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Europa Universalis IV - Development Diary 26th of July 2022

Hello everyone! Today I’ll introduce you to the new monuments we’ve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, I’ll also comment on some game balance changes we’ve implemented for free in the 1.34 update.

New Monuments

As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, we’re happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Let’s see:

The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).

great_project_falun_copper_mine.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+3 Local Goods Produced

Area modifiers:
−5% Local construction cost
−5% Local construction time
Local modifiers:
+6 Local Goods Produced

Area modifiers:
−10% Local construction cost
−10% Local construction time

Global modifiers:
-10% Artillery cost
Local modifiers:
+9 Local Goods Produced

Area modifiers:
−20% Local construction cost
−20% Local construction time

Global modifiers:
-20% Artillery cost

Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.

great_project_kronborg.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+15% Local defensiveness

Global modifiers:
+25% Navy tradition from protecting trade

When upgraded:
+1 Mercantilism
Local modifiers:
+25% Local defensiveness
+1 Naval combat local bonus off owned coast

Global modifiers:
+50% Navy tradition from protecting trade

When upgraded:
+3 Mercantilism
Local modifiers:
+33% Local defensiveness
+2 Naval combat local bonus off owned coast

Global modifiers:
+100% Navy tradition from protecting trade

When upgraded:
+6 Mercantilism

The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.

great_project_visby_city.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-25% Local shipbuilding time
+50% Hostile disembark time

Global modifiers:
+20% Privateer efficiency
Local modifiers:
-33% Local shipbuilding time
+100% Hostile disembark time

Global modifiers:
+33% Privateer efficiency
+15% Domestic trade power
Local modifiers:
-50% Local shipbuilding time
+200% Hostile disembark time

Global modifiers:
+50% Privateer efficiency
+25% Domestic trade power

Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.

great_project_trakai_castle.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10% Local manpower modifier

Global modifiers:
+0.25 Yearly prestige
+0.5 Monthly splendor
+5% Reform progress growth
Local modifiers:
+15% Local manpower modifier

Global modifiers:
+0.5 Yearly prestige
+1 Monthly splendor
+10% Reform progress growth
+1 Possible advisors
Local modifiers:
+25% Local manpower modifier

Global modifiers:
+1 Yearly prestige
+2 Monthly splendor
+20% Reform progress growth
+2 Possible advisors

Salvador da Bahia was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.

great_project_salvador_da_bahia.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
Local modifiers:
+15 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.25 Goods produced
Local modifiers:
+25 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.5 Goods produced

M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.

great_project_mbanza_kongo.jpg

Requirements:
Culture is in Kongo group and is accepted by its owner

Modifiers:

Tier 1Tier 2Tier 3
Global modifiers:
+20% Institution spread in true faith provinces
+10% Reform progress growth
Global modifiers:
+33% Institution spread in true faith provinces
+15% Reform progress growth
+0.5 Yearly legitimacy
Global modifiers:
+50% Institution spread in true faith provinces
+20% Reform progress growth
+1 Yearly legitimacy
Allow Estate Privileges to be revoked regardless of loyalty and influence

The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.

great_project_harar_jugol.jpg

Requirements:
Province has the state or syncretic religion, which is in Muslim group.

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.1 Prestige per development from missionary
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.2 Prestige per development from missionary
-10% Stability cost modifier
Local modifiers:
+0.5 Institution Growth

Global modifiers:
+0.3 Prestige per development from missionary
-25% Stability cost modifier

When upgraded:
Unlocks decision which allow to embrace Legalism at below -50 Piety and Mysticism above 50 Piety

Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.

great_project_dujiangyan.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-20% Province governing cost
-5% Development efficiency

Area modifiers:
-0.05 Monthly devastation
Local modifiers:
-10% Development efficiency
+1 Possible number of buildings

Area modifiers:
-20% Province governing cost

Region modifiers:
-0.05 Monthly devastation
Area modifiers:
-40% Province governing cost
-10% Development efficiency
+1 Possible number of buildings

Global modifiers:
-0.05 Monthly devastation



Idea groups & Policies rebalance

We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
  • Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Quantity) were heavily favored over others.
  • We’re also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.
  • We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.
Here you’ve got a detailed account of the changes implemented:
  • Innovative Ideas:
    • ‘Optimism’ gives now also gives +1 Leaders without Upkeep.
    • 'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.
  • Economic Ideas:
    • Bonus now gives -10% Development Cost instead of -20%.
  • Espionage Ideas:
    • ‘State Propaganda’ now also reduces Covert Action Relation Impact by -50%.
    • ‘Vetting’ now also grants -0.1 Yearly Corruption.
    • ‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
      • Reasons to Accept Vassalization +15.
      • Monthly Favors Modifier +33%.
    • Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.
  • Trade Ideas
    • ‘Shrewd Commerce Practice’ now also decreases Promote Mercantilism Cost by 25%.
    • ‘Free Trade’ now also gives +2 Merchant Trade Power.
    • ‘Overseas Merchants’ now also decreases Trade Company Investment Cost by 25%.
    • Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
    • ‘Global Empire’ now also gives +25% Treasure Fleet Income.
  • Aristocratic Ideas:
    • ‘Noble Knights’ gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
    • ‘Serfdom’ now gives +20% National Manpower Modifier instead of +33%.
    • ‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.
  • Divine Ideas:
    • ‘Martyrs’ gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
  • Horde Ideas:
    • Bonus now also gives +10% Tribes Loyalty Equilibrium.
  • Indigenous Ideas:
    • ‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
  • Offensive Ideas:
    • ‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
  • Quality Ideas:
    • ‘Quality Education’ now also gives +0.5 Navy Tradition.
  • Quantity Ideas:
    • ‘Levée en Masse’ now gives +33% National Manpower Modifier instead of 50%.
    • Bonus now gives +33% Land Force Limit Modifier instead of +50%.
  • Naval Ideas:
    • ‘Naval Glory’ now also gives +1 Impact on Siege.
    • ‘Oak Forests for Ships’ now also gives +10% Ship Durability.
    • Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
Policies:
  • Economic - Quantity:
    • No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
  • Innovative - Quality:
    • Now gives Infantry Combat Ability +15% instead of +10%.
  • Aristocratic - Espionage:
    • Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.


Crownland & Government Reform Progress

You may know that it was commented by my colleagues @PDX Big Boss and @Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who don’t follow as much in detail the DDs, here is a kind reminder of it:

1657651615437.png

We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And we’ve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms.



Governing Capacity

Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Governing Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional “How do I spend my precious Government Reform Progress” because it can be used either on the ‘Centralize State’ mechanic or in getting more Government Reforms.

Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.

Adm..jpg

To help adjust the Governing Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province.



Other Miscellaneous Changes

Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:

  • Slackening for Manpower now only gives 1 year worth of manpower instead of 2 years.
  • Expanding the Infrastructure of a province now increases local development cost by -25% instead of -5%. We decided against using Development Efficiency because it could end up at 0 Dev Cost for a province
  • Ramparts give 1 Combat Roll Bonus for the defender.
  • Pagan religious rebels can now force you to convert to their religion if the majority of your country has this religion. Nahuatl, Mayan and Ican are excluded from it due to their "primitive" status in the game.
  • If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
  • Support Rebels now costs 30% Spy Network instead of 60%
  • Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
  • Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers
    Note: this change has been added to make Theocracies more fitting for other religions too.
  • Crimea now becomes a Tributary State of the Ottomans instead of a March when they seek Ottoman protection during the "Fate of the Crimean Khanate" event.

There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by @SaintDaveUK . See you!
 

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There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by @SaintDaveUK . See you!

I've come up with a number of suggested changes, but I don't expect them to make the cut in the 1.34. Nonetheless, I'd like to post them here. To let you guys know and hopefully, some of the changes, if they're easy, could be updated before the release. I don't expect all of them to be equally popular, however, I wanted to introduce ideas and improvements you might not have considered previously.

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Trade Map, Natural Harbors, Estuaries & Entrepots (suggested changes):

When new provinces were added to North America its centers of trade were never expanded upon. In comparison to South America, there is only Massachusetts bay, and that’s it. There’s not a great justification for why Veracruz and Mexico City are Natural Harbors & Emporiums while New York, Philadelphia, Quebec, Baltimore, and the Hudson Bay aren’t despite the fact that they would all go on to become major centers of trade in the time period and beyond. Even if the trade can only head to Bordeaux or the North Sea it's still valuable to add them.


Here’s a map of the Centers of trade currently in-game, as you can see some regions of the world are severely underrepresented:

IRdFQq55OmA3xkzb0u2sjrgIRHX68SMCDezdvi6xadVbR9mHAqgE-12ONo3Mi1TEYQBXtAbdNlxhHVpGddQ98TWLPIFM7w1OGowCNrPU8kmZJzXO6sgzWKWMlE0Wjrxk7wuTTzu75PZd5LuGeUe5G_I
teZSzOZJ24xpovNsnM9MU-R6Y2_Gw07XYySmFs5loA-QidQHGjq8MmuR8N9Y58-SYZHM-BdI3Sp-wjCDqab60hkpcb_nGz9DKgcgM2dIV4INZZEPvWfNGAeL7c_XU24_F6dCrkDSpMCE2HbfttRoW3g

Or this one, www.reddit.com/r/eu4/comments/n35dhf/131_centres_of_trade_map/

ctO-hAFyl-dw9HtP39XHMKyhwsNXG2P6XSJlSnczk4WN9dMm6OeWrWC3d5jR-K2TG35unNoGDokkRdXQEqwuOHXPpU2uOsCayY2AixsiQqev-jfgyXgL6bPaCXurssmI5Xz8TPDvMpSijGJF4lsJfJg
_T4oa_pHc3svoZAnLvZllkZCZ1v9TZCwChhR74xWj87dnpH3EZfjisgfH_9bpCskRZd9omgRcehAddIVICqtl5V3M_uA3rN2J9UknKTabuX8JNsoU6TdkkKfwZY1w3iqSCNuuXn8-aZGf3dD7Sy8Vbo


Centers of trade are also valuable for the -10% area development cost by becoming a world trade center. In that scenario, each of the regions shown below gets this bonus which can help strengthen colonial nations. Furthermore, lacking them can make it hard to establish a natural capital area for your country in a particular region.


As a solution to this problem, I made a few sketches to show how it would improve gameplay by adding new centers of trade in the new world.

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  • I decided against adding what state region to show what a Philadelphia center of trade would look like since I feared that the provinces would get too crowded, although it likely makes a bit more sense than adding Baltimore since it grew significantly after the revolution, although Philadelphia, in reality, had access to the sea making it an ideal coastal port.

  • www.oxfordbibliographies.com/view/document/obo-9780199730414/obo-9780199730414-0094.xml


  • Onondaga, the capital of the Iroquois was the geopolitical capital of the tribal federation. It makes sense for it to have an emporium in their capital province representing the burgeoning fur trade between European colonists and natives. It allowed natives to gain access to a wide variety of European goods such as alcohol, tobacco, guns, etc…

  • The Idea of adding Hudson Bay is so that trade isn’t centralized solely in the area of Quebec and Upper Canada, historically this wasn’t the case and the British took the territory as concessions from the French during the War of the Spanish Succession. It allowed both the countries to have competition in the New World, both areas grew into ports to accommodate the growing fur trade.

  • While it's accurate to represent most of Labrador as undeveloped since we won't receive new provinces I would include more development here. Also, one idea could be making the trade node go around labrador and directly to the North Sea, representing the flow of trade directly away from Canada when the British controlled it.

qzB236zWVDflAo3rm4DzOERu_E1YPoHD6aWBB9NaF9Hqt4TUlD6by-owGxBL84XZnhMXc46wTxN_WIcOXb5_H15ewAgNwL1LjigTCat9CdG-xlG1HPh_oVehL94URbmCs1Iif5oQO3xFdjBHg8c2pTc


  • While this next one is a rough sketch since I’m not very family with Southern US geography, (I’m a Northwesterner) there should be a natural port in the Rio Grande going into the Caribbean, furthermore, there should probably be a center of trade representing the Spanish Missions in Texas, further inland. Not as inland as New Mexico seen on the Rio Grande’s border.

  • (Also, there is evidence that El Orcoquisac, near Galveston bay, became a center of trade for the Spanish):

  • www.texasbeyondhistory.net/coast/images/he2.html

  • For Mississippi it would attempt to represent the center of trade at the Arkansas Post, gameplay wise this would be an attempt to make the Mississippi colonial nation stronger as they will usually move over to take part of Florida as well putting them on equal footing with CNs.

  • en.wikipedia.org/wiki/Arkansas_Post


  • “Pensacola became the center of the trading operation when Spain contracted with the city’s Panton- Leslie Trading Company.”

  • It would make sense for some areas in Florida whether that’s St. Augustine or Pensacola to be a natural harbor. Since St. Augustine is in the Caribbean trade node, another one could be placed in Venezuela since that’s also in the Caribbean trade node.

  • floridahistory.org/spanish2.htm


  • It would then allow the Caribbean to face more trade steering from competing nations. The Caribbean still remains the most competitive node in the Americas so I think this would be a welcome change.

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For Mexico and Northern Panama, the centers of trade are too concentrated to allow any competition between other colonial nations attempting to settle in the area from a gameplay-wise perspective.

Furthermore, the Yucatan Penisula was crucial for Maya trade throughout the Caribbean and it continued to be as puritans created trading posts in Belize. The Yucatan Peninsula itself remained unique in that for most of its history it was a remote part of the Mexican empire and it depended heavily on their trading ports.

www.floridamuseum.ufl.edu/wp-content/uploads/sites/44/2017/04/McKillop.pdf

www.history.com/topics/mexico/yucatan

Honduras, Nicaragua and Costa Rica not collectively having a single center of trade facing the Caribbean seems off since one should exist to counterbalance all trade value existing in only the lower part of Panama trade node.

OQsNtu-T0qJxB2-dy_8Ac6bqxpwLQ0MYuGq1ivIELJWfK_2P_FYnn2ppxon4gu9ze9GpVO_cXkpYMN1czVxhkcsDptOYjzBIkq7dD4Hu7OfyM4xz44fE9JXHqtYwgniwseipSOcSvU-_-UQNPXZP17c
mm3vNzkTHeloj_LNYA8e89N2y-fzBEF7MgvyhmbGnlPbBRDMLak6dHlawGGuMeI5-yaeL8oXO6IuruSfso7m4TgvWVdCeEZE8BLX7IRX6HLAm4-MuA18m5oiHqTlj_iVU1rUQ2qvhwOMHb9aLjHBzTo


The Orinoco Delta is one of the longest rivers in the Amazon. I believe it should at least have an estuary to represent this, it might not be a great contender for a natural harbor like Trinidad and Tobago would be, however, I think it would diversify trade competition more in the new world. It was also a port along the path of the major Spanish treasure fleets.

As mentioned previously adding a natural port, one in St. Augustine and one in Maracaibo would help to counterbalance the Caribbean trade node.

www.worldhistory.org/image/14550/the-spanish-main-and-caribbean-pirate-havens--c-16/

I included this map since I feel that it’s a good representation of what I’m talking about, not all of these are major ports but they had some trading power which isn’t well reflected in America

Finally, the only other thing I would consider adding is a trade bonus or “trade toll” on the very tip of South America, giving trade power to the nation that controls it in the Patagonia trade node.

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This is the final image and my final suggestion regarding the trade map. I would consider adding a new trade node to the Cascadian region on the off chance that Spain or Portugal doesn’t already start colonizing it. I would name the trade node either the "Bering strait" or "Cascadia" so that New Spain doesn’t completely control most of the power from a Cascadian colonial nation.

As a native Cascadian, representing the fur trade even if only visually is something I've wanted to see in the game for a long time. The Columbia river gorge made it an ideal natural harbor then and even today. The Fort of Astoria became important as a way for the United States to control the surrounding territory of the newly acquired Oregon territory.

There were a variety of territorial disputes between the United States and Britain surrounding the Border of the US, and the British took control of Fort Astoria temporarily in the War of 1812. Like Washington state and Oregon, British Columbia also developed into an epicenter of the fur trade opening on the West Coast. Finally, Alaska was also held under Russian control and the Russians established several trading posts along its coast.

en.wikipedia.org/wiki/Maritime_fur_trade

Miscellaneous Ideas & Mechanics (suggested changes):

  • Devastation on Uncolonized land needs to be eliminated or reduced in some way, if your colonial nation doesn’t build forts in the area then it becomes -0.08 devastation per month, this would take 1,125 months or 93.75 years! from a 90% devastated province!
  • Unfortunately, this is quite common since when settling you can prevent the natives from moving or choosing to move and they can get enclosed by your colonial nation. Even if this was only 50% devastation without any forts nearby it would take 625 months or about 52 years!
  • Furthermore, colonized tribal lands should give claims to natives to allow them to retake them. The war concessions menu shouldn’t include "tribal land" that’s settled anymore since the AI can’t migrate back there after it's settled.

  • The AI should be “discouraged” from migrating to land that has a colonist arriving towards it, this isn’t normally frustrating, but it’s unbearable if your trying to colonize Australia and the AI keeps moving into your colonized province, preventing you from doing so after you’ve tried FIVE TIMES for 5 years!

  • Rather than “Enforce Peace” a “Join Colonial War” should be available under subject interactions for colonies.
  • A new subject interaction of Block/Allow Settlement Growth should be available for colonial nations to increase to +20% Liberty desire.
  • A new subject interaction of Block/Allow Colonial Growth should also be available for colonial nations, increasing liberty desire by +35% Liberty desire.

The difference in rank between Kingdom & Empire should feel more rewarding. Currently its:

"Note: Rank bonuses (as listed in the table) replace each other; so the net bonus of going from duchy to empire is +1 diplomat, not +2."

RankNameRequired developmentRequired prestigeNational Focus cooldown
Diplomat.png
Diplomats
General.png
Leaders without upkeep
Governing capacity.png
Governing capacity
Maximum absolutism
Maximum absolutism
Autonomy.png
Monthly autonomy reduction
1DuchyBaseBase25 years+0+0+0+0-0
2Kingdom3005020 years+1+0+200+0−0.025
3Empire10007515 years +1 +2+1+400+5−0.05

  • I think that Empires should go back to the previous updates of having +2 diplomats, (my mistake, empires never had +2 diplomats). I think, however, that adding an extra diplomat would be helpful to players who are managing large colonial nations or empires since current "Diplomatic Ideas" or "Influence Ideas" are "must-have", idea groups that are required for each game. I also partially support this change since “leaders without upkeep” is unfortunately pretty pointless given your leaders are now based on how large your military is. Your military should support +5 to +6 “leaders without upkeep” at this point in the game.

  • That +1 Dice roll from ramparts should be added to Defensive Ideas as the Bonus so that the idea set still has utility later on in the game. The Bonus to Defensive Ideas would then be:

  • +1 Attrition for enemies
  • +1 Dice roll on Defending Forts

  • The AI should be less likely to start a golden age earlier in the game, getting closer to the age of absolutism. This might be easier said than done since as others have mentioned it depends on circumstances.

  • +5% Goods produced should be considered being added as either a policy or as the new bonus idea for “Economic Ideas” to account for the reduction in development cost. I think it would also help to make Economic Ideas more about your economy.


  • I’m surprised there’s not a +10 to +25 “supporting independence of same nation” modifier, even if it's my rival I would expect them to consider this as a positive action. This would help make the AI seem more pragmatic.

  • Trade ideas should also be more practical for other nations. I applaud the recent changes.

  • While this sounds extreme, I think that an autonomy reduction would be nice and valuable for large overseas empires. People often care more about governing capacity than lowering the autonomy floor in trade companies.

  • I think that trade ideas “Bonus Idea” could be buffed giving -5% “Autonomy in Trade Companies” in addition to +1 “Merchant” and +10%Burghers loyalty equilibrium”. As a compromise for this new bonus, the new modifier added to “Overseas Merchants” could be -15% “Trade Company Investment Cost”.
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AI Behavior/ National Idea Change suggestions:

  • Making Portuguese more historical would be greatly appreciated as many people have a problem with Portugal having as much or more interest in the New World as Spain did.

  • Portuguese Age ability “Portuguese Colonial Growth” renamed to “Portuguese Exploration” gives +30 Global settler increase and +50% Colonial Range (instead of +50 Global settler increase) (available only to
    Flag of Portugal
    Portugal)

  • Portuguese AI is permanently more interested in establishing trade companies.

  • Portuguese 4th ideaLand Before Faith” gives a +20 Global settler increase (instead of a +15 Global settler increase).

  • Portuguese 3rd idea “Feitorias” gives +10% “Global trade power” and should also give -25% “Charter Company Cost” or +25% to “Money Offered for Charter Company”

  • Portuguese Ambition:+20% Global tariffs” should also give +1 “Special Trade Company Investment” (i.e. Property Appraiser, Officers' Mess etc…) If this +1 “Special Trade Company Investment” is way too unbalanced (it probably is) then -10% “Trade Company Investment Cost” should suffice.

  • Netherlands Ambition: +15% “Trade efficiency” should also give +1 “Special Trade Company Investment” (i.e. Property Appraiser, Officers' Mess etc…) If this +1 “Special Trade Company Investment” is way too unbalanced (it probably is) then -10% “Trade Company Investment Cost” should suffice.

  • Portuguese AI is more interested in exploring
  • New Portuguese permanent claims as part of missions, or new missions including:
  • Sao Tome, Fernando Po, East Timor
  • Angola region, Mozambique region, Kongo region, etc…
  • My justification for this is this video which seeks to detail the extent of the Portuguese Colonial Empire over time.

  • https://youtu.be/NDymH6StVWw
  • A New Portuguese Event “Bartholomeu Dias” triggers with an mtth of 1 month in 1465


  • Trigger conditions: The country is Portugal, have unlocked at least 2 Exploration ideas has not discovered the cape of good hope and It is at least 1470.

  • “We Can Find A Route To India Ourselves”

  • If Spain has the idea “Quest for the New World” then: it gets the event ‘Bartholomeu Dias’ in 10 days, else if Castile has the idea “Quest for the New World” then: it gets the event ‘Bartholomeu Dias’ in 10 days, else a random Catholic country which has the ideas “Quest for the New World” gets the event ‘Bartholomeu Dias’.

  • “Hire Bartolomeu Dias”

  • loses 0.10 years of income.
  • gets an explorer named “Bartolomeu Dias” with the following stats:
  • 3 naval leader fire, 4 naval leader shock, 6 naval leader maneuver, and 1 naval leader siege.
  • gets +25 Colonial range for 20 years.
  • gets Trade company investments -10% cost for 20 years.
  • gets -15% “Charter Company Cost” or +15% to “Money Offered for Charter Company” for 20 years
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Catholoicism Balance changes:

  • The Council of Trent needs to be fixed so that the Catholic AI doesn’t always go down the harsh route just because the Pope desires to, furthermore the harshest malus should be -50 relations at its maximum, not -80 relations.

  • Edit: -40 from heretics and -40 from neighboring heretics. If neighboring heretics was reduced to -20 I think it would help to slightly overcome not instantly losing allies.
  • This inevitably affects several aspects of the game from England’s historical alliance with the Portuguese ending abruptly, to Europe being in an even more constant state of war.

  • Apparently, if the pope goes the other way toward being too conciliatory then Catholics will have a higher opinion of Protestants than fellow Catholics!
  • The Community has made a number of complaints over the years about the Council of Trent, in general, it seems to lean too far towards one extreme or the other and doesn’t balance itself.

  • www.reddit.com/r/eu4/comments/klxzhs/anyone_else_hate_the_council_of_trent/

  • www.reddit.com/r/eu4/comments/rsrlr0/there_is_something_off_about_this_council_of_trent/

  • I think that this could also be tied into a rework of the "Papacy" by making it widely available like the “Emperor of China” or the “Holy Roman Empire”. Not knowing who the Curia Controller is like not knowing who the Holy Roman Emperor is.

  • A heathen should be able to reasonably know who the crusade target is and a Heretic should be able to know what positions were taken on the Council of Trent.

  • Obviously, papal influence, invested influence, and which nations favor reform in the Council of Trent should be secret to Protestants. However, knowledge only gives the player more power to plan and make decisions.

  • If the Council of Trent, Papal screen visibility, Immensa Aeterni Dei, and the Treaty of Tordesillas are all reworked then I think players would have a lot more fun colonizing freely without the risk of the pope instantly hating them, and they can strategize based on what golden bull is chosen, know who the crusade target is, etc…

  • Overall, the problem with the Treaty of Tordesillas is that it gives a nation an entire colonial region for a mere 5 provinces. It should require you to save either 50 or 100 Papal influences so that the pope can declare a colonial region to be yours.

  • Furthermore, colonization occurs too quickly so this removes, in most cases, the needless +10 settler increase which isn’t needed to buff the nations that already colonize the most. While I would suggest removing this entirely, the Treaty of Tordesillas taking papal influence will be sufficient for this, this will help to ever slightly decrease colonization speed as nations save for papal influence, thus leading to a bit more varied and exciting colonial games

  • For Immensa Aeterni Dei +1.66 per cardinal makes embracing institutions early fairly worthless, you can’t always predict when the next pope will die, or if the Curia Controller becomes a country on the edge of the institution spread, and embracing the institution anyways.

  • “Cardinals spread institutions” is currently +20 Institution growth and you get −10% Embracement cost and +25% Institution spread. This should be nerfed and a comprise made. Instead of +1.66 monthly (excluding spread modifiers both the player and AI usually has). it should be +1.00 monthly at least. It could be reduced further, but this is just so that the Renaissance spread slows down to the rest of the world slightly.

  • With the changes of crown land, each cardinal should give a provincial “+15% local tax modifier”, this would be less than half a temple, but in the early game, it would be distributed among each of the major European powers. I would also include a new unique “7th Golden Bull”, this one would get stronger for catholic nations after others convert to the reformation.

  • For each Province with a Cardinal Present:
  • −10% Local development cost
  • +50% Local tax modifier
  • +10% Local productive efficiency
  • −2 Local unrest
  • −20% Local construction cost
  • −0.20 Local devastation change
  • −0.15 Local autonomy
  • +0.10 Local prosperity growth
  • −15% Local great project cost
  • +25% Local resistance to reformation
  • This would allow Catholic countries to recover from the devastation, of war (especially the league war) develop great projects, improve their provincial development, and allowing them to partially protect their cardinals from the reformation.
  • However, many of these modifiers may need balancing for them to be considered. Personally, I felt that neither stood out as too strong compared to other golden bulls since this is only applied to 7 provinces at maximum.
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New Monument Changes:

ccyO3rQ7Fx1a1NlC-BYZkc-wDofj2TPZp9koKOgg7lca8JDP6Hxtg6yrhuPLWmeFvCmal9M0TTlzimrTZA5OVCD1QGcxpkr5a_4ptNh_Pe2YtP5yYxD0W-wqVRQjPGw2yWmHeLYHAs9F6EdGi_0qSFo
6Ovg_6DrRLTC_AsPfqPndpinhaYFuSz8kcj3UwUB_F7ff5wxF_1c_6O5IsL1_jeugJ2UPBc3Zwm5W0cghgpwur4IDbKkWLf9Sso465tAQ79sNXZuSPQ7RmFssvw7rfcbp30yU_Iv-x9Ae3rVKk_KrZk

  • Independence Hall, Philadelphia
  • www.nps.gov/inde/index.htm
  • "We hold these Truths to be self-evident, that all Men are created equal..."
  • “The park represents the founding ideals of the nation, and preserves national and international symbols of freedom and democracy, including Independence Hall and the Liberty Bell. The Declaration of Independence and U.S. Constitution were both debated and signed inside Independence Hall, a UNESCO World Heritage Site.”
  • Noteworthy
  • + 10% Institution Spread
  • - 5% Idea Cost
  • Significant
  • + 25% Institution Spread
  • - 5% Idea Cost
  • - 1 National Unrest
  • Magnificent
  • + 25% Institution Spread
  • - 10% Idea Cost
  • - 1 National Unrest
  • + 5% Administrative Efficiency
  • I would expect it to start at the “Insignificant” level
  • Requirements: must be a formal colonial nation or the United States

  • I think that these bonuses are more than justified since if you were originally Great Britain and released the 13 colonies or if in an MP game a player started playing as them, you basically have a 100-year handicap since you started behind every other nation.
  • I think that these bonuses are more than justified since if you were originally Great Britain and released the 13 colonies or if in an MP game a player started playing as them, you basically have a 100-year handicap since you started so far behind every other nation. The White House monument requires you to be a former colonial nation or the United States so I think this could have the same conditions and it would be a good fit.

  • I would also give the White House
  • −20% Envoy travel time
  • −25% Envoy travel time
  • −33% Envoy travel time
  • These additions would help to even the playing field. I think that if the United States is released early it should definitely remain a strong enough nation to challenge the European powers in its area. Going on to from the contiguous United States.
_X1F08i0Fweu5ndkQichydMKlQBLd54BkxREtOkLjoR2lpS2Xwyw4b_R1t5pJnvPlEA2PDvVjqTlNPHKIDQ0VT9Qibbyfug655xLqD0H7avMO8JC1uQqhWvWjjTJ9RkvVTooM3HQ8Fr-QF_jdayyz34

  • The Hofburg Imperial Palace
  • en.wikipedia.org/wiki/Hofburg
  • For more than seven centuries, the Habsburg empire was ruled from the Hofburg Imperial Palace”.
  • “The Hofburg is the former principal imperial palace of the Habsburg dynasty. Located in the center of Vienna, it was built in the 13th century and expanded several times afterward. It also served as the imperial winter residence, as Schönbrunn Palace was the summer residence.”
  • Noteworthy
  • + 0.25 Yearly Legitimacy
  • + 10 Reasons to Elect
  • + 5% Government Reform Progress
  • Significant
  • + 0.5 Yearly Legitimacy
  • + 10 Reasons to Elect
  • + 10% Government Reform Progress
  • Magnificent
  • + 1 Yearly Legitimacy
  • + 20 Reasons to Elect
    + 15% Government Reform Progress
  • + 1 Diplomatic relation
  • I would expect it to start at the “Noteworthy” level
  • Requirement: Must be a member of the Holy Roman Empire.

  • I think this works well for Austria to have legitimacy gain by being the seat Holy Roman Emperor. The diplomatic relations would help to represent the authority of Austria, giving them the most diplomatic relations among the great powers. Austria already gets improved relations, and reduced autonomy from subject development, so I thought that having direct reasons to elect and income for vassals would be fitting.
  • The Austrian Archduchy already gives a number of bonuses and so does the Imperial Austrian monarchy which is why I can understand why one hasn’t been added. However, I’ve seen if Austria loses the emperorship and they have a lot of difficulties getting it back so this is mostly just to help the early game, it’s not a must-have monument for any nation, but I think adding this to Vienna would be a really great addition in terms of helping Austria slightly.
eXFDh4EO3ttAGFzaQ8m64H1hi5mnM_whRclAbXI5i9RkbdYRpP1WOu1kzAD7oSLO0ImCgfGrGwyYQ0R9HbWRWlHPbZbcVrnXMql6RLkBbqqBjF8QHK7V9Ve4Aj67W0IpRYkYSz2WO6Lz3N7l_FBlAsw

  • The Royal Palace Stockholm
  • visitsweden.com/where-to-go/middle-sweden/stockholm/the-royal-palace-stockholm/
  • The Royal Palace of Stockholm stands proudly on Slottsbacken in the Swedish capital’s charming Old Town. Designed by master architect Nicodemus Tessin the Younger – this enormous jewel of a regal building was inaugurated in 1754, providing a home for King Adolf Fredrik and Queen Louisa Ulrika. It was also built to house the central Swedish state administration and the Royal Library, hence its mighty size”...
  • Noteworthy
  • +0.5 Yearly Prestige
  • Significant
  • +0.5 Yearly Prestige
  • −5% Technology cost
  • Magnificent
  • +1.0 Yearly Prestige
  • −5% Technology cost
  • +5 Maximum absolutism
  • I would expect it to start at the “Insignificant” level
  • Requirements: Culture is in the Nordic group and is accepted by its owner
  • I was a bit disappointed that there wasn’t a monument in Stockholm this week, I really suggest adding this one since the Royal Palace was quite a monument for its time and it was both a great library and a home for the Swedish Monarch. I suspect that you probably didn't add one since you wanted to balance the region, but the Royal Palace of Sweden would be a great addition.
KM3aahX-a9XmPATclD4x5KXlcG1pRjkuQpWK6aUE_p6nDgB7MtfD6cpPRWCwyjhaZXw1nCHvBgHBxU7qivZzHE-wU5lWJElXdqIqVm2X71g7QqnuY_VWNCeXq31zSbyZe8pQcDrzgakBUnhXJQK5TeQ

  • Castillo de San Marcos
  • www.nps.gov/casa/index.htm
  • “The oldest masonry fort in the continental United States, the Castillo de San Marcos is a large Spanish stone fortress built to protect and defend Spain's claims in the New World. It's a National Monument and, at over 315 years old, it's the oldest structure in St. Augustine”.
  • Noteworthy:
  • +50% Blockade force required
  • +15% Local defensiveness
  • +25% Local supply
  • Significant:
  • +50% Blockade force required
  • +15% Local defensiveness
  • +25% Local supply
  • Global modifiers:
  • - 10% Cost to fabricate claims
  • - 5% Aggressive Expansion Impact
  • Magnificent
  • +100% Blockade force required
  • +25% Local defensiveness
  • +50% Local supply
  • Global Modifiers:
  • - 20% Cost to fabricate claims
  • - 10% Aggressive Expansion Impact
  • I would expect it to start at the “Insignificant” level
  • Requirements: None
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I don’t expect any of the changes I offer to be perfect, but I want to do my best to call attention to ideas that I think would vastly improve the state of the game. When thinking about these ideas I try to think about how to make the game more balanced, historical, and fun for the player.

While I find enjoyment in coming up with new game mechanics & ideas, what I appreciate and value the most is when I bring an in-game mechanic or problem to light, and those who read it find a way to improve it and make it fit better into the game than I ever could have possibly imagined.

Anyways, thank you for your time to anyone who has read this, and keeps up the great work that you do on the game!

I really do appreciate how you guys are looking at older modifiers and features added to the game and trying to improve them.
 
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I've come up with a number of suggested changes
I think many of these are great ideas, especially the transparency regarding curia information. The migration-colonization issue hasn't occurred to me, but that would be really annoying.

Trade needs a nuanced look like you mention, but that needs to be a more comprehensive package as trade is so directly tied to many things.

I think the focus here is on ideas (though they are looking at them from a wider lens in 1.35) and a little bit of monuments. I've advocated for some changes in this thread which should be simply numerical adjustments - excepting a piece of aristocratic ideas.
 
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The AI should be less likely to start a golden age earlier in the game, getting closer to the age of absolutism.
If this is the case, a lot of AI countries will end up never taking Golden Era because of being destroyed earlier. If you add here the fact that a lot of campaigns finish before Age of Absolutism, this gets even worse.

I think that all non-HRE minors, all countries having existential threats, and all countries located near player owned provinces or having claims owned by player should take Golden Era as soon as they are able to do this. Major powers can delay it, but the only purpose of this delay is to make confrontation with player more interesting. I don't think AI is able to make efficient use of delayed Golden Era, but getting economic boost and monarch power cost reductions very early can help a lot.
 
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  • Devastation on Uncolonized land needs to be eliminated or reduced in some way, if your colonial nation doesn’t build forts in the area then it becomes -0.08 devastation per month, this would take 1,125 months or 93.75 years! from a 90% devastated province!
  • Unfortunately, this is quite common since when settling you can prevent the natives from moving or choosing to move and they can get enclosed by your colonial nation. Even if this was only 50% devastation without any forts nearby it would take 625 months or about 52 years!
You know that you can easily fix it by building forts. Why don't you do it then?
 
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You know that you can easily fix it by building forts. Why don't you do it then?
As dumb as this sounds, I haven't thought of that. ‍*facepalm*

I've thought of upgrading my colonies manufactories, centers of trade and money making buildings, also giving them more subsidizes etc... However, I just figured they'd be smart enough to build more forts where they're needed.

I haven't thought about personally planning their defenses so they don't put a fort on farmland next to mountains, but Thank you. I appreciate it.

I guess that isn't too much of a major needed change after all.

The only risk then is if they mothball their forts to save money.

It's not an ideal fix to the issue, but it's good enough.

Also thanks for pointing out the Golden Age drawback, the AI will never take advantage of maximum absolutism in the same way a player will. So them trying to stay ahead early might not be that bad.
 
I've come up with a number of suggested changes, but I don't expect them to make the cut in the 1.34. Nonetheless, I'd like to post them here. To let you guys know and hopefully, some of the changes, if they're easy, could be updated before the release. I don't expect all of them to be equally popular, however, I wanted to introduce ideas and improvements you might not have considered previously.

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Trade Map, Natural Harbors, Estuaries & Entrepots (suggested changes):

When new provinces were added to North America its centers of trade were never expanded upon. In comparison to South America, there is only Massachusetts bay, and that’s it. There’s not a great justification for why Veracruz and Mexico City are Natural Harbors & Emporiums while New York, Philadelphia, Quebec, Baltimore, and the Hudson Bay aren’t despite the fact that they would all go on to become major centers of trade in the time period and beyond. Even if the trade can only head to Bordeaux or the North Sea it's still valuable to add them.


Here’s a map of the Centers of trade currently in-game, as you can see some regions of the world are severely underrepresented:

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IRdFQq55OmA3xkzb0u2sjrgIRHX68SMCDezdvi6xadVbR9mHAqgE-12ONo3Mi1TEYQBXtAbdNlxhHVpGddQ98TWLPIFM7w1OGowCNrPU8kmZJzXO6sgzWKWMlE0Wjrxk7wuTTzu75PZd5LuGeUe5G_I


Centers of trade are also valuable for the -10% area development cost by becoming a world trade center. In that scenario, each of the regions shown below gets this bonus which can help strengthen colonial nations. Furthermore, lacking them can make it hard to establish a natural capital area for your country in a particular region.

_T4oa_pHc3svoZAnLvZllkZCZ1v9TZCwChhR74xWj87dnpH3EZfjisgfH_9bpCskRZd9omgRcehAddIVICqtl5V3M_uA3rN2J9UknKTabuX8JNsoU6TdkkKfwZY1w3iqSCNuuXn8-aZGf3dD7Sy8Vbo

As a solution to this problem, I made a few sketches to show how it would improve gameplay by adding new centers of trade in the new world.

cYzmzCB-YV3xEDP3SuQ_hrrmH9D4YUoA2asShZT6OsCJ-gimMXDKz26bAuz4sOxRn-N8XLsIFGz9Ca31jmHe8C6rYIatsg_5nh5ZhJZQoClImOFIr6FYYkXIY4jeAytpOT09K2ICpiQ8u5GYu0tBkaA


  • I decided against adding what state region to show what a Philadelphia center of trade would look like since I feared that the provinces would get too crowded, although it likely makes a bit more sense than adding Baltimore since it grew significantly after the revolution, although Philadelphia, in reality, had access to the sea making it an ideal coastal port.

  • www.oxfordbibliographies.com/view/document/obo-9780199730414/obo-9780199730414-0094.xml


  • Onondaga, the capital of the Iroquois was the geopolitical capital of the tribal federation. It makes sense for it to have an emporium in their capital province representing the burgeoning fur trade between European colonists and natives. It allowed natives to gain access to a wide variety of European goods such as alcohol, tobacco, guns, etc…

  • The Idea of adding Hudson Bay is so that trade isn’t centralized solely in the area of Quebec and Upper Canada, historically this wasn’t the case and the British took the territory as concessions from the French during the War of the Spanish Succession. It allowed both the countries to have competition in the New World, both areas grew into ports to accommodate the growing fur trade.

  • While it's accurate to represent most of Labrador as undeveloped since we won't receive new provinces I would include more development here. Also, one idea could be making the trade node go around labrador and directly to the North Sea, representing the flow of trade directly away from Canada when the British controlled it.

  • (Edit: Nova Scotia could possibly also have a natural port in the Gulf of St. Lawrence, however these ideas all would need to be tested first with a North American trade rework to see what's unbalanced and what works).

qzB236zWVDflAo3rm4DzOERu_E1YPoHD6aWBB9NaF9Hqt4TUlD6by-owGxBL84XZnhMXc46wTxN_WIcOXb5_H15ewAgNwL1LjigTCat9CdG-xlG1HPh_oVehL94URbmCs1Iif5oQO3xFdjBHg8c2pTc


  • While this next one is a rough sketch since I’m not very family with Southern US geography, (I’m a Northwesterner) there should be a natural port in the Rio Grande going into the Caribbean, furthermore, there should probably be a center of trade representing the Spanish Missions in Texas, further inland. Not as inland as New Mexico seen on the Rio Grande’s border.

  • (Also, there is evidence that El Orcoquisac, near Galveston bay, became a center of trade for the Spanish):

  • www.texasbeyondhistory.net/coast/images/he2.html

  • For Mississippi it would attempt to represent the center of trade at the Arkansas Post, gameplay wise this would be an attempt to make the Mississippi colonial nation stronger as they will usually move over to take part of Florida as well putting them on equal footing with CNs.

  • en.wikipedia.org/wiki/Arkansas_Post


  • “Pensacola became the center of the trading operation when Spain contracted with the city’s Panton- Leslie Trading Company.”

  • It would make sense for some areas in Florida whether that’s St. Augustine or Pensacola to be a natural harbor. Since St. Augustine is in the Caribbean trade node, another one could be placed in Venezuela since that’s also in the Caribbean trade node.

  • floridahistory.org/spanish2.htm


  • It would then allow the Caribbean to face more trade steering from competing nations. The Caribbean still remains the most competitive node in the Americas so I think this would be a welcome change.

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For Mexico and Northern Panama, the centers of trade are too concentrated to allow any competition between other colonial nations attempting to settle in the area from a gameplay-wise perspective.

Furthermore, the Yucatan Penisula was crucial for Maya trade throughout the Caribbean and it continued to be as puritans created trading posts in Belize. The Yucatan Peninsula itself remained unique in that for most of its history it was a remote part of the Mexican empire and it depended heavily on their trading ports.

www.floridamuseum.ufl.edu/wp-content/uploads/sites/44/2017/04/McKillop.pdf

www.history.com/topics/mexico/yucatan

Honduras, Nicaragua and Costa Rica not collectively having a single center of trade facing the Caribbean seems off since one should exist to counterbalance all trade value existing in only the lower part of Panama trade node.

OQsNtu-T0qJxB2-dy_8Ac6bqxpwLQ0MYuGq1ivIELJWfK_2P_FYnn2ppxon4gu9ze9GpVO_cXkpYMN1czVxhkcsDptOYjzBIkq7dD4Hu7OfyM4xz44fE9JXHqtYwgniwseipSOcSvU-_-UQNPXZP17c


The Orinoco Delta is one of the longest rivers in the Amazon. I believe it should at least have an estuary to represent this, it might not be a great contender for a natural harbor like Trinidad and Tobago would be, however, I think it would diversify trade competition more in the new world. It was also a port along the path of the major Spanish treasure fleets.


As mentioned previously adding a natural port, one in St. Augustine and one in Maracaibo would help to counterbalance the Caribbean trade node.


mm3vNzkTHeloj_LNYA8e89N2y-fzBEF7MgvyhmbGnlPbBRDMLak6dHlawGGuMeI5-yaeL8oXO6IuruSfso7m4TgvWVdCeEZE8BLX7IRX6HLAm4-MuA18m5oiHqTlj_iVU1rUQ2qvhwOMHb9aLjHBzTo


www.worldhistory.org/image/14550/the-spanish-main-and-caribbean-pirate-havens--c-16/

I included this map since I feel that it’s a good representation of what I’m talking about, not all of these are major ports but they had some trading power which isn’t well reflected in America

Finally, the only other thing I would consider adding is a trade bonus or “trade toll” on the very tip of South America, giving trade power to the nation that controls it in the Patagonia trade node.

YAtWOYbZsHSfZfy-ly4atz6D-sFHc12HoqGbSV0E1xpskrvy8X3ikdErADNBTdA9DQHS970RX_ludlfUjk8orrR8skF6fLfNL8kwYcQ4O09Z8XgLzMpjy_B3WpLURpc8iLKsDoxIP-sFkV_CrgrbnIk
U2c8EeRmBdq0uRX8tf73249mGK6cbNIv9UbynIXZTsAzcV7OFlT5kOa_2l-pahxnQkYnF0vPeIiZbjlfCiHOK6YEyV0ihHNR4IJDDaycTPl2zl7VS9XXkRQBMfqP5ANcuEdzmfTQzPMhTWnTDNlmKX8



This is the final image and my final suggestion regarding the trade map. I would consider adding a new trade node to the Cascadian region on the off chance that Spain or Portugal doesn’t already start colonizing it. I would name the trade node either the "Bering strait" or "Cascadia" so that New Spain doesn’t completely control most of the power from a Cascadian colonial nation.

As a native Cascadian, representing the fur trade even if only visually is something I've wanted to see in the game for a long time. The Columbia river gorge made it an ideal natural harbor then and even today. The Fort of Astoria became important as a way for the United States to control the surrounding territory of the newly acquired Oregon territory.

There were a variety of territorial disputes between the United States and Britain surrounding the Border of the US, and the British took control of Fort Astoria temporarily in the War of 1812. Like Washington state and Oregon, British Columbia also developed into an epicenter of the fur trade opening on the West Coast. Finally, Alaska was also held under Russian control and the Russians established several trading posts along its coast.

en.wikipedia.org/wiki/Maritime_fur_trade

Miscellaneous Ideas & Mechanics (suggested changes):

  • Devastation on Uncolonized land needs to be eliminated or reduced in some way, if your colonial nation doesn’t build forts in the area then it becomes -0.08 devastation per month, this would take 1,125 months or 93.75 years! from a 90% devastated province!
  • Unfortunately, this is quite common since when settling you can prevent the natives from moving or choosing to move and they can get enclosed by your colonial nation. Even if this was only 50% devastation without any forts nearby it would take 625 months or about 52 years!
  • Furthermore, colonized tribal lands should give claims to natives to allow them to retake them. The war concessions menu shouldn’t include "tribal land" that’s settled anymore since the AI can’t migrate back there after it's settled.

  • The AI should be “discouraged” from migrating to land that has a colonist arriving towards it, this isn’t normally frustrating, but it’s unbearable if your trying to colonize Australia and the AI keeps moving into your colonized province, preventing you from doing so after you’ve tried FIVE TIMES for 5 years!

  • Rather than “Enforce Peace” a “Join Colonial War” should be available under subject interactions for colonies.
  • A new subject interaction of Block/Allow Settlement Growth should be available for colonial nations to increase to +20% Liberty desire.
  • A new subject interaction of Block/Allow Colonial Growth should also be available for colonial nations, increasing liberty desire by +35% Liberty desire.

The difference in rank between Kingdom & Empire should feel more rewarding. Currently its:

"Note: Rank bonuses (as listed in the table) replace each other; so the net bonus of going from duchy to empire is +1 diplomat, not +2."

RankNameRequired developmentRequired prestigeNational Focus cooldown
Diplomat.png
Diplomats
General.png
Leaders without upkeep
Governing capacity.png
Governing capacity
Maximum absolutism
Maximum absolutism
Autonomy.png
Monthly autonomy reduction
1DuchyBaseBase25 years+0+0+0+0-0
2Kingdom3005020 years+1+0+200+0−0.025
3Empire10007515 years +1 +2 +1+400+5−0.05

  • I think that Empires should go back to the previous updates of having +2 diplomats, (My apologies Empires only ever had +1 diplomats), I still believe however that this should be increased to +2, partial since “leaders without upkeep” is unfortunately now pretty pointless given your leaders are now based on how large your military is. Your military should support +5 to +6 “leaders without upkeep” at this point in the game.

  • Adding an extra diplomat would greatly help with Colonial & Global Empires. It would make Diplomatic & Influence ideas less of an "every game required ideas" as they are currently.

  • This would also represent a slight balancing buff since they likely are already using all 3 diplomats in different theaters simultaneously (i.e. improving relations, fabricating claims, currying favors, etc)...

  • That +1 Dice roll from ramparts should be added to Defensive Ideas as the Bonus so that the idea set still has utility later on in the game. The Bonus to Defensive Ideas would then be:

  • +1 Attrition for enemies
  • +1 Dice roll on Defending Forts

  • The AI should be less likely to start a golden age earlier in the game, getting closer to the age of absolutism.

  • +5% Goods produced should be considered being added as either a policy or as the new bonus idea for “Economic Ideas” to account for the reduction in development cost. I think it would also help to make Economic Ideas more about your economy.


  • I’m surprised there’s not a +10 to +25 “supporting independence of same nation” modifier, even if it's my rival I would expect them to consider this as a positive action. This would help make the AI seem more pragmatic.

  • Trade ideas should also be more practical for other nations. I applaud the recent changes.

  • While this sounds extreme, I think that an autonomy reduction would be nice and valuable for large overseas empires. People often care more about governing capacity than lowering the autonomy floor in trade companies.

  • I think that trade ideas “Bonus Idea” could be buffed giving -5% “Autonomy in Trade Companies” in addition to +1 “Merchant” and +10% “Burghers loyalty equilibrium”. As a compromise for this new bonus, the new modifier added to “Overseas Merchants” could be -15% “Trade Company Investment Cost”.

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AI Behavior/ National Idea Change suggestions:


  • Making Portuguese more historical would be greatly appreciated as many people have a problem with Portugal having as much or more interest in the New World as Spain did.

  • Portuguese Age ability “Portuguese Colonial Growth” renamed to “Portuguese Exploration” gives +30 Global settler increase and +50% Colonial Range (instead of +50 Global settler increase) (available only to
    Flag of Portugal
    Portugal)

  • Portuguese AI is permanently more interested in establishing trade companies.

  • Portuguese 4th idea:Land Before Faith” gives a +20 Global settler increase (instead of a +15 Global settler increase).

  • Portuguese 3rd idea: “Feitorias” gives +10% “Global trade power” and should also give -25% “Charter Company Cost” or +25% to “Money Offered for Charter Company”

  • Portuguese Ambition:+20% Global tariffs” should also give +1 “Special Trade Company Investment” (i.e. Property Appraiser, Officers' Mess etc…) If this +1 “Special Trade Company Investment” is way too unbalanced (it probably is) then -15% “Trade Company Investment Cost” should suffice.

  • Netherlands Ambition: +15% “Trade efficiency” should also give +1 “Special Trade Company Investment” (i.e. Property Appraiser, Officers' Mess etc…) If this +1 “Special Trade Company Investment” is way too unbalanced (it probably is) then -15% “Trade Company Investment Cost” should suffice.

  • Portuguese AI is more interested in exploring
  • New Portuguese permanent claims as part of missions, or new missions including:

  • Sao Tome, Fernando Po, East Timor
  • Angola region, Mozambique region, Kongo region, etc…

  • My justification for this is this video which seeks to detail the extent of the Portuguese Colonial Empire over time.

  • https://youtu.be/NDymH6StVWw

  • A New Portuguese Event “Bartholomeu Dias” triggers with an mtth of 1 month in 1465


  • Trigger conditions: The country is Portugal, have unlocked at least 2 Exploration ideas, has not discovered the cape of good hope, and It is at least 1470.

  • “We Can Find A Route To India Ourselves”

  • If Spain has the idea “Quest for the New World” then: it gets the event ‘Bartholomeu Dias’ in 10 days, else if Castile has the idea “Quest for the New World” then: it gets the event ‘Bartholomeu Dias’ in 10 days, else a random Catholic country which has the ideas “Quest for the New World” gets the event ‘Bartholomeu Dias’.

  • “Hire Bartolomeu Dias”

  • loses 0.10 years of income.
  • gets an explorer named “Bartolomeu Dias” with the following stats:
  • 3 naval leader fire, 4 naval leader shock, 6 naval leader maneuver, and 1 naval leader siege.
  • gets +25 Colonial range for 20 years.
  • gets Trade company investments -10% cost for 20 years.
  • gets -15% “Charter Company Cost” or +15% to “Money Offered for Charter Company” for 20 years
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Catholoicism Balance changes:


  • The Council of Trent needs to be fixed so that the Catholic AI doesn’t always go down the harsh route just because the Pope desires to, furthermore the harshest malus should be -50 relations at its maximum, not -80 relations. This inevitably affects several aspects of the game from England’s historical alliance with the Portuguese ending abruptly, to Europe being in an even more constant state of war.

  • Apparently, if the pope goes the other way toward being too conciliatory then Catholics will have a higher opinion of Protestants than fellow Catholics!
  • The Community has made a number of complaints over the years about the Council of Trent, in general, it seems to lean too far towards one extreme or the other and doesn’t balance itself.

  • www.reddit.com/r/eu4/comments/klxzhs/anyone_else_hate_the_council_of_trent/

  • www.reddit.com/r/eu4/comments/rsrlr0/there_is_something_off_about_this_council_of_trent/

  • I think that this could also be tied into a rework of the "Papacy" by making it widely available like the “Emperor of China” or the “Holy Roman Empire”. Not knowing who the Curia Controller is like not knowing who the Holy Roman Emperor is.

  • A heathen should be able to reasonably know who the crusade target is and a Heretic should be able to know what positions were taken on the Council of Trent.

  • Obviously, papal influence, invested influence, and which nations favor reform in the Council of Trent should be secret to Protestants. However, knowledge only gives the player more power to plan and make decisions.

  • If the Council of Trent, Papal screen visibility, Immensa Aeterni Dei, and the Treaty of Tordesillas are all reworked then I think players would have a lot more fun colonizing freely without the risk of the pope instantly hating them, and they can strategize based on what golden bull is chosen, know who the crusade target is, etc…

  • Overall, the problem with the Treaty of Tordesillas is that it gives a nation an entire colonial region for a mere 5 provinces. It should require you to save either 50 or 100 Papal influences so that the pope can declare a colonial region to be yours.

  • Furthermore, colonization occurs too quickly so this removes, in most cases, the needless +10 settler increase which isn’t needed to buff the nations that already colonize the most. While I would suggest removing this entirely, the Treaty of Tordesillas taking papal influence will be sufficient for this, this will help to ever slightly decrease colonization speed as nations save for papal influence, thus leading to a bit more varied and exciting colonial games

  • For Immensa Aeterni Dei +1.66 per cardinal makes embracing institutions early fairly worthless, you can’t always predict when the next pope will die, or if the Curia Controller becomes a country on the edge of the institution spread, and embracing the institution anyways.

  • “Cardinals spread institutions” is currently +20 Institution growth and you get −10% Embracement cost and +25% Institution spread. This should be nerfed and a comprise made. Instead of +1.66 monthly (excluding spread modifiers both the player and AI usually has). it should be +1.00 monthly at least. It could be reduced further, but this is just so that the Renaissance spread slows down to the rest of the world slightly.

  • With the changes of crown land, each cardinal should give a provincial “+15% local tax modifier”, this would be less than half a temple, but in the early game, it would be distributed among each of the major European powers. I would also include a new unique “7th Golden Bull”, this one would get stronger for catholic nations after others convert to the reformation.

  • For each Province with a Cardinal Present:
  • −10% Local development cost
  • +50% Local tax modifier
  • +10% Local productive efficiency
  • −2 Local unrest
  • −20% Local construction cost
  • −0.20 Local devastation change
  • −0.15 Local autonomy
  • +0.10 Local prosperity growth
  • −15% Local great project cost
  • +25% Local resistance to reformation
  • This would allow Catholic countries to recover from the devastation, of war (especially the league war) develop great projects, improve their provincial development, and allowing them to partially protect their cardinals from the reformation.
  • However, many of these modifiers may need balancing for them to be considered. Personally, I felt that neither stood out as too strong compared to other golden bulls since this is only applied to 7 provinces at maximum.
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New Monument Changes:



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6Ovg_6DrRLTC_AsPfqPndpinhaYFuSz8kcj3UwUB_F7ff5wxF_1c_6O5IsL1_jeugJ2UPBc3Zwm5W0cghgpwur4IDbKkWLf9Sso465tAQ79sNXZuSPQ7RmFssvw7rfcbp30yU_Iv-x9Ae3rVKk_KrZk


  • Independence Hall, Philadelphia
  • www.nps.gov/inde/index.htm
  • "We hold these Truths to be self-evident, that all Men are created equal..."
  • “The park represents the founding ideals of the nation, and preserves national and international symbols of freedom and democracy, including Independence Hall and the Liberty Bell. The Declaration of Independence and U.S. Constitution were both debated and signed inside Independence Hall, a UNESCO World Heritage Site.”
  • Noteworthy
  • + 10% Institution Spread
  • - 5% Idea Cost
  • Significant
  • + 25% Institution Spread
  • - 5% Idea Cost
  • - 1 National Unrest
  • Magnificent
  • + 25% Institution Spread
  • - 10% Idea Cost
  • - 1 National Unrest
  • + 5% Administrative Efficiency

  • I would expect it to start at the “Insignificant” level
  • Requirements: must be a formal colonial nation or the United States

  • I think that these bonuses are more than justified since if you were originally Great Britain and released the 13 colonies or if in an MP game a player started playing as them, you basically have a 100-year handicap since you started behind every other nation.
  • I think that these bonuses are more than justified since if you were originally Great Britain and released the 13 colonies or if in an MP game a player started playing as them, you basically have a 100-year handicap since you started so far behind every other nation. The White House monument requires you to be a former colonial nation or the United States so I think this could have the same conditions and it would be a good fit.
  • I would also give the
  • White House:
  • −20% Envoy travel time
  • −25% Envoy travel time
  • −33% Envoy travel time

  • These additions would help to even the playing field. I think that if the United States is released early it should definitely remain a strong enough nation to challenge the European powers in its area. Going on to from the contiguous United States.

_X1F08i0Fweu5ndkQichydMKlQBLd54BkxREtOkLjoR2lpS2Xwyw4b_R1t5pJnvPlEA2PDvVjqTlNPHKIDQ0VT9Qibbyfug655xLqD0H7avMO8JC1uQqhWvWjjTJ9RkvVTooM3HQ8Fr-QF_jdayyz34

  • The Hofburg Imperial Palace
  • en.wikipedia.org/wiki/Hofburg
  • For more than seven centuries, the Habsburg empire was ruled from the Hofburg Imperial Palace”.
  • “The Hofburg is the former principal imperial palace of the Habsburg dynasty. Located in the center of Vienna, it was built in the 13th century and expanded several times afterward. It also served as the imperial winter residence, as Schönbrunn Palace was the summer residence.”
  • Noteworthy
  • + 0.25 Yearly Legitimacy
  • + 10 Reasons to Elect
  • + 5% Government Reform Progress
  • Significant
  • + 0.5 Yearly Legitimacy
  • + 10 Reasons to Elect
  • + 10% Government Reform Progress
  • Magnificent
  • + 1 Yearly Legitimacy
  • + 20 Reasons to Elect
    + 15% Government Reform Progress
  • + 1 Diplomatic relation

  • I would expect it to start at the “Noteworthy” level
  • Requirement: Must be a member of the Holy Roman Empire.

  • I think this works well for Austria to have legitimacy gain by being the seat Holy Roman Emperor. The diplomatic relations would help to represent the authority of Austria, giving them the most diplomatic relations among the great powers. Austria already gets improved relations, and reduced autonomy from subject development, so I thought that having direct reasons to elect and income for vassals would be fitting.

  • The Austrian Archduchy already gives a number of bonuses and so does the Imperial Austrian monarchy which is why I can understand why one hasn’t been added. However, I’ve seen if Austria loses the emperorship and they have a lot of difficulties getting it back so this is mostly just to help the early game, it’s not a must-have monument for any nation, but I think adding this to Vienna would be a really great addition in terms of helping Austria slightly.
eXFDh4EO3ttAGFzaQ8m64H1hi5mnM_whRclAbXI5i9RkbdYRpP1WOu1kzAD7oSLO0ImCgfGrGwyYQ0R9HbWRWlHPbZbcVrnXMql6RLkBbqqBjF8QHK7V9Ve4Aj67W0IpRYkYSz2WO6Lz3N7l_FBlAsw

  • The Royal Palace Stockholm
  • visitsweden.com/where-to-go/middle-sweden/stockholm/the-royal-palace-stockholm/
  • The Royal Palace of Stockholm stands proudly on Slottsbacken in the Swedish capital’s charming Old Town. Designed by master architect Nicodemus Tessin the Younger – this enormous jewel of a regal building was inaugurated in 1754, providing a home for King Adolf Fredrik and Queen Louisa Ulrika. It was also built to house the central Swedish state administration and the Royal Library, hence its mighty size”...
  • Noteworthy
  • +0.5 Yearly Prestige
  • Significant
  • +0.5 Yearly Prestige
  • −5% Technology cost
  • Magnificent
  • +1.0 Yearly Prestige
  • −5% Technology cost
  • +5 Maximum absolutism

  • I would expect it to start at the “Insignificant” level
  • Requirements: Culture is in the Nordic group and is accepted by its owner

  • I was a bit disappointed that there wasn’t a monument in Stockholm this week, I really suggest adding this one since the Royal Palace was quite a monument for its time and it was both a great library and a home for the Swedish Monarch. I suspect that you probably didn't add one since you wanted to balance the region, but the Royal Palace of Sweden would be a great addition in my opinion.
KM3aahX-a9XmPATclD4x5KXlcG1pRjkuQpWK6aUE_p6nDgB7MtfD6cpPRWCwyjhaZXw1nCHvBgHBxU7qivZzHE-wU5lWJElXdqIqVm2X71g7QqnuY_VWNCeXq31zSbyZe8pQcDrzgakBUnhXJQK5TeQ

  • Castillo de San Marcos
  • www.nps.gov/casa/index.htm
  • “The oldest masonry fort in the continental United States, the Castillo de San Marcos is a large Spanish stone fortress built to protect and defend Spain's claims in the New World. It's a National Monument and, at over 315 years old, it's the oldest structure in St. Augustine”.
  • Noteworthy:
  • +50% Blockade force required
  • +15% Local defensiveness
  • +25% Local supply
  • Significant:
  • +50% Blockade force required
  • +15% Local defensiveness
  • +25% Local supply
  • Global modifiers:
  • - 10% Cost to fabricate claims
  • - 5% Aggressive Expansion Impact
  • Magnificent
  • +100% Blockade force required
  • +25% Local defensiveness
  • +50% Local supply
  • Global Modifiers:
  • - 20% Cost to fabricate claims
  • - 10% Aggressive Expansion Impact
  • I would expect it to start at the “Insignificant” level
  • Requirements: None
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I don’t expect any of the changes I offer to be perfect, but I want to do my best to call attention to ideas that I think would vastly improve the state of the game. When thinking about these ideas I try to think about how to make the game more balanced, historical, and fun for the player.

While I find enjoyment in coming up with new game mechanics & ideas, what I appreciate and value the most is when I bring an in-game mechanic or problem to light, and those who read it find a way to improve it and make it fit better into the game than I ever could have possibly imagined.

Anyways, thank you for your time to anyone who has read this, and keeps up the great work that you do on the game!

I really do appreciate how you guys are looking at older modifiers and features added to the game and trying to improve them.
the time it took u to write this couldve been used in making a mod which does all this instead of typing it here where the pdx employees are unlikely to even read let alone implement
 
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As dumb as this sounds, I haven't thought of that. ‍*facepalm*

I've thought of upgrading my colonies manufactories, centers of trade and money making buildings, also giving them more subsidizes etc... However, I just figured they'd be smart enough to build more forts where they're needed.

I haven't thought about personally planning their defenses so they don't put a fort on farmland next to mountains, but Thank you. I appreciate it.
In this context fort is not really a defense facility, but an economic tool. You build fort in the middle of heavily devastated provinces so it can heal maximum number of them. When devastation is gone consider removing fort if it's not needed for defense, but if it is still needed, even farmland fort may be good enough to hold off enemies for some time.

The only risk then is if they mothball their forts to save money.
In this patch AI is much more willing to keep forts enabled at peace. I don't know if AI really learned about usefulness of forts against devastation, and perhaps it won't build them specifically for that purpose even when having enough money (I didn't check), but it should keep them enabled if there's enough money.

Also thanks for pointing out the Golden Age drawback, the AI will never take advantage of maximum absolutism in the same way a player will. So them trying to stay ahead early might not be that bad.
Making use of absolutism requires planning a large streak of wars, and AI ruler with non-militarist personalty may not have any wars at all.

It may be a good idea to take Golden Era in Age of Reformation instead of Age of Discovery if most provinces in AI country have trade goods requiring advanced manufactories. But that requires AI to be able to plan if it will be able to fulfill objectives in the next age, which may be too much.
 
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Love the changes, I just fear that quantity may not have been nerfed enough to really shake up the mp meta.

Quantity - Eco - Quality - Religious - Trade still seems better than the alternatives, considering their policies remain mostly untouched.
Some are saying the nerfs to quantity and economic are too harsh, while others are saying it's not enough (to quantity at least). I'm inclined to agree with the former.

Why do people think quantity won't be picked now?
Another issue IMO is a cheesy mechanic of Slacken Recruiting Standards. "Hire 5 generals and get two years of manpower for free!" makes no sense. It encourages players to inflate their maximum manpower as much as possible so they can get even more men from thin air in the time of need.
 
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Hello everyone! Today I’ll introduce you to the new monuments we’ve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, I’ll also comment on some game balance changes we’ve implemented for free in the 1.34 update.

New Monuments

As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, we’re happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Let’s see:

The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).


Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+3 Local Goods Produced

Area modifiers:
−5% Local construction cost
−5% Local construction time
Local modifiers:
+6 Local Goods Produced

Area modifiers:
−10% Local construction cost
−10% Local construction time

Global modifiers:
-10% Artillery cost
Local modifiers:
+9 Local Goods Produced

Area modifiers:
−20% Local construction cost
−20% Local construction time

Global modifiers:
-20% Artillery cost

Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.


Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+15% Local defensiveness

Global modifiers:
+25% Navy tradition from protecting trade

When upgraded:
+1 Mercantilism
Local modifiers:
+25% Local defensiveness
+1 Naval combat local bonus off owned coast

Global modifiers:
+50% Navy tradition from protecting trade

When upgraded:
+3 Mercantilism
Local modifiers:
+33% Local defensiveness
+2 Naval combat local bonus off owned coast

Global modifiers:
+100% Navy tradition from protecting trade

When upgraded:
+6 Mercantilism

The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.


Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-25% Local shipbuilding time
+50% Hostile disembark time

Global modifiers:
+20% Privateer efficiency
Local modifiers:
-33% Local shipbuilding time
+100% Hostile disembark time

Global modifiers:
+33% Privateer efficiency
+15% Domestic trade power
Local modifiers:
-50% Local shipbuilding time
+200% Hostile disembark time

Global modifiers:
+50% Privateer efficiency
+25% Domestic trade power

Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.


Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10% Local manpower modifier

Global modifiers:
+0.25 Yearly prestige
+0.5 Monthly splendor
+5% Reform progress growth
Local modifiers:
+15% Local manpower modifier

Global modifiers:
+0.5 Yearly prestige
+1 Monthly splendor
+10% Reform progress growth
+1 Possible advisors
Local modifiers:
+25% Local manpower modifier

Global modifiers:
+1 Yearly prestige
+2 Monthly splendor
+20% Reform progress growth
+2 Possible advisors

Salvador da Bahia was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.


Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
Local modifiers:
+15 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.25 Goods produced
Local modifiers:
+25 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.5 Goods produced

M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.


Requirements:
Culture is in Kongo group and is accepted by its owner

Modifiers:

Tier 1Tier 2Tier 3
Global modifiers:
+20% Institution spread in true faith provinces
+10% Reform progress growth
Global modifiers:
+33% Institution spread in true faith provinces
+15% Reform progress growth
+0.5 Yearly legitimacy
Global modifiers:
+50% Institution spread in true faith provinces
+20% Reform progress growth
+1 Yearly legitimacy
Allow Estate Privileges to be revoked regardless of loyalty and influence

The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.


Requirements:
Province has the state or syncretic religion, which is in Muslim group.

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.1 Prestige per development from missionary
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.2 Prestige per development from missionary
-10% Stability cost modifier
Local modifiers:
+0.5 Institution Growth

Global modifiers:
+0.3 Prestige per development from missionary
-25% Stability cost modifier

When upgraded:
Unlocks decision which allow to embrace Legalism at below -50 Piety and Mysticism above 50 Piety

Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.


Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-20% Province governing cost
-5% Development efficiency

Area modifiers:
-0.05 Monthly devastation
Local modifiers:
-10% Development efficiency
+1 Possible number of buildings

Area modifiers:
-20% Province governing cost

Region modifiers:
-0.05 Monthly devastation
Area modifiers:
-40% Province governing cost
-10% Development efficiency
+1 Possible number of buildings

Global modifiers:
-0.05 Monthly devastation



Idea groups & Policies rebalance

We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
  • Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Quantity) were heavily favored over others.
  • We’re also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.
  • We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.
Here you’ve got a detailed account of the changes implemented:
  • Innovative Ideas:
    • ‘Optimism’ gives now also gives +1 Leaders without Upkeep.
    • 'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.
  • Economic Ideas:
    • Bonus now gives -10% Development Cost instead of -20%.
  • Espionage Ideas:
    • ‘State Propaganda’ now also reduces Covert Action Relation Impact by -50%.
    • ‘Vetting’ now also grants -0.1 Yearly Corruption.
    • ‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
      • Reasons to Accept Vassalization +15.
      • Monthly Favors Modifier +33%.
    • Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.
  • Trade Ideas
    • ‘Shrewd Commerce Practice’ now also decreases Promote Mercantilism Cost by 25%.
    • ‘Free Trade’ now also gives +2 Merchant Trade Power.
    • ‘Overseas Merchants’ now also decreases Trade Company Investment Cost by 25%.
    • Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
    • ‘Global Empire’ now also gives +25% Treasure Fleet Income.
  • Aristocratic Ideas:
    • ‘Noble Knights’ gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
    • ‘Serfdom’ now gives +20% National Manpower Modifier instead of +33%.
    • ‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.
  • Divine Ideas:
    • ‘Martyrs’ gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
  • Horde Ideas:
    • Bonus now also gives +10% Tribes Loyalty Equilibrium.
  • Indigenous Ideas:
    • ‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
  • Offensive Ideas:
    • ‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
  • Quality Ideas:
    • ‘Quality Education’ now also gives +0.5 Navy Tradition.
  • Quantity Ideas:
    • ‘Levée en Masse’ now gives +33% National Manpower Modifier instead of 50%.
    • Bonus now gives +33% Land Force Limit Modifier instead of +50%.
  • Naval Ideas:
    • ‘Naval Glory’ now also gives +1 Impact on Siege.
    • ‘Oak Forests for Ships’ now also gives +10% Ship Durability.
    • Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
Policies:
  • Economic - Quantity:
    • No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
  • Innovative - Quality:
    • Now gives Infantry Combat Ability +15% instead of +10%.
  • Aristocratic - Espionage:
    • Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.


Crownland & Government Reform Progress

You may know that it was commented by my colleagues @PDX Big Boss and @Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who don’t follow as much in detail the DDs, here is a kind reminder of it:


We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And we’ve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms.



Governing Capacity

Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Governing Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional “How do I spend my precious Government Reform Progress” because it can be used either on the ‘Centralize State’ mechanic or in getting more Government Reforms.

Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.


To help adjust the Governing Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province.



Other Miscellaneous Changes

Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:

  • Expanding the Infrastructure of a province now increases local development cost by -25% instead of -5%. We decided against using Development Efficiency because it could end up at 0 Dev Cost for a province
  • Ramparts give 1 Combat Roll Bonus for the defender.
  • Pagan religious rebels can now force you to convert to their religion if the majority of your country has this religion. Nahuatl, Mayan and Ican are excluded from it due to their "primitive" status in the game.
  • If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
  • Support Rebels now costs 30% Spy Network instead of 60%
  • Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
  • Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers
    Note: this change has been added to make Theocracies more fitting for other religions too.
  • Crimea now becomes a Tributary State of the Ottomans instead of a March when they seek Ottoman protection during the "Fate of the Crimean Khanate" event

There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by @SaintDaveUK . See you!

Looking real sweet, I'm hooked!
 
I've come up with a number of suggested changes, but I don't expect them to make the cut in the 1.34. Nonetheless, I'd like to post them here. To let you guys know and hopefully, some of the changes, if they're easy, could be updated before the release. I don't expect all of them to be equally popular, however, I wanted to introduce ideas and improvements you might not have considered previously.

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Trade Map, Natural Harbors, Estuaries & Entrepots (suggested changes):

When new provinces were added to North America its centers of trade were never expanded upon. In comparison to South America, there is only Massachusetts bay, and that’s it. There’s not a great justification for why Veracruz and Mexico City are Natural Harbors & Emporiums while New York, Philadelphia, Quebec, Baltimore, and the Hudson Bay aren’t despite the fact that they would all go on to become major centers of trade in the time period and beyond. Even if the trade can only head to Bordeaux or the North Sea it's still valuable to add them.


Here’s a map of the Centers of trade currently in-game, as you can see some regions of the world are severely underrepresented:

IRdFQq55OmA3xkzb0u2sjrgIRHX68SMCDezdvi6xadVbR9mHAqgE-12ONo3Mi1TEYQBXtAbdNlxhHVpGddQ98TWLPIFM7w1OGowCNrPU8kmZJzXO6sgzWKWMlE0Wjrxk7wuTTzu75PZd5LuGeUe5G_I
teZSzOZJ24xpovNsnM9MU-R6Y2_Gw07XYySmFs5loA-QidQHGjq8MmuR8N9Y58-SYZHM-BdI3Sp-wjCDqab60hkpcb_nGz9DKgcgM2dIV4INZZEPvWfNGAeL7c_XU24_F6dCrkDSpMCE2HbfttRoW3g

Or this one, www.reddit.com/r/eu4/comments/n35dhf/131_centres_of_trade_map/

ctO-hAFyl-dw9HtP39XHMKyhwsNXG2P6XSJlSnczk4WN9dMm6OeWrWC3d5jR-K2TG35unNoGDokkRdXQEqwuOHXPpU2uOsCayY2AixsiQqev-jfgyXgL6bPaCXurssmI5Xz8TPDvMpSijGJF4lsJfJg
_T4oa_pHc3svoZAnLvZllkZCZ1v9TZCwChhR74xWj87dnpH3EZfjisgfH_9bpCskRZd9omgRcehAddIVICqtl5V3M_uA3rN2J9UknKTabuX8JNsoU6TdkkKfwZY1w3iqSCNuuXn8-aZGf3dD7Sy8Vbo


Centers of trade are also valuable for the -10% area development cost by becoming a world trade center. In that scenario, each of the regions shown below gets this bonus which can help strengthen colonial nations. Furthermore, lacking them can make it hard to establish a natural capital area for your country in a particular region.


As a solution to this problem, I made a few sketches to show how it would improve gameplay by adding new centers of trade in the new world.

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  • I decided against adding what state region to show what a Philadelphia center of trade would look like since I feared that the provinces would get too crowded, although it likely makes a bit more sense than adding Baltimore since it grew significantly after the revolution, although Philadelphia, in reality, had access to the sea making it an ideal coastal port.

  • www.oxfordbibliographies.com/view/document/obo-9780199730414/obo-9780199730414-0094.xml


  • Onondaga, the capital of the Iroquois was the geopolitical capital of the tribal federation. It makes sense for it to have an emporium in their capital province representing the burgeoning fur trade between European colonists and natives. It allowed natives to gain access to a wide variety of European goods such as alcohol, tobacco, guns, etc…

  • The Idea of adding Hudson Bay is so that trade isn’t centralized solely in the area of Quebec and Upper Canada, historically this wasn’t the case and the British took the territory as concessions from the French during the War of the Spanish Succession. It allowed both the countries to have competition in the New World, both areas grew into ports to accommodate the growing fur trade.

  • While it's accurate to represent most of Labrador as undeveloped since we won't receive new provinces I would include more development here. Also, one idea could be making the trade node go around labrador and directly to the North Sea, representing the flow of trade directly away from Canada when the British controlled it.

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  • While this next one is a rough sketch since I’m not very family with Southern US geography, (I’m a Northwesterner) there should be a natural port in the Rio Grande going into the Caribbean, furthermore, there should probably be a center of trade representing the Spanish Missions in Texas, further inland. Not as inland as New Mexico seen on the Rio Grande’s border.

  • (Also, there is evidence that El Orcoquisac, near Galveston bay, became a center of trade for the Spanish):

  • www.texasbeyondhistory.net/coast/images/he2.html

  • For Mississippi it would attempt to represent the center of trade at the Arkansas Post, gameplay wise this would be an attempt to make the Mississippi colonial nation stronger as they will usually move over to take part of Florida as well putting them on equal footing with CNs.

  • en.wikipedia.org/wiki/Arkansas_Post


  • “Pensacola became the center of the trading operation when Spain contracted with the city’s Panton- Leslie Trading Company.”

  • It would make sense for some areas in Florida whether that’s St. Augustine or Pensacola to be a natural harbor. Since St. Augustine is in the Caribbean trade node, another one could be placed in Venezuela since that’s also in the Caribbean trade node.

  • floridahistory.org/spanish2.htm


  • It would then allow the Caribbean to face more trade steering from competing nations. The Caribbean still remains the most competitive node in the Americas so I think this would be a welcome change.

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For Mexico and Northern Panama, the centers of trade are too concentrated to allow any competition between other colonial nations attempting to settle in the area from a gameplay-wise perspective.

Furthermore, the Yucatan Penisula was crucial for Maya trade throughout the Caribbean and it continued to be as puritans created trading posts in Belize. The Yucatan Peninsula itself remained unique in that for most of its history it was a remote part of the Mexican empire and it depended heavily on their trading ports.

www.floridamuseum.ufl.edu/wp-content/uploads/sites/44/2017/04/McKillop.pdf

www.history.com/topics/mexico/yucatan

Honduras, Nicaragua and Costa Rica not collectively having a single center of trade facing the Caribbean seems off since one should exist to counterbalance all trade value existing in only the lower part of Panama trade node.

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mm3vNzkTHeloj_LNYA8e89N2y-fzBEF7MgvyhmbGnlPbBRDMLak6dHlawGGuMeI5-yaeL8oXO6IuruSfso7m4TgvWVdCeEZE8BLX7IRX6HLAm4-MuA18m5oiHqTlj_iVU1rUQ2qvhwOMHb9aLjHBzTo


The Orinoco Delta is one of the longest rivers in the Amazon. I believe it should at least have an estuary to represent this, it might not be a great contender for a natural harbor like Trinidad and Tobago would be, however, I think it would diversify trade competition more in the new world. It was also a port along the path of the major Spanish treasure fleets.

As mentioned previously adding a natural port, one in St. Augustine and one in Maracaibo would help to counterbalance the Caribbean trade node.

www.worldhistory.org/image/14550/the-spanish-main-and-caribbean-pirate-havens--c-16/

I included this map since I feel that it’s a good representation of what I’m talking about, not all of these are major ports but they had some trading power which isn’t well reflected in America

Finally, the only other thing I would consider adding is a trade bonus or “trade toll” on the very tip of South America, giving trade power to the nation that controls it in the Patagonia trade node.

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U2c8EeRmBdq0uRX8tf73249mGK6cbNIv9UbynIXZTsAzcV7OFlT5kOa_2l-pahxnQkYnF0vPeIiZbjlfCiHOK6YEyV0ihHNR4IJDDaycTPl2zl7VS9XXkRQBMfqP5ANcuEdzmfTQzPMhTWnTDNlmKX8


This is the final image and my final suggestion regarding the trade map. I would consider adding a new trade node to the Cascadian region on the off chance that Spain or Portugal doesn’t already start colonizing it. I would name the trade node either the "Bering strait" or "Cascadia" so that New Spain doesn’t completely control most of the power from a Cascadian colonial nation.

As a native Cascadian, representing the fur trade even if only visually is something I've wanted to see in the game for a long time. The Columbia river gorge made it an ideal natural harbor then and even today. The Fort of Astoria became important as a way for the United States to control the surrounding territory of the newly acquired Oregon territory.

There were a variety of territorial disputes between the United States and Britain surrounding the Border of the US, and the British took control of Fort Astoria temporarily in the War of 1812. Like Washington state and Oregon, British Columbia also developed into an epicenter of the fur trade opening on the West Coast. Finally, Alaska was also held under Russian control and the Russians established several trading posts along its coast.

en.wikipedia.org/wiki/Maritime_fur_trade

Miscellaneous Ideas & Mechanics (suggested changes):

  • Devastation on Uncolonized land needs to be eliminated or reduced in some way, if your colonial nation doesn’t build forts in the area then it becomes -0.08 devastation per month, this would take 1,125 months or 93.75 years! from a 90% devastated province!
  • Unfortunately, this is quite common since when settling you can prevent the natives from moving or choosing to move and they can get enclosed by your colonial nation. Even if this was only 50% devastation without any forts nearby it would take 625 months or about 52 years!
  • Furthermore, colonized tribal lands should give claims to natives to allow them to retake them. The war concessions menu shouldn’t include "tribal land" that’s settled anymore since the AI can’t migrate back there after it's settled.

  • The AI should be “discouraged” from migrating to land that has a colonist arriving towards it, this isn’t normally frustrating, but it’s unbearable if your trying to colonize Australia and the AI keeps moving into your colonized province, preventing you from doing so after you’ve tried FIVE TIMES for 5 years!

  • Rather than “Enforce Peace” a “Join Colonial War” should be available under subject interactions for colonies.
  • A new subject interaction of Block/Allow Settlement Growth should be available for colonial nations to increase to +20% Liberty desire.
  • A new subject interaction of Block/Allow Colonial Growth should also be available for colonial nations, increasing liberty desire by +35% Liberty desire.

The difference in rank between Kingdom & Empire should feel more rewarding. Currently its:

"Note: Rank bonuses (as listed in the table) replace each other; so the net bonus of going from duchy to empire is +1 diplomat, not +2."

RankNameRequired developmentRequired prestigeNational Focus cooldown
Diplomat.png
Diplomats
General.png
Leaders without upkeep
Governing capacity.png
Governing capacity
Maximum absolutism
Maximum absolutism
Autonomy.png
Monthly autonomy reduction
1DuchyBaseBase25 years+0+0+0+0-0
2Kingdom3005020 years+1+0+200+0−0.025
3Empire10007515 years +1 +2+1+400+5−0.05

  • I think that Empires should go back to the previous updates of having +2 diplomats, (my mistake, empires never had +2 diplomats). I think, however, that adding an extra diplomat would be helpful to players who are managing large colonial nations or empires since current "Diplomatic Ideas" or "Influence Ideas" are "must-have", idea groups that are required for each game. I also partially support this change since “leaders without upkeep” is unfortunately pretty pointless given your leaders are now based on how large your military is. Your military should support +5 to +6 “leaders without upkeep” at this point in the game.

  • That +1 Dice roll from ramparts should be added to Defensive Ideas as the Bonus so that the idea set still has utility later on in the game. The Bonus to Defensive Ideas would then be:

  • +1 Attrition for enemies
  • +1 Dice roll on Defending Forts

  • The AI should be less likely to start a golden age earlier in the game, getting closer to the age of absolutism. This might be easier said than done since as others have mentioned it depends on circumstances.

  • +5% Goods produced should be considered being added as either a policy or as the new bonus idea for “Economic Ideas” to account for the reduction in development cost. I think it would also help to make Economic Ideas more about your economy.


  • I’m surprised there’s not a +10 to +25 “supporting independence of same nation” modifier, even if it's my rival I would expect them to consider this as a positive action. This would help make the AI seem more pragmatic.

  • Trade ideas should also be more practical for other nations. I applaud the recent changes.

  • While this sounds extreme, I think that an autonomy reduction would be nice and valuable for large overseas empires. People often care more about governing capacity than lowering the autonomy floor in trade companies.

  • I think that trade ideas “Bonus Idea” could be buffed giving -5% “Autonomy in Trade Companies” in addition to +1 “Merchant” and +10%Burghers loyalty equilibrium”. As a compromise for this new bonus, the new modifier added to “Overseas Merchants” could be -15% “Trade Company Investment Cost”.
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AI Behavior/ National Idea Change suggestions:

  • Making Portuguese more historical would be greatly appreciated as many people have a problem with Portugal having as much or more interest in the New World as Spain did.

  • Portuguese Age ability “Portuguese Colonial Growth” renamed to “Portuguese Exploration” gives +30 Global settler increase and +50% Colonial Range (instead of +50 Global settler increase) (available only to
    Flag of Portugal
    Portugal)

  • Portuguese AI is permanently more interested in establishing trade companies.

  • Portuguese 4th ideaLand Before Faith” gives a +20 Global settler increase (instead of a +15 Global settler increase).

  • Portuguese 3rd idea “Feitorias” gives +10% “Global trade power” and should also give -25% “Charter Company Cost” or +25% to “Money Offered for Charter Company”

  • Portuguese Ambition:+20% Global tariffs” should also give +1 “Special Trade Company Investment” (i.e. Property Appraiser, Officers' Mess etc…) If this +1 “Special Trade Company Investment” is way too unbalanced (it probably is) then -10% “Trade Company Investment Cost” should suffice.

  • Netherlands Ambition: +15% “Trade efficiency” should also give +1 “Special Trade Company Investment” (i.e. Property Appraiser, Officers' Mess etc…) If this +1 “Special Trade Company Investment” is way too unbalanced (it probably is) then -10% “Trade Company Investment Cost” should suffice.

  • Portuguese AI is more interested in exploring
  • New Portuguese permanent claims as part of missions, or new missions including:
  • Sao Tome, Fernando Po, East Timor
  • Angola region, Mozambique region, Kongo region, etc…
  • My justification for this is this video which seeks to detail the extent of the Portuguese Colonial Empire over time.

  • https://youtu.be/NDymH6StVWw
  • A New Portuguese Event “Bartholomeu Dias” triggers with an mtth of 1 month in 1465


  • Trigger conditions: The country is Portugal, have unlocked at least 2 Exploration ideas has not discovered the cape of good hope and It is at least 1470.

  • “We Can Find A Route To India Ourselves”

  • If Spain has the idea “Quest for the New World” then: it gets the event ‘Bartholomeu Dias’ in 10 days, else if Castile has the idea “Quest for the New World” then: it gets the event ‘Bartholomeu Dias’ in 10 days, else a random Catholic country which has the ideas “Quest for the New World” gets the event ‘Bartholomeu Dias’.

  • “Hire Bartolomeu Dias”

  • loses 0.10 years of income.
  • gets an explorer named “Bartolomeu Dias” with the following stats:
  • 3 naval leader fire, 4 naval leader shock, 6 naval leader maneuver, and 1 naval leader siege.
  • gets +25 Colonial range for 20 years.
  • gets Trade company investments -10% cost for 20 years.
  • gets -15% “Charter Company Cost” or +15% to “Money Offered for Charter Company” for 20 years
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Catholoicism Balance changes:

  • The Council of Trent needs to be fixed so that the Catholic AI doesn’t always go down the harsh route just because the Pope desires to, furthermore the harshest malus should be -50 relations at its maximum, not -80 relations. This inevitably affects several aspects of the game from England’s historical alliance with the Portuguese ending abruptly, to Europe being in an even more constant state of war.

  • Apparently, if the pope goes the other way toward being too conciliatory then Catholics will have a higher opinion of Protestants than fellow Catholics!
  • The Community has made a number of complaints over the years about the Council of Trent, in general, it seems to lean too far towards one extreme or the other and doesn’t balance itself.

  • www.reddit.com/r/eu4/comments/klxzhs/anyone_else_hate_the_council_of_trent/

  • www.reddit.com/r/eu4/comments/rsrlr0/there_is_something_off_about_this_council_of_trent/

  • I think that this could also be tied into a rework of the "Papacy" by making it widely available like the “Emperor of China” or the “Holy Roman Empire”. Not knowing who the Curia Controller is like not knowing who the Holy Roman Emperor is.

  • A heathen should be able to reasonably know who the crusade target is and a Heretic should be able to know what positions were taken on the Council of Trent.

  • Obviously, papal influence, invested influence, and which nations favor reform in the Council of Trent should be secret to Protestants. However, knowledge only gives the player more power to plan and make decisions.

  • If the Council of Trent, Papal screen visibility, Immensa Aeterni Dei, and the Treaty of Tordesillas are all reworked then I think players would have a lot more fun colonizing freely without the risk of the pope instantly hating them, and they can strategize based on what golden bull is chosen, know who the crusade target is, etc…

  • Overall, the problem with the Treaty of Tordesillas is that it gives a nation an entire colonial region for a mere 5 provinces. It should require you to save either 50 or 100 Papal influences so that the pope can declare a colonial region to be yours.

  • Furthermore, colonization occurs too quickly so this removes, in most cases, the needless +10 settler increase which isn’t needed to buff the nations that already colonize the most. While I would suggest removing this entirely, the Treaty of Tordesillas taking papal influence will be sufficient for this, this will help to ever slightly decrease colonization speed as nations save for papal influence, thus leading to a bit more varied and exciting colonial games

  • For Immensa Aeterni Dei +1.66 per cardinal makes embracing institutions early fairly worthless, you can’t always predict when the next pope will die, or if the Curia Controller becomes a country on the edge of the institution spread, and embracing the institution anyways.

  • “Cardinals spread institutions” is currently +20 Institution growth and you get −10% Embracement cost and +25% Institution spread. This should be nerfed and a comprise made. Instead of +1.66 monthly (excluding spread modifiers both the player and AI usually has). it should be +1.00 monthly at least. It could be reduced further, but this is just so that the Renaissance spread slows down to the rest of the world slightly.

  • With the changes of crown land, each cardinal should give a provincial “+15% local tax modifier”, this would be less than half a temple, but in the early game, it would be distributed among each of the major European powers. I would also include a new unique “7th Golden Bull”, this one would get stronger for catholic nations after others convert to the reformation.

  • For each Province with a Cardinal Present:
  • −10% Local development cost
  • +50% Local tax modifier
  • +10% Local productive efficiency
  • −2 Local unrest
  • −20% Local construction cost
  • −0.20 Local devastation change
  • −0.15 Local autonomy
  • +0.10 Local prosperity growth
  • −15% Local great project cost
  • +25% Local resistance to reformation
  • This would allow Catholic countries to recover from the devastation, of war (especially the league war) develop great projects, improve their provincial development, and allowing them to partially protect their cardinals from the reformation.
  • However, many of these modifiers may need balancing for them to be considered. Personally, I felt that neither stood out as too strong compared to other golden bulls since this is only applied to 7 provinces at maximum.
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I usually dislike these big post like these, but you make some reasonable points and don't overdo it.

Some remarks:
1) The -20 opinion of heretics for the council of trent has been changed for some time and the max malus is currently -40, not -80.

2) The amount of trade centers in America also influences the amount of trade that gets pulled towards Europe. More in trade centers in NA means less trade being pulled towards the Englisch Channel. If this is good or not, I'll leave up to others to decide.
 
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2) The amount of trade centers in America also influences the amount of trade that gets pulled towards Europe. More in trade centers in NA means less trade being pulled towards the Englisch Channel. If this is good or not, I'll leave up to others to decide.
How so? CNs give away 50% of their trade power, so it doesn't matter much if they have more or less provincial trade power. All that matters is who owns the centers and where do they steer.
 
How so? CNs give away 50% of their trade power, so it doesn't matter much if they have more or less provincial trade power. All that matters is who owns the centers and where do they steer.
Increasing how much trade power CN's have decreases the impact of non-CN-sourced tradepower.

e.g. France owns all of Europe, French America (FA) owns all of America. FA has 1 trade power in America, France has 10 in Europe. 20% of France's power propoates upstream, and they receive half of FA's power. In total, France has 2.5 power in America, and FA has 0.5. 83% of the trade value in America goes to Europe.

Now we add centres of trade to FA, so they have 6 trillion trade power. Now FA has 3 trillion trade power in America, and France has 3trillion+2. The share of trade value leaving America falls from 83% to just over 50%.

Obviously these numbers are silly, I just wanted to illustrate how increasing colonial nation trade power can influece the trade value going to Europe.
 
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Increasing how much trade power CN's have decreases the impact of non-CN-sourced tradepower.

e.g. France owns all of Europe, French America (FA) owns all of America. FA has 1 trade power in America, France has 10 in Europe. 20% of France's power propoates upstream, and they receive half of FA's power. In total, France has 2.5 power in America, and FA has 0.5. 83% of the trade value in America goes to Europe.

Now we add centres of trade to FA, so they have 6 trillion trade power. Now FA has 3 trillion trade power in America, and France has 3trillion+2. The share of trade value leaving America falls from 83% to just over 50%.

Obviously these numbers are silly, I just wanted to illustrate how increasing colonial nation trade power can influece the trade value going to Europe.
This makes sense, but I believe impact of merchants' +2 in coastal nodes is negligibly small. However, balance of power in inland nodes (like Ohio) can indeed change.
 
This makes sense, but I believe impact of merchants' +2 in coastal nodes is negligibly small. However, balance of power in inland nodes (like Ohio) can indeed change.
If you mean France's trade power, it's not from their merchants, it's their trade-power down-stream of Europe. 200 trade power in Bordeaux is 40 trade power in the Carribean and the Gulf of St. Lawrence.
 
I usually dislike these big post like these, but you make some reasonable points and don't overdo it.

Some remarks:
1) The -20 opinion of heretics for the council of trent has been changed for some time and the max malus is currently -40, not -80.

2) The amount of trade centers in America also influences the amount of trade that gets pulled towards Europe. More in trade centers in NA means less trade being pulled towards the Englisch Channel. If this is good or not, I'll leave up to others to decide.

I know what you mean, I overdo it a bit but I try to be conservative.

As far as the council of trent I'm referring to the -40 heretics & -40 neighboring heretics, I'll edit my post to make that clear, that's my bad. This is probably more of an issue of just decreasing the neighboring heretics malus to -20. It hurts a lot when you're trying to keep a long held ally from suddenly betraying you.

Personally having less trade pulled towards the English channel seems like a good thing since the English channel ends up with too much money anyways. The majority of the nodes being in England already helps them even further.

I would love it if the newer Valencia trade node which extends into Southern France had a center of trade in Toulouse since I think by adding Valencia between Seville and Genoa just helped Portugal/ Castille avoid most of the pull downstream.

France is still divided between 5 nodes Bordeaux, Champagne, English channel, Valencia and Genoa so it ends up being extremely decentralized in terms of trade regardless.
 
France is still divided between 5 nodes Bordeaux, Champagne, English channel, Valencia and Genoa so it ends up being extremely decentralized in terms of trade regardless.
Yeah, France is incredibly weak in the trade department, unless they can conquer their way out towards either Genoa or the Englisch channel. As a player it's not an issue, but for AI it often means they lose a lot of trade power with having two endgame nodes pulling out trade.

Interestingly, if a France player is going for a colonial empire, they can make Bordeaux as their home trade node and funnel pretty much the entire world into that trade node. It has only one outgoing trade node and France controls it mostly from the start.
 
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I am very concerned about the GC penalty for a Burgundy (and an Austria and others in the HRE, though less so) player - the problem is that GC is linked to government rank and by joining the HRE one can lose an enormous amount of GC. In theory one could have empire rank, join the HRE and suddenly lose 400 GC in one go, as one goes down in rank. Austria or anyone in the HRE also have the same issue when suddenly losing the Emperorship. So I would really like to propose an uncoupling of the two or at least a country should not lose GC that one has already gained.

Edit: grammar
 
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