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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 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.

I really like that idea!
It wouldn't even have to be super powerful just so that you can do something after reaching 100. It's also such an abruptly change from "Innovativeness is great" to "Innovativeness is useless". This would really help with this.
 
The change to defensive ideas is probably a net nerf. Losing 25% attrition is painful.

Also regarding powercreep. It is not necessarily that mission trees and new content are too powerful. Modifiers are more plentiful, and 5 small buffs stack up.
In recent patches there have been:
Monuments
Privileges
Government Reforms
Idea groups + policies

Siege ability is for example now far easier to acquire.
The divine+espionage policy was added. A government reform removing requirement for siege ability merchant focus. Now another republic reform grants temporary siege ability. And I think I spotted 20% siege ability in napoleonic national ideas.

In case of diplomatic annexation cost:
Nobility privilege grants -5%. AND there are now reforms to combine nobility with parliament, whereas before these were mutually exclusive.
Catholic grants -10% now.
 
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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.
Even today there is still a town in Sardinia where Catalan is spoken.

It was not only the culture of the ruling House, it was the main culture.

BTW, in Europa Universalis 2 and 3 the Crown of Aragon was Catalan, too.
 
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prussia long time ago:
Militarization with decrease, max Militarization gives 10 Discipline 20 Manpower recovery speed 20 Land maintenance modifier, no Governing capacity (or anything similar) nerf modifier in government reform
prussia now:

Militarization without decrease, max Militarization gives 10 Discipline 20 Manpower recovery speed 20 Land maintenance modifier, Governing capacity (or anything similar) nerf modifier in government reform (for balance)
prussia update:
Militarization with decrease, max Militarization gives 10 Discipline 20 Manpower recovery speed 20 Land maintenance modifier, Governing capacity (or anything similar) nerf modifier in government reform, two choices using 20 Militarization (equal 100 Mil Power, or 20 Militarization buffs) gives you a five-year bouns

while in the same time, other countries get Discipline, morale, military tactics and etc buff

Ok, as now prussia get Militarization decrease, maybe we can just return Governing capacity from government reform?
Or just buff prussian bouns?
 
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Is it possible to ask for a QoL improvement regarding policy lists?
If you look at court idea policies image its policy with aristocratic is second from top but on the inf ideas list its at the bottom.
Could you please change this policy list in a way that reflect their position on idea selection page?
So for a dip or mil idea the first policy shown is always inno, for adm ideas it is always espionage and for adm and dip ideas 10th policy on the list is always aristocratic or its variant. This way it is much easier to see which policies i might get with a targeted idea instead of looking a list of 18 everytime to find the correct place.

Thanks and great work.
 
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I think garrison size for defensive ideas should be changed to something more effective. It's just a poor modifier in general.

Or buff it dramatically to make it worthwhile.
 
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To be fair, England will continue gobbling up Scotland and forming the U.K by 1530-1550. So you won't have to witness the bland flag for long.
Hopefully this is addressed in a future patch which buffs Scotland's national ideas, preferably defensive focused. The addition of Edinburgh Castle is a great start. I'd like to see national ideas that stack with it's modifiers. +1 attrition for enemies would be nice. I think +10% morale of armies would make sense for Scotland too.

Scotland's +1 land leader shock tradition doesn't really hold up against England's +10% infantry combat ability tradition because it relies on RNG. So in the early game Scotland has to contend with not only a quantity issue but also a quality issue. It needs something to offset that to better ensure it's survival.

-15% aggressive expansion impact needs to go, it doesn't suit Scotland.

-10% stability cost modifier is a really poor idea.

-10% ship costs is poor.

+33% land force limit is pretty much essential for Scotland so it's an S tier idea. Same with +20% manpower modifier.

I think land maintenance -5% is an okay idea but it's a bad ambition. I'd make it -10% and make it one of the first ideas.

+10% tax modifier isn't really useful either unless it's an early idea.

Only -1 national unrest, poor.

+1 yearly legitimacy is poor.

Not a great idea set considering 99% of campaigns it underachieves, historically speaking.
 
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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!

Ah... lots of players aren't euro-centric. Plenty of S. African and SE Asia nations take Expansion.
 
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Pretty happy with the changes. Definitely love new monuments being added too! Any chance the relocation mechanic could be re-worked in some way though? It's pretty annoying to see England constantly moving Stonehenge to London. TBH Stonehenge probably shouldn't be movable at all, but it seems extra silly when they're paying to move it just a few provinces with no real need to do so for defensive reasons. An option to restore them to their original location (rather than just move to capital) would be nice too!
 
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I do not like the change to economic ideas. I understand that it had to be nerfed because the quantity-economic combo was simply too OP, but these changes too much overcorrect.

These new economic ideas are simply worse trade ideas that is it. They do pretty much the same thing as trade ideas just give out less merchants and give bonuses to things that give less money.

Also from roleplaying purposes they do not make sense. Yes trade is part of economics (but this is already covered with trade ideas), economics itself focuses much more on economic development and growth. Even at the time the physiocratic/classical Smithian economics, although discussing trade, was focused on right addministration and economic development.


I think the economic ideas should retain at least the 10% development bonus, I do not think that was so OP, plus there should be some bonus on expanding administration. In addition, I would get rid of the extra merchant. I think that would give the set some unique flavor and make it more playable, since with these new numbers economic ideas will just become extremely situational or at best one of the last idea groups to pick when you don't really care that much.
 
I do not like the change to economic ideas. I understand that it had to be nerfed because the quantity-economic combo was simply too OP, but these changes too much overcorrect.

These new economic ideas are simply worse trade ideas that is it. They do pretty much the same thing as trade ideas just give out less merchants and give bonuses to things that give less money.

Also from roleplaying purposes they do not make sense. Yes trade is part of economics (but this is already covered with trade ideas), economics itself focuses much more on economic development and growth. Even at the time the physiocratic/classical Smithian economics, although discussing trade, was focused on right addministration and economic development.


I think the economic ideas should retain at least the 10% development bonus, I do not think that was so OP, plus there should be some bonus on expanding administration. In addition, I would get rid of the extra merchant. I think that would give the set some unique flavor and make it more playable, since with these new numbers economic ideas will just become extremely situational or at best one of the last idea groups to pick when you don't really care that much.
Free Market fetish must live on.
 
I think „Chinese Treasure Fleet“ is a bit odd. It´s intended purpose seems to be a buff to colonialism for chinese tags, but as it stands now „Treasure Fleet Income: +25%“ is largly useless for any nation with theire trade capital in the chinese region. The only colonial gold mines, which would generate treasure fleets, are the few in australia. I would propose to wave the requirment that colonial nations only send treasure fleets, if your trade capital is downstream from theirs. If you can bring colonists to a region, you should be able to bring precious metals back to your own country as well.
 
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I really, really like adopting your own colour changes when forming Japan. However, I think we can go further where you can have this happen for every formable nation that you specifically form.

For AI nations, you could add an option in the game settings that forces the original colour to stay upon forming nations. It'd be interesting to see what AI nation had formed that particular nation and have a different colour blend for the world.

This is one of the main reasons why I don't form some countries because they lose colour. I.E I never form France as a French vassal because well... at that point you're just playing a "normal" France. Allowing us to keep our original colour would be fun.

Edit: Why the disagrees? If you don't like it you could just turn the option off.
 
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Would the 'Keep old colour after forming Japan' decision be applicable to other formable nations? I would love to keep Swabia's beautiful salmon colour when forming Germany...

And now that we FINALLY got a proper color for Prussia it would be a shame to lose it when you inevitably form Germany.
 
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I think „Chinese Treasure Fleet“ is a bit odd. It´s intended purpose seems to be a buff to colonialism for chinese tags, but as it stands now „Treasure Fleet Income: +25%“ is largly useless for any nation with theire trade capital in the chinese region. The only colonial gold mines, which would generate treasure fleets, are the few in australia. I would propose to wave the requirment that colonial nations only send treasure fleets, if your trade capital is downstream from theirs. If you can bring colonists to a region, you should be able to bring precious metals back to your own country as well.
California also gives treasure fleets. And with how the New World trade nodes are going to be reworked, I think other regions might give treasure fleets now too?
 
And now that we FINALLY got a proper color for Prussia it would be a shame to lose it when you inevitably form Germany.
For me the previously prussian grey-tint feldgrau is much more suitable than the current green-tint feldgrau. It is quite unique, yes, but it's better be given to somebody else - like united HRE.
 
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Free Content Beta PLZZZ
I'm desperate to dumb all my freetime in this patch!!!