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Europa Universalis IV - Development Diary 12th of March 2024 - Venice, Italy, Netherlands

Hello and good afternoon! Today we will be taking a look at the content we have in store for Venice, Italy, and the Netherlands. All three of these countries have many gameplay aspects in common, trade, maritime prowess, and, to some degree, colonization. Either as important proponents of history, as is the case for Netherlands and Venice, or as valuable gameplay additions in Italy’s case, these countries are due to receive new content with the upcoming DLC.

Venice​

Reaching its apogee of power during the 15th century, the Most Serene Republic of Venice is located in the heart of maritime activity, with a strong grip on its home end node. Following an illustrious history, La Serenìssima stands as one of the most influential Italian states. At the cusp of the Renaissance, the prosperity of the arts & culture gives way to the blooming and rise of new artists, architecture and traditions. To the south, the remnants of Rome are ripe for the taking, between the forces of the Republic and the Ottoman Turks. To the North, the imposing shadow of the Holy Roman Emperor as he struggles to maintain Italy in his decentralized Empire. The peninsula will soon be the home to a bloody struggle, as prospecting conquerors eye each other’s land with covetous greed. Venice’s content has been crafted with attention to detail, historicity, and the telling of a grand story around Italy’s most celebrated republic during the game’s time frame. Andiamo!

venice tree.png

The new content for Venice comes packed with a tree armed with lots of new missions. These will branch and cover various aspects of the Republic’s history, ranging from the Italian wars, conquests in the peninsula and beyond, to maritime expansionism, internal development, the cultivation of the arts and culture, and even colonization. But wait, there’s more! Venice also now has access to a brand new government mechanic, the Council of Ten. Alongside that, the narrative of your game will be enhanced with the introduction of new events around Venice’s (and her people’s) most celebrated accomplishments ranging from theatre to Titian and the Loredanian Academy.

Starting off, the upper third of the tree will be focused on internal matters, starting with the introduction of the Council of Ten, your primary adversary in domestic affairs:

council of ten event.png

Note: Note: Historical insights is one of the grand themes of the content around Venice, showing the why’s and the how’s of various political, military and cultural events!

council of ten mechanic.png

Note: ALL ART in this Developer Diary is placeholder.
Opposed to the Doge’s influence and attempts to lead Venice into wars or even autocratic rule, the Council’s Authority for Venice will commence at around 90%, placing the Doge in a difficult position. Throughout your play through, this mechanic will have a prevalent spot in your decision-making, and be affected by the various generic and unique events that may occur as well as mission rewards and interactions. Should the council’s authority surpass the 90% mark, it will forbid the Doge from commencing any offensive wars and have further severe repercussions, as shown above.

It is worth noting that a council would be more compliant and at ease, should the Doge’s stats are low, whilst a competent Doge will cause the Council to react, increasing its authority passively.

The three interactions tied to the Council of Ten are a representation of the ruling faction and its abilities. Venice has access to the Aristocrats, the Traders, and the Guilds. Each interaction is an exchange between the Doge and the faction in power. You grant them crownland and political power. In return, you may gain powerful short-term benefits:

Both the Aristocrats and Traders will demand crown land for their respective estate alongside monarch power, whilst the Guilds will demand Republican Tradition alongside monarch power. In return they will grant a great variety of bonuses that allow for versatility, from development in the capital, to government reform progress and even marines or galleys in Venezia. Along with the aforementioned grant of ships, troops, or development, the interactions will also lower the authority of the Council, with each faction having unique interactions available.

Moving on, a substantial amount of this branch’s missions are associated with historical events, showcased through their rewards:

titian 1.png

Note: The second option grants the same reward. It goes into detail about Venice, architecture, and the Renaissance for those who wish to learn more about it!

titian 2.png

Here are a few other missions and their associated rewards from the first part of the content:

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The culmination of this branch ends with the event:

golden republic event.png


la serenissima color.png


Note: Changed your mind after having the event and want your old colour/name back? You can do so with the “Restore our Name” / “Restore our Colour” national decisions!
And here are the ideas of the Golden Republic:

Code:
LNS_ideas = {
    start = {
        trade_steering = 0.33
        galley_power = 0.25
    }
 
    bonus = {
        discipline = 0.05
    }
 
    trigger = {
        tag = VEN
        NOT = { has_country_flag = ven_upgrade_state_inuisition_idea_flag }
    }
    free = yes        #will be added at load.
 
    lns_renaissance_art = {
        technology_cost = -0.1
    }
    stato_da_mar = {
        #Present in the previous VEN_ideas ideaset
    }
    lns_maritime_dominance = {
        global_trade_power = 0.2
    }
    lns_a_gunpowder_republic = {
        fire_damage = 0.15
        land_forcelimit_modifier = 0.2
    }
    backing_of_the_ducat = {
        naval_forcelimit_modifier = 0.5
    }
    reform_the_uscocchi = {
        global_ship_trade_power = 0.35
        global_trade_goods_size_modifier = 0.1
    }
    maggior_consiglio = {
        max_absolutism = 10
        max_revolutionary_zeal = 10
    }
}

The second branch will deal with the outward expansion of the Republic, and the various fronts in Italy, the Mediterranean and beyond. Early on you will be tasked with choosing the specialization of your military, with options that range from favouring the land army, to favouring the Navy or Mercenary groups.

The Standing army branch will imbue your selection of current Military advisor with a powerful permanent bonus, as shown below:

cernida system.png

Note: Hmm, maybe that Siege Ability needs some nerfing, 3%? What do you think?
The second mission will grant an interesting modifier for Venice:

modern warfare tactics.png

The Mercenary path will improve the effectiveness of its associated Militarization mechanic and grant access to a unique new decision, turning Venezia to the administrative capital of your mercenary army:

condottieri.png
men of war.png

The final possible path, focused on the Navy:

masters of the sea.png


navy with a state.png


The conquest path involves many avenues for expansion, events and interesting modifiers:

means of transaction.png
unify italy.png

The final branch follows an alternative-history path of Venice spreading its mercantile and maritime grasp beyond the Mediterranean, with routes to Aden, India, China, and even the Americas:


batch2.png

Finally, Venice has access to the “Into the Red Sea” mission which may facilitate and accelerate the construction of the Suez Canal in the Red Sea, allowing access to their fleets for exploration, conquest and trade purposes. The mission will require cooperation and alliance with the Mamluks, and the breakdown of diplomacy between the two countries will restore the Mamluk cores in the two associated provinces, leading to war:

into the red sea.png

Italy​

Whilst we are on the Italian peninsula, let’s take a look at Italy herself. In line with the calibre of content featured in Domination, Italy is due to receive new and revised content. Many of the core tenets of the mission tree have been kept, but they have been revised and expanded upon, let’s take a look!

Italy_Main.png

As in the Emperor variation, the mission tree places much focus on the restoration of the Roman Empire, unification of Italy both politically and economically and reforming the military. Besides that, there is a subtree concerning continuing renaissance and a branching mission tree about which of the two
end-nodes you choose to favour.

Structure-wise, the mission tree is quite similar to that of Byzantium, not just in the general theme of Roman Restoration, but also in the way it is designed. The mission tree makes use of evolving modifiers, incrementally building up the "permanent modifier" that is the reward for your efforts. Later missions in the conquest offer age-timed modifiers, encouraging swift and relentless conquests.
Get those modifiers while you still can!

The leftmost branch about Risorgimento forces you to develop your core territories in Italy Region and to
unite it politically. At the end of this tree, you shall claim your spot as one of the Great Powers:


eu4_725.png
eu4_728.png
eu4_727.png


The mission tree also has 3 missions about your military, starting with a possibility to maintain a Condottieri-based army then tasking you with modernizing the Galleass (increasing their available amount, their fighting power or allowing them to transport troops) and upgrading your Alpine defences. Here's the "Adapting Our Military" mission reward:

eu4_727.png

Before we move on, the other mini-branch left between us and the economic missions concerns the Renaissance. Your first mission tasks you with developing the Birthplace of the Renaissance (in this case Lucca) 10 times and requiring you to be ahead of time in all technologies:

eu4_725.png
eu4_726.png

Lastly, the missions about Economy & Trade, beginning with Economy. This portion of the mission tree is concerned with achieving parity between the economies of the north and south while also pushing Italian goods onto the world markets. Notable is also the inclusion of Camillo Benso Cavour as an Statesman advisor, who, while outside of the game's time frame, we found fitting to include due to his role in the Risorgimento and early politics of Italy.

eu4_725.png


eu4_727.png

Finally, the branching missions about trade. In order to get started, you need to gain a sizeable trade income of 300 Ducats, 30 Centers of Trade and 3 Trade nodes with at least 80.0% trade share, the reward mainly giving you the ability of to select your new mission tree:

eu4_725.png


Besides the mission tree you choose, your choice will also have an impact on the privilege you just unlocked! Let's go over the two branches, beginning with the Venetian branch, focusing on funnelling the trade from the near and further east to the markets of La Serenissima:
Venetian_Branch.png

The Venetian Supremacy focuses on establishing the Venice trade node as the richest in the World and with at least 150 Trade Node Value, something you will probably be close to. "Eastern Markets" force you to dabble in the affairs of the Eastern Mediterranean, gaining 80% Trade Share in Egypt, Aleppo and Constantinople. Lastly, "The Journey to the East" requires you to build the Suez Canal and to funnel the trade from the West Coast of India through the Gulf of Aden, here's what rewards that brings you:
eu4_727.png
eu4_728.png

Let's explore the Genoese branch now:


Genoese_Branch.png

This mission tree is in many ways analogous to the other one. "Western Favoritism" is the same as "The Venetian Supremacy" but refers to Genoa instead. "Plus Ultra" requires 80% trade share in Tunis, Valencia, and Sevilla. "The Italian Discovery" is all about creating a Colonial Empire in the New World. Here's what you might expect:
eu4_731.png


eu4_727.png

Netherlands​

During the start date of EU4, the Low Countries were mostly under the Burgundian Crown, with only a few of them still independent. The nation of Utrecht is fighting against the growing influence of Philip the Good of Burgundy, while Frisia has established itself as a state with waning noble power for quite a while. For that reason, some of their starting minor missions will have a different reward depending on which nation you started as:

MinorsTree.png


MinorsRewardsDifferences2.png
MinorsRewardsDifferences1.png

After unifying most of the Low Countries, and completing the above missions, you’ll be able to form the Netherlands earlier than usual. This was done in order to not block the player from getting access to the rest of the content, and continue on a flow of gameplay, uninterrupted by artificial barriers. The mission "Je Maintinendrai" will alleviate the Administrative Tech 10 requirement and grant you a bonus to your development cost, discipline and valuable claims to solidify your borders across the Low Countries region.

NetherlandsMainTree.png

Glorious Revolution​

The moment you form the Netherlands, you will gain access to three missions revolving around competing against England. “Supremacy in the Channel”, “Relations in Britain” and “Glorious Revolution”. Once you completely overshadow England/GBR in every aspect of government (development, trade share in the Channel, etc.), you will be able to launch the Glorious Revolution and claim their throne.
GloriousRevolution1.png


Later on in your campaign, when you hit tech 20, should you have England or Great Britain as a Personal Union still, you’ll be able to form the United Crowns nation, with a unique colour, as well as unique ideas, as shown below.


GloriousRevolution3.png

Note; This will also be available in the base game

The ideas shown above (barring the traditions and ambition) are a pure mixture of the two nations and as the United Crowns, you will have access to the flavour of Great Britain, England and the Netherlands (such as events).

Hansa Relations​

In 1441, during the Treaty of Copenhagen, the Dutch were able to secure the grain trade of the Baltic Sea. However, they had to pay a sizeable amount of reparations. For that reason, there is a branch dedicated to the Hanseatic rivalry with the option to gain more access in the Baltic through diplomatic means, or through the sword.


hansa1.png

Army and Navy​

The Dutch had a unique character that pertained to the organization of their military. For example, the army they founded during the 80 Years War, the Staatse Leger, was a defensive force with impressive capabilities. Considering the size of the Low Countries, this force was able to react fast against an invading force. In addition, the Dutch were experts in the art of engineering. They established the Fixed Garrisons System that would delay any invading force, and men such as Menno van Coehoorn would be hailed as pioneers of modern siege warfare.

army.png


However, as impressive as the above may be, the primary focus of the Dutch military lay within its navy. From the Five Admiralties, which all had their own interests, to their all-purpose Flyut Vessels, to their grand admiral Michiel de Ruyter. The Dutch naval flavour focuses on dominating trade and crushing your maritime rivals, establishing an empire that rules throughout the oceans.

nednavy.png


Focus on Development​

The 1.37 content for the Netherlands offers new tools for the player to engage in the development of urban cities across the Low Countries. As most Dutch players prefer a historical path which pivots towards a tall and colonial gameplay, new content in the form of reforms, missions and more has been added to add substantial depth and flavour during the game. Much of this revolves around the Dutch reclamation of land as well as the Seven Provinces on which the Republic organized itself.


tall.png

Colonialism​

The colonial flavour that the Netherlands has to offer is quite extensive. The mission branch will focus more on setting up outposts in order to reach the spice in the Indies. In addition, the Netherlands has now access to one of the most requested additions: The VoC. You can now establish the VoC as a Commercial Enterprise similar to the East India Company. I’ve also given them new Subject Relationships, allowing for customization of your new Commercial Enterprise.


colonial.png

Note: We opted to go for a light version of the typical Dutch colour.

Internal Flavour, New Events, New Reforms​

Lastly, the internal management of the Netherlands has received additions. The Religious and cultural branch of the mission tree (Re-Organizing Clergy, Low Countries Universities, etc) now provides you with more tools to increase your tolerance of heretics and promote more humanist ideas, as were the teachings of Erasmus. There are mentions as well of the artistic achievements, such as their Baroque Architecture or the Northern Renaissance.

internalflavor.png


There are now more ways to play with Dutch factionalism. New Government Reforms have been added for the player to take sides with the Statists or the Orangists. There is also a small branch dedicated to this conflict between those two factions, and the rewards there depend on which one you decide to side with, maybe eat an opposing prime minister or two whilst you’re at it.


SvObatch.png

SvO5.png

Note; This event will be part of the base game.

Lastly, the Netherlands now has more events, most of them revolving around Great Men and a few about some other Dutch architectural feats. These will also be available in the base game and are a great way to complement an already well-fleshed-out country like the Netherlands.


Eventbatch.png

Note: These Events will also be available through the base game!
Thank you for reading today’s Developer Diary! We will be back next week with the countries of Austria, Germany, Hungary as well as Bohemia with @Pintu !

Before you go! We have another absolute banger of a comic from FatherLorris:
ComicLorrisNetherlands.png
 

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So no response whatsoever from all the suggestions in the last DD or am I missing something? There were loads of great suggestions for changes in there which I would of loved to see the studios opinions on, especially since we are supposed to be "involved" in the process now.

This diary looks good. This DLC is very much a glorified mod but that's not to say that's a bad thing. I hope the price reflects this however.
Love the addition of switching back to old ideas etc, could you also add a tooltip with the new ideas when the event suggesting you switch pops up? That would be super neat.
All of the content for this DLC has likely already been developed. It's a little late now for them to change or add anything, especially a mere week after the suggestions you're referring to were made.
 
Tech 20 for Dutch-Anglo hybrid. But we can make Angevin by the time of the reformation. Can you change this please?

England is a terrible vassal and nobody is going to want to keep it around any longer than they need to.
England colonizes for you and you get free income from another colonial power? Why change it? Plus man o' wars.
 
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I’ll be honest. I love the content, especially Venice’s. But my concern here as a primarily Portugal player means that now not only does France, England, and Spains mission tree outclass Portugals, so does the Netherlands and even Venice.

Truthfully it’s actually rather upsetting that Portugal was near ignored in Domination and now one of their key rivals is getting a major rework without Portugal getting anything to balance it.

And this is the fight since El Dorado Dlc.
It's a shame that Portugal being one of the "important proponents of history" during the 15th to the 17th century does not have the same quality focus that Netherlands and Venice have. It does leave a sour taste, especially after being honestly brushed over on Domination, to read this DD today.

It does not even have a PU on Castille or Aragorn on its mission tree, nor an alternate history one.
Not even the Order of Christ which arguably was the most important Order in Portugal.

The difference in treatment is aparent, if it isn't already obvious that Portugal is just an accessory for colonization for the Spain playtrough.
 
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The changes to the netherlands are nice, but anything that's gated behind tech 20 effectively means it will be seen by basically nobody. Please consider removing this requirement for the united crowns.
 
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The DD is great!
Some feedback:
Tech 20 for the Union of Crowns is a bit much, maybe it should be something like 200 relations, 100 trust and 20 years since the start of the PU or something like that.
I also feel like the Seven Provinces reform is too harsh on its negatives. On one hand it feels contradictory with the Glorious Revolution or conquering the lubeck trade node as all german and english provinces will be worse.
And it also goes a bit against colonazation, as all your conquered provinces in Africa/Asia will be worse as well
Pdx please listen to this guy, he's speaking straight facts.

My take on Seven Provinces reform: just apply maluses to continent of your capital, alternatively non-TC provinces outside low countries. That way they still have the malus as intended, but not affecting colonial gameplay (second option destroys TC min-max meta though). And with ENG-HOL formable just unblock it so that British Isles region receives bonuses instead of maluses.
 
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I love the VOC addition. However, given that EU4 is an alternate-history game and that you could conquer india with any nation; and that historically most european nations did create or intend to create VOC-like companies in India (portuguese india, french india etc.), could this simple TAG-release decision be replaced by a mechanic for every country which creates a trade company ?
With trade companies getting a random TAG ie. T01 T02 T03...
 
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Personally very disappointed in no changes in italian nations.. how many more patches will I have to wait for Northern Italian nations patch?

Sad being a tall N.Itaian nation user...
 
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So as I said last week, another tri-button for what DDRJake was hated ^^
I wouldn't say that he was hated, I liked him (and I think most people here) and enjoyed most of his work (though Golden Century DLC was just bad in my opinion), but his PDX EU4 team certainly focused a bit too much on OP "magic" buttons and mana during his tenure. For those that don't know what we are talking about, DDRJake was a important EU4 dev that left the studio in 2019 after Golden Century DLC.

Interesting thing is that he has his own Youtube channel with 79k subs.

 
English channel is the best trade node and England is hogging the majority of it. Its better directly owned by the player.
Ok, I am speaking within the contextual framework that we are playing single player here since this games community (and most of the updates that paradox releases to EU4 primarily revolving around single player) if you are playing the netherlands and are competing in the english channel against england you are already set to dominate it by the time you upgrade your VOC ships and upgrade your trade centers. All the dev cost modifiers scale with this as well, where you can produce more trade ships as well as increasing the overall value of your trade centers. Secondly, you possess literally one of the most powerfull tall nations in the game which has gained additional buffs and mission trees (third largest mission in the game I believe now) which will allow you to seriously compete with your previous colonial opponents. Making it to where the netherlands can both inherit england, gain access to one of the best naval units in the game, and develop an entirely new nation based upon inherting england with what I would assume to be qualitatively better ideas and a hybrid between the english ones.
 
If the VOC is a commercial enterprise similar to the East India Company, it should have its own national ideas once established. Could we play with the VOC as for the EIC?. I remember in Flavor Universalis mod that the VOC had its own national ideas and a missions tree.
as much as I would welcome unique missions for the EIC and VOC I dont think it's very likely. They would be spending dev time on niche nations that only a few people would play (due to them requiring a few decades of setup to even get on the map).

However I do think it wouldn't be too much to ask for both to get acces to some regional missions. Indonesian missions for the VOC and either North or South Indian missions for the EIC. Not all of them make sense in this context of course, but I think it's better than nothing.
 
The changes to the netherlands are nice, but anything that's gated behind tech 20 effectively means it will be seen by basically nobody. Please consider removing this requirement for the united crowns.
If it is overpowered than they should keep it gate kept. I would assume that it would be as powerful as forming scandinavia. If it isn't then they should reconsider but I am under the assumption that it is going to be one of the best formables in the game considering what type of hybrid this would be.
 
All of the content for this DLC has likely already been developed. It's a little late now for them to change or add anything, especially a mere week after the suggestions you're referring to were made.
Sure, but feedback on suggestions would be nice. Plus they were pushing for the whole "involved" type thing with a community, what's the point in dev dairies if our suggestions can't even be implemented? it's just a narrative at that point no?
 
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Please consider allowing the Netherlands to stay in the Empire after forming. If you expect the player to form the Netherlands before they get the whole Low Countries region and before tech 10, then every war after that to secure more of the Low Countries will be against the empire. It's not too uncommon for me to not form Netherlands till a little after Tech 10 already for this reason, but if I am blocked from the mission tree until I finish my wars in the empire I will have an even worse time.
Just become an elector. Vassalize Cologne or Trier and claim the electorate.
 
Plus they were pushing for the whole "involved" type thing with a community,
When was that? To me it seems that there was a time when devs tried to answer lots of, if not all, questions in DD threads, but sometime during KoK they stopped doing it and have only made a few individual comments after that.

Johan is active on the Tinto Talks forum, and while it's very good, I don't think it makes up for the silence of other devs here.
 
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