Europa Universalis IV - Development Diary 31st of May 2022

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Ogele

Second Lieutenant
Paradox Staff
Apr 20, 2021
157
5.239
Hej allesamen! Welcome to our next Development Diary for Europa Universalis IV! After covering the Baltics it is finally time to switch our focus to Scandinavia, so let’s get started!

As the 13th century drew to a close, powerful social mechanisms such as feudalism and manorialism had formed deep roots in the Danish Court. At the same time, the Christian church had, at that point, come to dominate religious matters all across the Scandinavian region. At home, the royal family, spearheaded by Margaret I, would finally place a singular dynastic head on each of the three lions’ thrones, during the last years of the 14th century.

As of the treaty of Kalmar in 1397 the Nordic Crowns of Norway, Sweden and Denmark are intended to be borne by one monarch. Since its inception this Kalmar Union has been led by the Danes, the strongest and richest of the Nordic powers, close to the continent with an ambition to control and dominate the Baltic Sea area.

Eventually however, the Kalmar Union fell apart when Sweden broke free from Denmark and established an empire of its own later on. The goal of the Danish mission tree is to avoid this fate. It also focuses on the ambitions Denmark had during the time period of EU4 and as such is a lot less experimental than the Teutonic and the Livonian Orders’ mission trees.
danish_mission_tree.png

You will notice that the Danish mission tree is separated into two “blocks”. The first half is about keeping the Kalmar Union together with a few conquest missions on the side to ensure that Denmark is the sole maritime power in North Europe.
The second block on the other hand is a lot more about the Danish ambitions of colonialism, the question of religion, embracement of Absolutism and the usage of mercenaries as the army for Denmark.

We will focus on the Kalmar Union block first as it ties into the mechanics which are unique to Denmark with the upcoming DLC. When you start as Denmark while the DLC is active you will be confronted with this government reform at your start:
kalmar_union_reform.png

The Kalmar Union is a somewhat mixed bag for the player. On the one hand, the diplomatic relations and possible advisors are desirable to have, but on the other hand you are confronted with the fact that you can not manually integrate any kind of personal union (however, inheriting them is still feasible though). You also have to deal with the “Kalmar Election” which is a unique mechanic to Denmark.
As you might know neither Sweden nor Norway had a hereditary monarchy but an elective one. So whenever your king dies as Denmark while you have this government active you get the following event:
new_king_event.png

new_king_event_second_option.png

This will trigger the following event for your Scandinavian personal unions:
election_event.png
election_event_second_option.png
election_event_third_option.png

It is important to note that the AI will make their choice based on your prestige, diplomatic reputation and how much Liberty Desire they have with the latter one being their biggest factor. As Denmark you really want to keep the liberty desire low of each of your personal unions or otherwise they might spiral out of your control and will easily find supporters for their independence.

While the first and third options are rather self-explanatory, the second one is a choice that the AI can take when they are not fully convinced by your ruler - mostly when your ruler is quite the unfortunate one regarding his monarch skills - but do not desire to break out of the Kalmar Union yet. In this case the junior partners can suggest somebody from their own ranks to take over the Kalmar Union as your king:
kalmar_regent.png

This will of course trigger an event for Denmark where they can accept or reject to proposed regent:
pretender_event.png

pretender_event_option_2.png

Of course you can always reject the proposal, though this will result in your junior partner becoming slightly upset about your decision. Alternatively, you can accept the new king, but because your junior partners have to elect their king this will result in a new re-election:
re-re-election.png

However, this event will not allow your junior partners to propose another new king (otherwise you would end up in a loop of elections of new kings while hilarious for the first three or four rounds can become quite annoying really fast). Additionally, the one who suggested your new king in the first place will ALWAYS elect him to king, so you can reduce some liberty desire this way.

While the Swedish and Norwegian nobilities are a pain to deal with, you cannot forget your own. Historically, the Danish nobles did not support the Kalmar Union and attempted to exploit the divided attention of the Danish King. This gets represented in form of an event which triggers around every four years:
nobles_demands.png

There are 11 demands in total and the nobility will pick one of them. Each one of them has some penalty to your country: be it from losing monarch power to losing Ducats to even getting the risk of a hunting accident.
hunting_accident.png

Now let’s go back to Denmark's mission tree. The centerpiece of the mission tree focuses on resolving the conflicts with the other junior partners. By increasing the opinions of your Norwegian and Swedish subjects you can complete the missions “The Crown of Norway” and “The Crown of Sweden” which give you the following events respectively.
kalmar_union_events.png

The first option allows you to receive a penalty to National Tax Modifier / Goods Produced Modifier by -10% and an increase of the Nobility’s Influence by +10%, but in return your two subjects gain a modifier which decreases their liberty desire by 10% and increase their Yearly Tax Income, which makes them to durable subjects during your wars with other European countries. The second option just gives some monarch power. On the other hand there is the third option which allows you to be more risky with your personal unions, giving the following effects:
kalmar_union_events_third_options.png

Note: keep in mind that numbers and modifiers are NOT final.

The “Integrate Holstein” mission is rather self explanatory. However, “The Nobles of Sweden” is a little bit of a different story:
deal_with_sweden_trigger.png

This whole mission is basically about a medium-long event chain (which also incorporates some of the vanilla Danish / Swedish events into it) where you can choose how to deal with the nobility of Sweden. For the sake of simplicity I will only highlight the two possible results of the event chains:
swedish_liberty_dream_good_ending.png

swedish_liberty_dream_bad_ending.png

The event for Sweden when Denmark chooses to be more hostile...

After dealing with the Swedish nobility (by either defeating them on the battlefield which is Sweden or by executing them in quick succession in Stockholm), you can start working on the “Ratify the Kalmar Union” mission which triggers the following event for you:
ratification_event.png

Note: Modifiers and mechanic values are subject to change.

Keep in mind that you get this event ONLY when you complete the “Ratify the Kalmar Union” mission while having the Kalmar Union government reform. Otherwise you get +100 Monarch Points for each category. The military bonuses mentioned here are the following ones: you gain flat +2000 Manpower and +400 Sailors per Junior Partner + an additional +5% Global Manpower Modifier and Global Sailors Modifier. Meanwhile, your junior partners will receive the military benefits of Marches, so keeping them as your military buffer states.

You also unlock one decision which might be welcome to any roleplayer here:
arch_king_decision.png

Historically, only Christopher III von Wittelsbach styled himself as “Arch-King” while everyone else in Europe just used the normal title. In a time where Cristopher and his heirs might have managed to keep the union together it seemed plausible enough to us that future generations of Danish rulers might choose to follow Christopher’s naming fashion. It is, however, a purely visual title and you gain no other benefit than having an unique title.

Now that we are done with the Kalmar Union section let’s take a look at the remaining missions of the first block. The most right side of the missions are quite obvious what they are about: challenge the English navy, conquer England and gain dominance in the British Isles. These missions are referencing the North Sea Empire, but the mission descriptions make clear that the conquest of England is motivated by maritime rivalry and commercial dominance in Lübeck and the English Channel, not by the lost accomplishments of the Danish vikings centuries ago.

The most left branch of the missions is more concerned about a more important enemy Denmark is facing: the Hansa. Some of you, the community, already commented how the poor merchant republic of Lübeck gets bullied in this DLC and Denmark’s mission tree continues with this trend. The mission “Humiliate Lübeck” unlocks a decision for you which will be very much needed for the next mission:
provoke_lubeck_decision.png

The mission “The Cities of the Hansa” will require you to control all the important centers of trade in the Lübeck trade node - all lands in the HRE. Because of that, you will most likely know to appreciate this decision as this will trigger a DEFENSIVE war against the Hansa.
The rest of the mission branch is then about conquering Estonia and Novgorod and of course expanding the Sound Toll. Highlight here is a permanent +25% Trade Efficiency modifier.

Now that we are done with the European affairs part of the mission tree it is time to go into detail for the second block of missions. The missions linked to “Colonial Ambitions” are the biggest branch of this mission tree and cover the colonial ambitions of Denmark with a big focus on colonizing valuable trade company regions and a lesser focus on the New World (which also gets updated if you happen to play with a Random New World).

The second biggest branch of the flavor events are the branching missions on the most right. These are focusing on the religious direction of your country: stay loyal to the Catholic Church, embrace the Reformation or become a state of Tolerance. Completing the mission “The Age of Reformation” fires the following event which unlocks your religious missions:
religious_question_event.png

One notable mission from the religious ones are the “Spread the Reformation” / “The Religious League” missions which you unlock by either taking Reformation or Catholicism missions respectively. What makes them special is that they are intertwined with the Religious League War. You complete them by winning the Religious League War and the mission rewards you with +2 Military Skill for your monarch and +150 opinion of every HRE member which follows your religion, which makes becoming the next Emperor of the HRE more feasible.

One minor but important branch I want to go into detail is the one regarding the mercenaries. As some of you might know, Denmark is not really known for its own strong military during this time period. Instead of Danish soldiers, the kings of Denmark relied heavily on German mercenaries to do the monarchs’ bidding. The mission “The German Mercenaries” emphasizes it. By improving the opinion of several owners of homes of Germanic mercenary companies you can complete this mission and the following event fires for you:
merc_contract_event.png

The mercenaries you unlock are dependent on which owners of Germanic merc company homes have a high opinion of you. In this case Denmark increased the opinions of Saxony, Hesse, Wurttemberg and Switzerland.

And that was the Danish mission tree!

As we were working on the Danish mission tree the time for us has come to also revisit the Danish ideas. While the kingdoms of Norway and Sweden have unique and/or very powerful ideas, the Danish ideas fell flat on both fronts. We wanted to change this for the upcoming update and as such we decided to give Denmark an update:
Code:
DAN_ideas = {
    start = {
        navy_tradition = 1    #Prev: ship_durability = 0.05
        global_manpower_modifier = 0.2    #Prev: global_tax_modifier = 0.1
    }
 
    bonus = {
        global_naval_engagement_modifier = 0.15    #Prev: global_naval_engagement_modifier = 0.10
    }
 
    trigger = {
        tag = DAN
    }
    free = yes      #will be added at load.
 
    dan_kalmar_union = {    #Prev: shock_damage = 0.1
        liberty_desire_from_subject_development = -0.2
        diplomatic_annexation_cost = -0.1
    }
    dan_sound_dues = {
        global_own_trade_power = 0.2    #Prev: global_manpower_modifier = 0.2
        trade_efficiency = 0.05    #Prev: global_sailors_modifier = 0.2
    }
    dan_the_kings_sea = {
        naval_forcelimit_modifier = 0.5    #Prev: naval_morale = 0.1, disengagement_chance = 0.05
    }
    dan_royal_mercenaries = {    #Prev: build_cost = -0.15
        shock_damage = 0.1  
        mercenary_discipline = 0.05
    }
    dan_naval_heroes = {    #Prev: naval_maintenance_modifier = -0.15
        leader_naval_shock = 1
        naval_morale = 0.15
    }
    dan_colonial_ventures = {    #Prev: naval_forcelimit_modifier = 0.5
        global_colonial_growth = 15
    }
    dan_danish_absolutism_idea = {    #Prev: global_unrest = -1
        global_autonomy = -0.05
        max_absolutism = 10
    }
}

While we were updating the ideas of Denmark we also remembered another favorite of the community whose ideas were rather lackluster - even for its time back then:
Code:
VEN_ideas = {
    start = {
        trade_steering = 0.33    #Prev: global_sailors_modifier = 0.20
        republican_tradition = 0.25    #Prev: global_trade_power = 0.1
    }
 
    bonus = {
        galley_power = 0.25
    }
 
    trigger = {
        tag = VEN
    }
    free = yes      #will be added at load.
 
    venetian_arsenal = {
        naval_forcelimit_modifier = 0.25
        ship_durability = 0.05    #Prev: galley_cost = -0.20
    }
    printing_industry = {
        diplomats = 1
    }
    stato_da_mar = {
        trade_efficiency = 0.2    #Prev: trade_efficiency = 0.10
    }
    state_inquisition = {
        global_spy_defence = 0.3
        yearly_corruption = -0.05    #New
    }
    conscription = {
        global_sailors_modifier = 0.33    #Prev: naval_maintenance_modifier = -0.2, sailor_maintenance_modifer = -0.05
    }
    defend_the_law = {
        global_unrest = -2    #Prev: stability_cost_modifier = -0.1, justify_trade_conflict_cost = -0.1
    }
    provveditori_ai_beni_inculti = {
        development_cost = -0.1    #Prev: land_attrition = -0.10, naval_attrition = -0.10
    }
}

Owners of Rule Britannia will also have access to more Naval Doctrines for more countries. These are the new ones added to the game we have so far:

  • For Danish countries

    danish_naval_doctrine.png
  • For Norwegian countries
    norwegian_naval_doctrine.png
  • For Dutch / Flemish countries
    dutch_naval_doctrine.png
It is unclear right now if we’ll add more naval doctrines or not, but we have an open ear for more naval doctrine suggestions.

And that’s it for this week! Next week’s DD will be about the most overpowered perfectly balanced country in Scandinavia.

Until then I wish you all a nice week!
 
  • 103Like
  • 38Love
  • 9
  • 4
  • 1Haha
  • 1
Reactions:
the prose in a couple of these is a little awkward. are the event texts final? the content is fine, no worries about that, it just needs a bit of tweaking

for instance, lets look at the "stockholm bloodbath" text. "did not go without its problems" is not technically incorrect, but its somewhat odd. "did not go smoothly/as smoothly as one might hope" is what youd expect to see here. further down weve got "the arch-king intervened and hold a banquet" which is in the wrong tense, and should be "held a banquet". the confusion probably stems from the next line being in the present tense - the whole event should be in the past tense, even if you mean to imply it literally just happened a second ago, since its honestly just easier to avoid mixups when you pick a tense and stick to it. even outside of the temporal tense of the sentence, though, its again a little awkward - "many of the independence wanting nobles have been captured and executed shortly after for heresy" should probably be more something like "many of our nobles who desired independence were captured and shortly thereafter executed for heresy"

the final paragraph also has problems of a similar nature, but i think you get the point by now. again, the content is fine, it just needs an editor to give it another pass and tighten up the prose a bit
Hi! No, the text is not final, like all the content displayed in the DD. And as CD Coordinator in PDX Tinto, let me dive a bit into how we're reviewing our texts.

We're now a diverse bunch, with different nationalities and backgrounds, and we have few native English speakers. However, we do have some people in the team with a linguistics background and experience with English translation and proofreading. Therefore, we have the following editing process: 1) First internal review. 2) Internal playtesting, including text review. 3) External QA review. 4) Final text review while localizing to other languages. 5) Further fixes (including betatesters and DD feedback, etc.). And even with that, some typos will creep into the release version, because that's how writing works.

So, considering that we usually show 'raw' content here in the early stages of the review, we also appreciate feedback to improve the flavor texts, as long as it's respectful to the team. And now I pass the torch to my colleague @Ogele to answer the gameplay specifics of this DD. :)
 
  • 11Like
  • 8
  • 2Love
Reactions:
thanks for responding! yeah i thought it was something like that, no worries, thats why i took the time to point it out. i hope i didnt come off disrespectful because i wasnt trying to be
Don't worry, your post is a good example of a respectful reply giving us feedback to improve. :)
 
  • 8Like
Reactions:
Very excited about the changes. Would you consider giving Scandinavia a unique national idea set? The formable still feels a bit lackluster. If not an entirely new set, then it could at least use the inherited ideas of a country which formed it, but have stronger bonuses. For example, if formed by Sweden, Produktplakatet idea would be buffed to +15% goods produced, up from Swedish 10%.
Looks really interesting. I was expecting more flarvor referecing the danelaw but the unqiue PU/Klamar Union mechanics seems interesting to work with. Also, hopefully new danish NIs means there is finally a nation that can somewhat rival british naval supremacy.

Also two additional questions:
1. Seeming the scandinavia decision, will forming scandinavia finally give some new NIs/missions or is it still a purely cosmetic formable and will it continue to require tech 20?
2. Any chance for new NIs for Lübeck since you already reworked venice? Most of it are useless fillers.
Will there be a change on the Scandinavia formable? In the past forming the nation just felt really bad, since you lost access to all unique events the nations might have had. Will the new Scandinavia has access to events?
Scandinavia will definitely get some love. So much I can say right now.
But they are a topic for a later Dev Diary.
Regarding Lübeck's NI I can say that we might take a look at them. Poor Lübeck gets bullied by everyone who borders the Baltic Sea, so to compensate that they could definitely get something for this update.
Glad to have Danish flavor and REWORKED IDEAS, thankfully. However, I once again ask if Lithuania will be included in the DLC, as you've mentioned here you're leaving the Baltics, that seems disappointing and misleading for a Scandinavia + Baltics DLC. But, then again, I really like the addition of the Danish rework and looking forward to Sweden's dev diary next week!
We are leaving the Baltics for now. That's all I will say on this topic ;)
NEW NAVAL DOCTRINES!!!!!! seems like that one suggestion was really heard, nice!

also, how much do prestige and dip.rep get weighted for sweden when choosing to remain a pu partner/become free?

edit: does this mean personal unions cost diplomatic relations now???
Not entirely sure what the edited question means as PUs always took a diplo slot.
Anyway, the way of how the AI chooses their option is based on the following order:
1. First they check their liberty desire. As soon it is around 50% they will promote an alternative ruler, if it is over 70% then they always reject you. So Liberty Desire is the most important factor here.
2. Then they check your prestige if there liberty desire is under 50%. Following rule of thumb: if your prestige is over 50 then you can expect them to accept your king rather easily. Under 50 Prestige and they always will propose their own ruler to you.
3. Finally diplomatic reputation. If your subject is below 50% Liberty Desire and you are between -50 and 50 Prestige then your subjects will decide to elect your king if you have positive diplomatic reputation. Otherwise they will propose one of their own to you.

Keep in mind, that this is still in testing and might differ a lot from the final version though.
Will Denmark still need to take Exploration/Expansion to fulfill its colonial missions, or will a mission grant them one?
The mission "Colonial Ambitions" will give you a temporary modifier with 1 colonist and allows you to recruit explorers. You also gain 1 Explorer for free too.
Any changes to the 'The Scandinavian Constitution' event? It was a trap event for beginners, but now it seems like it was melted into the whole Kalmar union mechanics, am I correct?
The event has been merged into the event chain you have to deal with.
Regarding ideas for naval doctrines, maybe a naval doctrine (aimed for the Dutch) that deals with increased trade power projection? The Dutch were known to have a competitive advantage due faster and more efficient cargo holding vessels. For Venice and Genoa and other Italian republics a doctrine that has slaves rowing, which could translate into cheaper costs for galleys and higher naval limit. This could give them an extra bite in the Mediterranean. Could also be available to Muslim countries as well.

Maybe a naval doctrine for Ming that is a throwback to Zhang He's expeditions, something about colonial range and trade projection as well.

Edit: image regarding Dutch doctrine loaded later, but I guess that is what was missing in the game.
EDIT: I completely overlooked this quote.
I add the idea for Ming's Naval Doctrine to the list!
Any chance this modifier could be applied to other nations as well, for example, the Black Army of Hungary?
View attachment 845204
And to Switzerland too, don't forget them ;)
New ideas for Denmark and Venice are a nice surprise, I also like seeing more naval doctrines.

I remember reading a while ago that you (as in, the devs, can't remember exactly who wrote it) weren't happy with how the Burgundian inheritance went down and you would maybe work on it for the next major update. Is there any news about that ?
The Burgundian Inheritance is definitely something we want to redo eventually, but not for 1.34 as we are heavily busy with North Europe and other additions to the game.
But trust me, we really are not happy with the Burgundian inheritance due to how many bugs it has caused in the past...
Looks really good. Love that more naval doctrines are being added to the game. Does the religious branch take into account that player might opt to convert to Orthodox via Zealots if they opt to complete their trade branching missions first? Also the Kalmar Union government looks cool, really hope the elective monarchies get a relook in the future as they haven't been given much love in the past.
No, they don't. We might add a few missions to cover that though, but I wouldn't hold my breath for that to be blunt here.
Great DD!

Now for the most important thing that needs to be in this DLC;

Please fix the bizarrely ugly flag of Scandinavia!
For that I would suggest that you ask @Pavía. I would recommend that you also bring a good suggestion for an alternate flag too.
My pitch for naval doctrine of Korea:
Pyeongjeoseon (Meaning Flat-bottomed ship; if this seems a bit common, then Panokseon)
With vast tidal plains on Korea's shores, a flat keel will enable a ship to sit comfortably on the tideland and have greater mobility in the shallow waters. Also, it will provide us with more room for the cannons on the board. However, it'll make our ship extremely vulnerable on the high seas.
Fleet fire on the shallow coast: +2
Colonial range -25%
Attrition on the high seas +50%
Movement speed on the high seas: -25%
That's... a lot of negative modifiers for these ships for relatively little gain.
I appreciate the flavor text and name of the doctrine though, so we will add it to the list.
It seems weird that an idea which is called Kalmar Union reduces the liberty desire from development, because personal unions don't get any liberty desire from their development. Or is this going to change?
Will probably change a bit. I think I accidentally picked a slightly outdated Danish idea set for this Dev Diary, which I want to apologize for.
The one we have in our internal version has Reduced Liberty Desire on Same Continent: -10 (this way you have an easier time with PUs which genuinely are in Europe, but colonies are not less likely to rebel against you)
Naval Doctrine idea for everyone who is part of the Lubeck Trade League:
Hansa Merchant Navy - 50% Tradepower through Light ships (yes a clear upgrade to the 33% standard)

Reason: https://en.wikipedia.org/wiki/Cog_(ship)

The Hansa had in his prime a very strong merchant navy, maybe connect it to something like: If Lubeck has 8 cities in the trade league, everyone is eligible to use the Merchant Navy Doctrine. Of course the Hansa was on the decline in the 14th century, but maybe some ambitious people are able to milk the baltic and north sea a little bit more :)
It's a nice idea in theory. In practice it runs into one issue: to use a Naval Doctrine you need to have a navy force limit of 20 to select a Naval Doctrine, which is outlandish to achieve for any small OPM member of the league.
It is, however, a neat suggestion for Lübeck itself though.
Love it! Especially the election mechanic and the many events for the Kalmar Union. I've missed having some believable tension between Norway and Denmark under the union. The only event before was the Jarldom of Orkney, and a very low chance of Denmark siphoning your income, otherwise I always had to cheese my way out of the union even though we were best friends.

One question though:

Does the AI actively pursue these mission goals? I guess that question goes for the AI in general. Currently it seems like they just do things at random and the results sometimes happen to align with their mission trees. For example, I have noticed that they often ignore easy ones, like "build a type of building in this province" etc.
For that question I recommend to ask @Gnivom.
This is all great! The one thing that I don’t like is the Arch-King decision because you trade legitimacy for…something purely cosmetic. Maybe add some prestige and a temporary 10-25 year prestige gain modifier?

EDIT: i don’t think that people will enjoy trading legitimacy, which can be hard to gain over time or difficult without the costly investment of Mil Points, for something without SOME kind of gameplay benefit. RP stuff is nice, but something should be attached to make the decision attractive.
Well, the legitimacy cost could be removed entirely too.
It should not be a decision you take for a benefit though. It's purely a cosmetic addition.
If you want candidates for more unique naval doctrines:

How about Oman? The Omani had a powerful navy in order to protect their overseas colonies. It's power waxed and waned over this game's time-period, but they were quite strong in the early 1600's and late 1700/early 1800's.

Some bonuses to light ship combat ability and global sailors would go a long way to ensuring that Oman can have a decent navy that also helps its trade.
e.g. -
Light Ship Combat Ability: +15%
National Sailors: +15%
Added it to the list!
Given the conditions for the Kalmar Union government reform, does that mean that anybody who manages to PU a nation with its capital in the Scandinavian region would get access to it, and would be able to change their 'generic' Tier 1 reform to it for 50 reform progress?

I'm not saying it would be OP or even desirable (who needs the tedium and +15% nobility influence for two extra relations slots), and you can't even get the upgraded version because that's linked to the mission tree, but on the other hand it also seems a bit weird that if any Christian country manages to get a PU on a Scandinavian they get the possibility to be a Kalmar Union.

So, if it's possible (as it seems to be), and not intended, maybe add a cultural restriction too so that the government type won't be available to every Tom, Dick and Harry who manages to get a Scandinavian junior partner, and keep it to Hamlet, Olaf and Lars instead?
No, the Kalmar Union is purely limited to Denmark.
In actuality, the whole Union falls apart (which means you lose this government reform entirely - and with that your shot at the upgraded reform later) when either Sweden or Norway break free as that is what happened historically to the Union too.

If you get a union over either Sweden or Norway as any other country then it will be just a normal PU.
I really like this update and the Idea list seems alright for Denmark, I just have one expection with the Colonial Growth one.

Denmarks colonies where historically trading posts with little to write home about in terms of ethically danish population or widespread borders.

I think a more fitting idea would be something like Development cost, since Denmark has a focus on PU's they might not gather a lot of territory so it would be fitting to help with developing what they already have.
Dev Cost seems like a good idea!
While it's nice to see some new naval doctrines, there was a discussion a few months back where Johan, among others, mentioned how he was unhappy with the mechanics of naval doctrines in its current form.

Basically, the problem is that the cost of choosing a doctrine makes it function in practice as a one-time button you click as soon as possible and then never change again for the rest of the game.

Has there been any discussion about how to rework this? Because if not, then adding more doctrines feels like we are spending resources to double down on a mechanic people, including devs, are fundamentally unhappy with.
Naval Doctrines - in their current iteration - is not what we want it to be in the long run, yes.
However, as our programmers are mostly busy with bugfixes and performance improvements we don't have the resources to overhaul this system. As such, we have decided to instead expand the options for Naval Doctrines so they at least bring some uniqueness to certain nations and regions - even if they are flawed in their inception.
I can understand your issue with it though and I hope we get the chance to make it a little bit more engaging during EU4 lifetime.
:)

What happens when both Norway and Sweden propose another ruler?

What happens when Denmark gets a third (/fourth/...) PU? Will they also get the applicable options?

Can another nation with a Scandinavian pu get the Kalmar union government as well?
The one with the higher stats get selected as the proposed ruler, the other proposed ruler will be "assumed to be accepted" so you are not punished when the AI decides to be sneaky here.
Also, every personal union which has its capital in Scandinavia, would be able to elect your king for themselves. So let's assume you are Denmark and have Norway, Sweden, Iceland, Finland and the Sami as PUs then there is a world where your king needs to be elected 5 times in total.
And no, the Kalmar Union government reform is unique to Denmark due to its history.

So, I'm curious. You discussed how the Catholic and Reformation mission trees focus around promoting your particular religion and maybe using that as a springboard to the HRE. What kind of content is there for the "only communication between the two faiths can heal the wound" route, and which religion will Denmark adopt if they do that?

I like the idea of more Humanist content, since the more common road in EU is "spread our religion by the sword."
Going the Humanist path is mostly about depowering the Clergy estate in your land as well as collecting different religions and cultures in your state. Highlight of them is that the Clergy Estate will no longer revolt if you seize land from them.
 
Last edited:
  • 19Like
  • 5
  • 3Love
Reactions:
Does the AI actively pursue these mission goals? I guess that question goes for the AI in general. Currently it seems like they just do things at random and the results sometimes happen to align with their mission trees. For example, I have noticed that they often ignore easy ones, like "build a type of building in this province" etc.
Stay tuned for the next AI Dev Diary ;)
Date still unknown...
 
  • 13Like
  • 1Love
  • 1
Reactions: