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EU4 Development Diary - 3rd March 2016

Welcome to another development diary for Europa Universalis. We finally announced Mare Nostrum earlier this week, and today we’ll talk about a few more features for it.

First of all. We’re adding Trade Leagues to the game. There existed a feature with the same name in EU3, but this is radically different.

Any Merchant Republic can create a Trade League by inviting other countries to it. However, only countries with 1 province can be a member of a trade league, excluding the leader.. Only a merchant republic can lead a trade league, and if the leader is annexed, another merchant republic in the league takes over leadership, if no new leader exists the league is disbanded.

Members get a small relation bonus with all other members, and the trade league is a defensive alliance between all members, and will consume one diplomatic relation. All members automatically embargo anyone the leader embargo, without a penalty.

If any members in a league gets embargoed, the leader gets a casus belli on the offending party.

Trade league leaders automatically have a trade dispute casus belli on any countries they would be able to generate such a casus belli on via spy action. That Casus Belli has been changed so that it is not possible to take territory, return cores, cancel vassals or release countries when using it.

The Leader gets 50% tradepower from all its members, and it gets a nice bonus to trade steering that is based on the amount of members in its league.

The members also have the following benefits. Doubled bonus on goods produced from the leaders merchant republic ability, and a +20% tradepower bonus on its ships. A member can leave a league at any time.

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Another part of Mare Nostrum is a greater control of Mercantilism. Now you’ll be able to increase your mercantilism at any point you have enough diplomatic power. Of course, there are drawbacks to mercantilism, in that the more you have, the more money is lost through corruption.

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One aspect of the trade system in Europa Universalis has been how powerful a trade-network could become, and especially where a nation have basically have a monopoly. So one of the major tweaks in 1.16 is that the more monopolised a node is, the more effective pirates are there. When the leading power in a node has 100% of the tradepower there, then pirates will have a 100% power increase. Of course, if there are privateers in that node, then they reduce the power of the monopoly…


Next week we’ll be back with a diary about the new naval mission system, naval combat changes, naval leader enhancements and other naval improvements.
 
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Im not sure im too thrilled about a mechanic that only effects Western OPMS. Is this moddable to allow bigger countries into the leagues? If so, this could be quite fun
 
With all these changes to Mercantilism I am wondering what will happen to the 100% mercantilism achievement that is already pretty tough to get. Best country so far would probably be Genoa (starting with 25% and having missions accumulating 14%). But with these changes I am curious if it will even be possible to reach that.
 
A 200-300 development nation is pretty strong. That's more than double the amount France, England, Austria and various other strong nations have at game start.

I have to ask if you play the game for that remark XD

France starts with 340. England 291, Ottos 293.
Burgandy 138, (+ 53 +54 + 40 + 30)
Austria 165

Austria is pretty small but gets the boosts from being emp and a pretty guaranteed most of burgundy and their gold
 
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I agree with various comments that the OPM restriction will make trade leagues rare and not particularly powerful. At the same time, I understand the instinct to prevent France from being a full-fledged member of the Hanseatic League, because that's just silly. So why not integrate with an existing mechanism, estates? OPMs (or relatively small nations) can join a trade league whole, but more importantly the trade league can be given certain cities in larger empires. From the perspective of the trade league, each city counts as a member of the league; from the perspective of the state that nominally controls that city, the trade league becomes an estate, which gives a certain bonus based on influence. Loyalty is affected by relations with other league members, and if you go to war with a trade league that controls some of your provinces you can either revoke those provinces (possibly with a siege), or their autonomy shoots up and they basically don't support your war.

This would effectively model the fact that major trade cities had a cosmopolitan character, owing loyalty to their king but also torn by connections to their overseas trading partners. It would give those large states some incentive to let the trade leagues (and associated OPMs) live, since the more powerful the trade league, the more benefit they derive from that estate. Maybe there would even be some circumstances where you could release a city that's been governed by trade league as a vassal OPM merchant republic (or it could rebel and form an independent OPM merchant republic). Make trade leagues attractive enough that you want your cities to be a part of them, but give them a danger lurking in the indeterminate future. When you give that much autonomy and wealth to a group that isn't completely loyal to the state, there's always a potential downside.
 
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In the game becoming a merchant republic is pretty tedious and takes a while. At the start of the game there aren't too many merchant republics making trade leagues weak and pointless early game. Also your not going to find that many opm's left by the time you become a merchant republic and the only real group of them are in the HRE. Is there a way that becoming a merchant republic is easier and less tedious or could y'all change the rule about having to be an opm?
Yours Truly,
WilliamTheIII
 
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A 200-300 development nation is pretty strong. That's more than double the amount France, England, Austria and various other strong nations have at game start.
Actually slightly less than half :D
I have to ask if you play the game for that remark XD

France starts with 340. England 291, Ottos 293.
Burgandy 138, (+ 53 +54 + 40 + 30)
Austria 165

Austria is pretty small but gets the boosts from being emp and a pretty guaranteed most of burgundy and their gold
;)
 
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My only problem so far is the mercantalism change. While I have no problem whatsoever with it in theory, the implementation of it is a bit wonky because it will detract even more from the already under-utilized development system. it essentially makes developing production by spending valuable, valuable dip even more pointless and something you'll do even less, as you'll probably be trying to boost your mercantalism sky high.
 
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I have to ask if you play the game for that remark XD

France starts with 340. England 291, Ottos 293.
Burgandy 138, (+ 53 +54 + 40 + 30)
Austria 165

Austria is pretty small but gets the boosts from being emp and a pretty guaranteed most of burgundy and their gold
Oh man have I been out of it. Haven't played in a while because my computer can't handle it. Was just trying to follow my history teachers advice and sound confident in my response :oops:
 
I got to agree with all those voices that welcome the idea of reintroducing Trade Leagues, while also questioning their value, if they exist only as described. There is little use for a feature that only matters for some few decades. I hope the result will be more impressive than imagined, so far.
 
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i find really hard to grasp why a big or even medium sized country would want merchantlism.

Merchantilism as far as i know is useless if you control 100% of a trade node. So a lot of big countrys that dived very deep in merchantlism like spain and england will actually fight to get rid of it. With corruption being a much bigger problem to them.

At same time the small countrys that benefit from it will be penalized with bigger corruption losingn ot only a big chunk of what they manage with that merchantlism bonus but also losing other things to corruption.

Again. Whats the point of merchantlism now? Instead of a bonus i can only see now as something to be avoided like the plague.

Not trying to be petty, but it's "mercantilism" from "mercantile", not "merchantilism" from "merchant".
 
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Next week we’ll be back with a diary about the new naval mission system, naval combat changes, naval leader enhancements and other naval improvements.
Now that's even more interesting than the corruption system and trade league system combined. Navies needed a reworking badly, because right now they are utterly useless most of the time.
 
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Hopefully the reincarnated Hansa doesn't conquer Denmark in every game like before.

I think the effect Will probably be more like
Time to play as Novogorod again


Oyeah Some novgorod lead Leaque with the hansa states as Members would be fun, Also more with the Russian culture change muscovy is gonna have a harded time conquering early on.
 
Wow a "major" expansion feature only affecting .1% of the nations in EU4 which will drive the price of this DLC up to $20. Amazing, I wonder what they'll think of next.
Don't get me wrong this is a good feature but no one outside of a OPM European western tech will use it, and it is then decreased even further by the added limitations of being a merchant republic. Which is also crap for the other members of the league if you aren't the leader.

Overall this expansion and patch seem like one to miss for me. Between the corruption, and state system this doesn't seem like the game is getting more fun but instead more tedious and obnoxious, for example the Estate system being totally hyped to bring internal politics to being just a tedious button clicker that added(s) no real value to the game.
 
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