• 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 7th of March 2023 - All Blue

Hello and welcome to another Development Diary! Today we will be talking about the new, yet undisclosed content for Europa Universalis IV: Domination, the new expansion that was announced yesterday!

We are very excited to show you the final features that we will include. But let's start by addressing some of the countries that may be on the list of what could be considered Early Modern Great Powers, the main theme of Domination, and that will not receive new content in this expansion. First of all, you may have noticed (and widely requested) new content to be included for two of the ‘historical winners’ in the Middle East during this time period, the Gunpowder Empires of Persia and the Mughals, and also for some other ‘historical losers’ in the area, as the Mamluks. To be clear, they were left out of this expansion on purpose, since we have future plans for the Middle East, so you can expect us to create new content for them in the future. Some of you may have also wondered why countries like Venice, Netherlands or Austria are not in this expansion. You’ll see later that some of them have received some extra flavor in Domination; but, apart from that, today we want to show some countries that we decided to focus on, and that received more extra content, which are:
  • Portugal
  • Prussia
  • Korea
On top of that, we will also be talking about the following new content:

  • Naval Special Units
  • Government Reforms
  • Estate Privileges
With that being said, let’s start with a country that I promised a couple of weeks ago would receive new content - Portugal! Or do we call it now Bluetugal? Anyway, we have reworked some of the older features of the country a bit. First, there was a redesign of its mission tree. Let’s take a look at its new shape:

Portugal 1.png

We reorganized it for better consistency. On the upper part, all the missions related to Exploration and Colonization. We reworked some of their rewards, improved the flow of some of them, and added a few more as well, after reading your feedback in the forums over the past couple of weeks:

Portugal 2.jpg

Portugal 3.jpg

Portugal 4.jpg

‘Sails of Exploration’ and ‘Charter the Seas’ add some flavor to the early Explorations made by Portugal.

Portugal 5.jpg

Portugal 6.jpg

Portugal 7.jpg

‘Clash with the Ottomans’ adds a mid to late game objective regarding the Portuguese push for Hegemony in the Indian Ocean, also adding an extra buff to the Portuguese Marines.

Portugal 8.jpg

Portugal 9.jpg

Portugal 10.jpg

‘Reform the Navy’ unlocks Caravels and Galleons special ships for Portugal, while ‘Lusitanian Empire’ makes for a more interesting reward if completing the lower half content of the Portuguese mission tree.

Apart from that, we also have created two unique Government Reforms for Portugal. The first one is a Tier 1 reform (meaning that Portugal will start with it):

Portugal 11.jpg

While the second one is a Tier 5 unique Military reform, which opens a new decision on top of the reform modifier:

Portugal 12.jpg

Portugal 13.png

To complete the rebalance of Portugal, we also took into account your suggestions for the Order of Avis, and changed their sailors for a more defensive approach for them:

14 Portugal 14.jpg

And we also added a couple of Salt resources in Portugal:

15 Portugal 15.jpg

Now, let’s move to the Prussia rework, which is presented by @PDX Big Boss !



Hey everyone, Prussia has long been a great and fun nation to play as, in Single and (especially) Multiplayer. As we revamp the content of the Great Powers in Domination, I saw it fit to revisit Prussia to some degree and give them a touch-up to accompany the upcoming Expansion. The idea behind this content is that Brandenburg feels like it’s surrounded by very powerful neighbors and rarely is allowed to grow and evolve into Prussia. This is especially true in Multiplayer scenarios, where the Polish, Scandinavian and Austrian players end up bullying little Brandenburg out of key provinces, such as the areas of Eastern and Western Prussia or Silesia etc. Alongside the new Prussian Blue color, I worked through nearly every single mission, providing new requirements and rewards, estate privileges, mechanics and more! Let’s take a look at some of the highlights:

15.5 Blue Prussia.png

Starting off, Reclaim Neumark will offer a new dynamic reward as shown below:

16. Reclaim Neumark Mission.png

Depending on your relationship with the Holy Roman Emperorship, conquering provinces outside of the Empire’s domain will yield a different bonus!

The mission ‘Ansbach Succession’ is now tied to a unique new “Timed Reward” challenge. Should you accept the union with Ansbach in the ‘Franconian Hohenzollerns’ event, you will trigger the mission’s timed challenge, starting the countdown. You will have 5 years at your disposal to reunite the Franconian lands, enjoying a powerful new reward if you are victorious:

17. Franconian Conquest Timed Reward.png

However, as the reward is very powerful, failure will also set you back a good deal as your lands in Franconia will declare independence and in return worsen your relations with your neighbors.

Disaster in Franconia.png

This is an experimental feature due to the fact that I feel like it's a good bit of a challenge for those who wish it. Please keep in mind you can circumvent this feature should you feel like you don’t wanna deal with it!

The mission ‘The Balance of Power’ will empower the Brandenburg Gate Great Project (for owners of Leviathan) with the following reward:

Balance of Power Mission.png

‘Conquer Greater Poland’ will grant the following reward should you complete it with 200 Development in the Polish region, granting you access to a very powerful Age Ability, as the de facto ruler of the Polish domain:

Conquer Greater Poland Mission.png

To be clear, you won’t need to complete the mission DURING the Age of Reformation!

Lastly, as far as Brandenburg-accessible content is concerned, a small pet-peeve of mine has always been the canals. They always felt somewhat underutilized and I would love to see them being built more often as they can provide a strategic advantage and a dynamic change to wars, especially in Multiplayer. To (at least partially) address that, the mission ‘Construct the Kiel Canal’ has had its requirements and rewards changed, to spawn the Canal upon completion:

Construct the Kiel Canal.png

Note: An idea I had during development would be to have the ability of closing and opening the canal, either in general or towards foes but alas, it was not meant to be. More on Great Projects at a later DD.

Moving on to Prussia, they will gain access to some new missions as per the Emperor DLC dictates. What is important to note here however is that Militarization as we know it , as far as Prussia is concerned, has changed.

Prussia now starts with a new version of it, called Early Prussian Militarization:

Militarization 1.png

A few easily-digestible points here:

  • The first level of Militarization is weaker than the 1.34 equivalent.
  • Only Prussia will have access to this, everyone else that uses Militarization will keep the 1.34 iteration.
  • I would like to reinstate the decay of Militarization so it’s not a button you press 10 times and then forget about for the rest of the campaign, that is not very engaging. The idea is that you should always weigh your Mil power and think “Do I want to get a temporary boost, cap my Militarization or boost it ?” especially during wars and crucial battles.
  • Prussia does not need a special unit per-se. The entire army should be bolstered by this mechanic instead, not a few select parts of it. The army IS the special unit.
And how will this mechanic evolve as the game goes on? By completing these 2 missions:

23 Army Reforms and An Army with a State.png

Each will upgrade the mechanic, not only by unlocking more powerful bonuses but also adding new interactions as we will observe further down.

23 Army Reforms.png

25 Militarization 2.png

So the second level is essentially similar to 1.34 Militarization. The only difference here should be the decay, notice how the jump from the first to the second level also increased the decay of it.

Which leaves us with the final level of Militarization. If you are an enemy of Prussia, I would highly advise you to NOT let them reach this stage:

26 Prussia Mil.png

Note: these icons are a WIP!

Scharnhorst Manuevers Button.png

Reform the Military Manual Button.png

At this point I should note that these numbers are very much a WIP and I welcome all feedback, I love Prussia and I want this evolution of the Militarization mechanic to be as interesting and usable as possible. So as far as this new mechanic goes, feel free to chime in regarding stuff like the bonuses themselves, how much they should cost, the decay of each level etc.

Before we move on to another topic, I would like to thank Stiopa for providing me with a few new flavor events, which I plan on adding as part of the base game! And now, @Ogele is going to show you the new content for Korea!



Heya!

While my two colleagues cover two “minor” great powers of Europe, I figured it would be nice to expand Korea a little bit with Domination as all of its neighbors were given extensive overhauls. Generally speaking, I have always been more or less happy with its mission tree, though some of its mission rewards and requirements are in need of a revisit which will happen over the next few days.

With that being said, I still felt like Korea deserves something to make it stand out amongst the hordes of the North, the Empire to its west and Samurai to the east. As such it was only fitting that they receive their own unique Tier 1 reform:

korea_reform.png

korean_focuses.png

Its starting privilege - the “Inward Perfectionism” - has been turned into a three-button government ability for Korea, where they can set their path of how they interact with the world. As the community seems to dislike the idea that Korea expands, the AI will always choose Inward Focus and is prohibited from declaring any wars while they have the Inward Focus.

However, due to the nature of EU4, having only the Inward Focus is not necessarily a lot of fun for many players. As such, Korea also has access to the Outward Focus - one which focuses on interacting but not fighting with outside nations - and an Expansion Focus - the epitome of the EU4 gameplay loop. You can select a new focus every 20 years or when you get a new ruler.

Additionally to this, Korea’s ideas have been revisited. It was promised in 1.33 that they would get an update and it finally has happened:

Code:
KOR_ideas = {
    start = {
        build_cost = -0.1
        land_morale = 0.1
    }
    bonus = {
        infantry_power = 0.1
    }
    trigger = {
        tag = KOR
    }
    free = yes
    kor_uijeongbu = {
        advisor_cost = -0.1
        all_estate_loyalty_equilibrium = 0.05
    }
    metal_movable_type = {
        adm_tech_cost_modifier = -0.05
        innovativeness_gain = 0.5
    }
    choi_mu_seon_gunpower_engines = {
        fire_damage = 0.1
    }
    korean_artisanery = {
        prestige = 1
        development_cost = -0.05
    }
    hyanyak_system = {
        production_efficiency = 0.10
    }
    geobukseon = {
        ship_durability = 0.1
        naval_morale = 0.05
        has_geobukseon = yes
    }
    kyujanggak = {
        idea_cost = -0.1
    }
}

Two things to be mentioned here: the Hangul Alphabet is a big part of Korean history and technology, and while it has been removed from the ideas, it has not been removed from Korea itself.

31 alphabet.png

Note: there is also a revoke decision if you want to get rid of the increased unrest.

The Hopae System itself has become a decision too:

32 hopae.png

The Korean ideas also unlock a new special naval unit for Korea: the Geobukseon Galley:

33 geobukseon.png

The amount of Geobukseon you can construct scales with Navy Tradition. At 100 Navy Tradition, 50% of your Naval Force Limit can be made of Geobukseon ships.

Some other small additions for Korea are the additions of the Tripitaka Koreana and the Righteous Army military reform. Starting with the former, the Tripitaka Koreana is a permanent province modifier which is quite similar to the Emerald Buddha in Chiang Mai. Located in Jinju, the modifier has the following effects:

34 tripitaka_koreana.png

Note: Not shown is the Karma decay for Buddhistic nations.

It is possible for another country of the Eastern Religion Group to steal Tripitaka if the province gets occupied by outside forces:

tripitaka_stolen.png

In order to counteract this, the owner of the Tripitaka Koreana has two decisions which reinforce the defense of this collection.

36 tripitaka_defense.png

37 tripitaka_evacuation.png

Note: the latter decision is only available in a defensive war.

Finally let us tackle the unique military reform of Korea: the Righteous Army. Once just a mission in their mission tree, it is now a government reform in the fifth tier (which I will go into detail later) with the following effects:

38 righteous_army.png

Once selected, you will have access to the following decision when you are in a defensive war OR 10 provinces of your culture have been occupied:

righteous_army_decision.png

The Righteous Army is an emergency mercenary unit with only 10% of its cost and can be recruited like any free company can be:

40 righteous_army_merc.png
Note: I am aware that the Righteous Army is basically a force of peasants which defend their homeland from invaders. I excluded them from the Army Professionalism cost as it would be a bit awkward from a gameplay perspective to be punished for recruiting a special mercenary company with such a niche.

Once peace has returned you get the following event:

41 righteous_army_peace.png

That is it for Korea for the time being. I want to express my gratitude towards Estaloy who helped me a lot with giving good ideas for Korea and as well as giving inspiration for many other aspects for 1.35. I wouldn't have gotten so far without her support.

Unlike other nations, Korea is one of the states which I personally would like to expand with every patch a little bit as there are still a few things to cover such as highly factionalized infighting. However, time is of the essence, and as such we have to move on now to another topic.

Korea, England, Portugal and Castile are not the only countries that have gained access to new special naval units, the new feature that we are implementing in Domination.

Countries of the Venetian or the Ligurian cultures have access to the following Tier 5 government reform:

42 merchant_arsenal.png

43 galleass.png


Galleasses are similar to Geobukseon as the amount of available galleasses scales with your navy tradition. However, you can only construct them in provinces that have either a dock, drydock, shipyard or grand shipyard.

The other special naval unit went to the Dutch and Flemish countries which have one of the three Dutch governments (more about them later).

44 VOC.png

The VOC Indiamen is even for special units extraordinary as it is the only non-transport ship that can actually transport land units. Combined with their ability to protect trade and their additional cannons, the VOC Indiamen are a master of utility. However, you only have 20% of your naval force limit available for you. Any additional force limit available for VOC is increased by your Trade Efficiency. At 100% Trade Efficiency you would be able to recruit 25% more of your total naval force limit as VOC Indiamen.

Now, let’s move to the new Government Reforms and Estate Privileges that we created!

A big part of 1.34’s success was the introduction of many new government reforms which expanded the choices a player could make during their campaign. 1.35 and Domination will continue this trend with the addition of a new government tier and more tier 1 reforms all across the world.

Let’s get started with the new tier!

45 new_tier_5.png

46 tier_5_reforms.png

Note: These reforms and the tier are part of the 1.35 free update. It is a shared tier between Monarchies, Republics, Theocracies and Tribal governments.

You might have noticed that none of these reforms give “hard” land military modifiers. The general idea was that the generic military reforms should be somewhat of a utility reform for your army. Depending on the situation you might want to pick a different reform.

The three exceptions to these are the mercenary as well as the naval reforms. The former gives mercenary discipline in order to encourage active usage of mercenary units for combat (this is especially directed at players like me who love to park their merc units on a fort and forget about them until a siege is over) while the latter is more for the role play aspect.

With that being said, Domination itself brings additional reforms for the 5th tier. These reforms, however, are locked behind specific culture groups in order to give variety to the world. Here are are some examples:

47 specific_reforms.png

Note: As usual, neither numbers nor modifiers are final.

Some reforms enable certain mechanics unique to the government reform. For example, completing the mercenary ideas unlocks the following government reform:

48 elite_mercs.png

49 meme_build.png

Note: The actual price is 0.1 Years of Income.

Now that we have covered the tier 5 reforms, let us return to Tier 1. While the addition of many additional reforms was highly praised, we still were feeling that a bit more variety is missing. As Domination is already a DLC focusing on a global scope, it was only fitting that we introduce new Tier 1 reforms in order to make regions have something to look forward to with the upcoming update and DLC:

50 starting_tier_1.png

A few other new Tier 1 get unlocked as you play through your campaign and form other countries:

51 formables_tier_1.png

Additionally, Domination will unlock some “over-the-top” government reforms for achieving a difficult-ish feat:

special_formables_tier_1.png

Last but not least, Domination enables two new generic Tier 1 reforms for Monarchies and Republics:

52 elective.png

Whenever a new ruler ascends the throne you get the following event pop-up:

53 election_event.png

You always have the option to choose one from your nobility to become the new ruler. Additionally, if you border a country that is not independent, has the Nobility (or its Indian equivalent) estates, is a monarchy, is not at war with you and is not in a regency then you get the choice to elect one of the said country’s relatives to your new ruler. However, this specific ruler is the only one whose stats you cannot see before.

The event will always pick the most developed country as the origin of this foreign noble. Of course I want to point out that this is subject to changes.

The other reform is one for the Republics:

54 civic.png

Unlike other Republics, this reform tries to mix things up by introducing max terms for a ruler to rule.

55 max_terms.png

Of course this stands to the antithesis of the optimal play of Republics where you want to re-elect the same guy over and over again. Because of that, this reform aims for making modifiers which increase the length of terms and more stats for random candidates more attractive by giving new rulers a new lifetime long modifier which makes choosing a new candidate:

56 candidate_bonus.png

There are in total 15 modifiers, 5 for each category (ADM/DIP/MIL). Here is the list of possible modifiers to get from your ruler:

Code:
civic_republicanism_focus_government = {
    reform_progress_growth = 0.1
}
civic_republicanism_focus_expansion = {
    core_creation = -0.05
}
civic_republicanism_focus_technology = {
    idea_cost = -0.05
}
civic_republicanism_focus_stability = {
    stability_cost_modifier = -0.1
}
civic_republicanism_focus_religion = {
    global_missionary_strength = 0.01
}


civic_republicanism_focus_diplomacy = {
    diplomatic_reputation = 1
}
civic_republicanism_focus_court = {
    all_estate_influence_modifier = -0.05
}
civic_republicanism_focus_trade = {
    trade_efficiency = 0.1
}
civic_republicanism_focus_subjects = {
    diplomatic_annexation_cost = -0.05
}
civic_republicanism_focus_development = {
    development_cost = -0.05
}


civic_republicanism_focus_defensive = {
    defensiveness = 0.2
}
civic_republicanism_focus_sieges = {
    siege_ability = 0.1
}
civic_republicanism_focus_leaders = {
    leader_land_shock = 1
    leader_naval_shock = 1
}
civic_republicanism_focus_quality = {
    land_morale = 0.1
}
civic_republicanism_focus_naval = {
    naval_morale = 0.1
    global_ship_trade_power = 0.1
}

These were the government reforms, but I am not done yet. Domination also unlocks up to 60 new Estate Privileges, distributed amongst all the estates (Janissaries and Eunuchs not counted in). It would be a bit too much if I go into detail for every privilege, so instead I will showcase a set of privileges which can be expected for the major estates (Clergy, Burghers and Nobles) and then a few highlights for the more niche estates.

no_crownland_loss_from_deving.png

Every estate gains one privilege which allows you to develop your provinces without the affected estate to lose crown land. While this seems like a drawback for a few estates, for others like the Nobility which has access to Increased Levies or the Rajputs whose access to their special units is tied to the crown land they have it will be a powerful tool.

58 influence_scaling.png

Most estates will also gain access to a privilege whose modifiers directly scale with the influence said estate has.

59 loyalty_scaling.png

Finally, there is a privilege whose modifiers directly scale with the loyalty of your estate. So an estate with 100% Loyalty would give the full modifiers.

Now, you might have noticed that the last privilege has an “Estate Decision” or, synonymously called “Estate Action”. For those who did not play EUIV before 1.30: the estates used to have interactions that you can press in order to get a one-time effect from the estate. Some might even remember the old golden rule of giving the estates 80% influence and then demanding their support every 20 years for 200 Monarch Power.

Well, this has now returned in form of decisions that are unlocked by the estates:

estate_decisions.png

While other interactions have been reworked into an effect that interacts with your estate agendas.

61 minister_decision.png

While other interactions have been reworked into an effect which interacts with your estate agendas.

62 agenda_completer.png

Finally a few estate privileges from the less prevalent estates:

63 cossacks.png

64 hordes.png

And that’s all for today! Here @Pavía again! We hope you enjoy all this new content we have created for Europa Universalis IV: Domination. But on top of that, next week we will be talking about more new content we have created… In this case, free content! We are adding a fair amount of content to the previous DLCs and the base game as we wanted to give the gameplay even more depth and continue to expand some of the features that are included in them, and also as a reward for the large player base that continues to support Europa Universalis IV after almost 10 years of development. See you next week!

eu4-prussia-dd.png
 

Attachments

  • Conquer Greater Poland Mission.png
    Conquer Greater Poland Mission.png
    102,1 KB · Views: 0
  • 48 elite_mercs.png
    48 elite_mercs.png
    106,4 KB · Views: 0
  • 82Like
  • 68Love
  • 13
  • 9
  • 6
  • 5Haha
Reactions:
We considered mixing it, but we feel that we're reaching the capabilities of the mission trees mechanic in this DLC, so we decided upon this redesign. So, in case you want to form Spain, you will get the new base Spanish mission tree (which is the Castilian one).
Could we at least get the unique name then (Hispania/Espanha/Lusitania)? I never form Spain because I feel like I lose my identity.
 
  • 6Like
  • 1
  • 1
Reactions:
Hey @Pavia , @PDX Big Boss , @Ogele

Not sure who's in charge here with this DD so i'll adress all three of you. Do you plan on looking colonization? To be specific making sure that Colonial nations won't colonize outside their Colonial region. Like enable players to limit CN which territories they can colonize, regions, at the cost of LD for example. Another suggestion is creation menu when CN is created. Is it possible to expand it? Like perhaps the ability to choose capital of CN, perhaps historical flag of CN and if player misclick it to move CNs capital at the same cost as you're moving your own capital. Also perhaps spreading subjects main culture.
 
  • 3
Reactions:
Option 4: Remain as England, focusing solely on continental expansion at the expense of colonisation. No silly tags required.
How can people disagree with this? It's just player choice. You get the option to form the Angevin Kingdom or keep your England tag? What's to disagree with? It doesn't have to effect you if you don't want it to.
 
  • 4
  • 1
Reactions:
Some of this is pretty cool (especially jazzed about Roman Republic and Roman Empire government forms, which won't come up much but are nice to have)
Some is obviously wildly overpowered (too much "no professionalism lost for mercenary contracts", a few gamebreaking government forms)
Some is way too specific (does every military unit with its own name get a special unit now? And why are Galleons and Caravels special ship types when they're already in the game???)
Some is just bizarre (Why does Scotland - a country with a famously powerful noble class during this period - get REDUCED nobility influence for their gov't form???, I don't know if this is bad but it's absolutely hilarious that on-click estate interactions are back, Re: last week I'm still not over how England is going to have both an "Absolutism" slider and a separate "Absolute Power" slider)
Some much-needed fixes (glad to see Prussian Militarization finally gets an automatic decay again)
Nearly all is deeply disappointing when most of the middle east still doesn't have mission trees.
PDX don't seem to be very familiar with Scottish history, I've noticed a trend, they don't get any attention and when they do it's really weak modifiers, it's a real shame. Their national ideas are really bad. You'd think for a country that ends up in an ahistorical position in 99% of campaigns (conquered by England) they would make changes.
 
  • 1
Reactions:
The new Prussian Militarization seems not good, it will decrease over time (those "Monthly militarization" modifer is exactly not enough, at least now), and I can get a five-year-long bonus with 50 Militarization points (which means 250 Mil Power) -- Prussian Monarchy gives you +3 Monarch military skill, so in five years you will get 180 more Mil Power at most, means that you need to use 70 Mil Power to gain a five-year-long bonus, which sometimes more useless than 5 Discipline etc.
Just Think about Iqta and Russian government mechanics (you can get a five-year-long with no cost or only 50 Adm/Dip/Mil Power), I would like to either boots Militarization bouns , boots those five-year-long bonus, or just reduce the costs (I think you can just remove or nerf militarization decrease, so I not need to use 250 MP to use it).
By the way, I remember that militarization decrease had been removed in previous version because AI will use all of its Mil Power to boot Militarization, maybe you have fixed it?
 
  • 5
  • 1Like
  • 1
Reactions:
In this update, several powerful countries have gained 10% military tactics bonus. Especially France and Japan can be shown as an example. this was such an exaggerated buff. In addition, Prussia will have to spend 50 military points every 10 months to maintain its discipline bonus. This can become an embarrassing situation.
 
  • 4Like
Reactions:
I actually like that the Militarization decay scales with your Militarization. Makes it kinda like Army Tradition where it rests at a certain level. It will depend on the other modifiers to Militarization gain how easy it is to avail of.

Not sure about swapping maintenance modifier out for force limit however, as I figured Militarization was meant to represent that each soldier gives you more bang for your buck, and you needing less bucks to pay them better represented that.
 
  • 2Like
Reactions:
Back during the Spain dev diary, you mentioned some new content is coming to Navarra. Are we getting info at a later date, or has it been pushed back? I figured it would be included alongside Portugal, but I guess we still don't know how long until the DLC releases.

Just curious, thanks for all the amazing work you've done. This looks like it's going to be the best update yet :D

This will be probably in the next DD as it could be part of content for existing DLC (Golden Century) or the free update ( I guess the first)
 
  • 2Like
Reactions:
Will there be a way to get special ships as nations that don't get them from missions (Man of War, Caravel and Galleon), goverment reform (VOC and Galleass) or Ideas (Geobukseon)? It would be nice to get possibility to get the ships as other nations using some way, for example by making some culture accepted when it has X amount of development that is owned by you or via some missions that have something to do with a nation that gets access to these ships (for example conquest of England by France or Korea as Japan)
Of course these nations should have amount of these ships a lot more limited so the original nations still get advantage over them.
 
However, as the reward is very powerful, failure will also set you back a good deal as your lands in Franconia will declare independence and in return worsen your relations with your neighbors.

View attachment 954237
This is an experimental feature due to the fact that I feel like it's a good bit of a challenge for those who wish it. Please keep in mind you can circumvent this feature should you feel like you don’t wanna deal with it!
Dont know if anyone already adressed this, but Franconia isnt lower Germany. The more south you go, the more "up" you get, so bavaria and franconia are actually upper germany.
 
  • 3
  • 1Like
  • 1
Reactions:
to the prussian militarisation:
"I would like to reinstate the decay of Militarization so it’s not a button you press 10 times and then forget about for the rest of the campaign, that is not very engaging"
that is completly trash, when you loose militarisation each month, most of the players wont use it like the last time befor you solved the problem.
that you think, you can forget about it in the rest of the campain only shows me, that you arent a good player that had to handle with gov capacity. if you want to make it more difficult to handle, use other modificators, that will decrease the militarization und ones whitch increase it so you allways have to care for it.
use 50(or an other number) militirazion to get a bonus for your armee is a pretty good idia and also a way, that you have to spend military power to get your militarization back to 100 again,
but dont let us loose militarization each month, that will destroy that bonus again
EDIT: may you should keep the increase from 1.34 for T1/T2 and T3 and give it a decrease about 0,05 for T1, about 0,1 for T2 and 0,15 for T3 each month, so you can increase in over time, but much harder than 1.34 but it will also decreasy much faster, when you got to high gov. capacity or to less armee tradition
 
Last edited:
  • 2
  • 1Like
  • 1
  • 1
Reactions:
Its starting privilege - the “Inward Perfectionism” - has been turned into a three-button government ability for Korea, where they can set their path of how they interact with the world. As the community seems to dislike the idea that Korea expands, the AI will always choose Inward Focus and is prohibited from declaring any wars while they have the Inward Focus.
I don't like the fact that Korea will do the same thing EVERY single game, the fun of EU4 is that every game is a little diffrent, that makes every single game feel fresh and exciting. I think it would be better if the AI took the Inward Focus 2/3 of the time rather then 100%.
 
  • 7
  • 1Like
Reactions:
How can people disagree with this? It's just player choice. You get the option to form the Angevin Kingdom or keep your England tag? What's to disagree with? It doesn't have to effect you if you don't want it to.
It's funny how people talk about sandbox, but when you don't want to form a certain tag they disagree with you.
It also happened, when I said that you shouldn't be forced to become Russia with Novgorod to get their new content.
 
  • 2
Reactions:
About the VOC, not in 1.35, although now that we have the 'model' for the East India Company, we might think about expanding this feature with it in the future.

If we're going to do playable East India companies, then at a minimum the major colonizers should get them (Portugal, Spain, France, VOC)
 
  • 2
  • 1Like
  • 1
Reactions:
It's funny how people talk about sandbox, but when you don't want to form a certain tag they disagree with you.
It also happened, when I said that you shouldn't be forced to become Russia with Novgorod to get their new content.
A lot of people prioritise what THEY want from the game instead of prioritising what's better for the game overall.

A perfect example is people saying if England defeats France it should just form France. One genuine justification being "for the memes". But people who just want to play as England or GB with the continent focused missions are expected to lose out just so they can have another way of playing as France. When you can already play as them. It's recycling content.

Railroading a country into just reusing the content of another country which just makes the game more repetitive, instead of giving that country the choice which would add more variety? It's mind boggling.
 
  • 2
Reactions:
I don't know why you would focus on Korea, a country that has no unique characteristics in 1444-1820. Only the Renchen Japanese Rebellion and the later invasion of the Later Jin(Qing) are worth mentioning. Even so, shouldn't you pay attention to the main participants in these two events, namely Japan, Ming and Qing? North Korea in history has not performed well in the face of the above challenges. I don't understand why it deserves so much attention in this update.

I must appreciate your update to Japan this time, but I think you have not paid enough attention to the Qing and the Ming. For example, Japan has obtained the special military unit of Samurai in the update, while the eight banners of the Qing Dynasty are far behind now, and the Ming, the first great power in 1444, has no special military unit at all (perhaps you can learn about the three battalion military systems of the Ming Dynasty)! Secondly, in this update, Japan showed its ambition for mandate, while the Qing lacked the expansion of the southwest and northwest frontier. Historically, the Qing once expanded its power to Central Asia through the conquest of Junggar, and competed with the Russian Empire in the Far East.

Finally, thank you for the update I think this is the best DLC ever!;)
 
  • 4
  • 3
  • 2Like
Reactions:
The developer once said that EU is not magical history, but the claim given by the Ming Qing mission tree is far from even the largest territory in history (the reason given by the developer is that the historical mission tree of the Ming Empire for more than three hundred years cannot be fully summarized)
Ming's mission tree that has not been reached in history, and the degree of development relative to the world average (the fact is that in 1444 Ming's development of land was at the forefront of the world) is unacceptable, I don't mean how powerful Ming is and difficult to collapse, but I can't say that there is now something called 6135 (a very casual, I don't know what to call it, its only mission is to make Ming collapse after a while), and after a while this thing will make you collapse , so there is no logic, in 1444 the strength of the eunuch is far from as strong as the setting, and the reason for the collapse of the Ming Empire has little to do with the eunuch, we hope that the collapse of Ming is more reasonable, playable, not so targeted, in fact, all empires have a variety of problems, not just Ming
There is a very simple reason why South Korea has not expanded for more than three hundred years, Ming sees the northeast as eager to conquer (Ming is looking for a suitable way to govern, history proves that Ming has failed, but this does not mean that Ming has no interest in the northeast), and Ming is not willing to hand over the northeast to North Korea, so it is difficult for North Korea to expand on land
 
  • 3Like
  • 1
  • 1
Reactions:
Will there be a way to get special ships as nations that don't get them from missions (Man of War, Caravel and Galleon), goverment reform (VOC and Galleass) or Ideas (Geobukseon)? It would be nice to get possibility to get the ships as other nations using some way, for example by making some culture accepted when it has X amount of development that is owned by you or via some missions that have something to do with a nation that gets access to these ships (for example conquest of England by France or Korea as Japan)
Of course these nations should have amount of these ships a lot more limited so the original nations still get advantage over them.

As far I can tell, you will be able to capture these ships.

Now that I think about it, that would be an interesting idea for a new achievement: Own at least one of each special naval unit of the game in your fleet.
 
  • 1
Reactions: