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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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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.
 
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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.
FWIW, AI doesn't mind to hire mercs when it has enough money, though it's mostly limited to the Free Company.
 
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Yet another suggestion related to Quantity vs mercs as well as MP dev meta: boost supply limit effect of tax development. In this case country that doesn't take Quantity and prefers to specialize on mercs can take an option of more balanced province development than standard 1/9/11. As they will have less manpower in total, increased supply limit will help them in late game to reduce attrition losses on their territories.
 

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We're also changing the gain of manpower from this source: Slackening for Manpower now only gives 1 year worth of manpower instead of 2 years.
Nice, although the real problem with this mechanic is the artificial feel of it. If you add one more step to get your manpower or maybe give a choice between manpower and other things, it could feel more natural.

Maybe add a minimum cap to it now, because you'd like to slacken as a few provinces minor but at the moment getting like 1.2k soldiers for 5% army professionalism barely helps at all.
 

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It would be better to replace Heddal Stave Church with Nidarosdomen. The shrine of St. Olav in Nidaros Cathedral was an important object of pilgrimage since the Viking king Olav Haraldsson was ordained as a saint in 1031. Pilgrims from all over Europe would go there. And since Finland has a mission related to St.Olav, it would be nice to see the theme implemented more :)
 

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That's pretty much what you get from the idea set. Base manpower is 10k, base force limit is 6 - though normally, an OPM will have more than 10 dev, so it's more likely to be 7. Quantity will thus give you +2/3 FL depending on how it computes for 7, and 3.3k manpower with the new modifier values. Are you suggesting that minors should receive an additional boost on top of that?
Yes. Before nerf Quantity would give 3.5FL in your example, after nerf it gives 2.3FL, so to compensate difference flat +0.9FL should be added (rounding it up to +1 probably won't be too bad). Manpower: before nerf it was increased by 5000, after nerf by 3300. So flat +1250 would be fine.

Remember that flat values would be modified by your idea set, so you're not "only" giving them 3k. You're giving them 10k+3k = 13k*1.33 = 17,290 - 10k = 7,290 manpower. That's the base manpower plus the flat 3k, times 33%. This more than doubles what the idea set would normally give you, and equals roughly 16 mil dev extra, which is huge if we're talking about OPMs or very small nations.

Just for context: Giving a flat modifier in addition to the percentage modifier would make a hypothetical 3-dev OPM have more MP/FL than Brandenburg at game start.
Thanks for correction.
 

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Yes. Before nerf Quantity would give 3.5FL in your example, after nerf it gives 2.3FL, so to compensate difference flat +0.9FL should be added (rounding it up to +1 probably won't be too bad). Manpower: before nerf it was increased by 5000, after nerf by 3300. So flat +1250 would be fine.
My point is that a "flat" modifier in addition to the % modifier isn't flat at all. If you give a nation a flat modifier of 1250 in addition to a 33% modifier, you're also modifying the flat number. 33% is still a big advantage over other minors, and if you're an OPM with Quantity, you should be advantaged compared to OPMs without it - not be able to pull the manpower pool of a six-province local power. A 33% Manpower + [Very Small Flat] Manpower also feels really strange from a design cohesion perspective. From the player perspective, imagine how weird you'd feel if you saw "33% Manpower and 1k Manpower" if you picked Quantity as the Ming, or France? And any OPM under player control - particularly one that picks quantity - isn't likely to stay that way for long, so adding a flat modifier creates a weird edge case which isn't relevant for most nations, but very powerful for the few nations to whom it is. Mostly HRE minors.
 
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33% is still a big advantage over other minors, and if you're an OPM with Quantity, you should be advantaged compared to OPMs without it - not be able to pull the manpower pool of a six-province local power
OPM doesn't need Quantity that much to fight other OPMs. OPM needs Quantity to stand up against larger countries.

From the player perspective, imagine how weird you'd feel if you saw "33% Manpower and 1k Manpower" if you picked Quantity as the Ming, or France?
I'd ignore it. But if I saw it as e.g. Lübeck, I'd feel "oh wow, nice!"

And any OPM under player control - particularly one that picks quantity - isn't likely to stay that way for long
Still it would be useful if Quantity is picked early. With 33% one needs to extend manpower pool with conquest or development before Quantity starts taking measurable effect.

but very powerful for the few nations to whom it is. Mostly HRE minors.
And I think it's good, they won't be an easy meat in League war, etc.
 

annulen

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Have you considered giving aristocratic +20% cav/inf ratio?

That is an otherwise inaccessible modifier and would not make the group too strong
BTW there is another rare modifier, which arguably useful for more cases. I'm talking about flanking range which (besides late game mil technologies) is only available in a few national ideas and traditions. It doesn't do anything if enemy's army fills combat width, but when fighting AI armies it's often not the case, and it can result in more stackwipes even if your horses are not uber strong. It also affects artillery (and even infantry, to lesser extent).
 
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Wendigo514

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BTW there is another rare modifier, which arguably useful for more cases. I'm talking about flanking range which (besides late game mil technologies) is only available in a few national ideas and traditions. It doesn't do anything if enemy's army fills combat width, but when fighting AI armies it's often not the case, and it can result in more stackwipes even if your horses are not uber strong. It also affects artillery (and even infantry, to lesser extent).

Unfortunately for some reasons the modifier in the national ideas only affects the Cavalry, it would make it more valuable if it could be changed to affects also Infantry and Artillery.
 
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annulen

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Unfortunately for some reasons the modifier in the national ideas only affects the Cavalry, it would make it more valuable if it could be changed to affects also Infantry and Artillery.
Still I think flanking range bonus in Aristocratic ideas is useful for more cases then cavalry to infantry ratio, even if it affects only cavalry. Hordes cannot get Aristocratic ideas. Countries that can take aristocratic but lack cavalry bonuses in NI won't benefit much from increased ratio. Countries like Poland can convert to Tengri and get that coveted 100% ratio. And flanking can be useful to anyone who has cavalry in the army.
 
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Rullino

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Still I think flanking range bonus in Aristocratic ideas is useful for more cases then cavalry to infantry ratio, even if it affects only cavalry. Hordes cannot get Aristocratic ideas. Countries that can take aristocratic but lack cavalry bonuses in NI won't benefit much from increased ratio. Countries like Poland can convert to Tengri and get that coveted 100% ratio. And flanking can be useful to anyone who has cavalry in the army.
Poland can already get 100% Cavalry from a mission.

I hope that Horde idea group also gets Cav/Infantry Ratio, I refused to play Great Horde because I can't go full cavalry with it, while Mongolia can do it but got bored after a few minutes.
 

Rullino

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This is 100% useless, and I highly recommend a different bonus be added.

If you're building a spy network in a country, you wanna cause harm, whether that's directly through conquest, rebels, trade conflicts, etc. You are not going to care about the opinion of a country you're spying on.

Also on the subject of espionage ideas, please change it so that rebels who are supported cannot be dealt with via harsh treatment. It won't really change too much, but I had a 1356 game where I was playing Byzantium and was trying to get Genoa's provinces to defect since declaring directly on an HRE member would be suicide. I continually supported rebels which regularly got to 80-90%, at which point Genoa would just use the Harsh Treatment option. The separatist faction never popped because of that.
The opinion reduction is useful if you want to reduce AE to a big nation combined with improve relations to max it out, especially with the pope as an Italian nation while expanding into Italy, I once got downvoted on Reddit to oblivion because of this issue despite saying that it was based on the player experience and not every Catholic nation get a lot of papal influence, as Milan I got over 200 AE with the Pope and everyone hated me and didn't gave any help.
 

annulen

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I think ability to delete buildings with macrobuilder would be much better solution than this.

Edit: "delete mode" in macrobuilder would also be indispensable for finding inefficient buildings, e.g. temples that make no profit and can be replaced with workshops.
I've posted a suggestion, which is about "replace" mode rather than "delete". If you think about it, there is no practical reason to delete buildings in EU4 (as they don't have maintenance cost), you only do it to construct something else. Therefore "replace" mode would be more useful than "delete".

Other possible way to tame "magical" courthouses is to make them increase state maintenance cost instead of decreasing, so that if you don't pay for them with building slot, you pay with money instead.
 
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