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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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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.
I don't know. Like you said, they sailed all over the place, and up to modern times Norwegians have often been at the forefront of exploring. Who know's what Norway/Iceland would have done if it didn't decline due to the Black Death and end up under Denmark?
In my opinion Norway should get a more "what-if" scenario than Denmark and Sweden because Norway was never independent during the game's timeframe and some part of that should look westwards.
That said, they don't necessarily need to have explorer/colonist as an idea (though I kinda like it because then I can focus on Expansion instead); one can easily just choose Exploration ideas, and maybe their AI should do that more often too (not that I ever see an independent AI Norway).
 
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Oh also if we are going to do anything about colonization, can we find a way to stop Mamlukian australia from happening? It's real immersian shattering. Or alternatively at least give an easy way to remove the wrong-culture, wrong-religion provinces that the Mamluks have colonized. Like one solution could be sending a colonist to a previously colonized province, which will convert the culture and religion to yours. I know you can already send some colonists to your home province, but the culture/religion aspect might only be for colonizable reigons.

On another note: Given that colonies were often diverse locations that mirored the diversity of the nations that were colonizing them, ingame they tend to be mono-culture, mono-religious blocks, cause your colonists only produce your primary culture and religion. Could you just add some events that sometimes gives your colony an accepted culture, or tolerated religion? The expel minority feature went a little ways towards this, but it does it by evicting everyone in your home country, and it's not an often used feature. Cultural changes should only be if your country accepts the culture already, and perhaps the event offers a boost to colonization speed or some extra dev if you let the province change culture. For religion, it should only be if your nation chooses a path of tolerance (the Catholic Spain and France for instance didn't let protestants go to the colonies, which in frances case slowed their growth, while the British sent a lot more different denominations to the colonies). Perhaps it could be tied to the 'tolerance of heretics' stat. Could also have some fun events for colonization of other religious groups- like perhaps Shia colonists showing up for a sunni nation, or different types of buddhists for the Dharmic and Asian religious groups. Pagans given their syncretic nature I think would just count whoever shows up under the same religious umbrella (and it'd be weird if your fetishist colonist in Brazil suddenly attracted a bunch of Alcheringa or Tengri practirioners).
 
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It would be cool to have naval doctrines/flagship modifications for Maghrebi nations in a Barbary pirate theme. Some cool modifications to see would be to increase privateering efficiency, privateering range, coastal raiding "efficiency", or coastal raiding range.
 
I don't know. Like you said, they sailed all over the place, and up to modern times Norwegians have often been at the forefront of exploring. Who know's what Norway/Iceland would have done if it didn't decline due to the Black Death and end up under Denmark?
In my opinion Norway should get a more "what-if" scenario than Denmark and Sweden because Norway was never independent during the game's timeframe and some part of that should look westwards.
That said, they don't necessarily need to have explorer/colonist as an idea (though I kinda like it because then I can focus on Expansion instead); one can easily just choose Exploration ideas, and maybe their AI should do that more often too (not that I ever see an independent AI Norway).
I understand what you're getting at, but at the end of the day, Norway both never ceased to exist as an entity (even though it spent a lot of time being the subject to personal unions), and in my opinion the priority should be placed on what Norway actually did instead of what they *might* have done. At the end of the day, what country with a western front to the Atlantic didn't have both a lot of sailors and a potential to maybe having been the ones to colonize the Americas? Doesn't mean that Ireland and Morocco should be given bonus colonialists, just to shoehorn the game towards such a "what if" scenario.

Norway already has the possibility to go colonial. Either an AI ruler or a human player could go independent, conquer some provinces to make its economy stronger, and pick the exploration ideas. They don't need to be given a colonist every game, especially since most of the time, they don't "go big" enough.
 
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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.
May I be so bold and take this opportunity for a suggestion of new hanseatic ideas:
Code:
HSA_ideas = {
    start = {
        global_trade_power = 0.10 #Prev: trade_range_modifier = 0.15
        trade_steering = 0.25    #Prev: trade_steering = 0.10
        #reason for change 1: traderange is usually very useless. global_trade_power moved here from first idea
        #reason for change 2: buffed but still less then venice
    }
   
    bonus = {
        trade_efficiency = 0.10
    }
   
    trigger = {
        tag = HSA
    }
    free = yes
   
    end_of_victual_brothers = {
        naval_tradition_from_trade = 1.0 #Prev: global_trade_power = 0.10
        naval_morale = 0.10 #New
        #reason: IIRC victual brothers were privateers and global trade power felt a bit out of place so i moved that to traditions. Also, I wanted to give Lübeck some naval quality and this seemed like the best spot for that.
    }
    strong_league_obligations = {
        merchants = 1
    }
    hsa_shipbuilding = {
        naval_forcelimit_modifier = 0.25 #Prev: light_ship_cost = -0.20
        sailor_maintenance_modifer = -0.10 #Prev: global_sailors_modifier = 0.15
        #reason for change 1: allow for a large trade fleet. Paying to build it in the first place is usually not the issue
        #reason for change 2: stronger version of the old idea, especially when stacking with maritime ideas
    }
    reformed_hanstag = {
        republican_tradition = 0.2 #Prev: stability_cost_modifier = -0.1, justify_trade_conflict_cost = -0.1
        #reason: stabcost is rather unless in a world conquest with multiple trucebreaks. Also, justify trade conflict is very questionable. Repupblican tradition seems like a reasonable bnous for "Reformed Hansetag". Also noticed a little typo: Should be Hansetag, not Hanstag
    }
    hanseatic_levy_system = {
        mercenary_discipline = 0.05 #prev: manpower_recovery_speed = 0.15 # but it cant be all good ideas
        #reason:  previsously useless idea for a nation that holds so little land. Lübeck has to defend OPMs in the HRE and the Baltics. Also, unlike Venice and Genoe can't hide on islands. Thus, a bonus for a more efficienty army seemed reasonable. Disciplin, ICA and CCA seemed out of place. An Artillery bonus by referring to the maritime background of guns on ships seemed not too far fetched. Also IIRC +1 Arty fire helps ships in naval combat. However, as far as i understand it, that bonus is iberia exclusive (altohugh i personsonally would love that). So next best seems to be merc disciplin.
    }
    regularised_contribution = {
        global_prov_trade_power_modifier = 0.20
    }
    the_hansa_bank = { #rename something like "monopoly on Baltic trade
        embargo_efficiency = 0.33 #Prev: interest = -0.5
        #reason: Why take loans as hansa? You are supposed to drown in trademoney especailly at this point in game. So embargo efficiency to combat dutch/british traders pulling trade from lübeck seems better to me. Also, ties into the dutch-hanseatic war as well as a reference to the hanseatic monopoly on batlic trade.
    }
}
 
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.
I hope the aragonese naval doctrine will have references to the Lord of the Rings like they did with the ideas.

I hope they fix the Aragonesd ideas too, I've never played as Aragon but I think I would do it for the "Consulate the Sea" Achievement.
 
I think Malay Culture group should get their own Naval Doctrine. It could be stronger Galley Combat (Free Oarsman gives +15%, so maybe Malay's doctrine can give them +20% or +25%) OR faster embark/disembark speed to help players conquer the many, many islands in East Indies. Also maybe Pacific Culture Group can get Naval Doctrine that reduce Naval Attrition.
 
For unlocking mercenary companies, how does that interact with companies being replaced by the age, or the War has Changed event; for example, the Schwarze Garde stop being available due to that event. Will Denmark loose one or more of their extra mercenary companies if they don't use the Wiki to avoid those companies, or will they say available for them, just like how the Hessian Jaegerkorps doesn't exist at game start but is apparently potentially unlocked by this mission?
 
A little comparison for the Venice National Ideas Changes:

+33% Trade steering and +0.25 Republican Tradtion are way better starting ideas for Venice than the previous ones.
(+20% Global Sailors is just pretty useless if you already have a good number of sailors to start with
and +10% Global Trade Power is just worse than the Trade steering for Venice because they easily dominate their home trade node)


1st idea change: +5% Ship Durability is much more impactful for naval dominance than -20% Galley Cost because Venice is rich.


2nd idea: no changes.

3rd idea change: the Trade Efficiency simply doubled (from 10 to 20%) - noice.


4th idea change: -0.05 Yearly Corruption added on top as 2nd modifier in the slot - pretty unimpactful but ok.


5th idea change: the Global Sailors modifier moved in here and got a little bigger (+33%)

Therefore -20% Naval - & -5% Sailor Maintenance moved out,
which should make it easier for Venice to maintain more ships on the sea at a time without losing sailors while paying more for its fleet.

- but overall these changes to the 5th idea should be negligible.
I would suggest to change it to +20% Sailor Recovery Speed, which should be more impactful in this regard.


6th idea change: -2 Global Unrest in exchange for losing the -10% Stability Cost and -10% Justify Trade Conflict Cost (lol) modifiers - way better.


7th idea change: -10% Development Cost in exchange for -10% Land - & Naval Attrition - nuts.
 
Who's gonna get the new Dutch Trade Fleet naval doctrine? All nations with Dutch as primary culture?

The increased Colonial Range will work wonders for sure! :)
 
Regarding naval doctrine i think it's cool to give more nations unique bonuses and i certainly do like the ones you gave for Danish, Dutch and Norwegian. However since you're expanding this feature perhaps you could include more nations in your future updates (free or paid). Now my suggestions are : France, Spain, Portugal, Berber states, Mamluks, Ottomans, Russia, Mughals, Ming, perhaps Qing, Korea and Japan. More could be added of course.

There's also one other feature that i think deserves overlook and that's Flagship. Now originaly you released this feature exclusive with GC. Some countries gained unique bonuses while others have generic ones. Now my proposal is to make more unique bonuses for others as well. But hey that's only me.
 
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Not sure if you're still looking for Naval Doctrine ideas, but might I suggest one for the USA, and maybe other independent colonial nations?

Historically the early Continental Navy was converted merchantmen and privateers focusing on disrupting supply lines at home and abroad. The current incarnation of Navy doesn't really allow for this, but an idea might be to allow the USA to change how they play the Naval game, by letting them transform their Light ships into "High Sea Galleys."

Light Ship Engagement Width: -0.5
Light Ship Combat Strength: +20%

Not sure on the numbers, just cause I think heavy ships should still dominate the high seas, goal should just allow the USA to supplement their naval forces by making their Light Ships into combat ships. Also lets them punch a bit above their weight class, since their large trade fleets have some teeth.
 
Regarding naval doctrine i think it's cool to give more nations unique bonuses and i certainly do like the ones you gave for Danish, Dutch and Norwegian. However since you're expanding this feature perhaps you could include more nations in your future updates (free or paid). Now my suggestions are : France, Spain, Portugal, Berber states, Mamluks, Ottomans, Russia, Mughals, Ming, perhaps Qing, Korea and Japan. More could be added of course.

There's also one other feature that i think deserves overlook and that's Flagship. Now originaly you released this feature exclusive with GC. Some countries gained unique bonuses while others have generic ones. Now my proposal is to make more unique bonuses for others as well. But hey that's only me.
I would add Genoa, Hanseatic League too
 
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This whole thread is kind of an evidence that the updates to Denmark are poor. Almost nobody actually comments on the actual changes to Denmark but instead talks about changes to naval doctrines, Venice or Norway for example.

Also please change color of Scandinavia tag, so it represents the country that forms it and not Swedens color.
 
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