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EU4 - Development Diary - 6th of February 2018

Hello and welcome to today's Development Diary for Europa Universalis IV. In case you missed it, we have now announced our upcoming Immersion Pack Rule Britannia which will accompany our 1.25 England update. For today's DD will be focusing on a couple of the features in the Immersion Pack: Innovativeness and Knowledge Sharing.

Innovativeness is a new value added to the game as a metric for your nation's forward thinking measured against others. It starts at zero for all nations in 1444 and increases by +2 every time you are the first nation to research a new technology or take an idea.

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A promising start for my legit Scotland campaign

While it can be a tall order to be the first nation to a new technology or idea, the rewards are generous. at 100 Innovativeness a nation benefits from -10% all power cost as well as -1% Army and Navy Tradition decay. Tall empires who can afford the luxury of investing heavily into tech and ideas will find themselves reaping these rewards. The Tech and Ideas alert also take on a new form if taking that tech/idea will result in an Innovativneess gain for your nation. Additionally, the Anglican faith will result in a 50% boost in Innovativeness gain.

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From yesterday's Twitter Teaser, the rubbed-out text is "Innovativeness Gain", not "Chance of Rain"

A cutting edge in Innovativeness will be a long-term investment though, as falling behind in your technological advancements will result in your gains being lost by -0.03 per month if you are not ahead of time and gain the "neighbor bonus" in tech.

Now as a non-European, far away from the likely spawn points of most institutions, it can be a tricky thing be become world-leading at technology. Something to help you along will be the new Knowledge Sharing feature in Rule Britannia. Nations can offer to Knowledge Share to a country who has not embraced an institution which they themselves have. The target must be within colonial range, and generally will not be accepted without an alliance in place. When accepted, this diplomatic action will spread the institution by +1 per month in the Area where their capital is situated for 10 years. During this time, the nation receiving the institution spread will have to pay 10% of their income towards their benefactor

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Enacting all options to contain the Muscovites

With that we'll keep our Dev Diary short and sweet. Especially since chances are good that at this very moment, the Dev Clash between our players is concluding. Next week we'll have more of the goodies from Rule Britannia detailed for you, so see you then!
 
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Maybe being the first to take idea/tech should be linked to tech group?
Otherwise, enjoy Ming taking all the bonii.

I like that a lot, currently tech groups don't affect much besides revealed territory and military units. Those are both big deals, of course, but it'd be silly if I was playing something like Brunei and could never get any innovativeness because some country I never heard of on the other side of the world beat me to it.
 
Except, we did get innovativeness ;) literally.


You guys clearly weren’t here when corruption and victory cards were introduced
I was chill with corruption and they've worked out its kinks since that release. I like my fair penalties to make things more mindful when expanding. And I simply don't care about VCs, they're not relevant to me, multi-player isn't my game. I've never got up in arms over something that other people surely value. And that's the thing, I just don't see the value of trade sharing for anyone, it's such a fringe benefit at best. Maybe I just don't understand? I'm open to being enlightened.
 
The opinion part being you stating that removing that ability would devalue a DLC which didn't come with that ability.

As the game is now, Common Sense helps you spread institutions. That's a fact, not an opinion. An opinion would be if someone believes it should do that or not, which is not at all what I said.

You cannot disagree with facts just because you might not care for them. This isn't complicated.
 
Meh, I have never been fond of playing Britain. It is either "I lose the 100 years war on purpose and stick to my island (boring) or I win the 100 years war and it is a game of easy map painting (boring)". I think that is the word that better defines playing Britain in the game.
 
England's history of innovation has little to do with the CoE. Maybe have a smaller era bonus just for British nations to that effect in the Age of Revolutions or something? Britain wasn't really technologically remarkable up until that point IIRC.
 
I like that a lot, currently tech groups don't affect much besides revealed territory and military units. Those are both big deals, of course, but it'd be silly if I was playing something like Brunei and could never get any innovativeness because some country I never heard of on the other side of the world beat me to it.
1. you don't loose innovativiness from non neighbors
2. you shouldn't get innovativiness by being behind in tech
 
Meh, I have never been fond of playing Britain. It is either "I lose the 100 years war on purpose and stick to my island (boring) or I win the 100 years war and it is a game of easy map painting (boring)". I think that is the word that better defines playing Britain in the game.

Almost like they could do with being spiced up. Maybe there could be some kind of 'Immersion Pack' to make them more interesting...
 
Actually the industrial revolution begins in the 1750s but they are overemphasizing it here. Also not sure how relevant the steam engines (and by extension coal) were to the first decades of it.

Boulton and Watt engine really got going in 1775 or so.

Spinning mules in 1779 were the first machines that could produce both warp and weft thred - mostly water powered, not steam until well into the nineteenth century. What should happen is that cotton prices should rise, cloth prices crater, but cloth production go up like a rocket for industrialised countries - that would trash the value of cloth in India but increase it in Europe, which is the right historical result.

Iron production was what really started consuming coal - UK iron production went from about 20,000 tons in 1700 to about 200,000 tons in 1800 and switched from charcoal (from wood) to coke (from coal) in the process. Most of this happened after 1775 or so - coke iron was 2,500 tons as late as 1750. Coal consumption for coked blast furnaces was ahead of steam engines until more-or-less the end of the game, and coal for transport doesn't start in a bit way until the railways in 1830.

While trains don't really get going until the 1830s, there was the Canal Mania from 1761, and a mostly-complete national network in England before 1800.

Coal started to replace wood for domestic cooking and heating from about 1700 or so, especially in urban areas - I'm not entirely sure when London consumed more coal than wood, but London traditionally got its coal from Newcastle and the phrase "coals to Newcastle" dates back to 1538!
 
Normally I'm all for more features, but innovativeness seems VERY unbalanced. Having so many monarch points that you can embrace something ahead of time gives you... a reduction in monarch point costs? This isn't even just a "tall nation" Strat, it's very easy to get ahead of time as a massive wide nation. With the advent of advisor promotions a well managed country can easily afford three level 5 advisors and be drowning in MPs.
 
If I understand properly, this mechanic also buffed idea groups that are rarely taken by AI. Is it true or ANY taken idea will give you +2 bonus?
 
Well, at least Innovativeness Gain will be replacing Missionary Strength vs Heretics as a base bonus.
 
Well, at least Innovativeness Gain will be replacing Missionary Strength vs Heretics as a base bonus.
I guess. Unfortunately the ahistorical one had greater utility to it.
 
Well, at least Innovativeness Gain will be replacing Missionary Strength vs Heretics as a base bonus.

As well as discount of development cost, which is also closer to the true historical meaning of Anglicanism.
 
First of all I want to apologize for my tone prior to my comments. They represent my frustration as I expect that you come up with truly innovative ideas in 3 months time. Because that is what Paradox does or at least did so far: they come up with truly mind blowing concepts and introduce us new ways of thinking in terms of gameplay and sometimes history itself. However I am getting disappointed further down the road in this immersion pack. You have managed to add less and less(by less I mean shallow concepts)maybe except the mission tree system.
1- ındustrialization. Seriously? You could have done so much with this concept but no. We are instead stuck with yet another trade good that helps nothing bu further money creep that is already beyond measure. Changes in society, equality, pollution, child labour, democracy, globalization of production are but a few. This feels like you have added this just to be doing something, just to pass another week in dev diaries. My critization stands if no further changes or satisfying mechanics are added to industrialization.
2-you bring innovativeness which is cool but still we dont need further power creep. We are already swimming in monarch power past 1600 when money is no longer a problem. This way we will need idea groups to be enlarged with new features(10 idea per group for example).
Imho you could have spent time actually improving the game like you did with Great Powers, Institutions.
3- ımmersion packs so far added administrative functionality for the countries they are focused on(russia, timurids, and mameluks)but you havent changed British monarchy as far as I can tell from the announcement which begs the question: did England need an inmersion pack?

These are my disappointments so far.
Kind regards.

Vanilla tenth idea mod?

The perfect MP sink I use as my favourite mod?

Oh baby yes please daddy jake! :oops: