1.31 (2025-10-22)
ENGINE
BUGFIXES:
- Fix text issue with -2 in unions. -2 in country triggers can refer to the senior partner as of 1.3, but the text resolution hadn't been updated and would say "No overlord".
- Persist changes in COT historical modifier (i.e. if a COT has closed due to stagnation) in the savegame
- Fix bug with parsing timed flags
- Fix pathfind issue when disembarking
- Fix issue when country is annexed via ToT means. When the last city or colonial city is taken, all colonies and trading posts are now destroyed, rather than the game moving the country's capital to one of them.
- Fix old crash when country loses last prov to ToT
- Fix potential issue when exiting peace map mode
- Fix game still being playable when event is shown
- Fix incorrect DoF when defender changes tag
- Fix random crash in tutorials
- Fix several misc crashes
EXPERIMENTAL:
Rework ToT rules
- Treaty of Tordesillas rules now apply to all non-Protestants - i.e. Spain and Portugal can now seize ToT cores without a war. AI will still only do it when at war but will no longer have to earn them in a peace treaty.
- ToT cores now eliminate nationalism
- It is now possible to blockade ToT provinces
- (BUGFIX) Armies in ToT areas will now attempt to pathfind around opposing armies even if not at war
BALANCE:
- Armies with any amount of cavalry now receive +1 cavalry combat bonus vs countries that cannot build cavalry due to "whiteman"
- Smart rebels are now smarter. Rebel factions marked as "retreat = yes" can now:
- move into adjacent provinces rather than disbanding if they can't besiege the fort where they are.
- march across a less valuable province to find a more valuable target province
Non-smart rebels can also now march across a non-target province to find a target province, but will not do so unless they have no valid target province adjacent to them.
- Reduced rebel assaulting
- Increased rebel size in colonial cities with forts. All non-raid types should now always start with enough troops to besiege the fort. Previously this was only true for non-colonial cities.
- Add "destined for collapse" attribute to countries_special.txt and tagged TIM, STE, and MAJ with it. This was in EU2 but had been removed from FTG. "Destined for collapse" has no effect on player countries, but prevents the AI from cheating to avoid bankruptcy death spirals or inflation.
- Revert the removal in 1.3 of the neighbor bonus factor of (number of countries in tech group)/8.
GENERAL:
- Allow command-line options to host or join MP, which jump the game straight into the multiplayer screen. Possible options are:
FTG.exe -host
FTG.exe -join 0.0.0.0
- Implement "Ahistorical" AI event choices setting. AI will pick randomly from any options EXCEPT the first option (if there are multiple).
- Improve efficiency of loading scenario files with large numbers of countries (many hundreds or even thousands)
SCRIPTING:
Add error checks when parsing triggers
New "where = border" target for provs
Differences from "where = neighbor":
- border is for internal provinces, neighbor is for external (only used for discover command)
- border is for provinces, neighbor is mostly for countries
Allow where=coastal for cedeprovince
Improve leader commands province specification
- Naval leaders (admirals, explorers, and privateers) can now be spawned in sea zones
- Conquistadors can be spawned in empty provinces
- Generals and admirals can be spawned with no "which" clause, and will be automatically assigned to the best available force.
- All five leader types can still be spawned in owned provinces (ports for naval leaders).
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
- AI now considers the AI aggressiveness setting when deciding if it has low enough relations with its target to consider declaring war
- AI is now less likely to go to war if it doesn't actually have something to gain from the war
- AI should be a bit smarter about when to declare war while in colonization mode, since it usually doesn't call allies to colonial wars
Reduce AI diplo-vassalization chance if both parties are landlocked and don't share a border
Reduce AI diplo-annexation speed:
- AI now looks at the desirability of the target vassal's provinces and might choose never to annex if no cores or shared culture/religion
- AI is less likely to annex within the HRE
- AI is more likely to annex countries on its combat list and less likely to annex on its friendly list
Tweak peace offer logic
- Reduce AI endless wars
- Reduce instances of AI declaring war then peacing out early for cash while still holding a power advantage
- Make AI more likely to offer peace if it's in multiple wars
- Adjust AI province preferences to consider CoTs, ToT provs, and provs in the AI colonization preferences somewhat more valuable
Improve friends/enemies logic:
Friends: increase impact of "friendly = { }" AI preferences.
Enemies:
- Increase impact of neighbors holding any type of "shield" province of ours (first national cores, then claim, cb, and ToT)
- Increase impact of rich ToT cores (gold or centers of trade)
- At high difficulties or with a high MIL monarch, look for any desirable coastal or bordering province even if not a core
- Reduce impact of simply being much larger than a potential target country
- Add a new factor checking for religious enemies
- If in colonize mode, include AI area preferences in enemy calculation
Improve attack/invasion logic
- AI has a better idea of when assaults are likely to succeed
- AI should be better at avoiding attrition, while still being able to dogpile when necessary
- AI can now choose more logically between marching to its destination and transporting with fleets, if both are options
- AI invasions will now attempt to gather forces in a single province before landing at the target, rather than transporting and landing with bits and pieces at a time
- Fix issue with AI transports getting stuck or returning to their origin after fighting a naval battle, even if they won
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
- More likely to be aggressive if set to "ferocity = yes"
- Less likely to be a colonizer in very early game where colonization is extra difficult
- More likely to be a colonizer if a frontier nation
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
- Further increased max limit when at war (was +25%, now +50%)
- Increased minimum desired amount for small rich countries with a low support limit
- Reduced the impact of difficulty and aggressiveness settings on the max limit for poor countries who would likely perform worse if they built larger armies
Smarter about minting and budgeting
- Increase limit of troops (as a percentage of support limit) that AI is allow to mint to build when at war.
- Allow AI to mint a small amount to build troops when at peace but with no army.
- Hopefully fixed an issue with AI getting stuck in a mint loop for an army that was partly built or a merchant that would never be sent.
- AI is now less eager to mint for merchants
- Improved AI tech rushing logic - AI won't rush infra/trade so early and so often that SPA/POR are at the same land tech as the native nations they're supposed to fight in the early 16th century.
- Reduced AI anti-bankruptcy cheating
AI exploration/colonization improvements
- AI will now attempt to use explorers to discover coastal lands if possible
- AI will now check, before attacking natives, to see if its internal evaluation finds that the province would be much better for colonization if natives were gone.
- AI will attempt less native attacks overall
- AI now uses a new province evaluation to decide where to explore and colonize.
- It is now possible for AI to decide some places aren't even worth trying to explore if colonization chance and value is too low or if cost and time are too high.
- AI will attempt to colonize provinces that connect its capital to other owned provinces that were not previously connected. Mostly useful for Russia.
- AI will better evaluate colonization targets with large native populations - if hostile, it will shy away much more, and if not hostile, it will be more willing to colonize anyway.
- Catholic AIs will pay much more attention to the Treaty of Tordesillas areas while it is in force, positive for countries that receive ToT and negative for countries that don't.
- AIs will now use their exploration preferences as part of the colonization evaluation
- AI now has to return explorers to port more often to compensate for no-attrition AI cheat. AI exploration was getting too good.
- AI will no longer attempt to build trading posts on gold provinces even if its trading post factor is set to 100
- AI will be less likely to mint for colonization if colonial chances are lower
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
- further updates to AGCEEP 1.60 (see AGCEEP readme)
- changed the minimum time to diploannex a vassal from 50 years to 20 years
- added new PER events 4202 'The Fall of the Safavids' and 4203 'The Reforms of Karim Khan'
- added new SPA events 4204 'The Death of Louis XIV' and 4205 'The Death of Joseph I' (to cancel FRA/HAB vassalisation of SPA following the WoSS)
- added new HUN events 5300 'The Transylvanian Peasant Revolt' and 5301 'The Revolt of György Dózsa'
- added new ETH event 5302 'The Kingdom of Prester John'
- added new BYZ event 5303 'Gemistos Plethon'
- added new BUR event 5304 'The Burgundian Wars'
- added new BUR event 4209 'The Spanish Inheritance'
- added new BUR event 4210 'The Assassination of John the Fearless'
- added new BUR event 4211 'The Spanish Court'
- added new ENG event 5305 'The End of the Hundred Years' War' (English victory)
- added new MAM event 5306 'Egypt and the End of the Mamluks'
- added new POR event 5307 'The Centralizing Reforms of John II'
- added new NAP event 5308 'The Death of Ladislaus of Naples'
- added new KNI event 5309 'The Siege of Smyrna'
- added a batch of new event pictures
- added major_eth.txt to events.txt
- added religiousleagueevents.txt to events.txt
- added special.txt to events.txt (decisions)
- added a new decision for LIT to return to paganism
- added nordic as an accepted culture for SHL in all scenarios
- added albanian as an accepted culture for TUR in all scenarios
- added kurdish as an accepted culture for PER in all scenarios
- added slavonic as an accepted culture for NAP in 1399; loses it with events 5308/26047
- added CB claims on Italy for SAR in 1816
- reduced some overly long offset time for a bunch of events
- tweaked some early CAS/POR exploration events for balance; now give historical explorers with shorter durations, rather than a generic explorer who lasts years
- added new Baltic AI file for LAT/LIV
- added new 1399 AI files for LIT and POL
- added a bunch of fantasy monarchs for DLH for if it survives Babur's horrible meanness
- added late-game monarchs for MRE and TRE in case they hang around longer than usual
- added leader files for ATL, KAL, POM and TIB
- added/updated a load of stuff in colonynames.txt
- added some new leaders for CHI and MCH
- added 1 new leader for BAY
- added several new leaders for BRA/PRU; replaced duplicate leaders
- added a boatload of new leaders for BUR if it hangs around after 1477
- added 1 new leader for BYZ
- added 1 new leader for DAN
- added 2 new leaders for DLH
- added 1 new leader for ENG
- added/improved a few Huguenot and Ultra-Catholic leaders for FRA
- added 9 new leaders for HAB (mostly late-game); tweaked a couple of existing leaders
- added 1 new leader for HAN
- added 1 new leader for KNI
- added 1 new leader for MAS
- added 3 new leaders for NOR
- added 1 new leader for PAP
- added 1 new leader for SAC
- added 1 new leader for SAR
- added 3 new leaders for SER
- added 1 new leader for SPA
- added 3 new leaders for SWE
- adjusted deathdate of a POL monarch to fix a reported issue
- buffed GEN/VEN infra/trade levels in 1399 from 0/1 to 1/2
- buffed STE default Land/Offensive sliders
- buffed Timur's leader stats because for those first five years he should destroy everything
- Napoleon (leader) should now spawn in Ile-de-France (385)
- AFG can now revolt from 1492 (to represent the Sur Empire)
- INC can now revolt between 1500 and 1600 (to represent the Neo-Inca State)
- LIT will now switch over to default AI (as POL does) after 1450
- the military orders (KNI/LAT/LIV) now have the special religious_CB used by SPA/POR
- removed Florida and the Bayou from SPA's ToT provinces (this is a balance change to encourage ENG/FRA settlement in the region)
- added an option B to the 'Non-enforcement of Ordinances' random event (!!!)
- moved early TOS privateer "Andrea Marino" over to FLO so he actually appears
- moved all military league-based country events over to religiousleagueevents.txt and added a bunch more of them (for e.g. Schmalkaldic, Catholic, Augsburg, etc.)
- added some fixed classic shields
- added new event text
- added French loc
- added new GFX sets for BRA, BUR, DAN-NOR, NIP and PRU
- added "de Roberval" as a privateer for FRA
- added givetrade/revoketrade commands to various events based around trade agreements
- added APA to the 1419 scenario if the Vinlandsaga option is enabled (it was previously the only Native American nation not included)
- changed CHI leader "Koxinga" and CAS leader "Pero Niño" from admiral > privateer
- replaced suspect POR conquistador "Luís de Camões" with explorer "F.M. Pinto"
- corrected NOR leader "Amund Bolt" deathdate to 1465
- excised some remaining references to Nippon rather than Japan
- changed Midlands province capital from Nottingham to Coventry
- updated CHI events 10001/10002 to spawn rebels along the Mongol border and provide relation hits with YUA
- updated CHI event 10005 'Japanese Pirates Attack!' with an option C to gain an explorer, some ships, and a CB on NIP
- updated CHI event 10008 'The Arrival of the Jesuits' with an option C to convert to Counter-Reformed Catholic; expelling the Jesuits with event 10036 later on will revert to Confucianism
- updated DAN event 3284 'The Sound Due' with an option C to move the Mecklemburg (305) CoT to Sjælland (307) in exchange for much general hatred; updated each option with relations for other Hansa states
- updated DAN event 3293 'The Count's Feud' with a claim on Holstein (306) and SHL as a vassal with option A (DAN no longer starts with a core on Holstein)
- updated DAN event 5848 'Norway Requests Annexation' with a new GFX set and a name change: Denmark-Norway
- updated ENG event 3004 'The End of the Hundred Years' War' (French victory) with VP loss and badboy reduction
- updated FRA event 3115 'Samuel de Champlain and the Hurons' to give a CoT in whichever province is selected
- updated FRA events 3148/3782 to sleep event 3149 'The Empire of France'
- updated FRA event 3149 'The Empire of France' to add a core on Corsica (398) with option A
- updated FRA event 3110 'French Wars of Religion' with corrected/additional sleepleader commands
- updated FRA event 26020 'Armagnacs and Burgundians' to also break vassalage of DAU with option B
- updated HAB event 3179 'The Spanish Wedding' so options A and B are now flipped, as Toledo is really the historical choice; choosing Vienna now breaks the PU with SPA and lets Ferdinand rule longer
- updated HAB event 3190 'The Abdication of Charles V' with an option D for Ferdinand to keep all possessions (note: this is considered mean to SPA and you shouldn't do it)
- updated HAN event 25017 'The Stuart Dynasty in England' with additional wakeleader command
- updated MAM event 3861 'The Mamluk Nobility' to grant arab culture and sleep event 5306 with option B
- updated NIP event 3880 'The Sakoku Edict' with options B and C, so that NIP isn't (ahistorically) railroded into closing its markets completely (based on an old idea by Meiji-Tenno from the PDX forums)
- updated NOR event 3846 'The End of the Kalmar Union' with additional sleepleader commands; all duplicate leaders are now slept for DAN if NOR remains independent
- updated POM event 3895 'The Pomeranian Inheritance' with improved triggers, an extra option, and added associated events for BRA/SWE (so it is now clearer who has received what)
- updated POR event 5280 'Prince Henry the Navigator' to give a naval equipment manufactory in a random province
- updated SCO event 25018 'The Highlands and The Isles' to grant nordic culture with option D
- updated SPA event 3155 'The Revolt of the Comuneros' to actually fire a couple of revolts in Toledo with option A
- updated SWE event 3239 'Queen Christina - The Catholic Maiden' with a trigger, and an option C to return Sweden to Catholicism (don't do this, it's bad)
- updated TIB event 3825 'The Dalai Lama takes control' with additional effects, and some CBs in option B
- updated TIM event 3558 'Ismaïl's Resurrection of Persia' with an option C to convert to Shi'a and become PER
- updated TUR event 3353 'The City of Men's Desire' to grant greek and slavonic cultures (TUR no longer starts with them)
- updated TUR event 3367 'The Great Naval Reform' option B to add a shipyard and +3 province tax in Ragusa (362); buffed land tech investment in option C from 500 > 1500
- updated TUR event 3399 'Serbian Independence' to remove slavonic culture
- updated TUR event 50027 'Albanian Independence' to remove albanian culture (TUR now starts with it)
- tweaked the negative effects of the STE/TIM 'Disintegration of...' events so they're slightly more balanced between options
- added triggers to some TUR/PER border war events
- STE is now called Great Horde in 1453/1492
- AFG is now called Sur Empire in 1546
- tweaked some monarch/leader stuff for CHI, MCH, SER and WUR
- tweaked ENG province pop in early scenarios
- tweaked Lisbon pop in all scenarios
- slept SPA event 4156 'The Quest for the New World' (INC version) in 1546 so it doesn't fire again if the Neo-Inca State is annexed
- modified 1419 POL AI file
- modified Steppe AI file
- KZK should now be released with a couple of STE/UZB events
- PER should now always be Shi'a if formed by decision (as it is by event or revolt)
- minor trigger improvements to several events
- adjusted stats for several SWE leaders based on ancient EU2 forum feedback; changed "G. Stenbock" from admiral > general; replaced the two 'incompetent' generals with important admirals; replaced general "af Trolle" with "von Cardell"
- standardized leader stats/dates between identical people for DAN/NOR/SWE/KAL
- updated a load of events with relations for relevant newer country tags (e.g. MAI/TRR)
- updated credits.txt for new event pictures
- updated revolt.txt with new AI files; added EPI claim on Corfu (820)
- removed EPI core on Kosovo (363) in 1399; added claim on Corfu (820)
- DLH has now lost a province to REB in 1399 to represent Nusrat Shâh's rebellion
- removed greek and slavonic as accepted cultures for TUR in 1399/1419/1453 (added with event 3353)
- removed DAN's starting core on Holstein (306) in 1399/1419/1453/1492
- added DAN's new GFX set and name change in 1453/1492/1546/1617/1701/1773/1795
- added a starting fleet for CHI in 1419 (to represent Zheng He's treasure fleet)
- gave ENG and TUR some starting badboy in 1419
- added some Yuan Rebels for CHI in 1453
- added a naval equipment manufactory in Algarve (442) in 1453 (added with event 5280)
- bumped fort level in Morea (360) up from L1 to L2 in 1453
- removed TUR vassalage of ALD in 1816 so that they can be vassalised by ENG or FRA
- removed slavonic as an accepted culture for TUR in 1816 (as per event 3399)
- added starting army for ETH in 1419/1453/1492/1617/1701
- added starting army and fleet for KUR in 1617/1701
- assigned new AI files for POL/LIT/LAT/LIV in relevant scenarios
- added a conscription center in Veneto (370) in 1546/1617 (added with event 3594)
- corrected all PRU references to BRA in 1617
- reduced POL's stability level in 1773/1795
- various fixes and trigger improvements to the CHI and MCH event files
- various tweaks and capital changes for PER in 1773/1795/1816; removed the FAA in Isfahan (533) in 1617 as one is added by event later
- converted all relevant files to ANSI encoding to resolve potential localisation issues
- re-ID'd all Fantasia scenario monarchs to avoid duplicate issues
- revised LIT monarch and leader names for consistency
- revised LIT event file
- added ai = yes trigger to all inheritance event commands (which are ones the player shouldn't opt for)
- added 1 new leader for SAV
- added a Habsburg-Wettin alt. monarch list for HAB (for event 3205)
- added monarch files for PRM and YRL
- added major_prm.txt to events.txt
- added new MLO event 4224 'The Fall of the Visconti'
- added new TUR event 4218 'Ragusan Independence'
- added new PRM event 4219 'The Fall of Great Perm'
- added new NVG event 4220 'The Novgorodian Conquest of Great Perm'
- added new MOS event 4221 'The Muscovite Conquest of Great Perm'
- added new HAB events 4216 'Bartenstein' and 4217 'Prinz Eugen'
- reworked HAB event 3205 'The Pragmatic Sanction of 1713'
- replaced duplicate MLO leader "Marquis del Vasto" (same guy as a SPA leader) with "A. Sforza"
- tweaked province goods/income in Ragusa (362), Dalmatia (365) and Istria (368)