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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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Fewer heirs means less chance of good heirs when disinheriting since there's a longer lag time to get one. Muslims have a huge heir chance bonus already so the Influence bonus doesn't help much, while other governments either don't have heirs so the change is a buff or other religions have the disinheriting malus but can't fall into PUs which was the sole additional downside to disinheriting as a Christian.

Saying it's a buff to Christians because once you have a PU you can't fall into one is a bit off considering the chance of getting a PU at all is smaller due to not having an heir. And I personally wouldn't want to constantly be without an heir with the idea that I'd try to dynasty swap since there's a good chance I'll be stuck with a weak legitimacy and a 0/1/2 moron for decades.

You don't fall into a PU ever, just declare a war on a minor if the warning pops up. The chance to get a PU isn't small, if you dont get at least 2-3 a game plus those from events/mission cbs you aren't gaming the system enough. A 0/1/2 with weak legitimacy does not matter if he has the same dynasty as Spain or Russia.

Think about it that way, you basically spend mil points to expand (strengthen government). That's a great deal. Also PUs are AE and war efficient (60 warscore for a full country)
And you only integrate them in the 1700s with lots of dip rep and adm efficiency reducing the cost
 
Nerfing religious conversion by making it cost money does not really make sense to me. If this change is going to be implemented then the Reformation would need to be nerfed as well, because if it were to stay the same while conversion is made more difficult Catholic nations would just never stand a chance. The fact that Protestant and Reformed can just be spread for free by centers of reformation and that now Catholics have to spend tons of money just to fight back seems completely unbalanced. A suggestion for reworking things might be to reduce to the number of centers of reformation that can spawn and reduce the rate at which reform desire increases in order to get a more historical spawn date for the protestant faith in the 1510's/1520's rather than it always spanning in the late 1400's (which is my experience 90% of the time it would seem).
 
The vassal claims thing is totally garbage and useless. I'd rather have the 10% trade power modifier back FFS.

In my extensive experience and tests, vassals do reliably generate claims. Vassals get a bunch of hate from patches ago when their AI was broken. It no longer is, and people keep repeating the same nonsense since the groupthink in that player group is borderline cultist. It also doesn't help that probably 99% of the playerbase doesn't know how to make vassals generate claims. Allowing overlords to generate claims from vassal territory doesn't fix the problem with vassals generating claims (if there even were one) and is only situationally useful anyway. It's a garbage change with a sloppy UI that needs to be replaced with something else. Why not allow Espionage to chain claims like the Age of Discovery ability? The code is already there anyway and it'd allow Espionage to be useful for a lot of countries that don't have a lot of immediate neighbors they can take on (e.g. Italian minors). What a concept -- an idea group that gets picked because of its need for a certain strategy rather than just because it's the best (i.e. administrative).

Yesterday, I had a loyal march on attach command with support focus. It did not and would not move until reloading the game. I've seen subjects ignore attach and get stackwiped, *this* patch. Naval attach doesn't work at all, and yes this matters if you're trying to control straits selectively. The AI still stops coring at ~10% OE to boost stability, rather than more efficiently coring everything and then boosting stability.

Vassals are not in a good place in terms of actual utility when using them, even for the paid features...and grant province being inconsistent with more UI-friendly ways to give land adds to the hassle.

I agree the UI is sloppy (the UI in this game is in general unacceptably terrible in terms of both accuracy and #inputs). I do not agree this ability is bad. It should be competitive with unjustified demands from influence in many cases, though it depends how cheaty the AI is with counter-espionage to a degree.

I also agree that claim chaining would be better.
 
I still say there should be a Dano-Norwegian flagship modifier as well. Don't forget it had one of the most powerful navies in Europe, even to the extent where the British had to intervene in order for it not to fall under Napoleon's grasp and thus threaten the UK.
 
The vassal claims thing is totally garbage and useless. I'd rather have the 10% trade power modifier back FFS.

In my extensive experience and tests, vassals do reliably generate claims. Vassals get a bunch of hate from patches ago when their AI was broken. It no longer is, and people keep repeating the same nonsense since the groupthink in that player group is borderline cultist. It also doesn't help that probably 99% of the playerbase doesn't know how to make vassals generate claims. Allowing overlords to generate claims from vassal territory doesn't fix the problem with vassals generating claims (if there even were one) and is only situationally useful anyway. It's a garbage change with a sloppy UI that needs to be replaced with something else. Why not allow Espionage to chain claims like the Age of Discovery ability? The code is already there anyway and it'd allow Espionage to be useful for a lot of countries that don't have a lot of immediate neighbors they can take on (e.g. Italian minors). What a concept -- an idea group that gets picked because of its need for a certain strategy rather than just because it's the best (i.e. administrative).
Yes indeed, vassals generate claims but you have to do two things:
- Set the provinces as interest
- Set the country on which you want claims as hostile, if it's not a rival already.

I fear many forget the second part, which I found is as important as the first. :)

It would be better if supporting rebels actually gave Power Projection like it STILL SAYS IT DOES ON THE TOOLTIP and maybe be reworked to actually be usable and interesting ratehr than straight up removed.
This is actually a great idea. Successfull espionnage actions (outside of claiming) could/should give power projection. This is actually what happens: you project power, albeit covertly, but still.

And Espionnage by improving the rate at which you would do those actions could thus become more useful, starting the middle-late game when power projection is hard to come by due to lack of rivals.

There is balance to be found here, but I think the premice is sound. :)
 
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+1 diplomat is useful for some time, but the value doesn't last. Eventually you reach a point where you have good relations/spy network with everyone you want,
If you're taking Espionage ideas, that implies you want to make heavy use of espionage actions (because if you didn't, why would you bother?).

Spy Network power decays when unmaintained and is consumed when you take espionage actions. Your total need for spy network power is probably going to go up by more than your rate of spy network power generation is increased by taking the +X% element of Espionage Ideas.
More importantly, spy network construction should be something that only espionage can do decently, just as with missionaries and religious ideas. That would give espionage some kind of unique thing it can offer, at least.
It... kind of is? I mean, it's hard to get effective use out of the baseline Spy Network construction for anything beyond Fabricate Claims/Fabricate Trade Conflict.
 
We were surprised over bunch of the findings as well. But there's nothing wrong, I double checked with the programmers exactly how the data was collected and what it was so I could be as clear as possible in the DD.

I can see some reason by a majority of the player base will be picking a thing because they like the idea of it, not because they are power gaming it. Obviously we are not doing balance changes just because of the numbers here.

@Groogy: I trust the data, but I disagree with your interpretation of the data based on two factors:

1. Game length, as called out by @Hyperspace Potato
Do you have any data on average game length and how far ingame particular idea groups are taken? Maybe I'm wrong, but I get the feeling there is going to be a bias in your dataset if you don't account for this. If on average most games only last the first hundred or so years, you're going to see more exploration/expansion picks as this is probably the best time to get those if you want to colonize. At the same time, early game it is more important to keep up with Mil tech, so Mil ideas (that don't provide immediate significant benefit) will be underrepresented, and Dip ideas overrepresented as Dip tech isn't as important.

If you don't account for this, you can't really say anything about which idea groups are under- or overpowered..

EDIT: This might have come across a bit more aggresive than intended.. I'm just curious about your dataset :)

2. Country choice. EU4 recommends countries like Portugal, Castille, England and France, which are all strong colonizers and typically lend themselves towards taking exploration. Have you tried normalizing for exploration based on the countries players choose?
 
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.
 
I dunno, I feel like stealing maps is pretty common without espionage.
I wouldn't install Mare Nostrum if you gave it to me for free.
 
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 problem here would be that 5% idea bonus is worthwhile for everyone pretty much always, while a innovativeness bonus is only worth anything if you're already doing pretty well in the innovativeness race. I'd rather see a 10% (or still 50) innovative bonus that went on top of the 5% idea cost thingy.
 
Like, I understand that Humanist is too good and nerfing it is legitimate, but couldn't that have come after you guys transformed rebel into a difficult challenge to overcome rather than the annoyance (in that both dealing with them is tedious, but that they barely present any kind of threat, unless you really, really fuckup) that they are right now?

Expansion still seems to be not good enough to justify taking for anyone not doing any serious colonising. The only difference is that since exploration got nerfed hard, they will have to take expansion at all cost and less people will bother with colonising stuff.
 
Could you add Automatic Developement? because i dont have the time and desire to develope my provinces manually or add a population mechanic into the game like in vic2
 
Could you add Automatic Developement? because i dont have the time and desire to develope my provinces manually or add a population mechanic into the game like in vic2
They could, but the manual development is a paid feature, so the customer reaction might get a bit... spicy.
 
Pleasantly surprised to see the change in the missionary system. I wouldn't count on Naval or Maritime Ideas being picked more in the long run though, navies themselves do not have a significant enough impact on the outcome of wars. A +1 siege modifier from blockading as a Naval Ideas finisher (like the Age Bonus in Age of Reformation), speed of all ships +5/10% or -10% time to unload troops would make me consider it if I was playing a colonial power.