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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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When it sinks it comes back in ghost form and can travel on land??
I like the idea groogy but not for eu4, but i would love to get an option/event to get a historic ships in eu4. One of the most incredible things of eu4 is that you have so many historic events in the game. off course you rewrite history but still, the small things make the game so good and keeps it good.
 
This new missionary cost makes state juggling Micro almost mandatory. Please reconsider the formula, preferably something isn't exponential.

Example: Say you just conquered and cored a 15 development province. Its local autonomy is 75% as a territory, which means the monthly cost of the missionary is 9.53. But if you temporarily make it state, its local autonomy will drop to 50% and the monthly cost of the missionary becomes 4.84. The difference is 4.69/month, which is a really huge difference in the early game.

Just a heads-up, that formula is for yearly missionary cost.
 
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.

i almost never join my allies' wars, they join mines :)
btw i first used that system when they introduced it then stopped due to breaking diplomatic relations with other countries.
 
Mostly love the changes.

Except, why on earth has Sweden got a unique flagship upgrade while England/Britain hasn't?

Legend says that the bottom of Stockholm's waters provide ships that sink into it with very intelligent Ikea-esque cannon space use in all decks.

Napoleon's mistake was not sinking the Santissima Trindad and the Bucentaure in the Baltic before Trafalgar. : p
 
Plus... it's trading a long standing friendship for gold. Who wouldn't do the same?

"Running concurrently with military efforts were diplomatic measures orchestrated by John of Aviz, to ensure that Portuguese independence would survive. Ten days after his coronation on 15th April 1385, he had instructed his ambassadors to negotiate an alliance with Richard II of England and to raise much needed loans to pay his troops."

Portugal wouldn't... : (
 
Vassals already can be used very easily to generate claims by marking land as crucial and setting relations with that country to hostile. Change it to something else.
 
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Vassals already can be used very easily to generate claims by marking land as crucial and setting relations with that country to hostile.
As long as you're not in any kind of hurry.
 
Really hope they announce some Rule Brittania flagship modifiers for British culture group nations, seems strange not to have any for the country which established naval dominance during this time period and is already the most naval focused nation.

Also perhaps some Venitian and Genoan ones will come in a future Italy / HRE DLC
 
Really hope they announce some Rule Brittania flagship modifiers for British culture group nations, seems strange not to have any for the country which established naval dominance during this time period and is already the most naval focused nation.

Also perhaps some Venitian and Genoan ones will come in a future Italy / HRE DLC

It's not strange cause the composition of the fleet and sheer heavy numbers will overtake flagship power overtime in naval combat importance. In fact, I'm guessing that once this expansion is released, more or less after the 1650s we'll start seeing a lot of our beloved flagships sink in battles with huge heavy ship numbers involved, Stellaris-style.

So flagships are really a big screw-you to non-British naval powers in exchange of symbolic placation.

The source of British strength at sea has always been their capacity to keep a greater proportion of their resources and lifestyles in fleet, and not any special unique flagship can represent that. Paradox already represents this pretty well in the game. They even get special decisions for extra maneuvering and a Revolution Era exclusive bonus to have even greater ship numbers.

The HMS Victory is an exception, yes, but the ship itself wasn't particularly powerful unless you count the carronades. Even then, they'd probably be better represented by England's already implemented heavy ship combat bonus.

I'm so-so on the Italy thing. Don't know enough about the region to have an opinion.
 
About Maritime:
+2 maneuver was one of the strongest ideas of the idea group.

With the change admirals loose 2 maneuver - which provided reduced attrition/speed and trade power, as well as much better naval combat.

From an economic as well as combat view the idea group is weaker now.

I would like to see improvements to trade as well as a restoration of the now missing combat ability.
Maybe stolen from your flagships, add trade power too combat ships and transports.
A transport is more or less a trade ship anyways, make it a good one!


About Influence:
The loss of 0.5 prestige as well as 20% AE reduction are huge.
I kind of see no reason to pick this idea group anymore. Diplomatic does a better job.
Yes -25% Diplomatic annexation costs are nice, however the idea group costs 2800 diplo points.

Im not sure what the idea group needs for me to pick it again. Maybe 2 diplo relations(instead of 2)?
Maybe a diplomat?
Cheaper/better vassal manipulation?(reduce liberty desire, replace ruling dynasty, change religion, less hate for forced vassals or better relations over time for vassals?)

About Espionage:
Hmm + trade power as well as lowered liberty desire were a realy nice fit for the idea group.
Arent spies looking at unruly subjects, and arent they often merchants?
Over all it propably is a buff for the idea group. But it is now more about wars, less about stability.


About flagships:
Are you sure they are not just going to sink all the time? Like normal ships, seems expencive.
 
Wow, the ideas graph is chocking! I basically never take exploration and always take administrative. I also like diplomatic and humanist very much. I often take both influence and diplomatic, which allows me to have huge vassals.

Maybe I should try to play an explorer game once in a while...

As for the changes, wonderful idea for the missionary one. We'll see how this plays out, but it gives a visible impact to increasing autonomy and it makes sense that it would be more difficult to convert an ignored and far away province than a core one. The flagship is of course a "meh" thing which will be the "flagship" of [Insert Expansion Name although everyone on this thread knows it already]. I understand the need to sell more stuffs for the real changes to continue happening to the game.

Naval barrage is really interesting. Cannonade much? I don't know how historical it is, but it makes sense that a huge fleet could breach the walls.

The change on espionage (claims on behalf of vassals) seems really underpowered, especially since vassals can do their own claims.