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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

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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

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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:
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Meanwhile, the mission “The Worst Pirate” gives the following rewards if you own or have a subject own Tortuga:
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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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this is just straight memes
 
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Very happy to see all the pirate republic additions. Something that could be interesting is to remove land armies/manpower from pirate republics all together.
I am currently playing as a pirate republic Mann and am limiting myself to only using marines and mercenary companies if I really have to. It's a lot of fun and feels more appropriate than fielding a huge army with cavalry and all. It would be great if the movement speeds on/off ships that Portugal gets, could be made available to pirate republics as well, maybe through the Naval idea set? Love the addition of naval barrage being free when completing naval ideas! As an extension to the marines only gameplay, perhaps pirate republics could use ships as a kind of artillery back row to help out with coastal battles, similar to the naval barrage and blockade impact on siege.

Perhaps the bonus to governing cost that is being introduced in this patch could only apply to coastal provinces to keep things more piratey.
 
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I don't get the "Second Danish Kingdom". Why not give it a different tag and ideas at least so that it doesn't feel boring, like you said it is just Denmark with extra steps. You could make it have a diplomacy focused ideas for example, which would fit the Kalmar Union government.

This would also make it a rare nation, a diplomatically strong nation bordering HRE with the possibility to win the emperor seat from outside.
As someone already said, they won't add extra tags. But regarding ideas, you could keep the Gotland ideas when you become Denmark. That would have a slightly different flavor.
 
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To be honest, though I doubt we'll get it, having Baltic Paganism ("Romuva") would be more fitting. Lithuania has only very recently become Christian in 1444, while Scandinavia converted earlier.
Thing is that Norse is already in game. It doesn't need much work. Just event or decision to spawn it somewhere and possibly conditioning that AI never chooses it.
Romuva would require making it from scratch, which means dev time, even if it's copy of other religion. Rework of Lithuania in this patch would have been best to do it, but well, we didn't get that. So we can only hope that Romuva will happen one day in the future patch.
 
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Love the dev diary and the creative mission trees :)

Since we are placing bets on what the next dev diary will be about, my money is on Kurland.
The diary for the Livonian Order already hinted that there is going to be a mission tree for it, and it makes a whole lot of sense because Kurland was such a fascinating little country.
 
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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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I feel like the Venetian Arsenal should give bonus to ship building speed. Wasn't the Arsenal famous for being able to churn out galleys at extreme pace?
 
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Since the dev diary is about Naval combat:
One big difference with land combat is that you can maneuver land units so that you have an advantage in fighting even when outmatched. Use of forts, defensive terrain and mostly the combination of the two. With naval combat this is almost never the case. Either you have overwhelming superiority and can completely shut down the enemy, or you don't and lose the sea battle indefinitely.

Additionally: navies take a long time to construct, and mercenary navies aren't a thing. So there are no short term solutions you can use to change the balance of power, even at the cost of money.

Have you guys thought about making naval warfare a bit more interesting?

One potential idea is to make coastal defenses more impactful. For example, in provinces with a naval defense construction as defender you get +x combat ability or dice rolls, just as when relieving a fort in a defensive battle. This way positioning makes a whole lot more sense and there are things you can do. In this case it would make sense too to add some kind of maintenance cost to these structures, just like forts (and make them visual on the map as well) so you can't just spam them everywhere.

Another idea would be to impact movement speed someway, so that you can go for the fast but weaker fleet and try and pick your fights strategically, or the slow and stronger fleet. Naval battles last so long that it doesn't work currently though. Once you engage the enemy has time enough to funnel his entire fleet on that one spot.

There might be a more elegant solution, but this seems simple enough to implement without having to rework everything.
 
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I think the venetian arsenal would not be used due to the importance of galley combat ability. Also if you become a pirate republic portugal, cant you get a -133% barrage cost, resulting in you making mil-points by baraging?
 
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I really hope that the last country on the list is Finland, but I shouldn't get my hopes too high due to the past neglect of Finland by PDX.
Yes, I am super salty about the state of HoI4!
People are betting for Iceland, but this was supposed to be a Baltic DLC. Very hard to argue for Iceland that in mind but PDX will do anything to ignore Finland. Sámi is another candidate, but they're not exactly Baltic either. What else is there? Estonia, Livonia and Curonia. Can't wait to be disappointed!

PS. Otherwise the DLC looks absolutely great! Keep up the good work, devs!

Edit: Apparently it's not Iceland. Getting more hyped by the second!
 
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I think this suits more to a potential mission tree for the Ottomans.
So this needs to wait a little bit.
I guess this means retouching more old lacking mission trees like you did with Poland is on the table. Thank the heavens because some of the earliest mission trees are extremely basic and really lacking particularly in the middle east. (Also Cuzco which technically has a mission tree only because it had a couple of missions prior to trees being added)
 
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I'm gonna miss that +50% privateer efficiency from the Naval Supremacy Act. It's been pretty much solely responsible for keeping my economy afloat the past few decades! Very useful for life as the Byzantine Pirates of the Mediterranean!

Otherwise Gotland looks cool. The buff from the HRE looks a bit OP, but I suppose how else is Gotland ever supposed to have a chance against Denmark? Does Austria/the Emperor lose that 500 gold? Seems expensive to get Holstein back but it never was easy to get them back, so fair perhaps.
 
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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.
 
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