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Europa Universalis IV - Development Diary 28th September 2021

Hello everyone and welcome to a rather meaty development diary for Europa Universalis IV. This week we’ll release 1.31.6, which is a compatibility patch for the launch on Epic Store, where EU4 will be freely available for a short period of time.

This patch does not contain any bug fixes, improvements or balance changes, as we had to make sure we had a stable version for this release. Some of our programmers and qa have been working diligently to create this new version for a long while now.

Meanwhile the core-team have been working on the major 1.32 patch which we aim to have out later this year. While the other development diaries will focus mostly on what content we will add to the immersion pack, today we will talk about a lot of balance changes!

Concentrate Development

As we all know, the Concentrate Development feature, while technically working as designed, has a few drawbacks, as it can become very unbalanced and immersion breaking. For 1.32 we have been reworking this.

Now when you pillage or concentrate a set of provinces, the horde “raze” function is called, but with 20% reduction of the development. This is then converted into monarch points in the source province(s), using the cost it would improve development in each of these provinces.

These “monarch points” are then taken to the capital of your country, with a loss of 20% of points when applicable, as some countries have free concentrate development. What is left is then used to “buy” development in your capital province. Any “monarch points” left over are then lost.

A shout out to the post who inspired this new design!


We also fixed the way you could concentrate development twice, by first owning it, and then from the released vassal. Liberty desire now also increases for the subjects when you concentrate their development.

Misc Balance Changes

The catholic curia powers are gaining some improvements in 1.32 as well, with all getting another bonus and here are some examples.
  • Bless Ruler - Now also gives +10% Land Morale
  • Indulgence for Sin - Now gives +10% Improve Relations
  • Send Papal Legate- Also adds 10% cheaper annexation costs.

We made some tweaks to curry favors, so that it now relies far more on relative military power, so it's harder to gain for a smaller, weaker nation.


When it comes to natives, we added a new reform to slow down the path to becoming a duchy for settled tribes, as well as adding feudalism as a requirement.

We also added in cooldowns for migration into non-owned lands, made costs for adding tribal land that scales with owned provinces and development. There are also penalties for migration into winter territory. Also added a relation penalty that increases each month that a tribe is inside tribal land of another country.

And of course we are rebalancing, i.e. nerfing, the native development growth for 1.32, as it is completely unrealistic and does not work with the rest of the game.

We also changed when the AI released vassals for being over the governing capacity to be a much higher threshold, and also giving lucky nations a nice little boost to their governing capacity.


Now I hand over the keys to @Gnivom who will talk about some changes to Institutions and the AI for 1.32

Institution Changes



We’ve decided to change how Institutions affect tech cost.

So what was the problem?


We all know how Institutions work:

hard_to_take_seriously.png


Hard to take seriously indeed

Countries outside of Europe, and especially in the Americas and sub-Saharan Africa, have to pay more for a technology the longer they wait. This means they’re in a hectic struggle against time, as those who fall behind their neighbors will struggle to catch up.

The New System

From 1.32, every technology has a fixed set of required institutions. If you haven’t yet embraced one or more required institutions, that technology costs you 50% more for each.
This updated Technology View should hopefully be self explanatory:

japan_no_renaissance.png

These are some nice properties of the new system over the old:

  1. Institutions now cause a rubber-band effect on tech instead of a snowball effect
  2. Some movement in Florence doesn’t magically affect the Aztecs (until it actually spreads there)
  3. An institution spawning is now a good thing

Asian nations will find themselves getting hit by a +50% tech cost from Renaissance earlier than they would in 1.31, but as they get further behind, their tech cost will stabilize even if they don’t develop for institutions.
European nations won’t be affected as much, but those on the forefront of technology will notice the increased tech cost, making institutions more relevant in this region than previously.

When changing the code for this, it turned out we based a lot of seemingly unrelated things on countries’ “tech cost from institutions”, most of which were simply translated from the pre-Rights of Man “technology group” system. For example, joining a Trade League requires having at most +200% tech cost from institutions. Who would have known? You’ll find a lot of these addressed in 1.32’s changelog.

AI Improvements

Every version of EU4 has had its own AI issues, and it’s no secret that it has been getting worse for a while. For 1.32 some of the most debilitating issues have been fixed, and hopefully without causing too many new ones.

EU4’s AI is the product of years of incremental development, by a large number of developers. Most of the code is written after EU4’s release, but a few lines date back as far as the late 90’s. Writing AI is hard, so many of the systems are complex. And given the number of different developers, they don’t all work in harmony. Essentially, for any given choice the AI has to make in army, navy or budgeting; it often has a dozen or so voices in its head telling it what to do. It’s supposed to take all of them into account, but often the loudest voice drowns out all the rest.

ai_kill_them_underlined.png

(yes, lower numbers are better)

Here, the Ottoman army has made good progress on the Mamluk fort of Tabuk. But a voice intended for a completely different situation screams one order of magnitude louder than all other voices, that it should kill the rebels in Qahirah.

Issues like this hinder the systems that *are* made for the given situation from doing their job. A lot of what has been done for 1.32’s AI is to find and fix cases where systems interfere with each other.

Major Fixes

Army

This is really the result of a bunch of small fixes, but essentially the AI will generally be more competent at achieving stuff with its armies, although individual moves can still be erratic. They will also keep a more significant army in peacetime

Naval Invasions

The AI can now decently perform naval invasions again, without too much shenanigans. This has a huge impact on the European AIs’ colonization efforts.
new_world_colonized.png


An almost fully colonized New World from one of our observer runs

Economy

Lots of small fixes mean the AI’s economy should now be more solid. Budgeting has been improved and the choice of buildings to construct puts more emphasis on expected financial return.

A special shoutout to @Tempscire, whose reverse engineering of AI army behavior is somehow easier to understand than the code itself. We implemented his suggestion for terrain evaluation as-is, and changed how combat width is considered, albeit not as he suggested for technical reasons. Unfortunately he has many other good suggestions that will not be implemented at this point.
 
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Any chance Central and South America get some love? It really bothers me that North America is just far and away better development wise in EU4 now.

The province count freeze now makes me think these regions will just permanently be weak.

I agree. I think this is a big disrespect to South American players. Although it has 10x more people than Oceania, which has already gone through a major update, it will not receive any more updates. Unhappy.
 
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I agree. I think this is a big disrespect to South American players. Although it has 10x more people than Oceania, which has already gone through a major update, it will not receive any more updates. Unhappy.
Particularly since South America and Western Africa are the only two regions left that haven't gotten a rework since Art of War. Is it really that much to give those regions a bit of love and then lock the provinces?
 
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Has South America ever been noticed/reworked by the developers of this game? I dont remember.
1.8 touched pretty much the whole map, and the Inca religion mechanics, whatever you think of them, were not in the initial release.
 
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Great dev diary! That fully conquered Spanish and portuguese Americas look absolutely beautiful, and if the AI can achieve it in a speedy way, AI Spain could potentially become the beast its supposed to be- But @Gnivom , has the AI been taught how to develop its provinces yet or are they still gona only develop the capital to ridiculous number and investing most of it on mil dev?
 
Exploration ideas should have a additional modifiers for England, France, Kurland & the Netherlands
to increase competition in the New World.

France: "Year is at least 1530 (Modifier 2.0X)"If Exploration has not been chosen.

England, Netherlands, Kurland "Year is at least 1600 (Modifier 2.0X)" If Exploration has not been chosen.

This would be really awesome to implement so colonization occurs semi-historically.

Another option is allowing them to pick ideas a few decades before these powers started their colonial expansion, this isn't historical, but probably needed for new world balance.

The tech years for idea groups are: 1453, 1479, 1518, 1570, 1622, 1624 etc... So it might be better to make a "pick colonial ideas 2x at 1500 for France" and "pick colonial ideas 2x at 1550 for England, Netherlands and Kurland"

AI Portugal & Castile recieve 1000X to pick colonial ideas as their first group. I think a small 2X would help bump other late colonial nations without overriding other idea groups.

In fact, the Ottomans and Mamluks should probably recieve a modifier of (0.5X) to Exploration ideas to keep them from pointlessly colonizing Australia.

Overall, I think a lot of ingame potential exists by adjusting idea group modifiers for the AI.

Edit: I made another post after this better describing what I'm getting at. Expanding AI preferences for idea groups and their modifiers would be ideal.

You can see AI modifier weights on the Wiki:

 
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What is that about making tags more likely to pick one idea group or another? Shouldn’t it be based on their situation and long term prospects?

Like, the fact that the traditional colonisers are near the Atlantic, have colonial ranges, fleets and a surplus in population should be why they take Exploration, not some stupid modifier.

A TAG should be just that : a keyword allowing to name countries. It should in no way convey inherent bonuses or behaviour for any country.
 
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What is that about making tags more likely to pick one idea group or another? Shouldn’t it be based on their situation and long term prospects?

Like, the fact that the traditional colonisers are near the Atlantic, have colonial ranges, fleets and a surplus in population should be why they take Exploration, not some stupid modifier.

A TAG should be just that : a keyword allowing to name countries. It should in no way convey inherent bonuses or behaviour for any country.

In an ideal world yes. I will admit my solution is a band aid on a much bigger issue.

Ideas in general could all be better modeled based on circumstances. For instance, already the amount of coastal provinces determine the AI's idea group selection for exploration. This is a variable that already exists and better represents reality.

I was trying to suggest an incremental change on the mechanic already. Albeit it's on a selective scenario/ narrow view of what could have happened.

If you look at idea groups, and idea group AI preferences this gives you a good idea:


It would be really cool to add several modifiers and conditions for all kinds of scenarios. Many more than what is on this list. For instance:

1. If an AI is constantly taking loans, or declared bankruptcy, then it should have a preference for economic or trade ideas.

2. If an AI is accumulating agressive expansion too fast, it should pick diplomatic or influence.

3. If an AI exists in a wealthy trade zone with little trade income, then pick trade ideas.

4. If an AI has lost one or more wars and hasn't picked a military idea, then it should prioritize one, also if it has lost X number of battle vs better generals and higher quality army, etc...

This dev diary talked about fixing the AI's wartime strategy, but not their political/ longterm reasoning. I would love for an AI idea group logic overhaul. However, I don't know how feasible, or difficult this is since the AI has to weight more variables or modifiers when deciding. Ultimately, it comes down to which group has the highest numerical priority for it to be chosen first.

It would also be cool for the AI to decide choosing two idea groups simultaneously to presue a strong policy combo. However, at that point you might be overdoing a mechanic.
 
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That’s always the “Best is the enemy of good” conundrum, @Rebox-O-Lots . Thanks for your thoughtful answer.

Indeed, that is what I would have in mind concerning this issue. I don’t know how feasible that is, though.

I also guess some amount of randomness/imperfectness would be good, though imperfectness may already be in. I just had an idea that maybe monarch traits could factor in, somehow. Navigator would increase the chance to pick the exploration idea. Bold would make the AI pick a military one. And so forth.

That goes far beyond what we were talking about, but I also wonder if there could be a small discount for ideas of the type your leader would like, to also nudge the player in that direction.

I’m not saying it should be an overriding factor for the AI or player, but that it could slightly influence it. In a way, this could make some historic choices a bit more likely in the first 50 years.
 
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I like the new concentrate development dynamics, but I'm worried about one thing: what happens when the amount of dev you are pillaging is not enough for even one extra point of dev in your capital? could we get that dev in other stated provinces?
 
This is, by far, the best dev diary I've seen since a long time.

Adressing the AI part for real and trying to fix the most of these bugs is really the main need of EU4 right now.

It's been a long time I wasn't excited about a DD, I really hope you will succeed in these tasks.
 
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Have you considered adding more institutions then?

The previous system had institutions be lot more linear, you would get colonialism before getting the printing press, period. And the general trend was getting all of them or be prepetually behind.

But this new system opens up a lot more possibilities, such as addition of already existing institution (like Gunpowder, Paper Money, and the Compass) which start already present in a significant portion of the world, creating more granularity on tech discrepancies, and also the possibility of certain institutions to be required only for certain techs, example:
-Gunpowder for Military techs
-Paper Money for Administrative techs
-Compass for Diplomatic techs

This would be able to fine-tune technological discrepancies a bit more, and instead of a deterministic "This region was more technologically developed than that" we could instead have one that is more advanced as far as the Navy/Diplomacy is concerned, but lags behind administratively.

This would allow for tags to embrace institution in a non-linear and arguably more realistic manner (A seafaring Japan that begins colonizing SEA could perfectly spawn colonialism before spawning the Renaissance, and an African sultanate in the crossroads of the trans-atlantic trade could spawn global trade before spawning the printing press).

Adding more institutions would have the added bonus of each of them being individually less decisive, and thus the player would have less of an incentive to immediately spawn it.

Also, i would suggest giving another look at the spread modifiers and make it a bit slower in it's spread to make it harder for every tag to embrace them as the game moves on.

But honestly, the only way to stop force-developing meta is to adress the core problem and rework how development works. There should be some sort of cooldown effect when developing, it makes no sense you are able to turn a backwater village in a bustling metropolis literally overnight.
 
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Some good fixes, but what about the insance force limit gain from colonial nations? Or the insane amount those nations can muster? It bloads armies of colonizers up to insane proportions, giving the ai the idea it is strong, when in reality it is a paper tiger.
They are certainly not super effective. But Colony Armies have actually started coming to Europe after some Patch. Since before it was a rather no happening bro thing.
 
Concentrate Development

As we all know, the Concentrate Development feature, while technically working as designed, has a few drawbacks, as it can become very unbalanced and immersion breaking. For 1.32 we have been reworking this.

Now when you pillage or concentrate a set of provinces, the horde “raze” function is called, but with 20% reduction of the development. This is then converted into monarch points in the source province(s), using the cost it would improve development in each of these provinces.

These “monarch points” are then taken to the capital of your country, with a loss of 20% of points when applicable, as some countries have free concentrate development. What is left is then used to “buy” development in your capital province. Any “monarch points” left over are then lost.
This is clearly a good change, as the current concentrate development system is... crazy. One question though: Will this mean that concentrate development ceases to do anything at all once your capitol's development cost gets higher than the amount you can possibly get from other provinces, or will that extra development be concentrated in other provinces as well? It's good that this stops the creation of 1000-dev gigacities but it would be disappointing if you could only concentrate dev once or twice in a game before the mechanic ceases to be useful.
 
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They are certainly not super effective. But Colony Armies have actually started coming to Europe after some Patch. Since before it was a rather no happening bro thing.
That is not what I mean, them comming is also stupid and not historic, the whole war over Canada had 50k French and English fighting with each other at peak strenght in 1763. The whole proportion is blown out of the window. When Spain gets a force limit buff of a 110 to base through mexico this is insane and insane. Then Mexico will also have a hundred k and that in 1660.
 
"And of course we are rebalancing, i.e. nerfing, the native development growth for 1.32, as it is completely unrealistic and does not work with the rest of the game."

What, natives having cities with 300 development points and coalitions with 100k armies in 1550 is unrealistic? The more you know... :rolleyes:
 
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