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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:

Fishman786

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Game balance > Realism.
That being said, now the idea group will finish and give the CB around the time that Protestantism comes around, which feels like it would work and make sense to me
It's not just about realism, it's about the ages. Religious wars don't happen in the later half of the game.

Religious ideas could have been 'rebalanced' by adding in some more ways to actually expand in the early game, or even by just moving Deus Vult to the middle of the idea group. Sticking it at the end is just putting it out of reach.

As an aside, I find it really irritating how people keep objecting to any effective strategy and getting fun ways to play the game nerfed. France too strong, Ottos too strong, protectorates not good enough, colonial CBs too powerful, non-expansionist CBs getting 'abused' to take land instead, and now religious CBs are too overpowered. At this rate the game will just consist of fabricating claims and nothing else.
 

melkor88

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"Ottoman Millets are now 20% coring cost reduction instead of 33%.
Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing."

My life is ruined...
 

bbqftw

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Game balance > Realism.
That being said, now the idea group will finish and give the CB around the time that Protestantism comes around, which feels like it would work and make sense to me
Considering how competitive humanist builds were in 1.19, and the myriad indirect buffs to humanist, I think the response of many players is abandon religious to the innovative/expansion-tier dumpster

In fact I personally think humanist was the more powerful of the two if you played to 1800. Its just that religious livens up the game for those who quit campaigns once level 8 forts roll around.
 

daniel060

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Colonial Nations also lost heir penalty to settler chance and colony growth.
Does this mean that colonial nations' colonies will now grow at a normal rate?

Also, if I'm playing as a colonizing nation and have a golden age, then release a colonial nation and play as them, will I be able to have a second golden age as the released colonial nation? (Assuming the new nation meets all the requirements, of course.)
 
Last edited:

Dakka

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Religious wars don't happen in the later half of the game.
I believe you are misunderstanding what the ages are doing in that regard. When they say religious rules, it was referring to the Crusades and excommunication. Not the religious CB. @Johan can you please confirm this?
 

skyrimpacman

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What kind/amount of devastation occurs if a horde razes a province?
 

Jim.zel

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Why is the tributary system locked behind eastern religions? It seems like a fun mechanic that could be applied to every nation.

Muslim hordes definitely had tributaries. The Ottomans has tributaries. Hell, the British and French had tributaries. Napoleon basically forced Prussia and Austria to become his tributaries for a while.

Seems pretty arbitrarily restrictive to lock it behind eastern religion only.
 

El_Cid_

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Why is the tributary system locked behind eastern religions? It seems like a fun mechanic that could be applied to every nation.

Muslim hordes definitely had tributaries. The Ottomans has tributaries. Hell, the British and French had tributaries. Napoleon basically forced Prussia and Austria to become his tributaries for a while.

Seems pretty arbitrarily restrictive to lock it behind eastern religion only.

Hordes get tributaries too afaik
 

TITANN276

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Deus Vult is now the final idea in Religious Ideas, to make the Idea set less immediately amazing.
I am suprised to see even more nerfs to religious.

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

also, didnt they go too hard butchering states? i looked at johan´s twitter and at 1780s you only get 26 from technology
 

raikaria

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

So; now you take the first 4 ideas in Exploration [First 2 if you don't want that settler growth bonus]; make some CN's; dump the idea group altogether and leave them to it and instead take something actually useful [Hell; you want a navy to protect your colonial interests? Dump Exploration for Maritime]

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.
I read this as 'Every cav nation except Sunni Mughals is nerfed'. Also is Winged Hussars in addittion to the combat ability? And is 'Happy Cossacks' scaling with Influence?

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

Is this a case of Religious 1 and 7 swap over; or Religious 1 is now Religious 7 and Religious 2~7 move forward 1? The latter I'm fine with; I usually take religious to convert; not just for Deus Vult. What's the point of conquering heathens ad heretics if you can't convert them? What else will you do? Tolerate them?
 
Last edited:

Silver Wizard

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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.
Wait, you mean to say that you can no longer gift money if you happen to have a reasonable cash reserve? Surely that cannot be and I have misunderstood this?
 

Artess

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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.
Could you provide the actual numbers? I'm all worried now =( I liked my lands, for which I've shed the blood of my people, to give me proper rewards in the end.

Also... it's hardly a strategic choice, you just go through the ledger and sort areas by development.
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.
Do I understand it correctly that if I have an economic powerhouse and nothing to spend the money on (for instance, playing tall) I will no longer be able to send gifts until the end of the game?
 

Aotrs Commander

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So the way Paradox fixes this exploit is to prevent anyone from gifting money precisely when you can afford to do so? BRILLIANT!

That... Does seem a rather... Strange... way of dealing with things.



I mean, I could maybe see the logic if it was less than two year's, if the aiom was to stop people banking money while nearly bankrupt...


Conversely, though... Isn't gifting the money to soneone and then conquering them to get it back the precise sort of dodgy thing that might actually happen...?

(Though would not the better solution for that be to have the coutry being gifted look at said bankrupcy anf your miitary and go "um, no ta, mate, we're good...?")
 
Last edited:

GenkaNuank

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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%.
Come on dude... Everybody has %5 discipline in their national ideas. I would agree about nerfing ottomans but ccr is their thing :(. Now mughals far better then ottomans. If you guys don't want any nice national ideas then just remove national ideas and give everyone generic national ideas.

Only 26 states? Why not 35 or 40? I think this will make the game a little boring
 
Last edited:

Golladan

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Do I understand it correctly that if I have an economic powerhouse and nothing to spend the money on (for instance, playing tall) I will no longer be able to send gifts until the end of the game?
I think that's a Johanism and there's a word missing somewhere.