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Europa Universalis IV - Development Diary 27th of February - Roadmap to 1.37

Hello, and welcome again to a new series of EUIV Dev Diaries! For those of you who don’t know me yet, I joined Paradox Tinto a couple of years ago as QA, and I’ve transitioned in the past months to the position of Associate Producer. I’ve been pretty much involved in the development process of the new content for the 1.37 update, in a very exciting (and different) experience from my previous duties as QA. For this Dev Diary, I’ve synced with @Pavía, our Content Design Coordinator, to speak about the new content.

So, it’s been some time since the last DD, but we now are ready to start sharing with you the plans we have set for the upcoming DLC. We’ve learned the lessons from the development of King of Kings, and we’ve decided to start today by showing the overall plan for the new content, to correctly set the expectations about what to expect from the start. Without further ado, there will be 3 main areas we want to focus on: America, Central Europe, and Central Asia. Let’s start, then!​



America

Although the American nations received new mechanics and features in some previous DLCs (Conquest of Paradise, El Dorado, Golden Century, and Leviathan), we thought that it probably was the region with the most outdated content in terms of flavor, so a new revisit to it would be very much on point. The focus for it would be similar to that of the previous DLCs, from Origins to King of Kings, aiming to get more depth and replayability to nations with already well-established mechanics, such as the Incas or the Aztecs. On top of this, we also wanted to add some more additional content in Central America to the Mayan area.

You may have noticed that we’ve not mentioned any Colonial Nations, and that’s on purpose. Leviathan already implemented a new set of mechanics for them, and we feel that the experience of adding more flavor to play with any of them wouldn’t be so rewarding compared to other nations, so we decided to skip them, to be able to devote more development time to other regions that had also been very requested by the players.​

Inca

The Andean Empire of the Incas was a great pre-Columbian nation with a rich history that was not fully portrayed in EUIV until now. With the release of this new expansion, the Incas will be able to experience new missions that involve unifying their land, exploiting the gold and valuable resources produced in the Andes, honoring the sun god Inti, and preparing for upcoming invasions.

Aztecs

The valley of Mexico has a clear dominant power. The Aztecs have recently established their domain and their specialized troops, such as the mighty Jaguar Warriors, are determined to control all of Mesoamerica. With the new DLC, we are going to emphasize and recreate the differences between them and their neighbors, allowing them to expand their control and create new tributaries using the Flower Wars, offer fresh blood sacrifices, and prepare the Aztec society to face the newcomers from Europe.

Mayans

The main purpose of the gameplay with Mayans will be to prevent the full collapse of their civilization, in the so-called Post-Classical Age. To do that, we are giving them more flavor and paths to unify all their neighbors under one ruler, taking advantage of the Yucatan jungle and the profitable trade in the region, while setting new objectives outside of it.



Central Europe

We’re back in Europe, again! Why is that, you may wonder? The main reason is that we had plans to develop even more content initially planned for Domination, but we had to prioritize the countries properly to ensure that we would get them in for the DLC. That’s why we decided to cut some of the initially planned content and wait for a better moment that would allow us to fully develop our initial design ideas. The time for it has come, and we’ve focused on 3 areas in this region. On the one hand, in the Empire itself, the Netherlands is receiving content in line with what a Great Power deserves to have, while Austria is also receiving an update in line with that of Prussia, as the previously existing content from Emperor was quite wide; this is complemented with more content for the Germany formable country. The second area is Italy, in which we’re also adding more content for Venice, one of the most popular Merchant Republics, but also for the formable Italy country itself, which will add a layer of gameplay to the different Italian countries. Finally, we’ve also reviewed the content for Eastern Central Europe, essentially for Bohemia and Hungary, which will be potential candidates to become a Great Power if deciding carefully which path to follow.​

Netherlands

The forums have been flooded with requests for more content related to the Netherlands in the past few years. It is fair because as we said, it was in our initial plans for Domination; therefore, we’re now adding a substantial amount of new content. The Netherlands had a powerful presence in trading through the merchant and war fleet, and we aim to enhance their abilities to control the most important trade nodes, interact with other great powers of Europe, colonize while setting the unfamous VOC and WIC while promoting the Dutch culture to a new level.

Austria

The Habsburgs were always ambitious, seeking more power and control. With the introduction of the new mission tree, the Holy Roman Emperor will now have more ways to deal with both internal and external vassals, allowing them to extend their control over territories such as Hungary, Bohemia, Naples, Burgundy, Castile, Poland, and more. To manage all these thrones, unique features will be added to Austria, allowing them to interact with their junior partners. Additionally, a new formable will be created that may create some headaches for the Austrians.

Germany

As with the soon-to-be-mentioned Italy, the primary objective of the German content is to enhance the late-game experience. Germany would need to unify their region, conquer neighboring lands, industrialize their cities, and manage any revolutions that may occur. It is worth noting that there will be variations in the flavor of the game depending on the specific German country that manages to unify all the land, creating some different gameplay from this.

Venice

The Most Serene Republic of Venice was one of the most prominent nations in 1444. With the Renaissance in full swing, we have added new missions, events, and more content to interact with various illustrated characters, while reaping the benefits of their mighty trading fleet. Even if Venice can expand its trading empire across the Mediterranean, it might not be enough, and they may need to explore new territories beyond their current reach to further bolster the positions of the Serenissima.

Italy

We’re trying to address some of the shared requests for Italy, making for a longer campaign, with more diverse gameplay options. In the new DLC, we are trying to solve this issue and give extra flavor to the Italian nations that finish their missions trees and more. While not being a historical country in our time frame, their scope will be a mix of historical borders and goals plus an extra of what ifs regarding their glorious past. The main paths are going to be the conquest of the rest of Europe and becoming the true Roman successor, industrializing the Italian Peninsula, and dominating global trade.

Hungary

In the Hungarian mission tree available with Emperor the main focus for this country was about conquering the Balkans. However, with the new expansion, we’ll improve it to provide more options to increase the Hungarian control over neighboring regions. To achieve this, Hungary would need to confront Poland, Austria, the Ottomans, and other further territories such as the Teutonic Order and Naples. But, at the same time, they must also take care of their internal affairs by improving infrastructure and strengthening the economy.

Bohemia

Bohemia is a nation that has not been significantly changed for some time. However, with the new update, we plan to introduce better and more engaging missions that allow Bohemia to interact with the Holy Roman Empire and make the Bohemian crown a main contender for it while improving the Hussite Wars outcome, and giving a deeper touch to the religion and the kingdom. Additionally, we are expanding the options to expand the domain of Bohemia to include the Balkans, Germany, Poland, and beyond.



Central Asia

The final region we’ll tackle is Central Asia. This is also a legacy of previous designs that initially we’d like to implement both in Domination and King of Kings, but that we had to skip in favor of the other countries. We have a divide between countries aspiring to become Great Powers (the Timurids and Mughals), the Hordes (for which we’ll implement differential regional content and branches), and some Middle Eastern player and dev favorites that we were very requested in the past few months: Hisn Kayfa, Hormuz & Oman, and Trebizond. And, of course, we also have Theodoro! It might not be either in Central Europe or Central Asia, but… Well, maybe with their new content, they might be a power to reckon with in these regions…​

Timurids

The descendants of Timur start in a precarious situation. With the new design, we aim to recreate the administrative chaos that was due to the Mongol succession laws. If they manage to overcome the myriad of successor estates existing around the death of Shah Rukh, their fates are going to be attached to the paths they decide to follow. Create a new Nomadic country, being able to reclaim their ancestral lands, or accept new traditions and try to consolidate a new domain and power in Persia.

Mughals

This Gunpowder Empire born from an offspring of the Timurid dynasty is primarily focused on conquering the Indian subcontinent. However, we aim to incorporate a new flavor that would allow for a more interesting management of their internal affairs, such as the mansabdars. Additionally, the Mughal Empire will undertake new goals to enhance its economic and cultural standing.

Hordes

The nomadic lords of the steppes are an important addition to the content of this DLC. We have decided to make some of their goals accessible to all the Hordes, while other parts of the content will be exclusive to specific regions. Therefore, the Western Tatars, Central Moghulistan, and the Eastern Mongols will have new paths enabling them to conquer new lands and raze them to the ground, as a proper Khan should aim to do!

Hisn Kayfa

The golden age of the Ayyubid dynasty came to an end a long time ago. Hisn Kayfa is surrounded by heathens, pagans, and minor dynasties, but also by powerful countries ready to crush them if not prepared to tackle them. To restore the former glory of the Caliphate and reclaim Syria, Egypt, and Arabia, Saladin's legacy requires a more ambitious mission tree.

Trebizond

The once powerful and prestigious Komnenoi family now only retains their name. Trebizond has lost its dominance in the Black Sea, and the remnants of the Byzantine Empire are close to collapse. However, they might still be able to reclaim their lost territories, extend their control over the Black Sea and Anatolia, and take back Constantinople, either from the Palaiologos or from the heathens.

Theodoro

Theodoro is a nation that faces a challenging start. To survive, they must defeat neighboring Hordes, Turks, and Slavs. The new campaign will enhance the flavor of this heroic contender for the control of the Black Sea. Raise the banners, and a new Gothic invasion might go on once again!

Hormuz & Oman

The prosperous nations of Hormuz and Oman in the Arabian Peninsula have mainly relied on trading within the Persian Gulf to prosper and become wealthy entrepots. However, with the new opportunities presented to them, they might be able to expand their horizons and potentially establish a global trade empire that controls the trade and land in Arabia, East Africa, and India, extending their influence across the Indian Ocean.



That’s all about the new content for 1.37! Thanks for those of you reading us again, we’re very excited about receiving your feedback about this roadmap! And next week, we’ll start with proper development diaries, showcasing the new content for America: the Aztecs, Mayans, and Incas! It will be a meaty Dev Diary, for sure!

*EDIT*
A Post Publishing addition for you, a new Father Lorris Comic!
ComicLorris.png
 
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Hi - the choice of which countries to give mission trees to looks great. Looking forward to it and to EUV. While on that subject, new rebel/rebellion mechanics would be great. Internal strife was an important and often critical problem for large empires!
 
I don't like the idea of re-doing some countries that already had a lot of missions (Austria, Germany), basically this will overlap mission trees from Emperor, Leviathan and Dharma... Without updating the content of those older DLCs, they will feel empty. I could understand it if more mechanics were added, but it makes little sense to just re-do 5 of the biggest mission trees in the game to substitute them with bigger ones.
To be fair, Austria needs... something. In the current state of the game they just get eaten by Ottomans over and over and don't pose a threat to anyone.
 
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Since you will be taking a look at the Americas I was hoping that you might add some natural Habour modifiers to a few provinces so that these can develop into CoT later once colonised. The best example of a province needing this modifier is New York (or Manhatten before colonisation) it has an estuary modifier but this does not allow a CoT to develop once colonised. This is in contrast to New Orleans which has both, so does get a CoT. In addition to New Orleans, which already has both, I would recommend ensuring that the following provinces has both the estuary and natural habour modifier, New York, Boston, and Charleston. In addition, Philadelphia should also get an inland centre of trade. The reason for this suggestion is that during the latter part of the game period New York, Boston, Philadelphia and Charleston were the most important trade cities in the Thirteen Colonies and later in the early US, and all are connected with important water ways allowing for inland navigation. It just seems strange that you do not currently get CoT in these cities. (The exception is, I believe Boston, which has the natural habour modifier but not the estuary modifier). This should be a relatively simple change to make, so I hope you will find it worthy of inclusion. :)
 
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EU4 gets on the South America bandwagon after V3 and HOI4. That leaves CK3... sunset invasion 2?

Here's to a more refined German missions than 'conquer Europe' straight out of 1940.

Also would like to see colonizations toned down, along with the native federations, but not holding my breath.
 
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Very happy to see Austria in here. Due to the latest few expansions, many other nations got such amazing missions trees, units, special mechanics, etc that Austria feels a bit bland in direct contrast.

I am a bit surprised to read about the special mechanics in regard to PUs though - while Austria is the classic PU nations, the already mentioned latest expansions brought nations like Castile, France, England or Poland onto the same level or even higher in that regard. While there be adjustments to the amounts of PUs in any way?

Also, making all HRE nations vassals does also make your PUs vassals - will that be changed?

And while we are on it - will there also be changes to HRE mechanics? Like fixing the result of reigned in Italy for unrelated states in the Italy region, the Unholy Empire event in case of Erbkaisertum before the Westphalian peace, more events, mechanics and maybe privileges?
 
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Looking good! I have following suggestions for the Netherlands:

As I fully agree on the trade focus you propose, I feel that at the startdate, Bruges should be a lvl 2 or even lvl 3 centre of trade. It was pretty much the economic capital of northwestern Europe at that time. It was here that the Dukes of Burgundy had their Court, not in their in-game capital. The Golden Age of Bruges ended when Mary of Burgundy died while at the same time the sea route to Bruges began silting up (disaster/events?). Taking advantage of this, Antwerp rapidly developed to take Bruges' place as economic and cultural capital of the low countries (event to cheaply level center of trade for the owner?). Antwerp would keep that position until the religious wars destroyed the city because after the Spanish took the city after a very long siege, the Dutch Republic closed off the Scheldt river so trade ships could no longer reach Antwerp (part of the Dutch revolt and Spanish Netherlands events?). It was only when prominent merchants, artists en printers fled north to avoid prosecution that Amsterdam became the leading city of the low countries (more Dutch events?).

So basicly, this should make the Netherlands economicaly very powerful by the time it can be formed.
I agree Flanders/Brabant region is always overlooked
 
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Emperor of China Mission Tree to nations that can sinicize. YUAN, Dai Viet, Tibet, etc. Mongol Empire

For Italy please rework the Italian Signoria government reform, the generic Republic is better. And how about a little bit of love to Genoa?
I would be happy with a few more alliterative claims in Syria, Low Countries, and Lubeck.... maybe England too. Genoa is one of my favorite nations to play as.
 
Hello, and welcome again to a new series of EUIV Dev Diaries! For those of you who don’t know me yet, I joined Paradox Tinto a couple of years ago as QA, and I’ve transitioned in the past months to the position of Associate Producer. I’ve been pretty much involved in the development process of the new content for the 1.37 update, in a very exciting (and different) experience from my previous duties as QA. For this Dev Diary, I’ve synced with @Pavía, our Content Design Coordinator, to speak about the new content.

So, it’s been some time since the last DD, but we now are ready to start sharing with you the plans we have set for the upcoming DLC. We’ve learned the lessons from the development of King of Kings, and we’ve decided to start today by showing the overall plan for the new content, to correctly set the expectations about what to expect from the start. Without further ado, there will be 3 main areas we want to focus on: America, Central Europe, and Central Asia. Let’s start, then!​



America

Although the American nations received new mechanics and features in some previous DLCs (Conquest of Paradise, El Dorado, Golden Century, and Leviathan), we thought that it probably was the region with the most outdated content in terms of flavor, so a new revisit to it would be very much on point. The focus for it would be similar to that of the previous DLCs, from Origins to King of Kings, aiming to get more depth and replayability to nations with already well-established mechanics, such as the Incas or the Aztecs. On top of this, we also wanted to add some more additional content in Central America to the Mayan area.

You may have noticed that we’ve not mentioned any Colonial Nations, and that’s on purpose. Leviathan already implemented a new set of mechanics for them, and we feel that the experience of adding more flavor to play with any of them wouldn’t be so rewarding compared to other nations, so we decided to skip them, to be able to devote more development time to other regions that had also been very requested by the players.​

Inca



Aztecs



Mayans





Central Europe

We’re back in Europe, again! Why is that, you may wonder? The main reason is that we had plans to develop even more content initially planned for Domination, but we had to prioritize the countries properly to ensure that we would get them in for the DLC. That’s why we decided to cut some of the initially planned content and wait for a better moment that would allow us to fully develop our initial design ideas. The time for it has come, and we’ve focused on 3 areas in this region. On the one hand, in the Empire itself, the Netherlands is receiving content in line with what a Great Power deserves to have, while Austria is also receiving an update in line with that of Prussia, as the previously existing content from Emperor was quite wide; this is complemented with more content for the Germany formable country. The second area is Italy, in which we’re also adding more content for Venice, one of the most popular Merchant Republics, but also for the formable Italy country itself, which will add a layer of gameplay to the different Italian countries. Finally, we’ve also reviewed the content for Eastern Central Europe, essentially for Bohemia and Hungary, which will be potential candidates to become a Great Power if deciding carefully which path to follow.​

Netherlands



Austria



Germany



Venice



Italy



Hungary



Bohemia





Central Asia

The final region we’ll tackle is Central Asia. This is also a legacy of previous designs that initially we’d like to implement both in Domination and King of Kings, but that we had to skip in favor of the other countries. We have a divide between countries aspiring to become Great Powers (the Timurids and Mughals), the Hordes (for which we’ll implement differential regional content and branches), and some Middle Eastern player and dev favorites that we were very requested in the past few months: Hisn Kayfa, Hormuz & Oman, and Trebizond. And, of course, we also have Theodoro! It might not be either in Central Europe or Central Asia, but… Well, maybe with their new content, they might be a power to reckon with in these regions…​

Timurids



Mughals



Hordes



Hisn Kayfa




Trebizond



Theodoro




Hormuz & Oman





That’s all about the new content for 1.37! Thanks for those of you reading us again, we’re very excited about receiving your feedback about this roadmap! And next week, we’ll start with proper development diaries, showcasing the new content for America: the Aztecs, Mayans, and Incas! It will be a meaty Dev Diary, for sure!

*EDIT*
A Post Publishing addition for you, a new Father Lorris Comic!
View attachment 1086903
Hello, and welcome again to a new series of EUIV Dev Diaries! For those of you who don’t know me yet, I joined Paradox Tinto a couple of years ago as QA, and I’ve transitioned in the past months to the position of Associate Producer. I’ve been pretty much involved in the development process of the new content for the 1.37 update, in a very exciting (and different) experience from my previous duties as QA. For this Dev Diary, I’ve synced with @Pavía, our Content Design Coordinator, to speak about the new content.

So, it’s been some time since the last DD, but we now are ready to start sharing with you the plans we have set for the upcoming DLC. We’ve learned the lessons from the development of King of Kings, and we’ve decided to start today by showing the overall plan for the new content, to correctly set the expectations about what to expect from the start. Without further ado, there will be 3 main areas we want to focus on: America, Central Europe, and Central Asia. Let’s start, then!​



America

Although the American nations received new mechanics and features in some previous DLCs (Conquest of Paradise, El Dorado, Golden Century, and Leviathan), we thought that it probably was the region with the most outdated content in terms of flavor, so a new revisit to it would be very much on point. The focus for it would be similar to that of the previous DLCs, from Origins to King of Kings, aiming to get more depth and replayability to nations with already well-established mechanics, such as the Incas or the Aztecs. On top of this, we also wanted to add some more additional content in Central America to the Mayan area.

You may have noticed that we’ve not mentioned any Colonial Nations, and that’s on purpose. Leviathan already implemented a new set of mechanics for them, and we feel that the experience of adding more flavor to play with any of them wouldn’t be so rewarding compared to other nations, so we decided to skip them, to be able to devote more development time to other regions that had also been very requested by the players.​

Inca



Aztecs



Mayans





Central Europe

We’re back in Europe, again! Why is that, you may wonder? The main reason is that we had plans to develop even more content initially planned for Domination, but we had to prioritize the countries properly to ensure that we would get them in for the DLC. That’s why we decided to cut some of the initially planned content and wait for a better moment that would allow us to fully develop our initial design ideas. The time for it has come, and we’ve focused on 3 areas in this region. On the one hand, in the Empire itself, the Netherlands is receiving content in line with what a Great Power deserves to have, while Austria is also receiving an update in line with that of Prussia, as the previously existing content from Emperor was quite wide; this is complemented with more content for the Germany formable country. The second area is Italy, in which we’re also adding more content for Venice, one of the most popular Merchant Republics, but also for the formable Italy country itself, which will add a layer of gameplay to the different Italian countries. Finally, we’ve also reviewed the content for Eastern Central Europe, essentially for Bohemia and Hungary, which will be potential candidates to become a Great Power if deciding carefully which path to follow.​

Netherlands



Austria



Germany



Venice



Italy



Hungary



Bohemia





Central Asia

The final region we’ll tackle is Central Asia. This is also a legacy of previous designs that initially we’d like to implement both in Domination and King of Kings, but that we had to skip in favor of the other countries. We have a divide between countries aspiring to become Great Powers (the Timurids and Mughals), the Hordes (for which we’ll implement differential regional content and branches), and some Middle Eastern player and dev favorites that we were very requested in the past few months: Hisn Kayfa, Hormuz & Oman, and Trebizond. And, of course, we also have Theodoro! It might not be either in Central Europe or Central Asia, but… Well, maybe with their new content, they might be a power to reckon with in these regions…​

Timurids



Mughals



Hordes



Hisn Kayfa




Trebizond



Theodoro




Hormuz & Oman





That’s all about the new content for 1.37! Thanks for those of you reading us again, we’re very excited about receiving your feedback about this roadmap! And next week, we’ll start with proper development diaries, showcasing the new content for America: the Aztecs, Mayans, and Incas! It will be a meaty Dev Diary, for sure!

*EDIT*
A Post Publishing addition for you, a new Father Lorris Comic!
View attachment 1086903I think that in Mesoamerica the could be content about Tarascans, they were the principal rival of the aztecs and had a very different government than the aztecs.
 
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Interesting, unexpected and perhaps a tad too ambitious

But judging by the post-Leviathan track record, EU IV has been improving in the last few years. So let s see

And I bet the DLC will deal with China once again after this. It is an area in dire need of improvement given the age of Mandate of Heaven
 
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Wow - I really like the comprehensivess of this DLC, fills a lot of (painful) gaps that have been left open recently. Really looking forward to it.

One thing, less of a content but more of a balance topic: The tribal federations AQ and QQ got an update in KoK, but they are weird - their balance/direction seems to be off - with some of their original buffs (cavalry ratio) missing, tribal allegiance being rather lackluster, ... I hope this patch will make some tweeks for them to properly function again, as they did back in CoC. See also this thread where this issue was raised: https://forum.paradoxplaza.com/forum/threads/aq-qoyunlu-is-terrible.1608143/
 
This expansion looks like it's going to be amazing! I'm super excited to see every nation you've listed here get new flavour.

That being said, there are several changes to colonization that I would like to see implemented alongside the mission trees for the American tags. As it stands, colonization has become such a pain point for me that I dread the thought of playing any colonizer, even though I fundamentally love that kind of gameplay. My main concerns are as follows:

1) Please give us the choice of whether we wish to self-administer a colonial region, or if we wish to create a colonial nation from it. I'm so sick and tired of having to exploit a niche mechanic (moving my capital multiple times in order to get it into the New World) just so that I can avoid creating any colonial nations. By all rights, colonial nations are so overpowered right now that it shouldn't be a problem if we were to administer the New World ourselves. You could even have an event chain occur during the latter ages where your territory in the New World gains local autonomy, or outright breaks away, to simulate the historical events that happened in that period (and to parallel the challenges that a nation playing with colonial nations would have to go through).

2) Please give all nations the ability to choose the trade good upon completion of a colony (or at least access to this ability, whether it's through ideas/policies or a government reform). Great Britain can be compensated by having their mission reduce the cost, or some other buff to this base ability. While you're at it, there is no world where it should be possible to choose gold as the trade good of the completed colony. Having entire colonial regions where every province produces gold is simply ridiculous. Instead, you could introduce some events that allow for the discovery of gold (or even other high-valued trade goods) in an already colonized province . I think this would be far more reasonable and not make GB by far and away the best colonizer in the game.

3) Something needs to be done about the settled tribes of North America and how quickly they expand. I'm specifically looking at Zuni, who I've seen settle the entire western coast of North America by the mid 1500s on multiple occasions. Maybe I'm in the minority, but I would much rather colonize the Americas than have to fight federations with 80k troops a piece to try and conquer it.

4) I know you've said that you don't plan on touching colonial nations, but please look into the "Enlarge the Gold Fleet" interaction with Crown Colonies, and consider making it a modifier exclusive to that colonial nation, and not a global modifier as it is currently. Right now, it is possible to get thousands of ducats every couple of months from gold fleets simply by stacking this modifier on a bunch of colonial nations. A tangentially related issue is inheriting your subjects' colonial nations, which do not get absorbed into your own existing colonies, allowing you to have many more colonial nations than otherwise possible. Combine this with the gold fleet interaction, and things get ridiculous quickly - not to mention how much more force limit you can get from having all of these 'cheated' colonies (I've seen people getting over a million units this way as early as the mid 1500s, which is definitely not healthy for the game and borders on being an exploit).

There are certainly many other improvements that can be made to colonization (like how fast the Europeans are able to colonize the world), but I think these would make for a good start. Regardless, I'm stoked for the new DLC and looking forward to playing it when it comes out! Keep up the good work!!
 
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Sounds good so gar.

Could i also make a Wish?
Currently the ending of the great peasants war feels unimportant. My idea would bei to create an Event that allows all Allied or friendly peasant republics in the hre to unite If the peasants win the great peasants war. This Event would trigger in the age of absolutism and would be an answer of the peasants to the monarchs that try to gain more Power.

Just my idea to make the outcome of the incident more important.