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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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Very meaty DD, @Groogy I like it.

Plutocratic + Diplomatic: “+1 Legitimacy and others”

I assume “others” refers to devotion and horde unity. Would it also include republican tradition or meritocracy? I’m assuming not (especially with the reduction to re-election cost), but I figure I’d ask.
 
Very meaty DD, @Groogy I like it.

Plutocratic + Diplomatic: “+1 Legitimacy and others”

I assume “others” refers to devotion and horde unity. Would it also include republican tradition or meritocracy? I’m assuming not (especially with the reduction to re-election cost), but I figure I’d ask.

No it's only there if you end up getting access to it without being Republic.
 
@Groogy it still looks like religious/economic and quality/quantity are going to be chosen exclusively due to the morale bonus, the artillery bonus, and the discipline bonus. While you can only select a few now, it still seems like people are just going to take those idea groups again.
 
:( Still no policies for cavalry-infantry ratio. I want to play with full-cavalry armies not only as tengri horde, but as new cossack government, for example.
 
Can we please have this for Genoese colonial possessions in Greece and black Sea area so that we dont see them expand there most of the time?
 
The Kochin province dosent contain the city of its namesake, the city of Kochi is at the top of the small peninsula jutting out of the Venad province
 
I was hoping the new policies would make the standard single player blob combo with admin, humanist, diplomatic and influence less of a must have, but I really don't see that happening with the policies here. Especially the humanist and diplomatic policies looks way better than average. I really don't see my self picking aristocratic/plutocratic, espionage, maritime and naval any time soon either. Their policies are 'meh', if that.
 
@Groogy is there any chance that 25% vassal income could be changed to, say, +50% tax modifier for your vassals? Because stacking that modifier just leads to vassals that are always bankrupt.

Also, for the most part, the good admin policies seem to be with economic ideas
 
Isn't quality + economic a bit op? This combination is a must in MP games since it is so good.
 
Nerfing already weak option in dip annex and no nerfs to TC mechanic

Why am I even surprised at this point.