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EU4 - Development Diary - 10th of December 2018

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Good day all, and welcome to this week's Dev Diary for EUIV. We have a habit of getting these live early for you, but today it's a whole day early. Reason being is that tomorrow we release Golden Century and the 1.28 Spain Update, so today we're making the Patch Notes for all to comb through and find all the changes big and small.

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# Expansion Features
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- New Minority Expulsion feature giving you the ability to make those rebels someone else problem.
- Establish Orders in your states or in your colonial subjects states.
- Added Sufi Orders for a strong independent Andalusia/Granada.
- Build the pride of your navy, the Flagship to promote your presence on the sea.
- Added Naval Barrage to complement the Artillery Barrage.
- Added 6 new government reforms unique to Pirate Republics for Dharma owners, and 3 decisions with similar effects for non-Dharma owners.
- Added 8 dynamic historical events to spawn pirate nations
- Added Pirate missions. Yarr!
- Added Council of the Indies government reform for Dharma owners
- Added Pirate Republics government reform and legacy government
- Added decision to become a pirate republic
- Added naval doctrines for Iberian for Rule Britannia owners
- Added Castile and Spain Missions.
- Added Aragonese Missions.
- Added Portuguese Missions.
- Added Granada and Andalusia Missions.
- Added Holy Order & Sufi Order tied events.
- Added Flagship events.
- Added events for Minority Expulsion.
- Added Moroccan and Tunisian missions


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# Free Features
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- Added 10 free missions for Navarra
- Added Andalusian ideas
- Added Berber missions
- Added Brazilian culture. Emerges from Portuguese provinces and nations in South America
- Added Mexican culture.
- Added Startup Screen content for Nahuatl and Mayan religion nations
- Added national ideas for Asturias
- Added national ideas for Barbary Pirates
- Added national ideas for Morocco
- Added national ideas for Texas
- Added national ideas for Tunis
- Added startup screen for Aragon
- Added startup screen for North African nations
- Overhauled the map for the Spanish Main
- Overhauled the Iberian Peninsula and the Maghreb region
- Separated national idea sets for Castile and Spain
- Granada Civil War events
- The Mesta events for Castile/Spain
- Flee to Brazil decision for Portugal.
- Stirrings in the South event for Morocco
- Sublimis Deus event for Iberian Catholics


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# Gamebalance
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# Economy
- Institutions now provide a trade company efficiency value to replace tech disparity bonus. It takes the latest embraced institution in the native province and adds with the latest embraced institution with the trade company owners value. This efficiency is then multiplied with the trade goods produced bonus.
- Feudalism, Renaissance, Colonialism, Printing Press have Trade Company efficiency of 0
- Global Trade have a Trade Compnay efficiency of 0.1
- Manufactories have a Trade Company efficiency of 0.2
- Enlightenment have a Trade Company efficiency of 0.3

# Governments
- Nerfed Lottery election a tiny bit, candidates have -1 weight on their non-primary stats
- Reduced max potential age of Lottery candidates
- Can no longer get the The Four Kumaras event if your government can't have heirs.

# Units
- Galleys no longer get -2 penalty to dice roll when not in inland sea. (They still don't get their +100% bonus though!)

# Ideas
- CN 1st Idea now gives 0.5 republican tradition
- CN 3rd Idea now gives -10% build cost reduction
- CN Idea Tradition now give no penalties from wrong religion.
- Diplomatic 3rd idea switched out for +1 Diplomat
- Espionage 3rd idea lost 10% Province Trade Power Modifier.
- Espionage 4th idea switched out for 20% AE Impact.
- Espionage 5th idea buffed with Claim Fabrication onbehalf of Vassals.
- Expansion 3rd idea buffed to 20 Settler Growth.
- Expansion 4th idea switched out to be -50% Rival Border Fort Maintenance & -20% CoT Upgrade Cost(Dharma).
- Expansion 6th idea switched out to be 1 colonist & 5% Settler Chance
- Expansion Finisher now gives +5 States instead of Maintenance
- Exploration 1st idea and 2nd idea switched places.
- Exploration 4th idea nerfed to 10 Settler Growth.
- Exploration 5th idea tariffs nerfed to 10% and given 20% Envoy Travel Time.
- Exploration 6th idea switched to give -25% Expel Minority Cost(Golden Century) or 5% Settler Chance(Non-Golden Century).
- Humanist 3rd idea nerfed to 2 tolerance of heretic.
- Humanist 7th idea nerfed to 2 tolerance of heathens.
- Increased max polish provinces for forming PLC as LIT to 32.
- Influence 2nd idea switched out for -15% subject liberty desire
- Influence 4th idea switched out for +1 diplomatic relations
- Influence 6th idea lost +1 diplomatic relations
- Innovative 2nd idea switched out to be 50% Innovativeness Gain(Rule Britannia) or -5% Idea Cost(Non-Rule Britannia).
- Innovative 5th idea switched out to be 25% Institution Spread.
- Maritime 1st idea switched to 100% Naval Tradition from Trade.
- Maritime 6th idea switched to +1 Free Leader and -25% Admiral Cost
- Maritime 7th idea buffed to give +25% Privateering efficiency.
- Naval 4th idea switched out for 1 Yearly Naval Tradition.
- Quantity 5th idea switched out for 33% Supply Limit Modifier.
- Religious 4th idea buffed to have 2 Tolerance of Own Faith.
- Religious 6th idea switched out to be -50% Missionary Maintenance Cost.
- Aragonese ambition changed to +1 artillery fire
- Navarran idea 'End of the Fueros' now gives 25% reduced autonomy change cooldown instead of -10% stability cost
- Replaced Berber (group) Hostile Core Creation Cost tradition with -0.25 Naval Attrition

# War & Peace
- Overlord can force non-voluntary subjects in the same war to transfer occupied provinces

# Other
- Clergy now gives locally -25% missionary cost when happy and -10% when neutral
- Missionary Maintenance no longer only operates on the base strength but instead it is a percentage of how much progress you get. So now as long as you pay money, you will always get some progress.
- Missionary maintenance cost now costs development^(1+local autonomy)
- No penalty for low religious tolerance idea now also gives 100% religious unity
- Vassal Integration Act back to it's good ol' 20% cheaper integration modifier.
- Fix CONTROL_DEVASTATION_IMPACT back to -1
- Needs 50% of your development on target continent to move your capital there.


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# AI
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# Other
- AI should drop settlement growth to colonize when possible
- Allow some AI deficit during peacetime
- Fix wartime deficit spending
- Fixed AI converting provinces when it has no penalties
- Fixed AI pirates forming trade leagues
- Further reduced use of expensive edicts
- End result of EvaluateProvince is modifiable through script
- Selection of armies to go on invasions (overseas) does now consider potential threats to homeland and will be smaller if necessary
- Region assignments are now recalculated whenever the threat to the homeland changes considerably
- If there is a threat to the homeland these regions will have a much higher priority when assigning AI agents to regions
- If not threatened, the homeland has higher priority in region assignment, if enough armies are available
- On the province level provinces close to the own country are now preferred when looking at what to siege/where to defend
- Armies running away will still try to find a safe place, but provinces that require using military access or long walks will have lower priority
- Some AI mapmodes now have icons


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# Interface
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# Other
- Moved Privacy Policy button up above Exit buttons in the in-game menu


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# Usermodding
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# Triggers & Effects
- Add has_flagship trigger that check if the specified country have a flagship (not a captured one)
- Added native_policy trigger and effect
- Add create_admiral_ex effect
- Added province trigger expelling_minorities_from used on a colony to determine if it is being used as the endpoint of minority expulsion from a specific province (e.g. expelling_minorities_from = ROOT)
- Added support for "total_pips = <number>" to trigger "has_leader_with".
- can_have_center_of_reformation_trigger now checks that province is not expelling minorities.

# On Actions
- Add on_flagship_captured
- Add on_flagship_destroyed

# Other
- Added attribute disallowed_trade_goods
- Game Controller support is now enbled by console commands enable_game_controller and works in Release


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# Script
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# Decisions
- Decisions to form Tunis and Morocco are no longer restricted to Berbers based on capital area. Tlemcen and Algiers can now form Tunis or Morocco.
- Forming Brazil, California, La Plata, Mexico, Texas, or USA will now change your primary culture to American, Brazilian, or Mexican as appropriate.

# Events
- Added Tortoise Herding
- Cultural Ties Weakened event radically altered. Now spreads Mexican, American, and Brazilian cultures depending on context.
- Iberian Wedding will no longer fire for Castile if it owns less than 25 provinces, or for Aragon if it owns less than 16 provinces
- WiH Isabella event now has less stringent triggers

# Ideas
- Added national ideas for pirate nations

# Setup
- Added Granada core to Ceuta
- Altered trade winds so that the Caribbean is more reachable from Iberia while Brazil is slightly out of reach for Castile at tech 5
- Changed Arguin to Berber culture
- Palembang now exists in 1444 as a monarchy with Wu culture.

# Other
- Fixed define_ruler mismatch of skills/name in tooltip and actual execution
- Improved Lithuanian province names
- Renamed Coastal Barrage age power to Floating Batteries
- Completely removed the deprecated Center of Trade modifiers from the game
- it is possible to use [Root.GetFlagshipName] to get the country flagship name into localisation.


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# Bugfixes
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- Added nation designer trigger for Plutocratic monarchy reform
- Can no longer adopt Cossack government while in a dictatorship
- Colonial nation will no longer gain the option to change government as if they were released when their overlord is annexed
- Ensured that Prayers to Saints event should always have an event target
- Enthrone Timurid Prince now available with Tribal government
- Fix CTD when assaulting while the assault is already over on slow machines
- Fixed AI posting commands too early during game setup/start
- Fixed Aspiration for Liberty being valid for Revolutionary Empires
- Fixed CTD due to released countries sometimes having states with no owned provinces
- Fixed Unit VIew CTD related to free slots tooltip
- Fixed bug with how crusade_target was set causing Crusading Triggered modifier to malfunction
- Fixed calculation of ship capture chance and related tooltips
- Fixed errors in skill weighting script for Lottery candidates
- Fixed invalid Malay culture in WiH events
- Fixed non-accepted culture tooltip in province view
- Fixed parliament bribes that cost monarch points. Also made them use scaled monarch point cost effect.
- Fixed pretender rebel skill calculation using synced RNG in tooltip
- Fixed reversed better/worse localisation for annexed provinces and lost units campaign statistics
- Fixed typo in Russian Minor mission Advance to the Dniepr
- Fixed typos in Poland patch content
- Fixed workaround with territory conversion where you could skip the -2% penalty.
- Fixed wrong loc key in Anglican event
- Fixed wrong modifier in Chernigov national idea
- Fixed wrong script used to change steppe government in randomeventsstapehordes.25
- Forming Golden Horde now gives Tatar missions
- Jharkhand now has Tribal Monarchy starting reform
- Merchant Republics now get faction events again without Dharma enabled.
- Missionary Maintenance tooltip now actually works.
- Mongol Empire government now valid for I'll Graze My Horse acheivement
- Must now be Orthodox to select Tsardom or Principality governments in nation designer
- Now possible to Reunite the League of Mayapan without El Dorado dlc
- PU mission rewards now require being a Christian monarchy and for the target to be a monarchy
- Privateer efficiency bonuses becomes trade power abroad when privateering is not available
- Privateering is now available if own either El Dorado, Wealth of Nation, Mare Nostrum or Golden Century
- Province values in state view should update correctly
- Prussian confederation event now notifies the player that a new decision is available
- Rajput scion event should no longer trigger for a capital province
- Ratanpur now has Gondi culture, and will not lose Gond Kingdom reform on startup.
- Revolutionary Republics will now become Revolutionary Empires on election instead of Presidential Dictatorships
- Several country-specific disasters no longer available outside norma/historical setup
- Subsidies no longer increase max amount of loans.
- Synthetic Dusk event can now fire only once
- Tribal nations that are junior partners can no longer become a republic or theocracy via reforms
- Updated Austrian mission for Poland map changes
- Updated Partition Poland mission to include new Sandomierz area
- You can now switch from Sortition to Frequent Elections since you lose the no-election from that action
- armies unable to embark in ship due to lack of space will no longer be deleted
- colonial nations should not be allowed to sign separate peace in their overlords wars
- culture_religion_events.11 will now display length of modifier in tooltip
- fix bug that was stopping naval missions on monthly tick
- Fixed CTD in outliner when supported heir invalid
- MODIFIER_ALL_POWER_COST is now applied in culture conversion
- MODIFIER_ALL_POWER_COST is now applied in vassal integration cost

Also, as we mentioned last week, Golden Century will be accompanied by a swift hotfix which will unlock the following DLC features:

  • Treasure Fleet mechanics will be unlocked in Golden Century (Previously tied to only El Dorado)
  • All Privateering related mechanics will be unlocked in Golden Century
  • Transfer Occupation will be available to all players (previously tied to Art of War)
  • Increase Development feature will be available to all players (Previously tied to Common Sense)
More can be read about these in this thread here

That's our modest lot for today. We will be releasing Golden Century along with the Spain Update tomorrow, along with a release stream. As for next week, we'll be having a special dev diary, indeed the final one for the year, where we will be doing a bit of a post-mortem on the year, talking about suggestions&feedback, as well as laying out future plans for EUIV, so that you can get involved yourselves in them to a greater degree.

Enjoy the release tomorrow, and see you for 2018's final diary next week.
 
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It costed them a lot but would they still be independant without english military support ? It's hard to tell.
Well, there were only two wars where British military support made a significant difference.
The 7 years war and the Napoleonic wars.
However the only reason why Portugual was dragged into these wars was precisely because Brittain was in the war and Portugal refused to betray Brittain. So in a way it was Brittain's fault Portugal got in those conflicts in the first place.

One could argue Portugal would be invaded either way, but that is in the realm of speculation and thus there is no clear answer.
 
For the battle of Aljubarrota, the Portuguese used the English model and had english archers with longbows, which I think made a deadly difference.
There were 100 English Bowmen in a 6600 strong Portuguese Army, thats 1.5% of the total army.
In comparison Castille had 2000 French Heavy Knights helping the Castillian 31k strong army.
I'm pretty sure it wasn't the 100 Longbowmen that made the difference.

Also saying that the Portuguese used the English model is... debatable.
Sure there were some similarities with some earlier battles of the 100 years war, like Crecy, where a smaller army picked a strategic location, reinforced it with traps and other obstacles and baited the larger Cavalry-based enemy army into a killing field, but the English army composition was especially keen on longbowmen, and most of the damage was done in range before the melee started.
The Portuguese on the other hand never had large numbers of archers compared to infanty and although they did use traps and strategic terrain deployment, they would usually wait until the enemy charged and most of the fighting and killing would be done in melee. And i not sure if the usage of terrain and traps was adopted from the English, maybe it was, but the Celtic ancestors of the Portuguese already employed such tactics before against the Romans, so i would argue it has always been the "Portuguese" way of fighting disadvantageous pitched battles.
 
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There were 100 English Bowmen in a 6600 strong Portuguese Army, thats 1.5% of the total army.
In comparison Castille had 2000 French Heavy Knights helping the Castillian 31k army.
I'm pretty sure it wasn't the 100 Longbowmen that made the difference.

Also saying that the Portuguese used the English model is debatable.
Sure there were some similarities with some battles of the 100 years war, like Crecy, where a smaller army picked a strategic location and baited the larger Cavalry-based enemy army into a killing field, but the English army composition was especially keen on longbowmen, and most of the damage was done in range before the melee started.
The Portuguese on the other hand never had large numbers of archers and although they did use traps and strategic terrain deployment, they would wait until the enemy charged and engage in melee. And i not sure if the usage of terrain and traps was learn from the English, think Celtic ancestors of the Portuguese already employed such tactics against the Romans a long time ago.
It could be argued it did more harm than good at some points true, however it was always a detriment. I think the net value of the alliance is still positive though. Also a lot of trade between both countries (Treaty of Methuen for example, which made sense at the time as the Portuguese needed the investment).
 
It could be argued it did more harm than good at some points true, however it was always a detriment. I think the net value of the alliance is still positive though. Also a lot of trade between both countries (Treaty of Methuen for example, which made sense at the time as the Portuguese needed the investment).
It made sense at the time, and one could say it had some diplomatic advantages.
But it was detrimental to the Portuguese economy in the long run.
Well I guess its quite fitting, since we are discussing Portugal's diplomatic prowess, not economic.

I'm not saying the total net value of the alliance was negative, and Portugal was better alone. I'm just saying maybe it wasn't the best choice of ally (which again, could be argued Portugal didn't really had much to choose from, so it was either England or nothing).
 
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I don't understand how these two statements work together. The first one seems to say that if Portugal colonises, say, Peru, then Peru will get Brazilian culture (which doesn't make much sense), but the second statement appears to say it retains Portuguese culture? Is Brazilian culture restricted just to the Brazil Colonial Region or is it all of South America? And does it require being a Portuguese colony, so can Brazilian emerge if the Netherlands colonise Brazil?
Forming Brazil will change your culture to brazilian if you are in the iberian culture group.
Forming California or Texas will change your culture to american if you are in the british culture group, or mexican if you are in the iberian one.
Forming La Plata will change your culture to brazilian if you were portuguese.
Forming Mexico will change your culture to mexican if you are iberian.
Forming UPCA will change your culture to mexican if you are iberian.
Forming USA will change your culture to american if you are british.


Colonial nations will now take the culture of the majority culture within their borders, that is also present in the overlord's home continent. So it's possible to have Netherlands get a portugese Brazil colonial nation if they expel minorities.
 
It made sense at the time, and one could say it had some diplomatic advantages.
But it was detrimental to the Portuguese economy in the long run.
Well I guess its quite fitting, since we are discussing Portugal's diplomatic prowess, not economic.

I'm not saying the total net value of the alliance was negative, and Portugal was better alone. I'm just saying maybe it wasn't the best choice of ally (which again, could be argued Portugal didn't really had much to choose from, so it was either England or nothing).
Exactly, it was either that or stand alone. Still, I think at Aljubarrota the company of longbowmen could have made all the difference as well, they were known to be a very powerful asset. I think given the Castillians were mostly pinned by the traps and the Portuguese formation/infantry, the longbows could have gotten some good shots off and inflicted a lot of damage. Did it completely decide the fate of the battle? Don't think we will ever be able to tell for sure of course.
 
Pretty much all of our dev diaries have been smack full of content

is this some sort of botched attempt at a joke or does the dev team genuinely believe this?
 
England would have interfered in Iberia anyway.
Iberian countries would seek good relations with France, so England would have allied the one that is not France's friend anyway.
But with no England as an ally, Portugal would have had a different diplomacy with Aragon, so we can't be sure that Aragon would have been closer to Castile than Portugal anyway.
Everything is depending on who France would have been the friend of, so we can't tell what Portugal would have looked like without the anglo/portuguese alliance.
 
Exactly, it was either that or stand alone. Still, I think at Aljubarrota the company of longbowmen could have made all the difference as well, they were known to be a very powerful asset. I think given the Castillians were mostly pinned by the traps and the Portuguese formation/infantry, the longbows could have gotten some good shots off and inflicted a lot of damage. Did it completely decide the fate of the battle? Don't think we will ever be able to tell for sure of course.
Are you telling me 100 English Longbowmen were decisive because they were the ranged element which capitalised on the trap factor?
It would be a good argument, if not for the 800 other Portuguese crossbowmen.

Or are you going to tell me 100 English Longbowmen (on the same conditions) were more effective than 800 Portuguese Crossbowmen? I'm sure they were elite bowmen but to singlehandedly outperform 8 crossbowmen seems like a bias straight out of Hollywood.
 
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Are you telling me 100 English Longbowmen were decisive because they were the ranged element which capitalised on the trap factor?
It would be a good argument, if not for the 800 other Portuguese crossbowmen.

Or are you going to tell me 100 English Longbowmen (on the same conditions) were more effective than 800 Portuguese Crossbowmen? I'm sure they were elite bowmen but to singlehandedly outperform 8 crossbowmen seems like a bias straight out of Hollywood.

It's way more likely that the advisory aspect of the English presence was more important, since at the time they were great at anti-cavalry tactics thanks to wars against the French, and the Battle of Aljubarrota shined partially in how Nuno Alvares Pereira used terrain and cavalry trapping to take down the blunt of Castille's French allies.

That being said, it's likely 100 Longbowmen took down a few enemies directly, too, but nowhere as near as the Portuguese themselves.
 
Yes, the advisory effect would have been great as well, and could've made all the difference, again we will never know - however the disposition of the Portuguese army was strikingly similar to other battles fought and won by the English at the time. I did not mention the range of the longbows. The penetration power of a good longbowman was as high as that of a crossbow - it could also pull off more shots. You have a lot of instances during the 100 years war when a small company of longbows made all the difference against a french mounted force, it is not something out of Hollywood whatsoever. And you also have to factor in experience and veterancy of the longbows vs that of crossbowmen themselves. But of course the sheer mass of crossbows makes the argument a waste of time. Again, it probably made a lot of difference, probably not as much an impact as 800 crossbows at short range, of course, and yet again, we will never know. The point was, it was still a good help at a time where english longbowmen where needed and much sought after in other theatres of the 100 years war.
 
Okay so I played as Portugal with the new dlc and the English alliance is as useless as ever. Often its Burgundy moving all across France and Spain and starting to sieging all provinces. The alliance just gets you in to wars you cant win. You can just improve opinion with England and when you succeded with the mission just cancel the alliance with England. Also Granada has a core provine in Ceuta. When Spain got a Granadian rebellion they went over the sea and start sieging my Portugal Ceuta with a 29k rebel army. I mean WTF.

I do like the provinces changes on the map. Religious orders are ok but maybe not something that i would buy for 9.99 Euros. I like Portugals new fleet policy.
The rest of the changes i have not been able to try yet.
 
Okay so I played as Portugal with the new dlc and the English alliance is as useless as ever. Often its Burgundy moving all across France and Spain and starting to sieging all provinces. The alliance just gets you in to wars you cant win. You can just improve opinion with England and when you succeded with the mission just cancel the alliance with England. Also Granada has a core provine in Ceuta. When Spain got a Granadian rebellion they went over the sea and start sieging my Portugal Ceuta with a 29k rebel army. I mean WTF.

I do like the provinces changes on the map. Religious orders are ok but maybe not something that i would buy for 9.99 Euros. I like Portugals new fleet policy.
The rest of the changes i have not been able to try yet.
Sounds fun. In a sadistic, twisted way.
 
Happy to have started an interesting debate :p
Bandua_of_Gallaecia, are you sure you know efficient longbowmen were ? Because I'm french and I can assure you that they were absolutely deadly.
Also, note that I told about "the English model" it's not about longbowmen only but also configuring the army the best and most efficient way against these ennemies.
 
Yes, the advisory effect would have been great as well, and could've made all the difference
The Portuguese were fighting their fourth war against Castille in the XIV century. And D.Nuno had already won impressive victories against Castille before English interfered in the war.
So its not like the Portuguese needed to be taught how to fight Castille.

You have a lot of instances during the 100 years war when a small company of longbows made all the difference against a french mounted force,
I'm not arguing against Longbowmen or small companies punching way above their size due to tactical superiority.
100 men could obviously defeat 800 men given the right circumstances.
However when comparing the 100 English Longbowmen to the 800 Portuguese Crossbowmen you have to take in consideration they were fighting in the same side against the same enemy in the same place commanded by the same commander.
If D.Nuno could win this battle with clever use of 100 longbowmen then he could definitely win the same battle by having 800 crossbowmen instead.

And you also have to factor in experience and veterancy of the longbows vs that of crossbowmen themselves.
The best part about crossbowmen is that unlike Archers, they don't need a lot of training to be good. Give a man a bow and it will take months maybe years before he learns how to shoot well. Give a man a crossbow and in 20 minutes he will be able to take down a knight.
 
Are mexican and brazilian part of the Iberian culture group, same way as american is british?

Have there been any changes recently to culture conversion or the AI's willingness to do so? I ask because I have seen the AI for the Thirteen Colonies culture converting provinces away from American culture as soon as it appears.
 
Happy to have started an interesting debate :p
Bandua_of_Gallaecia, are you sure you know efficient longbowmen were ? Because I'm french and I can assure you that they were absolutely deadly.
Also, note that I told about "the English model" it's not about longbowmen only but also configuring the army the best and most efficient way against these ennemies.
I know they are efficient but for example, in the battle of Crecy there were 5000 longbowmen, 33% of the English Army. Of course they were deadly.
In Agincourt there were 7500, 80% of the English Army. They were definitely deadly.
In Aljubarrota there were 100, 1.5% of the Portuguese army, sure they helped, but the difference in numbers is staggering to be significant.