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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
 
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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.

Keep options 1-3, remove 4. "Forming the Angevin Kingdom" is such a nonsensical idea. It's a modern term created to define a very specific period of English-French history while England tried to fight for the French throne. Heck, even the term Angevin is due to the court primarily being in Angers because the primary goal of the King of England was securing the French throne as it was more valuable than the English. It's pure fantasy and a complete rejection of history. This would be like creating a formable for Austria called "Wiener Empire" (Wiener is someone from Vienna, not the sausage) after getting a union with Hungary instead of simply being the Archduchy of Austria in a union with the Kingdom of Hungary. It's especially annoying because the Angevin mission tree even shows the developers know it's a union because you can release tags under PU. The only good thing is the creation of the Anglois culture (though it should be called Anglais at this point), but even that looks ridiculously easy overnight development instead of a long process of merging the two realms together and binding the cultures closer.
 
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Transylvanian culture is better be left as it is.

Agreed, while Romanian was clearly the larger culture, the fact it had so much Hungarian and German influence and mountainous geography definitely makes it standout from the more "pure" Romanian culture oft the flat lands of Wallachia and Moldavia
 
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Keep options 1-3, remove 4. "Forming the Angevin Kingdom" is such a nonsensical idea. It's a modern term created to define a very specific period of English-French history while England tried to fight for the French throne. Heck, even the term Angevin is due to the court primarily being in Angers because the primary goal of the King of England was securing the French throne as it was more valuable than the English. It's pure fantasy and a complete rejection of history. This would be like creating a formable for Austria called "Wiener Empire" (Wiener is someone from Vienna, not the sausage) after getting a union with Hungary instead of simply being the Archduchy of Austria in a union with the Kingdom of Hungary. It's especially annoying because the Angevin mission tree even shows the developers know it's a union because you can release tags under PU. The only good thing is the creation of the Anglois culture (though it should be called Anglais at this point), but even that looks ridiculously easy overnight development instead of a long process of merging the two realms together and binding the cultures closer.
As I recall, many English kings didn't even like being in England vs their French holdings period. I think Henry VI's (literally the guy in charge in 1444) goofy arms that impaled the French arms on the English arms even though the arms was already quartered with the French expresses the idea France was the ultimate goal pretty clearly.
 
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Keep options 1-3, remove 4. "Forming the Angevin Kingdom" is such a nonsensical idea. It's a modern term created to define a very specific period of English-French history while England tried to fight for the French throne. Heck, even the term Angevin is due to the court primarily being in Angers because the primary goal of the King of England was securing the French throne as it was more valuable than the English. It's pure fantasy and a complete rejection of history. This would be like creating a formable for Austria called "Wiener Empire" (Wiener is someone from Vienna, not the sausage) after getting a union with Hungary instead of simply being the Archduchy of Austria in a union with the Kingdom of Hungary. It's especially annoying because the Angevin mission tree even shows the developers know it's a union because you can release tags under PU. The only good thing is the creation of the Anglois culture (though it should be called Anglais at this point), but even that looks ridiculously easy overnight development instead of a long process of merging the two realms together and binding the cultures closer.
But, Anglois was their names in old French, so it make more sense to have it instead of Anglais
 
I was thinking of a mechanic for the expansion ideas. An idea should reduce the colonial maintenance for your colonial subject and maybe give them an extra colonizer ? Maybe something like - 30 or 40% ? And if expansion is taken by your colonies this bonus stack, they would end up with - 60% or 80% ?

Or, instead of an extra colonizer they could get a Conquistador, so instead of the colonial nations exploring the new world it would be on your colonial subject shoulders.
 
Except that you don’t need an explorer when picking expansion ; which is exactly the case for colonial nations (as for Russia if you don’t own Third Rome)

Explorers are only needed for ocean exploration ; hence it is the case for both India and the americas

Technically, Portugal can already explore Africa without the idea Quest for the New World as long as they stay in the coastal seazones
Hence the changes.
 
There's certainly a typo with the Admiralty naval doctrine, it should be 'Dvoryane/Dvoriane Admiralty'; it's specific for the Russian culture, and it's related to the Nobility that was employed as military officers in 18th c. Russia. It would be pretty welcomed if native Russian speakers could tell us which form is better, so we have it properly fixed. :)
Hello,

It comes from дворяне, so Dvoryane is more accurate :)
 
As I recall, many English kings didn't even like being in England vs their French holdings period. I think Henry VI's (literally the guy in charge in 1444) goofy arms that impaled the French arms on the English arms even though the arms was already quartered with the French expresses the idea France was the ultimate goal pretty clearly.
You're making a historical argument when the topic of discussion involves a tag that makes absolutely no historical sense whatsoever. It's really disheartening that PDX have decided to take this route of adding the Angevin Kingdom. It forms a dangerous precedent, what other ridiculous additions are they going to make to the game? EU4 is supposed to be historical. The fact you can even form a republic and rename your tag to Angevin Republic is just mind blowing. A republic named after a monarchical dynasty? Who's making these decisions? I think one of the basic requirements of working on EU4 should be to have a somewhat decent grasp on history.
 
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hello PDX team, thx for your work. I have a few suggestions for your awesome game:

1. There should be customizable estate privileges
It would work similar to custom nations, you choose modifiers for this specific privilege and the goods as well as the influence/other bad things would be added to counter act the good I.E. I make a privilege from Nobility for Combat Ability, they give that and influence as well as more cost.

2. a bunch of codes like this:

can_convert_tributary_to_vassal = <yes/no> (to make it irrespective of the empire of china)

convert_tributary_to_vassal_rate = <number> (how important to them to click the button)

hostile_movement_speed = <number> (is in game but not fully useable)

allowed_num_of_manufactories = <number> (is in game but not fully useable)

power = <number> (is in game but not fully useable)

tech_importance = <number> (add to ruler personalities to determine how much or little they care about techs, would affect all techs)

idea_importance = <number> (same as above, but for ideas)

feed_vassal_importance = <number> (this would allow them to use that popular tactic)

change_current_music = {

music = {<music nest path(i.e. battle music)>}

triggers = {<triggers(i.e. when war starts)}

} (to put you in the zone)

thx you so much for your game!
You should put that in suggestions subforum.

 
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You're making a historical argument when the topic of discussion involves a tag that makes absolutely no historical sense whatsoever. It's really disheartening that PDX have decided to take this route of adding the Angevin Kingdom. It forms a dangerous precedent, what other ridiculous additions are they going to make to the game? EU4 is supposed to be historical. The fact you can even form a republic and rename your tag to Angevin Republic is just mind blowing. A republic named after a monarchical dynasty? Who's making these decisions? I think one of the basic requirements of working on EU4 should be to have a somewhat decent grasp on history.
I'm not the biggest fan of the Angevin tag either, but isn't it named after the domains the dynasty held (centered on Anjou), rather than the dynasty themselves (the plantagenets) ? According to wikipedia the term was already used by historians in the early 16th century too, around when you would form the tag in game, so it's not as big of a stretch as first assumed.
Again, I'm not sold on it myself but if you absolutely *need* a tag representing the english monarchs holding land in France 'Angevin Empire' isn't the worst option I suppose. I personally think it's kind of weird since the Angevin Plantagenets never claimed the French throne, they just happened to own a lot of land within the French kingdom....

It's all kind of complicated to represent within a game where whatever a tag represents isn't uniform
 
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As I recall, many English kings didn't even like being in England vs their French holdings period. I think Henry VI's (literally the guy in charge in 1444) goofy arms that impaled the French arms on the English arms even though the arms was already quartered with the French expresses the idea France was the ultimate goal pretty clearly.

Yep, even the famous King Richard the Lionheart barely spent any time in England, he was always on crusade or in France. England, even after the Normans took power, was always less developed than France so Paris was way more appealing. England did not become the bustling centre of industry and cities we know today until after the English were kicked off the mainland and the goal of taking the French throne was essentially dead, forcing future monarchs to actually rule England and improve it.
But, Anglois was their names in old French, so it make more sense to have it instead of Anglais

Yes but Old French is before EU IV, it starts during Middle French and ends in Modern French, so it makes more sense to use Anglais
I'm not the biggest fan of the Angevin tag either, but isn't it named after the domains the dynasty held (centered on Anjou), rather than the dynasty themselves (the plantagenets) ? According to wikipedia the term was already used by historians in the early 16th century too, around when you would form the tag in game, so it's not as big of a stretch as first assumed.
Again, I'm not sold on it myself but if you absolutely *need* a tag representing the english monarchs holding land in France 'Angevin Empire' isn't the worst option I suppose. I personally think it's kind of weird since the Angevin Plantagenets never claimed the French throne, they just happened to own a lot of land within the French kingdom....

It's all kind of complicated to represent within a game where whatever a tag represents isn't uniform

Yes the term Angevin is from Angers, not the Plantagenet dynasty. It's not the worst name possible but it's extremely odd to name it that unless the capital is in Angers but the only reason that city was chosen is because they didn't have Paris. So yes the name is useable in a specific circumstance but considering the capital is likely London or Paris, it doesn't work.
 
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Yes but Old French is before EU IV, it starts during Middle French and ends in Modern French, so it makes more sense to use Anglais
I don't think Anglois is old French.
We have an old song in French from the 16th century, listen up

And from Wikipedia, the middle French became something in the mid of the 14th, so it seems appropriate for me, even tho it's not written the same, but engloy and Anglois have the same pronunciation
 
I read in the comments an entertaining discussion about Exploration and Expansion. Perhaps I am doing something wrong, but I do not understand the arguments of one of the parties. The race to conquer America begins between Portugal and Spain. It is absolutely essential to have "Quest to a New World". Then comes the colonist, who is also needed, then the extended range, then the speed of the colonist (and + tariffs - only for colonies), then plus the chance (the very beginning, everything is bad), then the plus to the fleet and treasures (only for colonies), and a bonus, an opportunity claim in the colonial region (colonial!). This is an absolutely necessary sequence for the colonization of the Americas.

Since it is practically very difficult to compete with the Portuguese (+50 colonists is a lot), Expansion is taken, which only enhances the possibilities of colonizing America, and is more aimed at trading companies (merchant, bonus to trade power, minimum autonomy, upgrade of the center of trade, deep relations) , since none of this is needed for the colonization of America. Only two colonists plus the colonists. 5 from 8 for ToC.

When France, England, the Netherlands enter the scene, everything is different. Firstly, there is an automatic exploitation mechanism, secondly, the card can be bought, and thirdly, it can be stolen. The quest to the new world is not needed, the Expansion is easier to do, although some bonuses are lost. And so the main group for the colonization of North America is the Expansion. BUT never ever for South and Central.

Exploration for the organization only Trading companies is absolutely meaningless. From there it is necessary to withdraw most of the points, and not just one. Much easier and it would not contradict the existing ideology, it was to make the Expansion focused on trading companies. But, frankly, the existing balance is very good and should not be touched.

By the way, if you deal only with trading companies even later, then neither group is simply needed.
 
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I read in the comments an entertaining discussion about Exploration and Expansion. Perhaps I am doing something wrong, but I do not understand the arguments of one of the parties. The race to conquer America begins between Portugal and Spain. It is absolutely essential to have "Quest to a New World". Then comes the colonist, who is also needed, then the extended range, then the speed of the colonist (and + tariffs - only for colonies), then plus the chance (the very beginning, everything is bad), then the plus to the fleet and treasures (only for colonies), and a bonus, an opportunity claim in the colonial region (colonial!). This is an absolutely necessary sequence for the colonization of the Americas.

Since it is practically very difficult to compete with the Portuguese (+50 colonists is a lot), Expansion is taken, which only enhances the possibilities of colonizing America, and is more aimed at trading companies (merchant, bonus to trade power, minimum autonomy, upgrade of the center of trade, deep relations) , since none of this is needed for the colonization of America. Only two colonists plus the colonists. 5 from 8 for ToC.

When France, England, the Netherlands enter the scene, everything is different. Firstly, there is an automatic exploitation mechanism, secondly, the card can be bought, and thirdly, it can be stolen. The quest to the new world is not needed, the Expansion is easier to do, although some bonuses are lost. And so the main group for the colonization of North America is the Expansion. BUT never ever for South and Central.

Exploration for the organization only Trading companies is absolutely meaningless. From there it is necessary to withdraw most of the points, and not just one. Much easier and it would not contradict the existing ideology, it was to make the Expansion focused on trading companies. But, frankly, the existing balance is very good and should not be touched.

By the way, if you deal only with trading companies even later, then neither group is simply needed.
Quest For the New world not needed when the French and British start colonizing ?

Have you ever heard of Giovanni da Verrazano , Jacques Cartier, John Cabot, John Rut, Martin Frobisher, Henry Hudson…

When they started to take interest in the New World, it was back in the 1524. Far from it was fully explored by this time by the Spanish, there were no maps of such regions.
Even though they knew the New World existed, they still had to undertake exploration.
And like for the Spanish, colonization first kept limited to the coast and isles, it took another century for them to push in the interior.

Hence why we should keep exploration and expansion as they are, as two separate but complementary groups, with the first preceding the second for NA and SA
 
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Quest For the New world not needed when the French and British start colonizing ?

Have you ever heard of Giovanni da Verrazano , Jacques Cartier, John Cabot, John Rut, Martin Frobisher, Henry Hudson…

When they started to take interest in the New World, it was back in the 1524. Far from it was fully explored by this time by the Spanish, there were no maps of such regions.
Even though they knew the New World existed, they still had to undertake exploration.
And like for the Spanish, colonization first kept limited to the coast and isles, it took another century for them to push in the interior.

Hence why we should keep exploration and expansion as they are, as two separate but complementary groups, with the first preceding the second for NA and SA
Thank you, you just confirmed that the main goal of Exploration is the colonization of America, and not the Trading Companies, as the developers are unexpectedly trying to convince us.

If we are not talking about real history, but about the game, then Expansion is enough to colonize North America. For example, I would not take Exploration. By the way, AI also didn’t take it before in most cases, now I didn’t pay attention. By the way, this can always be solved by an event that will give the Explorer to countries like England and France. Since this is the most pointless unit after the first third of the game.

If we talk about history, then Columbus went to look for India, i.e. everyone knew that India exists, and now look when you find out about its existence in this game. If you don’t look for it on purpose, then not earlier than after 100-150 years from beginning.
 
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You're making a historical argument when the topic of discussion involves a tag that makes absolutely no historical sense whatsoever. It's really disheartening that PDX have decided to take this route of adding the Angevin Kingdom. It forms a dangerous precedent, what other ridiculous additions are they going to make to the game? EU4 is supposed to be historical. The fact you can even form a republic and rename your tag to Angevin Republic is just mind blowing. A republic named after a monarchical dynasty? Who's making these decisions? I think one of the basic requirements of working on EU4 should be to have a somewhat decent grasp on history.
I don't know why you think I'm disagreeing with you. My position is that if England wins the hundred years war it should be able to form France and have England released as a PU on Britain. I do not think the Angevin tag should exist at all. If there absolutely has to be a formable for marketing, it should maybe take some cues from Victoria 2's Divergences of Darkness mod, and make it the Dual Monarchy.
 
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I don´t understand why people get so mad with the Angevin stuff. The game is not a re-run of what happened in real life, it´s a simulator where different outcomes can happen. Many of the formable tags are long dead countries or just possibilities that did finally not happen in real life.

In my opinion, it´s a new mission tree that adds new stuff/gameplay to the game, so it´s welcome. In the same manner, it´s a shame that Portugal didn´t get this kind of stuff if it conquered Spain and formed a new different nation that would NOT really be Spain.

We can have an argument on wether the AI following this path or not, and how often, is good for the game or not, but I don´t think it´s a bad addition to the game.
 
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I don´t understand why people get so mad with the Angevin stuff. The game is not a re-run of what happened in real life, it´s a simulator where different outcomes can happen. Many of the formable tags are long dead countries or just possibilities that did finally not happen in real life.
Angevin Empire is a historiographical term for English holdings in France. As such, never in a million universes would a victorious England decide to name itself for Angers if the king successfully became the King of France. The Divergences of Darkness mod went with something better based on the same concept. Naming it the Dual Monarchy, ruled from France and French dominated.
 
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