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EU4 - Development Diary - 2nd of April 2019

Good day and welcome to today's EU4 dev diary. Now that the 1st of April is over, I can return to being online. A day of having hopes dashed when awesome stuff is announced, only for it to be a hoax is too much for my heart to take.

Last week we had a fun dev diary where we talked about our current thoughts on the Mercenary system. To re-iterate, that dev diary was, much like this one, not a promise of things to come, but more an airing of current design thoughts and a way to involve the community (if you're reading this, that's you!). As we could see, there was a lot of followup discussion from forumgoers and has given us much to ponder on during our current development period of bug crushing and tech debting.

Today we'll have a similar expunging of EU4 thoughts, and for our subject matter, we'll pick a mechanic which has been through a small journey of its own, and may well have some distance to go yet: Estates

Again, what is mentioned here are not changes that are currently in the game, nor are they promises of things to come, but more to share our thought process and ideas we have, potentially for the upcoming expansion and update.

The Estate system joined the roster of EU4 mechanics back when The Cossacks Expansion was released. It added internal factors to balance within your realm such that patronizing your various estates heavily could grant wonderful bonuses, while letting them run away with power could put your nation in jeopardy with said Estates seizing direct control. EU4 is very much a game about direct action: so your primary interactions with said estates come from Estate Actions such as granting monopoly charters to the Burgers, or calling a Diet for your Nobility.


Estates in EU4 HUN.jpg


EUIV is a game very much about building empires, and while the external elements of this: outward diplomacy, warfare and expansion are generally strong, the internal aspects had been somewhat lacking in comparison. Estates were designed to bring meaningful choices within your realm, to match those outwith.

The reception of Estates at the time was a mixed bag, and has continued to be ever since. While the system did indeed bring internal mechanics to the game, they came with their own baggage, which we see ourselves, and have heard from various comments and feedback, much of which on these forums.

Common issues have included:

  • The system is only available for The Cossacks Expansion owners, creating a large rift between playing with and without the expansion, as well as a belief that the mechanic won't be expanded upon since
  • Managing province allocation is a lot of scutter and brings on click fatigue
  • The above issue only compounds itself as your nation expands, creating more busywork as the game goes on
  • The steps involved in expansion are needlessly bloated at every conquest, by needing to be at the Estates' beck and call
  • The actions are not as involved as they could be: you call a Diet for your Nobility, but where is the Diet? What came from it?
  • Estate types and their flavour is limited.

Some of these have been tackled in the three+ years since Estates were added to the game. Dharma saw the system becoming part of the base game, opening it up for further changes, while Estates no longer made minimum demands for land, reducing the bothering necessity of adding new land to the estates lest you suffer their wrath. We also added to the variety of Estates, bringing in special types for the subcontinent of India.

Ultimately though, the system retains some issues which leave us wanting to take a big swing at improving it. Like Mercenaries last week, I'm talking in broad-sweeping statements about what we want to do with the feature, so again, take this as airing out our thoughts rather than our rock-solid mandate of what we plan to do with Estates.

Firstly, the busywork element of Estates should be removed, or at the very least reduced. our Grand Strategy games are about creating , without sounding too pretentious, intellectually stimulating experiences, and the current methods of interacting with your Estates are not up to par with this.

Additionally, the actions done through the estates should be more impactful. I've said it quite a few times before, but I'll say it again, when a Diet is called, perhaps there should be...a Diet? Impactful is an easy word to throw around with various different meanings being drawn from it, but in Estates' cases, the existing interactions often make little change worth noting outside of their influence and loyalty, which has limited meaningful effect on your nation until hitting crisis point where they can seize control of your nation through disaster.

On another note, making the Estate UI more accessible would be a boon. Currently, much of the hands-on actions are somewhat buried as menus within menu

With Estates being made a basegame feature in EU4, we believe this came with an unspoken promise to continue to work on and improve the feature. It is certainly on our radar for something we would like to do this year, but as I continue to believe people are getting sick of hearing, we continue to spend our time on ironing out tech debt and gearing up for development of this year's Update and European Expansion. The question I leave to you as we conclude today's dev diary: What are your experiences with the Estates system, what do you most enjoy and what are you left most wanting from it?
 
The problem is that estates don't feel "real". They are just bonuses. Maybe you could solve this if estates were "countries" within your country. That you would have to improve your relations/ loyalty with diplomats (nobility), merchants (Burghers) and missionaries (clergy). This would put new spin on conquest. If you are blobing you need every diplomat, merchant, missionary you have. So during conquest you will have to decide if you want to use them to influence your estates or foreign countries. If you would spent your diplomats (and others) only on foreign affairs than loyalty of your estates will decrease, while their influence will increase. Other countries should be also able to manipulate and influence your estates.

Especially Papal states should have special influence over clergy in all countries that have Catholic provinces (not just Catholic countries). The Papal states are other problem. They should be much weaker when it comes to conquest but stronger in diplomacy. It doesn't make sense that Pope conquers most of Italy every time they ally a strong country. They are too aggressive. Pope should have higher aggressive expansion and opinion of Catholic countries should rapidly decrease, if he conquers Catholic provinces that are under Catholic rule. But he should be stronger in defense and diplomacy. For example the Papal states could be able to use missionaries as diplomats. And as I already wrote, influence clergy. Also, the Catholic defender of faith shouldn't be able to conquer Papal provinces or declare war on them. If he does, he will lose the title.
 
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I feel like at least some of the interest (and insanity) of the new Papal requests in CK2 could be captured by adding on events to requests from your estates. Seek support of the clergy? Sounds good, but how bout you give them 20 dev worth of provinces? Lighten the taxes of the burghers? Sure, but that means a tax modifier in all burgher-held provinces!

You could also remove a bunch of buttons by stealing from the parliamentary system; instead of having buttons to gain support and buttons to spend it, the clergy might offer you a choice from three to five bonuses for a limited time (current ones like advisors and power, or potentially new ones) in exchange for various maluses to provinces they control, or control over provinces if they don't have enough, or penalties to things like prestige. But what you get is not the same set of six buttons every twenty years, and how you pay is much more interactive and player-driven.
 
Estates certainly are in need of complete overhaul.

At the moment they are typical coockie clicker mechanic. Simple thing just to keep us busy, without any real depth. I can't imagine them being a living beings, they are there to give me bonuses from time to time.
 
Something I've been thinking about in terms of mission design is the idea that mission rewards could permanently modify your Estates - for example a Prussian mission could replace a Nobility interaction with a new interaction that gives militarism/military tradition/army professionalism/etc. This could be an interesting way to make nations feel more unique while also tying missions, estates, and government mechanics together.

If y'all are serious about tech debt, just scrap the mission system. It's unsustainable. Your suggestion is just more button click bonuses for favored tags and just re-skins an estate interaction under a different entity, making it need special code for any other change to estates. Now do this for every special mission and a seemingly simple change to an estate interaction becomes a mess of spaghetti code. What happens if the mission, say, for an Indian tag increases Jain loyalty but you've already flipped to Islam? What if you tag-switched to Mughals and got their missions? This is how the tech debt increases and 'isolated systems' problem begins, making any kind of coherency incredibly challenging, and you're doubling down on it instead during the very attempt to fix it.
 
I just don't like how a lot of the interactions are one-click. You mention the Diet, but there are other examples too. I want the clergy to make demands in return for their support, generals from the nobility to become disloyal and potentially revolt if the nobles become unhappy.

I guess the shortest way to say that is that I would love it if the system was more than positive and negative modifiers and felt likeep the Estates had a degree of autonomy and agency of their own as groups that needed to be kept happy, rather than just a set of modifiers that also give monarch power every 20 years
In addition to this, I'd like factions to have more effect than just bonuses and maluses, and even for Parliament debates to be made more interactive @DDRJake

While I'm aware asking for Estates, Factions and Parliament to be reworked in the same update may be a bit much, it is something I'd like to see as IMO, Factions are even more bland of a mechanic than Estates, and Parliament is literally just picking a bonus modifier you want once every ten years. Besides which, the presence of a Parliament doesn't discount the presence of a Nobility, so the Nobility Estate being disabled if you got a Parliament never made sense to me. If anything, as the Burghers and Merchants will be joining as part of Parliament to take part in policy-making, disabling the Burghers (if an Estate has to be disabled for balance) should be the way to go.
 
Estates should interact more with mechanics like Parliaments and Advisors.

Parliament should ask for favors for the estates, and should generally be more restrictive in foreign and domestic policy (but that''s a separate issue).

Advisors should be associated with a specific estate, and give influence to their faction.

As mentioned, estates should have policy preferences like in Stellaris. Burghers, for example, might want you to avoid a war with a nearby trading nation and could revolt or provide fewer taxes if you do. This should be a system of tradeoffs, something EUIV desparately needs for internal affairs.

A tax system like CK2s should be added with sliders for taxes or troops on different estates.

At least at the beginning of the game, taxes and manpower should be heavily dependent on estate support, with decreasing influence as Absolutism grows.

As someone above mentioned, estate influence, Absolutism, and Revolution mechanics should be antagonistic toward each other, with Absolutism decreasing estate happiness and Revolution risk growing the more Absolutism and estate influence grows.
 
I think there sh
Something I've been thinking about in terms of mission design is the idea that mission rewards could permanently modify your Estates - for example a Prussian mission could replace a Nobility interaction with a new interaction that gives militarism/military tradition/army professionalism/etc. This could be an interesting way to make nations feel more unique while also tying missions, estates, and government mechanics together.

Think there should be a tie-in with Absolutism and Parliaments too, as they are both efforts to pull power away from the traditional estates and put the power solely in the hands of the monarch or the people, respectively.

Also, hope a upcoming DD is about factions.
 
This will be a bit of work but I think it would be great if there were an opinion of another country for each of your estates and also one of the ruler. Harder to keep an alliance if some of the estates dislike the ally. Then if your nobility like a nation you're not allied, it would be possible for thing s like the nobility offering that nation your nations throne, should your ruler die heiress, like what happened with England and Scotland.

The estates could also make claims in neighbouring nations themselves. Then you would get a cb that allows to only take the provinces they claim, to prevent abuse, but when you take them that estate automatically gets the province and it is locked for a while. During this war the estate should get a massive loyalty bonus - you're fighting for them.

Estates should want to overthrow the ruler more often I feel, they are very easy to keep loyal and when they do rebel there is no challenge whatsoever. Maybe make autonomy not affect unrest for them so that they will actually rebel if angry.

I think the estates should be able to be interacted with 1 click, perhaps add them down the bottom where the hre icon is. Could display their loyalty and influence there too, if it is small enough.

Just some ideas to make them more interesting.
 
I like the idea of flashing out the estates. That changes in Dharma minimized the micromanaging hell it once was, but it is still somewhat difficult to find the best provinces for each estate.
Nowadays I only care about them for milking mana in the first 150 years of the game... after that mana usually is not an issue anymore, therefore I can simply disregard estates.
Also, I feel that estates event are too common, I'd rahter they have a bigger impact and be more sparse. I feel I don't have the time to care about estates when I'm in the middle of a huge war, so I just click away. That's my 2 cents ont the matter =D
 
Common issues have included:

  • The system is only available for The Cossacks Expansion owners, creating a large rift between playing with and without the expansion, as well as a belief that the mechanic won't be expanded upon since
  • Managing province allocation is a lot of scutter and brings on click fatigue
  • The above issue only compounds itself as your nation expands, creating more busywork as the game goes on
  • The steps involved in expansion are needlessly bloated at every conquest, by needing to be at the Estates' beck and call
  • The actions are not as involved as they could be: you call a Diet for your Nobility, but where is the Diet? What came from it?
  • Estate types and their flavour is limited.
While I'm sure this list isn't exhaustive, I do miss my pet peeve with Estates.

I hate them. With a passion. So much so, that I've disabled the Cossacks DLC 5 minutes after buying it, never to be turned on again. I like my country homogenous, with ultimately autonomy levels pushed down to zero, in every province.
 
It'd be interesting if estates cared directly about what you do. Not just events, but perhaps who you go to war with, what ideas you adopt, the status of the millitary, mercantilism, etc. There are a lot of variables that could impact the influence and loyalty of estates.
 
  • Influence can be kept high through interactions alone. Why does hiring an advisor help me?
  • On high influence difference between 39% and 40% loyalty is huge.
  • Tribes are pointless when they don't demand land.
  • Burghers are the only ones I assign land to.
  • AI doesn't use interactions.
  • Estates events are annoying as they require too much attention (Same goes for theocracy elections).
  • They are pure buffs and not having access to them is a huge drawback of some governments.
  • Milking mana.
  • Burghers pay thousands of ducats for 10 loyalty, which usually is a button I click.
  • I like the bonus manpower from Nobels, but then it might make them unloyal and make manpower regenerate slower.
 
I think this is also a good chance to introduce a good and fun civil war system and reduce the presence of annoying whack a mole rebel system.

Civil wars of estates against the state should be a thing as it was so common during the first two centuries of EU4. And I think the I:R civol war system should be the way to go. No more brainless independent weak rebel stacks. A new rebel tag should appear when a civil war happens and taking provinces automatically anexes them. No peace deal, the one who wins the civil war automatically reunifies the country.
 
While we are at it, could we change Aristocratic, Religious and Plutocratic ideas to actually increase the baseline loyalty to 60 (from 50) instead of reducing the decay speed?
It feels kinda subpar, to make sure your Empire devotes such efforts to certain ideals that are related to a given estate just for it to be "we will dislike you slower when you give us a gift"