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Europa Universalis IV - Development Diary 14th of March 2023 - Government Mechanics + Free Content

Good afternoon and welcome to another Developer Diary! This week we will be taking a closer look at various types of new content added to the game, starting with a review of the new Government mechanics that will come with Domination, and the additions we made to previous DLCs as well as to the base game.

Before we begin, let’s take a moment to address the concern around power creeping in 1.35 that has been discussed by the community in the past weeks. The content we showcase in Developer Diaries is usually in a rough form, not just from the perspective of numbers but also even from that bonuses. QA and Beta testing, along with your feedback, shape and changes the content vastly over the coming weeks. As a result, more often than not the content of the Dev Diaries does not reflect the final iteration. We take great pride in combing through and interacting with many of the comments under the Developer Diaries. We wanted to take this opportunity and note that in the cases of the Ottomans, France, Japan, and every other Great Power we have previously showcased, we have taken great steps towards rebalancing, snipping bonuses, nerfing, and even out-right changing modifiers completely. This is at least in part attributed to your stellar feedback, which helps guide us as we move through the development process. Having said that, thank you for taking the time to comment and contribute, even if we’re not always ready to answer as much as we’d like, but we genuinely appreciate it and try to take it into account as much as possible. Now that’s out of the way, let’s move on to today’s content!



Let’s start with an updated review of all the new Government Mechanics available with Domination. You may notice that they are using a similar box, which will now be part of the Government window (Note: the Purple box does not appear for countries who do not have mechanics). This has been done to make the expansion and maintenance of special Government mechanics easier, but also it will increase its modding possibilities (something we will talk about more in-depth next week):

image.png

New look of the Government window. When having more than one mechanic at your disposal, a lateral scrollbar inside the window will allow you to check them.

So, let’s showcase them:

Ottoman Decadence

Decadence.png

Ottoman Devshirme

Devshirme.png


Russian Table of Ranks

Table of Ranks.png


Russian Rule

Russian Rule.png


Spanish System of Councils

System of Councils.png


Japanese Land of the Christian Sun

Land of the Christian Sun.png


The New Prussian Militarization

Prussian Militarization.png

Following up on your feedback for Prussian Militarization, I went ahead and tweaked it a fair bit:

  • Removed Land Forcelimit and replaced it with Land Maintenance Modifier
  • Decay halved in tier 2 and 3
  • Added a decay countermeasure to slow down the loss of militarization
  • Militarization Interactions now cost 20 Militarization instead of 50
Mercenary Militarization

Mercenary Militarization.png

Note; This reform will NOT stack with other types of militarization!

Korean Perfectionism

Perfectionism.png


Parliament vs Monarchy (which is used by the English Parliament)

Parliament vs Monarchy.png


And the Shogunate, which although not part of Domination, received a bit of a re-balance:

Shogunate Starter.png

  • Forcibly Expel Ronin
    • -1 Global Unrest for 10 years
    • 50 Admin Power
    • -5% Liberty Desire in Subjects for 10 years
  • Sankin Kotai
    • +3 Diplomatic Reputation for 10 years
    • 50 Dip Power
    • +0.25 Monthly Autonomy Change in Subjects for 10 years
  • Sword Hunt
    • -15% Regiments Cost
    • 50 Mil Power
    • -10% Manpower Recovery Speed in Subjects for 10 years

Starting off with non-Domination-related, let’s start with the Base Game. A while back we released a Developer Diary around the addition of new Idea Groups as well as the re-balancing of existing ones (this is also a great way to showcase the impact of your feedback by comparing the old iteration with the new one!). Since then, a lot has changed based on a multitude of factors. Here are the current iterations of the 3 new Idea Groups:

Infrastructure Ideas:

Infrastructure Ideas.png

Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean it’ll be free forever, read more HERE


Court Ideas:

Court Ideas.png

Note; the idea “Respected Authority” also carries a unique mechanic that reduces Absolutism loss from every Estate Privilege by -20% (which effectively translates to +1 or +2 Absolutism per Estate Privilege in most cases!)
Mercenary Ideas:


Mercenary Ideas.png

Note; We decided to remove the ability to split Mercs because it led to the impossible situation of splitting them, then mixing their 1k stacks in the same province without being able to consolidate them between each other and then not being able to re-merge them properly. However, the modifier itself is still in the script so perhaps modders can find uses for it! But a warning ahead: it can cause some out of syncs, so use it with caution.

Now that the new idea sets are showcased, let’s take a look at some highlighted changes:

Religious Ideas:
  • Church Attendance Duty now grants +10% Manpower in True Faith Provinces



Economic Ideas:



Economic Ideas.png



Administrative Ideas:
  • Moved the Core Creation Cost to slot 3
  • Governing Capacity Bonus nerfed to 20% (used to be 25%)
Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!
Humanist Ideas:

Humanist Ideas.png

Note; In the interest of time, we won’t showcase every change and instead focus on bigger and more impactful additions!

Espionage Ideas:


Espionage Ideas.png

Note; spy_actions_cost_modifier is new and applies to all Espionage-related actions and notice can_claim_states is now a modifier as well! There is always a cost/benefit relationship between picking idea groups, hopefully Espionage will be more competitive now!
Aristocratic Ideas:



Aristocratic Ideas.png

Note; the biggest change here is breaking down the strong cavalry idea and adding the cost to fabricate claims / reduction as well as unjustified demands
Defensive Ideas:


Defensive Ideas.png

Note; Defensive Ideas have received a revamp in their policies as well! Now many of them focus on more worthwhile aspects of the game!

Quantity Ideas:

For this group, we have elected to increase the Manpower and Forcelimit a bit, to 33% each. It’s an experimental change and we would love to hear your thoughts on it!

Let’s briefly look into some policy changes:

Defensive Policies:

Defensive Policies.png


And one final look at the current version of the new Idea Group Policies (not much changed, for posterity’s sake)

Mercenary Policies:


Mercenary Policies.png

Court Ideas:

Court Policies.png

Infrastructure Policies:

Infrastructure Policies.png

I should also note, that the AI is now far more proficient at not only picking but also combining Idea Groups based on a multitude of factors such as:
  • How militaristic their National Ideas are
  • What is their current mana generation of ruler, heir, etc. (as in, can they support the idea group AND not fall behind in the same type of tech?)
  • How threatened they are by neighbors and how they stack up against them
  • How defensible their terrain might be
  • What other idea groups they have picked (for better Policy combos)
While on the topic, let’s take a look at some of the events associated with the new idea groups!

Infrastructure Ideas:



Infrastructure Event.png

Court Ideas:


Court Event.png


Mercenary Ideas:


Mercenary Event.png

Note; Each Idea Group will come packing 10 new events, equally split between positive and negative!
Another impactful change in this line we decided to go forward with, is turning the "Slacken Recruitment Standards" into a 'toggle' button. Instead of magically making 20,000 dudes appear out of thin air, your conscription centers now lower their standards in order to fundamentally increase your Manpower Recovery Speed:


Slacken Button.png

Since we are catching up on previously shown content, let’s take another look at the Artillery Units, here you have them with proper names, and their final pips:


New Cannon Units.png


Another interesting addition to the base game is the introduction of the Tier 5 Military Government reforms, which we talked about the past week. The vast majority of these (barring some tag-specific ones) will be free:


Military Reform Tier.png

Note; Given the scope of the reforms, spanning nearly the entire globe, you won’t see them all by picking just 1 country. This is what Switzerland sees, as an example!


With 1.35 we introduce some new privileges for free, which add some estate-specific mechanics to estates that were lacking them:


crownlandprivileges.png

Note; Of course there are the Indian equivalents of these privileges too.


Moving on, we have a good deal of new traits related to generals, admirals and even rulers, all of which will be part of the base game:

New General Personalities

  • Cuirassier Leader: +10% Cavalry Combat Ability
  • Cruel Tactician: +10% Morale Damage
  • Frontline Holder: -10% Morale Damage Received
  • Strict Drillmaster: +2.5% Discipline and -50% Drill Decay
New Admiral Personalities

  • Naval Strategist: +10% Disengagement Chance
  • Inspirational Captain: +5% Naval Morale and +10% Navy Morale Recovery Speed
  • Naval Cannoneer: +10% Number of Cannons Modifier
  • Wooden Waller: +10% Hull Size Modifier
  • Cunning Navigator: +1 Fleet Movement Speed
New Ruler Personality

  • Peasant Revolt Leader: +10% Morale Damage and -1 Global Unrest (available to Peasant Republics)
  • Patron of Arts: -5% Technology Cost and -5% Idea Cost
Now let’s move to the content that we are adding to previous DLCs!

For owners of Leviathan, we have added 7 new Great Projects (all shown at their Tier 3):


Aljaferia Palace, in Saragossa.

Aljaferia Palace.png

Note; Spelling of the province is correct, Aragon now starts with Catalan as its primary culture.

Divrigi Hospital & Mosque in Divrigi.

Divrigi Mosque & Hospital.png



Edinburgh Castle in Lothian.


Edinburgh Castle.png



Grand Canals in the South Jiangsu area:


Grand Canals.png



The Imperial City of Kyoto.

Imperial City of Kyoto.png



The Palace of the Popes in Avignon.


Palace of the Popes.png



St. Basil’s Cathedral in Moscow

St. Basil's Cathedral.png


Taking your feedback into account, we decided to dedicate some of our artist time into reworking the visual for the Walls of Benin, to better reflect how they looked like in real life:


Walls of Benin.png

Note; I left the gfx of the old Benin Walls in the files with a different name, just in case we (or the modders) use it in a more appropriate place!

For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders:


Holy Orders.png

Note; We see that 2 of the Holy Orders shown here have similar bonuses (Local Defensiveness) and we will get it fixed asap!


For owners of Rule Britannia we went on to add or re-balance the following new Naval Doctrines:

Venetian Arsenal (re-balanced):

  • Number of Cannons Modifier: +10%
  • Sailors Maintenance Modifier: -10%
Korean Panokseon:

  • Ship Durability: +5%
  • Morale Hit from Sunken Ship: -25%
Japanese Atakebune:

  • Heavy Ship Combat Ability: +5%
  • Naval Morale: +5%
Hanseatic Trade Fleet:

  • Global Ship Trade Power: +25%
  • Naval Tradition from Protecting Trade: +100%
Ottoman Great Navy:

  • Global Ship Cost: -10%
  • Naval Forcelimit Modifier: +20%
Maghrebi Corsairs:

  • Privateer Efficiency: +25%
  • May Perform Slave Raid
  • Available Province Loot: +50%
Letter of Marque:

  • Disengagement Chance: +10%
  • Movement Speed in Fleet: +1
  • Chance to Capture Ships: +20%
Novgorodian Ushkuiniks:

  • Allowed Marine Fraction: +15%
  • Sailor Maintenance Modifier: -10%
Dvoryane Admiralty:

  • Naval Tradition: +1
  • Naval Leader Shock: +1
Malayan Seafaring:

  • Disembark Speed: +50%
  • Naval Attrition: -25%
  • Naval Transport Attrition: -50%
Junk Fleet:

  • Light Ship Cost: -50%
  • Naval Forcelimit Modifier: +25%
Chinese Treasure Fleet:

  • Trade Range: +25%
  • Colonial Range: +25%
  • Treasure Fleet Income: +25%
Maratha Naval Bombards:

  • Naval Barrage Cost: -25%
  • Blockade Impact on Siege: +1
  • Blockade Efficiency: +25%
Polynesian Navigation Seas:

  • May Recruit Explorers
  • Colonial Range: +50%
Naval Tactica: (for Byzantium)

  • Disengagement Chance: +15%
  • Galley Combat Ability: +20%
Basque Marines:

  • May Recruit Explorers
  • Landing Penalty: -1


Furthermore, we have also reworked the UI for the Emperor of China that comes with Mandate of Heaven, as to accommodate the new Decrees and Reforms that were added (and which we showed a couple of months ago), and to improve the user experience associated with it:


Emperor of China UI.png

Reminder; For Mandate of Heaven owners the Emperor of China now has over 10 New Reforms and Decrees. Reforms can largely now be completed in any order but many of them have certain requirements (have X idea group completed as an example)


Lastly, we tweaked the Reformed religion a fair bit, in order to add a lot more versatility, as we did previously with Protestantism! Now, Aspects are activated and deactivated as toggle buttons. Each toggled aspect will drain -8 Monthly Fervor. In most of our tests, players can attain a level of monthly fervor in which they can maintain at least 1 aspect at all times. Moreover, we added a new aspect: Diplomacy while stacking your Fervor higher gives its own different benefits!


Reformed Religion.png

Note; Numbers are not final, we’re openincorporatingrate feedback on them.

And now, to finish, a couple of additional cosmetic changes to the Base Game:


For those of you who love painting the map when it comes to forming Japan, I added the ability to adopt your Daimyo Color upon forming Japan, based on a selection of the top 15 most popular Daimyos. Here's how it would look for a handful of them:

Shimazu Japan

Purple Japan.png



Oda Japan

Red Japan.png



Takeda Japan
Orange Japan.png


So Japan

Pink Japan.png



While these colors certainly look fresh, some may not like the color change and wish to play with the original Japanese color. For this purpose, I added a new decision available for 10 years that will revert your color to the original Japanese one:


Restore our Color.png

Note; I added a similar decision for name-changes for peeps who want their original name!


To make a note on a previously discussed topic, we asked you guys for feedback on the various choices regarding the English and Angevin flags:

English Flag:

English Flag - Base.png



Angevin Flag:

English Flag.png

Note; the flag looks a bit off-putting on the edges due to the zooming/stretching for the purposes of the Dev Diary!

And that’s all for this week! We hope that you like the changes and additions that we have made to the game, as we’ve put a lot of effort into adding more depth to it for 1.35, in parallel with the development of Domination. In that regard, the changelog will again be massive, with hundreds of issues fixed and tweaked.

Next week @Ogele will talk about the new Usermodding features that we’re also introducing in the next update, so make sure you read it if you’re interested in the wonderful mods available for EUIV, as they will probably come with a bunch of novelty in the following months!

image-2.png
 
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I think "Jiangnan Canal(江南运河)" is a more appropriate name than "Suzhou Grand Canal". It's the common name of the Beijing-Hangzhou Grand Canal in the south section of the Yangtze River.
 
Because the Crown of Aragon was a confederation of kingdoms whose monarchs were Catalan, the House of Barcelona (until the arrival of the Trastámara, a Castilian family).

And because the language that spread in the different conquests was mainly Catalan. At the beginning of the game, in fact, a Golden Century was being lived for literature, with writters such as Ausiàs March, Jordi de Sant Jordi or Joanot Martorell (the author of Tirant lo Blanc).

As a curiosity, with the arrival of the Borja family to papal power, the Italian rivals exclaimed a phrase that is famous: Oh Dio, la Chiesa romana in mani dei catalani! (Oh my god! The Roman Church in the hands of the Catalans!)
I do not counter your history point, but for that we have both ruler and heir culture.

The national culture has to do with other things such as culture of the people, the idea of nationality.
Indeed, it can be used at any time of the game to restore independence to a nation (especially late game when the idea of nationalism starts to emerge).

Hence, Aragon should be aragonese and Catalonia Catalan.
In the same way, English rulers were (French) Angevins, yet England as a Tag is still English.
The king of Denmark in 1444 was Bavarian, yet Denmark is danish.
 
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By the way, what does the Expand Infrastructure Cost idea convert to for people who don't have Leviathan?
 
Before we begin, let’s take a moment to address the concern around power creeping in 1.35 that has been discussed by the community in the past weeks.

One way that power creeping could be avoided is if disasters were actual disasterous. Right now, they are speed bumps that don't actual hinder the AI or the player. Disasters like the War of Roses need to reworked, because right now it's less like the War of the Roses or more like Sluaghter of House York/Lancaster, where you get a free new monarch. Disasters should be serious walls to future expansion, and leave the nation as weak as it would be if all of its neighbors "dog-pile" on them.

However, I do love that you guys are addressing player's concerns and engaging with the community more than I can remember, which warms my heart.
For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders

Cannot emphasize this enough, Holy Orders should really be for all Catholic nations, considering that the Dominicians, Francisicans, and Jesuits were not just present in Iberian nations. I feel like Holy Orders could be this cool thing that Catholic nations vary on across the world, with these three ^^^ being the standard for all Catholic nations.
Naval Tactica: (for Byzantium)

  • Disengagement Chance: +15%
  • Galley Combat Ability: +20%
Any chance this could be made for all Greek cultured nations?
 
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Disasters
Disasters are underrated.
It's an interesting way of fighting powercreep, and generally make the game a bit more challenging, in the form of historical flavour, rather than simply nerfing stuff.
I certain the average player would be more eager to get more content in the form of disasters than patches nerfing their favourite tags.

Honestly, they could make a whole DLC about disasters, massive fun historical content to skim through, and also a way to counter the creep and make the game more challenging and fun.
Of course, those who like the powercreep would be able to simply not buy it, but i still think most people would get it.
 
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Aragonese culture is now an accepted culture, and Aragon will still be its main nation, correct.

Navarra starts with a unique Government Reform, the 'Courts of Navarra':
View attachment 956610

And we've also reworked its National Ideas (so, no more the shame of having a navy-related starting tradition for a land-locked country :D):
View attachment 956613
Aragon will still be its main nation? I don't believe a nation can be a primary tag while having another culture as its main culture. If Poland culture converts (to ruthenian typically) Krakow takes over as the primary Polish nation.
 
Totally agree, instead of generic super large colonial regions we should have much more control (and loss of) over the colonies.
Naming governors, viceroys, carving a colony out of another, merging two colonies together under a viceroy. To sum up : actually managing your colonies.

New Spain was actually extending from Philipines to Cuba, from California/Oregon/West Louisiana (although not effectively) to Panama.

The viceroyalty had numerous subjects governors of lesser importance, who nonetheless controlled and administered local laws, militias, defenses.

Mexico was actually conquered by a rogue general from Cuba.

Same goes for other colonies of France, Portugal, and England.

  • The Thirteen Colonies were never unified, although Britain tried to merge them.
  • viceroyalty of la Playa was carved out of Peru.
  • Brazil was colonized as différent land grants, then merged as a single colony, then split from Maranhao, then merged again…
  • Acadia was ruled separately from New France.
  • Louisiana could have turned into its own colony given time. The Pays d’En Haut went back and forth between Louisiana and Canada, although they almost were granted a separate status
Historically colonization was one if not the most important thing happening in EU4’s timeline. We have to waste so much time ingame to colonize and the colonies only provide trade and that’s it they never help in wars and never bring their navies to help you effectively. The colonies should be WAY more useful because in real life they pretty much carried countries like Spain, Portugal, and Great Britain on their back
 
The Court-Quality policy seems pretty useless if your nation does not have any special units and therefore cannot benefit from the special unit force limit, since 0.2% yearly army professionalism is not worth the military power. Let's say you activate that policy and pay 1 mil power per month (assuming it's not free if you have more than one mil policy activated), so over 5 years that's a cost of 60 mil power for an increase of 1% army professionalism. But instead of activating it, you could simply recruit a general for only 50 mil power (or even less with reduced leader cost) and gain the same 1% army professionalism immediately, have an extra military policy slot and also have a general.

So if someone doesn't have access to special units (which is the case for the vast majority of nations) and has more than one military policy activated (which one usually wants if possible), the Court-Quality policy is just worse than using those military points to recruit a general.
The Infrastructure-Quality policy almost has a similar problem, but at least the army drill modifier from that policy is useful for all nations, unlike the special unit force limit increase from the Court-Quality one.

Therefore I think either the yearly army professionalism should be higher (at the very least 0.5%) or there should be a different secondary bonus on top/instead of special unit force limit.
 
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Historically colonization was one if not the most important thing happening in EU4’s timeline. We have to waste so much time ingame to colonize and the colonies only provide trade and that’s it they never help in wars and never bring their navies to help you effectively. The colonies should be WAY more useful because in real life they pretty much carried countries like Spain, Portugal, and Great Britain on their back
I'm one of the most interested in a Colonial Nations update and I agree that colonialism should be treated with the attention it deserves considering its relevance in this time period.

But I don't necessarily agree with colonies providing much more help. In my games they help in wars just fine for what I would historically expect. Colonies weren't powerhouses.

I do think there should be more interactions between powers and their colonies, more ways to customize them, and agree with everything ValhallArchitect mentioned. They also desperately need flavor, and a huge revision of their history to better reflect how they worked mechanically. Just buffing them for war and increasing their growth speed is not the type of update that would make it realistic or satisfying.
 
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Very cool, but I hope spread of institutions and tech is rebalanced a bit. Southern Africa and Central Asia gain institutions and tech much too quickly and easily.
Also colonization is ahistorically fast, but that's been an issue for a long time.
 
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With the recent 1.2 patch of VIC3, will you seize the opportunity to refund one aspect of the game that has not ever changed since 2013 - techs ?

Tech trees add so much more depth, variability, replay ability, than just a “+1 mil tech every 13 years” (besides always unlocking the same reform in the same order, which obviously was not the case (the Chinese adopted their military to the the mongol threats, not to the an English army reform half a world away)

Every nation would still have to pick researches, but prioritize which research they want to invest in first (ie Specialize in fortification over military maneuver, in line infantry equipment over cannon innovation…).

We could still keep the 3 ADM / DIP / MIL techs, and expand upon them with sub-branches like :

Military techs
  • Weapons improvements : muskets > late muskets
  • Bombarde > large cast iron > couleuvrine > houfnice…
  • Fortification technique : médiéval castle > square fort > star fort …
  • siege technique : bombards > mining > vauban trenches…
  • Army organization (from 15th century mercs + levies to 18th century permanent armies and colonial militias)
  • Army organization (from 15th century mercs + levies to 18th century permanent armies and colonial militias)
  • Army formation : Spanish tertio, napoleonic square, line infantry, 2 line fire, fire while moving…
 
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Also, could you please consider switching places for Saxon National Ideas a bit?

Right now they look like this:
1678859495530.png

"Meissner Porcelain" should be the last while "Principal Line" should be the second.

And for Bologna "Rebellion Against the Papacy" should be changed from +1 Tolerance of the true faith to +0.5 Army Tradition, while retaining bonuses to Church Power and Fervor if it switches to Protestant or Reformed.
 
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To me it still seems that "Prussian militarization" is a weaker form of the normal "militarization" even with these changes. Pressing the buttons still seems super situational and something I will probably never do. Besides that there is no advantage right? You need missions to get on par regarding the Boni (I really like that but it should really bring you above par when you do them) and you get regression while nobody else gets that. It feels so wrong that Prussia would get a weak variant. Please continue changing the numbers. The third tier has to be clearly better than regular militarization.
 
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One way that power creeping could be avoided is if disasters were actual disasterous. Right now, they are speed bumps that don't actual hinder the AI or the player. Disasters like the War of Roses need to reworked, because right now it's less like the War of the Roses or more like Sluaghter of House York/Lancaster, where you get a free new monarch. Disasters should be serious walls to future expansion, and leave the nation as weak as it would be if all of its neighbors "dog-pile" on them.
I totally get your point, but if you look at it from AI perspective, you are basically saying, let's ruin their entire existence, which of course would make the game for players neighbouring them essentially easier again.
The only solution to this I can think of, is making disasters only harder for player countries, by increased negative modifiers or increased rebel stacks.

I was also concerned about powercreep, but for now devs convinced me, that they tackled it,
and they improved AI behavior again, with better choice of ideas for example.

Although I didn't like the building on already great powers, I am now looking forward for all the new stuff, especially idea groups and new niche things to test out.

The only thing I still want to see changed is Lucky Nations. It should not be removed completely, because it would break those nations for sure,
but it should be nerfed a little: reducing all those 25% modifiers to 20% would be fitting in my eyes.
 
On espionage ideas, I really like the changes. I've tried picking the group a few times in the last couple of patches and I find in practice it's an alternative to religious+diplomatic in terms of giving an easy-to-get CB and reduced unjustified demands, and also AE reduction (along with the siege speed in combo with innovative/offensive but inno is still pretty weak so it's a lot of opportunity cost).

The annoyance with the group in practice is counter-espionage: When you get big, basically all your neighbours will do it and it can be quite frustrating - (e.g. I once was getting 0 spy network progress on an OPM even with full espionage ideas) so having reduced cost of spy actions and fabricating on areas maybe will balance that a bit but I suspect there will still be some annoyance when picking it.

I think eventually having the 'can claim adjacent to claims' like the discovery age ability would be handy to offset this as it would let you to build out claims on the allies of a counter-espionaging country. If you added that, I think you could then move the vassalisation acceptance to influence or a policy (which seems more thematically appropriate imo).


On the Divrigi monument - I think innovativeness gain is not great for a monument in this location so close to europe. Monuments only tend to be affordable when you've got a bunch of innovativeness in practice (the exceptions being for countries which start without feudalism in africa/america/australia). The ottos won't benefit, maybe the mamluks might, but there are other better monuments around that region that will have priority.

I think if you could find a way to 'spend' innovativeness on something (e.g. reform growth?) then it would make innovatiness gain much more useful (and innovative ideas too) because the 100 innovativeness cap wouldn't nullify the modifier anymore. Alternatively you could allow innovatiness to go over 100 but with difference effects. I'm not sure what the best approach is, but basically 'innovativeness gain' is pretty meh in most cases atm.
 
Very cool, but I hope spread of institutions and tech is rebalanced a bit. Southern Africa and Central Asia gain institutions and tech much too quickly and easily.
Also colonization is ahistorically fast, but that's been an issue for a long time.
this are the two most important points that must be fixed hopefully :(
i am hoping the devs are reading and working on this

The institution spreads so fast that they are like not existing and the spain and portuguese rush in the new world faster than ever before
 
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