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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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Colonial Stonks (too strong ? Maybe, we should see and address this! )
Does it matter? If one is using Custom Ideas balance is always going to be out of whack because of possibility of super synergies. A real max is 2.
 
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I'm not sure why toilet paper stabilizes the realm, but I'm all for it.
Well, 2020 showed us that lack of one can for sure destabilize country to some (small) degree.
 
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Infra ideas seem very strong and policies are great too.

I'd like to add my voice that econ looks to be nerfed too much. I struggle to see its use now without construction cost and dev cost reductions.
 
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It seems a shame to give mercenary ideas the ability to remove the entire professionalism cost of mercenaries. I think that should be something exclusive to Swiss culture tags and Denmark. A -50% reduction instead could work instead so there is still a professionalism cost to mercs for most tags. I'm not sure I know what reserves_organisation 0.5 does? The discipline bonuses work fine I think.

The main issue with mercs can just be that they have too much cav in their stacks which costs too much, some pure infantry mercenary armies could help with this so I hope that you will touch on this as it sounds like you're looking at redistribution. Also outside of Europe there is a lack of available companies.

I hope also you can look at having better policies for defensive ideas as they are really quite poor compared with the other options.
 
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Economic is going to be a must-have in MPs now, as it was previously
just that there's now going to be an interesting dynamic between going for a nice and cozy infrastructure buildup, or the more military bankruptcy buildup with eco

Econ was a pretty rare idea pick for SP players so I don't think the changes do that much, just that those who'd pick econ before will now pick infra.
 
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I love claims bordering claims, often helps before imperialism

does extra dev for colonies stack with extra dev from age of discovery for +6 total?


Won't mercs without professionalism be to strong? Maybe 50% cost?
Same, claim next to claims are very powerful if you also have Expionage ideas, spy master ruler and advisor.

I think it's stackable since it says +1 development on all categories since it isn't like diplomatic ideas where the last idea is an ability or raiding coastlines.

True, Professionalism ideas would be useless unless you're Switzerland or any country with the Swiss Republic/Theocracy, Livonian mercenary state or have the "smuggler's deal" reform for pirate republics, that modifer might make it less problematic to hire mercenaries, especially since professionalism is going to be easier to acquired faster due to policies.
 
Very nice! Some suggestions to clarify the names, though:

Theocratic Rule should lose the "Act" to match the other policies.

Additionally, "Sturdy Arguments", "Sharp Wits", "Plentiful Materials" and "Gentle Conquest" don't really need the "Act" suffix as they are more tendencies and "Spirits of the Diplomatic Corps" rather than things that would be legislated on.

Perhaps the Toilet Paper Act could be renamed "Court Apothecaries" to avoid mentioning something only popularized in the 19th century?

Also, perhaps you could make +0.5% Army Prof. a policy of its own without adding it to what is already a situationally quite strong bonus?

Additionally, Clan Unity Act and Blessed Construction Act seem quite weak. Blessed Construction is especially dubious next to, say, Manueline Architecture.
 
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I actually think the mercenary professionalism loss removal is pretty good, because it lets a bunch of the tags that had some beneficial interactions with mercenaries that ultimately had to phase them out due to the professionalism loss actually keep on using mercenaries later into the game.

I think my main concern here is that Court Ideas.... Don't seem too good? Like, yes, the policies are strong, but I can't really see myself using Court Ideas over almost any other diplo idea group. Extra legitimacy is cool and all, but there are tons of other sources for that outside of idea groups, and while it's handy to have extra power projection to get that sweet, sweet +1 to all mana sources, it feels like a waste to devote an entire idea group slot to it.

Maybe merge some of the features in Court Ideas and throw in something to make it more immediately valuable, like improving your rulers? Or, possibly, something that lets you hand out additional privileges without compromising absolutism?
 
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Nice to see stuff added to aid a gold-centric playthrough .

What is the reasoning behind putting religious unity under religious ideas ? That set is useful if you want to convert everyone, but then you don't need religious unity anymore. Problem is ofcourse that tolerance of the true faith (in parallel to the humanism change) would probably make religious ideas too strong...
 
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I feel like the envoy travel time for diplomatic should get replaced, it is a very weak idea.
It isn't weak since it takes forever to send a diplomat from the other side of the world, it was the most important modifier in the EU4 and Victoria 3 timeline, maybe it should be combined with something else since it won't be that great when alone, movement speed makes it better since both quick army and diplomats could save your champaigns, especially if it's a world conquest or you need to manage a massive empire like the Netherlands or Mongol Empire.
 
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Interesting stuff, I see though that there is another policy that got added for 50% Privateer Efficiency.
With how Privateer Efficiency is calculated it is a big issues in multiplayer games.
As when you have -99% Privateer Efficiency in a node from hunting them and the privateering nation has more than 100% in bonuses the hunting dont really stop them and they can continue eating your node without you being able to do anything about it except going to war which you will lose vs a big naval powerhouse.

So is it possible you could make the -99% malus be applied after all Privateer Efficiency bonuses is calculated and thus making hunting pirates actually do what it is supposed to?
 
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Just a thought, but could we maybe get some policies/ideas that are trade-offs, rather than 100% buffs? I think it would add to the depth of the game if we had policies that were in the attitude of "+1 monarch power & -10% monarch lifespan", "+20% ICA, +20% army maintenance modifier", etc.
 
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Nice idea changes, however I wish you guys would take a look at the advisors. I feel they really new some work.
First of all they are very unbalanced and some advisors are way better than others, and many advisors never really gets used.
Secondly, they have not been updated with modern game mechanics. It would be nice to see an advisor give bonus to some of the new stuff in the game like: governing capacity, institution spread, army drilling or any other new mechanic that has been in added over the years.
 
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