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Europa Universalis IV - Development Diary 13th of December 2022 - Roadmap to 1.35

Hello and welcome back to another Europa Universalis IV Dev Diary!

It’s been a while since the last one, back in September. The main reason for this is that the Team has been quite busy during these months. In October we released the 1.34.4 update, that fixed most of the issues we wanted to cover after Lions of the North, and participated in the last edition of the Grandest Lan, which could be organized again at Moszna Castle (and that you can watch at the Paradox Grand Strategy YouTube channel!). In November, the team focused on launching EUIV on a new platform, GOG, with the 1.34.5 update; this is the fourth platform in which the game can be played, after Steam, Microsoft Store, and Epic Games.

So now comes December, and we feel it’s the proper time to give you an insight into what we’re working on and share with you a roadmap to the 1.35 update (as we won’t be releasing more patches for the 1.34 version).

First and foremost, and although we’ve already said this, we want to thank all the players that have bought and played EUIV: Lions of the North, making it one of the most successful releases in the history of this game. We think that a non-trivial part of this has been the quality of the 1.34 ‘Sweden’ free update, and we are very happy about the fact of having to patch it only two times, as we deem this version quite stable.

So, what are our plans for the future? Well, not surprisingly, we want to keep focused on continuing to reduce the bug count as much as possible; in the last couple of years, the Team has fixed between 2,000 and 3,000 backlog bugs, and we think that the state of the game is much better after this effort. However, we still have hundreds of issues in our backlog, so more effort needs to be put into it.

The good news is that now we have some extra room to rework some game mechanics. Don’t expect anything very ambitious, but some more changes that are on the line with the fixes for the AI and the new government reforms we implemented for 1.34, fleshing out features of the game that haven’t received any update in a while. We will cover two of these topics today and next week.

And when is new content going to be shown? We will get started with that in January after the Team comes back from the Christmas Holidays. We’re very excited about it, but you will have to wait a bit more to take the first look at it. And with no further words to say, let's go with the first ideas we want to share with you!



Idea Group Additions and Rebalance

Hey everyone, here @PDX Big Boss ! We decided to add a few new idea groups to the game as well as a lot of new policies and new events, to accompany a general rebalance of the existing idea groups.

First things first, we wish to introduce 3 new idea groups:
  • Infrastructure Ideas for the Admin Category
  • Court Ideas for the Dip Category
  • Mercenary Ideas for the Mil Category
A few notes we should mention here! This by no means reflects which will be the released version of the changes. Lions introduced a very high bar of quality and our intention is - at the very least - to meet this bar. So please keep in mind that what you see here is far from finalized, in fact, this is hot code. Having said that, I would genuinely like to encourage you all to give feedback, especially on stuff you don’t like and help shape this beautiful game together. The intention behind these new groups is not to introduce a new powerful single-line meta, but rather to spruce up the game and maybe offer more options for the player, in the interest of making your games more fun and enjoyable. Enough with the boring stuff, onto the Ideas!

The goal behind Infrastructure ideas is to give you the ability to build up your nation, by granting you the tools to speed up construction, reduce its costs, autonomy levels, and more. Let’s take a look:

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For the purpose of creating this new group, we chose to separate it from Economic Ideas, which now focus exclusively on the money-making aspect of the game, directly. More on that later, when we tackle existing idea groups.

image (73).png

Infrastructure Ideas offer great bonuses such as construction cost and time reduction, a merchant, autonomy decay, and development cost. Let’s take a look at the Diplomatic Policies for it:

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Note: Years for Personal Union Integration: -10

And a quick peek at the Policy Combination of Infrastructure + any Military Idea Group except Aristo/Plutocratic/Horde/Theocratic:

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Infrastructure and Aristocratic:
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Infrastructure and Plutocratic:
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Infrastructure and Horde:
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Infrastructure and Divine:
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Note: the prestige gain here is 0.5 per Development Point

Moving to the next set of new Ideas, the goal behind Court ideas is to introduce some internal flavor, maneuverability in regards to estate manipulation, and more. Let’s take a look:

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We took the decision to make some room for the Prestige here, by moving it over from Religious ideas, more on that later!

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Note: an idea we’ve had is to add a unique modifier here ‘max_privilege_slots = 1’ somewhere in this set

Court Ideas + any Admin idea group policy:

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Court + any Mil idea group policy:

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Note: hmmm this 0.5 Yearly Army Professionalism looks a bit too strong hmm…

Court and Aristocratic:
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Court and Plutocratic:
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Court and Horde:
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Court and Divine:
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Finally, let’s look into the new Mercenary Ideas. This one is a bit deeper of a rework because one of our plans is to accompany this new Idea Group with somewhat of a rework on how Mercenaries are distributed, so as to make them a tad bit more interesting at certain points during the game.

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Mercenary Ideas + any Admin Group Policies:

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Mercenary Ideas + any Dip Group Policies:

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Moving on, we have made some tweaks to existing idea groups, let’s look into them:

Religious Ideas
  • Removed Stability Cost Modifier and replaced with Religious Unity
Humanist
  • Removed Religious Unity and replaced with Max. Tolerance of Heathens and Heretics
Administrative Ideas
  • Removed Merc Cost and replaced with Admin Advisor Cost
  • Removed Merc Maintenance and replaced with Max Promoted Cultures and Promote Culture Cost
  • Removed Interest and replaced with Religious' Stability Cost modifier
  • Removed Merc Manpower and replaced with States Governing Cost
Economic Ideas
  • Removed Construction Cost and replaced with -25% Monthly Gold Inflation and -25% Gold Depletion Chance reduction (This is a niche change, we would would welcome feedback on this)
  • Increased Interest to 1 instead of 0.5 due to 0.5 being removed from Admin Ideas (this will probably get nerfed and the other half will be reintroduced elsewhere)
  • Removed Monthly Autonomy and replaced with -25% Reduce Inflation Cost and -33% Autonomy Chance Cool down
  • Removed Development Cost and replaced with +10% Goods Produced Modifier
The goal of this rework is to breathe some new life into the Idea Groups that were introduced nearly 10 years ago. On top of that, many existing groups will potentially receive new modifiers such as Humanist’s Heretic Opinion of Us (name TBD) which would increase Heretics’ opinion of your nation, due to your humanist approach towards their people.

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Note: most of these Improve Relations Modifiers are Placeholders for relations with own religion/culture group and similar modifiers.

We also aim at revisiting more existing idea groups in the Diplomatic and Military Groups as well as the Events from all idea groups. Furthermore, here’s a little event you may get if your ruler has poor diplomatic skills while Court Ideas are active:

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Note: shameful display!

And that’s all for today! We’ll be glad to receive your feedback regarding these changes, as we really wanted to tackle them as early as possible with the community, so we have enough time to change/rebalance the different issues that could arise from discussing them with the community.

Next week there will be another Dev Diary focused on another aspect of the game that we are working on rebalancing: Unit Pips. See you then!
 

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I stand by my earlier opinion that reworking or introducing new ideas is a bandaid fix to outdated/incomplete game mechanics in half the cases. I would prefer to see an update to advisors rather than a new court idea set and I would prefer to see an update to province infrastructure rather than a new inrastructure idea set. This way a mechanic is avalaible to everyone from the start instead of being half locked behind idea groups, I think the 1.34 changes to expand infrastructure were a good update in this direction to the economic ideas.

I'm looking forward to see what are the new changes to mercenaries before judging the new mercenary idea set, but I welcome admin ideas being focused more on admin.
 
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In this state I don't see any reason to pick econ ideas. The construction and dev cost modifiers were by far the most appealing ideas in the group, and I feel their removal should be compensated way more than with a niche gold idea. As quantity ideas were nerfed as well, maybe returning the -10% dev cost modifier policy with eco + quantity gives you a reason to still go for these idea groups. Also I would love to see changes/buffs to Humanist idea group, which is a great idea group for beginners, but is worthless for anyone who has played the game for a while. Everything else im all for!
 
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Muslim steppe update would honestly be so cool. Every last one of them currently has the same Mission Tree and there's definitely so much flavor to be had in the steppe. Would definitely love this and even buy a small DLC of it if it got released 100%
Yeah, it's a shame that the only goal is to restore the Golden Horde. There's also 0 monuments there.

EDIT: OK, I read the DD again. It's clear that this will be an immersion pack and not a free patch. If it was a free patch, what kind of new content they could start showing us in January? OK, maybe a few free patch mission trees, but it sounds like an immersion pack. It's either the ME or South Anerica. I really hope for at least 5-10 new monuments, as well!
 
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Still no word on colonization speed and institution spread. Baffling.
I 100% agree that these are, by far, the 2 most glaring problems affecting the game balance, realism and immersion in every match, and have remained unaddressed for far too long already.

I want to believe that the reason why they haven't been fixed yet is because Paradox is working towards a good solution that addresses the core problems with these mechanics, instead of simply slapping a band-aid nerf to colonization speed and institution spread.


Furthermore, i want to believe the mentioned changes to unit pips are a prologue to this eventual rework of institution spread.
A core argument against making institutions harder to get outside of Europe is that Western pips are already better in the late game, so making the technological gap bigger (not like it exists at all anyway) would be an overkill for the ROTW and make it unplayable.

As i have already suggested before, a good solution would be making Western Units better in the early game and worse in the late game, (which would then allow for Western Nations to be able to enjoy significant technological advantage in the late game, as they did irl, without breaking the balance by stacking it with superior pips on top of that)
 
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First of all, I really like the idea of merc ideas cancelling the professionalism penalty for recruiting mercs. But that is far too powerful. Countries like Prussia aren't supposed to have unlimited manpower by hiring mercs at no cost to their main focus which is a strong and professional army. others suggested halving the penalty and that seems way better.

The change to religious ideas giving religious unity doesn't make sense to me. You take them to eventually convert all provinces. So what would I need religious unity for? First I gain religious unity and the next idea gives me the power to convert those wrong religion provinces. It fits the humanst ideas group far better, since that group is about tolerating others. For Religious you could add something different. Maybe Manpower in provinces of the true faith like 10% or something? That idea group is pretty strong as is but that would fit the spirit of the idea group far better imo.
 
By default this is a good idea, however there's an obstacle here; if we are to merge advisors and increase the number of bonuses they give by default (with which i am totally on board at least on paper) we would also need to rework the advisors UI so both bonuses are properly displayed. For example if you try to do that as the UI is adjusted now, you'd have ugly overlapping numbers. However, sadly we have already planned out most - if not all - of our UI time for the patch and therefore this is not something we can realistically do with the time we got in our hands :(
(I could make a mod for this though in my spare time, it's a genuinely great idea)

This is not something we can do right now, due to coding constraints however I would love to look into mechanic-like bonuses for Ideagroups, especially some that benefit tall nations (difficult to achieve but certainly worth to try)

A mechanic tied to ramparts or forts is a pretty cool idea, for the Defensive Group.
one more way how to improve defensive ideas while keeping the spirit of them, is that you raplace army xp from battles by army xp decay from forts buff
 
Some economic idea group ideas (hic):
  • Reduce maintenance cost of drilling armies by 50% (x)
  • Increase throughput of economic buildings by 25% (seems large but you still have to put in the money on the building)
  • Economic manufactories no longer use a building slot (not that good, could be combined with something else)
  • Boost prosperity bonuses by a good degree.
  • Enable the use of mana points to reduce devastation and/or increase prosperity.
  • Give a colonist for internal improvements only
  • Enable the change of one mana point for another for a price...
  • Open up diplomatic options:
    • Payed guarantee: You offer to guarantee a nation for a monthly income
    • Payed embargo: You offer to embargo a nation's rival for a monthly income
    • Payed mil access: You offer mil access but for a price
 
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I just wish Infrastructure had a way to reduce terrain development costs (like the Norway reward for Mountainous terrain), to make it more viable to play tall in less than ideal locations.
 
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with economic ideas you should give the player tools to help them create a better economy, this is limited due to current game design.
EU5 will have a daunting task in delivering a more realism sandbox experience.
Although, i would start looking in EU4 in ways to give structural buffs which benefit the economy in the longer run

This could result in admin moves having a higher impact eg. with regional development, better loan/banking financial options and tax collection.
The ideas etc. can be more specific and special resulting in more different states eg. with military ideas i feel the options create not much customisation, same for naval,
same for industry etc.
Therefore EU5 can sort it out new and learn from mistakes with EU4.EU5 i see such a bright future if done well
 
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Here are my first thoughts:

Infrastructure is the long waited idea group and it looks both really decent and it really serves as a nice combination of the stuff i personally prefer in building up a country. It would be nice if the attrition for enemies on the mil policy was MAX attrition - otherwise it would rarely see play i think. Also mercenary discipline seems subpar to just regular discipline that you would otherwise get from eco policies - maybe an additional 10% merc manpower could make it balanced and more used?

Its also really nice that economic is getting its own theme of stabilizing an economy, but i do think some of the numbers have to be upped a bit. The gold depletion one has to be at around -50% chance for it to be valuable enough to use points on, but the rest of the changes are really really good and thematic (i dont think the loan part is unreasonable tbh). I would also personally prefer it if the land maintainance was buffed to -10% and the tax bonus could be increased to 15-20% to make it a more viable early game or mid game option as much of its other components are only useful for larger empires.

As for court ideas, i believe they need way more of a thematic mechanic such as "gain x amount of manpower from nobility crownland" or "estate priviliges dont affect max absolutism". The current court ideas are too eurocentric and i would only ever take them in a game where i was playing austria or another HRE contender. Even the (admin) policies from court seem a bit subpar considering other options such as trade or diplo.

As for mercenaries, its hard to tell the effects on the new vision of mercs, but i really like the theme. I really hope condottieris will be more useful/used. You may consider giving the idea group something along the effect of "units you rent out as condottieri gain your mercenary bonuses", as that would make your units potentially super strong and would give an incentive to rent out your units to cut enemies down to size.
 
A mechanic tied to ramparts or forts is a pretty cool idea, for the Defensive Group.
Not sure if this had been mentioned above, but one possible buff to Defensive ideas would be to allow for both a Manufactory AND Ramparts to be built in a given province. This would tie in well to the theme of Defensive ideas and give them a cool and extremely unique power. Similarly, Quantity could allow Soldier's Households, Econ could allow State Houses and Naval could allow Impressment Offices to be built in all provinces in addition to a standard manufactory
 
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1. Admin change: YES!! Finally!
2. Religion change: YES!!

After that:

Econ: Like the past nerf wasn't enough, eh?
Infra/Court/Merc - meh
Naval/Maritime - Do something about these two.
 
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Not sure if this had been mentioned above, but one possible buff to Defensive ideas would be to allow for both a Manufactory AND Ramparts to be built in a given province. This would tie in well to the theme of Defensive ideas and give them a cool and extremely unique power. Similarly, Quantity could allow Soldier's Households, Econ could allow State Houses and Naval could allow Impressment Offices to be built in all provinces in addition to a standard manufactory
seems a little op for an idea, maybe a policy. Also that would indirectly nerf expand infrastructure
 
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A lot of people are saying Economic is now too weak, but I think that will only be the case in multiplayer. For singleplayer, goods produced is the single best economic modifier you can get, far better than tax, production, construction cost, etc. so I actually think I'd be more inclined to take it after these changes than before, especially if the -1 interest per annum sticks.

I think court ideas are really bad. Here are my thoughts on each one:

Power projection from insults might be the worst modifier to ever be added to an idea group. It feels like 400 dip to do nothing. The only time 1 that extra power projection actually matters is when you have 44 and need to go over 50 to get the extra power points. I doubt you'd even earn 400 total points over the course of the game from this idea, and the effects of increasing your power projection by 1 otherwise are almost nothing.

Estate loyalty equilibrium isn't bad, but it doesn't really shine. Most of the time, estate management isn't a significant problem and you can pretty easily revoke privileges without any loyalty bonuses.

Reform progress growth seems not great. I haven't played in a couple of patches, but my understanding is that governing capacity isn't really an issue anymore. If that's the case, then I don't see any value in taking reform progress growth because it isn't that hard to max out your government reforms and after that, you're stuck expanding administration with your points.

Monthly splendor is an interesting idea, but I think it's a bit lacking. It seems mostly useful in the first age, because it's very short, has a few solid bonuses, and you can't position yourself well for it ahead of time. Maybe if it were earlier in the idea group, it would add value to court ideas as an early game pick to get some of the age bonuses faster. I don't think I'd find the national focus years super impactful because I don't find myself changing national focus very often.

Prestige is always nice to have, but prestige in EU4 is abundant and it's not that hard to get 100 prestige as your equilibrium without any ideas which buff it. I like it as one of the weaker ideas in an idea group, but when it's one of the best things in the group it feels very underwhelming.

If the improve relations modifier stays, the second last idea will be solid. Improve relations is a good modifier, especially early game to deal with aggressive expansion. The other modifiers, if I interpret them correctly, are increasing your relations with countries of the same culture group or of accepted cultures. That seems almost completely irrelevant. Given that I can improve relations by 100 with every nation, a bonus of 15 with a couple neighbours who probably aren't very strong really only seems useful if I need a little push to get me over 190 for vassalizing or annexing someone.

The last idea, if it just gives 15 reasons to accept all diplomatic actions, might be really good in the right situation. Being able to get alliances and vassalizations more easily is a big deal for lots of countries, and 15 reasons is worth 3 to 5 diplomatic reputation. The diplomatic upkeep is kind of meh, but can be good if you're playing a country with a lot of diplomacy.

The bonus is another kind of mediocre idea. Legitimacy/republican tradition/devotion/etc. is like prestige, in that it mostly isn't super hard to come by but is a nice bonus to get if there's something else that's good in the idea group. Obviously it depends on the country because horde unity and republican tradition bonuses are more useful than legitimacy due to the former constantly ticking down and the latter being more of a currency than something you're always trying to increase.

I'm trying to imagine a situation where court ideas is better than diplomatic and I can't think of much. Maybe for an early game country that relies a lot on getting an alliance with a particular other country, the last idea can be useful. Otherwise, the better improve relations, province warscore cost, reduced impact of actions on stability, extra diplomats, etc. are just too good from diplo.

Some of the policies for court ideas seem playable or even good, but nothing immediately stands out to me as a reason to take the idea group. It might be nice in republics to take the toilet paper act and try to stack republican tradition to get 6/6/6 rulers for as long as possible, but otherwise I don't see anything outstanding.


Unlike people who play multiplayer, I actually see infrastructure ideas as being pretty mediocre. Nothing in there screams to me as being really useful in singleplayer, although a couple of the policies (colony development, artillery level vs fort, and missionaries) seem like they might be worth going for sometimes. The bonuses from the group are also not nearly as bad as court ideas, so I can see myself taking this in niche situations.


I really like mercenary ideas. It always felt weird how spread out the mercenary bonuses were across economic, admin, quantity, and others. They've coalesced over the years, but having one idea group focusing on them is really good. The one thing holding mercenaries back is their army compositions. They never have enough artillery in the late game, meaning it's mostly not worth bothering with them after 1550 or 1600 or so. Perhaps this idea group combined with a country that likes mercenaries will make keeping mercenaries around until the late game useful, although having to mostly use your own artillery in mercenary stacks makes mercenary discipline less useful than it otherwise would be.

Some of the policies here are very interesting and worth checking out. I can see free forced march and client states being available far earlier than normal being useful, missionary strength is always useful in runs where you want to convert a lot, and if you're going all in on mercenaries I can see stacking a bunch of mercenary discipline being impactful. Overall, it seems like a group I'd skip in most runs but would certainly like to try out sometimes.


As for modifications to the current idea groups, I have some thoughts.

Religious ideas getting religious unity seems fine to me thematically and in terms of power level, although as I'll get to in a moment it kind of feels like humanist is getting weaker as a result of losing the religious unity bonuses.

I'm less a fan of removing religious unity from humanist than adding it to religious. A higher cap for max tolerance of heathens and heretics seems good in theory, but it's really hard even with humanist ideas to get above 1 or so, unless your country has tolerance as part of its national ideas or you go really heavily into policies. Previously, this wasn't an issue because the religious unity bonus from humanist meant you could always get to 100 even with 0 or 1 tolerance of heretics and heathens. Now, the whole purpose of humanist seems to come into question. The way it's always worked is that religious gives you the CB and is better if you convert all your provinces, but in exchange you have to fight a bunch of rebels and when you haven't converted all your provinces it's worse. Without the religious unity bonus, I feel like humanist ideas will just be worse than religious all the time and not really worth taking anymore.

For admin ideas, it doesn't really matter to me what you put. I'm always taking it because of the core cost reduction modifier's status as probably the single best idea in the game for singleplayer. I do think the removal of mercenary stuff and the stuff that's being added makes sense thematically and will be nice to have.

I touched on economic previously, but I think it'll be mostly fine where it is. Gold changes probably need some playing to see how they feel, but I think it might be nice for playing in Central America or East Africa where there are relatively a lot of gold provinces. Otherwise, it's pretty much a do nothing idea.

I think the interest reduction needs to stay at -1 if I'm gonna be taking economic. I know people have been asking to lower it, but stacking interest reduction is a much weaker strategy now than it once was and the difference between 3 and 4, while big, isn't a huge deal. Getting lower is also hard because the rest of the modifiers out there are 0.5 or 0.25 if I remember correctly.

The reduce inflation cost is pretty useless. It's also in contention for the worst idea in the game, just as it was back when it was in innovative. That button is really just not worth clicking because you can always use your admin points to get development, thereby increasing your economic strength faster than your inflation. Coring is even better still. Autonomy change cooldown might be a good bonus to have though because it would mean you only get two revolts to fight instead of three when you lower autonomy in a province.

Goods produced, I already touched on.

The idea mentioned somewhere of reducing inflation by half of what you get when you take a loan whenever you pay back a loan sounds very unique and interesting. I think it's definitely better than reducing the cost of using the reduce inflation button and I'd much rather see that in economic.
 
A lot of people are saying Economic is now too weak, but I think that will only be the case in multiplayer. For singleplayer, goods produced is the single best economic modifier you can get, far better than tax, production, construction cost, etc. so I actually think I'd be more inclined to take it after these changes than before, especially if the -1 interest per annum sticks.

I think court ideas are really bad. Here are my thoughts on each one:

Power projection from insults might be the worst modifier to ever be added to an idea group. It feels like 400 dip to do nothing. The only time 1 that extra power projection actually matters is when you have 44 and need to go over 50 to get the extra power points. I doubt you'd even earn 400 total points over the course of the game from this idea, and the effects of increasing your power projection by 1 otherwise are almost nothing.

Estate loyalty equilibrium isn't bad, but it doesn't really shine. Most of the time, estate management isn't a significant problem and you can pretty easily revoke privileges without any loyalty bonuses.

Reform progress growth seems not great. I haven't played in a couple of patches, but my understanding is that governing capacity isn't really an issue anymore. If that's the case, then I don't see any value in taking reform progress growth because it isn't that hard to max out your government reforms and after that, you're stuck expanding administration with your points.

Monthly splendor is an interesting idea, but I think it's a bit lacking. It seems mostly useful in the first age, because it's very short, has a few solid bonuses, and you can't position yourself well for it ahead of time. Maybe if it were earlier in the idea group, it would add value to court ideas as an early game pick to get some of the age bonuses faster. I don't think I'd find the national focus years super impactful because I don't find myself changing national focus very often.

Prestige is always nice to have, but prestige in EU4 is abundant and it's not that hard to get 100 prestige as your equilibrium without any ideas which buff it. I like it as one of the weaker ideas in an idea group, but when it's one of the best things in the group it feels very underwhelming.

If the improve relations modifier stays, the second last idea will be solid. Improve relations is a good modifier, especially early game to deal with aggressive expansion. The other modifiers, if I interpret them correctly, are increasing your relations with countries of the same culture group or of accepted cultures. That seems almost completely irrelevant. Given that I can improve relations by 100 with every nation, a bonus of 15 with a couple neighbours who probably aren't very strong really only seems useful if I need a little push to get me over 190 for vassalizing or annexing someone.

The last idea, if it just gives 15 reasons to accept all diplomatic actions, might be really good in the right situation. Being able to get alliances and vassalizations more easily is a big deal for lots of countries, and 15 reasons is worth 3 to 5 diplomatic reputation. The diplomatic upkeep is kind of meh, but can be good if you're playing a country with a lot of diplomacy.

The bonus is another kind of mediocre idea. Legitimacy/republican tradition/devotion/etc. is like prestige, in that it mostly isn't super hard to come by but is a nice bonus to get if there's something else that's good in the idea group. Obviously it depends on the country because horde unity and republican tradition bonuses are more useful than legitimacy due to the former constantly ticking down and the latter being more of a currency than something you're always trying to increase.

I'm trying to imagine a situation where court ideas is better than diplomatic and I can't think of much. Maybe for an early game country that relies a lot on getting an alliance with a particular other country, the last idea can be useful. Otherwise, the better improve relations, province warscore cost, reduced impact of actions on stability, extra diplomats, etc. are just too good from diplo.

Some of the policies for court ideas seem playable or even good, but nothing immediately stands out to me as a reason to take the idea group. It might be nice in republics to take the toilet paper act and try to stack republican tradition to get 6/6/6 rulers for as long as possible, but otherwise I don't see anything outstanding.


Unlike people who play multiplayer, I actually see infrastructure ideas as being pretty mediocre. Nothing in there screams to me as being really useful in singleplayer, although a couple of the policies (colony development, artillery level vs fort, and missionaries) seem like they might be worth going for sometimes. The bonuses from the group are also not nearly as bad as court ideas, so I can see myself taking this in niche situations.


I really like mercenary ideas. It always felt weird how spread out the mercenary bonuses were across economic, admin, quantity, and others. They've coalesced over the years, but having one idea group focusing on them is really good. The one thing holding mercenaries back is their army compositions. They never have enough artillery in the late game, meaning it's mostly not worth bothering with them after 1550 or 1600 or so. Perhaps this idea group combined with a country that likes mercenaries will make keeping mercenaries around until the late game useful, although having to mostly use your own artillery in mercenary stacks makes mercenary discipline less useful than it otherwise would be.

Some of the policies here are very interesting and worth checking out. I can see free forced march and client states being available far earlier than normal being useful, missionary strength is always useful in runs where you want to convert a lot, and if you're going all in on mercenaries I can see stacking a bunch of mercenary discipline being impactful. Overall, it seems like a group I'd skip in most runs but would certainly like to try out sometimes.


As for modifications to the current idea groups, I have some thoughts.

Religious ideas getting religious unity seems fine to me thematically and in terms of power level, although as I'll get to in a moment it kind of feels like humanist is getting weaker as a result of losing the religious unity bonuses.

I'm less a fan of removing religious unity from humanist than adding it to religious. A higher cap for max tolerance of heathens and heretics seems good in theory, but it's really hard even with humanist ideas to get above 1 or so, unless your country has tolerance as part of its national ideas or you go really heavily into policies. Previously, this wasn't an issue because the religious unity bonus from humanist meant you could always get to 100 even with 0 or 1 tolerance of heretics and heathens. Now, the whole purpose of humanist seems to come into question. The way it's always worked is that religious gives you the CB and is better if you convert all your provinces, but in exchange you have to fight a bunch of rebels and when you haven't converted all your provinces it's worse. Without the religious unity bonus, I feel like humanist ideas will just be worse than religious all the time and not really worth taking anymore.

For admin ideas, it doesn't really matter to me what you put. I'm always taking it because of the core cost reduction modifier's status as probably the single best idea in the game for singleplayer. I do think the removal of mercenary stuff and the stuff that's being added makes sense thematically and will be nice to have.

I touched on economic previously, but I think it'll be mostly fine where it is. Gold changes probably need some playing to see how they feel, but I think it might be nice for playing in Central America or East Africa where there are relatively a lot of gold provinces. Otherwise, it's pretty much a do nothing idea.

I think the interest reduction needs to stay at -1 if I'm gonna be taking economic. I know people have been asking to lower it, but stacking interest reduction is a much weaker strategy now than it once was and the difference between 3 and 4, while big, isn't a huge deal. Getting lower is also hard because the rest of the modifiers out there are 0.5 or 0.25 if I remember correctly.

The reduce inflation cost is pretty useless. It's also in contention for the worst idea in the game, just as it was back when it was in innovative. That button is really just not worth clicking because you can always use your admin points to get development, thereby increasing your economic strength faster than your inflation. Coring is even better still. Autonomy change cooldown might be a good bonus to have though because it would mean you only get two revolts to fight instead of three when you lower autonomy in a province.

Goods produced, I already touched on.

The idea mentioned somewhere of reducing inflation by half of what you get when you take a loan whenever you pay back a loan sounds very unique and interesting. I think it's definitely better than reducing the cost of using the reduce inflation button and I'd much rather see that in economic.

what prdx unintentionally did right in game design with produced goods (i discovered after some years) is that when clicking on the trade good it shows how much of it is produced an can be, now a conversion towards tonnage and we got way more realism
 
Adressing the eco nerf topic

Imo there are 2 economic doctrines in the game - buidling and developing with mana.

So what about making infrastructure and economic ideas more fit them?
I mean we could swap infrastructure bonus of +1 buidling slot and move it into eco.
This would create 2 more separate ways of economic growth.

For example countries like hordes, which operate on low dev razed prowinces and have no or very little dev costs, Mughal or other big blobs who are interested in conquering more than deving, and Butua / Mupata with their mission bonus to dev in prowinces with new buildings. Imo they would benefit much more with eco ideas with their building slot, meybe add new bonus around buffing tax meta into eco ideas? ? For example +2 base tax in prowinces witch churches.

On the other hand high developed countries don't need new building slots, because they have lots of them (21 dev prowince already has bonus 2 slots ) + expand infrastructure adds new slot in the most important ones ( like paper gems ect.) They would benefit more with bonuses to dev cost or even to expand infrastructure ? Like reducing it gover malus or costs.

Thats just my idea :)
 
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  • Removed Construction Cost and replaced with -25% Monthly Gold Inflation and -25% Gold Depletion Chance reduction (This is a niche change, we would would welcome feedback on this)
1. I'd suggest doubling the first, or even making it -100%. Which fits the Economics idea group perfectly, perhaps more than any other idea within it? While the second (depletion chance reduction) should be either abandoned or made into a Policy - it makes no sense to me unless combined with some kind of "engineering tech" breakthrough - for instance, depletion chance reduction in mining (deeper delving) was the very purpose for which the steam engine was invented, late in the period.
  • Increased Interest to 1 instead of 0.5 due to 0.5 being removed from Admin Ideas (this will probably get nerfed and the other half will be reintroduced elsewhere)
  • Removed Development Cost and replaced with +10% Goods Produced Modifier
2. If you're going to nerf the first, fine, but how about +15% or +20% for the second? Economics is suddenly becoming very underwhelming as an early pick. Though I accept it's still workable as a late pick - maybe that's enough, IDK. ;)

3. Open beta, pretty please? :):):)