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EU4 Development Diary - 3rd March 2016

Welcome to another development diary for Europa Universalis. We finally announced Mare Nostrum earlier this week, and today we’ll talk about a few more features for it.

First of all. We’re adding Trade Leagues to the game. There existed a feature with the same name in EU3, but this is radically different.

Any Merchant Republic can create a Trade League by inviting other countries to it. However, only countries with 1 province can be a member of a trade league, excluding the leader.. Only a merchant republic can lead a trade league, and if the leader is annexed, another merchant republic in the league takes over leadership, if no new leader exists the league is disbanded.

Members get a small relation bonus with all other members, and the trade league is a defensive alliance between all members, and will consume one diplomatic relation. All members automatically embargo anyone the leader embargo, without a penalty.

If any members in a league gets embargoed, the leader gets a casus belli on the offending party.

Trade league leaders automatically have a trade dispute casus belli on any countries they would be able to generate such a casus belli on via spy action. That Casus Belli has been changed so that it is not possible to take territory, return cores, cancel vassals or release countries when using it.

The Leader gets 50% tradepower from all its members, and it gets a nice bonus to trade steering that is based on the amount of members in its league.

The members also have the following benefits. Doubled bonus on goods produced from the leaders merchant republic ability, and a +20% tradepower bonus on its ships. A member can leave a league at any time.

PjxpvGr.jpg


Another part of Mare Nostrum is a greater control of Mercantilism. Now you’ll be able to increase your mercantilism at any point you have enough diplomatic power. Of course, there are drawbacks to mercantilism, in that the more you have, the more money is lost through corruption.

rTiQQKk.jpg


One aspect of the trade system in Europa Universalis has been how powerful a trade-network could become, and especially where a nation have basically have a monopoly. So one of the major tweaks in 1.16 is that the more monopolised a node is, the more effective pirates are there. When the leading power in a node has 100% of the tradepower there, then pirates will have a 100% power increase. Of course, if there are privateers in that node, then they reduce the power of the monopoly…


Next week we’ll be back with a diary about the new naval mission system, naval combat changes, naval leader enhancements and other naval improvements.
 
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TheDungen

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Hmm i read the post and watch the DDjake video in twich, and looks great for people who love play with merchant republic. I like colonial nations, and war-conquest nations, the limit 20 provinces is not my style of playing so is not interesting for me, i hope this mechanic dont count as a mayor feature.
I'm fairly sure it already is like that, merchant republics with >20 provinces start to lose republican tradition. I guess you could reform to some other kind of republic when you hit 20. After all there are a lot better government late game than merchant republics.
 

Martin_Mortyry

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More incentive to defend OPMs is nice.

I really think none OPMs should be able to join. Wasn't England a part of the hanseatic league, kinda.
Not England, but London. Same with Danzig, Wrocław or Dörpt - the countries weren't part of the Hansa, but cities were. There should really be a way for bigger countries to include their provinces as part of the Hanseatic league, at least those with trade bonuses(ICoT, estuaries etc.). What advantage would these big countries gain by doing so though?
 

HHC_Glen

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Not England, but London. Same with Danzig, Wrocław or Dörpt - the countries weren't part of the Hansa, but cities were. There should really be a way for bigger countries to include their provinces as part of the Hanseatic league, at least those with trade bonuses(ICoT, estuaries etc.). What advantage would these big countries gain by doing so though?

In EU3 provinces could join. Their goods were forced into the leagues CoT and the province gained a bonus to production. I don't think that would be possible in EU4 though, perhaps a bonus to production for the province and some trade power in it's node for the league leader?
 

zdlugasz

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Well good news. Mercantilism is no longer tied to corruption.

If true that is not good. Were 100% mercantile countries most successful and rich in the world?
The good thing would be to detach mana costs from corruption.
 

rodrigovc

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I heard that now Merchant Republics would suffer a hit to republic tradition after 20 provinces. With that in mind it would be cool if you could "release" provinces that you conquer as one province minors and they would be automatically be part of your trade league (with some kind of restraint so people won't abuse it). Lets say you play as venice, you might not want to keep provinces without an estuary as your 20 provinces so you could release some of your provinces in the venice trade node in favor of conquering important ports in Egypt and beyond. Also lets say you start playing with a small nation like naxos and become a merchant republic and dominate the genoa trade node with constantinople and alexandria, why would want to keep your crappy former capital? I think there should be a way of getting rid of provinces you don't want if you are limited in the number you are allowed to have, that is only fair.
 

Mokerak

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If a nation in the trade league is gets a province, does it leave the league or is un-eligible for the league?
 

HHC_Glen

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If a nation in the trade league is gets a province, does it leave the league or is un-eligible for the league?

On the live stream they said if a nation grows beyond a OPM they are automaticity kicked from the league. They did say however that the AI will not look to expand if their a OPM in a trade league.