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Welcome to another development diary about Europa Universalis IV (EU4)! This time we're talking about the envoys you have at your disposal.

Throughout the Europa Universalis series, envoys have been resources you could spend to take certain actions in the game. “Envoy” is a word we actually use quite a lot internally, but probably not as much when describing the game to you all before. Still, you know what we mean. You would get a colonist and send him to make a colony. Get a missionary and send him to convert the heathen.

In Europa Universalis IV (EU4), prepare for the fact that the envoys and how they are used have undergone major changes. In Europa Universalis IV (EU4), envoys are not treated as resources and will, to a larger extent be persons at your disposal that take actions by your command. It's a subtle difference, but we'll clarify it shortly.
Envoys are still used to make alliances, create colonies or take spy actions, but it quite different ways.

First of all, as we mentioned in the last development diary, the spies and the magistrates has been cut with a sharp blade. You can read about the reasons here. (Link to previous devdiary)
We are absolutely keeping the diplomats, colonists, merchants and missionaries in EU4, however you will see that their behavior will change.

Monetary cost for envoys have been removed
In a move that may surprise some people, we have completely removed the monetary cost for the envoys. We've done this for a few reasons. .
First of all, removing the cost means that we can simulate the abilities of poorer or smaller countries being able to do things on the same scale as others. So a vast Portuguese colonial empire is more likely to happen. This was difficult to make possible in the old model - unless you gave country-specific price reductions or made the cost irrelevant for richer countries.

Secondly, removing the monetary cost removes the consistency issue that existed in Europa Universalis III (EU3) for newcomers to the games. Having some envoy actions (diplomacy, magistrates) cost nothing while the others required some cash could be confusing.

Finally, removing the monetary cost reduces the number of ways the AI has to screw up handling money. This means fewer potential ways for the player to exploit the AI and fewer drawbacks for the AI when it looks at its options. We hope this will make the game more challenging for you as a player.

Your number of envoys will be your limit
All of this adds up to the only limit on your envoy actions being the number of envoys you have at your disposal. Therefore you should not be limited by the amount of money you have. But it also means that if you have three diplomats, you can only have three diplomatic actions going at once. More on this shortly.

No connective between diplomats/colonists and leader recruitment
We have removed the connection between diplomats/colonists and the recruitment of leaders. It was never any actual restriction for the player and with the other changes it made sense to change it.

Envoys are now separate entities
The biggest change for you is the concept that envoys will no longer be a resource that accrues value that increases every month. All envoys are now entities that are assigned to a mission and sent on the mission, similar to how you give your court members tasks in Crusader Kings II. And, while the envoys are on their missions, they will not available to do anything else than the mission you have assigned to them. We feel that it will create more interesting strategic decisions for you as a player.

Because if you only have two diplomats, what will you do? Do you want both of your diplomats out on missions, or do you want to keep one at home?
Missions also take time to perform from start or end, so this naturally keeps your envoys occupied for a certain point of time, especially since their travel time is also taken into account.Envoys becomes less an object you need to spend and more active participants in your national policy.

The Diplomats
Some of the diplomats actions will still be instant, but quite a few will now be missions that the diplomats are assigned. Diplomats will also do some of the actions that spies did previously in EU3. We promise, we will go into detail on new aspects of the diplomats and their actions over several development diaries before the game releases, so stay with us!

The Missionaries
The missionaries will work as before, in that you give them a mission to convert a province to your chosen faith, and they have a chance every month to succeed. The only difference is that the amount of missionaries you will have at your disposal will limit the amount of activity you can do in parallel.
This hard limit on simultaneous conversions will make religious ideas a more important option for anyone that is interested in conquering a lot of people of another faith.

The Merchants & Colonists
The merchants and colonists will perform actions similar to EU3, but we'll go into detail regarding those later ;)

So when you use envoys in Europa Universalis IV (EU4), it will be more about strategic choices of where to use them and when to use them, instead of simply putting them to work as soon as you can afford them. In our testing so far, this has proven to be a rather dramatic change, and one that is greatly appreciated by the players. So we really hope you will enjoy envoys!
This was all for now, next week we will talk about the budget and the new economy system.

Here's a screenshot showing some new stuff... :)

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Manic Eskimo

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Yeah I'm getting a bit worried about that too. CK2 is far too random for my liking. I hate "luck" (or lack thereof) in strategy games. If you exclude how unbalanced events have been for pretty much EU3 (I only started in 2.2) and compare it with CK2, you will see that the battles in EU3 are much more balanced and much more fun because of it. CK2 battles feel so random as they are!.
How are battles random in CK2. They're wholly predictable every time biggest stack wins.
 

Dafool

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It doesn't make much sense either that the Russian Empire would have the same number of buildings as the Italian OPM just spread out more. If the player has the vast resources to construct buildings in every province, then why not? It would involve a vast investment on the players part.

A OPM would run out of room to expand their infrastructure over. The 200P Russia would have too much room to spread out their infrastructure over. The idea was to make the player wisely use their resources to consolidate, not save up for a specific building and then build it in every province once they hit tech level X. As an idea and as a gameplay mechanic, this worked fairly well. As for Alerias's concerns, I think they're somewhat unfounded. This change seems to be fundamentally different from the addition of magistrates. We're not seeing anything fundamentally limited or nerfed here, but instead the entire mechanic has been changed to be a bit more dynamic and involve more strategy than number crunching.
 

Raph

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Yeekim

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Could the numbers of envoys available be made dependent on both technology(decisions, ideas, government) and population (or maybe number of provinces)?
Kind of like national focuses in Vicky apparently work.
 

khardinal

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Would be a lot cooler if they didn't... just a simple out-of-five rating like advisors have in EU3.

+1

But I understand that a merchant country wich have already 5 or 6 merchants dont need to have " powerfull envoy ".
If envoys have skill system, all countries need to have the same amount of them ( -1 / +1 ).

Imagine a country with 6 merchants with 5 stars versus an other with 2 of them with 2 stars ...
 

Don_Quigleone

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If all envoy actions are "free", does that mean setting up colonies are free? That would seem like a bad decision to me. There should be many different ways to spend your cash.
 

Captain Gars

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It doesn't make much sense either that the Russian Empire would have the same number of buildings as the Italian OPM just spread out more. If the player has the vast resources to construct buildings in every province, then why not? It would involve a vast investment on the players part.

You could still scale it so that say an OPM would get 5 and 50-province Russia 10-15. Just not 50.
 

StephenT

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Giving envoys skill ratings would mean you would be more at the mercy of random chance, and you would have to micromanage things a lot more - hunt around for that high-rated envoy and shuffle him from mission to mission, instead of just being able to send whichever envoy came free first.

But then, I guess some players enjoy games dominated by random luck and micromanagement? :p
 

keynes2.0

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I hope there is the ability to queue tasks for envoys. That way you wouldn't need to pause when an envoy gets back from colonizing/trading but wouldn't have any downtime either.
 

unmerged(63836)

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Disappointed that the missionary system hasn't been changed.

Well, it becomes clear that EU4 would remain being quite basic, simple, and aimed at casual players (compared to other p-dox titles), so we'll have to wait for modders to do their magic. It sure will be improved in many fields, but cancelled Magna Mundi this would not be. Devs themselves said that there won't be any revolutionary changes. Quite understandable though, since they have to make money. Plus if game is improved and more moddable, we may even get something better than MM mod for EU3 (in a few years ;)).
 

vyshan

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Wow this is cool. A question though, is the name for an envoy randomly generated each time you send an envoy?

Also IMO the issue about buildings with magistrates was that a lot of the buildings felt like towns and cities should have them, ie churches/temples and marketplaces.
 

kentonio

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You could still scale it so that say an OPM would get 5 and 50-province Russia 10-15. Just not 50.

Scaling would be a nice touch. I tend to just get a bit nervous about attempts to hamper large empires too harshly. I think one of the problems with previous EU games was that large empires aren't really handled that differently to small ones, the solution was usually to just add certain penalties for distance/size etc. Although it'd be more work, it'd be nice to see something like an additional layer of governance that replicated the inevitable decentralization of power across large empires.

For me CK actually manages better in this regard with the idea of Kingdoms and Duchies that you can hand off responsibility to but with the inevitable risk of them becoming overpowered/breaking away etc. I love EU3 dearly, but it does suffer (IMHO) somewhat from the lack of personalities in your realm. You hire historical advisors but they are basically little more than a modifier to hire and forget about until they die or you want a different modifier.
 

Captain Gars

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Wow this is cool. A question though, is the name for an envoy randomly generated each time you send an envoy?

I believe a name is picked when you get a new/additional envoy.
 

C.N.

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The new system makes sense for diplomats and missionaries. Regarding merchants, I want to hear more about the new merchant model before I make up my mind.

However, persistent colonists does not really make sense, since they tend to stay where they settle.
 

Raczynski

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I'm warily optimistic about this.

But in fact, an Empire with 100 provinces should have VASTLY more diplomatic power than a 10 province small kingdom. I'm highly curious to know whether this will be the case, whether an expanded realm will be able to more or less maintain proportional influence, or whether we're being pigeonholed into "small is better" again, ala DW...

Will this is of course true the big problem of Paradox games is that after you've reached certain mass you become unbeatable. Big empires don't need more help.
 

vyshan

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Scaling would be a nice touch. I tend to just get a bit nervous about attempts to hamper large empires too harshly. I think one of the problems with previous EU games was that large empires aren't really handled that differently to small ones, the solution was usually to just add certain penalties for distance/size etc. Although it'd be more work, it'd be nice to see something like an additional layer of governance that replicated the inevitable decentralization of power across large empires.

For me CK actually manages better in this regard with the idea of Kingdoms and Duchies that you can hand off responsibility to but with the inevitable risk of them becoming overpowered/breaking away etc. I love EU3 dearly, but it does suffer (IMHO) somewhat from the lack of personalities in your realm. You hire historical advisors but they are basically little more than a modifier to hire and forget about until they die or you want a different modifier.

Agreed, thats why one of the best mods was the auto-handle magistrates. I would love to see more internal factors anyways and ways to not have to focus on everything by myself. Maybe I assisgn someone to handle colonies, ie viceroyals so I can focus on my war I am fighting in Italy.