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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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Loving all the changes so far. Looks really great. Day one pre-order for me without a doubt. I would even happily do a pre-purchase to get into the beta of this awesome game, like GW2 :p.

A skill level for the envoys would be really good actually and the spying diplomats sounds great.

Edit - Also does it means one cannot propose WP after losing a key battle and just before their main stack gets wiped, and get away with not losing their main army? I did that many of times when trying to fight a bigger nation and trying to smash & grab a key province. Or is peace deals still instant?
 
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this will be cool how a war can go on while your diplomat is en route to propose peace... Kind of like how the Battle of New Orleans in the War of 1812 was fought after peace was signed.
 
What will the number of envoys you have at your disposal depend on? Political system? Technology? Size of the country? Weather over Stockholm at the time of coding it? ;).
 
The numbers depend on similar things like EU3.

When an envoy dies -I assume you won't have the same envoys for the whole game- is he replaced immediately?

So does tech, decisions, NIs and whatever concept may replace sliders influence the number of envoys available, but not the rate they are generated anymore (as they are not spendable resources)?
 
This looks like a good change, and more realistic and dynamic. I take it then that conducting diplomacy with your neighbors will take far less time than sending a diplo halfway across the Earth? I always found how all diplo actions regardless of distance between you and the target always took the same amount of time.

Also, if this is the case, does travel time speed up/slow down due to technological advance/blockades/war/land connections etc?
 
Looks like Venice needs to be buffed, it doesn't have any historical fleet names! :)

Like everyone else I seem to believe that DD4 needs to be Envoys 2 and actually explain how we get them/how many (and how that number is genrated) you can get/replace them/whether they have any personal skill (like advisors) that influences the action chance.
 
So does tech, decisions, NIs and whatever concept may replace sliders influence the number of envoys available, but not the rate they are generated anymore (as they are not spendable resources)?

yes.
 
This looks like a good change, and more realistic and dynamic. I take it then that conducting diplomacy with your neighbors will take far less time than sending a diplo halfway across the Earth? I always found how all diplo actions regardless of distance between you and the target always took the same amount of time.

Yes.
 
Looks like Venice needs to be buffed, it doesn't have any historical fleet names! :)

Like everyone else I seem to believe that DD4 needs to be Envoys 2 and actually explain how we get them/how many (and how that number is genrated) you can get/replace them/whether they have any personal skill (like advisors) that influences the action chance.

Merchants
Base Value: +2
Merchant Republics: +1
xxx: +1
xyz: +1
etc..
 
Very good change! Previous system was present since EU1 - this would be much better, and things like NI's would be more decisive. After all who cared about +0,3 diplomats per month? +1 diplomat, with name and possibly skill, would be so much better.
 
When you use the envoy how does it work. Do you send it where it takes Z days in transport and X days to preform the action and then they return and the action they performed is still in effect or do you send them and they stay at the location doing the action untill you recall them and then when recalled the actions is also canceled. Or is its a mix, like diplomats doing the former and merchants, missionaries and colonists maybe doing the latter?

EDIT: love the changes btw and nice to see the envoys have names, gives a little something to the flavour. However do you have the same envoys the entire game or does the names change from time to time to simulate that your envoys die and are replaced?
 
Might be an idea to thin out the borders. In places like central Germany, with so many tiny countries, it could look a bit crowded and harsh to have such a density of thick, coulorful borders.
 
Suggestions?

I like the changes so far and I think that are good improvements. I have three suggestions though, that I don't know if you can put in the game, but that I'd like you to take in consideration.

-Factions. I'd like the idea of different factions inside a province and more in general inside a state. For example, there can be the factions of royalist, nobles, peasants etc. Based on your decision you can gain or lose reputation with a faction, and of course there is no pleasing them all. This'll conduct in a situation in which different factions can and will fight, starting a civil war if you're not careful. We can simulate the American Revolution that way: with the faction of Americans slowly gaining power in the colonies, but at the same time with the faction of loyalist inhabitants of the colonies fighting for UK when Americans rebel, which is historically true. The regular army can have the opition of disbanding or integrating loyalists units but only if they are present in the province.

-State of agitation. If there are different factions (but even if there are not) there should a state of agitation if population of a province is hostile to you. This state of agitation should affect every aspect of the province, as trade, productivity, able men available. That'd mean that if you overstretch and you can controll a province with enough army to clam them down and you don't have good policy the overall efficiency of the state can decrease and even blow up in total civil war, a period of chaos. I think tha this system woulb more realistic that a province suddently rebelling.

-Sieges. In EU sieges have been misrepresented badly. You just need to stay in a province long enough and sooner or latter the province will fall. That is not historically true. Even if there is not an external intervention an army can't stand forever in a place. Case in point Albania: in 1444 the minuscule country rebelled against the Ottoman Empire and resited for more that 30 years against the army that conquered Constandinopoli. They did it because they had a general expert in guerrilla tacticts and some very badass castles. While Scanderbeg attacked Ottomans supplie lines, the castle of Kruja stood against every attack. In the end, Ottomans had to leave before the mountain passes were blocked from snow, because they didn't have the food to spend winter in the siege. Deseases too could very well put an end to a siege. This is totally irreproducible in EU and it was a big tactic problem during medieval times. I suggest very strongly that it should exist at least a time progression in wich friction increases progressively, especially if you don't own the provinces that connect the sieged province with your land (or if there is an enemy army on those provinces) and especially during winter.
 
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Sensible changes. Will envoys be individuals with names? Will they have different skill levels (and if so, will some diplomats be better at, say, forging an alliance, while others excel att espionage?)?