Name | Europa Universalis IV | ||
Developer | Paradox Development Studio | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2013-08-13 | ||
GameBillet | 32.79 / € | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  13330  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  1,000,000 .. 2,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 9391 | ||
Average playtime (last 2 weeks) | 1459 | ||
Median playtime (forever) | 3897 | ||
Median playtime (last 2 weeks) | 1459 | ||
Public Linux depots | EU4 LINUX [50.69 M] | ||
DLC | Europa Universalis IV: American Dream DLC Europa Universalis IV: National Monuments II Europa Universalis IV: Conquest of Paradise Europa Universalis IV: Conquistadors Unit pack Europa Universalis IV: Native Americans Unit Pack Europa Universalis IV: Songs of the New World Europa Universalis IV: Songs of Yuletide Europa Universalis IV: Native Americans II Unit Pack Europa Universalis IV: Colonial British and French Unit Pack Europa Universalis IV: Muslim Advisor Portraits Europa Universalis IV: Wealth of Nations Europa Universalis IV: Muslim Ships Unit Pack Europa Universalis IV: Trade Nations Unit Pack Europa Universalis IV: Res Publica Europa Universalis IV: Anthology of Alternate History Europa Universalis IV: Indian Subcontinent Unit Pack Europa Universalis IV: Indian Ships Unit Pack Europa Universalis IV: Wealth of Nations E-book Europa Universalis IV: Republican Music Pack (Skopje Sessions) Europa Universalis IV: Art of War Europa Universalis IV: Evangelical Union Unit Pack Europa Universalis IV: Catholic League Unit Pack Europa Universalis IV: Songs of War Music Pack Europa Universalis IV: Guns, Drums and Steel Music Pack Europa Universalis IV: Art of War Ebook Europa Universalis IV: El Dorado Europa Universalis IV: El Dorado Content Pack Europa Universalis IV: Guns, Drums and Steel Volume 2 Europa Universalis IV: Common Sense Europa Universalis IV: Common Sense Content Pack Europa Universalis IV: Common Sense E-Book Europa Universalis IV: The Cossacks Europa Universalis IV: The Cossacks Content Pack Europa Universalis IV: Sounds from the community - Kairis Soundtrack Europa Universalis IV: Catholic Majors Unit Pack Europa Universalis IV: Sabaton Soundtrack Europa Universalis IV: Mare Nostrum Europa Universalis IV: Mare Nostrum Content Pack Europa Universalis IV: Kairis Soundtrack Part II Europa Universalis IV: Rights of Man Europa Universalis IV: Rights of Man Content Pack Europa Universalis IV: Fredman's Midsummer Epistles Europa Universalis IV: Songs of Regency Europa Universalis IV: Mandate of Heaven Europa Universalis IV: Mandate of Heaven Content Pack Europa Universalis IV: Evangelical Majors Unit Pack Europa Universalis IV: Ultimate Music Pack Europa Universalis IV: Ultimate E-book Pack Europa Universalis IV: Early Upgrade Pack Europa Universalis IV: Third Rome Europa Universalis IV: The Rus Awakening |
Hello everybody! Welcome to todays Developer Diary! |
Hello and welcome to another Developer Diary! Today we shall talk about the last two nations that will receive specific content for this DLC. But before we start, I should mention some further tweaks based on your feedback from previous DDs:
With that being said, let us get into the content for the Timurids. Lets start with the setup, which has been adjusted with the following changes:
Additionally, the situation with Ajam is now properly explained in an early starting event which can force a war between the Timurids and Ajam: Note: The AI will not declare war through this event on Ajam in order to keep Ajam alive so they can most reliably form Persia. Now lets take a look at the new mission tree, which is split into two major sections: the upper part is heavily focused on ending the Ajam rebellion as well as reconquering lost territories of the crumbling Timurid Empire, reaching all the way from Caucasia to the Delhi Sultanate. The lower part, on the other hand, is all about the internal elements of your country, focusing on the government, the economy, the religion, the military, and the development. The highlights of the conquest missions are the following rewards: Note: The additional missions from Timurid Empire will be showcased later. Meanwhile, the highlights of the internal part are the following, focusing on topics such as Artistic Patronage, Islamic Schools and Laws, or internal politics: The mission Rightful Protector and its follow-up missions refer to the aforementioned privileges you start with. These would be the following: You also start with the Patronage of the Arts privilege. In order to remove the 2 inconvenient privileges, you have to enact special decisions, which triggers are the following: As for the Timurid Diwan reform you unlock, it has the following mechanic attached to it: With that out of the way, let us continue with the branching missions for the Timurids which can be unlocked with the Timurid Empire. You have the choice between the Nomad branch and the Persian branch. First, let us discuss the Nomad path for the Timurids, which unlocks the following missions: Note: All the new missions are colored in orange for the sake of presentation. As the name suggests, the Nomad missions play into the fantasy of your nomadic roots, and as such are quite comparable to the Horde missions as they are heavy on conquest. With that branch, you not only go to the furthest extent of the historical Timurid Empire all the way to Anatolia and Egypt, but fulfill Timurs ambition of re-establishing Yuan. Here are the highlights of this part of the mission tree: The Persian path, on the other hand, is more focused on internal and cultural development: Here are the highlights of this mission path: One special mention goes to the Reform the Soyurghals which enables a very unique mechanic for the Timurids here, with a new type of Subject: That would be the end for the Timurid-focused content, leaving only the Mughals for us to explore. But before that, let me explain why we decided that the Mughals should get a rework. With 1.26 and the accompanying Dharma DLC, the Mughals received their unique content as well as their own set of missions. As time has gone, the quality of the Mughal missions could no longer hold up compared to the ones of the other two Gunpowder Empires. This is the reason we have decided to revisit the Mughals to make them somewhat on par with Persia and the Ottomans. With that being said, let us take a closer look at the Mughals missions: The spirit of the original mission tree prevails as the new Mughal tree also has a heavy focus on unifying all of India under the Mughal banner. Still, the mission tree also provides some other aspects such as religious tolerance, economy, architecture, military, taxation, and a little bit of diplomacy. I will present some general highlights of each aspect, starting with the conquest-heavy missions first: Next are the non-conquest-focused missions, with a wide variety of missions to play with: Note: the mission icons in these screenshots are from an earlier build. The up-to-date icons can be seen in the overview image of all the missions. That was it for todays Developer Diary! Next week Dargeths will present to you the summary of all the features present in the next DLC, that we have been presenting in the Dev Diaries over the past weeks, and an overview of the 1.37 Free Patch. Until then, I wish you all a great week! As we say goodbye enjoy this comic from FatherLorris: |
Hey all, Ryagi here. If you've clicked on this post because you want to see just what modders can do when you let them cook, you're in the right place!
[h3]Combat System[/h3] The Combat System, at its core, is based on the D&D combat system, obviously rather simplified due to the limitations that we had to work with. Both the player and enemies take their turn to attack their opponents. Each fight lasts until death so be sure to win them. Shown below is an example of a combat encounter that you can experience in the mod. [h3]Inventory System[/h3] An RPG wouldnt be complete without inventory, equipment and character stats. Here you can manage your items and equip better gear to enhance your fighting abilities. As you can see on the gif below, Baburs Gate allows you to recruit two other characters to your party as you progress the story. Inventory window is also where you can check characters stats, like their health, and spend skill points gained from leveling up. We managed to add a rather limited, but still quite impressive from the technical side, crafting system. [h3]Custom Map[/h3] Making an RPG required a new map, specifically designed to be as immersive and as realistic as possible within the limits of EU4. Obviously the game wasnt designed to handle such changes without any issues but we managed to use some of the vanilla mechanics, like the terra incognita to hide part of the maps the player shouldnt see from the beginning. Instead they discover all paths in a seamless way by just moving their unit. A map without any environment objects would feel too empty. Thats why we needed to fill it with many custom made (and some borrowed) 3D objects. Some of them are even interactable like berry bushes from which you can pick berries. [h3]Moving Story[/h3] No Role-Playing Game would be ever complete without a story. Despite the time constraints, we were able to (mostly) fit the world with plenty of characters and dialogue options, giving your existence in this game a purpose. In Baburs Gate IV, you get thrown into an unknown world as Babur - a powerful Indian King who died to an unfortunate Pretender Rebellion. After his unfortunate demise, he finds himself in a foreign forest without anyone from his entourage and without any of his mortal possessions. Will he manage to find his way out of this foreign world? Find out yourself! The mod includes about 65 unique dialogue options and ~50 NPCs to interact with. [h3]Future of the Mod[/h3] For the four of us, Baburs Gate IV was a showcase of the EUIV modding capabilities and a lovely project to tackle for two weeks. As it stands, none of us has got the time nor motivation to continue the development of the mod. As such, if there are any souls willing to make their own EU4 RPG using Baburs Gate IV systems, they are free to do so with the appropriate credit. The task might seem daunting at first, but with much of the work done & functional, further development would be more focused on the development of a new story and new fights/items rather than working from the bottom-up. For any further inquiries, feel free to leave us a comment on our workshop page. [h3]Our Team[/h3]
Pax Sinica Et Romana Hello fellow romaboos, I am Lichark and in this portion of the spotlight Ill shed some light on the development and features of Pax Sinica et Romana! [h3]The team[/h3] Before we get into the meat of this spotlight, I would like to introduce the team and their roles during the modathon. Me and Tomaszrock22 already had some experience with modding Paradox games in the past, mostly with Hearts of Iron IV. While Im a jack of all trades kind of developer, Tomasz became kind of an expert at map modding. Sadly, we had to divert from our earlier designs that contained more drastic map changes (provinces, impassable terrain, etc.) so he could help with the development of the mission tree instead. Juisztnosz and Kindiman were introduced to modding during the modathon so they had to learn on the fly. Still, their help was invaluable during the design phase and later on. When they became familiar enough with event modding they did most of the skeleton work for those, which was not an easy task! The two of them also acted like a kind of research department in the team, looking at cool ideas to include. [h3]Inspirations & Early designs[/h3] Even during our first brainstorming session we agreed on some foundations for maximum winning potential:
After the basics were agreed upon, we had to come up with a scenario that was fun and interesting enough. Juisztnosz wanted to center the project around the Byzantine empire but that would have meant that we had to restructure the content that is already there in that region. That's when we came up with the whole Sino-Roman empire shtick. We did some research to build a timeline of events that could lead into this scenario, no matter how unbelievable it is. At that time, I thought the best approach to this would be a slow buildup just like how the mod, Third Odyssey (Shoutout to the team behind that mod!) does it with a series of events at the start of the game. (The event that would have decided if the player goes down the normal Ming or the Serican path) That meant that the player starts as Ming and with a series of events has the choice to prepare an expedition to find the long-lost Sino-Roman heir in Siberia. After that, they became a one province minor in the region with the goal of reclaiming all of China. This concept failed for a few reasons:
(The co-emperor mechanic that was nearly done by the time we had to cut it due to time constraints) After thinking it through why our first try didnt work out, we had an emergency brainstorm. There we made the following changes to the scenario:
[h3]Friends & Foes[/h3] (Map of Asia in the 1444 start date) With the map finalized, we thought it would make it even more interesting if we created country-dynamics between Serica and the nations around it. We made sure to give the player the option to fully annex or vassalize these nations for roleplaying reasons. Heres a quick run-down of the three main nations around Serica:
(The five unique advisors available to hire) During your conquests there will be times where you have the choice to hire unique advisors in the style of Paragons from Stellaris. They have a bit more personality, some kind of useful ability, and a custom portrait. Some of them even unlock new local organizations. Its no secret that Im a common monument enjoyer. Thats why I decided to include 26 new monuments if were not counting the different variations of them. These monuments can be grouped into three different categories:
A large majority of these monuments are unlocked with the religious part of the Serican mission tree. (All the monuments the player can convert with the In the Name of God mission completed) I would like to mention two monuments that have their own, unique properties. Xian Fortified Mountain Pass:
Ruins of Beijing:
[h3]Closing thoughts[/h3] Looking back, the modathon was a great opportunity for our team to work together and have fun. We experienced a ton of hardships over those two weeks but at the end we actually managed to deliver a somewhat cohesive mod. I would like to thank Chewy, Minnator, Ryagi and Paradox for the opportunity! Have a good Day! Lichark Winds of Silk Well hello to everyone who has decided to read this far, it is me Kyhler, back again with more music but this time from the modathon season 2. I have this time been assisted by three others (Byter, Byrd/valdermarhvidjr. and Crack Jeezus) in the creation of these three new tracks. Remember to give them a listen if you havent (either through the mod, or on or both ;) ) and we hope that you also learn something from reading this, since there might be some new knowledge for you further down. Enjoy! [h3]A Journey Begins[/h3] A journey begins, as the title emplies, had to give you a feeling of leaving home for the new journey. Specifically leaving ones home in the eastern part of the silk road, aka China. This was quite a difficult thing to do since on one hand it had to be a little sad because of you leaving your home, but it also needed to capture a feeling of the epicness of the journey ahead of you. These prerequisites is why the song, fundamentally, can be split into two sections with the split occurring at around 1:13, with the introduction of a new idea into the mix. The first section appeals more to the sadness of leaving all you know, while the second part ramps up in both tempo and instruments used to convey that the journey will also be an adventurous one. I at last want to mention a small bit about instrumentation itself since as you might have discovered one of the instruments might sound a bit unfamiliar to you. [h3]Hustle and Bustle In Europe[/h3] This piece is supposed to catch your arrival in europe. You travel through a town and its local market before arriving at the regional citys busy main-marketplace. As you leave the hustle and bustle of the city behind you, you finally arrive at your destination late in the evening. As my goal is to educate others, I want to give some insights into the creation process, more specifically into the choice of instruments. Choosing instruments always depends on a lot of factors. The first question for this decision was which instruments does EU4/Andreas Waldetoft choose to give a feel of early modern era and EU4?. The answer I found was flute and lute. Now comes in the restriction that I dont have good sounding sound libraries for lutes, so I just compensated this by a harpsichord, which to the untrained ear (including myself) sounds similar enough. It fits the timeframe anyway. So flute and harpsichord were going to be my main instruments. But which one should I take for the fuller sections? The answer was simple: strings. They play this very simple rhythm starting at 1:20. I also want to highlight the horns that play a secondary voice (1:34) at first and later on the main voice(1:43). Lastly, listen carefully at 1:25. The flute is not alone anymore, it is reinforced by a piccolo flute. I only touched the surface of my decision process and instrumentation techniques. If I got your interested for music, try to find specialties while listening to Hustle and Bustle yourself. If an instrument appears or disappears, moves into the foreground or stays in the background, mimics another instrument or slightly differs, see what you can find. And give the other two tracks a listen, too. ;D Lastly, some basics about instrumentation: Not every instrument can play any note. Some notes are just too high or too low to be playable for certain instruments. This is why most instruments have differently sized versions of themselves. The violin for example is smaller than the viola is smaller than the cello is smaller than the double bass. There are also some exotic variants like the contrabassoon (a very deep bassoon) or the piccolo trumpet (a very high trumpet) [h3]Danger in the Mountains - A call for war[/h3] As the title refers to, this piece is meant to symbolize the start of a longer conflict between two warring countries. The timpani play a heavy part in this piece as to be the heavy march but also to take the role of an actual war drummer that would rile up his compatriots. There are also later parts of the track, where the horns take over and take us to the later stages of the war with both sides experiencing losses. But even in the sight of these losses, war must always have a winning and a losing side [h3]Closing thoughts[/h3] Well we all hope you overall liked this section of the modspotlight and have a good time reading the other mods. PS. as mentioned before, you dont even need to download the mod on steam to listen to them since they are on youtube aswell. You can find them on this channel [url]https://www.youtube.com/@Kyhler and again, thanks for reading so far. Professional Armies Hello, fellow mod enthusiasts! We are 200e200w, Gandalf, Rocksauze, JustFalcon and AllenY, creator team of Professional Armies, a mod idea which aims to expand the army system, by adding a few new mechanics (like army doctrines) and changing how warfare works a bit. It does not aim to completely revolutionize the army mechanics, but to make them fresh and easy to understand! [h3]Design[/h3] 200s initial pitch involved adding new warfare mechanics, specifically HOI4-style doctrines. During our day 1 meeting, we expanded the scope to include an experience system that could be invested into three sinks - the aforementioned doctrines, temporary buffs and permanent unit upgrades, as well as minor adjacent features like idea synergies, government reforms and a new building. The mod is largely unchanged from its original design draft. We considered adding more features like naval doctrines, logistics, a warscore rework and a stagnancy feature but these were stretch goals from the start and either got axed or we just didnt have time to implement them. Speaking of time constraints, the modathon offered a unique challenge that shaped the workflow of our group. We had difficulties getting everyone together for meetings (especially due to being spread over 3 different continents), we had to thoughtfully allocate our time to spend on the mod and we had to learn how to use GitHub the hard way. Every day was precious. But this defining element of the modathon is what allowed our project to be what it is: it forced us to break down our design into tight, simple modules that could be worked on independently, it got us to contribute something every day to keep progress going, and saved us a lot of time deliberating over what could have turned into bloated features. Most of us werent developers before the modathon, with 200 being the most experienced modder in the team, but we learned through a trial-by-fire how to code, organise, communicate and, in essence, make our own mod. [h3]Showcase[/h3] The mod mostly happens on this screen. The vertical bars show the progression of your chosen doctrine, which gives army-wide buffs depending on its nature. The horizontal bars show the progression of your unit professionalisation, which only benefit specific unit types. The five buttons in the bottom right are temporary buffs for occasions where an immediate cheap benefit would be more beneficial than a long-term investment. The investments into your military are purchased by spending experience, which is tracked in the military tab. It can be acquired both actively and passively through various means, such as battles and events. The military academy is a building which passively grants experience, though only one may exist in your country. In addition, each of the army doctrines you can take, synergizes with one of the military idea groups, further boosting the doctrine bonuses! There are also a few more smaller features you will like! [h3]Future[/h3] In response to player feedback, we plan to change some aspects of the mod to improve the compatibility, balance and UX. First of all, the military academy is the only building we made and it can only be built once per country. In retrospect, it doesnt make much sense to mess with the construction interface on such a small change, so we are considering to turn the academy into a decision instead. Secondly, the rate at which experience is gained and lost will be adjusted. As of now, it is pretty easy to finish an entire doctrine tree within just 100 years, when it should be a process that lasts into the endgame. Expect costs to increase and gains to decrease. Finally, the doctrine overview window will need to be reworked if we want to show the effects of doctrines ahead of time. This isnt a massive priority but it is something we want to do. [h3]Retrospective[/h3]
[h3]Conclusion[/h3] We hope you enjoyed our overview of the mod. Were very proud of the work weve done and grateful to Chewy and the Modathon Organisers for the opportunity to collaborate on this project. Enjoy specializing your army in your own, unique way! -The Professional Armies Team Upon a Crimson Horse Hey, this is Sol, from the Upon a Crimson Horse (UaCH) team. Have you ever looked at the Timurids and wondered why they always have the same, boring collapse? Or do you think that disasters in EU4 are far too easy, and dont meet the level of carnage and destruction that you want? Upon a Crimson Horse focuses on revamping the Timurid Succession Crisis with the most brutal and destructive war that EU4 has ever seen, providing an interesting early game challenge before transitioning into the Persia region gameplay you know and love. Historically, the Timurid Succession Crisis was actually a set of three wars, the first of which had already happened before the 1444 start date, and resulted in Shah Rukh Mirza ruling the Timurid Realm from Herat. We focus on the Second Succession Crisis, when the sons and grandsons of Shah Rukh, alongside other descendants of Timur, battled it out over the Timurid Empire. [ATTACH type="full" width="744px" alt="Timurid Realm.png"]1110958[/ATTACH] the updated Timurid realm at the beginning of the game The Timurid realm is decentralized across a series of local rulers, some of which are descendants of TImur, while others are local dynasties. Mechanically, this is represented through a unique subject type, the Emirate. These emirates are divided into Princes, those of the Timurid dynasty, and Governors, those of a local dynasty. Some notable princes with focused content include the Timurids themselves/Herat, Transoxania, Ajam, and Balkh. Of course, the empire didnt collapse all at once, and Shah Rukh himself even lived into 1447, and so the opening of the mod focuses on a few significant events before the civil war breaks out, including Sultan Muhammads rebellion in Ajam and Ulugh Begs attempt to steal Shah Rukhs body. Watch the steady collapse of your kingdom unfold right before your eyes!! [h3]The Timurid Succession Crisis[/h3] Once the disaster fully ticks up, the Timurid State collapses, represented by a slew of unique mechanics and over 150 unique, flavorful events. In EU4, wars are typically a 1 on 1 affair, with each side bringing in their alliances. This does not effectively model the Timurid Succession Crisis, which was a constant free-for-all between the various contenders. Instead, there is a multi-way civil war, with every participant always at war with every other participant, until one contender can finally defeat the others and place themselves at the top. The Prince and Governor distinction becomes very important here, as they have different mechanics during the civil war. The war begins with all princes declaring war on each other, and the governors getting the choice to swear fealty to a particular prince or to fight as equals. In addition, there are unique government mechanics for both, and governors can promote themselves to princes for a different ending. In both cases, the CBs result in the subjugation of the defeated party in war, through a unique peace deal, making the losers realm Emirates of the winner. This build-up towards a vassal swarm results in a satisfying snowball towards the end of the war, balancing out the devastation and depletion of resources over the decade-plus of fighting. These wars are started through events, and a series of event-driven mechanics ensure that the Timurids continue fighting till one power is on top; any war that doesnt end in total subjugation is treated as a ceasefire and will shortly start up again. The map is also dynamic, with princes shattering or spitting out smaller regional states at various intervals, each of which join the Succession Crisis as a prince / governor; in fact, almost every single relevant province has an OPM tag associated with it, each of which have unique flags and ideas, courtesy of Cetai! These will be spit out and join the war when the right conditions are met. Every single OPM that can revolt just from Herat alone Of course, a fractured Timurid realm represents easy pickings for outsiders, something that certainly did happen historically with the Shaybanid conquest into Bukhara and the Turcoman conquest of the western emirs. This intervention is represented through Interloping, which can be done through the custom UI. A country declares their intent to intervene for a particular portion (Region) of the Timurid realm, as shown in the custom UI. The interloper starts a war against any prince / governor with a province in that region, and must occupy every single province in that region, at which point they can conquer the entire region and exit the war. If they lose any of these wars at any point, their conquest ends, and they leave with nothing. [ATTACH type="full" width="734px" alt="Custom UI.png"]1110961[/ATTACH] A wonderful map painting minigame, in a map painting game. [h3]Ending the Succession Crisis[/h3] Weve talked about ending the succession crisis before; there are 2 main pathways to achieve this, both again through the custom UI screen. A Timurid Prince can attempt to Reclaim Timurs Legacy after they have subjugated every single contender in the Civil War: this turns their tag into the Timurids and ends the wars. A Timurid Governor (or interloper) can attempt to End Timurs Legacy if they have vassalized, or occupied the capital of, every Prince, which destroys the Timurid mechanics and sends a demand of subjugation to every ex-Prince and ex-Governor on the map. The most satisfying button click ever, trust me While Ending Timurs Legacy might be the end, the same cannot be said for Reclaim Timurs Legacy. In Upon a Crimson Horse, the Third Timurid Succession Crisis is represented by an infinitely repeating disaster, triggering the succession crisis over and over again until no Timurids remain. This, of course, can be prevented by a skilled player, through the Government Reformation mechanics now available. A new meter, Persianization, is visible in the government screen; reaching +100 allows for reformation into Persia, while -100 lets the player become a centralized and powerful Horde, in the image of Timur and Genghis Khan before him. The majority of progress comes from a series of events which carry significant costs, making it a challenge not to collapse into bankruptcy or a separate disaster in time. The rewards are significant, and your united Persia/Timurids will soon be on the path to Asian domination. Rebels? What rebels? Oh, you mean our involuntary corps! We hope you enjoy playing our mod! Weve got plans to update several of the mechanics and add some post-succession crisis content, and of course, integrate it well into the next DLC which is adding Timurid content! [h3]The Team:[/h3]
__ We hope you enjoyed reading about these mods! You can find all of them listed here: Upon a Crimson Horse Babur's Gate 4 Professional Armies Pax Sinica et Romana Winds of Silk Till next time! |
Welcome back to another Development Diary! This week we will talk about the Hordes that occupy the lands between the Pontic Steppe and Mongolia.
And with that, let's get into today's content. By 1444, the era of Genghis Khan was long gone and only the remnants of its successor states populated the steppes. The descendants of the Yuan dynasty had found themselves under the Oirat Khanate, which would lead to a conflict with the Ming dynasty known as the Tumu Crisis; the Golden Horde had just recently disintegrated into various other states; the Uzbeks would begin their migration south into Bukhara after being beaten by the Sibirs and Kazakhs; and lastly, Moghulistan, the successor of the Chagatai Khanate, would be embroiled in a civil war. Some of the historical events mentioned are already present in the game, such as the dwindling Tatar Yoke in Russia, the unrest of the Kazakh and Sibir people, and the Tumu Crisis in China. As the successors can roughly be split into three groups, the Successors of the Golden Horde, the Khans of Central Asia, and the Mongols of Northern Yuan in the East, we decided to create three separate branches for them. Before discussing the content, I briefly want to mention a change to the nation of Chagatai. In 1444, the Khanate was splintered for multiple decades and the remnants were instead known as Moghulistan. For that reason, Chagatai is no more; instead, the nation has been renamed more appropriately: With that out of the way, let us start with the conquest trees. All the Horde mission trees share some common conquest missions, but depending on the region the overall progression will be different: Note: as always, all art shown in this Development Diary is placeholder. With the Golden Horde splintered, the nations of Crimea, Kazan, Great Horde, and Nogai will have their starting missions be about reuniting the lands there, as well as combating the increasing power of the Muscovites. After your conquest of Russia and reaffirmation of the Tatar Yoke, you will be able to reach the furthest western extent of the Mongol Conquests into the Carpathian Basin. Having talked about the Western conquests, lets now turn our attention to the east into the steppes of Central Asia and beyond if you want to assert your dominance of the hordes and restore the Mongol Empire. For the Tatar Hordes, this will mean that their rewards will overlap with other hordes as well. Each Region of the Hordes will have access to a unique branch of their Conquest mission:
These branches will not be absent for the others, for example, the Tatars and Central Asian Hordes will have access to the same mission tree concerning China, and the same goes for the other combination. So with all of that in mind, the next few missions will be shared with either Central Asian Hordes and Mongols. With this explanation out of the way, let us look at the Central Asian and Chinese parts of the conquest tree. Central Asia in 1444 was much more split than what is shown in the game. The Kazakhs and Sibirs were effectively their own tribes, which is why that is represented for Uzbek as extra unrest. They were not made into independent nations at the start though; however, as both the Mongols and the Tatars youll be able to make Kazakh into your own subject through the tree, feeding them their core land should you wish to do that. Once you conquer most of Central Asia, youll be able to turn them into an incorporated vassal, which are subjects that are more closely aligned with your own country, making them cheaper to integrate. Moving on to the lands of China, youll be able to press the claims of the Yuan dynasty for yourself, making them a Mongol Brother Realm, as well as a new evolving modifier called Like a Dragon, that will help your nomadic playstyle once you conquer China. During your conquest, you will of course be able to adapt your country to the new challenges and people that are now part of your realm. Going to the lands of Persia, the missions there will revolve around the re-establishment of the Mongol Rule and the Ilkhanate state which was destroyed before the era of Timur. Since the region is dominated by the Timurid dynasty and no direct successor, the Central Asian hordes will be able to reform the Ilkhanate TAG, should they ever wish to. As for the rest, theyll be able to set up their own Brother Realm in the lands there. The missions there also allow you to go even further than the Mongols managed to, expanding your reach from Persia into Hindustan and Egypt. When you manage to unite all of the Mongol Empire youll be able to finish the last mission in the conquest part of the tree, Pax Mongolica. With the full force of a unified Mongol Empire under your control, the world will truly be the grazing ground for your horses. Before we proceed to the differences in the Mongol and Central Asian missions, the Mongol Empire has its requirements slightly changed. You will no longer be required to directly own all the Mongol Empire provinces but instead, you will be able to form them using subjects as well, since the Mongol Brother Realms would normally lock you from reforming the once great state, and for all Chagatai enthusiasts, Chagatai will be able to form them as well (more on that in the Central Asia part of the development diary). Additionally, the Tier 1 Great Mongol State reform that the Mongol Empire has will now give you access to Siberian Frontiers as well in order to make it possible to take the rest of the Siberian lands. I mentioned the Mongol Brother Realm a few times and now it is time to explain a bit more in depth what these are. In order to allow for the player to have all of the successor states under one banner, the Ilkhanate, Golden Horde, and Yuan will now be able to become subjects under the strongest successor. They will provide little to no Liberty Desire but they will pay you extra money for being vassals, as well as provide bonuses to your cavalry. They will also be able to declare their own wars. While this is the intention to keep for now, we would like to hear your opinion on this subject and what you think. Moving on from this, let us look at some of the differences between the Mongol and Central Asian sections, starting from the remnants of the Yuan dynasty. The Oirat will now have a bit more options available during the Tumu Crisis. Should they be able to capture the Chinese emperor Zhu Qizhen they will be able to leverage his captivity for a justified conquest in China. The Tumu Crisis mission will allow you to transform your modifier Captured the Emperor to grant Core-Creation Cost and Province War Score Cost. The Reuniting the Mongols Event will also be present in the Mission Tree, allowing you to unify the Mongol cultures into one. The Russian and Tatar section of the conquest for both Mongols and Central Asian Hordes will revolve around conquering the remnants of the Golden Horde and having the choice to make them a Mongol Brother Realm, as well as gaining the ability to recruit Cossacks. Lastly, let us look at the differences for Central Asians. As mentioned before, Chagatai had been fragmented during the 14th Century and Moghulistan survived as a successor state. Youll be able to restore them should you complete the Unification of Chagatai mission, which will allow you to pursue forming the Mongol Empire. Other missions revolve around the Kazakhs as well as the central position of the Silk Road these nations sit in. Once you decide to move to Persia, youll also gain the choice to reform the Ilkhanate. While conquest is no doubt a central part of any horde gameplay, this is not all the missions will have to offer, after all, conquest means nothing if you cant stabilize the realm. A second part of the mission will delve into your internal administration and economic dealings. These will be available to all of the previously mentioned groups, while Yuan specifically has a different branch than the others. Additionally, a small tree of branching missions will offer you the choice between tolerance and devotion to your faith. The Hordes had to rely on a tributary system to amass their wealth, and this is represented under the Strengthen the Basqaqs Mission. While Tributaries might not be a desirable long-term goal of your campaign, the additional rewards will be able to get your Host of Armies off the ground. As the Horde Administration differs from a standard feudal society, the game struggled a bit with an accurate representation of this. These missions will allow you to adjust and reform your interactions with the Tribal Estate, elevating the nobles among the tribes, and getting rid of some of the destabilizing issues a horde will have to deal with at the start of the game. With things such as Tribal Absolutism, a privilege that benefits more from your Max Absolutism, giving you an incentive to keep your estate privileges to a minimum in order to make the most out of it, and forcing your Tribes to accept even the youngest child as the legitimate khan. Something that is not inherently linked to your status as a horde, but the region you occupy, is the Silk Road and your control over the important trading posts of the regions. By controlling the important centers of trade along the Silk Road and its expansions into Persia you will be able to control the flow of trade between the eastern and western parts of your empire. Lastly, let us talk about Yuan. When we worked on Domination, it was very requested by the community to make available to them the new mission tree section for the Emperor of China. Now, weve decided that the owners of the new DLC will get access to the Emperor of China missions, and we're also making it possible for the owners of Domination to have those missions available while playing with the old Mongol mission tree, which is part of the base game. Please, also remember that this is only working with the Mandate of Heaven EoC mechanics, so you also need that DLC for them to appear and be playable. This is not all that changes around Yuan, their flavor missions will be quite different in order to represent both the Mongol and Chinese character of the former dynasty. In this combination, Yuan will have access to quite a sizable mission tree with 65 missions. The flavor part of the Yuan tree revolves around the mix of Chinese and Mongol characters that Yuan had, allowing you to be highly expansionist whilst also backing these conquests with a highly efficient bureaucracy. And this concludes this week's Development Diary! Next week Ogele will be back, showing off the content of the Timurids and Mughals! Before we say goodbye, a word from FatherLorris. Let the army composition comments commence!!! |
Hey everyone, welcome to another Developer Diary! Before we get to the content, we would like to let you know that we have gathered a lot of feedback regarding last weeks Diary from various sources, and are extremely happy that the new Central European content generated feedback and positivity! Despite that, there have been some concerns and requests, so before we move on, lets take a look at what has changed since then, thanks to this feedback:
That said, lets move into todays new content, which is centered on very different Middle Eastern nations. ------------------------------- Hisn Kayfa One of the most requested countries, this last bastion of the Ayyubids is slated to receive a plethora of flavorful content. From missions to events, government reforms, and more, lets take a deep dive at whats in store! Although the Ayyubids were of Kurdish origin, they were under ample Arabic influence, and most of their country was Arabic. In order to represent it, they have been given a new T1 'Ayyubid Dynasty' government reform, which negates the unaccepted culture modifier in all owned Levantine provinces. In other words, all Levantine cultures which are not accepted will be treated as accepted. Note: As usual, all Art in the Developer Diary is placeholder. Rounding off our setup changes is the new lore startup screen which explains the history of the dynasty from the Rise of Saladin until 1444 as well as the standard of Saladin, replacing the old flag. Lastly, Hisn Kayfa will gain access to the Ayyubids cosmetic name which has been highly requested. It is unlocked through their new mission tree, and unlocking it will also empower your national ideas, akin to Great Armenia from King of Kings. The mission tree was designed with flexibility in mind, allowing players to choose their path without being constrained to any specific outcome such as the formation of any tag. While there's ample content for those wishing to remain as the Ayyubids, players are also free to pursue other formables such as Egypt, Arabia, Timurids, Persia, or Mughals. The core focus of the mission tree revolves around restoring the Ayyubid Sultanate and vying for control of the Caliphate, offering claims stretching from Khorasan to Andalusia. In regions historically not under Ayyubid control, the mission tree provides branching paths. Players can opt to conquer Persia and Anatolia for additional claims and temporary rewards, or alternatively, cultivate alliances in those regions and have allies complete missions on their behalf, unlocking enduring benefits. Approximately half of the missions are geared towards strategic development, including securing alliances, bolstering military strength, revitalizing Baghdad, controlling the Persian Gulf and the Red Sea, and even constructing the Suez Canal. The Ayyubids after recovering their hegemony over the Middle East! ------------------------------- Hormuz & Oman Hormuz & Oman, despite their geographical proximity in the Arabian Peninsula, showcase distinct playstyles shaped by their religious beliefs and cultural traditions. Hormuzi merchants wield influence across India, Persia, and Arabia, leveraging their trade prowess, while Oman is renowned for its shipbuilding expertise and stands as one of the two starting Ibadi nations in the game. In a manner reminiscent of the dynamics between Qara Qoyunlu and Aq Qoyunlu from King of Kings, both nations share a common end goal in their mission trees, yet their approaches feature subtle distinctions tailored to their unique attributes and strengths. Lets take a closer look! Given their aforementioned close proximity, Hormuz and Oman inevitably find themselves in a struggle for dominance as they seek to expand into Arabia and unite the peninsula. Despite their mercantile focus on expanding power in India and Southeast Asia, both nations recognize the importance of controlling their immediate surrounding provinces. Consequently, the rewards for uniting Arabia, while significant, tend to be more generalized to accommodate the broader ambitions of these trade-oriented nations. The trade aspect of their mission trees introduces a new Government Mechanic known as 'Arabian Mercantilism' for both nations. This mechanic empowers them to enhance their merchants and overseas outposts, enabling them to efficiently direct the lucrative trade of Asia into Arabia without extensive overseas conquest: The lower section of the tree delves deeper into this unique mechanic, offering missions that can be completed without the need for extensive territorial conquest, aside from in India. Rather, players must focus on accumulating trade power in specific trade nodes. The rewards are particularly enticing; players can trigger the Spice Trade event independently of European involvement in the Indies, and even enact Thalassocracy much earlier and without the necessity of investing in idea groups. As we showcased at the beginning of this section, the Omani and Hormuzi content hosts key differences when it comes to their mission trees. As such, divergent paths emerge for tackling their respective challenges. For instance, Hormuz will bolster provincial trade power in their fortified provinces, whereas Oman will incorporate a more pronounced religious aspect into certain missions. However, both nations will share access to a distinctive reward: the ability to establish the 'Arabian Traders' privilege, granting players the freedom to select bonuses tailored to their strategic preferences: On the right side of the tree, a distinct branch unfolds for each nation. Hormuz, leveraging its ties within the Timurid Empire, will find a dedicated path focused on Persia, recognizing its significance as a pivotal trade node in the region: For Oman, the branch will center around their renowned establishment of the Sultanate of Oman-Zanzibar. Players will embark on missions aimed at asserting dominance over the trade in the region, while also laying the foundation for their own formidable marine corps: ------------------------------- Trebizond Historically, the rulers of Trebizond established a tradition of marrying into Muslim families, such as the Turkomen Aq & Qara Qoyunlus. This was a pragmatic solution to gain alliances to protect the declining Komnenid realm. Trebizond has received a new 'Empire of Trebizond' Tier 1 government reform as a part of the free update, which includes a new modifier that increases the heathen countries opinion of Trebizond, and the owners of the DLC will also receive access to the new 'Heathen Royal Marriage' which will allow Trebizond to create royal marriages with heathens despite being Christian. While extensive cultural or provincial overhauls are not feasible, we have introduced the Cappadocian culture. This culture can be established in Anatolia through the new mission tree of Trebizond, as well as via the King of Kings mission tree of Byzantium. Furthermore, in order to increase the representation of the Greek population in Anatolia, we have turned the province of Samsun into a Greek Orthodox province with a Trapezuntine core, since the province was only conquered by the Ottomans some 20 years before the start date. Lastly, Greek dynamic province names now also apply to Pontic and Cappadocian cultures. The mission tree's central objective is the restoration of Byzantium. Progressing along this path empowers the 'Komnenian Restoration' modifier, which evolves with each completed mission. The culmination of this effort is the conquest of Constantinople, which permanently enhances the modifier, offering benefits to core creation cost, army tradition, and prestige decay. Additionally, forming Byzantium through the new Trapezuntine mission tree grants significant amounts of monarch power. The Caucasian branch of the mission tree focuses on asserting control over the region of the Caucasus, offering players the option to achieve this goal through military conquest or diplomatic means, where allies control the territory. Each method of completion yields different rewards. Additionally, players are tasked with securing their Caucasian borders by pacifying the hordes to the north. This branch also introduces the ability to integrate the Georgian culture into the Byzantine culture group: Some more highlights around the mission tree revolve around:
------------------------------- Theodoro The Principality of Theodoro is one of the hardest starts in this DLC, having to combat the Hordes, the Ottomans as well as the Italians, they will have to use clever diplomacy and some newfound tools if they are to survive. The mission tree centers on the expansion into neighboring lands. Players will have opportunities to subjugate the Tatars in the North and engage in conflicts with the Byzantines and Ottomans in the South, providing them with the option to proclaim themselves as the true emperors of the East. Additionally, they can utilize their connections in Russia to pursue diplomatic relations with the Muscovites, culminating in the 'Gothic Invasion'. Starting missions will primarily focus on conflicts with Genoa. Historically, the Gavras dynasty of Theodoro experienced a gradual decline in influence, leading to their eventual annexation by the Ottomans. This will be represented through the introduction of a new privilege, the Italian Coastal Influence, which imposes penalties on sailors and trade power until resolved. Moreover, Genoa will gain 20 trade power in the Black Sea as long as this privilege remains active. These initial missions offer two paths for completion: either through conquest by expelling the Italians from Crimea or through diplomacy by fostering friendly relations with them. Regarding their relations with the hordes, Theodoro takes a unique approach. Rather than focusing on the Gothic culture, which is only present in one province, they can opt to integrate with the Tatars. This strategy enables them to gain bonuses for their Cossacks and strengthen their steppe provinces economically. Furthermore, as descendants of one of the Byzantine families that once served under the Komnenos, players will have the opportunity to press their claim and set sail south to conquer Constantinople. In doing so, they will earn various rewards aimed at demonstrating to the people of the Balkans and the Aegean the superiority of Gothic ways. The image above highlights a distinctive tier 1 government reform, alongside a unique diplomatic action. However, in actuality, Theodoro has access to two tier 1 government reforms, the other being the 'Merchant Aristocracy'. Reflecting the quasi-republican nature of this merchant nation, this reform has been introduced, granting Theodoro the ability to establish trade posts and enhance their economic foundation from the outset. The 'Recruit Foreign General' diplomatic action addresses Theodoro's historical reliance on hiring foreigners to lead their armies due to their minuscule population. While the use of mercenaries is represented through buffs in their ideas, the diplomatic action fills the gap for hiring foreign officers. With this action, players can pay an ally one year of their income, and in exchange, the ally will appoint a general for Theodoro's army. The general's stats will be influenced by the ally's army tradition and their opinion of Theodoro. Given the Gavras family's ties to Russia, a small branching mission path is available, providing players with options for their Russian diplomacy. They can opt for a peaceful approach, forming alliances that culminate in the ability to recruit Streltsy. Alternatively, they can pursue a more aggressive strategy by pressing their claim to the Russian throne, leading to substantial expansion of their realm. Finally, upon completing all tasks, players gain access to the 'Gothic Invasion' mission. After humiliating the Holy Roman Emperor and solidifying their position as an empire, they unlock a unique casus belli. The 'Gothic Invasion' casus belli functions similarly to the Imperialism one, with the distinction that it is limited to European provinces only. Thank you for tuning into another Developer Diary, as always your feedback and comments are incredibly vital and appreciated as we fine-tune the content! Next week Markus will discuss and showcase new content around the Hordes of Asia! And of course, today's diary wouldn't be complete without a Father Lorris comic: |
Hello folks! Today's Dev Diary covers some key central European countries, Austria, Bohemia, Hungary & Germany. |
Hello and good afternoon! Today we will be taking a look at the content we have in store for Venice, Italy, and the Netherlands. All three of these countries have many gameplay aspects in common, trade, maritime prowess, and, to some degree, colonization. Either as important proponents of history, as is the case for Netherlands and Venice, or as valuable gameplay additions in Italys case, these countries are due to receive new content with the upcoming DLC. |
While the European kingdoms are leaving the Medieval period and starting their centralization to the modern states, the New World these soon-to-be colonizers will discover is already home to other empires. The heart of Mexico is settled by the Nahuatl empire of the Aztecs, led by the great Moctezuma I who aims to centralize the Triple Alliance and establish a realm that drives fear to the hearts of its enemies. The Mayans, once controllers of the jungles of Chiapas and Guatemala have retreated to the Yucatan peninsula. Their once great realm is now splintered into a series of city-states, not all too unlike the Italian domains. In the heights of the Andes reigns the many different Inti kingdoms. One of them, Cusco, will be destined to unify the region under the rule of Pachacuti and his descendants, forming the first Incan Empire. |
Hey all! Community Ambassador Ryagi here. EUIV has been busy preparing for 1.37, for more on that check out our 1.37 roadmap Dev Diary. But today we're not here to talk about what we have in store, but what some of the creative EUIV's modders have been cooking up! This time we're covering a brand new Alternate history total overhaul mod, Gods and Kings: |
Hello, and welcome again to a new series of EUIV Dev Diaries! For those of you who dont know me yet, I joined Paradox Tinto a couple of years ago as QA, and Ive transitioned in the past months to the position of Associate Producer. Ive been pretty much involved in the development process of the new content for the 1.37 update, in a very exciting (and different) experience from my previous duties as QA. For this Dev Diary, Ive synced with @Pava, our Content Design Coordinator, to speak about the new content. |
First, a quick announcement for those who have been waiting: we will be starting dev diaries back up again next Tuesday 27th! Were excited to begin sharing with you all that weve been working on since King of Kings. |
We've just released some beats to revoke the privilegia to with the Europa Universalis IV: Utopia Holy Roman Empire Music Pack. |
Greetings everyone! Its been a while since the last Europa Universalis IV Developer Diary, but we didnt want to end the year without reaching out one more time, in order to share with you a retrospective view not only of 1.36 and EUIV: King of Kings after its release, but of what has happened to EUIV in 2023 as a whole. Lets get started! |
We've just reworked much of our bundles on Steam - meaning lower prices and more relevant content.
A package specifically curated to give players a strong starting point with EUIV. Includes the base game, a content pack, and two major expansion packs that add greater depth and more strategic options to the game. A package designed to truly bring the game to life with immersive visual & audio elements. Includes the base game, music & unit packs, history lessons, and more.
The most comprehensive collection of EUIV expansions, boasting years of content. Includes the base game along with almost every expansion and immersion pack currently available. Please note, these prices (and the discounts expressed) may vary depending on your local currency, and any already owned content. You can view these bundles along with the many others that weve reworked over at our store page. As mentioned, almost all of our bundles have been tweaked, and hopefully better suited to players needs, reflecting how EUIV has grown since we first put them on the store. We hope you enjoy them! Edit: It's come to our attention this hasn't been made super clear, but content included in our Ultimate Sprite Pack can indeed still be purchased separately! https://store.steampowered.com/sub/977591/ https://store.steampowered.com/bundle/36958/Europa_Universalis_IV_Prestige_Collection/ https://store.steampowered.com/bundle/22085/Europa_Universalis_IV_Ultimate_Bundle/ |
How the mod came to be A few years ago a close friend of mine found himself playing the natives in the new world, but since they seriously lacked content, we decided to sit down and make a mod to enrich the area with gameplay mechanics we thought could make this type of gameplay more interesting, and better yet, more fun to play. This summer, Khyler messaged me about the upcoming Modathon, and the choice to participate was easily made. After some thought, we decided to revisit the concept that had once introduced us to the EU4 modding community in the first place; New World Natives. This coincided nicely with the idea of another Modder by the name of Varaan, who was searching for contributors to a Meso-American mod. And just like that, the concept and team for our mod were set, ready for the 2023 Modathon. During our team meeting, we each took on roles that played to our strengths: Varaan focused on missions, Khyler on the soundtrack, I handled map edits, government mechanics, disasters, and other smaller tasks, and Verinity Void provided historical text whenever necessary. Our aim with the mod was to give immersive, yet challenging, gameplay to the Aztec nation as well as the countries surrounding them. There were also plans to do the same for the Maya, but sadly time ran out and we had to cut it from the finished mod. [h2]Map Changes[/h2] Regarding the vanilla Map in the Mesoamerican region we quickly noticed that there were too few provinces to ensure an entertaining gameplay until the colonizers arrived. Thus we decided to add a total of 17 new provinces to the map. As there is not a lot of documentation on how this region was split up in the 15th century we decided to settle on a relatively accurate map that displayed part of the region and added provinces named and located after cities and settlements from said map. All in the image highlighted provinces where added [h2]Reworked Nahuatl religion[/h2] In vanilla the Nahuatl faith is represented using religious reforms which are accompanied by the Doom mechanic. This usually makes for a tedious and one-dimensional gameplay forcing the player to continuously keep an eye on their doom, losing all vassals five times until the religion can be reformed. We wanted a completely different system that enhanced the existing Doom, removed the religious reforms and added fun and entertaining ways to manage the Doom. We used the now moddable government mechanics to display and visualize doom while the options to handle it are spread across the entire mod. But that's not all. To further enhance the experience we decided to use the Religious Schools system that is found in the Muslim religion group in vanilla EU4. [h3]Tezcatlipoca[/h3] Tezcatlipoca was one of the major gods in the Aztec religion, playing a significant role in their cosmology and mythology. Often referred to as the "Smoking Mirror", Tezcatlipoca was associated with various aspects including creation, destruction, destiny, sorcery, and change. He held a complex and dual nature, embodying both light and darkness, creation and destruction. [h3]Tlaloc[/h3] Tlaloc was the Aztec god of rain, fertility, and agriculture. He was often portrayed with goggle-like eyes and fangs. Tlaloc was crucial to agricultural success, as rain was essential for crop growth. Offerings and ceremonies were made to appease Tlaloc and secure his favor, especially during the rainy season. [h3]Quetzacoatl[/h3] Quetzalcoatl, known as the "Feathered Serpent", was a prominent Aztec deity associated with wisdom, creation, and wind. He was depicted as a feathered serpent or a human figure with a bearded face. Quetzalcoatl was often seen as a bringer of civilization and culture, associated with arts, learning, and rulership. His rivalry with Tezcatlipoca was central to Aztec mythology, representing the balance of opposing forces in the world [h3]Huitzilopochtli[/h3] Huitzilopochtli was the Aztec god of war and the sun, often depicted as a hummingbird or an eagle. He was a central figure in Aztec mythology and society, associated with military prowess and protection. Human sacrifices were dedicated to him to ensure victory in battle and the continuation of the sun's journey across the sky [h2]New government reforms[/h2] With the aim to represent the culture, politics and diplomatic situation of the Mesoamerican realm back in 1444 and the following centuries until their downfall to the colonizers we created several unique government reforms. Almost all of the added reforms are deeply intertwined with our government mechanics such as the Doom, Colonial Influence and the Power Struggle. Further down in the Spotlight we will see that a disaster is also controlled and set by a government reform. Here I will present to you a few of my personal favorites: But there is one Diplomatic relation you might have heard of: The Triple Alliance. We also tried to show it as accurately as possible by our own interpretation of it: [h3]New generic mission tree[/h3] As this mod was made during the Modathon 2023 we had a very limited timeframe of 14 days to accomplish our goals. This means that extensive mission trees for multiple countries was just not in the budget, so we decided to instead create an engaging 38 missions long generic mission tree that is accessible to all Nahuatl nations in the mesoamerican region. This generic mission tree is different from most vanilla generic missions. It not only has some basic conquest and some simple build up mission. It hosts options to improve your already existing realm, battle the colonizers, do a sunset invasion and is even going as far as to give you the chance to take revenge for what the colonizers did to you and your people by sacrificing the pope or the emperor of China. [h3]New Aztec mission tree[/h3] Given our very limited time of only 14(!) days to produce a fully functional mod, we decided that we could only focus on one countrys unique mission tree, and with their rich history our choice obviously was to create said mission tree for the Aztecs. When Varaan proposed to make a 54-mission tree for the Aztecs in this short time I thought he was crazy! However, he surprised us all by not only delivering on that promise but also completing the additional generic mission tree within that time. This was possible only due to modding tools created by the community but more on that later. So lets dive into the Aztec Mission tree and see what it has to offer! With EU4 only having the mesoamerican region colonized at the start of the game and the surrounding regions only populated by migratory tribes, we wanted to offer the player an option to properly expand past the borders of Mesoamerica. As we deemed colonists unfitting, we settled on giving access to the Siberian frontier mechanic for a limited timeframe that could be regained, for a price. In the next part of the mission tree we will focus on the development of infrastructure. Instead of giving static and repetitive rewards we focused on giving bonuses to already existing modifiers and mechanics or giving the player a choice by completing missions in different ways. Here a few highlights: The next portion focuses on historic structures of Aztec Importance, as well as the historic production of goods. We also expanded on an alternate path Aztec history could have taken. This is just a preview of what is waiting for you! The finishing touch to the mission tree obviously is how to handle the colonizers. There not only is a disaster as shown further in the Spotlight, but also a bunch of alternative timeline missions such as enforcing your rule on the Christianity, the Emperor of China and even the Shogunate of Japan! But all of these targets are far over the sea so that means we need to tame the oceans first before we can bring the fight to the colonizers themselves. This struggle over supremacy on the seas is displayed extensively as well. Instead of spoiling everything we have created for you I will just give you a small highlight of what is to come: [h3]New Buildings[/h3] As we reshaped the gameplay for the mesoamerican region we had the idea to introduce new buildings and modify existing ones to better fit our scope. Marked in red I highlighted the buildings we added and I also have a preview of what to expect: [h3]Government Mechanics[/h3] When the Modathon took place and we were creating our mod the beloved government mechanics had become moddable in the then latest patch. As they are a powerful and amazing tool to represent and manage historic values of a country or disasters we promptly used them for both. [h3]Doom[/h3] When thinking of the Mesoamerican region in EU4 the first thing that comes to mind is the painful doom mechanic that poses a significant challenge. We set our aim to increase the experience in the region so we definitely had to do something about it. So we converted it to a government mechanic, gave it some new textures and adapted all vanilla ways to handle doom to fit our representation of it. Let's dive a bit more into how it works: Doom represents how satisfied the gods are with you, and historically the Aztecs tried to calm their gods by sacrificing humans and their blood to worship them. So we made it possible to sacrifice your ruler, pay people to sacrifice them, raid your neighbors to gather prisoners of war to sacrifice them, sacrifice your subjects ruler and heirs and finally, your heir, if your ruler is cruel. There are also some special events and cases depending on your ruler that can cause either the gain of Doom or the loss. Using the Sacrificial Raids casus belli, which can be obtained via one of the interactions in the Doom mechanic, will enable a special peace treaty: [h3]Colonial Influence[/h3] But Doom will not be the only stepping stone on your way to supremacy. There also is the so-called Colonial Influence. Colonial Influence will become available once you have reformed your religion and the first colonizing nation has a colony on your border. This will slowly make the bar load up and if it reaches 100% it will trigger the disaster Struggle for Power, which I will address in a second, and destroy the gold price for several years as your mines are being looted by the colonizers. There are two interactions to try and handle Colonial Influence. Both of them focus on actively reducing government power. Of course, there are also a ton of events that will follow you and your way taking care of this threat. As you are inevitably bound to succumb to the Colonial Influence, the Disaster Struggle for Power will start and show the last government mechanic I have for you today. [h3]Struggle for Power[/h3] The Power struggle will be announced by several events leading up to it. On the left is the disaster itself and on the right is the government mechanic The Disaster itself has two possible outcomes which makes it unique. As Shown in the tooltip you can either win or lose. And which case will happen is determined by the so-called Scales Weighing. The last Government mechanic I added. The disaster is short but hurtful but if you are up for a challenge, you can decide to make it even harder so that it might yield a better reward upon ending. Over the course of the next few months several events will fire until your scales weighing either reaches -100 or 100. Depending on what you reach will you either lose or win which will affect the reward you will be given. Here are some examples what the events will look like: [h3]Estate Privileges[/h3] I also have some new estate privileges for you that are meant to intertwine with the other mechanics we introduced and give them some more depth. Some of these privileges will be locked upon game start but will become available once certain requirements or missions are fulfilled. [h2]Music Tracks[/h2] So, Hello there, Kyhler here (The Music guy). To top off the experience and to stand out amongst the other mods, we decided to make 3 completely new music tracks, which was a challenge in the timespan of two weeks. Something that made it harder than it was just being two weeks was that I started the creation later, since we had mentioned the idea before the project, but never really decided on if we should do the music part of it. But I decided to just do it a day or two in. [h3]The tracks in general[/h3] I wont bore you all with the notation and theory side of it, but instead talk about how I was able to create the Mesoamerican feel and make them fit EU4 as well. To start off with all of them use ocarinas as the main instrument, all in different pitches. This was done since it after all was an instrument that the Aztecs and surrounding people had access to, but as all will notice brass and string instruments also accompany the pieces to give them a broader and more epic sort of sound. But time to take a closer look at each of the 3 pieces. [h3]The City on The Lake[/h3] The City on the Lake is what I see as the main theme of the mod. It starts off slow and calm but begins to pick to give the feel of your nation moving forward. Going from simple tribes to something more, a nation. A nation that has to compete with the rest of the world. Another way this is shown is in the use of instruments, so the western instruments are first introduced in the latter part of the piece where it picks up and is introduced to the world. [h3]The Sixth Cradle[/h3] This piece is the more percussion heavy one of the bunch, where the percussion plays a role to sound like the busy people of the Mesoamerican cradle, as in one would be able to hear them work and live there, as after all it is a birthplace of a civilisation just like Mesopotamia is. There are also a lot of different parts moving throughout the piece which really helps to drive home the busy feeling of a civilisation. [h3]Enemies at our Shores[/h3] Last but not least Enemies at our Shores. As the name suggests, this is the war piece, the one to signal war, but not just any war, a war for survival against the Europeans which is why the horns and violins take a more central role in the piece as a whole. It brims of war all the way through it really, since the start of it is a bass ocarina (made play impossible low for real world performance) with a single pitch sounding like a warning signal and then followed by a bass drum to sound like the beginnings of a march. And then after all of that we have the horns and contrabass/cellos on a half depressing melody but gives the feel of we have to fight when the horns get a few higher pitch notes off. But that was all she wrote for the music and all that I had to say, hope you enjoyed the music (and the mod as a whole). The Next Modathon Now I want to end this Mod Spotlight with an announcement. It has been almost half a year since the last Modathon, and seeing the success it had, I am happy to announce that the next one will take place in February. More information can be found on the Discord server! The point of a modathon is that participants are allotted a certain time window to create a mod for one of the various categories that teams can sign up for, create teasers for them, and in the end, showcase your mod to everyone! After the modding is complete the community votes to decide which mods they like per each category, as well as various overall awards (including an overall winner this time around)! If you are interested in getting into EU4 modding and/or are looking for some tools to ease the process of it, feel free to join the Modathon Discord Server Now I hope you are as thrilled to either play the Mesoamerican Expansion or join the next Modathon! If you are interested in checking out the Mesoamerican Expansion live, do so by downloading the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3017621495 Pdx Plaza Link If you have any questions for us feel free to ask then in the comment section of the Mod or on the Modathon Discord server! Have a good Day! Minnator |
Hello everyone! Here is the changelog for version 1.36.2 - our final update of 2023, with 84 fixes in total. |
Grandest Lan 2023 is here! |
Greetings all - today we release the first hotfix for 1.36, with approximately 75 changes in total! |
Hey all! Community Ambassador Ryagi here to bring you the return of mod spotlights! As you might imagine, King of Kings being released kept us busy. But you can expect regularly scheduled mod spotlights starting with this one. And it's a juicy one, especially if you are a UI nerd like me.
With some additional information on how we created it down in the UI Creation section! [h2]QoL Improvements[/h2] But folks, that is STILL not everything! In our quest to improve the game even further, weve decided to visit some of our EU4 pet-peeves and create Quality of Life solutions for them! So lets not beat around the bush for long, and get started right with the likely most popular one; Automatic Colonization! This window, opened through a Colonial Policy button next to the Native Policies, allows you to assign a set number of autonomous colonists to any available region. We designed the Region list to resemble the Trade Interface, with Regions instead of Trade Nodes, as we felt that this was a good match, trade and colonization being intertwined and all, with the Autonomous Colonists field being based on the Autonomous Missionaries field! Since there is no effect to send a colonist, we chose to simply establish 10 settler colonies as if you sent a colonist and immediately recalled them. You can assign any number of them, even above your colonist limit, which is a design decision we made due to successful colonizers often being able to afford the cost penalty of having more colonies than colonists, even if it does technically allow a player to quickly bankrupt themselves by establishing 50 colonies at once! This also means that once you assign the number of colonies you want to maintain at any given time, the micromanagement part will cease as the colonists will keep colonizing until there is nothing left, while you will be able to engage in more involved gameplay! Furthermore, without changing too much of the inherent functionality of the vanilla versions, weve also reworked estate decisions into being part of the Estates Window. To fit into the Estate Window as a natural element, weve chosen to make it look similar to the individual estates with their privileges, representing each Estate Interaction with the icon used in the privilege that unlocks it! The most difficult part in creating this wasnt the design process itself, either, but rather processing all the estate privileges, decisions and localization from their original form into these scripted buttons. Weve even ended up creating a script in Python that automatically parses the game files into this form, because doing it by hand is simply very tedious; manually defining the matching privilege icons for each estate decision, putting the triggers and effects into the buttons as dozens of if-elses for each estate, figuring out which estate should be jumped to upon pressing the next or previous buttons, result in thousands of lines total, after all! And weve added a Macrobuilder for Trade Company Investments within the Trade Node Window! There is not much here to explain regarding design; weve simply taken the click-based vanilla TC Investment macrobuilder window, and added it here, with each click building as much as possible! Lastly, heres a few more buttons weve added you think you should see, including a button to request control of a province from an ally! Weve also added a button to toggle colorization of your subjects, something we know many players would like as a core feature! But, as this is not a Dev Diary, now were getting to the really juicy part! UI Creation [h3]Part 1: Court of Advisors[/h3] For the Court of Advisors, we needed to fit every kind of advisor into the same approximate space that is usually used to show maybe 4 advisors simultaneously at best; so we had to shrink down all the information about an advisor down into much smaller area: During this design process, we still had to make sure that it captured the vanilla essence as well, so we retained all the same elements in the same style; just smaller! Luckily, since our advisors would all be created with a random name, at a random age (usually around 30), and be technically from the capital, we were able to leave out the age and birthplace information, and substituted the name field for the profession! Now, for the re-hiring toggle, we simply used the vanilla promotion button as a base, added a refresh symbol to it and positioned it below the firing button; this way it fit perfectly into the vanilla aesthetic without seeming out of place. [h3]Part 2: Mission Previews[/h3] In the vanilla branching mission preview system, redeeming rewards is blocked by the mission requirements themselves, but of course this was not an option for previewing entire trees; we would have had to modify every single mission tree extensively, making compatibility and maintenance extremely difficult. Thus, we came up with a little trick based on EU4s transparency handling: The buttons we use for the preview choices themselves are also based directly on the branching mission preview system from vanilla in order to feel natural and not stand out. [h3]Part 3: The Caliphate[/h3] For our Caliphate Window, we used inspirations from several different Windows present in vanilla; the Papacy, the HRE, the Coptic Holy Sites, and even the Empire of China! We wanted to make sure that despite being new and unique, nothing feels foreign, so a lot of the elements are based on what these other Windows already employed! That is where well conclude todays Spotlight. Showcasing our new shiny content, as well as explaining the design and creation process behind them was really fun, as we hope that in the future other modders will be able to utilize this UI to the extent we did for 1.12.1! Now, we hope you are as thrilled about the mod as we are! If you are interested in checking the UI out live, do so by downloading the mod: If you have any questions for us, join us on our Discord Server. Have a cheery Friday! |
Build New Empires on Old Ground in EU4: King of Kings
Mamluk Egypt
Byzantine Empire
There are also changes for:
https://store.steampowered.com/app/2502910/Immersion_Pack__Europa_Universalis_IV_King_of_Kings/ |
Below is a full list of changes in the free 1.36 update, 'Byzantium'. |
Greetings! |
Hello everyone, and welcome to another EU4 dev diary! |
Hello, and welcome to another EUIV Dev Diary! Today it will be a bit of a different one, as we will be addressing three topics that we think are of the most relevance to the upcoming DLC and update, which are:
But before getting started, let me say a couple of things. The first one is that this DD was prepared with the help of our new Assistant Producer, Dargeths, who in his previous role as Embedded QA, also knows the game very well, with more than 5,000 hours of gameplay in it. The second one is that today we have opened the Pre-Orders for EUIV: King of Kings, with its release date being revealed: the 6th of November! https://store.steampowered.com/app/2502910/Immersion_Pack__Europa_Universalis_IV_King_of_Kings/ It also comes from a great Trailer made by our Marketing Team: [previewyoutube=vumWDAZqhZI;full][/previewyoutube] Now lets go into the Dev Diary itself. As were very excited about the upcoming release, we also want to be super transparent with you when it comes to the content included in this DLC. Because of that, below you can find a summary of all the content this Immersion Pack is going to bring to Europa Universalis IV. Lets dive country by country, then, including links to the previous DDs: [h2]----------------------------[/h2] Persia While not a starting nation in 1444, Persia can be a powerful player on the world stage, when formed. During the Early Modern period, it was historically reunified by the Safavids from Ardabil, so we have made this a more attractive path in the game, with more content and flavor around the historical outcome. However, this is not the only path to a unified Persia. Each of the nations featured in this DLC will come packed with its own unique twist through various unique government reforms, and the religious path to pick will also reflect different gameplay and flavor options.
[h2]----------------------------[/h2] The Mamluks A realm facing a turbulent period encroached on all sides by enemies wishing to claim Qahirah as their own, the Mamluk Sultanate is slated to experience troubles with their northern territories and the growing power of the Ottomans. Embark on an epic journey to rewrite history, vanquish your foes, and experience brand new flavor for one of the strongest starting Muslim nations!
[h2]----------------------------[/h2] Byzantium The Purple Phoenix shall rise again and reclaim not only Byzantium, but the Roman Empire itself. The powers of the West and East proclaim that our era has been over long ago. Defeat them and reclaim our historical rights.
[h2]----------------------------[/h2] Arabia Unify all Arab tribes under a single ruler and claim the caliphate crown to take control of the entire Muslim world from Morocco to Zanzibar.
[h2]----------------------------[/h2] Yemen Assert your domination in the south of the Arabian Peninsula and create a Continent-spanning Trade Empire.
[HR][/HR] Georgia The situation in the Kingdom of Georgia is dire. Internal struggles are common every few years and external powers are waiting for the opportunity to take our mountain strongholds that protect our land to the mountains. Find a strong leadership to survive and rebuild your dominion over the Caucasus.
[h2]----------------------------[/h2] Armenia Unite the Armenian people under your rule, and make it rise to greatness among your powerful neighbors, while fully restoring the ancient influence of Church of the East.
[h2]----------------------------[/h2] As Aq Qoyunlu, take the reins of the White Sheep Tribe and lead the Tribal Federation to new Conquests. Or, as Qara Qoyunlu, the Black Sheep, secure your position in the fertile region of Iraq, and further expand your domain over the rich lands around you.
[h2]----------------------------[/h2] Flavour Content
[h2]----------------------------[/h2] Now that weve presented you with the full content of the upcoming DLC, lets continue with the design philosophy, and some numbers behind it, as a direct answer to the feedback we received last week. Our benchmark for King of Kings was Lions of the North, both on the quantitative and qualitative scopes. So after diving a bit into the numbers of each of these DLCs, we are happy to say that we have created more content in KoK in terms of total Missions, Estate Privileges and Estates-related content, Government Reforms, Government Mechanics, Miscellaneous Content, and Songs, while were at similar numbers in Events and Sprite Models. And this just focuses on the main content, and not counting on what we term as miscellaneous content, like new types of Subjects, Diplomatic Actions, Holy Orders, etc. So, what you may notice here is that in the rough numbers of content assets created, both Immersion Packs are not only comparable, but in most of the aspects KoK is the DLC having more, which is something that we desired to achieve. But another topic we want to tackle is the design direction. A lot of you have pointed out that there are a few countries that are much-loved by the community that are not receiving content in this DLC. We had to make design decisions on which countries to cover, and which not, in order to deliver this new DLC spending a comparable amount of time in its development to LotN; thus, we decided to focus on some selected countries rather than spreading ourselves thin over more, to make sure that we could deliver content for the chosen ones with a higher level of quality. Persia, which is the most important country of the expansion, is probably the best example, as we created a wide range of possible gameplays coming from very different origins, making it one the most replayable countries in the game, if not the most. Does this mean that we arent going to work on Middle East countries anymore? Not at all! We have read a lot of content requests and suggestions for countries like:
Im allowed to tell you that many of these are likely to receive content in 2024, as were already planning our pipeline for next year; therefore, KoK/1.36 wont be the last opportunity for them to get content. Also, these arent the only countries that will receive content in 2024 But Im not yet allowed to further disclose our future plans, Im sorry to say. [h2]----------------------------[/h2] Lets speak now about the quality of the content itself, which was a different focus from that of quantity. First of all, we were busy early on in the development process with the fixing of Domination post-release bugs; were happy to say that over 100 of them are fixed in the 1.36 free update, which will increase the overall quality of the last DLC. Weve also implemented some of the new features, like the Branching Missions buttons, in countries such as the Teutonic and the Livonian Order. But that was on the Content Design Team, and they arent the only ones working on this project. Our Programmers have been busy as well, not only fixing bugs, but also working on the games performance - which wont be worse compared to 1.35 on most of the PCs, and will most likely be better on a number of them, although we prefer to be cautious about this -, and on new Quality of Life improvements for the base game, as well as increasing the modding possibilities of the game, which Ill comment now in detail. First, it is now possible to transfer the control of multiple provinces by SHIFT-Left Clicking the controlled provinces and transferring them to another war participant. Then a feature that will be appreciated by all of the players who love to see their own religions name big on the map, Autonomous Missionaries finally making their way into the game (yay!): A few new alerts which have been requested by the community for quite some time: Note: Modders can decide which state edicts should have an alert and when. Some small improvement for your blobbing campaigns: For all of our spreadsheet enthusiasts, the pie charts now show the development part in the ledger too: For those who like to play with Mercenaries in their armies, they now merge units even if they have Mercenaries in the mix (mercs do not merge with other mercs though): You can now sort provinces if you can in- or decrease their autonomy: And for those who are sick of AI building churches in every province. If you select a building in the macro builder and right-click a province that has this building present already, you will instantly destroy it instead: Now for the modding part: the biggest addition to 1.36 is the ability to add custom, functional UI buttons. One example has been shown in the form of the Preview Mission Branch as these buttons are fully scriptable. For those wondering how it is done, here is the surface magic (a lot of scripted effects and triggers here): custom_button = { And in the .gui file: guiButtonType = { This is just a very small example of what could be done, and I am looking forward to the very creative buttons and mechanics added via the custom buttons. Here is the readme file to give you an idea how the script works: # The custom guiButtonType/instantTextBoxType/iconType must have a 'scripted = yes' line to work So in the end when you add a new button you will have this connection at the end: [h2]----------------------------[/h2] Now lets move into the final part of the DD, which is some content that we are adding to previous DLCs: the new Monuments for Leviathan owners! We have added 7 new Great Projects around the Middle East region, which were now presenting as well (all shown at their Tier 3 level): Golestan Palace, in Teheran: Al-Azhar University, in Qahirah: Note: We rebalanced the Pyramid to not overlap with the Idea cost of the new monument, and now they grant +1 Yearly Government Power, All Estate Loyalty Equilibrium +5%, -1% Prestige Decay, and no Stability Loss on Monarch Death, at Tier 3. City of Sanaa, in Sanaa: Tomb of Shah Rukn-e-Alam, in Multan: Nizwa Fort, in Nizwa: Itchan Kala, in Khiva: Narikala Fortress, in Tbilisi: Kazan Kremlin, in Kazan: Note: the monument has always the same type of modifiers, but they are set to Province/Area/Region in Tier 1/2/3. This is all for today. I have to say on behalf of PDX Tinto that were very excited about the upcoming content in King of Kings, and also with the free 1.36 update, and we really hope that you can enjoy and have fun with it, as weve put a lot of effort into it, as usual. Because of this, we wanted to be as transparent as possible with you in this Dev Diary, and answer directly to the comments and feedback that we received after last weeks one. We will be very much open to further answering follow-up questions, as this DD is the proper place to do it. And whats coming next? First, my fellow colleague Pintu (who will soon join the ranks of the Content Design Team from his previous role as Embedded QA), and I will be playing and commenting on the new content with BjornB; this will be on the Paradox Twitch account on Wednesday at 16:00. And next week, SaintDaveUK, our Art Lead, will present the Art for King of Kings, while the new Achievements will be presented by Pintu. See you! |
Greetings everyone! Today we will take a look into Yemen and the Arabic states, coming back to a more regular type of DD. |
Good afternoon everyone and welcome! This week we will be covering multiple nations through the lenses of 2 Developer Diaries, one for Qara/Aq Qoyunlu and one for Georgia/Armenia in the thread below!
The content of Georgia is designed in a way to facilitate game flow either via overcoming or circumventing the disaster, by completing certain missions within a reasonable time frame: During the disaster, should it fire, there will be several new events occurring to help build and promote the narrative of a torn realm in distress: Should you complete these tasks, you will be greeted by this event, announcing the end of a turbulent period: Conquest missions are oriented around the unification of Caucasia, punitive campaigns against the Hordes and, similarly to Armenia, you will be pushing your way across the Middle East and bringing the region back under the rule of the Cross: One of the highlights of your conquest missions is the Throne of the Romans mission, allowing you to make yourself the rightful heir of the Eastern Roman Empire by moving your capital to Constantinople and your culture to the Byzantine culture group: Since Georgia was heavily ravaged by the past wars, your tall missions mostly deal with the restoration of the country and the revival of your culture and religion you will be restoring the glory of the days of David 'the Builder' and elevating the Autocephalous Church of Georgia into a Patriarchate: Finally, Georgia also received flavor in other areas of the game, including localized ruler titles, localized government ranks, and historical flavor events about important personalities such as Giorgi Saakadze or Sulkhan-Saba Orbeliani. Lets move forward to Armenia, but first, let us make a comment about it. We have been working on unique content for the Armenian region for a long time, and it reflects our understanding of the historical situation. In no way it is intended to be a comment or reference to the ongoing conflict between Armenia and Azerbaijan or the humanitarian crisis in Nagorno-Karabakh. Now, lets go back to the content itself. During the second half of the 15th century, Armenians in the Caucasus faced complex geopolitical shifts. The region was caught in the midst of territorial disputes and power struggles involving the Safavid Persian Empire, the Ottoman Empire, and local rulers. During our timeline in that century, as a Christian minority, Armenian communities often found themselves caught between these larger empires. Some Armenians living in the Caucasus were subjected to religious and political pressures from the Ottoman and Safavid rulers, leading to challenges and occasional persecution. Karabakh is arguably one of the most difficult tags in the game. The goal of the mission tree is to give them aflavorful and powerful tree without trivializing the difficulty of their early game the tree does not give you anything before you succeed in securing independence. The narrative of the content is built around the restoration of Mets Hayk the Greater Armenia, which existed during the glorious reign of the Artaxiad dynasty, but it also takes you beyond that and allows you to exceed the golden age of Armenia by conquering Persia, Anatolia, and Egypt. Lastly, before we delve into the content, forming the Armenian tag is now easier since it no longer requires the province of Adana. Lets take a look at some of the conquest-related highlights of the new content for Armenia and Karabakh: Your conquest missions will have you restore the borders of Great Armenia but also venture into Persia, Mashriq, Anatolia, Egypt, and even Ethiopia. You will be joining with the Churches of the East and gaining powerful rewards, such as a Coptic Center of Conversion in Baghdad, the Defender of the Faith position as a mission reward, an upgrade of the Holy City of Jerusalem Great Project, and access to the Cawa regiments: The tooltip is a WIP and it mentions the bonuses of the reform itself, which include the recruitment and improvement of Cawa units from fellow Coptic lands, the reduction of war exhaustion, regiment cost, and more! Here are the new Great Armenian ideas: ARM1_ideas = { We should note here, before we move to internal-development-related missions, that Armenia also gets access to new government reforms, granted via the missions Refine the Nakharar and The Office of Sparapet. Your tall missions will have you strengthen the Apostolic Church of Armenia, liberate the holy sites, rebuild the majestic city of Tigranakert, and resettle your ancestral lands with Armenians, unlocking powerful culture conversion rewards such as +1 of all development on culture converting a province to Armenian: And as has become tradition, this weeks DD comic from FatherLorris: Thank you for tuning in for another weeks Dev Diaries, next week we will take a look at Yemen and Arabia with Ogele. |
On the 13th August 2013, EU4 was released to the public - and with it a small little event pack called Purple Phoenix for a country whose popularity was almost uncanny even back then. Over the ten years, this popularity did not stop but rose further and further, and now it is one of the main three focus points of King of Kings.
As usual, I will start with the more obvious part which would be in that case the re-conquest missions. In this branch of the missions, you gain areas of permanent claims after another area of permanent claims. Notable within this branch is the theme of an evolving permanent modifier as a reward. Usually, you get the strong permanent modifier at the end of a mission path. Here, however, you get it early on, though in a very weak state: This modifier will then be further modified through follow-up missions: Finally merged into the finisher reward once you finish the conquest path of the mission tree which requests you to be the Roman Empire: The final version of the modifier at the end of your long spree of conquest has the following bonuses: Governing Capacity: +300 Global Missionary Strength: +2% Yearly Prestige: +1 Morale of Armies: +10% Morale of Navies: +10% Stability Cost: -25% Of course, this part of the tree has more to offer than just a growing modifier though. Here are some other great highlights of the conquest part: Oh, while I am at it: the decision to form the Roman Empire has been adjusted. Note: this will retroactively affect the achievement "Mehmet's Ambition" too. Also, we might add some key provinces to the decision to be part of the Empire - depending on how these changes play out. In total, there are 475 provinces highlighted, and you will actually have to conquer MORE provinces than before. But at least you no longer have to subject yourself to the conquest of Mesopotamia anymore. Moving on, the next part is about the walls of Constantinople: I should talk about the elephant in the room here: yes, the Theodosian Wall is a permanent province modifier instead of a unique monument. This is a choice that has been made because we want to spread out the monuments and the Theodosian Walls would be put on a province that already has two static monuments placed on it. Anyhow, the defensive missions are relatively easy to achieve early game which can give you some significant months to survive the Ottomans. Now let us take a small look at the small trading missions: Gemistos Plethon is the only, small nod to Hellenism you can expect from 1.36. For more information, I highly suggest checking out Third Odyssey. With that out of the way, lets continue with a more exciting part of the mission tree: the internal development and infrastructure missions: And of course the map color in question: It is the color of the Roman Empire. Continuing on with the religious part of the mission tree. Due to the Council of Florence and the religious policies enacted by the last Emperor, the public trust in the Patriarch and the government has crumbled. This mission branch focuses on rebuilding that trust, limiting the rivals, and eventually bringing the schism to an end. Beginning with the trust: While also limiting the ever stronger Muscovy ambition: Restoring the Pentarchy: Note: this decision is usable every 25 years. And of course, mending the Schism: Note: the mending will be significantly more difficult though as you must ensure that 300 provinces in Europe are Orthodox and in Orthodox hands. Fortunately, many provinces are already Orthodox. They just need a Roman hand to free themselves from the heretics. And at last the military and administrative missions. The Sea Fire mission lets one already guess what it is all about. So once you finish it, your galleys get +10% combat ability for the rest of the game under the assumption that they are once again using the Liquid Fire. Now before we continue with the branching missions, let us take a short look at a new mechanic added for Byzantium which is the Pronoia. This new subject type is available to countries with the Byzantine Autocracy, Reformed Byzantine Monarchy, the Roman Empire, and the Roman Republic government reforms. Nations with Pronoia available will be able to convert their Vassals and Client States into a new type of subject, the Pronoia. The idea of the subject type is to provide military support during your wars. Pronoia Subjects get military bonuses and do not cost a diplomatic relation slot, but are limited by a new modifier Number of Pronoiars. The sources of the above include: +1 per 100 Force Limit +2 for Reform the Pronoia System +2-4 from Byzantine Missions and up to +6 from various idea groups (namely Offensive, Aristocracy, Espionage, Quantity, and Administrative) As for how to establish and annex these subjects and what bonuses they give, I will let those images speak for themselves: After you Retract Right to Inheritance, the Pronoia will be annexed on their monarchs death. We are looking forward to the Pronoia Swarms! Anyway, back to the missions. Let us familiarize ourselves with the Theme System: As you can see, The Byzantine mission tree utilizes the same Preview System as Persia does: you can choose between a standing-army build or a mercenary, feudal build: First, let us begin with the Standing Army Build. With this rendition, you will be able to take stricter control over the Pronoia subjects that you have, opting for their quality: There is also a mission about the Varangian Guard, allowing you to bring this nearly-extinct guard back to life, making you into the real Lord of Varangian. Lastly, a final mission that gives your troops a bit more firepower while also making them cheaper by granting them +10% Land Fire Damage and -10% Land Maintenance Modifier. The other branch focuses on building a military based on mercenaries and Pronoiar. The missions here will allow you to focus on the quantity aspect, while also providing bonuses to Mercenaries: The final mission here gives an additional +50% Mercenary Manpower and +5% Mercenary Discipline. Note: All the art is placeholder, as the new icons are currently WIP. All the numbers are also WIP and are subject to change. That was it for this week. Thank you all for reading todays Development Diary! My colleague PDXBigBoss will continue next week with a hefty DD on Georgia, Armenia, and the Qoyunlus! We thought you'd enjoy a sequel to the most recent Byzantium Comic From FatherLorris: Want to embrace your inner Purple Phoenix and talk about Byzantium with others? Join our Discord here: https://discord.gg/europauniversalisofficial |
Good afternoon and welcome to todays Developer Diary where we will be discussing new content for the Mamluks! As a preface, there is merit in addressing the design approach I chose to pursue for this country. Domination and its huge amounts of content served as a great platform to gauge what the people wanted, what they liked and disliked. This helped shape the content for 1.36 moving forward, as the entire team takes feedback very seriously and our ears are keenly tuned to the forums and various platforms for it.
In total, there will be 6 new Estate Agendas for the Mamluks through this mission alone! Moving on, you will be able to further hone your army through the following government reform: Note; I had this idea while writing the DD that instead of yearly innovativeness, this reform would grant yearly army and/or naval tradition from certain advisors. I have a feeling it would fit better than yearly innovativeness. Let me know what you think! While on the topic of Government reforms, the Mamluks will have access to several new ones, some as mission rewards and others by reaching the eligible reform tier, lets take a look at one of them! Note; The Mamluks will have 5 new government reforms ranging from military to economic themes. I took the time to rework this event and make sure it fits and plays well into the new content for the Mamluks while granting them a useful reward from developing Cairo, which can now be accessed by either a mission reward or a standalone event: Note; A capital and a reward fitting of a prestigious nation. Mameluke content would not be complete without missions and events around the lifeblood of Egypt, the river Nile: Note; the Burghers are set to play a very important role within your nations administration. Numbers are not final! Known as the Canal of the Pharaohs, a predecessor of the Suez Canal, this set of public works connected Cairo with the Red Sea and was often used up to the 8th century for the transportation of goods via sea lanes. Historically, the Mamluks came in agreement with the Venetians to rebuild and extend it, in an effort to weaken the Portuguese, who had discovered a direct sea route to India through the Cape of Good Hope. This undertaking was never realized, the Mamluks were soon thereafter invaded by the Ottomans, and the canal was abandoned. However, through the mission Highway of an Empire, you will be able to complete the works, go a step further, and connect the Mediterranean and Red Seas! The idea here is that this will create a whole new avenue of gameplay, adding useful rewards (naval movement to and from Arabia) without granting overly powerful modifiers, etc. The mission Cultivate the Delta will instruct you to develop the breadbasket of the world, allowing you to expand production and increase your grip on local trade: Note; The other option grants +1 Production Development as well as stronger Estuaries and ports across the Deltas Mediterranean coast. Moving on, lets talk about the most important caste of merchants within the Mameluke domain. The Karimi merchants played a significant role in the Mameluke Sultanate during the medieval period. Hailing primarily from the Persian Gulf region, the Karimi merchants were known for their expertise in maritime trade, especially in the Indian Ocean. They established prosperous trading networks that connected the Mameluke Sultanate to distant lands such as India, Southeast Asia, and East Africa. These merchants facilitated the exchange of goods like spices, textiles, precious metals, and luxury items, contributing to the economic prosperity of the Mameluke Sultanate and fostering cultural exchanges in the region. Their entrepreneurial spirit and maritime skills made them vital actors in the bustling trade scene of the Mameluke era. During research I came across a very interesting paper that I used to create content around these merchants, its title being The Spice Trade in Mameluke Egypt: A Contribution to the Economic History of Medieval Islam. Note; Yes, cloves. The requirements for this mission potentially involve a new estate privilege Fund the Karimi Merchants which grants Trade Efficiency and Merchant Trade Power at the expense of National Tax and Crown land: Another aspect of your economic development will revolve around the exporting of grain, via the Khass al-Sultan mission. It will require establishing workshops in your highest grain-producing provinces as well as either raising your crown land or enacting the Diwan al-Khass reform: Exporting Grain as well as the previous Sponsor Grand Hajj action were designed with two goals in mind
Note; As with the Grand Hajj, you can only have 4 such relationships with other countries at the same time, and only once per As a nation that is majorly dependent on the spice trade, this part of the content is more of a What If?. In this instance, the missions Harness the Spice Trade and Reach the Spice Islands will be your stepping stones towards exploration and eventual colonization of the Spice Islands. The mission Assign a Waqf will require you to tend to your religious responsibilities, either by embracing certain idea groups or by assigning a new privilege for the Mamluks: Note to ourselves; We should rename Holy Orders to Local Organizations. The following event will be the reward for the mission: Note; The first option will allow all our administrative advisors to generate -1% idea cost reduction per level and construct a University in our capital. The second option will generate 0.25% crown land per mosque built (subtracted when they are demolished). Of course, in the interest of time, I cannot showcase every bit of content, and as a result, this Developer Diary should serve as a taste of the content we have for the Mamluks! The final piece of the Mameluke puzzle happens to be its most interesting, in my opinion. Lets take a look at the mission of Kashifs of Egypt. It will require you to centralize, increase your crown land, and establish an efficient administration. A reward is an event called The Administration of the Mameluke Domain. The first option will enable a new powerful local organization for the Mamluks, and if you are not an Empire, you will become one. But, I believe that the second option is far, far more interesting; the ability to reform into Egypt and pursue a new government mechanic; Egyptian Westernization! Note; Art is WIP Unlike its Russian counterpart, Egyptian Westernization (or EW for short) is dependent on 3 separate government, interactions, each one a symbol of the countrys management aspects:
Calling on each interaction will push your country closer to the brink of westernizing a specific aspect, with each having 5 distinct levels: Note; Westernizing each level will change the red X to a green to keep track of your current level! To do so, you would need to spend a little bit on 3 resources; Innovativeness, Monarch points, and EW progress. However, with ample governing capacity, goods produced, and Western units accompanied by a significant amount of army tradition, this is well worth the trade! But wait, theres more, this mechanic goes even deeper! The bar below the new interactions is beneficial on either side (0 or 100) much akin to Army Professionalism. Whilst Egypt has no Westernization, estates are happy, stability will be cheaper to increase and general tolerance towards the true faith will be happier. On the other (and more lucrative) end, a truly westernized Egypt will enjoy bonuses such as technology and idea cost, as well as yearly innovativeness. Of course, this choice is major and will impact other aspects of your content, such as mission rewards:
The content for Egypt would not be complete without a brand new idea set that plays well with the new content:
Reforming Egypt via a national decision will also grant access to these missions, the government reform, and the Westernization mechanic! As mentioned before, the content showcased here is about half of the content we have in store for the Mamluks, and as such expect more content to be present once you play. The Mamluks are a very fun country to play in with a marvelous position on the map and lots of different ways to play and stuff to do. We hope this content adds to the joy and interest many of us (myself included) have while painting the map with the Mameluke color! Next week [USER=1602459]@Ogele[/USER] will come back to present the long-awaited Developer Diary focused on the Byzantine Empire! Oh look at this! Our weekly chapel comics have returned: Want to discuss this Dev Diary? Feel free to join our Discord: https://discord.gg/europauniversalisofficial |
Hello everyone, and welcome back to EUIV Dev Diaries! Its been a while since the last one, but we come with renewed enthusiasm and energy, especially after having celebrated the 10th Anniversary of the game. Its been great to notice how big and strong the community is after a decade, and were very glad about the reception of the different activities that the CM Team has been deploying in the last month. Kudos to them, as well!
Overall, the Persian ideas have always been quite decent, and this slight adjustment in numbers will help them economically. The next point is the long-awaited mission tree: With 51 missions in one playthrough, the Persian mission tree is the second largest of this update (the biggest one has 55 missions, but that is something for a Dev Diary to come ;)) and has a lot of different tasks to fulfill. The Persian tree is split into four large packages and one small segment. As usual, I will start with the more common types of missions first and go to the more interesting ones down the line. Starting at the top, the Consolidate Persia and Secure Khorasan mission packs here are quite self-explanatory as they are about unifying the Persia, Caucasia, and Khorasan regions, as well as conquering your way to Anatolia, Egypt, and India - all regions which were either historically conquered by one of the predecessor states of Safavid Persia like the Caliphates, or were the territory of the Persian rivals such as the Ottomans and the Mughals. The probably biggest highlights are the claims (not permanent ones though) on the Balkans and the Indian subcontinent, marking the furthest your expansion goes with the mission tree alone. A bit more interesting are the Origins and Legacy Missions. In the screenshot, Persia has been formed by Ardabil, and as such you have Expand the Safavid Order and Legacy of the Safavid as the missions at the top. These are tailored to the founding nation of Persia, and as such are granted only to a handful of tags in the region who would most likely form Persia. What makes them so special are the requirements as they play heavily into the theme of your predecessor, as well as the reward from the Legacy mission. For example: as Ardabil formed Persia, your two missions are about placing more Safaviyya Orders (of course with appropriate fallback) and converting provinces and countries alike. As a reward, you get the following event: Three other origins/legacy sets are added, which are for the following tags:
Note: missing in the picture is the access to the Tribes Estate which you gain access to in the previous mission. Now we shall skip the middle part of the mission tree and turn our attention to the more tall part of the mission tree. Starting from Shahanshahs Coffers, the missions will require you to invest in the development and construction of the Persian region as that was the historical focus of the country in lack of any easy expansion path which would collide with the Ottomans or the Mughals. An early highlight here is the mission Construct Great Buildings which unlocks the Great Works of Iran estate privilege for the Burghers (although take into account that this is an early draft and that it will probably be nerfed a bit after testing): Some of its missions are shoutouts to other tall-ish missions such as The Persian Rug which requires you to reach a certain level of Silk, Cloth, and Dyes production in order to trigger the following event: Note: The money gain in this particular image is lower than it will ever be due to me having this event fired via console commands without actually owning any low autonomy Cloth, Silk or Dyes provinces. The second option gives 5 years of production, the third option gives 2 years. As with everything here, all numbers are still WIP. Those who played Kilwa after EUIV: Origins release will recognize the Sino-Persian Relations mission as it works very similarly to the Reconnect with Persia mission. In other words: you establish diplomatic relations with the strongest tag in China (I recommend here to wait for Ming to fall apart first, then help the Chinese Warlord whose color you like the most to unify China), and establish an Embassy in both countries capital which counteracts the spent diplo slot. Additionally, both you and your Chinese ally will become historical friends. On the other side of the internal missions are the ones related to your court and culture. Highlights here are Checks and Balance which allows you to recruit a Grand Vizier advisor from one of your estates which has one of the Advisor cost reducting privileges: Note: We are aware of the tooltipping issue that says -100% cheaper. What is actually meant is that the advisor is 100% more expensive than a normal one. Also, once selected the advisor is immediately hired. If you fire him and rehire him you will not be able to get the modifier again. Some other goodies from the Internal Missions: That would cover the internal missions. The next package is about the military reforms of the country. Before going into further detail, I should showcase the two new estates. Yes, two. Persia will be the only tag with more than 5 estates as a bit of an experiment. Both estates are military focused, yet they represent different branches which were put at odds with each other by the Shahanshah to ensure their loyalty. The first such estate is one of the Qizilbash, the Turkomen cavalry and infantry of the state: Note: all the icons are still WIP. As you might have noticed, some of their privileges are part of the Nobility already. The nobles here wont have access to the privileges and / or are not selectable once you have enacted the Qizilbash equivalents. So in other words: while Persia has more than 5 estates, you still can only have up to 5 Land Rights privileges for gov capacity, and only 1 of each Monarch Power privilege still. In a way, the Qizilbash are intended as the military modifiers slots for your country, and the mission tree plays into it as you dont get any permanent military modifiers from it but instead privileges which have their own fair share of downsides. Here are some examples: We are also toying with the idea to introduce some more Max Absolutism costs to the privileges for the sake of immersion. Anyhow, one big complaint with 1.35 was the sheer power level through mission rewards. Of course one issue is the numbers (which btw are here still WIP), but also the fact that you can collect all the modifiers and have them all active at the same time. Through privileges you are far more limited to which modifiers you can have active at the same time. Do note, it is an experimental approach to the power creep concerns, and as such is only present in Persia for now. Also, you might have noticed that the reward for Recruit the Qizilbash affects only Qizilbash Regiments. Persia will have access to the Qizilbash Regiment, which in a way works very similar to the Rajputs: your Force Limit for them depends on their enacted privileges: Note: Personally, I am not quite happy with their identity yet, and I am grateful to hear feedback to make them feel more unique as a special unit. The mission Create the Ghulams will unlock your second (or third if you count the Nobility too) military estate: Note: They are currently called Ghulams internally, but what we actually mean are Ghilman - the plural of the Ghulam. This will be fixed soon. (Yay, a lot of ID fixes to do, thats what Under Development truly means to be!). But for the sake of consistency, we will call them by their singular which is Ghulam. Note: Again, all icons and numbers are WIP. The military branch of your mission tree will focus on keeping your military estates happy and completing their agendas, as well as training your troops and gaining high levels of Army Professionalism and Tradition. Alright, I think I cannot avoid the elephant in the room anymore. Yes, branching missions are back. Still not to the extent of certain crusader hordes orders in the game, but still in a more significant number. Of course these missions are about the religious direction of Persia. With the mission Our Religious Direction you will be able to choose either the historical Muslim path, or the alternative history of a Zoroastrian Persia. But before I go into more detail I want to showcase a system developed with the help of the fellow modder @Stiopa (shootout to his Mod, which he presented here) which makes previewing branching missions less traumatic. For those who have pushed away the memories, thats how a branching mission used to look like in 1.34: This has been changed drastically for Persia as you no longer have to hover over the mission to see what conditions / rewards you want to get. Instead, you unlock a set of buttons which allows you to freely swap around the mission trees and view them in a less painful manner: Note: The buttons for the branches are WIP. They will have a different look in the end. Once you have decided which path you want to pick you can select the missions you want permanently with the first button. Now then, let us start with the Muslim path: Note: This screenshot is a bit older. The branching missions within other branching missions are replaced by the ability to pick your branch the moment where you have the choice between Islam and Zoroastrianism. The Muslim path can branch further into either the Shia or the Sunni path (Ibadi countries can do either without being forced to change their religion) - depending on which of the two branches you have picked earlier with the buttons. The Sunni missions are more expansionist as they require you to unify the Islam while the Shia missions are more tall-ish as they require you to have 1500 total development in Shia provinces. Their rewards are however the same, which is a permanent modifier +1 Tolerance of the True Faith and +15% Manpower in the Truth Faith provinces. One thing which is in favor of the Shia missions is the creation of a Center of Conversion for 50 years which will support you in converting the region to Shia. Moving on, the missions dependent on The Persian Influence are the main bulk of the Muslim missions as they unlock a new and unique way of expansion for Persia which plays into the quote from the beginning of the development diary: Note: Again, art is very much WIP. The new mechanic for Persia plays into the diplomatic and especially cultural aspects of the country. You dont only have access to a bar and three shiny new buttons, but also a few new diplomatic actions, one new peace option and a new subject type! I will start with the diplomatic options first: The first diplomatic action is Invite into Sphere of Influence. This diplo action is only usable with countries which follow your religion and are within your trade range. Countries which are great powers or have as much development as you cannot be targeted. Once they accept, the target country becomes your pseudo-subject: They will pay you a monthly fee which is significantly lower than that of vassals and are otherwise not very useful to you for wars or economy. You might now wonder why you would even want to bother with it then, right? Well, you can transform these members of your Cultural Sphere of Influence into your vassals. In order to do this the target country needs your primary culture as their own too (so that means if they are not Persian, they will not accept). On Top of this, they also need to accept that request (so too much dev or too little opinion will hinder it) and they are not disloyal. Additionally, you also require enough Persian Influence to do this diplomatic action. Every country within your sphere increases that cost by another 20 and applies a maintenance cost of -0.2 per month (numbers still WIP as -0.2 is quite limiting right now), so having too many countries at once within your sphere makes it rather difficult to elevate them to vassal status. You also need 30 Persian Influence to promote your primary culture in their country in the first place. Sometimes though, war is inevitable for your sphere to grow. In these cases, the peace option Force Primary Culture can be of good use: Against countries of your culture group, the warscore cost is quite cheap while the cost against countries outside your culture is comparable to Force Religion. Now to the buttons: Neigh, art is not final! While their main function is similar to the ones of the Iqta interactions, their secondary function is to reduce the elevation cost of your subjects, making it significantly easier to promote multiple countries to vassal status. The mission Expand Our Influence increases the max amount of reduction up to -400 and allows the creation of historical friends with your newly acquired vassals. Now begs the question: how do you even acquire Persian Influence? While there is a passive gain of Persian Influence through good administrative advisors (especially artists and philosophers), the main generation of Persian Influence is done through the Promote Art decision: Note: Of course there is a decision which cancels the art promotion in case you need that Monthly Administrative Power more. Once enacted, you get greeted with the following event: Each promoted art has its own passive modifier which will last until the work is done. While the modifier is active you receive one of these events every 2 years: And depending on how you choose, the artist can do real wonders or become a threat for everyone. To finish the Persian Influence part of the content, the mission Sword of our Faith grants access to a spy action which allows you to fabricate a Spread the True Faith casus belli for 30 spy network. While you cannot take any provinces or make subjects, this cb allows you to enforce culture and religion at a vastly decreased warscore cost. And, finally, the mission Language of Poetry, which requires you to have converted 50 provinces or 15 countries to your primary culture, buffs the Persian Influence abilities by 100% and gives -10% Dev Cost in own culture provinces, -10% Advisor with Rulers Culture and +0.1 Monthly Persian Influence. That finishes the Muslim branch. At last, we come to the Zoroastrian branch. The wishes for a Zoroastrian focused Persia have not met deaf ears, and as such are now their own respective path. Once you select the Zoroastrian path there will be no return from a time of a semi disaster: Choosing to change the religion of your country, especially when you steer away from a Abrahamic religion to a non-Abrahamic one, should feel like an impactful and, truth be told, painful experience for the state. However, due to the nature of Zoroastrianism, it is more fitting to have the conversion process done through an event chain similar to the one for the Norse religion. And so, the Zoroastrian narrative is born which you will play through unless you have chosen the Zoroastrian path while being Zoroastrian already. I will keep the event chain rather short as the dev diary is quite large already. Here are just some of the events which will fire while your state adopts a more and more Zoroastrian world view: Of course you also receive new missions: As you might have seen in the event, you get a new government reform, and with it a new government mechanic. The Three Royal Fires is available to all Zoroastrian countries, but Persia is the only one which gets additional support for it: And its buttons: Also after becoming Zoroastrian as Persia you will receive the following event: Note: Of course there are decisions which restore the old name / color. As for the ideas, they are still WIP. I would like to hear your ideas for what Zoroastrian Persia should have in its ideas though. ;) Moving on, the Zoroastrian missions aim at the restoration of the Zoroastrian faith and creating new allies who would like to join your newly recreated community. The mission Reborn in Fire will spawn a Zoroastrian Center of Conversion which targets the Muslim and Christian provinces in its proximity: The mission Restore the Avesta allows you to use the Propagate Religion trade policy for another method of converting provinces while the Purify the Holy Sites removes the Asha Vahishta reduction from missionaries. Balance the Flames and An Asha Empire give additional buffs to your three buttons to make them quite potent: Now, that is not quite the end for Zoroastrian Persia yet. As you can see in the Adur Burzhen Mirh interaction you will notice the mention of Zoroastrian Invitation. As there are basically no other Zoroastrian countries in the world, you are free to establish your own community of Zoroastrian countries by inviting them into it: Rule of thumb here for AI acceptance: all the AI reasons why they would accept a vassalization apply here, though not as strict. Speaking of Zoroastrianism: their blessings affect your government mechanic and it is now possible to be the Defender of Faith for the Zoroastrian religion. To finally conclude the Developer Diary, there will be several new flavor events added for them which trigger throughout your campaign (if you, of course, fulfill the requirements, such as
...and many many more. With that being said, thank you all for your time, and I wish you all a great week! And the next one my colleagues PDXBigBoss will be presenting the new content for the Mamluks! Cheers! Don't forget to wishlist King of Kings here: https://store.steampowered.com/app/2502910 Want to talk about all the glorious Persia playthroughs you've got planned? Join us on Discord and share at: https://discord.gg/europauniversalisofficial |
Hello everyone! Our latest EU4 mod spotlight features Beyond the Cape.
[Beyond the Cape Mod Image] Please be aware that for this mod to work as intended, the Domination and Golden Century DLCs are required, while Origins is optional. Still, I recommend having all DLC for a complete experience. [h2]EXPLORATION[/h2] Portugal, the country that started the discovery age, did this out of necessity. Henry the Navigator had already conquered Ceuta and sponsored voyages to the Atlantic Ocean, resulting in the colonisation of the Azores and Madeira islands and sailing past Cape Bojador, previously thought to be the end of the world. As the Ottomans further increased their stranglehold on the trade between Asia and Europe, with Portugal being on the westernmost edge of the continent it is inevitable that they would suffer the most. Going around Africa to find the sea route to India and claim its riches was the goal. There was never any interest in sailing west like Columbus did. To represent this, Exploration ideas have been changed, so that Quest for the New World is no longer an idea there. Many other missions, estate privileges and events were changed to prevent early exploration of open seas. The countries that can explore in the first decades of the game are very limited, obtaining their explorers through missions and events. This results in Portugal exploring around Africa rather than being able to map the New World by 1450. [Portugal going around Africa without exploring New World] Youll also notice that trade winds have been reworked to have a bigger impact. This is not the only obscure mechanic that has been touched upon in this mod. As we know, Christopher Columbus was the first European to set foot in the New World, sponsored by Castile. This event is already represented in the game, but now it is much more relevant. Columbus event will allow the country to sail to the Caribbean and be the first to discover the New World. Portugal will get the Columbus event before Castile does, if they have Exploration ideas and the year is 1488. However they can only accept his proposal if they have not discovered the Cape of Good Hope. If they reject, Castile will get the event if they have Exploration ideas and there are no provinces in Iberia owned by muslims. [Columbus event 1] [Columbus event 2] If Castile is the one getting the Columbus event, Portugal will be able to contest his discoveries, claiming those lands as rightfully theirs. Castile can then negotiate with Portugal, and the Treaty of Tordesillas will be enforced from then on. It will only allow Portugal to colonise in Africa, Asia and parts of Brazil, while Castile can only colonise the rest of the Americas. Both countries also get a colonial growth bonus. In order to avoid confusion, the vanilla Treaty of Tordesillas has been renamed to Inter Caetera. There are two other instances during the game that will modify the treaty under certain circumstances. You can revoke the treaty any time you like via decision, paying the consequences for it of course Eventually, countries that pick Exploration ideas will be able to enter open sea tiles, once they hit diplomatic tech 9. [Quest for the New World event] There is also a new estate that aims to replicate the Atlantic Slave Trade - the Slavers Estate. This estate is unlocked once an European country has a presence in West Africa and in the New World, complete with unique privileges to choose from, agendas, events and a disaster. [Slavers privileges] One of the most ambitious additions to the exploration and colonisation experience is the Settler Pool mechanic. It is available to every country with a colonist and aims to represent the available population to be sent to colonise new lands. Smaller countries like Portugal had mostly trade posts composing their global empire, rather than vast swathes of land as is the case with Spain. The max settler pool is calculated based on a countrys total development and number of provinces in states. For each province being colonised, 1000 settlers are deducted from the pool, being replenished when the colony is finished. Depending on the percentage of available settlers in comparison with the total number of settlers, a modifier is given to the country that either boosts or hinders colonisation efforts. [settler pool decision] The Hunt for the Seven Cities of Gold has also been expanded upon. Now the search is guaranteed to happen when you start searching with your explorer. Events will happen during the course of their exploration that will determine the likelihood of finding the fabled cities of gold. There are three possible outcomes, much like in vanilla. However, the best outcome will uncover a monument that will yield great rewards when you claim it. Even if you do not claim it, since you were the one discovering this monument, no other nation knows of its location, therefore only you can unlock the monument by owning the province. The Fountain of Youth works much in the same way as the others, except it is your explorer that needs to do the exploring. Each monument exists in a different region. Go claim them all! [El Dorado] [Fountain of Youth] [h2]CASTILIAN CIVIL WAR[/h2] One of the major reworks of this mod is how the Castilian Civil War disaster happens. In the base game it is quite uneventful, spawning a few rebels that you have to defeat and resulting in an opinion boost with either Aragon or Portugal. In real life though, this was a major event in Iberian history, resulting in a conflict between Portugal and Aragon to decide which country would place their consort as ruler of Castile. Aragon won this war, and Isabella was made Queen of Castile. Together with Ferdinand of Aragon they were the Catholic Monarchs, and eventually would unite the two countries to form Spain. Things could have been very different though, had Portugal placed Joanna la Beltraneja as ruler of Castile. [Castile Civil War initial decision between Joanna and Isabella] This disaster has a lot of decisions and different outcomes. You can decide to stay out of it altogether, or participate to claim the grand prize. Eventually, even France can get involved indirectly to further their own interests. When this disaster ends, if either Portugal or Aragon placed their consort on the throne of Castile, there will be something else to keep you on your toes. Both countries will get an heir, and when she rises to the throne of either country, she will form a personal union between them. Whoever has the most legitimacy, stability and prestige, as well as development in the capital, will be the Senior Partner, so watch out! It is generally easier for Castile to become the senior partner as they only have to fulfil one of the aforementioned requirements. If the heir dies though, there will be no personal union outcome (yet). In this disaster both the Iberian Wedding event and Isabel of Castile event have been incorporated, so those will no longer fire as they are no longer necessary. Regardless of the outcome of the disaster, even if Portugal loses that war, it might be beneficial to them to participate in it, as youll be able to see in the mission Intervene in Castile. This mission has 3 different rewards based on the outcome of the Castilian Civil War. [h2]IMPORTANCE OF THE NAVY[/h2] In vanilla, armies are more important than navies, and rightfully so. However, navies do not get the importance they deserve. The global empires of Great Britain, Spain, Portugal and Netherlands had a powerful navy that projected influence and allowed them to control their trade and colonies. In order to try and represent this, there have been 20 unique naval units (so far) added to certain countries that will replace their standard counterparts. Portugal will get the Nau instead of the Carrack, Venice will get the Argosy instead of the Galley, Castile and Spain will get the Manila Galleon instead of the Wargalleon, to name a few. These units have better stats than their standard counterparts. [Portuguese Unique Units] [Venetian Unique Unit] The naval special units have been renamed. It felt wrong to have a Great Frigate ship be a Caravel special unit. So now Caravels are Armadas, Galleons are Full-Rigged Ships, Man-of-Wars are Royal Ships and Geobukseons are Turtle Ships. Additionally, some countries are able to modify their special units via decision, giving them interesting bonuses and making gameplay more fun. Roughly half of the straits have been removed and military access has been restricted to only neighbours (except in the HRE). This prevents countries from marching their armies through entire continents and laying siege to your lands. Now they will be forced to invade you by sea. Blockades are also more severe, increasing devastation at double the rate. Some narrow sea tiles also give reduced engagement width, such as the Sea of Marmara or Strait of Gibraltar. The AI will also pick naval ideas more often. Countries such as England and Tunis will have a more powerful navy, so players can actually have a challenge at sea. [h2]PORTUGAL[/h2] This is really the star country of the mod, but do not think that means youll have an easy time with them! In the quest for historical accuracy, a lot of things we take for granted have been removed. Case in point: Portugal and Castile are no longer historical friends. In fact, it is very likely that they will start the game as rivals! So how do you fight Castile? Theres a reason Portugals borders remain virtually unchanged since the 13th century. This is due to staunch resistance to foreign invasions. This mod gives you the tools to replicate this, the rest is up to you. [Portugal ideas][/i] [Portugal missions] Coimbra starts with the level 1 monument Batalha Monastery, which gives a little boost to the Portuguese army. Lisboa does not have any monuments at game start, but you can unlock two there by following the mission tree. [batalha Monastery][/i] Portugal gets a decision to upgrade their Armada ships to a more expensive combat-oriented light ship. There is also a decision to upgrade their Full-Rigged ships, sacrificing combat prowess for the ability to transport units. [Armada and Full-Rigged ship upgrades][/i] The Order of Christ holy order has been added. As the official successors to the Knights Templar and main financiers of the Portuguese discoveries, they are arguably the most important holy order in Portugals history, who displayed the orders famous cross in their caravels and carracks sails. [Order of Christ] Portugals government has also been reworked. It allows the establishment of Feitorias along the African, Asian and Brazilian coast. These are trade posts that give you trade power in exchange for increased province governing cost. [Portugal government] [Feitoria event] It also unlocks the Saudade mechanic. Saudade is a representation of the willingness to go out to sea rather than stay home, ranging from 0 to 100. Neither is inherently good or bad, it has to do with your playstyle and current situation of the country, and it is up to you to control it. [Saudade mechanic] If you have 100 Saudade and own at least 5 times more territory provinces than state provinces, you may trigger the Overextended Empire disaster. This disaster does not spawn rebels, but drastically reduces the economic efficiency of your empire. It represents the difficulties of managing a scattered overseas empire with limited resources. This disaster is repeatable, so dont make the same mistake twice! [Overextended Empire disaster] Each Portuguese monarch can now choose an ordinance to focus on during their reign. If they rule for long enough, they can even make their chosen ordinance permanent, lasting for the remainder of the game. Ordinances range from simple ones, such as giving +10% tax or +10% production efficiency, to more unique ones, such as the Padro ordinance that allows you to place the namesake Padro (stone pillar standards) in uncolonised provinces. Once colonised and grown into a city, you will be able to choose the trade goods the province will produce - for a small cost. There are hundreds of new events for Portugal, including the 1755 Lisbon Earthquake event chain, the Portuguese-Mamluk wars including the important Battle of Diu, and the attempted capture of the Prophet Muhammads remains by Afonso de Albuquerque. All these events ensure that youll have a rich experience and never a dull moment. [Lisbon Earthquake] [Tomb of Muhammad] Portugal is also able to form Iberia, which is basically the same as forming Spain with extra steps. Naturally they cannot form Spain anymore. Iberia keeps the Portuguese ideas, and then gets a few dozen unique ones. They also get their own idea set. To conclude this Portugal section, we give players a decision to choose Portugals colour, so Greentugal fans are not disappointed by the new Bluetugal. [Portugal colours] I will not spoil what the meme colours are, go check them out for yourself ;) Other countries that have received some love so far have been:
[h2]BALANCE CHANGES[/h2] This mod also addresses many other areas of concern to make gameplay feel more realistic, rewarding and challenging, including but not limited to:
Once you load up the mod, you will be greeted by a tutorial event, which I highly recommend reading to better understand everything we hope to accomplish. You can always access it again later via decision. [Tutorial event page 1] [Tutorial event page 2] [h2]OTHER ADDITIONS[/h2] Each of the new military holy orders now have a province that is their headquarters. By establishing a holy order in the area this province belongs to, not only will you unlock a modifier in the headquarters province, but also a mercenary company representing the knights of that order, each with their own unique attributes and sprite. Below you can see the Knights of Montesa. [Knights of Montesa] Many new songs with Portuguese flavour have been added, giving you a little taste of Portuguese culture, so you can be fully immersed in your playthroughs. You can toggle them on/off in the music channel. Weve also got permission from Halcyon Reign to use their amazing music in the mod. Fitting, since one of their songs is called Beyond the Cape, and it rocks! Their work is wonderful, Im sure you guys will like it. As usual, you can also toggle it on/off in the music channel. Link to their social media will be present in the mods Steam page at the end of the spotlight. There is also new loading screen art, as well as loading screen tips specific to the mod. More will be added in time. Theres so much more to talk about! But I dont want to spoil the whole thing for you. I encourage you to try it out and see for yourself, and find all the new things this mod brings to the game. [h2]FUTURE PLANS[/h2] Were currently in the process of reworking the idea groups, adding a few more (not many) and making meaningful changes to the way you interact with them. This will probably come in the form of a submod. Another submod we are planning is related to unit composition, but this still very much on paper, and will only be seriously worked on after the idea submod. Italy is also getting a significant rework, with a spotlight on Venice and the Italian Wars. The Netherlands will also continue getting more updates, focusing on their colonial endeavours. Currently designing a province expedition event chain on certain uncolonised provinces that may yield valuable rewards, interesting discoveries, or some other hidden secrets and easter eggs of course. [h2]GIVING BACK TO THE COMMUNITY[/h2] I would like to emphasise to you guys just how important this project is to me, and how during its development I saw the excitement of players flooding me with ideas and suggestions that they would like to see in the game. With this in mind, one of my goals is to give everyone a platform to express themselves. Do you want to:
Then this is the place for you! Beyond the Cape will provide you with a blank slate so you can express yourself and show your ideas to the world. You will have full autonomy to do your own projects, and all the tools youll need to thrive, backed by a team that will be with you every step of the way. Your contributions will gradually be added to the mod, giving you the deserved credit, and helping the mod grow. I am very passionate about giving back to the community that gave me so much, so everyone can enjoy the game the way they want to, as it is supposed to be. So with that said, hop on to our Discord and join the team! I want to hear all about your ideas! [h2]CREDITS[/h2] To finish up, I want to leave a special thanks to:
Thank you for your time! I hope I managed to grab your attention with this project of mine. I also want to thank Ryagi, Vasi, and Paradox for the opportunity to spotlight the mod. You guys are seriously awesome! Please check the Steam page below, and our Discord server if you want to help this mod grow. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2966858781 Discord: https://discord.com/invite/kTPQsRStn3 That is it from me today! I hope to see you all again, beyond the cape! |
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Have a question for the devs? Now is your time to shine! |
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[h3]Hello everyone![/h3] |
[h2]Today we release the free 10th Anniversary Community Music Pack for EUIV![/h2] |
Today, August 13th of 2023, Marks the 10th Anniversary day of Europa Universalis IV. To look back on how we got here, we invite you to join long time GSG Developer and Studio Manager of Paradox Tinto Johan Andersson as he reflects on the last 10 years.
We started building the game in late 2011, with Thomas taking the new engine version of CK2, with better map graphics, multiplayer code and support for the new DLC model, and ported in so that EU3 was running on it. After that we could start with the true development of the project. When it came to the better UI, this was the first time we had a dedicated UI designer. Daniel Moregrd who later worked on Stellaris, and is now a Game Director at PDS did a great job, making sense of the mechanics. While the macro builder he designed was a great boon we all appreciate since then, one thing he made that is not as obvious was the naming consistency on all modifiers and values in the game. The creation of EU4 was not just about making a good UI, we also had to make new features. Some of the EU3 features were reworked, like how we went from the policy sliders to the new Ideas system, which included unique National Ideas for quite a few countries. We also reworked the trade system from the Centre of Trade system of previous iterations to the new system where you had a flow of trade and had to control ports and manage light fleets. There were countless other features added to the game, but the biggest and most noticeable one was the introduction of the monarch power system. During all the previous iterations of EU we had had problems with balancing the game between various size of countries, and this was an attempt both to stop the snowballing that is so common in strategy games, while also creating ebbs and flows in a countries progress, tying it heavily to the monarchs themselves. The map, graphical looks and the core features were all in and working by the summer of 2012, and we could announce the game on Gamescom in august that year. this is one of the first screnshots we had in an early development diary for EU4. As we had a playable game early on, we could constantly playtest the game. By the autumn of 2012 we had grown the studio to include 4 internal QA. We divided the EU4 team into two, where Thomas Johansson led people developing additional features, fixing bugs and improving UI, while I led the other half that just focused on playtesting, balancing and feature changes. Several days each week for quite a while we started the new nightly version in multiplayer, with about 6 players playing one of France, Castille, Portugal, England, Burgundy or Austria. After about 100-150 years, or about 5-6 hours into the session we gathered for feedback, fixed what we could fix, or made jiras for the other team on what did not work. All in all, we spent about 18 months on the project before release, and by the time we reached the release, it was the biggest project PDS had ever done. I guess you could describe the release as a roaring success. By then it was our best selling GSG, while also having a 87 score on Metacritic. We had experience of how good the new DLC model was for our studio with Crusader Kings 2, so we planned for up to 3 years of regular DLC. The key thing was to do realistic things that could be released on a regular basis, which would be good for the player. Most of the time this succeeded. So let's now see how this decade panned out, and if I have any anecdotes. The first dlc was the minor American Dream, which was basically an event pack that was released not too long after the release. I really dont have any memories from it, and suspect it is not on anyones list of our top 5 dlcs. The first big expansion for EU4 came about half a year after release, with Conquest of Paradise. Back during the original design talks for EU3, I had envisioned a random new world. This was beyond our skill back then, and it was beyond what we could add to Eu4 at release, so we thought it would be a good idea to add to the first expansion. In hindsight it was not. Besides the fact that it was insanely expensive to do, it also did not work properly in multiplayer nor did it create good maps. The next two expansions, Wealth of Nations and Res Publica, that we released during the first half of 2014 were smaller in scope, and mostly focused around trade and politics. During this time period we played lots of both single player games and dev clashes, so a lot of feature design came from, let's make this better. Speaking of the dev clashes. Most of the features we made for Art of War, which came out in late autumn of 2014, were designed and created directly based on our experience there. First of all, we added in the Zone of Control system that has been used ever since, removing the tedious need to siege every single province. Most importantly, we spent a lot of time revising the map outside of Europe to make density more evenly distributed, so warfare outside of Europe was as fun as inside it. Moving armies on a detailed map is about half the fun of a PDS game, and especially in a multiplayer game. I really must give a huge shout out to Henrik Trin Tragula Lohmander, who was doing a lot of that map overhaul! We had some map upgrades to India for Art of War. During the summer of 2014 we did some severe reorganizations at Paradox and I got cursed with the position being an executive in charge of all of our studios, so after Art of War I basically had to leave the EU4 development, which I handed over to Martin Wiz Anward, who had been working with AI and design on EU4 for a while. Of course, I could not keep my hands away and did design and code systems like the Nahuatl religion and the development system. During Martins reign, we first released El Dorado, which included fun mechanics for the new world, while also adding the custom nation feature, which is among the most popular starts. The accompanying patch had the big reworking of the random new world feature, making it actually fun to use. The next expansion was Common Sense, which made the political and diplomatic game deeper, and after that, in December of 2015 it was time for The Cossacks, which added so much to the center of the eurasia. This was also when estates were first introduced into EU4. Now,in the beginning of 2016, PDS had grown a fair bit, and we had two games about to be released in HoI4 and Stellaris, and other games in the early phases, like CK3 and V3, so the team got reduced in size, and Martin left for the V3 team. I came back to be a dedicated Game Director for EU4 for a while. Being an executive is not fun, and it's far more fun to be a game developer. As we started on Mare Nostrum we had a dilemma, as we would be releasing in the middle of Stellaris and HoI4 which was not something Paradox could handle then. So we scoped down and reduced the price of it to reflect what it contained, and released it earlier than originally planned. It was not a great expansion, but it was not bad either.. Now Jake Leiper-Ritchie joined the team as a designer, and we designed Rights of Man together. This is one of the expansions I am most proud of. We added the great powers system, personalities and traits to rulers & leaders, consorts for rulers and ways to give military objectives to your subjects. In the accompanying patch we reworked technology groups to the new Institutions system. During this development, we also added in ideas for what we then viewed as the final four expansions, which we had already named, and set the theme for. Mandate of Heaven, Cradle of Civilization, Dharma and Emperor. Mandate of Heaven, this was the April 2017 expansion, where the focus was on East Asia with mechanics for China, Japan and Manchu. Together with a patch that added the Age System this was greatly appreciated by the players. During the spring, I had the idea that we should make smaller immersion packs, focused on a single country, or a smaller region. I wrote the design and coded Third Rome, basically myself, with Art and QA support, for a release in June 2017. Ironically, the timing was pretty shit, as at the same time we released it, a dlc with focus on Russia, our sales team did a huge regional price adjustment which was a bit less than popular to say the least. Now I felt that Jake was experienced enough to handle EU4, and he took over as Game Director. The second of the final expansions was Cradle of Civilization which was released in late 2017, with a focus on the Middle East. In retrospective it's interesting how much we released during the first four years of EU4. Spring of 2018 saw the release of the immersion pack Rule Britannia, which was a pretty release, but it's overshadowed by the patch which introduced the new mission system. This new mission system has managed to prolong the life cycle of the game several years beyond what we had deemed possible. At the end of the Summer of 2018 we saw the release of what we had envisioned as the penultimate expansion of Eu4, named Dharma. It was not all that positively received, and the most popular feature, the government reforms were baked into the base game soon after. A third immersion pack Golden Century was released at the end of the 2018, also to extremely bad reviews. A decision was made to make a big free patch fixing bugs and improving the game, but the patch got severely delayed, and was also tied together with the new launcher which was not popular either. At this point, we had to bake in features like transfer occupation, government reforms and improve development to the base game, to improve the community perception. Meanwhile, work was ongoing on what we had we originally thought of as the final expansion, in Emperor. It was getting delayed, and then Jake resigned during the autumn of 2019, to focus more on his career as an influencer. At this point Emperor was in a mess, and we had no idea if it could be finished. PDS had other projects with major needs, so we decided to move most people to projects like CK3 and Stellaris, and focus with a small old-school team Daniel Starnan Olsson as producer/qa-coordinator, Henrik Groogy Hansson as designer/programmer, Daniel neondt Tolman as content designer and me as game director/programmer. We had some UX, Art and QA support as well, but the team was really small. A lot of features was revamped, redesigned, and made more streamlined, and I must say that those 3 people did a marvelous job, an absolutely stunning performance there. What made it even more challenging was the little thing called Covid which happened half-way through Emperor's development. We eventually launched at huge success, being the best selling eu4 expansion ever. It was definitely a good way and a good end to what we originally had planned for EU4. It was during Emperor, and reflecting over the impact of the pandemic, that we started the decision to create a studio, Paradox Tinto, in Barcelona. Some of us had houses there, so it felt like a good place for somewhere new. Of course, the studio needed to do something, so starting with making content for EU4 sounded like a good idea. Yeah.. We released leviathan. Good ideas, and pretty fun now, but the launch was an unmitigated disaster. Too buggy, and missing art etc. Anyway, we moved forward, recruited more people, and continued on. What does not kill you etc,.. One of the fun things with recruiting to Tinto has been recruiting people with more hours than me actually playing the game. Im a noob outside of work, with only about 1400 hours in my spare time playing the game. Being able to hire modders with more experience making mission trees for eu4 than any internal staff, or QA with 5,000+ hours is such a boon. I cant name drop everyone at Tinto, but they are all awesome to work with! While we had focused a fair bit on fixing old bugs before the release of Leviathan, now it was our goal with all releases. We should be the team with the least amount of open and known bugs at Paradox, which we have successfully been able to uphold ever since then, averaging between a third or a half of the 2nd best teams bug count. We also made the decision to not add new major systems, nor do major map overhauls to keep risks down, and make sure that the player experience was the main focus of our job. The first release we did as a full team on our own here at Tinto was Origins, which was the African focus Immersion pack. It was a good learning experience for the team, and we like to think it was well received. We tried out new ways with missions, which so far has been a success for us. The year after Origins, we released Lions of the North, an immersion pack focused on the Baltics. Here the team went absolutely ballistic with content, and diverging mission trees, new government reforms, and most importantly overpowering Sweden. I guess this was a bit more popular. After this, the team went even more ambitious with Domination, creating enormous mission trees, unique units and much more for the major powers, those that are the most played ones. It's been a fun ride for over a dozen years, actually, let's face it, it's been 25 and half years since we started with the first EU1. Most of the time Ive been involved on a daily basis, and sometimes Ive merely been a supervisor, but EU has always been the franchise closest to my heart What does the future hold from here? Well, we have promised some more releases. |
Europa Universalis IV is turning 10 this month, and were celebrating with some small community activities! Please note that there will be no major gameplay updates, but you can expect some giveaways and other exciting things. |
Hey all! Today's Mod Spotlight features pretty art and pretty numbers.
[h2]Selectable Abilities[/h2] When I first started playing EU4, I was drawn to and inspired by Ages and Splendor Expanded. In my opinion, the default Ages feature was lacking in depth and I wanted to find a mod that improved it asap. It felt unfinished. I loved ASE, but had my own ideas about improvements that could be made to the age mechanics. So as a new modder (with prior experience in another game/genre), I am deeply appreciative of the blessing I received to use ASE as a base from Melvasul and LimonenZitrone. LZ was extremely helpful in answering my questions early on, and without the expanded mod teams help, Ages Reformed wouldnt exist. One thing ASE did well was expand the number of selectable abilities. This is an obvious improvement over the default which features 7 or 8 broadly available abilities along with 3 or 4 nation-specific abilities. A crucial difference though is my strong distaste for nation-locking abilities and for scroll bars. So I fit as many abilities onto the UI as possible without a scroll bar, and removed the nation-specific element from all abilities. This resulted in 18 selectable abilities per age. More than double the amount previously available to all nations. And without a scroll bar! I will talk more about nation-specific abilities in the next section, but basically I made them on by default and reworked selectable abilities to be useful for all nations. [h2]Permanent and Stacking Bonus Pathways[/h2] I added two brand new mechanics to Ages: permanent bonuses and stacking bonuses (from age to age). Many of the abilities you can choose for each age now offer a small permanent bonus that is relevant to the bonus you chose. For example, if you choose the ability called Hardened Soldiers, you will receive the primary buff of -25% Land Attrition until the end of the age, but you will also receive a permanent buff called Endurance which gives your nation +5% Fort Defense until the end of the game. Not only does your nation receive a permanent buff, in subsequent ages, choosing a similar ability offers you the chance to improve the previously acquired permanent buff. For example, choosing Hardened Soldiers again in a later age, will give your nation +10% Fort Defense until the end of the game. These stacking bonuses come in groups of three and cover a number of different ability and bonus types including: economy, espionage, religion, military, navy, diplomacy, and more. Choosing the third buff in a stack of three in the third or fourth age will give your nation a History of bonus that drastically improves the nature of the buff. Therefore it can be said that the decisions your people make in the Age of Discovery have a lasting impact on their descendants in the Age of Revolutions! [h2]Nation Specific Abilities[/h2] The default age mechanic locks three or four selectable abilities to certain nations only. In Ages Reformed, these ability slots are freed up for all nations and the removed abilities that must have been chosen as the specific nation before are now granted to those nations by default. Example, the Ottomans no longer need to choose the Guns of Orban. They now start the game with the bonus. In addition, some new nation specific abilities have been added. To see a list of the nation specific abilities present in the game, hover over the icon in the bottom right of the age painting. This list will show all nation specific abilities active from the start of the age. They expire at the end of the age. [h2]Age Objectives[/h2] One thing that I set out to fix with the objectives feature, was the idea that some of the objectives were not at all able to be accomplished by many nations. For example, in the Age of Discovery, the default mechanic gives landlocked mid-Asian countries the objective to Discover America, something severely out of reach for such nations. I looked for opportunities like this to create objectives which were more broadly accomplishable and took it a step further by introducing the concept of region specific objectives. Now it doesnt matter where you play, youre almost always guaranteed to see eight objectives per age that your nation can accomplish. To build on top of this accessibility, some objectives which require getting or building x of thing, now define x differently for different nations. For example, while the objective Build a Fleet may require Ming or other large powers to have 10 Light Ships and at least 5 Heavy Ships or 20 Galleys, the same objective only requires 2 Light Ships and at least 1 Heavy Ships or 4 Galleys from tribal nations. Build a Fleet - Larger fleet required to complete the objective for larger nations. Build a Fleet - Smaller fleet required to complete the objective for smaller nations (Ex: Sub-Saharan Africa). [h2]Age Objectives - Fulfilled[/h2] When fulfilling age objectives, splendor is no longer the only reward. Now each objective fulfilled provides a buff to your country until the end of the age. This information is visible by hovering over the ribbon icon in the bottom right of the age painting. This provides new motivation to achieve certain objectives! [h2]UI and Artwork[/h2] As a professional graphic designer, I really put a lot of love into designing the UI for Ages Reformed and I think this is one area where the mod really shines. Lets start with the age frame itself. As mentioned previously, I really did not want to use scroll bars, and so my focus was zoomed in on presenting 18 age abilities, 8 age objectives, and 4 age icons (more for compatible mods) in a concise and compelling way. I mimicked the art style used by Paradox and really strove to make sure the frame and background fit into the game and looked as if what I imagined the default would look like if they had created the same mechanics that I had. This had me swapping the placement of the age icons, making the age abilities go vertical and increasing the size of the overall frame to accommodate the extra objective per age. [h2]Region or Religion Specific Artwork[/h2] One of the most defining characteristics of Ages Reformed is the region, religion, and culture specific objectives, highlighted by the unique artwork for each. Why use a picture of a Catholic cardinal for Convert Provinces when playing as an Islamic nation, when a picture of an Imam would add so much visual flavor? These images were sourced from both historical painting, icons I found or made myself, and other images in the creative commons. To get the right look and to create images that have never existed before in the correct postures and art style, I also used Stable Diffusion (ai) to create or edit the foreground or background of many objective icons. Overall, half of the time developing Ages Reformed was invested in image sourcing online, in SD, and tons of editing and original work in Photoshop. I spent a lot of time working on this particular feature of Ages Reformed, because removing the one image fits all default and seeing unique and relevant images for the nation youre playing as adds a ton of flavor and visual interest in my opinion. It really helps immersion! Take a look at how these age objective icons differ by region, religion, or culture. These examples dont necessarily include all of the images shown in game for that objective. Humiliate Rival - In this example, youll see this icon if your rival is likely to be (in order): Native, European, Muslim, African, Indian, Steppe (Mongol), Asian, and Aboriginal (Australian Native). Regional Market Supply - Unique pictures for different cultures and regions. Build a Fleet - Unique pictures for different cultures and regions. Great Leader - Unique pictures for different cultures and regions. Competent Court - Unique pictures for different cultures and regions. Religious Unity - Unique pictures for each religious group and some individual religions in the game. Convert Provinces - A unique picture of a missionary for each religion in the game. And so much more not shown here! The screenshots above dont necessarily include all icons for the objective. [h2]Age Paintings and Tooltips[/h2] I really endeavored to make sure the age paintings stood out. Each painting highlights something significant from each of the four ages. The realistic paintings have been touched up in Photoshop to highlight certain details. Age of Discovery - Columbus Landing at Guanahani, John Vanderlyn, 1837 Age of Reformation - Luther at the Diet of Worms, by Anton von Werner, 1877 Age of Absolutism - Charles II, by John Michael Wright, 1676 Age of Revolutions - Washington Crossing the Delaware, Emanuel Leutze, 1851 You can hover over the question mark icon in the bottom right of the painting to reveal a tooltip that provides details about each painting. Each of these three hover buttons provides useful information.
[h2]Mod Compatibility[/h2] Six compatibility patches were made to make Ages Reformed compatible with other popular mods like Ante Bellum, Anbennar, Victorum Universalis, Albert (AIM), 1356, and Lords of Universalis. In addition, Ages Reformed is confirmed to work with the Expanded Mod Family (it replaces ASE) and over a dozen other widely used mods. When I made the compatibility patches, I was sure to add custom content that was relevant to the mods themselves. Check out the following screens and images from a few of the mods. Great Leader (Anbennar) - Unique pictures for different popularly chosen mod-specific races: Elves, Humans, Orcs, Dwarves, Goblins, and Harimari. Humiliate Rival (Anbennar) - Unique pictures for different mod-specific races: Elves, Humans, Orcs, Dwarves, Centaur, Goblins, Hobgoblins, Harimari. Competent Court (Anbennar) - Unique pictures for different cultures and regions: Elves (Aelantir), Humans (Cannor), Elves (Cannor), Orcs, Dwarves, Harimari, Humans (Haless), Other. Age of Feudalism (1356) - The Archoros City, Merl1ncz, 2007 Age of Industrialization (Ante Bellum, Victorum Universalis, Albert AIM) - BASF Werk [h2]Conclusion[/h2] Thank you for taking the time to read the mod spotlight, and I hope you enjoy Ages Reformed! Ages Reformed has been reviewed on youtube. [previewyoutube=tkhF40GGAyw;full][/previewyoutube] (English) [previewyoutube=KyGN2ZdR9_M;full][/previewyoutube] (Spanish) You can download the mod from the following links: Steam Workshop Paradox Plaza [h3]---------------[/h3] Thank you MDoulos for this detailed spotlight on ages reformed! This will be our last Mod Spotlight for a little while... that is until we return for Europa Universalis IVs 10th Anniversary in August. For such a special occasion we'll be covering a mod long requested. Take your bets on what that is :p Until then, we'll see you later! |
Greetings, and welcome everyone to the last Dev Diary of the Domination cycle! Weve been active in the forums and receiving your feedback about this expansion and the 1.35 Ottomans update for almost 7 months, and now it is time to retire for a well-deserved Summer break. But before we do that, lets have a retrospective of the past months. |
Greetings one and all! |
Greetings everyone! And to anyone in the United States celebrating we wish you a happy 4th of July! (Shoutout to Canada day as well) For this USA themed spotlight we will be joined by the well-known Chewy/Chewyshoot who in addition to his content creation, has also dabbled in modding. With no further ado, we'll let Chewy take it away! |
Greetings! |
Greetings, and welcome to another Europa Universalis IV Dev Diary! |
Greetings all! |
We're excited to bring you a more graphical-oriented Mod Spotlight. This time, to illustrate some of the points, we're covering a small collection of Mods made by experienced modder, Plati. Enjoy! |
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Greetings everyone! EU community team member Ryagi here, today we bring you another Mod Spotlight.
Now, I sure hope that I peaked your interest. If you are not yet familiar with the mod, you can find it on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2164202838 as well as Paradox Plaza That would be it for this mod showcase. I wish you all a cheery & lovely Friday! |
Hello everyone! Have suggestions for future spotlights? Let us know in the comments! |
Join us on November 17th - 20th 2023 in Czocha Castle, Poland as The Europa Universalis IV Grandest LAN returns! For more information: visit https://eu4.turbolarp.space |
Hello everyone! Im Kuba, Release Engineer & Interim QA Coordinator here at Paradox Tinto and today Id like to talk about some known issues and our plan for upcoming weeks.
Also, we are preparing for other less prominent issues, which are nevertheless important to us. Some examples would be:
Those examples were chosen to give you an idea of what kind of issues we will be fixing in this patch as well. As you probably noticed I mentioned weeks instead of days, which means the next patch which will be 1.35.4 will come out probably next month, as we want to properly test all changes, especially the balance changes, so we need more time to do it. We will be monitoring all the bug reports and social media for other issues as well to ensure that our focus is on the bugs that are annoying our community the most. While I cannot promise any particular fix at this point, we will attempt to prioritize and fix as many as we can. This also means that we won't be posting new development diaries soon, but we will keep the communication open to keep you all informed of our intentions and plans. |
Greetings everyone! |
Greetings everyone! |
Hello everyone! Im Kuba, Release Engineer & Interim QA Coordinator here at Paradox Tinto and today Id like to talk about issues that are affecting our community and further plan how to deal with them.
Of course, making changes to the game is one thing, but we also work hard to verify the quality of them, again to ensure we will not introduce new bugs in the place of the old. Our QA team is doing its best to check all the changes and verify them. However we are also looking for reports from our dedicated community, so please if you encounter any issues during your conquest please let us know on the Bug Report Subforum. I assure you that we will check every issue that is reported there. So you probably wonder what are the plans for the future. We hope that this patch will stabilize the game, so you can do your campaigns safely, in the meantime we will work on further improvements, currently, we think that we will be able to do another patch. It wont be as quick as this one because we want to focus on improving parts of the code that could potentially break stuff. Afterward, we will do an analysis of the state of the game, to check what needs to be done regarding bug fixing and stabilization. Below you can find a list (not yet closed!) of changes we aim to include in 1.35.2, to be released in May.
Let us know what you think of these changes in the comments. |
Greetings everyone! |
The Greatest Powers Are Yours to Rule in EU4: Domination
Domination also includes new art and music alongside a rich menu of new historical detail, adding more flavorful estates, reforms, special units and events to the leading powers. It will also be accompanied by a major update, free for all Europa Universalis IV players. https://store.steampowered.com/app/2223660/Europa_Universalis_IV_Domination/ |
Please note that save files from 1.34 will NOT work with 1.35! (more information here) |
EU4 Domination releases tomorrow! We hope you're ready to claim the world under your Domain. |
Hello guys! |
Greetings everyone! |
Greetings Everyone! Today we share the long-awaited changelog for 1.35, nicknamed the 'Ottoman' update, and its accompanying Domination expansion! |
Hello everybody! Welcome to todays Developer Diary! |
Greetings!
(I've marked with an asterisk DDs which cover the free content involved in the 1.35 update, but please note that some entries cover both paid + free content - so take care when reading to delineate the two!) |
The last few months have been incredibly busy for the art team, and our artists have created a staggering amount of work, with around 600 brand new 2D assets including event pictures, government reforms, and missions to support the content that was added for Domination and the 1.35 patch. Hello! Ryan here, aka @ransomyu on the forums (don't bother looking, I'm just a lurker) and as Paradox' first (I think?) Filipino hire, I was delighted to be asked to consult on these Filipino units. My first Paradox game was CK2 but I fell in love with EU4 when I realized you could take one of the precolonial Philippine polities and essentially rewrite history by ensuring the islands were never colonized by European powers. Doing so with these newly designed units will make it a little bit more exciting! The Bai culture revolters, such as the Kingdom of Dali, receive their own units too. Their Tier 1 is equipped with a Guandao polearm and they wear an intricate and highly-detailed leather armour. The later units have inspirations from both Tibetan and Chinese cultures, and white dress synonymous with Bai traditional clothing. The many cultures of south of China also receive their own unit pack to contrast with the Ming units. Their Tier 1 armor is early Ming dynasty Song-style armour, with curious interlocking scales. The armor was often adorned with intricate engravings and embellishments, making it both functional and aesthetically pleasing. The conical helmet used by Tier 3 is in fact also a form of armour. And finally, behold the 1.35 loading screen: Mehmed II of the Ottomans, pictured as his bombards tear down the Theodosian Walls and his Janissaries storm Constantinople in 1453. Thats all from me, let us know what you think of everything! Next week we will show the achievements we have created for this update, see you! |
They say that no plan survives first contact with the enemy, but youre different. You have the foresight to lay out a centuries long scheme to humble your enemies and write your own legend. The greatest empires in history are yours to command in Europa Universalis IV: Domination, a new expansion coming April 18, 2023.
Domination also includes new art and music alongside a rich menu of new historical detail, adding more flavorful estates, reforms, special units and events to the leading powers. It will also be accompanied by a major update, free for all Europa Universalis IV players. Those who pre-order Domination will receive a bonus music pack, March of Power, with six new tracks to enjoy as accompaniment to your conquests Europa Universalis IV: Domination will be available on 18 April 2023 for a suggested retail price of $19.99/16.75/19.99. https://store.steampowered.com/app/2223660/Europa_Universalis_IV_Domination/ |
Greetings Everyone! |
Good afternoon and welcome to another Developer Diary! This week we will be taking a closer look at various types of new content added to the game, starting with a review of the new Government mechanics that will come with Domination, and the additions we made to previous DLCs as well as to the base game.
Mercenary Militarization Note; This reform will NOT stack with other types of militarization! Korean Perfectionism Parliament vs Monarchy (which is used by the English Parliament) And the Shogunate, which although not part of Domination, received a bit of a re-balance:
Starting off with non-Domination-related, lets start with the Base Game. A while back we released a Developer Diary around the addition of new Idea Groups as well as the re-balancing of existing ones (this is also a great way to showcase the impact of your feedback by comparing the old iteration with the new one!). Since then, a lot has changed based on a multitude of factors. Here are the current iterations of the 3 new Idea Groups: Infrastructure Ideas: Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean itll be free forever, read more HERE Court Ideas: Note; the idea Respected Authority also carries a unique mechanic that reduces Absolutism loss from every Estate Privilege by -20% (which effectively translates to +1 or +2 Absolutism per Estate Privilege in most cases!) Mercenary Ideas: Note; We decided to remove the ability to split Mercs because it led to the impossible situation of splitting them, then mixing their 1k stacks in the same province without being able to consolidate them between each other and then not being able to re-merge them properly. However, the modifier itself is still in the script so perhaps modders can find uses for it! But a warning ahead: it can cause some out of syncs, so use it with caution. Now that the new idea sets are showcased, lets take a look at some highlighted changes: Religious Ideas:
Economic Ideas: Administrative Ideas:
Expansion & Exploration Ideas:
Humanist Ideas: Note; In the interest of time, we wont showcase every change and instead focus on bigger and more impactful additions! Espionage Ideas: Note; spy_actions_cost_modifier is new and applies to all Espionage-related actions and notice can_claim_states is now a modifier as well! There is always a cost/benefit relationship between picking idea groups, hopefully Espionage will be more competitive now! Aristocratic Ideas: Note; the biggest change here is breaking down the strong cavalry idea and adding the cost to fabricate claims / reduction as well as unjustified demands Defensive Ideas: Note; Defensive Ideas have received a revamp in their policies as well! Now many of them focus on more worthwhile aspects of the game! Quantity Ideas: For this group, we have elected to increase the Manpower and Forcelimit a bit, to 33% each. Its an experimental change and we would love to hear your thoughts on it! Lets briefly look into some policy changes: Defensive Policies: And one final look at the current version of the new Idea Group Policies (not much changed, for posteritys sake) Mercenary Policies: Court Ideas: Infrastructure Policies: I should also note, that the AI is now far more proficient at not only picking but also combining Idea Groups based on a multitude of factors such as:
While on the topic, lets take a look at some of the events associated with the new idea groups! Infrastructure Ideas: Court Ideas: Mercenary Ideas: Note; Each Idea Group will come packing 10 new events, equally split between positive and negative! Another impactful change in this line we decided to go forward with, is turning the "Slacken Recruitment Standards" into a 'toggle' button. Instead of magically making 20,000 dudes appear out of thin air, your conscription centers now lower their standards in order to fundamentally increase your Manpower Recovery Speed: Since we are catching up on previously shown content, lets take another look at the Artillery Units, here you have them with proper names, and their final pips: Another interesting addition to the base game is the introduction of the Tier 5 Military Government reforms, which we talked about the past week. The vast majority of these (barring some tag-specific ones) will be free: Note; Given the scope of the reforms, spanning nearly the entire globe, you wont see them all by picking just 1 country. This is what Switzerland sees, as an example! With 1.35 we introduce some new privileges for free, which add some estate-specific mechanics to estates that were lacking them: Note; Of course there are the Indian equivalents of these privileges too. Moving on, we have a good deal of new traits related to generals, admirals and even rulers, all of which will be part of the base game: New General Personalities
New Admiral Personalities
New Ruler Personality
Now lets move to the content that we are adding to previous DLCs! For owners of Leviathan, we have added 7 new Great Projects (all shown at their Tier 3): Aljaferia Palace, in Saragossa. Note; Spelling of the province is correct, Aragon now starts with Catalan as its primary culture. Divrigi Hospital & Mosque in Divrigi. Edinburgh Castle in Lothian. Grand Canals in the South Jiangsu area: The Imperial City of Kyoto. The Palace of the Popes in Avignon. St. Basils Cathedral in Moscow Taking your feedback into account, we decided to dedicate some of our artist time into reworking the visual for the Walls of Benin, to better reflect how they looked like in real life: Note; I left the gfx of the old Benin Walls in the files with a different name, just in case we (or the modders) use it in a more appropriate place! For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders: Note; We see that 2 of the Holy Orders shown here have similar bonuses (Local Defensiveness) and we will get it fixed asap! For owners of Rule Britannia we went on to add or re-balance the following new Naval Doctrines: Venetian Arsenal (re-balanced):
Korean Panokseon:
Japanese Atakebune:
Hanseatic Trade Fleet:
Ottoman Great Navy:
Maghrebi Corsairs:
Letter of Marque:
Novgorodian Ushkuiniks:
Dvoyane Admiralty:
Malayan Seafaring:
Junk Fleet:
Chinese Treasure Fleet:
Maratha Naval Bombards:
Polynesian Navigation Seas:
Naval Tactica: (for Byzantium)
Basque Marines:
Furthermore, we have also reworked the UI for the Emperor of China that comes with Mandate of Heaven, as to accommodate the new Decrees and Reforms that were added (and which we showed a couple of months ago), and to improve the user experience associated with it: Reminder; For Mandate of Heaven owners the Emperor of China now has over 10 New Reforms and Decrees. Reforms can largely now be completed in any order but many of them have certain requirements (have X idea group completed as an example) Lastly, we tweaked the Reformed religion a fair bit, in order to add a lot more versatility, as we did previously with Protestantism! Now, Aspects are activated and deactivated as toggle buttons. Each toggled aspect will drain -8 Monthly Fervor. In most of our tests, players can attain a level of monthly fervor in which they can maintain at least 1 aspect at all times. Moreover, we added a new aspect: Diplomacy while stacking your Fervor higher gives its own different benefits! Note; Numbers are not final, were openincorporatingrate feedback on them. And now, to finish, a couple of additional cosmetic changes to the Base Game: For those of you who love painting the map when it comes to forming Japan, I added the ability to adopt your Daimyo Color upon forming Japan, based on a selection of the top 15 most popular Daimyos. Here's how it would look for a handful of them: Shimazu Japan Oda Japan Takeda Japan So Japan While these colors certainly look fresh, some may not like the color change and wish to play with the original Japanese color. For this purpose, I added a new decision available for 10 years that will revert your color to the original Japanese one: Note; I added a similar decision for name-changes for peeps who want their original name! To make a note on a previously discussed topic, we asked you guys for feedback on the various choices regarding the English and Angevin flags: English Flag: Angevin Flag: Note; the flag looks a bit off-putting on the edges due to the zooming/stretching for the purposes of the Dev Diary! And thats all for this week! We hope that you like the changes and additions that we have made to the game, as weve put a lot of effort into adding more depth to it for 1.35, in parallel with the development of Domination. In that regard, the changelog will again be massive, with hundreds of issues fixed and tweaked. Next week Ogele will talk about the new Usermodding features that were also introducing in the next update, so make sure you read it if youre interested in the wonderful mods available for EUIV, as they will probably come with a bunch of novelty in the following months! Oh and one final thing, every patches protocol: |
Hello and welcome to another Development Diary! Today we will be talking about the new, yet undisclosed content for Europa Universalis IV: Domination, the new expansion that was announced yesterday!
On top of that, we will also be talking about the following new content:
With that being said, lets start with a country that I promised a couple of weeks ago would receive new content - Portugal! Or do we call it now Bluetugal? Anyway, we have reworked some of the older features of the country a bit. First, there was a redesign of its mission tree. Lets take a look at its new shape: We reorganized it for better consistency. On the upper part, all the missions related to Exploration and Colonization. We reworked some of their rewards, improved the flow of some of them, and added a few more as well, after reading your feedback in the forums over the past couple of weeks: Sails of Exploration and Charter the Seas add some flavor to the early Explorations made by Portugal. Clash with the Ottomans adds a mid to late game objective regarding the Portuguese push for Hegemony in the Indian Ocean, also adding an extra buff to the Portuguese Marines. Reform the Navy unlocks Caravels and Galleons special ships for Portugal, while Lusitanian Empire makes for a more interesting reward if completing the lower half content of the Portuguese mission tree. Apart from that, we also have created two unique Government Reforms for Portugal. The first one is a Tier 1 reform (meaning that Portugal will start with it): While the second one is a Tier 5 unique Military reform, which opens a new decision on top of the reform modifier: To complete the rebalance of Portugal, we also took into account your suggestions for the Order of Avis, and changed their sailors for a more defensive approach for them: And we also added a couple of Salt resources in Portugal: Now, lets move to the Prussia rework, which is presented by PDX Big Boss! [h2]Prussia[/h2] Hey everyone, Prussia has long been a great and fun nation to play as, in Single and (especially) Multiplayer. As we revamp the content of the Great Powers in Domination, I saw it fit to revisit Prussia to some degree and give them a touch-up to accompany the upcoming Expansion. The idea behind this content is that Brandenburg feels like its surrounded by very powerful neighbors and rarely is allowed to grow and evolve into Prussia. This is especially true in Multiplayer scenarios, where the Polish, Scandinavian and Austrian players end up bullying little Brandenburg out of key provinces, such as the areas of Eastern and Western Prussia or Silesia etc. Alongside the new Prussian Blue color, I worked through nearly every single mission, providing new requirements and rewards, estate privileges, mechanics and more! Lets take a look at some of the highlights: Starting off, Reclaim Neumark will offer a new dynamic reward as shown below: Depending on your relationship with the Holy Roman Emperorship, conquering provinces outside of the Empires domain will yield a different bonus! The mission Ansbach Succession is now tied to a unique new Timed Reward challenge. Should you accept the union with Ansbach in the Franconian Hohenzollerns event, you will trigger the missions timed challenge, starting the countdown. You will have 5 years at your disposal to reunite the Franconian lands, enjoying a powerful new reward if you are victorious: However, as the reward is very powerful, failure will also set you back a good deal as your lands in Franconia will declare independence and in return worsen your relations with your neighbors. This is an experimental feature due to the fact that I feel like it's a good bit of a challenge for those who wish it. Please keep in mind you can circumvent this feature should you feel like you dont wanna deal with it! The mission The Balance of Power will empower the Brandenburg Gate Great Project (for owners of Leviathan) with the following reward: Conquer Greater Poland will grant the following reward should you complete it with 200 Development in the Polish region, granting you access to a very powerful Age Ability, as the de facto ruler of the Polish domain: To be clear, you wont need to complete the mission DURING the Age of Reformation! Lastly, as far as Brandenburg-accessible content is concerned, a small pet-peeve of mine has always been the canals. They always felt somewhat underutilized and I would love to see them being built more often as they can provide a strategic advantage and a dynamic change to wars, especially in Multiplayer. To (at least partially) address that, the mission Construct the Kiel Canal has had its requirements and rewards changed, to spawn the Canal upon completion: Note: An idea I had during development would be to have the ability of closing and opening the canal, either in general or towards foes but alas, it was not meant to be. More on Great Projects at a later DD. Moving on to Prussia, they will gain access to some new missions as per the Emperor DLC dictates. What is important to note here however is that Militarization as we know it , as far as Prussia is concerned, has changed. Prussia now starts with a new version of it, called Early Prussian Militarization: A few easily-digestible points here:
And how will this mechanic evolve as the game goes on? By completing these 2 missions: Each will upgrade the mechanic, not only by unlocking more powerful bonuses but also adding new interactions as we will observe further down. So the second level is essentially similar to 1.34 Militarization. The only difference here should be the decay, notice how the jump from the first to the second level also increased the decay of it. Which leaves us with the final level of Militarization. If you are an enemy of Prussia, I would highly advise you to NOT let them reach this stage: Note: these icons are a WIP! At this point I should note that these numbers are very much a WIP and I welcome all feedback, I love Prussia and I want this evolution of the Militarization mechanic to be as interesting and usable as possible. So as far as this new mechanic goes, feel free to chime in regarding stuff like the bonuses themselves, how much they should cost, the decay of each level etc. Before we move on to another topic, I would like to thank Stiopa for providing me with a few new flavor events, which I plan on adding as part of the base game! And now, Ogele is going to show you the new content for Korea! [h2]Korea[/h2] Heya! While my two colleagues cover two minor great powers of Europe, I figured it would be nice to expand Korea a little bit with Domination as all of its neighbors were given extensive overhauls. Generally speaking, I have always been more or less happy with its mission tree, though some of its mission rewards and requirements are in need of a revisit which will happen over the next few days. With that being said, I still felt like Korea deserves something to make it stand out amongst the hordes of the North, the Empire to its west and Samurai to the east. As such it was only fitting that they receive their own unique Tier 1 reform: Its starting privilege - the Inward Perfectionism - has been turned into a three-button government ability for Korea, where they can set their path of how they interact with the world. As the community seems to dislike the idea that Korea expands, the AI will always choose Inward Focus and is prohibited from declaring any wars while they have the Inward Focus. However, due to the nature of EU4, having only the Inward Focus is not necessarily a lot of fun for many players. As such, Korea also has access to the Outward Focus - one which focuses on interacting but not fighting with outside nations - and an Expansion Focus - the epitome of the EU4 gameplay loop. You can select a new focus every 20 years or when you get a new ruler. Additionally to this, Koreas ideas have been revisited. It was promised in 1.33 that they would get an update and it finally has happened: KOR_ideas = { Two things to be mentioned here: the Hangul Alphabet is a big part of Korean history and technology, and while it has been removed from the ideas, it has not been removed from Korea itself. Note: there is also a revoke decision if you want to get rid of the increased unrest. The Hopae System itself has become a decision too: The Korean ideas also unlock a new special naval unit for Korea: the Geobukseon Galley: The amount of Geobukseon you can construct scales with Navy Tradition. At 100 Navy Tradition, 50% of your Naval Force Limit can be made of Geobukseon ships. Some other small additions for Korea are the additions of the Tripitaka Koreana and the Righteous Army military reform. Starting with the former, the Tripitaka Koreana is a permanent province modifier which is quite similar to the Emerald Buddha in Chiang Mai. Located in Jinju, the modifier has the following effects: Note: Not shown is the Karma decay for Buddhistic nations. It is possible for another country of the Eastern Religion Group to steal Tripitaka if the province gets occupied by outside forces: In order to counteract this, the owner of the Tripitaka Koreana has two decisions which reinforce the defense of this collection. Note: the latter decision is only available in a defensive war. Finally let us tackle the unique military reform of Korea: the Righteous Army. Once just a mission in their mission tree, it is now a government reform in the fifth tier (which I will go into detail later) with the following effects: Once selected, you will have access to the following decision when you are in a defensive war OR 10 provinces of your culture have been occupied: The Righteous Army is an emergency mercenary unit with only 10% of its cost and can be recruited like any free company can be: Note: I am aware that the Righteous Army is basically a force of peasants which defend their homeland from invaders. I excluded them from the Army Professionalism cost as it would be a bit awkward from a gameplay perspective to be punished for recruiting a special mercenary company with such a niche. Once peace has returned you get the following event: That is it for Korea for the time being. I want to express my gratitude towards Estaloy who helped me a lot with giving good ideas for Korea and as well as giving inspiration for many other aspects for 1.35. I wouldn't have gotten so far without her support. Unlike other nations, Korea is one of the states which I personally would like to expand with every patch a little bit as there are still a few things to cover such as highly factionalized infighting. However, time is of the essence, and as such we have to move on now to another topic. Korea, England, Portugal and Castile are not the only countries that have gained access to new special naval units, the new feature that we are implementing in Domination. Countries of the Venetian or the Ligurian cultures have access to the following Tier 5 government reform: Galleasses are similar to Geobukseon as the amount of available galleasses scales with your navy tradition. However, you can only construct them in provinces that have either a dock, drydock, shipyard or grand shipyard. The other special naval unit went to the Dutch and Flemish countries which have one of the three Dutch governments (more about them later). The VOC Indiamen is even for special units extraordinary as it is the only non-transport ship that can actually transport land units. Combined with their ability to protect trade and their additional cannons, the VOC Indiamen are a master of utility. However, you only have 20% of your naval force limit available for you. Any additional force limit available for VOC is increased by your Trade Efficiency. At 100% Trade Efficiency you would be able to recruit 25% more of your total naval force limit as VOC Indiamen. Now, lets move to the new Government Reforms and Estate Privileges that we created! A big part of 1.34s success was the introduction of many new government reforms which expanded the choices a player could make during their campaign. 1.35 and Domination will continue this trend with the addition of a new government tier and more tier 1 reforms all across the world. Lets get started with the new tier! Note: These reforms and the tier are part of the 1.35 free update. It is a shared tier between Monarchies, Republics, Theocracies and Tribal governments. You might have noticed that none of these reforms give hard land military modifiers. The general idea was that the generic military reforms should be somewhat of a utility reform for your army. Depending on the situation you might want to pick a different reform. The three exceptions to these are the mercenary as well as the naval reforms. The former gives mercenary discipline in order to encourage active usage of mercenary units for combat (this is especially directed at players like me who love to park their merc units on a fort and forget about them until a siege is over) while the latter is more for the role play aspect. With that being said, Domination itself brings additional reforms for the 5th tier. These reforms, however, are locked behind specific culture groups in order to give variety to the world. Here are are some examples: Note: As usual, neither numbers nor modifiers are final. Some reforms enable certain mechanics unique to the government reform. For example, completing the mercenary ideas unlocks the following government reform: Note: The actual price is 0.1 Years of Income. Now that we have covered the tier 5 reforms, let us return to Tier 1. While the addition of many additional reforms was highly praised, we still were feeling that a bit more variety is missing. As Domination is already a DLC focusing on a global scope, it was only fitting that we introduce new Tier 1 reforms in order to make regions have something to look forward to with the upcoming update and DLC: A few other new Tier 1 get unlocked as you play through your campaign and form other countries: Additionally, Domination will unlock some over-the-top government reforms for achieving a difficult-ish feat: Last but not least, Domination enables two new generic Tier 1 reforms for Monarchies and Republics: Whenever a new ruler ascends the throne you get the following event pop-up: You always have the option to choose one from your nobility to become the new ruler. Additionally, if you border a country that is not independent, has the Nobility (or its Indian equivalent) estates, is a monarchy, is not at war with you and is not in a regency then you get the choice to elect one of the said countrys relatives to your new ruler. However, this specific ruler is the only one whose stats you cannot see before. The event will always pick the most developed country as the origin of this foreign noble. Of course I want to point out that this is subject to changes. The other reform is one for the Republics: Unlike other Republics, this reform tries to mix things up by introducing max terms for a ruler to rule. Of course this stands to the antithesis of the optimal play of Republics where you want to re-elect the same guy over and over again. Because of that, this reform aims for making modifiers which increase the length of terms and more stats for random candidates more attractive by giving new rulers a new lifetime long modifier which makes choosing a new candidate: There are in total 15 modifiers, 5 for each category (ADM/DIP/MIL). Here is the list of possible modifiers to get from your ruler: civic_republicanism_focus_government = { These were the government reforms, but I am not done yet. Domination also unlocks up to 60 new Estate Privileges, distributed amongst all the estates (Janissaries and Eunuchs not counted in). It would be a bit too much if I go into detail for every privilege, so instead I will showcase a set of privileges which can be expected for the major estates (Clergy, Burghers and Nobles) and then a few highlights for the more niche estates. Every estate gains one privilege which allows you to develop your provinces without the affected estate to lose crown land. While this seems like a drawback for a few estates, for others like the Nobility which has access to Increased Levies or the Rajputs whose access to their special units is tied to the crown land they have it will be a powerful tool. Most estates will also gain access to a privilege whose modifiers directly scale with the influence said estate has. Finally, there is a privilege whose modifiers directly scale with the loyalty of your estate. So an estate with 100% Loyalty would give the full modifiers. Now, you might have noticed that the last privilege has an Estate Decision or, synonymously called Estate Action. For those who did not play EUIV before 1.30: the estates used to have interactions that you can press in order to get a one-time effect from the estate. Some might even remember the old golden rule of giving the estates 80% influence and then demanding their support every 20 years for 200 Monarch Power. Well, this has now returned in form of decisions that are unlocked by the estates: While other interactions have been reworked into an effect that interacts with your estate agendas. While other interactions have been reworked into an effect which interacts with your estate agendas. Finally a few estate privileges from the less prevalent estates: And thats all for today! Here Pava again! We hope you enjoy all this new content we have created for Europa Universalis IV: Domination. But on top of that, next week we will be talking about more new content we have created In this case, free content! We are adding a fair amount of content to the previous DLCs and the base game as we wanted to give the gameplay even more depth and continue to expand some of the features that are included in them, and also as a reward for the large player base that continues to support Europa Universalis IV after almost 10 years of development. See you next week! |
The story of the early modern world is largely the story of imperial growth and colliding ambitions. England, France and Spain battle for power in a New World to fuel hegemony in the Old World. The established Ottomans are confronted by a new rising power in Russia. In Asia, the old Chinese and Japanese empires fight centuries of inertia in search of centralized authority. Now, in Europa Universalis IV: Domination, you can rediscover the histories of these great powers with updated historical detail.
[previewyoutube=dDYjhgXeXBw;full][/previewyoutube] Domination also includes new art and music alongside a rich menu of new historical detail, adding more flavorful estates, reforms, special units and events to the leading powers. https://store.steampowered.com/app/2223660/Europa_Universalis_IV_Domination/ |
Greetings! A new week, a new Dev Diary, and this time it is about our final big country of the DLC, England, and its follow-up nation of Great Britain. Similar to Russia, England and Great Britain received their content update with 1.25 which is now almost 5 years old. While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35. |
Hola a todo el mundo, y bienvenidos! In this weeks Development Diary, we will be talking about the content that we have created for Spain and the different Iberian countries, mainly Castile and Aragon, as they are the top runners for its formation.
Mendicant Orders (DIP)
Military Orders (MIL)
A sneak peek of the new WIP art of the Holy Orders! Lets now move to Aragon! This country has received an update over its former mission tree, aiming at improving its game flow, but also to make it work with the Spanish one: First and foremost, the mission Intervene in Castile is new, giving the player different options for completing it: But to achieve dominance over Iberia, you will have to tackle first your internal problems, mainly the inflight between the Remena Peasants and the Catalan Nobility that was ongoing in the middle of the 15th century. You will have to wait for the Sindicat Remena event to trigger, which has been reworked, giving an extra option that leads to turning Aragon into a Peasant Republic: This will open up the option of resolving The War of the Remences mission, which will also allow you to deal with the Catalan Nobility, with different starting conditions depending on what you picked in the Sindicat Remena event: Afterward, you will be able to focus on the Conquest and Expansion branches of the mission tree: Crowns of Iberia will give you the Hegemon of Iberia modifier until the end of the game. Consulate of the Sea mission and event have been reworked, opening up a new government reform: Mediterranean Ambitions now unlock the expansion into the Eastern Mediterranean: Some of the reworked rewards of the mission tree: And, finally, if you manage to form Spain as Aragon, what will happen is that you will keep the Aragonese mission tree, AND you will get the Trade & Colonization branch on the lower half, making for a different mission tree than that of a Castilian Spain: Finally, we made a limited rework to the Spanish Ideas, to make it work a bit better with all the other content:
And speaking of the Spanish ideas, we are currently having a debate in the team about what to do with the Artillery Fire modifier, if to keep them as they are in the different idea sets, or replace them with something else. On this topic, we would like to hear out the opinion of the community, as this might be somewhat of a controversial issue (so, please, be civic while debating it!) And what about the other Iberian countries? We have also added new content for Portugal and Navarra! But we are going to talk about that in a couple of weeks, along with other countries which were not considered to be part of the core of the upcoming DLC; but trust me, were not diminishing Portugals role in the Early Modern Age! In fact, this is also a good opportunity to share with us which tweaks you would want to see, as were right now polishing that new content. What I can show now is a sneak peek of something that the Portuguese players have been asking for a while, and that we have changed for good: A wild Blue Portugal appeared! So many fado vibes <3 Thats all for today! Ill be spending some time this week on the forums, reviewing all the feedback from this DD, and also of the previous one, so please leave your comments and thoughts on the new content! And next week, @Ogele will be showing the content for Great Britain! Gonzalo, get the pike! |
Bonjour! Welcome to this weeks Development Diary where we will be taking a closer look at the new content for France. Before we begin, I would like to take a moment and discuss the idea behind giving content to France and other countries which have already received content of any form in previous years. The idea behind revisiting them for the upcoming DLC is that we want to elevate them up to our current standards of quality and aim at making these nations fun again for people who have completed several campaigns before, already. In addition, we consider France alongside the Ottomans and some of the other Great Powers as the final big bosses of the campaign, powerful and scary, but at the same time not railroaded towards success.
(Appanages will have their own art and more in the final release!) An interesting note about this mission, one of the ways to complete it, is by having Jean Bureau win several times on the battlefield! And heres a barrage of flavorful missions, enjoy! I should note here that one of the biggest proponents of 15th and early 16th century gameplay will revolve around centralizing the state and concentrating power in the hands of the monarch. As such, France will start the game with this Tier 1 unique government reform: Which will be removed and replaced by this around the 16th century as you increase your crown land, centralize and steer the glorious nation of France to a new era: This will open the door to further facilitation of imperial ambitions both at home and abroad: The French Musketeers are no longer a simple abstract Age Ability! They are now a cool new special unit armed with +10% Fire Damage and very ample in its numbers. The reform itself will grant you access to around 50% of your forcelimit as Musketeers so they cannot be as powerful as other special units and of course these numbers are definitely not final! Also, feel free to suggest a colour for the French Musketeers (meaning, a tone of Blue, as the BBB deserves )! You may ask So France now gets both Fire Damage from the Age Ability AND their special units? Sacrebleu no! Their Age of Absolutism ability is now this: (The art is not final) I felt like the one nation that defined the era and the meaning of Absolutism, deserves its own brand of it. More details on Ages and Splendor abilities in the future! Moving on, Colbert was a very influential figure in France, in his time. As such I wanted to portray him in his own mission, with a cool new reward type which depends upon the choice you make in the Colbert base game event. (If you have not received the event, you will instead receive the event and a large amount of Mercantilism). He was incredibly important to France and I encourage you to visit his page and learn more about him! Note; my original plans for this canal was to convince the team to let me carve an actual canal connecting the Cote d Argent with the Mediterranean but alas it is sadly not within our capabilities. Moving on, lets take a look at Revolutionary content for France. As a player myself, I understand that its difficult to stick to a campaign and at times it gets less fun the later the game goes, and thats part of the reason why I strived to give France as much flavor, missions, events, reforms etc as possible, to help the player (and myself) reach the Age of Revolutions in order to enjoy the content I made for it. Completing the missions regarding the Peninsular War and Invading Italy, will reward you with powerful new tools, ripped straight from the National Ideas of the countries you conquered. In Spain case, for example you will receive a 10% increase to your Morale of Armies. However, the real twist here is that if you complete these missions with a subject owning these regions, the subjects color will change to reflect yours. And this is where I want your feedback my beloved community: (Colors are restored upon regaining independence!) Should the colors be a 1:1 representation of the French color, or should they be a similar but somewhat different shade for better border readability? I personally lean towards the latter option. The conquest branch ends on the following mission: Simultaneously, you will be able to follow the path of Napoleons internal affairs and recreate some of his accomplishments. Note; I decided to make these decisions, which empower your Revolutionary Guard, mutually exclusive because whilst I love playing France, they should not be able to employ scores of super soldiers. However, each decision will impact the above mission differently, so choose wisely! Before we part ways, I would like to hear your opinion on the following change. I decided to give France a new set of Ideas and would love to hear your thoughts on it. The reason behind this change is clear; I want Frances idea set to be reflective of the time period between 1444 and the revolution, with a second idea set adopted upon embracing the Revolution: Starting French idea set:
Revolutionary France idea set:
For reference, heres the old 1.34 set that France has:
As a player, I find it immersion-breaking to have ideas for the Revolution before / without embracing the Revolution itself, and thats part of the reason why I wanted to make this addition. As I mentioned before, the tree hosts 84 new missions, dozens of events and so much more content than I could display here, without taking over your entire day reading and writing. This Dev Diary barely scratches the surface of whats to come for France and I am very excited to hear your thoughts on it. That is all for this week, thank you all so much for taking the time to read through this Developer Diary and please do come back next week, where Pavia will be discussing new content for Iberia! Le Chapel Comique: |
Privet! Welcome to this weeks Dev Diary, which is all about Russia. The last time Russia saw any big changes was with the release of Third Rome in 1.22 and the addition of their mission tree in 1.26. Ever since not a lot has happened there. 1.35 will change this as we are revisiting this region and updating it so it can keep up with Scandinavia, the Polish-Lithuanian Commonwealth and the Ottomans. |
Konnichiwa! Welcome to another weeks Dev Diary, this time around focusing on Japan. As a region, it already received a good amount of interesting content during Mandate of Heaven, with the introduction of the Shinto interactions, as well as the Shogunate. The goal of revisiting Japan is to expand its mechanics & tie them around new flavor in the form of a mission tree for Japan, new events as well as government reforms. Lets take a look! |
Merhaba ve hogeldin!
With that being said, let us dive into the content for one of the most anticipated countries in EU4: the Ottoman Empire. No country in EU4 splits the community like the Ottomans. Some say they are too easy to beat and dont have this final boss feeling they desire from the game. Others claim that the Ottomans are absurdly overpowered and ruining the fun of the game. But everyone can agree on one thing about them: despite its number of flavor events, unique mechanics and even unique special units, the Ottomans feel rather bland compared to all the other major powers of EU4, as its been a while since the last update on their content. 1.35 will change this. Starting with the most obvious addition, the Ottoman mission tree: Be aware that all the content you see here is still very much work in progress. Nothing here is final. EU4 starts one day after the Ottoman victory in the battle of Varna. From there onwards, they rose to become one of the most prominent great powers that shaped the world during the game's time frame. As you start your campaign, you will be greeted with the following event: Not long after you will get another event which steers you to a path of greatness: Hiring Urban allows you to complete the mission The Guns of Urban: Note: As you get these artillery units before tech 7 they will not be able to do any damage. So take good care of them. Of course, there is also an alternative requirement to this mission if you do not hire Urban. With these two events and their respective missions completed, the City of Worlds Desire will be your next target: From there on your missions will branch into five different directions. The most left ones are about your push into Europe and claiming the true Roman title with A True Roman Empire: You might have noticed that the event was mentioning Eyalets. They are part of the new mechanics added for the Ottomans, but more to it later. The second mission row from the left is about the Ottoman consolidation of the Balkans and the conquest of North Africa. A highlight of this row is the access to a new naval doctrine for the Ottomans if you have any subject nation in the Maghreb region: The middle row concerns itself with the development of Constantinople as the jewel of your empire, the conquest of the Mamluks, and your push into African land. For this part, I am returning to the previously mentioned eyalets. With the Ottoman Government, you are able to hold a new subject type called Eyalet. While historically, they were like provinces to the Ottoman government, I took the creative liberty to design them as a special subject type that does not take any diplomatic relations and governs the land for you. As you go on your path of conquest, the game will trigger events for you where you can release an eyalet as one of your subjects: Note: all of these events have an option where you can decline the creation of an eyalet. You are not forced to have a single eyalet during your whole campaign. Eyalets are not called into your wars automatically - be it from the offensive or defensive side. Instead, you have to call them by using favors (or an opinion hit if you do not have favors unlocked due to a missing DLC). Unlike other subject types, you can have favors with your subjects. It costs 20 favors to call them into an offensive war, but only 10 when you are in a defensive war. Before you can integrate an eyalet you need to reign in it first: You might now wonder why you would want to have eyalets around instead of just coring the conquered provinces yourself. The answer to this question are the passive benefits you gain from eyalets. Not only do they pay you vassal tax, but also provide you with 20% of their manpower and sailor pool as well as force limit. They are designed to give roughly the same amount of manpower and force limit as if you would own the provinces for yourself. While there are roughly 8 pre-defined and scripted Eyalets you can create from events, you are still able to make your own eyalets through a special casus belli which you can fabricate in neighboring countries: Note: eyalets you create through the fabricated CB will not have a unique Eyalet name. But other than that they act exactly like normal eyalets. With that excursion out of the way, let us return to the war with the Mamluks. The mission Defeat the Mamluks will require you to conquer 6 provinces of the Mashriq part of the Mamluks: After winning the siege of the capital of the Mamluks, the following event fires: And for the Mamluks: After holding their capital for three years, you get the following event: Your new Egyptian eyalet will not be as efficient as other eyalets though due to their Mamluk administration. With the mission The Fate of the Mamluks you can remove this modifier from your subject. The fourth row is about the religious path of your country. As you seize Egypt for yourself, you will also seize the Caliphate which is housed there, as well. As such, the branching missions are about going on a path of legalism or a path of mysticism. No matter which path you choose, either ending of the branching missions will be required for the Second Islamic Golden Age. If you manage to Unify Islam you will be able to complete this mission and gain a reward that is not only useful to you, but to every remaining Muslim country (those who were lucky enough to not hold any of the important sites). Finally, the last row of the tree shall be a motivation to push into Persia and secure the ancient silk road. A highlight here is the reward from the mission Imperial Fabrics: As the finisher of the mission tree, you get a permanent +5% Administrative Efficiency from the mission Pax Ottomana. Its requirements are a bit more challenging, but they play very much into the gameplay loop of the Ottomans. That was it for the mission tree, but we are not done yet with the content for the Ottomans. With the DLC, the Ottomans gain access to two new features (next to the previously mentioned Eyalets): the Janissary Estate and Decadence. Starting with the Janissaries: The icon is a placeholder. Their unique icon is a work in progress. The Janissary estate is one you will love in the early game and learn to dislike in the later phases of the game. Their initial privileges are more of a set of edicts you can give to them. Here is the full list of them: Keep in mind that none of these numbers are final. For example: the 10% Discipline for the Janissaries here are definitely on the chopping block when we come to the polishing and balancing phase of the development process. These privileges are designed to be very powerful. However, they come at a price later on: the Janissaries themselves want their own privileges and can turn these edicts into a negative version of it or demand new privileges entirely: Refusing to give privileges will result in Janissary revolts which are more dangerous than normal rebels. As such, refusing them to grant these privileges can lead to your country breaking to the Janissaries. Of course a new estate also means new agendas. The Janissaries have their own set of agendas which are inspired by the Rajput or Maratha's agendas: Note: with 1.35 you will be able to choose the agenda from up to 6 estates present in your country. Now we come to a different part of the Ottomans: the Decadence mechanic: Note: the UI here is very much a work in progress. A big wish from the player base was that big empires have a way to break apart. As the Ottomans are the Number 1 subject of contention, I have decided to create a prototype of internal cohesion for the Ottomans first. Depending on how well it is received and how the game plays out with it, it might be expanded in the future. Now, what exactly does the funny bar do? Decadence is basically a new type of measurement to get an idea of how cohesive and stable your empire is. You gain decadence from negative stability, from being bankrupt, from negative legitimacy, from Corruption, from being over Governing Capacity, from losing a war, and from a pulse event which triggers if you have over 100 Overextension. Positive legitimacy and stability on the other hand reduce decadence, but to a slower degree. At 100 Decadence you have to live with the following modifiers: Note: these numbers are NOT final. Historically, the power of the Ottoman Empire began to wane around 1600, its swan song being the siege of Vienna in 1683, followed by a slow decline until the Victorian period. However, for the sake of gameplay and the ability to be able to break down the Ottomans later on, they have received a set of special disasters which get unlocked when they reach 100 Decadence: While most players (and the AI without player intervention most of the time) will avoid the disasters altogether, those who seek challenge and pain can trigger the Decadence disaster on purpose in order to unlock the missions which are about handling the many challenges of your empire. During the Internal Power Struggle disaster, you have four disasters to deal with (or five if you are at the Age of Revolutions, the fifth one would be the normal Revolution disaster itself): Janissary Coup, Eyalet Rebellion, Pasha Decadence and Plot of the Harem. To give a quick rundown of the disasters and their themes: the Eyalet Rebellion is, as the name suggests, about your Eyalets becoming rebellious against their overlord. This is especially the case for your Egyptian, Andalusian and Persian eyalet, which are of the opinion that their distance from Constantinople gives them every right to break away from you. Pasha Decadence is the disaster that is the most straightforward: your provinces are getting decadent and refuse to pay you and you eliminate their rebellions. Especially the Balkans will try to break away from you. Plot of the Harem is a bit trickier as this disaster is about the internal power struggle between the Harem and the Sultan. Unlike the other disasters, this one is on an internal level. Finally, the last disaster which is by far the most impactful one: the Janissary Coup. The original disaster has received quite the overhaul as it is now part of the disaster set you have with the Decadence. The Janissary Coup will immediately add three new privileges to your estate. This means you will have up to 9 privileges active for the Janissaries eventually. With the mission Handle the Janissaries you unlock two different ways of overcoming this disaster. You either negotiate with the Janissaries and revoke one of their privileges or you bring the fight to them and defeat them in combat. At this point I should mention that the Janissaries are more dangerous than normal rebels and have significantly more morale than your troops. Additionally, they spawn with artillery rows which means they are actually potent rebels. Because of their strength, I have decided that you should be able to spawn the rebels on command with the Face the Janissaries decision instead of forcing you to engage them through a random event. Right now, the number of rebels you get is inflated. It will be tuned down in the coming weeks. If you finish the disaster by slaughtering them to the last man then you can complete the mission Mansure Army and you get the following event: Alternatively, you get the following mission if you complete the disaster by revoking all of the privileges: After completing all the disaster-related missions, the Internal Power Struggle disaster will end and you get the following rewards for all the pain you had to deal with: Note: modifiers are currently mirroring the normal Ottoman Government. The main feature of this reform is the lack of Decadence. And you gain the following reward from the mission: Now let us take a look at the last bit of Ottoman content: events and reforms. First thing first: the Devshirme System has been moved from being a decision to become its very own reform in Tier 2: Note: the influence color should be yellow. With this government reform you unlock the following mechanics: And yes, you see it right. The three-button reforms are back as we want to give the nations in our scope features and mechanics which prevail for the country long after you are done with your mission tree already. The tier 3 reform: And a few flavor events which you will encounter during your campaign: At last, some quick notes about the other states in Anatolia. Due to how Decadence works, I have decided to add a unique government reform for Rm which does not have the Decadence mechanic. Turkish minor states now also start with the Beylik government reform: And a unique naval doctrine for all Turkish nations: That was it for today. I thank you all for your attention! Next week we will return to Far East Asia with PDX Big Boss as we take a closer look at the content for Japan! For fun, we also wanted to share another special episode of Chapel Comic: |
Hey everyone, happy new year and I hope 2023 grants you health, growth and lots of love. Lets take a look at the new content we have prepared for China! We started thinking about this one year ago, while working on the 1.33 update, but now the time has come for it!
So lets take a look at the tree! [center] (Note; Icons are a WIP!)[/center] The Ming historically were rulers of unprecedented magnanimity, wealth and the ambition to match their huge domain. However, in 1444 the starting ruler sadly fell short to live up to his predecessors abilities, represented in the game as a 1/1/1. The Great Ming Empire lies stretched and continuously tormented by hordes in the North and West, waning influence with its tributaries in the South and no say in the affairs of Japan. During the game, you may also suffer from floods and earthquakes which historically kickstarted (and ended) the Ming Dynasty and will rapidly corrode the growth of the Mandate. Their impact can be alleviated by constructing certain buildings and completing a couple relevant missions. The starting situation of the Great Ming is represented and explained in a start-up event: [center] Note; missions, art and descriptions are not final![/center] Autonomy in the provinces of the Empire will increase, at a minimum of +25%. This autonomy will persist and you will have the ability to reduce and eventually eradicate it, as you reign in the various external and internal elements that threaten the Empire. This will not be an easy task. The second obstacle, and arguably the one that gave my colleagues the biggest pain to deal with, is the Eunuchs Estate. A powerful body of advisors near the Emperor who will gain and lose power depending on the state of internal affairs as well as the abilities of the Emperor himself. Eunuchs will offer a vast array of very powerful Estate privileges, most of which will scale with their internal power in the form of crown land controlled as shown below: [center] [/center] Note; Yes, they will start with nearly 60% crown land while you will start with only 15% to better represent the grip of power between the starting ruler of the Ming and his Eunuchs. [center] Note; Icons are a work in progress! [/center] You wont be able to reform your country anywhere near as fast if you do it by crushing the influence of the Eunuchs, BUT if you do lean on them too much, the accumulated cost of fighting their inevitable corruption will become overbearing, difficult to manage and you will collapse. It is up to the player to strike the perfect balance between manipulating this double-edged sword. Moreover, I took the liberty to give this new Estate a unique disaster, unlike other Estates similar predicaments. This one will hurt a lot more and its solution is considerably harsher than other Estate Disasters. When other Estate Disasters require you to lower influence and enact a national decision in order to end the disaster, the Eunuch disaster will have its decision fundamentally altered. Much like other estates, it will end when the reigning estates influence falls low enough. However, every time you enact the national decision available during the disaster, Eunuchs will:
[center] [/center] This loop continues until the estates influence is either low enough or they have no privileges, so you best steer clear from the disaster! You will also be able to interact with the estate via missions and events, unlock new privileges (that do not cost yearly corruption) etc. Before we move on, be aware that the AI is instructed as to how it will utilize and play around with the Yearly Corruption but Ming still explodes relatively frequently as it used to! Lets take a look at some of the new missions, their requirements and more importantly, their rewards! The idea behind Ming, given that it starts at the size it does, is that every single external mission (without exceptions) will offer a diplomatic path / solution. You are already plenty big and if you dont want to conquer directly (or even indirectly in most cases) you will not be forced to do so! [center][/center] Something I wanted to implement based on feedback from 1.34 is this new Event Insight, a small summary of what the event is about and what its reward alludes to so as to give you some info before clicking it. Before we move away from this mission tree, I should note that the second half of it, while largely inspired and based on the labors of Ming Emperors, is available to any Chinese Warlord who takes up the Mandate of Heaven, more details on that further down. As mentioned earlier, 1.35 will introduce vast changes to the Mandate, so lets tackle some of the biggest ones here: [center] (Note; W I P) [/center] The Mandate now houses over 10 new Reforms inspired and heavily based upon actual reforms between the 15th and 19th century that the game covers.
We wanted to explore interesting rewards with the Mandate so we took the liberty and added new and interesting bonuses to some of the reforms, such as the ability to grant New Coordinator Offices, which work much like Holy Orders: The Buzhengshi, Anchasi and Du Si: [center] (Note; WIP) [/center] Moving on, new Decrees were also added as we can see in the picture above. Some of my favorites: [center] [/center] As with reforms, I wanted decrees to play an integral part in the gameplay around missions and events. So, decrees:
All these new additions are fully scripted and we very much look forward to seeing what you come up with! As I mentioned before, the Chinese Warlords, Jurchen tribes, Manchu and Qing will receive new content. The various new Chinese trees for Qing-related tags are split into 3 branches
[center]The Chinese Warlords, meaning the releasables of Ming will also have their own little mission tree which will help them unite the Chinese lands and take up the Mandate of Heaven, which will then unlock the Emperor of China mid-section of their tree (the bottom second part of the Ming tree): The missions are partially dynamic in terms of their requirements/rewards based on your capital's location [/center] The Jurchen / Manchu will have access to newly redesigned missions that will follow the historical path of the Jianzhou but will be available to all regional tribes: [center] [/center] From subjugating neighbouring hordes, to knocking on the gates of the Great Ming by publishing the Seven Grievances. Along the way, powerful flavored bonuses, new cool rewards and historical immersion amount to a fun playthrough: [center][/center] Every choice will have a different impact at the Reforms of Nurhaci event later in the game! Nurhacis stats are random but heavily weighted to be really really good across the board. As a general he will serve as a 3/6/5/3 with a special new unique General trait inspired by his real life title of Dragon-Tiger granting +10% Movement Speed and +10% Cav Combat Ability (more about new traits in a future DD). Lastly, as an advisor, hes a level 3 Discipline Advisor at -90% of the cost and will also offer a flat 100 Mil Power. [center] [/center] Upon taking the Mandate of Heaven you will unlock the Emperor of China part of your mission tree which is common between all of the tags (Ming, releasables etc) upon taking up the Mandate. Forming Qing will offer brand new and freshly reworked missions. The first branch will be inherited by your tribal days. The second branch is the common Emperor of China part and finally the third branch contains missions exclusively available to Qing: [center] [/center] Many of these missions will feature very interesting rewards as shown below: [center] [/center] Some cool rewards of the Emperor of China Branch available to either Ming, Qing or any Warlord with the Mandate: [center] [/center] Thank you so much for taking the time to read through 2023s first Dev Diary! I hope you are just as excited to delve into the new content as we were while making it! We will be back next week to talk about the new content we have created for The Ottomans! Cheers! PS: Special thanks to the Chinese modding community for valuable research sources! PPS: A special episode of Chapel Comic for you today! |
Hello and welcome to another EUIV DD! |
Greetings! |
The Grandest LAN is back in it's physical form! |
Greetings all! |
Hello everyone!
If you select the first option then your ruler will start to rethink his life choices and to question the purpose of the Catholic Church. This triggers a chain of events with each event having roughly ~2 years of time to happen: Keep in mind that the event chain is immediately broken if you ever take the second option or if your ruler dies during his journey. And you also can get this event chain only once per campaign. For those who are worried that the stars align and the AI gets the event: the AI will always pick the second option, immediately ending this event. So a Norse AI Scandinavia is impossible to see without player shenanigans. However, luck is not always on ones side. For those who want to become Norse without having to get unfortunate crashes every 5 minutes, there is another way to achieve your goal. If you fulfill the following conditions the event The Awakening of the Norse Faith can fire with a Mean Time to Happen of 24 months:
From there oonwards you just use the normal rebels to get yourself force converted to Norse. Some of you might be aware of a supposed third way of becoming Norse, which is through the Norwegian mission The Colony of Greenland and the event The Lost Greenland Settlement: In the current game files, this event has been commented out (and this even rather early during development). While we did our research for the old Norse faith we had to accept that Iceland and Greenland had a much closer tie to the Church than mainland Scandinavia, which is why our first iteration of getting access to Norse had to be scrapped - it just wouldnt have felt natural enough. So if you want to become Norse right now then doing the Norwegian Greenland mission wont be your best bet. However, were always open to suggestions from the community, so maybe you can change our minds on this And thats all for today. In the following weeks, well have a more irregular Dev Diary schedule, as well be focusing mostly on the Post Release Support, and we also need to take some rest after showing new content for 4 months. The team will let you know when we have new content ready to be shared, probably aiming for the 1.35 update. Until then, see you! |
For almost a decade, Europa Universalis IV has encouraged players to explore new and exciting alternate histories of the early modern world. In the newest immersion pack, Lions of the North, dramatically different pasts can unfold before your eyes. Denmark can keep its hold on its northern subjects. The Teutonic Order can retreat to its past crusader glories. Gotland can become a pirate haven.
Lions of the North is accompanied by a major update to Europa Universalis IV, free for all players. https://store.steampowered.com/app/2012010/Europa_Universalis_IV_Lions_of_the_North/ |
As is customary with the release of new paid content, we also release a free update for all owners of the Europa Universalis IV base game containing bug fixes, QoL changes and some new content like a mission tree for Lbeck. |
Greetings everyone! |
Greetings! |
Looking to stay in touch with the EU4 team? we've got you covered!
Instagram is not only a place where we will be sharing this content, but also a place where we can better connect with you the wonderful community! Interested? [h3]Join us and follow along![/h3] Hope to see you there! |
Rich in natural resources and medieval trading cities, the Early Modern Baltic is fertile ground for a rising empire. Whoever controls the western passage can dictate access to lands ripe for development, exploitation and conquest. Old ways and ancient allegiances are quickly giving way to new ambitions. On 13 September, you will have your chance to be one of the Lions of the North.
Lions of the North will be accompanied by a major update to Europa Universalis IV, free for all players. Europa Universalis IV: Lions of the North will be available on 13 September 2022 for a suggested retail price of $14.99/11.39/14.99. Wishlist Europa Universalis IV: Lions of the North on Steam Now! https://store.steampowered.com/app/2012010/Europa_Universalis_IV_Lions_of_the_North/ Today we're not only announcing this upcoming Immersion Pack. We are also launching the Europa Universalis Instagram account! Check it out and follow! - @europa_universalis_pdx |
We're only one month out before PDXCON returns to Stockholm this September! Meet the devs, join a massive board game session, attend Paradox games' orchestra and of course play our games! |
PDXCON2022 returns to Stockholm this September! Join us on the road to PDXCON2022 with another Grand Campaign! |
Welcome to another art dev diary! Im David Horler, the Art Lead here at Tinto, and I am going to be telling you about all the amazing work that the team has been doing here over the last year or so. |
Hello everyone! Today Ill introduce you to the new monuments weve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, Ill also comment on some game balance changes weve implemented for free in the 1.34 update.
Here youve got a detailed account of the changes implemented:
Policies:
[hr][/hr] [h2]Crownland & Government Reform Progress[/h2] You may know that it was commented by my colleagues PDX Big Boss and Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who dont follow as much in detail the DDs, here is a kind reminder of it: We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And weve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms. [hr][/hr] [h2]Government Capacity[/h2] Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Government Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional How do I spend my precious Government Reform Progress because it can be used either on the Centralize State mechanic or in getting more Government Reforms. Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question. To help adjust the Government Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province. [hr][/hr] [h2]Other Miscellaneous Changes[/h2] Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:
There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by SaintDaveUK. See you! |
Welcome to this week's Dev Diary! Today I'm back to talk about some of the changes we've made to the AI for 1.34.
This has given clever players a little too much room to outsmart the AI. In 1.34, the second expression in particular has been reworked, to allow the AI to express its preferences in more detail. Lets take a look at an example: Here, I was trying to get out of a bad situation by giving away my allys land, but Nassau wouldnt have it. Its not that they dont want Candar to be released - note the green thumb - its that theyd much rather have me release some of my own land. Unlike the old Requires X to be part of the offer, this new condition can not be circumvented by completely filling the peace deal with less important treaties. As a consequence of this, weve also been able to loosen up the Does not want condition by making the thumbs green in more cases. One more subtle but important change is that when an AI warleader considers a separate peace with individual enemies, it will be more lenient. This helps expanding AIs take more stuff, while also reducing the risk and cost of war, compared to just waiting for the enemy warleader to sign a deal. It will also make it more risky for players to start a war where they rely too heavily on their allies. As a related side note, weve fixed a crash related to the PRESS_THEM_FURTHER moddable define. If enabled, it makes your war allies who have been promised land get mad at not getting enough land, even if the war leader doesnt take anything for itself. Independence Wars Given that were doing a Scandinavia-themed update, it seemed appropriate to do something about subjects willingness to declare independence. We havent changed a lot, but subjects will overall be a bit bolder when it comes to declaring independence. In particular they may now do it while at war, if at 100% Liberty Desire, so no more constant wars to pacify your subjects. Theres not much more to say about it, but we can for example see independent Sweden a bit more often, as well as a collapsing Timurids and occasionally breakaway nations in the Americas. War Evaluation (But Tunis will accept once I start the war) When the AI considers starting a new war, it will look at basically the same information as the player can see in this window to figure out who will join on either side. Unfortunately, this has had a couple of bugs, related to the Attitude towards enemies and Distant war reasons potentially changing as the war starts and additional countries join. This has made both players and AIs declare suicidal wars. These inconsistencies have now been fixed, where we could find them. But the problem remains when predicting acceptance for recursively called allies (such as allies of the Holy Roman Emperor when attacking a member state). Because of this, already in 1.33, the player interface doesnt try to tell you whether those countries will join or not. But the AI still tried to look at the checkmark. In 1.34, the AI will simply assume that recursively called countries would all join. This will fix the Burgundy suicides into Liege bug. Passive Subjects Players with Rights of Man are able to set their subjects military focus to Passive and Defensive, but these focuses have been a bit wonky for some time. We fixed a number of bugs with these for 1.34, and there is one I would especially like to share. In very simplified terms, this is how Passive was originally coded: Objective #1: Avoid foreign territory. But then single-province subjects with big armies would stay and take attrition (especially if another country is also standing there), as well as when enemy armies are approaching. So the objectives were reordered: Objective #1: Avoid enemy armies on home territory. And it turns out the AI knows you cant take attrition while fighting a battle So passive subjects would sometimes actively seek out enemy armies on foreign territory in order to avoid attrition! Other There have been a number of improvements to for example army and navy handling. This Dev Diary is already long enough, but the biggest bug worth mentioning is when the AI would just lock its armies in place near the coast, while its navy was too afraid (often irrationally) to come and pick them up. This easily caused e.g. Denmark/England/Spain not making themselves useful in wars. Historically, many AI bugs have been caused late in the development cycle of a patch, perhaps because they often need time to be found. Right now, were quite happy with the state of the AI in our internal builds so we will try not to repeat that mistake by stirring things up before 1.34 releases. Patch Notes Here are roughly the AI-related patch notes so far. This is still WIP and a more final and curated list will be released in connection with the update as usual. Buildings - AI will now properly calculate when to construct Docks based on a multitude of factors such as sailor percentage, idea group choices, capital position and more. - Fixed that AI sometimes deleted all forts right after a bad war. - Fixed another case of AI deleting forts unnecessarily. - Fixed bug that 'Conqueror' ruler personality made AI delete all/most forts. - AI less keen to build fort in capital (though still preferred). This will somewhat reduce the fort slog in Central Europe. Budgeting - Changed AI budgeting algorithm to be more flexible. Fixes e.g. small CNs sometimes not colonizing when they should. Geopolitics - Declare wars - Fixed some cases of AI declaring war over provinces it can't/won't take. - Made AI less likely to declare war on island nations it lacks the transports to invade. - Fixed bug that revolutionary AI could declare war on coalition target with any cb, thinking coalition members would join. - AI is no longer blocked from declaring independence when at war. - Fixed bug that sometimes made aggressor AI erroneously think HRE allies would refuse to join when attacking HRE minors. Geopolitics - Missions and Decisions - Added AI weights to mission trees which make them now more considerate which mission they want to strive for and how much (for context related reasons). - AI now understands and tries to achieve army_size and army_size_percent triggers in missions. Geopolitics - Other - Fixed bug that AI couldn't get hostile towards, and hence rarely attacked, others vassals and some other subjects. - AI is now better at evaluating when to annex/integrate a subject. - Fixed bug that catholic AI colonial nations avoided expanding into overlord's Tordesilla regions. - Reduced AI avoidance of having interest in provinces that are vital to allies. - AI Duchies are now permanently interested in provinces of their culture, Kingdoms their entire culture group, and Empires also all provinces on their border. Peacemaking - Fixed some issues with AI peace acceptance 'wants other concessions than gold' and 'does not want anything else', causing AI to often leave OPMs in peaces. - Fixed bug sometimes preventing AI from taking the last enemy province. - AI warleaders are now more happy to make separate peaces with non-cobelligerents. - AI will unconditionally surrender in more cases. Army - Fixed one bug that made AI send armies far away instead of defending home. - Made AI more likely to reinforce adjacent battles. - Improved AI attrition handling. Should get both less attrition and less confused behavior. - Fixed bug that AI helped allies with rebels even when at peace. - AI overlord now treat subjects' rebels like their own in more cases. - Fixed bug that made AI ignore flanking when evaluating battle. - Fixed multiple cases of AI subjects being stupid when set to Passive or Defensive. - Increased preferred size of AI armies, especially late game. - Increased AI desire to disrupt sieges, especially with high progress. - Improved AI logic for when to abandon sieges. - Made AI armies prioritize coordinated offensives more. - Made army AI try to stay close to enemy armies when it has nothing else to do. - AI somewhat more likely to defend homeland. - Improved AI for consolidation before battle. - Fixed instance of AI armies going back and forth when sieging. - AI vassals no longer delete exiled armies if they can get home. - Fixed issues with autonomous sieging and rebel suppression missions. - Fixed case of AI armies canceling movement every other day Navy - Fixed some issues with AI naval invasions. - Made AI better at understanding when a naval invasion risks being intercepted. - Fixed bug that made AI often unassign general when naval invading. - Fixed yet another case of AI naval invasion stalling forever. - Made AI fleets consider troops further away when protecting straits. Trade Company - Fixed bug that AI sometimes wouldn't ever core Trade Company provinces. - AI will no longer accidentally remove trade companies by creating states. Cheats - Fixed bug that AI could add provinces to HRE when emperor, even if not a member. - Fixed bug that AI could use Break Alliance for Favors diplomatic action with Leviathan disabled. That's it for today. I hope you found this Dev Diary interesting! Next week my colleague Pava will be showing all the new Monuments that will be added in the 1.34 Update, along with some game balance and changes we want to share and discuss with the community, coming also for free in the update. |
Hyv piv! Welcome to this weeks developer diary where I will be revealing two new mission trees: Finland and Lbeck! As a note ahead of time, the new Finland mission tree will be part of the upcoming DLC, while we decided to grant Emperors Lbeck tree to Hamburg and Bremen (with the appropriate tweaks, available for Emperor owners) and give Lbeck a brand new, expansive set of missions for the base game. However, more on that further down!
Each of these will grant our ruler between 1 and 3 monarch stats (or monarch points if already at 6), along with this powerful ruler-tied modifier as well as permanent claims on the Baltic Trade Node (thats a surprise tool that we will use later): Completing the aforementioned mission will open the way for 3 new missions. First off, conquering Stockholm from your former overlords will change the name of Stockholm (if your culture is Finnish), grant it some development and give you access to a discounted advisor: Seize the Means will task you with seizing the means of production behind Europes prime source of copper and will grant you a good bit of ducats from your copper and iron production, the Industrious trait (if your ruler has enough available slots) as well as the following reward: Expanding St. Olavs Tower will yield quite an interesting and powerful local reward: Keep in mind that if for whatever reason an enemy force (another nation or rebels) takes control of the province, you will lose the above modifier! Declaring a Baltic Empire will give you a new name and if you have Mandate of Heaven the following reward along with granting you the rank of Empire: On the right side of the tree you will see missions relating to the development of the countryside and the founding of new cities: Founding Turku, an important city for Finland guarding the way to and from Stockholm: Founding Helsinki will grant a level 2 Center of Trade as well as a few buildings for your newly developed province. Note that if you complete the mission with a Shipyard and a Dockyard, you will instead gain their upgraded versions: Finetuning the Finances of the realm will require you to increase your income, employ a level 2 Administrative Advisor, run a positive monthly balance and have no loans: The Turku Academy, your domains first university and institution of higher education, will yield the Scholar trait for your ruler, Innovativeness and more: The culmination of the Finnish tree ends with unleashing the White Death upon Europe and a powerful permanent country modifier to go with it: Of course, you are welcome to form Scandinavia and gain the Scandinavian mission tree, however Finland will not have a unique Scandinavian tree, as its senior siblings in the region do. Now, 1.34 will also hone and improve as well as add new content for the base game. One such addition is an expanded mission tree for Lbeck. Before we delve into it, I would like to repeat that the Emperor DLC Lbeck tree will be available for Hamburg and Bremen (if you have the Emperor DLC) with a good number of tweaks and new rewards as well as localisation. Moreover, the Hanseatic League will now be a formable nation with its own set of national ideas (essentially Lbeck with a different name and better ideas). Since thats out of the way, lets go, Lbeck! From a historical perspective, Lbeck (and the Hansa as a whole) has seen better days. The 15th century brought a lot of decline for their merchants, with business shifting westwards towards the English channel. You are tasked with reviving the mercantilist grip of the League, expanding it and creating a trade Empire the likes of which the world has never seen. To assist you in your endeavors, the various missions of your tree also benefit the members of your trade league, giving you a reason to care for them and if possible, expand their ranks: The top half of the tree will focus on expanding the League outwards. However, many of these missions will not require direct conquest. You will be able to complete many of these via diplomacy as well! The goal is to give the player the freedom to choose how they want to approach the tree. The conquest branch will start with requiring you to raise an army which will seamlessly grant claims for and flow into missions about Visby, Mecklenburg, Riga and more. Gateway to the East will require you to have Riga be part of the trade league and have high opinion of you or control the similarly named province as well as having a certain amount of troops. Restore Visby will lead you to restoring a historical stronghold for the League: Gaining ports in Danzig, cooperating with the Traders and developing the city of Danzig will grant the following benefits: The conquest path ends with the appointment of an official War Minister. Every different military advisor will grant a different, dynamic reward: The second part of the tree is wholly dedicated to the internal affairs of both Lbeck itself and the Hansa as a general league of trade nations. Initially, you will have to expand the Old City of Lbeck and its market, yielding powerful Trade Efficiency and Institution Spread modifiers for a few years followed by the Peace of Vordingborg, imitating the styles of Italian Bookkeeping and Financing the Guilds of Lbeck: Of course, no Hansa playthrough would be complete without a mission to address and expand the Hansehalle, the legendary administrative center and the heart of the entire Hansa: Funding the shipbuilders Guild will grant a flavor event about the legendary Hanseatic Cog which will grant Light Ship Cost as well as Sailors and increased Naval Leader Maneuver. Elsewhere, Organize Hanseatic Diets will require you to bring peace within the Trade League and develop Diplomatic channels between yourself and potential members or subjects: Impose Lbeck Law will grant another dynamic reward, based on which faction is in power at the time of completion: Presenting a grown and powerful economy as well as increasing your total development in the Tend to the Towns mission will yield a positive bonus for you and your Trade League members: Developing the Mineral Trade in Europe has quite a spicy reward that will, just like its predecessors, change depending on the circumstances of its completion, heres the direct and less likely outcome of importing large amounts of precious metals in your ports: To wrap up the flavor part of the tree, declaring the Queen of the Hansa mission will turn all members of your trade League into subjects and grant a diplomatic relations modifier to cover part of the upkeep costs for 30 years. Furthermore, you will gain monarch power scaled to the Development of your capital, 10 points per development to be precise: The event Crowning of a New Queen grants 2 different bonuses. Either you change your countrys name to The Hanseatic League and gain a new idea set or keep your current ideas while your ruler gains +1 adm/dip/mil and you gain 3 Mercantilism: The new Hanseatic League national ideas: FU2_ideas = { Earlier in this Developer Diary, I mentioned that the Emperor DLC Lbeck tree will be playable for Hamburg and Bremen, since Lbeck got a shiny new tree. To add to that, the Hanseatic League, which is the reward for the final flavor mission for Lbeck, is now available as a formable nation and will come outfitted with the Lbeck tree and the evolved idea set I showcased just above. In the interest of time, this Developer Diary cannot be too large. Thus, we have intentionally omitted showcasing the rest of the flavor coming for Lbeck. This Diary barely covers 40% of the new content! As mentioned above, this Lbeck mission tree will be part of the **base game** and will come fitted with 36 new missions and 20 new events! Lastly, I would like to bring another small change to your attention: the UI for Estates has been reworked and I would like to give special thanks to Artemis, whose UI work served as the basis for our own: Now passing the mic over to my dear friend and colleague Ogele to talk about new shiny Theocratic Reforms! Hello there! In the last development diaries we have shown new government reforms for monarchies, republics and even pirate republics which will all be part of the 1.34 update. Today I want to finish this topic for good as I will present to you what we have in store for theocracies! Theocracies were the last on our list for new government reforms and had already a bunch of interesting and fun choices to pick from. As such, they dont receive as many new reforms as for example monarchies and republics do. With that being said, we still think they deserve some love nonetheless and because of that we have decided to add 2 new theocracy specific tiers. Tier 2: Note: Internal Mission, External Mission and Mission to Civilize are unchanged while Mission on the High Sea only requires one owned port instead of a capital port. Tier 3: Education of the Theocrat will immediately trigger an event for you when picked which allows you to choose what stat bonus your next heir shall receive: This event will always trigger when you get a new ruler and fires before you can select an heir so your heir will benefit from the bonus you choose. While we are at it: the Kingdom of God reform for the Papal State is still in the 3rd tier, but has received some buffs to make it more on par with theocracies which have access to the Papal Influence and Education of the Theocrat: Tier 5: Note: Only Subservient Bureaucrats and Zealous Administrators received changes Tier 6: Note: Magister Militum Dei and Embrace Conciliarism are Papal State only Tier 8: Note: only Pursuit of Knowledge is new here, the other reforms are former Tier 2 reforms which have been moved to Tier 8. Tier 9: Governments which have the Is a Monastic Order government trait gain access to four additional reforms which are already part of the game right now. Tier 10: Tier 11: Tier 12: That was it for this week! Next week Gnivom will talk about the AI changes and adjustments for 1.34. Until then, we wish you all a great week! |
Welcome to our next Development Diary for Europa Universalis IV! The majority of the new content for the upcoming DLC has been revealed so far and all that is missing are two nations - one of them is an island nation which almost never sees the light of day. |
Dzie dobry! Welcome to todays developer diary! We will be taking a first look at the new Polish, Lithuanian and Commonwealth trees!
The Winged Hussars have arrived! As a side note, we currently have not chosen yet what colour the Carolean and Hussar unitbox will have. Janissaries are red, Cossacks are orange. Feel free to suggest potential colours! [h2]The Lithuanian Mission Tree[/h2] Alongside Poland, Lithuania will be getting her very own missions. It builds upon the old mission tree and greatly expands it, honing and improving upon the unique aspects of playing as Lithuania: Among the highlights of the Lithuanian tree are the ability to call upon a host of Cossacks, new unique T1 Government reforms (yes, plural!) and the potential to utilize the Tribes Estate for a limited time. Alongside these new additions, Lithuania will gain access to new events and flavor: If you choose to remain as Lithuania for a little longer beyond Administrative Tech 10, we made sure to accommodate your stay with flavorful missions that will entice you to stick around a while in order to get all the rewards and complete the tree: [h2]The Commonwealth[/h2] Building upon the solid foundation that is the Polish mission tree, Commonwealth missions originally appear as part of the Polish tree, marked as Locked Missions. Unlike other formables, we took the creative decision to showcase the Commonwealth tree to the Polish player, before accessing it. The reason behind this is to prepare the player for whatever challenges and requirements the PLC missions will ask for and ensure the player is not caught off guard. Thus, if you hover your mouse over the Locked Missions, you will see the requirements as well as potential rewards beforehand. Now thats out of the way, lets take a look at some of the missions we have in store for the Commonwealth, starting with this one, my favorite, A Lifetime of War: Note; Since the mission only requires one of the listed requirements for it to be completed, you may see fewer choices in your version of the event, based on which way you choose to complete the mission. Shape and sharpen your army the way you want to! Note: Please be aware that these numbers are not final! A PLC tree would not be complete without its Invest in Eastern Poland Mission, which requires you to have 40 provinces with a manufactory or a level 3 Center of Trade and either 40% Global Trade Goods Produced or 7 Trading-in Bonuses. Here is the reward: Following in the steps made before forming the PLC, and after completing the Great Sejm mission, you will gain access to flavor missions that will assist you in passing and repealing the Articles of Agreement (Pacta Conventa) and even rewriting them completely from scratch, with more favorable terms on the behest of the monarch, if you chose to oppose the Magnates in a previous mission: The conclusion of the major flavor part of the tree is the mission Dominate the Markets which grants a new mechanic we made specifically for the PLC, the ability to reset or extend a Golden Era: [h2]External Affairs of the Commonwealth[/h2] No major mission tree would be complete without a robust conquest path. That much is true for the PLC, which will be granted missions, a new Casus Belli and even gain Streltsy as a one-time reward from one of their missions: Moving on, Prevent the Deluge will task you with dealing with whoever the ruler of Scandinavia is, be it Sweden or anyone else. You may deal with them in a multitude of ways, including diplomacy or conquest. Should you choose to approach Sweden diplomatically, both nations will be positively impacted by a wave of prosperity. Sweden will gain +25% increased production for its metals and historical friendship while you will gain direct access to Scandinavian copper and iron, reducing your overall military costs: The final conquest mission for the Commonwealth will set you up to become a supreme great power, requiring you to be a hegemon and have a tremendous amount of development under your belt: Note: Development Efficiencys number will be green in the final build! The philosophy of the PLC missions is that of a tree whose content should last the average player till around the 1700s at the very least, so expect a lot of hard work and very worthwhile rewards from every single mission in this tree! While we are on the subject of the Commonwealth, I would like to showcase some new implementations that the team worked hard for. As I mentioned above, the PLC will now enjoy a lot of new content including 2 different sets of National Ideas. One for nations whose primary culture is Lithuanian and one whose primary culture is not Lithuanian (namely Poland as an example): Polish PLC Ideaset: PLC_ideas = { Lithuanian PLC Ideaset: PLC_LIT_ideas = { I am at your disposal for any questions you may have about the trees, as Id love to read and answer your feedback, and also feel free to suggest tweaks as well. Thank you for taking the time to read my very first Developer Diary! Next week my colleague Ogele will come back, to talk about some sea-related new content. |
Welcome to our next Development Diary for Europa Universalis IV! For today we take a look at a fan favorite of the Scandinavian region: Scandinavia itself.
That was it for the Scandinavian content for the DLC. However, I am not done yet with them as there are other changes related to this tag. First thing (and I know this one might not be very popular): Scandinavia is an Endgame Tag, which means you cannot form any other country other than the Roman Empire and the unified HRE. To compensate this, however, Scandinavia receives its own unique set of ideas which reflects the different aspects of the Northern kingdoms: SCA_ideas = { Next I want to close the Carolean topic. Our newest unit had a little bit of an identity crisis as their first iteration was one of a special elite unit and the second iteration was the result of a too harsh nerf hammer. Now we have the third and final iteration of them: Note: These three manpower modifiers do NOT stack with each other. So in Swedens case it would work like this: Swedish provinces give +33% more Manpower, Finnish provinces (which are accepted by Sweden) give +20% more Manpower, Danish provinces (which are not accepted but are in the same culture group) give +10% more Manpower. Additionally, we reduced the number of development required to recruit a Carolean unit. Now you can recruit one regiment of Caroleans for every 10 development of Swedish or Finnish provinces. The goal is to make the Caroleans more into the standard army of Sweden than a special elite force, but they should still have a significant punch. Maybe this version might be a bit too strong, but that is the one we will stick to until the release of the DLC. Last weeks development diary showcased the monarchy government reforms and today I want to give an update in that regard. Many of the new reforms and changes to old reforms adjusted absolutism for monarchies which was not a very popular approach whatsoever. Because of that we have decided to drop this idea entirely. We also did some rebalancing of the tiers. Here is the new update of the monarchy reforms: Tier 2: Tier 3: Note: The requirements of the Centralized Bureaucracy reforms scales with the ages. With every age the range of the requirements increases by 10 (for example: Centralized Imperial Bureaucracy would require 35 provinces in the Age of Absolutism to be visible while during the Age of Discovery it would be only 15 provinces). Tier 5: Note: Only the Dynastic Administration is new here. The other three reforms are untouched from the current version. Tier 6: Note: Parliamentarism and States General are unchanged. Tier 8: Tier 9: Note: LEtat cest moi is also part of this tier, but unchanged. Tier 10: Note: Not in picture, Become a Republic and Install Theocratic Government are also part of this tier, but unchanged. We also overhauled the republican reforms too. See for yourself! Tier 2: Tier 3: Note: Merchant republic related reforms will not be touched and are not shown here. Tier 5: Tier 6: Tier 8: Tier 9: Tier 10: Tier 11 and 12 are currently WIP. Here is also an update for the shared Tier 4 and 7. Tier 4: Note: All the different reforms for the religions will be revealed in a later Development Diary. Tier 7: This was it for this week! Next week we will take a look into a region on the other side of the Baltic Sea. I wont say which region, but expect for next week to learn to hate your nobles when you play the star of next weeks Development Diary. Until then I wish you all a nice week! EDIT: I just noticed that the numbers for the army tradition decay modifiers are off. Of course we mean -0.3% and -0.1% Army Tradition Decay, not -3.0% and -1.0%. This has been fixed internally already. |
Welcome to our next Development Diary for Europa Universalis IV! Today we dive into the last starting Kingdom in Scandinavia, which has not been covered yet: Norway. |
Hall allihopa! Welcome to our next Development Diary for Europa Universalis IV! Today is the day where we finally get to cover the content for Sweden, so lets get started!
There is one mission I want to go into further detail: the mission The Religious League requires you to participate in the League War (or complete the fallback if the League War is impossible due to non-existent HRE). While for the Catholic side it is completed when the League War never fires, the Protestant mission requires that it happens. Well, there are moments where the AI refuses to convert to Protestantism due to their position as Elector, even though 90% of their land is Protestant. Fortunately the mission The Protestant Sword covers you in that regard. By having a Protestant HRE ally who is either an elector or has 100 development you can complete this mission and unlock a decision which lets you force the formation of the Religious League. Because of that the Protestant mission The Protestant Sword unlocks a special decision which motivates your fellow Protestant brethren to form a Religious League on their own. At long last we shall take a look at the final branch of the flavor missions: the military branch. Two parts played a major role in the military history of Sweden: the Finnish Hakkapeliitta and the Carolean units. The mission The Hakkapeliitta unlocks for you the special Hakkapeliitta mercenary company which costs no Army Professionalism to hire: Note: The merc company has 100% Cavalry to Infantry Ratio because it does NOT take the value from your own government into account. This is only an issue for merc companies which consist of over 50% cavalry, so other mercenary companies do not require this modifier. The mission Reform the Military has three ways of completion: the first one can be done by patience as you just have to wait until Mil Tech 19 and have 40 Army Tradition. The second way is a little bit faster as you need to hit 75 Absolutism. However, most players will probably go for the third way which is a lot more difficult to achieve, but can be done before the Age of Absolutism:
Completing this mission by this way will cost you mentioned Military Power. These are some hard conditions, but the reward makes pain worth it: The Carolean unit is not fully implemented just yet in the game so bear with me for the lack of screenshots, but at least I can talk a little bit about how the unit works. The Carolean unit is an infantry only unit which you can only recruit in Swedish or Finnish provinces and the amount of how many you can recruit scales with the development of your Swedish and Finnish provinces. The Carolean infantry has the normal costs of an Infantry unit right now - so without any modifiers it costs 10 Ducats. Of course a unique unit also requires unique modifiers to make them worth their effort: the Carolean unit deals 25% more Shock Damage and receives -20% Morale Damage. Thats it. The only downside this unit has is that the amount of Carolean you can recruit is heavily limited by the dev of your Swedish and Finnish development with 20 development of a Swedish or Finnish province equalling 1 Carolean Regiment. The mission Drill the Caroleans also unlocks two special Noble privileges which modify how your Caroleans fight for you too. Note: Morale Damage should be here in Green. It is already fixed internally, but I didnt have the time to update my version of the game. Also these modifiers only affect Carolean units. Keep in mind that all the numbers are still work in progress. The Carolean presented here might get the nerf hammer before they get released. With that being said, that was the content for Sweden! Due to the extent of this Dev Diary, the free content part will be more of a teaser for next week: That was it for this week! Next week we will dive into the content for Norway. Until then I wish you all a nice week! |
Hej allesamen! Welcome to our next Development Diary for Europa Universalis IV! After covering the Baltics it is finally time to switch our focus to Scandinavia, so lets get started! For Danish countries: For Norwegian countries: For Dutch / Flemish countries: It is unclear right now if well add more naval doctrines or not, but we have an open ear for more naval doctrine suggestions. And thats it for this week! Next weeks DD will be about the most Until then I wish you all a nice week! |
Hello everyone, Gnivom here today.
Additionally, some of you have pointed out that what can be seen as a noob trap can also be a source of tactical depth in multiplayer. Now, let's look at what's new for 1.34 and how this addresses these issues. [h2]Passive Morale Damage[/h2] In 1.33 we made the daily 0.03 morale damage to reserves actually only apply to reserves, where it previously applied to deployed troops as well. The intention was to relatively penalize overstacking more as well as to be consistent with the name. This is a major cause for the longer battles in the early game, and for morale being less important, and has now been reworked in 1.34 to as follows:
Only the reserves are affected by the Professionalism modifier, so it remains mostly a QoL modifier, although its absolute effect is now much bigger. Max morale is not based on the regiment itself, but on the average of all regiments on the other side. Such that, in a standoff between a Prussian and a regular soldier, where neither is shooting, the regular soldier will run first. The fact that this is now a percentage means that its importance will be consistent throughout the ages, so that late-game battle length is now shorter. While on the subject of morale, some of you may know that when entering a battle against someone with higher morale, your morale progress bar starts at less than 100%. This is now changed to show the percentage of your own average max morale, rather than the max of all regiments on either side. This makes it easier in my experience to guess who is winning from just looking at the bars. [h2]Zombie Regiments[/h2] As mentioned above, EU4 has always had a bug (feature?) called Zombie Regiments. In 1.34, regiments will always retreat and be replaced once either strength or morale reaches 0, removing the 12 day invincibility. Additionally, an obscure condition for stack wipes based on the remaining morale of defeated regiments has been removed. You probably didnt know about it (I didnt), but it started mattering when 0-strength full-morale regiments were immediately retreated. All in all, stack wipes are now much more viable than in 1.33, but still less viable than in 1.32 if the losing side has more than a full front row of decent-morale troops. Adding a screenshot here for future readers, as the wiki link may be obsolete. [h2]Insufficient Support[/h2] Insufficient Support currently works by applying a flat -25% Combat Ability to all troops of an army that has too much cavalry, even if its just 1 knight above the limit. Although its made a bit more complicated by counting armies from different countries separately, as well as mercenaries. In 1.34, this will instead be a scaling penalty of -1% CA per percentage point of cav/inf ratio above your limit. The ratio will be calculated based on all deployed front row troops on your side, while the limit will be calculated individually per regiment. Only cavalry gets affected by the penalty. Two things to note:
[h2]Artillery Pips[/h2] Artillery unit pips have been rebalanced.
Let me take this moment to briefly explain an existing feature: for each damage calculation, backrow artillery propagates half of the sum of relevant defensive pips to the unit in front of them (rounding down). For example, the Leather Cannon will propagate 2/2=1 pip to strength damage calculation in the fire phase, and 1/2=0 pips during shock phase. For morale damage, it will propagate (2+1)/2=1 pip during the fire phase and (1+1)/2=1 pip during the shock phase. With this feature in mind:
[h2]Reinforcement to Back Row[/h2] This change in particular is still subject to further testing, tweaking and possible removal. Reinforcement to backrow means something very different now vs in 1.32. In 1.32 it was a way to push further infantry/cavalry into the death pit that was the back row. Only after all inf/cav reserves were spent did artillery reinforce to the back, and once there they never left. Now (since 1.33) only cannons can be in the back row, and they can also retreat from it, which makes back row reinforcement an important (and positive) thing. From 1.34, each combat side will be limited to 2 back row reinforcements per day, plus 1 per 2 maneuver pips of the commanding general. This does not limit initial placement of artillery at battle start. This is intended to increase tactical depth in multiplayer, by a number of means:
[h2]Breakthrough[/h2] After some initial testing and discussion, this feature will probably not make it into vanilla, but it will be available for modders to enable.
If we dont change our minds, and if you still choose to enable this, there will be no UI or tooltip mentioning this whatsoever. Well, thats all for today! Next week, Ogele will return with a Dev Diary showcasing the new content weve been creating for the first country in the Scandinavian region: Denmark, and its troubled lead over the Kalmar Union. |
Hello there and welcome to our next Development Diary for Europa Universalis IV! For this week we will take a dive into the mission tree for Riga and into the additions to the game from the free update. So lets get started!
Speaking of Hansa: we have some good news for every Merchant Republic enjoyer here! With the free update, Merchant Republics gain full access to both their factions and estates. Although there were arguments that they should have one or another, we think it is a fair change if the merchant republic has access to both systems. Factions are very outdated and would require too much work for 1.34 to be reworked, which is why we have made this decision. We also added a new government reform for Novgorod when they form Russia: While we are at the topic of government reforms: Dharma overhauled the system of government reforms for EU4, and has allowed players to customize their experience as they progress through their campaign. While we really like the concept, the amount of choices always felt a little bit lackluster. Because of that we have decided to add new government reforms beyond the Tier 1 level, and rebalance existing non-Tier 1 reforms so you have more agency while picking your government reforms. Here is a peak into the more interesting reforms we are going to add for the Republics: The general design idea is that government reforms should not necessarily be just a source for more modifiers to stack for you (though they will never really leave us either) but as changes and additions of mechanics of your country. For example: the mechanic Can force Re-election allows you to use one simple decision at the cost of 5 Republican Tradition every 20 years to trigger the Election! event. Despite the fact that it is just one simple decision attached to a government reform, it can have a significant impact on your Monarch Power generation. With the addition of these new reforms we aim to have around 4 or 5 government reforms to choose from per tier above the first one. With the help of our newest colleague we also have started to add new reforms for the monarchies. Here you can see two new reforms: Of course we are also reworking some of the older reforms too: That was it for today! Until then I wish you all a nice week! |
Greetings everyone! And welcome back to another Development Diary for the upcoming DLC. Last week we took a look at the Teutonic Order, and for today we shall visit the monastic neighbor to its north: the Livonian Order.
Moving on to other parts of the free content. As some might be aware, the nations of the Baltic states were lacking some ideas. With the help of community posts (https://forum.paradoxplaza.com/forum/threads/new-idea-groups-part-7-estonia-karelia.885359/ , https://forum.paradoxplaza.com/forum/threads/nis-for-old-livonia-tags-livonian-order-riga-estonia-livonia.1024446/ , https://forum.paradoxplaza.com/forum/threads/national-ideas-for-livonian-order.868638/ ) we were able to add some proper ideas, and we want to thank you for the inspiration you gave us! Here are the ideas for the following nations: Livonian Order: LIV_ideas = { Livonia: LVA_ideas = { Latgalia: LTG_ideas = { Karelia (and before you ask: no, they will not get any content, but I wanted to mention here too): KRL_ideas = { Speaking of Livonia: the tag of Livonia is now a formable for Baltic German nations (which is also a new culture in the Baltic, followed by Riga and the Livonian Order). Note: Yes, we are aware of the irony of giving them a blue color considering Prussia is next to them. Meanwhile, a new tag has been added which represents the Latvian natives of the Baltic, which also has the old color of Livonia if somebody wished it to have: Finally, one last word: the decisions about taking the Electorate of your subject were received very well, and people asked for it to become a standard mechanic. These decisions are now part of the base game and are no longer unlocked by the Teutonic mission tree. Additionally, the estate privilege Grant Orthodox Autonomy can now be unlocked through early missions of Poland, Lithuania and Venice too. That was it for today! Next week we will take a look at the content of our favorite OPM, Riga, along with some extra government reforms were planning to add to the base game. Until then I wish you all a nice week! |
Greetings everyone!
Speaking of the free patch: I know that there are people who do not care too much about the content of the Immersion Pack. Because of that, the end of every Mission Tree Dev Diary will also have a section addressing free content or balance changes concerning countries outside of the DLCs scopes for Patch 1.34. With that being said, lets get started with the content reveal! But first, as usual, take into account that this content is currently under development and unpolished, so there will be placeholder art, typos, tweaked numbers, etc. before the release version. Where some states have an army, the Prussian Army has a state. - Voltaire Prussia was hatched from a cannon-ball. - Napoleon Bonaparte I promise the chastity of my body, and poverty, and obedience to God, Holy Mary, and you, to the Master of the Teutonic Order, and your successors, according to the rules and practices of the Order, obedience unto death. - Oath sworn upon admission into the Teutonic Order As you can guess, the first dev diary is about our favorite space marine nation, the Teutonic Order, and to some extent, Prussia. Requested by Duke Conrad of Mazovia in 1225, the Teutonic Order conquered the land of the Old Prussians, converting them to Christianity while the Prussian lands got Germanized over the two centuries. As the Teutonic Order was eventually conquered and vassalized by the Poles, secularized into Prussia and inherited by the Hohenzollern, the mission tree of the Order is less about recreating history and more about the what if. And the many question marks of their mission tree show it: The Teutonic Mission Tree has only 6 missions you can do from the get-go, which handle the very basics of the Orders needs: gain protection from Poland, ally (and vassalize) the Livonian Order, build to force limit and of course handle the Prussian Confederation - which has become its own little disaster: Note: the way it works is still the same as it is right now in EU4. Just the first event which gives your burghers a ton of land has been moved from a random event into one triggered by the disaster. Without the DLC you will have a decision to end the disaster, while with it the mission Handle the Confederation will finish it. The mission Seek Imperial Protection is about joining the HRE. As you are surrounded by Poland and Lithuania, it is only natural that you want to find a way to protect yourself from these two. The Emperor will of course receive the corresponding event to it too. Note: The Emperor will receive this event if you join the HRE through the HRE menu instead of the event - and they can kick you out if you are on the Emperors bad side. The Emperor will most likely choose to accept the Order in the Empire - but under the heavy restrictions that internal wars within the Empire are forbidden. Of course you can choose to reject this A lot of guides will probably have to be rewritten now as the HRE is no longer a viable expansion path in the early game. The mission Defeat Poland, which can be finished by either conquering 4 provinces of Poland or by defeating 3 Polish armies in battle, will unlock the rest of your mission tree. You have the choice of two rather big paths for your country. You either can choose the Prussian path, which is the more historical (as historical as it can get with a Teutonic Order repulsing their doom) choice, and the Crusader path, which will let your order become more zealous in the Catholic faith than ever before, but the idea of a Prussia or Reformation becomes alien to you. Let us start with the Prussian one. Taking this path will change your mission tree substantially: The Prussian path is mostly focusing on, well, becoming Prussia, and its role within the HRE, an improved military, Enlightenment and eventually crushing the Revolution. So if you take this path then expect to have a more long term campaign as your missions will mirror the ones of Brandenburgs Prussia. You might notice that there are still Branching Missions left even after taking one path. These missions are your Path of Expansion basically, as your Teutonic Prussia does not need to have goals of expansion like its historical counterpart had. Completing the mission The Order and the Empire will grant you yet another choice of what path you want to follow: If you take either of the two HRE paths (Holy Roman Diplomacy and German Conquest) and the Emperor forbid you to declare wars on HRE members until you become Prussia, you will get the following event: You will form a Catholic Prussia within the borders of the HRE, becoming a Teutonic Bishopric, a new government reform for a Catholic Theocratic Prussia. Now let us go through the three different paths swiftly: The German Conquest path has missions which are all about the pure conquest of Germany. To be frank, there is not much to tell you about these missions as they are your classical seek and conquer missions in the HRE you are all familiar with. An Empire of Iron and Blood is, you guessed it, the final mission which basically asks you to conquer Germany. It is basically a glorified Form German Nation decision, but you get a nice +25% Governing Capacity modifier in your capital if you have one of the Prussian government reforms as your government type, at top of forming Germany (you receive this triggered province modifier as your final reward in all three of these paths). The Holy Roman Diplomacy path is a little bit of a different story though: Unlike the conquest missions, in the Diplomatic missions your goal is to actually become the Holy Roman Emperor yourself and unite Germany not through iron and blood, but through letters and words. In order to achieve this you will need to be elevated to a higher position than just the one of a simple bishopric. Fortunately, the mission Subjugate Brandenburg will help you with that. By vassalizing Brandenburg, you get the mission reward which enables a casus belli against the Emperor as well as three decisions, which you can use to transfer the electorship from your subject to yourself. Purchasing the Electorship will require you to offer 6000 Ducats to the Emperor - while having no deficit nor loan. Requesting the Electorship will require you to be best friends with the Emperor, which means 190 opinions and 80 trust with the Emperor. The Emperor will also gain a substantial amount of favors with you, so keep this in mind. Gaining the Electorship through war is also an option as you can see in the image above. Finally, what is missing out is a decision which you can see when you become emperor and you have an elector as your subject, which allows you to usurp the Electorship, transferring it from your subject to yourself. The mission Become an Elector will instantly elevate you to the rank of a kingdom - an Archbishopric of Prussia so to say. Of course being an elector alone wont make you an emperor though, so eventually you have to secularize your country. If you reach level 4 of the government reforms, have 2 stability, reach tech 10 and Protestantism has spawned, you are able to complete the mission Secularize Prussia, giving the following event: Additionally, the mission will also disable all rebels spawned from seizing land from the Clergy. The final missions of this batch revolve around the Religious League War, becoming the Emperor of the HRE, and eventually revoking the privilege of the HRE. But what if you dont want to deal with the HRE whatsoever? What if you always wondered what would have happened if Prussia was neither inherited by the Hohenzollern or remained a subject of the Polish-Lithuanian Commonwealth? For that we have the final path, which is the one of the Prussian Kingdom: These missions will set you on a conquest spree against Poland and Lithuania over and over. While they seem like another bunch of familiar conquest missions, they do have their highlights though. The mission Push into Ruthenia unlocks two unique estate privileges which stand in direct opposition to each other: The Issue the Anti-Heresy Act is a simple Clergy privilege which increases your missionary strength against heretics by 2%, while decreasing the Burghers Loyalty Equilibrium by 10%. The Burghers privilege Grant Orthodox Autonomy on the other hand is a little bit more intriguing. Coptic has been added here because Orthodox and Coptic faiths have this Tolerated Heresy relationship with other Christian denominations. In the context of the mission it might not make much sense, but from a gameplay perspective I think the privilege should behave the same for both. The other highlight of this path is the Fortify the Borders and Fortify Dnieper missions which give a modifier to up to a limited number of fort buildings in the highlighted provinces, which makes the maintenance of a fort virtually non-existent. Your missions will give you claims in all of Poland, Moldavia and Ruthenia. In other words, you become the Prussian equivalent of the PLC. But enough of Prussia for today. Let us talk about a more Catholicism orientated Teutonic Order playthrough: With the Crusader Path you return to your original purpose, which is Christianizing the pagans and heathens, but also to crush any kind of heresy you encounter. If you want to paint the political map with your name and the religious name in yellow, this path is perfect for you! The most left-part of your mission tree will focus on expanding into Russia, ending the Third Rome and healing the Schism between Catholic and Orthodox faiths, though as you are not the Papal Authority but just an Order of crusading knights, your version of the Healed the Schism might be not as convincing. The second and third columns are all about mad conquest into the east, pushing into Hordes territory and converting the steppes. The highlight here is the mission The Ruthenian Plains, which unlocks a new government reform for you! Your ruler gains a new, fancy title too! While your Holy Order is conquering eastwards and facing more and more hordes, your fourth column of missions evolves and adapts your military to the environment of the steppes. Each military mission is about either reforming your military by achieving certain amounts of Army Professionalism (or Army Tradition), by winning battles, and later on by recruiting more cavalry units. The military missions give a permanent modifier which makes your army more and more proficient at using cavalry. The next military mission will then replace the previous perma-modifier with a stronger one until you complete the mission Establish a Great Cavalry which gives the final version of this modifier: In easier terms: the more you are fighting the hordes of Central Asia and the more you crusade the steppes, the more your army becomes reliant on horses. And these military missions are basically leveling your cavalry up. Eventually, with the mission Crusaders of the Steppes your Order will reflect the changes they did undergo through: On a final note: razing works a little bit differently for a Theocratic Horde such as your Teutonic Holy Horde. You can only raze heathen and heretic provinces, and you gain 1 Devotion for each 3 development razed. Additionally, because you get this reform rather late, the decrease of the Monarch Power starts at base tech 12 instead of 3. That was all for the Teutonic Mission Tree! Finally a quick word for something we want to address in the Free Patch of 1.34: with the buffs of Catholicism, the religions of Protestantism, Reformed and Anglicanism have fallen off a bit in their attractiveness. Because of that we have decided to not necessarily buff these religions, but to add more appealing options to them instead: First thing: Anglicanism Aspects have been reworked. The Mercantilism and Cash actions have been combined into one. Then, Divorcing your Consort will now grant 12 ADM/DIP/MIL power per missing stat (so this means the worse your consort the more monarch power you get from divorcing, so a 6/6/6 gives 0 monarch power while a 0/0/0 would give 72 in each category). Marrying a Local Noblewoman will increase your chance of a new Heir by 100% for 15 years (you can imagine how this works). The Stability action now grants some Legitimacy (or its equivalent). The new aspects are Encourage Innovativeness, which increases said Innovativeness Gain by 50% and Reform Progress by 15% for 15 years (hover of the aspect to read its tooltip, there you can find the values given). Then Deport Heretics is kinda self explanatory. It also increases Settler Chance by 10% and Religious Unity by 10% for 15 years. Reformation Diplomacy is a little bit of a Religious Diplomats, but for the Reformation, and Militarize Religious Icons gives some army quality. However, Militarize Religious Icons costs 200 Church Power instead of 100 like the rest. That was it for today! Changes to Protestantism and Reformed confessions will be addressed with the next Dev Diary, as well as the content for the Livonian Order. Until then I wish you all a nice week! |
Hello and welcome to another Europa Universalis IV Development Diary! This week I will be presenting the Roadmap we have been preparing in the last weeks, giving a guide to some of the content that we are working on and will be showing you all in the coming months.
At the moment, were quite satisfied with the current state of the game and we think its in a much better spot than one year ago. Weve not only addressed a lot regarding the Leviathan issues (shivers), but have fixed a lot of legacy bugs (as we discussed on previous DDs), reducing our backlog of existing issues and starting a rebalancing of some parts of the game that were required and requested. So, what can you expect from the next update (which will be version 1.34 of the game)? We will still be working on reducing our bug-count and improving game performance as much as possible. From a gameplay perspective, Gnivom will continue making improvements to AI, and we are already addressing the combat balance (topics that will be discussed in future DDs, so you can give us feedback about it after weve finished a first round of internal tests). Were going to do some rebalancing of Idea groups (nothing groundbreaking, but trying to diversify a bit their usefulness). Also, we want to keep improving the Religion balance, making some changes to a few of them to make them attractive enough, as we have done in the last two updates. Regarding the new content, we believe that we need to improve the state of the base game before we start introducing more major reworks. We also think that we have room to keep expanding already existing features. So, in that sense, you can expect that there will be more government reforms, more estate privileges, and a few more goodies here and there. But our main focus in this field will be to continue improving and developing mission trees and other accompanying features in regions considered a bit backwards content-wise. And, speaking of, weve got a clue of the area where we will be focusing from next weeks DD: And thats all for today! Were very excited about the new upcoming content, and I promise you that my colleague Ogele will show you more detailed content next Tuesday. Stay tuned, see you! |
Hello! |
Europa Universalis IV: Guns, Drums and Steel Volume 3 is the third metal tinged music pack, mixing genres and themes inspired by the Europa Universalis franchise. This collection contains 12 alternative metal songs, all written and arranged by Kasper Lindgren, and each with a touch of Nordic folk influence. |
Greetings everyone! |
Greetings all! |
Hello everyone, and welcome to another EUIV Dev Diary! Today well be talking about more changes weve been doing for the 1.33 France patch, one new concept that weve implemented called Script Debt, and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes! |
Hello folks, Gnivom here.
Im sure many of you (just as myself not too long ago) do not understand how this affects the combat meta in practice. Without making this DD much longer than it already is, some important effects are:
Thats it for this week, hope youre as excited for 1.33 as I am! Next week @pavia will make a Dev Diary on the subject of Script Debt. Thanks again to @Tempscire, but also to @xorme whose AI mod inspired some of the improvements. And thanks to everyone who provides great feedback on this forum and elsewhere! Oh, and here is a full list of AI-related changes from the in-progress changelog:
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Greetings, and Happy New Year to everyone! Today were coming back to EUIV DDs, after taking a couple of months break from them (unfortunately not due to long Spanish holidays, as some on the forums have suggested :p). What weve been doing in that time was already mentioned by Johan in the last DD: working on 1.32.1 and 1.32.2 patches, and then moving on to the next one, 1.33, that will be live later this quarter. |
One of the highlights of the year for the Europa Universalis IV team returns soon, with the Grandest Virtual Party taking place on 11-12 December. 21 teams of three, including an official Paradox team, go head to head in a multiplayer extravaganza that emphasizes role-playing as much as it does game skill. |
Greetings! |
Greetings! |
Hello and welcome everyone to another Europa Universalis IV development diary. It is a few days since we released the Origins immersion pack and the accompanying 1.32 update. This was the first fully Tinto designed and developed release, and we feel proud of the result. |
Greetings everyone! |
Greetings everyone! |
Full Cangelog here! |
From the trading ports on the eastern coast to the gold mines of Mali, early modern Africa was a continent of rich kingdoms and cultural variety. Now, Europa Universalis IV: Origins brings this history to vivid life with new missions, events and regional flavor.
Europa Universalis IV: Origins is accompanied by a major update, free for all EU4 players. This update, called 1.32 Songhai, includes reworks of Institution adoption by non-European nations, changes to Catholic Curia actions, rebalancing of existing game concepts and many more changes. https://store.steampowered.com/app/1756130/Immersion_Pack__Europa_Universalis_IV_Origins/ |
Hello, and welcome to the last dev diary before we release Origins and the 1.32 update! Were very excited about the upcoming release, and we hope that it meets your expectations, both the Immersion Pack and the free update. |
Ey folks!:D |
Welcome to this weeks dev diary. Im David Horler, the Art Lead at Tinto, and Im very excited to show you what the art team has been cooking up in recent months. |
Hello everyone, and be welcomed! In todays DD we are going to take a look at different topics of the Origins Immersion Pack, and 1.32 patch: the new Judaism mechanics, more new mission trees all along Africa, and the setup changes weve done to the region. So, it will be content-heavy, then. |
19 October 2021 - STOCKHOLM - The gold of Zimbabwe. The ivory of Central Africa. The great city of Timbuktu. The temples of Ethiopia. Africa is the birthplace of humanity and a land of untold wealth and variety. Rediscover and rewrite the history of the continent in a new immersion pack for Europa Universalis IV, coming 11 November 2021. It will be available for the suggested retail price of $9.99/7.19 / 9.99.
As usual, the release of Europa Universalis IV: Origins will be accompanied by a major update, free for all EU4 players. |
Hello and welcome to the 5th Dev Diary for the upcoming Africa update!
I want to point out that upgrading a building will also add development to a lesser degree. For example: if you build a cathedral you gain +2 Local Tax. If you upgrade a church, which already gave you +1 Local Tax, to a cathedral you gain again +1 Local Tax. This way you have a little bit of an easier time in achieving the mission Restore Zimbabwe, which requires you to have 20 development in the Zimbabwe province again. As a reward the Abandoned Ruins province modifier gets removed and the local development cost is reduced by 15% for the rest of the game. It also gives +0.5 legitimacy too. Reaching 400 development and reaching the borders of old Zimbabwe will allow you to complete the mission Eclipse Great Zimbabwe, granting you the Empire rank and firing the following event for you: (The borders you see on the image are not required to have to form Zimbabwe) GZI_ideas = { While the third column of missions revolves around Zimbabwe, the first one is more about the internal, religious stability of Mutapa. The second column is about getting Southern Africa under your control and becoming one of the great powers. Great Power of Africa especially emphasizes it as you are required to be amongst the top three great powers (or have 700 total development if Rights of Man or Emperor is not active) and have an army size of 100 regiments. As a reward you gain +25 Permanent Power Projection. The fourth column of missions is very similar to the Kilwan trade missions. However, it focuses more on getting access to the trade node of China instead of dominating it. Finally we have the last column on the most right, which is about overhauling your military - and recruiting the Nguni for your army. Recruit the Nguni especially will be interesting for the people who want to tag switch into a strong, military country while still having a challenge to face. For that you must reach administrative tech 15 (which is the Military Administration technology) and develop the manpower of Mtetwa and Natal to 8 for both of them. After that you get this lovely event: The Zulu are intended to be a fun country to play, even if we know that they may spawn this way much earlier than in our timeline. Because of that we have abstained from creating a mission tree for them. However, because the Zulu here are directly created through militarization of the Nguni, the ideas are heavily inspired by the reforms of Shaka Zulu: ZUL_ideas = { Also, you dont have to start as Mutapa to create the Zulu. Every country with their capital in Southern Africa has the decision Militarize the Nguni, which has the same requirement as the Mutapa mission. The big difference however is that you dont fire an event immediately. Instead you gain 2 years worth of manpower and increase the unrest in your two Nguni provinces by 5 for 25 years. Additionally, the following event can fire: It should be noted that the AI will NOT attempt to enact the decision. The Rise of the Zulu event can fire naturally when the year is 1750 or later and is guaranteed to fire around 1816. Speaking of formables: we introduce a bunch of formable countries with patch 1.32 in Africa (and one in the Middle East). Here is a little gallery of what you can expect! KIT_ideas = { NBI_ideas = { AKS_ideas = { @Pava already announced that Judaism gets new mechanics. Because of that we have decided to give one more addition for Jewish countries, which is the formable country of Israel! ISR_ideas = { As Butua you can form Rozwi, but your ideas will not change. It is basically a color and flag change and a free kingdom rank for you. Of course we also have these two as formables now! Additionally, the decision to form Sokoto has been improved too, allowing you to form them earlier - if you achieve the requirements of course. One last point I want to address: in my last dev diary I mentioned that Fetishism receives some buffs. I also presented the idea of Cults for your heirs. While this mechanic is a mission tree reward for Kongo, it is actually available for every Fetishist country in the world - but in a different form. With 1.32 we introduce a bunch of new estate privileges, which you can use to improve your experience. Here is a small list of the new privileges we have for you: These privileges are part of Rights of Man. Embrace Singular Cult improves the modifier of the cult you have active by 100%. Embrace Singular Cult cannot be active with Build Shrines for Heirs and Flexible Cults at the same time. We also have two new privileges for Muslim countries: These privileges are part of Cradle of Civilization. We also have privileges which are part of the free update for you to use! Values are all subjects to changes of course. I would like to hear your personal first impression and feedback about the privileges so we can release them in a more balanced state! With that said, I hope you enjoyed this dev diary! [USER=52443]@Pava[/USER] will continue with an overview of the remaining mission trees and the mechanics for Judaism. Until then I wish you a nice week! |
The Grandest Virtual Party returns! Save the date, October 25th, to secure a spot in this immersive Europa Universalis IV experience! |
Hello and welcome to the 4th Dev Diary for the upcoming Africa update. For this Dev Diary we return to the new content for 1.32; to be more precise, we will delve into the tropical Congo Basin. Afterwards we shall take a look at the Horn of Africa again to give you a status update of the region. Without any further ado, lets get started!
Alright, thats it for today! Next week Pava will cover new monuments for 1.32. Have a nice week! |
Hello everyone and welcome to a rather meaty development diary for Europa Universalis IV. This week well release 1.31.6, which is a compatibility patch for the launch on Epic Store, where EU4 will be freely available for a short period of time.
We made some tweaks to curry favors, so that it now relies far more on relative military power, so it's harder to gain for a smaller, weaker nation. When it comes to natives, we added a new reform to slow down the path to becoming a duchy for settled tribes, as well as adding feudalism as a requirement. We also added in cooldowns for migration into non-owned lands, made costs for adding tribal land that scales with owned provinces and development. There are also penalties for migration into winter territory. Also added a relation penalty that increases each month that a tribe is inside tribal land of another country. And of course we are rebalancing, i.e. nerfing, the native development growth for 1.32, as it is completely unrealistic and does not work with the rest of the game. We also changed when the AI released vassals for being over the governing capacity to be a much higher threshold, and also giving lucky nations a nice little boost to their governing capacity. Now I hand over the keys to Gnivom who will talk about some changes to Institutions and the AI for 1.32 Institution Changes Weve decided to change how Institutions affect tech cost. So what was the problem? We all know how Institutions work: Hard to take seriously indeed Countries outside of Europe, and especially in the Americas and sub-Saharan Africa, have to pay more for a technology the longer they wait. This means theyre in a hectic struggle against time, as those who fall behind their neighbors will struggle to catch up. The New System From 1.32, every technology has a fixed set of required institutions. If you havent yet embraced one or more required institutions, that technology costs you 50% more for each. This updated Technology View should hopefully be self explanatory: These are some nice properties of the new system over the old:
Asian nations will find themselves getting hit by a +50% tech cost from Renaissance earlier than they would in 1.31, but as they get further behind, their tech cost will stabilize even if they dont develop for institutions. European nations wont be affected as much, but those on the forefront of technology will notice the increased tech cost, making institutions more relevant in this region than previously. When changing the code for this, it turned out we based a lot of seemingly unrelated things on countries tech cost from institutions, most of which were simply translated from the pre-Rights of Man technology group system. For example, joining a Trade League requires having at most +200% tech cost from institutions. Who would have known? Youll find a lot of these addressed in 1.32s changelog. AI Improvements Every version of EU4 has had its own AI issues, and its no secret that it has been getting worse for a while. For 1.32 some of the most debilitating issues have been fixed, and hopefully without causing too many new ones. EU4s AI is the product of years of incremental development, by a large number of developers. Most of the code is written after EU4s release, but a few lines date back as far as the late 90s. Writing AI is hard, so many of the systems are complex. And given the number of different developers, they dont all work in harmony. Essentially, for any given choice the AI has to make in army, navy or budgeting; it often has a dozen or so voices in its head telling it what to do. Its supposed to take all of them into account, but often the loudest voice drowns out all the rest. (yes, lower numbers are better) Here, the Ottoman army has made good progress on the Mamluk fort of Tabuk. But a voice intended for a completely different situation screams one order of magnitude louder than all other voices, that it should kill the rebels in Qahirah. Issues like this hinder the systems that *are* made for the given situation from doing their job. A lot of what has been done for 1.32s AI is to find and fix cases where systems interfere with each other. Major Fixes Army This is really the result of a bunch of small fixes, but essentially the AI will generally be more competent at achieving stuff with its armies, although individual moves can still be erratic. They will also keep a more significant army in peacetime Naval Invasions The AI can now decently perform naval invasions again, without too much shenanigans. This has a huge impact on the European AIs colonization efforts. An almost fully colonized New World from one of our observer runs Economy Lots of small fixes mean the AIs economy should now be more solid. Budgeting has been improved and the choice of buildings to construct puts more emphasis on expected financial return. A special shoutout to [USER=1294106]@Tempscire[/USER], whose reverse engineering of AI army behavior is somehow easier to understand than the code itself. We implemented his suggestion for terrain evaluation as-is, and changed how combat width is considered, albeit not as he suggested for technical reasons. Unfortunately he has many other good suggestions that will not be implemented at this point. |
Hello and welcome to the 3rd Dev Diary for the content of the Sub-Saharan region. Today we shall take a look at the Horn of Africa - at Ajuuraan and Ethiopia to be more precise.
Before finishing the Dev Diary for good, let's look back at West Africa for a moment: After doing some research, we took some suggestions from the forums done after the last DD, so we have been working on a rework of starting setup (although with no new provinces, as you already know). The Mossi Kingdom has been split into 3 realms now: Yatenga, Fada N'gourma (also known as Gurma) and Wagadugu. Additionally, the ahistorical state of Macina has been annexed by Mali, although we're working on a better balancing of this area, as Mali may be a bit overpowered with this extra provinces. Also, on every Bambara province there is now a Segu core. The event "Emergence of the Fulani" allows you now to switch your country to Fulo and the event "The Ashanti" allows you to switch your country to Ashanti. Also, Songhai's decision "Focus on a Professional Army" now costs 75 mil power instead of 200 per ruler and the Songhai mission tree has seen some QoL changes: By hovering over the triggers and effects you can read what the eventual branches would request of you if you select any of the two paths. That's it for today. I hope you enjoyed the Dev Diary. |
Hello and welcome to the 2nd Dev Diary for the content of the Sub-Saharan region. Today we will continue with West Africa and take a look at Songhai.
Now one last thing before finishing the Dev Diary. In my very first Dev Diary (in which I made a lot of rookie mistakes, I admit it) I presented the content for Mali. Over the week it has seen some changes I think you all might like. 1. Mali has discovered Fezzan, Mamluks and the path to Mecca (see image below) 2. Mali's privilege "Controlled Gold Mining" has seen some rebalancing (btw, in the code the modifier already affected Goods Produced and not Production Efficiency. Just the tooltip was messed up last week and I didn't notice it.... so yeah, sorry about the misunderstandings). Again, the values are nowhere near final but it is getting there. 3. Mali previous "Abu Bakr" missions have seen a rebranding, changing the name to Ko Mamadi, the Madinke (Mali) version of Muhammad ibn Qu. (Abu Bakr was originally used because of consistency with the achievement name. In hindsight, this was a dumb decision of mine) 4. The final Mali mission with the 15k Ducats requirement and its reward have been completely replaced. Now it only requires you to have 3 Level 3 Advisors and Monthly Income of 50 Ducats. The reward is the following event I would like to talk more about it in this Dev Diary, but I think it is bloated enough already. The pilgrimage summed up is recreating the pilgrimage Mansa Musa did a century ago, but this time you have the choice to go on an alternative route, which goes through Europe. The pilgrimage takes around 5 years to complete and every ~100 days your travelling group visits a region where you enjoy the hospitality of the local people there. You can decide to leave a donation or move on. If you decide to make a big gift, the greatest nation of the region will receive this: The rate of inflation has been lowered significantly and the AI is more inclined to refuse if the event would put them over 15 Inflation. The ducats you get are currently 1 year of Mali's Income and the Inflation scales with the Percentage of trade income compared to your total income (values might change later). Although I will miss the bankruptcy pop-ups, I have to admit that this design is much healthier for the game overall, and that a total crash of a continent does not belong in the base game. That's it for today. I hope you enjoyed the Dev Diary. Next week we will explore the Horn of Africa. Until then I wish you all a good time! |
Hello there!
That's all for today! There are a lot more things I would love to talk about, but I think I am stretching that dev diary more than enough already. With that said, next week we will take a closer look at Songhai. Until then, have a nice week! |
Hello and welcome to another Europa Universalis IV development diary. Weve not had one since the start of the summer. Mostly because the team has been on holidays, and there is only so many times you can write we are busy fixing bugs. From September though, well be able to start with development diaries for new missions and other content that the content designers are working on. Thirdly, what are the most popular modifications for the game? While, here are the top 10 most popular modifications, how many of the total users that use these mods in any given day. About 52% of all players use a mod at any point during a week. As we can see, chinese and russian localisations are popular, and if we had known, we probably should hadlocalised the game from the start, as we did with later games. It is also great to see an overhaul mod like Anbennar get into the top 10. [h2]State of the game[/h2] When we left in June with 1.31.5, we felt that we were in a pretty decent situation when coming to functionality and had taken Leviathan to a decent enough state (except for concentrate development). As we mentioned earlier, back in April, one of the goals with this new studio was to change how we handle bugs longterm for our projects and focus on addressing older issues, and fixing problems that had been hanging around for years. Back then as a team had reduced the open bug count by over 600 bugs. Now I can proudly say that those numbers have further improved, even after fixing all new Leviathan bugs we had introduced, and now the total amount of open bugs has been reduced by a total of 1083 since September 1st, and we have fixed a total of 2117 bugs in that time period. We still have over 500 open bugs to work with for EU4, but that is by far the best shape the project has ever been. With this progress we hope to be even lower when we release 1.32 The team at Tinto has also grown, with lots of people hired straight from the community to work as programmers, artists, qa, content designers and in other roles. We still need some more people https://career.paradoxplaza.com/jobs/1289640-2d-artist https://career.paradoxplaza.com/jobs/1289608-ui-developer https://career.paradoxplaza.com/jobs/1049816-engine-programmer [h2]Roadmap[/h2] To repeat what I said in April on how Tinto will handle further development of EU4. What does that mean for us right now? Well, well soon be talking about the missions that will come in the next paid update. Speaking of that, the next paid update will be missions, graphics and music, while the coders will be spending their time fixing bugs, doing quality of life improvements, balancing and improving the AI. Speaking of balance, we will rework Concentrate Development for 1.32, and we will have more information on how later this autumn. The next patch that comes, 1.31.6, will only be a compatibility patch that we need to release, and 1.32 with all further bug fixes, balance changes is planned to be released in the last quarter of this year. |
For eight years, millions of empires have risen(and fallen)in Europa Universalis IV. Now the history of the world's empire's is put in your hands. |
A big shout out to all wonderful members of our community that has been testing and providing feedback during the development of this patch! |
Good news everyone! Today well be presenting the new monuments that shall be introduced in 1.31.5 (coming soon, for those who wonder). |
There might be unforeseen consequences if you load a <= 1.31.3 save in 1.31.4 - so it should be avoided if possible. If you still want to load an old save - make sure to create a backup if possible. You can also finish off your ongoing save in the previous version before updating. For instructions on how to revert to a previous version, please go here! |
There might be unforeseen consequences if you load a <= 1.31.2 save in 1.31.3 - so it should be avoided if possible. If you still want to load an old save - make sure to create a backup if possible. You can also finish off your ongoing save in the previous version before updating. For instructions on how to revert to a previous version, please go here! |
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Why voyage to distant shores when there is treasure and plunder so near by? The gold of our vassals will decorate our palace, and piles of plunder from looted rivals will fund our improvements. It is said that true growth comes from within, that nothing lasting can be built on the ashes of war. We say that true growth can also come from the enemies you make along the way. Now, with Europa Universalis IV: Leviathan, you can harvest your foes for development and profit.
Leviathan is accompanied by a major free update available to all Europa Universalis IV players. The Majapahit update includes modifications to the maps of Southeast Asia and North America, with major gameplay changes for North American First Nations. It also adds Australian Aboriginal nations. https://store.steampowered.com/app/1416420/Expansion__Europa_Universalis_IV_Leviathan/ |
Greetings! |
Want to know what's coming in Europa Universalis IV: Leviathan? Join Johan for the feature breakdown to find out; |
Feature stream highlights can now all be found over on YouTube! See what we've added to South East Asia, North America and Oceania, plus of course new features for instance favours, idea groups and monuments. |
Johan presents Leviathan's Patch Notes in this week's Dev Diary - he also talks about Tinto's EU4's philosophy looking towards the future! |
[h3]The journey to PDXCON begins: Introducing the Grand Campaign! 4 games, 4 weeks and 5 days of play![/h3] |
Not everything has to be brute force. Armies are necessary, of course, but there are other ways to succeed. Build a force of diplomats, for example, and use your flattery as a weapon against others. Or draw wealth and power from the remote regions of your realm to construct a metropolis to be the engine of your economy. You can try many new routes to global power in Europa Universalis IV: Leviathan, coming next month.
As usual, Leviathan will be accompanied by a major free update available to all Europa Universalis IV players. This update includes modifications to the maps of Southeast Asia and North America, with major gameplay changes for North American First Nations. It also adds Australian Aboriginal nations. https://store.steampowered.com/app/1416420 |
Paradoxs flagship grand strategy game will soon be available in an entirely new way. Europa Universalis IVs expansion and additional content is now available via subscription letting you enjoy all of the expansions and add-ons that have been developed over the last eight years.
This subscription will be available on 18 March 2021 for $4.99/3.99/4.99 per month. This subscription will automatically renew at the end of every month until it is cancelled. This is an additional service on top of our existing model and we are not replacing anything - we're just adding another option! |
Greetings all!
Let's go over again why we are doing this update! Europa Universalis IV will henceforth run the Nakama multiplayer backend which will allow for our developers to focus more on developing game features and content, and working on bugfixes rather than maintaining our own complex multiplayer platform.[/INDENT] It also means that we will start supporting cross platform multiplayer games in the future, regardless of which platform you purchased EUIV on (The Microsoft version is still not updated so the feature is not yet available).[/INDENT] It also means that you will now be required to be logged in to your Paradox Account to access multiplayer games. If you log in to your account from the game launcher you will remain logged in and should not have to repeat the process.[/INDENT] Known Issues and workarounds
If you want to complete an ongoing save from before the patch, you should stay on 1.30.4/1.30.5 until you are ready to start a new game! Instructions on how to play on a previous version of the game can be found here! By opting in to these versions before the patch you will prevent the game from updating on patch release!
As usual, please report any issues in our bug report forum or submit a support ticket. Thank you! |
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Increase Draft from Colony (+10 Liberty Desire) +5 Land Forcelimit for Overlord & -5 Land Forcelimit for Subject Enlarge the Gold Fleet (+10 Liberty Desire) +20% Treasure Fleet Income for overlord Increase Religious Control (+10 Liberty Desire) +1% Missionary Strength & -1 Heathen Tolerance for Subject Increase Integration (-10 Liberty Desire) -10 Liberty Desire for Subject & TBD for Overlord Private Enterprise This is the colony type you want to have when you want to maximize profits, where you want the colony to providea strong navy and control trade.
Increase Trade Power Transfer (+10 Liberty Desire) +2% Trade Power for Overlord, and -10% Trade Power for Subject Encourage Cash Crops (+10 Liberty Desire) Increases likelihood of cash-crop goods to appear for subjects new colonies. Increase Navies from Colony (+10 Liberty Desire) +5 Naval Forcelimit for Overlord & -5 Naval Forcelimit for Subject Increase the Gold Tax (+10 Liberty Desire) Effects TBD Self-Governing Colony This is the colony type that will expand and develop fastest, but they will have the highest liberty desire, and the perks you can give them are not beneficial directly to you.
Allow Autonomous Trade (-5 Liberty Desire) +5% more trade power for subject. Allow Autonomous Taxing (-5 Liberty Desire) +5% more tax for subject Allow Autonomous Militias (-5 Liberty Desire) +5% more manpower for subject Allow Autonomous Navy (-5 Liberty Desire) +10% more Sailors for Subject There are also different events happening depending on which colonial type your colony is. We are not just adding new features and polishing them, for 1.31 there is also currently over 500 different older bugs that has been fixed so far, and we have been busy tweaking and improving the interface as well. Some of the UI improvements include. - Alert for Inactive Merchants - Alert for when one of your coasts are being invaded by an army. - When you view rebels in the stability view, the locations will revolt risk for that rebel will highlight on then map. Now we are taking a small hiatus from development diaries, until we are back to talk about diplomacy by the end of March. |
Welcome to another Europa Universalis IV development diary. Everything is going fine with the development of Leviathan, as we are working on polishing content at the moment.
Next week well be back and talk about colonial nations. |
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Speaking of the Mandala Reform, it's a first tier reform, that besides giving you free development concentration also grants the following.
Connected to this, is a new peace treaty called Pillage Capital! As sometimes you want to grow your power, and weaken your enemy, but you do not want to take on more territory. In that case, just use the new Pillage Capital() peace treaty, which will concentrate development on their capital state, benefiting you! Stay tuned for next week, when we will talk more about playing tall, and maybe something about canals. |
We reverted the patch back to 1.30.4 due to technical issues. |
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Greetings all!
If you want to complete an ongoing save from before the patch, you should stay on 1.30.4 until you are ready to start a new game! Instructions on how to play on a previous version of the game can be found here!
As usual, please report any issues in our bug report forum or submit a support ticket. Thank you! (we're unfortunately not able to collect and process bug reports from Steam) |
Picture a capital city that shines like a gemstone, improved by the wealth drawn from the hinterland - decorated by riches demanded from vassals. A capital not of a mighty territorial empire, but of a compact and concentrated state that can still use gold and favors to influence neighbors and rivals. Picture it and then make it so in Europa Universalis IV: Leviathan. |
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(Please notice that our icons are still placeholders). As you can see in the first screenshot, certain monuments will also have 3D art displayed on the map. Those models that were already implemented in the National Monuments cosmetic dlcs will be added as proper monuments, and you'll be able to see them both in the political and terrain mapmodes. Thank you for reading and I hope you're as excited as we are about this! See you next week! |
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When it comes to events, among others, the Pueblo tribes will get "Po'pay's Rebellion" events, which happened in 1680 and was a revolt organized by the Native Pueblo people against the Spanish colonizers, and which succeeded in expelling them from their land for more than ten years. In the starting event, you'll get a general named "Po'pay" and a +10% Morale of the Armies to combat the colonizers. Then we have the Dakota and Lakota nations, formed by the Sioux, Wichiyena and Lakota tags, which lived around the Lake Superior region. They were a society much more focused on hunting and gathering, thus tracking animals through the woodlands, harvesting wild rice and fishing on wooden canoes. Their villages were organized in camp circles, large extended families led by a chief appointed by a council of elders, and this kinship ties were a key feature of their lives both on a personal and on a more pragmatic level, affecting warfare, alliances, work and marriage.
One of the events for these nations is Foreign Trade, since a few European explorers and missionaries lived among the tribes and tried to gain their respect by following their traditions. One of the most important alliances was the one that the Dakota tribes entered with French merchants in the late 17th century, where they traded fur in exchange for European goods. In this event, you'll get local trade power and production efficiency to your capital, in case you manage to achieve an alliance with France while they own any province in the North America super-region. After that we have the Powhatan nation, which inhabited the actual Virginia region. One of the main focuses of these people was the use of birchbark canoes for both warfare and fishing, however, they also had a great interest in growing crops, especially maize, as well as in hunting in the woodlands. They were among the first Natives to experience contact with Europeans, and some of the events for this nation address that matter. Some highlights of the mission tree are:
Some of the events for the Powhatan tribe include Tribal Trade and European Trade, which both focus on changing the resources produced in your land. The first one addresses the trade of copper and red dye as luxury objects that the Powhatan would cherish, while the second is triggered when any European nation gets a neighboring province, allowing you to exchange crops for iron or wool from the Old World. Lastly, we have the Cherokee people that lived in villages along river valleys in the actual North and South Carolina, Tennessee, Georgia and Alabama areas. Agriculture and gathering were both part of their culture, and, as most Native societies at this time, gathered maize, but also engaged in hunting, with their trade being valuable by European nations, since the deer skins they collected from their mountain hunting-grounds were of exquisite quality.
Among the events for the Cherokee nation, we have the Cherokee National Council, which was created in 1794 and ruled their nation as a legal and autonomous tribal government until the year 1907. The event will be triggered either by having the Clan Council Reform or the Native Republic Reform, and some stability and diplomatic power will be added to your country. We have also added 18 events to the Totemism faith, including two small event chains. One of them addresses a Native myth that holds some similarities to Orpheus and Eurydice's famous story; the second one is about the finding of a sacred cave in your land and follows this structure: Where the Legend Begins (totemism_flavor.8):
Exploring the Caves (totemism_flavor.9):
Cave Maintenance (totemism_flavor.10):
Where the Legend Ends (totemism_flavor.11):
A Convenient Landslide (totemism_flavor.12):
Thank you for reading and see you next week back with some new mechanics! |
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[Samoan Mission Tree] (Notice that all icons are still placeholders). If Tonga was the political power during the period, Samoa was the cultural one. Most of the Pacific was colonized from there and from there were most of the traditions that ruled the lives of the Polynesians. Some highlights of this tree include:
In order to not spoil the surprise, I will let you discover what the missions for the Maori the Fijian and the Hawaiian countries consist of. THE NATIONAL IDEAS Adding new TAGs would not be the same if they were not accompanied by their National Ideas. Starting with the Fijians TAGs, their warring nature brought them a reputation of ruthless combatants, feared by everyone. But Fijians were also deeply religious people and famous shipbuilding artisans. All these things are represented in their National Ideas, making them a rather expansionist set.
[Fijian National Ideas] As in the case of the Fijians, the Maori are famed for their bravery and constant warfare. Their set of ideas is focused on land combat, without disregarding ways to keep the land around a strong leader.
[Maori National Ideas] As with the missions, wed better not spoil the surprise by showing everything, am I right? I have a challenge for those that love them: try a world conquest with a Polynesian TAG! There are a couple of things in this area that could help you in that adventure. ;) THE EVENTS Events are one of the parts I like the most. While not as much time as I would have liked has been available, I have added more than 40 events to the area, including general events, specific Country events and even a few Easter eggs that I hope you can find and enjoy! Practice is what makes you a good warrior, after all. (Notice that all pictures are still placeholders). This event can be very nasty if you are in a very bad shape. (Notice that all pictures are still placeholders). As Samoa, you will be given the choice to reform your society a bit or go on with the traditions with every ruler. (Notice that all pictures are still placeholders). THE EXTRAS There are a few things that have been added in order to create a bigger sense of immersion. Maori culture has been created, separated from the main Polynesian branch. By the start of the game, the Maori were abandoning the Archaic Maori Period and entering a transformation one. The Iwi became more sedentary and their once pacific nature became more warlike as competition for resources becomes more central. New traditions had evolved by this time that justifies separating them from their islander cousins. A new Polynesian technology group has been created. This technology group is between that of the Mesoamericans and the North Americans in penalty, but starts at tech 2. Most Estates have been renamed to their proper versions to increase the flavor. And some extra surprises here and there. For now this is all. We still have lots of things to show, so just be patient and enjoy the time in between, everything will come! |
Good morning, everyone! This week were going back to Southeast Asia to talk about some extra content that were making for some of the tags.
Next up, we have Madyas. After the Chola invasion of Srivijaya in the beginning of the 11th century, a group of dissident datus from Borneo and Sumatra fled their land and sought refuge in the Visayas islands, where they encountered the native population and, according to the legend, made a trade treaty with the Ati hero Marikudo and his wife, rightfully purchasing the land in Panay. Madyas thus became another grand barangay in the archipelago, with a special focus on maritime trade and warfare. Some highlights from this mission tree include:
In addition to these two mission trees, we have prepared 6 unique missions shared by both Tondo and Madyas in slot 2, regarding the conquest of all the archipelago. These missions will require the player to conquer the inhabited land of each of the three main regions: Luzon, Visayas and Mindanao, thus granting some morale bonuses and the possibility of immediately conquering unoccupied land in each of these areas, as long as there are two regiments present in each province. Moving on, we have Palembang, one of the pirate nations that can be formed very early on in the game, so we wanted to reflect a bit of the pirates life in our missions too! But historically, Palembang was also one of the oldest cities in all Nusantara, once the capital of the powerful Srivijaya empire and main controller of all the maritime trade routes in Southeast Asia. A balance between this major historical moment and the more modern piracy was therefore necessary, all of it leading to the restoration of this ancient and powerful realm. Some highlights from this mission tree include:
Thats all for today! Thank you for reading and have a nice week :) |
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If Plain Natives were a rather peaceful people before contact, Northwestern ones were pretty much the contrary. Raidings were a constant in the life of these people and would bring their canoes to capture slaves as south as California. But war and slavery were not the only thing Northwestern natives would focus on, they had a complex social culture that involved showing wealth of to their own people or to foreigners as a way to celebrate their power (the Potlach Ceremony) or showing respect to ancestors or shaming enemies with their elaborate totems. Some highlights of this tree include:
NATIONAL IDEAS: Pretty much as with Mission Trees, we have divided National Ideas into Regional National Ideas that will fire for TAGs belonging to certain regions. In this DD I will present two of the six regional sets. Since California was forgotten in the previous section, I will start with them. California is the smallest cultural region in North America but with a very pronounced personality. Despite being mostly sedentary people, living in a very rich region, Californian Natives did not rely much on agriculture and despite their population density (it is estimated it was the biggest in NA) they were not very warfaring. Their NIs relate to their own development and diplomatic expansion. california_native_ideas = { start = { autonomy_change_time = -0.25 same_culture_advisor_cost = -0.5 } bonus = { years_of_nationalism = -5 } trigger = { primary_culture = yokuts } free = yes division_as_a_strength_cf = { num_accepted_cultures = 1 promote_culture_cost = -0.25 } basketweaving = { production_efficiency = 0.05 } tribelets = { diplomatic_upkeep = 1 stability_cost_modifier = -0.10 } forest_gardening = { development_cost = -0.10 } kuksu_cult = { religious_unity = 0.5 } rock_art = { prestige_decay = -0.01 global_unrest = -2 } medicine_men = { land_attrition = -0.10 } } Back to the Northwest, these people had a different angle on how they saw life and their NIs are more devoted to warfare and expansion. nw_native_ideas = { start = { development_cost = -0.10 heir_chance = 0.5 } bonus = { army_tradition_decay = -0.01 } trigger = { OR = { primary_culture = athabascan primary_culture = chinook primary_culture = haida primary_culture = salish } } free = yes raid_warfare_nw = { infantry_shock = 0.5 rival_change_cost = -0.2 } brother_salmon = { tolerance_own = 1 } potlatch = { improve_relation_modifier = 0.2 global_unrest = -2 } mother_and_father = { female_advisor_chance = 0.1 } totem_poles_nw = { prestige_decay = -0.01 stability_cost_modifier = -0.1 } canoe_people = { leader_land_manuever = 1 } division_as_a_strength_nw = { num_accepted_cultures = 1 promote_culture_cost = -0.25 } } EVENTS: Different regions will have access to different events, and some common ones. This week we will show a few of these regional events and well call it a day for now. Californian Natives had their own secret cults that should you pay the price for them would bring you some well being. Diplomacy in the Plains is not always easy. The Potlach was a massively important ceremony for the Northwestern Natives. Choosing to celebrate it or not could have consequences. You might have noticed that both my colleague and me have shown a small selection of missions for you. After the release you will have the chance to discover the other two regional mission trees (SE and California) and several TAG/culture specific ones, find some Easter eggs here and there and several other goodies. Stay tuned and see you next week! |
[h2]The return of the Grandest Lan[/h2] |
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Then we have the North American Southwest, which mainly includes Oasisamerica and borders the Plains-Great Basin to the north. People from this region farmed as a complement to their hunter-gatherer economy (in the case of Aridoamerica tribes) or even had a truly agricultural society in the case of the Oasisamerican tribes. They also cherished precious minerals, like turquoise and cinnabar, and had some interesting ancestors that we will address now on some of the missions:
Now moving to the part that is slightly more fun, we have designed mission trees specific to some of the best known native tribes. Today, Ill be focusing on the Iroquois: As you can see, culture groups in Native America have been changed, and these missions will be available to those that have iroquois as their primary culture. These tribes are mainly known for the famous Iroquois League or Iroquois Confederacy, which was established prior to European contact and granted these nations security and protection, as well as a saying in the Great Council that ruled over them, much like how the new Federation mechanic is going to work. The focus of this tree is to form said Confederacy and extend its power:
And, of course, we have also added some events. Some are generic, others will be linked to the totemism rework and a few will be specific to certain tribes as well. In this case, the Iroquois culture group gets a new event chain called The Mourning Wars. Mourning Wars were fought when some of the tribes warriors were killed in battle and the spiritual balance of the village had to be restored. For Iroquois nations, grief did not come only for the loss of a loved one, but also for the loss of harmony. Thus, they would try to compensate for it, and that compensation came in the form of mourning wars. Now, a series of events will let you decide whether you should kill in revenge for the killing, or maybe take some captives in replacement for the dead members of the tribe. Expect more information on this matter next week! Thank you for reading :) |
[h2]The return of the Grandest Lan[/h2] |
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Guru Angad: +1 Military Power
Guru Amar Das: +1 Diplomatic Power
Guru Ram Das: +1 Admin Power
Guru Arjan: +1 Diplomatic Power
Hargobind: +1 Military Power
Guru Har Rai: +1 Diplomatic Power
Guru Har Krishan: +1 Diplomatic Power
Guru Tegh Bahadur: +1 Admin Power
Guru Gobind Singh: +1 Admin Power
Guru Granth Sahib: -50% State Maintenance Cost, -25% Regiment Drill Loss
And that is it for today! Thanks for reading and well see you next week! |
Hello and Welcome to yet another Europa Universalis development diary. Today well first delve into the results of the survey we sent out earlier this autumn, and also do some comparisons with the analytics we have. Well also talk about some minor balance changes and an interesting new feature for our future expansion.
While talking about the survey, I thought it would be fun to look at the top 10 most played countries right now. France 6.16% Ottomans 5.08% Austria 4.39% Byzantium 4.39% Custom Nation 4.23% England 3.35% Castile 3.29% Brandenburg 3.11% Ming 2.24% Portugal 2.12% A minor balance change for the people who play multiplayer and play with victory cards enabled, is the small little change that Estates will now become less loyal if you ally with nations which you have victory cards upon. And for those that play as Cossacks and have the Sich Rada government enabled, as requested by the community, you now have the ability to raze cities, just like hordes does. Finally, it's time to reveal another feature for our upcoming expansion, a new unit mission called Carpet Siege. It is similar to the hunt rebels mission, but with the difference that the army actively will avoid combat unless it is sure of winning, and primarily focusing on sieging down hostile territory. You can set it to just targeting specific areas on the map, or let it decide on its own when there are valid targets to consider. Stay tuned, because next week Groogy will be back, talking about a major religion without unique mechanics that will get one. |
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It is that time of year again, time for the Paradox Interactive Strategy Weekend! Get up to 75% off PDX titles and DLC from now till September 28th. The perfect time to round out a collection or get started on a new game! |
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The aim here is to make Federations more something you can count on, instead of having to try and keep your prestige high or stack diplomatic reputation at all times just in case your leader at some random point dies, you can now count on it instead and try to plan around what you need to do in order to keep the leadership position. Now Im going to hand it over to a member of our beta program. @Evie HJ who have done the excellent work of reforming North Americas setup making it a much more vibrant and interesting place. It's a whole (new) New World we live in The setup for North America hasnt really changed much at all since the release of Art of War, almost ix years ago and, as far as the list of playable countries is concerned, since Conquest of Paradise even earlier. The new changes to the Native game mechanics in this patch provided a perfect opportunity to take a new look at a region that has remained largely untouched for a long time. In some ways, this overhaul is our most ambitious review of the North American setup to date. The province count does fall short of Art of War (though fifty-three new provinces, not counting wastelands, is nothing to sneeze at), but the list of new tags is more than we ever added to North America at any single time. In fact, with fifty-six new tags, were adding more North American tags in this one overhaul than we have in the entire history of the Europa Universalis franchise. Those tags are not evenly spread out across the continent. Two regions (the South-East United States and the Great Lakes and Saint Lawrence) get the lions share of the tags. Others like the Great Plains or Hudson Bay, get a handful of provinces or tags. The West Coast, for its part, where we know almost nothing of Indigenous people before the last century or so of the game, was entirely outside the scope of this overhaul. This applies to the provinces as well as the tags: in broad terms, we tried to add provinces in the same general region we were adding tags, to keep the amount of empty (or tribal land) provinces roughly similar. With twenty-one new tags, it is the South-East United States that receive the most work in this new overhaul. The reason is simple: up until now, the 1444 setup in the game represented the historical situation around 1600-1650. The first 150 years of the game a time when the last great cities of the Mississippian civilizations flourished in the region (the more northern city, like Cahokia, were likely abandoned by 1444) were left out entirely. This was the first thing we set out to fix, and the new setup, as a result, emphasize the situation that early European explorers and archaeologists tell us about not English colonists two centuries later. By and large, most of those new tags are settled nations, and (except the Cherokee) all belong to the Muskogean culture group. This is a compromise for some of them: while they spoke Siouan languages like Catawba, they were heavily influenced by the Southern Appalachian Mississippian culture, and its those cultural ties we chose to emphasize. In the new setup, the Creek Confederacy is no longer available at game start, and the Cherokee are reduced to a one-province statelet in the mountains. In their stead, the Coosa Paramount Chiefdom is now the major power of the region. Though a one-province nation in itself, it rules through a network of subject states (Satapo, an area stretching from the Kentucky border to Alabama along the spine of the Appalachians. Surrounding it are a number of smaller, independent chiefdoms, including both sites visited by the De Soto expedition (Altamaha, Cofitachequi, Joara, Ichisi, Chisca, as well as Atahachi, the future home of Chief Tuscaloosa) and of Muskogean towns that would eventually form the seeds of the future Creek Confederacy, like Coweta and Kasihta. Further west, in the valleys of the Mississippi, they are joined not only by more of the chiefdoms documented by De Soto, (Quizquiz, Anilco, Pacaha and Casqui, the last three corresponding to the Menard-Hodges, Nodena and Parkin Mound archaeological sites), but also by the Natchez people, who would, in later century, become the last tribe to embrace Mississippian culture. Further north, our other focus region was the Great Lakes of North America. Here, the main concern was nothing to do with our setup representing the wrong date (except along the Saint Lawrence, where the Iroquoians of the sixteenth century were mysteriously missing), and everything to do with the fact that the two most famous (con)federations of natives, the Hurons and Iroquois, were represented as monolithic nations with no use for the in-game Federation mechanism. Once it was decided to represent each of the nations making up those two confederations independently, adding in the other relevant nations in the region was an obvious choice. As with the United States South-East, these are largely settled nations of Iroquoian cultures, although a handful of them are migratory instead. This gives us a sizeable five new nations where the one Iroquois tag used to be: Mohawk, Oneida, Onondaga, Cayuga and Seneca (plus, starting much further south at game start but not forgotten, the Tuscarora). Opposing them are the less well-known member nations of the Huron Confederacy: Tahontaenrat, Arendaronon, Attignawantan and Attigneenongnahac. In addition to them, we have a selection of minor Iroquoian nations that can struggle to strike the right balance to remain neutral between these two powerful Confederacies. This notably include the aptly named Neutral Nation (Attiwandaron), as well as the Tionontate (or Tobacco Indians), the Wenro of far western New York, and the Erie of Northwest Pennsylvania (plus the already existing Susquehannock). As the last two (Erie, Susquehannock) represent nations that claimed large territory but with very little united government, they are represented as migratory nations. You can think of the migration as representing shifting balance of power among the different villages and groups of their respective nations, rather than actual physical relocation. Also represented as migratory are the first two Iroquoian nations ever encountered by European: Stadacona, on the site of present day Quebec City, and Osheaga (Hochelaga), in present Montreal. In their case, leaving them migratory was the simplest way to enable them to potentially vanish from the Saint Lawrence lowlands, as they did in the late sixteenth century. Our changes didnt stop at those new areas, though they received the bulk of the changes. Existing tags that represented larger confederations or culture group were split into (some of) their constituent parts: the Illinois are now represented by the Kaskaskia, Cahokia and Peoria, the Shawnee by Chalahgawtha, Kispoko and Hathawekela, and the Puebloan people expanded from Keres and Pueblo to Acoma, Zia, Ohkay Owingeh and Sandiat. In a similar vein, some particularly large groups that used to be represented by a single tag now have additional tags to represent them: this is the case of the Cree, with the addition of the Nehiyaw (Plains Cree) nation, the Ojibwe, who are now additionally represented by the Mississage for their easternmost group and the Nakawe (or Saulteaux) for their western bands, and the Sioux, now expanded to include the Wichiyena (Western Dakota) and Lakota nations. Historical confederations that were lacking some of their members or needing a boost also gained it: the Iron Confederacy gained the Nehiyaw and Nakawe, described above; the Three Fires now add the Mississage to their alliance, and the Wabanaki Confederacy of North-East North America can now count on the help of the Maliseet and Penobscot as well as the pre-existing Abenaki. Finally, three more tags are added on sheer account of their historical importance in the Colonial era, two as allies of New France, one as ally-turned-enemy of New England: the Algonquin of the Ottawa valley, the Innu of the Gulf of Saint Lawrence, and the Wampanoag of Massachusetts Bay. Along with all these changes, we finally introduced Wasteland mountain ranges to North America. Not in the Rockies (where the handful of connections already represent major passes through the mountains), but rather, in the East, along the Appalachian mountains. While they may not seem like much today, they were formidable obstacle to westward expansion in colonial time, when it was said that there were only five paths from the East Coast westward that could be taken by large groups of people: around the mountains to the south in the Piedmont of Georgia, through the Cumberland gap on the border of Virginia and Tennessee, through the Cumberland Narrows of western Maryland, the Allegheny gaps of Pennsylvania, and finally through the valley of the Mohawk river, in New York. In addition, through it didnt allow for east-west travel per se, the Great Valley of the Appalachians was another significant route through the region, running from Alabama to Pennsylvania. All of them are now represented in the game, along with the mountains that bordered them. We also tried to adopt a somewhat consistent standard in the naming of provinces, and revise province names accordingly. The new standard prefers the self-given names of a Native group (tribe, nation, band) who lived in the region where we can find one. If none can be found, other options include a name given to a local people by a neighboring tribe (provided its not derogatory), or a geographic name in a local Native language. In all cases, we now tend to favor native spelling where we are able to find it, though symbols that are particularly unusual in the standard Latin Alphabet may be set aside or approximated for our players benefit. Thats it for today, as usual Ill answer questions in the thread however theres one I want to address yet again as it keeps getting asked and I cant answer every single time it gets asked. People have asked if these features will be applied to South America or the Siberian Natives etc. It all depends on time, the main focus is to rework the North Americans and if I have time I will make sure it plays nice with others that can also benefit but it is not a priority. Next week will have its development diary written by Johan. |
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Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Next up I want to cover buildings. You can build these already as migratory and theyll move with you as you migrate, but their main use will be by settled tribes that will have more buildings to build. Mainly its the old buildings redone and rebalanced a bit but youll see some interesting effects to some of these, letting you build up your reform progress gain and tribal development gain as well. Just as with reforms these values are very much work in progress. Unique Buildings - 200 ducats
Expensive Buildings - 200 Ducats
Normal Buildings - 100 Ducats
Now youve seen how you become a settled tribe, so lets talk about what you do once youve become one. As settled you no longer get tribal development from being migratory, i.e you no longer cause devastation and passively gain tribal development. You instead need to build irrigation in provinces held directly by you to grow your tribe. Though you dont migrate anymore, this development still resides in your capital. That is until you decide to settle it into one of the provinces that is considered your tribal land. This will make the land directly owned by you and up to 10 developments will be moved there. This action costs 50 diplomatic monarch points. You can also decide to settle some development into an already settled province if you so want to, same mechanics apply. Once a province is settled the Europeans cant just simply colonise it anymore as they could with tribal land and the only way for you to lose control of that now is through a war. Its through settling your tribal land, subjugating other tribes while warding off the Europeans that you will grow your nation. All the while dealing with this you invest your resources to develop these provinces so that you can eventually reform and create a nation in the image you want. I hope you enjoyed the dev diary today. Next one well be covering new federation mechanics & the setup of North America. Cya then! |
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Lan Xang has also received a couple of tweaks to their national ideas:
LXA can form Siam to get their more extensive mission tree as well as a new set of National Ideas. I mentioned that Id talk more about Lan Xangs religious missions. Above is a new Estate Privilege for the Monastic Orders, available to Lao countries in the Eastern religion group. Lan Xang begins with this privilege in 1444. It greatly increases your Tolerance of Heathens and negates the religious unity penalty of your Animist provinces, but it also significantly increases the Influence of the Monastic Orders and entirely negates the +2 Tolerance of the True Faith from your National Ideas. The Convert the Polytheists mission requires that you revoke this privilege, convert all the Animists in your country, and achieve at least 90% Religious Unity. To help with revoking the privilege, completing the Steal the Emerald Buddha mission grants +20 Monastic Orders Loyalty. On the topic of religion, heres the religion mapmode in 1444. Of particular note are all the Animist provinces owned by Lan Xang, the bastion of Mahayana Buddhism in inland Pahang, and the fact that Ligor is now a Siamese Buddhist nation. I also mentioned Lan Xangs Avoid Fragmentation mission. Unlike several other countries in the South-East Asia update, this doesnt refer to a full-fledged Disaster, but instead its a series of additional events added to the existing Civil War Disaster if you are playing as Lan Xang. If during this Disaster pretender rebels occupy either Vientiane, Champassak, or Luang Prabang an event will fire that releases the respective country from their home state as well as the Khorat state for Vientiane and Champassak if you own any of it. If when one of these events fires you do not own the other two cities, instead your tag will change to either Vientiane, Champassak, or Luang Prabang depending on the circumstance. Players will be warned about these events when the Civil War Disaster begins for Lan Xang. You can prevent this from happening by either avoiding the Civil War Disaster, completing the Prevent Fragmentation mission, or forming a different nation (such as Siam). Now on to a very different nation: Shown above is the mission tree for Sunda, with unique missions highlighted in red and the rest being the Malay mission tree. The Sunda Kingdom is an ancient realm, surviving through the rise and fall of great empires without ever establishing a hegemony of their own. For nearly all of their shared history, Sunda and Majapahit had excellent relations and recognized each other as equals despite the disparity in strength. This changed when the Majapahit leader Gajah Mada - having vowed to bring all of Nusantara under Majapahit rule - used a royal wedding to declare Majapahits supremacy over Sunda. This resulted in the Battle of Bubat in 1357, which Sunda decisively lost. Despite this, Majapahit did not go on to conquer Sunda. Instead, the Majapahit court punished Gajah Mada for his dishonorable actions and stripped him of his power. Sunda survived, but relations between the two states would never recover. Some highlights from the Sunda mission tree::
Shown above are the missions unique to the Spice Islands of Ternate and Tidore - theyll also get the Malay mission tree. These nations have the potential to become very rich through a monopoly on the trade in Cloves, a new trade good discussed in a previous dev diary. Some highlights for Tidore and Ternate:
One last set of missions: Bali! Once again, Bali also receives the Malay mission tree.
Last thing for today: national ideas for the formable nations of Siam and Malaya. MSA_ideas = { start = { global_trade_power = 0.15 land_morale = 0.1 } bonus = { ship_durability = 0.1 } trigger = { tag = MSA } free = yes settle_the_islands = { # same as malay ideas global_colonial_growth = 20 } msa_advanced_galley_warfare = { galley_power = 0.25 } msa_expert_haggling = { trade_efficiency = 0.15 } msa_chart_the_seas = { own_coast_naval_combat_bonus = 1 naval_morale = 0.15 } msa_in_every_port = { merchants = 1 ship_power_propagation = 0.2 } msa_sea_nomads_steering = { trade_steering = 0.25 } msa_spice_kings = { global_trade_goods_size_modifier = 0.1 } } Code: SIA_ideas = { start = { land_morale = 0.1 global_manpower_modifier = 0.3 } bonus = { discipline = 0.05 } trigger = { tag = SIA } free = yes sia_royal_poets = { prestige = 1 idea_cost = -0.1 } sia_advanced_elephant_warfare = { cavalry_power = 0.15 cavalry_fire = 1 } sia_experienced_ambassadors = { diplomatic_reputation = 2 } sia_encourage_immigration = { development_cost = -0.1 } sia_integrating_the_realm = { diplomatic_annexation_cost = -0.2 } sia_education_reform = { technology_cost = -0.1 } sia_royal_absolutism = { yearly_absolutism = 1 legitimacy = 1 } } Thats all for today! This concludes the 8-part series of development diaries on content for South-East Asia. There are a few things I've done that haven't been featured in dev diaries and there's a possibility of more content for the region being added before release, so don't take these dev diaries as a completely exhaustive list of all SEA content. This content update for South-East Asis is something Ive wanted to work on for a few years now and Im very happy that I was able to see my vision realized before the end of my time on the project. I hope you enjoyed reading. Thank you and goodbye! |
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Besides their mission tree, Pegu also receives a couple of new events that Ill let speak for themselves: Since were talking about Pegu, the Sailor Mon achievement should be a little easier now: Ive added a new tier 3 government reform available to all countries in the Thai, Burman, or Cambodian culture groups called Corve System. This reform adds +10% National Manpower and -10% Construction cost, and also modifies your Docks and Barracks buildings so that they immediately grant 1000 manpower or 200 sailors upon completion. Also somewhat relevant to Pegu is this: Ive indicated before that I intended to revise the trade routes for the Siam node, and here it is. Now both Canton and Burma flow into Siam, while the Burma node is significantly improved with the addition of Lower Burma. Pegu will now have a much easier time dominating the Burma trade node, while players in the Siam node finally steer trade from China and Burma into their home node. Next up, Lan Na: In the South-East Asia update Lan Na will receive a small mission tree aimed primary at forming Siam, which requires owning Chiang Mai, Sukhothai, and Ayutthaya. A Million Rice Fields unlocks the Advanced Irrigation estate privilege just like Khmer, giving -10% development cost in grain-producing provinces. Protect the Shrine refers to a minor but in my opinion pretty cool scripted mechanic called The Emerald Buddha: The Emerald Buddha functions as a permanent province modifier, initially present in Lan Nas capital of Chiang Mai. This modifier provides your country with +0.1 Monthly Karma, and a decision is available to renovate the shrine for a cost and reverse the effect so that it instead provides -0.1 Monthly Karma depending on your current needs. You can switch the bonus back and forth endlessly so long as you can afford the cost. Historically the Emerald Buddha changed hands several times in our period, being appropriated by Lan Xang and eventually Ayutthaya. In EU4, any country in the Eastern religion group can seize the Emerald Buddha for themselves by occupying its present location. Losing control of the Buddha hits you with -20 Prestige and -10 Legitimacy, so you probably want to guard this sacred relic closely. This gives Buddhist players a new way to control their Karma and encourages competition over control of the Buddha. Next up, Sukhothai: Sukhothai receives only a very small set of missions, and like Lan Nas missions they are essentially focused on acquiring the provinces you need to form Siam (and thereby get access to a much larger mission tree). But thats not all for Sukhothai: In 1444 the ruler of Sukhothai is Trailok, a prince of Ayyuthaya appointed as governor of the once-independent realm. Trailok would go on to become King of Ayutthaya, and this is now handled by and event in EU4. When Ayutthaya gets Trailok as its ruler, the above event fires and typically Ayutthaya will simply inherit Sukhothai. However, if Sukohthai is in player hands the event works very differently. The player can choose to make Ayutthaya into a vassal, separate from Ayutthaya entirely, or (the mechanically best option) make Ayutthaya into a vassal and gain control of the western part of their territory. Now lets look at the Shan states: A colleague affectionately referred to the Shan missions as a mission stick. While it consists of only 2 missions, they pack a punch and can allow you to expand in a unique way. The first mission requires that all countries with Shan primary culture are either your ally or your vassal. Additionally, a total of 15 provinces must be owned by countries with Shan primary culture and you must have the largest army of all Shan-cultured countries. When you complete this mission, you immediately integrate all of the other Shan states and gain permanent claims on any Shan culture provinces that you do not own after the integration. You will also form the Shan tag and gain a Subjugation CB against Ava. This represents the formation of the Confederation of Shan States, led by Mong Yang, which banded together to defeat Ava in 1527. The Shan Domination mission requires subjugating or conquering Ava, and rewards permanent claims on all of Burma. Additionally, if Ava is your vassal at the time of completion it will change its primary culture to Shan and its ruler will be replaced by a prince of your dynasty. The Shan States can form Siam for access to their larger mission tree. The Taungu mission tree has been slightly reworked so that it is now accessible to Ava and Prome as well as Taungu itself. This tree remains limited to owners of the Dharma expansion. The Chakravarti mission from this tree has received a couple of notable additional rewards. It now gives you the option to switch to the new Chakravarti government reform discussed in previous dev diaries, as well as cosmetically changing the name of your nation to Burma. Alright, last thing for today. I hope youre up for an extreme challenge: The highland tribes of Rhade, Jarai, and Koho begin with the Stateless Society reform. This gives them a massive 99% penalty to their governing capacity, making it almost impossible for them to expand. To make things worse, they are all Animist tribes that have not embraced feudalism and are not tributaries of Ming. Their only advantage is high starting morale and very defensible capitals. Play these tags if you fear nothing and love pain. Stateless Societies always reform into Peasant Republics. Thats all for today! Next week will likely be the final South-East Asian content dev diary, so Ill try to include as much of the content that I havent revealed yet as I can. Thats going to include a look at Lan Xang as well as a variety of nations in Maritime SEA like Sunda and Ternate. Until then, have a good week! |
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Ive excluded the four missions in the top left part of the mission tree because they deserve a bit more elaboration and theyre tied to some additional content for Dai Viet. These four missions are aimed at preventing exactly the scenario seen above. The player must consolidate the power of the state and curtail the power of the powerful noble families, or else they will eventually make a major power grab and divide the country in two. A new Disaster, called the Northern and Southern Dynasties, can fire after the Age of Discovery when Dai Viet has a particularly incompetent ruler. By following the mission tree this disaster is relatively easy to avoid, but if you do decide to play through it you can choose whether to side with the northern or southern faction. Historically this happened twice at different times during the period, but in EU4 it can only happen once, with slightly different effects depending on when it happens. The northern dynasty, represented by the Tonkin tag, is ruled by the Mac dynasty if the Disaster fires during the Age of Reformation and by the Nguyen dynasty in later Ages. The southern dynasty, represented by the Annam tag, is controlled by L loyalists in the Age of Reformation, and afterwards by the Trinh family (descendants of Trinh Kha). Land is divided between the north and south of the country, and even includes dividing subject nations between the two contenders for the throne - so if for example Dai Viet had vassalized Ming and Khmer, Ming would go to the northern dynasty while Khmer would go to the southern dynasty. Dai Viet is now reformable by both of these breakaway nations. So, how do you avoid all this? The four missions required to do are as follows:
I mentioned The Examination System above, which is a new government reform that increases your Advisor Pool by 1 and reduces Nobility Influence by 10%. This reform is available to any nation that either has the Celestial Empire or Confucian Bureaucracy reform. Confucian Bureaucracy is yet another new government reform, initially granted to both Dai Viet and Korea in 1444. This reform reduces your Advisor Costs by 10% and is available to nations that have either Confucian religion or Vietnamese primary culture. Dai Viet's government had more in common with Chinese administrations than with the mandala-style governments of the rest of South-East Asia, while characterizing Korea's government as an "Autocracy" felt inadequate; the Confucian Bureaucracy reform kills two birds with one stone in this sense. On the topic of culture, Ive altered the culture group setup in the region since I last talked about it. The Tai group contains countries that could sensibly form the nation of Siam, and since Siam is very much a focus for the update and an historical winner of the period it feels appropriate for them to have a strong culture group. Northern Thai is back but renamed to Khon Muang. Khmer is left on its own, again appropriate given that this period is very much a dark age for Khmer civilization. The Vietnamese culture, on the other hand, has been buffed by moving it into the Chinese group. This allows Dai Viet to hold the Mandate of Heaven without penalty and eases expansion into China on the way to achieving that goal. Miao is now in the Tibetan group, which was done less because it really fits into that group and more to move it out of the Chinese group. Cham has been returned to the Malay group, which gives it access to the Malay mission tree in addition to its own unique mission branches, which you can see below. Some highlights from the Cham mission tree:
Thats all for this week! Since Ive decided to take a short vacation this week, I may not be around to answer questions - or at least not as quickly. For the same reason next weeks dev diary may be a little shorter and focus on some of the minor nations we havent talked about yet like Lan Na and the Shan states. |
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Malaccan national ideas allow them to truly dominate the spice trade and get the most out of their vassals. MLC_ideas = { start = { global_trade_power = 0.1 naval_forcelimit_modifier = 0.33 } bonus = { merchants = 1 } trigger = { tag = MLC } free = yes mlc_vassal_princes = { reduced_liberty_desire = 10 vassal_income = 0.25 } mlc_maritime_laws = { global_ship_trade_power = 0.2 } mlc_new_hegemony = { diplomatic_reputation = 1 } mlc_islamic_sultanate = { tolerance_own = 1 } mlc_habor_masters = { trade_steering = 0.2 num_accepted_cultures = 1 } mlc_daulat = { legitimacy = 1 } mlc_jawi_script = { idea_cost = -0.1 } } The Aceh Sultanate wouldnt reach its apex until the reign of Iskandar Muda in 1583, but its available to play from 1444. Acehs missions and national ideas are also available to neighboring Pasai, which was richer and more dominant in our start date. Iskandar Mudas conquests would gain Aceh an empire spanning most of the Sumatran coast as well as parts of the Malay Peninsula. Perhaps the most important contribution of the Aceh region to history is its status as the Porch of Mecca, the most prominent hub of Islam in Maritime SEA. Acehs mission tree follows their historical conquests of Sumatra and the Malay Peninsula, but more interestingly it also encourages the player to spread Islam across the region. Some highlights:
Acehnese national ideas reflect the focus on trade, navy-driven conquest, and religious conversion: ATJ_ideas = { start = { global_ship_cost = -0.1 global_missionary_strength = 0.02 } bonus = { production_efficiency = 0.1 } trigger = { OR = { tag = PSA tag = ATJ } } free = yes export_economy = { global_trade_power = 0.1 } islamise_sumatra = { missionary_maintenance_cost = -0.25 } rise_of_aceh = { province_warscore_cost = -0.1 } military_adventures = { naval_morale = 0.15 } porch_of_mecca = { technology_cost = -0.10 } acehnese_moneylending = { interest = -1 } settle_the_islands = { # same as malay ideas global_colonial_growth = 20 } } Brunei is a renegade Sultanate, breaking away from Majapahit rule while also avoiding an uncomfortably close relationship with Ming China. The Bruneian Empire would grow to encompass the entire coast of Borneo as well as parts of the Philippines, and was able to resist repeated attempts at European domination long after many of its peers had fallen. Bruneis missions lead them to unite Borneo under their rule, and also on a campaign of conquest in the Philippines. The missions Impress Manilla and Impress Sulu vassalize those nations if you can maintain good relations with them, regardless of whether theyd normally accept vassalization. Many of Bruneis missions also add a province modifier to uncolonized provinces that make them much faster to colonize, hastening their unification of the islands. Bruneis national ideas emphasize their dominant navy and diplomatic prowess: BEI_ideas = { start = { land_morale = 0.1 global_ship_cost = -0.1 } bonus = { ship_durability = 0.1 } trigger = { tag = BEI } free = yes bei_galleys = { galley_power = 0.2 } bei_sea_nomads = { global_sailors_modifier = 0.2 } bei_diplomacy = { diplomatic_reputation = 1 } bei_vassals = { reduced_liberty_desire = 10 } settle_the_islands = { # same as malay ideas global_colonial_growth = 20 } bei_naval_prowess = { naval_morale = 0.15 } bei_trade = { trade_efficiency = 0.1 } } One last thing for today - last week I showed off some new Estate Privileges, but there is one I didnt show that is exclusive to countries with their capital in the Malaya region. The Orang Laut were (and still are) groups of maritime nomads who extensively engaged in trade with the Malay kingdoms. They were often employed to divert trade to certain ports and to deter pirates, and would grant their allies lands and titles on the islands within their domain. This is in fact how the Malacca Sultanate got its start - Seri Teri Buana, a Srivijayan prince, was granted the small Kingdom of Singapura (modern Singapore) by the Orang Laut, a polity which would eventually become the Malacca Sultanate. Malacca begins with the Orang Laut Alliances estate privilege. And thats all for this week! Next weeks dev diary will be a focus on Vietnam, including the new mission trees for Dai Viet and Champa. |
Click here to read on Paradox Plaza
Above you can see four new estate privileges, with effects that should be fairly self-explanatory. Brahmins at Court functions essentially the same as the Brahmin privilege for Indian Muslims. This privilege as well as Advanced Irrigation Techniques are only available to specific nations, including Khmer, and are unlocked through their mission trees. Monastic Temples is available to all Buddhists and provides a new way to control your Karma, while Tropical City Planning is available to all countries in the Chinese or Indian tech groups and offsets the penalties for developing and colonizing in Tropical provinces. Thats all for today! Next week well take a look at the maritime Sultanates of Malacca, Brunei, and Aceh. And I think the week after that will be Vietnam. There's still plenty of content to show off, so make sure to catch up with weekly dev diaries. |
Good morning! After last weeks dev diary on Ayutthaya, were taking a voyage across the sea to Java, home of what remains of the Majapahit Empire.
Surprisingly Majapahit does not have its own set of National Ideas in 1.30, and shares the Javan idea set with Sunda and rarely-seen tags like Banten and Mataram. This will be rectified in the South-East Asia update. Below is Majapahits new set of National Ideas: MAJ_ideas = { start = { ae_impact = -0.15 legitimacy = 1 } bonus = { diplomatic_annexation_cost = -0.15 } free = yes #will be added at load. trigger = { tag = MAJ } maj_nusantara_tributaries = { vassal_forcelimit_bonus = 1 reduced_liberty_desire = 10 } maj_restore_candi = { global_missionary_strength = 0.02 } maj_maritime_silk_road = { trade_efficiency = 0.1 } maj_nusa_tenggara = { colonists = 1 } maj_gajah_madas_oath = { land_morale = 0.1 } maj_majapahit_armada = { heavy_ship_power = 0.1 navy_tradition = 1 } maj_reformed_bhattara_saptaprabhu = { advisor_cost = -0.15 } } And thats all for today. Next week well return our focus to Mainland South-East Asia and take a look at another crumbling empire: Khmer. Moderator note: As a reminder, @neondt is a content designer, not a programmer, therefore cannot reply on the programming side of the patch. This development diary is about content design. Remain on topic. |
Ayutthaya can now experience a new Disaster, the Siamese Revolution. In 1688 a rebellion broke out in reaction to the increased European (especially French) imperial presence in Siam and the Kings perceived complicity in the influence these powers were exerting over the country. The stage is set for this Disaster when Ayutthaya has decent (~50) relations with a European power active in South-East Asia. When the Disaster begins, a series of events lead you towards either Openness or Reactionary options each with their own benefits and drawbacks. These events deal with the military, religious, commercial, and diplomatic power that Europeans attempted to impose on Ayutthaya. The disaster can end once you pursue one path to its conclusion. There are two possible endings to the Siamese Revolution, depending on whether you choose the Openness or Reactionary paths. The historical Reactionary path ends with the Siamese noble Phetracha launching a palace coup and seizing the throne, which historically led to an isolationist period for Ayutthaya - and was perhaps also a factor in Siam becoming the only power in SEA to avoid becoming part of a European colonial empire. This grants a permanent Foreign Spy Detection and Tolerance of the True Faith bonus, but will also destroy your relations with all European powers active in SEA. Following the alt history Openness path results in Phetrachas arrest and execution, and instead instantly adds a large amount of institution progress in the capital for any institution that is not fully present in your capital but which have been embraced by any European power active in SEA. Youll also get a permanent bonus to Institution Spread, but a permanent penalty to Foreign Spy Detection. Thats all for today! Next week by popular demand well focus on Majapahit and the disastrous situation theyve found themselves in by 1444. Until then, have a good week! edit: I just noticed the typo in the title. Well, too late. It's the twenty-firth now. :D Moderator note: As a reminder, @neondt is a content designer, not a programmer, therefore cannot reply on the programming side of the patch. This development diary is about content design. Remain on topic. |
Good morning! Last week I revealed that the focus of the next update is South-East Asia, and gave a brief overview of the map setup for the mainland part of that region. Following on from that, today were going to look at Maritime South-East Asia. |
Click here for the Forum post. |
1.30.3 Changelog |
We've been hard at work making a hotfix for 1.30.x to resolve the issues that has been reported to us following the release last week. |
STOCKHOLM - 09 June 2020 - Power for the sake of power is empty. No truly great ruler seeks a legacy of selfish adoration. Do it to raise the people. Do it to shield the faith. Do it to preserve centuries of tradition. Rule as the Emperor to rewrite history and remake the world. Rule in Europa Universalis IV: Emperor.
As is customary, Emperor is released alongside a major update to Europa Universalis IV, freely available to all players. This update makes changes to the game map, how estates work, mercenary recruitment and much more. https://store.steampowered.com/app/1259360/Europa_Universalis_IV_Emperor/ |
Greetings! ############################################################ ############################################################ |
Today at 1700 CEST our Game Director Johan, and Game Designer Groogy, will be answering your question about the 1.30 Austria update and the Emperor DLC! Tune in on Twitch to see the answers to the questions you the fans want to know. |
Hello everyone! So we're getting close to release and it's time to show off the changelog for 1.30. The changelog for the Austria Patch has 1076 entries, or at least that's the amount I could remember. It's our largest one yet ever released for EU4. For comparison Holy Fury changelog is somewhere around ~600 entries. |
Click here to read the latest Dev Diary by Groogy |
Today at 1500 CEST the Europa Universalis 4: Emperor Dev Clash continues! Tune in on Twitch to watch the chaos unfold live. Or you can catch up over on YouTube if you missed some of the previous steams. |
Good morning! Its time for the achievements dev diary. Typically we write this one the week before the patch notes dev diary (dont worry, thats coming soon too), but were uploading these achievements to the Steam backend very soon and we want to get ahead of that. |
Emperor is the newest expansion to Paradox Development Studios epic grand strategy game about the rise and fall of empires from the fall of Constantinople to the rise of Napoleon. This expansion opens up three central game systems, offering new gameplay opportunities for the Papacy, the Holy Roman Empire and Revolutionary movements, as well as a host of other changes.
https://store.steampowered.com/app/1259360/Expansion__Europa_Universalis_IV_Emperor/ |
Good afternoon! Im back again with another content-driven dev diary. Today well be taking a look at two of the new mission trees coming with the Emperor expansion: Germany and Lbeck.
The culmination of their mission tree after increasing the reach of the Hanseatic League is to unite the league into a solidified political entity - making any members of the trade league that own historically important trade cities into vassals, with a boost to their diplomatic relations in order to compensate for this. Then using the same system for the Kingdom of God and the Caliphate renaming you are rightfully termed the Hanseatic League! And thats all for today! Join us next week for the last in our series of content-focused dev diaries. |
It is Dev Clash day! Tune in at 1500 CEST on Twitch to see if the proposed Charter of Prague will lead to generations of peace in Europe. |
Click here for the latest Dev Diary |
Dev Clash day has arrived! Tune in on Twitch at 1500 CEST to see the live continuation. Who else is ready to see a Sunset Invasion!? |
When the Protestant Reformation begins, Hussite nations will be given the choice of whether to retain their unique Hussite faith or convert the nation and all Hussite provinces to Protestant instead. Hussites are only eligible to become Emperor under the Religious Peace. The Adamites were a curious sect that believed that church services should be held entirely in the nude. Note: numbers are not final The Hussite faith uses the Church Aspects mechanic, much like Protestant nations. Hussites get an entirely unique list of Church Aspects to distinguish them from Protestants. Weve aimed to make these Aspects, as well as the base bonuses of the religion, relatively powerful to offset their diplomatic isolation. And of course no rework of Bohemian content would be complete without a button to enact Regular Defenestrations. Heres the full list in script for those curious: Click here for to see the scripts This is the new Bohemia mission tree, available to owners of the Emperor expansion after the release of 1.30. The upper left branch concerns the matter of the Hussites in Bohemia. The requirements and rewards change depending on which path the nation takes through the event chain. One notable reward is that if Bohemia becomes Hussite and breaks with Rome, a Hussite Center of Reformation will spawn in Prague upon completion of the Hussite Resurgence mission. To avoid an overwhelmingly non-Catholic Europe (as weve seen in dev clash), weve decided to make this CoR last only 100 years rather than until the end of the Age of Reformation. At various points in the not-so-distant past, the Kings of Bohemia held prestigious titles such as Holy Roman Emperor, King of Poland, and King of Hungary. The majority of the Bohemian mission tree is aimed at regaining these titles and cementing a dominant position in Central Europe and the Empire, and rewards include powerful Restoration of Union CBson Poland and Hungary. With Hungary under the Bohemian heel, they must contend with the greatest threat to Christendom: the Ottoman Turks. Bohemia is able to subjugate both Brandenburg and Saxony, keeping them as subjects without the usual penalties for subjugating electors if they are able to first Humiliate Austria. The Reformatio Sigismundi mission requires Bohemia to become the Emperor and pass the Perpetual Diet reform, which then rewards you with a 20% bonus to Imperial Authority Growth. The final mission in the Imperial branch, Peace in Europe, requires you to expand the borders of the HRE to 250 provinces while being at peace, and rewards +1 Monarch Diplomatic Skill as well as -5 Years of Separatism for the rest of the game. Thats all for this week! The dev diary schedule for the next few weeks is content-focused, with next weeks dev diary being about the Burgundian Inheritance and their shiny new mission tree. So stay tuned for more mission trees and other associated content. And remember to catch the weekly Dev Clash every Wednesday at 15:00 CEST at https://www.twitch.tv/paradoxinteractive. If you cant watch the stream, the vods are posted on youtube later. Go Milan! |
Greetings!
This patch should hopefully not have any effect on save games. Original Post |
Dev Clash day has arrived! Tune in today at 1500CEST on Twitch for your weekly does of Emperor. |
Click here to read the latest Dev Diary by Groogy
Professional Revolutionary Guard Training
Mass Revolutionary Guard Training
Vanguard Revolutionary Guard Training
You can combine all of these together, however you want, the limitations that are there are if you have Cradle of Civilization and how high your army professionalism is. For example Elite Revolutionary Guard requires an army professionalism of 80. If you dont have Cradle of Civilization then values get converted to other things. Next weeks development diary will be focusing on the great Kingdom of Bohemia and the Hussites. And before I leave you for today, heres the cavalry unit from the best sprite pack now available in the nation designer. |
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Click here to read the latest Dev Diary by Neondt The Reformers Protest The Reformers Protest is an Imperial Incident that fires after the Protestant League is victorious in the League War if Reformed countries make up a sufficiently large portion of the total number of Princes in the Empire. This Incident inducts the new Protestant Emperor into their new role by forcing them into a major decision. The Emperor has three options: Great Peasants' War - Again! I first talked in detail about the Great Peasants War in October, but since then weve decided to expand on it to give more agency to players with an interest in either side of the conflict. Here are the most significant changes we made: A Message from our Artist and our UX Designer A valued and talented team member, our artist, is leaving us today to work on another PDS project. As it was their last day, I asked if there was anything they'd like to share with the community before their departure. This was their response: The feature that our artist enjoyed the most was probably working with the Hegemon icons. The shape and visuals for them are something new but still holds that EU4 spirit in them. The favorite is of course the naval icon with the fabulous unicorn. Other things they loved to work on was making the new bg for the settings screen. It now speaks unity and actually makes sense? The HRE windows and pop-up was of course a challenge but thanks to our UX designer they made the interface work and look beautiful as well! Look at those curtains, so smooth. Our artist also wants to add that At the end of the day its always been so nice to see the reactions to the new stuff we add or update and what you, the community enjoy to see from us and what makes your heart tick with joy when it comes to Europa Universalis 4 As our UX designers last day on the project, they'd like to share the process behind the new HRE screen: The HRE was my favorite to work on, because it was a big challenge. I always start exploring ideas, different layouts and how to display the information. After a few iterations, we decided to move on with the 3rd idea." 3 different layouts and explorations As we started developing, we realized that the initial idea for incidents -beautiful and fancy tapestry- was not clear enough. So we decided to go on with buttons instead. Because of that the entire layout needed to change, as we didnt need all that space for incidents. To show a new idea to the team, I did a simple wireframe, moving the reforms to the upper part and incidents down. Also decided to display imperial authority and dominant faith in a clearer way. Wireframe to discuss with the team Mockup based on the wireframe And finally, for the last iteration, we noticed that the numbers inside the buttons were not clear and didnt help players to make a decision. To solve that, I suggested using an icon representing what kind of decision was that and added the numbers of supporters. Last mockup It was an honor to be part of EU4 and hope you all enjoy Emperor! We all wish both our artist and our UX Designer the best of luck in the future, and we're sure they'll go on to do great things at PDS. Thats all for today! Next week Groogy will talk about a new feature coming in Emperor as well as a very cool feature for Custom Nations. And since Im here Ill also reveal that the much-anticipated Hussite/Bohemia dev diary is scheduled for the week after next. Hope you all have a great week! |
Click here to read the latest Dev Diary by Groogy |
Click here to read the latest Dev Diary by Groogy
Institute Reichsregiment
Absolute Reichsstabilitt
Enact Gemeiner Pfennig
Perpetual Diet
Create the Landsknechtwesen
Ewiger Landfriede
After youve taken the 5th reform, Perpetual Diet, you can go into one of the specialized paths. However these are mutually exclusive and you cant go into both. Following is the Decentralized Reforms Establish the Reichstag Collegia
Expand the Gemeiner Pfennig
Embrace Rechenschaft Measures
Geteilte Macht
Reichskrieg
Following is the Centralized Reforms Reform the Hofgericht
Curtail the Imperial Estates
Proclaim Erbkaisertum
Revoke the Privilegia
Renovatio Imperii
The centralized reforms are based on the old vanilla reforms to unite the empire with some slight changes. The idea is still that you are uniting the empire under one monarch. The Decentralized path has more of a focus on a strong united empire by devolving some of the responsibilities and powers to the Electors. The last reform on the Decentralized path might not unite the entire Empire in one tag under the Emperor, but it does give the Emperor a powerful tool to call upon the entire empire in a war against the empires enemies. This costs 25 Imperial Authority. If you become Emperor and the previous Emperor has gone into a path you didnt want, you can now also revoke reforms once per Emperor. This act costs 50 Imperial Authorities just like adding a reform. To give the Empire a bit of life weve implemented something we call the Imperial Incidents. These are big dynamic historical events that affect huge swaths of Europe. From the Burgundian Inheritance, the German Peasant War, the Question of the Swiss to the Dutch Revolt. In total weve made 13 of these. Every single prince will be allowed to weigh in on the issues at hand. For instance, in a case where Burgundy is properly invited to join the Empire, Princes at the border worried about the dukes ambitions might not want to permit that. However the Emperor still gets to pick what option he wants to happen, but if it goes against the diet it will hurt the unity of the empire considerably. The Emperor will either gain or lose imperial authority depending on how the diet positions itself in the incident. It calculates this relative between your pick and the option with most support (besides your pick so if you picked the most supported one it takes the second most picked). Princes are worth 0.2 Imperial Authority each and Electors are worth 1 Imperial Authority. Besides the Imperial Authority theres also opinion changes with members of the empire depending on what you pick. Together with these new features weve done quite a few balance changes. First lets cover how things are added to the empire. We dont want you to keep a reserve of provinces to add in order to burst through the reforms of the HRE. We want a healthy empire is what leads to progress within it. So when you join all legible provinces gets added at once and a lump sum of 10 IA is given. You can add more provinces as you conquer but this is also done with all provinces all at once in the HRE screen instead for one by one. This does also mean that when the Reformation hits and if left unchecked, it becomes a serious blow to the authority of the emperor. Of course were giving the Emperor some more ways to garden his Empire though, for starters there are now 12 Free Cities at start which gives a good baseline of Imperial Authority generation. Overall theres a lot more princes & fabricating claims within the empire is 50% more expensive. This together means its easier to keep the empire above the 25 princes limit for a lot longer. Weve also made it easier for the Emperor to enforce peace within the Empire by being able to ignore the opinion requirement so you no longer only have the Imperial Ban as an option. Weve also added a Force into HRE CB that the Emperor can use. Nations that have their capital in the same continent and that borders the Empire can be forced in through this treaty. Thats it for today! Next development diary will be two things youve seen hinted here and there from time to time in various screenshots from previous development diaries and in the dev clash. |
Click here to read the latest Dev Diary by Johan
Ecumenical Council The Ecumenical Council is a way for the Papal Controller to siphon their own money into the Curia Coffers to increase their influence to become the next Papal Controller. Cardinals Assigning Cardinals is a new Diplomatic Action that Curia Controller can do. By spending an amount of the Curia Coffers the target nation will gain a Cardinal. The Curia Controller gains influence towards becoming the controller at the next papal election, and the target nation increases their opinion of the Curia Controller. The Pope can also spend their own money to Appoint a Cardinal from one of their own provinces, if any of them lack a Cardinal. This increases Corruption by 5%, but sometimes it is needed. Of course there will be Cardinals appointed automatically each year as before. Investigate Heresy Investigate Heresy is an action where the Papal Controller can spend money from the Curia Coffers to reduce the Reform Desire by 5%, while making Reform Desire grow 10% faster in the future. This is a way to delay the Reformation if you so desire. Golden Bulls For each Pope, the Curia Controller can pick one new Golden Bull, which will define that Popes life. This of course cost money from the Curia Coffers, and there are six different Golden Bulls to pick from. What is interesting with these Golden Bulls, is the fact that they affect ALL catholic nations. Apostolicae Servitutis -50% Curia Power Cost (The old Catholic Ones) Christian Pictas -5% Development Cost +1 Tolerance of Heretics Dei Gratia Rex +0.5 Yearly Absolutism -2 Unrest in Catholic Provinces -25% Drill Decay Illius Qui Se Pro Divini Enabled Crusades after the Age limit! Immensa Aeterni Dei -10% Institution Embracement cost +25% Institution Spread Cardinals will spread institution if the institution has been embraced in a province of another Cardinal or the capital of the Curia(Rome). Libertas Ecclesiae +20% Imperial Authority Growth +15 Imperial Reform Approval by Catholic Princes Available if Emperor & Catholic is Official Religion of the Empire Council of Trent A few decades after the Reformation has started to ravage Europe, there will be something called The Council of Trent that will last about 50 years at maximum, or until the Papal Controller has picked four different changes to the Church. When the Council is active, rulers of Catholic Nations can set their position as either Harsh or Conciliatory. At default all nations are neutral, and at every new ruler in your nation you get the opportunity to change your position. Neutral Position -33% Resistance to Reformation Centers. Harsh Position -20 Opinion of Heretics +25% Resistance to Reformation Centers +2% Missionary Strength -25% Institution Spread Conciliatory Position +10 Opinion of Heretics +25% Resistance to Reformation Centers +25% Improve Relations -5% Heretic Missionary Strength The Curia Controller is the one that picks the concessions, and they are quite costly, costing 2000 gold from the Curia Coffers, which is reduced by up to 1500 depending how many Cardinals that are from Countries supporting the stance taken in the concession. And you can only take one concession in each pair, and the effect is applied to all Catholic nations. The Harsh ones all add -20 opinion of heretics to all Catholic countries, and Conciliatory adds +10 opinion, so the Papal Controller can really control how fractured Christianity will be during the Council. First Concession Heresy Trials (Harsh) +1% Heretic Missionary Strength Secret Confessions (Conciliatory) +2 Tolerance of Heretics Second Concession Roman Catechism (Harsh) +10% True Faith Institution Spread Non-Latin Bible (Conciliatory) +5% Institution Spread Third Concession Soldiers of Christ (Harsh) +10% Manpower in True Faith Rescinding Celibacy (Conciliatory) +5% Manpower Fourth Concession Catholic Mysticism (Harsh) -10% Warscore Cost vs Other Religions Sola Fide (Conciliatory) -20% Curia Power Cost Hope you enjoyed this short but detailed Development diary, and next week well talk more about the Imperial Diet. |
Click here to read the latest Dev Diary by Neondt
Improving Catholic and Papal gameplay has been one of our core priorities during the development of Emperor, so its only fitting that the Papal States get a suitably comprehensive mission tree to boot. I wont attempt to describe the requirements and rewards for every mission, so Ill just focus on the parts I think are especially interesting. Starting from the Patrimony of St. Peter, the Holy Father is encouraged to embark on a campaign of conquest across the Italian peninsula. Besides uniting Italy under the rightful patrimony of the Pope being a noble goal in and of itself, this will also help you meet the requirements for the Kingdom of God decision. Among the first missions the Papal States can pursue is Form the Swiss Guard. To achieve this the Pope must either have very good relations with Switzerland or else directly own a province in Switzerland itself. Several of the missions for the Papal States give bonuses not only to the Pope himself but also to other Catholics. The Holy League for instance gives mercenary bonuses to the Popes allies, while Eastern Catholicization gives Lithuania a bonus to their Missionaries. The most interesting application of this idea is in the Missions to China and Japan. Using whatever means the Pope deems necessary, several provinces in China/Japan must be owned by a Catholic country to complete these missions of evangelism. Upon completing the mission, not only will relevant countries receive events giving them an opportunity to embrace Catholicism, but all provinces in China owned by a Catholic but not yet Catholic themselves will become easier to convert, while provinces already converted will receive reduced development cost. Moving on, heres the mission tree for a united Italy: As you can probably tell from some of the mission names, this mission tree has a somewhat Roman theme. Completing these missions will set you well on your way to restoring the Roman Empire and, therefore, Italys rightful place in the world. The leftmost branch of the tree deals with bringing prosperity and advancement to Italy itself. Completing the Prosperity for all mission grants a temporary development cost modifier which will be useful in completing the Develop the South mission, which requires at least 5 provinces in southern Italy to have at least 25 development. The main part of the mission tree encourages you to embark on a widespread campaign of conquest across the Mediterranean. A new Caesar must launch a new invasion of Gaul by crossing the Alps and defeating whatever barbarians have made it their home in the absence of proper Roman order. The so-called Holy Roman Empire must also be dealt with, either by dismantling it as a false pretender to the mantle of Rome or by seizing its crown for yourself. With the matter of Empire settled, it will be time to consider invasions of Iberia, the Balkans, and Anatolia. Completing this branch of the mission tree will reward you with 10% more manpower and land forcelimit for the rest of the game. A united Italy must have a great navy, both to repel invasion from the sea and to launch invasions of its own. The Barbary Pirates inhabit the lan d which was once Carthage, and later the Roman province of Africa. Once again it aligns itself against Italian interests, and must be annexed to ensure the safety of your trade routes. Before taking the fight onward to Egypt, it would be wise to secure an ally in Ethiopia, for the Kingdom of Prester John would surely aid your efforts. Jerusalem is the ultimate goal of this campaign, and once secured its religion will immediately be restored to your faith. On the topic of Italy, weve added some new content about the Italian Wars: The Italian Wars can begin at any point during the Age of Discovery if an Italian country is the war leader (on either side) against a major Christian power - most likely France or Austria. Lasting for around 50 years, special Mercenary Companies such as the Tuscan Free Company will become available. Participants in the Italian Wars receive -10% mercenary cost and +5% mercenary discipline while they remain in an applicable war. Thats all from me today. Next week Johan will reveal the major mechanical changes weve made to Catholicism, so come back next week to read all about it. |
15:00 CET today, and each Wednesday after it. |
STOCKHOLM - 03 MARCH 2020 - From the churches of Rome, the people are called to abide by the one true faith. From the palaces of Vienna, the subjects are commanded to obey their chosen ruler. From the streets of Paris, a new generation of citizens pursues its own zealous mission. All choose their path, all aspire to Empire.
Emperor will be accompanied by a major update free for all Europa Universalis IV players, that includes a redrawn map of west and central Europe, Crown Lands, new ideas and a host of other major changes. If you want to know more of what's coming in Emperor and it's accompanying free update, then check out our development diaries! |
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Today's Development Diary by Groogy
Working with this framework we bounced a lot of ideas between us and discarded a lot of ideas. For instance a favorite of my ideas did not fulfill the last requirement as it would let you before a war exhaust on purpose the available mercenaries for your enemy. So as you know from previous development diaries we settled on the Company mechanic inspired from Crusader Kings and Imperator but with a twist. Lets go through a bit quickly what this is for people who havent read Jakes old Dev Diaries. The old way of recruiting mercenaries and how they interact with your armies is gone and reworked from the ground up as part of the 1.30 Update. You now recruit a whole company, that function as a fully individual army only consisting of mercenary regiments. As you buy a Mercenary Company you also buy the accompanying manpower with that Company giving the Company sort of a finite amount of time fighting for you limited by how well you can manage them. These companies are either seen as local or foreign and the foreign ones will have unique modifiers and content revolving around them. When the company becomes disbanded, it used to be unavailable to you for 10 years but this has been increased to 20 years. Another change since last dev diary on mercs is that the upper cap of regiments in a company has now been set to 60 instead of 40. Mercenary Companies are still scaled by the development of the hiring nation, but it has as well been tweaked slightly. To clarify a bit though, a local is a company that does not have a home province, each nation has a set amount of these and are always available to you. The foreign ones have a home province and can be hired in your empire if they are within your trade range (not counting stuff like trade winds and such). Foreign Companies also come accompanied with a General and these do not count for your own Leader limit so can be quite handy boost early game for your money. Since the last development diary covering mercenaries we have done quite a lot of changes besides some number tweaks. What I am covering now wasnt originally part of our design but something that weve been testing as of late. A big change weve done is to emphasize more on the locality of mercenaries. This gives quite a strategic element especially for widespread empires, like colonizers. A Foreign Mercenary Company is recruited from their home province and the further away you recruit from that home the longer time it takes for that mercenary company to form up there. What provinces within your control you can recruit these companies on is determined by your trade range calculated from the companies home province. Most of the base values of the mercenaries will also be now based on their home province, like technology groups and so on. All of this to give a sense of locality to them. What we want to achieve is that you wouldnt hire some German Jaegers to fight in India, unless you are willing to transport them all the way over there as well. What we want to promote is inspired in part by history, where the Brits would hire local manpower to fight in India for the most. But we were also solving a problem where you had access to so many Mercenary Companies that it became a non issue again. In essence previously Purbiyas would appear in Paris fully ready to fight another European power in just a matter of days. Some other changes are the cost of Mercenaries which have been heavily rebalanced. They are no longer as expensive as they were to more fit their new limited nature with manpower. Weve added some cheaper alternatives for smaller states in the game but with their own drawbacks as to represent their lower pay. For instance above is the Local Companies available to smaller nations and the one for Free Cities. The idea of these Companies (numbers not final as usual!) are to be incredibly much cheaper to fit the budget of smaller nations, but to compensate they are also not the best of company, being slow to reinforce and slow to regain their morale. Even though weve made Mercenary Companies cheaper weve made the over time inflation of land maintenance cost grow faster for Mercenaries. While normal regular troops grow by 2% each military technology you take, the Mercenaries will grow by 8%. Theres a lot of unique content that has been made now for the Mercenary Companies. Especially for countries such as Hungary and its Black Army. Last time we had a lot of [REDACTED] when we talked about it but this time Im going to tell you more about it. Hungary has for a long time had some unique decisions and events relating to their historic Black Army founded by Matthias Corvinus which relied more on paid standing mercenaries rather than manpower from the nobility. This is now integrated with the new mercenary system where Hungary early on gets access to unique Mercenary companies to them. These mercenary companies have events tied to them giving you some unique flavor but they also have a 5% discipline modifier associated with them and are a bit cheaper than other companies. And when you finally reach a date where the Black Army starts to become out of date historically (This is tied to Age of Reformation) you as a player get a choice to keep them in your employ however at the cost of your Nobilitys faith in you. Weve added somewhere around 100 different mercenary companies and several of these are tied to content in the game trying to give them some reliance on the actions of actors in the game. For instance we have the Pontifical Swiss Guard available to the Papal States as a mercenary company now, though quite small, just like the Black Army features a 5% Discipline benefit. Some other interesting companies to spike your interests are Forlorn Hope that function well like a vanguard, the Dahomey Amazons available to whoever holds Bahomey and last the Hessian Jaegerkorps that become available later in the game and which @Ofaloaf describes as the perfidious enemies of all God-fearing americans So you might be asking why after nerfing Mercenaries so hard, why are we giving them these benefits? Just because we do not want them to be the main fighting force of your nation and be able to scale properly with the growth of your empire, does not mean we want them entirely gone or not keep them interesting to consider. They still fulfill a function as either auxiliary troops or as veteran soldiers that can give a hard punch even though they might not be able to replenish them as well or be as reliable as your regulars. And a nice thing with how they will work going forward is that we can create a lot of unique and interesting content with them. As Ive covered before, this is also why weve been going over sources of manpower for the player, we are quite happy with the numbers as is but we wanted the player to have a bit more control than just getting a lot of manpower from ideas, hence the changes to Drill, Professionalism and Buildings as some examples. Some other examples are we have reworked how supply limit and attrition modifiers interact to be a bit softer on you. Another change done is changing the overrun mechanics a bit. This is when you have 10x more forces than the enemy at the instant the battle is created, the combat is concluded the first tick and the enemy gets wiped. This still works but if you have enough to actually fill the combat width it is ignored. You will probably lose the battle if you are facing 30 000 versus 300 000, and you might still get stack wiped during the combat lock part, but you wont get overrun anymore meaning in face of such an opponent you can still lower the sizes of your stacks. Of course mainly that affects multiplayer because I doubt youll see AI walking around with stacks in the range of half a million. Lets finish with Mercenary-based modifiers and what has happened to them now. I think we have covered this before but I still see the question so Ill reiterate on it. Mainly this is about Available Mercenaries which was quite desirable previously. This of course no longer exists and has been remade into a new modifier called Mercenary Manpower. So now instead of Available Mercenaries you have Mercenary Manpower. This modifier increases the amount of manpower a company comes with when they are hired by you. It also increases how many Condottieries you can rent out just like how Available Mercenaries did. Everywhere you would have had Available Mercenaries previously you will now instead have Mercenary Manpower. And since Mercenaries no longer rely on your FL to calculate how many you can have this is a sort of indirect nerf to several idea sets like Quantity and Offensive/Diplomatic. Lets give you some examples of changes:
All other modifiers should work as expected, mercenary cost reduces the cost of the company, mercenary maintenance reduces the maintenance, discipline makes them stronger. Its hard to try and figure exactly what I should cover and what to go deeper into, especially also since I have the influenza while writing this, but the good with the bad, it means that I can sit and read this thread free of disruptions and try to help clarify any questions people have as well as I can. Next weeks development diary Ill be covering some new religious changes. |
Today's Development Diary by Groogy
Using it will cost you 20 Legitimacy and 20 Prestige but give you an heir with a local dynasty not of your current one with weak claim to the throne. Next up are features who all are part of the 1.30 Patch. First one well talk about you might have spotted in the previous development diary. Now when you hover over a country shield it will highlight that country on the map with a red outline that pulsates. This will work with all shields, except some like the large shield representing your country in the top left corner. Next one I teased about yesterday, a small addition but I believe will be quite loved. Weve added a Core All button in the Stability interface If you compare with last dev diary you can see as the stability interface is being reworked to get space for the new Governing Capacity mechanics and to convey all the necessary information to the player. Not much to say here, it does what it says on the tin. It will try and core as many provinces as you can afford. I can add that the programmers have worked on a bunch of issues that start to appear in the macro builder and various other lists when you start to have more than ~3 000 provinces. Next is you can now view the mission screen of your subjects. It should help anyone that wants to optimize what they get out of their vassals and even be able to get some out of their mission trees to benefit you in the long run. Speaking of missions, our Content Designers have been going over them trying to make their requirements and tooltips way clearer. Part of that has also been to add support where it will show your progress clearer to achieve one of the requirements. For modders some of the triggers that have been improved are:
Next are some changes to generals to help you manage them a bit easier. In the military interface for your country you can now detach your leaders from whatever army or navy that they are in control over. Besides this function weve also changed a little bit fundamentally how they work, or specifically how they die. They now have an age just as if they were a monarch. This has been done for two reasons, one to give you a straightforward way to try and guess if the leader has long for this world or if you should get a younger general on that front. Second, this made it possible for us to tweak how death chance is calculated for Monarchs who are also leaders. Monarchs leading an army no longer get the double check for death based on their age, however of course being on the field is still an elevated risk to his Highness health. Last improvement is to prove what we all already know to be true, that there are no Swedish Bias in the team ;). So I went ahead and updated the Danish ideas to be more competitive with other naval powers in Europe. Traditions 5% Ship Durability 10% Tax Modifier Bonus 10% Naval Engagement Nordic Rulers Legacy 10% Shock Damage Vornedskab 20% Global Manpower Modifier 20% Global Sailors Modifier Old Naval Traditions 10% Naval Morale 5% Disengagement Chance Rentekammer -15% Build Cost Klaedekammer -15% Naval Maintenance Modifier Expanded Dockyards +50% Naval Force Limit Modifier Den Danske Lov -1 Global Unrest Before ending the Development Diary for today, I want to cover some changes weve done since some previous development diaries and what was covered in them. First is that we have raised the Base Disengagement Chance for ships to 10% from the previous 3% giving ships a bit more of a reasonable chance of getting out of the battle and letting your fresh ships get in and fight. Weve swapped out the Admin Efficiency penalty from going over Governing Capacity to +20% Core Creation and +100% Advisor Cost when at 100%. In the end we felt that Admin Efficiency had too many side effects as well besides what we wanted to achieve so we swapped it for Core Creation. We looked at potentially adding State Maintenance as the monetary burden of going over capacity but it had problems with it, you do not pay maintenance for territories and if we would add that you can very easily get into a death spiral where you have no option to get out of it, including calling for bankruptcy you could still sit at a net negative afterwards. So we felt Advisor cost was a good middle ground, representing the strain on your administration, it being a cost you have full control over and it as added bonus has an indirect effect on your mana generation. Together with Governing Capacity weve also now hooked in some old government mechanics into it that previously were tied to provinces. Merchant republics and Prussian Militarization have had their width penalties redone. Merchant Republics no longer suffer the republican tradition penalty as previously from fully cored land but instead their stated land and territories have an additional 25% Governing Cost compared to other nations, while trade companies for them will be cheaper. Militarization penalty is now based on the governing capacity of your country, getting -1 Militarization for being 100% over. But Prussian Monarchy/Republic also have -50% Governing Capacity modifier in their government not letting them efficiently manage as large swaths of land as an Ottoman Empire. Next week we will revisit a mechanic we talked about in a very old development diary, Mercenaries, but a lot of stuff has happened since we last mentioned them. The vision remains the same but well go more into details on how they work and talk about the content around them. I will see you next Tuesday! |
Today's Development Diary by Groogy |
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Today's Development Diary by Johan |
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So at the start of the game Portugal can create a Trade Company in North Africa, but Mamluks can not create Trade Companies in Arabia. Youll probably find a thousand ways to abuse this but with the new balance and spirit of the feature I figure that its better to keep these rules simple and permit crazy things to occur. Since Trade Companies are now weaker, especially because of the Local Autonomy, we also changed the Trade Company Investments. This in order to make their ROI not too crazy bad and tweaked some parts of it as a whole. You can no longer build more than one Tier 3 Investment in one Region. So pick one you want wisely. But the Tier 1 and 2 Investments have had their costs reduced to 200 and 400. The Governance Category has been buffed giving now instead +50% and +100% Manpower/Sailor buff and the Tier 3 giving +2% Marine FL as well to their -2% Ship Cost bonus. Why the other Investments were not touched more than their cost is because they all gave something that is not affected by Local Autonomy. Now this is a lot of new Trade Companies we need to come up with names for and there are so many interesting alternative outcomes that players could try and accomplish. Our general idea for now to figure out a base of names that would fit for lets say the European Colonial Nations would be inspired from Arabic terms of the regions imagining them having spread from the Arab world originally to Africans, Indians and rest of Asia. If you have a great idea for a name that would fit one of these new Trade Company Regions, it can include specific names for a culture or nation, feel free to write suggestions in the suggestion forum! Like the Heavenly Trade Company of Heroes for English Channel when you have the EoC. We also have the Absolutism Cheese. As it often is pointed out Absolutism is the main culprit of Monarchies strength over Republics, it doesnt help that it is a very exploitable mechanic. We do not want to nerf absolutism, nor change the core of the feature as it does what we want it to do. However, we will be addressing the cheese of how you generate it. And one of the cheesier and unintended ways to get absolutism quick without any major repercussions. The tactic of having all your rebels spawn, and then quickly reduce autonomy in every recently rebelled province made the mechanic kind of pointless. So now if you actively reduce autonomy in a province, it will also remove the recent uprising block for further rebellions. The idea that reducing autonomy gives you absolutism was intended as a feature where you enforce your rule in a region and then have to deal with the people not being as happy with that as you might envision through your enlightened rule. Last thing before we move on to the next category. Missionary Maintenance cost is now very lowered but still with a similar formula. It is now: 0.5 * dev^( 1 + local autonomy * 0.75) [h2]Naval Game[/h2] Youve probably already seen our teasers about some new stuff coming that deals with naval. But first I want to talk about a core part about naval that needed some tweaking first and fix some things that were in essence broken. What I am talking about is Naval Combat. For a long time people complained in Multiplayer games that if one side picked Naval Ideas but the other side didnt it was a foregone conclusion who would win the combat. And of course if you have a better navy you should win but the result of those combats were so skewed that something had to be wrong. So I think I started digging around while we were working on the Golden Century Immersion Pack to figure out what was wrong and try to fix the underlying problem instead of just nerfing Navies to the ground. The issue you might or might not already know about, Ive talked quite openly about it, is that ships when they hit 0 morale means that they stop shooting, but they do not retreat from the engagement. This means youll have a totally useless heavy ship occupying three slots just soaking up damage to eventually die and do a morale hit on the entire navy. In the end if one side can outperform the other side in Morale damage you will end up in an equilibrium where the losing side will just keep having their ships sink. And theyll do this without doing anything as they are at such a low morale when entering the battle that it instantly hits 0. This is why you would see battles where 50 British Heavies could defeat hundreds if not thousands of ships. So the new mechanic we are adding to Naval Combat is called Disengagement Chance and does basically what it says on the tin. Every combat tick after firing and casualties have been calculated the ship will try and disengage from the combat if their morale hits below 0.5 morale. The base value of this chance is 3% but can be modified by national ideas, like part of the reworked Portugese National idea Legacy of the Navigator. To help explain what is happening in the combat the team have done some small visual upgrades for the combat interface. We now show three columns for each type of ship and are in order, Ships present, Ships Engaged, Ships Disengaged. Also since I started talking with the community about this problem several have asked me to describe how the combat is evaluated and I think the best way is to make a little bit of a pseudo code summary here for people to dig through. Populate Engagement with Ships until Engagement Width in this order: Heavy, Galley, Light Transports Ignore Disengaged Ships. For Each Ship in Engagement If previous target is about to die set previous target to null If has no previous target Pick a random target with best score from the enemies engaged ships Base chance to be picked of 10 Add random integer of 0 to 5 If of same ship type, increase chance to be picked +5 If morale is zero or below, reduce chance to be picked /10 If damage is less than 50%, increase chance to be picked *2 BaseDamage = 0.025 + 0.025 * (2 + Dice + Combat Modifiers) Damage = BaseDamage * ShipCannons / TargetHull If Galley type multiply damage with 2 WeaponEffect = 0.05 * ( ArtilleryFire - TargetArtilleryFire ) Damage *= 1 + WeaponEffect Damage *= ShipCombatAbility + LeaderBonus MoraleDamage = Damage * CountryNavalMorale / 3 * ShipStrength * 0.25 Apply Splash Morale Damage to 3 random targets, 10% of MoraleDamage If ship Morale is 0 or below, multiply Damage with 10 Damage *= 0.03 Damage /= DurabilityModifier Damage *= ShipStrength [Snip] For Each Ship in Engagement If Ship Morale is below 0.5 Throw a 100 sided dice, if it is less than ship Disengagement Chance Now the second part of Naval and a push to make it relevant. Making Blockades Sexy. So starting with the impact that Blockades have weve done some changes. Blockades we feel already have a real hard hit on you as it is already with the -50% Goods Produced, -75% Local Trade Power and +0.1 Monthly Devastation which itself will cause even worse stuff also long term for the provinces. So we didnt want to make these penalties even harsher. What we want is to make them be more impactful for the nations embroiled in this war of supremacy over the seas.
With this weve also lowered so you only need 50% of the ships you needed previously to siege the same amount of development. But we didnt stop there, we wanted to also make shipping troops across the pacific or atlantic to not be the easiest breeze but give naval oriented nations a small edge here. Weve increased the attrition troops take when being transported in the open sea to 10%, it is still 1% while you are along the coast. Together with the Mercenary changes meaning Manpower is a much more precious resource than previously. Instead there are now a special unit type any country can build if they pick Naval ideas, called Marines. These do not take attrition at sea, they use sailors, they have +200% Disembarking Speed and ignore crossing penalties. However they do take +25% more shock damage. These can be perhaps as a part of a larger offensive or to more easily conquer distant islands and coasts. But their intent is to live on your transport ships and be filling situational roles they are better suited to than your conventional army. Portugal, England and Great Britain have uniquely higher marine forcelimits but we also listened to your feedback and added easy access to Marines for Netherlands, Venice & Castille. The rest have to take naval ideas or a policy to have access to it. Which you really want to already, if you are aiming to be a relevant naval power anyway. Together with the Marines and the Blockade changes, we felt there needs to be ways to defend yourself against that. So the Coastal Defence buildings were added. Coastal Defence which is unlocked at Dip Tech 5
Naval Battery which is unlocked at Dip Tech 12
[h2]Land Warfare[/h2] Even if weve focused a lot on the Naval stuff we have also done quite some tweaks to facilitate now that you do not have access to the infinite manpower pool known as Mercenaries anymore. First a little quality of life thing though. All Special Units are now recruitable through the Macrobuilder. They take time to build and are proper constructions with costs. Units such as Streltsy and Cossacks who are spawned through their respective Government Interactions are spawned for free and immediate. With this since this will make Banners act more like normal units, they start at full strength when built. Next is some new Manufactories available to the player. These use up the same slot as a Manufactory but will not give you the bonus goods produced. These buildings are designed around giving you something interesting to put except always manufactories in almost every single province. These buildings for the game are excellent money sinks that give you something that does not immediate money back which also means that this might mitigate late game run-away economy. These buildings are: Ramparts and unlocks at Adm Tech 6 +1 Fort Level +15% Local Defensiveness Soldiers Households and unlocks at Adm Tech 15 +750 Local Manpower Double if has Grain, Fish, Livestock or Wine province Impressment Offices and unlocks at Dip Tech 7 +250 Local Sailors Double if has Salt, Fish, Naval Supplies or Tropical Wood Another thing tweaked to help you retain your manpower in long drawn out wars is Army Professionalism and Army Drill. First I need to cover that Drill Decay Modifier has been renamed to Regiment Drill Loss to better explain what it does fully. It prevents all losses of Drill on your regiments including the loss you get from casualties. Now the Army Professionalism modifier has been modified to include a scaling -50% Regiment Drill Loss when full. This results in that every two soldiers you lose, you only lose Drill worth of one. Drill have had their defensive bonuses increased, to -25% Fire/Shock Damage received at 100% Drill, meaning you will lose a quarter less of your normal troops if you can maintain the professionalism of your army. Together with Merc changes this should make it important for countries to try and maintain high drill to have their manpower reserve last as long as possible. [h2]Portuguese Ideas[/h2] I did mention the new Portuguese National Ideas, so figured I should probably label those out for people. sunk_ship_morale_hit_recieved = -0.33 disengagement_chance = 0.05 } afonsine_ordinances = { global_trade_goods_size_modifier = 0.1 } case_de_india = { global_trade_power = 0.1 } land_before_faith = { global_colonial_growth = 15 } the_bandeirantes = { merchants = 1 } royal_absolutism = { build_cost = -0.15 yearly_absolutism = 0.5 } por_royal_military_academy = { defensiveness = 0.1 artillery_power = 0.1 [h2]Government Reforms[/h2] And to end things with we will go through the vast amount of new Government Reforms weve added. Some of these might be something weve mentioned in a dev diary here and there but this can be seen as a complete list of what weve added so far. Ill first start with @Meka66 overhaul of the Theocratic Reforms. When government reforms were first introduced in Dharma, Theocracies were sadly a little neglected when it comes to government reforms; having only 5-tiers, equal to the number that Tribal governments get. However, I have now spent a degree of time fleshing out Theocracy government reforms, adding 3 more tiers and a total of 27 all-new reforms! These reforms will be available both to 1.30 patch and Dharma owners and will make the Theocratic playstyle a little more flexible. There are a number of new and interesting reforms available to Theocratic nations, so Ill just go through and talk in detail about some of my favourites. At Tier-2, players will be able to set the divine mission of their state to be to civilize those unfortunate primitives who do not yet follow the one true faith; granting a bonus to Native Assimilation and greatly reducing Native Uprising Chance. Combining this with Native Trading Policy will make your colonies stable and secure while always finding new followers amongst the native populace. But why should your holy state be confined to perform its duties on land when the sea is rife with piratical heathens? Coastal Holy Orders will be able to take a number of reforms specialised in focussing their divine efforts to protecting the seas. Monarchies and Republics have a long list of unique or regional government reforms, so I took some care to grant a few unique reforms to certain religions and cultures. Certain Asian nations will be able to integrate the Sohei Warrior Monks into their nation to greatly increase the capabilities of their armies. One great weakness to the Monastic Order government as oppose to Leading Clergy is that Holy Orders are locked to rank-1. However, at tier-6 of the reform tree, Monastic Orders will be able to choose from an array of reforms that will allow them to freely switch government rank like any other nation, and unlock a few perks and mechanics previously unavailable to Theocracies. At Tier-7 one must decide the nature of how faith interacts with your state. While the rest of the world considers separating the two, you know that we are all one people under the divine. This tier can grant some bonuses to conversion, or a Humanist Theocracy may determine that all people are equal under God. At the final tier of reforms, the state decides how it interacts with the world and it may decide that the world will never be true and righteous so long as it is misguided by other states. By enacting One State Under God, you will gain a permanent warscore cost reduction against nations following other faiths. However, perhaps instead of uniting people into one faith, you focussed instead on the spread of your religion by force? By enacting The Global Crusade, players will gain a permanent CB against foreign religions and will be able to force their religion through war even on countries from other religious groups. Combining this reform with the age bonus gained in the Age of Reformation, you can spread your religion to some quite large nations. Here we can see Ive spread the reformation into the Ottoman sultanate. Heres a fun little out take of where one of our Betas managed to make a Warrior Monk Pope. Im so sad I have to fix that though. Now to the full list of new Government Reforms that we have added. We have in total added 69 new Government Reforms. [h3]Monarchies[/h3] Austrian Archduchy -0.33 Liberty Desire from Subject Development +5% Nobles Influence Austrian Dual Monarchy +2 Num Accepted Cultures -2 Unrest +2 Monarch Diplomatic Skill -33% Promote Culture Cost Legislative Sejm Available for nation with Elective Monarchy +1 Monarch Admin Power Integrated Sejmiks Available for nation with Elective Monarchy -5 Years of Nationalism Republics Stratocratic Administration Republican version of Prussian Monarchy -0.02 Monthly war Exhaustion +0.05 Monthly militarized Society -0.075 Monthly Autonomy change -0.5 Republican Tradition -10 Max Absolutism Generals become Rulers Signoria A better variant of Nepotism for Italians. +5% Tax Modifier -30 Max Absolutism Protectorate Parliament Enables Parliament Mehcanic -0.05 Monthly Autonomy Change +5% Land Morale -20 Max Absolutism -0.5 Republican Tradition Military Dictatorship -0.075 Monthly Autonomy Change +10% Land Morale -10 Max Absolutism Generals become Rulers Board of Admirals Need full naval ideas and is not a pirate +1 Leader Naval Fire -0.5 Republican Tradition Admirals Become Rulers Imperial Diplomacy Available for Free Cities +2 Diplomatic Reputation +1 Diplomatic Upkeep Will make the Emperor like you move Municipal Self-Defense Available for Free Cities +25% Land Forcelimit +5000 Manpower [h3]Revolutionary[/h3] Liberte For Revolutionary Nations +0.1 Girondists Influence +2 Accepted Cultures Egalite For Revolutionary Nations +0.1 Jacobins Influence +0.25 Republican Tradition Fraternite For Revolutionary Nations +0.1 Imperial Influence -20% Culture Conversion Cost -25% Harsh Treatment Cost Legislative Assembly For Revolutionary Nations +1.5 Yearly Revolutionary Zeal National Constituent For Revolutionary Nations +15% Improve Relations +1 Diplomatic Upkeep The Feuillant System For Revolutionary Nations -10% Stability Cost -0.1 Republican Tradition The Two-Chamber System For Revolutionary Nations +1 Free Policy +0.15 Republican Tradition Absolute Power of the President For Revolutionary Nations -5% All Power Costs +1 Election Cycle A Revolutionary Council For Revolutionary Nations +10 Max Revolutionary Zeal -1 Election Cycle Revolutionary Principle For Revolutionary Nations +0.1 Girondists Influence +10% Land Morale +15% Manpower Equality Principle For Revolutionary Nations +0.1 Jacobins Influence +2 Tolerance of Heretic +2 Tolerance of Heaten Imperial Principle For Revolutionary Nations +0.1 Imperial Influence -10% AE Impact -10% Province Warscore Cost Equal Electorate For Revolutionary Nations -2 Unrest +10% Tax Modifier +33% Female Advisor Chance +0.1 Jacobins Influence Three Social Classes For Revolutionary Nations +10% Administrative Efficiency +0.1 Girondists Influence Military Electorate For Revolutionary Nations +0.5 Army Tradition +1 Land Leader Fire +0.1 Imperial Influence President For Life For Revolutionary Nations -0.5 Republican Tradition +1 Monarch Admin Skill +1 Monarch Military Skill Government For People For Revolutionary Nations +20 Max Revolutionary Zeal Become Rev. Empire Does what it says. Needs Imperials to have high influence [h3] Theocracies [/h3] Mission to Civilize +35% native assimilation chance -50% native uprising chance Mission on the High Seas +20% sailors modifier +25% naval forcelimit +33% capture ship chance Mercantile Tithe +5% global trade power +10% burghers influence +5% burghers loyalty Divine Nobility +1 yearly army tradition +10% nobility influence +5% nobility loyalty Monastic Breweries Catholic exclusive +75% production of grain +50% production of wine Integration of the Sohei Japanese/Eastern exclusive +5% discipline +10% infantry combat ability +10% mercenary manpower Embrace Conciliarism Papal State exclusive -50% cost to appoint Cardinals Partial Secularisation -10% idea cost +5% institution spread Clerical Commission Theocracies only -1 unrest +1 diplomatic relations Divine Guidance Theocracies only +20 max absolutism Theocratic Democracy Theocracies only -1 unrest Enables parliament (requires Common Sense) Regionally Elected Commanders Monastic Orders only -1 unrest Enables parliament (requires Common Sense) Removes Tier-1 restriction Open Public Elections Monastic Orders only -10% stability cost +20 max absolutism Enables Theocrats vs Militarists mechanics (requires Res Publica) Removes Tier-1 restriction A Dynastic Order Monastic Orders only +0.1 yearly devotion +1 land leader fire -20% harsh treatment cost Generals become rulers on monarch death Enables royal marriages Removes Tier-1 restriction Lords of the Sea Monastic Orders only +0.1 yearly devotion +15% naval morale +1 naval leader fire Admirals become rulers on monarch death Removes Tier-1 restriction Church and State +1 free policy Soul and Body +2 accepted cultures God and Man +1 missionaries +1% missionary strength Organising Our Faith Pagan only +1 yearly absolutism +0.1 yearly devotion One State Under God Non Pagan Only -30% warscore cost vs other religions The Global Crusade -40% enforce religion cost Enables Global Crusade CB; allowing force conversion on Heathen countries Using the Release Nation peace option will release a country following your religion The Many Fingers of God +2 tolerance of Heathens +2 tolerance of Heretics Priestly Autonomy Pagans Only +250 governing capacity Proclaim Religious Head Pagans Only -20% warscore cost vs other religions +1 diplomatic reputation All Under Tengri (Tengri exclusive) +15% cavalry combat ability +25 cavalry-to-infantry ratio [h3]Tribes[/h3] Barbaric Despoilers Available to Steppe Hordes or nation with Great Mongol State Reform +33% Raze Power Gain Unified Horde Identity Available to Steppe Hordes or nation with Great Mongol State Reform +2 Horde Unity [h3]Common[/h3] Black Army Reform Available for Hungary -15% Mercenary Maintenance +2.5% Mercenary Discipline -10% Nobles Loyalty Crusader State CB On Religious Enemies +15% Manpower Recovery Speed United Cantons -150 Governing Capacity +1 Free Policy +50% Mercenary Manpower -30 Max Absolutism I hope I haven't missed any Government Reforms now. Hope you've enjoyed this development diary and as usual me and @Johan will be around to answer questions. Next Diary will come on the 4th of February. |
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It's been over 6 years since we unleashed Europa Universalis IV on the world, and we've been continuing to build on the game ever since. |
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Today's Dev Diary by Groogy
Now to a bit of a meta topic of our development diaries, the development diaries themselves. We do not want to produce filler development diaries and we know you want to hear about cool features whenever we write one. So we will be slowing down the pace at which we are writing these. We will be doing them monthly going forward meaning the next one won't be until 3rd of December where I will be sure to give you something to sink your teeth into. I haven't decided yet what feature we'll be talking about but thanks to reducing to this pace you can be sure it's going to be something big, new and exciting! So until then! o/ |
Today's Dev Diary by Groogy
Oh what's this I wonder? So this was just some of the things we've fixed, and we have so much more that we need to work on. We are already aware of several issues the community wants us to address and improve but in same style as we did with the QoL features we want to give you the oppertunity to highlight to us what you think is most important. This will be done in a more structured way compared to last time and if you are interested in contributing please head over to StarNaN's thread over here. Next week I'll be talking about some of the Quality of Life features we've implemented, some of these being entirely new features almost on their own. |
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If at any point during the Disaster you own at least 5 provinces that are Dutch/Flemish/Frisian culture and either controlled by rebels or 90% autonomous, the Dutch Independence event fires and youll find yourself in a bloody war. Not only will the Netherlands be spawned from all appropriate provinces, but an Imperial Incident will begin and all of your rivals will be invited to support the new Dutch state in their quest for self-determination. These events will now directly call your rivals into the independence war rather than simply creating an alliance that is unlikely to be useful for the Netherlands during the initial war, which gives them much more of a fighting chance. The Dutch Revolt Imperial Incident gives the Emperor a chance to intervene, assuming that the Dutch are not revolting against the Emperor and that the Netherlands are part of the HRE. The Emperor has three options:
Weve also taken another look at the Shadow Kingdom event chain that leads to Italy leaving the Holy Roman Empire. In the past this has set a challenge to the Emperor to force Italy into the Empire often through strange and obscure means. In the European update weve turned it on its head; youll now need to rein in the Italian Princes that are already in the Empire but who are slipping away from Imperial rule. The Emperor gets an event near the beginning of the game about this state of affairs and what must be done to avert a total loss of control in Italy. An Italian state is considered reined in after it has lost a war (any war) against the Emperor or if it has very good relations with the Emperor. Well be displaying which nations are at risk of abandoning the Empire in the HRE interface. Some time around the 1460s, an Imperial Incident begins for the Emperor in which he has two options:
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Today's Dev Diary by Neondt
The Great Peasants War was a time of great upheaval in the Holy Roman Empire. Driven by religious, economic, and social woes the oppressed masses rose up across Germany against their feudal masters. This event can happen prior to the League War, which is delayed until this conflict is resolved. National unrest is increased throughout the Empire, peasant rebels are more likely to spawn, and countries that break to peasant rebels may become a Peasant Republic. While the Great Peasants War rages on, the game will track the success of the rebels throughout the Empire. After several years have passed and the dust has settled, the Emperor must make a resolution:
We have a lot more Incidents left to talk about: in the unspecified future Ill talk about such Incidents as the Dutch Revolt and the Shadow Kingdom. For now though thats all I have to say, I hope you all have a great day and that you return for next weeks dev diary! |
Greetings! |
Today's Dev Diary from DDRJake |
Dev Diary by DDRJake: |
This free update to Europa Universalis IV gives East Asia a much needed rebalancing, bringing greater historic parity between the Ming Empire and the Manchurian and Mongolian nations on its northern border. Alongside new events and changes to the regional map, the Manchu update also includes major technical upgrades to gear up for future updates..
As usual - previous saves should work. But we recommend that you avoid loading old saves made in 1.28.3 or earlier versions after updating to 1.29 to avoid unpleasant surprises! For instructions on how to play the game on a previous version, please go here! If you are using mods, the new launcher introduced with 1.29 is changing how mods are handled and this may cause some issues. Please see this thread for information and help with troubleshooting if needed! ############################################################ ######################### 1.29.0.0 ######################### ############################################################ ################### # Free Features ################### - Switched the game to 64 bits. Minimum OS requirements are now Windows 7 64 bits, Ubuntu 16.04 64 bits and macOS Sierra (10.12) or later. - Added unique national ideas to the Oirats, the Mongol Khanate, and Chagatai. - Added Korean mission tree with 27 missions in total - Added Tumu Crisis event chain for Oirat and Ming. If the Oirats capture the Emperor and win the siege of Beijing, they can force the surrender of northern China - Added mission tree for the Mongols. Available to all countries with Mongol, Chahar, Khalka, and Oirat primary culture. 15 missions are available to all, 1 is unique to the Oirats. - Added new Korean events about the Peasant Uprisings and Factional Strife - Reworked Korean Literati Purge events so you can choose who to purge. - Added new event 'The Zunghars', which adds Zunghar cores to North and South Zungaria if Oirat has less than 10 cities after 1600 - Added new startup screens for the Jurchens and Mongols - Host can now be observer in multiplayer games - Ming's startup screen further elaborates on the realm's foreign and domestic challenges, including more recent additions to the game. - Portions of Central Asia's province and area layout have been reworked - Added Jurchen, Manchu, and Qing ideas, replacing old Manchu ideas - Added new Jurchen/Manchu/Qing mission tree, with 16 new missions unique to Qing and 23 in total - Added Crisis of the Ming Dynasty disaster. Includes events for Li Zicheng's rebellion and releasing the Three Feudatories in southern China if the disaster is mismanaged. - Added startup screen for Korea. - Added Shun ideas based on Li Zicheng's Rebellion - Added Koxinga event. When things are looking dire for Ming, Koxinga will flee to Taiwan and claim any empty provinces for the new nation of Tungning. - Added Return to the Wokou Era event for So, giving them the option to become a Pirate Republic with Golden Century enabled - Japanese domains get a new, unified mission tree. The old separate mission trees for Japan and the Daimyos are redundant and defunct now. ################### # Gamebalance ################### # Government - Added personality traits for the Emperor of China: "Humane" grants +0.05 monthly mandate, "Petty" gives -0.05 - Being Bankrupt will now give -0.1 yearly mandate. - Countries that manage to claim the Mandate of Heaven will now gain 0.05 mandate per month for the first 25 years. - Having 0 Meritocracy will now cause +0.1 corruption, with the effect scaled from 0 impact at 50 Meritocracy. - Having a Mandate of 0 or losing the Mandate will now give -200% mercenaries available (up from -100%) and -0.5 manpower (all scaled from 0 effect at 50 Mandate) - Having a Mandate of 100 will now give -0.03 war exhaustion (scaled from 0 effect at 50 Mandate). - Reduced meritocracy per level of advisor skill from 0.5 to 0.25. - The "Unguarded Nomadic Border" disaster now counts the horde's non-tributary subjects' development in the requirement that a neighbouring horde has 300 development. - The Emperor of China will gain 0.05 mandate per month when fighting a war using the Unify China casus belli. - The Emperor of China will no longer lose mandate from non-tributary neighbours e.g. Russia. - The Emperor of China will now lose 0.05 mandate a year per city if he does not own and control Beijing, Nanjing or Canton (i.e. -0.15 if he controls none of them). # War & Peace * The Shogun cannot use the Take Mandate of Heaven CB - Japanese CBs will now give 75% AE for all provinces held by Daimyos, Independent Daimyos and the Shogunate, rather than 50% for all provinces which you have claims on. # Other * Major Ming disaster events will now also fire when Unguarded Nomadic Frontier is active - 1 Banner per 16 development - Banners cost 25% manpower now - Banners no longer counts as mercs and are no longer removed if they take damage at zero strength. - Banners only get 5% discipline now - Banners reinforce half as slowly. - Halved maintenance cost of Banner regiments - Increased mandate loss from devastation - Lowered Aachen idea 2 to 0.3 Republican Tradition Gain - Lowered Colonial idea 1 to 0.3 Republican Tradition Gain - Lowered Cossack idea 2 to 0.3 Republican Tradition Gain - Lowered Custom nation Republican Tradition base cost to 20 and 60. - Lowered Custom nation Republican Tradition to 0.15 and 0.30 - Lowered Hamburger idea 2 to 0.3 Republican Tradition Gain - Lowered Ismaili School Republican Tradition Gain to 0.2 - Lowered Novgorod idea 3 to 0.3 Republican Tradition Gain - Lowered Offaly idea 6 to 0.3 Republican Tradition Gain - Lowerer Latin ideas Republican Tradition gain to 0.3 - Lowered mandate gain from prosperity - Made Jianzhou/Manchu/Qing historical lucky nations - Penalty for mandate from Devastation only applies to stated provinces. ################### # AI ################### # Other - Will now consider it's mandate if it needs to peace out. ################### # Interface ################### # Mapmodes - Added cultural mapmode to lobby - Grasslands in Simple Terrian mode is a hue darker now # Tooltips - Tooltip for monthly mandate increase now sums up to the actual value. - the "lack-of-mercenary" alert now shows 0 even it fhe mercenary force limit is below 0 (like with 0 mandate for Ming) # Unitmodels - Ensured that the Dzungars use the Oirat unit model and Khalkha uses the Mongolian. # Other - Will now show country largest heathen religion icon in religion screen - Will now show country largest herestic religion icon in religion screen - Players can now be kicked from running game through right-clicking in outliner ################### # Usermodding ################### # Effects - Add clear_rebels effect that if used in a province scope will clear all the rebels in there. # Triggers - Add development_in_provinces trigger that takes a value and triggers for the provinces to be included and check for the total development - is_ruler_commanding_unit, inside unit scope, will triggers if the unit is commanded by the owner ruler - province_getting_expelled_minority trigger added, checks if the province in the scope is getting minorities # Other - Added total_own_and_non_tributary_subject_development trigger - Disasters now have a on_progress_effect which will have the disaster progress set into disaster_key_progress variable. ################### # Script ################### # Achievements - Made Narcissist achievement even more narcissistic - Qing of China achievement now requires owning the entire China superregion - Updated "A Hero's Welcome" achievement description to clarify it requires starting as Karaman - Fixed spelling error of Gorkha in achievement desc for "The Pheasant Strut" # Decisions - Forming Manchu no longer requires Hinggan province - Forming Manchu now requries 20 core provinces with Manchu or Jurchen culture - Forming Yuan now only requries EoC if any country is Emperor - Forming Yuan no longer requires owning Kaifeng and Xiangyang. - Forming Yuan no longer requires owning all Uighur culture provinces - Forming Qing now requires claiming the Mandate of Heaven, or being Empire rank without Mandate of Heaven. - Pagan decision to adopt Vajrayana now requires either Vajrayana dominant religion or at least Age of Absolutism - Removed old Green Standard Army and Eight Banners decisions - Removed Korean Hall of Worthies decision as it had already been founded in 1420 (and was disbanded in 1456). # Events - Boundary Dispute event option 2 now reduces prestige by 5 instead of stability by 1. - Complaints about Bailiff event now costs 10 legitimacy/devotion for monarchies/theocracies instead of 10 prestige. Republics can gain 5 RT and 2 corruption instead. Event will no longer fire for tribes or natives. - Manchu Rebellion event for Ming now costs Mandate to ignore the rebels, and gives Mandate for confronting them. - Ming Famine event rebalanced. First two options will now cost Mandate. Final option now costs 1 year of income, up from 0.5. - Prutenic Tables now only reduces tech cost by 10%, down from 25%. No longer reduces idea cost. - Rebalanced Warriors Do Not read Books event. Stab hit replaced with -10% ADM and DIP tech cost for 10 years. - Removed old Li Zicheng event. Replaced with more comprehensive Disaster. - Removed version of Heshen event for Ming. Deemed historically implausible. - Reparing the Great Wall events for Ming rebalanced. Repairing will cost more income and give defensiveness in northern forts instead of army tradition. Not repairing will cost Mandate with MoH enabled. - Revolt of the Three Feudatories event entirely re-written to tie in to new Qing missions. Now creates a revolt of the vassals gained during the conquest of southern China. - The Strategic Decision after Zheng Ho's Journey event will now only fire if Ming has Chinese factions. The monarch point bonuses have also been removed. - White Lotus events for Ming will now give Mandate for confronting the cultists, and cost Mandate to ignore. - Added notifications for the relevant nomad country that it is set to cause the Emperor of China to experience the Unguarded Nomadic Frontier disaster (at 10% and 75% progress), as well as if it no longer qualifies to cause said disaster. - Cheating at Examinations event now adds 2 corruption. - Korean event "Hyo-jong's Northern Expedition" can now fire if Korea borders on any country of the Manchu culture (including Qing), rather than just the Manchu tag. It will now also give you something even if you already have claims on the relevant provinces, and will refer to the name of the current king. # Missions - Amur Acquisition mission updated to reflect 1.29 map changes. # Setup - Added 20 provinces and revised setup for the Mongolia region - Added 12 provinces to the Manchuria region - Added 4 new countries to the Manchuria region in 1444 - Added Chahar cores to several provinces in 1444 - Added Changbai Mountain triggered modifier to Jianzhou province. - Added Evenk ideas (used by Nivkh and Solon). - Added Tsushima province to Japan, home to a new Daimyo, So. - Chagatai now accepts Uyghur culture in 1444 - Changed Chahar's primarily culture to Mongol - Changed capital of Notce to Naklo, and capital of Kuyavia to Brzesc Kujawski - Haixi and Jianzhou now begin as tributaries of Ming - Jurchen tribes will now start with Jurchen culture. Forming Manchu will change primary culture to Manchu. - Mongolia now accepts Khalkha culture - North Hamgyeong and Yukjin provinces now begin with Jurchen culture, formerly Korean. - Northern Manchuria no longer embraces Feudalism in 1444 - Oirat now accepts Khalkha culture - Removed Buryatia from 1444 setup. Its former provinces are now colonizable. - Removed Jianzhou cores on northern Korea as Jianzhou had helped Korea conquer those territories. - Removed historical rivalry between Oirat and Mongolia. - Removed some inland and northern Wu cores - Renamed Chahar culture to Korchin - Yumen province now owned by Kara Del, formerly Ming. - Jianzhou now a Ming tributary in 1444 - Changed map topography and terrain to accentuate the Changbai Mountains # Other Added define CELESTIAL_EMPIRE_MANDATE_PER_5_LOANS for the yearly change in mandate depending on the number of loans (in batches of 5) - Consolidated areas in East Siberia - Dutch Republics cannot choose the Sortition reform and have two elections on a ruler's death - Multiple dynamic province names added for several East Asian cultures and culture groups - Some Lithuanian dynamic province names and province capital names in Eastern Europe now reflect the appropriate cultures - Updated names for Gotland - Improved the Korean name lists. ################### # Bugfixes ################### - Added fictional rulers to Udige and Donghai - CTD in AI evaluation of nationalism wars peace deals - Countries will not be able anymore to concede to be tributary of themselves in a peace deal. - Fix CTD when spectating on a province state - Fix a crash when using loan diplo dialog - Fixed CTD in CKnowledgeSharingAction due to subject type not set - Fixed OOS due to rulers not getting all personalitites when hotjoining (introduced 3/7 19) - Fixed legacy reforms getting removed when natives reform without Dharma - Fixed occasional 119 OOS after selecting national ideas for Custom Nations - Fixed tribal feud event giving stability and not accounting for non-hordes - The DLC called 'Asian Navies' in the launcher has been renamed 'Asian Ships', as it is currently titled on Steam. * The app for macOS will now show the proper icon in the dock - fix the issue that was preventing sometimes the troops to reach their destination with an automatic transport mission. - fixed "server lost" issue when client loads faster than host in MP games - AI will now properly evaluate which provinces to take a in nationalism war peace deal - All the calculations related to the mandate monthly change are now computed with only two decimals. - Applied Chinese dynamic province names to all Chinese tags, rather than just Yan. - Arabic numbers in custom monarch names should not be interpreted as dynatic numbers - Clicking on players in outliner will correctly generate a comma in the whisper macro - Corrected a variety of historical accuracy issues in the Japanese history files, thanks to Yoshihiko Hayashi! - Daimyo event "Returned to Fold" will no longer fire for a Pirate Republic, so that So can remain pirates for longer than a month. - Enforced consistency of spelling on everything Dzungar. - Enforcing a personal union will now properly transfer all subjects again - Fixed CTD for empty OR triggers - Fixed CTD when reassigning leader after leader panel was updated. - Fixed HRE Imperial Authority monthly increase differing if you are playing as the Emperor or not - Fixed Host window not hidden when pressing back in MP lobby - Fixed Imperial Authority modifier applied twice on monthly increase - Fixed Mac/Linux MP crash due to generating textures on wrong thread - Fixed OOS after selecting countries in quick succession - Fixed a case through which the Shogun could end up at war with a Daimyo without the subject-overlord relation being broken. - Fixed several instances of "that that" in loc - Fixed some Spanish missions being impossible without RoM - Fixed various minor script issues in Ming dynamic historical events - Fixes bug related to missing events in countries after loading a multiplayer game and selecting a different country. - Great Wall events now check for province controller - Improved the readability of the tooltip for "has_manufactory_trigger" (used e.g. in Polish mission "Invest in Eastern Poland"). - MP clients will no longer be assigned the host country savegame country on some rare cases - Moved version info from error log to game log - Opening diplomacy with another country while a war confirmation popup is active will no longer crash the game - Reverse opinion modifier from improve relations should not decay while the diplomat is working on it - Some dynamic province name rendering errors due to encoding issues have been resolved. - States eligible for Manchu banners should not give player another state interaction once they are all raised - The States General reform will now be abolished if you form Prussia as the Prussian Monarchy reform overlaps with its UI. - The event "The House of [consort dynasty]" can no longer fire without a province allocated as the consort family's governing seat. - The first letter of the event "Increased Demand for [trade good]" will no longer display as lowercase. - The province modifier "Cotton Gin" (gained via USA event "The Invention of the Cotton Gin") no longer disappears after one tick. - The province modifier "St Paul's College" (gained via the Ming event of the same name) no longer disappears after one tick. - Updated the startup screen to describe government reforms from Dharma and hordes from The Cossacks - Various Japanese daimyos' country and provincial histories have been corrected, with additional personalities also added to later rulers - add_ruler_personality will not allow to go over limit anymore - fix micro-freezing when switching to some map modes due to buffered logging - losing your last port will now properly update your supply range and prevent out of syncs with hotjoin - morale boost at the end of a battle should account for all troops that participated, even if they retreated before the end - past enforce peace offers should not come back to haunt the player anymore - Fix potential OOS when client changed gameplay settings - Fixed occasional CTD when hovering over modifier elements in province/colonisation view |
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Feast your eyes on another info rich Dev Diary on the Manchu Update! An extensive mission tree and dynamic historical events for Korea, the rise of Wakou pirates in Japan, 9 sets of new national ideas and a brand new launcher! |
Round two of the Anbennar Clash is live! Don't miss out on week two: Conflict. |
Get ready - its a huge dev diary today! Manchus, Mongols, Missions and Maps are the focus of today with new provinces, cultures, missions and nations. There are also some banners balance changes we know many of you have asked for! |
Todays Dev Diary is the announcement you have been waiting for - the Manchu Update is coming! This free update will include updating EU4 to 64 bit as well as changes across Manchuria, China, Mongolia, Japan, Korea and Central Asia. |
A lot of you have managed to guess already! To confirm for those of you that have and enlighten those that haven't - here is the final teaser image! The full image and announcement will be in tomorrows Dev Diary. |
In today's image the silhouette of someone begins to come clear - who could it be? |
Scandinavia seems to be the most common guess based on what we have shown you so far - how does todays reveal factor into that? |
On the first image we saw all kinds of speculation - of course we can't say how much of it was accurate! One thing we can say is that this announcement isn't about the European update - so keep guessing if you thought that! |
We have an announcement for you but just telling you wouldn't be fun enough. So over the next 4 days we will be slowly revealing this image until the 27th when the DD and the announcement will hit! Can you figure it out ahead of time? |
Today we take a look at some big changes to what is often the most powerful Religion: Catholicism. New abilities, mechanics and bonuses- especially for the Bishop of Rome himself! |
Today's Dev Diary is a big one! Read all about our huge overhaul to the estates system. |
I declare the 'Tales from EU4' competition open! |
In this dev diary we take a look at the new missions and flavor coming to the Palatinate, Mainz, Trier and Cologne. Come and have a read about these fun nations from within the HRE! |
In today's Dev Diary Jake dives into the mechanical changes we have coming to mercenaries! Get ready for a complete overhaul of the system with new 'companies' at it's core. |
Read all about the changes we have planned for Savoy and Mediterranean trade in this dev diary! |
Today's Dev Diary announces the post-summer free patch and dives into some juicy teases about Content for the European Expansion! |
In this week's development diary we'll have a look at the Austrian, Serbian and 'Crusader States' Mission trees along with a bunch of other things in the area! |
The EU4 LAN Party tickets are now on sale! |
Check out the latest DD from Aegir games on the EU4 board-game to learn all about 'Solo Mode'! |
The latest EU4 Dev Diary is here! |
The latest EU4 Dev Diary is live! Read all about the new and improved mission trees we are bringing to the french region! |
Your change to be part of the greatest LAN event in history takes place the 7th to the 10th of November. LARPing, war, loyalty and betrayal await! |
Get ready for the return of the French vassal swarm! Todays Dev Diary takes a look at the map changes we are bringing in to France and the surrounding area. Check it out! |
Today is the beginning of another free week! All week you will be able to play Cradle of Civilization for free! |
The Paradox Interactive Strategy Weekend is on! Pick up tons of deals across a huge section of our games right now and all weekend on steam! |
Europa Universalis 4 is having a free weekend! Tell your friends - there has never been a better time to get someone into the wonderful world of EU4. Get those multiplayer games going and you can recruit new allies for future campaigns! |
Todays Dev Diary takes a look at an area we know a lot of you wanted move flavor in - Italy! Lets looks at three huge new mission trees and a new government type! |
Don't miss your chance to secure your spot at PDXCON this year at 20% OFF! The discount will end on the 31st of May so if you already know that you're joining us the time to act is now! |
In todays Dev Diary Ofaloaf shows off the map changes we have upcoming for Italy - as well as a detailed look at how we got here! |
Today's Dev Diary dives into three of the new mission trees we have coming for the German region. Bavaria, Saxony and Prussia are all getting huge new trees! |
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Todays Dev Diary shows of many of the map changes we are bringing to Germany in the upcoming European update! With new tags, new borders and many dynamic historical events we are bringing life back to central Europe! |
In today's Dev Diary Jake tackles some big topics! Read all about our future plans for 4k Support, a HRE overhaul and Catholicism rework. |
Starting Monday the 29th of April 2019 at around 13:30CEST we will be offering everyone that owns Europa Universalis IV, but not Third Rome, a chance to try this expansion for free for one week! |
In today's Dev Diary Jake talks about the teams aspirations for Custom nations - and wants your feedback on how they could be improved! |
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Today Jake takes a look at some of the Quality of life changes that are on the teams agenda. |
Today MatRopert takes a look at all the work we have been doing on Tech Debt - from rendering, to startup time, to teaching our crash reporter that some of you really dislike hunting accidents! |
Today Jake is taking a look at the Estates system and how we plan to change it going forwards! |
Jake gives some details the past, present and future of Mercenaries - what the problems are and how we plan to go about tackling them! |
Starting Monday the 25th of March 2019 at around 14:00CET we will be offering everyone that owns Europa Universalis IV, but not Mare Nostrum, a chance to try this expansion for free for one week! |
Today I thought I would talk a little bit about Realms. Most of all we will look at those tempting targets scattered around the map, the Non-Player Realms (NPRs) |
For a look at our philosophy when designing mission trees as well as a recap of how missions have changed over time check out today's Dev Diary! |
We're continuing our series of Development Diaries on the topic of map changes. This week we'll talk about the German map |
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A new week, and we'll continue on the track on which we started last week: Maps! This time we'll look closer at the map of Balkan |
It's time for us to start looking at updating the map, so that is what this week's development diary is about |
Starting Monday the 25th of February 2019 at around 13:00CET we will be offering everyone that owns Europa Universalis IV, but not Art of War, a chance to try this expansion for free for one week! |
We recently revealed that we will be dropping 32-bit support for Europa Universalis IV. Let's take a moment to talk a bit more about what that actually means |
This week we'll focus on Europa Universalis the Board Game. Check out the progress of this great game currently in development by our friends over at Aegir Games. |
Today Paradox Interactive announced the release date of Imperator: Rome, scheduled for the 25th of April 2019. |
We just released 1.28.3, and we keep on working tech debt which might not be the most interesting of topics so we'll keep it short. We do have some news regarding 32-bit support however |
We just released 1.28.3, focusing on squashing lots of pesky bugs!
Since the patchnotes are too long to fit in a Steam announcement, I must ask you to visit our official forums to read it in full! And as usual: We will not be able to collect bug reports from Steam, so please post any bugs in our official bug report forum! Thank you! |
We anticipate the release of our 1.28.3 Bugfix galore patch within the next couple of weeks. Let's check out the changelog for it while we wait |
From today and the coming week, anyone that doesn't already own Mandate of heaven can try it for free! |
We are currently working on a massive Bugfixing patch to be released in the near future. Today we'll reveal a tiny portion of it and talk a bit about some common suggestions that we see |
This week Jake will talk a little bit about commonly requested quality of life changes and what his thoughts on them are as we move forwards with the 2019 plans |
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Today we will talk a bit about Game Set-up and give a brief introduction to the Sequence of Play. This may not sound so sexy at first, but it gives a real insight into how the game is actually played. |
We've released the 1.28.2 Hotfix patch that's been in beta testing for a few days. It should now be downloading for everyone. If you opted in to the beta patch, you should automatically be moved to the release version of the game.
Please post any bugs you discover in the Unfortunately we'll not be able to collect bug report from Steam. Information on how to revert/keep your game on a previous version can |
As we near the end of 2018 we'll talk about what we've learned this year, and take some time to outline what 2019 will look like for Europa Universalis IV |
Just the one fix for now: |
STOCKHOLM - 11 December 2018 - From Madrid to Mexico to Manila, the Spanish Crown had the one of the first empires where the sun never set. From the fall of Granada to the Dutch Wars of Independence, Spanish power always had to be taken into consideration. But its road to dominance ran through local rivals like Portugal and Morocco, and its control over the vital sea routes was challenged by English navies and ruthless privateers. What path will you take?
Golden Century is accompanied by the free Spain update,available to everyone who owns Europa Universalis IV. This update will include newly detailed maps of Iberia, North Africa and the Spanish Main, as well as revised National Ideas for many nations in the Western Mediterranean, new Government Reform options and other changes for all players. https://store.steampowered.com/app/960920/Immersion_Pack__Europa_Universalis_IV_Golden_Century/ |
Update 1.28 is now live and should be downloading through Steam as we speak. Also note that with version 1.28 the system requirements have been updated. [I][/I] Information on how to revert/keep your game on version 1.27.2 can be found here!
[b]Please be advised that we will not be able to collect bug reports from Steam! If you experience issues with 1.28, please report this through our official bug report forum! Thank you! |
An early development diary for Europa Universalis as we will be releasing Golden Century along with 1.28 Spain update tomorrow. Today we will delve into patch notes! |
Hello all. As we alluded to in the previous Development Diary, we have been taking in feedback on the concerns with Golden Century and the 1.28 Spain Update.
The following changes are going to accompany 1.28, in a hotfix called 1.28.1 which will swiftly follow the Tuesday release. Again, we want to stress the importance of your thoughts and feelings, and do what we can to meet your expectations. Long have players been requesting, in particular, that Development and Transfer Occupation features be a base game feature available and with the continued development of the game we agree that this is the right step forward. We have made lots of mechanics that interact with improving development in the years since it was first introduced, most notably with mechanics such as Ages and Institutions, and there are more ways this mechanic can be used to improve the game further which we want to open the doors for And this is only the start, we will still be going forward with doing our planned dev diary on community suggestions and future road map of EU4. If there are any questions about these changes, please let us know in our official forum! |
As usual, the 1.28 update will bring a number of new achievements for you to chase. We also want to take a moment to talk about how we deal with the feedback we receive from the community and how it affects how we move forward |
Golden Century is an immersion pack focusing on the Iberian peninsula, pirates and the surrounding area. Immersion Packs always come with new unit models included, so let's take a look at what our 3D artists has been up to this time |
Golden Century will ship with a major free update that includes an extensive reworking of the game maps of Iberia, Northwest Africa and Mexico. |
Ahoy mateys! Harr, in today's development diary we'll talk about Pirate Republics! Hoist the black flag or walk the plank! |
This week we'll have a look at Morocco, Tunis and Granada, as well as having another look into the Iberian peninsula. Groogy is also explaining the mystery of Artillery Fire |
This week we'll look into the the new mission trees and decisions for Castille, Aragon, Navarra and Portugal |
Greetings! Today we will discuss improvements made to AI behavior that will come along with Spain Update! |
New development diary! Today we will cover the Iberian and North African map reworks coming in the 1.28 Spain Update! |
The 1.27.1 hotfix for the Poland Patch is now live! The team has done its utmost to deliver a prompt fix for issues reported by the community following the release of the free Poland Update. |
Welcome to a new development diary! Today we discuss the Poland Update and the future of EUIV. We can only say that we're putting back Europe in Europa Universalis. |
We've just released version 1.27, also known as The Poland Update! Enjoy the Golden Liberty of the Polish and Lithuanian people in the latest free update to Europa Universalis IV! |
Today is our second and final dev diary for the upcoming 1.27 Poland Update! we shall be putting releasing the Poland Update on Monday 1st October. |
Previously you were able to revert back to earlier versions of Paradox Development Studios (PDS) games at will on Steam. These specific versions predate the enactment of the General Data Protection Regulation (GDPR) - hence they are not compliant with the new policy.
How to switch to old branch versions:
For FAQs and further discussion on this subject, please visit the main thread for these changes on our forum at this link: https://forum.paradoxplaza.com/forum/index.php?threads/1120883/ |
The 1.27 Poland Patch dev diary is out! We delve into map and mission trees reworks for Poland, Lithuania and Romanian nations. We also tackle national ideas for minor states in the region and the new Tatar mission tree, and… A Mongol Empire formable tag?! |
We’ve just released the first hotfix for the most pressing issues found in the 1.26 Mughals Update. For the time being this hotfix will be available as an opt-in beta. |
First Post-Dharma development diary! Today, we delve into the upcoming hotfix and the post-release Update, 1.27. Can you guess the target for our next update? We also talk about amending religious conversion both in the short and long run. |
In 1488, the Portuguese explorer Bartolomeu Dias rounded the Cape of Good Hope, discovering a sea route to India and opening up the Indian Ocean for European trade. Over the succeeding centuries, merchants and adventurers would follow this route to lands rich in spice and silk. Diamonds as big as your fist decorated the thrones of dozens of princes ruling over millions subjects. The foreign traders would make themselves masters of this land. Will you follow their footsteps? Or will you defend the subcontinent?
A new Content Pack is also available, adding new Indian army models including war elephants, dozens of new advisor portraits and over ten minutes of new original music. Dharma’s release coincides with the Mughals update, free for all Europa Universalis IV players. This update includes a more detailed map of the Indian region, a renewed Estate system, and a new approach to Policies. |
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The penultimate Dharma Development Diary is now live! Today we will summarize the main changes and additions made to the game with a strong focus given to Government, Estates and Policies reworks. |
Want to get up to speed for Dharma? You are in luck! We just released a manual for our next expansion (available in EN/FR/GE/SP)! |
The number of development diaries for Dharma slowly dwindles as we approach the 6th of September. Today we will have a look at achievements and a few more units included in the Content Pack for Dharma. |
Another Tuesday, another development diary! Today we will have a look at the Dharma Content Pack which will be released alongside the Dharma Expansion. |
The riches and intrigue of Indian politics are the focus of Europa Universalis IV: Dharma. Will you defend the subcontinent against foreign commercial empires? Or will you set up a European trading empire in one of the richest lands on the globe? You will get your chance to build a new world-spanning empire on September 6, 2018. Pre-Order Dharma on Steam today! |
The July hiatus might be over but development diaries keep coming! Today we will delve into Tibetan and Novgorod Mission Trees. In addition, we will have a closer look at another set of national ideas. |
Development diary hot off the press! This week we will talk about the changes made to Centers of Trade in Dharma and the 1.26 Mughals Update. |
New development diary for the 1.26 Mughals Update! Today we will tackle balance changes from estates to expansion to end game tags and many other elements. If balance changes aren't your forte, we included the changes brought to National Ideas for the Bengal region. |
The latest development diary is out! Today we will cover two small free features coming with the 1.26 Patch: the ability to play as teams in Multiplayer and new graphics for Indian Sieges. |
And here is another July development diary! This week we’ll take a peek at the new formable nations coming in the 1.26 Mughals update and their national ideas! |
A development diary in July? This month usually entails a long silence in development diary as most of us are on vacation, yet Game Director Jake Leiper-Ritchie has decided to break this rule! We shall have dev diaries in July! This week, we will have a closer look at Climate, Weather and ELEPHANTS! |
New development diary! This week we'll take a closer look at two features from the Dharma Expansion: Settlement Growth and Scornful Insults. Soon you will be able to tarnish the reputation of your foes with witty taunts while your colonists improve the development of your provinces. Useful links |
Musical development diary! With the Dharma expansion we decided to further enhance the audio experience by making it more interactive and more balanced! No images today guys! Only soothing sounds! Useful links |
Good day all. It's everyone's favourite time of the week: EU4 Dev Diary time. We've covered the three meatiest changes coming in Dharma in our previous diaries, that is to say the Government Overhaul, Policies rework and the revamped Estates. That said, we're still far from done with all the neat things to show you in our upcoming Mughals update and the Dharma expansion. Today, I'll show you a feature from each: the Truce Mapmode and the change to how one Autonomously Suppresses Rebels. Useful links |
New development diary! This week we'll look at the policies rework in Dharma and another feature to make European presence in the rest of the world more interesting: Trade Company Investments! Useful links |
The release of Rule Britannia and the 1.25 England Update went fairly smooth, but a few hiccups are always to be expected. Let's have a look at a few things we've identified so far set to be sorted out within a not too distant future |
Save 75% on Europa Universalis IV during this week's Midweek Madness*! |
STOCKHOLM - 20 March 2018 - The old king of legend couldn’t control the waves with a flick of his hand, but you, his heirs, can master them with the power of your navy and the reach of your trade fleets. The destiny of millions is in your hand in Rule Britannia, the newest immersion pack for Paradox Development Studio’s classic historical strategy game Europa Universalis IV.
http://store.steampowered.com/app/760070/Immersion_Pack__Europa_Universalis_IV_Rule_Britannia/ This Immersion pack is also accompanied by the free 1.25 England Update - |
We will not be collecting any bug reports in this forum, so please report any issues you experience with the patch in our bug report forum! |
Tomorrow we'll be releasing Rule Britannia, and alongside it we also release the free 1.25 England update to everyone that owns Europa Universalis IV. In today's special Dev Diary we'll present you with the full 1.25 Changelog |
Here you can download the Manuals (PDF) for Rule Britannia! |
It's one week to the release of Rule Britannia and the 1.25 England update. We've covered most of it already, so let's round things off with a quick look at the achievements added in 1.25 |
A big part of the Immersion Pack is the new Unit Models for the British Isles, Ireland and Brittany. Let's see what they look like, and hear a bit about the inspiration behind them. |
Paradox Development Studio will release the newest add-on to the historical grand strategy classic Europa Universalis IV on March 20. Rule Britannia is an immersion pack that adds greater depth to the British Isles while adding new content for every nation including new approaches to technology and the early industrial revolution.
Europa Universalis IV: Rule Britannia will be available on March 20 for the suggested retail price of $9.99. http://store.steampowered.com/app/760070/Immersion_Pack__Europa_Universalis_IV_Rule_Britannia/ |
Let's delve into the complexity of AI programming and also take a look at the new Irish Ideas that are being implemented with Rule Britannia |
Rule Britannia will introduce the concept of Trade Steering, a method of hijacking another nations finances without having to occupy them and induce aggressive expansion penalties. This Development Diary will also take a look at the new Naval Doctrines and some Low Countries changes. |
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Let's have a look at the new Innovativeness and Knowledge sharing. Two new concepts added in Rule Britannia to reward building tall and to add new ways of spreading institutions. |
Rule Britannia’s game improvements are packaged with:
http://store.steampowered.com/app/760070/Immersion_Pack__Europa_Universalis_IV_Rule_Britannia/ Available soon at the recommended price of €9.99/$9.99 |
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1.23.1 patch notes
Savegames should be unaffected and achievement runs won't become invalid from the update. Please report any bugs in our official forum! We will not collect bug reports from the Steamhub. |
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Expansion - Europa Universalis IV: Cradle of Civilization, all new content for Europa Universalis IV is Now Available on Steam! |
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With Cradle of Civilization releasing on Thursday next week I want to round off on a last goodie bag of features, covering the few additions we haven't covered yet and the Achievements for 1.23. |
These are things that hasn't been working great lately, and we aim to get up to speed on it's functionality by focusing quite a bit on it in the upcoming 1.23 Persia Update |
STOCKHOLM - 24 October 2017 - Cradle of Civilization, the newest expansion to Europa Universalis IV, will be available to all wannabe conquerors on November 16, 2017. In less than a month all you million-plus explorers, traders and conquerors that make up the Europa Universalis community will see deeper gameplay and more detailed modeling of the tumultuous Middle East and Central Asia. |
Today we will list a couple of small, but useful, additions and improvements to the military side of things coming in 1.23 and Cradle of Civilization. Gnivom will also go through a couple of updates for the AI. |
In the 1.23 Persia Update we will provide a new startup screen detailing the ins and outs of playing with the nation that you have selected. Also, Groogy will be telling you about some cool new things for modders. |
STOCKHOLM - 03 October 2017 – Paradox Interactive and Paradox Development Studio today announced Europa Universalis IV: Cradle of Civilization, a new expansion to the best-selling grand strategy game about exploration and empire-building in early modern history. For millennia, empires have battled over the deserts and valleys where humankind once took its first tentative steps towards to something larger. From Sennacherib to the great khans, the crossroads of trade and learning have also been the highways for armies and warlords. Now, in the shadow of the collapse of Timur's great empire, new powers are staking their claim to be the heirs to the Cradle of Civilization.
To read more about these new feature, we recommend that you check out the Cradle of Civilization continues the Europa Universalis IV tradition of letting players explore new histories and cultures, giving starring roles to empires often forgotten in textbooks. Cradle of Civilization will be available in late 2017 for SRP of $19.99. And don't miss out on DDRJake's Development Diary. Today we take a deeper look at Anatolia and the changes coming in that region. |
The next free update, version 1.23, will be called "The Persia Update". So of course we will have to do some updates to the Persian region in it. |
Save up to 75% on Grand Strategy titles from Paradox Interactive including Stellaris, Steel Division, Hearts of Iron IV, and more*! |
This week we take a good look at the two prominent Muslim nations who shaped the Middle East in the 15th Century. Aq Qoyunlu and Qara Qoyunlu |
The piety mechanic for Muslim nations has remained pretty much the same since the release of Europa Universalis IV. Let's change that up a bit shall we? |
Hello everyone!
Yemen can now be formed by a country controlling the important provinces of Yemen (to do this in 1444 you will have to destroy the Rasulid Sultanate). The Hejaz & Central Arabia: In 1444 the Hejaz was not a united region. The Sharifate of Mecca, ruled by the Hawashim family, is the strongest state but by no means entirely dominant. Their main contenders are the Husaynid Sharifs, who rule the holy city of Medina. To the north and across the Red Sea the Mamluk Sultanate is a constant factor in Hejazi politics, and claim to be the protector of both of the Sharifates, often intervening in their conflicts against each other as well as in the appointment of new Sharifs. Historically the Mamluks under Qa'itbay would eventually appoint the Sharif of Mecca as the viceroy of Hejaz, uniting the states by military force. While know far less of what was going on in detail in 1444 specifically for the inner parts of the peninsula we have taken the opportunity to break up the land into more provinces, making sure that they match the caravan routes used throughout the era. Rather than divide the country in a number of easily conquered one province countries we have decided to keep it under fewer and bigger conglomerate tags. Najd, with its capital in Diriyah (the future core of the Saudi state), and Shammar, with its capital in Ha’il, remains in control of a wider area in which they represent a number of minor tribes. In the south Dawasir controls a number of the inland oasis and caravan routes. New Playable Countries in 1444:
Oman & Bahrain - Eastern Arabia In 1444 the Omani interior was ruled by the Ibadi Imamate (sometimes called Sultanate) of Oman while the coastal cities of Oman and the Pirate Coast are under the overlordship of the kingdom of Hormuz in the Persian Gulf. This would eventually make the Sultanate a very tempting target for the Portuguese when they arrived in the region, who would choose to attack Hormuz directly to take control over its network of coastal cities. Further east the Jabrids of Haasa have conquered the coastline, and most importantly the rich pearl fishing ports of Qatar and Awal. New Playable countries in 1444:
Egypt & Northern Arabia Throughout the history of the Islamic world, and the history of the Mediterranean itself, Egypt has remained one of the most important regions to control. Egypt was a major entrepôt for cloth, cotton and spices but it was also the greatest exporter of grain and rice in the region and many great cities depended on the harvests of the Nile Delta. The great dependency on the Nile in an otherwise arid and inhospitable land also means that Egypt has many interesting geographic features. Both of these are things we felt the game did not properly model so we have taken this opportunity to redraw and re-imagine Egypt in patch 1.23: More provinces have been added along the Nile and in the Nile Delta and wastelands have been added to limit access between the Red Sea Coastline and the Nile, as well as between the Mediterranean coast and the Nile (you can probably spot the Qattara depression in the screenshot above now). In order to better show the great importance of the Egyptian grain trade we have added special goods produced modifiers for grain in the provinces of the Delta. We have also added in more Arab federations in the Syrian Interior and northern Arabia. New playable countries:
That was all for the map and historical setup changes of Arabia and Egypt! It is our hope that these changes will make the region come alive more and in general be more interesting to play in, with a greater diversity of playable states and a more accurate setup in general. Next week I will be back to talk a bit about Anatolia and the Caucasus... :) Read the original post by Trin Tragula [quote]Useful links |
Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester: |
Hi all. We have released a hotfix to address the issues following v1.22 Russia Update. |
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So what is Streltsy units? Previously we had three categories of units, with regulars, mercenaries & banners. In 1.22 there are two more categories added, and one of those is the Streltsy. Streltsy arrive at full strength, but low morale, and do not cost manpower nor gold at recruit, but otherwise works like a regular unit, if not for two distinct differences. First, the amount of streltsy compared to your force.limit increases your stability costs, while each streltsy regiment provides +10% fire damage. The other category we add for 1.22 is Cossacks, which is there for everyone that bought the “The Cossacks” expansion. Cossacks work like regulars, except they do +10% extra shock damage. Cossacks are recruited as an estate interaction, where each province assigned to the Cossacks estate will give you 1 cavalry cossack regiment. Of course, fittingly for the focus on this update, we have added three new interactions to the Cossacks estate.
Next week, we’ll take a deeper look into more abilities of Russia and the Tsardom. Read the original post [quote]Useful links |
As usual, Third Rome will be accompanied by a free update to Europa Universalis IV, available for everyone who owns the base game. |
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We are proud to present you with the latest free Update to Europa Universalis IV, quite close to the 1.20 Ming update. Saves from 1.20.x should work fine with 1.21, but as always: We strongly recommend starting new saves after an update to prevent unpleasant surprises. |
Good day all. With the team putting the final touches on the 1.21 Hungary Update which will be released soon™ I'll be posting today's Dev Diary to take my mind off of the traditional Swedish April Snowfall. |
Events: Hungary has received new events as well as reworks of their existing events. This is a broad (but not quite complete) overview of what we have added and why:
Bohemia: Map Changes: In order to add more depth of maneuver and historical detail we have now split the province of Moravia into Brno and Olomouc and added a Moravia as a revolter country. In Silesia we have added the province of Leignitz/Legnica and revised starting development values and trade goods a bit to better represent the importance of this area. Events: While the Hussite wars are a thing of the past in 1444, the Bohemian people are still largely heretics to Catholic Europe. Ladislaus the Posthumous is the presumed King of Bohemia as well as Hungary but the de facto government of Bohemia lies with the Hussite factions under George of Poděbrady. Even prior to Hungary patch you could choose to support the Catholic or Hussite party but now this choice has a bigger impact than it used to: With the Hussites in power you will now be less liked in Europe but enjoy stronger support internally. You will benefit from the tactical experience of the Hussite soldiers but the Catholic estates may offer the Bohemian crown to a foreign monarch willing to defend them. Unless the pope acts against the continued heresy in Bohemia a strong Hussite movement could also make the Reformation trigger earlier than it otherwise would. Minor Additions: The Vistula Spit: Prior to 1.21 Königsberg and Danzig have been connected by a strait at the end of the Vistula lagoon. This had the unfortunate side effect that the fort in Königsberg could prevent movement between Danzig and Marienburg. Something that was impossible to get around without a fleet. The strait was also unhistorical as by 1444 the Vistula spit was no longer open and the ports inside the Vistula lagoon did not have access to the Baltic sea. In 1.21 the Vistula spit has been extended all the way to Königsberg, this means that you can now get to the fort there (though it will count as crossing a river) and that Marienburg and Ermland now start without ports. Austria: Austria has had a number of their existing events modified and can now also get new events relating to Hungary if they should come to control the country. Most importantly the advance of the Turks event now gives Austria permanent claims on Royal Hungary and Hungary itself is more likely to elect Hunyadi candidates to their throne, severely hurting relations with the Austrian monarchy. Serbia: Serbia was not the main focus of this patch but together with the addition of the province of Belgrade we have added a decision for the Serbian state to make Belgrade their capital if they are able to retake it from the Hungarians. Moddability: That is not all that is new in the Hungary patch however. I will now leave the word to Gnivom who, aside from programming the AI, has also been working on improving the moddability: variable_arithmetic_trigger Ever wished you could add or multiply values in triggers? You now can! Sort of, at least. The variable_arithmetic_trigger (VAT) allows you to use export_to_variable to a local variable, that only exists within the current trigger and its children. The following effects have been modified to be usable within the VAT (as well as, as mentioned, export_to_variable):
When used within a VAT, they can only modify variables created in a VAT, as triggers are not allowed to modify the game state. The triggers that evaluate variables can also evaluate local variables. A VAT has the following members:
When the VAT is evaluated, it will first execute the export_to_variable effects, then go through the other effects and triggers in the order they are listed. Whenever it comes to an effect, it executes that effect. Whenever it comes to a trigger, if that trigger evaluates false so does the VAT, otherwise it continues. If it gets past all the triggers, it evaluates true. In that sense it is like the AND trigger. When the trigger is done with its evaluation it destroys all variables created in its export_to_variable effects. A simple example:
One of the smart things with this design is that you can create conditional statements by utilizing the fact that AND and OR triggers stop evaluation when one child returns false and true, respectively. Check the following, more advanced, example: Although the syntax is horrible, this can be nested as much as you want to create really complicated logical conditions. It should be noted that variables are performance heavy, especially the export_to_variable, although that has been significantly improved in 1.20 and 1.21. Scriptable Subject Types Some modders may have noticed in 1.20 that we moved most of the differences between subject types to a script file. As of 1.21, entirely new subject types can be added just by adding entries in common/subject_types. The old subject types are still referred to in the code however, and can’t be removed. Just adding them there won’t make them visible in the game however. For that I added scriptable diplomatic actions. Scriptable Diplomatic Action In 1.21 you will be able to see a new folder in common called new_diplomatic_actions. This system is currently independent of what happens in diplomatic_actions, and they can’t be combined. One diplomatic action has been added there, and it might be easiest to learn how it works by checking that example, which asks someone to become your Dummy. Two things should be noted though. First, the AI will as it is never send these actions. I’m thinking of a way to make that work for a future patch. Second there is an entry called ai_acceptance. This is how it works:
As 1.21 is not yet available to you, I’ll paste the relevant script here for reference: In subject_types I added this:
The result looks like this (I didn’t bother localizing ALWAYS_TEN): Scriptable diplomatic actions will be in the 1.21 patch when it releases, but it is a feature we plan to improve and expand upon in the future. Last but not least our Mod Coordinator Divine has also been working on a couple of additions to the 1.21 patch. This is a small list of those from the changelog.
Have fun! That was all for today about the Hungary patch and the content related to to Hungary and its European surroundings. Next Tuesday we will be sharing the complete changelist for the upcoming patch, which will be released in late april. Read the original post [quote]Useful links |
We are rather happy with the end result, a better naval game, where all buildings are viable choices, and you need to invest in having the support for a naval force. We also strengthened the naval ideagroup, by making Naval Cadets also reduce morale damage from sunk ships by 33%, increase Press Gangs from 20 to 25% Sailor Recovery Speed, and changing Superior Seamanship from 15% Naval Morale to 10% Naval Morale and adding +10% Naval Engangement modifier (ie, lets 10% more ships fire each round). A cool thing we are adding in 1.21, is a new decision to form Yuan! In 1444, the Ming dynasty is still in its relative infancy, having taken over China from the Yuan Empire in in the late 14th century. The remnants of the Yuan still remain in our start date in the form of the Mongolia tag (something you can already see in the tooltip for previous Emperors in the Empire of China interface. For patch 1.21 we have expanded a bit on this and added a decision for Altaic countries to restore the Great Yuan Empire and reclaim the heritage of Kublai Khan. It will require you to unite the Eastern Altaic cultures and be the Empire of China (or at least Empire rank if you lack the Mandate of Heaven DLC) and will grant claims and ideas based on the Yuan Dynasty. Speaking of forming nations, any manchu culture nation can form Manchu in 1.21 Next week, Trin Tragula will tell you all why the patch is called Hungary... Read the original post [quote]Useful links |
Hi all! |
As usual, Mandate of Heaven launches alongside a major free update to Europa Universalis IV that improves and updates many aspects of the core game experience. Starting later today, a number of Paradox Interactive titles will go on sale on Steam for the weekend, including the Europa Universalis IV core game. Ambitious rulers who have yet to try their hand at world conquest will have the perfect opportunity to try the latest version of the game alongside its newest expansion. Europa Universalis IV: Mandate of Heaven is available now for $19.99. |
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As usual, when we do a major expansion, and have a large free accompanying update, there are quite a lot of changes to how you play the game. We’re hoping that this little guide makes it easier for you to transition to the greater experience of EU4 1.20 “Ming” with Mandate of Heaven.
Subjects We’ve done quite a lot of things to subjects in the Ming update, most important among them probably exposing most of it to modders, but for you right now there are a few important things to know. Non-tributary subjects are now exempt from most disasters, making both managing them, and playing them less of a hassle. We merged protectorates and vassals into vassals. You can do divert trade & seize territory from vassals & send officers to marches. Subjects occupying a province for you will now automatically discover that province for you. Subject types that allow Embargo Rivals interaction no longer allow Subject to make their own embargoes. We reduced Liberty desire from development in vassals, and its now 100% liberty desire at 500 development. Daimyos are now their unique subject type, with lots of added mechanics mentioned in earlier development diaries. They no longer count towards diplomatic relations, but they will no longer increase your force limit either as a Shogunate. Colonial Nations can now start war with neighbours of another religion group. Which allows them to attack native americans even if they have technological parity. Colonial Nations also lost heir penalty to settler chance and colony growth. Trade companies We have done some rather big changed to Trade Companies, making them no longer count as territory when it comes to autonomy. This makes it much preferable and beneficial for empires to create trade companies of their overseas territories where possible. Removing a a province manually from a trade company now makes it not produce any goods for 5 years. Spynetworks In an effort to reduce tedious micromanagement, we’ve done a major change of convenience. Spies are no longer sent home when discovered, but instead have decay while being discovered for a year. Golden Age The Golden Era is probably the most powerful ability you can give your country. Once a game, when you have at least 3 age objectives fulfilled, you can start your golden era. This era will last you 50 years, and during this time, you get the following benefits.
States State Maintenance is no longer free in Capital Areas, but is reduced in price by 50% to prevent free edicts. Capital States have been “reimbursed” for this by gaining +5% institution spread. The late-game States buffet from government and Technology levels have been reduced dramatically, as previously almost all areas would be stated, removing strategic choice from the system. War & Peace Stabhitting peace offers have been restored to 50% of the warscore, when warscore is at least 50%, as we felt the new system wasn’t working so well. You can no longer call in allies that have a truce with someone you are attacking, to add risk to truce breaking We have removed the rule that you couldn’t make a separate peace with the holder of the wargoal province, as it caused bizarre outcomes in unlikely yet plausible situations. Mercenaries Mercenary costs have been raised across the board, to put more financial pressure on waging wars with endless waves of cannon fodder. They now cost 10 more in base price and reinforcement costs are doubled. Your mercenaries now get priority when entering battle within their unit type. Eg: Mercenary Infantry will be deployed in the middle ahead of regulars. Victory Cards Victory Cards have been changed to make them more enticing to grab early, rather than leaving them until the very end of the game. They now also heavily disincentivize “trading” of them. Victory Cards ticking up/down is now 10 years instead of 20 years. You now get the final victory cards even if you haven't fulfilled previous ones. A fully maxed victory card adds +1 score each month now. Absolutism The tech impact on Administrative Efficiency has been halved from 0-60% to 0-30%.An additional 0-40% of Administrative Efficiency can be gained from Absolutism in the 3rd and 4th ages to give an edge to more Authoritarian nations in the late game The Absolutism Mechanic replaces the Absolute Monarchy government type, which is no longer present in the game. Absolutism is used in decisions and events and can be influenced by Harsh treatment, raising stability, Strengthening government, lowering autonomy and more. Nation Rebalancing Prussian Militarisation has been balanced to be 50% harder to maintain and impacts less on maintenance cost and manpower. Its effects on troop quality remain unchanged. Early Native American infantry units have had their pip count reduced from 6 to 4, as native teching has been made easier with institutions and they do not need early super soldiers. On this note, the Counting Coups idea has been reduced from 15% morale to 10% Some of our more extravagant National Idea bonuses have been rebalanced. Japanese Traditions have been reduced from 10% discipline to a more sane 5% while Ottoman Millets are now 20% coring cost reduction instead of 33%. Bankruptcy A new button has been added to the economy tab allowing a nation to declare Bankruptcy if it has any loans. As such, the effects of bankruptcy have been rebalanced to be shorter and less of a kiss of death, but a viable alternative to crushing loan repayments Bankruptcy now adds devastation to provinces, and clears recent uprising flag. Bankruptcies now have less impact on morale, unrest and autonomy, and only last 5 years. Going bankrupt now destroys all buildings built in the last 5 years to prevent building up your economy with borrowed money and intentionally going bankrupt. Cavalry Ratio The amount of cavalry you can have, relative to your infantry is no longer tied to the old inflexible tech groups, but is instead a base of 50% influenced by the following:
Unconditional Surrender Various changes have been made to stop unconditionally surrendering nations from being at the mercy of their enemies forcing them to break apart from economical and revolting damage: Upon unconditionally surrendering, autonomy, War Exhaustion and Institution Spread act like being at peace Devastation will slowly decline after unconditionally surrendering Owned provinces will have 0 Unrest after Unconditionally surrendering Nations that has unconditionally surrendered can not take loans, nor go below 0 in treasury, and will automatically dismiss all advisors each month. Exploit Fixes Rebel occupation gives the same modifier as regular occupation A country is considered to be “in debt” for purposes of not being able to send gifts etc if it has more than 2 years of income to prevent “banking” money elsewhere. Nations in debt and running a deficit can no longer buy ships, stopping an infinite money exploit. Calculations for “in debt” are immediate, rather than judging the previous month’s finances, which lead to plenty of exploits Misc Spices’ trade good bonus has changed from the widely adored Hostile Core Creation Cost to a reduction in devastation. Wool’s trade good bonus is now +10% Local Movement Speed, because you cannot build a boat in Zürich Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing. Sharing maps can now be done while at war, because inaccessible allied land in a crucial moment is silly. Tengri now have 20% cheaper regiments, up from 10% cheaper regiments. |
In one week, on April 6th, we will release our next expansion: Mandate of Heaven. Let's join Jake as he takes us on a tour through new features and mechanics. |
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Once assigned to a task, your diplomats will work to boost relations with relevant nations. Once they raise a nation to +100 improved relations, they will automatically move on to another. they won't return to improve relations with an already-improved nation unless it falls below +80 improved relations unless they have nothing better to do. The automated diplomats also have some logic of their own for who they target. They will recognize "hopeless" attempts to improve relations with nations who already have irredeemably low opinion of your nation and will judge nations based on strength and distance from you when placating threatening nations. Clicking on a diplomat will stop them from their improve relations mission while right clicking will simply cancel the automation and they will continue to improve relations with the nation they are already active in. The Diplomatic Macro Builder will be part of the Until then though, it's time to get ready for the Read the original post [quote]Useful links |
“Mandate of Heaven” Expansion Releasing Soon; Developer Stream Scheduled for March 14 |
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Mandate of Heaven will also ship alongside new Content Packs fitting the theme of the expansion, with new unit designs for many of the East Asian powers and other updated army models. Europa Universalis IV: Mandate of Heaven will available soon on Steam and at the Paradox Store. |
Additionally, hawk-eyed readers will have spotted a new Hat in the top bar. Celestial Emperors do not use the Legitimacy values since they are all obviously legit. The Emperor instead has unique access to Meritocracy. This will naturally degrade every year but increases by having skilled advisors in your court. It is then spent on the 6 Decrees, also uniquely available to the Emperor of China.
Each Decree lasts for 10 years, costs 20 Meritocracy and, of course, all values are subject to balance up until release, but that's par for the course. So life is good for the Ming the Celestial Emperor. China is theirs, their tribute flows in regularly and they pass reforms and decrees as they see fit. Well, no single Empire lasts forever. The Celestial throne is there for any Pagan or Eastern Religion nation to secure for themselves. In practice, The Northern Hordes, the Japanese, the Koreans and the Buddhists are all in with a fair shot at securing the title for themselves and have access to a new Casus Belli: Take Mandate of Heaven. Land is cheaper to take in this war. Far cheaper, and it will allow the attacker to secure the Throne for themselves. When this happens, all previous reforms are wiped and the new ruler will start with moderate Mandate themselves. After all, there is only one China and all history from before did not exist. The new Emperor of China will have to quickly establish themselves with their own tributaries and bring Prosperity to the people of China to avoid the fate of their disposed Predecessor. The failed old Emperor of China shall be subjected to the Lost Mandate of Heaven modifier in addition to losing their Empire of China modifiers. Better take care of them, before they collect themselves and put their mind to reclaiming their old throne. The successful claimant will also enjoy permanent claim on all of China to help consolidate their new power, as our Dai Viet player Ihki was putting to great effect. Best of luck with your fight to secure the Mandate for yourself. We'll be back next week to talk about another new feature which has our team lamenting any moment that they have to play without it. See you then! Read the original post [quote]Useful links |
these interactions will also affect the subjects' liberty desire, which brings us to an important point, what does it mean to be a tributary. For what purpose does a nation bend their knee to the tax collector? Although Tributaries are subjects, they are the most free of any type of subject. They may make their own allies, subjects and foreign policy. They will not follow their overlord into wars or any of the usual subject behavior. Instead, they will be given protection. If another nation who is not also a tributary to the same overlord attacks them, their Tributary will be called to arms. The Overlord may accept or decline although, depending on the relationship and trust between the Overlord and Tributary. Declining will have ill effects on their relationship with their tributaries. The main cause of relations going south is due to the subject refusing to give tribute. If liberty desire grows too high, caused by the usual modifiers from relative strength, relations etc, Tributaries may start thinking they would be better off keeping their hard-earned manpower, money or Power, and so refuse to give tribute. Eventually, this can lead to the Tributary relationship breaking down, so keep and eye on your subjects and don't demand too much additional Tribute. Speaking of milking nations dry, it seemed only natural to give Hordes the ability to have tributaries. I've been having an absolute ball with my favourite nation keeping the Horde economy turning through my horseback tributary collectors. Tributary States are a paid feature in the upcoming yet-unnamed expansion, and are available for Hordes and for nations in the Eastern Religion Group (Shinto, Confucian, Three Buddhists) and are additionally available for any nation who is the Emperor of China. What is the Emperor of China, you ask? We'll find that out next week. Read the original post Useful links And don't miss the Developer Multiplayer Clash starting at 15:00CET on http://www.twitch.tv/paradoxinteractive |
There are also 3 edicts you can gain from taking certain abilities in different ages.
Yes, the AI will of course also use Edicts, and edicts are 100% fully scriptable, and modders can add and remove as they feel fit. Script example..
We have also rebalanced how Trade Companies work in 1.20, and provinces that belong to a trade company, will now be counted as full state provinces when it comes to autonomy calculations. Read the original post [quote]Useful links |
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To clarify: Artillery Bonus usually goes up to a maximum of +5 when sieging, this can be increased by this ability to +8 in this age. Backrow artillery does 50% damage normally, this allows them to do 60% damage. Next week, we’ll look into why the Manchu are so awesome.. Read the original post [quote]Useful links |
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Abilities
Next week we will delve into the Age of Absolutism, and the new Absolutism mechanic which will be part of the free 1.20 patch... Read the original post [quote]Useful links |
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Save 33% on Europa Universalis IV as part of this week's Weekend Deal*! |
Each age have seven objectives that can be fulfilled, and if they are fulfilled, you gain +3 power-projection as well as 3 splendor each month. Now you may ask? What is splendor then? Well.. Splendor is the age specific currency you use to purchase abilities. There are seven abilities in each age that each country can purchase, and there is also four unique abilities in each age, where countries that historically were powerful in that age can unlock a special ability. Whenever a new Age arrives, you power projection from objectives start decaying, and you now lose all the abilities you purchased in the previous age. Today we’ll take a look at the Age of Discovery, which is the first Age. Rules Religious Rules are valid. (Previously before 1650) Peasants War, Castilian Civil War, War of the Roses can only happen in this Age. Objectives
Abilities
Another cool concept we have related to the Age mechanics is the Golden Era. A golden era can be started once per game for a country, as soon as you have fulfilled 3 objectives in an Age, and lasts for 50 years. A golden age gives you 10% cheaper costs for anything you spend monarch power on, your land and naval morale increase by 10%, and you produce 10% more goods. The free patch keeps track of which age the game is in, and uses it for triggers for disasters and events. Read the original post [quote]Useful links |
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An area is:
Zone of Control blocks an army to move between two adjacent provinces if they belong to different areas, one of which is hostile and the other being either hostile or contested. (Note that movement within areas is never blocked by Zone of Control) An occupied province without a fort will flip back to its owner's control if there is in the area at least one non-besieged fort controlled by him but no hostile forts. To ensure an army can always reach the fort that is blocking it from moving and then come back after sieging it down, all armies can ignore Military Access in all non-neutral areas Rebels never impact hostile rules, and yes, Capital Forts now work like all other forts. In order to stop the enemy from reaching the interior of your country, you will often need to have one fort in every area.. Even without that though, forts can force the enemy to make detours unless they first siege down some forts. While doing this, an average country ends up with more forts than before, so maintenance have been halved. While doing these changes, we have tweaked the map dramatically, adding in lots of wastelands to give natural borders, and also made a big revision to the area setup, so now areas are pretty much all between 3-5 provinces, giving a more even balance. We have added a new peace treaty as well in 1.19, called “End Rivalry”. This peace option force the enemy to remove one of their Rivals. The removed Rival cannot be added again until 15 years after removed. We play the game quite a lot every week, and read far more on what issues you as players have. So we keep balancing and changing things to make for a greater player experience. In 1.19 we have some rather important changes to how you play the game. Combat has been changed a bit as well in this patch, as we removed the combat width penalties from terrain, as it made battles last way too long, and was a double defensive bonus combined with diceroll penalties. Sieging units will no longer get a rivercrossing penalty if a relieving force engages them, even if they did cross a river a few days, months or years earlier. We have changed the chance to increase colonysize from colonist being placed to instead being a lower the bigger the colony becomes. Previously it was pretty much a no-brainer to keep it as long as possible, as it became better the bigger the colony is. Now íts more of a choice.. Another complaint was the fixed levels of liberty desire that got applied to vassals and marches as they grew past certain arbitrary limits. Now it is scaling by development of the subject so you can always judge impact of their growth. For those of you that care about score, Great Powers are now likelier to be getting score each month, as they have a default +5 rating in each category. Also maintaining enough forts is now an impact on your military score gain. Corruption is now not entirely 100% bad, as a country with 100 corruption will now get -20 unrest in their realm. Courthouse & Town Halls no longer affect unrest but instead reduce state maintainance by 25% and 50% respectively, while their building costs have been halved. The Casus Belli from Expansion and Exploration Ideagroups did not really work as great as before with the new technology system, so in 1.19 they are getting changed. The Casus Belli themselves are gone.. Exploration Finisher now allows you to fabricate claim on another continent that is in your capital in a colonial region. (Colonial Subjects can do it everywhere in a colonial region.) Expansion Finisher now allows you to fabricate claims inside any trade company region that is on another continent than your capital. (Without Wealth of Nations, it is any overseas port not in a colonial region, and not in europe.) At the same time, distance impact on building spy networks have been dropped to 1/10th of before. For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance. We have also improved the “trading in good” - bonus, where some are almost twice as powerful as before, and some have changed completely. Next week we'll be back talking about all interface improvements for 1.19. Read the original post [quote]Useful links |
Hello everyone and welcome to another Europa Universalis IV development diary. This time we’ll go into the main flavor of the 1.19 patch, which we call Denmark.
Stay tuned.. Next week we’ll talk more about forts, peace options and tradegoods, amongst other things. Read the original post [quote]Useful links |
We are aware of the problems some people have with multiplayer and aim to release as soon as we have solved the problems. Meanwhile we are working on a 1.19 patch that we aim to have in public beta in the second week of November, with a final release before the end of the month. So what is 1.19 then? Well… It’s a really meaty and big patch with new cool and free features. We’re adding some new options to the game, enhancing mechanics for different expansions, improving AI, changing zoc, tweaking game balance, and much more. 1.19 will obviously have a name, and a focus.. Try to guess the name from this new loading screen.. Read the original post [quote]Useful links |
Hi all! |
(Hot-)Fix for allies not joining wars when they should if playing without Cossacks DLC. |
As always, Rights of Man’s release is accompanied by a free update for all Europa Universalis IV owners, and this one may be our biggest yet with a complete overhaul of two major game systems – technological progress and cultural acceptance, plus other updates that apply to owners of certain other expansions. Europa Universalis IV: Rights of Man is available on major digital platforms and the official Paradox Store for the price of $19.99. |
Patch 1.18 "Prussia Patch" is gearing up to be released alongside Rights of Man Tomorrow on the 11th October. |
Great Powers, Monarchs and More in New Europa Universalis IV Video Dev Diary |
Hello everyone! Today is the final development diary before the release of Rights of Man! Which is next week! Actually, its next tuesday even! At 15.00 CET if all goes well.. 1.18 “Prussia” will go live on the steam-servers and you’ll be able to purchase Rights of Man.
We have tweaked quite alot of national ideas in 1.18, adding new modifiers to them, giving a new fresh feeling. This includes movement speed of armies, fire damage, institution spread and more, and as usual, some countries got new unique national ideas, including Malwa, Pattani, Kaffa, Corfu, Lorraine and Wurzburg. Here is a quick look at the national ideas of Malwa. Traditions: +3 Tolerance of Heathen and -10% Infantry Cost.
Ambition: +1 Accepted Cultures And for those of you that play multiplayer. 1.18, will now give the option of making a player that drops totally brain-dead until he or she can reconnect. Next week, we go live on the tuesday, so there won’t be a development diary that day! Read the original post [quote]Useful links |
The balance of having 10 lucky nations made the likelihood of a strong Russia too uncommon for us, and especially having those 3 as likely lucky nations was too much for Muscowy.
As usual, we keep changing the ideas as we add new functionality, and giving people new abilities. There was a rather large following for giving the Knights access to Slave Raiding, as they were rather fearsome pirates, so they gained that ability. Navies
This was also requested, as some nations with 1 port just could never get any sailors at all.
This creates a more interesting naval combat experience, as you’ll all notice on October 11th. Espionage
Basically, being able to defend against spy activities is now possible, even if stopping them entirely might be impossible.
And many tears have been shed over this ….
No more micromanagement and extra hassle! Rejoice! Subjects
In the “duh?” category right?
Tariffs are no longer no-brainers to increase..
But this makes it so you can’t cripple your colonial nations..
And now you also want LARGE colonial nations :) ie, buffing Portugal..
Aka, the longer the game goes, the more likely subjects get rebellious.
More power to the Emperor! or.. The Shogun!
No longer will your union-partners hate you for conquering their cores!
No longer will your subjects units get stuck! Religion
It all belongs to Mother Russia!. Sorry, I meant all orthodox nations..
And we boost Catholics!
Clearly this was our most important tweak in 1.18.
These above are in the “this will improve immersion while improving the balance”-category. Forts
Building forts is now a strategic decision. Where can you stop your enemies the best?
This will make it possible to sign a peace that you as a player likes far easier. Misc
This is also another change that makes Mercantilism more powerful, while at the same time improving immersion.
With the new technology changes, this just makes sense. However, you can not have trade-companies on the same continent as your capital.
Just for you to have a choice!
There were a few exploits where you could swap continents back and forth a few times, that this solves. Technology We already talked about the changes to technology in a previous development diary, but here is a quick recap!
Culture Cultures were also mentioned in a previous development diary, but here is a quick recap.
Stay tuned, next week we’ll show off new achievements and national ideas.. Read the original post [quote]Useful links |
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As usual, the release of Rights of Man will be accompanied by a free update for all Europa Universalis IV players – and this one will have the first major overhaul of the technology system since launch. |
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Ambition: +50% Rebel Support Efficiency. For modders, there’s a new modifier called 'reduced_liberty_desire' which reduces the liberty desire of all your subjects. We primarily use it in the espionage ideas for now, but will probably be applied at more places later on. We moved the claim fabrication idea from Influence to Espionage. And what did Influence get, well.. They get an idea which increases prestige and heir chance, because monarchies are cool.. Another things we did with spies, was reducing the spy discovered cooldown to 3 months, instead of 5 years. While the code now supports to put Fabricate Claims behind a tech, it is still going to be allowed from the start of the game, as we have assigned it to tech 0. If a modder wants to put it later in their mod, its very trivial. There have been some changes to how Claim Fabrication works. First of all, the cost of fabricating a claim is now 30 off your spy network, before other modifiers. If you already have claims on a nation, you cost increases by 10% per claim you have on that nation. With the threshold of discovery being above 25 in Spy Network, there are now risks with building up a spy network to fabricate claims, unless you have invested into Espionage Ideas, which reduce the cost. Claims are there to save you from major stability hits when you declare war, and to make it possible to fight wars inside the HRE without the emperor stomping down on you. There is no longer a small reduction in AE when using claim war goals, but it will still be cheaper to take it in dip power. If you are not eager to directly gain territory yourself, we are working on adding a casus belli which is valid against all your rivals at all time, where you humiliate them, or force them to release nations or return cores. Oh yeah… The impact from Religious Unity on corruption have dropped from 0.5 to 0.1. Read original post Useful links |
1.17 We’re currently working on the upcoming 1.17 patch which we we’ll release when it’s ready. The patch will contain bugfixes and crash fixes for Mare Nostrum such as:
Ideas for Dev Diaries If you have ideas for upcoming dev diaries, feel free to post them in the official thread. /The EU4-Team Useful links |
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Hi Everyone! |
And, as always, the expansion DLC is accompanied by a massive update that is free to every Europa Universalis IV player – even if they never buy Mare Nostrum. This update will include an updated map, a new state system to organize your nation, tweaks to naval combat and the introduction of sailors to man your ships. Mare Nostrum is available from major digital retailers for €14:99 |
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Going hand-in-hand with one of these achievements, we have added one of the longest requested formable nations: The Roman Empire. It is no easy task to perform, requiring Christianity or Paganism and ownership of the regions of Italy, France, Iberia, Balkans, Anatolia, Mashriq as well as certain key provinces, but doing so will allow you to recreate the thousand year empire and grant you the new unique culture of Roman. Forming Rome is a free feature, available as part of the 1.16 patch. Next up is Timeline, a new Mare Nostrum feature At any point through your campaign you can hit the new timeline button next to the date and observe how the world has evolved throughout the years. Watch as empires rise and fall and re-live how your own nation rose to its great heights (hopefully) Opening Timeline will bring the map back to how it was at the start of your campaign and then you can choose at what speed to run through the world's history. You can pan all over the map during this timeline, so while the Big Blue Blob takes over Europe you can admire infighting new world natives or see which of the Daimyo's made Japan theirs. Finally, some ideas, starting with the aforementioned Roman Empire Roman ideas:
African Great Lakes Ideas:
And as a representative for the Irish, let's bring in Desmond.
Mare Nostrum will set sail on Tuesday April the 5th for €14:99, and by popular request is available for pre-order at [URL]https://www.paradoxplaza.com/europa-universalis-iv-mare-nostrum[/URL] |
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Today DDRJake and BjornB will be showing off some more Mare Nostrum and patch 1.16 features on stream - @15:00CET - https://www.twitch.tv/paradoxinteractive |
The Detach Damaged feature for Ships has gotten a huge boost in Mare Nostrum. Now, ships that are detached from a fleet will a automatically rejoin their original fleet when they have been repaired. In 1.16, naval leaders will also get siege pips. Each of those pips will increase blockade efficiency by 10%. If you have Mare Nostrum, you’ll now also able to reassign naval leaders while fleets are at sea, as long as they are within supply range. Some people have complained about how blockades are not really visible. Now there is also a thick red line on the coastlines where you are blockaded, and a purple one is shown where you blockade. Naval Combat has gotten a complete overhaul as well. First of all, we removed the positioning mechanic, as it was not terribly useful, and players couldn’t really affect it anyway. Now, there is a restriction in how many ships can fire at a single time in a naval combat. 20 ships is the baseline, 10% more ships can fire in coastline, and there is a variation of 10% more or less based on the differences between the maneuver ability of each fleet’s commander.. Also, Morale Damage is inflicted on all ships still floating whenever a ship is sunk, with up to 2% damage. A ship being sunk has a chance of being captured instead of sunk, which depends on the enemy commanders maneuver value. If a fleet retreats, all its captured ships are immediately scuttled. Stay tuned, because next week, we’ll tell you all about condottieri ! Read original post with larger images Useful links |