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EU4 - Development Diary - 30th of October 2018

Hello and welcome back to another huge dev diary! Today we’ll talk about two new features, a small one and a big one. We then end the diary with two changes to balance. Also as usual, large warning on that all of this is work in progress and might not match the final product!

First up is a small little feature based on the Portuguese Marines and them attacking forts along the coast of Africa and India. Naval Barrage is the same as Artillery Barrage but it requires the cannons of your ships instead of field artillery. It goes by amount of cannons on the coast / 100 to the fort level to determine if you can break open it’s walls. It will cost 50 military points just like the normal Artillery Barrage.

ART NOT FINAL
upload_2018-10-30_9-10-7.png


The Portuguese also gets a small bonus by a change we’ll describe in the next feature for the dev diary.


The big feature of today is Flagships. A more bombastic and expensive ship as the pride of your navy. It houses the commanding officers of the fleet who plan the engagement and mission the ships take part in. They are unlocked to any nation that fields a navy of 3 000 sailors, or 15 heavies worth, and it costs 100 ducats to build.

ART/INTERFACE NOT FINAL
upload_2018-10-30_9-10-43.png


A flagship consists of up to 3 modifications on it. Each modification you pick will raise the maintenance cost of your flagship. Some modifications will only buff the flagship itself but some will buff the entire fleet that it’s part of. There are also some modifications that are restricted to specific nations.

ART/INTERFACE NOT FINAL
upload_2018-10-30_9-39-19.png


Here is a list as of this writing the current generic modifications we have in the game.
  • Mass Load Cannons: 15% more cannons on flagship
  • Hull Sheathing: +50% Flagship Durability
  • Trade Route Map: +1 Trade Power for all ships in fleet (Yes not only lightships)
  • Command Aftercastle: +5% Morale to Ships in Fleet
  • Improved Crows Nest: +5 Engagement Width
  • Mortars: +1 Blockade Impact on Siege
  • Standardized Signal Book: +1 Movement Speed for every ship in Fleet
Then we also have a few country specific ones.
  • Portuguese Navigators: +100 Exploration Mission Range
  • Portuguese Bombardiers: -50% Naval Barrage Cost
  • Portuguese Trade Route Map: +2 Trade power for every ship in the fleet.
  • Spanish Grand Armada: -30% Attrition for fleet
  • Spanish Treasure Fleet: Cannons count twice for hunting pirates
  • Spanish Mass Load Cannons: 30% More cannons on Flagship
  • Swedish Mass Load Cannons: +100 More Cannons on Flagship
  • Dutch Courage: 10% Morale bonus in fleet.
ART/INTERFACE NOT FINAL
upload_2018-10-30_9-36-19.png


Next are the balance changes we’ve done. These are not tied with the future paid content but we are experimenting a bit with it to see how it gets received. There’s been a lot of discussion on the current meta with idea groups both on our forums and other platforms. So over the last couple of weeks we’ve been collecting data on what idea sets that are picked by players to get a proper statistical overview on where the meta lies. For clarification the data as follows is per player, per game. This means if two players in the same game picks the same idea groups, it will be counted twice. If you as a player start two seperate games and pick an idea group it will be counted twice. If you pick a group and then unpick it to pick another, it will count both instances of groups. I hope this explains what the data this is based on actually is.

Now one of the things we can see that Exploration ideas are the most popular idea set of all counting for 11% of the picks. Which makes sense, it’s an idea group that opens up a whole area for the player. Lowest on the list is Plutocracy with an abysmal 0.79%, one I’ve seen many point as an interesting and good group, but it’s unpopularity is probably due to its very scarce availability. Even Aristocracy clocks in on 3% which I've seen some refer to as "trash tier" of the military ones.

So the most unpopular idea groups are the ones we focused the most on, minus plutocracy. They are as follows.
  • Maritime ideas: 1.41%
  • Naval ideas: 1.09%
  • Spy ideas: 1.07%
upload_2018-10-30_9-13-42.png


We also focused on some pet peeves of ours like influence ideas which was the third most picked one, religious, expansion, humanist, administrative, diplomatic and innovativeness ideas. I’ll attach the change log to the end of this dev diary but I’ll try to put some more descriptive text to some of the more important changes.

So first I want to cover the changes to Espionage. Espionage gained the -20% AE Impact from Influence ideas to replace it’s -10% Liberty Desire. In return Influence gained -15% Subject Liberty desire to replace their 25% Heir Chance. Though Espionage gained another little fun feature.

On the 5th idea for Espionage you now get, besides just cheaper fabrication cost, the ability to fabricate claims on behalf of your vassals. This works for any type of vassal except tributaries. Important to note is that the claim will belong to the vassal and not you.

upload_2018-10-30_9-13-52.png


Another big change is to the colonisation game, We’ve thrown things around a little. The first two ideas of Exploration have been swapped and Exploration have been made to be a bit slower in colonization. Instead we have have buffed Expansion ideas to be the idea group that speeds up your colonisation. It gives you two colonist and way faster speed in getting it done. It’s finisher have been changed to give +5 Max States as well.

An experimental thing we are testing out now and seeing how it plays out as well is to put DLC locked values into the idea groups. People have for a long time asked for Innovativeness Gain in Innovative Ideas for instance. Now it got 50% of that, which converts into 5% Idea Cost if you don’t own Rule Britannia. A similar thing is -20% cheaper CoT Upgrade in Expansion ideas and -25% Expel Minority Cost for Exploration ideas.

Last important change is to Religious. The +2% Heretic Missionary Strength have been removed and instead we have 50% Missionary Maintenance there. Now you might be thinking “Well that value is worthless, missionaries costs literally nothing!” We’re changing that and removing the block on religious conversion requiring you to have the province fully cored and stated. Instead it will be a soft block coming from conversion now going to be real expensive. So to be extra clear, you will be able to convert any province again, it will just cost you a bucket load of ducats.

The idea is to have a non-linear cost increase based on the autonomy of the province you are trying to convert. At the moment this is up still for being tweaked and balanced but the raw formula for the yearly cost for all math geeks: base cost + dev factor * development ^ ( autonomy base + local autonomy * autonomy factor) * local/global missionary maintenance cost

upload_2018-10-30_9-14-3.png

Which monthly cost for a 20 development province can be visualized like this with all base and factors being set to 1 and no modifier to the missionary maintenance cost.

It does mean while converting the 100% autonomy territories of 3 dev will cost extra, it won’t be that super more expensive. But if you for instance have Samarkand for some reason try to convert it while it not being cored and states, it’s going to cost you a fair deal.

Following with this change, since missionaries are now actually gonna ask you to pay up, we’ve also changed a bit on how the maintenance slider works for them. Previously you could avoid paying any cost because you just needed to have enough strength on it’s own as the slider only affected the base values of missionary strength. Second if you did lower the slider and could make progress before, but without those 2% you will get a hard stop on any progress to the conversion. Now instead the slider decides how much of your conversion speed is actually generated, so if you are making progress on the conversion and lower it, it will instead lower the amount of progress you get.

So if you are paying dough, you have enough strength, it will always generate some progress for you.

upload_2018-10-30_9-14-29.png


Also with this change it means I've reworked the missionary tooltip also a bit, since missionaries can cost differently depending on where you can see them, it will list all your active missionaries and their cost.

upload_2018-10-30_9-14-34.png


And here's a collection of the balance changes we've covered today.
- Gamebalance: Missionary maintenance cost now costs development^(1+local autonomy)
- Gamebalance: Missionary Maintenance no longer only operates on the base strength but instead it is a percentage of how much progress you get. So now as long as you pay money, you will always get some progress.
- Gamebalance: Expansion 3rd idea buffed to 20 Settler Growth.
- Gamebalance: Expansion 4th idea switched out to be -50% Rival Border Fort Maintenance & -20% CoT Upgrade Cost(Dharma).
- Gamebalance: Expansion 6th idea switched out to be 1 colonist & 5% Settler Chance
- Gamebalance: Expansion Finisher now gives +5 States instead of Maintenance
- Gamebalance: Innovative 2nd idea switched out to be 50% Innovativeness Gain(Rule Britannia) or -5% Idea Cost(Non-Rule Britannia).
- Gamebalance: Innovative 5th idea switched out to be 25% Institution Spread.
- Gamebalance: Religious 4th idea buffed to have 2 Tolerance of Own Faith.
- Gamebalance: Religious 6th idea switched out to be -50% Missionary Maintenance Cost.
- Gamebalance: Humanist 3rd idea nerfed to 2 tolerance of heretic.
- Gamebalance: Humanist 7th idea nerfed to 2 tolerance of heathens.
- Gamebalance: Maritime 1st idea switched to 100% Naval Tradition from Trade.
- Gamebalance: Maritime 6th idea switched to +1 Free Leader and -25% Admiral Cost
- Gamebalance: Maritime 7th idea buffed to give +25% Privateering efficiency.
- Gamebalance: Exploration 1st idea and 2nd idea switched places.
- Gamebalance: Exploration 4th idea nerfed to 10 Settler Growth.
- Gamebalance: Exploration 5th idea tariffs nerfed to 10% and given 20% Envoy Travel Time.
- Gamebalance: Exploration 6th idea switched to give -25% Expel Minority Cost or 5% Settler Chance without DLC.
- Gamebalance: Diplomatic 3rd idea switched out for 0.5 Prestige
- Gamebalance: Influence 2nd idea switched out for -15% subject liberty desire
- Gamebalance: Influence 4th idea switched out for +1 diplomatic relations
- Gamebalance: Influence 6th idea lost +1 diplomatic relations
- Gamebalance: Espionage 3rd idea lost 10% Province Trade Power Modifier.
- Gamebalance: Espionage 4th idea switched out for 20% AE Impact.
- Gamebalance: Espionage 5th idea buffed with Claim Fabrication onbehalf of Vassals.
- Gamebalance: Quantity 5th idea switched out for 33% Supply Limit Modifier.
- Gamebalance: Naval 4th idea switched out for 1 Yearly Naval Tradition.

That’s everything for today! Next week will be @neondt who will be going through a bunch of the country specific flavor for missions.
 
Last edited:

Displacement

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Love the changes to humanist and religious in terms of overall revolt risk reduction. Religious is now clearly the stronger idea group in terms of stacking unrest reduction. And now you can't get above 0 tolerance with just humanist without some policies, religious decisions, or national ideas, which is as it should be. The final change I'd suggest is beefing up the culture conversion aspect of religious to really emphasize the "one faith, one voice" aspect of religious over humanist.
 

Bearjuden

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  • Command Aftercastle: +5% Morale to Ships in Fleet
  • Improved Crows Nest: +5 Engagement Width

These together strike me as significantly more powerful than anything boosting an individual ship. This plus 50% extra flagship durability (to not lose the bonus if someone picks off the flaghsip) seems to me the way to win all naval battles then, no? I mean, +1 blockade bonus is nice and all, but...

Also, are flagships limited to 1 total, 1 per 3000 deployed sailors, or is it just that once you're above 3000 sailors, you can build as many as you want? If the latter, what is stopping you from building 15 heavies, then a boatload of flagships (no pun intended), then deleting the heavies and having a fleet consisting solely of flagships?
 

TrainMachine

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Will there be a visual indication on the naval stack showing that it contains a flagship, like the star that indicates an admiral (or general)? Like maybe a differently shaped or glowing flag attached to the naval stack?

It seems like the sort of thing that would likely make the difference between the AI refusing to engage or rushing in and sinking my whole fleet, so I'd like to be able to tell at a glance where one is present.
 

kgmi

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Why do the British get no unique flagship bonuses? There is a reason people used to say Britain rules the waves..
Has been answered plenty of times here. Same reason Prussia doesn't get elite inf because their whole army is considered elite, same for Britain and the RN. They didn't really use flagships IRL like other nations but a veteran crew and officers in their fleets.
 

dowdpride

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Has been answered plenty of times here. Same reason Prussia doesn't get elite inf because their whole army is considered elite, same for Britain and the RN. They didn't really use flagships IRL like other nations but a veteran crew and officers in their fleets.

https://en.wikipedia.org/wiki/Royal_Navy_Fleet_Flagship

admittedly they only used 2-3 within this games time frame, but they existed and were essential for their defeat of the Spanish armada... so I would say there is a definite historical precedent to allow them to build flagships
 

Xdevo

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The UK already has a special button that gives them +1 to naval rolls for many sea tiles and an absurdly powerful navy that can out-compete nations that the UK struggled with until the late 18th century (cough Anglo-Dutch Wars, War of Jenkin's Ear).

I get complaints that a naval feature isn't for the 'designated' naval nation, but The United Kingdom already has more than enough features and content designated specifically for it.
Spain, despite being quite literally the leading European power for around half of the game, hasn't gotten any unique feature or mechanic to represent its incredibly powerful naval presence in the world.

I'd appreciate if flagships were a feature not just for 4 tags (Denmark, Venice, Genoa, Ottomans, Malacca / Majaphahit, Korea, France), but UK is already overbuffed and full of DHEs, mechanics, and features, let's spread the love a little bit.
 

Testeria

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Could You please add idea group for horde government? Exclusive with aristocratic and Plutocratic?

And maybe, just maybe - for other gov types?
 

Xetfield

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Also it would be a nice flavor touch if at least Flagships could be named by player. The possibility to name every ship would be very immersive.
 

Lys91

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Why do the Swedish get special "boat bonus", but not the British? Could those things be tied to some ideas or something more interesting than the country tags? It would be better that not every gameplay the same because you can shape your country rather than because it has a special feature that may make no sense in the context of the context of a particular game (e.g. France as conquered half of Spain and is a major colonial power, but got no bonus).
 

urisole

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I think the British army already has enough bonds to not need more specific bonds. In addition the supremacy of the British fleet begins at the beginning of century XIX (end of the game), having Spain greater marine and more prepared during the centuries XVI to the XVIII, along with France in the XVIII.

Deputy the defeat of the English Navy 1589 (with a greater number of losses than the Spanish Navy of 1588) and the Battle of Cartagena de Indias 1741 (the largest naval disaster in the history of England and the largest amphibious landing until the Normandy landings in the Second World War). Little is known about this, because when they lost they were ordered not to write about it ...

https://en.wikipedia.org/wiki/English_Armada

https://en.wikipedia.org/wiki/Battle_of_Cartagena_de_Indias

That said, the nineteenth century and that is the British century (represented in the game Victoria) and French.
 

Bki

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Love the changes to humanist and religious in terms of overall revolt risk reduction. Religious is now clearly the stronger idea group in terms of stacking unrest reduction. And now you can't get above 0 tolerance with just humanist without some policies, religious decisions, or national ideas, which is as it should be. The final change I'd suggest is beefing up the culture conversion aspect of religious to really emphasize the "one faith, one voice" aspect of religious over humanist.

I am baffled by how people can be happy by "you HAVE to get annoyed by rebels all game, no exception".
 

Testeria

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Why do the Swedish get special "boat bonus", but not the British? Could those things be tied to some ideas or something more interesting than the country tags? It would be better that not every gameplay the same because you can shape your country rather than because it has a special feature that may make no sense in the context of the context of a particular game (e.g. France as conquered half of Spain and is a major colonial power, but got no bonus).

Because Paradox is a Swedish company and not British one? ;-)
 

Thrudgelmir2333

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And the generic modification are already pretty damn powerful, it's not like you can't recreate the Royal Navy with them.

If people still do think the British should get a modifier, name it. Maybe you can change a few minds here : p