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Europa Universalis IV - Development Diary 14th of June 2022

Welcome to our next Development Diary for Europa Universalis IV! Today we dive into the last starting Kingdom in Scandinavia, which has not been covered yet: Norway.

As for Denmark and Sweden, the History of Norway in the Modern Age directly depended on the fate of the Kalmar Union. After the accession of the House of Oldenburg to the Danish throne in 1448, the Danish kings increasingly centralized government, even if a Norwegian Council of State formally governed the country. In fact, Norwegian landed nobles and merchants prospered under this system, as they were effectively the middlemen between the Crown and the commoners. Although some rebellions arose, such as that of Knut Alvsson, the conflicts with the Danish crown were of much less intensity compared to Sweden. This changed with the Reformation, as Frederick I and Christian III's adherence to Protestantism sparked a revolt led by the Norwegian Church. However, it was defeated in the decade of the 1530s, so Denmark and Norway remained Tvillingerigerne (Twin Realms) until 1814.

Although Norway’s history is intertwined with that of Denmark throughout the EU4 time period, we have decided to reflect in the new mission tree for Norway the potential ambitions and challenges it would have faced had it broken free with the end of the Kalmar Union.
norwegian_mission_tree.png
Keep in mind: Norway’s mission tree was created before the mission trees of the Teutonic and Livonian Order. As such, the mission tree for Norway is a lot less “what if” even though they were historically no winner either. With that being said, let’s get a look at the details of the tree.

The missions of Norway are split into three themes: gain independence from Denmark and place your own Monarch on the Danish throne, Colonization and internal missions.

Starting with the independence missions, the mission “Norwegian Allies” can be completed by having two rivals or enemies of Denmark have 100 opinion of Norway. As a reward you can request their support through the following event:
norwegian_independence_event.png

norwegian_independence_event_second_option.png
norwegian_independence_event_third_option.png
norwegian_independence_event_fourth_option.png
norwegian_independence_event_fifth_option.png

Note: Although you are asking Denmark’s rivals/enemies for support in the first three options, you still get a flat reward so the war against Denmark/Sweden will be easier to handle even if the rivals refuse to support you.

Choosing one of the the first three option will of course trigger an event for Denmark’s rivals:
norwegian_independence_event_receiver.png

norwegian_independence_event_help.png

“Liberty for Norway!” will restore the stability loss and get you 30 Legitimacy while “Win Our Independence!” grants you a Restoration of Union cb against Denmark, allowing you to reverse the historical roles of Denmark and Sweden.

With the mission “Norway-Denmark” you no longer require an admin tech of 20 to form Scandinavia and you get the following event when you have Denmark as your personal union:
kalmar_union_successor_event.png

Note: It also makes you and Denmark historical friends too if you lose this status during the Restoration of Personal Union war.

While the main missions are all about reversing the flow of history and subjugating Denmark, there is also a reference to the Scottish Sinclar clan which swore loyalty to the Norwegian crown with the mission “The Claims of Orkney”. Completing it by conquering Scotland will fire this event:
scotland_event.png

These were the conquest missions for Norway. The rest of the tree is focusing on flavor and colonization, though one of these missions is of particular importance forNorway: “Expel Danish Nobility”.

As you can see, Norway was especially badly affected by the Black Death and lost the majority of its Norwegian nobility and royalty to the plague. As such, it was easier for the Danish nobility to replace them after the Kalmar Union. This is represented by the two starting privileges of Norway which are designed to be mildly annoying to have:
danish_nobility_privilege.png

Note: while these privileges are active the Norwegian AI is more inclined to accept the Danish King as their monarch during the Kalmar Succession events.

While not really too harmful, these privileges prevent you from completing the mission “Norway-Denmark” and “An Absolute Kingdom”, the latter one being a mission which will give +20 Max Absolutism and -20% Autonomy Change Cooldown permanently.

Moving on to the colonial missions, although the Norwegian ideas “The Call of our Forefathers” and “Pioneer Spirits” are not exactly accurate at capturing the spirit of Norway during the 15th century and onwards, but they at least enabled a unique play style for Norway where they are “Budget Britain”. As Sweden is busy with the affairs of Europe mostly and Denmark is focusing on trade in the Old World, it was only fitting for Norway to be more about the colonization of the New World.

The mission “Colonial Ambitions” will give you a head start on exploration as it will fire the following event for you:
greenland_maps.png

Speaking of Greenland, the mission “The Colony of Greenland” will require you to send troops to Greenland in order to see what happened to the former viking colony. Historically, the last written record of the Nordic Greenlanders documents a marriage in 1408. After that there was no contact with the people living there anymore.

By placing 3 regiments of infantry in either of Greenland provinces (under the assumption that they are uncolonized that is) you can complete the mission and get the following event:
greenland_event.png

greenland_event_second_option.png
The second option is the safe option where you always get the Greenland colony while the first is a gamble. 90% of the time you will get the following event when you try to look for the lost settlement:
no_signs_of_the_greenlandic.png

However, if you are lucky you get this event instead:
signs_of_the_greenlandic.png
The rest of the colonial missions focus naturally on the colonization of North America as well as expanding a little bit into South America too. They are in general quite self-explanatory, though one mission is a little bit special. “Navigation Mastery” is actually not about colonization but about circumnavigating the world!
navigation_mastery.png

Now let’s take a closer look at the internal missions. There are three small branches of them: trade, development of Norway, and religion.

The trade missions on the most left side of the mission tree are about completing Burgher Agendas, construct markets and, of course, dominating the trade of the North Sea and Lübeck. Highlights here are the permanent +20% Loyalty Bonus for Burghers with the mission “Monopolize the North Sea” and the new Burgher Estate privilege “Mountain Expansion” from the mission “Please the Burghers”.
mountain_expansion.png

The religious missions are also branching missions for Norway just like it is the case for Sweden and Denmark. However, Norway is focusing more on expanding the Heddal Stave Church in Bratsberg and keeping a stable country.

The final branch I want to talk about is the one regarding developing Norway - which also contains two missions regarding the military identity of Norway. While Denmark uses mercenaries for their wars and Sweden has its Caroleans, it was only fair that we would also give some love to Norway too.

The mission “Restore the Leidang” is about re-establishing the medieval Leidang conscription. Although ahistorical, it is an interesting way to make the military of Norway distinguishable from Sweden and Denmark as this mission will unlock the following Nobility privilege:
leidang_consription.png

“Expand the Royal Navy” will further improve your naval and marine gameplay as it gives permanently -10% Shock Damage Received for your Marines, completely nullifying their drawback, and unlocking an upgraded version of your Naval Doctrine too.
norwegian_upgraded_naval_doctrine.png

Note: Numbers and modifiers are still work in progress.

The other missions of the branch are more about actually developing Norway. “Restore the Infrastructure” will request you to develop Trondelag, Ostlandet and Vestlandet so that every owned province in these areas has 10 development. As a reward you get the following event:
iron_copper_event.png

Note: This event is one of the flavor events Norway already has. However, now you can trigger it on your own and don’t have to wait for it.

Over the duration of this modifier you get the chance to get the following events if you own the necessary provinces:
found_iron_copper_events.png

Note: we have decided to not touch the Vanilla Silver event. We might consider making this province into a gold province or not - depending on your feedback.

Finally, the mission “Norwegian Great Power” requires you to be one of the great powers with at least 600 development and gives the following rewards:
norwegian_great_power.png

And that was it for the content for Norway. Before we continue with the additions to the free update, let’s talk about the Caroleans. The last Development Diary has showcased the Caroleans and we have received a lot of constructive feedback from you.

We are still not finished with the balancing of the Caroleans, but I want to share our progress with you so far so we can get an idea if we are moving into a direction the community likes to see or not.

First thing, the Allotment System government reform has been rebalanced so that it reduces your force limit.
allotment_rebalance.png

The units themselves have received a nerf. They now deal +10% Shock Damage and have -15% Morale Damage Received instead.
carolean_units.png

Note: Background of the unit is still work in progress. We need to find the right tone of blue so it is distinguishable from Rajputs, Marines and Cawa units.

And finally the privilege “Carolean March” increases the discipline of Caroleans by 5% instead of 10%.

Now let us take a look at the changes for the government reforms, which are part of the free update.
new_monarchy_reforms.png
We have been working on revamping the government reforms available to the player and for today I want to showcase what we have so far for monarchies. Keep in mind: numbers and mechanics are still work in progress and what you see here is not final.

With that being said, I will go through every single tier and show the finished reforms of each tier:

Tier 2:
tier_2_reforms.png

Tier 3:
tier_3_reforms.png

Note regarding Tier 4: this government tier gets shared with the Republics and Theocracies, which means most of the reforms here are available to the other governments too. The reforms of Tier 4 focus on the religious and clerical matters of your state, and as such Tier 4 has 3 Clergy reforms and 14 government reforms depending on your own religion. Here are some examples of the religious government reforms:
tier_4_religion_reforms.png

Note: From left to right, the reforms are available for Catholics (minus the Pope), Muslims, Hindus and Buddhists.

These are the remaining Tier 4 reforms:
tier_4_reforms.png

Tier 5 (only one new reform, the rest are Vanilla)
tier_5_reform.png

Tier 6 is at this point of time unchanged, but we will address these reforms and make them more interesting to select.

Tier 7 is another common tier shared with Republics and Theocracies and handles the Burghers and all the economical matters of your country.
tier_7_reforms.png

Tier 8, which is a completely new tier for Monarchies, and the reforms for Tier 9 are still work in progress, so they will have to wait for next week’s Development Diary.

That was it for this week! For next week we will finally get to know more about this one special tag:
tease.png

Until then I wish you all a nice week!
 

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As a Norwegian, pretty happy with this update. As others have said I think Norse would have been cool, but don't mind if it is left out. I do think it would add a lot if Norway got raiding, and that is a lot more plausible. Maybe need to take a militaristic government reform? Also if you revive Leidang I think plundering/raiding is pretty implicit there. They didn't do it for fun, but for the loot.
 
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Note: we have decided to not touch the Vanilla Silver event. We might consider making this province into a gold province or not - depending on your feedback.
For better regional balance, I prefer an ahistorical presence of gold in Scandinavia at game start, such that an ambitious Denmark or Sweden doesn't have to wait on an event to change the good of the province or have the gold locked away behind a specific tag.
Otherwise, the closest gold province that a Scandinavian Empire could reasonably acquire would be Cheb in Bohemia or Zlatoust in the Ural mountains. This is perhaps achievable by 1550, but it would not be very impactful by that point.
Releasing an AI Norway in that one province and having them fulfill the necessary mission to have a chance at firing the Silver event wouldn't even guarantee that they choose the option that spawns gold unless it was hard-coded. Simply put, the process ought be player-friendly and flexible enough to accommodate those not playing Norway.

If it would break the balance/historicity of the game by having the gold be present in 1444, then just have the good change at a later date on its own if you own the province. A great example of this can be found in the events that Japan gets that spawn gold in 2 provinces after 1526 ( event ids: flavor_jap.60 , flavor_jap.61 ).
 
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Since you're doing so much work for the northern countries, is it possible we can get a custom reform/tag for Novgorod if they form Russia? Perhaps a Republic equivalent of the Tsardom reform?
 
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Since you're doing so much work for the northern countries, is it possible we can get a custom reform/tag for Novgorod if they form Russia? Perhaps a Republic equivalent of the Tsardom reform?
Yep, it's on the way! It was showcased in an earlier dev diary for this upcoming patch, as part of the free content. It's just a government reform which has Tsardom interactions and bonuses but is still a Veche Republic.
 
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Great work on this week's Dev Diary. I was really looking forward to it, especially with the addition of Careloan infantry to Sweden last week, (although their force limit is an issue), and now the addition of Norwegian events. However, with the government reforms, I think that they need to be fleshed out a lot more. I think that you have the right idea with many of the tier options, but this is a game about modifiers at the end of the day. It's a game about modifiers on top of modifiers that modify existing modifiers.

I think that the modifiers are a bit too cruel to absolutism in the long run. +15% manpower for -15.00 absolutism will NEVER be chosen. In fact, I sincerely doubt that ANY of the negative modifies to absolutism will be chosen. As far as modifiers in the game people place them in decreasing order of importance roughly as follows:

absolutism right next to
  • Administrative efficiency,
  • Core Creation Cost,
  • Discipline,
  • Army tradition decline/ gain
  • All Power Gain
  • Technology Cost
  • Idea Cost
  • Stability
  • Development Cost
  • Accepted Cultures
  • Prestige
  • Manpower Gain
  • Institution Spread
  • Embracement Cost
  • Morals of armies
  • Legitimacy
  • Trade efficiency
  • Taxation
  • Productive Efficiency
  • Attrition
  • Fort Maintenence
  • https://eu4.paradoxwikis.com/Modifier_list#Overview
  • etc...etc...etc...
My point is that there are so many modifiers beyond the tier list that can affect a government even in previous versions of the game. If the tier list is the part of the game where you customize your government to your liking, then so much more justice can be done to it beyond just adding or subtracting estate loyalty, influence, or absolutism.

If the goal is to tackle the abuse of absolutism then the court and country disaster needs to be resolved.

Players already have detailed ideas on why it makes sense to pick one government reform over another. If you could find a way to address these concerns by adding maluses and buffs carefully I think people would really appreciate it.

EuIV government reform players' guide Monarchy

Especially if the government reforms help cater to playing wide or tall, cultural inclusion or conversion, religion inclusion or religious persecution, many allies or a stronger military, as a naval or land power, as a global (colonial), regional (conquest), or diplomatic (vassal/tributaries) power. Finally, as either a trade, developed (tax) or industrial (production), or solely a militant power bent on conquest.
 
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Would it be possible to make rading available for Norway, maybe some Government/Privilege/Country Modifier?
So it would be like "Revival of Viking" or something around that?
 
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“Liberty for Norway!” will restore the stability loss and get you 30 Legitimacy while “Win Our Independence!” grants you a Restoration of Union cb against Denmark, allowing you to reverse the historical roles of Denmark and Sweden.
How often does Norway become independent? How often does it force a union over Denmark?

As you can see, Norway was especially badly affected by the Black Death and lost the majority of its Norwegian nobility and royalty to the plague. As such, it was easier for the Danish nobility to replace them after the Kalmar Union. This is represented by the two starting privileges of Norway which are designed to be mildly annoying to have:
View attachment 849761
Note: while these privileges are active the Norwegian AI is more inclined to accept the Danish King as their monarch during the Kalmar Succession events.

While not really too harmful, these privileges prevent you from completing the mission “Norway-Denmark” and “An Absolute Kingdom”, the latter one being a mission which will give +20 Max Absolutism and -20% Autonomy Change Cooldown permanently.
Using estate privileges as historically flavored impediments is a great idea. I'd like to see the concept worked into existing events and disasters if possible.

I think these two privileges in particular could be generalized to represent personal unions in greater detail. For example, Spain and Austria could gain hard-to-remove noble privileges representing the rights and autonomy of the Aragonese and Hungarian nobles if they annex those countries diplomatically or by decision.

Is a 10% chance of receiving 750 monarch points worth of development really balanced? (To be clear, I think the rewards for the British mission "Settle the North" are also overpowered.) A temporary boost to ivory production (before the whale and walrus populations are depleted) would make more sense in my opinion.

The trade missions on the most left side of the mission tree are about completing Burgher Agendas, construct markets and, of course, dominating the trade of the North Sea and Lübeck. Highlights here are the permanent +20% Loyalty Bonus for Burghers with the mission “Monopolize the North Sea” and the new Burgher Estate privilege “Mountain Expansion” from the mission “Please the Burghers”.
Development cost reductions are becoming a little too widespread and easy to accumulate. Rather than redoing a bunch of mechanics or forgoing the historical flavor they provide, I suggest increasing base development cost. (This would also proportionally increase the impact of development cost reductions.) I've gotten what I think are good results by doubling it from 50 to 100 monarch points in a mod I've made.

“Expand the Royal Navy” will further improve your naval and marine gameplay as it gives permanently -10% Shock Damage Received for your Marines, completely nullifying their drawback, and unlocking an upgraded version of your Naval Doctrine too.
View attachment 849776
Note: Numbers and modifiers are still work in progress.
If you're worried about naval doctrines being a decision enacted early in the game before you build many ships, locking them behind missions is a good way to change that.

For small countries or countries with well-developed navies, I'd also suggest giving them naval doctrines in 1444. Giving Merchant Navy to European merchant republics would be a good way to make it slightly harder for the Scandinavians to stomp on the Hansa and the Ottomans to stomp on Genoa/Venice without giving them military buffs.

And that was it for the content for Norway. Before we continue with the additions to the free update, let’s talk about the Caroleans. The last Development Diary has showcased the Caroleans and we have received a lot of constructive feedback from you.

We are still not finished with the balancing of the Caroleans, but I want to share our progress with you so far so we can get an idea if we are moving into a direction the community likes to see or not.

First thing, the Allotment System government reform has been rebalanced so that it reduces your force limit.

The units themselves have received a nerf. They now deal +10% Shock Damage and have -15% Morale Damage Received instead.
View attachment 849786
Note: Background of the unit is still work in progress. We need to find the right tone of blue so it is distinguishable from Rajputs, Marines and Cawa units.

And finally the privilege “Carolean March” increases the discipline of Caroleans by 5% instead of 10%.
Your national modifiers for Caroleans are still backwards. Sweden didn't have a small army for its size; it had a disproportionately large one. The limiting factor in the Swedish Empire's military staying power wasn't devoting too many resources towards a small, unsustainable corps of elite soldiers; it was recruiting an unsustainably large proportion of its population.

The allotment system shouldn't decrease force limit. If anything, it should increase force limit. A more historically accurate limitation on Sweden's power under the allotment system would be a decrease in manpower recovery speed. If Sweden makes full use of its force limit, it should have a difficult time replenishing its losses in long wars.

"Curtail Noble Privileges" is probably a little too good now without a reduction in noble loyalty. In general, I think few if any estate privileges and government reforms should decrease estate influence more than they decrease estate loyalty.

Tier 3:


These are the remaining Tier 4 reforms:
A general suggestion for all estate privileges and government reforms: make any privilege/reform which reduces advisor cost also increase the spawn rate for advisor types, religions and cultures that are "from" the estate to which the privilege was granted. It would be extra neat if these spawn rates were also incorporated into loyalty influence effects. (Only Vaishyas grant this in the base game, but I'm sure modders would appreciate the new mechanic.)
  • Clergy and Brahmins increase chance of inquisitors and theologians (Brahmins increase chance of Hindu administrative advisors)
  • Burghers, Dhimmi, Jains and Vaishyas increase chance of traders (Dhimmi and Vaishyas increase chance of Christian or Jewish(?) and Hindu advisors)
  • Marathas and Rajputs increase chance of advisors from cultures that unlock them

The main benefit I see here is making estate privileges easier to revoke by reducing estate influence relative to estate loyalty. To make it a more meaningful tradeoff, I'd swap the modifiers for loyalty equilibrium and influence.

Tier 7 is another common tier shared with Republics and Theocracies and handles the Burghers and all the economical matters of your country.
Instead of a flat increase to domestic trade power for "Mercantilistic Approach," I'd scale it to the country's mercantilism. If it doesn't cause too much mayhem, I'd also increase mercantilism's effect on liberty desire in colonial subjects.

Conversely, I'd scale the increase in trade power abroad for "Embrace Free Trade" to (1-mercantilism) and make the privilege also raise the cost of increasing mercantilism.
 
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Feedback regarding the silver event:

I am from that town that was established in Sandsvær (now Kongsberg), and it makes sense to me turning it into a goldmine.

Kongsberg was, at its peak of silver mining, contributing to 10% of Denmark-Norway's GNP, as well as being credited for being the earliest most well-connected Norwegian town in Norway for the sole reason for shipping silver. It is estimated that roughly 15,700 tonnes of silver was extracted there and was the main money-maker for much of Denmark's war support. Additionally, this spawned the Royal Norwegian Mint to start in Kongsberg.

If PDX wants to properly represent the importance of the silver event I highly recommend making the province into a gold province. Just my two cents.

Other than that, yes I am hyped for proper flavor for Norway, how could you tell?
 
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Why in gods name do the Scots, of all people, get the Faroe Islands? Do they also get Iceland or parts of Northern Norway?

Although finally, a marginally interesting country. Still waiting on Finland, Iceland and of course, the most important, the Faroes. Though a Hjaltland tag would also be acceptable.

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Why would they introduce Norse Paganism. Literally the only place it was even vaguely still possibly practiced in secret was Iceland and even then it was only done in isolated fjords by a tiny minority of the already small country
 
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A collection of typos and fluency errors:

For Administration of Scotland & Supporters for Norwegian Independence

Replace "by our own" with "on our own"

Nobles Court

"and as such an own royal court was no longer feasible to maintain" is bizarrely constructed. It should be "our own royal court" or "a royal court".

Maps to Greenland

"so did Greenland a colony of Norway too" Feels like a word has to have been omitted like a "become" in between "Greenland" and "a"

The Lost Greenland Settlement

"main source for ivory for Europe" The first "for" should be "of". Also a lot of run-on sentence structure but there's so much of that in these events you'd basically need to hire someone just to go through and fix it all.

Mountain Expansion

"the most remote and the most uninhabitable" has one too many "the most"s

Leidang Conscription

"from our peasantry and contract them" contract should be contracting. "everyone of the free men have to serve" is a bit weird since it used every one as a compound instead of two words but I think it's correct either way.

Norwegian Sailors

"Ever since the very foundation of our kingdom, our people lived of the ocean and the coast"

our people have lived off the ocean and the coast

There are obviously many more pieces of text in this DD but there's just so much I can't go through it all. Please hire a proofreader. I assume it's much worse for languages the game isn't made in natively.
 
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Why in gods name do the Scots, of all people, get the Faroe Islands? Do they also get Iceland or parts of Northern Norway?

Although finally, a marginally interesting country. Still waiting on Finland, Iceland and of course, the most important, the Faroes. Though a Hjaltland tag would also be acceptable.

edit:
Why would they introduce Norse Paganism. Literally the only place it was even vaguely still possibly practiced in secret was Iceland and even then it was only done in isolated fjords by a tiny minority of the already small country
Alternate history. The game is full of it. Seven cities? Native Americans trashing the Europeans and sending them running? Aztec Invasions? Marauding (horse lord?) Teutonic knights? The list goes on and on.

Oh, its also already in the game. You just have to annoyingly use a custom nation to access it.
 
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I don't feel that strongly about it, but a sporadic event (similar to the events for Sikh religion popping up in random provinces, or the event that converts Selanik to Jewish) to convert, say, an owned province in the Scandinavia region with under 6 development to Norse would be fun and really wouldn't be any more ahistorical — as others have noted — than the Seven Cities of Gold existing, the lost European settlements being discovered in North America, the Greenland colony prospering, etc.

Anyway, all of this looks pretty good to me. However, if more absolutism debuffs and more estate privileges are being introduced with this patch, I do think there ought to be some consideration of making it a little easier to revoke privileges and/or swap government reforms when the absolutism mechanic fires. It would be quite easy to have sky-high estate influence and a bunch of reforms hurting your max absolutism by the time the Age of Absolutism rolls around, especially for a less experienced player, and then it would be extremely hard if not impossible to unwind all of that. (Alternatively, maybe a viable path for playing with low absolutism before the Age of Revolutions? Not sure how this would work, but administrative efficiency is such a powerful modifier that it's almost never worth sacrificing absolutism.)
 
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There is quite the heated discussion going on here, so I figured I should answer to some of the present concerns here at this late hour.
With the addition of more generic gov. reforms, will you fix the bug which causes the game to crash if there are more than 8 reforms per tier? This could cause a lot of issues for mods which add a lot of tag-specific gov. reforms for all tiers (including my mod). Thank you!
Well... we actually tried to fix it, but then we realized that the code for how government reforms are shown is... suboptimal at best. As such, it is not possible to have it dynamic and let the modder have an infinite amount of new reforms unforunately.
We did expand the amounts of possible reforms from 8 to 16 and modders now get an error message in their log if they have more reforms than the UI is allowed to show. It's not a great solution, but it is a bandaid for now.
Decentralized Bureaucracy seems awful. Also, I feel like recent updates have been way too liberal with estate loyalty and influence modifiers. It can already be hard to revoke privileges when estate influence hovers above 80%, all the influence modifiers of 15% or more from new government reforms and estate privileges make that even worse.
Almost all of the new management reforms have the drawback of absolutism. I did not like this situation. In my opinion, monarchies are not preferable to republics and theocracies.
Norway sounds interesting.

Not too keen on most of the new government reforms though. - maximum absolutism is just too punishing. Unless the default max absolutism is now much higher so you can throw some away and still get 100% pretty easily, stuff like +15% manpower or + 25% trade power and institution spread are just not worth it!

Oh and "does no longer" just sounds weird. "no longer requires" etc. would be better.
The economic reform from Tier 7 that gives 10 production efficiency seems a bit lackluster compared to 10 goods produced or -5 dev efficiency reduction, from a playing tall perspective. Maybe add some construction cost reduction or something like that
I like the philosophy behind each reform being more directly involved with managing the estates. Makes it harder for there to be an objectively correct choice depending on what you decide. And the rewarding of/removal of absolutism might encourage a more active use of swapping out reforms in the later game, unlike today where most decisions are "set it and forget it".

"Might" encourage this, however. If the single player meta is still to start Court and Country in 1610, we may not have the spare reform progress to do a lot of swapping around. Under the present balancing I can reach the full reform branch as a monarchy by 1585 and maybe swap out one reform for more absolutism. If I haven't completed reforms I'm less inclined to do that. You've compensated for this with the reforms having various absolutism boons, but maybe some consideration to having more sources of reform progress wouldn't be the worst idea. Hopefully it feels good to play with!
I mentioned it in the Dev Diary, but I think I should repeat myself here: numbers and mechanics are not final here at all.
What you see here is a demonstration of ideas we have for the reforms.
Regarding the Absolutism modifiers: the idea behind that was that certain government reforms are about separating power from the court to other parts of your governments or revoking power from states so they can be focused at the court again. In a way, they were meant as an additional way of immersion as you had to make the choice of delegating your power in your governmental strucutre for current benefits or not.

After the feedback from the forums and several content creators this approach will be reconsidered for monarchies and theocracies. I will make an update on this matter with next week's dev diary.
Very nice! Some suggestions to improve reform names.

Maintain Nobility's Status Quo --> Seek a Compromise with the Nobility
Nobility in Military Command --> Noble Officer Corps
Regional Council --> Regional Councils
Meritocratic Government --> Royal Favoritism
Additional Brahmins' Rights --> Expand Brahmin Privileges
Curtail Clergy Privileges --> Curtail Clerical Privileges (to follow Curtail Noble Privileges)

Decentralized Bureaucracy and Regional Council seem too weak to sacrifice absolutism for.

Also, shouldn't there be a Tier 7 Privilege that increases Burgher Loyalty? There are already very few ways to increase it compared to Clergy Loyalty. One to improve diplomacy or the navy (which are the burghers' other focuses) would be welcome as well.
I remember these suggestions from the Riga Dev Diary. Anyway, the names will be adjusted with your suggestions in mind. Thank you!
this all looks great!
That said, the +33% colonial range from "great navigators of the north" seems redundant by the time you can circumnavigate.
Kinda yes and no. There are cases where these 33% Colonial Range are still quite useful even if you manage to get a circumnavigation - even if at this point these situations are a lot more niche (like for example trying to core some really remote provinces).
The new reforms for monarchies look interesting. There's almost certainly going to be certain picks that are almost always better than others, but at least there's more options now which is something.
That is the nature of games and choices. Players will eventually always find a strategy or the tools which maximize their gains.
With that being said, our goal is to make at least the gaps between these tools smaller yet impactful so that there are several different uses for all the reforms.
Very noice to see extra reforms being added in. Even though these are early depictions I still have few questions
  1. T2 Nobles' Electorate, will this give the mechanic of Polish elective monarchy
  2. T3 Regional Council, so will this give age-based edicts that already exist (feudal de jure etc.) without spending splendor or will we see more age-based edicts added in to the game?
  3. T7 Embrace Free Trade, having no requirement (other than a merchant present) to use Improve Land Routes seems a bit op
1. No. We might consider it though.
2. These are new and unique state edicts. With each Age this one gets replaced with something else
1655237168059.png

Age of Discovery
1655237189128.png

Age of Reformation
1655237216110.png

Age of Absolutism
1655237240743.png

Age of Revolution

Again, values and modifiers are not final.


I think the drawback suggested in the last thread, a malus to mapower recovery, works much better than a force limit malus. As mentioned Sweden had a huge army for its size but had trouble recovering from losses.
Wow, carolean units got gutted
Is the Balance team over at PDX run by Danes? If i get this correctly Caroleans can only be recruited in provinces with Swedish/Finnish Culture 1 regiment for every 20 Dev from these 2 cultures? a massive -33 Force limit modifier another -25% on Carloeans with one privilege enabled. so in practice i get a - 33Force limit for having 10% shock /15% moraledmgtaken+5 Discipline on what? 2 regiments drilling in Stockholm? yiikes I rather not even Click on that mission and keep my 33% force limit.
The Caroleans you see here are not set in stone. What I presented was more the idea of changing the balance of the unit as right now there were many (justified) arguments that the whole Swedish army should be Caroleans than them being a special unit per se.
For example, right at this moment, the Allotment System and the Carolean look like this:
1655238695300.png
1655238726208.png

+ 1 Carolean Regiment per 10 Dev (though this idea is a little bit on thin ice)

Personally, I am a firm believer that good game development comes from an open dialogue from the players and the developers, so I am more than open to hear suggestions, constructive crticism and ideas for balancing them.

Next week there will be another (hopefully final) update regarding the Carolean status and what appraoch we will keep for them.
Dear paradox team, Can you make special units moddable? A lot of content comes out for us modders.
No. The engine just straight up does not allow it.
Also, now we've had all the Scandinavian countries and the Balkans, are we going to finally get a release date next week? Also super keen to see the achievements.
Nope.
 
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There is quite the heated discussion going on here, so I figured I should answer to some of the present concerns here at this late hour.

Well... we actually tried to fix it, but then we realized that the code for how government reforms are shown is... suboptimal at best. As such, it is not possible to have it dynamic and let the modder have an infinite amount of new reforms unforunately.
We did expand the amounts of possible reforms from 8 to 16 and modders now get an error message in their log if they have more reforms than the UI is allowed to show. It's not a great solution, but it is a bandaid for now.





I mentioned it in the Dev Diary, but I think I should repeat myself here: numbers and mechanics are not final here at all.
What you see here is a demonstration of ideas we have for the reforms.
Regarding the Absolutism modifiers: the idea behind that was that certain government reforms are about separating power from the court to other parts of your governments or revoking power from states so they can be focused at the court again. In a way, they were meant as an additional way of immersion as you had to make the choice of delegating your power in your governmental strucutre for current benefits or not.

After the feedback from the forums and several content creators this approach will be reconsidered for monarchies and theocracies. I will make an update on this matter with next week's dev diary.

I remember these suggestions from the Riga Dev Diary. Anyway, the names will be adjusted with your suggestions in mind. Thank you!

Kinda yes and no. There are cases where these 33% Colonial Range are still quite useful even if you manage to get a circumnavigation - even if at this point these situations are a lot more niche (like for example trying to core some really remote provinces).

That is the nature of games and choices. Players will eventually always find a strategy or the tools which maximize their gains.
With that being said, our goal is to make at least the gaps between these tools smaller yet impactful so that there are several different uses for all the reforms.

1. No. We might consider it though.
2. These are new and unique state edicts. With each Age this one gets replaced with something else
View attachment 850019
Age of Discovery
View attachment 850020
Age of Reformation
View attachment 850021
Age of Absolutism
View attachment 850022
Age of Revolution

Again, values and modifiers are not final.





The Caroleans you see here are not set in stone. What I presented was more the idea of changing the balance of the unit as right now there were many (justified) arguments that the whole Swedish army should be Caroleans than them being a special unit per se.
For example, right at this moment, the Allotment System and the Carolean look like this:
View attachment 850038View attachment 850039
+ 1 Carolean Regiment per 10 Dev (though this idea is a little bit on thin ice)

Personally, I am a firm believer that good game development comes from an open dialogue from the players and the developers, so I am more than open to hear suggestions, constructive crticism and ideas for balancing them.

Next week there will be another (hopefully final) update regarding the Carolean status and what appraoch we will keep for them.

No. The engine just straight up does not allow it.

Nope.
Thank you for your swift and detailed reply, Ogele.

Regarding what others have said regarding the Norse faith, I must agree the inclusion of it as an option - perhaps via an event or decision - for Norway would allow for greater player choice and not harm the overall experience. The religion already exists and there clearly seems to be a portion of the community which wants it. I also agree it shouldn't be an easy switch but something niche which must be worked for.
 
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Decentralized Bureaucracy seems awful. Also, I feel like recent updates have been way too liberal with estate loyalty and influence modifiers. It can already be hard to revoke privileges when estate influence hovers above 80%, all the influence modifiers of 15% or more from new government reforms and estate privileges make that even worse.
I imagine that they are doing so many influence modifiers in your government reforms because thats how it would actually be. If you strengthen noble privilege's, your nobility are gonna have more influence. Its to add a pro/con to them. There are some that reduce influence. Reform your government to take away power from the Burghers, then once you revoke the form go to what you actually want
 
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A good compromise for the lack of a Norse event/mission/decision could be just making Norway (and perhaps even the other Scandinavian dudes) a reformable nation for Norwegian culture tags.
That way one could start as idk... "Heidmark" and go on, kill and reform Norway as a custom pagan nation.

This would also allow Players to do whacky campaigns, while also ensuring it would never naturally occur in an ordinary "true historical" playthrough. Plus, the DLC won't even have to unlock Norse mechanics.

It would also require minimal time to do, as a person who is an ammateuer modder with no knowledge of actual coding, did something simillar with Israel pre-origins in less than 10 minutes.

Perhaps if the dev team is being generous they could add hidden options for the religion missions, when you are Norse. Rewards could range from small modifiers to cool content like a Seer estate ability to change personal Gods unlocked after e.g being the dominant religion in Scandinavia.

I really hope my man @Ogele reads this and considers this, if they haven't planned any formal way to re-introduce the Old Ways.
Seeing that the Devteam is very honest and opem-eared for suggestions, I am actually quite hopeful.
 
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2. These are new and unique state edicts. With each Age this one gets replaced with something else
View attachment 850019
Age of Discovery
View attachment 850020
Age of Reformation
View attachment 850021
Age of Absolutism
View attachment 850022
Age of Revolution
How does the State Integration Edict work if it's cancelled? Could you activate the edict, culture convert a province, and then deactivate it such that a province you just culture converted still has 1-10 separatism?
 
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