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EU4 - Development Diary - 30th of January 2018

Good day all. I'm led to believe that it's Tuesday and as such we should be doing our weekly tease of things to come. Last week we unveiled the new mission trees to much speculation and discussion. Indeed there were many questions and one thing I want to address are those with the modding glint in their eyes who are wondering how to use this new system. To that end we'll put together a short modding guide for using the new mission system in an upcoming dev diary.

While we will be coming back to missions for a future dev diary, I want to start talking about the features which will be in the as of yet unnamed Immersion Pack due to accompany the 1.25 Update. Let's have a couple to look at today: the Anglican Church and Industrialization.

Firstly, the Anglican Church. Currently, when the reformation hits, Christianity branches out to the Protestant and Reformed faiths. Owners of the Immersion pack will find themselves with a third option appearing in the British Isles.

Anglican 01.jpg

But what if I were to invent a belief and disguise it as my State Religion? oh ho ho ho, delightfully devilish, Henry.

After the Initial reformation hits, A strong British nation can spawn the Anglican faith in their nation. They have the option to adopt the faith, Evangelize it (spawning a Reformation centre at great financial cost) or simply to reject it. This new faith is a different branch of the Christian group, and comes with its own bonuses and Church actions.

Anglican 02.jpg

I like my Consorts how I like my coffee. 6 MIL

Anglicanism itself grants lower development cost and better conversion rates against heretics and like Protestantism gives you a Church of <Country Name> with its own church power. Instead of adding aspects to your church though, there are direct actions you can take to gain money, mercantilism or stability for your realm. For For Rights of Man owners, two more options will be available much to your consort's dismay. You can immediately divorce your unworthy partner and marry a new local noble.

Anglicanism is primarily a following for the British Isles. It cannot be adopted as easily as Protestantism or Reformed, however it can be spread by war from a particularly Evangelist Brit, or religious rebels can force the state to adopt it.

Moving along to Industrialization now. Our story with this feature starts with our addition of Latent resource to Europa Universalis. Certain historic locations in the world contain an untapped latent deposit of coal. When the conditions of high development and the embracement of Enlightenment are fulfilled, the province will switch to this new super trade good.

coal.jpg

Wool is tired of being looked down on. He's hitting the gym to become a truly swole trade good
  • Coal gives:
    • +20% cheaper state_maintenance (province modifier)
    • +10% Goods Produced (Trading bonus)
  • Base price is 10
  • New Manufactory (Furnace) (ADM tech 21) Does not boost goods produced by +1, but instead boosts all goods-produced in nation by 5%.
Coal is the late-game answer to Gold mines. Highly valuable with nation-wide benefits to harness, they are truly boons for any nation to seize them. Across the world there are about 50 such mines. They are shown as stripes provinces in the Trade Good mapmode. Here is the current worldwide placement

coal new world.jpg coal old world.jpg

And of course, our furnace in all its glory

Furnace_Render.jpg

Handiwork of @Carlberg

Added bonus. We have consolidated manufactory listings both in the province view and macro builder as a quality of life change, so you no longer see irrelevant manufactories in the province or have to dance between manufactures to see which one will give you best bang for buck.

And finally, hawk-eyed individuals noticed last week that France's name stretched out in a way that they do not currently do in the release version of EU4. Our Magician of Optimization @Meneth stepped in to tweak out map-name generation code a touch. he has this to say:


As those of you with especially keen eyes noticed in the last dev diary, country names can now spread across sea zones.
As anyone who has played in Indonesia will know, the sea is truly the greatest enemy of good name placement. But that is no more.
Now, if a single country controls every single land province (wastelands excluded) surrounding a sea zone, the game will pretend it is part of their territory for the purposes of name placement.
There are a couple additional requirements beyond controlling every province to ensure that the results don't end up ridiculous:
- There have to be at least two different landmasses bordering the sea zone
- At least two of the bordering landmasses have to be larger than once province. Otherwise, names would stretch out to reach tiny islands, causing strange results such as Portugal's name being in the middle of the sea between Portugal proper and the Azores
The combination of these rules lead to far nicer looking names in areas with a lot of islands, while avoiding making name placement worse in areas that don't really need names stretching across sea zones."

So we finish today's dev diary with a couple examples as such:

Long Korea.jpg

Smiling Korea

Big Brunei.jpg

Smiling Brunei

That's our lot this week. Tune in next week for more information and features in the upcoming 1.25 Update and accompanying Immersion Pack!
 
Gold and silver should be split up with the latter bringing in less money per shipment. There should be a chain of events that causes inflation due to precious metals pouring into europe.

https://en.wikipedia.org/wiki/Price_revolution

The picture is gold but iirc in the description it refers to the trade good as precious metals. Besides, there's no meaningful difference - I've been compiling some thoughts on economics in the game, and while they weren't interchangeable for regular use of commoners, there's no reason in game to actually separate them. Both were used to mint coins (as was copper, if you were in Venice towards the end of the bullion crisis - ie when the game starts), and putting in two (or three) different kinds of coins is just pointless complication. Doubly so when the money in game doesn't actually mean anything, 1 gold isn't worth any hard number of real life ducats or pounds or what have you.

In other words, putting in silver wouldn't add anything to the game that isn't already in it.
 
I hope that Consorts play a greater role now that you can divorce/marry them with the Anglican mechanics. Maybe finally make heir stats not totally random but based on their mother/fathers?
 
@DDRJake,

Will Anglican, Reformed, and Protestant Churches have higher approval of each other than Catholics?

It makes no sense for Reformed, Protestant, and Anglican nations to get the same negative modifier against each other that they get against Catholic nations.
 
Anglicanism itself grants lower development cost and better conversion rates against heretics and like Protestantism gives you a Church of <Country Name> with its own church power. Instead of adding aspects to your church though, there are direct actions you can take to gain money, mercantilism or stability for your realm. For For Rights of Man owners, two more options will be available much to your consort's dismay. You can immediately divorce your unworthy partner and marry a new local noble.
Can Anglicanism use "aspect" mechanic like Protestantism?
 
The game shouldn't be balanced purely for multiplayer. By this logic, every nation in the game should get military bonuses so people in multiplayer play them. If it's that much of an issue, you could easily create a mod to add in military bonuses. Keep in mind, if one religion is marginally better than the other then everyone will switch to that.
Many things in EU4 was changed because was conclusions from MP. Eg reduction of speed of regeneration Manpower in early EU4 was conclusions from MP in EU3 (manpower had small importance), elimination of the Ottoman bonus in religious wars or consolidation of France had sources in conclusions from MP in EU4.

MP players' point of view should not be ignored.
 
And church doctrines never interfered with politics in those times, as anybody knows.

Oh right, the great Lutheran-Anglican wars. Forgot about those.

You're making my point for me here. The reason Anglicanism was lumped into Protestantism as a game mechanic is so we're not going to have the silliness (heretics) that's going to occur by making it separate. It's a pointless mechanic at best and wholly detrimental at worst.

The reformation mechanics allowed the game to encompass historical events and use them as inspiration to simulate history. The reason why the reformation occurred was political, not doctrinal, so first taking doctrinal changes as a foregone conclusion and having that affect politics is really putting the cart before the horse.

I mean, c'mon, there's going to be Anglicanism in a game where Henry VIII isn't around. That's the reason England tends to just go generic protestant: because of annoyances dealing with a foreign power -- the pope -- which prompted Henry VIII to take action. The 'foreign pope' problem created the reformation in and outside of England, not the individual detail of a certain king wanting a divorce.
 
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Wouldn't naming Protestant, Lutheran and Reformed, Calvinist still work even if they spawn in a different region, because they also draw their name from the doctrines and beliefs of their real world founders? Regardless of where Lutheran and Calvinist centers of reformation spawn they will still follow the religious doctrines and rules established by their real world founders and would thus have a reason to be named as such.

Also can we have an achievement for owning coal provinces as a revolutionary nation? You could Call it "Dual Revolution" or something.

Hussites? Quakers? Shakers? Presbyterians? Methodists?

Are we finally seeing why the reformation religions are treated as they are?
 
Hey just thought I would put an idea forward for the Anglican religion. As people seem to be angry at it not being overpowered, nor as good militarily when compared to the other Christian faiths. Possibly adding a large buff to colonization would be in order. The religious persecution in Britain of any non-Anglicans was a huge factor that convinced people to leave for the British colonies in the new world. This would make it easier to represent the huge populations of British colonies when compared to the other European Colonizers.
 
Hey just thought I would put an idea forward for the Anglican religion. As people seem to be angry at it not being overpowered, nor as good militarily when compared to the other Christian faiths. Possibly adding a large buff to colonization would be in order. The religious persecution in Britain of any non-Anglicans was a huge factor that convinced people to leave for the British colonies in the new world. This would make it easier to represent the huge populations of British colonies when compared to the other European Colonizers.
Wouldn't that mechanic then have the downside of colonized provinces being of the wrong religion? Or some sort of other mechanic to represent the high number of non-Anglicans?
 
For people discussing the British Isles and coal.

One of the reasons the UK was at the front of the industrial revolution was that it had a lot of easily accessible coal, a lot of the worlds coal you look at now was not accessible during the early days of industrialization because it required technology like steam pumps and other tech that didn’t get developed right away, yes, there may be lots of coal in Europe and other continents but you should be asking, is this coal that we could use during the timeframe of the game?
 
Hussites? Quakers? Shakers? Presbyterians? Methodists?

Are we finally seeing why the reformation religions are treated as they are?
Of the ones you named Hussites could benefit from being their own religion, Quakers and Shakers were minority branches that had next to no chance to ever become the majority faith or a region and the Presbyterians and Methodists were both influenced by Calvin and for a variety of others reasons would be best served by being represented as reformed.

And as an aside I really don't see how your contributing to the discussion by being so passive aggressive, maybe I just don't get it, but what exactly do you intend to do by maintaining that tone?
 
So if i got it correctly you can build furnaces in coal producing provinces, giving you a +5% Good Produced globally. Is it accumulative? Can I get a +250% Good Produced if I own the 50 of them?