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EU4 - Development Diary - 29th November 2016

Hi everyone and welcome to another development diary for Europa Universalis IV. We’re now in the phase where we have just released the big post-expansion patch and there is not really all that much new stuff to show as development is starting on the next expansion.

These development diaries tend to be not so popular, as we don’t reveal much as it simply isn’t finished. So what can we say in this development diary? Well, some vague hints, and some indication of the future?

We have taken a lot into account that large major improvements and thematically connected features are what you prefer. Currently we have four more major expansions more or less fleshed out, with themes that you have requested a lot and that I feel you will love. The next one will have a focus on X and Y.

One thing that you have noticed with first Mare Nostrum and then with Rights of Man, is the concept of States In 1.19 we even added thicker borders between states. The reason for this emphasis on States is that it will give us the possibility for more mechanics in the game, while reducing micromanagement somewhat, and still have allow for fun maneuvering during wars. In the next expansion, we’ll be doing further enhancements to our states.

One cool little thing we’re doing with 1.20 for those of you that like to mod the game. We’re adding support for modders to add modifiers to cultures and culture-groups, both for province and country scope. This is for those that want a super-historically-correct mod where Swedes naturally have a +50% bonus to awesome_game_development.

SWE_loadingscreen_Gustav_II_Adolf_01.png

Stay tuned, next week we’ll start showing off one of the first features in 1.20 update.

Don't miss today's developer multiplayer clash at 15:35 (new time today only) on https://www.twitch.tv/paradoxinteractive
 
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Regarding revolutionary countries, it seems that the only way to get them is by "sabotaging" your own nation. A more realistic approach would be to introduce the concept of absolutism. Every monarch's goal during the Middle Ages was to achieve absolute power over their vassals and land. It took a long time but by the mid 1600s, many European monarchs had achieved that status. However too much absolutism mixed with economic and military disaster can trigger revolution. This should be included in the game. Players will try to obtain an absolute monarchy due to the effects it gives (more manpower, more taxes, more production, more trade power, yet not too absolute or else the state becomes vulnerable if a mistake happens. The first country to cross the line would end up with a revolution, where if the revolution is successful, then the new government becomes revolutionary.
 
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@Metz

I don't believe that changes anything meaningful. The human will still need to deliberately self-sabotage in order to be the revolution target, and a computer player weak enough to lose to the revolutionaries is more likely to be eviscerated by its rivals and incidentally get its rebels wiped out in the process.
 
Hmn I don't know about you but I just played Cross-OS three days ago using Win 10 and the newest (?) Ubuntu version without any crash in the three hours I tried explaining the game.
I don't know if these details are relevant at all, but could you tell us more about how many persons were playing, which Ubuntu version was used (16.10?) and who hosted the game?
 
@Metz

I don't believe that changes anything meaningful. The human will still need to deliberately self-sabotage in order to be the revolution target, and a computer player weak enough to lose to the revolutionaries is more likely to be eviscerated by its rivals and incidentally get its rebels wiped out in the process.


It would be similar to opting for high estate loyalty (which also leads to high influence). By trying to extract perks, there is a chance that if things go wrong then you have a disaster in your hands. The French monarchs did not want a revolution, it was a result of long time absolutism, economic disasters (bankruptcy after the 7 Years War and supporting the American Revolution) and a famine which led to the increase of bread prices. Achieving high and dangerous absolutism could also be caused by events, the same way that high tariffs can be caused by events which may lead to independence wars.
 
It would be similar to opting for high estate loyalty (which also leads to high influence). By trying to extract perks, there is a chance that if things go wrong then you have a disaster in your hands.
In SP, things don't go wrong for the human that late in the unmodded game. (Assuming they're even still playing.)

I can't speak for MP.
 
I love that you can give culture bonus.

In a medieval/renaissance fantasy mod where elves, orcs and dwarves exists this kind of tool is very helpfull.

Also the inmortality rule trait is very useful for this.

Danke y Gracias Paradox.

Also the bonus for Sweden game making should be +50 in gaming creation +75 in gaming expansion and +100 in gaming innovation