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Welcome to the fifth and last development diary for Europa Universalis 4: El Dorado. Today we’ll be talking about the gold and silver mines of the new world and how to best secure that wealth for your colonial empire.

Treasure Fleets
It’s no secret that the Spanish conquest of Mexico, Central and South America was primarily driven by a desire for gold and silver. The Spanish crown had sole rights to mine these precious metals in their colonies, which were then loaded onto well-guarded ships and sent back to Spain. Unsurprisingly, this floating wealth drew the attention of pirates and privateers, leading to the Golden Age of Piracy and the Pirates of the Caribbean that we all know and love.

In the El Dorado expansion, we represent this through a mechanic we call ‘Treasure Fleets’. For those that have the expansion, Colonial Nations with gold provinces will no longer gain the income of that gold for themselves, but instead will store it in a ‘Treasure Fleet Counter’ that counts up towards a certain sum depending on the size of the colony’s gold mines. Once the counter is full (usually about twice a year), the colony will send a Treasure Fleet. The Treasure Fleet travels downstream along the trade routes, passing each node between the Colonial Nation and its mother nation’s trade capital. If there are privateers present in these nodes, they will steal a share of the gold relative to their power in the node - so if privateers hold 50% of the power in the Caribbean, they will take half the value out of any treasure fleet that passes through there. At the end of the journey, any money that remains is given to the mother nation, who suffer some inflation depending on the amount of money relative to the size of their economy.

Nations who do not have their trade capital downstream of their colonies’ trade nodes will be unable to receive treasure fleets. In these cases, the colonial nation will simply keep the gold for themselves, paying just the usual amount in tariffs.

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Pirate Hunting
If you see a lot of your treasure going into the pockets of filthy buccaneers, we have given you a new way to stop them. To repel the privateers that are stealing your trade or seizing your gold fleets, we’ve added the option for your navies to go Pirate Hunting in the El Dorado expansion. Heavy Ships and Light Ships can be sent pirate hunting in a particular node, and will reduce the efficiency of all pirates in that node based on the amount of guns that the pirate hunting fleet can bring to bear. This gives you an way to combat piracy without having to go to war and gives Heavy Ships some use at peacetime besides sitting mothballed in port.

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Terrain Rework
As a bonus feature in the free patch, we’ve majorly reworked province terrains and the terrain mapmode. Many parts of the world have had their terrain updated to better reflect reality. For example, Spain is no longer mostly desert, and Eastern Europe is no longer one big swamp. The map has also been tweaked so that it is much easier to tell the terrain of a province simply from looking at said province.

As part of this reworking, we’ve added four new terrain types:
Highlands: Hilled but deforested regions (such as the Scottish Highlands). The old Hills terrain has been modified to represent forested, more inaccessible hilled regions.
Drylands: Arid regions that can still support agriculture, such as southern Spain.
Farmlands: Densely populated and cultivated areas with rich soils, such as you’d find in northern Italy.
Savanna: Largely open regions with alternating dry and wet seasons, such as the African Savannas.

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That’s it for the El Dorado dev diaries! Over the next week, we’ll be posting excerpts from the 1.10 patch notes, and Thursday the 26th of February the El Dorado expansion and corresponding patch will be released.

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Europa Universalis: El Dorado Live Stream from PDXCon 2015
[video=youtube;zM7q2CjikLE]https://www.youtube.com/watch?v=zM7q2CjikLE[/video]
https://www.youtube.com/watch?v=zM7q2CjikLE
 

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Anything to improve or add to the trade and navy part of this game is welcome.

Now to nerf the existing land conquest/expansion snowball "only first 50 years of the game matter" madness. This should be grand strategy, not 50 years of fun, then 350 years of paint.
 
Now to nerf the existing land conquest/expansion snowball "only first 50 years of the game matter" madness. This should be grand strategy, not 50 years of fun, then 350 years of paint.

Devise a nerf to this without ruining the playability of minor states or OPMs.

I would rather not have "a fun game for only 20 nations and 376 years of slogfest for the remaining nations on the board."
 
Devise a nerf to this without ruining the playability of minor states or OPMs.

I would rather not have "a fun game for only 20 nations and 376 years of slogfest for the remaining nations on the board."
INTERNAL CONFLICTS - different factions in your country when you have incapable ruler; Having your whole army (or part of it) deflect to the pretender as well as general; Rebels snowballing even more, meaning when you are in trouble, nationalists/patriots use that as a boost so they can rebel as well (at the moment once you conquer some part of the globe and keep it for few decades while converted to your own religion, you never ever have to worry about it rebeling again), etc
 
INTERNAL CONFLICTS - different factions in your country when you have incapable ruler; Having your whole army (or part of it) deflect to the pretender as well as general; Rebels snowballing even more, meaning when you are in trouble, nationalists/patriots use that as a boost so they can rebel as well (at the moment once you conquer some part of the globe and keep it for few decades while converted to your own religion, you never ever have to worry about it rebeling again), etc
I can't see that ending well.

People get fussy when you tie bad things into bad rulers.
 
What about moving the 50% privateer efficiency policy out of exploration / offensive.
As for now, only colonizing nations can make use of privateers efficiently but they already need their light ships for trading.

If you wanna play a privateer game you're kind of forced to pick exploration. Make no sense for berbers / ottomans / Gotland etc..

Agreed. Looking at it, they could probably just swap maritime/offensive and exploration/offensive and still make perfect sense.
 
Cool stuff, although I will wait before discount to buy this DLC as it provides stuff only for Native Americans and few colonizing nations while having very limited impact on the rest of the world. Besides, I have already played as Iroquis and France. Now I'm going to check Ethiopia, Uzbek, maybe Finland or Wallachia.

By the way, will saves from 1.9 be compatible with 1.10?

I am really interested in the contect of upcoming patch :)
 
I have one criticism to make, and that's the naming scheme for the treasure fleet as seen in that one screenshot. Shouldn't it actually be named Spanish Treasure Fleet instead of [colony name] Trasure Fleet, with just a reference in the event to the colony it came from? One would assume that the Treasure Fleet is the rightful property of the Crown and thus should be named after the country proper, no?
 
INTERNAL CONFLICTS - different factions in your country when you have incapable ruler; Having your whole army (or part of it) deflect to the pretender as well as general; Rebels snowballing even more, meaning when you are in trouble, nationalists/patriots use that as a boost so they can rebel as well (at the moment once you conquer some part of the globe and keep it for few decades while converted to your own religion, you never ever have to worry about it rebeling again), etc

Then this is just "50 years of fun and then 326 years of RNG deciding if my nation actually works properly or if it just arbitrarily explodes on itself just because I'm 'magically too big now'."

I'm not saying that having to manage the internal stability of my nation wouldn't be fun, but tethering it to things like RNG-bad rulers and rebel snowballing is a pretty trash way of doing it. The AI already sucks at fighting off its rebels; no need to make rebels snowball even harder.
 
Devise a nerf to this without ruining the playability of minor states or OPMs.

I would rather not have "a fun game for only 20 nations and 376 years of slogfest for the remaining nations on the board."

Ok, how about a new restriction like "Government Capability". Effectively giving diminishing returns on tax, production and manpower based on total base tax owned including vassals. Increased efficiency with admin tech and/or government form. Point is to make growth to a certain size worthwhile but restricting mindless expansion. Also painful internal conflicts.
 
INTERNAL CONFLICTS - different factions in your country when you have incapable ruler; Having your whole army (or part of it) deflect to the pretender as well as general; Rebels snowballing even more, meaning when you are in trouble, nationalists/patriots use that as a boost so they can rebel as well (at the moment once you conquer some part of the globe and keep it for few decades while converted to your own religion, you never ever have to worry about it rebeling again), etc

Tying it to the RNG...nah. Have overextension be a continued worry, based on technology, infrastructure, ideas and size, rather than on uncored provinces only (even if uncored provinces should of course increase the strain on the administration, or maybe the coring process); have internal factions (basically the Four Estates, which work well enough), having requests through missions and vying for dominance; have them try to gain power even as you, the central state, try to marginalize them, risking civil war if attempts are botched; be more involved in improving provinces, beyond what the extremely meager building system offers, with variable base tax, production and trade values; and so on, and so on.
 
Will there be a chance that the gold ship is sunk instead of stolen from? Maybe that could also be a policy to cripple rival nations. It is far easier to shoot a ship down than to engage it and board it and fight it's crew to take some gold.
 
Ok, how about a new restriction like "Government Capability". Effectively giving diminishing returns on tax, production and manpower based on total base tax owned including vassals. Increased efficiency with admin tech and/or government form. Point is to make growth to a certain size worthwhile but restricting mindless expansion. Also painful internal conflicts.

What is there to do if you restrict mindless expansion?

This game is built on mindless expansion. You can't just nerf expansion like that and then expect there to still be a game left.
 
Ok, how about a new restriction like "Government Capability". Effectively giving diminishing returns on tax, production and manpower based on total base tax owned including vassals. Increased efficiency with admin tech and/or government form. Point is to make growth to a certain size worthwhile but restricting mindless expansion. Also painful internal conflicts.
Unless you connect Government Capacity to government type, then China is going to be this system's greatest enemy.

The Qing boasted about a fourth of the human population and a fourth of the world economy during this time, so this system is going to do some pretty serious damage to China just because it exists, never mind a successful, player-controlled China.

The problem is that we have to account for all major players over four hundred years, which is everything from Hapsburg Spain to the Venetian Republic to the Qing Empire. Capping growth by number of province cripples Spain, while capping growth by base tax cripples China, and something too heavyhanded will make the game difficult for smaller (but still relevant) powers.
 
With regards to rebellions it's hard to escape from the "l'etat c'est moi" mindset but once you do and embrace change the game is more enjoyable.
 
I am completely let down by this expansion. Ure adding/fixing small features that dont matter to all but a few nations, but youre ignoring the real elephants in the room the people CONSTANTLY post about which wpuld improve gameplay for every nation. Just annoying
 
Anything to improve or add to the trade and navy part of this game is welcome.

Now to nerf the existing land conquest/expansion snowball "only first 50 years of the game matter" madness. This should be grand strategy, not 50 years of fun, then 350 years of paint.

Hahh, this will never change^^ You would have to let the AI know about the most aggressive nations and allow it to form countermeasures against them. The problem is: The most aggressive nation is always the player-controlled one.^^
 
I am completely let down by this expansion. Ure adding/fixing small features that dont matter to all but a few nations, but youre ignoring the real elephants in the room the people CONSTANTLY post about which wpuld improve gameplay for every nation. Just annoying

Not everything is announced because in general with every expansion there is a patch which goes a little way each time towards better game balance. I heard Johan say in a conversation with Quill that certain nations idea groups have been heavily modified for patch 1.10.

The DD's tend to focus on the features that you'll be paying for as these will in general be exclusive.

So fingers crossed for more balance improvements to be revealed next thursday in the accompanying patch. i.e. the free stuff.
 
Not everything is announced because in general with every expansion there is a patch which goes a little way each time towards better game balance. I heard Johan say in a conversation with Quill that certain nations idea groups have been heavily modified for patch 1.10.

The DD's tend to focus on the features that you'll be paying for as these will in general be exclusive.

So fingers crossed for more balance improvements to be revealed next thursday in the accompanying patch. i.e. the free stuff.

Ya got my fingers crossed too but I find myself losing interest slowly, I love eu4 just like I loved euIII and eu2 but man, I feel let down constantly. I feel like all the ck2 expansion were groundbreaking and all the euiv expansions are peanuts except AoW.