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EU4 - Development Diary - 13th of August 2019

Good day all, Tuesday is here once again as it often is, so let's dive into another Dev Diary for the upcoming European Update. Last week we were all about how you can project your power externally, so this week let's look more internally, with focus on Estates.

Back in April we had a dev diary which was largely an expunge of thoughts on the Estates feature, where it's been and we still want to take it. Let's get a recap on our thoughts from then:

Firstly, the busywork element of Estates should be removed, or at the very least reduced. our Grand Strategy games are about creating , without sounding too pretentious, intellectually stimulating experiences, and the current methods of interacting with your Estates are not up to par with this.

Additionally, the actions done through the estates should be more impactful. I've said it quite a few times before, but I'll say it again, when a Diet is called, perhaps there should be...a Diet? Impactful is an easy word to throw around with various different meanings being drawn from it, but in Estates' cases, the existing interactions often make little change worth noting outside of their influence and loyalty, which has limited meaningful effect on your nation until hitting crisis point where they can seize control of your nation through disaster.

On another note, making the Estate UI more accessible would be a boon. Currently, much of the hands-on actions are somewhat buried as menus within menu

Over the past few months we've been pondering how we can make such aspirations a reality, and today we'll share where we are with that.

As mentioned last week, and will continue to be mentioned, any numbers seen and especially interfaces seen, are not in their final form

13th DD no Estates.jpg


As teased earlier, one of the first things we did with Estates is completely remove their relationship with individual provinces. This interaction with estates was always micro intensive, deeply confusing for new players, caused a lot of issues with 1444 setup for many nations (Nobles eating all my gold provinces) and scaled fairly terribly into the late game. It was not without its charms: assigning individual estates to individual provinces could have a nice internal management feel, but it was not an action that lent itself well to the expansion loop of the game. It was hard to feel excited about the estate allocation to your newest 20 provinces, while a tall player would have little interaction to be done throughout the entire game.

The death of direct province ties gives birth to a new concept in EUIV, that of Crown Land. Every nation with Estates has their Crown Land to manage. Much like how previously Estates started with a share of provinces, now they own a certain percentage of Crown Land. There is 100% of Crown Land which is divided between the various Estates, and the nation's own full control.

13th DD French Crown Land.jpg

Pie-chart, coder art flavour. The French have yet to reign in their nobles

Estates' portion of Crown Land will heavily affect their influence, as well as many of the interactions you have with them. Conversely, your nation's control over Crown Land is of grave importance: If you want to be a strong, absolutist state heaving into the Age of Absolutism, you'll want to wrestle control away from your estates, and giving up all of your crown land will have negative effects of your control over the nation.

You have many avenues of influence over Crown Land. Firstly, there are three direct interactions available in the Estate Screen.

  • Sale of Titles
    • Sell 5% Crown Land to the Estates based on Influence for 1 Year of Income
    • +5% All Estate Loyalty
  • Seize Land
    • Gain 3% Crown Lands, estates loses based on their influence
    • -10% All Estate Loyalty
    • Give +5 Unrest to random provinces up until you equivalent development the estates hold.
    • Spawn rebels fitting for the most influential estate type.
  • Summon the Diet
    • [REDACTED]
    • [REDACTED]
    • [REDACTED]
Additionally, developing your lands directly will increase your direct share of Crown Land, while acquiring new provinces will boost your Estates' share, based on their current influence. Highly influential estates will see it as their right to enjoy the lion's share of new lands.

Another big change happening here are with the interactions one has with the estates. I'll refer to an excellent post from the aforementioned dev diary.

So here are my thoughts on Estates: atm they are unnecessary button clicks that u can do every 20 tears to get free monarch points, also as some governments (like hordes) the best play is to just remove them entirely. I think they should be a lot more impactful, once your nation get's bigger, since they were what helped kings keep big empires together in Europe.

We don't want Estates to be the monarch point and advisor generating buttons that you hammer every couple decades, but in reality, it's how a lot of people use it. Heck, it's how I use it, so what's to be done here?

We actually turned this into a guiding principal of designing the Estate screen and their interactions. We were not to have any interactions which the user would return there on a regular pulse to repeat. As such, all old Estate interactions have been removed, and we have instead introduced a system of Estate Privileges

13th DD Noble Priv.jpg


13th DD Burghers Priv.jpg


Once again, all numbers and Interfaces are far from complete. You won't be seeing a screen full of ??? on release (well, I certainly hope not)

Rather than actions with cooldowns that you demand or bestow your Estates as before, these Privileges are meaty interactions that you can choose to take with your estates. They will impact on their Influence/Loyalty/Crown Land Share and come with a variety of effects, often wide reaching, long lasting and more often than not, impacting on your maximum absolutism. When the age of Absolutism comes around, you may well consider revoking these Privileges to gain absolute control over the state (Although if your ambitions are Revolutionary, you may have other plans...)

Each Estate type have their own Privileges and many of the old functions of estates are accounted for. The nobility, for example, can give you added military power per month if you're willing to guarantee them precious crown land, while the Rajputs will enable the direct recruitment of Rajput Regiments, in exchange for permanently increased influence. While such Privileges can be revoked, much like seizing the crown land away from them, you will invoke their ire, and should be done when you have either sufficiently appeased the estates through other means, or are ready to deal with their rebellions.

We'll certainly be back to talk more about these Estate changes as development on the upcoming European Update continues. As ever, questions and comments are welcome in this thread, and next week we'll go on to talk about another sizeable change of a more Ecumenical variety.

eu4_anniversary_livestream.png
 
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I honestly can't say I like these changes at all. While it might be nice to have more interaction with them at the national level, this overall reduces interaction with estates and is a huge nerf to what is currently in the game.

I honestly don't know why people complain about having to manage them at all, having internal management of your nation is good and while I agree the start date deployment of them may often be bad, that isn't something that Paradox can't fix. Currently assigning provinces to estates provides a host of benefits if done correctly, including reducing unrest in new provinces, eliminating autonomy in one category, and massive bonus to trade for strategic control of a node.

Furthermore, the current passive bonuses are all strong, with the 20% manpower alone being near enough to never take parliamentary government and relying on estate interactions for +150 monarch points, generals, admirals, settler increase, papal influence, money, and advisors all being core game mechanics at this point. Merchant republics are a weak and unplayed government specifically because they don't have them.

I know this is an early teaser without all the details and if some of this is addressed already, or replaced with equally meaningful mechanics cool, but I cannot say I'm at all impressed or happy with what is shown here, and believe based on what I've seen here that this will be a massive net nerf to the game and player's ability to interact with estates.
 
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When the age of Absolutism comes around, you may well consider revoking these Privileges to gain absolute control over the state (Although if your ambitions are Revolutionary, you may have other plans...)

Huh? It looks as if strong estates are necessary component for in-game revolution.
But it was the other way around. It was centralisation of state power that pawed way for revolution. Kings took lands and armies from their nobles.
If French nobility in 1792 had as many lands and armies as they did in 1066, they'd handily defeat the revolution. But because they were disarmed by absolutist reforms, they were powerless to do anything.

France was most modern, centralised state in XIX besides Great Britain. But it looks as if under those mechanics revolution would constantly keep erupting in the Commonwealth.
 
Thank you to finally rework estates management ! Indeed early this can be really funny but when your nation starts to be a quite tall, manage estates starts to be really annoying and more than annoying when your nation have to deal with a lot of several estates.
 
A great deal of damage was done to the estates with 1.26, with that said this is another change that guts EU IV as a strategy game. I wont elaborate elaborate on that because I would just be wasting my time you as guys seem hell bent on destroying what used to be a game where strategizing / replay ability was nearly endless. The fact that on almost 200 posts less than 5 ppl seemed to notice this really says a lot about this community. All a bloody shame if you ask me.
 
A great deal of damage was done to the estates with 1.26, with that said this is another change that guts EU IV as a strategy game. I wont elaborate elaborate on that because I would just be wasting my time you as guys seem hell bent on destroying what used to be a game where strategizing / replay ability was nearly endless. The fact that on almost 200 posts less than 5 ppl seemed to notice this really says a lot about this community. All a bloody shame if you ask me.

What was the particular problem with 1.26?
The only thing I can remember estate wise was that it became a free feature (and then, it's assumed) it would become easier to completely overhauling, which they are doing now.
It seems like it's something going in the right move, but it seems to soon and too incomplete yet, but I like the general idea so far.
 
A great deal of damage was done to the estates with 1.26, with that said this is another change that guts EU IV as a strategy game. I wont elaborate elaborate on that because I would just be wasting my time you as guys seem hell bent on destroying what used to be a game where strategizing / replay ability was nearly endless. The fact that on almost 200 posts less than 5 ppl seemed to notice this really says a lot about this community. All a bloody shame if you ask me.

It seems both needlessly complex and overly streamlined and simple at the same time, it's bizarre. Looks like they have this whole fancy new system but all it'll still amount to is the same periodic clicking to deal with them (or not deal with them) except now it's all centralized to one place instead of having to account for what provinces they have and what they're doing for those provinces. Nevermind that as long as absolutism is a thing nothing they can provide would be worth losing out on that so it's likely going to be the same lack of impact as they have now, because allowing them to have impact is the objectively worse option if you want to expand meaningfully.

Not to even mention the random unrest and guaranteed(?) rebels. Nothing says strategy like factors you have no way to account for.
 
I might be wrong but it seems that this is another step on the less estates path. It's a shame if it is.
Will we finally see the factions system merged into the estates system? Oh and will Sweden finally get it's peasants estate?
 
Potentially great change, yet still too much smoke to see how it develops.

Additionally, developing your lands directly will increase your direct share of Crown Land, while acquiring new provinces will boost your Estates' share, based on their current influence. Highly influential estates will see it as their right to enjoy the lion's share of new lands.

This quote however suggests that playing wide will force you to cope with rather low share of Crown Land and high share of Estates owned land.
Nothing is said about autonomy yet, but logics speak that something will most definitely change regarding autonomy mechanics, and possibly autonomy might be represented by combined share of land owned by Estates? That would be something big and very interesting, and from my point of view - most welcome change.
Estate privileges would be not just bonuses, but rather a tool on how to make something out of your highly autonomous lands and at same time keeping high influence Estates loyal.
So Estates are never as good thing as directly owned Crown Lands, but you will be forced to deal with them if you grow to big empire.
 
I honestly can't say I like these changes at all. While it might be nice to have more interaction with them at the national level, this overall reduces interaction with estates and is a huge nerf to what is currently in the game.

I honestly don't know why people complain about having to manage them at all, having internal management of your nation is good and while I agree the start date deployment of them may often be bad, that isn't something that Paradox can fix. Currently assigning provinces to estates provides a host of benefits if done correctly, including reducing unrest in new provinces, eliminating autonomy in one category, and massive bonus to trade for strategic control of a node.

Furthermore, the current passive bonuses are all strong, with the 20% manpower alone being near enough to never take parliamentary government and relying on estate interactions for +150 monarch points, generals, admirals, settler increase, papal influence, money, and advisors all being core game mechanics at this point. Merchant republics are a weak and unplayed government specifically because they don't have them.

I know this is an early teaser without all the details and if some of this is addressed already, or replaced with equally meaningful mechanics cool, but I cannot say I'm at all impressed or happy with what is shown here, and believe based on what I've seen here that this will be a massive net nerf to the game and player's ability to interact with estates.

Well I'd say merchant republics are weak for a host of other reasons. The hard limit on stated provinces combined with low Absolutism is going to keep them from being a contender far more than Estate Interactions are. Particularly since Elections do provide better Monarch Power than Estates might do early in the game. Particularly when you can't afford to disinherit heirs (or don't have the DLC for it). Some 1/1/2 Monarch (not at all out of the question) for 20 years, with the Estate interactions for 150 every 20 years is going to pay off less than a 4/1/1 spread with no Estates interactions for it.

Here's the funny thing though. At least in my book? Estates aren't good for internal management. Because it hits two points at once. One is "Click Fatigue" as people noted. When you acquire new land there is a burst of activity in terms of assigning new lands to estates and checking influence balances, etc. If you're aggressively expanding it's an extra like 2 minutes of click fiddling on pause for every successful war as it were.

But that's the other part of it. Outside of that immediate burst of clicking... there is basically nothing to do with them at all. Refreshing a few bonuses every 15-20 years on the "No duh I want that" basis. Once you have them assigned outside of trying for Force some rebellion or the like for some reason (I've seen people mention doing that), there's no reason to fiddle with land grants or anything. Outside of a few event pulses that pop up with like "+Loyalty one faction, -Loyalty another faction" it just doesn't impact the game.

So it's heavy micro intensive short term, and incredibly passive long term.

I'm not sure that this will fix the long term passivity problem. Doesn't look like it. So most of what it is does is removing the "Click Fatigue" bit front loaded from the looks of things. With the interactions we've seen so far in a "Fire and forget" standard where you either will never click it again or maybe do it again every decade or two.

I kinda wish for something more active from Estates in terms of internal management and avoiding the passive wait, but I could never come up with a good idea for it myself.
 
Well, I for my part love the current version of the estates and I actually liked the estate version where the disaster started ticking at 75% even better. So this doesn't look like good news to me. I hope the new version will be good, but I will for sure miss the estate management.
 
Then there's no reason to believe you.


Let me try then.

One of the benefits of estates right now is that they remove the local autonomy modifier for certain aspects of that province. So giving estate to newly conquered/integrated provinces is a good idea since the local autonomy is way above 25%.

With the new system, you don't have such bonus anymore since you don't assign estates to individual provinces. So the optimizing part of estates is gone (thus reducing the strategic complexity).

It could be that something else replaces it in the next dev diary, but for now this is a reduction in complexity
 
How will the lack of direct provincial assignment interact with things like the dhimmi estate preventing conversion of provinces aside to it? Will that simply be removed? Will Muslim nations be able to convert or not depending on how much control the dhimmi have on a national level?
 
It could be that something else replaces it in the next dev diary, but for now this is a reduction in complexity
Here's a hot take:

Reducing EU4's complexity is more likely to improve the single-player experience than increasing it is.
 
Here's a hot take:

Reducing EU4's complexity is more likely to improve the single-player experience than increasing it is.

Yes gutting the strategy from a strategy game will do wonders for gameplay. It's more fun when there's nothing to think about and every choice is blatantly obvious and the same every time.