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EU4 - Development Diary - 1st of October 2019

Good day and welcome to this week's Dev Diary for EU4. While we're still ironing out a few remaining issues with the 1.29 Manchu release, it's time to set our sights back on the upcoming European Update and accompanying DLC.

Today let's talk about the HRE. Earlier in the year, I touched on the Empire, and want to expand a bit more on what you can expect to see and do with Germany and friends in 1.30. As we've said before, much of the HRE mechanically exists in the game, and has continued to exist in its current form, as it does a great job of bringing relative rigidity to central Europe, and a good bulwark to an otherwise overly formidable French or Scandinavian threat, or more terrifying indeed, Ottoman invasion.

To that end, 1.30 will still have the Holy Roman Empire's base mechanics in their glory, save some smaller Quality of Life changes (such as no longer adding provinces to the Empire individually). The meat and potatoes of what you can expect in Early Modern Germany come by way of HRE Reforms and Imperial Incidents

Firstly, the reforms available for the Holy Roman Empire have been split into general reforms, Decentralisation reforms and Centralisation reforms. Some will look familiar to a seasoned HRE player. Others, less so.

General Reforms:
  • Call for Reichsreform
    • Empire Provinces: -5% Local Construction Cost
    • Emperor: Imperial Ban CB
  • Institute Reichsregiment
    • Emperor: +1 Diplomats, +1 Diplomatic reputation
    • Empire Provinces: -2 Local Unrest
  • Absolute Reichsstabilität
    • Emperor: gets a [REDACTED] that will [VERY REDACTED]
    • Empire Provinces: -25% Local State Maintenance
  • Enact Gemeiner Pfennig
    • Emperor per Prince: +0.5 Yearly Tax income
    • Princes: +1 Diplomatic reputation
  • Perpetual Diet
    • Needed to take one of the specific paths
    • Event that puts the location down for the “Permanent Diet” in an Imperial Free City
    • Permanent Diet is a triggered province modifier with some nice boons for the province. Is only valid if province is part of the Empire. If not a triggered modifier is enabled that gives -50% IA Gain.
    • Double Imperial Authority from Free Cities
  • Create the Landsknechtswesen
    • All Princes: Mercenary Companies who have their home in an Imperial Province are 50% cheaper.
  • Ewiger Landfriede
    • Emperor: +0.5 Yearly Prestige
    • Princes: -5% Tech cost
    • Empire Provinces: +10% Institution Spread
    • Emperor gets call to Arms for any war within the Empire as if it was done without CB.


Once the Emperor Passes the Perpetual Diet, they will be able to pass further reforms to either strengthen the decentralised Empire, or seek to centralise all power for themselves. Players have long wondered if they should stop short of completing the existing HRE reform path in order to preserve their Vassal Swarm, a highly enjoyable way of playing, or to unite the HRE under one flag. Now they will be able to choose between this decentralised power or centralising uniting under nation, with about 5 reforms each that play into either playstyle.

HRE.jpg

And maybe a player will have to weigh up ?missions? against vassal swarm tactics


The other thing for us to look into today are Imperial Incidents. One thing we wanted to do was to make the Empire feel alive and rife with bickering princes. To that end, we have rolled some existing occurrences throughout EU4 and History, as well as many others, into a system that has the HRE both create and react to issues in Central Europe and the immediate vicinity.

When the conditions are ripe, an Imperial Incident can trigger for the Empire. All member states will be informed of the incident, and it will prominently be displayed in the HRE interface. The Emperor will then have 6 months to make a decision on the incident, with wide-ranging knock-on effects.

To take a familiar example, the fate of Burgundy will be more fluid, with the circling vultures being more involved. Burgundy may seek support from the HRE as they see the writing on the wall, starting an Imperial Incident where the Emperor will have to choose between:
  • Negotiate with France
    • France gains the parts of Burgundy that are in the French Region.
  • Integrate Burgundy into the Empire
    • Burgundy becomes an Imperial Prince
    • Gives an event to France that gives them an option to start a Succession War on Burgundy(and thus by extension the Emperor) with French land occupied.
    • Princes around Burgundy becomes irritated with Emperor.
  • Just keep the PU with Burgundy
    • Nevers becomes vassal of France, France gets an option to start a Restoration of Union War on Burgundy(and thus by extension the Emperor) with French land occupied.
All incidents, and the path that the Emperor pursued will be visible in the HRE interface, so curious players can see what choices the Emperor has made before, and use their involvement in incidents as a chance to seize an advantage.

There are many other plans for Incidents, ranging from my beloved Hanseatic League, to my less beloved Dutch revolters, and the interactions between Pope and Empire beyond the shadow kingdom. We'll look towards these in future Dev Diaries.

Cheers for joining. Next week we'll keep going with our look at 1.30.
 
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What has replaced the "adding provinces to the Empire individually" now? It was an ok source of IA for the Emperor before. How do we add the provinces into the HRE now?

Been rereading the dev diaries in anticipation of Emperor :)

You can now add all your provinces to the hre at once (I'm not sure how much IA you get, but the amount has been reduced).
 
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I think they mentioned that gaining IA that way now involves adding countries to the HRE, not provinces.
So you gain a set amount for each country you add.
Don't know if puppets count though.
 
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