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Europa Universalis IV - Development Diary 12th of July 2022

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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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 ?
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.
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.
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.
 
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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.
 
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Also perhaps lowering the requirement to restore the Roman empire. I encountered thread suggesting that borders under Basil 2 be requirement.
I agree on Roman Empire formation requirements. For the longest time it's been strange to me that it requires to own all of Mesopotamia, which was one of the latest additions to Empire. Additionally after initial conquest of Trajan it was lost for another 80 or so years before new reconquest. And even then it was constantly being conquered by Sassanid Empire and then recaptured by Romans. While North African coast, which had received proper provinces statuses much earlier and didn't have as many troubles, requires only 3 provinces.
 
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I agree on Roman Empire formation requirements. For the longest time it's been strange to me that it requires to own all of Mesopotamia, which was one of the latest additions to Empire. Additionally after initial conquest of Trajan it was lost for another 80 or so years before new reconquest. And even then it was constantly being conquered by Sassanid Empire and then recaptured by Romans. While North African coast, which had received proper provinces statuses much earlier and didn't have as many troubles, requires only 3 provinces.
My main argument is that player isn't restoring ancient borders of the Roman Empire but most recent ones and that's under emperor Basil 2. I would say perhaps control some territories in Balkans, Anatolia with Antioch, Southern Italy with Rome. In my opinion those should be enough to restore the Roman Empire. Also perhaps events that would determine RE culture between Greek and Latin and their capital whether it should be Rome or Constantinople.
 
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I agree on Roman Empire formation requirements. For the longest time it's been strange to me that it requires to own all of Mesopotamia, which was one of the latest additions to Empire. Additionally after initial conquest of Trajan it was lost for another 80 or so years before new reconquest. And even then it was constantly being conquered by Sassanid Empire and then recaptured by Romans. While North African coast, which had received proper provinces statuses much earlier and didn't have as many troubles, requires only 3 provinces.
Also conquering all those territories from Tunis, Spain, France all the way to England is simply to much and unnecesery.

And last i would like an event to restore Coptic culture in Egypt. Basically as Byzantium/Rome conquer Egypt.
 
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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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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 ^_^
I totaly agree. I remember when Dharma came out and introduced GR, nothing special felt about it. But now, i think that you know you're doing the right by players. And from what i've seen so far it's exactly what you've said, it makes game more alive.
 
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I definitely know what my first playthrough is going to be next patch. A hussite theocracy. Why hussite? Well every theocracy can now completely get rid of seperatism, and with hussite get -80% culture conversion cost.

A one-faith one-culture was never easier.
 
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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!
Maybe a very simple way to make the text of the event green or red to show it will have a positive or negative effect for the player? I get the difficulty in this, since a very nice thing about events is the clarity of what you are doing. Maybe you can to show the exact options that you could get? Like for the danzig confederation. "the event ... would happen, the possible options are:
1. danzig merchants of the league until 1646 giving: ...
2. ruler is now rightous."

Would cause new problems in UI, but would be very transparent.

If we are discussing the clarity of mission trees: I would also suggest adding the effect of the traits rulers will gain, this used to be my major annoyance with old CK2, you would get a new modifier without knowing what it would do. for example for the industrious, put between brackets the modifier it will give.
 
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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!
Ideally, we'd have nested tooltips like CK3. But that's not realistic at this point. What would improve gameplay is a descriptive line for mission triggered events IF those events have a major impact (the option to change tag, change religion, change gov form). An event that changes some dev or trade center is not worth effort.
 
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Ideally, we'd have nested tooltips like CK3. But that's not realistic at this point. What would improve gameplay is a descriptive line for mission triggered events IF those events have a major impact (the option to change tag, change religion, change gov form). An event that changes some dev or trade center is not worth effort.
A good example would be the Tibet mission that allows you to form one of 3 different horde tags when you complete it with no indication that you are able to do so.
 
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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!

It's too late for 1.34 to introduce this feature but it might be something we can look into for 1.35!
Local dev efficiency would be perfect for expand administration! It’s meaningful, local, and more impactful towards having a tall province than -5% local dev cost. I think expand administration could use a bit more of a buff (local dev. efficiency, trade efficiency, production efficiency, or similar) to make it more useful for really tall play. An interesting way this might be balanced is to somehow introduce a debuff to expand administration directly related to (total state count, province count, etc.) in addition to a GC malus like maybe reducing modifier scale beyond certain state/province counts to be nearly worthless if you have more than (x) many states.
 
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.

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...
 
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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.
Yeah this is what I would want (though I know it's unrealistic). I don't need entirely new focus trees for everything whenever a new standard is set, but new concepts and ideas are never sprinkled across older work. People wanted Africa, Baltic, etc because they were low on content compared to the rest of the world. Now they have it, but it's been delivered in a hyper-focused way to the point it makes the oldest missions look worse in comparison.
 
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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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The Papal States needs a bit of a rework.

When a pope is elected, the Papal States should get the ability to reset their allies/rivals without any penalties to reflect the pope's home country's alliances/rivals.

Also, if your nation manages to get a pope, you should have the ability to change nation's mid-game to the Papal States for the term of your nation's control of the curia. Or, better yet, the Papal States should become a special vassal of the nation which controls the curia (something like a march, i guess).

This would better reflect history, especially when it came to the French pontiffs. And cause all new gameplay scenarios and tensions.
 
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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.

That's why new mission trees should not raise the standards that much, it makes the older stuff looking outdated. At the end of the day, this is less work for you guys, not more... Even if not everything you create is immediately integrated into the game, you know that job isn't lost because there is probably something else comming after EU4.

It must be frustrating for sure, but if the new content can't be spread all across the map at the same level of quality, we are in a situation where as someone else said above "it just relocates the imbalance".

Don't get me wrong, the work done here is nowhere near bad, but think about it in a global perspective.

A few more immersion packs

Middle East need another visit with more content
South American needs another visit with more content.
Some major powers need more indepth missions.

after that, I dunno..

See, I never heard of that third possibility before, but I'm pretty certain to know why major powers needs more indepth missions now. I'm also pretty sure that their missions (Portugal, Castille, France, Great Britain, Mughals, Prussia, Russia etc..) looked fine, fun, flavorful and complete until new content came out. You may have created your own work overload.

By the way, what are the deadlines to submit indepth suggestions about the next immersion packs? I know that when the DD starts, we are already in a point where their is not enough time to integrate expanded feedback.
 
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