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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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Concerning naval doctrines, maybe a better implementation than the current one would be to charge a maintenance cost (either diplo point or some ducats based on navy size) to keep a naval doctrine active and then make the bonuses slowly scale up to full effect, say over 5 or 10 years. This way there is a cost to change doctrine in the retraining time, but it is not so prohibitive as to make it unfeasible.

I think this would work better than the current one-time cost based on sailors, which becomes so expensive that it causes players to never change doctrine in practice.
Seconded. I don't know if this is the specific solution, but I agree that the strategy is to just rush your naval doctrine so that it's cheaper at the beginning. There should still be some limit to imply that there is a degree of professionalism in your navy, but it shouldn't be so crazy expensive.

Oh also- will the Byzantine naval doctrine also be available to the formable Roman Empire?
 
I really don't like the fact that most of the content being introduced nowadays is tied to a specific country. Instead of introducing more generic, in-depth, flavorful mechanics for all, what we get is basically even more flavorless bonuses for the biggest tags, randomly split into paid and free parts.
I agree, immersion packs or similar features in general add depth to one single country, but it has zero replayability (looking at you Siberian frontier, British marines, ottoman decadence…) and are less adaptable to the sandbox alternate history.
On a personal note I also think they are much harder to balance since they affect only one region

On the contrary, early EU4 DLCs (religious wars, colonial nations, emperor of china, muslim religious schools…) and other paradox games DLCs (Holy Fury, secret societies, CK2 Silk Road, HOI4 dominions, railways…) add world wide mechanics which are available no matter which country you play as, or at least interact with you as AI nations (EOC).

Since they are worldwide, they also are much more balanced
 
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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
Already asked this in another post but will we finally be able to seize a small amount of artillery from a defeated enemy ?

It used to be as important in wars as capturing ships.

Also will we get terrain-specific bonuses for each unit type : + 20% infantry in the forest, +20% cavalry in the steppe, -20% cavalry in forest, -20% artillery in hills and mountains… rather than just -1 or -2 dice roll for the whole army, not taking into consideration the composition of the army
 
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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.
No, I did a double take too, but what you're looking at is the lake that used to be where the Princes street gardens are now. It was used as the cities cesspool, and became utterly rank during the industrial revolution, so it was drained and turned into the modern day park and trainstation. It also includes Canongate which is nice, and was there as the name implies as a sort of first line of defense for the castle garding the Royal Mile up to the castles entrance. I don't know how developed the area was around edinburgh in 1444 specifically, but it looks accurate to me, and I lived in the city and visited a lot of the tourist sites, including in the castle itself.

Now another scottish flavor event they could add that would be fun would be the 1 o'clock gun. See in London because you didn't have clocks back in the day they would fire 12 canons at noon to inform all the merchants and sailors the time to help commerce. Well in edinburgh because the Scots are more fiscally conservative, they instead fired one canon at one o'clock to save on canonballs, and they continue this tradition to today (though they use a blank round from a howitzer fired from the castle instead).
 
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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.
Also in the parliament window, there should be a timer or a date for when you can start a new debate.
 
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.
I don't know what you're talking about. The English Lions are very historical, they're used in heraldry to this day. A lot of people here are confusing the Norman Lions, the English Lions, and the Scottish Lion together in regards to who has what. Also the new angevin flag is using a mix of the new english flag and french flag, so it's not being done 'just' so they can give a flag to the angevins.
 
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Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean it’ll be free forever, read more HERE
The link is just to the general wiki with the entries for gov capacity. That doesn't really explain what this means.

Expand Admin has a base cost and each time it's enacted it increases the cost. So is the function Base Cost = 1 and then each action adds x%(I forget the exact percentage 20, I think) so that this idea works Base Cost is free every time? (As in 1* 1.Percentage increase-1 =cost)

Or just can we get an actual explanation?
 
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I know that I can start a controversial topic @Pavía , but why don't Valencia, Castellón and Alicante have a Valencian culture?
It seems to me that the contemporanean (not historical) Catalan nationalism is trying to absorb everything related to the Valencian culture and language. Regardless of the linguistic controversy, the Valencian culture should exist in the game to fit the reality of the time and should be the primary culture of the Kingdom of Valencia. If the Valencian language exists as an independ language or as a regional variety of catalonian, the fact we cannot deny either is that there is a different culture behind it with its own name (that survived until today).

To consider that Catalan and Valencian culture are the same thing, would be like saying that Leonese and Castilian are the same thing too. This is something that hurts me since I play EU IV and as a Valencian myself. I wish it be changed soon.
 
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There's certainly a typo with the Admiralty naval doctrine, it should be 'Dvoryane/Dvoriane Admiralty'; it's specific for the Russian culture, and it's related to the Nobility that was employed as military officers in 18th c. Russia. It would be pretty welcomed if native Russian speakers could tell us which form is better, so we have it properly fixed. :)
You can anglicize it - Dvorian Admiralty
Or you can romanize Russian - Dvorianskoe Admiralteystvo

As a native speaker of the Russian language, it is more pleasant to hear the second, but here is your decision)
 
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This dev diary looks great. I hope the nerf to France and the Ottomans aren’t too large. I think the main worry in the community is that countries that are relatively small get buffed beyond reason. Major players being stronger than the pack seems logical to me for that era!

Great work on the new missions that are increasingly diverse in objectives and rewards - really makes the game replayable as these large nations
 
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I don't know what you're talking about. The English Lions are very historical, they're used in heraldry to this day.
I don't know what you're talking about either because you are responding to something I didn't say.

I know that the English Lions are historical. I did not say that they weren't. The royal arms of Henry IV, the current flag of England in the game, is simply the historically appropriate flag to use for England. That is all I meant by that.
A lot of people here are confusing the Norman Lions, the English Lions, and the Scottish Lion together in regards to who has what.
I would like what you think people are confusing to be outlined, because I do not honestly comprehend what you think is significantly different between the new Angevin and the old English.
Also the new angevin flag is using a mix of the new english flag and french flag, so it's not being done 'just' so they can give a flag to the angevins.
The flag is infinitesimally different (because it's just taping the French flag and the new English flag together rather than reusing the old bespoke English flag) but is based on literally the same arms as the current English flag that is in the game. 3 lions quartered with 3 fleur de lis. It is also the reason that the current English flag is being removed.

Maybe you should take another look at the English flag that is in the game because it seems you've forgotten what it looks like.
 
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I really don't like the fact that most of the content being introduced nowadays is tied to a specific country. Instead of introducing more generic, in-depth, flavorful mechanics for all, what we get is basically even more flavorless bonuses for the biggest tags, randomly split into paid and free parts.
To support this I feel EU4 could borrow a lot of ideas from the DLC policy of CK2/3, VIC3 or HOI4.

Here are things which I think could be improved overall for every nation, or at least a significant part of the world :
  • proper supply system from capital (HOI4). We all know it’s kind of stupid that stacks of 100K can just supply themselves of the desert with just 5% attrition. Changing that would also reinforce the necessity to occupy neighbor provinces more than carpet sieging, both annoying and unrealistic
  • terrain bonuses for units (CK3) : each unit getting special attacking / defending bonus or malus for each terrain type, hence offering much more strategic depth to picking your terrain for a battle, instead of just staying in the mountains as defender
  • more unit types in army composition à la CK3 (although this needs to tweak the combat positioning, which is no easy task). I.e. Indians did use both horses and elephants, infantry always had a mix of units like spearmen and archers, then later line infantry and light infantry (jaegers…)
  • estates pursuing their own goals and developing provinces/building autonomously (latest VIC3 patch), ruler not being an all powerful god but a manager of the nation, having to balance the interests of the estates
  • nationwide development (CK3 allows your vassals to develop their (your) provinces, EU4 clearly disadvantages big nations who have less mana proportionally to the number of provinces. Development could be tied to buildings for example (bigger nation = more revenue but at the same time more buildings means more investment needed to keep the development on pace with smaller nations = hence balanced)
  • cultural innovations à la CK3 (I.e. more depth to every culture with each one’s traditions, language, religion…)
  • cultural assimilation based on cultural proximity (hence Russian claim on south Slavic group, ottoman “arabisation”, mughals “indianisation”, Qing) or divergence (English -> American) currently independent events which could be turned into a full worldwide mechanic
  • tech trees à la HOI4 / CK3 (this has not evolved since EU4 launch - we could have MIL tech split into three between prioritizing your cavalry, your army formations, your warfleet or the rapidity of reloading your muskets…)
 
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1. What is the final state of Admnistrative ideas? In previous dev diary some changes were listed as merceneries bonuses were moved to Mercenery group. It would be nice to see the entire group.

Administrative Ideas
  • Removed Merc Cost and replaced with Admin Advisor Cost
  • Removed Merc Maintenance and replaced with Max Promoted Cultures and Promote Culture Cost
  • Removed Interest and replaced with Religious' Stability Cost modifier
  • Removed Merc Manpower and replaced with States Governing Cost

2. I feel like the Court ideas were a little bit forced. Because there is a dedicated Mercenery group in Mil, and Infrastructure ideas in Adm, there was a need to fill the Dip ideas with another one - this is just my guess.

Even though the group modifiers are nice, they feel like a flavour, not essencial country bonuses. I don't really see this group having any adventage over other Dip ideas, and I feel like it may become another Espionage-like meme idea group (even though Espionage group is quite good now).
 
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I don't have much to say about this Dev Diary except that I LOVE the free content especially when it's more broad than only for some tags.

Only one thing bothers me honestly. In the reworked bonuses for the Reformed foci, why the stability one has reduced spy action cost while the diplomacy one has increased All Estates Loyalty equilibrium? It seems way more thematic the opposite imo.
 
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Regarding Defensive ideas, -25% land attrition was one (if not the best) part of the idea group. Sad to lose this. Garrison size is pretty worthless.
 
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Nice content, but like I said in the previous Dev Diary, how does this DLC interact with other DLCs? Do I loose the Emperor French missions if I activate this DLC? Do I get access to the reforms and additional Holy Orders if I have Golden Century? What about Third Rome? And Rule Britannia? Those DLCs explicitly marketed the countries mission trees as a product, but now I feel like this DLC replaces them. Also, do Mandate of Heaven owners gain access to the MoH-dependent missions of Ming? What if I don't have MoH but I own Dominion? How does these mechanics work between DLCs? Thank you!
 
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you made England's flag trash
If it was France's flag that made England's flag "not trash" for you, then i think you simply didn't like England's flag in the first place.

Jokes aside.
I get it, i do, it will be hard for me to get used to it too.
And I understand the argument.
But just because that was the appropriate flag of England in 1444 doesn't singlehandedly justify it being England's flag.
Many tags have an innacurate flag for 1444, either because they didnt really have an official flag, or because their flag switched often and the game doesnt accomodate for flag switching, so at the end of the day, the tag flag is either their most common/symbolic flag (Sweden for example, didnt have the cross flag in 1444) or a more of a subjective/symbolic representation of that nation (Russia never had a yellow flag with a black Eagle).

In England's case, the Lions and the Red represent England itself, the Fleur de Lys on a blue field represents France because "Medieval flags" are not really national flags but the Coat of Arms of their monarchs, and they often represented many different realms there.

I understand that "harming" a tag's historical accuracy for the sake of some goofy alt-hist formable might rub some people the wrong way, but in this particular case, i think it's justified.
 
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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.
I wish Polynesians had their own religion like Alcheringa, instead of being generic Animist.
 
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I agree, immersion packs or similar features in general add depth to one single country, but it has zero replayability (looking at you Siberian frontier, British marines, ottoman decadence…) and are less adaptable to the sandbox alternate history.
On a personal note I also think they are much harder to balance since they affect only one region

On the contrary, early EU4 DLCs (religious wars, colonial nations, emperor of china, muslim religious schools…) and other paradox games DLCs (Holy Fury, secret societies, CK2 Silk Road, HOI4 dominions, railways…) add world wide mechanics which are available no matter which country you play as, or at least interact with you as AI nations (EOC).

Since they are worldwide, they also are much more balanced
Maybe it's just wishful thinking, and due to the development stage of Eu4 it might be unlikely.

But from what i intrepreted from the Ottoman DD, at least as far as the decadence mechanic is concerned, the idea was to introduce the mechanic first to these tags, see how it works, see how well it's recieved, balanced it better, and then consider extending it as a global mechanic.

I might be wrong, but i'm very optimistic about these changes and what it means for the future.
 
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