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EU4 - Development Diary -22nd of May 2018

Good day all! Today the team is all back and hard at work following an exhausting yet wonderful PDXCon. Thanks to everyone out there who contributed to its success by your presence. With our upcoming expansion now announced we return to talk in detail about the features and changes coming in Dharma.

Today we turn our attention to the much-teased Estates. To set the context for our changes I'm first going to outline the logic that lead our infinite wisdom to make these changes. Estates were introduced as a feature in The Cossacks DLC and while they were intended to be an interesting mechanic aimed to deepening the internal politics of your realm, they fell short in a number of ways. There were very few types of Estates, leading to a lack of immersion when you were dealing with the same groups when playing as either France or Bengal. Additionally, they ended up posing as a nuisance in many areas of the game. Their land demands would often feel a burden and a chore for a player, especially after finishing up a hard-won war. We also found that their disasters ticking up at 80% felt rather counter-intuitive. 79% was absolutely safe but 81% is danger zone? Additionally, with the feature being a paid part of The Cossacks, we were in a tricky situation with what to do with it.

As of the 1.26 Update, Estates shall be a free feature. This means that regardless if you own every expansion and immersion pack or if you have the base game and nothing more, you will have your estates in your nation, free to interact with, assign land to, reap rewards from and/or gain disfavour with and face internal strife. Coupled with this are some quality of life changes for Estates: No longer shall they demand a minimum amount of territory from your nation, leaving you free to choose if you want to indulge your various interest groups for their powerful support or shun them and forego the risks of them seizing power for themselves. Additionally, the aforementioned risk of disaster striking from overly powerful estates shall tick up when their influence is at 100% rather than the previous 80%

We are also free to further work upon the Estates system, which leads me nicely to the New Estates for India.

Indian nations will now have access to brand new Estates for the different Castes in the subcontinent. The following are available to nations in the subcontinent and largely replace the existing Estate types (merchant guilds, Clergy, Nobility) and are exclusive for owners of Dharma.

eu4_461.png


Marathas
While originally a term applied to all Marathi-speaking peoples, the Marathas have defined themselves as a caste of warriors. The Marathas are found both in their native home of Maharashtra and beyond, seeking opportunities for distinguished military service.

Available to all nations in the Indian Tech Group of culture group Dravidian, Western Aryan but not Rajput or Malvi culture.
Depending on influence and loyalty, locally, Marathas impact on religious conversion chance while globally they impact on cavalry combat ability and army tradition

Interactions:
  • Recruit Advisor
    • Commandant, Half Price, Hindu Faith, Marathi Culture, Gives 15% Influence
    • Requires 40% Influence
  • Recruit from the Marathi
    • Give Manpower that increases with influence, costs 15 loyalty
    • Requires 30 loyalty, 40 influence
  • Benign Neglect of Marathi
    • Give loyalty and influence, increase autonomy in assigned provinces.
      • Give 25% manpower modifier in provinces
    • Requires 40 influence
  • Demand MIL Support
    • Gives Military power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Promote Maratha Nobility
    • Gives 10 Influence and 15 Loyalty
Brahmins
The Brahmins are the priestly caste of Hinduism. They are the keepers of ceremonies and scriptures, as few non-Brahmins are educated in Sanskrit literature. They command great respect from Hindus and non-Hindus alike, and sometimes take roles in government.

Available to all Hindu and Muslim nations in the Indian Tech Group.
Depending on influence and loyalty, locally Brahmins affect unrest and institution spread, while globally they affect stability cost, devotion and tax.

Interactions:

  • Demand ADM Support
    • Gives Administrative power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Seek Support of Brahmins
    • Gives 15 loyalty, 10 influence for 5 prestige and 5 legitimacy
  • Switch Hindu Deity (Hindu only)
    • Let you switch your hindu deity before your ruler dies.
    • Requires 40 loyalty, 40 influence
  • Seek Legitimacy (Muslim only)
    • Increase tolerance of heathens and religious unity for influence
    • Requires 40 Loyalty, 20 influence
  • Recruit Theologian
    • Gain Half price Theologian Advisor, Hindu faith for 15 Influence
    • Requires 40 Influence
  • Make Generous Donation
    • Pay money to gain 15 loyalty


Vaishyas
In Vedic scripture, the Vaishya caste are laborers and agriculturalists of relatively low status. They have since branched out into more lucrative professions; merchants, craftsmen, men of money, they are the lifeblood of Indian commerce.

Available to all nations in the Indian Tech Group Hindu nations.
Depending on influence and loyalty, locally Vaishyas impact on development cost and trade value, while globally they affect production efficiency and advisor cost

Interactions:

  • Demand DIP support
    • Gives Diplomatic power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Recruit Minter
    • Give Hindu Master of Mint, Half Price for 15 Influence
    • Requires 40 Influence
  • Draft Ships For War
    • Gives Heavy Ships for 15 loyalty
    • Requires 30 loyalty, 40 influence
  • Limited War Support
    • Trigger War Taxes for 15 influence
    • Cooldown of 20 years, requires 30 loyalty
  • Ask for Contributions
    • Gain money for 10 loyalty
    • Needs 30 Loyalty

Rajput
The Rajputs are an ancient caste of honorable warriors and proud nobles. While the rugged land of Rajasthan is the heart of their power, Rajput nobility can be found throughout northern India and many great Rajas claim Rajput descent.

Available to all nations in the Indian Tech Group of culture group Hindustani, Eastern Aryan, Central Indian and Rajasthani or Malvi culture.
Depending on influence and loyalty, locally Rajputs affect manpower and defensiveness while globally they impact on manpower regain and fort maintenance costs.

Interactions:

  • Spawn Rajput Regiments
    • Capped by amount of provinces given to Rajput
      • Have -25% Drill Decay, 5% Discipline modifier
      • Can’t have more regiments of Rajput than you have provinces assigned to them
    • Costs 15 Loyalty and 5 Influence
    • Requires 50 loyalty and 40 influence
  • Recruit Rajput General
    • Should spawn a General with +1 Fire base for 20 Influence
      • Takes Rajput name from the Rajasthani culture
    • Requires 30 Loyalty, 40 Influence
  • Promote Purbias
    • Apply Rajput Regiment Only Modifier
      • Give 10% Land Fire Damage, 5% Discipline
    • Costs money and gives Autonomy to provinces
  • Exempt Officers from Jaziya (muslim only)
    • Increase Loyalty by 15 for money
    • Requires 20 Influence
  • Promote Rajput Nobility
    • Give 15 Loyalty and 10 Influence for 5 Prestige
  • Demand MIL Support
    • Gives Military power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
Jain Community
Jainism is no longer a dominant or politically favored faith in India, but the Jains are far from irrelevant. They have found a niche in moneylending and bureaucracy that makes them an asset to any state that offers them patronage.

Available to all nations in the Indian Tech Group of Hindu faith or replaces the Burgher Estate for Indian Muslims.
Depending on influence and loyalty, locally the Jains affect state maintenance, manpower and tax, while globally they impact on interest rates, construction costs and construction speed.

Interactions:

  • Loan Interaction
    • Create a Jain earmarked loan that has reduced -0.5/-1.0 interest depending on influence. It will remain at that fixed interest until paid off regardless of the nation's interest rate.
    • +10 influence
  • Patronize Jain Families
    • Increase loyalty with 15 and influence with 10.
    • Cost 5 prestige
  • Commission Jain Scripture
    • Increase 15 Loyalty, costs money
    • Requires 30 Influence
  • Build Jain Temple (once per 20 years)
    • Get 10% development cost and one extra base tax in random Jain assigned province
    • Gives +15 Influence
    • Requires 40 Influence
  • Investigate Corruption
    • Lose 2 Corruption, gives 10 Influence
    • Needs 60 Influence, 40 Loyalty
  • Demand DIP support (If Muslim)
    • Gives Diplomatic power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
Quite the impact for the subcontinent, but where does that leave owners of The Cossacks? Cossack owners will still exclusively have access to the titular Cossack estate type, as well as the Dhimmis and Tribes. We have also decided that The Cossacks owners will, with the 1.26 Update, also get the new feature to Play as breakaway Cossack Nations.

eu4_459.png


When the Cossacks disaster is triggered, you will have the option to play as said Cossack nation. You will be given the unique Power Structure reform Sich Rada granting tremendous cavalry bonuses, while having access to your own Government Interactions:

  • Adm: Receive Fleeing Serfs
    • Get Random development in a province of a culture/religion that is repressed by another nation.
      • Repressed culture means it is not primary or accepted.
      • Repressed religion means it is not the religion of that nation.
  • DIP: Organize Raiding Parties
    • +1 Hostile Attrition
    • +10% Movement Speed
  • Mil: Raise Cossack Host
    • Spawn Cossack units like the Cossack Estate interaction.
eu4_460.png


To recap

  • The Estates System is now free to all players as of the 1.26 update
  • Dharma Owners will gain access to the new Indian Caste estates
  • Owners of The Cossacks will have access to the Tribes, Dhimmi and Cossack estate types, while also gaining the new Breakaway Cossack Government to play as.

That's quite the lot for today, hopefully it makes up for the scandalously late dev diary courtesy of the exciting yet exhausting weekend of PDXCon2018. Next week, hmm, how about we take a look at how we're furthering our content for the Mission Trees introduced in Rule Britannia? Sounds great, see you then!
 
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Is it me or when PDX adds a new feature to a specific nation, they make it OP or more viable? I mean the Indian estates make the regular estates completely trash...
A cynical person would say it is a great way to sell the DLC.
 
. This means two things: They are designing the game for multiplayer to become some kind of eSport like Age Of Empires or LoL, and as a result the only real challenge the game has in SP is playing an OP, a challenge that only lasts until you get to 150-250 development. Even less in case of big trade income.

I rather think DDRJake caters exclusively to the map painter/world conquest players and wants to remove any obstacle to their blobbing and being able to win with every nation. Thats why he removes everything which gives autonomy and made sure that the tech levels are even around the world.
It also explains why he does not want large nation to still face challenges. He really believes that once you blobbed the game really begins (hence his "don't punish successful players") when in reality most people simply quit at this point as the game became boring and they have no interest in a world conquest grind.
 
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How will Estates relate with Factions? Right now both systems attempt to portray the very same thing (internal factions)...
 
Cheers for the DD DDRJake and the extra info Groogy (and great work on PDXCon) :). Good call on estates imo - I'd bet good money they'll work better as a core feature, and looking forward to seeing them grow and better align with the game over time - the Indian-specific estates sound tops :cool:.
 
Well then...Please tell me Estates will be optional
Literally avoided Cossacks like the Plague because i didn't want to deal with that shallow micro feature.
I mean i might as well buy it next time it does on sale seeing how I've been sorely missing those few quality of life feature it has. Still hoping on Estates being optional...
 
Why would Rajput nations not have access to them?

Because I can't read lmao, I thought they weren't included in the cultures that could have the Estate.

See bolded and underlined below. Though yes, it is strange that so many can hire Rajput soldiers outside of the culture, in contrast to other special regiments, which are largely constrained to one culture alone.

Thanks for pointing it out. Although I now find it weird that Rajputs are an Estate in a Rajput nation... still, mechanically it would be the same as what I suggested so whatever.

Because they were pretty much a minority throughout India. I doubt there is a single province where you could claim that Jains were the majority faith during the game's time frame.

I remember someone made a lot of research on India on the Suggestions subforum and pointed out we could have a Jain province in Southern India if the devs wanted to. But even so, it isn't my point. I'm not saying that Jains should exist in 1444, but that I find it really weird that there's absolutely zero chance in a >300-year time period for them to control and convert a single province to become a majority. I'd expect them to maybe spawn Zealots should they have a revolt, and/or would have Interactions that would give you a Jain-religion advisor. The religion wouldn't even make the Jain Estate obsolete or redundant, we could have the religion having the same interactions than the Estate, just fine-tuned for it (so Indians have the Estate and Jains don't have it but keep some interactions in the Religion tab).

But alas. I guess that ship has sailed now.
 
Well then...Please tell me Estates will be optional
Literally avoided Cossacks like the Plague because i didn't want to deal with that shallow micro feature.
I mean i might as well buy it next time it does on sale seeing how I've been sorely missing those few quality of life feature it has. Still hoping on Estates being optional...
but what's the problem, just don't use mechanics if u don't want.
 
but what's the problem, just don't use mechanics if u don't want.

Unless you're playing an OPM type nation you're going to at least have to deal with the possibility of some revolts for taking all the land off of them before "ignoring them". Then there are the estate events, some of which don't have especially good options.
 
Unless you're playing an OPM type nation you're going to at least have to deal with the possibility of some revolts for taking all the land off of them before "ignoring them". Then there are the estate events, some of which don't have especially good options.
meh it's marginal, if u aren't minmaxing, estates aren't a problem.
 
I rather think DDRJake caters exclusively to the map painter/world conquest players and wants to remove any obstacle to their blobbing and being able to win with every nation. Thats why he removes everything which gives autonomy and made sure that the tech levels are even around the world.
It also explains why he does not want large nation to still face challenges. He really believes that once you blobbed the game really begins (hence his "don't punish successful players") when in reality most people simply quit at this point as the game became boring and they have no interest in a world conquest grind.
I agree with this, I barely make it to 1800s because the blobbing becomes so boring. At 2K development, you are basically only limited by time, but not everyone plays to conquer the world.
 
@DDRJake I really want to buy this and play on newer patches. But with the AI being so utterly garbage in 1.23 and forward, I just can't. I'm not the only one. Please, for the love of the game, fix it. Roll back to 1.22 AI and start new. The AI makes the game unplayable at times.
 
When the Cossacks disaster is triggered, you will have the option to play as said Cossack nation. You will be given the unique Power Structure reform Sich Rada granting tremendous cavalry bonuses
- a bit funny how Pdx named cossack gov, ledership and reform after Black Sea cossack ( aka "ukrainian" cossacks ) but bonus itself is again associated more with "russian" cossacks.;)

Also dat warhammer chaos marauders events picture is cool... for representing chaos marauders from warhammer.:rolleyes:

Yeah and that 20% cav ratio... do i understand it right that now you can actually play as muslim cossacks? Because previously cossack estate was restricted to christian countries. But after break away nothing stops cossack country from converting... so 80% cav ratio here i come?:D
 
  • Recruit Advisor
    • Commandant, Half Price, Hindu Faith, Marathi Culture, Gives 15% Influence
    • Requires 40% Influence
  • Recruit from the Marathi
    • Give Manpower that increases with influence, costs 15 loyalty
    • Requires 30 loyalty, 40 influence
  • Benign Neglect of Marathi
    • Give loyalty and influence, increase autonomy in assigned provinces.
      • Give 25% manpower modifier in provinces
    • Requires 40 influence
  • Demand MIL Support
    • Gives Military power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Promote Maratha Nobility
    • Gives 10 Influence and 15 Loyalty

Recruit Advisor = Every current estate + Vaishyas have "Recruit minister," "Recruit Inquisitor," Brahmin "Recruit theologian"

Recruit from the Marathi = "Recruit from the Dhimmi," "Raise Additional Levies," "Contribute Warriors"

Benign Neglect of Marathi = "Lighten Dhimmi Tax Burden," "Permit Self Governance"

Demand MIL Support = Both Rajputs and Nobility have the same interaction

Promote Maratha Nobility = "Call diet," "Expand Cossack Register," "Grant Monopoly Charter," "Seek Support of Brahmins," "Promote Rajput Nobility," "Patronize Jain Families," and very similar to "Seek Support of the Clergy"

  • Demand ADM Support
    • Gives Administrative power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Seek Support of Brahmins
    • Gives 15 loyalty, 10 influence for 5 prestige and 5 legitimacy
  • Switch Hindu Deity (Hindu only)
    • Let you switch your hindu deity before your ruler dies.
    • Requires 40 loyalty, 40 influence
  • Seek Legitimacy (Muslim only)
    • Increase tolerance of heathens and religious unity for influence
    • Requires 40 Loyalty, 20 influence
  • Recruit Theologian
    • Gain Half price Theologian Advisor, Hindu faith for 15 Influence
    • Requires 40 Influence
  • Make Generous Donation
    • Pay money to gain 15 loyalty

Demand ADM support = Clergy already have this

Seek Support of Brahmins = "Call diet," "Expand Cossack Register," "Grant Monopoly Charter," "Promote Rajput Nobility," "Promote Maratha nobility," "Patronize Jain Families," and very similar to "Seek Support of the Clergy"

Switch Hindu Deity = One of the few creative interactions

Seek Legitimacy = Although not an interaction, the Dhimmi have a passive modifier very similar to this

Recruit Theologian = Every current estate + Vaishyas have "Recruit minister," "Recruit Inquisitor," Marathan "Recruit advisor"

Make Generous Donation = "Support Tribes," Clergy "Make Generous Donation," Rajput "Exempt Officers from Jaziya," "Commission Jain Scripture"

  • Demand DIP support
    • Gives Diplomatic power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence
  • Recruit Minter
    • Give Hindu Master of Mint, Half Price for 15 Influence
    • Requires 40 Influence
  • Draft Ships For War
    • Gives Heavy Ships for 15 loyalty
    • Requires 30 loyalty, 40 influence
  • Limited War Support
    • Trigger War Taxes for 15 influence
    • Cooldown of 20 years, requires 30 loyalty
  • Ask for Contributions
    • Gain money for 10 loyalty
    • Needs 30 Loyalty

Every single one of these interactions, except "Limited War Support" are already done by the burghers

  • Spawn Rajput Regiments
    • Capped by amount of provinces given to Rajput
      • Have -25% Drill Decay, 5% Discipline modifier
      • Can’t have more regiments of Rajput than you have provinces assigned to them
    • Costs 15 Loyalty and 5 Influence
    • Requires 50 loyalty and 40 influence
  • Recruit Rajput General
    • Should spawn a General with +1 Fire base for 20 Influence
      • Takes Rajput name from the Rajasthani culture
    • Requires 30 Loyalty, 40 Influence
  • Promote Purbias
    • Apply Rajput Regiment Only Modifier
      • Give 10% Land Fire Damage, 5% Discipline
    • Costs money and gives Autonomy to provinces
  • Exempt Officers from Jaziya (muslim only)
    • Increase Loyalty by 15 for money
    • Requires 20 Influence
  • Promote Rajput Nobility
    • Give 15 Loyalty and 10 Influence for 5 Prestige
  • Demand MIL Support
    • Gives Military power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence

Spawn Rajput Regiments = "Raise Cossack Host" and similar to tribal "Raise Host"

Recruit Rajput General = "Grant Generalship," similar to "Recruit Conquistador"

Promote purbias = relatively unique interaction

Exempt Officers from Jaziya = "Support Tribes," Clergy and Brahmin "Make Generous Donation," "Commission Jain Scripture"

Promote Rajput Nobility = "Call diet," "Expand Cossack Register," "Grant Monopoly Charter," "Seek support of Brahmins," "Promote Maratha nobility," "Patronize Jain Families," and very similar to "Seek Support of the Clergy"

Demand MIL Support = Both Marathi and Nobility have the same interaction

  • Loan Interaction
    • Create a Jain earmarked loan that has reduced -0.5/-1.0 interest depending on influence. It will remain at that fixed interest until paid off regardless of the nation's interest rate.
    • +10 influence
  • Patronize Jain Families
    • Increase loyalty with 15 and influence with 10.
    • Cost 5 prestige
  • Commission Jain Scripture
    • Increase 15 Loyalty, costs money
    • Requires 30 Influence
  • Build Jain Temple (once per 20 years)
    • Get 10% development cost and one extra base tax in random Jain assigned province
    • Gives +15 Influence
    • Requires 40 Influence
  • Investigate Corruption
    • Lose 2 Corruption, gives 10 Influence
    • Needs 60 Influence, 40 Loyalty
  • Demand DIP support (If Muslim)
    • Gives Diplomatic power based on influence, costs 20 loyalty
    • Requires 30 Loyalty and 25 Influence

Loan Interaction = Relatively unique

Patronize Jain Families = "Call diet," "Expand Cossack Register," "Grant Monopoly Charter," "Seek support of Brahmins," "Promote Maratha nobility," "Promote rajput nobility," and very similar to "Seek Support of the Clergy"

Commission Jain Scripture = "Support Tribes," Clergy and Brahmin "Make Generous Donation," "Exempt Officers from Jaziya"

Build Jain Temple = Relatively unique

Investigate Corruption = Relatively unique

Demand DIP support = Vaishyas and Burghers already have this

I know that some of the connections are not perfect. Nevertheless, I think that they could try to make the interactions a bit more creative.

Also, I hope they have more information about estates which was not shared. Currently, the change to 100 influence seems to further make estates a "there is no risk in using it, but I don't want to bother with it because it's boring and annoying" mechanic. In my opinion, a good mechanic should either put players in difficult positions as a result of their past actions or should give them difficult decisions. Estates do neither of these because they never punish players heavily enough; a player can always simply revoke a few provinces and deal with the revolts so they get out of the danger zone. Furthermore, this does not lead to difficult decisions since it is never better to let an estate take over than to revoke their provinces. because the possibility of take-over is the only negative to using estates (besides autonomy) and because it is very easy to deal with take-over, there is, essentially, no good argument against reaping the benefits of estates besides "it is too boring." I really hope that paradox have fixed/will fix this issue with changes they have not discussed yet.
 
I rather think DDRJake caters exclusively to the map painter/world conquest players and wants to remove any obstacle to their blobbing and being able to win with every nation. Thats why he removes everything which gives autonomy and made sure that the tech levels are even around the world.
It also explains why he does not want large nation to still face challenges. He really believes that once you blobbed the game really begins (hence his "don't punish successful players") when in reality most people simply quit at this point as the game became boring and they have no interest in a world conquest grind.

I do see his point though. Without the character on character interactions of CK2, it's hard to make penalties to being successful feel natural. In CK2 you have a narrative, but in EU4 it's just a modifier that tells you you're gonna get some more rebels. I think it's a limitation of EU4's basic mechanics rather than jake's fault.
 
:( But are there plans to do so after this patch, allowing us to mod in new special types of regiments in a future update? I would love to recruit Highlands regiments as Great Britain.

Even better, allow us to define different types of regiments such as heavy and light infantry, cavalry, and artillery.

I guess they want to reserve these for future DLCs (already put these special units in 2 DLC and 2 Immersion packs) so it is unlikely they become free.