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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:

orania

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Kinda weird that Netherlands and even Sweden get unique modifications for their flagships, and England/GB doesn't

In the 1600s the size of the Dutch merchant fleet exceeded the combined fleets of England, France, Spain, Portugal, and Germany. There is a whole rediit thread with a discussion on this point. https://www.google.nl/amp/s/amp.red...e_1600s_the_size_of_the_dutch_merchant_fleet/

From the 17th Century the naval super powers should be GB, the Netherlands.
after that France, Spain and Portugal.
 

TheArchduke

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Hmm, I would toss out espionage ideas alltogether. I think everyone is trying to make them worth it since forever.

It feels forced all the time.
 

Xetfield

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Thrudgelmir2333

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In the 1600s the size of the Dutch merchant fleet exceeded the combined fleets of England, France, Spain, Portugal, and Germany. There is a whole rediit thread with a discussion on this point. https://www.google.nl/amp/s/amp.red...e_1600s_the_size_of_the_dutch_merchant_fleet/

From the 17th Century the naval super powers should be GB, the Netherlands.
after that France, Spain and Portugal.

upload_2018-10-31_9-45-7.png


Just to add in more endgame info on this, not disagreeing with anything.
 

TheDungen

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I like Trade, but the usual criticism is that it is a "win more" group, which I guess comes down to the opportunity cost. If you can afford to spend an idea group on something that doesn't directly improve your fighting or growing wide ability, doesn't it mean that you are already in a pretty good position?
I'd say quite the contrary trade is a first pick when you pick it, when you're a minor and got to get a positive economy running.
Will the Adler von Lubeck decision create a flagship?
Not sure that decision/mission is in the game any more.
In the 1600s the size of the Dutch merchant fleet exceeded the combined fleets of England, France, Spain, Portugal, and Germany. There is a whole rediit thread with a discussion on this point. https://www.google.nl/amp/s/amp.red...e_1600s_the_size_of_the_dutch_merchant_fleet/

From the 17th Century the naval super powers should be GB, the Netherlands.
after that France, Spain and Portugal.
I would say the Uk shouldn't really be a top tier naval power until after the civil war, and not the top tier naval power until the last 20 years of the game.
Early game it should be Spain and Portugal (and the ottomans and Venice), then Portugal falls under a union with Spain whilst the Dutch rise as a contender, and then later the british also rise (in many ways learning from the rise of the dutch) as well as the french who aren't a weak naval power before the napoleonic wars.
Denmark is also strong but it's hard to say how strong since they aren't in direct competition with any other power. Sweden is a reasonable naval power, their Skärgårdsflotta (Archipelago navy) did so well against the Russians it kept Gustav III's Russian war from being decided in favour of Russia and it ended with a draw, and despite Denmark being such a powerful naval power they never really managed to leverage it to threaten Sweden at a meaningful level after the Scanian war of 1675.
Oh and the united states of course who's heavy frigates did incredibly well against British but I may be thinking of the war of 1812 rather than the independence war here, american history was never my strongest suite.

Anyway the point is the British navy is an anachronistic meme, just like the endless numbers of the Russians. And quite frankly the British naval dominance is partly because how well they did on that field in the Napoleonic war, leaving pretty much every other navy devastated, and that doesn't so much come down to some inherent superiority as it came down to that Nelson changed the strategies and tactics used in naval warfare and just like with El grand capitain, Maurice of nassau and Napoleon on land it allowed a power to gain an overwhelming advantage for a time.
Really half of Britains naval supremacy should be in an event which can fire after 1750 which gives them those bonuses as a modifier (Early Nelsonian Naval warfare) until end of game. There's a reason that the first naval tech in Vic is called Post-Nelsonian Thought.
 
Last edited:

TheDungen

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That's very.... Stellaris.

So it's probably too smart for EU4
I don't know Eu4 has some city founding misisons already, Dehli has one to form Agra, the mughals have one too. Nogorod one to form Arkhangels and so on. Sweden should get those kind of missions for forming Karlskrona and Gothenburg. And the Karlskrona one could easily be down the line from build the Vasa, so you get some reward eventually for not actually getting your super impressive flag ship.


View attachment 414319

Just to add in more endgame info on this, not disagreeing with anything.
Those are all halfway though the Napoleonic war. All those numbers are fleets severely depleted by war, Britain less so since they had that naval genius Nelson who did very well in these wars (Trafalgar was in 1805, and the Trafalgar campaign before that). They don't represent in any way the naval might of these countries before the breakout of the Napoleonic wars.

When those numbers were true they had already been at war more or less constantly for 16 years.
 
Last edited:

Siggerad

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1. Slow colonization? C´mon guys this is your chance to make Colonization fun and rewarding, not a pain and wait the grass grown mechanic. Plus exploration nerf is just crazy, you are forcing take expansion and exploration ideas, meanwhile the close enemy France is taking quality and economic/trade ideas.

2. Why colonization mechanic is so generic? Catholic nations evangelize and integrated people in the "colonies", protestant nations dont integrated and kill the natives (more like new territories), there is 2 different visions or goals in the expansions; for example elite aztecs were counts, lords, etc and part of the Spanish Empire (search the Moctezuma descendants), you never see a a guy from Lahore be part of the English court, right?

3. Only a few new provinces in Iberia (free patch) and some changes in missions? hmm looks like a full free patch; sorry but i dont see the worth in buying the DLC yet. ( yes flag ships sound good but my army have artillery so...)(ideas changes are not new content, i hope you dont try to make the changes a selling point)
 

Martynios

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What I'm guessing is that this will likely be useful against Lvl8 Fortresses where you usually have to bring a TON of expensive artillery.... but it's being presented to us in the optic of the Portuguese and their African conquests, with the strongest forts being lvl3, only....

So..... what the heck, EU4? Are these just features for the sake of features?

BTW, could people with a longer experience in the forum tell me if previous DLCs have been just as weirdly lackluster at first? Or is it just this one?
It's been like this from Third Rome onwards.
 

MuscovyRunner

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That would actually be a good idea Naval or Maritime. Something like -50% ship upgrade cost.

I agree! Even with the changes in the upcoming patch Naval and Maritime ideas are still barely useful. But an idea that would reduce ship upgrade cost would make me consider chosing that Group. I think it's quite hard to wield a powerful navy.
 

Tha Pink Guy

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I honestly don't understand these changes, I get most people that pick expansionist ideas is because they picked exploration ideas but you guys have turned expansionist ideas into a better exploration ideas with some administrative and Trade idea's qualities. Expansionist is meant to be a catch all term to increase the size of your country by any means, why do you need to make exploration kinda trash in comparison now?

Unless I want the policies associated with exploration then why would I pick exploration when I only use it for: colonising first and colonising quickly. Now it looks like a pick up and drop idea group more than ever. You honestly only need the first idea of exploration (maybe 3rd as well) then when you can see what you need to see, drop it, pick up expansion ideas and wait for Discovery spread?

I will admit I haven't read the last dev diary of expel minorities "cost" whatever that is so I highly doubt 25% will make up for the fact you've lost a colonist.

The only reason I even bother finishing exploration ideas is for the second colonist and because of my brain being trained to see the light bulb and click it. Another thing: You get a merchant as well as the 2 colonist which makes it even more powerful if you want to control trade.

This is honestly a bad idea for both casual colonisers and kinda op for the power gamers whom only care about being able to see something they know what is there. Maybe it's a nerf to power gamers because you have to float an admin idea group instead of a diplo idea group?

EDIT: Just to be clear I'm comparing them 1 to 1 I know if you are a coloniser you get both anyway but it just seems like they are cutting the arm off of exploration to give expansionist two legs to stand on.
 
Last edited:

Cancerofthehead

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The
I don't know Eu4 has some city founding misisons already, Dehli has one to form Agra, the mughals have one too. Nogorod one to form Arkhangels and so on. Sweden should get those kind of missions for forming Karlskrona and Gothenburg. And the Karlskrona one could easily be down the line from build the Vasa, so you get some reward eventually for not actually getting your super impressive flag ship.



Those are all halfway though the Napoleonic war. All those numbers are fleets severely depleted by war, Britain less so since they had that naval genius Nelson who did very well in these wars (Trafalgar was in 1805, and the Trafalgar campaign before that). They don't represent in any way the naval might of these countries before the breakout of the Napoleonic wars.

When those numbers were true they had already been at war more or less constantly for 16 years.

The English/British were the preeminent naval power by the mid 18th century. They did not have the complete dominance of the post-Napoleonic period, but they far surpassed any other lone power. In 1756 (the Seven Years’ War) they had roughly twice times the warships France had and the British Navy was the decisive force in the colonial theatres of the Seven Years’ War, both directly in battle and supporting armies as well as preventing the French from reinforcing.

They were also a close match for the Dutch in the mid to late 17th century.

The English/British were definitely a major naval power for the second half of the timeline of EUIV. But in game terms, they already have a pile of naval bonuses and they don’t need more.
 

raikaria

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The biggest problem is Expansion is you can't explore to expand anywhere in the first place. As long as that remains the case, Expansion will always be picked less than Exploration.

Still; it is a good step.

Also loving how Sweden, a country that was never really a naval power, gets a Flagship unique buff but Great Britain, the nation which rules the waves; doesn't.