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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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Plenty of good stuff this week, but regrettably we're still stuck with the insignificant and silly Stave Church as Norways monument. There should still be plenty of time to get rid of this sillyness.

There are two much better candidates for a Norwegian Monument, one is Bryggen in Bergen, which is the major trade center in Norway due to Hanseatic influence. If this one is selected as the new monument, it should boost Norways trade ability and/or it's merchant fleet.
The other is Nidarosdomen in Trondheim, the largest catholic cathedral in Scandinavia. With independence from Denmark emerging early (in game context), and Denmark rapidly becoming protestant, the Archbishop in Trondheim would most propably having aligned with the resistance to a continued union with Denmark. (Historically he fled abroad when the reformation arrived, rather that fight the Kings mercenaries). If selected, it should give Catholisism a regional boost, or increase income due to the large number of pilgrims.

Bryggen is probably the easiest one to implement, but let us have the opinion of the players on this matter.
 
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I actually like the Nobles Knights Aristocratic Idea buff and the new Blackmailing espionage idea. Reasons to accept vassalization is a very hard modifier to get, and that policy buff would be be very tasty for Teutonic horde.......
 
I love a lot of this, but a few of the numbers definately need some tweaks. Most notably, +0.5 global goods produced might be the most insanely overpowered number I've ever seen on this website, and I was around for the Leviathan launch. In economic terms, it effectively gives +2.5 free diplo dev to every province, and it's a modifier that will be applied in a region with a lot of gold mines.
For comparison, the Dutch Polders give +10% goods produced, which is already pretty powerful! In practice, assuming that average diplo dev in Brazil is around 3 (basically making this number up; it's probably lower), the Salvador Bahia goods produced bonus would translate to something like +80% Goods produced, which is so strong it's hard for me to wrap my head around.
 
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The idea of rebalancing idea groups is good. The execution is atrocious. Why not move the dev cost reduction to other idea groups or other policies? Why largely eliminate it? And why on earth would anyone take economic now (other than the quality policy)? Tall play is basically dead with these changes - The "other sources of dev cost reduction" - techs, universities, etc - come too late in the game to be relevant to most SP play (they arrive post 1600). But i assume it will be easy enough to revert by modding.
 
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I love a lot of this, but a few of the numbers definately need some tweaks. Most notably, +0.5 global goods produced might be the most insanely overpowered number I've ever seen on this website, and I was around for the Leviathan launch. In economic terms, it effectively gives +2.5 free diplo dev to every province, and it's a modifier that will be applied in a region with a lot of gold mines.

In general, I think most of monuments should not have any global effects, or their global effects should be very small. Instead, their strength should be in local effects in province, area, region, and sometimes maybe subcontinent. They should be more like canals, which have humble global effects but strong effect on their respective trade nodes. One monument adding goods produced all over the world is too magical.
 
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The idea of rebalancing idea groups is good. The execution is atrocious. Why not move the dev cost reduction to other idea groups or other policies? Why largely eliminate it?
Because dev prices become ridiculously low after some stacking.

And why on earth would anyone take economic now (other than the quality policy)?
Because it allows to save enormous amounts of gold on manufactories? And 10% dev cost is not a joke either.

Tall play is basically dead with these changes - The "other sources of dev cost reduction" - techs, universities, etc - come too late in the game to be relevant to most SP play (they arrive post 1600).
If you are playing tall, what's the problem with reaching 1600? You don't need to catch rebels all over the map, just increase speed and relax.
 
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@Pavía Great balance changes, many things I really like, but also many questions. I would love to get some developer insight:

1. Clear distinction between tall and wide play via goverment capacity - you use goverment capacity to either conquer new land or develop the cores you have, and this interaction is available to all nations. I play both tall and wide campaigns and I can see myself enjoying both with these changes.

2. Free building slots for courthouses - thank you! Is it possible to make a delete building macro builder tab, then make courthouses cost building slots again, or is it technically difficult?

3. State houses reduce gov capacity cost by % and flat -25 INCLUDING expand infrastructure +15 cost - on paper this seems incredibly broken, way more powerful than the current quantity-eco meta, but I will have to play a few campaigns first to test things out, perhaps I misunderstood the mechanic interaction. Have you considered making courthouses, town halls and state houses a part of state investments, similar to trade company investments? That is, these buildings are built at state level, represent goverment infrasructure, affect fully stated provinces, and are no longer a building on a province level.

4. Quantity-eco meta has been killed and I am glad for it. Have you considered removing all dev cost reduction bonuses scattered across various mechanics from the game and reintroducing them as a separate, per province (geography, trade good, local devastation/autonomy) mechanic? The change to expand infrastructure to me seems like a step in this direction. Of the two ways to play I like tall play more, so I would really like to know of any ideas you considered, are planning to introduce later or thought were interesting suggestions by the players, even if they were discarded.

5. I am very exited for the new copper mine monument, I would like to see more of these kinds of landmarks in the game, Krakow cloth hall is another landmark I like for the same reason. Is it possible to add more such locations to the game, perhaps as semi-landmarks, cheaper than great projects? Is it possible to represent historical mines or known centres of industry and commerce as unique province buildings? Many of these are in the game as local modifiers. For exmple, replace a regular market in Istanbul with the Istanbul Grand Bazzar or Make the Toulon shipyard into the Toulon Arsenal, both with better bonuses than their regular building counterpart

6. Crimea being a tributary of the Ottomans is a great change, can't wait to play on the new patch and see how it affects the game flow.

7. As a separate, unrelated topic I havent seen anyone else mention, around what AI difficulty is the game balanced for SP, and what AI settings do you use for your AI observer test runs? Do you have any statistics on what difficulty the playerbase prefers to play?


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On the other side, I feel the idea rebalancing is aimless? bandaid? You mentioned in one of your replies that you will rework ideas further, so I wanted to put forward my criticism, hopefully it won't be taken negatively:

I feel that half of the current idea sets in the game are unfocused. Not unbalanced or underpowered, but at their base a collection of random bonuses that don't match the spirit of the idea. It is my opinon that not all ideas should be S tier, rather, all ideas should offer the player a specific playstyle and associated mechanics, that they may choose based on their idea of fun. I also feel that many idea sets are adjusted to compensate for poorly made game mechanics, instead of fixing the underlying issues with the game mechanic itself. I will try to explain with specific examples.

Аn example of a well designed idea set in my opinion is influence. Many will agree that it is a useful and powerful idea set, but for me it is well designed because every idea + bonus in the set improves my subject play in some way:

-tax income from vassals
-liberty desire reduction
-annexation cost
-more relations
-diplomatic reputation
-envoy travel time
-force limit from vassals
-unjustified demands cost reduction

Some of these bonuses are more powerful than others, but all are useful to the goal of the idea set - improve subject play. I pick this idea set when I have a strategy based on subject swarms and no single idea in the set feels like a waste. Subjects and associated mechanics also have a good level of depth and polish, despite complaints about bugs and bad ai from players, and so this part of the game fells fun and fulfilling to interact with.

Another good idea set in my opinion is naval. It is heavily criticised by the community by being a weak idea set, but the fault is not with the idea set itself. The set is weak because the underlying naval mechanics are weak compared to land warfare. With no hard limit on your supply limit, rigid, province based trade, and the ability to get land acess freely across most nations, there is little reason for a player to focus on the navy at the cost of his army. The idea set itself is close to perfect:

-naval leader shock
-naval leader fire
-galley combat ability
-heavy ship combat ability
-ship durability
-ship morale
-disengagement chance
-sailor recovery
-navy tradition
-disengagement chance
-marines
-reduced morale hit

In games where I roleplay and go full naval this idea set is S+ tier. Sea Quality on steroids. There are so many bonuses crammed in, each improves my navy in some way, and not one idea feels like a waste regardless of my naval strategy. However, naval mechanics are undeveloped, having a powerful navy in the current version of the game is, ahistorically, not nearly as useful as having a strong army or a good economy, and so this idea set sees little use. I feel that your decision to buff what I already percieve is a strong idea set comes from a decision to improve naval play, not by improving existing mechanics (eg. naval supply, naval trade, reduced ability to get military access), but by making the idea set stronger, which is in my opinion bad design. I have similar thoughts on your changes to the espionage idea set.

An example of a bad idea set in my framework is Administrative. A consistent S-tier idea voted by the community, a must for wide play an world conquest, it has the following bonuses:

-CCR
-Gov capacity increase
-Admin tech cost reduction
-extra advisors
-reduced interest on loans
-mercenry cost reduction
-mercenary maintainance
-mercenary manpower

Of the listed bonuses, only the first 3 are of any relevance for wide play. Each time I go on a conquest campaign, I resent picking this idea set due to 5 of the 8 bonuses it provides being dead weight for my style of play. Other players have also criticised this idea set in this thread, and I am looking forward to how you will rework this idea set in the future. If I were to design this idea set, I would want to see some of the following modifiers in it:

-CCR (already present)
-Gov capacity increase (already present)
-Admin tech cost reduction (already present)

-Autonomy reduction
-Minimum Autonomy in territories
-State maintainace reduction
-State edict cost reduction
-Max absolutism
-Yearly absolutism
-Strengthen goverment cost reduction
-Reform progress growth
-Expand administration dicount
-Centralize state discount
-Yearly legitimacy/Tradition/Unity

Any of these modifiers, some powerful, some mediocre, all improve my wide play in some way, and fit thematically the idea set that is supposed to represent a centralized state.

A few more examples of reworked idea sets, for reference:

Quality - Why are there naval bonuses here when there is an entire dedicated naval idea set available? I want to see an idea set that improves the quality of my army in every way

-Land leader fire
-Land leader shock
-Infantry CA
-Cavalry CA
-Artillery CA
-Discipline
-Drill gain modofier
-Drill loss modifier
-Army professionalism gain
-Army tradition gain

Offensive - an idea set that allows to blitzkrieg. Faster movement, faster battles, faster sieges, faster recovery.

-Land leader siege
-Land leader maneuver
-Siege ability
-Army move speed
-Morale recovery spped
-Reinforce speed
-Reduced attrition
-Reduced cost to breach walls
-Artillery bonus vs fort
-Reduced cost to force march
-Increased morale damage

Innovative - An idea set having the most advanced and glorious

-Technology cost reduction
-Idea cost reduction (Why is this in the humanist idea set?)
-More advisors
-Cheaper advisors
-More free policies
-Institution spread bonus
-Institution embracement cost
-Innovativeness gain
-Prestige gain
-Splendor gain


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Overall, I think this is shaping up to be a great patch
 
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Another good idea set in my opinion is naval. It is heavily criticised by the community by being a weak idea set, but the fault is not with the idea set itself. The set is weak because the underlying naval mechanics are weak compared to land warfare. With no hard limit on your supply limit, rigid, province based trade, and the ability to get land acess freely across most nations, there is little reason for a player to focus on the navy at the cost of his army. The idea set itself is close to perfect:
Actually, country without Naval ideas has almost no chances standing against country with Naval ideas in the sea battle. For the perfection it's missing leader maneuver, which is truly a king pip in the sea, but that would probably be too strong.

The only problem is that if you are not an islander, enemies will come to you by land instead.
 
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Whoever is in charge of modifiers for monuments is either a moron or doesn't plan the game. YOU HAVE ANY IDEA HOW GOOD PRODUCED WORKS AND HOW OP OT IS, WHY ARE YOU THROWING IT GLOBALY IN BRAZIL AND 45 IN A COPPER PROVINCE
 
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Espionage has a pulse event which gives -1 diplomatic relations for 10 years. That's a -120 hit on diplo points. It is crazy to have this in an idea group that is already considered to be terrible.

Naturally, diplomatic ideas doesn't have any pulse event this bad. Talk about imbalance. This event should be moved over to diplomatic or just removed entirely.
 
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Obviously they prioritize adding swedish monuments since Paradox is swedish, but the Salt Mines or the Danzig Crane will surely be added eventually.
Salt Mines I think it's stupid choose. It's another Trade/Economy Monument in Cracow province. Same think will be Jagiellon Universitea. Hungarians have similar. Someone told about Royal Palace in Warsaw. I think its good idea. Before dev diary I thought it will this Monument and have similar bonuses like Trakai Castle, but I am glad that Lithuania got something. There is still room for many regions to give own Monument. Danzig Crane would be amazing for global ship recruitment and ship costs and it's different than others.
 
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.
I don’t see everyone spamming university
 
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I will be surprised if the idea group changes alter picks much.
  • If cav deploys and updates deployment properly, maybe aristocratic will be worth considering as less of a meme pick.
  • Innovative is still a meme in SP, not sure if the policy will help it enough in MP.
  • Economic is weaker, but I'm not sure it will alter how MP plays out, we'll see.
  • Trade will ratchet money faster with TC investment. It has strong SP competition in diplo categories though.
  • Don't think the decisions from exploration will change.
  • Nobody in their right mind plays theocracy with conversion focus + divine ideas without being capable of converting provinces, so Divine ideas gets a small but largely strict buff.
  • There are too many inland forts/forts in general, but at least -100% barrage cost is interesting.
I don't think going over governing cap needed to be nerfed more, since it's already heavily punitive and thus avoided. Though without the extreme inconvenience of spamming courthouses, actually managing it will be a lot less painful and playing around it will feel better anyway. I would have preferred to see a better building UI for deleting buildings, rather than what is effectively adding a slot globally.

It's nice to finally see swapping to pagan be functional for more than just animist/Norse breaks.

Fate of Crimean Khanate change is definitely nice. I'm still not a fan of special casing rules, but that should make the gameplay ramifications less damaging.
 
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