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EU4 - Development Diary - 31st of July 2018

Good day and welcome to another Dev Diary for Europa Universalis IV. As July rolls to a close, Paradox HQ slowly sees its manpower trickle back in from Summer merriment and return to creating games. At this rate, who knows, we may be able to announce Dharma's release date in the not-too-distant future, as I have been not so subtly asked about many a time.

But what are we looking at today? We've covered almost all of the new mechanics for Dharma already, we'll finish it off today by talking about what we've done to make Centers of Trade more interesting.

Ever since EU4's release, Centers of Trade have been a constant flat bonus to a province. They can make otherwise uninviting land fairly desirable for conquest to drive up your trade power in a node for as long as you can hold the land. It works fairly well, but has lacked a depth to it that we're looking to change.

BNG COT.png


Firstly, and this goes for everyone who updates to the 1.26 Mughals version, Centers of Trade, both inland and coastal, will have 3 different levels, allowing them to affect their province, the owner and the lands around them. These are:

(coastal)
  • Staple Port:
    • + 5 trade power,
  • Entrepot:
    • +10 trade power, -5% dev cost, +10% institution spread
  • World Port:
    • +25 trade power, +0.25 Naval Tradition, +30% institution spread
    • For whole Area: -10% dev cost, +100% Sailors, +1 Building Slot
(inland)
  • Emporium:
    • +5 Trade Power
  • Market Town:
    • +10 Trade Power, -5% dev cost
  • World Trade Center:
    • +25 trade power, +30% institution spread
    • For Whole Area: -10% Dev Cost, +33% Manpower, +1 Building Slot
Our goal here is to bring a lot more variance to the Centers of Trade around the world, such that Genoa brings a bit more to the table than Barcelona, or Gujarati Khambhat feels far more of a thriving and tantalising target than Thana. Staple ports and Emporiums will bring only modest trade power bonuses. Entrepots and Market Towns are similar to how all old Centers of Trade used to be, while World Ports and World Trade Centers not only bring benefit the provinces dearly, but also benefit the area around them and offer the owner a way to gain Naval Tradition. Note that Centers of Trade do not consume buildings slots.

With this, the Trade Center levels across the world have been crafted to model the world's situation and, with the scaling of their effects, has allowed us to add considerably more Centers of Trade than we have been at liberty to do before.

Europe:
Euro COT.png


India:

Indian COT.png



In addition to this, Dharma owners will see the levels of Centers of Trade fluctuate both through their own actions, and those of the nations around them. Centers of Trade in either States or Trade Companies can be upgraded for a cost of 200 Ducats to level 2, and 1000 ducats to level 3. The number of Level 3 Centers of Trade a nation can have is capped by the number of available Merchants that nation has, so a globe-spanning trade nation will be able to hold many of them if they so desire, while a less trade focused conqueror will have to be more picky.

Be wary however, since a Center of Trade will be downgraded by 1 level, either from 3 to 2 or 2 to 1 upon a change of owner, even through peaceful methods like diplomatic integration. Trade and traders will thrive in peaceful lands of certainty. You are also able to downgrade your own Centers of Trade if you are at peace, at a cost of 10 prestige.

That's our lot for today, we'll be back next week, rounding up on the National Ideas that we have not yet covered.

CLARIFICATION: if you don't own Dharma it gets locked to it's level. You do not lose any level when province owner switches. - Groogy
 
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I like it, but if you are doing this just take the extra step and make it entirely dynamic.

That means, have the world start with the centers of trade shown, but make it possible to let them fall to 0/nonexistant while every province could become a center of trade theoretically given sufficient development, while the pre-scripted ones can easier be resurrected if destroyed and are just likely locations, not guaranteed. Put a punishing soft cap (always better than hard caps in my opinion) on every level, not just the third.

If I put an insane amount of ressources into making Madagascar an insane trade hub, why not?

On another note, I would love to be able to change the terrain of provinces over time, at least from Woods to Grassland (and, but that would need new sub-terrain types to distinguish places where this is feasible, forests and jungles as well).
Because the centres of trade aren't arbitrary they ended up where they ended up for good reasons. Such as estuaries or good natural ports.
 
Will there be any added events revolving trade centers such as free upgrade/downgrade or temporary bonuses/malice’s? Also how does the new system impact natural harbors being promoted to centers of trades in the current patch?
Thanks!
 
  • Entrepot:
    • +10 trade power, -5% dev cost, +10% institution spread
  • Market Town:
    • +10 Trade Power, -5% dev cost
Is it intentional that inland centers of trade (t2) are missing the institution spread that portside centers of trade (t2) have?
 
The mechanism for losing CoT levels seems ripe for exploitation in both single and MP games. I can imagine players overextending to take CoT provinces in peace deals just so they force CoT level losses then turn around and give the province back. Enemies can be financially crippled for little cost and left wide open for scooping up later.
 
Cheers for the DD DDRJake and all the extra info Groogy :D. Lots of interesting changes, love the sound of the different tiers and the dynamism to it. As has been mentioned earlier, it does reinforce the importance of making money a little harder to come by, or there could be a lot of tier 3 CoT by the end of the game, but that's a small thing relative to the added dynamism this should bring :).
 
It's a money sink. It doesn't give you much other than the extra trade power over your competition in the node.
World Port:
  • +25 trade power, +0.25 Naval Tradition, +30% institution spread
  • For whole Area: -10% dev cost, +100% Sailors, +1 Building Slot
I mean -10% dev cost, +1 building slot is really apreciated​

 
The mechanism for losing CoT levels seems ripe for exploitation in both single and MP games. I can imagine players overextending to take CoT provinces in peace deals just so they force CoT level losses then turn around and give the province back. Enemies can be financially crippled for little cost and left wide open for scooping up later.

Why would u do that instead of keeping it yourself?
Also maybe make the port downgrade a 6-month or 12-month MTTH event if pseudo-overextension is a problem.
 
Did someone say buff spain (castille)? Finally! Lets hope that with these trade centers and more trade income they will be able now to better put up against enemies and colonize more and faster than Portugal.
 
Love these trade center changes! It doesn't go too deep, but it's very welcome nonetheless. As someone pointed out, upgrading trade center should maybe have a development requirement apart from pure ducats. Like, at least 20 development for a lvl 2, at least 30 for lvl 3, etc.

On a personal note, i love that Belgrade is an emporium now!