HomeGamesUpdatesPricingMethodology
Steam News20 May 20261mo ago

Tinto Talks #109 - Patch 1.2.4 Thoughts and Pavia Preview

Hello Everyone, and Welcome to another Happy Wednesday. This is the place where we talk about Europa Universalis V. Today we released 1.2.4 which amongst other things did this.

Full notes

Full Europa Universalis V update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Everyone, and Welcome to another Happy Wednesday. This is the place where we talk about Europa Universalis V. Today we released 1.2.4 which amongst other things did this.

What changed

3 fixes2 additions3 changes2 removals
  • Balance
  • Gameplay
  • Fixes
  • Performance
  • Events
  • Compatibility
fixedFixed an issue where a 0-morale army could be auto-overrun by a much smaller force. The overrun calculation now uses each side's true nominal strength, meaning a collapsing army can only be overrun when the attacker genuinely has a 10× size advantage. Morale-collapse still gates resistance as intended.
removedTruces now correctly scale with the warscore used to end the war, rather than the final warscore the war ends with. White peace no longer incorrectly applies a 20-year truce. Same-religion and cross-religion no-CB war costs are also now properly differentiated.
changedIncreased AI army size targets, resulting in fewer but larger stacks rather than many small fragmented armies. The AI also now correctly counts hired mercenaries when evaluating military strength for both sides in ongoing wars, preventing poor peace-deal decisions.
fixedFixed a logic flaw where AI armies would never pause to recover morale when food was absent, regardless of whether morale recovery would be positive. The AI also now factors in the land morale modifier when evaluating army strength.
fixedFixed a bug where Trade Orders would reset Market Automation the first time the Trades tab was opened after loading a save. Your configured automation now persists correctly across sessions.
changedA small fix to FPS sometimes dropping and slowing down the game for some users.

Europa Universalis V changes

fixedFixed an issue where a 0-morale army could be auto-overrun by a much smaller force. The overrun calculation now uses each side's true nominal strength, meaning a collapsing army can only be overrun when the attacker genuinely has a 10× size advantage. Morale-collapse still gates resistance as intended.
removedTruces now correctly scale with the warscore used to end the war, rather than the final warscore the war ends with. White peace no longer incorrectly applies a 20-year truce. Same-religion and cross-religion no-CB war costs are also now properly differentiated.
changedIncreased AI army size targets, resulting in fewer but larger stacks rather than many small fragmented armies. The AI also now correctly counts hired mercenaries when evaluating military strength for both sides in ongoing wars, preventing poor peace-deal decisions.
fixedFixed a logic flaw where AI armies would never pause to recover morale when food was absent, regardless of whether morale recovery would be positive. The AI also now factors in the land morale modifier when evaluating army strength.
fixedFixed a bug where Trade Orders would reset Market Automation the first time the Trades tab was opened after loading a save. Your configured automation now persists correctly across sessions.
  • Fixed an issue where a 0-morale army could be auto-overrun by a much smaller force. The overrun calculation now uses each side's true nominal strength, meaning a collapsing army can only be overrun when the attacker genuinely has a 10× size advantage. Morale-collapse still gates resistance as intended.

  • Truces now correctly scale with the warscore used to end the war, rather than the final warscore the war ends with. White peace no longer incorrectly applies a 20-year truce. Same-religion and cross-religion no-CB war costs are also now properly differentiated.

  • Increased AI army size targets, resulting in fewer but larger stacks rather than many small fragmented armies. The AI also now correctly counts hired mercenaries when evaluating military strength for both sides in ongoing wars, preventing poor peace-deal decisions.

  • Fixed a logic flaw where AI armies would never pause to recover morale when food was absent, regardless of whether morale recovery would be positive. The AI also now factors in the land morale modifier when evaluating army strength.

  • Fixed a bug where Trade Orders would reset Market Automation the first time the Trades tab was opened after loading a save. Your configured automation now persists correctly across sessions.

  • A small fix to FPS sometimes dropping and slowing down the game for some users.

  • Cores gained through events or scripts, and cores lost to other countries, now persist for 100 years before expiring. Expiry only triggers if the dominant culture of the location no longer matches the culture of the core's country, giving nations a realistic window to reclaim scripted cores.

What are we working on regarding 1.3 Pavia then? Well, it is expected to go into open beta later this month, and if you would like a reminder on the plans for it, you can check them at:

https://forum.paradoxplaza.com/forum/developer-diary/the-future-of-eu5-grand-voyage-roadmap.1920458/

Other things we have been working on include… Italian Countries are getting close to two hundred new advances, two overhauled situations in the Guelphs and Ghibellines and Italian Wars, over a 100 new flavour events, and full dialect rendering across every Italian location and character name. Steam post image Good walls mean safe populations... right? Along with the new mechanics for Creditworthiness, State Bonds, and Central Banks, 1.3 also brings 10 new unique Building-based State and Family Banks of the 15th and 16th centuries. Steam post image

In 1.3, Credit will have it's own tab

A first look at creditworthiness in action. Work in progress

In parallel, the English Bank of England, the Dutch Wisselbank and the Swedish Riksbank are now developed upon the new mechanism for Central Banks. We are also adding twenty new government reforms, deepening the Societal Values system, two new generic bureaucracy sets covering mid-game early modern European states and early Chinese administration, and five new town rights, giving you a proper toolbox for shaping your settlements. There is also a new Bulgarian fragmentation disaster, ‘Twilight of the Tsardom’, with a unique government reform, the ‘Bulgarian Tsardom’, and some more advances for Balkan nations that didn’t make the cut for 1.2, but have been added in 1.3. Next week, the community team will also be hosting a showcase of our reworked Italian Wars situation coming in 1.3, made thanks to your feedback. /Johan

Source

Steam News / 20 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.