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Hello everyone and welcome to another development diary about Europa Universalis. This time we have a feature for Common Sens, that is so large that it is spread over two weeks of development diaries. It is how we interact with your subject states.

In the subjects overview screen, there is now an additional button where you can open up an interaction menu with all your subjects.

Today we’ll talk about the tools you have regarding vassals, marches and lesser union partners.

Placate Local Rulers
This can be done on both vassals and marches, and lets you pay prestige (if you have positive prestige), to reduce the liberty desire of that subject by 10%.

Embargo Rivals
This is a toggle you can put on any subject. If it is on they will embargo all your rivals as quickly as their diplomats can travel. However, this increases their liberty desire by 5% while active.

Place Relative on Throne
This can only be done on vassals, and only when they have a regency. You can replace the regency with a ruler from your own dynasty.

Enforce Religion
This can only be done on vassals, unions and marches. This is possible if the subject is in your religious group, have less than 50% of Liberty Desire, and you have positive relations. Of course, this increases Liberty Desire by 50%, so its something you have to evaluate when it is desirable to do.

Scutage
This is a toggle that can be set to on or off on a vassal. When it is on, they will not be called into wars, unless declared war upon. However, they will provide 50% more of its income to you.

Subsidize Armies
This is a toggle in marches, where if on, you will send up to 10% of your manpower to them each month, to fill up their manpower pool.

Fortify March
This allows you to build or upgrade a fort in a march, where you as overlord fronts the build costs.

Enforce Culture
This is the option if you got some diplomatic power to burn. You can swap the primary culture of a lesser union partner to your culture for a power cost, but this is only doable if they are below 50% liberty desire and it will increase it by 50% as well.

Siphon Income
Unions usually do not provide money to their overlord, but history is full of rulers who took from one part of their realm to provide for another. This action lets you take 50% of a lesser union partners yearly income if you have positive relations. It will increase liberty desire by 10% but also reduce relations rather dramatically.

Support Loyalists
Unions don’t have any local ruler that needs to be placated, so instead you have a toggle where you spend 10% of their monthly income each month, while reducing liberty desire by 20% as long as its active.

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Next week we’ll talk about protectorates, trade companies and colonial nations, and their unique actions.
 
I find it reasonably intuitive on a basis of "Europe wants things it doesn't have. The money sloshing around in the graph is the viable profit margin on moving things Europe doesn't have to Europe." - which is a perfectly sensible basis for the representation of trade in a game about the period 1444-1820, though I'll freely admit that one could come up with better trade representations, depending on how one defines the word 'better'.

I also freely admit that the results start to look weird if an Asian, African, or American tag outperforms its historical counterpart.

For one, I think that the merchan placement system should be changed. When I am a huge empire that sprawls over many more nodes than merchants, I keep OPMs around just so they could move trade along.
 
I find it reasonably intuitive on a basis of "Europe wants things it doesn't have. The money sloshing around in the graph is the viable profit margin on moving things Europe doesn't have to Europe." - which is a perfectly sensible basis for the representation of trade in a game about the period 1444-1820, though I'll freely admit that one could come up with better trade representations, depending on how one defines the word 'better'.

I also freely admit that the results start to look weird if an Asian, African, or American tag outperforms its historical counterpart.
Not really considering we do have the benefit of near omniscience, and of knowledge of events that are in the future (compared to the time we're playing in) it would rather more be odd if a player led country didn't outperform it's real life counterpart. The question is only how much. And every faction being capable of world conquest might be streatching it too far.
 
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I think I'm dreaming, next expansion sounds better and better every time I read a dev diary. So much good stuff in there, it's gonna be another Art of War sized & priced one though, isn't it? I don't care probably a day one purchase for me at this point.
 
...

Also, make sure you don't break Japan again Paradox, the Dev Diary has been great so far...

Well ...
If they change anything connected, even only tangentially, to Japan, the first version is unplayable. It should be called 5th law of Pdox DLCs (or even 3rd).
Seriously through, they change a lot of things: peace treaties, relations, development, I will be surprised if within week from release the current version wont be 1.12.2
 
I think I'm dreaming, next expansion sounds better and better every time I read a dev diary. So much good stuff in there, it's gonna be another Art of War sized & priced one though, isn't it? I don't care probably a day one purchase for me at this point.


I think I have seen one of Devs saying 15$/E range. And Johan himself said that they wont make smaller ones in future.
 
Well ...
If they change anything connected, even only tangentially, to Japan, the first version is unplayable. It should be called 5th law of Pdox DLCs (or even 3rd).
Seriously through, they change a lot of things: peace treaties, relations, development, I will be surprised if within week from release the current version wont be 1.12.2

Don't you know the first law? For every major EU4 patch, the first hotfix will be the very next day at latest.
 
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For one, I think that the merchan placement system should be changed. When I am a huge empire that sprawls over many more nodes than merchants, I keep OPMs around just so they could move trade along.
Yeah I do that too, also keeps vassals in nodes I can't reasonably get things from so that the money remains within the realm. It is where colonizers get a huge advantage if you have the expansions since WoN + ED means you can get 27 extra merchants.
 
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Besides, Wiz mentioned at one point that it causes the game to crash/freeze (something about endless loops).
Dynamic does not necessarily hit endless loops, making it possible to create or move end nodes for example is pretty straightforward in conception as it simply reverses or removes connections. No idea how it would fit in the game so can go anywhere from simply requiring the effort to write all that and make sure all the interactions go properly to outright impossible without effectively writing a new system.

That said if they were making any big change to trade I think it would have been mentioned already.
 
That said if they were making any big change to trade I think it would have been mentioned already.

Alternatively I'd think it's the opposite? Waiting until the end to reveal the biggest features (Like Vassal Interaction). Vanilla could still have the same old routes while CS could have more dymanic. Alternatively events could be added to shift trade as the game progresses?
 
Alternatively I'd think it's the opposite? Waiting until the end to reveal the biggest features (Like Vassal Interaction). Vanilla could still have the same old routes while CS could have more dymanic. Alternatively events could be added to shift trade as the game progresses?
The biggest feature is by far the development and building system which was released first and from what I recall of DDs for older expansions it was similar.

If they ever rework trade system it is very likely going to be it's own expansion and besides relatively minor changes like what I suggested above I find it unlikely it would be behind pay-wall because it would not be worth the bother.
 
I've seen this asked before here, but haven't seen an answer yet. if we look at the screenshot, are you saying Burgundy will get split up in all these PU's and vassals? sounds great to me :)
 
I've seen this asked before here, but haven't seen an answer yet. if we look at the screenshot, are you saying Burgundy will get split up in all these PU's and vassals? sounds great to me :)

Yes. Burgundy will be considerably smaller (just the french) region and gain several PUs and at least one vassal.

This dev diary's screenshot confirms Brabant, Flanders and Holland as PU juniors and Nevers as a vassal.

https://forum.paradoxplaza.com/foru...4-development-diary-9th-of-april-2015.849816/ - This one confirms that Nevers will be 2-provinces large (as opposed to just the french province of Nevers that we're used to seeing) and Hainaut as a PU junior/vassal (most likely PU junior), as well as another PU junior/vassal that owns Picardie and Artois and Luxembourg (probably a vassal).
Most of these will probably be PU juniors because making them vassals would mean that they could overpower their overlord easily due to the LD modifier. I bet that only Luxembourg and Nevers will be vassals while the rest would be PU juniors.

All-in-all, this means that Burgundy will be a lot poorer (no English trade or plump dutch/flemish basetax) but a lot stronger militarily, as long as the base manpower pool for countries remains 10k (1k per year). This means that Burgundy is sitting on a potential 80k manpower at the start of the game, which is considerably higher than the current value ( around 40k IIRC). The other upside to compensate for the now-poor Burgundy is that vassals pay their own armies. The starting 37k army block could quickly grow to 51k (2k per country) in times or war. My assumption is that Burgundy will have one of the largest military potentials in the game (even more than before) as long as it keeps its prestige positive and its subjects low on war exhaustion. (Sieging 1 province means half of the country for most of these vassals, which is huge for war exhaustion increase, it also means that sieging 2 provinces alones cuts more than 10% of the burgundian forces... and recruitment capability. Combine that with some subjects lacking a fort and you got yourself a tough war on your hands).

The only part that we can't be certain of at the moment is how exactly the Burgundian inheritance would work.
Does France get land and Nevers become dissolved? Does it get it nevers and burgundy as vassals? Does Austria get the PUs?
OR is it a land distribution like it was before and all of the Burgundian subjects get eliminated from play? We'll have to see what Paradox has in store for us, but whatever it is, it's definitely a big plus for Burgundy and Austria.
 
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