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EU4 - Development Diary - 1st of October 2019

Good day and welcome to this week's Dev Diary for EU4. While we're still ironing out a few remaining issues with the 1.29 Manchu release, it's time to set our sights back on the upcoming European Update and accompanying DLC.

Today let's talk about the HRE. Earlier in the year, I touched on the Empire, and want to expand a bit more on what you can expect to see and do with Germany and friends in 1.30. As we've said before, much of the HRE mechanically exists in the game, and has continued to exist in its current form, as it does a great job of bringing relative rigidity to central Europe, and a good bulwark to an otherwise overly formidable French or Scandinavian threat, or more terrifying indeed, Ottoman invasion.

To that end, 1.30 will still have the Holy Roman Empire's base mechanics in their glory, save some smaller Quality of Life changes (such as no longer adding provinces to the Empire individually). The meat and potatoes of what you can expect in Early Modern Germany come by way of HRE Reforms and Imperial Incidents

Firstly, the reforms available for the Holy Roman Empire have been split into general reforms, Decentralisation reforms and Centralisation reforms. Some will look familiar to a seasoned HRE player. Others, less so.

General Reforms:
  • Call for Reichsreform
    • Empire Provinces: -5% Local Construction Cost
    • Emperor: Imperial Ban CB
  • Institute Reichsregiment
    • Emperor: +1 Diplomats, +1 Diplomatic reputation
    • Empire Provinces: -2 Local Unrest
  • Absolute Reichsstabilität
    • Emperor: gets a [REDACTED] that will [VERY REDACTED]
    • Empire Provinces: -25% Local State Maintenance
  • Enact Gemeiner Pfennig
    • Emperor per Prince: +0.5 Yearly Tax income
    • Princes: +1 Diplomatic reputation
  • Perpetual Diet
    • Needed to take one of the specific paths
    • Event that puts the location down for the “Permanent Diet” in an Imperial Free City
    • Permanent Diet is a triggered province modifier with some nice boons for the province. Is only valid if province is part of the Empire. If not a triggered modifier is enabled that gives -50% IA Gain.
    • Double Imperial Authority from Free Cities
  • Create the Landsknechtswesen
    • All Princes: Mercenary Companies who have their home in an Imperial Province are 50% cheaper.
  • Ewiger Landfriede
    • Emperor: +0.5 Yearly Prestige
    • Princes: -5% Tech cost
    • Empire Provinces: +10% Institution Spread
    • Emperor gets call to Arms for any war within the Empire as if it was done without CB.


Once the Emperor Passes the Perpetual Diet, they will be able to pass further reforms to either strengthen the decentralised Empire, or seek to centralise all power for themselves. Players have long wondered if they should stop short of completing the existing HRE reform path in order to preserve their Vassal Swarm, a highly enjoyable way of playing, or to unite the HRE under one flag. Now they will be able to choose between this decentralised power or centralising uniting under nation, with about 5 reforms each that play into either playstyle.

HRE.jpg

And maybe a player will have to weigh up ?missions? against vassal swarm tactics


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.

To take a familiar example, the fate of Burgundy will be more fluid, with the circling vultures being more involved. Burgundy may seek support from the HRE as they see the writing on the wall, starting an Imperial Incident where the Emperor will have to choose between:
  • Negotiate with France
    • France gains the parts of Burgundy that are in the French Region.
  • Integrate Burgundy into the Empire
    • Burgundy becomes an Imperial Prince
    • Gives an event to France that gives them an option to start a Succession War on Burgundy(and thus by extension the Emperor) with French land occupied.
    • Princes around Burgundy becomes irritated with Emperor.
  • Just keep the PU with Burgundy
    • Nevers becomes vassal of France, France gets an option to start a Restoration of Union War on Burgundy(and thus by extension the Emperor) with French land occupied.
All incidents, and the path that the Emperor pursued will be visible in the HRE interface, so curious players can see what choices the Emperor has made before, and use their involvement in incidents as a chance to seize an advantage.

There are many other plans for Incidents, ranging from my beloved Hanseatic League, to my less beloved Dutch revolters, and the interactions between Pope and Empire beyond the shadow kingdom. We'll look towards these in future Dev Diaries.

Cheers for joining. Next week we'll keep going with our look at 1.30.
 
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I think this system of Incidents is actually going to work out as a really integral part of central Europe. Right now there are a few events that give other countries events, but the awareness of and response to other countries is something very lacking in the game right now.
Hopefully this will help nations feel more like they are trying to maintain a balance of power.
 
Will the grand duchy of Tuscany be an incident? It used to have an event chain but I don't think I've seen it in forever.

Also are imperial electors still chosen ad hoc by the emperor? Mostly I wonder because of Hannover.

I really hope they put in a new way of selecting electors. Historically, what made Bavaria an elector was a promise to aid the emperor in the Thirty Years War in exchange for the Palatine electoral dignity and his lands.

https://en.wikipedia.org/wiki/Catholic_League_(German)#Catholic_League_reestablished

Implementing something like that would probably require a new system. What I'd really like to see is a system like territorial promises but expanded, maybe a diplomatic action with the emperor where you can establish a precondition like:

"Transfer of the palatine electoral dignity"
"Revoke the free status of Frankfurt"
"Transfer the province of Neumark"

Which would allow the emperor to call that nation into war with the promise of enforcing that demand (so obviously these nations would have to be on the opposing side). If the person who established the condition refuses to join they will receive a malus, but likewise will the emperor if they do not carry out the promise. I think that would also make the Emperor more true to life as the Emperor could technically call the entirety of the empire into war, but most would provide no aid unless they were guaranteed some benefit for their help.

Edit: Would still need a diplo slot just like a guarantee, but you'd be more able to make a promise with a nation that would otherwise not ally you perhaps due to a bad relationship or even rivalry.
 
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We're not really at the point of showing off NI's yet, but what the heck.

View attachment 515950
It's really good to see the HRE getting their own ideas. Hopefully they will be Yuan-tier or better since it will not only be difficult to form, but also will need to appeal over the Infinity Gauntlet power of the German vassal swarm. Very interested indeed.
 
How will the mission tree work for the Emperor? Is it going to be another tab added in the HRE window or somehow managed to tack on to the current mission tree of the emperor? I ask as, obviously, outsiders can take the position of Emperor. E.G. France becoming Emperor; having a unique mission tree themselves.
 
Devs, please fix the "political dynasties" government reform. It is broken and generating random rulers with random names instead of how it is supposed to work.

It makes Florence ahistorical pretty much right from start, and kills immersion in many HRE Free Cities that had prominent dynasties dominating them.

This bug was pointed out when Dharma was released...how many patches have been there since?
 
Idea 4: National Manpower Modifier
Here's manpower in slot 4; the flag is in the wrong position, too high, and you can see the very tip of the weapon in the pic.
manpower demo.png

1 Stab
2 ToH (probably heretics)
3 available mercs
4 tax income modifier
5 CCR%
6 Discipline
7 State number
Here's what this guess looks like (showing heretics).
mech guess.png

Went back though with more time and my best guess among existing ideas is papal influence for slot 1. This shot shows my custom nation with papal influence in slot 1 on top and the hre shot given on the bottom.
Papal Influence is idea 1.PNG

It is in the exactly correct position horizontally and is the correct general shape, though the color is wrong as its outline blurs into it severely, but I am willing to blame photo quality after passing the shot online + zooming to that level for that detail. I'd image it's probably influence or other stuff and/or in addition to other stuff; all we get it the primary effects from the icons.
So that leaves me at, at least for primary effects given by the icons:

1) Yearly Papal Influence
2) Morale of Armies
3) Improve Relations
4) National Tax Modifier
5) Core Creation Cost
6) Discipline
7) Number of States
 
A bit off-topic, but could we get an incident system for Great Powers as well? Maybe age-tied? Currently, Great Power status feels a bit ... lacking, somehow. Incidents could make mid-late game more interesting. Just a thought.
 
Seems like great new update and feature for eu4. Just hope u guys wont mess it up again like eu4 devs usualy do it. But still glad to see these changes. Been long time for this.
 
So the HRE can still only get more centralised? Not more fragmented, like it happened IRL? Just wondering.

No :)

Firstly, the reforms available for the Holy Roman Empire have been split into general reforms, Decentralisation reforms and Centralisation reforms. Some will look familiar to a seasoned HRE player. Others, less so.
 
It could technically get disbanded. Speaking of which; are the conditions to disband the HRE going to get adaptions too? At the moment it's rather easy to do; we had a race a few years back and someone managed to disband the HRE in March 1445. It would seem strange that you can disband the HRE in 1 go while it might be close to a state like revoking the priviligia.

If people feel the same way, would it perhaps be an idea to not be able to disband the HRE while a reform has been passed through? In case a reform has passed, the player/AI has the option to revoke the last reform.

I don't care strongly about this, but I do feel it's surprisingly easy to disband the HRE at the moment.
 
Haven't really looked that deeply into the disbanding of HRE, but could be worth having a look at some point but not the highest prio. Which specific exploit are you thinking of in that post?

Don't think the current requirements changed since launch, and I guess their idea was to sort of be a replication of "what Napoleon did" in a way.
 
Firstly, the reforms available for the Holy Roman Empire have been split into general reforms, Decentralisation reforms and Centralisation reforms.

Once the Emperor Passes the Perpetual Diet, they will be able to pass further reforms to either strengthen the decentralised Empire, or seek to centralise all power for themselves. Players have long wondered if they should stop short of completing the existing HRE reform path in order to preserve their Vassal Swarm, a highly enjoyable way of playing, or to unite the HRE under one flag. Now they will be able to choose between this decentralised power or centralising uniting under nation, with about 5 reforms each that play into either playstyle.
Can the path the empire change reform paths after it starts down one? So for example if ai Austria passes a centralization reform, but I show up later and get elected wanting decentralization reforms, can I reverse course? If so, what does it take to do so? Revoking reforms like normal?
Haven't really looked that deeply into the disbanding of HRE, but could be worth having a look at some point but not the highest prio. Which specific exploit are you thinking of in that post?
It wasn't anything extremely involved, just allying people and rushing down capitals as fast as possible.
 
Can the path the empire change reform paths after it starts down one? So for example if ai Austria passes a centralization reform, but I show up later and get elected wanting decentralization reforms, can I reverse course? If so, what does it take to do so? Revoking reforms like normal?

Yes you can reverse the course by revoking them
 
Haven't really looked that deeply into the disbanding of HRE, but could be worth having a look at some point but not the highest prio. Which specific exploit are you thinking of in that post?

Don't think the current requirements changed since launch, and I guess their idea was to sort of be a replication of "what Napoleon did" in a way.

I'm not sure you consider it an exploit, but it becomes easier if no electors rival each other which is definately possible, although less likely lately it feels like. All you have to do is ally all electors, declare a war that calls in Austria but not his elector allies and rush Vienna. If you get a wall breach on the first dice roll, you can assault the settlement and press the button in March 1445 as Burgundy.

Electors that don't fight on the side of the emperor just have to be allied to you; you don't have to call them into the war against the emperor. I assume that is working as intended too.
 
Haven't really looked that deeply into the disbanding of HRE, but could be worth having a look at some point but not the highest prio. Which specific exploit are you thinking of in that post?

Don't think the current requirements changed since launch, and I guess their idea was to sort of be a replication of "what Napoleon did" in a way.
HRE being disbanded during league wars if current emperor has no valid heir is one problem that comes to mind.
 
No adding provinces to HRE individually. What does it mean? If you join the empire all your land is added? What if you are already in and then conquer new land? What about vassals? What about emperor vassals?
Expanding the empire in early game is a major part of hre game play, I'd like to understand better.
 
Shouldn't the Burgundian inheritance be a Austria focused event instead of an event for the Emperor?
It was Austria's house of Habsburg that had the rights for the inheritance not whoever the Emperor in the game will be.

It was Mary of Burgundy's son who had the rights of inheritance. When the War of the Burgundarian Succession fired, Mary was not married. She was the most eligible bachelorette in Europe, all you had to do was marry her and you got her massive wealth and your child might get a ton of really rich land. Only problem was, the French wanted it too. In fact, the Austrians were not the first choice, the Duke of Gelre was. It just so happened that she married the son of the Habsburg Emperor, and their son, who just happened to be a Habsburg, became the King of Spain and Duke of Burgundy (not Austria, as one would believe, his Son was the one who became Emperor).
 
It was Mary of Burgundy's son who had the rights of inheritance. When the War of the Burgundarian Succession fired, Mary was not married. She was the most eligible bachelorette in Europe, all you had to do was marry her and you got her massive wealth and your child might get a ton of really rich land. Only problem was, the French wanted it too. In fact, the Austrians were not the first choice, the Duke of Gelre was. It just so happened that she married the son of the Habsburg Emperor, and their son, who just happened to be a Habsburg, became the King of Spain and Duke of Burgundy (not Austria, as one would believe, his Son was the one who became Emperor).

This pretty much, I've been reading up a lot about Mary of Burgundy since I want to do this justice. Burgundy at start of the game is a major political player and it would be nice if they just didn't disappear in a whimper. I also been bit upset over how Spain gets preferential treatment in the current events. The hope is to have something where the player can play as Burgundy and try and deal with the inheritance instead of it being blocked if a player is in Burgundy.
 
This pretty much, I've been reading up a lot about Mary of Burgundy since I want to do this justice. Burgundy at start of the game is a major political player and it would be nice if they just didn't disappear in a whimper. I also been bit upset over how Spain gets preferential treatment in the current events. The hope is to have something where the player can play as Burgundy and try and deal with the inheritance instead of it being blocked if a player is in Burgundy.

Is there a plan for Spain and the Spanish Netherlands? or now the only way that Spain gets that territory is for military conquest.