• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EU4 - Development Diary - 31st of March 2017 (Big Bonus One!)

As usual, when we do a major expansion, and have a large free accompanying update, there are quite a lot of changes to how you play the game. We’re hoping that this little guide makes it easier for you to transition to the greater experience of EU4 1.20 “Ming” with Mandate of Heaven.

Sieges
Quite a lot regarding sieges have changed, giving the player greater control over the sieges through the years, if you get the Mandate of Heaven expansion.

First of all, you always have the option to do an Artillery Barrage, which allows you to do create a breach in the fortress for 50 Military Power. This breach increases the siege-progress by +3, and also allows you to do an assault

During the Age of Reformation, you can get an ability that increases the impact from blockades while sieging by +1.

Finally, during the Age of Revolutions, you can unlock the Napoleonic Warfare ability, which increases the maximum bonus from artillery to +3.


Devastation
We talked about devastation in one of the earliest development diaries about 1.20, and its seen quite a lot of tweaks since then. Now it’s time to give a detailed information about how it will work.

Provinces that are being looted, occupied or under siege will slowly see their devastation tick up. Control of your own province will slowly see it tick down again, while being in the zone of control of a friendly fortress decreases it far quicker.

If you want to reduce the devastation quicker, manually developing the province will reduce it as well.

We also changed scorched earth, so that while it gives a modest impact (+5) to the devastation in the province, it also reduces movement for hostile units by 50% for 5 years.

Devastation have an impact on quite a lot of things, with 100% devastation giving the following to a province.

  • trade_goods_size_modifier = -1
  • supply_limit_modifier = -0.5
  • local_institution_spread = -1.0
  • local_development_cost = 0.1
  • local_manpower_modifier = -1.0
  • local_sailors_modifier = -1.0
  • local_hostile_movement_speed = -0.25
  • local_friendly_movement_speed = -0.25


Subjects
We’ve done quite a lot of things to subjects in the Ming update, most important among them probably exposing most of it to modders, but for you right now there are a few important things to know.

Non-tributary subjects are now exempt from most disasters, making both managing them, and playing them less of a hassle.

We merged protectorates and vassals into vassals. You can do divert trade & seize territory from vassals & send officers to marches.

Subjects occupying a province for you will now automatically discover that province for you.

Subject types that allow Embargo Rivals interaction no longer allow Subject to make their own embargoes.

We reduced Liberty desire from development in vassals, and its now 100% liberty desire at 500 development.

Daimyos are now their unique subject type, with lots of added mechanics mentioned in earlier development diaries. They no longer count towards diplomatic relations, but they will no longer increase your force limit either as a Shogunate.

Colonial Nations can now start war with neighbours of another religion group. Which allows them to attack native americans even if they have technological parity.

Colonial Nations also lost heir penalty to settler chance and colony growth.


Trade companies
We have done some rather big changed to Trade Companies, making them no longer count as territory when it comes to autonomy. This makes it much preferable and beneficial for empires to create trade companies of their overseas territories where possible.

Removing a a province manually from a trade company now makes it not produce any goods for 5 years.


Spynetworks
In an effort to reduce tedious micromanagement, we’ve done a major change of convenience. Spies are no longer sent home when discovered, but instead have decay while being discovered for a year.


Golden Age
The Golden Era is probably the most powerful ability you can give your country. Once a game, when you have at least 3 age objectives fulfilled, you can start your golden era. This era will last you 50 years, and during this time, you get the following benefits.


  • all_power_cost = -0.1
  • global_trade_goods_size_modifier = 0.1
  • land_morale = 0.1
  • naval_morale = 0.1
  • max_absolutism = 5


States
State Maintenance is no longer free in Capital Areas, but is reduced in price by 50% to prevent free edicts. Capital States have been “reimbursed” for this by gaining +5% institution spread.

The late-game States buffet from government and Technology levels have been reduced dramatically, as previously almost all areas would be stated, removing strategic choice from the system.

War & Peace
Stabhitting peace offers have been restored to 50% of the warscore, when warscore is at least 50%, as we felt the new system wasn’t working so well.

You can no longer call in allies that have a truce with someone you are attacking, to add risk to truce breaking

We have removed the rule that you couldn’t make a separate peace with the holder of the wargoal province, as it caused bizarre outcomes in unlikely yet plausible situations.


Mercenaries
Mercenary costs have been raised across the board, to put more financial pressure on waging wars with endless waves of cannon fodder. They now cost 10 more in base price and reinforcement costs are doubled.

Your mercenaries now get priority when entering battle within their unit type. Eg: Mercenary Infantry will be deployed in the middle ahead of regulars.

Victory Cards
Victory Cards have been changed to make them more enticing to grab early, rather than leaving them until the very end of the game. They now also heavily disincentivize “trading” of them.

Victory Cards ticking up/down is now 10 years instead of 20 years.

You now get the final victory cards even if you haven't fulfilled previous ones.

A fully maxed victory card adds +1 score each month now.


Absolutism
The tech impact on Administrative Efficiency has been halved from 0-60% to 0-30%.An additional 0-40% of Administrative Efficiency can be gained from Absolutism in the 3rd and 4th ages to give an edge to more Authoritarian nations in the late game

The Absolutism Mechanic replaces the Absolute Monarchy government type, which is no longer present in the game.

Absolutism is used in decisions and events and can be influenced by Harsh treatment, raising stability, Strengthening government, lowering autonomy and more.


Nation Rebalancing
Prussian Militarisation has been balanced to be 50% harder to maintain and impacts less on maintenance cost and manpower. Its effects on troop quality remain unchanged.

Early Native American infantry units have had their pip count reduced from 6 to 4, as native teching has been made easier with institutions and they do not need early super soldiers. On this note, the Counting Coups idea has been reduced from 15% morale to 10%

Some of our more extravagant National Idea bonuses have been rebalanced. Japanese Traditions have been reduced from 10% discipline to a more sane 5% while Ottoman Millets are now 20% coring cost reduction instead of 33%.

Bankruptcy
A new button has been added to the economy tab allowing a nation to declare Bankruptcy if it has any loans. As such, the effects of bankruptcy have been rebalanced to be shorter and less of a kiss of death, but a viable alternative to crushing loan repayments

Bankruptcy now adds devastation to provinces, and clears recent uprising flag.

Bankruptcies now have less impact on morale, unrest and autonomy, and only last 5 years.

Going bankrupt now destroys all buildings built in the last 5 years to prevent building up your economy with borrowed money and intentionally going bankrupt.


Cavalry Ratio
The amount of cavalry you can have, relative to your infantry is no longer tied to the old inflexible tech groups, but is instead a base of 50% influenced by the following:

  • Steppe Horde government now have +25% Cavalry Ratio.
  • Winged Hussars Idea gives +10% Cavalry Ratio now.
  • Happy Cossacks Estates give +10% Cavalry Ratio now.
  • Sunni Religion lost tolerance own, but gained +10% Cavalry Ratio.
  • Tengri lost 2 unrest, but gained +25% Cavalry Ratio.

Unconditional Surrender
Various changes have been made to stop unconditionally surrendering nations from being at the mercy of their enemies forcing them to break apart from economical and revolting damage:

Upon unconditionally surrendering, autonomy, War Exhaustion and Institution Spread act like being at peace

Devastation will slowly decline after unconditionally surrendering

Owned provinces will have 0 Unrest after Unconditionally surrendering

Nations that has unconditionally surrendered can not take loans, nor go below 0 in treasury, and will automatically dismiss all advisors each month.


Exploit Fixes
Rebel occupation gives the same modifier as regular occupation

A country is considered to be “in debt” for purposes of not being able to send gifts etc if it has more than 2 years of income to prevent “banking” money elsewhere.

Nations in debt and running a deficit can no longer buy ships, stopping an infinite money exploit.

Calculations for “in debt” are immediate, rather than judging the previous month’s finances, which lead to plenty of exploits

Misc
Spices’ trade good bonus has changed from the widely adored Hostile Core Creation Cost to a reduction in devastation.

Wool’s trade good bonus is now +10% Local Movement Speed, because you cannot build a boat in Zürich

Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing.

Sharing maps can now be done while at war, because inaccessible allied land in a crucial moment is silly.

Tengri now have 20% cheaper regiments, up from 10% cheaper regiments.


eu4_176.png
 
Last edited:
Isn't it a bit silly to be able to send my hanseatian officers to my prussian-space-marines-march to "show them how to fight"? I have the feeling that some of the former protectorate actions do not fit to regular vassals. Really bad solution to just merge 2 completely differen vassal types.
And did it make sense when you did it to Japan in the past?
 
@Johan If we are going to lose protectorate as a separate subject type, can we at least be able to mod it back in and see what people come up? In my opinion, by allowing us to define subject types through modding, you never know what you find and some of them might be a worthy idea to add into EU4. Probably like 00_subject_types.txt or something.

This on top of us being able to define subject interactions. I would also say allow us to mod the diplomatic options like Intervene in War but I would guess that is not going to happen. :(
 
@Johan If we are going to lose protectorate as a separate subject type, can we at least be able to mod it back in and see what people come up? In my opinion, by allowing us to define subject types through modding, you never know what you find and some of them might be a worthy idea to add into EU4. Probably like 00_subject_types.txt or something.

This on top of us being able to define subject interactions. I would also say allow us to mod the diplomatic options like Intervene in War but I would guess that is not going to happen. :(
They've opened subject modding to a large extent in 1.20
 
They've opened subject modding to a large extent in 1.20

Yes but AFAIK it's for defining subject interactions for existing subject types. I don't think you can define new subject types in it.
 
We reduced Liberty desire from development in vassals, and its now 100% liberty desire at 500 development.

I would've preferred a solution in which liberty desire from development was tied to Administrative Efficiency, since vassals tend to get larger late-game

But that now sounds very managable
 
I don't see why Religious is such a significant nerf either ... Its a nerf to be sure, but not critically so
It means that taking Religious, spending 400 for the first idea, and abandoning it down the road (a cost of 360 since you only get 40 back) is not the ideal way to pick up what is almost (and effectively) a blanket CB pre-Imperialism.

It's definitely a significant nerf; but quite frankly it's a nerf I agree with, even though I used to do exactly what it now prevents.

However, it probably means that the AE/warscore cost numbers on the CB could use adjustment.
 
Imperialism CB should be tied to age bonuses, I think, to prevent it from immediately replacing all other CBs full stop. The only time it doesn't is in multiplayer with 2 sorta-equal countries when you don't want to give up the wargoal and have the chance your opponent can win some major battles and push you to -50%.
 
So, a partial nerf to Deus Vult and a "dramatic" nerf to states, on top of the loss of the expansion and exploration CB removals from last patch...

I am missing something, or is this all just being taken away without being given an different alternative? (E.g. shorter truce times, lower warscore etc, to make up for the fact more war would appear to be only possibly after a long period of fabricating claims or something; though I vague recall seeing somehwere than the warscore costs were going up for some of the CBs). Or is no-CB war now the only real expected way of dealing with expansion?

Because - cards oin the table - I play this sort of thing principally for map-painting, and a lot of these changes seem to be aimed at making that... Less fun[1]. Unless fabricating a cliam is now (or always was) WAAY different and quicker to CK2 (which I have played more recently and for longer).

I have not played EUIV since I finished my first game in 1.17 (as I have been working through CK2 with the explicit intention of carry my Roman Empire through for world-conquest), so I freely admit I could very easily be missing something here and would appreciate it being explained to me by the vets if I indeed am.



(If I am not, am I then basically going to have to look for mods (or stay on older versions) if I want to do primarily a WC?)



I'm a little surprised the Spice trade bonus being changed, given it was stated as being "widely adored..." If the majority of people apparently not just liked it but really liked it[2], isn't changing it going to be... Contraversial? More so than the actual mechanics change itself, it's just that particular turn of phrase stating it that seems a bit... odd.



[1]Watching the time tick away while I waiting for something to fire is not something I find particularly entertaining, honestly.

[2]I have played exactly one game of EUIV so far and 250-odd hours of CK2 in-between, so forgive me for not remembering that particular bonus specifically.
 
Isn't Johan ultimately in charge of everything though?

Well, you'll have to ask @Johan in regards of his control over CKII development, but the history of the converter has been inconsistent.
 
I'm a little surprised the Spice trade bonus being changed, given it was stated as being "widely adored..."
It was sarcasm. It's original bonus was HCC, and no one digs the HCC
 
It was sarcasm. It's original bonus was HCC, and no one digs the HCC

Right. Thank you.

See, this is why I ask questions, because sometimes, I am in fact, completely missing something. As in this case, as until I read your post, it hadn't registered it was HOSTILE core creation (because, like I say, only one game under my belt and many months and hours of CK2 between), wherein I likely would have inferred the sarcasm.
 
Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing.

That's a big game-changer! But weren't religious wars supposed to happen as early as possible, given the game's 1444 startup?
 
That's a big game-changer! But weren't religious wars supposed to happen as early as possible, given the game's 1444 startup?
Game balance > Realism.
That being said, now the idea group will finish and give the CB around the time that Protestantism comes around, which feels like it would work and make sense to me