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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.

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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.

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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.

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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.
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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%
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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.

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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

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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.

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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.

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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.
 
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The idea is to have a non-linear cost increase based on the autonomy of the province you are trying to convert
Instead of all this complicated fluff would it not be easier and more playable to just have unlimited Missionaries
and scale the cost per simultaneous conversions similar to colonies over limit?
 
The four mechanics proposed so far are unimmersive and do not hide the fact that they buff Iberia (and Sweden for an odd reason) without adding anything for the game, really.

The unique bonuses of the Flagships are ludicrous and need heavy rebalancing. For ecample, they could be restricted by the TYPE of Flagship you build. If you build a Galley Flagship, Light Flagship or a Heavy Flagship you could choose different (and so morendo unique bonuses). Also, the cost. If a Heavy Flagship costs the same as a Light (or Galley) Flagship and gets access to the same bonuses, why should we bother building anything but Heavy Flagships and why should you developers bother to give a choice if not for Roleplaying until a cheesy player destroys your fleet with his single Flagship?

I sincerely hope that the WIP alert means something and that more thoughts can be put into this.
 
Will there be an event for Sweden in which their flagship (with unique modification) sinks and instead starts generating money in the capital?
The design did start out with having a +2% attrition at all times on the ship but it wasn't feasible at all to play like that. If we can figure out a fun easter egg, we'll add it. Otherwise it will stay as it is. I mean Sweden not gonna be a naval dominance anyway.
 
Historically nations had several flagships, though in the game for gameplay reasons you can only field one. Though you can capture other nations flagships(They lose their bonuses though but keep the flag on them).
It would be nice if when you upgrade the flagship you could also replace one of the bonuses. I am guessing that otherwise, if you want to change the focus of the flagship you have to disband it and build a new one, right?
 
Naval Barrage on fort sound interesting as long you control the sea.

Flagship? Can you even upgrade them if you have a newer *insert ship from naval tech*? If not I am not too excited about paying more for ships as they are notorious expensive upgrading-wise. Heck it is slightly better to just sell them or sink them in combat and replace them piecemeal over time. Otherwise I would have to take *insert loan amount here* to upgrade them all at once. Which is why I generally avoid playing major naval nations.

I am not too excited about the idea group meta changes. Only time will tell.

Now that is exactly what I was looking for in the original missionary change!
 
An added feedback to flagship, redesign the concept, lower the bonuses and make them one per fleet allowing player and Ai to have dedicated flagship for different roles instead of choosing in 1444 what that ship will do for 400 years.
 
The design did start out with having a +2% attrition at all times on the ship but it wasn't feasible at all to play like that. If we can figure out a fun easter egg, we'll add it. Otherwise it will stay as it is. I mean Sweden not gonna be a naval dominance anyway.
Add an event that eats some of your ducats and prestige?
 
looks good overall, love the changes to expansion and innovative. reasonable changes to influence , tho having a travel time idea on it's own is kinda meh. i'll basically pick the same groups as before, but obviously will be picking expansion a lot more
 
- Gamebalance: Expansion 4th idea switched out to be -50%Rival Border Fort Maintenance & -20% CoT Upgrade Cost(Dharma).

Would this coupled with the Protecting Forts age ability (100% Rival Border Fort maintainance) not make you gain ducats for having a fort on a rival border? I wouldn't think this needed to be asked but many of us remember being able to gain Mil points with war taxes..
 
Reading through the game balance changes:
Interesting changes between exploration and expansion. For some serious colonization game you kinda need both group, since with only 1 colonist it will be hard to compete.

Finally the innovative idea group has some link towards innovativeness

Not sure about the humanist nerf. I'm more favour in nerfing like national unrest -2 -> -1 and year separatism -10 -> -5. Removing one national unrest is pretty much the same as reducing both tolerance with -1, but you still able to get positive tolerance. So it won't effect your religious unity.

Maritime change is well... don't think it will increase the pick. Personally those changes only make that idea group a lot weaker.

Influence got more specialized.

Espionage with the AE reduction. Don't know if that is enough to make it pick worthy
 
- Gamebalance: Expansion 4th idea switched out to be -50%Rival Border Fort Maintenance & -20% CoT Upgrade Cost(Dharma).

Would this coupled with the Protecting Forts age ability (100% Rival Border Fort maintainance) not make you gain ducats for having a fort on a rival border? I wouldn't think this needed to be asked but many of us remember being able to gain Mil points with war taxes..
no I dont think so :p
 
@Groogy , @DDRJake

Could you please remove that +50% Rebel support efficiency from Espionage and this modifier from game and policies completely. We don't really have to bug AI more with this mechanic, AI has enough troubles on its own. Give us instead something that helps our country, not harm others.

Now that you moved -20% AE to Espionage we will want to pick this group, but nobody in right mind wants this modifier in EU4.

tnx :)
 
What is the point of giving artillery barrage ability to navies when 99% of the time the army on the ground sieging the fort have an artillery and the same ability with the same cost. Most of these new features are just there for hyping up the DLC. They do not add depth to the game or widens it, they just make it more crowded.