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EU4 - Development Diary - 13th of February 2018

Good day all. As promised, we return to talk a bit more about the new Missions system coming in the 1.25 update, as well as some of the new Idea sets and a modding guide for the new Mission Trees.

Firstly, we have been hard at work translating the old mission system so that old nations' unique missions from the old system will work in the new one, as evidenced in our previous dev diary. But what of the nations focused on in Rule Britannia?

Along with the 1.25 England update, the mission trees for Scotland and England will still contain the old missions such as subjugate France and Advance the Frontier. For owners of Rule Britannia however, we have put together special mission trees for England, Ireland, Scotland and Great Britain.

Scottish Missions.jpg

It took much self control, but Scotland has more than just 15 iterations of "crush England" as missions

The Irish Minors, Scotland and England will all start with their tailor made Mission trees, now complete with their own artwork and sadly not containing bright purple coder art. Forming Great Britain will also unlock an even grander mission tree for the one who unites the Isles.

eng to gbr missions.jpg

Meddling in mainland politics opens up as a mission branch for Great Britain, rewarding either securing the throne or dismantling the Empire.

And don't worry for Mann, Gaeldom and The Isles. Highlander nations are now able to form Scotland (complete with their missions and ideas) should the Stuarts fail to defend the kingdom

there can be only one.jpg

New decision available for Mann, The Isles and Gaeldom

Additionally, it can often be confusing which provinces you still need to complete a mission. As a Quality of Life change for the 1.25 England Update, by hovering over the requirements for a mission, the required provinces will highlight on the map, while clicking will centre the map on one of the required provinces.

mission highlight.jpg

For all those times you've just had no idea what you're meant to conquer. We've all been there.

And we have also taken the liberty of adding more generic mission icons, so Ottoman missions don't have to represented with charging Hussars!

Now we previously may have vaguely promised a modding guide for the new missions system. @mikesc was generous enough to put one together, so I give the floor to him:

mikesc said:
# Intro
Since there was a lot of interest expressed in the last dev diary I thought I'd write a small guide to help you get started modding the new missions system. Hopefully this will make it easier for you to start working on creating and updating mods for it. As we are still working on the immersion pack minor things might change, be added or removed. I will do my best to update you in this thread as we are going forward.
For an overview on how the new missions work from a players perspective have a look at last weeks dev diary: https://forum.paradoxplaza.com/foru...velopment-diary-23rd-of-january-2018.1066296/
Let's start with explaining a few terms I am going to use in this guide.

# Glossary
Slot - A column in the missions grid (1 based indexing)
Tier - A row in the missions grid (1 based indexing)
Series - One or more missions in one slot (Can span tiers)
Potential - Trigger that must be fulfilled for a series to be visible
Priority (AI) - Determines what missions the AI picks to work towards
Weight (AI) - Determines the worth of a mission to the AI

# Overview & Series
Missions for a country are composed of one or more acyclic graphs laid out in a grid view. This means missions can have any amount of other missions as a prerequisite and missions can branch out into any amount of other distinct missions. The grid can be as wide and tall as you like, it will automatically expand to fit all missions.

All missions are part of a series. A series is used to set various parameters that determine layout, visibility, appearance and AI behavior:
slot (Integer): Used to set the slot for the series
generic (Boolean): Provides a way to control series precedence
ai (Boolean): Turns AI for this series on or off
potential (Trigger): Determines visibility for the player
has_country_shield (Boolean): If set, the player country flag will be shown for all missions in this series

As you can see series are basically used to conveniently set parameters for any number of missions. Of course you are not required to use it that way, you can use one series per mission as well.
The layout of the mission nodes is determined by the tier set for the missions and the slots set for the series, there is no automatic layout. If no tier is set for a mission, missions in a series will be laid out top to bottom, starting in the first free tier in the slot.

# Missions
Let's have a look at a simple mission:
conquer_franken = {
icon = mission_conqueror_icon
required_missions = { conquer_ansbach }
trigger = {
franconia_area = {
type = all
country_or_non_sovereign_subject_holds = ROOT
}
}
effect = {
add_adm_power = 100
add_country_modifier = {
name = "bavarian_ambition"
duration = 7300
}
}
provinces_to_highlight = {
area = franconia_area
NOT = {
country_or_non_sovereign_subject_holds = ROOT
}
}
}

We start with the mission key, which also doubles as part of the key for the localization (name + _title for the title and name + _desc for the description). The icon references a sprite in a .gfx file. Required missions can be left out or left empty, and can also contain multiple missions (Comma separated). The trigger describes the conditions you need to fulfill to be able to complete the mission, the effect what you get when you complete it. These work just like triggers and effects anywhere else. There are a few more fields you can set for a mission:
has_country_shield, ai (Booleans): Same as in series, setting this will overwrite what was set in the series
completed_by (Date): If set, this mission will be marked completed when starting the game later than the given date
position (Integer): The tier for this mission
ai_priority (MTTH): Priority for this mission for the AI (See notes on AI below)
ai_weight (MTTH): Weight/Worth of this mission for the AI (See notes on AI below)
provinces_to_highlight: Will highlight provinces that match this trigger when you hover over the missions requirements and center highlighted provinces when you click on the icon

# Series precedence & Potential
You can have any amount of series of any size in a slot, and as long as they don't overlap and their potential is fulfilled they will be visible and available to the player. If series do overlap, precedence is given to the series with "generic" set to false. If two or more series with the same precedence (Either generic or not) compete for the same spot, you will get an error (Check error.log) and the first series read from disk will get precedence.
The potential is only evaluated at the start of the game and when executing the effect swap_non_generic_missions.

# Arrows
The arrows showing the dependencies will be laid out automatically. However, there are a few limitations you should be aware of.
Arrows can be laid out horizontally and vertically but not diagonally, that means that required missions can be at any tier above in the same slot and in any slot in the tier directly above. Same goes for follow-up missions, they can be in any tier below in the same slot and in any slot in the tier directly below.
Note that, regardless of the arrows being able to show the dependency, the dependencies you define will work no matter where you put the missions, so if you'd want to, you could just manually add arrows and hide the automatically added ones.

# Some notes on the AI
The AI will pick missions based on their priority and adjust it's strategy according to their weight to try and fulfill missions. The AI understands many triggers you would usually use for missions, but not all of them, so your results may vary. Have a look at our missions to see what the AI can understand.

I'm excited to see how you use this new system to create and/or enhance your mods. If you have any questions at all please do not hesitate to contact me. Suggestions for improvements or additional features are of course also very welcome.

Thanks to Mikesc for that. Let's move on to look at some of the National Ideas that have been added to the game. It's a hefty list of them so I'll split them across the dev diaries in three groups: British, Irish and Low Countries. Today let's look at the British lot.

On the isles we have changed the ideas for England and Great Britain so we can have a distinct feel between the two. I'll list them here:

ENG_ideas = {
  • start = {
    • infantry_power = 0.10 # agincourt
    • global_unrest = -1 # magna carta, parliament
  • bonus = {
    • free_leader_pool = 1
  • royal_navy = {
    • navy_tradition = 0.25
    • heavy_ship_power = 0.10
  • eltham_ordinance = {
    • production_efficiency = 0.1
  • secretaries_of_state = {
    • diplomatic_upkeep = 1
  • navigation_acts = {
    • trade_efficiency = 0.1
  • city_upon_a_hill = {
    • global_colonial_growth = 20
  • eng_red_coats = {
    • fire_damage = 0.1
  • british_bill_of_rights = {
    • years_of_nationalism = -5
GBR_ideas = {
  • start = {
    • naval_morale = 0.20
    • heavy_ship_power = 0.15
  • bonus = {
    • navy_tradition = 1
  • gbr_acts_of_union = {
    • diplomatic_annexation_cost = -0.15
    • max_states = 3
  • british_merchant_navy = {
    • global_tariffs = 0.15
  • gbr_the_royal_society = {
    • technology_cost = -0.05
  • sick_and_hurt_board = {
    • sailors_recovery_speed = 0.10
    • sailor_maintenance_modifer = -0.1
  • reform_of_comission_buying = {
    • discipline = 0.05
  • british_industrialization = {
    • global_trade_goods_size_modifier = 0.2
  • britanna_rules_the_waves = {
    • leader_naval_manuever = 1
    • blockade_efficiency = 0.33


Additionally, we have added ideas for Highlander (Gaeldom, The Isles), Mann and Cornwall. This dev diary has already reached quite a length, so I'll spoil whichever one is most requested in this thread in its entirety.

EDIT: Adding in all three idea sets because why not.

# Manx ideas

KOI_ideas = {

start = {
global_sailors_modifier = 0.2
global_ship_cost = -0.1
}
bonus = {
discipline = 0.05
mann_stanleys = {
diplomats = 1
"The Stanley dynasty has ushered in an era of peace and prosperity for the Manx people. Their skill at diplomacy ensures the safety of the island from both political and military threats to our sovereignty."
}
mann_kings = {
core_creation = -0.10
"Despite its size, Mann is recognized as a de jure Kingdom. But what is a Kingdom without land? We must acquire more."
}
mann_tynwald = {
advisor_pool = 1
"The Tynwald is the Manx high court. The House of Keys, led by the most powerful families of Mann, act as a national jury that give advice on legal matters. As the state expands however, its administrative needs multiply. The Tynwald must become a permanent institution, akin to a parliament with the power to write new laws."
}
mann_and_the_isles = {
naval_morale = 0.15
"In centuries past Mann was the heart of a great realm that spanned across the Irish Sea. It is time to revive the tradition of shipbuilding so that we can restore this empire."
}
mann_act_of_settlement = {
global_unrest = -1
"It is time to finally settle the status of peasant landholding on Mann. The Act will guarantee the basic rights of citizens and become a basis for the future development of our constitution."
}
mann_burn_the_heretic = {
global_heretic_missionary_strength = 0.02
"Witchcraft and heresy are ever-present dangers to the faithful. Suffer not the witch and the heretic to live."
}
mann_act_of_revestment = {
diplomatic_annexation_cost = -0.15
“There are too many petty nobles holding minor titles and withholding rents from their land. The Act Of Revestment will revoke these titles so that the monarch can rule more directly."
}

CRN_ideas = {
start = {
global_regiment_recruit_speed = -0.10
production_efficiency = 0.1
}
bonus = {
land_morale = 0.10
crn_stannary_parliaments = {
global_unrest = -2
"The tin miners of Cornwall have long upheld their special legal rights. These include tax exemption and exclusive prospecting rights, but most importantly the right to be tried only before a Stannary Court with a jury composed of their fellow miners. A Stannary Parliament oversees and revises these rights, keeping the mining population productive and content."
}
crn_cornish_rebels = {
hostile_attrition = 1
"The Cornish people are quick to rise up against oppression and misrule. Hostile armies entering their lands receive an unfriendly welcome."
}
crn_prayer_book_traditionaliism = {
tolerance_own = 2
"Farmers, miners, and landlords alike are extremely reluctant to accept changes to religious prayer books. Many complain that prayer books written in English exclude a significant part of the population who speak only Cornish, though others point out they could not read the old Latin prayers either. Regardless, a traditionalist attitude to religion pervades Cornish society and binds it together."
}
crn_pirates_of_penzance = {
capture_ship_chance = 0.1
privateer_efficiency = 0.2
"Oh, better far to live and die. Under the brave black flag I fly, Than play a sanctimonious part,With a pirate head and a pirate heart."
}
crn_royalist_army = {
land_forcelimit_modifier = 0.2
"Ever staunch monarchists, the Cornish people are quick to rally to the defence of the crown against republican revolutionaries. Despite Cornwall’s relatively low population, it can raise a surprisingly large levy of determined soldiers willing to fight for King and country."
}
crn_gear_rout = {
movement_speed = 0.15
"Even should we lose the war, enough of us will likely flee the field that they will live to fight again another day."
}
crn_arthurian_romanticism = {
prestige_decay = -0.01
"A recent revival of interest in Celtic culture has created an interest in Arthurian legend. Tintagel Castle is said to be the place of King Arthur's conception, and acts as a focal point of a renewed Celtic identity in Cornwall."
}

highland_scottish_ideas = {
start = {
garrison_size = 0.25
heir_chance = 0.5
}
bonus = {
manpower_recovery_speed = 0.1
hsc_the_wallace = {
land_morale = 0.15
"We reide of ane rycht famous of renowne,\nOf worthi blude that ryngis in this regioune,\nAnd hensfurth I will my proces hald,\nOf Wilyham Wallas yhe haf hard beyne tald."
}
hsc_highland_clans = {
hostile_attrition = 1
"The Highland clans are a contentious people. As much as they resent one another, they resent even more the prospect of foreign invaders ruling their ancestral lands. Of course, when the threat of foreign invasion is over, the clans will resume their infighting. There can only be one."
}
hsc_storm_the_castle = {
siege_ability = 0.10
"Whatever problems arise in the Highlands, few can be resolved without at some point storming a castle. Our experience in these matters goes back generations and is a highly transferable skill."
}
hsc_episcopalianism = {
religious_unity = 0.1
stability_cost_modifier = -0.1
"There are many competing ideas about how the Church in the Highlands should be structured and what doctrines should be adopted following the advent of the Reformation. We have opted to retain the hierarchical Bishopric model, which allows for both a clear structure for Church proceedings and a degree of doctrinal independence for clergymen."
}
hsc_highland_charge = {
shock_damage = 0.15
"Gunpowder weapons have revolutionized the battlefield, and the warriors of the Highlands must adapt. An aggressive new shock tactic has been developed by our generals. Our soldiers will run, preferably downhill, straight into the first enemy volley, firing as they go. After shooting, they will draw more traditional weapons and enter the melee. The speed required for this tactic necessitates that our warriors wear very little in the way of clothing however."
}
hsc_arming_act = {
global_manpower_modifier = 0.1
"Our oppressors would confiscate our weapons to rob us of the ability to resist. The Arming Act requires all Highlanders to own and train with a firearm."
}
hsc_ossian = {
prestige = 1
"The Romantic revival of Gaelic culture is exemplified in a collection of poems written under the pseudonym 'Ossian'. They tell ancient folkloric tales that remind the Highlanders of their storied past."

That's it for today. Next week we'll look at more of the newly added ideas, as well as some more of the features coming with the Rule Britannia Immersion Pack.
 

durbal

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no ALL missions that were already there are still there, it is just that the new ones are being added in the DLC

No they aren't and devs have even said so. Some have been reworked and others straight up axed.

Looks like we're back to Best CB to gain footholds overseas, unless you are one of the few nations that are officially endorsed as colonizers for a certain region and get a mission in their tree.

As much as I prefer the new system overall, I'd love to see dynamic missions added to the tree depending on how your country is developing. Finishing certain idea groups and/or some other prerequisites could generate new missions, for example:
  • Finishing exploration + (...) opens a new mission branch with generic colonization missions (explore X, establish a colony in Y, ...).
  • Finishing trade + (...) opens a new mission branch with generic trade missions (dominate XY node, gain a foothold in Z, ...).
  • Finishing religious +(...) opens a new branch with generic conversion and conquest of heretics/heathens missions.
There are probably many more examples. These generic branches would generate new missions based on the current situation whenever a previous mission was finished, just like it's currently already happening. That way we could retain a lot of current generic, repeatable missions. Countries that go way out of their historical bounds also receive at least some appropriate missions (a colonial empire Ulm could also get a mission to establish on the spice islands in 1700, for example). Finally there's also an unlimited supply of missions in the late game, when most players will probably have finished their national mission trees.

That would've been an infinitely better system and far easier to implement.
 
Last edited:

Trin Tragula

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No they aren't and devs have even said so. Some have been reworked and others straight up axed.

To clarify:

England, Great Britain, Ireland and Scotland get new paid missions with the DLC (in addition to their translated old missions for free in the case of England and Scotland as they had missions before).

For the free missions:
1: Old country specific content has as far as possible been translated into the tree system. This means adding some new content in some places to make it work.
2: New content has been added for free to various tags that didn't have country specific missions before or that lost many missions due to 3.
3: Some missions that did not translate well have been removed (this is almost exclusively the missions to retake provinces that you start with in 1444 in case you should lose them). In many cases we have instead added new missions to compensate for that (for instance Burgundy now gets missions to actually expand instead of just retake things if they lose them).
4: Repeating generic conquest missions have been removed. There are now a set of 15 base generic missions that everyone gets unless they have very big trees and a few region specific ones that you get if you don't have country specific missions.
 

Kapitän Blaubär

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How would things such as the Auld Alliance work if you PU France rather than Ally them? Would you still finish that mission?
If not, is it possible I'm now permanently locked out of that mission tree? (I see this particular mission doesn't connect to anything, but hypothetically speaking)
Because let's be honest, I'm not breaking a PU to get a mission even if it breaks an entire mission-chain.

I also see Austria has the mission to PU Hungary. What if another nation PU's Hungary first. Do I still get the mission to subjugate Hungary? Or will I be locked out until I break them free?
 

Kapitalisti

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I wonder if it could be made possible without forming. For example, if Burgundy conquers France, but doesn't become France, it would be nice to still get some of the French missions - it is essentially France, after all.

If you want to be France, be France.
 

crowdemon

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Looking Good.
 

rydhi

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Bit sad that all we have for colonialism is global tariffs (which imo is a bit pointless unless you control the entire colonial region of e.g. colonial eastern america, etc., and even then, trade would be more profitable and would rake in more) if we form and take Great Britian's national ideas. Perhaps the land naval manuever could be changed into either another colonist or colonial growth?
It seems just in general that England's ideas are a bit better then Great Britain's ideas for the most part, especially concerning land warfare and colonisation.

I really don't see how trade would be more profitable than the tariff potential for GBR in Colonial Eastern America. GBR can get:

+25% global tariffs (can be a parliament debate if you have a colonial subject).​

15% global tariffs NI​

20% global tariffs Exploration 5​

25% global tariffs The Stamp Act (Economic-Exploration policy)

25% global tariffs trading in slaves bonus​

10% global tariffs Colonial Governor advisor​

You can also pick up another 10% each (40% total) from:​

  • Expansion-Plutocratic (English Civil War can get you Plutocratic)
  • Exploration-Religious
  • Influence-Expansion
  • Naval-Expansion
ENG/GBR also already has access to the following from Parliamentary debates:

+1 Colonist
+20 Global settler increase
Requires Exploration or Expansion completed

+1 Merchant
+20% Trade range
+5% Trade power abroad
Requires Trade Ideas or dip tech 10

or

+10% Trade efficiency
+5% Global trade power
Require dip tech 16
 

TheAzureLiger

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Since Austria gains more control over their PU missions, can Castille gain more control over the events granting them PU over Aragon and Portugal? Like gaining PU CB when the prerequisites for the event are met?
 

Shatter12

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I really don't see how trade would be more profitable than the tariff potential for GBR in Colonial Eastern America. GBR can get:

+25% global tariffs (can be a parliament debate if you have a colonial subject).​

15% global tariffs NI​

20% global tariffs Exploration 5​

25% global tariffs The Stamp Act (Economic-Exploration policy)

25% global tariffs trading in slaves bonus​

10% global tariffs Colonial Governor advisor​

You can also pick up another 10% each (40% total) from:​

  • Expansion-Plutocratic (English Civil War can get you Plutocratic)
  • Exploration-Religious
  • Influence-Expansion
  • Naval-Expansion
Yes, but considering most tariffs aren't exceeding the 20 ducat mark, they become pretty "meh" after global trade and manufactories. Unless of course, you manage to colonise all of the New World colonies.
ENG/GBR also already has access to the following from Parliamentary debates:

+1 Colonist
+20 Global settler increase
Requires Exploration or Expansion completed

+1 Merchant
+20% Trade range
+5% Trade power abroad
Requires Trade Ideas or dip tech 10

or

+10% Trade efficiency
+5% Global trade power
Require dip tech 16
All of these are temporary though; and will disappear after 10 years, and there's what, 20-30 years between when you can pick them again?
 

Aldrane

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Might I suggest an achievement for the isles be to own every island province, and only island provinces?

I’m not sure where you’d draw the line for some of these but it might be a fun idea.
 

rydhi

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Yes, but considering most tariffs aren't exceeding the 20 ducat mark, they become pretty "meh" after global trade and manufactories. Unless of course, you manage to colonise all of the New World colonies.
All of these are temporary though; and will disappear after 10 years, and there's what, 20-30 years between when you can pick them again?

You get a new set of debates as soon as the old issue ends. It's possible for you to get 5 crap debates (there are a lot of crap ones) where you would want the debate to fail in order to reset the list which would mean you have to wait 5 years (minimum then 10% chance per month of the debate ending) for the debate to fail to get a new list.

ETA: Just wanted to add that GBR will still be trading just not trading with any additional NI trade bonuses and GBR still has the highest goods produced NI modifier which is already a huge bonus to all trade company provinces.

ETA2: Those first two modifiers are a whopping 40% tariff value, they don't require any specific idea groups or extra monarch points and together are exclusively available to GBR (until adm tech 22 and then only competing with CAS/SPA and POR).
 
Last edited:

Natz

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Not sure how I feel about those GB ideas, 70% diplo annexation reduction, coupled with all those missions (looks like a few pus/vassals), does sound pretty sweet though ;P
 

Ismael R Murias

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Making this mission trees a free feature with the patch is a majestic idea, as it can now be expanded in future Immersion packs or bigger DLCs. It looks like a lot of work to translate all the missions in game to this new system, and you are doing it basically for free. So thanks PDS, I aprecciate that.

Althougt there are people complaining about the cut of the repeatable missions, I think in the long run they'll see how good the change is. Instead of a 30 seconds decision of what random mission you pick, now you have this amazing web of choices in which you can spend hours on. I imagine looking at a full completed mission tree at the end of a campaing as something really satisfying.

Also, the art is very beautiful. It brings quite immersion to the nation you are playing and to me, that has as much importance as the mission and the reward you get. Congratulations to the designers for the good job.
 

pttaylor

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The one repeatable mission I'll really miss is the one for colonial enthusiasm; early game that modifier speeds up colonies by ~ 50%, and you can reliably take the mission every time the modifier expires. The generic "colonise X" missions would have to give the modifier for much longer than 10 years to not have this greatly slow down colonial expansion overall.
 

alertrelic

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Is it possible to give GBR different flags depending on the forming nation? Historically there was a version with the Saltire superimposed on the others, before the current version was settled on. I see the AI forming GBR as Scotland surprisingly often when England loses to France.

Welsh / Irish versions could also look cool.

fleg.png