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EU4 - Development Diary - 9th of June 2016

Hello and welcome to today's development diary for Europa Universalis IV. After much plotting and espionage, I have assumed direct control over these diaries, at least for the upcoming months while Johan enjoys some paternity leave.

The feeling of power this gives is immense. EU4 will allow you a similar feeling with a new feature in the upcoming expansion: Great Powers

In 1.18's accompanying expansion, which has yet to be name-dropped, we will grant the 8 most powerful countries in the world a "Great Power" status, granting them bonuses, new diplomatic options and, perhaps most importantly, a glow around your shield to show that you are the superior nation.

Before we address the shiny options and bonuses available to you, let's tackle the question of how to become a Great Power. As we had mentioned in a previous diary, the technology system is getting an overhaul and the Great Power mechanic will make use of this too. Your ranking as a Great Power depends on your Total Development plus half of your Subject Development, then divided by your tech cost. This ensures that early game, large powers such as Ming and Timurids will enjoy Great Power status but as Other powers rise and they lag behind with embracing new institutions, this status will be lost. Of course, If Ming, for example, stays united and forward thinking, they may not lose this status at all. Subject Nations cannot be Great Powers

As a great power you will enjoy a Power Projection bonus. One commonly raised issue is that if you are a huge power without equal your Power Projection is oddly low, since you cannot have any meaningful rivals. The greatest of the Great Powers will enjoy a +25 Power Projection bonus, with the other 7 gaining an increasingly smaller amount with rank 8 getting +10PP. Additionally, great powers will receive a prestige decay reduction. Other modifiers will likely be added before release as we continue to balance the system.

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Bonuses are all very well and good, but where's the fun in being great if you can't enforce your will on lesser beings? Four new diplomatic options are opened up uniquely for Great Powers:

Take on Foreign Debt – Pay off all the loans of the target independent non-GP country. Gives +10 relations bonus for every standard size loan of the target you clear, capped at +200, decaying 2/year Also grants +1 trust for every loan cleared, or +2 favours if you have The Cossacks. Requires enough money to pay off target’s loans.

Influence Nation – Pay 1 year of target income to increase relations and grant +1 monarch points in their weakest category for 10 years in a target independent non-GP nation. This raises their opinion of you by 25 for the 10 years, also gives +5 trust. Going to war with them cancels this bonus.

Intervene in War– If there is an ongoing war between great powers but an imbalance in the number of GPs involved, you can make it your business to intervene. For example, if GP Britain is singlehandedly fighting GP France and GP Spain, you as a Great Power Commonwealth can intervene on Great Britain's side to balance out the number of great powers involved.

Break Alliance – This will force a nation to break its alliance with another. They will accept if the target nation is sufficiently afraid of you and you will gain a truce with the nation you force this upon. Useful for stripping your war target of pesky roadblocks.

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Finally, you will want to hold on to your status as a great power. If you are pushed out of the top 8 nations, you will be given a 5 year grace period to regain your Great Power Score. During this time you will still have access to Great Power options but if you cannot regain your standing then you will lose them until you rise again or topple those who would claim to be greater than you.

Current 1444 Great Powers:

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As usual, the nitty-gritty numbers are very much subject to change as we refine the features.

Great Powers will be available as a paid feature in the upcoming expansion, which will be released alongside the 1.18 patch.

Next week we'll be in the presence of our King/Khan/Chief/Sultan/Emperor/Malik, so I hope you're on your best behavior.
 
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So calling in great power allies against another great power is a huge mistake now.

If you attack an alliance of 2 GPs while being a GP yourself, can a fourth one join? Or do the random GPs only join in defensive wars?
How likely is it that they will join? Will they even support rivals or will they even break alliances?

Is the joining GP a co-belligerenced nation in the war?
 
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I cringed a bit upon seeing Lithuania instead Muscovy as a great power

In 1440 - makes sense. Battle of Grunwald - 1410, Muscovy's annexation of Novgorod - 1478. If everything goes according to history, Lithuania will start as a Great Power, but will lose it status to Muscovy or Poland later... unless it's the one forming the Commonwealth.
 
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great powers system will be fun but w/o lucky nation, i'm tired to see all the time same always unstopable blobs
BONUSES TO EVERYONE ..... but need to be earned
 
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I love the smell of new features in the morning. Smells like...

...covert Vicky III feature tests.
 
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The Emperor should get some kind of bonus (quarter of development?) from states in the HRE towards Great Power status.
 
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Interesting new concept. I understand that you will still tune it, but as others have said, I think being the Emperor should have an impact on the GP status.
 
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Impressive. This feature sounds like something thats not meant to just slow you down but actually enjoy the fruits of your labor if you get on top!

"One commonly raised issue is that if you are a huge power without equal your Power Projection is oddly low, since you cannot have any meaningful rivals"

I suggest always allowing the top few great powers as legitimate rivals. Even if youre on top you can have rivals. For instance few doubt US supremacy today but they still act like China and Russia are credible threats to their hegemony.
 
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Seems fun, but nations who are already among the top 8 powerful probably doesn't need another power boost.

I think this system is less about boosting a top 8 nations power and more about making the power they already obviously have if they're a top 8 have more of a tangible effect in the world and giving players / AI something to do with it other than snowball further.

Like, they're already there - the ottomans being able to pay a neighbors loans off seems inconsequential after they've got as big as they'll be to get that ability.

The only thing that might be cause for concern is GP's jumping into lopsided wars so frequently that it's obnoxious.
 
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It seems a great idea, but of course we need way more interactions between GP and minor powers. The participation in regional conflicts was an amazing feature of Vicky III HoD and I would very much like to see it in this new patch/ expansion.
 
they still act like China and Russia are credible threats to their hegemony.

If this was the turn on the millennium I think you would have a point. Both of USA's presidential candidates are probably still more threatening then either China or Russia though.
 
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At first I was really worried about this -- more bonuses to the top nations already strong enough that they can impose their will freely on any other non-blob? What ever is the point?

Then I saw that the first bonus is really just a fix for a hole in the rivals system, the second bonus is mostly flavor, and then three of the four new diplomatic options actually make minors favored by the GP stronger.

That's actually really incredible. The remove-ally option probably isn't even an issue since the optimized player typically uses these allies to bait wars with large powers while avoiding their allies instead (for instance, instead of taking Munster away from England, you'd just attack Munster in order to war with England so you don't have to fight England's other probably-big allies).

Kudos for this. A few neat toys for the mid game, and what looks to be a more interesting diplomatic environment overall.
 
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I could be wrong but I'm pretty sure they have stated they will never do a converter officially ever again because it requires way too much maintenance to keep up to date. I thought I remember Groogy saying this but I can't recall where.
 
Interesting, it sounds like GPs aren't being made stronger necessarily, but rather are being made to be the center of their own block of alliances with lesser powers, since allying with other GPs won't be as beneficial anymore. I like it.

I kind of agree with those who are saying we should look at actual measures of power to determine who is a GP, like force limit, income, number of ideas and techs, etc. Development is certainly misleading in Ming's case, and you'd think Austria should be on the list at the start. On the other hand, development and tech cost will fluctuate a lot less, bringing more stability to the system, and I can see that being a worthy trade off.
 
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@DDRJake, just a quick suggestion about Institutions. Instead of Colonialism appearing in Iberia, I believe it would be better if it appeared in the first feudal (as in, embraced Feudalism already) nation with a capital outside a colonial region to get a cored province in such a region. 90% of the time it will be an Iberian nation, but this allows France/GB to take the lead should Iberia fail and, most importantly, gives agency to the player as they may try their luck in outspeeding Iberia. It also makes the institution more "natural" as it'd be the product of an action (like Global Trade) instead of purely being regionlocked.

Did I miss something? This is what the dev diary says about colonialism:

Appears after 1500 in a port province in Europe, who’s owner has the Quest of the New World idea, and have discovered the new world. And will spread very quickly through any port in countries with colonies.

Doesn't say anything about Iberia, does it?
 
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