• 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.
Agreed! That a culture conversion requires a stronger control over a province makes sense to me, but sending missionaries, well how did half of the world got converted if not by priests and missionaries sent to foreign, partly unexplored lands?
A missionary efficiency reduction in non-state territory would be a way to go and would make historical sense. The more administrative control, the easier religious conversion should be. Not very convinced by the absolute lack of missionary work in your non state territory though.
 
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?
 
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
Absolutely loved this part! Feel the limits of the administration of an empire! And really good use of the corruption.
 
FINALLY using corruption in a way that makes sense to make blobbing a bit harder. Although you shouldn't have doubled initial state number. Also corruption shouldnt be a penlty for mindless blobbing. It should be something almost everyone gets from having a big empire. With this set up, you can go by with all spanish historical territories in europe and still won't have corruption problems.

But hey it's at least an step in the good direction. One step at a time.

I was also hoping for an estate disassters rework. Should be twice as damaging while at the same time interesting (include a real country uprising not only take over) since it's gonna be almost impossible to reach 100% influence. And even if you reach it, chances are that its gonna go below in no time. If you at least increade the monthly ticker...by like a minimum of 5-10 or something, guaranteeing that the only way to avoid it is to remove estates from their land and thus having to face the new bad consequences...that'd be nice :)
 
Good luck with "just ignore corruption" you can only pay for -1 corruption and with enough territories you cant prevent it from climbing just look at spain in the "future" thread.

No it's capped at 0.8 in Normal and higher difficulty. Those screenshot is from an old version.
 
I for one am quite happy with the missionary change. Ideas/policies which boost religious unity and tolerance for heretics/heathens have always been pretty useless, especially when most religions receive so many passive boosts to missionary strength that they don't even need to take religious ideas to convert everything. Good to see those being given more importance.
 
Oh damn I missed the missionary change as well - doesn't this totally destroy the balance between tolerance and conversion?

I'm actually all for meaningful restrictions on expansion but these changes seem to be totally half assed because they leave huge great big (intentionally?) exploitable holes. A soft cap on territories but trade companies ignore it. A hard cap on conversions but you can just go full tolerance and not be penalised by having wrong-religion provinces (and those TC provinces already don't care about religion either).
 
Who thinks of these changes? Why is PDX actively ruining the fun? End game tags? Are you joking?
Listening to plebs on these forums who have absolutely no idea how to play the game. The last patches including this one, are making it harder and harder to love this game.
Corruption if you have more territories then states? What kind of insanity is that? Whoever thought of that change must be joking.
 
さよなら! Lovely Minghul!!
I will remember you...
Especially when I find that Ming's country ideas are so bad again and again...

The Confucian Minghul if could exists, it would be the most harmonist state in EU4.....
So sad to me....
 
On State limit:

Does this effectively (and interestingly) limit or slow ottoman and russian expansion (or french/brittish in some cases)?

Does Ming start imidietly over their State cap generating corruption? Is it too much for the Ming?

On requiring states to convert:

Might this lead to resplitting some overly large culture groups (no longer as under threat of imediate ai culture conversion)?
 
さよなら! Lovely Minghul!!
I will remember you...
Especially when I find that Ming's country ideas are so bad again and again...

The Confucian Minghul if could exists, it would be the most harmonist state in EU4.....
So sad to me....

Ming was already op. This is one of the positives of this change.
 
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).
I'm not sure I agree with making the malus based on number of territories. Why would holding Central Egypt with well over 30 development as a territory cause less corruption than holding two 1/1/1 provinces in separate territories?
Don't get me wrong, I like that this change gives much more importance to considering area boundaries, but it doesn't strike me as very balanced or sensible. The flipside of more consideration to expansion is also of course inconvenience. If I want to unite two parts of my domain, I don't want to think about whether the connecting low-development province happens to be in a different territory and therefore incurs a corruption penalty. I just want nice borders. Not all areas have sensible extents so it's even feasible to conquer full territories (the launchpad islands in Atlantic and Indian Ocean, the small Mediterranean Islands, Cyprus, etc.).

I would propose that the corruption penalty kick in, once you hold more development in territories than in states. It still curtails mindless blobbing, but it gives a lot more leeway for expansive play into poor regions.
 
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

tenor.gif
 
So is the only way to do One Faith now just constantly switching what your states are so you can convert all of the provinces? That or using vassals to do the job I suppose.

The only way now is using the HRE vassal swarm and the exploit with rebels converting everything (if they havent fixed that)