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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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This DD is awesome, lots of excellent ideas, lots of great rebalance. The only things i'm not sure are "adding -1% Administrative Efficiency for every 2% Governing Capacity". I think punishing the player for being over governing capacity is a good idea but maybe this is too punitive. 5% admin efficiency is already a lot, i think, maybe it should be less. It can be difficult to stay under this number in the beginning of the game (for example France when inheriting Burgundy etc...)

Otherwise i think that "+0.25 Local Monthly Devastation for 5 years when scorched earth" is too much. It means +15 devastation (plus the original +5 etc) it can screw prosperity in a state for a very long time for only 5 mil points unless having forts everywhere. I believe it could be better to make it last less time (like 3 years maybe).
I’m looking at the admin efficiency debuff as making wide play styles a lot more intentional - it makes gov capacity much more important to manage through strategic stating and excludes wide players from taking tall buffs that add to governing costs like expand infrastructure.
 
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Any idea to stop AI from deving coal province like there's no tomorrow? AI dev some poor trade good provinces to 25+ or more in 1550+ isn't helpful for their economy. Except Otto sink every mama into Kosovo gold mine.
 
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Amazing changes, great to see quantity nerfed. Might have been nice to see some buffs to Defensive (+1 when fighting on owned provinces? Maybe too strong?), but the nerfs to other idea groups will at least make Defensive relatively stronger.
 
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I like the look of this! I didn’t things trade needed any buffs (it was pretty solidly the third best dip group, and one of the most fun for me). +9 base goods produced in a province in the Baltic really, really OP though — think about that in a state with the rest of the Baltic in a TC, and late institutions, some coal mines, a counting house… and we can easily have a 3 dev province with 40 goods produced
 
I can't say I understand the complaints regarding admin efficiency. It's not all too difficult to stay within the governing efficiency cap if you choose states carefully and this post even highlights that the buildings that help reduce an impact on government capacity no longer fill a slot that could be a manufactory.
 
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Please forgive me, but this is another Rus rant. You have given Lithuania, which at the time was the Grand Principality of Lithuania, Rus, Samogitian and Others, a great expansion of content, but Rus itself is bereft of any proper content aside from having a mission tree for uniting Ukraine and Belarus and then taking Moscow and Novgorod. It's also disappointing that EUIV has consistently ignored the key role that the Rus nobles in Lithuania played in shaping Lithuanian-Rus politics. But one can pray that the vanilla game one day gains such development, and one can also mod.
 
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Any idea to stop AI from deving coal province like there's no tomorrow? AI dev some poor trade good provinces to 25+ or more in 1550+ isn't helpful for their economy. Except Otto sink every mama into Kosovo gold mine.
Recently, i saw them dev Kosovo to 45 and got excited. Then I saw it was 20/5/20
 
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Excited to see the new art for this DLC. The monuments look pretty good, no real comment here. However a couple commnets/questions about the idea changes and some other stuff:

- Have there been any discussions of changes to administrative ideas? Currently it provides more mercenary bonuses than administrative bonuses.

- Levee en Masse should provide some some recruitment cost reductions to mimic troops being raised en masse.

- The Covert Action Relation impact seems meaningless. It think it should be replaced with a modifier (perhaps Hostile AE) that increases the AE that your rivals generate towards you. Either that or a war exhaustion reduction.

- The Noble Loyalty Act should also reduce the size of Noble Revolts as text notes that the "nobles stay loyal to the crown, even in times of trouble"

- Love the changes to Courthouses

- The Crimea change is nice and hopefully prevents Ottoman expansion into the Steppe. However, considering that that the Ottomans can get tributaries, have there been changes to the Ottoman government. If so, will there be changes to their setup with them starting with some tributaries?

- Have there been any changes to Native Americans to prevent them from blobbing all over the place and reduce their usage of the "Push back the colonizers".

- Have there been any changes Colonial AI behavior/national ideas? Their starting bonus should only be for heretic provinces, heathen provinces should still provide religious unity maluses.
 
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“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.”
Does this apply after the +15 base from expand infrastructure? If it doesn’t, the flat -25 is useless, since you can just get to -100% with a town hall in every province, this instead of a manufactory in one province, and a centralize state.
 
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Salvador da Bahía means I conquer/colonize just one province in Brazil to keep bonus for me instead of my colony. Can these modifiers benefit the overlord in some way if someone wants (or needs because of missions) to have a colonial nation in Brazil?


I don't like change with negative admin efficiency above gov capacity. There are few situations at the beginning of the game when a nation can go over gov capacity in an instant like inheriting Burgundy or losing the HRE emperor status that reduces government rank to duchy. Forming Lotharingia will be much harder too - negative admin efficiency will make coring and diplo annexing subjects much more expensive and you need to own certain provinces to complete the missions
 
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Please forgive me, but this is another Rus rant. You have given Lithuania, which at the time was the Grand Principality of Lithuania, Rus, Samogitian and Others, a great expansion of content, but Rus itself is bereft of any proper content aside from having a mission tree for uniting Ukraine and Belarus and then taking Moscow and Novgorod. It's also disappointing that EUIV has consistently ignored the key role that the Rus nobles in Lithuania played in shaping Lithuanian-Rus politics. But one can pray that the vanilla game one day gains such development, and one can also mod.
@Adrianople
You may appreciate this thread in the EU4 Suggestions area:
Look especially at the 2nd post in that thread, by @BalticM who detailed a different way that Lithuania could be made for Game Start (to include reverting some provinces to Uncolonized land).
Your Rus comments would also be appreciated there. It's an ongoing debate/struggle to try and get a more accurate (and challenging) Game Start condition for Lithuania put into EU4. Based on the going PDX updates on the matter, I don't expect to see a significantly different Lithuania.

However, there is always "hope" that a future EU5 will break away from the current design trends to portray Lithuania as a large blob at Game Start.
 
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Paradox, can I ask if those idea group changes are most likely final numbers? I love the buffs to the other idea groups, but please do not make such a drastic nerf to an idea group so late in the game's lifetime.

You are essentially removing 2/3rds of the dev cost that all players have access to, regardless of their situation. Wouldn't it be sufficient to simply remove the dev cost from the policy? That would remove 1/3rd, or that + reducing the dev cost to -15%, then you are still cutting it in half at that point. Which would make other idea groups much more appealing, without drastically hurting other players abilities to play tall.
You still have state edicts, prosperity, universities, development efficiency from techs, innovativeness and so on. Many religions have dev cost bonuses too
 
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I feel as if nerfing 'Serfdom' in Aristocratic ideas further reduces the appeal of one of the already weakest military idea groups. How often do you guys even bother choosing Aristocratic ideas within the first few mil idea groups, if ever?
 
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You still have state edicts, prosperity, universities, development efficiency from techs, innovativeness and so on. Many religions have dev cost bonuses too
The bonuses in the current patch even with the -20% from eco and -10% policy aren’t enough past a certain point to make playing tall competitive. The first round of dev efficiency from techs comes in at 1620, followed by 1700, and finally 1760 - the last two are too late to be much help. A new expand infrastructure can solve all these problems through giving only province specific buffs and keeping wide nations from going wide-tall by taking eco ideas through the gov capacity cost and the new admin efficiency malus - keeps tall nations tall and wide nations wide.

Also, another thing I just thought of on this - everything you mentioned is also available to wide players with no downside/opportunity cost to them. There should be something that rewards tall players for playing tall - the new expand infrastructure mechanic will be that.

Edit: It gets even worse with the nerf to quantity giving a much smaller force limit to tall nations, but I’d take that if it means we get the expand infrastructure buffs.
 
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We, tall players, get dev cost greatly nerfed, while wide players now get court houses without taking a building slot. Nice...
Tall players had buffed for several patches in a raw. Also, have you seen that being over gov cap now punishes you with admin efficiency malus?
 
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We, tall players, get dev cost greatly nerfed, while wide players now get court houses without taking a building slot. Nice...
Firstly I dislike making this into a "Us vs. Them" thing as you seem to perceive it as, but I will say that the change to have court houses not require a building slot is almost entirely a quality of life change to ease the need to micromanage buildings.
 
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