• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Doomdark

Chief Creative Officer
Paradox Staff
61 Badges
Apr 3, 2000
5.435
11.356
  • Sword of the Stars II
  • Leviathan: Warships
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Knights of Pen and Paper +1 Edition
  • Supreme Ruler 2020
  • Starvoid
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • War of the Roses
  • Prison Architect
  • Europa Universalis III
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
'Tis soon the Season, and us friendly elves here at Paradox are merrily chiseling away at the bound-to-be-hailed-as-a-masterpiece EU3 expansion; Heir to the Throne. (Well, some of us are; the rest of the crew pretend to be working on Victoria 2, but they're not fooling anyone!) It is time to reach into Santa's great big sack and pull out another ribboned feature or two to spoil for you...

Today we shall celebrate the Queene's Day by speaking of her (Elizabeth I, bless her soul) enterprising servants at sea; the privateers. These hardy men who tread the fine line between honest patriotism and outright piracy (and sometimes drunkenly swerved across it. Yarrrh!) In fact, for this diary I think it might be more appropriate to assume the Spanish point of view and regard them all as scum who deserved nothing but a shameful hanging. (Begging her majesty's pardon.)

A major complaint with pirates in EU3 is the amount of micromanagement required to keep the bloody scoundrels in check, cluttering the outliner and requiring a lot of player attention even with automated naval patrols. We decided on a solution that still requires large colonial empires to maintain powerful navies, but does not increase micromanagement. First of all, every fleet now has a patrol range, and sea zones within that range are now marked as 'patrolled' for a certain number of days when a fleet is nearby at the start of a new month. The patrol range depends on your naval technology, and a few fleets alone can potentially cover the entire Spanish colonial empire. Of course, if those fleets get blockaded in a port during a war, they will no longer perform this duty. We also reduced the spawn chance of pirates but made them slightly stronger to make them more challenging. Lastly, provinces on an unpatrolled coast receive a financial penalty, representing smuggling and other shady activities.

On a salty and somewhat related note, we added a new map mode for naval and colonial range, as well as the new concept of Trade Winds. Trade winds are shown with red arrows in certain sea zones where the prevailing wind tends to come from one direction. For the sake of simplicity, the strength and direction of trade winds are static, making certain routes more or less attractive to fleets.

Now then, while Heir to the Throne is a veritable cornucopia of new and addictive features I could go on and on about, it is time to stop blathering and return to the hammer and the chisel! But don't be sad kiddies, here are some screenshots with lots of pretty colors!
 

Attachments

  • Country Modifiers.jpg
    0 bytes · Views: 5.068
  • Patrol Range.jpg
    0 bytes · Views: 6.240
  • The New France.jpg
    0 bytes · Views: 5.389
  • Trade Winds.jpg
    0 bytes · Views: 4.929
Again, thanks for the update and making the game better and better.

Quick question, do we have decisions to support privateers and the like or is it still a single spy mission for a pirate fleet?
 
Nice, a country modifiers screen. This is great! :)
 
I've been waiting for this all week!
 
Yarrr!

Swashbucklers!
 
Looking fantastic :D
 
For the love of God, make pirates non-persistant. Pushing pirates around is annoying, pointless, and ahistorical. When a pirate got in a fight, he went to ground until the "Feds" went away, he didn't immediately set up shop in the next coastal strip in his battered ship.
 
looks nice that we now can cover more zones at the same time with a fleet but with stronger pirates does it mean we have to use more time on the cat after the mouse chasing off those pirates that unfortunate spawn or are being fed into our waters by the AI? ... the last bit could be a bit annoying
 
I'm glad to see the "prevailing winds" idea show up. It'll make historical routes easier to follow. Is the AI aware of this? If so will it push colonizers closer to their historical locations, as it appears it might have that effect?

Also, yay for Pirates being fixed. Maybe I'll actually keep them in the game this time.
 
They affect the speed of fleets.

EDIT: To make this somewhat less surreal, I answered a post that was then deleted, asking whether trade winds affect the speed of fleets.
 
Wow, that was a fast reply :p

I deleted the original post after re-reading yours and noting that the answer was already there