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EU4 - Development Diary - 31st of March 2017 (Big Bonus One!)

As usual, when we do a major expansion, and have a large free accompanying update, there are quite a lot of changes to how you play the game. We’re hoping that this little guide makes it easier for you to transition to the greater experience of EU4 1.20 “Ming” with Mandate of Heaven.

Sieges
Quite a lot regarding sieges have changed, giving the player greater control over the sieges through the years, if you get the Mandate of Heaven expansion.

First of all, you always have the option to do an Artillery Barrage, which allows you to do create a breach in the fortress for 50 Military Power. This breach increases the siege-progress by +3, and also allows you to do an assault

During the Age of Reformation, you can get an ability that increases the impact from blockades while sieging by +1.

Finally, during the Age of Revolutions, you can unlock the Napoleonic Warfare ability, which increases the maximum bonus from artillery to +3.


Devastation
We talked about devastation in one of the earliest development diaries about 1.20, and its seen quite a lot of tweaks since then. Now it’s time to give a detailed information about how it will work.

Provinces that are being looted, occupied or under siege will slowly see their devastation tick up. Control of your own province will slowly see it tick down again, while being in the zone of control of a friendly fortress decreases it far quicker.

If you want to reduce the devastation quicker, manually developing the province will reduce it as well.

We also changed scorched earth, so that while it gives a modest impact (+5) to the devastation in the province, it also reduces movement for hostile units by 50% for 5 years.

Devastation have an impact on quite a lot of things, with 100% devastation giving the following to a province.

  • trade_goods_size_modifier = -1
  • supply_limit_modifier = -0.5
  • local_institution_spread = -1.0
  • local_development_cost = 0.1
  • local_manpower_modifier = -1.0
  • local_sailors_modifier = -1.0
  • local_hostile_movement_speed = -0.25
  • local_friendly_movement_speed = -0.25


Subjects
We’ve done quite a lot of things to subjects in the Ming update, most important among them probably exposing most of it to modders, but for you right now there are a few important things to know.

Non-tributary subjects are now exempt from most disasters, making both managing them, and playing them less of a hassle.

We merged protectorates and vassals into vassals. You can do divert trade & seize territory from vassals & send officers to marches.

Subjects occupying a province for you will now automatically discover that province for you.

Subject types that allow Embargo Rivals interaction no longer allow Subject to make their own embargoes.

We reduced Liberty desire from development in vassals, and its now 100% liberty desire at 500 development.

Daimyos are now their unique subject type, with lots of added mechanics mentioned in earlier development diaries. They no longer count towards diplomatic relations, but they will no longer increase your force limit either as a Shogunate.

Colonial Nations can now start war with neighbours of another religion group. Which allows them to attack native americans even if they have technological parity.

Colonial Nations also lost heir penalty to settler chance and colony growth.


Trade companies
We have done some rather big changed to Trade Companies, making them no longer count as territory when it comes to autonomy. This makes it much preferable and beneficial for empires to create trade companies of their overseas territories where possible.

Removing a a province manually from a trade company now makes it not produce any goods for 5 years.


Spynetworks
In an effort to reduce tedious micromanagement, we’ve done a major change of convenience. Spies are no longer sent home when discovered, but instead have decay while being discovered for a year.


Golden Age
The Golden Era is probably the most powerful ability you can give your country. Once a game, when you have at least 3 age objectives fulfilled, you can start your golden era. This era will last you 50 years, and during this time, you get the following benefits.


  • all_power_cost = -0.1
  • global_trade_goods_size_modifier = 0.1
  • land_morale = 0.1
  • naval_morale = 0.1
  • max_absolutism = 5


States
State Maintenance is no longer free in Capital Areas, but is reduced in price by 50% to prevent free edicts. Capital States have been “reimbursed” for this by gaining +5% institution spread.

The late-game States buffet from government and Technology levels have been reduced dramatically, as previously almost all areas would be stated, removing strategic choice from the system.

War & Peace
Stabhitting peace offers have been restored to 50% of the warscore, when warscore is at least 50%, as we felt the new system wasn’t working so well.

You can no longer call in allies that have a truce with someone you are attacking, to add risk to truce breaking

We have removed the rule that you couldn’t make a separate peace with the holder of the wargoal province, as it caused bizarre outcomes in unlikely yet plausible situations.


Mercenaries
Mercenary costs have been raised across the board, to put more financial pressure on waging wars with endless waves of cannon fodder. They now cost 10 more in base price and reinforcement costs are doubled.

Your mercenaries now get priority when entering battle within their unit type. Eg: Mercenary Infantry will be deployed in the middle ahead of regulars.

Victory Cards
Victory Cards have been changed to make them more enticing to grab early, rather than leaving them until the very end of the game. They now also heavily disincentivize “trading” of them.

Victory Cards ticking up/down is now 10 years instead of 20 years.

You now get the final victory cards even if you haven't fulfilled previous ones.

A fully maxed victory card adds +1 score each month now.


Absolutism
The tech impact on Administrative Efficiency has been halved from 0-60% to 0-30%.An additional 0-40% of Administrative Efficiency can be gained from Absolutism in the 3rd and 4th ages to give an edge to more Authoritarian nations in the late game

The Absolutism Mechanic replaces the Absolute Monarchy government type, which is no longer present in the game.

Absolutism is used in decisions and events and can be influenced by Harsh treatment, raising stability, Strengthening government, lowering autonomy and more.


Nation Rebalancing
Prussian Militarisation has been balanced to be 50% harder to maintain and impacts less on maintenance cost and manpower. Its effects on troop quality remain unchanged.

Early Native American infantry units have had their pip count reduced from 6 to 4, as native teching has been made easier with institutions and they do not need early super soldiers. On this note, the Counting Coups idea has been reduced from 15% morale to 10%

Some of our more extravagant National Idea bonuses have been rebalanced. Japanese Traditions have been reduced from 10% discipline to a more sane 5% while Ottoman Millets are now 20% coring cost reduction instead of 33%.

Bankruptcy
A new button has been added to the economy tab allowing a nation to declare Bankruptcy if it has any loans. As such, the effects of bankruptcy have been rebalanced to be shorter and less of a kiss of death, but a viable alternative to crushing loan repayments

Bankruptcy now adds devastation to provinces, and clears recent uprising flag.

Bankruptcies now have less impact on morale, unrest and autonomy, and only last 5 years.

Going bankrupt now destroys all buildings built in the last 5 years to prevent building up your economy with borrowed money and intentionally going bankrupt.


Cavalry Ratio
The amount of cavalry you can have, relative to your infantry is no longer tied to the old inflexible tech groups, but is instead a base of 50% influenced by the following:

  • Steppe Horde government now have +25% Cavalry Ratio.
  • Winged Hussars Idea gives +10% Cavalry Ratio now.
  • Happy Cossacks Estates give +10% Cavalry Ratio now.
  • Sunni Religion lost tolerance own, but gained +10% Cavalry Ratio.
  • Tengri lost 2 unrest, but gained +25% Cavalry Ratio.

Unconditional Surrender
Various changes have been made to stop unconditionally surrendering nations from being at the mercy of their enemies forcing them to break apart from economical and revolting damage:

Upon unconditionally surrendering, autonomy, War Exhaustion and Institution Spread act like being at peace

Devastation will slowly decline after unconditionally surrendering

Owned provinces will have 0 Unrest after Unconditionally surrendering

Nations that has unconditionally surrendered can not take loans, nor go below 0 in treasury, and will automatically dismiss all advisors each month.


Exploit Fixes
Rebel occupation gives the same modifier as regular occupation

A country is considered to be “in debt” for purposes of not being able to send gifts etc if it has more than 2 years of income to prevent “banking” money elsewhere.

Nations in debt and running a deficit can no longer buy ships, stopping an infinite money exploit.

Calculations for “in debt” are immediate, rather than judging the previous month’s finances, which lead to plenty of exploits

Misc
Spices’ trade good bonus has changed from the widely adored Hostile Core Creation Cost to a reduction in devastation.

Wool’s trade good bonus is now +10% Local Movement Speed, because you cannot build a boat in Zürich

Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing.

Sharing maps can now be done while at war, because inaccessible allied land in a crucial moment is silly.

Tengri now have 20% cheaper regiments, up from 10% cheaper regiments.


eu4_176.png
 
Last edited:

puddingkip

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Am I also getting trolled about millets or do formable nations now have the best idea set in the game (Italy/Mughals). Because I'm fairly sure you guys were serious about Japanese discipline nerf....
 

Shock360

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Is the French buff to stop them from being SUPER passive like usually happens in game?
 

Ptirodaktill

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Mercenaries
Mercenary costs have been raised across the board, to put more financial pressure on waging wars with endless waves of cannon fodder. They now cost 10 more in base price and reinforcement costs are doubled.

Your mercenaries now get priority when entering battle within their unit type. Eg: Mercenary Infantry will be deployed in the middle ahead of regulars.
ouch
 

artemis667

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I'm really, really, really, not comfortable with that buff to Elan :)

Assume the developers know what they're doing?
 

artemis667

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Is the French buff to stop them from being SUPER passive like usually happens in game?

Must be, and to stop French troops always getting knocked around by superior English armies in the early game.
 

Tom D.

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Going bankrupt now destroys all buildings built in the last 5 years to prevent building up your economy with borrowed money and intentionally going bankrupt.
Will you know which buildings aren't older than 5 years and thus will be removed? Because otherwise you lose buildings without knowing which ones.
 

Johan

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Ok, I removed the troll by @DDRJake on french morale :)

I think I need to proofread his parts of the text in the future.
 

Dakka

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My mistake on the French morale, it was a typo. Should say +70% morale. 4 and 7 are too close to each other on numberpad.
IMG_6919.JPG Napoleon approves

Seriously though, now I don't know how much of this diary is true and how much is a joke…
 

Sian

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Trade companies
Removing a a province manually from a trade company now makes it not produce any goods for 5 years.

I'm one that like converting my trade companies' land when I have nothing better to do with my missionaries (and when they aren't critically important for sustaining the bonus merchant, either because i don't have enough either way, or because i have enough that the province can afford to be pulled out) ... Is the negative Missionary chance going away or changing or something so it wouldn't be as much of a pain to do?
States
The late-game States buffet from government and Technology levels have been reduced dramatically, as previously almost all areas would be stated, removing strategic choice from the system.

Bit concerned that the reduction is too dramatic for comfort, but sure it could use a downsize, perhaps a iterated downscale would have been better over a handful of patches as to ease people into it

Mercenaries
Mercenary costs have been raised across the board, to put more financial pressure on waging wars with endless waves of cannon fodder. They now cost 10 more in base price and reinforcement costs are doubled.

Your mercenaries now get priority when entering battle within their unit type. Eg: Mercenary Infantry will be deployed in the middle ahead of regulars.

Flat 10 more in base price? Probably a good idea through, as Mercs became the 'one right way to play' ... Do hope through that it might get levitated a bit by boosting manpower regeneration slightly

Misc
Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing.
Makes Religious much less of an auto-pick if you're anywhere near the edge of religious group
 

pikaemperor

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Cavalry Ratio
The amount of cavalry you can have, relative to your infantry is no longer tied to the old inflexible tech groups, but is instead a base of 50% influenced by the following:

  • Steppe Horde government now have +25% Cavalry Ratio.
  • Winged Hussars Idea gives +10% Cavalry Ratio now.
  • Happy Cossacks Estates give +10% Cavalry Ratio now.
  • Sunni Religion lost tolerance own, but gained +10% Cavalry Ratio.
  • Tengri lost 2 unrest, but gained +25% Cavalry Ratio.
Has the combat AI been fixed to stop killing all the infantry when deploying large amounts of cav because it only puts cav at flanks rather than at the center thus making cav quite useless?
 

Reman

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  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Crusader Kings II
  • Imperator: Rome
  • Victoria 2: A House Divided
This patch will be a bih nerf to the mercenary spam meta, but it will be a big buff to vassal play.

Also, a nerf to the Caddo meme ;_;

One of the biggest changes is how essential humanist will become. Not only did religious get quite a significant nerf, the fact that raising autonomy costs administration efficiency means it goes from being something you do almost everywhere to something you do only as a last resort. This will put a premium on unrest reduction, tolerance of heathens, etc.
 
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