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EU4 - Development Diary - 24th of July 2018

Good morning all! What would Tuesday be without an EU4 dev diary? Tragic, I say, so here for the last of the Summer dev diaries while the bulk of the Swedes are on vacation, I bring to you a summary of balance changes coming in the 1.26 Mughal Update. This is not exhaustive (We'll post up the full changelog closer to release) and is about changes made to the game and its existing mechanics, rather than the new stuff we've added. We'll have another Dev Diary in the future to act as a "roundup" of new mechanics and how they work.

Estates:

As we have mentioned before, Estates now cause a disaster at 100% influence rather than 80%. They also no longer have a minimum requirement for land. In addition to this:

- Confiscating estate land now gives a +5 unrest modifier in the province for 15 years. This modifier goes away if you give the land to another estate.
- Confiscating estate land now adds 25 local autonomy in the province that the estate was previously in.
- Advisors generated by Estate interactions now scale in cost depending on estate influence.
- Influence from estate events generally increased.
- Cossack Estate now gains twice as much influence per development in granted provinces.
- The cap for how much development in granted provinces can increase influence is now 50% rather than 40% for all estates.

Trade Nodes:

- Bengal trade now flows into Doab, which in turn flows into Lahore (renamed from Kashmir) undoing the injustice to these nodes.
- General renaming and reshaping of Indian trade nodes (see screenshot)
- The Katsina Trade Node now connects to Ethiopia instead of Alexandria.
- The Ethiopia Trade node now also connects to Aden.
- Coromandel flows straight to the Cape

Trade n stuff.png


In general this means more Indian trade will be able to flow around Africa into Europe without needing massive amounts of control in Aden. Zanzibar isn't quite the slush fund it used to be, but remains lucrative.

Tributaries:

Far away tributaries with no expectation of help or feasible reason to be a subject was something we're looking to change with this update. As such, the AI is no longer interested in establishing new tributary relationships with nations who do not border them. This goes for both asking and receiving requests. Existing tributaries are fine, so Ayutthaya & Khmer won't suddenly want to abandon Ming in 1444.

Speaking of Ming, 1.26 may as well be renamed the Sukhothai update, as declaring an independence war no longer calls in your overlord's Tributary overlord. Sukhothai can now declare war against Ayutthaya without Chinese intervention.

Expansion:

An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.

Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

In conjunction with this, all nations' base state limit has been doubled (up from 5 to 10).

There is a define ALLOWED_TERRITORY_VS_MAX_STATES which allows you to tweak this value in defines.lua

Subjects:

In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.


End Game Tags:

Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).

The current list is:

Mughals
Ottomans
Byzantium
Rome
Holy Roman Empire
Rum
Qing
Russia
Commonwealth
Japan
Yuan
Hindustan
Bharat
Arabia
Papal States
Spain
Great Britain
Italy
Germany
Ming

That's the bulkier of the balance changes. As usual, there will be more nuanced changes in the fine details to come along in the full Changelog, which we will be sharing closer to release.

We are well aware that balance changes can get people worked up and are seldom without contention. I have very fond memories of forums around the the 1.12 release. Remain civil when expressing your feelings over your favourite balance changes as, although I endeavour to explain why we make changes, there are as many opinions as eyeballs in the world. Thanks for your time.

And if Balance Changes are not your cup of tea, let's have a look at some of the other National Idea changes brought along in the 1.26 Update. We'll look over at the Bengal region, where there is now a distinction between The Bangal Sultinate, and the Bengali Minors in the area.

I love U.png


Bengal Sultanate ideas
start =
infantry_power = 0.1
global_manpower_modifier = 0.15

bonus
backrow_artillery_damage = 0.15


bng_combat_piracy =
trade_efficiency = 0.1

"Pirates have infested the waters of the Bay of Bengal for too long. We must protect traders en route to our ports by discovering and eliminating pirate havens along the Arakan coast."

bng_habshi_generals =
army_tradition = 0.5

"Abyssinian slave-soldiers purchased in Arab markets play a significant role as elite infantry soldiers. Those that excel as leaders shall be given greater levels of command, while those who demonstrate exceptional loyalty shall make up the palace guard."

bng_clearing_the_delta =
development_cost = -0.1

"The Bengal Delta contains an immense expanse of potentially very profitable land that goes unexploited due to thick forestation. We must subsidize efforts to clear the forests to make way for new farmlands, cities, and trading posts."


bng_attract_sufis =
idea_cost = -0.1

"Sufis have long been innovators of Islamic thought as well as wise councilors. If we wish to be a leading voice in the future of the Islamic world, we must patronize Sufi lodges and convince the wisest among their order to settle in our domain."

bng_conquest_of_the_gangetic_plain =
leader_land_shock = 1

"To our west are the fertile and populated lands of the Indo-Gangetic Plain. The Sultans of Bengal have long coveted its great cities and vast wealth, but only now as a new and ambitious crop of generals rise to power is our ambition likely to become a reality. We must do all we can to ready our forces for the coming conquest."

bng_rupees =
global_tax_modifier = 0.1

"The lack of a widely adopted standardized currency is stunting the development of Indian commerce. As one of the foremost economic powers in the subcontinent, we are well placed to begin the minting of a new silver coinage with standard weights, which we shall call the rupee."

bng_bengali_industrialization =
global_trade_goods_size_modifier = 0.1

"Bengal is uniquely situated in India to begin a revolution unlike any seen before. We stand poised to exploit new developments in our already world-class textile and shipbuilding industries. Let us begin an industrial revolution!"


Bengali Minors ideas =
start =
merchants = 1
infantry_power = 0.1
}

bonus =
prestige = 1
}


hindu_sufi_syncretism =
religious_unity = 0.5

"Beyond the eastern frontiers of the Islamic world, came Sufi mystics to settle land grants or to commune with nature in Bengal, intermingling with the Hindu population. Cooperation led to extensive land reclamations in forested and marshy areas and helped to introduce new syncretic forms of music, painting, dancing and sculpture reflected in the temples and shrines constructed during this period."

ganges_brahmaputra_confluence =
trade_efficiency = 0.1

"The mighty Ganges and Brahmaputra have traveled far to intermingle and spread out into the Bengal Delta, funneling trade and commerce in its wake. For thousands of years the area around the delta has been a natural place for the easy exchange of goods and ideas."

rice_fields =
global_manpower_modifier = 0.2

"We Bengalis are primarily rice eaters, and the rainfall and soil in the area lends itself to massive surplus rice production, with the mighty silt laden rivers and monsoon allowing for three separate growing and harvest seasons a year."

mustard_oil_ilish_mach =
war_exhaustion_cost = -0.10

"Wars may torch the granaries and markets. The weather may wither or crush the crops in the fields. Elephants and ants may try to eat what we have planted. Give us a little oil, however, and our fish-laden rivers will give us the food we Bengalis desire most!"

jute_production =
#production_efficiency = 0.1

"Native to our region, Jute is a long, soft, shiny vegetable fiber that can be spun into coarse, strong rope, matting or thread. In high demand for its resilience and relatively light weight, we can benefit from its cultivation and production."

opium_fields =
global_tax_modifier = 0.1

"What's that? People will give us gold and silver for our flowers!? The opium of our region is highly prized and easily grown, commanding twice the price of any other opium in the world. Let the trade begin!"

bengali_renaissance =
global_institution_spread = 0.1

"The Bengal Renaissance that took place in this region was a reaction to the encounter and impact of Europeans arriving for not only commerce, but for study, art and scholarship. The Bengal Renaissance blended together Hindu teachings from the past with Western education, politics and law, as well as a re-casting of Bengali culture. This led to a flourishing of the arts and sciences."

And if neither Balance changes nor National Ideas are your thing, well, swing by next week, where we'll talk about that new image you keep seeing in the buildings interface is. There are still a fair few dev diaries to come before Dharma is due to hit the shelves.
 

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Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at.
Dear @DDRJake, could you explain to me why it is important to prevent weird tag switches? It is my intention to ask an honest question, not to start a flame war. Thank you.
 
As a person who likes to play tall, I have to disagree with this change. It doesn't encourage people to play tall, it discourages people from playing wide. This changes nothing for people who want to play tall, it just makes the game more annoying for map painters.

Reward the player for the behaviour you want to encourage, instead of punishing the player for the behaviour you want to discourage.

This theory leads to immense power creep. There's nothing wrong with "punishing" players, as long as it is sensible, and provides a challenge. I'm not a fan of this change either, but it's a way of keeping religious diversity (which is necessary imo), and make the player go for actual strategic provinces instead of painting the whole map. I also like the solutions presented here:

On the state conversion change i propose 3 solutions which i find might ease up the problem (again i'm noob at EU4 so open for suggestion)
1. Allow conversion of territories in an idea of Religious (finisher?)
2. Adds a chance for every convertible province to get a "local missionary" to convert it (e.g. province get slowly converted without state interference)
3. Allow conversion of territories, but will convert at 1/4 speed (in line with autonomy floor)
 
I think it's good the devs are trying to make it that conquering new territory isn't always good, but honestly I feel like just adding corruption on anything over a cap is sort of a bludgeon solution. Most of the mechanics of EU are very dynamic and allow a huge amount of creative flexibility in decisionmaking and this just feels like an artificial wall. Alternatively, what about doing something with autonomy? Average autonomy is already being used to determine how fast governments can reform; it could also be used in some other way to incentivize tall / disincentivize wide play to the extent that wide isn't always the right move.

It could be a factor in any number of things- stability, tech costs, maintenance costs, power costs, etc. It would be important for 0% or very low average autonomy to provide a buff to incentivize tall and not just make wide harder.
 
ALL of these changes look terrific! This is exactly the direction I want to see things going. This is shaping up to be the single best update the game has seen since forts were reworked.

People seem to be missing the point of the missionary change. No you are not supposed to cycle states to convert all your territories, you are supposed to think about whether or not it is worth it to acquire that territory in the first place. If you cannot deal with the religious disunity, take a territory of your own religion! It’s not hard. One of my biggest complaints with this game has always been how easy it is to convert all of your land to your faith. If you just convert everything then why do we even have religion as a separate value in addition to coring? You should be forced to deal with long-term religious disunity - especially during this time period.
 
Regarding religion:
I have to agree with most of the crowd regarding the religion change. All this change means is that I'm permanently playing with 1 less state while increasing my busy work. It annoys the player, but ultimately fails to do what you want the change to accomplish.

Regarding tag switching:
This is pure anti-fun and I hope you reconsider your stance.
 
Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

This just seems like it's getting done to try to make the game more challenging for the min-max players. I role play my games. I hate that this will be a thing, it will ruin a lot of the fun I have with my games. I know plenty of other people play similar to me too.

Will we be able to mod the game to change this while keeping the other state changes such as corruption if you go over the state limit?
 
ALL of these changes look terrific! This is exactly the direction I want to see things going. This is shaping up to be the single best update the game has seen since forts were reworked.

People seem to be missing the point of the missionary change. No you are not supposed to cycle states to convert all your territories, you are supposed to think about whether or not it is worth it to acquire that territory in the first place. If you cannot deal with the religious disunity, take a territory of your own religion! It’s not hard. One of my biggest complaints with this game has always been how easy it is to convert all of your land to your faith. If you just convert everything then why do we even have religion as a separate value in addition to coring? You should be forced to deal with long-term religious disunity - especially during this time period.

I was always of the same opinion. Religion conversion in EU4 is too easy too quick. I like that one-faith is possible, but its certainly way too easy.

IRL religiously converting anything was a pain and while it was done it was quite limited. Culture conversio even more so - it was basically mass killing and exodus... "conversion". In eu4 you can convert large number of provinces in just few years. Cultures are slower but its similar.

I don't know how to improve on this exactly.. but this restriction on states really looks arbitrary. Unrealistic and weird. Territories could have a bigger malus to conversion, less effect on unity, but not total ban to missionaries. And forcing players to state - convert - unstate is really bad idea.

That said whole conversion system need a change - its simply bad. and its micro intensive and boring. Good start would be to move conversion from province to state level.
 
@DDRJake Scandinavia and Inca seem to be missing from the list of endgame formables. Another candidate might be Ruthenia, since they are a Tsardom. I think the colonial nation formables probably don't need to go on the list, since you have to be a former colonial nation to form them.
 
Overall I support most of the changes except the state requirement for missionaries, it doesn't cater for gameplay or realism/history, I don't feel that restriction is needed.
 
Subjects can now also gain trust with their overlord, instead of having it pinned at 50.

Does it give us anything, reduce/increase cost for subject interactions or unlock new options?

Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

It's too harsh in this form, make it only work for culture conversion, otherwise any kind of blobbing will be dead.
 
I do not like the restrictions on tag switching. What is an "end game tag" even supposed to be? I really don't see the point of restricting what people can do with their nations. EU4 is an alt-history game, so if you *can* do something, and you *want* to do something, then you should do it. Say I play Aragon, no-CB Byzantium, vassalize, and after a few steps I've formed Spain, Greece (for little bit of extra dev cuz I'm greedy), Byzantium, then Rome. There was an early game setback for mid game payoff. But now I wouldn't be able to do that. Please remove this change, or limit the "end game tags" to nations that truly are such (Yuan, Rome, HRE)
 
I like the territory/state changes. Im just worried(?) about the changes to religious conversion... seems like a buff to humanism and a nerf to religious ideas. Also a bit concerned it will impact certain events that were actually realized...e.g significant conversion in phillipines..
 
I do not like the restrictions on tag switching. What is an "end game tag" even supposed to be? I really don't see the point of restricting what people can do with their nations. EU4 is an alt-history game, so if you *can* do something, and you *want* to do something, then you should do it. Say I play Aragon, no-CB Byzantium, vassalize, and after a few steps I've formed Spain, Greece (for little bit of extra dev cuz I'm greedy), Byzantium, then Rome. There was an early game setback for mid game payoff. But now I wouldn't be able to do that. Please remove this change, or limit the "end game tags" to nations that truly are such (Yuan, Rome, HRE)

Re-read the post: "(Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...)"
 
Ask those who do TTM, One Faith! or just a normal WC achievements.
It doesn't look like destating areas was removed. It just makes those achievements more fiddly.

EDIT: you can also release vassals and convert your vassals provinces (as per a few patches ago). Note the huge buff to Vassal FL contribution.