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EUIV - Development Diary - 3rd of December 2019

Hello! So finally another Dev Diary is upon us. This one I’ve been teasing over the weeks of what it would be.

So if you haven’t guessed it by now or you haven’t been following my sadistic tweets, what I’ve been spilling the beans on the past mondays are features we call Centers of Revolution and Revolutionary Zeal! The Revolution is some of my favorite features of the game, together with the League Wars. So I’ve always wanted to expand more upon it, make it more than just a mad dash of destroying your country and then getting a nice unique government as a reward. So me and the team got working on expanding on this feature for the new expansion.

So let’s start at the beginning, how does the revolution even start? So from here we wanted to do something where we tied it into the world of the game instead of having a disaster based mainly on your amount of loans. Instead it’s troubles that happen over time and slowly stack up until your people have had enough. So let’s start with the initial conditions needed. First you need a decent population for a revolution to even get going, you need to be an absolute ruler, then for each 30 development province there’s a yearly chance that the Revolution will start.

But of course that is not fun we want some player agency for the player as well, either to try and minimize that his people pick up the pitchforks or that they do. Things that can affect how likely the province is to be the match that ignites the tinder are but not limited to:
  • Absolutism, the higher absolutism the more likely.
  • Neglection of the Third Estate influence while you rely heavily on taxation of their production.
  • How urbanized the province is, the more development it has the more likely it is.
  • You’ve just lost a horrific war causing you to sit on high revanchism.
  • Or you are an embarrassment to the world, your prestige is nowhere to be seen.
  • You hand over control of the grain to the merchants wanting a more laissez-faire approach.
  • An immense national debt that you do not deal with.
Our Content Designer, @Caligula Caesar who has worked on this feature also wrote some detailed text giving some more historical context to things as well.

Historically, the French Revolution rather took everyone by surprise, but in hindsight we can see plenty of events that were significant to its build up and even foreshadowed things to come. We translated these to the game with a series of events inspired by pre-revolutionary France for countries eligible to have the Revolution. Depending on which options are picked in them, the Center of Revolution will be significantly more likely to spawn in your lands. The events we added include:

The Flour Wars – chafing under the harsh restrictions the government places on their trade (among other things preventing them from raising prices in a famine and mixing chalk or ground up bones into the flour), the grain merchants desperately plead for you to liberalize their markets, allowing them to make far greater profits, which they faithfully promise to pass on to you. However, if you do so, you risk being seen as culpable for the people’s suffering should a famine strike soon after:
upload_2019-12-3_9-32-0.png

The Reforms of <a level 3 master of mint> – if you have a talented and prominent master of the mint (cough, cough Neckar), they might propose an ambitious set of reforms that will probably make you better off but will certainly improve their own standing…

The National Debt – having a high national debt will provoke widespread worries, and the people will demand action. You get a choice of which set of uncomfortable reforms to pick – either raise taxes and deal with higher unrest, or reorganise the administration of the economy in return for a stability hit.

The Third Estate’s Demands – if you derive 75% or more of your income from trade and production combined but have particularly unhappy or uninfluential Burghers, they will be understandably upset and demand you make certain concessions to them:
upload_2019-12-3_9-32-37.png

Eventually, the various grumblings will begin to solidify into a full-blown revolutionary movement that threatens to bring chaos - or enlightenment, depending on your viewpoint - to the continent...
upload_2019-12-3_9-32-59.png

The Estates are mentioned here quite a bit, with our overhaul of the estate system we've been working very hard to try and integrate the Estates as a long term thing you deal with internally which then will have effects on the rest of your empire. For instance how Estates interact with absolutism and so on is one case. And here with having them involved with the Revolution is one way for us to do that as well.

So now after you’ve gotten out your pitchfork, you are all hooked on these hip new ideas of equal worth, what happens next? The province the revolution starts in becomes a Center of Revolution, it’s birthplace.

upload_2019-12-3_9-33-43.png

While doing this dev diary I discovered a bug where the Center of Revolution has no Revolution, which obviously is wrong.

This Center will continuously spread the ideals of the revolution further and further across the continent, three provinces at a time and quite quickly as well. When the people have realized that the guy in charge is just so because he has a very expensive hat, the local autonomy of the provinces will be raised equal to half of the absolutism of the empire (So 100 Absolutism would be 50 Local Autonomy), Subjects as well will gain up to 30% Liberty Desire as their population gain revolutionary ideals.

Now you are not meant to be stuck like this of course, there are some ways to combat the peasants getting uppity with your rule. An ineffective way but short term solution is to fight Revolutionary Rebels, this will remove the spread from several provinces but it’s not a long term solution. The cowards but very slow way is to just straight up surrender and adopt the Revolution but you are going to have to wait and try to keep your empire from breaking apart for quite a long time.

upload_2019-12-3_9-34-4.png

Important to say is that any numbers/requirements might still be a bit work in progress as of writing this. Also I noticed after us implementing these features that the AI is a lot better at maxing out Absolutism than I expected which is a happy surprise.

The quick and much more fun way is the new Revolution Disaster. The disaster have gotten a total makeover for the new expansion. The prerequisites of the disaster have changed a bit now focusing on the spread of the revolution within your borders. Besides that a lot of writing has been touched up on, making it better and interesting. But most importantly we wanted it to no longer feel like you have to game the system and destroy your nation on purpose to become Revolutionary if that is what you want to do. So now you get a choice when the disaster starts. Are you Revolutionary or Reactionary?

upload_2019-12-3_9-34-30.png


Now this is important, if you want to turn revolutionary you have to pick the revolutionary side and defeat the reactionaries. If you pick the reactionaries and lose, you will become revolutionary republic but you will be heavily penalized that might lose you the chance to become revolutionary Target, we’ll get to why that is a bit later.

When you do turn Revolutionary you will be prompted with most likely a unique text describing specifically how your people liberated themselves. @Caligula Caesar have written a lot of different unique texts for several major countries all over the world. Yes all over the world, while the Revolution is most likely to happen in Europe, we are no longer locking the mechanics solely to that continent.

upload_2019-12-3_9-35-35.png

As if the Ottomans weren’t scary enough already

Now when you are finally Revolutionary, besides getting access to the old mechanics like factions and the Revolutionary Target, we’ve also added a bit more things to spice things up. First up is Revolutionary Zeal, a feature that replaces Absolutism to fit better with your new government, I mean the commoners did take up arms because of the King’s overreach in power.

upload_2019-12-3_9-35-48.png

Featuring what we imagine would be the Swedish variant of the Committee of Public Safety.

The Max Zeal is dictated by various factors, like your government, Great Power Status, Golden Era and how much the Revolution have spread to your provinces. Zeal itself you can gain from things like Strengthen Government, Supporting Revolutionary Rebels in a Reactionary Country, Spreading the Revolution at the end of a Musket, but can also lose it by losing wars or by being at peace with a reactionary neighbor.

Right now the modifiers that Revolutionary Zeal has is very much placeholder and were based on some older design that has since changed. So we will be switching them out for something “sexier”. Currently they are this at 100% Zeal

  • +40% Administrative Efficiency
  • +100% Government Reform Progress Gain
  • +50% Reinforcement Rate
What would you want the Revolutionary Zeal effects to be? What would be the driving factor of the people’s fervor to push on the revolution?

Anyway the functionality of the Zeal does not end there. It also functions as a measure of how good of a revolutionary state you are. If you are not constantly pushing forward and onwards then what kind of fraternity of humankind are you fighting for? This opens up for the next thing, someone else can claim you are a traitor to the cause and a failure to take the Revolutionary Target from you. When someone goes through the Disaster or Adopts the Revolution but do not come first or qualify to become Revolutionary Target, they become a Junior state of the Revolution, simply put a Republic that have accepted the egalitarian ideals that were born in the Center of Revolution. If one of these Republics have a higher Zeal than the target they can take over the torch of the Revolution.

Here's why you want to win as the Revolutionaries in the Disaster. If you lose as the Reactionaries you will start at 0 Zeal making it impossible for you to keep or stay the Target.

upload_2019-12-3_9-36-25.png


And as long as you are a Revolutionary State but not the Target you can not turn into an Empire or Dictatorship. When you fall down to low Republican Tradition there is instead a chance that the country is taken control of a Committee to safeguard the Revolutionary principles.

Now let’s return to the Reactionaries. What if you don’t want to give people their rights to freedom and equality, what if you are a bit more old fashioned? First you can side with the Reactionaries in the Disaster, if you are successful your land will be protected from the influence of the dangerous ideas coming from the commoners as you’ve proven with might that your authority is absolute and should not be challenged. But you can also of course directly attack the root of the problem by declaring war on the Revolutionary Target to dismantle the revolution. Upon victory the center will be destroyed but if they have managed to spread to another major urban center then they might get a second chance. If there is no Revolutionary Target for 20 years straight it will be deemed that the Revolution failed and the peasants will stop having these futile fantasies.

Last for the Revolutions I want to cover the new government reforms we’ve given them. So I asked @Meka66 to just add a few, replace the absolutism ones and make something interesting. He gave me a "got you fam" and now If I’m counting this right, the mad lad, has made +20 unique reforms for the Revolutionary Nations.

upload_2019-12-3_9-36-49.png

Yet again, warning that these numbers will most probably be tweaked in the future.

Here’s a little taste of what’s available to the Revolutionary Empire. Numbers as per usual subject to change after balancing.

A lot of these affect the Revolutionary Zeal of the country but also replacements have been made where it makes sense to fit with the narrative of your country compared to the old ones. Here are some examples.

  • Military Electorate will pick the ruler from your General staff, give Army Tradition and Land Leader Fire.
  • As Guiding Principle of your Government, besides the old Republican ones you can pick between Revolutionary, Equality, or Imperial Principle. Which each focuses on one of the Revolutionary Factions.
  • The Feuillant System will let you utilize the States General mechanics with their own modifiers on each end.
Code:
liberte_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        rr_girondists_influence = 0.1
        num_accepted_cultures = 2
    }
    ai = {
        factor = 2.5
    }
}

egalite_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        rr_jacobins_influence = 0.1
        republican_tradition = 0.25
    }
    ai = {
        factor = 2.5
    }
}

fraternite_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        rr_royalists_influence = 0.1
        culture_conversion_cost = -0.2
        harsh_treatment_cost = -0.25
    }
    ai = {
        factor = 2.5
    }
}

legislative_assembly_reform = {
    icon = "parliament_hall"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        yearly_revolutionary_zeal = 1.5
    }
    ai = {
        factor = 10
    }
}

national_constituent_reform = {
    icon = "ballot_box"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        improve_relation_modifier = 0.15
        diplomatic_upkeep = 1
    }
    ai = {
        factor = 10
    }
}

feuillant_reform = {
    icon = "crown"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        stability_cost_modifier = -0.1
        republican_tradition = -0.1
    }

    ai = {
        factor = 0
    }

    conditional = {
        allow = { has_dlc = "Res Publica" }
        duration = 4
        has_term_election = yes
        states_general_mechanic = {
            revolutionaries = {
                land_morale = 0.1
                republican_tradition = 0.1
                yearly_revolutionary_zeal = 0.25
            }

            monarchists = {
                diplomatic_reputation = 1
                manpower_recovery_speed = 0.1
                global_unrest = -1
            }
        }
    }
}

two_chamber_reform = {
    icon = "parliament_hall"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        free_policy = 1
        republican_tradition = 0.15
    }
   
    ai = {
        factor = 1
    }
}

absolute_president_reform = {
    icon = "king"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        all_power_cost = -0.05
        election_cycle = 1
    }
    ai = {
        factor = 2
    }
}

revolutionary_council_reform = {
    icon = "politician"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        max_revolutionary_zeal = 10
        election_cycle = -1
    }
    ai = {
        factor = 2
    }
}

revolutionary_principle_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        rr_girondists_influence = 0.1
        land_morale = 0.1
        global_manpower_modifier = 0.15
    }
    ai = {
        factor = 2
    }
}

equality_principle_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        tolerance_heretic = 2
        tolerance_heathen = 2
        rr_jacobins_influence = 0.1
    }
    ai = {
        factor = 2
    }
}

imperial_principle_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        rr_royalists_influence = 0.1
        ae_impact = -0.1
        province_warscore_cost = -0.1
    }
    ai = {
        factor = 2
    }
}

equal_electorate_reform = {
    icon = "politician"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        global_unrest = -2
        global_tax_modifier = 0.1
        female_advisor_chance = 0.33
        rr_jacobins_influence = 0.1
    }
   
    ai = {
        factor = 1
    }
}

three_classes_reform = {
    icon = "black_market_consortium"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        administrative_efficiency = 0.1
        rr_girondists_influence = 0.1
    }
   
    ai = {
        factor = 1
    }
}

military_electorate_reform = {
    icon = "nobleman"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        leader_land_fire = 1
        army_tradition = 0.5
        rr_royalists_influence = 0.1
    }
    custom_attributes = {
        generals_become_rulers = yes
        has_term_election = no
    }
   
    ai = {
        factor = 1
    }
}

president_for_life_reform = {
    icon = "man_on_podium"
    allow_normal_conversion = yes
    has_term_election = no
    potential = { 
        is_revolutionary = yes
    }
    modifiers = {
        republican_tradition = -0.5
        monarch_admin_power = 1
        monarch_military_power = 1
    }
    effect = {
        change_adm = 1
        change_mil = 1
    }
}

government_for_people_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = { 
        is_revolutionary = yes
    }
    modifiers = {
        max_revolutionary_zeal = 20
    }
}

become_rev_empire_reform = {
    icon = "king_2_highlighted"
    allow_normal_conversion = yes

    potential = { 
        is_revolutionary = yes
    }
   
    trigger = {
        has_reform = revolutionary_republic_reform
        faction_influence = {
            faction = rr_royalists
            influence = 75
        }
    }

    modifiers = {
    }
    effect = {
        if = {
            limit = { has_government_attribute = states_general_mechanic }
            set_country_flag = had_states_general_mechanic
        }
        set_country_flag = populists_in_government
        lose_reforms = 7
        change_government = monarchy
        add_government_reform = revolutionary_empire_reform
        if = {
            limit = { has_country_flag = had_states_general_mechanic }
            country_event = { id = dutch_republic.33 }
            clr_country_flag = had_states_general_mechanic
        }
    }
    ai = {
        factor = 0
    }
}

legion_of_honor_reform = {
    icon = "king_2"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        leader_cost = -0.1
        nobles_loyalty_modifier = 0.1
        maratha_exclusive_loyalty_modifier = 0.1
        rajput_exclusive_loyalty_modifier = 0.1
    }
    ai = {
        factor = 2.5
    }
}

imperial_nobility_reform = {
    icon = "people_walking"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        advisor_cost = -0.1
        nobles_influence_modifier = -0.2
        maratha_exclusive_influence_modifier = -0.2
        rajput_exclusive_influence_modifier = -0.2
    }
    ai = {
        factor = 2.5
    }
}

imperial_decree_reform = {
    icon = "king"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        max_revolutionary_zeal = 20
    }
    ai = {
        factor = 2.5
    }
}

consulate_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        global_autonomy = -0.05
        max_states = 3
    }
    ai = {
        factor = 2.5
    }
}

emperor_of_the_revolution_reform = {
    icon = "revolutionary_republic"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        yearly_revolutionary_zeal = 1.5
    }
    ai = {
        factor = 2.5
    }
}

enlightened_monarchy_reform = {
    icon = "queen"
    allow_normal_conversion = yes
    potential = {
        is_revolutionary = yes
    }
    modifiers = {
        global_unrest = -2
        num_accepted_cultures = 2
    }
    ai = {
        factor = 2.5
    }
}

become_rev_republic_reform = {
    icon = "king_2_highlighted"
    allow_normal_conversion = yes

    potential = { 
        is_revolutionary = yes
    }
   
    trigger = {
        has_reform = revolutionary_empire_reform
    }

    modifiers = {
    }
    effect = {
        if = {
            limit = { has_government_attribute = states_general_mechanic }
            set_country_flag = had_states_general_mechanic
        }
        set_country_flag = populists_in_government
        lose_reforms = 3
        change_government = republic
        add_government_reform = revolutionary_republic_reform
        if = {
            limit = { has_country_flag = had_states_general_mechanic }
            country_event = { id = dutch_republic.33 }
            clr_country_flag = had_states_general_mechanic
        }
    }
    ai = {
        factor = 0
    }
}

There is so much content packed into the Revolution now that I had to stop somewhere. But for some honorable mentions we have The French Reign of Terror, The Dutch King fleeing by fisher boat, The English Storming the Tower and so much more.

upload_2019-12-3_9-38-3.png

upload_2019-12-3_9-50-24.png

upload_2019-12-3_9-50-50.png

upload_2019-12-3_9-38-48.png

upload_2019-12-3_9-39-46.png

[ROBESPIERRE HEAVY BREATHING]

And that’s it for Centers of Revolution and Revolutionary Zeal, I’ve probably missed some detail here or there but I’ll try and answer any questions you have.



Next is also the Burgundian Inheritance. Not exactly related to this except they got the best Revolutionary Tri-Color Flag. But I’ve seen a lot of questions about how will the Burgundian Inheritance work now with us reworking it and we haven’t been exactly super clear. My guiding principle for this change has been that the Inheritance should be playable for the Player and @Meka66 who have been implementing the rework has been following that and I think he’s better suited to explain it.

The Burgundian Inheritance has been overhauled completely is now something that Burgundy has some control over.

The old Burgundian Inheritance event was somewhat inaccurate in how it represented the chain of events that led to the partition of the Duke’s territories. Although Charles de Bourgogne died without a male heir, he did have an eligible female heir; Marie.

As Marie, Burgundy is presented with a choice as to which royal house it wishes to marry into; France, the Emperor, a strong ally, or stand against its would-be overlords and fight for Burgundian independence.

A Burgundy who sides with the Emperor will be completely subject to the Emperor’s will. This triggers an Imperial Incident wherein the Emperor must choose what to do with his newfound territory and whether or not he wishes to make concessions to France. One option available to a particularly sadistic Emperor is to make Burgundy look more like a typical member of the HRE and fracture all of Burgundy’s holdings into HRE princes.

Siding with France will leave Burgundy’s realm largely untouched, although the Emperor may demand the return of his lowland territories.

Any Christian nation with a royal marriage with Burgundy is eligible to inherit the Burgundian throne, and as such, Burgundy may choose to seek the support of a nation nobody expects, like the Spanish for example.

Whoever Burgundy chooses to devote themselves to, they shall fall under a personal union for a number of years. After some time has passed, Marie will die and her realm shall be inherited in its entirety by her senior partner.

Of course, Marie can choose to stand alone against the odds and fight for Burgundy’s right to rule itself! This will inevitably bring Burgundy into conflict with both France who wishes to end the Bourgogne dynastic claim to their kingdom, and the Emperor who wishes to regain the Imperial territory in the low countries. Though this fight against two of europe’s strongest powers will be difficult, some interesting rewards await a Burgundian player who can succeed against the odds and defend their country against their would-be overlords.​



Before ending this dev diary I want to also acknowledge some concerns that the community has had on some features. The Big Three, Corruption from Territory, Trade Companies and Continent Restrictions on Capitals. We are looking into improving these, updating them to new mechanics, to completely overhauling. But to exactly what I don’t have anything concrete that I can give for now but I do want to say what the teams intent is and giving you the opportunity to comment.

Trade Companies are an old feature and have been neglected when it comes to upgrading them to newer features. It’s something we will look into, making it work a bit more nicely with “new features” such as autonomy. If we’re happy with the results this would probably also ease up on the requirements for where you can move your capital as it would not be needed anymore. Corruption from Territory's original intent was to reintroduce some sluggishness or penalties to conquering land rapidly, to not make each time you gain a province as effective as the previous one as you are growing past what your administration can manage. Originally this was coring’s task in the game mechanics. I remember in EU3 for a province to become a core was something like 50 years. In EU4 however the time it takes to get a core has gotten shorter and shorter as obviously people didn’t like to wait 50 years. Now of course Corruption from Territory is not having the intended effect so we’ll figure out something else to accomplish a way where the snowball doesn’t keep being as effective throughout your conquest spree so you get diminishing returns.



I hope you’ve enjoyed this dev diary! The Yuletide is coming upon us meaning the next Dev Diary will be on the 14th of January. But as long as nobody catches me I’ll keep leaking secrets about what the next diary will entail. So until then!
 
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Before ending this dev diary I want to also acknowledge some concerns that the community has had on some features. The Big Three, Corruption from Territory, Trade Companies and Continent Restrictions on Capitals. We are looking into improving these, updating them to new mechanics, to completely overhauling. But to exactly what I don’t have anything concrete that I can give for now but I do want to say what the teams intent is and giving you the opportunity to comment.

Trade Companies are an old feature and have been neglected when it comes to upgrading them to newer features. It’s something we will look into, making it work a bit more nicely with “new features” such as autonomy. If we’re happy with the results this would probably also ease up on the requirements for where you can move your capital as it would not be needed anymore. Corruption from Territory's original intent was to reintroduce some sluggishness or penalties to conquering land rapidly, to not make each time you gain a province as effective as the previous one as you are growing past what your administration can manage. Originally this was coring’s task in the game mechanics. I remember in EU3 for a province to become a core was something like 50 years. In EU4 however the time it takes to get a core has gotten shorter and shorter as obviously people didn’t like to wait 50 years. Now of course Corruption from Territory is not having the intended effect so we’ll figure out something else to accomplish a way where the snowball doesn’t keep being as effective throughout your conquest spree so you get diminishing returns.



I hope you’ve enjoyed this dev diary! The Yuletide is coming upon us meaning the next Dev Diary will be on the 14th of January. But as long as nobody catches me I’ll keep leaking secrets about what the next diary will entail. So until then!

First, I would like to commend the team for finally acknowledging the community's issues with those 3 mechanics. I can surmise as to why we're finally hearing about it, but that's neither here nor there.

Regarding comments about the issues in question, let me put in my 2 cents.

TC land: it's always been the most valuable land in the game. Trade power, no autonomy, and no wrong religion issues. It's not so much that they are OP (don't get me wrong, they are REALLY OP), it's that + the fact that CN's have been nerfed from being a mediocre way to get money/power to being literally worthless. Why sink 10-20 years into making colonies for a CN when you can hop, skip, and jump to India, and get TCs up and running 1-3 years after your first war in the subcontinent?

Capital movement restrictions was just a bad idea, centered around how many mechanics arbitrarily require a European capital (TCs, revolution, and cardinals just to list a few). It looks like that may be rectified in the new update, so this may cease to be an issue.

Territory corruption is just bad. There are already so many things limiting the land you can take (OE, AE, unrest, coring, religious unity), and many factors limiting the land you WANT to take (many states have 5 provinces and a combined total dev of 20, in comparison to states that have 3 provinces with a combined dev of 70). Arbitrarily setting a point where the game punishes you for success is not fun at any point.
 
Do tricolours still mostly are picked at random or does it take under consideration colours that are on the previous flag?

And I know a *certain historically accurate* mod, that really doesn't like flags being changed into a bunch of stripes and would rather there was an option to disable it or define different revolutionary flags.
Preferably add option for modders to choose one of three options:
  1. As it was; all revolutionary flags are tricolours
  2. Tricolours with exceptions; revolutionary flags are tricolours, but they use for example TAG_Rev.tga if it's available
  3. Flags don't change after a revolution unless there is an available TAG_Rev.tga file
Currently it's pretty hard coded and it seems like a good opportunity to free modders' hands a little.

Dunno if this was responded in the 12 pages before but there are a few things that I want to point out:
1) Tricolours aren't based on previous flag iirc. They should be based on culture, as tricolours got more to do with culture than with flags. For example, the horizontal tricoluor representing slavs on 20th century was blue, white, red. That's why most of former Yugoslavian states, Czech and Slovakian republics has that color scheme. So, if you don't form Italy and get the revolution with Milan, you should get the Italian tricolour anyways as you're probably a North Italian. Maybe if you get revolution with both Naples or Sicily get the tricolour of the Naples Kingdom (Napoleon's Brother/Murat one).
Tricolours were so fucking popular with liberalism because they get from dynastic flags who only represented the people in charge (and their might) to tricolours who represented everyone. And yes, some tricolours were specific to the country and not to the culture (French, for example). But hasn't been the case in many scenarios. Also, most of the tricolours are now used on the current flags, representing the liberal and modern ideas of the end of Modern era and the start of pre-Victorian era.
2) I support the idea of dynamic flags, but sadly, I don't know if the current state of the game code can support it. The engine can as it supports it in HoI4 and even in the oldie V2, even CK2 has some degree of dynamic flags. But maybe it's not possible to do with EU4 as Flags are associated with tags, and unless tag changes flag doesn't change as well.
3) Even if in that time there were some flags who weren't tricolour, most of the western flags of the world follow the same pattern, for exemptions in countries that haven't suffered a liberal revolution, like Britain or USA. That's bc flags were born, as I said earlier, trying to represent heraldy. States wasn't a thing, they were more like the Duchy of Burgundy: A personal union under the same monarch. So they had to find another pattern to follow, and then tricolour was invented. It would be historically inaccurate to stop using tricolors.

Edit: Oh, it seems that rev flags are random based on the country. That's badly.

Edit 2: On territory corruption, I think the problem here is not only territory but corruption part of the word. Corruption shouldn't be a value that goes up and down touching buttons, investing money or randomly getting by events. It should be more a stability-like system. It doesn't represent how corruption works in real life. I come from a very corrupt country, and corruption is a WAY too complex problem, who snowballs even further when high. Also, it was one of the main causes of the crash of Spain in the period together with inflation, a problem already addressed in game mechanics. Having to control inflation only with a button and with corruption only being at most at 2-3 points and investing money in it wipes it out in max 6 years, Spain never crashes. Never. Also it was a problem in other countries like China. And would be in a surviving Byzantium. Corruption is way to simplified and only it's there as a Deus Ex Machina for the devs to punish a lot of non-related player interactions. That's where the problem with corruption is.
Corruption should be a thing that changes over a lot of time and gives economic penalization. Also, why it lowers the rebels? In many scenarios, a crashing nation should only take the debase button to lower national unrest and avoid any trouble, where in China or Byzantium, corruption was the thing that fired a lot of revolts (not for people being angry with the system, but more to do with wrong people exploiting the system and getting even stronger than the government). Also, 0 corruption is simply an impossible thing in real life, and more in the period of the game. But in the game its simply the common state of things. Corruption is not simply a turbulent period of a country, its other of its characteristics. Spain hasn't a corrupt period, Spain WAS corrupt to it's root. It has a lot of good characteristics, don't get me wrong. But corruption if one of its bads. It's not something you fix burning money. It's something way too complex to solve at all, you can only fight against it.
 
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Ok, its been a fun 24h but can we get the real DD now?

4 weeks ago we were told you'd move to this longer format with more packed DD's to compensate.
Yesterday i opened the DD and found a fluff paragraph about the BI, which left more questions open than it answered.
A sentence about how you may or may not acknowledge that some of the recent changes have problems.

And some text about an extended desaster for lategame. Written in such a way that it looks long without having much actual content.
With no mention of why people would want to play that long or why it would be more compelling to simply take longer to reach the same kind of bonuses.

This is far from what i would expect an extra long DD to look like. For a normal weekly released i'd be ok.
Why people are praising this to high heaven while disregarding the fact that it took 4 weeks for this is beyond me.


At what point will we start seeing news about actual content for that big expansion thats supposed to come out soon?
The one thats been in development for a year now.
So far all we have is yet another rework for Catholic, some touch-up for the HRE along with yet more reworking of smaller mechanics
together with the usual filler of "Provinces, Tags and Missions."

Are you guys preparing for another free release before the big one or do you really think expecting people to pay for an assortment of reworks is acceptable?
 
Burgundian Inheritance:
What about the Spanish event 'A Very Strategic Marriage'?

It needs to be fixed by deleting this condition:
  • "Country flag bur_marriage_successor is set"
This way if Austria gets the Burgundian Inheritance as Emperor (and not only as marriage), and Spain gets the Habsburg heir, Spain inherits Burgundy (either as a PU or as direct land).

This is the historical chain of events. But the event has been bugged for years because of the condition I mentioned, that should be deleted.

The old Burgundian succession has been completely rooted out and replaced with something entirely new. Very little of the old script is still used in the overhaul of the event, but Spanish Netherlands is still a possibility.

For Revolutionary Republics, could we possibly be able to follow our candidates/parties more closely? I personally would like to see a system akin to either the factions or the elective Monarchy where we can see the public support or influence of each candidate/party.

During elections, you are able to elect representatives from each of the three factions which increases their influence. In the Feulliant System, you're able to elect members of the three factions OR an Emperor. Choosing any republican candidate will increase their faction's influence and push the country more towards Revolutionary ideals, electing an Emperor will increase Imperialist influence, reduce republican tradition, and push your country towards Monarchist ideals.

I've played as the HREmperor only once, but after the reform I became a theocracy

You'll probably enjoy what I will be talking about in a future diary ;)

Oh come on, the most fun would be a Georgian or Ethiopian Burgundy!

Exactly. I think if you have somehow managed to become the most viable country for Burgundy to marry as Georgia, you honestly deserve to get the inheritance.

Yesterday i opened the DD and found a fluff paragraph about the BI, which left more questions open than it answered.

If there's anything you're unclear about with the Burgundian Inheritance, I'm more than happy to answer questions :)
 
Very well! I'm looking forward to a DD on game balance. :)

Also, with all the changes coming which will heavily change the base game (balance changes, mercenaries, estates, ...), do you think a public beta would be asking for too much? I mean, just to make sure you can collect player feedback on these changes before all is set in stone, you know?

You just want it early don't you? o_O We already have a private beta for that purpose. You should just apply to it: https://forum.paradoxplaza.com/forum/index.php?threads/apply-to-be-a-beta-tester.1081698/
 
@Groogy
A great DD, I second the many thumbs up on having monthly DDs.. I like what I see regarding the changes to revolution, but I am withholding jumping with joy until we see how the Estates and their interactions are changing.

Very good to officially hear you are looking at TCs and terrcor. Both are overdue for revision.
 
@Groogy Would it be possible to hear more about the rewards if Burgundy wins the war against Austria and France?

I appreciate the goal of a better representation of history. My reading of this makes me concerned this won't really be fun for the Burgundy player.

We're going from player Burgundy never worrying about the inheritance to ---> get PU'd ---> get annex'd ---> or fight France + Emperor (likely Austria). Maybe I'm not reading the choices correctly, but looks like a lot of work! Other than avoiding the event in the first place, this is really only one option for most players (fighting the great war).

My understanding based on the initial quote is if a Burgundarian player does not select the Mary is a Heir event, the inheritance won't fire. Correct me if I am wrong.

In your test games, how often does the inheritance fire?

Re Burgundy, there's also some pretty cool stuff in their larger mission tree that we haven't spoken about at all yet :)

share please?
 
My understanding based on the initial quote is if a Burgundarian player does not select the Mary is a Heir event, the inheritance won't fire. Correct me if I am wrong.

In your test games, how often does the inheritance fire?



share please?

Selecting Marie to become your heir means it absolutely will happen without fail, but Marie will have a stronger claim to the throne. The only way to prevent the succession crisis from happening is if Charles produces a male heir, which he is unlikely to do.

The crisis is still in the testing phase, but right now it triggers in an overwhelming majority of our games, but the exact candidate AI Burgundy chooses has been quite varied.
 
Selecting Marie to become your heir means it absolutely will happen without fail, but Marie will have a stronger claim to the throne. The only way to prevent the succession crisis from happening is if Charles produces a male heir, which he is unlikely to do.

The crisis is still in the testing phase, but right now it triggers in an overwhelming majority of our games, but the exact candidate AI Burgundy chooses has been quite varied.

This answer makes the trigger sound very Charles-centric. What happens if Charles never takes over as ruler? If Philippe III dies with no heir or a female heir, or some other later Burgundian ruler does so. Does the inheritance trigger then?

What happens if there is no HRE or France when this happens? Will the inheritance trigger at all? Maybe the inheritance event would not make sense in this case as Burgundy would no longer be surrounded by its traditional rivals.
 
Selecting Marie to become your heir means it absolutely will happen without fail, but Marie will have a stronger claim to the throne. The only way to prevent the succession crisis from happening is if Charles produces a male heir, which he is unlikely to do.

The crisis is still in the testing phase, but right now it triggers in an overwhelming majority of our games, but the exact candidate AI Burgundy chooses has been quite varied.
I'm a little confused, can Marie not give birth to an heir then? I would think that if she was designated as heir and had a son before she died, then they would get the throne. Or is it something about feudal succession that prevents that?
 
Very interesting changes to Revolution and Burgundy Inheritance, thank you!

Although, I do wish that we could customize revolutionary flags (but it can be done easily via graphic editor) and "Target of the Revolution" quite bothers me, renaming surely is in order...

By the way, can we get at least a preliminary release date of this patch? Taking to account, that next DD is expected in January, I have a feeling that it will be released only at the spring of Y'2020...
 
I'm a little confused, can Marie not give birth to an heir then? I would think that if she was designated as heir and had a son before she died, then they would get the throne. Or is it something about feudal succession that prevents that?
I believe the event fires when Marie ascends to the throne, if she is named an heir, and is primarily focused around which country she will marry into.
 
This answer makes the trigger sound very Charles-centric. What happens if Charles never takes over as ruler? If Philippe III dies with no heir or a female heir, or some other later Burgundian ruler does so. Does the inheritance trigger then?

What happens if there is no HRE or France when this happens? Will the inheritance trigger at all? Maybe the inheritance event would not make sense in this case as Burgundy would no longer be surrounded by its traditional rivals.

It makes sense if Charles goes hunting and dies before he becomes Duke, the succession crisis won't occur. The crisis shouldn't be a certainty in every game. If Mary gives birth to the heir, under succession laws, that hier would be the prince of the senior partner. So integration will occur.

My thoughts are on your last point, if you can somehow destroy France and dismantle the HRE in the 40 or so year window that Charles is alive for, you deserve an achievement of some type. I would suspect if one of the options is unaccessible, the odds for that option should go to Burgundy staying independent. So if there was a 20% chance that Burgundy would stay independent, and a 20% chance that France gets the succession, but due to magic, France no longer exists, then the chance Burgundy stays independent should be 40% and so on until there is no France, no HRE, no royal marriages, the chance is 100% Burgundy independence. Now that should be the achievement.