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EUIV - Development Diary - 28th of January 2020

Hey again! So I know the last development diary I said that the next one wouldn’t be coming until 4th of February, and if you check your calendar it is still not yet 4th of February. However we’ve gotten to a point of 1.30 where we feel we can more regularly provide development diaries again. So for this one I will be visiting an old favorite though before we dig into new features that are going to be coming with the upcoming expansion and patch. Features made just to make the game simply better, quality of life.

I will warn you though, a lot of the UI you are about to see is very much work in progress and is not representative of how it will look upon release.

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First up we’ve made information about other countries' military strength more readily available to the player. It has always been possible to discern this information in the ledger, and it will still be available there, but we’ve also now placed it in two interfaces that you might look at a bit more often. First is the Diplomacy View where below the usual information you can discern of a country. Here it will list specific the land forces and the naval forces fielded and last the manpower of the country.

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Then we have the War Declaration view, this one is a bit more complicated. It will sum up the infantry, cavalry and artillery of each side that will be called in to the war. The last column is the full amount of forces deployed and the amount of manpower available to that side. You can see the breakdown of these numbers for each called nation by hovering over each number.

These values are hidden if you are playing with limited or locked ledger in multiplayer. But they will show up if you have infiltrated administration in a nation. In the case of the War Declaration screen it will show incomplete numbers but also warn you of this unless you have infiltrated every member of the opposing sides governments.

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Next is a little handy thing just to help you pick your rivals a little bit better. Each option when picking your rivals will now highlight if that country has also picked you as their rival.

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We’ve made endgame tags optional now. You can turn it off in the options before starting a campaign. It does however invalidate achievements.

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Last thing is on events that affect a specific location in the world. We’ve added some nifty buttons, these will take you directly to the province that the event is concerning. Making it a lot easier to get a grasp on what you are getting where. Image shown here is an example with a banner in the top which will be used for if the entire event affects a single province while the one on an event option is for if there’s a difference between the options.

I also want to update you on that since last dev diary I and Johan have listened to responses and based on that feedback done some balance changes. Courthouse and Town Hall reduces governing cost -25% and -50% respectively. We've added State House which uses a manufactory slot and gives -20% governing cost and -5% minimum autonomy on entire area with double effect on provinces of paper, gem or glass. They can only be built one per area. Merchant Republics and Prussian Monarchies penalties are now based on Governing Capacity instead of amount of provinces. They will also as a base have less Governing Capacity available to them.

We've also changed the requirements for making a province part of Trade Companies, there are no longer any religious requirements, it only requires the province to not be in your super region. This means Russia can make Siberia into a TC if they so want to. Their autonomy penalty have been changed to 90%, however they have only 45% production efficiency loss from autonomy and no penalty on naval FL. Propagation of Religion available to Muslims have been limited to anywhere but Europe.

That’s it for today's dev diary. Next one will come next week and will be written by Johan about a new upcoming feature part of the expansion focusing on making conquest more rewarding.
 
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A nice option to have, for those that like costum nations would be the option to choose Map graphics for the units.
My Duchy of Madeira Island, the Pearl of the Atlantic, would love some Galician Skins and Iberian ship types.
 
Yeah “mindlessly clicking things” isn’t good gameplay. Just like the macro builder was a huge improvement over going over the map to find where buildings make sense.

I don’t think this is that big of a deal, one more very useful building per state? We still don’t know how important constructing it will be, depending on the gain of governing capacity etc.

I would love the macro builder to add a demolish function, though.
 
I'd really like more details on Merchant Republics. Like, I need to know how their main bonus, the Goods Produced bonus, is going to interact with the new abundance of Trade Companies.
 
We are gentlemen good sir. Gentlemen.
When we go ransack your home and ravage your women we first tell you politely that we will be doing so. To do otherwise would be barbaric and equivalent to those berber raiders.

To be clear - to press DoW diplomat would be still required. I just want to know if enemy allies will join (and using new UI how many troops will they muster)
 
Nice, helpful changes here. The "go to province" button seems especially helpful.
 
Additional benefit of distance from capital in GC equation is that we will no longer need those awkward capital movement restriction - you should want to have your capital close to your states.
 
The OP said that the developers have gotten "to a point of 1.30 where we feel we can more regularly provide development diaries again". By this and people's experience here, what is the best estimation as to when this patch and the new expansion will come out?
 
On the QOL. Missionary automation would be greatly appreciated. Not sure if there is a code limitation, but you already have automated diplomats and I can imagine that missionaries could be done the same way. Player should be able to assign missionaries to automation but also choose not to. Automated missionaries should not try to convert provinces that can't be currently converted. This would greatly improve the desire to convert provinces instead of just picking humanist ideas and ignore religion all together.
 
The OP said that the developers have gotten "to a point of 1.30 where we feel we can more regularly provide development diaries again". By this and people's experience here, what is the best estimation as to when this patch and the new expansion will come out?

Given La Resistance is out next month and Federations still doesn't have a release date, April/May is my guess.
 
These values are hidden if you are playing with limited or locked ledger in multiplayer. But they will show up if you have infiltrated administration in a nation.

Hummmm... why is it that in single player the information is not hidden?

One of the things that irks me in Paradox titles is how everybody knows almost everything from everybody else. Unrealistic in the extreme and preventing several interesting new strategies.
 
Hummmm... why is it that in single player the information is not hidden?

One of the things that irks me in Paradox titles is how everybody knows almost everything from everybody else. Unrealistic in the extreme and preventing several interesting new strategies.
Why not hide or restrict them when playing in hard or very hard difficulty mode?
 
Why not hide or restrict them when playing in hard or very hard difficulty mode?

In my opinion because it should be a basic element of the game design: you only have access to detailed foreign info from your allies, entities under you and those you have infiltrated.

As with any other design element of the game, it has nothing to do with difficulty levels.
Difficulty levels, for instance, should consider making the infiltration easier or harder.
 
It would be interesting for the game, as the maintenance system to divide it, for instance, as a spanish colonialist, get 10K army on americas and 30K in Europe and get maintenance on for European troops and maintenance off for Americaneses troop. As if for navy, for instance, get commercial navy with maintenant off and heavy battle navy get its maintenance off.
 
In my opinion because it should be a basic element of the game design: you only have access to detailed foreign info from your allies, entities under you and those you have infiltrated.

As with any other design element of the game, it has nothing to do with difficulty levels.
Difficulty levels, for instance, should consider making the infiltration easier or harder.

I would prefer a method of uncertainty. I hate the fact that as a rival of the Ottomans I have full intel on their armies and their quality, their economics, when their forts are mothballed, their loan size and debt ect. But you would have to first revamp the espionage system, which badly needs rework.

Smart play shouldn't come from free information, you should make actual effort to see it.
 
May I ask if the period in which this DLC will be released has already been hinted?
I'd like to play a new campaign, but if the new DLC is not that far away, I'd prefer to wait for it.
 
Hummmm... why is it that in single player the information is not hidden?
Infiltrate Administration is at Diplo Tech 30. You would have no information on enemy troop numbers for roughly 16 out of 377 years at most. Not to mention that the AI always has perfect information on the player (with only a handful of exceptions), so it's rather pointless to restrict it in Singleplayer.
*edit*
As a mandated rule, instead of an option.
 
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