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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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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.

nice work i hope also they scavenge the mods eg. steam workshops and steer towards a final edition. than the game has lasted a decade, go to eu5
 
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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.
That wouldn't be the case, even if 1.35 is a free patch. 1.36 can be the proper ME update. Although it's possible that they're just showing us the main free features now before the New Year and in January start DDs about the mission trees. After all, they haven't mentioned if this will be an immersion pack or a free patch.
 
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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

AHAHAHAHAHA

Sure, take an already S-tier idea set and BUFF it.
 
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With your current ideas, Infrastructure would just completely invalidate economic. Economic is already in a middling spot ever since the nerf in 1.34, your new changes would make it even more niche, to the point I would only take it if I was an African horn gold nation.

Edit: Religious unity is also completely useless on the religious idea. The entire point of the idea is for you to convert things easier, religious unity is the exact opposite of that.
 
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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)
This is indeed a niche change which benefits only countries with gold, who already have an economic advantage. If it at least also reduced inflation from loans, it might have been useful for multiplayer.

  • 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
Does "Autonomy Chance Cool down" refer to 30 years cooldown between possible autonomy changes in province?

  • Removed Development Cost and replaced with +10% Goods Produced Modifier
It would be a really nice bonus for middle-late game, given all those manufactories we are building, and increase of production efficiency. However, prosperity easily gives you +25% goods produced, and trade companies can easily give you +30% and more in your non-TC provinces. Also, there is trade company investment which provides +10% trade value to all your provinces in node. And there is +10% goods from being production leader, which is situational but can be easy to obtain for some goods by some countries. So, compared to all of these options, which don't require taking idea group or even spending monarch points, +10% from Economic finisher looks quite bleak.
 
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6th admin idea (Administrative Efficiency) is still frustrating bc the modifier is not administrative efficiency.

Also why isn't expansion ideas has Core-Creation Reduction on overseas provinces modifier or less governing capacity for trade companies ? I always thought that that group was made for expanding on every continent except the one the country is from.

It would be cool to nerf a little bit Adaptability to 20% CCR (or even 15%), this idea is way too strong in my opinion.
And also Free Colonies with the 10% Settler Chance.

Nice changes otherwise, the changes in 1.34 allowed me to enjoy more idea groups, hope these changes will do the same thing.
 
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Won't mercs without professionalism be to strong? Maybe 50% cost?
No I don't think so, because while yes you wont lose as much profesionalism, you won't gain much either (by having lots of our FL free or made out of mercs = no drilling. Wich means the only way to get a reasonable amount of professionalism is generals.

It might be too strong early game, but it will make mercs stay relevant if you build for them in the late game (where space marines or endless slackening is king)
 
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Religious Ideas
  • Removed Stability Cost Modifier and replaced with Religious Unity

I think there's a relevant thematic question here concerning what religious ideas is supposed to be about.

If it's about everyone of different religions living together in harmony, then this change might be justified.

But if it's about promoting your state religion to outcompete all the others, then this boost to unity doesn't really make any sense.
 
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I think there's a relevant thematic question here concerning what religious ideas is supposed to be about.

If it's about everyone of different religions living together in harmony, then this change might be justified.

But if it's about promoting your state religion to outcompete all the others, then this boost to unity doesn't really make any sense.
I feel religious should give more bonuses to true faith provinces, so that you reap extra benefits of true faith provinces, whilst humanist mitigates the penalties of other faiths.

Currently religious doesn't do anything outside of the conversion, and that is kinda limited.
 
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I'll be honest. Infrastructure getting construction cost etc. is fine and fits with the theme but prosperity gain and some other things should def be put into economic. As it stands right now you completely invalidate Economic and replace it with old Economic on steroids (seriously, movement speed and +1 buildings alone is already top tier), which is just a complete blow to any balancing attempts.
The solution:
Infrastructure = 80% buildings focussed and economic = 80% development, prosperity, inflation/ focussed imho.

As for the Gold changes to Economic: I really like that. Should 100% keep it and add it to another idea in that group to make it less of a niche only thing.
 
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6th admin idea (Administrative Efficiency) is still frustrating bc the modifier is not administrative efficiency.
Wouldn't it be overpowered then?

Also why isn't expansion ideas has Core-Creation Reduction on overseas provinces modifier or less governing capacity for trade companies ? I always thought that that group was made for expanding on every continent except the one the country is from.
I like this suggestions.

BTW, reduction of GC for TCs would stack with similar bonus of Plutocracies, allowing them to build huge colonial empires. This might not be an intended effect, these suggestions may help to balance it out.

It would be cool to nerf a little bit Adaptability to 20% CCR (or even 15%), this idea is way too strong in my opinion.
In fact, even with 25% you need to conquer quite a lot of lands just to cover up for admin points invested in idea group. However, without all mercenary dead weight in the group, it's effective cost have been reduced...

And also Free Colonies with the 10% Settler Chance.
Do you think it needs nerf? In fact it's rather weak, given how many other stackable ways to speed up colonization are available in game.
 
might be worth releasing a beta to try and the new idea groups to get proper community feedback :)

Really nice that you are taking an interest in improving the idea group experience
 
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Let's address this! So I have been getting a lot of feedback from players who note that the interest being -1 is way too strong. So I think we should address that. Furthermore, despite the dev cost and construction cost moving away, do not forget; You still have very very powerful policies (for now at least), Goods Produced and I took the liberty of adding a new mechanic in the Gold Inflation idea wherein every time you repay a loan, you lose -0.05 Inflation, half as much as you gain when you renew one. What do you think ?

Colonial Stonks (too strong ? Maybe, we should see and address this! )

Yes the extra dev stacks

Maybe the merc army prof. is too strong, let's see what others think as well!
Maybe for the merc professionalism have it be a policy bonus with a less meta idea group
 
I feel religious should give more bonuses to true faith provinces, so that you reap extra benefits of true faith provinces, whilst humanist mitigates the penalties of other faiths.
Well, Religious group is already strong. It allows you to convert much quicker, and true faith already has a strong benefits (low unrest, no economic penalties). Also, we have "Religious Culture" privilege which complements total conversion. And don't forget about Deus Vult and strong policies of Religious.
 
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Isn't removing religious unity from humanist ideas defeating the purpose and sense of this idea group completely? This idea group is supposed to allow to have a multi-religion society. Without religious unity it will be a disaster though, as the penalties for low religious unity are quite severe. I.e. taking religious will be the only viable option.
 
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Isn't removing religious unity from humanist ideas defeating the purpose and sense of this idea group completely? This idea group is supposed to allow to have a multi-religion society. Without religious unity it will be a disaster though, as the penalties for low religious unity are quite severe. I.e. taking religious will be the only viable option.
But it is replaced with Max. Tolerance of Heathens and Heretics. So Religious Unity will always be 100% after this change. It's a buff.
 
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