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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
 

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It is not planned to do a similar AI DD. The reason is that we're overall mostly happy with the 1.34 rework of AI, and we're aiming to just update it to the new game features. But suggestions on the line you make is something that we can take into account, of course!
Well it's really the issues with how the AI handles the reformation that I'm currently unsatisfied with. Exactly one year (plus a few days) after the first truly random center of reformation appears, two of the following countries (and possibly others, this isn't exhaustive) will immediately flip:

Protestant - Denmark, Sweden, Bohemia, England/Britain, Saxony, Brandenburg
Reformed - Switzerland, Scotland, Three Leagues

It's not an event that causes this, it's not because there's already some of the agitating religion in their country, it's because their AI has been given a preferred religion of Protestant/Reformed. The downsides to this are the Reformation is less dynamic and yet more difficult to crush (not automatically bad, but you'd like a broader range of difficulty for it than always having to snake to Prague and Stockholm), and the fact it's two countries making this decision at exactly the same time make it feel forced and railroaded. And the English decision to flip is especially weird, because half the time they'll flip religion again when Anglican opens up, which means a Center of Reformation for Protestantism is wasted if you're playing that route. The 1.33 approach where Brandenburg would sit with 0% religious unity and refuse to flip wasn't great, but we're too far in the other direction. If there isn't a scripted event for a country to change religion (like Geneva), maybe they should have some diegetic reason to change.
 
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Now seeing all the privileges that add influences and no loyalty, I feel like the loyalty requirement for removing some privileges should be removed, maybe not for all privileges but for some of it.
Or we might end up locked with the sames privileges for 200 years.
 
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I can't wait to see Austria's government reforms, maybe even a formable. It would also be nice to see Croatia/Croatian culture nations have a special "Banovina" government reform. I do not know what this would do, but something like a 10% manpower increase and a 10% infantry combat ability would be pretty decent. That way it would stack greatly with the already existing Pandur idea, combining it with innovative and quality it could be 45% infantry combat ability if I am not mistaken?
A lot of opportunities for a lot of countries open up with these government reforms. Keep it up paradox :D
How about getting out of the HRE and goi g for Austrian Empire? Would be a nice choice for dynamic MTs.
 
I think the Dutch need more love than this. The Netherlands was a far more important global power in Europe, North and South America, Africa and India (really everywhere except a specific sphere of East Asia excepted) than Japan, and yet their missions pale in comparison. The Dutch had, at various times, the largest military navy, the largest amount of merchant ships, and the second-best army in Europe after France, and yet in Eu4 they're third-rate power and a unicorn at that.
 
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WIth those prussia reworks, can we also get rid of the 50% government capacity, it is really annyoing with how much the ai devs and prussia had a small but very efficient administration, which was able to rule over large holdings. I mean Brandenburg and later Prussia was the second biggest independent nation in the HRE after the Austrians and under their rule Brandenburg would prosper.
 
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This is not the most important feedback, but is it maybe possible to change the ruler title for the Dutch Republic from "Stadtholder" to "Grand Pensionary" (or "Raadpensionaris") now that the Netherlands has a monarchy option under a strong Stadtholderate? It would make more sense to have the Grand Pensionary in charge of a Dutch Republic if the Stadtholder isn't all powerful (yet), and Orangist Grand Pensionaries did definitely exist even if it can come over a bit goofy in-game.
 
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@Pavía can you tell us if Byz content is planned at all? Even if it hasn't been worked on other than the gov reform, a lot of people including myself would love to see them get a rework at some point even if it isn't this update.
Not in this update, we'll see if in the future (maybe in the Middle East update?...)
Well it's really the issues with how the AI handles the reformation that I'm currently unsatisfied with. Exactly one year (plus a few days) after the first truly random center of reformation appears, two of the following countries (and possibly others, this isn't exhaustive) will immediately flip:

Protestant - Denmark, Sweden, Bohemia, England/Britain, Saxony, Brandenburg
Reformed - Switzerland, Scotland, Three Leagues

It's not an event that causes this, it's not because there's already some of the agitating religion in their country, it's because their AI has been given a preferred religion of Protestant/Reformed. The downsides to this are the Reformation is less dynamic and yet more difficult to crush (not automatically bad, but you'd like a broader range of difficulty for it than always having to snake to Prague and Stockholm), and the fact it's two countries making this decision at exactly the same time make it feel forced and railroaded. And the English decision to flip is especially weird, because half the time they'll flip religion again when Anglican opens up, which means a Center of Reformation for Protestantism is wasted if you're playing that route. The 1.33 approach where Brandenburg would sit with 0% religious unity and refuse to flip wasn't great, but we're too far in the other direction. If there isn't a scripted event for a country to change religion (like Geneva), maybe they should have some diegetic reason to change.
Thanks, we'll take a look at this!
Now seeing all the privileges that add influences and no loyalty, I feel like the loyalty requirement for removing some privileges should be removed, maybe not for all privileges but for some of it.
Or we might end up locked with the sames privileges for 200 years.
We're going to rebalance a bit the loyalty/influence of the different privileges, because of the great amount that there will be at the players' disposal from the next update!
 
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We've been carefully reading the feedback about Portugal that has been suggested to us in late threads, such as this or this one. And we've been having feedback discussions in the last year or so with some people very involved with this, as @Sete . We could have made a better or worse rework for Portugal, but believe me that we were aware of the community's suggestions. ;)

Would it be possible to make some minor cosmetic changes to Portugal Like:

1. Would it be possible to add the territorie of Olivença to Évora (NOT has a new province but has part of the province of Évora) since during the time of the game it was controled by Portugal for 357 years OR 95% of the games time period

2. Could Portugal have a cosmetic tag for Spain like the historical flag during the Castilian war of succession?
1678202660249.png


3. Could Portugal have a Government Reform similar to the Aragonese one Consulate of the Sea to represent the Feitoria system since Trade Posts would be a really good way to represent that (Cosmetic change to the Aragonese one Consulate of the Sea)

4.Could the Christians be able to use the Trade policy Propagate Religion has historically Christians missionaries converted People outside of their territories control.

5. I made this Chart (Mission Tree) with the hope that it would be remotely consider but I didn't had the time to post it before this DD was posted would it be out of the question now to be considered if not heres the link.
 
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Nice changes!

I especially like the tier 5 reform for jurchen/manchou: now you gain manpower by "convicing" ennemies to join you.
Stackwipe Ming and Russian infantry stack will be a way to replenish yours forces!

Also does the Roman ideas's administration efficiency stack with the government reform?
 
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Burgundy has a new government reform, yes, and we're trying to fix issues regarding the Burgundian Inheritance - although we consider it internally a bit of a cursed game feature, as when you fix one bug regarding it, three new appear. o_O

I sketched out in the French DD a few weeks ago a general mechanics framework for appanages (including succession in appanages) which would be able to replicate the entire Burgundian inheritance from scratch, through emergent gameplay.

Have you considered implementing it? This would then allow you to completely throw out the current code for the Burgundian inheritance. I imagine such an emergent solution should give rise to far fewer bugs than the present jury-rigged setup.
 
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The Prussian militarization mechanic seems to have gotten nerfed pretty hard. Also, the jump from t2-t3 only boosting force limit by 10% but adding another 0.5 decay seems pretty harsh. Based on the current design of pressing the mil power button to counteract the decay that's a extra 30 mill power per year down the drain to upkeep your scaling bonuses.

Personally I would prefer it if the mechanic was decay based on your overextention. A return to a prussia based on being tall rather than blobbing but which offers the ability to mitigate it by not expanding into new provinces yourself but instead vassal feeding and integrating. So you lose the ability to just core land directly without paying the price in terms of military effectiveness.

Also, maybe deving manpower as prussia should give a little bit of militarization as a bonus. So you are incentivized to dev up mill more and literally militarize your countries provinces, playing tall once again.

Lastly if you are going to add these 50 militarization costing buffs for 5 years, which aren't really in any way worth the 250 mill power to directly use and re militarize, militarization should be allowed to overfill to 150 so you can then choose to pop one every now and then without having to remilitarize right away.

Overall then you would either pay the high mana costs or play prussia in a way that focuses on not directly taking and coring new land, deving your current land militarily and occasionally popping one of the two buffs when you hit 150 militarization and are in a important war.
 
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While it's still incredibly disheartening to see so many nations like Scotland and Ireland won't be touched, and definitely won't if the next pack is the Middle East, the content addressed here does look very nice. Really, Ya'll just need a holy fury DLC and cover the entire world that hasn't been touched up or revisited yet. I wouldn't care if that took a whole year. Though I get the scope has probably been limited the last while since you're also working on EU5.
 
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One of the major issues I see in this patch is that it makes the game fresh and fun again to revisit these nations. So now I have to sink another 500 hours into it. Curses!
 
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With all those new priviligies, will AI receive some updates on how they manage estates?
Regarding government reforms, can entire republic tier 9 get reworked? +1 possible admin/diplo/mil policy is pretty bad.
Tier 10 republic +10% morale also could be moved in other tier(tier 9?) and replaced with +10% force limit.
 
I never write here, but you really have to balance the militarization numbers all around.

I probably have played several thousands hours of brandenburg / prussia.

Im not going to go into detail because you guys said you might change the numbers.

But in my humble opinion militarizing prussia should come with cost the cost of blobbing less (gov cap) or strong focus on military (estate, military ideas, military points) and these costs can be harsh, but the reward also has to be very high (very high quality military).

The way i see it you increased the cost (massive military point cost) and barely increased the reward at all, who in their right mind would buy the 250 mil cost 15% movement speed cost? Compare this to turning on forced march (when it still costs something) in wars for situations where you need it? Its completely out of whack.

I also honestly dont like the idea of militarization being a ressource you spend, unless you cap it and allow us to passively accumulate over said cap.


I was honestly hoping for something like average military development (or something) to increase militarization passively, so you are nudged to playing tall if you want the level 3 bonus.

I honestly would prefer to keep the old system, where i have to min max gov cap to stay militarized without dumping ~5 mil points per year into it additionally for 10% forcelimits in the best case.
 
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Do you know the bug about
We decided to implement the buff to Marines in the mission tree, so as to not overload the flagship perk. We are obviously open to further suggestions to balance the different features, although we tried to make different elements (missions, government reforms, holy order) as much interesting and balanced as possible. ;)

Well, we had a few ideas regarding the Naval Doctrines, although we decided to be a bit conservative with them, so we just added a few more, and the new naval special units. The reasoning behind this is, again, trying to offer some new content and a good general balance of the game at the same time. But we have some more ambitious ideas for the future. ;)

It is not planned to do a similar AI DD. The reason is that we're overall mostly happy with the 1.34 rework of AI, and we're aiming to just update it to the new game features. But suggestions on the line you make is something that we can take into account, of course!


Thanks a lot! And yes, we're asking for a bit more patience, we're the first ones interested in reworking countries as Persia and Mamluks. :)

Thanks for reporting this! We've actively been improving the spellchecking of the game, as we noticed this as being one of the improvement actions that we had to take after Lions of the North, but sometimes typos still slip from us, usually when it is "hot code" like this that has not passed yet the checks.

Just checked it, and it's already fixed. :)

We'll, our objective is to try to keep it as balanced as possible. Precisely because of this, we present the new content in the DDs, so we can read community's thoughts about what needs buffs, what nerfs, possible reworks, etc.

Burgundy has a new government reform, yes, and we're trying to fix issues regarding the Burgundian Inheritance - although we consider it internally a bit of a cursed game feature, as when you fix one bug regarding it, three new appear. o_O
Do you notice the bug about "Hold a Tagfahrt"?
(id=flavor_hsa.3)
It never works
 
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