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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

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Great Moravia - Restore the Great Moravian borders as Nitra or Moravia

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Parisian Pasha - Assign Pasha to Paris

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

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

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

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

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

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The Prince of Egypt - Starting as Florence, form Egypt.

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A Hero’s Welcome - As Karaman, form the Sultanate of Rum

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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

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

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Avar Khaganate - Achieve Empire rank and conquer Hungary as Avaria

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

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

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Early-Modern Warfare
- Have 100 regiments at 100% Army Drill.

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Good King Renee - Starting as Provence, form the Kingdom of Jerusalem

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

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

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

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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.

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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.

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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.

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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.

 
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)

Why is it an exploit

That even seems sensible from a roleplaying perspective, levy a huge extra tax from your peasants to bribe the Emperor to protect you
 
Looks good. That's next weekend sorted then.

As for the production for sailors thing - I don't see that being used much.

However. There is the possibility of a naval DLC in the future since it was so important back in the day. If sailors were rarer, and ships more important for war, colonial maintenance and trade; human players may one day build the shipyard (?) improvement
 
Sailors are already a bottleneck for certain, small starts and in multiplayer

Florryworry played as Athens today and did stuff like moving his fleet out for the siege tick, then back in to conserve sailors
 
As for the HRE, it would be nice to see some more work done there too. Nations who are Germanic or Italian should have an easier time of joining. It's not historical but neither is all the blobbing.
 
Sailors are already a bottleneck for certain, small starts and in multiplayer

Florryworry played as Athens today and did stuff like moving his fleet out for the siege tick, then back in to conserve sailors

Rare though. Most of the time they don't serve any real purpose. Maybe they should be restricted, availability based on naval tradition (and sea provinces like now) and they can be bought in like mercs
 
What are the Pandya territories?

The Pandya Empire owned what is now the states of Tamil Nadu, Andhra Pradesh and Kerala, so I assume its the provinces with Malayalam, Telegu and Tamil culture
 
Pandya Empire : Starting as Madurai, conquer the Pandya Territories.

@Trin Tragula (guessing this one is on you); please say this means we now have non-generic NIs for Madurai! One of my favourite OPMs for a lot of reasons (I think of them as 'Byzantium of India') but they always had the very generic South Indian Ideas previously.

What are the Pandya territories?

More or less the combined starting provinces of Vijayanagar, Andhra, and all the South Indian minors, without the 'arm' of provinces Vijayanagar has going off to the northwest. Maybe some southern provinces from Bahmanis as well, I'm not super confident on the exact borders.
 
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There's no way to force nations to join the HRE; and there's only so many releasable nations. Kinda a bad achievement since it requires AI actions [AI joining the HRE]; not your own. Unless you're going to balkanize France and release the minors after adding their provinces to the HRE [Which requires you to core them; which seems overall very inefficient]

Nice reference to a mod however.

I just went in-game to check this acheivement:

Nations in the HRE in 1444: 58

Additional Nations that can be released within the HRE in 1444: Tyrol; Luxemborg; Hainaut; Thauringia; Moravia; Styria

Total: 64 / 75; and getting that would require annoying two Electors and no CB wars which would almost certainly lose you re-election and thus ability to add provinces easily to release later.

Note this 64 will also reduce as vassals get annexed [EG: Holstein; Montferrat; Silesia]; ; Shadow Empire fires; and infighting. Even if you add in all the French releaseables; you STILL don't get 75.

And good luck beating up Bohemia; Burgundy and France [Multiple times] as well as No CB'ing Saxony; while stopping the Shadow Empire as well.

This is a very hard achievement. Even if things happen like Burgundy getting cut down and deciding to join the HRE [But not fireing the inheritance while doing so] or TO joining.

Perfectly doable. Not even that hard really. It just takes time. But there's no rush to get it. If it was a timed achivement which required you to do it before 1500 I will agree, but it's not the case.

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P.S: So proud of my first WC/OF achivement run :D:D.
 
@Trin Tragula (guessing this one is on you); please say this means we now have non-generic NIs for Madurai! One of my favourite OPMs for a lot of reasons (I think of them as 'Byzantium of India') but they always had the very generic South Indian Ideas previously..

I would love to add that but that is not the case in this patch sadly. Focus has been on adding NIs for all the new and old tags in the Middle East. :)
 
I don't think they removed any manufacturies, the farm estate seems to have the "cheaper" farm goods and the plantation seems to retain stuff like coffee, cotton and such.

They're adding the Farm Estate as a "new" manufactory. But the Farm Estate was in fact one of the original manufactories in earlier versions of the game, producing only grain. Thus, it was removed at some point with grain being consolidated into the Plantation manufactories. My guess was that this was with the introduction of Institutions, since the various manufactories used to be unlocked at many different tech levels and not all together at techs 11 and 14 (as per https://eu4.paradoxwikis.com/Buildings#Manufactories_2).
 
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

@DDRJake How Exploit Development affects estates? And do we really get sailors from inland provinces? It seems a bit, weird. Also, what happens if we reduce development greatly and we lose our extra construction slot which already was occupied by a building?
 
For the first one, the article is not required, only if rephrasing it as Achieve the rank of Empire, which would be worse.

For the 2nd one I do not see any reason to change "Muslim Faith" to "any Islamic denomination" (Islamic should be capitalised). Also, I don't see what's wrong with 5 provinces, as it requires you to do exactly that, and nothing more specific than that?

EDIT: Also, the Ottomans and the Mamluks are correct, the article should not be capitalised. Also, fully annex is redundant, since annexation of a named state inherently implies fully annexing it.

I agree on the first and third comment. I forgot in-game they are called "Ottomans and "Mamluks" not "The Ottomans".

My issue with "Hard Bargaining - As Defender of a Muslim Faith, propagate your religion in The Moluccas through trade to convert 5 provinces.": it reads as if there is a "Defender of a Muslim Faith", which doesn't exist in the game.
 
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.

After reading it like 3 times I am still uncleared on how those special building are unlocked. So I will ask the questions.

Farm Estate is unlock at tech 6. But which tech? Admin? Diplomatic? Military?

Mill is mid-game unlocked by which tech and what level?

Otherwise look good overall.