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PDXBigBoss

Second Lieutenant
Paradox Staff
May 31, 2022
104
2.879
Hyvää päivää! Welcome to this week’s developer diary where I will be revealing two new mission trees: Finland and Lübeck! As a note ahead of time, the new Finland mission tree will be part of the upcoming DLC, while we decided to grant Emperor’s Lübeck tree to Hamburg and Bremen (with the appropriate tweaks, available for Emperor owners) and give Lübeck a brand new, expansive set of missions for the base game. However, more on that further down!

Please keep in mind that the numbers showcased here are NOT FINAL and are very much subject to change based on your feedback!

During the timeline of the game, Finland rested under the crown of Sweden and had some regional development in terms of its farming population. The Finnish cavalry known as the Hakkapeliita were famed for their ability to provide valuable skirmishers, reconnaissance, and devastating charges in campaigns against both Russia and Poland. However, as with the Teutonic Order, Gotland and Livonia, this set of missions revolves around a scenario in which Finland fought (and won) their independence, making them a valid contender for the Scandinavian crown and expanding their domain across several shores and regions.

Despite Finland’s status as a releasable tag, we felt it was appropriate to satisfy the demands for a proper and interesting Finnish mission tree:

Screenshot_1.png


Finland will receive 15 new missions, each one carefully crafted to offer new and unique rewards, leading into the formation of Scandinavia and the domination of the Baltic shores. Please note that the art of the icons is placeholder and is not final!

Raise Our Army will give a short yet tactically crucial bonus to your forces, allowing you the ability to outmaneuver the numerically superior Swedes and their wartime allies:

Screenshot_2.png

What’s more, you will gain access to a unique version of the Hakkapeliitta Cavalry which costs no Army Professionalism to recruit:

Screenshot_14.png

The mission Defend Independence will require you to make allies, raise your stability and bring balance to your financial affairs by having no loans. As a reward, you will be able to write your own story, your saga, which will grant you a scaling reward based on your ruler’s achievements during his lifetime at the time of completing the mission. The factors for the reward are:
  • Stability (Administrative Accomplishment)
  • Number of Allies (Diplomatic Accomplishment)
  • The amount of development you’ve grown by (Military Accomplishment)

Each of these will grant our ruler between 1 and 3 monarch stats (or monarch points if already at 6), along with this powerful ruler-tied modifier as well as permanent claims on the Baltic Trade Node (that’s a surprise tool that we will use later):

Screenshot_4.png


Completing the aforementioned mission will open the way for 3 new missions. First off, conquering Stockholm from your former overlords will change the name of Stockholm (if your culture is Finnish), grant it some development and give you access to a discounted advisor:
Screenshot_5.png



Seize the Means will task you with seizing the means of production behind Europe’s prime source of copper and will grant you a good bit of ducats from your copper and iron production, the ‘Industrious’ trait (if your ruler has enough available slots) as well as the following reward:

Screenshot_6.png

Expanding St. Olav’s Tower will yield quite an interesting and powerful local reward:

Screenshot_7.png

Keep in mind that if for whatever reason an enemy force (another nation or rebels) takes control of the province, you will lose the above modifier!

Declaring a Baltic Empire will give you a new name and if you have Mandate of Heaven the following reward along with granting you the rank of Empire:

Screenshot_8.png

On the right side of the tree you will see missions relating to the development of the countryside and the founding of new cities:

Screenshot_10.png

Founding Turku, an important city for Finland guarding the way to and from Stockholm:

Screenshot_11.png


Founding Helsinki will grant a level 2 Center of Trade as well as a few buildings for your newly developed province. Note that if you complete the mission with a Shipyard and a Dockyard, you will instead gain their upgraded versions:

Screenshot_15.png

Finetuning the Finances of the realm will require you to increase your income, employ a level 2 Administrative Advisor, run a positive monthly balance and have no loans:

Screenshot_13.png


The Turku Academy, your domain’s first university and institution of higher education, will yield the Scholar trait for your ruler, Innovativeness and more:

Screenshot_12.png

The culmination of the Finnish tree ends with unleashing the White Death upon Europe and a powerful permanent country modifier to go with it:

Screenshot_16.png

Of course, you are welcome to form Scandinavia and gain the Scandinavian mission tree, however Finland will not have a unique Scandinavian tree, as its senior siblings in the region do.



Now, 1.34 will also hone and improve as well as add new content for the base game. One such addition is an expanded mission tree for Lübeck. Before we delve into it, I would like to repeat that the Emperor DLC Lübeck tree will be available for Hamburg and Bremen (if you have the Emperor DLC) with a good number of tweaks and new rewards as well as localisation.
Moreover, the Hanseatic League will now be a formable nation with its own set of national ideas (essentially Lübeck with a different name and better ideas). Since that’s out of the way, let’s go, Lübeck!

From a historical perspective, Lübeck (and the Hansa as a whole) has seen better days. The 15th century brought a lot of decline for their merchants, with business shifting westwards towards the English channel. You are tasked with reviving the mercantilist grip of the League, expanding it and creating a trade Empire the likes of which the world has never seen. To assist you in your endeavors, the various missions of your tree also benefit the members of your trade league, giving you a reason to care for them and if possible, expand their ranks:

tree.png

The top half of the tree will focus on expanding the League outwards. However, many of these missions will not require direct conquest. You will be able to complete many of these via diplomacy as well! The goal is to give the player the freedom to choose how they want to approach the tree.

The conquest branch will start with requiring you to raise an army which will seamlessly grant claims for and flow into missions about Visby, Mecklenburg, Riga and more.

Screenshot_17.png

Gateway to the East will require you to have Riga be part of the trade league and have high opinion of you or control the similarly named province as well as having a certain amount of troops.

Screenshot_1.png


Restore Visby will lead you to restoring a historical stronghold for the League:

Screenshot_2.png


visby event.png
Gaining ports in Danzig, cooperating with the Traders and developing the city of Danzig will grant the following benefits:


danzig event.png

The conquest path ends with the appointment of an official War Minister. Every different military advisor will grant a different, dynamic reward:


Screenshot_5.png

The second part of the tree is wholly dedicated to the internal affairs of both Lübeck itself and the Hansa as a general league of trade nations. Initially, you will have to expand the Old City of Lübeck and its market, yielding powerful Trade Efficiency and Institution Spread modifiers for a few years followed by the Peace of Vordingborg, imitating the styles of Italian Bookkeeping and Financing the Guilds of Lübeck:

Screenshot_6.png

Screenshot_7.png

Screenshot_8.png



Of course, no Hansa playthrough would be complete without a mission to address and expand the Hansehalle, the legendary administrative center and the heart of the entire Hansa:

Screenshot_9.png


hansehalle.png
Funding the shipbuilders’ Guild will grant a flavor event about the legendary Hanseatic Cog which will grant Light Ship Cost as well as Sailors and increased Naval Leader Maneuver. Elsewhere, Organize Hanseatic Diets will require you to bring peace within the Trade League and develop Diplomatic channels between yourself and potential members or subjects:

Screenshot_11.png

Impose Lübeck Law will grant another dynamic reward, based on which faction is in power at the time of completion:

Screenshot_12.png

Presenting a grown and powerful economy as well as increasing your total development in the Tend to the Towns mission will yield a positive bonus for you and your Trade League members:

Screenshot_13.png

Developing the Mineral Trade in Europe has quite a spicy reward that will, just like its predecessors, change depending on the circumstances of its completion, here’s the direct and less likely outcome of importing large amounts of precious metals in your ports:

Screenshot_15.png

To wrap up the flavor part of the tree, declaring the Queen of the Hansa mission will turn all members of your trade League into subjects and grant a diplomatic relations modifier to cover part of the upkeep costs for 30 years. Furthermore, you will gain monarch power scaled to the Development of your capital, 10 points per development to be precise:

Screenshot_16.png

The event Crowning of a New Queen grants 2 different bonuses. Either you change your country’s name to The Hanseatic League and gain a new idea set or keep your current ideas while your ruler gains +1 adm/dip/mil and you gain 3 Mercantilism:

queen event.png

The new Hanseatic League national ideas:

FU2_ideas = { start = { trade_efficiency = 0.2 merchants = 1 } bonus = { trade_steering = 0.2 } trigger = { tag = HSA has_country_flag = hsa_proclaimed_queen_of_the_hansa_flag } free = yes FU2_foreign_kontors = { global_trade_power = 0.15 } FU2_the_handelsmarine = { global_ship_trade_power = 0.25 global_ship_cost = -0.05 } FU2_reform_queens_army = { discipline = 0.05 } FU2_adler_von_lubeck_legacy = { heavy_ship_power = 0.1 } FU2_merchants_with_state = { global_trade_goods_size_modifier = 0.1 development_cost = -0.05 } FU2_spread_the_northern_style = { idea_cost = -0.1 } regularised_contribution = { global_prov_trade_power_modifier = 0.20 } }


Earlier in this Developer Diary, I mentioned that the Emperor DLC Lübeck tree will be playable for Hamburg and Bremen, since Lübeck got a shiny new tree. To add to that, the Hanseatic League, which is the reward for the final flavor mission for Lübeck, is now available as a formable nation and will come outfitted with the Lübeck tree and the evolved idea set I showcased just above.

In the interest of time, this Developer Diary cannot be too large. Thus, we have intentionally omitted showcasing the rest of the flavor coming for Lübeck. This Diary barely covers 40% of the new content! As mentioned above, this Lübeck mission tree will be part of the **base game** and will come fitted with 36 new missions and 20 new events!

Lastly, I would like to bring another small change to your attention: the UI for Estates has been reworked and I would like to give special thanks to Artemis, whose UI work served as the basis for our own:
estate ui.png


Now passing the mic over to my dear friend and colleague @Ogele to talk about new shiny Theocratic Reforms!

Hello there!

In the last development diaries we have shown new government reforms for monarchies, republics and even pirate republics which will all be part of the 1.34 update. Today I want to finish this topic for good as I will present to you what we have in store for theocracies!
unnamed.png


Theocracies were the last on our list for new government reforms and had already a bunch of interesting and fun choices to pick from. As such, they don’t receive as many new reforms as for example monarchies and republics do. With that being said, we still think they deserve some love nonetheless and because of that we have decided to add 2 new theocracy specific tiers.

Tier 2:

12.png

Note: Internal Mission, External Mission and Mission to Civilize are unchanged while Mission on the High Sea only requires one owned port instead of a capital port.

Tier 3:

10.png

Education of the Theocrat will immediately trigger an event for you when picked which allows you to choose what stat bonus your next heir shall receive:

11.png



This event will always trigger when you get a new ruler and fires before you can select an heir so your heir will benefit from the bonus you choose.

While we are at it: the Kingdom of God reform for the Papal State is still in the 3rd tier, but has received some buffs to make it more on par with theocracies which have access to the Papal Influence and Education of the Theocrat:

9.png


Tier 5:

8.png

Note: Only Subservient Bureaucrats and Zealous Administrators received changes

Tier 6:

7.png

Note: Magister Militum Dei and Embrace Conciliarism are Papal State only

Tier 8:

6.png

Note: only “Pursuit of Knowledge” is new here, the other reforms are former Tier 2 reforms which have been moved to Tier 8.

Tier 9:

5.png

Governments which have the “Is a Monastic Order” government trait gain access to four additional reforms which are already part of the game right now.

4.png


Tier 10:

3.png


Tier 11:

2.png


Tier 12:

1.png


That was it for this week! Next week @Gnivom will talk about the AI changes and adjustments for 1.34. Until then, we wish you all a great week!
 
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Any word at all on whether this update will release this side of the summer holidays or is it going to be later in the year (eg September onwards)?

It has not been formally announced yet, so no, it wont come out on this side of the summer holidays (which technically starts this week or last week for most swedes)
 
Thank you everyone for such a warm response to my second Dev Diary, really made me smile. Please rest assured I will go through every single piece of feedback and implement accordingly, thank you for taking the time to provide me with valuable suggestions, genuinely.

I have a question about the previous dev diary will the latin empire be formable for everyone or just only for poland? Will we get the Principality of Antioch as a Formable? that's it :) I wish you a nice week

Latin Empire will be a namechange for Byzantium BUT I will try my best to see if we can make some room for a whole new tag for 1.35 ^_^
Fantastic dev diary.

I like all the proposed changes (especially the reworked UI for estates) though i got to say, all these new mission trees look OP and make the game feel railroaded.
With 1.34 you will have unprecedented (for EUIV standards) freedom to tackle missions as you see fit. Evolving and branching missions, multiple ways to complete missions and so many more tools to try and make the game as enjoyable as possible !
View attachment 859201
Does this mean you we can now customize Max Attrition to be higher than 5% for modding? <3
You can already do that in 1.33!
I find it somewhat amusing that Finland gets a mission tree in EU4 before a focus tree in HoI4 =P
Greetings to our colleagues in the North!
I like this new Finnish tree, but... Maybe it could get some territorial claims in the East? Karelia in particular, then Ingria (with a mission to build a Finnish Saint Petersburg) and Estonia.
I'm also a little bit sad that Holstein, Silesia and Polish minors have been ignored, though obviously I understand that they wouldn't be a priority but it was probably their last chance.
Good suggestions! Despite being late into development, let me see what I can squeeze in!
Can we see how the government reforms of all tiers for monarchies, republics, pirate republics and theocracies compare full size?
View attachment 859203
Like this?
You can review the other reforms in previous Dev Diaries!
Chunky dev diary, as most of them have been lately. Love it though <3
Finland will be the prime 'attrition our enemies to death' nation now. Will love to try it out.

So, I probably missed the answer to this in some previous discussion, but with all these new reforms coming out, will there be a way to speed up government reform progress other than picking Native ideas or being a republic? It seems like a way to incentive playing tall over blobbing everywhere, but even then it would be nice to be able to speed it up (at the cost of something like admin points, which a wide player normally wouldn't want to spend).
Yes! We replaced the tax modifier from high crownland with (a lot of) reform progress growth!
omg. I really love the direction of eu4 under the current Dev team. there are so many great additions and unique rewards. The Hansa Mission tree is so unexpected! I cant believe I can finally have a real new playstyle where it feels like the league actually plays together. Maybe this opens even a CO-Op game for Luebeck with Bremen or Hamburg?
I already see a big shift in events back to the old days. Finally some history flavor events again! While I hope some events will come randomly outisde of missions so its not that strictly directed.
Sad for the other OPMS in the HRE, but finally love for hamburg and bremen - they really needed it! Are they the only 2 that can form the Hanseatic league or can the other OPMS at the sea as well?

One question about the Modifier for expanded relations for 30 years? How many relations do you get? Or is this scaled by the number of members in the trade league? (This would be perfect), as it is playing totally different as the other countries (what is great and what this game needs!) it would be very cool to keep the modifier through the game. Maybe its possible to remove a diplo relations slot when annexing a former member of the league so there are no exploits possible, but even without that, it would not be a big problem. Would really love the idea to keep my League for the whole game after I worked myself and the league through all this missions to the final goal.

Over 30 Missions and the events . holy * . Thank you!!
Anyone who fulfills some requirements can form the Hanseatic League, not just Bremen and Hamburg. You could do it as Dithmarschen for example ;)
Increased Relations slots will depend on how many subjects you end up having (with a cap at 6)
Oh nice, content for Finland from our envious friends in the west! Altough with the Finnish words there there might be undercover mole doing stuff.. anyways, small typo there. Viipurin Linna, not Lina. :) Unless we're getting a girl and not a castle (now how does a girl cause attrition is.. topic for another day)!
Nice catch, thank you so much for the correction!
 
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While I'm excited for the terrific new ideas/missions for Lubeck... why was the same finisher with forced vassalization kept? Grabbing a bunch of OPMs you're expected to manually integrate (sure you get extra slots now but they're not permanent, so you will need to annex them) and stack up a huge opinion malus with the ENTIRE HRE that takes forever to deteriorate (plus actually make it harder to integrate other subjects) sounds more like a punishment for growing your trade league too big.

That's assuming you even share a border with all your subjects; it's very likely to get Dortmund, Frankfurt, and Nuremburg to join a very large Hansa which would leave you with... 3 OPMs sitting inside Germany. You might as well form Germany at that point.
So what you are saying is, the modifier for relations upkeep should be permanent ? :cool:
 
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Yes! We replaced the tax modifier from high crownland with (a lot of) reform progress growth!
I think I should add that the current numbers of reform progress from Crownland has the following values:
1657651615437.png


The first one is from 50% Crownland to 59%.
Second one is from 60% to 69%.
Third one is from 70% to 79%.
Fourth one is from 80% to 99%.
And the last one is at 100% Crownland.

Do note that being under 30% Crownland will not penalize you with reduced Reform Progress Growth. Instead you still only have to deal with less global taxes.
We did also slighty adjust the "Crownland levels" so it is a smoother progression from +10% to +50% Reform Progress Growth.

It goes without saying that these numbers might get changed later, depending on the feedback.
 
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Well I hope you can show us all the government reforms for all government types side by side.
Anyways, here's all the reforms side by side from previous dev diaries with the latest one.
View attachment 859214View attachment 859212View attachment 859213

Interestingly, monarchies have two tiers less than other government types. Of course all shown here are out of dated except for theocracies.
The big difference by now is that the reforms have now new icons.
Other than that, it is pretty much up-to-date.
Hi Paradox, could you update console commands, for example:
-Debug_mode - ability to see religion names (for change_religion command), AI weight for government reforms, institution names, what flags does an event/decision set, names of monuments, (i know it's obvious bot some might not know), etc.
-"Add_opinion" - give it a special modifier, not same religion, cause +200 relations just isn't enough sometimes (for example with a rival)
-"Add_trait" - make a way to choose wich personality slot you replace and a way to add traits to generals
-"Help godmode" - please make it show all efects of godmode, not just that it tuns it on/off

And could you add a few commands like:
- A command to see global flags please?
- A command to change culture of a province/nation
Good idea. But they will have to wait for 1.35.
I am a bit disappointed to see that several Theocratic government reforms depend on "Is a Monastic Order OR Is Jerusalem". While this is a way to allow Jerusalem to do unique things with the Crusader State government, the unique Orleans events mean that Crusader State Orleans is locked out of taking later military order reforms; custom Crusader States are similarly excluded. I had hoped to see that the check for the military theocracy reforms would change to "Is a Monastic Order OR Is a Crusader State" (as in my suggestion). It could even change to "Is a Monastic Order OR Is Jerusalem OR Is a Crusader State".

Are there any plans to expand the availability of the Crusader State government reform?
Hmm... maybe. I am not making any promise that it will make a cut for 1.34, but I will consider it.
Why are theocracy reforms receiving so many nerfs while most of the new reforms and buffs seem very minor?

My takeaway from these changes is that theocracies will play much more like Monarchies and Republic now, and with the buffs that both are receiving, will once again be relegated to being a generally worse version of monarchies where you can't disinherit your heirs nor get personal unions. They will be different sure, but I think these nerfs will take away the most powerful and unique incentives to playing theocracies. Also, pushing the powerful reforms that are already in game will only hurt theocracies further if reform growth isn't buffed.

Lastly, are there any thoughts of buffing the Crusader State reform to be more in line with the Livionian and Teutonic Orders new reforms, or will it remain as it is? It is an amazing reform, but it pails in comparison to the similarly unique reforms you're introducing in the DLC.

Edit: I just want to add, since this comes across as rather negative, I do really appreciate the new reforms being added in for the various government types. I'm just sad to see some of the antics that theocracies could get up to becoming less viable. For some context, I was so enamored with the buffs to theocracies in 1.30 that I planned out and completed a One Faith World Conquest as the Knights > Jerusalem.
Just as a reminder: the numbers are not final and chances are high that we might adjust the values and the modifiers.
Right now, the feedback implies that we might have been too harsh on tuning some of the strong conquest modifiers.
I hoped for more Tier 1 government reforms or at least a theocratic government for Prussia and possibly Russia.

I hoped we'll be able to see the heir stats when electing a new ruler just like states-general, republican elections and the ottoman government.

BTW there are some typos in the theocratic reforms, i hope you're gonna improve the description from becoming a tribe to a theocracy because it seems unfinished.
We have decided to not add any kind of tier 1 reforms for 1.34 in general as there are already a fair variation of them (though theocracies do lack in that regard).
For 1.35 we want to expand the government reforms further and add new tier 1 reforms for monarchies, republics and theocracies which suit to certain tags, regions or just in general.
As for the heir stats, you don't see them because they are completely randomized in the script - they are not hidden per se.
We might want to revisit theocracies in 1.35 though so maybe this can be changed.
Regarding the typos: I am on it. The descriptions were finished rather recently and didn't go through proofreading yet.
 
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I am happy to see that “local development efficiency” is a thing now! Could the “expand infrastructure” button give dev efficiency instead of dev cost?
Just this morning I had a talk with @Ogele about this, we would love to look into this feature for 1.35 since we are wrapping up the pipeline for 1.34 slowly!
Kashubian culture as counterpart to the German Pomeranian culture pls.
It's too late for 1.34 to introduce this feature but it might be something we can look into for 1.35!
 
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Yeah this is one of the worst things about mission trees. I should have at least some idea of what mission-triggered event does or how the mission's results can be changed with different prerequisites.
So this is quite interesting to us, so let's talk about this. Up until now the usual MO has been to just notify the player of the event they are receiving via revealing its title. Obviously, this is not enough to have the understand what they may receive from such an event. So I would love to hear how you would present this. Would it be a semi-vague custom tooltip like "The port of Danzig will be expanded and receive a temporary boost to its local production"? Some way else ?

Unfortunately, this is something we never did for previous events so if we end up doing it for future events, it may feel like newer events are kinda represented better than old ones, so that makes me a little scared of "changing the recipe" this late in the game's cycle. But, nevertheless credit where credit is due, in my opinion it's a great idea and I would be in favour of it appearing in future mission trees!

Thank you so much for your interesting suggestions, I really appreciate you and I look forward to receiving more feedback!
 
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Personally I would be fine with having a massive tooltip that explains all possible outcomes the same way the tooltips on the event itself would. Either way I think it definitely does have to be in actual real gameplay terms and not vague because something might be interpreted any number of ways if it isn't. Would be interested in what other people have to say in this regard.

See that's something I've always disliked about EU4's dev cycle. The old stuff gets abandoned and not updated to a new standard and new standards are introduced semi-frequently. For instance on a more work-intensive scale, every patch seems to introduce missions that introduce concepts that just completely trounce the old ones and introduce concepts the devs weren't even thinking of back then. How many tags getting cosmetic names and tags with multiple idea sets would we have gotten back then if that was what the devs were working with at the time? I understand focus and time constraints, but really there should have always been someone backtracking and keeping everything up to speed to begin with in my opinion. It seems there often has to literally be a patch specifically focusing on a region for it being outdated to get any attention with a couple of tags being an exception here and there. So really by all this I mean if you do "change the recipe" I would prefer whoever is writing the tooltips to go back and do it everywhere applicable. I know that doesn't fit into your work structure, but that's really the only solution I can picture if you do decide to do it.

If this is the only way it can be done I'd rather have the discrepancy between new and old and some transparency in terms of what I'm looking at for QoL than have it be cohesive.
Yeah, I see where you are coming from and that's the reality of it. Truth is we are far too busy going back and fixing bugs or rebalancing or adding new content to dedicate time into redoing old content. It's simply that as time goes by the entire team becomes more adept at handling the engine and working the script (Tinto has been around since 2020) and the difference in handling also lies in the fact that EU IV has had many different developers behind it and each one is respectable and has their own vision.

No doubt things evolve, that's just life. We all get better with time to practice and learn. When I started modding I made horrible mission trees and I pray & hope I've gotten at least just a tad better.
but really there should have always been someone backtracking and keeping everything up to speed to begin with in my opinion.
Agreed and hindsight is a powerful/useful tool.

I would prefer whoever is writing the tooltips to go back and do it everywhere applicable.
I really respect you and the time you took to communicate your ideas and concerns and therefore I will give you a straight answer, this is not going to happen. I quite dislike being the barer of bad news, I wish I could come here and say "yes we will do everything you suggested" but unfortunately, that cannot be.


Hey @PDX Big Boss i've read some of the comments regarding Government reforms. I'm very happy to see that you guys expanded GR for Theocracies since i do plan The Knights > Jerusalem replay.

I do have some suggestions for the future regarding GR :

1. HRE - I think that member states of the HRE should have unique tier of government set as long as they're member of HRE. So whether you're Monarchy or Republic you would get unique set of GR.

2. Muslim world - In my opinion Muslim countries should have their own unique set of GR.

3. EoC - In my opinion any nation that claims MoH and is EoC should have their own tier of unique GR that could play into EoC, Confucianism etc.

Also when time allows and if you plan revisiting some missions and perhaps expanding them further here are some of my suggestions :

1. Byzantium - Their missions are mostly claim that conquer that. I think you would agree that they definitely deserve some rework. Also perhaps lowering the requirement to restore the Roman empire. I encountered thread suggesting that borders under Basil 2 be requirement. Also opinion of other players could be taken via poll.

2. France - Don't get me wrong French missions are huge, 40+ if i'm not mistaken. Suggestion, expand their missions to go for Algeria. Perhaps a branching mission where player must chose between Egypt or Algeria. In the case that player chose Algeria perhaps conquest of Sub Saharan Africa.

3. Qing - Their missions are somewhat unique while they contain also generic missions. Now in my opinion Qing should be more like what Mughals are for India. And they should definitely have more unique and none generic missions.

4. Russia - Russian missions are mostly focused on conquests of Finland, Ruthenia, Baltics etc. And even though this is a good thing i do think that their missions should be expanded further with the conquests of Caucasus and Central Asia. Russia is simply big country with small representation of missions.

Also one question, is it possible to implement a system where player could rename manualy Area as long as they control entire Area? Example, when i play as Byzantium to me it's wierd when i see Greek and Latin names for provinces and cities while Areas bear Arabic and Turkish names.

Now these are just some of suggestions. I don't expect them in 1.34. When you guys find time.

PS. Note that i posted this comment/suggestion for Ogele but i figured that he's probably busy so i appologize.
Hey! These suggestions are really really cool and we think it'd be cool to implement some of them for future content. Now you may ask "Which ones?" Well, that's for me to know, and for you to find out!
On a sidenote, GR make the game feel more alive and we definitely would want to see more of them in the coming updates ^_^
 
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This is exactly the sort of thing that worries me about the new standard set with each regional DLC and their increasingly fancy missions. Instead of doing regional updates to get the whole world on the same level it just relocates the imbalance...

Ideally, when you come up with a new type of mission or reward, you skim previous mission trees to see where they could be implemented: like giving England double Golden Ages, giving similar terrain-specific development cost reductions to Norways like Swamps for the Dutch, or making older unique Mercenary Companies also cost no AP.

But that doesn't happen, and so while all the new stuff is cool in theory and in itself, it doesn't aid much in making the game 'complete'/'done'.

But that. I suppose, is the point to a company that's trying to sell us DLC's...
That is something we simply cannot do. The time needed for such an endeavour is simply not manageable or doable with our current way of work. We have implemented very strict procedures for the addition / configuration of content such as multiple edits of translations for localisation and thorough, months-long playtesting to make sure the standard is as high as possible. A mission tree, during development, will undergo hundreds, if not over a thousand changes, additions and subtractions to become what you will receive, in order for it to be as fun and as polished as possible.

Ever since Tinto began in 2020 we took it genuinely seriously to hire the proper QA people who go through every mission tree with an amazing eye to detail.
 
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Sapmi isn't a releasable tags, it's one of those tags arbitrarily trapped behind the unbreachable hell void that is "revolter tags".
1.34 will fix that for poor ol' Sapmi!

Radical Idea for @PDX Big Boss / @Pavía
- Develop a new "dynamically generated" Releasable Nation start point for any/all releasable Nations, not just Finland.

What I mean by this - for a normal Ironman game, instead of a typical "Rise of Ottomans 1444" game start, offer a new way to generate an immediate game start into any Releasable Nation on the map - give each their "Starting Year" in your code, and have an AI generated "Fast Forward" game factoring occur as part of the game start process, so that a player doesn't enter the map until AI in the background has randomly factored everything around that releasable nation, and then the Releasable Nation is handed to the player for a fresh start at that Starting Year point, and gameplay commences.

This offers a new "Quick Start" methodology for any gamer to quickly "get in" and playing a releasable nation, but with a penalty that your Starting Year is AI randomed to that point. I think it would be preferred to not allow the player to see the fast forwarded game to that point - should be imperceptible to the gamer that the AI crunched out some game time until that Starting Year.
In theory that's a wonderful idea, and personally I think it'd be very interesting to play in such a scenario.
However, the engine is far too old and stuffed to even remotely attempt something like that :(
 
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Karelia and Sapmi down.

Would you say it's too much hoping to wish for all of the other revolter tags to actually get cores so that it's physically possible to see them outside of a blue moon eclipse?

I know getting rid of the "cores belonging to a tag that isn't the primary tag for the culture of the province disappear after 50 years" mechanic so I can release Aquilea or w/e whenever I want instead of it being 100% pointless for it to exist because it vanishes very shortly into the game is asking too much at this point though. What does cores disappearing after 50 years add to the game?

Also, colonies made in trade regions used to keep the local culture and religion, but an update made in Emperor or Leviathan changed that, so I would like to see it reverted to the old system. At the time the justification was that it was inconsistent with pre-existing tooltips and was therefore a bug, but other users found tooltips that confirmed the old way was how it was supposed to work.
I doubt we can give the same treatment to every single nation due to that time being spent elsewhere (bugfixing mostly these days). Not really sure about the 50 years numbers, seems a bit arbitrary but that was a decision made years years ago. We could look into it but for the most part it functions just fine.

As for the second paragraph, I looked into it personally; Apparently the way it works is if the natives present in the province (the ones you fight) are outnumbered by your colonists (so <1000 or however many settlers you have at any point) then the culture / religion changes to your own.
 
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