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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 nerf to Prussian Monarchy. That's a rare sight.

Nerf to Merchant republic. Just another Tuesday. I wonder if their estates are useful now.

Isn't this a buff though? Before merchant republics were limited to only 20 provinces, now they can have unlimited. While we don't know the exact numbers of either how many provinces a normal nation or a merchant republic can have without penalties, this system seems a lot more fluid and fitting than an artificial hard cap.
 
So I start as Austria = HRE. My GC is now 500. I conquer up to 500 dev. State everything, full core everything. No problems.
My ruler dies. I am not reelected HRE. So now the GC is 100 for the duchy rank. I get 400% penalty that moment. (+400% stab cost, +200% AE, -200% Improve Rela, -20% Adm Efficieny).

To forstall the argument: If you are so greedy be sure to be reelected.
Imagine the ruler dies. The heir gets reelected. He dies the next day with a female or no heir. Empire rank gone.
While this surely spells trouble for the tag in question, I don't see why it shouldn't. If by chance a small nation, let's say Saxony, becomes Emperor for one election cycle and consequentially loses emperorship again, the once again duchy could in no way keep up that big of an administrative apparatus. In any case, the penalties could be lessened, so that country will not completely be wrecked. Or maybe the bonus to the administrative capabilities they enjoyed while being empire (or kingdom rank for that matter) could gradually decay, as to soften the blow, once they get downgraded again.
 
@Groogy Is the -25% and -50% change final? That seems like a very harsh jump from -40% and -80%, even with the new State House change, and especially if Courthouses and Town Halls don't apply to an entire area yet themselves.

Please reconsider, I personally think -30% and -60% respectively would be ideal, that way someone could reach the same original governing cost reduction as before if they are willing to commit to the huge cost of a Town Hall + Manufactury cost. Not to mention the opportunity cost of the building slots that could have been used on something else.
 
Nope, I just created a "State wide" variant of the modifier that the building uses.

Thats a bummer. So in other words that is the only modifier that can affect whole states. Why not creating a seperate building effect like

state_modifier = { #applying for every owned province in the state

supply_limit_modifier = 0.25
...

}

That'd be a much more flexible (and modable) solution.
 
Isn't this a buff though? Before merchant republics were limited to only 20 provinces, now they can have unlimited. While we don't know the exact numbers of either how many provinces a normal nation or a merchant republic can have without penalties, this system seems a lot more fluid and fitting than an artificial hard cap.

The no limits is a buff but that was announced earlier. The new updates announced this dev diary is a nerf to those buffs announced earlier.
 
While this surely spells trouble for the tag in question, I don't see why it shouldn't. If by chance a small nation, let's say Saxony, becomes Emperor for one election cycle and consequentially loses emperorship again, the once again duchy could in no way keep up that big of an administrative apparatus. In any case, the penalties could be lessened, so that country will not completely be wrecked. Or maybe the bonus to the administrative capabilities they enjoyed while being empire (or kingdom rank for that matter) could gradually decay, as to soften the blow, once they get downgraded again.

I personally like the risk involved.

You have the choice to have losing the emperorship not matter by not expanding at all.
 
This feels a little arbitrary to me. If a muslim state overruns the christians, why wouldn't they be allowed to propagate religion?

May I suggest an alternative:
Propagate religion can only be done in trade company regions where you have an actual trade company (that way, superregion restrictions will apply)
Dhimmi influence diminishes propagate religion strength
That way as Ottomans you can move your capital to Anatolia and whole eastern Europe will be TC region. With few provinces in TC and enough light ships you can convert Hungary, Poland, Lithuania and Russia to Islam. If you capture something in Western Europe you would be able to convert France, Spain, England or HRE the same way.

I would suggest something other - propagate religion doesn't work on Christians and maybe other Muslims, just other religious groups.
 
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.
Any particular reason for this?
This means Russia can make Siberia into a TC if they so want to.
Is there any reason not to make everything into trade companies instead of territories? (Apart from the higher governing cost)
 
That way as Ottomans you can move your capital to Anatolia and whole eastern Europe will be TC region. With few provinces in TC and enough light ships you can convert Hungary, Poland, Lithuania and Russia to Islam. If you capture something in Western Europe you would be able to convert France, Spain, England or HRE the same way.

I would suggest something other - propagate religion doesn't work on Christians and maybe other Muslims, just other religious groups.
Yeah, I would prefer to just exclude all abrahamic religions from being a target of propagate religion. Maybe as an additional requirement they need to have an active "defender of the faith" to be immune.
 
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Yeah, I would prefer to just exclude all abrahamic religions from being a target of propagate religion. Maybe as an additional requirement they need to have an active. defender of the faith to be immune.
An additional requirement is a good idea, maybe religious/trade policy. It would make more sense than current +10% goods produced it gives.
 
Ok I feel like I missed a dev diary. Can someone please explain what reserves is when it says the Byzantiums have XXXX number in reserves or have they not explained that yet?
 
These are good changes, although I wish the country formation option would be ironman compatible.
We would need something to penalize tag switching for missions to have them see it as an equal trade.
The simple option would be to make it so that a tag switch cancels all your mission bonuses (except for development) and permanent claims.
 
Why even remove End-Game tags but then make it so you need to keep them for achievenments? There is 0 reason to do that since a player who doesn´t care about achievenments could just download a mod to remove it. You gave us a placebo to a problem you yourself caused. It´s like a doctor breaking your arm and offering you "spiritual energys" to heal it instead of a arm cast. Why even have such a war with end-game tags? What made you decide that someone being able to become Prussia as Ming is a bigger problem to gameplay than the AI not converting for a entire year or colonies never expanding themselves due to faulty AI? This isn´t missing the forest for the trees but more akin to worrying about the colour of the flowers for a wedding while the house is on fire. Tons of issues are simply ignored in favor of the most trivial things wich affect only the 0.03% of the playerbase who can even pull of such things.
 
First up we’ve made information about other countries' military strength more readily available to the player.

These values are hidden if you are playing with limited or locked ledger in multiplayer.
Can you please make it so that in multiplayer you can see the enemies numbers in the war screen if the ledger is on? It doesn't make much sense to have all the values hidden if I can just look it up in the ledger.
This way, if you lock the ledger it can be like how it is now, but for co-op/friendly games you can see the enemy's troop numbers like in single player without having to add a bunch from the ledger.
 
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.

Will this fix the camera moving to the north pole when the province is on the other side of the world?