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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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This looks pretty good! But for the case of giving feedback:

1. If you're updating ideas by adding mercenary ideas, how about making update to mercenaries themselves? It isn't a secret that mercenaries from mid game have badly set up stacks, they often are oversized, resulting in mercenary suffering in attrition, not to mention their composition past early game is bad, you need much more artillery, 2-3k is not enough at around tech 16.

My suggestion is to allow to choose the size of spesific mercenary company, for example if I'm offered "free company" 50k infantry when my suply limit is 20k, just allow me to set it up like in template and hire it, and if you hire 20k, the remaining 30k are turned into mercenary manpower. And like in currect patch, you can't hire a company you allready have, but can change composition. Also having option to turn mercenaries into artillery units would also be usefull, instead of having 1-2 artillery.

2. Reformed "Trade" fervor is the strongest religious economic bonus in entire game, it needs a nerf, but overall, I welcome reformed religion change. Reformed could gain +5% or +10% siege ability to make it more unique, like coptic's -10% core creation cost is unique religious bonus.

3. Economic ideas "Gold depletion chance" is a crap modifier, as limited amout of nations have goldmines. Generally I think economic could have it's original contruction or dev bonus, while infastructure could fucus on governing capacity issue solving instead of admin, as that idea is gonna be morepowerfull in next patch.

4. Quantity changes are good.
 
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Great news.
I've been thinking about the Ordenanças military reform, it was mostly used as a reserve, home-defense force that was used as a 3rd line of defense.

The 1st being the Professional Army, or "Paid Troops" as they were called (so, in game terms, your fielded army)

The 2nd being the "Auxiliary Troops and Militias". Militias consisting mostly in civil security forces which were the first to be levied in times of war and auxiliary units, which served in a plethora of non-directly combat related roles, such as scouting, skirmishing, engineering and establishing supply lines (So, in game terms, your manpower reserves)
The Ordenanças were a 3rd Line, which served as a Home Guard and Garrison force, they could then be used to complement either the 1st Line or the 2nd Line. (So in Game terms, best i can see them as is Fort Garrisons)

So it could work this way:
The Reform itself would give -15% Force Limit/ -15% Global Manpower penalty and a +25% Fort Garrison size bonus.
(representing the fact you are creating a new, non-directly-combat-oriented permanent force, which would otherwise be serving in the Army or Militias).

Then, when at war, this reform would enable two decisions: One to have the Ordenanças be directed to the 1st Line, to complement the standing army (giving +10% Manpower recovery speed and reinforce rate for the duration of the war).
Or to be directed to the 2nd line, complementing the Auxiliary Units, giving +1 Combat bonus in provinces "50 range" away from your Capital (representing their support of the actual army, but only only affecting the areas they are familiar with and thus can exploit to their advantage).

You would want to take the 2nd line decision on defensive wars because the bonus is strong and affects exactly (but only) where you are trying to defend, but most often you would be taking the 1st line decision, since the 2nd line would be useless for anything other than situations where you are being sieged down in the Capital region.
This system should start working after you take the special privilege for the Nobility estate.
 
Absolutely love the Edinburgh Castle addition, love the defensive modifiers too, thank you for that!

Just one minor problem though, there is no body of water next to Edinburgh Castle as shown in the art work. And it had a dry ditch as opposed to a moat.

I suggest replacing it with cityscape in the "old town" style that the designer is already using on the left of the picture. The hill and castle itself aren't bad.
 
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Does mercenary policy allows for early client states?
 
will the QFTNW move to the Expansion group?
QFTNW should still be in the Exploration group, i think their vision is having Expansion as more of a New-World specialization to Exploration, rather than a replacement althogether.
And even if the goal was for Expansion to replace Exploration, both should have some version of QFTNW.

I thinking the best solution here is to either move QFTNW a couple of ideas later, or keep the "can recruit explorers and admirals" part but move the "can explore high seas" part to a later idea or finisher even.
 
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Great to see the new monuments! It's nice that all 7 are added to each Great Power's zone of influence.

I'm really happy about Aragon and Scotland each receiving their own monument. The Divrigi Mosque & Hospital is also a very good addition, because it's in the middle of Anatolia. I was hoping for a monument for the Beyliks.

Now there's 2 monuments in Moscow. The Saint Basil is a good choice, although I would have preferred something outside of Moscow to spread them out a bit, but it's still good, at least Novgorod still gets to use the Winter Palace in Neva.
 
When I read this DD, I was very impressed until I saw the Walls of Benin. Why? Because I thought it was Walls of Berlin. Then I did a double take and it turned out to be a much needed improvement on the monument in the historical region of Benin
 
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In a future GUI update like this, I would suggest adding a graphical "window" onto the Parliament interface showing the parliament chamber. In this "window", whenever the Parliament is debating an issue, the Parliament chamber would be filled with individual MPs. When it is not debating, the chamber would be empty. This is similar to how the fort "window" changes based on the progress of siege.

Optionally, the appearance of both the parliament chamber and the MPs can differ depending on culture groups. Also, optionally, the appearance, or at least the clothing fashion, of MPs, particularly in Europe, can also alter based on the year the game is in.
 
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Well done for adding the Edinburgh castle. Scotland can get easily steamrolled by England fast. Now this will hopefully lessen that chance.
Also very nice to see Byzantine and Novgorod get some attention.
 
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My ideas

Infrastructure:
add 10% discount for Great Projects in 2 th idea with build costs.
State maintance put as bonus instead 10 Development

10 % Development is coming back Economy:).

I would like to see in Religion Idea 25% discout stability come back.


Defensive get bonus 5% received morale damage, 5% received shock and fire damage.
Aristocratic 5% shock damage
Offensive 5% morale damage
Quality 5% Army Drill and 5% fire damage instead 10 navy morale and 10 % Artillery, but Economy and Quality still have policy 10% artillery.
Navy 10% artillery backfire from the row and 10% Artillery nad maybe cost of naval barrage 15% less
 
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Wow, you made England's flag trash at the absolute last second of the game's lifespan so that a goofy formable can have England's actual period appropriate flag instead. Cool.

Can we see Tokugawa Japan. Assuming that's probably the tag this was made for since Japan is Tokugawa blue in the start of Victoria 3.
 
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“Polynesian Navigation Seas” isn’t super clear in its intended meaning, but the generally accepted term for Polynesian oceanic navigation is “wayfinding”. I think ”Polynesian wayfinding” would be a vastly better name for the doctrine.
 
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QFTNW should still be in the Exploration group, i think their vision is having Expansion as more of a New-World specialization to Exploration, rather than a replacement althogether.
And even if the goal was for Expansion to replace Exploration, both should have some version of QFTNW.

I thinking the best solution here is to either move QFTNW a couple of ideas later, or keep the "can recruit explorers and admirals" part but move the "can explore high seas" part to a later idea or finisher even.
I still think QFTNW should be an event - having the idea should be part of the trigger, but it allows for later firing and lets a country not be required to rush it and still have a chance to be in the colony game.
 
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Glad to see you implemented the idea of having improve infrastructure improve movement speed, even though it's only for an idea group. I guess though this is one of the features you want to experiment with by making it optional before giving it free-er access to all nations. On the note of idea groups, will mercenary ideas remove the proffessionalism debuff for hiring mercs? It'd be a good finisher, probably shouldn't be a starting idea. Or maybe it could be a policy. While you're adjusting ideas, I'm also wondering if you could add a modifier to reduce dev-cost in your subject provinces. I discussed earlier there isn't too much content for a decentralized empire, one of the problems is that you can't select state edicts in your subjects lands, and thus can't select 'encourage development' in your subjects lands. Meaning it'll pretty much always be cheaper to develop your own territory than your subjects. I don't think you need to be able to select subjects state interactions, but if there was a -10% cost modifier somewhere to dev'ing your subjects provinces that'd offset that disadvantage. I'd put it in the Influence group, but maybe it could also be a policy. Maybe related to this, but maybe it could be an estate agenda to dev some of your subjects lands to incentivize building up your subjects and colonies.

I'm glad you added Edinburgh Castle, I've been there a few times myself, and I'm ecstatic to see it included officially here. I had to do a double take cause I thought you slapped it by the ocean, but then I remembered that the Princess Street Gardens were a lake before they drained it and made it a park. The buffs are good and reflect it's history as a castle that was never taken by force and was a lynchpin of Scottish defense, without being overpowered (as the castle was still lost a couple times to other methods, and it didn't succeed in saving Scotland on it's own). In regards to possible flavor for Scotland you may do sooner or later, there could be some mission or event related to the 'new city of edinburgh' that was built during the 1700's where a lot of Edinburgh's classic gothic architecture comes from, which rebuilt the city from a small castle town to what could be argued into the center of the European Enlightenment movement. It should be available to both Scotland and GB though, since that happened during the union. Also I don't know if the timing matches up exactly, but there could also be an event under Great Britain reflecting moving the capital of Scotland to Glasgow during the Industrial Revolution, and how that city became a major industrial and shipbreaking center.

On the topic of monuments though, I think you need to find a way to reduce the costs of building and upgrading them, because they are still too high for most tags, usually you only upgrade them long after you've conquered a good chunk of the map. Improving infrastructure is one method and that's good, but I think that you'd get more utility for the 'upgrade centers of trade' modifier in the game, and expand it to also include a discount to upgrading great projects. I think if you did that 'upgrade centers of trade' modifier would have a lot more utility, 200 gold isn't that expensive to upgrade and 1000 gold is fine when you can only afford like 3-5 lvl 3 centers anyway. But discounts to the various monuments of the game when a lvl 1 upgrade is 1000 would make that modifier a lot more useful, and I think it would allow players to play around with more of the monuments. Same for AI who I never see upgrading their monuments.

Good to see more naval doctrines. The treasure fleet modifier for China is an odd one, I'm guessing that's if China goes Colonial, but few players do that. It did make an idea occur to me though- what if treasure fleets spawned from overseas tributaries? I think this would be historical, as Ming starts with many overseas tributaries, and they would have to sail to China to deliver their tribute, naturally pirates would want it and I'm pretty sure Pirates targeted such shipment IRL. The issue being I don't think you can enforce tributaries from overseas provinces yet because you need a land connection. On that note, I think tributaries should be reworked to allow that, otherwise it becomes impossible to reestablish the same tribute network that Ming starts with if you overthrow them and take the Mandate for yourself. Still- maybe treasure fleets could spawn if your tributes have coastal provinces? (trade by sea was still the faster mor efficient way to reach Beijing than overland anyway). It'd add a level of naval depth to China, and potentially other east-asian nations.

For Japan's colors, I think that's fine as an optional, but I think it should be decided with an event upon forming Japan, similar to the 'new ideas and traditions' event. Btw- you probably addressed that idea in the past, but a tooltip for when you hover over that event should really let you know what idea set you're going to get when you select yes so you don't have to stop and go to the wiki and compare idea sets. I remember I played as an aboriginal tag and upon forming a federation got the chance to swap over to new ideas. I thought I would be getting the very strong generic aboriginal ideas and clicked yes, only to find I was getting the generic north american native ideas (which by the way, you should really swap that so new ideas upon forming a federation are dependant on your continent).
 
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The flag choice was the correct one, I understand people wanted option 1 more but 2 makes way more sense!
 
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A lot of Polynesian nations have explorers in their ideas, it's probably a good idea to move it out since it conflicts with the new naval doctrine.
On the other hand a naval doctrine requires you to have a naval force-limit of 20. I think Hawaii or the New Zealand formable could probably achieve this with a bit of deving and a few buildings, but the other tags probably aren't going to be able to reach a force limit of 20 without having to do a bit of metagaming.
 
Hey on the note of Peasant Leaders, you should make it so that it's like any of the legendary pirate rulers- you suffer no republican tradition loss for re-electing them, and the ai will always re-elect that leader if you haven't done so already.
 
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