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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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Finally, a little break from the mission trees and actually a glimpse of mechanics.

Only a glimpse.
 
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draft transports... maybe not as the ming. are the number tied to income or naval limit?
Ottomans will be even more fun with debt shenanigans
I feel like merchants should also have a chance of generating a colony in uncolonised provinces within their trade range. Each merchant should have like a 1% chance of generating a colony per year with each +1 of mercantilism increasing that chance by 0.1%.

This would be historically accurate. Not all colonies were directed by government sending off happy little colonists in some massive overarching plan.

There's so much that can be done with that too; if an unexpected colony sprung up in a claimed Colonial Region, then it could trigger an event. For example, say you're playing as Genoa a trade colony spawns in Central America which is claimed by Spain.

You get a pop-up box saying "Our merchants have set up a trade colony in Belize. This region is claimed by Spain and their government is a bit miffed about it."
1) Send an envoy asking for trade concessions = +5 relations with Spain & +1 mercantilism & -10 diplomatic points & the colony stays
2) "Order our merchants to abandon the colony" = +5 relations with Spain & -mercantilism & burgher estate -10 loyalty & the colony is disbanded

Colonies spawned by merchants wouldn't cost upkeep. However, upon reaching 1,000 colonists it would cause a -30 diplomatic hit to relations with Spain as you'd promised it was only a trading post.

Something like that.
Trading posts also often weren't state endeavours but local families who could then be protected by the state. As genoa its practically impossible to have a colony in the americas early on, you'd need to No CB granada or wait for dip tech 20 to charter somewhere in Africa and then expand that way
 
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Johan, I really love that your DDs are filled with actual content, but they are so short it breaks my heart :(
That's probably it takes a lot less time to write about it than to actually design all that
Even if it's just draft transport.


Or maybe simply because they needed to spread the content over a bit longer time..

Or maybe both
 
In case someone wants to play MRs with estates and doesn't mind not having Ironman - Merchant Republic factions presence/lack is moddable; it is trivial to remove them and enable estates instead; works fine out of the box, although the events obviously won't work the same way. The relevant files are government reforms and estates (IIRC in common/governments and common/estates).

You can also keep factions and enable estates, but I found it a bit too wacky on the conceptual level.
 
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I feel like we are starting to drift towards a model of "levies versus regulars" here, which kind of reflects the real-world usage of ships in the earlier half of this period. It's kind of an interesting direction that might be more fun - having the choice between levying larger numbers of merchant ships/feudal levies versus smaller professional forces (and then with mercenary/pirate bands as a third option).
 
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I saw a lot of discussions in the forum about changing the faction system (not only for Merchant Republics, but also for the Pirate and Revolutionary ones) without removing it. A simple idea is adding a mana point of the corrisponding category and removing the drawback for having a faction in power.
Another idea is a change to the Trade League: so that also non OPM merchant republic can stay within a trade league even if it isn't the leader and the ability in a peace deal to force an OPM or a Merchant Republic into a Trade League. In this way a trade city will remain in the league if it menage to gain province or you could put Novgorod back into Lubeck Trade League.
 
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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!
Inb4 merchant republics become viable once more by starting as a regular republic and switching to plutocracy reform, making Venice/Genoa/Lubeck the weakest merchant republics because the devs cba to replace the faction code
 
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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:
---

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 do realise that New Zealand and Australia are two different regions right? As in the Aboriginals are not the same people as the Maori.
You do realise they're the same colonial region atm? And that the Maori aren't the sole native people across NZ, and adding native tags to NZ means Aus is extremely likely to get tags too
 
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You do realise they're the same colonial region atm?
What does this have anything to do with culture? Haida and Salish are in the same colonial region, doesn't mean you can call Haida Salish.

And that the Maori aren't the sole native people across NZ?
They're the ones who were referenced in the dev diary that you mentioned.
 
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What does this have anything to do with culture? Haida and Salish are in the same colonial region, doesn't mean you can call Haida Salish.
Aboriginals, natives, indigenous, all different words meaning same thing
They're the ones who were referenced in the dev diary that you mentioned.
Huh could've sworn they had non Maori tags, I'll check now, but still it stands, there's a new religion in Australia, and if they'd add Maori tags they'd add abo tags, so they can conquer each other, just as Aus wanted GB to let it annex NZ post ww2
 
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I saw a lot of discussions in the forum about changing the faction system (not only for Merchant Republics, but also for the Pirate and Revolutionary ones) without removing it. A simple idea is adding a mana point of the corrisponding category and removing the drawback for having a faction in power.
Another idea is a change to the Trade League: so that also non OPM merchant republic can stay within a trade league even if it isn't the leader and the ability in a peace deal to force an OPM or a Merchant Republic into a Trade League. In this way a trade city will remain in the league if it menage to gain province or you could put Novgorod back into Lubeck Trade League.
Novgorod in Lubeck's coalition would significantly screw AI Moscow; and it is already brain damaged by the Streltsy.
 
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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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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.
Well, AFAIK most republics have crownland so it doesn't matter much.