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Europa Universalis IV - Development Diary 28th of February 2023 - Great Britain

Greetings! A new week, a new Dev Diary, and this time it is about our final big country of the DLC, England, and its follow-up nation of Great Britain. Similar to Russia, England and Great Britain received their content update with 1.25 which is now almost 5 years old. While the British mission tree was one of the most extensive in its time, it has become quite outdated and was in dire need of receiving an update in order to keep England on the same level as the other great powers which are seeing a liftover with 1.35.

So, let’s get started!
british_missions.png

These are all the missions you have available as England and as Great Britain. These missions are available to everyone who forms GB.

The mission tree is split into several themes:
- The internal affairs and issues of England, which were the War of the Roses, the English Reformation, and of course the English Civil War
- The classic conquest of the British Isles
- Trade Dominance in Europe
- Colonizing the New World
- The conquest of India
- Internal development

Starting with the classic missions, the British Isles conquest missions are what their name suggests: unifying the British Isles under your banner. The highlight of these missions is the ability to unlock the “Act of Union” which is a unique parliament issue to form Great Britain - more on it later. Also a ,QoL addition has been added to these conquest missions: if you conquer Scotland you can get the following event if Norway did not sell Orkney to Scotland yet.
flavor_gbr.2.png

The AI is very likely to accept as long as they don’t have any negative opinion of you.

The missions regarding colonizing the New World are also quite self-explanatory. However, these missions do have some unique rewards which make colonization a little bit more interesting. The mission “Found the Royal Navy” grants you +33% Colonial Range and the ability to recruit explorers and conquistadors for 25 years. It also unlocks a parliament issue that gives you the same modifiers once the mission reward runs out.

“Discover the Americas” unlocks another Parliament issue with a rather experimental and unique effect:
colonial_venture.png


As long this modifier is active and you fully colonize a colony you get the following event:
colonial_venture_event.png

You get a selection of trade goods to choose from. The province will then start producing the selected trade goods. The first option keeps the current trade good if you don’t want to select any new production.

Keep in mind that the trade goods you can choose from have the same requirements as they would normally have when you colonize a province. In other words: you cannot select every province in North America to be a gold province out of nowhere.

Speaking of gold: selecting a certain trade good to be produced has a price that is calculated by the following formula: (1 + <the times you selected the trade good>) * 5 * <base cost of trade good without any modifications from events>.

In this example, we decide to create our own Fish & Chips monopoly, so we choose fish for every colonized province:
colonial_venture_event_2.png


Some trade goods are inherently more valuable than others. If a trade good has a higher base cost than 2.5 then it will also have an Administrative cost in order to be produced:
colonial_venture_gems.png

Note: The admin cost will be rounded down to 7.

Again, the formula for this is also rather simple: (<base trade good price> - 2.5) * 25 * <the times you selected the trade good>.

Now of course I have to address the elephant in the room: Gold. In order to avoid a world where a Great Britain player would put a gold province in every single eligible province of the New World, I decided to give Gold an “estimated value” of 10 Ducats base cost. This is reflected in the price you have to pay for a Gold province in the new world:
colonial_venture_event_gold.png

The only limit for how many gold provinces you want in the end is not any hard block but your tolerance for pain in paying for the establishment of another gold province.

Of course there is a decision which toggles this off if you are not interested in micromanaging every single colony you create:
colonial_venture_toggle.png

The missions “Settle in America” and “Colonize the Caribbean” modify your colonial capabilities even further with more unlocked parliament actions:
taxation_vs_representation.png

gold_act.png

Note: You have access to a sugar and spice version of this Parliament Action in the mission tree.

Finally, the mission “Dominate the New World” gives a permanent modifier which also benefits your colonial subjects too.
new_world_domination.png

Note: The Trade Efficiency might look weird considering that you siphon the trade from the New World, but Tariffs in their current iteration are calculated from the production income + trade income. As such, this bonus is an indirect bonus to how much tariff you receive from your colonies.

Of course a British mission tree would not be complete without a trip to India. The mission “East India Company” gives you an early choice of how you want to manage your territory in India.
east_india_company_event.png
The first option will release a unique subject in the form of the East India Company and it gives all permanent claims you get in India to your subject. The second option lets you keep the claims, but you won’t have access to your new subject, while the third option is for the purpose of role-playing where you can play as the company yourself, which might be an interesting campaign for some people.

The East India Company starts with a unique version of the Merchant Republic:
trade_company_reform.png

And of course it has its own set of ideas:
Code:
EIC_ideas = {
    start = {
        global_prov_trade_power_modifier = 0.2
        tolerance_heathen = 3
    }

    bonus = {
        global_trade_power = 0.15
    }
   
    trigger = {
        tag = EIC
    }
    free = yes        #will be added at load.

    eic_governors_general = {
        global_unrest = -1
        governing_capacity_modifier = 0.1
    }
    eic_indian_trade = {
        global_trade_goods_size_modifier = 0.15
    }
    eic_chartered_merchants = {
        merchants = 1
        placed_merchant_power = 10
    }
    eic_presidency_armies = {
        global_manpower_modifier = 0.1
        global_sailors_modifier = 0.2
    }
    eic_intercontinental_trade = {
        trade_steering = 0.25
        trade_range_modifier = 0.1
    }
    eic_colonial_monopoly = {
        trade_efficiency = 0.1
    }
    eic_colonial_exploitation = {
        trade_company_investment_cost = -0.1
        build_cost = -0.1
    }
}

This trade company subject has some special properties which aim to make it competitive to the trade companies we already know and love. A trade company behaves in many ways like a colony, which means it is able to declare its own wars, it will pay tariffs to its overlord and you can use the “Modify Subject Relationship” on them (modifications for Self-Governing Colonies are applied here). However, when an external nation attacks your Trade Company you are called into war. There are also some additional subject interactions which are not available to normal colonies such as “Siphon Income” and “Fortify Subject” (in the past it was March, but it has been renamed now).

“Masters of India”, which requires you to own or have a subject own 200 provinces in India, gives an additional bonus to your trade company subject:
masters_of_india.png

These were the colonial missions. Now we move on to the internal missions.

The missions of the “War of the Roses” path are all about your religious internal affairs. Depending on what is your stance towards the clergy, you unlock one of the two government reforms for the 4th tier:
religious_reforms.png
The missions “Strengthen the Kingdom” and “Acts of the Parliament” play heavily into the conflict between the monarch and the parliament during the Age of Absolutism, which eventually led to the English Civil War.

Completing both missions give you access to both mutually exclusive government reforms:
more_reforms.png

Speaking of, in order to properly represent the struggle between crown and constitution, you will eventually receive the following event as you enter the Age of Absolutism:
strife_king_and_parliament.png

absolute_power.png

Note: Background UI is still work in progress. The Monarchists will start the civil war when it reaches -100, not 100. Not shown in the image: if the value drops below 0 the modifiers change to: +4 Global Unrest, -10 Years of Nationalism, -10% Idea Cost and -1 Yearly Absolutism.

Resetting Debates, letting debates fail and revoking parliament seats increase your Absolute Power while giving away seats and letting debates win decrease Absolute Power. There are two ways of handling the mechanic altogether: you either juggle with the Absolute Power until the Age of Revolution starts or you try to reach either direction as fast as possible in order to trigger the following event:
escalation_event.png


If this event fires then the conditions to fire the English Civil War change to the following:
new_disaster_conditions.png

The disaster itself has seen little change per se. Pretender rebels on the parliament side have been replaced with a new, Parliamentarian rebel type which are basically Pretenders, but republican versions of them. The big change for the disaster is the end reward when you go through them.

If you side with the Royalists and end the Civil War without breaking to rebels you get the following reform:
absolute_britain.png

Letting the Parliamentarian win and choosing to become a republic will unlock the following reform:
parliamentarian_republic.png

And finally, if you let the Parliamentarians win, but decide to become a monarchy after Cromwell’s death:
british_monarchy.png
If you complete the mission “The Three Kingdom Wars” (which really should have been called “Wars of the Three Kingdoms”, but there was no space for it) by going through the hassle of the English Civil War, you unlock the following reward:
english_civil_war_mission_reward.png
These parliament issues are unlocked as you also unlock your national ideas. You have up to three issues which negate one of your national ideas in order to introduce a new strength.
ideas_altering_issues.png
These issues are, however, limited to three national idea groups in total though - they do not cover you if you form a nation which would not be typical in your England run like, let’s say France or Spain.

Of course you can toggle them off with a decision in order to have the space of your parliament issues not be occupied with them anymore, and you can revoke all of the adjustments - though at a heavy cost:
toggle_off.png

Note: Forming a different country will automatically revoke these modifiers. I am also considering making this cost a lot less severe though in order to promote flexibility. Maybe 75 ADM cost per adjusted idea is more manageable.

While these were the internal disasters and issues, there is more to the mission tree. The mission “Issue the Royal Warrant” goes more into the economical direction of your country. While the mission itself can be completed rather early, its big reward is more something you will unlock later on as you get the following reform unlocked for tier 8:
royal_charters.png

trade_protectorate.png

Note: Numbers are not final, as usual.

As it is somewhat of a running theme with 1.35, another mechanic of the old EU4 has returned once again, though this time it is a little bit different. Trade Protectorates are a voluntary relationship between you and the target country, and some AIs might even request to become such a subject in order to be protected from foreign forces. The Trade Protectorate and the overlord are free to annul the treaty, though they have to pay with 1 Stability unless the liberty desire is 100.

Only countries whose capitals are within your trade range are eligible to become your protectorates.

I should also mention that these Protectorates are not Great Britain only as any country which “Confirms Thalassocracy” unlocks the following government reform, which is part of the free update:
thalassocracy.png

The missions following “A House Divided” (which is more a reference to how the “House of the Parliament” is split into the House of Common and the House of Lords) are more internally related missions. Highlights here are “Expand the Royal Navy” which unlocks the special unit of your country:
expand_royal_navy.png

man_of_war.png

Note: The color should be actually green as a reduced Engagement Width means more ships are in combat at the same time.
You have 20% of your Naval Force Limit available for constructing Man of War.

The mission “The Royal Marines” makes your marine units to be the “special land unit” of your country as it gives -10% Shock Damage Received and +5% Discipline while “The Redcoats” is a flat +10% Infantry Combat Ability until the end of the game.

Now that was the British Mission Tree. As you have seen, it is relying heavily on colonization and overseas ambitions. But not everyone might enjoy this kind of playstyle. Because of that there is a second path of the mission tree which is unlocked as soon as the Hundred Years’ War goes into its final phase. The mission “The Hundred Years’ War” fires an event which gives you the choice to play England in a new way which focuses a lot more on the continent:
angevin_path.png

This will of course update your mission tree accordingly:
angevin_missions.png

All of the colonial missions are replaced with missions which nudge you into conquering vast territories of Europe. Of course, your first target is France and securing the personal union over it. In order to complete the mission “Shatter French Nobility” you will have to enact a unique Parliament Action which might cause pain in the short run, but ensures France’s loyalty to the English throne:
curtailed_nobles.png

I mentioned earlier about the Acts of Union. For players, the Acts of Union will be an actual parliament issue which is available to you when you complete this mission “Unify the Isles” and have reached Administrative Technology 10.
acts_of_union_britain.png

gb.png

The AI will keep its decision though.

For the Angevin path we have something similar. The mission “The Angevin Kingdom” unlocks the English-French Acts of Union parliament issue which allows you to form a new tag:
acts_of_union_issue.png

angevin_kingdom.png

Note: Historically speaking, it would make more sense to have it as a name change as the “Angevin Empire” was mostly a name for the possessions of the Plantagenet dynasty and not a real political entity per se. For the sake of gameplay, however, I decided to make a new tag for it with unique ideas, colors and, most importantly, the flag.

angevin_flag.png
You might have noticed that the Angevin flag is already included in the already used English flag. We are aware that it can feel kinda weird when you form the Angevin Kingdom and your flag, which was previously a combination of the Angevin and the French flag, just returns to being the Angevin one.
Because of that we request your opinion on that matter, and want to know what you guys prefer:
  1. Keep the way it is presented here (same flag for England, three lions for the Angevin Kingdom).
  2. Give the Angevin Kingdom the current English flag and give England the three lions as starting flag.
  3. Give the Angevin Kingdom the current English flag and give England the St. George cross as flag.
  4. Other ideas / suggestions.
With that being said, let's take a look at the ideas:
Code:
AVE_ideas = {
    start = {
        global_manpower_modifier = 0.2
        improve_relation_modifier = 0.3
    }

    bonus = {
        years_of_nationalism = -5
    }
   
    trigger = {
        tag = AVE
    }
    free = yes        #will be added at load.

    angevin_decentralized_rule = {
        core_creation = -0.2
    }
    english_common_law = {
        global_tax_modifier = 0.15
        num_of_parliament_issues = 1
    }
    lessons_of_the_anglo_french_wars = {
        discipline = 0.05
    }
    the_many_thrones = {
        heir_chance = 0.5
        years_to_integrate_personal_union = -10
    }
    reformed_angevin_infantry = {
        infantry_power = 0.1
    }
    seneschal_of_france = {
        governing_capacity_modifier = 0.15
    }
    rule_of_the_plantagenet = {
        legitimacy = 1
        devotion = 1
        horde_unity = 1
        republican_tradition = 0.3
        meritocracy = 1
    }
}

Note: England and Great Britain too received a +1 Number of possible Parliament Issues. The Horde Unity and Meritocracy (as well as Devotion / Legitimacy / Republican Tradition) have been added to all ideas which give one of the 5 government measurements in order to promote more variety in campaigns where you can switch your governments without feeling at a disadvantage because of it.

From here on out your path is set to conquer Iberia and Italy, as well as pushing into the Lowlands and the HRE. Each of these regions unlocks a “Crown of <Region>” Parliament issue which lets you decide how to properly deal with your newly conquered territory:
the_three_crowns.png

îberian_crown.png

italian_crown.png

imperial_diet.png

Note: There will be a tooltip saying that you unlock HRE related parliament issues.

These issues will affect the HRE as a whole and not just your country.

Another highlight would be the ability to adapt the British culture group into the French culture group with the mission “The Angevin Culture”:
anglois.png


A final highlight would be “Claim the Empire Title” which gives your country a name fitting to your situation.
empire_name.png

republican_name.png

theocratic_name.png

And if you, somehow, manage to fall from grace…
sadge.png

That was it for mission tree content. However, there is still a lot more to talk about. As you might have noticed, the parliament plays a large role in the content. As such, it was only natural to improve the parliament mechanics in general and then to add something special to the parliament of England / GB / Angevin to make it stand out from the other parliaments.

So, let us take a look at the general improvements for the parliaments. First thing first, parliaments have now the ability to reset a debate.
reset.png
You can reset a debate only every 20 years and it brings some penalties with it. Still, it can be a nice QoL addition when you accidentally select the wrong debate.

Secondly, parliament bribes will no longer spawn for an issue which would give this resource as an effect when the issue gets passed. Example: the parliament issue “The Draft” which gives manpower scaled to the seats will never have any parliament bribe which requests you to pay with manpower.

Thirdly, the prices of bribes have been revisited and have been tuned down to a manageable number.

Fourthly, parliaments of a size of 40 seats unlock new bribes which have “National” in their name. These bribes are more expensive than their local version, but have the bundled effect to automatically flip all seats with this kind of bribe in favor of the bribe. This way parliaments of big nations with many seats are not as annoying anymore as they were in the past.
national_bribes.png
Finally, manually placing a parliament seat no longer reduces absolutism. Getting seats assigned automatically, on the other hand, does cost absolutism.

All of these parliament updates are available if you have Common Sense (the original DLC which unlocks Parliaments) or the new DLC (which unlocks Parliaments too in case you don’t have Common Sense).

Now back to England / GB which have a bit more refined version of their parliament. Most issues they have access to now scale in their effect power with the influence of one of their estates:
influence_scaling.png

Note: I consider to push this all one level up, so that the 100% of the normal effect would be achieved between 20% and 40% already.

This has not an effect on the modifiers from the issues themselves though, only on the instant effects, so keep this in mind.

Bribes, on the other hand, scale with the loyalty of the estate:
loyalty_scaling.png
If an estate is disloyal, the cost of the bribe increases by 100%. However, if the estate is loyal then the bribe gets reduced by 50%. This stacks with the government mechanic of halved parliament issue costs, so it is possible that a single bribe might be as cheap as 1 Monarch Power.

Now with that all being said, let’s end this dev diary with the additional events England / GB / Angevin receives:
flavor_gbr.3.png

flavor_gbr.4.png

flavor_gbr.5.png

flavor_gbr.6.png

flavor_gbr.9.png

flavor_gbr.7.png

Note: This event is the starting point of 8 events in total which depict the different ways of how the English monarchs handled the reformation. Each option leads to different events. The AI always picks the one option which fits their ruler’s religion - even if it is against their country’s religion.

flavor_gbr.8.png

flavor_gbr.10.png

Note: the conditions for this event to happen are similar to the ones for its Reformed equivalent.
flavor_gbr.11.png


chapel_ENG_DD.png

And that was it for this week. Next week @Pavía will present content for the minor Great Powers, unique government reforms and additional estate privileges.

Until then I wish you all a nice week!
 
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We could actually avoid all of those cumbersome Angevin renaming pop-ups at every government change by simply following the precedent set by the Ottomans, Timurids, Mughals, etc. and naming the tag "Angevins".

Or alternatively, we could use "Angevin Union".
 
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Hope we get a Austria and Prussia rework aswell as the last great powers.Other than that angevin mission path has expaned the royal navy even tho you dont have the found the royal navy mission so thats seems weird (i think avengin should be focused on army instead of expaned royal navy some mission related to army could work).My final issue would be rule brittania mission should be in much lower brand and just like the ottoman end mission tree pax ottomana GB should have Pax Brittanica as a mission instead of an event other than good work this is going to be best DLC without doubt
 
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The term Angevin Empire was coined by Kate Norgate in her 1887 publication, England under the Angevin Kings.
And Angevin describes the possessions of the Plantagnet from 1180 to 1214. It's too short and too pale to be a formal name of the Anglo-France nation.
It seems like a name chosen by someone know little about history and lack of education.
And what if the princes of Habsburg become the Monarch of so called Angevin Empire?

Dual Kingdom, Frangeleterre and Anglo-France Commonwealth are better choices.
 
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I agree with what you say in the first paragraph, but this restoration of the rule of the angevin kings is not historical. The current english flag is the flag used by Henry VI, who styled himself as the King leading a union of England and France. He was actually crowned King of France on the 16th of December 1431. Since he is the starting ruler of England, i think they should keep the fleur de lys-lion flag.

The Angevin empire you form is ahistorical, it never formed. The term ´Angevin` was only first used in 1887. The in-game path should represent a becoming aware of an 'angevin' identity and the following proclamation of an Angevin nation. My point being that a new identity is 'invented', so the choice for their flag does not need to be based in history. Although if you get the Plantagenet dynasty, i think the Angevin kingdom should get the three lions flag and i support option 1.

My personal favorite for the angevin empire is this flag:
View attachment 951838

It reminds me of the Austrian-Hungarian flag, as much a union of crowns as the Angevins would be. Also it incorporates the color scheme of the Angers flag, the former capital of Anjou, from which the name 'Angevin' comes (according tho the Oxford dictionary). Whose flag is this:

View attachment 951844

One of these flags would be my choice for the Angevins.

thank you for coming to my tedtalk.
royal banners on the republic tricolors is unplayable
 
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As some said, EIC should have 0 liberty desire as it was a company. Microsoft etc. wouldn't have liberty desire from the USA (well, as of yet at least)
Disney may be a better example ;)

But yes, I agree that trade companies should probably have reduced liberty desire, or (and this is obviously well beyond the scope of what you are doing) allow different actions to be taken depending on the amount of Liberty, similar as client states in HoI IV. Make them more autonomous as they grow as opposed to making them rebellious
 
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Spain had colonies a out 3 centuries, more than UK, think a about that
Not to be critical on the glories of the UK, but you're right.
Spanish colonies in America started a century earlier and ended half a century later. And that's considering it also had to conquer other existing empires.
UK arrived late, fought Pocahontas or something and lost it early.
Maximum efficiency.
 
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1. How about adding unique Flagship upgrades for British fleet? Strange that the one of the most maritime nations has only generic ones.
2. Speaking about minor Great Powers - any new stuff for the mighty nation of Netherlands? Hope so.
3. Who is the armored guy on the picture?
 
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I was greatly looking forward to this dev diary since 95%+ of my games are with England/GB. There are several missions the content of which has not been revealed in this dev diary so there might of course be gems I am not familiar with. However, based on what I can see from the dev diary, I am fairly disappointed with the changes outlined, especially when compared with all the buffs France received a few weeks ago. But rather than just complain, I will try to set out what I see as major and minor issues in a hopefully well-reasoned way and praise the positives. I will also give a few suggestions of things that you could consider adding to improve the experience of the GB player. But first a couple of questions:



Questions:

Does GB actually lose its Union CB on France unless it picks the Angevin route? It reads that way to me and I assume so in the below.

If you juggle with the Absolute power until the age of revolution what happens then?

Does Man of War ships improve as you get better heavies or is it only relevant in early game?

Are English and British Ideas unchanged except for the mentioned addition of a +1 number of parliament issues and do you still get the option to change ideas when you enact the Acts of Union?



Angevin Flag: I would suggest option 2.



And now to my comments:



Positives:

In terms of the positives, I really like the fact that you have added additional colonial mission including missions to colonise in Africa and the special colonial parliamentary issues are quite nice, especially the dichotomy of taxation and representation acts. The optional East India Company special type of vasal also seems interesting.



Concerns:

Union CB on France (major issue):

My main issue with the outlined changes is that it forces the player to choose between the colonial or continental game, something that is not true in the current mission tree. If I understand the dev diary correctly, you will not get a Union CB on France unless you take the Angevin route, which means that your ability to combine colonial expansion with expansion in Europe is severely curtailed compared with the status quo. As someone who likes to do both in the same game, this is very frustrating, and it is also a significant nerf to GB. On the other hand, I do understand that adding all the Angevin missions to the GB tree would most likely be considered vastly overpowered.

I would suggest restoring the Strategic Control, Subjugate France, Conquer Brittany, and Seize Burgundy from the current mission tree to the England/GB mission tree. However, once you have subjugated France, then you should get the option to change to the Angevin Empire, getting the additional missions to expand in Europe while also shifting the capital to Anjou and integrating England and France into your new nation. This would allow the GB player to still have an experience similar to what we can have in the current game, while also giving the option of going the Angevin route that you have prepared. If GB loses that Union CB on France, the changes you are planning will force the player to choose between two distinct paths early on and limiting the players freedom in how they play GB compared to the current set up. If instead you maintain the union CB for GB, you will not be taking any existing options away from the player, but rather giving them a brand-new alternative. I very much hope you would consider this (Please! :)).



Rewards for going through the Civil War (middling issue)

It seems to me that the benefit for navigating the Civil War is quite limited. The main benefit seems to be that you can modify your national ideas to alternatives of similar strength rather than stronger ideas. I would suggest a more impactful reward like a buff of +1 ADM, DIP, MIL monarch points once you emerge from the Civil War. France got +1 ADM and MIL from Golden march in Italy and also has other mission rewards buffing current ruler, while Spain gets +1 ADM from System of councils and Ruler Monarch point buffs based on council consensus. It makes sense to make England/GB go through both the War of the Roses and the Civil War and such a modifier would make it worth the players time to endure that pain. Austria and Prussia already have existing + Monarch point modifiers and as mentioned the dev diaries shows France and Spain also getting such buffs. It would seem only logical that GB should also get such a modifier.



Found the Royal Navy (minor issue)

The bonus of +33% colonial range from Found the Royal Navy is nice, but I do question the utility of the ability to recruit explorers and conquistadors, at least with the current version of ideas. Since you seem to be forcing the player into either playing the colonial or continental game, the player going the GB route is unlikely to not pick the exploration idea group given the plus 1 colonist and boost to colonial range and the other boosts for the colonial game in that idea group. Is there a change in how ideas are organised that will make this a more valuable buff?



Suggestion:

I would suggest changing the Anglican event into a mission that the player can trigger when certain prerequisites are met (e.g. reformation has occurred). That would give the player more control and reduce the time spent waiting anxiously for the event to fire to start the conversion process.

I would also suggest adding missions relating to the Glorious Revolution, in fact this should be the mission that finally settles the issues between crown and parliament. It would also be great to get a mission to form a Union with the Netherlands as happened under William III, but that might be too much of an ask/difficult to implement since there is no guarantee the Netherlands will exist.
 
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We could actually avoid all of those cumbersome Angevin renaming pop-ups at every government change by simply following the precedent set by the Ottomans, Timurids, Mughals, etc. and naming the tag "Angevins".

Or alternatively, we could use "Angevin Union".
I'm guessing its far too late in EU4's development to just have entirely dynamic naming/flags like Vicky2/3 have...

Here's for EU5, then!
 
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The term Angevin Empire was coined by Kate Norgate in her 1887 publication, England under the Angevin Kings.
And Angevin describes the possessions of the Plantagnet from 1180 to 1214. It's too short and too pale to be a formal name of the Anglo-France nation.
It seems like a name chosen by someone know little about history and lack of education.
And what if the princes of Habsburg become the Monarch of so called Angevin Empire?

Dual Kingdom, Frangeleterre and Anglo-France Commonwealth are better choices.
100%. “Angevin X” is an absurd name and possibly the worst historical blunder I’ve seen in EUIV. Obviously the existence of the tag is a pure abomination (England should just form France if it wins HYW) but if we have to have it, the name shouldn’t be something that sounds like it was dreamed up by a historically illiterate twelve year old Richard the Lionheart LARPer.

“England-France” would be terrible, but still better. “Anglois” would be terrible but better. What happened to the devs rejecting absurdities like “Latin Empire” and “Angevin Empire” formables? What’s next, Austria forming “Austria-Hungary”? Norway forming “North Sea Empire” when it conquers London? A formable “Africa”? I hate the direction this game has taken. :(
 
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Frangeleterre
Frengland? In my house game? It's more likely than you think. (This genuinely makes me uncomfortable, it's just so... off).

“Angevin X” is an absurd name and possibly the worst historical blunder I’ve seen in EUIV.
"Angevin X" is bad, but not exactly absurd (it's possible that the English kings would try and connect to that period, however unlikely), and is certainly not the worst historical blunder in the game (it's a name. Besides, this is a game where Dithmarschen, historically a town that resisted feudalism for a few centuries, can conquer Russia.)

Obviously the existence of the tag is a pure abomination (England should just form France if it wins HYW)
What? England should not just "form France" if it wins (especially because France would continue to exist). If you mean "the player should tag-switch to France," we're at the end of the HYW, not the start (even then, I doubt that the royal court would have moved from London to Paris). The existence of the tag is far from an "abomination." If you can form a united India (a concept that didn't really exist until after British rule), you should be able to form an English-French union (which would have almost certainly have happened, if England had been able to keep France for a long period of time. Possible, though hardly probable).

“England-France” would be terrible, but still better. “Anglois” would be better.
I agree with "England-France." "Anglois," however, would be terrible (unless you want to go on a trip to "English"). "Angleterre" would be what you're looking for, though it seems to me more like a French subject's name.
 
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100%. “Angevin X” is an absurd name and possibly the worst historical blunder I’ve seen in EUIV. Obviously the existence of the tag is a pure abomination (England should just form France if it wins HYW) but if we have to have it, the name shouldn’t be something that sounds like it was dreamed up by a historically illiterate twelve year old Richard the Lionheart LARPer.
I don't like Angevin much, but so far there hasn't been a definitive alternative.

And about that North Sea Empire...

They also made the Latin Empire a cosmetic name change for some tags in 1.34.
 
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