Europa Universalis IV

Europa Universalis IV

[1.12] Occultus Mundorum
 This topic has been pinned, so it's probably important
Vaughn  [developer] Aug 12, 2014 @ 5:26pm
Bug Reports
Post your bug reports here! If you are having technical troubles, make sure you post all the information you have on the problem (Posting your error.log file will also help greatly, you can find it here: C:\Users\%USERNAME%\Documents\Paradox Interactive\Europa Universalis IV\logs\error.log )

Also, make sure your checksum is exactly the same as the latest update official checksum. You can find them in the Change Notes tab.

If it isn't the same you should see if you have any other mods enabled.
Last edited by Vaughn; Aug 10, 2015 @ 6:44am
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Showing 1-15 of 73 comments
EmptyK Aug 16, 2014 @ 12:30pm 
When hovering over Lemurian tech group, the tooltip says "lemurian_desc".
EDIT: As well as Polynesian.
EDIT: Begining as Antrhopofagoi, the core in Putiyachola is lost almost instantly, meaning the mission to save our brethren in X is lost, giving -5 prestige.
EDIT: On Atlantis, the political mapmode doesn't overlay all the way with the terrain mapmode.
Last edited by EmptyK; Aug 16, 2014 @ 12:42pm
theLambGoat Aug 16, 2014 @ 3:21pm 
There are something like 5 or 6 provinces on the northernmost island in Lemuria (the island that's part of the Ceylon node) that have base manpower that's rediculiously high. I think there are two that are 775, two that are 4000 something, and maybe two that are 6000 something. It makes it so that those provinces are literally unconquorable (over 100% warscore for the one province) and also makes little OPMs consider themselves great powers since they have 200k manpower built up.
John Universalis Aug 16, 2014 @ 5:06pm 
i can't make any core provinces or attack natives
Kago™². Aug 16, 2014 @ 5:41pm 
Originally posted by fluffyfadooo:
There are something like 5 or 6 provinces on the northernmost island in Lemuria (the island that's part of the Ceylon node) that have base manpower that's rediculiously high. I think there are two that are 775, two that are 4000 something, and maybe two that are 6000 something. It makes it so that those provinces are literally unconquorable (over 100% warscore for the one province) and also makes little OPMs consider themselves great powers since they have 200k manpower built up.


To be specific: Utura, Bima, Nuvara, Sunduru, Deviyo and Devola

Also, Forte Paulus (Knights of St. Paulus) produces 100 denary from gold what makes the total from production and tax almost 115 denary.
Last edited by Kago™².; Aug 16, 2014 @ 5:56pm
Gillettman Aug 16, 2014 @ 6:35pm 
Crashes quite often normally around 1475 with any nation i play with.
Vaughn  [developer] Aug 17, 2014 @ 12:24am 
@EmptyK Fixed, @Fluffyfadoo Fixed, @Admiral Ackbar There is a bug where you can't attack natives in added provinces, but they won't attack you aswell. About the coring stuff I can't help you since your explanation gives me no clue what the problem is.
John Universalis Aug 17, 2014 @ 7:11am 
ok well i try to core the province (the south western australian one) and it gives me the amount of admin points it costs and i try to click on the "core province" button but it doesnt start the coring
Camus Moo Aug 17, 2014 @ 6:03pm 
The Atlantian Tech group can benifit from western arms trade (The -10% tech cost if you have an allied western country and are not western)
Alipheese Fateburn Aug 17, 2014 @ 11:03pm 
The "Geniocracy" of "Banepstimyo" says that re-elections would cost 10 republican tradition, when in fact it costs 35 if I want to re-elect, and it doesn't improve the leaders stats by 1 either, just gives a chance to get some points in one of the three categories.
Loki Aug 18, 2014 @ 10:18am 
The tech at the starting date (1444) for western nation is 14 14 15...
I have a +1590% tech cost due to time.
Last edited by Loki; Aug 18, 2014 @ 5:16pm
John Universalis Aug 18, 2014 @ 4:32pm 
i figured my problem out, i am not adjacent to the provinces
I encountered a bug with the two countries west of Mul, in that all but one of their combined provinces, count as a colony (meaning I can't convert nor harsh treatment), have a garrison of 0 (and are insta-sieged), but otherwise act as normal provinces, allowing buildings to be built and units to be trained. But since you can't convert them, it becomes impossible to get 100% religious unity as a country with any religion other than the native religion.

The countries are Maumota (everything but their capital), and Taringaturi. its not really a huge problem, but it has posed a pretty big problem for me when I was attempting to play as Mul, and found I couldn't convert any of the provinces and was thus stuck with 8 provinces that will always have a couple percent revoltrisk and the wrong religion.
Plasmos Aug 18, 2014 @ 6:43pm 
Clicking on the technologies tab while spectating causes a crash. Every trade node should have an important center of trade. Third conquest (Atlantis) gives you claims, but no reward for completing it.
Adrash Aug 19, 2014 @ 8:27pm 
I encountered a bug where land units on the Antilla Main can walk to Ehiza as if they were connected by land even though they're seperate Islands.
Moepl Aug 20, 2014 @ 5:05am 
I have the problem that I can't activate the mod. The checkmark next to OM simply refuses to appear. I also noticed that no *.mod file is created for OM in the mod folder (just a generalstuff.zip file).
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