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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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Will you ever introduce a means for other nations to become colonial powers besides the usual suspects? You can predict almost every AI that colonizes in every game, every time. Obviously, the historical bunch should colonize every time, but it's just bland seeing ONLY them in the New World. There is simply no dynamic means for any other AI nation to colonize, under any circumstance.

Will this ever be rectified? I'd love to see a bizarre nations successfully colonize the New World alongside the RL colonists.
 
Thanks @DDRJake for the insights. I have two questions:

1. There is A LOT of modded mission trees that are actually very well designed & balanced. What do you think about doing a sort of "curated mod-list" that still allows for ironman but expands the game content without changing mechanics?
2. Are there any plans to implement dynamic missions based on idea groups or decisions taken in-game? Especially the first one would add a lot of flavour and also allow for a long-term solution to the only real issue (running out of missions) the current system has. Since you can still pick new idea groups very late into the game those unlocking new missions would really help that case.

Regards,
Lord
 
I agree, the older mission system gave minors a lot more chances at expanding logically and felt right even with custom nations. The new system is cooler and more immersive, but also demands a lot more ressources to create and this leaves a lot of minor nations behind because they are simply not worth that time investment for Paradox devs.

I feel like a mix between the two would be great: Have a generic mission tree like in the current system, but have some missions in it be flexible with their goals. For example a "conquer adjacent territories" mission that just checks at the start of the game where you are and randomly selects territories or a region near your starting province for said mission which is then locked in. Have a few of those in the generic tree and a lot of people would be pretty happy.

Plus, a lot more achievements could be missions in the new system, too. That's some easy, but tasteful content recycling right here and naturally gives a lot of minors unique missions as well.
I agree, why not have both?? :)
 
1. There is A LOT of modded mission trees that are actually very well designed & balanced. What do you think about doing a sort of "curated mod-list" that still allows for ironman but expands the game content without changing mechanics?
I don't think that's possible. As far as I know, the game uses a checksum to determine if the mods change anything important. If the checksum doesn't match vanilla, no achievements. Every mod you add to that list would have its own checksum, and every combination of those mods would also have a checksum. I think it would end up being a nightmare to implement.
 
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While the old system still has a few ardent defenders

Any plans for making it possible to revert back to the old mission system without having to patch down, so all the other current (and great) features still can be enojyed?
 
I don't think that's possible. As far as I know, the game uses a checksum to determine if the mods change anything important. If the checksum doesn't match vanilla, no achievements. Every mod you add to that list would have its own checksum, and every combination of those mods would also have a checksum. I think it would end up being a nightmare to implement.

Not mentioning, if I'm not mistaken, all the checksums would be resetted with every update to the mods OR the base game.
 
Will you ever introduce a means for other nations to become colonial powers besides the usual suspects? You can predict almost every AI that colonizes in every game, every time. Obviously, the historical bunch should colonize every time, but it's just bland seeing ONLY them in the New World. There is simply no dynamic means for any other AI nation to colonize, under any circumstance.

Will this ever be rectified? I'd love to see a bizarre nations successfully colonize the New World alongside the RL colonists.
Which countries would you expect to colonize new world in alternate timeline if they invested enough? Ming? Ottomans? Morocco?
 
Not mentioning, if I'm not mistaken, all the checksums would be resetted with every update to the mods OR the base game.
Exactly. Any change to those files, no matter how small, will change the checksum. Paradox would basically have to hire some poor dude to sit there and launch the game over and over and over with various combinations of mods and write down the checksum (unless they somehow find a way to automate it). And then you have the problem that once you allow more checksums to pass the test, the chance of an uncurated mod having one of those checksums increases drastically, potentially allowing cheat mods to be achievement compatible.
 
The main drawbacks of the new missions system are that:

1. they're finite
2. they're insanely overgenerous with permanent claims, even in cases where it makes no sense (e.g. the mission giving Hungary claims on Macedonia, and Navarre claims on Ireland, the Basques didn't have to expand into Ireland to reach Placentia so why should I? I'd rather it grant increased colonial range or just straight up start a colony for you in Placentia). A competing clusterfuck of permanent claims (a large number of them undeserved and without historical merit) makes for horrific bordergore.
3. they railroad gameplay in ways the old system didn't, and make playthroughs more same-y.
 
How about a set of missions only accessible while you're a HRE imperial city? with focus on prestige or development, so you have something to do without immediately conquering your way out of the single-province-ness?
 
Please for the love of Zeus make missions be able to be repeatable or at least allow it in mods. That is the only qualm I have with the new system.
 
A mission tree for The Papal States to tag switch to The Kingdom of God is what I've been hoping for forever, in a Pope run. Haha doesn't have to come with many changes, I'd be fine with just cosmetic, I just think it'd be fun
 
I've got an idea for a non-European mission tree. It's always bugged me that the Qing did not have a different tree from the Ming. I would think that at least in an alt-hist sense, the Qing may have done colonization and rapid expansion into the Americas, to follow through with their aggressive Asian expansion, with missions like "Colonise California". Odd idea, but just wanted to put it out there.
 
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.

Speaking of Burgundy, are you going to fix the constantly early deaths (usually 1447 to 1450 in-game; historically 1467) of Philip the Good? Burgundy is probably my favorite European major, but that problem persisting from patch to patch makes playing as them quite frustrating (and alters the balance of power in Europe even if playing as someone else). Alfonso V of Aragon has the same problem so it seems to derive either from their PUs or from them being starting generals.
 
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.

While I don't think the Byzantines are on the list. I do agree that there should be a bit more missions. I was thinking about reduced cost of forced conversion in peace after Reestablishing the Pentrarchy; a mission about securing the Succession (meaning upon every succession, a pretender revolt) ; rebuilding Constantinople
 
Athens should get a tree to claim Naples and reform the Latin Empire by taking Constantinople and the Southern Balkans. Then conquer Rhodes, and Cyprus, Malta, Jerusalem and the other Crusader Lands. Egypt would be later down the Tree along with Tunis. Maybe even a mission to create a colony in Flanders as the historical Latin Emperors were from a Flemish Family. From there one would attempt to become the HRE emperor.

On a smaller note Brittany should get a tree to unite the other five Celtic nations under it's banner, and then go on to claim Galicia. This could lead to a panceltic themed tag. Along with the obvious supercede France objective. Also a simple, colonial branch as they are in prime position for that.

Florence should have a few missions inspired by their rivalry with the Papal State.

Finally Urbino should have a small, condottiere themed tree based on the exploits of it's most famous Duke, Fredrico III da Montefeltro. He actually began his reign in 1444, making this a great addition to Italy.
 
Things I like in mission trees:
  • Diplomatic goals (be allied to another pirate nation)
  • Permanent province modifiers (Valencia will produce silk and get +25% goods produced)
  • Events as mission rewards, with a nontrivial choice to make (national bank? I don't have any great examples)
  • Diverging and converging lines
  • Feeling like it matters, even if it's just renaming provinces (purple phoenix)

Things I don't like in mission trees:
  • reward modifiers that last less than 50 years, unless they are tied to rulers
  • Large areas with (permanent) claims
  • You can only complete the missions once. Perhaps forming a nation could reopen the generic missions?
 
My request is for less permaclaims in the mission rewards; while they're a powerful reward in of themselves, the mission rewards I like most are the more unique ones with events and even occasionally permanent province modifiers, like Wallachia's "Impale the Sultan," or Byzantium's "Chastening of Venice" event and modifiers. Another one of the mission-completion events that was particularly satisfying was Bahmanis' "Destruction of the City of Victory" event that they get when they conquer Vijayanagar (the province) where they sack and destroy the city, utterly devastating the province and rename it to Bellary, which is particularly awesome as Bellary is the city that rose to prominence in the general vicinity of Vijayanagar's ruins after a coalition of Muslim Sultanates in IRL history invaded the Sangama empire and razed the capital city, which led to the decline and fall of the rest of Vijayanagar's empire. More Historically-plausible or cool alt-history events and modifiers (especially permanent province buff modifiers, I freaking love those) as rewards for completing major missions would be absolutely awesome.