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EU4 - Development Diary - 6th of February 2018

Hello and welcome to today's Development Diary for Europa Universalis IV. In case you missed it, we have now announced our upcoming Immersion Pack Rule Britannia which will accompany our 1.25 England update. For today's DD will be focusing on a couple of the features in the Immersion Pack: Innovativeness and Knowledge Sharing.

Innovativeness is a new value added to the game as a metric for your nation's forward thinking measured against others. It starts at zero for all nations in 1444 and increases by +2 every time you are the first nation to research a new technology or take an idea.

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A promising start for my legit Scotland campaign

While it can be a tall order to be the first nation to a new technology or idea, the rewards are generous. at 100 Innovativeness a nation benefits from -10% all power cost as well as -1% Army and Navy Tradition decay. Tall empires who can afford the luxury of investing heavily into tech and ideas will find themselves reaping these rewards. The Tech and Ideas alert also take on a new form if taking that tech/idea will result in an Innovativneess gain for your nation. Additionally, the Anglican faith will result in a 50% boost in Innovativeness gain.

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From yesterday's Twitter Teaser, the rubbed-out text is "Innovativeness Gain", not "Chance of Rain"

A cutting edge in Innovativeness will be a long-term investment though, as falling behind in your technological advancements will result in your gains being lost by -0.03 per month if you are not ahead of time and gain the "neighbor bonus" in tech.

Now as a non-European, far away from the likely spawn points of most institutions, it can be a tricky thing be become world-leading at technology. Something to help you along will be the new Knowledge Sharing feature in Rule Britannia. Nations can offer to Knowledge Share to a country who has not embraced an institution which they themselves have. The target must be within colonial range, and generally will not be accepted without an alliance in place. When accepted, this diplomatic action will spread the institution by +1 per month in the Area where their capital is situated for 10 years. During this time, the nation receiving the institution spread will have to pay 10% of their income towards their benefactor

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Enacting all options to contain the Muscovites

With that we'll keep our Dev Diary short and sweet. Especially since chances are good that at this very moment, the Dev Clash between our players is concluding. Next week we'll have more of the goodies from Rule Britannia detailed for you, so see you then!
 
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it's production efficiency so it's gone


if they manage to: end the war of the roses, build x ships, annex Gibraltar, take more land in the mediterranean and seize Alexandria yes
well the Alexandria one was the one I was thinking of, gives them a foothold in the region. But ok truth be told I missed the rightmost arrow leading into that. Also how do you know extend our reach is claiming land in the midditerranean?
 
well the Alexandria one was the one I was thinking of, gives them a foothold in the region. But ok truth be told I missed the rightmost arrow leading into that. Also how do you know extend our reach is claiming land in the midditerranean?
because it's the only thing that fits, what will they put there trade reach?
 
First of all I want to apologize for my tone prior to my comments. They represent my frustration as I expect that you come up with truly innovative ideas in 3 months time. Because that is what Paradox does or at least did so far: they come up with truly mind blowing concepts and introduce us new ways of thinking in terms of gameplay and sometimes history itself. However I am getting disappointed further down the road in this immersion pack. You have managed to add less and less(by less I mean shallow concepts)maybe except the mission tree system.
1- ındustrialization. Seriously? You could have done so much with this concept but no. We are instead stuck with yet another trade good that helps nothing bu further money creep that is already beyond measure. Changes in society, equality, pollution, child labour, democracy, globalization of production are but a few. This feels like you have added this just to be doing something, just to pass another week in dev diaries. My critization stands if no further changes or satisfying mechanics are added to industrialization.
2-you bring innovativeness which is cool but still we dont need further power creep. We are already swimming in monarch power past 1600 when money is no longer a problem. This way we will need idea groups to be enlarged with new features(10 idea per group for example).
Imho you could have spent time actually improving the game like you did with Great Powers, Institutions.
3- ımmersion packs so far added administrative functionality for the countries they are focused on(russia, timurids, and mameluks)but you havent changed British monarchy as far as I can tell from the announcement which begs the question: did England need an inmersion pack?

These are my disappointments so far.
Kind regards.

This has been going on for many DLCs in EU4. God do I miss Martin Andward as Project Lead...Common Sense, cossacks...the best ideas of the game were introduced by him. Sadly, the damn paywall stops them from improving them. But all thehave done ever since are more lame bonuses and buttons and things like that. Not up to the name of a Grand Strategy AT ALL.
 
Will you have to be the first among any countries in the world to adopt an idea or tech, or simply the first among your neighbors?

Will there be a way to see which ideas and tech have already been taken by other countries? I could easily imagine that early in the game, people would want to pick ideas not already used by any other country over one that has already been unlocked, postponing ideas that would not result in an innovativeness gain.
 
Great. Unique Highlander ideas is what I've wanted for a long time. So I guess that leaves Cornwall as the only tag with generic ideas on the British Isles, unless they've been given some stuff as well.

Cornwall isn't only getting national ideas, they're also part of the new Unit Pack! I've been trying out Cornwall in Rule Britannia without much luck, so I look forward to seeing everyone's Cornish empires.
 
This has been going on for many DLCs in EU4. God do I miss Martin Andward as Project Lead...Common Sense, cossacks...the best ideas of the game were introduced by him. Sadly, the damn paywall stops them from improving them. But all thehave done ever since are more lame bonuses and buttons and things like that. Not up to the name of a Grand Strategy AT ALL.
Well I did not want to be too damn harsh because Paradox has a lot of reputation, by old merit. That being said I am always happy to see new stuff added to the game, and I am willing to pay for it. Just not like this.
 
I, for one, look forward to seeing recognition of the true beacon of innovativeness during this period. . . The Ottoman Empire.

6/4/6 ruler starting ruler, high chance of very good heirs, easy access to most/all institutions, lots of ducats, -15% admin tech cost (Hanafi + max Legalism), even more -tech cost if they maximize the Dhimmi. Mehmet will jump to an innovativeness lead early and never let it go.

That said, I like the idea overall of giving rewards for ahead of time, rather than it being a brute penalty. And knowledge sharing seems like it'll be nice if you're an African/Indian/Oceanan power with lots of ducats; it might be a good alternative to dumping MP on development, depending on your ruler's stats and other MP demands.
 
Why on Earth does Anglicanism give a big bonus to innovativeness? Britain didn't really have a tech advantage over the other European powers until the VERY end of the game.
 
Innovativeness looks like it will be exceedingly difficult to keep high. Only one person in the world able to get +2 per idea/tech, meaning the number of total innovativeness points not from ticking ahead of time is capped somewhere in the hundreds, spread out in a game with hundreds of tags. The ticking numbers looks like you'll need 20 months ahead of time for every 1 month behind a neighbor just to stay neutral, which is fairly punitive. I discern that this is a counterweight to the fact that only one side of the scale has bonuses, and they are very powerful.

Assuming that the Innovativeness gain from being ahead of time in tech is granted whenever you have the other ahead of time bonuses like -corruption and so forth, then it won't be that hard to build up and keep up. Unless you're playing a difficult start where your points are so scarce you aim to do stuff like tech Diplo 3 -> 23 in one go, in that case it will be a pain.

But for games where your aim is to start as a medium to major nation, expand at a modest pace until 1610 and then explode all over the map, Innovativeness will be a substantial buff.
 
Why on Earth does Anglicanism give a big bonus to innovativeness? Britain didn't really have a tech advantage over the other European powers until the VERY end of the game.

You could also ask why Third Rome introduced Siberian Frontier for Russia, which let you reach the Pacific by ~1550 without interfering with Ming.Or why certain patches buffed specific nations way too much. It's all about the powercreep at this point. I can't wait to see, what Paradox brings in for Iberia, France and hopefully the HRE/Austria. At this point I wouldn't be suprised, if they add something like +200 Global Settlers to Iberia, so they can colonize the whole New World within a century. (Half irony). :rolleyes:
 
So I have a few questions and concerns - many have already been raised, but others have not.

1. Is the new modifier "innovativeness" ever going to be worth spending excess monarch points on it considering the large amount of (ahead of time excess) points needed to be first in a tech because even at 100% it is only a -10% power cost and -1% army and naval tradition decay? Has someone crunched the numbers on this? It seems to me like a mechanic I will ignore and just be a little happy if I gain some innovativeness through ideas/ahead of time/level up MIL Tec early in anticipation of a war.

2. Is anyone going to go Anglican considering it appears to be very weak compared to baseline Protestant? I mean sure it gives an increase to innovativeness, but as mentioned above I am unsure if this is going to be worth it and the -10% dev cost is nice, Protestants can choose a -5% dev cost and they can mix and match their aspects based on what is happening (including the juicy + settlers per month one for GB and the 3 nice MIL aspects)

3. The coal production seems interesting, but isn't it just going to add money in the late game - when you no longer need money?

4. What is being done to address the late game situation in single player? I feel like there need to be significantly more internal, empire management issues for big empires in the late game. This would not only be historically accurate but would also force players to spend time, ducats and monarch points (and possibly even soldiers) to maintain their empires, where smaller mono-religious and mono-cultural countries would be easier to maintain/

Ultimately I feel these features, while fine, don't really add much to the game (As a regular England/Ireland/Scotland player I am excited for the new missions and ideas) and they should be at very least tweaked to make more of an impact, even if they do still make the late game powercreep problem even worse
 
You could also ask why Third Rome introduced Siberian Frontier for Russia, which let you reach the Pacific by ~1550 without interfering with Ming.Or why certain patches buffed specific nations way too much. It's all about the powercreep at this point. I can't wait to see, what Paradox brings in for Iberia, France and hopefully the HRE/Austria. At this point I wouldn't be suprised, if they add something like +200 Global Settlers to Iberia, so they can colonize the whole New World within a century. (Half irony). :rolleyes:
Russia, at the very least, did reach the Pacific fairly rapidly and only ran into problems with China over the Amur River Valley.
 
Russia, at the very least, did reach the Pacific fairly rapidly and only ran into problems with China over the Amur River Valley.

Yes, but the mechanic itself is really strong. Especially if you "abuse" it and move your capital to the New World and start the same process there. And with a decent ruler + lvl 5 advisor you don't even fall behind in dip tech.