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EU4 Development Diary - 2nd of February 2021

Welcome everyone to another development diary for Europa Universalis IV. This time it's yet another short one, written by me, talking about some new mechanics.

First of all, we are changing the Plutocratic Government Reform. For those that do not recall what it is, it's a reform available to countries in either of the indian, muslim, chinese or east-african technology groups. Previously it gave a merchant and affected the influence of some estates.

In 1.31 it will become far more powerful, as it will also get all the benefits and drawbacks of a merchant republic, including trade posts & trade leagues. This will make it possible to create a powerfully focused trading nation in the east.
eu4_19.png

Secondly, as you may have noticed in the previous screenshot, this reform also unlocks something called “draft transports”. This is an ability that comes with the next expansion, and allows you to quickly get transports at a cost that may be beneficial to you if you are a smaller nation.

Drafted Transports will begin construction in as many ports as needed, just like building a template, and the amount of transports you get depends on your naval force limits.

Drafted Transports take half the time of a normal transport to build.

Drafted Transports cost a fraction of your income instead of a fixed amount, so it is not really beneficial to large empires, but it is a great way to quickly and cheaply get a new transport fleet when playing a lesser naval power that can not afford keeping it around all the time.

eu4_20.png

Next week, we’ll be back, talking about a new feature that may either be unprecedented or something really really lasting.
 
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That's totally unfair. They get merchant republic mechanics while still having estates? Regular merchant republics should get estates too then!
 
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If Paradox is worried about offending the three people who would actually mind if Merchant Republics lost factions and gained (essentially baseline) estates, then they could make it a government reform:
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Broaden Power Base (Requires: Has merchant-republic style factions and no estates)

"As our republic grows from a single city to a mighty realm, we must now take into account the desires of entrenched powers outside mother [capital name]."

Gain Estates.

---

Done.



EDIT: I would put it under the "Frequency of Elections" tier, so it competes with "Consolidate Power in the Doge " and "Disperse Power Across the Cities" for consideration of what sort of merchant republic you are.
 
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You get events for it being high or low, burghers asking you to raise or lower it, it gives more secure income but raises liberty desire of colonies


Because you can't completely scrap dlc features
Would it be considered scrapping a dlc feature to update it with a system which is simply superior?

Im not suggesting to just replace it with monarchy estates, but something similar to dharma estates, completely overhauling the estates would probably not be scrapping a dlc feature and instead be a proper update to a system which is simply outdated.

And it's not like something similar didn't happen with the minority colonization.

But i get what you are saying and I hope johan knows that most players probably would prefer the new estate mechanics.
 
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So now countries that were historically very powerful merchant republics still suck, but if you want to play outside of Europe and do something decidedly non historical you can become a merchant republic which has estates, no absolutism malus, no governing capacity limitations (not sure about this one, but the point still stands), rulers and heirs as generals and PUs if they become christian? It seems pretty unbalanced.

I understand that it's good to give alternative paths, but aren't the countries that actually made such things supposed to be better at it (or at least equally as good)? Also why can't european countries not become plutocracies?

What's the next thing? European mandate of heaven but without the maluses for low mandate? African shogunate with only peaceful vassals?

Please, please, please if you really want to make plutocracies so powerful change merchant republics as well I don't think adding estates would really be enough considering how much more plutocracies get, but it would be the bare minimum.
 
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Can we get a chance to mercantilism so that it's actually a useful stat? It's really not worth investing in at all + prevents the only people that care about it (Merchant republics) from having any colonies. (I care less about this second point than the first). I feel like mercantilism should be much stronger, but in return should mean that more negative relations modifiers for trade you are stealing away from the dominant nation in the node?
 
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Can we get a chance to mercantilism so that it's actually a useful stat? It's really not worth investing in at all + prevents the only people that care about it (Merchant republics) from having any colonies. (I care less about this second point than the first). I feel like mercantilism should be much stronger, but in return should mean that more negative relations modifiers for trade you are stealing away from the dominant nation in the node?
Mercantilism is strong as it is because you can raise it through other means. Whether mercantilism should even be a net positive to begin with is also debatable.
 
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First of all, we are changing the Plutocratic Government Reform. For those that do not recall what it is, it's a reform available to countries in either of the indian, muslim, chinese or east-african technology groups. Previously it gave a merchant and affected the influence of some estates.

In 1.31 it will become far more powerful, as it will also get all the benefits and drawbacks of a merchant republic, including trade posts & trade leagues. This will make it possible to create a powerfully focused trading nation in the east.
Will the nation lose access to the estates and get the factions systems? If so its actually a nerf, if not, then yes this is awesome.
 
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Johan, this maybe over-asked but will Australia have some changes? Since the update is focused on South-east Asia and the Pacific, will we have aborigine tribes to play as?

And about the Plutocratic government, is it going to be just restricted to non-Europeans? Or is the Merchant republic the European sibling of Plutocratic government?
 
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I wish transports were removed altogether and replaced with the CK3-like system where you pay money and armies generate transports when needed, or completely reworked, for example, being used for trade at peace time (one of the transport models is literally called East Indianman, but for some reason is not involved in trade in any way - actually, hurting it because they hog naval force limit which could have been used for light ships!). I don't understand why civilian trade ships are abstracted away completely, but transports aren't. Transports currently are just limiting, micro-intensive and annoying.
 
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One more suggestion: Culture accept & conversion cost for 'same group'

I think the culture accept, and conversion cost for 'same culture group' must be cheaper.
 
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Johan said in his last DD already that he would do this if it would be possible, but it isn't.
Well, considering that us modders can do it, not sure what he means by that he couldn't do it unless he has a different idea of how to do it.

The primary problem i forsee is the crownland thing, which wouldn't really make sense for a republic, but other than that.
 
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Drafted Transports cost a fraction of your income instead of a fixed amount, so it is not really beneficial to large empires, but it is a great way to quickly and cheaply get a new transport fleet when playing a lesser naval power that can not afford keeping it around all the time.
That tooltip says savings of -49% for a price of 231 over normal price of 156. It's a very confusing way to put it, can it please be cleared up better? Maybe say that the savings are 0% and put a red or yellow tooltip line in there saying that the cost of drafting the transports will be more than building them normally?
 
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Also while we're discussing changing merchant republics make the merchant leagues the same king of vassals as tributaries so we can see our trade league in the vassals screen and that automating improve relations with subjects will get the diplomats to improve relations with trade league members.

I think the message is meant to be: "it is impossible because of the amount of work (rebalancing all the merchant republic events, decisions etc. as well as scripting new estates for just a handful of nations)", not "it is impossible because we don't know how to do it".
I could do it in a weekend!
The one person on the ck2 team who made sunset invasion on their free time put in loads more time than this.
 
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Ooh, neat! This is a welcome change, and one I'll look forward to playing around with. Someone else in this thread mentioned that they'd like a buff to mercantilism, and I'll second that. Promoting it is absurdly overcosted for the bonuses it provides. It'd be cool if a little tweak there was included with this change.

Also, sorry for my Cato-like approach to this, but I really hope that the Pacific Northwest will get an update, too, beyond the mission trees and new ideas we've seen so far. Many parts of it were extremely densely populated by tribes with well-documented oral histories and archaeological records stretching back many millennia. Some new tags would be wonderful, but at the very least, it'd be great to see new provinces (ideally some with estuaries and natural harbors, of which the PNW has many of notable size and importance) and impassable terrain to represent the Cascade and Coast ranges (the former of which dwarfs the Appalachians) and give the area some strategic depth.

I wouldn't harp on about this as much as I have, but I worry that if the Northwest isn't updated now, it never will be, as this seems likely to be the last North American update EU4 will see. It'd be a shame to see such a vibrant and fascinating region neglected in the game's final state. Anyway, thanks for all the good work <3
 
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