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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

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.
 
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Why not? They are arbitrary excluded from the mechanic of flagships.
Maybe they could get one, but have some of their bonuses nerfed to keep them in a reasonable state of power, but just not giving them a flagship is against all immersion and reason.
I just explained "why not" for like 4 or 5 times allready
because they got WAY TOO MUCH naval modifiers! its like asking elite regiments for prussia.
their flag ship gonna use same modifiers allready too.
I literally say anything about ANY KIND OF EXTRA COMBAT MODIFIER will break gb flag ship beyond anything
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.
I can say same argument for prussia still... should we give them elite regiments like banner units because they had elite army? no. their ENTIRE ARMY is elite.
same for britain... their flag ship is special even without special modifier
 
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.

It's not that the British are somehow less naval, they're less "flagshippy". And this is, historically, correct. The Royal Navy in its heyday in the mid to late age of sail had an atypically decentralised approach to command and control, and this was in some respects where its strength lay. Naval combat in this era was inherently incredibly chaotic, and due to the vast amounts of smoke produced by naval artillery and the tendency of things to get set on fire it was remarkably difficult to send clear signals from ship to ship. While other nations attempted to work around this problem, the British (to the greater extent) dodged it doctrinally. There was a significant doctrinal debate in the RN about the relative value of signalling in managing fleet actions that goes on through the centuries, but it's not really until after the EU era that the "signalling" school manages to take over. In general during the Age of Sail the traditions of the RN were based upon the commanding officer explaining his plans and intentions before the battle and relying on the officers under his command to carry out this plan without further interference. For example, Nelson made only three flag signals at Trafalgar.

In order for this decentralised approach to battle planning to work, the RN needed veteran officers and experienced crew across its fleet, not just concentrated in a few elite units - and this is indeed what they had. Ships' companies were largely kept together (unless they were felt to be potentially mutinous) and gained experience with time in service, and as ships went out of service the veteran crewmembers were posted to new ships being brought into the service. The RN's officer corps was very professional as a whole, but there certainly wasn't any particular importance attached to serving on flagships (quite the reverse, actually - most officers would want to be posted to frigates and other light vessels, which had a greater chance of capturing enemy ships and therefore winning prize money).

Did the Royal Navy build first-rate warships to serve as command ships? Sure it did. Did these vessels represent an outsize fraction of its strength or a make a particularly significant contribution to how the British fought naval battles? No.
 
Innovative: Nice bonus to innovativeness, the institution spread bonus fits the group but removing monthly war exhaustion is pretty shit tbh. As things stand with those changes, no ideagroup gives any bonuses to reduce war exhaustion. I would give institution spread in the 6th idea and move the free leader somewere else, like exploration.

I don't know why, and other people said it too, but Innovative didn't lose the monthly 0.05 war exhaustion, it lost the (pretty useless) 10% reduced cost of buying down inflation. Right now it stands a solid admin group, and I think the competition among Administrative groups got higher with Expansions also.

I like this changes, nice DD.
 
It's not that the British are somehow less naval, they're less "flagshippy". And this is, historically, correct. The Royal Navy in its heyday in the mid to late age of sail had an atypically decentralised approach to command and control, and this was in some respects where its strength lay. Naval combat in this era was inherently incredibly chaotic, and due to the vast amounts of smoke produced by naval artillery and the tendency of things to get set on fire it was remarkably difficult to send clear signals from ship to ship. While other nations attempted to work around this problem, the British (to the greater extent) dodged it doctrinally. There was a significant doctrinal debate in the RN about the relative value of signalling in managing fleet actions that goes on through the centuries, but it's not really until after the EU era that the "signalling" school manages to take over. In general during the Age of Sail the traditions of the RN were based upon the commanding officer explaining his plans and intentions before the battle and relying on the officers under his command to carry out this plan without further interference. For example, Nelson made only three flag signals at Trafalgar.

In order for this decentralised approach to battle planning to work, the RN needed veteran officers and experienced crew across its fleet, not just concentrated in a few elite units - and this is indeed what they had. Ships' companies were largely kept together (unless they were felt to be potentially mutinous) and gained experience with time in service, and as ships went out of service the veteran crewmembers were posted to new ships being brought into the service. The RN's officer corps was very professional as a whole, but there certainly wasn't any particular importance attached to serving on flagships (quite the reverse, actually - most officers would want to be posted to frigates and other light vessels, which had a greater chance of capturing enemy ships and therefore winning prize money).

Did the Royal Navy build first-rate warships to serve as command ships? Sure it did. Did these vessels represent an outsize fraction of its strength or a make a particularly significant contribution to how the British fought naval battles? No.

While I agree with that, i think he should still name what exact benefit modifier he has in mind to see what the fuss is all about. I'm dying to know what Britain's secret flagship weapon is that is so immersive.
 
I wished they reworked some naval features interact with naval manpower (which is in a dire state). Perhaps make a "naval assault" feature which uses naval manpower to help with the seashore battles. This could have helped the inconsistencies with the army maintenance when sending them overseas! It should have been painfully costly to maintain a standing army at overseas.

Historically, way before colony "nations" establish in America, naval marines deal with the natives and battle them. Nations subsidized their colonies to maintain bigger armies and they bring acceptable standing armies after they believe the colony can supply enough.

This could open up and perhaps spice things up with the current colonization system. Perhaps the marine forces can act as conquistadores. That way you can both add meaning to the sailors and colonization and seashore combat.
 
- Gamebalance: Exploration 6th idea switched to give -25% Expel Minority Cost or 5% Settler Chance without DLC.
- Gamebalance: Innovative 2nd idea switched out to be 50% Innovativeness Gain(Rule Britannia) or -5% Idea Cost(Non-Rule Britannia).

So to get the better ideas I have to turn off the DLC?... ok.
 
- Gamebalance: Exploration 6th idea switched to give -25% Expel Minority Cost or 5% Settler Chance without DLC.
- Gamebalance: Innovative 2nd idea switched out to be 50% Innovativeness Gain(Rule Britannia) or -5% Idea Cost(Non-Rule Britannia).

So to get the better ideas I have to turn off the DLC?... ok.
if you want to get idea cost reduction go for humanist then? its LITERALLY 2 times better even only for that.
I think overall cost reduction is atleast good as %5 discount
also if you combo it with trade another idea cost discount too!
 
I'd say stats are wrong..

Very unlikely.
I myself almost never take this Idea Group, though I can see why it would be attractive to WC-ers and Achievement Hunters. But those two aren't as numerous as one would think while browsing the forums. And if you are not on a quest to paint the world into your colors, other Idea Groups can be more worthwhile.
 
It certainly looks better than the last few DLCs. EU4 in its current state benefits more from rebalancing and outright reworks than from new features.

I do hope that there will be more to naval barrages as this would be useless without an army sieging the fort anyway which will likely gave cannons on its own.

Flagships sounds a bit fiddely and a micromanagement hell without a fleet organizer like in Stellaris or similar systems. Or a general naval rework to a more fleet based design, because honestly you can shift around ideas all you want but unless naval gameplay becomes actually important and less if a doomstack no one will take Naval and Maritime.

I assume it is 1 flagship for every 15 heavies and that they do not stack?

Nice change on finally adding DLC content to ideas.
And I am sure many people will be glad to convert territories again. I only fear that the additions of more money sinks means that the insane amount of money people can make through Building+Trade double dipping will never be addressed which is imo very much needed.
 
if you want to get idea cost reduction go for humanist then? its LITERALLY 2 times better even only for that.
I think overall cost reduction is atleast good as %5 discount
also if you combo it with trade another idea cost discount too!

Meh, Innovativness is plain useless, it would be the worst mechanic in the game if only because its so bland it doesnt actually do anything, I prefer the straight up cost discount, and the Expulsion mechanic sounds cumberstone at best, I much prefer the 5% Settler chance since that one can also apply to province dev.
 
Meh, Innovativness is plain useless.

Modern Siege Weapons begs to differ.

Also, Advisor costs being cut down a whole fourth is pretty sweet, especially for monarchies with crappy rulers who want to promote and promote and promote....

The inflation cost boost is pretty dumb, though.
 
Please fix this border. You can take a look at any road map, you will see that to move between Calatayud and Huesca you must pass through Zaragoza or Navarra, while there is a direct road between Zaragoza and Navarra. I think we pointed it out already in the Iberian province rework DD.

Go here, https://forum.paradoxplaza.com/forum/index.php?threads/a-few-suggestions-for-iberia.1123194/

#shamelessplug
#hackfraudthrud

The devs have noted those concerns, already.
 
I love the new missionaries mechanics! At last the slider will mean something, as it was intended to. I anticipate a great system.

And I always thought Espionage was underrated. I love that one, usually around the middle of the game. It's great to see it got more love.

Each Idea Group should be great in itself, so to influence what kind of game each nation is playing. It's getting better and better!