgs!", and "The Ostenders" to properly adjust with their script.
- "Gothic Invasion" now accounts for the new Gothic culture that is part of the Germanic culture group.
# Decisions
- Made it so you can't form AUH whilst in the relevant disasters.
- Reward from NED_glorious_revolution is now kept after forming the United Crowns.
- Great Moravia can now be formed through indirect ownership of the required provinces and the decision to form it is visible from the start.
- The "Reform into Prussia" decision will now mention the "Prussian Path" instead of the "Prussian Kingdom Path" in the trigger tooltip.
- The "Reform into Prussia" decision now requires you to have one of the Reformation religions when you don't have Lions of the North.
- "Reform into Prussia" has no longer unlocalized text in it.
- Improved the trigger tooltip for "Venture into Tribal Lands" so you no longer have to look at the effects to get an idea of what you have to do to colonize the neighboring provinces.
- The decision to "Expand the VOC" is no longer available to every country that has territory in India. This removes the ability for Indian states to commit suicide at the press of a single button.
- Players no longer have access to the "Form Austria-Hungary" decision while the events "The End of the Hungarian Revolution" and "The End of the Austrian Revolution" are actively on the screen.
# Events
- The event Raabisation now properly grants its rewards.
- The Russian events regarding the peasantry now remove ALL serfdom-related estate privileges with every step before applying the new privilege. This should cover rare cases where some serfdom privilege was "stuck" on the player even though they progressed through the event chain already, but should by default not change much for the normal experience.
- Fixed an issue with the "Muhammad Juki Seizes Initiative" (flavor_tim.20) event.
- The event "Gold Mine Discovered!" has now a goto button.
- The event "Heir needed in " has now a 40-day cooldown between each instance. This should remove the cases where the event triggers twice for a country.
- Refined the descriptions of the "End of the Tatar Yoke" further in case Muscovy devs its way out of the yoke...
- Added a special event text for the case that Muscovy grows too powerful to be influenced by the Tatar Yok while Sarai has never fallen.
- Fixed missing ruler name and dynasty for the "Hungary wishes to join the Empire" incident events.
- The Polish event about the Election of Kasimir will no longer display certain tooltips that have no effect without the "Lions of the North" DLC.
# Missions
- The mission mongols_tumu_crisis can no longer be instantly completed.
- Made it so the azt_unify_mexico mission's title does not overflow out of the UI if you are a theocracy.
- The "Emperors of Rome" mission now gives rewards according to the chosen path.
- The mission Refine the Condottieri will no longer grant Mercenary Leader Army Tradition.
- Sarig Yogir is now granted the basic Mongol missions.
- The "Statists and Orangists" mission can now be completed after manually switching to reform with the Dutch Election.
- The mission tre_trapezunite_pride now has an alternative requirement if the province Trebizond produces Gold.
- The Dutch mission "Hansa Relations" now always rewards you regardless of how you complete it.
- The owner of Kyoto now gains 100 Dip Power from the Dutch mission "Japanese Trade" if the mission is completed via relations.
- The Dutch mission "Japanese Trade" now grants the reward of both options if both a true at the same time.
- The Dutch mission "Teachings of Erasmus" now gives 1 stability or 100 ADM if you have already 3 stability if you do not have a clergy present and you are NOT Reformed.
- The mission "Humiliate Austria" is no longer automatically completable when you start a game without the Rights of Man.
- The Theodoran mission "Into the Steppes" will no longer mention a reward for your Cossacks estate if you do not have the Cossacks estate.
- The Aztec mission "Telpochcalli Academies" will no longer enable the "Telpochcalli Academy" Local Organization if you don't own Golden Century.
- The Austrian mission "Surpass the Poles" now gives the PU CB against Poland until they have more than 400 total development instead of 300 total development.
- The Dutch mission "Ending the Sound Toll" has its reward now properly available for Holland, and not just the Netherlands.
- The Timurid mission "Mamluk Delusions" now requires 40 instead of 50 provinces, no longer demanding the player to make up 4 additional provinces in these areas.
- The Austrian mission "Italian Ambition" has its rewards no longer exclusive to each other.
- The event from the mission "Question of Azov" now properly triggers for Genoa instead of Theodoro.
- The Bohemian mission "The Golden City" no longer allows you to achieve Leviathan-levels of Development in a province any more, limiting the maximum amount of dev gain to 3 times (so +9 development in total).
- Forming Prussia as the Teutonic Order before completing "Defeat Poland" will now automatically complete the mission and select for you the Prussian Path.
- The Russian mission "The Fate of the Peasantry" is no longer blocked if the player goes a weird path of crushing the peasants just to liberate them later on anyway.
- The mission "Endthe Regency" now automatically gives you the Hussite branch as long you finish it while NOT being Catholic. Updated the tooltip too to reflect this change.
- Deccan now has religion after being released through the MUG_viceroyalty_of_deccan mission.
- Forming Yuan while being a horde will no longer lock players out of the mission "Four Great Schools".
- Fixed inconsistency for the Church estate naming in the Yuan "Inward Perfection" / yua_inward_perfection mission, as it referred to twice as "Clergy" and once as "Shizu".
- Fixed the reward of the "OMA_buffing_outposts" mission that was dependent on Trade Companies for non-Dharma owners.
# Modifiers
- Fixed an issue with the modifier Vegvar System not applied correctly to border forts, for Hungary.
- The modifier hun_avenge_varna is removed from Hungary if the Ottomans are annexed or subjugated.
- The privilege estate_nobles_ITA_military_governors now grants state governing cost instead of territories governing cost.
# Setup
- The disaster 'Austrian Revolution' will now only show up if Austria does not exist.
- The Austrian reform "Imperial Austrian Monarchy" is now properly granted via the Multicultural Empire mission.
- The "Land Reform" (development_of_infrastructure) parliament issue is increased by having Infrastructure ideas.
- The capital of Moghulistan is now Ilian.
# Other
- Minor text improvement of horde event.
- The modifier name in French now properly says yearly.
- Fixed Lake Chad name.
- Changed mention of Chagatai to Moghulistan in the startup screen text.
- Added missing declaration of war string for the Mesoamerican Tributary subject.
- The government reforms "Roman Empire" and "Roman Republic" now require you to be either the Roman Empire, Byzantium, or a custom nation atop of the normal Roman culture requirement. This should avoid the weird cases where the Client States would call themselves the "Nth Rome" by enacting the reform.
- The Sich Rade government reform has now - 75% Capital Movement Cost to synergize better with its Itinerant Capital mechanic.
- "Expanded Black Army" will no longer show that mercenaries are free of Army Professionalism cost if you do not own Cradle of Civilization.
- You no longer have the "Start War in Colony" button for Sunset Colonies subjects as it cannot work outside of Colonial regions anyway.
- Fixed an issue with the 'Compromise with the Hungarians / Austrians' decision.
- "Return of the Hussites!" will no longer trigger "Election of a New Ruler". Additionally to this, Jan is now always a 25 year old one Czech.
- The event "New Government!" for former colonies will now properly make you into a Republic in the 2nd option.
###################
# Bugfixes
###################
- Great Moravia's achievement now accounts for Great Moravia's cores.
- Fixed an issue that fired the Unprofitable Trade event for the Netherlands after creating the VOC.
- The reform imperial_hungarian_government now has a proper icon assigned to it.
- Updated the achievements' descriptions of "The pen is mightier than the sword", "Take that, von Habsburgs!", and "The Ostenders" to properly adjust with their script.
- Fixed some overflowing texts of the Spanish localization.


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Previous changelogs 1.37 'Inca'

EUIV is taking part in Steams Endless Replayability Fest!

Europa Universalis is taking part in the Steam 2024 Endless Replayability fest.
Dominate the world, paint the map and make your mark on history!

[h3]Base game and editions:[/h3]

[h3]Additional content on sale can be found on our storepage:[/h3]
https://store.steampowered.com/app/236850/Europa_Universalis_IV/

[h3]Also be sure to check out our latest Expansion, Winds of Change:[/h3]
https://store.steampowered.com/news/app/236850/view/4207001628994939574

One of Paradox's most beloved games launches massive new expansion

Europa Universalis 4 has, in the nearly 11 years since it came out, established itself as a titan of the grand strategy genre. Created by Paradox Development Studio, the company behind other strategy hits like Stellaris, Crusader Kings 3, Victoria 3, and Imperator: Rome, EU4 has maintained a strong fan base not just for the quality of the original game itself, but also because of the ongoing work Paradox has devoted to it for more than a decade. The latest example of this dedication is its new expansion, Winds of Change, which has just launched.


Read the rest of the story...


RELATED LINKS:

Grand strategy legend embraces the changing face of history in new DLC

Decade-old grand strategy game gets a full alternate history overhaul

Two leading Paradox grand strategy games get sudden price hike

Europa Universalis IV - 1.37 Inca is Now Live!

Below is a full list of changes in the free 1.37 update, 'Inca'.


Please note that we can't guarantee 1.36 saves are compatible with 1.37, and that some mods may not work properly! See here for information on how to roll back versions or prevent auto updates.



###################
# Free Features
##################

- Added 10 new achievements: ‘It's all coming together’, ‘Doge Ducats’, ‘Veritas Vincit’, ‘The eagle flies alone’, ‘Mayapahit?’, ‘There Khan only be one!’, ‘Baborg’, ‘Get out of my swamp!’, ‘Timurizz’, and ‘The Hungarian Games’.
- Added 2 new formable nations, Austria-Hungary and Great Moravia.
- Added a reworked generic Mission Tree with updated rewards and requirements, like regional claims or discounted advisors, for more than 15 generic or shared mission trees, including European, Berber, Indian, African, and Native American.
- Changes in the set-up in Mesoamerica, the Andean region, Central Europe, and Central Asia.
- Added 8 new Great Projects in America, Europe, and Asia for the owners of ‘Leviathan’. The Golden City (Nitra), the Schönbrunn Palace (Wien), the Amsterdam Bourse (Amsterdam), the Venetian Arsenal (Venice), the City of Sarai (Sarai), the Citadel of Aleppo (Aleppo), the Afqa Khojja Mausoleum (Kashgar), and Tzintzuntzan (Patzcuero).
- Added new portraits for women advisors for North America, 21 new portraits covering all the possible combinations for administrative, diplomatic, and military advisors.

###################
# Gamebalance
###################

# Governments
- The Venetian Government no longer allows switching to a Monarchy or a Theocracy
- It's no longer possible to go over the special unit force limit with the Cossack government interactions
- The Great Mongol Horde government reform now allows to recruit banners in all of the primary culture provinces regardless of what culture they are of
- Government reforms which have the Iqta mechanics are now only usable by Muslims. This affects the Barbery Sultanate and the Ajuuraan Theocracy.
- Meritocracy mechanics can now be used correctly with Republic and Theocracy government types
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture
- The Great Mongol Empire reform now grants you the Siberian Frontier ability.

# Other

- Vassals contributing negative force limit are no longer affected by Vassals Force limit Contribution modifiers.
- The "Seize Court Resources" subject interaction has its cooldown increased from 5 to 10 years.
- The Mayan religion now gives -10% Cost of Advisors with Ruler's Religion instead of +1 Possible Advisors.
- The Chan Chan Citadel now starts at level 2 instead of 1.
- The Tenochtitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.

###################
# Interface
###################

# Icons/Art

- Rajputs will no longer have different banner colors in the army view window.

# Tooltips

- Added a tooltip for has_term_election = yes/no.

# Other

- Shift-clicking max accepted gold for a peace offer no longer puts the amount above 100 war score cost total.
- Fixed so that the court view refreshes when there's a new monarch.
- Fixed so game options in the game lobby start at their positions instead of moving to them.
- Cultures that are promoted for free now have an indication.
- Great Project construction progress added to the outliner.

###################
# Usermodding
###################

# Effects

- Added round_variable, second value > 0 gives Ceiling, second value = 0 gives Round and second value < 0 gives Floor.
- Added a force_create_marriage effect which allows to creation of royal marriages between nations with religions disallowing it.
- add_accepted_culture_or_dip_power takes in culture slots from tech correctly. Is no longer a scripted effect.

# Modifiers

- Added reverse_relation_with_heretic_religion and reverse_relation_with_heathen_religion modifiers.

# Other

- Added frame_variable for custom icons to avoid many frame clauses.
- Added custom GUI to colonization view.
- Added custom GUI to siege view.
- Added custom GUI to the topbar interface.
- Added a custom_window to the custom_gui.
- Added "on_state_edict_enacted", "on_state_edict_removed", "set_state_edict" effects.

###################
# Script
###################

# Achievements

- Trade Protectorates now count for achievements.

# Decisions

- The decision to form Tuscany will no longer display the “Swap your missions” if your missions will not swap
- All Adm Tech 20 Formable countries will now require Adm Tech 18.
- Forming the LPC will no longer change your Lithuanian primary culture to Polish and the latter will just be an accepted culture.
- The "Thalassocracy" Decision now may be completed with Trade Ideas.
- You no longer need to have direct control over the Chinese cities, Central Asia, Crimea, and Urals to form the Mongol Empire.
- Forming Japan will now grant claims on Korea if the Domination DLC is active.

# Events

- The event "The Destruction of the Persian Embassy" now properly refers to Persia.
- The Mamluk mission Naval Enterprise's event reward will offer a choice for players without the Rule Britannia or Golden Century DLCs.
- Added a second option in the Rebirth of Great Armenia event to allow keeping your old idea set
- The event "A Very Strategic Marriage" can no longer trigger while either Castile/Spain or Austria are at war.
- The End of the Tatar Yoke event has now a different description if it breaks when the Horde owner changes its government reform.
- The event "The Milanese Succession" will grant a vassal instead of a union CB if Milan is ineligible for a union.
- The event Feast of the Dead will no longer fire for non-Dakota culture countries.
- The event Porcelain in Meissen will now correctly grant a Mill or upgrade the Production building if possible.
- The event "Fall of the Mamluk Sultanate" will not trigger if Egypt already exists.
- The Persian event 'Weaving Gold & Silk' now properly gives prestige or mana.

# Ideas

- The Aztec idea of "Imperial Tribute" now gives 1 Monarch Power Tribute from the Tributary States and -10% Liberty Desire of Subjects instead of 10% Tax Efficiency, the Aztec idea of "Pochtecayotl" now also gives +10% Burgher loyalty equilibrium.
- The Incan idea of "Machu Picchu" now gives -10% Great Project Upgrade Cost; the Incan idea of "Quipu" now gives -5% Administrative Tech Cost.
- Tuscan Traditions now offer Reformed and Protestant alternatives to Papal Influence.

# Missions

- Fixed some wrong highlighting for the "The Eyalet of Persia" Ottoman mission.
- Fixed a broken tooltip for the requirements of the tur_venetian_relations Ottoman mission.
- The Russian Mission mos_rus_conquer_persia will no longer mismatch the requirement religion with the effect of the potential ally it requires.
- The Qing mission "Expel Foreign Merchants" will now correctly grant its reward.
- The Russian mission "Appease the Patriarchate'' makes it now extra clear that the reward does NOT remove the state maintenance from consecrated Metropolitans. It just slaps a -10% local state maintenance on the modifier which negates the extra cost.
- The Ottoman mission "The Eyalet of Persia" will no longer give claims on the Khorasan region as the previous mission already gave these claims before.
- Georgia AI will no longer vassalize the Trebizond player by completing "Deal with the Komnenids".
- The mission "Modernize the Banners" for Qing, now has a fallback if the EoC does not exist.
- The Polish mission Varna Aftermath will no longer check for the Emperor DLC for one of its effects.
- The Songhaian mission "Army Professionalism" can now be completed even if you don't own Cradle of Civilization.
- Generic missions now have generally more flavorful and interesting rewards.

# Setup

- Renamed Chagatai to Moghulistan.
- The starting ruler of Oirat now has his birth year set to 1407
- Venice now has a core on Thessaloniki (ID: 148) at the game start
- Replaced all mentions of "Tarascan" with "Purépecha" due to the former being a derogatory term
- Tarija is now a mountain province, and Camana is now a Coastal Desert province.

# Other

- Renamed the "Imperial Ban" cb from incidents to "Imperial Campaign".
- Added AI logic to the new policies from 1.35, allowing them to pick those policies.
- Added dynamic province names for Austrian and Bavarian cultures.
- The Great Mongol Horde government reform can now recruit banners in all of their primary culture provinces regardless of what culture they are of.
- The Anglican church action "Reformation Diplomacy" now also affects Hussites.
- The government reform "Royal Marines" is now available to Great Britain and Angevin regardless of their primary culture.
- Improved the tooltiping of the Burgundian Inheritance, notifying the player that they will declare war on Burgundy in 10 days.
- The Burgundian Succession will now properly tell you what provinces you release when the Emperor demands the Lowlands. Additionally, you no longer release provinces that are NOT part of the HRE and are NOT Dutch, Flemish or Frisian.
- The Burgundian Succession will no longer trigger when Burgundy has already fallen into a PU under somebody else before.
- It is now possible to be eligible for the Burgundian Succession by accepting a royal marriage by Burgundy too. In other words, you are no longer forced to be the one sending the Royal Marriage to Burgundy.
- Modernizing as a native country will now properly replace your buildings with an adequate new building (said replacement cannot be from a higher tech than tech 10 though, and manufactories are excluded).
- The Technotitlan monument now gives 0.5/1/2 yearly doom reduction instead of 1/2/3.
- The capitals of Theodoro and Hisn Kayfa are now treated by the AI as fixed.
- Orthodox rebels can no longer convert your provinces when you give in to the Pope's pressure and form the Latin Empire.
- The circumnavigation event now gives monarch power if you have already 100 Prestige.

###################
# Bugfixes
###################

- Fixed heir and consort names for Janissary countries.
- province_trade_power_modifier is now called "Local Trade Power Modifier" instead of just "Local Trade Power", a name that is already used by province_trade_power_value.
- AI will now want to form Spain Diplomatically.
- Fixed the issue of being able to declare war on someone transferring trade power to you when either you or the recipient are subjects.
- Fixed issue where music would start playing when paused and locked windows.
- Fixed an issue that allowed Russia to gain modernization from countries that are technologically not any more advanced than Russia.
- Fixed tax increase not being displayed in confirmation popup when the development of temple privileges is active.
- Fixed so “Strong Duchies” and better integration estate privileges don't get removed when tag switching.
- Spy network now correctly transfers over when the target forms a new country.
- Fixed parliament seat map mode tooltip.
- Fixed the issue with having to double-click the trade node button in the province view.
- Fixed how we decide what government icons to show for tribes.
- Fixed issue with not being able to cancel construction of annexed subjects.
- Fixed an issue where monastic orders could generate female heirs.
- Fixed so loading from in-game resets province highlights.
- Fixed a hot join desync related to the tariff being set to 0.
- Fixed a CTD related to AI attempting to claim RNW state.
- Fixed potential crashes when annexing countries that have hereditary pronoiars.
- Fixed missing tooltips for scripted GUI in the celestial empire view.
- Fixed custom GUI not working in the parliament view.
- Fixed a crash when using custom GUI scripted boxes when they aren't defined in custom GUI files.
- Pathfinding will now correctly take into account open seas when finding a sea path greatly penalizing moving through them.
- Changed the description of the Warned popup to mention only bordering countries, not all countries.
- Decisions linked with estates now show their names correctly in the statistics and history window.
- Fixed a bug with the Grown by development trigger which was making the French mission Shield of Outremer harder after a reload.
- Colonies will no longer use colonial region colors when playing without Leviathan DLC.
- Greatly shortened the vassal modifier description tooltip.
- Fixed weird indentation for separatism effects.
- Getting an upgraded default trade policy will now correctly set all merchants to it.
- Provinces no longer get bonus trade power from “Promote Investment” action when they are not in a trade company.
- Fixed one missing new line in trade power modifiers.
- Changed description of the Spread Revolution peace treaty to no longer say the revolution will be spread only on one continent as it is no longer true.
- The music player will now correctly display the pause button when the music is playing.
- Annexing a subject will no longer use up more diplomatic power than needed.
- Placate ruler can no longer be used when the modifier is at -100% LD.
- Breaking alliances with Favours is now possible without the Rights of Man DLC.
- Fixed areas appearing in the claim area diplomatic action menu even though there are no provinces to be claimed.
- Flagship modifiers given to a country now are correctly applied to the flagships owned by that country.
- Fixed a gray window appearing when trying to build boats in a landlocked country.
- Fixed a bug that disallowed giving away province occupations in some cases.
- The Tooltip for not being able to build a building in a province now correctly displays the reason when it's due to a missionary or cultural conversion.
- AI will no longer be able to declare a war on the date a truce ends making the player unable to declare a war themselves.
- Attacking vassals will now correctly call in a coalition that their overlord is part of.
- AI will no longer be able to cancel the movement of a unit if it is not allowed to stay in a province. AI will no longer be able to hide boats in occupied provinces.
- type = random will no longer crash the game due to wrong Province ID calculation.
- Imperial incidents do not refer to the wrong countries.
- Macrobuilder now correctly shows special unit constructions in the special unit force limit number.
- Fixed inconsistent displayed values for force limit with special mercenaries not contributing to force limit.
- Ai will now take Defender of Faith when possible.
- Fixed framerate drop in the economy tab while playing as a big nation.
- Fixed a bug where attaching units to already moving units causes the attached units to desync with the main army.
- Removed the ability to cancel any movement with automatic ship transportation.
- Fixed modifiers in reforms for players with missing DLCs.
- Fixed overextension events not firing at all as well as on_overrun on action not firing any events.
- Calling an ally who is also a defender of faith into an offensive war won't cause the tooltip to display wrong information.
- Chance to inherit personal unions modifier now adds correctly to the overall chance.
- Centers of Reformation will now use the owner's heathen missionary strength when converting heathen provinces.
- Army maintenance will no longer influence mercenary morale damage.
- Added a missing new line after a change of siege effect.
- Fixed missing localization for mechanic_heirs.
- Changing the name of an heir will no longer speed up personality gain timers for the ruling monarch.
- "Establish the Qizilbash Regiments" privilege's modifiers are no longer hidden until it is enacted.
- Scripted triggers with estate_influence no longer fail trigger validation.
- Fixed custom attributes not appearing in government reform tooltips.
- Knowledge-sharing actions now correctly calculate colonial range.
- Imperial Mercenaries will no longer cost negative money when hired with enough negative modifiers.
- Strict Drillmaster and Inspirational Leader leader personality traits now work correctly giving modifiers to armies.
- Subjects not costing a diplomatic relation no longer cause royal marriages with them to cost a relation slot.
- The 'Cannot combine with' tooltip for peace options now correctly displays the one for annul treaties.
- Outliner now correctly shows that vassal annexation is halted when their provinces are occupied.
- Personal Union calculations are no longer different for nations with more than 1000 development.
- It is no longer possible to rival yourself after forming a nation.
- It is no longer possible to mothball and move ships at the same time, locking them forever in a sea tile.
- Fixed incorrect localization for Rajput regiments in tooltips.
- Regency ending notification no longer appears with Leviathan DLC disabled.
- Disband ship tooltip and message no longer displays max sailor count incorrectly.
- Upgrade trade center notification no longer appears with Dharma DLC disabled.
- Fixed the chat channel kick button and added tooltips.
- Fixed issues with independence support war declarations when multiple subjects are involved.
- Fixed issue with tooltipping past incident of Hanseatic League Decline not mentioning who got embargoed.
- Fixed a bug where the capture of the Ming emperor event would trigger for the Ming heir instead of the ruler.
- Fixed an issue that fired the starting Georgian events when reloading the savefile as a custom nation Georgia.
- The Nizwa Fort Great project will now grant attrition in the area, in the third tier.
- Fixed an issue with the Mamluk agenda 'Develop Military Infrastructure.
- The 'Mercantile Relationship' Mamluk mission will no longer reference Galleas special units if you don't own 'Domination.
- The event 'Heirs of the Romans' will no longer remove the 'Armenian Union' modifier for Georgia.