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EU4 - Development Diary - 1st of November 2016

Hi everyone, and welcome to another development diary for Europa Universalis IV. This time its rather meaty and is about major gameplay changes for the 1.19 patch.

While we were reasonably happy with how Fort and Zone of Control has played out since introduced over a year ago, it has had one major drawback. The rules have so many cases to keep track of that it was practically impossible to make all cases clear to the player. This causes much confusion amongst players, who also had an experience that was not as great as they had hoped while playing.

So now Zone of Control have changed completely. Instead of affecting a province and sometimes blocking passage in adjacent provinces, Zone of Control rules are now area based.

Areas = The same map division that States/Territories are organsied around. And which 1.19 will show thicker borders around.


A Forts is:
  • hostile if it is controlled by someone you are at war with.
  • friendly if it is controlled by you, or by someone on your side in any war, unless you are at war with them (should not happen).
  • neutral otherwise.


An area is:
  • friendly if it has at least one friendly fort and no hostile fort.
  • hostile if it has at least one hostile fort and no friendly fort.
  • contested if it has at least one hostile fort and at least one friendly fort.
  • neutral otherwise.

Zone of Control blocks an army to move between two adjacent provinces if they belong to different areas, one of which is hostile and the other being either hostile or contested.

(Note that movement within areas is never blocked by Zone of Control)

An occupied province without a fort will flip back to its owner's control if there is in the area at least one non-besieged fort controlled by him but no hostile forts.

To ensure an army can always reach the fort that is blocking it from moving and then come back after sieging it down, all armies can ignore Military Access in all non-neutral areas

Rebels never impact hostile rules, and yes, Capital Forts now work like all other forts.

In order to stop the enemy from reaching the interior of your country, you will often need to have one fort in every area.. Even without that though, forts can force the enemy to make detours unless they first siege down some forts.

While doing this, an average country ends up with more forts than before, so maintenance have been halved.

While doing these changes, we have tweaked the map dramatically, adding in lots of wastelands to give natural borders, and also made a big revision to the area setup, so now areas are pretty much all between 3-5 provinces, giving a more even balance.

eu4_131.png





We have added a new peace treaty as well in 1.19, called “End Rivalry”. This peace option force the enemy to remove one of their Rivals. The removed Rival cannot be added again until 15 years after removed.


We play the game quite a lot every week, and read far more on what issues you as players have. So we keep balancing and changing things to make for a greater player experience. In 1.19 we have some rather important changes to how you play the game.

Combat has been changed a bit as well in this patch, as we removed the combat width penalties from terrain, as it made battles last way too long, and was a double defensive bonus combined with diceroll penalties.

Sieging units will no longer get a rivercrossing penalty if a relieving force engages them, even if they did cross a river a few days, months or years earlier.

We have changed the chance to increase colonysize from colonist being placed to instead being a lower the bigger the colony becomes. Previously it was pretty much a no-brainer to keep it as long as possible, as it became better the bigger the colony is. Now íts more of a choice..

Another complaint was the fixed levels of liberty desire that got applied to vassals and marches as they grew past certain arbitrary limits. Now it is scaling by development of the subject so you can always judge impact of their growth.

For those of you that care about score, Great Powers are now likelier to be getting score each month, as they have a default +5 rating in each category. Also maintaining enough forts is now an impact on your military score gain.

Corruption is now not entirely 100% bad, as a country with 100 corruption will now get -20 unrest in their realm.

Courthouse & Town Halls no longer affect unrest but instead reduce state maintainance by 25% and 50% respectively, while their building costs have been halved.

The Casus Belli from Expansion and Exploration Ideagroups did not really work as great as before with the new technology system, so in 1.19 they are getting changed. The Casus Belli themselves are gone..

Exploration Finisher now allows you to fabricate claim on another continent that is in your capital in a colonial region. (Colonial Subjects can do it everywhere in a colonial region.)

Expansion Finisher now allows you to fabricate claims inside any trade company region that is on another continent than your capital. (Without Wealth of Nations, it is any overseas port not in a colonial region, and not in europe.)

At the same time, distance impact on building spy networks have been dropped to 1/10th of before.

For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance.

We have also improved the “trading in good” - bonus, where some are almost twice as powerful as before, and some have changed completely.

Next week we'll be back talking about all interface improvements for 1.19.
 
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@Johan Could you please explain why is Eastern Europe portrayed as a damn poor, ugly and undeveloped wasteland? You may disagree, but most provinces are just ugly, square-shaped and huge. There are lots of states with like 10-30 development and tons of large provinces with 1/1/1 - 2/2/1 development. It's extremely weird to see a literal wasteland in Ruthenia, Belarus and even Muscovy that seems to have really good provinces and states, but is actually portrayed quite poor (because of huge provinces).

1920px-Base_development_map.png

Are there any plans to give some love to Eastern Europe?
 
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Any changes to AI ignoring ZoC completely?
 
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Can we please change the name of Scandinavia to Kalmar Union -> change the flag into the weapon shield? :( Scandinavia feels so underwhelming to form, and keep events of the forming nation?
 
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If I build 2 Town Halls in a State, do the maintenance is reduced to 0% (-50*2%), or to 25 % (-50%*2) ?

its reduced for the province its in.
 
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If I build 2 Town Halls in a State, do the maintenance is reduced to 0% (-50*2%), or to 25 % (-50%*2) ?
No. Imagine a state with 4 provinces, all the provinces have the same development, and the state maintenance is 4 ducats a year, 1 ducat per province. If you build a town hall in one province, it reduces the state maintenance that province costs by 50%, so 50% * 1 = 0.5, and the total maintenance for the state is 3.5 ducats a year. If you build town halls in all the provinces, the maintenance is reduced to 50%, from 4 to 2 ducats. Town halls in a province impact the cost of that province only, does that make sense?

e: ninja'd :')
 
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For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance. We have also improved the “trading in good” - bonus, where some are almost twice as powerful as before, and some have changed completely.

Is there a specific reason for the Trade goods local impact being Rights-of-Man Exclusive?
The reworked trading in goods bonus is RoM exclusive?
 
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Also, claim fabrication is still horrible in general, even with espionage. Add an idea in one of the underused idea groups that allows fabricating on entire areas at once.
 
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Why Dorpat is Dorpt now and also can guys change Dorpat and Livland provinces' culture to Estonian ..like it should be*..

*Both provinces are in modern day Estonia. Also, because national borders were drawn based on ethnic borders and because during very long period of serfdom (13-19th century) ethnic borders didn't change much there's no argument that supports those 2 provinces being Latvian. Please make game more historically accurate.
 
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Are you planning to make any changes to protectorates with the next patch? Such as to perhaps make them stepping stones to vassal status, rather than have them instantly independent once they embrace Colonialism? or to require a war of independence to break free? At the moment protectorates don't feel as useful a mechanic as they were previously.

Thread with some protectorate discussion here: https://forum.paradoxplaza.com/forum/index.php?threads/protectorates.979023/

Overall a great dev diary and I am looking forward to trying these changes out.
 
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With fabricating claims becoming more and more of necessity it would be nice to see some kind of macro to make it easier. I envision that a diplomat could be given an ordered list of claims to fabricate that would be ordered in some logical way by default, like by development, but could perhaps be manually sorted, and then would proceed to automatically fabricate whatever claim is highest on the list when he can. Also it would be nice if when caught such a macro diplomat (or maybe any spy network building diplomat) would just stop building spy network for a month instead of returning home.
 
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No. Imagine a state with 4 provinces, all the provinces have the same development, and the state maintenance is 4 ducats a year, 1 ducat per province. If you build a town hall in one province, it reduces the state maintenance that province costs by 50%, so 50% * 1 = 0.5, and the total maintenance for the state is 3.5 ducats a year. If you build town halls in all the provinces, the maintenance is reduced to 50%, from 4 to 2 ducats. Town halls in a province impact the cost of that province only, does that make sense?

e: ninja'd :')

Simple question then, is it worth building them or not? Seems like a poor use of limited building slots to me.
 
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Simple question then, is it worth building them or not? Seems like a poor use of limited building slots to me.

They also provide -0,1 local autonomy, so most likely it's a building with situationa bonuses.
 
I would imagine optimal fort building would be building in the province next to another of your own area instead of a hostile area, to prevent enemy armies from blocking your way to relieve the siege, which, imho, doesn't make much sense to me.
 
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Simple question then, is it worth building them or not? Seems like a poor use of limited building slots to me.
That depends if you are say a former colonial nation expanding into europe it might very well be worth it since the maintenance gets increased by distance!

edit it also affects autonomy and the particular province's contribution to the state maintenance: high dev provinces that are recently conquered and far away seems like a good fit.
So CN's expanding in europe or asians going for a spin in europe or europeans deciding they want to conquer india might want to invest in courthouses ;)
 
Do forts them self block movement! For example if I place a fort on a choke point in the France Spain border- if they walk into the fort, will try be forced to siege it down or turn back, or can they walk past it?
 
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I fear the changes to colonial and expansion cb will make colonial powers very boring. Can we get some clarification on how it works?

If i fabricate a claim on bengal delta, do i:
1) get a claim on only that province, then every other province becomes 'unjustified demands'? Like the conquest cb.
Or
2) get a claim on the entire country where i can take whatever i want at reduced cost and without unjustified demands? Like the overseas expansion cb
Or
3) some other methods

@Johan
 
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