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Europa Universalis IV - Development Diary 26th of July 2022

Hello everyone! Today I’ll introduce you to the new monuments we’ve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, I’ll also comment on some game balance changes we’ve implemented for free in the 1.34 update.

New Monuments

As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, we’re happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Let’s see:

The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).

great_project_falun_copper_mine.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+3 Local Goods Produced

Area modifiers:
−5% Local construction cost
−5% Local construction time
Local modifiers:
+6 Local Goods Produced

Area modifiers:
−10% Local construction cost
−10% Local construction time

Global modifiers:
-10% Artillery cost
Local modifiers:
+9 Local Goods Produced

Area modifiers:
−20% Local construction cost
−20% Local construction time

Global modifiers:
-20% Artillery cost

Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.

great_project_kronborg.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+15% Local defensiveness

Global modifiers:
+25% Navy tradition from protecting trade

When upgraded:
+1 Mercantilism
Local modifiers:
+25% Local defensiveness
+1 Naval combat local bonus off owned coast

Global modifiers:
+50% Navy tradition from protecting trade

When upgraded:
+3 Mercantilism
Local modifiers:
+33% Local defensiveness
+2 Naval combat local bonus off owned coast

Global modifiers:
+100% Navy tradition from protecting trade

When upgraded:
+6 Mercantilism

The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.

great_project_visby_city.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-25% Local shipbuilding time
+50% Hostile disembark time

Global modifiers:
+20% Privateer efficiency
Local modifiers:
-33% Local shipbuilding time
+100% Hostile disembark time

Global modifiers:
+33% Privateer efficiency
+15% Domestic trade power
Local modifiers:
-50% Local shipbuilding time
+200% Hostile disembark time

Global modifiers:
+50% Privateer efficiency
+25% Domestic trade power

Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.

great_project_trakai_castle.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10% Local manpower modifier

Global modifiers:
+0.25 Yearly prestige
+0.5 Monthly splendor
+5% Reform progress growth
Local modifiers:
+15% Local manpower modifier

Global modifiers:
+0.5 Yearly prestige
+1 Monthly splendor
+10% Reform progress growth
+1 Possible advisors
Local modifiers:
+25% Local manpower modifier

Global modifiers:
+1 Yearly prestige
+2 Monthly splendor
+20% Reform progress growth
+2 Possible advisors

Salvador da Bahia was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.

great_project_salvador_da_bahia.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
Local modifiers:
+15 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.25 Goods produced
Local modifiers:
+25 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.5 Goods produced

M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.

great_project_mbanza_kongo.jpg

Requirements:
Culture is in Kongo group and is accepted by its owner

Modifiers:

Tier 1Tier 2Tier 3
Global modifiers:
+20% Institution spread in true faith provinces
+10% Reform progress growth
Global modifiers:
+33% Institution spread in true faith provinces
+15% Reform progress growth
+0.5 Yearly legitimacy
Global modifiers:
+50% Institution spread in true faith provinces
+20% Reform progress growth
+1 Yearly legitimacy
Allow Estate Privileges to be revoked regardless of loyalty and influence

The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.

great_project_harar_jugol.jpg

Requirements:
Province has the state or syncretic religion, which is in Muslim group.

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.1 Prestige per development from missionary
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.2 Prestige per development from missionary
-10% Stability cost modifier
Local modifiers:
+0.5 Institution Growth

Global modifiers:
+0.3 Prestige per development from missionary
-25% Stability cost modifier

When upgraded:
Unlocks decision which allow to embrace Legalism at below -50 Piety and Mysticism above 50 Piety

Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.

great_project_dujiangyan.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-20% Province governing cost
-5% Development efficiency

Area modifiers:
-0.05 Monthly devastation
Local modifiers:
-10% Development efficiency
+1 Possible number of buildings

Area modifiers:
-20% Province governing cost

Region modifiers:
-0.05 Monthly devastation
Area modifiers:
-40% Province governing cost
-10% Development efficiency
+1 Possible number of buildings

Global modifiers:
-0.05 Monthly devastation



Idea groups & Policies rebalance

We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
  • Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Quantity) were heavily favored over others.
  • We’re also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.
  • We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.
Here you’ve got a detailed account of the changes implemented:
  • Innovative Ideas:
    • ‘Optimism’ gives now also gives +1 Leaders without Upkeep.
    • 'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.
  • Economic Ideas:
    • Bonus now gives -10% Development Cost instead of -20%.
  • Espionage Ideas:
    • ‘State Propaganda’ now also reduces Covert Action Relation Impact by -50%.
    • ‘Vetting’ now also grants -0.1 Yearly Corruption.
    • ‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
      • Reasons to Accept Vassalization +15.
      • Monthly Favors Modifier +33%.
    • Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.
  • Trade Ideas
    • ‘Shrewd Commerce Practice’ now also decreases Promote Mercantilism Cost by 25%.
    • ‘Free Trade’ now also gives +2 Merchant Trade Power.
    • ‘Overseas Merchants’ now also decreases Trade Company Investment Cost by 25%.
    • Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
    • ‘Global Empire’ now also gives +25% Treasure Fleet Income.
  • Aristocratic Ideas:
    • ‘Noble Knights’ gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
    • ‘Serfdom’ now gives +20% National Manpower Modifier instead of +33%.
    • ‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.
  • Divine Ideas:
    • ‘Martyrs’ gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
  • Horde Ideas:
    • Bonus now also gives +10% Tribes Loyalty Equilibrium.
  • Indigenous Ideas:
    • ‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
  • Offensive Ideas:
    • ‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
  • Quality Ideas:
    • ‘Quality Education’ now also gives +0.5 Navy Tradition.
  • Quantity Ideas:
    • ‘Levée en Masse’ now gives +33% National Manpower Modifier instead of 50%.
    • Bonus now gives +33% Land Force Limit Modifier instead of +50%.
  • Naval Ideas:
    • ‘Naval Glory’ now also gives +1 Impact on Siege.
    • ‘Oak Forests for Ships’ now also gives +10% Ship Durability.
    • Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
Policies:
  • Economic - Quantity:
    • No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
  • Innovative - Quality:
    • Now gives Infantry Combat Ability +15% instead of +10%.
  • Aristocratic - Espionage:
    • Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.


Crownland & Government Reform Progress

You may know that it was commented by my colleagues @PDX Big Boss and @Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who don’t follow as much in detail the DDs, here is a kind reminder of it:

1657651615437.png

We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And we’ve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms.



Governing Capacity

Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Governing Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional “How do I spend my precious Government Reform Progress” because it can be used either on the ‘Centralize State’ mechanic or in getting more Government Reforms.

Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.

Adm..jpg

To help adjust the Governing Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province.



Other Miscellaneous Changes

Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:

  • Slackening for Manpower now only gives 1 year worth of manpower instead of 2 years.
  • Expanding the Infrastructure of a province now increases local development cost by -25% instead of -5%. We decided against using Development Efficiency because it could end up at 0 Dev Cost for a province
  • Ramparts give 1 Combat Roll Bonus for the defender.
  • Pagan religious rebels can now force you to convert to their religion if the majority of your country has this religion. Nahuatl, Mayan and Ican are excluded from it due to their "primitive" status in the game.
  • If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
  • Support Rebels now costs 30% Spy Network instead of 60%
  • Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
  • Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers
    Note: this change has been added to make Theocracies more fitting for other religions too.
  • Crimea now becomes a Tributary State of the Ottomans instead of a March when they seek Ottoman protection during the "Fate of the Crimean Khanate" event.

There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by @SaintDaveUK . See you!
 

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Honestly. A lot of those -dev cost modifiers you claim to have been giving out are gated behind the recent DLCs
The Economic group nerf means that the only reason to ever take it is for the discipline policy, which is a questionable decision from your side
Quantity and Aristocracy manpower nerfs mean that it will be significantly harder for everyone to develop realistic manpower pools by the end game, and it's not like Aristocracy was an overwhelmingly powerful group anyways
+ special forces limit has to be compensated for somehow for nations without them, it's kind of ridiculous to give out some nations a freebie while screwing over the others
I'm not really a fan of the changes, personally

Edit: Credit where credit is due, Innovative changes are nice
On the other hand, Espionage is still horribly useless and Trade buffs are questionable, considering its one of the strongest idea groups for eco
 
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I love how being over gov limit nerfs admin effeciency, although I think that gov cap building should be bigger trade off that litte bit of your gold now...I don't think it is best solution. Maybe make it the way that it decreases gov capacity of the province but bites you somewhere else, like increase in corruption or state maintenance (as you must pay more clerks to actually maintain the state)

Also balance wise,
Are there any plans to tackle rise and fall of empires in some way - final boss Being not just outside country but also internal struggle. Maybe again by minimal corruption level with getting bigger and bigger
 
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Please also make federations no longer be able to join federations! It results in absolute silly large north american natives and doesn't make a lot of sense or for fun colonizing gameplay!
 
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Crimea only being a tributary is perfect.

I mean tributaries can be turned into vassals now so it can still become a problem for people in the steppe, but it doesn't just instantly turn the Ottomans into focusing solely on conquering the steppe once the event fires.
 
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Im pleased generally, but also have some mixed feelings

Positive
  • Ramparts buff is much needed and approved of, they were easily skippable if you could stack 5 attrition on lategame sieges anyway with volume of troops + terrain + defensive, plus detracted from building factories for trade + strategic good benefit, altering dice rolls makes holding and attacking the site more difficult as intended and will be great for chokepoints. Little OP for Russia though who's going to probably be MP king this patch.

  • Expand infrastructure is extra tempting to helping the tall playstyle in its newer form for the ultra effective Othodox Metropolitan Goslar strategy to help it stand out.

Great projects are lovely by the way though. :)
___________________________________________________________________________
Negative

  • DLC'less naval recieves more of a nerf than a buff pushing one of the weakest flavor packs 'Golden Century' (which you also need to even play Gotland's pirate route as a actual pirate) unless naval barrage is a free feature in the new patch to celebrate close to 10 years of Eu4. Same for Exploration Ideas treasure fleets, it'd be more forthright to actually improve the DLC package to make it more attractive, than post-op edit more nessecary reasons to purchase it.

  • Tributization of Crimea doesn't impress me that much, it just seems like a wierd precedent and requires MoH for a Ottoman player to extract use from, especially regarding it might be a player's first nation with a weird hanger-on. I assume it'll just revert to a normal vassal without the expansion.

  • In MP the new scorch earth can be used theoretically for bullying other players prosperity provinces by flippantly burning the entire nation and disrupt the session, it should instead freeze gaining + exploiting development (the quickest fix to devestation made harder by more expensive provinces) if you want more pernamancy in my opinion

  • Nitpicky, but i assume 100% covert action relationhit actually makes it impossible to earn the Sus achievement in midgame if you can't take any negative opinions at all, keeping it as it was (including 60% support rebels but making all spynetwork actions 10%-15% cheaper as a bonus ideaset reward would be stronger on all stages of the game.
 
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On another note, maybe this is not the place for it, but can someone explain the 'in that nation' part of AE reduction because of spy network? In my 3000 hours of EU4 never really understood it.

Say you have 3 nations, A, B and C. You are A. You have a 100% spy network in B, a 50% network in C and nothing everywhere else. You conquer a province from B. Does it reduce the AE only in B? Or does it reduce AE for all nations because you conquered in B where you have a spy network. You have a spy network 'in that nation' at that time. What happens with C when you conquer from B? Reduced by 50% (x 30%)? Wiki is kind of unclear on that part imo.
 
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Your ruler starts exercising Solomonic Justice when reaching Tier 3, of course!

It was an oversight on my part when porting the numbers to the DD, already corrected it, thanks. ;)
I'm okay with .5 of an Advisor after Solomonic Justice, as long as I get the top half.
 
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On another note, maybe this is not the place for it, but can someone explain the 'in that nation' part of AE reduction because of spy network? In my 3000 hours of EU4 never really understood it.

Say you have 3 nations, A, B and C. You are A. You have a 100% spy network in B, a 50% network in C and nothing everywhere else. You conquer a province from B. Does it reduce the AE only in B? Or does it reduce AE for all nations because you conquered in B where you have a spy network. You have a spy network 'in that nation' at that time. What happens with C when you conquer from B? Reduced by 50% (x 30%)? Wiki is kind of unclear on that part imo.

Most of Mare Nostrum's DLC functionality lies in spies. They improve sieges and reduce AE at base on the peace-table against the target you're taking from, not the members. With relevant tech hurdles, they can also steal maps and siphon cost reductions on technology for you.
 
:rolleyes: just don't go over govcap lmao:rolleyes:
Well, super fast expansion is now clearly more limited, but I do feel that it adds strategic depth to the game (especially considering it's actually possible to WC without going over GC).

Reform progress has been buffed, meaning you more easily expand your GC by expand administration. It's now more useful to take the estate reforms that give +100 GC. Using more vasals has been buffed a little bit, even if it's just to soak up GC.

With courthouses now giving +1 building slot it feels fine. Will try out in practice and give feedback if this isn't the case though.
 
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Quantity and Economic benefitted from stacking on top of each other. At least a Quality-Eco meta would not have ludicrous army sizes as before.

And if anything, Innovative will be considered with Quality now as well.

Edit: I would also like to add on that Quality, Manpower will be spent more which means you will lose steam quicker, unlike with Quantity.
You could remove all the dev cost from eco and its still better as first non mil group and its not even close.
 
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Just state less things, and then if you're still over exploit development for some nice cash. Consolidate development would also be useful. They do give you a lot of tools to deal with this.
 
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I really like most of this — nearly all of it, in fact. So, with apologies, these are the relatively few areas I have a bit of issue with and would respectfully ask get another look before launch:

  • Innovative Ideas:
    • ‘Expanded Policies’ gives now +1 Free Policies.
Assuming this replaces Formalized Officer Corps, this is almost "too good". Right now, +1 free policies is rare and generally either requires you to be Swiss or advance well down your government reform tree. If the idea is to change the meta to make quantity-economic not the go-to opener for virtually every tag, I think that's great, but with this as an idea, I'm just going to be end up taking innovative in virtually every run instead. Maybe change this to +1 policies and +1 administrative free policy?

  • Espionage Ideas:
    • ‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
      • Reasons to Accept Vassalization +15.
      • Monthly Favors Modifier +33%.
Honestly, I think espionage ideas were already good/underrated after the buff in 1.33. This, among the other changes, elevates it from IMO a solid B-tier idea group to S-tier. Again, if the goal is to dismantle the quantity-economic meta, I'm all for it, but I'd be cautious about creating a "new meta" by overcorrecting. As with innovative, I'm going to be taking espionage early in practically every run with these changes. Especially in the HRE, coupled with being able to fabricate claims in less than half the time it takes other countries, the reduced AE impact, and the siege ability to counter the dreaded Central European fort spam, 1.34 espionage is looking really, really good.

  • Economic - Quantity:
    • No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
I'm totally on board with nerfing this, as I said, because quantity and economic are such good idea groups and this policy is so good that it makes little sense not to grab it in nearly any playthrough (to the point I've begun deliberately handicapping myself by not rushing quantity-economic in every campaign). But this does turn one of the best policies in the game into probably the worst. -5% land maintenance is thoroughly useless. Could this be supplemented with, I dunno, +5% manpower recovery speed or -5% regiment cost? Or maybe changed to a somewhat useful navally focused buff like -10% shipbuilding time or something like that, given quantity and economic ideas don't buff navies directly?

Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.
I actually don't mind losing admin efficiency as a penalty for being over gov cap, as I think it makes sense and gov cap should be a bit "tougher", but this is a seriously massive debuff that can scale up enormously and cause major issues. I would look at making this more like -1% admin efficiency for every 10% over the cap, which even still feels pretty punishing.

  • If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
  • Support Rebels now costs 30% Spy Network instead of 60%
Again, these changes combined with the significant buffs to espionage ideas in 1.33 and 1.34 solidify it as an S-tier idea group. I don't have a problem with these tweaks on their own (especially to support rebels, which at present is nearly useless) but the espionage meta is going to be real and serious in 1.34.
 
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A lot of interesting and nice changes. Will be interesting to see how some of these changes turn out ingame.

Just a few extra points:
  • Looking at the new Kronberg castle: Can we have the same effect for naval batteries please (+1 for lvl 1 buulding and +2 for lvl2; effects preferrably should not stack with wooden wall). Naval combat is already very onesided and those naval defense buildings seem very rarely useable. So giving them an additional defensive bonus seems reasonable.
  • Could we please cap terrain boni? I like this change for terrain with no defender bonus. However, the thought of having to push a mountain fort across a river in MP makes me cry. With the new ramperts it results in a -4 dice role.
  • Could you maybe sneak some additional cav/inf-ratio in horde and aristocratic ideas (maybe by reducing the CCA that they give) or as a policy?
 
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  • Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers
    Note: this change has been added to make Theocracies more fitting for other religions too.

I think the modifiers written here are a bit weird, some seems to be at 100 Devotion and others per Point of Devotion. It's a bit confusing.
Also Monthly Fervor is missing as a modifier.

Edit: This modifiers could also be added to the Clergy estate depending on Loyalty and Influence.
 
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I think economic + quantity shouldn't lose as much as 20% to dev cost. I think it would be healthier to reduce the economic dev cost bonus to 15% and reduce the quantity policy bonus from 10 to 5% of the dev cost. Expand infrastructure is better if it reduces dev cost not by 25% but by 15%.

I agree with nerf Economic + quantity but i think this nerf is too huge. Somebody can't do expand infrastrukture on many cases because of govering capacity for example in WC or huge and fast conquest. We should also remember that exceeding govering capacity is even more painful.
I feel like the huge dev cost reduction for expand infrastructure makes sense - it is a way to make devving more accessible to smaller nations while restricting it from larger nations who gain dev by going wide. If anything, I wouldn't mind adding 2.5 dev efficiency to expand infrastructure as realistically you would only have -30% dev efficiency at adm tech 27 in 1760 without intervention, and -5% from a new gov reform, giving a grand total of -35%. In order to have dev clicks reach 0 with a 2.5% def efficiency on expand administration you would need to expand 26 times, e.g. reach 390 dev in that province and have it cost 0 mana to dev, which would be a bit much. Maybe even add just -1% dev efficiency or something, otherwise the stacking +3% every dev above every 10 dev (ex. Only +3% at 10, but +3% and +30% at 20, all the way to for example a cumulative +252% at 45 dev) makes playing tall past a point unfeasible. Stacking all this with expand infrastructure makes it inaccessible to wide players but readily accessible to tall players, making it a pretty good balance choice imo.

Edit: Either that or maybe add something to reduce the scaling cost due to development to expand infrastructure instead of dev efficiency.

Also, any chance for a more significant defensiveness increase with expand infrastructure? The little bit we get is nice but having more can really better represent the trouble taking larger more concentrated settlements began to be during this period of history.
 
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