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EU4 - Development Diary - 9th of February 2021

Good morning, everyone! Today we're back to some exciting content, talking about a whole new feature we'll be introducing in our next expansion: Monuments!

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Similar to the Wonders feature in CK2, you'll be able to build some of the most iconic and stunning buildings that serve as landmarks for many of our different playable nations. And, of course, given how important they were (and some still are), they will also grant you special and permanent bonuses. Let's cover some of their major points!
  1. Monuments are a special type of building that can only be built in certain provinces (according to their real life location), already set at the beginning of the game. However, some of them will be able to be relocated to your capital if you own their province. This is true for some "non-settled" monuments, like Stonehenge or the Moai, but will be impossible to do when it comes to other bigger monuments, like Nôtre-Dame.
  2. Monuments will be displayed in the province view in a separate window, each of them having a new and unique 2D art that portrays the monument at its highest (but also according to our time period). In this view you'll be able to see the benefits of upgrading it, the cost and the requirements for doing so, as well as the current tier, represented by medals.

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  3. Monuments have 4 different tiers, ranging from 0 to 3. Tier 0 implies that said monument is completely devastated or not even built yet and you will get no bonuses from it; each building will have a default tier at the beginning of the game, according to its real life state in 1444. Achieving a new tier is both time and resource consuming, costing a total of 1000 gold to upgrade each time and taking 50 years to complete. This process can be sped up by using an extra 300 gold to bring the project forward by 730 days or by using 10000 manpower to get the same result.
    The modifiers you get from reaching every tier are permanent and linked to the purpose of each building: for example, the Alhambra will reward you with some diplomatic and administrative bonuses, whilst the Shwedagon Pagoda will help you boost your karma and legitimacy, also reducing the unrest in the area. These bonuses may apply to your province, its area or the entire nation, growing stronger and wider as you upgrade your monument.

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  4. Monuments will require you to meet certain conditions before building or upgrading them and, if you fail to meet them, you will also lose their bonuses even after having completed their construction. Normally these conditions are to have a certain culture or follow a certain religion, but some monuments, like the Ambras Castle, are available for everyone that owns their province to build.

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  5. After conquering a province with a monument, its tier is reset to 1 to show the impact of the war in the city, even if it was already in an upper tier. However, it won't be reset to tier 0, as if it was completely destroyed. Also, provinces with a monument cost more warscore, as they hold a special significance to their owner. The new owner, however, will be able to upgrade it again, as long as the requirements are still met.
  6. Some missions will also be linked to certain monuments, specially if they were relevant for a tag during the time period we are covering. For example, you can see that in this Majapahit mission one of the requirements is to have the Borobudur temple upgraded to its maximum tier. Some other missions will also give you a great projects' building cost reduction or time reduction bonus, making it easier to upgrade your monuments.

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    (Please notice that our icons are still placeholders).
As you can see in the first screenshot, certain monuments will also have 3D art displayed on the map. Those models that were already implemented in the National Monuments cosmetic dlcs will be added as proper monuments, and you'll be able to see them both in the political and terrain mapmodes.

Thank you for reading and I hope you're as excited as we are about this! See you next week!
 
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I feel like having only one Monument in a province is a bit off. I realize that having multiple monuments in a single province can be OP so I would recommend reducing whatever bonuses already existed down to a more reasonable level but that would probably require some headache of trying to balance them. Yet, capitals such as London and Paris would have more than one important monuments.

However, most critically, the issue with having only one monument per a province is probably best exemplified by the holy city of Jerusalem. How would you account for three religions, Christianity, Islam, and Judaism, all of which have important holy sites in that city? You would have Church of the Holy Sepulchre for Christianity, Dome of the Rock for Islam, and the Western Wall for Judaism. But with the way Monuments is currently implemented, you can only have one monument for each province. You won't be able to have all three in there. How would you deal with that trilemma?
 
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I would like this too. This kind of goes into replacing development and overhauling the entire building system, but I suspect that it's never going to happen. Paradox is too busy drip feeding us flavor instead of content for EU4.
I hate the mana system so much.

"How's that research on the musket going?"
"Well, we enlarged our recruitment center in Paris, so we've been set back a few months."
"...what does that have to do with-"
"WE HAD TO SET IT BACK."
 
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I think upgrading between tiers should have a scaling cost and it should also cost monthly income to maintain from tier 2 onwards
Having your wonder in a mediocre state because your impoverished nation can't afford to maintain it sounds like a good reflection of real history.
And as others posted, wonders were more of a consequence of prosperity than a cause, so I agree with the scaling monthly cost of maintenance.
Great addition.
 
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I hate the mana system so much.

"How's that research on the musket going?"
"Well, we enlarged our recruitment center in Paris, so we've been set back a few months."
"...what does that have to do with-"
"WE HAD TO SET IT BACK."
The effort of recruiting a general is roughly the same as a overhaul to some arbitrary measurement of military development within a province. 24 artillery shots equals a tech level. It sucks that combat is so simple in EU when compared to some other titles making generals extremely relevant to battles.
 
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How are you going to deal with monuments that were in construction in 1444. Also wouldn't it be better to increase the cost of monuments as time passes ( 1000 gold early game could be proibitive, especially for smaller nations, while mid game it isn't that big of an effort)
 
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@skingrado Can you elaborate on how these new systems with native americans are going to be integrated with the random new world feature? Will native american tags be generated with these functioning features? As an avid user of the RNW I think this would be the perfect opportunity to finally fix the lingering trade node glitch that has made trade streams both in and out of the random new world completely invisible since before emperor. If there are any monuments in the new world, will there be equivalents in the RNW? Would love some clarity and I deeply appreciate all the work you put in!
 
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So it makes sense to me being able to build and benefit from things like Alhambra, Versailles, Great Wall of China, Suez Canal, etc.

However the key is that these are all "functional".

Having Stonehenge or the Pyramids getting involved feels weird, since they weren't in any sense functional or "used" during EU4 period. They weren't even particularly revered or important to their national identities back then; I doubt even 0.01% of UK population in 1600 knew that Stonehenge existed.

I don't get this complaint - it boggles my mind.
Stone Henge DOESN'T give a benefit to the English. It's locked to giving pagan benefits unless I'm misunderstanding the tooltip or there was more information posted elsewhere - if you're world is alternate-history enough that pagans have invaded England and taken Stone Henge then I don't think Stone Henge having some significance to them is where you should be deciding history has gone mad.
 
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So as usual: features only for the same few big nations and nothing for the rest?

At least in CK2 one could build something great with every nation...
 
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Sid Meier called: he wants his game back.

These look good overall. However, I'm also inclined to agree with some posters who have interpreted this addition as a sign that the devs are starting to run out of ideas (no offense to them intended).
 
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I don't get this complaint - it boggles my mind.
Stone Henge DOESN'T give a benefit to the English. It's locked to giving pagan benefits unless I'm misunderstanding the tooltip or there was more information posted elsewhere - if you're world is alternate-history enough that pagans have invaded England and taken Stone Henge then I don't think Stone Henge having some significance to them is where you should be deciding history has gone mad.
I mean, okay, fair enough. It does at least make sense for Stonehenge to be significant to a celtic/druidic pagan nation. But..... how many celtic/druidic pagan nations are there?
 
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I mean, okay, fair enough. It does at least make sense for Stonehenge to be significant to a celtic/druidic pagan nation. But..... how many celtic/druidic pagan nations are there?
This particular example seems like it's mostly an easter egg for people playing games converted from CKII/CKIII.
 
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Why would it be impossible to build an impressive structure in a different city than where it was constructed historically?
I guess same reason why e.g. Angkor Wat can't be built by a Christian country.
 
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I guess same reason why e.g. Angkor Wat can't be built by a Christian country.
There is a good reason why any religious building might be constrained to countries of its particular religion.

There is no good reason why the physical location of a building must otherwise be the same as it was in history, unless the materials for construction aren't possible elsewhere or something.

Having such an obvious break in internal consistency is going to create more centralization of conquest paths than already exists, without any valid reason for doing so.
 
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Why is paradox so obsessed with historical monuments now? CK2 had a great system with both a handful of prominent historical ones but also allowed you to build your own which led to *gasp* monuments which reflected what happened in that specific game making it much more dynamic and giving you a new experience every game!

Now you have this system and the one in CK3 where you are tied entirely to what happened historically even where it makes no sense in game (for example the relevant province being a complete backwater instead of the important place it was historically)
 
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I guess same reason why e.g. Angkor Wat can't be built by a Christian country.

There is a good reason why any religious building might be constrained to countries of its particular religion.

There is no good reason why the physical location of a building must otherwise be the same as it was in history, unless the materials for construction aren't possible elsewhere or something.

Having such an obvious break in internal consistency is going to create more centralization of conquest paths than already exists, without any valid reason for doing so.
Both good points. Monuments don't necessarilly need to be fixed in every case, but there should be some restrictions. Otherwise this basically just turns into wonders from Civilization.
 
Both good points. Monuments don't necessarilly need to be fixed in every case, but there should be some restrictions. Otherwise this basically just turns into wonders from Civilization.
It more or less is wonders from Civ already. Especially due to placement restrictions in Civ 6. The only difference between the two is that Civ 6 maps are randomly generated, but for some wonders the areas you can place them are limited to few enough places on the map that only a small fraction of the civs can a) make them and b) get useful benefits from doing so. Others are more like previous games in that they don't have high restrictions.

Something like 15% admin efficiency is wild and making those kinds of bonuses arbitrarily constrained to a few spots "because that's where they were made historically" doesn't make sense. Especially if the country that made it IRL doesn't even exist on the EU 4 map in question.
 
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