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Europa Universalis IV - Development Diary 12th of March 2024 - Venice, Italy, Netherlands

Hello and good afternoon! Today we will be taking a look at the content we have in store for Venice, Italy, and the Netherlands. All three of these countries have many gameplay aspects in common, trade, maritime prowess, and, to some degree, colonization. Either as important proponents of history, as is the case for Netherlands and Venice, or as valuable gameplay additions in Italy’s case, these countries are due to receive new content with the upcoming DLC.

Venice​

Reaching its apogee of power during the 15th century, the Most Serene Republic of Venice is located in the heart of maritime activity, with a strong grip on its home end node. Following an illustrious history, La Serenìssima stands as one of the most influential Italian states. At the cusp of the Renaissance, the prosperity of the arts & culture gives way to the blooming and rise of new artists, architecture and traditions. To the south, the remnants of Rome are ripe for the taking, between the forces of the Republic and the Ottoman Turks. To the North, the imposing shadow of the Holy Roman Emperor as he struggles to maintain Italy in his decentralized Empire. The peninsula will soon be the home to a bloody struggle, as prospecting conquerors eye each other’s land with covetous greed. Venice’s content has been crafted with attention to detail, historicity, and the telling of a grand story around Italy’s most celebrated republic during the game’s time frame. Andiamo!

venice tree.png

The new content for Venice comes packed with a tree armed with lots of new missions. These will branch and cover various aspects of the Republic’s history, ranging from the Italian wars, conquests in the peninsula and beyond, to maritime expansionism, internal development, the cultivation of the arts and culture, and even colonization. But wait, there’s more! Venice also now has access to a brand new government mechanic, the Council of Ten. Alongside that, the narrative of your game will be enhanced with the introduction of new events around Venice’s (and her people’s) most celebrated accomplishments ranging from theatre to Titian and the Loredanian Academy.

Starting off, the upper third of the tree will be focused on internal matters, starting with the introduction of the Council of Ten, your primary adversary in domestic affairs:

council of ten event.png

Note: Note: Historical insights is one of the grand themes of the content around Venice, showing the why’s and the how’s of various political, military and cultural events!

council of ten mechanic.png

Note: ALL ART in this Developer Diary is placeholder.
Opposed to the Doge’s influence and attempts to lead Venice into wars or even autocratic rule, the Council’s Authority for Venice will commence at around 90%, placing the Doge in a difficult position. Throughout your play through, this mechanic will have a prevalent spot in your decision-making, and be affected by the various generic and unique events that may occur as well as mission rewards and interactions. Should the council’s authority surpass the 90% mark, it will forbid the Doge from commencing any offensive wars and have further severe repercussions, as shown above.

It is worth noting that a council would be more compliant and at ease, should the Doge’s stats are low, whilst a competent Doge will cause the Council to react, increasing its authority passively.

The three interactions tied to the Council of Ten are a representation of the ruling faction and its abilities. Venice has access to the Aristocrats, the Traders, and the Guilds. Each interaction is an exchange between the Doge and the faction in power. You grant them crownland and political power. In return, you may gain powerful short-term benefits:

Both the Aristocrats and Traders will demand crown land for their respective estate alongside monarch power, whilst the Guilds will demand Republican Tradition alongside monarch power. In return they will grant a great variety of bonuses that allow for versatility, from development in the capital, to government reform progress and even marines or galleys in Venezia. Along with the aforementioned grant of ships, troops, or development, the interactions will also lower the authority of the Council, with each faction having unique interactions available.

Moving on, a substantial amount of this branch’s missions are associated with historical events, showcased through their rewards:

titian 1.png

Note: The second option grants the same reward. It goes into detail about Venice, architecture, and the Renaissance for those who wish to learn more about it!

titian 2.png

Here are a few other missions and their associated rewards from the first part of the content:

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The culmination of this branch ends with the event:

golden republic event.png


la serenissima color.png


Note: Changed your mind after having the event and want your old colour/name back? You can do so with the “Restore our Name” / “Restore our Colour” national decisions!
And here are the ideas of the Golden Republic:

Code:
LNS_ideas = {
    start = {
        trade_steering = 0.33
        galley_power = 0.25
    }
 
    bonus = {
        discipline = 0.05
    }
 
    trigger = {
        tag = VEN
        NOT = { has_country_flag = ven_upgrade_state_inuisition_idea_flag }
    }
    free = yes        #will be added at load.
 
    lns_renaissance_art = {
        technology_cost = -0.1
    }
    stato_da_mar = {
        #Present in the previous VEN_ideas ideaset
    }
    lns_maritime_dominance = {
        global_trade_power = 0.2
    }
    lns_a_gunpowder_republic = {
        fire_damage = 0.15
        land_forcelimit_modifier = 0.2
    }
    backing_of_the_ducat = {
        naval_forcelimit_modifier = 0.5
    }
    reform_the_uscocchi = {
        global_ship_trade_power = 0.35
        global_trade_goods_size_modifier = 0.1
    }
    maggior_consiglio = {
        max_absolutism = 10
        max_revolutionary_zeal = 10
    }
}

The second branch will deal with the outward expansion of the Republic, and the various fronts in Italy, the Mediterranean and beyond. Early on you will be tasked with choosing the specialization of your military, with options that range from favouring the land army, to favouring the Navy or Mercenary groups.

The Standing army branch will imbue your selection of current Military advisor with a powerful permanent bonus, as shown below:

cernida system.png

Note: Hmm, maybe that Siege Ability needs some nerfing, 3%? What do you think?
The second mission will grant an interesting modifier for Venice:

modern warfare tactics.png

The Mercenary path will improve the effectiveness of its associated Militarization mechanic and grant access to a unique new decision, turning Venezia to the administrative capital of your mercenary army:

condottieri.png
men of war.png

The final possible path, focused on the Navy:

masters of the sea.png


navy with a state.png


The conquest path involves many avenues for expansion, events and interesting modifiers:

means of transaction.png
unify italy.png

The final branch follows an alternative-history path of Venice spreading its mercantile and maritime grasp beyond the Mediterranean, with routes to Aden, India, China, and even the Americas:


batch2.png

Finally, Venice has access to the “Into the Red Sea” mission which may facilitate and accelerate the construction of the Suez Canal in the Red Sea, allowing access to their fleets for exploration, conquest and trade purposes. The mission will require cooperation and alliance with the Mamluks, and the breakdown of diplomacy between the two countries will restore the Mamluk cores in the two associated provinces, leading to war:

into the red sea.png

Italy​

Whilst we are on the Italian peninsula, let’s take a look at Italy herself. In line with the calibre of content featured in Domination, Italy is due to receive new and revised content. Many of the core tenets of the mission tree have been kept, but they have been revised and expanded upon, let’s take a look!

Italy_Main.png

As in the Emperor variation, the mission tree places much focus on the restoration of the Roman Empire, unification of Italy both politically and economically and reforming the military. Besides that, there is a subtree concerning continuing renaissance and a branching mission tree about which of the two
end-nodes you choose to favour.

Structure-wise, the mission tree is quite similar to that of Byzantium, not just in the general theme of Roman Restoration, but also in the way it is designed. The mission tree makes use of evolving modifiers, incrementally building up the "permanent modifier" that is the reward for your efforts. Later missions in the conquest offer age-timed modifiers, encouraging swift and relentless conquests.
Get those modifiers while you still can!

The leftmost branch about Risorgimento forces you to develop your core territories in Italy Region and to
unite it politically. At the end of this tree, you shall claim your spot as one of the Great Powers:


eu4_725.png
eu4_728.png
eu4_727.png


The mission tree also has 3 missions about your military, starting with a possibility to maintain a Condottieri-based army then tasking you with modernizing the Galleass (increasing their available amount, their fighting power or allowing them to transport troops) and upgrading your Alpine defences. Here's the "Adapting Our Military" mission reward:

eu4_727.png

Before we move on, the other mini-branch left between us and the economic missions concerns the Renaissance. Your first mission tasks you with developing the Birthplace of the Renaissance (in this case Lucca) 10 times and requiring you to be ahead of time in all technologies:

eu4_725.png
eu4_726.png

Lastly, the missions about Economy & Trade, beginning with Economy. This portion of the mission tree is concerned with achieving parity between the economies of the north and south while also pushing Italian goods onto the world markets. Notable is also the inclusion of Camillo Benso Cavour as an Statesman advisor, who, while outside of the game's time frame, we found fitting to include due to his role in the Risorgimento and early politics of Italy.

eu4_725.png


eu4_727.png

Finally, the branching missions about trade. In order to get started, you need to gain a sizeable trade income of 300 Ducats, 30 Centers of Trade and 3 Trade nodes with at least 80.0% trade share, the reward mainly giving you the ability of to select your new mission tree:

eu4_725.png


Besides the mission tree you choose, your choice will also have an impact on the privilege you just unlocked! Let's go over the two branches, beginning with the Venetian branch, focusing on funnelling the trade from the near and further east to the markets of La Serenissima:
Venetian_Branch.png

The Venetian Supremacy focuses on establishing the Venice trade node as the richest in the World and with at least 150 Trade Node Value, something you will probably be close to. "Eastern Markets" force you to dabble in the affairs of the Eastern Mediterranean, gaining 80% Trade Share in Egypt, Aleppo and Constantinople. Lastly, "The Journey to the East" requires you to build the Suez Canal and to funnel the trade from the West Coast of India through the Gulf of Aden, here's what rewards that brings you:
eu4_727.png
eu4_728.png

Let's explore the Genoese branch now:


Genoese_Branch.png

This mission tree is in many ways analogous to the other one. "Western Favoritism" is the same as "The Venetian Supremacy" but refers to Genoa instead. "Plus Ultra" requires 80% trade share in Tunis, Valencia, and Sevilla. "The Italian Discovery" is all about creating a Colonial Empire in the New World. Here's what you might expect:
eu4_731.png


eu4_727.png

Netherlands​

During the start date of EU4, the Low Countries were mostly under the Burgundian Crown, with only a few of them still independent. The nation of Utrecht is fighting against the growing influence of Philip the Good of Burgundy, while Frisia has established itself as a state with waning noble power for quite a while. For that reason, some of their starting minor missions will have a different reward depending on which nation you started as:

MinorsTree.png


MinorsRewardsDifferences2.png
MinorsRewardsDifferences1.png

After unifying most of the Low Countries, and completing the above missions, you’ll be able to form the Netherlands earlier than usual. This was done in order to not block the player from getting access to the rest of the content, and continue on a flow of gameplay, uninterrupted by artificial barriers. The mission "Je Maintinendrai" will alleviate the Administrative Tech 10 requirement and grant you a bonus to your development cost, discipline and valuable claims to solidify your borders across the Low Countries region.

NetherlandsMainTree.png

Glorious Revolution​

The moment you form the Netherlands, you will gain access to three missions revolving around competing against England. “Supremacy in the Channel”, “Relations in Britain” and “Glorious Revolution”. Once you completely overshadow England/GBR in every aspect of government (development, trade share in the Channel, etc.), you will be able to launch the Glorious Revolution and claim their throne.
GloriousRevolution1.png


Later on in your campaign, when you hit tech 20, should you have England or Great Britain as a Personal Union still, you’ll be able to form the United Crowns nation, with a unique colour, as well as unique ideas, as shown below.


GloriousRevolution3.png

Note; This will also be available in the base game

The ideas shown above (barring the traditions and ambition) are a pure mixture of the two nations and as the United Crowns, you will have access to the flavour of Great Britain, England and the Netherlands (such as events).

Hansa Relations​

In 1441, during the Treaty of Copenhagen, the Dutch were able to secure the grain trade of the Baltic Sea. However, they had to pay a sizeable amount of reparations. For that reason, there is a branch dedicated to the Hanseatic rivalry with the option to gain more access in the Baltic through diplomatic means, or through the sword.


hansa1.png

Army and Navy​

The Dutch had a unique character that pertained to the organization of their military. For example, the army they founded during the 80 Years War, the Staatse Leger, was a defensive force with impressive capabilities. Considering the size of the Low Countries, this force was able to react fast against an invading force. In addition, the Dutch were experts in the art of engineering. They established the Fixed Garrisons System that would delay any invading force, and men such as Menno van Coehoorn would be hailed as pioneers of modern siege warfare.

army.png


However, as impressive as the above may be, the primary focus of the Dutch military lay within its navy. From the Five Admiralties, which all had their own interests, to their all-purpose Flyut Vessels, to their grand admiral Michiel de Ruyter. The Dutch naval flavour focuses on dominating trade and crushing your maritime rivals, establishing an empire that rules throughout the oceans.

nednavy.png


Focus on Development​

The 1.37 content for the Netherlands offers new tools for the player to engage in the development of urban cities across the Low Countries. As most Dutch players prefer a historical path which pivots towards a tall and colonial gameplay, new content in the form of reforms, missions and more has been added to add substantial depth and flavour during the game. Much of this revolves around the Dutch reclamation of land as well as the Seven Provinces on which the Republic organized itself.


tall.png

Colonialism​

The colonial flavour that the Netherlands has to offer is quite extensive. The mission branch will focus more on setting up outposts in order to reach the spice in the Indies. In addition, the Netherlands has now access to one of the most requested additions: The VoC. You can now establish the VoC as a Commercial Enterprise similar to the East India Company. I’ve also given them new Subject Relationships, allowing for customization of your new Commercial Enterprise.


colonial.png

Note: We opted to go for a light version of the typical Dutch colour.

Internal Flavour, New Events, New Reforms​

Lastly, the internal management of the Netherlands has received additions. The Religious and cultural branch of the mission tree (Re-Organizing Clergy, Low Countries Universities, etc) now provides you with more tools to increase your tolerance of heretics and promote more humanist ideas, as were the teachings of Erasmus. There are mentions as well of the artistic achievements, such as their Baroque Architecture or the Northern Renaissance.

internalflavor.png


There are now more ways to play with Dutch factionalism. New Government Reforms have been added for the player to take sides with the Statists or the Orangists. There is also a small branch dedicated to this conflict between those two factions, and the rewards there depend on which one you decide to side with, maybe eat an opposing prime minister or two whilst you’re at it.


SvObatch.png

SvO5.png

Note; This event will be part of the base game.

Lastly, the Netherlands now has more events, most of them revolving around Great Men and a few about some other Dutch architectural feats. These will also be available in the base game and are a great way to complement an already well-fleshed-out country like the Netherlands.


Eventbatch.png

Note: These Events will also be available through the base game!
Thank you for reading today’s Developer Diary! We will be back next week with the countries of Austria, Germany, Hungary as well as Bohemia with @Pintu !

Before you go! We have another absolute banger of a comic from FatherLorris:
ComicLorrisNetherlands.png
 

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For the Seven Provinces reform, does the outside Low Countries penalty apply to states, or also to territories and/or trade companies? It seems like this would hurt trade company provinces.
 
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In the history files of the Netherlands Michiel de Ruyter is listed as a 6/5/6/0 admiral, the new event would make him 5/5/6/0. Could this outrages nerf potentially be fixed.

Sincerely,
a happy but sad Dutch person.
 
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For the Seven Provinces government reform, will the negative modifier to provinces outside the Low Countries apply to trade companies in Africa and Asia? Will it apply to Britain even after forming the United Crowns? If so, it’s a super underwhelming reform for an almost global -15% autonomy, which would stack on top of trade company’s already high autonomy.
 
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Please consider allowing the Netherlands to stay in the Empire after forming. If you expect the player to form the Netherlands before they get the whole Low Countries region and before tech 10, then every war after that to secure more of the Low Countries will be against the empire. It's not too uncommon for me to not form Netherlands till a little after Tech 10 already for this reason, but if I am blocked from the mission tree until I finish my wars in the empire I will have an even worse time.
 
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Weird that Bohemia, Austria, Hungary and Germany will have more content in this patch, Emperor DLC was enough i think, i think it would have been better to focus on smaller tags, or big tags without missions like Chagatai and Jaunpur.
 
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Please consider allowing the Netherlands to stay in the Empire after forming. If you expect the player to form the Netherlands before they get the whole Low Countries region and before tech 10, then every war after that to secure more of the Low Countries will be against the empire. It's not too uncommon for me to not form Netherlands till a little after Tech 10 already for this reason, but if I am blocked from the mission tree until I finish my wars in the empire I will have an even worse time.
Electors can stay within HRE, at least for now. Just find a way to secure electorship in YOUR hands, not your subjects.
 
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New content for Venice, Italy and Netherlands is really cool but map need a much more provinces, cultures and etc... that's what this game has been missing since the map rework was abandoned.

I'm looking forward to introducing some cool brand new content for Austria, Germany, Bohemia and Hungary next week.

I would like to point out that the area of Central Europe still has great potential for map rework, especially Scandinavia (you're from Sweden so I don't have to explain it to you xD), Prussia & Livonia (provinces ID 767 and 2995 are disgustingly too large) and Silesia (Silesia like rest of HRE was divided into numerous principalities both dependent and independent of Bohemia, including the Duchy-Bishopric of Nysa). The Balkans and Bohemia also have potential to map rework.

It would be nice if Silesia and other medium nations from Central Europe received at least modest but more immersive mission trees.
 
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Will there be content for the Dutch discovery of Australia? I think that this could be greatly expanded on through the development of more Australia content, such as great projects.
 
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A bit disappointed none of my suggestions from the announcements (https://forum.paradoxplaza.com/foru...bruary-roadmap-to-1-37.1625239/#post-29425507) were implemented for the early game Low Countries. Eating the prime minister was neat, but very trivial compared to the major storylines in Bruges, Antwerp and Amsterdam.
I think the issue with your suggestion is that you posted it in the announcements dev diary (i would assume the majority of the groundwork for the dutch missions and events have been already done.

You might can try to post a lengthy suggestion in the suggestion section with some historical sources and a basic idea how it could be implemented. I think that would hep your case a lot and i will be upvoting in so it gets attention.
 
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Electors can stay within HRE, at least for now. Just find a way to secure electorship in YOUR hands, not your subjects.
Well I think the only way to reliably do that would be to vassalize an elector and usurp the elector title right? You have to do it before Tech 10 so noone is having their elector title revoked for being protestant, and even if they were you have to hope the emperor likes you enough to give it to you. You could become the emperor and give yourself the electorship after destroying another elector but you are guaranteed to lose the emperorship after becoming a Republic so it sounds like alot of work to just get access to your missions which should just be there and not locked behind essentially securing the entire Low Countries
 
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Riga's Merchant republic/theocracy reform: Salvific Theocracy would be a nice addition for those Dutch Theocracies that form Netherlands and want to stay Theocracy.

Theocracies don't get enough love IMO.
iirc there is already a custom Netherlands goverment for Theocracies and Monarchies, not only for republics
 
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The comic reminds me of my Riga game.

I really overdid it back then. Only had the permitted number of provinces in Europe... And The Knights and the Hanseatic League made vassals as historical friends on steroids.
 
i kinda wish they had given venice the private enterprice too when they go alternativ so you have the far eastern venetian trade company taking over indonesia

It would fitt them even better as merchant republic.

ALso i had prefered if venice would focus on development and a tall build around venetia and some balkan and close italian areas instead of a massiv italian conquest but maybe that fitt their ideas better am not to sure.
 
Will there be content for the Dutch discovery of Australia? I think that this could be greatly expanded on through the development of more Australia content, such as great projects.
now that you mention it, there used to be a 'discover australia' mission in the old tree that's absent in the new one. My guess is that the 'between two worlds' mission has something to do with the exploration of australia and the pacific (since you need the 'new hope' mission for it, probably a reference to the cape of good hope, which was required to be discovered for the discover australia mission in the previous setup).
 
Man, it feels like the modern Italy path is just nothing more than a meme compared to what the Rome path gives. This is a game about the early modern period, at least make the paths for the equivalent of a modern nation state as good as the paths for restoring dead empires.
 
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Nice! Glad colonization for Netherlands is no longer locked behind bulk trades mission
I can't even tell you how much of a relief this is. I was also initially scared that they were going to lock the VOC and most india missions behind WIC and thank god they didn't do that as well since most mp games demand that you make certain concessions to other nations in the new world.
 
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So no response whatsoever from all the suggestions in the last DD or am I missing something? There were loads of great suggestions for changes in there which I would of loved to see the studios opinions on, especially since we are supposed to be "involved" in the process now.

This diary looks good. This DLC is very much a glorified mod but that's not to say that's a bad thing. I hope the price reflects this however.
Love the addition of switching back to old ideas etc, could you also add a tooltip with the new ideas when the event suggesting you switch pops up? That would be super neat.
 
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