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EU4 - Development Diary - 8th of November 2016

Hello, and welcome to another week, and another Europa Universalis development diary. This week we’re focusing on the interface improvements of our ‘Denmark’(1.19) update.

First of all, we’ve added more options to the player. You can now specify the ledger to be limited in multiplayer games, where detail data about other nations are hidden, but you can still use the ledger to keep track of your own nation.

Another cool new option is the ability to disable the rule that you can not stack ideagroups. Now it is possible for those that want, to go all military ideas in their games.

The Custom-Nation-Designer have gotten two new addition in 1.19. First of all, you can now choose to start without an heir, and secondly, for those that also have the Rights of Man expansion, it is now possible to define your consort.

eu4_138.png


We also added two new things to the province view. Besides the possibility to fabricate claims on that province directly from the province interface, there is now an icon for hostile attrition that is shown whenever a province provides it.

The religious UI have also been upgraded, and you can now see missionary strength in the interface, so you can plan better for the future. Another important aspect is the addition of another column in list of provinces to convert, detailing of how much that particular province impacts the religious unity.

eu4_136.png


A previous patch added a “skip to next song” button. This has now been replaced with a button that opens up a full interface to select which songs are allowed to play, and to select a song to play with.

eu4_137.png


There is now also an alert for high naval attrition that triggers for fleets that are taking more than 5% attrition and have a ship with hull strength less than 50%.

And for those of you playing with Rights of Man & Common Sense, and with lots of subjects and vast colonial empires, we added a checkbox to hide subjects in the development macrobuilder.

Some important information for those of you that mod EU4.

Republican Tradition refactored to be 0-100 like Legitimacy, Horde Unity and Devotion, so remember to go through your scripts when you update to support 1.19.

We also merged the 'relations_decay_of_me' modifier into 'improve_relation_modifier'. They were basically the same functionality, and this makes the game easier to understand.



Next week, we’ll let the artists take to the podium to talk about the new graphics in 1.19!
 
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They fixed things like Western Europe colonising Siberia and Spain colonising Canada, but those things you mentioned aren't as bad because those countries can all get trade from those nodes back home. I don't think railroading colonisation is something Paradox or the community wants. Now if there is something making England colonise Mexico over other regions then maybe that could be looked at.

Why is making Spain/Castile have a preference for Mexico and Portugal for Brazil considered railroading but them taking Exploration and Expansion not? Why isn't it considered railroading to make Austria AI less aggressive in the HRE like it used to be? Why isn't it considered railroading to make horde nations not take Exploration, especially when they're landlocked?

Colonize is spelled with a "Z".

Plus didn't England historically colonise the Atlantic Seaboard because places like Mexico and Brazil already had been taken?

England was later to the game than Spain and Portugal, their first colony in the Americas was Jamestown in 1607. Paradox might make them take Exploration 3rd and Expansion 4th. If the Netherlands manages to break free, Exploration is usually their 4th or 5th idea.
 
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Colonize is spelled with a "Z".
-ise (the French-influenced spelling) and -ize (the spelling that reflects both the pronunciation and the historical derivation from Greek) are both acceptable spellings everywhere except the United States of America, where -ize is the only accepted spelling. -ise is the preferred spelling (but -ize is acceptable) in Ireland, the Commonwealth of Australia, the United Kingdom of Great Britain and Northern Ireland, the Realm of New Zealand, and the Republic of India, and also in official publications of the European Union's Publications Office.
 
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England was later to the game than Spain and Portugal, their first colony in the Americas was Jamestown in 1607.
That was what I meant. England was late in the game and hence things like Mexico and Brazil already had been taken, whereas the American East Coast still was free.
Given the extreme profitability of the Caribbean isles historically all countries should gun for them if possible.
 
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That would take a lot of effort and no one wants to spend that much money on more provinces dlc.

After what all dlcs cost if you combine them, I'n sure they can dedicate a month to rebuilding the map and giving it to free.

It would allow for new countries and provinces in tighter areas which will result in almost a new type of game. It might bring people back to EU and get new people to join as well.
 
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Why is making Spain/Castile have a preference for Mexico and Portugal for Brazil considered railroading but them taking Exploration and Expansion not? Why isn't it considered railroading to make Austria AI less aggressive in the HRE like it used to be? Why isn't it considered railroading to make horde nations not take Exploration, especially when they're landlocked?
I would like to amend my previous post from "railroading" to "further railroading".
 
Mitteleuropa_zur_Zeit_der_Staufer.svg

For those who are talking about Jüllich ..

I love all of these details! Makes for a very interesting and complex politics. Unfortunately, it is a pipe dream to see this implemented in this generation of Europa Universalis. HOWEVER, it might be possible to see more of these details added to these regions in next generation of Europa Universalis. This, of course, would depend on two things: Total map size for EUV being larger than that of EUIV and the ability of average computer to process all of these details. I say "average" because it just mean the average computing power that most people have and which can change from time to time due to technological advances and such. I don't know how much changes there will be in terms of computing power between 2013, the year EU4 came out, and some years after 2017 (whenever EU5 might come out). So I guess.... stay tuned? :p

They fixed things like Western Europe colonising Siberia and Spain colonising Canada, but those things you mentioned aren't as bad because those countries can all get trade from those nodes back home. I don't think railroading colonisation is something Paradox or the community wants. Now if there is something making England colonise Mexico over other regions then maybe that could be looked at.

While I don't think preference system for specific countries should be added to the main game, I think Paradox Interactive should at least consider allowing modders to set up such system if they wish to be historically deterministic (I'm one of these to a general extent :p). I don't know how this would work but I would assume some sort of syntaxes could be allowed to be added into 00_colonial_regions.txt to set preference for each specific regions for a given country. Maybe like preferred = {ENG FRA} for Canada colonial region, for example. But it would only mean preference and not a guarantee. It can be further augmented with chance modifier so it is not always guaranteed 100 percent if a modder want to see some variation. :p
 
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It's an option for unowned land in general. Coloring by surrounding owners is also still an option for wastelands :)
Does that mean the wasteland will be multi-colored, or will it work like now where it's only the color of a nation if that nation owns 50+% of surrounding lands?
 
Damn, still impossible to have custom nations with default national ideas.
Why in heavens name we are not allowed to swap ideas when we form a new nation by decisions?
 
Damn, still impossible to have custom nations with default national ideas.
Why in heavens name we are not allowed to swap ideas when we form a new nation by decisions?
To stop you giving yourself trash-tier ideas and the clay to form a country with god-tier ideas, thus neutralizing the impact of your trash-tier ideas on your campaign past the formation.
 
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To stop you giving yourself trash-tier ideas and the clay to form a country with god-tier ideas, thus neutralizing the impact of your trash-tier ideas on your campaign past the formation.
Did Devs actually said its the case?
You do know you can just change settings to give yourself 800 points for custom nations?
 
Did Devs actually said its the case?
You do know you can just change settings to give yourself 800 points for custom nations?
Yes.

Which is not enough to get awesome ideas and all the provinces.

You can mod this if you want, might even be there one for the current version already.
 
I would love to have an option to start with limited information in the ledger that gets slowly more accurate/reveals more details as you send spies towards the country you want to get information from. Is there a chance of that being incorporated into the game?

Figuring out if outdated information is correct, if estimates are accurate, etc. would bring the game to a whole new level - it could even get more/less important depending on the difficulty level you choose.

PS. Maybe this would require spies to be an actual person like diplomats, etc. If so, I'd welcome that as well, would make espionage ideas really cool as well.
This.
This would make the game very interesting. Even if just partially implemented.
 
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How are forts going to affect military tradition? I am currently trying to play a tall game as Prussia and have 8 advanced forts in 31 provinces with 549 development and getting +0.73 army tradition a year. Will I have to have forts in every single province in order to get +1 a year? I'm already paying 16 ducats a month which is about 25% of my income.
 
Yes.

Which is not enough to get awesome ideas and all the provinces.

You can mod this if you want, might even be there one for the current version already.

No. You can't mod it. Not matter how many time you spam "swap_free_idea_group = yes" custom ideas stick.
 
No. You can't mod it. Not matter how many time you spam "swap_free_idea_group = yes" custom ideas stick.
Go to the decision forming the nation you want and look for this part:
Code:
           if = {
               limit = {
                   has_custom_ideas = no
                   OR = {
                       ai = no
                       AND = {
                           ai = yes
                           has_idea_group = default_ideas
                       }
                   }
               }
               country_event = { id = ideagroups.1 } #Swap Ideas
           }
All you have to do is remove the "has_custom_ideas = no" line, a few look differently so searching for that line might be better instead.
 
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All you have to do is remove the "has_custom_ideas = no" line, a few look differently so searching for that line might be better instead.
Did you read what I've said? Doing so literally does nothing for nations with custom ideas!
 
Did you read what I've said? Doing so literally does nothing for nations with custom ideas!
Then it is a bug because there is no reason to put the restrictions in the decision(and event*) if it is hardcoded to be otherwise so report it. 1.19 is in beta so if you do so there is a good chance of it being fixed soon, if it is also there anyway.
*The event for some reason also blocks so if it was working you also would have to go to events\ideagroups.txt and edit the event(it is the last one) by removing "trigger = { has_custom_ideas = no }" so things work properly. If you had already formed the nation then use console command "event ideagroups.1".