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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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I still wish there was a way I could use pirate fleets to sink enemy trade ships without having to declare official war, so there was some recourse to fleets sapping trade out of a node.
 
Back when England had +100% embargo efficiency in EU4, you could pull some pretty funny tricks with them. Otherwise though I agree, embargoing isn't worth taking a hit to trade efficiency in single player because no one AI country has enough trade presence for it to pay off. In MP it might be different though, with the possibility of serious, large-scale trade rivalries.



For some goods this would make sense, but a lot of the money made by trade companies was on buying goods from Asians and selling them on to other Asians. The Portuguese became the world's middlemen.

Spices, silk, cloth, dyes, pretty much everything produced in the far east should be put onto a treasure fleet and be lootable.
 
I guess I was expecting a bit more, but this'll do...

However, will pirate hunting have no effect on the actual number of pirates in an area? It seems to me that there should be some kind of mechanic where random battles can break out between the pirates and pirate hunters when they pass the same zones.

Oh, and I agree with wingzero, a way to raid the wealth of the East India Company would be nice. For that matter, buccaneers are notably absent, making piracy nearly nonexistent in SP games.
 
what would be the point of that?

Allowing them to fend for themselves and not risking interception.

But if they don't overhaul CN/subject AI hardcore, it's moot. I just watched a CN with 0 OE colonize itself into OE, go negative stab, and core nothing for 30 years. They don't fix that, and the European side of el dorado is complete trash regardless of features, because the CN feature from last year still doesn't work this year yet, and that's before we talk about their religious conversions.
 
Allowing them to fend for themselves and not risking interception.

But if they don't overhaul CN/subject AI hardcore, it's moot. I just watched a CN with 0 OE colonize itself into OE, go negative stab, and core nothing for 30 years. They don't fix that, and the European side of el dorado is complete trash regardless of features, because the CN feature from last year still doesn't work this year yet, and that's before we talk about their religious conversions.
why would you as the mother country want your colony to be able to do things without you? you seem to have missed the point of colonies :p
 
why would you as the mother country want your colony to be able to do things without you? you seem to have missed the point of colonies :p

Because the colony is facing an existential threat of some variety with problematic logistics, and the mother country opts to give them a chance (at risk of losing an income stream) rather than being guaranteed to lose such income stream.
 
Because the colony is facing an existential threat of some variety with problematic logistics, and the mother country opts to give them a chance (at risk of losing an income stream) rather than being guaranteed to lose such income stream.

and then your colony, seeing you cant actually help them, declares Independence, :p
 
and then your colony, seeing you cant actually help them, declares Independence, :p

If I could core my CN's colonies, I'd assume I'd just take them for myself instead. You can argue logic all you want about this, but logic and the game mechanics don't exactly mix right now. If logic did mix, then the AI wouldn't colonize itself into this problem in the first place by leaving its colonies uncored. Hell, you wouldn't even need to core colonies, I assume.
 
what would be the point of that?

What I had in mind was to avoid inflation, since, in the example at least, Spain gets 0.23% about twice a year, which means around +0,50% every year, +1% every two years, etc.; and it starts to add up very fast. Moreover, if you play a strong enough nation, 300 gold twice a year becomes quite useless... especially if you start out as Castille/France/England/Portugal
 
Perhaps a colonial nation, if severely overextended, should after some time split off a new independent nation, seeking to govern themself, as the administration has failed.
 
Perhaps a colonial nation, if severely overextended, should after some time split off a new independent nation, seeking to govern themself, as the administration has failed.
The problem you're trying to fix has a far more straightforward fix: Make the AI prioritize cores over stability.
 
I have a question about the custom nation builder: (missed the Q&A, sadly) Can you use it to edit existing nations as well as create new ones? e.g. give the byzantine empire more territory or create a bigger USA in the 1700's, etc. Or just change their tech or government type.
 
I have a question about the custom nation builder: (missed the Q&A, sadly) Can you use it to edit existing nations as well as create new ones? e.g. give the byzantine empire more territory or create a bigger USA in the 1700's, etc. Or just change their tech or government type.

No, you have circumvent that by incorporating every province of the nation you'd like to "edit" into a new custom one.
 
Perhaps a colonial nation, if severely overextended, should after some time split off a new independent nation, seeking to govern themself, as the administration has failed.

The suggestion that a player should be punished because the game doesn't work is laughable, but foul.

We're talking about nations that won't core its own colony for 3 decades despite not being fed any provinces beyond the ones it started with, and under your suggestion such a nation would break free.

lolno.