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EU4 - Development Diary - 30th of January 2018

Good day all. I'm led to believe that it's Tuesday and as such we should be doing our weekly tease of things to come. Last week we unveiled the new mission trees to much speculation and discussion. Indeed there were many questions and one thing I want to address are those with the modding glint in their eyes who are wondering how to use this new system. To that end we'll put together a short modding guide for using the new mission system in an upcoming dev diary.

While we will be coming back to missions for a future dev diary, I want to start talking about the features which will be in the as of yet unnamed Immersion Pack due to accompany the 1.25 Update. Let's have a couple to look at today: the Anglican Church and Industrialization.

Firstly, the Anglican Church. Currently, when the reformation hits, Christianity branches out to the Protestant and Reformed faiths. Owners of the Immersion pack will find themselves with a third option appearing in the British Isles.

Anglican 01.jpg

But what if I were to invent a belief and disguise it as my State Religion? oh ho ho ho, delightfully devilish, Henry.

After the Initial reformation hits, A strong British nation can spawn the Anglican faith in their nation. They have the option to adopt the faith, Evangelize it (spawning a Reformation centre at great financial cost) or simply to reject it. This new faith is a different branch of the Christian group, and comes with its own bonuses and Church actions.

Anglican 02.jpg

I like my Consorts how I like my coffee. 6 MIL

Anglicanism itself grants lower development cost and better conversion rates against heretics and like Protestantism gives you a Church of <Country Name> with its own church power. Instead of adding aspects to your church though, there are direct actions you can take to gain money, mercantilism or stability for your realm. For For Rights of Man owners, two more options will be available much to your consort's dismay. You can immediately divorce your unworthy partner and marry a new local noble.

Anglicanism is primarily a following for the British Isles. It cannot be adopted as easily as Protestantism or Reformed, however it can be spread by war from a particularly Evangelist Brit, or religious rebels can force the state to adopt it.

Moving along to Industrialization now. Our story with this feature starts with our addition of Latent resource to Europa Universalis. Certain historic locations in the world contain an untapped latent deposit of coal. When the conditions of high development and the embracement of Enlightenment are fulfilled, the province will switch to this new super trade good.

coal.jpg

Wool is tired of being looked down on. He's hitting the gym to become a truly swole trade good
  • Coal gives:
    • +20% cheaper state_maintenance (province modifier)
    • +10% Goods Produced (Trading bonus)
  • Base price is 10
  • New Manufactory (Furnace) (ADM tech 21) Does not boost goods produced by +1, but instead boosts all goods-produced in nation by 5%.
Coal is the late-game answer to Gold mines. Highly valuable with nation-wide benefits to harness, they are truly boons for any nation to seize them. Across the world there are about 50 such mines. They are shown as stripes provinces in the Trade Good mapmode. Here is the current worldwide placement

coal new world.jpg coal old world.jpg

And of course, our furnace in all its glory

Furnace_Render.jpg

Handiwork of @Carlberg

Added bonus. We have consolidated manufactory listings both in the province view and macro builder as a quality of life change, so you no longer see irrelevant manufactories in the province or have to dance between manufactures to see which one will give you best bang for buck.

And finally, hawk-eyed individuals noticed last week that France's name stretched out in a way that they do not currently do in the release version of EU4. Our Magician of Optimization @Meneth stepped in to tweak out map-name generation code a touch. he has this to say:


As those of you with especially keen eyes noticed in the last dev diary, country names can now spread across sea zones.
As anyone who has played in Indonesia will know, the sea is truly the greatest enemy of good name placement. But that is no more.
Now, if a single country controls every single land province (wastelands excluded) surrounding a sea zone, the game will pretend it is part of their territory for the purposes of name placement.
There are a couple additional requirements beyond controlling every province to ensure that the results don't end up ridiculous:
- There have to be at least two different landmasses bordering the sea zone
- At least two of the bordering landmasses have to be larger than once province. Otherwise, names would stretch out to reach tiny islands, causing strange results such as Portugal's name being in the middle of the sea between Portugal proper and the Azores
The combination of these rules lead to far nicer looking names in areas with a lot of islands, while avoiding making name placement worse in areas that don't really need names stretching across sea zones."

So we finish today's dev diary with a couple examples as such:

Long Korea.jpg

Smiling Korea

Big Brunei.jpg

Smiling Brunei

That's our lot this week. Tune in next week for more information and features in the upcoming 1.25 Update and accompanying Immersion Pack!
 
I would say that there should be a Secularism religion available for Revolutionary countries and/or countries with Humanism, the Enlightenment, and a republican form of government (that is, the US). Secularism would:

1.) Have a "Dominant Religion" based on whatever you were when you converted, and possibly that can be changed to whatever religion has the most Development within your states.
2.) The Dominant Religion isn't an individual religion, but an entire group, like "Christianity" or "Islam" or "Eastern." It treats all of the religions that fall under the category as being the "true faith," but those religions can't be converted by missionaries and have very low, maybe even negative, Tolerance.
3.) When you convert heathens, they can randomly convert to any religion that is part of the Dominant Religion and is represented in your territory.
4.) Secularism has no special mechanics to interact with.
5.) The bonuses are probably something like cheaper Technology and Idea costs, but that would be pretty weak considering how late you unlock it.


I've made suggestions other times on the forum as to how Culture and Religion should be randomly picked when colonizing. I'd just weigh it based on the status of the culture/religion within your realm, specific decisions the player can take, and share of total development, with the formula favoring creating contiguous, compact blocks. Historically, the North was colonized by Southern English Reformed, the South was colonized by Northern English Anglicans, the Appalachians were colonized by Scottish Reformed, and Pennsylvania (among other areas) had a large population of German Protestants. It's currently impossible to create a situation like this, though.

On the other hand, my understanding is that Spain basically banned anybody who wasn't Castilian from settling in the New World, sans a few Jews here and there. So, players could maybe have the option of banning non-accepted cultures or non-primary cultures at the expense of slowing colony growth/raising colony development costs.

I like the idea of adding Secularism in the late game. The only problem I have with your suggestion is that in 3) you suggest that a Secular nation would convert heathens. A Secular nation would not have missionaries at all and the government couldn't go to any effort to convert it's population (because then it wouldn't be Secular).

I would just have all religions with low, but positive tolerance and Missionaries would be completely disabled.
Maybe you could have some mechanics tied to the religion of your ruler (ruler =! the state). So if you have a Catholic ruler, you might have a higher tolerance of Catholicism. If you later end up with a Protestant ruler that would change. I always interpreted tolerance as representing your populations tolerance of the government, rather than the other way around. So from that perspective, it would still make sense. Fanatical Catholics would have a problem with a Protestant ruler and vice versa and this is reflected in tolerance.
You could get bonuses to manpower and trade maybe, reflecting that you're happy to recruit people of any religion into the army and everyone has the freedom to engage in commerce, won't get heavily taxed for being the wrong religion, no oppression ect.
 
It will be there only in 10 P.M. in my region :eek::eek::eek::eek:
 
Guys they're busy preparing the Vicky3 announcement, give them some time..
 
Spare your F5 keys, today's DD will go live at 1600 CET for reasons that escape my grasp.
But that's in the middle of the dev clash.:(
 
Is it the long awaited Ulm immersion pack?
No, it's the long awaited addition of loot boxes in EU4. Ideas have been scrapped. Now, every time you win a war, gain a tech level, or increase your stability, you gain a lootbox with one random idea in it.
You can switch idea groups around as you like but it costs prestige.
If you complete an entire idea group, you get the normal bonus you would get for unlocking every idea.
Of course, you can buy each idea in the in-game store too.

Preorder to gain the entire 'Offensive' idea group plus a free lootbox every time you start a new campaign.
 
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Spare your F5 keys, today's DD will go live at 1600 CET for reasons that escape my grasp.
Don't lie, you are just desperately looking for a pun about England to conclude the dev diary and you haven't found it yet.