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Ogele

Second Lieutenant
Paradox Staff
Apr 20, 2021
158
5.270
Welcome to our next Development Diary for Europa Universalis IV! The majority of the new content for the upcoming DLC has been revealed so far and all that is missing are two nations - one of them is an island nation which almost never sees the light of day.
gotland.png
Prior to 1.34 Gotland was a province occupied by a rebel stack led by the Danish ex-king Eric of Pomerania. This has changed now and Gotland is selectable at the start of the game with Eric as its ruler.

Originally a commercial center situated in the crossroads between the merchants of Russia and Germany, Visby has quite an interesting history during the century prior to the beginning of the game. Home to privateers such as the Victual Brothers and the bastion of a former Danish King, Gotland ended up being the guarantee of peace between the Teutonic Knights and the monarchs of Denmark. Coupled with a fresh new mission tree, its very own great project and unique new paths to explore, Gotland will offer a fascinating playthrough.

As Gotland was a member of the Hansa, the hideout of the ex-king Eric and a base of operation of Eric’s piracy, the fate of Gotland is quite open-ended (though, in 99% of games Gotland will probably end up as territory of Denmark or Sweden as these two countries still have their core on Gotland).

The content for Gotland is intended to reflect the possibilities Gotland’s history could have gone and as such when you start as Gotland you get the following event instantly:
erics_claim_event.png

erics_claim_event_second_choice.png

When you select the second choice you get a follow-up event:
fate_of_republic_of_gotland_event.png

fate_of_republic_of_gotland_event_second_option.png
Of course the claims of Eric won’t make much sense when he dies before pressing them against Denmark. If you select the monarchy path of your missions and Eric finds himself buried with the head first in the mudflat then you get an event which allows you to change your direction (this only triggers when you picked the monarchy missions though):
lost_claims_of_eric.png

lost_claims_of_eric_second_option.png

But what are these missions even about? Let’s start taking a look at them, starting with the monarchy missions:
gotland_monarchy_missions.png
As your goal is to become Denmark, the monarchy missions of Gotland are a little bit shorter, but will help you with your ambition.
“Dynastic Relations” for example gives you 10k manpower per nation which has the same dynasty as you and has at least 100 opinion of you. As you start with the Gryf dynasty you can get 20k manpower rather easily from Stettin and Wolgast - if you manage to finish the mission before they annex each other.
Meanwhile, “The Enemy of My Enemy” makes alliances with rivals or enemies of Denmark easier.
The biggest supporter would be the HRE however. “The Emperor’s Treasury” is mission which allows you to make a deal with the Emperor upon reaching 100 opinion of him:
a_deal_with_the_emperor.png

Naturally, this event triggers an interaction with the Emperor:
a_deal_with_the_emperor_2.png

Of course you can accept or reject these conditions:
a_deal_with_the_emperor_3.png
Taking the help of the Emperor will have consequences. If you ever manage to get Holstein or Slesvig then you get confronted with an event which reminds you of your end of the deal:
return_of_holstein.png

return_of_holstein_2.png
Of course you are free to ignore your promise, but this will result into a diplomatic escalation of the situation:
holstein_or_war.png
Of course the event for the ultimatum has a proper title which is a homage to a different demand of German territory in history:
holstein_or_war_got.png

holstein_or_war_got_2.png
As Eric was voted out by the nobles of Norway and Sweden it is only natural that you want to get on Norway and Sweden’s good sides - either through diplomacy (they have 100 opinion of you) or through espionage (you have 50 spy network in their overlord).
loyalty_events.png
The main focus of the monarchy missions is your war with Denmark. “War for the Crown” which is doable after getting any kind of cb against Denmark will give you a restoration of Personal Union casus belli against Denmark as well as 10% Land and Naval Morale for 25 years.
“Take over Sjaelland” which can be achieved by occupying the capital of Denmark (in this case it is Sjaelland) will trigger the following event:
sjaelland_occupation.png
If you manage to get 50 War Score against Denmark, control the Danish capital and be at war with Denmark for 3 years you can complete the mission “Execute the Wrong King” which will end the war immediately in your favor:
execution_event.png
Of course these missions are all completable if you manage to win the war against Denmark on your own and get them under a personal union before. In that case the events will not fire, but their rewards are given directly by the missions themselves.
Also, if Norway or Sweden are independent then you gain a PU cb against either of them in this event.

As soon you have the Kalmar Union under your control you can complete the mission “Back in Control” and get the following event:
reformation_of_denmark.png
From this point forward you are then playing as Denmark, though with a slightly easier time with Sweden.

But not everybody wants to play “Denmark with extra steps” and so you can choose to become a republic instead.
gotland_trade_republican_missions.png
Your mission tree is tailored to become the dominant trade power of the Baltic Sea, rivaling the likes of Lübeck or Riga.
As it has become a little bit of an unofficial tradition for this DLC, so does Gotland too have a way to join the HRE with the “Imperial Protection” mission. The claims of the mission tree are few and mostly focused on the Baltic coast of Germany as well as the lands of Denmark and Novgorod.
Real highlights of this mission tree are +25% Permanent Ship Trade Power from the mission “Compete with the Hansa”, as well as +25 Trade Power in the English Channel until the end of the campaign from “Channel’s Trade”.
“Gutnish Trade Fleet”, “Strong Mercantilism” and “Gotland’s Trade Empire” have dynamic rewards which depend on which faction is currently at power:
dynamic_mission_rewards.png

“Gotland’s Trade Empire” has of course the most impactful reward of all three of them:
flexible_reward.png

flexible_reward_decisions.png

But what if you don’t want to make your ducats the honest way through trade and commercial? What if you want to embrace the historical roleplay of Eric, the king who became a pirate? For that there is the last and biggest mission tree of Gotland which explores this path.
gotland_pirate_missions.png
The Gotland AI will always take the Pirate missions as historically Eric of Pomerania was living the pirate life on Gotland until he eventually died.
The pirate missions are divided into three greater branches and some miscellaneous missions which are adopted from the generic Pirate missions and slightly adjusted for the North Sea.
Starting from the left to right, the missions starting with “Gotlander Pirate Fleet” are your conquest and exploration missions, handling Denmark and, of course, the Caribbean. When you complete the mission “Pirates of the Caribbean” you get the option to move your capital in to the new world through an event:
place_in_the_sun.png
Meanwhile, the mission “The Worst Pirate” gives the following rewards if you own or have a subject own Tortuga:
art_of_insults.png
The missions branching from “Reach the Mediterranean” are all about raiding and looting certain places of importance such as Rome and its Curia coffers, or Venice and its arsenal. “Pirate versus Berber” on the other hand is more of a mission for all those who played in the Mediterranean and had to suffer under the Berbers.
Each one of these three missions rewards you with an unique event which is of narrative nature. But they also contain strong rewards which are fitting to the text. Here is the event “The Raid of the Venetian Arsenal” which is the reward of the mission “Raid the Arsenal”:
raid_of_venice.png

I will come back to the “Legendary Pirate” personality later.

“Terror of the Baltics” and the followup missions are about, well, raiding the Baltic Sea, but also “liberating” Lübeck, Danzig and Riga from their owners and incorporating them into your pirate republic. Each mission gives their respective city the following reward:
free_pirate_port.png
“The Pirate Haven” is the finisher of these missions and is completed when you own at least 10 provinces which are either centers of trade or have a river estuary. Finishing it gives you a reward which mirrors the Merchant Republic dynamic mission reward:
dynamic_pirate_rewards.png
Finally a few words for the remaining missions:
“A Pirate Federation” works exactly like the generic pirate mission. “Global Piracy” requires you to privateer in at least 10 different trade nodes of the world and gives you extra privateer efficiency of 33% until the end of the game. “Scourge of the North Sea” requires you to privateer in the North Sea and the English Channel while “Loot London” and “Loot the Low Countries” are rather self-explanatory. All of these missions reward you with good chunks of money.
“Renowned Pirate King” is a special version of the “Renowned Buccaneer” mission of the generic Pirate mission. But it is worth mentioning that both missions have received an additional bonus in its reward:
renowned_buccaneer.png
The “Legendary Pirate” is a new ruler personality which can be gained through either mission rewards - as it was the case in Gotland’s mission tree - or by winning against an enemy who is above your own weight. Also, all historical pirates have the “Legendary Pirate” personality.
legendary_pirate.png

It goes without saying that the Legendary Pirate is part of the free update and not locked behind the newest DLC.
Speaking of free content: monarchies and republics received new government reforms, and so did the Pirate Republics some new reforms to play with too! I will list the tiers where a new reform has been added or an old Pirate reform has been adjusted and will highlight them.
Tier 2:
pirate_republics_tier_2.png

Tier 4 (they are all new):
pirate_republics_tier_4.png

Tier 7 (they are all new):
pirate_republics_tier_7.png

Tier 8:
pirate_republics_tier_8.png

Tier 10 (the first three are generic Republican reforms, hence their theme is not quite fitting for Pirates):
pirate_republics_tier_10.png

Tier 11 (the first three are generic Republican reforms, hence their theme is not quite fitting for Pirates):
pirate_republics_tier_11.png

Tier 12:
pirate_republics_tier_12.png
Next to the pirate government reforms we also have added some new naval doctrines. In the development diary for Denmark we presented you some of the new naval doctrines and you gave us ideas for new additions of naval doctrines. While not all were able to make the cut for 1.34, some of your suggestions have been implemented!
For Venetian countries
venetian_naval_doctrine.png

For Korean (or Snocized-Korean) countries
korean_naval_doctrine.png

For Japanese countries
japanese_naval_doctrine.png

For Lower Saxon countries (in that case it is mostly relevant for Lübeck):
lower_saxon_naval_doctrine.png

It goes without saying that the icons for the Naval Doctrines are placeholder.

Last but not least we also did some balance changes regarding the navy to make them (and their ideas) a little bit more impactful.
Blockaded provinces now receive +0.25 Monthly Devastation and -50% Local Trade Power additionally to the +20% Local Ship and Regiment recruitment time.
Additionally, blockading a country’s ports not only increases +0.10 Monthly War Exhaustion but also -75% Global Trade Power and -75% Trade Steering, scaled by proportion of (core, state) development blockades.

1.33 buffed the Maritime Ideas and Naval ideas and while we are happy with Maritime ideas for now, the Naval ideas are still lackluster in their usage. They do their purpose which is buffing the navy, but due to how EU4 works naval battles are rarely of big concern and as such the Naval Ideas have a too high opportunity cost.
So we have decided to give a secondary role to Naval ideas which is rewarding your land conflict if you have naval dominance by giving the fourth idea “Naval Glory” +1 Blockade Impact on Siege additionally to the Yearly Navy Tradition. The +10% Ship Durability has been moved from the bonus of the ideas group to the sixth idea, “Oak Forests for Ships” (the +20% Heavy Ship Combat Ability remains) while the bonus now has -100% Naval Barrage cost next to the +15% Ship Disengagement Chance.
The Naval/Maritime policy “The Naval Supremacy Act” now gives +1 Blockade Impact on Siege instead of +50% Privateer Efficiency. The +50% Blockade Efficiency remains unaffected here.

Finally one quick Quality of Life addition to the game:
detach_special_units.png
That was it for today! Next week @PDX Big Boss will present the final country which receives content from this DLC. Little hint: it is NOT a nation you can select when you start the game.

With that being said I wish you all a nice week!
 

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So we'll most likely get Iceland next week. I hope there will be finally something about giving players (and possibly only players) ability to revive Norse religion without need to deal with Custom Nations or Random New World.
I think I should say it right now before the disappointment gets to big next week: it is NOT Iceland.
We reached a state of the development where we cannot add more content to the DLC (due to the stability of the release candidate, limited QA resources and localization time needed) and Iceland barely didn't make the cut to receive a mission tree of the desired quality.
I would like to read about AI
There will be a dev diary about the AI in two weeks.
Why was the Denmark path even added when all it amounts to is becoming Denmark 40 years later?
Because it is in the realm of possibilities and historical plausibility that an exiled King Eric might be more than interested in reclaiming his throne of the Kalmar Union.
The event for returning Holstein to the empire cedes both provinces to Holstein but it doesn't seem like there was a condition put there to make it independent. Wouldn't inheriting Denmark via event transfer the vassal to Gotlander Denmark? Just gonna end up with Holstein getting diplo-annexed.
For the pictures in the Dev Diary, Gotland was the direct owner of Holstein and Slesvig. Of course if Holstein exists as a duchy then it gets released instead.
Btw, I forgot to mention that the whole event does not trigger if you are part of the HRE itself or if the HRE does not exist.
Pirate updates/changes look very interesting. Any chance we could get a QoL improvement to go with them that adds a Pirate map mode please?

Pirate map mode would ideally show:
  • coastal provinces that are in your raiding range
  • colour gradient of provinces that have recently been raided, so that you can plan when to raid them again
I am way too forgetful for my own good. This should have been mentioned too!
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The mission of Gotland looks interesting. Especially if you like pirates or the alt-history.


Wow, Isn't this like the best and easiest permanent modifier? The power level is par with Kongo's 'Protector of Africa' but the condition seems easy enough.


Exciting, does the 'Hayreddin Barbarossa' from the Tunisian mission and 'Jan Janszoon' from the Sale event also have this trait?


PS This is like a personal plea: Please give a way to play 'Hayreddin Barbarossa' While there are some related events and missions for it, there is no way to play him without using some console commands. Link to my suggestion.
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So there's no update for the Hanseatic League? I'm a bit sad about that, since that probably means it will be some time (if it happens at all) until it gets an update.
Big fan of the hanseatic naval doctrine though.
Lübeck has gotten quite a lot of bashing in the last shown mission trees. They will not get something from the DLC, but there will definitely some additions for the Hanseatic League ;)
There is chance that other Countrys will get Naval Doctrines?.

Genoes, Bizantium, Knightes, Oman.
Not for 1.34. But we would like to add more for 1.35.
One question i have @Ogele Are there plans to add German and Slavic counterparts for Pomerania and Silesia? For example in the case of Silesia there could be Germanic Upper Silesian culture.
Not for 1.34.
 
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The question that is surely on everyone's minds - what happens to the extra-awesome and in no way ahistorical Gotland namelist?
 
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I would suggest the following buff to make naval ideas actually interesting and much more powerful: Give an idea which buffs your marines, for example give them more shock pips, this you can decide yourself. This way, a naval country can get an elite core of effective forces. Also a suggestion, make marines be able to be artillery as well, this will give them much more of a use, as now you have to micro too much to be able to use them effectively.

Thanks for reading!
There were some ideas to make Naval ideas into the "marine ideas group", but they didn't make the cut for 1.34.
We will revisit Naval Ideas for sure in 1.35 though.
Meanwhile you are updating pirates, please make Algiers releasable pirate march, under Ottomans, leaded by Barbarossa. With event or mission. Its historical.
You can make it playable even. Please do it.
@Ogele
I think this suits more to a potential mission tree for the Ottomans.
So this needs to wait a little bit.
It's very good to have more focus on navies. Please add the option to mothball armies as well because there can be a lot of unused armies around when you have quantity ideas and we can't disband them because the manpower doesn't return to pool and the diplo modifier for army strength is important for diplomatic requests
I will quote a past game director for this suggestion:
Mothballed Armies

This is something that gets suggested frequently and on one level, it makes nice symmetric sense: One can mothball Navies, why not armies? It will continue not to be implemented however, as while navies serve a variety of roles, including piracy, anti-piracy, trade, transport and combat, your armies serve almost entirely the exclusive role of combat. The ability to mothball parts of your armies would trivialize the cost of maintaining a large army, granting large nations even further advantages.

There are other approaches to this with ideas like higher costs for far flung armies: It could/should be more expensive to operate the Dutch armies in China than in the Netherlands. Such things are not on the cards currently, but make interesting food for thought.
- https://forum.paradoxplaza.com/foru...velopment-diary-15th-of-january-2019.1145878/
Though, I have to add that due to the age of the game it is very unlikely
While reading the new pirate government reforms (other than being really excited, I already love all of them) I didn't found any mention to the ones that already added new mechanics to the Pirate Republics (Pirate King, World against the World and Black Market Consortium).
Are they still there or have they been removed? I admit it would be a real shame if it was the latter.
No, they have not been removed. I didn't really mention them because their respective tier got any kind of changes.
Also, could we get some info on the bonuses the vassal pirates grant to their supreme pirate overlord? The DD showcases the reform but doesn't talk about the benefits outside allowing vassals to hoist the jolly roger.
You get per Pirate vassal:
+2000 Max Sailors
+4000 Max Manpower
+0.1 Navy Tradition
+0.5 Naval Force Limit
Numbers and modifiers are still subjects of change.
Also @Ogele for naval doctrines i love what you guys did.

Suggestion for other countries : France, i'm not sure if Portugal and Spain have, Byzantium, Ottomans, Russia, Mughals and any Chinese nation (Ming, Ming revolters, Qing and Yuan).
Interesting ideas, but they won't make it for 1.34.


Is that a...Monkey Island reference? Or am I reading too much into it?
Maaaaaaybe.
Like I said in previous weeks I like the changes that I'm seeing in mission trees, estates national ideas doctrines and new units.

But my question is, will older content be revisited?
This completely depends on @Johan to be honest.
A definitive "yes" or "no" is impossible to say.
Since you're doing quality of life changes, could you alter fervor gain from the Religious idea group and from national ideas to be +1 instead of +0.25? Plenty of nations get +2 papal influence from ideas, and they can also get +2 papal influence from Religious ideas, which is enough to get them most of the Curia powers permanently. I don't think it's too unreasonable for a Reformed nation with religious focused national ideas and which invested into the Religious idea group to have two permanent fervent foci if they also invest in being the defender of the faith and 3 stability. Anyway, great work!
Maybe.
@Ogele There is event nation which is African but in India called Habsan, are you planning to fix it with Pirate Mechanics as well? And making it playable possibly?

Sure.
Cool changes guys, as a pirate-enjoyer i thank you for additional goverment reforms!

Can you, please, consider implementing automated coast raiding? May be like a mission that you toggl ? Or may be like a button that you click a single time and your selected fleet tries to raid every raidable coast? Raiding every coasts in mid and late game every 10 years is very, very micro-intensive.
We can consider it. But not for 1.34.
I noticed that for the Scourge of the Seven Seas Government reform it specifically states Absolutism and Revolutionary zeal, I am nearly certain that this is just a normal tool tip formatting thing. But is there a chance we could be getting a revolutionary pirate republic? If not, have you considered it on the grounds of it sounds really cool?
It's a default tooltip because this same mechanic is used in other government reforms too.
@Ogele I always want to ask this. Will the Mongol Banners mercenary from Qing mission also be zero professionism?
Yes.
 
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The question that is surely on everyone's minds - what happens to the extra-awesome and in no way ahistorical Gotland namelist?
What do you know about a beautiful place named Jan Mayen? :D
 
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Anyone know why paradox seem so terrified of the very real and still existing religions at the time: Romuva in the baltics, Suomenusko in Finland/Sapmi and Norse holdouts in northern Scandinavia?

It seems very, very odd to completly ignore these religions and pretend that some areas were 100% catholic, or even majority catholic. If Zoreastranism gets to be a holdout in Persia nearly 800 years after the Muslim invasions there, these 3 religions should be giving similar holdout status.

And while you are at it, stop pretending that the Ioninan Greeks dont exist in 1444
Keep in mind that Persia has been a land full of scholars writing down what happened for....a very long time.
My native Sweden on the other hand has had.....less historians.

We do know that real progress on converting the Sami didnt really take off until the freaking 17th century. https://en.wikipedia.org/wiki/Christianization_of_the_Sámi_people#:~:text=The Christian church is hostile,and use its economic resources.

This religious map is thus complete fabrication.

View attachment 856962


Romuva should be in atleast one province, that much is certain based on when the Lithuanians converted. The Sami religion would survive for over two hundred years:

"They were however silently allowed to practice Sámi shamanism in private until the second half of the 17th-century, when Swedish authorities forced them to abandon their religion, burning their Sámi drums, banning the joik singing and forcing them to subject to the doctrine of the church both in public and private."

As for Norse, yeah that one is harder. It is very difficult to say if any region still kept a majority Norse among "common people". Keep in mind that Sweden absolutly did not defacto control those northern provinces in 1444. One or two Norse provinces would not be completly unrealisitic.

They dont need to do anything super flavor for the three lost religions. But they already exist in game and atleast 2 of them did still exist.

Say no to Catholic historical 1444 revisionism!
I think the sarcastic and nasty language is not necessary if you want to discuss the historical background of the ancient religions in the region. And, in fact, a well-founded position over them would be much more welcomed if phrased properly, which is not the case.

There is no solid ground to add Norse, Romuva, or Suomenusko religions to a province in 1444, as they were not followed by a majority of the population by this time. Of course, there were ancient rituals being followed by some folks here and there, with more or less intensity, as that was a thing even in Italy, but we do not think adding them in the game setup makes sense.

Another completely different thing is the Sámi people. We have been thinking about how to properly portray them in-game, although we had to discard some initial ideas regarding them, such as 'emptying' the northernmost provinces of Scandinavia, as that could have some undesired effects on the game balance (as Russia colonizing them instead of Sweden). We have covered them in the Swedish mission tree, and they also have received some more content.

So, if you have a proper suggestion for them (e.g.: 'make all provinces of Sami culture of animist religion in 1444'), that can be discussed. But, terming the things as you've done in these posts, doesn't make a defensible point for your case, to be honest.
@Ogele has consistently ignored the communities questions about this topic over the past many weeks. I think at this point it’s clear Paradox Tinto doesn’t have any interested in listening the the community, I mean they won’t even give us the courtesy of a response. It’s unfortunate but this game has really gone down hill since the new studio picked it up. I only hope for Eu5 they give it to a more competent studio that respected their player base enough to answer some simple questions.
I'm drawing a red line on this comment, as it's not fair on the Tinto team. We've actively been trying to be very responsive and transparent with the community since last year, on the 1.32, 1.33, and 1.34 development cycles. Furthermore, we've welcomed and implemented a lot of suggestions made by the community not only in past DDs, but also in the 1.33 Open Beta process, and we'll continue to do so in the future.

And, specifically, @Ogele has been reading and listening to the community since his very first DD, which was the Mali one, overcoming the controversy, and trying to improve the content he creates, taking into account the feedback he receives from the community - which is one of the reasons that make him a great dev.

Overall, we try to read and respond to as many comments as possible in each development cycle, but we can't answer everything. As I have stated on other DDs, this is a two-way relationship, and we deem respect from the community as long as we're open to it.
 
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Interesting diary, was not expecting content for pirate republics! Does this mean that pirate republics are no longer exclusive to Golden Century and can be accessed by buying this DLC? Plus, will we get some more performance statistics for this update?

Other than that, great stuff, really liking the host of free features too.
The new DLC will unlock Privateering, Raiding Coasts and Marines as well as the generic Pirate events.
So you don't have to own Golden Century for example to enjoy the content for Norway (mentioning them for the marines) or Gotland for the pirate content.
Of course this does NOT remove the content from previous DLCs. So players who only have Golden Century can still enjoy the fun of being raided by pirates.
Yeah, I actually really like the change to make Gotland its own starting tag in 1444, but I don't like having the AI select the pirate route in every game. I'd favor something like 80% pirate, 10% merchant republic, 10% monarchy. (I said and feel the same about AI Poland always choosing to make AI Lithuania a subject and AI Lithuania always agreeing in last week's DD.)
I see little reason to argue against it. The event will be adjusted to have some randomness of how Gotland behave.
Funnily enough, this might actually cause some interesting succession crisis for Wolgast and Stettin as Eric is not particularly young when Gotland takes the monarchy missions.
I just think that "hansa doctrin" is quite a boring name for the doctrin. As a lot of players pointed out in DDs before, a hint for the important role of the "Hansa Kogge" would be great and you could rename it to that or something similar.
Good idea!
It really wouldn't be hard to fix Naval Ideas. Marines are considered navy. If you just added marine shock damage to Boarding Parties, marine fire damage to Naval Cadets, add an additional 15%(?) to war score impact with naval battles/blockades to Naval Glory and add +5% discipline to marines as the bonus, then people would actually be willing to go naval ideas. Now Naval ideas are strong (but not overpowered) for seafaring countries.
Also a good idea, but a little bit late for 1.34. As I mentioned previously, we will most likely revisit Naval ideas in 1.35.
I have one question there is possibility in the future buff few ideas. Defensive, Innovation, Espionage, Aristocratics. Quantinty and Offensive have sightless bonus for more generals.
I have suggestion for Maritime or Naval Idea in 1.35. I remember I lost one war in EU 3, because I did not have any Ships. Warscore from provinces blockaded were bigger than normal occupied.
Naval ideas weren't the only ones which received some changes. But that is a topic for a latter development diary.
Though, I should mention that we do intend to give the ideas groups a lot more attention with 1.35 while 1.34 was our chance to update the government reforms.
The problem with northern Scandinavia, Finnish pagans and Sami is simply that the current map is simplified for gameplay and balance and historically the northernmost regions weren't under the control of either the Scandinavian nations or Novgorod. To be more accurate they should be uncolonized pagan provinces, but I guess that Paradox never made it that way out of fear of stuff like Spanish Lappland coming into existence.
During internal tests we actually had Northern Scandinavia and the Sami provinces uncolonized. It goes without saying, the nightlies where one of the Iberian powers (90% of the time it was Spain) taking over all of Scandinavia were more immersion breaking then Ottoman Ruthenia.
@Ogele What about making events related to Sami people, their beliefs and etc instead?
We did touch on the Sami culture with a few of the missions. With that being said, I think two or three events about them might be a good addition.
Though, it will have to come with a later patch as 1.34 is in a state where we can hardly add new content.
With that said I hope giving players access to the Dutch Revolt events such as the event that asks the independent Dutch and Frisian tags if they would like to join the Netherlands is in the cards. I was told something might be done about it in the future when playing as the Dutch was announced.
1657545864901.png

If you play as the Netherlands released through the Dutch Revolt then the AI states can join you. I remember then I made this promise and now it is implemented.
 
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