• 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 - 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.

ART NOT FINAL
upload_2018-10-30_9-10-7.png


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.

ART/INTERFACE NOT FINAL
upload_2018-10-30_9-10-43.png


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.

ART/INTERFACE NOT FINAL
upload_2018-10-30_9-39-19.png


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.
ART/INTERFACE NOT FINAL
upload_2018-10-30_9-36-19.png


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%
upload_2018-10-30_9-13-42.png


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.

upload_2018-10-30_9-13-52.png


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

upload_2018-10-30_9-14-3.png

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.

upload_2018-10-30_9-14-29.png


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.

upload_2018-10-30_9-14-34.png


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.
 
Last edited:
I just noticed humanist got a nerf to heathen tolerance. For some religions (Islam, Hindu, Fetish) this is still a reasonable pick. For the really low tier faiths they just got a massive nerf from that.

Faiths like animist, Nahuatl, Mayan, Inti, and Shinto are going to get absolutely abused by the balance rework as shown. These can't keep up with conversions even now, will pay more money to do it, and can't viably get religious unity with humanist since at most they'll have 0 tolerance (25% unity), and only at 100 legitimacy. Even now, they take a significant unity hit no matter what they do. Next patch? To the dumpster I guess.

Religious ideas have two policies that increase unity, both paired with good ideas, Offensive and Diplomatic. So with it you can be sitting with a base 40% unity while your missionaries are working on conversion (which will be even faster, because diplo is +1% strength and Offensive is +3% vs heretics)

Wouldn't argue against a new humanist policy for some heathen tolerance though.
 
Well some of these changes are really stupid.

Humanist was just starting to get played with the religious nerf. So now that religious is better, reducing the tolerance by one is going to relegate humanist to COMPLETLY unplayed.

Inovative was actually nerfed. merc maintenece is one of the KEY draws, the other being 20% ICA
maritime was nerfed. 2 leader meneuver is THE best combat bonus for navies.
And the change to naval makes it about the same for england but nerfed for almsot everyone else.

Espionage change is good, its the new hre pick, Influence does what its supposed to though it won't get picked anymore. Expansion desperately needed the buff.
So a real mixed bag of changes.
 
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.

Sweden gets a country specific flag ship modifier but there aren't any for Great Britain? Surely GB should have as many country specific options here as Spain or portugal.
 
Sweden gets a country specific flag ship modifier but there aren't any for Great Britain? Surely GB should have as many country specific options here as Spain or portugal.

Others have earlier in the thread pointed out that while England/GB was a strong naval power (which is already represented by all their other bonuses on that front), they didn't focus on a flagship, but instead had a decentralised command where each ship decided for itself without much sign language or other means of communication
 
Could you please tell us if there are any plans to make it so that you can create CoT where there are estuaries? This would solve the problem that you currently cannot get a CoT in e.g. New York.
 
It would be nice if they reworked naval blockades to how they used to be where your navy could blockade sea crosses regardless whether the enemy controls both provinces. The new system makes no sense and completely undermines the purpose of blockading strategic passes.
 
@Groogy , @DDRJake

Could you please remove that +50% Rebel support efficiency from Espionage and this modifier from game and policies completely. We don't really have to bug AI more with this mechanic, AI has enough troubles on its own. Give us instead something that helps our country, not harm others.

Now that you moved -20% AE to Espionage we will want to pick this group, but nobody in right mind wants this modifier in EU4.

tnx :)

Since the actual rebel support efficiency was changed, it simply means that 50% more troops will spawn prior to a revolt and cost slightly/significantly more but also touch some other numbers like reinforcement rate, which can be good for pulling apart larger but more administrately fragile empires or supporting common causes like rebels representing yourself or others. Still retains a use but easily ignored until you are within the lategame and have a larger budget, if it had a double use like religious ideas then its welcome.

Only I think this is useless? Why should I waste my diplomats time to fabricate claims for my subjects when my subjects have diplomats of their own and can fabricate claims by themselves?

Or are you going to prevent subjects from fabricate claims? If you do I don't like.

Yes i guess, direct them to make claims that fit in with your plans rather than theirs if they're biased towards ones like their own culture. Also you can use vassals to leapfrog across borders, like the North American vassal example earlier in the thread (maybe you want a foothold in a colonial zone through a native) and you can still core while cut off by a vassal.
  • A easy example is as the Ottomans, you can conduct a Invasion of the Knights, force them to relocate into malta, conquer them again & release malta as a vassal, now if you declare war on Aragon, Spain or Naples for territory, you can take Italy & be in range to leapfrog into Sardinia -> into the balaeres extending your claiming range in the mediterreanean to the entire coastline.
I've managed to beat down Spain & kickstart my own colonies using this and some constructive battles with my Ally Morroco, i took Tunus and now have ports and areas to expand, taking tarragona gives me faster access to a land war with spain, I've took Albenga and Genoa too as to stagnate trade and eventually eat Italy from the inside out while France & Easter Europeans like the commonwealth are trying to brickwall me out by mutually allying & rivalling me.

So yeah. Useful tactic.
 
Religious ideas have two policies that increase unity, both paired with good ideas, Offensive and Diplomatic. So with it you can be sitting with a base 40% unity while your missionaries are working on conversion (which will be even faster, because diplo is +1% strength and Offensive is +3% vs heretics)

Wouldn't argue against a new humanist policy for some heathen tolerance though.

That unity is fine for Christian. If you try it with weaker converters you'll have unity but also 200-300+ provinces of wrong religion stuff, and without humanist it will rebel even with no overextension. The typical play will therefore be to simply avoid most religions in the game in favor of a few good ones. That's already true but this magnifies it.
 
I was thinking about Naval Barriage. Cost of it could be decline in the time. At 7 dyplomatic tech it's 50. In 32 it's 25 military power.

Rest it was told by others and I can only agreed about it..
 
So your changed exploration and expansion ideas.
It's not always Exploration and possibly add Expansion anymore
But take Expansion, if you want to colonize, but you still need Exploration.
Sure it makes sense for names and helps nations who colonize around themselves, but makes Exploration useless alone.
 
That unity is fine for Christian. If you try it with weaker converters you'll have unity but also 200-300+ provinces of wrong religion stuff, and without humanist it will rebel even with no overextension. The typical play will therefore be to simply avoid most religions in the game in favor of a few good ones. That's already true but this magnifies it.
Don't have 200-300 provinces of wrong religion?
 
Groogy, why would you take away the strongest bonus in the Maritime idea group? +2 maneuver is 20% engagement width, that's a naval battle winning bonus. It was the only reason I ever chose Maritime...
 
Why does Sweden get a massive flagship bonus before England/Britain gets any unique bonuses at all?
 
So your changed exploration and expansion ideas.
It's not always Exploration and possibly add Expansion anymore
But take Expansion, if you want to colonize, but you still need Exploration.
Sure it makes sense for names and helps nations who colonize around themselves, but makes Exploration useless alone.

Expansion + offensive lets you explore, albeit without the range boost. Not sure I'll be taking that one much. Exploration --> dump it might be a play with that as 1st group sometimes too.

Don't have 200-300 provinces of wrong religion?

Sure, I can just expand like a snail or not play the game.

Realistically if this is where they want idea group balance, it's not like all religions don't work. They could look at the complete garbage tier religions and give players a reason to consider using them.

Still, it's odd to nerf the 11th best idea group (out of 19 listed) in the name of "balance".
 
Last edited: