Hello and welcome to another EU4 development diary. There has been a fair amount of bugfixing going on for 1.17, and our current estimated release week is the second week of May, if the gods smile upon us.
One of the many balance things we have done for 1.17 is further tweaks to the covert actions. First of all, instead of having all of the cool unlocks tied to the Espionage idea group, making it a too binary choice, we have moved the unlocks from ideas to tech.
As you can see from this screen, you gain espionage abilities at about every 3rd level, with Agitate for Liberty being late, and stealing maps early in the game.
We have completely changed the Espionage Ideas, removing the unlocks and adding some new more interesting abilities, to create an ideagroup focused on internal strength.
For modders, there’s a new modifier called 'reduced_liberty_desire' which reduces the liberty desire of all your subjects. We primarily use it in the espionage ideas for now, but will probably be applied at more places later on.
We moved the claim fabrication idea from Influence to Espionage. And what did Influence get, well.. They get an idea which increases prestige and heir chance, because monarchies are cool..
Another things we did with spies, was reducing the spy discovered cooldown to 3 months, instead of 5 years.
While the code now supports to put Fabricate Claims behind a tech, it is still going to be allowed from the start of the game, as we have assigned it to tech 0. If a modder wants to put it later in their mod, its very trivial.
There have been some changes to how Claim Fabrication works. First of all, the cost of fabricating a claim is now 30 off your spy network, before other modifiers. If you already have claims on a nation, you cost increases by 10% per claim you have on that nation.
With the threshold of discovery being above 25 in Spy Network, there are now risks with building up a spy network to fabricate claims, unless you have invested into Espionage Ideas, which reduce the cost.
Claims are there to save you from major stability hits when you declare war, and to make it possible to fight wars inside the HRE without the emperor stomping down on you. There is no longer a small reduction in AE when using claim war goals, but it will still be cheaper to take it in dip power.
If you are not eager to directly gain territory yourself, we are working on adding a casus belli which is valid against all your rivals at all time, where you humiliate them, or force them to release nations or return cores.
Oh yeah… The impact from Religious Unity on corruption have dropped from 0.5 to 0.1.
One of the many balance things we have done for 1.17 is further tweaks to the covert actions. First of all, instead of having all of the cool unlocks tied to the Espionage idea group, making it a too binary choice, we have moved the unlocks from ideas to tech.

As you can see from this screen, you gain espionage abilities at about every 3rd level, with Agitate for Liberty being late, and stealing maps early in the game.
We have completely changed the Espionage Ideas, removing the unlocks and adding some new more interesting abilities, to create an ideagroup focused on internal strength.
- Efficient Spies: +50% Spy Network Construction & -10% Advisor Costs
- Agent Training: +1 Diplomat
- Vetting: +33 Foreign Spy Detection, +10% Provincial Trade Power
- Additional Loyalist Recruitment: -10 Liberty Desire in Subjects.
- Claim Fabrication: 25% Fabricate Claim Cost
- Privateers: +25% Embargo Efficiency & +33% Privateer Efficiency
- Audit Checks: -0.1 Yearly Corruption
For modders, there’s a new modifier called 'reduced_liberty_desire' which reduces the liberty desire of all your subjects. We primarily use it in the espionage ideas for now, but will probably be applied at more places later on.
We moved the claim fabrication idea from Influence to Espionage. And what did Influence get, well.. They get an idea which increases prestige and heir chance, because monarchies are cool..
Another things we did with spies, was reducing the spy discovered cooldown to 3 months, instead of 5 years.
While the code now supports to put Fabricate Claims behind a tech, it is still going to be allowed from the start of the game, as we have assigned it to tech 0. If a modder wants to put it later in their mod, its very trivial.
There have been some changes to how Claim Fabrication works. First of all, the cost of fabricating a claim is now 30 off your spy network, before other modifiers. If you already have claims on a nation, you cost increases by 10% per claim you have on that nation.
With the threshold of discovery being above 25 in Spy Network, there are now risks with building up a spy network to fabricate claims, unless you have invested into Espionage Ideas, which reduce the cost.
Claims are there to save you from major stability hits when you declare war, and to make it possible to fight wars inside the HRE without the emperor stomping down on you. There is no longer a small reduction in AE when using claim war goals, but it will still be cheaper to take it in dip power.
If you are not eager to directly gain territory yourself, we are working on adding a casus belli which is valid against all your rivals at all time, where you humiliate them, or force them to release nations or return cores.
Oh yeah… The impact from Religious Unity on corruption have dropped from 0.5 to 0.1.