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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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New admin ideas are insane. Not because new additions are OP. It is more like governing capacity and core creation is god tier and merc stuff which are garbage balance it. Now it is consistently good pick. Core creation might need to be 20% as nerf.

More like 5 or 10% unless they also push it much later into the group. The group is already hands down the strongest idea group in the game and they are boosting 3 of the weakest ideas in it.
 
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More like 5 or 10% unless they also push it much later into the group. The group is already hands down the strongest idea group in the game and they are boosting 3 of the weakest ideas in it.
Right now it's strongest idea for wide play, and very weak otherwise. Perhaps idea of developers was to make it useful for everyone, but I think it's impossible as you either have to ruin its usefulness for wide players, or you make it OP.

I suggest a different approach. CCR and GC bonuses should be placed in two different idea groups. For example, there can be Administrative ideas as described in this diary but without any CCR at all, and separate Conquest ideas which provide CCR (maybe split into more than one idea, e.g. +10% in idea and +15% in finisher, or smth like that). In this case Admin ideas will be useful for everyone and people who intend to do WC or conquer half of the world will also take Conquest.

Besides CCR, Conquest ideas could include bonuses for admin efficiency and absolutism.
 
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For example, there can be Administrative ideas as described in this diary but without any CCR at all, and separate Conquest ideas
We could move the CCR to Expansion.
 
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We could move the CCR to Expansion.
Yes, I had such an idea too. However, while both colonization and conquest are wide gameplay they are quite distinctive. So it's mostly about how many admin groups do we want to have, and if number was unlimited it would be better to have separate groups for colonization and conquest.

With Conquest ideas we could have up to 8 admin ideas in total.

1. Playing wide
  • Expansion (Colonization)
  • Conquest
Alternative: have only one Expansion with CCR to cover both topics

2. Playing tall
  • Economic
  • Infrastructure
While it makes sense to have two groups here, they need to be competitive to each other, instead of making Infrastructure totally smash Economic as suggested in diary.

3. Universal
  • Administrative (without CCR)
  • Innovative
Innovative has to be made stronger to remain competitive in this pair.

4. Religious
  • Religious
  • Humanist
These two cannot be merged with each other or anything else.
 
I agree. As it stand right now even 20% ccr is too strong. Maybe 15%.
 
I dont mind have idea groups that overlap in their usefulness regarding to different situations and playstyles. That way the choice is not too obvious, as there are real options that are all beneficial and not just wrong. Additionally, the extra benefits, that were not looked after, like OG mercenary stuff in admin, also affect gameplay from that point on (by making mercs more lucrative, as in example).

It would perhaps be a bit boring if there were only idea groups assigned to each playstyle with no overlap. Some are already pretty one-kind-of-use, like exploration, while others, like expansion ideas has more to give to different situations; its useful also for colonizer, but also for blobber who can't core everything or anyone who prefers trade companies.
 
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Turn 5 whole culture groups into accepted cultures, where every other formable or empire gets only its one culture group as accepted except Mughals, but yeah...). It will not have any effect on game balance whatsoever

To make it more historical eg why Austria is a good diplomatic nation and Prussia a military superpo
Why exactly should there be a special exception for this one (two, actually) formable that isn't there for any other formable in the world (except Prussia, and I never understood that one, either.)

Exceptions make the game more fun and more histori
"Give this special mechanich of another religion to this one because of that one example" doesn't seem to be a good argument. Different religions have different mechanics, and that is a good thing, or they would be very bland.

Porch of Mecca is a mechanic of Majhapahit , a Hindu nation. So adding it to some more Hindu nations is not a deal breaker
 
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To make it more historical eg why Austria is a good diplomatic nation and Prussia a military superpo
Wait, so your argument for an unprecedented amount of accepted cultures is to make something that NEVER happened during the games time (and not for another century and then some past the end date...) MORE HISTORICAL?!? My mind is blown.
Exceptions make the game more fun and more histori
...could you finish this sentence please? Or atleast the last word? And maybe add/include an argument?
Porch of Mecca is a mechanic of Majhapahit , a Hindu nation. So adding it to some more Hindu nations is not a deal breaker
So because ONE nation that has a really REALLY awful starting position gets this as a reward deep down in its mission tree, more nations should get this as well? Not entirely opposed to this, but only if they manage to overcome similar challenges - think in the lines of "own large parts of your own region and make sure that no nation in the india superregion follows any muslim faith".
 
So because ONE nation that has a really REALLY awful starting position gets this as a reward deep down in its mission tree, more nations should get this as well? Not entirely opposed to this, but only if they manage to overcome similar challenges - think in the lines of "own large parts of your own region and make sure that no nation in the india superregion follows any muslim faith".
I would be fine with that as well, rewarding accomplishments with better mission rewards. The Indian mission trees (barring Mughals) have awful permanent modifiers anyway, compared to the newer mission trees. Even the old British mission tree was updated to have two good permanent modifier for conquering India (+2 Tolerance of Heathens, +25% Manpower).
 
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Wait, so your argument for an unprecedented amount of accepted cultures is to make something that NEVER happened during the games time (and not for another century and then some past the end date...) MORE HISTORICAL?!? My mind is blown.
Well if we are going by historical, a united India (under a native power) was formed slightly more than a century later the end date, a united Scandinavia was formed...
well never. So it is historical to give Scandinavia one of the best idea set/mission rewards in the game (that outshines Russia, Britain and France; all of which can be called historical winners). And Poland which ceased to exist is given some of the most overpowered military ideas.

And the Indian culture groups are a mess anyway, the north Indian cultures are divided between Hindustani and Eastern Aryan cultures, but somwhow Sinhalese in Sri Lanka is included in Eastern Aryan.
 
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Well if we are going by historical, a united India (under a native power) was formed slightly more than a century later the end date, a united Scandinavia was formed...
well never. So it is historical to give Scandinavia one of the best idea set/mission rewards in the game (that outshines Russia, Britain and France; all of which can be called historical winners). And Poland which ceased to exist is given some of the most overpowered military ideas.

And the Indian culture groups are a mess anyway, the north Indian cultures are divided between Hindustani and Eastern Aryan cultures, but somwhow Sinhalese in Sri Lanka is included in Eastern Aryan.
Just because there are some fictional and/or nonsesnsical mission trees does not mean that we should add more of these.
That being said, forming an indian superstate and having all of the cultures there accepted is very well possible in the current state of the game:
  • There are a total of 25 cultures in the indian subcontinent.
  • Every nation starts with 2 accepted culture slots, and automatically accepts its own culture.
  • Every nation gets an additional culture slot al di pech levels 8, 14, 20, 26, 31 - 5 in total.
  • Monarchies get 2 more with Decentralized Bureaucracy reform, republics with Cultural Administration, theocracies with Belief and Unity.
  • Deccani nations, Malwa and Delhi get another one from their national ideas/traditions.
  • Humanist Ideas give another 2 accepted culture slots. So doe Horde Ideas, though rare is the tag that can take these in india...
  • Some policies also grant extra slots: Humanis/Plutocratic and Humanist/Diplomatic.
Now assuming that Empire rank is obtained while obtaining all the indian land, a cultural union is formed, automatically accepting 3 - 8 of the 25 cultures.
So with a few assumptions, namely:
  • Started in the Eastern Aryan culture group (or culture shifted to it).
  • Does not have Horde Ideas.
  • Does not have culture slots from national ideas.
  • Has full Humanist Ideas, Diplomatic Ideas and the Policy from those 2.
  • Has the government reform for the 2 culture slots.
This nation would then have 12 slots to accept cultures at diplomatic tech 31, with (25 - 8) =17 cultures to accept. So we are 5 cultures short here. Close, but not quite there. BUT, looking at the in detail culture map, there are several cultures with a really tiny province count (4 - 6 provinces each) outside the eastern aryan group in india. I'd argue that converting a handful of provinces isn't too steep a thing to do.
 
Also, like... a pan-Indian state ruled from Delhi not treating Dravidian-speaking, dark-skinned south Indian Hindus as well as it treats Indo-European-speaking, lighter-skinned north Indian Hindus is an outcome the game mechanics should make possible.

(One of the reasons English retains official status in modern India is that a lot of south Indians would rather speak English than Hindi.)
 
Also, like... a pan-Indian state ruled from Delhi...
Why does it have to be ruled from Delhi? Vijayanagar is the largest (development wise) tag in 1444, historically the Marathas came closest to uniting India (under a native rule) by conquering 1/3 of the sub-continent, a wide range of tags can conquer huge swathes of India and not have their capital in Delhi or even North India.
...not treating Dravidian-speaking, dark-skinned south Indian Hindus as well as it treats Indo-European-speaking, lighter-skinned north Indian Hindus is an outcome...
Can you give any historical (or even current) example of a person or group being marginalised because of their skin colour? Colourism is absolutely a thing in present day India but it affects fields where appearance holds some significance (marriage or acting career etc.). Also colourism is not only contained in India but all over the world. Even in some culturally homogenous countries (China, Japan) women go to great length to gain a fairer skin, should that be the basis of dividing the Chinese culture group.
As for the language issue, it was not also a factor in the time frame of the game (and also currently it matters only in Tamil Nadu). Many pan-Indian empires disintegrated due to dynastic infighting (Marathas), Religious frictions (Mughals), lack of administrative capability (Delhi Sultanate) or feudatories/generals getting too strong (Gupta/Maurya). I find no example of lingual separatism plaguing Indian empires, mostly because Indian kingdoms didn't impose language of the ruling class on the people.
...in modern India is that a lot of south Indians would rather speak English than Hindi.
And again that is a modern India problem. If instead of the British, Bengal would have conquered all of India you would find some Bengali speaking population all over the country because they are employed by the government, the rest of the population would go on with their lives instead of taking up arms and potentially dying because their ruler doesn't speak their language.
 
Just because there are some fictional and/or nonsesnsical mission trees does not mean that we should add more of these.
You were the one that argued about historicity didn't you? I just pointed out the devs disregard for history when it suits them or their open bias towards some regions/nations, doesn't have to be their home country or the studio's location, but the bias is arbitrary and noticeable.
 
Why does it have to be ruled from Delhi?
It doesn't.

But sizeable portions of the south have been ruled from the Ganges basin more often than the Ganges basin has been ruled from the south, so it's a convenient example.
 
You were the one that argued about historicity didn't you? I just pointed out the devs disregard for history when it suits them or their open bias towards some regions/nations, doesn't have to be their home country or the studio's location, but the bias is arbitrary and noticeable.
Uhm, no? I was the one that argued that asking for something to be added on the basis of something that never happened during the games time and claiming that it would make the game "more historical" is utterly ridiculous.
 
+10 settler chance is strong, but also redundant.
In which place is it redundant? For colonization without Expansion ideas it's pretty much a lifesaver.

Since colonies take years, its highly likely to average out at essentially +30 settler growth per year. Which makes the +10 settler growth in colonisation seem weak by contrast.
Uhm, idea from one group is stronger than similar idea from another group, is it something new? Also, settler chance only works when colonist is present, making global settler increase modifier more valuable.