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Pavía

Content Design Lead PDX Tinto
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Jan 3, 2006
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Greetings, and Happy New Year to everyone! Today we’re coming back to EUIV DD’s, after taking a couple of months’ break from them (unfortunately not due to long Spanish holidays, as some on the forums have suggested :p). What we’ve been doing in that time was already mentioned by Johan in the last DD: working on 1.32.1 and 1.32.2 patches, and then moving on to the next one, 1.33, that will be live later this quarter.

As Origins and 1.32.2 release have been mostly well praised (and we're very happy about that!), we thought that we wanted to move on 3 main points for the upcoming 1.33 patch:
1) Fixing most of the remaining bugs from 1.32/Origins.
2) Balancing some mechanics that had been on our list for a while.
3) Continue working to improve AI performance, as some issues appeared in 1.32.

Today I’ll be focusing on the game balance changes that we’ve been working on, as we still have some room for making changes before releasing the patch (although not new content, as we may be adding more in the next immersion pack we will be working on after this patch), and we want to receive some feedback on them from you, the community.

With Origins release, we’ve been able to revamp the setup and balance of Africa, and we’re pretty happy with it, in general terms. So, we thought of moving back to the Far East, as there were some balance issues that were not fully resolved by Leviathan although focusing in part on the SEA region. Regarding that, we were aware of the big discussion on Ming balance in the forums, thus it would be a good idea to tackle it for this patch.

Ming and the Emperor of China is a really hard tag and mechanics to balance out. It starts as the strongest country in the world, and MingBlob was not a desired outcome in past patches, as it hindered Eastern Asia gameplay (even affecting India super-region, as others have said). So, because of that Mingplosion being a regular outcome was useful for gameplay purposes, although Qing and other successors are not usually so successful when it comes to reuniting the EoC, being honest. For players, it's true that it's not the most challenging/rewarding tag to play with it, because it may be not too compelling to handle the disaster if you advance on Mandate of Heaven reforms, while at the same time it won't be a very challenging playtime, if you reach some snowball point early on (which is pretty doable by experienced players).

So, we’ve come with the following changes to Ming/EoC to try to balance it a bit better:

- The Celestial Empire now has a sixth reform available which allows vassalizing your own tributaries at the cost of Mandate.
- Confucianism has been buffed:
- All the modifiers from harmonized religions have been standardized in their power compared to other religions.
- Reduced the base Yearly Harmony from 1 to 0.25.
- Increased the Harmony cost of harmonizing a religion from 3 per year to 3.25.
- Religious Unity now gives +1 Yearly Harmony at 100% Religious Unity (can not go above that).
- Positive Harmony now gives: +3 Tolerance of the True Faith, -10% Development Cost, +1 Meritocracy, +0.5 Legitimacy, +1 Devotion, -0.5 Yearly Corruption, +50% Harmonization Speed.
- Negative Harmony now gives: +1 Yearly Corruption, +20% Stability Cost, -1 Legitimacy, -2 Meritocracy, -2 Devotion.
- Negative Stability now decreases Yearly Harmony by 0.25 per missing stability.
- Eastern Denominations religions harmonized now unlock monuments requiring it.
- The new Holder of the Mandate gains the following bonuses atop of their +0.05 Mandate: +12 Force Limit, -10% Land Maintenance, +15% Manpower Recovery Speed.
- The events of the Ming Crisis disaster now allow you to swap your country with one of the Chinese warlords you release in the event.
- Force Tributary CB (along with other CB’s with a specific purpose, as Restoration of Union and Subjugation) don’t allow taking of provinces any more.

The Idea of the Harmonization Speed increase at high Harmony is to encourage alternating between harmonizing a new religion and accumulating Harmony. It should be possible for you to be just as fast with harmonizing religions as somebody who is chain harmonizing all the time.

Apart from that, we’re doing the following changes to other countries on the Far East neighborhood:

- Manchuria Overhaul with the addition of Nivkh culture, Korchin having a vassal, redistribution of provinces and addition of the Amur Estuary (mostly following this thread in the Suggestions subforum, as we think it was really well thought: https://forum.paradoxplaza.com/forum/threads/manchuria-again.1505121/).
- Moved the Vietnamese culture out of the Chinese culture group
- Added "Sinicize our Culture" for the Vietnamese and Korean cultures, allowing you to move with your culture into the Chinese culture group. The decision requires you to have a Chinese cultural majority in your country or being the Emperor of China
- Korea's starting heir has been buffed by +1/+1/+1. (The reason being to buff Korea a little bit, while Hyang is a little bit more average of a monarch than the game might suggest. Sickness shortened his life quite a lot, which played a huge factor for us to give him the benefit of doubt and increase his stats a little bit).
- Hanseong gained +15 Development as it was quite the big city in 1444 and comparable to the many big Chinese cities.
- Shinto countries now can use Buddhist monuments.

Finally, we’ve been also doing some changes regarding Portugal, Indian estates, a combat pips rework, and other stuff:

- The Castilian/Spanish mission "Recover Portugal" has been moved. Now it requires the completion of the missions "Subjugate Navarra" and "Reclaim Andalucia". The Restoration of Union CB has been moved accordingly too and is only available to Spain if both missions are completed. This change will make Portugal not so easily PU’d by Castile, as we were seeing this a lot in our nightly AI tests in the first 20 years of the game
- Portuguese ideas have been buffed, as we felt that they were a bit lackluster compared to other Tier 1 countries, and that Portugal was having a rough time in early game against Castile and other powers:
- Traditions: +10% Infantry Combat Ability instead of current +15% Trade Efficiency (to give Portugal a bit of punch in early game).
- Legacy of the Navigator: +10 Naval Morale instead of current -33% Morale hit when losing a ship (on par with Danish NI's).
- Encourage the Bandeirantes: +15% Trade Efficiency instead of +1 Merchant (basically reshuffling the older tradition into here).
- Royal Academy of Fortification, Artillery and Drawing: +1 Artillery instead of +10% Artillery Combat Capacity (so it gives some land punch in early-mid game while diminishing in late game, and extra naval punch, which is WAD).
- The Indian Estates now have access to their versions of powerful estate privileges such as "Strong Duchies", "Religious Diplomats", "Religious Culture" and "Nobility Integration Policy".
- Added a new decision for Muslim Indian countries, which allow you to replace the Brahmins with the Dhimmi if you own any province outside the Muslim or Dharmic religion groups.
- Added events for Alcheringa nations, which allow them to unlock their cults without the need to complete their missions. The events, however, have the same requirements to trigger as their mission counterparts.
- Forming Rome will now convert all provinces of your culture group to Roman.
- Ottoman missions are now available to Rûm.
- Regiments’ fire and shock pips now also count toward morale damage in their respective phases. Many of you will know that morale pips have been superior to fire and shock pips. This change will make the pips more equal in value, although morale pips may still be the better pick most of the time. To preserve the overall flow of battles, we’re thinking not to apply this to artillery protection from backrow, as it is asymmetrical.

So, after most of these changes being implemented, and some still WIP, this is what we’re seeing in our nightlies AI tests:

image (1).png

image (2).png

image (3).png

image (4).png


In some games Portugal is performing really well, while in others Spain is still a top dog in the Iberian Peninsula and America. Regarding China, you can see that Ming sometimes manage to stay stable, while Mingplossion still happens regularly, and even some of the successor states are able to blob a bit after it, recovering MoH.

This is all for today. We’re open to feedback and suggestions given by you to further improve the balance for 1.33, if possible; just remember to have civil discussions about them, as there were some hot-heated ones a couple months ago (basically regarding Ming balance), and we don't want that to be repeated.

Next week my fellow colleague @Gnivom will talk about the changes made to AI in the upcoming 1.33 patch (and yes, he will be tackling the AI deleting forts issue, among others). Hope you enjoy the DD!
 
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Not sure how I feel about the CE being able to vassalize and thus eventually annex tributaries, seems like a rather OP mechanic that goes against the whole tributary ethos.
What has been left out in the DD was to mention that vassalizing the Tributaries costs Mandate scaling with the development of the tributary. You lose 0.4 Mandate per development and you cannot vassalize a tributary which has more development than you could pay.
This idea has been added to give something to the CE which is comparable to the HRE final reform, though a lot weaker than Revoking.
Have there been any thoughts by Tinto about reworking naval doctrines?
There were thoughts on it, yes. But we won't touch naval doctrines any time soon.
Don't quote me on this one though...
PDX should add some mechanics to force the ai Chinese warlords to unify the whole of China, instead of getting weaker after getting Mandate.
I think making AI to not make chinese warlord as tributary is essential too. Or give some event to make chinese warlord tributary as vassal when liberty desire is low will be good too. Also giving some buff for chinese reunification war is nice idea like reduced truce period.
There have been some ideas for handling this, but I can't say much to it yet. Be assured that I personally would like to see a strong unified Qing (or any other Chinese tag) too instead of having a CE who has dozens of tributaries in China.
The same goes for Japan who likes to make their former daimyos to tributaries instead of uniting their islands.
Really looking forward to the update, great changes. However, I have two questions.

Can you confirm that no more provinces will be added in 1.33 or later patches?

And can you confirm that this bug is getting fixed in 1.33? Thank you!

Gah, that's my bad. I was checking to recolour all countries with a dependency on a tag change....without checking which way the dependency went. Will be fixed in 1.33.
I think I can say that the bug should be fixed.
Regarding the provinces: we will not add any new provinces in 1.33. That's all I can say so far.
Has anything been done about the duplicate ruler "Joan II" issue?

That is, the heir to Aragon and the starting ruler of Navarra are the same historical person (although the game makes their age different), and often these two doppelgangers end up at war with each other depending on what you choose for the Aragonese succession.
Yes. This bug has been fixed. Now Joan is treated like the one and the same character, which means should he die in either country then he will die for the other one too.
So, 1.33 will be centered around East Asia? Thought we would get either a revamped Scandinavia/Levant/South America.
Not really a focus. It was just something on our TODO list for quite some time and we wanted it covered. For 1.33 we really just wanted to minimize the bugs and get some balance changes through.
Personally, I would love to focus on either of the mentioned regions though as they definitely deserve attention.
 
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The changes that are mentioned are looking good on paper. Don't know how strong everything will be in practice (like Shinto being able to use Buddhist monuments).

In general, it's good to take a second look at Ming, but I liked having them explode way more than having a stable Ming from 1444 to 1821, which made the region incredibly stale. Good to have options to play as the released states.

China unification could use some work. It might be more an AI issue than a design issue though. The AI loves to make tributaries of their potential targets. Maybe in the case of AI versus AI it could be so that if AI 'A' has permanent claims on provinces from AI 'B' that they want that they desire that land more and more through time? This way they could actually break tributary status after a while. The solution currently is with the 6th reform, but I feel like this won't come into play. Ming is the only AI that ever manages to complete multiple reforms as emperor of China, at least in my experience.

Confucianism looks good on paper. I disagree that it was weak, but being stronger is always more fun to play with compared to before. It changes your playstyle a bit more now too, and will probably be stronger sooner, which was the dealbreaker for most people.

Did you change anything to France? They survived every game in your testruns, while in my games they seem to disappear pretty much all the time (which is a shame).

Not entirely sure what's meant with the changes to pips, but then again I never really understood how they work in the first place, other than more pips = better.
Yes, France did one big change which I forgot to tell @Pavía to add into the DD.
The Hundred Years War is no longer just a normal PU war but a custom war, which behaves like a normal Restoration of Union war for England like in 1.32 BUT has the benefits of a Reconquest War for France. A popular strategy was as France to declare war on England ASAP with reconquest to take your provinces in France with minimal Aggressive Expansion. Now the AI uses the same strategy, though, I have to admit, it's a little bit more railroaded.
There was also some AI priority setting in their missions too, which makes France now focus more on their missions, but I don't think this was as impactful as the CB change.
Is Korea conquering the steps intended/desirable? It seems like Korea is now quite proficient at blobbing.
No. I take a look into this and try to motivate Korea to play tall.
I hope he can't go to war with himself any more either.
If Navarra decides to keep Joan then Aragon will get a new member of the Trastamara on their throne. So yeah, Joan does no longer suffer from a split personality.
@Pavía could you please show the new manchuri configuration?
manchu.png

nivkh.png

I have some questions about this. Will the Indian sultanate receive a dip +1 privilege? They were confiscated one from Jains after the estate overhaul patch.
Yes. They have their dip +1 privilege back.
 
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Does this mean Mughals can actually fill out their mission tree now? I've made multiple posts and comments about how the lack of privileges makes their estate-related missions like Fatehpur Sikri virtually impossible.
Yes. The estate influence requirements have been decreased so you don't have to rely heavily on RNG from events to complete them
 
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Thanks for your feedback! As you've already seen, we'll be tackling most of the issues you're posting here; I'll reply on a more detailed way tomorrow. I'll also update the Bug Reports subforum threads regarding script bugs fixed for 1.33, too.
 
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View attachment 795505
here is my suggestion of Manchuria tags, this mod is based on my members' more than a year of research

I found out Native mechanic really works well in Jurchen tribes

As you can see Haixi/Ula is the strongest federation in 1444.

And Korchin is not that big in vanilla game 1444, there is also a so call federation "Uriankhai"

Ming's color is much more closely to their Emperor's color of cloth, and the color of Korea ( should be "Joseon" in English ) is based on their flag.
Would it be possible that you shared your sources for Manchuria? I am quite interested in the area and I would like to read more about it, if possible. Specially if there are maps, even if they are in Chinese.
 
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While rebalancing is the focus finally removing the "lucky nation" modifier might be something to get looked at. It always seemed like a placeholder solution to keep these specific flavourful nations alive, but by now moat nations around them have just as much flavour, seeing them fail for once would be interesting and it would also finally fix the issue that AI can't handle ottomans cause they just have no idea how strong they are and just keep suiciding troops, loosing every war, no matter if they had 3 or 6 times as many soldiers on equal tech.

On the same note something for @Gnivom , maybe take a look at AI evaluation of generals? Generals are the single strongest combat buff in the game and especially nations atarting with top tier generals (france, ottomans) frequently have their enemies just run into thrm to impale themselves on their pointy sticks.
Stay tuned for next week's DD, I think you'll like it!
 
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So I was thinking about surrounding Korea with little tributary Jurchens since AI Korea will be reluctant to attack its tributary Jurchen. To do that, devs need to further fragmentize the provinces and clans but since they already claimed they won't be fragmenting the provinces so maybe we should work with fragmenting clans only.

The Korea-Jurchen relationship was kinda not ideal to call it tributary, but since we're not adding more relation types, so tributary is the closest one I guess.

======================================================================================================

While researching that, I Got some interesting things from the Korean paper: Review of the relationship between Joseon and Udike - https://www.kci.go.kr/kciportal/ci/...kci?sereArticleSearchBean.artiId=ART002001364

This paper is mostly about Seongjong's era (1469 ~1495) but most of them work fine IMO. Some Background information before introducing this paper's contents:
=====================================================================


1. It's admirable to exclude the Western Jianzhu region from this paper. There was a major event called the killing of Li Manzhu (李滿住) which happened in 1467 that shook the whole Ming-Korea-Jurchen relationship. If you guys are interested in that area too, I'll look more for it.

1-2. Furthermore, making Jurchen living in a Xingjing area a Korean tributary will likely result in a war between Ming. While Korea and Ming disputed over control of various Jianzhu clans, Koreans never dared of escalating it to a war with Ming.


2. Josanbo incident: In 1491, Some of the Udege Jurchens raided Korean lands and even killed some of the officers in Josanbo(조산보;造山堡; EU4's Yukjin province). Korea didn't know which Udege Jurchen it was, so they attacked mostly likely Udege Jurchen which is Nimaca.

To do that King mustered 20 thousand force and attacked the Nimaca. However, this humungous force made Jurchen flee and Koreans only burned Jurchen houses and killed "9" Jurchens, then returned home.

After that, surprise surprise, the actual culprit was the Dogol (EU4's Ilah Hala) after all. So King's prestige was hit and many relationships with Jurchens were shaken. Such as Namnul and Nimaca stop to pay tribute.


3. Orangke and Odoli are not categorized as Udege and are excluded from this paper. However, Orangke tributed more than 100 times during the Sejo era (1455~1468) So I think they can be a tributary.

<Blue fonts are all added by me>

View attachment 795699

So following countries should be added as tributary to Korea

0. Odoli is the tribe that Aisin-Gioro Mengtemu controlled. Wikipedia: https://en.wikipedia.org/wiki/Mengtemu
So no change since they already control the whole Jianzhu Jurchen country and they shouldn't be tributary of Korea.

1. Country name: Korkhan (골간;骨看)
Holding province: Furdan (2106)
Leader: "Kim" Ma Sang Hap (김 마상합;金 麻尙哈; 馬尙申) #Dynasty name is Kim. His name is found throughout 1456~1490 so make him young. His name is 馬申哈 in Ming's record

2. Nimaca (니마차;尼麻車) or Hyomjin (혐진;嫌眞)
Holding province: Nigguta (2107)
Leader: "Kim" Geo Eul Ga Gae (거을가개;巨乙加介) #His dynasty name is unknown but just give him Kim since his son has Kim on it.
Heir: "Kim" Wu Du (김 우두;金 亐豆)

3. Namnul (남눌;南訥)
Holding province: Fu'erhe (4654)
Leader: Du La Dae (두라대;豆羅大)
Heir: Nae Ya Hap (내야합;內也哈)

4. Orangke or Orangkhai (오랑캐;올량합;兀良哈) #They're a really decentralized state and some even claim they're much like EU4's Stateless Society reform.
Molyeonwi(모련위;毛憐衛) #This is a name used by ming
Holding province: Huncun (2108)
Leader: Pa Nan(파난;波難) #As I said above, Orangkes are more like collections of small tribes and this is one of the notable names from a single tribe living in the Huncun area.






Well, thanks for reading :)

PS These pronunciations could be fitted better if I knew more about the Jurchen language. So if you know please help.
Very nice. Thank you! :D
 
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As I said yesterday, thanks to all you for your feedback! It's been quite constructive, and a lot of issues have arisen. So, I think that we may be able to introduce some of them into 1.33 patch, improving the balance focus we had for it. I'll try to answer some of the questions/issues, I'm sorry as I can't do that for each post!

I would suggest also adjusting the Take Mandate CB so that you can't take any land unless you actually take the mandate (like independence CBs).

Otherwise the CB just becomes an exploit for neighbors to attack China anytime for half-price AE, and yet one more reason for people to decide that the mandate is awful and something to avoid rather than desire.

PDX should add some mechanics to force the ai Chinese warlords to unify the whole of China, instead of getting weaker after getting Mandate.

I think making AI to not make chinese warlord as tributary is essential too. Or give some event to make chinese warlord tributary as vassal when liberty desire is low will be good too. Also giving some buff for chinese reunification war is nice idea like reduced truce period.

AI Chinese warlords who meet certain conditions will always be hostile to tags occupying Chinese provinces and try to retake them.

Something I wish I saw more of was Ai Manchu/Qing. Their historical rise to power was quite interesting, but it 99% of games Manchu never forms and we instead see the EXTREMELY ahistorical big Korea almost every single game. Jianzhou, Manchu, and Qing all get the lucky nation bonus but it still doesnt seem to be enough.

Perhaps the AI the Jurchen tribes needs to be much more aggressive, and the mission that gives free cores on the land instead gave a lot of admin points. Another thing that could help is if steppe nomads had a huge chance of breaking their tributary status with Ming if they go above 300 dev so the unguarded frontier disaster would fire, or if AI nations considered how high Mings mandate was in deciding to attack or not.

The main reason China stays fractured is because the tributary state system is broken. Nations will make tributary states instead of conquering the land. How many times have you seen Japan tributary Ainu or an independent daimyo instead of uniting the archipelago?

Here is how to fix gameplay in China permanently:

1. If your capital is on the Chinese subcontinent, you cannot make another country your tributary state if their capital is also on the Chinese subcontinent.
2. Increase the number of provinces with jurchen culture so that Manchu forms more reliably.
3. AI should cancel tributary status on a country if the AI has permanent claims / cores on that nation's territory.

This will have the following results:
- The jurchen tribes will have more land giving them better armies and better economies
- The jurchen tribes will have an easier time forming Manchu
- Once Manchu forms it will conquer all the other tribes instead of making them into tributaries
- When a Mingsplosion occurs none of the new countries will be able to tributary each other
- The smaller Chinese countries will battle between themselves
- Manchu will have claims on the northern provinces and will not tributary Shun or some other country
- When Manchu forms Qing, they will be able to unite the subcontinent

This is what players want to see. They want to see Ming survive for a while, then explode, and then they want a new country (either Qing or someone else) to conquer and unite the Chinese subcontinent.

Changing tributary state mechanics will fix this issue.
Thanks to the comments in this DD, we'll be adding a few more balance changes to China/EoC, regarding what you're saying; as we have to implement and test it, stay tuned to 1.33 patchnotes when we release them. ;)
One thing that I have never, ever seen in a campaign which I would like to see once in a while (say 2-5% of campaigns) is an expansionist, aggressive Ming. It would be interesting, should AI Ming get a militarist ruler, to see it blob outwards for once.
Well, this was a great problem in MoH/1.20 patch, as Ming used to blob as far as Muscowy, so it got nerfed. The thing is that if we buff Ming, then the Mingplossion and reconstruction of MoH would be much rarer to be seen.
Really looking forward to the update, great changes. However, I have two questions.

Can you confirm that no more provinces will be added in 1.33 or later patches?

And can you confirm that this bug is getting fixed in 1.33? Thank you!

On top of what my colleague @Ogele has already answered, we won't be adding more provinces until game performance improves to a certain level, and that may take a while.
So a piece of feedback:

Playing a Mongol or Jurchen tag without Mandate of Heaven installed is really painful because a bunch of the things that get in the way of Ming ruining your day are DLC-only features.

Is there any scope to have a look at this?
No, TBH, as undoing previous DLC features is usually a pain code-wise.
So, 1.33 will be centered around East Asia? Thought we would get either a revamped Scandinavia/Levant/South America.
We'll tackle a new region for 1.34, along with new content. ;)
Talking about buffing Portugals Ideas to buff them to a level of a tier 1 nation, can I suggest looking at the british ideas aswell?
Their naval ideas are challenged by multiple other tags by now and the best and most proffessional army during eu4 timeline is represented with a +5% Discipline buff.

Compared to other nations of the same tier like France, Spain, Prussia, Poland, Russia or Sweden, their ideas are kinda weak. I get they should be a bit weaker since their geographic location is very safe and for gameplay reasons shouldn't just dominate both sea and land battles.
Still I think some buffs to Infantry CA or yearly army Proffessionalism ( for owners of cradle) or a buff to chruch power to make going anglican more reasonable, especially since catholic is so good now, would be very reasonable.

England needs a buff in the mid to late game. We know from history that by the end of game time the British Empire spanned a quarter of the world’s landmass. In AI hands 50% of the time France owns Cornwall by 1500 and I’ve never seen them in India, let alone owning / controlling most of it

basically it’s a sandbox but there should be outcomes that are more likely than others. France in North Africa being one example
British NI's are still quite powerful. And that Red Coats were the most professional army during EU4 timeline is something debatable. ;)

Regarding this, I've got another picture of a recent nightly with GB performing really well:

image (5).png
Is Korea conquering the steps intended/desirable? It seems like Korea is now quite proficient at blobbing.

good job Korean empire every game LOL
Korea is performing quite well, although I've seen other nightlies were it underperforms and gets eaten by Jianzhou/Japan.
I don't understand the purpose of these hard blocks for war demands. Isn't there a mechanic for taking things your CB isn't about taking? Unjustified demands.
I feel like this opens a slippery slope for things like no cb (can't take anything), conquest (can only take claims), reconquest, etc.

Please could you go into the reasoning behind this change? Was it being abused some how? Also, was there a consistent reason across all the CBs, or was it lead by the Force Tributary decision, with the others changed for consistency?

It seems like an odd choice to me considering that this is what the unjustified demands mechanic is supposed to deal with. Could the Unjustified Demands modifier not have just been increased in these instances instead?

It feels like there's been a lot of alterations being made with CBs across the last few patches (Humiliate Rival: Allowing vassalization (temporarily), Expand Empire: Cost and AE changes, Force Union: AE changes) but it's never clear why. It certainly doesn't seem like something anyone is asking for, not that I think that should be the sole thing driving changes, but it usually seems to be trying to solve a problem that doesn't exist.

>- Force Tributary CB (along with other CB’s with a specific purpose, as Restoration of Union and Subjugation) don’t allow taking of provinces any more.


This does NOT seem like a good idea at all. This way Austria can no longer take the goldmines from Bohemia and Hungary in multiplayer games.
In general I think these CBs should still give you the opportunity to take land. I don't see the point in removing this.
In the last patches we're following a design philosophy regarding CB's, as we want to enforce their specificity. This is for two reasons: to stop players using cheap CBs to take land, so now they have to choose wisely which CB and War Objective to pick for each war.
Nice thing with the Korean and Vietnamese cultures being a choice for the player. I always felt like this would be the best solution, but it was always said that the Manchu solution was to be the only such instance of changing groups.

Is it possible to provide more Chinese culture (more potential Chinese tags) to provide more East Asian possibilities?
Can Ryukyu culture be divided out Kyushuan? Like the Malta of East Asia? Ryukyu culture is quite different from other Japanese cultures.
Existing East Asian culture is too thin compared to reality.

Oh, this sounds interesting! How does it work in the code? Will there be a chinese_korean and a korean_korean, and the decision switches all provinces and primary culture from korean_korean culture to chinese_korean culture?

P.s. I know it's a bit ahistorical and to make Japanese expansionist this early, but I think their national idea which gives a tiny bonus to colonists could be replaced with them getting a whole colonist. This would incite them to develop their own provinces, and colonize one or another nearby island. Take it from the countless indonesian tribes which get a whole colonist!

Also another suggestion and this one is about Mongols. What about giving them decision Sinocize our Culture to Mongol cultures and their nation. Yuan dinasty went fort and back acording to one documentary i watched before it colapsed. Player could perhaps have such option to finally bring Mongols within Chinese.

I agree with point 2. Making altaic and Tibetan groups also being able to sinicize would make a lot of sense and just open up a lot more interesting possibilities. I would also look at adding at the very least a Tibetan culture formable China tag and maybe a Korean chinese emperor tag (Since Altaic already has Yuan, but having more formable chinese emperor tags can't hurt in general)
I also think this is a good idea. Sinocizing Altaic + Tibetan groups should be possible and adding a tag for a Tibet or a Korea Emperor would just make the region a lot more interesting overall. Would also encourage for players in the region to actually take the Mandate to form thoee tags instead of trying to avoid it.


I don't know how I feel about not being allowed to take land when restoring a union though. It won't allow you to promise your allies land and thus lower your trust and it'll also make it harder to keep those large PU's in check. Might have to be balanced.
Regarding these, what we've already done is expanding the Manchu decision to Sinicize to Vietnam and Korea. And after this comments, we think it's also a good idea to do it for Tibetan culture tags, and also when Yuan is formed so that will cover both Mongol and Altaic tags, and will be coherent with their mission trees).

Can you tell us something about what Is your outlook on east Europe balance?
It seems to me that more often than not Austria and Russia get eaten by ottomans, giving little variance between games. I rarely see a powerful Austria, Russia, Persia and especially Prussia in my games. Always fighting ottomans that eat half of Europe can become boring at times!

Update to Scandinavia when? Possibly Scandinavia formable being changed to not be a nerf (gets rid of country specific events sadly).
We've not done as much as European balance as with last patch, as we already rebalanced Catholicism and a few more things for 1.32, and we really wanted to focus on East Asia for 1.33. We'll let you know when we come back to that. ;)
So when will you do something about the completely out of control Ottomans?

Please consider doing something about the event where Crimea becomes an Ottoman march. Ottoman AI simply changes them to a vassal and diploannexes within a few decades. This puts them into a prime position to expand at Lithuania and Russia's expense. In two of the AI test screenshots posted, one has the Ottos blobbing hard into Central Europe, annihilating Austria and the other has them carving a path north to the Arctic Circle.
No. Ottomans are usually blobbing, but that has always been a thing in EU4, and we think that nerfing them would create more new issues than solutions. What we will be actually doing is taking a look about this Crimea issue mentioned here, as it may help balancing the Ottomans-Russia relation.
And what about a generic mission tree for chinese warlords such as Shun, Qi or whatever ?

Hoping the Chinese warlords could have some new mission tree like Qing. The current Chinese missions are kind of... poor I have to say.
We would have liked to create new content regarding Chinese missions, TBH, but we have to be careful with development time and calendars. There are other regions that deserve some more love, and we thought that a balancing iteration first would be a better starting point to improve it.
Will you guys be looking at the Dutch revolt and unification of the Netherlands? I find it slightly uncomfortable that the Dutch Revolt doesn't spawn that often in any of my games (I've only seen it once or twice), and I think this is because Burgundy has a tendancy to lose its PU in Lowlands from a poorly planned war against the HRE.
We'd like to take a look on this, as with other older mechanics; we'll see when we're goin back to Europe, as I said.
Can you please fix Georgian states' Government names and return them to being called "Principalities" on the duchy level instead of utterly cringeworthy "Khanates"? And can you please fix the starting position of the country? It wasn't even dissolved until 1447 and even that event was a brief separation, unlike the actual triarchy which happened in 1490. I feel nauseous whenever I play as my own country in vanilla due to these.

It's also generally sad that its one of the few remaining countries in the Eastern Europe which doesnt have any mission trees ("most of the other Orthodox minors already have them, like Serbia and Romanian states), but its more or less tolerable, but I cannot comprehend how simple things such as appropriate name and actual date of dissolution can fail so spectacuraly.
We'll fix the government names ASAP. New missions for Georgia would take a while, on the other hand. ;)
It would be nice to not lose the effects of the culture specific monuments after the formation of Rome.
We'll think about this, although it's not a priority for us.
Amazing work. Focusing on balance is what this game needs most at the moment, maybe excluding some major bugs. Love to see Persia and Mughals. As usual, I will post the balance list, with exceptional plea to fix the intitution spread speed, as written in point no. 1 in major problems!

MAJOR PROBLEMS
  1. The institution system is balanced horribly, and is one of the major problems of the games that last until 1600s and later. It basically results in African tribes being on equal technological foot as European powers. Only the Printing Press institution is spreading at a correct speed; the pace of the rest of them is seriously concerning and due to change.
  2. Colonization is broken. The speed of colonization is hilarously too big, resulting in the entire world - including the American and Brazilian interior as well as African inner lands (!) - being completely colonized by the year of 1700. The Africa issue stands on its own, and it's amusing that the African-themed expansion doesn't have anything to stop the colonization of interior Africa by the Europeans. If Europa Universalis is anything else than a glorified 4X game, fixing the entire issue of colonization should be one of the priorities. This post has great amount of additional suggestions: https://forum.paradoxplaza.com/foru...-trade-diplomacy-and-quality-of-life.1453724/
  3. The mercenaries scaling is broken. Lategame mercenary armies are too big; they need to be capped, or balanced in a different way. The mercenary effect on Army Professionalism is also worth to be looked at, as a simple -5% change every mercenary company hired is off-balance when we hire a 5K or 100K company, or when we don't disband them after the end of the war.
IMPORTANT BALANCE PROBLEMS
  1. The historical direction of the game has been heavily discarded over the number of patches and updates; while the game should obviously be a sandbox, some features added in previous paid DLCs (!) are completely forgotten. Manchu forms much more rarely than before, and Prussia almost never forms. Mughals never form. Zaporozhie is a not very amusing joke, being nowhere to be seen ever, despite very unique mechanics it possesses. The Middle-East is very much not working correctly as well. Persia almost never forms, and thus the Ottoman Empire, after dealing with the Mamluks, never have a strong rival on the other side of their territory, leaving the fight to the Habsburgs and usually-declining Polish-Lithuanian Commonwealth. The whole area of Persia seems to be extremely border-gorey, with no nation being able to unite the rest and form Persia. Lack of mission trees in the Middle-East may be related to this issue. Fixing old content is a great way to make the game feel fresh without having to create actual new content!
  2. The conditional military access allows for seriously ahistorical gameplay. Getting rid of it is not necessary, but limiting it would be much appreciated; for example, it could only work for the same religion, so the Ottomans could not go through entire Europe to siege Paris. In this example, they would have to either ask for the access, or wage war against the HRE to get to France.
  3. Centralization of states mechanic is currently not worth it in any situation as long as the Expand Administration mechanic exists.
  4. Catholic colonies are at this moment bugged; because of the Treaty of Tordesillas, they do not declare wars on anyone, as opposed to the Protestant colonies.

MINOR PROBLEMS
  1. The Council of Trent is broken. The tradeoff between the two sides (conciliatory and harsh) is the difference in price paid from the Curia Coffers; however, at that point of the game, the Coffers are flowing with money, making the choice utterly one-sided. Additionally, the choice made by the Curia controller is most often opposite of what should be picked.
  2. The downfall of Mamluks is not represented properly. If a proper Disaster would be added, the Ottomans could be toned down a very little, allowing them to take on the Mamluks without the (very) many bonuses the Sublime Porte has, preserving their "boss" status while enabling a more historical outcome of having the peak of their power in the 16th-17th centuries.
  3. The hegemons mechanic is useless at anything that is not a world conquest. The bonuses could be scaled down and the requirements could be toned down and made relative, so for example Great Britain could become a naval hegemon naturally over the course of the game, much like in history.
  4. Many missions are outdated. It is not about the entire mission trees (although the power creep is real), it is about such missions as Spanish cultural conversion of Grenada, which is now broken (ineffective in cost to reward). There are more examples, including:
    • Missions on the Indian subcontinent often require high estate loyalty/influence, which was not adjusted to the estates rework.

Hello -

Regarding 1.33 I really hoped for some more balancing and adjusting of 1.31 and 1.32 features. For example its kinda harsh to add new mechanics for the jewish faith and then have almost no possiblity to play with it. Besides much needed new events/possibilities to get jewish (or give an input of the important role a lot of jewish minorities had in a lot of countries/goverment), there are 5 things that are gameplaywise i.m.o. a bad choice. I played a lot with jewish after the patch.

1. Christians can crusade you - why? Is there any reason for that? There should be at least a variation if its need to be possible.

2. You loose the mameluk goverment reform if you convert to jewish after conquering the ethiopian provinces. - Why? The Mameluk Goverment is a lot about diversity of his rulers etc, but suddently you lose all of it (without any warning or reasoning) I guess it would be great to allow the goverment to be also jewish to don't miss out a big part of immersive events and content just for switching to jewish.

3. You can't form ethiopia while being jewish - you need to be coptic. Why? As a ethiopian minor you just lose out of the possiblity of converting and reforming later in ethiopia and are stuck now forever with a bigger missiontree as the minors don't get any love. Also as jewish reformed ethiopia your coptic missions are not pssible.

4. You can't form Israel as a jewish mameluck or likewise - why?

4. The temple of jerusalem event. You need to know the wiki for that - why? As there are just a few and very soon repetitiv events for the jewish faith you miss out about this possiblity. A very simple solution would be, that you get an event when conquering jerusalem, that it maybe would be a good reason to convert the holy city back to his faith, as it could help the glory of the old monument or something like that.

Estates:
Kilwa. The 30 Influence for their unique Estate privileg about the gold mines is waaay to high, so I would never pick it, as it would be very hard to get away ever again (together with the +5 Power Costs, what is fair). I guess 15-20 Influence would be still high, but managable. Maybe you could combine it with -5 Crownland for picking. (or smth)

Please also consider to make the estate overview tab more apealing and logical for newer players - there are alreay a lot of good mods to to that.


China: I still thing its a big downer to let people feel that first play ming, that they don't have missions. Conquest missions are not needed, but it would be very nice and userfriendly to make just a few missions that tell the people to handle the situation in the north (and warn them about the disasters or let him rebuild the "great wall"), to harmonize one religion (and give them a buff one time), to use the mandate of heaven once or gather 2-3 new tributaries and one about the estates. With that you could get 4-5 missions without overpowering ming, but give the player a nice connecting of existing features for ming and the player wouldn't feel, that mings missions tree would be empty (and ofc you could transfer this missiontree to ming revoltertags)

As a historian: One big missed opportunity with monuments was for me, that there are no informations about the herritage/reason for the monuments. WIth most of the other things you could actually learn something. It is a shame, that there is not even a small tooltip with 2-3 sentences about the monument itself as we have it for most of the other immersive and also educating features. I don't think it would be a big effort, but a very good thing to give it a bigger quality!

I also really hoped to get more details about making monuments more usefull (I suggested 3 ideas with your positive response a while back ago)
We're going to through these two very detailed posts, as there a lot of issues being commented on there. Thanks to both of you!
Will there be a rework of the collapse of Ashikaga and the start of the Sengoku Jidai?
Not in the short term, TBH.
When can we except these changes to go live?
Later Q1. We've got an internal fixed date for it, but we want to be sure that final changes are well implemented, tested and polished, and that may take some weeks, so I don't want to advance any date for it getting live, as we're not in a rush, as it's a free patch not coupled with a new DLC.
Hello! As usual my suggestion is that you please put El Morro Castle in the correct province. San Juan is having its 500 year anniversary this year and what better way to celebrate it than having its famous Castle where it belongs EU IV. [BGCOLOR=rgb(30, 40, 62)]Even the King of Spain is paying us a visit[/BGCOLOR] next week; a visit which will likely include a visit to the fortifications as part of the ceremony.
Already fixed that for 1.33, along with the modifier it gives to the Overlord; it looks that just in time. ;)
Out of curiosity, how long do the devs take to rework an outdated mission tree? Come to think of it, all those before Emperor (for Europe) are extremely flat now, of course Sweden-Denmark, but also Poland, Lithuania, and even Russia to some extent.
It depends on how outdated it is, and how deep the rework to be. For instance, regarding Origins and Leviathan mission trees, it took a few months, as they were to be created mostly from scratch.
I have a suggestion. The Siberian tribes still use generic ship models, maybe they should use the Asian ones.
Will try to fix this for 1.33. ;)
I wonder will there be Faction system update in 1.33 patch. It is one of the worst system now.
We'll want to rework the Faction system in the future, but that's not a thing for 1.33.
Could we also take a quick look at the Korean dynamic province list while we're in the far east?

We'll take a look over this. ;)
First of all, HOLY SHIT I LOVE YOU for just being even willing to implement changes like this. I hope this continues and applies to other systems in the game too!

That said, I'm not sure how to understand this

If shock and fire were to also count towards morale damage, how would morale still be the best? Is fire/shock going to only add a small bonus to morale damage? if so, how much and what would it depend on? +1 fire/shock pip advantage would be equivalent to what bonus?

PS: might be a weird question, but what exactly led you to first realize that this is an issue, and that this could be the solution?
Don't get me wrong, I LOVE that you did, but given the history of EU4's development over past years that's also very.. new

Hello Pdx,

About the proposed combat change: - "Regiments’ fire and shock pips now also count toward morale damage in their respective phases. Many of you will know that morale pips have been superior to fire and shock pips. This change will make the pips more equal in value, although morale pips may still be the better pick most of the time. To preserve the overall flow of battles, we’re thinking not to apply this to artillery protection from backrow, as it is asymmetrical."

I would advise against this change.

Firstly, the proposed change doesn't aim to fix something that amounts to a critical problem. Not all modifiers, not all strategic choices are or have to be similar to equal. This can be true even when the disparity is significant, as it is here. It is not apparent how the gampleplay would be improved, in and of itself, by lowering the gap in respective values of pips.

Second, the proposed change doesn't adress the supposed problem. Morale pips for one will still remain on the whole superior to the previously called kill casualties pips. More importantly, the defensive pips will continue to outperform offensive pips.

Third the proposed change causes harm greater than that of the supposed problem. It adds further unnecessary complexity to a mechanic that is already difficult to explain to newer players (even veteran players often fail to understand let alone remember long term the exact workings of combat). Especially if exceptions are added, like the artillery one here. In addition the exception will not prevent all cases of the usual flow of the game being disrupted. An example that is likely to be encountered & to frustrate newer players, is that the ottoman troops would be stronger yet in the early game.

The last point is that there are alternative direct or indirect methods that can achieve the stated goal. Other modifications to the combat equations are possible, though perhaps not desirable. But also changes to warfare mechanics such as forts, sieges, assaults, attrition, manpower, mercs could lead to differences in the current value of the pips.

I wonder if the ambition of the change is to make possible a reform of the lackulstre 'technlogy group - pip selection' mechanic. Then somewhat equalising the value of the pips would serve a purpose. But I hope you will reconsider the means by which you set out to achieve this.

Happy new year
Well, regarding this, it came to the mind of @Gnivom :

"When researching for making the AI understand troop quality better, it has struck me that morale pips are many times more important than fire and shock pips (I'm talking about the regiment templates). This is both because morale pips apply in both phases, and because morale damage is generally more important than casualty damage. The result is that experienced players will always pick units with maximum morale pips, and have a significant advantage over AIs and less experienced players. I don't know if we want to tweak the combat system right now, but we can make this change:
  1. Make fire and shock pips affect morale damage as well as strength damage (this would make them have the same total impact as morale pips, but morale pips would still be a bit better since morale is more important)."
So, it's not an extreme change to combat meta, but a tweak to it. We understand that may be some concerns with it, but we also think that this kind of changes from time to time are positive for the game.
Please tell us that bugfixing will continue to be a priority for Tinto even after 1.33.

This is an investment that never fails to pay dividends for the game.
Reserved this comment to the end of the post: Yes, absolutely! We're really committed on reducing bug count of EU4, and that will continue being one of our priorities in the next patches. We'll take more in detail about this in a DD in a couple weeks.
 
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Hello Pdx,

About the proposed combat change: - "Regiments’ fire and shock pips now also count toward morale damage in their respective phases. Many of you will know that morale pips have been superior to fire and shock pips. This change will make the pips more equal in value, although morale pips may still be the better pick most of the time. To preserve the overall flow of battles, we’re thinking not to apply this to artillery protection from backrow, as it is asymmetrical."

I would advise against this change.
Thanks for telling us!
I would argue that there was actually a problem with the imbalance between regiment types. Players who know the meta get a significant advantage over AIs, and players who don't will arbitrarily have a different experience based on their uninformed choices.
You are right that this will benefit early-game Ottomans, which is a pity but not a huge one. Early-game Ottomans are supposed to be really strong.
As for complexity, I agree, but I think it is worth it.
 
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There's one important AI issue which got buried in the middle of the comments and may have been overlooked:



Please see if you guys can find a way to fix this. Personally, I think this is the most important item of all the things I've mentioned in this thread.

It's a long-standing general issue, not just a situational thing about one region of the map, and it not only alters, but in some sense outright ruins the intended purpose of navies. If naval supremacy carries no consequences on land, then there really is no point at all.

Much of the reason why people view navies as useless is because they ARE useless in the hands of an AI that doesn't use them.
It was improved in 1.32, and will be further improved in 1.33 (stay tuned for the next DD).
But there's only so much we can do without ripping up huge parts of army and navy AI, which unfortunately we won't likely ever do for EU4.
 
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Wow, a lot of comments again in the thread, so, again, thanks for your comments and suggestions! I've been a couple days off because of being sick, but I'll take some tame on Monday to give more detailed answers to you, as I did the other day. Have a nice weekend!
 
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Hi again! Sorry for the delay in answering the questions posted last week. BTW, as later today we'll have a new DD, I'll ask you to keep the issues regarding this DD here, and comment the new ones raised there.

What about unjustified demands though? Isn't that the mechanic that controls how 'cheap' taking land is? Was increasing the cost of this considered instead? And doesn't this change also devalue any unjustified demands modifiers? And has the resulting devaluing of Influence ideas been taken into consideration with this change?

Although I don't agree, I take the point regarding the Force Tributary CB, but how is Force/Restoration of Union CB or Subjugation CB a 'cheap CB'?



Surely the above is the end point of this design philosophy?

PU/Subjugation aren't cheap conquest CBs by any means, and they already had costs for throwing land in along with the primary goal, namely Unjustified Demands and full Aggressive Expansion. In the case of the Aztecs for example it's important to take some extra provinces while fighting your wars so you can acquire fresh targets, because if you only subjugate with your wars you'll quickly get truce locked. Having to choose between subjugation or conquest can seriously slow down gameplay in a region where time is of the essence, and tip it over the edge from challenging to frustrating.

Also philosophically, I just don't like hard blocks, especially when they didn't exist previously. It's the same with my objection to how Religious Zeal works, a hard block on conversion the player can do nothing about but wait for 30 years. In general I think "Yes, but..." is a better answer to "Can I do X?" than just "No." Deltarune of all games had a really good example of "Yes, but..." implementation recently. Discouraging double dipping with increased costs is perhaps something I can see.

CB's have been in decline for many patches now, years infact, with Exploration/Expansion finishers among the first victims.
The idea of "Having to choose" which cb to use is not very applicable considering you rarely have more than one CB on one nation
and on many you dont even have one.
Claim fabrication is still among the least entertaining things to do in this game and doing it every time you want to go to war
against someone is a chore at best, certainly past the first few years.
Even for nations with more extensive permaclaims that still hold true because especialy older trees expect ultra specific conquests
with zero variation allowed and no thought given to how the truce timer will work out.
The Ottoman missions are among the worst examples here. Absolutely horrendous to play out.

If you want CBs to feel special then dont just give strangling restrictions to the few that exist.
Make new ones. Many of them.
"State completion" CB.
"I want to take CoTs" CB.
"I conquer provinces in my religious group held by heathens" CB.

One example of an exiting but rare and powerful CB is "Border conflict", sometimes given to neighbors because of the Cosacks estate.


Finaly, if you decide to just go with the hardblock while adding nothing to compensate then i hope this will be modable.
I for one am close to just putting DV back at the start of Rel Ideas.

Just to confirm: if you choose a CB which forbids taking land, then you will not be able to promise land to allies for joining?

(I want to catch this bug before it spawns)

But outside if Imperalism, religious CB, and conquest a player doesnt ever use any other CBs unless the game specifically gifts them one either through missions or a special government type. We essentially turned a very niche thing into a niche thing you dont ever wanna use in the first place. I dont feel like anyone will enjoy these changes and the ones who will be affected by it will just go back to 1.32 since its not like they are missing out on a DLC or new mechanic. Very baffling change wich had better and more organic solution.
We are not touching the Unjustified Demands for the moment. Regarding the CB stuff, we don't use to like hard blocks either, but sometimes we feel that they're a bit 'abused' to just speed up conquer, without second thoughts, so because of that the idea about restricting some to their main function. It's true that the claim+conquest mechanic sometimes is a bit dull and repetitive; on the other hand creating new CB's may be interesting, but there are already plenty of them in the game, so we've got to be careful about it. We're also trying to test out things the best on advance, and in that regard the 'promise land' button wouldn't work in restricted CB's, yes; there are other tools at player's disposition for calling allies to war, as 'curry favors'.

But, in any case, we're open to continue discussing this kind of topics with you, and if we see that some of the changes are not working out the way they're supposed to do, we're open to change them, obviously.
@Pavía and @Gnivom senpais, please do see my comment on Russian NIs in this thread :D
We've been taking a look on it, yes. For the moment we want to address the balance issue by other means, as we think Russian NI's are already powerful enough, coupled with its government reforms and Orthodox religion, but we'll have this in mind for further balancing.
Is that ottoman italy? I know they are supposed to be blobbing but i hope they won't be expanding to this extent every time. It really makes the main objective of the run to defeat them, whatever nation in the vicinity you choose, and this îs incredibly boring and frustrating în my opinion!

Still nice to see some variability, especially GB performing so well some times

Hmmm, Otto AI seems REALLY powerful judging by those screenshots. Could they be a bit more balanced please? I don't want to spend half my Spain game trying to protect Poland and Hungary from an Otto death stack while they wipe out all of east Africa.

I understand Ming and africa and even merf castille.
But can you please nerf the ottomans? It's not possible that european countries don't form coalition against ottomans when they start to conquer all of italy, the balkans, Austria and poland.
They even let them conquer more.
If a player is near them he can destroy them, if not they blob too much everygame.
Another thing change the possibility of burgundian succession to go to Austria.
Ottoman balance is always difficult, as it's the 'final boss' at the end of many games, but we don't want it to blob as crazy in any given game. We've been working about this for 1.32, but also for 1.33, and there are always results when it doesn't perform as well:

image (6).png

image (7).png

image (8).png
They'll probably do what they did with Jurchen -> Manchu culture, namely replace an existing culture in-game with one that only existed in the code. Jurchen is called "manchu" in EU4's code, and Manchu is called "manchu_new". Neither culture ever changes culture group in the code.


Please don't make this a hard rule in further EU4 development. Making colonization function, especially for Catholic countries, will very likely require an overhaul of the Treaty of Tordesillas mechanics. Changing colonization speed won't be enough to prevent early Catholic colonizers from monopolizing entire colonial regions if later Catholic colonizers receive crippling opinion maluses with the pope for colonizing those regions.


The Ottoman AI's failure to understand that European land often won't be as useful as Middle Eastern land is another other big issue. Conquering provinces in the Kiev trade node, for instance, will gain the Ottomans very little trade revenue because Kiev's trade can't be easily steered back to Constantinople. The Ottomans could earn at least as much in tax and production income plus more trade income and probably more manpower by expanding south, or at least into Hungary (where it could then move its trade capital).

Teaching the AI to prioritize expansion into trade nodes that are either upstream from its trade capital or directly downstream from it might go a long way towards fixing colonization priorities as well.


A good way to recycle the faction system would be to make factions represent competing interests within a centralized government and estates represent competing interests within a decentralized government, as they do now. Factions could be unlocked or have their effects scaled up at higher levels of crownland.

Instead of ending abruptly in the 1600s, the gameplay loop in which players accumulate crownland at the expense of estates could lead to a new gameplay loop in which players balance factions against one another. Every country in the game could have access to both estates and factions and would effectively choose to prioritize one system over the other by centralizing or not.


Anglicanism would have been better implemented as a set of special, England/Britain-only Protestant church aspects. Being able to re-dissolve the monasteries every few years has never made sense and, independent of the worth of any other Anglican mechanics, the mutual heretic opinion Anglicans and Protestants have of each other is both ashistorical and bad for gameplay.
It's not a rule of thumb about EU4 development, as can be seen about the rebalance we are trying to do for Mandate + Confucianism. We've got plans to continue overhauling some features that are working as well as they could, so don't worry about that. ;)

There are some interesting ideas here. The Factions system is one that we'd like to take a look upon, if having enough development time, for instance.
@Pavía if you allow me a couple last suggestions, I would change the Bandeirantes Idea for Indian Run (Carreira da India), or India Armadas: "While the India armadas were used to ferry troops, officials, missionaries and colonists between Europe and Asia, their primary objective was commercial. They were engaged in the spice trade, importing Asian spices to sell in European markets, especially the five "glorious spices" – pepper, cinnamon, cloves, nutmeg and mace."

My reasoning being since cloves have a trade efficiency bonus, it makes more sense to have the India Armadas related to the idea than the Bandeirantes, if that makes sense.
Also for the Artillery Idea, if I got it correctly will it be the last one?
Originally it was founded in
1640 - Artillery and Drawing School.
The other name is from 1790. Still within the timeframe but way later.

@Pavía Just to add to my previous suggestion:
Carreira da India (Indian Run) for the 15% trade efficiency heres a description that could be used for example: "With the discovery of the Cape route to India by Vasco da Gama, the fall of the Venetian monopoly on the spice trade in Europe is inevitable and the resulting drop in prices of spices will contribute to the commercial development of the country."

So if im not mistaken the current idea setup will be:

Traditions:

+10%
Infantry Combat ability+25% Colonial range

Legacy of the Navigator

+10%
Morale +5% Ship disengagement chance

Afonsine Ordinance

+10%
Goods produced modifier

Feitorias

+10%
Global trade power

Land Before Faith

+15
Global settler increase

Encourage the Bandeirantes

+15% Trade efficiency


Royal Absolutism

−15%
Construction cost+0.50 Yearly absolutism

Royal Academy of Fortification, Artillery and Drawing

+1
Artillery +10% Fort defense

Ambition:
+20% Global tariffs




In my opinion to make sense trade efficiency should come before colonization bonus:
Brazil colonization, which i suppose the land before faith represents, only kicked in with the discovery of gold in Brazil in 1690, almost 200 years from the discovery of the cape route.
Traditions:

+10%
Infantry Combat ability+25% Colonial range

Legacy of the Navigator

+10%
Morale +5% Ship disengagement chance

Afonsine Ordinance

+10%
Goods produced modifier

Feitorias

+10%
Global trade power

Encourage the Bandeirantes (name change for Carreira da India)

+15% Trade efficiency


Land Before Faith

+15
Global settler increase

Royal Absolutism

−15%
Construction cost+0.50 Yearly absolutism

Royal Academy of Fortification, Artillery and Drawing

+1
Artillery +10% Fort defense

Ambition:
+20% Global tariffs

this way the ideas make sense chronologically.
Thanks again for your suggestions, Sete. However, I've got to tell you that we're not changing the NI's description for 1.33, as we'll have to change the localization, and we're already tight on deadlines for this kind of stuff. We'll se if in the future we can add some extra historical flavour to Iberia, as I'd love to do, and we can effectively change this, too. ;)
While we're at it, and since the devs are checking out this thread, would it be possible to change the rule status of Mushasha ? This state is governed by a "duke", which is slightly ridiculous, you will agree.
On it. ;)
I hope that the positive and negative harmany impacts are scaling in some way. Whether actually scaling 0 to 100% or scaling in a way similar to how the effects of crownland scale (changing at 25%, 50%, 75%, etc). I'd hate to fall into a tiny negative harmony and have the full -1 corruption penalty etc.
It scales up and down, yes.
I appreciate the team continuing to work and put out quality content like Origins after Leviathan's release. I can only imagine how demoralizing that would've been. If you did take a holiday to Spain I wouldn't blame you.

Now that Eastern Denominations religions harmonized unlock monuments requiring them, will the same be enabled for Tengri nations with a secondary religion? One of my favorite runs was as Manchu where I didn't form Qing. I considered playing them again after Leviathan, but the lack of available great projects took the wind out of my sails. Because the requirement for many monuments is that the province has the owner's religion, even though Tengri nations count as their secondary religion for all other intents and purposes, you still can't use your secondary religion's monuments with this requirement.

I also have a few questions/requests/suggestions about Alcheringa nations and Australia. I was really excited for Australian and New Zealand content when it was released, but as someone who studies both I felt there were some areas where it was lacking. Firstly, similar to how Fetishist nations with the Buddhadharma cult can use the Erdene Zuu Monastery, would it be possible to allow Alcheringa nations with the Islamic Dreaming cult to access Islamic great projects, those with the Dharmic Dreaming cult to access Dharmic great projects, and so on?

While both Tengri and Alcheringa nations can access pagan monuments like Stonehenge, with the exception of the Erdene Zuu Monastery, most pagan great projects aren't nearby, while closer monuments are inaccessible for the above reason. I don't know if new monuments are on the cards, but that could also ameliorate the problem. Burkhan Khaldun is an obvious choice for a Tengri monument, being both the birthplace and resting place of Genghis Khan and therefore one of the most sacred mountains in Tengrism (alongside Mount Fuji and Cerro Rico it would also mean there were three mountain great projects in the game, meaning to get the Three Mountains achievement you would need to control three mountains—not important but interesting nonetheless).
An Alcheringa monument is a little more difficult because the obvious suggestion, Uluru, is currently in a wasteland province. New provinces spanning the center of Australia by following springs such as Alice Springs could be added. This would also make migration in Australia a little more interesting than what it often ends up as, shuffling clockwise or counterclockwise from one coastal province to the next, but I don't know how much you're willing to add to the region in patches alone. There are other candidates for Alcheringa monuments, but this post is already getting kind of long.

I also wanted to suggest the addition of province modifiers to some Australian provinces, similar to the Stora Kopparberget modifier. The most deserving candidate would be a modifier called the Law of the Tongue in the province of Tharawal (4858). Tharawal encompasses Twofold Bay (called Nalluccer in the native Yuin language), where both Indigenous Australians and Europeans cooperated with several pods of killer whales under an arrangement called the law of the tongue to hunt other species of whales. Twofold Bay is also the third deepest natural harbor in the Southern Hemisphere, and today is Australia's largest fishing port, so Tharawal may also be worthy of the natural harbor modifier.

This next thing is probably the smallest suggestion I'll make. Tasmanian provinces should be able to spawn copper. Historically copper mining was a significant industry in Tasmania but to my knowledge copper is currently unable to spawn there.

My penultimate suggestion would be some formable tags for the Aboriginal and Maori nations and maybe some associated achievements. Some Maori formables could be;
-Aotearoa for a unified North Island (Aotearoa originally referred only to the North Island, but Europeans began using it to refer to New Zealand as a whole);
-Waipounamu for the South Island;
-Iwi Nui (Maori for 'Great Iwi') for the entirety of New Zealand; and
-Pāpaka-a-Māui for a Maori unified Australia (something I imagine only players will achieve).
There's too many Aboriginal languages to pick one name for a unified Australia. Maybe the name could be based on the culture or tag that unites Australia? Koomba Koordaboodjor ('Koomba' means 'big' and 'Koordaboodjor' has the fitting double meaning of 'island' and 'heartland') would be a decent candidate for a Noongar name, but I'm not familiar enough with other Indigenous languages to make suggestions for them without doing some research first.

On a tangentially related note, will Dai Viet and Korea receive Qing-style formable tags if they sinicize and take the MoH?

My final suggestion is about Alcheringa cults. Currently, Palawa is the only Alcheringa nation that starts with additional cults, however it would make sense for Noongar to start with the Wagyl cult, as Wagyl is the form of the Rainbow Serpent specific to the Noongar. Wagyl is a strange name for a Chinese/Confucian cult, being a creator deity associated with specific landforms in southwestern Australia and resembling a Chinese dragon no more than any other snake.
A better name for, and concept to be syncretized with, Confucianism (specifically the concept of yin and yang) would be gurruṯu. To simplify both massively, the concept of yin and yang is that opposite forces may actually be complementary, interconnected, and interdependent. Gurruṯu is the Yolngu kinship system. It divides everything, including people, into two separate but complementary categories: Dhuwa and Yirritja. Under gurruṯu, Dhuwa can only marry Yirritja and vice versa, and Dhuwa can only paint Dhuwa things while Yirritja can only paint Yirritja things. There used to be an exhibition on display in the National Gallery of Australia of paintings by a Dhuwa artist and Yirritja artist who collaborated, with each painting things the other could not—a nice visual metaphor in my opinion for the idea of complementary opposites. There's more to gurruṯu than just that, but that's the gist. I think therefore that gurruṯu would work much better as a name for the Chinese/Confucian cult than Wagyl.
There's also a missed opportunity to have a Nahuatl cult for Alcheringia. The Adnyamathanha personification of the sun is a cannibalistic goddess called Bila, with obvious parallels to Huitzilopochtli. If Wagyl was renamed the mission tree wouldn't need to change, however if Wagyl was given new modifiers, the old modifiers were moved to gurruṯu, and Bila was also added, the layout of the mission tree could also remain basically the same, with an extra pair of cult missions added but the overall structure of several rows of two cult missions with the Rainbow Serpent cult mission alone at the bottom maintained.

If you somehow read through to the end of this post, cheers. I know I've made a lot of suggestions for Alcheringa and Australia, but I think they'll make the region a lot more flavourful and playable. Thanks for reading and if anyone has any questions for me feel free to ask.
Wow, very detailed suggestions, thanks! We'll take a look on this overhaul for Alcheringa, although I think that we may work on it for the next version of the game, unfortunately.
Love these changes!

Recently made a thread asking about switching to Shun when the disaster hits Ming, so it's excellent to see that being added as a possibility. Will definitely need to do a Shun game once 1.33 releases! Great to see Confucianism getting buffed too, it sucks currently. I hope Tengri gets a buff sometime as well though, it will be even worse than Confucian now! Part of the issue is the massive lack of monuments for it. Buddhism, Hinduism, Islam and Christianity all have some really powerful ones, I think Tengri literally only has the 1 in Qaraqorum which loses half of its usefulness if you're not a horde too.

A suggestions for China though, perhaps a large malus to accepted tributary status (for both parties) between any nations that both hold land in the China subcontinent. Also make the Force Tributary and Unify China CBs mutually exclusive, ie. if you have the latter CB then you don't get the Force Tributary one against that nation. It would help make new Chinese countries actually unify China. You could increase the likelihood for them rivalling each other to prevent them from allying if they're a similar size too.
Interesting idea, will think about it. ;)
Will you make it that "Detach Marines!" button works for all special units and not only for Marines? Since it would be very nice QoL change.
Good suggestions, will try to implement it!
@Pavía


Being honest myself too, that won't help AI in a significant way. I fear. Look at the screenshots you posted.
Especially with these changes on the top of that:



There are 3 obstacles in the way of the reunification of the EoC:
A -
The quick and steady emergence of a strong Manchurian AI.
B - The tributarisation feature itself.
C - The way the Mandate grows or declines.

A - So what is the problem here?
- First, the diplomatic setup itself. Jianzhou is a lucky nation, which will help a lot, but its luck ends from the first months of the game when it choose to ally with Korchin (most of the time). And here is the danger: Korchin isn't Ming's tributary, meaning they very often declare war on Korchin for tribute, dragging Jianzhou into it 'till death... From there, Jianzhou, on his knees and without any alliance left, is steadily targeted by Korea. If Korea takes too much land, there are not enough Jurchen provinces left to form Manchu. If there are enough Jurchen provinces left, Haixi is the one that will eventually form Manchu, but a poor one promised to death. If Jianzhou was allied to Donghai prior to the Ming/Korchin war, they will be targeted too. Nightlies AI tests show you the result, not the path.
- From there, I see you buffed Korea (which isn't bad in itself), and gave Korchin a Jurchen vassal.. Why on Earth would it end well? The Ming threat over Korchin and his ally Jianzhou is still here (even more because you can only tributarise someone through war if the target has a subject), The Korean threat is still here and even greater, and there are less Jurchen provinces to grab easily because some of them are owned by a vassal! Your screenshots speaks for themselves: not a single Manchu AI, a big Korean blob.

B - The AI is coded to tributarise everything it finds on its way, and it does. Even if those territories are vital to its survival, defensiveness or expansion. Worst than that, they give back their new tributaries his former legitimate lands....
- May be that is the reason why you want to disable the possibility to take land with the tributarisation CB, but I fear this is not a good answer. As for the rest and the 6th new Mandate reform, please take into consideration that Mandate points are pretty rare, especially for a new owner. I actually never seen a new EoC owner pass a single reform, so having to spend nonexistent Mandate points to vassalise a tributary will only be a Ming or a player thing (besides being a slow and tedious process).

C - Mandate gain and lost is balanced, but only for Ming. It's here to contain the incredible Ming power into its borders and cripple it to a no return point, but works more or less the same for a new and weak EoC. Also, points gained or lost for owning or not the 3 capital cities hits the same way a long lived Empire and a rising one. Capital cities are far away from each other and do not reflect the reality of a new power taking hold.
- China after Mingsplosion is a devastated place, taking any land in these rubble is a big thorn in the side for the new Emperor. +12 Force Limit, -10% Land Maintenance and +15% Manpower Recovery Speed doesn't answer this issue. Mandate hit from devastation should also be added to that list if the owner change. If players are waiting until the last moment to take the EoC, their is a good reason.


You are correct when you say that EoC is a really hard mechanic to balance out, but I think you attacked the beast from the wrong side. There isn't a single good solution, but here are my suggestions:

- Korchin should start as a tributary state of Ming.
- Korchin should not have a Jurchen vassal.
- Temporarily remove the Mandate hit from devastation for a new EoC.
- The EoC should not be able to tributarise Chinese minors, or TAGs that owns a huge chunk of China, or TAGs it have a permaclaim on.
- If a country become the EoC, they could gain a vassalization CB over their tributary states if they are Chinese, and be able to declare on them without a stability hit.
- If a country become the EoC they may lose their Chinese minor tributary states after a certain period.
- The new Emperor should be able to choose his own capital cities, they must not be in the same region. An event could fire for this when a state is cored in a new region for the first time.
- Teach the AI to use the edict that reduce devastation.
- Give core on provinces which are at new EoC's borders and are in the Chinese super region.

- The special case of Korea: I think we all agree that Korea deserved a little boost, but also that it should not interfere in the early Manchu unification process (We don't want to see Korea be eaten by Manchu too). My idea is to fire an event for Korea, Ming and Manchu. Condition to trigger: Manchu TAG exists / Unguarded Nomadic Frontier disaster is ON / Manchu TAG developpement is above Korea's. The event fires for these 3 TAGs, but Korea is the only one to have to make a choice, and here is the idea (name them as you wish):
1 - Stay under Ming's protection (nothing changes).
2 - Manchu will be our new overlords (Korea become a faithful tributary state of Manchu. All the provinces owned by Korea in the Manchuria Region are transferred to Manchu TAG. All provinces owned by Manchu in Korea are transferred to Korea TAG). AI will always make this choice. *
3 - We'll make our own way (Korea become independent).
*(2-2 - If Manchu TAG is human, fires an event which allows him to refuse)

Thanks for reading, sorry for my english. ;)
Thanks again for a very detailed post, with lots of suggestions. I think some may be of use for 1.33 patch, we'll work on them. ;)
Can Paradox communicate the list of countries soon to be affected by the overhaul of 1.33? So that players in the next few weeks do not start a game with a country deprived of specific missions and other flavor events that will be added some time after their game.
There won't be any new missions or events into the game, as this is not a new content patch, but a fixing and balancing one. In a few weeks we'll post the changelog, so you can check the countries being affected at some degree by the patch.
 
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Since we are talking about changes in Portugal, including the idea “Encourage the Bandeirantes”. Can there be any more changes there? As when acquiring such an idea, Portugal and / or the colonial nations of this can disrespect the Treaty of Tordesilhas without suffering penalties or suffering in a mitigated way. The bandeirantes were largely responsible for the current territorial size of Brazil and the breakup of the Treaty of Tordesilhas. This should have the possibility to be replaced later by the Treaty of Madrid in game[1] and may have some different mechanics to be discussed. In fact, this should be worked out better, also considering the events of the Guarani nation.

Currently in the game, to trigger the event “Sepé Tiaraju” it is necessary that Guarani is not catholic and that has knowledge of a catholic neighbouring country that he has its capital in Europe or is the colonial subject of a European country that follows catholicism. Very strange considering that we are dealing with indigenous villages founded by Spanish Jesuits and I also believe that Sepé Tiaraju is still in the process of canonization defended by the diocese of Bagé (Brazil).

On the subject, I think it is relevant to complement [2] :
“... The Guarani's objective was to maintain the status quo in which they lived. In other words, it was not intended to defend an original system of life, but rather to maintain the usual lands, expanded with catechesis. The fight was not against the Spanish Crown, or its representatives, but against the provisions of the Treaty of Madrid and the usual enemies: the Portuguese. They had an idea of the historical moment they were going through and tried to reverse the decision based on political contributions.”

Post scriptum: I continued the subject in the next post.

[1]https://en.wikipedia.org/wiki/Treaty_of_Madrid_(13_January_1750)

[2] https://lume.ufrgs.br/bitstream/handle/10183/62024/000867567.pdf?sequence=1&isAllowed=y (in portuguese)

There is yet another snippet from the source above that I think is important to share here:

“...Lia Quarleni affirm that the indigenous people understood that there was a vassalage pact, with rights and obligations, which ended, for example, the Guarani militias. As the Spanish Crown broke this pact, armed resistance would be a natural response on the part of the Indians. In order for a vassalage pact to exist, it was necessary that a land: in the case of the Missioneiro. In their eyes, the Guarani possessed a land they had inherited from their ancestors. Their presence in the Tape region, however, would be linked to the need to garrison and patrol this border. They would be “auxiliary troops” of the Catholic king to protect the Province of Paraguay and the lands close to the Rio de la Plata. Júlio Quevedo highlights that “the cry for land implies land” in an attempt to “maintain the status quo”, that is, the territory.
This situation is perceived as is clear in the letter of the caciques of São João writing to governor Andona in the sixteenth of july 1753: “we were not conquered by any Spaniard, by reason and words of the priests we became vassals of our King””.
I may like to take look over how the Treaty of Tordesillas work at some point, but it's a low priority issue at this point of development.

The Guaraní situation and revolts is indeed really interesting, as it's probably one of the best documented indigenous revolts in American Colonial Age, yes.
Seeing how Portugal finally got a decent idea set after a long crusade by a few well-known members of the forum *cough* @Sete *cough* @Bandua_of_Gallaecia , would it be possible for you to look into Korea's idea set too? It's currently both weak and bland, and whilst Korea was never the expansionist hegemon that some other tags in game were, you could gear their idea set towards playing tall, along with buffing the Korean navy to match its incredible historical prowess.

Traditions:
-10% Development Cost
-10% Advisor Cost

1. The Hangul Alphabet
-10% Technology Cost

2. Geobukseon
+10% Ship Durability
+20% Galley Combat Ability

3. The Righteous Army
+10% Land Morale

4. The Gyeong’guk Daejeon
-10% Stability Cost Modifier

5. The Ginseng Trade
+10% Goods Produced

6. Gyujang’gak
-10% Idea Cost
+25% Harmonisation Speed

7. Geojung’gi
-15% Construction Cost

Ambitions
+10% Fire Damage Dealt

Notable changes include the dev cost reduction and a buff to the construction cost reduction, so that Korea has a better time 'playing tall', along with the removal of the national manpower modifier (Korea never really had that big of an army), and the addition of galley combat ability to represent the Geobukseon.

The -10% advisor cost ambition replaces the +25% domestic trade power, considering how trade was discouraged in Korea due to Confucianist teachings (and also because the Korean government was managed in a way that made it hard to tax merchants). This, coupled along with the now buffed Hangul Alphabet, should mean that Korea has an easier time keeping up on tech and ideas, providing flavour to the previously bland idea set.

The Grand Code for State Administration has been renamed to its Korean name — Gyeong'guk Daejeon — because I didn't really see why this idea in particular stands out from the others.

Code:
korean_ideas = {
    start = {
        development_cost = -0.1
        advisor_cost = -0.1
    }
    bonus = {
        fire_damage = 0.10
    }
    trigger = {
        tag = KOR
    }
    free = yes

    hangul_alphabet = {
        technology_cost= -0.1
    }

    geobukseon = {
        ship_durability = 0.1
        galley_power = 0.2
    }

    righteous_army = {
        land_morale = 0.10
    }

    gyeongguk_daejeon = {
        stability_cost_modifier = -0.1
    }

    ginseng_trade = {
        global_trade_goods_size_modifier = 0.10
    }

    gyujanggak = {
        idea_cost = -0.10
        harmonization_speed = 0.25
    }

    geojunggi = {
        build_cost = -0.15
    }
}

Code:
korean_ideas: "Korean Ideas"
 korean_ideas_start: "Korean Traditions"
 korean_ideas_bonus: "Korean Ambition"
 hangul_alphabet: "The Hangul Alphabet"
 hangul_alphabet_desc: "The Korean language is so fundamentally different from Chinese, that the use of Chinese characters renders all but the most highly educated illiterate. The Hangul Alphabet, developed under the direct guidance of King Sejong, is said to be so simple to understand that a wise man can acquaint himself with them before the morning is over, while even a stupid man can learn them in the space of ten days."
 geobukseon_princes: "Geobukseon"
 geobukseon_desc: "While the ordinary Panokseons make up the bulk of the Korean navy, the legacy of defending against piracy and naval invasions has led to the development of the Geobukseon, an armoured ship lined with spikes that resembles a turtle, giving it its name."
 righteous_army: "The Righteous Army"
 righteous_army_desc: "As local militias that operated independently, the Righteous Armies of Korea would rise to defend their homeland when their government failed to defend them."
 gyeongguk_daejeon: "Gyeong’guk Daejeon"
 gyeongguk_daejeon_desc: "The Gyeong’guk Daejeon was a written constitution based on the previous constitutions of the Joseon Gyeong’gukjeon and the Gyeongjeyukjeon. Created to codify exactly how the government was to be run, it would serve as the basis of Korean administration for centuries."
 ginseng_trade: "The Ginseng Trade"
 ginseng_trade_desc: "Korean Ginseng was widely renowned throughout East Asia, fetching high prices in both goods and silver. We should encourage the production of Ginseng to further enrichen the country."
 gyujanggak: "Gyujang’gak"
 gyujanggak_desc: "Created by King Jeongjo as the royal library, the Gyujanggak would serve as the repository for Korea’s most important historical records and cultural documents."
 geojunggi: "Geojung’gi"
 geojunggi_desc: "The Geojung’gi was a crane designed to use pulleys, increasing the efficiency and speed of construction."
Interesting. We may take a look on it, although I can't make any promises for the moment (as I did with the Portuguese NI's, because it took us a bit of time to review and improve them, as some testing of the region is involved with these kind of changes).
@Pavía , a question. Would there be new ways for Celestial Empire to establish tributaries especially the overseas tributaries in SEA? The current way of establish tributary is having a shared border in order to accept diplomatically or having waged war against them and select make tributary. Historically Qing have some tributaries in maritime SEA which included Sulu Sultanate, Lanfang Republic. So if a player claimed the Mandate of Heaven and want some tributaries to stabilize the mandate they only able to do so with neighbouring nations which severely limit the path of expansion.

Perhaps the modifier Are not neighbours can be reduced and the Distance between Borders can be increased exponentially so that maritime tributary still be able to diplomatically establish yet at the same time prevent long distance tributary.
This is really interesting suggestion, we'll think about it after current testing of MoH/EoC is finished.
 
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Hello @Pavía I really hoped for an anwser - it would be so cool to hear something about the monument status. I also really hoped to get more details about making monuments more usefull (I suggested 3 ideas with your positive response a while back ago)


  • Alert. There need to be an alert when I can upgrade a monument. (As we have it for buildings, trade comp etc.) – a lot of players will then first see that they even have a monument (esp. if they start in a country with a monument) or will remember, that they have one. As the “first” alert will be starting at 1000 D. it will not collide with the other alerts that start normally around 100D or 200D. Ofc, the alert need to work for all 3 stages.
  • Peace Deal. In the Province Screen of the peace deal should be a simple sign (like triangle) behind the province name (or likewise) to show the player that there is a monument in that province, as it really is a strategic decision to take a certain province or not, and would help to reduce a lot of frustration by simple forgetting, that the opponent had a monument in that province. When you hover over the sign, there should be tooltip showing the monument name, stage and effects.
  • Makrobuilder. There is the need of a separate overview about every owned monument in the makrobuilder. In the Building section, right after the ledger of normal Buildings and the trade company building ones. indirect owned monuments by Vassals, Colonial Nations and PUs should be also seen there in a different colour. In this Makrobuilder tab you should see the current stage and effect. Also you should be able to upgrade the stage and use the 2 possibilites to make the build process faster in that monument.


As a historian: One big missed opportunity with monuments was for me, that there are no informations about the herritage/reason for the monuments. WIth most of the other things you could actually learn something. It is a shame, that there is not even a small tooltip with 2-3 sentences about the monument itself as we have it for most of the other immersive and also educating features. I don't think it would be a big effort, but a very good thing to give it a bigger quality!
Hi wobarch! We've come through your detailed post, yes, and added some of your suggestions, while on others we were already working on. The Alert for upgrading monuments will be included in 1.33 for sure, Ethiopia can now be formed even if you are not coptic, we've done some tweakings to the Temple event and the gold mines privilege (downed from 30 to 15 influence, indeed), and maybe some other things I'm missing now; I'll be talking about some of these changes on next week's DD. Others won't probably do the cut for 1.33 (the macrobuilder thing, I think, e.g.), but we'll keep working on implementing these kind of balancing and QoL stuff for the next patch (that is, 1.34), for sure.
 
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So little interest in this area by Paradox that the ruler of Mushaha, and another local country that I forget, is a "duke". I hope that Paradox will finalize the game by giving most countries a reworked mission tree of the same type as the Africans recently, but I am skeptical, the various announcements rather point to botched updates. Time would however be saved by enlisting the services of the Missions Expanded team (although some of their trees are crazy at times) or others.
Already fixed the title of the ruler of Mushasha for 1.33. ;)
If Vietnamese and Korean cultures can move into the Chinese culture group ,Dali should can do it,also tibet.
Tibetan countries will also be allowed to Sinicize in 1.33, yes.
What about Japan?
We took a look on Japan, too, but the Shogunate/Daimyo government reforms make things a bit more complicated regarding taking the Mandate of Heaven, so we decided to be a bit more conservative regarding it.
 
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