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Europa Universalis IV - Development Diary 17th of May 2022

Hello there and welcome to our next Development Diary for Europa Universalis IV! For this week we will take a dive into the mission tree for Riga and into the additions to the game from the free update. So let’s get started!

Located at a commercially advantageous position, Riga enjoyed great wealth and affluence between the 13th and 15th century, during which she served as part of the well-known Hanseatic League. Despite its size, the city survived for many centuries, eventually becoming a manufacturing and mercantile center of whichever power had influence in their surrounding territory.

As for its mission tree we try to answer one question: is it possible to make playing (and staying as) an OPM enjoyable? The Rigan mission tree is relatively small, but it will lead your OPM of Riga into an unique direction of gameplay.
Rigan mission tree.png
The mission tree is split into three branches, focusing each on different tasks for your nation to do. Starting with the smallest of the three, the “City against the State” and “Develop Our City” missions focus on establishing authority of the Archbishop over the city of Riga as historically the city itself was very autonomous of its ruler.
What makes these missions special is that their rewards are the nature of the modifiers granted by them. Unlike usual permanent modifiers, your capital receives these triggered modifiers:
Rigan perma modifiers.png
The most right branch of the mission tree is made of the military missions. Although the intended playstyle is staying as small as possible, it is apparent that a beautiful city such as Riga needs a buffer state to keep it protected from Novgorod and the jaws of Commonwealth. Because of this the mission “Raise Riga’s Defense” will give you a subjugation casus belli against the Livonian Order. You will also gain +10% Morale for a limited amount of time, but that is all you get, so good luck in your first war.

“Subjugate the Livonians” will give you your final subjugation casus belli against the Teutonic Order and unlock decisions which will handle the estate privileges of your Livonian subject.
After the mission “Punish the Teutonic Order” you get the following event:
Teutonic Subjugation.png
Finally, the mission “The Knights of Riga” will be completable when you manage to keep the Teutonic Order and the Livonian Order loyal to you, and it gives you the following reward:
Knights of Riga.png
The rest of the mission tree focuses on trade, religion and Empire. With the mission “Contact the Emperor” you can join the HRE through the following event:
Join HRE event.png
With the mission “Papal Embassy” you gain another event which will make your capital into a seat for a Cardinal.
Finally, if you complete the mission “Compete with the Swedes”, “Trade Presence in Lübeck” and “Papal Embassy” the following event fires:
Religion as a Business.png
The Catholic Plutocracy is a Theocratic version of the Merchant Republic, but with one additional bonus: you are allowed to sell Indulgences to other Catholic countries!*

*Cannot sell Indulgences to countries which are at war with you or are subjects. You need at least 75 Papal Influence. You cannot sell an Indulgence to the Pope himself.
Offer Indulgence.png

Note: AI acceptance of the Indulgences is dependent on their current treasury, if they are in deficit and if they even need the extra stability. Countries with +1 stability for example have -50 reasons to accept it while countries with negative stability gain +50 reasons for every missing stability.​

Of course selling Indulgences is not without its consequences. Every time you sell one to a Catholic country you will increase the Reform Desire by 0.25%. Eventually, you could run out of customers this way as the Reformation will convert them to Protestantism.

If you happen to join the reformation (and repent for you sins of selling Indulgences) you will get the following event:
Protestantism as a Business.png

Note: The name of this government reform is a placeholder, and we appreciate suggestions for a better sounding name.​

While the Catholic Plutocracy focuses on earning money through the selling of Indulgences, the Theocratic Plutocracy is more concerned with spreading the Reformation. As such, the trade policy “Propagate Religion” will be available to you to convert Catholic provinces to your state religion - as long as you are either Hussite, Protestant, Reformed or Anglican.
Additionally, you get access to the following peace option:
Raid Heretic Church.png
This is the first experiment of a peace option which forces the losing country to destroy a building in one of their provinces. In this case it is the tax building, and it selects the province in this order: capital, then highest developed non-oversea province, then highest developed province.

Coming back to Riga’s mission tree, the mission “Sell Indulgences!” requires you to either sell Indulgences 5 times, or raid 5 heretic churches in total. From there your mission tree branches into four smaller paths of which have the following highlights:
  • The mission “Mercenary Contracts” halves the Army Professionalism cost of all recruited mercenary companies.
  • The mission “Handle the Reformation” reduces the trade power needed for Propagating Religion from 50% to 15%. It also unlocks a new casus belli against all heretic countries, with the only goal is to force convert them to your faith - you can NOT conquer any provinces with this cb though.
  • The mission “Break the Hansa” can be completed by improving the opinion of all members of Lübeck’s trade league. When completed, Lübeck will get an event where they are either forced to grant temporary privileges to their trade league members, which make them basically useless for Lübeck, or let them choose if they want to stick with Lübeck or want to join Riga’s Trade League.

Speaking of Hansa: we have some good news for every Merchant Republic enjoyer here!
With the free update, Merchant Republics gain full access to both their factions and estates. Although there were arguments that they should have one or another, we think it is a fair change if the merchant republic has access to both systems. Factions are very outdated and would require too much work for 1.34 to be reworked, which is why we have made this decision.

We also added a new government reform for Novgorod when they form Russia:
Great Veche Republic.png
While we are at the topic of government reforms: Dharma overhauled the system of government reforms for EU4, and has allowed players to customize their experience as they progress through their campaign. While we really like the concept, the amount of choices always felt a little bit lackluster.
Because of that we have decided to add new government reforms beyond the Tier 1 level, and rebalance existing non-Tier 1 reforms so you have more agency while picking your government reforms. Here is a peak into the more interesting reforms we are going to add for the Republics:
New Republican reforms.png
The general design idea is that government reforms should not necessarily be just a source for more modifiers to stack for you (though they will never really leave us either) but as changes and additions of mechanics of your country.
For example: the mechanic “Can force Re-election” allows you to use one simple decision at the cost of 5 Republican Tradition every 20 years to trigger the “Election!” event. Despite the fact that it is just one simple decision attached to a government reform, it can have a significant impact on your Monarch Power generation.

With the addition of these new reforms we aim to have around 4 or 5 government reforms to choose from per tier above the first one.

With the help of our newest colleague we also have started to add new reforms for the monarchies. Here you can see two new reforms:
New Monarchy reforms.png
Of course we are also reworking some of the older reforms too:
Old New Monarchy reforms.png
That was it for today! Next week's DD will be written by @Gnivom , and we won't be presenting any new content. Instead, we will be addressing the changes in the combat system introduced in the 1.33 update, and how we're polishing them further for 1.34 update (so that will be part of the upcoming free content, of course).

Until then I wish you all a nice week!
 
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Those government reforms are good. They add flavor, they add gameplay. Consolidated Power means you can play a non-Revolutionary Republic in the late-game for single player. Estate Council sounds amazing for roleplay, and still seems reasonably strong for regular play. Dynastic Rule's -0.5 Republican Tradition is perhaps a bit too restrictive, does that reform allow you to get Personal Unions? If so, do you keep the Personal Unions on your leader's death? If so, also give that reform the ability to re-select from dynastic family so you can keep the Personal Union.
 
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Missions can be fun and all, but I worry that the devs are painting themselves into a corner where they have to eventually get around to making a full mission tree for every significant nation in the world in order to maintain some semblance of balance. If they can pull this off, then it would be fine. But I'm not so sure the resources are there for such a huge job.

Given the overpowered nature of mission trees, there is always going to be a huge power disparity between nations which have a custom mission tree, and ones which don't. A custom tree functions like lucky nation on steroids.
 
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oh wow! While i liked the kind of "limted" approach of origins, I also felt, another that "small" DLC wasn't worth it - this DD alone (but also the last 2) prove to me, that EU4s time is far from over!

So many dynamic and fresh new ideas with also using the time to balance and reworke older content. I really, really like the way the game is going now.

The riga mission tree is looking really promissing and rewording for playing a very little state - hope the AI will at least get some of the missions done.

But the biggest thing for me is all the goverment reform rework. While I really love the "special" Tier 1 goverment additions it always felt kinda short what other options came after that - esp. If you are a long time player. This really adds a lot of flexibility to the game and gives me more to think!

Are the number of goverment reform tiers also higher? (would be cool to be not "done" with it after ~150-200 years. Maybe an earlier option to switch goverment type would be needed than

Also a small suggestion for goverment Tier 1, missions and other new introduced country specific mechanics - please don't forget to give an information about them in the startup screen (as well as with long needed country specific achievements... ), so that newer players knew without checking the wiki or the goverment reform tab (what they will otherwise just when the next reform tier hits), that their country as unique content and goverment reforms.
 
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Also Estates yai! - maybe it would be worthwile to think about just changing the estates names /signs into the names of the factions?"

Please also a hint what next DD will be about ?: :)
 
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"Consolidated Power" reform feels like a trap if "Absolutism resets on new ruler" means it gets reset to 0. Even with faster cooldown and +2/yr, I don't think you could possibly get enough absolutism gain to make use of the higher cap.

Maybe if it's losing like... 20ish absolutism on new ruler I'd be tempted to pick it, depending on alternatives.
 
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Hello!
Is Catholic Plutocracy / Theocratic Plutocracy exclusive for Riga, or will You consider making it available for other trade focused theocracies?
Can we expect more sneak peaks of the new non-Tier 1 reforms in the future dev diaries? :D
 
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Thank you for adding the Great Veche Republic, that has been one of my personal annoyances for years. Great to see it added, can't wait to do a Novgorod playthrough without being forced to become a Tsardom.

A bit less sure about the "manpower development for building a fort" reform. Won't that be extremely exploitable by building the cheapest possible fort, deleting it, and rebuilding it again?

Either way, good to see reforms getting some more love.
 
The peace option raid heretic churches is not worth it and needs rebalancing. I would trade 50 church power for 40 dip points; not the other way around.

Wow. I was not expecting global changes like this. Very cool. Seeing what Riga has I'm excited to see what missions the majors of the baltics have like Novgorod and Sweden. I suppose Novgorod's just needs to be more interesting so maybe they just get a touch up. Finally Novgorod can be Russia and a republic.
 
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With the free update, Merchant Republics gain full access to both their factions and estates.

What about Pirate Republics? Atm Pirate Republics are incredibly useless after ~1550 because of the huge penalties to government capacity and not having estates.
If they had estates then they might actually be worth sticking with past the age of reformation.
 
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The selling indulgences is a very neat idea, but I feel like the papal influence cost is a bit high.

I'd expect Riga, with all relevant modifiers, to get like 10-15 papal influence a year? Instead of selling two indulgences over 10 years for 1 year of another country's income, you could instead have 3 curia buffs.

I feel like it could easily be buffed to only cost 50. Feels better being the same base as most of the other things you could do with pope points as well.
 
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- "is it possible to make playing (and staying as) an OPM enjoyable?"
I guesss if you make it like in Japan, where Riga is like Kyoto and you just vassal feed your "Daimyos" (and maybe even some sort of Trading Cities type of thing) and to balance it with the bigger you get, the more penalties you would get or something like that.
 
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"Consolidated Power" reform feels like a trap if "Absolutism resets on new ruler" means it gets reset to 0. Even with faster cooldown and +2/yr, I don't think you could possibly get enough absolutism gain to make use of the higher cap.

Maybe if it's losing like... 20ish absolutism on new ruler I'd be tempted to pick it, depending on alternatives.
you can gain 100 absolutism with like 1000 dev. It's trivial if you accept demands from particularists and then reduce autonomy everywhere.
 
Riga's missions and unique modifiers look interesting, I'd have to play around with it in game to really understand them though. Esp the limit of 6 provinces in europe for some of them.

New gov reforms are always welcomed! The addition of estates to some republic govs is also a good change. Presuming some of the modifiers might be changed before release I have nothing further to add. Continue the good work :)
 
Please remember to add the estates to the few pirate republics in the game. It would be a huge shame to leave them out; the estates, especially after the rework -and although I'm missing the feature of granting provinces at the start of the game-, are one of its best features. They add depth and customisation and not having them feels very shallow.

That is, of course, in the case that by merchant republics you're not including the pirate ones.
 
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Nice Change and Addition!
I think "The Examination System" reform needs buff too.
And how about Other two faction governments (Revolutionary republics, Pirate republics) and non-estate & non-faction governments (Revolutionary Empire, Cossacks)? Will they get any changes?
 
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