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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.
 
I already said that GB was not a land power due to having a small army. GB would not beat France in a land battle without help because it would be hugely outnumbered. For example, Britain brought 31,000 troops to the Battle of Waterloo compared to France's 73,000. But this does not say anything about the quality of Britain's army.

If you want some examples of British military success against European peers (France) on roughly equal terms, however:

Blenheim (War of the Spanish Succession) 1704
Salamanca (Napoleonic wars) 1812
Plassey (Seven Years War) 1757
Quebec (Seven Years War) 1759


Battle of Plassey 1757 is really a bad example here. Robert Clive had a secret meeting with Mir Jafar, Chief Army Commander of the Nawab of Bengal, Siraz-Ud-Daulah, bribed him along with the promise to make him the next Nawab. And so happened in the war, his men remained inactive and both connived in such a way with the Mughals that, Mir Jafar became the new Nawab of Bengal and the BEIC got Diwani rights over Bengal.

In 1760, Shah Alam II, the then Emperor tried to overthrow Mir Jafar. The Mughals were also joined by Jean Law and 200 Frenchmen and waged a campaign against the British during the Seven Years' War. Although the French were eventually defeated, the conflict between the British East India Company and the Mughal Empire would continue to linger and ended in a draw. This eventually culminated to the Battle of Buxar when Mughals are too weak, unstable and disintegrating.

Jafar's great-grandson Iskandar Mirza, who had joined Army in 1920 in Military Police, was appointed and served as the first President of Pakistan. Today Mir Jafar has become an icon of a treacherous person in India. His name symbolises the treachery and his house at Murshidabad knowned as 'Nimak haram Deuri'(Traitor's home) for the visitors.
 
Britain dominated due to its navy and colonial empire. It brought in wealth and a lot of conflicts saw Indian colonial troops due the heavy work. A large percent of WWI British troops were in fact from India.

Most if not all British war victories were because of the Royal Navy cutting of reinforcements and supplies.

The redcoats are romanticized because infantry is the pillar of all armies and the British were at the top for a long time.

Every power and gain Britain has in the game should be directly or indirectly related to the navy.

The problem with this is that the EU game system doesn't allow naval power to translate to geopolitical success as it did IRL. If you slavishly mirror the means by which GB historically acquired power, then the game will consistently fail to actually simulate the historical state of affairs. If you want a reasonable number of games to recreate the historical Britain then in order to achieve that aim, they need a military boost.

And on top of that, this isn't even historically implausible. No, Britain was not a land power on the scale of European peers but its army was still no joke. With just a 5% discipline bonus, Britain's army is currently incredibly poor.

But the historical plausibility bit is mostly tangential, because the main point I'm making is that you have to work with the game engine as it exists. You can't give GB a load of pointless sailor modifiers then expect it to replicate its historical success.
 
To clarify:

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).

You made my week!

Anyway I don't think my first run for this expansion will be a Burgundy run like it is normally; I might try a Brabant run instead (and NOT form the Netherlands)
 
The problem with this is that the EU game system doesn't allow naval power to translate to geopolitical success as it did IRL. If you slavishly mirror the means by which GB historically acquired power, then the game will consistently fail to actually simulate the historical state of affairs. If you want a reasonable number of games to recreate the historical Britain then in order to achieve that aim, they need a military boost.

And on top of that, this isn't even historically implausible. No, Britain was not a land power on the scale of European peers but its army was still no joke. With just a 5% discipline bonus, Britain's army is currently incredibly poor.

But the historical plausibility bit is mostly tangential, because the main point I'm making is that you have to work with the game engine as it exists. You can't give GB a load of pointless sailor modifiers then expect it to replicate its historical success.
We do not have a mechanism where Trade Companies would provide manpower and maintain their own arms at their own cost and aid in battles like it did for GB. By 1803, at the height of its rule in India, the British East India company had a private army of about 260,000—twice the size of the British Army.
 
The problem with this is that the EU game system doesn't allow naval power to translate to geopolitical success as it did IRL. If you slavishly mirror the means by which GB historically acquired power, then the game will consistently fail to actually simulate the historical state of affairs. If you want a reasonable number of games to recreate the historical Britain then in order to achieve that aim, they need a military boost.

And on top of that, this isn't even historically implausible. No, Britain was not a land power on the scale of European peers but its army was still no joke. With just a 5% discipline bonus, Britain's army is currently incredibly poor.

But the historical plausibility bit is mostly tangential, because the main point I'm making is that you have to work with the game engine as it exists. You can't give GB a load of pointless sailor modifiers then expect it to replicate its historical success.
In this game's timeframe GB never could have had as much of an army as France, Prussia or Spain until very late down the timeline. England wasn't (yet) a populous kingdom in any way.

There is a reason for England dropping any interest in continental Europe, and not only the constant state of unrest that plagued the kingdom during the late 16th and 17th centuries may explain it.

And even in the 19th century the British army usually did a poor job. They had way too much trouble fighting against inferior , technically, opponents and only defeated the Boers (which were still inferior in means, but not as much as, say, a random African bronze age-level kingdomlet) after several humilliating blows.
 
I think the fire damage should be moved from the english to the british ideas. Replace the fire damage with something military instead in the english ideas. Call if French Ambition or something like that, giving England morale of armies or shock damage received.
Also right now I don't really see a reason to change the Ideas to GB ones.

Proposal:

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 = { # Change this to french ambition
    • land_morale = 0.1/0.15 or shock_damage_received = -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 = { # redcoats
    • fire_damage = 0.1
    • sailors_recovery_speed = 0.1 # move somewhere else
    • sailor_maintenance_modifer = -0.1 # move somewhere else
  • 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
 
I think the fire damage should be moved from the english to the british ideas. Replace the fire damage with something military instead in the english ideas. Call if French Ambition or something like that, giving England morale of armies or shock damage received.
Also right now I don't really see a reason to change the Ideas to GB ones.

Proposal:

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 = { # Change this to french ambition
    • land_morale = 0.1/0.15 or shock_damage_received = -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 = { # redcoats
    • fire_damage = 0.1
    • sailors_recovery_speed = 0.1 # move somewhere else
    • sailor_maintenance_modifer = -0.1 # move somewhere else
  • 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
seems nice
 
Because if you tried to put something in about Andrew Murray even 75% of the audience of this game would wonder what the hell tennis had to do with it.

Because Wallace was no Highlander. Which makes his inclusion all the stranger.

True that most people have never heard of Andrew Moray/Murray, but nonetheless I'd agree with riadach's implication that it doesn't make much sense to have one of a country's ideas being centred on a man who wasn't from the region or culture of the hypothetical country. I'd suggest to the devs that they badly need to revisit the name and description of that idea.
 
I haven't read through all of the replies in this thread so I apologize if I've taken someone else's idea, but is there a reason why we can't keep the generic repeating missions exactly how they used to be? Paradox moved the new mission trees to a separate tab, why not just leave the 'solidify Papal relations' and 'improve relations with X' missions where they always used to be?

For example in HRE playthroughs the 'supportive elector' mission gives a huge +10% IA gain modifier and you could also pick up extra diplo rep from completing these kinds of missions. Is there a way to replace these useful modifiers or are we left with yet another (perhaps unintended) nerf to HRE IA gain?
 
Because in the new system, when you clear a mission, you move on in the tree to higher level missions.
You don't select a mission which you want to do, but you have all the missions you unlocked set as active. When you fulfill the requirements for a mission, you clear it and unlock the next missions
 
I clarified my previous response (edit) but actually, I think I misunderstood your original question.
You were asking whether it is possible to keep the repeatable missions in their original place (while the mission tree is in a different tab), for instance through modding?
If this is your real question, then sorry I misunderstanded you. And I don't know if your idea is moddable. And I don't think the devs will propose another way to keep the modifiers lost with the repeatable missions
 
I clarified my previous response (edit) but actually, I think I misunderstood your original question.
You were asking whether it is possible to keep the repeatable missions in their original place (while the mission tree is in a different tab), for instance through modding?
If this is your real question, then sorry I misunderstanded you. And I don't know if your idea is moddable. And I don't think the devs will propose another way to keep the modifiers lost with the repeatable missions

Well my question was more of if it is possible for the two systems (the new one and old one) to exist simultaneously, especially because the new mission system has been moved to a new tab. The fact that all of the missions in the new system are active at once indicates that the game engine can handle multiple missions at a time per tag, so why not have all your missions active through the tree plus one additional one from the old spot in the missions and decisions tab, which would be the repeatable ones that you select (like the Supportive Elector, Papal relations, Alliance with x, etc)?

Honestly, I think the new system looks incredibly fun and hopefully will lead the AI to more historical focuses, but I'm not sure why they don't just call it a national goal or national focus system and leave the existing mission system the same.
 
It could be interesting to let the two systems coexist. I don't think it will be done by PDX tho. Maybe it is possible to mod it, for instance using decisions with a long cooldown. when you meet the requirements of the decision (eg, +100 relations with a specific country), you can enact the decision to get the bonus for 10 years and there is a cooldown before the decision appears again.
 
They could call the new missions “goals” and keep the old repeatable missions in the old tab

Edit I literally restated what those above me said and get disagreed on?
 
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I just hope that Bohemia doesnt become unplayable because of austrian missions... one of the checks for aquiring czech lands should be that Bohemia is voting for Austria, otherwise getting stomped by austria ally swarm is almost unsurviveable
 
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.

I may have missed this, but is there any chance of some Darien Scheme related missions? I've been toying with trying to mod something for that as it would be a great path for Scotland to remain independent or becoming part of Britain when faced with bankruptcy and English gold.
 
I may have missed this, but is there any chance of some Darien Scheme related missions? I've been toying with trying to mod something for that as it would be a great path for Scotland to remain independent or becoming part of Britain when faced with bankruptcy and English gold.

There is a mission for that :)

The text reads: "Our financial advisors have assured us that there is absolutely no way that this could go wrong."