Europa Universalis IV Developer Diary 11 - The Cost & Reward for Technology

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Welcome to another development diary on Europa Universalis IV. This week we talk about the role of technology s, how to make your country rise above all others and how you should invest in knowledge to direct your nation to enlightenment. We have now grouped possible research avenues into three different fields of technology – Administrative, Diplomatic and Military, mirroring the attributes of your monarch and the monarch points that these attributes generate over time.

Each of these three fields will offer you 33 technologies to choose from and invest in.
Bear in mind that each technology that you choose to invest in will be utterly significant for your empire, and the technologies will each have names relevant to what they affect.
Science is not just a number anymore ;)

How to invest in technology
Instead of investing part of your monthly income to gain new technology as in the previous iterations of the series, Europa Universalis IV uses your accumulated monarch power to spend on technological upgrades. This means that we avoid snowball effects, where a tech leader is able to use its advantage to maintain an ahistorical permanent advantage, and we can get away from those weird situations where a small minor power that sits and does nothing can become the tech leader simply because it has nothing else to spend its money on. This also makes it far easier to balance the value of technological progress for both the beginning and the endgame.

So, to get a new technology you simply press the button when you have earned enough power to take the next step up. We have an alert in place that tells you when you can spend that power, so that no technological progress goes to waste.

But there is still some of that trade off that was in place with the old slider system. Remember that monarch points are also used for other in game actions – diplomacy, increasing stability, constructing buildings, recruiting generals, etc. It's not always a matter of waiting until the cup runneth over so you can upgrade. You have to decide whether you want to spend those 100 points of administrative power now, for example on a bunch of courthouses, if it means waiting an extra year or two to get your technology advanced to the next level.

Now for a look at each of the three Technology groupings:

Administrative Technology
Are you a visionary leader with an eye improving your country's welfare? Administrative tech is the broad group that makes new government types available, increases your production efficiency and enables the construction of a wide range of different buildings, most of which are related to issues of stability and income. If you have a strong administrative ruler and invest money in hiring a talented administrative advisor, you can access new idea groups more quickly, thereby fine tuning your country into the type of empire you want to present to the world.

Diplomatic Technology
Feeling diplomatic and thinking that there are quieter ways to grow? Diplomatic technology is primarily related to interactions with other nations and far off lands. It is here that you will research technologies that will let you increase your trade efficiency, expand the range at which you can found new colonies, increase your diplomatic influence and, importantly, anything related to your naval power. The buildings you can construct that are in this technological group are trade and sea related, for the most part. Think of diplomatic technology as your soft power (except for the navy...) as you settle new land, grab control of trade nodes and build up diplomatic alliances.

Military Technology
Hungry for war? Military technology here focuses on improving the performance of your land forces. This technology field will give you access to new troop types, increase the morale of your armies, their maneuver and tactics and gives access to those buildings associated with warfare, including recruitment centers and fortresses. It's also tied to a few new mechanics we won't tell you about.. yet :) Suffice it to say, this is not a tech group that you can afford to fall behind in for long – it's a pretty dangerous world out there.

The Cost of Technology
Balancing the costs of technology is always tricky in an historical strategy game. You want to give the player the chance to make progress as regularly as possible. But if you take the historical setting as seriously as we do, then certain barriers have to be put in place before Frederick the Great is running around with a Glock strapped to his waist.

In Europa Universalis III, investing in technology could sometimes be extremely costly, punishingly so even. Poor nations in the New World belonged to a technology group that had zero chance of improvement unless the player was exceptionally skilled and able to take advantage of having a dangerous European neighbor. It could also be frustrating for people who liked to play the Ottomans or the Chinese and found themselves so far behind a tech curve that it seemed impossible to break into even near parity no matter how skilled your leaders or rich your country. This might be historically appropriate, but we think there are better ways to make non-Western European nations weaker but still give them a chance to do something besides wait and watch the tax numbers roll.

The new tech system in Europa Universalis IV is designed to make it easier for those players that play the poorer nations to gain some technologies so they feel some sense of progress, and it also improves gameplay for all non-European countries significantly.
When buying a new technology level, there is a base cost for each country of 400 power, no matter the category. This base cost is then modified by several factors, such as certain advisors, a neighbor bonus, certain ideas, etc. but the cost (before applying the penalty for researching a tech too far ahead of its historical year) is never larger than 999 – the maximum cap on your monarch power in a category.
Non-Western European technology groups still have a penalty on top of the base cost, so there will still be a greater chance that Western Europe will lead the world in science and military skill. But by keeping the cost before time penalty capped, there is a greater chance that well managed nations will not stagnate.

We're always hard at work improving our user interface and we've done the technology one so that it is as transparent as possible. You can see what buildings and abilities are waiting for you at each tech level and the effects that each will have. This will help a lot with long range planning. As usual, we made extensive use of tooltips to give you all the information you need about how each technology

So now we've given you a bit of a head start on how to think about technological progress within your empire and how you will manage the tools we give you to live long, prosper and stand out from the crowd. Science!

Speaking of science, what can you find that is new in this screenshot?

11.png

Next week, we take a look at the most eagerly awaited details on Europa Universalis IV...

Want more?
Check this developer walk through with Besuchov:
[video=youtube;BVSUfZv3QnY]http://www.youtube.com/watch?feature=player_embedded&v=BVSUfZv3QnY[/video]
 
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You choose which of the three categories to invest in - the tech levels in them are still linear.
 
These changes look good.



When you decide to research a new technology i think there should be a chance you should fail - all dependant on your leader admin skills - so a leader with poor tech skill could have a 15% chance of failure when spending points (this could also simulate that a leader with ignorance toward technology could lead to scientific stagnation!)

does this sound feasible/appropriate?

No.
 
Yeah true. It's what I initially thought. But then I wondered why is the merchant lit up while the rest are greyed? Unless I guess that means you get one extra merchant this tech and it is normally greyed. Just wondered what is new :p


It allows merchant placement.
 
Since techs still have a due date and ahead-of-time penalties, would it be worth showing that date on the interface? It would make planning ahead a little easier - "No point in spending points on that tech for another five years" if you're ahead - and conversely it would give feedback to let you know how far behind you're dropping compared to history.

The tooltip for the tech tells you exactly how many years ahead you are and how much that increases the cost.
 
Screenshot of the Balkan and (old) Russia please, pretty please! While im at it, screenie of Mongolia and Manchuria wouldnt be bad either.

All in good time :)
 
Since techs still have a due date and ahead-of-time penalties, would it be worth showing that date on the interface? It would make planning ahead a little easier - "No point in spending points on that tech for another five years" if you're ahead - and conversely it would give feedback to let you know how far behind you're dropping compared to history.

There is a tooltip now on the cost bar that says all modifiers on the cost, and you can see the date there.
 
Maybe elected rulers shouldn´t have such extreme stats, reflecting the fact that the administration of the country does not depend exclusively on their abilities. So, it´ll be more likely to get 8-8-8 or 3-3-3 rulers playing as a monarchy than playing as a republic.
Also, I think they should remove the option of keeping your ruler when you play a republic... with each election you must choose a new ruler.

oh.. there is new stuff on republics that makes that a not too stellar tactic.
 
You can't save up more than 999 points in any of the three categories.
 
I don't know enough about how it will work, but even if 999 points is only enough for 3 techs or so it's probably possible to "make preparations" and then instantly leap forward 30-50 years in a single technology line of your choice once you need it.

You won't be able to afford to buy three techs at once, and if you do you have probably fallen way behind the rest of the world.
 
I may have been confused by comments in the thread, but for each type of MP went to a different type of research group. But it is only the same MP type that goes into research, regardless of its type?

Military tech cost military monarch points, Diplomacy tech diip points, etc. My response to Alex_brunius was that you most likely wont afford to buy three tech levels in the same tech at once.
 
Oh, right. Sorry. Yeah, I imagined that already. But then again, alex_brunius' scenario also seemed to indicate that you had been neglecting military technology because of its lack of use for you, due to peacetime. Will military techs become cheaper during war time?

I realise, that you could game such a system, by being in a constant war against an opponent who cannot bake bread. So I thought it might work like this instead; whenever a war begins, each battle is given a certain number of points (which depends on how great you did, how strong your opponent were compared to you, etc.), but the points will always be positive. These points 'subtract' from the current military tech cost. So if an opponent may have crushed you with vastly superior military units, the tech battle score is still large, because of what you have learnt.

This introduces some strategic choices; should I attack this stronger opponent to get access to superior firepower quicklier, while risking being crushed in the process? And even for advanced countries too; should I attack this weaker opponent, risking that my technology may spread to enemy hands?

Well, sort of like that. But! when the war ends, the gained tech battle bonuses from that war disappears. Fighting weak opponents, like say tribal countries, etc. will not give you many battle tech points.

The idea is to simulate that during war time, there was more often a large focus (or at least; larger) on military advancements. The bonuses should have a cap that they can total (like, say, 50-100) as a subtraction. And maybe they shouldn't immediately disappear when the war ends, but begin to decay.

No the tech is not cheaper during war.
 
Really why are you making EU4 less depths then it already is... This change really sucks.

Constructive criticism is always welcome... Feel free to explain why this is somehow less "deep" than the system in EU3.