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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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KaiserJohan's Byzantium was 80 territories. Getting 80 territories early in the game especially in that part of the world is easy.

I am not strictly against nerfing blobbing, but this change really really forces you to go straight into trade company land for any kind of blobbing game (not that it wasn't already the case). This kind of railroading is bad for the game in my opinion. Moreover once you get all the trade company land, it's likely you'll just be able to buy off the corruption. Nerfing blobbing while excempting the best way to blob is just nonsense.

I believe a better way to address it would be by fleshing out client states/vassals so that making client states/vassals is more profitable, kind of like how sectors work in stellaris.
 
ALSO one last complaint: scaling forcelimit from subjects especially marches feels silly when you consider there simply isn't enough manpower to make the increased forcelimit more useable. I suppose it'd help to increase your merc cap, but that sorta plays in to the infinite mid-late game money...

One way to adress this is by punishing hoarding money. There have been interesting ways to adress such as far back as EU1. EU1,2 and 3 had a solid inflation mechanic, where you were punished for hoarding money instead of investing. If they could return such mechanic while allowing for more development, and maybe even buying development, it could provide with an incentive to play tall.

Zoe is perfectly balanced, just learn to dodge ;)
 
So rest of the world has been nerfed again with the state/territory change? Why? If you're going to nerf states/territories and further buff trade companies at the same time then why not allow non-European countries to have trade companies in Europe or something?

As it is right now Asia is already the worst place to have your capital, and with this update is actually becoming even worse, which is especially ridiculous when this is an Asia focused update. Please make playing an Asian nation and actually staying in Asia worthwhile so that the optimal strategy isn't just moving your capital to Europe ASAP in order to abuse trade companies.
 
will the changes to states make the Tsardom government more expensive in the nation designer? if that's still even a thing you can choose, that is... (I am still very curious as to how the nation designer will work with the new government reforms. Is it only possible to have the prussian monarchy/militarization mechanics by forming prussia now, and the ottomans janissaries/pasha by starting as the ottomans or forming rum, even for custom nations?)
 
And why exactly does it tickle your fancy if the play style of other players is affected? Does this help you to feel better about your own games?

It tickles our fancy because it makes the game harder and requires us to find other means to grow stronger. To begin with, the point of a Grand Strategy is to require of you to depend on every venue of state-governing, not only conquests.
 
Sure, if you don't move your capital to europe for whatever reason... :confused:

I was talking about AI and starting players who don't know that.

It tickles our fancy because it makes the game harder and requires us to find other means to grow stronger. To begin with, the point of a Grand Strategy is to require of you to depend on every venue of state-governing, not only conquests.

This will not stop blobbing, it will just change the direction of the blobbing.
 
Okay one LAST LAST complaint: Orissa's ideas seem to be powercreeped at this point. Their absolutely laughable 5% production opener should probably be changed to 10% morale now so that Orissa can actually continue to punch above their weight against buffed neighbors. It'd also make sense making Orissa a formable if they had 10% infantry -10% shock 10% morale.
 
No institutions rebalancing... This needs to be fixed!!
Otherwise, I'm a bit apprehensive towards trade node, expansion and end game tags changes, though I suspect I will warm up to all 3. I am happy about the estates and tributary changes though and new idea groups are always appreciated.
 
It tickles our fancy because it makes the game harder and requires us to find other means to grow stronger. To begin with, the point of a Grand Strategy is to require of you to depend on every venue of state-governing, not only conquests.
So if you do not do this, how is it affecting you ? Again we are talking about a game mostly played single player, where you have no interaction with others, but you still enjoy having their favourite things negatively affected. "Nice."

Also, to clarify, I have no problem with the change, depending on how the numbers will look.
But I really have a problem when people complain about things that do not affect their playstyle and just enjoy taking things out on others.
 
I have mixt feeling about this.
I really love this idea of reduction LD of subjects after some time. What about States/Territory? If I reach the max limit of states and I cannot state other territories I have to deal with huuge corruption? Also Converting lands must be always a state? This comes in my mind that I am forced to give lands to my vassal to core it + convert religion and then diplo-annex it instead of wasting my adm points to make them states and back to territory after converting religion.

What about the ethernal issue about Subjects unable to fight its own rebels? 10k rebel vs 13k subject army and without any of my intervention they will only play the mice and cat game. After the rebel conquer a province and move to another, the subject army goes to re-conquer the province but not fighting the rebel. It's kinda bad this behavior. At least allow us a notification to show us when a subject rebels is about to spawn and where.
 
It tickles our fancy because it makes the game harder and requires us to find other means to grow stronger. To begin with, the point of a Grand Strategy is to require of you to depend on every venue of state-governing, not only conquests.
I can garantee you that without a change to trade companies this won't affect blobbing at all. I would still follow the standard railroad into India for pretty much any tag. After which trade companies, and ignore corruption because you are richer than Gates. It just makes the game less fun by forcing you in a specific dirrection, which is against what a Grand Strategy sandbox should be. If anything it buffs the strategy with the increase in initial states, allowing you to state everything on the way to India.

Now a serious change to the complexity of managing the economy, or a more meaninfull rebellion mechanic for taking tons of unaccepted culture land, that I'd be down for.
 
about the missionary change, will you be able to convert in territories that you have made a full core, even though you can't add them to states? or will people now have to juggle states around to still convert provinces?
 
This will not stop blobbing, it will just change the direction of the blobbing.

You were already blobbing in those directions anyway.

So if you do not do this, how is it affecting you ? Again we are talking about a game mostly played single player, where you have no interaction with others, but you still enjoy having their favourite things negatively affected. "Nice."

This isn't one of those cases where self-limitations apply as well, aka if I can use that strategy I will as I have no actual reason not to. Making expansions hard is what I expect a PDS game to be unique in comparison to other strategy games, and I find it far more fun that way.

If you have problem, reduce the difficulty as it nerfs the limit. After all, you do want it to be easy so playing on easy is fitting.

In other words: why do you want to threaten MY fun? It goes both ways, really.

I can garantee you that without a change to trade companies this won't affect blobbing at all. I would still follow the standard railroad into India for pretty much any tag. After which trade companies, and ignore corruption because you are richer than Gates. It just makes the game less fun by forcing you in a specific dirrection, which is against what a Grand Strategy sandbox should be.
Now a serious change to the complexity of managing the economy, or a more meaninfull rebellion mechanic for taking tons of unaccepted culture land, that I'd be down for.

Indeed, and as far as I am concerned Trade Companies should their own limitations. But a step in right direction is still a step towards it.
 
You were already blobbing in those directions anyway.



This isn't one of those cases where self-limitations apply as well, aka if I can use that strategy I will as I have no actual reason not to. Making expansions hard is what I expect a PDS game to be unique in comparison to other strategy games, and I find it far more fun that way.

If you have problem, reduce the difficulty as it nerfs the limit. After all, you do want it to be easy so playing on easy is fitting.



Indeed, and as far as I am concerned Trade Companies should their own limitations. But a step in right direction is still a step towards it.


I actually edited by reply and explained that I have no problem with the change, just get annoyed when people seemed to thrive on others enjoying their own single player games less.