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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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On the subject of religion in China, I'm not so sure even having provinces be able to have Confucian as a religion is historically accurate. Historically speaking, Ming china at the time was a diverse mix of Buddhism, Taoism, and Chinese folk religion. There was also a sizable amount of Muslims living in China, with some estimates of the Muslim population in the 14th century being as high as 4 million.

I dont know if paradox is interested in trying to adding new religions such as Taosim or the Chinese folk Religion, but it could be interesting . I havent played China or Korea in a long time, but if I remember right they both actually start with Mahayana harmonized. Perhaps it would be more accurate if all of China and Koreas Confucian provinces were instead Mahayana Buddhist. Something else that could do interesting is if the religion map mode showed Confucian harmonized religions differently, maybe with a white cross hatch or something.
 
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I think is good that Ming will have some adjustments. But I believe the top priority should be Baltic/Scandinavia Region (Denmark, Finland, Norway, Sweden, Teutonic Order, Levonian Order, Riga), Colonial Nations where I have very little incentive to play as or Caucasus Region.
Ming has some flavors those other regions has almost nothing.
 
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Now I would just like Mercs numbers to be toned down late game (manpower in general maybe?).

Eager for this patch to hit to start a new run.
 
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@Sete At last...
View attachment 795622
Now we can rest in peace
@Sete At last...
View attachment 795622
Now we can rest in peace
No, now the true conquest begins over seas sail has not spread before!
The icing on top of the cake would have been blue Portugal lol, but I'll take whatever small victories we get. It was a measured adjustment for Portugal, not over the top, but a decent buff for early mid game capabilities.
 
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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.
 
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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.
I'd suggest limiting this to tributaries that share a border with the Emperor of China.

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 institution spread speed, as written in point no. 1 in major problems!
Thanks for maintaining this list. I'd add trade good spawn probabilities to it; whether you label them a major or minor problem is up to you. There's a detailed proposal in my signature to adjust the spawn probabilities of nine colonial trade goods.
 
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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.
Was also a problem with Savoy and Geneva after some early game events, can't recall if that was fixed
 
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.
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. Even the King of Spain is paying us a visit next week; a visit which will likely include a visit to the fortifications as part of the ceremony.
 
With the rework to Confucianism it looks like taking the mandate will become even more undesirable.

If you are low on harmony you gain negative modifier, which amplify other negative modifier and continues to s Nd you in a death spiral if you don't take action against it asap.

On the other hand if you conquer China without taking the mandate, build a working economy for high level advisor, remove all devestation, make your land prosperous and then take the mandate you become even stronger.

I really dislike this kind of gameplay that amplifies tiny mistakes, but rewards you if you avoid the intended mechanic of taking the mandate until later, when you can handle its effects. It harshly punishes inexperienced players and the AI, while simultaneously rewarding experienced players unnecessarily.


It seems like Korea now again reliabily conquers Manchuria and kills the possibility of a Manchu tag. Qing was always rare, but at least Manchu got formed more often.
 
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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.
 
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Another problem that the AI faces when becoming a new emperor is devastation: after a disaster, rebels and multiple wars, Ming provinces end up with close to 100 devastation, which render them useless for new emperors. A small solution to this would be to reduce devastation instantly once you take the Mandate from all your chinese provinces, and then apply a negative devastation modifier for new emperors: this way, they have a better margin to conquer stuff instead of facing an unavoidable monthly -0.5 modifier right from the start because the later emperors were incompetent.
Also, I think that there should be a special reform for chinese warring states (Yue, Wu, Shun, etc), which would make them extremely aggressive towards each other, while also preventing them from allying other nations and establishing tributaries. As other people have already said, the main issue here is the new emperors making tributaries from neighbouring chinese states, and also them allying each other, making a hugbox too scary for the AI to attack.
 
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