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EU4 - Development Diary - 30th of October 2018

Hello and welcome back to another huge dev diary! Today we’ll talk about two new features, a small one and a big one. We then end the diary with two changes to balance. Also as usual, large warning on that all of this is work in progress and might not match the final product!

First up is a small little feature based on the Portuguese Marines and them attacking forts along the coast of Africa and India. Naval Barrage is the same as Artillery Barrage but it requires the cannons of your ships instead of field artillery. It goes by amount of cannons on the coast / 100 to the fort level to determine if you can break open it’s walls. It will cost 50 military points just like the normal Artillery Barrage.

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The Portuguese also gets a small bonus by a change we’ll describe in the next feature for the dev diary.


The big feature of today is Flagships. A more bombastic and expensive ship as the pride of your navy. It houses the commanding officers of the fleet who plan the engagement and mission the ships take part in. They are unlocked to any nation that fields a navy of 3 000 sailors, or 15 heavies worth, and it costs 100 ducats to build.

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A flagship consists of up to 3 modifications on it. Each modification you pick will raise the maintenance cost of your flagship. Some modifications will only buff the flagship itself but some will buff the entire fleet that it’s part of. There are also some modifications that are restricted to specific nations.

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Here is a list as of this writing the current generic modifications we have in the game.
  • Mass Load Cannons: 15% more cannons on flagship
  • Hull Sheathing: +50% Flagship Durability
  • Trade Route Map: +1 Trade Power for all ships in fleet (Yes not only lightships)
  • Command Aftercastle: +5% Morale to Ships in Fleet
  • Improved Crows Nest: +5 Engagement Width
  • Mortars: +1 Blockade Impact on Siege
  • Standardized Signal Book: +1 Movement Speed for every ship in Fleet
Then we also have a few country specific ones.
  • Portuguese Navigators: +100 Exploration Mission Range
  • Portuguese Bombardiers: -50% Naval Barrage Cost
  • Portuguese Trade Route Map: +2 Trade power for every ship in the fleet.
  • Spanish Grand Armada: -30% Attrition for fleet
  • Spanish Treasure Fleet: Cannons count twice for hunting pirates
  • Spanish Mass Load Cannons: 30% More cannons on Flagship
  • Swedish Mass Load Cannons: +100 More Cannons on Flagship
  • Dutch Courage: 10% Morale bonus in fleet.
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Next are the balance changes we’ve done. These are not tied with the future paid content but we are experimenting a bit with it to see how it gets received. There’s been a lot of discussion on the current meta with idea groups both on our forums and other platforms. So over the last couple of weeks we’ve been collecting data on what idea sets that are picked by players to get a proper statistical overview on where the meta lies. For clarification the data as follows is per player, per game. This means if two players in the same game picks the same idea groups, it will be counted twice. If you as a player start two seperate games and pick an idea group it will be counted twice. If you pick a group and then unpick it to pick another, it will count both instances of groups. I hope this explains what the data this is based on actually is.

Now one of the things we can see that Exploration ideas are the most popular idea set of all counting for 11% of the picks. Which makes sense, it’s an idea group that opens up a whole area for the player. Lowest on the list is Plutocracy with an abysmal 0.79%, one I’ve seen many point as an interesting and good group, but it’s unpopularity is probably due to its very scarce availability. Even Aristocracy clocks in on 3% which I've seen some refer to as "trash tier" of the military ones.

So the most unpopular idea groups are the ones we focused the most on, minus plutocracy. They are as follows.
  • Maritime ideas: 1.41%
  • Naval ideas: 1.09%
  • Spy ideas: 1.07%
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We also focused on some pet peeves of ours like influence ideas which was the third most picked one, religious, expansion, humanist, administrative, diplomatic and innovativeness ideas. I’ll attach the change log to the end of this dev diary but I’ll try to put some more descriptive text to some of the more important changes.

So first I want to cover the changes to Espionage. Espionage gained the -20% AE Impact from Influence ideas to replace it’s -10% Liberty Desire. In return Influence gained -15% Subject Liberty desire to replace their 25% Heir Chance. Though Espionage gained another little fun feature.

On the 5th idea for Espionage you now get, besides just cheaper fabrication cost, the ability to fabricate claims on behalf of your vassals. This works for any type of vassal except tributaries. Important to note is that the claim will belong to the vassal and not you.

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Another big change is to the colonisation game, We’ve thrown things around a little. The first two ideas of Exploration have been swapped and Exploration have been made to be a bit slower in colonization. Instead we have have buffed Expansion ideas to be the idea group that speeds up your colonisation. It gives you two colonist and way faster speed in getting it done. It’s finisher have been changed to give +5 Max States as well.

An experimental thing we are testing out now and seeing how it plays out as well is to put DLC locked values into the idea groups. People have for a long time asked for Innovativeness Gain in Innovative Ideas for instance. Now it got 50% of that, which converts into 5% Idea Cost if you don’t own Rule Britannia. A similar thing is -20% cheaper CoT Upgrade in Expansion ideas and -25% Expel Minority Cost for Exploration ideas.

Last important change is to Religious. The +2% Heretic Missionary Strength have been removed and instead we have 50% Missionary Maintenance there. Now you might be thinking “Well that value is worthless, missionaries costs literally nothing!” We’re changing that and removing the block on religious conversion requiring you to have the province fully cored and stated. Instead it will be a soft block coming from conversion now going to be real expensive. So to be extra clear, you will be able to convert any province again, it will just cost you a bucket load of ducats.

The idea is to have a non-linear cost increase based on the autonomy of the province you are trying to convert. At the moment this is up still for being tweaked and balanced but the raw formula for the yearly cost for all math geeks: base cost + dev factor * development ^ ( autonomy base + local autonomy * autonomy factor) * local/global missionary maintenance cost

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Which monthly cost for a 20 development province can be visualized like this with all base and factors being set to 1 and no modifier to the missionary maintenance cost.

It does mean while converting the 100% autonomy territories of 3 dev will cost extra, it won’t be that super more expensive. But if you for instance have Samarkand for some reason try to convert it while it not being cored and states, it’s going to cost you a fair deal.

Following with this change, since missionaries are now actually gonna ask you to pay up, we’ve also changed a bit on how the maintenance slider works for them. Previously you could avoid paying any cost because you just needed to have enough strength on it’s own as the slider only affected the base values of missionary strength. Second if you did lower the slider and could make progress before, but without those 2% you will get a hard stop on any progress to the conversion. Now instead the slider decides how much of your conversion speed is actually generated, so if you are making progress on the conversion and lower it, it will instead lower the amount of progress you get.

So if you are paying dough, you have enough strength, it will always generate some progress for you.

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Also with this change it means I've reworked the missionary tooltip also a bit, since missionaries can cost differently depending on where you can see them, it will list all your active missionaries and their cost.

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And here's a collection of the balance changes we've covered today.
- Gamebalance: Missionary maintenance cost now costs development^(1+local autonomy)
- Gamebalance: Missionary Maintenance no longer only operates on the base strength but instead it is a percentage of how much progress you get. So now as long as you pay money, you will always get some progress.
- Gamebalance: Expansion 3rd idea buffed to 20 Settler Growth.
- Gamebalance: Expansion 4th idea switched out to be -50% Rival Border Fort Maintenance & -20% CoT Upgrade Cost(Dharma).
- Gamebalance: Expansion 6th idea switched out to be 1 colonist & 5% Settler Chance
- Gamebalance: Expansion Finisher now gives +5 States instead of Maintenance
- Gamebalance: Innovative 2nd idea switched out to be 50% Innovativeness Gain(Rule Britannia) or -5% Idea Cost(Non-Rule Britannia).
- Gamebalance: Innovative 5th idea switched out to be 25% Institution Spread.
- Gamebalance: Religious 4th idea buffed to have 2 Tolerance of Own Faith.
- Gamebalance: Religious 6th idea switched out to be -50% Missionary Maintenance Cost.
- Gamebalance: Humanist 3rd idea nerfed to 2 tolerance of heretic.
- Gamebalance: Humanist 7th idea nerfed to 2 tolerance of heathens.
- Gamebalance: Maritime 1st idea switched to 100% Naval Tradition from Trade.
- Gamebalance: Maritime 6th idea switched to +1 Free Leader and -25% Admiral Cost
- Gamebalance: Maritime 7th idea buffed to give +25% Privateering efficiency.
- Gamebalance: Exploration 1st idea and 2nd idea switched places.
- Gamebalance: Exploration 4th idea nerfed to 10 Settler Growth.
- Gamebalance: Exploration 5th idea tariffs nerfed to 10% and given 20% Envoy Travel Time.
- Gamebalance: Exploration 6th idea switched to give -25% Expel Minority Cost or 5% Settler Chance without DLC.
- Gamebalance: Diplomatic 3rd idea switched out for 0.5 Prestige
- Gamebalance: Influence 2nd idea switched out for -15% subject liberty desire
- Gamebalance: Influence 4th idea switched out for +1 diplomatic relations
- Gamebalance: Influence 6th idea lost +1 diplomatic relations
- Gamebalance: Espionage 3rd idea lost 10% Province Trade Power Modifier.
- Gamebalance: Espionage 4th idea switched out for 20% AE Impact.
- Gamebalance: Espionage 5th idea buffed with Claim Fabrication onbehalf of Vassals.
- Gamebalance: Quantity 5th idea switched out for 33% Supply Limit Modifier.
- Gamebalance: Naval 4th idea switched out for 1 Yearly Naval Tradition.

That’s everything for today! Next week will be @neondt who will be going through a bunch of the country specific flavor for missions.
 
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Actually amount of times an idea group was picked doesn't say much about it's power. Let's take expansion as an example; it's garbage, but bonus colonist makes it worth taking even though all the rest is straight up bad (apart from trade bonus), colonists can't be gained in any other way, that expansion becomes worth picking, even though it is extremely underpowered.
 
Actually amount of times an idea group was picked doesn't say much about it's power. Let's take expansion as an example; it's garbage, but bonus colonist makes it worth taking even though all the rest is straight up bad (apart from trade bonus), colonists can't be gained in any other way, that expansion becomes worth picking, even though it is extremely underpowered.

No doubt the popularity of expansion is tied to the popularity of exploration. It is only useful as a support group for someone dedicated to colonizing. For that role it is already ok-ish.
 
You don't fall into a PU ever, just declare a war on a minor if the warning pops up. The chance to get a PU isn't small, if you dont get at least 2-3 a game plus those from events/mission cbs you aren't gaming the system enough. A 0/1/2 with weak legitimacy does not matter if he has the same dynasty as Spain or Russia.

Think about it that way, you basically spend mil points to expand (strengthen government). That's a great deal. Also PUs are AE and war efficient (60 warscore for a full country)
And you only integrate them in the 1700s with lots of dip rep and adm efficiency reducing the cost

In which game do you reliably get 2-3 PUs? I don't play majors. And the chance of new heir nerf sucks for disinheriting anyway. The low legitimacy from not having an heir is just a kick in the nuts to top it off.
 
Can you make it possible for nations which are colonizing to control how their colonies grow? Like marking provinces where they are allowed to colonize further?
 
That loss of -20% AE in Influence is a pretty big hit... on the flipside you get - Liberty Desire, but this might be the last straw for Influence. Perhaps a future rework of vassals might bounce it back.
Exploration getting nerfed into the ground might make it worse than Expansion unless you're historical colonizers... and even then you'd just switch it out for Expansion once you explore everything.
But hey, they finally fixed Religious Conversion. Now we can focus that energy to complain about the Corruption changes. (On that topic, how bad are the borders you have to make to avoid Corruption? I've been playing my Dithmarschen game back on 1.25 so I haven't experienced it, am I right to complain about it?)
 
No doubt the popularity of expansion is tied to the popularity of exploration. It is only useful as a support group for someone dedicated to colonizing. For that role it is already ok-ish.
The thing is- it's not ok-ish. If you could get colonist in any other way, then Expansion ideas would easily be the worst idea group.
 
??? they dont?
If you'd have the read my comment you originally quoted, you'd have seen that I said they USED to, as in when MoH was released you could use the age ability coupled with golden age to get free mil points by clicking war taxes. Since they had made this mistake before I wouldn't put it past Paradox to miss this issue again, it took them a couple of weeks to patch it last time.
 
I think what the data on preferred ideas show is that the majority of EU4 players do not follow the "metas" that the majority of EU4 players on this forum do.

Players on this forum might be very vocal but still a very small minority of Eu4 players.
 
Pleasantly surprised to see the change in the missionary system. I wouldn't count on Naval or Maritime Ideas being picked more in the long run though, navies themselves do not have a significant enough impact on the outcome of wars. A +1 siege modifier from blockading as a Naval Ideas finisher (like the Age Bonus in Age of Reformation), speed of all ships +5/10% or -10% time to unload troops would make me consider it if I was playing a colonial power.

Maritime got nerfed. It will be taken even less. The first idea change is for the most part a nerf (light ship protecting trades already suffer the problem of needing micro to avoid losing them when you war. Having more than 50% of your force limit protecting trade. Hahaha.). Losing +2 manoeuvre for the sixth idea hurts a lot, even if the replacement is acceptable. And the 7th idea is just replacing a filler by another filler.

There's a huge disconnect between the stated intent of those changes and what the changes they did actually do.

The only change I kind of like is the quantity one, lessening the merc spam (quantity already get more mercs with more force limit anyway) but while putting an interesting idea to replace the previous one.
 
In which game do you reliably get 2-3 PUs? I don't play majors. And the chance of new heir nerf sucks for disinheriting anyway. The low legitimacy from not having an heir is just a kick in the nuts to top it off.

In most games (unless you're Austria) it kinda feels like you need to fall in grace for a non-event PU to happen to you.
 
Would it be possible to change how territorial core to state core works? For instance have it so that when you convert a territorial core to a state core it takes a number of months equal to how long it took to make a territorial core but it also drops the autonomy at a rate that, without other modifiers, will make the total autonomy 50% lower after the conversion?
 
I think what the data on preferred ideas show is that the majority of EU4 players do not follow the "metas" that the majority of EU4 players on this forum do.

Players on this forum might be very vocal but still a very small minority of Eu4 players.

It mostly say that most of the players like colonising. And if you do a game based on that, of course you're going to take exploration (and often take expansion with it, which explain it being popular despite being trash). But exploration is not an exceptionally powerful idea group, just one you need if you intend to do colonising... And because of this I just can't understand the rational behind its nerf. Just make expansion straight up not trash instead.

And quality is the most picked military group because it has quality in its name (and it's not like it's a bad pick anyway).
 
Why nerf Maritime... Wasn't the whole idea to make it better so people would pick it? You removed +2 Naval Leader Maneuver, Maneuver is the most important naval stat because it adds engagement width! Now Maritime is a complete waste rather than mostly a waste...

The missionary change is a great idea and flagships are cool, looking forward to making a fleet solely composed of other countries' flagships.
 
An experimental thing we are testing out now and seeing how it plays out as well is to put DLC locked values into the idea groups. People have for a long time asked for Innovativeness Gain in Innovative Ideas for instance. Now it got 50% of that, which converts into 5% Idea Cost if you don’t own Rule Britannia. A similar thing is -20% cheaper CoT Upgrade in Expansion ideas and -25% Expel Minority Cost for Exploration ideas.

Please lock Charter Trade Company behind certain ideas or adjust the weights to only make colonizers use it. I'm sick of seeing random German minors or the Papal States buy up land all over the planet.
 
That loss of -20% AE in Influence is a pretty big hit... on the flipside you get - Liberty Desire, but this might be the last straw for Influence. Perhaps a future rework of vassals might bounce it back.
Exploration getting nerfed into the ground might make it worse than Expansion unless you're historical colonizers... and even then you'd just switch it out for Expansion once you explore everything.
But hey, they finally fixed Religious Conversion. Now we can focus that energy to complain about the Corruption changes. (On that topic, how bad are the borders you have to make to avoid Corruption? I've been playing my Dithmarschen game back on 1.25 so I haven't experienced it, am I right to complain about it?)

-15% LD is pretty nice when you start enforcing religion, growing large vassals, or getting big CNs though. I can think of a few nations where it will be better in the long run than the -AE since AE scattering is easy for them.

In the meta, exploration SHOULD be weaker than expansion since admin points are worth a lot more than diplo points. That said, I probably wouldn't have hit exploration with the nerf to tariffs, losing the colonist and the settler growth seems to be plenty of nerfing at one go to me. It also really wasn't much stronger than expansion overall but it has the basically required QftNW which is always going to make it hugely popular. Swapping the first two ideas may just turn it into a pick and dump for many.

Naval and maritime will still be pretty much wasted in single player as long as naval matters continue to be a side show. Humanist may still need more nerfing although the changes do level the ground a little between religious and humanist.
 
I think players will simply follow whatever ideas serve their particular game agenda and, as it stands, colonial nations in the game have tons of flavor and personality to them so players will naturally choose exploration ASAP. The rest is simply a matter of what kind of curbstomping they wanna inflict on the map. If the rest of the game mechanics they have planned to release favor it, its likely that Maritime ideas might get picked anyway despite the nerfing, who knows?