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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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So, let me see

I can't be a 30 dev 2PM, but if I'm a 40 dev OPM, I can join a trade league?

Why are we using such an outdated measure when we have had development for months now? We already don't use number of provinces for cultural acceptance and (iirc) religious dominance, why use it for trade leagues?

There should be a lower dev limit to join and an upper dev limit to not be expelled. Something like 30 dev to join and then you can't have [leader+30] dev before getting kicked out. Number of provinces is something egregious.

Actually, I don't think that provincial limit is exactly a bad roof. Most of the cities in northern Germany that made up the Hansa were some of the most important cities of their day, but as they didn't have much land beyond that, banding together was more beneficial than just going at it alone. But the provincial roof should indeed be raised to 4/5.
 
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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.

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.
Glad to see the new features, but seems it accidentally covered a lot of features in our mod(Common Universalis)'s ver2.2 which updated a month ago.Mercantilism have changed months ago in mod Common Universalis.
2016-03-04_00001.jpg

The Hanseatic League in mod Common Universalis
2016-03-04_00002.jpg

2016-03-04_00003.jpg

Trigger of this modifier
2016-03-04_00004.jpg

And we have lots of decisions for improving/reducing mercantilism(which respect to DIP power)(if anyone want pics about this I'll edit it asap)
I'm glad that EU4 is improving and being a better game, and I'd rather think this is just an accident, but it happened before(Razing for Nomad countries which have some sort of same mechanics in our plundering&slaughtering events), if you're noticing those changes are including in some mod pls just give us a call or something and we'd happy to accept that, I don't know if someone care or not but our mod suffered a lot from this list of changes.

Here's our mod, Common Universalis.
If anyone doubt about my words pls check my paradox forum, I haven't updated the manual link yet but it'll be updated in a few minutes.
 
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indika_tates

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As described Trade League makes no sense. What offers to the game? An alliance of OPM's? Before, mercantilism was a good bonus. A plain province trade power modifier was fine when playing as a republic because in the colonial game allowed you control some nodes only holding important provinces. So, if now mercantilism increases corruption only a dumb will choose to increase it.

Patches ago, playing with The Hansa was a funny thing to do. Nowadays is an irritating piece of the map where you literally can't expand without a lot of troubles. Coalitions, unlawful territories and magic denmark armies flying over blockading fleets. Imperial free cities make conquering Lubeck or Bremen almost impossible.

Naval combat changes? Who want a navy in this game which can't properly block a strait? The only use for a navy in this game is to protect a trade node or ocassionaly to sink an enemy one if you are lucky.

You can continue patching a broken game and releasing new DLC's but it won't cure it.
 
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removed insulting post - icratox
First, read the full post. Secondly, there has been several updates and tweaks I have suggested in the past that have made it in... Again, more likely two great minds think alike, but learn how to take a joke... Besides, wouldn´t mind being hired to spit out ideas to improve the game ;-)
 
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Can you elaborate the starting situation a little? Lübeck obviously starts leading the Hansa, but what about Venice and Genoa? Do they start with leagues and if so which states are in their league?
 
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I like it.

It doesn't seem necessary to limit it to OPMs though. I don't think any countries larger than 2-3 provinces would be willing to surrender half their trade power.
 
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I fully agree with this. After all in history there were Hansa offices/cities in larger countries too.
Yeah, Hansa cities and offices, not whole countries :) So the restriction is fair enough, though it could be cool for nations to agree on say, Danzig becoming a trade city with the benefits :)
 
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Greater control of Mercantilism seems silly when you have no way to lower mercantilism without events. Given that mercantilism adds corruption now, I can see good reason to get rid of it, but no way for the player to do so.

Also, 200 diplo points for 1% of Mercantilism seems extremely overpriced to the point where it won't be used. Keep in mind that lagging behind in tech for a few points of mercantilism isn't desired because lagging behind in tech raises corruption now for some silly reason.

Trade leagues sound like they'd be okay on paper, but then you factor in that the whole union takes just a single diplo slot, so trying to invade an OPM inside a union would bring you to war with the entire union and the other allies the OPM would have. This could potentially result in Denmark declaring on Lubeck and suddenly fighting 9 OPMs and 3 other allies of Lubeck, not counting the ones that'd get pulled in via declaring war on the empire from outside. This doesn't sound sane.

who would wanna get rid of mercantilism if u just lower corruption instead ... lol
and 200 seems fine mercantilism is so good
 
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A 200-300 development nation is pretty strong. That's more than double the amount France, England, Austria and various other strong nations have at game start.

I have to ask if you play the game for that remark XD

France starts with 340. England 291, Ottos 293.
Burgandy 138, (+ 53 +54 + 40 + 30)
Austria 165

Austria is pretty small but gets the boosts from being emp and a pretty guaranteed most of burgundy and their gold
 
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i find really hard to grasp why a big or even medium sized country would want merchantlism.

Merchantilism as far as i know is useless if you control 100% of a trade node. So a lot of big countrys that dived very deep in merchantlism like spain and england will actually fight to get rid of it. With corruption being a much bigger problem to them.

At same time the small countrys that benefit from it will be penalized with bigger corruption losingn ot only a big chunk of what they manage with that merchantlism bonus but also losing other things to corruption.

Again. Whats the point of merchantlism now? Instead of a bonus i can only see now as something to be avoided like the plague.

Not trying to be petty, but it's "mercantilism" from "mercantile", not "merchantilism" from "merchant".
 
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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.
Now that's even more interesting than the corruption system and trade league system combined. Navies needed a reworking badly, because right now they are utterly useless most of the time.
 
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net.split

Alek Sandria
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Trade leagues seem nice, but I see little use for them outside of Hansa: Genoa and Venice, both merchant republics, have poor access to useful OPM states. Will it be possible to force an OPM into a trade league in a peace deal?
This seems like it would make the feature much more useful. For instance, as Ragusa: declare on Serbia, win war, force-release Montenegro, annex three provinces, force trade league. Use release relations boost with Montenegro to add them. Shrink & similarly force trade league with Bosnia. Maybe even bring in Albania & hope the Ottoman protection also will protect you from them.

At this point it's now your trade league vs Venice's, with the winner probably getting a much larger league. That's kind of cool, I guess. Hit Venice, force release Croatia in their Dalmatia province, add it too.

Bonus fun: custom merchant republic nation in the New World. Form a league with every OPM tribe in sight. Pointless, but why not.
 
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loup99

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A small, relatively good feature. Would like to see more interactions between it and other states though, as well as moddability for the number of provinces required.
 
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sterrius

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For trade leagues development make more sense.

I would have no problems with countrys below 70 development to be part of a trade league, in fact.

Around 50-100 is a good number as a cap. Not big enough to going in wars solo but still small enough so the bonus of a trade league will not change the balance too much in their favor.

I think novgorod would be elegible for a trade league if the cap was 100 development. (not sure).
 
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Axe99

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Cheers for the DD Johan :). Interesting changes - playing as (or dealing with) a trade league sounds like an interesting, different way to play the game, nice one.
 
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cristofolmc

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Isn't this a huge nerf for Denmark? The rest of the Lubeck node are going to have so much trade power it's going to be impossible for them to make any profits out of it.
 
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