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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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Historical game
Is it really though? They were everywhere in the Americas. But I don't recall any major Spanish colonisation in Africa, just a bit around Morocco, and Asia I believe was just the Phillipines.

The English, Dutch, French, Portuguese and even Germans (although that was perhaps after EU's time period) were all bigger in Africa/Asia than Spain.
 
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Is it really though? They were everywhere in the Americas. But I don't recall any major Spanish colonisation in Africa, just a bit around Morocco, and Asia I believe was just the Phillipines.

The English, Dutch, French, Portuguese and even Germans (although that was perhaps after EU's time period) were all bigger in Africa/Asia than Spain.
In the map that was shown, the main aberration is that Australia is colonised by Spain. This can’t really be fixed without a major rework of the exploration mechanics. Australia wasn’t fully colonised even after EU4 ended
 
In the map that was shown, the main aberration is that Australia is colonised by Spain. This can’t really be fixed without a major rework of the exploration mechanics. Australia wasn’t fully colonised even after EU4 ended
And New Zealand, Indonesia (New Guinea), Canada (especially upper bitter cold Canada), South Africa, Greenland, and others. This isn't a minor deviation, it's a major deviation.

Here's what AI in game code can't (currently) consider for itself --
- The bias that a Spanish explorer may have to venture into warmer areas vs cold/harsh-weather regions of the world. Or perhaps an over-indulgence into regions of the world where gold has either been discovered or suspected of being plentiful.
- The bias for English to find connecting points to have hubs of transit/trade for their growing Empire. (A: "I want South Africa" / B:"Why?" / A:"Because it's difficult to transit around Africa as we venture into the Indian Ocean")
- Europe in general: "We want access to Spices." (and Spice Wars ensue for trade) Why? Because no refrigeration in game era results in rancid, awful tasting meat, on average, throughout Europe, and Spices help cover that up. (see 17th Century Spice Wars)

So how does one bake-in these biases into the AI? Well, that's probably some graduate-level coding to improve upon the AI.
 
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I've been wondering about a fairly consistent trend in these screenshots with regards to Austria: Does Empire-rank from being elected HREmperor make the country Vitally Interested in its whole culture group, same as "natural" Empire-rank, leading to the HREmperor always wanting to cannibalize its subjects? If so, that seems unfortunate.
That nightly test run map reinforces the overpowered Colonization effects of Spain, yet again. Spain is here, there, everywhere - even Australia, consistently.
We have more different outcomes in our nightly tests, of course. For instance, here you've got a more decentralized HRE result, as more diverse colonial powers (apart from Spain, Portugal, Great Britain and France also got fairly decent colonial empires):

autotest-1-last (1).png

Also, you may notice that in this game Muscowy collapsed, with interesting results.
Agressive expansion is also being penalised twice (actually thrice with the improve relations modifier), will it be removed from govcap too?
We've been testing this and will keep it as it is for 1.34, even if it's a double penalty, as we want to see how it plays out for the players. We have a finger on the trigger to tweak it in a hotfix if deemed necessary; and we also have some ideas to further and better adjust how Administrative Efficiency works and displays, but that would have to wait until 1.35.
 
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@Pavía, have you got any more nightly tests where Qing forms and becomes a strong power in China? Apart from Shun and Ming, I have only seen it once in the screenshots. It would be cool if it hapened more often though.
 
@Pavía, have you got any more nightly tests where Qing forms and becomes a strong power in China? Apart from Shun and Ming, I have only seen it once in the screenshots. It would be cool if it hapened more often though.
It's not as common as we would like to be, but we have some, yes. This is from last Tuesday:

autotest-1-last (2).png


For those worried about Russia being stomped as shown in the last couple of pictures, on that Tuesday nightlies we had a 2/3 ratio of strong Russias (so we're not very worried about that).
 
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It's not as common as we would like to be, but we have some, yes. This is from last Tuesday:

View attachment 867234
What about Netherlands gaining even a small foothold in North America? It seems they're not "making it" in any AI play through. Is there something that could tweak the Dutch AI to have that "I Love NY" feeling and get there? (which is actually "New Netherland" until the Brits take it over) I realize - by game end 1820 the British dominance would be more accurate, but wondering if Dutch presence even occurs at all, even if temporary during the AI play through.
 
What about Netherlands gaining even a small foothold in North America? It seems they're not "making it" in any AI play through. Is there something that could tweak the Dutch AI to have that "I Love NY" feeling and get there?
Not common, but not impossible, as this is also something we're working on improving for 1.34:

autotest-1-last (3).png
 
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I'm actually really happy about the Ottomans I'm seeing, because even when they blob, they blob in a more aesthetically pleasing fashion - up through the Balkans and into Greater Persia and the Horn of Africa - rather than just splurge into the Steppe. Almost like they're not getting a big foothold in that region for free anymore!
 
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The other "never happens" among AI play throughs - not seeing Russia take the Alaska area even once, unless I missed it. The game's metrics aren't favorable for Russia to expand to Alaska due to timing to move East through Siberia/Asia, it seems, when Russia had the ships to range Hawaii, California - they put small outposts all over western America but primarily centralized on Alaska for the fur trade. Goes back to that issue of - how to make AI "desire" a particular region/province over others, rather than just what the AI can range at the time.
 
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The other "never happens" among AI play throughs - not seeing Russia take the Alaska area even once, unless I missed it. The game's metrics aren't favorable for Russia to expand to Alaska due to timing to move East through Siberia/Asia, it seems, when Russia had the ships to range Hawaii, California - they put small outposts all over western America but primarily centralized on Alaska for the fur trade. Goes back to that issue of - how to make AI "desire" a particular region/province over others, rather than just what the AI can range at the time.
Possibly also an issue with lack of colonists. Russia get Siberia due to Siberian frontiers, how often do they actually take exploration or expansion ideas, which they'd need to get Alaska, though?

Portugal/Spain beating them there is probably an issue too of course.
 
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I appreciate the new content and all, but for the love of God can you please make sure the content you've already released is working before going ahead and releasing more content which will undoubtable be half working?
 
I appreciate the new content and all, but for the love of God can you please make sure the content you've already released is working before going ahead and releasing more content which will undoubtable be half working?
every patch from 1.32 onwards has been accompanied with over 400 bug fixes each so I am hopeful that it will be the same with this patch.
 
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Goes back to that issue of - how to make AI "desire" a particular region/province over others, rather than just what the AI can range at the time.
I agree with this as well but the colonisations should not be railroaded too much. Perhaps some historical countries should coded to adhere to specific regions until certain time period then fall back to where they can colonise. For example, Portugal should prioritise west African regions towards Asia and Brazil until age of absolutism then they can expand anywhere they want.
 
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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:

  • 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.

good. next thing you do is adding an event about habsburg monarchy of HRE's becoming tributary state of the turkish empire between 1533-1606 which was a reality in the history.

"In this treaty Ferdinand I acknowledged Ottoman suzerainty and recognised Suleiman as his “father and suzerain”, he agreed to pay an annual tribute and accepted the Ottoman grand vizier as his brother and equal in rank"
 
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I would also like to draw attention to the fact that Australia, the only continent in the game, doesn't have a single monument.
I had previously already suggested monuments for other lacking regions and I hope that some of them at least will be added to the game.
I couldn't think of anything myself, but here's some good suggestions for it (and New Zealand, too) that the devs should have a look upon.
 
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good. next thing you do is adding an event about habsburg monarchy of HRE's becoming tributary state of the turkish empire between 1533-1606 which was a reality in the history.

"In this treaty Ferdinand I acknowledged Ottoman suzerainty and recognised Suleiman as his “father and suzerain”, he agreed to pay an annual tribute and accepted the Ottoman grand vizier as his brother and equal in rank"
Also Poland-Lithuania was paying tribute to Ottomans before the great Turkish war of 1689
 
Well, technically speaking, Oceania already has two monuments, the Moai and Nan Madol. But we're always open to suggestions. :)
 
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Well, technically speaking, Oceania already has two monuments, the Moai and Nan Madol. But we're always open to suggestions. :)
While that's true, it's still a fact that Australia doesn't have any, so there's nothing for Alcheringa religion. Personally, I think it would help to make the region more interesting and less boring (boring according to many other players). I hope that you can find something from the suggestions useful. :)
 
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