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EUIV - Development Diary - 10th of March 2020

Hey! Today we’ll be covering Estates which have been getting a huge overhaul in the 1.30. The mechanic as a whole has gotten a rethink from the ground up on how we wanted the player to relate to the mechanic.

So here are some of the goals that we have been aiming for as we worked on the Estates the past year.
  • Estates are something you build, not something you exploit
  • Give and Take sort of relationship between Estate & Crown
  • Large benefit early, a dead weight when Absolutism comes
  • Better integration with other parts of the game
  • Better feedback loop for the player in using it and less red numbers.
So the last part is a bit abstract but we’ll get to what we mean when we say that. So let’s get to the actual changes that we’ve done.

upload_2020-3-10_9-25-24.png


There’s a lot going on here, the interface looks nothing like it did before. So let’s get started with the top part which concerns the ownership of land in your realm. Estates no longer own land on a province to province basis but instead have a share of the development of your country.

upload_2020-3-10_9-25-34.png


The land share that the estates have will affect their loyalty and their influence. This land share fluctuates up and down as the country gains development and from some new interactions that are now available. But first besides the estates, the crown also controls some of that development directly. Depending on this control there will be different benefits or penalties depending on if the crown is relatively weak or not to the Estates.

This control of land is mainly affected by these ways:
  • When gaining development like through conquering land each estate will gain land relative to their influence compared to the rest of the estates. The crown's influence is calculated as a base of 50% +absolutism.
  • Developing provinces gives a little bit of control to the crown
  • Events will change the ratio of land that estates share
  • Crown Land interactions will let you manipulate as well.
So why would you want to control a lot of land as the crown? Well for one you are keeping the estates in check, if one estate gets ahead their influence will also rise prompting them to potentially coup you. But there are also modifiers that are applied at different levels. The idea being that if the crown itself is weak, the estates will exploit that.

The bonuses/penalties applied depending on your crown land is done so in steps. You want to hold yourself at 20% or higher crown land as below these modifiers are applied with increasing strength. At 0% land you are in quite a pickle with these penalties:.
  • -50 Max Absolutism
  • +0.2 Global Autonomy
  • +1.5 LD from Subject Dev
  • -20% Tax Modifier
Though when you hit a really low amount of crown land, the estates will be willing to bail you out in exchange for you giving them a really harsh privilege. Which we’ll cover later in the diary.

At the other end, we have at 50% and higher you start to get benefits for being in tighter control over your country. At 100% you get
  • +15 Max Absolutism
  • +1 Yearly Absolutism
  • +20% Tax Modifier
  • -0.05 Global Autonomy
I mentioned earlier that the land share could be manipulated by Crown Land Interactions. There’s three of them. Sales of Titles, Seize Land and Summon the Diet. The first two as you can guess will let you either sell off land to the estates or seize land forcefully from them. Sale of Titles besides giving away 10% of your land to the estates, it will also give you money relative to how rich the estates are and give them 10% Loyalty. Seize Land will of course lower your estate's loyalty by 20%, but take 5% back for yourself. If the estate is disloyal it will spawn rebels and every province the rebels siege down will take back land to the estate based on the province development.

Summon the Diet is a bit different. It’s a good tool to keep the Estates happy. Upon using this interaction you instantly get 5% Loyalty to all Estates but also give them 10% Influence. Then each estate will propose an Agenda for you to pick between, each asking for something from you.

upload_2020-3-10_9-26-0.png


upload_2020-3-10_9-26-8.png


Most of the time these will be very simple things but fitting for that estate. For instance the Burghers might ask you to increase production in a province, Clergy might want you to build a Church and so on. Upon finishing Agenda for a specific estate you will also gain more loyalty with specifically them.

This should all be very reminiscent of the old mission system, giving you small bonuses and rewards for simple tasks you can complete quite quickly. Though keep in mind, each time you summon the Diet the estates stack the 10% Influence. Though there is a privilege you can grant the nobles where you empower them to dictate the Agenda of the Crown themselves bypassing that issue. A lot of these agendas have been made, both Generic ones and more advanced Estate specific ones.

Next is the Estate Privileges. The old interactions system is removed as we are moving away from the purpose of Estates being something you squeeze every 20 year for money and mana. Privileges is something you grant to the Estates, to get something out of them, but it usually also means they take something away from you. All Privileges also reduces the max absolutism of the country.

upload_2020-3-10_9-26-21.png


Privileges after granted can only be removed if you have higher loyalty with the Estate than their influence is. When removed their loyalty will reset to 0. Some privileges will remove themselves after certain conditions are fulfilled.

All of the old interactions have in one way or form been translated into the new privilege system, but in a way that fits with something that are not one time bonuses but intended to be longer term. For instance instead of getting +50/100/150 monarch points of your choice, you can now get +1 to your monarch power generation by giving a privilege to the relevant estate. However in exchange they will take 10% of your Crown land. And with how the balance is at start, it means you might only be able to get that privilege for one of the estate, and not all three, unless you are willing to compromise on realm stability.

There’s also unique for nations, for instance Poland starts with the Golden Liberty which grants the Nobility unchecked power. This entire rework will be part of the base game and most of these privileges will be free. But there will also be some unique fun ones that are locked to the Emperor DLC,like various Monopolies on trade goods you can give to Estates which gives you the total production income of 8 years for that trade good in your nation up front.
upload_2020-3-10_9-26-36.png

upload_2020-3-10_9-26-53.png


Most privileges besides their big effects will also usually manipulate the Loyalty, Influence, Crown Land or Absolutism of the country.

Part of moving towards this Privilege system and away from the one time benefit interactions from before, is that we want you to build with the Estates. For instance there are privileges that increase your Governing Capacity. You will as well have it easier to play around with Estate Loyalty as how that is calculated have been redone as part of adding the Privilege system.

There are now proper modifiers for Estate Loyalty and Influence, which might not tell you much if you don’t mod the game. What we have done is that we have separated out so that as a player you can manipulate the equilibrium that the Loyalty is moving towards. In one time effects like the Seize Land/Sale of Titles it still instant change of the Loyalty value of the estate. But this change where you manipulate the equilibrium have been integrated into a lot more mechanics, not only the Privileges, giving you a better opportunity to keep estates happy over a longer time than “just long enough to press this button”.

upload_2020-3-10_9-27-8.png


So in summary what have we changed. Well for one loyalty is not a currency in the way it was before, now you interact with estates when you want to tweak something. Loyalty and Influence of estates is an ever present value that you can see being affected in a lot of different interfaces now. Loyalty will be a lot clearer now on where it will end up if you let time pass, and you can build your country in such a way that an estate will naturally be happy with you. What this means is that it can be less of an exploitative relationship with the Estates and more a mutual one which gives a way better feedback loop to the player that he is not doing something bad.

But even so the Estates are still a double edged sword if you do not take care. Several of the players for the Dev Clash as they were testing things out accidentally ended up creating a state where the King was but a puppet of the Estates.

upload_2020-3-10_9-40-26.png


As usual we’ll be in the thread and answer any questions you might have. Next week we will be talking about Papal and Italian content that is coming with Emperor.
 
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So existing rebels only apply their relevant modifiers (autonomy, separatism, new religion) if the province they've captured is not in the presence of a fort, but you're saying these rebels will ignore that now?

Also will "Estate Rebels" be a new rebel type or will you just stick with Zealots, Nobles and Particularists?

If the siege_won_effect is applied, then the crown land change will also apply. So no it won't ignore forts presence.

These rebel changes are integrated into the already existing rebels. Zealots, Nobles, Particularists etc.
 
Thanks for the DD, I enjoy reading it very much.

Just curious that if any change will happen to the current province development system in 1.30?

IMHO the current system could potentially lead to some strange situations where a province has an unbalanced share of devs such as 4/26/22 or an AI (such as Korea in 1444) embraces the institution very quickly through dev push.

Now that the estates no longer give 150 mana but +1 mp each month, I think maybe it is also reasonable to modify the dev system into a progressive form?
 
Will you be implementing New Estates as well?

I would be particularly fond of the addition of the Peasants as an estate for nations which granted them freedom.

Such nations would be the Scandinavian countries, Dithmarshen, Friesland, some other lowland countries, and of course potentially if the Peasant uprising in the Swabian wars would be succesful maybe in the HRE as well?

Would be lovely to help Dithmarshen's lack of Nobility and should be a defining feature of the Peasant Republic government reform. (Of course this reform needs to be added to Friesland as well).
 
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@Groogy In a few last dev dairy we saw some content for Poland/PLC sneaking into it. My question is if there will be dev dairy focused on this how terrible elective monarchy is (usualy u get 50-60 + heirs they are most likely older that ruler and u cant even choose which to support. There are no events for historical heirs happening at some period of time) maybe something about stability of Lithuania ( i just realised in last run that every time i get ruler without Lithuanian culture they get unrest in provinces lol) And maybe some actual missions that are focused on east (Musovite-Polish wars, Succession of sweeden) And ofc there were a lot of finest historical generals (where are they? missions, events ?)
 
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Are estates disasters still in the game? If so are they more dangerous to the government than it was before? The previous system rarely happened much because you need 100% influence to trigger disasters.
 
Thanks for the DD, I enjoy reading it very much.

Just curious that if any change will happen to the current province development system in 1.30?

IMHO the current system could potentially lead to some strange situations where a province has an unbalanced share of devs such as 4/26/22 or an AI (such as Korea in 1444) embraces the institution very quickly through dev push.

Now that the estates no longer give 150 mana but +1 mp each month, I think maybe it is also reasonable to modify the dev system into a progressive form?

No we are not planning to change development for 1.30
 
This is a massive improvement over the current system.
 
When can we expect a release date for the release date?
They usually announce the release date a month after the announcement of the expansion and a month before the actual release. So my bet is on 21st/28th of April.
 
Are estates disasters still in the game? If so are they more dangerous to the government than it was before? The previous system rarely happened much because you need 100% influence to trigger disasters.

They still in but it's a bit more dangerous now because your possible response to "fix the 100% influence" is a lot slower compared to the old system.
 
Can you mess with another country's estates? Such as embargoing a rival should make their merchants (burgher estate) upset with the ruler and press their monarch to take action.

The player should also be able to proselytise in foreign lands as a strategy which should upset that country's clergy estate.

With the noble estate you should be able to offer them something in exchange for betraying their monarch or have them be upset if the monarch is of a different culture/religion.
 
So as I understood we have something like the old mission system for the estates? That sounds great and a perfect and fresh compromiss for all the people that had a lack of flavor feeling/things to do with the changed mission system.

I don't really get how the missions/request by the estates will be available? "The summon the diet"
Is there always a request by the estates what I can see with an alert where I can click on and the choices will pop up? Or will it pop out like an event as the picture suggest, when certain conditions are made - and then I have to decide for which estate I want to work?

Does it have a cooldown after I finished the request - or can I chose the next one (as it was with the old mission system) after i finished the one

can I ditch/delete one?

Is "conquer" and get a claim request/mission from the old missionsystem still included?
 
No we are not planning to change development for 1.30

Please consider in the future making development take time to happen. Perhaps 1 year wait per level. That way you can't turn a backwater province into a metropolis overnight just because you have monarch points to burn.
 
Hey! Today we’ll be covering Estates which have been getting a huge overhaul in the 1.30. The mechanic as a whole has gotten a rethink from the ground up on how we wanted the player to relate to the mechanic.

So here are some of the goals that we have been aiming for as we worked on the Estates the past year.
  • Estates are something you build, not something you exploit
  • Give and Take sort of relationship between Estate & Crown
  • Large benefit early, a dead weight when Absolutism comes
  • Better integration with other parts of the game
  • Better feedback loop for the player in using it and less red numbers.
So the last part is a bit abstract but we’ll get to what we mean when we say that. So let’s get to the actual changes that we’ve done.

View attachment 552309

There’s a lot going on here, the interface looks nothing like it did before. So let’s get started with the top part which concerns the ownership of land in your realm. Estates no longer own land on a province to province basis but instead have a share of the development of your country.

View attachment 552311

The land share that the estates have will affect their loyalty and their influence. This land share fluctuates up and down as the country gains development and from some new interactions that are now available. But first besides the estates, the crown also controls some of that development directly. Depending on this control there will be different benefits or penalties depending on if the crown is relatively weak or not to the Estates.

This control of land is mainly affected by these ways:
  • When gaining development like through conquering land each estate will gain land relative to their influence compared to the rest of the estates. The crown's influence is calculated as a base of 50% +absolutism.
  • Developing provinces gives a little bit of control to the crown
  • Events will change the ratio of land that estates share
  • Crown Land interactions will let you manipulate as well.
So why would you want to control a lot of land as the crown? Well for one you are keeping the estates in check, if one estate gets ahead their influence will also rise prompting them to potentially coup you. But there are also modifiers that are applied at different levels. The idea being that if the crown itself is weak, the estates will exploit that.

The bonuses/penalties applied depending on your crown land is done so in steps. You want to hold yourself at 20% or higher crown land as below these modifiers are applied with increasing strength. At 0% land you are in quite a pickle with these penalties:.
  • -50 Max Absolutism
  • +0.2 Global Autonomy
  • +1.5 LD from Subject Dev
  • -20% Tax Modifier
Though when you hit a really low amount of crown land, the estates will be willing to bail you out in exchange for you giving them a really harsh privilege. Which we’ll cover later in the diary.

At the other end, we have at 50% and higher you start to get benefits for being in tighter control over your country. At 100% you get
  • +15 Max Absolutism
  • +1 Yearly Absolutism
  • +20% Tax Modifier
  • -0.05 Global Autonomy
I mentioned earlier that the land share could be manipulated by Crown Land Interactions. There’s three of them. Sales of Titles, Seize Land and Summon the Diet. The first two as you can guess will let you either sell off land to the estates or seize land forcefully from them. Sale of Titles besides giving away 10% of your land to the estates, it will also give you money relative to how rich the estates are and give them 10% Loyalty. Seize Land will of course lower your estate's loyalty by 20%, but take 5% back for yourself. If the estate is disloyal it will spawn rebels and every province the rebels siege down will take back land to the estate based on the province development.

Summon the Diet is a bit different. It’s a good tool to keep the Estates happy. Upon using this interaction you instantly get 5% Loyalty to all Estates but also give them 10% Influence. Then each estate will propose an Agenda for you to pick between, each asking for something from you.

View attachment 552312

View attachment 552313

Most of the time these will be very simple things but fitting for that estate. For instance the Burghers might ask you to increase production in a province, Clergy might want you to build a Church and so on. Upon finishing Agenda for a specific estate you will also gain more loyalty with specifically them.

This should all be very reminiscent of the old mission system, giving you small bonuses and rewards for simple tasks you can complete quite quickly. Though keep in mind, each time you summon the Diet the estates stack the 10% Influence. Though there is a privilege you can grant the nobles where you empower them to dictate the Agenda of the Crown themselves bypassing that issue. A lot of these agendas have been made, both Generic ones and more advanced Estate specific ones.

Next is the Estate Privileges. The old interactions system is removed as we are moving away from the purpose of Estates being something you squeeze every 20 year for money and mana. Privileges is something you grant to the Estates, to get something out of them, but it usually also means they take something away from you. All Privileges also reduces the max absolutism of the country.

View attachment 552314

Privileges after granted can only be removed if you have higher loyalty with the Estate than their influence is. When removed their loyalty will reset to 0. Some privileges will remove themselves after certain conditions are fulfilled.

All of the old interactions have in one way or form been translated into the new privilege system, but in a way that fits with something that are not one time bonuses but intended to be longer term. For instance instead of getting +50/100/150 monarch points of your choice, you can now get +1 to your monarch power generation by giving a privilege to the relevant estate. However in exchange they will take 10% of your Crown land. And with how the balance is at start, it means you might only be able to get that privilege for one of the estate, and not all three, unless you are willing to compromise on realm stability.

There’s also unique for nations, for instance Poland starts with the Golden Liberty which grants the Nobility unchecked power. This entire rework will be part of the base game and most of these privileges will be free. But there will also be some unique fun ones that are locked to the Emperor DLC,like various Monopolies on trade goods you can give to Estates which gives you the total production income of 8 years for that trade good in your nation up front.
View attachment 552315
View attachment 552316

Most privileges besides their big effects will also usually manipulate the Loyalty, Influence, Crown Land or Absolutism of the country.

Part of moving towards this Privilege system and away from the one time benefit interactions from before, is that we want you to build with the Estates. For instance there are privileges that increase your Governing Capacity. You will as well have it easier to play around with Estate Loyalty as how that is calculated have been redone as part of adding the Privilege system.

There are now proper modifiers for Estate Loyalty and Influence, which might not tell you much if you don’t mod the game. What we have done is that we have separated out so that as a player you can manipulate the equilibrium that the Loyalty is moving towards. In one time effects like the Seize Land/Sale of Titles it still instant change of the Loyalty value of the estate. But this change where you manipulate the equilibrium have been integrated into a lot more mechanics, not only the Privileges, giving you a better opportunity to keep estates happy over a longer time than “just long enough to press this button”.

View attachment 552317

So in summary what have we changed. Well for one loyalty is not a currency in the way it was before, now you interact with estates when you want to tweak something. Loyalty and Influence of estates is an ever present value that you can see being affected in a lot of different interfaces now. Loyalty will be a lot clearer now on where it will end up if you let time pass, and you can build your country in such a way that an estate will naturally be happy with you. What this means is that it can be less of an exploitative relationship with the Estates and more a mutual one which gives a way better feedback loop to the player that he is not doing something bad.

But even so the Estates are still a double edged sword if you do not take care. Several of the players for the Dev Clash as they were testing things out accidentally ended up creating a state where the King was but a puppet of the Estates.

View attachment 552324

As usual we’ll be in the thread and answer any questions you might have. Next week we will be talking about Papal and Italian content that is coming with Emperor.
Before I would give trade nodes to my merchants to increase production and trade power in cost of autonomy. How does this work now does autonomy go higher if they own higher development? And also do they give the same bonuses as before or they are changed?
 
Please consider in the future making development take time to happen. Perhaps 1 year wait per level. That way you can't turn a backwater province into a metropolis overnight just because you have monarch points to burn.
How would that impact force-developing an institution? I'd rather that not be undermined and make Rest of the World harder to play.
 

Will Factions mechanic also get an overhaul, or do we have to pray that there is another DLC after Emperor which improves on them. I don't think Factions should be turned into Estates as some people do, but I do think they are long due for an improvement.