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Release Notes for For The Glory: A Europa Universalis Game

1.31 (2025-10-22)

ENGINE

BUGFIXES:

EXPERIMENTAL: Rework ToT rules

BALANCE:

GENERAL:

SCRIPTING: Add error checks when parsing triggers

New "where = border" target for provs Differences from "where = neighbor":

AI: AI can now sometimes build buildings while at war AI will value CoT provs more when building buildings AI is now slower to build forts in colonial cities

Improve logic for declaring war

Reduce AI diplo-vassalization chance if both parties are landlocked and don't share a border Reduce AI diplo-annexation speed:

Tweak peace offer logic

Improve friends/enemies logic: Friends: increase impact of "friendly = { }" AI preferences. Enemies:

Improve attack/invasion logic

Tweak enemy province prioritization

AI now tries to build more cavalry in early game and when it expects to be fighting in plains Tweak AI mode calculations

Fix a bug with army/navy building. AI would sometimes start a plan to build an army or fleet in a province with 0 build limit, and the plan would never be able to finish, leaving the AI in a limbo state.

Tweak max desired troops count

Smarter about minting and budgeting

AI exploration/colonization improvements

AI can now use conquistadors and explorers as military leaders. AI will only use conquistadors as generals when targeting provinces outside Europe (combat_overrun = no in geography.txt). AI may use explorers as admirals at any time if desired.

AI will no longer claim Defender of the Faith when isolated

Refresh AI periodically to stop stagnation (equivalent to a save/load)

DATABASE