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Hello everyone and welcome to the last development diary for 1.12/Common Sense. This of course does not mean there won't be a new dev diary next week as we're committed to posting dev diaries every week regardless of whether an expansion is announced or not, it just means that next week we'll be talking about something else. We may even be talking about YOU.

Probably not though.

Either way, today you get a wrap-up dev diary, where we go over the map changes, new countries and some important mechanics changes that will be coming in 1.12.


Technology
Technology levels have been tweaked somewhat in 1.12, mostly to match the new building system. Buildings now unlock consistently on certain levels (4, 6, 8, 11, 14, 17, 19 and 22) with the exception of the Castle (the lowest level fort) which unlocks at tech 1. Since 4 is now a building level, and because we wanted to slow down certain countries' starting exploration, the first idea group unlock was moved to Administrative Tech level 5.

Furthermore, there have been changes to Administrative Efficiency. Administrative Efficiency now only goes up to 50% (down from 75%) but also affects the cost of creating cores. A new technological effect called Development Efficiency was also introduced, which reduces Development Cost and unlocks at roughly the same time as Administrative Efficiency. Finally, Force March was changed. It now unlocks at Administrative Technology 15 instead of 9.

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Gold Mines
Now that you can improve your gold mines with diplomatic power, we felt that we needed a way to prevent the player from simply sinking all that power into building the world's largest pile of gold. As such, each gold mine with a base production higher than 10 has a monthly chance to deplete. This chance starts extremely low, but exponentially increases the more you improve the mine. A gold mine that depletes will have its base production halved. We've also made it so that the Merchant Republic bonus to locally produced goods does not apply to gold mines.

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Independent Economics
If you've ever tried your hand at Raja of the Rajput Reich, you may know that playing a one province minor with a single crappy province isn't too much fun. Your economy can barely support a regiment or two, and you're almost completely dependent on allies to accomplish anything. During development we discovered that this problem was further compounded by the new fort system as minor countries simply didn't have enough troops to besiege an enemy's fort, and decided to make a few tweaks.

All independent nations now have a base tax income of 1 ducat/month regardless of the value of their territories. Independent nations also get a hefty +6 bonus to their land and naval forcelimits, allowing them to support enough of an army to at least make a go at their neighbour's castles. This tax bonus replaces the old tax income bonus on capital provinces. Subject nations get a lesser version of this bonus more along the lines of pre-1.12 minors, getting 0.25 ducats/month base income and +2 to their forcelimits.

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Fort System Changes
I also wanted to go over how the fort system in 1.12 has changed during development. The fort system was the topic of the April 9th dev diary, but since then we've been iterating on and improving the design according to the feedback we got from QA, beta testers and fans. One thing that was very quickly evident was that the larger garrisons did not quite work out - forts able to sortie 20k armies could result in unwinnable wars and minors simply could not muster the troops needed to beat such numbers. As such, the garrison was reduced back to 1k per fort level, but we added an additional requirement that you must have at least 3000 men per fort level to effectively besiege a fort, so a level 2 fort needs 6k soldiers to besiege.

In the final 1.12 version, we have 4 fort buildings starting at the level 2 fort 'Castle' and ending at the level 8 fort 'Fortress'. When you unlock a new type of fort, you will also unlock new techniques for laying siege. What this means is that if you are besieging a fort that is of an older model than the best one you can construct, you get +1 to your siege and breach rolls for each level of 'age' the fort is behind your technology. This provides an additional incentive to upgrade old forts to the newer, more expensive models and means that late-game armies will quickly breach and capture medieval castles. As before, capital provinces add an additional fort level that is not connected to buildings, so a capital with a Castle with have 3 fort levels with a Zone of Control and a capital without any fort will have 1 fort level and no Zone of Control.

Furthermore, we've also improved the visualization of the Zones of Control. When a unit is selected, the map will now display the Zones of Control of your forts (displayed as walls with blue circles) and the forts of those you are at war with (displayed as walls with yellow circles). When hovering over a province in a hostile Zone of Control, the ZoC icon will change to show you to tell whether movement to the province is blocked or not (in addition, a tooltip will always show up for provinces that are blocked whether they are in a ZoC or not).

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Finally, I turn the word over to Trin Tragula, our scripter, to talk about map changes in 1.12.


Map Changes

For the most part EU4 inherited its map of Europe from its predecessor. Initially this meant that it was one of the most detailed regions in the world though this was significantly less true for specific parts of the continent. For instance Eastern and northern Germany have didn't have the level of detail comparable to the areas along the Rhine.

As patch 1.8 came to bring the rest of the world to a much more detailed state the European inconsistencies became a lot more apparent and with the 1.12 patch that accompanies Common Sense we have therefore taken the opportunity to increase the level of detail of the areas the new expansion touches. Germany and Italy in particular has received attention but given the new fort and development mechanics having provinces of comparable size has in general been deemed more desirable and adjustments have been made in a few more regions as well. The opportunity was also taken to harmonize development levels with those of the rest of the world a bit more.

Germany:

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In Germany the map overhaul has meant re-balancing the base development values (they are generally lower than they where before) and adding a fair bit of provinces to split overly large ones and make the region more consistent. This has resulted in added strategic depth especially for the medium powers that previously had larger provinces simply because they where less fragmented.
The changes are a bit too spread out to comment in full but here are a few highlights:
  • We can now show the full extent of the areas under the control of Brandenburg, as we have split Altmark from Magdeburg and Sternberg from Neumark.
  • The Kingdom of Bohemia and their Silesian vassals have gotten new provinces to better reflect their strength in their home area. Bohemia should now prove much more resilient to outside aggression. The shape and position has also been brought more in line with the historical reality.
  • Bavaria has been split up a bit to give them more strategic depth and to be able to portray the economical strength of the area a bit better with the loss of the Free City of Memmingen and Nuremberg (added in the patch before this).
  • While Swabia has not had any larger changes to provinces two new Free City tags have been introduced here to better reflect the myriad of Free Cities in this area historically, something the game up to this point hasn't really covered.
  • The Baltic coastline has also been made much more detailed with additional ports given to both Pommerania and Mecklenburg to bring the area on par with the western coast of Germany and better reflect the realities of the northern German coastline.
  • While the low countries themselves are fairly detailed compared to most of the map the directly adjacent area in modern Germany was not. Kleve and Berg have now been split apart and the Bishopric of Münster has also been given an extra province. The new Loon province will also now allow for the Bishopric of Liege to be split apart should the political realities demand it.

New Tags:
1. Memmingen (Free City)
2. Ravensburg (Free City)
3. Nassau
4. Verden (replaces the old Archbishopric of Bremen tag in the Stade province)
5. Bremen (republican revolter in the Hanseatic Bremen province)

Italy:

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Unlike Germany the development levels of Italy has actually been increased a fair bit as has the number of provinces throughout the Peninsula. Northern Italy in this era was famously both rich and divided and we felt the EU4 setup in the area up to this point hasn't managed to capture this as well as it could. A number of new provinces has been added as well as two additional tags. The cultural setup was also balkanized to further show the diversity of the region and the difficulty for an outside power to efficiently conquer the entire peninsula.
Highlights:
  • In the north the Milan province has been split and the Marquisate of Montferrat has been introduced. Changes here aim to create better room for maneuver, to strengthen Milan and in general to further complicate a region that saw some of the most iconic wars of the EU4 era.
  • The Tuscan region has seen the introduction of a new tag for the republic of Lucca as well as an additional province for Tuscany to better show the size and strength of that state.
  • The Papal States have been further diversified and strengthened by splitting Ancona from Urbino and Umbria from Roma.
  • Southern Italy while much poorer than the north previously had much bigger provinces than the neighboring Italian areas or even the Maghreb. While the south is still poorer than the North its wealth has been increased. The Kingdom of Naples has had a number of its provinces split to allow for greater diversity and room to maneuver. The rich island of Sicily has also gotten an additional province.
  • Provence in the adjacent region has also been split in two. The upland part of the province is now separate.
  • The island of Sardinia has been split into two provinces.

New Tags:
1. Montferrat, in 1444 a vassal of Savoy ruled by Giovanni Giacomo of the Paleologi dynasty.
2. The City of Lucca. A new republic between Tuscany/Florence and Genoa.

New Italian culture group:
1. Piedmontese
2. Ligurian
3. Lombard*
4. Venetian
5. Tuscan
6. Umbrian*
7. Neapolitan*
8. Sicilian*
9. Sardinian

(* = culture existed prior to 1.12)

Poland & Prussia:

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The new patch aims to improve this area in more than one way. Apart from adding provinces to this region care has been taken to ensure that their location and shape better follow the historical realities. While the main goal of the added provinces and border changes in this area has been to strengthen the eastern players and allow for better military maneuvers it should now also be possible to represent the historical borders of later start dates to a much higher degree.
The entire region of East Prussia has therefore been moved to the south west and, should the game turn out that way, Ducal and Royal Prussia can now have borders more similar to their historical counterparts. Similar changes have been made in Poland though these are perhaps less immediately evident, the aim here has been to both reasonably portray Polish administrative divisions and allow for the borders of the various Polish partitions.

Furthermore development levels in Poland, the Ukraine and Prussia has been increased to better show the economic strength of the region.

Spain:
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Much like many areas of western Europe outside of Italy the Iberian peninsula has had its development levels decreased to be more consistent across the map. The area has however also has provinces added to eastern Iberia which previously lacked the detail of the central parts. The Kingdom of Aragon now has both more strategic depth and economic strength (especially when you include their Italian possessions). The changes will also allow for more interesting warfare between France and Spain when/if the peninsula unifies.

Southeastern Europe and the Kingdom of Hungary:
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While not the main focus of the overhaul South-Eastern Europe has had its development strengthened to better conform with other regions and to better show the actual strength of the states in the area.
Additionally provinces have been added to a few areas where the level of detail was previously lacking such as Wallachia, Serbia, Bosnia, modern Slovakia and Northern Macedonia.

Seazones & New Islands:

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In order to make things a bit more interesting there has been a number of adjustments to seazones to allow for more competition over certain areas. More islands will now allow you to fabricate claims on the mainland and vice versa. Most notably the seazones around Crete and the Baleares have been removed to encourage the mainland powers to compete over the islands.
Four new island provinces have also been enlarged and made proper provinces:
1: The (future) Pirate Haven of Djerba in northern Africa. Controlled by Tunis at the start of the game but historically the starting point of Ottoman Ambitions in the western Mediterranean and the site of some iconic battles and sieges over the course of the EU4 period.
2: The African island of Sao Tome has been split from the Gabon province and is now another colonizable port for those looking to explore down the coast of Western Africa.
3: The islands of Qeshm and Hormuz has been enlarged and split from the old Hormuz province. The new province now houses the Kingdom of Hormuz which had historically relocated it's capital to the island of Hormuz to avoid the turmoil on the mainland before the start of the game.
As Qeshm and Hormuz are so close to eachother and Hormuz so much smaller the result has been one large island but given that Qeshm was an integral part of the kingdom this approximation was thought preferable to a very small island right next to it.
4. Lastly the island of Euboea is now it's own province under Venetian control in 1444.


That's all for today! We'll be posting the 1.12 patch notes and a detailed overview of new national idea groups sometime before release
 
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Why Flanders, Rethel and Holland don't belong to Burgundy?

For Brabant, Flanders, and Holland, the personal unions haven't fully integrated yet. Margaret of Dampierre didn't die until 1405, so the PU between Flanders and Burgundy isn't quite 40 years old at the start of the game. Same with Brabant, which only entered its PU with Burgundy in 1430.

Holland and Hainaut are a bit trickier, but Philip did inherit them from his cousin Jacqueline of Hainaut in 1432. Granted, he helped push her out the door by seizing them a bit before she died, but he was the legal heir, so it's still a PU at that point. And Philip wasn't "offered" Holland, he went and grabbed it (and Hainaut) for himself, using the wars to his advantage to do so. Granted, Hainaut for some reason continues to not be united with Holland in the current set-up, when historically it should be. (as should Franche-Comte with Flanders, but I can see the reasoning for separating them).

Rethel, along with Nevers, was owned by the Counts of Nevers, who were relatives and vassals of Dukes of Burgundy.

Earlier Developer Diaries have shown Burgundy's new Personal Union and Vassal set up.
 
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If possible, could you make Bander Lengeh in southern Persia Sunni instead of Shiite, would go well with a mission for Hormuz to reconquer as similar culture between the two and both Sunni
 
I agree that splitting Thurnigia to better depict the Saxon Duchies would be nice.

But given their history, dividing it up into not-tiny provinces that would reasonably represent the region throughout the period would be difficult. Only Saxe-Weimar really existed fully through the period; all the others got shuffled around, with one city being the capital of a duchy at one point, and then being subordinate at other times. Coburg was about the only other one consistently the capital of a duchy, and even then there are significant gaps. But then again, the division between Weimar and Coburg was the most important early division, in 1572 (The Division of Erfurt), and those two duchies have the highest "name recognition", so a Thuringia divided between those two would seem reasonable, perhaps with an independent Erfurt between them. But dividing it into more than 2 or 3 provinces would likely make the provinces too small to be workable, and attempting to create provinces that could even remotely trace the development of the duchies through the period - well, that way would lie madness...
Which is why I limited my post to three provinces as well and I would place Eisenach as a better province than Coburg as it is more important in German history and allows for a good partition in West - Eisenach -, Centrum - Erfurt - and East - Weimar - whereas Coburg would be exactly south of Erfurt and that would not look good on the map.
 
I know I have already mentioned it, but I just wanted to ask. Is there a possibility that the bohemian unit colour will change back to the red-white version with the patch (red as the primary colour, white as the secondary)? With the atention you have Bohemia it would be a pitty if their unit colour would still be the horrible white-red they are since El Dorado.
 
Nive map changes. Overall thisis going to be a very interesting expansion but, FOR GODS SAKE, now that you are changing the map in Europe, change the Pirineos province to its correct name (Huesca). That has been a failure since... Well, i guess since EU I, something like half life ago. Please, correct it once for all (i see you have FINALLY correctd Aragon, which is now Zaragoza)
 
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Once you enter a fort's zone of control you can only either go at the fort or go back the way you came. Can't pass through it. As such, if you go to either Riga or Lettgallen (which both have forts) you must stop there and siege it down to continue to Mitau.

This is really messing with the AI Wiz. Its a popcorn fest to watch the tiny reinforcement stacks get wiped by the defenders who can move freely over land the OLD AI is trying to navigate to attack. And By the way Wiz, what happened to all those catapults, ballistas and trebuchets medieval Europe had to use against those "Castles" that take over a year to siege down with a 9k stack at 5% attrition even though the surround country side is under your control (Food, clothing, fuel, siege supplies, Livestock and shelter) but never mind, this is EU4 where armies that are out numbered, surrounded (doesn't affect combat) and out tech'd wins the battle because of a random dice roll that makes up for all the strategy that went into positioning your enemy for that fight on picked ground. The fact you have an expansion called "Art of War" and slap Sun Tzu in the face with linear combat #Wu Chu War is a Shameful Display!
 
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And By the way Wiz, what happened to all those catapults, ballistas and trebuchets medieval Europe had to use against those "Castles" that take over a year to siege down with a 9k stack at 5% attrition even though the surround country side is under your control (Food, clothing, fuel, siege supplies, Livestock and shelter)
I'm pretty sure feudal magnates' defiance of the crown in the Middle Ages was founded very precisely on how long it takes (and how much it costs) to reduce the walls of a castle using torsion and counterweight engines.
but never mind, this is EU4 where armies that are out numbered, surrounded (doesn't affect combat) and out tech'd
I have never lost a battle against an out-teched, outnumbered enemy unless I attacked a genius general on hostile terrain.

And, y'know, out-teched, outnumbered enemies did win battles when attacked in hostile terrain while led by an excellent commander.
 
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I'm pretty sure feudal magnates' defiance of the crown in the Middle Ages was founded very precisely on how long it takes (and how much it costs) to reduce the walls of a castle using torsion and counterweight engines.

I have never lost a battle against an out-teched, outnumbered enemy unless I attacked a genius general on hostile terrain.

And, y'know, out-teched, outnumbered enemies did win battles when attacked in hostile terrain while led by an excellent commander.

Um...Yeah. I admire the exposition but current game logic would have the English win the battle of Bannockburn 99/100 times. Do I really need to link you the countless youtube videos showing im right or are we going to continue the circle jerk?

I want to know how many food stores last over 4 months without caning or refrigeration especially when the besieging army has access to the farmlands. But nevermind...point is lost.
 
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Um...Yeah. I admire the exposition but current game logic would have the English win the battle of Bannockburn 99/100 times. Do I really need to link you the countless youtube videos showing im right or are we going to continue the circle jerk?
if your theory about winning being entirely random was consistent, wouldn't the English need to win 50 out of 100 times rather than 99/100? when they win 99 out of 100 times, it's not random, it's the weaker side winning most of the time, and if that was the case, a WC with France would be more of a big deal than a WC with Ryukyu.

I want to know how many food stores last over 4 months without caning or refrigeration especially when the besieging army has access to the farmlands. But nevermind...point is lost.
are you familiar with the concept of grain?
 
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if your theory about winning being entirely random was consistent, wouldn't the English need to win 50 out of 100 times rather than 99/100? when they win 99 out of 100 times, it's not random, it's the weaker side winning most of the time, and if that was the case, a WC with France would be more of a big deal than a WC with Ryukyu.


are you familiar with the concept of grain?
Have you ever stored grain in a dirt shed ridden with rats with 3,000 people rationing it out while moisture grows mold?
As for the Bannockburn comment, put 20k units attacking with -3 against 5k units with a good general in this game and please try and tell me the out come would not be close to my painfully obvious exaggerated figure of 99/100. Please tell me they'll win with this game's mechanics.
 
Have you ever stored grain in a dirt shed ridden with rats with 3,000 people rationing it out while moisture grows mold?
i haven't, mankind has. succesfully.

As for the Bannockburn comment, put 20k units attacking with -3 against 5k units with a good general in this game and please try and tell me the out come would not be close to my painfully obvious exaggerated figure of 99/100. Please tell me they'll win with this game's mechanics.
i'm just pointing out that at first you had blamed the RNG for letting an outnumbered force win, while right now you seem to complain about a bigger force winning.
 
imo gold mines should have a 5% chance to give inflation(amount depends on gold income/total income) when above 10 and +0.5% per 1 above 11 dip development instead of "depleted". Call it "gold rush". After 50 years of being above 10 dip development, the province should gain 0.1% chance of going depleted and increase it by 0.1% per year.

So a 13 dip dev province would've had:
6% chance/year of giving inflation.
After owning it for 100 years the chances would be:
inflation would've fired at least 6 times.
depletion chance: 5.1%
 
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Its like you don't even grasp the depth of the argument. My two examples highlight the severe limitations of the current combat system. Both are correct. In my first one I was showing how in accurate combat IN GAME currently is. In my second example, surprise surprise, I showed how the current game mechanics would turn a historical battle into a predictable result. Its like you are trying to sound smart by picking at what I say but fail to realize the big picture.

And if you think grain stores last more than a year under siege conditions then in the coming civil war in the US, I hope people like you are my enemies because your logistics skills will aid me greatly
 
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