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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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My subjects always fabricate the claims where I tell them to do so. Sure: they are slower than what I would be since they have their own agenda too. But this buff doesn't make me change my idea that espionage idea group is crap.
I think this buff is there so you can use vassals to fabricate claims with your boosted espionage modifiers
 
While it's good to finally get ideas group changes would have liked to see a bit more done.

Trade remains a win-more group that you can very seldomly justify taking unless you're already unstoppable.

Administrative still has THREE ideas related to mercs. Those feel awful to spend admin points on
 
While it's good to finally get ideas group changes would have liked to see a bit more done.

Trade remains a win-more group that you can very seldomly justify taking unless you're already unstoppable.

Administrative still has THREE ideas related to mercs. Those feel awful to spend admin points on


This is another reason why I disagree giving Portugal such an intense focus on trade. If we're being picky about it, most benefits Portugal got from trade EARLY ON are covered by the sheer wealth you can plunder in Africa's coast. It's only after the Ideas start covering events in India that Portugal should get trade boosts.

Until then, Portuguese ideas should focus on colonial range and the military. The state didn't survive Castillian expansion and invasions to Morocco for nothin'...

With barely a million people in population, by the by. : p
 
Naval and Maritime don’t get meaningful buff. Though buffing importance of navy can indirectly buff them, the game just has changed naval system extremely slightly for some patches.

Espionage is buffed well but still needs more.
 
Naval and Maritime don’t get meaningful buff. Though buffing importance of navy can indirectly buff them, the game just has changed naval system extremely slightly for some patches.

Espionage becomes competable.

Am I the only one that finds the Maritime coastal repair extremely handy? :confused: Especially to blockade China?

i've never painted my interests on the map... i mean never used that feature.

If you get dragged to waging a war as an allied party by the AI, it's the only way the main peace offer will give you provinces you want AND stay until the end to honor your alliance.
 
@Groogy,

Not sure if this was mentioned in the 8+ pages of replies yet, but since there is more of a focus on naval/maritime ideas with this patch:

Have you thought about splitting Quality Ideas into separate land and naval idea groups? If I'm a land locked country, it doesn't make much sense to pick Quality, since the idea group itself is split 4/3 between land and naval bonuses.

As is, if I wanted a small but potent army, I would have to also pick 3 useless naval ideas (again, from the POV of a landlocked nation) before I could get the +5% discipline bonus.
 
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Stealth nerf to mercs could be big for MP, innovative & quantity losing 15% merc mait, 25% merc availability is a huge deal for two groups common in MP. Not to mention losing out on -0.05 war exhaustion stings quite a bit in prolonged war. Admin ideas are now the only idea group with merc availability which might make it more worthwhile in MP as well since the true determining factor in late game world wars with players, is merc availability since colonizers will have unlimited funds typically allowing them to sustain a war forever against your more limited land powers, the Prussias, & Swedens of the world... For SP this really isn't all that significant of course, but this will be felt in MP.

If you really wanna make a change to overall idea balance though, you need to look at policies. Otherwise the overall changes don't really follow any discernible direction. For example, if you're going to remove the military utility behind maritime you should also change the Maritime-Innovative policy which gives +1 leader maneuver & 10% heavy combat ability which with the original +1 NT & 2 leader Maneuver gave it immense utility in MP by letting players buff their navy without sacrificing a crucial land ideas slot. But if you keep the policies the same the policy slot doesn't really make sense in the context of trying to change the idea group from a military utility to a weaker version of trade ideas.

Overall I think addressing policies to be more cohesive would make it more palatable for people to understand if not for the sake of defining a more clear picture balance wise, you should give us players a tangible vision if your going to pull toys from the toybox, otherwise, it's needlessly done and anti-fun when the mechanic changes don't offer anything new and interesting to do, which many things of late have seemed to be when it came to be the missionary crisis it leaves a sour taste. I guess what i'm saying is, with each of these changes it seems the overall cohesion of the game falls further apart and the vision becomes muddied. Is EU4 about blobbing and map painting, or something else? It used to clearly be the latter, but now it's unclear what it is now. It seems the overall changes push further and further into a different style of game, but then again, every balance pack makes the focused nation(s) more OP then the last and so maybe this is just becoming an e-sport esque game where the only way to keep up in the competitive meta is to buy the new DLC for the new "hero" nation mechanics in conjunction with the whole analyzing pick rates of idea groups and buffing/nerfing based around those numbers alone reeks of MOBA esque balance and it's weird because it ignores the understanding as to why a group is popular versus a group is not and also doesn't have any clear direction or motive other then change for the sake of it... and that's like, dumb, man.
 
Religious conversion slider doesn't have the trade-off I imagine Paradox wanted, it's always better to be at max slider.

The trade-off in converting a province is money and unrest now for a stable productive province after. The total money to convert a province is always constant regardless of the slider because cost =time*maintenance and the slider linearly raises time and reduces maintenance. For example you can pay half as much, but for twice as long, so same overall cost. Therefore all you're doing by lower missionary maintenance is giving the province unrest for a longer duration and delaying the time until it is a stable productive province.

To solve this, I suggest either unrest generated by the missionary varies with the slider, or, in my opinion a superior solution, have non linear scaling between the cost and effectiveness. So currently the effectiveness = max effectiveness * slider%, I would suggest: (effectiveness + 1)^2 + (slider -2)^2= 5, which represents a circle with a radius of root 5 at (-1,2). You can change the radius of the circle to change the curviness of the line.

Edit: I screwed up my maths, fixed now.
 
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Speaking of retarded province interest mapping;

Can we make it so that England doesn't end its 250 year old alliance with me cause a 3-dev colony in Brazil discovers gold and all of a sudden London covets it's entire area? :confused:
it will not if you spent some of favor you got with him into trust :) AI NEVER BREAKS ALLIANCE if you got 90 trust unless it has negative relations(wich then forced to do)
it will not even desire his cores in your land if you got 90 trust
but if you are still sitting at 50 trust that alliance means nothing to AI... its just random alliance made for common profit. lasting 250 years means nothing
 
it will not if you spent some of favor you got with him into trust :) AI NEVER BREAKS ALLIANCE if you got 90 trust unless it has negative relations(wich then forced to do)
it will not even desire his cores in your land if you got 90 trust
but if you are still sitting at 50 trust that alliance means nothing to AI... its just random alliance made for common profit. lasting 250 years means nothing

Oh, shoot, I had no idea... thanks. :(
 
  • All Immersion Pack features seem boring and there is no point in buying it.
  • Flagships won't solve anything for naval combat. Players will just always pick trade protection for use of ships in peace, since having naval supremacy is trivial.
  • Innovative ideas for Rule Britannia are worse.
  • Do we really need another new screen just for fabricating claims for vassals?
  • I don't want to fabricate on behalf of my vassals and won't waste points for espionage for that. Why can't you make vassals actually try to fabricate, when we set provinces as vital interest, instead of giving us a way to solve the problem of badly acting AI... And on top of that it is behind an idea set. A joke to me.
  • Ship barrage is pointless change, as I can and will use cannons instead of making a useless fleet, that won't help me fight wars or siege land forts.