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EU4 - Bonus Development Diary - 5th of May 2017

Hi boys & girls.

I just had a few things that we've done recently, and which will come when we release 1.22, and that we wish to tell you about.

Press Sailors
First of all, we're adding a new subject interaction to those of you that owns Mare Nostrum, called Press Sailors. This can be done on colonial nations, and will give you 20% of their sailors immediately, if they have less than 50% liberty desire. Of course, This will increase that by 15%.

Speaking of colonies and liberty desire. Colonial Nations will no longer the liberty desire from relative power, but instead a bit more from highly tariffed they are.

eu4_37.png

Blockade Changes

We have also added some aspects to blockades in 1.22. Now blockades will increase devastation, just like sieges does, and blockades block devastation recovery in the same way.

Marches
As some of you have noticed, Marches tend to be heavily restricted in multiplayer campaigns, while being somewhat limited in singeplayer. For this, we've changed their limits from a flat 200 development cap to that they must have less than 25% development compared to their overlord. Send Offices have the same limitation as the march bonus now.

Aristocracy Tweaks
- Military Traditions moved to Second place in Aristocratic Ideas.
- The Aristocratic Idea Local Nobility now gives global autonomy and yearly absolutism.
- The Aristocratic Idea Serfdom increased to 33% Manpower from 25%.
- The Aristocratic Idea international Diplomacy now also gives +1 free leaders.
- The Aristocratic Idea noble Noble Resilience replaced with Noble Connections (+20% mercenary pool).
- Aristocratic Finisher is now +1 leader siege.

Karma
Buddhism has not been all that popular, so we're doing a small overhaul to it in 1.22.

Karma now gives +2 dip rep and 5% discipline for being in the middle, with +1 dip rep at high and +2.5% discipline at low, so there are no longer severe penalties for not being in middle.
You will no longer lose karma for taking your own cores, and the karma you lose for taking land is now scaled by your administrative efficiency. We have also added so that you gain karma by 0.1 per development that your missionaries convert.

Cheerio, and we're back on tuesday, when @Trin Tragula takes a look at some fun map changes we're doing...
 
Resilient Ideas:

+15% Movement Speed
-20% Land Attrition
-0.05 Monthly War Exhaustion and -0.25 Monthly Devastation in Controlled Home Provinces
+10% Morale Recovery Speed
+1 Attrition for Enemies
+15% Manpower Recovery Speed and +20% Reinforce Speed
-10% Fire Damage Received
Finisher: Scorch Earth no longer costs military power


Absolutist Ideas:

+0.5 Yearly Legitimacy
-0.05 Monthly Autonomy Change and +2 States
-20% Stability Cost Modifier
+1 Yearly Prestige
+10% Goods Produced Modifier
-10% Aggressive Expansion Impact
+0.5 Yearly Absolutism
Finisher: Estates no longer expect to control territory, -10 Nobility influence


Can't think of a Diplo idea group right now, but these seem decent to me. I was also thinking about a possible Theocratic idea group to replace Aristocratic for Theocracies and the Pope, but I can't come up with anything that wouldn't work better as an Admin group than a Mil group. Anyone else come up with something?
That Absolutist finisher is very powerful as now you can avoid the ever scary disaster dance where an estate has too much influence and you have to piss them off by taking land and get a whole bunch of rebels in the process. A diplo idea group could be something along the lines of Cultural Ideas(lower culture convert cost, missionary strength, lower development and/or building cost, finisher could allow you to culture convert provinces not of your religion)Also I too want Theocratic Ideas, make it happen Paradox.
 
@Johan With a ever-growing list of subject interactions, can we make it tabbed so we don't have to scroll through them? Perhaps tabs can be categories like Administration (replace governor, enforce religion), Diplomatic (put relative on throne, tariff) and Military (send officer, fortify province). Alternatively, use collapsible categories and have game remember which one is expanded/collapsed like in Diplomatic Actions interface.

It'd also be great to add subject interactions as a macrobuilder, too.

All of this is potentially to become urgent now that modders can add more subject interactions.
 
And hordes need Nomadic Ideas

Nomadic Ideas: (Replaces Aristocratic for Steppe Hordes)

-20% Cavalry Cost and +20% Cavalry Ratio
+1 Yearly Horde Unity
+1 Land Leader Shock
+20% Looting Speed
+20% Cavalry Combat Ability
+20% Horde Unity from Razing
+10% Land Shock Damage
Finisher: -50% Razing Monarch Power Reduction from Military Technology (i.e. Each Mil tech above 3 reduces power gained from razing by -2% instead of -4%)

How about this?
 
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Because that's not what aristocracy means.

But you obviously don't fully know what aristocracy means, nor how what role aristocracy and nobility played in society. Also the name of the idea group is rather irrelevant, the name is an indication that it is about nobility.

https://en.wikipedia.org/wiki/Absolute_monarchy
https://en.wikipedia.org/wiki/Feudalism
And autonomy means the autonomy of the people in charge of the province, that is never the people in this era democracy as we think of it simply does not exist. Even constitutional and revolutionary republics are ones like the US, what amnesty international calls flawed democracies.

I asked what you supposed they meant. I can only assume that you link to wikipedia because you lack arguments and that you hope I will start reading those articles and then get bored and stop arguing with you. But please do go ahead and prove that assumption wrong by bringing forth your very own arguments made without lazily linking to wiki articles I have already read. Please and thank you.

In an aristocracy nobles are the ones who would usually enforce the laws of the king. It's like a modern military dictatorship, the dictator gives certain amounts of power to the military and then they help to take away the power and freedom of others on a much larger scale. Absolute monarchy could not exist if there weren't loyal aristocrats to enforce the King's rule! That's an absolute fact.

Yes, royal absolutism decreased the political power of the land owning nobility, but royal absolutism was prevailing for 300 years of the game period, something it wouldn't have been unless large parts of the nobility supported the crown and enforced the crown's rule and laws. Also some nobles saw their power increased during these periods. Of course if the rule is centralized people living far from the centers of administration will have less influence, but people living in those centers may increase theirs.

But by your logic there existed virtually no real aristocracy at all, since all, or at least two, estates held political power. It seems as you think by taking aristocracy ideas one would turn ones country into a virtual nobility dictatorship rather than just empowering them. One is not disbanding the church just because one takes the aristocracy idea group for example.

But regardless of your opinions on what aristocracy is and if they're misguided or accurate, you must understand that an idea group is not the same as choosing your former of government and also the names are abstractions and just category names. The idea is about aristocracy and nobility, simple as that.
 
Resilient Ideas:


Can't think of a Diplo idea group right now, but these seem decent to me. I was also thinking about a possible Theocratic idea group to replace Aristocratic for Theocracies and the Pope, but I can't come up with anything that wouldn't work better as an Admin group than a Mil group. Anyone else come up with something?
Perhaps a Crusader Ideas or something? And hordes need Nomadic Ideas
 
But you obviously don't fully know what aristocracy means, nor how what role aristocracy and nobility played in society. Also the name of the idea group is rather irrelevant, the name is an indication that it is about nobility.



I asked what you supposed they meant. I can only assume that you link to wikipedia because you lack arguments and that you hope I will start reading those articles and then get bored and stop arguing with you. But please do go ahead and prove that assumption wrong by bringing forth your very own arguments made without lazily linking to wiki articles I have already read. Please and thank you.

In an aristocracy nobles are the ones who would usually enforce the laws of the king. It's like a modern military dictatorship, the dictator gives certain amounts of power to the military and then they help to take away the power and freedom of others on a much larger scale. Absolute monarchy could not exist if there weren't loyal aristocrats to enforce the King's rule! That's an absolute fact.

Yes, royal absolutism decreased the political power of the land owning nobility, but royal absolutism was prevailing for 300 years of the game period, something it wouldn't have been unless large parts of the nobility supported the crown and enforced the crown's rule and laws. Also some nobles saw their power increased during these periods. Of course if the rule is centralized people living far from the centers of administration will have less influence, but people living in those centers may increase theirs.

But by your logic there existed virtually no real aristocracy at all, since all, or at least two, estates held political power. It seems as you think by taking aristocracy ideas one would turn ones country into a virtual nobility dictatorship rather than just empowering them. One is not disbanding the church just because one takes the aristocracy idea group for example.

But regardless of your opinions on what aristocracy is and if they're misguided or accurate, you must understand that an idea group is not the same as choosing your former of government and also the names are abstractions and just category names. The idea is about aristocracy and nobility, simple as that.
No I figured this is oftopic and these are well defined concepts.
You are oversimplifying complex terms to the wrong conclusion and then you ask me to defend my point, I don't have to I'm using the textbook definitions.
 
Nasty on the blockades. GB will actually be a pain to deal with now.

Still on Aristocratic:
- Mercenary pool should get changed to diplo rep or more states. More mercenaries is pretty useless and there are already other ideas that cover this.
- hopefully the Absolutism gain has been increased, .1 per year is so minuscule that the idea has very little worth. 1/4 of the game for 10 Absolutism is not adding any worth to the group.

Last thing: is 1.22 another balancing patch and can be expected soonish or is it accompanying a DLC and coming in 5-6 months?

Last last thing: will we be seeing any more cultural specific bonuses? It would add some more value to culture converting.

Thanks
 
Resilient Ideas:

+15% Movement Speed
-20% Land Attrition
-0.05 Monthly War Exhaustion and -0.25 Monthly Devastation in Controlled Home Provinces
+10% Morale Recovery Speed
+1 Attrition for Enemies
+15% Manpower Recovery Speed and +20% Reinforce Speed
-10% Fire Damage Received
Finisher: Scorch Earth no longer costs military power


Absolutist Ideas:

+0.5 Yearly Legitimacy
-0.05 Monthly Autonomy Change and +2 States
-20% Stability Cost Modifier
+1 Yearly Prestige
+10% Goods Produced Modifier
-10% Aggressive Expansion Impact
+0.5 Yearly Absolutism
Finisher: Estates no longer expect to control territory, -10 Nobility influence


Can't think of a Diplo idea group right now, but these seem decent to me. I was also thinking about a possible Theocratic idea group to replace Aristocratic for Theocracies and the Pope, but I can't come up with anything that wouldn't work better as an Admin group than a Mil group. Anyone else come up with something?


It doesn't have to be government related. It could be Mercenary ideas. Alternatively, it could be Oligarchic ideas or plutocratic (but that's already taken). Also being able to choose 10 idea groups instead of 8 would be nice. Eventually as empires grew, they more or less shared similarities with each other give or take a few things.
 
Nasty on the blockades. GB will actually be a pain to deal with now.

Still on Aristocratic:
- Mercenary pool should get changed to diplo rep or more states. More mercenaries is pretty useless and there are already other ideas that cover this.
- hopefully the Absolutism gain has been increased, .1 per year is so minuscule that the idea has very little worth. 1/4 of the game for 10 Absolutism is not adding any worth to the group.

Last thing: is 1.22 another balancing patch and can be expected soonish or is it accompanying a DLC and coming in 5-6 months?

Last last thing: will we be seeing any more cultural specific bonuses? It would add some more value to culture converting.

Thanks
GB has always been a pain to deal with by merit of having like 3 times as much development as they should have.
I mean sure they're not a genuine threat to a player but what is? They curb stop france pretty much in every game.
 
Kind of what Louis XIV did when he strong-armed his nobles to move to Versailles.
That notion just confirms that he did not take Aristocratic Idea (which should logically empower aristocracy).
You bring the example where Lui XIV decreased the power of Aristocracy, which had tried to get their rights back during Fronde, before Lui XIV came to age.
After Lui XIV, aristocracy became more or less nominal, marginal group, leaving the King as an absolute who decides the fate of aristocrats.

Read this:
See the logic:
Administrative idea empowers management of a state.
Economic = empowers economy.
Trade = empowers trade.
Religious = empowers religion.
Humanism = empowers humanism (i.e. decreases oppression for any other people).
Naval = empowers naval warfare.
Diplomatic = empowers diplomacy.
etc.
Now, Aristocratic = should obviously empower Aristocracy.

You may probably have misunderstanding about what an Aristocrat / Noble means.
On a larger scale, an Aristocrat is a relative of a King who is a relative of God; i.e. every Aristocrat is a supreme ruler in their domain, similarly to King in Kingdom and God in Earth.
Moreover, an Aristocrat sees the King as a God-blessed Aristocrat, and generally accepts that he/she may become a King if there's God's will (unlike non-nobles before the 20th century at least).
This concept persists through ages, even until now; and aristocrat aims for as much autonomy for their domain as possible in the political situation.

However, you speak of another concept: a king can't enforce his rule without loyal nobles (and without God's approval). Indeed, this was a true formula in the age of Feudalism: the King had to please nobles (and church as well).
During the Reformation, the power of church declined majorly (the 15th-17th century).
During the age of Absolute power (which started with Lui XIII + Cardinal Richelieu deciding to concentrate all power in the King's hands, and finished with Lui XIV taking all power from the nobles), the formula became outdated.
Aristocracy has never become as powerful as they were before the 17th century.
So it is kind of a weird thing that Aristocratic Idea, which empowers nobles, simply decreases their power in-game.
 
New admin idea group:

Centralization ideas

−0.05 Monthly autonomy change
−50% National focus cooldown
+1 Possible advisors
−10% Core-creation cost
+10% National tax modifier
−10 Years of separatism
+3% Missionary strength vs heretics

Bonus: all estate loyalty +10%

New diplomatic idea group:

City-state ideas

+1 Merchant
+50% Hostile core-creation cost on us
+10% Provincial trade power modifier
+20% fort defence
+1 Diplomatic relations
+25% Available mercenaries
−10% Development cost

Bonus: −10% Advisor costs

New military idea group:

Colonial ideas

+25% National manpower modifier
+33% Naval force limit modifier
−25% Land attrition
+10% Morale of armies
+10% Trade steering
+25% Light ship combat ability
+15% Artillery combat ability

Bonus: +1 Colonists
 
That notion just confirms that he did not take Aristocratic Idea (which should logically empower aristocracy).
You bring the example where Lui XIV decreased the power of Aristocracy, which had tried to get their rights back during Fronde, before Lui XIV came to age.
After Lui XIV, aristocracy became more or less nominal, marginal group, leaving the King as an absolute who decides the fate of aristocrats.


See the logic:
Administrative idea empowers management of a state.
Economic = empowers economy.
Trade = empowers trade.
Religious = empowers religion.
Humanism = empowers humanism (i.e. decreases oppression for any other people).
Naval = empowers naval warfare.
Diplomatic = empowers diplomacy.
etc.
Now, Aristocratic = should obviously empower Aristocracy.

You may probably have misunderstanding about what an Aristocrat / Noble means.
On a larger scale, an Aristocrat is a relative of a King who is a relative of God; i.e. every Aristocrat is a supreme ruler in their domain, similarly to King in Kingdom and God in Earth.
Moreover, an Aristocrat sees the King as a God-blessed Aristocrat, and generally accepts that he/she may become a King if there's God's will (unlike non-nobles before the 20th century at least).
This concept persists through ages, even until now; and aristocrat aims for as much autonomy for their domain as possible in the political situation.

However, you speak of another concept: a king can't enforce his rule without loyal nobles (and without God's approval). Indeed, this was a true formula in the age of Feudalism: the King had to please nobles (and church as well).
During the Reformation, the power of church declined majorly (the 15th-17th century).
During the age of Absolute power (which started with Lui XIII + Cardinal Richelieu deciding to concentrate all power in the King's hands, and finished with Lui XIV taking all power from the nobles), the formula became outdated.
Aristocracy has never become as powerful as they were before the 17th century.
So it is kind of a weird thing that Aristocratic Idea, which empowers nobles, simply decreases their power in-game.
Well no a relative of god but appointed by god. By being born noble the nobility were made noble by the hand of god.
 
GB has always been a pain to deal with by merit of having like 3 times as much development as they should have.
I mean sure they're not a genuine threat to a player but what is? They curb stop france pretty much in every game.
Annoying at best. For the most part, GB is rather inconsequential for the rest of the world. France usually pushes them out of the continent early in the game and they never seem to gain enough strength to be a threat to anyone but small natives and isolated asians after this point. And up until this change, their navies were outright ignorable in 9 out of 10 instances. With devastation, they can actually damage your economy in the long run and now we will have to think twice about going to war with then
 
Annoying at best. For the most part, GB is rather inconsequential for the rest of the world. France usually pushes them out of the continent early in the game and they never seem to gain enough strength to be a threat to anyone but small natives and isolated asians after this point. And up until this change, their navies were outright ignorable in 9 out of 10 instances. With devastation, they can actually damage your economy in the long run and now we will have to think twice about going to war with then
Eh I havent seen France come out on top of it's fight with england with any reliability since France lost their vassal swarm.