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EU4 - Development Diary - 7th of April 2020

Hey everyone! Today we’ll be talking about two changes, part of the patch coming along with the Emperor expansion. You’ve probably already spotted them both if you had a keen eye on one of our streams.

First feature is part of the Governing Capacity rework and some small rework of Government Reform Progress. We’ve changed so that changing a government reform no longer causes you to gain 10 corruption, instead it costs Government Reform progress to switch on a level you’ve already picked.

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Now to the new feature that will be interacting both with Governing Capacity and the Reform Progress. The original intent with Reform Progress was that the larger your empire was, the slower you would be reforming your government and progressing through the reforms. Hence why it is affected by the autonomy of your empire as while expanding heavily your autonomy on average will be higher.

So in that spirit as well we are introducing a choice for the player to instead of reforming their government, they can expand the capabilities of their administration in order to integrate more of their conquered territories as core states. This action increases in cost every time it’s used.

This gives the player besides having to pick what land should be states, trade companies or territory, also a choice on if to advance and modernize their government or if to focus on making sure you have full control over the territory that you possess.

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Next thing is a new institution we’ve added that is to go together with several of our late game additions we’ve been doing in this patch. We felt that you could just skip by without any technological disparity in the world for the last 80 years So we added a last institution to represent the Industrial revolution. This revolution started sometime after the 1750, as coal, steam engines saw their use increase and industries grew throughout Europe.

The requirements spawning are very much focused on the wealth from nations that have industrialized. It will spawn in any province that has 30 development, a Furnace built, the owner of the province are the leading producers of either iron, cloth or coal. If it is before 1760 it also requires that the province is in the highest trade node in the world. If the player lacks Rule Britannia, then coal and furnace requirements are replaced to focus on simply iron and cloth manufacturies.

This will give a spurt of technological advancement at the end of the game giving those who have modernized their economy an advantage.



So that’s it for this development diary, short but sweet. Next one will be written by @neondt and will be about the content regarding Imperial Diet’s such as Incidents and will be fairly more substantial.
 
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The longer we wait, the better it'll be. Think how disappointed we'd all be if it had come out last year, as planned. As it is, this will be the best expansion the game has ever seen.
While I don’t doubt it will be great, it feels like feature creep has started to set in. At this point it’s almost going to be eu4.5.
 
This changes just feel right, I'm getting more and more excited about the new update and expansion!

Are there multipliers to Reform Progress in ideas, tech, government reforms etc.?
 
Is there a possibile way for tall and RP players to expand their sphere of influence with a of integration? Similar to the "annex vasal" button, you can invest time and diplopoints into the versal. Once the process is complete, the vassal gets malus in income, manpower and FL, which will transfer to the owner but in a small extent. Furthermore, the vassal loses his independence aspirations and the costs for diplomatic maintenance. The bottom line is that the player has to invest a similar amount of mana into the vasal and gets lower bonus compared to the normal anektion, but the chance of revolt in the area is lower and the tall and RP player can still manage his small empire without regarding to independence or diplo slots
 
This would be great for republics, though theocracies would really miss that paper mana. Seems like a minor buff to the former and significant nerf to the latter, though I guess republics are the only government form that needs to strengthen government with any frequency. I'd support it. It makes wonderful sense, flavor-wise.
Why would theocracies miss paper mana? They don't lose stab on monarch death?
 
So the game plan for Brandenburg/Prussia is clear. First form Prussia and use the Prussian monarchy to steamroll your archenemies in the early and midgame.
Once you reach the lategame and your gov cap. limit ditch the Prussian monarchy to get more government capacity.

What will be Germany's national ideas?
 
So the game plan for Brandenburg/Prussia is clear. First form Prussia and use the Prussian monarchy to steamroll your archenemies in the early and midgame.
Once you reach the lategame and your gov cap. limit ditch the Prussian monarchy to get more government capacity.

What will be Germany's national ideas?
Why would you ditch prussian monarchy? When you can just increase state capacity whilst feeding your vassals, before integrating them and then stating
 
Was there significant coal mining in Southern Europe during the game's timeline?

There was in Sardinia I believe, but this is a case about game balance and what we want the game to do. We'll of course think about it but coal as a trade goods is black gold right now so adding further coal provinces is a big disruption to balance.
 
I want a option too change your techgroup for spent Innovation or that you can allowed westernization

Btw fix the event with the 6 6 6 ruler as viji in a multiplayer the guys has all time a 6 6 6 ruler
 
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Industrialization not improving production, hilarious.
It doesn't need to; foundries already exist. In contrast, a late-game manpower boost to help counter the removal of infnite mercenaries will be much more useful.
 
There was in Sardinia I believe, but this is a case about game balance and what we want the game to do. We'll of course think about it but coal as a trade goods is black gold right now so adding further coal provinces is a big disruption to balance.

I would lock coal behind Industrialization, as it was the first push of machanized work that created the increased demand for coal, which led to the before unseen exploitation of coal deposits. Which created both more demand for machinery as well as made coal more readily available, which led to more machines which required more coal. A feedback loop was created that hasn't abated to this very day.

This process was largely restricted to England however, with the second push of Industrialization that happened in continental Europe happening due to local coal deposits (mainly in the France/Low Countries/Germany border region ... which explains the next 140 years of regional history).

Thing is though, there is a lot more coal in the world then EU4 might want you believe, as its coal provinces are largely based on historical exploitation of such deposits. For example, Iran has actually pretty decent coal deposits, yet ingame it has only a single instance of latent coal in Lahijan, which probably represents the significant coal fields under the Alborz mountains. Other significant coal field in Khorsasan, Azerbaijan and Tabas are not present, largely because Persia slept through the early Industrialization process until oil was already on its way to replace coal. And Persia has a lot of oil.

The proposed Industrialization triggers are thus a self-fulfilling prophecy in some way. Countries that showed early industrialization got coal, so they will be the countries that will spawn Industrialization.
 
I have a question, if you (as byzantium) restore the pentarchy, will there be an event similar to the one that the papal states have when they end the schism? I think that restore the pentarchy it's like the anthitesis of this event and deserve more than just prestige and all that.


Another thing, can you form Prussia as a Hussite?

Thanks for your answer(s)