• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:
First of all, well done! I really like the ideas and I was surprised by the new flagships!

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.

Could we get specific ones also to some other important navy nations? For example something for England/GB. What about Venice and Morocco/Berber nations?Venice could get some specific modification representing their superior tradefleets/ very strong and important Galleasses. Berbers could get some specific ones towards better raiding efficiency. Lübeck would be another interesting choice. Imo these nations would desevere a specific.
Denmark should also get something special!
 
Last edited:
@Groogy - IMO naval barrage and flagships could be locked behind naval idea group - it would make more sense that only specialized tag is able to both construct great ships and use them in the sieges. Secondly it would highly increase worth of naval ideas.
 
Naval and Maritime, are still bad idea groups though, Maritime got nerfed hard with the loss of the +2 leader maneuver. As long as I build more Heavy Ships I win, no matter what, the Naval combat.

I like the rest of the changes though.

Thats not how naval combat works.
If you want you can try it out, 15 high quality durable heavies sink any fleet cause of the static naval combat width + morale hit when you sink a ship
 
...huh didn't you guys nerf Maritime here? +1 Naval Tradition and +2 Admiral Maneuver were great for trade, and now you gave us... Naval Tradition from Trade... and an extra leader... This almost make the group worse than Naval.

Espionage's 5th idea sounds weird too. I mean, why would I waste time fabricating a claim for my vassal instead of for me?

@Groogy - IMO naval barrage and flagships could be locked behind naval idea group - it would make more sense that only specialized tag is able to both construct great ships and use them in the sieges. Secondly it would highly increase worth of naval ideas.

Seconding this.
 
Perhaps I'm missing something, but what's the point of making claims for your vassals if you can just make the claim yourself and grant it to your vassal without the idea?
 
If this works in enemy Land, that will be a huge deal
I guess available mercs was better, especially in multiplayer, but this thing is very cool too.
I like flagships and art barrage for fleet (but it seems weird there is no France or England, but Carolux Rex is ready with 100 new cannons), i guess u can go further by giving fleet more strategical position in almost every situation
I guess this rework changes are not enough to make other ideas more used(excluding expansion, this one may be cool now), but maybe some good policies between them would do a thing. (like espionage+defensive)
 
Some interesting changes to be sure, but I'm not entirely sure whether the claim fabrication on behalf of your subject is actually of any benefit. As of now, you can just mark provinces red in the diplomatic feedback interface and set the country as hostile, which already makes vassals fabricate claims like crazy. Sure, sometimes they happen to refuse, but in most cases they are pretty reliable. So basically you get 90% of funcstionality of that idea for free and without the need to spend your own diplomats.

Another thing is that claims fabricated by overlord should probably not apply opinion malus with the target to the vassal, but rather to the overlord, though that's just a nitpick.

It will be useful for my mod. I've seen that vassals of an imperial city (Yes, I tried an imperial city only run) do not make claims. Could've been a problem from my side, but it will still make life easier.
 
...huh didn't you guys nerf Maritime here? +1 Naval Tradition and +2 Admiral Maneuver were great for trade, and now you gave us... Naval Tradition from Trade... and an extra leader... This almost make the group worse than Naval.

Espionage's 5th idea sounds weird too. I mean, why would I waste time fabricating a claim for my vassal instead of for me?



Seconding this.
They deleted manuver? It was one of the strongest in this idea, also for battles (manuver increase combat width or something similar, it's very cool for battles, even better than fire or shock)
 
Last edited:
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.
Espionage is now a must-have for Poland!
Otherwise, great additions, but I'm kinda sad about the religious change... No more converting other Christians in two months... :p
 
Is everyone able to use naval barrage or just Portugal?

If only Portugal can use Naval Barrage I’ll be extremely dissatisfied: have you ever hear about the Venetian “Fanti da Mar”?

What about Venice and Morocco/Berber nations?Venice could get some specific modification representing their superior tradefleets/ very strong and important Galleasses.

This. Having a thousand modifier for Spain and Portugal only is a big shame for such a game filled with any kind of nations.

By the way, how can be that a Galley Flagship costa as much as a Heavy Flagship?? It makes no sense at all, since the Flagship comes from a base ship that costs one fourth of the heavy ship one. A galley Flagship should cost less than a Heavy flagship.

Also, the new idea groups seem kind of unbalanced, especially Espionage and Influence. Espionage was filled with bonuses but there is no advantage yet to espionage operations for picking the damn Espionage Ideas.

EDIT: Also Maritime Ideas has been nerfed, not buffed.
 
Last edited:
@Groogy Will there be events where you can get a flag ship with historic names just like you can get many historic rulers and military leaders names?

I am Dutch and the ship the flying dutchman just must be in it. The ship is in SpongeBob SquarePants. for example when you are Dutch, and you finish building or you have a flag ship you can get a modifier to get the flying Dutchmen and lose a bucket load of ducats and get a few extra percent’s fire damage.