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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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The Trade League mechanic is the first feature in "Mare Nostrum" that doesn't sound like it will have any substantial effect on my gameplay. I don't think these will stay afloat for long without player micromanagement, and I'm not sold on the idea that managing a confederation of OPMs is a better and more profitable long-term strategy than just annexing/conquering them.
 
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"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."


This makes this CB completely useless. Who goes to war for transfer trade power and this stuff? It even takes a relationship slot. Also I wouldn't pay 200 dip for 1 mercantilism even now with no drawbacks. You are saying that 2/3 mercantilism have the same values as one diplo tech?

How this trade leagues is going to work? Right now 50/70 years in the game there are no OPMs anymore and why would you create a trade league with an OPM if you can just conquer them? 50% trade power vs 100% trade power + taxes + production + manpower
 
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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.
how boring.
 
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Yes!
I'm so excited for this, I recently set up my paradox account after having the game for a few years so this will the the first expansion I'll be discussing online with the rest of the community!
 
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200 DIP for Mercantilism isnt worth it, especially since its nerfed by tackling Corruption on top.

Better also increase the positive effects of Merc if you want anyone to ever pay precious bird mana for it.
Well good news. Mercantilism is no longer tied to corruption.
 
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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.
 
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I love it when you make expansions based on my suggestion both this and prior, just hire my already to spit out ideas for you, I will come cheap ;-) well... It´s more likely just two great minds think alike :p looks great, looking forward to this :)
 
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i dont get trade league, 1 merchant republic and a bunch of OPM'S ?
so venice and lubeck can basicly ally every opm with it ?

and then lubeck would leave the second they get a 2nd province when in trade league with venice ?
 
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What happens if a member of a Trade Alliance becomes a Free Imperial City?

They will still be OPM so i don't see how that would be relevant unless it's the Merchant Republic that becomes Free city in which case the league is disbanded (Or taken over by another merchant republic in the league but let's be real here that wont happen as there are only 2 OPM merchant republics and they will never be part of the same trade league at the same time)
 
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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.
 
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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.

At same time the small countrys that benefit from it will be penalized with bigger corruption.

Again. Whats the point of merchantlism now?

or u can say
whats the point of corruption
 
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MCBC6

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Members of the league having to be OPM is ridiculously restrictive. Why not restrict it by something else, for example, members can`t have enough to progress towards second tier of government? It would be far more organic and reasonable. We have this new shiny government ranking system, why not use it here?
The problem is that if member nations of a trade league are allowed to grow too strong then you're just making big nations more powerful.
 
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khardinal

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The problem is that if member nations of a trade league are allowed to grow too strong then you're just making big nations more powerful.
Just add a modifier based on power of a country. So a country like France would have -1000 to join the league due to its power.
 
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Em Ay Ef

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this expansion would be a great opportunity to add a small province occupying part of the coast of Zeta, to represent the Albania Veneta concentrated around Cattaro until 1797.

(i know you guys are hesitant to split Albania, and that makes sense considering how soon into the game's timeframe Durazzo was conquered by the Ottos, but as Cattaro remained in Venetian hands until the very end of the Serene Republic, representing it with a province would be a really nice touch.)
 
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Jorlem

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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.
Interesting. I wonder if any other CBs have been changed to enforce the use of them for their stated purpose, instead of a land grab excuse. I'm hoping the Colonial Independence CB gets this sort of overhaul, as I see far to often colonial nations winning their war, but remaining subjects and taking war reps and such instead.
 
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mursolini

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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.
Actually slightly less than half :D
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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