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EU4 - Development Diary - 12th of January 2021

After a few weeks without Dev Diaries, I am happy to present you a new one. I hope you all had a great time during them!

When I joined Paradox in October, Polynesia was not included in this Expansion. Considering it was the last part of the Earth without representation, I thought it would be nice to have some work done on it, so I proposed some ideas that I am happy to share with you all.

But, before I start, I would like to thank @Meka66 for his help and work that has greatly inspired me for this project.

THE MAP
The map has been slightly changed, since the basic needed setup was already there. However, in order to go a bit deeper, a few provinces have been added here and there. Do note that the flags are still a placeholder and not the final result.

Starting with Fiji, the archipelago has been divided in three provinces: one for each big island (Viti Levu and Vanua Levu) and a third one for the Lau archipelago that had a great influence from Tonga. Each province has a country inhabiting it, which is an abstraction of the many clans that populated each island. Should you unite them all under your banner, you will be able to form Viti.

Fiji Archipelago.png

[Fiji Archipelago and TAGs]​

In New Zealand a new province has been added in North Island which has the most populated one by the Maori people. The number of countries, though, goes up to 7. Six of them (Mataatua, Tainui, Takitimu, Taranaki, Te Arawa and Te Tai Tokerau) are in the Northern Island and Waitaha is in the Southern One. As in the case of Fiji, a Maori country that manages to unite the area is able to form Aotearoa.

New Zealand Archipelago.png

[New Zealand Archipelago and TAGs]​

Finally, the greatest transformation has been done in the Hawaiian Archipelago, that has gone from one province to four. Each province has their own country attached (Hawai’i, Kaua’i, Maui and O’ahu). As in the other cases, there is a formable for the unifiers of the islands.

Hawaii Archipelago.png

[Hawaii Archipelago and TAGs]​

A Polynesian rework could not let the two most important countries out: Samoa and Tonga.

Samoa & Tonga Archipelago.png

[Samoan and Tongan Archipelagos and TAGs]​

THE MISSIONS
As in the case of the Americas, the mission tree consists of a general common mission tree for every country and some specific missions for each country or group of them.

Tongan Mission Tree.png

[Tonga Mission Tree]
(Notice that all icons are still placeholders)​

Tonga is probably the most important TAG during this period. Despite the fact that the Tongan Empire is no more, a skillful player could rebuild it, bringing not only the neighboring islands under the control of Tongatapu, but go even further.

Some highlights of this tree include:
  • Bringing both Fiji and Samoa under your control again.
  • Recovering the Tongan Empire.
  • Expand even further.

Samoan Mission Tree.png

[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:
  • Recover the place as the cultural center.
  • Challenge Tonga.
  • Replace Tonga as the main power in the Pacific.

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.

Code:
fijian_ideas = {
    start = {
        light_ship_power = 0.1
        naval_attrition = -0.1
    }
  
    bonus = {
        ae_impact = -0.2
    }
  
    trigger = {
        OR = {
            tag = LAI
            tag = VIL
            #TODO: tag = VIT
            tag = VNL
        }
    }
    free = yes
  
    fijian_crossroad = {
        num_accepted_cultures = 2
    }
    fijian_degel = {
        range = 0.1
        global_ship_trade_power = 0.1
    }
    fijian_conjoined = {
        global_missionary_strength = 0.02
    }
    fijian_waqa = {
        prestige_from_naval = 0.4
    }
    fijian_cannibal = {
        army_tradition_from_battle = 0.25
        prestige_from_land = 0.4
    }
    fijian_kai = {
        land_attrition = -0.25
    }
    fijian_confederacy = {
        global_tax_modifier = 0.05
        production_efficiency = 0.05
    }
}
[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.

Code:
maori_ideas = {
    start = {
        global_regiment_recruit_speed = -0.10
        harsh_treatment_cost = -0.20
    }
  
    bonus = {
        prestige = 1
    }
  
    trigger = {
        primary_culture = maori
    }
    free = yes
  
    sons_of_kupe = {
        global_sailors_modifier = 0.10
        range = 0.10
    }
    kaikiakitanga = {
        tolerance_own = 1
    }
    kaumatua = {
        stability_cost_modifier = -0.20
    }
    kapa_haka = {
        land_morale = 0.10
    }
    pa_defence = {
        fort_maintenance_modifier = -0.10
    }
    te_moko = {
        leader_land_shock = 1
    }
    maori_king = {
        core_creation = -0.10
        legitimacy = 1
    }
}
[Maori National Ideas]​

As with the missions, we’d 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!

Fiji Event.png

Practice is what makes you a good warrior, after all.
(Notice that all pictures are still placeholders).

Hawaii Event.png

This event can be very nasty if you are in a very bad shape.
(Notice that all pictures are still placeholders).

Samoan Event.png

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!
 
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I am kind of frustrated with this direction in games development. Instead of:

-Making diplomacy more dynamic and immersive, with focus on interventions in conflicts and temporary alliances

-Handling problem of altruistic allies like France willing to send 200k manpower to die for Montferrat conquering Saluzzo because hey they earned favors overtime

-Reworking coalitions

-Balancing economy so that wars are more expensive and challenging to handle

-Trying to simulate recruitment and standing armies more historically accurate (like Imperator team is trying to do)

...And tone of other things...

...well, lets add 18 more tags in Kamchatka, Falklands and Hawaii
Fixing game issues is hard, adding new tags is easy.
 
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The problem with the EU4 game design is that it treats all tags exactly the same, doesn't matter whether they were "civilized" or not - they are treated as "countries" occupying said province. While it's true for Asia, Europe, Mesoamerica, South America and most of Africa - we cannot treat Nort Americas natives, Oceania etc. like "countries". It's just silly. I would love to have TW: Attila kind of system where hordes were represented not as a tag occupying province but as a wandering folk. That could allow the existence of both natives and colonizers, without the need to always conquer natives.
 
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Just look how there are still native tags in North and South America in 1800s. AI for colonizers is just unable to deal with conquering provinces overseas.

I try to play every save until 1821 and I can’t remember seeing AI native tags in South America survive that long. As for NA, it’s historical since large parts of NA were under Native control well into the 19th century.
 
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The problem with the EU4 game design is that it treats all tags exactly the same, doesn't matter whether they were "civilized" or not - they are treated as "countries" occupying said province. While it's true for Asia, Europe, Mesoamerica, South America and most of Africa - we cannot treat Nort Americas natives, Oceania etc. like "countries". It's just silly. I would love to have TW: Attila kind of system where hordes were represented not as a tag occupying province but as a wandering folk. That could allow the existence of both natives and colonizers, without the need to always conquer natives.
Agreed. If anything, I think it’s be best to have CK2-like systems up until the Peace of Westphalia, since nation-states as we today conceive of them (and as they’re represented in-game) didn’t really exist until that point. But I guess we have to accept some simplifications and abstractions there as limitations of the format. At least until EU5.
 
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Agreed. If anything, I think it’s be best to have CK2-like systems up until the Peace of Westphalia, since nation-states as we today conceive of them (and as they’re represented in-game) didn’t really exist until that point. But I guess we have to accept some simplifications and abstractions there as limitations of the format. At least until EU5.
EU4's system really sucks at representing any kind of government altogether really.
 
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Ehh. I think it’d be cool to have more small, regional colonial nations in general, but unless there is a design shift that creates a lot more/smaller colonial regions or unless this update adds a TON of new provinces to Australia, I can’t see it being necessary.
And end up with 25 merchants? Adding more CN will be an additionnal argument that trade ideas are worthless. I can't bear anymore to have so much merchants while they are so powerfull.
 
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I try to play every save until 1821 and I can’t remember seeing AI native tags in South America survive that long. As for NA, it’s historical since large parts of NA were under Native control well into the 19th century.

The sole fact that native "countries" survive in Mesoamerica and South America past 1500s is ahistorical. I know that it's impossible to simulate colonizers conquering whole Mesoamerica in 10 years but c'man - I will never be able to unsee english monarchy Iroquois...
 
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I am kind of frustrated with this direction in games development. Instead of:

-Making diplomacy more dynamic and immersive, with focus on interventions in conflicts and temporary alliances

-Handling problem of altruistic allies like France willing to send 200k manpower to die for Montferrat conquering Saluzzo because hey they earned favors overtime

-Reworking coalitions

-Balancing economy so that wars are more expensive and challenging to handle

-Trying to simulate recruitment and standing armies more historically accurate (like Imperator team is trying to do)

...And tone of other things...

...well, lets add 18 more tags in Kamchatka, Falklands and Hawaii
With exception of AI improvements I don't think that is realistical to hope for huge reworks in core mechanics in the current lifecycle of the game, the last one was the mercenary rework and even this would be small compared to rework warfare system or create a more dynamic diplomacy system.
 
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EU4's system really sucks at representing any kind of government altogether really.
Sad but true. The new estate system was a step in the right direction, but I’m still hungry for more internal politics so the game doesn’t at base feel like just (1) war and (2) waiting for war.
 
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The sole fact that native "countries" survive in Mesoamerica and South America past 1500s is ahistorical. I know that it's impossible to simulate colonizers conquering whole Mesoamerica in 10 years but c'man - I will never be able to unsee english monarchy Iroquois...
Miskito Kingdom. Mapuche. Obviously a lot of indigenous groups did avoid getting colonized in that time though, especially in the interior. They just aren't represented in the game, lol. I do wish Brazil literally ever took out those 3 wandering tribes though.
 
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Oh I agree. It's definitely not fun to have bad ideas per se. It's just that not everyone needs to be competitive with a hypothetical Orthodox Steppe Horde HRE.
Nor anyone is asking for OP ideas, just a proper historical set inspired on what the country developed and achieved, while balancing out the region.
Portugal and Castille historical friends, ruins the balance for Granada and Morocco aswell.
The mission tree is already heavily trade focused, the national ideas are trade focused with 1 military idea that is late game when should be early.
Get rid of trade efficiency. If anything Portugal was terrible at trading or else they would not shoot their way trough the Indian Ocean when they could just naturally integrate on the process.
And to avoid making them stronger than they should be in europe, given them a morale bonus vs heathens and heretics, and add a nobility estate which buffs leader naval and land shock, due to the fact that the Explorers were Knights of the Order of Christ and Santiago (Portuguese Branch) while losing absolutism, trade efficiency and crown land since, again, blowing up towns is bad for bussiness.
 
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The sole fact that native "countries" survive in Mesoamerica and South America past 1500s is ahistorical. I know that it's impossible to simulate colonizers conquering whole Mesoamerica in 10 years but c'man - I will never be able to unsee english monarchy Iroquois...
Outside of Andes there is plenty of native tags in south America that survived past 1500, some of them (Mapuche) survived after the timeframe of the game.
 
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Nor anyone is asking for OP ideas, just a proper historical set inspired on the country developed and achieved, while balancing out the region.
I said I agreed Portugal deserved better. You don't know the context of what I was referring to. There were people asking for idea sets that were already good to be stronger because they weren't as good as the best stuff in the game in the thread I was talking about.
 
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Side note for people and devs who are excited to see more tags in Oceania - be prepared to:
1. never see AI colonizing/conquering this provinces due to silly AI who cannot do proper naval operations
or
2. AI conquering these provinces and constantly loosing it to rebels, having them occupied to OPMs
or
3. AI leaving 50k army on 3 dev islands just because again it's unable to do proper naval operations

Just look how there are still native tags in North and South America in 1800s. AI for colonizers is just unable to deal with conquering provinces overseas.

But IRL there were still "native tags" in N.A. and S.A. in the 1800's. Only throughout the 19th century the last important tribes were exterminated or assimilated in Argentina, Chile, USA... Also the regions the new tags are located in were conquered/colonized only in the 19th century as well.
 
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I said I agreed Portugal deserved better. You don't know the context of what I was referring to. There were people asking for idea sets that were already good to be stronger because they weren't as good as the best stuff in the game in the other thread, yes.
I know what you meant, no worries, I didnt mean to come across as abrasive. My apologies if it appeared that way.
 
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Nor anyone is asking for OP ideas, just a proper historical set inspired on the country developed and achieved, while balancing out the region.
Portugal and Castille historical friends, ruins the balance for Granada and Morocco aswell.
The mission tree is already heavily trade focused, the national ideas are trade focused with 1 military idea that is late game when should be early.
Get rid of trade efficiency. If anything Portugal was terrible at trading or else they would not shoot their way trough the Indian Ocean when they could just naturally integrate on the process.
And to avoid making them stronger than they should in europe, given them a morale bonus vs heathens and heretics, and add a nobility estate which buffs leader naval and land shock, due to the fact that the Explorers were Knights of the Order of Christ and Santiago (Portuguese Branch) while losing absolutism, trade efficiency and crown land since, again, blowing up towns is bad for bussiness.
The thing is that if Castile and Portugal weren’t historical friends probably Castile would eat Portugal even before than it eats Granada (easy same religion target). I don’t know if “add_historical_neutral” is still a thing but that would be a good way to ensure that they neither ally nor attack each other.
 
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Nor anyone is asking for OP ideas, just a proper historical set inspired on the country developed and achieved, while balancing out the region.
Portugal and Castille historical friends, ruins the balance for Granada and Morocco aswell.
The mission tree is already heavily trade focused, the national ideas are trade focused with 1 military idea that is late game when should be early.
Get rid of trade efficiency. If anything Portugal was terrible at trading or else they would not shoot their way trough the Indian Ocean when they could just naturally integrate on the process.
And to avoid making them stronger than they should in europe, given them a morale bonus vs heathens and heretics, and add a nobility estate which buffs leader naval and land shock, due to the fact that the Explorers were Knights of the Order of Christ and Santiago (Portuguese Branch) while losing absolutism, trade efficiency and crown land since, again, blowing up towns is bad for bussiness.
Yeah, giving them artillery combat ability was super weird considering when that starts to be good and at what point in the timeline Portugal was dominant. Still better than the set they had, though. I cringe remembering the two separate shitty trade efficiency ideas.
 
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The thing is that if Castile and Portugal weren’t historical friends probably Castile would eat Portugal maybe even before than it eats Granada. I don’t know if “add_historical_neutral” is still a thing but that would be a good way to ensure that they neither ally nor attack each other.
Which is a fair concern. But Scotland and England dont start as historical friends for example.

Castille has Historical rival with granada, so they will always be the first target.

Portugal needs a proper defensive idea for tradition instead of trade efficiency.

Morocco will be a threat, allied with Granada, and without Portugal with Ceuta blocking the way, Castille will not declare war so eagerly.

I have tested it several times on my mod.
 
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