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Europa Universalis IV - Development Diary 7th of June 2022

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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A bit worried if the release come few days before the break and big hotfixes are needed..
That would be, unfortunate.
The announcement date of Origins was in 19/10/2021. That's 3 weeks before the release (11/11/2021). The last hotfix came out in 30/11/2021. That's another 3 weeks. To be perfectly safe, they need to release it at least 2 weeks before they go on the vacations, better if 3.
So this new DLC should be released sometime in July, but there's still no known date and we won't get it next week either, as it was confirmed in the Norway DD. But now that Scandinavia is going to be finished, what's left? OK, another AI DD, art DD, changelog (but it can be released together with something else or on Thursday, as was the case with the Origins), Lubeck? Poland? Lithuania?
 
Posting this here aswell:
I am dissapointed with the Carolean nerf and the alotment system. -33% force limit is a lot! And the Carolean's wouldent be a big part of the army, since their number is based on Swedish and Finnish development, 20 development to get 1 unit, if you add both prievledges, that's -50% so even more dev required to get 1 unit. Sweden start with 119 dev, That's only 6 infantry units of Caroleans, if you add the prievleges, it's even less.. So where is the Over powered part??? And also, is this really anywhere near historicly accurate? I belive Charles XII had over 90 000 men in the Great Northern war, i don't know how many of them were Caroleans, but i imagine a good part! I have seen numbers tho, from Charles XI, 18000 infantry, 8000 cavalry from Sweden, and 7000 infantry and 3000 cavalry from Finland. Along with several thousan seamen. But that would put the Caroleans in the number of 36000 in the year 1682. So i think this needs to be rethinked.
 
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The more I read the more disappointed I am in the caroleans and the entire design philosophy around them.

Like, the entire point of the allotment system was to use the large swathes of land that had been confiscated in the Great Reduction to relatively cheaply fund soldier-farmers (as opposed to selling/granting it to nobles in an emergency, that was how lands had been used in the preceding period) the point should be being able to raise large number of soldiers *cheaply* (at the cost of a large amount of land being tied up in their maintainance in peacetime)

The thing is, *we already have systems that are perfectly good at representing this* namely the estates system; I'd suggest doing something like this:

A) Have a mission called "The Great Reduction" that, in the age of absolutism and if your relationship with clergy and burghers are good enoguh, let you do a massive confiscation of noble/burgher/clergy land. (I'd actually have something like that connected to the reformation too for the clergy to simulate the seizure of land during the Reformation) This basically "Once time reset button" lets you fiddle a lot with selling crown lands for cash (which you should want to do, since Sweden should be perpetually cash-strapped) granting privilegies, etc. since you have an option to reset it if neccessary.

B) Finishing "The Great Reduction" (or bypassing it by having enough crown lands in the first place) let you activate the Allotment system, this creates *a new estate*. Call it "Allotted soldiers" or some such, with their own privilegies. Unlike other estates granting these does not impact your absolutism but it *does* cost you various types of economic penalties (basically, you can get better soldiers, but it will cost you) the general benefit is that, for a cost in crown lands (and the benefits you'd normally accrue from them) you get can recruit Carolean units, who are relatively cheap to maintain and recruit (since the cost is baked into their alloted income) to represent the continual upkeep and need to train I'd actually give them some kind of drill gain modifier, rather than hard stats bonuses. The disadvantage is that the number of carolean units you can field is capped by the land the estate has, and while you can still pay for regular soldiers they'll be more expensive relatively speaking. The idea is that you can then modify their stats and/or numbers by messing with the privilegies.

The seocnd point is about the internal politics, now EU4 isn't very well-setup to model the complicated relationships, and it's hard to give the peasants anything to actually *do* in-game. But along with the absolutism branch there should absolutely be an "Age of Liberty" branch (with potential return to gustavian absolutism) Maybe as some kind of special reform? It's just weird to have such a core part of the time period be basically not mentioned at all.
 
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Since you are redoing Sweden maybe add a mission or event for the city of Karlkrona comming into being, it was a city built in Blekinge to provide the Swedish navy a warmwater port that doesn't freeze over but it was also a city built to be a late renaissance city with all the grandeur of the time, a model city built for a kingdom that had wealth to throw around. I have always suspected that the intention may have been to make it the capital because it would sit in the middle of Sweden's baltic empire.

In game it could be as easy as build a shipyard in Blekinge, get it automatically culture converted to Swedish (Sweden moved in loads of Swedes as part of building the city) and change the province capital name from Ronneby to Karlskrona. Perhaps with the option of moving the capital there.