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EU4 - Development Diary -22nd of May 2018

Good day all! Today the team is all back and hard at work following an exhausting yet wonderful PDXCon. Thanks to everyone out there who contributed to its success by your presence. With our upcoming expansion now announced we return to talk in detail about the features and changes coming in Dharma.

Today we turn our attention to the much-teased Estates. To set the context for our changes I'm first going to outline the logic that lead our infinite wisdom to make these changes. Estates were introduced as a feature in The Cossacks DLC and while they were intended to be an interesting mechanic aimed to deepening the internal politics of your realm, they fell short in a number of ways. There were very few types of Estates, leading to a lack of immersion when you were dealing with the same groups when playing as either France or Bengal. Additionally, they ended up posing as a nuisance in many areas of the game. Their land demands would often feel a burden and a chore for a player, especially after finishing up a hard-won war. We also found that their disasters ticking up at 80% felt rather counter-intuitive. 79% was absolutely safe but 81% is danger zone? Additionally, with the feature being a paid part of The Cossacks, we were in a tricky situation with what to do with it.

As of the 1.26 Update, Estates shall be a free feature. This means that regardless if you own every expansion and immersion pack or if you have the base game and nothing more, you will have your estates in your nation, free to interact with, assign land to, reap rewards from and/or gain disfavour with and face internal strife. Coupled with this are some quality of life changes for Estates: No longer shall they demand a minimum amount of territory from your nation, leaving you free to choose if you want to indulge your various interest groups for their powerful support or shun them and forego the risks of them seizing power for themselves. Additionally, the aforementioned risk of disaster striking from overly powerful estates shall tick up when their influence is at 100% rather than the previous 80%

We are also free to further work upon the Estates system, which leads me nicely to the New Estates for India.

Indian nations will now have access to brand new Estates for the different Castes in the subcontinent. The following are available to nations in the subcontinent and largely replace the existing Estate types (merchant guilds, Clergy, Nobility) and are exclusive for owners of Dharma.

eu4_461.png


Marathas
While originally a term applied to all Marathi-speaking peoples, the Marathas have defined themselves as a caste of warriors. The Marathas are found both in their native home of Maharashtra and beyond, seeking opportunities for distinguished military service.

Available to all nations in the Indian Tech Group of culture group Dravidian, Western Aryan but not Rajput or Malvi culture.
Depending on influence and loyalty, locally, Marathas impact on religious conversion chance while globally they impact on cavalry combat ability and army tradition

Interactions:
  • Recruit Advisor
    • Commandant, Half Price, Hindu Faith, Marathi Culture, Gives 15% Influence
    • Requires 40% Influence
  • Recruit from the Marathi
    • Give Manpower that increases with influence, costs 15 loyalty
    • Requires 30 loyalty, 40 influence
  • Benign Neglect of Marathi
    • Give loyalty and influence, increase autonomy in assigned provinces.
      • Give 25% manpower modifier in provinces
    • Requires 40 influence
  • Demand MIL Support
    • Gives Military power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Promote Maratha Nobility
    • Gives 10 Influence and 15 Loyalty
Brahmins
The Brahmins are the priestly caste of Hinduism. They are the keepers of ceremonies and scriptures, as few non-Brahmins are educated in Sanskrit literature. They command great respect from Hindus and non-Hindus alike, and sometimes take roles in government.

Available to all Hindu and Muslim nations in the Indian Tech Group.
Depending on influence and loyalty, locally Brahmins affect unrest and institution spread, while globally they affect stability cost, devotion and tax.

Interactions:

  • Demand ADM Support
    • Gives Administrative power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Seek Support of Brahmins
    • Gives 15 loyalty, 10 influence for 5 prestige and 5 legitimacy
  • Switch Hindu Deity (Hindu only)
    • Let you switch your hindu deity before your ruler dies.
    • Requires 40 loyalty, 40 influence
  • Seek Legitimacy (Muslim only)
    • Increase tolerance of heathens and religious unity for influence
    • Requires 40 Loyalty, 20 influence
  • Recruit Theologian
    • Gain Half price Theologian Advisor, Hindu faith for 15 Influence
    • Requires 40 Influence
  • Make Generous Donation
    • Pay money to gain 15 loyalty


Vaishyas
In Vedic scripture, the Vaishya caste are laborers and agriculturalists of relatively low status. They have since branched out into more lucrative professions; merchants, craftsmen, men of money, they are the lifeblood of Indian commerce.

Available to all nations in the Indian Tech Group Hindu nations.
Depending on influence and loyalty, locally Vaishyas impact on development cost and trade value, while globally they affect production efficiency and advisor cost

Interactions:

  • Demand DIP support
    • Gives Diplomatic power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Recruit Minter
    • Give Hindu Master of Mint, Half Price for 15 Influence
    • Requires 40 Influence
  • Draft Ships For War
    • Gives Heavy Ships for 15 loyalty
    • Requires 30 loyalty, 40 influence
  • Limited War Support
    • Trigger War Taxes for 15 influence
    • Cooldown of 20 years, requires 30 loyalty
  • Ask for Contributions
    • Gain money for 10 loyalty
    • Needs 30 Loyalty

Rajput
The Rajputs are an ancient caste of honorable warriors and proud nobles. While the rugged land of Rajasthan is the heart of their power, Rajput nobility can be found throughout northern India and many great Rajas claim Rajput descent.

Available to all nations in the Indian Tech Group of culture group Hindustani, Eastern Aryan, Central Indian and Rajasthani or Malvi culture.
Depending on influence and loyalty, locally Rajputs affect manpower and defensiveness while globally they impact on manpower regain and fort maintenance costs.

Interactions:

  • Spawn Rajput Regiments
    • Capped by amount of provinces given to Rajput
      • Have -25% Drill Decay, 5% Discipline modifier
      • Can’t have more regiments of Rajput than you have provinces assigned to them
    • Costs 15 Loyalty and 5 Influence
    • Requires 50 loyalty and 40 influence
  • Recruit Rajput General
    • Should spawn a General with +1 Fire base for 20 Influence
      • Takes Rajput name from the Rajasthani culture
    • Requires 30 Loyalty, 40 Influence
  • Promote Purbias
    • Apply Rajput Regiment Only Modifier
      • Give 10% Land Fire Damage, 5% Discipline
    • Costs money and gives Autonomy to provinces
  • Exempt Officers from Jaziya (muslim only)
    • Increase Loyalty by 15 for money
    • Requires 20 Influence
  • Promote Rajput Nobility
    • Give 15 Loyalty and 10 Influence for 5 Prestige
  • Demand MIL Support
    • Gives Military power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
Jain Community
Jainism is no longer a dominant or politically favored faith in India, but the Jains are far from irrelevant. They have found a niche in moneylending and bureaucracy that makes them an asset to any state that offers them patronage.

Available to all nations in the Indian Tech Group of Hindu faith or replaces the Burgher Estate for Indian Muslims.
Depending on influence and loyalty, locally the Jains affect state maintenance, manpower and tax, while globally they impact on interest rates, construction costs and construction speed.

Interactions:

  • Loan Interaction
    • Create a Jain earmarked loan that has reduced -0.5/-1.0 interest depending on influence. It will remain at that fixed interest until paid off regardless of the nation's interest rate.
    • +10 influence
  • Patronize Jain Families
    • Increase loyalty with 15 and influence with 10.
    • Cost 5 prestige
  • Commission Jain Scripture
    • Increase 15 Loyalty, costs money
    • Requires 30 Influence
  • Build Jain Temple (once per 20 years)
    • Get 10% development cost and one extra base tax in random Jain assigned province
    • Gives +15 Influence
    • Requires 40 Influence
  • Investigate Corruption
    • Lose 2 Corruption, gives 10 Influence
    • Needs 60 Influence, 40 Loyalty
  • Demand DIP support (If Muslim)
    • Gives Diplomatic power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
Quite the impact for the subcontinent, but where does that leave owners of The Cossacks? Cossack owners will still exclusively have access to the titular Cossack estate type, as well as the Dhimmis and Tribes. We have also decided that The Cossacks owners will, with the 1.26 Update, also get the new feature to Play as breakaway Cossack Nations.

eu4_459.png


When the Cossacks disaster is triggered, you will have the option to play as said Cossack nation. You will be given the unique Power Structure reform Sich Rada granting tremendous cavalry bonuses, while having access to your own Government Interactions:

  • Adm: Receive Fleeing Serfs
    • Get Random development in a province of a culture/religion that is repressed by another nation.
      • Repressed culture means it is not primary or accepted.
      • Repressed religion means it is not the religion of that nation.
  • DIP: Organize Raiding Parties
    • +1 Hostile Attrition
    • +10% Movement Speed
  • Mil: Raise Cossack Host
    • Spawn Cossack units like the Cossack Estate interaction.
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To recap

  • The Estates System is now free to all players as of the 1.26 update
  • Dharma Owners will gain access to the new Indian Caste estates
  • Owners of The Cossacks will have access to the Tribes, Dhimmi and Cossack estate types, while also gaining the new Breakaway Cossack Government to play as.

That's quite the lot for today, hopefully it makes up for the scandalously late dev diary courtesy of the exciting yet exhausting weekend of PDXCon2018. Next week, hmm, how about we take a look at how we're furthering our content for the Mission Trees introduced in Rule Britannia? Sounds great, see you then!
 
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@DDRJake

A- Marathas were not a caste of warriors in 1444. They were, in fact a caste of landed peasantry. It was only after Rise of Shivaji and the Maratha kingdom (c. 1650-1680) that they became a caste of warriors. Even then, their influence at the time was limited to the region which is now in Western Maharashtra. It was only after the Northward expansion of the Maratha Empire (under Bajirao Peshwa) that the Maratha clans began to establish themselves in different parts of Central India. Please note here, that Maratha clans did not establish themselves so much in South (so giving Maratha "estate" to Dravidians is a total immersion breaker and ahistorical). In many ways the Maratha clans which established themselves outside Maharasthra can be compared to Normans establishing themselves in England, Sicily or, indeed, Normandy itself.
I would disagree with this. Marathas were established warrior and landed nobility class long before Shivaji created a independent kingdom. It was just that their presence outside North Deccan was limited and they acquired landed estates outside that region after Maratha expansion.

During Bahamani and later Deccan Sultanate period, in North Deccan , Marathas were the main landed nobility. Most of troops and zamindars, deshmukhs of Ahmednagar Sultanate and Bijapur Sultanate were Marathas. In later period, Marathas even held landed estates in South around Bangalore and Tanjavar.
 
hey, so factions no longer expect to share a certain percentage of the benefit, then why there are any factions?
Because if you want to actually benefit from having them, you will still need to feed them land.

You just aren't forced to feed them scraps of land every couple of wars to keep them from setting the country on fire.
 
I would disagree with this. Marathas were established warrior and landed nobility class long before Shivaji created a independent kingdom. It was just that their presence outside North Deccan was limited and they acquired landed estates outside that region after Maratha expansion.

During Bahamani and later Deccan Sultanate period, in North Deccan , Marathas were the main landed nobility. Most of troops and zamindars, deshmukhs of Ahmednagar Sultanate and Bijapur Sultanate were Marathas. In later period, Marathas even held landed estates in South around Bangalore and Tanjavar.

Mostly only in the territories of Ahmednagar and Bijapur which used to fall in what is now western Maharashtra stretching south upto Belgaum.

The settlement in Tanjavar came along because one of Shivaji's half brothers actually managed to capture that area and became the ruler over there.
 
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This is an excellent change, and one I'm very happy for. These games have long needed a more robust system dealing with a nation's internal political system.

I hope that for EU5 estates are in day one.

Did you miss the part where they made estates completely optional? Seems to me that Paradox themselves still are not sure about what they want estates to be, but currently they prefer to just add regional flavor estates. So I'm not expecting them to become a meaningful internal system in the near future
 
Did you miss the part where they made estates completely optional? Seems to me that Paradox themselves still are not sure about what they want estates to be, but currently they prefer to just add regional flavor estates. So I'm not expecting them to become a meaningful internal system in the near future

I only play mods so it doesn't particularly affect me, but I'm more hoping that it will be a fundamental part of EU5 rather than EU4.
 
This about estates:

... lack of immersion ... posing as a nuisance in many areas of the game ... a burden and a chore for a player ... counter-intuitive. ...

I know these points are out of context, but are you really planining on fixing this as a free update? If so wow :). To do any less would be a distaster.

Concerned this looks more like a way to nickel and dime it for further ‘immersion packs’ rather than provide anything of real substance for the base game. Fingers crossed I’m just reading too much into it. :cool:
 
About policies, i hope this will buff cavalry, because right now it's really bad and policies are one of reasons(espionage+aristocratic, both not good enough to have them), it's strong only in early, being bad late is fine but that should be something ~1730 year(from 1550 cavalry should be getting worse and worse but not that bad like right now, and not in eastern tech grup, their cavalry is suprisingly one of worst), right now it's getting useless after 16 tech when artillery become superior(maybe it's still worth to keep 4 cavalry but only to flank armies that don't fill combat width, the only advantage of cavalry...), this is bad for countries like qq, Persia Hungary or Poland, Ottomans too(but they are strong enough) . Maybe cavalry overall should have some bonus scalling with manuver and fill flanking range to that instead of combat width ? Also going colonisation and expansion(this one is bad overall) is weakening combat strength too much, while economic provides amazing policy. Did i mention neighbouring religions protestant both muslim and especially orthodox being too op compared to catholic? protestant as better option is kind of understandable to convince player to change in reformation, but the strongest catholic nations should get better bonuses anyway, instead of unfair random papal control that is helpful only to expansion into HRE, anglican is just better catholic to spawn money(mercantilism machine), reformed also need buff because it's much worse than protestant, idea of it is great(showing strength in crisis situation fill Netherlands very well) but it's ridiculous that you need to collect fervor to have one bonus, and u can only accumulate 100 of it, while protestant is getting 3 pernament.(they are smaller but together they are better anyway, and u don't need to collect anything)
It's mostly about multiplayer but these changes would be good also for single.

I love u are going deep with estates, this mechanic has so much potential, but i expect most to see those policies, this may be crucial change, but also bad one, i hope u can handle this properly and my tips may be helpful<3.
 
So I'm guessing you guys have new estates planned? I hope you'll at least add more localisations for the "Call Diet" interaction to make it more fitting for non-Western-Europeans, maybe even a Merchant Republics estate for, e.g. the Byzantines and other east Mediterranean/Black Sea states to replace the Burghers, a concept that didn't really exist outside western Europe AFAIK.
 
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@DDRJake

Ok, I'm an Indian, and I don't mean to be harsh but you have just broken the immersion in this game completely by naming the Estates the way you did.

Estate
Analogous to Nobility

I understand that you have included Maratha and Rajput estates as "Nobility" estate for Indians. But this is not entirely accurate. Let me tell you why.

A- Marathas were not a caste of warriors in 1444. They were, in fact a caste of landed peasantry. It was only after Rise of Shivaji and the Maratha kingdom (c. 1650-1680) that they became a caste of warriors. Even then, their influence at the time was limited to the region which is now in Western Maharashtra. It was only after the Northward expansion of the Maratha Empire (under Bajirao Peshwa) that the Maratha clans began to establish themselves in different parts of Central India. Please note here, that Maratha clans did not establish themselves so much in South (so giving Maratha "estate" to Dravidians is a total immersion breaker and ahistorical). In many ways the Maratha clans which established themselves outside Maharasthra can be compared to Normans establishing themselves in England, Sicily or, indeed, Normandy itself.

B- Rajputs were concentrated only in the region which is now Rajasthan, parts of Gujarat and western parts of modern day UP (areas just to east of Delhi). Finding Rajputs in Eastern India and especially Orissa is just wierd.

What I would recommend is this:

Marathas - Restrict to Western Aryan culture culture group alone (except Rajasthan)
Rajput - Restrict to Northern Aryan culture group alone
Reddy - Add thjis estate as "Nobility" estate for Dravidian culture groups
Eastern Aryans - I would recommend having a generic "Kshatriya" as Nobility estate.


Estate Analogous to Burghers

You have introduced the "Jain" Estate as estate comparable to "Burghers". However, this is also somewhat incorrect. Jains were not prevalent throughout the country and there were actual castes in India whose main function was money lending and commerce and you can happily use them for thus purpose. I recommend you use the following:

Northern Aryan: Agarwals
Western Aryan: Mahajans
Dravidian: Chettiar
Eastern Aryan: Banias

Vaishyas

I would recommend you replace Vaishyas with Kayasthas. They fit the flavour and mechanics much better than Vaishyas.

This is a good post but I didn't get one thing. Are you suggesting new Estates (as in, different interactions) or different flavor names for the current Indian Estates?
 
I wanted to ask, will there be new estate events now that they are free? I mean the three basic estates. Will they be written by Henrik Lohmander? I love his estate events. Can't tag him I don't know what name he goes by in these forums @DDRJake
 
I consider myself a vocal critic of Paradox's DLC system but this one I am actually excited for.

No unneccesary nerfs (cough Corruption)

No removed features from previous DLC (cough Protectorates)

and more customization and, dare I say the cliche term, 'immersion'

If the government customization system is fleshed out as much as I hope it will be and is extensively moddable I will be one happy critic
 
I consider myself a vocal critic of Paradox's DLC system but this one I am actually excited for.

No unneccesary nerfs (cough Corruption)

No removed features from previous DLC (cough Protectorates)

and more customization and, dare I say the cliche term, 'immersion'

If the government customization system is fleshed out as much as I hope it will be and is extensively moddable I will be one happy critic
I am holding back the tides of optimism by withering them with every time in the past I was optimistic about a mechanic or feature and it turned out lazy and lackluster.
 
And the award goes to... drum roll... innovativenss.
Was anyone actually optimistic about innovativeness?

I mean, it was both lazy and lackluster, but did anyone really think it was going to be otherwise?
 
Was anyone actually optimistic about innovativeness?

I mean, it was both lazy and lackluster, but did anyone really think it was going to be otherwise?

Yeah this is how I feel. Its a very flat modifier. I feel similarly about professionalism and knowledge sharing, which is why I still do not own Rule Britannia. I know that I, with my somewhat limited modding skills, could have EASILY added Knowledge Sharing via mod and have it work probably identically to the way Paradox implemented it. Innovativeness would have been harder, would not look as pretty impletmented via mod but also definately doable.

This new government system seems different, more than just a lame static modifier, and if it disappoints... jeez...
 
I am holding back the tides of optimism by withering them with every time in the past I was optimistic about a mechanic or feature and it turned out lazy and lackluster.
This is exactly my point. Seems pretty ambitious to fix in the base game for free, so have a feeling it will be pretty much underwhelming without the associated DLC/s - in this case it looks likely to be the Indian region, which is of little interest for me to play.

Not an instant purchase for me.
 
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Because if you want to actually benefit from having them, you will still need to feed them land.

You just aren't forced to feed them scraps of land every couple of wars to keep them from setting the country on fire.
I think it totally make sense if you are forced to feed some land to the factions, since they are political factions, which expect to get the fair share.