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EU4 - Development Diary - 19th of March 2019

Good morning everyone. Today I’ll be shifting the focus from maps to missions. I’ll be offering a retrospective on the history of the mission system, some insight into our design philosophy, and speculating about future mission trees.

oldmissions.png

A rather boring selection of missions in patch 1.24

Here we see a relic of the past, the old mission system as seen prior to the 1.25 patch. Practically identical to the mission system of EU3, it was long due for a change. Chief among the reasons for transitioning into a new system was the desire for missions to be impactful and immersive rather than forgettable and generic. While the old system still has a few ardent defenders, we consider the redesign of missions to be a great success both in terms of improving the game and in terms of community reception.

The mission redesign was rolled out in patch 1.25, alongside the release of the Rule Britannia immersion pack. This first round of mission updates was highly experimental. Much of the work involved translating as many of the ‘unique’ old missions as possible into the new system, taking the opportunity to improve many of them and find interesting ways of linking them together to create some semblance of narrative. Examples of this process include the current French, Burgundian, Ottoman, and Swedish trees.

currentmissions.png

Burgundy had very few missions prior to 1.25. After translating the old missions into the new system the result didn't feel adequate, so we added a few original missions.

Notably, most of these adapted trees contain only simple ‘Conquer [place]’ style missions. These kinds of missions certainly have a place, but we quickly recognized that we could do so much more with this new system. Cue the impressive English/British mission tree:
britishmissions.png

The British mission tree remains one of the largest and most content-heavy trees in the game

The British mission tree is extensive and covers nearly everything you might want to do while playing as England and Great Britain. We simply don’t have the time or resources to make something of this scale for every nation, but it was certainly fitting for Rule Britannia, and opened our eyes to the possibilities both in terms of extent and design.

Mission tree design evolved further over the course of the ‘Mughals’ (Dharma), ‘Poland’, and ‘Spain’ (Golden Century) updates. While we had plenty of unique mission trees in Dharma, we also create a ‘generic Indian’ tree for those nations without them, as well as for players without the Dharma DLC. We found generic missions both inherently more difficult and more time-consuming to design, and less fun to play through than even shorter mission trees that were unique to a country. In the future we’ll be less likely to take this approach, instead adding smaller but more immersive missions for minor nations. Navarra, for instance, received a small but interesting mission tree in the 1.28 ‘Spain’ patch that contained high risk/high reward options for the plucky OPM as well as a colonial branch allows them to bypass the usual restrictions and move their capital to the New World.

So how do we design a mission tree? First we need to establish design goals by asking ourselves some key questions - how large will the tree be? Will it be free or part of a DLC? Will the theme be conquest, colonization, trade, etc? How far to we want to incorporate existing content such as events? I’m currently in the process of drafting a new mission tree for the nation of Burgundy. As an example, some design goals for Burgundy include: a) concerned with elevating rank to kingdom and eventually empire, potentially incorporating a tag switch to Lotharingia, b) interacting with and potentially joining and leading the HRE, and c) clashing with France, possibly through interaction with a restored French vassal swarm (inspired by the League of Public Weal). When we have a clear idea of what we want to achieve, we hit the books and start researching. Research can include not only looking through books, maps, and academic articles, but also reading through community suggestions and seeking inspiration from mods. When we feel like we have a solid set of ideas for missions, we create a first draft. Personally I like to do this with good old pen and paper, but others sometimes use fancy computer software.

burgundy.png

A very messy, confusing, and unimplementable early draft of a new Burgundian mission tree. Yes, I know my handwriting is awful.

Drafts usually have to go through many iterations as we discover that our original plans don’t even fit into the interface, or we need to rethink positioning because we had a great idea for a mission that needs to be squeezed in further up the chain. It’s at this stage that we start to get an idea of how each mission will work mechanically. After all this, it’s finally time for implementation into the game using our scripting language. This can be a time-consuming process - we need to make sure that we always have fallbacks in place in case the player does something unexpected like converting to Shinto as Gujarat, we need to make sure that highlighting functions correctly and is intuitive, and of course we need to iron out as many potential bugs as possible before QA get their hands on it.

What can you expect from the mission trees in the Q4 European update? It should come as no surprise at this point that Burgundy is on the cards. We’re planning to bring a mix of large and small, paid and free missions to nations across our focus areas (Germany, France, Italy, and the Balkans). Some other strong contenders for larger mission trees include France, Austria, and the Papal State. There’s a great deal of space, both historical and fantastical, to create content for these nations, and they’re consistently popular among players. Serbia, Provence, and Saxony are good candidates for mid-sized mission trees, while Ulm and Hesse may receive minor additions.

As always, we’re eager to hear your thoughts on which nations are most deserving of a brand new mission tree, and we welcome your ideas for what kinds of missions these trees could contain. Next week I’ll be taking a break from writing dev diaries. Instead I’ll hand you over to Jake, who’ll be discussing our future ambitions for more mechanical aspects of the game
 
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Really happy to see more new mission trees! I really enjoy the mission tree system but in my opinion there are still too many historically important tags that still have generic missions (I'm thinking Malacca, Kongo, Najd, Ethiopia, etc.), so this is very much an area of gameplay I had been hoping would get some love. I'd actually been brainstorming new mission tree ideas for these over the last few months. I guess this is my cue to put some of those ideas in a new thread.
 
You should add missions and events to germany i mean united germany because they haven't super staff and its not worth to do it because u lose missions and events like for example prussia
 
Speaking for Italy, Savoy, Milan, Venice, Papal States, Florence/tuscany and Naples should get some love. All italian states could share some way to align themselves toward one big power or the other, as well as the ability to switch side quite abrubtly (savoy in particular was very eager to do that historically) to represent the subtle game of alliances that Italy was from 1500 to 1860
 
I even made a mod for Vic2 where the netherlands can form Germany there.
This wouldn't happen to be available anywhere, would it?
 
This wouldn't happen to be available anywhere, would it?
Unfortunately no, it's a modified version of HPM so I can't exactly post it as my own.

I think this is the only thing I added though
You may need to move dutch to the german culture group to make it work I don't remember
Code:
    form_north_german_confederation = {
        potential = {
            is_greater_power = yes
            OR = {
                primary_culture = north_german
                primary_culture = dutch
            }
            capital_scope = { continent = europe }
            NOT = {
                has_country_flag = post_colonial_country
                exists = GER
                exists = NGF
                tag = UBD
            }
        }   
        allow = {
            war = no
            nationalism_n_imperialism = 1
            GER = {
                all_core = {
                    OR = {
                        OR = {
                            owned_by = THIS
                            owner = {
                                in_sphere = THIS
                                OR = {
                                    is_vassal = no
                                    vassal_of = THIS
                                }
                                war = no
                                is_greater_power = no
                            }
                        }
                        NOT = { culture = north_german }
                    }
                }
            }
        }
        
        effect = {
            prestige = 15
            clr_country_flag = crown_from_the_gutter
            clr_country_flag = secondary_union_formation
            random_owned = { limit = { owner = { accepted_culture = french } } owner = { remove_accepted_culture = french } }
            random_owned = { limit = { owner = { accepted_culture = polish } } owner = { remove_accepted_culture = polish } }
            random_owned = { limit = { owner = { accepted_culture = danish } } owner = { remove_accepted_culture = danish } }
            random_owned = { limit = { owner = { accepted_culture = hungarian } } owner = { remove_accepted_culture = hungarian } }
            all_core = { add_core = NGF remove_core = THIS }
            add_accepted_culture = north_german
            any_owned = {
                limit = {
                    NOT = { is_core = THIS }
                    any_core = {
                        exists = no
                        primary_culture = north_german
                        has_country_flag = wants_to_unify
                        NOT = { has_country_flag = post_colonial_country }
                    }
                }
                add_core = NGF
            }
            
            change_tag = NGF
            FRA_412 = { add_core = GER }
            any_country = {
                limit = {
                    NOT = { tag = UBD }
                    OR = {
                        primary_culture = north_german
                        tag = SCH
                    }
                    in_sphere = THIS
                    NOT = { tag = THIS }
                    NOT = { has_country_flag = post_colonial_country }
                    OR = {
                        is_vassal = no
                        vassal_of = THIS
                    }
                }
                country_event = 11106
            }
        }
        ai_will_do = {
            factor = 1
        }
    }
It replaces the regular one in national_unification.
 
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Perhaps PM it to me?
I just copied the changes I made into the previous post.
It made for some great games since you have the dutch colonial empire to fall back on but on the other hand you need to not only stop Prussia from forming the north German federation but you need to make them not a great power and your sphere to form it yourself.
 
Have you maybe considered a dlc that focuses solely on mission trees? A kind of mission pack, if you will, only adding missions to nations that are stuck with the generic tree?

Personally, that generic tree for me is on of the things that really stops me from playing some of the smaller nations without a unique tree.
 
Have you maybe considered a dlc that focuses solely on mission trees? A kind of mission pack, if you will, only adding missions to nations that are stuck with the generic tree?

Personally, that generic tree for me is on of the things that really stops me from playing some of the smaller nations without a unique tree.

Not dlc. Patch.

Mission tree is not a new mechanic, a dlc including new HRE features would be welcome. Paying for missions, at least for me, is not.
 
I am really mixed on the mission system. It is definitely better than the old system but it causes such imbalances between popular counties and everything else.

Also the time and effort that the dev's say each take I would much rather the focused on gameplay and features not claims here and there.

Still interesting defo diary. Hope they flesh out the default/ regional missions so the countries all get a bit more love and are more interesting as a result
 
Bring on 1.28.4 tech debt update!!! :D
 
Not dlc. Patch.

Mission tree is not a new mechanic, a dlc including new HRE features would be welcome. Paying for missions, at least for me, is not.
I disagree patches are for mechanics they have to ensure everyone has for game balance and interconnectivity reasons, content, like mission trees, are better for DLCs.
If the mission trees had more interconnectivity then perhaps they could be patch content but as this point I would say it is far more important to get mechanics interlocking.
 
I disagree patches are for mechanics they have to ensure everyone has for game balance and interconnectivity reasons, content, like mission trees, are better for DLCs.
If the mission trees had more interconnectivity then perhaps they could be patch content but as this point I would say it is far more important to get mechanics interlocking.

In fact I highly dislike the whole dlc policy. Strongly prefer 1 game with 2-3 proper expansions than this system, but this is what we have. And I consider missions as a core of the game to focus into historical plausibility, so think they should be always free and not part of a dlc.
 
Why? The nature of Germany should be very dependent on who forms it.
There is the option to keep your old idea set. The AI also does this and keeps its old ideas.

I, at least, fully support Germany (and the HRE) getting their own idea sets. Germany is made up of a bunch of different sub-cultures and you can see in reality how they began to blend together, despite Prussia essentially "uniting" it. I think a German tag idea set could take the various strengths and weaknesses of the different component states and mix together to make a very satisfying idea set.
 
There is the option to keep your old idea set. The AI also does this and keeps its old ideas.

I, at least, fully support Germany (and the HRE) getting their own idea sets. Germany is made up of a bunch of different sub-cultures and you can see in reality how they began to blend together, despite Prussia essentially "uniting" it. I think a German tag idea set could take the various strengths and weaknesses of the different component states and mix together to make a very satisfying idea set.

I was kind of between the two options, but I think your argument here is the most convincing. Plus there are a bunch of things that will be common to Germany regardless of who forms it; certain cities, general geographical location, proximity to other great powers, mix of political models, certain required provinces, etc, to justify this.
 
Good morning everyone. Today I’ll be shifting the focus from maps to missions. I’ll be offering a retrospective on the history of the mission system, some insight into our design philosophy, and speculating about future mission trees.

View attachment 463656
A rather boring selection of missions in patch 1.24

Here we see a relic of the past, the old mission system as seen prior to the 1.25 patch. Practically identical to the mission system of EU3, it was long due for a change. Chief among the reasons for transitioning into a new system was the desire for missions to be impactful and immersive rather than forgettable and generic. While the old system still has a few ardent defenders, we consider the redesign of missions to be a great success both in terms of improving the game and in terms of community reception.

The mission redesign was rolled out in patch 1.25, alongside the release of the Rule Britannia immersion pack. This first round of mission updates was highly experimental. Much of the work involved translating as many of the ‘unique’ old missions as possible into the new system, taking the opportunity to improve many of them and find interesting ways of linking them together to create some semblance of narrative. Examples of this process include the current French, Burgundian, Ottoman, and Swedish trees.

View attachment 463655
Burgundy had very few missions prior to 1.25. After translating the old missions into the new system the result didn't feel adequate, so we added a few original missions.

Notably, most of these adapted trees contain only simple ‘Conquer [place]’ style missions. These kinds of missions certainly have a place, but we quickly recognized that we could do so much more with this new system. Cue the impressive English/British mission tree:
View attachment 463654
The British mission tree remains one of the largest and most content-heavy trees in the game

The British mission tree is extensive and covers nearly everything you might want to do while playing as England and Great Britain. We simply don’t have the time or resources to make something of this scale for every nation, but it was certainly fitting for Rule Britannia, and opened our eyes to the possibilities both in terms of extent and design.

Mission tree design evolved further over the course of the ‘Mughals’ (Dharma), ‘Poland’, and ‘Spain’ (Golden Century) updates. While we had plenty of unique mission trees in Dharma, we also create a ‘generic Indian’ tree for those nations without them, as well as for players without the Dharma DLC. We found generic missions both inherently more difficult and more time-consuming to design, and less fun to play through than even shorter mission trees that were unique to a country. In the future we’ll be less likely to take this approach, instead adding smaller but more immersive missions for minor nations. Navarra, for instance, received a small but interesting mission tree in the 1.28 ‘Spain’ patch that contained high risk/high reward options for the plucky OPM as well as a colonial branch allows them to bypass the usual restrictions and move their capital to the New World.

So how do we design a mission tree? First we need to establish design goals by asking ourselves some key questions - how large will the tree be? Will it be free or part of a DLC? Will the theme be conquest, colonization, trade, etc? How far to we want to incorporate existing content such as events? I’m currently in the process of drafting a new mission tree for the nation of Burgundy. As an example, some design goals for Burgundy include: a) concerned with elevating rank to kingdom and eventually empire, potentially incorporating a tag switch to Lotharingia, b) interacting with and potentially joining and leading the HRE, and c) clashing with France, possibly through interaction with a restored French vassal swarm (inspired by the League of Public Weal). When we have a clear idea of what we want to achieve, we hit the books and start researching. Research can include not only looking through books, maps, and academic articles, but also reading through community suggestions and seeking inspiration from mods. When we feel like we have a solid set of ideas for missions, we create a first draft. Personally I like to do this with good old pen and paper, but others sometimes use fancy computer software.

View attachment 463661
A very messy, confusing, and unimplementable early draft of a new Burgundian mission tree. Yes, I know my handwriting is awful.

Drafts usually have to go through many iterations as we discover that our original plans don’t even fit into the interface, or we need to rethink positioning because we had a great idea for a mission that needs to be squeezed in further up the chain. It’s at this stage that we start to get an idea of how each mission will work mechanically. After all this, it’s finally time for implementation into the game using our scripting language. This can be a time-consuming process - we need to make sure that we always have fallbacks in place in case the player does something unexpected like converting to Shinto as Gujarat, we need to make sure that highlighting functions correctly and is intuitive, and of course we need to iron out as many potential bugs as possible before QA get their hands on it.

What can you expect from the mission trees in the Q4 European update? It should come as no surprise at this point that Burgundy is on the cards. We’re planning to bring a mix of large and small, paid and free missions to nations across our focus areas (Germany, France, Italy, and the Balkans). Some other strong contenders for larger mission trees include France, Austria, and the Papal State. There’s a great deal of space, both historical and fantastical, to create content for these nations, and they’re consistently popular among players. Serbia, Provence, and Saxony are good candidates for mid-sized mission trees, while Ulm and Hesse may receive minor additions.

As always, we’re eager to hear your thoughts on which nations are most deserving of a brand new mission tree, and we welcome your ideas for what kinds of missions these trees could contain. Next week I’ll be taking a break from writing dev diaries. Instead I’ll hand you over to Jake, who’ll be discussing our future ambitions for more mechanical aspects of the game

After few Plays I really dislike new missions. They force me to do things not only certain way but also in certain order (good example is Polish mission tree). Previous system made me sometimes do risky things out od oportunity, this system prevents it making all games the same...
 
Why? The nature of Germany should be very dependent on who forms it. A germany formed by one of the hanseatic cities (or by the hansa if a formable hansa is implemented) or by say westphalen would be a very diffrent beast from the one which was formed by Brandenburg-Prussia in reality. Heck I would argue that the neatherlands should be able to form Germany, up until the low countries end up under Burgundian rule I would argue there is little real reason to see the dutch as separate from the Rheinland germans, of course in 1444 that has happened but it hasn't been the case for very long. It's really the 80 years war which separates the dutch from the Germans significantly.

I even made a mod for Vic2 where the netherlands can form Germany there.

Please do not forget that Austria surprisingly also cannot form the german nation. I get that it’s mission should be the Holy Roman Empire, but still I rather convert culture to form the nation and when I am Germany change all provinces and my main culture back to Austrian