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Thread: Europa Universalis IV: Wealth of Nations – Dev diary 3: Naval Improvement

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    Project Lead EU4 Paradox Dev Team Besuchov's Avatar
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    Lightbulb Europa Universalis IV: Wealth of Nations – Dev diary 3: Naval Improvement

    Europa Universalis IV: Wealth of Nations – Dev diary 3: Naval Improvement

    Welcome to the third EU4:Wealth of Nations Dev Diary. Last weeks theme was some of the improvements to the trading side of the game. This week I am going to cover more of the naval side of Wealth of Nations. The main focus of this expansion is trade but as you know navies and control of sea lanes is one of the most important factors in dominating trade.

    Privateers
    With the Wealth of Nations expansion we are adding the option of using privateers as a way to damage the trade of your opponents. This is added to allow you to hurt an opponents trading empire even if you can’t outcompete him at a certain point. Your light ship fleets now have the option of going on a Privateer mission just like going on a Trade Patrol mission, there are however some major differences. First of all the ships that go on a Privateer mission will raise the Jolly Roger, they will still be your ships but you can clearly see what they are up to. These ships will not give trade power to you but to the Pirate faction. The Trade Power they get will be a multiplier on what they would be worth on a Trade Patrol, so its a great way for a smaller nation to hit above its weight and also, while they keep a lot of money for themselves some of the loot will be sent back to you. There are however risks, if you send out privateers other nations will get upset and the people you steal from will get a Trade Conflict Casus Belli against you. There are other consequences as well as we have added a bunch of new historical events that triggers based on privateers.

    New Blockade Mechanic
    As you probably know, in EU4 if you place at least one ship outside an enemy province it will be considered under blockade. We felt that it was a bit strange that to fully blockade a country you placed one ship outside every port no matter how big or small. As one of the free features in this expansion we are changing the blockade system. Instead of fully blockading say the city of London with a lonely frigate, each ship now has a blockade value currently base on the sail speed of a vessel (more maneuverable ships catch more smugglers) and a blockade efficiency modifier. To fully blockade a province your blockade efficiency needs to match the base tax of the province, so its easier to blockade a small fishing village but harder to blockade London. These values can change between now and release, but you get the idea. We have also added an onmap interface that quickly shows that a fleet is blockading and to what percentage.

    Detach Obsolete Ships
    Another one of the small free features that makes life as an EU4 player a bit easier is the Detach Obsolete Ships button. It is active on fleets where you have ships that are older than the newest model and if you click it, said ships will separate into a new fleet for easy scrapping.

    5 new ships
    Speaking of ships, we noticed that there was a lack of certain shiptypes in the technology tables so we decided to add some new ones, these are:
    - Great Frigate (Next after Heavy Frigate)
    - War Galley (Between Galley and Galleas)
    - Galiot (Between Galleass and Chebeck)
    - Brig (Between Flute and Merchantman)
    - Trabakul (Between Merchantman and East India Main)

    We’re adding these ship-types in the free part of the expansion but if you buy WoN you get cool new models for them as well.

    Trade patrol behaviours
    Personally I hate when you find yourself at war with a bigger naval power and they quickly sink your trade fleets. As a free part of the expansion we are adding the option of setting your trade fleets to automatically return to port at the outbreak of war. After the war is over though, they will return to whatever they were doing at the start of the war. Since its an option, you have a choice to make, is your trade-fleets strong enough to fight of possible attackers or should they always hide at the outbreak of hostilities.

    That was it for this week, next week I’m planning to write a bit about Trade Companies.

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  2. #2
    Sounds great. I can picture playing as Prussia and getting 11 popups for trade conflict cbs with various HRE minors lol.
    A strategy that relies on luck is a bad strategy.

  3. #3
    So if you partially blockade a province, will that partially affect the economy of said province?

  4. #4
    Quote Originally Posted by Gingerninja View Post
    So if you partially blockade a province, will that partially affect the economy of said province?
    I'm pretty sure that's how it works now so to speak. Previously, blockade efficiency ranged from 100%-133% with a single ship. Now it can range from 0%-133%. As I understand it anyways.
    A strategy that relies on luck is a bad strategy.

  5. #5
    Quote Originally Posted by Gingerninja View Post
    So if you partially blockade a province, will that partially affect the economy of said province?
    And, similarly, when partially blockading a province, do you get a proportional fraction of the warscore you would have gotten from a full blockade?

    Moreover, with ships in a seazone that corresponds to multiple land provinces, is the blockade value of the ships "divided up" between the land provinces?

  6. #6
    Project Lead EU4 Paradox Dev Team Besuchov's Avatar
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    Quote Originally Posted by Gingerninja View Post
    So if you partially blockade a province, will that partially affect the economy of said province?
    No, not yet anyway.

  7. #7
    How will it affect sieges? Will a single ship still negate the port modifier of the province? I only see mention of the economical aspect.
    If 'Con' is the opposite of 'Pro', is Congress the opposite of Progress?

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    All of these features seem great and it's especially great to see both the detach obsolete button and the return to port option for trade fleets.
    With the new Privateer mechanic will pirates no longer spawn and blockade coastal provinces? It seems more realistic to me to just have a pirate trade malus for trade routes which lack ship patrols.

  9. #9
    Project Lead EU4 Paradox Dev Team Besuchov's Avatar
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    Quote Originally Posted by Kraxis View Post
    How will it affect sieges? Will a single ship still negate the port modifier of the province? I only see mention of the economical aspect.
    You need to fully blockade a province to get the siege bonus, if your fleet is to small supplies will get through.

  10. #10
    Quote Originally Posted by Besuchov View Post
    You need to fully blockade a province to get the siege bonus, if your fleet is to small supplies will get through.
    Interesting. Should make it a lot harder to siege down big ports.
    If 'Con' is the opposite of 'Pro', is Congress the opposite of Progress?

  11. #11
    Blockades are very underpowered though, they should be way more important in war scores and economy now that they are harder to do
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  12. #12
    How does blockading work when you have a sea zone which has 3 enemy ports: first is 6 base tax, second is 3 base tax, third is 1 base tax; while you have say 3 blockade points from your ships. Does it mean that province two and three are fully blocked while the 6 base tax province has no blockade effect? Or do I need ships worth 10 blockade points to blockade the provinces since that's the base tax of enemy provinces bordering the sea zone.

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    Does sending Privateers automatically give a rival a CB, or is it like a spy action in that there is a % chance each tick? Makes it pointless to hide the flag if they just get a CB telling them whodunnit!
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    Wait, privateers just give a CB, and I cannot sink those ships without a declaration of war?

    That's a serious bummer. How is that realistic? As Spain, I will have to declare war on France and fight 200.000 french soldiers on the border just to be able to sink privateers?

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    As far as I understood, privateers' ships will raise the Jolly Roger, thus making their country actually not recognizable. How do you understand who is crippling your trade? Also, can you actually sink those ships that are looting your treasure chests?
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  17. #17
    The last part about trade ships returning to port during war is good, however will there be a tweak to the currently ridiculous fleet stack wipes? I appreciate that before ships maybe didn't die enough but now.... to much.

  18. #18
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    Will we be getting more warscore for blockades in compensation then? As it is blockades aren't a good strategy if you want warscore, this just makes that problem worse. The only use I see for them is to get provinces you need to siege faster or to cripple another trade power temporarily (not really doing much as the AI insta-reduce any WE if they have the dip points and the blockade modifiers go away after the war). Oh and securing straights and crossings of course.

    I don't really mind blockades staying largely irrelevant strategically, but I don't understand the context of this change if they continue to be.

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    That last bit... soooo useful...

    Although I'll still end up losing half my trade fleets because they happened to be on the same tile as an enemy fleet when declaring war. ><
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    I love the idea of beefing up trade for small nations but I'm not sure from this how Privateers make that happen. Unless for low numbers of ships the money remitted would be more profitable than a marginal increase in Trade Power, and that somehow levels out with larger fleets... but all I see is 'multiplier' and 'some of the loot will be sent back.'

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