• 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 - 7th of November 2017

Good day everyone. With Cradle of Civilization releasing on Thursday next week I want to round off on a last goodie bag of features, covering the few additions we haven't covered yet and the Achievements for 1.23.

Firstly, let's look at these Achievements and their awesome artwork by our talented artist @The Real Timor

achievement_great_moravia copy.png
Great Moravia - Restore the Great Moravian borders as Nitra or Moravia

achievement_parisian_pasha copy.png
Parisian Pasha - Assign Pasha to Paris

achievement_narcissism copy.png
Narcissism: Name a general after yourself and lead your army to victory.

achievement_protect_the_secret copy.png
Protect the Secret - As Yemen, prevent any European Nation from owning a Coffee-producing province in the Old World until 1700.

achievement_sworn_fealty copy.png
Sworn Fealty - Starting as an Arabian Tribal Federation, unite Arabia and have Maximum tribal Allegiance

achievement_saladins_legacy copy.png
Saladins Legacy - Playing as Hisn Kayfa, reforge the Ayyubid Empire (conquer Egypt, Mashriq, Hejaz and Yemen).

achievement_multiculturalism copy.png
Multiculturalism - Have 4 different Cultures and 4 different religions represented in your court.

achievement_the_prince_of_egypt copy.png
The Prince of Egypt - Starting as Florence, form Egypt.

achievement_a_heros_welcome copy.png
A Hero’s Welcome - As Karaman, form the Sultanate of Rum

achievement_around_the_world_in_80_years copy.png
Around The World In 80 Years - Starting as a Custom Nation of up to 400 points in the British Region, own New York, San Francisco, Suez, Bombay, Calcutta, Hong Kong and Yokohama by 1524.11.11

achievement_voltaires_nightmare copy.png
Voltaire's Nightmare
- Have at least 75 countries in the HRE.

achievement_avar_khaganate copy.png
Avar Khaganate - Achieve Empire rank and conquer Hungary as Avaria

achievement_cowardly_tactics copy.png
Cowardly Tactics: have a fort and a supply depot in a mountainous province producing livestock.

achievement_david_the_builder copy.png
David The Builder
- As Imereti, form Georgia and have no free building slots.

achievement_early-modern_warfare copy.png
Early-Modern Warfare
- Have 100 regiments at 100% Army Drill.

achievement_good_king_renee copy.png
Good King Renee - Starting as Provence, form the Kingdom of Jerusalem

achievement_bunte_kuh copy.png
Bunte Kuh - As Hamburg, trade in both Gems and Livestock.

achievement_hard_bargaining copy.png
Hard Bargaining - As Defender of a Muslim Faith, propagate your religion in The Moluccas through trade to convert 5 provinces.

achievement_the_levant_turnabout.png
The Levant Turnabout - As the Mamluks, have 100 Army Professionalism and annex the Ottomans

achievement_pandya_empire copy.png
Pandya Empire : Starting as Madurai, conquer the Pandya Territories.

20 in total, we'll be excited to see how people go about getting some of these. It was already good fun seeing people speculating over what these could be when they were teased in the Feature Breakdown video. I just know I can't look at Moravia the same way ever again.


Next up I feel like I've been working my Advisors to the bone lately. As of Cradle of Civilization, you are able to give your Advisors a hard earned raise with Promote Advisor, a new interaction in the court tab allowing you to increase an Advisor's skill level by 1 in exchange for 5 years' of their salary. This is also a way to bring their level above the long-standing limit of 3 all the way up to 5, so if you have more money than you can possibly know what to do with, you can enjoy vastly increased benefits from a full court. The caveat is that only Advisors of your culture group or your promoted cultures are eligible for promotion. Nobody within or outwith the Court will approve of an unaccepted one rising through the ranks.

promote.jpg



A small addition that was teased last week is the addition of 2 new buildings, the Farm Estate and the Mill. These are both manufactories to coincide with the addition of new trade goods and come free with the 1.23 Persia Patch

Farm Estate unlocks at tech 6 and is an early-game Manufactory which works for the less glorious goods of Grain, Livestock and Wine.

Mill is a mid-game Manufactory available for the more lucrative goods of Paper, Gems, Tropical Wood, Glass and Chinaware.

Incense, as the 5th new trade good, is exploited with the Trade Station Manufactory which, as is indicated above, has shed some of its previous goods.

mill and farm estate because where the dutch conquer there must be mills.jpg



Finally we have added the ability to Exploit Development in your provinces in Cradle of Civilization. When times are tight, you have to ask yourself if your denizens really need their homes, farmlands or their young. when exploiting the development in a province, you will permanently reduce its development by 1, and gain a lump-sum benefit from doing so.

Exploit Base Tax to gain 60 months' worth of that province's tax income
Exploit Production to gain 60 months' worth of that province's sailors
Exploit Base Manpower to gain 60 months' worth of that province's manpower

Of course, development must be at least 2 in a category for it to be exploitable, and this action requires at least a Territorial Core in that province. A province cannot be exploited in the 20 years following its last exploitation.

exploit treb.jpg



And that about wraps things up. Also be sure to tune into our Twitch Channel as we launch into our latest Dev Clash campaign at 1500CET. To whet your appetite, meet the competitors.

 
So my general needs to be named Ass McSpankington to get that achievement? That's embarrassing.
 
@Doomdark @DDRJake

No final quick changes to the colonial nations eating natives in other colonial region provinces? Ex: Caribbean CN eats northeastern seaboard natives, turning the land their as their own in the middle of the Northeastern CN. Or at least a chance the ability to exchange CN provinces to their rightful colonial region.
 
Make Moravia Great again, you're my favorite dev team from now on. Now, only if Sorbian culture was added...
 
Last edited:
Interesting stuff. I've never seriously played in the Persia region before. My first CoC game will be Tabarestan will the goal of Narcissism -> Shahanshah -> Hard bargaining -> Early Modern Warfare -> Cowardly Tactics -> This is Persia!

...Wait, are mountain provinces that produce livestock common, or are we going to have to hunt down a specific province for Cowardly Tactics?
 
Would be good if Religious allowed you to Promote any Advisor of your religion, under price of being unable to promote advisors of other religions.
Humanism could allow you to Promote anyone, but cap Promotion to 4.
 
Can someone explain me the second one ?

You need to conquer Paris as Ottomans or Rum, and use their unique feature that allows you to proclaim a Pasha in a region.
 
@DDRJake I should have asked this when the muslim sects were revealed a month or so ago: How will the CK2 converter handle hurufi, kharijite and the like, which are heresies in CK2, but will now be features of the Muslim religion in EU4? The reason I'm asking is that a week or two ago, I decided to make a mod to add CK2 religions to the Nation Designer.
 
Exploiting development seems a little useless unless it’s really high and in the late game. 22 ducats for 72 admin hardly sees worth it and I think if it isn’t changed it will be hardly if evered used.
 
Exploiting development seems a little useless unless it’s really high and in the late game. 22 ducats for 72 admin hardly sees worth it and I think if it isn’t changed it will be hardly if evered used.
The idea is that you don't develop it back. Conquer, core, state so it drops to 50% autonomy, exploit, unstate without having fully cored, gain 5 years worth of 50% autonomy of a province which would have 75% autonomy. I see myself doing that with any provinces I expect to keep as territorial core.
 
Of course, development must be at least 2 in a category for it to be exploitable, and this action requires at least a Territorial Core in that province. A province cannot be exploited in the 20 years following its last exploitation.
I already see the huge exploit coming for all HRE neighboring nations, to enter it. Welcome back to the Teutonic Order, which will not have to sell a single province to enter the HRE, and will be able to pay the emperor with ducats gained from exploiting the province (and the game)
 
Next up I feel like I've been working my Advisors to the bone lately. As of Cradle of Civilization, you are able to give your Advisors a hard earned raise with Promote Advisor, a new interaction in the court tab allowing you to increase an Advisor's skill level by 1 in exchange for 5 years' of their salary.

=D

Finally we have added the ability to Exploit Development in your provinces in Cradle of Civilization. When times are tight, you have to ask yourself if your denizens really need their homes, farmlands or their young. when exploiting the development in a province, you will permanently reduce its development by 1, and gain a lump-sum benefit from doing so.

=D

Two *very* welcome additions, please keep up the good work your team has been doing lately! I do hope these features will be moddable and usable by the AI, so far as is possible, as well?

Now the only thing left on the top of my (never posted) wish-list of features is better modding support for migration mechanics and Centres of Reformation, bravo!