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Europa Universalis IV - Development Diary 18th of January 2022

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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i don't play asian tags often, but i'm looking forward to the change of roman culture. i guess i will no longer have an excuse and will finally have to play a byz or italy campaign all the way to forming rome now :)
 
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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.

There were thoughts on it, yes. But we won't touch naval doctrines any time soon.
Don't quote me on this one though...


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.


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.

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.

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.
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.
 
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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.
Tibet was a tributary under Ming, look at them now. Vietnam was a direct subject/territory of ancient China, and then broke free, but I don't think it's a stretch to assume every proceeding dynasty wanted more than tribute considering how many times the various governments of each have been at war.
 
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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.
Will this stop AI France from jumping the gun anyway and doing re-conquest before Surrender of Maine?

I think it actually makes sense to start the game with a truce between England and France (as they had historically) that gets cancelled by Surrender of Maine if war is chosen.
 
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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
 
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Please, for the love of God, buff Russia's bonus for morale of armies in their NIs. These +5% look atrocious, both in comparison with other NIs varying from 10 to 20% and in context of their history.

Quite some time ago I made a thread about balancing Russia in general. While the provinces, sadly, are out of policy now, you may still look here, I worked on this for 2 days straight! https://forum.paradoxplaza.com/foru...and-ni-of-russia.1141029/page-2#post-25819978
 
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Has the AI been taught how to properly use navies to quickly transport troops? Especially between their own provinces. I feel this should be a top priority AI rework.

I would like to see a game where I can no longer trap English troops in Ireland and have them watch helplessly as Scotland takes over England, all while the English have absolute naval supremacy the whole time.
 
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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 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:



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



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

View attachment 795415
View attachment 795416
View attachment 795417
View attachment 795419

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!
good job Korean empire every game LOL
 
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In regards to the Mandate changes, I think allowing a new Celestial Emperor to ignore the “Does not control X” triggered modifiers would help them substantially.

Speaking too those modifiers, I’ve long been in favor of instead making it where instead of being a individual province, you instead need to control a certain amount of provinces in each of the China regions (Ex. 12 in Northern China to not get the debuff). It would just represent authority over those regions better in my opinion.

Also like others have said, the Emperor of China needs to be hostile to all Chinese minors or attempt to vassalize them. I do however think there is potential flavor for when there are two strong Chinese nations, similar to the time before the Yuan dynasty so theres room for flavor there. Heck I would even recommend creating some basic reforms for the Chinese minors to represent a warlord state.

Overall I do like some of the changes for the most part, in regards to the culture decision, will this mean modders can now move any individual culture to another via decision without adding a “copy culture/placeholder culture” as some do currently? Ex. Prussian can be moved to Polish culture group and so on.
 
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1642523229653.png

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.
 
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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!
 
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Pls nerf colonial Force limit gain and manpower gain, makes those nation too powerfull, where as in real life, colonial nations where a manpower drain at that time. (Portugal or Spain with over a hundred thousand when just having their iberian possesion is just dumb.
 
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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.
Which Mod is this by chance?
 
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!
The Ottomans, and in general the great empires in this game, are far too stable which clearly lacks realism.
 
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