Europa Universalis V - Tinto Talks #91 - Lepanto
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Tinto Talks #91 - Lepanto

Date: 2025-12-10 15:01:44

Hello Everyone!

We are currently testing an update for the  1.0.10 open beta that we aim to have out this week, so that we can iron out 1.0.10 before the Christmaschristmas break!  

As Christmas ends, after Reyes Magos, we will be back working, and while we don't want to rule out any small hotfix in January, our goal is that 1.0.10 is the last of the Lepanto updates, as we are working on the 1.1 Rossbach for February afterwards.

What are we doing in this update? Well, let's take a look.

Most important first!

  • Rome is now a tier 5 formable, so Byzantium can form it.


Gamebalance

We have been looking at some major complaints here around, and the following are being tried.

  • Cavalry now takes 25% less damage instead of 50% less damage.
  • Levies are now 10% stronger in Age of Absolutism and Age of Revolutions.
  • Occupation now changes maritime presence to benefit the occupier instead.  It used to benefit the owner of the location even when fully occupied.
  • Lowering the infection rate of Malaria in the  Regions of Maghreb, Egypt and South Africa to 5% its previous rate.

Some important bugfixes that have been addressed recently.

  • Slave Raiding from Privateering now works.  This might not be popular in the Med, but..
  • The 'Block Building in Our Territory' works the right way around, it used to be checked opposite.
  • You will no longer get the “Colony Failed” when you have subjects in the same province. This was rather annoying as locations flip to your colonial nation subjects.

Some minor UI fixes.

  • Integration breakdowns for Provinces now calculate correctly.  It used to add values that were supposed to multiply in the tooltip.
  • Fixed flanking damage being inverted in tooltips, confusing many, including myself.

Other annoyances..

  • Subjects will no longer transfer occupation to overlord if they are the war leaders.

Oh, and the AI? Well

We are hoping that the AI changes we are testing now will reduce the bordergore and make the AI behave better.


War Declaration AI

  • Fixed an issue where AI would not declare war because of not wanting to spend stability even when the war would cost 0 stability to declare.
  • AI is now less likely to attack neighbors of far away exclaved land

Peace AI

  • AI will now further delay signing peace deals when they have a longlasting siege worth a lot of warscore
  • Fixed an issue where enemy alliance occupation percentage wasn't being calculated correctly causing AI to not peace out
  • Fixed an issue where AI would make peace deals in a way that split the conceding country into disconnected unreachable pieces by reviving a dead nation
  • Fixed an issue where AI was allowed to take exclaved land in peace deal
  • AI will now only annex countries if their respective capitals is within conquering distance
  • AI will no longer add highly situational peace treaties like food access or fleet basing rights into every peace deal when possible


Military AI

  • Fixed an issue where AI armies would get stuck in a cycle trying to reinforce an imminent battle
  • Fixed  an issue where AI armies could get stuck waiting for transports that where being trapped behind a blockade
  • Fixed an issue where AI would sometimes think they didn't have enough men to siege a fort due to checking combat power instead of raw number of men
  • Fixed an issue where AI would sometimes not merge their small armies correctly together during peace


Economy AI

  • Overall reduced AI manpower target based on size of their economy while also increasing their military budget, meaning they will now have a larger army and less surplus manpower while keeping the cost roughly the same
  • AI now gradually respects their desired buffer when building units based on how depleted their forces are
  • Overall reduced AI maximum target for manpower as they wasted money on having way too much compared to their actual army
  • Fixed an issue where AI would build fleets using up 100% of their monthly sailors, leaving nothing in reserve for reinforcements
  • Fixed an issue where AI would not be able to buy things when they were saving up stability or government power to get out of disasters, even when the cost didn't include stability or government power
  • AI is now more interested in keeping stability above 0, reduced desire when above 0
  •  Reduced AI willingness to invest into the stability slider to suppress ongoing rebels


Enjoy, next week we will be back for the last Tinto Talks of the year..