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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.

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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.

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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.

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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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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.

Nothing would stop it being formed and keeping NI's from the nations that formed it, but a unified Germany was both an economic and military powerhouse, so should be reflected with the NI's (something rounded for both).
 
Basically we need a full "sea" update
I was so excited when I heard they were doing that with mare Nostrum, then it turned out it made everything worse in pretty much every regard. We need something that is what Mare Nostrum should have been.

Nothing would stop it being formed and keeping NI's from the nations that formed it, but a unified Germany was both an economic and military powerhouse, so should be reflected with the NI's (something rounded for both).
A unified Germany would be a powerhouse simply by merit of it's development. And this isn't 1871, Germany didn't have the same relative population in 1444 as it had in 1871. The Germany area is already overdeveloped compared to say France compared to their relative populations.
 
Is work on Byzantium mission tree on the table at the moment? I think that it's current major focus of recovery of lost territory is proper and shouldn't change, but almost every single mission is a take/recover mission. Maybe there's room for some more religious missions? Reestablish trade dominance or a proper fleet. Early military/economic reforms to counter the historical decline, e.g. half the population of Constantinople dying to the black death. The ottomans get a nice buff to Constantinople when they take it but I think it would be cool if you could get a similar buff for 'repopulate the capital' once you get all the greek mainland cores back or even just connect up the territory.
 
I'm impressed that you deciphered my handwriting :p. I've got a few ideas about how that mission could play out but nothing concrete that I can share yet.

yeah your handwriting is really difficult to read. You write "Foost" instead of "Feast". And sometimes you writing is intelligible like this thing here. I have no idea what I means
 

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I hope for more hungarian missions. Also, Teutons, Savoy, Tuscany, Venice and Bavaria need more love. Also, I hope for region specyfied missions trees.
For example, missions for the French minors where they can decide to stay loyal, support England or Burgundy or become Burgundy 2.0 go the independent way.
And missions for the italians and germans to unify their countries.
 
yeah your handwriting is really difficult to read. You write "Foost" instead of "Feast". And sometimes you writing is intelligible like this thing here. I have no idea what I means
Papal relations.
 
Is work on Byzantium mission tree on the table at the moment? I think that it's current major focus of recovery of lost territory is proper and shouldn't change, but almost every single mission is a take/recover mission. Maybe there's room for some more religious missions? Reestablish trade dominance or a proper fleet. Early military/economic reforms to counter the historical decline, e.g. half the population of Constantinople dying to the black death. The ottomans get a nice buff to Constantinople when they take it but I think it would be cool if you could get a similar buff for 'repopulate the capital' once you get all the greek mainland cores back or even just connect up the territory.
Byzantine Constantinople gets two such buffs: One when you conquer Naples and another when you've Re-established the Theme System (Conquered Anatolia, basically). Harder for them than for the Ottomans, but that would be the case anyway.
 
yeah your handwriting is really difficult to read. You write "Foost" instead of "Feast". And sometimes you writing is intelligible like this thing here. I have no idea what I means

Well nobody else reads these things (except for today), so long as I know what I meant it's fine :D
 
On the whole I agree the new mission system has been pretty great. There are two parts of the old system however that I think keeps people defending them

- They never run out. Once you finish a new mission tree, that's it. The old missions could nudge you into doing something if you were running out of ideas.
- They were dynamic. Spain could randomly get a claim in the middle of Persia if they had expanded there. Now that is exceedingly unlikely.

On the whole the tradeoff is worth it, but I can sympathise with those who miss that part of it.

To offer my own critique of the generic tree, I think it's a shame it never gives you claims to help you get your empire up and running. The big nations get permaclaims like candy, while the minor nations have to do absolutely everything themselves. It would be neat if, say, Build To Force Limit let you get some claims on adjacent territories or what have you.

I think a good option for taking the mentioned negatives away from the new system would be replacing those missions with a random event "take *bordering province*" and/or "subjugate small neighbouring state" that has the same (maybe a little less) chance of firing as the former generic mission for all nations.
 
Development should also be timescaled as opposed to instant. You can literally pause the game and turn a backwater province into a populated metropolis in a day.

Development has potential but it is rather arcade-like at the moment.

Maybe have a general development level which would be population and it can be broken down into rural, urban, and military. raw materials are attached to rural development while production goods are attached to urban.

There can be a minimum for rural so as to represent food security. You can trade some of these for military for temporary penalties to represent feudal conscription and to encourage mercenary use until the time of standing armies once agricultural technology is sufficiently advanced.

Each estate allows for different development minimums. Nobles would prefer more peasants working the lands while burghers would prefer higher urban development minimum to represent business and trade. Clergy would be balanced but higher penalties to convert into military development.

Alternatively if possible, estates should compete with each other in terms of pie chart % over influence in a province.

someone has been playing MEIOU & Taxes :) if not, you should check it out!

P.S. sorry for the double, still figuring out the multi quote system ^_^
 
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

For me, the LotI achievement is cool and I've never managed it. When they announced Britannia I was really hyped for the Irish missions but I was majorly disappointed with the Irish minor mission tree. Boring conquer missions for a people that have never tried to conquer anything but their clan neighbors feels weird and forced while the option to turn British at the end is not very appealing :-(.

I understand mission trees are guiding principles rather then a rule set and that adding flavorful missions that have consequence must be difficult but there is no sense of Irish history or culture in there, they are unfortunately just generic idea groups in mission form :(
 
Brandenburg-Prussia has already gotten a patch dedicated entirely to it, pre' Brandenburg-Prussia' Prussia also got affected in the recent Poland update.
And while Prussia was larger than Saxony at the end of the game Prussia did spend most of this era as a mid tier power (heck in 1444 Brandenburg was a impoverished backwater, only excellent management b the Hohenzollerns allowed it to grow in wealth and influence) and even at the end it was still just a regional one.
When they said they'd decided to make a patch including Germany, I said "don't make it all about Brandenburg-Prussia again".

So I do not doubt that the only thing special about Brandenburg in 1444 was its electoral status and was nothing more than "impoverished backwater" but that makes the rise of the Hohenzollern from an unimportant European dynasty to one whose name everyone knows so special which exactly in this time span. And after a very short time, Brandenburg Prussia was larger than Saxony and even if the recognition was still wait, the Hohenzollern dynasty was from the herit of Frederick William of Brandenburg, the Great Elector on the best way to a great power from the attainment of royal dignity In any case, Prussia plays at least one role in the orchestra of nations. And from the seven-year war Prussia is finally one of the big five. And it is precisely this unique ascent that deserves to be paid that makes Prussia a really great focus tree. And not such a mini tree

@ dw70676, you're right
 
Maybe you could add more diplomatic and religious missions.
1. Example: Have opinion of over 100 for 20 years -> gain historical friendship modifier.
2. Ex: Have relations 100+, alliance, rm... -> nation loses permanent claims/cores on your territory.
3. Ex: Have relations 100+ with 5 members of x religion -> Gain tolerance

Problem with many of these is that they would be better represented in the old system as they can be highly recurrent.
 
That's a really cool idea, also a lot of missions have the preequisite of independence. Oh and wars because a vassals claims should not allow you to take provinces for yourself unless you can claims on those provinces. If you want to use you vassals claims you should be forced to actually feed your gains to your vassal.

it would be awesome if the prerequisite of independence could be somehow modified a bit as to allow overlords some kind of control and bonusses for having their vasals finish their mission trees. Would certainly add a whole level of game play onto the overlord/vassal position, instead of just using vassals as a way to manage overextention, aggressive expansion, and expansion in a slow manner.
It would also be historically a bit more correct since especially in a personal union both states were IOTL/IRL still somehwat independent and had their own goals, besides a King of multiple nations wouldn't see his 'other' lands as just a thing which follows the main country, but he'll have goals for those lands also.
 
On the whole I agree the new mission system has been pretty great. There are two parts of the old system however that I think keeps people defending them

- They never run out. Once you finish a new mission tree, that's it. The old missions could nudge you into doing something if you were running out of ideas.
- They were dynamic. Spain could randomly get a claim in the middle of Persia if they had expanded there. Now that is exceedingly unlikely.

On the whole the tradeoff is worth it, but I can sympathise with those who miss that part of it.

To offer my own critique of the generic tree, I think it's a shame it never gives you claims to help you get your empire up and running. The big nations get permaclaims like candy, while the minor nations have to do absolutely everything themselves. It would be neat if, say, Build To Force Limit let you get some claims on adjacent territories or what have you.

The loss of repeatable missions is a major downside of the new system.

If they were repeatable and dynamic like in the past you could tie in other game mechanics like institutions where you actively have to do something specific to the institution to spread it instead of just hammering the development button.

But I disagree that there should be more claims through missions. Imo the current missions already give to many claims. We need less, not more.
 
The arbitrary nature of my love towards these moneygrubbing republics will no doubt manifest into plans for this European Expansion.

Money is good. I love money. The game needs more money.
You should make a special modifier for greedy merchant republic that would allow them to unlock events and events resolution that would normally require the greedy trait. Because, you know, merchants are always greedy.

Oh and there should be a NI somewhere that says "+10% money", that would be awesome. although admitedly a bit overpowered