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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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I was thinking about Ideas

Innovation

0,1 army proffesionalism and 10% regiment drill loss

Aristocratic
5-10 % shock damage
50% cavalry flanking ability

Defensive
-10% fire and shock damage receive
15% Army Drill

Naval
10% Artillery damage from Backrow.

Espionage need have new kinds spy missions. It's my dream.
 
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Maybe some feedback on the 1.34 changes:

- I think that naval ideas giving some advantages in sieges is a good way to make naval ideas more impactful. It is a bit unfortunate that these are all bonuses to taking enemy forts faster, while historically naval oriented nations like the Portuguese were especially good at defending coastal forts with their own ships. Some form of improvement to the malus from unblockaded forts might be a good idea (maybe linked to coastal batteries? They are not that impactful right now). Adding this as a modifier would be highly appreciated. But maybe this is something for 1.35.

- Considering the last update on government reforms for monarchies and republics, there is a pretty clear imbalance in favor of monarchies. Especially tier 3 for monarchies is pretty insane. For example decentralized bureaucracy is strictly better than two previous solid government reforms combined and centralized bureaucracy adds serious balance problems when it comes to tall play as most of the development mechanics ignoring development cost do. Another example is Tier 9. Here arguably the weakest of the three monarchy reforms is as strong as three of the republic reforms combined. There are some other considerations when it comes to GR but I will leave it at that for now to keep the post short.

- I am not sure I quite get the intention of the government capacity changes. It clearly seems that GC should transform from a softer cap to a harder cap. But why would one want to do this? Probably if one expects people to routinely ignore the penalties from going over the cap. And this is definitely possible. Currently the maluses from going over GC are mostly punishing expansion (ccr, ae, relations) and have only minor effects on countries who do not expand that much (stab, advisor cost). Therefore, countries which are not too interested in expansion can safely exceed the cap. But a malus to admin efficiency does not really help with that, as it is another malus only affecting expansion. On the other hand, if you want to expand a lot, you should stay under GC even in 1.33, as the maluses to expansion are pretty severe already. Therefore, the changes will mostly just make it easier to handle GC, as courthouses and state houses get buffed. The admin efficiency malus will probably mostly be void, as it is just another malus concerning expansion.

- Regarding some of the changes it would be great to know how the AI utilizes them. Will yet another buff to expand infrastructure affect AI behaviour? Will the AI correctly evaluate the dice roll modifiers from the new combat modifiers? In 1.33 there has been a lot of work to get the correct AI evaluation for army quality, so I hope the AI keeps up in these regards.
 
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Imo rebel supporting without having the idea set bonus should be buffed further to make it an actually viable feature in the early game where you can't be expected to use an entire idea slot on Espionage. Whenever I try using the ability the rebels almost never spawn at the end of the 5 years deadline, even in provinces where there's 5-6 unrests due to unaccepted cultures and intolerance, and sometimes they take as long as 8 years. I think the base rebel supporting duration should be lengthened to 6 years at the minimum, as this is the point where a province with unaccepted culture and intolerance with no seperatism would maaaybe be able to spawn the rebels at the end of the supporting period.
 
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Imo rebel supporting without having the idea set bonus should be buffed further to make it an actually viable feature in the early game where you can't be expected to use an entire idea slot on Espionage. Whenever I try using the ability the rebels almost never spawn at the end of the 5 years deadline, even in provinces where there's 5-6 unrests due to unaccepted cultures and intolerance, and sometimes they take as long as 8 years. I think the base rebel supporting duration should be lengthened to 6 years at the minimum, as this is the point where a province with unaccepted culture and intolerance with no seperatism would maaaybe be able to spawn the rebels at the end of the supporting period.
I've always thought there should be a mega-bonus when supporting rebels in enemy territory - that are of the same Culture group or same exact Culture as the player. The bonuses could stratify, with standard buff for same culture group, perhaps 2x buff for same exact culture. The point is - easier to convince and gather would-be rebels if culturally aligned. One could argue that these same buff metrics could also be applied for religious-based rebel groups, and perhaps a multiplicative buff could be factored out for combinations of culture and religious alignment for the would-be rebels in enemy/outside provinces.
 
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The support rebels mechanic suffers in my opinion from the fact that it doesn't give extra unrest to the province(s) in question, just tacks on an extra 10% revolt chance. The RNG is still RNG, and no matter how much rebel chance there is for a given tick, given the AI's affinity to raise autonomy nearly everywhere every time there's a chance for rebellion, rebel chance does nothing if there's nobody to rise up because all the unrest went away from a single click. The whole mechanic would be more meaningful if it gave unrest instead, and the espionage idea group could multiply that unrest further to make sure a rebellion happens at all.
 
The support rebels mechanic suffers in my opinion from the fact that it doesn't give extra unrest to the province(s) in question, just tacks on an extra 10% revolt chance. The RNG is still RNG, and no matter how much rebel chance there is for a given tick, given the AI's affinity to raise autonomy nearly everywhere every time there's a chance for rebellion, rebel chance does nothing if there's nobody to rise up because all the unrest went away from a single click. The whole mechanic would be more meaningful if it gave unrest instead, and the espionage idea group could multiply that unrest further to make sure a rebellion happens at all.
I thought the extra 10% revolt chance was the better choice. It can't be nullified with raising autonomy. In fact I think even in regions where there's -100 unrest due to recent rebellion that rebel chance would still be there.
 
I thought the extra 10% revolt chance was the better choice. It can't be nullified with raising autonomy. In fact I think even in regions where there's -100 unrest due to recent rebellion that rebel chance would still be there.
Unless I misunderstand the mechanics, you actually need rebels that have a chance of progressing towards a rebellion to ultimately end up with a rebellion. The chance of progression is based on the total unrest of the provinces affected by a given rebel type. The support rebels mechanic tacks on another base 10% chance to the rebels' progression chance (so for example if they have a 10% chance to progress on a monthly tick, supporting them will raise that chance to 20%), but if there's no unrest then there is no rebellion chance to increase.
 
Regarding the Slacking for Manpower: I think it's a great feature, but indeed it was too powerful. I'd also suggest that, logically, it could have downwards effects such as -5% (or -2.5%) of productivity for 5 years. After all, there's suddenly of wave of recruitment for the Army, therefore less people on the fields and the markets and the mines.
 
Unless I misunderstand the mechanics, you actually need rebels that have a chance of progressing towards a rebellion to ultimately end up with a rebellion. The chance of progression is based on the total unrest of the provinces affected by a given rebel type. The support rebels mechanic tacks on another base 10% chance to the rebels' progression chance (so for example if they have a 10% chance to progress on a monthly tick, supporting them will raise that chance to 20%), but if there's no unrest then there is no rebellion chance to increase.
Iirc in my playthrough it's the other way around. That 10% is a flat increase. Which means it's semi-"magical" and you can support a rebel type that has 0% chance due to no unrest and if you keep at it for long enough you can eventually make them spawn through sheer will, and the only way to stop them would be harsh treatment.
 
Iirc in my playthrough it's the other way around. That 10% is a flat increase. Which means it's semi-"magical" and you can support a rebel type that has 0% chance due to no unrest and if you keep at it for long enough you can eventually make them spawn through sheer will, and the only way to stop them would be harsh treatment.
IRC they don't even show up in the list to support if there isn't some unrest related to them. I definitely remember being in the situation where I wanted to use the mechanic, and by the time I got to 60% spy network strength they went away. I honestly don't really care enough to play around the with the console to test which way it goes, but if you do, feel free to share the results.
 
IRC they don't even show up in the list to support if there isn't some unrest related to them. I definitely remember being in the situation where I wanted to use the mechanic, and by the time I got to 60% spy network strength they went away. I honestly don't really care enough to play around the with the console to test which way it goes, but if you do, feel free to share the results.
I just tested this and I think it's a bug. Sometimes the rebel factions won't show up but if you close the diplomacy window and then reopen it they'll load normally. I'm looking at the rebel support options for a high mandate Ming in my game right now and many of them have 0% revolt risk.
 
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.
It's is my turn:). From my point view Monuments should be in tactical places. They should change Map Painting. Secondary they should buff region, countries or religions.

My suggestions:

In English Channel :


In Irish Lands


In Baltic Area:

https://en.wikipedia.org/wiki/Długi_Targ or https://www.poland.travel/en/museum/crane-zuraw or https://en.wikipedia.org/wiki/Suomenlinna


In German Area:

https://en.wikipedia.org/wiki/Rammelsberg or https://en.wikipedia.org/wiki/Würzburg_Residence

In Italy Area


In Balkans Area


In Arabia Penisula

In India

 
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Can you make holy Tengri Tag a monument for Tengri in future?
 
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It's is my turn:). From my point view Monuments should be in tactical places. They should change Map Painting. Secondary they should buff region, countries or religions.

My suggestions:

In English Channel :


In Irish Lands


In Baltic Area:

https://en.wikipedia.org/wiki/Długi_Targ or https://www.poland.travel/en/museum/crane-zuraw or https://en.wikipedia.org/wiki/Suomenlinna


In German Area:

https://en.wikipedia.org/wiki/Rammelsberg or https://en.wikipedia.org/wiki/Würzburg_Residence

In Italy Area


In Balkans Area


In Arabia Penisula

In India

Good suggestions!

I was actually thing about Mont-Saint-Michel, too, it would be a nice addition. It would make Normandy a more contestable land. England would have to think more, if it should abandon it to France, or keep it, because of its high value. Brittany, if successful, would also get a chance to get this monument, too.

I also think that Celtic countries deserve a monument in the British Isles. I don't know much of their architecture, or if this is the best choice, but can work, although it's owned by England in 1444. Any successful player playing with Scotland or one of the Irish minors would be able to get a hold of it, so it's not a big problem.

Like I had said before, Central and Northern Germany are kind of empty, so new monuments there would be welcome. The same goes for the Balkans, either Ragusa or Serbia should get a monument.

While Italy and India already have a decent amount of monuments, I find it kind of strange that they haven't included Lankan Temples in Kandy as a monument, because we already have a modifier there. I would prefer it to be a Buddhist only monument. Would add some flavour to the Buddhist countries of Ceylon, if it actually was a monument.

Another important monument I forgot to mention in my post is Mukden Palace for Manchu/Qing. I think it should be restricted to their culture or maybe to culture and holding the Mandate of Heaven, if devs don't want Ming to get their hands on it.

Can you make holy Tengri Tag a monument for Tengri in future?

I completely agree, especially for one reason: there's not a single monument for Tengri religion!
As a reminder, Erdene Zuu in Qaraqorum is not available to Tengri, unless you have Theravada, Vajrayana or Mahayana as a syncretic faith.
 
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Hi there! It took me some time to give a last round of replies to this thread, but it's been a busy couple of weeks here at Tinto. So let's go ahead:



I was thinking about entirely different way to change this. Instead of instant manpower gain, Slacken button could for example increase manpower recovery speed for the next 5 years. In this case effect still depends on total manpower, but it's not so pronounced, and cannot be used as a panic button.

For extreme cases when you suddenly find yourself with 0 manpower, solution should be hiring mercenaries. Unfortunately, there are a few issues with mercenaries, for example bugs with movement of attached armies, unreasonably high professionalism cost that doesn't even depend on company size. It would be great if developers team could put some efforts into making mercs a viable alternative to inflating manpower with dev (at least when relevant idea groups are taken).
I feel that a much more sensible way to implement slackening would be to have it give a +10% manpower bonus for a year rather than a suddenly dumping a pile of men into your reserves.

If you're going to maintain it the way it currently works, you should at least relabel it "forced conscription" or something.
These are interesting ideas, we're taking notes on them. However, the Slackening change will go live for 1.34; we'll assess if we change it in the future.
I know this is a long way down the thread now but can you please put descriptions of monuments in game? (someone please let me know if I am just missing something) I would love to get a little bit of information about why these monuments are important not just what they give me from a gameplay perspective.
Thanks for your suggestion. This would take some time to be made, so it's out of the cut for 1.34; we'll see in the future.
@Pavía In your latest post you quoted me without writing anything about it, I think you forgot it or maybe I just missed the point of putting my quote there.
Yes, sorry. This is what I wanted to answer:
I think the modifiers written here are a bit weird, some seems to be at 100 Devotion and others per Point of Devotion. It's a bit confusing.
Also Monthly Fervor is missing as a modifier.

Edit: This modifiers could also be added to the Clergy estate depending on Loyalty and Influence.
I'm going off the wiki right now so maybe I'm totally wrong about the current status of the modifiers, but assuming the wiki isn't horribly out of date, aren't some of these a nerf? 0.1 -> 0.001 piety is still increasing piety, but a lot more useless now since it pushes the bar up slower, and since piety in practice only exists from 0-100 this would be a nerf. 0.5 -> 0.1 patriarchal authority is just a direct downgrade, same with 1 -> 0.5 doom reduction, same with 0.1 -> 0.05 karma decay. I don't understand why religious needed to be made weaker, it's already not good.
You're right, it was a bit confusing. These are the numbers changed at 100 Devotion (we made some further changes):
  • +25% Church Power
  • +25% Harmonization Speed
  • +0.5 Monthly Piety Accelerator
  • +0.25 Yearly Authority
  • +0.5% Yearly Patriarchal Authority
  • +0.25 Yearly Doom Reduction
  • +0.05 Yearly Karma Decay
  • +0.05% Clergy/Brahmins Loyalty Equilibrium
  • +100% Reform Progress Growth (we implemented this change after some testing, as we felt Theocracies were falling a bit behind Monarchies and Republics with the update).
Love most of the changes. Hate the admin efficiency penalty for being over governing cap though. There's already a core creation cost increase, so now creating cores will be doubly penalised? The new penalty seems to grow too quickly too!

I'm also confused by some of the modifiers. eg. Dujiangyan has -10% Development efficiency? SO, minus dev efficiency? As in it makes development cost more? It should it be +10%? Expanding infrastructure too, increases local development by -25%? So, you mean decreases it by 25%?
We have removed the Core Creation Cost increase, so now it's received from the Administrative Efficiency, as it would be a double penalty, as you say.

Development Efficiency (this may be not the final name, though) affects development in a different way than Development Cost reduction.
Have you considered giving aristocratic +20% cav/inf ratio?

That is an otherwise inaccessible modifier and would not make the group too strong
Interesting suggestion, although that won't make the cut for 1.34. As we plan to make a further rebalance of Idea Groups in the future, we'll take this into account.
Does someone want to give us pictures of the nightly test games again? To sweeten the waiting time and because we like to look at maps with color.
Sure! This is an interesting game from our last nightly tests:
autotest-1-last.png

Maybe some feedback on the 1.34 changes:

- I think that naval ideas giving some advantages in sieges is a good way to make naval ideas more impactful. It is a bit unfortunate that these are all bonuses to taking enemy forts faster, while historically naval oriented nations like the Portuguese were especially good at defending coastal forts with their own ships. Some form of improvement to the malus from unblockaded forts might be a good idea (maybe linked to coastal batteries? They are not that impactful right now). Adding this as a modifier would be highly appreciated. But maybe this is something for 1.35.

- Considering the last update on government reforms for monarchies and republics, there is a pretty clear imbalance in favor of monarchies. Especially tier 3 for monarchies is pretty insane. For example decentralized bureaucracy is strictly better than two previous solid government reforms combined and centralized bureaucracy adds serious balance problems when it comes to tall play as most of the development mechanics ignoring development cost do. Another example is Tier 9. Here arguably the weakest of the three monarchy reforms is as strong as three of the republic reforms combined. There are some other considerations when it comes to GR but I will leave it at that for now to keep the post short.

- I am not sure I quite get the intention of the government capacity changes. It clearly seems that GC should transform from a softer cap to a harder cap. But why would one want to do this? Probably if one expects people to routinely ignore the penalties from going over the cap. And this is definitely possible. Currently the maluses from going over GC are mostly punishing expansion (ccr, ae, relations) and have only minor effects on countries who do not expand that much (stab, advisor cost). Therefore, countries which are not too interested in expansion can safely exceed the cap. But a malus to admin efficiency does not really help with that, as it is another malus only affecting expansion. On the other hand, if you want to expand a lot, you should stay under GC even in 1.33, as the maluses to expansion are pretty severe already. Therefore, the changes will mostly just make it easier to handle GC, as courthouses and state houses get buffed. The admin efficiency malus will probably mostly be void, as it is just another malus concerning expansion.

- Regarding some of the changes it would be great to know how the AI utilizes them. Will yet another buff to expand infrastructure affect AI behaviour? Will the AI correctly evaluate the dice roll modifiers from the new combat modifiers? In 1.33 there has been a lot of work to get the correct AI evaluation for army quality, so I hope the AI keeps up in these regards.
We've made some adjustments to the new government reforms in the last weeks, although we won't have a definitive version of them until the new update is released, as we really want to gather feedback from the players to balance them as well as possible. And speaking of the AI, @Gnivom has taken into account the changes made to combat to get a correct AI evaluation, so we think that's going to work quite well.



Thanks to everybody for your feedback! It's been challenging to go through all of the comments, and even if we're not able of answering everything, be sure that we're taking them into account. We think that this direct relationship with the community is one of the things that make our games better, so we are grateful for it.
 
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Sure! This is an interesting game from our last nightly tests:
View attachment 866733
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 a German HREmperor always wanting to cannibalize its subjects? If so, that seems unfortunate.
 
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That nightly test run map reinforces the overpowered Colonization effects of Spain, yet again. Spain is here, there, everywhere - even Australia, consistently.
 
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We have removed the Core Creation Cost increase, so now it's received from the Administrative Efficiency, as it would be a double penalty, as you say
Agressive expansion is also being penalised twice (actually thrice with the improve relations modifier), will it be removed from govcap too?
 
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