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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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The loss of 25% heir chance is a decent nerf to Christian monarchies and a buff to most other governments and religions. I have no idea what the intended effect of that change is.

Wrong. It's a buff to Christians

Once you got your first PU you cannot be PUd anymore, so fewer heirs means more options for PUs and less prestige lost for swapping dynasty
 
But you can already do this: you fabricate a claim, you transfer it to your vassal, and repeat. As an added bonus, since you, yourself, have no claim, it always stays at the minimum cost. This new method had better be able to compete with that in some fashion.
you cant. you need to be adjent to land you want to claim YOURSELF to do it now. you cant use your OWN spy network now. but with changes you can use your own spy network even if its your vassal next to land instead of you
 
So the best navy in the EUIV timeframe doesn't get any flagship bonus? Britannia rule the waves indeed. Meanwhile Sweden gets bonus +100 more cannons on Flagship *lol* OP as hell.
so best military in game dont get elite regiments? prussia is army with a state indeed. meanwhile ottomans gets janisarries *lol* OP as hell
do you see what I mean? no?
well... their flag ships gonna be op no matter what even without bonuses since their navy is allready op. NO NEED TO MAKE IT imposible to defeat. (wich allready is)
 
I have to say that I like the progression of EU IV's development but sometimes it feels like the devs are just putting cheap shots to cover their lazy attitude towards the combination of game mechanics and historical accuracy. In my honest opinion, I like the whole picture of this new immersion pack Paradox but the quality reputation is slowly dropping down.
 
Insert Randy Marshes' disappointing "Well this sucks"

Naval combat still is not good and adding stuff like flagships is really not doing anything. Naval bombardment has no real reason of existing after cannons are in the game.
Idea groups changes are weird. Expansion sucked so should get the colonist from exploration since that one is more often picked..... Well maybe because you need exploration to even start exploring the unknown world and the extra colonist from expansion was not worth an adm idea group. That hasn't changed even with 2 colonists btw. If you want to buff expansion make it really about expansion. Add the Core cost reduction from adm idea and put adm efficiency in that group instead.
What has -AE to do with espionage? Why nerf influence direct by taking an idea away and splitting another one to fill the gap?
 
In which case you probably can’t core it anyway, not to mention that vassals can already make claims on their own quite reliably...
yes but if you got espionage ideas it means your spy network incrase faster than your vassal and you want to use it especially if target is your rival
OK NOW? :D
also you can core it... you can core lands next to your vassals
 
So the best navy in the EUIV timeframe doesn't get any flagship bonus? Britannia rule the waves indeed. Meanwhile Sweden gets bonus +100 more cannons on Flagship *lol* OP as hell.

Yes, that's exactly right. : p And people here have already explained why that is.

Also, Sweden's OP-ness is everyone's problem, not just Britain's.
 
Everybody who complains about no special flagship ability for the British seems to forget they already have the best navy in the game. And additionaly, the normal bonusses are arguably even more useful than the Swedish one.
And everybody who uses this argument seems to think British navy should be balanced. Obviously their navy is one of (if not the) best navies in the game and that is the way it should be. Why would such a naval power have no special flagships? "They are already good" is not the answer to this question. We ask for a British flagship, because England/GB is a nation with big focus on Navy and as such it's probably one of the best candidates for this in the entire game and are left without anything... It's like Navy is just a Spanish/Portuguese thing.
We don't ask for balance, but it just break immersion to know, that England is considered less Naval than Spain in the eyes of this mechanic.
 
And everybody who uses this argument seems to think British navy should be balanced. Obviously their navy is one of (if not the) best navies in the game and that is the way it should be. Why would such a naval power have no special flagships? "They are already good" is not the answer to this question. We ask for a British flagship, because England/GB is a nation with big focus on Navy and as such it's probably one of the best candidates for this in the entire game and are left without anything... It's like Navy is just a Spanish/Portuguese thing.
We don't ask for balance, but it just break immersion to know, that England is considered less Naval than Spain in the eyes of this mechanic.
dude... you want to add nuclear misslies to tanks! WHY? O_O
they are allready unbeateble even if they only hold their homeland. even when you control entire europe. and also you want to give them even more boost?
those flag ships gonna be most powerful things for great britain... not sure about swedish modifier but I dont want GB to become "god tier" from "almost undefeatble" at navy :S

england considered more naval than Spain allready... they got crazy powerboosts everywere about navy. pls not another one
 
Dear @Groogy can you please make extra balance changes to institution spread to further promote assymetry? Recent change hasn't changed the situation late game, frankly speaking.
Please reduce at least by 50% spread of instituion in country provinces after institution was embraced and do something, not drastic but still, with Ming (again speaking late game).
I think that these small change will greatly change situation with late game institution situation in late game.
 

Nice that you are looking over the ideagroups. I have lately used Espionage a lot in my world conquest games (+20% siege ability) and the AE reduction will make me pick it even more.

About the ideas:

Innovative: Nice bonus to innovativeness, the institution spread bonus fits the group. Move the free leader somewere else, like exploration.

Humanist: I don't like the nerf to tolerance of heretices and heathens, it should stay at +3. I agree more with nerfing the unrest bonus to -1 instead of -2 and also nerfing years of separatism to -5. -2 unrest is better than religious +2 tolerance of true faith, and -10 years of separatism is one of the things which makes the ideagroups pretty insane.

Expansion: Having 2 idea slots giving colonists seems to be to much. I feel expansion should be more attractive even for countries which do not start near uncolonized land. IMO Admin ideas should have -15% CCR, with another -15% in expansion. Or -20% for admin and -10% for expansion.

Exploration: Not sure about the switching of the colonist, it should remain a dedicated colonizing ideagroup. If anything you should add +1 free leader (preferably from Innovative) somewere to compensate for the fact that you will probably use explorers & conquisadors. Switching 1st and 2nd idea is a good decision.

Espionage: -20 AE guarentees that this group no longer needs any buff IMO. I might even pick it as my first idea in my Austria games. Definitly pick it in my WC games.

Maritime: +2 naval maneuver is really useful for movement speed, why not make it give +2 maneuver as well as +1 free leader?

Influence: Nice that it is now a dedicated vassal ideagroup, it will still be useful for vassal expansion in the future.

Diplomatic: -33% war exhaustion was really nice to have, the +0.5 prestige & 25% is a bit meh.

As others have pointed out, so far there is little change to game mechanics. How exactly is naval bombardment useful after cannons come along? Why not implement interesting finishing bonuses like naval ideas giving +50% disembarkment speed for units, or removing the combat penalty for amphibious attacks? I remember enjoying the finisher idea from maritime back in the day when I did use it. Similar memories form picking offensive because of forced march. Make certain ideagroups enable some kind of ability. Influence ideagroup could give the "subjugation cb" on neighbouring countries with less than say, 25-50 development? I really wish there were more cbs in the game available for all nations like the border friction with cossacks and such.

Also, remove the naval bonuses from quality, mix them into maritime/naval and add new bonuses for quality. Like -25% army drill decay with DLC and +10% movement speed without DLC. Will make it way more fun since I feel it gets overshadowed by "Defensive" and Offensive.

In the future, there might be room for a dedicated mercenary ideagroup, with availability, maintenance and merc discipline, which will free up admin ideas to actually do admin things.

Flagships: Cool addition, but more for RPG I suppose. I would rather see changes in naval warfare like terrain additions. The only things we have is inland seas for galleys and open shallow water, I would like to see new things like shallow reefs which gives combat bonuses for defending fleets or something, heck what do I know. There is no strategy involved in naval warfare except having 1. More ships and 2. Better ships (And of the right sort to) which is what makes it boring.

Just suggestions
 
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I was hoping for at least one idea getting a bonus to colonist improving dev (to make it interesting)

I was hoping naval and maritime to be more impactful : impact on trade, canon effect on siege (10 ships canons = 1 arty regiment for instance)...
I still see no reason to pick those, even for a very naval country.
 
I like the changes :) But...



...I'm a bit confused by the maths here. 3.11 * 12 = 37.32, so where do the extra 30 come from? (Or is it just a wip bug?)

Probably forgot to apply the slider on the yearly cost showed in the tooltip
 
So the best navy in the EUIV timeframe doesn't get any flagship bonus? Britannia rule the waves indeed. Meanwhile Sweden gets bonus +100 more cannons on Flagship *lol* OP as hell.
I’ll agree with you that a bonus for Sweden is completely unjustified and testimony to the sad fact that EU4 development has by now degraded to implementing memes.

The British shouldn’t get a unique bonus though, since they’re already OPAF. Only in the 18th century did the British navy become the best in the world, and only after Trafalgar was it more or less unchallenged. Even as late as the Anglo-Mysore wars, the French fleet succeeded in preventing or obstructing the transport of British reinforcements to India.
 
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I know, but a handful of tags receive their own modification. England is a big important tag with a focus on navy; and as such should be one of these tags.
If the argument is "their navy would be too strong with it", then it breaks immersion of the mechanic, because it clearly breaches the barrier between code (and balance) and what this code should represent.

Nope, completely disagree with that. Britain isn't entitled to flagship tag mods, especially when their particular IRL advantages are already more than well represented in the game.

If you do think they should, then name the exact benefit and maybe then you'll change some minds.