• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EUIV - Development Diary - 28th of January 2020

Hey again! So I know the last development diary I said that the next one wouldn’t be coming until 4th of February, and if you check your calendar it is still not yet 4th of February. However we’ve gotten to a point of 1.30 where we feel we can more regularly provide development diaries again. So for this one I will be visiting an old favorite though before we dig into new features that are going to be coming with the upcoming expansion and patch. Features made just to make the game simply better, quality of life.

I will warn you though, a lot of the UI you are about to see is very much work in progress and is not representative of how it will look upon release.

upload_2020-1-28_9-30-53.png


First up we’ve made information about other countries' military strength more readily available to the player. It has always been possible to discern this information in the ledger, and it will still be available there, but we’ve also now placed it in two interfaces that you might look at a bit more often. First is the Diplomacy View where below the usual information you can discern of a country. Here it will list specific the land forces and the naval forces fielded and last the manpower of the country.

upload_2020-1-28_9-31-20.png


Then we have the War Declaration view, this one is a bit more complicated. It will sum up the infantry, cavalry and artillery of each side that will be called in to the war. The last column is the full amount of forces deployed and the amount of manpower available to that side. You can see the breakdown of these numbers for each called nation by hovering over each number.

These values are hidden if you are playing with limited or locked ledger in multiplayer. But they will show up if you have infiltrated administration in a nation. In the case of the War Declaration screen it will show incomplete numbers but also warn you of this unless you have infiltrated every member of the opposing sides governments.

upload_2020-1-28_9-31-37.png


Next is a little handy thing just to help you pick your rivals a little bit better. Each option when picking your rivals will now highlight if that country has also picked you as their rival.

upload_2020-1-28_9-31-53.png


We’ve made endgame tags optional now. You can turn it off in the options before starting a campaign. It does however invalidate achievements.

upload_2020-1-28_9-32-21.png


Last thing is on events that affect a specific location in the world. We’ve added some nifty buttons, these will take you directly to the province that the event is concerning. Making it a lot easier to get a grasp on what you are getting where. Image shown here is an example with a banner in the top which will be used for if the entire event affects a single province while the one on an event option is for if there’s a difference between the options.

I also want to update you on that since last dev diary I and Johan have listened to responses and based on that feedback done some balance changes. Courthouse and Town Hall reduces governing cost -25% and -50% respectively. We've added State House which uses a manufactory slot and gives -20% governing cost and -5% minimum autonomy on entire area with double effect on provinces of paper, gem or glass. They can only be built one per area. Merchant Republics and Prussian Monarchies penalties are now based on Governing Capacity instead of amount of provinces. They will also as a base have less Governing Capacity available to them.

We've also changed the requirements for making a province part of Trade Companies, there are no longer any religious requirements, it only requires the province to not be in your super region. This means Russia can make Siberia into a TC if they so want to. Their autonomy penalty have been changed to 90%, however they have only 45% production efficiency loss from autonomy and no penalty on naval FL. Propagation of Religion available to Muslims have been limited to anywhere but Europe.

That’s it for today's dev diary. Next one will come next week and will be written by Johan about a new upcoming feature part of the expansion focusing on making conquest more rewarding.
 
Last edited:
  • 1Like
Reactions:
One of the problems with a state-based reduction in governing cost that is built on a province level is that players will have to look through their area lists in the macrobuilder to ensure that they do not build more than one per area the first time around. How do you plan to ensure that players will be able to tell which areas do not have any governing cost reduction building present?
 
Really glad to see that the weekly diaries are back in the menu and with nice QoL changes!
Just a quick question, I am sorry if this has been answered before. I was wondering if there is any plan to change expel minorities mechanic somehow?
Golden Century is the only DLC i don't own and am not planning to even on sale solely due to this mechanic.
 
One of the problems with a state-based reduction in governing cost that is built on a province level is that players will have to look through their area lists in the macrobuilder to ensure that they do not build more than one per area the first time around. How do you plan to ensure that players will be able to tell which areas do not have any governing cost reduction building present?

It blocks you from building more in one area, so it is not really a problem
 
What if I conquer a province that has the building present when I've already built one in the same state?

The system will automatically purge one of them as the trigger becomes invalid
 
One of the problems with a state-based reduction in governing cost that is built on a province level is that players will have to look through their area lists in the macrobuilder to ensure that they do not build more than one per area the first time around. How do you plan to ensure that players will be able to tell which areas do not have any governing cost reduction building present?

To build on this, I'm still not convinced the macrobuilder will be good enough for this building, and we'll end up having to micromanage on a state-by-stage basis. Guess I can't speak for most players, but I will probably be looking to build this in the state where it's most profitable AND in the province that has the most building slots open? Could the macrobuilder sort by two properties at once (successively)?
 
Emperor in the HRE gets the Emperor rank while they are Emperor.

So I start as Austria = HRE. My GC is now 500. I conquer up to 500 dev. State everything, full core everything. No problems.
My ruler dies. I am not reelected HRE. So now the GC is 100 for the duchy rank. I get 400% penalty that moment. (+400% stab cost, +200% AE, -200% Improve Rela, -20% Adm Efficieny).

To forstall the argument: If you are so greedy be sure to be reelected.
Imagine the ruler dies. The heir gets reelected. He dies the next day with a female or no heir. Empire rank gone.
 
So I start as Austria = HRE. My GC is now 500. I conquer up to 500 dev. State everything, full core everything. No problems.
My ruler dies. I am not reelected HRE. So now the GC is 100 for the duchy rank. I get 400% penalty that moment. (+400% stab cost, +200% AE, -200% Improve Rela, -20% Adm Efficieny).

To forstall the argument: If you are so greedy be sure to be reelected.
Imagine the ruler dies. The heir gets reelected. He dies the next day with a female or no heir. Empire rank gone.
The -200% improve relations is going to really hurt your ability to ever get elected again, too.
I think Austria needs a different solution.
 
wow, why these things weren't in game since early versions is beyond me. Force limit can be seen in ledger, I always wondered why you can't see it in diplo overview anyways. for easier access. And province button for events, agaon. somehting so basic. All really welcome since like game's release.

The fact taht you dealing with all these basic problems with game's interface and stuff makes me thing. Is this gonna be one of last updates for EU4? You making me really worry.
 
How about the TC creation is linked with the distance from the capital simply? If it's far enough, it can be managed locally. The distance could be changed with diplomatic tech and increase with it.
 
Go To affected provinces from the Event screen has been my number one UI-wish, thanks for implementing it!

Another small thing that I'd also really like to see is a filter for own Subjects in the Ledger.

As a more advanced feature, being able to group subjects under their overlords in the Ledger would be nice, it would for example make it faster to quickly check the total forces Burgundy has in its disposal at the start of the game or the total power of some colonial overlord near the end of the game.
 
So I start as Austria = HRE. My GC is now 500. I conquer up to 500 dev. State everything, full core everything. No problems.
My ruler dies. I am not reelected HRE. So now the GC is 100 for the duchy rank. I get 400% penalty that moment. (+400% stab cost, +200% AE, -200% Improve Rela, -20% Adm Efficieny).

To forstall the argument: If you are so greedy be sure to be reelected.
Imagine the ruler dies. The heir gets reelected. He dies the next day with a female or no heir. Empire rank gone.
That's actually pretty cool.
 
I absolutely HATE this ability to see exact army size of your opponent. You could show this type of information if a player has certain level of spy network built in that country or something like that, but NOT by default for every country on the map. That is just stupid and unrealistic.

Can you at least please make that optional, so that I can turn it off in settings?