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EU4 - Development Diary - 8th of September 2020

Hey everyone! So there’s been quite a few development diaries from @neondt now on South East Asia telling you about the new content we’ll be adding to it, a region that had gotten a bit missed by us over the years and which very much needed some love from us. I am going to do the exact same, but an entirely different region that I have always wanted to do better than how it currently is.

I have always as a player liked playing the under dogs and as such the Americas have always been some of my favorite places to play in, to fight against the invasion of the Europeans and establishing your own nation in your own image. But the last time we really touched on the North American tribes were in Conquest of Paradise and these mechanics haven’t aged… well. If I would sum up the mechanics today of how it is to play a Migratory tribe it is to “wait”. You wait to migrate, you wait for Europeans, you wait, you wait you wait. So we decided to redo all of these mechanics that came with Conquest of Paradise from the ground up and just make North America a lot more vibrant and fun to play in. This of course will still be part of the Conquest of Paradise DLC so it’s a semi-free change :)

In the coming dev diaries you are going to be getting a lot of work in progress interfaces, so stay with me as my ux skills are not the best. We got a lot to cover so let's get started with the mechanics of how I’ve changed the migratory tribes.



So one thing that did bother me was how we portrayed the migration, the various people of north america didn’t usually migrate from the Appalachian to the Rockies every other decade or so. They had a concept of land that they used and seasonally migrated between, but they did consider it to “belong to them” in some manner. Now we can’t have seasonal migration as it doesn't fit how the game flows but these changes should make it more fun and meaningful to interact with.

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First there's tribal ownership of land, this is sort of a semi ownership of the province, it belongs to the tribe but its resources are not being currently fully exploited. People can move in and out of these provinces freely and Europeans can even colonize them. One of the reasons why we haven’t populated the eastern seaboard much has been because it would block European colonization but with this change it allows us to actually fill out North America a bit more. Like let’s say introducing the Mississippi civilizations.

A province can be made into your tribal land by adding it at a cost for 100 Administrative Monarch Power, it also requires you to have migrated to it. If you try to integrate a province that is not connected to your already defined territory it will abandon the previous and start a new home for you at that province.

Coupled with this the migration is no longer a thing that is locked to a cooldown that you press every now and then in order to get some extra mana. Instead the feature has been reworked into something you need to do in order to keep growing as your tribe keeps depleting the natural resources of the current province you are in.

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You can migrate to any province that is not directly owned by anyone, that includes into other tribes territories. Migrating currently as I’m writing this costs 50 military monarch points but it’s still up for balance tweaks. For each step though you migrate outside of your territory the cost will double. You can still migrate away to wherever you want and set up a new territory to live there instead but as you won’t be limited by a timer anymore you’ll still be limited by your monarch points.

So why would you want to migrate through? While you stay in a single province the tribe will be causing devastation in that province, until it eventually reaches a 100%. In addition to this each tribe has a tribal development that grows each month little by little as long as the province hasn't reached 100% devastation. The larger the tribe is, the faster the devastation goes up to simulate their increased consumption.

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Part of appealing to the fantasy I talked previously about we’ve also redone how reformation works and integrated it into the Government Reform system instead. We’ll talk more about that in a later development diary, but the first step will be to settle your tribe which will enable you to settle your tribal development into several provinces letting you expand and grow stronger. The goal is to also have it possible for you to continue reforming your tribe without settling which will have a unique reward at the end of the tree.

How you gain reform progress is going to be different and something we are currently working on. We won’t be relying on the average autonomy as that won’t make sense and right now we have it mainly comes from buildings (that migrate with you mind you) but as always I am keen to listen to community suggestions :)

Native Tribes will have a new set of CB’s available to them to fit with their new way to fight wars. The migratory peace treaty has been remade to be focused around your tribal territory, you will force out any other migratory tribe that has moved into your land and make them either return home or to any border province of yours. There is also a feud CB against bordering tribes to try and take their territory away from them. And then last a CB that lets you fight off Europeans colonising in your home which will burn their colonies. (Tribes can’t use the burn colony interaction anymore and must use the CB now)

This does it for this development diary. We’ll continue to cover the new ways the native americans work next week. Cya then!
 
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How you mitigate a smallpox outbreak in a population without immunity in 1500?
I am not saying that the idea is bad but I just cant think in nothing.
What if the disaster wasn't the outbreak itself but the collapse of social and political systems associated with the disease? The triggered modifier that simulates this now is already called "Rapid Collapse of Society." In this way, successfully navigating the disaster wouldn't be a matter of fighting the disease itself, but mitigating the secondary effects of the disease like spending mana or cash to prevent people from losing faith in political and religious institutions so that when the disease has passed, you'll have some semblance of your pre-epidemic society left over.

Such a disaster could also include non-disease related events, like one about the ecological devastation brought on by Spanish hogs.
 
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Would be nice to see some mechanic where colonial nations can rival other colonial nations on their continent and put some kind of controlable setting to adjust how colonial nations interact with the tribes. Maybe such an option could be integrated with the current native assimilation policy, so if you are friendly the colonial nation will respect the territorial claims of friendly and neutral tribes and forge maybe independent alliances with some of them. The aggressive assimilation option will make colonial nations disregard any tribal claims and be less prone to forge aliances. This is mostly inspired by the different colonial policies of the British and French in North America. Could be realy fun to see a web of aliances and local wars with different tribes aligned with different powers or even oportunistically switching alegiances.
 
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Would be nice to see some mechanic where colonial nations can rival other colonial nations on their continent and put some kind of controlable setting to adjust how colonial nations interact with the tribes. Maybe such an option could be integrated with the current native assimilation policy, so if you are friendly the colonial nation will respect the territorial claims of friendly and neutral tribes and forge maybe independent alliances with some of them. The aggressive assimilation option will make colonial nations disregard any tribal claims and be less prone to forge aliances. This is mostly inspired by the different colonial policies of the British and French in North America. Could be realy fun to see a web of aliances and local wars with different tribes aligned with different powers or even oportunistically switching alegiances.
Colonial nations should be able to ally with tribal nations too.
 
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Really love to finally see a rework of American Natives and their mechanics! :D

I appreciate the effort to give them a more interesting and rewarding migration system. But I do not see natives depleting the land as the best idea to justify that, at least not for the agrarian peoples.

We know now that both the Mississipian and the Amazonian regions had sustained huge populations on plenty of chiefdoms, something attested by the earliest spanish expeditions and the recent archeological evidence. Seems to be that the fast spread of eurasian diseases was the key of their demographic tragedy at 16th and 17th centuries. On the other hand previous events like the collapse of classic Mayans and Andine cultures, the ancestral Puebloans and Mississippians were linked to extreme climatic conditions pressing even bigger populations. So which is the justification for this mechanic, the "Little Ice Age"?
I see this new "depleting" migration system more proppriate for the peoples from the Prairies and the Pampas.

This could be the perfect time to work my suggestions for the Americas but sadly I had not much free time lately. Is the time for me to try harder and make some space! ;)
 
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How you mitigate a smallpox outbreak in a population without immunity in 1500?
I am not saying that the idea is bad but I just cant think in nothing.
Honestly, I don't know if it would have actually been possible. However, I don't think some of the other disasters in the game could have been realistically averted either. The player can only do it with foresight. I get that for the sake of immersion there would have to be some vaguely plausible flavour text, but I don't think it would be the least realistic thing in the game. Players are able to do a lot of ridiculous things already.
 
Finally! As someone that lives a stone throw from Cahokia it's my turn to have a ranting geocentrist post about all my opinions and demands!
....and, it really doesn't matter. That was easy.
 
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Insane. Are there gonna be Mission trees too? Also, is this going to be one of those "patches to end the EU4 cycle"? Eu4 came out like a year later after Ck2. Well... Ck3 is out...
With all due respect to CK2, EU4 has a much larger scope as a game than it. There are still regions that desperately need more flavor, namely Africa, Central Asia, and an immersion pack for the Nordic Countries (the last remaining region in Europe to not have much flavor) would be great. Then going back and reworking older mechanics like the native Americans seem to be getting in this patch.

I would say EU4 has at least two years left, if not three
 
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What exactly is the scope of this patch? The first dev diaries were about SEA, making me assume it was something like Dharma but for SEA, but it seems to be all over the place… or is the stuff for SEA going to be released as an expansion while the other changes being worked into existing DLCs?
 
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What exactly is the scope of this patch? The first dev diaries were about SEA, making me assume it was something like Dharma but for SEA, but it seems to be all over the place… or is the stuff for SEA going to be released as an expansion while the other changes being worked into existing DLCs?
Yeah, me too, I wonder what the scope is. Is there any other dev ready to pull out a white rabbitt? Oceania maybe? South America? Even Africa? Given that we just went from SEA to North America, everything seems possible.
 
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Yeah, me too, I wonder what the scope is. Is there any other dev ready to pull out a white rabbitt? Oceania maybe? South America? Even Africa? Given that we just went from SEA to North America, everything seems possible.

Groogy mentioned NA being a project of personal preference, same as SEA was for neondt. Maybe think of it as the last huzzah of the old dev team before PDXtinto takes over development of eu4?
 
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Finally! This is the update I’ve been waiting ages for! The Mississippi needs the most work, but please remember the Great Lakes region too. This was the center of a vibrant pre-Columbian copper industry!
 
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What if it was implemented as a disaster that a skilled player could mitigate?
It'd be impossible to really mitigate it. The diseases are gonna ravage your lands no matter what.

There are already other playable nations that historically were conquered or collapsed soon after the 1444 start and so start with disasters that can only be averted with some difficulty
Those weren't certainties, though. This one was a certainty the moment large scale contact was established.

What if the disaster wasn't the outbreak itself but the collapse of social and political systems associated with the disease? The triggered modifier that simulates this now is already called "Rapid Collapse of Society." In this way, successfully navigating the disaster wouldn't be a matter of fighting the disease itself, but mitigating the secondary effects of the disease like spending mana or cash to prevent people from losing faith in political and religious institutions so that when the disease has passed, you'll have some semblance of your pre-epidemic society left over.

Such a disaster could also include non-disease related events, like one about the ecological devastation brought on by Spanish hogs.
The disaster would need to include massive loss of development, and in a way where you can't avoid it. Just a popup telling you that province x lost 60% of its dev, and that happening over and over, hitting your highest dev provinces most often.
Popups telling you that some of your provinces got decolonised due to massive dying off.
Popups telling you that some of your provinces broke off due to a loss of communication between your capital and them.

Neither of that you'd be able to mitigate. The latter perhaps a little if you spend dev points from your capital, to simulate sending people to reestablish the connections, but you should expect to lose them again later as the new people die off too. And it should be dev you spend since dev is what represents population and the loss of communication/control was because of people dying off, not because of them rebelling, so you'd need to send new people.

Honestly, I don't know if it would have actually been possible. However, I don't think some of the other disasters in the game could have been realistically averted either. The player can only do it with foresight. I get that for the sake of immersion there would have to be some vaguely plausible flavour text, but I don't think it would be the least realistic thing in the game. Players are able to do a lot of ridiculous things already.
Justy because there's other unrealistic things doesn't mean we should add more.
Also, there's a huge difference between something which requires foresight to avoid and something which literally is impossible to avoid due to biology and 20k years of separation.
 
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Considering the historic purpose/maintenance of large swathes of land by the communities in the New World that this is meant to represent, it would be cool to see the recovery and "ready to use" territories be represented by a natural prosperity development in those territories. That would create a dynamic where larger tribes that need to ensure they control more land to REALLY push its limits. Plus the whole "devastation" aspect seems to contradict what we now understand about Native American land management. Like, a big part of the nomadic aspect of Native American life was that the land was essentially sculpted to fit their purposes, and then they left. Devastation seems weird compared to prosperity IMO.
 
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Why, though? Why should the AI be railroaded instead of being able to adapt to the changing realities of the world
But i literally said they should adapt and NOT follow the Historical path when the global context made such path unviable or oppened better one.
I don't want them to be hard railroaded, but should the player not interfere in the slightest in that area of the world, or should the player stick to Historical actions only, the overall situation should follow very similar to Historical events

I'm one of those who prefer as realistic a game as possible, not a railroaded one. By realistic I mean realistic mechanics which produce plausible results. Lots of mechanics aren't too realistic atm, though that doesn't change that i want things realistic if possibl.
I agree with the realistic mechanics part of course, but claiming you only want a "realistic game" is too vague and debatable and you will immediately contradict yourself by explaining that real life is implausible as well.

As such then an England who isn't bugged down by continental dealings and internal struggles should have the possibility of going colonial very early, because why not? Is there any plausible reasons for her not to aside form that she didn't do it IRL? For all we know then her not doing it IRL might have been really unlikely.
Here is the thing though.
England is never bogged down by continental dealings and internal affairs. This game simply doesn't have such mechanics. Yes you have the war of the Roses disaster, but player breezes through it in less than a year and the AI often does as well unless caught with their pants down. Then they just quickly gobble up the rest of the British Islands and form Great Britain (which again, didn't happen untill the 18th century) and are set to focus fully on colonization by the early 1500's.

Honestly everything about England happens too easily and too fast. They conquer Scotland too easily and too fast, they colonize too fast, they dominate the naval game too fast, they rise to great power status too fast, their reformation is simply pressing a button and skips the whole internal affairs hell that entails, and they just start the game very overpowered overall (stronger than Castile and almost on pair with France). They just don't snowball more often because their safe Isolated position also isolates everyone else from them.


Also, if you limit the AI, but allow the player to do what she wants, then the AI will be even easier to beat since the player will be able to do all kinds of effective things, and e.g. go to the New World for colonial nations early, whereas her opponents will be limited by railroading and hence gain a disadvantage compared to her which will make her even faster be able to utterly stomp them underfoot
Like I said before, the AI should try to follow historical paths but it should also be reactive to changes in the world and not let iself be cornerd by the player.

Maybe if the player as France takes exploration early on, England will feel compelled to take it earlier too to not fall behind.

And if the player as France is bullying Spain into submission, then Spain should neglect its colonial expansion and focus on their continental affairs.

If England somehow wins the 100 years war and subjugates France, then they should start focusing far more in the military and diplomacy instead of navy and trade.

I'm not against the Ai being flexible and adaptable, I am simply against the AI acting ahistorical for the sake of it. Like when I'm playing Castile and Portugal insists on trying to colonize everything except what they actually did.
 
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So, living in Constantinople or Paris area will bring prosperity, but peaceful existence in harmony with nature in NA will bring devastation?

1. That's just regurgitating the Noble Savage trope.

2. The "devastation" in this case is clearly portraying a different sort of thing compared to 30 Years War or Mongol conquest style destruction. It looks like it's meant to represent stuff like letting local resources recover after exploitation;

3. Which actually IS closer to "living in harmony with nature" than just staying in one place for too long. You know, letting wild game repopulate, giving farming land time to recover since they probably don't have stuff like crop rotation and fertilizers.

Sure, they COULD come up with a totally new mechanic but using devastation with large recovery modifiers for tribal controlled land seems a lot easier.
 
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Did I understand it correctly that Native American tags will passively gain development so long as their lands don't reach 100 devastation? And that they carry this development with them as they migrate?