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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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Paradox, please PLEASE add content to Bosnia I BEG YOU Paradox please add content to Bosnia please atleast a small mission tree! You know you could do so much flavour in Bosnia like Kristijani religion and maybe rebalance the Bosnian ideas please Paradox BOSNIA LOVES YOU PARADOX PLEASE LOVE BOSNIA BACK
 
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THE MOST SERENE REPUBLIC

I hope that "Challenge Papal Power" permits Venice/Golden (not Ambrosian) Republic to hold Rome directly.

I suppose expecting a "Serene Highness" Venetian (Dalmatian?) route was too much like the old Lions of the North mission design.

Will forming Italia or the Golden Republic destroy the unique Venetian government reforms?

The Golden Republic's ideas seem properly trade oriented, meaning I'd usually prioritize Italy over the Golden Republic.

I don't like what I see about the Council of Ten so far, but it is an attempt at internal management. Good work? Any crownland cost requires a proportionate benefit.

"Employing a Grand Captain, Master Recruiter, & Army Organizer advisor will grant us: No cost for reinforcements." - This is tremendously powerful if one can also focus on reinforcement speed.

Venice - Naval branch seems awful, with Marines bein the least bad. The Venetian Thalassacrocy must be supremely powerful to make up for the prior mission rewards.

The colonial branch will prove difficult when competing with Portugal and Castile.

Centralize state cost -25% is functionally the same as centralize state cost -0% due to the high government reform progress cost.

Does the direct conquest of the Suez prevent early canal construction?

THE CHILDREN OF ROME

While it is acceptable to have Italy be a Roman Pretender, I would have liked a greater focus on the interior and diplomacy leading up to the decision which enables Italy to contest Rome. In my ideal case, the "Rightful Heirs" mission should be about half way down the mission tree, gated by such missions as "Risorgimento", "Roman Question", "Among the Great Powers", "Alpine Defenses", "Prosperity for All", etc. A united Italian state in this time period would likely need to get its house in order before making a serious Roman effort against coreligionists. On the other hand, conquering into noncoreligionists would need less justification, so those could exist in parallel, before, or after "Rightful Heirs."

The colonial branch will prove difficult when competing with Portugal and Castile.

Will "Holy Roman Delusions" let me move the Imperial Diet to Rome or to the court of Frederick II, Holy Roman Emperor in Palermo? There should be extra flavor about the Holy Roman Empire if I was Sicily, Naples, or the Union of the Two Sicilies before I became Holy Roman Emperor.

I don't see much flavor for Italy tied to the nation which formed Italy. I had hoped that the various princes and kings of Italy and other Italian states (such as Ragusa-Dalmatia, Naxos, etc.) would recieve some recognition of their origins.

Will the Pope gain anything? He is restricted from forming Italy or Rome.

THE UNITED PROVINCES

Originally I had a joke about Portugal here, but these missions have ended up putting nails in the coffin of Lotharingia. As Burgundy, you should form the Netherlands or France. Lotharingia is a waste of your potential.

The general layout of the missions seems good here. I hope future mission trees at least match this set.

Colonization may prove difficult compared to Portugal and Castile.

Will you consider making the United Crowns more of a mix of English or British Red and Dutch Orange? A color selector between the original countries' colors and the new color might be appreciated.

Is there a "Dutch-Anglo", "Anglo-Dutch", or a localized variant for a hybridized Dutch-English culture like Anglois for the Angevins? I'm not sure such a cultural shift would be historically plausible, but we have the Anglois precedent.

ALL OF THE ABOVE

Competing with Spain and Portugal for colonies will be painful due to the mechanical setup of colonization.

Naval control continues to be of limited value, as direct conquest (like in the comic) is the best tool to hold onto trade and armies to siege and fight the rare land battles win wars. The age of sail weeps.

REVIEW REQUESTS

Please consider Portugal and Lotharingia.

The reworks of Portugal's competitors have undercut Portugal herself. Portugal can't get the tercios/terços like her neighbors (even after Intervening in Castile), is ineligible for the Iberian Wedding, can't get restoration of union Casus Belli on the other Spanish kingdoms, and unlike her historical rival Netherlands' United Crowns, gets no diplomatic formable.

Lotharingia has become even worse as an option for Burgundy players as both France and the Netherlands are so strong; Lotharingia is more difficult to form due to the need to conquer Holy Roman princes and is less rewarding after. Even a Lorraine campaign should avoid forming Lotharingia in favor of France, or the Holy Roman Empire, or both.
 
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How does the Venetian Suez Canal diplomatic path interact with the Mamluk’s mission for the Suez Canal?
 
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No changes to trading cities to at least put them under the subjects tab with interactions? Touching one of the Merchant republics and not doing anything to update trading cities feels very much an oversight.
 
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Paradox, please PLEASE add content to Bosnia I BEG YOU Paradox please add content to Bosnia please atleast a small mission tree! You know you could do so much flavour in Bosnia like Kristijani religion and maybe rebalance the Bosnian ideas please Paradox BOSNIA LOVES YOU PARADOX PLEASE LOVE BOSNIA BACK
I don't know if they'll get to it for this DLC but I really hope they can get more content in for Bosnia and honestly the Balkans as a whole. Unless your name starts with a B and ends with -yzantium the content available in the Balkans feels bare. Really want at least a little focus there, give Albania, Bosnia, Ragusa, Croatia, Greece, Romania and Bulgaria full mission trees (Serbia has one that at least has something substantive right now). Maybe add a formable of Illyria and maybe something for Bulgaria as well. In all compared with just about every other spot in Europe the Balkans just feel so barren in terms of content and I really hope it doesn't stay that way.
 
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Is it just me or did the Paradox policy of engaging with the community in the dev diaries, discussing ideas and actually considering and incorporating feedback, changed some time ago?
Maybe it's just my skewed memory but I remember lots of dev responses in the diaries and content actually showcased before it was final. These days the diaries seem like an art gallery where we can just look but not touch, 99% of content is already set in stone, done and dusted.
We can just drop some likes or respectful disagress and go home since barely anything gets recognition from the devs. If anything they will only confirm or answer a question about content already presented but there is barely any recognition of community input.
 
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Is it just me or did the Paradox policy of engaging with the community in the dev diaries, discussing ideas and actually considering and incorporating feedback, changed some time ago?
Maybe it's just my skewed memory but I remember lots of dev responses in the diaries and content actually showcased before it was final. These days the diaries seem like an art gallery where we can just look but not touch, 99% of content is already set in stone, done and dusted.
We can just drop some likes or respectful disagress and go home since barely anything gets recognition from the devs. If anything they will only confirm or answer a question about content already presented but there is barely any recognition of community input.

This seems to be the case with EU4 specifically, since I see other dev diaries having developer engagement and changes based on feedback. I believe they are just wrapping up EU4 and the last few DLCs which are sweeping in scope but superficial in content is simply because they are not willing to invest too much manhours to responding to feedback to change existing features rather than just adding content.

Them not even touching a horribly outdated DLC feature (Trading cities) which would be a quick change to add into subjects with a few basic interactions and main content for all the new patches being mission trees and national ideas or other such modifiers shows this I think, this was not the case with EU earlier in development.

I suppose Paradox Tinto is actively developing their next game with the dev diaries being released now so we aren't going to see any active engagement with EU4 until it is out of development cycle like CK2 soon.
 
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Tech 20 for Dutch-Anglo hybrid. But we can make Angevin by the time of the reformation. Can you change this please?
I see where you are coming from and this is definitely something I am considering, but it is not that straightforward. Let's see...
I hope that some of the Venetians things are available for Genova
Genoa as a tag has no new content.
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.
This is a good suggestion and if it happens, it might look something like that. The tricky part is that you are supposed to inherit ENG/GBR and that's a bit overpowered with just such simple triggers.
Would it be better to change the VOC’s name to Dutch East India Company? To keep in line with English naming conventions for other nations.
I'll discuss this internally, it's a good suggestion. I like the current name but you are largely right, it should be more recognizable with the English title.
Why put Camillo Benso Cavour as italian advisor inside the mission tree? If we need an italian precursor of the Risorgimento with an economic background you can choose among many others people inside the timeline of EU4, for example these enlighteners thinkers: Gaetano Filangieri, Francesco Lomonaco, Antonio Genovesi, Ferdinando Galiani, Antonio Zanon, Gian Francesco Galeani Napione, Antonio Maria Lorgna.
Stellar feedback, I will see what I can do with this.
- As asked before in this thread, how are the southern Dutch nations, i.e. Flanders and Brabant, holding up in line of this new update? How will their transition into a unified Netherlands be? A whole Poland-Lithuania treatment seems, perhaps, a bit much, but maybe an alternative 4 to 6 starting missions, like they had before, would suffice?
These minors will have some unique missions on their way to form Netherlands and some missions have different outcomes based on your culture (flemish, dutch, etc.).
- "Amsterdam Bourse" -> Perhaps incorporate a nod to the origins of the 'Bourse' in Bruges, integrating gameplay elements that could make Amsterdam ,Antwerp, OR Bruges the focal point.
-"Leiden University" -> An alternative to the university of Leiden would be the one in Leuven (Brabant), the oldest one in the Low Countries.
Unfortunately this would require too much work at this point. It is not trivial to add another mission that overlaps a previous one at the same grid position.
For the Seven Provinces reform, does the outside Low Countries penalty apply to states, or also to territories and/or trade companies? It seems like this would hurt trade company provinces.
No, it will not apply on TC provinces.
In the history files of the Netherlands Michiel de Ruyter is listed as a 6/5/6/0 admiral, the new event would make him 5/5/6/0. Could this outrages nerf potentially be fixed.
Whoever nerfed him must have been on the receiving end in a battle... It will be rectified :cool:
What about adding Belgium as a formable for Flemish and Walloon culture countries?
I found the idea of a United States of Belgium to be funny, but unfortunately there was no time for it.
Will you consider making the United Crowns more of a mix of English or British Red and Dutch Orange?
My initial plan was to have a mixture of the two colours but it looked a bit *blegh*. Then I thought about the GBR/ENG red hues but, come on, the Dutch win against the Isles and not the other way around, so it makes less sense for the British to impose their colors on this outcome. Thus I decided to go with the Dutch orange, which I like very much.
How does the Venetian Suez Canal diplomatic path interact with the Mamluk’s mission for the Suez Canal?
It fires an event for the Mamluks and completes their mission.
Question: Will the Papal States be updated too since they form the Kingdom of God and not Italy?
No they will not receive any content.

Thank you all for taking the time to read through and comment on the Developer Diary, your feedback is valuable and appreciated, have a good night!
 
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Is it too late to add Huguenot events for the Netherlands?

The Netherlands were the primary beneficiary of the French wars of religion, and the French decision to revoke the Edict of Nantes led to a loss of development in France that went mostly to the Netherlands. The Netherlands promised free citizenship and admission to guilds to the French Huguenot craftsmen, for example in Rotterdam, Groningen, and Amsterdam. The benefits offered were so tempting that some Catholics tried to sneak into the Netherlands to claim them, where they were publicly shamed as "false refugees."

Major Dutch leaders were Huguenots and the descendants of Huguenots. The Philosopher Pierre Bayle called the Netherlands the "Great Ark for the fugitives." The Huguenot wave of immigration helped the Netherlands become more Reformed, bred antipathy between the Netherlands and France, and played a major role in the history of the Netherlands in the 17th and 18th centuries.

The Netherlands should be specifically offered an event if the French choose to revoke the Edict of Nantes, which increases development in Dutch provinces and reduces relations between France and the Netherlands. The Netherlands should get events related to famous Huguenots.

(The British also should get a Huguenot-related event upon revocation of the Edict of Nantes, as well as Protestant/Reformed states in the HRE.)
 
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Please also fix the Roman restoration event along the way, it's still the same as it was on EUIV launch and seeing the main Roman culture belonging that the "Lost Cultures" group is really underwhelming in my opinion. The restored empire should give the player the option to keep the current age, for the game, cultures as a restored union between the Western and Eastern Roman, or at least move back Roman into the Latin group.
Agreed. Roman should be added to the Greek group in my opinion, and change all the itlalian cultured provinces. This gives you a union with the Greek cultured lands in Greece, and it benefits Byzantium better to have all of Italy all in their culture group than just swapping all their cultured provinces for another (and as said- if you are a non-byzantine forming greece, it at least gives you better control of greek lands). For these reasons I think it makes less sense gameplay wise to have Roman be in the italian group (having all the italian cultured provinces swap over if you are an italian nation isn't that much of a reward because presumably you're a cultural union already and have no problem with italian cultured provinces).
 
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Venice is my favorite EUV tag and I was expecting this update would make me happy but I am extremely disappointed by this update.

First, it doesn't fix the current problems like some of the Venetians events only triggering if the player is failing like The Growth of the Murano Glass Industry that needs Constantinople to not be owned by you or Byzantium which will not happen if the player is doing well or unique events that gives you penalties that are just as big as the rewards like Naval Conscription and The growing power of the Council of Ten (but maybe this one got reworked in this update idk). Or the fact that its unique tier 5 reform, Merchant Arsenal, is so bad compared to the other options that it is never worth to pick it over the alternatives so you end up not getting the unique ships (which are also underwhelming when compared to the ones the Netherlands gets for free in their tier 1 government reform). For some reason the Venetian Naval Doctrine is also worse than the Byzantium one (because Byzantium needs to get a better naval doctrine than Venice too) and probably not worth picking over the generic ones too.

Second, the upgraded idea set gets rid of the Development cost and Yearly republican tradition bonuses which are some of the most important for tall nations and gives blobbing modifiers like Maximum absolutism, Goods produced modifier and it also gives land combat bonuses instead... It doesn't fit Venice. The naval military branch is also the worst by far and the bonuses it gets cannot compete with the bonus the land military branch is getting. Naval Tradition from Battles is useless because between World Ports, Protect Trade and Monuments/Ideas it is trivial to get a static 100% naval tradition all the time. Ship cost and 10% global trade power will barely make a difference for a nation like Venice that will be swimming in money. Meanwhile the Land military branch is getting some very useful bonuses like siege ability. Let alone the fact that you have to take bad idea groups to get the naval bonuses and if you have those ideas you certainly don't need to bonuses. This will just make Venice more of a land power instead of a naval power like it should be.

Third, the devs didn't even take the time to fix the most blatant inconsistencies like Venice having the Traders and the Aristocrats as factions when they were exactly the same people in Venice. In some ways it is kinda of amazing how the mechanic got expanded and no effort was taken to fix something as simple as that. It seems like Republics are always a second thought for Paradox when it comes to Europa Universalis. First they were given estates because the developers didn't want to take the time to make an unique mechanic that makes sense for them and now that they are giving Republics some attention the devs still decided it was not worth their time to add said mechanic so they just kept the estate and expanded the flawed faction system and didn't even merge the Traders and Aristocrats for Venice and Genoa, no no no that would be too much for Republics I guess...

Fourth, the worst of all is that it was just a big lost opportunity. It's not that this update is that bad, some of the stuff is nice like the Mamluks deal that could have happened in an alternate history, its just that it could've been great and it isn't. One of the good things about the limited mission tree we have now is that it doesn't have many conquest missions, it is more about trading and making money and I think it makes sense for Venice but now we even have an "Unify Italy" mission for Venice even though this was never on the table and many of the most powerful families of Venice like the Dandolos, Mocenigos and Loredans were against the expansion of the Terraferma and some even thought Venice should get rid of its mainland territories because they were not worth keeping due to the risk of these territories dragging Venice into unprofitable wars. This could easily be turned into a branching mission where one path leads to conquest of Northern Italy and the other turn the focus to the sea and you get penalties for having stated land but in compensation you get powerful bonuses like reduction of minimum autonomy in territories, naval and trade bonuses and bonuses similar to the ones Riga gets in the city of Venice. This is just one idea but there were many other options but instead we got the "Unify Italy" and maximum absolutism.
 
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Another great DD! Really surprised at the extent of fleshing out that those tags got. That being said, there are a few issues I would like to point out!

1. Italian 'special cb'. 10% reduction is not... Good. Its significantly weaker than reconquest, which is used heavily in conquering early due to costs of taking provinces (Iberia, Balkans, Syria, France). It feels very underpowered for the penalty you're getting. It needs either a buff OR the discount to apply beyond the CB (as of to all required provinces just being cheaper natively) OR just add admin efficiency & AE red.

2. Re: sledge buff on advisors that Netherlands and Venice get. Its too op. Given those are 'wealthy' states. They will get lvl 3-5 advisors fairy early. That gives between 15-25% (sic!) Siedge ability. Its too much. 3% seems nice but I would like to ask for 2-2.5% (10-12.5%max). Those are seafaring nations. Not army focused. This is too big of an advantage (would break MP too)

3. New tag!!! Does the inclusion of new tag mean the 'ban' on introducing new tags is over? Does that mean we get some new formables for Theodoro and Hish Kayfa?

4. I really really love how Netherlands are being fleshed out, but I love United Crowns! 'Forcing' people to keep a PU for a new tag is an okay mechanic BUT could we please maybe integrate some of the English/British mission tree to UC mission tree as a reward for such commitment? I am not asking for military and colony path but, the bottom most part of England/GB mission tree (Parliament/oxbridge/redcoats/man'o'wars/early furnaces) would reward a player for keeping the PU. Additionally, given keeping PU allows for building Man'o'Wars, it wpuld only make sense that after uniting we would retain this privledge!

5. Also, given we form a 'united' tag, could we get access to some of the English special goverment reforms? Also what about culture? Could we maybe integrate 'Dutch' cultures into English group? Or vice-versa?

Still, this is but a bunch of silly ideas, but I would love to hear any Dev comment on those.

Can't wait for more!!
 
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I see where you are coming from and this is definitely something I am considering, but it is not that straightforward. Let's see...

Genoa as a tag has no new content.

This is a good suggestion and if it happens, it might look something like that. The tricky part is that you are supposed to inherit ENG/GBR and that's a bit overpowered with just such simple triggers.

I'll discuss this internally, it's a good suggestion. I like the current name but you are largely right, it should be more recognizable with the English title.

Stellar feedback, I will see what I can do with this.

These minors will have some unique missions on their way to form Netherlands and some missions have different outcomes based on your culture (flemish, dutch, etc.).

Unfortunately this would require too much work at this point. It is not trivial to add another mission that overlaps a previous one at the same grid position.

No, it will not apply on TC provinces.

Whoever nerfed him must have been on the receiving end in a battle... It will be rectified :cool:

I found the idea of a United States of Belgium to be funny, but unfortunately there was no time for it.

My initial plan was to have a mixture of the two colours but it looked a bit *blegh*. Then I thought about the GBR/ENG red hues but, come on, the Dutch win against the Isles and not the other way around, so it makes less sense for the British to impose their colors on this outcome. Thus I decided to go with the Dutch orange, which I like very much.

It fires an event for the Mamluks and completes their mission.

No they will not receive any content.

Thank you all for taking the time to read through and comment on the Developer Diary, your feedback is valuable and appreciated, have a good night!
i am a little sad about genova because i think that some things fit well and are easy to just copy and paste
 
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@PDXBigBoss

Can you consider implementing this as a way for the AI to consolidate the Low Countries before the Burgundian Inheritance fires? That way whoever inherits the low countries or if Burgundy stays alive, they don't have a hard time with the AE consolidating Dutch lands. I think it should be easy to add and its the equivalent of Scotland Purchasing the northern islands from Norway:

Arnold sold the Duchy of Guelders to Charles I, Duke of Burgundy, who was recognized by the Holy Roman Emperor as Duke of Guelders.



And:

The first Egmond Duke, Arnold, suffered the rebellion of his son Adolf and was imprisoned by the latter in 1465. Adolf, who had enjoyed the support of Burgundian Duke Philip III ("the Good") and of the four major cities of Guelders during his rebellion, was unwilling to strike a compromise with his father when this was demanded by Philip's successor, Duke Charles the Bold. Charles had Duke Adolf captured and imprisoned in 1471 and reinstated Arnold on the throne of the Duchy of Guelders. Charles then bought the reversion (i.e., the right of succession to the throne) from Duke Arnold, who, against the will of the towns and the law of the land, pledged his duchy to Charles for 300,000 Rhenish florins. The bargain was completed in 1472–73, and upon Arnold's death in 1473, Duke Charles added Guelders to the "Low Countries" portion of his Valois Duchy of Burgundy.


Basically have Burgundy pay X amount to absorb the in game provinces of Gelre and Upper Guelders.
 
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4. I really really love how Netherlands are being fleshed out, but I love United Crowns! 'Forcing' people to keep a PU for a new tag is an okay mechanic BUT could we please maybe integrate some of the English/British mission tree to UC mission tree as a reward for such commitment? I am not asking for military and colony path but, the bottom most part of England/GB mission tree (Parliament/oxbridge/redcoats/man'o'wars/early furnaces) would reward a player for keeping the PU. Additionally, given keeping PU allows for building Man'o'Wars, it wpuld only make sense that after uniting we would retain this privledge!

5. Also, given we form a 'united' tag, could we get access to some of the English special goverment reforms? Also what about culture? Could we maybe integrate 'Dutch' cultures into English group? Or vice-versa?

Would also be great if the United Crowns got access to some of England/GB's unique parliament issues.
 
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