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Welcome to another Europa Universalis IV development diary – Number 23 in fact. We have already done three more development diaries than we’d done for Europa Universalis III, and we still have about 30 more possible diaries to write.* There is still a lot to talk about when it comes to diplomacy, naval combat, westernization, economy, the Reformation and more.* And yes, we also need to make country guides for Poland and Norway.

Today, however, we’re talking a little more about diplomacy, where we introduce a new concept, and talk about how a few others have changed.

Coalitions
Sometimes you simply do not want to ally with someone because they are likely to drag you into a bunch of wars that you have no interest in, but, at the same time you think they would make a great ally for the war you do want to wage.

EUIV addresses this problem with the coalition system, a mutual alliance that is directed against a single country. You have an alliance leader, say the Papacy, who organizes an alliance say directed against Venice. Then they sign up countries like France, Milan and Austria. The alliance only fires in the event of war with Venice but if war does erupt all countries in the Coalition will be called in.

Initially, this power is only open to Catholic countries and can only be organized by the Papal Controller, reinforcing the idea that the Pope is still quite important in the early centuries of the game. Later on though, advances in diplomatic technology will allow any country to organize its own coalition against a common rival. Some Dynamic Historical Events can form some historic coalitions if the stars are aligned properly, as well.

Coalitions become, then, a great way to contain a growing threat or hated neighbor since everyone signs on to fight before the war starts. It can be challenging to get a coalition moving, since you need your potential allies to see the strategic threats in the same way you do. But it is a valuable tool that reinforces common interests.

Relations
We talked earlier about the change from bilateral relations to a system where you can hate me, but I don't hate you. (I don’t hate anybody!) This means we had to devise ways to change the asymmetrical love-hate relationship.

- Improve Relations
To improve relations, you send a diplomat to their capital, and he will slowly increase their opinion of your country. There is a cap though, currently at +200 approval, on how much a diplomat can affect what a country think of you, so you may need to address or wait out the other reasons why they dislike you as well if you want to get perfect relations.* Your diplomat stays in the foreign capital until he is recalled, so this does limit your diplomatic freedom a little. If you recall your diplomat, the 'improved relations' opinion will slowly decay by about 3 points each year.

- Insults
If you want to make some not like you, and maybe poke them into a war, say something mean. Insulting someone, reduces their opinion of you by -25 for ten years, and will also give them a casus belli on you for a year.

Overextension
In dev diary #13, we talked about how overextension worked.*This has now changed after lots of testing and tweaking, as the original design punished early expansion, while ignoring the problem of mid and late-game landgrabs.

Now, your overextension is now a value directly related to the amount of basetax you earning from non-core provinces. So a basetax 6 province gives you 6% overextension, no matter how big you are. So, even a normal conquest in a major war, say taking 2 or 3 rich provinces, can net you a significant overextension penalty which calls for a period of consolidation.

Coring Provinces
Since overextension changed, so has how you add provinces to your core. First of all, the price in administrative power points scales depending, again, on the basetax of the province. There are several ideas that decrease it for you, and increase it for your enemies. Secondly, coring is no longer instant. It takes 3 years, not counting any modifiers, to core it. All the while you still have the overextension penalties to cost of stability and to your revolt risk. Larger countries core province much more slowly, as each non-overseas province you own will increase coring times by 5%.

An overseas province of your own culture (such as a colony) is still instant to core, and costs 10% of the normal cost to core. We don’t want to discourage you from settling the New World because of delays in adding them to your core list.

For those of you who can read our script files, this what you pay for being overextended, with each factor mulitplied with the overextension percentage.
Code:
over_extension = {
	foreign_merchant_compete_chance = -4.0
	stability_cost_modifier = 2.0			
	papal_influence = -10
	mercenary_cost = 2.0
	diplomatic_reputation = -10
	global_revolt_risk = 20
}

Hope you'll enjoy a quick World Conquest now that you know how easy it will be.. And here is a completely unrelated screenshot.. just cause you know..

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Sounds good, especially over-extension and ironman news. I hope that wrong-religion/wrong-culture of the province is still important factor, not just tax.
 
Will overseas provinces be fixed in EU4? Because it seems pretty arbitrary to me in EU3, for example when I played Portugal, Ceuta was a "normal" province, while Melilla was an overseas province (or the other way around).
 
18-12-2012 17-04-41.pngwe need a DD about the Netherlands too! their golden age lies in this timeline :). in a matter of fact it was a world power and has many possibilities (at least more than Venice Milan or Genoa which all had a DD)
 
Balor said:
Moving capitals wont help

Seelensturm said:
The province is in different continent than the capital.
The distance from the capital is greater or equal to 250.
Doesn't have a land connection to the capital

I'm thinking that if you cored the overseas area that you choose to move your capital to, that europe should become "overseas" As the location you moved your capital to now has cores(possibly through the whole continent), I could think of a scenario where moving your capital would help. As the above inventive poster mentioned earlier australia could be a good choice, sufficient provinces, and quite quickly getting to a range where a province would be considered overseas by being on another continent and over 250 distance, the distance between america and europe in EUIII felt like 3-500, so not sure which measurement is being used.

I do wonder how much "overseas" can overextend, if it can. Since you could indeed with some of the methods talked about here have a smaller main area/continent to your overseas blob.

So yeah more overseas clarification would be welcome.
 
Is this DD saying that after you conquer a province (mission or otherwise) you have to wait 3 years before instant buying a core with monarch points or is it saying you purchase a core whenever you want (given you have the points) and 3 years later the core appears?

Also you mentioned in a reply that missions no longer award cores (yay I always thought that England mission to gain 5 cores in Ireland was so overpowered). Does this also apply to Inheriting a country through PU? It would make sense to say inherit a random country that you wouldn't automatically have a population that agree the two countries are now one, but on the other hand specific cases like Scotland and England, Castille and Aragon, it would make more sense to auto core so you can transition to Great Britain and Spain. Or maybe for that specific situation there could be a historically based decision that allows you to instantly form the country and automatically core both countries with the new country tag
 
we need a DD about the Netherlands too! their golden age lies in this timeline :). in a matter of fact it was a world power and has many possibilities (at least more than Venice Milan or Genoa which all had a DD)

Maybe expand it to the entire Low Countries, the whole period from the Burgundian Era, the Habsburg-Burgundy to the early Dutch Republic was prosperous, however the focus slowly shifted to the north; in fact one could say that the Golden Era of the Southern Netherlands (now mostly but not entirely Belgium) ended, when the Golden Age of the Northern Netherlands started during the Dutch Revolt (80 years' war).
 
Also we changed chaining of alliances in a war. Warleader now only change during the first 2 months of a war.

Thats a step in the right direction, though it could still cause significant cascades...

I know many of us asked for moddable cascading alliances after Divine Wind was released and got refused. I'm going to ask again, given this change you've made. Would you kindly export the amount of days during which the WL can change to defines? This way, should they proove equally mind-boggling, we'll at least have a way to prevent it.
1) culture flipping takes time as well.

2) no missions give cores anymore.

One important thing to know.. coring, culture changing, missionaries and buildings are all mutually exclusive. You can only do one of them at a time.

This is interesting, no missions giving cores? But they have simply been replaced for claims, I assume?

You start the game with two but there are things you can do to increase this number.

Speaking of envoys, are they hard capped at 5, soft capped at 5, or is there no cap beyond how many ideas you have to give you more?

And regarding overextension, will there be ideas (for example, I recall there's an 'Expansion' idea group) that gives you a certain amount of tolerance to overexpansion? Such as say, "20 free expansion base tax" or some such? That would be a good way to reflect that there were states very intent on and geared towards expansion.
 
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Also we changed chaining of alliances in a war. Warleader now only change during the first 2 months of a war.

How id like to get this option in an EU3 patch... *sigh*

Overall its great news, and a design choice i really hoped for. Cant wait to try the new system.
 
Coalitions will be a nice addition to multiplayer.

Would also love to see Non-Aggression Pacts, even if human-only in MP, and colonial/trade warfare (no WE, different warscore metrics, no fighting in Europe).
 
Oh, and yeah.

The map is simply beautiful. Can't say for sure until I've seen it in actual motion, but I'm beginning to think it's the best-looking strategy game I've ever seen.

(and I've been complaining about the move from 2D to 3D since approximately the first EU III developer diary...)