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EU4 - Development Diary - 6th of December 2016

Hi everyone and welcome to another development diary for Europa Universalis IV. We’ve been working on the 1.20 patch and its accompanying unannounced expansion for a while now.

We’ve reworked some internal mechanics so looted and scorched earth are no longer just binary-statuses, but instead they affect something we call devastation.

A provinces’ devastation ranges from 0 to 100%, and it affects local autonomy, supply limits and how much goods are produced in the province. It also reduces the spread of institutions into that province, and increases the development cost of the province.

Each time a province is looted, its devastation is increased by 5%, and a scorched earth increased it by 25%.

Each year devastation is reduced by 1%, and within the zone of control of a fortification, it is reduced by 2% for each fort level each year.

Unrest is also increasing the devastation of a province by the amount of unrest each year.

devastation.png


What does this give you? Well, loot is is no longer just a strong penalty for a short period of time, but continuous conflict zones will grow far worse.


A cool feature for the expansion though is the concept of Prosperity, which is a state-level bonus. Any state that has 0 devastation in all its provinces and the country is at positive stability will have a small counter tick up each month, depending on the abilities of its government. It is a random chance, but when the counter reached 100%, then the state has reached Prosperity.

A state with prosperity gives -10% to development cost, and +25% to goods produced.

prosperity.png


Stay tuned, next week we’ll talk about something that will probably be the biggest feature added to the game since we started EU4.
 
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Sounds for me a little like we're getting a revamp of global unrest and stability modifiers. It may be now be broken down to province or state level. One may not getting WE now from occupation but only when the province is looted. Looted describing not the action but the province status, meaning the green province bar is emtpy.
 
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Unfortunately I'm losing faith that they look back. They implemented sailors, but didn't bother to make them relevant. The only time I or anybody else has needed to wait for them to generate has been when going from landlocked to not landlocked and you have to start from 0 with provinces with high autonomy after you core them.

What percentage of people here build docks to increase their number of sailors?

Heh, i love the development game and I even toy with making a coastal province with high manpower development so that I can get some extra sailors. ....but i never need sailors.
 
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IMO rate of devastation reduction should be modified too by:

1. Stabillity (stable country = safe investments)

2. War Exhaustion (and for God's sake, remove one-click WE reduction by spending diplo! It should be possible, but by spending money in amount for example 0.5-1 ducat per 1 development, money means we import food, build refugee camps, give people money for family members killed and do other things to compensate for war effort, spending diplo is too easy, too cheap and looks like king goes to people and says "Hey citizens! It will be fine, I promise!" and then mad crowd suddenly exhales air and says "That's a relief! I don't want to rebel anymore!" - just how ridiculous is it? France with 1000 development reducing warscore for 75 diplo and OPM with 30 development having same price?!)

3. Trade flow. What does it mean? If province is devastated, but has easy access to trade, so manufactories and local craftsmen can easily sell their goods - that means state will rebuild quickly - this state is a good place for investments. But when they are embargoed or have crappy share of trade power compared to their size - it will take a looong time for them to stand up. It would also make fleets better. England could finally do it's job and cripple France/Spain economically all the time by embargo, privateering, stealing their trade power.

Not to mention fleets need an overall buff - for example possibility to siege and occupy coastline provinces (at expense of sailor manpower, just like regular siege).
 
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Calling it now, the "new feature" coming next week is religion and Culture related. Why else would they show only a tiny part of the province window? Im thinking maybe a mix of religions and cultures, kinda like a pie chart. The more of the chart filled with other religions the bigger the penalty maybe?
 
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Why?

Forts will block that dramatically.
Confirmed. Devastation mechanic has the single goal to make forts matter.
Also, what logic is there in 100 miles deep coastal provinces become devastated with coastal raids? Coastal raids should affect only about 5% to 10% of the province's area. How come a coastal province that has it's main city deep inland gets devastaded by a coastal raid?

Just start designing EU5. Latelly, the more you change EU4, the more it becomes non-sensical.
 
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rip ducats because we are now forced to keep forts :S
 
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2. War Exhaustion (and for God's sake, remove one-click WE reduction by spending diplo! It should be possible, but by spending money in amount for example 0.5-1 ducat per 1 development, money means we import food, build refugee camps, give people money for family members killed and do other things to compensate for war effort, spending diplo is too easy, too cheap and looks like king goes to people and says "Hey citizens! It will be fine, I promise!" and then mad crowd suddenly exhales air and says "That's a relief! I don't want to rebel anymore!" - just how ridiculous is it? France with 1000 development reducing warscore for 75 diplo and OPM with 30 development having same price?!)

Actually, Louis XIV did tried something like that during the Spanish succession war. He wrote a letter to the french people saying "hey, listen guys, I know the war is going poorly, I know I just bankrupted the state last year, and I know that winter is coming once more and you will all soon be starving and dying like flies but wait, if you would have a little more faith in me and just keep on starving and dying for me a little longer, I'm pretty sure I can fix this mess and turn the tide of the war, just hold on. Please ?"

And the worst thing is that the tide did turned shortly after. But what was the real impact of Louis XIV's letter on the course of the war ? Hard to say. Let's just say that when he died ten years later, he was pretty unpopular among the peasentry, to put it gently. His constant waring probably brought at least as much ruin as glory to the country and the people, after all. So I guess he kinda deserved those songs calling him an horrible person.
 
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So were going to see massive prosperity booms in backwater stretches of vast land empires like Siberian Russia and Central Chins as well as islands which have no natural occupiers like Madagascar, Japan and Indonesia. Meanwhile the heartlands of Europe will be continually devestated destroying any growth in places like HRÈ / Italy or Low Countries? Seems ahistorical if that's how it works out but I'll wait and see its implementation in game before judging .

This honestly seems like a nerf to expansionist play styles once again and a buff to large empires which are effectively stagnant.
 
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Confirmed. Devastation mechanic has the single goal to make forts matter.
Also, what logic is there in 100 miles deep coastal provinces become devastated with coastal raids? Coastal raids should affect only about 5% to 10% of the province's area. How come a coastal province that has it's main city deep inland gets devastaded by a coastal raid?

Just start designing EU5. Latelly, the more you change EU4, the more it becomes non-sensical.

So right. It is all about the forts. They could just as easily made a simple debuff to any state without a fort. Less effort, everybody uses forts. Life aspirations of EU4 designers are fulfilled and we can move on.
 
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So were going to see massive prosperity booms in backwater stretches of vast land empires like Siberian Russia and Central Chins as well as islands which have no natural occupiers like Madagascar, Japan and Indonesia. Meanwhile the heartlands of Europe will be continually devestated destroying any growth in places like HRÈ / Italy or Low Countries? Seems ahistorical if that's how it works out but I'll wait and see its implementation in game before judging .

We already have massive problems with nearly every single capital of small African countries being Constantinopole sized within 50 years from game start, let's give them more discounts, so they can develop not only from 2/2/2 to 10/10/10development, but to 13/13/13 in the same time. Development needs a serious rework. It's nice that we can play tall, very nice - but developing should not be instant and/or should be limited (perhaps) by tech level or some other factors. Institution spread should be seriously nerfed too. Mostly spread from European countries that colonize Africa, America and so on. But still - AI will pump development like crazy to get this damn institution and we will end with dirty african village becoming Paris+London combined by 1500 and with tech level 6. AI just abuses this mechanism to player-level of abusement.
 
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Hordes are so OP right now, please nerf them more. And please make sure that nations that are so underpowered while remaining for the most part stationary for the entire game such as France gain a few more anti-buffs (nerfs that hurt others but not them). They really need that, especially in MP.
 
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Calling it now, the "new feature" coming next week is religion and Culture related. Why else would they show only a tiny part of the province window? Im thinking maybe a mix of religions and cultures, kinda like a pie chart. The more of the chart filled with other religions the bigger the penalty maybe?
Probably not, you can see that in the screenshots, the interface under the text is the same.
 
Hi everyone and welcome to another development diary for Europa Universalis IV. We’ve been working on the 1.20 patch and its accompanying unannounced expansion for a while now.

We’ve reworked some internal mechanics so looted and scorched earth are no longer just binary-statuses, but instead they affect something we call devastation.

A provinces’ devastation ranges from 0 to 100%, and it affects local autonomy, supply limits and how much goods are produced in the province. It also reduces the spread of institutions into that province, and increases the development cost of the province.

Each time a province is looted, its devastation is increased by 5%, and a scorched earth increased it by 25%.

Each year devastation is reduced by 1%, and within the zone of control of a fortification, it is reduced by 2% for each fort level each year.

Unrest is also increasing the devastation of a province by the amount of unrest each year.

View attachment 222549

What does this give you? Well, loot is is no longer just a strong penalty for a short period of time, but continuous conflict zones will grow far worse.


A cool feature for the expansion though is the concept of Prosperity, which is a state-level bonus. Any state that has 0 devastation in all its provinces and the country is at positive stability will have a small counter tick up each month, depending on the abilities of its government. It is a random chance, but when the counter reached 100%, then the state has reached Prosperity.

A state with prosperity gives -10% to development cost, and +25% to goods produced.

View attachment 222548

Stay tuned, next week we’ll talk about something that will probably be the biggest feature added to the game since we started EU4.
Oh boy. I have a feeling this will totally collide with meiou and taxes 2.0 that Demian is working on. Fingers crossed :/
 
If GBR is getting blockaded with any effectiveness at all, it damn well should be getting its provinces looted, since being able to blockade GBR with any effectiveness implies you have naval superiority in the theatre and could perfectly well land troops if you wanted to.
Well, this would likely be if you had scout troops trying to stay ahead of a British fleet or if they were distracted in the North American theater., or perhaps it's a reverse of the current situation, where England has a smaller, weaker army and so simply blockades the Frenchies.
 
You dump extra development into coastal provinces to get higher naval limits.

Paradox is implementing new ideas but not bothering to balance them. Like others have stated we're getting Paris in the middle of Africa. This shows they're not bothering to think ideas through. Late game manpower is near useless because economies are good enough to just spam mercs.

They've implemented interesting ideas, but they're no longer bothering to polish the them. Granathar is right, I've conquered backwaters in Africa as the Netherlands with development bigger than Holland. Forget Moscow, Mozambique is the new Rome.
 
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