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Welcome to another Europa Universalis IV development diary – Number 23 in fact. We have already done three more development diaries than we’d done for Europa Universalis III, and we still have about 30 more possible diaries to write.* There is still a lot to talk about when it comes to diplomacy, naval combat, westernization, economy, the Reformation and more.* And yes, we also need to make country guides for Poland and Norway.

Today, however, we’re talking a little more about diplomacy, where we introduce a new concept, and talk about how a few others have changed.

Coalitions
Sometimes you simply do not want to ally with someone because they are likely to drag you into a bunch of wars that you have no interest in, but, at the same time you think they would make a great ally for the war you do want to wage.

EUIV addresses this problem with the coalition system, a mutual alliance that is directed against a single country. You have an alliance leader, say the Papacy, who organizes an alliance say directed against Venice. Then they sign up countries like France, Milan and Austria. The alliance only fires in the event of war with Venice but if war does erupt all countries in the Coalition will be called in.

Initially, this power is only open to Catholic countries and can only be organized by the Papal Controller, reinforcing the idea that the Pope is still quite important in the early centuries of the game. Later on though, advances in diplomatic technology will allow any country to organize its own coalition against a common rival. Some Dynamic Historical Events can form some historic coalitions if the stars are aligned properly, as well.

Coalitions become, then, a great way to contain a growing threat or hated neighbor since everyone signs on to fight before the war starts. It can be challenging to get a coalition moving, since you need your potential allies to see the strategic threats in the same way you do. But it is a valuable tool that reinforces common interests.

Relations
We talked earlier about the change from bilateral relations to a system where you can hate me, but I don't hate you. (I don’t hate anybody!) This means we had to devise ways to change the asymmetrical love-hate relationship.

- Improve Relations
To improve relations, you send a diplomat to their capital, and he will slowly increase their opinion of your country. There is a cap though, currently at +200 approval, on how much a diplomat can affect what a country think of you, so you may need to address or wait out the other reasons why they dislike you as well if you want to get perfect relations.* Your diplomat stays in the foreign capital until he is recalled, so this does limit your diplomatic freedom a little. If you recall your diplomat, the 'improved relations' opinion will slowly decay by about 3 points each year.

- Insults
If you want to make some not like you, and maybe poke them into a war, say something mean. Insulting someone, reduces their opinion of you by -25 for ten years, and will also give them a casus belli on you for a year.

Overextension
In dev diary #13, we talked about how overextension worked.*This has now changed after lots of testing and tweaking, as the original design punished early expansion, while ignoring the problem of mid and late-game landgrabs.

Now, your overextension is now a value directly related to the amount of basetax you earning from non-core provinces. So a basetax 6 province gives you 6% overextension, no matter how big you are. So, even a normal conquest in a major war, say taking 2 or 3 rich provinces, can net you a significant overextension penalty which calls for a period of consolidation.

Coring Provinces
Since overextension changed, so has how you add provinces to your core. First of all, the price in administrative power points scales depending, again, on the basetax of the province. There are several ideas that decrease it for you, and increase it for your enemies. Secondly, coring is no longer instant. It takes 3 years, not counting any modifiers, to core it. All the while you still have the overextension penalties to cost of stability and to your revolt risk. Larger countries core province much more slowly, as each non-overseas province you own will increase coring times by 5%.

An overseas province of your own culture (such as a colony) is still instant to core, and costs 10% of the normal cost to core. We don’t want to discourage you from settling the New World because of delays in adding them to your core list.

For those of you who can read our script files, this what you pay for being overextended, with each factor mulitplied with the overextension percentage.
Code:
over_extension = {
	foreign_merchant_compete_chance = -4.0
	stability_cost_modifier = 2.0			
	papal_influence = -10
	mercenary_cost = 2.0
	diplomatic_reputation = -10
	global_revolt_risk = 20
}

Hope you'll enjoy a quick World Conquest now that you know how easy it will be.. And here is a completely unrelated screenshot.. just cause you know..

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Wallain

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Hopefully, what it really means is that without the fleet to control both trade and tariffs, the colonies become economically unfeasible to garrison against both domestic and foreign attack.
Well yeah. That's how it is in EU3 too. I really think there should be some kind of distinction between Old World conquests and New World colonization. Making everything into colonies is not good I think.
 

khardinal

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Can a paradox team member explain to us what's the Ironmade mode please ?
Thanks you
 

anubisfike

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Can a paradox team member explain to us what's the Ironmade mode please ?
Thanks you

Ironman mode means that you can only have one save per game (most likely) and you can't save and reload to avoid bad events or to get a second chance at something. It means that all of your actions are final and can't be changed. You only have one chance to do something and if it doesn't go your way then tough luck.

edit: to make it even clearer, it means that once you did something you can't reload and undo it or do it again to get a different outcome.
 
Last edited:

macd21

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Ironman mode means that you can only have one save per game (most likely) and you can't save and reload to avoid bad events or to get a second chance at something. It means that all of your actions are final and can't be changed. You only have one chance to do something and if it doesn't go your way then tough luck.

edit: to make it even clearer, it means that once you did something you can't reload and undo it or do it again to get a different outcome.

As an example - you can't save game, declare war and then reload if it goes poorly. If you lose the war you lose the war.
 

George LeS

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I don't know if you've played EU3, but the game is generally over for the player by the mid 1500's. It was just too easy to expand and snowball without some limiting house rules. Also, the AI could blob too quickly. I don't mind an ever expanding France in Europe, it has happened, but to see it achieve that by 1490's (1399 start) was a bit too much. It's not like this over-extension is going to be crippling, it just means everyone (AI included) will need to slow down their conquests a bit.

What you say about how easy it gets is true. I wonder if it would be possible to have an option to make it get harder and harder, as you play, to maintain an empire. Sort of like ratcheting up the difficulty, but ideally it would be based on some more elegant mechanic. The best attempt at this I've seen was the Europa Portugalis mod for EU2.

Of course, this would have to be optional, as so many would hate it. But face it, all the historical "players" (except perhaps Russia) saw a rise and decline of their empires; their progress to power was checked and reversed, at least once, even for Britain and France. This is almost wholly lacking in the game.
 

vasziljevics

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What you say about how easy it gets is true. I wonder if it would be possible to have an option to make it get harder and harder, as you play, to maintain an empire. Sort of like ratcheting up the difficulty, but ideally it would be based on some more elegant mechanic. The best attempt at this I've seen was the Europa Portugalis mod for EU2.

Of course, this would have to be optional, as so many would hate it. But face it, all the historical "players" (except perhaps Russia) saw a rise and decline of their empires; their progress to power was checked and reversed, at least once, even for Britain and France. This is almost wholly lacking in the game.

even Russia wasn't immune to rivals - true that the Swedish weren't able to overcome them in the Great Northern War but at least they proved that the Russians had their own weaknesses too.

albeit Russia didn't fight so many wars against powers that could match their might in this game's time frame.
 

EU3NOOB

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PiriReis

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even Russia wasn't immune to rivals - true that the Swedish weren't able to overcome them in the Great Northern War but at least they proved that the Russians had their own weaknesses too.

albeit Russia didn't fight so many wars against powers that could match their might in this game's time frame.

Russia was very strong but it wasn't invincible see for example the Pruth River Campaign
 

unmerged(63836)

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George LeS

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Yes, but your (and others') response doesn't really address my point, which is that they did not suffer a reverse comparably to losing the US, as Britain (the other GC "winner") did. And of course, the other big empires all did. I suppose you could count Manchu as a big winner, too.

My point is simply that we don't see that in EUIII (or in II or I), except for AI disasters. A player would have to try to bring about such a decline on himself, however badly he played.
 

unmerged(63836)

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Yes, but your (and others') response doesn't really address my point, which is that they did not suffer a reverse comparably to losing the US, as Britain (the other GC "winner") did. And of course, the other big empires all did. I suppose you could count Manchu as a big winner, too.

My point is simply that we don't see that in EUIII (or in II or I), except for AI disasters. A player would have to try to bring about such a decline on himself, however badly he played.

If you mean snowballing, then I fully agree. Huge empires should be prone to disastrous setbacks under right circumstances. I didn't experience it in vanilla, but in Magna Mundi mod overreaching with a bit of bad luck was really punishing sometimes, and as a player I had to be always on my guard.