EU4 - Development Diary - 9th of November 2021

Hello, and welcome to the last dev diary before we release Origins and the 1.32 update! We’re very excited about the upcoming release, and we hope that it meets your expectations, both the Immersion Pack and the free update.

Today different members of our team will be showing you a lot of different stuff. First, the new achievements. Then, the complete list of new monuments (although someone has already posted it here in the forums, for what I’ve seen). Finally, we’ll talk about how we handle tests and analysis of the game, how that has helped us with the 1.32 update, and specifically about the Tribal Development rework. Let’s go!

-----------------------------------------------------------------------------------------------------------------------

Hello everybody!
My name is Raúl Trullenque (@RaulTrullenque in the forums), I am a new Content Designer working here at Tinto. Before joining this team I was not a regular forum denizen, just part of the silent majority of Paradox GSG players. Nonetheless I’ll do my best to be on par with my colleagues @Aldaron , @Ogele and @Pavía , and answer your questions as best as I can. Wish me luck. :)

First and most important, as many of you already know, sadly this past September Ivo passed away after a hard fought battle against leukemia. To the community he was known as Atwix, he was a streamer, a forum legend and one of the most experienced and knowledgeable EU4 players. His passing has been deeply felt both in the community and in the studio. From Tinto we want to send our condolences to his family and we would like to make sure that his name will be forever intertwined with EU4.

Atwix Legacy.jpg


Atwix Legacy

Have 10 personal unions at the same time.

The description is short and to the point, as there is nothing that I could say that would improve on what the PU master explained already, so I would just link his famous guide here and encourage you to read it, as his wise words would help you a lot to get this achievement.

Now on a lighter note, I would like to showcase some of the new achievements that will be available with Origins, then we'll follow with the entire list:

Imposter Syndrome.jpg


Imposter Syndrome

As Sus, have three countries hostile to you (less than 0 opinion of you) after they discovered your spy.

- “I promise, it wasn’t me, I am sure that 100k rebellion raised itself.” Oh!, you found a Sus diplomat giving away weapons on the streets?. Mmm, no, it doesn’t ring any bells. I am sure it was Morocco's fault. We should vote on it!”

Ultimate Military.jpg


Ultimate Military

As Songhai, have Prussia and Nepal as Marches!

If you have been following the dev diaries you should know by now that Origins Songhai is very different from vanilla Songhai, it is now an even stronger Stronghai. To challenge this new strength we have created this new achievement that puts the player on the path to create the mightiest military in history.

Where are the penguins.jpg


Where are the penguins?

As a Malagasy country, unite all of Madagascar and hold all the most southern provinces of the world.

This achievement encourages a different way of playing the game, not focusing on development or big wars, but on a quest, a difficult quest to find a quartet of very elusive birds that are anywhere but in Madagascar. No penguins were harmed in the making of this achievement.

Golden Wind.jpg


Golden Wind

As Air, make at least 50 ducats profit per month and have 50% of your income made through gold provinces.

And to close this DD down we present to you a very plain and boring achievement without any possible second readings, with an icon that it’s only a random whirl of air and a name that is just a pun on Air and gold. It is totally not a reference to anything. ;)

The entire list of new achievements:

Mansa Musa.jpg


Mansa Musa - As Mali, give at least 10k Ducats away to another great power without having a single loan or being bankrupt.

Fugger Banking.jpg


Fugger Banking - As Augsburg, subsidize 3 Great Powers at least 20% of their income while having less than 20 provinces

This is fine.jpg


This is fine - Have at least +10 Global Unrest and be in a winning coalition war, which was targeted against you.

KHAAAAAAN.jpg


KHAAAAAAN - Restore the Mongol Empire before the Age of Absolutism.

Knights of the Caribbean.jpg


Knights of the Caribbean - As the Knights, own all of the Caribbean and every island in the Mediterranean Sea. (Colonies are NOT allowed)

Australia-Hungary.jpg


Australia - Hungary - Starting as an Australian tribe unite Australia and subjugate Hungary

Shemot is Not.jpg


Shemot is Not - As a Jewish nation, convert all of Egypt to Jewish while having the Jewish Community Aspect active.

One Nation to rule them all.jpg


One Nation to rule them all - As Saruhan, have at least 9 loyal vassals with at least 100 development each.


Swahili Persuasion.jpg


Swahili Persuasion - As Kilwa, convert all of the Moluccas and Indonesia.


I don't like sand.jpg


I don't like sand - Have the most development of all countries while owning no province with terrain other than desert or coastal desert.


Surfing USA.jpg


Surfing USA - Form the USA as Hawaii.

-----------------------------------------------------------------------------------------------------------------------

Now, I ( @Pavía ) will be presenting the new monument list.

Take into account a couple things: yes, we’ve already noticed some bugs that people have pointed out, and that didn’t get into 1.32 release version for stability reasons, but that will be already fixed in the first hotfix we deliver; the other is that yes, some monuments will be stronger, other weaker, and we will be taking charge of that as you play with them and report your impressions, as we did in 1.31 patches (and we’ve even done some more extra monuments fixes for 1.32, as you could already see in the changelog). Please notice that we've come through 3 different iterations of the new monuments during its development, and that 3 separate teams (dev team, QA, and betatesters) have been testing the monuments in the past weeks; however, we couldn't post this list until having the number tweaked for the release version of 1.32, and then you, players, aren't posting your feedback, we lack a lot of information about their balance.

So, I really hope that you enjoy most of the new monuments, and I’ll be reading with attention your suggestions in the monuments thread to keep fixing and balancing them in the next few weeks.

Image
Province
Province
Requirements
Tier 1
Tier 2
Tier 3
great_project_baiturrahman_grand_mosque.jpg
Baiturrahman Grand MosqueKutaraja (617)0Religion is in Muslim group
Has the same religion as its owner
Province modifiers:
-1 Unrest


Global modifiers:
+0.5% Missionary strength
+5% Clergy loyalty equilibrium
Area modifiers:
-1 Unrest


Global modifiers:
+1% Missionary strength
+1 Tolerance of the true faith
+10% Clergy loyalty equilibrium
Area modifiers:
-2 Unrest


Global modifiers:
+2% Missionary strength
+2 Tolerance of the true faith
+15% Clergy loyalty equilibrium
great_project_bam_citadel.jpg
Bam CitadelBam (2220)2Province modifiers:
+15% Local defensiveness


Global modifiers:
+10% Caravan power
Area modifiers:
+15% Local defensiveness


Global modifiers:
+20% Caravan power
+1 Merchant
Area modifiers:
+35% Local defensiveness


Global modifiers:
+40% Caravan power
+1 Merchant
great_project_bara_katra.jpg
Bara KatraDhaka (564)0Global modifiers:
+5% Trade Steering
+10% Ship Trade Power
Global modifiers:
+10% Trade Steering
+10% Ship Trade Power
+5% Burgher loyalty equilibrium
Global modifiers:
+1 Merchant
+20% Trade Steering
+30% Ship Trade Power
+10% Burgher loyalty equilibrium
great_project_bran_castle.jpg
Bran CastleKirályföld (4128)1
Culture is in Carpathian group
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Province modifiers:
+15% Local Defensiveness


Global modifiers:
+10% National Garrison Growth
-15% Fort maintenance on border with rival
Area modifiers:
+15% Local Defensiveness


Global modifiers:
+20% National Garrison Growth
-20% Fort maintenance on border with rival
Area modifiers:
+25% Local Defensiveness


Global modifiers:
+30% National Garrison Growth
-30% Fort maintenance on border with rival
great_project_brandenburg_gate.jpg
Brandenburg GateBerlin (50)0
Global modifiers:
+0.01 Militarization of State
+50% Prestige from land battles
Global modifiers:
+0.02 Militarization of State
+100% Prestige from land battles
+25% Army Tradition from battles
Global modifiers:
+0.04 Militarization of State
+150% Prestige from land battles
+50% Army Tradition from battles
great_project_buda_castle.jpg
Bibliotheca CorvinianaPest (153)0Global modifiers:
+10% Institution spread
Global modifiers:
+20% Institution spread
−5% Institution embracement cost
Global modifiers:
+30% Institution spread
−10% Institution embracement cost
−5% Idea cost
great_project_cahokia.jpg
Cahokia (917)
Cahokia (917)
2Religion is Totemist
Has the same religion as its owner
Province modifiers:
−0.25 Monthly devastation


Global modifiers:
+0.01 Tribal development growth
Province modifiers:
−0.5 Monthly devastation


Global modifiers:
+0.02 Tribal development
+10% Global manpower
Area modifiers:
−1 Monthly devastation


Global modifiers:
+0.03 Tribal development
+20% Global manpower
great_project_cartagena_de_indias_fort_system.jpg
Cartagena de Indias Fort SystemCartagena (828)0Province modifiers:
+15% Local Defensiveness


Global modifiers:
+50% Blockade Force Required
Province modifiers:
+0.5 Local Hostile Attrition

Area modifiers:
+15% Local Defensiveness


Global modifiers:
+100% Blockade Force Required
+5 Hostile Fleet Atrittion
Province modifiers:
+1 Local Hostile Attrition

Area modifiers:
+25% Local Defensiveness


Global modifiers:
+100% Blockade Force Required
+10 Hostile Fleet Atrittion
great_project_chan_chan_citadel.jpg
Chan Chan CitadelChanchan (812)2Province modifiers:
+15% Local Defensiveness


Global modifiers:
+1 Diplomatic Relation
Province modifiers:
−10% Local development cost


Area modifiers:
+15% Local Defensiveness


Global modifiers:
+1 Diplomatic Relation
Area modifiers:
+25% Local Defensiveness
−10% Local development cost


Global modifiers:
+2 Diplomatic Relation
great_project_doges_palace.jpg
Doge’s PalaceVenice (112)2Global modifiers:
+10% Government reform progress
+0.1 Yearly republican tradition
Global modifiers:
+20% Government reform progress
+0.25 Yearly republican tradition
+0.5 Yearly Prestige
Global modifiers:
+30% Government reform progress
+0.5 Yearly republican tradition
+1 Yearly Prestige
great_project_duomo_di_milano.jpg
Duomo di MilanoMilan (104)1Religion is in Christian group
Has the same religion as its owner
Global modifiers:
+0.5 Yearly papal influence
+0.25 Monthly fervor
+5% Church power
+15% Resistance to Reformation
Global modifiers:
+1 Yearly papal influence
+0.5 Monthly fervor
+10% Church power
+30% Resistance to Reformation
Global modifiers:
+2 Yearly papal influence
+1 Monthly fervor
+15% Church power
+50% Resistance to Reformation
great_project_dutch_polders.jpg
Dutch PoldersAmsterdam (97)1Culture is Dutch
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Area modifiers:
+10% Local Defensiveness
-0.25 Local Monthly Devastation

Global modifiers:
+5% Goods Produced
Area modifiers:
+15% Local Defensiveness
-0.5 Local Monthly Devastation

Global modifiers:
+5% Goods Produced
+5% Burgher loyalty equilibrium
Area modifiers:
+25% Local Defensiveness
-1 Local Monthly Devastation

Global modifiers:
+10% Goods Produced
+10% Burgher loyalty equilibrium
great_project_ellora_caves.jpg
Ellora CavesDaulatabad (545)1At least one of:

All of:
Religion is Theravada
Has the same religion as its owner

All of:
Religion is Vajrayana
Has the same religion as its owner

All of:
Religion is Mahayana
Has the same religion as its owner

All of:
Religion is in Dharmic group
Has the same religion as its owner

All of:
Religion is Fetishist
Owner has unlocked Buddadharma cult
Has the same religion as its owner
Global modifiers:
+0.25 Tolerance of the true faith
+0.25 Tolerance of heretics
+0.25 Tolerance of Heathens
+5% Brahmins loyalty equilibrium
Global modifiers:
+0.5 Tolerance of the true faith
+0.5 Tolerance of heretics
+0.5 Tolerance of Heathens
+10% Brahmins loyalty equilibrium
Global modifiers:
+1 Tolerance of the true faith
+1 Tolerance of heretics
+1 Tolerance of Heathens
+15% Brahmins loyalty equilibrium
great_project_erdene_zuu.jpg
Erdene ZuuQaraqorum (2190)0At least one of:

All of:
Religion is in Pagan group
Has the same religion as its owner

All of:
Religion is Theravada
Has the same religion as its owner

All of:
Religion is Vajrayana
Has the same religion as its owner

All of:
Religion is Mahayana
Has the same religion as its owner

All of:
Religion is Fetishist
Owner has unlocked Buddadharma cult
Has the same religion as its owner
Global modifiers:
+10% Religious unity
+5% Clergy loyalty equilibrium
Global modifiers:
+0.5 Yearly horde unity
+20% Religious unity
+5% Clergy loyalty equilibrium
Global modifiers:
+1 Yearly horde unity
+30% Religious unity
+10% Clergy loyalty equilibrium
great_project_etchmiadzin_cathedral.jpg
Etchmiadzin CathedralYeravan (419)1Religion is Coptic
Has the same religion as its owner
Province modifiers:



Area modifiers:
-0.05 Local Monthly Devastation

Global modifiers:
+0.5 Tolerance of the true faith
+0.5% Missionary strength
+0.1 Prestige per development from conversion
Province modifiers:



Area modifiers:
-0.1 Local Monthly Devastation

Global modifiers:
+1 Tolerance of the true faith
+1% Missionary strength
+0.2 Prestige per development from conversion
Province modifiers:



Area modifiers:
-0.25 Local Monthly Devastation

Global modifiers:
+2 Tolerance of the true faith
+2% Missionary strength
+0.3 Prestige per development from conversion
great_project_fuerte_del_morro_la_havana.jpg
Fuerte del MorroHavana (484)0Province modifiers:
+15% Local Defensiveness


Global modifiers:
+10% Naval forcelimit modifier
+0.1 Overlord naval forcelimit
Area modifiers:
+15% Local Defensiveness


Global modifiers:
+50% Blockade Force Required
+20% Naval forcelimit modifier
+0.2 Overlord naval forcelimit
Area modifiers:
+25% Local Defensiveness


Global modifiers:
+100% Blockade Force Required
+30% Naval forcelimit modifier
+0.3 Overlord naval forcelimit
great_project_gomateshwara_statue.jpg
Gomateshwara StatueSeringapatam (4421)1Movable

Religion is in Dharmic group
Has the same religion as its owner
Province modifiers:
-1 Unrest


Global modifiers:
+0.25 Tolerance of the true faith
+0.25 Tolerance of heretics
+0.25 Tolerance of Heathens
Area modifiers:
-1 Unrest


Global modifiers:
+0.5 Tolerance of the true faith
+0.5 Tolerance of heretics
+0.5 Tolerance of Heathens
+1 Diplomatic reputation
Area modifiers:
-2 Unrest


Global modifiers:
+1 Tolerance of the true faith
+1 Tolerance of heretics
+1 Tolerance of Heathens
+2 Diplomatic reputation
great_project_great_living_chola_temples.jpg
Great Living Chola TemplesTanjore (2026)2Religion is in Dharmic group
Has the same religion as its owner
Global modifiers:
+0.5% Missionary strength
+5% Brahmins loyalty equilibrium
Global modifiers:
+1% Missionary strength
−5% Culture conversion cost
+5% Brahmins loyalty equilibrium
Global modifiers:
+2% Missionary strength
−10% Culture conversion cost
+10% Brahmins loyalty equilibrium
great_project_gyeongbok_palace.jpg
Gyeongbok PalaceHanseong (735)2Culture is Korean
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Global modifiers:
+0.25 Yearly legitimacy equivalent
−0.01 Monthly autonomy change
Global modifiers:
+0.5 Yearly legitimacy equivalent
-5% Technology Cost
−0.025 Monthly autonomy change
Global modifiers:
+1 Yearly legitimacy equivalent
-10% Technology Cost
−0.05 Monthly autonomy change
great_project_hampi.jpg
HampiVijayanagar (541)1At least one of:

All of:
Religion is Theravada
Has the same religion as its owner

All of:
Religion is Vajrayana
Has the same religion as its owner

All of:
Religion is Mahayana
Has the same religion as its owner

All of:
Religion is in Dharmic group
Has the same religion as its owner

All of:
Religion is Fetishist
Owner has unlocked Buddadharma cult
Has the same religion as its owner
Area modifiers:
-0.25 Local Monthly Devastation


Global modifiers:
+0.25 Yearly Prestige
+10% Religious Unity
Area modifiers:
-0.5 Local Monthly Devastation


Global modifiers:
+0.5 Yearly prestige
+25% Religious unity
+5% All Estates Loyalty Equilibrium
Area modifiers:
-1 Local Monthly Devastation


Global modifiers:
+0.5 Yearly prestige
+50% Religious unity
+10% All Estates Loyalty Equilibrium
great_project_historical_center_prague.jpg
City of PraguePrague (266)2Global modifiers:
+0.05 Monthly Imperial Authority
+0.25 Tolerance of the true faith
+0.25 Tolerance of heretics
Global modifiers:
+0.1 Monthly Imperial Authority
+0.25 Tolerance of the true faith
+0.25 Tolerance of heretics
+0.5 Yearly papal influence
+0.25 Monthly fervor
+5% Church power
Global modifiers:
+0.15 Monthly Imperial Authority
+0.5 Tolerance of the true faith
+0.5 Tolerance of heretics
+1 Yearly papal influence
+0.5 Monthly fervor
+10% Church power
great_project_holy_city_of_kairouan.jpg
Holy City of KairouanKairwan (4566)2Religion is in Muslim group
Has the same religion as its owner
Global modifiers:
-0.1% Monthly piety
+20% Institution spread from true faith
Global modifiers:
-0.2% Monthly piety
+0.5 Tolerance of the true faith
+33% Institution spread from true faith
Global modifiers:
-0.3% Monthly piety
+1 Tolerance of the true faith
+50% Institution spread from true faith
great_project_imam_hussein_al_abbas.jpg
Imam Hussein and Al-Abbas Holy ShrinesKarbala (409)1Religion is Shiite
Has the same religion as its owner
Global modifiers:
-0.1% Monthly piety
+1% Missionary Strentgh agains Heretics
Global modifiers:
-0.2% Monthly piety
+2% Missionary Strentgh agains Heretics
+5% Clergy loyalty equilibrium
Global modifiers:
-0.3% Monthly piety
+3% Missionary Strentgh agains Heretics
+10% Clergy loyalty equilibrium
great_project_kashi_vishwanath_temple.jpg
Kashi Vishwanath TempleVaranasi (2095)1Religion is in Dharmic group
Has the same religion as its owner
Global modifiers:
-5% Core creation cost reduction
Global modifiers:
-10% Core creation cost reduction
-5% Agressive expansion reduction
+5% Brahmins loyalty equilibrium
Global modifiers:
-15% Core creation cost reduction
-10% Agressive expansion reduction
+15% Brahmins loyalty equilibrium
great_project_khajuraho_group_of_monuments.jpg
KhajurahoMahoba (4466)2Religion is in Dharmic group
Has the same religion as its owner
Province modifiers:
−10% Local development cost


Area modifiers:



Global modifiers:
+0.25 Tolerance of the true faith
+0.25 Tolerance of heretics
Province modifiers:



Area modifiers:
−10% Local development cost


Global modifiers:
+0.5 Tolerance of the true faith
+0.5 Tolerance of heretics
+33% Heir chance
Province modifiers:



Area modifiers:
−10% Local development cost


Global modifiers:
+1 Tolerance of the true faith
+1 Tolerance of heretics
+50% Heir chance
great_project_kilwa_city.jpg
Kilwa CityKilwa (1196)2Religion is in Muslim group
Has the same religion as its owner
Global modifiers:
+0.25 Yearly Prestige
+10% Global Ship Trade Power
Global modifiers:
+0.5 Yearly Prestige
+20% Global Ship Trade Power
+2 Placed merchant power
Global modifiers:
+1 Yearly Prestige
+30% Global Ship Trade Power
+4 Placed merchant power
great_project_krakow_cloth_hall.jpg

Krakow Cloth Hall
Krakow (262)1Province modifiers:
+10% Goods Produced


Global modifiers:
+1 Merchant
Area modifiers:
+10% Goods Produced


Global modifiers:
+1 Merchant
+5% Global trade power
Area modifiers:
+20% Goods Produced


Global modifiers:
+2 Merchants
+10% Global trade power
great_project_maidan_e_naqsh_e_jahan.jpg
Maidan-e Naqsh-e JahanIsfahan (429)0Religion is in Muslim group
Has the same religion as its owner
Global modifiers:
+0.25 Yearly Legitimacy equivalent
+0.5 Monthly splendor
+0.1 Prestige per development from conversion
Global modifiers:
+0.5 Yearly Legitimacy equivalent
+1 Monthly splendor
+0.2 Prestige per development from conversion
Global modifiers:
+1 Yearly Legitimacy equivalent
+1.5 Monthly splendor
+0.3 Prestige per development from conversion
great_project_malbork_castle.jpg
Malbork CastleMarienburg (1841)2Province modifiers:
+50% Local defensiveness
+10% Local garrison size

Area modifiers:
-0.025 Local Autonomy


Global modifiers:
+0.25 Yearly Legitimacy
-5% Mercenary Cost
Province modifiers:
+100% Local defensiveness
+15% Local garrison size


Area modifiers:
-0.05 Local Autonomy


Global modifiers:
+0.5 Yearly Legitimacy
-5% Mercenary Cost
Province modifiers:
+100% Local defensiveness
+25% Local garrison size


Area modifiers:
-0.1 Local Autonomy


Global modifiers:
+1 Yearly Legitimacy
-10% Mercenary Cost
great_project_malta_forts.jpg
Malta FortsMalta (126)1Province modifiers:
+15% Local Defensiveness


Global modifiers:
+50% Hostile disembark time
-5% War score costs vs other religion
Province modifiers:
+0.5 Local Hostile Attrition
+25% Local Defensiveness


Global modifiers:
+100% Hostile disembark time
-10% War score costs vs other religion
Province modifiers:
+1 Local Hostile Attrition
+50% Local Defensiveness


Global modifiers:
+200% Hostile disembark time
-15% War score costs vs other religion
great_project_mehrangarh_fort.jpg
Mehrangarh FortMarwar (514)0Province modifiers:
+15% Local Defensiveness
+15% Local manpower modifier

Area modifiers:


Global modifiers:
+0.25 Yearly Prestige
Area modifiers:
+15% Local Defensiveness
+15% Local manpower modifier

Global modifiers:
+0.5 Yearly Prestige
−10% Advisor cost
Area modifiers:
+25% Local Defensiveness
+25% Local manpower modifier

Global modifiers:
+1 Yearly Prestige
−20% Advisor cost
+10% Special unit forcelimit
great_project_nan_madoll.jpg
Nan MadollMicronesia (1995)1
Global modifiers:
+10 Global colonial growth
Global modifiers:
+15 Global colonial growth
+0.5 Yearly navy tradition
Global modifiers:
+25 Global colonial growth
+1 Yearly navy tradition
+5% Settler chance
great_project_porcelain_tower_of_nanjing.jpg
Porcelain Tower of NanjingNanjing (1821)2Culture group is East Asian
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Province modifiers:
-1 Unrest


Global modifiers:
+0.1 Yearly Meritocracy
+10% Global institution spread
Area modifiers:
-1 Unrest


Global modifiers:
+0.25 Yearly Meritocracy
+20% Global institution spread
−5% Institution embracement cost
Area modifiers:
-2 Unrest


Global modifiers:
+0.5 Yearly Meritocracy
+30% Global institution spread
−10% Institution embracement cost
great_project_qhapaq_nam.jpg
Qhapaq ÑanQuito (820)1Culture group is Andean
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Global modifiers:
+0.1 Yearly Inti Authority
+10% Reinforcement speed
+5% Trade efficiency
Global modifiers:
+0.2 Yearly Inti Authority
+20% Reinforcement speed
+10% Trade efficiency
Global modifiers:
+0.3 Yearly Inti Authority
+33% Reinforcement speed
+20% Trade efficiency
great_project_rila_monasteries.jpg

Rila Monasteries
Kostendil (4703)1Religion is Orthodox
Has the same religion as its owner
Global modifiers:
-10% Stability Cost
+10% Religious Unity
Global modifiers:
-20% Stability Cost
+10% Religious Unity
+5% Clergy loyalty equilibrium
Global modifiers:
-30% Stability Cost
+25% Religious Unity
+10% Clergy loyalty equilibrium
great_project_the_rock_hewn_churches.jpg
Rock-Hewn Churches of LalibelaLasta (2769)2Religion is Coptic
Has the same religion as its owner
Global modifiers:
+0.5% Missionary strength
+0.25 Yearly Prestige
Global modifiers:
+1% Missionary strength
-5% Missionary maintenance cost
+0.5 Yearly Prestige
Global modifiers:
+2% Missionary strength
-10% Missionary maintenance cost
+1 Yearly Prestige
great_project_royal_palace_of_caserta.jpg
Royal Palace of CasertaNapoli (121)0Global modifiers:
+0.25 Yearly Prestige
+5% Government reform progress
Global modifiers:
+0.5 Yearly Prestige
+10% Government reform progress
+50 Governing capacity
Global modifiers:
+1 Yearly Prestige
+15% Government reform progress
+100 Governing capacity
great_project_san_antonio_missions.jpg
San Antonio MissionsTanu (4627)0Religion is Catholic
Has the same religion as its owner
Province modifiers:
-1 Unrest


Global modifiers:
+1% Missionary strength against Heathens
+10% Institution spread from true faith
Area modifiers:
-1 Unrest
+15 Global colonial growth


Global modifiers:
+2% Missionary strength against Heathens
+20% Institution spread from true faith
Area modifiers:
-2 Unrest
+25 Global colonial growth


Global modifiers:
+3% Missionary strength against Heathens
+30% Institution spread from true faith
great_project_sankore_madrasah_university.jpg
Sankore MadrasahTimbuktu (1132)1Global modifiers:
+15% Institution spread
+5% Clergy loyalty equilibrium
Global modifiers:
+30% Institution spread
-5% Technology cost
+10% Clergy loyalty equilibrium
Global modifiers:
+50% Institution spread
-10% Technology cost
+10% Clergy loyalty equilibrium
great_project_santa_maria_del_fiore.jpg
Santa Maria del FioreFirenze (116)2Religion is in Christian group
Has the same religion as its owner
Global modifiers:
+0.5 Monthly splendor
-0.5% Prestige decay
Global modifiers:
-10% Advisor cost
+1 Monthly splendor
-1% Prestige decay
Global modifiers:
-20% Advisor cost
+2 Monthly splendor
-1% Prestige decay
great_project_spiral_minaret_of_samarra.jpg
Spiral Minaret of SamarraTikrit (2310)0Religion is in Muslim group
Has the same religion as its owner
Global modifiers:
+1% Missionary strength
+0.25 Yearly Prestige
+5% Clergy loyalty equilibrium
Global modifiers:
+2% Missionary strength
+0.5 Yearly Prestige
+10% Clergy loyalty equilibrium
Global modifiers:
+3% Missionary strength
+1 Yearly Prestige
+20% Clergy loyalty equilibrium
great_project_sultan_ahmed_mosque.jpg
Sultan Ahmed MosqueConstantinople (151)0Religion is in Muslim group
Has the same religion as its owner
Province modifiers:
+10% Local tax modifier


Global modifiers:
+0.1 Prestige per development from conversion
+0.25 Tolerance of the True Faith
Province modifiers:
+15% Local tax modifier


Global modifiers:
+0.2 Prestige per development from conversion
+0.5 Tolerance of the True Faith
Area modifiers:
+15% Local tax modifier


Global modifiers:
+0.3 Prestige per development from conversion
+1 Tolerance of the True Faith
great_project_sun_temple_in_konârak.jpg
Sun Temple in KonârakCuttack (552)2Religion is in Dharmic group
Has the same religion as its owner
Province modifiers:
+5% Local production modifier


Global modifiers:
+10% Religious unity
Area modifiers:
+5% Local production modifier


Global modifiers:
-0.5% Prestige decay
+15% Religious unity
Area modifiers:
+10% Local production modifier


Global modifiers:
-1% Prestige decay
+25% Religious unit
great_project_swayambhunath.jpg
SwayambhunathKatmandu (557)1At least one of:

All of:
Religion is Theravada
Has the same religion as its owner

All of:
Religion is Vajrayana
Has the same religion as its owner

All of:
Religion is Mahayana
Has the same religion as its owner
Province modifiers:
+20% Local tax modifier


Global modifiers:
+5% Church loyalty equilibrium
+5% Brahmin loyalty equilibrium
Province modifiers:
+30% Local tax modifier


Global modifiers:
+5% Yearly karma decay
+10% Church loyalty equilibrium
+10% Brahmin loyalty equilibrium
Area modifiers:
+30% Local tax modifier


Global modifiers:
+10% Yearly karma decay
+15% Church loyalty equilibrium
+15% Brahmin loyalty equilibrium
great_project_the_white_house.jpg
The White HousePiscataway (953)0Culture is American
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Global modifiers:
+5% Reform progress growth
-5% State governing cost
-5% Reelection cost
Global modifiers:
+10% Reform progress growth
-15% State governing cost
-10% Reelection cost
Global modifiers:
+20% Reform progress growth
-25% State governing cost
-10% Reelection cost
great_project_tikal.jpg
TikalPetén (842)0Culture is in Mayan group
At least one of:
Has the same culture as its owner
Has an accepted culture of its owner
Province modifiers:
−10% Local development cost


Area modifiers:
-1 Unrest


Global modifiers:
-10% Stability cost modifier
Province modifiers:
−20% Local development cost


Area modifiers:
-2 Unrest


Global modifiers:
-20% Stability cost modifier
Area modifiers:
−30% Local development cost


Global modifiers:
-30% Stability cost modifier
-2 Unrest
great_project_tiwanaku.jpg
TiwanakuTihuanaco (2831)0Religion is Inti
Has the same religion as its owner
Global modifiers:
+0.1 Yearly Inti Authority
+0.5% Global missionary strength
Global modifiers:
+0.2 Yearly Inti Authority
+1% Global missionary strength
+15% Religious Unity
Global modifiers:
+0.3 Yearly Inti Authority
+2% Global missionary strength
+30% Religious Unity
great_project_tortuga_island.jpg
Tortuga IslandTortuga (489)0Province modifiers:
+15% Local defensiveness


Global modifiers:
+20% Privateer Efficiency
+50% Blockade Force Required
Province modifiers:
+25% Local defensiveness


Global modifiers:
+33% Privateer Efficiency
+100% Blockade Force Required
+50% Power projection from insults
Province modifiers:
+50% Local defensiveness


Global modifiers:
+50% Privateer Efficiency
+100% Blockade Force Required
+100% Power projection from insults
great_project_ulm_minster.jpg
Ulm MinsterUlm (1872)1Religion is in Christian group
Has the same religion as its owner
Global modifiers:
+0.25 Yearly Prestige
+5% Clergy loyalty equilibrium
Global modifiers:
+10% Free City Monthly Imperial Authority
+0.5 Yearly Prestige
+0.5 Tolerance of the true faith
+10% Clergy loyalty equilibrium
Global modifiers:
+20% Free City Monthly Imperial Authority
+1 Yearly Prestige
+1 Tolerance of the true faith
+10% Clergy loyalty equilibrium
great_project_walls_of_benin.jpg
Walls of BeninBenin (1147)2Religion is in Pagan group
Has the same religion as its owner
Province modifiers:
+15% Local Defensiveness


Global modifiers:
+50% Prestige from land battles
+5% Nobility loyalty equilibrium
Area modifiers:
+15% Local Defensiveness


Global modifiers:
+100% Prestige from land battles
+10% Global provincial trade power
+5% Nobility loyalty equilibrium
Area modifiers:
+25% Local Defensiveness


Global modifiers:
+100% Prestige from land battles
+20% Global provincial trade power
+10% Nobility loyalty equilibrium
great_project_winter_palace_in_st_petersburg.jpg
Winter Palace in St PetersburgNeva (33)0Global modifiers:
-10% Stability cost
-1 Unrest
+5% Nobility loyalty equilibrium
Global modifiers:
-20% Stability cost
-1 Unrest
+10% Nobility loyalty equilibrium
Global modifiers:
-30% Stability cost
-2 Unrest
+10% Nobility loyalty equilibrium
great_project_zacatecas_mine_city.jpg
Zacatecas Mine CityZacatecas (856)0Province modifiers:
+1 Local Goods Produced


Area modifiers:
+5% Local Goods Produced Modifier


Global modifiers:
Province modifiers:
+2 Local Goods Produced


Area modifiers:
+10% Local Goods Produced Modifier


Global modifiers:
-0.25% Interest
Province modifiers:
+3 Local Goods Produced


Area modifiers:
+20% Local Goods Produced Modifier


Global modifiers:
-0.5% Interest

-----------------------------------------------------------------------------------------------------------------------

Finally, hello, my name is Kuba, here known as @Rossarness , and I’m the Release Engineer here at Tinto. Today I’d like to tell you how we are testing and analyzing the game, and I’ll also talk a bit about the upcoming changes to the American Native Tribes.

I did write testing however I meant the automated nightly runs that I’m in charge of. Every night we run automated runs using the latest code of our game. That gives us an opportunity to analyze how our changes affect the game. This is especially useful when we are doing some balancing changes (e.g. latest changes to the Protestants and Orthodox).

Usually in the morning I check all the nightlies for potential issues, if there are no crashes I can proceed to analyzing the game state.
With each run we get a diplomatic mode map attached to the report so I can decide which runs might require in-depth analysis.

Here’s an example of interesting run:

image (4).png

As you can see the standard Ottoblob was destroyed by the Mamluks, so it’s quite an unusual outcome. If such a situation would be common, this would mean for us that we nerfed some mechanic too much or made it OP.

That’s how I noticed the problems with the Protestants and Orthodox countries. After implementing changes to the Catholics I saw that across almost all runs, Europe is united as Catholics. Basically after loading the game each run looked similar to this one:

image (1).png

Usually only the Ottomans were strong enough to resist the Catholic crusade. So together with our Content Designers we analyzed key countries which could oppose them (like in the screenshot above Russia ceased to exist - which was very common at this point). Then we buffed the Protestant religions and observed how it affected the game.

I also kept Russia under observation which helped us to find that AI had problems with getting and maintaining high Patriarch Authority and couldn’t be a real counterbalance to the Ottomans. Of course our automation also saves the game at regular intervals, so we can analyze various variables that led to the end result, or to check our changes mid-game. Like, one of the religions might become almost one-faith in the end, as long as in the mid-game it looks balanced when in conflict with others, and that it doesn’t happen in every run. A screenshot below with AI getting high PA as Russia now, after doing some AI fixes.

image (3).png


After changes done to the guarantee system, we can also now observe interesting alt-history outcomes, like an independent Revolutionary Catalonia allied to France:

image (2).png

And Switzerland with access to the sea as a bonus. :)

Last aspect of our automation which is very important are the performance metrics, with each run we gather statistics on how long it takes to make a daily or monthly tick on average. Results are calculated from the finished game, this allows us to check possible performance improvements or detect degradation just a day after we merge in changes that might cause it. So worry not, I'm now guarding the performance of the game and we are looking forward to improving it. For 1.32 the performance is better than in 1.31, and although we’re not at 1.30.6, as Johan already announced, our objective is to keep working to reach at least that point.

Below some good (and interesting) overnight results:

image (5).png

Strong Spain which started to eat France (and of course Ottoblob).

image (6).png

Strong France which caused most of the colonies to go independent. Also some people were worried that African countries would be eaten by the European Powers. As you can see mostly they survive, sometimes even thrive, so don’t worry.

image (7).png

Strong Russia with nice France and Spain, also in Africa you can see Great Zimbabwe formed. Also Ottomans are not that powerful, with Persia being formed. :)

So the last thing I want to talk about are the Tribal balance changes. I know there were many issues with them, so I made it my personal mission to improve them. So again I used the nightlies to analyze the tribal countries, and found that they created megacities in the Amazon forest (250+ development) on every run. Then I found that as the Tribal Development cost increase is linear, that allowed them to freely accumulate the development over the course of the game. So now the development growth will decrease exponentially, making it almost impossible to reach such high values. The amount of Tribal Development gained is divided by the current development if it’s above 1. That means if you reach 10, the further growth will be reduced by the factor of ten. It’s not perfect but still better than the current system and I look forward to improving it further - I had to prepare so many other things related to the release, TBH.

20211108145833_1.jpg

Here is the list of provinces sorted by development. You can see that end game results are back to sane levels and there are no provinces from the Americas in the top list, the highest was 37 owned by the USA.

-----------------------------------------------------------------------------------------------------------------------

So, that’s all for today! We really expect that you might have liked the content we’ve just shown to you. We will be talking more about the new content and the 1.32 changelog tomorrow, in the Paradox Twitch Stream, at 17h (CET), with @BjornB and @Mordred Viking . And as the release is in a couple days, we really hope you enjoy both the Origins Immersion Pack and the Songhai Update, and give us feedback about it as soon as you start playing. See you!
 

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Ogele

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Are there serious or minor bugs that will not be fixed in the release tomorrow? If serious bugs, what bugs are those? Thanks in advance!
The bugs mentioned here are some script issues with the following achievements:
  • "Fugger Banking" has the issue of a double negative in its requirement of how many provinces you own
  • "KHAAAAAAN" requires you to start as Golden Horde, Yuan or Ilkhanate which is not possible because all three of them don't exist at the game start
  • "Surfing USA" requires you to start as united Hawaii which is also not possible because it is another formable
  • "One nation to rule them all" requires you to start as Saruhan which is not possible as you have to release it as the Ottomans
Another bug is directly related to this comment:
Maybe I can say about Cartegena. It's most op Monument I saw in this game.

This modifier is killing all enemy ships. It's like 15 attrition in the land on 8 level fort in Siberia. It can kill all sea trade in the game.

Hostile Fleet Attrition: +10.00
The modifier "hostile_fleet_attrition", is incorrectly in the global modifier scope instead of the area scope. This means ingame that the monument has on paper +10 Hostile Fleet Attrition as a global modifier, but in reality it doesn't do anything. Compared to a +100% missionary strength policy, this bug is a lot more tame.

So all things considered, these bugs are relatively minor.
Though the achievement issue is something which frustrates me personally. It is not fun to receive saves from players who are asking for their rightfully-earned achievements, and you see that they didn't get it because of script issues (that's why the World Conqueror achievement has been adjusted so it counts subjects of subjects too as an example).

Btw, a little insight in software development: while developing a software you have a certain deadline. You can commit your code / script / art to the release branch of a project until this deadline is reached. After this deadline the code gets frozen and a release build will be created, which will be checked for stability issues and what not.
Meanwhile, all changes and additions to the software will then be added to the next version.

This of course does not excuse bugs at release (especially after what has happened thanks to Leviathan), but I hope it makes our position as developers more relatable.
The very least we can do right now is openly communicating about it and giving a headup warning of the issues we are already aware of, and fix them ASAP.
 
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Mindel

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This of course does not excuse bugs at release (especially after what has happened thanks to Leviathan), but I hope it makes our position as developers more relatable.
The very least we can do right now is openly communicating about it and giving a headup warning of the issues we are already aware of, and fix ASAP.
Can you give us an estimate on when the first hotfix will be released?
 

KaiserArg

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OP?

What's OP about them?
Global modifiers: +100% Blockade Force Required +30% Naval forcelimit modifier +100% Blockade Force Required (again) +10 Hostile Fleet Atrittion

You have any idea how much that is? 10 global hostile fleet attrition alone is already so stupidly OP that I have no idea how they decided to implement it. If you combine that monument with the new building plus 200% blockade force required there is no way in hell someone can even walk pass your coast.

Edit: just saw the dev comment about the HFT being a local modifier and not a global one, they just wrote it in the wrong category. 200% blockade force required + 30% naval limite is still pretty strong not gonna lie. Whish they just added as requisite "Owner = has capital in America"
 
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Nuclear Elvis

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Great monuments! Would it be possible to change the requirements for the White House ever so slightly so that its effects are unlocked either by having American primary culture OR by being the United States (similar to how the American Republic reform is unlocked)? It doesn't quite seem right if one were to be the United States with a culture other than American but not being able to build the White House.
The culture requirement for the White House should change to English for the year 1814, and 1814 alone.
 
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Nuclear Elvis

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Honestly, I think a much more appropriate monument in place of the White House would be the US Capitol. You can see the original design here:

View attachment 772121

It is a larger and more impressive building, especially in the early 1800s, and fits in better with the republican-themed bonuses that the White House generates.
I would agree - the White House is a residence, not a center of government. The US Capitol is....the capitol of the nation and the center of power. The State of the Union is given in the building, which is one of the only events when all 3x Branches of US Government convene together, and they never convene all together at the White House nor the Supreme Court building, but only inside the US Capitol Building. It is where Laws are debated and made final, only a short trip and quick signature at the White House. To highlight the White House over the US Capitol shows a bit of ignorance on the part of European developers as to what a Constitutional Republic's center of power is, as the USA is not a Monarchy nor a Dictatorship, but instead the power is centered on the representation of the people within the Capitol Building.

Need any more proof where the common man thinks the power resides? What building was the scene of protest turned riot on January 6th, 2021?
 
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RhoxOS

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o_O Well spotted! I'll see if it's possible for us to fix it in a future patch.

This is a relatively minor bug compared to the national folk museum, but some of the Korean community members were not so happy about it so I'm passing this also:

great_project_gyeongbok_palace2.jpg

This cyan-colored building is...

1636597379870.png


Blue House (pavilion of blue tiles;청와대), the official residence of South Korea. It was built in 1991.

1636597657421.png

Its standing ground was part of the palace in the old times and now it's right behind the Gyeongbok Palace.

So could you guys remove that cyan roof building also while removing the pagoda? Thanks :)
 
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Pavía

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Pavía, I am concerned about the Anti-synergy that keeps being added to Muslim monuments in regards to piety. Kairwan starts owned by Tunis, but Tunis has national ideas with +montly piety, while the monument gives -monthly piety. They can't get the most out of their national ideas or monument.

I have suggested before something like the Emerald Buddha decision, in regards to Piety monuments, whereas you can change the direction of the monthly growth at the cost of some ducats and a cooldown. It would allow for better customization of one's approach to their own religion, since it's so troublesome to keep Mysticism high when the Legalism has much better event choices, and is popularly regarded as the best option out of the two anyway.

To balance this out, there could be a cap to how much %monthly piety you can have, so you can't just stack a dozen monuments all giving it at once. But at least I shouldn't have to go all the way to Tunis as Persia if I want more Mysticism, or go all the way to Samarkand, as Tunis, if I want more Legalism.
You're right, we're not entirely happy about the sources of Piety, even if we've added more both for Legalism and Mysticism. Stay tunned, as probably we'll change this in one of the next patches (although I can't promise when this would be implemented, to be fair).
 
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raikaria

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I feel like a lot of these acheivements should have been with Leviathan. I thought it was very strange that the new tags added in Oceania had... nothing.
 

aleksandrn

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Aug 7, 2020
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what does the command add_development_from_building do?

Code:
marketplace = {
    cost = 100
    time = 12

    modifier = {
        province_trade_power_modifier = 0.5
    }
    on_built = {
        add_development_from_building = {
            building = marketplace
            type = production
            value = 1
        }
    }
    on_destroyed = {
        remove_development_from_building = {
            building = marketplace
            type = production
            value = 1
        }
    }
    on_obsolete = {
    }

    ai_will_do = {
        factor = 1.5 # Because hard-coded AI only considers what it will gain, not what its enemies will lose.
    }
}
 

grotaclas

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what does the command add_development_from_building do?
It is a scripted effect (in common/scripted_effects/00_scripted_effects.txt) which adds development to the province if the country flag "improve_development_on_buildings_built" is set. That flag gets set by one of Mutapa's missions.
 
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Pavía

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YOu think is the hotfix will break the new DLC ? if you create a game today when it releases ? :) Great work btw!! looking soo much forward to the new DLC!!
Hopefully not, but we always recommend to start fresh games after each update of the game. ;)
So I spotted a fix, your Morro Castle icon in Havana is actually the Morro Castle from San Juan, which was larger and together with Fort San Cristobal was more important.
Thanks, we'll take charge of it. ;)
 
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Ogele

Sergeant
Apr 20, 2021
67
1.486
what does the command add_development_from_building do?

Code:
marketplace = {
    cost = 100
    time = 12

    modifier = {
        province_trade_power_modifier = 0.5
    }
    on_built = {
        add_development_from_building = {
            building = marketplace
            type = production
            value = 1
        }
    }
    on_destroyed = {
        remove_development_from_building = {
            building = marketplace
            type = production
            value = 1
        }
    }
    on_obsolete = {
    }

    ai_will_do = {
        factor = 1.5 # Because hard-coded AI only considers what it will gain, not what its enemies will lose.
    }
}
It's a scripted effect which checks if you can gain development from constructing buildings. Basically, it will add an amount of development for a specified type for the province if a certain building is constructed.

Code:
#Province effect - used for buildings
add_development_from_building = {
    if = {
        limit = {
            FROM = { has_country_flag = improve_development_on_buildings_built }
            NOT = { gained_development_from_building = { building = $building$ } }
        }
        add_base_$type$ = $value$
        hidden_effect = {
            set_province_flag = built_dev_$building$
        }
    }
}

#Province effect - used for buildings
add_development_from_upgrading_or_building = {
    if = {
        limit = {
            FROM = { has_country_flag = improve_development_on_buildings_built }
            NOT = { gained_development_from_building = { building = $building$ } }
        }
        if = {
            limit = { has_province_flag = built_dev_$obsolete_building$ }
            add_base_$type$ = $upgrade_value$
        }
        else = {
            add_base_$type$ = $value$
        }
        hidden_effect = {
            set_province_flag = built_dev_$building$
        }
    }
}

#Province effect - used for buildings
remove_development_from_building = {
    if = {
        limit = {
            FROM = { has_country_flag = improve_development_on_buildings_built }
            gained_development_from_building = { building = $building$ }
        }
        add_base_$type$ = -$value$
        if = {
            limit = {
                NOT = { base_$type$ = 1 }
            }
            set_base_$type$ = 1
        }
        hidden_effect = {
            clr_province_flag = built_dev_$building$
        }
    }
}

This effect is mostly added for Mutapa because they are the only ones who have access to gain development from buildings.

However, the system has been so scripted that modders can easily use it for their own purposes.
For anyone who is interested in it for their own mods: the line "enable_development_on_buildings_built = yes" enables this mechanic.
 
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