• 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.

Europa Universalis IV - Development Diary 14th of March 2023 - Government Mechanics + Free Content

Good afternoon and welcome to another Developer Diary! This week we will be taking a closer look at various types of new content added to the game, starting with a review of the new Government mechanics that will come with Domination, and the additions we made to previous DLCs as well as to the base game.

Before we begin, let’s take a moment to address the concern around power creeping in 1.35 that has been discussed by the community in the past weeks. The content we showcase in Developer Diaries is usually in a rough form, not just from the perspective of numbers but also even from that bonuses. QA and Beta testing, along with your feedback, shape and changes the content vastly over the coming weeks. As a result, more often than not the content of the Dev Diaries does not reflect the final iteration. We take great pride in combing through and interacting with many of the comments under the Developer Diaries. We wanted to take this opportunity and note that in the cases of the Ottomans, France, Japan, and every other Great Power we have previously showcased, we have taken great steps towards rebalancing, snipping bonuses, nerfing, and even out-right changing modifiers completely. This is at least in part attributed to your stellar feedback, which helps guide us as we move through the development process. Having said that, thank you for taking the time to comment and contribute, even if we’re not always ready to answer as much as we’d like, but we genuinely appreciate it and try to take it into account as much as possible. Now that’s out of the way, let’s move on to today’s content!



Let’s start with an updated review of all the new Government Mechanics available with Domination. You may notice that they are using a similar box, which will now be part of the Government window (Note: the Purple box does not appear for countries who do not have mechanics). This has been done to make the expansion and maintenance of special Government mechanics easier, but also it will increase its modding possibilities (something we will talk about more in-depth next week):

image.png

New look of the Government window. When having more than one mechanic at your disposal, a lateral scrollbar inside the window will allow you to check them.

So, let’s showcase them:

Ottoman Decadence

Decadence.png

Ottoman Devshirme

Devshirme.png


Russian Table of Ranks

Table of Ranks.png


Russian Rule

Russian Rule.png


Spanish System of Councils

System of Councils.png


Japanese Land of the Christian Sun

Land of the Christian Sun.png


The New Prussian Militarization

Prussian Militarization.png

Following up on your feedback for Prussian Militarization, I went ahead and tweaked it a fair bit:

  • Removed Land Forcelimit and replaced it with Land Maintenance Modifier
  • Decay halved in tier 2 and 3
  • Added a decay countermeasure to slow down the loss of militarization
  • Militarization Interactions now cost 20 Militarization instead of 50
Mercenary Militarization

Mercenary Militarization.png

Note; This reform will NOT stack with other types of militarization!

Korean Perfectionism

Perfectionism.png


Parliament vs Monarchy (which is used by the English Parliament)

Parliament vs Monarchy.png


And the Shogunate, which although not part of Domination, received a bit of a re-balance:

Shogunate Starter.png

  • Forcibly Expel Ronin
    • -1 Global Unrest for 10 years
    • 50 Admin Power
    • -5% Liberty Desire in Subjects for 10 years
  • Sankin Kotai
    • +3 Diplomatic Reputation for 10 years
    • 50 Dip Power
    • +0.25 Monthly Autonomy Change in Subjects for 10 years
  • Sword Hunt
    • -15% Regiments Cost
    • 50 Mil Power
    • -10% Manpower Recovery Speed in Subjects for 10 years

Starting off with non-Domination-related, let’s start with the Base Game. A while back we released a Developer Diary around the addition of new Idea Groups as well as the re-balancing of existing ones (this is also a great way to showcase the impact of your feedback by comparing the old iteration with the new one!). Since then, a lot has changed based on a multitude of factors. Here are the current iterations of the 3 new Idea Groups:

Infrastructure Ideas:

Infrastructure Ideas.png

Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean it’ll be free forever, read more HERE


Court Ideas:

Court Ideas.png

Note; the idea “Respected Authority” also carries a unique mechanic that reduces Absolutism loss from every Estate Privilege by -20% (which effectively translates to +1 or +2 Absolutism per Estate Privilege in most cases!)
Mercenary Ideas:


Mercenary Ideas.png

Note; We decided to remove the ability to split Mercs because it led to the impossible situation of splitting them, then mixing their 1k stacks in the same province without being able to consolidate them between each other and then not being able to re-merge them properly. However, the modifier itself is still in the script so perhaps modders can find uses for it! But a warning ahead: it can cause some out of syncs, so use it with caution.

Now that the new idea sets are showcased, let’s take a look at some highlighted changes:

Religious Ideas:
  • Church Attendance Duty now grants +10% Manpower in True Faith Provinces



Economic Ideas:



Economic Ideas.png



Administrative Ideas:
  • Moved the Core Creation Cost to slot 3
  • Governing Capacity Bonus nerfed to 20% (used to be 25%)
Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!
Humanist Ideas:

Humanist Ideas.png

Note; In the interest of time, we won’t showcase every change and instead focus on bigger and more impactful additions!

Espionage Ideas:


Espionage Ideas.png

Note; spy_actions_cost_modifier is new and applies to all Espionage-related actions and notice can_claim_states is now a modifier as well! There is always a cost/benefit relationship between picking idea groups, hopefully Espionage will be more competitive now!
Aristocratic Ideas:



Aristocratic Ideas.png

Note; the biggest change here is breaking down the strong cavalry idea and adding the cost to fabricate claims / reduction as well as unjustified demands
Defensive Ideas:


Defensive Ideas.png

Note; Defensive Ideas have received a revamp in their policies as well! Now many of them focus on more worthwhile aspects of the game!

Quantity Ideas:

For this group, we have elected to increase the Manpower and Forcelimit a bit, to 33% each. It’s an experimental change and we would love to hear your thoughts on it!

Let’s briefly look into some policy changes:

Defensive Policies:

Defensive Policies.png


And one final look at the current version of the new Idea Group Policies (not much changed, for posterity’s sake)

Mercenary Policies:


Mercenary Policies.png

Court Ideas:

Court Policies.png

Infrastructure Policies:

Infrastructure Policies.png

I should also note, that the AI is now far more proficient at not only picking but also combining Idea Groups based on a multitude of factors such as:
  • How militaristic their National Ideas are
  • What is their current mana generation of ruler, heir, etc. (as in, can they support the idea group AND not fall behind in the same type of tech?)
  • How threatened they are by neighbors and how they stack up against them
  • How defensible their terrain might be
  • What other idea groups they have picked (for better Policy combos)
While on the topic, let’s take a look at some of the events associated with the new idea groups!

Infrastructure Ideas:



Infrastructure Event.png

Court Ideas:


Court Event.png


Mercenary Ideas:


Mercenary Event.png

Note; Each Idea Group will come packing 10 new events, equally split between positive and negative!
Another impactful change in this line we decided to go forward with, is turning the "Slacken Recruitment Standards" into a 'toggle' button. Instead of magically making 20,000 dudes appear out of thin air, your conscription centers now lower their standards in order to fundamentally increase your Manpower Recovery Speed:


Slacken Button.png

Since we are catching up on previously shown content, let’s take another look at the Artillery Units, here you have them with proper names, and their final pips:


New Cannon Units.png


Another interesting addition to the base game is the introduction of the Tier 5 Military Government reforms, which we talked about the past week. The vast majority of these (barring some tag-specific ones) will be free:


Military Reform Tier.png

Note; Given the scope of the reforms, spanning nearly the entire globe, you won’t see them all by picking just 1 country. This is what Switzerland sees, as an example!


With 1.35 we introduce some new privileges for free, which add some estate-specific mechanics to estates that were lacking them:


crownlandprivileges.png

Note; Of course there are the Indian equivalents of these privileges too.


Moving on, we have a good deal of new traits related to generals, admirals and even rulers, all of which will be part of the base game:

New General Personalities

  • Cuirassier Leader: +10% Cavalry Combat Ability
  • Cruel Tactician: +10% Morale Damage
  • Frontline Holder: -10% Morale Damage Received
  • Strict Drillmaster: +2.5% Discipline and -50% Drill Decay
New Admiral Personalities

  • Naval Strategist: +10% Disengagement Chance
  • Inspirational Captain: +5% Naval Morale and +10% Navy Morale Recovery Speed
  • Naval Cannoneer: +10% Number of Cannons Modifier
  • Wooden Waller: +10% Hull Size Modifier
  • Cunning Navigator: +1 Fleet Movement Speed
New Ruler Personality

  • Peasant Revolt Leader: +10% Morale Damage and -1 Global Unrest (available to Peasant Republics)
  • Patron of Arts: -5% Technology Cost and -5% Idea Cost
Now let’s move to the content that we are adding to previous DLCs!

For owners of Leviathan, we have added 7 new Great Projects (all shown at their Tier 3):


Aljaferia Palace, in Saragossa.

Aljaferia Palace.png

Note; Spelling of the province is correct, Aragon now starts with Catalan as its primary culture.

Divrigi Hospital & Mosque in Divrigi.

Divrigi Mosque & Hospital.png



Edinburgh Castle in Lothian.


Edinburgh Castle.png



Grand Canals in the South Jiangsu area:


Grand Canals.png



The Imperial City of Kyoto.

Imperial City of Kyoto.png



The Palace of the Popes in Avignon.


Palace of the Popes.png



St. Basil’s Cathedral in Moscow

St. Basil's Cathedral.png


Taking your feedback into account, we decided to dedicate some of our artist time into reworking the visual for the Walls of Benin, to better reflect how they looked like in real life:


Walls of Benin.png

Note; I left the gfx of the old Benin Walls in the files with a different name, just in case we (or the modders) use it in a more appropriate place!

For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders:


Holy Orders.png

Note; We see that 2 of the Holy Orders shown here have similar bonuses (Local Defensiveness) and we will get it fixed asap!


For owners of Rule Britannia we went on to add or re-balance the following new Naval Doctrines:

Venetian Arsenal (re-balanced):

  • Number of Cannons Modifier: +10%
  • Sailors Maintenance Modifier: -10%
Korean Panokseon:

  • Ship Durability: +5%
  • Morale Hit from Sunken Ship: -25%
Japanese Atakebune:

  • Heavy Ship Combat Ability: +5%
  • Naval Morale: +5%
Hanseatic Trade Fleet:

  • Global Ship Trade Power: +25%
  • Naval Tradition from Protecting Trade: +100%
Ottoman Great Navy:

  • Global Ship Cost: -10%
  • Naval Forcelimit Modifier: +20%
Maghrebi Corsairs:

  • Privateer Efficiency: +25%
  • May Perform Slave Raid
  • Available Province Loot: +50%
Letter of Marque:

  • Disengagement Chance: +10%
  • Movement Speed in Fleet: +1
  • Chance to Capture Ships: +20%
Novgorodian Ushkuiniks:

  • Allowed Marine Fraction: +15%
  • Sailor Maintenance Modifier: -10%
Dvoryane Admiralty:

  • Naval Tradition: +1
  • Naval Leader Shock: +1
Malayan Seafaring:

  • Disembark Speed: +50%
  • Naval Attrition: -25%
  • Naval Transport Attrition: -50%
Junk Fleet:

  • Light Ship Cost: -50%
  • Naval Forcelimit Modifier: +25%
Chinese Treasure Fleet:

  • Trade Range: +25%
  • Colonial Range: +25%
  • Treasure Fleet Income: +25%
Maratha Naval Bombards:

  • Naval Barrage Cost: -25%
  • Blockade Impact on Siege: +1
  • Blockade Efficiency: +25%
Polynesian Navigation Seas:

  • May Recruit Explorers
  • Colonial Range: +50%
Naval Tactica: (for Byzantium)

  • Disengagement Chance: +15%
  • Galley Combat Ability: +20%
Basque Marines:

  • May Recruit Explorers
  • Landing Penalty: -1


Furthermore, we have also reworked the UI for the Emperor of China that comes with Mandate of Heaven, as to accommodate the new Decrees and Reforms that were added (and which we showed a couple of months ago), and to improve the user experience associated with it:


Emperor of China UI.png

Reminder; For Mandate of Heaven owners the Emperor of China now has over 10 New Reforms and Decrees. Reforms can largely now be completed in any order but many of them have certain requirements (have X idea group completed as an example)


Lastly, we tweaked the Reformed religion a fair bit, in order to add a lot more versatility, as we did previously with Protestantism! Now, Aspects are activated and deactivated as toggle buttons. Each toggled aspect will drain -8 Monthly Fervor. In most of our tests, players can attain a level of monthly fervor in which they can maintain at least 1 aspect at all times. Moreover, we added a new aspect: Diplomacy while stacking your Fervor higher gives its own different benefits!


Reformed Religion.png

Note; Numbers are not final, we’re openincorporatingrate feedback on them.

And now, to finish, a couple of additional cosmetic changes to the Base Game:


For those of you who love painting the map when it comes to forming Japan, I added the ability to adopt your Daimyo Color upon forming Japan, based on a selection of the top 15 most popular Daimyos. Here's how it would look for a handful of them:

Shimazu Japan

Purple Japan.png



Oda Japan

Red Japan.png



Takeda Japan
Orange Japan.png


So Japan

Pink Japan.png



While these colors certainly look fresh, some may not like the color change and wish to play with the original Japanese color. For this purpose, I added a new decision available for 10 years that will revert your color to the original Japanese one:


Restore our Color.png

Note; I added a similar decision for name-changes for peeps who want their original name!


To make a note on a previously discussed topic, we asked you guys for feedback on the various choices regarding the English and Angevin flags:

English Flag:

English Flag - Base.png



Angevin Flag:

English Flag.png

Note; the flag looks a bit off-putting on the edges due to the zooming/stretching for the purposes of the Dev Diary!

And that’s all for this week! We hope that you like the changes and additions that we have made to the game, as we’ve put a lot of effort into adding more depth to it for 1.35, in parallel with the development of Domination. In that regard, the changelog will again be massive, with hundreds of issues fixed and tweaked.

Next week @Ogele will talk about the new Usermodding features that we’re also introducing in the next update, so make sure you read it if you’re interested in the wonderful mods available for EUIV, as they will probably come with a bunch of novelty in the following months!

image-2.png
 
  • 122Like
  • 51Love
  • 8
  • 7
  • 6
  • 1Haha
Reactions:
I think they should offer an alternate route in Englands mission tree.

Option 1. Abandon claims on France, form Great Britain
Option 2. Try to claim France, but fail and back out to the Great Britain path, so you aren't locked out of that mission tree if you lose against France
Option 3. Enforce the PU on France, and then form France and get Frances mission tree (which for the guy complaining about being locked out of the colonial and navy game, France's missions still have some colonization and a few navy buffs so it seems to me a decent compromise), also this comes with some bonuses to allying Scotland to keep Scotland alive
Option 4. Form the Angevins

I think this helps give some more versatility to conquering france while not providing too much extra work for the devs. And also destroying France as England to only form France would be a great meme.
Why are you against England just remaining England while getting the continental focused mission tree? Instead of giving us the option of a new tag, why not just give us the option to choose between continental or colonial? Forming France as England is just repetitive for people like me who like to play as both countries. And we all know how silly the Angevin Kingdom tag is.
Personally I don't think +1 attrition works. The Scots weren't so much guerilla fighters, so much as they were very smart at picking their battles. While the lowlands could be easily invaded the Highlands weren't, and so it was easy to retreat into the Highlands and then strike at the enemy at the right moment, one example would be the battle or Sterling Bridge where they lured the English over the river, and the destroyed the bridge denying them an escape as they then attacked.

A focus on Scotlands military should in some way account for the highlands, it's a little bit hollywood but it was essential to their defense for centuries. Extra morale though works, given the Scots had that in spades.
The scots were absolutely guerilla fighters I can assure you. They often intercepted the invading English armies with small raiding parties to harass them as they travelled across the hilly terrain. Pelting them with arrows from the woods.

And like you said the highland aspect should be accounted for. The highlanders were great guerilla fighters and it's actually one of the national ideas of the Highlander idea set that Gaeldom and The Isles uses.
 
I know the devs want to sell their new dlc to make money but what the hell is that slacken nerf. Only 50% manpower increase? Is paradox so desperate they just kill off entire mechanics from dlcs older then their own studio for the sake of enticing more players to get the new France mission tree with its 50% extra manpower permanent reward or whatever.
 
  • 4
Reactions:
After having thought about this change for a while I realized something.



While I appreciate your effort to make Expansion into the New World idea group and Exploration into the Trade company one, there's a fundamental problem with some of their ideas. For the Expansion ideas their finisher bonus is outright useless into the new world and that minimum autonomy reduction is way more beneficial into the prospective of using trade companies; while for the Exploration ideas the treasure fleet income of Global Empire and the bonus of fabricating claim into colonial regions are respectively useless afaik and out of flavour if this is the group for going into Africa and beyond. So a bit more changes/polishing seems necessary to make the idea groups feel truly dedicated to two different purposes.
I personally am not a fan of this new decision since most colonial empires usually had colonies on both continents…
France, Britain, the Netherlands, Portugal, and to a lesser extent Spain (Philippines) all had colonies in Africa and Asia too.

The reason they started exploring new seas was the same, trading with china while bypassing the ottoman and mamluks.
they just went different routes because of an accidental misconception regarding the size of the earth (hint at you Colombo)
 
Why are you against England just remaining England while getting the continental focused mission tree? Instead of giving us the option of a new tag, why not just give us the option to choose between continental or colonial? Forming France as England is just repetitive for people like me who like to play as both countries. And we all know how silly the Angevin Kingdom tag is.

The scots were absolutely guerilla fighters I can assure you. They often intercepted the invading English armies with small raiding parties to harass them as they travelled across the hilly terrain. Pelting them with arrows from the woods.

And like you said the highland aspect should be accounted for. The highlanders were great guerilla fighters and it's actually one of the national ideas of the Highlander idea set that Gaeldom and The Isles use.
Because I think there should be a trade off to incentivize different playstyles. I think if you give a nation to excel at everything it makes it really boring. So I don't want an England that excells at both colonizing the new world and at expanding into mainland europe. Either you should focus on expanding into the New World (and the British Isles), you should focus on expanding into europe based on medieval claims, or there's a middle path where you do a little as both but not as well as the other extremes (which could be simulated with Frances Mission tree that does that).
 
  • 1Like
Reactions:
Aragon's primary culture is changing to be Catalan to represent the Catalan ruling nobles apparently. Similar to how the Knights' primary culture is French but their province is still of Greek culture.
The post-Byzantine crusader states and the northern crusader states are literally the only tags that this primary culture = ruler culture logic applies to. They are the exception that proves the rule.

The logic of this change would require Sweden, Norway, and Denmark's primary culture to be Westphalian, Cilli's culture to be Austrian instead of Slovene, Croatia should be Hungarian, etc, etc ,etc. Because of the horrifically outdated (as in it literally only makes sense in EU3, and it was directly ported into EU4 WHERE THE PROBLEM IT WAS IMPLEMENTED TO SOLVE NO LONGER EXISTS) "cores belonging to tags that are not the primary tag of the culture of the province disappear after 50 years" mechanic it also means that all 3 Catalan tags, including Catalonia itself, will cease to exist 50 years into every game where Aragon isn't dismantled, and that Catalan revolts will release ARAGON instead of Catalonia. That is assuming Catalonia doesn't remain the primary tag of Catalan culture, in which case, Aragonese culture will only have particularists because Aragon's primary culture at time of its disappearance will have been CATALAN! Awesome and very necessary change!

Suffice to say, primary culture is a lot more than the guys in charge in this game!

The new dev team really likes to "fix" things that were already consistent before. They similarly made it so that keeping a colonist on a province when it is fully colonized even in the old world changed the culture of the province to the culture of the colonizer. This made it so that pretty large swathes of Africa and Indonesia were becoming Scottish, French, etc every game. This was because of a tooltip saying colonies are the culture of their colonizer. This is ignoring the fact there is another tooltip explaining that this does not apply to the old world. I know it's a minor thing because these trade company provinces seldom matter in that sense, but when I reported it initially as a bug (it was in no change logs!) I was informed it was WAD and had to talk them into how it currently works (in old world colony culture and religion only changes if the native pop is lower than 1000).

Tinto charging headfirst into changes without considering why they are the way they were in the first place is one of my main issues with them when compared to the previous studio. (except for @SaintDaveUK, the art team's unit model revolution was the GOAT)

And referring back to the mechanic about tags losing cores after 50 years, it is probably a pretty bad mechanic to have in the game considering we are now limited as to the amount of tags we can have when there loads of tags that have their cores deleted very early into the game and can never show up again outside of obscure exploit-y circumstances. It's extra silly since Leviathan added mission trees specifically revolving around building vassal swarms by releasing tags from neighboring countries, but you can't do it anymore at an arbitrary global cutoff. Sucks to be you, you're not allowed to release Tonkin anymore.
 
Last edited:
  • 4
  • 1
Reactions:
The post-Byzantine crusader states are literally the only tags that this primary culture = ruler culture logic applies to. They are the exception that proves the rule.

The logic of this change would require Sweden, Norway, and Denmark's primary culture to be Westphalian, Cilli's culture to be Austrian instead of Slovene, Croatia should be Hungarian, etc, etc ,etc. Because of the horrifically outdated (as in it literally only makes sense in EU3, and it was directly ported into EU4 WHERE THE PROBLEM IT WAS IMPLEMENTED TO SOLVE NO LONGER EXISTS) "cores belonging to tags that are not the primary tag of the culture of the province disappear after 50 years" mechanic it also means that all 3 Catalan tags, including Catalonia itself, will cease to exist 50 years into every game where Aragon isn't dismantled, and that Catalan revolts will release ARAGON instead of Catalonia. That is assuming Catalonia doesn't remain the primary tag of Catalan culture, in which case, Aragonese culture will only have particularists because Aragon's primary culture at time of its disappearance will have been CATALAN! Awesome and very necessary change!

Suffice to say, primary culture is a lot more than the guys in charge in this game!
Maybe that does apply to Cilli (since Slovenes didn't really governed themselves during that period as far as I'm concerned), but what language was officially used by the members of the Kalmar Union in the official documents and literature? And what in Croatia? While in Aragon's case it was Catalan, but was hungarian language and customs were in the official use in Croatia? I doubt it, considering the level of autonomy in Croatia under PU with Hungary (and even later in the hands of Habsburgs), while magyarisation being introduced only in the middle of XIX century, which pushed the slavic peoples of the Kingdom of Hungary away from Hungarians.
 
Last edited:
  • 2
Reactions:
Slovenes didn't really governed themselves during that period as far as I'm concerned
They didn't, but there's already a mechanic that represents that. The ruler's culture is a German one while the province's culture is Slovene, which using the logic of the Aragon change, means the province of Cilli shouldn't even really be Slovene, as Saragossa was changed to Catalan. It's just a massive slippery slope of a decision. Making the change would also deprive the Slovenian culture of having a single tag (though if you want to propose a separate Slovene tag while making Cilli German I wouldn't necessarily oppose it). If the game had a 1300 start date I would be just as opposed to London having Norman culture and England being primary culture Norman.

I will concede that the Kalmar Union did not use High German as a language between them. As for Croatia, I am not sure, but to my understanding the local nobility conducted business with the King of Hungary in Latin.

One of the core issues to me is that the game's mechanics frame independence revolts as being nationalist in character. This makes what primary tag each culture is given very important regardless of the situation of the court language etc. Especially if we are are arguing in literature, some national languages are quite lacking of a literary tradition so it becomes kind of troubling. The devs have said language and culture are not equivalent in EU4, but some of their other decisions contradict that.
 
  • 1
Reactions:
They didn't, but there's already a mechanic that represents that. The ruler's culture is a German one while the province's culture is Slovene, which using the logic of the Aragon change, means the province of Cilli shouldn't even really be Slovene, as Saragossa was changed to Catalan. It's just a massive slippery slope of a decision. Making the change would also deprive the Slovenian culture of having a single tag (though if you want to propose a separate Slovene tag while making Cilli German I wouldn't necessarily oppose it). If the game had a 1300 start date I would be just as opposed to London having Norman culture and England being primary culture Norman.
I think you misunderstood the case with Zaragoza - I checked and it doesn't say that this province or Aragon proper area was changed to Catalan. From where I'm standing, Zaragoza and Aragon proper area does retain Aragonese culture, but the dynamic name of the province is changed to Catalan since the change of Aragon's primary culture (again, existing only from the start date) to Catalan, while if you force Spain to release Aragon, it will have Aragonese culture as a primary one. Zaragoza is even an underdeveloped Center of Trade compared to Valencia at the start of the game. So It may seem weird, but actually make sense for Aragon. But it would be really interesting to see what separatists Aragon will spawn - Catalan or Aragonese :D

And the Latin was a universal language for the kingdoms who followed Catholic faith, so it was much easier to conduct trade and diplomatic negotioations in Latin, rather than trying to learn German or Swedish in an era when only a few exceptionist interpreters could truly understand and translate the speaker of another language (especially considering the fact that literature language of many peoples only started to emerge in this period and no one really studied, created or published grammar rules and dictionaries of other languages).

But regarding separatism and fading cores after 50-150 years for some tags, it does seem a bit strange: if language is not a primary thing for culture, than what?

As for Slovenes - yeah, it could make some sense for Slovenia to exist as a separate tag for Slovene as a primary culture, but it would have no cores at the start date and may be a formable. While germanic Cilli... Well, no one seem to really want to be Cilli :D But the ruler's culture and tag's primary culture should be Austrian with slovene as an accepted culture in this case.
 
Last edited:
  • 1Like
Reactions:
Because I think there should be a trade off to incentivize different playstyles. I think if you give a nation to excel at everything it makes it really boring. So I don't want an England that excells at both colonizing the new world and at expanding into mainland europe. Either you should focus on expanding into the New World (and the British Isles), you should focus on expanding into europe based on medieval claims, or there's a middle path where you do a little as both but not as well as the other extremes (which could be simulated with Frances Mission tree that does that).
You couldn't excel at both though because you'd still have to choose between the continental missions or the colonial ones. One mission tree is historical and the other is an alternate route, allowing you to do both in separate campaigns. It's better to have that rather than have a colonial path and another path where you just form France which is just extra steps to the same end. That's just adding more ways to play France without actually introducing new content for England. Or really introducing new content at all for that matter. France is already getting an extensive update which includes ahistorical missions like "the French isles", which I'm really excited for, but why should England have to form France to get the same privilege of an ahistorical route. I'd rather just have the nonsensical Angevin tag, at least that's fresh content.

They should have just given England the option to choose between a continental focus and a colonial focus instead of locking the continental option behind the Angevin tag.

I think people just don't want England to have nice things.
 
Last edited:
I think you misunderstood the case with Zaragoza
No, what you described here is what I understood. I just used the alternate spelling. I am certain that under the current system Aragon would still have Catalan primary culture if released from Spain via war. I checked a scenario identical to the change as described that I've created via commands, and what happens in reality is that no matter what, once a tags primary culture has been set it will always be that culture when it is released. I even did scenarios where I erased every Catalan culture province in the game and Aragon still released as Catalan primary culture. Additionally, Aragon would have its cores over Aragonese culture provinces erode over time as per the mechanic of losing cores.

Changing its primary culture to Catalan completely severs its connection to Aragonese culture provinces mechanically (leaving Aragonese culture with no attached tag, putting it in company with cultures only found elsewhere in uncolonized parts of the map), while also papering over the Catalan tags. That is the problem with this change.

I don't have a problem with acknowledging court and literary language and culture at all, it's just the game's mechanics are fundamentally at odds with doing it. There are a million edge cases that just don't pass the smell test.
 
  • 2
Reactions:
No, what you described here is what I understood. I just used the alternate spelling. I am certain that under the current system Aragon would still have Catalan primary culture if released from Spain via war. I checked a scenario similar to what you are describing that I've created via commands, and what happens in reality is that no matter what, once a tags primary culture has been set it will always be that culture when it is released. I even did scenarios where I erased every Catalan culture province in the game and Aragon still released as Catalan primary culture. Additionally, Aragon would have its cores over Aragonese culture provinces erode over time as per the mechanic of losing cores.

Changing its primary culture to Catalan completely severs its connection to Aragonese culture provinces mechanically, while also papering over the Catalan tags. That is the problem with this change.

I don't have a problem with acknowledging court and literary language and culture at all, it's just the game's mechanics are fundamentally at odds with doing it. Without creating a ton of absurd edge cases.
You did it via console commands? Maybe the game files are needed to be modded for the experiment to proceed properly?

I remember seeing Byzantine separatists appearing in Rhodes, Cyrpus and other greek Isles when Byzantium exists, but when Byzantium is annexed, separatists change to Greek.
 
You did it via console commands? Maybe the game files are needed to be modded for the experiment to proceed properly?
Unless they are going to code in a flag for ARA's set primary culture to change to Aragonese once it's been annexed, the scenario created by commands should be no different than what would result from a natural scenario. (I'll note I also did the experiment for both releasing while at peace and while at war)

This time I won't change primary culture via commands to leave the scenario as natural as possible and will instead erase Aragonese culture and see what culture Aragon releases as.

I would use one of my pre-existing Spain saves to have a totally natural environment to work with, but none of them have Aragonese cores in them because of a certain mechanic.

The result is the same. Even with no Aragonese provinces in existence Aragon releases with a culture corresponding to its set primary culture.

This went as expected because we already know that the primary tag of a culture can change if a culture has more than one tag and the primary tag's culture changes. A tag has a primary culture tied to it that continues even if does not exist on the game board, and that culture remains static (not returning to its original state) even if changed during the course of gameplay. This is commonly used in exploits to play as tags like Etruria or formerly to force Sokoto to be playable early etc. The player repeatedly changes primary culture and forces revolts to cycle through all of the tags associated with that culture.
 
Last edited:
  • 2
Reactions:
Unless they are going to code in a flag for ARA's set primary culture to change to Aragonese once it's been annexed, the scenario created by commands should be no different than what would result from a natural scenario. (I'll note I also did the experiment for both releasing while at peace and while at war)

This time I won't change primary culture via commands to leave the scenario as natural as possible and will instead erase Aragonese culture and see what culture Aragon releases as.

I would use one of my pre-existing Spain saves to have a totally natural environment to work with, but none of them have Aragonese cores in them because of a certain mechanic.

The result is the same. Even with no Aragonese provinces in existence Aragon releases with a culture corresponding to its set primary culture.
From what I remember, there are .txt files somewhere (should be "history" folder) that describe the settings for each tag, be it capital, religion, primary culture, accepted culture, "historical" unit types and Idea groups. Developers also left settings for the later start dates for each tag, though that data is quite outdated (for example, England is Protestant and Reformed during Cromwell's Protectorate, when there was no Anglican). There you should set Aragons' priamry culture as Catalan and Aragonese as an accepted culture by the start date, while leaving Aragonese as a primary culture by dedault. In the mean time Catalonia must remain the primary tag for Catalan culture in the cultures.txt file.

At least, It's as far as I remember and understand it.
 
Last edited:
I really hope that Defense ideas get more beefed up, it is rubbish.

I haven´t seen it picked now for a year in mp or single player twitch/youtube.

Since the huge de-buff in national manpower that is.

Infrastructure Ideas: little bit worried that this isn´t OP enough to be peaked as first two.. and would somebody pick this late game?

Court Ideas: Nice idea but I have big doubts this will be picked in mp, I can see the benifit as HRE nation or strong diplo run for PU´s.

Economic Ideas: Great reform, but is the stress on loans based for MP only? Never seen a normal player having problem with them (except streamers who play on crack cocaine expansion mode (good for viewing dont get me wrong) - Florry zlewikk ludi etc)
 
  • 1
  • 1
Reactions:
I really hope that Defense ideas get more beefed up, it is rubbish.

I haven´t seen it picked now for a year in mp or single player twitch/youtube.

Since the huge de-buff in national manpower that is.

Infrastructure Ideas: little bit worried that this isn´t OP enough to be peaked as first two.. and would somebody pick this late game?

Court Ideas: Nice idea but I have big doubts this will be picked in mp, I can see the benifit as HRE nation or strong diplo run for PU´s.

Economic Ideas: Great reform, but is the stress on loans based for MP only? Never seen a normal player having problem with them (except streamers who play on crack cocaine expansion mode (good for viewing dont get me wrong) - Florry zlewikk ludi etc)
I agree, I really dislike the garrison size change. It's a virtually useless modifier. Defensive play is already a lot weaker than offensive play just because of the nature of the game. It would be so much more interesting if defensive play was more viable.

I also don't like how they've moved mil tech -10% from aristocratic to mercenary ideas. It really doesn't fit with merc ideas.
 
Last edited:
  • 1
  • 1
Reactions:
Hey, just a quick idea on how to buff defensive ideas a bit more and give it more personality:

+ 1 Attack Roll Modifier when fighting on owned forts

It might be a bit strong, but I feel like this would give defensive ideas alot of new strategic gameplay that plays around building up your defenses and fighting on your own terrain.

You could even go and give offensive ideas the opposite modifier with +1 Attack Roll on enemy forts or enemy terrain.
 
  • 5Like
Reactions: