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EU4 - Development Diary - 9th of February 2021

Good morning, everyone! Today we're back to some exciting content, talking about a whole new feature we'll be introducing in our next expansion: Monuments!

image (55).png


Similar to the Wonders feature in CK2, you'll be able to build some of the most iconic and stunning buildings that serve as landmarks for many of our different playable nations. And, of course, given how important they were (and some still are), they will also grant you special and permanent bonuses. Let's cover some of their major points!
  1. Monuments are a special type of building that can only be built in certain provinces (according to their real life location), already set at the beginning of the game. However, some of them will be able to be relocated to your capital if you own their province. This is true for some "non-settled" monuments, like Stonehenge or the Moai, but will be impossible to do when it comes to other bigger monuments, like Nôtre-Dame.
  2. Monuments will be displayed in the province view in a separate window, each of them having a new and unique 2D art that portrays the monument at its highest (but also according to our time period). In this view you'll be able to see the benefits of upgrading it, the cost and the requirements for doing so, as well as the current tier, represented by medals.

    1612797344093.png


  3. Monuments have 4 different tiers, ranging from 0 to 3. Tier 0 implies that said monument is completely devastated or not even built yet and you will get no bonuses from it; each building will have a default tier at the beginning of the game, according to its real life state in 1444. Achieving a new tier is both time and resource consuming, costing a total of 1000 gold to upgrade each time and taking 50 years to complete. This process can be sped up by using an extra 300 gold to bring the project forward by 730 days or by using 10000 manpower to get the same result.
    The modifiers you get from reaching every tier are permanent and linked to the purpose of each building: for example, the Alhambra will reward you with some diplomatic and administrative bonuses, whilst the Shwedagon Pagoda will help you boost your karma and legitimacy, also reducing the unrest in the area. These bonuses may apply to your province, its area or the entire nation, growing stronger and wider as you upgrade your monument.

    1612800266714.png
    1612800481592.png

  4. Monuments will require you to meet certain conditions before building or upgrading them and, if you fail to meet them, you will also lose their bonuses even after having completed their construction. Normally these conditions are to have a certain culture or follow a certain religion, but some monuments, like the Ambras Castle, are available for everyone that owns their province to build.

    1612798503062.png
    1612798513210.png


  5. After conquering a province with a monument, its tier is reset to 1 to show the impact of the war in the city, even if it was already in an upper tier. However, it won't be reset to tier 0, as if it was completely destroyed. Also, provinces with a monument cost more warscore, as they hold a special significance to their owner. The new owner, however, will be able to upgrade it again, as long as the requirements are still met.
  6. Some missions will also be linked to certain monuments, specially if they were relevant for a tag during the time period we are covering. For example, you can see that in this Majapahit mission one of the requirements is to have the Borobudur temple upgraded to its maximum tier. Some other missions will also give you a great projects' building cost reduction or time reduction bonus, making it easier to upgrade your monuments.

    1612799128243.png

    (Please notice that our icons are still placeholders).
As you can see in the first screenshot, certain monuments will also have 3D art displayed on the map. Those models that were already implemented in the National Monuments cosmetic dlcs will be added as proper monuments, and you'll be able to see them both in the political and terrain mapmodes.

Thank you for reading and I hope you're as excited as we are about this! See you next week!
 
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wkscrombie

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I think it's a good addition but I don't like how inflexible it seems.

1. Monuments constructed after the start date should not have fixed provinces.
It seems from the dev diary that each monument has it's province(s) set at the start of the game, but it does not make sense that in a game about exploring alternate history it's not possible that the circumstances change the location of the monuments.

For example, I think it has more sense that a monument requires any province with dev higher than 30 and a certain culture group than a monument that can only be build in a certain province because reasons.

2. Different cultures/religions can use a monument in a different way (aka should get different bonuses).
It has happened in history that a conqueror has adapted monuments to its culture/religion (for instance, the Hagia Sophia was an orthodox catedral for the greeks and was converted into a mosque for the turks). Instead of getting the same bonus or even not obtaining anything a monument should give different bonuses depending on the owner culture and religion. Of course, there should be a default bonus if any set of requirements is set (for example a small amount of prestige) instead of getting nothing.

3. There should be "generic" monuments.
Universities to improve research, aqueducts to improve an area...
It'd be great to be able to construct aquaducts. Maybe limit them to farmlands; they can reduce development cost or something similarly cool for playing tall.
 
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Shiny Dog

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Since you can relocate monuments, please let there be an achievement for relocating an Egyptian Monument (like the Luxor) to the closest province to Las Vegas.
Alternatively, for taking Stonehenge as a Fetishist, "Cult-urally Appropriated"
Please avoid attaching global modifiers to these if possible.

Province and area effects are fine. So are legitimacy and prestige, which have fairly small effects and can more plausibly be affected by a single building.

Administrative efficiency, global unrest modifiers (religious tolerance is effectively this) and the like are just power creep, though.
Missionary Strength is good though, since any bonus would be great on such a weak system.
 
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Eruth

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Honestly, right now it looks like a downgrade mechanic from CK II.

In that game, we had cool and famous wonders from history, but we were also able to build some new with unique effects anywhere else. I really wonder why did the team deciced not to implement this too.
They probably decided that it would be better to use their resources elsewhere. CK2 and EU4 are very different games, it might be significantly harder to do this kind of thing in EU4. CK2 is also a lot more sandboxy than EU4 so this kind of thing fits better there than EU4.
 

Arduano

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Really like this feature!
 

ValhallArchitect

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Will it be possible to mod buildings with this patch ?

Until now I could not get any way to create and add any 3d model to a "building", like the manufactories are, to display cathedrals, markets, additionnal types of forts, etc.
 
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AndrewPiano

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I like the idea of monuments. I look forward to seeing a list of all of the ones which will be in game. Also, I don't want to have to pay for this feature. It should be completely free.
 

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Meh. Not terribly exciting, it brings more importance to certain provinces I guess and something to spend cash on for yet more bonuses, but it feels like it doesent actually add much?
 
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