Today's Development Diary by Groogy
Hello! So finally another Dev Diary is upon us. This one Ive been teasing over the weeks of what it would be.
So if you havent guessed it by now or you havent been following my sadistic tweets, what Ive been spilling the beans on the past mondays are features we call Centers of Revolution and Revolutionary Zeal! The Revolution is some of my favorite features of the game, together with the League Wars. So Ive always wanted to expand more upon it, make it more than just a mad dash of destroying your country and then getting a nice unique government as a reward. So me and the team got working on expanding on this feature for the new expansion.
So lets start at the beginning, how does the revolution even start? So from here we wanted to do something where we tied it into the world of the game instead of having a disaster based mainly on your amount of loans. Instead its troubles that happen over time and slowly stack up until your people have had enough. So lets start with the initial conditions needed. First you need a decent population for a revolution to even get going, you need to be an absolute ruler, then for each 30 development province theres a yearly chance that the Revolution will start.
But of course that is not fun we want some player agency for the player as well, either to try and minimize that his people pick up the pitchforks or that they do. Things that can affect how likely the province is to be the match that ignites the tinder are but not limited to:
- Absolutism, the higher absolutism the more likely.
- Neglection of the Third Estate influence while you rely heavily on taxation of their production.
- How urbanized the province is, the more development it has the more likely it is.
- Youve just lost a horrific war causing you to sit on high revanchism.
- Or you are an embarrassment to the world, your prestige is nowhere to be seen.
- You hand over control of the grain to the merchants wanting a more laissez-faire approach.
- An immense national debt that you do not deal with.
The Reforms of if you have a talented and prominent master of the mint (cough, cough Neckar), they might propose an ambitious set of reforms that will probably make you better off but will certainly improve their own standing The National Debt having a high national debt will provoke widespread worries, and the people will demand action. You get a choice of which set of uncomfortable reforms to pick either raise taxes and deal with higher unrest, or reorganise the administration of the economy in return for a stability hit. The Third Estates Demands if you derive 75% or more of your income from trade and production combined but have particularly unhappy or uninfluential Burghers, they will be understandably upset and demand you make certain concessions to them:
Eventually, the various grumblings will begin to solidify into a full-blown revolutionary movement that threatens to bring chaos - or enlightenment, depending on your viewpoint - to the continent...
The Estates are mentioned here quite a bit, with our overhaul of the estate system we've been working very hard to try and integrate the Estates as a long term thing you deal with internally which then will have effects on the rest of your empire. For instance how Estates interact with absolutism and so on is one case. And here with having them involved with the Revolution is one way for us to do that as well. So now after youve gotten out your pitchfork, you are all hooked on these hip new ideas of equal worth, what happens next? The province the revolution starts in becomes a Center of Revolution, its birthplace.
While doing this dev diary I discovered a bug where the Center of Revolution has no Revolution, which obviously is wrong. This Center will continuously spread the ideals of the revolution further and further across the continent, three provinces at a time and quite quickly as well. When the people have realized that the guy in charge is just so because he has a very expensive hat, the local autonomy of the provinces will be raised equal to half of the absolutism of the empire (So 100 Absolutism would be 50 Local Autonomy), Subjects as well will gain up to 30% Liberty Desire as their population gain revolutionary ideals. Now you are not meant to be stuck like this of course, there are some ways to combat the peasants getting uppity with your rule. An ineffective way but short term solution is to fight Revolutionary Rebels, this will remove the spread from several provinces but its not a long term solution. The cowards but very slow way is to just straight up surrender and adopt the Revolution but you are going to have to wait and try to keep your empire from breaking apart for quite a long time.
Important to say is that any numbers/requirements might still be a bit work in progress as of writing this. Also I noticed after us implementing these features that the AI is a lot better at maxing out Absolutism than I expected which is a happy surprise. The quick and much more fun way is the new Revolution Disaster. The disaster have gotten a total makeover for the new expansion. The prerequisites of the disaster have changed a bit now focusing on the spread of the revolution within your borders. Besides that a lot of writing has been touched up on, making it better and interesting. But most importantly we wanted it to no longer feel like you have to game the system and destroy your nation on purpose to become Revolutionary if that is what you want to do. So now you get a choice when the disaster starts. Are you Revolutionary or Reactionary?
Now this is important, if you want to turn revolutionary you have to pick the revolutionary side and defeat the reactionaries. If you pick the reactionaries and lose, you will become revolutionary republic but you will be heavily penalized that might lose you the chance to become revolutionary Target, well get to why that is a bit later. When you do turn Revolutionary you will be prompted with most likely a unique text describing specifically how your people liberated themselves. @Caligula Caesar have written a lot of different unique texts for several major countries all over the world. Yes all over the world, while the Revolution is most likely to happen in Europe, we are no longer locking the mechanics solely to that continent.
As if the Ottomans werent scary enough already Now when you are finally Revolutionary, besides getting access to the old mechanics like factions and the Revolutionary Target, weve also added a bit more things to spice things up. First up is Revolutionary Zeal, a feature that replaces Absolutism to fit better with your new government, I mean the commoners did take up arms because of the Kings overreach in power.
Featuring what we imagine would be the Swedish variant of the Committee of Public Safety. The Max Zeal is dictated by various factors, like your government, Great Power Status, Golden Era and how much the Revolution have spread to your provinces. Zeal itself you can gain from things like Strengthen Government, Supporting Revolutionary Rebels in a Reactionary Country, Spreading the Revolution at the end of a Musket, but can also lose it by losing wars or by being at peace with a reactionary neighbor. Right now the modifiers that Revolutionary Zeal has is very much placeholder and were based on some older design that has since changed. So we will be switching them out for something sexier. Currently they are this at 100% Zeal
- +40% Administrative Efficiency
- +100% Government Reform Progress Gain
- +50% Reinforcement Rate
And as long as you are a Revolutionary State but not the Target you can not turn into an Empire or Dictatorship. When you fall down to low Republican Tradition there is instead a chance that the country is taken control of a Committee to safeguard the Revolutionary principles. Now lets return to the Reactionaries. What if you dont want to give people their rights to freedom and equality, what if you are a bit more old fashioned? First you can side with the Reactionaries in the Disaster, if you are successful your land will be protected from the influence of the dangerous ideas coming from the commoners as youve proven with might that your authority is absolute and should not be challenged. But you can also of course directly attack the root of the problem by declaring war on the Revolutionary Target to dismantle the revolution. Upon victory the center will be destroyed but if they have managed to spread to another major urban center then they might get a second chance. If there is no Revolutionary Target for 20 years straight it will be deemed that the Revolution failed and the peasants will stop having these futile fantasies. Last for the Revolutions I want to cover the new government reforms weve given them. So I asked @Meka66 to just add a few, replace the absolutism ones and make something interesting. He gave me a "got you fam" and now If Im counting this right, the mad lad, has made +20 unique reforms for the Revolutionary Nations.
Yet again, warning that these numbers will most probably be tweaked in the future. Heres a little taste of whats available to the Revolutionary Empire. Numbers as per usual subject to change after balancing. A lot of these affect the Revolutionary Zeal of the country but also replacements have been made where it makes sense to fit with the narrative of your country compared to the old ones. Here are some examples.
- Military Electorate will pick the ruler from your General staff, give Army Tradition and Land Leader Fire.
- As Guiding Principle of your Government, besides the old Republican ones you can pick between Revolutionary, Equality, or Imperial Principle. Which each focuses on one of the Revolutionary Factions.
- The Feuillant System will let you utilize the States General mechanics with their own modifiers on each end.
And thats it for Centers of Revolution and Revolutionary Zeal, Ive probably missed some detail here or there but Ill try and answer any questions you have. Next is also the Burgundian Inheritance. Not exactly related to this except they got the best Revolutionary Tri-Color Flag. But Ive seen a lot of questions about how will the Burgundian Inheritance work now with us reworking it and we havent been exactly super clear. My guiding principle for this change has been that the Inheritance should be playable for the Player and @Meka66 who have been implementing the rework has been following that and I think hes better suited to explain it. The Burgundian Inheritance has been overhauled completely is now something that Burgundy has some control over. The old Burgundian Inheritance event was somewhat inaccurate in how it represented the chain of events that led to the partition of the Dukes territories. Although Charles de Bourgogne died without a male heir, he did have an eligible female heir; Marie. As Marie, Burgundy is presented with a choice as to which royal house it wishes to marry into; France, the Emperor, a strong ally, or stand against its would-be overlords and fight for Burgundian independence. A Burgundy who sides with the Emperor will be completely subject to the Emperors will. This triggers an Imperial Incident wherein the Emperor must choose what to do with his newfound territory and whether or not he wishes to make concessions to France. One option available to a particularly sadistic Emperor is to make Burgundy look more like a typical member of the HRE and fracture all of Burgundys holdings into HRE princes. Siding with France will leave Burgundys realm largely untouched, although the Emperor may demand the return of his lowland territories. Any Christian nation with a royal marriage with Burgundy is eligible to inherit the Burgundian throne, and as such, Burgundy may choose to seek the support of a nation nobody expects, like the Spanish for example. Whoever Burgundy chooses to devote themselves to, they shall fall under a personal union for a number of years. After some time has passed, Marie will die and her realm shall be inherited in its entirety by her senior partner. Of course, Marie can choose to stand alone against the odds and fight for Burgundys right to rule itself! This will inevitably bring Burgundy into conflict with both France who wishes to end the Bourgogne dynastic claim to their kingdom, and the Emperor who wishes to regain the Imperial territory in the low countries. Though this fight against two of europes strongest powers will be difficult, some interesting rewards await a Burgundian player who can succeed against the odds and defend their country against their would-be overlords. Before ending this dev diary I want to also acknowledge some concerns that the community has had on some features. The Big Three, Corruption from Territory, Trade Companies and Continent Restrictions on Capitals. We are looking into improving these, updating them to new mechanics, to completely overhauling. But to exactly what I dont have anything concrete that I can give for now but I do want to say what the teams intent is and giving you the opportunity to comment. Trade Companies are an old feature and have been neglected when it comes to upgrading them to newer features. Its something we will look into, making it work a bit more nicely with new features such as autonomy. If were happy with the results this would probably also ease up on the requirements for where you can move your capital as it would not be needed anymore. Corruption from Territory's original intent was to reintroduce some sluggishness or penalties to conquering land rapidly, to not make each time you gain a province as effective as the previous one as you are growing past what your administration can manage. Originally this was corings task in the game mechanics. I remember in EU3 for a province to become a core was something like 50 years. In EU4 however the time it takes to get a core has gotten shorter and shorter as obviously people didnt like to wait 50 years. Now of course Corruption from Territory is not having the intended effect so well figure out something else to accomplish a way where the snowball doesnt keep being as effective throughout your conquest spree so you get diminishing returns. I hope youve enjoyed this dev diary! The Yuletide is coming upon us meaning the next Dev Diary will be on the 14th of January. But as long as nobody catches me Ill keep leaking secrets about what the next diary will entail. So until then!
[ 2019-12-03 09:52:53 CET ] [ Original post ]
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Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.
Main Features
- Make your own decisions: Nation building is completely flexible and the possibilities are endless.
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- Experience history coming to life: The great personalities of the past are on hand to support you as you make your mark on thousands of historical events.
- Turn the world into your playground: Enjoy hundreds of years of gameplay in a lush topographical map complete with dynamic seasonal effects.
- Experience the all new trade system: The trade system adds a new dimension to the great trade empires of the period. Gain control of vital trade routes and make the wealth of the world flow to your coffers.
- Bring out your negotiating skills in a deeper diplomatic system: Use coalitions, royal marriages and support for rebels and explore the possibilities of the new unilateral opinion system.
- Engage in Cross-platform Multiplayer: Battle against your friends or try the co-operative multiplayer mode that allows several players to work together to control a single nation with up to 32 players. Featuring improved chat and new matchmaking servers.
- Create your own history & customize your game: Europa Universalis IV gives you the chance to customize and mod practically anything your heart may desire and uses Steam Workshop.
- Processor: Intel Core i3-2105 / AMD FX 4300Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 / AMD Radeon HD 5850Video Memory: 1 GB RAMIDIA GeForce 9600 or higher. 1024MB graphics memory requiredHard Drive:6 GB HD spaceOther Requirements:Broadband Internet connectionAdditional:GLSL 1.3. OpenGL 2.1. Controller support: 3-button mouse. keyboard and speakers. Internet Connection or LAN for multiplayer
- Processor: Intel Core i3 3240 / AMD FX 8120Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 560 TiVideo Memory: 1 GB RAMHard Drive:6 GB HD spaceOther Requirements:Broadband Internet connectionAdditional:GLSL 1.3. OpenGL 2.1. Controller support: 3-button mouse. keyboard and speakers. Internet Connection or LAN for multiplayer
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