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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!
 
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No idea if it's possible, but the Scandinavia tag should change colour based on who forms it. Red for Denmark, white for Norway, blue for Sweden. No longer do I want to see Swedish colours in my Danish tyrant kingdom :p
 
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Didn't they already took diplomatic slots before?

I remember that as Brandeburg I got Ansbach and Bayereuth and they took diplomatic slots which was bad but it was the first time in my entire eu4 playthrough I got a personal union.
I went back to 1.17.1 and they took up diplo spots then too.
 
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Idea: fleet doctrine for America, Texas, and Vermont called "Ironsides" which gives 10-20% (depending on balance) Ship Durability. Or maybe a John Paul Jones doctrine which gives +20 privateer efficiency.
 
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Can we expect something related to a peasant estate in Scandinavia? AFAIK peasants had a big role in Scandinavian society, especially since the Reform
 
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I am going to second (third? fourth?) the question on the peasants' estate in Scandinavia/Sweden/Norway/Denmark.


A different aspect I would highlight is that it would be nice to see some Denmark–Livonian Order events. The Danish King was the feudal overlord of a manor in Northern Estonia up until the Livonian War, and when we look to the events of the 1560's, Denmark (or the Danish royal family) is there in strength (primarily to get Magnus out of Holstein I believe). But, in addition, the Danish King also took positions on the side of the Bishop of Ösel-Wiek during 15th century civil wars (against the Livonian Order). Some alternative method for conquering those lands (i.e., purchasing via events) would therefore be nice (even if restricted to Ösel). This could then be a stepping stone for a conflict with the PLC (for Livonia) and Sweden/Muscovy (for Estonia).

Note that this could be as straightforward as "Our royal relative has got into trouble, and wants us to take over in their lands" which would grant province X (Reval, Ösel, or something in Courland would be best as these were Magnus' bishoprics) to the player if they wanted to accept this. And then the mission conditions would be fulfilled if the entire Order's territory was conquered to be Danish.
 
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Regarding ideas for naval doctrines, maybe a naval doctrine (aimed for the Dutch) that deals with increased trade power projection? The Dutch were known to have a competitive advantage due faster and more efficient cargo holding vessels. For Venice and Genoa and other Italian republics a doctrine that has slaves rowing, which could translate into cheaper costs for galleys and higher naval limit. This could give them an extra bite in the Mediterranean. Could also be available to Muslim countries as well.

Maybe a naval doctrine for Ming that is a throwback to Zhang He's expeditions, something about colonial range and trade projection as well.

Edit: image regarding Dutch doctrine loaded later, but I guess that is what was missing in the game.
Not sure if this has already been said, but historically, the Ming hated the ocean and everything related to it because they believed that the Song's obsession with maritime trade made them vulnerable to Mongol attack. If anything, Ming should have penalties to naval force limit, sailors, and trade power abroad because of just how much they worked to avoid sea power and oceanic trade. (Honestly, with how isolationist Ming was, it would not be very difficult to justify outright banning the construction of ships and removing all trade power in zones where Ming has no provinces.) Zheng He was a highly unusual outlier, and after the death of the Emperor who sponsored his voyage, his fleet laid rotting, unused, for centuries. Making a naval doctrine based on his legacy is more ahistoric than the Teutonic mission tree.
 
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My pitch for naval doctrine of Korea:
Pyeongjeoseon (Meaning Flat-bottomed ship; if this seems a bit common, then Panokseon)
With vast tidal plains on Korea's shores, a flat keel will enable a ship to sit comfortably on the tideland and have greater mobility in the shallow waters. Also, it will provide us with more room for the cannons on the board. However, it'll make our ship extremely vulnerable on the high seas.
Fleet fire on the shallow coast: +2
Colonial range -25%
Attrition on the high seas +50%
Movement speed on the high seas: -25%
A naval doctrine makes a lot of sense for Korea given their showing in Japanese invasion of Korea. But a more obvious name for me would be Turtle Ships, since those were the famous ships that managed to defeat the Japanese at sea. It could work similar to Britains 'Wooden Wall' doctrine, I think a bonus to owned coastlines is more in line than a flat buff to shallow-water combat, the Koreans were known for not expanding too much, so a buff to defending their own waters works better than a buff to potentially foreign waters.
  1. Byzantine and their greek fire
  2. piratical nations (so not tied just to culture)
  3. Japan, which could benefits from same doctrine as Britain (should be available to any other nation with capital on the large island/island archipelago)
  4. China and their super big heavy ships of Zhang He (also mentioned by @Metz)with more canons, hull points but also steaper price
  5. Korea @RhoxOS mentioned
  6. Polynesians and their exploration
Seconding these. Byzantines should start with Greek Fire though, cause it's unlikely they'd be able to have enough sailors and money before the Ottomans eat them, and their naval advantage is the biggest one they have against the Ottomans. Also to bully Greece more, it makes more sense it's unique to Byzantium, as the technology was lost with them, so it's unlikely reformed Greece could rediscover it. Naturally the boost to the Byzantines would be increased fire-damage.

Polynesians could get free explorers, since navigating the waves was a big part of their culture, and it's hard to replicate it without going ahistorical and colonizing a bunch of provinces while you are at it (picking the exploration idea-group). Also it might be out of the purview of the DLC, but there should also be events if the Polynesians or Incans discover one another- it's theorized that they did prior to the arrival of the Spanish, and that trade between them might have brought in pigs and chickens to the Incans that would have boosted their economy. While it's hard to confirm that this happened, it seems like an obvious alternate history path to go down, and could provide much needed buffs to the two regions, which you'd only get if someone accomplishes the hard task of discovering one or the other. Perhaps rewards could be increased trade powers in the Incan or Polynesian nodes, or some tech-bonuses to represent the increased intercultural dialogue.

With regards to people suggesting a doctrine for Hansa and Germany, perhaps Germany when formed can gain access to Hansa's fleet doctrine? Also- maybe other historical members of the Hanseatic league can get access to it?
Not sure if this has already been said, but historically, the Ming hated the ocean and everything related to it because they believed that the Song's obsession with maritime trade made them vulnerable to Mongol attack. If anything, Ming should have penalties to naval force limit, sailors, and trade power abroad because of just how much they worked to avoid sea power and oceanic trade. (Honestly, with how isolationist Ming was, it would not be very difficult to justify outright banning the construction of ships and removing all trade power in zones where Ming has no provinces.) Zheng He was a highly unusual outlier, and after the death of the Emperor who sponsored his voyage, his fleet laid rotting, unused, for centuries. Making a naval doctrine based on his legacy is more ahistoric than the Teutonic mission tree.
Sure the Ming historically dismissed the ocean, but given that you can have the Ming not fall to the Manchu's, there's no reason to not think that they might remake their historically massive navy. And it helps that Naval Doctrines must be chosen after game-start, as it reflects that China by 1444 had largely abandoned the ambitions of Zheng He. Though perhaps a compromise is since China can chose a naval doctrine pretty early, thanks to their size and wealth, that they are locked from picking one until some requirement is met? Or: alternatively they can pick one, but their unique one is locked behind a mission, an obvious one would be building of heavy ships, which represents an increased interest in the seas. Once you have a heavy fleet, you can pick the chinese doctrine that then boosts deep-sea navies.

Also I'll also suggest letting the doctrine be available to the Manchu if they form. The Manchu's ended up having a bigger navy than the Ming when they invaded, which partially helped them succeed. I'm not sure if that's enough to justify it, but I figure the doctrine should be available to any chinese-cultured nation, which the Manchu's are anyway, plus they'd only get it if they form Manchu to begin with.

Also on other notes: Given that the Quality idea group is partly land and sea based, can you boost the idea Quality Education to boost Naval Tradition as well as Army Tradition? Perhaps a +0.5 Yearly Naval Tradition might be too much, but something like -0.5 Yearly Naval Tradition Decay might be better.

And talking about forming Scandinavia, can you add some events to inform players when nations have been formed? Just an announcement if you have discovered the capital of the tag forming the new nation that said new nation has been formed, and which tag did it. Otherwise it's easy to miss who forms what, and it takes some detective work to figure out who, and it can be relevant news to hear which nations might be on the rise and be potential rivals, or allies.
 
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Scandinavia will definitely get some love. So much I can say right now.
But they are a topic for a later Dev Diary.
Regarding Lübeck's NI I can say that we might take a look at them. Poor Lübeck gets bullied by everyone who borders the Baltic Sea, so to compensate that they could definitely get something for this update.

We are leaving the Baltics for now. That's all I will say on this topic ;)

Not entirely sure what the edited question means as PUs always took a diplo slot.
Anyway, the way of how the AI chooses their option is based on the following order:
1. First they check their liberty desire. As soon it is around 50% they will promote an alternative ruler, if it is over 70% then they always reject you. So Liberty Desire is the most important factor here.
2. Then they check your prestige if there liberty desire is under 50%. Following rule of thumb: if your prestige is over 50 then you can expect them to accept your king rather easily. Under 50 Prestige and they always will propose their own ruler to you.
3. Finally diplomatic reputation. If your subject is below 50% Liberty Desire and you are between -50 and 50 Prestige then your subjects will decide to elect your king if you have positive diplomatic reputation. Otherwise they will propose one of their own to you.

Keep in mind, that this is still in testing and might differ a lot from the final version though.

The mission "Colonial Ambitions" will give you a temporary modifier with 1 colonist and allows you to recruit explorers. You also gain 1 Explorer for free too.

The event has been merged into the event chain you have to deal with.

EDIT: I completely overlooked this quote.
I add the idea for Ming's Naval Doctrine to the list!

And to Switzerland too, don't forget them ;)

The Burgundian Inheritance is definitely something we want to redo eventually, but not for 1.34 as we are heavily busy with North Europe and other additions to the game.
But trust me, we really are not happy with the Burgundian inheritance due to how many bugs it has caused in the past...

No, they don't. We might add a few missions to cover that though, but I wouldn't hold my breath for that to be blunt here.

For that I would suggest that you ask @Pavía. I would recommend that you also bring a good suggestion for an alternate flag too.

That's... a lot of negative modifiers for these ships for relatively little gain.
I appreciate the flavor text and name of the doctrine though, so we will add it to the list.

Will probably change a bit. I think I accidentally picked a slightly outdated Danish idea set for this Dev Diary, which I want to apologize for.
The one we have in our internal version has Reduced Liberty Desire on Same Continent: -10 (this way you have an easier time with PUs which genuinely are in Europe, but colonies are not less likely to rebel against you)

It's a nice idea in theory. In practice it runs into one issue: to use a Naval Doctrine you need to have a navy force limit of 20 to select a Naval Doctrine, which is outlandish to achieve for any small OPM member of the league.
It is, however, a neat suggestion for Lübeck itself though.

For that question I recommend to ask @Gnivom.

Well, the legitimacy cost could be removed entirely too.
It should not be a decision you take for a benefit though. It's purely a cosmetic addition.

Added it to the list!

No, the Kalmar Union is purely limited to Denmark.
In actuality, the whole Union falls apart (which means you lose this government reform entirely - and with that your shot at the upgraded reform later) when either Sweden or Norway break free as that is what happened historically to the Union too.

If you get a union over either Sweden or Norway as any other country then it will be just a normal PU.

Dev Cost seems like a good idea!

Naval Doctrines - in their current iteration - is not what we want it to be in the long run, yes.
However, as our programmers are mostly busy with bugfixes and performance improvements we don't have the resources to overhaul this system. As such, we have decided to instead expand the options for Naval Doctrines so they at least bring some uniqueness to certain nations and regions - even if they are flawed in their inception.
I can understand your issue with it though and I hope we get the chance to make it a little bit more engaging during EU4 lifetime.

The one with the higher stats get selected as the proposed ruler, the other proposed ruler will be "assumed to be accepted" so you are not punished when the AI decides to be sneaky here.
Also, every personal union which has its capital in Scandinavia, would be able to elect your king for themselves. So let's assume you are Denmark and have Norway, Sweden, Iceland, Finland and the Sami as PUs then there is a world where your king needs to be elected 5 times in total.
And no, the Kalmar Union government reform is unique to Denmark due to its history.


Going the Humanist path is mostly about depowering the Clergy estate in your land as well as collecting different religions and cultures in your state. Highlight of them is that the Clergy Estate will no longer revolt if you seize land from them.
Either works, I just don’t want to pay legitimately just for a title is all, thanks for the reply! :p
 
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Idea: fleet doctrine for America, Texas, and Vermont called "Ironsides" which gives 10-20% (depending on balance) Ship Durability. Or maybe a John Paul Jones doctrine which gives +20 privateer efficiency.
What I really want if America is touched is them getting Siberian Frountiers (Manifest Destiny/great push west) in their ideas.
 
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I love this content so far as the Venice Main in me is in love with the new ideas.

I have some ideas for new Naval Doctrines beyond the ones that were already suggested.

First is Aragon. Aragon always feels like a more Mediterranean Focused Spain that tries to get wealthy by Trade rather than Colonies.
As such it would make sense for Aragonese and Catalan tags to get their own doctrine with Lights Ships and Galley warfare in mind.

Then there are the Japanese. Japan arguably built the first Ironclad ships the Tekkousen. Additionally the various Daimyos had very large coastal fleets but I'm going to ignore that due to the limitations of the doctrines to focus on Japan. As such some bonus to heavy ships and durability in honor of the Tekkousen.

Then we have the Berber States. I mean Yarr Harr all the way. Barbary Corsairs and privateer efficiency.

Lastly are the Ottomans and Rûm. The Ottoman Navy often won by sheer size alone so naval engagement width and force limit




I am looking forward to other nations that might get Doctrines like Bengal, Indonesians etc about which I have too little knowledge to make a suggestion.
 
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But a more obvious name for me would be Turtle Ships, since those were the famous ships that managed to defeat the Japanese at sea.
There were really few turtle ships out there so it should be a flagship mechanism rather than naval doctrine IMO.

On the other hand, Pyeongjeoseon was an actual doctrine government has decided to use. For instance, from 1431 to 1450, Joseon considered adapting the Chinese type of ships, links: 1 2 (they're all from 'Veritable Records of the Joseon Dynasty' and are in Korean but if you're interested). They know the merits of the new techs such as speed, but Pyeongjeoseon fitted better on the Korean shoreline so they decided to use the Pyeongjeoseon type and develop more of it. Later in history, Panokseon was made with it.


EDIT: Links on the list didn't work out so changed it to most two notable ones instead.
 
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Seeing as the Dev Diary is about the interactions of the Union(more interesting internal politics) it'll be interesting to see how, if at all, the Finnish Governor-Generals might be represented.
They played an instrumental role in the history of Osterland(Finland) and basically ruled as marcher lords or viceroys as appointed by the king. Notable ones are Per Brahe, remembered for his good governance and development(he founded the Turku Akatemia, Åbo Akatemi for example) and of course Claus Fleming(who was of Finnish heritage), who for a time separated from Sweden during the War against Sigismund.

Some sort of modified vassal or personal union system(assigned or elected "junior" partner) would emulate this arrangement and could be made into a general system of local governance where 1-3 states(fully controlled areas) could be assigned to a Governor ruler as we already have the state mechanics and the interface to go with it.

It would make "tall" gameplay a bit more interesting and create more dynamic situations.
 
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The missions and the Kalmar Union mechanic are looking very good and more historically accurate than the current gamestate to my knowledge. More naval doctrines are always welcome as well!

One thing I should mention is that naval doctrines are unfortunately not very moddable. To my knowledge, the Expanded Mod Family was considering having a Naval Doctrine mod to add new unique doctrines, but, as there is no ai_will_do clause in the doctrines file, the AI will never take a non-vanilla doctrine. In addition, there was some desire to have a scrollbar for the gui so that there can be more than 5 potential doctrines to choose from. In any case, there are many suggestions here for new Doctrines which I wholeheartedly agree with. Tags around the world with strong naval traditions should have access to special doctrines (and flagship modifications), not just those in Europe.
Yes, the proposed changes for Denmark are a great improvement. However more can be done, especially with the Toll Denmark is getting. The Toll should start with 1/3 of the current level, with an event triggering around 1567 tripling Denmarks toll dues. Here is a text (in Danish) about the Øresund Toll which can provide the devs with more ideas for Danish events.

During wartime Denmark should be allowed to close the sound to ship traffic. This could happed automatically or with an event. This system should also apply to the Bosporus strait, and to the Suez, Kiel and Panama canals.
 
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Hej allesamen! Welcome to our next Development Diary for Europa Universalis IV!....

So looking forward to this DLC! But since you're revamping some national ideas, could you please remove the free colonist for Norway and Iceland? They're both totally ahistorical (just a fun/silly throwback to colonial vikings 600 years earlier), and only lead to tiny rump colonies which they can barely afford to manage anyhow! I'd much rather see them replaced with e.g. an extra merchant and a vastly increased trade range, to emulate them sailing all over the place.
 
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