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Hello, and welcome to a new era of EU4 development, where we’ll have development diaries talking about what we are doing almost every week.

One of the criticism we’ve had regarding EU4, have been that the game has always premiered conquest, and if you didn’t expand, you fell behind. In the next major update, you’ll be able to make an empire that is more focused on tall than on wide. After all, it is just common sense of us to listen to what the community is requesting.

Most of you are familiar with the concept of base tax. This permeates the game at so many fundamental levels, with everything from forcelimits to coring costs being coupled to this. We also had a value in a province that was called manpower. Trade-Goods produced was arcanely connected to the basetax, and there is not a single human being that could calculate how much manpower in a province actually

Now we have 3 separate values in a province called Base Tax, Base Production & Base Manpower.

Base Tax affects your monthly tax income as before, and also increases your defence against hostile spies.

Base Production impacts the amount of trade-goods produced in the province, and how quickly ships gets build in the province.

Each level of base manpower increased your nations maximum manpower by 250, and also impacts the garrison growth in the province, and how quickly regiments is recruited in that province.

All of them together is called “Development”, which describes how heavily populated and built up the province is. Each level of development increases the supply limit, forcelimits for your armies and navies and makes it harder to converts its religion.

Finally, the development level also allows you to be able to build more buildings in that province.

Wait?

What am I talking about here? Well, first of all, we have reduced the amount of possible buildings, as a large part were fillers. Secondly, we removed the power-cost for building buildings. And finally, not every province can have the same amount of buildings. Currently, a province can have 1 building as default, with some terrains like desert or mountains reducing it by 1, and some increasing it, like farmlands. And, every 10 development allows another building slot in a province. So Paris may be able to have 6 buildings in 1444, while Figuig can not support a single building.




Now you say that we haven’t really talked that much about wide versus tall, but bear with me.

You will be able to spend adm, dip or mil power to increase base tax, production and manpower respectively in a province, where of course the cost keep increasing, but if you dream about a 20 base tax Dublin, then you can do that :) Doing this in deserts or arctic climate is far more expensive than doing it in better climates. The ideas that affected build power costs, now affects the cost of improving your province. There is also technologies that decrease the cost of improving development in the later half of the game.

SgIW348.jpg


Here’s the example of a few buildings in the game.

Marketplace - Dip4 - +2 Trade Power - 50 gold
Barracks - Mil 6 - +25% Manpower - 50 gold
Cathedral - Adm 19 - +3% Missionary Strength & +40% Tax Income - 200 gold
Stock Exchange - Dip 22 - +100% Trade Power - 400 gold
Town Hall -Adm 22 -5 Local Unrest - 400 g

Next week, we’ll talk a little about something that fits England very well..
 

lugevnissyen

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Dec 21, 2012
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Will there be an advantage to build the lower buildings before the upgraded ones execpt from the bonus they already give?
Will it be possible to reduce the base tax, production or manpower in your provinces?
And for ennemy ones during wars?
 

Denkt

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Will there be an advantage to build the lower buildings before the upgraded ones execpt from the bonus they already give?
Will it be possible to reduce the base tax, production or manpower in your provinces?
And for ennemy ones during wars?

You are maybe forced to start at the bottom of the building tree.
 

AKronblad

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Next week, we’ll talk a little about something that fits England very well..
Cool ideas, the ones about the buildings And something fitting England: must be a parliament mechanism, right?
 
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nalivayko

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Well, drowning in monarch points is just pure luck. How can you be drowning in them while having ideas and keep up with technologies? Stability, reducing war exhaustion (rarely), coring, vassals and everything always get me short on them. Either you are lucky, or you don't play the game efficiently. I can never enact any policies for instance, I never have enough points.

Please tell how to "play the game efficiently", oh wise one :)

If you never have enough points, perhaps, you are the one with a deficient plan... or so one may reason.

There are different ways to play the game. There are different nations to play the game. Western tech nation will often run into "drowning" situation, if the player doesn't play the expansion game. And some of us don't, or try not to. Or want to have an occasional fun "Jihad-less" game. Try Milan an limit yourself to Italy. Those tech bonuses stack up pretty quickly, inflation goes down way too soon. Pretty soon there is nothing you can waste admin points on.
 
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Krajzen

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I rather hope for an improved naval combat system as it is just so obvious that it dosen't work well.

Fun fact: it is a reworked version (in some patch) of previous naval combat which was even worse - when naval battles could go extremely long almost without anyone destroying ships of each other, then retreating to port and returning and so on.
It's arguably less terrible but certainly there is a lot of place for improvements...
 

WeissRaben

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Fun fact: it is a reworked version (in some patch) of previous naval combat which was even worse - when naval battles could go extremely long almost without anyone destroying ships of each other, then retreating to port and returning and so on.
It's arguably less terrible but certainly there is a lot of place for improvements...
It's not that much of a rework - while the stats for damage and stuff have been tweaked, the system underneath is still more or less the same. Now, if they did what they did for V2...
 

zdlugasz

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-Unique buildings are gone. Confirmed by Johan in the old thread. They may have become regular buildings, with regular province bonuses.
yeap, I have read it, but unique give national bonuses, so if we can build "normal" university in all cities things will get out of hand. On the other hand if you can build only one in your country (in slot), it is still unique building, although sharing place with marketplace ...; so I do not get it (unless there wont be universities at all)

-From the screenshot you can see that the manufacturies button is no longer there, so I think it is safe to say that these changes are affecting them. Whether that means that they're outright removed, or if they are still there but take up a building slot, remains to be seen.
I see, thus my question

Johan said above that if you can build a town hall then you can no longer build a courhouse. I take that to mean that if you have unlocked the tech to build a town hall, which replaces the courthouse, then you will be able to build the town hall in a province without having to build a courthouse beforehand (because you can't build the courthouse anymore).
IMO it is self-contradictory:
Johan said:
Town Hall has 1 pre-requisite that it replaces.. The courthouse, which gives -3 unrest and comes much earlier.

If you can build a town hall, you can no longer build a courthouse, and if you build a town hall where you have a courthouse, it will replace the courthouse.
Prerequisite implies that it must be build (and it would be strange that you can build it cheaper = without building courthouse)
Although second sentence implies what you said.

Buildings are likely going to be local bonuses only. Things can get out of hand quickly if you can build +25% global manpower buildings everywhere.

I never implied/dreamed/wanted that "normal" building gives global bonus.For me it was obvious that +25% of manpower is local (as buildings in armory/marketplace/docks line ).
Still, building armory in Moscow and other population centers will probably give more manpower than all Siberia), thus core Russia can be slightly upgraded and will produce a lot of manpower/money/... and Siberia will give trade/production only without need to develop infrastucture.

Thus my question is will building tall provide more bonuses, which will depend on infrastructure
 

Kharisian

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I'm kind of hoping it's not naval combat that is the new boon for England, personally. As interesting as it would be to have a slightly better system for that, I'd much rather see something done more for internal governance or diplomacy, both of which would be big things to see changed for England. Given how much internal strife there is in England (enough that the events at the beginning are focused around that) and how the empire developed, it'd be cool to see it some strong changes on that front. Especially since a big change requested by the community is more to do during peacetime.
 

Denkt

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I'm kind of hoping it's not naval combat that is the new boon for England, personally. As interesting as it would be to have a slightly better system for that, I'd much rather see something done more for internal governance or diplomacy, both of which would be big things to see changed for England. Given how much internal strife there is in England (enough that the events at the beginning are focused around that) and how the empire developed, it'd be cool to see it some strong changes on that front. Especially since a big change requested by the community is more to do during peacetime.

Their is no reason that they can't do both + more.
 

Zak Preston

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sorry for caps, but...
AM I DREAMING?
WE DID IT!!! WE F***ING DID IT!!!! MY EFFORTS WEREN'T FUTILE! I love PDS, I've spent around 3k hours playing your games. Not any single-player franchise hasn't approached this goal even remotely.

At last I would be able to build a powerful but not too large state! somewhere in Caspian steppes or play as a small Ireland without conquering England or Scotland. Or turn Caucasus into a heaven on Earth, to say nothing of powerful restored Rus' (Ruthenia) that develops it's territories, instead of conquering new lands.
 
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Kharisian

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Their is no reason that they can't do both + more.

Sure. But we've already seen an update on the naval front, and if they are going to just talk about one "something" in the next update I'm hoping it's something other than what England could do with her boats. In large part because seeing more peacetime stuff coming in would be cool.
 

Zak Preston

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Hello, and welcome to a new era of EU4 development, where we’ll have development diaries talking about what we are doing almost every week.

One of the criticism we’ve had regarding EU4, have been that the game has always premiered conquest, and if you didn’t expand, you fell behind. In the next major update, you’ll be able to make an empire that is more focused on tall than on wide. After all, it is just common sense of us to listen to what the community is requesting.

Most of you are familiar with the concept of base tax. This permeates the game at so many fundamental levels, with everything from forcelimits to coring costs being coupled to this. We also had a value in a province that was called manpower. Trade-Goods produced was arcanely connected to the basetax, and there is not a single human being that could calculate how much manpower in a province actually

Now we have 3 separate values in a province called Base Tax, Base Production & Base Manpower.

Base Tax affects your monthly tax income as before, and also increases your defence against hostile spies.

Base Production impacts the amount of trade-goods produced in the province, and how quickly ships gets build in the province.

Each level of base manpower increased your nations maximum manpower by 250, and also impacts the garrison growth in the province, and how quickly regiments is recruited in that province.

All of them together is called “Development”, which describes how heavily populated and built up the province is. Each level of development increases the supply limit, forcelimits for your armies and navies and makes it harder to converts its religion.

Finally, the development level also allows you to be able to build more buildings in that province.

Wait?

What am I talking about here? Well, first of all, we have reduced the amount of possible buildings, as a large part were fillers. Secondly, we removed the power-cost for building buildings. And finally, not every province can have the same amount of buildings. Currently, a province can have 1 building as default, with some terrains like desert or mountains reducing it by 1, and some increasing it, like farmlands. And, every 10 development allows another building slot in a province. So Paris may be able to have 6 buildings in 1444, while Figuig can not support a single building.




Now you say that we haven’t really talked that much about wide versus tall, but bear with me.

You will be able to spend adm, dip or mil power to increase base tax, production and manpower respectively in a province, where of course the cost keep increasing, but if you dream about a 20 base tax Dublin, then you can do that :) Doing this in deserts or arctic climate is far more expensive than doing it in better climates. The ideas that affected build power costs, now affects the cost of improving your province. There is also technologies that decrease the cost of improving development in the later half of the game.

SgIW348.jpg


Here’s the example of a few buildings in the game.

Marketplace - Dip4 - +2 Trade Power - 50 gold
Barracks - Mil 6 - +25% Manpower - 50 gold
Cathedral - Adm 19 - +3% Missionary Strength & +40% Tax Income - 200 gold
Stock Exchange - Dip 22 - +100% Trade Power - 400 gold
Town Hall -Adm 22 -5 Local Unrest - 400 g

Next week, we’ll talk a little about something that fits England very well..

A-W-E-S-O-M-E!
I'd like to ask a few things:

  • Will there be any peace-time activities to fill idle time in next DLC?
  • Will there be any additional diplomatic options like "force Royal Marriage" or some military cooperation?
  • Wlll Eastern European territories get some love from map designers? =)
 
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josh127

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Will there be any peace-time activities to fill idle time in next DLC?
We most definitely need a grand hunt to take our 1/2/1 heir on. ;)
 

Kharisian

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  • Europa Universalis III Complete
  • Europa Universalis IV: Mandate of Heaven
  • Shadowrun Returns
  • Europa Universalis III Complete
  • Cities: Skylines - Parklife
  • Stellaris: Synthetic Dawn
People have been suggesting it's something for local representation, like England's parliament, or something to do with Republics in general. Both of which might be a cool mini-game to have during peacetime.