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EU4 - Development Diary - 15th of January 2019

Good day all and a Happy New Year to you too. After a somewhat extended break I have finally come back to the office and rejoined the rest of the EUIV team. Our immediate tasks at hand are checking on and potentially ironing out any remaining issues from 1.28 as well as putting our plans together for the year.

As we mentioned in the chunky end of year dev diary our focus for the year will be a large European Expansion, with a heavy focus on crushing outstanding bugs and delivering Quality of Life improvements. We will be getting going with that shortly, after taking care of a few remaining important issues which have been reported in 1.28, including the Trade Company stuttering and save file issues with Expelling minorities. Once we investigate and fix these and other issues, we'll work towards releasing a 1.28.3 Patch.

As we also indicated in last year's wrap-up dev diary, we'll be fairly light on content in these dev diaries for a while, as we take the time both to put together a 1.28.3 Patch and plan out our large end of year Expansion. Frankly put: there isn't the content in the game to be talking about right now, so instead I'll turn attention to how I invited everyone to bring forward longstanding bugs and QoL issues they would like to see taken care of in said expansion. I'll grab some interesting ones and give some thoughts on them.

I'll say ahead of time that these are just thoughts on matters, and not to be taken as firm promises of things to come.

Mothballed Armies

This is something that gets suggested frequently and on one level, it makes nice symmetric sense: One can mothball Navies, why not armies? It will continue not to be implemented however, as while navies serve a variety of roles, including piracy, anti-piracy, trade, transport and combat, your armies serve almost entirely the exclusive role of combat. The ability to mothball parts of your armies would trivialize the cost of maintaining a large army, granting large nations even further advantages.

There are other approaches to this with ideas like higher costs for far flung armies: It could/should be more expensive to operate the Dutch armies in China than in the Netherlands. Such things are not on the cards currently, but make interesting food for thought.

Mod tweaks in the Launcher

I love this idea. Giving more information and flexibility with mods in the launcher would be extremely useful in games with such extensive mod communities as ours, and is certainly something worth exploring how to do right.

Diplomatic Macro Builder

There have been various suggestions for the Diplo Macro since its debut in Mandate of Heaven, not limited to those in the linked thread. Most of them revolve around not correctly targeting who the player is intending, with users not wanting it to target nations who they will soon destroy, or other particular sets of nations such as HRE members/Electors. These were out of the scope when the feature was being made, but as we re-visit parts of the game with QoL in mind, an actual custom list that the player can make at will is an interesting solution for this.

Provide options for subjects colonising regions, to stop them from colonising provinces you want to colonise.

For the precise map painters among us, I've seen this pop up. Colonial Nation subjects currently have some strict rules on lands which their AI will colonize, but I believe there's room for improvement there, where it can be loosened up but give the overlord the ability force colonization within their Colonial Region, so that, for example, Mexico doesn't snake their way into Louisiana and the Eastern Seaboard.

In the coming weeks until we start digging into more meat of what we're planning on doing in our big expansion this year, we'll likely pick up on various other suggestions that have been coming up, as well as a so far unannounced surprise that will be coming in a couple of weeks.
 
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Maybe off-top, but I've recently started Muscovy campaign and spotted that mission tree is poor comparing to eg. English or Castilian. Are you gonna rework it?

Muscovy/Russia (the tree gets expanded after forming Russia) already has missions connected with Third Rome, new missions would replace old content and as such most likely won't happen
 
What about cultural minority modifiers? It would be a simpler way to represent demographics. Small, medium, large cultural minority. The larger the minority is in the modifier the less AE and coring costs it will take for the country that has said minority as a main culture. This would let Jews be represented and perhaps enable the creation of a jewish country if the large diaspora becomes the majority.

It can be used also for religious groups as a way to simulate remaining groups from previous conversions. Huguenots in France could be represented this way.


Dei gratia mod does this very well and id love to see it implemented
 
I have an idea how mothballing armies could work without unbalancing the game. I propose that the player be able to designate divisions as "militia" or "levy" divisions, similar to the way "reserve" divisions worked in HOI III. These divisions would cost very little to maintain, but would only exist at about 1/10th of full strength. The player could order them to full strength, but this would take time, drain manpower, and raise their maintenance costs until they were "reset". I also think that military techs should be reworked so that higher tech levels gradually lower the cost of maintaining full-strength divisions. Together, these mechanics would keep the game balanced while also modelling the historical transition from ad-hoc levy armies to more modern standing armies during this time period.



often times real regiments were just flags and barracks in towns up until the army was called. a dedicated amount of officers would remain to train local militia and maintain the regiment
 
I think an idea group should be opened in all three technologies. we cannot use the last two ideas effectively in the game. We play the whole game with 6 ideas in total.
 
If player interaction with colonial nations is going to get some attention, may I suggest options to control their policy towards integrating native cultures? I know it was changed in the update to stop them wasting money and dip but having options about whether or not they proselytise religions and whether they accept or convert native cultures would be very nice for immersion. Then if they get seriously behind in dip a player could always just tell them to stop so they focus on tech instead
 
You wouldn't say that if you were one of the sailors laid off. They're actually very similar (just the term mothballing can't really be used to refer to an army)...
Sailors with experience in the navy will be just as useful on a merchant vessel. They have a useful skill set that will serve them outside of military service. What exactly can an army soldier do? Their skillset is mostly revolving around the best way to kill enemy soldiers, and some basic survival skills. Not all that useful in an economy. Many ex-soldiers, if they do find a job after serving, form or join a mercenary company (speaking specifically of this time period, not modern day). THE SAME THING that they did before.

As for all those complaining about their native suppression armies being forced to low maintainence, you realize that you don't need high maintainence to kill natives, even if they outnumber you. Your tech is so high it literally is a slaughter by the time you'd be having large numbers of colonies.
 
Sailors with experience in the navy will be just as useful on a merchant vessel. They have a useful skill set that will serve them outside of military service. What exactly can an army soldier do? Their skillset is mostly revolving around the best way to kill enemy soldiers, and some basic survival skills. Not all that useful in an economy. Many ex-soldiers, if they do find a job after serving, form or join a mercenary company (speaking specifically of this time period, not modern day). THE SAME THING that they did before.

As for all those complaining about their native suppression armies being forced to low maintainence, you realize that you don't need high maintainence to kill natives, even if they outnumber you. Your tech is so high it literally is a slaughter by the time you'd be having large numbers of colonies.
That's partly true about sailors - hence why nations with established merchant navies (England, the Netherlands, Venice, etc.) had generally good quality wartime navies. But the game doesn't take into account where the soldiers/sailors go, just that they are no longer paid. Disbanding army regiments should increase local unrest, and increase an area wide mercenary pool, but that's not the direction the game is going...

If playing as a colonial nation, I'm usually colonising in the first idea group, so my technology is only slightly better than natives. I tend to cut corners and send only a few thousand soldiers per colony, and I've lost a few battles that way even at 100% maintenance...

In my opinion, either we should be able to 'mothball' armies, or we shouldn't be able to reduce maintenance by such a massive amount (historically, armies were disbanded in peacetime, they weren't kept on at a 50% rate).
 
Speaking of Colonial Nations and expulsion:
Perhaps that "charter Trade Company thing" could be reworked too. I mean most of the time the Ottomans have chartered Companies in all of India and the East Indies relatively early, because they are the first European Nation to "see" it - and with the money to afford it. Later in game sometimes all of the Trade Company Coastlines are split up between the Usual Colonizers - and Every Nation with Money - so the italian nations, french nations if they survive, german nations. Of course the selling countries will earn less - and sell more Provinces. Perhaps skip that feature at all - I like the Idea of "buying" provinces - but not just restricted to Trade Companies. In game it´s to easy to exploit anyway - You probably just have to wait till some Nation is bankrupt - or near - and then buy that Nation instead of waiting for a casus belli. It´s not really the case that the AI seems to be good with money anyway - or war declarations if they declare war on some burmesian country - and loose the war because they won´t get any units there. Ah - and if that Papal States, Tuscany or Venetian India thing is about alternative history - we should have Trade Company Regions in Europe too - or Colonial Regions.

But again AI war declarations: Perhaps it shouldn´t be the case that the Ottomans declare war on Venice if their armies are somewhere in Crimea - and that 105k stack is waiting for transport in a single province. Or Russia declares war on Poland if their armies are in China. Spain accepting the defensive alliance call against France if all of their troops are in the new world or vice versa. Great Britain declares war against Brunei - and all their navies are in Canada - all their troops in Britain.

AI warfare: Country A declares on country B - they are next to each other - with no colonial nations or Trade Companies. They aren´t big - which is probably better for the AI. Country A - which declared - has 30k men - country B has 6k men. The first thing that will happen: they walk next to each other - the 6k stack will siege come castle - or the capital of country A, and country A will do the same with country B. On their way they could shake hands, because the distance between them was just that single line which marks the province border.

On those other examples above: Ottomans will win against Venice - after taking back those provinces Venice occupied - but they win the war with no manpower left and 2k in debt. Russia will loose vs Poland, because they won´t get their armies there in time. By the time they reach Muscovy their war-exhaustion is very high - and Poland will have occupied all important castles and provinces - including Muscovy. Spain / France will loose badly - taking the other out of the game, because they will never recover. Great Britain will loose too - and Brunei is the next big power on 8th rank. Please get rid of those suicide war declarations. I mean as a player it doesn´t matter much to me if i´m facing Spain, France, Russia, Poland or Brunei - but if I want to play tall - it´s not really understandable to get such an unbalance of powers - just because of decisions which could have been avoided. Because after that either Poland (Commonwealth), France or Spain are really almost unstoppable - for the AI. The only thing which stops them from conquering Europe completely seems to be that coalition / Aggressive Expansion thing.

Perhaps - on a war declaration - not only the actual armysize / manpower should be taken into account - but also the actual size of the force in that region the war will happen. And / or the actual ability to reach that region (within a reasonable time).

Also - like mentioned before: please rework the military access rules. Perhaps get rid of the rival system at all - at least rework it. If I declare war it´s most likely against an alliance of three or more countries. Those counties have - most likely - three rivals. If they are not the same - I have nine Countries on my way which give me free military access. Most of the time even more, because they were at war with their alliances and the relationships between certain countries aren´t very friendly anyway.That´s too easy - no? I don´t even have to ask - nor does it take up a diplomacy slot. Doesn´t cost any money as a fee. And it happens very often that my only possible new rivals are my allies - if I have beaten my former enemy. Next for military access: my 30k stack is drilling in that 31k supply limit province. Now that AI 40k stack - with military access - is standing in the same province for two months. Or no clou - Venice rivals Serbia and both give the Ottomans military access for those wars - but both get inhaled by the Ottomans. France giving Spain military access for their war vs. England. After that war France is the only valid rival for Spain. Something like that. Doesn´t make any sense. The AI is forced to make bad decisions sometimes. First with the rival system - and second with the military access rules based on those rivals.

As a player the only real benefit of having rivals is that power projection ( I mean those +1 adm, dip and mil) - but most of the time having to choose a rival is just a bit annoying. The spy-network thing is nice - free embargos - ok - and the best is lower warscore costs. But most of those things You could get with ideas too. And why just have power projection for having enemies? You should also get power projection for having strong allies - or having a strong army - or a strong economy. So that other playstyles - not just beating up Your three rivals - are more beneficial. In fact I don´t know if that rival system couldn´t be skipped completely. Just having relationship based enemies / alliances instead. Power projection for winning any war - or for living in peace with friends. Humiliate anybody. Values for humiliation / power projection based on strength of the one country / alliance in comparison to the other. Costs of embargos or warscore costs based on relationship. Good relation -> more expensive. Bad Relation -> cheaper. Spy-networking just based on ideas. Perhaps keep historical rivals as option.

Hmm - just wanted to write two sentences about Trade Companies. Have a nice day....
 
can we re-teach the AI to atleast upgrade some of its forts and have one on its capital, i mean, give it a prio, im sick and tired of watching france lose a war because it loses its lvl1 fort in paris, austria losing because wien is lvl3 forever and ottomans can be peaced out by taking their lvl3 aswell etc

or you gona scrap this whole fort system again? because it seems neglected
 
Army Maintenance

I think there's another solution rather than "mothballing" armies. I'm going to suggest that system here.

Currently there is a national manpower pool. When creating armies from this manpower pool, it uses the national manpower pool. Fine. However, I think that each province should also have a manpower pool. The way that you would create a manpower pool in a province as follows.

1. Create an army as usual. It uses the usual amount of ducats and manpower from the national manpower pool.
2. Move the army to the province you want to create a provincial manpower pool in.
3. Disband the army in that province. Those troops are now added to a provincial manpower pool.
4. That province now has three options to select from when creating an army (normal, mercenary, trained)

You cannot just use these trained troops straight away if war is declared. You would have to spend a percentage of the cost to recruit them again (but maybe only 10% because they've already been paid for once and have done their training) and they would also require less time to muster (again because they're already trained). It would also directly reduce the number of mercenaries available in that province, helping to solve the mercspam issue.

If a surprise attack is launched and the provinces where there are provincial manpower pools are occupied, then obviously those manpower pools are lost and it's the equivalent of a stack wipe. Equally, a player would have to make sure they had enough hard cash to recruit them again. If you spent 2,000 ducats recruiting them originally then it would still cost (given a 10% of original cost as an example) 200 ducats. If the player had been hit by an unexpected debt, then recruiting the trained manpower from a provincial manpower pool wouldn't be possible until a loan had been taken.

It would also be foolish for a player to concentrate all his provincial manpower pool in one or two provinces. This would be because of both training times with it being possible that it would take a year to retrain a stack of 40,000 men, but also because if there was a revolt in a province with a provincial manpower pool, then all that manpower pool would be lost.

Provincial manpower pools could also be tied to the level of development in a province. If a province has 5 development, it can only reasonably hold a provincial manpower pool of 5,000 troops. If a province has a development of 46, it can hold 46,000 troops.

A provincial manpower pool would be separate to the provincial manpower that contributes to the national manpower pool. It could be called "trained manpower pool" or "trained garrison" or "trained locals" or something else to distinguish it from normal provincial manpower.
 
I have some criticism of the Golden Century DLC"

1st, bugs:
-The Portuguese mission "Vasco da Gama na India" is still broken and doesn't show the option to get Goa.
-The Portuguese Flagship modifier "Portuguese Corps of Fusiliers" actually gives Portugal a +2 Combat penalty on landing, instead of -2.

2nd: Geographical innacuracies:
The winter map of Iberia is severely inaccurate, its does not reflect reality at all. Its North-Inland Iberia (León, Bragança, Orense, Burgos, Rioja, Palencia, Avila, Teruel... etc) which should have mild winters, not the coastal provinces like Coruña and Girona)

3nd: Historical innacuracies:
-The Portuguese mission "Anglo-Portuguese alliance" has the flags of Modern U.K and the Portuguese Republic, none of those flags are from Eu4's time period.
-The Iberian unique government reform is very ahistorical since Iberian never banished minorities to colonial regions, in fact they were forbidden to go to the colonies. The fact that Exploration ideas have this Minority expulsion cost modifier further pushes Iberians (who will take Exploration 100% of the time) into this ahistorical idea of expulsion.
-Form Lusitania makes no sense. Lusitania was a small roman province, it by no means is interchangeable with Iberia or had any claims to represent Iberia. It also makes no sense as a "Greater Portugal" kind of name, since a large portion of Portugal wasn't even Lusitania at all, ever. The Capital of Lusitania was in Spain of all places!

-The Portuguese ideas, there are already many threads complaining about them.

4th: Balance
-The balance of Power in Iberia is very off, Aragon is far too powerful compared to other Iberians, their Development and province count rivals Castille and their income even surpasses Castille, this is absurd since Castille was by far the unrivalled dominate power of Iberia.
Portugal on the other hand is a joke, they got one (one!) Province in their DLC, and not even a relevant or strategically significant province, just a backwater fishing village with no significance and causing bordergore (its also the wrong terrain type, that massive province encompasses a marsh, woods and hills, depending on how inland you go, yet its a generic Grasslands of course). There are provinces in Ireland and Britain one third of the size of Lisbon and Porto.
And the excuse they gave was that "giving Portugal more provinces would ruin balance" which is ridiculous because in real life they were actually had a larger population than Aragon (and sure the argument goes that development isn't just about population, its to mimic a nation's historical sucess, to which i ask, why should a Nation who got annexed 50 years into the game, deserve more development than one who grew to Global Power status?), yet Aragon has almost twice the development and province count (and over twice the income), Portugal can't even afford its historical (-50% cheeper) advisor Henry the Navigator..
-Portugal still doesn't have a single military idea or naval idea, despise always fighting very outnumbered and proving to be able to consistently hold its own against several other powerful nations in Europe, Africa and Asia, both navaly and on land... Their ideas have been severely powercreeped.

Minor issues:
-Galicia being pink and not its characteristic Dark Blue is painful, luckily we will never see it.
-Portugal's national colour should technically be blue and white, not green until 1910, but green looks good on them anyway so its acceptable.
 
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If you are working on diplomacy can we set target relationship levels for automated diplomats. Relationships reach the max 200 but the diplo stays on as there are still more improve relationship points available. They should be moving on to the next country when it hits 200 or lower if you dont need to maintain perfect levels.