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Europa Universalis IV - Development Diary 17th of May 2022

Hello there and welcome to our next Development Diary for Europa Universalis IV! For this week we will take a dive into the mission tree for Riga and into the additions to the game from the free update. So let’s get started!

Located at a commercially advantageous position, Riga enjoyed great wealth and affluence between the 13th and 15th century, during which she served as part of the well-known Hanseatic League. Despite its size, the city survived for many centuries, eventually becoming a manufacturing and mercantile center of whichever power had influence in their surrounding territory.

As for its mission tree we try to answer one question: is it possible to make playing (and staying as) an OPM enjoyable? The Rigan mission tree is relatively small, but it will lead your OPM of Riga into an unique direction of gameplay.
Rigan mission tree.png
The mission tree is split into three branches, focusing each on different tasks for your nation to do. Starting with the smallest of the three, the “City against the State” and “Develop Our City” missions focus on establishing authority of the Archbishop over the city of Riga as historically the city itself was very autonomous of its ruler.
What makes these missions special is that their rewards are the nature of the modifiers granted by them. Unlike usual permanent modifiers, your capital receives these triggered modifiers:
Rigan perma modifiers.png
The most right branch of the mission tree is made of the military missions. Although the intended playstyle is staying as small as possible, it is apparent that a beautiful city such as Riga needs a buffer state to keep it protected from Novgorod and the jaws of Commonwealth. Because of this the mission “Raise Riga’s Defense” will give you a subjugation casus belli against the Livonian Order. You will also gain +10% Morale for a limited amount of time, but that is all you get, so good luck in your first war.

“Subjugate the Livonians” will give you your final subjugation casus belli against the Teutonic Order and unlock decisions which will handle the estate privileges of your Livonian subject.
After the mission “Punish the Teutonic Order” you get the following event:
Teutonic Subjugation.png
Finally, the mission “The Knights of Riga” will be completable when you manage to keep the Teutonic Order and the Livonian Order loyal to you, and it gives you the following reward:
Knights of Riga.png
The rest of the mission tree focuses on trade, religion and Empire. With the mission “Contact the Emperor” you can join the HRE through the following event:
Join HRE event.png
With the mission “Papal Embassy” you gain another event which will make your capital into a seat for a Cardinal.
Finally, if you complete the mission “Compete with the Swedes”, “Trade Presence in Lübeck” and “Papal Embassy” the following event fires:
Religion as a Business.png
The Catholic Plutocracy is a Theocratic version of the Merchant Republic, but with one additional bonus: you are allowed to sell Indulgences to other Catholic countries!*

*Cannot sell Indulgences to countries which are at war with you or are subjects. You need at least 75 Papal Influence. You cannot sell an Indulgence to the Pope himself.
Offer Indulgence.png

Note: AI acceptance of the Indulgences is dependent on their current treasury, if they are in deficit and if they even need the extra stability. Countries with +1 stability for example have -50 reasons to accept it while countries with negative stability gain +50 reasons for every missing stability.​

Of course selling Indulgences is not without its consequences. Every time you sell one to a Catholic country you will increase the Reform Desire by 0.25%. Eventually, you could run out of customers this way as the Reformation will convert them to Protestantism.

If you happen to join the reformation (and repent for you sins of selling Indulgences) you will get the following event:
Protestantism as a Business.png

Note: The name of this government reform is a placeholder, and we appreciate suggestions for a better sounding name.​

While the Catholic Plutocracy focuses on earning money through the selling of Indulgences, the Theocratic Plutocracy is more concerned with spreading the Reformation. As such, the trade policy “Propagate Religion” will be available to you to convert Catholic provinces to your state religion - as long as you are either Hussite, Protestant, Reformed or Anglican.
Additionally, you get access to the following peace option:
Raid Heretic Church.png
This is the first experiment of a peace option which forces the losing country to destroy a building in one of their provinces. In this case it is the tax building, and it selects the province in this order: capital, then highest developed non-oversea province, then highest developed province.

Coming back to Riga’s mission tree, the mission “Sell Indulgences!” requires you to either sell Indulgences 5 times, or raid 5 heretic churches in total. From there your mission tree branches into four smaller paths of which have the following highlights:
  • The mission “Mercenary Contracts” halves the Army Professionalism cost of all recruited mercenary companies.
  • The mission “Handle the Reformation” reduces the trade power needed for Propagating Religion from 50% to 15%. It also unlocks a new casus belli against all heretic countries, with the only goal is to force convert them to your faith - you can NOT conquer any provinces with this cb though.
  • The mission “Break the Hansa” can be completed by improving the opinion of all members of Lübeck’s trade league. When completed, Lübeck will get an event where they are either forced to grant temporary privileges to their trade league members, which make them basically useless for Lübeck, or let them choose if they want to stick with Lübeck or want to join Riga’s Trade League.

Speaking of Hansa: we have some good news for every Merchant Republic enjoyer here!
With the free update, Merchant Republics gain full access to both their factions and estates. Although there were arguments that they should have one or another, we think it is a fair change if the merchant republic has access to both systems. Factions are very outdated and would require too much work for 1.34 to be reworked, which is why we have made this decision.

We also added a new government reform for Novgorod when they form Russia:
Great Veche Republic.png
While we are at the topic of government reforms: Dharma overhauled the system of government reforms for EU4, and has allowed players to customize their experience as they progress through their campaign. While we really like the concept, the amount of choices always felt a little bit lackluster.
Because of that we have decided to add new government reforms beyond the Tier 1 level, and rebalance existing non-Tier 1 reforms so you have more agency while picking your government reforms. Here is a peak into the more interesting reforms we are going to add for the Republics:
New Republican reforms.png
The general design idea is that government reforms should not necessarily be just a source for more modifiers to stack for you (though they will never really leave us either) but as changes and additions of mechanics of your country.
For example: the mechanic “Can force Re-election” allows you to use one simple decision at the cost of 5 Republican Tradition every 20 years to trigger the “Election!” event. Despite the fact that it is just one simple decision attached to a government reform, it can have a significant impact on your Monarch Power generation.

With the addition of these new reforms we aim to have around 4 or 5 government reforms to choose from per tier above the first one.

With the help of our newest colleague we also have started to add new reforms for the monarchies. Here you can see two new reforms:
New Monarchy reforms.png
Of course we are also reworking some of the older reforms too:
Old New Monarchy reforms.png
That was it for today! Next week's DD will be written by @Gnivom , and we won't be presenting any new content. Instead, we will be addressing the changes in the combat system introduced in the 1.33 update, and how we're polishing them further for 1.34 update (so that will be part of the upcoming free content, of course).

Until then I wish you all a nice week!
 
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or have difficult requirements like make an insane amount of each mana type
Insane amount of mana? You mean Nubia and Somalia which both require 10 adm/month and 10 mil/month? That's not very difficult to get. You can get it for example from an average 3/3/3 ruler + 3 base + 1 from 50+ PP +1 from estate privileges and +2 from an advisor.
 
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Insane amount of mana? You mean Nubia and Somalia which both require 10 adm/month and 10 mil/month? That's not very difficult to get. You can get it for example from an average 3/3/3 ruler + 3 base + 1 from 50+ PP +1 from estate privileges and +2 from an advisor
Doesn’t that seem kind of unecesaey though for Nubia for example which is usually starting from already quite behind, is racing against mamlukean and Ethiopian expansion from a foothold of very low dev areas. Maybe I’m overreacting but I’m talking about several things piling up like doing this but still being stuck with East African tech group. Plus you say 3/0/3 average but imagine if you don’t get that ruler or have the capacity to fight your rivals for 50 PP, or don’t have a good ruler, you’re locked out of formation for maybe 30 years. I’m not saying it’s super difficult but they could reward the player by at least giving them ideas comparable to mamluks, who get the same 5 discipline, better manpower recovery than Coptic blessing, Sunni tech and hella trade modifiers meanwhile Nubia is getting land attrition -10 and national unrest. Like huh.
 
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I'm really happy to see more options in the government reforms, and reworks to some of the old ones. I'm particularly excited to see Republic tier 7, as both existing options do literally nothing for me.

Estates for merchant republics is also nice to finally see, now i can actually play them without feeling like I'm making a mistake for not switching to Oligarchy instead.

I still have issues with the current form of concentrate development, so i don't know what to make of its "no waste except still a lot of waste because of rounding" effect being attached to the autonomy reduction reform now.
 
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Will any other nations be given the option to be divine plutocrats? In general theocracies are quite weak and lack a lot of government reforms, so giving them access to the new ones in this new patch would help a lot.

Also, 'force re-election' should instead be called 'vote of no confidence'. It's the same thing, it's used in actual governments (such as Britain's parliaments) and it sounds a lot cooler.

Also can you give the AI some parameters to select certain reforms? I think the most glaring issue is if horde-tag get released they tend to not pick horde government reforms, meaning they are just average tribals, which severely nerfs a lot of these tag if they are released in some peace-deal. I'd even suggest locking the government reform for steppe nomad tech group so it's their only option.
 
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We also added a new government reform for Novgorod when they form Russia:
Does this apply to a Novgorod that decides to form Ruthenia, for whatever reason? And does this include the “fabricate on area” ability?
 
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Additionally, you get access to the following peace option:
This is the first experiment of a peace option which forces the losing country to destroy a building in one of their provinces. In this case it is the tax building, and it selects the province in this order: capital, then highest developed non-oversea province, then highest developed province.
I like this idea a lot! A thought I've had for a while is that it would be good to have more peace options other than "cede territory" and "give gold". One that I've been bouncing around for a while is "dismantle fort", which forces the loser to dismantle one of their forts.

While I'm on the subject, it would be cool to have a "Demilitrize" option, where the loser gets like -25% land forcelimit for the duration of the truce, and/or a "Renounce Aggression" option where the loser agrees not to declare any wars for the duration of the truce, on pain of trucebreak.
And while I'm at it, how about a "Decentralize Power" truce option, where the loser is forced to give up crownland? There are a lot of interesting options to make diplomacy and truces more intresting!
 
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"You cannot sell an Indulgence to the Pope himself."

Oh come on, that would have been hilarious.
 
We also added a new government reform for Novgorod when they form Russia
This is grand, and I love the trials you're doing with new ideas for goals and ways to engage with the game that aren't just taking provinces.

Along with this government reform please find a way (maybe they can be tied to government reforms?) for Novgorod to keep it's AWESOME unit models even if it forms Russia! Novgorodian-style Russian armies would be really cool.
 
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Grand Veche Republic is a big misunderstanding of how Novgorod Veche worked. Having a some kind of federal Republic with focus on trading in late XV - early XVI is ridiculous for me.

Veche system was a system barely worked for Novgorod itself as a decaying oligarchic trade city-state in 1444. Completely disabling aristocratic ideas in a region of yesterday's warring principalities is a bad idea.

The most logical "what it could be" situation for Novgorod Russia is a struggle between elected princes which role and influence should greatly increased with unification of the region and ineffective old Veche system which would transformfrom a "run a state" organ to a local administration of one of the many cities in the unified region.

As I see it, Novgorod Russia should be something like PLC-style elected monarchy with a late game option to become a republic. Novgorod oligarchy had ambitions neither to unify Russia in a first place nor to anyhow centralize the state like Ivan The Terrible did. The closest otl match is boyar Shuyski who was elected tsar by council of nobles.
 
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Since Merchant Republics are getting both factions and estates, does this change also affect the others who use factions such as Pirates, Revolutionary Republics, and non-MoH Emperor of China?

I could understand the estate system not working for the first two, but I feel like at least the EoC should have estates in the base game.
 
What about zaporozhie and sich rada. Right now when you form ruthenia, you get generic cossack ideas, will this be also addressed. Also will they get estates too ?

Also concentrate development (and so also centralised bereaucracy ) and pillage capital are only useful for couple of first years, as then there is no chance to get more development in capital. This could be solved either by allowing to select province where to concentrate or making it much cheaper to move capital, maybe by removing Dev difference cost via same reform)
 
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No references to the Livonians themselves who were the indigenous inhabitants of where Riga was founded(and around the shore of the Gulf of Riga). Then again it's the same as Estonia in a way, but at least the culture is represented there.
Livonians did suffer greatly from the Northern Crusade(as did the Estonians and Baltic tribes) as they were essentially treated as second class citizens by the German nobility. Livonians were decimated during the 16th-18th centuries due to the near constant warring in the Baltics. Add to that the events of early 20th century and the language is classified as dormant meaning it's not spoken natively anymore, but a revival is in process so that is a bright spot.

As to Riga and the content shown I have to echo the common sentiment; it's going to be interesting to see whether Riga will be a strong but balanced city-state or a jank powerhouse if not crushed at the earliest convenience.
A more broad and granular government reform system is perhaps the best thing so far from this update. Interested to see if there's going to be any less known historical peoples or events in the update or if it's going to be more broad strokes and "what ifs" for the player.
 
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