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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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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.

Nah, you're being too rash to jugde. If subject nations actually managed to core territory that would be for the best. But the idea that a colonial nation, far from its mother country, severely overextended can spawn a new free nation after a certain time is ok. If subject nations got their priorities in order that would rarely happen.
 
what would be the point of that?
I've had a lot of luck with giving a subject at least one gold province and watching them be far more stable and self-sufficient. This isn't a silver bullet solution that gives you a license to give them 100s of OE, but it does allow them to build a much more reasonable military and overall they seem to do "all the things" better now that they have money. In Europe and parts of China it's not as necessary though because you can instead grab high base tax provinces for them.

When I'm making a good amount of income already, there's no reason for me to take that gold away from them.
 
Nah, you're being too rash to jugde. If subject nations actually managed to core territory that would be for the best. But the idea that a colonial nation, far from its mother country, severely overextended can spawn a new free nation after a certain time is ok. If subject nations got their priorities in order that would rarely happen.

That's true, if you substituted a mild legit disincentive to overfeed into the game instead of an active disincentive to using them in any capacity whatsoever, the former would barely register as a nuisance.
 
I've had a lot of luck with giving a subject at least one gold province and watching them be far more stable and self-sufficient. This isn't a silver bullet solution that gives you a license to give them 100s of OE, but it does allow them to build a much more reasonable military and overall they seem to do "all the things" better now that they have money. In Europe and parts of China it's not as necessary though because you can instead grab high base tax provinces for them.

When I'm making a good amount of income already, there's no reason for me to take that gold away from them.

I think it's OK. This new system is more flexible and a little more interesting. You can take the Gold and Inflation if needed or if you're worried about the CN just give them the money back in Subsidies. Subsidizing CNs is very effective from what I've seen - you can get them to start colonizing by giving them 2 ducats a month for instance.
 
I think it's OK. This new system is more flexible and a little more interesting. You can take the Gold and Inflation if needed or if you're worried about the CN just give them the money back in Subsidies. Subsidizing CNs is very effective from what I've seen - you can get them to start colonizing by giving them 2 ducats a month for instance.

I gave mine 50 ducats per month. It colonized then didn't core the colonies. What it did help is make it build more units.
 
I think it's OK. This new system is more flexible and a little more interesting. You can take the Gold and Inflation if needed or if you're worried about the CN just give them the money back in Subsidies. Subsidizing CNs is very effective from what I've seen - you can get them to start colonizing by giving them 2 ducats a month for instance.
The fact that you want to send it home then subsidize them as needed and I want them to just keep it shouldn't have to be mutually exclusive. There's no reason both couldn't be available.
 
The fact that you want to send it home then subsidize them as needed and I want them to just keep it shouldn't have to be mutually exclusive. There's no reason both couldn't be available.

I dunno, Paradox's design philosophy is that the mother nation should always want to just extort their colonies as much as possible to the point where the CNs want independence. That's a pretty big reason on why both can't be available, even though I think that's a pretty dumb reason.
 
When given the choice between "hey, let's think of a way to stop a player from abusing that mission" and "hey, multiple people have reported proper bug submissions that the UI is inaccurately displaying cost or misleading the player as to what is happening/will happen", why is PI consistently addressing the former, but not the latter?

I feel that feel...
 
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.

I think that the AI does not use privateers to get power projection but I could be wrong.
 
We do however need the option of capturing the entire treasure fleet. The great naval hero Piet Hein, even though Spaniards may have heard differently :), brought us great honor (and wealth) in 1628, capturing the Silverfleet.
 
"Treasure Fleet Counter" is a bit of a mouthful, don't you think?

What about, like, Treasure Chest? Or anything more catchy, really.
What about "booty"?
 
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.

I thought CNs were supposed to automatically get cores on colonized land?
 
I thought CNs were supposed to automatically get cores on colonized land?

That was changed in 1.9 because it's same-continent. Colonies on same-continent cost 50% to core. But even if it only costs them 10 ADM, they'd rather sit on the overextension until they get positive stability.