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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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Economic ideas are not very exciting (though not bad).

What if Economic ideas allow you to go OVER the maximum maintenance? Turning max maintenance into a soft cap with exponential costs? It would be a very cool way to get a little bit more out of your colonists, army morale or even missionaries. You could call the idea 'lavish funding', and make the maintenance cost double every 10% over max.
 
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The reason why LoN is so successful is that you care about the demands of your players and add a lot of flavor content compared to previous dlc's. And you know the community is waiting for middle eastern content. I hope 1.35 is based on the middle east, not about tribal states that are underplayed.
 
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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.
This is a genuinely interesting suggestion, let's address it.
We could definitely take another look at advisor bonuses if time allows for it (looking at you, -10% stab cost guy) and try to bring them up a step, so all of them are as closely balanced as possible. It's very difficult to add new advisors due to the amount of portraits each one needs.
 
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Looks really interesting. I can't wait to see what 1.35 and 1.36 bring. Lions of the North was really good and I'm happy to see the dev team committed to a same level of quality.
 
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The new infrastructure idea group looks really interesting, especially the +1 global allowed buildings. However, I would suggest adding two ideas to the group that to me would fit perfectly in such a group:

1) +25%-50% National Supply limit modifier increasing the amount of troops you can have stationed in any province before taking attrition. This would make sense since better infrastructure would better allow you to supply a larger army stationed in one province with provisions procured in other provinces. In my view it is a better fit for an infrastructure idea group than even for quantity.
2) an idea called Excellent Logistics reducing the attrition taken by 0.5. Better infrastructure in your own real should enable you to better supply your armies in the field on campaign reducing the need for foraging and hence reducing attrition.

Personally, I would suggest using these instead of centralisation and fort logistics.

I do agree that removing the development cost and construction costs from economy makes it a rather lackluster idea group. I already only ever take Economic ideas to get the +5% Discipline policy when combined with quality. Maybe buffing the land maintenance modifier to -10% and adding a small buff to overall land and naval force limit (with the reason being that a stronger economy can better support it)? Or perhaps the stronger economy reduces unrest, separatism etc.

I assume that the smooth integration act is linked to the diplomatic idea, given the order, but I would suggest making it the policy associated with influence as it would go very well with the -25% to annexation cost.
 
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The reason why LoN is so successful is that you care about the demands of your players and add a lot of flavor content compared to previous dlc's. And you know the community is waiting for middle eastern content. I hope 1.35 is based on the middle east, not about tribal states that are underplayed.
I think that 1.35 will be a free patch. It might still add a few mission trees to some smaller area, like Ming or Muslim Steppes, or Caucasus (if they decide to do them separately from a ME update). I'm also wondering, if we're going to see some new monuments for this update.
 
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I feel like Economic and Infrastructure mingle too much, instead of taking 1 (2 if accounting for trade) idea group to boost the economy/play tall you now have to take two (3). All this while the modifiers itself are just bit uninteresting/odd, like why is expand infrastructure in economic ideas and not in infrastructure? They are both such broad terms and extremely interlinked.

One idea group has been split into two, and I'd argue both lean towards the underpowered side for this, specially economic as it lost dev cost (one of best modifiers ever) and gained niche things like modifiers specifically on gold (why not minus inflation in general instead of specifically on gold). Perhaps making it so economic boosts trade goods value, or improves how large the modifiers of trade companies? (Although that sounds like something trade Ideas would have). You could also give it modifier that boosts how good buildings work, courthouses specifically, but that mingles with infrastructure/admin ideas.

25% advisor cost for specific mana feels like lame modifier, Admin and Mercenary could have much more interesting modifier then that.

Court ideas are very underpowered, besides for maybe the Emperor of HRE or China I do not see why you would pick them, even for flavour. Some of policies are nice, particularly CCR but it feels like the new version of espionage pre-buffs, a waste of slot.

Mercenary ideas being their own thing is awesome, love that change. Specially them not removing professionalism moves mercs away from being niche, and full on merc armies or splits between national and merc armies doable if not outright sensible decision. ((They could still use some bigger modifiers though, at the end of day its an entire idea group just for mercs) Perhaps make it so you can split up companies? Or have small amount of old merc systeem? Or design your own companies?)).

All in all EU4 does and does not have that many mechanics/is not as indepht as it seems, and it feels like economic and infrastructure struggle to find their own niche/give interesting/powerful modifiers. Specially as EU4 heavy promotes blobbing, so ideas that lean towards inward instead of outward expansion were never meta. I feel like PDX needs to find more niche yet powerful modifiers to give if not outright create new mechanics, infrastructure could for example have something involving monuments.

(Oh and for the love of god add destroying buildings to the macro builder).
 
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looking at you, -10% stab cost guy
This guy is not really useless though. It can be quite handy to hire low-level stab advisor to bump stability a few times, then replace with someone else for a long term. IMO the worst part about it is that -10% stab is always -10 admin points, and it would be nicer to get higher discounts for boosting stab to +2 and +3 which tend to be costly.
 
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The Infrastructure bonuses look really good, maybe too good, but they are very cool. Fort maintenace down by 25% is really good and the increase is land speed is really REALLY good! Maybe make that so it only effects armies in home territory (makes sense if you are upgrading infrastructure in your country). Other than that, all really cool additions and nice to see more ideas being added!
 
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Improving the effects of trade goods with economic could be cool, as there are local effects in there that are not just economy, like force limit & dev cost.

But econ is going to be really lacking like this - it doesn't save any mana and it doesn't open up more avenues of growth like good idea groups. But at the same time economic ideas used to be incredibly op thanks to construction cost & development cost just snowballing your economy, its policies just being icing on the top.
 
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I think that 1.35 will be a free patch. It might still add a few mission trees to some smaller area, like Ming or Muslim Steppes, or Caucasus (if they decide to do them separately from a ME update).
I hope not. I don't mind paying for a DLC if I can be sure they will not lowball me on middle eastern content.
I want the ME update to be at least as good as Lions, possibly even better since they've said they have a bit more room to rework older mechanics now.
 
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Whilst I like the idea of merc ideas, in reality I would never consider it due to the clunky way mercs work.

There needs to be a way for mercs to better interact with other armies, to have a little more agency over them. Currently it is incredibly painful to manage merc companies, their sizes are often problematic for small nations, and recruiting thme can be an absolute pain.

Kinda wish they would function more like special units, still with their own manpower pool, but at least integrateable into your standing armies.
 
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So the tldr

Everyone was taking eco ideas, youre now taking infrastructure ideas

devs think pips are significant enough to the game to warrant balancing (they are not)

Oh I guess you can play a campaign against ai using mercs if youreally want. Not sure its worth it compared to building a good manpower nation.
 
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my thoughts are a roadmap about eu5 and a proper vic3 patch preventing a commercial wipe out in this game niche eh segment
eu5 can become the new flagship prospect instead of vic 3. Its time span can be slightly extended and a better approach to innovation
can lead to less problems with balance changes.
i do think some changes will make bohemia (eg. any gold mine nation) even more powerful :cool:
 
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global_allowed_num_of_buildings modifier in idea group seems like a horrible idea. It's yet another game mechanic that makes owning a lot of low-populated provinces in the middle of nowhere more advantageous than owning important trade or culture centers.

Case #1: province 1/1/1 with Arctic climate. Normally, you have 1 building slot, and with this idea, you get 2 slots, meaning you can build workshop and manufactory in it. For example, Siberia can now become an industrial powerhouse.

Case #2: province 1/1/1 with other climate and non-farmlands terrain. Normally, you have 2 buildings slots, now you get 3, which means you can build manufactory, workshop, and one of marketplace, regimental camp, or shipyard. It waters down difference. So, by owning a lot of crappy lands country can hugely boost its force limits, while tall country owning "good" lands can struggle with it, given that you can only have one instance of each building in a province (cannot get +2 flat land limit, etc.), and you cannot get +50% force limit from Quantity anymore. Also, this makes trade companies in such crappy lands even more powerful, especially in areas with 5 or 6 provinces. You can make investments for both trade power and production efficiency, and then build workshop, manufactory, and marketplace, getting best from both worlds (as well as +0.5 for naval limit even for inland provinces, which is not affected by autonomy). No more choice between trade power and direct profit.
 
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I know everyone has always taken Admin only for admin efficiency, butbI hated it because it seemed so useless a group to me because of all the merc stuff in it. So I'm really loving the new admin!
Ironically, however, all the neat stuff in the new Merc ideas make me keen to take that and try playing more with mercs! Specifically not losing profesionalism when using them will stop making it feel wrong to hire them so I'm more likely to give them a shot.

Also, the infrastructure ideas loon really neat! Whenever I play a PDX game I'm always imagining how I'm making life better for my people and developing the realm - it's why in CK3 my steward is perma-set to development growth - and the ideas in the infrastructure group make me happy.

PS, in the screenshot about stumbling on his robes, there is a typo/grammar error where "his" should be "him" (my most common bug reports are typos like that, lol).
 
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It's great that bug-fixing will be your top priority for the next patch. Bugs drive me away from the game and it would be good to remove this part of PDX's heritage.

I do like many of the new Idea and Policy names, such as "Long Echo", "Recognized Hierarchy" "Naval Armament Act", and "Colonial Improvement Act". But as a role-player, I really dislike some of them names. Firstly, you have restricted yourselves to ending Policy names with "Act" or a few other terms such as "Rule". I think you should consider allowing yourselves to label some of them as "X Policy" or even "X Society" and others. For example "Handpicked Recruits Policy" seems more appropriate than "Handpicked Recruits Act" , because handpicking recruits would typically be an action carried out by the Crown/executive/Doge/etc., rather than a law passed by the Estates/Parliament/etc. And it is less Eurocentric: implementing policies as "Acts" is beautifully immersive in the Anglosphere, but less so if you are playing as (random examples) a Malay Sultanate or as Tungusic nomads.

In addition, many of the Policy names (quite naturally) look more at home in 21st century politics than 17th century government. Bad puns are fine for Achievements, but they are not great for those of us who enjoy immersion into the early modern period. In particular, I would suggest the following changes:
  • Spy Network Act → Diplomatic Correspondence Act
  • Global Trade Networks Act → Commercial Relations Act
  • Sailor Efficiency Act → Naval Impressment Act OR Naval Architects' Society
  • Bolstered Defence Act → Garrisons Act
  • Mass Conscription Act [which makes no sense with a fully Professional army and has nothing to do with reinforcement speed] → War Service Act
  • Gentle Conquest Act → Showing Quarter Policy
  • Theocratic Rule Act → Missionary Society
  • Toilet Paper Act [this one is just bizarre] → Royal Medical Society
  • Big Government Act → Taxation Reform Act
  • Centralization of Power Act [too similar to Centralization mechanic] → Inspection of Accounts Act
  • Sharp Wits Act → State Essay Prizes
  • Sturdy Argument Act → Anti-Sedition Act
  • Special Forces Act → Guards Recruitment Policy
  • Naval Competence Act → Naval Officer Examinations
  • Blessed Construction Act → Consecration of Construction Act
  • Peace-keeping Force Act → Iron Fist Policy[?]
  • Heretic Opinion of Us → the extremely historically appropriate name would be Toleration Act, but that's already a Decision, so how about Diversity of Doctrines Act?

I am not current enough with the game to comment on the new and modified values for these ideas and policies.
 
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This is a genuinely interesting suggestion, let's address it.
We could definitely take another look at advisor bonuses if time allows for it (looking at you, -10% stab cost guy) and try to bring them up a step, so all of them are as closely balanced as possible. It's very difficult to add new advisors due to the amount of portraits each one needs.
To be honest, I really don't care about portraits and ability alignment. I'd double the amount of ablities, group the images you have, and have all advisors that affect e.g. a religious modifier take a random image from the religious advisor portrait group. Art assets shouldn't be a roadblock to innovating the game.

... But that's just me.


Another thing that could be done to rework advisors is giving them all decisions like the Theologian does. It would be a cool place to add tradeoff ruler modifiers for more extreme policies that such an advisor would present.
 
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If you're revisiting older idea groups, what are the odds we'll see a buff to defensive ideas? I feel like they should be the key to smaller nations surviving against larger neighbors, but forts only slow them down and your armies are just too weak.
 
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