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Ogele

Second Lieutenant
Paradox Staff
Apr 20, 2021
158
5.272
Hallå allihopa! Welcome to our next Development Diary for Europa Universalis IV! Today is the day where we finally get to cover the content for Sweden, so let’s get started!

Yesterday, June 6th, it was celebrated the National Day of Sweden, as the remembrance of Gustav Vasa being elected king in 1523. This was a pivotal moment in Swedish history, as it finished the union with the kingdoms of Denmark and Norway after more than one century of common government. It happened after some decades of a troublesome political relation between the Sweden nobility and the Danish kings that ended in the tragic Stockholm Bloodbath, and the already mentioned coronation of King Gustav, starting the famous and powerful Vasa dynasty, which would rule until mid 17th century.

The mission tree for Sweden recaptures the rise of Sweden to the dominant power of the Baltics prior to the Great Northern War. But it also covers other ambitions and developments of Sweden.
swedish_mission_tree.png
The Swedish mission tree is split into two blocks just like Denmark’s: the first half of the mission tree is all about the historical conquest and their further ambitions in Europe. The other half, on the other hand, is a lot more about flavor missions which focus on internal development, colonization and of course the religious direction of your country.

Starting with the “conquest block”, Sweden’s initial missions - “Engelbrekt Rebellion”, “Swedish Allies”, “Military Advice” and “Support from the Estates” - revolve around preparing yourself for your war for independence against Denmark. It should be noted that certain events such as “The Engelbrekt Rebellion” have been incorporated into these first missions.

“Swedish Allies” can be completed by improving the relations of Denmark’s enemies / rivals and fires the following event:
supporters_event.png

Note: Support Independence is becoming part of this DLC.
supporters_event_second_option.png

Note: Numbers are not final.
Not in the picture is the third option, which just decreases your liberty desire by 50%. This option is mostly used by the AI in case Denmark managed to handle the Swedish nobility already and the AI just happens to complete this mission by accident.

If you have chosen the second option and you win your independence war against Denmark without any allies whatsoever then the following event will fire for you:
independence_victory_event.png
However, if you try to cheese it by selecting the second option and then getting support for independence from another country then you get this event during the war with Denmark:
anti_cheese_event.png
With the mission “Military Advise” you get another event which will support you in your quest for independence:


vasa_leader_event.png

Note: Johan (Kristernsson) Vasa is the grandfather of Gustav I Vasa. If you complete this mission at a later date you get Erik Vasa - the father of Gustav - or even Gustav Vasa himself. There is virtually no difference between them other than their names however.

When you gain your independence while the modifier is active then another event will fire for you:
new_king_event.png
Of course you have the option to keep your current king. The AI will always choose the king with the better stats.

Finally, with “Support from the Estates” you can choose what kind of support you want and from who:
estate_support_event.png
The Nobility will grant you a level 2 discipline advisor for only 25% of his price, the Clergy gives a large amount of Papal Influence and the Burghers will lend you galleys for your fight against Denmark. However, taking any of their support will put you into debt with the estate in question and you will have to enact a decision to get out of it. This decision is a requirement for one of the late missions. However, you can completely ignore it altogether by either choosing the fourth option (which gives 20 Prestige) or waiting until the “Stockholm Bloodbath” event fires (which has been presented in the Denmark Development Diary). In the case you complete this mission after the Bloodbath event the estates will grant you their support for free due to the atrocity done to your Nobles by your overlord.

After all these missions and events you are more than ready to face your overlord and declare your Independence War! The missions after “Declare Independence!” are rather self explanatory as they now focus on conquering the coastline of the Baltic Sea. However, some missions are a little bit more special.

“Stabilize the Kingdom” is one of them. It requires you to, well, stabilize your kingdom by having high legitimacy, stability and have no debts to any of your estates. In return the mission lets you choose how to complete other missions:
poland_policy_event.png

poland_policy_event_second_option.png

poland_policy_event_third_option.png
Three options; three ways to complete the “The Kingdom of Poland” mission later on. The third option is especially interesting for those who want to have a co-op campaign with Sweden and Poland or who do not want to blob into Polish territory. This gives some flexibility to your mission tree without going too much into the “what if” territory which is reserved for the Orders.

The other mission of interest is “Swedish Skåneland” - or rather its reward. Completing this mission will give you a special casus belli against Denmark if they still have Norway as subject:
norway_cb.png

norway_po.png

Note: If Norway is independent then you gain a normal PU cb against Norway, not a special one against Denmark.

The mission “The Crown of Norway” rewards you with a historical friendship with Norway if you have them as your subject with at least 50 opinion of you.

Last but not least let’s take a look at the “finisher” missions of the conquest block. “Dominium maris baltici” has two ways to be completed: you either own the entire coastline, or you have allies who own it. If you complete it by having you or your subject own the coastline then you gain permanently -5 Years of Separatism and +2 Monthly Splendor.

The mission “Stormakstiden” rewards you with the following event:
swe_empire_event.png

Note: The country of Scandinavia will be worth forming with the free update, but that is topic for a later Development Diary.
Finally, the mission “Lord of Eastern Europe” fires the following event:
varangian_route.png

Note: This event and the mission “Varangians’ Legacy”, which requires you to conquer and develop Novgorod, are the only Viking references for Sweden. Asking for more is futile.

Now with the conquest missions covered let’s move on to the flavor missions for Sweden - and they are plentiful. The flavor missions are divided into 5 branches: Internal missions regarding the Sami and the Swedish peasants, Swedish colonialism, Trade and Industrialization, Military Reforms and Religious matters.

The Internal missions on the most left side of the mission tree handle the Swedish peasantry, which play a large role in Sweden’s history, and the Sami population which is inevitably part of your country. By establishing 10 manufactories in Grain, Fish and Livestock provinces, having 2 stability and by either having overcome the “The Dacke War” disaster or by having at least 10 Grain, Fish or Livestock provinces with 10 development you can complete the mission “The Peasants’ Agenda”, giving the following reward:

peasants_effect.png
Speaking of the disaster: the Dacke War disaster has become a little bit more dangerous and more likely to trigger.
dacke_war_disaster.png

Note: Numbers are not final.

The mission “Integrate the Sami” on the other hand is about your cultural approach to them and can be completed by having all the Sami provinces a religion and culture you accept - how you do this is up to you. This will unlock the Burghers “Forest Expansion” estate privilege:
forest_expansion.png
The mission “Forest Expansion” is developing your forest provinces, so not really much to talk about. The reward reduces the Development Cost of all owned Arctic Scandinavian provinces by 40% however, which makes playing tall with just Scandinavian provinces an actual option.

The colonial missions of Sweden are self explanatory: you take the provinces which were historically part of Swedish colonial ambitions.

On the other side, however, are the missions about dominating the Baltic trade and industrializing your country - your copper and iron provinces to be more precise. Highlight of this branch is an event where you can decide what the price of copper will be for Europe:
copper_event.png

copper_event_second_option.png

copper_event_third_option.png

Note: Keep in mind that the burst of money you get from the other two options scale with your own production of Copper and Iron.

The missions regarding the religious matter work very similar to the ones of Denmark. Here are the three paths with Catholicism on the left, Protestantism in the middle and Humanist in the right:
religious_missions.png

Highlights of each path are the following things:
  • For Humanist, the mission “Disempower the Clergy” removes triggered rebels from the Clergy if you seize land
  • The mission “Religious Peace” gives permanently +1 Max Tolerance of Heretics and Heathens
  • Catholic and Protestant “Defender of the True Faith” give you a modifier which increases the Tolerance of True Faith by 1, Manpower in True Faith provinces by 15% and Imperial Authority Growth Modifier by 25%. It is active until you change your religion.

There is one mission I want to go into further detail: the mission “The Religious League” requires you to participate in the League War (or complete the fallback if the League War is impossible due to non-existent HRE). While for the Catholic side it is completed when the League War never fires, the Protestant mission requires that it happens.

Well, there are moments where the AI refuses to convert to Protestantism due to their position as Elector, even though 90% of their land is Protestant. Fortunately the mission “The Protestant Sword” covers you in that regard. By having a Protestant HRE ally who is either an elector or has 100 development you can complete this mission and unlock a decision which lets you force the formation of the Religious League. Because of that the Protestant mission “The Protestant Sword” unlocks a special decision which… “motivates” your fellow Protestant brethren to form a Religious League on their own.
religious_league_decision.png

religious_league_event.png

At long last we shall take a look at the final branch of the flavor missions: the military branch. Two parts played a major role in the military history of Sweden: the Finnish Hakkapeliitta and the Carolean units. The mission “The Hakkapeliitta” unlocks for you the special Hakkapeliitta mercenary company which costs no Army Professionalism to hire:
hakkapeliitta_cavalry.png

Note: The merc company has 100% Cavalry to Infantry Ratio because it does NOT take the value from your own government into account. This is only an issue for merc companies which consist of over 50% cavalry, so other mercenary companies do not require this modifier.

The mission “Reform the Military” has three ways of completion: the first one can be done by patience as you just have to wait until Mil Tech 19 and have 40 Army Tradition. The second way is a little bit faster as you need to hit 75 Absolutism.
However, most players will probably go for the third way which is a lot more difficult to achieve, but can be done before the Age of Absolutism:
  • Gain 15 Mil Power per month
  • Have 800 Military Power (is affected by All Power Modifiers)
  • Have a Level 3 Military Advisor
  • Completed at least one Military Idea Group
Completing this mission by this way will cost you mentioned Military Power.

These are some hard conditions, but the reward makes pain worth it:
allotment_system_event.png
The Carolean unit is not fully implemented just yet in the game so bear with me for the lack of screenshots, but at least I can talk a little bit about how the unit works. The Carolean unit is an infantry only unit which you can only recruit in Swedish or Finnish provinces and the amount of how many you can recruit scales with the development of your Swedish and Finnish provinces. The Carolean infantry has the normal costs of an Infantry unit right now - so without any modifiers it costs 10 Ducats.
Of course a unique unit also requires unique modifiers to make them worth their effort: the Carolean unit deals 25% more Shock Damage and receives -20% Morale Damage. That’s it. The only downside this unit has is that the amount of Carolean you can recruit is heavily limited by the dev of your Swedish and Finnish development with 20 development of a Swedish or Finnish province equalling 1 Carolean Regiment.

The mission “Drill the Caroleans” also unlocks two special Noble privileges which modify how your Caroleans fight for you too.
carolean_modifiers.png

Note: “Morale Damage” should be here in Green. It is already fixed internally, but I didn’t have the time to update my version of the game. Also these modifiers only affect Carolean units.

Keep in mind that all the numbers are still work in progress. The Carolean presented here might get the nerf hammer before they get released.

With that being said, that was the content for Sweden!

Due to the extent of this Dev Diary, the free content part will be more of a teaser for next week:
new_monarchy_reforms.png
That was it for this week! Next week we will dive into the content for Norway.
Until then I wish you all a nice week!
 
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Hi! No, the text is not final, like all the content displayed in the DD. And as CD Coordinator in PDX Tinto, let me dive a bit into how we're reviewing our texts.

We're now a diverse bunch, with different nationalities and backgrounds, and we have few native English speakers. However, we do have some people in the team with a linguistics background and experience with English translation and proofreading. Therefore, we have the following editing process: 1) First internal review. 2) Internal playtesting, including text review. 3) External QA review. 4) Final text review while localizing to other languages. 5) Further fixes (including betatesters and DD feedback, etc.). And even with that, some typos will creep into the release version, because that's how writing works.

So, considering that we usually show 'raw' content here in the early stages of the review, we also appreciate feedback to improve the flavor texts, as long as it's respectful to the team. And now I pass the torch to my colleague @Ogele to answer the gameplay specifics of this DD. :)
I want to post this quote here because I am aware that some localization work is still rather raw and I think it is in particular visible with the event texts here.
While writing a dev diary I usually fix typos, grammar mistakes and spelling errors when I encounter them, but due to having a very hectic day today I wasn't able to do this while releasing the dev diary in a timely-ish manner.

EDIT: Also, I have no idea why the thumbnail is now the government reforms picture. I suppose the forum works in mysterious ways I cannot comprehend.
 
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I was kind of hoping for a Peasants estate.

[Caroleans] and this is why we need a peasant estate, nobility has nothing to do with caroleans, they were a professional army of farmers which was established after Carl XI crushed the power of the nobility and made himself absolut monarch, caroleans should honestly buff max absolutism, and decrease noble influence
There are no plans for a new peasant estate at this moment, as this would mean a lot of new coding and scripting, and we're still very focused on fixing existing issues in the base game and trying to improve its performance, as I explained on the 1.34 Roadmap a few weeks ago. ;)
 
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Thanks for all the constructive comments. My apologies for the rather late response, it was a rather busy day for me.
Will it still be available with Conquest Of Paradise and El Dorado too,similar to how Leviathan given favors along with The Cossacks?
Thanks for any replies about this.
Didn't support independence come with another DLC? So we need to buy a new DLC to use it?
Could you specify? I'm not sure to understand correctly.
Wait... is supporting independence (in general) now locked in this DLC??? Or am I reading things wrong?
"Note: Support Independence is becoming part of this DLC."

Is this just badly worded or will players now only be able to support independence if they own this dlc?
Support Independence should be free with the base game. it is practically integral for playing as a vassal nation in the French/Muscovitve regions.
Some mechanics are unlocked if you own either one DLC or the other. This will be one of them. You can still get Support Independence without this DLC
Support Independence is a DLC feature that has been included in two previous DLC's and is now being included in this one as well. There are a few other mechanics that work like that too, where you get access to it as long as you own any one of the DLC's that interact with them.
This was some really bad wording from my part and I am sorry for causing some unnecessary headaches with it.
What I actually meant is that "Support Independence" is a DLC feature, which can be unlocked by the newest Scandinavia/Baltic DLC too. So if you own either Conquest of Paradise, El Dorado or the newest DLC you have access to it.
In other words: for anybody, who has one of the older DLCs already, nothing will change with Support of Independence when 1.34 gets released.
Will there be more in Finland
Maybe.
Will Sweden be the only Nordic country that is able to form Scandinavia before tech 20, or will the other Nordic countries also be able to do so?
No. Denmark and Norway also have this as a reward in their mission trees when they complete their "Scandinavian Part". So for Denmark the mission "Unite Scandinavia" would allow you to form Scandinavia before tech 20 too.
It also increases max Absolutism by 20 too. I don't know why I didn't mention it in the last dev diary...
Any changes to swedish ideas? (Please no )
No.
I was kind of hoping for a Peasants estate.
[Caroleans] and this is why we need a peasant estate, nobility has nothing to do with caroleans, they were a professional army of farmers which was established after Carl XI crushed the power of the nobility and made himself absolut monarch, caroleans should honestly buff max absolutism, and decrease noble influence
No fourth estate for any of the scandinavians?
I agree with you that a Peasant Estate would have made (some) sense for the Scandinavian countries as the peasantry was notable influential.
With that being said, the addition of a new estate (which would be not exclusive to Scandinavia itself alone - after all peasants are present where settlements exist) requires a lot of time and effort, as @Pavía has already pointed out, so we preferred to expand the government reforms for monarchies, republics and theocracies instead as part of the free content of the update.
Any other country with an independence goal should also get this kind of treatment IMO. Such as Dutch or colonial nations. Playing as Simon Bolivar and George Washington sounds amazing, doesn't it?



I love these but there is a problem with the 'you can get reward Y if only you've met condition X' series.

View attachment 847770

These effects are only visible when you've met its requirement. Thus making it a secret reward. People who watch DD will aim for it, but those who are not will just ignore it and press the mission without knowing they've missed a huge opportunity. Will there be any system change or at least some custom tooltip for this?
With the mission trees for this DLC we are adding custom tooltips to the mission trees for exactly this purpose: to highlight that there is a possible reward if certain conditions are set.
Speaking of, thanks for the report for Korea. I put this one on my personal TODO list.
Seems that Caroleans is another new type of special unit.
Is there a possibility to make it available for modders, for them to make their own special units as well, with all the different aspects (in defines, static_modifiers, triggers/effects, etc) included, to mod those special units in various ways?
No, it is not possible.
For the details why I recommend talking with @Johan .
Will you include any content concerning the work of Axel Oxenstierna?
Maybe a flavor event or two. Origins lacked flavor events which just happen during your campaign, so we might want to tackle that.
Wow this mission tree looks incredible! Very excited to try it out and complete the various branches.

My main question though, how consistently does AI Sweden break free and assert itself as a formidable power in the Baltic? All of these changes are very exciting, but it would be really underwhelming if Denmark regularly reins in Sweden or is too strong for Sweden to challenge them in a 1 v 1 war. From your testing, has Sweden been able to break free?

If not, have you considered giving Sweden any further buffs outside of their mission tree? I think the best bonus they could receive would be to remove the penalty to their land force limit and naval force limit from being a subject nation. You could change the mechanics of the Kalmar Union government reform by adding a clause that removes the negative modifier to force limit for personal unions of this government type. It would make it stronger for a player Denmark, but also increase Sweden's ability to rebel without having to increase their development or province count. Those extra 3-5 troops and 3-5 ships could really make a difference in securing Swedish victory.
AI Sweden breaks almost always free during the Age of Reformation.
Isn't that impossible without additional DLC? If you can't promote advisors (Cradle of Civilization) or set a national focus (Res Publica or Common Sense), the most mil power you can get per month is 3 base, + 6 from the monarch, +3 from an advisor, +1 from power projection and +1 from an estate privellege, for a total of 14
I did the math so correct me if I am wrong, but it should be feasible (but incredibly unlikely) to achieve it:
  • +3 base line
  • +1 from a Noble's Privilege
  • +3 from level 3 Mil Advisor (4 and 5 are of the table as they would require a DLC)
  • +1 from at least 50 Power Projection
  • +0-6 from your monarch
So in the end you would require a ruler with 6 military skill to achieve. Granted, 15 is too high so we will tune down to 12 or 13 probably. The premise was that Caroleans shouldn't be seen on the battle field until the Age of Absolutism unless the player focuses on the military as much as possible.
Loving all the flavor, but the thing I find weird and that I know someone preempted this diary in speculation. Is that the Caroleans are modeled as a special unit, when they were exactly the opposite of that. Unlike the ottoman janissary's or the persian immortals, they didn't compose a small but powerful part of the army. They were the army. The closest Swedish counterpart I could think of would be the Swedish royal guard (501 years to date), but that's more of a ceremonial force rather than an elite regiment as I understand it.



What i would see as maybe another alternative, interesting approach, would be to increase the sweeping buffs you get when you found the Caroleans, but couple this with manpower recovery debuffs. This to model how the allotment system could allow Sweden to field a large army compared to it's population, but how we faced problems once that army was defeated. Or maybe to disable the buffs temporarily if you lose a (major?) battle?
If coupled with drawbacks, it could be an interesting system where you can switch to Carolean tactics for a while to try and punch over your weight, and switch back and consolidate.

Otherwise an amazing read, afterwards I feel there is nothing left to say but this
För Fäderneslandet gå på, hurra!
Hakkaa päälle, pohjan poika!
We currently are experimenting with the Carolean. It is highly possible that during the development process that their role gets reversed, making them into powerful infantry army which you have en masse, but your force limit is highly reduced.
With the next Dev Diary I will post an update regarding the Carolean units.
will the region borders be changed in any way ?

View attachment 847815
Maybe. As long it does not touch the provinces.bmp file.
I hope that modifier actually ends when the new ruler dies and not when the old one I'm going to replace does.
A whoops, a tooltip error. Another detail on my TODO list.
But yeah, the modifier runs out with the death of your NEW ruler, not the old one you are about to replace.
Is the government reforms teaser correct? Cuz the Steam DD has different screenshot(s). Is that intentional?
The teaser here is correct. Regarding the Steam DD I recommend to ask @BjornB about it.
Will there be any content or mayhaps an event related to the club war? https://en.wikipedia.org/wiki/Cudgel_War

A fairly small thing in the grand scheme of things, but could be a nice flavour event during an civil war disaster or an special Swedish equilevant.

Other than that the forest expansion estate seems like nice flavour, but could it perhaps be named to something else or maybe some attention be given to the forest finns https://en.wikipedia.org/wiki/Forest_Finns who were quite important in the settlement of modern day northern Sweden and Finland and i beliave (?) would work better for an "forest expansion" idea, but i can see why the Sami were given the attention instead.
A flavor event would be good.
Have any of the 12 or so events that give Sweden permanent modifiers been removed or rebalanced?

Odd that a country's system of draft is a special unit.

Are the other cav mercenary units for hordes or cav focused nations getting buffed to be equal to Sweden's?



Maybe it could be a single event that would convert the country if you do some kind of Easter Egg move. Just so that you could play as them.
They have been rebalanced for Sweden. If the DLC is active then they won't give any permanent modifiers too or otherwise Sweden has two ideas set...
Regarding the cav mercs, they might get some balance changes, but no promise from my side.
For the Supporters of Swedish Independence event "by our own" should be "on our own". The tooltip for that choice should also "without any foreign support" not "without any foreign supports".

(What does "Support Independence is becoming part of this DLC." even mean btw?)

For the A Scandinavian Empire event the tooltip should say "no longer needs" instead of "does no longer need"

I'm sure there are some other fixes that could be made for fluency I missed.

EDIT: Varangian is consistently misspelled "Varngian".
Thanks for the correction. As I pointed out, I usually fix typos when I write the DD, but well, yesterday was a little bit hectic.
Karelia did get ideas. I hope they can be released on their own now instead of being revolter only. I hate there being a ton of "revolter tags" with no cores so much, along with how all small tag cores vanish in 50 years as some asinine remnant from EU3 but that's never going to be fixed.

Karelia getting ideas gives me hope Finland will at least get something.

With regard to people asking for norse religion: It should only be some easter egg with a small tag like Iceland or a hypothetical easter egg "Vinland" colonial nation formable that's hard to achieve and not something easily accessible to more significant countries. I basically never want to see Norse on the map without player intervention. Would be very annoying.
Karelia might become a releasable tag. No promise on that though.
Finland needs love!
Don't we all need love?
so when it says swedish and finnish provinces does that mean in the regions or does it mean for those provinces that are that culture
With Swedish and Finnish I mean the culture.
About the cav only merc units, does that mean that the current issue with cav only mercs (when they in combat with other type of units mess the combat cause of debuffs caused by the nation cav ratio) is going to be fixed?
Yes, the other cav mercenaries are getting fixed too.
What is painful about it?

It's very early reform so just being good but not op is kind of their point.

The one that is actually painful is the mandala system, whooping 33% governing cap decrease in exchange for a little buff for the nerfed concentrate development is well, let's just say that I reform out of it as fast as possible.

The irony is that the game actually see that mandala system is more valuable than feudal nobility (it's cost more in custom nation).
The Mandala System will be adjusted due to the Concentrate Development nerf.
Will there be a Dev Clash where all the featured nations are being played?
That would certainly give a good insight into the balance what would be traceable for everyone.
I wish. I really do, trust me.
But no, we won't have dev clashes.
Great DD @Ogele ! I have some questions not regarding only Sweden, but other, more general things:
1) Can you now form Catholic Prussia? Asking this in case you wanna go down the Prussian Kingdom mission chain, but still be Prussia and stay loyal to the holy father?
2) any changes regarding to Gotland? It'll be cool if there would be an event allowing you to play as the pirate king Erik on pirate Gotland
3) You mentioned a requirement for the Sami people is them to have your religion, does that mean most of them start of pagan now, as it was historically the case afaik?
4) On the topic of Pagans, any options to restorw the Old Ways as one of the Scandinavians? Seems like a fun option for the player and Norse is a fleshed out religion sadly only obtainable through CNs
5) I do hope Jamtland gets some love too, as it was factually an independent peasants republic by 1444
6) Are you guys still up for naval doctrine suggestions? Got an idea for Venice (and possibly Genoa):
The Venetian Armada
"Our glorious armada is one of the first armies to utilize gunpowder on our ships and our system of naval dockyards, armouries and chandlers gives us the ability to rapidly repair losses"
-Ship building speed -35%
-Canons per galley +10%
(Numbers can and likely should be tweaked)
1) Depends. For your example the answer is yes as the "Prussian Kingdom" Teutonic Order should be allowed to form Prussia due to their own decision of government. We might consider allowing the formation of Prussia for a Catholic Brandenburg too, but not sure about that one.
2) Maybe.
3) There are no plans of making them Pagan at the start of the game, though you are correct that it would be more historical.
5) Jamtland (and Viborg - mentioning them because I know that somebody will request them too) will not be a tag for 1.34. That's all I can say about this topic.
6) We collected some Naval Ideas from the last DD - a new doctrine for Venice is one of them. However, I appreciate your idea - let's hope the programmers are up to add new "cannons for <ship type>" modifier.
Looking forward to these new missions, looks great. I wonder what the Integrate Sami mission is about, will Sami start as a vassal? Will the culture group be removed from the Scandinavian group and it will need to be accepted? Will it start with high autonomy and when it's low you can complete the mission?
It's nothing too fancy. Just make sure that the provinces, which have a Sami core (Sami will be releasable with every Sami province), have your religion and your accepted culture. This mostly implies war with Novgorod for Kola first and foremost.
 
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Hi, Thanks for all the work on the game. If I would see any more of these unintuitive rewards, where should I report this? Suggestion or Bug report?
Bug Reports Subforum better. :)
They also have it in July, it seems. See this 1.31.5 thread just before the vacations. We can still get like 4 DDs before it.
Well, this year most of the team will have vacations in August, so... Expect some more extra DDs. ;)
 
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