• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Europa Universalis IV - Development Diary 31st of May 2022

Hej allesamen! Welcome to our next Development Diary for Europa Universalis IV! After covering the Baltics it is finally time to switch our focus to Scandinavia, so let’s get started!

As the 13th century drew to a close, powerful social mechanisms such as feudalism and manorialism had formed deep roots in the Danish Court. At the same time, the Christian church had, at that point, come to dominate religious matters all across the Scandinavian region. At home, the royal family, spearheaded by Margaret I, would finally place a singular dynastic head on each of the three lions’ thrones, during the last years of the 14th century.

As of the treaty of Kalmar in 1397 the Nordic Crowns of Norway, Sweden and Denmark are intended to be borne by one monarch. Since its inception this Kalmar Union has been led by the Danes, the strongest and richest of the Nordic powers, close to the continent with an ambition to control and dominate the Baltic Sea area.

Eventually however, the Kalmar Union fell apart when Sweden broke free from Denmark and established an empire of its own later on. The goal of the Danish mission tree is to avoid this fate. It also focuses on the ambitions Denmark had during the time period of EU4 and as such is a lot less experimental than the Teutonic and the Livonian Orders’ mission trees.
danish_mission_tree.png

You will notice that the Danish mission tree is separated into two “blocks”. The first half is about keeping the Kalmar Union together with a few conquest missions on the side to ensure that Denmark is the sole maritime power in North Europe.
The second block on the other hand is a lot more about the Danish ambitions of colonialism, the question of religion, embracement of Absolutism and the usage of mercenaries as the army for Denmark.

We will focus on the Kalmar Union block first as it ties into the mechanics which are unique to Denmark with the upcoming DLC. When you start as Denmark while the DLC is active you will be confronted with this government reform at your start:
kalmar_union_reform.png

The Kalmar Union is a somewhat mixed bag for the player. On the one hand, the diplomatic relations and possible advisors are desirable to have, but on the other hand you are confronted with the fact that you can not manually integrate any kind of personal union (however, inheriting them is still feasible though). You also have to deal with the “Kalmar Election” which is a unique mechanic to Denmark.
As you might know neither Sweden nor Norway had a hereditary monarchy but an elective one. So whenever your king dies as Denmark while you have this government active you get the following event:
new_king_event.png

new_king_event_second_option.png

This will trigger the following event for your Scandinavian personal unions:
election_event.png
election_event_second_option.png
election_event_third_option.png

It is important to note that the AI will make their choice based on your prestige, diplomatic reputation and how much Liberty Desire they have with the latter one being their biggest factor. As Denmark you really want to keep the liberty desire low of each of your personal unions or otherwise they might spiral out of your control and will easily find supporters for their independence.

While the first and third options are rather self-explanatory, the second one is a choice that the AI can take when they are not fully convinced by your ruler - mostly when your ruler is quite the unfortunate one regarding his monarch skills - but do not desire to break out of the Kalmar Union yet. In this case the junior partners can suggest somebody from their own ranks to take over the Kalmar Union as your king:
kalmar_regent.png

This will of course trigger an event for Denmark where they can accept or reject to proposed regent:
pretender_event.png

pretender_event_option_2.png

Of course you can always reject the proposal, though this will result in your junior partner becoming slightly upset about your decision. Alternatively, you can accept the new king, but because your junior partners have to elect their king this will result in a new re-election:
re-re-election.png

However, this event will not allow your junior partners to propose another new king (otherwise you would end up in a loop of elections of new kings while hilarious for the first three or four rounds can become quite annoying really fast). Additionally, the one who suggested your new king in the first place will ALWAYS elect him to king, so you can reduce some liberty desire this way.

While the Swedish and Norwegian nobilities are a pain to deal with, you cannot forget your own. Historically, the Danish nobles did not support the Kalmar Union and attempted to exploit the divided attention of the Danish King. This gets represented in form of an event which triggers around every four years:
nobles_demands.png

There are 11 demands in total and the nobility will pick one of them. Each one of them has some penalty to your country: be it from losing monarch power to losing Ducats to even getting the risk of a hunting accident.
hunting_accident.png

Now let’s go back to Denmark's mission tree. The centerpiece of the mission tree focuses on resolving the conflicts with the other junior partners. By increasing the opinions of your Norwegian and Swedish subjects you can complete the missions “The Crown of Norway” and “The Crown of Sweden” which give you the following events respectively.
kalmar_union_events.png

The first option allows you to receive a penalty to National Tax Modifier / Goods Produced Modifier by -10% and an increase of the Nobility’s Influence by +10%, but in return your two subjects gain a modifier which decreases their liberty desire by 10% and increase their Yearly Tax Income, which makes them to durable subjects during your wars with other European countries. The second option just gives some monarch power. On the other hand there is the third option which allows you to be more risky with your personal unions, giving the following effects:
kalmar_union_events_third_options.png

Note: keep in mind that numbers and modifiers are NOT final.

The “Integrate Holstein” mission is rather self explanatory. However, “The Nobles of Sweden” is a little bit of a different story:
deal_with_sweden_trigger.png

This whole mission is basically about a medium-long event chain (which also incorporates some of the vanilla Danish / Swedish events into it) where you can choose how to deal with the nobility of Sweden. For the sake of simplicity I will only highlight the two possible results of the event chains:
swedish_liberty_dream_good_ending.png

swedish_liberty_dream_bad_ending.png

The event for Sweden when Denmark chooses to be more hostile...

After dealing with the Swedish nobility (by either defeating them on the battlefield which is Sweden or by executing them in quick succession in Stockholm), you can start working on the “Ratify the Kalmar Union” mission which triggers the following event for you:
ratification_event.png

Note: Modifiers and mechanic values are subject to change.

Keep in mind that you get this event ONLY when you complete the “Ratify the Kalmar Union” mission while having the Kalmar Union government reform. Otherwise you get +100 Monarch Points for each category. The military bonuses mentioned here are the following ones: you gain flat +2000 Manpower and +400 Sailors per Junior Partner + an additional +5% Global Manpower Modifier and Global Sailors Modifier. Meanwhile, your junior partners will receive the military benefits of Marches, so keeping them as your military buffer states.

You also unlock one decision which might be welcome to any roleplayer here:
arch_king_decision.png

Historically, only Christopher III von Wittelsbach styled himself as “Arch-King” while everyone else in Europe just used the normal title. In a time where Cristopher and his heirs might have managed to keep the union together it seemed plausible enough to us that future generations of Danish rulers might choose to follow Christopher’s naming fashion. It is, however, a purely visual title and you gain no other benefit than having an unique title.

Now that we are done with the Kalmar Union section let’s take a look at the remaining missions of the first block. The most right side of the missions are quite obvious what they are about: challenge the English navy, conquer England and gain dominance in the British Isles. These missions are referencing the North Sea Empire, but the mission descriptions make clear that the conquest of England is motivated by maritime rivalry and commercial dominance in Lübeck and the English Channel, not by the lost accomplishments of the Danish vikings centuries ago.

The most left branch of the missions is more concerned about a more important enemy Denmark is facing: the Hansa. Some of you, the community, already commented how the poor merchant republic of Lübeck gets bullied in this DLC and Denmark’s mission tree continues with this trend. The mission “Humiliate Lübeck” unlocks a decision for you which will be very much needed for the next mission:
provoke_lubeck_decision.png

The mission “The Cities of the Hansa” will require you to control all the important centers of trade in the Lübeck trade node - all lands in the HRE. Because of that, you will most likely know to appreciate this decision as this will trigger a DEFENSIVE war against the Hansa.
The rest of the mission branch is then about conquering Estonia and Novgorod and of course expanding the Sound Toll. Highlight here is a permanent +25% Trade Efficiency modifier.

Now that we are done with the European affairs part of the mission tree it is time to go into detail for the second block of missions. The missions linked to “Colonial Ambitions” are the biggest branch of this mission tree and cover the colonial ambitions of Denmark with a big focus on colonizing valuable trade company regions and a lesser focus on the New World (which also gets updated if you happen to play with a Random New World).

The second biggest branch of the flavor events are the branching missions on the most right. These are focusing on the religious direction of your country: stay loyal to the Catholic Church, embrace the Reformation or become a state of Tolerance. Completing the mission “The Age of Reformation” fires the following event which unlocks your religious missions:
religious_question_event.png

One notable mission from the religious ones are the “Spread the Reformation” / “The Religious League” missions which you unlock by either taking Reformation or Catholicism missions respectively. What makes them special is that they are intertwined with the Religious League War. You complete them by winning the Religious League War and the mission rewards you with +2 Military Skill for your monarch and +150 opinion of every HRE member which follows your religion, which makes becoming the next Emperor of the HRE more feasible.

One minor but important branch I want to go into detail is the one regarding the mercenaries. As some of you might know, Denmark is not really known for its own strong military during this time period. Instead of Danish soldiers, the kings of Denmark relied heavily on German mercenaries to do the monarchs’ bidding. The mission “The German Mercenaries” emphasizes it. By improving the opinion of several owners of homes of Germanic mercenary companies you can complete this mission and the following event fires for you:
merc_contract_event.png

The mercenaries you unlock are dependent on which owners of Germanic merc company homes have a high opinion of you. In this case Denmark increased the opinions of Saxony, Hesse, Wurttemberg and Switzerland.

And that was the Danish mission tree!

As we were working on the Danish mission tree the time for us has come to also revisit the Danish ideas. While the kingdoms of Norway and Sweden have unique and/or very powerful ideas, the Danish ideas fell flat on both fronts. We wanted to change this for the upcoming update and as such we decided to give Denmark an update:
Code:
DAN_ideas = {
    start = {
        navy_tradition = 1    #Prev: ship_durability = 0.05
        global_manpower_modifier = 0.2    #Prev: global_tax_modifier = 0.1
    }
 
    bonus = {
        global_naval_engagement_modifier = 0.15    #Prev: global_naval_engagement_modifier = 0.10
    }
 
    trigger = {
        tag = DAN
    }
    free = yes      #will be added at load.
 
    dan_kalmar_union = {    #Prev: shock_damage = 0.1
        liberty_desire_from_subject_development = -0.2
        diplomatic_annexation_cost = -0.1
    }
    dan_sound_dues = {
        global_own_trade_power = 0.2    #Prev: global_manpower_modifier = 0.2
        trade_efficiency = 0.05    #Prev: global_sailors_modifier = 0.2
    }
    dan_the_kings_sea = {
        naval_forcelimit_modifier = 0.5    #Prev: naval_morale = 0.1, disengagement_chance = 0.05
    }
    dan_royal_mercenaries = {    #Prev: build_cost = -0.15
        shock_damage = 0.1  
        mercenary_discipline = 0.05
    }
    dan_naval_heroes = {    #Prev: naval_maintenance_modifier = -0.15
        leader_naval_shock = 1
        naval_morale = 0.15
    }
    dan_colonial_ventures = {    #Prev: naval_forcelimit_modifier = 0.5
        global_colonial_growth = 15
    }
    dan_danish_absolutism_idea = {    #Prev: global_unrest = -1
        global_autonomy = -0.05
        max_absolutism = 10
    }
}

While we were updating the ideas of Denmark we also remembered another favorite of the community whose ideas were rather lackluster - even for its time back then:
Code:
VEN_ideas = {
    start = {
        trade_steering = 0.33    #Prev: global_sailors_modifier = 0.20
        republican_tradition = 0.25    #Prev: global_trade_power = 0.1
    }
 
    bonus = {
        galley_power = 0.25
    }
 
    trigger = {
        tag = VEN
    }
    free = yes      #will be added at load.
 
    venetian_arsenal = {
        naval_forcelimit_modifier = 0.25
        ship_durability = 0.05    #Prev: galley_cost = -0.20
    }
    printing_industry = {
        diplomats = 1
    }
    stato_da_mar = {
        trade_efficiency = 0.2    #Prev: trade_efficiency = 0.10
    }
    state_inquisition = {
        global_spy_defence = 0.3
        yearly_corruption = -0.05    #New
    }
    conscription = {
        global_sailors_modifier = 0.33    #Prev: naval_maintenance_modifier = -0.2, sailor_maintenance_modifer = -0.05
    }
    defend_the_law = {
        global_unrest = -2    #Prev: stability_cost_modifier = -0.1, justify_trade_conflict_cost = -0.1
    }
    provveditori_ai_beni_inculti = {
        development_cost = -0.1    #Prev: land_attrition = -0.10, naval_attrition = -0.10
    }
}

Owners of Rule Britannia will also have access to more Naval Doctrines for more countries. These are the new ones added to the game we have so far:

  • For Danish countries

    danish_naval_doctrine.png
  • For Norwegian countries
    norwegian_naval_doctrine.png
  • For Dutch / Flemish countries
    dutch_naval_doctrine.png
It is unclear right now if we’ll add more naval doctrines or not, but we have an open ear for more naval doctrine suggestions.

And that’s it for this week! Next week’s DD will be about the most overpowered perfectly balanced country in Scandinavia.

Until then I wish you all a nice week!
 
  • 103Like
  • 38Love
  • 9
  • 4
  • 1Haha
  • 1
Reactions:
I think there could be Ottoman naval doctrine mainly focusing on Mediterrenean/Black sea dominance and competing at red sea + Indian ocean.
It may support pirates/privateers through specific mechanics (which I suggested many times that Ottomans should release Algiers as march leaded by Barbarossa and assist them with Janissaries for their wars)
 
  • 1Like
Reactions:
As a German, I am obliged to propose to you the "German High Seas Fleet" for a unified German Reich. With bonus on heavy ships.
 
  • 2Like
Reactions:
Oh yes their color blends with others neighboring.
The Orlogsflag – the Danish naval flag's color fits perfectly. RGB: 165 0 33 ; HEX: #a50021
Still red but different from POL LIT ENG BUR's red. But then it's too similar to GBR's red. So then GBR's red should be changed to imperial/royal red or sth fitting.
Oh and there is "Swedish Blue" color (not paint) name, very good looking 0 126 177 / #007eb1

@Ogele
Why did Denmark get national idea:
dan_kalmar_union = { #Prev: shock_damage = 0.1
liberty_desire_from_subject_development = -0.2
diplomatic_annexation_cost = -0.1
}
if they are forbidden from diplo annexing subjects with the new gov reform?

Also can the number of max possible government ranks be increased to atleast 12? As current max gov reforms are hardcoded in defines file with 10 being max... It would allow me to make a mod "from a count to the emperor" and a high king rank could also be in it as there are many ranks irl and for EU4's 12'd be ok , check wiki under Imperial,_royal_and_noble_ranks

NAVAL DOCTRINE OF PLC
"Beginner's Luck"
-higher dice rolls at the beginnig of a sea battle - unexperienced navy may perform strangely to opponent as they aren't fighting in any known pattern, they're experimenting mostly
History: (TLDR in blue)
The most celebrated victory of the Commonwealth Navy under command of Admiral Arend Dickmann took place at the Battle of Oliwa in 1627 against Sweden, during the Polish-Swedish War. On 28 November, a small, newly-formed Polish–Lithuanian Commonwealth fleet emerged from Danzig and defeated the Swedish blockading squadron. The Swedes had a long tradition of seamanship and maintained a strong navy, and were able to land troops from the Swedish mainland at will along the southern Baltic shore. They were also able to blockade the Polish–Lithuanian Commonwealth's ports (most important being Danzig) maintaining a stranglehold on Polish-Lithuanian trade. The unexpected victory over Sweden secured for Poland permanent access to the Atlantic, and laid the foundations for expeditions beyond Europe.

PS mission Retake Gotland implies that there'll be independent Gotland, but as a pirate republic?

PS2 Are there any gammbling events ingame?
P0ker, the most popular card game associated with gammbling, derives from the Persian game As-Nas, dating back to the 17th century.The first known casinno, the Ridotto, started operating in 1638 in Venice, Italy.

PS3 Any chance of adding gov reform called Gadaa to Origins DLC? Or is it there already (guess not)?

PS4 Allow to convert RNW to normal continents as they are irl after campaign so more people'd actually use RNW feature, I know I'd.
 
Last edited:
  • 3Like
Reactions:
We will focus on the Kalmar Union block first as it ties into the mechanics which are unique to Denmark with the upcoming DLC. When you start as Denmark while the DLC is active you will be confronted with this government reform at your start:
The Kalmar Union is a somewhat mixed bag for the player. On the one hand, the diplomatic relations and possible advisors are desirable to have, but on the other hand you are confronted with the fact that you can not manually integrate any kind of personal union (however, inheriting them is still feasible though). You also have to deal with the “Kalmar Election” which is a unique mechanic to Denmark.
As you might know neither Sweden nor Norway had a hereditary monarchy but an elective one. So whenever your king dies as Denmark while you have this government active you get the following event:
The Kalmar Union mechanics look pretty neat. Does Sweden still break free from and rival Denmark a majority of the time?

I'd like to see a hereditary version of this - perhaps named Composite Monarchy - unlocked for Spain especially and possibly under more general circumstances for other Christian European nations.

For Spain/Castile, it would be unlocked via a dynamic historical event triggered by Castile/Spain having any of Portugal, Austria, or England as a junior partner, and that country having at least five provinces. The event would prompt Castile/Spain to either switch to the new government form, which would have all of the Kalmar Union's mechanics except the elections, or to remove any historical friendships with its junior partners (and possibly add historical rivalries with each). The AI should choose the Composite Monarchy option most or all of the time. Castile would still be able to integrate Aragon via the decision to form Spain, but would be unable to integrate Portugal.

Spain could remove or replace this reform (allowing for integration of junior partners) via a decision unlocked by having 100 legitimacy, 100 prestige, and 80 absolutism.

After dealing with the Swedish nobility (by either defeating them on the battlefield which is Sweden or by executing them in quick succession in Stockholm), you can start working on the “Ratify the Kalmar Union” mission which triggers the following event for you:
View attachment 845189
Note: Modifiers and mechanic values are subject to change.

Keep in mind that you get this event ONLY when you complete the “Ratify the Kalmar Union” mission while having the Kalmar Union government reform. Otherwise you get +100 Monarch Points for each category. The military bonuses mentioned here are the following ones: you gain flat +2000 Manpower and +400 Sailors per Junior Partner + an additional +5% Global Manpower Modifier and Global Sailors Modifier. Meanwhile, your junior partners will receive the military benefits of Marches, so keeping them as your military buffer states.
As far as I'm aware, the Sweden and Norway were never meant to be marches of Denmark. It doesn't make much sense within EU4's mechanics because they own lots of land in Denmark's culture group, which makes them ideal targets for annexation. It also doesn't make much sense historically, since Norway rarely came under military threat (except from Sweden) and Sweden didn't become a military threat to Russia until it was independent.

Would it make better sense to have Denmark form Scandinavia, give Scandinavia its own ideas, and create a dynamic event to release Finland as a march if Russia exists and is a great power?

Now that we are done with the Kalmar Union section let’s take a look at the remaining missions of the first block. The most right side of the missions are quite obvious what they are about: challenge the English navy, conquer England and gain dominance in the British Isles. These missions are referencing the North Sea Empire, but the mission descriptions make clear that the conquest of England is motivated by maritime rivalry and commercial dominance in Lübeck and the English Channel, not by the lost accomplishments of the Danish vikings centuries ago.

The most left branch of the missions is more concerned about a more important enemy Denmark is facing: the Hansa. Some of you, the community, already commented how the poor merchant republic of Lübeck gets bullied in this DLC and Denmark’s mission tree continues with this trend. The mission “Humiliate Lübeck” unlocks a decision for you which will be very much needed for the next mission:

The mission “The Cities of the Hansa” will require you to control all the important centers of trade in the Lübeck trade node - all lands in the HRE. Because of that, you will most likely know to appreciate this decision as this will trigger a DEFENSIVE war against the Hansa.
The rest of the mission branch is then about conquering Estonia and Novgorod and of course expanding the Sound Toll. Highlight here is a permanent +25% Trade Efficiency modifier.
The biggest improvement you could make to the Sound Toll would be creating a Center of Trade in Sjaelland. You could reduce its trade power value from +20 to +10 (matching the Bosphorus Sound Toll) and add either a Level 1 or Level 2 Center of Trade to compensate.

Now that we are done with the European affairs part of the mission tree it is time to go into detail for the second block of missions. The missions linked to “Colonial Ambitions” are the biggest branch of this mission tree and cover the colonial ambitions of Denmark with a big focus on colonizing valuable trade company regions and a lesser focus on the New World (which also gets updated if you happen to play with a Random New World).

The second biggest branch of the flavor events are the branching missions on the most right. These are focusing on the religious direction of your country: stay loyal to the Catholic Church, embrace the Reformation or become a state of Tolerance. Completing the mission “The Age of Reformation” fires the following event which unlocks your religious missions:
What are the requirements for completing the Age of Reformation mission?

I'd still like the AI weights for national conversion to be more transparent and moddable, but this mission is definitely a step forward. Is AI Denmark most likely to convert to Protestantism? Are there plans to add similar events to other countries that converted historically, like Brandenburg?

One notable mission from the religious ones are the “Spread the Reformation” / “The Religious League” missions which you unlock by either taking Reformation or Catholicism missions respectively. What makes them special is that they are intertwined with the Religious League War. You complete them by winning the Religious League War and the mission rewards you with +2 Military Skill for your monarch and +150 opinion of every HRE member which follows your religion, which makes becoming the next Emperor of the HRE more feasible.
As long as a Catholic Austria will easily beat a Catholic Denmark in HRE elections following the Religious League War, this sounds pretty neat. Hopefully Sweden will get a similar mission so that a Protestant Denmark or Sweden could conceivably be elected Emperor if the Protestants win the Religious League War.

One minor but important branch I want to go into detail is the one regarding the mercenaries. As some of you might know, Denmark is not really known for its own strong military during this time period. Instead of Danish soldiers, the kings of Denmark relied heavily on German mercenaries to do the monarchs’ bidding. The mission “The German Mercenaries” emphasizes it. By improving the opinion of several owners of homes of Germanic mercenary companies you can complete this mission and the following event fires for you:

The mercenaries you unlock are dependent on which owners of Germanic merc company homes have a high opinion of you. In this case Denmark increased the opinions of Saxony, Hesse, Wurttemberg and Switzerland.
Assessing the professionalism malus of mercenaries only when hiring them still makes little sense. Mercenaries should passively reduce yearly army professionalism based on how much of a country's force limit is made up of them.

This could change by professionalism level: having less than 20% professionalism could remove mercenaries' professionalism effects completely, for instance. Even limiting the use of Slacken Recruitment Standards to higher professionalism levels would make mercenaries more interesting by preventing players from converting their starting professionalism into manpower, hiring mercenaries at 0% professionalism, and then never hiring them again.

Owners of Rule Britannia will also have access to more Naval Doctrines for more countries. These are the new ones added to the game we have so far:
It is unclear right now if we’ll add more naval doctrines or not, but we have an open ear for more naval doctrine suggestions.
Naval Doctrine idea for everyone who is part of the Lubeck Trade League:
Hansa Merchant Navy - 50% Tradepower through Light ships (yes a clear upgrade to the 33% standard)

Reason: https://en.wikipedia.org/wiki/Cog_(ship)

The Hansa had in his prime a very strong merchant navy, maybe connect it to something like: If Lubeck has 8 cities in the trade league, everyone is eligible to use the Merchant Navy Doctrine. Of course the Hansa was on the decline in the 14th century, but maybe some ambitious people are able to milk the baltic and north sea a little bit more :)
I'd suggest a special doctrine combining the bonuses of Merchant Navy with those of Free Oarsmen, available to historical merchant republics in Europe and possibly Southeast Asia. Members of trade leagues already get +20% ship trade power, and these countries' navies were famous both for being prolific traders and for successfully fighting the navies of much larger countries. (The Ottomans in Venice's case, and Denmark in the Hanseatic League's case.)

Lock this naval doctrine behind either the Plutocracy and Venetian government reforms; membership in a trade league; or a list of tags that were historically merchant republics.
 
  • 3
Reactions:
Not sure whom, but a naval doctoron that can raid coasts could be good.

Venice and Genoa feel a good canidates for a naval doctorian (extra force limit/cheaper light ships/better trade steering?). Maybe for Genoa something about range.
Japan could also be a good choice (of all nations there getting one option).
 
Why did Denmark get national idea:
dan_kalmar_union = { #Prev: shock_damage = 0.1
liberty_desire_from_subject_development = -0.2
diplomatic_annexation_cost = -0.1
}
if they are forbidden from diplo annexing subjects with the new gov reform?
Probably for when/if they the upgrade version of the goverment that does let them annex their PUs.
 
  • 5
  • 1
Reactions:
Love the Dev Diary - a lot of flavour and less “whatify“ if you know what i mean ;). A few questions though:

As for the naval doctrines: as the german hansa had its strong success in the beginning of the game, due to save and secure travel on its roads and its sea, maybe there should be a naval doctrine added which gives more merchantpower 10, caravanpower 33 or flat provincial trade power 5 and flat shiptradepower 1 or hunt pirate efficiency 50 for northern german cultured nations (frisian, westphalian, rhenish, lower saxon, saxon, pommeranian, prussian and baltic). Due to the flat modifiers the advantage earlygame would be bigger than lategame but give the northern german states the hold they had over the trade of the baltic originally.

Also i might add that, that a flagship module giving +5 ship durability for said nations would be nice flavour aswell, since hanseatic shipbuilding was comparatively sturdy for the time.

Since we are talking about naval i have few other suggestions:

Did you ever consider changing tradeleagues into a system similar to tribal federations. And with changed modifiers maybe even the posibility to create (actual) cityleagues or the swabian league? Also if you are able to leverage enough "reforms" of the league being able to unify or vassalize individual members, somewhat similar to the eoc tributary mechanic.

Could Bremen and Hamburg get the Hanseatic mission tree aswell, and changed said mission tree in way that it is usable for more nations than Lübeck (like some of the mission trees in SEA)?

One fixed group national idea for trade cities like for client states or colonial nations?

Free city being a status rather than a government reform (like the emperor not having its own government reform, instead being emperor having more diplomatic actions and passive buffs). That way free cities could be more diverse in their reforms (Lübeck beeing free city whilst being a merchant republic). Said status could incorporate parts of existing buffs for free cities. Flat tax modifier, dev reduction, dip. Rep., trade efficiency, ... . And instead of limiting it to 1 province, the penalty could be to have a -99% gov. cap. and +50% aggressive expansion impact. That way giving room for expansion even though only inside of its capitalstate and a fairly slow one. Free city status is lost after a month tick if it gets over gov. cap. .

Having more Age bonuses for more countries? The Age bonus for Venice could be viable for Genoa and the Hansa aswell.

Ever thought about adding something like Naval Professionalism? With decreased naval and sailors maintenance, more marines and lower admiral cost as bonuses.

A provincial naval supply limit for fleets when anchored, and with trade centers and docks increasing that by flat and percentage modifiers? Ships beyond that cost full naval and sailors maintenance as if at sea.

Heavy ships being able to transport one regiment aswell? And in general excess force limit giving monthly passes to attrition taken by regular troops on ships. For example you have 2 transports carrying 1 unit so the unit takes only attrition at the second monthly tick. That way to get an army to another point on the globe you wont loose troops in generalat the cost of a vastly bigger fleet needed. To balance that attrition taken could be vastly increased.

Individual ship types for individual technology groups? And maybe naval special units.

Transport having a "trading in" ability, which creates trade steering similar to ship trade power, in a upstream node. Its kindof ironic that the merchantclass of ships sits mostly in port. It would make sense, since the nations which wouldnt trade in a said node wouldnt have controll over where its going anyway.

Anyway these were some thoughts i had for a while :).
 
Last edited:
  • 3Like
Reactions:
I really like this update and the Idea list seems alright for Denmark, I just have one expection with the Colonial Growth one.

Denmarks colonies where historically trading posts with little to write home about in terms of ethically danish population or widespread borders.

I think a more fitting idea would be something like Development cost, since Denmark has a focus on PU's they might not gather a lot of territory so it would be fitting to help with developing what they already have.
That also fits better with Denmarks historical tendencies, so I'm all for this!
 
  • 4
  • 1Like
Reactions:
Will Copenhagen finally get a Center of Trade?
 
  • 9Like
Reactions:
Really excited to see a special and dynamic Kalmar Union! Denmark with 2 extra diplo slots will be quite different from the current one in the hands of both the player and the AI.Am curious how that will play out.
 
Thinking about it , the colonial path requires conquering England , as you can't steer trade to Lubeck , which is denmark home node... except if you are meant to collect in Cape/gold coast
 
  • 1Like
Reactions:
I dont like what i am seeing at all and that is mainly from the gameplay perspective.

The Kalmar Union stuff sounds interesting but also annoying to deal with, so the early game now revolves around finishing all those missions to get rid of the new Kalmar government. Shouldnt be too bad though, unless the programmed AI does shenanigans when choosing their options on events and we all know how good the AI works in this game.

My, and i am pretty sure many others, standard game of Denmark revolves around dealing with eastern europe and England to then get all the trade from the east to the english trade node and i had hoped for at least a "whatif" mission branch supporting this, but apparently it stops at Novgorod already and instead we will get yet another colonization branch that doesnt even support your home trade node at all. So its expected to annex England and then go the colonization trade way through Africa, making Scandinavia as a whole rather pointless. Of course its only an option, but that option takes a good part of the new mission tree for itself.

The new ideas are bad. I hoped for an actual buff but what i see is a nerf. Of course its still focused on naval, which is plausible and would be great if naval stuff in this game wouldnt be utterly pointless. This looks like the equivalent of Maritime as national ideas. Still one of the worst national ideas in the game.

In regard to fluff, i would have liked to see an option to form the North Sea empire, like in CK3. But that isnt important.

Of course this is all theory crafting and i can only judge it properly after i played it, but i am not happy with what i am seeing. I really hope Scandinavia gets their own national ideas and mission tree that will give me what i desire.
 
  • 2Like
  • 1
Reactions:
So, I'm curious. You discussed how the Catholic and Reformation mission trees focus around promoting your particular religion and maybe using that as a springboard to the HRE. What kind of content is there for the "only communication between the two faiths can heal the wound" route, and which religion will Denmark adopt if they do that?

I like the idea of more Humanist content, since the more common road in EU is "spread our religion by the sword."
 
  • 1Like
Reactions:
I don't know if this was different in very old versions, but personal unions cost a relationship slot in 1.33 and all other recent versions.
that makes sense thank you, I have only played as muslim nations lately
 
In general, I think this will make Denmark more interesting to play, but I have to say the goods produced modifier bonuses and maluses associated with the "Norway in the Kalmar Union" and "Sweden in the Kalmar Union" events are too much. Goods produced is an insanely powerful modifier, and there's literally no reason ever to accept an indefinite -10% penalty to goods produced or not to accept a +25% increase to goods produced. For the Norway event alone, that's a 35-point swing between the options on one of the most powerful modifiers in the game. Might I instead suggest swapping that over to production efficiency and/or (preferably and) making it a -5% malus or +10% bonus respectively? That's still really strong but it's not nearly as game-breaking.

The tweaked Venetian ideas are interesting, but losing the cheaper galleys is a tough one since the point of playing Venice is to have easy naval dominance at least in the early game. I'd just keep the galley cost reduction instead of ship durability. I like the other changes, and I like the changes for Denmark too, even if neither is exactly going to contend with the S-tier national idea sets in the game.

Returning to the Kalmar Union: Is there going to be any allowance for additional subjects that Denmark acquires? Denmark is a great candidate to PU nations in the HRE, since it starts with the Wittelsbach dynasty and can get friendly relations with a lot of princes by rivaling a nation like Bohemia, Brandenburg, Burgundy, or Poland that threatens or rivals smaller neighbors. I also wonder how the Kalmar Union will work if Denmark gets a revolter/releasable tag in the Scandinavia region like Finland, Gotland (a fun one to release as it will raid your neighbors' coasts, hurting their trade power at your benefit), Karelia, or Sapmi as a subject; I'm guessing part of Sweden's mission tree will involve relations with its Finnish subjects and perhaps with the Sami as well.

Speaking (briefly) of Karelia, I think I might have said this before but it makes way more sense to have Karelian belong to the Scandinavian culture group than East Slavic. Karelian is very, very closely related to Finnish as a language, and Karelian culture during the early modern period was closely linked with the Finnish tribes. It would make the most sense of all to simply split Karelian, Finnish, and maybe Estonian off into a new Finnic culture group, but since that seems unlikely, I think moving Karelian into the Scandinavian culture group is the next best fit. Karelians certainly shouldn't consider Russia to be a union of their own culture, given the Soviets were still forcibly Russifying them as late as the mid-20th century.
 
  • 11
Reactions:
Doesn't the Danish Naval Doctrine (+2 Naval Leader Maneuver) overlap a bit too much with the Danish/Scandinavian/Norwegian flagship modification (Scandinavian Flag Officers: +3% Monthly chance of admiral skill gain on mission)? Seems quite skill heavy, when there are many more modifiers to choose from.

Also will the Danish and Norwegian Naval Doctrines be available to Scandinavia?
 
  • 2
Reactions:
Anyone else excited for Bokoen1's video when this comes out? Denmark and naval supremacy are a dream come true for him!
 
  • 2Like
  • 1
Reactions: