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Europa Universalis IV - Development Diary 31st of May 2022

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!
 
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Sounds really great! I would however really like to see an update to the Scandinavia Tag aswell:
- Unique unit sprites would be cool
- Make it formable earlier in the game, maybe with harder conditions to compensate for this? (not at tech 20+ something that it is now)
- Unique idea set
 
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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?
 
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.
 
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These mechanics will be useless and lack luster if disloyal subjects don't do anything. In my recent Oman game, Delhi, and all the Timurid vassals could've easily beaten Timmy. But they did nothing. On the bright side, I'm playing tall and the Mughals don't want my coast. ;)
 
Some naval doctrines would be nice for

  1. Byzantine and their greek fire
  2. piratical nations (so not tied just to culture)
  3. Japan, which could benefits from same doctrine as Britain (should be available to any other nation with capital on the large island/island archipelago)
  4. China and their super big heavy ships of Zhang He (also mentioned by @Metz)with more canons, hull points but also steaper price
  5. Korea @RhoxOS mentioned
  6. Indonesian nations
  7. Polynesians and their exploration
  8. Add possibility to pick up second naval doctrine if you finish naval ideas or for some navy focused countries as pirate republics as one of national ideas
  9. Maybe add some doctrines which doesnt require culture but some other pre-requirement as mentioned goverment reform of pirate Republic, great project as tortuga or certain size of treasure fleets
  10. Changes to pre-requirements should also apply for capital ships upgrades, at least from country to culture
Hopefully all of this doesn't sounds as criticism. I am thankful you for keeping eye on these kinds forgotten features !

Edit1: Also does mission tree colonisation take in mind using Norway for doing colonisation job for you ?

Edit2: Naval doctrines should cost naval tradition rather then ducats (naval tradition is generally more easy to get then army one)

Edit3: Naval doctrines shouldn't be plain buff to "certain" countries but rather trade-off or synergy rewards for committing to specific naval playstyle
 
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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.

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.
 
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A bit salty about some of those doctrines and NI, but good stuff for the Danish and Venicians.

Once again I will suggest changing the Portuguese Fuziliers Flagship bonus for a buff for the Marines.
Since now Portugal with 50% marines force limit, it has enough manpower overseas for campaigns and no need to have the Army with those buffs.
 
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Well with all these updates I know what nation I'm playing when this update releases!

Venice! Estates, new privileges, new ideas. Seems like it's finally worth to play a campaign as an actual venetian republic
 
Can't wait for the next Dev Diary.

However I wonder if there could be some stuff added for the Isles (The Hebrides)?

The clan Macdonald were of norse-gael extraction and the successor of the kingdom of the Isles that were established by the Norweigans and I assume that will be part of Norways mission tree.

So I have a short suggestion for a brief mission tree and two government reforms that would add some nice flavor.

This suggestion would be really cool and quick to make the last country on the british islands that exists from start finally get some love
 
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 :)

Yes, the Hansa Cogs should really be represented in the game
 
I really hope that forming skandinavia will finally be something more then just a tag - with it beeing the only "formable" country in the north I think it would be a shame to make this in a skandinavian focused DLC - so I guess/hope there will be additional missions after forming it.

(Also please don't forget holstein!)
 
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It's quite a nerf removing both the 20% Naval Maintenance Modifier and the 25% Galley Cost from the Venetian ideaset. This will seriously limit their ability to field enough galleys to be competitive against other mediterranean powers like the Ottomans, Aragon, or Genoa, who are either far larger countries or have even better ideas (as in the case of Genoa). I suggest that at least one of the two modifiers is returned to their idea set. Alternatively, if the Venetian Arsenal could be in someway represented in the game, that could also compensate for it.
 
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Ottoman national ideas did a rework because they feel lackluster as they have pretty much useless ideas such as autonomous pashas the law code of Suleiman and found the imperial school of naval engineering and the ottomans could also need a rework of their missions seeing the fact they still have generic missions in their mission tree
 
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I suggest the Caribbean pirates have fleet move speed or boarding speed (or a bonus naval doctrine get unlocked based on the pirate republic government form).They were well known for striking fast and fleeing before proper troops could get to them.
 
:)

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?
 
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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?
 
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