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

Europa Universalis IV - Development Diary 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!
 

Attachments

  • great_project_mbanza_kongo.jpg
    great_project_mbanza_kongo.jpg
    105,8 KB · Views: 0
  • 127Like
  • 44Love
  • 19
  • 15
  • 7
Reactions:
Many people also complain about advisors in general, never getting a apt great person without a lot of cycling through
My suggestion on this problem is here.

but im suprised you didn't mention professionalism as a feature as its kind of bled into nessecity.
Because it doesn't have much impact on the game besides being a fuel for "Slacken standards", which was already in discussion. Though it's definitely useful for tall players and AI countries, small improvement to army quality is always welcome.
 
Have you considered giving aristocratic +20% cav/inf ratio?

That is an otherwise inaccessible modifier and would not make the group too strong
I like this suggestion. 50% of cav ratio means that you cannot safely deploy more than 40% cav in battle, and with ratio this small all cavalry modifiers in game look bleak.

But I also have to say that Aristocratic is already quite a strong group (btw it's part of WC meta), and rebalance suggested in this dev diary makes it even stronger.

Edit: I forgot about insufficient support becoming progressive in 1.34. We will be able deploy 50% cavalry with 50% ratio
 
To put it in perspective if you have a paradox dlc subscription (which is a good idea if you can afford it for getting over the 'choices' of DLC option listings)
While I realize that subscription model is convenient for developers and can solve the problem of monetization of free updates, I wouldn't recommend anyone to do that because it takes away a lot of fun.
  1. Whole point of strategy game is making choices. Choosing DLCs is a meta-game of its own.
  2. Choice of DLCs determines rules of game you are playing, allowing you to tailor the game to your own preferences.
  3. If you don't own all DLCs, you can buy another one anytime you want, instantly refreshing your game experience. With subscription it happens for you automatically with update, and nothing will change in game anymore until the next DLC is released.
 
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.
I'd say, even for human player is often advantageous to start Golden Era as soon as it's possible. Maximum absolutism is a good thing (especially if don't have to farm it painfully by accepting particularists' demands and then fighting hordes of rebels for next 30 years), but it's mostly useful if you are doing WC or at least aim to conquer a large part of world. If this is not the case, early economic boost is very useful, as well as getting 10% of all power cost reduction throughout the period when you take first 3 idea groups, and also morale bonus for early wars. If you delay it to age of absolutism, these things don't matter that much as you are already strong and rich.
 
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.

-5 devastation for Tier 3 too low i guess. simple fortress give a more strong bonus
I believe it would be powerful if AI would build it. Without devastation, China will be less likely to disintegrate.
 
I believe it would be powerful if AI would build it. Without devastation, China will be less likely to disintegrate.
Actually, -0.05 global monthly devastation is enough to make blockades useless, because 0.08 + 0.05 = 0.13 and blockade is limited at 0.1. When players ask to make navy more relevant in game, developers add ways to make it even less relevant.

Edict of Absolutism also kills blockades, but at least it's age specific, has maintenance cost, and takes splendor points to enable.
 
While it's great to see each Scandinavian country (even Gotland) to have a monument of its own, there's still some regions lacking in monuments in the game, most notably the Muslim steppes. They don't even have a single monument.
Here's some suggestions:
Bakhchisaray Palace for Crimea Khanate,
Kul Sharif Mosque in Kazan. Note that it was destroyed by Russians, but now it's been rebuilt. It fits well, IMO. Having more than 1 monument and having more than one goal (and missions) in the steppes than just to restore the Golden Horde would greatly enhance the game play here.
In the Eastern parts, I like how Great Monuments mod adds Almaliq as a monument in Chagatai. This region also really lacks any monuments and would be great, if something was added there.

Northern Germany:
I really expected City of Lubeck to be added as a monument, sadly that wasn't the case. This region is kind of lacking, too. My suggestion would be to add Herrenhausen Gardens in Hanover.

Caucasus:
Svetitskhoveli Cathedral in Kaheti. While there's 2 monuments in Caucasus already, both of them are restricted to other religions - Coptic and Zoroastrian, so the Orthodox countries, like Georgia and Circassia, have no monuments at all. From what I see, this would be the best addition. The largest Cathedral in Georgia, besides the new one in Tbilisi.


Central America:
While there's already some monuments, I think it could still be improved upon, especially for Nahuatl.
I would highly suggest adding something further away from Tenochtitlan, like Tzintzuntzan in Patzcuaro. The Capital of Tarascan Empire that successfully defended against the Aztecs and carved out an Empire of their own. They are one of the historical victors in the region before the Spanish arrival. Other obvious choices would be Tula and Teotihuacan, but they are all very close to each other.
I would also suggest Mitla for Zapotecs, another important Central American culture.
They should only be available to Nahuatl and probably Mayans.

South Arabia:
With important places such as Yemen and Oman (Ibadis!), they surely deserve monuments of their own. The whole Peninsula only has 1 monument, which is in Mecca. For Oman, I would either go with Bahla Fort to increase its defences and chance to survive or Aflaj Irrigation Systems of Oman. Something very similar to the newly added monument in China.
As for Yemen, I would suggest either Historic Town of Zabid or Old City of Sana'a.

Other suggestions:

Walls of Dubrovnik in Ragusa or Belgrade Fortress in the Balkans.
I would also suggest to add something around lake Chad. I find that Historic Centre of Agadez (more info here on the UNESCO site) would be perfect there. It would add some nice competition there between Songhai, Tuareg kingdoms, Hausa states and the old Kanem Bornu.
Banaue Rice Terraces in the Philippines. There's no monuments nearby, so I think having these rice terraces would be perfect as a local flavour.
Ambohimanga in Madagascar. It would be another Fetishist monument. Since the Origins surprisingly didn't add any content to Madagascar at all, not even a formable Malagasy state, I think at least a monument there would be a good idea to make it a bit more interesting.
 
Last edited:
  • 3Love
  • 2Like
  • 1
Reactions:
@Korsjan Rīkis / @annulen
- Kul Sharif could instead be named "Kazan Mosque" or "Mosque of Kazan" and perhaps pop-up description states its modern name.
- If this Monument is added, then a pop-up event should be possible, RNG factored for any war with formed Russia, or a Russia-formable, that the course of the war resulted in the Monument's destruction (regardless if the war is precisely around the 1550s timeframe).
- Dev's should consider this Destruction potential for any/all of the Monuments on the map. No such thing as permanence when War and Destruction are involved.
- Further option could include the Player in decision for Destruction or Preservation of Monuments that result in a Destruction option, although in fairness and to provide some historic look to it, this Kazan Mosque specifically should be destroyed as aforementioned by Russia/Russia-formables, beyond Player control (my opinion).
- Player choice to destroy/preserve Monuments could be a Game Setup On/Off selector switch (specific to War-resultant RNG destruction of Monuments).

I realize I lept way ahead in conceptual terms regarding Monuments, but your discussion prompted what could be an interesting change in Game Design.
 
  • 2
Reactions:
On a humorous note, there should be a Monument in Iceland:
- "Heated Pools of Iceland" for their geothermal-heated pools that locals and tourists are drawn to.
- Or "Landmannalauger" (which means, "Farmer's Hot Bathing Pool"), could be the name for one that dates to the 15th Century. The "Blue Lagoon" is more recent and man-made.
- Totally Nerfing Monument, with "-1 or -2 Goods Produced" and "-10% Manpower" since everyone is turning lazy to sit around in those nice, warm, blue pools...
 
Last edited:
  • 1Haha
Reactions:
My view is Espionage should also be tied to the ledger information.How you know the army and ship numbers for every nation always bugged me.

They should do it like Heart of Iron IV where your intelligence gives you more precise ratios on total enemy divisions/ number of ships. (I.e. 40-80 heavy ships to 60-70 heavy ships). That way depending on the size of your spy network you get more accurate information with espionage a closer to accurate range.
 
  • 3
  • 1Like
  • 1
  • 1
Reactions:
I have a suggestion how to make Defensive group more competitive with other military groups: it should reduce not only fort maintenance, but also cost of fort buildings, and speed up their construction. In MP it would allow you to have more flexible defense lines, in SP it would allow more extensive use of forts for healing devastation.
 
Last edited:
  • 2Like
Reactions:
Or even don't limit speed up to forts and give Defensive group global Construction Time bonus, like if you had Iron in every province. Respective idea could be named "Construction Battalions". That would be a significant economic boost in addition to military benefit.
 
On mercenaries vs Quantity topic. I think that mercenaries should occupy reduced amount of force limit(*), so they could extend not only manpower pool of player but also size of standing army, without becoming prohibitively expensive. Default value of this reduction can be quite large, e.g. -50% force limit usage. I also suggest adding idea to some mercenary-focused group (Admin, Aristocratic/Plutocratic) that would increase this value.

In this case going with mercs and ignoring (or delaying) Quantity may become a viable strategy.

(*) Because force limit is an abstraction of army supplies, and mercenaries manage their supplies themselves
 
  • 1
Reactions:
On mercenaries vs Quantity topic. I think that mercenaries should occupy reduced amount of force limit(*), so they could extend not only manpower pool of player but also size of standing army, without becoming prohibitively expensive. Default value of this reduction can be quite large, e.g. -50% force limit usage. I also suggest adding idea to some mercenary-focused group (Admin, Aristocratic/Plutocratic) that would increase this value.

In this case going with mercs and ignoring (or delaying) Quantity may become a viable strategy.

(*) Because force limit is an abstraction of army supplies, and mercenaries manage their supplies themselves
While I like this idea a lot, unless the AI uses it a too, it will be a massive boost to the player (i.e. when playing Byzantium) as hiring Mercs now becomes much more viable and will probably become the new meta.
 
  • 1
Reactions: