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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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The governing capacity admin efficiency malus should be decreased.

Personally instead of nerfing quantity I would've just reverted the nerfs to the non-quantity ideas. I am happy to see quantity nerfed though. Less units to deal with is better.

Why is Visby a world wonder? Surely Pisa or Nasau would be more worthy.

Sad to see the economic bonus nerfed.
 
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with governing capacity, maybe have the admin efficiency pain kick in when more than 50 over gov cap? It's very easy to slip over for brief periods, so making the cap a bit softer gives you a bit more choice in what you value most.
 
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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.

Any chance you could make "+1 Combat Roll in Capital Area" a modifier?

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.

It's a minor thing but I always thought the Chain Claims rule modifier from Age Objectives should become part of Espionage Ideas, as the opener or maybe the finisher.
 
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Will you rebalance fervor gain from religious ideas and religious focused national ideas? +0.25 just isn't enough to have mechanical effect, especially compared to the +1 papal influence many nations get and the +2(!) papal influence that religious national ideas give. Even a Reformed nation which is at peace, has three stability, 100% religious unity, full clergy loyalty and influence, and both religious ideas and fervor from nation ideas will only have 7.5 monthly fervor gain, which isn't enough for two fervent foci (Catholics can often have all curia bonuses simultaneously). Moreover, because even when added together the national and idea group ideas only give half a fervor, and only a few monuments give half of a fervor, these ideas will almost never be the difference between getting a fervent focus and not getting one. So many nations end up with a totally wasted slot in their ideas, which they might naturally (but wrongfully) assume to be doing something.

Anyways, great work, I love the balance changes.
 
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Will you rebalance fervor gain from religious ideas and religious focused national ideas? +0.25 just isn't enough to have mechanical effect, especially compared to the +1 papal influence many nations get and the +2(!) papal influence that religious national ideas give. Even a Reformed nation which is at peace, has three stability, 100% religious unity, full clergy loyalty and influence, and both religious ideas and fervor from nation ideas will only have 7.5 monthly fervor gain, which isn't enough for two fervent foci (Catholics can often have all curia bonuses simultaneously). Moreover, because even when added together the national and idea group ideas only give half a fervor, and only a few monuments give half of a fervor, these ideas will almost never be the difference between getting a fervent focus and not getting one. So many nations end up with a totally wasted slot in their ideas, which they might naturally (but wrongfully) assume to be doing something.
I think you are missing that you can accumulate fervor points first, and then for a certain period spend more fervor than your monthly gain is. In this case every +0.5 or +0.25 you can have in ideas or wherever is not wasted. (That's not to say that Reformed is currently balanced against Catholic, I'm not an expert on them)
 
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
Agreed, it’s literally the only reason to pick economic ideas. The rest of the modifiers are absolute dogshit. The other modifiers are so small that they’re negligible and they affect things that you won’t need either way. An example is the 0.1 annual inflation modifier. Comparing the cost of 400 admin points of just that one idea, to the price of manually reducing inflation, means that it would take more than 110 years before the idea has “paid for itself” in terms of admin points. That’s even without the fact that there are so many other ways of reducing inflation.
 
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Agreed, it’s literally the only reason to pick economic ideas. The rest of the modifiers are absolute dogshit. The other modifiers are so small that they’re negligible and they affect things that you won’t need either way. An example is the 0.1 annual inflation modifier. Comparing the cost of 400 admin points of just that one idea, to the price of manually reducing inflation, means that it would take more than 110 years before the idea has “paid for itself” in terms of admin points. That’s even without the fact that there are so many other ways of reducing inflation.
Economic idea group is good for 3 cases:
  • for tall play;
  • for use by AI countries;
  • for multiplayer.
For tall play your argument about "more than 110 years before payback" doesn't really matter, as admin points are mostly spent on technologies, ideas, and tax dev (which is not much useful). The only real cost here is an alternative cost vs taking another group like Innovative, an you'll likely take both Economic and Innovative in some order anyway because Administrative, Religious, and Humanist aren't that much useful for tall play, and Expansion is not always needed.

For AI countries it's useful because AI doesn't manage budget well, so building cost reduction is nice.

If you are playing wide and need admin points for coring, it's not a group for you, and I see nothing wrong with it.
 
I thought about the compromise for tall players. How about removing dev cost from eco-quality policy, because it will turn players to search for other combinations, and nerf the finisher of economic ideas itself only slightly, from -20% to -15%? This way, economic with its other bonuses, great events and remaining policies (like Eco-Quality, Eco-Offensive, hell, maybe Eco-Naval will become viable) will still be considered great idea group but not a no-brainer as it is.
 
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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.
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.
Don't forget that only colonial nation can use it, not the overlord. Often people don't even bother with Americas, but now there is a huge prize.
 
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Maybe a little late in this thread, so hopefully this still get read but with the change to State houses: any chance for us to see where a state house has been built?

If a state has 4 provinces, and they all have a manufactury (very common in mid-lategame) then it's currently not possible to see if a state has a statehouse. Would love if a state like that gets a different color on the minimap.
 
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  • Innovative is still a meme in SP, not sure if the policy will help it enough in MP.
Just wanted to say that +1 free policies is really, REALLY good. It's basically +1/+1/+1 monarch points in the mid- to lategame (well, not quite, since you HAVE to spend that on policies, it's still very good though).

It might make innovative worth keeping even after you reach 100 innovativeness early on.
 
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You get the - 20% dev cost back from expanded infrastructure (it went from 5% to 25%) and there's new gov reforms that gives dev cost and dev efficiency even. Its more than fine imo
Shifting the ability to play tall away from a base mechanic (Idea sets) over to a dlc-orientated playstyle (Expand infrastructure, reliant on Leviathan dlc), seems very uncool to me.
 
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I thought about the compromise for tall players. How about removing dev cost from eco-quality policy, because it will turn players to search for other combinations, and nerf the finisher of economic ideas itself only slightly, from -20% to -15%? This way, economic with its other bonuses, great events and remaining policies (like Eco-Quality, Eco-Offensive, hell, maybe Eco-Naval will become viable) will still be considered great idea group but not a no-brainer as it is.
But among administrative groups Economic is still the best option for tall play (ok, maybe after Expansion if your definition of tall includes colonization). Changing -10% to -15% will only change final numbers of development, not the principle.
 
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The governing capacity admin efficiency malus should be decreased.

Personally instead of nerfing quantity I would've just reverted the nerfs to the non-quantity ideas. I am happy to see quantity nerfed though. Less units to deal with is better.

Why is Visby a world wonder? Surely Pisa or Nasau would be more worthy.

Sad to see the economic bonus nerfed.
Pisa should be a monument, it's very important to Italy even today.
 
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