{"id":206,"date":"2025-11-10T19:50:15","date_gmt":"2025-11-10T19:50:15","guid":{"rendered":"https:\/\/overcentral.com\/en\/europa-universalis-v-update-v1-0-2-patch-notes\/"},"modified":"2026-02-19T01:12:54","modified_gmt":"2026-02-19T01:12:54","slug":"europa-universalis-v-update-v1-0-2-patch-notes","status":"publish","type":"post","link":"https:\/\/overcentral.com\/en\/europa-universalis-v-update-v1-0-2-patch-notes\/","title":{"rendered":"Europa Universalis V Update v1.0.2 Patch Notes, Review, and Download"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/overcentral.com\/en\/topics\/europa-universalis-v\/\" data-type=\"post_tag\" data-id=\"3262\">Europa Universalis V<\/a> continues to evolve with the release of Patch 1.0.2, delivering substantial improvements that address community feedback and enhance the overall gaming experience. Released on November 6, 2025, this significant update introduces over 350 bug fixes alongside crucial gameplay balance adjustments, making it a must-download for both new and veteran players. From achievement system corrections to critical crash fixes, Paradox Interactive has focused on polishing core mechanics while improving stability and optimizing performance across multiple game systems. Whether you&#8217;re navigating complex diplomatic situations, commanding <a href=\"https:\/\/store.steampowered.com\/app\/3450310\/Europa_Universalis_V\" target=\"_blank\" rel=\"noopener\">massive military<\/a> campaigns, or building your trading empire, Patch 1.0.2 promises a more refined and reliable experience that will directly impact how you approach your next conquest. Let&#8217;s dive into the most important changes and what they mean for your gameplay strategy.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img decoding=\"async\" src=\"https:\/\/i.ibb.co\/DHPdrPdB\/Europa-Universalis-V-Update-v1-0-2-Patch-Notes-Review-and-Download.png\" alt=\"Europa Universalis V Update v1.0.2 Patch Notes, Review, and Download\" style=\"width:840px;height:auto\"\/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Critical Stability Fixes: What&#8217;s Been Resolved<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">One of the most significant achievements of Patch 1.0.2 is the resolution of numerous critical crashes that have plagued players since the game&#8217;s launch. The development team has successfully identified and fixed several crash-to-desktop (CTD) incidents that were disrupting gameplay sessions and progress. These stability improvements are particularly crucial for long campaign playthroughs, where system reliability becomes increasingly important as games progress through multiple centuries.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Beyond crashes, the patch addresses a fundamental issue with the achievement system that was allowing players to earn achievements unintentionally. With achievements now functioning as originally intended, the completion of in-game milestones carries legitimate weight and prestige. Players who previously earned achievements through exploits will notice that the system now properly validates achievement triggers, ensuring that your accomplishments represent genuine strategic success rather than technical oversights.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Personal Union system has also received significant attention, particularly regarding AI behavior. The patch substantially reduces spam from Union Law voting, making diplomatic interactions more streamlined and less frustrating. This refinement allows players to focus on strategic decision-making rather than dismissing repetitive AI requests, fundamentally improving the pacing of diplomatic gameplay.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Gameplay Balance and Mechanics Overhaul<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Patch 1.0.2 introduces substantial rebalancing across multiple core gameplay systems. In the government sphere, the administrative ability of rulers now reduces proximity distance, which fundamentally changes how you approach territorial expansion and influence. This mechanic shift encourages players to invest more strategically in ruler development, particularly when pursuing aggressive expansion policies.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Navy-based countries have received important adjustments, now experiencing the same shattering mechanics as army-based nations when losing all their units. This change creates more consistent consequences for naval defeats and emphasizes the importance of fleet preservation during warfare. Additionally, the Union of Crowns succession system now properly displays the ruler of the other country as your heir, with improved scoring for male descendants\u2014a critical fix for players managing complex dynastic situations.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The economic systems have undergone refinement as well. The &#8220;Fruit Wineries&#8221; production method now correctly utilizes Fruit instead of Rice as input, resolving a confusing inconsistency that affected production chains. Estates building roads across straits and the loss of gold during monthly ticks have been corrected, providing more stable economic management and preventing unexpected budget hemorrhages during critical moments.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Revolutionary Diplomatic System Improvements<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The diplomatic framework in Europa Universalis V has received comprehensive updates that dramatically reshape how players interact with other nations. One of the most impactful changes is the introduction of a new diplomatic action for overlords to intervene in their subjects&#8217; wars, providing greater strategic control over vassal states. This addition creates new layers of complexity in managing your realm while allowing for more nuanced overlord-subject relationships.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The patch introduces significant changes to subject loyalty mechanics. Subjects engaged in warfare without their overlord&#8217;s direct assistance now experience reduced Subject Loyalty, encouraging players to actively support their vassals during conflicts. Furthermore, subjects can now choose whether to call their overlord into wars they initiate, providing more agency and creating realistic diplomatic scenarios where vassals maintain some autonomy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Another groundbreaking feature is the ability for overlords to control subject military stances, combined with the introduction of proper diplomatic triggers for the &#8220;allow_declaring_wars&#8221; subject type. These changes transform the subject interaction system from a rigid hierarchy into a dynamic relationship where both parties must consider the consequences of their actions. Civil War countries can no longer be invited to Defensive Leagues, preventing exploitative alliance strategies and maintaining logical consistency in coalition mechanics.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Marriage unions now properly break upon the death of either member, ending a long-standing mechanics issue that confused players managing dynastic relationships. The rejection of policy votes no longer erroneously removes enacted laws when the law requires a specific policy, fixing a critical inconsistency in governance systems. Additionally, conquistador countries have been given a diplomatic range requirement before they can conquer territories, adding strategic depth to colonial conquest mechanics.<\/p>\n\n\n\t\t<div class=\"related-sec related-2 is-width-wide is-style-default\">\n\t\t\t<div class=\"inner block-list-small-2\">\n\t\t\t\t\t\t\t\t<div class=\"block-inner\">\n\t\t\t\t\t\t\t<div class=\"p-wrap p-small p-list-small-2\" data-pid=\"96279\">\n\t\t\t\t\t<div class=\"feat-holder\">\t\t<div class=\"p-featured ratio-v1\">\n\t\t\t\t\t<a class=\"p-flink\" href=\"https:\/\/overcentral.com\/en\/clear-xbox-cache-control-resonant-96279\/\" title=\"How to Clear Xbox Cache for CONTROL Resonant\">\n\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"150\" height=\"84\" src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_header_l\/public\/2026\/02\/12\/e087e113\/control_03.jpg.webp\" class=\"featured-img wp-post-image\" alt=\"How to Clear Xbox Cache for CONTROL Resonant\" title=\"How to Clear Xbox Cache for CONTROL Resonant\" fetchpriority=\"high\" loading=\"eager\"  onerror=\"this.src='https:\/\/overcentral.com\/en\/wp-content\/uploads\/2026\/03\/overcemtralogov2.webp'; jQuery(this).removeAttr('srcset');\"\/>\t\t<\/a>\n\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<div class=\"p-content\">\n\t\t\t<div class=\"entry-title h4 none-toc\">\t\t<a class=\"p-url\" href=\"https:\/\/overcentral.com\/en\/clear-xbox-cache-control-resonant-96279\/\" rel=\"bookmark\">\n\t\tHow to Clear Xbox Cache for CONTROL Resonant\t\t<\/a>\n\t\t<\/div>\t\t\t<div class=\"p-meta\">\n\t\t\t\t<div class=\"meta-inner is-meta\">\n\t\t\t\t\t\t\t<div class=\"meta-el meta-update\">\n\t\t\t\t\t\t<time\n\t\t\tclass=\"updated\"\t\t\tdatetime=\"2026-09-24T18:42:31-04:00\">September 24, 2026<\/time>\n\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"p-wrap p-small p-list-small-2\" data-pid=\"97359\">\n\t\t\t\t\t<div class=\"feat-holder\">\t\t<div class=\"p-featured ratio-v1\">\n\t\t\t\t\t<a class=\"p-flink\" href=\"https:\/\/overcentral.com\/en\/control-resonant-living-shards-farming-97359\/\" title=\"Control Resonant: How to Farm Living Shards Fast\">\n\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"150\" height=\"150\" src=\"https:\/\/cards.overcentral.com\/cards\/en\/97359.png\" class=\"featured-img wp-post-image\" alt=\"Control Resonant: How to Farm Living Shards Fast\" title=\"Control Resonant: How to Farm Living Shards Fast\" fetchpriority=\"high\" loading=\"eager\"  onerror=\"this.src='https:\/\/overcentral.com\/en\/wp-content\/uploads\/2026\/03\/overcemtralogov2.webp'; jQuery(this).removeAttr('srcset');\"\/>\t\t<\/a>\n\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<div class=\"p-content\">\n\t\t\t<div class=\"entry-title h4 none-toc\">\t\t<a class=\"p-url\" href=\"https:\/\/overcentral.com\/en\/control-resonant-living-shards-farming-97359\/\" rel=\"bookmark\">\n\t\tControl Resonant: How to Farm Living Shards Fast\t\t<\/a>\n\t\t<\/div>\t\t\t<div class=\"p-meta\">\n\t\t\t\t<div class=\"meta-inner is-meta\">\n\t\t\t\t\t\t\t<div class=\"meta-el meta-update\">\n\t\t\t\t\t\t<time\n\t\t\tclass=\"updated\"\t\t\tdatetime=\"2026-09-26T18:18:57-04:00\">September 26, 2026<\/time>\n\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\n\n\n<h2 class=\"wp-block-heading\">Military Enhancements and Combat Refinements<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The military systems have undergone substantial refinement to create more tactical and rewarding warfare experiences. Chase army objectives created via right-click now properly ignore enemy strength, allowing for more predictable military maneuvers and better strategic planning. Hostile troops now have increased impact on prosperity, making occupation and territorial control more consequential\u2014players must now carefully balance military occupation with economic management.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The declaration of war against subjects has been rebalanced to prevent exploitative bonus stacking. Previously, declaring war on a subject while maintaining good relations with both the subject and overlord granted the good relations penalty twice. This fix eliminates cheese tactics and encourages more thoughtful diplomatic-military strategies.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">War declarations have also become more flexible, with players now able to call in allies at any point during a conflict, removing the previous first-year restriction. This change allows for more dynamic alliance management and reflects realistic diplomatic scenarios where reinforcements arrive throughout conflicts rather than only at their inception. Fighting wars together now grants explicit food access, improving logistics and removing ambiguity about supply line mechanics during joint military operations.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Situation and Event System Revisions<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The game&#8217;s elaborate situation system has received significant updates that enhance storytelling and strategic opportunities. The &#8216;Hundred Years&#8217; War&#8217; situation has been refined\u2014the &#8216;Claim French Throne&#8217; peace treaty no longer requires the claimant to be senior in a Personal Union, opening new strategic pathways for English and French players. The new casus belli now allows taking land owned by subjects of either war leader, expanding the scope of territorial ambitions beyond the French region.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The &#8216;Hussite Wars&#8217; situation now spans an extended time period, reflecting historical reality and giving players more opportunity to engage with this significant religious conflict. Events converting Hussite populations for Bohemia now trigger more aggressively and impact religious conversion significantly, making religious conflict more meaningful and rewarding for players focused on theological victory conditions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For Japanese players, the &#8216;Sengoku Jidai&#8217; situation has been corrected\u2014clans properly lose their foreign buildings when they are landed, preventing illogical building persistence and maintaining game integrity. The &#8216;Great Pestilence&#8217; situation has received substantial improvements, including corrected death displays, better action visibility, and expanded duration to ensure the pandemic feels genuinely threatening and affects the most important regions of the map.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The &#8216;Little Ice Age&#8217; situation now includes a hint shortcut button for accessibility, and the &#8216;Starving Provinces&#8217; icon correctly displays affected regions when hovered. The &#8216;Rise of the Turks&#8217; has been particularly refined\u2014the &#8216;Raise Bey Fortress&#8217; action now costs only 100 gold instead of 400, making it more accessible while maintaining strategic importance.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">User Interface and Visual Enhancements<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Patch 1.0.2 introduces substantial quality-of-life improvements throughout the user interface, recognizing that gameplay extends beyond mechanics into presentation and accessibility. The settings menu has received comprehensive icon updates, with the gold hue of currency-related icons now matching the rest of the UI for visual consistency. The &#8220;Execute Ruler&#8221; and &#8220;Humiliate&#8221; icons, previously missing from the peace panel, have been restored, ensuring all diplomatic actions are clearly visible and intuitive.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Map functionality has been significantly enhanced with the addition of &#8220;Province Capital&#8221; map markers visible at higher zoom levels, particularly when the player owns the province or is at war with its owner. This improvement helps players better understand their territorial control and strategic positioning without constant manual checking. The Hussite Wars situation now includes dedicated map legend keys, providing essential context for players engaging with this complex religious conflict.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The alerts system has received important refinements to reduce redundant notifications. Situations no longer spam resolutions after completion, preventing the notification fatigue that plagued previous versions. A new alert has been implemented to prompt players to improve education for the ruling dynasty&#8217;s children, encouraging long-term dynasty planning. The sue for peace alert icon and tooltip have been standardized and corrected for clarity.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Panel improvements extend across multiple systems. The ruling history for foreign countries now opens correctly from the Ruling History panel, while the ability to add or remove all subunits of a specific type to newly created units streamlines military organization. Players can now use Ctrl+Click functionality to move all subunits with the same unit type to another flank in a single operation, dramatically improving military formation management efficiency.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Tooltips throughout the game have been substantially expanded and clarified. The current navy strength tooltip now displays accurate information, while institution spawn chance numbers are now properly hoverable for player investigation. Unique advances for other countries are correctly displayed in the foreign country panel, and diplomatic action tooltips include detailed reasons for non-availability. The International Organization payments tooltip now updates correctly each month, eliminating confusion about IO finances.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img decoding=\"async\" src=\"https:\/\/i.ibb.co\/DHPdrPdB\/Europa-Universalis-V-Update-v1-0-2-Patch-Notes-Review-and-Download.png\" alt=\"Europa Universalis V Update v1.0.2 Patch Notes, Review, and Download\" style=\"width:840px;height:auto\"\/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">International Organizations and Governance Revisions<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The international organizations system has received critical refinements addressing AI behavior and policy voting mechanics. The AI now only initiates policy votes when genuinely dissatisfied with current policies, eliminating instances where the AI would flip-flop between competing policies and creating meaningless voting cycles. Additionally, the AI only pushes for seniority in unions when neighboring other union members, making diplomatic behavior more logically consistent and strategic.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Senior partner AI no longer indiscriminately initialize federalization policies, preventing the automatic dismantling of carefully constructed unions through exploitative AI behavior. The rejection of policy votes no longer erroneously removes enacted laws when the law requires a specific policy, ensuring governance stability. Policy voting power can no longer become negative, eliminating mathematical inconsistencies that could confuse players managing complex international agreements.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Lordship of Ireland International Organization has received specific attention. The Government Power cost of the Lordship of Ireland casus belli has been increased, making this powerful diplomatic tool more strategically valuable rather than casually deployable. The &#8216;Bestow Lieutenant Status&#8217; action is now properly selectable, fixing a critical bug preventing Irish players from utilizing this key feature. The &#8220;Assert Regency&#8221; country interaction is now the exclusive method for the Lordship of Ireland&#8217;s leader to become regent of rulerless members, creating a consistent hierarchy for governance.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Leaders of Autocephalous Patriarchates can no longer join other organizations of the same type, preventing exploitation through multiple memberships. Subjects within the Lordship of Ireland can declare their own wars against non-members in the Ireland region, providing subject states meaningful agency within the organization. Organizations like the Autocephalous Patriarchate will no longer have their laws revoked by the AI for arbitrary reasons, preserving player-established organizational structures.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The &#8220;Unified Succession Law&#8221; policy for unions now comprehensively updates heir religion so all union members maintain policy consistency. This mechanic fix ensures that complex dynastic situations remain manageable and that succession planning remains coherent across multiple realms.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Economic and Prosperity Mechanics Rebalancing<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Economic gameplay has been refined through several targeted adjustments that create more sustainable and rewarding financial systems. The prosperity decline from occupation has been dramatically reduced from 5% to 1% per month, making military conquest less economically punishing and allowing players more realistic recovery time after territorial acquisition. This change fundamentally alters how players approach expansion strategy\u2014occupation becomes less of a financial death sentence and more of a manageable challenge.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Bankruptcy consequences now scale down over five years instead of maintaining the same penalty throughout the entire period, providing players a more forgiving recovery path from financial mismanagement. Bankruptcy no longer directly impacts prosperity, separating economic penalties into more distinct and manageable categories. Price increases for building above the support limit now account for the construction queue, preventing sudden unexpected cost spikes that blindside unprepared players.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The AI&#8217;s economic management has been substantially improved. Fixed instances where the AI would change the economy slider every month while at war and operating at negative income have eliminated erratic economic behavior. The AI now receives modifier support for harbor capacity, making it better equipped to manage trade infrastructure. Critically, the AI now specifically evaluates building market center buildings in actual market centers rather than testing random cities, dramatically improving economic efficiency for computer opponents.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">These economic adjustments create a more forgiving and strategic financial landscape where players can recover from mistakes and focus on long-term empire building rather than constant financial crisis management.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Performance Optimization and Technical Improvements<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Beyond gameplay mechanics, Patch 1.0.2 addresses critical performance concerns that impact the overall gaming experience, particularly in large and complex save games. Optimization for increasing area control has been implemented, improving frame rates and responsiveness when managing extensive territories. The main menu carousel issue has been resolved, ensuring smooth navigation through the game&#8217;s launcher interface.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A potential crash in the market view has been fixed\u2014a critical stability improvement for players who regularly engage in complex trade route management and market manipulation. The map rendering issues that occasionally caused visual glitches after changing settings have been corrected, ensuring visual consistency and stability throughout gameplay sessions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Performance improvements extend to specific high-impact scenarios. The game no longer gets stuck recalculating cached data when loading savegames, dramatically reducing load times for veteran players managing massive empires spanning centuries. Early termination of savegame loading failures prevents cascading system issues that previously plagued players with corrupted or partially-loaded save files.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The AI has received substantial optimization improvements that benefit overall game performance. Fixed instances where AI armies would get stuck waiting to siege castles defended by stronger forces eliminate unnecessary computational overhead. The AI now avoids bad weather with its fleets, reducing pathfinding calculations and preventing illogical military decisions that stressed system resources. These cumulative optimizations contribute to smoother gameplay in mid-to-late game scenarios where computational demands peak.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Visual and Artistic Polish<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Paradox Interactive has invested considerable effort in visual consistency and artistic presentation throughout Patch 1.0.2. Disaster event illustrations have been resized and repositioned to reduce file size while improving character proportions, creating a more polished visual presentation. The St. Peter&#8217;s Basilica illustration, previously missing, has been restored to enhance visual immersion when players interact with religious developments.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Fortification illustrations now consistently display across different circumstances, with their triggers and metadata corrected to ensure these important structures appear appropriately throughout gameplay. Location illustrations for Stonehenge and Sanchi stupa have been repositioned to eliminate visual overlap with city and town illustrations, improving map clarity and visual hierarchy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Flag textures have been refined to fit better within their frames without visual overscan, while the setup for early formable Italy flag variants has been substantially expanded, providing more historical variety for Italian players pursuing different formation paths. Character illustrations for clergy and peasants now display appropriate emotional states\u2014angry and happy clergy along with happy peasants\u2014creating more dynamic and emotionally resonant event presentations.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The loading screen for the Deccan region has received noise reduction improvements, while the Iroquois loading screen now features additional animal illustrations, enhancing immersion and cultural authenticity. North German fortifications have been made more visible, improving the visual impact of this important region&#8217;s defensive infrastructure.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Achievement System Reconstruction and Long-Term Goals<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Perhaps one of the most significant quality-of-life improvements in Patch 1.0.2 is the complete reconstruction of the achievement system, which now functions as originally intended. The scope type for achievement triggers has been corrected, eliminating errors that were causing unintended achievements to unlock. Most importantly, activating the &#8220;Allow Ahistorical&#8221; game rule no longer blocks achievement acquisition, allowing players to explore alternate history scenarios without sacrificing their progression goals.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The achievement system now includes several meaningful updates to existing achievements. &#8220;The Navigator&#8221; achievement for Portugal now includes a missing requirement, ensuring Portugal must meet all intended conditions for legitimate completion. The &#8220;Lion of the North&#8221; achievement has been completely rewritten with more accurate conditions, reflecting a more historically and mechanically appropriate challenge. &#8220;Cold War&#8221; now requires 2 years of no conflicts instead of 3, making this challenging achievement more attainable through dedicated pacifism.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">&#8220;Break the Yoke&#8221; has been corrected to properly apply to starting members of the &#8216;Tatar Yoke&#8217; International Organization and is now available for Muscovy, allowing Eastern European players meaningful achievement progression. The &#8220;Crusader Kings&#8221; achievement can now be obtained by winning a Jihad, expanding the paths to this prestigious accomplishment. Achievement descriptions have been corrected for accuracy, with &#8220;The Spice Must Flow&#8221; and &#8220;Manchurian Candidate&#8221; descriptions now using proper in-game terminology and &#8220;Brothers in Arms&#8221; now meeting more accurate conditional requirements.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">These achievement revisions provide long-term progression goals that feel authentic and rewarding, encouraging players to pursue diverse playstyles and experimental strategies beyond their typical comfort zones.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img decoding=\"async\" src=\"https:\/\/i.ibb.co\/DHPdrPdB\/Europa-Universalis-V-Update-v1-0-2-Patch-Notes-Review-and-Download.png\" alt=\"Europa Universalis V Update v1.0.2 Patch Notes, Review, and Download\" style=\"width:840px;height:auto\"\/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">The Meta-Impact: How Patch 1.0.2 Changes Your Strategy<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Collectively, these 350+ fixes represent a fundamental refinement of Europa Universalis V&#8217;s core experience. The patch transforms the game from a mechanically rough but ambitious title into a more polished and strategically nuanced experience. Players pursuing diplomatic victories now have more meaningful tools through improved overlord-subject mechanics and International Organization refinements. Military-focused players benefit from more transparent combat mechanics and balanced naval systems. Economic specialists now operate in a more forgiving environment where financial recovery remains possible without complete restart.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The diplomatic improvements fundamentally alter how players approach vassal management, marriage unions, and international relations. Rather than micromanaging repetitive AI requests or exploiting broken mechanics, players can now engage in strategic decision-making that feels consequential. The situation system enhancements mean that historical scenarios like the Hundred Years&#8217; War and Hussite Wars now provide authentic strategic challenges worthy of their historical significance.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Performance improvements ensure that long campaigns remain enjoyable throughout the centuries, particularly in late-game scenarios where computational demands typically cause slowdowns. The visual polish and UI enhancements create a more professional presentation that respects player time investment, making the experience feel more premium and cohesive.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Building Upon a Solid Foundation<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Patch 1.0.2 represents Paradox Interactive&#8217;s commitment to continuous improvement and community engagement. By addressing over 350 bugs while simultaneously rebalancing core systems and enhancing visual presentation, the developers have demonstrated that Europa Universalis V&#8217;s launch version was merely the beginning of the game&#8217;s evolution. The patch transforms frustrating mechanical quirks into intuitive systems and corrects exploitable strategies into balanced challenges.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For new players, this patch represents an ideal entry point\u2014the game is now more stable, more forgiving, and more intuitive than at launch. For veteran players, the refinements offer fresh strategic challenges and eliminate cheese tactics that previously rewarded exploitation over genuine strategic thinking. Whether you&#8217;re a seasoned Grand Strategy veteran or approaching Europa Universalis for the first time, Patch 1.0.2 provides substantial reason to dive into this ambitious world-building experience.<\/p>\n\n\n\t\t<div class=\"related-sec related-2 is-width-wide is-style-default\">\n\t\t\t<div class=\"inner block-list-small-2\">\n\t\t\t\t\t\t\t\t<div class=\"block-inner\">\n\t\t\t\t\t\t\t<div class=\"p-wrap p-small p-list-small-2\" data-pid=\"95804\">\n\t\t\t\t\t<div class=\"feat-holder\">\t\t<div class=\"p-featured ratio-v1\">\n\t\t\t\t\t<a class=\"p-flink\" href=\"https:\/\/overcentral.com\/en\/marvels-wolverine-hdr-settings-fix-tv-95804\/\" title=\"Marvel&#8217;s Wolverine HDR Settings: Stop Tuning the Game, Fix Your TV\">\n\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"150\" height=\"84\" src=\"https:\/\/s2-techtudo.glbimg.com\/TpinuR71Zu7rowYbwz8g9R9w2bc=\/0x0:3840x2160\/984x0\/smart\/filters:strip_icc()\/i.s3.glbimg.com\/v1\/AUTH_08fbf48bc0524877943fe86e43087e7a\/internal_photos\/bs\/2026\/G\/E\/qzLHIbT6652B71SVMIqA\/marvels-wolverine-20260830191411.jpg\" class=\"featured-img wp-post-image\" alt=\"Marvel&#8217;s Wolverine HDR Settings: Stop Tuning the Game, Fix Your TV\" title=\"Marvel&#8217;s Wolverine HDR Settings: Stop Tuning the Game, Fix Your TV\" fetchpriority=\"high\" loading=\"eager\"  onerror=\"this.src='https:\/\/overcentral.com\/en\/wp-content\/uploads\/2026\/03\/overcemtralogov2.webp'; jQuery(this).removeAttr('srcset');\"\/>\t\t<\/a>\n\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<div class=\"p-content\">\n\t\t\t<div class=\"entry-title h4 none-toc\">\t\t<a class=\"p-url\" href=\"https:\/\/overcentral.com\/en\/marvels-wolverine-hdr-settings-fix-tv-95804\/\" rel=\"bookmark\">\n\t\tMarvel&#8217;s Wolverine HDR Settings: Stop Tuning the Game, Fix Your TV\t\t<\/a>\n\t\t<\/div>\t\t\t<div class=\"p-meta\">\n\t\t\t\t<div class=\"meta-inner is-meta\">\n\t\t\t\t\t\t\t<div class=\"meta-el meta-update\">\n\t\t\t\t\t\t<time\n\t\t\tclass=\"updated\"\t\t\tdatetime=\"2026-09-24T10:24:48-04:00\">September 24, 2026<\/time>\n\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"p-wrap p-small p-list-small-2\" data-pid=\"81575\">\n\t\t\t\t\t<div class=\"feat-holder\">\t\t<div class=\"p-featured ratio-v1\">\n\t\t\t\t\t<a class=\"p-flink\" href=\"https:\/\/overcentral.com\/en\/wardogs-helicopter-pilot-guide-81575\/\" title=\"WARDOGS Pilot Guide: Why the Best Helicopter Pilots Fly Slow\">\n\t\t\t<img fetchpriority=\"high\" decoding=\"async\" width=\"150\" height=\"84\" src=\"https:\/\/encrypted-tbn0.gstatic.com\/images?q=tbn:ANd9GcQOE9FMHBctcXp5DOc6jd1t08NF1hw543wuW3iOYTR4UIqPyL88LlqkQPI&amp;s=10\" class=\"featured-img wp-post-image\" alt=\"WARDOGS Pilot Guide: Why the Best Helicopter Pilots Fly Slow\" title=\"WARDOGS Pilot Guide: Why the Best Helicopter Pilots Fly Slow\" fetchpriority=\"high\" loading=\"eager\"  onerror=\"this.src='https:\/\/overcentral.com\/en\/wp-content\/uploads\/2026\/03\/overcemtralogov2.webp'; jQuery(this).removeAttr('srcset');\"\/>\t\t<\/a>\n\t\t\t\t<\/div>\n\t\t<\/div>\n\t\t\t\t\t<div class=\"p-content\">\n\t\t\t<div class=\"entry-title h4 none-toc\">\t\t<a class=\"p-url\" href=\"https:\/\/overcentral.com\/en\/wardogs-helicopter-pilot-guide-81575\/\" rel=\"bookmark\">\n\t\tWARDOGS Pilot Guide: Why the Best Helicopter Pilots Fly Slow\t\t<\/a>\n\t\t<\/div>\t\t\t<div class=\"p-meta\">\n\t\t\t\t<div class=\"meta-inner is-meta\">\n\t\t\t\t\t\t\t<div class=\"meta-el meta-update\">\n\t\t\t\t\t\t<time\n\t\t\tclass=\"updated\"\t\t\tdatetime=\"2026-09-13T19:15:01-04:00\">September 13, 2026<\/time>\n\t\t<\/div>\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t\t\n\n\n<p class=\"wp-block-paragraph\">The journey of empire building in Europa Universalis V is indeed long and exciting, just as the development team promised. With Patch 1.0.2 serving as a solid foundation, the best strategies are yet to be discovered. So update your game, brush up on your diplomatic skills, and remember the studio&#8217;s enduring motto: <strong>Be Ambitious!<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Europa Universalis V Update v1.0.2 Full Patch Notes<\/h2>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/5a7f0f4775325febd79d2d310ed06343d8a33382.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed more than 350 bugs (not counting Translation-related number of errors fixed, which you can find in its own section)<\/li>\n\n\n\n<li>Fixed the scope type for Achievement triggers, which was triggering several errors, along with many other minor fixes to them; also, activating the &#8220;Allow Ahistorical&#8221; game rule now doesn&#8217;t block getting Achievements<\/li>\n\n\n\n<li>Fixed several CTDs<\/li>\n\n\n\n<li>Made several fixes to Personal Unions, especially to AI Union Law voting, making it less spammy<\/li>\n\n\n\n<li>Fixed an issue making the Timurid spawning player event to not work properly<\/li>\n\n\n\n<li>The &#8216;Claim French Throne&#8217; peace treaty during the &#8216;Hundred Years&#8217; War&#8217; situation no longer requires you to be senior in a PU already<\/li>\n\n\n\n<li>The events that convert Hussite pops for Bohemia during the &#8216;Hussite Wars&#8217; situation are now converting much more aggressively and impactfully<\/li>\n\n\n\n<li>Japanese clans will now properly lose their clan&#8217;s foreign buildings when being landed after the &#8216;Sengoku Jidai&#8217; situation starts<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/7ea7aba96c4881f68e2d35c1b3e5e65a522fa952.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Government:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Navy based countries now shatter just like army based ones when they lose all their units\u00a0<\/li>\n\n\n\n<li>The rulers administrative ability now reduces proximity distance<\/li>\n\n\n\n<li>Conquistador Countries now always have a Crown Estate<\/li>\n\n\n\n<li>The Union of Crowns succession now properly displays the ruler of the other country as your heir. Also, added additional scores for the male descendant of your ruler as they should have priority over any foreign king\u00a0<\/li>\n\n\n\n<li>Location cabinet actions now finish on the first month instead of waiting an extra one<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Economy:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Made the &#8220;Fruit Wineries&#8221; production method correctly use Fruit instead of Rice as input.<\/li>\n\n\n\n<li>Fixed Estates building roads across straits<\/li>\n\n\n\n<li>Fixed Estates losing all of their gold on monthly ticks if the loan capacity was below the max loan capacity<\/li>\n\n\n\n<li>Fixed a bug with automated trade capacity not being properly updated when the overall merchant capacity goes down<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Production:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Rebalanced the Bey Fortress Building Manpower<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Diplomacy:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Civil War countries can no longer be invited to Defensive Leagues<\/li>\n\n\n\n<li>Added a diplomatic action for Overlords to intervene in a Subject&#8217;s war.<\/li>\n\n\n\n<li>If a Subject is in a War without their Overlord helping, they get reduced Subject Loyalty<\/li>\n\n\n\n<li>The time before Overlord can join the Subject&#8217;s civil war has been reduced from 12 months to 6 months<\/li>\n\n\n\n<li>Subjects can choose not to call in their overlord into wars they start.<\/li>\n\n\n\n<li>Subject Type &#8216;allow_declaring_wars&#8217; is now a trigger instead of a simple yes\/no<\/li>\n\n\n\n<li>Fixed the &#8216;Annul Treaties&#8217; treaty name, and it no longer cancels subjects<\/li>\n\n\n\n<li>Personal Union peace treaties are no longer usable on non-war leader participants<\/li>\n\n\n\n<li>The &#8216;Support Heir&#8217; country interaction can now only target characters who actually have the target country&#8217;s eligible heir religion<\/li>\n\n\n\n<li>Impact of Unions on Royal Marriage acceptance now scales with the power of the union members<\/li>\n\n\n\n<li>Fixed antagonism with distance<\/li>\n\n\n\n<li>Fixed an instance where the player is not informed that their ally broke the alliance between their countries<\/li>\n\n\n\n<li>Conquistadors now have a Diplo range before they conquer anywhere<\/li>\n\n\n\n<li>Marriage Unions now properly break when one of the couple dies<\/li>\n\n\n\n<li>Updated the leaving message for Marriage Unions to no longer give the &#8220;the country has joined a new Union&#8221; reason for leaving a Marriage Union<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Military:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Chase army objective created via right click on army now properly ignores enemy strength<\/li>\n\n\n\n<li>Fixing space issues in the War popup.<\/li>\n\n\n\n<li>Hostile troops have a further impact on prosperity.<\/li>\n\n\n\n<li>Declaring a war against a subject and having good relations with the subject and overlord no longer gives the good relations penalty twice<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Other:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The modifier utility from policies is now only a 1\/5 as an important factor for voting for a policy for the AI<\/li>\n\n\n\n<li>The parliament of the Unions now maintains parliamentary support when it merges with another union<\/li>\n\n\n\n<li>Colonies now have a force flip threshold at 50k instead of 25k.<\/li>\n\n\n\n<li>Conquistadors should always be Catholic<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/65e955b61c0d109eba36bfdd2826cee4206a6182.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Setup:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The Earldom of Ulster is restored to being a Vassal of the Pale<\/li>\n\n\n\n<li>Changed back the raw material of the J\u00e1chymov location to Lumber, so the Bohemian DHE &#8220;Silver Found in J\u00e1chymov&#8221; makes sense once again.<\/li>\n\n\n\n<li>The starting Exploration Template for Serbia, Bulgaria, and others now correctly has the Libyan Sea Area discovered<\/li>\n\n\n\n<li>Moved dynasties from the &#8216;Red Turban Rebellions&#8217; to be in the setup instead of being created during the situation, so that they can have properly scripted coats of arms<\/li>\n\n\n\n<li>Moved the city centers of Waren, Gdansk, and Malbork to their proper position<\/li>\n\n\n\n<li>Added a few Danish dynamic names<\/li>\n\n\n\n<li>Corrected the father of Nyinamwiru of Kitara<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Situations:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The End of the &#8216;War of Religions&#8217; now makes the HRE choose a new leader country<\/li>\n\n\n\n<li>Clarified the tooltip for the vote progress for the &#8216;Western Schism&#8217;<\/li>\n\n\n\n<li>Demand Member Removal will have a shorter truce timer to give the leaders more flexibility when declaring the &#8216;War of Religions&#8217;<\/li>\n\n\n\n<li>The &#8216;Claim French Throne&#8217; peace treaty during the &#8216;Hundred Years&#8217; War&#8217; no longer requires you to be senior in a PU already<\/li>\n\n\n\n<li>Fixed an issue with the tooltip of the &#8216;Sponsor Spiritual Protection&#8217; modifier&#8217;s cost breakdown for the &#8216;Great Pestilence&#8217; Situation<\/li>\n\n\n\n<li>Fixed an issue with the tooltip of the &#8216;Paying for Clerical Services&#8217; modifier&#8217;s cost breakdown for the &#8216;Black Death&#8217; Situation<\/li>\n\n\n\n<li>Fixed an issue with the tooltip of the &#8216;Procure Remedies&#8217; cost breakdown for the &#8216;Black Death&#8217; Situation<\/li>\n\n\n\n<li>Fixed an issue that hid the &#8220;Repeal Segregate the Infected&#8221; action from the &#8216;Great Pestilence&#8217; panel<\/li>\n\n\n\n<li>The &#8216;Great Pestilence&#8217; number of deaths is now displayed correctly in its panel<\/li>\n\n\n\n<li>&#8216;Embrace the Reformation&#8217; action now removes the character modifier for &#8216;Placitum Regium&#8217;<\/li>\n\n\n\n<li>Fixed an issue with erroneous pop-up messages after performing actions in the &#8216;Great Pestilence&#8217; situation<\/li>\n\n\n\n<li>Expanded the duration of the &#8216;Great Pestilence Situation&#8217; so it only ends when the most important regions have been infected<\/li>\n\n\n\n<li>Hundred Years&#8217; War: The CB provided to England\/France now allows taking land owned by subjects of either war leader, even outside the French region<\/li>\n\n\n\n<li>Using the &#8220;Assist Foreign Revolutionaries&#8221; Generic Action during the People&#8217;s Uprising Situation is no longer visible for Non-Revolutionary countries<\/li>\n\n\n\n<li>Using the &#8220;Suppress Foreign Revolutionaries&#8221; Generic Action during the People&#8217;s Uprising Situation is no longer visible for Revolutionary countries<\/li>\n\n\n\n<li>Using the &#8220;Suppress Foreign Revolutionaries&#8221; Generic Action during the People&#8217;s Uprising Situation no longer targets civil war rebel countries<\/li>\n\n\n\n<li>The &#8220;Negotiate Member Removal&#8221; from the &#8216;War of Religions&#8217; can no longer target the leaders of the other league in the situation<\/li>\n\n\n\n<li>Blocked the AI from &#8216;Violating the Treaty of Tordesillas&#8217; if they are already unable to colonize<\/li>\n\n\n\n<li>Japanese clans will now properly lose their clan&#8217;s foreign buildings when being landed after the &#8216;Sengoku Jidai&#8217; situation starts<\/li>\n\n\n\n<li>The &#8216;Hussite Wars&#8217; situation can now happen over an extended time period<\/li>\n\n\n\n<li>&#8216;Western Schism&#8217; action &#8216;Show Unity of Faith&#8217; is now slightly worse at converting people<\/li>\n\n\n\n<li>The &#8216;Treaty of Tordesillas&#8217; action &#8220;Claim Conflicting Area&#8221; will no longer display broken requirements when no valid area exists<\/li>\n\n\n\n<li>Restored the &#8220;Situation Breakdown&#8221; texture in every situation panel<\/li>\n\n\n\n<li>Reordered the effects of introducing new goods in the Columbian Exchange situation in order to improve clarity<\/li>\n\n\n\n<li>&#8216;Negotiate Member Removal&#8217; can no longer target the Emperor of the HRE<\/li>\n\n\n\n<li>The &#8216;Claim French Throne Peace Treaty&#8217; in the &#8216;Hundred Years&#8217; War&#8217; Situation now requires England to have a greater Great Power Score than France<\/li>\n\n\n\n<li>Reorganized the elements of the &#8216;Columbian Exchange&#8217; Situation UI to fall in line with how other situations&#8217; elements are ordered<\/li>\n\n\n\n<li>The &#8216;Italian Wars&#8217; situation action &#8220;Send Aid&#8221; now has a cooldown<\/li>\n\n\n\n<li>The &#8216;Little Ice Age&#8217; situation &#8216;Starving Provinces&#8217; hoverable icon, now correctly displays the list of starving provinces when hovered on<\/li>\n\n\n\n<li>The &#8216;Little Ice Age&#8217; situation action &#8220;Enforce Rationing Policies&#8221; now has a correct tooltip in the &#8220;Select Market&#8221; screen<\/li>\n\n\n\n<li>Removed duplicate &#8216;End Requirements&#8217; UI entry from the &#8216;Golden Age of Piracy&#8217; Situation tab<\/li>\n\n\n\n<li>The &#8216;Little Ice Age&#8217; situation now has a Hint shortcut button<\/li>\n\n\n\n<li>&#8216;Grant Representation to Colonial Subject&#8217; can now only be used on subjects who have the appropriate policy to change<\/li>\n\n\n\n<li>Blocked Sea Areas from being claimed or swapped in the &#8216;Treaty of Tordesillas&#8217; situation<\/li>\n\n\n\n<li>The action &#8216;Raise Bey Fortress&#8217; in &#8216;The Rise of the Turks&#8217; will now only be possible when you are not at war, have no loans, and are not in bankruptcy<\/li>\n\n\n\n<li>The action &#8216;Raise Bey Fortress&#8217; in &#8216;The Rise of the Turks&#8217; now has better instructions for the AI, and it will now better evaluate the proximity of the chosen location as well as its own treasury and income<\/li>\n\n\n\n<li>The &#8216;Raise Bey Fortress&#8217; action from The Rise of the Turks now costs 100 gold instead of 400<\/li>\n\n\n\n<li>Added better calculations for the country-to-be-vassalized in the relevant event of the &#8216;Rise of the Turks&#8217;<\/li>\n\n\n\n<li>The events that convert Hussite pops for Bohemia during the &#8216;Hussite Wars&#8217; situation are now converting much more aggressively and impactfully<\/li>\n\n\n\n<li>Fixed the Hint button for the &#8216;Rise of Timur&#8217; Situation<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Disasters:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue with a Decline of Empire disaster event making your capital rebel<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;International organizations:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The AI will now only start votes on policies if they are not too happy with the current policy in the IO. This should eliminate instances of the IA flip-flopping between two policies<\/li>\n\n\n\n<li>The AI will now only try to push for a Seniority in the Union if any other member is a neighbor to them<\/li>\n\n\n\n<li>Senior Partner AI will no longer initialize policies which federalizes the union<\/li>\n\n\n\n<li>The rejection of a Policy Vote will no longer remove the enacted law if the law must have a policy<\/li>\n\n\n\n<li>Increased the Government Power cost of the Lordship of Ireland casus belli<\/li>\n\n\n\n<li>Fixed bug where the Lordship of Ireland&#8217;s &#8216;Bestow Lieutenant Status&#8217; was not selectable<\/li>\n\n\n\n<li>IOs such as the Autocephalous Patriarchate will no longer have their laws revoked by the AI for the sake of it<\/li>\n\n\n\n<li>Leaders of Autocephalous Patriarchates can&#8217;t join other ones<\/li>\n\n\n\n<li>Subjects in the Lordship of Ireland can declare their own wars on non-members in the Ireland region<\/li>\n\n\n\n<li>The Country interaction &#8220;Assert Regency&#8221; is now the only way for the leader of the Lordship of Ireland IO to become the regent of rulerless members of that IO<\/li>\n\n\n\n<li>Simplified the script for the Policy Vote for IOs so that policy votes are no longer getting disturbed when the proposer country is no longer valid to propose the policy<\/li>\n\n\n\n<li>Added proper reasons for countries to join Autocephalous Patriarchates<\/li>\n\n\n\n<li>Fixed an issue where voting for an already ongoing policy vote would be impossible for a country that assumes seniority mid-vote<\/li>\n\n\n\n<li>Policy voting power can no longer be negative<\/li>\n\n\n\n<li>Demand unlawful territory can no longer be used in civil war countries<\/li>\n\n\n\n<li>Localized two missing Bias strings, &#8220;Princes Oppose to Policy&#8221; and &#8220;Emperor Wants this Policy&#8221;.<\/li>\n\n\n\n<li>The &#8220;Unified Succession Law&#8221; policy for Unions will now also update the Heir Religion so all union members have the same policy. The Negotiate Inheritance Law diplomatic action is updated accordingly<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Events:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The AI will now only start votes on policies if they are not too happy with the current policy in the IO. This should eliminate instances of the IA flip-flopping between two policies<\/li>\n\n\n\n<li>The AI will now only try to push for a Seniority in the Union if any other member is a neighbor to them<\/li>\n\n\n\n<li>Senior Partner AI will no longer initialize policies which federalizes the union<\/li>\n\n\n\n<li>The rejection of a Policy Vote will no longer remove the enacted law if the law must have a policy<\/li>\n\n\n\n<li>Increased the Government Power cost of the Lordship of Ireland casus belli<\/li>\n\n\n\n<li>Fixed bug where the Lordship of Ireland&#8217;s &#8216;Bestow Lieutenant Status&#8217; was not selectable<\/li>\n\n\n\n<li>IOs such as the Autocephalous Patriarchate will no longer have their laws revoked by the AI for the sake of it<\/li>\n\n\n\n<li>Leaders of Autocephalous Patriarchates can&#8217;t join other ones<\/li>\n\n\n\n<li>Subjects in the Lordship of Ireland can declare their own wars on non-members in the Ireland region<\/li>\n\n\n\n<li>The Country interaction &#8220;Assert Regency&#8221; is now the only way for the leader of the Lordship of Ireland IO to become the regent of rulerless members of that IO<\/li>\n\n\n\n<li>Simplified the script for the Policy Vote for IOs so that policy votes are no longer getting disturbed when the proposer country is no longer valid to propose the policy<\/li>\n\n\n\n<li>Added proper reasons for countries to join Autocephalous Patriarchates<\/li>\n\n\n\n<li>Fixed an issue where voting for an already ongoing policy vote would be impossible for a country that assumes seniority mid-vote<\/li>\n\n\n\n<li>Policy voting power can no longer be negative<\/li>\n\n\n\n<li>Demand unlawful territory can no longer be used in civil war countries<\/li>\n\n\n\n<li>Localized two missing Bias strings, &#8220;Princes Oppose to Policy&#8221; and &#8220;Emperor Wants this Policy&#8221;.<\/li>\n\n\n\n<li>The &#8220;Unified Succession Law&#8221; policy for Unions will now also update the Heir Religion so all union members have the same policy. The Negotiate Inheritance Law diplomatic action is updated accordingly<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Government:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The AI will now only start votes on policies if they are not too happy with the current policy in the IO. This should eliminate instances of the IA flip-flopping between two policies<\/li>\n\n\n\n<li>The AI will now only try to push for a Seniority in the Union if any other member is a neighbor to them<\/li>\n\n\n\n<li>Senior Partner AI will no longer initialize policies which federalizes the union<\/li>\n\n\n\n<li>The rejection of a Policy Vote will no longer remove the enacted law if the law must have a policy<\/li>\n\n\n\n<li>Increased the Government Power cost of the Lordship of Ireland casus belli<\/li>\n\n\n\n<li>Fixed bug where the Lordship of Ireland&#8217;s &#8216;Bestow Lieutenant Status&#8217; was not selectable<\/li>\n\n\n\n<li>IOs such as the Autocephalous Patriarchate will no longer have their laws revoked by the AI for the sake of it<\/li>\n\n\n\n<li>Leaders of Autocephalous Patriarchates can&#8217;t join other ones<\/li>\n\n\n\n<li>Subjects in the Lordship of Ireland can declare their own wars on non-members in the Ireland region<\/li>\n\n\n\n<li>The Country interaction &#8220;Assert Regency&#8221; is now the only way for the leader of the Lordship of Ireland IO to become the regent of rulerless members of that IO<\/li>\n\n\n\n<li>Simplified the script for the Policy Vote for IOs so that policy votes are no longer getting disturbed when the proposer country is no longer valid to propose the policy<\/li>\n\n\n\n<li>Added proper reasons for countries to join Autocephalous Patriarchates<\/li>\n\n\n\n<li>Fixed an issue where voting for an already ongoing policy vote would be impossible for a country that assumes seniority mid-vote<\/li>\n\n\n\n<li>Policy voting power can no longer be negative<\/li>\n\n\n\n<li>Demand unlawful territory can no longer be used in civil war countries<\/li>\n\n\n\n<li>Localized two missing Bias strings, &#8220;Princes Oppose to Policy&#8221; and &#8220;Emperor Wants this Policy&#8221;.<\/li>\n\n\n\n<li>The &#8220;Unified Succession Law&#8221; policy for Unions will now also update the Heir Religion so all union members have the same policy. The Negotiate Inheritance Law diplomatic action is updated accordingly<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Society:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The Islamic religious action &#8216;Study Islamic Texts&#8217; will now require the player to have more than 50 Jurisprudence instead of less<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Diplomacy:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Subjects with Limited Diplomacy cannot declare a No CB war<\/li>\n\n\n\n<li>Colonial Nations can declare war against countries with capitals on their own continent<\/li>\n\n\n\n<li>Subjects with the Military Order reform can declare their own wars against neighbouring heathens<\/li>\n\n\n\n<li>Rebel countries can no longer ask for Free City Rights<\/li>\n\n\n\n<li>Adjusted AI weights for considering royal marriages due to union size<\/li>\n\n\n\n<li>&#8216;Ask for Election Support&#8217; is no longer spammed by the AI. Additionally, the AI will only try to ask for election support when someone is already supporting them<\/li>\n\n\n\n<li>The Demand Unlawful territory no longer does nothing when it tries to target a cored province. Additionally, it now certainly only targets provinces in the HRE<\/li>\n\n\n\n<li>Requirements to upgrade to Duchy now point to the correct diplomatic action for HRE countries<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Geopolitics:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added a new tooltip for Conquistador armies<\/li>\n\n\n\n<li>Removed the manpower from the Conquistador conquest event<\/li>\n\n\n\n<li>Conquistadores now start with some initial money<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Advances:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed the &#8216;Cothon&#8217; Carthaginian advance, so it now correctly reduces the Ship-building Speed by 20%.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Achievements:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Activating the &#8220;Allow Ahistorical&#8221; game rule now doesn&#8217;t block getting Achievements.<\/li>\n\n\n\n<li>Unlocked tooltips when hovering over Achievements<\/li>\n\n\n\n<li>Fixed the description of &#8216;The Spice Must Flow&#8217;<\/li>\n\n\n\n<li>Corrected the &#8216;Manchurian Candidate&#8217; achievement description to use the in-game terminology<\/li>\n\n\n\n<li>Fixed the &#8216;Brothers in Arms&#8217; achievement to be more accurate with its conditions<\/li>\n\n\n\n<li>Added a missing requirement to &#8220;The Navigator&#8221; achievement for Portugal<\/li>\n\n\n\n<li>Rewrote the requirements for the &#8220;Lion of the North&#8221; Achievement<\/li>\n\n\n\n<li>The Achievement &#8220;Cold War&#8221; now requires 2 years of no conflicts instead of 3<\/li>\n\n\n\n<li>The Achievement &#8220;Break the Yoke&#8221; now correctly applies to starting members of the &#8216;Tatar Yoke&#8217; International Organization<\/li>\n\n\n\n<li>The Achievement &#8220;Break the Yoke&#8221; is now available for Muscovy<\/li>\n\n\n\n<li>The Achievement &#8220;Crusader Kings&#8221; can also be obtained by winning a Jihad<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Other:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Removed a broken dynamic tooltip from the &#8216;Peoples&#8217; Uprising&#8217; situation Hints<\/li>\n\n\n\n<li>Excommunication no longer blocks its own request to lift the action completely<\/li>\n\n\n\n<li>Declining vassalage through the &#8216;Demand from The [Country]&#8217; (rise_of_the_ottomans.102) event now imposes a 5-year cooldown, so the same country is not picked again for that duration<\/li>\n\n\n\n<li>HRE will choose a new leader if the Emperor changes the government type<\/li>\n\n\n\n<li>Being an Archbishop Elector blocks most government type conversions<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/43bcebddb32e204c42aaf873d11d5c9747e9acb9.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Missions:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Made it so that completing the Manufactory or Trade Focuses hides the other path, as they are mutually exclusive<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/0268285c230abdb0862fb874bdf315cefcabf378.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Government:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Cores now decay for countries who are no longer relevant after they cease to exist.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Economy:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Prosperity decline from being occupied has been reduced from 5% to 1% per month.<\/li>\n\n\n\n<li>Impact from Bankruptcy now scales down over five years instead of being the same for five years<\/li>\n\n\n\n<li>Bankruptcy no longer impacts prosperity.<\/li>\n\n\n\n<li>Price increases for building above the support limit in a location now take the construction queue into account as well.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Diplomacy:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>You can now always call in an ally in a war, even beyond the first year.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Military:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed so that only progressing sieges and occupations can block levy recruitment, not a single unit.<\/li>\n\n\n\n<li>Fighting a war together now grants explicit food access.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Advances:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Advances for Navarra is now more inline with other countries.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Other:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>HRE Balancing of Military Contribution<\/li>\n\n\n\n<li>Nerfed some sources of Monthly Prosperity from Soyurghal Governor reforms, and 4 event modifiers.<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/5ce757c6fd51916c0e96fb4e60bda8b6bd50efbc.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;<strong>Government:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Optimization for increasing area control<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong><br>Diplomacy:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>AI will no longer release tiny subjects<\/li>\n\n\n\n<li>AI is now better at releasing and\/or giving away land with 0 proximity to vassals<\/li>\n\n\n\n<li>AI will no longer use the &#8216;Invade Neighbor Beylik&#8217; action, which gives CBs on neighbors, with a truce<\/li>\n\n\n\n<li>AI can now annex multiple subjects at the same time as long as the opinion of ongoing annexations is maxed out and is not progressing slower than base speed<\/li>\n\n\n\n<li>AI Ottomans are now more likely to use the Invade Neighbor action to get casus belli<\/li>\n\n\n\n<li>AI will now prioritize attacking neighbors that they have CBs against, rather than making them subjects via diplomacy<\/li>\n\n\n\n<li>AI will no longer send alliance offers that it would break immediately after<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Economy:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed AI and automation changing the economy slider every when at war and negative income<\/li>\n\n\n\n<li>Added AI modifier support for the harbor capacity modifier<\/li>\n\n\n\n<li>AI now specifically makes sure to evaluate building market center buildings in the actual market centers instead of testing in random cities<\/li>\n\n\n\n<li>Fixed an issue where AI could get stuck in their economy when trying to build buildings costing special currencies like religious influence that they could not afford<\/li>\n\n\n\n<li>Fixed an issue where AI tried to convert culture in locations where it wasn&#8217;t possible<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Military:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>AI will now avoid bad weather with its fleets<\/li>\n\n\n\n<li>Fixed an issue where AI wanted to repair levy ships<\/li>\n\n\n\n<li>Fixed an issue where AI armies could get stuck waiting to siege a castle that was defended by a stronger force<\/li>\n\n\n\n<li>Lowered the priorities of certain naval objectives so that transporting units for land objectives is done first<\/li>\n\n\n\n<li>Disloyal subjects will now continue to merge their small armies during war<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/684a45923b3f52b52e16efc2197d1af7c705a091.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;<strong>Icons:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Updated icons in Settings<\/li>\n\n\n\n<li>Fixed the unlock unit advances not showing the unlocked unit in the advance icon<\/li>\n\n\n\n<li>Added icon for unknown artist<\/li>\n\n\n\n<li>Updated icons for types of artists<\/li>\n\n\n\n<li>Fixing the &#8216;Military Stance&#8217; icon language<\/li>\n\n\n\n<li>The icons for &#8220;Execute Ruler&#8221; and &#8220;Humiliate&#8221; are no longer missing on the peace panel<\/li>\n\n\n\n<li>&#8220;Carpet siege&#8221; military objective and &#8220;siege&#8221; status no longer use the same icons<\/li>\n\n\n\n<li>Fixed icon in &#8220;Assimilate Area&#8221; modifier\u201d<\/li>\n\n\n\n<li>Updated the gold hue of the icons in the settings menu to be less green and match the gold hue of the rest of the UI more.<\/li>\n\n\n\n<li>Removed the shadow of the African pop icons to follow the same look as the other pop icons.<\/li>\n\n\n\n<li>Reduced the shadow of one of the religion icons to match the shadows of the rest of the icons in the panel<\/li>\n\n\n\n<li>Fixed the missing icon for the &#8216;Change subject military stance&#8217; action<\/li>\n\n\n\n<li>Fixed the icon for &#8216;Monthly Sailors&#8217;<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Map modes:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added map legend keys for the &#8216;Hussite Wars&#8217; situation.<\/li>\n\n\n\n<li>Added &#8220;Province Capital&#8221; map markers so they are visible in higher zoom levels when the owner is at war with the player or when the player owns them<\/li>\n\n\n\n<li>Fixed map names for rebel countries<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Alerts:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed the IO vote resolution alert<\/li>\n\n\n\n<li>Fixed the &#8220;Sue for Peace&#8221; alert icon and tooltip<\/li>\n\n\n\n<li>Standardized icon size in Situations<\/li>\n\n\n\n<li>Added an Alert to prompt Players to &#8216;Improve Education&#8217; of the ruling Dynasty&#8217;s children<\/li>\n\n\n\n<li>Fixed the IO Alert so it opens the correct tab<\/li>\n\n\n\n<li>Recommended Country Blue Alerts flag fix and minor typo.<\/li>\n\n\n\n<li>Fixed the negative opinion displayed as positive in the diplomacy declined message<\/li>\n\n\n\n<li>Fixed Situations ceasing to spam Resolutions after they are over<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Panels:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed title for multiple selected armies and navies<\/li>\n\n\n\n<li>Fixed the unpause button being out of bounds<\/li>\n\n\n\n<li>Fixed ruler history entries when the rulers are countries<\/li>\n\n\n\n<li>Fixed the Ruling history for foreign countries not opening<\/li>\n\n\n\n<li>Added the possibility to add or remove all subunits of type\/category to the newly created unit in the single unit panel<\/li>\n\n\n\n<li>Added Ctrl+Click functionality to move all subunits with the same unit type to another flank in a single unit panel formation<\/li>\n\n\n\n<li>Removed the possibility to move to reserves when using the current flank movement button in single unit panel formation<\/li>\n\n\n\n<li>Adapted Diplomacy scrollbar to its containers<\/li>\n\n\n\n<li>Added colored unit illustrations in the unit regiments view<\/li>\n\n\n\n<li>Adjustment on Battle Map Widget Flags position and layout<\/li>\n\n\n\n<li>Added the possibility to expand and collapse all items in some lists that need (production main lists \/ food locations list \/ laws list \/ trades list)<\/li>\n\n\n\n<li>Making Ruler header, CoA, and ruling History consistent between Government, Foreign Panel and Lobby selected Country<\/li>\n\n\n\n<li>Fixed many inconsistencies on Seazones and Corridors and the Salt Pan and High Lakes tooltips<\/li>\n\n\n\n<li>Fixed scroll and toggle issues for all disasters<\/li>\n\n\n\n<li>Remove overlapping widget from event window<\/li>\n\n\n\n<li>Added the lacking inputs tooltip in the building type icon in the buildings macrobuilder (same as its button)<\/li>\n\n\n\n<li>Fixed the behavior of the tick on war declaration (it now shows the tick if the country is joining)<\/li>\n\n\n\n<li>Added disabled art for non-Started Mission Families<\/li>\n\n\n\n<li>Improved the Catholic Church Resolution interaction<\/li>\n\n\n\n<li>Improved Walkthrough accessibility in Missions Panel<\/li>\n\n\n\n<li>Display integration progress in the province widget instead of a placeholder<\/li>\n\n\n\n<li>Fixed Mercenary buttons not updating the enable condition until hover<\/li>\n\n\n\n<li>Fixing icons, unlocking government reforms fit inside their containers<\/li>\n\n\n\n<li>Fixed unit actions shortcuts not working<\/li>\n\n\n\n<li>Fixed the amount of diplomatic relations before the extra number with the tooltip<\/li>\n\n\n\n<li>Fixed text out of bounds in World Map and MP-related texts (Open to Multiplayer panel, Selectable Countries panel, and Game Rules panel)<\/li>\n\n\n\n<li>Unified behavior for the open diplomacy foreign country panel. Now, clicking on a flag always opens the Diplomacy panel. Diplomatic actions panel will only be opened on specific go-to buttons and when the diplomatic actions macrobuilder is open.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Outliner:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed Multiplayer &#8220;Players&#8221; entry<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Tooltips:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed Current Navy Strength tooltip<\/li>\n\n\n\n<li>Made the institution spawn chance number look hoverable<\/li>\n\n\n\n<li>Explained the meaning of location rank icons in their tooltips<\/li>\n\n\n\n<li>Fixed the display of Unique Advances for Other Countries in the Foreign Country Panel Advance&#8217;s tooltip<\/li>\n\n\n\n<li>Added reasons of non-availability to the tooltip of the diplomatic action &#8216;Use favors to call in to War&#8217;.<\/li>\n\n\n\n<li>Added Information in Tooltips about the effects of Imperial Authority on Voting Behavior and Contributions<\/li>\n\n\n\n<li>Fixed Economy Maintenance tooltip Min and Max<\/li>\n\n\n\n<li>Fixed location maximum buildings, saying it was about built levels instead of staffed buildings<\/li>\n\n\n\n<li>Invite religious figure static modifiers shown<\/li>\n\n\n\n<li>Added a subunit culture coloured illustration in the subunit icon<\/li>\n\n\n\n<li>Effects changing pops now show how big a percentage of the original pop is affected as well.<\/li>\n\n\n\n<li>Fixed broken localization in the average satisfaction tooltip<\/li>\n\n\n\n<li>Fixed the tooltip in the Buildings panel<\/li>\n\n\n\n<li>The International Organization Payments tooltip is now updated correctly every month.<\/li>\n\n\n\n<li>Added Army Strength, Navy Strength and PowerRank in Antagonism Alert<\/li>\n\n\n\n<li>Added missing game concept<\/li>\n\n\n\n<li>Fixed the Cultural Hegemons trigger showing wrong information<\/li>\n\n\n\n<li>Remove the artist skill entry from the character&#8217;s tooltip if the character is not an artist<\/li>\n\n\n\n<li>Added missing localization for any_overlord_or_above_all trigger<\/li>\n\n\n\n<li>Added the Christianity religion group tooltip icon<\/li>\n\n\n\n<li>Fixing tooltips in the Automation Panel<\/li>\n\n\n\n<li>Subunit Definition tooltips now correctly show the unit icon in the header<\/li>\n\n\n\n<li>ShowSpecialStatusPluralName now displays the proper description for the special status<\/li>\n\n\n\n<li>The Heirs in line of succession now show in brackets how high their score is to be eligible<\/li>\n\n\n\n<li>Added better alignment for building and demand tooltips<\/li>\n\n\n\n<li>Added breakdown of the countries that can join a coalition on the antagonism tooltip<\/li>\n\n\n\n<li>You now see the size and a breakdown of the decay of maritime presence.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Flags:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Flag textures fit better inside frames without overscan<\/li>\n\n\n\n<li>Standardized Miniflag templates in the script<\/li>\n\n\n\n<li>Reworked and expanded the setup for the early formable Italy flag variants<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Illustrations:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Corrected Sanchi stupa location and moved it from Sironj to Bhopal<\/li>\n\n\n\n<li>Fixed Stonehenge position so it\u00b4s not hidden by the town and city illustrations<\/li>\n\n\n\n<li>Fixed the Earthquake events having the wrong texture and missing on events 1000, 1001, and 1100<\/li>\n\n\n\n<li>Fortifications illustrations weren&#8217;t always showing, so fixed their triggers and metadata<\/li>\n\n\n\n<li>Fixed some noise on Deccan&#8217;s loading screen<\/li>\n\n\n\n<li>Added some animals to the Iroquois loading screen<\/li>\n\n\n\n<li>Made North German fortifications more visible<\/li>\n\n\n\n<li>Stopped showing commander\/admiral\/artist backgrounds behind rulers<\/li>\n\n\n\n<li>Fixed some issues with Societal Values illustrations<\/li>\n\n\n\n<li>Fixed the St Peter&#8217;s Basilica illustration not showing<\/li>\n\n\n\n<li>Updated Characters for angry and happy clergy and happy peasants for the Syrian GFX illustrations<\/li>\n\n\n\n<li>Adjusted Disaster illustrations, reducing their file size, and making characters have better proportions on smoe<\/li>\n\n\n\n<li>Fixed several Disaster event illustrations, so now they match<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Other:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed panels loc in Back queues<\/li>\n\n\n\n<li>Dynasties search list empty text<\/li>\n\n\n\n<li>Now, when toggling the production tab, if there is a foreign market selected, it will autoselect the default market. Also added right-click behavior to select the default market in the open market filters button<\/li>\n\n\n\n<li>Added a highlight on the map when hovering selectable CBs in the declare war screen.<\/li>\n\n\n\n<li>Fixed building icons in the location panel being 1 pixel off-center.<\/li>\n\n\n\n<li>Fixed automation options gameflows and layout<\/li>\n\n\n\n<li>Corrected behavior on the \u201cAssign new explorer\u201d button<\/li>\n\n\n\n<li>Added a Sort by Debt for diplomatic actions<\/li>\n\n\n\n<li>Added a new background for the penalties icon<\/li>\n\n\n\n<li>Added Sort-by for Maritime Presences to Sea Zone View<\/li>\n\n\n\n<li>Removed unnecessary spacing between the bullet points of the &#8216;Diplomatic Limitation&#8217; game concept.<\/li>\n\n\n\n<li>Fixed the localization of Change Government Type Price Modifier.<\/li>\n\n\n\n<li>Using now more descriptive trigger for call_parliament<\/li>\n\n\n\n<li>The Spy Network discovered message will no longer be shown for undiscovered countries.<\/li>\n\n\n\n<li>Fixed consistency between Ingame Main Menu and frontend Main Menu<\/li>\n\n\n\n<li>Panel header backgrounds adapted to be vertically tileable on graphical culture textures<\/li>\n\n\n\n<li>Fixed not being able to transfer the occupation of a subject in the location card<\/li>\n\n\n\n<li>Add paused by event checks to pausing\/unpausing logic<\/li>\n\n\n\n<li>Fixed the Main Menu Carousel not appearing<\/li>\n\n\n\n<li>Finish date is updated correctly after being stalled<\/li>\n\n\n\n<li>Fixed old icons in Game Rules tooltips<\/li>\n\n\n\n<li>Fixed the tooltip for Propose Royal Marriage, mixing the names of the giver and the recipient<\/li>\n\n\n\n<li>Tweaked multiplayer chat start position<\/li>\n\n\n\n<li>Fixed Dynasties filters<\/li>\n\n\n\n<li>Fixing Mission tree cards layout and improving walkthrough accessibility via Agenda and Missions Panel<\/li>\n\n\n\n<li>Added foreign flag to foreign constructions in map markers<\/li>\n\n\n\n<li>Fixed combat modifier tooltips looking like concept tooltips<\/li>\n\n\n\n<li>Improved performance when opening the World Map menu in saves with very large countries<\/li>\n\n\n\n<li>Added shortcut to individual cards in select objective<\/li>\n\n\n\n<li>Fixed loading screen frame sides<\/li>\n\n\n\n<li>The Raise Levies button in the Military panel is now available at all times.<\/li>\n\n\n\n<li>Improved the concept for the Provincial capital to make clear it is automatically designated<\/li>\n\n\n\n<li>Renamed the foreign trades filter to external trades, since it doesn&#8217;t refer to the owner of the trade, but the market origin<\/li>\n\n\n\n<li>Added observer and flag for observers in the Lobby<\/li>\n\n\n\n<li>Made the Max War Exhaustion modifier show as green, since reaching the cap forces you to capitulate, so having a higher ceiling is good<\/li>\n\n\n\n<li>Improved tooltips for war exhaustion to explain that reaching the max during war forces countries to capitulate<\/li>\n\n\n\n<li>PopType buttons in the macrobuilder now have the poptype color to help with the association<\/li>\n\n\n\n<li>Specific RGO Location modifiers like the Falun copper mines are now visible on the RGO mapmode<\/li>\n\n\n\n<li>Expanded the concept of supported building levels to explain that empty buildings don&#8217;t count towards the limit<\/li>\n\n\n\n<li>Made the building cards in Buildings > Cards display more consistently in looks and size with their Location panel counterparts<\/li>\n\n\n\n<li>Adjusted the achievement Grand Coalition icon so the hands have better rendering<\/li>\n\n\n\n<li>The game doesn&#8217;t remember that you were an observer when you leave a game<\/li>\n\n\n\n<li>Fixed to avoid having a dead country preselected in the lobby when opening it<\/li>\n\n\n\n<li>Fixed how the outliner for Conquistadors<\/li>\n\n\n\n<li>Alerts for Buildings and RGOs Missing employees have 2 different icons now<\/li>\n\n\n\n<li>Added a banner to show when a disconnection has started<\/li>\n\n\n\n<li>Fixed country preselection in lobby when loading a save and resyncing<\/li>\n\n\n\n<li>The horizontal banners in the battle panel are now green on the player&#8217;s side<\/li>\n\n\n\n<li>Rephrased the automated maintenance buttons to better convey what they do<\/li>\n\n\n\n<li>Added better alignment for building and demand tooltip<\/li>\n\n\n\n<li>Fixed a bunch of typos in the tutorial<\/li>\n\n\n\n<li>Added default tab in diplomacy panel to be &#8220;diplomacy&#8221;. If the panel is already open, it will not change the subtab when changing the targeted country. Also, alt-click on the default mapmode will open the diplomatic actions macrobuilder with that country<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/3ef523cc5c947a5b6b759e5e7dadbf7345f54718.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Script:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added the on_union_merging on_action which is called just when any union is involved in any potential merge with any other union or when it is about to accept new members<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/5ad68066f88f5aef833b35b966f9c3ab385a56a9.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Polish:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixing the GLH adjective<\/li>\n\n\n\n<li>Fixed 1281 bugs in total for Polish<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Spanish:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed 162 bugs\u00a0 in total for Spanish<\/li>\n\n\n\n<li>Fixing the order of variables in country names<\/li>\n\n\n\n<li>Fixing the _suffix member was<\/li>\n\n\n\n<li>Fixing the _suffix member was missing from several variables<\/li>\n\n\n\n<li>Fixing the wrong article for pop_types<\/li>\n\n\n\n<li>Added the missing articles to a lot of titles and country ranks<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;French:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>259 bugs fixed in total for French<\/li>\n\n\n\n<li>Fixed incorrect variable used, or typo within variable<\/li>\n\n\n\n<li>Adding a variable-generating placeholder, even though consistent with the source English<\/li>\n\n\n\n<li>Added #L &#8230;#! tags so the full word is in the same colour, whenever we appended plain text to a variable, to comply with grammar<\/li>\n\n\n\n<li>Fixing article issues before variables<\/li>\n\n\n\n<li>Fixing wrong uses of estate-related variables (e.g. clergy vs clergy_estate)<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Brazilian:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>124 bugs fixed in total for Brazilian<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Chinese:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>278 bugs fixed in total for Chinese<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Korean:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>85 bugs fixed in total for Korean<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Japanese:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed 72 bugs in total for Japanese<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Turkish:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>418 bugs fixed in total for Turkish<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;German:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>280 bugs f fixed in total for German<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;&nbsp;Russian:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixing Japenese names<\/li>\n\n\n\n<li>Fixed 487 bugs in total for Russian<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/clan.fastly.steamstatic.com\/images\/\/45613245\/71be18d985c727b3afa9940dbea8c6d322fe5cd2.jpg\" alt=\"\"\/><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp;<strong>Bugfixes:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed potential crash in the market view<\/li>\n\n\n\n<li>Fixed an issue where empty countries were still around in saves if they were original tags that lost a civil war.<\/li>\n\n\n\n<li>Removed all invalid usages of Cede Province Treaty Desire and made it based entirely on locations<\/li>\n\n\n\n<li>Fix some dead countries staying in memory<\/li>\n\n\n\n<li>You can no longer get achievements after the end date<\/li>\n\n\n\n<li>Fixed is_subject_of trigger being true if the overlord doesn&#8217;t exist, making sinicized_vs_unsinicized Societal Value available to all countries<\/li>\n\n\n\n<li>Fixed incorrect loc for installed DLCs, checking ownership instead.<\/li>\n\n\n\n<li>Make sure to initialize the mods api cache when getting the activated or installed status.<\/li>\n\n\n\n<li>Fixed the first Red Turban war starting with 100% warscore due to locations not having their integration status updated while executing the add core effects<\/li>\n\n\n\n<li>Fixed text characters using the incorrect localization files for languages other than English<\/li>\n\n\n\n<li>Fixed a bug removing all votes from resolutions in the HRE if they weren&#8217;t made by the resolution proposer<\/li>\n\n\n\n<li>Early out if we failed to load the savegame, and avoid doing recalculation of cached data and save repairs.<\/li>\n\n\n\n<li>Fixed an issue where the map was sometimes rendering incorrectly after changing settings.<\/li>\n\n\n\n<li>Siege penalties are now actually applied to the location.<\/li>\n\n\n\n<li>Fixed great powers above 8 not showing the proper banner and tooltip<\/li>\n\n\n\n<li>Fixed broken tooltips in the great power mapmode<\/li>\n\n\n\n<li>Fixed a few cases where families did not move with rulers to a new country.<\/li>\n\n\n\n<li>Fixed a few issues with civil wars and forming new countries, which could eventually cause countries to rise up with the same name<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong><br>Europedia:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed multiple game concepts not have a valid texture<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Settings:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed some button texts overflowing from the button in several languages.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Other:<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Implemented uninitialized member variables of CConstruction with TNullObject.<\/li>\n\n\n\n<li>Fixed some button texts overflowing from the button in several languages.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Europa Universalis V Update v1.0.2 Download<\/h2>\n\n\n\n<div class=\"wp-block-buttons is-layout-flex wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button has-custom-width wp-block-button__width-100 is-style-fill\"><a class=\"wp-block-button__link has-background wp-element-button\" href=\"https:\/\/link.overcentral.com\/2025\/10\/como-ficar-rico-com-renda-fixa-e-taxa.html#s=cwJ8KjseGBJ9KjskmLO0bLF4Gw1imR5oGf18QEJjQR50bfXiGfDtnI2wFVK9GqCrG8DtnR2uQfgjWEKubfgjnw9jn80ubfTyQZCuQfg6WI9gGEOlcZCymLOunBDqARD7IjlGmdDgO0JHSYupb8uuUC2rWheZDCv7FEX8RjX7YYh9bEQmTZeyOY50vjlYv9XIYLgESVX9OqlWbfJBFdXCTggwOdXVbhbrTVgkQjXwT9PeTZ5fQqlOOYaeT9JgWRK5FTJGQVMgF0PkxP%3D%3D\" style=\"border-radius:100px;background-color:#00a569\">DOWNLOAD<\/a><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Discover Europa Universalis V Patch 1.0.2: 350+ bug fixes, gameplay improvements, and strategic enhancements. Learn what&#8217;s new for your conquest.<\/p>\n","protected":false},"author":7,"featured_media":94577,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/206.png","fifu_image_alt":"Europa Universalis V Update v1.0.2 Patch Notes, Review, and Download","footnotes":""},"categories":[2],"tags":[],"class_list":["post-206","post","type-post","status-publish","format-standard","has-post-thumbnail","category-videogames"],"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/206.png","fifu_image_alt":"Europa Universalis V Update v1.0.2 Patch Notes, Review, and Download","_links":{"self":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/206","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/comments?post=206"}],"version-history":[{"count":0,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/206\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media\/94577"}],"wp:attachment":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media?parent=206"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/categories?post=206"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/tags?post=206"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}