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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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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.
Yes.
 
Good stuff.
We do quite badly need a monuments map mode, though. It's a bit of a pain having to alt-tab between the game and that reddit post which shows all of them.
 
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Good stuff.
We do quite badly need a monuments map mode, though. It's a bit of a pain having to alt-tab between the game and that reddit post which shows all of them.
There already is a monuments map mode, it’s called “great projects” and is under the geography (or whatever it’s called) header.
 
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‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
  • Reasons to Accept Vassalization +15.
I know this seems like a minor thing, but could the Zulu idea Conquest through Patronage get a buff to match the changes from this patch? It currently grants
+10
Vassalizatation acceptance, which is now no longer a unique value, and is actually much lower than all others, such as this new idea and monuments.
 
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Oh the Quantity-Economic changes are long overdue and this will definitely shake up things MP wise. Overall some more interesting changes with other mechanics.

Support Rebels being 30% is certainly going to make things a bit more interesting with Espionage, any possibility of a Support Rebel cost modifier when it comes to Ducats cost when supporting Rebels?

As for the Admin efficiency on over governing capacity, its going to have interesting ramifications. Any chance the Advisor cost being lowered with the addition of the negative admin efficiency?
Maybe. Any further changes for that need to be discussed internally first.
I would like to raise the question of changes to Defensive, I feel like they've been left out? Maybe not the ideas within the group itself, rather the policies. I think Defensive has 2 policies that give the same boni and that seems lackluster, I hope this will be addressed and Defensive can get some love.

Otherwise, I'm loving the new monuments and changes to the idea groups, especially Innovative and Naval! Tysm!
We did try to rebalance Defensive ideas (as well as other ideas too), but had to ultimately scrap them as they required a rework altoghether - an endeavour which was too risky that late in the development process.
Be assured that 1.34 is not the last update where we will address ideas. For now, Defensive ideas will stay unchanged for now though.
Does this mean the reform tier costs are now 40, 80, 120 etc. instead if 50, 100, 150 etc.? I like this rebalance a lot if so, because I think a lot of folks were concerned the extra tiers would make it very difficult to finish the tree even if playing to 1821.

It's weird giving vassal-related stuff to Espionage again, even if I can understand the flavour, given how Influence was consolidated as the vassal-set with its liberty desire reduction a while back, but it can be pretty strong if you're going to swarm like no tomorrow.
Yes, the reform progress requirement for each tier gets increased by 40 instead of 50. So the jump from Tier 1 to Tier 2 is still 100, but from Tier 2 to Tier 3 it is 140. From Tier 3 to Tier 4 it is 180, etc.
Espionage ideas are kinda difficult to rebalance because their current niche is focused on, well, spying - a mechanic which inherently is very tricky to expand and to make relevant because of the simple fact that spy actions, which are good enough to be used, are usually very unfun to play against.
Because of that we decided for 1.34 to expand the niche of Espionage ideas a little bit and give it an idea which, from a flavor perspective, is about blackmailing other nations' rulers to make them complient with your favor wishes or to become your vassals.
As I mentioned earlier, 1.34 won't be the last time where we will address ideas.
Were you able to fix the bug that makes you lose all the expanded infrastructure upon forming a new tag?
You also lose all the extra manufactories.
  • "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"
This is good, but does expanding the infrastructure still reset in provinces when forming a new nation/tag switching?
Yes, this has been fixed.
Has anything been done about that stab hit event "spread of humanist ideas" in Innovative Ideas? It does nothing but make an under-picked idea group even worse, and it makes much more sense to move the event to Humanist.
No, but I think I can sneak this one into the update if @Pavía doesn't look.
@Pavía Is 1 Combat Roll Bonus now a moddable value?
Yes. It can be now used as a local province modifier and as a global country modifier.
Thats not a thing on Innovative right now, is this replacing something?
It replaces the "Formalized Officer Corps" idea, which gave in the past +1 Leaders without upkeep. This modifier has been merged into Optimism - might not be the most fitting from a flavor part, but I figured it wouldn't hurt to keep it.
I really love the changes, including the Admin Efficiency punishment.

But may I suggest throw in Inf-to-Cav Ratio into the ideagroups somewhere? It's a modifier that many countries might want but can't get anywhere except for turning Tengri and/or being a Horde/Cossack.
Hmm... interesting idea. No promise that this will make the cut for 1.34 though.
Will 1.34 include new achievements?
Yes.
No monument that's a sunken flag ship right next to Stockholm's harbor? I'm disappointed.
Me too.
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.
1. Yes, but the ideas rebalancing happened relatively late during development and as such we did not touch Administrative ideas as we think this will need a rework on a much larger scale which is not feasible for 1.34.
2. Sure. If you are happy with reducing the National Manpower Modifier to 25% then there could be some cost reduction in it too.
3. It's niche, but not meaningless as some comments here pointed out already.
4. Interesting idea. For 1.35 though.
6. No, Ottomans cannot get Tributaries. We made a very special exception for Crimea only because the of outcry of Ottomans taking the easiest expansion path (which was usually Ruthenia)
7. I cannot give a clear answer as I don't remember the details. However, I am pretty sure that we did some changes to the Native Federations.
8. What gameplay benefit does this idea provide?
“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.
It applies to the +15 base from Expand Infrastructure, yes.
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?
It was nerfed alongside all other sources of National Manpower Modifiers from ideas. However, I can see the argument that Aristocratic ideas don't need this nerf.
Does that mean, that 'Combat Roll Bonus' is proper working modifier, which can be used other places as well, not just only buildings?
Yes.
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?
This has been fixed.
1658868136278.png

As for the advisor issue... well, I will see what I can do as I can understand why the advisor feels very pointless if you don't have a colony. I can't make a promise for that one though.
 
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Maybe. Any further changes for that need to be discussed internally first.
...
No promise that this will make the cut for 1.34 though.
I understand it's late in the timeline for pre-release of 1.34, yet small numeric nudges in the right direction can help some of these idea groups (aristocratic, defensive, etc.) while 1.35 tackles them on a deeper level.

Many posters to this thread seem hopeful for some bandaid to have more viable choices in idea groups; this would go some way to keep people satisfied for a patch cycle. Others have made specific suggestions. Shameless plug for those in my own post a few pages back!

Thanks for all your work on the project.
 
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.
Some coal mining was places already well developed and urbanised and so had the available capital to invest in mining and processing, so them being high devved beforehand isnt totally ahistorical
 
As for the advisor issue... well, I will see what I can do as I can understand why the advisor feels very pointless if you don't have a colony. I can't make a promise for that one though.
The funny part of this is that colonial range advisor is restricted of having exploration idea groups whereas it directly affect coring range (so benefits to everyone) whereas tariff advisor is 100% pointless if no tariff income.
 
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An overstretched empire has poor admin efficiency, makes sense
While I agree there should be an aspect of realism to the operating of a larger Empire, gameplay should always come first. Negative administrative efficiency has an exponent effect on the pre-existing modifiers due to the way it modifies the base cost.

Even if we run with the idea that there should be an administrative efficiency penalty in the literal sense of a penalty to the modifier, then I think it's fair to request a tuning of the ratio. 1:2 AE penalty:Governing Capacity is simply too extreme. If the penalty is here to stay in its current iteration then I firmly believe the numbers need fine tuning. I would also ask that perhaps administrative efficiency has a cap for reduction, so that it penalises you more when you have high administrative efficiency rather than at the start where you can frequently go over cap without even min-maxing your conquest.

People were already building courthouses everywhere and trying to minmax their GC because the penalties as they stand are already penalising, I don't believe this adds much strategic depth to the game and simply serves to turn a soft cap into what is practically a hard cap. I would prefer more incentives to build tall rather than penalties for expanding wide.
 
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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.
I disagree with nerfing Adaptability. You make the edge cases (Emperor of China Mayan Mughals) slightly slower, but for many tags who don't have access to such shenanigans you just make their games harder. And CCR is already capped at 90%, so if you're worried about edge cases the solution may be to lower that cap to 80% or something, and that's if you think it's a problem at all, which I'm not inclined to agree with. If you're not certain tags with the right National Ideas/Religion/Government reforms, Adaptability and claims is your only source of CCR, so I wouldn't want to punish people for not playing countries with additional sources of CCR
 
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While I agree there should be an aspect of realism to the operating of a larger Empire, gameplay should always come first. Negative administrative efficiency has an exponent effect on the pre-existing modifiers due to the way it modifies the base cost.

Even if we run with the idea that there should be an administrative efficiency penalty in the literal sense of a penalty to the modifier, then I think it's fair to request a tuning of the ratio. 1:2 AE penalty:Governing Capacity is simply too extreme. If the penalty is here to stay in its current iteration then I firmly believe the numbers need fine tuning. I would also ask that perhaps administrative efficiency has a cap for reduction, so that it penalises you more when you have high administrative efficiency rather than at the start where you can frequently go over cap without even min-maxing your conquest.

People were already building courthouses everywhere and trying to minmax their GC because the penalties as they stand are already penalising, I don't believe this adds much strategic depth to the game and simply serves to turn a soft cap into what is practically a hard cap. I would prefer more incentives to build tall rather than penalties for expanding wide.
Already penalising? Once youre an empire being 10 OE is barely noticed, courthouses were got to cut down on overrall cost not because it was previously crippling
 
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While I’m happy that Denmark is getting its own proper monument, I’m a bit bummed out that it isn’t rundetårn, and that it will never be in the game. It’s an observatory made by king Christian the 4th, and has served as the teaching grounds for the revered astronomer Ole Rømer, who measured the speed of light.

While Kronborg is nice and all, it’s already portrayed in the game as the sound toll modifier, so it’s a real bummer that rundetårn won’t make the cut.
 
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i don't like the changes to economic ideas reducing the dev cost by 20% without giving it anything back is to brutal,
i sugest giving it some other bonuses like:
giving Organized Construction -25% great project cost or -25% contruction time
giving Nationalistic Enthusiasm 10% manpower recovery speed
add Reduce the Dev cost penalty from terain -50% to the bonus
 
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