• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EU4 - Development Diary - 24th of July 2018

Good morning all! What would Tuesday be without an EU4 dev diary? Tragic, I say, so here for the last of the Summer dev diaries while the bulk of the Swedes are on vacation, I bring to you a summary of balance changes coming in the 1.26 Mughal Update. This is not exhaustive (We'll post up the full changelog closer to release) and is about changes made to the game and its existing mechanics, rather than the new stuff we've added. We'll have another Dev Diary in the future to act as a "roundup" of new mechanics and how they work.

Estates:

As we have mentioned before, Estates now cause a disaster at 100% influence rather than 80%. They also no longer have a minimum requirement for land. In addition to this:

- Confiscating estate land now gives a +5 unrest modifier in the province for 15 years. This modifier goes away if you give the land to another estate.
- Confiscating estate land now adds 25 local autonomy in the province that the estate was previously in.
- Advisors generated by Estate interactions now scale in cost depending on estate influence.
- Influence from estate events generally increased.
- Cossack Estate now gains twice as much influence per development in granted provinces.
- The cap for how much development in granted provinces can increase influence is now 50% rather than 40% for all estates.

Trade Nodes:

- Bengal trade now flows into Doab, which in turn flows into Lahore (renamed from Kashmir) undoing the injustice to these nodes.
- General renaming and reshaping of Indian trade nodes (see screenshot)
- The Katsina Trade Node now connects to Ethiopia instead of Alexandria.
- The Ethiopia Trade node now also connects to Aden.
- Coromandel flows straight to the Cape

Trade n stuff.png


In general this means more Indian trade will be able to flow around Africa into Europe without needing massive amounts of control in Aden. Zanzibar isn't quite the slush fund it used to be, but remains lucrative.

Tributaries:

Far away tributaries with no expectation of help or feasible reason to be a subject was something we're looking to change with this update. As such, the AI is no longer interested in establishing new tributary relationships with nations who do not border them. This goes for both asking and receiving requests. Existing tributaries are fine, so Ayutthaya & Khmer won't suddenly want to abandon Ming in 1444.

Speaking of Ming, 1.26 may as well be renamed the Sukhothai update, as declaring an independence war no longer calls in your overlord's Tributary overlord. Sukhothai can now declare war against Ayutthaya without Chinese intervention.

Expansion:

An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.

Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

In conjunction with this, all nations' base state limit has been doubled (up from 5 to 10).

There is a define ALLOWED_TERRITORY_VS_MAX_STATES which allows you to tweak this value in defines.lua

Subjects:

In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.


End Game Tags:

Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).

The current list is:

Mughals
Ottomans
Byzantium
Rome
Holy Roman Empire
Rum
Qing
Russia
Commonwealth
Japan
Yuan
Hindustan
Bharat
Arabia
Papal States
Spain
Great Britain
Italy
Germany
Ming

That's the bulkier of the balance changes. As usual, there will be more nuanced changes in the fine details to come along in the full Changelog, which we will be sharing closer to release.

We are well aware that balance changes can get people worked up and are seldom without contention. I have very fond memories of forums around the the 1.12 release. Remain civil when expressing your feelings over your favourite balance changes as, although I endeavour to explain why we make changes, there are as many opinions as eyeballs in the world. Thanks for your time.

And if Balance Changes are not your cup of tea, let's have a look at some of the other National Idea changes brought along in the 1.26 Update. We'll look over at the Bengal region, where there is now a distinction between The Bangal Sultinate, and the Bengali Minors in the area.

I love U.png


Bengal Sultanate ideas
start =
infantry_power = 0.1
global_manpower_modifier = 0.15

bonus
backrow_artillery_damage = 0.15


bng_combat_piracy =
trade_efficiency = 0.1

"Pirates have infested the waters of the Bay of Bengal for too long. We must protect traders en route to our ports by discovering and eliminating pirate havens along the Arakan coast."

bng_habshi_generals =
army_tradition = 0.5

"Abyssinian slave-soldiers purchased in Arab markets play a significant role as elite infantry soldiers. Those that excel as leaders shall be given greater levels of command, while those who demonstrate exceptional loyalty shall make up the palace guard."

bng_clearing_the_delta =
development_cost = -0.1

"The Bengal Delta contains an immense expanse of potentially very profitable land that goes unexploited due to thick forestation. We must subsidize efforts to clear the forests to make way for new farmlands, cities, and trading posts."


bng_attract_sufis =
idea_cost = -0.1

"Sufis have long been innovators of Islamic thought as well as wise councilors. If we wish to be a leading voice in the future of the Islamic world, we must patronize Sufi lodges and convince the wisest among their order to settle in our domain."

bng_conquest_of_the_gangetic_plain =
leader_land_shock = 1

"To our west are the fertile and populated lands of the Indo-Gangetic Plain. The Sultans of Bengal have long coveted its great cities and vast wealth, but only now as a new and ambitious crop of generals rise to power is our ambition likely to become a reality. We must do all we can to ready our forces for the coming conquest."

bng_rupees =
global_tax_modifier = 0.1

"The lack of a widely adopted standardized currency is stunting the development of Indian commerce. As one of the foremost economic powers in the subcontinent, we are well placed to begin the minting of a new silver coinage with standard weights, which we shall call the rupee."

bng_bengali_industrialization =
global_trade_goods_size_modifier = 0.1

"Bengal is uniquely situated in India to begin a revolution unlike any seen before. We stand poised to exploit new developments in our already world-class textile and shipbuilding industries. Let us begin an industrial revolution!"


Bengali Minors ideas =
start =
merchants = 1
infantry_power = 0.1
}

bonus =
prestige = 1
}


hindu_sufi_syncretism =
religious_unity = 0.5

"Beyond the eastern frontiers of the Islamic world, came Sufi mystics to settle land grants or to commune with nature in Bengal, intermingling with the Hindu population. Cooperation led to extensive land reclamations in forested and marshy areas and helped to introduce new syncretic forms of music, painting, dancing and sculpture reflected in the temples and shrines constructed during this period."

ganges_brahmaputra_confluence =
trade_efficiency = 0.1

"The mighty Ganges and Brahmaputra have traveled far to intermingle and spread out into the Bengal Delta, funneling trade and commerce in its wake. For thousands of years the area around the delta has been a natural place for the easy exchange of goods and ideas."

rice_fields =
global_manpower_modifier = 0.2

"We Bengalis are primarily rice eaters, and the rainfall and soil in the area lends itself to massive surplus rice production, with the mighty silt laden rivers and monsoon allowing for three separate growing and harvest seasons a year."

mustard_oil_ilish_mach =
war_exhaustion_cost = -0.10

"Wars may torch the granaries and markets. The weather may wither or crush the crops in the fields. Elephants and ants may try to eat what we have planted. Give us a little oil, however, and our fish-laden rivers will give us the food we Bengalis desire most!"

jute_production =
#production_efficiency = 0.1

"Native to our region, Jute is a long, soft, shiny vegetable fiber that can be spun into coarse, strong rope, matting or thread. In high demand for its resilience and relatively light weight, we can benefit from its cultivation and production."

opium_fields =
global_tax_modifier = 0.1

"What's that? People will give us gold and silver for our flowers!? The opium of our region is highly prized and easily grown, commanding twice the price of any other opium in the world. Let the trade begin!"

bengali_renaissance =
global_institution_spread = 0.1

"The Bengal Renaissance that took place in this region was a reaction to the encounter and impact of Europeans arriving for not only commerce, but for study, art and scholarship. The Bengal Renaissance blended together Hindu teachings from the past with Western education, politics and law, as well as a re-casting of Bengali culture. This led to a flourishing of the arts and sciences."

And if neither Balance changes nor National Ideas are your thing, well, swing by next week, where we'll talk about that new image you keep seeing in the buildings interface is. There are still a fair few dev diaries to come before Dharma is due to hit the shelves.
 

Attachments

  • Trade n stuff.png
    Trade n stuff.png
    3,9 MB · Views: 2.156
Last edited:
This missionary change makes no sense whatsoever.
Seems pretty realistic to me. Territories are areas that you only have weak control of so you can't easily do things such as expel people of other religions, ban them from owning land or confiscate all their possessions unless they convert.
 
Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

Does this prevent converting before coring?

It would be nice to be able to still convert territories, even if at a much slower rate. Perhaps scale the final conversion speed with autonomy? That way, a territory (min 75% autonomy) will always take at least 4x longer than the equivalent zero autonomy state core.
 
Last edited:
It's good to see some action taken to make blobbing harder and less profitable, though we are still waiting for a GAMEPLAY REASON to play tall, instead of conquering. In V2 playing tall was even more profitable than blobbing, we could even win a game without declaring any war. EU4 has no possible MECHANIC to allow tall victory, besides unrealistic and immersion breaking development system. What's fun in pressing magic buttons?
What defines victory in EU4?
 
I don't understand why you cannot send missionaries to territories anymore!
No missionary in history ever cared about such things.
People don't care the slightest if something is a state or a territory or even a completely strange country, if they want to convert people, they go and convert people!
I find this particular change really nonsense!
So to convert people, you would now need to give up one state, and make another territory a state for the length of conversion. So if you plan to play an expansion game, basically all of your administrative points would be spent on rearanging territories and states for converting, to keep unrest under control.

Devs, what exactly where your thoughts when you came up with this?
 
Seems pretty realistic to me. Territories are areas that you only have weak control of so you can't easily do things such as expel people of other religions, ban them from owning land or confiscate all their possessions unless they convert.
It is entirely not realistic. Historically, missionaries were sent and converted provinces not even conquered (yet).
 
Sure, if you don't move your capital to europe for whatever reason... :confused:
Is this the go-to strategy for Timurids? Because I had fun playing them, but expanding into Europe was something I didn't even consider. I also really dislike the idea of moving my capital for gameplay reasons. It feels so... gamey. But it is a game after all so...
 
One thing about the Estate though, it's that there is no reason to revoke land anymore. You give this land and you let it being ruled by a particular estate. It's pretty cool for converting (Clergy) or defending forts (Nobles/Cossack), but there is no incentive to centralize.

My suggestion? Tie average autonomy to max absolutism and yearly corruption.
 
Am I missing something? isnt all you need 1 - 2 free states for conversion? If that is the case, it sound like additional busywork rather than a change to how you play. GREATLY satisfied with the rest of the changes though.
 
One thing about the Estate though, it's that there is no reason to revoke land anymore. You give this land and you let it being ruled by a particular estate. It's pretty cool for converting (Clergy) or defending forts (Nobles/Cossack), but there is no incentive to centralize.

My suggestion? Tie average autonomy to max absolutism and yearly corruption.

high average autonomy will reduce the speed at which points for government reforms are generated, which look to be pretty meaty in terms of their effect on gameplay, and also is quite realistic since decentralized government is stable but also very difficult to change.
 
Isn't One Faith going to be near impossible to do now? (and to a lesser extent three mountains due to corruption for states, plus the added provinces in India that have to be conquered now) Can we at least have a conversion speed bonus for provinces that are in states?
 
Oh goody, a huge buff to tall players , a small but terribly annoyance to good wide players.

More removal of fun mechanics . Good job :)
 
Am I missing something? isnt all you need 1 - 2 free states for conversion? If that is the case, it sound like additional busywork rather than a change to how you play. GREATLY satisfied with the rest of the changes though.
This also dawned on me. Designating and revoking states does not cost monarch points. You can designate a state, convert it and never full core it. Then revoke the state and convert the next territory. There's no drawbacks for holding territorial cores in states, except for the "you have cores to make" alert flag.
 
Great changes, I really like it. I found the number of states a bit low in this patch but I am also the kind of player who, unless is playing as Russia, doesn't like having non-state land. This will also make the collapse of big blobs like Ottomans and Russia easier I feel, maybe to make the change harder you could buff corruption giving it more negatives.
You had me at the government reforms, but now I sincerely love this patch. Between CoC and Dharma this new team is rocking
 
I don't understand all these people in the thread. You are so happy that ''expansion just got harder'' by gaining corruption for non-statified land, but when you can't convert them (WHICH LITERALLY MAKES EXPANSION HARDER AS WELL) it's suddenly a problem? The "expansion gets harder by this change" argument does not hold up in this case.

And like someone else said earlier in this thread, why would we not want to expand? That legitimately is the most fun part of the game. There is no reason to play tall, and 1 in a million games is actually being played tall.

End-game tags is also a strange thing. Why remove a mechanic that is simply just fun? Yet again, like others have said: Fun should come before realism, except in the case of the start dates.

Why would I sit through a static game looking at my country on a map for hours on end, just for nothing to ever happen? Because this is exactly what these changes are bringing to us, or at least rail-roading us to play like that.
 
I really like the state changes it make big empires finaly less stable (which is something the community was asking for a long time allready). The main reasons for unstable empires was often the lack of control and remoted parts where the central influence was weak and the people often had a different cultur or religion or both. One example for this is PLC and the Cossacs they was in eu4 standarts a Territorie. As long PLC tolerated them they stayed loyal but as soon they tried to change them and force them to give up there ways and change there religion they rebel. The otherway around its with concentrated rule in states where people slowy get assimilated into the new cultur of there new overlord.

So the mechanic make sense if you are a tolerant country you can have states with a lot different people while intolerant fight wi th the issues of unrest. Thats really historical.

I know a lot player dont like this cut but if you want more unstable empires this is a good step in the right direction added with a stronger rebel mechanic and you would see empires fall apart more often and even the player have to find a way to keep his empire together.
 
Isn't One Faith going to be near impossible to do now? (and to a lesser extent three mountains due to corruption for states, plus the added provinces in India that have to be conquered now) Can we at least have a conversion speed bonus for provinces that are in states?

It's gonna be just as possible. You're just gonna have to micro your states removing some and creating new to convert and so on and on.
 
Nice changes with this corruption (or more precisely i see it going nice direction overall), siu king angery while doing WC intesifies but it's kinda good move for multiplayer, now just prevent something like in this video (aka Asia domination)
(title Mughal come to visit Europe)
 
Last edited:
By and large, I like it when changes result in more interesting decisions. A choice where one option is pretty much always right isn't that interesting, so significant tradeoffs are good.

I like the idea of making mega-blobs more difficult to manage: sprawling empires were hard to maintain, and it always bugged me how trivial it is to do, and therefor how much of a non-choice grabbing all land everywhere was, rebels aren't even an issue if you go humanist, and even if you don't, there's just nothing to worry about if you're fine with a bit of whack-a-mole. Now, there's something that provides a bit of thought - expand more and take the corruption hit or play it safe? People might even vaguely consider taking espionage for the corruption reduction idea and policy... well, probably not, but it /could/ happen. I don't really like the exemptions though, or at least how they're done. I'd rather see distance from capital be used, particularly in the case of something like european colonies - it should generally be harder to maintain holdings far from your center of power, rather than easier. But having specific parts of the map that just arbitrarily function under different rules isn't something I've ever been fond of.

I'd prefer it if there weren't exceptions that are tied to specific places rather than something like distance from capital... Distance from your center of power should have a lot more impact than map co-ordinates.

I like the idea of giving more of a reason to actively maintain vassals long-term as a strategic choice, and the new estate management seems promising, though i'll have to see how it actually plays.