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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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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.
You'd get a 10% AE reduction against B, a 5% reduction against C, and no reduction for other countries
 
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A very nice dev diary.
However, I really question the reasoning for not having courthouses, town halls and state houses not require a building slot. Why, when you want to make governing capacity more important and "strategic", take away the opportunity cost for building gc buildings? Now, as soon as you have enough money, spamming these everywhere will be a no-brainer. How does this improve the game or make these buildings more "interesting"? Mindless clicking instead of actual strategic choice is not interesting.
This decision should be reconsidered, in my opinion.
Deleting church or dock in new territories for this building was already a no brainer.
If you want to keep the opportunity cost for stated provinces, I'm not against but it that case, give me the possibility to delete in mass through the macro builder in my newly acquired territories.
 
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and the quantity economics is dead. we'll find something else, don't worry. (or i'll worry as i won't have manpower...)
 
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I think it is good to reduce dev cost reducution from ideas, but it should be removed from the whole game, not just ideas, but NI, religion, HRE, etc.
I don't think anyone remembers, but the game is Europa Universalis IV and the model for development should be the Netherlands and Britain.
It should be the countries that secure colonies, gain world trade hegemony and have access to attractive products from all over the world that should be developed.
 
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Speaking of monuments, you can't see them currently while having Native buildings, which means you can never get to level 3 Cahokia while the Tribal Development modifier is relevant. Are there plans to let natives upgrade monuments or rebalance that modifier? I kind of always wished it just had the devastation modifier that you gave Sichuan monument to help North Americans take all that native land with devastation.

Speaking of natives, any chance there can be a block on the tariffs advisor for people without colonies and capital in new world?
 
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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.
Thanks for the very informative diary! 1.34 looks to be a very impactful patch.

From what I read, I believe things are moving in the right direction regarding where monument focus is and relative power of rebalancing. I'm a big fan of much of the rest of patch too - just was hoping for some rare option for Norse inclusion! ;)



Some idea groups are often ignored completely in serious SP or MP games. I’m not a pro myself, but it is no secret Innovative, Espionage, Maritime, Aristocratic, Plutocratic, Defensive, and Naval were dismissed as not worth the idea slot in most cases. Already, this patch looks to be narrowing this gap with Maritime and Naval seeing some improvements. Administrative is also in an awkward place as the majority of people taking it only care about the -25% core-creation cost from Adaptability and 25% governing capacity modifier as the finisher; it's a one-trick pony simply to have more paint in your can for the map.


Some idea groups are considered strongly in light of their policies though, and while no group has all strong or weak policies, some are known outliers; you’ve mentioned the eco-quantity policy correctly as the largest offender in this regard. I agree the -30% development cost from only the economic and quantity groups is too concentrated.


One thing I’d like to see more of is the ideas in a group with multiple different components, similar to Maritime (except for Ship’s Penny at the moment). This allows benefits for many playstyles without as much one-dimensional stacking for abuse. There are certainly enough attributes in the game to avoid overemphasizing the same ones with ideas and policies!


I would like to offer the following suggestions, keeping the diary’s adjustments except at the end of Espionage:



Ideas:

Administrative:


  • Combine Organized Mercenary Payments with Benefits for Mercenaries.

  • Adaptability: Adjusted from -25% to -20%.

  • Replace what was Organized Mercenary Payments with a +25% government reform progress modifier.

Reasoning: -25% CCC stacked in certain situations to created extremely fast and low-expense expansion. Switching some of the identity to managing governing capacity allows this group to be more flexible with external conquest as well as internal administration … which is what the name implies anyway. Remember, reductions to cost when stacked additively are often stronger than increases, so while this may look like a big buff, it’s not as severe of an adjustment.



Innovative:

  • Dynamic Court: In addition, now has -5% development cost.

Reasoning: Small amounts of development cost in thematic underused groups can give players other opportunities to play taller while not being abused.


Espionage:

  • Bonus: Cancel the -50% covert action relation impact (leaving it only on State Propaganda)

Reasoning: Lowering the impact to 0% from both espionage perks allows players to spy with impunity, while keeping some impact will make them consider their actions. Remember, the stronger the decrease to covert relation impact, the larger the indirect nerf to spy defense, which I don’t believe was the intent here. Consider replacing this bonus with Drinko’s idea regarding an action to lower aggressive expansion over time or Kkeiper's idea regarding harsh treatment, perhaps for a higher network cost though.



Plutocratic:

  • Tradition of Payment: Now 15% Mercenary Manpower and 5% Mercenary Discipline., up from 10% and 2.5% respectively.

  • Free Subjects: In addition, now has +.1 Republican Tradition (or equivalent mechanic) per year.

  • Free Cities: In addition, now has -5% development cost.

Reasoning: The mercenary perks were too small to make the player reconsider force composition. Small amounts of development cost in thematic underused groups can give players other opportunities to play taller while not being abused. The government-specific groups should give some benefit to the government-specific mechanics to allow players to invest in different playstyles.



Defensive:

  • Battlefield Commissions: In addition, now has -.5% Army and Navy tradition decay.

  • Regimental System: In addition, now has +25% garrison size.

  • Supply Trains: In addition, now has +10% Movement Speed

Reasoning: These are all small benefits that will make the group more appealing compared to the offensive, quality, and quantity (even after adjustments) lines. The tradition decay reduction represents a society prepared for war while not at it as frequently. Garrisons are a place a defensive nation would have its soldiers serve, considering its many forts. Supply train troop logistics indicate planning to have battles on one’s own terms.



Aristocratic:

  • Noble Connections: No longer provides mercenary manpower. Instead:

  • +.5 Legitimacy (or equivalent mechanic) per year.

  • If Christian, take half the penalties from the claim throne diplomatic action.

  • If not Christian, may now claim thrones (and have personal unions) of your religious group.
Reasoning: Mercenaries are the identity for other idea groups; if anything, aristocracy should lead into the state’s army, which it does through their cavalry and manpower ideas. The government-specific groups should give some benefit to the government-specific mechanics to allow players to invest in different playstyles.





Policies:

Consider normalizing the values where possible via a point-cost comparison. The custom nation idea creator would be a good metric for this. For example, if the innovative-quality policy is going to be 15% combat ability for infantry, shouldn’t the aristocratic-espionage policy for cavalry be too – or the economic-offensive for artillery? Even indirect comparison can indicate some interesting value assigned to them. For example, from comparing innovative-defensive and innovative-quantity, one might believe 10% fort defense is worth -10% fort maintenance and +10% garrison size. Looking at defensive-espionage and defensive-influence, similar thoughts point equate -.1 corruption to -.03 war exhaustion. Transitively, there are many more comparisons that can be made.





Monuments:

Consider reviewing the global effects of monuments to see if there are edge cases that may be problematic when combined. Personally, the Salvador da Bahia seems very strong even on its own.


Thanks for your consideration. Feedback from the forum is appreciated!
 
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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.

-5 devastation for Tier 3 too low i guess. simple fortress give a more strong bonus
The devastation applies to all the country, not only to a region, which would explain why it's too little.

That would make it harder to destroy the Chinese emperor by just raiding them.
 
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I expected to see the Lighthouse of Alexandra giving bonuses like faster ships in the sea tile and naval-focused bonuses or the Colossus of Rhodes.

Maybe the high crownland should also give less liberty desire from subject's development considering that the ruler has more power, the negative effects could apply to low crownland could be the opposite of the positive ones including reform progress to discourage the player from staying with low crownland for too long.

I like the balance to the idea groups, but the eco-quantity policy having a meager -5% land maintenance seems underpowered.

I like the buffs to innovative and expionage, maybe you could give to exploration idea "Free colonies" -50% expulsion cost and 5% settler increase.

The "blackmailing" idea giving +10 vassalization acceptance made me laugh alot for how funny it sounds.
 
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I don't like the courthouse change. Now its a no-brainer, whilst before you had considerations to make. Why not just give -25% gc cost to all provinces at that tech? why even have courthouses in the game now?
I understand where your coming from, but I feel like you actually have more choices when a courthouse is a free building slot. Most provinces I take early/mid game only have 1-2 building slots, which meant that there was really no choice if you didn't want to go above gov cap besides courthouse and manufactory. Now in the majority of cases you still go courthouse/manufactory, but do you get a fort if it's a good defensible position, workshop to double down on money, barracks to increase manpower, maybe even church if the AI dev'd tax. And even in a more developed province you have room to fit a shipyard, or a regiment camp (2 building I personally build less than the others). Especially with the admin efficiency malas courthouse would have definitely been even more critical which just takes more choice out of niche options because 1 of you 2 - 3 building slots was already predetermined. At least IMO.
 
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To help adjust the Government 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.
Yes, finally, 2 years of deleting building manually province by province just to build townhalls are finally over.

But macro building destroyer would be nice too.
 
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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).


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
This is one of the few monuments whose effects I like. Artillery cost scales really well as a global modifier because it (mostly) needs to be actively used by recruiting artillery regiments.

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.


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
I like the local modifiers. They should make stopping Swedish expansion into Denmark easier.

Could you make the naval tradition modifiers only apply to trade protection done in coastal nodes bordering the Baltic Sea and maybe North Sea?

Does upgrading the monument give you one-time increases to 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.


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
Great local modifiers.

Could you make the privateer efficiency only apply to trade nodes bordering the Baltic Sea?

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.


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
I like increases to possible advisors much better than the advisor discounts that some other monuments give. Since I've criticized those discounts in the past, I'd like to suggest replacing them with increases to possible advisors to represent either centers of government (like royal courts) or centers of culture and learning.

I also think restricting those advisor discounts to advisors whose culture is the same as the monument's province would be a good alternative.

Monuments shouldn't give expansionist powers a passive buff to monarch point generation; they should increase gameplay choices and historical flavor.

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


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
As multiple other people have pointed out, this monument creates perverse incentives for colonizers. This is why global modifiers are usually a bad idea in monuments.

The monument is clearly meant to boost a Brazilian colonial nation. Instead, it's most powerful when a colonizer controls it for the whole game and applies its bonuses across the world instead of just in Brazil.

Please, please replace global modifiers from monuments with region, colonial region, trade region, or super-region modifiers. The bonuses to trade power, settler increase, and goods produced here would be great if they only applied to owned provinces (perhaps with true faith and accepted culture) in the Brazil colonial region. That would incentivize players to actually create a Brazilian colonial nation to apply the bonuses to dozens of Brazilian provinces instead of just four Brazilian provinces.

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.


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
Could you restrict the institution spread bonus to the Congo region and/or provinces with an accepted culture? Neither should hurt Kongo much unless it's trying to conquer Africa, in which case it would make adopting new institutions too easy.

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.


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
Even at Tier 1, this monument would mean every institution would automatically spread to this province in 33 years and 4 months. That's almost the equivalent of being able to develop a province for an institution, but without having to spend any monarch points.

Please change local institution growth to local or area institution spread. It would also make more sense for the monument: ideas need to be encountered before they can spread through an area.

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.


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
I like the local and area modifiers a lot, especially for Sichuan.

Echoing what I've repeatedly asked above, could you replace the Tier 3 global modifier with a modifier restricted to the Xinan and South China regions? That's where the Yangtze River is and therefore where the flood control and irrigation would have yielded benefits. Even a Chinese super-region modifier would be better than a global modifier.

I'd also like to see the region modifiers restricted to provinces with an accepted culture. This should only hurt Chinese warlords and foreign conquerors that haven't seized the mandate, and China has historically been devastated mainly when it wasn't unified.

Along with that, we decided to rebalance some of the existing idea groups.
I like the new estate loyalty equilibrium bonuses.

  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
    • ‘Global Empire’ now also gives +25% Treasure Fleet Income.
There are a lot of treasure fleet income bonuses in the game now, especially for the Spanish, who are "supposed" to capture the bulk of the treasure fleet income. Spain gets +70% just from naval doctrine and the Council of the Indies government reform, plus another +25% from Exploration Ideas here and up to +20% from upgrading El Escorial.

Are there any balance concerns here? I can't think of a good way to adjust the balance other than either reducing base treasure fleet income per gold, or reducing all the bonuses listed above.

To help adjust the Government 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.
Do they also add a building slot? Universities do, and I think that's what you're implying here, but I'd like to know for sure.

  • 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.
There's no good reason why colonial nations in North America should be able to flip to Totemist but colonial nations in Central and South America should be immune to Nahuatl, Mayan and Incan rebels.

It would make more sense to only allow colonial nations to be broken by heretic religious rebels and to remove the primitive status of Nahuatl, Mayan and Incan altogether.

  • Ramparts give 1 Combat Roll Bonus for the defender.
  • Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
These are cool.

  • 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
Does Crimea form alliances and get called into losing wars in this setup? If not, it's a great idea.


If you are touching idea groups, maybe take a look at "Factories". It's fort bonus doesn't make a lot sense for someone expanding with colonies, since your rivals are unlikely to be anywhere close. Perhaps a fort maintenance reduction would be better for a large sprawling country?
I'd change it to -50% fort maintenance in overseas and trade company provinces (but not stacking for overseas trade company provinces).
 
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