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EU4 - Development Diary - 1st of November 2016

Hi everyone, and welcome to another development diary for Europa Universalis IV. This time its rather meaty and is about major gameplay changes for the 1.19 patch.

While we were reasonably happy with how Fort and Zone of Control has played out since introduced over a year ago, it has had one major drawback. The rules have so many cases to keep track of that it was practically impossible to make all cases clear to the player. This causes much confusion amongst players, who also had an experience that was not as great as they had hoped while playing.

So now Zone of Control have changed completely. Instead of affecting a province and sometimes blocking passage in adjacent provinces, Zone of Control rules are now area based.

Areas = The same map division that States/Territories are organsied around. And which 1.19 will show thicker borders around.


A Forts is:
  • hostile if it is controlled by someone you are at war with.
  • friendly if it is controlled by you, or by someone on your side in any war, unless you are at war with them (should not happen).
  • neutral otherwise.


An area is:
  • friendly if it has at least one friendly fort and no hostile fort.
  • hostile if it has at least one hostile fort and no friendly fort.
  • contested if it has at least one hostile fort and at least one friendly fort.
  • neutral otherwise.

Zone of Control blocks an army to move between two adjacent provinces if they belong to different areas, one of which is hostile and the other being either hostile or contested.

(Note that movement within areas is never blocked by Zone of Control)

An occupied province without a fort will flip back to its owner's control if there is in the area at least one non-besieged fort controlled by him but no hostile forts.

To ensure an army can always reach the fort that is blocking it from moving and then come back after sieging it down, all armies can ignore Military Access in all non-neutral areas

Rebels never impact hostile rules, and yes, Capital Forts now work like all other forts.

In order to stop the enemy from reaching the interior of your country, you will often need to have one fort in every area.. Even without that though, forts can force the enemy to make detours unless they first siege down some forts.

While doing this, an average country ends up with more forts than before, so maintenance have been halved.

While doing these changes, we have tweaked the map dramatically, adding in lots of wastelands to give natural borders, and also made a big revision to the area setup, so now areas are pretty much all between 3-5 provinces, giving a more even balance.

eu4_131.png





We have added a new peace treaty as well in 1.19, called “End Rivalry”. This peace option force the enemy to remove one of their Rivals. The removed Rival cannot be added again until 15 years after removed.


We play the game quite a lot every week, and read far more on what issues you as players have. So we keep balancing and changing things to make for a greater player experience. In 1.19 we have some rather important changes to how you play the game.

Combat has been changed a bit as well in this patch, as we removed the combat width penalties from terrain, as it made battles last way too long, and was a double defensive bonus combined with diceroll penalties.

Sieging units will no longer get a rivercrossing penalty if a relieving force engages them, even if they did cross a river a few days, months or years earlier.

We have changed the chance to increase colonysize from colonist being placed to instead being a lower the bigger the colony becomes. Previously it was pretty much a no-brainer to keep it as long as possible, as it became better the bigger the colony is. Now íts more of a choice..

Another complaint was the fixed levels of liberty desire that got applied to vassals and marches as they grew past certain arbitrary limits. Now it is scaling by development of the subject so you can always judge impact of their growth.

For those of you that care about score, Great Powers are now likelier to be getting score each month, as they have a default +5 rating in each category. Also maintaining enough forts is now an impact on your military score gain.

Corruption is now not entirely 100% bad, as a country with 100 corruption will now get -20 unrest in their realm.

Courthouse & Town Halls no longer affect unrest but instead reduce state maintainance by 25% and 50% respectively, while their building costs have been halved.

The Casus Belli from Expansion and Exploration Ideagroups did not really work as great as before with the new technology system, so in 1.19 they are getting changed. The Casus Belli themselves are gone..

Exploration Finisher now allows you to fabricate claim on another continent that is in your capital in a colonial region. (Colonial Subjects can do it everywhere in a colonial region.)

Expansion Finisher now allows you to fabricate claims inside any trade company region that is on another continent than your capital. (Without Wealth of Nations, it is any overseas port not in a colonial region, and not in europe.)

At the same time, distance impact on building spy networks have been dropped to 1/10th of before.

For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance.

We have also improved the “trading in good” - bonus, where some are almost twice as powerful as before, and some have changed completely.

Next week we'll be back talking about all interface improvements for 1.19.
 
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Major game play changes is why I stuck with an old patch and ignored all the following expansions. I like more content being added with expansions but I am not a fan of major fundamental changes to the core game play, even if they are better overall.
 
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I am very happy with the upcoming features , but still i am disappointed that the AI on both Austria and England is not getting fixed.( Austria blobbing inside HRE and England barely keeps up with France(no India colonies and dumb diplomacy). I'd also love to see a "more historically correct" feature ,like the one HoI4 has done with the focuses.Keep up bringing quality stuff on the table and please I'd also like to know if something like, a new Victoria title is on the horizon.
 
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Fabricating claims on America/Africa/Asia? Do you seriously think that's what the Europeans did? There were no claims, they just went over there and took the land.
Learn some history Paradox.
It's obviously just a way of "fixing" what the patch changed, but it's the dumbest and ahistorical fix i can think of. Oh boy...
 
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Most of the time, I simply send a colonist off to wherever I want to colonise next, wait until I get the message popping up about a finished colony, then go find somewhere else to colonise, and repeat.
Playing smaller but really rich country sometimes I simply pull off my colonist from one prov and put it on different one to win colony race for more of them, counting gold maintenance for colony without colonist as investment, that was small decision-making I actually enjoyed. I really would like to have much more opportunities to have that kind of dilemma. For example by reducing cost of colony without colonist and boosting cost of this with colonist.
 
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Interesting. Will have to see how the ZoC changes play out in practice before proclaiming them to be The Worst Ever though.
*looks at the effect of a chain of three adjacent forts*

They'd have to be pretty spectacularly awful to be worse than the status quo.
 
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*looks at the effect of a chain of three adjacent forts*

They'd have to be pretty spectacularly awful to be worse than the status quo.
It really depends on what you play. If you play small nations and want to stay relatively small, you're basically screwed. If you play big nations this will be the biggest buff you've ever seen, now that they removed combat width reductions from any type of terrain. You will again be able to simply stomp every small nation, like it was possible when ZoC didn't exist, yay...
 
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... You must play mods all the time or something, because the base game has pretty much always screwed small countries that stay small.
 
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Will there come a time when we will have Caliphate mechanics in this game for Sunni? Mechanics in some way kinda similar to HRE mechanics where things scale from very nominal to a one tag empire with its own flag
 
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... You must play mods all the time or something, because the base game has pretty much always screwed small countries that stay small.
Might be different use of 'small nation'. I have seen people call The Hansa(as they used to be), Netherlands, Venice or even Portugal that and they are all easily potential major powers without actual expansion.

I generally assume that when people talk about small nations they don't mean what I think is small(10 dev, 20 at the highest) but 40, 50 or even more dev which is viable.
 
Ottoman will win the day with this patch go with quantity (on the east with mountain and small country) and CB and roll on everyone and granada can't defend against castile thx battle width.
That is what i understand about this patch.
 
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I wouldn't mind seeing one level of forts removed from the game or their power reduced. Fort power could go 1, 2, 3, 4, 5 instead of 1, 2, 4, 6, 8. Would help a lot lategame.
Another option would be to add siege ability modifiers to some of the later techs. This way the sieges won't take nearly as long late game whilst incentivising upgrading your forts.
 
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The exploration idea should be changed to give CB on all nations that started with a capital on the Americas

You should be able to declare war on all nations in the world that aren't Christians without any justification beyond, ''they're heathens''. This is how it worked back then. It feels wrong having to imagine your spy going through Aztec registries to establish a vague claim between a remote cousin of Charles and a small coastal province in pre columbian Mexico. Europeans never really bothered to play by the rules outside of Europe.

Couldn't tell you that much about the other religions but I doubt the Ottomans ever bothered fabricating claims against their Balkan neighbors. They just rolled in and took stuff.
 
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Couldn't tell you that much about the other religions but I doubt the Ottomans ever bothered fabricating claims against their Balkan neighbors. They just rolled in and took stuff.
What the Ottomans did was something like the religious CB, so I don't see any point changing the current mechanic.

About exploration and expansion though, I do think we should have much less restrictions on declaring war on anyone in the new world.