[url=https://pdxint.at/2Tkugcg ]Today's Development Diary by Groogy
Hello! Weve returned back from our winter slumber and some of us even got a head start of other people at the office and came back already last week. I hope youve all had a great Yuletide and that your New Year got off to a good start.
So last dev diary we towards the end we talked about how we were looking into doing major balance changes for the future patch, directly addressing the most important issues from the community. Me and @Johan have since been working to try and make the game more enjoyable and as we were I realized how many large balance changes weve done over 2019. And now we were doing even more balance changes the week before as of me writing this. Of course some of these changes are going to be controversial and not everyone will agree with every single piece that we bring up here. Hence weve decided to dedicate this Development Diary to just plainly go through the various bigger changes the team have made and explain them, not only mechanically but also why we did it or what we want to achieve.
I hope you are ready because I have a lot to cover. We can sort of even divide these balance changes into three categories, Government, Naval and Military. As per usual any values you see are work in progress and subject to further balance changes. After the balance changes I'll also give you some new stuff to be excited over, all government reforms we've added so far.
Government
So let's begin with what we talked about last Development Diary. We talked about some core issues that exist in the game right now, specifically Territory Corruption and Trade Companies. Both me and Johan felt over the vacation that we couldnt take a full month and then not come with something for the next Diary. Instead of trying to fix something broken by putting duct tape over it we decided to just rip out the Max State modifier all together. The idea Ive been going with was I wanted something that would slow you down and put you where you have to make certain decisions but not feel as strangling as the old system. I want the player to be able to build up his administrative infrastructure as the game progresses.
Weve also lowered for now the autonomy of Territories to 90% and Trade Companies to 80%. I am looking a bit towards if I can make the Min Autonomy in Territories a bit more of a relevant and interesting feature. What we want is that you have to make decisions on not only where you expand, what you conquer but also how you organize that development you just gobbled up. Do you try and maximize to just have as many territories as possible? Do you want to focus on a set of core states? Do you try and extract as much as possible from the territories available to you? A humongous Great Britain expanding their way into India should have to make some interesting decisions in order to draw out the full benefit. And since this feature was added last week UX have not fully caught up so the pictures you see here are extremely Work In Process and just me throwing something together.
So even though weve added a cost for actually having provinces dedicated to being Trade Companies now. We wanted to address them a bit more. First is that they are an old feature and when Local Autonomy was added as a concept to the game they were not updated to follow suit. What having the penalty of Trade Companies being applied through Local Autonomy means is that you can no longer counter the Trade Company penalty that existed before by simply building the base buildings since Local Autonomy is applied as a multiplier after everything meaning you only get 20% the benefit regardless. However Trade Companies still ignore Local Autonomy on Trade Power, the Local Autonomy Cap can be manipulated by the same Autonomy Modifier that Territories have and they still help you with heathen religion problems in those provinces. Together with these changes and the changes in Golden Century for Goods Produced the real economic benefit should start to kick in Mid-to-Late game.
But their pure benefit as land aside we also wanted to address why players would continent jump just to be able to have them. Which we decided to do by making everyone in the game capable of creating Trade Companies regardless of what Continent they happen to be on. Every trade node in the old world is now fitted with a Trade Company. We havent changed the trade system in itself but what this means in essence a Qing colonizing Great Britain can move their Trade Capital to the English Channel node, set up trade companies and force feed the Europeans products they dont need for maximum profit. The new rules for where you can create Trade Companies are as follows:
- Province religion must be of a different religious group than the owning nation
- Province must be considered overseas both from nation and any subjects of nation, not including tributaries.
- Province must not be part of the HRE
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)
Naval Game
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.
- Blockades now work more like looting where you in essence siphon off income from the nation
- Blockades and Looting is an actual visible expense for the country being blockades or looted.
- The Waroverview UI now shows the economical impact on each country from blockading or being blockaded instead of a blockade percentage.
- Blockades no longer have the Goods Produced or Trade Power maluses
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
- +50% Blockade Force Required
- +100% Hostile Disembark Time
- +100% Blockade Force Required
- +200% Hostile Disembark Time
- +5 Hostile Fleet Attrition
Land Warfare
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.
Portuguese Ideas
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
Government Reforms
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.
Monarchies
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
Revolutionary
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
Theocracies
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
Tribes
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
Common
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.
Europa Universalis IV
Paradox Development Studio
Paradox Interactive
2013-08-13
Strategy Simulation Singleplayer Multiplayer
GameBillet
5.09 /
€
Game News Posts 498
🎹🖱️Keyboard + Mouse
Very Positive
(86987 reviews)
http://www.europauniversalis4.com
https://store.steampowered.com/app/236850 
The Game includes VR Support
EU4 LINUX [50.69 M]
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 - Kairi 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: Kairi 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
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.
- Use your Monarch Power: Experience the new system of monarch power where your choices are influenced by the caliber of the man or woman you have at the top and will direct the ebb and flow of gameplay.
- 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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