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Europa Universalis IV - Development Diary 14th of March 2023 - Government Mechanics + Free Content

Good afternoon and welcome to another Developer Diary! This week we will be taking a closer look at various types of new content added to the game, starting with a review of the new Government mechanics that will come with Domination, and the additions we made to previous DLCs as well as to the base game.

Before we begin, let’s take a moment to address the concern around power creeping in 1.35 that has been discussed by the community in the past weeks. The content we showcase in Developer Diaries is usually in a rough form, not just from the perspective of numbers but also even from that bonuses. QA and Beta testing, along with your feedback, shape and changes the content vastly over the coming weeks. As a result, more often than not the content of the Dev Diaries does not reflect the final iteration. We take great pride in combing through and interacting with many of the comments under the Developer Diaries. We wanted to take this opportunity and note that in the cases of the Ottomans, France, Japan, and every other Great Power we have previously showcased, we have taken great steps towards rebalancing, snipping bonuses, nerfing, and even out-right changing modifiers completely. This is at least in part attributed to your stellar feedback, which helps guide us as we move through the development process. Having said that, thank you for taking the time to comment and contribute, even if we’re not always ready to answer as much as we’d like, but we genuinely appreciate it and try to take it into account as much as possible. Now that’s out of the way, let’s move on to today’s content!



Let’s start with an updated review of all the new Government Mechanics available with Domination. You may notice that they are using a similar box, which will now be part of the Government window (Note: the Purple box does not appear for countries who do not have mechanics). This has been done to make the expansion and maintenance of special Government mechanics easier, but also it will increase its modding possibilities (something we will talk about more in-depth next week):

image.png

New look of the Government window. When having more than one mechanic at your disposal, a lateral scrollbar inside the window will allow you to check them.

So, let’s showcase them:

Ottoman Decadence

Decadence.png

Ottoman Devshirme

Devshirme.png


Russian Table of Ranks

Table of Ranks.png


Russian Rule

Russian Rule.png


Spanish System of Councils

System of Councils.png


Japanese Land of the Christian Sun

Land of the Christian Sun.png


The New Prussian Militarization

Prussian Militarization.png

Following up on your feedback for Prussian Militarization, I went ahead and tweaked it a fair bit:

  • Removed Land Forcelimit and replaced it with Land Maintenance Modifier
  • Decay halved in tier 2 and 3
  • Added a decay countermeasure to slow down the loss of militarization
  • Militarization Interactions now cost 20 Militarization instead of 50
Mercenary Militarization

Mercenary Militarization.png

Note; This reform will NOT stack with other types of militarization!

Korean Perfectionism

Perfectionism.png


Parliament vs Monarchy (which is used by the English Parliament)

Parliament vs Monarchy.png


And the Shogunate, which although not part of Domination, received a bit of a re-balance:

Shogunate Starter.png

  • Forcibly Expel Ronin
    • -1 Global Unrest for 10 years
    • 50 Admin Power
    • -5% Liberty Desire in Subjects for 10 years
  • Sankin Kotai
    • +3 Diplomatic Reputation for 10 years
    • 50 Dip Power
    • +0.25 Monthly Autonomy Change in Subjects for 10 years
  • Sword Hunt
    • -15% Regiments Cost
    • 50 Mil Power
    • -10% Manpower Recovery Speed in Subjects for 10 years

Starting off with non-Domination-related, let’s start with the Base Game. A while back we released a Developer Diary around the addition of new Idea Groups as well as the re-balancing of existing ones (this is also a great way to showcase the impact of your feedback by comparing the old iteration with the new one!). Since then, a lot has changed based on a multitude of factors. Here are the current iterations of the 3 new Idea Groups:

Infrastructure Ideas:

Infrastructure Ideas.png

Note; Do not be alarmed by the Expand Administration Cost, granting it does not mean it’ll be free forever, read more HERE


Court Ideas:

Court Ideas.png

Note; the idea “Respected Authority” also carries a unique mechanic that reduces Absolutism loss from every Estate Privilege by -20% (which effectively translates to +1 or +2 Absolutism per Estate Privilege in most cases!)
Mercenary Ideas:


Mercenary Ideas.png

Note; We decided to remove the ability to split Mercs because it led to the impossible situation of splitting them, then mixing their 1k stacks in the same province without being able to consolidate them between each other and then not being able to re-merge them properly. However, the modifier itself is still in the script so perhaps modders can find uses for it! But a warning ahead: it can cause some out of syncs, so use it with caution.

Now that the new idea sets are showcased, let’s take a look at some highlighted changes:

Religious Ideas:
  • Church Attendance Duty now grants +10% Manpower in True Faith Provinces



Economic Ideas:



Economic Ideas.png



Administrative Ideas:
  • Moved the Core Creation Cost to slot 3
  • Governing Capacity Bonus nerfed to 20% (used to be 25%)
Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!
Humanist Ideas:

Humanist Ideas.png

Note; In the interest of time, we won’t showcase every change and instead focus on bigger and more impactful additions!

Espionage Ideas:


Espionage Ideas.png

Note; spy_actions_cost_modifier is new and applies to all Espionage-related actions and notice can_claim_states is now a modifier as well! There is always a cost/benefit relationship between picking idea groups, hopefully Espionage will be more competitive now!
Aristocratic Ideas:



Aristocratic Ideas.png

Note; the biggest change here is breaking down the strong cavalry idea and adding the cost to fabricate claims / reduction as well as unjustified demands
Defensive Ideas:


Defensive Ideas.png

Note; Defensive Ideas have received a revamp in their policies as well! Now many of them focus on more worthwhile aspects of the game!

Quantity Ideas:

For this group, we have elected to increase the Manpower and Forcelimit a bit, to 33% each. It’s an experimental change and we would love to hear your thoughts on it!

Let’s briefly look into some policy changes:

Defensive Policies:

Defensive Policies.png


And one final look at the current version of the new Idea Group Policies (not much changed, for posterity’s sake)

Mercenary Policies:


Mercenary Policies.png

Court Ideas:

Court Policies.png

Infrastructure Policies:

Infrastructure Policies.png

I should also note, that the AI is now far more proficient at not only picking but also combining Idea Groups based on a multitude of factors such as:
  • How militaristic their National Ideas are
  • What is their current mana generation of ruler, heir, etc. (as in, can they support the idea group AND not fall behind in the same type of tech?)
  • How threatened they are by neighbors and how they stack up against them
  • How defensible their terrain might be
  • What other idea groups they have picked (for better Policy combos)
While on the topic, let’s take a look at some of the events associated with the new idea groups!

Infrastructure Ideas:



Infrastructure Event.png

Court Ideas:


Court Event.png


Mercenary Ideas:


Mercenary Event.png

Note; Each Idea Group will come packing 10 new events, equally split between positive and negative!
Another impactful change in this line we decided to go forward with, is turning the "Slacken Recruitment Standards" into a 'toggle' button. Instead of magically making 20,000 dudes appear out of thin air, your conscription centers now lower their standards in order to fundamentally increase your Manpower Recovery Speed:


Slacken Button.png

Since we are catching up on previously shown content, let’s take another look at the Artillery Units, here you have them with proper names, and their final pips:


New Cannon Units.png


Another interesting addition to the base game is the introduction of the Tier 5 Military Government reforms, which we talked about the past week. The vast majority of these (barring some tag-specific ones) will be free:


Military Reform Tier.png

Note; Given the scope of the reforms, spanning nearly the entire globe, you won’t see them all by picking just 1 country. This is what Switzerland sees, as an example!


With 1.35 we introduce some new privileges for free, which add some estate-specific mechanics to estates that were lacking them:


crownlandprivileges.png

Note; Of course there are the Indian equivalents of these privileges too.


Moving on, we have a good deal of new traits related to generals, admirals and even rulers, all of which will be part of the base game:

New General Personalities

  • Cuirassier Leader: +10% Cavalry Combat Ability
  • Cruel Tactician: +10% Morale Damage
  • Frontline Holder: -10% Morale Damage Received
  • Strict Drillmaster: +2.5% Discipline and -50% Drill Decay
New Admiral Personalities

  • Naval Strategist: +10% Disengagement Chance
  • Inspirational Captain: +5% Naval Morale and +10% Navy Morale Recovery Speed
  • Naval Cannoneer: +10% Number of Cannons Modifier
  • Wooden Waller: +10% Hull Size Modifier
  • Cunning Navigator: +1 Fleet Movement Speed
New Ruler Personality

  • Peasant Revolt Leader: +10% Morale Damage and -1 Global Unrest (available to Peasant Republics)
  • Patron of Arts: -5% Technology Cost and -5% Idea Cost
Now let’s move to the content that we are adding to previous DLCs!

For owners of Leviathan, we have added 7 new Great Projects (all shown at their Tier 3):


Aljaferia Palace, in Saragossa.

Aljaferia Palace.png

Note; Spelling of the province is correct, Aragon now starts with Catalan as its primary culture.

Divrigi Hospital & Mosque in Divrigi.

Divrigi Mosque & Hospital.png



Edinburgh Castle in Lothian.


Edinburgh Castle.png



Grand Canals in the South Jiangsu area:


Grand Canals.png



The Imperial City of Kyoto.

Imperial City of Kyoto.png



The Palace of the Popes in Avignon.


Palace of the Popes.png



St. Basil’s Cathedral in Moscow

St. Basil's Cathedral.png


Taking your feedback into account, we decided to dedicate some of our artist time into reworking the visual for the Walls of Benin, to better reflect how they looked like in real life:


Walls of Benin.png

Note; I left the gfx of the old Benin Walls in the files with a different name, just in case we (or the modders) use it in a more appropriate place!

For owners of Golden Century, as pointed out in a previous Developer Diary, we added new Holy Orders:


Holy Orders.png

Note; We see that 2 of the Holy Orders shown here have similar bonuses (Local Defensiveness) and we will get it fixed asap!


For owners of Rule Britannia we went on to add or re-balance the following new Naval Doctrines:

Venetian Arsenal (re-balanced):

  • Number of Cannons Modifier: +10%
  • Sailors Maintenance Modifier: -10%
Korean Panokseon:

  • Ship Durability: +5%
  • Morale Hit from Sunken Ship: -25%
Japanese Atakebune:

  • Heavy Ship Combat Ability: +5%
  • Naval Morale: +5%
Hanseatic Trade Fleet:

  • Global Ship Trade Power: +25%
  • Naval Tradition from Protecting Trade: +100%
Ottoman Great Navy:

  • Global Ship Cost: -10%
  • Naval Forcelimit Modifier: +20%
Maghrebi Corsairs:

  • Privateer Efficiency: +25%
  • May Perform Slave Raid
  • Available Province Loot: +50%
Letter of Marque:

  • Disengagement Chance: +10%
  • Movement Speed in Fleet: +1
  • Chance to Capture Ships: +20%
Novgorodian Ushkuiniks:

  • Allowed Marine Fraction: +15%
  • Sailor Maintenance Modifier: -10%
Dvoryane Admiralty:

  • Naval Tradition: +1
  • Naval Leader Shock: +1
Malayan Seafaring:

  • Disembark Speed: +50%
  • Naval Attrition: -25%
  • Naval Transport Attrition: -50%
Junk Fleet:

  • Light Ship Cost: -50%
  • Naval Forcelimit Modifier: +25%
Chinese Treasure Fleet:

  • Trade Range: +25%
  • Colonial Range: +25%
  • Treasure Fleet Income: +25%
Maratha Naval Bombards:

  • Naval Barrage Cost: -25%
  • Blockade Impact on Siege: +1
  • Blockade Efficiency: +25%
Polynesian Navigation Seas:

  • May Recruit Explorers
  • Colonial Range: +50%
Naval Tactica: (for Byzantium)

  • Disengagement Chance: +15%
  • Galley Combat Ability: +20%
Basque Marines:

  • May Recruit Explorers
  • Landing Penalty: -1


Furthermore, we have also reworked the UI for the Emperor of China that comes with Mandate of Heaven, as to accommodate the new Decrees and Reforms that were added (and which we showed a couple of months ago), and to improve the user experience associated with it:


Emperor of China UI.png

Reminder; For Mandate of Heaven owners the Emperor of China now has over 10 New Reforms and Decrees. Reforms can largely now be completed in any order but many of them have certain requirements (have X idea group completed as an example)


Lastly, we tweaked the Reformed religion a fair bit, in order to add a lot more versatility, as we did previously with Protestantism! Now, Aspects are activated and deactivated as toggle buttons. Each toggled aspect will drain -8 Monthly Fervor. In most of our tests, players can attain a level of monthly fervor in which they can maintain at least 1 aspect at all times. Moreover, we added a new aspect: Diplomacy while stacking your Fervor higher gives its own different benefits!


Reformed Religion.png

Note; Numbers are not final, we’re openincorporatingrate feedback on them.

And now, to finish, a couple of additional cosmetic changes to the Base Game:


For those of you who love painting the map when it comes to forming Japan, I added the ability to adopt your Daimyo Color upon forming Japan, based on a selection of the top 15 most popular Daimyos. Here's how it would look for a handful of them:

Shimazu Japan

Purple Japan.png



Oda Japan

Red Japan.png



Takeda Japan
Orange Japan.png


So Japan

Pink Japan.png



While these colors certainly look fresh, some may not like the color change and wish to play with the original Japanese color. For this purpose, I added a new decision available for 10 years that will revert your color to the original Japanese one:


Restore our Color.png

Note; I added a similar decision for name-changes for peeps who want their original name!


To make a note on a previously discussed topic, we asked you guys for feedback on the various choices regarding the English and Angevin flags:

English Flag:

English Flag - Base.png



Angevin Flag:

English Flag.png

Note; the flag looks a bit off-putting on the edges due to the zooming/stretching for the purposes of the Dev Diary!

And that’s all for this week! We hope that you like the changes and additions that we have made to the game, as we’ve put a lot of effort into adding more depth to it for 1.35, in parallel with the development of Domination. In that regard, the changelog will again be massive, with hundreds of issues fixed and tweaked.

Next week @Ogele will talk about the new Usermodding features that we’re also introducing in the next update, so make sure you read it if you’re interested in the wonderful mods available for EUIV, as they will probably come with a bunch of novelty in the following months!

image-2.png
 
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Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!

Rebalance does not raise questions, but exchange points is very annoying. With deep respect, but I think this is a very big mistake. Or I misunderstood what was written. In fact, it has always been the other way around. Exploration is about America, Expansion is about everything else. The key to this is the "Quest to the New World", which, in principle, is not needed for expansion towards Africa - Asia, but it is desperately needed just to find this America. A map of any region of the world can be stolen or bought, except for America. The subsequent exploration of the world is a nice bonus to maritime traditions, the most important thing is to find something that can be colonized. You can build trading companies only with Expansion, which is what everyone does. But it is impossible to colonize America without Exploration. Well, of course, later it is feasible, but at first someone must find it.

I just looked at these two groups. At first, second and even third glance, Exploration is about America, and Expansion is about everything else.

And by the way, where did the -20% trade center upgrade go? It was a very nice bonus in its place. These bonuses are also very good, but...
 
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In reference to the Infrastructure ideas event "Country Roads in Disrepair", It seems weird that it should only happen if a country picks Infrastructure ideas. I mean, do roads not deteriorate otherwise? If anything, I would expect this event to be possible unconditionally, but picking Infrastructure ideas would REDUCE the chance of this event happening - you know, since the country is focused on its infrastructure...
 
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They moved it into the new infrastructure idea group.
Thanks, didn't notice.

By the way, if someone introduces new groups, it may be worth changing the frequency with which these groups can be opened. Maybe not 7, 10, 14, 18, 22, 26, 29, but something like 7, 10, 13, 16, 19, 22...
 
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There's certainly a typo with the Admiralty naval doctrine, it should be 'Dvoryane/Dvoriane Admiralty'; it's specific for the Russian culture, and it's related to the Nobility that was employed as military officers in 18th c. Russia. It would be pretty welcomed if native Russian speakers could tell us which form is better, so we have it properly fixed. :)
The word for nobility in Russian: "дворяне", would be transliterated as "dvoryane" according to usual practice (letter я is pronounced as "ya" in Russian, which is the cause of the association), but this word would be pronounced more like "dvor-ah-nye". No one will really be offended either way, but dvoryane would be a more direct transliteration while dvoriane would be slightly more accurate in pronunciation :--P.
 
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Thanks, didn't notice.

By the way, if someone introduces new groups, it may be worth changing the frequency with which these groups can be opened. Maybe not 7, 10, 14, 18, 22, 26, 29, but something like 7, 10, 13, 16, 19, 22...
Agree, I think the 4 admin-tech gaps between idea groups should be done away with, especially if there's more to choose from. Idea groups are a fun part of gameplay that allows for personalization and specialization in the campaign, and having that 1 dead space between 10 and 14 irks me. Perhaps it could go like: 5, 7, 10, 13, 16, 19, 22, 25, 28, 30 (With 10 idea groups) or 5, 7, 10, 13, 16, 19, 22, 25, 28 (With 9, I don't believe 10 is necessary personally).
 
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uhh, what about Transylvanian Saxon (Germanic Group) culture?
Transylvanian culture would be quite a mess with accurate representation, and if Slovak is moved to West Slavic (a sentiment I agree with), then splitting Transylvanian will put a heavier strain on the carpathian group and push it into kind-of bad territory.

I also wouldn't be against Albanian moving to the Byzantine group, as a more accurate representation of the cultural/linguistic association of Albania's relationship with its neighbors. It'd also help to make Byzantine less awful.
 
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I know that I can start a controversial topic @Pavía , but why don't Valencia, Castellón and Alicante have a Valencian culture?
It seems to me that the contemporanean (not historical) Catalan nationalism is trying to absorb everything related to the Valencian culture and language. Regardless of the linguistic controversy, the Valencian culture should exist in the game to fit the reality of the time and should be the primary culture of the Kingdom of Valencia. If the Valencian language exists as an independ language or as a regional variety of catalonian, the fact we cannot deny either is that there is a different culture behind it with its own name (that survived until today).

To consider that Catalan and Valencian culture are the same thing, would be like saying that Leonese and Castilian are the same thing too. This is something that hurts me since I play EU IV and as a Valencian myself. I wish it be changed soon.
You are asking for Eastern Catalan and Western Catalan subdivision? Because then Urgell would need to be changed too. Don't pretend that Valencia and Lleida didn't have the same culture in 1444.
 
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Transylvanian culture would be quite a mess with accurate representation, and if Slovak is moved to West Slavic (a sentiment I agree with), then splitting Transylvanian will put a heavier strain on the carpathian group and push it into kind-of bad territory.

I also wouldn't be against Albanian moving to the Byzantine group, as a more accurate representation of the cultural/linguistic association of Albania's relationship with its neighbors. It'd also help to make Byzantine less awful.
How is Byzantine group awful?
 
How is Byzantine group awful?
The culture group has only Greek culture and then the tiny Pontic and Gothic cultures. It's a group with low development and with its only region-spanning culture represented being greek. Compare it to Levantine, South Slavic, or Germanic and it's pretty awful.
 
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The culture group has only Greek culture and then Pontic and Gothic cultural OPMs. It's a group with low development and with its only region-spanning culture represented being greek. Compare it to Levantine, South Slavic, or Germanic and it's pretty awful.
Well, who else could go into this group, then? Georgians and Armenians?
 
Well, who else could go into this group, then? Georgians and Armenians?
The Caucasian group is small enough as is, so no. However I think Albanian does make sense, as it fits more into the Greek cultural sphere than the South Slavic one, and South Slavic simply doesn't need the extra culture while Byzantine does. As it is right now, many utilitarian strategies as Byzantium advocate for culture-swapping to Turkish because it's part of a much better group.

There is an argument to be made for the connections of culture and language of Albanian and Greek being closer as well, but I think that this is a side-note to the gameplay aspect.
 
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The Caucasian group is small enough as is, so no. However I think Albanian does make sense, as it fits more into the Greek cultural sphere than the South Slavic one, and South Slavic simply doesn't need the extra culture while Byzantine does. As it is right now, many utilitarian strategies as Byzantium advocate for culture-swapping to Turkish because it's part of a much better group.

There is an argument to be made for the connections of culture and language of Albanian and Greek being closer as well, but I think that this is a side-note to the gameplay aspect.
Oh. you wouldn't be against putting Albanian culture there, I thought it's vice versa. Must have misread.
 
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Expansion & Exploration Ideas:
  • Changed the Idea Factories to - > -10% Trade Company Investment Cost & -10% Trade Company Governing Cost. It is now in the 5th slot of Exploration Ideas. Expansion now gets the Viceroys idea, which used to be in Exploration (We have also tweaked Global Tariffs, hopefully they will be a bit more worthwhile now!)
  • Additional Diplomats now grants +1 Diplomat and -5% Liberty Desire of Subjects in Other Continents
  • The goal of these changes is to turn Expansion into the “Americas” colonization idea whereas Exploration should now be more useful for general exploring and going into and beyond Africa!
I think this is exactly backwards from their original intent.
  • Exploration is the one that gives new world benefits:
    • Conquistadors
    • Colonial Range*
    • Claims in Colonial Regions
    • Treasure Fleet income
    • until now Tariffs
  • Expansion is the one that gives trade company region benefits:
    • Reduced Autonomy in Territories
    • Global Trade Power*
    • Center of Trade Upgrade Cost
* Range and Trade Power benefit both, but getting started early is much more important for the new world, while trade power to outcompete others in their trade nodes is much more relevant for trade companies.

The reason I think Expansion has become associated with New World colonization nowadays because it colonizes much faster than Exploration after that one was nerfed, and there are far more colonizable provinces in the new world to use that speed for.
 
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Aragonese culture is now an accepted culture, and Aragon will still be its main nation, correct.
Are you aware that cores that don't have a nation's primary culture can be revoked in a peace deal? IMO that shouldn't be possible if it's the culture's primary nation. Or just leave Aragon Aragonese, it's a very small detail that most people won't notice anyway.
 
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I still don't see a reason to take defensive ideas. Other idea groups are just always a better option. It needs buffed. Also considering siege ability is pretty OP I think that's another reason to buff defensive ideas. I really want to see defensive play become viable.
 
You are asking for Eastern Catalan and Western Catalan subdivision? Because then Urgell would need to be changed too. Don't pretend that Valencia and Lleida didn't have the same culture in 1444.
Hi @AlphaSonic. No, the division is north/south, and the division must be between Tarragona and Castellón. Castellón, Valencia, Játiva (I forgot to add this one in my previous post) and Alicante, must be Valencian, and this culture must be the primary culture of the Kingdom of Valencia (which has cores in the mentioned provinces).
The catalan counties and the Kingdom of Valencia were reconquered in different times and they were different and independent entities between them, developing different realities and even some language differences.
Each of them have their own nationalism (that survived) and culture, and it is very absurd to see Valencia with catalonian culture and the rebels supporting the independence of a Catalonia that never existed in Valencia and not an independence for the Kingdom of Valencia.
And the same applies for the Balear islands, which must have its own different culture too.

The situation in Iberia is very similar that the one in Italy, there a lot of similar cultures that shares the same language or a very close dialect, but the cultures are considered different and they are represented.

I am sure that you understand my point of view now.
 
I think this is exactly backwards from their original intent.
  • Exploration is the one that gives new world benefits:
    • Conquistadors
    • Colonial Range*
    • Claims in Colonial Regions
    • Treasure Fleet income
    • until now Tariffs
  • Expansion is the one that gives trade company region benefits:
    • Reduced Autonomy in Territories
    • Global Trade Power*
    • Center of Trade Upgrade Cost
* Range and Trade Power benefit both, but getting started early is much more important for the new world, while trade power to outcompete others in their trade nodes is much more relevant for trade companies.

The reason I think Expansion has become associated with New World colonization nowadays because it colonizes much faster than Exploration after that one was nerfed, and there are far more colonizable provinces in the new world to use that speed for.
Disagree.
Exploration should give Explorers and focus on trade, expansion should focus on the Americas with conquistadors.

Unfortunately Exploration has Explorers, Conquistadors and Quest for the New World.

It is my opinion that the 2 idea groups need a rework so they aren't taken In a duo basically.
 
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I still don't see a reason to take defensive ideas. Other idea groups are just always a better option. It needs buffed. Also considering siege ability is pretty OP I think that's another reason to buff defensive ideas. I really want to see defensive play become viable.
You know what might actually be good? A movement speed debuff for enemies in your provinces
 
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In reference to the Infrastructure ideas event "Country Roads in Disrepair", It seems weird that it should only happen if a country picks Infrastructure ideas. I mean, do roads not deteriorate otherwise? If anything, I would expect this event to be possible unconditionally, but picking Infrastructure ideas would REDUCE the chance of this event happening - you know, since the country is focused on its infrastructure...
I agree it makes no sense that picking infrastructure would give you events for decaying infrastructure, as opposed to not picking it at all. But i don't necessarily agree with the solution you propose.

The event should be unconditional, but if you have infrastructure ideas then you would have an extra option, which would be much cheaper or more efficient.
 
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