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EU4 - Development Diary - 15th of October 2019

Good morning once again, and welcome to today’s dev diary. Following on from last week, I’ll be covering a couple more Imperial Incidents, this time focusing on our reworked Dutch Revolt and Shadow Kingdom.

Another reminder in case you’ve forgotten how Imperial Incidents work:

“The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity.

When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.”

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Let’s start with the Dutch Revolt. You’ll be pleased to hear that this is no longer represented as a potentially endless series of events spawning hundreds of thousands of separatist rebels in your Lowlands provinces. We’ve instead opted to use the Disaster system to constrain the time-frame for when these rebellions crop up. Most conditions should be relatively familiar: don’t have any of the Lowland culture (now including Frisian!) as your primary culture, own at least 5 provinces in the Lowlands region with Dutch/Flemish/Frisian culture, don’t have your capital in the Lowlands region, etc.

We do however have a new set of conditions: there must also be some kind of existing cultural or religious tensions in your Low Countries provinces. In practice, this means owning Low Countries provinces that do not have your religion or have a culture that is not accepted in your nation.

When these conditions are true, the Dutch Revolt Disaster will begin ticking for your nation. When the Disaster fires a large number of rebels will spawn in some of your Low Countries provinces and of said provinces will get extra Unrest until the end of the Disaster. Events will give you the option of fighting additional rebels or granting high autonomy to your Lowlands provinces.

The Disaster ends when one of these sets of conditions is true:
  • The Disaster has been present in your country for 20 years, there are no rebels in your provinces, and you have at least 1 Stability
  • The Netherlands exists
  • You own less than 5 Dutch/Flemish/Frisian provinces in the Low Countries region

If at any point during the Disaster you own at least 5 provinces that are Dutch/Flemish/Frisian culture and either controlled by rebels or 90% autonomous, the Dutch Independence event fires and you’ll find yourself in a bloody war. Not only will the Netherlands be spawned from all appropriate provinces, but an Imperial Incident will begin and all of your rivals will be invited to support the new Dutch state in their quest for self-determination. These events will now directly call your rivals into the independence war rather than simply creating an alliance that is unlikely to be useful for the Netherlands during the initial war, which gives them much more of a fighting chance.

The Dutch Revolt Imperial Incident gives the Emperor a chance to intervene, assuming that the Dutch are not revolting against the Emperor and that the Netherlands are part of the HRE. The Emperor has three options:
  • If the Emperor chooses to support Dutch independence, they are called into the independence war (assuming that it is still ongoing), become an ally of the Netherlands, and get a significant opinion boost with the fledgling nation.

  • If the Emperor chooses not to intervene in the conflict, they lose some prestige and send a clear message that the Empire cares not for the Dutch cause. The Netherlands will leave the HRE after the independence war has concluded.

  • If the Emperor chooses to suppress the Dutch revolt, the Emperor will gain an alliance with the former overlords of the Dutch, and again the Netherlands will leave the Empire after the war is over.

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We’ve also taken another look at the Shadow Kingdom event chain that leads to Italy leaving the Holy Roman Empire. In the past this has set a challenge to the Emperor to force Italy into the Empire often through strange and obscure means. In the European update we’ve turned it on its head; you’ll now need to rein in the Italian Princes that are already in the Empire but who are slipping away from Imperial rule. The Emperor gets an event near the beginning of the game about this state of affairs and what must be done to avert a total loss of control in Italy.

An Italian state is considered “reined in” after it has lost a war (any war) against the Emperor or if it has very good relations with the Emperor. We’ll be displaying which nations are at risk of abandoning the Empire in the HRE interface.

Some time around the 1460’s, an Imperial Incident begins for the Emperor in which he has two options:
  • Continue attempting to rein in the Italians: this begins a timer for the Emperor to attempt to rein in as many Italian states as possible. The risk the Emperor takes here is that failing to hold to this promise will incur a greater penalty to Imperial Authority than simply abandoning Italy early on.

  • Abandon Italy: all of Italy will be removed from the Empire immediately at the cost of 20 [numbers subject to change] Imperial Authority and 10 Prestige.
If the Emperor attempts to keep Italy within the Empire, they’ll get a follow-up event after 20 years. Italian Princes that were in danger of leaving, if any remain, will leave the Empire and the Emperor will incur a penalty to Imperial Authority for each Prince that leaves.If the Emperor has succeeded in reining in every Italian state they’ll gain 25 Imperial Authority, the Italian Princes will remain in the Empire, and certain future Incidents will be unlocked or barred due to your actions.

That’s all for this week! As you can see the Imperial Incidents system has given us a great excuse to go back and revisit some of the game’s oldest and most impactful content, and what I’ve talked about today is far from all we’ve done in this regard. Have a good week, and for those of you attending PDXCON, I’ll see you there!
 
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Okay, so Dutch Revolt Question.
If I am say, Burgundy, if I move my capital to Brussels or Bruges (the traditional home of the late Burgundarian Dukes) and change my religion to, say, reformed along with the rest of the provinces, I won't get masses of rebels trying to take away my core provinces? Or is there extra hoops that need to be jumped through?
 
These events will now directly call your rivals into the independence war rather than simply creating an alliance that is unlikely to be useful for the Netherlands during the initial war, which gives them much more of a fighting chance.
Does that mean that there will finally be a Join War code effect? That would be phenomenal!
 
So I can avoid Dutch revolts by expelling Dutch&co from Lowlands as Spain and this becomes even an easier option to deal with the Revolt as I can accept some of those cultures to do less expulsion.

Is minority expulsion still going to be ignored? Or Castile-Spain will have even less chances to inherit Burgundian lands to avoid the issue?

I guess there will be no Dutch revolt if there is no Dutch to revolt.
 
When the dutch independence event fires can you also choose to just give up all of your provinces in the Netherlands region and recognise the Netherlands instead of going to war with it? Because it makes sense to me if I am in a tough spot (multiple wars, debts, 0 manpower etc) to just let them be independent instead of facing a giant coalition of all your rivals, and if I grant them independence it doesn't really make sense for them to start a war of independence. Also I would like to see the mechanic of independence wars in which your rivals are called in not only in the case of the Netherlands but of all countries whose separatists declare independence (and having the option to just grant them all the provinces they want and gain a truce with them or start the independence war like you suggested).
 
We do however have a new set of conditions: there must also be some kind of existing cultural or religious tensions in your Low Countries provinces. In practice, this means owning Low Countries provinces that do not have your religion or have a culture that is not accepted in your nation.

Does this factor in tolerance? If not then it definetely should. I don't think the Low Countries should rebel if you have 2+ tolerance of their faith.

Overall very cool stuff. The HRE is my favourite region to play in so I am excited to play there (again).
 
Does the emperor get a CB to attack the Italian nations and reign them in? Otherwise you'd need to no-cb e.g. Genoa.
 
What happens if the emperor chooses to rein in the Italian princes but then dies and a different country becomes emperor? Will the new emperor be stuck with the old one's promises and timer and a likely hit to imperial authority and prestige?
 
  • The Disaster has been present in your country for 20 years, there are no rebels in your provinces, and you have at least 1 Stability

20 years is a really long time, enough to cycle through the content multiple times and be bored with it. For reference, Court & Country is 10 years, and is already patience testing. Maybe having a time window of 10 years as well would be more reasonable?
 
Does attempting to reign in Italy mean that you get a special CB/a gereric one like a humiliation cb so you can actually declare war on the Italian princes and don't have to worry about getting cb's?
 
I see Northern Lombardy is still locked in the 1200s. Are you going to, at least, fix that entirely nonsensical Como province? Or is the game going to be locked between the two equally ahistorical results of Switzerland not getting Tessin or Lombardy losing Como?
 
20 years is a really long time, enough to cycle through the content multiple times and be bored with it. For reference, Court & Country is 10 years, and is already patience testing. Maybe having a time window of 10 years as well would be more reasonable?
I mean, the thing it’s loosely historically based on was called Eighty Years’ War…

But I get you, 20 years is punishingly, torturously long.
 
Kind of sad that one important element of the Dutch Revolt got overlooked: initially, the Dutch were not looking for independence. They just wanted to get rid of Spain. So they petitioned various other courts (England, France among them) to become their liege instead. Nobody wanted it (because nobody wanted a war with the Spanish) so they elected to become independent instead. This could be represented in the game, where very early in the war you could not just support them; you could become their liege if you wanted to risk war with Spain!