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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.

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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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Cool idea for economic ideas: If you have Dharma, you can use the colonist for settlement growth but can't use it for actual colonization. Probably a bit harder to code.
 
I was thinking two days about ideas

Economic is nerfed to much. I have two ideas for it. First you get flat bonus for prices of goods. For example it is 20% and Gems have 5 gold per unit at beginning. After this idea it has price 6 gold per unit. It would buff trade, production and it would be easier have strategic goood bonuses.
Another idea is similar but it's about price good chain events. Our prices wont have negative nerfs from events.
Interest 0,5 could stay but Indebted Burglars dont dont lose mercantalism.

Religiouse I would give 1 misssionary strenght heatenn and heretics instead Religiouse unity.

Innovativeness get rid leader upkeep and give Army drill and small bonus for professionalism if somebody have certainly DLC.

Influence- I was thinking to give small bonus for gaining favour

Espionage- Reduce cost all favours.

Humanist, Trade, Exploration, Dyplomatic, Humanist, Expansion and new Administrative are alright.

Court could have vassal acceptance, Chance new Heir and 1 random point monarchy or candidate instead prestige.
 
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I am thinking of adding a new mechanic that someone suggested, wherein building a Manufactory grants 1 Base Production or Manpower based on type of manufactory, to the province (and removing the manufactory will take that development away). After reading through every reply to the Dev Diary and all feedback thus far I do agree that Eco Ideas with this iteration are quite weaker due to the lack of Construction Cost and Dev Cost. Moreover I would love to add more cool little mechanics like the one I mentioned above. Thoughts ?

I feel like +1 Production/Manpower is negligible and might carry more negative consequences than positive ones.

Firstly, how it might help: You directly converting ducats into development which is a very rare feature in the game and getting a bump of, say, 100+ development might be situationally useful (say you are trying to reach or maintain great power status) and with the correct DLC you can get +2 dev per province instead of +1. Between an increase to base production and manpower, I think that provinces with household would benefit more from the bonus than provinces with production because you are adding an additional +250 manpower to the province which, while not much by itself, will get multiplied by other manpower related bonus and it also increases your manpower recovery. By comparison, +1 production gives you a measly + 0.2 local goods and -1% Ship building time. That 0.2 goods will rarely amount to more than 0.05 ducats per province. Gold provinces are the ones that would want the +1 production the most, however they lack a dedicated manu so they wouldn't be able to get this bonus. It might also give a very small buff to razing (about 5 Monarch Power).

Secondly, how it can hinder you: Like I said in the previous paragraph, a +1 to base dev would give you a very, very small economic bonus. The issue here is that, by increasing your development without really getting much out of it you are making everything that scale off of development more expensive and harder to get (embracing institutions, converting a province, taking a province in peace deal, developing a province, etc.). It is also a much harder bonus for a player to quantify, an issue that EU 4 suffers from quite a lot. Something like -10% building cost is very straightforward and easy to understand, a +1 to development each time you build a specific building is not.

All in all I think it is too obtuse of a bonus that doesn't really help to sell the idea of "I'm improving my economy". I still think that modifiers that are tied directly to making money or saving money, and boosting buildings would be a better overall direction for Economic. As is the group is already rather weak and its only real appeal is for its policies (I personally think that policies are bad for the game but this is a story for another time) while none of its ideas stand out at all, nor are they unique. It does, however sell you on the idea of "making your economy better".

Happy Christmas!
 
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

And what if you get a combination of these groups? Can you effectly have 4-5 manufactures on the same province? Are these mutually exclusive?
 
Okay - I gave a brief impression a while ago, and maybe it's time I explain myself.

1. Religion and Admin change: I am loving these. No need to explain these, I suppose?

2. Infra/Court/Merc being ho-hum:

I could possibly go with Infra idea if I expect to get my hands on #@)#$ ton of 1/1/1 provinces. Namely, any Horde countries, or maybe - JUST MAYBE - Muscovy. (And Timur/Afghanistan et al - i.e. countries stuck in the mountain pass.) I do not want to waste mana points developing 1/1/1 trash lands just to get another building slot, so to speak. Now, why would I want an extra building slot? That's because I usually build Church first and foremost (and I am not building this to reap the benefit of higher taxes either. I am getting -2 National Unrest.) and then I build Regimental camp. After that, I'd probably want a slot for a fort. (This is for most of the provinces that I do not develop at all.) So, having a third slot available does make it easier for me, as I do not have to trade a regimental camp for a fort in that case. (Last, but not the least - If I do not need a fort in that area, I can pick whatever I want, but that's the area of "want" and not "need," and I don't need to elaborate on that part.)

Build cost reduction, and build time reduction are all nice and dandy - it will bring break-even point closer. As in - some 18 years as opposed to twenty. Is this bonus that crucial? I can't answer that question. Different people will have different ideas. (I personally don't think this marginal bonus is worth an idea slot. And remember, this building related ideas cost TWO idea slots, out of possible 7. )

Also - global autonomy reduction and envoy travel time are - what they are. Ho-hum. At least to me anyway. (I never had issue with either, and I fail to see why I would like improvements on either one.)

Court and Merc - I don't know if I will pick either. Maybe Merc if I play some Italian princes, but I am not picking court idea no matter what. While I do see some benefit court idea can provide to merchant republics and whatnot, I don't think the bonus would outrank the bonuses from other existing ideas.

3. Naval and Maritime: Does anyone pick either? I don't waste my idea slots on either even on GBR run. (Maybe I am such a clueless noob that I fail to see an obvious bonus and strength these grand ideas bring.)
 
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Yes I have picked both when playing as an OPM pirate nation.
In single player Naval has the same problems as other "non-government" military reforms: if you are playing well, it's extremely unlikely that you will *need* them to win the war - they can make things easier and reduce losses, but you'll be able to win without them by using better tactics and having stronger economy than AI, unless you intentionally pick opponents which are much stronger than you (at the moment). On top of that, it's unlikely that superiority in the sea will be crucial for the victory, unless you are an all-island country and don't have land borders anywhere.

Maritime is a bit more useful because of its economic effects and possibility to take Confirm Thalassocracy decision (but you need to skip some other diplomatic group to take it)

However, if you are playing against human and sea superiority *is* crucial (i.e. if you play on island country), Naval+Maritime are pretty much a requirement.
 
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A new idea can be considered for the economic group, which was recently made available in one of the mission trees in Lions of the North.
Developing using mana has a chance of gaining one extra development. Balance it around 10% to 25% chance, whatever works.
Also buff tax and production efficiency to 20%, then economic will be a desirable group.

The court ideas +1 prestige and +0.5 legitimacy are pathetic (seriously why is the legitimacy gain so low, the standard is +1 and still it is a pathetic idea). either buff it or bundle it with some other idea (like +10 max absolutism).

Granting religious ideas religious unity while taking it away from humanist ideas clash with the theme in my opinion.
 
The issue with the Humanist vs Religious debate is that Humanist is just too overpowered in its current state.

I'm not sure that +25% Religious Unity makes sense in the Religious idea group, and it'll basically guarantee positive religious unity if you take Diplomatic + Religious, but I think it's the only option to make Religious ideas viable if you're not doing a One Faith.

I'd like further tweaks such as no unrest whilst converting. But this is a good start.

Regardless, great works from the devs as usual and looking forward to more.
 
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I do not understand the point of autonomy reduction cooldown. I only raise autonomy pre-absolutism, and only when I can't bothered to crush the rebellion (if it is on a island for example). And I also only lower absolutism post-absolutism when I am farming absolutism and also prepping for court and country so I can give my whole attention to uprisings. Finally when I have stated most of the lands I want I only make territories and trade companies which have high autonomy floor that I can't lower autonomy even if I wanted to and raising autonomy hurts absolutism.
 
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The issue with the Humanist vs Religious debate is that Humanist is just too overpowered in its current state.

I'm not sure that +25% Religious Unity makes sense in the Religious idea group, and it'll basically guarantee positive religious unity if you take Diplomatic + Religious, but I think it's the only option to make Religious ideas viable if you're not doing a One Faith.

I'd like further tweaks such as no unrest whilst converting. But this is a good start.

Regardless, great works from the devs as usual and looking forward to more.

The issue isn't that Humanist is too good, but that Religious is too weak unless you are playing as a Christian or Muslim, otherwise picking up Religious won't be enough to offset how slow your conversions are and how few Missionaries you can get. On top of that, you have to pay ducats and get unrest so that a province won't rebel.

Religious will get the job done, eventually and at a cost, Humanist on the other hand does the job as soon as you get a province.
 
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The issue isn't that Humanist is too good, but that Religious is too weak unless you are playing as a Christian or Muslim, otherwise picking up Religious won't be enough to offset how slow your conversions are and how few Missionaries you can get. On top of that, you have to pay ducats and get unrest so that a province won't rebel.

Religious will get the job done, eventually and at a cost, Humanist on the other hand does the job as soon as you get a province.
Even as a Christian it's pretty weak.

You have to actively seek out extra modifiers to missionary strength to actually convert anything within reasonable time.

Sure if you're a nation with extra missionary strength in ideas like Austria it makes a bit more sense, but for the average Christian it's still really bad.
 
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I'd love to know what "autonomy chance" is
It has to be just a typo, meaning autonomy change cooldown,
so you can manually reduce autonomy in provinces more often essentially.
 
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Someone eager to mod these idea group changes in the game already,
so we can actually test things out before they arrive in base game?
If I had time, I almost certainly would do that. Maybe in a week or so...
 
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