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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:

Hydra01

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The Swedish flagship seems a little tiny bit OP. Also wouldn't it be more logical and give the player more freedom if the extra modifications were part of an idea group instead of a country? It makes those idea groups actually more useful and doesn't shoehorn you as much into playing specific countries. I mean the Spanish and Portuguese get like 3 mods each while the English/British get none. And there also is no possibility to get my own modification if I make Morocco or Ireland a major naval power for example.
I completely agree with what you said as this looks to be just another great powers/lucky nations buff for the most part. That said since they are unlikely to change it I just hope that they at least add more countries such as Britain/France and maybe even some more minors. It doesn't have to be a combat buff for them, just increased supply range for a fleet could be a great one early game.
 

Anastasius.H

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If they change -2 RR or -10 years of separatism in humanist into something worthless at least I could hire a theologian to sort of counteract the nerf. But tolerance? What should I do except going for TC land? Low tolerance means low RU which in turn increases corruption and then affects all kinds of stuff. The devs said they don't want massive conversions, but now we are supposed to massive convert non-TC lands again? I'm a little confused with the current development direction. What is the devs' current stance on expansion and blobbing?
 

lolada

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@Anastasius.H Just need to plan and pick up one religious unity policy and its sorted. Or convert more or give some wrong religious land to vassals. Anyway, you dont have to have 100% unity all the time.
Their stance.. nerf blobbing. Which is very problematic since this game is all about blobbing... If they would nerf blobbing to make it harder and interesting it would be fine.. but they are nerfing it to be more annoying and boring ...
 

boehm

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Find it a bit weird that +2 Maneuver is removed from Maritime, I'd rather have that than 25% cheaper admirals.

25% cheaper admirals is meh ... but +2 maneuver IMO has been somewhat OP for Maritime in that it is a very powerful combat bonus ... which IMO makes the Maritime group more combat orientated than it should be. In my view Maritime should be a hybrid group enabling Trade, Colonization/Force projection and yes Naval Combat (see the mod in my signature)
 

lolada

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25% cheaper admirals is meh ... but +2 maneuver IMO has been somewhat OP for Maritime in that it is a very powerful combat bonus ... which IMO makes the Maritime group more combat orientated than it should be. In my view Maritime should be a hybrid group enabling Trade, Colonization/Force projection and yes Naval Combat (see the mod in my signature)

Thats where are they going, are there yet i am not sure. So Maritime is now supposed to be group that gives you lots of ship (50% bonus) that you are supposed to use to protect trade and privateer. Besides that you get 10% cheaper ships and can blockade and repair more efficiently. You get some navy tradition, if you use more than 50% of your force limits thats 1+ navy tradition yearly, which is both combat and trade bonus.

Looks ok-ish, not great, but usable. Too bad they are too careful and don't want to sweeten the deal... 20% ship costs buff and 10% trade efficiency for example would be nice. for example 33% light ship combat or 10% ship durability somewhere in there.

For example, Maritime 3rd idea could be thrown out, nobody would even notice... you already get 50% more sailors.. and automatic repair. These numbers in idea are too low to matter.

Sheltered Ports
+10%
Global ship repair −10% Sailor maintenance
 

grommile

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What is the devs' current stance on expansion and blobbing?
Conquer India.

If they want us to believe differently, they need to show real evidence, not just platitudes.
 

Hydra01

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Also what the heck there hasn't been a single ship in human history that could be representative of that. Santisima Trinidad herself carried 140 which would be what the Early Carrack would carry with this.

The Three Decker in this would have 220 guns which almost double the realistic maximum of what such ships could carry. None of the ship classes at any tech level could be built large enough to carry that kind of weight without the ship's spine breaking. This is the equivalent of adding 1200mm guns to a ship in Heart of Iron. As someone with an interest in naval history this is more than a little triggering. o_O
 

Thrudgelmir2333

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Also what the heck there hasn't been a single ship in human history that could be representative of that. Santisima Trinidad herself carried 140 which would be what the Early Carrack would carry with this.

The Three Decker in this would have 220 guns which almost double the realistic maximum of what such ships could carry. None of the ship classes at any tech level could be built large enough to carry that kind of weight without the ship's spine breaking. This is the equivalent of adding 1200mm guns to a ship in Heart of Iron. As someone with an interest in naval history this is more than a little triggering. o_O

They'll just make up some argument about how the total firepower on each side had an equivalent amount of weight

.... to sink! Muhahahahahaha
 

TheMeInTeam

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@Anastasius.H Just need to plan and pick up one religious unity policy and its sorted. Or convert more or give some wrong religious land to vassals. Anyway, you dont have to have 100% unity all the time.
Their stance.. nerf blobbing. Which is very problematic since this game is all about blobbing... If they would nerf blobbing to make it harder and interesting it would be fine.. but they are nerfing it to be more annoying and boring ...

Lower unity tanks absolutism a bit and has a stacking unrest factor (intolerance + unity). Unless they rework policies, "take a policy" isn't too viable; the only unity policy with humanist requires aristocratic (and having it you will still fall under 100% with sub-0 tolerance).

In practice, these changes will barely move the needle for faiths like Islam, Hindu, or Fetish but will absolutely trash any non-Abrahamic faith that doesn't have in-built tolerance...which are already some of the weakest in the game and effectively false choices right now, BEFORE the nerf.

You get a resulting degenerate incentive. If going humanist players can just opt to be "all Islam all the time" and just foist some heathen provinces into the Dhimmi for +2 tolerance at 60% influence. Tolerance and unity will basically never be an issue like that. Same goes for Fetish and especially Tengri (pick yellow shamanism and sync heathen tolerance via Hindu or Mahayana). Anything other than Christianity or those isn't a "real" religion and should switch, except maybe nations starting as Confucian who just harmonize like a snail as usual.

The only mildly interesting thing to me is that maybe the conversions will cost so much that Christianity gets dethroned as the obvious best religions in the game.
 
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TheRipper69-PT

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Also what the heck there hasn't been a single ship in human history that could be representative of that. Santisima Trinidad herself carried 140 which would be what the Early Carrack would carry with this.

The Three Decker in this would have 220 guns which almost double the realistic maximum of what such ships could carry. None of the ship classes at any tech level could be built large enough to carry that kind of weight without the ship's spine breaking. This is the equivalent of adding 1200mm guns to a ship in Heart of Iron. As someone with an interest in naval history this is more than a little triggering. o_O

Portugal had...
https://en.m.wikipedia.org/wiki/Botafogo_(galleon)
 

TurtleShroom

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Plutocratic Ideas is one of my favorites, behind only Colonialism Ideas. That's because of that warm, fuzzy feeling I get for being good to my peasants, although the benefits are nothing to sneeze at! I never get to pick it, though, because it is so restricted. About the only time I can ever do it is as a Siberian Clan Council, because Merchant Republics (one of my prior favorites) are no longer fun (you can't expand more than a few states) and Vehce Republics (e.g. Novgorod) are forced to establish a monarchy if they form Russia, which defeats the point of playing Novgorod, IMO.

Will there be more random-ness to the picking of Ideas for AI-controlled nations? I'd really like to see more colonial nations besides the already OP usual suspects.
 

TurtleShroom

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Also, I am so glad that the Missionary mistake is finally out the door! Thank you so much for listening and reversing that error!
 

Thrudgelmir2333

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Forts should cost -50% as a Portuguese Idea... That was one of the pilars of our empire... Defense! And there are a lot of them in Brasil, África and Asia!

Completely disagree. That's a waste of a perfectly good idea slot. Money coming in from trade and conquest as Portugal can more than fund the construction of any fort you want anywhere on the map and the first flavor tier for the construction of Elvas and oversea forts is already implemented in Évora and Ceuta. Native assimilation and a Reconquista spirit military boost would both be more useful and speak closer to the country's personality.
 
Last edited:

noldorin

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Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty which applies a −25% military tactics to those armies until their ratio has been restored to normal. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest. ..

when will this be set ? I dont like this. these restrictions make the game tedious @Groogy