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EU4 - Development Diary - 05 of June 2018

Hello! Today we’ll talk about yet another system reworked in Dharma and another feature to make European presence in the rest of the world more interesting. Let’s start with the new feature.

So when we talked about the Charter Trade Company feature, a bunch of you wondered why in the name of Shiva would an Indian ever surrender a province to the Westerners even for a big pile of gold? So I am here to answer that.

We’ve had since Wealth of Nations that you could create Trade Companies in special Charter Regions of the world. It was always a pet peeve for me how they worked out and always wanted more out of it. Company provinces never really covered the interaction you had between the various companies and the local rulers of the area. The initial interaction between the Europeans and India was one of trade, except one… staring at you Portugal. Either way we wanted a way for Europeans and Indians to benefit from each others presence… at first at least :)

So now when a European have established their Trade Company they can further their investments in them by building them up. You’ll have 10 investments you can build up per area you have a company present in, and 5 special ones you can build per charter. They are not the cheapest, the lowest going for 300 ducats, it’s upgrade 600 and the special ones goes for a 1000 ducats. So someone wanting to exploit the full riches of the Far East is going to heavily invest their resources into it.

eu4_13.png


The effects of these investments in their benefits given to you are fairly powerful but most of them also gives bonii to the immediate area or even the larger area for some of them. A little note though they do not stack with modifiers from other nations investments. Here’s an ambitious attempt to list them in full, in case not specified otherwise, the effect is only on the area they are built in.
  • Local Quarter - 300 Ducats
    • +15% Defensiveness, 25% Supply Limit for your TC Provinces
  • Permanent Quarters - 600 Ducats
    • Upgrades from Local Quarters
    • 30% Defensiveness, 50% Supply Limit to your TC Provinces
  • Officers’ Mess - 1000 Ducats
    • 1 Per Trade Company Charter
    • +5 Land Force Limit for TC Owner
  • Company Warehouse - 300 Ducats
    • +2 Local Trade Power to your TC Provinces
    • 25% Production Efficiency in entire Area
  • Company Depot - 600 Ducats
    • Upgrades from Company Warehouse
    • +4 Local Trade Power to your TC Provinces
    • 50% Production Efficiency in entire Area
  • Admiralty - 1000 Ducats
    • 1 Per Trade Company Charter
    • +5 Naval Force Limit for TC Owner
  • Brokers Office - 300 Ducats
    • +25% Production Efficiency to your TC Provinces
    • 0.15 Goods Produced in entire Area
  • Brokers Exchange - 600 Ducats
    • Upgrades from Brokers Office
    • 50% Production Efficiency to your TC Provinces
    • 0.30 Goods Produced in entire Area
  • Property Appraiser - 1000 Ducats
    • 1 Per Trade Company Charter
    • 50% Trade Steering in Trade Node of Charter for TC Owner.
  • <Adjective> Settlements - 300 Ducats
    • 25% Tax Modifier in your TC Provinces
    • -7.5 Development Cost in Area
  • <Adjective> District - 600 Ducats
    • Upgrades from Settlements
    • 50% Tax Modifier in your TC Provinces
    • -15 Development Cost in Area
  • <Adjective> Township - 1000 Ducats
    • 1 Per Trade Company Charter
    • 10% Trade Value on entire Trade Company Charter.
  • Company Administration - 300 Ducats
    • +25% Local Manpower, +25% Local Sailors in your TC Provinces.
  • Military Administration - 600 Ducats
    • Upgrades from Company Administration
    • +50% Local Manpower, +50% Local Sailors in your TC Provinces
  • Governor General’s Mansion - 1000 Ducats
    • 1 Per Trade Company Charter
    • -2% Ship Cost for TC Owner.
Note that this is till work in progress and numbers are subject to change as we test for balance.

That’s it for Trade Company Investments, next up is the system rework that we’ve been so cruel to hint around about on the Dev Clash stream.

There are 120 different policies but there are a very few select that stand out as favorites making pretty much most of it obsolete. Never cared for that and wanted to see a lot more interesting builds be available we’ve reworked the entire thing to change how you interact with it, but also rebalanced a big bunch of them. No longer is Quality Standard policy giving you 5% discipline an Administration policy and the 50% Transport Combat Ability policy is gone. But we’ll get to that later.

First let’s dive into the mechanical changes we’ve done. You can no longer activate 5 policies anymore but you enact 3 per category of monarch power. This means you can at max have 3 policies activated in each category. You also get 1 policy for free per category in order to promote long-term usage. These numbers are however not fixed, some government reforms will let you tweak these, national ideas can also be a source like the Deccan ideas who get an extra administrative policy for free. However this requires Dharma.

eu4_12.png


So for how we went through and balanced these, removed old bad policies, added new interesting ones, I’m not even going to attempt to list 120 policies in this diary. But instead I’ll share an image of the document I used to view everything at once so I knew sort of how it was looking.

capture(194).png

Yet again I can not stress enough, all of these numbers are work in progress!



Hope you’ve enjoyed this dev diary and that it has been meaty enough for you. Next one will be covered by your favorite scotsman, Jake, who will go through some much requested quality of life features.
 
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I wonder how many Indian players are willing to let the Europeans buy their provinces in the dev clash.

Something I wondered as well. Does the AI have the money to buy provinces? In most cases, the AI doesn't carry that much cash around anymore. In fact, I don't remember taking a lot of money from AI nations the past patch.
 
Groogy,

For your spots on Plutocratic + Diplomatic and Aristocratic + Administrative where it says +Other, can you PLEASE think about adding -5 Years of Separatism. Currently the ONLY ways to get the full -30 Years of Separatism are to have Humanist + Offensive + their Policy, plus Custom Nation with -10 Years Separatism, + Custom Leader with Conqueror Ability or going Republic. By adding two more ways of getting -5 Years Separatism it will unlock some very specific picks of mine.

Also, think about some way of adding Female Leaders to Aristocratic

And finally, please, please, please don't forget to upgrade the Custom Nation creation with these changes

Thank you for your time and for the awesome game that has sucked up 6200 hours of my life...
 
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To promote that you should give the player options to directly control vassal armies at least, and also to influence the ideas your vassals are taking.
You can set their attitude to "supportive" and have 1 infantry stack that allows attaching armies, most of the time vassals will attach. Personally though, I prefer to let them do their thing, and siege provinces for me while I hunt enemy armies.
 
These values are not final.
With the 20% Dip annexation, we want to promote more keeping around of Vassals. Though might add back the 20% dip annexation, since that is a playstyle to play by as well.

To encourage keeping vassals longer you should add dip relation and reduce liberty desire by dev.
 
@Groogy Do you really think anyone in multiplayer/non WC singleplayer (basically any player who wants to have a high quality army) will pick any military policies other than 5% disc, 20% ICA and 10% ACA?
 
These values are not final.
With the 20% Dip annexation, we want to promote more keeping around of Vassals. Though might add back the 20% dip annexation, since that is a playstyle to play by as well.

I have to challenge you there - what you want at current state of the game is not good for the player and the game.

Why would we want to keep vassals?

Vassals at current state:
- give almost no ducats
- give almost no force limits
- can't handle their own rebels
- have their own army, which is good, - but due to their AI its hardly usable

- they cost significantly - one diplomatic relation is very valuable
- liberty desire mechanics costs - keeping bigger vassals is dangerous and its often prestige/money loss due to placating them
- keeping more vassals is bad idea - they take more relation slots and gang up together in power to boost liberty desire

Now pluses,
- what are they good for is temporary holding land for you (so you can spend diplo to "core" it)
- they let you take more than 100% OE
- reconquest CB

Now, these pluses are temporary. Reconquest is one-two wars and its out. Feeding vassals a lot is not possible - due to liberty desire. So you end up having to integrate them. So that we can absorb that land and use new smaller vassal. Now you made this harder and vassals worse, while not giving anything back.

TLDR
- You need to give us good gameplay reason/benefit to keep vassals, not punish us with making them more expensive to integrate.

So unless you are planning to tackle some of these issues its probably good idea to not develop game in that direction.
 
@Groogy Do you really think anyone in multiplayer/non WC singleplayer (basically any player who wants to have a high quality army) will pick any military policies other than 5% disc, 20% ICA and 10% ACA?

5% discipline is not THAT powerful.
 
Well, Offensive-Innovative or Quality-Religious might be used instead of ACA, certainly before mil tech 16.
It’s not like you’ll have more available policies than you can use before then, with max. 3 idea groups completed.
 
Oh one last thing, I hope =) When Colonizing Trade Company Land, can we please have an option to overlay our Culture and Religion in the Province with OUT having to kill off all of the natives like in the New World. Just a button on the same page as the Colonization Types that says whether or not you want to Overlay your Culture and Religion on a Trade Company province.
 
5% discipline is not THAT powerful.

Combine it with the 5% Quality already gives you, while keeping in mind both Quality and Economy ideas are, possibly, the best idea groups almost any one can pick in a standard situation.

It is the current meta, and has been for way too long. That there are slight situations in which betting everything onto something different in hopes it'll work out (Which will likely fail horribly) doesn't make it right.

The current changes shown today seem to help alleviate the problem... But not really. It'll continue to be the main, stale meta of always by far.
 
Economy ideas in single are VERY situational, to say the least.
 
You guys did it. I thought "There was no way you'd convince genre-savvy players to sell off glorious Indian land to foreigners", but I actually will lease territory to Europeans for those sick area bonuses. The Tiger shall rise through free trade!