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EUIV - Development Diary - 18th of February 2020

Hello! So today we’ll be covering a fair bit of various functions, most of it is free quality of life improvements coming with the next patch. I’ll also be talking about some changes we’ve done since previous dev diaries in response to feedback from these threads and other platforms. So we’ll start with the one feature that will be accompanying the expansion.

So ever been sitting just hoping that you are going to get an heir that will safely take over your Kingdom when you pass on? You be damned if you let the Habsburgs get their hands on your titles! We’re adding a feature for monarchies where a highly esteemed King can appoint someone to be their successor who is not of their dynasty. You can Introduce an Heir to the court.

upload_2020-2-18_8-45-24.png


Requirements to use this is:
  • Not in a Regency
  • Not at War
  • Positive Prestige
  • At least 90 Legitimacy
Using it will cost you 20 Legitimacy and 20 Prestige but give you an heir with a local dynasty not of your current one with weak claim to the throne.

Next up are features who all are part of the 1.30 Patch. First one we’ll talk about you might have spotted in the previous development diary.

upload_2020-2-18_8-45-37.png


Now when you hover over a country shield it will highlight that country on the map with a red outline that pulsates. This will work with all shields, except some like the large shield representing your country in the top left corner.

Next one I teased about yesterday, a small addition but I believe will be quite loved. We’ve added a Core All button in the Stability interface

upload_2020-2-18_8-45-56.png

If you compare with last dev diary you can see as the stability interface is being reworked to get space for the new Governing Capacity mechanics and to convey all the necessary information to the player.

Not much to say here, it does what it says on the tin. It will try and core as many provinces as you can afford. I can add that the programmers have worked on a bunch of issues that start to appear in the macro builder and various other lists when you start to have more than ~3 000 provinces.

Next is you can now view the mission screen of your subjects.

upload_2020-2-18_8-46-24.png


It should help anyone that wants to optimize what they get out of their vassals and even be able to get some out of their mission trees to benefit you in the long run.

Speaking of missions, our Content Designers have been going over them trying to make their requirements and tooltips way clearer.

upload_2020-2-18_8-46-37.png


Part of that has also been to add support where it will show your progress clearer to achieve one of the requirements. For modders some of the triggers that have been improved are:
  • Num_of_owned_provinces_with
  • Num_of_provinces_owned_or_owned_by_non_sovereign_subjects_with
  • Calc_true_if
Next are some changes to generals to help you manage them a bit easier.

upload_2020-2-18_8-47-2.png


In the military interface for your country you can now detach your leaders from whatever army or navy that they are in control over. Besides this function we’ve also changed a little bit fundamentally how they work, or specifically how they die.

upload_2020-2-18_8-47-13.png


They now have an age just as if they were a monarch. This has been done for two reasons, one to give you a straightforward way to try and guess if the leader has long for this world or if you should get a younger general on that front. Second, this made it possible for us to tweak how death chance is calculated for Monarchs who are also leaders. Monarchs leading an army no longer get the double check for death based on their age, however of course being on the field is still an elevated risk to his Highness health.

Last improvement is to prove what we all already know to be true, that there are no Swedish Bias in the team ;). So I went ahead and updated the Danish ideas to be more competitive with other naval powers in Europe.

Traditions
5% Ship Durability
10% Tax Modifier

Bonus
10% Naval Engagement

Nordic Rulers Legacy
10% Shock Damage

Vornedskab
20% Global Manpower Modifier
20% Global Sailors Modifier

Old Naval Traditions
10% Naval Morale
5% Disengagement Chance

Rentekammer
-15% Build Cost

Klaedekammer
-15% Naval Maintenance Modifier

Expanded Dockyards
+50% Naval Force Limit Modifier

Den Danske Lov
-1 Global Unrest


Before ending the Development Diary for today, I want to cover some changes we’ve done since some previous development diaries and what was covered in them.

First is that we have raised the Base Disengagement Chance for ships to 10% from the previous 3% giving ships a bit more of a reasonable chance of getting out of the battle and letting your fresh ships get in and fight.

We’ve swapped out the Admin Efficiency penalty from going over Governing Capacity to +20% Core Creation and +100% Advisor Cost when at 100%. In the end we felt that Admin Efficiency had too many side effects as well besides what we wanted to achieve so we swapped it for Core Creation. We looked at potentially adding State Maintenance as the monetary burden of going over capacity but it had problems with it, you do not pay maintenance for territories and if we would add that you can very easily get into a death spiral where you have no option to get out of it, including calling for bankruptcy you could still sit at a net negative afterwards. So we felt Advisor cost was a good middle ground, representing the strain on your administration, it being a cost you have full control over and it as added bonus has an indirect effect on your mana generation.

Together with Governing Capacity we’ve also now hooked in some old government mechanics into it that previously were tied to provinces. Merchant republics and Prussian Militarization have had their width penalties redone. Merchant Republics no longer suffer the republican tradition penalty as previously from fully cored land but instead their stated land and territories have an additional 25% Governing Cost compared to other nations, while trade companies for them will be cheaper. Militarization penalty is now based on the governing capacity of your country, getting -1 Militarization for being 100% over. But Prussian Monarchy/Republic also have -50% Governing Capacity modifier in their government not letting them efficiently manage as large swaths of land as an Ottoman Empire.

upload_2020-2-18_8-48-10.png



Next week we will revisit a mechanic we talked about in a very old development diary, Mercenaries, but a lot of stuff has happened since we last mentioned them. The vision remains the same but we’ll go more into details on how they work and talk about the content around them. I will see you next Tuesday!
 
Not a fan of spawning a heir.

There should be serious implications bar the hit to prestige and legitimacy.

  • Perhaps a relations hit to those you have royal marriages with - you've effectively chosen a minor noble over their spawn which is related to your king.
  • What about a bigger hit to legitimacy?
  • Could nations you have a royal marriage with have the option of declaring way on the heir when he gets the crown?

Be nice to see some more dynastic conflict and potential drawbacks of marriages and this feature.
 
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Reactions:
Last improvement is to prove what we all already know to be true, that there are no Swedish Bias in the team ;). So I went ahead and updated the Danish ideas to be more competitive with other naval powers in Europe.

Traditions
5% Ship Durability
10% Tax Modifier

Bonus
10% Naval Engagement

Nordic Rulers Legacy
10% Shock Damage

Vornedskab
20% Global Manpower Modifier
20% Global Sailors Modifier

Old Naval Traditions
10% Naval Morale
5% Disengagement Chance

Rentekammer
-15% Build Cost

Klaedekammer
-15% Naval Maintenance Modifier

Expanded Dockyards
+50% Naval Force Limit Modifier

Den Danske Lov
-1 Global Unrest

I really like these ideas. They keep a focus on the navy, which might not be strictly efficient but suits Denmark very well. They are not focused on a particular ship type, which is appropriate for a country that might want an early galley-driven Baltic fleet, a lot of light ships for their juicy trade node, and in the mid-late game an ocean-going heavy fleet to compete for global naval supremacy. Between the tax modifier, the build cost reduction and the cheaper ships, these are also fairly strong economic ideas.
 
Not a fan of spawning a heir.

There should be serious implications bar the hit to prestige and legitimacy.

  • Perhaps a relations hit to those you have royal marriages with - you've effectively chosen a minor noble over their spawn which is related to your king.
  • What about a bigger hit to legitimacy?
  • Could nations you have a royal marriage with have the option of declaring way on the heir when he gets the crown?

Be nice to see some more dynastic conflict and potential drawbacks of marriages and this feature.

Quick thought on point 3: Perhaps give them a Claim Throne CB or add a new CB/peace option to spread dynasty/new heir.

It definitely feels like it needs a diplomatic ramification and perhaps some +unrest or -stability as well. But then don't want to go overboard either. Plenty of options to consider though.
 
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Reactions:
I see that Segovia in there ;).

Since Iberia is getting getting a couple new provinces, is it possible you might adress the climate issue, where there are no-winters everywhere except in the Northern coast which has mild-winters, which is ironic since the coldest parts are the interior highlands, while all coastal areas are fairly warm all year round.

For a visual representation
Spain:
TMes_Invierno_1981_2010 (1).png
Portugal
IMG_20200218_104947.jpg
Integrated view:
IMG_20200218_105042.jpg

Makes no sense for Coruña to have Mild winters, while Leon has No Winters.

For comparison with outside of Iberia, the average minimum temperature of Bragança (which has No Winters) in winter is 2,4C lower than in Dublin (which has Normal winters).
 
Requirements to use this is:
  • Not in a Regency
  • Not at War
  • Positive Prestige
  • At least 90 Legitimacy
Does the AI have access to this decision and does it use it accordingly? Because unless I'm mistaken, this would severely cripple the Catholic PU game, if anyone can just instantly spawn a (weak) heir at demand to protect themselves from ending in a PU.
 
Do you have any plans to remedy the issue with the inability to spawn CoT in new world historical trade centres such as New York? This probably my number one pet peeve with EUIV and it would be a huge quality of life upgrade (at least for me) if it was made possible to spawn centres of trade such provinces. I would be most grateful if you could find your way to remedying this issue.
 
Quick thought on point 3: Perhaps give them a Claim Throne CB or add a new CB/peace option to spread dynasty/new heir.

It definitely feels like it needs a diplomatic ramification and perhaps some +unrest or -sta bility as well. But then don't want to go overboard either. Plenty of options to consider though.

100% agree there needs to be diplomatic ramifications or even revolts to go with this. I don't know about a claim the throne CB but an opinion malus seems fair, with a double penalty if the country shared your dynasty.

I'd *really* like to see a chance to spawn pretender rebels. It shouldn't happen every time but the chance should be there.
 
Does the AI have access to this decision and does it use it accordingly? Because unless I'm mistaken, this would severely cripple the Catholic PU game, if anyone can just instantly spawn a (weak) heir at demand to protect themselves from ending in a PU.

The Devs confirmed that the AI generally avoids the fearure precisely for this reason.
 
@Groogy are you still taking feedback for Portugal ideas or are they set in stone?

Because they are still mediocre. They can be better and more historical without being overpowered.

The last idea should be the second one. That was the whole policy or the Mare Clausum on the Indian Ocean that first was tried and tested at Morocco.
Forts that could be easily be defended and reinforced by sea, and use of superior artillery and naval power.

Also a military tradition, due to the reconquista and/or its fights to remain independent would not be out of characther.
 
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@Groogy I'm not asking this in a hostile way, just trying to understand the devs thought process about Prussia.

Why is a huge nerf to Prussia's 'wide-ness' coming after years of that never being a feature or drawback of them? I get it for Merchant Republics. But now it seems like Prussia is being forced to play 'tall' instead of merely being encouraged to with Militarization.

I get that you can be bigger while keeping up the Militarization mechanics, but honestly it seems like Militarization is just too powerful to balance around as is. I think most players would rather see a nerf to those bonuses while still being able to play Prussia the normal way.

Plus it doesn't make much historical sense either.
 
I am a little bit concerned about decisions of changing admin efficiency penalty to core creation penalty.

It seems that it will make game less tedious, but in fact it exact opposite:
1) administration efficiency does not affect coring time
2) coring cost is affecting coring time(20% is about 7 month longer)

this change I am afraid will result in sitting longer after each war waiting for cores to be done. I would rather not be able to take much land in a war, rather than waiting longer for cores to be done.
 
@Groogy I'm not asking this in a hostile way, just trying to understand the devs thought process about Prussia.

Why is a huge nerf to Prussia's 'wide-ness' coming after years of that never being a feature or drawback of them? I get it for Merchant Republics. But now it seems like Prussia is being forced to play 'tall' instead of merely being encouraged to with Militarization.

I get that you can be bigger while keeping up the Militarization mechanics, but honestly it seems like Militarization is just too powerful to balance around as is. I think most players would rather see a nerf to those bonuses while still being able to play Prussia the normal way.

Plus it doesn't make much historical sense either.

Prussia's always (well since Rights of Man at least) been steered towards not going too wide with the -0.015 Monthly militarization per province...
 
oh I forgot to mention that, the base value is now 200 for Governing Capacity, you are intended to have to keep some territories though to do the upgrade, meaning the upgrade suddenly means something more than a name change as you can more efficiently manage more land if you want to.

Edit: Besides the second you do get tech 8 I think, your capacity will be at 300.

Speaking of upgrade and naming change, can it be possible to include a toggle in the game menu to select change in name upon upgrading. Duchy of <Prussia>, Kingdom of <Prussia>, <Prussian> Empire.
 
How about a shift-click to queue up missionaries? Always find myself forgetting about them at some point, so it would be nice to be able to have them automatically move on to the next queued province after completing one.