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Europa Universalis IV - Development Diary 9th of August 2022

Good afternoon and welcome to today’s Developer Diary! Today’s topics are new Achievements and Moddability expansion, as well as further discussion on the Idea groups changes proposed by the community and our QA

But first, we’ve got a cool Stream for you!
Tomorrow, Wednesday the 10th between 10am and 6pm CEST we’ll go live with the Europa Universalis IV segment of this year’s Grand Campaign! So head on over to our Twitch channel tomorrow and join us!


Read more here: https://pdxint.at/3p5vuqp



Achievements


Brick by Brick
achievement_brick_by_brick-gigapixel-low_res-scale-2_00x.png


Starting as Denmark, enact the Unified Kalmar Monarchy government reform and own the entire Scandinavian region as your cores.

This achievement flows nicely with the gameplay elements introduced in 1.34 and ties well into a nice playthrough as Denmark, with a lofty goal in mind!


Super Trooper
achievement_super_trooper-gigapixel-low_res-scale-2_00x.png


Starting as Sweden, enact the Allotment System government reform, have 80 regiments of Carolean raised at the same time with at least +40% infantry combat ability.

Let the Swedish new Carolean units teach you all abbaout combat ability!


Assembly Instructions Needed
achievement_assemble_instructions_needed-gigapixel-low_res-scale-2_00x.png


Form Scandinavia and revoke the privilegia of the Holy Roman Empire while being the Emperor.

The manual is surely lying, how am I supposed to put together a large administrative body of dozens of different nations with different goals and agendas in just 15 minutes!?


Holy Horder
achievement_holy_horder-gigapixel-low_res-scale-2_00x.png


Starting as the Teutonic Order, form the Mongol Empire while having the Holy Horde government reform enacted.

Why yes of course, starting as the theocracy of the Germanic Teutonic Order, turning into a special Holy Horde and subsequently resurrecting the Mongol Empire is not the end of times, it’s a legitimate strategy! History at its finest! /s


For the Emperor!
achievement_for_the_emperor-gigapixel-low_res-scale-2_00x.png


Form Prussia or Germany, have the Empire government rank and 40.000 Marines raised at the same time.

Prussia is one of the - if not the most - powerful military powers in the entire game. Its soldiers are of unparalleled discipline and combat prowess, one could even say these marines’ ability reaches beyond outer space!


The Freest Man in the World
achievement_the_freest_man_in_the_world-gigapixel-low_res-scale-2_00x.png


Ensure that no colonized province in the world produces slaves while having the War Against the World Doctrine government reform enacted.

The era of free pirates is upon us! Wealth, fame, power are nothing to people if they do not own their freedom first and foremost!


Crossing the Finnish Line
achievement_crossing_the_finnish_line-gigapixel-low_res-scale-2_00x.png


Release and play as Finland in 1444 and have a direct land connection to the Cape while your capital is in Nyland/Uusimaa.

Is it really border gore if the border is a straight line?


Purify the Temple
achievement_purify_the_temple-gigapixel-low_res-scale-2_00x.png


Starting as Riga, enact the Salvific Plutocracy government reform and raid the heretic church of Rome.

Riga receives an interesting and quite large mission tree for its size, now accompanied with a cool new achievement for a flavorful and fresh playthrough! We <3 Riga!


Almost Prussian Blue
achievement_almost_prussian_blue-gigapixel-low_res-scale-2_00x.png


Starting as the Livonian Order, form Livonia and own the territory of the North German Confederation as core provinces.

A new achievement to support a splendid new mission tree for the Livonian Order. Now imbued with style due to Livonia’s new color, it’s an old familiar color but it checks out.


Let it Go!
achievement_let_it_go-gigapixel-low_res-scale-2_00x.png


As Norway, have your capital in the Canada region while not owning any province in Scandinavia.

Traverse through the snowy locales of Canada with the brand new mission tree for Norway and leave behind your European lands. The cold never bothered you anyway!


Hanukkah Mutapa
achievement_hannukah_mutapa-gigapixel-low_res-scale-2_00x.png


Starting as Mutapa, convert to Judaism and celebrate a festival.

It means no worries for the rest of your campaign! It’s a problem-free philosophy!



Modding Additions

The second part of this Developer Diary will be dedicated to the various additions and new script goodies we are adding with 1.34. In total, over 40 new script parameters have been added to best help the modding community expand its amazing work, a love letter sort of speak. So, in the spirit of showing off some of the cool new script additions, let’s take a look at some of them.

Modifiers and Effects:​


- set_bankruptcy = <tag> The tag gets instantly bankrupt
- Added reasons_to_elect which adds additional modifier for HRE election reasons
- Added morale_damage and morale_damage_received that works similarly to fire_damage and fire_damage_received during combat
- Added military_tactics modifiers which allows you to increase this value given by the military tech.
- Added max_hostile_attrition
- local_garrison_size = <float> - modifies the local garrison size of the province as long it has a fort to begin with, see the "garrison_size" modifier for reference
- global_attacker_dice_roll_bonus, local_attacker_dice_roll_bonus, global_defender_dice_roll_bonus, local_defender_dice_roll_bonus, own_territory_dice_roll_bonus, global_trade_goods_size

ramparts.png


Modifiers both local and country-wide take a good bit of the spotlight for 1.34 with interesting new one such as the dice roll for defenders, attackers and own territory. This new modifier will add another layer of depth to military-related rewards of events, missions and decisions should you wish to mod them in.

What’s more, some new modifiers we are excited to play around with are local garrison size, giving more defensive capabilities to smaller nations with defensible terrain and military_tactics, a very potent modifier that decreases the casualties your side takes during battle. A small note here, this modifier always applies as a percentage to the base amount (0.5) thus a 10% increase would always amount to essentially +0.1 military tactics.

Rule Modifiers​

In the EU IV Wiki there’s a portion of the Modifiers page dedicated to the so-called Rule Modifiers. Up until now, these were hardcoded to only appear either in Ideas or Age Bonuses. However, with 1.34 and onwards we will be able to utilize them as normal country modifiers! Some of the cool modifiers included are the ability for units to ignore fort zones of control, attack bonus in provinces with the same terrain as capital province and allowing ships to repair in coastal sea zones adjacent to owned provinces.

rulemodifiers.png

Triggers (requirements):​

- any_war_enemy_country/all_war_enemy_countries
- gives_military_access_to = <country scope> (returns true if the country gives the specified country military access
- receives_military_access_from = <country scope> (returns true if the country receives military access from the specified country
- gives_fleet_basing_rights_to = <country scope> (returns true if the country gives the specified country fleet basing rights
- receives_fleet_basing_rights_from = <country scope> (returns true if the country receives fleet basing rights from the specified country
- added has_naval_doctrine = <doctrine key> or "any"

triggers.png

The idea behind adding these trigger checks is to help save time from long and performance-intensive scope checks for requirements such as all_war_enemy_countries. Furthermore, checking for countries that give any type of access would only serve to further imbue missions and new modding works with more freedom to create content as it’s visualized, without having to cut down or resort to “duct tape” solutions. Lastly, a personal favorite is the check for naval doctrine, a trigger I am very much looking forward to using!

Miscellaneous​


Mercenary armies will now have descriptions so you can write the story behind some of the most legendary hired arms during the timeline of the game. This change aims at adding an increased sense of roleplay and help the player see the mercenary armies as a unique and alive part of the game, not just some faceless troops to be thrown into battle :D In this instance, the description is used to declare that the Swiss mercenaries will not cost any Army Professionalism:

descmerc.png

Golden Ages now have the ability to be extended (in the form of months) and even be reset as part of a new effect “reset_golden_age = yes & extend_golden_age = <months>”

golden age.png

The Breakthrough mechanic will also appear in the game, however by default it will be turned off (read more in this Developer Diary about Breakthrough). However, the system is in place and modders can activate and tweak it on demand via the “defines” file.

breakthrough.png

Aggressive Expansion can now be granted as an effect as add_aggressive_expansion and reverse_add_aggressive_expansion. Moreover, this effect can be affected by a parameter to simulate AE taking culture, religion etc into account.

Monuments will be able to have descriptions, conditional modifiers (if X applies you get Y else get something else as a modifier) and even have region-wide effects on top of province, area and global effects.

region modifier.png

We went ahead and added a new console command, namely “remove_country <TAG>”, behold its effect!

Before:
before.png


After:
after.png

(Sweden will still fight and win its independence, subsequently annexing the entirety of Scandinavia despite the fact that it does not exist anymore - still not overpowered ).

Finally, we have converted all the stats of special units. They used to reside in the “defines” file, now they are static modifiers which are more moddable:

static hussars.png

Having advisors give scaling bonuses based on their level will also be a reality with 1.34, a change we are most excited about! For example, you can have Advisors grant -5% Mercantilism Cost per level, for a total of -25% at level 5:

scaling advisor.png

Overall, 1.34 adds a very healthy number of new triggers, modifiers and effects to play around with and we are looking forward to seeing how they will be utilized both by our colleagues as well as the modding community. Do bare in mind that the modding additions showcased here are still a work in progress and only reflect a portion of what we are adding for 1.34 due to us wanting to keep this Developer Diary from being 20 pages longer and only showing off some of the highlights!



Idea Groups

And now here @Pavía , talking (again) about the balance changes for the upcoming update.

After going through all the feedback we received from the community a in the last couple of weeks, and more internal testing about the changes, this is going to be the final version of the Idea Groups changes for 1.34 Update:
  • Economic Ideas:
    • Bonus now gives -10% Development Cost instead of -20%.
  • Innovative Ideas:
    • ‘Optimism’ now also gives +1 Leaders without Upkeep.
    • 'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.
  • Espionage:
    • ‘State Propaganda’ now also reduces Covert Action Relation Impact by -100%.
    • 'Agent Training' now gives -15% Advisor Cost.
    • ‘Vetting’ now also grants -0.2 Yearly Corruption.
    • 'Privateers' now give +25% Chance to Capture Enemy Ships instead of +25% Embargo Efficiency.
    • ‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
      • Reasons to Accept Vassalization +15.
      • Monthly Favors Modifier +33%.
    • Bonus now gives Rebel Support Efficiency of 100% instead of 50%.
  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
    • ‘Global Empire’ now also gives +25% Treasure Fleet Income.
  • Trade Ideas
    • ‘National Trade Policy’ now also decreases Promote Mercantilism Cost by 25%.
    • Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
  • Aristocratic:
    • ‘Noble Knights’ now gives -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
    • 'Serfdom':
      • National manpower modifier now giving +15% instead of +33%.
      • Adding -5% Development Cost.
    • 'International Diplomacy': Replacing +1 Free Leader Pool for -25% General Cost.
    • ‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.
  • Divine:
    • 'Martyrs' now gives +20% Manpower in True Faith Provinces instead of +15% Global Manpower modifier..
    • 'Servants of God' now gives -5% Development cost.
  • Horde:
    • 'Horse-lords of the Steppes' now also gives +10% Cavalry to Infantry ratio.
    • Bonus now also gives +10% Tribes Loyalty Equilibrium.
  • Indigenous Ideas:
    • ‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
  • Plutocratic:
    • 'Tradition of Payment'
      • Replacing +10% Mercenary Manpower for -20% Mercenary Cost.
      • Mercenary Discipline now gives +5% instead of +2.5%.
    • 'Free Cities' now also gives -5% Development Cost.
  • Naval Ideas:
    • ‘Naval Glory’ now also gives +1 Impact on Siege.
    • ‘Oak Forests for Ships’ now also gives +10% Ship Durability.
    • Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
  • Offensive Ideas:
    • ‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
  • Quality Ideas:
    • ‘Quality Education’ now also gives +0.5 Navy Tradition.
  • Quantity:
    • 'Levée en Masse' now gives +25% National Manpower modifier instead of 50%.
    • Bonus now gives +25% Land Force Limit Modifier instead of +50%.
Policies:
  • Economic - Quantity:
    • No longer gives -10% Development Cost, instead it gives -10% Land Maintenance Modifier.
  • Innovative - Quality:
    • Now gives Infantry Combat Ability +15% instead of +10%.
  • Aristocratic - Espionage:
    • Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.

On top of that, we’ve made a few small balance changes here and there, implementing feedback we’ve received in the last DDs; most of them we already commented on in there , so I don’t want to make this one longer.

And speaking of, this is going to be the last Development Diary of this cycle. Most of the team here at Tinto will be going on vacation in the next few weeks, so we’re making sure that in the following days all the content gets as polished as possible for the release, and some team members will also be taking care of the preparations during this period. We know that there will be speculation about the dates of the next DLC, but we want to be sure that we offer a high quality product; so hopefully there will be more news on this soon.

Thank you very much to everyone who’s been following us and participated in this cycle of DDs that began more than 3 months ago. We’re quite happy with the feedback we’ve received during it, and we’re also very excited about the new content and the update. See you!
 
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Thank you for taking the time to ensure a good release — it shows a lot of growth from 1.31 in who ever makes that decision. I hope everyone at Tinto has the time and desire to spend some of their vacation playing 1.34
Aristocratic looks really interesting now — especially if high cavalry breakthrough makes cavalry relevant (looking forward to testing that myself).
I feel like the various mercenary ideas need one more pass — currently they don’t make sense spread across admin, pluto, and aristo. Admin could do with more interesting filler ideas (national tax, stab cost, land maintenance cost), since we mostly just pick it for CCR and gov cap.
 
The Iron Price is pretty close.

Fair. But I won’t be getting it since my playthrough will be a Denmark -> England run so I can have a Kalmar-style PU over France.
 
I like most of your suggestions. Just wanted to add that -10% regiment cost is super strong, so I don't want to see it removed. It's basically -10% army maintenance AND -10% hiring costs. I'd rather they changed the -5% maintenance then since it's basically less than half as strong as the regiment cost reduction.
Oh, I've just checked the formula for the maintenance - had no idea 10% also affects this; so ok it's decent. Then I would add/buff something else.

Yet I'm not convinced about Espionage - I'd go for Influence/Dip anytime, before picking Espionage. And when I would be able to finally do that, most of its great bonuses are less valuable. It's just kind of a lackluster idea group, compared to aforementioned duo.
 
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Thank you very much to everyone who’s been following us and participated in this cycle of DDs that began more than 3 months ago. We’re quite happy with the feedback we’ve received during it, and we’re also very excited about the new content and the update. See you!

No, thank you for taking our suggestions as a community! I'm really grateful that you took the time to review and read comments on each development diary and I would highly encourage this again in the future.

I can tell you read our posts because one of my suggestions in the earlier development diaries was to use "blockade impact on siege" as a way to make naval ideas, and its policy with Maritime ideas stronger. It's possible that someone else thought of this, but if that's the case then great minds think alike. ;)

I don't know what your plans are for the next update, but I think that if you started collecting a list of ideas from the community and divided them into:
  • Quality of life suggestions
  • Balancing change suggestions
  • Gameplay mechanics/ features
  • Bug Reports
This would then give you a great place to start looking at for the next update. I do hope that while the game in its development is approaching its end, every nation that was given mechanics or DLC features are addressed. For instance, holy orders being exclusive to Iberia, or the Netherlands having few colonial claims just to name the bare minimum.

I would even keep up to date with the Reddit page over your vacation since suggested ideas or balancing changes can get thousands of upvotes there and can provide insight into what players care about/ want to see.

Personally, there are a ton of things I would love to see added to the game, but I understand not everything can be added. I appreciate the hard work you've put into this DLC and your ability to take flak from the community (economic idea changes/ government reform absolutism). Without a doubt, the community can be hard at times. However, as many have said on various threads, the community wouldn't react strongly if it wasn't so passionate about the state of the game as the developers are.

Great job on this update and balancing the wants of the community with the limits of the engine and balance of the game. Enjoy your break! :cool:
 
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This post here provides a lot more modding QoL changes you guys could've added without too much pain honestly.


While it's nice you did add some new modifiers and triggers, its still quite lacking imo.
 
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I like these achievements
 
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Did nobody else notice perhaps the most radical change in the dev diary?

However, with 1.34 and onwards we will be able to utilize them as normal country modifiers! Some of the cool modifiers included are the ability for units to ignore fort zones of control,

Mission rewards that allow armies to just waltz through fort lines seems completely broken to me, yet noone has even commented on it yet. Fort mechanics may be poorly documented, but at least they're consistent. Adding another exception, in particular one that massively debuffs them, doesn't really seem like the best idea to me.
 
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So the -25% general cost is broken in mp as it means people can stack all the general cost modifiers to get their general cost down to the minimum of 5 which will effectively mean infinite manpower as you can slacken recruitment for 25 mil points. The government reform and the nobles privilege mean you can get it down by 60%. Then anyone who has leader cost in their ideas or the monument in Japan or can go theocratic at some point or any other way to do it can get to the cap and even if they only get it to 60% that still means 20 mil points per general or 100 mil points per slacken recruitment. Which still means that those that go that route will have effectively infinite manpower assuming decent mil point generation. Please give aristocratic something, anything else. Maybe province warscore cost or something idk.
 
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I feel like halving the things that make Quantity good and then removing it's best policy is only going to dumpster the Idea group. You gotta at least improve some other aspects of it now, it's probably the worst military Idea group now.
I would still take this quantity over offensive, aristocratic, and defensive. The base game idea groups just generally aren't well balanced or fun, at least after you've played for 5k hours..
 
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Everything here sounds great but I’m not sure how the big “debuff“ to manpower amount will workout as often the ai over–stacks a lot, going to zero manpower even with these big bonuses. Will there be something done for manpower recovery rate or the attrition?
 
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Brick by Brick
View attachment 866740


Starting as Denmark, enact the Unified Kalmar Monarchy government reform and own the entire Scandinavian region as your cores.

This achievement flows nicely with the gameplay elements introduced in 1.34 and ties well into a nice playthrough as Denmark, with a lofty goal in mind!
Feels really boring. I like the LEGO reference, but i wished there would be a bit more 'building bricks' context. At least something like "and finish the mission tree".

Super Trooper
View attachment 866741

Starting as Sweden, enact the Allotment System government reform, have 80 regiments of Carolean raised at the same time with at least +40% infantry combat ability.

Let the Swedish new Carolean units teach you all abbaout combat ability!
hmm, ok yeah.

Assembly Instructions Needed
View attachment 866750

Form Scandinavia and revoke the privilegia of the Holy Roman Empire while being the Emperor.

The manual is surely lying, how am I supposed to put together a large administrative body of dozens of different nations with different goals and agendas in just 15 minutes!?
I like this. I dont know why but i like it.

Holy Horder
View attachment 866742


Starting as the Teutonic Order, form the Mongol Empire while having the Holy Horde government reform enacted.

Why yes of course, starting as the theocracy of the Germanic Teutonic Order, turning into a special Holy Horde and subsequently resurrecting the Mongol Empire is not the end of times, it’s a legitimate strategy! History at its finest! /s
<3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3
As golden horde and Ilkhanate require you to be a step horde, the way to go is forming yuan

For the Emperor!
View attachment 866743


Form Prussia or Germany, have the Empire government rank and 40.000 Marines raised at the same time.

Prussia is one of the - if not the most - powerful military powers in the entire game. Its soldiers are of unparalleled discipline and combat prowess, one could even say these marines’ ability reaches beyond outer space!
MEME, nice. Also to get 40 marine regiments as prussia is kinda not that easy if you play classical tall prussia into germany

The Freest Man in the World
View attachment 866744

Ensure that no colonized province in the world produces slaves while having the War Against the World Doctrine government reform enacted.

The era of free pirates is upon us! Wealth, fame, power are nothing to people if they do not own their freedom first and foremost!
I really like pirate republic achievments, so I like this one

Crossing the Finnish Line
View attachment 866745


Release and play as Finland in 1444 and have a direct land connection to the Cape while your capital is in Nyland/Uusimaa.

Is it really border gore if the border is a straight line?
Finnish (ROFL) (ROFL). Challenging one, as you have to partition the ottomans

Purify the Temple
View attachment 866747


Starting as Riga, enact the Salvific Plutocracy government reform and raid the heretic church of Rome.

Riga receives an interesting and quite large mission tree for its size, now accompanied with a cool new achievement for a flavorful and fresh playthrough! We <3 Riga!
Hmm ok. I like rigas mission tree, about the achievment, i dont know. Something about being an more op opm than ulm would be better i think.

Almost Prussian Blue
View attachment 866748

Starting as the Livonian Order, form Livonia and own the territory of the North German Confederation as core provinces.

A new achievement to support a splendid new mission tree for the Livonian Order. Now imbued with style due to Livonia’s new color, it’s an old familiar color but it checks out.
Give prussia its color back (red angry face)

Let it Go!
View attachment 866751

As Norway, have your capital in the Canada region while not owning any province in Scandinavia.

Traverse through the snowy locales of Canada with the brand new mission tree for Norway and leave behind your European lands. The cold never bothered you anyway!
The achievment i like the least from the new ones. I hate achievments where i have to sabotage myself.

Hanukkah Mutapa
View attachment 866749


Starting as Mutapa, convert to Judaism and celebrate a festival.

It means no worries for the rest of your campaign! It’s a problem-free philosophy!
Lets hope, that the 2 jewish provinces survive until 1500. COPIUM
 
Please make sure someone plays the game ( or have streamers try it out ) to make sure there aren't any game breaking bugs when its released. Thank you!
 
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remove_country <TAG>
OMG yes please please please let this also be a real command in the code! I've longed for this so long!
My latest modding projects all had the idea of removing tags from the game, IMO it's a great way to spice up and add some risk to playing as a tribe, but there was no safe way to remove tags. If it is possible to use this for mods, this will greatly impact my modding enthusiasm for eu4! This is by far my number 1 pick for moddability improvements. So please let this be not only a console command!

I must know the answer, so excuse me for the rude ping @PDX Big Boss (first time pinging a dev, I actually don't know the rules about pinging devs, so please don't be afraid to warn me).

Aggressive Expansion can now be granted as an effect as add_aggressive_expansion and reverse_add_aggressive_expansion. Moreover, this effect can be affected by a parameter to simulate AE taking culture, religion etc into account.
Another thing I can be enthusiastic about! This enables so much cool stuff, like sabotaging countries by giving them AE with other countries. Hey, Otto, nice 48 AE with your neighbors you have. It would be a shame if I were to use a spy to add 10 more to that ;)

any_war_enemy_country/all_war_enemy_countries
Amazingly useful. Though it begs the question: why not the war_ally_countries scope?

max_hostile_attrition
Without global versions of max_attrition or max_hostile_attrition, the usefulness of these modifiers is quite limited.
 
So the -25% general cost is broken in mp as it means people can stack all the general cost modifiers to get their general cost down to the minimum of 5 which will effectively mean infinite manpower as you can slacken recruitment for 25 mil points. The government reform and the nobles privilege mean you can get it down by 60%. Then anyone who has leader cost in their ideas or the monument in Japan or can go theocratic at some point or any other way to do it can get to the cap and even if they only get it to 60% that still means 20 mil points per general or 100 mil points per slacken recruitment. Which still means that those that go that route will have effectively infinite manpower assuming decent mil point generation. Please give aristocratic something, anything else. Maybe province warscore cost or something idk.
good, aristocratic was trash now it will be useful
 
Can someone explain this to me?

In what situation this will work and how?
When you are spying on somebody, and your diplomat gets caught, you incur a -20 relations modifier called 'Did covert actions', that improves by 5 each year and is capped at -100. If you have this idea, you'll no longer incur the relation penalty if your spies get caught.
 
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