Just the facts, ma'am : collected information from the devs - READ BEFORE POSTING!

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Targor

Legendarymarvin
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Please continue to point anything missing out and don't forget the man who started project and has collected a mass amount of information condensed in short bullet points for your convenience, Guillaume HJ, whose Thread for the facts got over 55k Views, simple words cannot express our (or at least mine) gratitude, thank you.

The Updates will be integrated without branding, but the added information will be given in Update Spoilers in the post below.

BASIC INFORMATION

Development Status
- The game will be released August 13th and can be pre-ordered
- The Game is playable, rest of development is polishing

Engine, Performance and System Requirements
-The game run on the Clausewitz 2.5 engine, an upgrade of the Clausewitz 2 engine of Crusader Kings II.
-The game is planned to have multi-core support.
-There are no plans to make the game take advantage of 64 bits system at present (it will run on them, in 32 bits mode)

System requirements
Recommended System requirements:
Operating system: XP/Vista/Windows 7/Windows 8
Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+
Memory: 2 GB RAM
Hard disk space: 2 GB HD Space
Graphics: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 1024mb video memory required
Sound Card: Direct X-compatible soundcard
DirectX: 9. 0 c
Controller support: 3-button mouse, keyboard and speakers
Special multiplayer requirements: Internet Connection or LAN for multiplayer
Multiplayer: Up to 32 other players in multiplayer mode

Minimum System requirements:
Operating system: XP/Vista/Windows 7/Windows 8
Processor: Intel® Pentium® IV 2.4 GHz eller AMD 3500+
Memory: 2 GB RAM
Hard disk space: 2 GB HD Space
Video: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb video memory required
Sound: Direct X- compatible soundcard
DirectX®: 9. 0 c
Controller support: 3-button mouse, keyboard and speakers
Special multiplayer requirements: Internet Connection or LAN for multiplayer
Multiplayer: Up to 32 other players in multiplayer mode

On DRM, Steam, DLCs, and DVDs
-The game will only be available in a Steam version
-Paradox doesn't like to have DRM on their own titles when they can avoid it.
-It's doubtftul that there will be a physical release of Paradox games from 2013 onward.
-Every country will always be playable, there won't be DLC locking away countries
-There appears to be from videos an in-game store of some variety
-Cloud Save will be available

Other Versions
-The game will be released for Mac, PC and Linux on Day 1

Achievements
-50 different achievements
-only in Ironman Mode

GENERAL GAMEPLAY STUFF

General Game Philosophy
-While rulers have a much greater importance, you still play as the country, not its ruler nor its dynasty.
-Europa Universalis 4 is based on Europa Universalis 3 with all expansions; most features from Divine Wind 5.2 are still used in some form.
-The designers do not want to dramatically increase the complexity level. The game should be as accessible as possible (while still complex).
-The game span over 300 years, starting on November 11, 1444 (after the battle of Varna) into the late 18th century.
-The ten countries pre-selected for the grand campaign are the eight tier-one countries, Poland and Venice.

The Tiers
-There are four tiers of nations getting differeing level of focus from Paradox designers, from the most critical ones to no-special-attention
-The eight tier one (most critical) nations are France, Ottoman, Spain, Russia, England, Portugal, Austria and Sweden
-Netherland would have are tier 2 because of how relatively unlikely to appear they are.
-There are nine tier 2 and nineteen tier 3 nations, detailed here : http://forum.paradoxplaza.com/forum/showthread.php?636355-The-3-tiers...
-Most of the works on the tier-1/2/3 countries is already done

Colonization
-colonist get sent to a country and 10 people arrive
-as long as he stays he fastens growth, but can’t colonize new provinces

Ironman Mode:
-There will be an Ironman Mode for Steam Achievements
-EU4 itself will save the game at various points
-no reloading, no console

AI Difficulty settings
-Easy: AI plays at reduced skill level, less aggressively towards player
-Normal: Full Skill level, normal aggressively towards player nations
-Hard: Full Skill level, more aggressively towards player nations

Handicap settings
-Player: All player nations get economic, diplomatic and military bonuses
-None: Nobody gets bonuses
-AI: All AI Nations get bonuses

Ledger
-With Index and following buttons: Country, Buildings, Military, Economy, Trade, Relations

Hints and Tutorial
-Hint mode with hints for different concepts and related topics for further information
-Tutorial in three parts, Basic, Advanced and Tutorial Campaign

THE MAP

Map graphics and information
-Winter will have effects, and parts of the ocean may freeze
-Borders will be the colored borders from Crusader King II. The aim will be for them to feel smooth and adapted to the terrain.
-An aim is to have important information directly on the map.
-The number of mapmodes should be about the same
-There will be 23 map modes, a new one will be accepted culture. Six of them can be configured for hotkeys
-Provinces are renamable

Actual Map/Province Design
-The map is now based on the Victoria II projection.
-The province count will be about 10% higher than EU3. Eastern Europe and India especially will gain new provinces. Japan will lose some.
-There have been major map improvement, especially outside Western Europe

Province Interface
Five Segments with informations
-Economy: Base-Tax, Tariff, Production, Total Income, religion, HRE-status
-Demographic: Countries with core, claims, culture
-Queue: Build new regiments, recruit mercenaries
-Military: Manpower, Supply Limit, attrition, garission, fort
-Trade: Trade Power, Trade Value, Produced Goods
-No provincial decisions

Unit Interface
-Basic Information and actions can be done even while having multiple units selected, sieging or fighting
-several abilities now need military power like assault or scorch earth
-new action: Force March, faster movemnt for military points


ON ARMIES AND NAVIES

On the military
-The military system will get somewhat of an overhaul, but will still be very largely the standard Europa Universalis system.
-The game will still only have the three basic unit types, infantry, cavalry, artillery.
-Morale recovers much more slowly than in previous game.

Land Units
-infantry, cavalry and artillery
-each unit represents 1k man
-cavalry cost double infantry cost
-artillery available at land tech 7 (limber)
-more cavalry than infantry loses „combined arms“ bonus

On Navies
-Pirate patrols and naval range still appear to be in.
-Fleets can be assigned to protect trade routes, which improve your trade power in that region.
-Force limits calculations have been changed. Merchants now increase naval force limits
-Two Kind of Fleet basing rights: Use of ports just for stationing or also for controlling trade nodes (costs rent)

Naval Units
-heavy, light, galleys and transports
-Each construction represents one ship, strength is measured in percentage
-each ship type has a certain power, amount of guns and hull size which determines fighting power
-ships aren't upgraded, they need to be rebuild

On Tradition
-Having large portions of your fleet out on trade missions increase naval tradition.
-High tradition gives you bonus, like higher morale and quicker manpower recovery
-Maintaining tradition during peace time is now harder
-Tradition changes occur each month, not only at the end of the year.

On Warfare

General
-Armies can shatter -> retreat more than one province away, 25% faster movement
-Won battles can disorganize your army, when morale drops to low -> unable to move until recovered morale
-new battle interface -> you can see which regiment fights which
-variable combat width (in opposition to EU III) effected by terrain and technology
-range (for flanking) now also depends on troops in the regiment (>75% full, >50% half, >25% at 25% width) , always rounded down (infantry either has 1 or 0 range )
-Increased Supply limit, difference between safe/hostile territories lowered
-attrition now is calculated on the size of your army compared tot he supply limit (10% for double, 20% for triple and so on)
-An empty manpower pool takes about ten years to fully recover
-slower reinforcement and depends in hostile territory more an maneuver skill
-every unit that needs to reinforce during war costs double on top
-Battles grant army tradition and prestige
-AI will attach small armies to allied forces
-Large AI nations will have Hunter-Killer armies only used for Army destruction, hunting and quick aid for allied armies, not sieging itself.

Sieges
-every non-colony province requires a siege
-sieges is divided by siege ticks every ~30 days depending on different factors like defensiveness or difference in military tactics
-at each siege tick a dice is rolled, at maximum the walls are breached, if all dicerolls reach a certain level, the siege is won
-detailed information in the siege screen

Annexation & Integration
-Diplomat gets sent to an vassal to annex it and remains there until called back or vassal is annexed
-a small vassal can take between 5 and 20 years

Mercenaries
-count against land force limit
-faster to recruit
-don’t cost manpower to reinforce


CHARACTERS (Leaders, Advisors, Envoys)

General Characters Information
-Characters are still, in general, randomly generated ("in 99% of cases").
-Historical characters exist for the "start at any date" feature.

On Leaders
-Leaders will work primarily as in EU3, but envoys (Colonists, Diplomats) are no longer used to recruit leaders.
-Generals should live about 7-8 years on average.
-Monarchs and mature heirs can lead
-Recruiting a leader no longer cost military tradition
-Land Leaders (generals and conquistadors) cost 25 military power to recruit
-naval Leaders (Admirals and Explorers) cost 25 diplomatic power to recruit
-Conquistadors and Explorers can venture into unexplored land
-leader skill is partly related to military/naval tradition
-four attributes from 0 to 6, Fire, Shock, Maneuver and Siege
-Leaders cost one military power each month -> soft cap

On Advisors
-Advisors are divided in three groups representing the three monarch stats, which they increase between 1 and 3. You cannot have two advisor of one group.
-Each group has five different advisor, each with a specific bonus. That bonus is the same regardless of advisor skill (which affect the monarch stat bonus).
-They are now far more expansive than they used to be.
-The advisor creation system is drastically different from EU3, and no longer involves cultural tradition (which no longer exists).

On Envoys
-Envoys are now named characters, not an expendabe resource. When you send one on a mission, you won't regain them until the mission is over.
-They are divided in four envoy types: Merchant, Colonist, Missionary, Diplomat. The Spies and Magistrates have been removed.
-Each agent is identical; how many of them you get depend on ideas, tech, government type, etc. Sending them on mission does not cost money.
-Diplomats will take over some spy abilities from EU3. Some of their actions will have instantaneous effects, but not all.
-Missionaries will work largely as in EU3, although the hard limit on how many you can have may make converstion chance increase valuable.

DIPLOMACY
General Diplomacy
-Diplomacy will be more important than in EU3. You will be able to exert diplomatic threats and pressure, and to support rebels.
-Infamy will be removed and replaced by overexpansion
-Aggressive Expansion as a new time
-Naming a country as your rival will improve your relation with their other rivals.
-you can only maintain limited diplomatic relations at the same time i.e. marriages, alliances, vassals, guarantees...
-You declare your rivals (up to three)

Diplomatic Interface
-Key information about diplomatic relation (war score, truce duration) will be displayed in the diplomatic interface.
-Similar diplomatic interactions have been grouped together in the list of interactions, in sub-menus.
-There will be no more randomness in proposals, the AI says Yes or No and gave a detailed breakdown of reasons why and why not
-AI uses all diplomatic Interactions (like selling/buying provinces)

New Treaties
-Military access and the right to base fleets in a country are now separate agreements.
-There will be coalitions, which are targeted alliances against a specific country (offensively or defensively).

On relations
-Relation value will be unilateral: each country will have its individual opinion of other countries, instead of a single value for both countries.
-As in Crusader Kings 2, you will be able to see specific information as to why your relation with a country are as they are (for example, +25 for shared religion).<
-Some relations values modifiers are fixed, others decay over time.
-Your in-game opinion of a country will influence your actions against that country, for example your ability to declare war.
-Improve relations: A diplomat is sent to a country and slowly increases relations until called back
-Insults: Reduces relations by -25 for ten years and gives casus belli
-Overextension: Directly related to the amount of basetax you earn from non-core provinces (independent from your size)

Attitudes (like Threatened, hostile, outraged)
-influenced by strategic goals
-dominate the AIs behavior (joining/starting coalitions, alliances, wars)

Coalitions:
-alliance directed against a single country -> only fires in the event of war with that nation
-Only one coalition against a nation at the same time
-Initially only for Catholic Countries by organization through the pope


War Declaration and Peace Offers
-You declare war with a casus belli (like EU) and a war goal (like Victoria) and if you fulfill your wargoal your warscore ticks up (like CK II) up to another 20%
-You can demand provinces for a third country not involved in the war
-You can demand a part of your enemies trade power
-The peace interfaces remembers the last offer
-There's now one Interface for demanding and offering, but you can't do both in one peace offer
-Possibility of Enforcing Peace by threatening to join the war
-No more War Capacity instead War Enthusiasm
-Modifies needed Warscore for a peace treaty
-AI has levels of importance on different wargoals like high for Core provinces and no possibility of accepting for lacklocked isolated provinces.

Espionage
-Spies are replaced with diplomats
-diplomat is unavailable as long as on covert action
-Own Idea group
-Espionage Ideas
  1. Privateers: +33% embargo efficiency. You can always embargo your rivals, but this idea adds some extra bite to that policy choice.
  2. Vetting: +30% defence against enemy covert actions. You can’t have good espionage without good counter espionage.
  3. Rumourmongering: Allows Sabotage Reputation, a special covert action that will be discussed in more detail below.
  4. Efficienct Spies: +10% more efficient covert actions. Considering the relative scarcity of diplomats for most countries, you might want to get a little more bang for your buck.
  5. Shady Recruitment: 33% less relation penalty for being discovered. It’s unfortunate when your spies are found out, but some sorts of characters are just expected to be a little bit unsavory.
  6. Destabilising Efforts: Allows Sow Discontent, a special covert action that will be discussed in more detail below.
  7. Espionage: Allows Infiltrade Administration, a special covert action that will be discussed in more detail below.
-unlock bonus: +50 rebel support efficiency
-Covert actions
  1. Fabricate Claims
  2. Infiltrate Administration
  3. Sow Discontent
  4. Sabotage Reputation
  5. Support Rebels

On the Emperor/HRE
-two extra free diplomatic agreements
-can declare war on any country at war with a member oft he HRE
-can liberate conquered Imperial States
-can go to war to revoke electoral status
-when fewer than seven electors, can grant electoral status
-Reforms: Emperor can call for vote and sees who votes what and why, higher authority eases vote
-Elections: new formula, dramatical dislike for vassalizing an elector
-War in the Empire: You can revoke more than one reform in war against the emperor
-Authority increases per one for each year without internal war and decreases per one for every year with less than seven electors

ECONOMY

On Trade Routes
-There will be actual trade routes on the map, which will be static. You will send merchants along these trade routes to bring the trade your way.
-As the game progress, trade will shift from being centered on the Mediteranean toward being centered on the Atlantic.
-Controling the estuaries of navigable rivers will have an effect on your income
-Trade nodes are not located in specific provinces, so you can't control them by just controling one province.
-Trade routes will not be of different color and will be subtle outside trade map mode.

On redirecting trade
-Merchants enable you to quickly increase power in a trade node, or to build an office that gives you money from that node.
-Light ships can be sent on a trade mission to redirect trade your way, but only if you have fleet basing rights or a province in that region.

On the Budget
-All income is now monthly. There is no yearly tax.
-All money goes straight to budget; it can no longer be invested in tech or stability. Inflation will now result from loans and gold mines only.
-It will be possible to repay loans before they are due.
-There is no limit in taking loans

On Resources
-Resources distribution for already-settled provinces will not be randomized, but colonizable territory will work like in Divine Wind.
-There will only be one resource per province

RELIGION

-Religions have highly changed effect. No more free colonists for the christians.
-Countries will play differently depending on which religion they are. Some religions have unique features and abilities.
-Religious unity, based on the percentage of your base tax that come from right-religion provinces, affect stability cost and revolt risk.
-The new relation code will avoid nations with different religion becoming arch-enemies within a few years.
-The reformation will look very similar to EU3
-Missionaries: Converting a province is now a process taking time, not working by chance

On Christians
-Christians no longer get free colonists.
-Catholics will use the papacy, vying to get a cardinal they support into the curia (cardinals in the curia are locked on who they support)
-Orthodox will have to cope with patriarch authority, which range from 0 to 100%, and grant bonus to manpower and revolt risk and penalties to tax.
-Protestant and reformed have no final decision as of yet on whether or not they will get a special mechanic

On Muslims
-Muslims will have piety, which is earned by fighting non-muslims, and affect revolt risk, defensiveness, morale, research, manpower and tax income.
-A fully impious Ottoman nation could come close to keeping up with westerners in technology
-Muslim nations will suffer bad things if they have a regency council.
Sunni
  • +1 Tolerance to Own
  • +100% Chance of new Heir
Shiite
  • +0.25 Land Morale
  • +100% Chance of new Heir

Reformation
-New concept Reform Desire: Rises when nations neglect the legitimacy of the Catholic Church for their own gains
-Protestantism can appear when Reform Desire is high
-Defender of Faith has lower conversion risk
-Cardinals in the Curia also lowers conversion risk

RULERS

On Dynasties, Rulers and Heirs
-The game will not be using full-fledged dynastic systems, like Crusader Kings II.
-The information about the heir will still be displayed (if any); it will now be possible to appoint your heir as a military leader.
-There is a mechanism involving random rulers after your starting one, but it's a bit more interesting than that (Johan)
-There are no plans for in-game ruler portraits of any sort.

Ruler Stats and Points
-The three old monarch stats (Adm/Mil/Dip) are still in, but now ranked from 0 to 6. This is how many ability points of that type you gain each month.
-Advisor contribute between 1 and 3 points (dependign on skill) to one specific monarch stat, but you cannot have more than one advisor per stat.
-These monarch points accumulate, allowing you to use different abilities, to a cap of 999 (higher for uncivilized nations). They do not vanish when your ruler dies.
-Getting a bad monarch will thus actually limit your options.
-Monarch Points work the same for republics
-War exhaustion can be decreased and stability risen with Monarch Power

Monarch Abilities
-Monarch points allow you to perform a variety of actions, which are variable in cost.
-Capital Movement, Technological Advance and Idea selection are high-cost monarch abilities.
-Core Creation, Stability Increase and Inflation Reduction are medium-cost monarch abilities.
-Assaulting, Constructing Building and the upkeep cost for diplomatic deals and military leaders are low-cost monarch abilities.
-Other abilities include forced march and creating a leader.

Administrative Abilities
-Stability will be increased by spending administrative points.
-Changing culture of a province is done with monarch power, in a province that doesn't have an accepted culture.
-It costs 50 administrative points to make a province a core.

ON GOVERNMENT AND REBELLIONS


Feudal Monarchy:
  • +10% Manpower
  • +10% income from vassals
Steppe Horde
  • +100% Manpower
  • +100% Land Force Limit
  • -50% Relations Change
Iqta
  • +33% Vassal Income
  • +100% Chance of new Heir
Theocracy
  • Tolerance to Own +2
  • Tolerance to Heretic -2
  • +0.1 Papal Influence (if catholic)
Despotic Monarchy
Can switch to other monarchies freely.
  • 10% Cheaper Core Creation
  • 10% Cheaper Unjustified Demands

On changing governments
-A monarchy will only convert to a republic if forced to by a revolution
-Upgrading government will cost 50 administrative points

On Republics
-Republican Tradition is a value that represent how strongly attached to republican ways your country is. You start with 1% and gain 1% per year.
-Reelecting the same person loses you 10% tradition, and if you do it with your tradition too low (or otherwise hit 0%) you become a despotic monarchy.

On Rebellions
-Uncontested rebellions will spread to neighboring provinces
-Rebel factions will exist even when there's no active rebellion, and you will be able to take steps to manage them, including negociation
-Revolt risk will not reduce manpower by an equal amount
-New Rebels can spawn in rebel-controlled territory
-Rebel-armies will be destroyed if defeated, except pretenders-armies
-base morale and technology depend on either home country or the if supported, on the country that supports them.
-different rebeltypes have different morale, i.e. peasants have low morale, noble higher
-No limit on negotiating with rebels

War Exhaustion
-Blockades, casualties, war taxes and attrition cause war exhaustion to increase
-War exhaustion weaken the moral of your troops and your manpower as well as your reinforcement speed in addition to increasing revolt risk

Overextension
-Overextension is a new feature based on having too much tax income coming in from non-core provinces
-Overextension increase revolt risk and stability cost and lower trade income, among other things
-Overextension is directly related to the amount of basetax you earn from non-core provinces (independent from your size, i.e. 6 basetax give 6% overextension)

On Stability
-Stability cost is affected by religious disunity and overextension, but no longer by number and type of provinces.

Coring Provinces
-Provinces get cored through administrative power points
-cost depends on basetax of province
-coring is not instant, but takes three years without modifiers
-each non-overseas province increases coring time by 5%
-overseas provinces core instantly and cost only 10%

ON (NATIONAL) IDEAS (& Domestic policy)

On National Ideas and Domestic Policy
-Domestic policies (the sliders) are gone, replaced by the Ideas. Ideas are divided in sixteen groups of seven ideas.
-There are up to eight idea group slots (so you can have eight at most), unlocked by tech. Ideas are bought with monarch points.
-When buying ideas, you can either get the next idea of a group you have, or if a slot is free, the first of a new group.
-When you have all seven ideas in a group, you gain an additional bonus. In addition, each three idea you purchase unlock a national idea.

On Idea Groups
-The Groups are:
-Quality, Quantity, Offensive, Defensive, Aristocracy, Plutocracy, Innovative, Religion,
-Espionage, Diplomatic, Trade, Economic, Exploration, Naval, Expansion, Administrative.
-Some idea groups are mutually exclusive: you cannot have both plutocracy and aristocracy (but you can have both quality/quantity).

(Not-National) Ideas
Administration Ideas: (Uses Administrative Points)

Innovative Ideas:
Patron of the Arts: Prestige Decay: -2.0%
Pragmatism: Mercenary Cost: -25.0%
Scientific Revolution: Technology Cost: -5.0%
Knowledge Transfer: Yearly Army Tradition Decay -2.00%, Yearly Navy Tradition Decay -2.00%
Organized Recruitment: Regiment Recruitment Time: -10.0%
Optimism: Monthly War Exhaustion: -0.05
Formalized Officer Corps: Leader(s) Without Upkeep: +1
Capstone: Advisor Costs: -25.0%

Religious Ideas:
Unam Sanctam: Permanent Casus Belli against all other religious groups.
Missionary Schools: Missionaries: +1
Church Attendance Duty: Stability Cost Modifier: -25.0%
Devoutness: Tolerance of the True Faith: +1.00
Religious Tradition: Yearly Prestige: +1.00
Ecumenism: Tolerance of Heretics: +2.00
Capstone: Better Relations Over Time: +50.0%

Espionage Ideas:
Privateers: Embargo Efficiency: +33.0%
Vetting: National Spy Defense: +25.0%
Rumormongering: -May Sabotage Relations
Efficient Spies: Spy Offense: +25.0%
Shady Recruitment: Covert Action Relation Impact: -33.0%
Destabilizing Efforts: -May Sow Discontent
Espionage: -May Infiltrate Administration
Capstone: Rebel Support Efficiency: +50.0%

Economic Ideas:
Bureaucracy: National Tax Modifier: +10.0%
Organized Construction: Build Cost: -20.0%
National Bank: Yearly Inflation Reduction: -0.10
Debt and Loans: Interest per annum: -1.00
Centralization: Possible Advisors: +1
Nationalistic Enthusiasm: Land Maintenance Modifier: +10.0%
Smithian Economics: Production Efficiency +20.0%
Capstone: -May reduce inflation with direct action

Administrative Ideas:
Organized Mercenary Payments: Mercenary Cost: -25.0%
Benefits for Mercenaries: Mercenary Maintenance Cost: -33.0%
Mercenary Recruitment: Additional Mercenaries Available: +50.0%
Bookkeeping: Interest per annum: -1.00
Administrative Efficiency: Possible Advisors: +1
Resilient State: National Spy Defense: +25.0%
War Cabinet: Cost of Reducing War Exhaustion: -33.0%
Capstone: Production Efficiency: +20.0%

Diplomatic Ideas: (Uses Diplomatic Points)

Diplomatic Ideas:
Foreign Embassies: Diplomats: +1
Claim Fabrication: Time to fabricate claims: -50.0%
Cabinet: Diplomatic Relations: +3
Adaptability: Core Creation Cost: +33.0%
Revolution and Counter-Revolution: Permanent Casus Belli versus other government types
Quill Skipped (Appears to be a diplomatic reputation increase)
Flexible Negotiation: Unjustified Demands: -33.0%
Capstone: -Lowered impact on stability from diplomatic actions.

Trade Ideas:
Shrewd Commerce Practice: Global Trade Power: +10.0%
Free Trade: Merchants: +1
Merchant Adventures: Trade Range: +25.0%
National Trade Policy: Trade Efficiency: +10.0%
Overseas Merchants: Merchants: +1
Trade Manipulation: Trade Steering: +25.0%
Fast Negotiations: National Trade Income Modifier: +10.0%
Capstone: +1 Merchant

Exploration Ideas:
Colonial Venture: Colonist: +1
Quest for the New World: -Allows recruitment of explorers and conquistadors.
Overseas Expansion: Colonial Trade Range: +50.0%
Land of Opportunity: Global Settler Increase: +33.0%
Viceroys: Global Tariffs: +33.0%
Free Colonies: Colonists: +1
Global Empire: Overseas Income: +10.0%
Capstone: Permanent Casus Belli against Pagans

Naval Ideas:
Superior Seamanship: Morale of Navies: +1.00
Naval Glory: Prestige from Naval battles: +100.0%
Grand Navy: Naval Forcelimits Modifier: +100.0%
Seahawks: Yearly Naval Tradition: +1.00
Excellent Shipwrights: Naval Leader Maneuver: +2.00
Naval Fighting Instruction: Blockade Efficiency: +50.0%
Press Gangs: Ship Costs: -33.0%
Capstone: Ships can repair when in coastal sea zones

Expansion Ideas:
Additional Colonists: Colonists: +1
Additional Merchants: Merchants: +1
Faster Colonists: Colonist Travel Time: -33.0%
Additional Diplomats: Diplomatic Relations: +2
Improved Shipyards: Ship Construction Time: -10.0%
Experienced Diplomats: Diplomatic Reputation: +3
Competitive Merchants: Global Trade Power: +20.0%
Capstone: Permanent Casus Belli against less advanced nations in Asia

Military Ideas: (Uses Military Points)

Aristocratic Ideas:
Noble Knights: Calvary Cost: -25.0%
Local Nobility: Hostile Core Creation Cost: +100.0%
Serfdom: National Manpower Modifier: +25.0%
Noble Officers: Leader Shock: +1.00
International Nobility: Diplomats: +1
Noble Resilience: Cost of Reducing War Exhaustion: -20.0%
Military Traditions: Military Technology Cost: -10.0%
Capstone: Calvary Combat Ability: +10.0%

Offensive Ideas:
Bayonet Leaders: Leader Shock: +1.00
National Conscripts: National Manpower Modifier: +25.0%
Superior Firepower: Leader Fire: +1.00
Glorious Arms: Prestige from Land battles: +100.0%
Improved Maneuver: Land Leader Maneuver: +1.00
Grand Army: Land Forcelimits Modifier: +25.0%
Espirit de Corps: Discipline: +10.0%
Capstone: Forced March (+150% movement speed to troops)

Defensive Ideas:
Battlefield Commission: Yearly Army Tradition: +1.00
Military Drill: Morale of Armies: +0.50
Engineer Corps: Leader Siege: +1.00
Regimental System: Land Maintenance Modifier: -10.0%
Defensive Mentality: Fort Defense: +33.0%
Supply Trains: Reinforce Speed: +33.0%
Improved Foraging: Land Attrition: -50.0%
Capstone: +1.00 Attrition

Quality Ideas:
Private to Marshal: Infantry Combat Ability: +10.0%
Quality Education: Recover army morale speed: +5.0%
Finest of Horses: Calvary Combat Ability: +10.0%
Oak Forests for Ships: Heavy Ship Combat Ability: +10.0%
Naval Drill: Recover navy morale speed: +5.0%
Merchant Marine: Light Ship Combat Ability: +10.0%
Massed Battery: Artillery Combat Ability: +10.0%
Capstone: Discipline: +15.0%

Quantity Ideas:
Benefits for Horse Owners: Calvary Cost: -10.0%
The Young can serve: Manpower Recovery Speed: +20.0%
Enforced Service: Infantry Cost: -10.0%
The Old and Infirm: Land Maintenance Modifier: -10.0%
Ship’s Penny: Ship Costs: -10.0%
Standardized Artillery: Artillery Cost: -10.0%
Levèe en Masse: National Manpower Modifier: +50.0%
Capstone: Land Forcelimits Modifier: +33.0%

Nation-Specific Ideas
-Each nation has a set of seven ideas: for minor nations, a generic set. For major nation, they instead have their own unique set.
-For each three ideas (not idea groups) you implement, you get a bonus idea from this set of seven.

National Tradition and Ambition
-Each nation has a national tradition, which is a bonus unique to them that they have from the start of the game.
-Each nation also has an ambition, which is a special bonus they get upon unlocking their entire set of seven ideas.
-Sweden's Tradition gives -25% Mercenary Cost, +5% Infantry Combat Ability, and its ambition gives +1 leader shock value


ON RESEARCH

Research
-Westernization will be different in EU IV (see below)
-Research is bought with monarch powers, and no longer the result of investing your monthly income.
-Technology is now split in three categories, instead of the old five, matching the three monarch values (administrative, diplomatic, and military)
-Naval and trade are now part of diplomatic tech, and government and production part of administrative technology.
-There are 33 technologies in each of the three groupes, all of them named and all of them with a clear impact.
-There will not be a chance of failure when researching technology

Technology Costs
-The base cost of technology is 400 points. It can be modified by many things, including tech group, but will never be higher than 999 points.
-However, the multiplier for researching a tech ahead of time can increase the cost above 999.
-There will be a tooltip on the cost bar for new technologies informing you of the modifier to each tech's cost, including the expected research date.

Westernization:
-Integrated in the tech-system
-to start Westernization: Western neighbour ahead in tech and +3 stability
-when started, stability drops to -3, monarch power wiped
-Westernization is a progress, every month current stability is added
-New World nations can switch directly to Western, when the Europeans come

HISTORICITY

Countries and History Files
-There are over 250 playable countries in the span of the game. (Announcement)
-There are over 1000 leaders and 4000 monarchs. (Announcement)

Historical Events
-There will be thousand of historical events to guide you and provide flavor. (Announcement)
-the aim is to make each country feel different without railroading them.
-These historical events will pop up when they're supposed to, but you will be free to make your own history.
-There will be many more events unique to countries and years.
-All regular EU3 events are still in, except those that worked with a mechanism that is not in EU4.
-Many new generic events will be added.
-Thirty three nations will receive extra attention: eight primary nations, nine secondary ones, and sixteen tertiary ones.

Dynamic Historical Events
-There are dynamic historical events. These are specific historical events.
-They are tied to specific countries: the War of the Roses has will only happen to England
-They have much more specific conditions than in EU2 : the War of the Roses require you to have no heirs before 1500.
-On average, these events will be focused on European nations.
-The Protestant Reformation is NOT a DHE: it will happen much like in EU3.

Specific Event Chains
-The Protestant Reformation is handled as it was in EU3.
-The War of the Rose is a DHE chain unique to England.
-The old Time of Troubles event has now gotten a new generic name, so that Time of Trouble can now be a Russia-specific event

On history and determinism
-The game is not going back to the determinism of EU II (Captain Gars)
-History will play a larger part (Captain Gars)
-Burgundy continuing to exist after 1477 is not seen as a problem by Paradox. They want plausible, not determined (Johan)
-EU 4 will have the same open outcomes as EU3 (Johan)

Forming Nations
-Formed nations have different sets of national ideas depending on what the forming nation picked before formation.

ON MODDING

Modding in general
-The game will be very moddable (Announcement)
-The modding language is based on EU3, but expanded, more constant and more flexible (Captain Gars)

Adding stuff
-Adding many provinces and tags to the game will always cause lag (Johan)
-The game will be optimised for how many tags they need, expecting about a 10-20% increase in tags. (Johan)

Map Mods
-The map will be very moddable (Besuchov)
-The game will not be compatible with old (EU3) map mods due to a few changes made.

ON OTHER GAMES

Compared to EU3
-There will be some things in EU IV very similar to EU III; these are the parts the developers felt worked and were popular. 4
-Population seems to be removed

Features Removed from EU3
-Features not included in this list are probably still in the game (though they could be modified)
-Spies
-The daimyo/Shogunate system
-Centers of Trades, Trade Rights, Trade Leagues, Trade Agreements, Open Markets
-Magistrates
-Cultural Traditions
-Automated core gains
-Sliders

Features from other games
-There will not be a Victoria-style pop system in EU4. (King)
-There will not be a Rome-style pop system in EU4 (King)
-It's too late to change this (King)
-There will not be multiple settlements inside one province ala CK II (Johan)

Converters
-There will be an Crusader Kings II to Europa Universalis IV Savegame-Converter
-It will be free for pre-order-buyers, otherwise cost 9,99 $/€
-It can convert savegames of any date and also any startdate of Crusader Kings II
-creates a dynamic modification for a converted savegame for created nations/religions and so on
-Pagans get converted to Shamanism or Animism, reformed Pagans become normal religions

Magna Mundi
-The game will not integrate features from Magna Mundi (Strategy Gamer interview)
-The game was well advanced in planning before the MM cancellation decision was made. There is no connection whatsoever between MM and EU4.

MULTIPLAYER

General mutiplayer stuff
-The multiplayer will include hotjoin
-The game should include cooperative multiplayer where multiple players control a country.
-The multiplayer will include support for stand-alone servers
-Improved match-making
-A chat feature, with chat channels and whispering
-Multiplayer only via Steam
-The only (MP) options will be Difficulty, AI Aggressivness, Lucky Nations, Hotjoin, Coop and Ironman (No Re-Loading/Console), all others were scraped
 
Last edited:
Blond_Knight system requirements, Dr. Dan Ideas and DD 43/44

GENERAL GAMEPLAY STUFF

AI Difficulty settings
-Easy: AI plays at reduced skill level, less aggressively towards player
-Normal: Full Skill level, normal aggressively towards player nations
-Hard: Full Skill level, more aggressively towards player nations

Handicap settings
-Player: All player nations get economic, diplomatic and military bonuses
-None: Nobody gets bonuses
-AI: All AI Nations get bonuses

Ledger
-With Index and following buttons: Country, Buildings, Military, Economy, Trade, Relations

Hints and Tutorial
-Hint mode with hints for different concepts and related topics for further information
-Tutorial in three parts, Basic, Advanced and Tutorial Campaign


On Warfare
-AI will attach small armies to allied forces
-Large AI nations will have Hunter-Killer armies only used for Army destruction, hunting and quick aid for allied armies, not sieging itself.

Diplomacy:
-There will be no more randomness in proposals, the AI says Yes or No and gave a detailed breakdown of reasons why and why not
-AI uses all diplomatic Interactions (like selling/buying provinces)

Attitudes (like Threatened, hostile, outraged)
-influenced by strategic goals
-dominate the AIs behavior (joining/starting coalitions, alliances, wars)

Coalitions
-Only one coalition against a nation at the same time
-Initially only for Catholic Countries by organization through the pope

War Declaration and Peace Offers
-No more War Capacity instead War Enthusiasm
-Modifies needed Warscore for a peace treaty
-AI has levels of importance on different wargoals like high for Core provinces and no possibility of accepting for lacklocked isolated provinces.



(Not-National) Ideas
Administration Ideas: (Uses Administrative Points)

Innovative Ideas:
Patron of the Arts: Prestige Decay: -2.0%
Pragmatism: Mercenary Cost: -25.0%
Scientific Revolution: Technology Cost: -5.0%
Knowledge Transfer: Yearly Army Tradition Decay -2.00%, Yearly Navy Tradition Decay -2.00%
Organized Recruitment: Regiment Recruitment Time: -10.0%
Optimism: Monthly War Exhaustion: -0.05
Formalized Officer Corps: Leader(s) Without Upkeep: +1
Capstone: Advisor Costs: -25.0%

Religious Ideas:
Unam Sanctam: Permanent Casus Belli against all other religious groups.
Missionary Schools: Missionaries: +1
Church Attendance Duty: Stability Cost Modifier: -25.0%
Devoutness: Tolerance of the True Faith: +1.00
Religious Tradition: Yearly Prestige: +1.00
Ecumenism: Tolerance of Heretics: +2.00
Capstone: Better Relations Over Time: +50.0%

Espionage Ideas:
Privateers: Embargo Efficiency: +33.0%
Vetting: National Spy Defense: +25.0%
Rumormongering: -May Sabotage Relations
Efficient Spies: Spy Offense: +25.0%
Shady Recruitment: Covert Action Relation Impact: -33.0%
Destabilizing Efforts: -May Sow Discontent
Espionage: -May Infiltrate Administration
Capstone: Rebel Support Efficiency: +50.0%

Economic Ideas:
Bureaucracy: National Tax Modifier: +10.0%
Organized Construction: Build Cost: -20.0%
National Bank: Yearly Inflation Reduction: -0.10
Debt and Loans: Interest per annum: -1.00
Centralization: Possible Advisors: +1
Nationalistic Enthusiasm: Land Maintenance Modifier: +10.0%
Smithian Economics: Production Efficiency +20.0%
Capstone: -May reduce inflation with direct action

Administrative Ideas:
Organized Mercenary Payments: Mercenary Cost: -25.0%
Benefits for Mercenaries: Mercenary Maintenance Cost: -33.0%
Mercenary Recruitment: Additional Mercenaries Available: +50.0%
Bookkeeping: Interest per annum: -1.00
Administrative Efficiency: Possible Advisors: +1
Resilient State: National Spy Defense: +25.0%
War Cabinet: Cost of Reducing War Exhaustion: -33.0%
Capstone: Production Efficiency: +20.0%

Diplomatic Ideas: (Uses Diplomatic Points)

Diplomatic Ideas:
Foreign Embassies: Diplomats: +1
Claim Fabrication: Time to fabricate claims: -50.0%
Cabinet: Diplomatic Relations: +3
Adaptability: Core Creation Cost: +33.0%
Revolution and Counter-Revolution: Permanent Casus Belli versus other government types
Quill Skipped (Appears to be a diplomatic reputation increase)
Flexible Negotiation: Unjustified Demands: -33.0%
Capstone: -Lowered impact on stability from diplomatic actions.

Trade Ideas:
Shrewd Commerce Practice: Global Trade Power: +10.0%
Free Trade: Merchants: +1
Merchant Adventures: Trade Range: +25.0%
National Trade Policy: Trade Efficiency: +10.0%
Overseas Merchants: Merchants: +1
Trade Manipulation: Trade Steering: +25.0%
Fast Negotiations: National Trade Income Modifier: +10.0%
Capstone: +1 Merchant

Exploration Ideas:
Colonial Venture: Colonist: +1
Quest for the New World: -Allows recruitment of explorers and conquistadors.
Overseas Expansion: Colonial Trade Range: +50.0%
Land of Opportunity: Global Settler Increase: +33.0%
Viceroys: Global Tariffs: +33.0%
Free Colonies: Colonists: +1
Global Empire: Overseas Income: +10.0%
Capstone: Permanent Casus Belli against Pagans

Naval Ideas:
Superior Seamanship: Morale of Navies: +1.00
Naval Glory: Prestige from Naval battles: +100.0%
Grand Navy: Naval Forcelimits Modifier: +100.0%
Seahawks: Yearly Naval Tradition: +1.00
Excellent Shipwrights: Naval Leader Maneuver: +2.00
Naval Fighting Instruction: Blockade Efficiency: +50.0%
Press Gangs: Ship Costs: -33.0%
Capstone: Ships can repair when in coastal sea zones

Expansion Ideas:
Additional Colonists: Colonists: +1
Additional Merchants: Merchants: +1
Faster Colonists: Colonist Travel Time: -33.0%
Additional Diplomats: Diplomatic Relations: +2
Improved Shipyards: Ship Construction Time: -10.0%
Experienced Diplomats: Diplomatic Reputation: +3
Competitive Merchants: Global Trade Power: +20.0%
Capstone: Permanent Casus Belli against less advanced nations in Asia

Military Ideas: (Uses Military Points)

Aristocratic Ideas:
Noble Knights: Calvary Cost: -25.0%
Local Nobility: Hostile Core Creation Cost: +100.0%
Serfdom: National Manpower Modifier: +25.0%
Noble Officers: Leader Shock: +1.00
International Nobility: Diplomats: +1
Noble Resilience: Cost of Reducing War Exhaustion: -20.0%
Military Traditions: Military Technology Cost: -10.0%
Capstone: Calvary Combat Ability: +10.0%

Offensive Ideas:
Bayonet Leaders: Leader Shock: +1.00
National Conscripts: National Manpower Modifier: +25.0%
Superior Firepower: Leader Fire: +1.00
Glorious Arms: Prestige from Land battles: +100.0%
Improved Maneuver: Land Leader Maneuver: +1.00
Grand Army: Land Forcelimits Modifier: +25.0%
Espirit de Corps: Discipline: +10.0%
Capstone: Forced March (+150% movement speed to troops)

Defensive Ideas:
Battlefield Commission: Yearly Army Tradition: +1.00
Military Drill: Morale of Armies: +0.50
Engineer Corps: Leader Siege: +1.00
Regimental System: Land Maintenance Modifier: -10.0%
Defensive Mentality: Fort Defense: +33.0%
Supply Trains: Reinforce Speed: +33.0%
Improved Foraging: Land Attrition: -50.0%
Capstone: +1.00 Attrition

Quality Ideas:
Private to Marshal: Infantry Combat Ability: +10.0%
Quality Education: Recover army morale speed: +5.0%
Finest of Horses: Calvary Combat Ability: +10.0%
Oak Forests for Ships: Heavy Ship Combat Ability: +10.0%
Naval Drill: Recover navy morale speed: +5.0%
Merchant Marine: Light Ship Combat Ability: +10.0%
Massed Battery: Artillery Combat Ability: +10.0%
Capstone: Discipline: +15.0%

Quantity Ideas:
Benefits for Horse Owners: Calvary Cost: -10.0%
The Young can serve: Manpower Recovery Speed: +20.0%
Enforced Service: Infantry Cost: -10.0%
The Old and Infirm: Land Maintenance Modifier: -10.0%
Ship’s Penny: Ship Costs: -10.0%
Standardized Artillery: Artillery Cost: -10.0%
Levèe en Masse: National Manpower Modifier: +50.0%
Capstone: Land Forcelimits Modifier: +33.0%

System requirements (from the manual):

Recommended System requirements:
Operating system: XP/Vista/Windows 7/Windows 8
Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+
Memory: 2 GB RAM
Hard disk space: 2 GB HD Space
Graphics: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 1024mb video memory required
Sound Card: Direct X-compatible soundcard
DirectX: 9. 0 c
Controller support: 3-button mouse, keyboard and speakers
Special multiplayer requirements: Internet Connection or LAN for multiplayer
Multiplayer: Up to 32 other players in multiplayer mode

Minimum System requirements:
Operating system: XP/Vista/Windows 7/Windows 8
Processor: Intel® Pentium® IV 2.4 GHz eller AMD 3500+
Memory: 2 GB RAM
Hard disk space: 2 GB HD Space
Video: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb video memory required
Sound: Direct X- compatible soundcard
DirectX®: 9. 0 c
Controller support: 3-button mouse, keyboard and speakers
Special multiplayer requirements: Internet Connection or LAN for multiplayer
Multiplayer: Up to 32 other players in multiplayer mode


Update Dev Diaries up to 42

Converters
-There will be an Crusader Kings II to Europa Universalis IV Savegame-Converter
-It will be free for pre-order-buyers, otherwise cost 9,99 $/€
-It can convert savegames of any date and also any startdate of Crusader Kings II
-creates a dynamic modification for a converted savegame for created nations/religions and so on
-Pagans get converted to Shamanism or Animism, reformed Pagans become normal religions

Achievements
-50 different achievements
-only in Ironman Mode

Ironman Mode:
-There will be an Ironman Mode for Steam Achievements
-EU4 itself will save the game at various points
-no reloading, no console

Various
-Cloud Save will be available
-Diplomatic Action: Enforce Peace by threatening to join the war
-Missionaries: Converting a province is now a process taking time, not working by chance
-Two Kind of Fleet basing rights: Use of ports just for stationing or also for controlling trade nodes (costs rent)


Aragon
-starting bonus: 10% bonus to their galleys’ combat ability and a 10% boost to National Taxes
-National Ideas
  1. Mercenary Princes: Mercenary Cost -25%:
  2. Protection of the Coast Lines: Galley Cost -25%
  3. Mediterranean Trade: Trade Steering +20%
  4. Consolidation of the Estates: Stability Cost Modifier -20%
  5. Chartered Merchant Companies: Global Trade Power +20%
  6. Reforming the Administration: National Tax Modifier +10%
  7. Protect the Little Folk: Morale of Armies +0.25
-Unlock bonus: +2 bonus to Diplomatic Reputation

Naples
-starting bonus: 25% bonus to National Spy Defence and 5% faster recovery to Navy Morale.
-National Ideas
  1. Found the Academy of Naples: Yearly Prestige +1
  2. Consolidate the Royal Domain: National Tax Modifier +10%
  3. Encourage City Living: Stability Cost Modifier -20%
  4. Expand the Arsenal: Galley Cost -25%
  5. City of Artists: Yearly Legitimacy +1
  6. Suppress Banditry: Trade Efficiency +5%
  7. Refurbish the University of Royal Studies: Technology Cost -5%
-Unlock bonus: -1% reduction Naval Tradition decay

Korea
-starting bonus: 20% discount in the cost of buildings and a 25% bonus to the trade power from its domestic provinces
-National Ideas
  1. The Hangul Alphabet: Technology Cost -5%
  2. Grand Code for State Administration: Stability Cost Modifier -10%
  3. Hyang'yak System: Production Efficiency +10%
  4. Geobukseon: Heavy Ship Combat Ability +5%
  5. The Hopae System: National Manpower Modifier +10%
  6. The Kyujanggak: Idea Cost -10%
  7. Economic Reform: National Tax Modifier +10%
-unlock bonus: 10% bonus to Infantry Combat Ability

Ayutthaya
-starting bonus: 10% faster National Garrison Growth and a 20% bonus to Religious Unity.
-National Ideas:
  1. White Elephant: +10% National Tax Modifier
  2. The Corvee System: +10% National Manpower Modifier
  3. Foreign Mercenaries: -25% Mercenary Cost
  4. Embassies: +1 Diplomats
  5. Promotion of Trading Links: +20% Trade Range
  6. Personal Executions: -10% Stability Cost Modifier
  7. Phrai Luang: National Revolt Risk: -1
-unlock bonus: +25% Income from Vassals

Vijayanagar
-Hindu
-starting bonus: 1 extra possible advisor to choose from and a 20% bonus to Religious Unity
-National Ideas:
  • Promotion of Trade: Global Trade Power +10%
  • Arab Horses: Cavalry Combat Ability: +10%
  • Harsh Penal Code: Stability Cost Modifier: -10%
  • Tolerance: Tolerance of Heretics +1 and Tolerance of Heathens +1
  • Carnatic Music: Yearly Prestige +1
  • Adroit Diplomacy: Diplomats +1
  • An Army for the City of Victory: Discipline +10%
-unlock bonus: 100% more available mercenaries.

Indian Sultanates
-starting bonus: 50% bonus to Religious Unity and a 5% bonus to Infantry Power
-National Ideas
  • Tolerate Idol Worshippers: +2 Tolerate Heathen
  • Persian Court: -1 Global Revolt Risk
  • Comprehensive Land Survey: +10% Global Tax Modifier
  • Counting the People: +10% Global Manpower Modifier
  • Equality Under Law: +5% Global Trade Power
  • High Court Culture: Prestige +1
  • Sultanate Bureaucracy: Stability Cost Modifier -20%
-unlock bonus: +5% bonus to Missionary Strength

Theocracies
-starting bonus: 20% quicker manpower recovery and an additional missionary
-National Ideas:
  1. Holy Order: +10% Discipline
  2. Church Administration: -10% cheaper stability, -10% core cost
  3. True Defender of the Faith: 25% Defensiveness
  4. No Witches: +2% Missionary Strength
  5. Onward Christian Soldiers: +10% Garrison Growth
  6. Turn the other cheek: +1% Hostile Attrition
  7. Render unto Caesar: +10% Tax Income
-unlock bonus: 20% extra manpower.

Poland
-starts in a regency
-events for 'The Jesuit King' and the Sejm.
-starting bonus:-20% Cavalry Cost and +25% to Religious Unity
-National Ideas
  1. Folwark System: +10% Production Efficiency
  2. Nihil Novi: -10% Stability Cost
  3. Piechota Wybraniecka: +10% Infantry Power & +25% Manpower
  4. Winged Hussars: +33% Cavalry Power
  5. Wojsko Komputowe:-25% Cheaper Regiments
  6. Foreign Section: +10% Discipline
  7. Focus on Field Defence: +0.33 Land Morale
-unlock bonus: +3 to tolerance of heretics

Lithuania
-starting bonus: +20% Manpower Recovery Speed and +4 tolerance for heretics
-National Ideas
  1. Warlord Dukes: +1 Leader Shock
  2. Auksine Laisve: -10% Stability Cost
  3. Magdeburg Laws: +10% Tax Modifier
  4. Magnate Estates: +10% Production Efficiency
  5. Lithuanian Hussars: +20% Cavalry Power
  6. Statutes of Lithuanian: -2 Revolt Risk
  7. Lithuania Reniassance: -5% Technology Cost
-unlock bonus: +1 to manuever for generals

Hungary
-starting bonus: +200% cost of core creation on their territory and +5% morale recovery on armies
-National Ideas:
  1. Renaissane Knowledge: -1 Revolt Risk
  2. Bulwark of Christianity: +20% Manpower
  3. The Black Army: +10% Discipline
  4. Reformed Coinage: +10% Tax Modifier
  5. Curtailed Peasantry: +20% Production Efficiency
  6. Strengthened Towns: +25% Own Trade Power
  7. Estates General: No penalty from negative tolerance.
-unlock bonus: Can have 1 more leader without paying power upkeep



Update: Bavaria, Bohemia, Brandenburg, Denmark, Norway and Sieges

Bavaria
-starting bonus: National Tax Modifier of +5% and a 10% bonus to Cavalry Combat Ability
-National Ideas
  1. Institute the Everlasting Succession: Yearly Legitimacy +1: Constantly riven by sibling infighting and weakened by division, Bavaria introduced sole inheritance by the firstborn son in 1506.
  2. Bring in the Bavarian Purity Law: Production Efficiency +10%: Bavarian beer is the best in the world, and it can only remain so if we can guarantee its purity. Let’s set some standards!
  3. Found the Bavarian State Orchestra: Yearly Prestige +1: With origins reaching back to the 1520s, the Bavarian State Orchestra brought great esteem to the court of Munich.
  4. Establish the Geistlicher Rat: Missionary Strength +2% and Yearly Papal Influence +0.5: The spiritual council of Bavaria that oversees ecclesiastical matters and advises the sovereign on issues that touch the church.
  5. Become Brewmaster General: National Tax Modifier +10%: Again with the beer. A government monopoly on the production of strong beer will fill our coffers with hoppy riches.
  6. Found a Professional Army: Discipline +5%: Bavaria moved away from mercenaries and towards a standing army in the 1680s. Never able to match the larger German armies in size, it was still able to achieve some success.
  7. Found the Royal Order of Saint George for the Defence of the Immaculate Conception: Stability Cost Modifier -10%: The longest idea name in the game, and the highest chivalric honor in Bavaria, reserved for those who perform great service to the country.
-unlock bonus: +5% Bonus to Imperial Authority when Emperor

Bohemia
-starting bonus: 10% discount to Advisor Costs and a 5% bonus to Imperial Authority
-National Ideas:
  1. Compacta of Prague: Tolerance of Heretics: +3: The Hussite Wars were a religious conflict that tore Bohemia apart, as proto-Protestant heretics gained influence in the region. The Compact of Prague signaled an end to these wars through a compromise on many interpretations of Catholic doctrine.
  2. Elective Monarchy: Yearly Legitimacy +1: After the end of the Luxembourg dynasty in Bohemia, the nobles elected to submit to the neighboring Habsburg realm. They jealously guarded this right to choose their own king.
  3. Wagenburg: Infantry Combat Ability: +5%: The Hussite armies made great use of wagon forts that supported their armies in battle. A square of armed wagons would defend the main troops while artillery pounded enemy positions, and then open for a counter-attack.
  4. Letter of Majesty: National Revolt Risk -1: Issued by Emperor Rudolf in 1609, the Letter of Majesty guaranteed Protestants in Bohemia the right to practice their own religion without interference.
  5. Hussite Legacy: Technology Cost -10%: The free thinking John Hus challenged the Catholic Church and Bohemian resistance started the 30 Years’ War. This is the sort of energy we can use to advance in other ways.
  6. The Kutnohorian Deal: Stability Cost Modifier: -10%: The weakening of the monarchy in the 1480s served the nation well, and Bohemia’s nobles rarely resorted to the infighting that characterized other monarchies.
  7. Czech Nationalism: Hostile Core-Creation Cost on us +200%: Surrounded by much more numerous Germans, Poles and Hungarians, the Czech people have maintained their language and culture for centuries. We’ll never die.
-unlock bonus: +1 to Leader Fire

Brandenburg
-starting bonus: +1 Yearly Army Tradition and a 25% reduction to the effects of Covert Diplomatic Actions
-National Ideas
  1. Found the Kammergericht: National Tax Modifier +10%: The ducal court of the Margrave of Brandenburg became the fixed location for adjudicating disputes between officials, making the administration of justice more efficient.
  2. Divide the Estates: Stability Cost Modifier -10%: By preventing the nobles, clergy and middle classes from co-ordinating their efforts, the monarch can maintain control over the realm.
  3. Army Professionalism: Morale of Armies +1: Prussian arms were renowned for their professionalism and dedication to the art of warfare. Your soldiers are less likely to break under pressure.
  4. Noble Cadets: Yearly Army Tradition Decay -2%: The army became a place of honor and privilege for Prussian noble youth, perpetuating the prestige of Prussian military prowess.
  5. The Goose Step: Infantry Combat Ability +25%: Introduced in the 18th century, this march step allowed Prussian troops to advance in lines without breaking formation. Variations were soon adopted throughout Europe.
  6. Regimental Cantons: National manpower Modifier +33% and Regiment Recruitment Time -25%: Each German canton was responsible for the creation of its own regiment, eligible for draft in time of war.
  7. Religious Toleration: Production Efficiency +5% and Tolerance of Heretics +1: Prussia’s greatest king, Frederick the Great, was famously unconcerned with religion or creed, even promoting the expansion of Jewish trade communities in the national interest.
-unlock bonus: +25% Army Discipline

Denmark
-starting bonus: +5% Trade Income and -10% Ship Cost
-National Ideas
  1. Vornedskab: +15% quicker manpower recovery.
  2. Old Naval Traditions: +1 Navy Tradition
  3. Rentekammer: +10% Tax Income
  4. Klaedekammer: -33% Naval Maintenance
  5. Expanded Dockyards: +100% Naval Forcelimit
  6. Den Danske Lov: -1 Revolt Risk
  7. Religious Orthodoxy: +2 tolerance own & -10% Stability Cost.
-unlock bonus: +15% Light Ship Combat ability



Norway
-starting bonus: 20% cheaper Light Ships, and 20% Light Ship Combat ability
-National Ideas
  1. Norwegian Fishing: +10% Production Efficiency
  2. Natural Seamanship: +0.33 Naval Morale
  3. Norwegian Shipbuilding: -10% Ship Cost
  4. Call of Our Forefathers: Allows Exploration and gives +33% Colonial Range.
  5. Pioneer Spirit: +1 Colonist
  6. Seize the Opportunity: +10% Trade Power
  7. Write new Sagas: +1 Prestige & 5% Discipline
-unlock bonus: +20% trade steering








Sieges
-every non-colony province requires a siege
-sieges is divided by siege ticks every ~30 days depending on different factors like defensiveness or difference in military tactics
-at each siege tick a dice is rolled, at maximum the walls are breached, if all dicerolls reach a certain level, the siege is won
-detailed information in the siege screen


Update: Dev Diaries

General:
-Their will be a Scoring System, divided into Administrative, Diplomatic and Military


The Map

Province Interface
Five Segments with informations
-Economy: Base-Tax, Tariff, Production, Total Income, religion, HRE-status
-Demographic: Countries with core, claims, culture
-Queue: Build new regiments, recruit mercenaries
-Military: Manpower, Supply Limit, attrition, garission, fort
-Trade: Trade Power, Trade Value, Produced Goods
-No provincial decisions

Unit Interface
-Basic Information and actions can be done even while having multiple units selected, sieging or fighting
-several abilities now need military power like assault or scorch earth
-new action: Force March, faster movemnt for military points


Nations:

Berber Nations (Algiers, Morocco, Tunis, Fez & Tripoli)
-starting bonus: +200% cost of core creation on their territory and -10% ship costs.
  1. Barbarary Pirates : +33% Naval Force Limits
  2. Desert Warfare: -33% Land Attrition
  3. Trans-Saharan Trade: +10% Trade Income
  4. Corsairs: +1 Navy Tradition
  5. Tuareg Cavalry: +10% Cavalry Power
  6. Dual Diplomacy: +2 Diplomatic Upkeep
  7. Brothers Barbaross: +20% Galley Power
-unlock bonus: +10% trade power

Hordes
-Not always at war, but always casus belli on hordes and neighbouring countries
-Armies more effective on plains/grasslands (50%)
-Double amount from looting, get army tradition from looting
-Starting Bonus: Lower Maximum War Exhaustion/no cost for reinforcing
-National Ideas:
  1. Life of the Steppe Warrior: -33% Land Attrition
  2. Traditions of the Great Khan: 20% Cavalry Power
  3. Horse Supplies: -20% land maintenance costs.
  4. Steppe Leaders: +1 leader shock
  5. Tradition of Conquest: 25% cheaper cores.
  6. Logistics of the Khan: 25% faster manpower recovery.
  7. Glory of Conquest: +25% manpower.
-unlock bonus: 20% reduction to the cost of increasing stability.

The Mamelukes
-Sunni
-Iqta Government
-Starting Bonus: +25% Trade Steering and +10% Cavalry Power.
  1. Red Sea Trade: +5% Trade Power & +10% Trade Range.
  2. Monument to Greatness: +1 Yearly Prestige
  3. Purchase of Mamelukes: +20% Manpower Recovery.
  4. Army Reform: +5% Discipline
  5. Reformed Fellah System: +20% Production Efficiency
  6. Reformed Succession: -20% Stability Costs
  7. Monopoly Ports: +10% Trade Efficiency
-unlock bonus: +25% Trade Income

Persia
-Shiite Theocracy
-starting bonus: +10% Vassal Income, +5% in Army Morale Recovery.
  1. The Qizibash: +15% Manpower.
  2. Persian Rug Production: +10% Production Efficiency
  3. The Ghulams: +10% Discipline
  4. Improved Silk Road: +10% Trade Steering
  5. Encouraged Art: +1 Yearly Prestige & +5% Production Efficiency
  6. Promotion of Irrigation: +10% Manpower Recovery
  7. Increased Crown Lands: +10% Tax Income.
-unlock bonus: 10% decrease of Cavalry Cost.

The Timurids
-starting bonus:25% cheaper cores and +10% monthly morale recovery of armies.
  1. Timurid Architecture: 2% lower Prestige Decay
  2. Mantle of the Great Khan: +20% Cavalry Power
  3. Unleash the Tiger: -3 Max War Exhaustion
  4. Elephant Warfare: -25% Land Attrition
  5. Tolerate Idol Worshippers: +2 Tolerance for Heathens
  6. Salaries Officials: -20% Stability Cost
  7. Largest Mosque in the World: +1 Yearly Prestige
-unlock bonus: +5% to discipline.

Oman
-shiite despotic monarchy
-starting bonus: +0.5 to Naval Morale and a -50% to Naval Maintenance.
  1. Local Merchant Preference: +33% Trade Steering
  2. Secured Timber Supplies: 10% Faster Ship Building
  3. Association with Unbelivers: +2% Tolerance of Heathern
  4. Port Security Improvements: +10% Trade Income.
  5. End of Shipbuilding Guilds: 20% cheaper Light Ships.
  6. Skilled Captains: +2 Naval Manuever.
  7. Expansion of Trade Contacts: +1 Merchant
-unlock bonus: +33% Blockade Efficiency

Japan
~28 provinces
-twenty Daimyos
-Japan is a Shogunate (+4 diplomatic actions)
-Daimyos are Shoguns vassals, get (+0.5 Land Morale, 10% Bonus to Infantry Combat
-Every Daimyo can unite Japan
-starting bonus: 10% discount and a 25% bonus to troop discipline.
-National Ideas for Japan and Daimyos
Their National Ideas are:
  1. Tosen-Bugyo: +25% tradepower in your home nodes and in nodes where you control the majority of provinces.
  2. Higashiyama Culture: +1 Yearly Prestige
  3. Reformed Land Holding: +20% Manpower
  4. Sankin-Kotai: -2 Revolt Risk.
  5. Sakoku: +25% Defensiveness
  6. Bakufu Chokkatsuchi: +15% Tax Income
  7. Shinokosho System: +1 Yearly Legitimacy, 25% Heir Chance
-unlock bonus: 25% boost to the power of their infantry

China
-Its a Celestial Empire, which gives bonuses for having positive stability
-There are still the three factions, but they don't limit the player but have different bonuses
-The three factions can be boosted by using power points
-starting bonus: +10% trade power generated by provinces and 10% cheaper ideas
-National Ideas
  1. Repaired Great Wall : +15% Defensiveness
  2. Revived Training Camps: +5% Discipline
  3. Inward Perfection: 10% cheaper stability
  4. Yellow River Dykes: +10% Production Efficiency.
  5. Salt Monopoly: +10% Trade Income
  6. Head Tax: 10% Tax Income
  7. The Eight Banners: +100% Manpower.
-unlock bonus: 30% faster decay of bad relations



Religions and Governments

Sunni
  • +1 Tolerance to Own
  • +100% Chance of new Heir
Shiite
  • +0.25 Land Morale
  • +100% Chance of new Heir
Steppe Horde
  • +100% Manpower
  • +100% Land Force Limit
  • -50% Relations Change
Iqta
  • +33% Vassal Income
  • +100% Chance of new Heir
Theocracy
  • Tolerance to Own +2
  • Tolerance to Heretic -2
  • +0.1 Papal Influence (if catholic)
Despotic Monarchy
Can switch to other monarchies freely.
  • 10% Cheaper Core Creation
  • 10% Cheaper Unjustified Demands



Multiplayer:
-Improved Chat with channels and whispers

Update 30.04.2013 DDs and Streams

War Declaration and Peace Offers
- You declare war with a casus belli (like EU) and a war goal (like Victoria) and if you fulfill your wargoal your warscore ticks up (like CK II) up to another 20%
-You can demand provinces for a third country not involved in the war
-You can demand a part of your enemies trade power
-The peace interfaces remembers the last offer
-There's now one Interface for demanding and offering, but you can't do both in one peace offer


Nations

Burgundy
-starts with -25% Mercenaries maintenance and 33% penalty on the chance of getting an heir
-National Ideas
  1. Golden Fleece: +1 yearly prestige
    The Order of the Golden Fleece was an order of knighthood established by the first great Dukes of Burgundy. It brought great honor to the founding house and to any that were initiated into the Order.
  2. Compagnies D’Ordonnance: -25% mercenary cost
    Burgundy’s military power, like many in the 15th century, was based on a willingness to hire mercenaries from around the region.
  3. Burgundian Estates General: +100% Mercenary Pool
    The Estates General of Burgundy was one step in Burgundy’s efforts to paint itself as not simply a French province, but an independent realm with a parliament of its own.
  4. Reformed Feudal Army: +10% Discipline
    Ruled by military men for four generations, Burgundy continually experimented with army composition and achieved a high level of professionalism for an essentially feudal force.
  5. Integrated Towns: +10% Trade Income
    Historically centers of trade for all of western Europe, the towns of the Low Countries rose to even greater prominence under the protection of Burgundy.
  6. Freedom of Worship: +2 Tolerance of Heretics
  7. Regimental System: +25% Manpower
    Another power tied to Burgundy’s military legacy.
-Unlock bonus +10% steering trade


The Hansa
-starts with +15% trade range and +10% Trade steering
-National Ideas
  1. End of Victual Brothers: +10% Trade Power.: The Victual Brothers were notorious Baltic pirates of the early 1400s. Them and their descendants hassled trade ships and raided port towns until they were finally destroyed.
  2. Strong League Obligations: +1 Merchant: The Hansa was more powerful when it could convince its member cities to act in union.
  3. Hanseatic Shipbuilding: -20% cheaper light ships.: The light ships of the Hansa will be essential for protecting whatever trade lanes you manage to dominate.
  4. Reformed Hansetag: -10% Stability Cost.: The Hansetag was a League parliament of city representatives that met irregularly in Lubeck. Its decisions were not binding.
  5. Hanseatic Levy System: +20% Manpower Recovery Speed.: Free cities full of capable young men, and all the gold you need to keep them fed.
  6. Regularised Contribution: +20% Provincial Trade Power: Once expectations are in place for member cities, it is easier to plan the trade routes and commitments of each member.
  7. The Hansa Bank: -1 Interest.: Though the Hanseatic League never established a banking system to compete with those in Bruges or Amsterdam, the capital was certainly there. And imagine if they had…
-unlock bonus: 10% trade effficiency


Netherlandes
-starts with 10% quicker shipbuilding and +50% naval forcelimits
-National Ideas
  1. Amsterdam Wisselbank: -0.1 Inflation Reduction
    Founded in the early 1600s, the Bank of Amsterdam revolutionized banking through how it managed credit and transfers of foreign currency.
  2. Dutch Trading Spirit: +1 Merchants
    The Netherlands was one of the great trading empires of the early modern era, trading throughout the Americas and East Indies.
  3. Polders: +10% Production Efficiency
    The Dutch are famous for their masterful work on reclaiming productive land from the sea and marshland through a centralized dike management system, leading to polders.
  4. Revenue Stamps: +10% Tax Income
    The first Stamp Tax was introduced in The Netherlands in 1624. This stamp proved that the bearer had paid the proper fee for a legal document.
  5. Embrace Humanism: +3 Tolerance of Heretics
    Starting with Erasmus, Dutch Humanism (and trade!) had a great influence on the relative social peace of the Netherlands once the religious wars had ended.
  6. Army Sappers: +1 Leader Siege
    In the 80 Years War for freedom, the Dutch people became experts at siegecraft as they targeted one Imperial fortress after another.
  7. Platoon Fire: +10% Infantry Power
    Platoon fire organizes the files of a regiment so that a rolling barrage of bullets cascades on an enemy position, instead of the pause and reload of traditional rank fire.
-unlock bonus +15 trade income


Scotland
-Historical Events for Auld Alliance and about John Knox
-National Ideas
  1. Break the Black Douglas: -1 Revolt Risk: A prominent noble clan of Scotland, the Douglases used their record during the battle for independence to challenge the power of the Scottish throne. When their power became inconvenient, seizures and murders settled the issue in favour of the king.
  2. Modernised Royal Scots Navy: -10% Ship Cost.: The Royal Scots Navy underwent a great expansion in the 15th century under the guidance of Kings James III and James IV. Scottish ships harassed Tudor trade lanes throughout their reigns.
  3. Reined in Clans: +20% Manpower: Limiting the power of the Scottish clans to act as alternate authorities to the royal house allowed the king greater freedom of movement in caling up men.
  4. Comets?: -10% stability cost: There is no reason to fear these heavenly objects.
  5. Royal Revenue: +10% Tax Income: Decline in the lands and assets available to the throne led to new and more regular taxation through the 17th century.
  6. Basilikon Doron: +1 Legitimacy: This 'Royal Gift' from James VI to his sons was a guidebook on how to be a good king. Unlike Machiavelli’s more cynical 'The Prince', the 'Doron' emphasized Christian virtues and choosing capable advisors.
  7. Act of Revocation: -20% cheaper cores.: To further centralize royal power, the kings of Scotland occasionally has to reclaim lands that had been parceled out to nobles while the crown was in the hands of weak regents.
-Unlock Bonus: -25% Land Maintenance




Espionage
-Spies are replaced with diplomats
-diplomat is unavailable as long as on covert action
-Own Idea group
-Espionage Ideas
  1. Privateers: +33% embargo efficiency. You can always embargo your rivals, but this idea adds some extra bite to that policy choice.
  2. Vetting: +30% defence against enemy covert actions. You can’t have good espionage without good counter espionage.
  3. Rumourmongering: Allows Sabotage Reputation, a special covert action that will be discussed in more detail below.
  4. Efficienct Spies: +10% more efficient covert actions. Considering the relative scarcity of diplomats for most countries, you might want to get a little more bang for your buck.
  5. Shady Recruitment: 33% less relation penalty for being discovered. It’s unfortunate when your spies are found out, but some sorts of characters are just expected to be a little bit unsavory.
  6. Destabilising Efforts: Allows Sow Discontent, a special covert action that will be discussed in more detail below.
  7. Espionage: Allows Infiltrade Administration, a special covert action that will be discussed in more detail below.
-unlock bonus: +50 rebel support efficiency
-Covert actions
  1. Fabricate Claims
  2. Infiltrate Administration
  3. Sow Discontent
  4. Sabotage Reputation
  5. Support Rebels


Rebels
-New Rebels can spawn in rebel-controlled territory
-Rebel-armies will be destroyed if defeated, except pretenders-armies
-base morale and technology depend on either home country or the if supported, on the country that supports them.
-different rebeltypes have different morale, i.e. peasants have low morale, noble higher
-No limit on negotiating with rebels


Reformation
-New concept Reform Desire: Rises when nations neglect the legitimacy of the Catholic Church for their own gains
-Protestantism can appear when Reform Desire is high
-Defender of Faith has lower conversion risk
-Cardinals in the Curia also lowers conversion risk



From Streams
-There is no limit in taking loans
-The Game is playable, rest of development is polishing
-Release Mid-Q3
-Battles grant army tradition and prestige
-Multiplayer only via Steam
-The only (MP) options will be Difficulty, AI Aggressivness, Lucky Nations, Hotjoin, Coop and Ironman (No Re-Loading/Console), all others were scraped
-Japan is a country, all clans will be his vassals and able to wage war against each other
-Monarch Points work the same for republics
-Sieges will be like EU III, there will be more informations on the screen
-There will be 23 map modes, a new one will be accepted culture. Six of them can be configured for hotkeys
-Feudal Monarchy: +10% Manpower +10% income from vassals
-You declare your rivals (up to three)
-you can only maintain limited diplomatic relations at the same time i.e. marriages, alliances, vassals, guarantees...
-There will be factions in China, but not limiting like EU III
-War exhaustion can be decreased and stability risen with Monarch Power
-Provinces are renamable
-ships aren't upgraded, they need to be rebuild

Hinweis kingofnoobs
-Population seems to be removed


Update 03.04.2013 by Targor DD 18-24
Austria
-starts as Emperor
-DHEs for Italian Wars and Privilegium Maius (Habsburger Claim over Austria)
-historical missions for expanding into historical borders and opposing the Ottomans
-traditional power: -2% prestige decay, 30% faster decay of bad relations
-National Ideas
Imperial Ambitions: +10% Imperial Authority
Military Border: +25% fort defenses
Fugger Banks: -1 Interest
Habsburg Dominance: +5 Diplomatic Reputation
Edict of Restitution; +2 Missionary Strength & +1 Tolerance of Own Faith
Austrian Court: +2 Diplomatic Upkeep
Hofkriegsrat: +30% Reinforce Speed
-Unlock bonus: +50% chance to get an heir

Genoa:
-starts at merchant republic (+10% trade power, +5% trade efficiency, +1 merchant)
-about a dozen events, i.e. a event chain for Andrea Doria
-traditional power: +10% trade efficiency, -0,5% interests (base is 4% on loans)
-National Ideas
Reunited Genoa: -10% Stability Cost
Lessons of Chiogga: +0.5 Naval Morale
Genoese Trade: +10% trade power in foreign trade nodes
The Genoese Arsenal: -33% Galley Cost
Overhauled Bureaucracy: +10% Tax Modifier.
Office of the Grand Admiral: +33% Naval Force Limit
Standardization of Designs: 10% faster ship construction.
-unlock bonus: -33% naval maintenance

Ottoman Empire
-Starting date from Ottoman victory over christian alliance at Vama 1444
-two big DHE-events series, the Provincial System and the Janissaries
-traditional power: +10% army discipline, 33% faster coring
-National Ideas
Ghazi: +33% Religious Unity & increase manpower when fighting religious enemies.
Timariot System: +15% cavalry power.
Autonomous Pashas: -3 Max War exhaustion.
Ottoman Tolerance: +3 Tolerance Heretic, +3 Tolerance Heathen.
Law code of Suleiman: +10% Tax Income.
Tulip Period: +10% Trade Income.
Imperial School of Naval Engineering: 20% cheaper ships.
-Unlock bonus: +20% manpower

Portugal
-starts with „a bunch of explorers“ for early colonization/exploration
-DHE for Columbus, North Africa Expedition and Santa Catarina (Dutch-Portugese War)
-no specific decisions, missions focuse on expansion into Brazil, Africa and India
-traditional power: +30% trade range, +5% trade efficiency
-National Ideas
Afonsine Ordinances: +10% production efficiency
Legacy of the Navigator: +25% colonial range
Case de India: +10% Trade Power
The Bandeirantes: +1 Merchant
Royal Absolutism: 25% cheaper buildings.
Land before Faith: +15% colonial growth.
Open up the Guilds: +10% trade Income
-Unlock bonus: +20% overseas income

Venice:
-starts at merchant republic (+10% trade power, +5% trade efficiency, +1 merchant)
-Events on Inquisition and Ghetto
-traditional power +10% trade power in foreign trade nods, +10% trade efficiency
-National Ideas
Venetian Arsenal: -33% cost for Galleys
Printing Industry: +1 extra diplomat
Stato Da Mar: +10% Trade Income
State Inquisition: +30% Spy Defense
Conscription: -33% Naval Maintenance
Defend the law: -10% Stability Cost
Provveditori ai beni Inculti: -25 land and naval attrition
-Unlock bonus: +50% power to galleys





Colonization
-colonist get sent to a country and 10 people arrive
-as long as he stays he fastens growth, but can’t colonize new provinces

Warfare
-Armies can shatter -> retreat more than one province away, 25% faster movement
-Won battles can disorganize your army, when morale drops to low -> unable to move until recovered morale
-new battle interface -> you can see which regiment fights which
-variable combat width (in opposition to EU III) effected by terrain and technology
-range (for flanking) now also depends on troops in the regiment (>75% full, >50% half, >25% at 25% width) , always rounded down (infantry either has 1 or 0 range )
-Increased Supply limit, difference between safe/hostile territories lowered
-attrition now is calculated on the size of your army compared tot he supply limit (10% for double, 20% for triple and so on)
-An empty manpower pool takes about ten years to fully recover
-slower reinforcement and depends in hostile territory more an maneuver skill
-every unit that needs to reinforce during war costs double on top


Annexation & Integration
-Diplomat gets sent to an vassal to annex it and remains there until called back or vassal is annexed
-a small vassal can take between 5 and 20 years

Land Units
-infantry, cavalry and artillery
-each unit represents 1k man
-cavalry cost double infantry cost
-artillery available at land tech 7 (limber)
-more cavalry than infantry loses „combined arms“ bonus

Naval Units
-heavy, light, galleys and transports
-Each construction represents one ship, strenght is measured in percentage
-each ship type has a certain power, amount of guns and hull size which determines fighting power

Leaders
-Monarchs and mature heirs can lead
-Land Leaders (generals and conquistadors) cost 25 military power to recruit
-naval Leaders (Admirals and Explorers) cost 25 diplomatic power to recruit
-Conquistadors and Explorers can venture into unexplored land
-leader skill is partly related to military/naval tradition
-four attributes from 0 to 6, Fire, Shock, Maneuver and Siege
-Leaders cost one military power each month -> soft cap

Mercenaries
-count against land force limit
-faster to recruit
-don’t cost manpower to reinforce

Emperor/HRE
-two extra free diplomatic agreements
-can declare war on any country at war with a member oft he HRE
-can liberate conquered Imperial States
-can go to war to revoke electoral status
-when fewer than seven electors, can grant electoral status
-Reforms: Emperor can call for vote and sees who votes what and why, higher authority eases vote
-Elections: new formula, dramatical dislike for vassalizing an elector
-War in the Empire: You can revoke more than one reform in war against the emperor
-Authority increases per one for each year without internal war and decreases per one for every year with less than seven electors

Coalitions:
-alliance directed against a single country -> only fires in the event of war with that nation
-Initially only for Catholic Countries by organization through the pope
-Later through diplomatic tech open for any country to organize

Relations
-Improve relations: A diplomat is sent to a country and slowly increases relations until called back
-Insults: Reduces relations by -25 for ten years and gives casus belli
-Overextension: Directly related to the amount of basetax you earn from non-core provinces (independent from your size, i.e. 6 basetax give 6% overextension)

Coring Provinces
-Provinces get cored through administrative power points
-cost depends on basetax of province
-coring is not instant, but takes three years without modifiers
-each non-overseas province increases coring time by 5%
-overseas provinces core instantly and cost only 10%

Westernization:
-Integrated in the tech-system
-to start Westernization: Western neighbour ahead in tech and +3 stability
-when started, stability drops to -3, monarch power wiped
-Westernization is a progress, every month current stability is added
-New World nations can switch directly to Western, when the Europeans come
 
Last edited:
Thanks for taking over!
 
There is no longer population in the game,

sa.png
 
I'll update the thread the next days, I didn't watch either the Megastream or the two hours stream for EU IV. Does anyone know if anyone made a list of things said on the Stream? Otherwise I'll just watch the recordings.
 
Update

War Declaration and Peace Offers
- You declare war with a casus belli (like EU) and a war goal (like Victoria) and if you fulfill your wargoal your warscore ticks up (like CK II) up to another 20%
-You can demand provinces for a third country not involved in the war
-You can demand a part of your enemies trade power
-The peace interfaces remembers the last offer
-There's now one Interface for demanding and offering, but you can't do both in one peace offer


Nations

Burgundy
-starts with -25% Mercenaries maintenance and 33% penalty on the chance of getting an heir
-National Ideas
  1. Golden Fleece: +1 yearly prestige
    The Order of the Golden Fleece was an order of knighthood established by the first great Dukes of Burgundy. It brought great honor to the founding house and to any that were initiated into the Order.
  2. Compagnies D’Ordonnance: -25% mercenary cost
    Burgundy’s military power, like many in the 15th century, was based on a willingness to hire mercenaries from around the region.
  3. Burgundian Estates General: +100% Mercenary Pool
    The Estates General of Burgundy was one step in Burgundy’s efforts to paint itself as not simply a French province, but an independent realm with a parliament of its own.
  4. Reformed Feudal Army: +10% Discipline
    Ruled by military men for four generations, Burgundy continually experimented with army composition and achieved a high level of professionalism for an essentially feudal force.
  5. Integrated Towns: +10% Trade Income
    Historically centers of trade for all of western Europe, the towns of the Low Countries rose to even greater prominence under the protection of Burgundy.
  6. Freedom of Worship: +2 Tolerance of Heretics
  7. Regimental System: +25% Manpower
    Another power tied to Burgundy’s military legacy.
-Unlock bonus +10% steering trade


The Hansa
-starts with +15% trade range and +10% Trade steering
-National Ideas
  1. End of Victual Brothers: +10% Trade Power.: The Victual Brothers were notorious Baltic pirates of the early 1400s. Them and their descendants hassled trade ships and raided port towns until they were finally destroyed.
  2. Strong League Obligations: +1 Merchant: The Hansa was more powerful when it could convince its member cities to act in union.
  3. Hanseatic Shipbuilding: -20% cheaper light ships.: The light ships of the Hansa will be essential for protecting whatever trade lanes you manage to dominate.
  4. Reformed Hansetag: -10% Stability Cost.: The Hansetag was a League parliament of city representatives that met irregularly in Lubeck. Its decisions were not binding.
  5. Hanseatic Levy System: +20% Manpower Recovery Speed.: Free cities full of capable young men, and all the gold you need to keep them fed.
  6. Regularised Contribution: +20% Provincial Trade Power: Once expectations are in place for member cities, it is easier to plan the trade routes and commitments of each member.
  7. The Hansa Bank: -1 Interest.: Though the Hanseatic League never established a banking system to compete with those in Bruges or Amsterdam, the capital was certainly there. And imagine if they had…
-unlock bonus: 10% trade effficiency


Netherlandes
-starts with 10% quicker shipbuilding and +50% naval forcelimits
-National Ideas
  1. Amsterdam Wisselbank: -0.1 Inflation Reduction
    Founded in the early 1600s, the Bank of Amsterdam revolutionized banking through how it managed credit and transfers of foreign currency.
  2. Dutch Trading Spirit: +1 Merchants
    The Netherlands was one of the great trading empires of the early modern era, trading throughout the Americas and East Indies.
  3. Polders: +10% Production Efficiency
    The Dutch are famous for their masterful work on reclaiming productive land from the sea and marshland through a centralized dike management system, leading to polders.
  4. Revenue Stamps: +10% Tax Income
    The first Stamp Tax was introduced in The Netherlands in 1624. This stamp proved that the bearer had paid the proper fee for a legal document.
  5. Embrace Humanism: +3 Tolerance of Heretics
    Starting with Erasmus, Dutch Humanism (and trade!) had a great influence on the relative social peace of the Netherlands once the religious wars had ended.
  6. Army Sappers: +1 Leader Siege
    In the 80 Years War for freedom, the Dutch people became experts at siegecraft as they targeted one Imperial fortress after another.
  7. Platoon Fire: +10% Infantry Power
    Platoon fire organizes the files of a regiment so that a rolling barrage of bullets cascades on an enemy position, instead of the pause and reload of traditional rank fire.
-unlock bonus +15 trade income


Scotland
-Historical Events for Auld Alliance and about John Knox
-National Ideas
  1. Break the Black Douglas: -1 Revolt Risk: A prominent noble clan of Scotland, the Douglases used their record during the battle for independence to challenge the power of the Scottish throne. When their power became inconvenient, seizures and murders settled the issue in favour of the king.
  2. Modernised Royal Scots Navy: -10% Ship Cost.: The Royal Scots Navy underwent a great expansion in the 15th century under the guidance of Kings James III and James IV. Scottish ships harassed Tudor trade lanes throughout their reigns.
  3. Reined in Clans: +20% Manpower: Limiting the power of the Scottish clans to act as alternate authorities to the royal house allowed the king greater freedom of movement in caling up men.
  4. Comets?: -10% stability cost: There is no reason to fear these heavenly objects.
  5. Royal Revenue: +10% Tax Income: Decline in the lands and assets available to the throne led to new and more regular taxation through the 17th century.
  6. Basilikon Doron: +1 Legitimacy: This 'Royal Gift' from James VI to his sons was a guidebook on how to be a good king. Unlike Machiavelli’s more cynical 'The Prince', the 'Doron' emphasized Christian virtues and choosing capable advisors.
  7. Act of Revocation: -20% cheaper cores.: To further centralize royal power, the kings of Scotland occasionally has to reclaim lands that had been parceled out to nobles while the crown was in the hands of weak regents.
-Unlock Bonus: -25% Land Maintenance




Espionage
-Spies are replaced with diplomats
-diplomat is unavailable as long as on covert action
-Own Idea group
-Espionage Ideas
  1. Privateers: +33% embargo efficiency. You can always embargo your rivals, but this idea adds some extra bite to that policy choice.
  2. Vetting: +30% defence against enemy covert actions. You can’t have good espionage without good counter espionage.
  3. Rumourmongering: Allows Sabotage Reputation, a special covert action that will be discussed in more detail below.
  4. Efficienct Spies: +10% more efficient covert actions. Considering the relative scarcity of diplomats for most countries, you might want to get a little more bang for your buck.
  5. Shady Recruitment: 33% less relation penalty for being discovered. It’s unfortunate when your spies are found out, but some sorts of characters are just expected to be a little bit unsavory.
  6. Destabilising Efforts: Allows Sow Discontent, a special covert action that will be discussed in more detail below.
  7. Espionage: Allows Infiltrade Administration, a special covert action that will be discussed in more detail below.
-unlock bonus: +50 rebel support efficiency
-Covert actions
  1. Fabricate Claims
  2. Infiltrate Administration
  3. Sow Discontent
  4. Sabotage Reputation
  5. Support Rebels


Rebels
-New Rebels can spawn in rebel-controlled territory
-Rebel-armies will be destroyed if defeated, except pretenders-armies
-base morale and technology depend on either home country or the if supported, on the country that supports them.
-different rebeltypes have different morale, i.e. peasants have low morale, noble higher
-No limit on negotiating with rebels


Reformation
-New concept Reform Desire: Rises when nations neglect the legitimacy of the Catholic Church for their own gains
-Protestantism can appear when Reform Desire is high
-Defender of Faith has lower conversion risk
-Cardinals in the Curia also lowers conversion risk



From Streams
-There is no limit in taking loans
-The Game is playable, rest of development is polishing
-Release Mid-Q3
-Battles grant army tradition and prestige
-Multiplayer only via Steam
-The only (MP) options will be Difficulty, AI Aggressivness, Lucky Nations, Hotjoin, Coop and Ironman (No Re-Loading/Console), all others were scraped
-Japan is a country, all clans will be his vassals and able to wage war against each other
-Monarch Points work the same for republics
-Sieges will be like EU III, there will be more informations on the screen
-There will be 23 map modes, a new one will be accepted culture. Six of them can be configured for hotkeys
-Feudal Monarchy: +10% Manpower +10% income from vassals
-You declare your rivals (up to three)
-you can only maintain limited diplomatic relations at the same time i.e. marriages, alliances, vassals, guarantees...
-There will be factions in China, but not limiting like EU III
-War exhaustion can be decreased and stability risen with Monarch Power
-Provinces are renamable
-ships aren't upgraded, they need to be rebuild

Hinweis kingofnoobs
-Population seems to be removed
 
Do you also know if they did something about the ridiculous alliance-chains: if you declare war on a pointless minor, he invites a country that has tons of alliances and that keeps on going untill you end up in a World War where you are at war with almost everyone #WWI
 
Do you also know if they did something about the ridiculous alliance-chains: if you declare war on a pointless minor, he invites a country that has tons of alliances and that keeps on going untill you end up in a World War where you are at war with almost everyone #WWI

It's to my own surprise not in the collection, but I'm pretty sure, that they somewhen, somewehre stated, that there wouldn't be any more cascading alliances in the game, only allies of the attacker/defender can join the war, but I'm not sure where, so I can't name a source.
 
It's to my own surprise not in the collection, but I'm pretty sure, that they somewhen, somewehre stated, that there wouldn't be any more cascading alliances in the game, only allies of the attacker/defender can join the war, but I'm not sure where, so I can't name a source.

Thanks anyway for replying, I really hope they did something about that.
 
So, I researched the topic and found the information I needed. Cascading alliances will still be possible, but will be rare.
For one, military alliances are a form of diplomatic relations which are limited. So it will for smaller countries probably very problematic to find an ally. There will be significantly less alliances in general because of that.
And second, the war leader can only change once per war. You declare are war, all allies come to aid, one of them can take the war and then call their allies, but then it's done.
 
Update: Bavaria, Bohemia, Brandenburg, Denmark, Norway and Sieges

Bavaria
-starting bonus: National Tax Modifier of +5% and a 10% bonus to Cavalry Combat Ability
-National Ideas
  1. Institute the Everlasting Succession: Yearly Legitimacy +1: Constantly riven by sibling infighting and weakened by division, Bavaria introduced sole inheritance by the firstborn son in 1506.
  2. Bring in the Bavarian Purity Law: Production Efficiency +10%: Bavarian beer is the best in the world, and it can only remain so if we can guarantee its purity. Let’s set some standards!
  3. Found the Bavarian State Orchestra: Yearly Prestige +1: With origins reaching back to the 1520s, the Bavarian State Orchestra brought great esteem to the court of Munich.
  4. Establish the Geistlicher Rat: Missionary Strength +2% and Yearly Papal Influence +0.5: The spiritual council of Bavaria that oversees ecclesiastical matters and advises the sovereign on issues that touch the church.
  5. Become Brewmaster General: National Tax Modifier +10%: Again with the beer. A government monopoly on the production of strong beer will fill our coffers with hoppy riches.
  6. Found a Professional Army: Discipline +5%: Bavaria moved away from mercenaries and towards a standing army in the 1680s. Never able to match the larger German armies in size, it was still able to achieve some success.
  7. Found the Royal Order of Saint George for the Defence of the Immaculate Conception: Stability Cost Modifier -10%: The longest idea name in the game, and the highest chivalric honor in Bavaria, reserved for those who perform great service to the country.
-unlock bonus: +5% Bonus to Imperial Authority when Emperor

Bohemia
-starting bonus: 10% discount to Advisor Costs and a 5% bonus to Imperial Authority
-National Ideas:
  1. Compacta of Prague: Tolerance of Heretics: +3: The Hussite Wars were a religious conflict that tore Bohemia apart, as proto-Protestant heretics gained influence in the region. The Compact of Prague signaled an end to these wars through a compromise on many interpretations of Catholic doctrine.
  2. Elective Monarchy: Yearly Legitimacy +1: After the end of the Luxembourg dynasty in Bohemia, the nobles elected to submit to the neighboring Habsburg realm. They jealously guarded this right to choose their own king.
  3. Wagenburg: Infantry Combat Ability: +5%: The Hussite armies made great use of wagon forts that supported their armies in battle. A square of armed wagons would defend the main troops while artillery pounded enemy positions, and then open for a counter-attack.
  4. Letter of Majesty: National Revolt Risk -1: Issued by Emperor Rudolf in 1609, the Letter of Majesty guaranteed Protestants in Bohemia the right to practice their own religion without interference.
  5. Hussite Legacy: Technology Cost -10%: The free thinking John Hus challenged the Catholic Church and Bohemian resistance started the 30 Years’ War. This is the sort of energy we can use to advance in other ways.
  6. The Kutnohorian Deal: Stability Cost Modifier: -10%: The weakening of the monarchy in the 1480s served the nation well, and Bohemia’s nobles rarely resorted to the infighting that characterized other monarchies.
  7. Czech Nationalism: Hostile Core-Creation Cost on us +200%: Surrounded by much more numerous Germans, Poles and Hungarians, the Czech people have maintained their language and culture for centuries. We’ll never die.
-unlock bonus: +1 to Leader Fire

Brandenburg
-starting bonus: +1 Yearly Army Tradition and a 25% reduction to the effects of Covert Diplomatic Actions
-National Ideas
  1. Found the Kammergericht: National Tax Modifier +10%: The ducal court of the Margrave of Brandenburg became the fixed location for adjudicating disputes between officials, making the administration of justice more efficient.
  2. Divide the Estates: Stability Cost Modifier -10%: By preventing the nobles, clergy and middle classes from co-ordinating their efforts, the monarch can maintain control over the realm.
  3. Army Professionalism: Morale of Armies +1: Prussian arms were renowned for their professionalism and dedication to the art of warfare. Your soldiers are less likely to break under pressure.
  4. Noble Cadets: Yearly Army Tradition Decay -2%: The army became a place of honor and privilege for Prussian noble youth, perpetuating the prestige of Prussian military prowess.
  5. The Goose Step: Infantry Combat Ability +25%: Introduced in the 18th century, this march step allowed Prussian troops to advance in lines without breaking formation. Variations were soon adopted throughout Europe.
  6. Regimental Cantons: National manpower Modifier +33% and Regiment Recruitment Time -25%: Each German canton was responsible for the creation of its own regiment, eligible for draft in time of war.
  7. Religious Toleration: Production Efficiency +5% and Tolerance of Heretics +1: Prussia’s greatest king, Frederick the Great, was famously unconcerned with religion or creed, even promoting the expansion of Jewish trade communities in the national interest.
-unlock bonus: +25% Army Discipline

Denmark
-starting bonus: +5% Trade Income and -10% Ship Cost
-National Ideas
  1. Vornedskab: +15% quicker manpower recovery.
  2. Old Naval Traditions: +1 Navy Tradition
  3. Rentekammer: +10% Tax Income
  4. Klaedekammer: -33% Naval Maintenance
  5. Expanded Dockyards: +100% Naval Forcelimit
  6. Den Danske Lov: -1 Revolt Risk
  7. Religious Orthodoxy: +2 tolerance own & -10% Stability Cost.
-unlock bonus: +15% Light Ship Combat ability



Norway
-starting bonus: 20% cheaper Light Ships, and 20% Light Ship Combat ability
-National Ideas
  1. Norwegian Fishing: +10% Production Efficiency
  2. Natural Seamanship: +0.33 Naval Morale
  3. Norwegian Shipbuilding: -10% Ship Cost
  4. Call of Our Forefathers: Allows Exploration and gives +33% Colonial Range.
  5. Pioneer Spirit: +1 Colonist
  6. Seize the Opportunity: +10% Trade Power
  7. Write new Sagas: +1 Prestige & 5% Discipline
-unlock bonus: +20% trade steering








Sieges
-every non-colony province requires a siege
-sieges is divided by siege ticks every ~30 days depending on different factors like defensiveness or difference in military tactics
-at each siege tick a dice is rolled, at maximum the walls are breached, if all dicerolls reach a certain level, the siege is won
-detailed information in the siege screen


Update: Dev Diaries

General:
-Their will be a Scoring System, divided into Administrative, Diplomatic and Military


The Map

Province Interface
Five Segments with informations
-Economy: Base-Tax, Tariff, Production, Total Income, religion, HRE-status
-Demographic: Countries with core, claims, culture
-Queue: Build new regiments, recruit mercenaries
-Military: Manpower, Supply Limit, attrition, garission, fort
-Trade: Trade Power, Trade Value, Produced Goods
-No provincial decisions

Unit Interface
-Basic Information and actions can be done even while having multiple units selected, sieging or fighting
-several abilities now need military power like assault or scorch earth
-new action: Force March, faster movemnt for military points


Nations:

Berber Nations (Algiers, Morocco, Tunis, Fez & Tripoli)
-starting bonus: +200% cost of core creation on their territory and -10% ship costs.
  1. Barbarary Pirates : +33% Naval Force Limits
  2. Desert Warfare: -33% Land Attrition
  3. Trans-Saharan Trade: +10% Trade Income
  4. Corsairs: +1 Navy Tradition
  5. Tuareg Cavalry: +10% Cavalry Power
  6. Dual Diplomacy: +2 Diplomatic Upkeep
  7. Brothers Barbaross: +20% Galley Power
-unlock bonus: +10% trade power

Hordes
-Not always at war, but always casus belli on hordes and neighbouring countries
-Armies more effective on plains/grasslands (50%)
-Double amount from looting, get army tradition from looting
-Starting Bonus: Lower Maximum War Exhaustion/no cost for reinforcing
-National Ideas:
  1. Life of the Steppe Warrior: -33% Land Attrition
  2. Traditions of the Great Khan: 20% Cavalry Power
  3. Horse Supplies: -20% land maintenance costs.
  4. Steppe Leaders: +1 leader shock
  5. Tradition of Conquest: 25% cheaper cores.
  6. Logistics of the Khan: 25% faster manpower recovery.
  7. Glory of Conquest: +25% manpower.
-unlock bonus: 20% reduction to the cost of increasing stability.

The Mamelukes
-Sunni
-Iqta Government
-Starting Bonus: +25% Trade Steering and +10% Cavalry Power.
  1. Red Sea Trade: +5% Trade Power & +10% Trade Range.
  2. Monument to Greatness: +1 Yearly Prestige
  3. Purchase of Mamelukes: +20% Manpower Recovery.
  4. Army Reform: +5% Discipline
  5. Reformed Fellah System: +20% Production Efficiency
  6. Reformed Succession: -20% Stability Costs
  7. Monopoly Ports: +10% Trade Efficiency
-unlock bonus: +25% Trade Income

Persia
-Shiite Theocracy
-starting bonus: +10% Vassal Income, +5% in Army Morale Recovery.
  1. The Qizibash: +15% Manpower.
  2. Persian Rug Production: +10% Production Efficiency
  3. The Ghulams: +10% Discipline
  4. Improved Silk Road: +10% Trade Steering
  5. Encouraged Art: +1 Yearly Prestige & +5% Production Efficiency
  6. Promotion of Irrigation: +10% Manpower Recovery
  7. Increased Crown Lands: +10% Tax Income.
-unlock bonus: 10% decrease of Cavalry Cost.

The Timurids
-starting bonus:25% cheaper cores and +10% monthly morale recovery of armies.
  1. Timurid Architecture: 2% lower Prestige Decay
  2. Mantle of the Great Khan: +20% Cavalry Power
  3. Unleash the Tiger: -3 Max War Exhaustion
  4. Elephant Warfare: -25% Land Attrition
  5. Tolerate Idol Worshippers: +2 Tolerance for Heathens
  6. Salaries Officials: -20% Stability Cost
  7. Largest Mosque in the World: +1 Yearly Prestige
-unlock bonus: +5% to discipline.

Oman
-shiite despotic monarchy
-starting bonus: +0.5 to Naval Morale and a -50% to Naval Maintenance.
  1. Local Merchant Preference: +33% Trade Steering
  2. Secured Timber Supplies: 10% Faster Ship Building
  3. Association with Unbelivers: +2% Tolerance of Heathern
  4. Port Security Improvements: +10% Trade Income.
  5. End of Shipbuilding Guilds: 20% cheaper Light Ships.
  6. Skilled Captains: +2 Naval Manuever.
  7. Expansion of Trade Contacts: +1 Merchant
-unlock bonus: +33% Blockade Efficiency

Japan
~28 provinces
-twenty Daimyos
-Japan is a Shogunate (+4 diplomatic actions)
-Daimyos are Shoguns vassals, get (+0.5 Land Morale, 10% Bonus to Infantry Combat
-Every Daimyo can unite Japan
-starting bonus: 10% discount and a 25% bonus to troop discipline.
-National Ideas for Japan and Daimyos
Their National Ideas are:
  1. Tosen-Bugyo: +25% tradepower in your home nodes and in nodes where you control the majority of provinces.
  2. Higashiyama Culture: +1 Yearly Prestige
  3. Reformed Land Holding: +20% Manpower
  4. Sankin-Kotai: -2 Revolt Risk.
  5. Sakoku: +25% Defensiveness
  6. Bakufu Chokkatsuchi: +15% Tax Income
  7. Shinokosho System: +1 Yearly Legitimacy, 25% Heir Chance
-unlock bonus: 25% boost to the power of their infantry

China
-Its a Celestial Empire, which gives bonuses for having positive stability
-There are still the three factions, but they don't limit the player but have different bonuses
-The three factions can be boosted by using power points
-starting bonus: +10% trade power generated by provinces and 10% cheaper ideas
-National Ideas
  1. Repaired Great Wall : +15% Defensiveness
  2. Revived Training Camps: +5% Discipline
  3. Inward Perfection: 10% cheaper stability
  4. Yellow River Dykes: +10% Production Efficiency.
  5. Salt Monopoly: +10% Trade Income
  6. Head Tax: 10% Tax Income
  7. The Eight Banners: +100% Manpower.
-unlock bonus: 30% faster decay of bad relations



Religions and Governments

Sunni
  • +1 Tolerance to Own
  • +100% Chance of new Heir
Shiite
  • +0.25 Land Morale
  • +100% Chance of new Heir
Steppe Horde
  • +100% Manpower
  • +100% Land Force Limit
  • -50% Relations Change
Iqta
  • +33% Vassal Income
  • +100% Chance of new Heir
Theocracy
  • Tolerance to Own +2
  • Tolerance to Heretic -2
  • +0.1 Papal Influence (if catholic)
Despotic Monarchy
Can switch to other monarchies freely.
  • 10% Cheaper Core Creation
  • 10% Cheaper Unjustified Demands



Multiplayer:
-Improved Chat with channels and whispers
 
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Will the manual be made available to everyone who pre-orders the game, prior to Aug 13th? (I'm buying either way - via Steam - but I will buy it sooner if I have a manual to peruse.) Thanks in advance for any info.
 
Will the manual be made available to everyone who pre-orders the game, prior to Aug 13th? (I'm buying either way - via Steam - but I will buy it sooner if I have a manual to peruse.) Thanks in advance for any info.

As far as I know, there's no information on when and where the manual will be available.

Update: Bavaria, Bohemia, Brandenburg, Denmark, Norway and Sieges

Bavaria
-starting bonus: National Tax Modifier of +5% and a 10% bonus to Cavalry Combat Ability
-National Ideas
  1. Institute the Everlasting Succession: Yearly Legitimacy +1: Constantly riven by sibling infighting and weakened by division, Bavaria introduced sole inheritance by the firstborn son in 1506.
  2. Bring in the Bavarian Purity Law: Production Efficiency +10%: Bavarian beer is the best in the world, and it can only remain so if we can guarantee its purity. Let’s set some standards!
  3. Found the Bavarian State Orchestra: Yearly Prestige +1: With origins reaching back to the 1520s, the Bavarian State Orchestra brought great esteem to the court of Munich.
  4. Establish the Geistlicher Rat: Missionary Strength +2% and Yearly Papal Influence +0.5: The spiritual council of Bavaria that oversees ecclesiastical matters and advises the sovereign on issues that touch the church.
  5. Become Brewmaster General: National Tax Modifier +10%: Again with the beer. A government monopoly on the production of strong beer will fill our coffers with hoppy riches.
  6. Found a Professional Army: Discipline +5%: Bavaria moved away from mercenaries and towards a standing army in the 1680s. Never able to match the larger German armies in size, it was still able to achieve some success.
  7. Found the Royal Order of Saint George for the Defence of the Immaculate Conception: Stability Cost Modifier -10%: The longest idea name in the game, and the highest chivalric honor in Bavaria, reserved for those who perform great service to the country.
-unlock bonus: +5% Bonus to Imperial Authority when Emperor

Bohemia
-starting bonus: 10% discount to Advisor Costs and a 5% bonus to Imperial Authority
-National Ideas:
  1. Compacta of Prague: Tolerance of Heretics: +3: The Hussite Wars were a religious conflict that tore Bohemia apart, as proto-Protestant heretics gained influence in the region. The Compact of Prague signaled an end to these wars through a compromise on many interpretations of Catholic doctrine.
  2. Elective Monarchy: Yearly Legitimacy +1: After the end of the Luxembourg dynasty in Bohemia, the nobles elected to submit to the neighboring Habsburg realm. They jealously guarded this right to choose their own king.
  3. Wagenburg: Infantry Combat Ability: +5%: The Hussite armies made great use of wagon forts that supported their armies in battle. A square of armed wagons would defend the main troops while artillery pounded enemy positions, and then open for a counter-attack.
  4. Letter of Majesty: National Revolt Risk -1: Issued by Emperor Rudolf in 1609, the Letter of Majesty guaranteed Protestants in Bohemia the right to practice their own religion without interference.
  5. Hussite Legacy: Technology Cost -10%: The free thinking John Hus challenged the Catholic Church and Bohemian resistance started the 30 Years’ War. This is the sort of energy we can use to advance in other ways.
  6. The Kutnohorian Deal: Stability Cost Modifier: -10%: The weakening of the monarchy in the 1480s served the nation well, and Bohemia’s nobles rarely resorted to the infighting that characterized other monarchies.
  7. Czech Nationalism: Hostile Core-Creation Cost on us +200%: Surrounded by much more numerous Germans, Poles and Hungarians, the Czech people have maintained their language and culture for centuries. We’ll never die.
-unlock bonus: +1 to Leader Fire

Brandenburg
-starting bonus: +1 Yearly Army Tradition and a 25% reduction to the effects of Covert Diplomatic Actions
-National Ideas
  1. Found the Kammergericht: National Tax Modifier +10%: The ducal court of the Margrave of Brandenburg became the fixed location for adjudicating disputes between officials, making the administration of justice more efficient.
  2. Divide the Estates: Stability Cost Modifier -10%: By preventing the nobles, clergy and middle classes from co-ordinating their efforts, the monarch can maintain control over the realm.
  3. Army Professionalism: Morale of Armies +1: Prussian arms were renowned for their professionalism and dedication to the art of warfare. Your soldiers are less likely to break under pressure.
  4. Noble Cadets: Yearly Army Tradition Decay -2%: The army became a place of honor and privilege for Prussian noble youth, perpetuating the prestige of Prussian military prowess.
  5. The Goose Step: Infantry Combat Ability +25%: Introduced in the 18th century, this march step allowed Prussian troops to advance in lines without breaking formation. Variations were soon adopted throughout Europe.
  6. Regimental Cantons: National manpower Modifier +33% and Regiment Recruitment Time -25%: Each German canton was responsible for the creation of its own regiment, eligible for draft in time of war.
  7. Religious Toleration: Production Efficiency +5% and Tolerance of Heretics +1: Prussia’s greatest king, Frederick the Great, was famously unconcerned with religion or creed, even promoting the expansion of Jewish trade communities in the national interest.
-unlock bonus: +25% Army Discipline

Denmark
-starting bonus: +5% Trade Income and -10% Ship Cost
-National Ideas
  1. Vornedskab: +15% quicker manpower recovery.
  2. Old Naval Traditions: +1 Navy Tradition
  3. Rentekammer: +10% Tax Income
  4. Klaedekammer: -33% Naval Maintenance
  5. Expanded Dockyards: +100% Naval Forcelimit
  6. Den Danske Lov: -1 Revolt Risk
  7. Religious Orthodoxy: +2 tolerance own & -10% Stability Cost.
-unlock bonus: +15% Light Ship Combat ability



Norway
-starting bonus: 20% cheaper Light Ships, and 20% Light Ship Combat ability
-National Ideas
  1. Norwegian Fishing: +10% Production Efficiency
  2. Natural Seamanship: +0.33 Naval Morale
  3. Norwegian Shipbuilding: -10% Ship Cost
  4. Call of Our Forefathers: Allows Exploration and gives +33% Colonial Range.
  5. Pioneer Spirit: +1 Colonist
  6. Seize the Opportunity: +10% Trade Power
  7. Write new Sagas: +1 Prestige & 5% Discipline
-unlock bonus: +20% trade steering








Sieges
-every non-colony province requires a siege
-sieges is divided by siege ticks every ~30 days depending on different factors like defensiveness or difference in military tactics
-at each siege tick a dice is rolled, at maximum the walls are breached, if all dicerolls reach a certain level, the siege is won
-detailed information in the siege screen
 
Last edited:
Stand-alone Server

Hi,

I have been searching everywhere for whether or not the game will feature stand-alone dedicated servers. Aside from a few off-hand comments in the forums (things like "I think I remember...") this is the only thread that seems to confirm the feature. Could you please post or PM me the source of that? I would love to be completely certain. I have a spare PC sitting around and I'd love to use it to host some EU4 games.

Thank you,
Raptor