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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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Hmmm, all of this seems interesting, and the change to a soft cap to MR and Prussia will allow some decision making. One thing I notice is the change from "manufactory" to "local unique building" that could be done, denomination wise, since with more buildings competing for the same slot, that's pretty much what it is becoming. Maybe putting it separate from normal building in the building UI of a province could help, too, but that's mostly a detail.

Speaking of detail, we are getting information on troops in other place than the ledger, which is great. However while numbers are good to have, army quality is also important, and while going to said ledger isn't a problem in on itself, one value that always caused me problem there is morale, which I'd rather have as the maximum at full army maintenance than the current morale of a country, not representative of what it will be in a real situation. Again, that's nothing important, and doesn't change the fact that today's Dev Diary is very interesting in what it brings.

I'd love to see unique buildings making a return.

The problem with showing advanced mil stats (morale, disc., Etc.) Is that the ledger tab which shows them is DLC locked behind CoC
 
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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.
[...]

Does the tooltip indicate that France is an endgame tag now?

It always bothered me that France was the only major 1444 nation without a "designated formable" (like e.g. Muscovy->Russia, England->GB, Vijayanagar->Bharat, ...) that wasn't an endgame tag (like e.g. Ming or Ottomans). Why can France form GB but not the other way round?

I am not against the concept of somewhat limited nation forming but I always found the list of EGTs (or rather the list of non-EGTs) strange.
 
I love all these addition !

Althought the availability to see your opponent strenght and manpower should be tied to the espionnage idea group.

I know there is pro and con for the ledger, myself I never liked it, its one of the reason espionnage is so bad, I always turn it off because you can "magically" know all your opponent finance and forces without any effort !
 
Before I forget, very exciting changes here! Big thumbs up to Groogy for tweaking the TC rules after community feedback :)

The new patch so far sounds like it will steer the game more and more into "emergent gameplay" territory, which is probably the biggest reason why some of us sink a ridiculous amount of time into the game. I'm sure the discussions that follow will help tweak the precise values of the modifiers until they're just right.

The only thing I'd really love to see more of is the -x% min autonomy modifier (either local or global). I feel like it'd be extremely powerful and currently underused.
 
Yeah, that doesn't seem to be great. Europeans should not be able to create TCs in the other half of the continent. Anatolia is considered part of Europe, isn't it? If it isn't, then the Ottos are a problem too.
Most of anatolia is in Europe there is few provinces being in Asia which can easily be got (dulkadir owns one i think) to fulfil age objective. So yeah, they will be a problem.
 
How will charter TC work with the new TC mechanic? Will you be able to charter trade companies anywhere and will the AI be able to handle this? I'm worried there might be random Papal States trade companies popping up in the middle of siberia
 
Seeing Croatia as a PU with Hungary reminds me. If Hungary gets PU'ed by Austria, Croatia get inherited by Hungary, correct?
In this spirit, if Navarra gets PU'ed by Aragon (which happens quite often), if the Iberian Wedding fires, they should get inherited by Aragon (OR be turned into a regular vassal to Aragon), becasue otherwise the IW can get Castile 3(!) more diplomatic relations, stuck for 50 years.
 
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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.

One more important note, as was mentioned in the last Dev diary. The reason for continent and religion was so that Mamluks couldn't trade company Arabia.

But Mamluks aren't in the same Superregions so wouldn't still still be a similar issue?

Same with Poland and Brandenburg.

Wouldnt it make more sense to use both super regions and neighboring regions? The code alone could potentially be very useful for modders being able to scope to neighboring areas/regions/Continents.

https://eu4.paradoxwikis.com/Regions

Furthermore, would it be smart to add a few new Superregions perhaps? Subsahara vs Northern Africa or even East Africa not being together seem better. This may be a little too big of a scope though, and maybe we can one day see an expansion of all non European places. I would love it if Zimbabwe, Botswana and South Africa got more colonizable provinces with maybe even a few tags there. Same with the long requested south east Asia patch.
 
How will charter TC work with the new TC mechanic? Will you be able to charter trade companies anywhere and will the AI be able to handle this? I'm worried there might be random Papal States trade companies popping up in the middle of siberia

Charter Trade Companies should be restricted to requiring Expansion Ideas IMO.

One more important note, as was mentioned in the last Dev diary. The reason for continent and religion was so that Mamluks couldn't trade company Arabia.

But Mamluks aren't in the same Superregions so wouldn't still still be a similar issue?

This could be solved by splitting Africa into multiple superregions and having Egypt part of the Arabia (or now MENA) superregion.
 
Adding non-neighboring regions sounds good. Having an TC so close to your capital isn't realistic

This prevents cases as Mamluk-ArabiaTC, Brandenburgian-PolandTC, Austrian-HungaryTC, etc..

Would also prevent Western European colonizer-Africa TC if land crossing in Gibraltar counts as neighborhood.
 
I think they said something about making ai not charter unless they have colonists. Not something to restrict players who may (at less in my case) use it as a beachhead for future invasions.

My rationale is that the finisher for Expansion Ideas is "Can fabricate claim overseas in trade company regions. +5 number of states.". So just add "Can charter trade companies." in there as well.
 
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Will you add an event for catholic countries when they conquer Mexico for Our Lady of Guadalupe? That would convert Mexico to Catholic. At the moment Ai doesn’t seem to convert Mexico from their native religion
 
Would also prevent Western European colonizer-Africa TC if land crossing in Gibraltar counts as neighborhood.

Neighbouring regions not Superregions, would just cut Iberians from Magherb, which is not that realistic for them to trade company it.


+nothing will be perfect, we can just limit weird things.