Good Day Victorians!
Hotfix 1.9.3 is now live! Including, but not limited to; a fix for pops not updating their Interest Group support, AI improvements to proposing/accepting treaties, a balance pass to treaties and many more bugfixes, balance changes and improvements!
(My favourite fix is stopping the British AI constructing endless ports it in Tasmania)
Check out the full patchnotes below! Checksum is `87ce`.
As always please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.9 with fixed issues!
The following changes have been made to the game compared to 1.9.2:
Improvements
Changed assimilation for slaves so that they can assimilate to cultures of the same heritage
Its now possible to properly add a Company Monopoly in the same treaty that also requests the prerequisite Foreign Investment Rights
Expanded the Goods Transfer treaty article non-fulfillment conditions to include checks on supply network strength and good price on source market
Expanded the Goods Transfer treaty article validation conditions to include checks on supply network strength on and good price on source market
Reworked the max script value on the quantity input for the Goods Transfer treaty article to take the source market into consideration and generally be more sensible
Changed it so that when the game checks for a highly specific law (such as Slave Trade) it usually also checks for a variant law, meaning that for instance Slave Trade variants will now automatically enable slave import in the same way the parent does
Deployment of additional invading armies is now disallowed for invader allies
It is no longer possible to accidentally begin the Panama or Suez Canal surveys if they would instantly invalidate
AI
The AI is now more active in proposing and creating treaties and will propose new treaties when low on influence if there are less valued existing treaties it would be OK with replacing
Fixed a bug where when the British AI would try to construct a port in a state which lacked one, instead of actually constructing the port in that state, they would instead construct it in Tasmania (actually a more general issue making the AI misconstruct ports in general, but most visible in Tasmania)
Fixed a bug where the AI would sometimes to fail to subsidize Ports and other critical buildings, resulting in their Supply Network Strength/Infrastructure collapsing
Fixed an issue where AI generals would not advance on invasion fronts
Fixed an exploit where you could renegotiate a State Transfer to get additional states in exchange for the same articles all over again
Made the AI and autonomous investment more likely to build Trade Centers in Treaty Ports, and less likely to construct other types of economic buildings there
The AI now factors how fair they consider existing treaties to be to them when deciding whether to accept a new treaty
Fixed an issue where AI was sometimes calculating Foreign Investment Rights acceptance wrong
Fixed an exploit where it was possible to block the AI from withdrawing from a treaty if you revoked your interest in their country and they didn't have one in yours
Balance
Countries will now be far less willing to cede incorporated states and homelands in particular
Diplomatic demands for ban slavery, investment rights, and take treaty port now generate infamy even when the diplomatic demand is rejected
Tweaked the influence cost of a number of articles, lowering the cost of less significant articles and increasing the cost of Treaty Ports
Technologies that increase Influence now increase it significantly more, particularly in Era V
The AI is generally more stingy now when it comes to parting with its money
Recognized Nations are now significantly less likely to agree to an Alliance or Defensive Pact with an Unrecognized Nation
Trade Centers will now auto-downsize privately owned levels if they have at least 20 or 10% unused Trade Capacity, whichever is higher
Isolationist Countries are now far less willing to agree to certain trade related articles
Nerfed AI acceptance gain from Lobby Opportunity bonuses
Nerfed AI acceptance gain from Mutual Trade Value
There can now only ever be one Law Commitment active per treaty
Reduced the Law Enactment Chance gain from Law Commitment from 25% to 15%
Political parties will now almost never have more than 3 members, and never have more than 4
Changed the East India Company's randomly generated company executive rulers to have the industrialists interest group when possible
Great Powers are now more reluctant to grant the Offer Embassy article
Becoming Unification Candidate for Italy/Scandinavia now only requires Minor Power rank rather than Major Power
Offer Embassy no longer grants an instant 20 points to the Journal Entry, instead each instance of Offer Embassy that the country has signed will grant a ticking +1 score
Reduced the legitimacy incoherence penalty for secondary members of political parties
Trade Centers are no longer subsidized by default
Made it easier to make Atheist minority characters into IG leaders under State Atheism
Content
Added a couple more Executive modifiers to character traits that were missing them and updated some to include missing industries
Added Thomas Edison DNA
Added Samuel Colt DNA & character template (Charters of Commerce)
Added Charles Frederick Worth DNA & character template (Charters of Commerce)
Added Robert E. Lee Wilson DNA & character template (Charters of Commerce)
Added Michael Thonet DNA & character template (Charters of Commerce)
Added John Maple DNA & character template (Charters of Commerce)
Added Cecil Rhodes DNA & character template (Charters of Commerce)
Added Sam Eyde DNA & character template (Charters of Commerce)
Added John Holt DNA & character template (Charters of Commerce)
The "Königliche Porzellan-Manufaktur Meissen" Company is now correctly located in Saxony, not Brandenburg
Japan now starts with two new treaties with China and the Netherlands respectively
Interface
Added potential buildings to the company type tooltip
Added info about the free number of Company Charters the player can grant to more relevant places
Added a compact version of the remaining binding period number on the Treaties pinned in the outliner
The treaty proposal tooltip now lists mutual effects of the treaty
Added an explanation to the tooltip of the company construction bonus for non-company-specific building types
Added the owing/using obligation icon to active treaties if one is owed/used
Added an acceptance label to all the Treaty Draft Acceptance values in all Article Draft tooltips
Added Free charters information into Charter tooltips
When the checkbox to owe an obligation as part of a treaty is disabled, the tooltip now tells you why that is
When the button to remove an article from a renegotiation is disabled, the tooltip now tells you why that is
Productivity of subsidized buildings is now always clearly visible in the state panel
Increased the speed of the outliner show and hide animations.
Changed the acceptance breakdown in Treaty Drafts to be written in a more consistent format in English (will be localized for other languages in Hotfix 1.9.5)
Added a tooltip explaining why the Article quantity slider and editbox is disabled when the min and max amount is the same
Fixed a bug where opening a window for the first time wouldn't show the company icon
Country Leaders on the right side of the Treaty UI now face the correct direction
Fixed breakdowns for goods exports and imports showing outdated values in the world market panel
Fixed a trigger in the Prestige Goods journal entries that displayed an incorrect definition of "prosperous"
The "Privatize | None | Monopolize" right-click menu now will close automagically when you click any option eliminating that unnecessary extra click to close the menu
Fixed null object localization for goods being present in a market in the mobilization panel
Updated the lens tutorial text to say four lenses instead of five
Modding
Implemented savegames.delete_all and savegames.delete_cloud console command
Added requirement_to_maintain support for articles, in the same way that already exists for diplomatic actions. Individual articles can now be invalidated if they fail their requirement_to_maintain check, this will post a notification and also destroy the treaty if the treaty is left without articles. Just like with pacts, you can script conditions under which to warn the player that the article is about to break.
Added new trigger has_law_or_variant, which works like has_law but also evaluates true if the country has a variant of the specified law
Replaced the recipient_pays_maintenance property on diplomatic action types with a maintenance_paid_by = first_country | second_country property
Replaced the recipient_pays_maintenance flag on treaty article types with a maintenance_paid_by = source_country | target_country property
It is now possible to specify in a trigger which exact conditions (such as rank) is required to become a unification candidate for a specific tag
Journal entry timeout is now a script value, and will dynamically recalculate if changed after the JE activates
Law icon parts are separated out into different image files so modders can more easily use them to create new Law icons
Added new country value link principal, which returns the current debt principal
Added new treaty trigger is_equal_exchange, it checks if a treaty has the same types of articles on both sides
Bugfixes
Fixed an issue where backing down would execute the wargoals of your backers, rather than the other side's backers
Fixed a bug where a company monopoly treaty could block the construction of the building type by the target country
Fixed a bug where the total state-to-state export volumes could greatly exceed the actual volume exported from the state, potentially resulting in massively inflated Trade Advantage values
Fixed crash in building privatization from the building having an invalid country as an owner
Fixed some issues where Risorgimento events could result in stagnant split countries
Fixed an issue where a Pops support for Interest Groups could never drop
Fixed an issue where accepting a diplomatic demand that should result in a treaty (i.e. through ban slavery, take treaty port or investment rights) wouldn't do anything.
Fixed a bug when reducing charted company autonomy would put company CEO as a leader of overlord country
Fixed a bug when chartered company wouldn't remove company ties when reducing/increasing autonomy
Articles that are straight up invalid (for instance support independence against a non subject) will now be removed with a notification instead of eternally non-fulfilled
Fixed cases where company executives would randomize interest groups as if they were monarchs and monarchs would randomize interest groups as if they were executives
Fixed a bug where other companies already owning building levels in a state were prioritized over monopoly companies for privatization
Fixed a bug where no migration took place between a treaty port state and its owning country
Fixed a bug when after disbanding a HQ null object HQ could start buying levels
Fixed a bug where regional HQ wouldn't apply prestige goods if original company HQ was present
Achievements Banana Republic and ProleCorp now each have a trigger of prosperity >= 100 instead of the previous 200
Fixed an issue that made the things described by the withdraw from treaty tooltip not actually happen
Fixed support independence not being available between subjects of the same overlord
Fixed a bug where you could end up blockading friendly shipping lanes, potentially ruining your own army supply
The Suez Canal decisions now correctly evaluate the Suez canal instead of the Panama Canal
Fixed an issue in the invasion panel that caused some invading formations to not be listed
Fixed naval invasions failing to start due to impassable sea provinces
Fixed an issue where exiled formations could become stuck in certain situations
Fixed an issue with the Goods Transfer treaty article where it would keep adding the income/expenses from the article even if at 0% shipping lane efficiency. The income/expenses now scales with shipping lane efficiency.
Fixed a bug where the trade center could start trading before construction was finished
Fixed a bug that would make the tooltip explaining the maintenance cost of articles lie about which country would be paying said maintenance
Fixed a bug that would cause some tooltips to incorrectly claim that articles part of enforced treaties have an effect on relationship gain or loss (they don't)
Fixed an issue where Romania was not formable through its Journal Entries
Fixed a crash related to pops when loading certain save games
Fixed a crash related to formation splitting
Fixed an issue where the AI could sometimes not accept a treaty, leaving the request unanswered
Fixed an issue with the Goods Transfer treaty article where it would in some situations incorrectly look at the targets convoys instead of the source's when determining how many goods could be sent.
Fixed an issue with the Goods Transfer treaty article where it would keep sending goods even if the article was not fulfilled.
Fixed a bug where annexed countries did not properly transfer company CEOs and establishment dates
Fixed a savegame integrity corruption and a potential crash to desktop caused by treaty article cleanup not being properly performed in all cases
Countries with Frontier Colonization can no longer offer to not colonize regions at the other end of the world
Fixed an issue that allowed a country to offer multiple instances of Transit Rights to the other country
Fixed an Out of Sync issue in multiplayer related to "Countries" and the power bloc principle "Exploitation of Members"
Fixed an Out of Sync issue in multiplayer related to "Fronts"
Fixed an issue where invasions could continue after a war had ended
Auto-expand tooltip text regarding market access now shows greater than instead of less than
Fixed a small lifetime issue causing the on_entered_into_force effect of non-renegotiatable treaty articles to nevertheless (and incorrectly) be executed when a renegotiated treaty enters into force
Fixed a bug where Unification Candidates who stopped qualifying to be candidates (in ways other than a leadership play) would not be removed from the candidate list
Fixed a bug where the import/export value in the Trade Surplus tooltip would endlessly increase each week
Texas now actually receives Military Assistance from the United States
Fixed pathfinding issues in colonized states
Fixed an issue where formations couldn't find a valid path to some split states
Fixed an issue where the Newsletter bonus map would be unselected after restarting the game
Fixed eliding mobilization percentage numbers in the diplomatic play panel
Fixed some typos in the broken treaty notification text
Fixed an instance of broken localization in the Treaty Broken Catalyst notification
Helmuth von Moltke (the Elder) no longer rolls random Ideologies and IGs
Fixed an issue where Power Bloc map textures appeared black after loading save games
Fixed an issue where the AI could capitulate in the wrong war
Fixed an issue where the Korean Empire pop clothes had the wrong colours and textures
Fixed overlapping text for Company panel headers in Polish language
Fixed a bug where gold (the good) was displayed on the market panel
Fixed an issue where defeated fleets failed to return home for repairs when another admiral died
Previous Patchnotes
Changed files in this update