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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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Strongly disagree with being over governing capacity decreasing administrative efficiency? When governing capacity was first introduced, it was supposed to decrease administrative efficiency for going over GC. It was quickly pointed out that when over GC taking 100% overextension of land in a war would cause increased administrative efficiency penalty and cause you to go over 100% OE, resulting in bad events. The problem would exacerbate further and further the more over GC you are, making direct conquest nigh impossible until when courthouses were unlocked. Then it was changed to increased coring cost for going over GC. I think the devs should reconsider this change and take feedback from the community before implementing it.

Also the economic-quantity policy was too harshly nerfed, along with quantity (which was an vital early game boost to small powers when going against very hard AI, and already fell off late game).

The rest of the changes are good though.
 
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Could we do something about reworking more Innovative policies?

It would be nice if an idea group as under-picked as Innovative could at least make it up with powerful policies, and this would create a unique and interesting theme of Innovative being about making early bird investments to get big payoffs (i.e. good policies) down the road.

For instance, right now Innovative-Espionage policy is -25% stab cost and +1 diplomat. Stab cost reduction is a pretty pathetic reward for taking, not one, but two under-picked idea groups. And we even have to pay admin points for this policy!

I would suggest replacing the -25% stab cost with the -10% AE from Innovative-Influence. The dev team has already moved the AE reduction idea from Influence to Espionage earlier, so leaving AE reduction in the Influence policy rather than Espionage feels more like an oversight than anything else. The Innovative-Influence policy should get something else (not -25% stab cost, something better).

I like the idea of making AE reduction into an Espionage theme and I think we should double down on this. It gives me some hope that Espionage won't be useless forever and might even begin to offer something uniquely desirable to wide players.
 
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Would anyone take naval, maritime and trade now after their buffed state in single player? I know I wouldn't. naval gets buffed ludicrously patch after patch but it doesn't get any more appealing in SP (maybe because AI doesn't take it). A player with only naval ideas now can curb stomp Britain but a player can with quality will struggle against against Prussia. Same for trade I don't think it will be any more appealing in SP while already being meta for MP.

On offensive ideas giving special units force limit, special units are limited to very few tags, it doesn't give generic nations any advantage while significantly buffing these special nations.

Any news on the new modifier being introduced to help cavalry (and infantry) cause damage to the back row artillery? It would increase the value of cavalry by a lot without giving them combat ability.
 
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Will there be any monuments for Riga? Something representing the old town of the city would be nice i.e. the 'Powder Tower' or one of the Lutheran cathedrals/churches (The Cathedral of Saint Mary or St Peter's Church).

These would also tie in nicely with the changes showcased in the earlier Dev Diary on Riga. ;)
 
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Supporting rebels costing 30 with possibility of +220% rebel support efficiency is extremely interesting--and has caught people's attention, but is there any possibility of being able to support multiple rebel factions, or the same faction multiple times?

Building up to 100 SN and supporting three rebellions and one shortly after would be an amazing way in both singleplayer and multiplayer to drain enemy manpower--as being able to use support rebels many times before or during a war for that cheap begins to become worth it, and would be a very immersive strategic tool to support rebellions near where your allied armies are during a war-


The enforce rebel demands peace option would probably have to be reworked to either force all supported rebel demands, (along with the 'is not already supporting rebels' diplomacy requirement, but perhaps even reworking the support rebels peace option to cause a country to break to rebels? (or maybe even extend this peace option to other casus belis when supporting rebels) Sort of like a congress of viena cutting a country down to size-)
 
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Supporting rebels costing 30 with possibility of +220% rebel support efficiency is extremely interesting--and has caught people's attention, but is there any possibility of being able to support multiple rebel factions, or the same faction multiple times?

Building up to 100 SN and supporting three rebellions and one shortly after would be an amazing way in both singleplayer and multiplayer to drain enemy manpower--as being able to use support rebels many times before or during a war for that cheap begins to become worth it, and would be a very immersive strategic tool to support rebellions near where your allied armies are during a war-


The enforce rebel demands peace option would probably have to be reworked to either force all supported rebel demands, (along with the 'is not already supporting rebels' diplomacy requirement, but perhaps even reworking the support rebels peace option to cause a country to break to rebels? (or maybe even extend this peace option to other casus belis when supporting rebels) Sort of like a congress of viena cutting a country down to size-)
This
 
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.
Dharmic and most pagan theocracies still get shafted. Oh well. :)
 
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2. Sure. If you are happy with reducing the National Manpower Modifier to 25% then there could be some cost reduction in it too.

Personally, I would support reducing national manpower to +25% even without the cost reduction.

Even with the incoming +33% nerfs, I think Quantity will still be the most powerful military group. The main issue here is the manpower bonus, which at +33% will still be enough to eliminate manpower as a meaningful resource bottleneck.
 
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Love the changes overall, but reading through this thread it does seem like a mistake to not have another look at the Salvador da Bahia monument before launch. First off get rid of the accent on Bahia, but more importantly rethink the incentives created by putting OP monuments in colonial regions that don't affect the overlord. Outside of niche situations, it's generally not good gameplay to be specifically incentivized to avoid forming or acquiring colonial nations.

Either nerf the monument so the incentive goes away (honestly global .5 goods produced reads like a typo, like it was supposed to be 5% or supposed to be regional), make monuments affects the overlord as well, or just say screw it and make colonial nations optional without capital moving shenanigans. I'd go for the 1st option personally.
 
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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
Trade Company Investment Cost bonus is probably overpowered, as you can make Trade Companies in early game and sometimes even in your home node (if it crosses border of subcontinents). In general, Trade ideas were already strong and I'm not sure they really needed buff.

  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
FWIW, I'm playing without Golden Century, and right now this idea is giving +25% Settler Chance which is insanely powerful and kind of undermines idea of colonies slowing down their growth with time, as -9% after 900 population becomes just unnoticeable. I guess +10% Settler Chance should be about right.

  • Divine Ideas:
    • ‘Martyrs’ gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
Note that in multiplayer this actually means +25% global manpower, and Divine is already a part of meta (though not all countries can easily switch to Theocracy).

  • Horde Ideas:
    • Bonus now also gives +10% Tribes Loyalty Equilibrium.
What about adding +10% Harmonization Speed bonus to Horde Ideas? Right now Horde Ideas work like Humanist on minimal settings, so for Confucian horde (or ex-horde) there is not much urge to take Humanist except for Harmonization bonuses.

[*]Support Rebels now costs 30% Spy Network instead of 60%
This is probably too strong. Instead I think it would be better to change Espionage ideas to reduce cost of all covert operations instead of just claims, see discussion here.
 
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Innovative Ideas:
  • ‘Optimism’ gives now also gives +1 Leaders without Upkeep.
  • 'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.

What about improving "Dynamic Court" to provide +2 possible advisors instead of +1? Many people are frustrated by dependence of advisors on RNG, and this would significantly improve situation.
 
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Fantastic DD, New monuments and new changes.
However, I do noticed that a lot of us feel sad there is no monuments on Manchu (as there is currently none in Manchuria or for entire Evenki Cultural Group). Would it be a good idea to put an end to this dabate? (maybe in 1.35?)

I think Mukden Palace (the background building in 1.29 loading screen) could be the Great Project that represent the region. Currently, it serves as the modifier of "The Mandate of Heaven" in Manchurian's mission tree after conquering Beijing, adding +0.05 imperial mandate with -2 years of separatism. But the interesting thing is that Mukden is actually the name for another city, currently known as Shenyang (also the biggest city in the whole NorthEast China). I would suggest this name of modifier changes to something like "Entering the Pass" (In Chinese “入关”, a common phrase that literally meaning the breaching of the crucial Shanhai Pass and take control of North China) and set Mukden Palace as the Monuments for Manchu group.

To make it immersive, the modifier might include "adding discipline for banner units" (buffs)/ "adding imperial mandate " (successive Qing emperors actually expands the palace even after taking Beijing)/"adding harmonization process" (the palace exhibits hints of Manchu and Tibetan architectural styles) as this construction really marks the rise of Manchu.
After all, the loading screen is fantastic and this might benefit player/AI who are to form Qing as a Manchu tribe in 1444.
mukdean.jpg
 
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I personally find this change terrible. Think about it. The whole point of limited building slots is that you are forced to make a choice. If you are only limited by how much money you have, then there is no point in worrying about having enough slots for manufactory and workshop.

Combine this with the fact that State houses also don't require a building slot and it makes me wonder what the point of manufactories is, if something that is supposed to specialize a province can now be build in every state at no cost to potential income.

It makes the introduction of admin efficiency penalty to governing capacity not a factor, because now you are guaranteed to not hit it anytime soon, if ever.
Please read this answer :)
Before, we deleted church and docks in every new province. There is no strategic choice anyway when you reach that point.
 
Before, we deleted church and docks in every new province. There is no strategic choice anyway when you reach that point.
I think ability to delete buildings with macrobuilder would be much better solution than this.

Edit: "delete mode" in macrobuilder would also be indispensable for finding inefficient buildings, e.g. temples that make no profit and can be replaced with workshops.

Edit2: I've posted a suggestion, which is about "replace" mode rather than "delete". If you think about it, there is no practical reason to delete buildings in EU4 (as they don't have maintenance cost), you only do it to construct something else. Therefore "replace" mode would be more useful than "delete".
 
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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%.
This change makes Quantity much less helpful for small countries which badly lack manpower and force limits. I think along with these nerf Quantity should provide flat bonuses for manpower and land force limit, specifically to help minors. See also this discussion.
 
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