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Europa Universalis IV - Development Diary 14th of February 2023

Bonjour! Welcome to this week’s Development Diary where we will be taking a closer look at the new content for France. Before we begin, I would like to take a moment and discuss the idea behind giving content to France and other countries which have already received content of any form in previous years. The idea behind revisiting them for the upcoming DLC is that we want to elevate them up to our current standards of quality and aim at making these nations fun again for people who have completed several campaigns before, already. In addition, we consider France alongside the Ottomans and some of the other Great Powers as the final big bosses of the campaign, powerful and scary, but at the same time not railroaded towards success.

To be clear, the content displayed here (missions, reforms and events tied to the tree) will be part of the DLC. We’ll also be adding a lot of new content in update 1.35 for free, but we’ll talk about that later in March (although we already gave an early preview of that with the new Idea Groups). Please keep in mind that the values and art displayed here are far from final and will be further tweaked, with your feedback!

On a personal note, France is one of my most favorite countries to play and as such, I am extremely excited to unveil the extensive content I have prepared for them. The philosophy behind this content is to imprint as much of France’s history as possible within the confines of the game. As a result, playing as France you will experience the most extensive and intricate mission tree we have created since Rule Britannia, with 84 new missions, dozens of new events, mechanics, decisions, a new monument, government reforms, a new subject type and even new Revolutionary content included in the tree. Please enjoy reading through this Developer Diary and I hope you enjoy it!

So, starting off, let’s take a look at the new mission tree I have in store for you:

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Much like my previous work, this mission tree is also broken down into different parts, each with its own thematic direction, objectives and goals. The goal behind this extensive reward is to utilize the tree as a narrative vehicle to tell the story behind the growth and rise of the French kingdom from the end of the Hundred Years' War to the conquests of Napoleon.

It features a combination of some of the game’s most popular aspects, let’s take a look at some of the highlights.

The start of the game will greet you with a new event, telling the story of the Hundred Years War and the state of France. Some of the first missions at the very top of the tree will deal with retaking the cores back from England, making your cores cheaper to demand in a peace deal and awarding you with more crown land. The culmination of that path, from retaking Gascony and Normandy, to securing the Armorican Peninsula leads to the Crown of France, with a reward that will help you consolidate yourself as a great power:

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At the same time, on the right hand side of the tree, you will be called to decide the fate of Provence, with the choice to ask their monarch for a voluntary union under the French banner. By raising relations, a royal marriage, strong trust and favors you may earn yourself a powerful subject. Else, if you wish to conquer them, the reward will be a not-insignificant amount of Aggressive Expansion reduction, perhaps a great play for further conquest into Italy ?

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Ducal Lands of Avignon is a very important part of the experience, as it will let you decide the fate of a considerable part of your campaign. I really enjoy the dichotomy of choice in Europa Universalis IV so I opted to give the player as much of a choice as possible when it comes to shaping your world, country and even your mission tree. Thus, this mission will give you the choice between amending your relations with the Pope and taking on the sword of Christianity back into the Holy Lands or denouncing his authority and gaining more missions for conquering Italy, that compliment the main Italy branch further below.

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But wait a minute, you may ask: Why do I receive a mission path to conquer Italy if I amend my relations with the Pope and proclaim a mutual friendship and alliance ?

Should you decide to side with the Pope and forge a bond between your nations, your missions around Italy will shift significantly. You are no longer conquering Italy DIRECTLY for the crown of France. You will be doing it as the righteous sword of the Holy Father and thus completing missions in the Italian Peninsula will cede these territories to the Pope and grant you powerful bonuses to strengthen both your nation and the Papal States:

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You will of course have the choice to shift your approach before you embark on this conquest path, instead opting to have Italy directly for yourself.

Let’s take a look at some of the highlights on this path:

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The Golden March will either have the Pope coronate your ruler or grant you a new type of evolving modifier. This reward will grow in strength as you conquer Italy, with each mission you complete.

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Note: The second part of the reward is not an error per se, rather I still need to implement a new Great Project in the French region

The tree offers a vast array of new events, one of which is the Treaty of the Golden Bulls, a way to demand direct allegiance from the Pope as you have been very successful in conquering Italy for the Holy See.

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As noted further above in the mission tree, the Papal States has a right to decline both the initial cooperation agreement and the Treaty of Golden Bulls, albeit the latter will bring forth dire consequences in the form of stability, prestige and devotion loss.

This path ends with the mission ‘Expand the French Domain’ which will seek to consolidate all of Italy under either the Papal or French banner:

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Note: changing your Catholic religion will result in the tree defaulting back to its direct-conquest approach, erasing all rewards earned from this path.

Simultaneously, you will need to safeguard your southern borders, dealing with Iberia. You can either help an Iberian country towards consolidating their power in the peninsula (more on that in a future Dev Diary) or choose to conquer the region for the French Crown.

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(This reward may be a bit too strong, but please keep in mind that you will lose it should you conquer any land in Iberia. Further balancing will take place!)
Before we move on to further parts of the tree, the left side of these paths will lead into Facing the Habsburg / HR Empire. As shown before, here you will find a difficult choice: To unite the HRE and revive Charlemagne’s ambitions or shatter it and take it all for yourself!

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The path to diplomatically gain land in the HRE via contesting the Emperorship will reveal some interesting missions, let’s take a look:

By swaying the opinion of several electors and securing their crucial vote, while outgrowing the current emperor in terms of land, prestige and diplomatic ability, we will gain the following reward:

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The current Emperor, will receive an ultimatum in the form of an Event with the following options:

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The first option will relinquish the emperorship to France, but the AI will almost NEVER (in all caps) opt for this option. The second option will use funds from the Imperial treasury to block France’s ambitions for imperial ascendance while the third option will enable the Austrian player to counter the claim and receive a special Restoration of Union CB on the throne of France. This option will only be pursued by the AI when it’s militaristic and/or when it’s confident in its ability to eradicate the French in the field of battle (will make for some interesting multiplayer scenarios!)

Through the other missions (‘Right by Blood’ and ‘Means of Expansion’) you will interact with new unique rewards in the form of events and evolution of great projects for owners of Leviathan:

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Of course the tree would not be complete without the customary “Beat England” path which is thematically tied in with colonial and Low-Countries related missions:

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Conquering the British Isles will result in the following event:

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(The values here are experimental, especially since Ship Cannons is a new modifier I wanted to introduce in 1.35!)​

The alternative option would grant us a powerful permanent reduction to Culture Conversion cost, the ability to concentrate development without losses as well as the unique mechanic of reducing separatism in provinces we concentrate development from!

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(Another example of a new modifier I was very excited to talk about, Max Number of Flagships!)​

This concludes the first part of the French mission tree, out of three! Moving on, let’s take a look at my favourite part: Internal management and flavor missions!

Let’s begin by making a quick remark about the new subject types of France, the Appanages, in order to highlight the importance behind the gameplay of France’s path towards centralization.
They will have a few unique subject interactions and they are only accessible by France. Their liberty desire will be quite high at the start of the game, for 2 reasons:
  • They need to feel like a threat to the French dominion
  • Burgundy’s mission League of Public Weal should now have an actual impact, raising the French subject liberty desire to above 50%
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(Appanages will have their own art and more in the final release!)

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An interesting note about this mission, one of the ways to complete it, is by having Jean Bureau win several times on the battlefield!
And here’s a barrage of flavorful missions, enjoy!

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I should note here that one of the biggest proponents of 15th and early 16th century gameplay will revolve around centralizing the state and concentrating power in the hands of the monarch. As such, France will start the game with this Tier 1 unique government reform:

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Which will be removed and replaced by this around the 16th century as you increase your crown land, centralize and steer the glorious nation of France to a new era:

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This will open the door to further facilitation of imperial ambitions both at home and abroad:

The French Musketeers are no longer a simple abstract Age Ability! They are now a cool new special unit armed with +10% Fire Damage and very ample in its numbers. The reform itself will grant you access to around 50% of your forcelimit as Musketeers so they cannot be as powerful as other special units and of course these numbers are definitely not final!

Also, feel free to suggest a colour for the French Musketeers (meaning, a tone of Blue, as the BBB deserves )!

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You may ask “So France now gets both Fire Damage from the Age Ability AND their special units?”
Sacrebleu no! Their Age of Absolutism ability is now this:

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(The art is not final)
I felt like the one nation that defined the era and the meaning of Absolutism, deserves its own brand of it. More details on Ages and Splendor abilities in the future!

Moving on, Colbert was a very influential figure in France, in his time. As such I wanted to portray him in his own mission, with a cool new reward type which depends upon the choice you make in the ‘Colbert’ base game event. (If you have not received the event, you will instead receive the event and a large amount of Mercantilism). He was incredibly important to France and I encourage you to visit his page and learn more about him!

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Note; my original plans for this canal was to convince the team to let me carve an actual canal connecting the Cote d’ Argent with the Mediterranean but alas it is sadly not within our capabilities.​

Moving on, let’s take a look at Revolutionary content for France. As a player myself, I understand that it’s difficult to stick to a campaign and at times it gets less fun the later the game goes, and that’s part of the reason why I strived to give France as much flavor, missions, events, reforms etc as possible, to help the player (and myself) reach the Age of Revolutions in order to enjoy the content I made for it.

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Completing the missions regarding the Peninsular War and Invading Italy, will reward you with powerful new tools, ripped straight from the National Ideas of the countries you conquered. In Spain case, for example you will receive a 10% increase to your Morale of Armies. However, the real twist here is that if you complete these missions with a subject owning these regions, the subject’s color will change to reflect yours. And this is where I want your feedback my beloved community:

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(Colors are restored upon regaining independence!)
Should the colors be a 1:1 representation of the French color, or should they be a similar but somewhat different shade for better border readability? I personally lean towards the latter option.

The conquest branch ends on the following mission:

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Simultaneously, you will be able to follow the path of Napoleon’s internal affairs and recreate some of his accomplishments.

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Note: I decided to make these decisions, which empower your Revolutionary Guard, mutually exclusive because whilst I love playing France, they should not be able to employ scores of super soldiers. However, each decision will impact the above mission differently, so choose wisely!

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Before we part ways, I would like to hear your opinion on the following change. I decided to give France a new set of Ideas and would love to hear your thoughts on it. The reason behind this change is clear; I want France’s idea set to be reflective of the time period between 1444 and the revolution, with a second idea set adopted upon embracing the Revolution:

Starting French idea set:

FRA_ideas = { start = { diplomatic_reputation = 1 global_manpower_modifier = 0.2 } bonus = { development_cost = -0.1 } trigger = { tag = FRA if = { limit = { has_dlc = "Emperor" } is_revolution_target = no } else = { is_revolutionary = no } } free = yes #will be added at load. lessons_hundred_years_war = { army_tradition = 0.5 land_morale = 0.15 } fra_taille = { global_tax_modifier = 0.1 war_taxes_cost_modifier = -0.5 } estates_general = { reform_progress_growth = 0.1 global_unrest = -1 } europes_first_standing_army = { discipline = 0.05 } native_trading_principles = { native_uprising_chance = -0.5 native_assimilation = 0.5 } divine_right_to_rule = { core_creation = -0.1 max_absolutism = 5 } vauban_fortifications = { defensiveness = 0.15 garrison_damage = 0.5 #Note for the modders, it’s a float for casualty damage (mostly for MP) }

Revolutionary France idea set:

FRA_ideas_2 = { start = { max_revolutionary_zeal = 5 harsh_treatment_cost = -0.5 } bonus = { siege_ability = 0.2 } trigger = { tag = FRA if = { limit = { has_dlc = "Emperor" } is_revolution_target = yes } else = { is_revolutionary = yes } } free = yes #will be added at load. revolutionary_tribunal = { years_of_nationalism = -10 } elan = { land_morale = 0.15 morale_damage = 0.05 } mandats_territoriaux = { production_efficiency = 0.15 inflation_reduction = 0.05 } liberty_egalite_fraternity = { tolerance_heretic = 1 tolerance_heathen = 1 } jourdan_law = { manpower_recovery_speed = 0.2 } napoleonic_tactics = { military_tactics = 0.1 drill_gain_modifier = 0.5 } european_ambitions = { core_creation = -0.2 } }

For reference, here’s the old 1.34 set that France has:

FRA_ideas = { start = { diplomatic_reputation = 1 global_manpower_modifier = 0.20 } bonus = { discipline = 0.05 } trigger = { tag = FRA } free = yes #will be added at load. french_language_in_all_courts = { diplomatic_upkeep = 1 } elan = { land_morale = 0.20 } estates_general = { global_tax_modifier = 0.1 } native_trading_principles = { native_uprising_chance = -0.5 native_assimilation = 0.5 } vauban_fortifications = { fort_maintenance_modifier = -0.2 } the_philosophes = { technology_cost = -0.1 } liberty_egalite_fraternity = { tolerance_heathen = 2 tolerance_heretic = 2 } }

As a player, I find it immersion-breaking to have ideas for the Revolution before / without embracing the Revolution itself, and that’s part of the reason why I wanted to make this addition.

As I mentioned before, the tree hosts 84 new missions, dozens of events and so much more content than I could display here, without taking over your entire day reading and writing. This Dev Diary barely scratches the surface of what’s to come for France and I am very excited to hear your thoughts on it.

That is all for this week, thank you all so much for taking the time to read through this Developer Diary and please do come back next week, where @Pavía will be discussing new content for Iberia!

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I am becoming fearful that because they don't get played as often they are not going to get the love in this update.
Doesn’t that basically perpetuate the cycle? No one plays them because they don’t have content. Thus, they receive no content in dlc. And so, no one plays them because they have no content.
 
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I love your work! And since you're asking my opinion...

I'm happy to see that the developers understand the vision that players have of a game and their expectations. Of course, not everyone can be satisfied, but it is clear that the great powers weren't so great anymore: playing them quickly became boring, and playing against them was not so difficult.

I think you are going in the right direction by trying to make them both more powerful, but above all more interesting to play.

My only skepticism concerns the new French national ideas. Particularly those of Revolutionary France. These Ideas are end-game ideas, where Morale becomes almost negligible before Discipline or Siege Capacity. It might be more interesting to convert morale into discipline, or combat ability, to maximize the amount of damage inflicted rather than the length of the fight.

At the same time, you may have seen that there is some skepticism with unit drilling. Even having a 200% training speed bonus is useless with a country in the Age of Revolutions. At this point, the AI can no longer compete with our armies and takes refuge behind masses of level 8 forts. So besieging is pretty much all the player does. However, due to attrition and therefore the inevitable reinforcement during sieges, the training value of a unit literally melts before our eyes, which makes several years of drilling nullified in a few months of war.

Consequently, my proposal for the drilling modifier would be to replace it with a -XX% loss of drilling (reinforcements included) in order to have a real impression of being able to form powerful units that do not revert to basic soldiers. even before crossing the Rhine.

What I say obviously applies to other nations. I take the case of France because it is with this country that I started EU4


Other than that kind of detail, I'm in awe of your dedication, and I'm glad to see that EU4 is still getting new content. Thank you again, and I can't wait to buy this new DLC! <3
 
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All of this looks really good and I love the quality I'm seeing from PDX Tinto for this new DLC, but I have some concerns.

I've bought all the DLC and this is giving me more and more 'DLC for a DLC" vibes. I would like to to strongly suggest to the team that there needs to be something for people who have already bough DLC that gave these nations mission trees and would now have to buy yet another DLC for a new mission tree. What's the point of paying more money for a mission tree for a nation that got a mission tree two years ago. For that reason, this DLC is "No" for me. I'm not going to pay more for a game that is starting to lean into the "DLC for DLC" problem.

Exactlly this for Golden Century. After the new missions for Iberia are announced, why the heck you buy Golden Century if only for the Flagships and the Catholic Orders (which are only meaningful if you are playing an Iberian nation).


This. France was included in Emperor and its been two years, and now they're getting another mission tree. Meanwhile, Persia still hasn't been touched. I'm starting to have my doubts that Tinto has priorities in order.

That's great and all, but this going to be confusing as hell when there are 3 different versions of one tag's mission tree running around. It's going to make giving help and feedback difficult because you might be using this new mission tree, but a friend is still using the Emperor mission tree.
I think DLC will fill those countries that lack missions. But that doesn't seem to be the case.
The update of Ottoman is a surprise, but France and Iberia are somewhat difficult to accept because their missions are perfect (and pay for it).
The modification of Japan's mission is also acceptable,because the original design makes people think that it is more like advancing the time of the Pacific War by 500 years.

When I saw the log, I felt that the mission of the country this week was better and stronger than that of the previous week. At first, I was happy that the Ming had a new mission, but now it seems too weak.

I thought that areas such as Mamluk, Persia, Qara Qoyunlu or the Caucasus would receive more attention, but now it seems that there is no hope:(.
 
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I think DLC will fill those countries that lack missions. But that doesn't seem to be the case.
The update of Ottoman is a surprise, but France and Iberia are somewhat difficult to accept because their missions are perfect (and pay for it).
The modification of Japan's mission is also acceptable,because the original design makes people think that it is more like advancing the time of the Pacific War by 500 years.

When I saw the log, I felt that the mission of the country this week was better and stronger than that of the previous week. At first, I was happy that the Ming had a new mission, but now it seems too weak.

I thought that areas such as Mamluk, Persia, Qara Qoyunlu or the Caucasus would receive more attention, but now it seems that there is no hope:(.
Why no hope? Just wait for a Middle East immersion pack. Honestly, yes, I think that the Great Power immersion pack should have been the last one, after the Middle East and South America. They should have covered the regions that lack proper mission trees first, but it is what it is.

What I'm hoping for is that Byzantium is included in this Great Power DLC, otherwise they might not get updated.
 
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What I'm hoping for is that Byzantium is included in this Great Power DLC, otherwise they might not get updated.
Knowing PDX fans, if Byzantium isn't updated there will be a mini riot in the forums. /s
 
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This is very impressive work. Would it be reasonable to expect England/GB to receive the same level of love as France? If so, this could turn out to be one of the best expansions ever. :)
Forget England/GB. It's Scotland that needs the attention. The mission tree they got in Rule Britannia was poor and their national ideas are borderline insulting.

After all it was Scotland that inherited the English throne which lead to the creation of Great Britain. But nearly every campaign England conquers Scotland and then forms GB, which makes no sense as GB is a diplomatic union of the two.

There should be an event to reflect King James inheriting the English throne akin to the one for Castile and Aragon. And Scotland's military ideas should be buffed so they can hold out against the English until said event fires.
 
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I am becoming fearful that because they don't get played as often they are not going to get the love in this update.

Doesn’t that basically perpetuate the cycle? No one plays them because they don’t have content. Thus, they receive no content in dlc. And so, no one plays them because they have no content.

Knowing PDX fans, if Byzantium isn't updated there will be a mini riot in the forums. /s

I would definitely buy this DLC, guaranteed, without objection, if they include Byzantium.


This is basically my strongest fear at this point. I, personally, will come back to advocating that the American natives and form-ables could do with neat mission trees, or events, or post-reform religion mechanics.

Beyond that, there's this loop. Things that get attention by devs definitely will get attention from players. So we're likely to play a bunch more China games, more French games, more Russian games. And that just bums me out, as a person who's often pitching EU4 as the game where you can choose nearly any nation that existed in 1444...sure, you can.....but many of them are hollow. Filling them is a monumental task! I'm not surprised that some nations get more attention than others. I'm not surprised that most of the game is played in Europe, in a game that focuses power into Europe...But I am a bit dissapointed by this sort of cycle of player to development to player attention.

+++
As for my opinion on France's dominated nation colors, please, for better map legibility, make them different shades....and heck, please set up the same for all of Spain's colonies. (or anyone's colonies)
 
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Well, I have a fundamental problem with "generic" conquest missions overlapping with revolutionary ones. Players who have already completed the first ones - (and a large amount of player will have done them, be sure of that) - before the Age of Revolutions will have nothing to do but clicking to validate revolutionary missions. That's it.
It negates the effort you tried put into giving players things to do late game. Some of your main opponents as a First French Empire are United Kingdom, Prussia and Spain. If they are all dead already, I wonder from where the fun will come.
Russia? They will probably never emerge now.
Poland? They should be dead and to rescue, not be THE threat.
Ottomans? If there is no England in India there is no point into going here.
Sweden? Scandinavia? Sure they will!

Everything that concerns British isles, Spain and western Germany in the top third of missions should be replaced by something else. These, or the revolutionary ones.
You could, as an example, extend the missions related to the internal religious disorders, deepen those on colonisation (and include facts on the Seven Years' War, instead of simply destroying England), another one about the rapprochement with the Ottoman Empire. And so on.

Moreover, it was the right time to add missions that would release kind of historic client states: Etruria, Westphalia, and Illyria. Release a Duchy of Warsaw if Poland has fallen. And to add a special final mission that would create a large european coalition to defeat.

Finally, I'm French and I don't know about a country called "Revolutionary France". I know about a Kingdom of France, France (a bunch of them), then a French Empire, then France again, then a Kingdom of France again, etc.. This "revolutionary" qualifier should be reserved to countries converted by force to revolutionary ideals, not to the target. I know that EU4 cannot correctly represent the names of countries, but still, this one leads me to avoid becoming "revolutionary".
 
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I'm going to put it in the Spain DD too, but I really want you to put an achievement.

I just want them to put an achievement for Spain:

"The prophecy"

"The time will come where the world does not exist, since it will only be Spain" (Based on those famous (Translated) words is the name of the achievement)

The Iberian cultural group has 33% or 50% (More challenging if it was 50%, I like it better than 33%) of the development in the world, not as a country, but as a culture in provinces and there can be no Iberian culture under another nation that is not a colony or any type of vassal that has as its main culture the Iberian, in that we would have to include Personal Unions to which you change their main culture.

Alternatively it could be "Conquer and colonize all the provinces of the world", but it would be very standard, dull and boring having the Three Mountains
 
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I honate
Hi @PDX Big Boss,

When conquering the British French Isles, why not give the option to form a Anglo-French culture group? Russia can get a giant one via their mission tree and the Chinese culture can expand when other countries "sinofy" their culture. During history there where various attempts of an Franco-British Union, and your mission tree achieves that.
To be honest I don’t think this fits the comparison with Russia…
Russian cultural union is based on both history (Russian claim and protectorates on the south Slavic areas), as well as a linguistic and cultural proximity (even though they branched out over the centuries, they still originate from the same culture)

On the contrary, there is historical evidence of proto nationalism in the HYW, before 1444, that the French nobility did not recognize a foreign ruler.
Besides, there is strictly no similarity between French and English, being respectively latine and Germanic culture. If that were to be the case, a franco-Iberian-Italian union would make more sense, but I don’t see anything to support that.
The only argument that I could consider would be the British nobility proximity to the French, being historical normands and using the French language at court.

The nobility gradually slipped toward popular culture/language though, while the French language was the european diplomatic language of the time and was spoken as well in Germany, so that rules it out for a cultural union…

One which would make sense though - I guess - would be a superindian group, once one country unifies the whole subcontinent (and not only Mughals), except for Dravidian which has a different origin, given that despite some regional language discrepancies, India was often referred to as a subcontinent with a relatively common culture - leading to its eventual unification.

Speaking of which, I do think “culture” could benefit from some enriched depth in a way similar to CK3, as it currently represents nothing but a name on the map (which probably explains why so many people argue over whether culture should follow language-groups or be based more on other proximity - such as the Caucasian group)
One can currently not “feel” the difference between Saxon, English or Milanese, while in CK3 every culture has its own set of language, tradition, food, nomadic/sedentary culture…

A pious wish from me to see that in EU4, but if not I would at least be very happy if they bring CK3 culture system into EU5
 
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garrison_damage = 0.5 #Note for the modders, it’s a float for casualty damage (mostly for MP)
Will this also be available as a local modifier?

And as you are currently adding a modifier to assaults, are there any plans to integrate assaults better?
For example assaults do not give any war exhaustion and are not taken into account when calculating war casualties.
And the current damage formulas for assaults are "interesting" to say the least. But as almost nobody knows them, there is not much of a discussion in this regard.

Furthermore, the AI should be far more likely to assault (I think if it were 5-10 times as bold in that regard, it would still have an overwhelming chance to win the assault). Probably it does not weigh the parameters correctly either. At least a define determining the boldness would be great.
There is also a lot of potential in linking the AI assault and barrage evaluations, as the AI is then guaranteed to get something out of the barrage. Currently the breaches are often wasted. But this is partially also to breaches being able to be repaired in 0 days, as soon as there is a move order away from the fort. More consistent rules for siege progress and breach decay would be very welcome. Also taking into account whether there are actually enough troops for the siege to progress.

Another point regarding war exhaustion is related to battles, as you currently also receive WE for your allies casualties in a battle.

In addition, we consider France alongside the Ottomans and some of the other Great Powers as the final big bosses of the campaign, powerful and scary, but at the same time not railroaded towards success.

Are there any additional steps taken in 1.35 to make the content more available for the AI in order to create the desired impact?
Some mission tree conditions are impossible to fulfill for the AI. For example, as the AI is currently not able to recruit special units through the macro builder, most special units can not be created at all. Therefore, missions which interact with special units are either useless or impossible to achieve for the AI.
 
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The very first impression of this dev diary was "Gosh, it's huge..."
"IT" meaning the endless scrollable mission tree. One screen is enough, two screens are bearable, but 23 lines.... that's 4 screens, right? A bit over the top.
 
I don't think so. But we may never know for sure. Next week is about Iberia. That meens Portugal, Spain, Castille and Aragon. Not sure if they would cover minors like Navara or Granada.
Maybe regarding Grenada. But I feel that its existing mission tree is pretty extensive
 
Maybe regarding Grenada. But I feel that its existing mission tree is pretty extensive
Sure thing is that they'll redo content (missions, events, modifires ect.) for Portugal and Spain. Castille is for sure as well since it's the most likely candidate to form Spain. But there's also Aragon so i presume that they might buff them as well and change Spanish missions if Aragon forms it. As for Granada and Andalusia i personaly would love it but i don't have high hopes for that. This DLC /update is after all about big players like France or Russia.
 
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The very first impression of this dev diary was "Gosh, it's huge..."
"IT" meaning the endless scrollable mission tree. One screen is enough, two screens are bearable, but 23 lines.... that's 4 screens, right? A bit over the top.
You are right, probably the time to switch for a proper graphic window like in HOI4 / CK3, where trees occupy the fulls screen

keeping the same interface after years of development, though mission trees increased from 15 missions to 83, seems deprecated
 
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Add a button to send our ships to our ports or friendly/allied ports before starting a war (without canceling the mission). Another button option would be to send our ships to upgrade!

Agregen un botón para enviar nuestros barcos a nuestros puertos o puertos amigos/aliados antes de empezar una guerra (sin cancelar la misión). Otra opción sería agregar un botón para mandar a actualizar los barcos! Estoy harto de ir por todo el mundo a mandar mis barcos uno por uno a actualizar, cuando bien podría ser una opción sin más.
 
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and please do come back next week, where @Pavía will be discussing new content for Iberia!
Hoping for some changes to Spanish colonization, such as Jesuit missions reflecting the borderland nature of those areas, colonization of extreme terrains like jungle, desert, steppe, mountain being significantly harder, buffs to some tribes like the Chichemecas, Mapuches, Chirguanos etc, and the ability to territorially reorganize your colonies.
 
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