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

Europa Universalis IV - Development Diary 5th of July 2022

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!
 

Attachments

  • gotland_pirate_missions.png
    gotland_pirate_missions.png
    490,6 KB · Views: 0
  • 90Like
  • 35Love
  • 13
  • 5
  • 2
  • 1Haha
Reactions:
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

In Tunisian mission tree, there is option called Sponsor Piracy bringing "Hayreddin Barbarossa" event.
https://eu4.paradoxwikis.com/Tunis#Hayreddin_Barbarossa

Can you please also tie this event to Ottoman mission tree's "Subjugate Algiers" option?

Actually this small fix is necessary, as it happened in history, Barbarossa became Beylerbeyi (Governor) of Algiers with great autonomy and he was always Ottoman admiral along with his brothers.

This is very nice event but in most games Ottomans would be more likely to get it, and its %100 historical.

I am planning to update this thread with more ideas from recent missions mod and my small researches, but this little change in hotfix or patch could be very nice.
 
Last edited:
  • 3
Reactions:
This is actually a really good idea! Buffing marines in some way keeps with the theme of naval focus and can give you at least some form of land efficacy, however limited that may be. In their current state, naval states dont work too well because they’re limited to both SMALL and WEAK land forces which are required to gain meaningful warscore. Changing that to small but not necessarily weak marine forces could make them more viable and fun!
I was thinking bonus damage from Backrow for Artillery will be nice.

 
The question that is surely on everyone's minds - what happens to the extra-awesome and in no way ahistorical Gotland namelist?
 
  • 16Haha
  • 2Like
  • 1
Reactions:
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
 
  • 3
Reactions:
Aight, so it is likely Finland next week. Cuz between Sapmi and Finland I'd find it weirder if it wouldn't be the latter. That sadly also means I do not see any viable path for Norse revival, with Sapmi I could have seen it happen but I don't think they're gonna add that to Finland... oh well...
Norse revival for Sápmi? Why would that be, they never practiced the Norse religion. In-game the Sámi religion should be Animist or Suomenusko which actually is a religion in game files. (In CK3 Suomenusko ”Finlandsfaith” was changed to Ukonusko ”Ukkosfaith” because it was a bit too Finland-centered)

The Sámi religion was also considerably more shamanistic than the Finnish one, so it might make some sense for it to be Animist.



 
  • 8Like
Reactions:
While I understand that island or finland should get some love (for finnland it would be at least one event chain releasing / playing as be enough) Iam highly disapointed, that one clear country is missing: Holstein.
@PDX Big Boss @Ogele its one of the nations of the Kalmar Union, has no missions or any events besides the one incident regarding it. As almost all the other opms around them have no missions or flavor as well ( a shared tree with extra love for Hamburg could have been enough?!) its clearly, that holstein will be picked by a lot of players after the update. They don't need the biggest mission tree, but a small tree and events about their special role as a nation controlled by a foreign country in the HRE is really needed. I mean, they are one main reasons Austria and Prussia fought against the Union, they are one of the reasons the North intervented in the religios league and they also are a big cause of one of the biggest breakups in the history: Of Prussia and Austria. They offer so much historical flavor possiblities that it would be really a shame to leave them out in a "scandinavian - baltic" dlc
 
  • 5Like
Reactions:
So now it won't be possible to get Eric Gryf on the Danish throne if you choose to start as Denmark anymore, because he isn't a rebel?

Well, I guess you have to play him & Gotland the hard way to be able to get him on the danish throne, because you said that AI Gotland would always take the Pirate path, so you wouldn't even be able to "help" Eric & Gotland complete their Monarchy path, while playing as Denmark yourself.
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.)
 
  • 7
  • 2Like
Reactions:
I know this has bern asked a ton of times, but now that its clear there won't be an Icelandic mission tree and therefore its prrtty much confirmed that there is neither the oppurtunity to turn Norse and enjoy the new missions via a "legit" way.
(Sure you can console command yourself to Norse, but that locks Ironman players from it and also feels a bit anticlimatic.)
While this decision is fine and I understand both parties's arguments - can you give us the option to reform the three main Nordic countries if your culture is appropiate?
That way people who would like to play as Norse countries could still get those sweet missions without waiting for tech 20 to reform Scandinavia to get any unique missions at all.
You can even add a flag that the AI never takes those decisions.
@Ogele
 
  • 5
  • 4Like
  • 1
Reactions:
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.
 
Norse revival for Sápmi? Why would that be, they never practiced the Norse religion. In-game the Sámi religion should be Animist or Suomenusko which actually is a religion in game files. (In CK3 Suomenusko ”Finlandsfaith” was changed to Ukonusko ”Ukkosfaith” because it was a bit too Finland-centered)

The Sámi religion was also considerably more shamanistic than the Finnish one, so it might make some sense for it to be Animist.



Devs also said they won't add Finno-Ugric shamanism, so even if it is Sapmí they'd be Christian (which is historically incorrect at least for the Northern Tribes that weren't messing much with the Germanic Scandinavian Kingdoms)

Unless the Devs changed their mind on this I think its pretty confirmed that its gonna be Finland. Since imho, only having a Christian path for Sapmí would be a big missed oppurtunity.
 
  • 1
Reactions:
My guess is Courland or Prussia, but please be Courland ^^
Courland already kinda got missions (they also obtain Livonians Monarchy missions if I recall right) and theres really no need for new Prussia content, they have a lot alt hist paths now, probhably the most in the game and their historical tree is fine.

If its something Prussia-related, it should be Danzig.
 
  • 2
  • 1
Reactions:
Norse revival for Sápmi? Why would that be, they never practiced the Norse religion. In-game the Sámi religion should be Animist or Suomenusko which actually is a religion in game files. (In CK3 Suomenusko ”Finlandsfaith” was changed to Ukonusko ”Ukkosfaith” because it was a bit too Finland-centered)

The Sámi religion was also considerably more shamanistic than the Finnish one, so it might make some sense for it to be Animist.



They missed perfect opportunity to add Ukonusko and Baltic, c'mon they added religions for Aboriginals in Australia, but not this? Not cool...
 
Last edited:
  • 8
  • 1
Reactions:
For this DD I have to say, that its again lots of great flavor for a country. Expierenced players will have quite interessting and challenging options. That is great! Also finally some more historical flavor - yai! (just hoped the AI would not pick one choice 100% but 80% of the time to see more historic variations and also to not have to fight the gotlands first as any baltic state... :D)

The doctrins are also quite nice, and also cool additions to the pirates (strange for me that they can get estates... but anyway. its okay, they are nornally not a big thing in games if you don't chose to play as a pirate nation) I just feel that some of the "time" would have been good for small additions to the east sea hansa opms, a simple event decision to play north as a player and holstein flavor.
Also you did not tell the monument gotland will have.
As you said the hansa will get some love (besides the doctrin) i guess we'll hopefully finally see the "holsteen gate" as monument.
 
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.
 
  • 3
Reactions:
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.
 
  • 9
  • 1Like
  • 1
Reactions:
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.
 
  • 1
Reactions: