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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:

grommile

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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
I'm not clear exactly what you're asking, but I think it's safe to assume that this mechanic is never going away.

People have been whining about it for, like, a decade.
 

Swight1

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Although I like historical easter eggs, the swedish +100 cannons will make it the best navalpower in the game, if one cycles his ships in a multiplayer battle well, this ship will sink 4-5 heavies every engagement, this seems broken to me, is this ship actually coming in the next expansion or is it a joke?

I truely hope this doesnt make it to the live version as it will have very unwanted effects on the multiplayer of the game,
Im a long time "competitve" mp player and this really worries me, I understand that this will be just flavour in the singleplayer but still,
paradox has done great things for the multiplayer community last couple of dlc's I hope they are considerate about how strong a joke should be.
 

PeterCorless

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You can buff the Espionage branch all you want. Still not taking it. Here's why:

Generally, in a many-sided game, it is generally better to make choices that advantage you, like more troops, a stronger economy, etc., than try to disadvantage specific enemies.

For that reason, Espionage as an idea group is simply always going to be worse than everything else.

I'd suggest it would simply be better to scrap it, and divvy the Espionage idea group's stuff across other ideas (if they are worth keeping at all) than continue to try to make it work.

It's like "Fetch." It's never going to happen.
 

PeterCorless

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Expansion ideas currently get picked more than Administrative?

That was unexpected.

Not at all. Most people that choose Exploration (the #1 idea group) then choose Expansion as a follow-on to get the extra colonist. Otherwise you can't keep up. Also, Russia inevitably chooses Expansion just to go eastward into Siberia. Hell, I've seen many African nations take Expansion to get into the deepest parts of the Continent, even if they're not interested in colonization per se.
 

-Makros-

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You can buff the Espionage branch all you want. Still not taking it. Here's why:

Generally, in a many-sided game, it is generally better to make choices that advantage you, like more troops, a stronger economy, etc., than try to disadvantage specific enemies.

For that reason, Espionage as an idea group is simply always going to be worse than everything else.

I'd suggest it would simply be better to scrap it, and divvy the Espionage idea group's stuff across other ideas (if they are worth keeping at all) than continue to try to make it work.

It's like "Fetch." It's never going to happen.

Espionage is now better than influence for large-scale conquest in single player. As it stands right now it doesn't need any buffs because it is quite strong.
 

randomgamer71

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The problem with espionage (the idea group) is that espionage (the game activity) is lame and boring. If it wasn't necessary to fabricate claims nobody would bother with it. it is something you do when you have idle diplomats and even then is not so helpful. It is significant that to buff the idea group they had to add something that is totally unrelated to spy networks.
 

grommile

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For that reason, Espionage as an idea group is simply always going to be worse than everything else.
As the Ottomans, unless I have Unify Islam as a campaign objective (and thus would be taking Religious as first or second pick), I'd probably rather take 1.28 Espionage (with its AE Impact and faster-for-two-reasons claim fabrication) than 1.28 Influence (which is becoming more strongly oriented towards subjectswarm gameplay).
 

Wixelt

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Although I like historical easter eggs, the swedish +100 cannons will make it the best navalpower in the game, if one cycles his ships in a multiplayer battle well, this ship will sink 4-5 heavies every engagement, this seems broken to me, is this ship actually coming in the next expansion or is it a joke?

I truely hope this doesnt make it to the live version as it will have very unwanted effects on the multiplayer of the game,
Im a long time "competitve" mp player and this really worries me, I understand that this will be just flavour in the singleplayer but still,
paradox has done great things for the multiplayer community last couple of dlc's I hope they are considerate about how strong a joke should be.

Sweden is not overpowered!
 

TheMeInTeam

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Not at all. Most people that choose Exploration (the #1 idea group) then choose Expansion as a follow-on to get the extra colonist. Otherwise you can't keep up. Also, Russia inevitably chooses Expansion just to go eastward into Siberia. Hell, I've seen many African nations take Expansion to get into the deepest parts of the Continent, even if they're not interested in colonization per se.

Expansion is generally a misplay in both SP and MP, for different reasons. It's a trash tier idea group overall and seeing it in the top half of pick rates makes me question the reasoning process of a substantial portion of the player base.

In SP, you don't need to "keep up" in the colony race, you can easily take colonies in war or better yet, full annex the overlord to get all their colonial nations. With the tariff nerf (with typical UI bug included) and introduction of an alternative method to get started in trade company land expansion ideas are worse than ever before.

As for MP, they offer nowhere near the value of economic, innovative, and religious in terms of ADM picks with good MIL policies so they're in the trash bin for that setting too.

As the Ottomans, unless I have Unify Islam as a campaign objective (and thus would be taking Religious as first or second pick), I'd probably rather take 1.28 Espionage (with its AE Impact and faster-for-two-reasons claim fabrication) than 1.28 Influence (which is becoming more strongly oriented towards subjectswarm gameplay).

Most of the Unify Islam requirements are Islamic at the start, you wouldn't need to rush religious. I suppose next patch the fact that converting provinces will cost more than your army otherwise that it will be more mandatory to halve the cost then.
 

Wixelt

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You could do with religious ideas to convert your greek cores to get the all Islamic provinces requiment quicker.
 

TheMeInTeam

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You could do with religious ideas to convert your greek cores to get the all Islamic provinces requiment quicker.

You can convert these long before you can get all the required province for unified Islam w/o religious, just by hiring an inquisitor and maybe using enforce unity edict if necessary. Converting a 30+ dev province would take a few years, but most would be under 2 years and there aren't that many.
 

grommile

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Most of the Unify Islam requirements are Islamic at the start, you wouldn't need to rush religious.
This is true. The Balkans, on the other hand, are Orthodox :)
 

Commonblob

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You can buff the Espionage branch all you want. Still not taking it. Here's why:

Generally, in a many-sided game, it is generally better to make choices that advantage you, like more troops, a stronger economy, etc., than try to disadvantage specific enemies.

For that reason, Espionage as an idea group is simply always going to be worse than everything else.

I'd suggest it would simply be better to scrap it, and divvy the Espionage idea group's stuff across other ideas (if they are worth keeping at all) than continue to try to make it work.

It's like "Fetch." It's never going to happen.

Yes, espionage as a game action isn't very important. But espionage is really a misnomer for the idea group in question which is actually a mish-mash of different ideas without a real unifying theme. It's now the "-20% AE, +1 diplomat, -0.1 corruption" idea group.
 

TheMeInTeam

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Yes, espionage as a game action isn't very important. But espionage is really a misnomer for the idea group in question which is actually a mish-mash of different ideas without a real unifying theme. It's now the "-20% AE, +1 diplomat, -0.1 corruption" idea group.

And claim spam. In the age of absolutism, that's not going to do a lot for you. Early on, if you plan you'll barely spend DIP in peace deals.

Still weaker than current influence for SP, but a competitive DIP choice next patch for humanist route.