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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!
 
Last edited:
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@Meka66 @Groogy
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.
I don't think you understand what I mean and how those events work.

The 'A Strategic Marriage' and 'A Very Strategic Marriage' events (https://eu4.paradoxwikis.com/Spanish_events#A_Very_Strategic_Marriage) are not part of the old 'Burgundian Inheritance', they are just events that give Spain a Habsburg heir if its married with Austria and if both countries have France as a rival (as it historically happened with Charles V).

The 'Very' one, in addition to the Habsburg heir, also gives gives Spain the Austrian provinces in the Low Countries (as it historically happened with Charles V). BUT this event has a semi-bug as it has as a required condition that Austria gets the 'Burgundian Inheritance' through the marriage chance ("bur_marriage_successor"), and not through the Emperor chance which is what made sense game-wise and also historically. You can find a lot of posts in Reddit of these last years of players recognizing this as a bug and saying that the event is not working as intended.

So, if the old 'Burgundian Inheritance' has been removed as you said, the first event will still work, BUT the second one (the 'Very' one) won't work because it has a condition related to the old "Burgundian Inheritance" and either way it was also semi-bugged and wrongly scripted, so my request is if you can after all this years finally fix this 'Very' event by deleting the "bur_marriage_successor" condition. Then, the only different condition that both events would have between them, is that the first one works when Austria is player controlled (which makes sense, as a player controlling Austria would want to put their dynasty in the Spanish throne without giving away their provinces in the Low Countries), and the 'Very' one would only work when Austria is AI controlled (which benefits the player controlling Spain).

I hope it isn't in your mind to delete any of those 2 events, as they are very important for players playing Spain or/and Austria. Also historically it would be so terrible to force the player playing Habsburg Spain to conquest by war the Habsburg Austrian provinces in the Low Countries, it would totally break immersion. Also Charles V and the Spanish Netherlands are just a HUGE event in European history that it can't be omitted in EU4: English and French alliance, Eighty Years War, Thirty Years War, Protestantism, etc. There is a reason why devs gave Spain the highest chance to get the old Burgundian Inheritance. This is a good opportunity to makes this right and is through the 'A Strategic Marriage' and 'A Very Strategic Marriage' events.

To make the events more restricted, you could add this conditions:
- It can't fire for Castile, just for Spain: makes more sense and fits with the historical dates (usually Spain can be formed with admin tech 10 around the time Charles V lived).
- Spain has at least 50 provinces : that's why Charles V made Madrid the capital of his Empire, because at that time Spain was bigger and stronger than Austria.
- Between the year 1500 and 1558: birth and death of Charles V.
- Mean time to happen 60 months: current time is only 6 months, which is very fast.
 
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I think some other people have already brought this up, but do you think it would be possible for us to get a disaster or event chain for the 1688 "Glorious Revolution" in Britain if we don't have one already? This was a pretty significant event in British history, as it was the event that finally and definitively neutered the Crown in Britain and paved the way for the "modern" British governmental structure.

Also, regarding the issue of reforming the Corruption mechanic, I definitely agree that it needs work. I also think that it might be a good idea to make some changes to the game to help protect smaller states and OPMs from getting eaten by more powerful nations too early in the game (for example, England conquering almost all of the British Isles by 1500). I don't know what shape this could take, but I have a few ideas, such as making the AI prefer to vassalize rather than conquer provinces that don't share their dominant culture or religion.
 
The Tricolour thing makes sense. While there we’re exceptions, the Tricolour was probably the most common and recognizable symbol of the French Revolution, it’s efforts to spread and other revolutions inspired by it (those in South America and later in the 19th and 20th centuries). Pretty much all the tricolours in use today (Russia is a notable exception as its adoption was prior to the French Revolution and had nothing to do with Republicanism, but even the Slavic flags derived from it were often adopted on the revolutionary ideas) have this origin.

It makes sense that the Revolution in game is represented by the tricolour.

Yes, but so far it looks like their all the vertical tricolors. At least having some be horizontal ones would make sense, especially given some of the countries who had revolutions inspired by such adopted flags with the horizontal tricolor instead.
 
Does always France get "their" provinces, or there is a chance to the Burgundy inheritor to inherit the French provinces too?

Also, are those provinces the same as in the old event or has there been a change in which provinces France gets?

France has a chance to demand the Burgundian provinces in the French region, but Burgundy's overlord is not guaranteed to accept.
 
- other than via revolution spreading, is there a way to force a revolutionary government on a country. I suggested before to use the now defunct "force government" CB (the old diplomatic ideas finishers)?
Yes

- alternatively, would going to war in support of revolutionary rebels ensure that the country becomes revolutionary once the "enforce rebels demand" peace option is chosen in the peace deal?
I believe it requires the nation to be in the disaster right now for them to convert because of other reasons... but should be something we should look into how we want that to work.

- Is there a way to ensure that revolutionary countries are included in the "sphere of influence" of the revolutionary target? Either as allies, or protected defensively just as the defender of the faith defends its religion? This would be modeled on the Sister Republics being "protected" by Revolutionary France in real life.
No but you make an important point, putting more emphasis on sister republics would be nice.

- Speaking of Sister Republics, I see that the Batavian Republic is an event now. Is there a way for the Revolutionary target to subjugate Sister republics, with less restrictions than diplomatic or war-vassalisations?
No
 
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.

See Paradox, this is how you do proper civil wars. Penalizing the losing side, but continuing the game and keeping it very enjoyable all the same....Not that messy, unfinished joke civil war mechanism that was put into Imperator where the game abruptly ends for no apparent reason even though your nation continues to exist.

This is good and I hope you continue. End-game content is what this game really needed, so this is a good start.
 
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You know what would be cool? Taking a 3rd path in the revolution, that basically results in the King kind of siding with the people, abolishing the estates completely, but remaining absolute ruler.

Basically a dictatorship except the people like the dictator and he still calls himself King. The (former) nobles and now powerless clergy are reasonably pissed. Pulling a Napoleon immediately, avoiding the mass guillotining?

Could be represented as something like the english monarchy or parliamentary monarchy except the parliament is basically powerless (like in tsarist Russia)
 
A little sad, that my question didn't get answered, so I'll just try it again:

Why exactly are all tricolors vertical? Shouldn't some, like the german, spanish and russian one for example, be horizontal?
 
If there's anything you're unclear about with the Burgundian Inheritance, I'm more than happy to answer questions

I might have missed something in the gazillion posts, but would it be possible for Nevers to be selected for the marriage part of the inheritance? I realise it's a fringe case, but something like Burgundy allying a republic/theocracy (thus no RM with them, meaning Burgundy only has an RM with Nevers) and then Charles dying before Nevers has been integrated... As I said, very fringe, but is there anything forbidding this?

Selecting Marie to become your heir means it absolutely will happen without fail

What if Marie dies before Charles in this case (and he then gets the unlikely male heir)?
 
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I don't think you understand what I mean and how those events work.

Nonetheless, I can confirm that the flag you mentioned is no longer present in that event and there is nothing stopping the event from firing if Austria gets the Lowlands by any means.
 
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
I am sorry for reposting the same thing, but by the time I edited this part in the Devs were answering posts that were added later, so it might have been missed.
Generally I just want to say that tricolours are a decent system and especially with more predefined flags it will certainly be enough to look good in game,
but modders will most likely want to add flags that might not fit the tricolour scheme (but maybe represent historical one more accurately). Maybe it will have only two stripes, or more than 3, maybe it will have a coat of arms or vertical stripes.
Now that revolution is being reworked and more nations more often will become revolutionary (so not only France) it would be really welcome to have a less hard coded flags.
So is my suggestion doable or is it rather hard to implement? From a perspective of a player it's really difficult to say what can easily be added into the game.
 
The revolution mechanich looks good, but i think very few people will play it. Game starts at 1444 and usually most players leave their game in 1650-1700 , eraly dates for see revolutions, i think is time for update some scenarios
 
Could you guys please consider reverting the changes made to the conversion (1.27?). It was a bad idea because even with religious ideas, to convert a province can cost up to 30 ducats (yes even with the 50% cost reduction) PER month. This has not only reduced the power of the religious idea group, the way it works now is not fun either. Also this indirectly buffs humanist ideas which are already really good and require less investment of mana and ducats then religious ideas. I urge you to reconsider the state of conversion and make some sweeping changes. Thanks in advance for reading/replying.
 
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?
So I'm unsure about all the pieces and parcels you'll gonna assemble around this, but anyway I'm going to have a shot at this.
  • I guess the +40% admin efficiency is pretty much set in stone, because that is what absolutism gives and Revolutionary Zeal should probably not be a downgrade from that
  • What I'm sorely missing is the +Army Morale, since that's something I can very easily relate to when thinking of Revolutionary Zeal. So the problem with this is probably how a revolutionary Empire (is this still a thing with government reforms?) gives +10% morale already. I'd argue like this: give the +10% moral to RevZeal (scaling), heck, make it +20% morale (scaling) and take 10% morale away from french national ideas (their +20% morale as their second national idea "Elan!" is clearly OP anyway). Instead give them a +10% Cavalry combat ability as tradition and move the +1 dip rep tradition to their 1st nat.idea toghether with the +1 dipl. relations. So "Elan!" now has only 10% morale, Revolutionary Zeal has a scaling +20% morale and you know what? Revolutionary Empire (or its equivalent in gov reforms) gets a +5% discipline instead, because hey, that's what you get at 100% absolutism and if you are the absolute ruler of a RevEmpire then you clearly deserve this, right? The Revolutionary Republics, on the other hand, can get -10 development cost instead of their +10% morale.
  • I think the +50% reinforcement rate is a bit over the top, since in revolutionary republics the Girondists already get +20%
  • +100% Government Reform Progress seems o.k. (while slightly trivializing the mechanic and while not knowing if you'll change more about the gov reforms...)
  • DLC locked, but still, what about +100% Innovativeness gain from Revolutionary Zeal (Scaling)?
  • ...don't know... I feel I just don't see the whole picture :oops:
 
Can I voice a complaint? The language "target of the revolution"/"revolutionary target" is really confusing to me. The "target" of the revolution sounds like it should be the monarchal government the revolution is trying to topple. Because if Revolutionary France is trying to topple the monarch of Austria, then Austria's monarchy is being targeted by the revolutionary forces in France. Yet for some reason the game is referring to France as the "target" of the revolution! This makes zero sense to me.

I suggest using one of these better, clearer terms for the country that's the center of revolutionary zeal:
  • Revolutionary crucible
  • Revolutionary hotbed
  • Epicenter of the Revolution
  • Ground Zero of the Revolution
More suggestions:
  • Revolutionary Root / Root of the Revolution
  • Revolutionary Provenance / Provenance of the Revolution
 
Revolutionary Zeal should give bonuses to Manpower and Land Maintenance down and/or Force Limit.

The Revolution overthrew the nobility which were the traditional warrior caste of society and put huge peasant armies in the field. This process happened almost immediately as many local Revolutionary militias sprang up all over France. France were really the first ones to employ the Levee en Masse, now a Quantity Idea, but the term originates from the Revolutionary period. It was the Revolution in France which caused the concept of Levee en Masse to come into vouge. It would make a lot of sense if there was at least a nod to this.
 
I don't expect this, it's too much of a departure from the game as it is currently balanced, but in many ways I honestly prefer the EU3 50 years to core system. I am not really asking for this in EU4, it's more a dream than anything. Maybe a game mode? I don't know. I will say it would make the game a heck of a lot more realistic. Of course, if you were to implement that you would have to change so much more about the game than just that, but I can dream, I can dream about realism.