Hey everyone!
As promised in an earlier comment in the Kilwa/Mutapa Dev Diary, I am presenting a quick update for the estate privileges as well as the ideas.
I want to point out that our goal is not to introduce more power creep; nobody wants to see that.
We also have adjusted the ideas of Ethiopia to make them feel a little bit more competitive in the late game:
The estate privileges were adjusted too:
(Religious Culture - Previously: Local Unrest: +2, Local Culture Conversion Cost: -10%, Influence: 15%, Crownland Cost: 0)
(Religious Diplomats - Previously: Loyalty: 0%, Influence: 30%)
Note: we are considering denying access to "Religious Culture" for the Orthodox countries as they are very powerful on their own already. However, this is a decision we would like to make after gathering more feedback from QA and our community. Right now it is just an idea.
(Nobility Integration Policy - Previously: Was not removed if you have no more subjects left)
Note: "Nobility Integration Policy" gets immediately removed when you have no subjects left.
(Previously: Influence: 30%, Absolutism: -10)
(Build Shrines for Heirs - Previously: Influence: 30%)
(Build Embrace Singular Cult - Previously: Absolutism: -10)
(Flexible Cult - Previously: Influence: 10%, Absolutism: -5)
Note: swapping the Singular Cult comes now at a considerable cost too!
Next point is not quite about the new content, but we figured it is important we mention it. With the replacement of the -1 Tolerance to Heretics for Catholics, we observed that Catholicism dominates Europe, and the reformation gets eradicated after the Age of Reformation. The following image is one of the common occurrences (shoutout to AI Andalusia).
Because of that we decided to increase the speed of the Reformation by 50% and decreased the Morale Bonus of Bless Ruler from 10% to 5%.
Both images above are equally frequent now.
Finally a quick word: it appears that there is a big concern regarding power creep, not only about Origins, but about EU4 in general. We are working on dealing with this issue, trying to be a bit more creative and careful with the new content we will be releasing; keeping it interesting, challenging and rewarding at the same time.
Because of that, we realized that we need to tune down the strength of the national ideas of some formables. About the new mission trees, we are now trying to make them more interactive, giving the player different paths to follow, and making them more flavorful.
As promised in an earlier comment in the Kilwa/Mutapa Dev Diary, I am presenting a quick update for the estate privileges as well as the ideas.
I want to point out that our goal is not to introduce more power creep; nobody wants to see that.
Code:
GZI_ideas = {
start = {
fort_maintenance_modifier = -0.1
land_morale = 0.1 #(previously: land_morale = 0.15)
}
bonus = {
trade_efficiency = 0.2
}
trigger = {
tag = GZI
}
free = yes
gzi_stone_masonry = {
build_cost = -0.15
great_project_upgrade_cost = -0.1
}
gzi_ivory_trade = {
global_trade_goods_size_modifier = 0.1
}
gzi_gold_deposits = {
global_tax_modifier = 0.1
monthly_gold_inflation_modifier = -0.2
}
gzi_zimbabwes_walls = {
defensiveness = 0.25
}
gzi_lay_of_the_land = {
hostile_attrition = 1
}
gzi_tributary_system = {
vassal_income = 0.2
}
gzi_zimbabwe_birds = {
production_efficiency = 0.1 #(previously: production_efficiency = 0.15)
}
}
Code:
AKS_ideas = {
start = {
governing_capacity_modifier = 0.15 #(previously: prestige_decay = -0.01)
discipline = 0.05 #(replaces the land_morale = 0.15)
}
bonus = {
global_manpower_modifier = 0.25 #(previously: global_manpower_modifier = 0.33)
}
trigger = {
tag = AKS
}
free = yes
aks_stellae_builders = {
prestige = 1
}
aks_legacy_of_king_kaleb = {
ae_impact = -0.15
}
aks_persian_revenge = {
warscore_cost_vs_other_religion = -0.15 #(previously: province_warscore_cost = -0.25)
}
aks_christianity_stronghold = {
tolerance_own = 2
}
aks_mediterranean_contacts = { #(previously: technology_cost = -0.1)
technology_cost = -0.05
global_institution_spread = 0.1
}
aks_trade_hub = {
trade_efficiency = 0.15
}
aks_coin_minting = {
inflation_reduction = 0.1
}
}
Code:
KIT_ideas = {
start = {
prestige_decay = -0.01 #(previously: infantry_power = 0.1)
manpower_recovery_speed = 0.15
}
bonus = {
infantry_power = 0.1 #(previously: stability_cost_modifier = 0.15)
}
trigger = {
tag = KIT
}
free = yes
kit_legacy_of_the_gods = {
legitimacy = 1
tolerance_own = 1 #(previously: tolerance_own = 2)
}
kit_empire_of_the_light = {
stability_cost_modifier = -0.1 #(previously: prestige = 1)
}
kit_memory_of_aksum = {
embracement_cost = -0.2
}
kit_lakes_dominance = {
unjustified_demands = -0.2 #(previously: discipline = 0.05)
}
kit_bachwezi_earthworks = {
build_cost = -0.1
}
kit_nile_conquest = {
core_creation = -0.15
}
kit_rich_history = {
culture_conversion_cost = -0.25
}
}
Code:
NBI_ideas = {
start = {
stability_cost_modifier = -0.1 #(previously: land_morale = 0.15)
hostile_attrition = 1
}
bonus = {
fire_damage = 0.1 #(previously: prestige = 1)
}
trigger = {
tag = NBI
}
free = yes
nbi_our_land = { #(previously: global_unrest = -2 stability_cost_modifier = -0.15 )
global_unrest = -2
}
nbi_religious_friction = {
global_missionary_strength = 0.02
}
nbi_desert_knowledge = {
land_attrition = -0.1
}
nbi_military_strength = {
discipline = 0.05
}
nbi_nile_control = { #(previously: trade_efficiency = 0.1 production_efficiency = 0.1)
global_trade_goods_size_modifier = 0.1
}
nbi_christian_ties = {
tolerance_own = 2
}
nbi_egyptian_relations = {
adm_tech_cost_modifier = -0.1
}
}
We also have adjusted the ideas of Ethiopia to make them feel a little bit more competitive in the late game:
Code:
ETH_ideas = {
start = {
global_autonomy = -0.05
land_attrition = -0.10
}
bonus = {
discipline = 0.05 #(previously: legitimacy = 1)
}
trigger = {
tag = ETH
}
free = yes
solomonid_claim = {
prestige = 1
}
nagusa_negast = {
heir_chance = 0.5
legitimacy = 1 #New
}
hostile_borders = {
defensiveness = 0.20
war_exhaustion = -0.03 #New
}
diplomatic_demeanor = {
diplomatic_reputation = 1
}
the_ark_of_the_covenant = {
missionaries = 1
}
eth_expansionist_policy = {
core_creation = -0.10
}
eth_reformed_armies = {
army_tradition = 0.5 #(previously: infantry_power = 0.1)
}
}
The estate privileges were adjusted too:

(Religious Culture - Previously: Local Unrest: +2, Local Culture Conversion Cost: -10%, Influence: 15%, Crownland Cost: 0)
(Religious Diplomats - Previously: Loyalty: 0%, Influence: 30%)
Note: we are considering denying access to "Religious Culture" for the Orthodox countries as they are very powerful on their own already. However, this is a decision we would like to make after gathering more feedback from QA and our community. Right now it is just an idea.

(Nobility Integration Policy - Previously: Was not removed if you have no more subjects left)
Note: "Nobility Integration Policy" gets immediately removed when you have no subjects left.

(Previously: Influence: 30%, Absolutism: -10)

(Build Shrines for Heirs - Previously: Influence: 30%)
(Build Embrace Singular Cult - Previously: Absolutism: -10)
(Flexible Cult - Previously: Influence: 10%, Absolutism: -5)
Note: swapping the Singular Cult comes now at a considerable cost too!

Next point is not quite about the new content, but we figured it is important we mention it. With the replacement of the -1 Tolerance to Heretics for Catholics, we observed that Catholicism dominates Europe, and the reformation gets eradicated after the Age of Reformation. The following image is one of the common occurrences (shoutout to AI Andalusia).

Because of that we decided to increase the speed of the Reformation by 50% and decreased the Morale Bonus of Bless Ruler from 10% to 5%.


Both images above are equally frequent now.
Finally a quick word: it appears that there is a big concern regarding power creep, not only about Origins, but about EU4 in general. We are working on dealing with this issue, trying to be a bit more creative and careful with the new content we will be releasing; keeping it interesting, challenging and rewarding at the same time.
Because of that, we realized that we need to tune down the strength of the national ideas of some formables. About the new mission trees, we are now trying to make them more interactive, giving the player different paths to follow, and making them more flavorful.
Last edited:
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