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Welcome to another developer diary for EU4. This time its about country customization - our efforts to make each country truly unique.

We added National Ideas as a feature to the series in EU3. It was a great concept, because of how it added visible differentiation to countries, and we were really happy with the results. In EU4, we have revitalized the idea system to more properly represent the differences between countries. Our new design for ideas is something that should be satisfactory to the historical crowd and to those who prefer more of an open-ended game.

Idea Groups
Instead of choosing national ideas when various techs are gained, you now have slots for idea groups. Idea groups consist of seven ideas and have a bonus for getting all of the ideas in a group. Picking ideas within a group has to be done sequentially – you can't leapfrog from an early idea in a group to a later one, but you can choose from any available group at any time. You are not forced to buy all ideas in one group before getting ideas from another group.

You have eight possible slots for ideagroups, which is given from various technlogy levels. What makes the game more interesting though, is that when you have selected an ideagroup, you are basically stuck with it. You have chosen the path for your nation. Investing into a full idea group takes quite a while, and can cost several decades worth of power.

There are sixteen possible idea groups you can choose from in EU4, each with seven different ideas in them, and a bonus. They are Plutocracy, Aristocracy, Innovativeness, Religion, Espionage, Diplomatic, Offensive, Defensive, Trade, Economic, Exploration, Naval, Quality, Quantity, Expansion & Administrative. Remember – you can only have a maximum of eight of these, so half of the idea groups will never come into play for your country. You veteran players may notice how many of these idea groups parallel the tracks that used to be domestic policy sliders.

Each of these idea groups use one specific monarch power for buying ideas., To increase in offensive ideas you will be using military power and exploration uses diplomatic power, for example.

National ideas
Every country also has something we call National Ideas, with the most important countries having a set of unique national ideas. Major countries including the Mamelukes and England have seven unique ideas granting them specific abilities. These ideas are not something you spend power on to buy, but, instead, you gain one of these ideas for free for every third idea you buy normally from an idea group.

Every nation also starts with a national tradition: two abilities which define the history and heritage of the country. As we see here, Sweden starts with 5% better infantry and 25% cheaper mercenaries. Countries also have what we call “national ambition”, which is a bonus given when you have gained all seven of your national ideas. This bonus is also unique for each country.

Interface
To make the game more comprehensible and transparent, ideas are represented by icons that correspond to their effects.
Every time this effect is active or needed for display purposes (like in describing country modifiers or religious bonuses) you will see this icon. That way you can tell at a glance the impact your ideas are having on your national evolution.


Next week, we'll be back to talk more about .. lets see… something on the isles..

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Will AI-countries choose the historical ideas?
Peoples should follow their geopolitic orientation, basically. Seaside, more western - to the sea, i.e. trade, fleet.
Midland, more east - to the land, i.e. military, army.

The AI countries prioritize choosing idea groups from a list of historical ideas for the given country.
 
The AI countries prioritize choosing idea groups from a list of historical ideas for the given country.

By how much? Would for example AI Poland owning Baltic coast from Danzig to Ingria not choose any naval ideas? Can this be modded/turned off so that AI decision making would be optimal one, depending on the situation, and not scripts? Would there be some time decay, so that 200 years into the game that went radically different from historical situation AI would not blindly stick to scripted ideas?
 
If it's at all similar to the EU3 AI it isn't hardcoded; the EU3 AI will take ideas that are not on their "historical" list (old test results thread). The real question is how good the AI will be at choosing non-historical ideas (how it evaluates the bonuses offered by the ideas).
 
The bayonet wasn't invented in 1579 but late 17th century.
 
The bayonet wasn't invented in 1579 but late 17th century.

You're too late, I pointed this out to our artist the same day so it's long been fixed :)
 
And what about Ulm?

Ulm will probably get it's own national tradition ideas that will make it easier to maintain many vassals.

I really like this new approach own National Ideas. I've never really liked the DP sliders had many drawbacks as the put things on opposite sides that were not really opposites, being in the middle was always the worst position to be (except on the centralization slider, there the right side was the worst), and it was possible to choose NI's that completely contradicted the slider positions. This solution seems to solve all of that. :) If I want to play very militaristic, by developing Land, Naval, Quality, Quantity, Offensive and Defensive, I don't see any reason why that shouldn't be possible. How I will pay for such a military without developing an Economy or Trade tradition is then up to me of course.

I really do hope that it's possible to change Idea groups though. China for example used to have quite some seafaring and exploration tradition early 15th century, until they became completely xenophobe and turned completely inwards. A scenario where an enlightened ruler tries to change his country from a bunch of religious zealots to a tolerant society that welcomes rich Jewish bankers and French protestant craftsman is also quite plausible, and actually something Prussia kind of did in an attempt to duplicate the Dutch economic success story.
 
If it's at all similar to the EU3 AI it isn't hardcoded; the EU3 AI will take ideas that are not on their "historical" list (old test results thread). The real question is how good the AI will be at choosing non-historical ideas (how it evaluates the bonuses offered by the ideas).
Hopefully that will improve in each patch.
 
This is the most appealing feature of EU4 for me personally.
 
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