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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:

1.png

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:

2.png

3.png

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:

4.png


Infrastructure and Aristocratic:
5.png


Infrastructure and Plutocratic:
6.png


Infrastructure and Horde:
7.png


Infrastructure and Divine:
8.png

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:

9.png

We took the decision to make some room for the Prestige here, by moving it over from Religious ideas, more on that later!

10.png
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:

11.png


Court + any Mil idea group policy:

12.png

Note: hmmm this 0.5 Yearly Army Professionalism looks a bit too strong hmm…

Court and Aristocratic:
13.png


Court and Plutocratic:
14.png


Court and Horde:
15.png


Court and Divine:
16.png


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.

17.png


18.png

Mercenary Ideas + any Admin Group Policies:

19.png


Mercenary Ideas + any Dip Group Policies:

20.png


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.

21.png


22.png


23.png
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:

24.png


25.png

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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I disagree with the suggestions to reduce Admin's CCR, slowing the coring process by a few months can add up in terms of frustration, and for tags which don't have access to other sources of CCR they're the ones being penalised more than the Mughals for example.

I agree that the transfer of Religious Unity from Humanist to Religious feels odd, and like the suggestions made to buff true faith provinces instead. Not necessarily in Manpower, that's Divine's special trick, but other buffs like tax or autonomy or even goods produced might be an idea.

Also increasing the Max Tolerance sounds good, but I wonder how many countries can take advantage of it? Unless you're Dharmic a lot of Tolerance boosts are out of reach, and ever since Humanist got their tolerance nerfed they have a hard time truly availing of it. Honestly if you go ahead with removing Religious Unity from Humanist, I think you could get away with restoring the +3 Tolerance they once granted to help compensate.

I like adding more age abilities as policies, having different (and sometimes more onerous) paths to certain abilities is welcome.

With the main topic of the DD out of the way, here are a couple of gameplay balance issues I think would be good to examine:
- Trade company colonies automatically taking the religion and culture of the coloniser if they had less than 1000 natives. Mainly because it makes Easter Island almost impossible to use.
- How the AI interacts with their preferred religion, meaning the Reformation has gotten a lot more rigid and gamey, with the same handful of nations being the ones to convert without any ingame provocation. It feels like how Iberians are hardcoded to take colonial ideas.
 
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How do people see Movement Speed in same idea group as Dev Cost reduction? Feels like that could be very strong for MP. I'd almost say you're better off keeping Dev Cost in Econ Ideas if only to make it more of a choice between Infra / Econ. As it stands now, it feels like Infra and new Admin idea groups are default picks in Administrative, and Econ is very poor now.
 
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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:


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.


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:

View attachment 926919
View attachment 926926
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:

View attachment 926920

Infrastructure and Aristocratic:
View attachment 926927

Infrastructure and Plutocratic:
View attachment 926928

Infrastructure and Horde:
View attachment 926929

Infrastructure and Divine:
View attachment 926930
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:


We took the decision to make some room for the Prestige here, by moving it over from Religious ideas, more on that later!

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:

View attachment 926934

Court + any Mil idea group policy:

View attachment 926935
Note: hmmm this 0.5 Yearly Army Professionalism looks a bit too strong hmm…

Court and Aristocratic:
View attachment 926936

Court and Plutocratic:
View attachment 926937

Court and Horde:
View attachment 926938

Court and Divine:
View attachment 926939

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.


Mercenary Ideas + any Admin Group Policies:

View attachment 926942

Mercenary Ideas + any Dip Group Policies:

View attachment 926943

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.

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:

View attachment 926947

View attachment 926948
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!
Looks really good!
 
I think that the economic idea that’s suggested as gold depletion and gold inflation that’s replacing construction cost isn’t very good except in quite exceptional circumstances. I would propose that either economic or infrastructure still gets their construction cost but I think the other idea group should receive great project modifiers (time or cost, unsure which would be better for balance).
 
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I think if Econimic has a whole idea devoted to preventing gold inflation and depletion (the latter is almost a non-issue), then the modifier should be -100%. That, or give it the dev cost reduction back.

As it is, Eco has become less "the scaling idea group" and more the "make money idea group," which is the niche Trade already fills anyway.
 
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Awesome to see another dev diary, and to hear what the team has been working on! Thanks for taking the time to keep us informed!

General thought on Idea Groups:I feel like idea groups should be a tradeoff, and each should be tailored to a specific situation. There should be opportunity cost, and I think one of the more interesting ways of introducing this into the game is by making really strong policies. By doing this, you avoid idea groups getting too strong on their own, because locking one of their most powerful bonuses by requiring that the player also finish a related idea group really forces the player to think about whether the strong bonus is worth not only this idea group slot, but also the idea group slot required for the policy's bonus. One example from my playthroughs is quantity, which I take primarily for the 20% goods produced modifier with trade ideas.

Admin: My initial impression is that while all of the admin ideas fit the theme well, the idea group would be worth taking even if it only had the CCR, gov cap, and state governing cost. I do like that these are modifiers put into idea groups, but putting them all into one group feels a bit too strong. One way to limit this might be making some of these into policies instead, so players are forced to choose which of the bonuses they want.

Infrastructure ideas: I really like infrastructure ideas! And I agree with the sentiment that advisor portraits should not get in the way of expanding the game, and many other posters have already given great suggestions in my view.

Economic ideas: they seem quite bad now, as the main reason to take them would have been the dev cost and construction cost. It makes sense that they were moved to infrastructure, but economic can get some nice modifiers in return!

One of the main issues with redesigning economic ideas is that you make money primarily through trade, goods produced, and buildings. Most of these already have a dedicated idea group to them, so the only issues economic ideas can tackle without going into the other groups' territory is loans and inflation (and tax of course), which we see in their proposed new form. I think these are not the strongest modifiers, unless you make it really easy to stack interest per annum, but then we all have to take some florrynomics classes.

However, if we are willing to let different idea groups do similar things, then since economic is about making money, the modifiers can also be really broad. Maybe some powerful modifiers can be put into the policies to incentivize taking this group in certain playthroughs. Examples of some really strong policies could be +25% goods produced, or maybe giving the province +0.x goods produced or some other bonus if the province has a certain amount of development, or maybe doubling the effects of prosperity? We could also see some of the stronger modifiers from admin ideas moved to this group to rebalance it.

Another idea could be to let economic allow you to "throw money at the problem." An example could be that eceonomiic ideas allows you to centralize state for 1000 ducats instead of 100 reformprogress.

These are just some ideas that I hope might be able to help in your creative process! If you got this far, thanks for reading and good luck with the development! Really looking forward to seeing another great patch ;)
 
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Court ideas are not exclusive for monarchies, however "Toilet Paper Act" policy seems to be too focused on that government type.
  • "Monarch lifespan +25%" is not really impressive for republics with periodic elections, and is completely irrelevant for republics which can't re-elect same ruler after end of term. Also, it seems unrealistic: in Stellaris similar bonuses for leader lifespan are justified by scientific innovations, but in EU4 times all rulers were in +/- equal in the face of aging and deceases.
  • "No stability loss on monarch death" is useless for republics and theocracies as they don't get stability loss normally. Or does it remove effect from monarch dying in battle or siege too?
 
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Economic as the gold mine+inflation idea group is nifty, although it'll be very niche. Huge buff for the African tags with controlled gold mining privilege though, bringing it up to 100% depletion reduction and finally making it worth taking.

Will it thou? Presumably if you want to go for it for the -100% depletion you'd be getting it pretty early on. But how can you fit the new eco idea on your first 4 groups? By starting in Africa you spend the first 100 or so years playing catch up with Europe so investing 2.8K adm just so you don't have to spend adm in combating inflation and your mines never deplete isn't a very good call.

I honestly don't see any situation where Eco is now worthwile, except maybe if you want to go with the lowest possible loan repay cost (which the devs already foresaw as a potential issue). If you are going full gold mine you don't need this group (overkill) and if you don't then it is a dead group.

It will become the new Naval ideas group: very good in a very specific situation and also overkill to get it.
 
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Max tolerance of heretics/heathens is fine, but very few tags can fully make use of these. To reach the tolerance cap a generic nation needs +5/+6 tolerance of heretics/heathens.

I find the 0.25 global prosperity growth to be near useless. It only reduces the time it takes to reach prosperity, then it is of no use. If the intention of the modifier was to recover from devastation then any amount of devastation reduces prosperity by -2 and will quickly destroy all prosperity. Two or three sources of 0.25 do little to counteract that. It has become frustrating playing in India when I have to cover most of my nation with forts to counteract devastation form the "Rains Fail in X" event that gives 0.15 devastation for five years. I would prefer -0.10 global devastation reduction effect instead. Or re-balance the event so I can pay one time cash to stop the devastation, like the other "Extreme Monsoon in X" event.

Also please make the AI stop moving monuments, especially when it doesn't benefit them in any way. I've had France move the stonehenge to paris when they can't use it. Or make it so that movable monuments can be placed in any province or returned to its origin province.

Perhaps the available idea groups be increased to 10 idea groups.
 
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Note that both effects of palace_of_splendor idea are DLC-locked (Mandate of Heaven and Res Publica or Common Sense, respectively), so it would be empty in a base game.
 
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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.
Actually, I think it's a common fate of all stability cost modifiers in game. All of them look great or at least nice to have for boosting stability from 0 to +1 (or from lower values), but they become twice less efficient when going from +2 to +3 because of flat +100% penalty.
 
Note: an idea we’ve had is to add a unique modifier here ‘max_privilege_slots = 1’ somewhere in this set
I like a lot of this and I'm glad the devs are putting in the time to give all new patches the quality they should have! One thought: max privilege slots seems a bit situational but "estate influence from privileges" might be an interesting one"

I agree with other people that removing the professionalism hit from mercs seems a bit overpowered. -50% professionalism loss from mercenaries might be more appropriate.
 
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I think the biggest issue of Mercenary Ideas is that they are military idea group. Why should anyone pick them over generic military groups which improve *all* of your troops, and allow increasing force limit which is equally important no matter whether you use mercenaries or not? They must provide some really strong benefits to justify such choice.

Actually, force limit issue is even more important for armies that use mercs than for those that don't. With high maintenance cost of mercs, exceeding limit will become prohibitively expensive much sooner.

Another problem of using mercs is existence of bugs with attached armies' movement, like this one. There must be no risk of screwing up battlefield arrangement because of part of army arriving at wrong date.
 
Great stuff!
Infrastructure sounds like a great addition to the game and Administrative without Merc stuff is a boon (and will give people reason to get more than 2 ideas there)
 
Admin: My initial impression is that while all of the admin ideas fit the theme well, the idea group would be worth taking even if it only had the CCR, gov cap, and state governing cost. I do like that these are modifiers put into idea groups, but putting them all into one group feels a bit too strong. One way to limit this might be making some of these into policies instead, so players are forced to choose which of the bonuses they want.
Also, CCR is only important for expansion via conquest, while GC cap and state governing cost are equally important for wide and tall empires.